Home

Pictures

GF's

Tips

Games

Walkthru

             disk 1  disk 2 disk 3 disk 4   

                Disk One

 

Balamb Garden- The game begins in the infirmary. After a brief introduction to your instructor, Quistis, you're off to class. Afterward, talk to Quistis, return to your seat, and check "Tutorial" at the study panel. You'll get your first two GF's: Quezacotl and Shiva. Set Quezacotl as your GF and at least one of it abilities to draw.

Guided Tour- When you leave the classroom, you'll run into Selphie. On your way to the elevator, talk to the student on the walkway; he gives you seven playing cards. After Selphie's "tour" head for the front entrance and use the Draw Point along the way. Give the Shiva to Quistis.

Prerequistis- When you leave Balamb Garden, head northeast to the Fire Cavern. Before entering, engage in a few battles to stock up on magic and experience. Avoid the forest areas though-they're populated by monsters that may be too powerful for you to handle at this point.

The Fire Cavern- At the Fire Cavern, choose a time limit ( the sorter the time, the higher your SeeD rank will be): Twenty minutes is a doable time; ten minutes is cutting it a bit close. Don't bother with the Draw Point on the right side of the screen-time's short, and you can hit it on your way out of the cave.

Ifirit- Draw cure from Ifirit, and hit him with Shiva and Quezacotl. As with any elemental monster; avoid attacking him with spells of his own element(here, Fire spells will cure him). After defeating Ifirit, you can use him as a GF. The clock stops when Ifirit is defeated.

Back at Balamb Garden- Return to the Garden and take Shiva from Quistis. Head to the library and use the Draw Point near the front desk (it's in the background). Search the bookshelves for the Occult Fan book. Each time you find a publication (like Pet Pals or Combat King), access it in you item inventory, then read it to learn new skills and abilities. Return to your dorm (on the first floor), change into your uniform, and get some rest.

Field Exam: The Siege of Dollet- Go to the Balamb Garden Hall and meet Quistis. You'll be brief on your field-exam mission, then you'll form an attack party.

Dollet- Once you're in the car, head southwest to Balamb City. When you arrive, board the transport. Agree to go outside when Seifer orders you to do so. After landing on the beach, give Quezecotl and Shiva for yourself (forget Seifer; don't give him anything). During battle, have Zell and Squall draw Thunder and Cure spells, and let Seifer attack. After a few battles in Central Square, you're off to the Communication Tower.

The Communication Tower- Keep Seifer's Hit Points (HP) low so he can repeatedly execute his Limit Break, No Mercy.. Cross the bridge and talk to the wounded Dollet soldier. From this point, you'll fight monsters and Galbaldia soldiers. Anacondaur is weak against Cold spells, so use the Shiva GF. You can also draw Cure of the giant serpent. When you reach the cliff at the base of the Communication Tower, Seifer leaves the party. When Selphie goes after Seifer, don't take the short cut leading off the cliff to the Communication Tower entrance. Instead, take the long path to the right. By taking the long way around, you battle a creature named Geezard that yields valuable Screws when defeated. Meet Selphie at the tower entrance where she joins your party. Give her a GF. Once you're inside the tower, use the Draw Point to the left of the elevator, then use the Save Point to the right. Make sure your party members have full health before taking the elevator to the top of the tower.

Biggs and Wedge- Time to battle Biggs and Wedge (strange how these guys keep popping up in Final Fantasy series). You fight Biggs first. Save your GF attacks and limit yourself to physical attacks and magic (Thunder spells are very effective here). Eventually Biggs' flunky sidekick, Wedge, joins the battle.

Elvoret- Pound on Biggs and Wedge long enough and a monster, Elvoret, arrives on the scene. Draw Double and a new GF, Siren, off Elvoret, then hammer him with GF attacks. Make sure to draw an occasional Thunder spell. Storm Breath is Elvoret's most damaging spell-it takes 100-plus HP of every party member. Elvoret's defeat yields the March issue of Weapons Monthly and other useful items.

