2.1. [Laguna Dream Sequence Part Three: Winhill] Enemies: Bite Bug, Caterchipillar Draw Points: Curaga, Dispel, Drain, Reflect ######################################################### Ellone comes to inform Laguna that a visitor is waiting for him at Raine's pub. Head on over there, where Kiros will make an appearance: - (What's Ward up to?) - (Tell me about Julia.) - (...Where am I?) - (Let's talk later...) *spoiler here... skip this paragraph if you wish* Laguna learns that Ward has quit the army and found a new cleaning job at D-District Prison, and of Julia marrying a certain Caraway after Laguna failed to return. Soon, Laguna has to leave for his daily patrols -- Kiros decides to join him. Junction your party before setting off. Make your way to the southern-most edge of the village, and along the way Kiros finds out Laguna's doing this to repay the residents who helped him when he was brought in seriously injured. Kiros suggests an alternate job at Timber Maniacs, which Laguna shows some interest in. Retrace your steps back to the pub when you're done, where you'll hear a bit about Raine's feelings towards Laguna. Return to Laguna's residence thereafter. Side events: The Caterchipillars here should net you Spider Webs if you missed them the first time around. Same thing with the Bite Bugs and their Magic Stones. ######################################################### 2.2. [D-District Prison] Enemies: Guard, Elite Soldier, GIM47N, GIM52A, Geezard, Thrustaevis, Wendigo Draw Points: Berserk, Thundaga Magazines: Combat King 001 (1st Floor) Blue Magic: Micro Missile ######################################################### Zell awakens in the same cell as Quistis, Selphie and Rinoa. Talk to everyone. And as for Squall, the wound has strangely disappeared, but in comes Seifer to mess things up. The scene will then alternate between Zell's party and Squall. [D-District Prison: Cell] The scene shifts to Zell and company again - should they help the Moomba? - I'll stop him! * - There's no use... [D-District Prison: Torture Chamber] Seifer questions Squall as to the real intention behind SeeD. Befuddled, Squall can only repeat in his mind what he knows: SeeD is a military group comprising of elite Garden graduates. Squall'll have to make a decision: - ... Just let me die. * - ... I'll lie... I must... live... [D-District Prison] Zell decides to try his luck at breaking out. Starting from the 7th floor (remember to junction your G.Fs!), head up one level to encounter 2 guards. You know what to do with them, don't you? Another battle awaits with 2 old friends as well after you recover your weapons, and head back to the prison cell. ------------------------------------------------------------- SUB-BOSSES: Biggs HP: 2,130 Weak: Poison Draw List: Cura, Haste, Slow, Regen Wedge HP: 2,040 Weak: Poison Draw List: Fira, Shell, Protect, Reflect Total AP: 10 Spend some time drawing Regen and Reflect from them (the former works well junctioned with HP; the latter junctioned to Spirit), and mug them for a few decent items, too. Try casting 'Confuse' on them if you have it, and watch their reactions should one of them attack the other ^_^ Send them to their doom with your G.Fs. ------------------------------------------------------------- Well, you're left with 2 options after the fight: to go up or down. Going down results in a dead-end, but you'll find 'Combat King 001' way down at level one, plus a few other goodies on the way in the various prison cells. It's impossible to return here later, so you'll have to make the trip now. Floor 7: Here's where you start. Floor 6: Just a save point here. Floor 5: A man will play cards with you here. Floor 4: Check the cells for a Tent. Floor 3: There's also treasure here (a Pet House). Floor 2: And here as well (a Pet Name Tag and a Str Up). Floor 1: Save point, plus Combat King 001 in 2 separate cells. Now make your way up again. Floor 8: A man will sell you items here. Floor 9: A Berserk draw point can be found here. Floor 10: You can save or do Card Battle with a man here. (refer to Side events section) Floor 11: A Thundaga D.P plus a chance to play cards. Floor 12: Nothing here. Floor 13: Head on over to the Torture Room to meet up with Squall. If you refused to surrender as Squall, one of the Moombas in the Torture Room will offer to remove one of the barriers on a certain floor of the prison; choose the option for the 4th floor. Side events: Mug the yellow GIM47N for Steel Orbs, whereas the (rare) blue GIM52A nets you Missiles. These can be used to grant Quistis her 'Micro Missile' Blue Magic, which is deadly when used against enemies with high HPs. Both robots are weak against Thunder, by the way. Winning at Card Battle against the player on the 10th floor lets you upgrade your 'Battle Report' system in the Tutorial screen. Basically, this opens up a 'Character Report' section. You can only get it upgraded here, but it really isn't vital to do so. [D-District Prison: 13th Floor] Zell will assist in controlling the movement of the Arm; ride it to the bottom (hit the red switch when Zell tells you to). Examine the door at the end of the passageway on the bottom level; well, it appears to be a dead-end, so return to the Arm. The scene will shift over to Zell. You'll have to escape from the guards using Zell alone. Keep him well -junctioned with G.Fs prior to this, and run in a clockwise direction. The 6 are reunited; Rinoa however, is annoyed Irvine took his time deciding to come. Either way, you'll have to divide yourselves into 2 groups. Squall's party will simply have to keep heading upwards; do the opposite for Irvine's. When you finally reach the 14th floor as Squall, use Siren's 'Move-Find' party ability to find a secret save point. Remember to keep everyone well-junctioned! Oh, and be sure to talk to any Moombas you find on your way up. They'll give Squall some items. Head all the way to the lower-right on the 15th floor as Squall. -------------------------------------------------------------------- BOSS: Elite Soldier HP: 415 Weak: Poison Draw List: Fire, Thunder, Blizzard, Scan AP: 2 BOSSES: GIM52A x2 HP: 2,426 Weak: Thunder, Earth, Water Strong vs.: Poison Draw List: Haste, Slow, Dispell AP: 3 You might want to junction Thundara to Elemental Attack, and off the Elite Soldier first. Use Quezacotl against the GIM52As and attack them with thunder-based damage. Watch out for their Micro Missiles, which drains half a character's current HP. You can break their 'Aura' or 'Protect' status at the start via drawing and using Dispell on them. -------------------------------------------------------------------- Now return to the previous screen to examine the controls panel in the upper-right. Irvine will instruct Squall here. Go back downstairs to save, then head upstairs again to the bridge in the lower-right. Cross it, and when the bridge starts to retract, run Squall towards a safe spot. The D-District Prison begins to sink; quickly maneuver Squall by simply holding on to right on the d-pad when he gets cut off from the others. Once out of danger's harm, the party leaves via stolen buggies. ######################################################### 2.3. [Galbadian Desert] Draw Point: Aero ######################################################### The first batch of missiles have been fired at Trabia Garden, with Balamb Garden being targeted next for destruction. Again, you'll have to split up: Squall heads the team to return to Balamb Garden to warn of the impending attack; Selphie's party is to infiltrate the Missile Base to try prevent the second batch of missiles from being launched. I suggest you take your weaker characters with Squall, which in my case were Rinoa and Irvine. His scenario is the harder of the 2, but provides a greater opportunity to gain some levels. [Squall's Scenario Part One: Galbadia Desert Train Station] Sneak off onto the train to your left at the station. Rinoa