Millennial Fair – Final Fantasy VIII Strategy Guide CD 1

Rinoa from FFVIII

CD 1

Introduction (Top)

I’ll be here...
For what?
I’ll be waiting for you... so...
If you come here...
You’ll find me.
I promise.

The game starts out with an FMV showing two young men fighting with weapons called Gunblades. At the end of the FMV the man in the leather jacket ends up hurt. He can succesfully counterattack the one who hurt him, and then the scene fades...

Balamb Garden

Enemies: Grat, T-Rexaur (both in the Training Centre)
Guardian Forces: Quezacotl, Shiva
Draw Points: Cure, Esuna, Blizzard
Magazines: Occult Fans Volume 1 (Library)

The scene reappears, and it appears that the man who was injured first is lying in some sort of hospital. A woman in a white coat approaches, and asks if he’s ok. You’ll be given a choice (the choice with the * behind it means it’s the right choice).

– Ok, I guess *
– My forehead hurts

Name the young man (he will be referred to as Squall from now on).

The doctor, named Kadowaki, tells Quistis he is feeling alright. Quistis walks into the room, and you’ll learn she is your instructor. After that, they both head to class. While heading to class, Quistis reminds Squall that he still has to visit the Fire Cavern so he can finish his SeeD field exam. When you’re in your class, check the panel of Squall’s desk. You’ll see a few options. Choose Tutorial to recieve the Guardian Forces Shiva and Quezacotl. Quezacotl knows Card Mod and Card Mod. Be sure to learn those abilities before anything else, they’ll come in handy when you want rare items and rare cards later in the game. Shiva has the Doom ability, which kills the enemy after some time has passed, if the ability is executed succesfully that is.

Setting the ability a Guardian Force has to learn and learning it.

1. Open the menu.
2. Select GF.
3. Select a Guardian Force.
4. Select an ability in the list (the required number of AP is to the right of the ability).
5. Fight battles until you’ve recieved the right amount of AP to learn the ability.

 

Leave class. When you’re in the hallway, a girl called Selphie will bump into you. You’ll get two choices, but it doesn’t matter which one you pick here. The outcome is the same. After a small conversation, a new option will appear.

– Sure
– Don’t have the time *

Leave, talk to the green guy next to the elevator to recieve a few Triple Triad cards. Now go down the elevator. Walk to the bottom of the screen, and exit the next screen too. Draw a few Cure spells from the Draw Point (you must have a Guardian Force Junctioned and the Draw Ability equipped in order to draw a spell from a Draw Point), and walk to the bottom of the screen again. You’ll now see Quistis. She’ll explain how to Junction Guardian Forces.

Junctioning Guardian Forces and magic and selecting abilities for you characters.
1. Open the menu.
2. Select the Junction option at the top of the list.
3. Select Junction in the appearing sub menu.
4. Select GF
5. Select a Guardian Force in the list of Guardian Forces that you see.
6. Junction it to a character
7. Choose Magic from the Junction Menu. Choose a character, and a status to Junction magic too (IE HP).
8. Choose a spell to Junction. If it improves the status, it’s yellow. If it makes the status lower, it’s red.
9. Go back to the main Junction menu, and select Ability. Select a character and select an Ability to set. Up to four abilities can be set at a time.

For now, Junction each character with one GF, and set Draw, Magic and GF as abilities. Exit Balamb Garden.

Balamb Region

Enemies: Bite bugs, Caterchipillar, Glacial Eye, T-Rexaur, Fastitocalon-F

The Fire Cavern is behind the woods east of Balamb Garden. Before you head there, you might want to wander the plains around Balamb a bit, and draw some Blizzard spells from monsters called Glacial Eyes (blue, floating creatures). They’ll come in handy in the Fire Cavern. Also, check beaches and fight come Fastitocalon-F’s. They give 3 AP per battle, and it will come in handy if you want to teach your Guardian Forces some good abilities at this moment. Also, defeat some Caterchipillars in the woods to get a Spider Web for Quistis’ Blue Magic.