X-ATM092- You now have 30 minutes to return to the shore. No problem, right? Not so fast! Take the elevator to the bottom of the tower, heal everyone in your party, and save your game. A giant mechanical spider, X-ATM092, has been activated-he'll be right on your heels during your escape. It's a good thing you drew all those Thunder spells during the trip to the tower- they're the best way to slow down the spider. Hit it with Thunder spells until is short-circuits and stalls. When it does, simultaneously press and hold L2 and R2 to run away. The only GF that can help you here is Quezacotl-other GF's only waste time. If you move fast enough, you'll only have to fight the spider three times. If you have to cure party members, do so at the menu screen between fights to save time. When you reach town during your retreat, press to shoo the do away from the fountain. Further down the road is a pub that fellow SeeD trainees run out of when you approach. you can duck inside the pub and escape the spider, but your performance rating will suffer-and you'll miss a very cool cinema.

Balamb- After the mission, take a rest at the Balamb Hotel (it's 100 Gil a night but you deserve a reward). When you wake up, read the copy of the Timber Maniacs near the Save Point. Before leaving, check out the train station for another issue of Timber Maniacs. Balamb is a good town in which to start building your card collection. When you leave Balamb City and head back to Balamb Garden, stay on the road so you enter fewer random battles

Balamb Garden- At Balamb Garden, talk to Seifer (he's to the right of Quistis, Cid, and Xu), then to the faculty member. Go to the second floor. After the ceremony, talk to Cid to receive a special item. Return to the second floor and change into your SeeD uniform. When Selphie asks for your help with the Garden Festival, say "yes.

Training Center- Change out of your uniform and remove any GFs from Zell and Selphie. Meet Quistis at the training Center, which is located on the first floor to the right of the Parking Lot. Give her one GF and keep the others. The "secret area" is located toward the back of the Training Center.

T-Rexaur- The Training Center has two kinds of monsters: Grats, walking plants you can draw Sleep and Silence from, and T-Rexaur, a tough-as-a-dump-truck brute who yields a lot of experience (EXP) and valuable items. The fight is optional, but you may want to try it to boost your abilities. When you engage T-Rexaur, immobilize him with Blind or Sleep, the clock him with GF attacks. Rexaur's attacks include a headbutt and a tail snap-both have a good chance of connecting even after Blind has hit him. Always bring all party members up to full health after taking a hit. T-Rexaur can also be found in the forest near Balamb Garden.

Graldo- Leave the Training Center and battle Graldo with his three Raldos. Draw Shell from Graldo, then hammer 'em with GF attacks. He's fairly easy to defeat.

Your First Mission- Return to your dorm room. The next morning, get the April Issue of Weapons Monthly off your desk. Head to the front entrance of Balamb Garden. Give one GF to Selphie and one to Zell. Leave the Garden and head to Balamb City; from there, take a train to Timber. Once on board, use a Tent and then save your game. You're probably wondering what the "Magical Lamp" that Cid gave to you is for. Go into you item inventory and find out. On second thought, read the following section first!

Diablos- The Magical Lamp contains a tough monster, Diablos. You don't have to fight him right now, but he has some abilities that you'll soon need. Before you open the Lamp, load up each character with Cure spells and make sure at least two of them can access the item inventory. At the start of the battle, cast double on all party members, and use Cure after each Diablos attack. Draw and cast Demi on Diablos, or stock the spell, then cast it under Double for twice the damage. Demi loses its power if cast consecutively, so mix in some GF attacks. Diablos is the toughest monster you've faced up to this point. If you beat him, he'll join your growing collection of GFs-and you'll also get Diablos playing card. Check out Diablos' abilities in the GF menu and set to learn Enc-Half (which later creates Enc-None). Heal you party members, then follow Zell into the SeeD private cabin and get Pet Pals Volume 1.

Timber Forest- Once you exit the forest, go to the Galbadia Hotel and listen to the piano player.

