______________________________________________________________________________ |______________________________________________________________________________| ________________ ________________ ______________ _____ _____ _____ \ FINAL / \ FANTASY / \____________/ \___/ \___/ \___/ | ________ | | ________ | | | | | | | | | | | | | \| | | \| | | | | | | | | | | | | \ | | \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | / | | / | | | | | | | | | | | |_/| | |_/| \ \/ / | | | | | | | | | | \ / | | | | | | | __| | __| \ / |_| |_| |_| | | \ | | \ \__/ /___\ /___\ /___\ | | | | | | | | _________________________________________ | | | | _________________________________________ | | | | | | | | final fantasy 8 walkthrough | | | | us / canada - playstation | | | | version - .75 [11/20/99] | | | | author - dude who's bored! |__| |__| _________________________________________ /____\ /____\ _________________________________________ FFVIII Walkthrough/FAQ copyright 1999, by original author Bo Sun. Final Fantasy is a trademark of Squaresoft. All rights reserved. FF8 © 1999 Square Co. _____________________________________________________________________________ |_____________________________________________________________________________| /**********************************************************************\ ** - D I S C L A I M E R - ** ** This guide was created for private usage only. It cannot ** ** be altered without authorization and can only be reproduced ** ** electronically. It cannot be sold for profitable means. ** ** Incorporation of the guide into published materials is not ** ** allowed. Usage of guide other than listed as illegal will ** ** be fine. If anyone should wish to use the guide for any ** ** other reason, please contact the author via email: ** ** bow-wow@mailcity.com ** \**********************************************************************/ ______________ AUTHOR'S NOTE: רררררררררררררר Firstly, I want to say welcome to my FAQ. My plan for it is to assist the player throughout the game with helpful hints and guidance. Since this is my first public writing, please bear through if some parts are not done professionally or mistakenly. Best viewed at [800x600], with notepad, Netscape, or IE. Please let me know of any additional tips so that it can be added to this FAQ =), OR any falsely written info in this FAQ that needs corrections. Also, BTW my FAQ is pretty thorough and wordy; it's perfect for an average good player but maybe overkill for others. - Bo Sun - _____________________________________________________________________________ <_____________________________________________________________________________> _____________________________________ ררררררררררררררררררררררררררררררררררררר T A B L E O F C O N T E N T S _____________________________________ ררררררררררררררררררררררררררררררררררררר I. REVISION HISTORY -Version .10 -Version .15 -Version .20 -Version .65 -Version .75* II. FUTURE ADDITIONS -Planning Sections III. INTRODUCTION TO FINAL FANTASY 8 -Authors Opinions -Differences From FF7 -Terms of use in FF8 -Using this FAQ IV. JUNCTIONING OVERVIEW -Explanation of Junction System -Differences From FF7 Materia System -Differences From FF5 Class System V. PRE-GAME ADVICE -General In-Game Advice -GF and Magic Junction Advice -Advice for Efficient Battles VI. WALKTHROUGH OF DISK 1 1.1 Beginning in Balamb Garden 1.2 Fire Cavern / GF Ifrit 1.3 Dollet Town / SeeD Candidate Mission 1.4 SeeD Party! 1.5 Timber / Forest Owls Mission 1.6 TV Station / Escape from Timber 1.7 Galbadia Garden 1.8 Deling City / Caraway Mansion 1.9 Assassination Plan VII. WALKTHROUGH OF DISK 2 2.1 Winhill / Dream Sequence No. 3 2.2 D-District Prison / Escape 2.3 Missile Complex / Scram the Missiles 2.4 Balamb Garden Crisis / Saving Balamb Garden 2.5 Towards Fishermans Horizon 2.6 Side Quests of Disk 2 / *All Optional* - A. Balamb Garden - Card Club Quest - B. Central Ruins - Oding and GF Tonberry - C. Shumi Village - Stone Collection - D. Winhill - Vase Piece Collection 2.7 Balamb Under Seige / Finding the Captain 2.8 Tribia Garden / Flashback in Time 2.9 Towns Revisited / Optional 2.10 Face Off With Galbadia Garden VIII. WALKTHROUGH OF DISK 3 [incomplete!] IX. WALKTHROUGH OF DISK 4 [incomplete!] X. CARD MANIA! -Intro to the Triple Triad Mini-game -Full Card Database -Rare Card Locations -UFO Encounter -Chocobo Forest Quest -Card Club Quest -Card Queen Quest XI. CREDITS -Contributors -Acknowledgements -Flames?? _____________________________________________________________________________ <_____________________________________________________________________________> _________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררר R E V S I O N H I S T O R Y - S E C T I O N I _________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררר -Version .10 - 10/20/99: Initial version unreleased - Title and Intro complete - Balamb Garden intro section completed - Ifrit scenario completed -Version .15 - 10/25/99: Second version, unreleased - Junctioning system overview completed - Dollet Mission completed - SeeD dance sequence completed - Added advice/hints section - Edited text for clear/concise viewing - Spell checked EVERYTHING -Version .20 - 11/2/99: Third version, still unreleased - Edited again for even clearer viewing - Added mini-map for Balamb - Added more SeeD information - Added some credits/discredits... - Played around with the format -Version .65 - 11/6/99: Fourth version, hopefully released - Finished Forest Owls section - Finished Timber TV Station section - Galbadia Garden section completed - Deling City / Tomb section completed - Added full card database and rare card locations thanks to the Rickster! - Assassination Plan completed - Disk One Walkthrough done! - Edited for conciseness -Version .75 - 11/20/99: Fifth revision, better be released! - Beginning Disk2, Winhill complete - Reconstructed card database - D-District Prison escape complete - Reconstructed/finished Missile Complex - Balamb Garden Crisis complete - FH scenario complete - Disk 2 side quests complete - Balamb crisis complete - Tribia Garden scenario complete - Fully recompiled the Card Mania section - Finally, Disk 2 is complete! _____________________________________________________________________________ <_____________________________________________________________________________> _____________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר F U T U R E A D D I T I O N S - S E C T I O N I I _____________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר As I see it, this FAQ is nowhere to completion, these are a list of sections "planned" to make an appearance: 1. Add a COMPLETE walkthrough. 2. Full comprehensive GF section with locations, usage, specialty, and abilities of the GFs. 3. Some stuff on Magazines/Limit Breaks or general character section. 4. Some more ASCII art, maps and etc. If anyone wishes to contribute, no problem. Drop me an email as soon as possible, pleasseee. =) And *ALL* help is appreciated. Oh BTW, if you spot any mistakes [typos, spelling, faulty info, even info I don't got], please let me know. _____________________________________________________________________________ <_____________________________________________________________________________> ______________________________________________________________________ רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר I N T R O D U C T I O N T O F F 8 - S E C T I O N I I I ______________________________________________________________________ רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר Looks like you're in for a treat with Final Fantasy 8. With all the eye-candy in the game, who doesn't like it?? Final Fantasy 8 was released in English on 9/9/99. For those of you who don't own it yet, save some cash and go out and buy it. Square really made a masterpiece with FF8, the game is much smoother and less confusing to me than FF7. Graphics are best I've seen yet. Just watching the jaw-dropping FMVs are worth it. You really got to play it to understand. Well, for those who don't have a Playstation, a PC version should be out soon too hopefully with full 3D support. In actual terms of gameplay and plot, you will assume the role of Squall, an elite SeeD cadet who assumes unwanted leadership. The plot can be quite good. Many of the elements that were previously dislocated are now put into well-times sequences, which show connections. I don't want to give any away at this point but, I'm sure you'll like it. If you're one who played FF7 and wanted more, this section would aid such players. ____________________________ DIFFERENCES FOR FF7 PLAYERS: רררררררררררררררררררררררררררר - Materia system is removed in favor of a "Junction" system - Defeating enemies no longer dish out money, makes you feel kinda helpless, but neverless, money isn't a big issue in FF8 - Cannot buy weapons at shops, you have to remodel them - No more MP!! Only can stealing Magic from enemies by using "Draw" command - Ironically, the FF7 intro music is the FF8 Game Over music - No treasure chests, instead you find things lying around and read magazines in hotels =) - There's no penalty in junctioning Magic, not the case in Ff7 - And finally, FF8 characters are no longer squirt dwarves, they are actually look/act like real people, congrats to Square ____________________ USAGES OF FF8 TERMS: רררררררררררררררררררר >>>>>GENERAL<<<<< ררררררררררררררררר Junction - Process of equipping a non-materialistic object to a character such as Guardian Force(s) or Magic. Draw Point - A pink spring that produce Magic; You may Draw Magic from here. Draw Points will regenerate after a while. Draw - Ability used for stocking [stealing] non-materialistic objects from foes or Draw Points. Garden - This school/organization for mercenaries, exist throughout the scope of FF8. Politically neutral. Squall [main character] is from Balamb Garden. SeeD - The mercenary "combat specialists" of Balamb Garden. GF - Known as Guardian Forces. They are essentially Espers that can grant special abilities when junctioned. Magic - Also known as the Black Arts, Witchcraft, Incantations they are used in FF8 for offensive/defensive measures. Card - Cards are gathered throughout FF8, for the Triple Triad game. Cards can be "Modded" to produce rare items. >>>>>BATTLE<<<<< רררררררררררררררר ATB gauge - Stands for Active Time Battle, gauge is used to regulate turns. When the ATB gauge is completely yellow or filled, you may enter commands. The higher a character's Speed, the faster the ATB gauge fills; vice versa. First Strike - Your party's ATB gauge is full at the beginning of battle, good. Struck First - All enemies have full ATB gauge at the beginning of battle, not good. Back Attack - You back attack the enemy. Enemies take twice the damage from the back the first turns. Back Attacked- Enemies back attack you. You take twice the damage from the back the first turns. You're ATB starts from empty. Weakness - An elemental weakness when exploited, the enemy takes excess damage in accordance to their weakness. Strong VS - Damage is reduced when an elemental attack is in respect. Nullify - "No Effect", meaning damage is reduced to zero when elemental attack is in respect. Absorb - HP is gained equal to the prescribed elemental attack when in respect. >>>>>CHARACTER RATINGS<<<<<< רררררררררררררררררררררררררררר HP - "Hit Points", the total life of your character. When reduced to zero, the character will be KOed and is unusable. Use Phoenix Down or Life to revive them. Strength - A character's Strength determines the damage of physical attacks. Higher the better. Vitality - Endurance against physical attacks. Higher number reduces physical damage more. Magic - How effective the caster's Magic is. The success rate of drawing Magic. Higher level Magic require higher Magic status. Spirit - Resistance against Magic attacks. Same effect as Vitality except with Magic. Speed - How fast your ATB gauge fills up. Luck - Effect on Evasion Rate, Hit Rate. Also affects the chance for First Strike, chances for summoning rare GFs, or any other effect on chance. Evasion - Rate of how your characters avoid attacks. Hit - Rate of accuracy when physical attacks are used. _______________ USING THIS FAQ: ררררררררררררררר Please use the Table of Contents to navigate throughout the FAQ. Currently, this FAQ sports a Walkthrough and some other general help information. When using the Walkthrough, expect to see: 1. A header signifying a new section containing an Items list, Magazine list, Draw Point list, monster list, and boss list. Expect to find those things in that section of the game. You can't miss it! Dream Sequences may denote mini-sections. 2. For bosses, a mini-section containing, HP, Level, weakness, strong point, and additional info. Also a insightful strategy originally written for any player. Also, the items and points you receive after battle. 3. A built-in guide for decisions in FF8. Although not easily spotable, trust me, it's there. 4. The chronology of the Walkthrough is ideal as it follows the game plot. Optional side quests denoted when available. 