Fire Cavern (Top)

Enemies:Bomb, Red Bat, Buel
Draw Points: Fire
Guardian Forces: Ifrit
Rare Cards: Ifrit

You’re standing outside the Fire Cavern. Before you can enter Quistis has to explain something to you. Skip her explanation (press Triangle to skip), because it’s about Junctioning magic, and I already handled the earlier "sec"tion. Walk up to the Garden Faculties, and tell them you’re ready for the test. They’ll ask you how much time you think you’ll need to complete the assignment. You can choose between 10, 20, 30 or 40 minutes. Choose 10, it will be enough to beat the Cavern. Go inside.

Once inside the Cavern, the clock starts ticking. Keep in mind that you minutes to finish the Cavern, so don’t waste your time leveling up or drawing magic. Kill all your opponents as quickly as you can, and further into the the Cavern. Once you come across the first junction, you can go to the right to draw some fire spells. Keep an eye on your time! At the "sec"ond junction, go to the right again. Keep on walking to encounter Ifrit.

Ifrit
HP: 1068
Weakness: Ice
Strong against: Fire
Draw List: Fire, Cure, Scan
AP: 20

Obviously, a Fire spell doesn’t work really well on Ifrit, so don’t try that for it will only heal him. So, don’t attack him with Fire spells. You might want to use Ice to cool him down a bit. This battle isn’t too hard if you have Draw equipped as an Ability. Using Draw, you can draw a Cure from him, and cast it at the same time. This magic won’t be stocked, however. To Draw and cast, select Draw, then the enemy you want to draw from, then the spell, and select Cast instead of Stock to cast it. Just keep using regular attacks and a few Blizzards to easily get rid of him. Beat him before the timer reaches zero. This battle isn’t all that hard, and your level does not have to be insane to beat him.

After the battle you’ll get Ifrit as a Guardian Force and you’ll get his card. Junction Ifrit to someone to raise his or her HP and strength. Leave the Caverns and head back to the Garden.

Balamb Garden

Balamb Garden’s Area info han’t changed since the last visit

You’ll be asked to be part of a SeeD team, and you’ll have to change your uniform. Before you head to your room, you’re free to walk around the entire Garden and talk to people. After you are finished, go to your room, and change clothes. Head back outside, and go to the annoucnement board on the first floor. You’ll meet your two team members there; Zell and Seifer. Follow them to the parking lot and hop into the car.

Balamb City

Drive the car into the gate you see in the south east town. There isn’’t very much to do here, so just go to the harbour, and enter the boat.

Naval Ship

Xu will brief you about your mission. Squad B, you, must clear the area around the Central Square. After that, Seifer will command Squall to take a look outside. You’ll be prompted to make a choice. To improve your ranking, pick ".......Okay." An FMV will appear, and you’ll land at Dollet.

Dollet (Top)

Enemies: Galbadian Soldier, Anacondour, Geezard, Elite Soldier
Draw Points: Blind
Guardian Forces: Siren
Magazines: Weapons Monthly March

When you disembark, Zell and Seifer join your team. Ignore the other teams and their conversations, and run into the city. You will encounter two Galbadian Soldiers. Use normal attacks to finish them. Run forward to encounter some more soldiers. Finish those off too. After some more running, you’ll be at the Central Square. Seifer will command you to wipe out the other soldiers. Run to the alley on the right and execute the mission. After some cutscenes Seifer will lose his patience, and decides to walk ahead. Zell questions Seifer’s decision, but Squall and Seifer ignore him. Follow Seifer. Keep on running, and you’ll encounter a Dollet trooper. You’ll encounter another trooper, but he’s dragged away by an Anacondour before he can be saved. A battle with an Anacondour ensues. Kill him with Ice spells and Shiva.

Continue walking north, and you’ll come at the Comms Tower. Seifer will head off alone, and Selpie, from Squad A, joins your team. Choose not to jump down the cliff, but run around it. Answer anything you want when Zell when the choice appears. Go in the Comms Tower, and head up. You’ll see a Galbadian Soldier, Biggs. A fight ensues with them.

Biggs
HP: 610
Weakness: Poison
Draw List: Fire, Thunder, Blizzard, Esuna

Wedge
HP: 608
Draw List: Fire, Thunder, Blizzard, Cure
AP: 8

They’re not too hard. Wedge will appear later in the battle. Don’t use your most powerful spells on them, but just regular attacks. Draw some spells from them before you take care off them. After you defeated them, Elvoret will appear.

