|
Disc 1
1.1 Balamb Garden
The game opens with the FMV of Squall and his rival Seifer training together. You will gain a nasty head wound in this FMV
and subsequently will wake up in the infirmary. When Dr Kadowaki asks you how you are either option will do. She then asks
you your name. After that she calls your instructor, Quistis Trepe to come and collect you. As this happens, Squall notices
a girl in blue look in on him through the window. Now, Quistis enters and instructs you to follow her back to your classroom.
You have to trigger parts of the conversation by pressing the X button whenever possible. When you reach the classroom take
your seat in the back row of the class. After a short conversation Quistis asks Squall to talk to her at the front of the
classroom. She tells you that you have a test at the Fire Cavern. She then asks you to meet her at the front gate at 4p.m.
Before you go though, go back to your study panel and you can read all there after you have checked the Tutorial Menu and
gained your first 2 GFs: Shiva and Quezacotl. It is a good idea to try and work out how to use the junction system here.
When you are finished leave the menu by pressing the triangle button and turn off the study panel when asked. Now you
must junction yourself with your newly acquired GFs, and choose some abilities. Make sure you include the draw command so
that you can get some magic. Now it is time to leave the classroom. Walk down the hallway and as you are about to turn the
corner a young girl runs into you. You learn that she is an exchange student from Trabia Garden and that she also wishes to
pass her practical SeeD exam. She will introduce herself as Selphie Tilmitt and she asks you to give her a tour of Balamb
Garden. Of course, you must not refuse; so after you have finished you will walk left towards the elevator with her following.
But before you board the elevator talk to the man in yellow and he will give you seven triple triad cards and will explain
some of the rules. From now on you can challenge most people for a game simply by pressing square to talk instead of X. Now
take the elevator down and you will explain the directory and all of the various places within Balamb Garden and their uses.
Also, for the time being, if you press the X over where you want to go on the directory it will automatically take you there.
After you have finished you have the first opportunity to save your game. Just go to the strangely looking spinning thing
and then access the menu and select save. If you wish you can now go and explore the many places within Balamb Garden, but
if you are like me then you can just go to the main gate and meet up with your teacher Quistis (just keep walking to the bottom
of the screen from the gates until you find her) There is also a draw point for you to use here. Once you meet her, remove
one of your junctioned GFs and give it to Quistis along with the command abilities of your choice. You can now walk onto the
world map just by going off of the bottom of the screen. On the world map there are a few things that will happen. 1.
The view will change 2. You will be able to save anywhere 3. You will encounter random battles Now on the world
map you will see a tarred road. This road leads to Balamb Town. But to get to the Fire Cavern you will have to walk in the
opposite direction to the way that this road leads until you see a small hole in the side of the mountainside. Save the game
outside and then enter.
1.2 Fire Cavern
As you enter Quistis will ask you a question about your Gunblade. Just let
her explain it for you. You will now realise that in this early stage of the game Quistis will go through most of the things
in the Tutorial menu. Keep walking up to the top of the screen until you see two of the Garden Faculty standing outside the
entrance. Talk to them and choose that you want to fight Ifrit. Now choose a time limit for you to do this from either 10,
20, 30 or 40 minutes. Remember that the closer to the end of the time limit that you beat Ifrit in gives you more evaluation
points. (See Tips and Tricks section) Now enter, follow the path upwards and to the right. Go through the next screen where
it bends upwards and walk to the top of the screen. In the next screen you can go to the right at the intersection and use
the draw point if you wish. After you have used this go to the top of the screen once more using the main path until you reach
a huge hole in the ground filled with fire. Once you get there, out comes Ifrit... _________________________________________________________
Boss: GF Ifrit Level: 6 HP: 1068 Weak/ Strong against: Weak against Ice. Fire does nothing Draw: Fire,
Cure, Scan Strategy: As Ifrit is weak against ice use GF Shiva and the magic blizzard as much as possible. He is not
difficult to defeat as long as you draw and use his cure magic when necessary. Just keep hitting him with your GFs and magic
and you should have no problem defeating him. After you have defeated him he will become a junctionable GF like Quezacotl
and Shiva. So junction him immediately after victory. _________________________________________________________
After
you have won you can explore the Fire Cavern and face it's various enemies if you wish as the time limit has now stopped.
Once you have completely finished head back onto the world map and back to Balamb Garden. When you return you will be
congratulated on your victory and Quistis will ask you to change into your SeeD uniform. So go to your dormitory, save your
game if you wish and then press the X button by the bed to get the option to change into your uniform. Do so, and then return
to the directory in the lobby. Headmaster Cid gathers you up and introduces you to Zell, one of your companions on your practical
exam, who also shows a dislike to Seifer. Squall though, just gives Zell the cold shoulder and does not say much. Now though,
you are introduced to your squad captain, who is none other than, Seifer, who will turn up with his two friends, Rajin and
Fujin. After some chat, Cid will give you your briefing on this exam; you will them go with your group to the parking lot
and get into a vehicle. Inside there is a lot of talking before you finally leave. Once on the world map you will be controlling
the car, so just follow the road to Balamb and enter.
