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- FINAL FANTASY VIII FULL STORY
-
Final Fantasy VIII Opening Scene
- It begins with two men violently scattering sparks. Seifer and
Squall,
- two students of Balamb Garden, are conducting independent training.
- They are using genuine gunblades, and, by their intense swordplay,
there
- is clearly some history between the two. Showing offense and defense,
- the fight climaxes to something usual. While Seifer takes an
unguarded
- position for a moment, Squall takes the opportunity to win the
duel...
- At that moment, Seifer summons "magic", which is
prohibited. Squall
- withdraws for a moment, but he promptly recovers his stance and tries
to
- return the attack. Seifer becomes involved in the task of offense and
- defense, advancing and retreating. At the moment when the edge of his
- blade grazes Squall's eyebrow, Seifer pulls the trigger on his
gunblade.
- Fresh blood scatters around this eyes, and Squall's fighting spirit
goes
- ablaze. And Squall's gunblade again catches Seifer's brow. The
- forehead wounds that they cut onto each other's foreheads carve
- inescapable destinies into their hearts...
- In a complete change of scenery from the earlier battle, Squall is
lying
- down on a bed in the Garden's medical office. It appears that somehow
- after the fight, he lost consciousness and now does not remember what
- had happened to the duel. However, the pain of his forehead wound
tells
- him that there was a fierce battle. Then the medical officer in
charge,
- Dr. Kadowaki, certifies that Squall's condition is stable, and she
- contacts an officer in charge to come and receive him. In a short
time,
- a woman appears in the medical office and smiles at Squall for this
- slightly ghastly situation. She is Quistis Trepe, Squall's teacher.
- When he returns to the classroom, homeroom started. There seems to be
a
- practice exam for SeeD selection right after class, and it seems that
- Squall must take it no matter what happened. The place is a cave of
- flames east of the Garden. Quistis is in charge. In order for Quistis
- to go with Squall, Squall will meet her at the school's front gate.
- However, you're advised to not forget to prepare your lessons with
your
- study panel right at your own seat. When you examine the items for
- lesson preparation and review, you will get 2 Guardian Forces (G.F.):
- Quetzalcoatl and Shiva.
- When you're finished in general with preparations at the study panel,
- try to go out toward the hall. When you do, you will run into a girl
at
- a corner in the hall. The girl will run toward that place, but
somehow
- she doesn't seem to be hurt. She has just transferred to this Garden
- today, and moreover, she is late for class on her first day. An
- optional panel appears so you will guide the transfer student around
the
- school. How this unfolds has no effects on the game, even which ones
- you choose.
- Take an opportunity to explore the Balamb Garden.
- After you join up with Quistis at the main gate, head toward the cave
of
- flames immediately. Your goal in the cave is to defeat Ifrit who is
in
- the deepest part of the cave. Again, there is a time limit on this
- test, and before going in you can choose from 10, 20, 30, and 40
- minutes. Try not to forget to junction the G.F.'s before entering.
- Once inside, the main point is to draw Blizzard from Vail. They will
be
- helpful in the boss fight.
- You will fight Ifrit in the deepest part of the cave. Remember that
- Ifrit can absorb the energy of flames and recover his HP, so do not
use
- fire-related attacks. Ifrit is weak against cold magics such as G.F.
- Shive and the magic Blizzard.
- After gaining credit at the cave of flames, Squall challenges the
final
- exam for SeeD. The team consists of 3 people, and the two other than
- Squall are assembled in the hall of Garden. One person is Zell, who
has
- excellent fist fighting sense. And the remaining person, and the one
to
- become the team leader, is none other than Seifer.
- Squall and the others depart for the town of Balamb aboard a high
speed
- car in order to execute their job. You will move from the Garden
toward
- the town of Balamb using a car. When the car reaches the town, go
- inside and head for the port. At the port, a landing craft is waiting
- for Squall and others, and after your boarding, it will head straight
- for the principality of Dollet, their destination. Inside the ship,
the
- mission briefing is given by Garden instructor Shue. Their mission
this
- time is to support the Dollet army, which is in the midst of battle
- against the army of Galbaldia, a militant nation.
- After reaching Dollet, try to spot the central plaza by passing
through
- the city streets. On the way, enemy soldiers will attack several
times,
- but they are not tough opponents and are easy victims for `draw'. You
- should draw Thunder for later use. At the plaza, the enemy forces
show
- threatening movements.
- Enemy forces is assembling at a radio tower on a mountain top. when
you
- follow them and advance to the mountain trails, a Dollet soldier
crawls
- out from a crevice in the rock, right when you come near the first
- stairway. When you try to help, a hedge viper appears. Blizzard is
- effective against it because it is weak against cold air. When you
come
- before the radio tower, Seifer leaves the party and enters the tower.
- Here, Selphie appears as a messenger, and she joins the party and
- replaces Seifer.
- After adding Selphie to the party, Squall and others follow Seifer
who
- entered the tower alone and head for the highest floor. On the
highest
- floor, major Biggs of the Galbaldian army is repairing the antennae,
and
- when you arrive on the lift, you will have to fight him. When you
give
- him a fixed amount of damage, his subordinate Wedge comes in and
- assists. Just face them straight on with proper attack methods since
- neither one has a weak point, and there's no need to use any special
- attacks.
- Shortly after you enter the fight with Biggs, a waterspout rolls out
- from the sky. Biggs and Wedge are taken away by the waterspout and
- replaced by a monster, Elviole. The fight continues. Because Elviole
- has high HP and uses various kinds of magic, you must expect a long
- fight. Among his attacks, the most terrible one is the storm breath
- that will give big damage to all members of your party. Because
- fortunately you can draw Care from it, recover without hesitation
when
- your HP becomes low. Again, if you draw G.F. Siren, you will be able
to
- use it as a G.F. after the battle.
- The details of the message was an immediate withdraw. Squall and
others
- must return to the place where they first landed within 30 minutes.
- However, during their withdraw, a Galbaldian weapon (X-ATMO92, aka
- "Black Widow") persistently pursues them. Because a battle
ensues when
- you are caught, run toward the beach with all your might. If a battle
- occurs, the effective attacks are Thunder and G.F. Quetzalcoatl. And
- when you give a fixed amount of damage, you can stop its movement for
a
- short time. At this time, although you may possibly defeat it if your
- G.F.'s levels are very high, it is better to run away because there
is
- the danger of running out of time. Moreover, even if you escape when
it
- stops moving, soon it will repair itself and again attack.
- The "Black Widow" desperately repeats its attacks. Squall
and others
- somehow dodge them and arrive at the beach where their landing craft
- awaits. However, right behind them the enemy weapon still closes in,
- with furious force. There, Quistis' protection fires strike the enemy
- weapon without mercy. And, after Squall and others safely boarded the
- ship, the landing craft returns to Balamb, leaving behind the remains
of
- the weapon all ruined.
- Now you have an opportunity to explore the town of Balamb.
- When you return to the Garden, Quistis, Shue, and Cid are discussing
- among themselves in the first floor's central hall. While waiting for
- exam results, try to go to the passageway in front of the library.
Here
- is Seifer, complaining about his dissatisfaction with the order to
- withdraw. However, because he disregarded the order, he is to receive
- punishment. Afterwards, if you go to the second floor classroom,
Squall
- is notified of his qualification from participants of Garden. At the
- inauguration ceremony are Zell and Selphie.
- When you assume the SeeD office, you will acknowledge your "SeeD
- rank". Your rank will go up and down depending on your action
from this
- point on. The rank affects your SeeD stipend which is paid at fixed
- times. It goes up when your rank goes up. The "SeeD rank"
goes up when
- you receive full point on the "SeeD written exam" in the
tutorial, or
- when you accomplish your given mission. However, be aware that it can
- also go down because of inappropriate speech, inappropriate conduct,
and
- activities during battles.
- After the inauguration ceremony ended, go before the classroom. When
- you do, classmates are all gathered in front of the classroom to
bless
- the departure of Squall and others. And Seifer too eagerly await for
- Squall here. Zell stands on guard. However, Seifer unexpectedly
begins
- to clap his hands... After the blessing by everyone, go to your
- dormitory and change into the SeeD uniform. Next is the inauguration
- announcement party.
- After publicly becoming a SeeD, Squall meets a woman at the
inauguation
- announcement dance party. She becomes interested in Squall at first
- sight, and then she invites him to "dance together". She
says she is
- looking for someone and wants to enter the dance circle by all means.