5. The Walkthrough is objective, but still hinder some traces of the opinion of the author. Be warned.... Seriously though, if you spot my weak attempt to make humor, just shake your head, and keep scrolling down. 6. And please, realize that by using this and any FAQ, it may degrade the quality of the storyline as spoilers are almost inevitable. If it's your first time playing, you may want to read the following sections before starting. _____________________________________________________________________________ <_____________________________________________________________________________> _______________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר J U N C T I O N O V E R V I E W - S E C T I O N I V _______________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר __________________ ====>JUNCTION<==== רררררררררררררררררר If you've heard of FF8, I'm pretty sure you've heard of the infamous "Junction" system as well. So what exactly is it?? Well, the definition from the manual is "...equipping characters with things other than physical object..." Let's see, this include Guardian Forces and Magic. The whole point of junctioning is to link your character to one of the non-physical elements, to higher their status and make them stronger in all areas. ____________ ====>GF<==== רררררררררררר Sorry, GF does not stand for girlfriend...if you're looking for a dating sim, try out Thousand Arms. Anyways, The basic Junction typically links the character to a Guardian Force [GF]. As it happens so, Guardian Forces have a unique set of abilities that when junctioned, are available for the character to use. These abilities are diverse and range from battle usage only, to refining Magic, to granting special bonuses to the characters when equipped. Not all abilities need to be equipped however, some abilities take into affect automatically. The innate abilities of GFs include, "DRAW", "MAGIC", "GF", and "ITEM" along with a few extras. If not junctioned to a GF, then the only ability of the any character should be "ATTACK". Since not all abilities are for use from the beginning, you must learn new abilities, acquiring Ability Points [AP] after battle. There's also an issue of compatibility between a character and a Guardian Force. The higher the compatibility, the less waiting time for summoning, and vice versa. View compatibility gauge in the GF screen. _______________ ====>MAGIC<==== ררררררררררררררר Junctioning Magic to a character will increase their status, elemental damage/defense, and/or status-ailment attack/defense. To Junction Magic, you must first have a GF junctioned to a character. Junctioning status is the easiest. The GF must have completed a status Junction ability such as Str-J [Magic junctioned to Strength], HP-J [Magic junctioned to Hit Points], or any other ability with "-J" You can Junction any highlighted Magic to a single highlighted status. Junctioning a related Magic to a related status will yield better results than an unrelated Magic. For instance, junctioning Life to HP will increase the HP to 1500, but you'll only get 900 when junctioned to "Thunder". You can also auto set this type of junctioning as well. Get it yet?? For the elemental and status-ailment Junction, press the right cursor to shift to those screens. You can only Junction elemental Magic [Blizzard, Fire, Water] to elemental attack/defense and only Junction status-ailment Magic [Pain, Sleep] to status-ailment attack/defense. I hope you're getting this; if not, don't fret. You'll come across MANY in-game tutorial in the first disk so pay attention! __________________________________________________________________________ Alright, compared to FF7's materia System: Junctioning a GF is like equipping a fixed a set of materia. That set equals the abilities of the GF that can or has learned. The set of abilities a GF can learn is pre-set and each set is unique. Like materia, the characters can equip the ability, unlike materia, abilities cannot be interchanged between characters when GFs are stationary. Here's a list of likeness I've found: * Status-ailment Junction is comparable to added effect materia * Elemental Junction is like the elemental materia * Battle abilities [Mug] are command [yellow] materia * Internal status abilities [Str+60%] work like independent [purple] materia * Junctioning GF is like equipping summon [red] materia * New abilities all require AP So if you've played FF7 before, you'll be quite familiar with the background of Junction system. Junction system can do almost all the things materia could except it may seem a tad more complicated. Compared to FF5's Job system: The Job and Junction system is VERY close. Jobs are the equivalent of Guardian forces. Equipping abilities are all alike in both games, except FF8 is much more generous to offer more slots to equip abilities. In FF5, you could only equip 2+ abilities; in FF8, you can easily equip 5+. However, a character can only summon the Guardian Force junctioned to him/herself, rather than being able to summon all the Espers with one character in FF5. But I still think the FF8 system is much more flexible. Again here's some likeness: * Each GF has unique abilities like unique abilities in Jobs * You have to equip Magic to use magic * Some abilities require no slot to equip * Characters in FF8 are always in Suppin/Normal mode * New abilities all require AP Hope that helped! _____________________________________________________________________________ <_____________________________________________________________________________> ___________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר P R E - G A M E A D V I C E - S E C T I O N V ___________________________________________________________ ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר This is the right section if you've just started playing FF8. If so, you'll hopefully find this part [cross-my fingers] extremely helpful! _______________________ GENERAL IN-GAME ADVICE: ררררררררררררררררררררררר -When you first start, be sure to set all your Configuration speeds [Battle, Text, and Battle-Messages] to the maximum in your Config menu. Doing so will make actions faster and give you extra time in events with a counter ticking. It will make your ATB shoot up, thus making constant annoying battles more tolerable too. It feels like a bonus 100 points up in your Speed Status for free! -Try pressing X in some weird places, you may be surprised. Some of the items stay hidden in Ff8 as opposed to the straightforward treasure "chests" featured in most other [Role Playing Games] RPGs. Sometimes you may even find hidden Save Points and Draw Points. -Make sure to upgrade your weapons as soon as possible to have an edge on your enemies. This is a must since monsters level up simultaneously as your party. Use Card Mod and Mug to your make life easier. -There's no purpose in "Leveling-Up" anymore as enemies are ALWAYS a at the same difficulty no matter what level. Some bosses may even become tougher as a result of "Leveling-Up". -And everyone's favorite; SAVE FREQUENTLY, battles of FF8 are harder than FF7, but neverless more challenging. Save prevents loss of valuable cards as well. _____________________________ GF AND MAGIC JUNCTION ADVICE: ררררררררררררררררררררררררררררר -Junction system is can easily be familiarized by tampering with it, so take my advice and play with it a little. Always try some new things to see what works and what don't. -Learn useful abilities of GF's first. Here's a suggested order. 1. Boost Ability [increases damage of "GF" Ability] 2. The Unique Command Ability [Card, Doom, Mug, etc.] 3. Menu Refinement Ability [F Mag-RF, etc.] 4. Magic Junction Status Ability [HP-J, Spr-J, etc.] 5. Character Status bonus Ability [Str+40%, Mag+20%, etc.] 6. Restart order for next Ability level It doesn't really matter much if you don't follow this order but just make sure to learn the abilities requiring the LEAST AP first, then build your way up. Also, learn abilities that boast your character status first as opposed to making your GF status higher. Since your character controls the GFs and not the other way around. -Try to use your time wisely, such as refining Magic from items when drawing in battles seem to take too long. -Always Junction something/anything to your Character. Make sure, cuz you should always expect a fight, always Junction because they get the EXP as well. Don't loose out. You should Junction as MUCH Magic to your status as well, since there's no penalties like in FF7. _____________________________ ADVICE FOR EFFICIENT BATTLES: ררררררררררררררררררררררררררררר -Spend time drawing Magic from common foes as opposed to using DRAW on bosses. It takes much longer to Draw from bosses than from regular enemies because you won't have to worry much about staying alive! In most cases anyway, the Magic featured by bosses can be retrieved from enemies later on. -Using "GF" Ability, it deals considerable damage especially early on in the game. Use summons when using comparable physical attacks take too long. However, be aware of the elemental [dis]advantages. Defeating enemies with this Ability will not be classified as a kill for the character, thus you will not receive a EXP final-blow bonus. -If battle just isn't going your way...Scan is one of those invaluable Magic in FF8. Most, if not ALL the enemies in FF8 can be scanned. It'll tell you hints in the area of weakness and strength of the enemy as well as the level and current/maximum Hit Points of the enemy. This is one of the most useful Magic in the game. __________________________________________________________________________ By the way, there's also a in game tutorial explaining how the game mechanics work. Just press circle and choose "Tutorial", and voila! So if you have any questions on how to Junction or even where things are located, the tutorials can explain better than I. Shall we begin?? _____________________________________________________________________________ <_____________________________________________________________________________> __________________________________________________________________ רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר D I S K 1 W A L K T H R O U G H - S E C T I O N V I __________________________________________________________________ רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר ========================================================================== <<<<< 1.1 - BEGINNING IN BALAMB GARDEN >>>>> ========================================================================== THINGS OF INTEREST: ---->Obtain GF 1 Quezacotl [from Study Panel] ---->Obtain GF 2 Shiva [from Study Panel] ---->Cure Draw Point [located near exit scene] ---->Esuna Draw Point [located in the Library] ---->Blizzard Draw Point [located in Training Center] ---->Obtain 7 cards [given by the man near deck 2 elevator] ---->Occult Fan I [check the 2nd outward shelf, left side] ENEMY CONFRONTATION: ---->Grat, T-Rexaur [in the Training Center] BOSS CONFRONTATION: None! ====>START GAME<==== WOW, huh?? I bet you were amazed at the full motion video [FMV] intro. There'll be quite a few of these in the whole process of the game. The FMVs take up a lot of storage space, so that's why FF8 is 4 disks long. It'll starts off with a girl [Rinoa] in the in a peaceful meadow. Then suddenly, it shifts to two soldiers battling. Sparks fly and all the other goodies. =) In the middle of the fight, Seifer [your greatest competition] cheats and puts a 3 inch hole IN YOUR FACE. But don't worry, there'll be some poetic justice...later. Sorry about repeating it all, it's just I thought this FMV was one of the most intensive scenes in the game. I'll try to tone down the FMV spoilers from now on. Awakening in the Infirmary, Dr. Kadowaki will question your well being. Then name yourself. Quistis, your instructor will be called in by the doc, followed by various FMVs. Welcome to Balamb Garden. In the second floor [2F] classroom, Quistis tells you to finish a field test after everyone leaves. Locate a study panel now. Turn it on, and go to Tutorial, and log in as Squall. You'll receive GF Quezacotl and Shiva. ----- GF CHECK: ---------------------------------------------------------- רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר Go to your GF Menu and then "Learn". You'll see that each GF has an unique list of abilities. Be sure to select Boost Ability for both GFs to learn FIRST. Followed by Card, Card MOD, Mid Mag-RF which has the highest priority. For Shiva, make sure to learn I Mag-RF. __________________________________________________________________________ -------------------------------------------------------------------------- On your way outward, an female exchange student will bump into you. What's funny about it is that most characters in the Garden just walk through you! Anyhow, reply to her and you'll have a choice of showing her around or just leaving her cold. If you choose to show her around, she ironically invokes a tutorial of Balamb Garden. Well when you're at the elevator scene, talk to the guy at the bottom and he'll give you 7 cards He also tells you to press square button in front of card players to get a mini-game going. When you reach 1F, here's a mini-map that may help: [BALAMB GARDEN] Dormitory [save point] | ________________ Cafeteria - / __________ \ - Parking Lot | / \ | Quad - | | Elevator | | - Training Center [Blizzard | \__________/ | Draw Point] | *Map Post* | Infirmary - \________________/ - Library [Esuna Draw Point] | Exit [Cure