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Final Fantasy VIII

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    28 de agosto de 2013 16:10:18 ART

    Final Fantasy VIII

    PlayStation FAQ
    by Dragon Fogel([email protected]
    v 1.0
    The most recent version of this FAQ can be found at:

    Other places this FAQ can be found:
    GameFAQs -

    Contents:
    1. Revision History
    2. Triple Triad Guide
    3. Walkthrough
    -Trial By Fire
    -Final Exam
    -Talk About Your Long Days...
    -Forest Owls
    -Escape
    -Obligatory Fetch Quest
    -The Sorceress
    -It's Laguna Again...
    -KABOOM!
    -Fisherman's Horizon
    -Checking Up on Things
    -Warring Gardens
    -Setting Up The Rest Of The Plot
    -Esthar Ho!
    -Out Of This World!
    -Down To Earth
    -The Time Is Nigh
    -Kurse All SeeDs!
    4. Side Quests
    -Rare Card Locations
    -Timber Maniacs Locations
    -Diablos
    -Dollet revisited
    -Brothers
    -Winhill
    -Shumi Village
    -Chocobo Forests
    -Centra Ruins
    -Doomtrain
    -Jumbo Cactaur
    -UFO Chase
    -Lake Obel
    -Deep Sea Research Center
    -CC Group
    -Queen of Cards
    -Omega Weapon
    -Miscellaneous Tips and Tricks
    -Beginning of a series of long lists-
    5. SeeD Written Test Answers
    6. Character Info
    7. Spell List
    8. Junction List
    9. GF List
    10. Abilities List
    11. Learning List
    12. Card List
    13. Shop/Refinement List
    14. Item List
    15. Monster List (very incomplete)
    16. Disclaimer
    17. Credits

    ***REVISION HISTORY***
    Version 1.0
    4/23/00

    First version; walkthrough and side quests sections more or less
    complete, as well as several lists. However, there is still a lot of
    work to be done; any help with the following would be greatly
    appreciated.
    -Items dropped by bosses if you don't Mug them
    -Draw Point locations, particularly on the overworld
    -Selling prices of items
    -Just about anything for the monster list (like suggestions on how to do it. =P)
    Thanks in advance to anyone who can provide information.

    ***INTRODUCTION***

    I suppose you're wondering why I decided to write this FAQ when there
    are already so many FF8 FAQs out there. Well, there are three major
    reasons. The first, and most important, is that while there are many FF8
    FAQs out there, there are very few _good_ FAQs. I won't mention any
    names here, but I find that most of the guides on GameFAQs are either
    poorly organized or incomplete. The second reason is that I want to
    write a FAQ at least once, just for the experience. The third, and least
    important reason, is that I can sneak some spam in. =P And here it is:
    . Okay, that's it for the spam, and it will
    not be mentioned any more. Now read the FAQ.

    ***TRIPLE TRIAD GUIDE***

    -Section under construction-

    I decided to put this in here so those of you who want to know about
    Triple Triad can look right at the beginning of the FAQ, instead of
    scrolling through the walkthrough section and possibly seeing some
    spoilers. This section has a description of the various rules, and some
    (hopefully) useful tips for playing this addictive - and sometimes
    frustrating - minigame.

    I won't mention the basic rules, since you can see them in the Tutorial
    and they're pretty easy to understand, but I'll discuss the various
    special rules here.

    Open - You can see your opponent's hand, and they can see yours. I don't
    know if it affects the computer's strategy much, or at all, but it's
    definitely to your advantage. I recommend spreading it to every region
    you can.

    Same - When at least two sides of a card match in numbers with two
    adjacent cards, (at least one of which is an opposing card) both cards
    will be turned over.

    Plus - This is a bit tricky to explain. I'll use a diagram to illustrate
    it.
    3 8
    5 (6+1) 5
    4 2
    +
    3
    2 A
    7

    6 + 1 = 7, 4 + 3 = 7. These add up to the same number, so Plus is
    activated and the (8152) and (32A7) cards are turned over. (For the
    record, I made up the card numbers, and have no idea if there are
    actually cards with those configurations.) This rule can be very
    annoying, especially without Open...

    Combo - Some people have trouble understanding this rule, but it's
    actually pretty simple. It works with the Same and Plus rules. It's
    easiest to illustrate, so here goes...

    3 7
    4 4 4 3
    5 6
    ________
    5 | 2
    3 1 | 4 3
    2 | 6

    The (3445) card has just been placed. The "Same" rule is in effect. The
    (3445) card turns over the two adjacent cards. Now, here's where Combo
    comes into play. One of the cards affected with Same is the (7436) card.
    The 6 on the bottom beats the 2 on the top of the card below, so the
    (2436) card is turned over. (Again, I'm just making up these numbers.)

    In other words, a card taken with Same or Plus is treated like it's just
    been placed in a game without Same/Plus. If it beats an adjacent card of
    the opponent's, that card is turned over, and can take other adjacent
    cards. One side effect of this is that when one player gets a combo, the
    other player has a good setup for making a combo of their own...

    Same Wall - Used with the "Same" rule. The border of the playing field
    is considered to consist of "A"s for the purposes of using Same.

    Elemental - Some squares have elemental symbols on them. The squares and
    symbols seem to be chosen at random. If an elemental card is placed on a
    square with the same element, the value the numbers on each side of the
    card is raised by 1 for the purposes of normal matches. If a non-
    elemental card or a card of the wrong element is placed on an elemental
    square, the numbers on each side drop in value by 1.

    Sudden Death - If there's a draw, each player takes the cards they've
    won and the game restarts, with elemental squares moved if that rule is
    in effect. This continues until one player wins. This can work to your
    advantage if you've got a good hand, as you're pretty much guaranteed to
    win in the end, but it can be annoying to play through over and over.

    Random - Each player's hand is chosen at random. One of the most-
    despised rules in the game.

    Trade Rules:

    One - Choose one card from the opponent's hand.

    Diff - Choose a number of cards from the opponent's hand equal to the
    number of cards you won by.

    Direct - Keep the cards you turned over, lose cards turned over by the
    opponent. The most hated of the trade rules.

    All - Win all of the opponent's cards.

    Affecting the rules:

    Adding a rule to a region is easy. Just play in a region that has the
    rule you want to add, then go to the region that you want to add the
    rule to. Play cards with someone, and they'll usually ask you if you
    want to add in the rules from the other region. Accept, and the rule may
    be added after the game. Removing rules is done in pretty much the same
    way, but it's rarer to see a rule removed. To make it easier, first
    choose "Yes" when they ask you to play, then, when the screen with the
    current rules pops up, select "Quit". The rules can be changed this way
    as well, and rules seem to be removed more often. Also, sometimes rules
    will be added and removed at random after a game. If you're having
    trouble in a region, try messing with the rules.