1.3 Dollet Mission
You will automatically arrive at Balamb Harbour and get out of the car. Make sure now that Zell and Seifer are also junctioned
with abilities before stepping onto the vessel. The journey, due to Seifer is not altogether a pleasant one, just follow the
conversation as it happens. When the FMV of the beach has ended you are ready to take control. Move up the steps and save
at the save point. Now all you need to do is follow Seifer up to the Town Square facing numerous battles on the way. You
will easily reach the Town Square and will wait there, and wait there, until Seifer decides to go up to the communications
tower and find some action. Follow Seifer off of this screen and then across the bridge. The path leading up to the tower
is littered with defeated soldiers, who you can talk to to get an idea of what is happening. One of the soldiers you address
is dragged away and you will have to defeat the nasty monster that is to blame. He is not that hard to beat so just keep plugging
away at him with your GFs and magic until it dies. At the end of the path you listen to a conversation down below, when
that is over Seifer rushes into the Communications Tower. Shortly after Selphie falls down the hill looking for Seifer. Now
junction Selphie with whatever Seifer had as she is the new member of your team. Now, do not follow Selphie off the cliff,
instead go round to get a higher amount of points upon graduation. Now enter the tower, use the save and draw points and then
head up the elevator. You will arrive and startle Biggs, a Galbadian soldier repairing the Communications Tower, now battle
ensues. _________________________________________________________ Boss: Biggs Level: 7 HP: 610 Weak/
Strong against: Weak against poison Draw: Fire, Thunder, Blizzard, Esuna Strategy Just keep attacking him until
Wedge arrives Boss: Biggs & Wedge Level: 9 HP: 608 Weak/ Strong against: Weak against poison Draw:
Fire, Thunder, Blizzard, Esuna Strategy Once again just keep attacking, and once one of the two has been defeated
Elvoret appears. Boss: Elvoret Level: 11 HP: 3523 Weak/ Strong against: Weak against wind, Strong against
poison. Draw: Thunder, Cure, Double. GF Siren Strategy Immediately draw GF Siren, and also double will come in
handy, as it allows you to cast two spells in one turn. It is best to use your GFs and limit breaks when they appear. Revive
and cure all dead members immediately to avoid problems. After the battle Seifer appears and is told that new orders
have been given: to withdraw within 30 minutes, Seifer immediately shows his distaste, but now you have to go back down the
elevator, save if necessary and then go outside. It is at this point that Biggs unleashes a huge mechanical spider, X-ATMO92.
Boss: X-ATMO92 Level: 10 HP: 5770 Weak/ Strong against: weak against thunder, strong against poison
Draw: Fire, Blizzard, Cure, Protect Strategy This is a very tough battle, but you do not need to destroy this
boss, just escape from it to the beach. The best thing to do is to summon GF Quezacotl as much as possible and when Zell gives
the signal escape by pressing L2 and R2 at the same time. It is possible to defeat it as it can only self repair itself a
limited number of times but defeating it will waste time. All you need to do is keep running, do not stop apart from
to examine the dog in the town square as this will cause it to run away. Once you reach the beach Quistis will destroy the
beast with the boat gun and you and your team will go back to Balamb Town. _________________________________________________________
Once there, you will leave the vessel automatically, and Seifer will be greeted by his two friends Rajin and Fujin.
They will go off and take the car back to garden, which means you will have to walk. Before you go though, it is a good idea
to explore the town. You can stay at the hotel if you wish to replenish lost HP, you can go and buy supplies outside the station,
or you can go and visit Zell's mother, his house is the last one on right of the town square. Also, later on you can come
here and use the junk shop located opposite Zell's house to upgrade your weapon. (it is the building where a man sitting on
a bench is. Another interesting fact is that the women standing on the stairs of the train station is the Queen of cards,
she will be here for most of the game unless she wins a powerful card from you, in which case she will move on. Once
you have finished exploring move on to the world map. Since the next event will not happen until you return to Balamb Garden
you can use this time to explore the island, drawing and gaining experience and items from the various enemies. Be careful
though, chances are that you will run into a T-Rexaur, if you do it is best to run, unless you are very confident. When you
are finished return to Balamb Garden.
1.4 Graduation ceremony
Once you reach Balamb Garden your friends will depart. Just continue into the Garden until you reach the 1F hall. Here Cid,
Quistis and Xu will be waiting. They will welcome you and also praise you. Once the conversation has finished follow the hallway
to the right to find Seifer. Talking to him will then cause Cid to arrive. Follow the conversation as it ensues, and after
Seifer has been scolded and the conversation has finished walk back to the directory. Here you will here an announcement calling
all SeeD candidates to assemble outside the 2F classroom. So go to the elevator and take it up. Once you have reached the
top walk into the next screen to see everyone standing around looking nervous. It is a good idea to talk to them while waiting.