- Squall is enjoying the good atmosphere of the dance, but the woman he
- was dancing with seems to have found the person she was looking for
and
- left him alone. Afterwards, when he was standing still on the
terrace,
- Quistis comes by to speak to him. And Quistis orders him to go to a
- place known as "the secret place", located in the back of
the training
- facility. Incidentally, "the secret place' is a date spot where
couples
- on the Garden gather every night. After returning to his dormitory
and
- changing back to his personal clothes, Squall goes to the entrance of
- the training facility. Quistis is waiting.
- Squall and Quistis pass though the training facility and arrive at
"the
- secret place". Times of momentary silence pass between the two.
And
- Quistis slowly tells him. She says that she is disqualified for the
- teaching position, starting today she will becomes a SeeD herself,
and
- her personal history. However, Squall dislikes half finished
- affections, and he throws off Quistis insistently.
- When they leave "the secret place", suddenly a scream is
heard. When
- they proceed in the direction of the scream, a woman is being
attacked
- by monsters, and a battle begins. The opponents are 3 insect types,
- Granaldo and Raldo. The Granaldos attack by throwing and kicking
Raldo.
- While the Granaldos are alive, Raldo will not attack on his own. So,
if
- you dispose of Raldo first, you can contain damage to the smallest
- amount. Attacks using G.F. are quite effective. As for the Granaldos
- that remain, quickly defeat them with concentrated attacks because an
- individual Granaldo does not have great attack ability.
- When you return to the dormitory from the training facility, a
- personalized room for SeeD is prepared. Squall, tired from the fight
in
- the training facility, sleeps on the bed. And on the next morning, he
- hears from Selphie the news of their first mission and goes to the
card
- reader at the Garden's entranceway. From Cid, he learns that the
- mission this time is to offer support to an anti-government
organization
- in Timber. The members include Squall, Zell, and Selphie.
- The party proceeds toward Timber by riding a train that leaves from
the
- town of Balamb. Be sure that you don't buy too much before departure
- because it costs 3000 gils to ride the train, or you'll get "you
don't
- have enough money". In the train, they find an extravagent guest
room
- prepared for them, and Zell and Selphie are in good humor. However,
- here a sudden sleepiness attacks Squall and the others, and the three
- falls asleep as if losing consciousness.
- When he regains consciousness, Squall becomes Laguna Loire, a
Galbaldian
- soldier, and is marching in the forest of Timber. Along side him are
- Kilos, who carried himself undignified, and Ward, a bigman who boasts
of
- his strength. The three are passing through the forest and escaping
the
- battlefield in a military vehicle. They are going toward the
Galbaldian
- capitol, Dering City.
- Laguna, after returning from the battlefield, invites Kilos and Ward
for
- a drink. However, somehow it seems that alcohol isn't what he is
after.
- They go to a club under a hotel, and when they speak to a waitress,
she
- guides them to their usual seats. Then an woman appears, the one
Laguna
- is after there. She begins a piano performance. When he approaches
her
- to confess his feelings, he suffers a honorable defeat as he stumbled
- out of terrible nervousness. After the performance, Laguna is invited
- by her to go to her room in that hotel.
- Squall wakes up from his dream. Moreover, the others say they saw the
- same dream. While this left a big mystery, their train arrives at
- Timber. When they say the password at the Timber train station, they
- are guided the hideout train of the "Forest Owls", the
anti-government
- organization. In the hideout, they are asked by members of Forest Owl
- to summon their leader in a back room. There, they meet with Rinoa
- Heartilly. She was the woman who danced with Squall at the Garden
party
- before.
- Timber is now becoming under Galbaldia's control. Rinoa and others
are
- working to free Timber from the dictatorship of Vinzer Dering,
- Galbaldia's current president. According to the latest information,
the
- president is visiting Timber on a train. Rinoa quickly begins to
- explain her operation to Squall and others.
- The summer of the operation is to wedge a dummy train (the Forest
- Owls' hideout) that looks like the president's train right between
cars
- one/two and three/four, thereby substituting it for the real
president's
- car.
- After making preparations, the operation begins at last. By
controlling
- Squall, you will move him on top of the trainand twice cut off and
- separate the connections between train cars by entering passcodes.
You
- must finish the entire operation in 5 minutes. A calm and swift
- operation is the key to success.
- As a result of a successful operation, Rinoa receives the president.
- However, he was not the real president Dering. The fake president
- reveals its real form and attacks Squall and others. If you use
Raise,
- Araise, and Pheonix Tail, you can defeat it with one blow. If you
fight
- it with physical attacks, it will be very hard. Moreover, the
opponent
- has many abnormal status attacks such as Breath, Bazerk, and Silence
- that give damage along with Darkness effects. Therefore, while you
- recover often, it will become a long fight. Recovery magic like Care,
- in association with Double, and attacks using G.F. Ifrit are
effective.
- Rinoa and others get off at the Timber train station, after making up
- their minds to attack the broadcast station. It is a city with
complex
- archtectural styles where many train lines meet. You should first
- search the Timber Maniacs building. Now the city is more occupied by
- Galbaldian forces, and you will frequently get into battles.
- Carelessness is something to avoid here.
- According to the news on the streets, it seems possible to go to the
- broadcast station from behind the pub. When you head for the pub,
some
- Galbaldian soldiers are talking in front of the pub. A battle ensues,
- and you will receive the "Vail Card" after your victory.
When you enter
- the pub, because a drunken customer is obstructing the back door, you
- will be able to go to the back alley if you treat this customer wine
or
- return the card you just got earlier.
- When you pass through the back ally and climb up some stairs, words
of
- unknown meaning are projected on a monitor on the wall. Before long,
- those words change to the relay of the presidential address, and then
it
- suddenly changes to an image of Seifer and Quistis storming into the
- broadcast station. Squall and others rush to the broadcast station.
- Seifer tries to take the president captive, but he is taken away by a
- witch and then disappears to somewhere
- Because it was leaked out that Seifer and Quistis are associates of
- Garden, Squall and others are urged that they must escape. They
decide
- to seek shelter for a moment at the Forest Fox's hideout and ask
about
- some chance of escape. In conclusion, they decide to take a train to
- visit the nearby Galbaldia Garden.
- Riding the last train out of Timber, you should get off the train at
the
- school east station. You will have to go past the Timber forest in
- order to go to the Galbaldia Garden, and you can see it from the
station
- in the northwest direction. If you cross the bridge while following
the
- train track, you will soon get there.
- In case you did not get off at school east station, the train will go
- to the Dollet station, the next stop. Because Dollet station is the
- final stop, just return by walking on the railroad tracks.
- Incidentally, monsters will not appear on the roads or train tracks.
- Now is a good opportunity to explore Dollet and Timber.
- When you step into the Timber forest, Squall's consciousness again
flies
- to Laguna. Laguna, along with Kilos and Ward, is lost in an
excavation
- site that is digging for something. Because there is nothing special
- here at the excavation site, proceed to look for the exit. En route,
- there are places to set traps, so you can set traps for enemy Esta
- soldiers. However, it is okay if you don't.
- When you proceed to a save point, Laguna and others will be
- surrounded by Esta soldiers. When defeated, the Esta soldiers will
- finally use the skill called "Soul Crush" that will reduce
your HP to 1.
- After the battle, they Laguna, Kilos, and Ward will dive down a cliff
- and toward some ships below.
- Squall and other return from their second trip to the
"mysterious
- world". Afterwards, they again set out for Galbaldia Garden,
their
- original destination. For all that, the Garden is right before their
- eyes.
- The area ahead is a region called the Monterosa high plains, and the
- distribution of monsters suddenly changes. Because rather powerful
- enemies appear, go out after you have confirmed your party status. In
- the battle a little while ago, it is possible you have a character
with
- only 1 HP.
- Finally you reach Galbaldia Garden. It is a place you want to study
and
- observe briefly, but a broadcast announces for them to come to the
- second floor reception room as soon as possible. At this time,
because
- this is no reason to go to all the places inside the school, you
should
- wait for a chance later and not hurry.
- Squall runs away from the reception room. After a meeting with Fuujin
- and Raijin in the first floor hall, he obeys the instructions on the
- broadcast system and heads for the front gate. And the party that
- gathered there at the front gate receive orders from Dodonna, the
school
- principal and board chairman.