    Rule sets:

    Balamb - Open

    Galbadia - Same

    Dollet - Random, Elemental

    FH - Elemental, Sudden Death

    Trabia - Random, Plus

    Centra - Random, Same, Plus

    Esthar - Elemental

    Lunar - Open, Random, Same, Plus, Same Wall, Elemental, Sudden Death

    Strategies for playing:

    The first trick to winning at cards is to get a good hand. Since you
    start with only Level 1 cards, this won't be easy. So, the first order
    of business is to get good cards from the main game. There are two ways
    of doing this; the first is to defeat GFs for their cards. You can get 4
    GF cards this way before the end of Disc 1, all of them strong corner
    cards. The second way of getting good cards without playing Triple Triad
    is to learn the Card ability and use it to turn enemies into cards. Most
    of the time, enemies turn into their own cards, but sometimes they'll
    get turned into Boss cards instead. If you want a _real_ easy time with
    the card game early on, wander around the grass areas of Balamb and use
    Card on Glacial Eyes until you have 5 Jumbo Cactaur cards. It takes a
    while, but once you have them, the only players you have to worry about
    are the ones with rare cards.

    Okay, so you've got some good cards. Now what? Now you need to know how
    to use them. Personally, I play defensively. I get strong corner cards
    (ones with two adjacent sides with a value of 8 or higher) and always
    put them where only the strong sides are showing. Playing offensively is
    also an option, but it doesn't work too well in Sudden Death. The other
    important thing to do is alter the rules if at all possible. This is
    especially important in Dollet, as the Random rule makes the Queen of
    Cards side quest rather tricky. I'll try to have more strategies in a
    future update.


    ***WALKTHROUGH***

    Before I get into the actual walkthrough, there are two useful functions
    that aren't described in the manual or the tutorial. First, to undo
    Junctioned spells, use the Magic Junction option, select the spell you
    want to un-Junction, and push the Square button. (or whatever button you
    assigned to Play Cards) Second, to discard unwanted spells, go to the
    Magic menu, select either Use or Exchange, move the cursor on the spell
    you want to get rid of, and push Square. You'll be asked if you want to
    discard the spell. These are useful features, remember them.

    Also, I personally found the default control layout awkward; I recommend
    changing it as soon as you can. I personally use Circle to talk, X to
    walk, Triangle for the menu, and Square to play cards. Of course, you
    may prefer another layout.

    Another thing: the titles for sections (which look something like this:
    | TRIAL BY FIRE |, and are typically followed by a sarcastic comment in
    parentheses) are my own names. Therefore, I assume full responsibility
    for how dumb, uncreative, etc. they sound.

    Finally, a note on Draw Points. When I list Draw Points in an area, I
    put an "r" in brackets next to the Draw Point if it recharges after a
    while. If I have a question mark after the "r", it means I'm not sure if
    the Draw Point recharges. Hopefully, I'll be able to eliminate most of
    the question marks by the next version.

    -Disc One

    | TRIAL BY FIRE |
    (I warned you. I'm bad at coming up with titles. Hey, I can be even less
    creative that this.)

    -Balamb Garden
    Draw Points: Cure(r), Esuna, Blizzard(r)
    Rare Cards: Quistis, MiniMog
    Rule Set: Balamb
    GFs: Quezacotl, Shiva

    After an impressive FMV, sequence, you'll see Squall wake up in the
    infirmary. Dr. Kadowaki will ask Squall how he is, and you'll be given a
    choice. I'm not sure if the choice you make affects anything. Then
    you'll be asked to name Squall. Change his name if you want. After some
    more dialogue, Dr. Kadowaki will call Squall's instructor, Quistis. Then
    you'll see a mysterious girl talk to Squall through the window... she'll
    prove to be an important figure in the game. Then Quistis will come to
    take Squall back to class.

    Walk down the hallway with Quistis; there will be some dialogue along
    the way. After a while, you won't have to walk. There will be a short
    FMV, then the scene will shift to the classroom.

    Quistis will talk to the class briefly about the field exam in the
    afternoon, then tell Seifer he should be more careful not to injure his
    partner in training. After she dismisses the class, she'll tell Squall
    that he hasn't gone through the Fire Cave yet, and won't be able to go
    on the field exam until he has. Quistis tells you to meet her at the
    front gate, and says that you should review the study panel if you have
    any questions.

    Note: After completing the field exam, Squall's rank will be determined
    by what he did prior to and during the exam. You'll gain and lose points
    for various actions; I'm not sure how points are determined, though, so
    I can only give small suggestions in this version. Hopefully, I'll have
    a more thorough breakdown of how to get points later on.

    Go to the study panel and select Tutorial; you'll receive two GFs.

    GF Quezacotl's Stats:

    Level 1
    Starts with Mag-J, GF, Draw, Magic, Item

    GF Shiva's Stats:

    Level 1
    Starts with Spr-J, GF, Draw, Magic, Item

    Note that if you don't get Quezacotl and Shiva from the study panel,
    you'll get them automatically when you talk to Quistis at the front
    gate. You may lose points for this, though; I'm not sure.

    Anyways, after getting your GFs (or not), leave the classroom. You'll
    literally run into another student; after some dialogue, she'll ask you
    to take her on a tour. Personally, I agreed; I'm not sure how this
    affects your points later, though.

    On the next screen, talk to the guy near the elevator to get 7 Triple
    Triad cards. It may not be a good idea to start playing just yet; you'll
    find it much easier to win the card game once you've gotten the Ifrit
    Card in the Fire Cavern. However, there are two rare cards you can win
    by playing cards here; the MiniMog card, from a little kid running
    around on the first floor (he doesn't use it often, though), and the
    Quistis card, which can be one from any of the Trepies. The one in the
    cafeteria uses it the most, though. (When you get asked which one you
    want to talk to, choose the one in the back. You'll understand when you
    do it.) Note that the Trepies only have one Quistis card between them.

    Anyways, once you take the elevator, you'll show the student the
    directory if you agreed to give her a tour. Head to the front gate to
    meet Quistis, who'll give you a tutorial on how to use GFs, then join
    your party. If you want to skip the tutorial, hit the Cancel button;
    this may cause you to lose points, though. Also, Squall will ask who the
    girl at the infirmary was; Quistis will say she didn't see anyone.

    Note that there's a Draw Point with Cure on the screen before the front
    gate; just remember, you need the Draw command set in order to use Draw
    Points. There's also a Draw Point with Esuna in the library (walk near
    the bookcase and you'll come to a new screen with the Draw Point clearly
    visible) one with Blizzard in the Training center. I'll say some more
    about the Training Center later, when you have to go there.

    Anyways, after Quistis joins, leave the Garden. Now you'll want to
    Junction GFs; I recommend giving Quezacotl to Squall and Shiva to
    Quistis. Next, set your command abilities; since you don't have any
    spells now besides a handful of Cures from the Draw Point, choose GF,
    Draw, and Item for both characters. Have both GFs work on learning Boost
    first; it only takes 10 AP to learn and is quite useful when you're
    summoning. After that, I suggest HP-J and then Card for Quezacotl and I
    Mag-RF, then Str-J for Shiva. After getting those abilities, get
    whatever other ones you want.

    Before going to Fire Cavern, it's a good idea to fight enemies in the
    surrounding area to stock up on spells. In the plains, you'll find lots
    of Bite Bugs; you can Draw Fire and Scan from them. The latter isn't
    that necessary, so you can skip it if you want. You'll also occasionally
    run into Glacial Eyes; you can draw Blizzard, Cure, and Scan from them.