Timber Train Station- When you exit the train, give the resistance member the correct password. Rinoa also joins the party. Don't be intimidated by the complicated briefing that follows. Ignore the seven steps but pay attention to the part about the sensors. You can also win the rare Angelo playing card from Rinoa's colleague Watt.

The Great Train Robbery- The easiest way to enter the codes that uncouple the trains is to rappel down, enter two codes, then hike back to the top, wait for both soldiers to walk to the left side of the train, then rappel back down and enter the third code. Just remember the buttons for the code-input system. Entering the second set of codes is tougher, given that Zell and Selphie aren't looking out for you. This time the guards approach from the right side. Wait for both guards to approach from the left side of the train (press R1 to look to your right). As they walk to the right, quickly rappel down, enter two codes (or three at the very most), then hike back to the top. Wait for the guards to return, then repeat the pattern until you've entered all five codes.

Fake President Deling- Before you let Rinoa talk to the Fake President, equip Zell and Selphie with GF. The Fake President is easy to defeat with a couple of GF attacks.

Gergero- Gergero, who appears after the Fake President is defeated, is a joke. Before you have the last laugh, draw Berserk and zombie from him, then give him a Phoenix Down from your item inventory-and watch what happens.

Timber- Purchase Pet Pals Volumes 3 and 4 at the Timber Train Station pet shop. Go into Timber Maniacs (TM) building and pick up Girl Next Door magazine and read the copy of Timber Maniacs. Enter the house to the right of the TM building and talk to the two women in the kitchen, then go upstairs and check out the second-floor window. When your done, go to the pub down the street. In the back of the pub is a shortcut to the back alley; take it to the television studio. Follow Quistis and Rinoa, then head to the Timber Train Station.

East Academy- Exit the train at East Academy Station. Head toward the forest located after the road bridge between the two mountains.

Centra: Excavation Site- Go down the cliff. Draw Point. Ambushed! Battle with Esta soldiers. Take the left path the forkroad. Draw point. Climb down the ladder. You'll see 3 panels on
the floor. Switch the middle lever. Go 1 screen to the right, then up. Take the left route. Check the switch on the floor. Climb the ladder. Follow the stairs, then turn left Check the boulder on the
the left. Draw point revealed! Go to next screen. Save Point. Go 1 screen up. Ambushed...again.
Battle with Esta soldiers.

Galbadia Garden- Exit the forest and immediately heal everyone in your party (damage sustained during Laguna's scenario carries over to Squall's group). Galbadia Garden is to the left. Once there, use the Draw Point in the center of the Main Hall. After the briefing by Martine, Irvine joins your party.

Deling City- Take a train to Deling City. When you arrive, catch a bus and get off at Caraway Mansion. Talk to Caraway's Guard, get the map of the Tomb of the Unknown King, and buy the Mark. Forget about renting a car for your trip; you'll want to encounter some monsters and draw some spells, especially Float from Thrustaevis.

Tomb of the Unknown King- To access the map of the tomb, press and hold the Select button.

The Gunblade- The Gunblade is easy to find-it's only a few screens into the tomb. When you find it, write down the student ID number...but don't leave just yet.

East Chamber: Sacred- Head over to the east chamber of the tomb until you reach the Mysterious Statue. To get there, just keep heading to the right. When the fight begins against Sacred, draw Life from him, then cast Shell. Use GFs to hammer him into defeat.

North Chamber- Exit the chamber and turn right every chance you get. Eventually you'll reach the north chamber. Undo the chain to let the water flow into the room.

West and Center Chamber- Leave the north chamber and turn right whenever you get the chance. You should reach the west chamber. Trigger the switch to the left of the doorway and then exit the room. Go right whenever you get the chance until you exit the tomb. Save your game. Re-enter the tomb and go straight until you reach the center chamber. Sacred's waiting for you-and he isn't alone.