- The contents of that order was to go to Dering City and assassinate
- the witch Edea. They added the sniper Irvine Kinneas hereafter to the
- party as a member of the execution team.
- Squall and others appoint Irvine to the immediate party composition
(it
- is possible to change), and they head for the Galbaldian capitol,
Dering
- City, where witch Edea is. Because the railroad tracks go all the way
- to Dering City, it is better to go by train. However, if you go on
- foot, en route the Galbaldian army is spreading a baracade. Because
the
- baracade is released if you go to Dering City once, you can return
from
- Dering City while walking.
- The location of the station is at the southwestern direction from the
- Garden. It is supposed that you will soon understand because the
train
- stops there. Still, because it costs 3000 gils to ride the train, try
- not to squander your money.
- You will board the train by paying 3000 gils, but the train will
still
- not depart. If you try to exit the train from the hatchway there,
- Irvine and others will return to the same train after doing other
- activities. And in the course of talking with the other members, the
- train they are on slides toward the underground station of Dering
City.
- When they arrive on the ground level from the underground station on
a
- escalator, they immediately come to a traffic circle in front of the
- station. To go to the Carway residence from here as instructed, it
will
- be good to talk to the clerk in charge when a bus comes to the bus
stop
- right before you. It costs nothing to ride the bus.
- Squall and others visit a home to meet with captain Carway, but they
are
- turned away at the gate by a guard. Without having varified the true
- power of SeeD, the captain will have no reason to meet them.
- Then there is a very simple condition to show their true strength.
- It is a test of courage- after searching for the "tomb of the
unknown
- king" which is near Dering City, see the signature (attendence
number)
- of a weapon that was dropped there. Because you can receive a map for
- that place, you can go to "the tomb of the unknown king"
immediately.
- As for the content of the test, if you are confident as SeeD and
- think that there is nothing missing, it is probably okay to take a
- chance and explore the tomb. However, it is recommended that you pay
- the guard money and listen to his hints.
- Hints you can receive from the guard
- 3000 gils: About the best way to defeat the monster inside the tomb.
- 5000 gils: You can get the capability to display current position on
- the map you received.
- The weapon in question was dropped on the right hand side of the
- passageway right when you enter the king's tomb. Try to remember the
- attendence number written on it. Furthermore, if you explore beyond
the
- entrance, then look at the map often. It is displayed if you press
the
- select button. It is easy to understand the map if you look so that
the
- direction you are heading is always on top.
- By clearing the guard's test, Squall and others can finally meet
captain
- Carway. The members are ushered into a room and are allowed to hear
the
- tangible details of the assassination plan from Carway. First, they
- will divide the party into two teams: the sniper team and the Arch of
- Triumph team. 1) The sniper team will watch and wait in front of the
- presidential palace. 2) The Arch of Triumph team will watch and wait
- inside the Arch of Triumph. 3) The car carrying the witch leaves the
- presidential palace. 4) The sniper team infiltrate the palace. 5) The
- Arch of Triumph team confines the witch's car. 6) The sniper team
- executes the sniping from the clock tower. That is the sequence of
- events. When they hear a telephone call, the party is dismissed for a
- moment.
- When you are prepared, you will again gather at the Carway residence.
- After the teams are formed there, they are taken by captain Carway to
- assume battle positions. Afterwards, they are just supposed to wait
for
- the beginning of witch Edea's parade to start, but Quistis becomes
- worried about something. Something about Rinoa. Quistis cannot get
- over her concerns by any means and returns to the Carway residence
for a
- moment. They get wrapped in an unexpected happening.
- Rinoa, excused from the assassination plan, comes to the side of the
- presidential palace. She is trying to make the witch wear the
"Odyne
- Bangle", something that will seal the witch's powers. And she
climbs up
- a wall and heads for the room where the witch awaits.
- From behind witch Edea's back, Rinoa imparts her will to present the
- bangle to the witch. However, Edea certainly had no use for Rinoa's
- little tricks. Completely saw through by Edea, Rinoa's plan here ends
- in failure. And, as if nothing had happened, Edea goes out to the
- presidential palace's terrace where president Dering awaits. She
begins
- a speech to assume ambassadorship.
- The viewpoint again returns to Quistis. Quistis and others are shut
in
- the captain's residence. They search various places to find some way
to
- leave the room. It is thought that there is a hidden passage
- somewhere... There seems to be some connection between the picture
- hanging on the wall and a statue set near the room's entrance. At
- suspicious places, try investigating by pressing the circle button.
- Quistis and others somehow escape from the Carway residence. They
exit
- to an underground waterway. While advancing through the passageways
by
- riding the rotating waterwheels, look for the exit. Don't forget to
- confirm your equipments.
- Right when Quistis and others finally discovered the underground
- waterway, witch Edea's parade opens its ceremoney. Squall and Irvine,
- who were waiting in the front gate of the palace, quickly hurry to
the
- witch's room to help Rinoa. If you take the same path that Rinoa took
- and climb the crates on the side of the palace, you can come out to
the
- terrace.
- When you enter the back of the room, you will fight against 2
Shumelkes.
- The Shumelkes will use direct attacks with their claws or a skill
called
- "Magma Breath" that will damage with its flame property and
gradually
- turn its victim to stone. If you are turned to stone, you should
- quickly cure it with Ethna. And, don't forget to draw the G.F.
- Carbangle. After the draw, it is okay to cast magical attacks because
- the Reflect that was cast on Shumelkes by Carbangle is gone.
- After saving Rinoa, Squall and Irvine follow the plan and await for
the
- set time inside the clock tower's mechanism. When you descend inside,
- you will receive a rifle that was placed there beforehand.
- When Quistis come out of the underground waterway and arrive at the
Arch
- of Triumph, it was the time right when the witch's parade passes
- through. Somehow the gate's switch is pulled, and they succeed in
- stopping the parade. They just need Irvine to make one shot from the
- clock tower, with his gun that is pointed at Edea...
- Because the sniping failed, the operation naturally shifts to one of
- direct confrontation. Seifer, who they heard was executed, is waiting
- there. The battle proceeds with a one-on-one fight. Try to recover HP
- before the fight.
- After you defeated Seifer, Rinoa and Irvine hurry to the scene, and
it
- finally becomes a decisive confrontation with Edea. Edea's attacks
are
- centered around attack magic such as Firega, Thunderga, and
Blizzardga.
- If you cast reflect with G.F. Carbangle, Edea will try to cast
Dispell
- on you. At that opening, it will be good to defeat her with direct
- attacks.
- (End of Disk 1...)
- A girl comes to Laguna's place to announce his visitor, and together
- they head for Laine's pub which is right next door. There, Laguna
- reunites with Kilos who he has not seen for a year. While conversing
- with Laine, he converses with Kilos, and you can hear information
that
- fills a gap in Laguna's story that was interrupted, such as what
- happened to Ward, a friend of the two.
- After the conversation ended, you will add Kilos to the party and go
- to work hunting down monsters around Winhill. Remember to junction
the
- G.F.'s and magic.
- Laine and the little girl are on the second floor of the pub. After a
- conversation between the two ended, Laguna reports the results of his
- hunt to Laine. You will learn the total number of Bitebags and
- Gedachiks you killed. Afterwards, you will return to Laguna's room,
and
- when he rests on the bed, you will next move to "Area D
Camp".
- The members of SeeD, after failing to assassinate with witch, are
- imprisoned. Zell, Quistis, Selphie, and Rinoa are thrown into the
same
- cell, and Squall is taken to his own separate cell. Irvine cannot be
- seen.
- A guard comes and assaults Zell. Afterwards, he takes Rinoa away.
- Selection choices are shown respectively for two scenes next. One,
- the scene in Zell and other's room where a moomba who had brought
meals
- (?) failed and was assaulted by a guard. Two, the scene where Squall
is
- interrogated by a guard.
- Depending on your choices, what unfolds afterwards will change
- subtlely.
- Will you help moomba?
- In the scene with Zell and others, you will choose whether or not to
- help moomba. If you choose to hlep, the moomba will move with Zell.
If
- you choose not to help, he will be taken out of the room with the
guard.
- Later, I will explain with "Help"= A1 and "Not
help" = A2.
- Even if you tell a lie...?