    In the forests, you'll frequently find Caterchipillars; you can Draw
    Cure and Thunder from them, and they occasionally drop Spider Webs. If
    you get one, use it to teach Quistis the Ultra Waves skill. Also, you'll
    sometimes find T-Rexaurs in the forest. If you do, RUN. They're REALLY
    strong and have over 10000 HP, so they're quite a pain to kill right
    now. They don't have anything special to Draw either. If you'd prefer
    not to run, try to Card it; its card is pretty good.

    Finally, on the beach you'll find a lot of Fastitocalon-Fs. You can Draw
    Blizzard, Scan, and Sleep spells from them (the latter is a good
    Junction for Magic at this point) and you get 3 AP for each one. Since
    you always fight 2, that's an easy 6 AP. I recommend fighting them until
    Shiva learns I Mag-RF, then using that to turn the Fish Fins you'll be
    winning almost constantly into Water spells. Water is the best Junction
    you can get at this point without playing cards. After getting 100 of
    all the spells you want for both characters, (some extra Fish Fins and
    M-Stone Pieces would be good, too) head to the Fire Cavern.

    *****

    -Fire Cavern
    Draw Points: Fire(r)
    Rare Cards: Ifrit
    GFs: Ifrit

    When you reach the Fire Cavern, Quistis will give you a tutorial about
    Junctions, (again, you can skip it with the Cancel button) and then
    offer to give you a refresher about your Gunblade. If this is your first
    game, you might as well accept. After that, head to the entrance.

    At the entrance, you'll be asked to choose a time limit; go with 20
    minutes, you'll easily finish in that time. If you're replaying, though,
    go ahead and choose 10 minutes. Choosing a shorter time limit will
    affect your points later on. (I don't know exactly how, though.)

    The path through the Fire Cavern is fairly straightforward; there's one
    intersection a few screens in. Go straight to reach the boss; there's a
    Draw Point with Fire on the right and a dead end on the left, neither of
    which is very helpful. You can fight or run from enemies on the way,
    depending on how you're doing for time. At the center of the cave,
    you'll find Ifrit...

    ----BOSS BATTLE----

    Ifrit
    Absorb Fire
    Weak against Ice, Water

    This is fairly easy; have Quistis summon Shiva while Squall casts
    Blizzard spells. (They'll do a little more damage than Water does.) The
    timer stops after you win, so don't worry about not having time to get
    out afterwards. When you win, you'll get 20 AP, a bunch of G-Returners,
    the Ifrit Card, and the Ifrit GF.

    -------------------

    GF Ifrit's Stats:

    Level 1
    Starts with Str-J, Elem Atk-J, (Elem Def-J?), GF, Draw, Magic, Item

    Quistis will give you a tutorial on how to use Elem Atk-J and Elem Def-J
    once you win. Since Quezacotl and Shiva are probably at a higher level
    than Ifrit, have both of them equipped on one person and Ifrit on the
    other so that the GFs level up more evenly. Ifrit should learn Boost
    first, then HP-J. After that, it doesn't matter much.

    Leave the cave, then return to Garden.

    | FINAL EXAM |
    (Told you. This one isn't even mildly creative.)

    -Balamb Garden
    New Items: Occult Fan I

    Quistis will leave. If you want, go to the Library and check the
    bookshelves for Occult Fan I. Then, head to the Dormitory; go to
    Squall's room and change into your SeeD uniform. Now head over to where
    the Directory is and Headmaster Cid will brief you on your mission.
    You'll then drive out of Garden in a car. Take the car to the nearby
    town (Balamb) and then watch the short scene where you drive to the
    docks. Get in the ship; there will be a short scene. After a while,
    Seifer tells you to look outside; agree. (you'll probably lose points
    otherwise) Leave the small area you're in, and watch the FMV. Then
    you'll land on the beach in...

    *****

    -Dollet
    Draw Points: Blind(r)
    GFs: Siren

    Cool music, huh? Anyways, at the moment you've got Squall, Zell, and
    Seifer in your party. (Seifer's not following you around, but he _is_ in
    your battle party.) Give each character one GF, and give all of Quistis'
    magic to Zell. If you've got some spare Fish Fins like I recommended,
    make some Water spells for Seifer. Give everyone the Draw command; this
    way, you can Draw from the Galbadian soldiers when you need healing.
    Don't talk to any of the other students; I think you lose points for
    this. Head up the stairs to find a Save Point, then move towards the
    next screen. You'll fight two Galbadian soldiers. They're easy to beat,
    but it's a good idea to have Seifer Draw some spells for himself before
    doing so. Keep going; after a while, you'll fight two more Galbadian
    soldiers. If Seifer still needs some spells, Draw some here, too. When
    you come to the fountain, you'll have to fight one G-Soldier; no
    problem. Then Seifer will tell you to scout the area for enemies. Head
    to the northeast section of the screen, and a G-Soldier will attack.

    After defeating the Galbadian Soldier, the rest should be
    straightforward. Take the northwest exit off the screen, then just keep
    going forward. After a while, an injured Dollet soldier will warn you
    about monsters, then...

    ----BOSS BATTLE----

    Anacondaur

    Actually, the Anacondaur isn't even a real boss. It is, however, quite
    strong compared to the other enemies you've fought. It has around 1200
    HP; if you've got some good Strength Junctions, though, it shouldn't be
    a problem. Seifer will tell you to let him finish off the Anacondaur;
    doing so may affect your points later.

    -------------------

    After defeating the Anacondaur, keep going some more. The path is
    completely straightforward. After two more screens, Seifer will run
    ahead and leave your party; then Selphie (the girl Squall gave a tour to
    earlier) will appear and jump down the cliff. You can do this too, but
    it may cost you points; instead, head east and walk. When you reach
    Selphie, she'll join; she inherits Seifer's spells, but just in case
    you're paranoid, you might want to Junction Exchange Seifer with Quistis
    before he leaves, then Quistis with Selphie.

    Anyways, after Selphie joins up, head into the communications tower.
    (that's the building right ahead of you, in case you weren't paying
    attention) There's a Save Point here, as well as a Draw Point with
    Blind. Save, then go up the elevator...

    There's a short scene with a Galbadian commander, Biggs, talking to a
    soldier named Wedge. Then there's an FMV of the communications tower
    activating. (looks more like a big gun than a communications tower...)
    Then, Biggs notices you and tries to get away, but Seifer stops him.
    Cornered, Biggs attacks.

    ----BOSS BATTLE----

    Biggs
    Weak against Poison

    Wedge (appears after some time)
    Weak against Poison

    So easy you don't need a strategy. If you want, draw some Esuna spells
    >from Biggs. When you do enough damage to one of them, they'll be blown
    away by some wind and you'll have to fight...

    Elvoret
    Flying Monster

    This can be a long battle. There are two notes here; first, you can Draw
    the Siren GF from the boss. Second, you can Draw Double spells, which
    are good for Junctions and allow you to cast two spells in one turn. The
    quickest way to beat Elvoret is to have everyone summon their GFs; when
    Boosted to around 125%, they'll do around 300 damage to it. When you
    win, you'll get some Cottages or Elixirs, some G-Returners, and the
    March Issue of Weapons Monthly, as well as Siren if you Drew it.