Elvoret
HP: 2872
Weakness: Wind
Strong against: Poison
Draw List: Thunder, Cure, Double, Siren
AP: 10

Use whatever you have for this monster. He can be a pain to defeat if you’re low on levels. Make sure you heal yourself from time to time, and that you keep your HP above 120, because his Storm Breath deals around 110 HP damage. Use a Double spell from him if you need to heal characters in one turn, also be sure to stock some for future battles. Also, don’t forget to draw the Guardian Force Siren from him. When you beat him, you’ll get Weapons Monthly March.

Siren may not be the best Guuardian Force in terms of attack power, but she does have the Treatment ability, which heals every status ailment, her attack silences an enemy and with Move-Find you will be able to see hidden save points and draw points.

Selphie will tell that you have to reach the boat at 19:00. Seifer adds to that, that you only have 30 minutes left until it is 19:00. Go down the elevator and save your game. Right before Biggs passes out, he activates a giant robot, X–ATM092.When you leave the Comms Tower, you’re attacked by the X–ATM092

X–ATM092
HP: 5492
Weakness: Thunder
Strong against: Poison
Draw List: Fire, Blizzard, Cure, Protect
AP: 50 or nothing

This is the first battle. Just hit him with your weapons and Thunder spells to knock him down. When Zell says so, run away. You can’t beat him right now. Run as fast as you can, and when you have to run down the cliff stop for a moment, so you won’t have to fight him. Continue running down until you reach the bridge. You can go two ways from here: Either you beat him, or run away to the boat. Your only chance to beat him is at the bridge. I’ll desrcibe both ways, starting with killing him.

Optional battle with X–ATM092
Before you start the fight, you may want to have the following:
– A level which is 10 or higher, but 10 will do
– Selphie with Quezacotl at 1000 compatibility level
– Quezacotl with Boost learned
– A load of Thunder Spells
– A whole lotta Cure spells
– Squall at such a low HP that he can Renzokuken most of the time

This battle can be tough. Let Selphie summon Quezacotl EVERY time to deal nice damage, and let Squall Renzokuken him. After attacking him a few times, he will fall to the ground. Ignore the message to run, and keep attacking. Note, that if you DO manage to lower his HP to 0 while he’s repairing, he is fully repaired. This can be quite a pain, but don’t give up. It will only happen five times. After the fifth time, he’ll get up with full HP, like usual, but he won’t fall down this time. Which means you can beat him up until his HP reaches 0. Watch out for his Ray Bomb which deals around 100–200 HP damage, so watch your HP carefully. After you beat him, you will get a nice item and 50 AP points for your trouble. Continue back to the boat, and beat up the soldiers along the way, they won’t offer much resistance.

Not fighting X–ATM092
If you’ve decided to run away, you can avoid all battles with him. When you’re on the bridge, wait until he jumps before you. Then run to the left until you hear him jump over you. Now run back to the right and run back to the boat. you can chase the dog by pressing X when he approaches you. If you run fast enough, you can avoid all battles with him and reach the ship safely. After the last screen, you’ll get to see a very cool FMV in which Squall escapes the robot and where Quistis mauls X–ATM092 to scrap.

Balamb City

Draw Points: Thunder, Cure
Magazines: Timber Maniacs
Blue Magic: Ultra Waves

Not much to do in Balamb. Go to Balamb Hotel to get a copy of the Timber Maniacs. There is a copy of Timber Maniacs at Zell’s place, but that’s a fake. Go back to Balamb Garden.

Inauguration Ceremony at Balamb Garden (Top)

Area info hasn’t changed.

When you enter the Garden, Cid will ask you how the fight was. You will be given three choices.

– Felt good *
– Scared to death
– ....Whatever

Go to the right where you’ll see Seifer. After that the intercom will announce that everyone should go to the second floor. So, go to the second floor. Talk to everyone, and try to leave the room. When you try to leave, the results will be announced. Squall, Nida, Zell and Selphie are now officially SeeD’s. Before you leave Cid’s office, talk to him to recieve the Battle Report. You can do SeeD Ranking tests now (more below). Later that day Squall attends at the Ceremony. When Selphie asks you to join the School Festival Committee answer "I guess so". Afterwards Quistis will ask you to come to the Training Centre. Put on your normal clothes (they are in your dorm), and head to the Training Centre.