Draw Point] Go to the cafeteria now and talk to the guy on the right [Raijin], and see what happens. Pay attention to the characters' attitudes. Zell will come rushing in asking for hot dogs. There's never any, so he leaves. Next, the Disciplinary Committee rolls into action. Things to note if it's your first time, is that the Balamb Garden is sectioned into a circle, as opposed to the map above. =) All the other places are extensions of the Garden and are labeled. If you manage to get lost, you can head downwards or towards the center and look at the map post. You can save your game now in three places either at your dorm room, or the front of the Garden, OR in the training center--beware of T-Rexaur. At the library, get the Occult Fan I in the shelf the side directly towards the guy's back [who's asking about Esthar]. When you are ready, keep heading downwards to the exit of the garden to meet Quistis. Exit Balamb Garden when ready. ----- TIPS --------------------------------------------------------------- רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר Before you exit, it's best to Junction your GFs now before you forget. If you don't know how to, you can always access the tutorial, or listen to Quistis. By the way, you can view all tutorials Quistis gives at in the Tutorial section of the menu. But quickly, just click on Junction in your menu. Click on GF and select any one GF for Squall and do the same for Quistis. I recommend equipping only "DRAW", "MAGIC", and "GF", but if you're planning to be KOed [wounded status or fallen], equip "ITEM" so you can use Phoenix Downs. Quistis and Shiva better compatibility. On your way out, when you see a pink spring, it's a "DRAW POINT", so don't forget to get Cure from it. You need to have Draw command enabled in order to draw magic from Draw Points. There's also additional draw points in the Garden listed at the map or the top of this/each section. __________________________________________________________________________ -------------------------------------------------------------------------- ========================================================================== <<<<< 1.2 - FIRE CAVERN / GF IFRIT >>>>> ========================================================================== POINTS OF INTEREST: ---->Fire Draw Point [in Fire Cave] ---->Obtain GF 3 Ifrit [defeat him] ENEMY CONFRONTATION: ---->Bite Bug [on the World Map plains] ---->Fastitocalon [on shore] ---->T-Rexaur, Caterchipillar [in the forest of World Map] ---->Red Bat, Buel, Bomb [Fire Cavern] BOSS CONFRONTATION: ---->GF Ifrit [at the end of the Fire Cavern] On the world map, you should have already located the fire cave, which is directly to your right. However as a warning, DO NOT go into the forest. You may find yourself biting off more than you can chew. I'm talking about the T-Rexaur, which has a humiliating amount of HP, and since the the game was just started, you've not acquired the proper junction ability to help you kill him off. But if you mistakenly waltzed into the jaw of the beast, the best choice is to run! Running from battles will decrease your later chance of receiving a high SeeD ranking. What you should fight on the plains is the "Bite Bug", it's a real easy to beat, and you can draw Scan and Fire from it. You really needn't to level unless it's your first time [be sure to stay below level 9, SeeD purposes] At the entrance of the cave, Quistis gives you a tutorial on Magic Junction and optionally on Squall's Limit break, the Renzokuken [pick first choice]. She'll also tell you that pulling the trigger "R1" while Squall is pinning an opponent will unleash addition damage. If you don't want to go through the auto-tutorials, hit cancel [triangle] button. Walk up to the two [goofy looking] Garden Faculty to begin. You'll be given choices of time to challenge by. Depending on your confidence, select 10 minutes so that it will reserve you a higher SeeD rank in the future. Usually 10 minutes should be enough time to go through the cavern for most beginners. If you fail to complete the task within the allotted time...GAME OVER. But if it doesn't work for any reason in 10 minutes, you shouldn't choose over 20 minutes. Try to run as fast as you can in the cave. Quistis will chat with you while you run but it's really it's not worth wasting your time to read. You'll stop once but it can't be helped. The cavern is really just a solid path you pass through, not really any place to get lost. You'll also fight fire based enemies in this cavern. All the enemies are easy except maybe the bomb. When you face the bomb, summon Shiva and it should defeat it in one turn. Just remember, now's not the time to draw magic as the counter tics. When you finish this field test, the counter will stop FOREVER, so draw as much magic as you want later. Just run, fight, and run some more. You can stop for a second to draw fire out of the draw point in one of the upper screens. In about 4 minutes, you should be able to reach Ifrit. He'll spring out of the geyser and attack you. Get ready. _______________________________________________________________________ ** / IFRIT - GF BOSS / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Cure LEVEL 6 IFRIT'S HP - 1068 <==== Fire DIFFICULTY - Medium <==== Scan ABSORBS - Fire / WEAKNESS - Ice _______________________________________________________________________ Ifrit isn't really that tough. It's the time limit that'll kill you. Avoid using fire based attacks for those not familiar with RPG games. Each round use summon "GF" Shiva which will hurt Ifrit the most. Also, use Blizzard if you have it. It's not as good as Shiva but better than regular attacks. Of course, as a last resort, use Squall with "R1" timed right, it should deal a good amount of damage as well. Ifrit's attack include, a physical clash dealing about 100 points, and he casts, entry level Fire as well. As you can see, you should last a while. If you're low on Hit Points [HP] then cast Cure, or draw some cures from Ifrit. So sum it up, summon Shiva each round, hit with Blizzard or physical attacks. And use Cure if your HP is below 200. In 6 turns or four to five minutes, Ifrit should become yours. Fighting Ifrit, as with fighting a lot of other enemies in FF8, they seem to talk lot more than the ones FF7. Interesting. Hopefully, you've beaten it and gained 20 AP, an Ifrit card and G-Runner x3. _______________________________________________________________________ After you've beaten Ifrit, you can now use him. But before anything, Quistis will teach you some stuff about Elements and Junction via the in game tutorial. As always, press triangle to get out of it. =) Now that you have Ifrit, the best thing to do is Junction that beast to Squall. Ifrit has Strength-J, which can increase Squalls current Strength by 10 point with the low class-magic junctioned. The tutorial should've explained what it's all about. For quick reference, go to Junction in the menu screen, pick Junction Magic, and you'll be entitled to junction any magic to the highlighted status. ----- TIPS --------------------------------------------------------------- רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר Junctioning Squall with 100x Blizzard, Fire, or Thunder to his strength will yield a strength of 28+. Along with the R1 trigger, Squall should have no problem dealing +100 damage even at levels below 10. For an GREAT start, defeating the Fastitocalons on the beach will land you 6AP, along with Fish Fins. Learn Shiva's "I MAG-RF" Ability to refine 5 Fish Fins into 100x Waters. Water is the strongest available Magic for junction at this point. Also, make sure to learn Boost for Ifrit, then very importantly, Str+20%. __________________________________________________________________________ -------------------------------------------------------------------------- You can wander throughout the cavern as you like now, drawing magic all day if you wanted. A good enemy to draw from is Buel as he gives you Fire, Thunder, and Blizzard; and he's easy to kill. Also, get Scan and Thunder from the Red Bat. But when you're done, return back to Balamb Garden, as a new task awaits you. ========================================================================== <<<<< 1.3 - DOLLET TOWN / SeeD Candidate Mission >>>>> ========================================================================== THINGS OF INTEREST: ---->Blind Draw Point [1F communication tower] ---->Obtain GF 4 Siren [Draw from Elvoret] ---->Thunder Draw Point [Balamb Town] ---->Timber Maniacs [Balamb Hotel] ENEMY CONFRONTATION: ---->Galbadian Soldier [any time in Dollet] ---->Anacondaur, Geezard [fight after the stairs] BOSS CONFRONTATION: ---->Elvoret [plus Biggs and Wedge] ---->X-ATM092 "Black Widow" Right when you come back, another tutorial [this time some general info on GF care] will be performed by Quistis. She'll tell you to get changed and meet her in the first floor lobby. Get changed in your Dorm room. You'll automatically be taken to the lobby scene after you change. In squads, you'll first be coupled up with Zell [Hot Dogs] Squall doesn't seem so pleased. Anyhow, watch the FMV intro and Quistis again with the tutorials will teach you about Duel, Zell's Limit Break. Somehow Seifer assumes the Captain of the squad. Quistis does something impudent, and she added to the list. =) Anyway, Quistis assigns your squad as Squad B, then Headmaster Cid [guy with cool theme music] comes to give you a speech. Zell gives some humorous performances in the car. Pay attention to the coldness of Seifer. ----- OPERATION OF CARS ------------------------------------------------ |רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר| | _ _ | | _| |_ /\ -Reverse ( ) -n/a SELECT -Toggle Map | | |D-PAD| Directional רר ר | | ר| |ר Movement |ר| -Forward (X) -Park R1 -Toggle View | | ר ר | | Driving a car can prove costly, you need Fuel [buy at most stores] to | | run properly costing at 3000 gil per unit of Fuel. However, cars are | | much faster and you will not battle while driving. You can still | | receive salary while driving. The areas reachable by foot are the | | same for cars, excluding the forests. | |________________________________________________________________________| ------------------------------------------------------------------------ When instructions for driving is on the screen, just follow the road to your intended destination, Balamb Town. But go head, knock yourself out. You board the vessel next, after you reach town. In the vessel, Xu will basically tell you to go to Dollet and beat up the Galbadian forces there. Next you'll have options to talk to your SeeD affiliates. Seifer just says he's the captain and don't get into his way. Zell gets into a fit with Seifer if you pick his option. Pick Quistis if you want her to repeat the orders. Anyhow, Seifer will then tell you to go look out the window. Pick okay cuz since he's your captain, and if you don't follow orders, that may result to points taken off. Even if you say no, you still have to do it. You'll then be zoomed into a FMV and you'll be on shore and given more instructions. Just follow Seifer from now on. ---------------------------------------------------------------------- < / Before We Begin... / > ---------------------------------------------------------------------- I just want to point out that the actions you take in this mission directly affects the ranking you'll assume after you've become a SeeD member. Why get a higher SeeD ranking?? Because the higher your SeeD ranking is, the higher your pay will be, and that's the only means of getting cash. Anyhow, follow these do's and don'ts: ====>Do<==== - Fight as much as you can, leveling up, except when there's a counter - Follow all directions and movements of your Captain, Seifer - Protect the innocent [the dog] - Move as fast as you can in situations with a counter ====>Don't<==== - Talk to anyone else except from your own Squad B [exception is Selphie] - Run Away [except once for the X-ATM092 "Black Widow"] Just try to follow these tips and you'll have a much better chance at getting a higher SeeD ranking! Good luck. _____________________________________________________________________ Since Quistis had hinted you about equipping GFs, that's what your first goal should be. Usually Ifrit goes well with Squall because combined with Str-J [Strength Junction] and the R1 bonus, Squall becomes the best character around for dealing damage. Give the leftover GFs distributed evenly over the other 2 cadets. Climb up the stairs to find a Save Point, go further upwards and you'll find yourself fighting 2 G-soldiers [Galbadian Soldier]. They're pretty easy as the blue ones have about 100 HP each and are weak against poison. Squall can knock them out with one hit with a successful R1 trigger release. They all have standardly equipped magic as well. The blue uniform G-Soldiers will have available Fire, Thunder, Blizzard, Cure for you to draw. Spend some time drawing here if you want to increase your status by junctioning. Just keep walking and eventually, 2 G-Soldiers will drop down and initiate a fight. Use physical attacks to beat them and don't forget to draw some more magic. Keep heading northbound until you reach Central Square. As soon as you get there, there's another battle