- You will select whether Squall, who must endure interrogations,
- decide to "stay alive even if I have to tell a lie" or
"it's fine even
- if my life ends". If you choose "Even if my life
ends...", there will
- be 2 moombas watching when Squall regains consciousness. If you
choose
- to tell a lie, then there will be the guard instead. Later, I will
- explain with "End Life" = B1 and "A Lie" = B2.
- Zell and others plan their jail break, and first Zell will proceed
alone
- to recover their weapons because their weapons were confiscated. The
- cell where Zell and others were imprisoned is on the 7th floor. Zell
- must battle against 2 opponents by himself, but they are no problem
if
- he already has junctioned G.F. and magic.
- Moomba rescues Squall
- If you chose B1 in Squall's interrogation scene, after Zell recovered
- the weapons, a scene is inserted where Squall is helped down by
moombas.
- When Zell and others reunite with Squall, these moombas will assist
with
- their escape.
- After Zell returned to the cell and gave back the weapons, Biggs and
- Wedge from the broadcast tower in Dollet show up. You impressions of
- them will not be much different now from the two that you battled
with
- then.
- Because status-related magic works well against them, it is a good
- idea to cast something like Slow, Silence, or Blind first, and then
- quickly draw magics (such as Regain) that you can hope to raise your
- junction effects. Afterwards, you can leisurely defeat them even with
- the usual attacks.
- The camp has 12 identical floors. The one Squall is found on is the
- 13th floor. If you helped moomba, they will guide you. In case there
- is a partition between the up and down floors, you must make an
entire
- lap around the floor. There are 2 rooms on every floor, and you can
get
- your hands on items and such there. In addition, there are also
locked
- rooms that you cannot enter.
- Situations change depending on your 2 earlier decisions
- Depending on the combination of choices you made in the 2 scenes, the
- scene where you reunite with Squall on the 13th floor changes. In the
- case you A2 and B2, the door will not open, and you will decide to
"Give
- up" or "By force". If you choose "By force",
then 2 Galbaldian soldiers
- will come and fight you. When you win, you will receive the key that
- opens the door.
- If you chose A1 and B2, or A2 and B1, the door will open. However,
- because there are fewer moombas, the number of short cuts (removal of
- partitions between floors) that they make will decrease.
- After you reunite with Squall on the 13th floor, you will leave Zell
- behind, descend to the 1st floor on ARM, and head to the door in
front.
- Afterwards, you will go and help Zell when he is under attack, and
Rinoa
- and Irvine will link up. This action takes place on the 8th floor.
- From here the party is divided into 2 teams. First, the Squall team
- heads up to the top floor, and second, the Irvine team heads for the
- floor where the ARM is. Be aware; try not to forget to change
junction
- when your teams completely change.
- Squall team- to the top floor
- The team with Squall and two others head for the top floor where the
- escape exit is. If you choose A1 and B1 in your selections before,
you
- can get various items from 2 moombas standing near the 13th floor
- stairway. The exit is further up on the 15th floor. There is a save
- point (hidden point) on the 14th floor.
- Irvine team- to ARM
- When Squall and others reach the 13th floor, next you will switch the
- action to the team with Irvine and 2 others. To go up to the top
floor
- on ARM, they will go down to the 3rd floor (where ARM is) from the
8th
- floor. When they reach the 3rd floor, the scene switches back to the
- Squall team. You cannot go below 3rd floor.
- When the Squall team comes to the exit on the top floor, enemies
appear
- to block the exit passage. The enemies here are one Galbaldian
officer
- and two GIM52A's.
- It will be good to first kill the officer who uses assistance-type
- magic and cast Slow on the 2 GIM52A's. Even if you have no Slow in
- stock, you can draw some from the GIM52A's themselves. Try to prepare
- for the GIM52A's special attack "Micro Missiles" that can
decrease your
- HP by half. Try to use recovery magic or item.
- When you are running down the passageway, the camp begins to
submerge,
- and the passageway disappears. Because Squall is hanging on the
rails,
- move him toward the nearest building (right direction) with the
- directional keys. Be aware- it is game over if you do not make it in
- time.
- After you have made your way across safely, Irvine and others will
- link up with you, and everyone will leave the camp on buggies.
- Squall and others discover witch Edea's plan to destroy the Gardens
with
- missiles. However, while they are discussing their next plans,
missiles
- aimed at Trebia are launched.
- Here you will form 2 teams. Squall and two others will head for
- Balamb Garden to make a report, and Selphie and two others will head
for
- the missile base to stop missile launches. Squall and others plunder
a
- Galbaldian army train. Selphie and others head for the missile base
on
- a buggy. The missile base is located east of the camp. Because a road
- leads there, it is okay to follow the road.
- The Selphie team disguises itself in Galbaldian army uniform that
were
- found inside the buggy. The team then infiltrates the missile base.
- The entrance room has two doors that are locked, but the door on the
- left hand side can be unlocked by investigating a card checker at
- another place.
- Inside the base, you will have conversations with real Galbaldian
- soldiers at various areas, and you will obtain information and
execute
- your destructive handicrafts. As long as you are disguised, if does
not
- matter how fast or slow you proceed here because you will not
encounter
- any enemy or monster.
- After you descend stairway A, head toward the floor with an equipment
- soldier from another passageway of the stairway. There, after you are
- given a message, head for the launcher hanger. After making a round
- trip carrying messages, you will be given the roll call to the
- transformer station. Then, now you can enter the tranformer station.
- When you talk to the guard standing in front of the transformer
station,
- they will say it is time to change shifts, and you will go inside.
- When you find the switch box, selection choices are displayed, but it
- doesn't matter which one you choose. After the switch box is
destroyed,
- and the source of electricity is down, go out of the room. Then an
- equipment soldier comes, and you are questioned. Select your
response.
- If you choose "we just got here", you can continue to
operate as usual
- since your true identity is not revealed. Next, go to the launcher
- hanger.
- When are pressed for an answer by the equipment soldier outside the
- transformer room, if you choose "Battle", you will fight
against 2
- Galbaldian equipment soldiers. Afterwards, your disguise is blown,
and
- you will encounter monsters when you move around. Furthermore, when
you
- fight here, the officers inside the base are gone except for the ones
in
- the control room. Because you cannot enter the launcher room, you
- should quickly head for the control room now.
- Once the switch box for the power supply is destroyed, the power to
the
- base is lost, and the launcher lift cannot move. In front of the
- transformer room, once you have deceived the equipment soldiers,
things
- will be back to normal. If you come in front of the launcher hanger,
- you are asked by an equipment soldier that comes out from the hanger
to
- help them push a carrier. If you quietly help, you will be told to
next
- verify the coordinate axis of the missile, and you can now operate
the
- control panel.
- If you fought in front of the transformer room, you cannot enter this
- room and cannot operate the control panel now.
- You will alter the missile error ratio using the control panel. If
you
- make this operation, even if a missile is fired, the possibility that
- the missiles hit greatly off from its target becomes high. You must
- have an ID to access the control panel, and depending on your actions
up
- to now, you may not be able to control it. For a way to cope with
that
- situation, I will explain it in a later section.
- After finishing the operations on the control panel, you will talk to
a
- guard standing in front of some stairway. Then, you will be allowed
to
- enter the control room above.
- In the control room, you will fight with 2 officers and 1 soldier.
- Yet, they are not difficult enemies. After you defeat the enemies,
you
- will search for the missile launch mechanism. If you interrupt the
- missile launch with the launch mechanism on the left hand side of the
- room, your mission is complete. After that, you will trigger the
base's
- self-destruct mechanism and will just have to escape.
- The self-destruct mechanism is located in the room next to the
control
- room. Because you are activated the mechanism, you must set the time
- until self-destruct. The times you can choose are 10, 20, 30, or 40
- minutes. After setting the time, you must get out of the base, and if
- it is below 20 minutes you can go from a door in that room to another
- room which has a entrance/exit (However, it is a one way passage.) If
- you set it for more than 20 minutes, because this door will not open
- before the count goes below 20 minutes, you will have to go outside
by
- going through the base.
- If you did not operate the control panel
- If you activated the self-destruct mechanism and exited the building
- all without operating the control panel, you cannot return to the
base
- after you have proceeded to battle BGH251F2. In short, you must
already
- have operated the control panel, but what do you do when you fought
the
- equipment soldier and could not operate it?
- In fact, there is a way to operate the control panel after the
- activation of self-destruct mechanism. However, if you consider the
- fight against BGH251F2 that takes place afterwards, you cannot allow
- less than 10 minutes until self-destruct . It would be best to set
the
- timer on long.