SeeD Ranking Tests
These are tests you can take to improve your SeeD Ranking. The higher your Ranking is, the better your payment will be. Your SeeD Ranking cannot exceed Squall’s level at the time, so if you can’t take a test, level up and try again. All of the answers to the SeeD Ranking tests will be added to the guide later on.

Balamb Garden Training Centre (Top)

Enemies: Grat, T–Rexaur
Draw Point: Blizzard

The Training Centre will pay homage to the strongest enemies you’ve encountered so far. The plants will not be that hard, but if you encounter T–Rexaur things could get ugly as he is quite strong. You can beat him at this point using the sleep spell junctioned to your status attack (use Siren to accomplish this). From the save point, take the right exit to encounter a myterious girl who’s under attack. A boss fight will occur.

Main Boss: Granaldo
HP: 1538
Weakness: Wind
Draw List: Sleep, Shell, Blind
AP: 3

Sub bosses: Raldo x3
HP: 223
Draw List: Fire, Thunder, Protect
Total AP: 3

This fight is not too hard. Use a Guardian Force once or twice to get rid of the Raldo’s. Draw and cats Protect if needed. Granaldo himself is not too hard either, just attack regularly and unleash your Limit if you’re at low HP. Unlike Elvoret, this battle’ll be over quite fast. Keep in mind to stock some Shell spells before you completely finish him.

Balamb Garden – Timber Mission Briefing (Top)

Guardian Forces: Diabolos
Magazine’s: Weapons Monthly April (Squall’s desk)
Rare Card: Diabolos

Go to the dorm, and go to sleep. When you wake up the next morning, grab Weapons Monthly April from Squall’s desk. Now head to the Garden Entrance to hear about your first assignment. After Cid and the Garden Faculty briefed you, talk to Cid again to recieve an item called Magic Lamp. Save your game before you use it though, because using it will ensue in a fight with a Guardian Force. The fight with the Guardian Force will be handled right now, because it’s better to defeat him at a lower level.

Enemy: Diabolos
HP: Variable
Weak: Wind
Draw List: Cure, Demi (at higher levels it'll be Cura/Curaga and from level 30 and higher, you can also draw Holy)
AP: 20

Unlike most battles, the battle with Diabolos is easier when your level and HP is low, because his attacks are all Gravity based, and thus they can’t kill you. Only his physical attack can kill you, for it depends on his physical attack power. To start off, draw and cast Demi from him, and keep going until the damage you do is only 2 digits. Demi, too, is Gravity based so you can’t kill him with it. When he only loses 2 digits of damage, start using your own Guardian Forces and physical attacks. Watch out for his physical attack, and heal when it’s needed by drawing and casting Cure on yourself. This battle isn’t too hard, but it may take one or two tries before you can beat him. But don’t give up, because the abilities you can learn are worth the trouble for beating him. As soon as you get him, set him to learn the abilities Mug, Encounter Half and Encounter None, because they’ll be useful in the future.

Balamb City – Train Station

Magazines: Pet Pals Vol. 1 (in the train)

Go to the train station, and buy a ticket for 3000 gil. Once inside, follow Zell, and recieve Pet Pals Volume 1. Talk to Zell when he sits down and answer "Not too much" when he asks if you know something about Timber. Zell will start talking. When he’s finished, you’ll fall asleep.

First Laguna dream sequence – Eastern Forest and Deling City (Top)

Enemies: Funguar, Geezard
Draw Points: Cure, Water

When the screen reappears, you’ll see three Galbadian Soldiers. You’ll have to control them. Fighting goes exactly the same as if you’re controlling Squall, Selphie and Zell (at least in this case) and all the junctioned spells will be transferred to the corresponding character in the dream sequence. Check the Junction menu to see what I mean.

Guide Kiros, Laguna and Ward through the Jungle. It’s impossible to get lost. When you find a jeep, hop in and you’ll arrive at Deling City.