apologises to the Galbadian soldier as he attempts a futile chase after them. [Selphie's Scenario: Galbadia Desert] Return to Deling City first to restock your supplies and remodel your weapons. ######################################################### 2.4. [Missile Base] (note: It's to the north-west of D-District Prison) Enemies: G-Soldier, Elite Soldier, Geezard, SAM08G Draw Points: Full-life, Blind, Blizzara Magazines: Weapons Monthly June (BGH251F2) ######################################################### Drive the car into the base, alight, then head on over to the structure to the left. Save and proceed to examine the terminal between the 2 doors... the left door should open. Enter. Selphie and company will come across a guard outside the Circuit room -- choose the 2nd option to walk. After the short scare sequence, proceed further to reach another save point. Head to the lower left (there's a passage to the left of the stairs) of the screen. Talk to the 2 soldiers you find to the right, then return to the previous save point. There'll be a door marked Launcher Lift to the right; enter it and talk to the guards within. Tell them that they have to leave for the Circuit room themselves (1st option). Btw, there's a 'Full-life' Draw Point in here. Retrace your steps back to the original 2 soldiers mentioned above, but they'll be unable to carry out the assigned task as well. Selphie will be asked to go in their place. You can now enter the Circuit room. Selphie will screw around with the controls a bit (select the 1st option, followed by the 2nd, then then bash away using 'Square'), cutting off power to the base. Leave -- you'll have to respond to the guards outside: - (What the heck! Let's FIGHT!) - (... Try to talk my way out.) * Selphie wonders what to say: - (We just got here.) - (We were just about to go call on you.) * Follow the guards into the Circuit room for a pummeling session, courtesy of Selphie and company. Head back to the Launcher Lift door, and attempt to enter it. A guard should stop you; choose the 1st option both times at the guard to gain access. Position Selphie in between the 2 soldiers pushing against the load, then mash away at the 'Square' button to move the launcher unit in place. Now you get to toy around with the control panels outside; they're located underneath the red light, to the right of the Launcher Lift door. Verify the Equipment (it should be BAG0003A cruise missiles) and Set Target. Next shift the Error Ratio to the maximum, before Uploading the Data to the main terminal. Run a Simulation test, then exit the system. There's a little gimmick here... at the Equipment screen in the system, hold down both the 'Square' and 'Triangle' buttons, then press up or down on the d-pad to get a dancing Galbadian trooper. Weird. Save before proceeding to the Controls room, south-east of the control panels. Talk to the guard there to get past him. ------------------------------------------------------------------ SUB-BOSSES: Base Soldier x2 HP: 781 Weak: Poison Draw List: Blizzard, Silence, Confuse SUB-BOSS: Base Leader HP: 1,005 Weak: Poison Draw List: Thunder, Confuse, Slow, Reflect Total AP: 4 They're capable of casting status ailment spells on your characters, but just draw Reflect to protect yourselves. Not too tough. ------------------------------------------------------------------ Check the panels to the right, middle and left to stop the launch. Go through the door in the right background, then examine the terminal to the upper left. Activate the self-destruct sequence and set time to 20 minutes. The door to the lower-right of the screen should become usable, allowing for a short-cut (this only happens when you select 20 minutes or below). Leave the base. ------------------------------------------------------------------ BOSS: BGH251F2 HP: 8,200 Weak: Thunder, Earth, Water Strong vs.: Poison Draw List: Shell, Protect, Stop AP: 20 Junction Thundara, Quake or Water to elemental attack to 2 offensive orientated characters, and have the remaining one cast Quezacotl. Once you destroy some of the pillar-like structures on it, the BGH251F2 will retaliate with Beam Cannon, so watch your HPs. Draw Protect and Shell if you so wish to cut down on damage taken. Once the BGH251F2 is effectively put out of action, you'll have to combat 2 Galbadian Soldiers and an Elite Soldier, so save some time to spare on them. The whole fight should take you no more than 10 minutes. Basically, if the G.F. summoning character has a high Magic rating and affiliation with Quezacotl, this battle shouldn't give you too much problems. The 'Boost' G.F. ability, coupled with a turbo controller works fine too. ------------------------------------------------------------------ You'll get your June issue of Weapons Monthly after this fight, and if you successfully bluffed your way through in the Base, your SeeD Ranking will also be raised by 2. Yes, it is possible to so in the Missile Base. Mess up, that is. If you should get busted, simply head for the Controls room, activate the self-destruct sequence, then make a run for the exit. I advise you have Diablos' 'Encounter None' party ability equipped first. Upon reaching the exit, Selphie will insist on shutting down the missile launch system; head back to the Launcher Lift door to find a wounded soldier, who'll give you his ID card and password (he won't appear if you don't attempt to escape first) if you answer his question using the 1st option. Examine the controls panel nearby, then enter 'EDEA' as the password, and make the necessary adjustments. Leave the base. ######################################################### 2.5. [Squall's Scenario Part Two: Takeover at Balamb Garden] Enemies: Bite Bug, Glacial Eye, Caterchipillar, Bomb, Grat, T-Rexaur, Granaldo, Grendel (Balamb Garden) Buel, Blood Soul, Blobra, Tri-Face (M.D Level) Draw Points: Cure, Esuna, Demi, Blizzard,, Full-life Blue Magic: LV?Death Weapon: Maverick (Zell) ######################################################### Talk to the Garden Faculty, who'll question Squall's allegiance. Select the 2nd option, which results in a pretty easy fight. Proceeding further into Balamb Garden, the party'll chance upon Raijin and Fujin, who explain that the Master Party is attempting a takeover of Balamb Garden. Squall has to look for Cid, so start your search in a clockwise direction. Remember to rest up and save when you reach Squall's room. The enemies you encounter here can be difficult. In clockwise order: Infirmary: 1 Granaldo. Quad: 1 Glacial Eye and 1 Bomb. Cafeteria: 1 Bomb. This one holds the 'Meltdown' spell; draw a few of them before killing it. Dormitory: 1 Caterchipillar. Rest up and save here. Parking Lots: 1 Grendel. Mug it to get Dragon Fins; now you can remodel Zell's weapon (1 Dragon Fin, 1 Spider Web). Training Center: 1 T-Rexaur. Cast Blind, followed by Shiva's Doom command ability or G.F Shiva. Library: 1 Grat. Some of the students here will give away items as gratitude, so be sure to talk to them. You should reply with the 1st option prior to all the fights. Incidentally, all the battles in the 7 facilities on the 1st floor of Balamb Garden have to be triggered before the following event occurs: Returning back to the Main Lobby, Squall spots Xu entering the lift. Tail her to the 2nd floor corridor, where Squall will inform her of the ensuing missile attack. She suggests taking this matter to Cid on the 3rd floor, so off you go. Cid recalls a device in the M.D Level of Balamb Garden which might protect it from the missiles. Squall promptly takes up the idea, and Cid gives him the key to the basement. Take the elevators. [Balamb Garden M.D Level] Check out the control panels after the lift hangs, then the floor plate in the upper left to escape. The path ahead is pretty much one-way... you'll eventually enter a door to find a mounted wheel. Squall has to turn it within 10 seconds (mash away