    -------------------

    GF Siren's Stats:

    Level 3
    Starts with Mag-J, ST Atk-J, ST Def-J, GF, Draw, Magic, Item

    After you defeat Elvoret, Selphie says that you have to get back to the
    shore by 1800 hours. Seifer says that leaves only 30 minutes, and a
    timer counts down. You can equip Siren if you want, but I don't
    recommend it, as the clock's ticking. Go down the elevator, save if you
    want (I _highly_ recommend using a separate file) and then leave the
    tower. However, Biggs sends a huge spider-like robot to attack you...

    ----BOSS BATTLE----

    X-ATM092
    Weak against Thunder

    If you've got Str-J on, you can probably knock it out quickly. Once it's
    down, run away.
    -------------------

    Head to the right quickly. On the next screen, you'll see the robot
    shortly; move quickly. When the screen fades, hold left and the control
    pad IMMEDIATELY. If you don't move immediately, the robot will catch up
    to you and you'll have to fight it again. On the next screen, WALK when
    you come to about the middle. Otherwise, the ground will shake and
    you'll be forced to fight X-ATM092 again. Next screen... no problem. The
    bridge is after that. After you move far enough to the right, the robot
    will jump over you; immediately turn around until you hear it jump
    again, _then_ run to the right and off the screen. This lets you avoid
    another battle with it. From here, it should be easy to make it to the
    shore, and when you do, you'll see an FMV of Quistis blasting the robot
    with a gatling gun.

    Note: Apparently, it's possible to destroy X-ATM092. I'll have a
    strategy for that once I do it.

    | TALK ABOUT YOUR LONG DAYS... |
    (Be warned. My titles are going to get worse.)

    -Balamb Garden
    New Rare Cards: Zell

    You'll arrive in the town of Balamb. With Zell in the party, you can
    play cards with his mother; she has the Zell card. Leave town and save
    before trying it, though. Win the card (or don't) and go back to Garden.
    You can get into a few fights before you go, though. If you're going to
    build up Siren, I suggest Boost first, then L Mag-RF, then Tool-RF, and
    pretty much whatever you want after that.

    When you go back to Garden, Zell and Selphie will leave. Head to the
    main lobby; Cid, Xu, and Quistis are standing in front of the directory.
    Talk to them if you want, then head to the right and talk to Seifer.
    After a brief scene, head to the elevator; I don't remember exactly
    when, but at some point you'll be told to go to the 2nd floor hallway.
    Go there and wait; after a while, one of the Garden Faculty will tell
    Squall and Zell they've been chosen as SeeDs. You'll automatically go to
    Headmaster Cid's office and receive your SeeD Rank report; in addition
    to Squall and Zell, Selphie and another student have been chosen as
    SeeDs. (You'll later find out that the fourth SeeD's name is Nida.)
    After regaining control, talk to Cid and he'll add a "Battle Meter" to
    the tutorial. You may have to talk to him again to play cards with him
    later; I'm not sure.

    After talking to Cid, leave the room. You'll automatically take the
    elevator to the second floor walkway. Talk to the others, then head to
    the hallway. After a short scene, your SeeD Rank Report will be
    displayed. I'll have a full explanation in a future update, provided
    someone gives me the information.

    Now you're in the Dormitory; Selphie tells Squall to go to his room and
    get his SeeD uniform. Do so, then leave the room and go to the dance. At
    the dance, Zell and Selphie will talk to you; Selphie asks if you'll
    join the Garden Festival committee. Answer either way, then she'll
    leave; then, a girl in a white dress asks Squall to dance. After some
    more dialogue, you'll get to see a rather amusing FMV of the dance. =)
    After the dance, the girl leaves... but you'll be meeting her again soon
    enough...

    Quistis then appears and compliments Squall on his dance, then tells him
    about the "secret area" at the Training Center. She tells Squall to
    change into his regular clothes, then meet her at the Training center;
    leave the screen and you'll automatically be in Squall's dormitory. Go
    into Squall's room and change. Now leave and head to the Training
    Center. Quistis will give you a Tutorial about Status Junctions, and
    tell you that Junctioning Sleep on your weapon will make it easier to
    defeat T-Rexaurs.

    In the Training Center, you'll mostly encounter Grats; you can Draw
    Sleep and Silence from them. You should have plenty of the former, but
    the latter are good to have too. Draw 100, because there's going to be a
    Boss that uses Silence soon, and you'll want them for status defense.

    You'll also find T-Rexaurs occasionally; you can run, or you can be
    prepared by giving Squall Ifrit and Siren, with 100 Blizzards on Elem
    Atk (T-Rexaur is weak against Ice) and 100 Sleeps on ST Atk, as well as
    a good Strength junction (like Water). Quistis should summon Shiva and
    use Boost. You can also try Carding T-Rexaur once its HP drops below
    about half. You won't get any Exp that way, but you will get 10 AP.

    At any rate, getting through the Training center is fairly simple. Go
    either left or right; there's a Draw Point with Blizzard on the right
    path. Also, a man sometimes appears here and sells you items, but I'm
    not sure when he firsts shows up. Anyways, the "secret area" is near the
    save point. At the secret area, Quistis explains that she's been demoted
    >from an instructor to a normal SeeD; Squall doesn't care. This scene
    pretty much tells you what to expect of Squall for much of the game...

    After the scene, save, then head out of the Training Center. When you
    try to leave, you'll see the girl from the infirmary being attacked by a
    huge insect; she'll recognize Squall and Quistis, then the monster
    attacks you.

    ----BOSS BATTLE----

    Granaldo
    Flying Monster

    Raldo*3

    This battle is EASY. Draw Sleep from Granaldo and cast it on him; it
    works rather often. The Raldos won't attack, Granaldo will just whack
    you with them. Kill two of them, (they only have a couple hundred HP)
    then Draw Protects from the last one, putting Granaldo back to sleep
    when necessary. You can also draw Shell and Blind from Granaldo; you
    don't need a lot of Blinds, but Shell will be quite useful. Once you've
    got all the spells you want, kill the last Raldo, then kill Granaldo
    with your strongest attacks. You'll win a bunch of Wizard Stones.

    -------------------

    After the battle, some strange troops will take the girl with them, and
    Squall and Quistis will wonder who she was...

    I suggest turning the Wizard Stones into Curagas with L Mag-RF, then
    Junctioning those to HP. Anyways, once you leave the Training Center,
    Quistis will talk to Squall briefly and then leave. Head back to the
    Dormitory; when you go there, Zell tells you that as a Seed, you've got
    a new room. Squall will head off to sleep, thereby ending one of the
    longest days in RPG history.

    | FOREST OWLS |
    (Yes, I believe I've already told you about my amazingly creative
    titles.)

    -Balamb Garden
    New Rare Cards: Seifer, Diablos (See Side Quests)
    New GFs: Diablos (See Side Quests)
    Items: Magic Lamp, Pet Pals Vol.1, Weapons Mon Apr

    You'll wake up in Squall's new room the next day. Check the desk for a
    Weapons Monthly issue. Then head out of the Garden; Cid and a Garden
    Faculty will tell you about your first mission; to go to Timber and meet
    with a resistance organization. After the scene, talk to Cid and he'll
    give you a Magic Lamp; even if you don't talk to him, he'll give you the
    Lamp when you try to leave. The Magic Lamp will allow you to challenge
    Diablos; see Side Quests for more information.