After a while the results will be told and you will discover that you and Zell both passed. Now make your back to the elevator
and you will be stopped by a member of the Garden Faculty who will then take you to Cid's office on the 3F. Cid congratulates
you all and gives you a little word of encouragement. Now you, Zell, Selphie and a student called Nida are all SeeDs. After
you have taken the elevator back down to the 2F classroom Seifer will lead the rest of the students in an applause. You will
now see your marks for the test and your SeeD ranking. From now on you can take the SeeD test in the tutorial part of the
menu or at Squall's study panel. You are now asked to change into SeeD uniform for the graduation ball. So go back to
your dormitory, go into your room and change into your uniform. The ball will then automatically start. Squall is just leaning
against a wall and doesn't seem to be enjoying the party. Zell will talk to you and Selphie will ask you to join the school
festival committee. You do not have to do anything even if you do join, so that is what I did. You will then be approached
by a charming young woman who wants to dance with you. A FMV now shows the two of you dancing. After a while she leaves and
you will find yourself on the balcony. Quistis comes and talks to Squall asking him to change into his casual clothes and
meet her by the training centre. Go back to your dormitory and change, then go into the short passageway of the Training Centre
to be greeted by Quistis.
1.5 Training Centre
Quistis will now give you some tips on how to defeat a T Rexaur in case
you face one. Continue up the passage and go in through the door on the left. Continue up to the next screen that is past
all of the building materials to reach a screen with a Save Point and a very brightly lit doorway. When you go in you and
Quistis will go over to the balcony and talk. Quistis tells you that she has been sacked as an instructor because she lacked
leadership qualities. However you offer no consolidation as she tells you this. When you leave and go back to the building
materials you will hear cries of help, go into the next screen (back to the two entrance doors) and you will see a girl being
cornered by a Granaldo, here is another boss fight... _________________________________________________________ Boss:
Granaldo and Raldo (X3) Granaldo: level 8, Raldo: level 8 Granaldo: HP 1456, Raldo: HP 223 Weak/ Strong against:
Granaldo weak against wind/ strong against earth Draw: Granaldo: Sleep, Blind, Shell Raldo: Fire, Thunder, Protect
Strategy This battle is quite an easy one, as the monsters do not have very high HP values. Basically Granaldo will
normally use the Raldos as his weapon. To defeat it just keep hitting it with GFs and your powerful magic. Also use limit
breaks when they are available to deal a lot of damage. _________________________________________________________ After
the battle before you can ask any questions the girl is rushed off by two mysterious young men wearing white uniforms. Leave
the training centre and head back to your dormitory. Zell is waiting in the corridor leading to it and informs you that now
you are a SeeD you have single rooms. So go in and go to bed.
1.6 Going to Timber: Your First SeeD Mission
In the morning Selphie will wake you and tell you to meet at the front gate. Before you go though, examine
your desk to receive the Weapons Mon April magazine. Now head to the front gate after having saved if you wished to find Cid
and Selphie and also a Garden Faculty. After a while Zell arrives on a hoverboard, which is promptly confiscated by the Garden
Faculty. Cid now explains your mission. Once he has finished talk to him again to receive the magical lamp. _________________________________________________________
Boss: GF Diablos Level: 9 HP: 8000 Weak/ Strong against: Weak against wind. Draw: Cure, Demi Strategy:
Inside the magical lamp is Diablos, a mystical GF from another dimension. I strongly advise that you save your game before
using the magical lamp, as this is an extremely hard boss. Diablos uses strong gravity attacks which can't kill but can
do heavy damage. Beware, after using his gravity attacks he often follows up with a powerful physical attack to cause a lot
of damage. His most devastating attack is Gravija, which reduces al characters HP by 3/4. What you need to do is summon your
GFs often and constantly try to draw and cast Demi on Diablos, as it is very effective. Also, if you store the drawn Demi
and then cast it Diablos will heal the character that cast it on him! It is also a good idea to use Squall's limit break often
as it is extremely good and this is the only way your physical attacks will cause noticeable damage. You can also try to blind
it but that could take a bit of time. After you defeat him he will join you. Believe me it was well worth the effort as you
now have a GF that will remain useful for the rest of the game. Do not give up trying to beat this GF, but beware Diablos's
levels go up as well. Giving him higher HP. So it is best to defeat him as quickly as possible. _________________________________________________________
Head to Balamb Town and the station. Here you can buy healing and recovery items if you are running out. But make
sure that you leave 3000gil spare for a train ticket to Timber. Once you are on the train insert the ticket into the panel
and Selphie will go rushing into the compartment followed by Zell who goes into one of the side compartments. Follow Selphie
and talk to her, she will start to sing about how much she loves trains. Now go into the compartment where Zell is and the
party will fall unconscious.