- When you have triggered the self-destruct mechanism and returned to
- the entrance/exit, there is a scene with a control room soldier
- operating the firing mechanism. Afterwards, if you go to the control
- panel, the soldier will tumble down the stairway. If you converse
with
- this soldier, he will hand over his own ID to Selphie. With this, you
- can operate the control panel.
- A large mechanized weapon known as BGH251F2 (aka "Iron
Crud") shows up
- to block the gate. Because there is a time limit (countdown until
base
- self-destruct), it will be better to choose a strategy that gives
- continuous big damage with magic aimed at the enemy's weak point and
- summon G.F. After BGH512F2 is demolished, again you will battle
aginst
- an officer and a soldier, so you will not have much rest. Of course,
if
- the count runs out during battle, it is game over at that point.
First,
- you will want to cast protect for all members because the enemy
attack,
- especially the beam cannon, is powerful. And you will have 1 person
- summoning Quetzalcoatl and the other 2 using continuous magic attacks
- while under influence of Double. If you have high level electrical
- attack magic, you should try to use them actively.
- When 4 cylinders are destroyed, the enemy will attack by removing the
- limiter. Because it will continuously fire its beam cannon, be
- completely watchful of your HP's.
- When Squall and others arrive at Balamb Garden, somehow the Garden is
- bustling with activity. On the way to the gate, you try to inquire
- about the situation from a Garden teacher, but suddenly you are
pressed
- to decide whether you are part of the Master faction or the school
- principal faction.
- Here, if you answered "school principal faction", you will
fight
- against a monster. Inside, monsters frm the training facility have
been
- released by the Master faction and are prowling around. Before
entering
- the Garden, try to verify the party's junctions.
- While they have not really grasped the situation, Squall and others
in
- the meantime search for school principal Cid. According to an
instuctor
- belonging to the Master faction, Cid is hidden somewhere on the 1st
- floor.
- Because it does not matter which order you take, go around every
- facility. If you speak to a Garden teacher, choices will be shown,
and
- you will be forced into a fight. After the fight ends, you can enter
a
- facility, and there are even times when you will receive items from
the
- school principal faction. You can avoid battles depending on the
place,
- but not fighting maybe a loss considering the gains in experience
- poiint.
- If you come near the directory after making a circle around the first
- floor, you will find Shue taking the elevator. Follow Shue and go to
- the back of the 2nd floor passage (near the classroom). You will
- explain the situation to Shue. Because Cid is in the school principal
- room on the 3rd floor, go to the school principal room with the
- elevator.
- After you told Cid about the missile situation, he will tell you that
- there is a MD floor below ground in the Garden, and he will hand you
an
- elevator key to descend there. On the MD floor, is there something
they
- can do to deal with the missile attack...? Squall and others descend
- toward the MD floor, holding a ray of hope.
- Squall and others receive a key from Cid and head for the elevator.
- However, the elevator stops on the way. You will investigate the
switch
- once, and afterwards investigate the floor that Squall is standing on
- (an emergency exit). Exit from there and go down using stairs. The
- elevator drops, but this is all right because it is an automatic
event.
- After the electricity of the passage is turned on, open the floor
- hatch and then descend by heading downwards.
- The MD floor is pretty deep. You will keep going downwards by using
- ladders on every floor and gimicks that open the floor. When you have
- to turn a valve, you will have 3 chances. Even if Squall fails when
he
- tries by himself, then two people try, then three. Moreover, it will
- become easier to turn the valve as the number of people increases.
- Before going up a stair, there is a selection to see who goes, but as
- a result, Squall will ascend. In a room where the loose ladder
crashed
- into, you will move a switch, and the floor opens. To go back, you
will
- again use the ladder.
- After returning using the ladder that come out, you will detach a
level
- on the external wall and cause a ladder to drop. Because there is a
- lever that opens the shutter for the gangplank, you will open the
- shutter before heading for the gangplank. Then, you will be attacked
by
- 2 Oil Shippers on the gangplank. There is a save point next to the
- lever, and so you will want to save here. After you have prepared for
- the battle, go to the gangplank.
- The Oil Shippers have excellent mobility and quick movement, and
their
- attack abilities are high. It is tough if there is just one, but it
is
- even more trouble when there are two. First, it is a good idea to
- weaken their movement with Slow.
- When you receive an Oil Shot, Darkness is added to your status.
- Here, avoid their direct attacks and concentrate your attacks on just
- one with flame magic (their weak point) or Gravity after casting
Double.
- G.F. Ifrit is also effective, but it is painful because Ifrit will
- receive their powerful attacks.
- Descending a ladder in the back of the shutter, you will at last
arrive
- at the deepest part. Equipments and meters that you are not familiar
- with are lined up. If you play around with them properly, the giant
- machine will begin to suddenly move, and Squall and others are
- transported in one stoke to the school principal room.
- As a result, because of the transformation that took place on the
- Garden, the crisis with the missile bombing is resolved...
- The factional fighting is quieted down by the arrival of the
missiles.
- Squall thinks about the welfare of his friends who went to the
missile
- base.
- When Squall walks near the directory on the 1st floor, a Garden
- teacher comes to tell him that the Master is calling for Squall.
- Afterwards, the elevator will take you directly to the Master room,
and
- once you enter the Master room you cannot exit until you finish your
- fight with Norg. For that reason, before Squall leaves his dormitory
or
- before he go to the Master room, you are advised to save.
- When you descend to the Master room, you will link up with the 2
people
- remaining in your party. If you exchange some words with Cid, a
teacher
- comes to call for you. Because you will be rushed to your fight with
- Norg, if your converstaion with Norg start, you had better verify
your
- junctions at this point.
- You will hear important information concerning Garden and SeeD from
- Master Norg...
- (Here is some actual dialogue...)
- Clerk: Have you come at last? Master Norg is calling. It's good that
- you came. When master Norg calls, try to come within 3 seconds.
- Norg: Not within 3 seconds.
- (This is the Garden's master? This is the Garden's operator? He is
not
- human? If that is so, we didn't know anything. .......... It's a
- shock)
- Norg: You, report about the witch.
- (Where should I start......)
- Clerk: A quick report. The results first, then a brief description of
- your progress.
- Squall: We failed to assassinate witch Idea.
- Norg: It's an emotionless report.
- Squall: We confirmed a directive from school principal Cid while at
- Galbaldia Garden. We added Irvine Kinias as a member from
- Galbaldia's Garden. On a common order with Balamb Garden, we
- executed an order to "assassinate the witch"......
- Norg: Common order!? You were deceived!
- (Deceived, but!?)
- Squall: ...... I don't understand what you mean......
- Norg: Explain it to them.
- Clerk: Master Norg knew from early on that the president of Galbaldia
- and the witch joined forces. We received consultations from the
- master of Galbaldia Garden.
- Squall: From the master of Galbaldia Garden......?
- Norg: Galbaldia Garden's master is my subordinate, Dodonna.
- Clerk: Yes. The witch and the Garden have various history together.
- Therefore, the witch is thought to be trying to make all the
- Gardens her own. So, master Norg sent a messenger to Galbaldia
- Garden. It said to defeat the witch. As for the method, it was
- thought that assassination was the best way. However......
- Norg: That shrewd Dodonna, for the sake of time, used you for the
- assassination. To evade following my directions...... that
- shrewd, shrewd guy.
- Squall: So, Balamb Garden had nothing to do with that order. Is that
- right?
- Clerk: Since you guys showed up by chance before the execution of the
- operation, you were used. However, the operation failed. The
- witch is still alive and...... As we expected, the witch
- retaliated. The terrible missile attack was probably the witch's
- revenge. Somehow, we must calm down her anger.
- Squall: Wait a second. Then how......
- Clerk: Then we must show Balamb Garden's good faith by handing over
the
- participants of the assassination to the witch.
- Norg: We will submit to the witch by handing over the head of SeeD!
- Squall: Wha...... Why won't we fight the witch!? Then why are we
- receiving practice everyday to fight!?
- Norg: What!? Do you want us to be defeated by the witch! Don't you
- bark so loudly at me!
- Clerk 1: School principal Cid said the same thing......
- Clerk 2: He, hey
- Norg: Cid!? That idiot Cid sent out SeeD to subjugate the witch. What
- do we do if we lose? It's the end of this Garden. My Garden!