    Before heading to Timber, there's one more rare card you can get; head
    back into Garden and go to the elevator. You'll be allowed to take the
    elevator to the third floor, where Cid's office is. Here, you can play
    cards with him; he has the Seifer card, a VERY good card. Try to win it
    now if possible.

    Anyways, to get to Timber, you'll have to go to the train station in
    Balamb. To get there, go to Balamb, and go left at the second screen.
    The Queen of Cards is at the station; see the Side Quests section for
    more about her. Even if you don't want to do that side quest just yet,
    you can still play her to get a better trade rule, like Diff or All.
    This will make your future card games more rewarding; be careful of the
    Direct rule, though.

    You'll have to pay 3000 gil for a train ticket. Do so, then get on the
    train. There's a short scene; when it's over, follow Zell into your
    cabin. Zell gives you a Pet Pals magazine; (more on those later) then
    Selphie comes in, and everybody falls asleep...

    *****

    -Laguna Flashback 1
    Draw Points: Cure(r), Water(r)

    You're probably wondering what the heck just happened. You're now in
    control of three Galbadian soldiers named Laguna, Kiros, and Ward.
    You'll notice that your items and abilities have been transferred to
    these guys; Laguna has Squall's abilities, Kiros has Zell's, and Ward
    has Selphie's. Their Limit Breaks are different, though. Anyways, just
    follow the path; it's completely straightforward, but you'll see some
    grayed-out text in the dialogue boxes... those are Squall's thoughts.
    You'll be fighting Funguars and Geezards here; they don't pose much of a
    threat. Once you reach the car at the end, you'll arrive in Deling City
    automatically.

    Laguna parks the car in the middle of the street, despite Kiros'
    protests; then he offers to take Kiros and Ward for a drink. Head to the
    right, then up one screen. You'll come to the Hotel. Use the Save Point
    if you want. Now, go downstairs; the waitress will offer to show you to
    your table. Pick the greyed-out choice a few times for some laughs;
    eventually, you'll want to accept. Once Laguna, Kiros, and Ward are
    sitting down, Julia will come on to play the piano; Kiros and Ward will
    tell Laguna to go and wave to her. Walk towards Julia. After some
    dialogue, Julia will come to Laguna's table and sit down; she'll then
    invite him to her room to talk. (I said to talk, you sickos.) Talk to
    people if you want, then head upstairs. Talk to the guy at the front
    desk and pick the option refering to Julia. You'll be taken up there;
    Julia will offer Laguna a seat. After you regain control, talk to Julia
    for some more dialogue. The scene ends with Kiros telling Laguna they
    have a new assignment...

    After that, Squall, Zell, and Selphie wake up. Selphie said she had a
    great dream, then mentions Laguna's name; Zell says there was a Laguna
    in HIS dream too, and then they realize that the three of them must have
    had the same dream. After some more dialogue, the train will arrive in
    Timber.

    *****

    -Timber: Forest Owls' Base
    Rare Cards: Angelo
    Items: Pet Pals Vol.2

    When you get off the train, you'll be met by somebody. If you payed any
    attention at all to the mission briefing, you know that the correct
    response is "But the owls are still around". Pick the wrong one and
    you'll see a rather amusing scene. ^_^ However, if you pick the wrong
    one, I think you'll only gain 1 SeeD rank from successfully completing
    the upcoming mission. Anyways, the man will lead you to a train. This
    train is the base of the Forest Owls, one of many resistance groups
    dedicated to the independence of Timber. On the train, another man
    introduces himself as Zone, leader of the Forest Owls, and introduces
    the guy who brought you here as Watts. They'll tell Squall to go and
    wake up "the princess". Note: You can play cards with Watts. He has the
    Angelo card. If you're wondering "Who's Angelo?", you'll see soon
    enough.

    Anyways, head up the stairs. On the next screen, there's a Save Point in
    the room to your left; be sure to make full use of it during this part.
    Head up one more screen and into the next room to find the "princess".
    It turns out that the "princess" is the girl from the dance; you'll
    quickly find that she's very enthusiastic (to say the least) about
    having SeeD helping the Forest Owls. She'll leave, then realize she
    forgot to tell you her name; you'll be able to name her. Rinoa is the
    default. She'll then introduce you to her dog, who you can also name;
    the default name is Angelo. Then you'll get a Tutorial about how to use
    Rinoa's Limit Breaks. You have a Pet Pals magazine, so read it and
    you'll be able to have Rinoa learn Angelo Strike. Anyways, head to the
    meeting room for your mission briefing.

    Rinoa, Zone, and Watts will go over the plan. The explanation is long,
    but what you actually have to do is fairly simple. BTW, if you don't
    understand how to enter the codes, you have to push the appropriate
    buttons on the controller. Anyways, after the briefing's done, save.
    (Sidenote: You can look at the dummy president in the Save Point room
    and talk to the Forest Owls in the room for more details about it.)
    Also, head to Rinoa's room and you can find Pet Pals Vol.2, which
    teaches Angelo Recover. When you're ready to start the mission, talk to
    Watts and tell him you're ready.

    You'll now start on top of the Forest Owl's train. (Note: This is some
    pretty cool music.) Move left and talk to Rinoa. The President's train
    will show up, and a timer will appear. Rinoa jumps over to the other
    train; do the same by pressing the X button. I'm not sure if you can
    mess up the timing on this one, or what happens if you do. Anyways, on
    the next car you'll have to deal with the sensors. This isn't that
    tricky; if you move quickly, you don't have to worry about the sensors
    at all. However, if you _do_ have to worry, in case you don't remember
    your briefing, stay still if the blue guard is below you; if it's the
    red, move.

    Once you're on the next screen, you'll meet up with Rinoa. The timer
    disappears and freezes during this part. After a scene showing what's
    happening in the President's car, you'll be on the 1st escort car. Zell
    and Selphie will keep an eye on the guards for you; you can also take a
    look for yourself with the L1 button. Anyways, Rinoa asks if you
    remember how to enter the codes; the timer's stopped, so there's no time
    penalty for hearing it again. (It might affect the rank increase later,
    though.) Just go down, (note: the timer starts up again when you're able
    to go down) and when Rinoa calls out the codes, enter them quickly. You
    can _probably_ enter all 3 codes before the guards reach you, but play
    it safe and stop after the second if you need to. After entering all the
    codes, you'll automatically climb back up. Head to the right. After
    another scene, you'll be uncoupling the 2nd escort car. This one takes 5
    codes, and you won't have Zell and Selphie watching the guards, so it's
    a bit trickier and you'll _have_ to climb back up at least once. I
    suggest climbing up after entering the second code, waiting for the
    guards to pass, then entering the last 3 codes all at once. After
    entering all the codes, you're done; head to the left.

    Note: If you get caught by the guards, you'll have two choices. The
    first choice is something along the lines of "No big deal". The second
    is "It's all over...". If you pick the first choice, you'll start back
    at the section you were at with about an extra minute. However, you
    won't get the rank increase. If you pick the second choice, you'll get a
    Game Over.

    You'll now be back on the Forest Owls' train. If you did everytyhing
    correctly on the train and gave the correct password when you met Watts,
    your SeeD rank will go up by two; if you did everything right on the
    train but gave the wrong password, your rank will only go up by one. (As
    far as I can tell, anyways.) Anyways, Rinoa will say that she's going to
    enter "serious negotiations" with the President. You'll go to the menu
    screen to re-equip GFs; Zell's and Selphie's have been unjunctioned, so
    make sure to set them up again. I suggest putting 100 Silences on ST Def
    for the character with Siren; it'll be quite helpful.