1.7 Laguna Loire?
Now you find yourself in a completely different place controlling completely different people. These people are members of
the Galbadian army, Laguna, Kiros and Ward. You find yourself in a forest. Keep walking to the top of the screen using the
draw points and fighting the various enemies that will cross your path until you reach a stream. Cross it using the fallen
tree trunk and then continue up the path. Eventually you will find a car. Approach it and you will get in it. You will stop
by a fountain in the centre of Deling City (Galbadia). Your stopping in the middle of the road immediately causes havoc. Go
to the right of the screen crossing the road at the points where you can until you reach the hotel. Enter the hotel and go
down the stairs on the right of the screen. You will find yourself in the hotel bar. Talk to the waitress, if you want to
find out a bit more choose the faint options. After you have finished though, choose to sit down. You and your friends will
now retreat to the little booth on the bottom right of the screen. They urge you to talk to your love aspiration, Julia, the
pianist. So walk up to the piano and talk to Julia. Unfortunately, nerves cause your leg to cramp up so you go back to your
table. You now engage in conversation with your friends until Julia approaches and your friends leave. She invites you to
her room to talk. Once she leaves go back upstairs and ask at the reception for Julia's room. You will automatically find
yourself there. Now you both talk about your dreams, and Julia promises to wait for you.
1.8 The Timber Mission
Your original party now awake onboard the Timber train. You know discuss that all of you have had the same
dream, although you have been playing different parts in it! Before long though your party arrives at Timber. You now
get off the train. Address the man in yellow and he will say, "The forests of Timber sure have changed" to which you will
reply, "but the owls are still around".After hearing this he will bid you to follow him. Follow him onto a train to meet the
rest of the gang. This train is the mobile HQ of the resistance group "The Forest Owls". You will next be told to go get their
princess, who is in the last compartment of the train. So go up the stairs and enter the first compartment, talk to everybody
and use the Save Point if you wish. Now leave this room and go in the next compartment to meet Rinoa, remember her? She is
the girl that Squall danced with at the graduation ball. She will explain her limit break to you and explain the use of Pet
Pals magazine. The first of which you will have got onboard the train. Now leave and go back to the rest of the gang. Now
go back to her room and you will notice that the bed has been folded. On it you can pick up the second issue of Pet Pals magazine.
If it is not there then just return later. Now head back to the gang. Follow them into the room to the left of the stairs
to be given the full briefing. They hope to liberate Timber from Galbadia so to do this they have hired SeeD to capture the
President of Galbadia, President Deling. Once you have listened to the briefing you can go over it as many times as you need
to. Go back to the Save Point and save your game before talking to Watts who is outside the briefing room by the stairs. Make
sure you are ready and then choose that you are when asked by him. This will start the campaign. When you are on the carriage
run to the left and press X to jump to the next screen. Now run across this carriage being careful of the guards and now you
will be on the first carriage that require you to input codes. You have to climb down the side of the train and input three
4 digit numbers within the time limit. For this first one you will have Selphie and Zell warning you of the guards. When they
tell you that a guard is coming climb up immediately. If you fail you can choose to try again or give up. If you give up you
can restart from when you last saved your game but if you try again it affects your overall evaluation of being a SeeD. After
the three codes have been entered climb back up and follow Rinoa. This time you will need to enter 5 codes and you also have
to check for guards yourself by pressing R1. Follow the same procedure as before and if you see a guard coming then climb
back up. After you have succeeded you will automatically meet back on the Forest Owls train. Check your junctioning and
then save your game. Now go back to Rinoa and enter the carriage. It turns out you have kidnapped a fake president! Battle
is inevitable. _________________________________________________________ Boss: Fake President Deling Level: 8
HP: 458 Weak/ Strong against: Draw: Cure Strategy: This part of the boss is very easy, just deal 400+
damage and he is gone. But then he mutates into his true form, an undead monster Gerogero.
Boss: Gerogero Level:
8 HP: 2450 Weak/ Strong against: Weak against fire and holy/ strong against poison Draw: Esuna, Double, Berserk,
Zombie Strategy: This battle is a little harder. Use fire and GF Ifrit to bring him down. But if you have the item
then use a phoenix down, elixir, or X-Potion to kill him instantly. If he does manage to afflict you with a status abnormality
then draw and use his Esuna on the affected character. _________________________________________________________
After
the fight you will find yourself back in the briefing room. Rinoa now wants you to help her again. Once again you have no
choice as you are under Rinoa's authority until Timber has been liberated! She now wants you to ambush President Deling at
the TV station where he is to be making a speech.
1.9 Getting to the TV station
First, visit the pet shop to pick up more Pet Pals magazines and other things such as GF ability scrolls.