- It's the end of my Garden. Cid, that idiot. I won't forgive him.
- Has he forgotten who gave poor Cid money to build this Garden!?
- Oh, I thought that we should hand over the head of SeeD with his
- head, too. When I ordered Cid captured, those students, Cid's
- allies, just sat on their hands! But this is my Garden!
- Squall: You're wrong! This is not just yours.
- Norg: Well, what!? Does it then belong to school principal Cid and
- witch Idea? That husband and wife's!?
- Squall: What?
- (School principal and Idea are husband and wife!? How is that?)
- Norg: Now I understand. I know now that Cid and Idea are taking the
- Garden from me. And you are Cid's subordinates. I'll not forgive
- this.
- Quistis: Squall, look out!
- (A big fight ensues.)
- Irvine: What happened to this?
- Squall: I don't care. Things I don't understand have only increased.
- Quistis: But......
- Squall: Why listen to me! I understand as little as you. I, I don't
- know anything. I don't know...... anything. So...... I was
- deceived. So...... I was used.
- Quistis: I guess so...... Hey, should we hear from school principal
- Cid?
- Squall: We'll go to meet the school principal.
- Two signals attached to the pedestal change from green to yellow to
red,
- and when they become red they will use their own magic attacks. You
- cannot destroy them, but you can return them to green (first phase)
by
- inflicting damage with direct attack. While 2 people attack the
- signals, the remaining person will first destroy the defense shelter.
- Even when Norg appears, attack with essentially the same tactics. As
- for magic, Gravity is effective. In case you cast Reflect on your
- allies, it will be good to set the item command on as a way to
recover
- HP. You can draw the G.F. Leviathon from Norg.
- After defeating Norg, you will listen to a talk by school principal
Cid
- who is in the medical office. Because this talk complements the
- information gained from Norg, you will want to listen to this
carefully.
- When you leave the medical office and walk near the directory, you
- will be told by Shue that a mysterious ship is approaching. When you
go
- out onto the 2nd floor observation deck, the crew from the ship
speaks
- to you. Because they have come to take delivery of some person,
Squall
- and others are ordered by Cid to find and bring this person.
- In the school principal room, you are asked by principal Cid to meet
the
- stationmaster of Fisherman's Horizon (F.H.). So you will take some
- party members and disembark. You will meet the stationmaster at his
- home, but you will then flatly turn back.
- When you try to return to the Garden, the Galbaldian forces come to
- attack. You will hear that the stationmaster Dorbu went to have a
talk
- with the Galbaldians alone, and so Squall and others also head for
the
- station.
- In the open area in front of the station, stationmaster Dorbu tries
to
- negotiate with the Galbaldian soldiers, but the soldiers are not
- interested in listening to some peace-loving weakling. The
statinmaster
- is attacked by the soldiers, and a battle ensues when you jump out to
- help him.
- In the beginning, there are just 2 opponents: a Galbaldian officer
- and a soldier. After you defeat them, the BGH251F appears again.
- When the BGH251F is destroyed, it rolls down into the sea. Then,
- somehow the three that went to the missile base come back up.
- The missile base team and the Garden team finally link up. Everyone
- except Squall returns to the Garden, and Squall alone walks around
the
- streets of F.H. It is a good idea for you to walk back to the work
area
- once.
- When you return to the Garden after finishing your mission at F.H.,
head
- for the stage in the school playground because Irvine asked you to
- console Selphie. When you receive a call from Cid, go to the school
- principal room. There, Cid declares that they are going to war
against
- the witch on the Garden's internal broadcast system. And he appoints
- Squall as the commander.
- Selphie and others hear that Squall is appointed as the commander and
- plan a band concert to wish him luck.
- The misic sheets for 2 songs they originally prepared got mixed up,
- and you will have to discriminate them by listening to an actual
- performance. And then you will decide everyone's musical instruments.
- If you listen, you will understand which ones to choose, but if you
- cannot tell, then the combinations of instruments is described below.
- It does not matter who plays which instrument.
- Music A: Guitar, Fiddle, Flute, Tap
- Music B: Electric Guitar, Electric Base, Sacks, Piano
- Squall is invited by Rinoa and walks to the concert. While the music
is
- performed by their friends, Rinoa tells Squall how everyone honestly
- feels.
- the conversation between Rinoa and Squall subtlely changes depending
- on the combination of instruments you chose earlier and the music
they
- perform. The way the conversation ends differs depending on the
- atmosphere of the music. Below are simple explanations for the
possible
- musics, respectively, but Music C is what happens when instruments
for A
- and B are mixed up.
- Music A: It is "happy music" for Rinoa's thoughts. There
are no
- strange misunderstandings between Rinoa and Squall, and their
- conversation progresses smoothly. Squall joins in, and feelings are
- calm and peaceful.
- Music B: The details of the conversation gets a little choppy.
- Music C: Rinoa is really irritable. The conversation comes to the
- worst. What happened to telling Squall about everyone's feelings...
- Now is a good opportunity to explore the village of Shumi located on
the
- northernmost continent.
- The city of Balamb is under the control of the Galbaldian army, and
you
- cannot go in and out freely. Once you go in, you will not be able to
go
- out, but if you help the child in front of the rental car get in
touch
- with the person on the outside (talk to the guard, then go toward the
- side), afterwards the child will guide you to the outside.
- The city's hotel becomes the enemy's headquarter, so you cannot use
- it. You can rest and save in Zell's room.
- You will be told you the guard at the rental car that you can meet
the
- commanding officer at the hotel, but to enter the hotel, you must
first
- find the commander. It seems that the commander is always sleeping
- while claiming that he is patrolling. After you have gone around and
- collected informaton, it seems that he is at the port fishing today.
- The procedure for finding the commander is as follows. The basic
- discovery route is like this.
- 1. At the port...
- When you go to the port, you will learn from the soldier with the
- search dog that the commander caught a fish and is cooking and eating
it
- somewhere. Because he is said to be cooking his fish and he did not
- return to the hotel, you can imagine he is using a residential home
- somewhere.
- 2. At Zell's home...
- In the city of Balamb, there are only 2 average civilian homes
- (excluding the shop). One of them is Zell's home. When you try to ask
- Zell's mother, she will tell you that a big man came and cooked his
- fish. Moreover, the fish's "terrible odor" has filled the
entire house.
- 3. When you follow the search dog...
- It seems that the "terrible odor" deeply covered Squall and
others.
- When you again go to the port and approach the search dog, the dog
gets
- a whif of Squall and other's smell and runs away. If you chase after
- it, the dog goes inside the station. If you lose track of the dog
along
- the way, you will come back to the port after you go to the station
- once. And if you talk to the dog once again...
- What was chased out by the search dog from the train is Raijin. When
- Squall and others chase after Raifin and come before the hotel, it
leaks
- out that he has been playing hooky and neglecting his duties, and
Raijin
- is beat and driven out of the hotel by the commanding officer.
- Here, you will battle against Raijin and 2 soldiers. If it is just
- Raijin, he is not a very hard enemy. Blind and Slow are effective.
- After defeating Raijin, you will be allowed into the hotel. Inside,
you
- will fight against Raijin and Fuujin. Blind is effective against
- Raijin, as expected. First, defeat Raijin with concentrated attacks.
- You can draw the G.F. Pandemonium from Fuujin. When Fuujin is on the
- verge of death, she will call out a skill called "Smash",
and it will in
- one hit decimate your HP to 1.
- Because of Selphie's wish, you will visit Trabia Garden, Selphie's
old
- Garden. As expected, it was destroyed by the missile attack. Selphie
- goes in first, and Squall and others enter the Garden too. Under the
- image of an gargoyle, Selphie is enjoying her reunion with old
friends.
- Squall and others say that they will wait for Selphie at the playing
- field.
- After Selphie shows up, the team members harden their determination
to
- fight against the witch. However, Rinoa speaks about her uneasiness
- toward fighting. She may lose friends... Irvine speaks out about the
- same uneasiness he himself has, why he fights, and especially the
- unexpected facts that are his reason for fighting.
- Squall and others try to visit the orphanage Irvine talked about,
- leaving Trabia behind.
- At last, the Galbaldia Garden under Edea's control sets out for an
all-
- out attack. The person in charge of leading the Galbaldian army into
- battle is Seifer.