When you arrive at Deling City the soldiers will get out of the car. You can only go one way here, so head to the lowerright exit. Walk around the streets entering buildings until you find yourself in the Galbadia Hotel. Go down the stairs on the right, and talk to the waitress. Answer "Alright, I’m here" when she asks you a question, and take a seat. When you can take control of Laguna again, walk over to Julia. Then, enjoy the rest of her show. When you can walk again, go up the stairs, to the reception and ask which is Julia’s room. Go upstairs, and watch the conversation until the scene ends.

Timber – Hijack Operation (Top)

The entire team wakes up and concludes they were having the same dream. Squall decides to report this incident to Cid when they return to Balamb Garden. The train stops, and you get off. The second you set foot on the trainstation, a guy will ask you a question. You can reply with the following answers:

– But the Moogles are still there
– But the Chocobos are still there
– But the Owls are still around *

You can now enter the Resistance Base, and that is where you’ll end up next.

Resistance Base (Top)

Magazines: Pet Pals Volume 2 (at the Resistance Base)
Rare Card: Angelo (win from Watts)

Once you board the train, Zone and Watts will introduce themselves as the leaders of the Forest Owls. After that, they’ll kindly ask Squall to wake up the Princess who is asleep in the last compartment. Walk to the back of the screen, and keep on walking until you come in a pink room. Squall will find Rinoa there (you can give her another name if you wish). Walk back, and hear about the mission you will have to do. After that, choose yes when you understand what you have to do. When you’re back in the other compartiment, save, and tell Watts you’re ready. Note that you can challenge him to a card game right now to try and win his Angelo Card.

Hijack Operation (Top)

First, you’ll have to jump to the second escort car once they’re close to each other. You have a five minute limit, so being fast is recommended. Once you reach the other side, overhear the soldiers who have problems with their sensors. Sneak past them before they get the sensors functional again. The blue guards have sound sensors, which mean you have to stay still, and the red guards have heat sensors, which mean you have to keep moving if you’re above them.

Third step is to unlink the first escort car. Zell and Selphie will be on the lookout for guards. If they give you a signal, climb up to avoid being spotted. You already practiced inputting the passes at Rinoa’s base, so this won’t be too hard. The passes are random each time, so don’t rely on memory too much. Just remember how to input the passes and you’ll do fine.

Next is to unlink the second escort car. The procedure is the same as the first car, except that you have to enter five passes this time, and Zell and Selphie won’t be around to alarm you when a guard approaches. Use the R1 button to keep an eye on the guards. If they get too close, climb back up. If you did eveyrthing right, your SeeD ranking will go up. This operation should only take 3 minutes.

Back in the Resistance Base, save and get Pet Pals Volume 2 from Rinoa’s room. Talk to Rinoa and say you’re ready. Once you confront Deling, it appears that he’s someone different than he claims to be.

Fake President
HP: 532
Draw List: Cure

This one’s easy. You can defeat him with one hand behind your back by just hitting him. Draw a few Cures though. When you defeat him he’ll become...

Gerogero
HP: 2750
Weakness: Holy (includes healing spells), Earth
Strong against: Poison
Draw List: Esuna, Double, Berserk, Zombie
AP: 20

This guy loves to throw around with Status-ailments like Poison, Silence, Berserk and Zombie. Lucky for you he has the Esuna spell on his draw list, which will heal every status-ailment, except for Zombie. Use Holy Waters to heal form the Zombie status, and draw Esuna for any other status effect. If you followed my advice when fighting the Fake President, you drew some Cure spells. Well, here’s your chance to use them on him, because healing spells hurt your opponent this time, rather than healing it. If you have Mid-level refinement at this point, you can also refine some Cures in a more powerful Cura to deal more damage to your opponent. Just watch out for Status changes, and heal them as soon as you get them. also have some Echo Screens to kill the Silence ailment, just in case it’s on all characters.

It seems like Deling will be broadcasting something from the Timber TV station. Of course, security will be tight, so you’ll need to find a way to sneak into the station without being caught. This will be your next step. Form a party of three characters, and include a weaker character, because an chance to gain some experience points will come up. Tell Watts you’re leaving.