at the 'Square' button), but you'll probably need 2 persons to actually succeed. Exit back to the previous screen and climb down the newly uncovered ladder. You should come across a huge pillar structure (and an Full-life draw point). Head left, where Squall has 3 choices as to who'll scout out the place: - (We have no choice, let's go.) - (I'll go check it out.) * - (Someone else go check it out.) Ascend the ladder, then activate the green controls panel to the right when you reach the Switch room. Use the same ladder (1st option) to get out. Irvine will comment that that was a close shave: - (Yeah.) - (Kind of.) - (No.) I'll leave this up to you. Next, examine the green light near the railings to open a path downwards. Descend and save, then throw the nearby switch to open the gate in the background. Proceed. ------------------------------------------------------------------- BOSSES: Oilboyle x2 HP: 4,035 Weak: Fire Strong vs.: Water Draw List: Esuna, Blind, Cura, Confuse AP: 20 Summon Ifrit to make short work of them. If you do receive any maladies from them, draw and use Esuna to cure. They're pretty fast, so you might want to cast 'Slow' on them if your character has a poor affiliation with Ifrit. Watch your HPs. ------------------------------------------------------------------- Go through the door, down the ladder, and then move left. Examine the middle panel and you're done. Side events: The rare Tri-Faces here (3-headed purple nasties) have Curse Spikes which can be obtained via mugging. These give you Quistis' 'Level ? Death'. All enemies in the M.D are weak against Fire, so you might want to set fire spells to Elemental Attack. ######################################################### 2.6. [Mobile Balamb Garden] Draw Points: Bio G.Fs: Leviathan (Norg) Rare Cards: Seifer (Cid) ######################################################### Make your way to the end of the corridor on the 2nd floor to reach the 2F Deck, then head to the 3F Command Bridge when Xu tells you to. If you have Rinoa in your party, you'll get an additional FMV scene earlier on, plus a small event afterwards which I'll outline below: Rinoa enters Squall's room to take a peek at the latter sleeping. When he awakens, she requests for a tour around Balamb Garden, which Squall obliges. Of course, Squall's robotic-like style of explaining the various facilities leaves Rinoa quite amused... Dr. Kadowaki at the infirmary will teasingly question Squall if he's taking a stroll with his girlfriend: - Yes. - No, just showing her around. * I think you'd better be honest here ^_^ Head to the Main Lobby when you're done. A Garden Faculty will instruct Squall to head to the Master Room for an audience with the Master (duh), so take the elevators to the basement. Tip: You'll want to have someone equipped with the 'Draw' command if you're looking to acquire another G.F soon. [Balamb Garden Basement: Master Room] (note: You can save, if you want to, before tackling this event.) *major spoiler here... skip this paragraph if you wish* The Master is furious that Squall has failed in his assassination attempt, and blames the party for the earlier missile attack, which was undoubtedly Edea's idea of taking revenge. Norg plans to appease Edea by killing off SeeD, its members, and her husband, Headmaster Cid of Balamb Garden... ---------------------------------------------------------------- BOSS: NORG Pod (Center) HP: 2,000 Strong vs.: Thunder, Poison Draw List: Cura BOSS: Right Orb HP: 2,701 Strong vs.: All Elements Draw List: Dispell, Confuse, Slow BOSS: Left Orb HP: 2,701 Strong vs.: All Elements Draw List: Thundara, Life, Bio BOSS: NORG HP: 11,900 Weak: Wind Strong vs.: Poison, Thunder Draw List: Shell, Protect, Esuna, Leviathan Total AP: 20 Initially, NORG will not be directly in the fray of the battle. Rather, have 2 members attack the 2 orbs to keep them from turning red (they're capable of some pretty nasty spells if they're that colour), leaving Squall to destroy the NORG Pod of the machine. I'll suggest you 'Mug' the 2 eyes, as they offer items which can boost your Magic and Spirit rating. Either way, once the NORG Pod is nullified, NORG will reveal himself; draw G.F. Leviathan from him first, then follow up with a multitude of wind-based spells, Demi magic or G.Fs. ----------------------------------------------------------------- G.F. Leviathan has the 'Recover' command ability, which heals a single character in battle back to maximum HP for free. [Balamb Garden] Cid's not in his room; you can find him at the infirmary, where Squall can ask him more about the events which had just transpired: - (I want to make a report.) - (The real meaning of SeeD.) - (About sorceress Edea.) - (About Master Norg.) - (About what to do next.) *spoiler here... skip this paragraph if you wish* Cid reveals that both Garden and SeeD were Edea's ideas before she became a sorceress, and are sponsored by Norg, a rich Shumi. SeeD's actual purpose is to defeat the sorceress of each era, and now it has come down to this... Cid plans to restore order back to Balamb Garden before anything else. Return to the Main Lobby's Directory Board to meet up with Xu; Squall decides to check things out when a mysterious ship is sighted approaching Balamb Garden. Head to the 2nd Floor Deck. The SeeD members on board the ship asks of Squall to locate Ellone -- she can be found at the Library. When Squall asks about the dreams of Laguna, Ellone can only offer one hint: that was in the past. The next day, Rinoa arrives to offer some comfort to Squall. Take the 1st option to stroll with her. You'll have to head to the 3rd floor after the collision; Cid dispatches Squall to survey the streets of Fishermans Horizon, as well as to apologize to the Mayor. Make your way to the 2F Deck. Incidentally, Cid holds Seifer's card; be sure to win it from him (he's rather good at Card Battle though...). ######################################################### 2.7. [Fishermans Horizon (F.H)] Enemies: SAM08G, GIM47N, G-Soldier, Elite Soldier Draw Points: Regen, Shell, Haste, Ultima, Full-life Magazines: Timber Maniacs (FH Hotel, Repair Shop) Occult Fans Vol. III (Master Fisherman) Rare Cards: Quezacotl (Dobe) Blue Magic: Gatling Gun Along the path, you should spot a ladder (it's kinda hard to see, actually) leading downwards. Descend from there and follow the trail to an elderly gentleman, who's a bit annoyed with the crash. Choose to apologize to him (1st option) for the 3rd Volume of Occult Fans. Converse with the Master Fisherman again; he'll ask of a favour from Squall. Return to the original path and take the crane. The Mayor's house lies right in the center of the solar dish, but I suggest you take a right 1st to explore the streets. Pick up an issue of 'Timber Maniacs' at the Repair Shop, which is the shack at the side of the route leading to the fenced-off highway, and yet another issue on the 2nd floor of the F.H Hotel. And head for the Docks for an amusing scene with the Fisherkid and the owner of the Junk Store. Save before meeting up with Mayor Dobe, but he'll greet Squall with a cold reception before bundling them out of the house. Be sure to draw 'Ultima' from a hidden draw point found here. Dobe also holds G.F. Quezacotl's card. F.H will be under siege by the Galbadian army just as Squall leaves. Retrace your steps back to the Mayor's house to obtain more information. Save your game, and run around to encounter a few SAM08Gs. Mug Running Fires (Fang Machine Guns) from them. These give you Quistis' 'Gatling Gun' Blue Magic. You can also refine a single 'Running Fire' to 40 Demolition Ammo using Ifrit's 'Refine Ammo' menu ability. Head on over to the Plaza in front of the Train Station: - (Go help.) * - (Listen a little longer.) Squall will have to contend with a few Galbadian soldiers, but they offer little resistance. Their demise heralds the arrival of a very familiar