- Squall announces the emergency situation with the internal broadcast
- system from the school principal room and then prepares the battle
- arrangements. And, to ambush attack the invading Galbaldian forces,
you
- will take directions by dividing into 2 teams.
- You will form a team without Zell and Rinoa, and then head to the
- playground to give directions. When you do, you will prepare the
- arrangement by giving out directions for Zell. Rinoa too links up
with
- Zell, and because Squall is called to the bridge, he will head for
the
- bridge while entrusting the situation here to Zell and others.
- In order to deal with the Galbaldian soldiers that are coming aboard
- one after another, the Zell team runs to the playground. Suddenly the
- ground crumbles, and Rinoa falls to a cliff.
- The Zell team meets up with the Squall team that heads to the gate.
- They tell about Rinoa's crisis. However, at the same time, enemy
- appears at the gate, and futhermore they receive an announcement that
a
- teenage class is under attack at the classroom. Squall dispatches his
- mean in this manner: Squall himself and 2 others head for the
- classroom, 1 person is left behind to assist Shue in defending the
gate,
- and 1 person heads out to rescue Rinoa.
- The Squall team battles against 4 elite soldiers in the classroom.
- After you defeated them and made the teenage class evacuate the room,
- you will receive a call from Dr. Kadowaki and then head for the
- principal's room.
- The enemy attack becomes calm for a moment, but you cannot endure
- another wave of attacks. Squall decides that, as a desperate measure,
- they will board the enemy ship from here and shift to offense. The
- friends entrusts Squall with rescuing Rinoa before rushing to the
enemy
- ship. Under Kadowaki's direction, Squall announces to all students to
- challenge the enemy to a final fight.
- When you descend to the 2nd floor on the elevator, you will be asked
by
- a female student in charge of the teenage class to find a teenage
named
- Mark. When you proceed to the back of the passage, you will find the
- teenager Mark. After you talk to him and he runs away toward the
- elevator, a paratrooper infiltrates the ship from the observation
deck.
- Squall is tossed against the wall and receives damage.
- From here, Squall's HP gauge is displayed on the lower left hand side
- of the screen. This is used for the fist fight action sequence during
- your descent. You cannot avoid the very first hit, and you must
receive
- damage there.
- When Squall has his back pushed up against the emergency hatch, if
you
- press the circle button, selection choices will appear. There if you
- choose "look around' and the motion ends, another selection
choice will
- appear if you press the circle button again. Next, choose "push
the
- emergency hatch". Then, when the paratrooper rams you, the hatch
will
- open at the same time, and both people will fly out of the Garden.
- If you choose other actions for these two choices, you will be
- attacked by the enemey and receive damage. Because there is an action
- fight after this, unnecessary damage should be limited to a minimum.
- While hanging from the flying unit, you will action battle with the
- soldier. It is an exciting event where you fight each other by
- punching, kicking, and guarding, and the one whose HP runs out first
- falls down.
- Because the enemy is actively attacking, you should defend and fight
- back with quick and carefully timed kicks. Because the enemy too may
be
- on guard when you are making your attack, you will need to attack
with a
- timing so that he is not guarding. Furthermore, be careful with his
- desperate attacks that can cause the HP display to disappear when you
- receive damage. In the case you do not win somehow, try continuously
- kicking from the start.
- After the paratrooper falls off, the flying unit will coincidentally
fly
- toward the cliff that Rinoa is grabbing onto. Squall rescues Rinoa.
- When you run toward the left hand side of the screen once on the
- ground, you will reach the entrance for Galbaldia Garden. Here, you
- will decide whether or not you will take Rinoa with you, but no
matter
- what you choose, this will not change the result. When Squall and
Rinoa
- enter the Garden, they will meet up with their friends in a
passageway,
- and you will form active parties. In this party, you will use it to
- fight the witch.
- You can get various card keys 1 to 3 from students in 3 different
- classrooms. The card keys can open doors that have number of lock
that
- they correspond to. When you get card key 3, you can unlock the
- elevator. If you ride the elevator, you can go to the master room
where
- witch Edea is. Before that, get G.F. Cereberos.
- Cereberos' special characteristic is the magical attack that uses
- Triple. If Cereberos casts Triple to itself, you should immediately
- neutralize it with Dispel. For your attacks, first use a chain of
- Gravity. Then cut down Cereberos' HP little by little in a reasonable
- way, and use magic that are not flame-related because Cereberos will
- absort it.
- In the master room, you will fight against Seifer in front of Edea.
- Because his attack ability is high and he can use flame-related
magic,
- it is good to use Protect and Reflect. When his HP is down to half,
- Seifer will use a skill called "Strength". Be prepared to
use Recover
- because you will receive big damage.
- After you defest Seifer in the master room, Edea heads for the large
- lecture hall. There, you will fight with Edea.
- When the battle begins, first you will fight Seifer again. After you
- defeat Seifer, Edea makes your move. Edea's attacks consist of
powerful
- magic. Even if you cast Reflect, she will extinguish it with Dispel.
- If you do not make a quick opposition, victory may be difficult. You
- can draw G.F. Alexander from Edea.
- End of Disk 2
- To be continued... However, for now, here is a small segment of
- dialogue from Disk 3, where Squall and others finally meet Laguna in
the
- capitol of Esta. This dialogue is very important in the game because
it
- describes much of what happened in past in FFVIII, as well as what is
to
- come...
- Squall and others walk into the office of the president of Esta
- and receive a little surprise...
- (Ward)
- (Kilos)
- (and...... that figure in the back is probably......)
- (What is this country.....)
- Ward: ............
- Laguna: Oh, understood! Hey-! We've met before, Mr. Elves! Aren't
- you the one that popped in my head? That's what I heard from
- Elleorne. It felt something like, oh, rustling inside my head.
- During battles, I could fight amazingly with incomprehensible
- powers. So, whenever that happened, we said that Mr. Elves have
- come. Oh, I'm Laguna. Laguna Loire, president of Esta. I am
- sure we'll get along quite well. Well, well, if the situation
- wasn't so serious, we can chat more leisurely. Oh well, I guess
- it'll be all right if just for a short while. So, how should we
- conduct this talk?
- Kilos: When president Laguna is asked to talk, you guys don't move.
- Then you can ask your questions, and president Laguna will answer
- them.
- Laguna: You, you look like you're really full of thoughts.
- Squall: That's fine.
- About the operation to defeat Altimisha? (X)
- Elleorne?
- Tell me about Laine.
- What are you doing here?
- Laguna: Oh, getting right to the main question? SeeD people are truly
- hard workers.
- Odyne: Is it my turn?
- Laguna: Ah, please. Make it short and easy to understand.
- Odyne: I will talk the way I want to! You certainly have heard
various
- things from witch Idea. Witch Altimisha from the future will
- possess a witch from this time. In short her body remains in the
- future, while she sends her consciousness to this time. What does
- that resemble? What?
- Squall: It resembles how Elleorne sends our consciousness to the
past.
- Odyne: Very clever! At first, I thought that there must be people in
- the future with the mysterious power like Elleorne's, who is
- sending the witch to this time. Well, well, well, well! In fact,
- that was wrong! The way the witch of the future is coming here
- is...... do you want to hear?
- Let me hear it. (X)
- No need because it seems long
- Odyne: Well, well, well, well! This was a secret that I think will
- surprise you..... It is all thanks to me! I used to research
- Elleorne's mysterious power. I analyzed the minute electrical
- current flowing thru Elleorne's brain and broke it down into
- patterns. If it could be made into patterns, it was easy to
- duplicate it in a machine. Right now, it is a toy-like machine,
- but after repeated improvements it will become an excellent
- machine by witch Altimisha's time. In short, there is a machine
- in the future that can duplicate Elleorne's mysterious power. The
- one that developed this machine's basis is me. In fact, I gave a
- name to this machine. "Junction Machine Elleorne"!
- Squall: Junction Machine Elleorne.
- Laguna: That's right.
- Squall: Because of that name, witch Altimisha knew of Elleorne's
- existence.
- Lagune: That is why the witch is after Elle. It's a shame, but
somehow
- Odyne is responsible.
- Odyne: Did I do it?! Did I do it?! Let me continue my talk!
- Indeed...... It's useless to defeat witch Altimisha of the future
- when we cannot kill her body in the future. So, if we cannot go
- to the future, we cannot do anything. We cannot go to the future
- because we're tied by time. Ordinarily we cannot go. However,
- this time is special. That is because witch Altimisha's aim is
- the compression of time. Altimisha will compress time with magic.