Timber (Top)

Enemies: G–Soldier, Elite Soldier
Draw Points: Cure, Scan, Blizzaga
Magazines: Pet Pals volume 3 and 4 (at the pet store), Girl Next Door and Timber Maniacs (Timber Maniacs building)

There are Galbadian Soldiers around, so try and draw their basic spells. You’ll be able to refine ’em to better spells later on. Buy two of the Pet Pals Volumes from the Pet Store to learn two new limits for Rinoa. There’ll be an occasional random encounter with Galbadian Soldiers, but they aren’t too hard to beat. Should you run low on HP, get some refreshments at from Owls Tears. You can find the house at the edge of the town. In the house that contains the Owls Tears are three people. Tell the old man you need food and drinks, and check on the left to get refreshments. Leave the 500 gil that’s in the cabinet underneath the television, or else you’ll lose this service.
Also, check out the Timber Maniacs to get a copy of the magazine Girl Next Door (you’ll need it later), and an issue of Timber Maniacs. The Girl Next Door issue is in the lobby, in one of the piles of magazines (check from all angles) and Timber Maniacs is in the editors room. Check the Dark Room for a Blizzaga Draw Point.

In the house next door is a woman who talks about an alleyway behind her house that leads to the TV station which can be accessed from the Pub. So, you head of to the Pub. Once you get there, you’ll see two Galbadian soldiers who acquired a card. Defeat them to recieve a card. Buy some Items at the Itemshop to your left if you deem it necessary and go into the Pub. A drunk guy will be blocking the exit. Chose to talk to him, and tell him about the Card. He’ll give you the Tonberry Card. Buying a drink won’t get you anywhere, so simply tell him about the Card you got from the soldiers outside. Enter the alleyway.

Save once you’re outside, and continue the path to the TV Station. Once Rinoa sees the heavy securitym she decides to enter the Station on a less subtle way. Squall gets peeved off. Choose to tell Rinoa your thoughts and leave it at that. Rinoa will leave, pissed, just as the program starts. Vinzer Deling will have a speech about choosing an ambassador, but before he can pronounce her name, the show is interrupted. Continue your path to the TV Station. Inside the TV Station Zell will give away that they’re SeeDs from Balamb Garden. Behold the rest of the scenes. Because everything got out of hand, you’ll have to leave Timber for now. Once you can leave the home of the Foxes of the Forest, you’ll encounter Watts who is dressed up as a Galbadina Soldier. He’ll talk about a train going to Dollet. Choose any option when the prompt is given, it doesn’t really matter. Go to the train station, and talk to the old man, who is in fact Watts. He’ll give you train tickets. Hop on the trainm and choose to leave Zell alone. The game wants you to stop at East Academy Station, but I suggest you continue to Dollet, and get off over there. This part can be skipped, and is entirely optional, although it gives some goodies like Magazines and rare cards if you actually do decide to do this.

Dollet and Timber revisited (Top)

Draw Points: Silence (Dollet)
Magazines: Timber Maniacs (Dollet Hotel, Dollet Pub, Timber Hotel), Occult Fan Volume 2 (Dollet Pub)
Rare Cards: Siren (Master Card Player, Dollet Pub 2F)

Once in Dollet, take the liberty to check one of the Dollet Hotel rooms for an issue of Timber Maniacs. After that, go to the Pub’s second floor and Card with the guy at the pool table. Defeat him (which will be quite hard because of the random rule) and he’ll take you to his room. Don’t forget to take an issue of Timber Maniacs from the second floor of the Pub! Once inside his room, check the magazines from all four angles for Occult Fans Volume 2. Talk to the man to recieve 15 cards, and you can play him again, just to win the Siren Card from him. Watch out for the Random rule, though.

One of the homes in Timber has a different painting in each of its corners. Squall has to look for a dog somewhere in Dollet, and each painting has a bone that represents the location of the dog. There are three locations and you can get the following objects: A potion, a soft and a Phoenix Down. When you do this on Disc 3, you’ll get a Potion, a Mega–Potion and an Elixer. There’s a Dollet Trooper guarding the way to the Dollet Comms Tower. Talk twice to him to enter the area. I have no idea why, but you’ll get to see some funny screw-ups with Galbadian Soldiers at the end of the pathway. That’s all you can do there, and yes it’s pretty useless.