boss... ---------------------------------------------------------------- BOSS: BGH251F2 HP: 6,900 Weak: Thunder, Earth, Water Strong vs.: Poison Draw List: Shell, Protect, Stop AP: 20 Use Quezacotl, Leviathan on it and any Thunder based spells. Steal Adamantine from it as well. This should be a snap. There's a chance of halting most of its attacks if you manage to successfully cast 'Blind' on it. ----------------------------------------------------------------- The gang is reunited here... and Squall lets slip his relief at seeing the trio from the Missile Base safe. Rinoa comments that that was very nice of Squall (even though unusual!): - (It's because I felt responsible.) - (I was really glad to see them.) * - (It didn't mean anything.) You might want to share a few words with Mayor Dobe as well -- it's the 1st, then the 2nd choice to keep the conversation going. Talk to Grease Monkey at the Repair Shop, then head for the Docks for yet another scene with the Fisherkid. Save your game, and ride the Crane back up. You can go back to Balamb Garden if you so wish. Side events: After meeting up with Irvine, go speak with the Master Fisherman (the one who gave you Volume III of Occult Fans) who's still at his fishing; he'll ask of Squall to meet him at the Hotel. Return to F.H, but head for the Plaza in front of the Train Station. If you previously conversed with the Cafeteria Lady at Balamb Garden up to the point when she mentions her son, talk to the man in a white shirt and blue trousers here thrice: - (Isn't he Dr. Kadowaki's son?) - (Isn't he the cafeteria lady's son?) * - (Isn't he Xu's son?) Go to the Repair Shop for a scene with a Galbadian Officer. Leave the Shop and re-enter, then talk to Grease Monkey for a 'Mega Phoenix'. Make your way to the 2nd Floor of F.H. Hotel. You'll view a very interesting holographic display involving Dobe and Fishermans Horizon there. Choose to accompany the Master Fisherman a bit longer (2nd option). Head for the Docks for a small event, and agree with the Master Fisherman's opinions (1st option) during the course of the scene. Talk to him afterwards and pick the 2nd option for a Megalixir. ######################################################### 2.8. [Balamb Garden: Garden Festival] ######################################################### Locate Selphie at the Quad: - (Cheer her up.) * - (Let Irvine handle it.) Meet up with Cid now, where he'll confer the status of 'Commander' to Squall, much to the latter's exasperation. [Fishermans Horizon] Squall's friends decide to hold a small concert for him, and you have 3 tunes (and 8 instruments!) to choose from: - Guitar - Saxophone - Electric Guitar - Piano - Violin - Flute - Bass Guitar - Tap Dance Tune A: Guitar, Violin, Flute, Tap Dance * Tune B: Electric Guitar, Bass Guitar, Saxophone, Piano Tune C: Any jumble of the 8 instruments other than the 2 above Using Irvine, pick Tune A as your performance piece. Incidentally, you can run off in the midst of this scene to visit the rest of F.H. [Balamb Garden] Rinoa invites Squall to the concert: - (... I'm not in the mood.) - (... I don't know.) * Make your way to F.H. [Fishermans Horizon] You can hit 'Square' to change the view at the stage, or simply proceed right to move the plot. Whichever tune you chose determines the outcome of the conversation between Rinoa and Squall. Tune A (folk song): A smooth ride, no misunderstandings. Tune B (ballad): A bit uneasy, but still okay. Tune C (jumble): Both Squall and Rinoa feel uncomfortable. *spoiler here... skip this paragraph if you wish* Rinoa tries to convince Squall that the people around him genuinely want to help him, but Squall still feels that he doesn't need to depend on others, fearing that the blow will be too great to take if he loses them. Rinoa tells him then to cherish every moment when his friends are around... and not too worry too much about what's to come. This seemingly softens Squall a bit; Rinoa assures him this is really how they feel about him right now. [Balamb Garden] You'll have to make another trip to the 3rd floor Bridge, upon which the next destination will be decided: Balamb City. Talk to Nida to get things moving. I suggest you check out a few previously unreachable areas prior to Balamb City. While not exactly the best air-ship you've ever encountered before in the Final Fantasy series (it's way too sluggish, takes up too much space and has atrocious climbing abilities -- read: none at all), Balamb Garden will be your main mode of transport until you reach the later parts of Disc Three. The controls are: For the U.S version: D-pad/Left Analog-Stick: Changes direction ship is facing Right Analog-Stick: Moves ship forward or backward Start: Brings up the bar that toggles the rumble feature on/off and pauses the game Select: Toggles the World Sphere/Map on/off X: Dismount from the ship Triangle: Reverses ship Square: Accelerates ship Circle: Return to 3F Command Center of Balamb Garden R1: Rotates the camera clockwise L1: Rotates the camera anti-clockwise R2: Switches between view points For the Japanese version: D-pad/Left Analog-Stick: Changes direction ship is facing Right Analog-Stick: Moves ship forward or backward Start: Brings up the bar that toggles the rumble feature on/off and pauses the game Select: Toggles the World Sphere/Map on/off Circle: Dismount from the ship X: Reverses ship Square: Accelerates ship Triangle: Return to 3F Command Center of Balamb Garden R1: Rotates the camera clockwise L1: Rotates the camera anti-clockwise R2: Switches between view points ######################################################### 2.9. [Timber Revisited 2] Magazines: Timber Maniacs (Timber Hotel) ######################################################### You'll find 2 children playing at the bridge, above the railway track which runs towards the East Academy Station and Dollet. Sometimes you'll find the girl on the track; when Squall approaches her, the sound of a train heralds impending doom for the girl... until Squall saves her. You'll be back at the Hotel after the rescue, but get nothing for your efforts. Well, except maybe for the warm, fuzzy feeling that you've made a difference in someone else's life... Pick up a copy of Timber Maniacs from the Hotel here if you have yet to do so. You can also plunder a measly 500 Gil from 'Owl's Tears' now. Have Squall repeatedly examine the cupboard underneath the television. You can do without this, though. Also, pick up 'Girl Next Door' from the Timber Maniacs Building if you haven't done so already. The chap outside the Timber Maniacs Building has something to give you if you encouraged him to go for his dreams of becoming a journalist previously: a Pet Nametag. ######################################################### 2.10. [Winhill Revisited] Enemies: Vysage, Lefty, Righty, Blood Soul Draw Points: Curaga, Dispell, Reflect, Drain ######################################################### This quiet rustic town is located to the south of the Galbadian continent, not far from D-District Prison and Timber. Winhill offers only one optional event: The Fragments of the Vase. Initiate this event by talking to the owner of the mansion north of the town. He can be found on the stairs. 1st piece: Repeatedly examine the suit of armour in the mansion, which is to the left of the huge flower pot. The small chicobo within should give up the 1st piece. You must re-enter this mansion with Irvine in your party to trigger this event. 2nd piece: Follow the old lady into her flower shop, and reply 'yes' (1st option) when she asks Squall whether he likes flowers. Locate the 2nd piece among the flowers in the foreground. 3rd piece: At the Chocobo Crossing sign mid-way through the town, you can bully the small chicobo by hitting the 'X' (U.S) button or 'Circle' (Japanese) button when it's at your feet. It'll throw up a variety of items each time you do that; one of them should be a vase piece. 