- In some way, Altimisha will profit from the compression of time.
- I have thoughts about it, but that doesn't really matter right
- now! I will try to reason that from Altimisha's activities here.
- In order for Altimisha to come to this time, she must possess a
- witch from this time. Furthermore, to try to find Elleorne in her
- time, it was necessary to go to the past. It that's so, it is
- expected that her time is already compressed. So that she will
- utilize this! In this age, there are two witches: witch Rinoa
- and witch Adel. At this time, witch Adel appears to have not
- awaken. If she is awake, Laguna and I will probably trouble you
- with this. Probably witch Adel is beginning to wake up inside
- that Lunatic Pandora. If Adel is completely awake, Altimisha will
- be delighted and enter into Adel's body. This will be horrible.
- Adel is a powerful witch. If Adel's consciousness is won over by
- Altimisha, Adel will first turn this time into nonsense.
- Therefore, we'll use witch Rinoa as Altimisha's tool.
- The following is my explanation of our operation. First,
- enter Lunatic Pandora. Because Elleorne is detained there, you
- must first rescue her. Next, before witch Adel wakes up, you must
- completely destroy her. This way, Rinoa is the only witch of our
- time. Then we will wait for Altimisha to possess Rinoa. When
- Altimisha comes, it will be Elleorne's turn. Elleorne will send
- Rinoa and Altimisha into the past. Elleorne will send Rinoa and
- Altimisha into the witches she herself knows about. They are Idea
- and Adel. Well, we'll leave that to Elleorne. After going to the
- past, Altimisha will use her time compression magic. Of course,
- there will be some effects on our time. That's something I don't
- understand, but if she feels the effect, Elleorne will cut off and
- separate Rinoa and Altimisha from the past. Rinoa will return to
- this time, and Altimisha will return to her own time. What
- remains is a world that is compressed in time. Past-present-
- future will be together. Everything will be a mess. You guys
- will move this world with compressed time toward the direction of
- the future. If you escape from the time-compressed world, you
- will find Altimisha's time. Then, it all depends on you guys.
- Laguna: Then, you've heard the operation? I too didn't understand it
- too well...... Do you accept the mission?
- I guess so
- I want to hear about various things (X)
- What about Elleorne.
- Laguna: What a hard life she's had. Don't you think so? When Elleorne
- was about two-years-old, there was a hunt for a girl in Esta.
- When the Esta soldiers appeared in Winhill, Elle's parents
- resisted and were killed. Ah, the hunt for a girl was for witch
- Adel, the ruler of Esta, to find a successor. Afterwards, she was
- raised by my neighbor Laine, and she became friends with me......
- You probably knew? There was once again a hunt for a girl in
- Esta. Although I was there, Elle was taken away. In my life,
- that was the one thing I most regret. So, I just went out to help
- Elle and sent her back to Winhill, and this time Laine soon died.
- As it was, I sent her to an orphange.
- Squall: Why didn't you take her with you?
- Laguna: Of course I did that! Look, I only know this afterwards,
- but..... oldman Odyne became aware of Elleorne's mysterious
- powers and researched it. I groped at every possible effort. The
- operators of that orphanage were Cid Kramer and his wife Idea.
- You probably know these two people well? To protect Elleorne, the
- Kramer couple took Elle from the orphanage. I heard that they
- prepared a ship for that purpose. I really want to thank them for
- that. Before lone, that ship became like an orphanage, and Elle
- was living on that ship while making children's tales. She said
- that her life aboard the ship was very happy, but how it was
- really......? Is there anything in this world more ordinary in
- her happiness? She spent more than 10 years on that boat? Then
- recently, her boat was attacked by Galbaldia. Esta's ship wen to
- help, and she found her way back to me. It was chance, pure
- chance. If we did not meet, what would have happened. Because I
- went to space at that time, Elleorne came too. Elle had grown
- up...... There I heard various things...... She probably
- returned from space safely? The recoery team for our escape pods
- was a step late. Elleorne had been taken away by the Galbaldia
- army to inside that Lunatic Pandora. I must save her. You, lend
- me your help. Humph......
- Let me hear about Laine.
- Laguna: Laine's story...... One of these days. No, no. It's no good.
- If I talked about it, my memory will disappear......
- What are you doing here?
- Laguna: You surely know how I came to be here?
- Squall: In the very beginning, you were a nonserious Galbaldian
solder.
- I didn't like you because of your irresponsiblity. I understood
- that you three were great friends. But you changed after you went
- to Winhill. And after Elleorne was kidnapped to Esta, you left
- for your journey.
- Laguna: It was to bring back Elleorne. I looked for a way to get into
- Esta while writing articles for magazines, appearing in movies,
- and earning money.
- Squall: Somehow you entered Esta and took back Elleorne.
- Laguna: Mr. Elve gave me help from time to time. Thanks alot.
- Squall: What I don't understand is...... why are you the president of
- Esta?
- Laguna: Do you want to know? It'll be a fairly long talk.
- Let me hear it. (X)
- I don't like long talks.
- Laguna: You'll listen? You want to hear? Okay, I'll let you hear.
- Well, it was good if I just returned Elleorne, but as expected I
- was not troubled by just that. What can I say. Esta was a
- country ruled by the witch Adel and had a genius, but not very
- human, named Odyne. To make matters worse, they were both
- interested in Elleorne. Well, I couldn't leave yet.
- (A scene in Odyne's lab)
- Odyne: Adel is angry. My research will stop as it is.
- (He was an oldman who thought really only about his own research.
- However, while following Adel's order and conducted research on
witches,
- he made various discoveries. It was a device to control magic (an
- equipment to seal it). It may even defeat Adel. More than anything, I
- thought of it as something that can help me help Elleorne. And I had
to
- repay the anti-Adel people for their help. We were comrades, and we
- discussed a plan. One..... what to do about the giant pillar that
- became a giant destructive weapon. It was so Adel cannot call the
- monsters from the moon and bring about an annihilation situation like
- what happened with Sentra. Two..... To release Esta from Adel's
- control. We practiced and practiced our operation. From the
beginning,
- it was an idea we were clear on of course. We again..... returned to
- Lunatic Pandora's research installation. Our goal was just one
- thing...... By following Odyne's direction and controlling the panel,
I
- moved the giant pillar. By setting its route and stopping point in
the
- sea, it was good-bype to the giant pillar.
- Laguna: Wow-
- (This was the easy part...... Of course, this was leaked out to Adel.
- We assembled for the final decisive battle against Adel. Just as we
- predicted, Adel appeared.)
- Adel: What happened?
- Laguna: We have followed the criminals who made the giant pillar
move.
- Adel: Where?
- Laguna: Inside. And they've got Elleorne as a hostage......
- (I knew that if I brought up the name Elleorne, she would easily go
- inside.)
- Adel: Did you think that I'll fall for this cheap trick?
- (Adel...... was aware that the Elleorne she saw was a program. But,
it
- was too late......)
- Laguna: Now! Kilos, Ward!! Hahahaha! You witch!
- (The cause of Adel's defeat was carelessness. Although she was a
witch,
- she was first a human. Somehow we succeeded...... but we weren't
- interested in having such a horrible witch being on display all the
- time...... To put a cover on a stinky thing...... To take a
disgusting
- thing far away...... Yes, we tried to fly her to a far away
place.....
- A boundless, far-away place...... to Space......)
- Laguna: Well, it was roughtly such a feeling. However, things were
- really terrible after that. There was a big heated debate about
- what to do with this country without Adel. They said I was a hero
- because of the trouble I went through, and before I knew it I was
- made the president. And Odyne began to riot saying that because
- he's Odyne he should be allowed to continue his research on
- Elleorne. It was a mistake to think of returning Elleorne to
- Laine. Laine had died, and Elle was sent to an orphanage......
- At that time, if I had at least sent Elle to Winhill myself, I
- could have met Laine...... Laine died. Elleorne's whereabout
- unknown. I was busy with the president's work. I stayed here,
- considering that, this, that, this. I didn't know anything, and
- so time passed away. ......Well, everything was my own doing.
- Good or bad, it was because of me.
- Laguna: Ah, okay. Good reply. I'll be waiting!
-
- THIS IS THE FF8 STORY VERSION OF:
- Henry H. Jerng
A VERY SPECIALTHANKS! |