waiting for you. Defeat that G-Soldier and look to your right and up to find another. Beat him up too and talk to Seifer. Now, here's where Seifer complains about how boring it is waiting for combat. He seem just so confident that he can take on the whole Galbadian army. Anyhow, I guess it is justified since he has much better status than Squall at the same level, and he can do his Limit Break [No Mercy] even when his HP isn't critical. Be sure to protect the dog, try to keep it away from Seifer. In the next scene, where Zell is walking back and forth with his hands in his pocket, talk to your other 2 squad members and Seifer will eventually have a tantrum over he can't stand waiting. Next the dog will howl and a quite a few G-Soldiers will pass by. Tired of waiting, Seifer the Captain decides to go against orders to secure an enemy facility. You'll have no choice as to follow him. Zell doesn't seem to get along with any other guy except Squall. You'll then go across a bridge to reach another scene with some Dollet Soldiers dressed in brown. Talk to Seifer and one of them will crawl out of the bushes only to be pulled back in. What's fallows is an attack by a Cobra looking goon named Anacondaur. Not that hard of an battle actually. It has 1000+ HP, it's weak against Ice, strong against Fire, and absorbs Poison. You can draw Fire and Cure from it. Physical attacks should do plenty to finish of this critter. If you can, use Seifer's No Mercy Limit Break to kill it easily. Blizzard works real well here too. During the battle, Seifer also says that whoever does the finishing blow to the enemy gets the most Experience [EXP] points. You get 4 AP if you win. Keep going upwards until you meet a scene with a bolder and a building. At the communication tower, Seifer will say how he loves battles and that it brings him closer to his dream. Yeah right. Anyhow, the FMV is pretty funny. Selphie from Squad A comes tumbling over the rocks to deliver a message. Tough, she just missed the Squad B leader, she goes after him and so should you. Follow Seifer's footsteps, not Selphie! When you've reached the doors, watch how Seifer goes berserk as everyone's fleeing his temperament. Be sure to equip your GFs. Now go into the tower to find a Draw Point for Blind and a Save Point. Be sure to take advantage of both because a monotonous battle is coming up. Take the elevator up when ready. After Major Biggs and Wedge [names from FF7] talk awhile, and your squad comes up from the elevator, there'll be another awesome FMV. That's some serious equipment! Anyway, enjoy the moment because here comes that hard battle. _______________________________________________________________________ ** / ELVORET - MONSTER WITH NO ORIGIN / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Thunder LEVEL 7 ELVORET'S HP - 2667 <==== Cure DIFFICULTY - Hard <==== Double FLYING ENEMY <==== Siren [GF] NULLIFY - Poison _______________________________________________________________________ I'm not gonna bother giving you tactics for Biggs and Wedge as it's not even the real battle. Quickly just kill them off, but be sure to get an adequate supply of magic before you do. Focus your main attacks on Biggs [red soldier] and use GF summons to make things quick. Elvoret will scoop in after 1000+ damage is dealt to Biggs. Get ready for the real fight! Boy, this boss has got a lot of HP compared to the minute damage you deal, so be sure to sit comfortably as the battle lasts for a while. Try this tactic, while you're summoning a any GF, keep drawing Double Magic from Elvoret. Don't be afraid to use Double once you have it. One thing you've got to watch out for is Elvoret's "Storm Breath" which deals an excess of 150+ damage to each character. Use Double to cast 2 Cures a turn and try to summon GFs on him. Also, before the battle ends, be sure to DRAW GF Siren from him. Just don't focus too much on trying to draw Double if you're at low levels, trying to stay alive fighting this beast is more important. Alternate your GFs so they don't get KOed immediately. Remember, keep your HP high, and use GF ability as much as possible. If your GFs are KOed your only choice is to use physical attacks. It's slower but it still works. It take about 5+ minutes to kill him. As always, you'll receive 0 EXP. Points from bosses. You'll get Elixir x2, G-Runner x3, Weapons Mon Mar, 14 AP, along with the drawn Siren GF. ______________________________________________________________________ You'll see Seifer now leaving as Selfie just told him to abort at 1900 yours. You'll notice that now, there's also a 30 minute timer to get back to shore. Should you fail...GAME OVER. Go back down the elevator and you'll see Major Biggs use some kind of remote device. Exit and you'll see what it is. Well, a fight, a big surprise [sarcasm]. _______________________________________________________________________ ** / X-ATM092 - "Black Widow" / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Fire LEVEL 7 X-ATM092'S HP - 5492 <==== Blizzard DIFFICULTY - EASY/HARD! <==== Cure WEAKNESS - Lightning <==== Protect NULLIFY - Poison _______________________________________________________________________ Depending on your level you may, or may not be able to kill this guy. If your Squall is around level 10, then there's no chance. However, the good news is that it isn't mandatory to beat him. Anyhow During the first fight, you can only run. I tried knocking it senseless to some negative HP...didn't work, the first confrontation is invincible. You have to defeat it on the bridge. The reason this boss is hard is that after you take down about 40% of his HP, he always fully restore his health to full! The only way to take it down to do it before it recharges. And if you're at near level 10, it's impossible. Since there's still a counter, his mundane Draw list does not justified enough to waste your time drawing Magic. Plus, you can draw Protect from many other enemies other than him. The alternative is to knock him limp with Quezacotl and Thunder, and follow Zell's advice and run away. Use your physical attacks with Quezacotl summon plus Boost Ability, it should make him fall in a turn or two. You get no prizes for running away. _______________________________________________________________________ Next part is where the "Black Widow" chases after you. It may be necessary to fight him at least once more. If you face him keep using the tactic as above. After battle, keep running your original route. At the boulders, you move fast [hold left on D-pad] to avoid fighting. In the stairs scene, don't run unless you really want a confrontation, and also when you get to the bridge scene, use this trick. Run forward, and when the X-ATM092 catches up and jumps over you, run backwards and then forward and it won't be there where it's supposed to be. In the scene with the dog, make sure to get him out of the way by pressing X. Just keep running and you'll see some FMVs of the beast rampaging around town crushing cars. =) When you get to the shore, you'll see another FMV, this time Quistis takes care of some unfinished business.... When you get back to the Balamb Town docks, you'll see Raijin and Fujin again escorting Seifer out of there. By they way, they take the car and make you walk! But you can now roam around Balamb Town as you like. You can get Thunder drawn from the scene with the sitting guy. There's also a hotel, try staying there and be sure to read the Timber Maniacs on the table. Other than the Draw Point, you can visit Zell's house, but you can't go up to his room, cuz it's "sacred". Head back to Balamb Garden. For future reference, on the world map, running on the car roads DO eliminate battles. Just run through the path if you don't want to fight and you'll reach back to your home base. ========================================================================== <<<<< 1.4 - SeeD PARTY! >>>>> ========================================================================== THINGS OF INTEREST: ---->Battle Meter [Cid gives this to you] ---->Weapons Mon Apr [at your desk in your Dorm] ENEMY CONFRONTATION: ---->Grat, T-Rexaur [in Training Center] BOSS CONFRONTATION: ---->Granaldo [and Raldo, in Training Center] As your friends leave, go talk to people at the lobby map post. You'll hear Xu talk about the current situation with Galbadia. Talk and answer as you like to Cid. Go right and meet up with your squad Captain Seifer. He gets flamed pretty bad. Go back to the lobby and an announcement will be made telling you to head to the second floor. 2F, talk to those folks and a Garden faculty will announce results. Of course you'll make it, did you have any doubt?? Anyway, Zell and Selphie [and Nida] also passed this examination. At 3F, Cid will speak and whisper some heartily words. You receive a Battle Meter if you talk to Cid afterwards. The meter tells you how many step you took, how many fights, and how many times you ran. View this in the Tutorial. Go back downstairs, Seifer generously claps for your skills. Your test scores should be displayed now. You should now have a SeeD level surplus of 6. [8 if you followed well] Some extras on SeeD: ----------------------------------------------------------------------- < / SeeD Ranking and Maintenance / > ----------------------------------------------------------------------- __________________ STARTING OFF INFO: רררררררררררררררררר - SeeDs get paid according to Rank on regular interval of walking - Some actions will cause SeeD rank to fall [stalling around] - Some actions will cause SeeD rank to rise [perfection of mission] At this point in the game, you can also take SeeD TESTs which each comprise of 10 questions about FF8. A full score of 10/10 will raise your SeeD rank by one. Access SeeD TESTs by going to your Study Panel or in-game Tutorial. If you find the questions hard, here's easier way: =) Test 1 : Y N Y Y Y N N Y N N Test 16 : Y N N Y N Y N N Y N Test 2 : Y N Y Y Y N Y Y N N Test 17 : Y N N N Y N N Y N N Test 3 : N N Y N Y Y Y N Y N Test 18 : Y N N N Y N N N N N Test 4 : N Y Y Y N N Y Y N N Test 19 : Y N N Y N N N N N Y Test 5 : N N N Y Y N N Y Y Y Test 20 : Y Y N Y N Y Y Y N N Test 6 : Y N Y Y N N Y Y N Y Test 21 : Y Y Y Y N N Y Y Y N Test 7 : Y Y Y Y Y Y N Y Y N Test 22 : N N N Y N N N Y Y N Test 8 : N Y N N Y Y N N Y N Test 23 : Y N N N N Y Y Y Y Y Test 9 : N Y N N N N N N Y Y Test 24 : Y Y N N Y Y N N N Y Test 10 : Y N N N N N N N Y N Test 25 : Y N Y Y Y N N Y N N Test 11 : Y Y N Y Y N Y N N Y Test 26 : Y Y N Y N Y N Y N N Test 12 : N Y N N Y N Y N Y N Test 27 : N Y N N N N Y N Y N Test 13 : Y N N N Y N N N N N Test 28 : Y N N Y Y Y N Y N N Test 14 : Y Y Y Y N Y Y N Y N Test 29 : N N N Y Y N N N Y N Test 15 : Y Y N N N N N Y N Y Test 30 : N Y N N N N Y N N N [Y = Yes; N = No] - SeeD TEST can only be taken if Squall's level is greater than or equal to the level of the tests. - You cannot skip around SeeD tests, they are consecutive. - "A" [aka 31] is the maximum level for SeeD and yield the most money. ___________ SeeD WAGES: ררררררררררר Rank 1 - 500 Rank 16 - 13,000 Rank 2 - 1000 Rank 17 - 13,500 Rank 3 - 1500 Rank 18 - 14,000 Rank 4 - 2000 Rank 19 - 14,500 Rank 5 - 3000 Rank 20 - 15,000 Rank 6 - 4000 Rank 21 - 15,500 | Rank 7 - 5000 Rank 22 - 16,000 _________________ Rank 8 - 6000 Rank 23 - 16,500 -- |RANK A - !30,000!