4th piece: Go back to Raine's apartment. Squall should talk to the new owner on the 2nd floor twice before returning to the bar on the 1st floor. Search the cups on the tables, and Raine's spirit should appear. Examine the cat afterwards for the final fragment. You'll get a rather lame gift for this event: 1 Holy Stone from the mansion owner. Side events: The Vysage (Baiseeji Hands) are rare enemies which sometimes can be found on the outskirts of Winhill. They're capable of casting high level spells such as Meteor, Tornado and Quake, but G.F. Siren's 'Silent Voice' should render them helpless. Steal Life Rings from the left hand (Lefty, to be exact). Under Siren's 'Life Magic Refinement' menu ability, each one of them gives you 20 Life spells. Try junctioning this to Status Defense or HP. You might encounter a seemingly invisible adversary while combating the enemies in the Winhill region; it's an UFO, actually. I'll detail this side event later on in Disc Three. ######################################################### 2.11. [Balamb City under Siege] (note: You should probably take Zell along for this event) Enemies: G-Soldier Draw Points: Cure, Thunder G.Fs: Pandemona (Fujin) Magazines: Combat King 002 (Raijin, Fujin) Rare Cards: Zell (Ma Dincht) Pandemona (Hotel Owner) ######################################################### The Galbadian sentry lets Squall through on account that the latter has information regarding Ellone. Check out the houses here (especially Zell's) before proceeding to Balamb Hotel. Talk to the guards there. It seems that you'll need to find the Captain 1st. Head to the docks and converse with all the soldiers. Take note of the dog here, too. Squall discovers that the Captain has just left after fishing from here. You'll also find a Tabloid Guy hidden in the lower-right corner at the docks. You can buy information from him, but it'll lower your SeeD rank. Head back to Zell's house (you can rest up and save here). The Captain has just used the kitchen, and upon exiting make your way to the train station. Talk to everyone there. Proceed to the docks. The dog there will lead Squall to the Captain, who's currently at the train station. Meet up with Raijin, and pursue him back to the Hotel. Tip: You've to draw a G.F pretty soon; be sure to equip the 'Draw' command. Alternatively, you can simply ask the Tabloid Guy hiding at the harbour for a 'gold' clue; he'll bring you straight to the Captain. This brings down your SeeD rank, though. Another method would be be hang around and do nothing for about 15 minutes; by the time you re-visit the Hotel the Captain should be back. -------------------------------------------------------------------- BOSS: Raijin HP: 9,200 Weak: Poison Strong vs.: Thunder Draw List: Thunder, Thundara, Shell, Protect AP: 10 Get rid of his 2 flunkies by summoning a G.F, then concentrate your attacks on him. Raijin has a high offensive capability, but that's easily countered by casting 'Protect' on yourselves or using a 'Blind' spell on him. You can mug 'Str Up' from him. BOSS: Raijin HP: 10,800 Weak: Poison Strong vs.: Thunder Draw List: Thunder, Thundara, Shell, Protect AP: 12 BOSS: Fujin HP: 8,100 Weak: Poison Strong vs.: Wind Draw List: Aero, Cura, Life, Pandemona AP: 10 Start off by drawing G.F. Pandemona from Fujin and casting 'Blind' on Raijin. Concentrate on removing Raijin first. Fujin boasts of a deadly skill, 'Sai' (Shatter), which reduces your HPs to 1, so be wary. Junction 'Bio' to Elemental Attack if you so wish. Also, both bosses offer 2 items which you can steal: a Str Up from Raijin and a Megalixir from Fujin. You'll receive 'Combat King 002' after this fight. -------------------------------------------------------------------- G.F Pandemona is one of the few G.Fs which offer Spd-J. Being able to act multiple times before the enemy does is invaluable. Both Raijin and Fujin re-assert their stand by saying they're doing this for Seifer. Upon leaving, Squall acknowledges that some things cannot be prevented; anyone could be your ally or enemy. Then again, what of this strange feeling right now...? Side events: To get out of town during the siege, talk to the girl in the house next to Zell's, followed by the Big Bad Rascal in Zell's house twice. Return to the neighbouring house, converse with all the people inside, then leave. Talk to the guard near the Car Rental shop, but DON'T close the message screen. Let the people outside finish their motions, and eventually the Big Bad Rascal should teach you a method to get out (just talk to him basically) when you exit back to the previous screen. After resolving this sequence of events, try challenging the residents here to Card Battle. Ma Dincht (Zell's mother) holds Zell's card, but she'll only play it if Zell's in your party. The Hotel Owner outside the Balamb Hotel holds Pandemona's card. ######################################################### 2.12. [Winter Island: Shumi Tribe Village] Draw Points: Ultima, Firaga, Blizzaga G.Fs: Phoenix (Phoenix Pinion) Magazines: Timber Maniacs (Inn OR Artisan's House) ######################################################### This is located on the northern-most continent of the world... it should be highlighted on your map if you spoke to the owner of the Repair Shop at F.H. Enter the spider-like structure. 3 Shumis will be guarding a Draw Point, and you'll have to cough up 5,000 gil just to use it. I think it's worthwhile though -- you'll get Ultima, possibly the best spell in the game. Be sure to return here every now and then to stock up on this one. Proceed further on to the elevator when you're done. The 1st structure you come across in the village should be the Inn. This one holds an issue of 'Timber Maniacs' plus a save point. However, this copy seems to alternate locations; try looking in the Artisan's House (4th building from right) if you can't seem to find it. The 2nd building is out-of-bounds, and the 3rd houses the Elder. You won't be seeing him now though. Instead, head to the left-most Workshop, where a statue of Laguna is being constructed. The Shumi there asks of Squall to pay a visit to the Elder, so do as he says, and return back here (the Workshop) after your 1st meeting with the village head. The sculptor here requires a few materials to complete the statue (5 special stones to be exact), and Squall has to play treasure-hunter. After finding a stone, you'll have to return it to the Workshop before locating the next one: Blue Stone: Among the granite-looking rocks behind the Laguna statue, to the left. Wind Stone: Among the boulders to the left of the Inn. Life Stone: Beneath a huge tree right of the Elder's house. You'll need to do a bit of climbing to reach the rock among the roots. Shadow Stone: Take the elevator up, and explore the circular stone ring directly opposite to the 'Ultima' draw point. You should find it in the top right corner. Water Stone: In the sink of a resident's house, the one closest to the Shumi Workshop. It's in the sink next to Artisan. You can also find a Water Stone at the pond near the above -mentioned resident's house, but it's a fake one. Give these 5 stones to the sculptor and the Elder will present a 'Phoenix Pinion' to Squall. This summons the G.F. Phoenix once when used in battle, which revives any fallen comrades as well as giving moderate fire-typed damage to all opponents. G.F Phoenix will continue to appear randomly in battle for the rest of the game. ######################################################### 2.13. [Centra Ruins Region] (note: The southern islands on the map) Enemies: Armadodo, Bomb, Buel, Blobra, Forbidden, Red Bat, Tonberry Draw Points: Drain, Aero, Pain G.Fs: Odin Rare Cards: Odin ######################################################### On the upper half of the Centra region, if you ignore the island with the 3 narrow cliffs sticking out into the open sea, the rest of the islands to the east should form a ring around a patch of water. Look for a yellowish-brown diamond shaped structure on the south-eastern island of that ring, around the Centra Crater region. It might take a while to find the ruins; use your map. You have exactly 20 minutes to seek out Odin and defeat him here, so I'll advise you come prepared with Diablos' 'Encounter None' party ability. Try to have a few Aura stones (or spells) at hand, or simply have Squall at critical status with the ability to perform his 'Renzokuken' before coming here. A high offensive rating for him wouldn't hurt as well. You'll have to rush here, so I'll adapt a point format: 1. Starting place. Head into the background. 