Now explore the Timber Maniacs building which is on the screen to the right of your train station. If you go inside search
the piles of mags on the floor to get "Girl Next Door", this will get you the Shiva card later on in the game. If you explore
the room to the left there is a Blizzaga Draw Point. You can also pick up an issue of Timber Maniacs magazine and talk to
the various people in the building. Now go outside and talk to the man in the anorak about the TV station. He tells you to
go in the small house next to the Timber Maniacs building. Enter it and talk to the women and go upstairs. The children will
let you look out of the window, you will see an alley with a Save Point. This alley leads to the TV station. As you cannot
reach it from here leave the house and go to the screen on the right. Leave this screen by going down the stairs. You will
approach a little square by a pub and a shop. You will now be attacked by 2 Galbadian soldiers. Once they are defeated you
will gain a Buel card. Use the shop if you wish and then go into the pub. Listen to the drifter and then talk to him. The
best option is to tell him about the card. He will let you keep it as well as a Tonberry card and will also agree to move
out of the way of the door. After leaving use the Save Point and the Draw Point. Follow the alley to the foot of the stairs
leading to the TV station. Keep going up until you reach a large outdoor TV screen. Watts will now come running up the stairs
and tell you that Deling is in the studio making a broadcast. Shortly after Squall and Rinoa will have an argument that will
cause Rinoa to leave. Now the person that you left out of you squad earlier will catch up with you. Watch the broadcast, you
will see Seifer taking the President hostage! Quistis is also there and she calls you to help her at the TV station. You will
now rush up the steps and down the long walkway to the TV station. Once there you will talk and Zell will let it slip
that everyone in the room is from Garden. Deling swears that Galbadia would not hesitate to seek revenge if he was harmed.
Follow Seifer and Quistis into the next room where the sorceress appears. Everyone except Seifer is stopped by her magic,
now it seems that Seifer and the sorceress have joined forcers! When you are able to move again follow Quistis and Rinoa
outside and back down the stairs to meet at the end of the alley. Because of the broadcast the Forest Owls' train has been
destroyed and the resistance is now hated in Timber. Rinoa asks Squall to take her to a safe place. Follow Rinoa and Quistis
back into the pub and take up the offer of the women to stay with her. Go back to the house next to the Timber Maniacs building.
When soldiers arrive everybody runs upstairs. You will discuss the situation and then go back downstairs. Walk towards the
door to discuss what to do next. It turns out that you must go to Galbadia Garden. Reform your team and exit the building
after having received some gifts from the owner of the house. You will meet Watts outside dressed as a Galbadian soldier.
He is your spy around the town. Go to the next screen on the right to find Zone. He will give you your train tickets and he
will stay behind. Head into the next screen (don't go down the stairs this time) and go up the stairs going up and then over
the bridge. After crossing the bridge you will be on the far platform. Enter the train now and you will rejoin the other members
of your team. When the train is moving unlock the passenger compartment doors and let Selphie run in. Talk to everyone and
when you talk to Zell choose to leave him alone. The train is now on the world map. Get of at the stop and then head for the
road. Cross the ravine using the bridge and then turn left. Head for the forest in between two mountains. The view will change.
You will have another argument with Rinoa and then your party will fall asleep
1.10 Laguna again
You will once a gain emerge as Laguna. He and his friends seem to have become lost. When you gain control
head to the back of the screen to move into the next screen. This place is the Centra Excavation Site. You will now be attacked
by some Esthar soldiers. These are not very hard to beat. Run forwards until you reach a ladder at the end of the circular
walkway. Go down it and on the left hand side of the cavern you enter you will find an old key. (There are 2 of these in this
scenario; they unlock specific areas for Squall later on in the game.) Unfortunately though Laguna cannot hold onto his find.
Now go towards the bottom of the screen and examine the lever on the middle panel in the next screen. Choose to set a trap
for the Esthar soldiers. Now continue on your journey by running to the right. Cross the next screen and enter the next one.
There is the other old key in the pipe segments in the next screen. Again though Laguna will lose it. Exit to the top of the
screen, not going through the circular doorway but by going up the walkway. Now in the next screen head through the circular
opening, exit and then examine the detonator lying in the tunnel. Press the red switch, wait to see what happens, then examine
the detonator again and press the blue switch. After you have admired the results head up to the top of the detonator screen
and climb the ladder. Follow up the stairs and walkway and then run up the winding path, making sure to examine the boulder
to reveal a Draw Point and into a screen with a Save Point. Save your game and then run up the tunnel that the Save Point
is next to. On the cliff you will have to do battle. Before the last soldier of the last battle dies though he will do a move
on Kiros and Ward that will leave them on only 1HP! All that is left to do now is to jump off the cliff to the safety of a
boat.
1.11 Galbadia Garden
Squall and his friends now wake up in the forest. After the short conversation head onto the world map.
If you check the menu you will notice that after the events in Laguna's scenario two of your characters will only have 1HP.
Although it is not a long way to the Garden I suggest that you check your junctioning and heal your party before you proceed.
After checking all of these things go to the left and you will find Galbadia Garden. Enter to a fabulous FMV and then
continue to the entrance gates. Quistis will now leave and if she was a member of your party then you will have to reform.
Walk straight ahead and you will hear an announcement telling you to go to the 2F reception room. Before you do examine the
yellow light in the middle of the hallway to reveal a hidden Draw Point. Now go straight ahead in this hallway and up the
small flight of stairs to see some cadets doing press-ups. Go up the stairs to enter the hallway. Enter the room opposite
the stairs to meet the rest of your party. Talk to them all and you will find out that Seifer is probably dead because of
what he did. But the good news is that Balamb Garden will not be held responsible for the attack. After the conversation you
will through a tantrum and end up leaving the room. When you re-enter Quistis tells you that you are now free to explore the
Garden until further notification. Go back down the stairs and as you are about to enter the hallway you will be caught up
by Raijin and Fujin. They have brought new orders from Cid. After telling them the news about Seifer they go off to find him.