| -- Rank 9 - 7000 Rank 24 - 17,000 ררררררררררררררררר Rank 10 - 8000 Rank 25 - 17,500 | Rank 11 - 9000 Rank 26 - 18,000 Rank 12 - 10,000 Rank 27 - 18,500 Rank 13 - 11,000 Rank 28 - 19,000 Rank 14 - 12,000 Rank 29 - 19,500 Rank 15 - 12,500 Rank 30 - 20,000 __________________ SeeD MAINTAINANCE: רררררררררררררררררר The nature of your actions in FF8 will contribute to a wide variety of consequences. In terms of SeeD, you're monitored constantly to see if your in line. - Avoiding battles for prolonged periods of time, using the Run command during battle, not following orders, or wandering off will all contribute to decreasing your SeeD rank. - Executing plans quickly and precisely, being early or on time, fighting a regular amount of enemies, and following orders all contribute to keeping or even having a level up in your SeeD status. __________________________________________________________________________ You should now find yourself in your Dormitory along with Selphie. She'll tell you to get changed in your SeeD uniform for the "PAAH-TAY"! Next, you'll be standing around like a loner in the concert hall. Zell will come by and try talking to you. Selphie too will ask you if you want to join the Garden Festival Committee, do so if you haven't already joined in the Quad. A FMV rolls in where a girl comes and tries to sweet talk you. You just ignore her and she'll do some weird stuff. Eventually you'll still be dragged across the floor. The FMV is quite humorous if you watch Squall's feet. After dancing, the girl [Rinoa] will leave you mysteriously. In the balcony, Quistis, like all the other girls will try to flirt with you. Squall thinks it's awkward since she's he's instructor. She says she totally forgot. Your "last order" from her will be to get changed, and meet Quistis in the "Secret Area" of the Training Center. You be back at your Dorm, get changed. Meet Quistis in the Training Center hallway, which is the only open path not blocked by the Garden faculty. Go in front of her and she'll give you a tutorial on Status-Ailment Junction. She'll tell you that junctioning Sleep, to your Status-Ailment attack will make fighting the T-Rexaur less of a hassle. Don't forget to equip GFs. In the Training Center, go any path and just follow the way you chose. You might fight some enemies call a Grat on your way. Draw some Sleep, and Silence Magic from them. Grat's physical attacks are weak and his HP is about mediocre. But they do give a good amount of EXP. Points. You should have no problems. You might want to stock a few Sleep Magic in case you do fight the T-Rexaur. Keep going north where a Save Point is and enter the Secret Area where the intense light is. The next scene is pretty sad. Quistis, who just was demoted, is feeling pretty down and needed some emotional support from Squall. But Squall shows absolutely no sympathy for his friend. He's actually quite cold as he tells Quistis to go talk to a wall! When Squall leaves, you'll see Quistis all sad. On your way out, you notice a scream and someone else yelling for help. Be prepared for a fight. You'll see a flying monster and the same girl that waved to you at the Infirmary, in the beginning of the game. Anyway, prepare to fight. _______________________________________________________________________ ** / GRANALDO - [featuring RALDO] / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Sleep LEVEL 8 GRANALDO'S HP - 1456 <==== Blind DIFFICULTY - Easy <==== Shell WEAKNESS - Wind [FLYING ENEMY] _______________________________________________________________________ The battle isn't really that hard. Firstly, if you're looking forward to stocking Magic. Raldo [ground rock] has Fire, Thunder, and Protect. At level 10, Raldo has 265 HP. The whole fight Raldo just sits there, and acts as the projectile for Granaldo [flying monster] to fling at you. Use GF Ifrit with Boost ability to quickly take out all the Raldo monsters. The most useful magic in this battle is perhaps Shell and Protect so stock up on those. When you're done with that, just kill off Granaldo with physical and GF attacks. It shouldn't be a hard battle, since all attacks against you do less than 50 damage. You'll win and get Wizard Stone x16 and 14 AP. _______________________________________________________________________ After battle, two guys dressed in white [SeeDs] will escort the girl away safely. Exit the complex and Quistis will talk to you. Go back to your dorm now and Zell will be there to deliver a message. You've now acquired now rooms now that you're a SeeD. Time for sleep.... You'll be awakened at the sound of the knocking of your door. Selphie tells you that you're to meet in the front gate for a mission to Timber. By the way, go to your desk and press X and you should receive a Weapons Mon Apr. ========================================================================== <<<<< 1.5 - TIMBER / FOREST OWL'S MISSION >>>>> ========================================================================== THINGS OF INTEREST: ---->Magic Lamp [given by Cid at Front Gate] ---->Obtain GF 6 Diablos [beat him in the Magic Lamp] ---->Pet Pals Vol.1 [on the train to Timber] ---->Cure Draw Point [in Dream Sequence] ---->Water Draw Point [in Dream Sequence] ---->Anarchist Monthly [4 issues, on the briefing board] ---->Pet Pals Vol.2 [on the Resistance train] ENEMY CONFRONTATION: ---->Fastitocalon [on shore] ---->Funguar, Gizzard [in Dream Sequence] BOSS CONFRONTATION: ---->GF Diablos [optional, use Magic Lamp] ---->Gerogero [alter-ego of Fake President] Follow Selphie's directions to go towards the exit and you'll see Cid with Selphie and a Garden faculty. Zell zooms in with a T-Board [illegal possession which gets confiscated, bummer. Cid then orders you to support a resistance faction in Timber. - In Timber when someone says, "The forest of Timber sure have changed." - You're to reply, "But the owls are still around." You're to reply this if you don't want to endanger your SeeD ranking. Next, talk to Cid again and he'll give you the Magic Lamp. It is a cursed item and only when one has enough power, it can be an asset. In the Items menu, if you "Use" the Magic Lamp, it'll initiate a fight against, GF Diablos. I don't recommend using the Magic Lamp until all your party members are above level 12 or have Mag status of 15+. If you wish to fight him now, here's a general strategy. _______________________________________________________________________ ** / DIABLOS - GF BOSS / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Cure LEVEL 9 DIABLOS' HP - 8000 <==== Demi DIFFICULTY - Hard WEAKNESS - Wind [FLYING ENEMY] _______________________________________________________________________ This guy is a tuffy. Diablos can cast Gravija which takes ALL your characters to 1/4 of their current HP. Quite dangerous. He can also cast Demi, but it's slightly weaker as it takes ONE character to 3/4 of their current HP. What's dangerous is that Diablos also has a physical attack that does 200+ damage easily. Combine that with Gravija, you have a deadly combo. You may want to cast Protect to block some of the excess physical damage. However, the trick to this fight is to give him a taste of his own medicine. The first part of the battle, you should stock up on Demi Magic and use Cure to neutralize Gravija. The hard part is that Demi is a higher level Magic than any you've encountered at this point. For higher level magic, you must have higher Mag Status for successful draws. So use your characters with high Mag Status [16+] to Draw Demi successfully and use your other character to cast Cure. Here comes the fun part. When you've drawn about 30+ Demis total, you should now use it on him. What's fun is that when you cast it on him, Diablos will counter attack with Curaga, which he casts on you! Anyhow, after a few cast of Demi, it should gradually do less damage to Diablos, because less damage means lower HP. When the damage gets to the point of less than a hundred, go ahead and attack with Squall as you should win with that final blow. Don't forget to use the occasional Limit Break, but don't rely on it. Should you win, you'll receive, G-Runner x8, Diablos' Card, and 20 AP. And plus, you can use him now of course. ______________________________________________________________________ ----- GF CHECK: ---------------------------------------------------------- רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר So, you've at least now learned Card/Card MOD for Quezacotl huh?? Proceed to learn HP-J and Vit-J. Shiva too should have gained a few more abilities. Try learning her Str-J, and etc. Ifrit's Ability should now include Str+20% at least, probable. Anyhow, if you've learned it, you should proceed by learning Str+40%--very helpful, and Str Bonus. And for Diablos, learn Mug Ability. It may take a while, but definitely worth the wait. Siren too, make sure to get all of her "RF" refinement abilities, especially L Mag-RF __________________________________________________________________________ -------------------------------------------------------------------------- If you're having a hard time finding Timber, it's because it's not on the World Map. You must take the trains. Go back to Balamb Town and go to the screen on the left of the guy sitting on the bench. In the station, you'll find a shop and the Card Queen, she'll explain about rules. 3,000 Gil is the cost of the ride from Balamb to Timber. If your short on cash somehow, you can always waltz around until you get paid. On the train, go talk to everyone and Selphie will express her love of trains. The SeeD coach is unlocked now, you can go discuss Timber's relationship to Galbadia with Zell. You'll also receive a Pet Pals Vol.1 In the midst of it, Selphie will come you'll all pass out to be into the Dream Realm.... __________________________________________________________________________ < ===== DREAM SEQUENCE NO. 1 - DELING CITY ============================= > רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר If you haven't noticed, your old characters are now in full cooperation with the new. Laguna is Squall, Kiros is Zell, and Ward is Selphie. They has their GFs respectively as well as the same items. The items and experience you gain as Laguna and his gang will be added to Squall's squad. In the middle of a jungle, keep heading north and you'll reach a Cure Draw Point. Notice the cool battle music yet?? You'll also see some remarks from the dreamers noted by transparency. Keep following the contour and another Draw Point awaits [Water]. In that scene, also board the car. You'll now be in Deling City, capital of Galbadia, and quite a distance away from Timber. The guys apparently want to go for a drink. Head East and you'll arrive at a scene dubbed Galbadia Hotel. Inside the hotel, go downstairs, talk to every one, talk to the waitress. Seat at your table and your Ward and Kiros will prompt Laguna to hit it off with his crush, Julia.... Go close to her, and ridiculously, Laguna's leg cramps. What bad timing. Anyhow, after you make a fool outta yourself, go wonder back to your table. "Aaaaa..." Julia has actually approached Laguna. Laguna's pretty shy and Julia knows it. After a while of Laguna's pathetic speech, Julia invites Laguna to her room and the dude get excited. Go up to the counter and you'll be showed up to Julia's room. The next scenes are both funny and entertaining. Mostly just dialog containing Laguna's show of nervousness. After a while of talking, Julia will note that you've "loosened up". Laguna talks so much he'll eventually doze off. If you didn't here it, Laguna's dream is to become a journalist. Talk to Julia to find out hers...singing. After you receive new orders, you'll find Squall awakening. __________________________________________________________________________ Thanks to Selphie, all three now know that their dream of Laguna, Kiro, and Ward were in correspondence. You should now arrive at the Timber train station. "But the Owls are still around." is the correct choice for the secret password. After you've entered it right, Watts will lead you away to another train. Inside, you'll formally introduce and be asked to awaken the their "Princess". Go to the room at end of the hall to meet/name her and her dog. After the chit-chat about Balamb Garden and Seifer, a Tutorial of Rinoa's Limit Break will be displayed. There's also a Save Point in the middle compartment of the train. Go now towards the front, talk and go in the previously blocked compartment. There you'll be overviewed upon the hijacking project, target: Vinzer Deling. These are the tasks to be obtained: 1. Jump the "2nd escort". 2. Proceed across the "2nd escort" 3. Proceed across the "presidential car". 4. Uncouple the "1st escort" car. 5. The "dummy car" and the "base" train will move in. 6. Uncouple the "2nd escort" car. 7. Escape with the "presidential car". [* You have 5 minutes but 3 is ample.] Sounds a little complicated but not really. The only true tasks you must do is enter codes.... You don't have to worry about heat/sound sensors. The task of entering codes is necessary to uncouple the two cars. The first escort car requires 3 successful codes and the second escort car requires 5 successful codes entered. Rinoa will prompt you to practice entering the codes. Do so if it's your first time. L1 to stop. Circle - 1 These make good sense as the numbers increase clockwise. "X" - 2 Memorize them to make the tasks easier. By entering the Square - 3 digits correctly and accurately, you have a less chance Triangle - 4 of getting caught resulting in a promotion in SeeD rank. After everyone start cracking on the quality of the train set, you're asked to go talk to Watts as soon as possible to begin. Before that however, you can go view the Anarchist Monthly at the board. There's four issues total so view them continuously. Also, you can now get the Pet Pals Vol.2 on Rinoa's bed [last compartment]. Also, you must read the magazines to pick the ability. That's about it, now save and go talk to Watts. After you've responded "Yeah", you'll be on top of the Base Train. It's important that you listen to Rinoa as she'll instruct you step by step. When the trains are close together, press X to jump, you now have 5 minutes, don't lag. In the next scene [2nd escort], disregard the guards and run right through, don't worry, there's no penalty. Follow Rinoa to the Presidential car. You'll also see a scene with the president and the Galbadian soldiers, with their theme of docking pay. At the 1st escort car, keep reading what Rinoa says, jump down and enter the correct codes she gives. Press L1 to look to your left. I'd recommend holding the button down while entering the codes. When the guards draw near, Zell and Selphie [too!] will alert you, pull back up. I recommend only entering 2 codes then getting back up and continuing on the next interval. Anyhow, if you do get caught you'll see a white light flash and you'll have 2 choices. Pick the game over....Game Over. Pick the other choice to keep going, but your SeeD rank will not gain. After you've entered 3 correct codes, follow Rinoa up and you'll see some cool FMVs. These trains look a lot cooler than the set. =) Alright, on in uncoupling the 2nd escort, you must now do it without Zell and Selphie's help. You also must