2. Stairs ahead. Ascend using them. 3. Circular statue. Go clockwise around it, climb the stairs behind. Take the right path after ascending the previous steps. 4. Go all the way into the door in the background. 5. Ascend the steps to get to the platform, which acts as a lift. 6. Take the left ladder to the top, and enter the opening. Activate the switch. 7. Climb down again, examine the bluish altar, and take the opened right path (not ladder!) this time. 8. Follow the spiraling steps until you reach a circular platform. There's a short ladder nearby -- climb it, head to the right and pluck out the red jewel from the eye of the statue. 9. Descend back, follow path leading upwards to the right. 10. Climb onto the green dome to reach another statue. Put the jewel in to obtain a random 5 number password. Memorize it, or write it down on paper. Next, take out both red jewels. 11. Return to previous statue in point 8. Put both jewels in and enter the password you received in point 10. 12. A door should open below. Enter to face Odin. -------------------------------------------------------------------- BOSS G.F: Odin HP: 18,400 Draw List: Stop, Death, Double, Triple AP: 20 Just have Squall unleash his limit break and you'll take him down easily. Besides, he won't attack you until the timer finishes. You might want to stock up on a few 'Triple' spells here if you've got time to spare, and make sure to mug 'Luck-J Scroll' from him. -------------------------------------------------------------------- Unlike your regular G.Fs such as Ifrit or Carbuncle, Odin cannot be junctioned; rather, he appears at random at the start of a normal enemy encounter. When he does, he'll instantly dispatch every single opponent with a success rate of 100%. Very convenient. Don't expect him to come help during boss battles, though. Side events: Try to engage a few Tonberries in combat here! They're always found around the circular statue mentioned in point 3 above. Save before you do so, and use Squall's Renzokuken to defeat them quickly. You should get Chef's Knives from them. Quistis' 'Micro Missile' works well on them too. I'll cover the usage of Chef's Knives later on in Disc Three, when you have to return here to pick up another G.F. ######################################################### 2.14. [Kashkabald Desert] Enemies: Abyss Worm, Cactuar, Chimera Blue Magic: Aqua Breath Weapons: Twin Lance (Squall) ######################################################### You should find a huge patch of land known as the Kashkabald Desert to the east of the Centra Ruins. Cactuars appear here, and each 1 when downed nets you 20 A.P. You'll need a high Speed and Hit% rating before you try to defeat them, but they're worth it. Remember to return here occasionally to build up your G.Fs' abilities! Cactuars are known as Sabotenders in the Japanese version of ff 8. Incidentally, the 'Cactus Thorns' you receive from them can be refined under Ifrit's 'Refine Ammo' menu ability, to produce 40 Demolition Ammo for Irvine's desperation. You might encounter an UFO here; this side event will be detailed later on in Disc Three. Chimeras rarely appear in the desert too. They occasionally drop Water Crystals, which lets Quistis learn her 'Aqua Breath' Blue Magic, or you can mug 'Red Fangs' from them. Combine 2 Red Fangs with a Dino Bone (T-Rexaur at Balamb Garden's Training Center) and 12 Screws for Squall's 'Twin Lance' if you so wish. Fastitocalon-Fs on the shores rarely drop Water Crystals, too. If you're lucky enough to encounter the adult version called Fastitocalon (you'll know it when you see it), mug them for Water Crystals. ######################################################### 2.15. [Trabia Garden] (note: Check your map; it's towards the north) Draw Points: Thundaga, Zombie, Aura Magazines: Timber Maniacs, Weapons Monthly August Rare Cards: Selphie (Selphie's friend) ######################################################### Just follow Selphie, and when she meets up with her ex-classmate at the gargoyle statue, Squall is asked if he's been looking after Selphie: - (Not really.) - (Just play along with it.) It doesn't really matter which option you select. Her ex-classmate holds Selphie's card, by the way. The 'Random' rule enforced here might make things difficult, though. Squall leaves Selphie alone for now; you can meet up with the rest at the basketball court. Do so by taking a left from the statue, another left at the makeshift dorms, then following the one-way path. Or you could stray off and explore the other areas of Trabia Garden, converse with the survivors and get information. I suggest you do the latter first. In the flashback scene at the basketball court, you'll be controlling Squall at one time. Proceed upwards to head for the beach. In another scene, talk to all the children before heading through the door on the right. *spoiler ahead... skip this paragraph if you wish* The party questions the necessity for bloodshed... but they know that conflict is inevitable. Irvine recalls his childhood, spent at an orphanage. This triggers off more memories for the other members, which reveals a startling fact long forgotten -- Edea was their matron at the orphanage. Side events: The cemetery at Trabia Garden hides an issue of Timber Maniacs. Apart from that, there's also the August issue of Weapons Monthly. You'll have to talk to a student to the right of the dorms, who'll hint at the existence of a hidden treasure... starting from the gargoyle statue, take exactly 5 steps south and search the ground. You should get your copy. If you have trouble finding it, simply tap 'X' (U.S) or 'Circle' (Japanese) repeatedly around the area south of the statue... the game isn't too particular about where you examine. ######################################################### 2.16. [Trabia Region] Enemies: Bite Bug, Gayla, Mesmerize, Snow Lion Blue Dragon (Forest, appears rarely) Blue Magic: Acid ######################################################### The new enemies around the Trabia region you'll encounter include Mesmerizes (pink horses with a blade on their heads) and Gaylas (black striped flying creatures). The former offers Mesmerize Blades up for grabs, the latter the spell 'Meltdown' at levels 30 and above. Also, the Gaylas drop Mystery Fluids -- these allow Quistis to learn 'Acid'. Tip: Meltdown spells are extremely useful in the sense that they cause an opponent's Vitality (defense) rating to drop to zero. They're also excellent when junctioned to Vitality. Mesmerize Blades can be refined under Carbuncle's 'Recovery Medicine Refinement' menu ability to produce Mega Potions. These heal everyone in your party for 1,000 HP. If you manage to come across a Blue Dragon, mug it for Fury Fragments, or defeat it to make it drop Dragon Fangs. They're really rare though. Btw, you can kill them easily with a 'Death' spell. Forget about the Snow Lions; they aren't worth the time you spend killing them. You might come across an UFO while fighting in the Trabia Heath Peninsula region; I'll detail this side quest later on in Disc Three. Just around the Trabia region will be a couple of dome-shaped Chocobo forests. You can choose to visit them now, but I'll only detail this side-quest in Disc Three. ######################################################### 