    Save, then talk to Rinoa and tell her you're ready. You'll go into the
    President's car, only to find you kidnapped a fake. Then the fake
    attacks you.

    ----BOSS BATTLE----

    Fake President

    This is easy. The Fake President attacks you, but he doesn't do much
    damage. Draw Cure spells if you need to restock. After taking some
    damage, he turns into...

    Gerogero
    Undead monster
    Very weak against Holy
    Weak against Water, Ice
    Immune to Poison

    (You knew he was going to turn into a monster. Admit it.)

    If you didn't get a whole bunch of Esunas and Doubles from the battle at
    the Dollet Communications Tower, now would be a good time to Stock them.
    Gerogero mainly uses status ailments on you; Berserk, Slow, and Silence
    are the major worries. If he casts one of these on you, Draw Esuna from
    him and cast it on the afflicted member. (The reason I suggested putting
    Silence on Status Defense was to prevent Silence on one character, which
    may make the battle go faster.) He also hits you with Blind and Curse,
    but these are less of a problem. Heal when you need it. In addition to
    Esuna and Double, you can Draw Zombie and Berserk from him; however,
    these aren't very useful for now, so you can go without if you want.
    After you're satisfied with your spell stock, you can kill him quickly;
    just Draw Double from him, cast it on yourselves, and cast two Cure
    spells on him every turn. Since he's undead, Cure will damage him, and
    with 100 Waters on Magic, it will hit him for about 400 HP each time. No
    problem. You'll win some Zombie Powders and 20 AP.

    -------------------

    After defeating Gerogero, you'll be back in the briefing room. Watts
    will come in with some new information. It seem that Deling is in Timber
    to make a broadcast from their old TV station, which seems to be why
    they fixed up the Dollet Communications Tower. After some more talking,
    you'll gain control of Squall. Talk to Rinoa. After some more dialogue,
    you'll make a party with Rinoa in it to go to the TV station. When you
    want to get off the train, talk to Watts and tell him you're ready.
    Note: This is your LAST chance to get the Angelo card and Pet Pals Vol.2
    for quite a while, so be sure you have them before getting off the
    train.

    There will be a short scene, then you'll be in Timber.

    *****

    Note: Most of the following section (after the first three-and-a-half
    paragraphs) was written by Matt Hobbs, since I was past Timber and
    didn't feel like replaying it. However, he missed a couple of things, so
    I've added in my own notes. I've also tried to fix most of his typos.

    -Timber
    Draw Points: Cure(r), Scan(r)
    Hidden Draw Points: Blizzaga
    Items: Girl Next Door, [Buel Card], [Tonberry Card] or [Forbidden Card]
    Enemies: G-Soldier, Elite Soldier

    Head back towards the train station. Here, you'll find a Pet Shop. This
    sells some useful items, such as Amnesia Greens (make a GF forget an
    ability, allowing you to teach it a different one) and two Pet Pals
    magazines, which teach Invincible Moon and Angelo Reverse.

    BIG TIP! The Pet Store sells GF, Draw, Magic, and Item Scrolls. The
    purpose of these scrolls is to reteach the appropriate ability to your
    GFs if you used Amnesia Greens to forget it. However, they have another
    use; with Siren's Tool-RF, each scroll can be made into 10 Wizard
    Stones! That's 50 3rd-level spells. This will be especially useful to
    keep in mind once you get the Call Shop ability later on.

    Anyways, the train's not running now, so you can't go back to Balamb.
    You also can't leave Timber; if you head to the gate, you'll see a pair
    of Galbadian soldiers harrassing two guards and you'll get into a fight.
    The guards will be grateful if you defeat the soldiers, but they won't
    be able to let you through. You also can't stay at the hotel (the owner
    warns Rinoa that there are Galbadians staying there), but there's a Save
    Point in there, so be sure to use it. Next to the inn is a junk shop
    where you can remodel your weapons if you have the parts. Since you
    probably don't (unless you've been playing a lot of cards), just ignore
    it.

    Anyways, head back to where the Forest Owls' train was and leave the
    screen by the Northeast exit. You'll see the Timber Maniacs building
    right ahead of you; go inside. Examine the magazines in the first room;
    in one pile, you'll find the "Girl Next Door" magazine. Hold on to this;
    it'll let you get the Shiva card later on. (DF's Note: Here's where
    Matt's part of the walkthrough begins.) That yellow magazine laying on
    floor in the back room is an old issue of "Timber Maniacs" (the
    magazine); get it. In this same room, you can talk to the man in the far
    back for some rather amusing scenes. (No matter which option you pick,
    the guy starts rambling on about nothing, and Squall gets angry. ^_^)
    Before leaving, go in the small 'closet' left of the front desk. You
    can't see it (even with Move-Find set), but there's a Blizzaga draw
    point somewhere behind the shelves; just feel around for it, you're
    bound to find it eventually. Unfortunatly, this particular draw point
    never recharges... Once you've gotten everything, leave Timber Maniacs.

    The house next door isn't of any real importance. Talk to the lady
    wearing the apron to learn that you can get to the TV Station by way of
    the back alley behind the pub. She says you can see the alley from the
    window upstairs, and suggests you take a look. Might as well... Well,
    it's not much of a sight, but it gives you an idea of what to do next.
    Oh, and despite what the kids say, you don't lose any money. Speaking of
    those kids... Notice how they seem to be speaking in "AOL" language? =P
    (It's not r kitty u know!)

    Back in the city, head right. The pub that you're headed for is
    downstairs, but go into the tunnel to the right first. At the entrance
    is some strange girl who's willing to give you 'secret information'.
    It's not at all useful, though, so you can just ignore her and go right
    into the tunnel. You'll come out on some train tracks in a back part of
    the city. Climb the stairs and go into the small house. Talk to the old
    man sitting on the couch, and he'll ask if you like beverages; say yes,
    and he'll allow you to drink some water from the tap on the opposite
    wall. This seems rather pointless at first, but try taking him up on his
    offer and having a drink. This is no ordinary water, but rather the
    "Owl's Tears" that Watts spoke of. Your HP will be restored to full. Oh
    yeah... Should you wanna be a heartless jerk, you can steal 500 Gil from
    the old man by repeatedly examining the cupboard below the mirror. If
    you do this, however, you lose access to the Owl's Tears...

    Anyway, across the bridge just outside the house is a save point. Use it
    if you need to, but don't waste time taking either of the lower roads
    here, as they just lead to pointless dead ends; go back through the
    tunnel you came from, and head downstairs.

    Just outside the pub, you'll hear two Galbadia Soldiers gloating over a
    card they swiped from one of the town citizens, and when they spot you,
    they attack. After beating them, you'll get the card they stole: a Buel
    card. In the area near the pub are two points of interest: an item shop
    and a 'Cure' draw point. Buy stuff if you want, then enter the pub.
    (Finally...)

    There's some drunk here ranting about the town's situation, who mentions
    that some soldiers stole his card. Well, that door behind him that he's
    convienient blocking is the way to the back alley, so you might as well
    talk to him... You have two options here.