Sacred and Minotaur- First cast Float on all party members, then cast Shell on the two monsters (remember to recast the spell when it expires). Your prize for defeating the brothers: two cards, Sacred and Minotaur, and a new GF, Brothers. Exit the tomb and return to Deling.

Timber- Take a bus to Deling City Station and buy a train ticket to Timber. While at Timber, rescue the girl from the train tracks. Get the copy of Timber Maniacs from the table in the room, then take a train to Dollet.

Dollet- Check into Hotel Dollet and snag the copy of Timber Maniacs that's on the desk. Exit the hotel and head to the bar (it's the place the SeeD trainees fled during the exam). Go upstairs and challenge the man to the left to a game of cards; if you win, he'll let you into his private room. In the private room, search all the magazine stacks until you find Occult Fan II, then challenge the man behind the desk to a game. If you defeat him, you get the Siren card. You can also find a copy of Timber Maniacs on one of the gambling tables where you met the card player.

Deling City- Return to Dollet Station and take a train to Deling City. Catch a bus to Caraway Mansion, and tell Caraway's Guard the number of the Gunblade that you found in the Tomb of the Unknown King.

A Simple Plan- Meet Caraway and head to the Presidential Residence for a detailed briefing. Check in at the Galbadia Hotel and when you wake up, read the copy of Timber Maniacs. Return to Caraway's Mansion and select your teams.

Rinoa Goes it Alone- Open the manhole to the right of the parked truck and descend into the sewer. Get the May issue of Weapons Monthly, then backtrack to the street above. Climb the crates next to the truck, then jump onto the roof of the adjacent building.

The Escape- Set up Quistis, Zell, and Selphie with a few good GFs, then search the shelf next to the locked door. Take a cup from the shelf and place it under the statue in the left corner of the room. Enter the passage and head downstairs. At the bottom of the ladder stand on the plank to the left of the wheel. Jump onto the wheel, and then open the gate on the other side. Go straight down the next hallway.

Iguion- Retrace Rinoa's route to the Sorceress, then equip a party member with the Brothers GF. When you mix it up with Iguion, draw Carbuncle and Break from him, then unleash the Brothers for a quick victory. One caveat about Iguion is his Magma Breath: If a character is hit with this spell, a countdown timer will appear over their head. If the timer reaches zero, it's game over; however, you can remover the curse with Esuna. You prize for beating Iguion is the Carbuncle GF. Take the passage under the floor plate to the tower.

Sewer- Now let's get the other group out of the sewer. To escape the sewer, you have to travel in a big circle. Go straight into the next room, then turn left and open the top gate along the west wall. Examine the ladder against the north wall; it drops, making a bridge to the south side. You can then take the southern path into the next room, which has a Draw Point. From the fallen ladder, open the gate against the west wall. Pass through, and then open the top gate against the east wall. To reach the Draw Point in the next room, go into the room to the east and lower the gate along the west wall. You can also find a hidden Draw Point in the room to the south; just enter the room through the left gate along its north wall. From the hidden Draw Point, backtrack to the room to the north. To exit, jump on the west water wheel, then jump on the east one and go through the right gate along the south wall. Head south until you reach the room where you first began. Inspect the ladder on the north so it falls to create a bride to the other side of the room. Open the top gate along the east wall, and go through the passage, then jump on the water wheel to cross to the north ledge. Then go through to the next passage. Travel through it until you reach the next room, then climb the ladder in the next room, which is located next to the Save Point. Climb to the second floor and pull the switch.

Seifer- Seifer talks tough, but he isn't much of a challenge. During this little one-on-one, hammer him with GF attacks. Seifer's offensive capabilities include a little Fire magic, but most of the time he slashes you with his Gunblade.

Sorceress Edea- The Sorceress has several helpful spells you can draw, including Cura, Dispel, Life, and Double. Cast Carbuncle on your party (careful with magic Cure spells now), and fire away with Quezacotl and Ifirit.

 
Hosted by www.Geocities.ws

1