2.17. [Shumi Tribe Village Revisited] (note: It's located to the north if you dont't remember) ######################################################### A visit to the Workshop here reveals that more manpower is required to complete the statue. Converse with the Elder, then speak to the Moomba outside his house. Follow the fur-ball to the Workshop. After the short sequence, visit the Elder again, then retrace your steps back to the Workshop. Talk to the Elder's Attendant inside. Next, head for the house beside the Workshop and converse with the Artisan by the sink, before finally making a trip to the Elder once more; it appears that Artisan will need a little bit of coaxing to lend a hand. [Fishermans Horizon] A quick trip to the Repair Shop near the train station here yields a small scene with the owner, and Squall receives a Moomba Doll. [Shumi Tribe Village] Talk to the Elder, then the Artisan in his house. He should agree to help now. Converse with the village head one more time before leaving to receive a Status Guard item. ######################################################### 2.18. [Miscellaneous Updates Part One] Blue Magic: Aqua Breath, Degenerator Rare Cards: Pandemona, Siren, Quezacotl, MiniMog, Zell, Quistis, Rinoa Weapons: Punishment, Twin Lance (Squall) Gauntlet (Zell), Bismarck (Irvine), Red Scorpion (Quistis), Cardinal (Rinoa) ######################################################### The next dungeon is quite combat intensive; I'll provide you with a weapon upgrades check-list here, plus any other items you may want to get in preparation for future battles ahead. {Weapons} Squall: His 'Punishment' should be obtainable now. You'll need a Chef's Knife (defeat a Tonberry at the Centra Ruins), 2 Star Fragments (get 4 Iron Giant - blue armoured monsters with a huge blade - lv. 5 cards), a Turtle Shell (steal from Armadodos in the Tomb of the Unknown King) and 8 Screws (Geezards in the Timber or Galbadia regions). Btw, T-Rexaurs in Balamb Garden's Training Center rarely drop Star Fragments, too. Alternatively, his weaker 'Twin Lance' requires 1 Dino Bone (T-Rexaur in Balamb Garden's Training Center), 2 Red Fangs (mug Chimeras in Kashkabald Desert, Centra region) and 12 Screws. Zell: His 'Gauntlet' requires a Dragon Skin (defeat - not steal from - level 30 and above Anacondaurs in Roshfall Forest, north of Timber) and a Fury Fragment (use 'Card Mod.' ability to modify 4 Blue Dragon - bluish-green scaly dragons with a yellowish underside - lv. 4 cards). Blue Dragons are also found in Trabia's forests, albeit rarely. Mug them for Fury Fragments. Irvine: A 'Bismarck' requires a Steel Pipe (steal from Wendigos in the Galbadian deserts and Roshfall Forest or modify a lv. 5 Elastoid's card), 4 Dynamo Stones (modify 4 Blitz lv. 4 cards - metal warriors armed with a hammer or defeat level 30 and above Creeps in the sewers of Deling City to make them drop the items) and 8 Screws. You can wait until later in Disc Three for an easier time locating Dynamo Stones, though. Quistis: 2 Ochu Tentacles (gigantic green and pink plants in Roshfall Forest - low encounter rate) and 2 Dragon Skins for her Red Scorpion. Rinoa: She needs a Cockatrice Pinion (steal from high level Cockatrices in the forests of Timber), a Mesmerize Blade (Mesmerizes in Trabia region) and a Sharp Spike (scorpion-like monster Grand Mantis, lurking in the stairway leading to the sewers in General Caraway's Estate in Galbadia) for her Cardinal. Selphie: You can't really get her Crescent Wish now, but you'll do yourself a favour by stealing a Life Ring from Lefty that roams the Winhill area, and 4 Sharp Spikes from the Grand Mantis first. {Blue Magic} Quistis' Blue Magicks: You can learn her 'Aqua Breath' by defeating high level Fastitocalon-Fs (orange fish-like creatures on the shores of Balamb, rarely drop Water Crystals) or Chimeras in the Kashkabald Desert (low encounter rate) to receive Water Crystals. If you haven't already done so, modify Gesper (gigantic blue-headed monsters) lv. 1 cards to receive Quistis' Degenerator. This blue magic takes out a single enemy instantly with a pretty high success rate. If you're having trouble finding the cards either for remodeling your weapons or receiving Blue Magic items, try playing Nida, who's at the control helms of Balamb Garden. He carries decent middle to high level normal cards. Another person would be the bartender at Aphrora pub in Timber. {Rare Cards} Rare Cards: These are totally optional, and some are reminders. - Get G.F. card 'Pandemona' from a man standing outside Balamb Hotel. He appears at random. - Get Quistis' card from any of the Trepe Groupies at Balamb Garden, i.e. the girls at the 2F Classroom. - Win Zell's card from his mother at Balamb City. Zell must be in your party first. - Lose G.F. Ifrit's card to General Caraway at Deling. He'll play Rinoa's card in the next round. You can get back Ifrit's card from Martine, who's sitting outside the Mayor's house in Fishermans Horizon. To make sure you lose Ifrit's card to Caraway, play 4 weak cards along with Ifrit's; when you lose, Caraway should take Ifrit's card. - Mayor Dobe at F.H has G.F. 'Quezacotl' card. - A kid circling the 1F of Balamb Garden has a 'MiniMog' card. - The Master on the 2F Dollet Pub has G.F. 'Siren' card. ######################################################### [Centra Region -- Cape of Good Hope] (note: It's down south) ######################################################### Pilot Balamb Garden towards the Orphanage (use your map) to trigger off a confrontation with Edea's Garden, which is hovering nearby. ######################################################### 2.19. [Invasion -- Balamb Garden] Enemies: G-Soldier, Elite Soldier, Paratrooper, GIM52A Blue Magic: Micro Missile ######################################################### You'll have to swap your G.Fs around quite a few times here, or simply use Diablos' 'Encounter None' party ability to save yourself the trouble. Be sure to save beforehand. Squall is informed of Galbadia Garden's presence in the vicinity. You have to give a set of orders to the students, before Squall is ordered downstairs. Here're the available commands: - (No orders/End.) - (My feelings on this.) - (The Garden's course.) - (Prepare for the attack.) - (Prepare our defense.) - (Call my comrades.) - (What to do with the hot dogs.) - (Take care of the junior classmen.) Give out your commands in this order: 'The Garden's course', 'Prepare for the attack', 'Prepare our defense', 'Call my comrades', 'Take care of the junior classmen' and 'No orders/End'. Add a few more if you like... Nida won't like it, though ^_^ Meet up with your companions, and after directing everyone to their positions on the 2nd Floor, head for the Quad. Zell'll be assembling the troops. Return to the 3rd floor, where both Gardens will mount a massive attack on each other. You'll be controlling Zell's party now. Head back to the western wing of the Quad, where a collision will throw Rinoa off the platform. Leave her for now, and make your way to the Front Gate to meet up with Squall. If you haven't already done so, the GIM52As in the vicinity carry Missiles, which allow Quistis to learn her 'Micro Missile'. You'll have to form a party of 3: - Selphie, Quistis - Quistis, Irvine - Irvine, Selphie Squall is a compulsory character here, whereas Zell is assigned to rescue Rinoa. When you're done, head back to the Garden and take a left to reach a save point. Junction your members before moving to the 2F classrooms via the elevator. You'll have to combat 4 green Galbadian paratroopers here. They're pretty quick (and nasty) on the offensive, and have 'Demi' magic available for casting. You should be able to take them out with a G.F or 'Death' spells, but if you get low on health, using your limit breaks is a good idea. Talk to everyone in the classroom before leaving. Nida requires Squall's presence