Timber revisited and Obel Lake

Enemies: Funguar, Geezard, Thrustaevis (fields only), Wendigo, Anacondour, Cockatrice, Ochu (forests only)
Blue magic: Electrocute

Go to the Timber Hotel, and look for a Timber Maniacs issue there. Also, there’s a guy on hthe bridge close to the hotel. Whenever you have female company in your team, he’ll mumble something, and give you a free potion. You can do this as much as you want.

Go to a lake north of Timber, and check it out from the inlet. When an option is given, choose to hum. You will hear about a missing monkey. More on this later. For now, go to Roshfall Forest. It is on the other side of the lake. Wendigos (a grey/yellowish creature with no head) dwell in these forests. Defeat them to recieve Steel Orbs. Try to get at least two, for future weapon upgrades. If you have Mug at this time, mug some Steel Pipes from your opponent. Cockatrices (birds with yellow chest and green belly) are also found in this forest. If their level ranges from 1-19, they can drop a Coral Fragment. This will allow Quistis to learn her Electrocute Blue Magic, which can be used in a limit break.

East Academy Station (Top)

Go to the East Academy Station (follow the rails until you encounter a small station if you got lost from doing the optional sidequests). If you didn't decide to do the sidequests, hop off at the first station you encounter. Next, head west until you see a forest. Enter the forest. A sequence will follow, and once Rinoa enters the scene to talk to Squall, three members will go unconcious.

Second Laguna dream sequence – Centra Excavation Site (Top)

Enemies: Esthar Soldiers, Gesper, Elastiod
Draw Points:> Sleep, Confuse, Cure
Blue Magic: Degenerator

Forgetfull as Laguna is, he forgot to bring along the right map. He has a bad feeling out it.

– Nah, just my imagination *
’ Yeah, a bad feeling...

You’ll have to explore the mines. If you do it right, everything could go smoothly. Walk straightforward to engage in two battles with Esthar Soldiers. Take the right path after the two battles, and follow it until it splits again. Near the circular shaped stuff on floor is an Old Key. Look for it. However, Laguna drops it the second he picks it up. Continue to the left. Examine the switch of the centre trapdoor.

– Tamper with it * ’ Leave it alone

Go back one screen and laugh at the Esthar Soldiers who fall into Laguna’s trap. Go back to the trapdoors and tamper with the right one. Nothing happens, so leave it. Go back to where you fought the two Esthar Soldiers and take the left path this time. Keep following it until you reach a ladder. Go down.

There’s another Old Key in the next screen, hidden between the pile of rubbish on the left. Go on to the next screen, and you’ll find yourself at the trapdoors again. Try and tamper with the left one, but Laguna decides not to try it. Go all the way back to where you found the first Old Key, and go up this time. There’s another split in the road. Go north to find a bomb detonator on the floor. Examine it.

– Press the Blue switch – Press the Red switch * – Forget it

Press the red switch first, then the blue switch. This will get rid of two groups of Esthar Soldiers. Go further north until you reach a save point. Save your game and continue the path. After some walking, you’ll have to fight some Esthar Soldiers. The number of battles depends on the number of traps you activated. If you activated them all, you’ll only fight once, if you did none, you’ll have five fights. During the last fight, Soul Crush will be used on you to drain your HP down to 1. Remember to heal when you wake up again. Watch some of the story and wake up. Althought the attempts to open the hatches seems futile, it’ll allow you to get some pretty decent items when you return here.

Eastern Forest and Galbadia plateau Top)

Enemies: Belhelmel, Geezard, Blood Soul
Weapons: Rising Sun (Rinoa)

Exit the forest so you’re on the Galbadia Plains. Run around a bit to fight Belhelmels (floating enemies). Get a few Saw Blades from them, and kill some Geezards for Screws so you can upgrade Rinoa’s weapon to the Rising Sun when you have the chance.

Galbadia Garden (Top)

Draw Points: Haste, Double, Shell, Life
Weapons: Ulysses (Irvine)

Quistis will visit the Headmaster when you arrive so you can have a meeting with him. Go inside the Garden, and take a look around. When you are inside, the announcement system will announce your new goal; The 2F Reception Room. Before you do that, take a good look around the place, and learn its layout a bit. The core in the Main Lobby contains a Haste drawpoint. Also, you can try and win some nice (but not rare) Boss Cards from the Galbadian Students.