enter 5 correct codes. Do the same as in the 1st escort except hold R2 to view the train. Enter 2 codes pull back up when the blue soldier comes, repeat. When all that's done, you'll see more FMVs you'll return back to the train. If you were spared of getting caught, you're SeeD rank will rise by 1. You'll now be prompted to Junction GFs and Magic. Do so because a fight is coming. When ready, answer "Yeah" to begin the serious interrogation. As you might have predicted, this President Deling is a FAKE! He'll talk all crazy and you should know what comes next.... _______________________________________________________________________ ** / FAKE PRESIDENT / GEROGERO / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Esuna LEVEL 12 GEROGERO'S HP - 3650 <==== Double DIFFICULTY - Medium / Hard <==== Berserk WEAKNESS - Fire, Earth / NO EFFECT - Poison <==== Zombie VERY WEAK VS. - Holy [Undead Monster] _______________________________________________________________________ Basically, the first part of the fight, your boss has an human form. He's basically to throw you off guard because his stats sucks. At level 11, he has 692 HP and you can draw Cure from him. Killing him should be no problem. Do so and reveal the true form. This is the "However" part if you read the Scan for the fake. He casts Silence, Berserk, Dispel and has an "Brrawghh!" attack that causes Slow; physical attacks causing 150+ damage. Cast Esuna to counter against the status ailments, especially Silence. You can Draw Magic, just don't go overboard, he can tear you up if not careful. Aim for the good Magic like Double. Don't rely on Limit Breaks either, you can get KOed quite easily. You really should take care of this guy as fast as you can before things get ugly. Summon GF Siren [Holy] to exploit his extreme weakness. You can also cast Cure on him to kill him off. It shouldn't take that long before he weithers. Just be careful of his Status attacks while fighting. You win Zombie Powder x8 and 20 AP. _______________________________________________________________________ Watts will come by with new info after talking, get ready to visit TV Station. ========================================================================== <<<<< 1.6 - TIMBER'S TV STATION / Escape from Timber >>>>> ========================================================================== THINGS OF INTEREST: ---->Pet Pals Vol.3 [Timber Pet Shop] ---->Pet Pals Vol.4 [Timber Pet Shop] ---->Timber Maniacs [Timber Maniacs Studio] ---->Bizzara Draw Point [Timber Maniacs Studio] ---->Natural Spring Water [revitalizes HP, search faucet] ---->Buel Card [receive after Pub fight] ---->Cure Draw Point [Pub] ---->Tonberry Card [from drifter] ---->Scan Draw Point [by the bum] ---->5 Various Healing Items [Forest Fox's leader] ---->Timber Maniacs [another issue at Hotel, come later] ENEMY CONFRONTATION: ---->G-Soldier [throughout Timber] BOSS CONFRONTATION: ---->None! The information brought to you by Watts will lead to the two teams exchanging information. Hypothesis that Galbadia is planning to use radio signals to broadcast something important. Pay attention to Selphie and the reactions. =) The Forest Owls will then call an impromptu meeting, you're not invited. Talk to everyone and you'll ask to see your contract. With Cid in the background, it basically says that you're stuck with Rinoa until Timber receives independent. Bummer.... After mild complaining, you're asked to make a team of 3 with Squall and Rinoa undetachable. Of Zell and Selphie, either is fine. Save and don't forget to Junction GF and Switch Magic to Rinoa. Talk to Watts to leave when ready. Here's a somewhat funny scene. Read through it, the polite guy is Watts if you didn't catch on. Watts tells you that the TV Station is located behind Timber Maniacs. Optionally, go towards the Pet Shop and you can buy Pet Pals Vol.3 and Pet Pals Vol.4 for 1000 gil each. I recommend getting it. Go back to your original area and take the downward left path. You should now reach the Timber Maniacs. Go look in there to see what it's about. Talk to the receptionist and say you want to look around. In the room to the left, you'll find a hidden Blizzara Draw Point. Find an Girl Next Door [naughty magazine] in the stack adjacent to the room with the Draw Point. Go now down the hall and talk to people there. The guy at the end will bore you eventually. Be sure to read another issue of the Timber Maniacs located on the floor to the right. Exit, and go now to the lady next door. She'll tell you about the TV Station and directions for it. Go look out the window upstairs to see the path. What follows is another humorous moment again I guess.... Exit and go right. You'll now be on a bridge, go downstairs to reach the pub. Before you go, you can drink natural spring water from the faucet of the old guy if you tell him you like beverages, not a big deal [his house is found by going into the entrance at the bridge]. Anyways at the Pub, you must get through two measly Galbadia Soldiers first. You'll receive a Buel card for winning. There's also a Cure Draw Point here. In the pub, some drifter will complain and curse the resistance. To get him to move away from the door. Talk to him and tell him about the card. Do it right, you'll be awarded with a Tonberry card. It's not the only way, although best. Enter back door, you'll see the bum. Also, the kids will look at you through the 2F window. Very good coordination on Square's part. Take advantage of the much needed Save Point here. A Scan Draw Point is also here. Keep heading off towards the TV station and you'll eventually end up at a huge TV. Head up the stairs and talk a while. Rinoa will remark what "an easy life it must be, just to follow orders.." Appalled, Squall feels the need to talk back. You then have the choice to further push your luck or "Forget it". Both will leave to the same consequences. Pick Forget it and Rinoa will order you to tell her, her problems! Same effect as telling her straight up. Zell tells you to chill out, respond whatever again, as Rinoa will leave your party either way. But be nice. Selphie will replace Rinoa for now. The huge TV now turns on and you get a close up view of an announcer, then President Deling. For a while, he talks, nothing ever goes according to plan. Seifer breaks out and drags the President with a edge at his throat. Go crash the party. Climb the stairs to exhibit the critical position. After the chat [humiliation] and explanations, catch up to Seifer on the interior. I'll try not to spoil this part, as it's a mini-climactic scene. Most is talk anyway. When done, you're instructed to leave Timber, go back to the Pub. There you're told to find refuge at the house of the leader of the "Forest Fox". You should follow Quistis. At the house, you'll get involved in a chat involving Seifer. A sudden knock ushers you upstairs. Speak to everyone, then the leader will come. You may now leave but before you do, Quistis restates that you must head to the nearest Garden, Galbadia Garden. Take the train, head from Academy stop to a valley leading to a forest, then to Galbadia Garden. You'll also receive one of each: Potion, Phoenix Down, Soft, Antidote, and Remedy. Head out to the Train Station. You'll see a Galbadian Soldier, it's Watts in his costume. Talk to him, and ask if he's gonna be okay. From there, follow the group. On the bridge, Zone will give you tickets for the train, including Quistis. Follow your group, then board your train. ========================================================================== <<<<< 1.7 - GALBADIA GARDEN >>>>> ========================================================================== THINGS OF INTEREST: ---->Sleep Draw Point [within Dream Sequence] ---->Confuse Draw Point [within Dream Sequence] ---->Cure Draw Point [hidden, within Dream Sequence] ---->Haste Draw Point [invisible, Galbadia Garden lobby] ---->Life Draw Point [locker room of Skating Ring] ---->Double Draw Point [inside Skating Ring of Galbadia Garden] ENEMY CONFRONTATION: ---->Funguar, Thrustaevis, Geezard [plains near Academy Sta.] ---->Wendigo, Ochu, Anacondaur, Cockatrice, Funguar [forests] ---->Fastitocalon [on shore] ---->Esthar Soldier Weak/Strong, Gesper, Elastiod [Dream Seq.] ---->Behemel, Geezard [plains near Galbadia Garden] BOSS CONFRONTATION: ---->None! On the train, talk to everyone. Talk to Rinoa and answer the first choice. Revealing that Zone likes porno's. =) Give Zone the Girl Next Door the next time you meet for the Shiva Card. When done talking, reply to Zell, (Leave him alone). You will now see a rendered film of the train. At the East Academy Station, turn to the west, that's the bush of trees you must cross. Draw some Float Magic from the Thrustaevis for later use. When ready, cross the bridge and advance to the forest west of the East Academy Station. Instead of crossing on the world map, you find yourselves again, having a lucid daydream, by the calling of the sound. Before that however, Zell will have a anxiety attack. __________________________________________________________________________ < ===== DREAM SEQUENCE NO. 2 - CENTRAL EXCAVATION SITE ================= > רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר This you're second part as Laguna, all that applied in the first trial applies in this scenario as well. Don't forget, Laguna is Squall, Ward is Quistis, and Kiros is Selphie. They should have their respective levels, Magic, GFs. Lost, with errie music in the air, Laguna decides that either something is weird or all in his mind. Pick either one to express himself differently. Pick "Nah, just my imagination" to make him seem more confident. Be sure to equip yourselves [GFs] before you venture into the Excavation Site. By the way, this complex is intertwined, meaning that the tunnels connect, and there's more than one route to get to a certain place. Go down the slope to find a Sleep Draw Point. Further into the complex, you'll be back attacked and them front attacked by three Esthar Soldiers. Don't worry, there's not much tougher than the Galbadian ones. The, you can draw Fire Thunder, Blizzard, Cure from it. That aspect too like an Galbadian Soldier. Finish them off and you'll come to a fork. Either way is fine but this Walkthrough will take the straight way up. Keep going and you'll come to what seems like another fork. The only real path is down but there's also a Confuse Draw Point to the right of the path. Going down the rail, you'll find yourselves in a underground tunnel. Play around with the X button here. You'll find/lose an Old Key to the junk at the right, it's invisible so may take some time to find. In the screen with the steel traps, walk across to hear clicks. Examine the middle hatch and choose to tamper with it. Leave the scene to watch the fun. One down, four to go. Run across the next scene, if you encounter a Gesper or Elastoid, make sure to get some Protect Magic-useful for later. At the next scene of intersection, try pressing X at the huge rings. You'll find another Old Key which...lost again however because you sneeze. Take the path up, or the path right will lead back to the beginning. Keep heading north and into another tunnel. You'll find a detonator here. Try hitting the Red Switch which, and then running for the Blue Switch. Although it isn't killing two birds with one stone, it still saves you time. Go back through the entrance to the transparent crystal. Go right this time. Follow through the dirt ground until you reach a Save Point. Head in the left direction to find a dormant bolder. Mess with it by pressing X and it'll take down the final target. A hidden Cure Point is under the rock. You can now exit the place by going into the path adjacent to the Save Point. If you had set up all the proper traps, then there should only be one fight. After battle watch Laguna, he'll do something funny. __________________________________________________________________________ You'll wake up in the forest where you dreamed. If you paid attention to detail, you'll see that Selphie and Quistis are all down to 1 HP, remind you of something?? That shows some mysterious connection between Squall and Laguna.... Ignoring you're experiences, you head out of the forest and to find yourself on the other side of the valley. Head towards Galbadia Garden. Intro FMV will roll, pretty cool one too. Talk to the guys in mecha suits and they'll fly. Follow into the interior. Quistis will leave you, follow her. In the main 1F lobby, right in the middle, at the light, is a hidden Haste Draw Point that can't be seen even with Move-Find Ability. Use the Save Point here also. You'll be requested to go to the 2F reception room after a while. Go the path straight and climb the stairs after. A man will be at the door of the room. Go in, talk to everyone. Quistis will be back and will explain the status quo. Quistis will ease the pressure off of Zell, and bring forth news about Seifer's trial. Key in on how Rinoa reacts. Squall goes mad and leaves after a while of talking, very weird. Head downstairs and Raijin and Fujin will have a chat with you about Seifer. You'll be called to the Front Gate. You can also obtain Life from the locker room of the Skating Ring. There's Double Draw Point but is unreachable. Head to the Front Gate to meet Headmaster Martine