Now you can explore. When you have finished exploring go back to the front gate to meet Quistis. Follow her outside and then
talk to Rinoa. Headmaster Martine will now arrive and explain the situation. He will now introduce you to Irvine Kinneas,
who is the best sharpshooter of all of the Gardens. Headmaster Martine will now leave. Talk to Selphie and explain the new
orders. Now form a new party, check everybody's junctioning and magic and then move out. On the world map if you turn
you will see a train station. Go to it and pay to go to Deling City. You will now board the train. Walk back towards the door
to make the others enter. After you have opened the door for Selphie Irvine will follow her. Follow him and address Selphie
after he has left. After the chat go back to the first screen to see Irvine making a pass at Rinoa. After being scolded he
will explain why he is the way he is.
1.12 Deling City
When the train arrives at Deling City you will get off automatically. Go to the bottom of the screen using
the left escalator. In the next screen go up the red stairs and then go to the bottom of the screen. After looking at the
view talk to your friends and then go to the top of the screen. A bus going to Caraway's mansion will stop. Talk to the bus
conductor standing next to the bus when it arrives to get on. Get off at the next stop. Talk to the guard and he will tell
you that you need to perform a task before he can let you in. He will tell you that you need to go to the Tomb of the Unknown
King to get an ID number of a student that went there and did not return. He will give you a map. Talk to his again to get
various options. If you have the money then I would buy a location displayer as it took me ages to complete the task without
one. Afterwards have him escort you to the city exit. Here you can rent a car; this is sensible if you do not wish to encounter
any battles on the world map. Now leave Deling City and head to the Northeast to the elongated peninsula. The opening in cave
type thing that you see at the end of this peninsula is the Tomb of the Unknown King.
1.13 Tomb of the Unknown King
Once you enter the area outside the Tomb of the Unknown King you will see two girls in Garden uniform running
from it screaming. You now gain control. On your left is a Draw Point and on your right is a Save Point, I suggest that you
use them both. After you have done these things and checked your junctioning enter the tomb. The ID you require is on
the weapon in the second screen of the tomb, remember it, you will need it to gain entry to caraway's mansion. Once you have
got it you can turn back, but if you do you will not get a very good GF. I suggest that you carry on. Now keep going turning
right wherever possible until you reach a room with a strange statue in it. _________________________________________________________
Boss: Sacred Level: 11 HP: 1778 Weak/ Strong against: Weak against poison and wind/ strong against earth Draw:
Shell, Protect, Berserk, Life Strategy: The best way to defeat him is to summon your GFs to attack. Draw his life
and protect, for extra cover from his physical blows cast protect on all of your party. After he has lost about half of his
HP this boss will flee. _________________________________________________________ Now leave this area and again take
right turns wherever possible to reach the top of the tomb. Once you are here release the water gate by using the lever to
the right of it. Once this has been done you need to leave this area and reach another by again taking right turns wherever
possible. This will get you to the left tip of the tomb. Once in this place use the lever to the left of the water wheel to
make the cogs turn. The central chamber of the tomb is now ready for you to enter. Now to get to it you can either escape
and then re-enter and just go straight forward until you reach it, but this loses you 1 SeeD level. The best way is, from
the left tip of the turn go right at the second intersection, left at the following, and left again at the next intersection.
Now walk straight ahead until you reach a bridge. Cross it to enter the King's chamber. Sacred is waiting here, but know
he calls on his brother, Minotaur to help him defeat you. _________________________________________________________ Boss:
GF Sacred and Minotaur (Brothers) Sacred: level 11, Minotaur: level 15 Sacred: HP 1778, Minotaur: HP 3375 Weak/ Strong
against: Both weak against wind and poison/ strong against earth Draw: Sacred: Shell, Protect, Berserk, Life Minotaur:
Shell, Protect, Berserk, Double Strategy Right, start the battle by casting float on them both to stop them from regenerating.
Do not be fooled by Minotaur, he is by far the most dangerous of the two brothers. Therefore you should concentrate on attacking
him first. You should also cast protect on your party to protect you against their physical attacks. Use your GFs to their
full potential by boosting them to inflict more damage. Draw and use life from Sacred if necessary. After the battle they
will join you as a GF. _________________________________________________________ After the battle you will have freed
the Unknown King, after the talk you are free to leave. Junction the Brothers now to one of your characters. You know also
have Sacred and Minotaur's cards now. Now leave the tomb and save your game either on the world map or at the Save Point at
the entrance of the tomb. You now need to head back to Deling City. So get in your car if you had one or if it still has
enough fuel and return to Deling City.