    (DF's Note: Matt hadn't tried buying him a drink, so I've altered this
    part a bit.)

    1) You can offer to buy him a drink for 100 gil, at which point you'll
    get 6 choices for what drink to give him. If you give him the right
    drink, he'll move; if you give him the wrong one, you've just wasted 100
    gil. If you want to do it this way, talk to the other customer in the
    pub to find out what color bottles the drinks are in, and which ones are
    "sweet" and "bitter". Then, look at the drunk to see what color bottle
    he's holding, then to the waitress to find out whether he likes "sweet"
    or "bitter" drinks. (Though I think the waitress has it wrong.) Give him
    the right drink and he'll move out of the way, as well as giving you a
    Forbidden card.

    2) Alternatively, you can offer to give the card you won outside back to
    him. In thanks, he lets you keep it, and gives you a Tonberry card as
    well. He then asks the owner to move him out of the way, clearing the
    path to the back door.

    Two things here: A save point, and a 'Scan' draw point. (For some
    reason, though, it doesn't always seem to be here, and it's not hidden.)
    Use them if you'd like, then head left and go up the long staircase. At
    the top, you'll be stopped by Watts, who says that the whole TV station
    is under heavy guard, and that it'd be a bad idea to just bust in. Rinoa
    hesitates a bit, then decides to change her plan. At this point, Squall
    gets angry at the Timber Owls' general lack of organization, and starts
    yelling at Rinoa... Upset, she runs off, and Selphie shows up to take
    her place. There's now a scene where President Deling makes his live
    broadcast -- the first one in 17 years. Unfortunatly, he's not
    announcing Timber's independance as Rinoa had hoped... Instead, he
    speaks of 'peace talks', using his new ambassador, the Sorceress... His
    'noble' speech is cut short, however, by a rather untimely visit from
    Seifer and Quistis. Seifer, in his usual nature, tears the place
    up, cutting off the broadcast, but not before Quistis orders Squall's
    group to assist them. The team then dashes up the stairs. Make your way
    to the TV station now, and you'll witness a long chain of scenes, which
    results in Zell accidentally revealing to Galbadia that they're from
    Balamb Garden, and the Sorceress making her grand appearance, then
    disappearing with Seifer...

    After the events have played out, you'll end up back outside the TV
    station. Head back down the stairs, where Rinoa and Quistis are waiting.
    Rinoa reveals that their base was found by Galbadia and was totally
    destroyed. Fortunately, Zone and Watts managed to escape. After
    informing you of this, the women run down the stairs. At the bottom of
    the staircase, Rinoa will suggest that they get out of Timber for a
    while, and runs off again. You'll meet up with Rinoa yet again at the
    bar, where a woman suggests that the team hide out at her house for a
    while. To get there, just follow the girls, and enter the house next to
    the Timber Maniacs building. After a short discussion about the fate of
    Seifer, the woman comes back upstairs and tells you that the Galbadia
    Soldiers are withdrawing from town. The team then decides the next plan
    of action. The Garden code states that after a mission, if the main
    Garden is unavailable, report to the nearest Garden. In this case,
    Galbadia Garden. (Excuse me? "Galbadia" Garden? Aren't we trying
    to get *away* from Galbadia? ^_^) After forming a team (which can now
    include Quistis), head back out into town. Before leaving, however, the
    woman gives you a Potion, a Phoenix Down, a Soft, an Antidote, and a
    Remedy.

    Back in town, you'll notice a lone Galbadia soldier roaming around...
    Though it may not seem like the most intelligent thing to do given the
    situation, go over and talk to him. Turns out it's not a soldier at all,
    just your old friend Watts in disguise. He says that the trains are out
    of service, but that one last train will be heading out of town shortly.
    Now head right, and you'll be stopped by a "Mystery Man", who turns out
    to be Zone. He tells you thst all the tickets to the last train out of
    town are gone, but that he managed to get the last five... He and Watts
    remain in town, allowing your team to escape via train... Head into the
    tunnel, and cross the bridge and head south. This is the train station.
    Board the train, and ride it out of town.

    You've finished the main stuff here, but there's still some stuff to get
    should you wish to return to Timber. The inn is now opened, and you can
    find another issue of "Timber Maniacs" in the hotel room. (DF's Note:
    Too cheap to pay for the inn, but still want the magazine? There's a way
    to get into the hotel room for free, although you can only do it once.
    First, go to the railway bridge near the "Owl's Tears" house. You'll see
    a girl stuck on the tracks, and hear a train. Talk to the girl a few
    times and the screen will flash white, then you'll be in the room and
    can get the magazine. My, that was a long note.)

    Also, a man standing on the bridge overlooking the three railways will
    give you a free Potion if Quistis is on the team (or maybe you just need
    a female; I'll check). (DF's note: In my old game, he always mentioned
    Rinoa... strange.) He'll run off, but he'll return later, so basically,
    you can get an endless number of potions from him. Also, there's a man
    outside the Timber Maniacs building who says that he's starting to think
    he should give up. Tell him "No way", and he'll reward you with a Pet
    Nametag later. Finally, if you wanted that 500 Gil from the man in the
    "Owl's Tears" house, but didn't want to lose the healing feature, go
    ahead and do it now. You don't need it anymore now that the inn is
    opened. Still, this is a rather stupid act, and it may lower your SeeD
    rank.

    | ESCAPE |
    (This is about the least creative title yet...)

    -After Timber...

    If you want, you can stay on the train and get off near Dollet. See Side
    Quests for things you can do there.

    At any rate, your goal is a small forest near the East Academy station.
    Before going in, make sure Squall, Quistis, and Selphie are well-
    junctioned. Inside the forest, you'll meet up with your other two
    teammates and there'll be some dialogue, where Squall is his usual
    charming self. =P After a while, Squall, Selphie, and Quistis will fall
    down... Rinoa will ask what happened, and Zell will say he thinks they
    went to the 'dream world'...

    -Laguna Flashback 2
    Draw Points: Sleep(r), Confuse(r), Cure(r)
    Hidden Draw Points: ?

    Laguna time again. Squall is Laguna (he always is), Selphie is Kiros,
    and Quistis is Ward.

    Laguna, Ward, and Kiros will talk for a bit, then you'll gain control.
    On the next screen, there's a Draw Point with Sleep; use it if you need
    to. Head across the walkway, and you'll be attacked. In the first
    battle, you'll be back-attacked by one Esthar Soldier; then you'll fight
    three. Not a major problem. You'll probably get a few Potions from
    defeating them.

    A few comments before I continue with this walkthrough. Considerably
    later in the game, you'll be able to explore this place again, and the
    things Laguna does here will affect what items you can get when you do.
    Follow this walkthrough and you should (hopefully) be able to get all
    the items later. Also, a note on enemies. There are 4 kinds of enemies
    you'll fight in this place. You've dealt with the standard Esthar
    Soldiers already, and you'll be fighting more of them. There are also
    cyborg Esthar Soldiers; they're somewhat stronger than the normal ones.
    There are two ways to tell them apart; by color, or if you're not sure
    about the color, see what they have to Draw. If there's no Cure spell of
    any level, it's a cyborg. Neither type of Esthar Soldier can be Carded.
    The other two enemies are Elastoids and Gespers. You can draw Dispel
    >from the Elastoids, and make their cards into Steel Pipes. The Gespers
    have Shell and Protect spells to Draw, and Float if they're at a high
    enough level. They also frequently drop Black Holes, which teach Quistis
    Degenerator, and can be made into Demi spells with Diablos' Time Mag-RF.
    If you have the time, get 100 Demi spells for each character and
    Junction them to your Magic stat. You can Card the Gespers and make
    their cards into Black Holes as well.