of Galbadia Garden. Follow Quistis then talk to Rinoa. After being briefed, an intro FMV will be played for Irvine Kinneas. He'll be your sharpshooter, watch how he tries to be cool. Talk to your squad and you'll go over your orders, Irvine will promptly make a party for you. His way of course with two girls, how greedy. You have an option of responding, either to remake a party, or let it be. Choose, whatever to see some funny stuff. Afterwards, you'll be tutored on using the "Switch" command. If you don't like the Irvine's party, you can always change it at World Map. ========================================================================== <<<<< 1.8 - DELING CITY / CARAWAY MANSION >>>>> ========================================================================== THINGS OF INTEREST: ---->Thundara Draw Point [scene across the bridge] ---->Protect Draw Point [entrance of Tomb of the Unknown King] ---->Float Draw Point [Tomb of the Unknown King] ---->Cura Draw Point [Tomb of the Unknown King] ---->GF 5 Brothers [optional, defeat Sacred and Minotaur] ---->Minotaur Card [receive after obtaining GF Brothers] ENEMY CONFRONTATION: ---->Funguar, Thrustaevis, Geezard [plains at Deling City] ---->Fastitocalon [on shore] ---->Buel, Armadodo, Blobra, Forbidden [Tomb of the Unknown K.] BOSS CONFRONTATION: ---->Sacred [optional, in the Tomb of the Unknown King] ---->Minotaur [optional, in the Tomb of the Unknown King] To get Deling City, board the train [pay 3000 gil] at the Galbadia Station right next to Galbadia Garden. Some students will have a loud conversation there. On the train, make a fake exit and the rest of the guys will come. Everyone will tell you to check on Irvine. Go and watch this guy make his moves on Selphie. Back on the deck, Irvine gives an speech. After Zell slams the ground, you'll be at Deling. Go to the escalator to get enter Deling. If you have Rinoa, she'll express her knowledge of this city. Taking the Bus #08 will bring you to your destination. Also, you can take the bus to almost virtually any destination. Once at the Caraway Mansion, talk to the guard there. You must complete a task to clarify that you're whom you claim. You must enter the Tomb of the Unknown King [Northeast] to retrieve an ID number. Talking to him will reveal some choices. Paying 3000 Gil, he'll tell you that there's a GF inside the tomb. Paying again will reveal a hint to use Float on the GF. Paying 5000 Gil will buy a marker for the Map. When done, have him escort you out. You might want to pick up a car if you've money since the walk is tedious! At the exterior of the Tomb, another reference to Float Magic is made. A Save Point and Protect Draw Point is here. Inside, all that's mandatory is to gather the ID. Number. which is at the interior entrance of tomb. The next part discusses getting the optional GF Minotaur. It's advised that you get it. ----------------------------------------------------------------------- < / Obtaining GF Brothers - Optional / > ----------------------------------------------------------------------- Let's start out with a map: Press Select to view, if you've bought a marker previously, it'll be marked by "X". Pressing Triangle while holding Select will restart the Tomb, however, your SeeD rank will decrease. _______ LEGEND: ררררררר _ |=| Bridge |_| Float Draw Point, Lever #1 + 4/Insection | - Path | | Path ------+------ *** ID No. | |רר| | |רר| | |ר| Destination | |__| | |__| | ר ------+------+------+------ | |רר| | | |רר| | _ | |__| | |ררררררררר| | |__| | _ Lever #2 |_|------+------+ | BOSS | +------+------|_| First Cura Draw Point | |רר| | |_________| | |רר| | Encounter | |__| | |=| | |__| | ------+------+------+------ | |רר| | |רר| | | |__| | |__| | ------+------ *** | |ר| - Entrance ר The problem with this tomb is that, each time you reach an intersection "+", the perspective changes but the scene is the same. To counter this, at the ID No., keep heading right whenever a 4 way intersection comes, then head straight on non-intersections. Doing this, you will follow the edges to your destination. By doing so, you'll come to a screen with a minotaur named Sacred. Prepare to battle. _______________________________________________________________________ ** / SACRED / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Shell LEVEL 13 SACRED'S HP - 2108 <==== Protect DIFFICULTY - Easy <==== Berserk WEAKNESS - Poison, Wind <==== Life NULLIFY - Earth _______________________________________________________________________ Not a very tough battle, but his periodic regeneration is annoying. Remember all those references to Float, well, now's the time to cast it on him, which nullifies the Regen effect. If you want, you can kill him quick just by summoning Shiva or Ifrit twice with the Boost Ability. But I recommend you first Drawing some somewhat rare collection of Magic. Draw some Life, and Protect for later use. The retaliations of the Boss does about 100 points of damage. Minor issue. If you casted Scan on him, on his red shield, you'll see the Chinese character which literally translate to "younger brother". When done drawing, like I said, beat him up with your own GFs. You receive G-Hi-Potion x 8, and 20 AP for the measly battle. _______________________________________________________________________ When you win, a Save Point will appear. Exit now and at the intersections keep heading right, same as the first time. You should now be located in a room with a Float Draw Point. At the right, flick the Lever #1 in the dim area, it'll open the waterways. Leave, and head right on intersections. You should be now at a Cura Draw Point and Save Point. Switch the Lever #2 on the left wall to drop the bridge "|=|". When done, head out and keep heading right on intersections. When you get to the ID No., retrace your steps to walk the bridge. After crossing the bridge, you'll see Sacred upon a tomb. Prepare to fight.... _______________________________________________________________________ ** / SACRED AND MINOTAUR / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר SACRED: DRAW <==== Shell LEVEL 14 SACRED'S HP - 2285 <==== Protect DIFFICULTY - Easy <==== Berserk WEAKNESS - Poison, Wind <==== Life NULLIFY - Earth ----------------------------------------------------------------------- MINOTAUR: DRAW <==== Shell LEVEL 14 MINOTAUR'S HP - 3130 <==== Protect DIFFICULTY - Easy <==== Berserk WEAKNESS - Poison, Wind <==== Double NULLIFY - Earth _______________________________________________________________________ If you want to survive this battle, cast Protect on your characters immediately. All attacks by the two are physically concentrated. casting Protect should reduce the damage to half. This may be a tough battle for those at low levels, make Drawing a minimum. Use Ifrit, Shiva again to take them out quickly. To remove the Regen effect, cast Float on both. After using GF Ability two or three times, Sacred should faint leaving only Minotaur fighting. Their dual "Mad Cow Special" does about 300 Earth elemental damage to each character. Be sure to cast Cure immediately. Minotaur's "Mower" attack strikes all characters for 50+ damage. Along with their regular attacks. Keep in mind that although Minotaur is physically smaller, he's still the most dangerous. You may want to take these two down quickly before they do too many Mad Cow Specials. Again, using GFs is the key to this battle. Your prizes include: G-Hi-Potion x8, G-Runner x8, Sacred'd Card, and a whopping 40 AP! _______________________________________________________________________ A spirit whom arose from the tomb will give you the Minotaur Card. Exit the tomb now. _______________________________________________________________________ With the ID No. [and GF Brothers], go back to the Caraway Mansion now. At the mansion, be ready to give the answer to the guard. Watch the digit place however. ----- GF CHECK: ---------------------------------------------------------- רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר With Diablos, most likely you're still learning Mug. When done, start with Enc-Half, his ST Mag-RF and Time Mag-RF, followed by his Enc-None. Your new GF Brothers, you should learn his Boost and HP+20/40/80%, then learn his HP Bonus. All other GFs should finish learning all Junction abilities plus their special stat increasing abilities. GF Siren should start learning Mag+20/40%. __________________________________________________________________________ -------------------------------------------------------------------------- ========================================================================== <<<<< 1.9 - ASSASSINATION PLAN >>>>> ========================================================================== THINGS OF INTEREST: ---->Thundara Draw Point [scene across the bridge] ---->Timber Maniacs [Galbadia Hotel, under the bed] ---->Weapons Mon May [sewers of Deling with Rinoa/Squall] ---->GF 7 Carbuncle [Draw from Iguion] ---->Esuna [Deling sewers] ---->Zombie [Deling sewers] ---->Bio [Deling sewers] ENEMY CONFRONTATION: ---->Creeps, Red Bat, Grand Mantis [Deling sewers] BOSS CONFRONTATION: ---->Iguion [on top of speech building] ---->Seifer [at the Gateway arch] ---->Edea [defeat Seifer to fight her] Inside, talk to everyone. When Rinoa is gone, General Caraway will appear. Zell mentions the irony of Caraway being an General, and his daughter [Rinoa] being with the resistance. After harassing you, Caraway will lead out outside. You're also prompted to make a party of 3, excluding Rinoa. Keep following Caraway at this point. He'll now explain the process of the planned assassination. You're to make two groups: the sniper team, and the gateway team. Basically, the sniper team is to take out the Sorceress Edea, while the gateway team locks her in place. After the briefing ends, you can roam around. Report back to his residence when ready. You explore the town but not mandatory. There's a Thundara Draw Point over the bridge, right of the Caraway Mansion. There's also a issue of Timber Maniacs at the 2F hotel, under the bed. That's about all the items. Perhaps now is a good time to re-model your weapons you should have enough component for at least one weapon [Shopping Arcade]. Get back to Caraway as soon as possible to start the mission! Inside, after some *careful* planning, Squall is more likely forced to become the leader. Irvine and Squall will be the sniper team. While the other Seed will be the gateway team with Quistis in lead. Sorry Zell. Try to leave with the gateway team and Rinoa will come crashing in giving a tip on the Odine Bangle, which is a bunch of you know what. Upon control of the sniper team, keep following Caraway to the Gateway arch. Talk to the guy and leave. In the crowds, follow the only guy walking, Caraway. In the next scene, quite compact, the guy will give you further details. Quistis, with a sudden urge for sympathy, decides to apologize to Rinoa for her previous rash behavior. You must leave to Caraway Mansion. Upon coming, you're locked inside where Rinoa was previously. As Rinoa, check the sewer top and pick the option to check it out. Keep heading left in the sewers to come across a Weapons Mon May. Head out and climb the vertical path of boxes. Climb the ladder of the next screen and proceed climbing the walls. Approaching Edea with Rinoa [with the Odine Bangle], she talks quite foolishly. Approaching further is a bad idea but do it anyway. After a show of her power, there'll be a short FMV intro for the witch. In another FVM, Irvine spots a quite dazed Rinoa and figures they must help her. In the next section, quite a few FMVs will be played. Along with Deling dead, just know that Rinoa is in deep trouble. As Quistis play around and search some of the items in the room. Taking a glass from the cupboard and placing it on the statue will reveal a new exit. Follow into the sewers. Jump the waterwheel and follow upwards. With Squall and Irvine, fun along the crowds into the FVMs, which contains some quite exotic dancing as well as expressing the well being of Seifer. At the Save Point, do the same as Rinoa previously. If you didn't get the Weapons Mon May, get it down in the sewers. It's best to equip your GFs at this point. Follow through Rinoa's original path and disregard the mission for now. Go into the building. Amazingly, Rinoa stays unharmed, but not without a battle. _______________________________________________________________________ ** / IGUION x2 / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Cure LEVEL 19 IGUION'S HP - 1747 <==== Esuna DIFFICULTY - Medium/Hard <==== Break WEAKNESS - Earth, Holy <==== Carbuncle [GF] NULLIFY - Fire, Poison _______________________________________________________________________ First hand, don't forget to draw Carbuncle. Then you can start smashing it. Summon your newfound GF Brothers to smolder it with Earth damage. Two summons will result in death for the two. If you wish you can Draw Break but beware.... The two Iguions both have Reflect status so don't bother casting Magic. They also have an Petrify attack [Magma Breath] that is quite severe. Be sure to counter with Esuna. They also have a dual attack called Resonance Like always, quickly retaliating will give you a surer chance of winning. You get G-Runner x8 and 20 AP. _______________________________________________________________________ Pay attention to how Rinoa reacts. Go into the hatch now, and pick up the gun. You'll have a chat about Seifer and your own orders--how they cross. Leaving the scene, Irvine suddenly expresses his inability to perform. In the sewers, equip your GFs since you'll be battling for a while. The sewers may seem more like a maze so pay attention. There is a Esuna, Zombie, and Bio Draw Point. Getting to them is easy but you'll become quite lost, may take a while to get out. ----- GF CHECK: ---------------------------------------------------------- רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר Learn Carbuncle's Vitality special, all of them. You should come close now to finishing Mug, Diablos' Ability. Be sure to learn Enc-Half next. If you've finished learning GF Brothers' HP+20%, start with HP+40%. Be sure to choose for the others, more of the useful abilities first, such as any unfinished Junction Ability or unique command Ability. __________________________________________________________________________ -------------------------------------------------------------------------- To get out of the sewers, visit the scene with the ladder leading to Caraway's Mansion. In that scene, take the upper right path, opening the gates. Follow through and you'll come across to a Save Point. Climb the ladder to be back at the Gateway arch. Climb the ladder back up again, and talk to Zell. Watch the FMV and hit the switch. Another FMV shows the trapping of Edea. Back to Squall, it seems that Irvine has "choked" under the pressure. Squall somehow get him on track and he shoots. Unfortunately, the missed shot issues Squall to take direct action. Be sure to now equip your GFs equally over Squall, Irvine, and Rinoa. Watch Squall leap into action, this is one of the cooler FMVs in the game. After a chat with Seifer, you must now "duke it out" with your old nemesis. _______________________________________________________________________ ** / SEIFER - ENCOUNTER 1 / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Fira LEVEL 20 SEIFER'S HP - 1150 <==== Cura DIFFICULTY - Easy <==== Life WEAKNESS - Poison _______________________________________________________________________ To tell the truth, this is not a hard battle at all. Take advantage of the situation by drawing out his good Magic. Hit him with physical moves or use GFs for a quick death. Not hard at all.... His attacks include a casual strike for about 50 damage, and a trigger strike for about 130 points. He also casts Fira You get nothing for winning! _______________________________________________________________________ After going through Seifer, you must now fight the big cahuna herself, Edea. _______________________________________________________________________ ** / EDEA - ENCOUNTER 1 / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר DRAW <==== Cura LEVEL 14 SEIFER'S HP - 5200 <==== Dispel DIFFICULTY - Medium/Hard <==== Life WEAKNESS - None <==== Double STRONG VS - None _______________________________________________________________________ This women is evil. She can cast higher level Magic [Thundaga, Firaga, and Blizzaga] dealing about 300 damage each. Summon Carbuncle immediately and she'll waste her time casting Dispel on each character. Take this chance to Draw Magic, heal, or attack. When she cast Dispel on everyone, re-summon Carbuncle and so on. She counter-attacks with a weak Astral Punch, no problem with that. Use Summons to finish her off, just don't forget to keep summoning Carbuncle. You can also Mug her for an Elixir. You get 20 AP for beating the final boss of disk one. _______________________________________________________________________ After battle, she'll express her hatred for SeeDs. Enjoy the FMV lastly, I'd say that's a good 15 hours down the drain. =) Save and insert, disk two. [END OF DISK ONE] _____________________________________________________________________________ <_____________________________________________________________________________> ____________________________________________________________________ רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר D I S K 2 W A L K T H R O U G H - S E C T I O N V I I ____________________________________________________________________ רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר ========================================================================== <<<<< 2.1 - WINHILL / DREAM SEQUENCE NO. 3 >>>>> ========================================================================== THINGS OF INTEREST: ---->Curaga Draw Point [hidden in Laguna's cabinet] ---->Dispel Draw Point [near the mini-dock] ---->Drain Draw Point [near florist's house] ---->Relect Draw Point [scene right of the florist house] ENEMY CONFRONTATION: ---->Caterchipillar, Bite Bug [Winhill town] BOSS CONFRONTATION: ---->none! You awaken as Laguna as little Ellone informs you that someone [Kiros] has come. Check the cabinet for a hidden Curaga Draw Point. After talk, visit the Pub on the right side along with Ellone. Inside, converse with Kiros and he'll reveal four choices. Pick any top three to learn more about the incidents after previous Dream Sequences. When done, pick the last choice. Exit, then go to the bridge. Upon questioning Laguna, he reveals that he's the "Monster Hunter of Winhill". There's also a Dispel Draw Point down the stairs right of the bridge. Exit, and follow through the path now heading down. You'll reach a florist's house and a Drain Draw Point. Take the path right, and you'll find a Relect Draw Point. Head down from this scene. You'll come across a quite uninhabited part of town. Most houses are empty excluding the shop at the bottom. Head back to Raine when told so at the bottom. Kiros will chat with Laguna about various things including authoring for the Timber Maniacs [hint, hint]. Head upstairs in Raine's house and you end up easedropping. Give you're report to Raine, exit this dream by going to sleep. ========================================================================== <<<<< 2.2 - D-DISTRICT PRISON / Escape >>>>> ========================================================================== THINGS OF INTEREST: ---->Tent [4F of D-District Prison] ---->Pet House [3F of D-District Prison] ---->Pet Name Tag, Strength Up [2F of D-District Prison] ---->Combat King 001 [hidden, 1F of D-District Prison] ---->Berserk Draw Point [9F of D-District Prison] ---->Upgrade Battle Meter [10F, pay 300 gil, beat card player] ---->Thundaga Draw Point [11F of D-District Prison] ---->Cottage, Rename Card [Moombas, top floor of Prison] ENEMY CONFRONTATION: ---->GIM52A, GIM47N, G-Soldier, Thrustaevis [D-District Prison] ---->Wendigo, Geezard, Behemel [top floor of D-District Prison] BOSS CONFRONTATION: ---->Biggs and Wedge ---->Elite Soldier and GIM52A x2 You awaken at the D-District Prison. During the last Dream Sequence, Zell was Ward, Squall was Laguna, and Kiros was Irvine. With Zell, talk to everyone and the scene switches to Squall. Squall awakens as well, a minor FMV here. The scene comes back to Zell, along with some guards. After the vigorously violent scene, Rinoa is taken away. Back at Squall, he doesn't seem to be doing much better. Under the mercy of Seifer, Squall is placed in a torture device. By the ignorance of Seifer, Squall is questioned about the meaning of SeeD. Listen how Seifer plays out his fantasy. The scene switches again. After the invalid Magic use, a Moomba will appear. When the guard comes comes, answer "I'll stop him!". When the scene switches, pick "...Just let me die", when the times comes. With Zell, talk to everyone, and you'll decide to reclaim your party's weapons. With such resourcefulness, head out with the Moomba. Be sure to equip your GFs. If you're looking for a Save Point, go to 6F. To reclaim the weapons, visit 8F and challenge the guards. Return to the cell when done. Before then, the screen flashes black and returns to Squall. The Moombas see Squall as resembling Laguna. Squall is then released from the horrid chains. Returning to Zell's gang, the next scene is quite exaggerated, but no less fun! Spread out your GFs now evenly as you have a full party. The prompting of the menu screen should've hinted to you that a fight is next.... Biggs and Wedge comes to get revenge. _______________________________________________________________________ ** / BIGGS AND WEDGE - ENCOUNTER 2 / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר BIGGS: DRAW <==== Cure LEVEL 14 BIGGS' HP - 1854 <==== Haste DIFFICULTY - Easy <==== Slow WEAKNESS - none <==== Regen STRONG VS - none ----------------------------------------------------------------------- WEDGE: DRAW <==== Fire LEVEL 14 WEDGE'S HP - 1780 <==== Shell DIFFICULTY - Easy <==== Protect WEAKNESS - none <==== Reflect STRONG VS - none _______________________________________________________________________ Starting off, these jokers are easy. Mug Wedge for a Strength Love, and Biggs for a Regen Ring. Next you may want to Draw some good Magic if you've some time. The attack of the two are horrible. They just...suck. Wedge may cast Fire sometimes. Knock out Wedge first and then go for Biggs. Biggs will start casting some status Magic if you leave him for too long. Shouldn't be too hard though. You get 10 AP for beating them. _______________________________________________________________________ With control of your group, you can now get Squall by following the Moombas. Beforehand, you can also visit the following places: __________ FLOOR MAP: רררררררררר 1F - Save Point, Receive Combat King 001 [hidden] 2F - Receive Pet Name Tag, Strength Up 3F - Receive Pet House 4F - Receive Tent 5F - Card Player [500 gil game]* 6F - Save Point 7F - Your Cell is here 8F - Balamb Student-vender 9F - Berserk Draw Point 10F - Upgrade Battle Meter [300 gil, beat card player], Save Point 11F - Thundaga Draw Point, Card Player [200 gil game]* 12F - Nothing! Follow the Moombas 13F - Rejoin Squall here *Get occasional rare items such as Gysahl Greens, Str Ups from Players It's recommended that you first head downwards from 7F to 1F, then work your way up to 13F. Just make sure you get all the items listed and take advantage of the Draw Points. ----- TIPS --------------------------------------------------------------- רררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר You'll encounter an enemy GIM47N in the complex. Mug them for Steel Orbs. When using "Time MAG-RF" Ability, you get 15 Demis per Steel Orb. Demi is perhaps the best Magic for junctioning at this point. Besure to get a handful of Steel orbs here. __________________________________________________________________________ -------------------------------------------------------------------------- On 13F, follow the path of Moombas to join Squall. Enjoy the slo-mo. =) Exit the torture room now after you have control of Squall. You'll now find yourself in a elevating arm. Follow Zell's directions and you'll end up on ground floor. Don't bother to redistribute your GFs. Then enter your path on your right. Upon examining the "X", it turns out you're in a sub-terranean complex. You now take control of Zell as guns rattle. Run away from the Warden, Squall will come just in the nick of time. But yet, the guns still rattle. Irvine Kinneas and Rinoa comes, and creates a much smoother and humorous mood. Only to be interrupted by more gunfire, you're asked to create a party. It really doesn't matter what you come up with, just head upstairs. Don't forget to Junction GFs. Proceed to 13F, soon you'll gain control of Irvine's party. Head towards the ground floor. You may want to switch GFs again. If you haven't gotten all items, do so now. When Squall gains control again, talk to both Moobas. You'll receive a Cottage and a Rename Card, don't forget to equip your GFs. Climb up the stairs and there'll be a hidden Save Point to the right [use Move-Find Ability]. Keep heading upwards. At the bridge, you'll be attacked. _______________________________________________________________________ ** / ELITE SOLDIER AND GIM52A x2 / ** ררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררררר ELITE SOLDIER: DRAW <==== Fira LEVEL 20 ELITE SOLDIER'S HP - 420 <==== Thundara DIFFICULTY - Easy <==== Blizzara WEAKNESS - Poison <==== Scan *Draw list may be of lower level Magic ----------------------------------------------------------------------- GIM52A x2: DRAW <==== Haste LEVEL 20 GIM52A'S HP - 2600 <==== Slow DIFFICULTY - Medium <==== Dispel WEAKNESS - Thunder, Earth, Water / Nullify - Poison _______________________________________________________________________ Kill off the support first, the Elite Soldier. He's capable of casting Shell, Protect, Aura on the GIM52As AND Meltdown on you. Mug the guy for a Cottage or Tent. Once you've taken care of the Elite Soldier, proceed to kill off the other two. You can mug them both for a Missle. Use Quezacotl to make sushi out of them. Or physical attack shouldn't tak that long. The GIM52As have a skill called Micro Missle which halves your HP, and also the Ray Bomb which hits all members for quite a good amount. Kill them quickly and receive 8AP. _______________________________________________________________________ Once the fight is over, you're called in by Irvine. You may want to save downstairs before attempting the next part. While outside,