1.14 The Sorceress Mission
On your return make your way back to the guard outside of Caraway's mansion. Address him and choose that
you are ready to answer. Enter the code you picked up backwards. i.e. if the code was 153 then you need to enter the numbers
3, 5, and 1 in that order. After the correct code has been entered you will then be allowed to enter the mansion. Use the
Save Point outside the door and enter. After a while caraway will enter. He will explain the mission and take you on a
walk around the places in the city your teams will be stationed. Afterwards, head back to the mansion. You will make the teams,
Squall and Irvine are the sniper team, and Quistis, Zell and Selphie are the gateway team. After Squall's team has left, Rinoa
will come running in presenting an Odine Bangle, which is supposed to suppress sorceress powers. Quistis just laughs and scorns
Rinoa. Now leave the mansion and follow Caraway to your positions. After the gateway team are shown where to go talk to Caraway
and he will take Squall and Irvine to their position, Caraway now returns to his mansion. Meanwhile though, Quistis has a
guilty conscience and decides to go and apologise to Rinoa. Enter the mansion and Rinoa will flee to try and stop the sorceress
alone. You enter just as Rinoa leaves and are subsequently locked in by Caraway, who set a trap for Rinoa. You know gain
control of Rinoa. She is round the back near a car and a stack of boxes. You will notice a manhole here. I suggest that you
go down it. Follow it to the end and eventually you will find the Weapons Mon May magazine. Now go back up the manhole and
climb all of the boxes up the car. Then jump to the ledge when you are at the top. Follow the ledge to a ladder, climb it
onto the roof and into Edea's room. She then kills President Deling and declares herself to be the ruler of Deling City.
After this she brings two statues to life and sets them on Rinoa! Now Irvine and Squall see what is happening from the crowds.
The game now switches to Quistis. To get out examine the painting on the wall. Then go over to the shelves which have
cups on them, these are to the left of the screen, examine them to take a cup. Now go over to the statue in the corner to
the right of the shelves (when you are facing them). Examine the statue to put the cup in its hands. A secret door now opens!
Go down the staircase and use the Save Point. Go down the rest of the stairs and press X by the water wheel to cross it. Carry
on for a bit and the game switches to Squall and Irvine. Follow Irvine and then climb the crates and car that Rinoa did. Follow
the same route onto the roof. Then run past the dead president and into a hall where Rinoa is. You now have to fight the two
Iguions. _________________________________________________________ Boss: Iguion (X2) Level: 12 HP: 944 Weak/
Strong against: Weak against Earth, Holy/ strong against fire/poison Draw: Cure, Esuna, Break, GF Carbuncle Strategy:
Make sure you draw Carbuncle from one of them before you begin. Now the best way to defeat them is to summon the Brothers
repeatedly as they are weak against earth. Do not use Ifrit though. If they manage to petrify one of you then immediately
draw and cast Esuna on them. Altogether this is not that hard. _________________________________________________________
After the battle leave this room and open the trapdoor in the hallway. Go down to find the sniper rifle. The game
switches back to Quistis and gang. You find yourself once again in the sewers. These sewers are tricky, and you can easily
lose your way. Therefore I have not included an exact walkthrough of this part, as it would only confuse you. But here are
some tips: You need to press X to go over waterwheels. You have to be exactly in the right place to go over a waterwheel
There are 3 Draw Points If you reach a shut gate press X to open it. If it doesn't open then you are at a dead end.
You cannot go over all waterwheels. Many of the areas look the same, just because you are in an area similar to another
does not mean you have gone round in a circle. Many ladders fall over and act as bridges. Press X by a ladder to see if
it falls The exit is a ladder on the right side if the screen next to a Save Point. Once you have found the exit take
the ladder all the way to the top. When told to flip the switch on the wall (on the left of the screen) to shut the gates.
You are now back to Squall and Irvine, when you get the chance junction all GFs and magic to Rinoa, Squall and Irvine.
After much hesitation Irvine fires a perfect shot, but Edea reflects the bullet with her magic. Squall now steals a car and
drives to Edea, only to be stopped by Seifer. _________________________________________________________ Boss: Seifer
Level: 12 HP: 1250 Weak/ Strong against: Weak against poison Draw: Fire, Cure, Life Strategy: Although
you only have Squall this is a very easy battle as Seifer does not have much HP. In fact, at this point I had more HP than
Seifer and could inflict more damage than he could in one turn! Therefore this is very easy. Just summon your GFs and use
limit breaks when necessary. After, your friends arrive and now you must fight Edea.
Boss: Edea Level: 12
HP: 4600 Weak/ Strong against: Draw: Cura, Dispel, Life, Double Strategy: This is a harder battle. Your
best method of defeating her is to cast Carbuncle. This casts reflect on everyone. This means that the sorceress' magic will
either be reflected onto her or she will spend all of the battle dispelling your reflect. Every time she gets rid of everyone's
reflect just summon Carbuncle again. Use your GFs and limit breaks to attack. _________________________________________________________
Unfortunately, no matter how hard you fight she will finish the battle by summoning 3 ice crystals and propels them
at great speed towards your party. Rinoa looks round to see Squall being hit by one. He falls, defeated by the sorceress.