    That said, head inside the excavation site; there are two entrances on
    this screen. One is a door, the other is just a ladder. If you go down
    the ladder, Laguna will get a leg cramp; I'm not sure if this affects
    anything. However, I suggest going down the ladder first, if only to
    save a little bit of time.

    Head up one screen and left one screen, then examine the rubble near the
    bottom of the new screen. Laguna will pick up an old key, but it will
    fall out of his back pocket. Go left three screens and examine the
    rubble on the left side of the screen; Laguna will find another key, and
    put it in his shirt pocket. However, he sneezes, and loses the key
    again. (I don't know if getting the keys affects anything, but I don't
    think it hurts.) The ladder here will lead to the other entrance to the
    facility; ignore it for now and go back one screen.

    There are 3 panels here; when you walk across the one in the middle,
    you'll hear a clicking sound. There's a lever on the panel; examine it.
    (It's near the top of the screen.) Laguna will notice that the lever is
    loose, and suggest loosening it all the way to set a trap for the Esthar
    soldiers. Kiros and Ward are skeptical; after the brief dialogue, you'll
    have the option to either tamper with the lever or ignore it; tamper
    with it. You won't be able to cross the panel after tampering with it,
    but do it anyway. Leave the screen, and an Esthar Soldier will walk over
    the panel, which will open under him and make him plummet. Go back to
    the ladder where you came in; climb up and you'll be back outside the
    place. Go in through the door. There's a walkway here, and you have
    three paths you can take. The left path leads quickly to a dead end; the
    right path leads to a Draw Point with Confuse. Use it if you want, then
    take the middle path. This leads to a ladder; climb down.

    This screen should look familiar. Go down and you'll be back on the
    screen with the panels. You can only access the leftmost panel; you'll
    notice it clicks when you walk on it. Examine the lever and you'll be
    given the choice to tamper with it again. Do so; Kiros and Ward will
    stop you, pointing out that if you _do_ mess with it, you'll be stuck
    there. However, once you've triggered this event, you can open that
    panel another way...

    Retrace your steps to the other side of this screen, then examine the
    lever on the rightmost panel. Again, choose to tamper with it; it's
    stuck, but again, you can open the panel by another means...

    Go back to the screen where you found (and lost) the first key. From
    there, go up two screens. You'll see a small, black object on the
    ground; examine it. As the ensuing dialogue reveals, it's a detonator.
    You'll have the option of using it to move either the nearby boulder or
    the one further down; first, choose to move the one further down. There
    will be a short scene where you see an Esthar Soldier run away from the
    boulder; also, if you tried to tamper with the leftmost panel, you'll
    see it fall open now. Use the detonator again, on the nearby boulder
    now. Laguna and company will run away, and you'll see the boulder roll
    down, scaring away some Esthar soldiers. If you messed with the
    rightmost panel, it'll fly open at this point, too. Laguna, Kiros, and
    Ward will come back onscreen and make some comments, then you'll be back
    in control. Leave the same way they did, and continue for a couple of
    screens until you see a boulder. Examine the boulder, and Laguna will
    push it, taking care of another Esthar soldier. You'll also be able to
    use the Draw Point, which has Cure. Yay. On the next screen is a much-
    needed Save Point. Use it, then use the exit on the top of the screen.
    (the path on the right just loops back to where you've been) If you
    didn't trigger the traps, you'll have to fight a whole bunch of battles
    with Esthar soldiers; if you _did_ trigger them, however, you'll only
    have to fight one battle against two cyborgs. When you defeat the second
    one, he'll use an attack called Soul Crush, knocking Kiros and Ward down
    to 1 HP...

    After the battle, there'll be some more dialogue, and the flashback will
    end. Squall, Quistis, and Selphie will wake up in the forest, there will
    be some more dialogue, then you'll leave. Note that the forest will just
    be an ordinary forest if you go back. Also, Quistis and Selphie are now
    at 1 HP; if you don't want to bother healing them, just switch Zell and
    Rinoa in. Head to the nearby structure; this is Galbadia Garden.

    *****

    -Galbadia Garden
    Draw Points: Shell(r), Life(r)
    Hidden Draw Points: Haste, Double(r?)

    When you enter the Garden, you'll be treated to a short FMV. After you
    regain control, just head through the next two screens. There will be a
    short dialogue sequence when you reach the gates. Go through the gates
    to reach the main hall. There will be an announcement over the PA asking
    you to head to the 2F reception room. To get there, go straight ahead
    (check the beam of light for a hidden Draw Point with Haste) until you
    come to a room with some stairs. (Note: If you keep going straight at
    this point, you'll find a Draw Point with Shell after a couple of
    screens. Also, if you go left from the main hall, you can get to the ice
    rink; you can't get the Draw Point _in_ the rink yet, but you can head
    left to the locker room and a Draw Point with Life.) Go up the stairs,
    and the reception room is behind the door at the bottom of the screen.
    Inside, the party splits, and you control Squall. Talk to Rinoa and
    Selphie if you want; when you talk to Zell, Quistis will come in. In the
    ensuing dialogue, Quistis says that Seifer has been executed by the
    Galbadian government... When you regain control, talk to Rinoa, then
    Quistis. Squall will get frustrated. Head towards the door, and he'll
    suddenly snap at everyone, then run out the door. Note: If you head
    right from this screen, you'll reach a circular walkway above the main
    hall. This leads to an auditorium where you can find a hidden Draw Point
    with Double.

    Go down the stairs (Zell's doing push-ups... heh.) and head back towards
    the main hall. Just as you leave the screen, Fujin and Raijin will come
    and talk to Squall. When Squall tells them that Seifer is reportedly
    dead, they won't believe it. After they leave, there will be an
    announcement telling you to go to the front gate. Go there and
    Headmaster Martine will appear when you talk to Rinoa. (Note that Rinoa
    has a bit of trouble with the salute... heh.) Martine will talk for a
    while about your mission, then hand Squall the orders. Squall will
    comment that the orders call for a sniper, and nobody on the team has
    that skill. Martine says not to worry, and introduces Irvine, a
    sharpshooter from Galbadia Garden. Irvine now joins the party, and you
    have all the main characters. Now, talk to Selphie and Squall will
    explain the orders. Your mission is to assassinate the sorceress.

    After Squall explains the orders, Irvine will say it's time to choose a
    party. The screen will fade; when it comes back, Irvine will be standing
    between Rinoa and Selphie, and ask how this party is. If you choose to
    accept, you'll see a rather funny scene and be left with a party of
    Squall, Zell, and Quistis. If you don't, the party selection screen

    • 125842 posts
    • 125842 posts
    22 de novembro de 2020 23:45:50 ART
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    • 125842 posts
    • 125842 posts
    22 de março de 2021 11:42:22 ART
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