on the 3rd floor bridge. Squall predicts that Balamb Garden will not be able to hold off the enemy for long; he decides to carry out a last-ditch attack on Edea's army. Proceed to the 2nd floor when you're done. Squall is asked to look for a missing child -- you can find him towards the end of the corridor on the 2F, but in the resulting melee Squall gets knocked down by a trooper. He'll pin Squall against the wall. Hit 'X' (U.S) or 'Circle' (Japanese) to reveal 3 choices, and take the 3rd one for Squall to notice the emergency hatchet. Press the same button again, then select the 2nd option to unlock the door. You'll get involved in a mini-game. Controls: [u.s version] X: Punch Triangle: Kick Square: Block Circle: Deathblow (appears later) [japanese version] Circle: Punch X: Kick Square: Block Triangle: Deathblow (appears later) Squall'll start off at a disadvantage with lesser health (check the red bar at the lower-left corner for his HP), and the 1st time you experience this mini-game it'll prove to be a little tricky to win. Basically, there're 2 methods to get past this. Method 1: Mash away at the 'Punch' button straight from the start. If you're fast enough, Squall should cut off every single attempt to retaliate from the trooper. If the opponent starts to block repeatedly, kick him. Method 2: Hold 'Block' until the 'Deathblow' command appears. Press the specified button to knock off two-thirds of the trooper's health, and finish him off with a flurry of punches and kicks. You can choose to reverse the order here (meaning, smack him with a few punches, then hold 'Block' until 'Deathblow' appears). ######################################################### 2.20. [Invasion -- Galbadia Garden] Enemies: G-Soldier, Elite Soldier, Creeps, Jelleye, Death Claw, Blitz, Tri-Face Slapper (Ice hockey rink) Draw Points: Aura, Protect, Life, Shell, Haste G.Fs: Cerberus, Alexander (Edea) Rare Cards: Cerberus ######################################################### Once Rinoa is rescued, you should begin by heading left. Both Squall and Rinoa share a moment outside the Garden's compound, and the latter thanks Squall for saving her life, with a slight hint of her feelings towards her savior ^_^ Name your ring (Griever), then select the 2nd option to enter Galbadia Garden together with Rinoa. Take note of the hidden Aura draw point in the background; use Siren's 'Move-Find' party ability to locate it. Inside, save and re-organize your party (junction everyone accordingly). Take a right, then another right in the next screen to reach the stairs. Going upstairs, you'll come across Raijin and Fujin, who'll choose to leave Seifer in the hands of Squall. Go left from there and enter a door on the right to get your 1st Card Key (talk to the male student). Side events: The Death Claws (furry monsters carrying 4 blades) have a useful spell at levels 30 and above -- Reflect. This works well junctioned to the Spirit parameter. The Slappers here (demi-human ice hockey players) are probably the best sources of EXP you've encountered so far. Return to the save point, then take a left, and enter the left door. Run across the ice hockey rink and exit through the door on the right (the left door holds a 'Life' draw point, btw). The next area has an entrance opposite to where Squall is. Enter and converse with the student inside to get your Lv. 2 Card Key. Retrace your steps back to the save point. Proceed right to the stairs (where you met Raijin and Fujin), and climb it to the rooftop (3F). Leap down onto the tennis court, and head left. The next region should be familiar to you -- just keeping moving down (ignore the stairs on your way) until you reach the Main Hall of Galbadia Garden. A G.F. boss will be waiting for you in the center. There's a save point to the east side of the Hall, btw. ------------------------------------------------------------------- BOSS G.F: Cerberus HP: 10,000 Strong vs.: Wind, Thunder Draw List: Quake, Double, Triple AP: 30 This puppy likes to cast 'Triple' on itself (undo this by using 'Dispell' on it), 'Tornado' and 'Quake' on your members (junction Quake to Elemental Defense or cast Float). Beat it around with a few 'Demi' spells and anything else non-wind nor thunder elemental related. Draw a few 'Triple' spells from it if you can; they act as pretty good spells for junctioning to any parameter. Cerberus carries a 'Spd-J Scroll'; be sure to mug it. ------------------------------------------------------------------- Cerberus boasts of the Spd-J ability, in addition to its ST-Atk-J, ST-Def-J and Auto Haste. Once you've received Cerberus as a G.F, make your way to the south-west exit. Take a left in the next screen and converse with a female student to get a Lv. 3 Card Key. Retrace your steps back to the stairs you passed earlier on, and ascend from there to the 2nd Floor. Move left from there to reach an elevator. Use it to get to a save point... and your awaiting adversaries. ------------------------------------------------------------------- BOSS: Seifer HP: 10,000 Weak: Poison Draw List: Fira, Thundara, Dispell, Haste AP: 20 He's a bit tougher this time around. You'll want to counter his high attack power by casting 'Protect' on your allies (Seifer seems to concentrate all his attacks on Squall, btw), but generally, his magical prowess can be ignored. Once Seifer gets down to half of his total HP he'll start using his 'Demon Slice', which deals out a pretty hefty sum of damage to a single member. Keep two (or one) allies as healers, and attack Seifer using Squall, or whoever has the highest offensive rating. I generally take Squall since his Gunblade offers critical hits. ------------------------------------------------------------------- Return to the 2F, then head right from the stairs. Proceed anti -clockwise to find an invisible save point (use Siren's 'Move-Find' party ability to see it) a bit further down. Enter the Auditorium to your right. Tip: The upcoming battle sees another drawable G.F up for grabs; make sure someone's carrying the 'Draw' command. ------------------------------------------------------------------- BOSS: Seifer HP: 7,400 Weak: Poison Draw List: Fira, Thundara, Dispell, Haste He's weakened in this confrontation, but take time to steal from him before finishing him off. You'll have to fight him and Edea consecutively, so don't dawdle too much. BOSS: Edea HP: 15,000 Draw List: Blizzara, Demi, Esuna, Alexander Total AP: 50 Draw G.F. Alexander from her before anything else, and follow up with Shell on your members. Edea's capable of a few pretty nasty spells, and has 'Death' at her disposal. Attack her with Diablos, and be sure to leave a character on standby to revive those hit by Edea's 'Death' spell. Defeat her quickly, or you'll run yourselves into trouble. Edea's 'Maelstrom' is a gravity-based attack which takes off half of each member's current HP, in addition to causing status ailments. Also, take note that summoning G.F. Carbuncle doesn't work anymore; Edea will simply endow herself with a 'Reflect' status as well and bounce spells off herself. Break that with 'Dispell'. Cheap Alternative: You should have picked up a few 'Meltdown' spells from the Gaylas in the Trabia region, and 'Aura' spells from a draw point in Trabia Garden. Cast Meltdown on Edea and Aura on Squall -- one Renzokuken should be all that's needed to down the sorceress. Press the 'Circle' (U.S) or 'Triangle' (Japanese) button repeatedly to have Squall's limit break icon appear if he's in critical or Aura condition, and has a full time bar. ------------------------------------------------------------------- G.F. Alexander holds 'High Magic Refinement' menu ability; you can refine 5 middle class spells to a single upper class spell, i.e. five Cura spells to one Curaga. Its 'Revive' command ability works like a regular Phoenix Down, but without the added costs.

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