End of disc 1
Disc 2
2.1 Laguna Dream Sequence Part Three: Winhill
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...) 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.
2.2 D-District Prison
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.
_________________________________________________________
Boss: 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. 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. 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 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 manoeuvre 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
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: 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
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 and 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. _________________________________________________________ Boss: Base Soldier x2 HP: 781 Weak: Poison Draw
List: Blizzard, Silence, Confuse 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. _________________________________________________________
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 mess up in the Missile Base. 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: Takeover at Balamb Garden
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 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.
_________________________________________________________
Boss: 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
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. 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.)
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 Right Orb HP: 2,701 Strong
vs.: All Elements Draw List: Dispell, Confuse, Slow Left Orb HP: 2,701 Strong vs.: All Elements Draw List:
Thundara, Life, Bio 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. _________________________________________________________
[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.)
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 Fisherman's Horizon, as
well as to apologise 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 Fisherman's Horizon (F.H)
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 apologise 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 centre 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. Heal your party when necessary. Do not use Bio on the
boss. Make full use the "Boost" support as the GFs can do more damage. Leviathan will be a better choice as you could pump
up to 140. If GF Siren or Brothers have attained level 30+, you can easily pump up to 150+... It is better if you make use
of thunder Elem-Atk-J combo, as it not only increase your attacking power but also conserve thunder. _________________________________________________________
After you've defeated the boss, Selphie and her team members will arrive. After the scene, all your members will leave,
leaving just Squall and Rinoa alone. Talk to Rinoa and choose any option. Now leave and go back to Balamb Garden.
2.8 Party Time
You'll meet Irvine here and, thankfully, he'll once again join you. Head for the quad and you'll find Selphie,
expect a short sequence between Irvine and Selphie. Squall will now be at the control room with Cid. The screen will change
to other parts of Garden where your other characters are, and then you'll be back at your room. The screen switches again
to your other party members who are organising a concert to cheer Squall up. You have to choose instruments for Zell, Irvine,
Selphie and Quistis and there are eight to choose from: 1 - Guitar 2 - Saxophone 3 - Electric Guitar 4 - Piano
5 - Violin 6 - Flute 7 - Electric Bass 8 - Tap Dancing The tune you choose is actually important to the
plot of the game. The correct one to pick is the first one, as the other two make Squall feel uncomfortable, so pick Guitar,
Violin, Flute and Tap Dance. After the party sequence Squall will awake. Exit the room and leave with Rinoa, choosing
the second option given to you. When you reach the windmill there will be another cut-scene and, after that, you should head
on down there. Go to your right and you'll see a laptop on the ground. Examine it and there will be a scene to go through.
After the scene, Squall will be back in his room. When the dream finishes, go to the third floor and you'll be able to
fly Balamb Garden yourself. Remember that Selphie is on vacation so you won't be able to use her.
2.9 Balamb City
As you're now in control of the airship you might want to go for a bit of a spin before carrying on with
the game. If you head for Timber or Winhill there are minor diversions that will reward you with extra magic and the odd card,
but if you're going for time head straight for Balamb City. The Galbadian sentry lets you through only because you have
information regarding Ellone. Check out the houses here (especially Zell's) before proceeding to Balamb Hotel. You'll
now have to find the Captain, so head to the docks and talk to all the soldiers milling around. 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 form him, but be careful because it'll lower your SeeD ranking. The information he gives you is valuable,
but it all depends on how important your SeeD ranking is to you. If you don't give a monkey's, then this is the man you need
for the info on where to go next. Back at Zell's house, you'll find out that the Captain has just left the kitchen, so
quickly leave here and make your way back to the docks. The dog there will lead Squall to the Captain (who's currently at
the train station), so go there, meet up with Raijin and then follow him back to the hotel. _________________________________________________________
Boss Raijin HP: 10,800, Fujin HP: 8,100 Draw list: Life, Aero, Thunder, Cure, Thundara, Protect, Pandemona (GF),
Shell
A very nasty and difficult fight. Both of them are exceptionally strong and throw out some very serious attacks,
so it's wise to keep topping up the protect spells, and blind ones are always good for defence. Get the GF drawn from
Fujin as soon as you start and then use any on them that you wish, but don't bother about Quezecotl as he's not much use here.
_________________________________________________________
After the battle there will be a sequence with Fujin
and Raijin, then they will leave and you'll be back at Garden. It doesn't take long for you to work out what to do next though
when, on Selphie's return, you're off again. You have to go to Trabia Garden, which is located on the north-east continent
of the world map.
2.10 Trabia Garden
Follow Selphie until she meets up with her ex-classmate at the gargoyle statue. The classmate has Selphie's
card, so if you need an extra one then you might want to battle for it. Leave Selphie and meet up for the rest of the team
at the basketball court. It's advisable (but not essential) to visit the rest of the Garden first. There's a flashback
scene in the court then, when in control of Squall, head for the beach (which is up from where you start). Later, after you've
talked to the children, head through the door you can see on your right. You'll have to talk to a student to the right
|