After walking around, go to the 2F Reception Room and talk with everyone until Squall leaves the room. Go back to the Lobby to encounter Fujin and Raijin. They have a message about Seifer. After this, you will be at the Garden Entrance, and you will receive your new assignment: Assassinating Edea at the request of a Galbadian General. Form a party, and head off to the Far East Train Station. Make sure you have 3000 gil, and head for Deling City.

Deling City (Top)

Draw Points: Thundara
Magazines: Timber Maniacs (Galdabia Hotel)
Wait for the bus at the very station that you encounter. Hop on, and get off at the next stop. Talk to the guard on the right. You learn that you will first have to prove yourself by retrieving a password. Only choose to by a location displayer, because you will need it once you are inside. After this, explore Deling City, and do necessary shopping / weapon upgrading. Also, take the Timber Maniacs in the Galbadia Hotel with you.

Galbadia – Gotland Peninsula

Enemies: Thrusteavis, Geezard, Wendigo

Draw some Floats (20 or so) from Thrusteavis before you head into the Tomb of the Unknown King which is located at the Norht End of the peninsula. Look for a forest with a rocky opening and enter it.

Tomb of the Unknown King (Top)

Enemies: Armadodo, Blobra, Forbidden, Buel
Draw Points: Protect, Float, Cura
Guardian Forces: Brothers
Cards: Minotaur and Sacred

Enter the Tomb, and check the blade on the floor. Write down the code (it’s random each game). You can go back to Deling City now, or head in deeper and acquire a Guardian Force. In this guide, we go in deeper. If you don’t want to go on, you can skip this part and go right on to Deling City Revisited.

From the entrance, use the map you bought in Deling to navigate yourself to the eastern most chamber. You’ll encounter a statue there that you will have to fight.

Sacred
HP: 2660
Weakness: Poison, Wind
Strong against: Earth
Draw List: Shell, Protect, Berserk, Life
AP: 20

Junction your Aero spells to a character with an Elemental Attack and Float to Elemental Defense to defend against his earth type moves. Cast Float on him to disable his Regen, and draw some Life spells, because they Junction well with HP. Heal when needed. This battle is not too hard and will not give you any difficulties.

Now, go on to the Northern Gate, and let the water flow by getting rid of the chain. There is a hidden Cura Draw Point in the north west part of the room. After this, go to the Western Gate, and use the Water Wheel to change the waters flow. Now, go back to the outside, and save your game. Go back in, and run to the center of the Tomb. There will be a bridge over the water. Once you walk over it, you will encounter an old friend, and a new one.

Sacred
HP: 2660
Weakness: Poison, Wind
Strong against: Earth
Draw List: Shell, Protect, Berserk, Life
AP: 20

Minotaur
HP: 3630
Weakness: Poison, Wind
Strong against: Earth
Draw List: Shell, Protect, Berserk, Double
AP: 20

Cast float on everyone to get things started and to stop their Regen status and their combo attack. Make sure you have the junctions from the first Sacred battle, and start attacking him first, because he is the weaker one. Once he is dead, their combo attack will not work anymore either. Focus on Minotaur after that. Heal when needed. They are with two, but this battle will not be too much of a problem, regardless of that. Draw cast Protect if you think it is needed to protect yourself form their attacks.

You will receive two of the best GF cards. Do not lose them, because they will come in handy in the future. Sacred and Minotaur will join you as Guardian Forces now, too. Before you leave the dungeon, fight some Forbiddens (they only appear in parts of the dungeon that have a bend). He will drop a Betrayal Blade if his level is between 1 and 19, and if you Card Mod him, you can transform his Card in a Betrayal Blade, too. Get at least one. Also, steal two Turtle Shells from a creature called Armadodo. Leave the dungeon, and head back to Deling City.

Galbadia Region revisited

If you missed the Steel Pipes earlier, there are Wendigos on the withered areas around Deling City. Mug them for a Steel Pipe if you did not do it earlier. Modify a Bomb Card for a Bomb Fragment and get four screws so you can get the Ulysses for Irvine. If you got a Betrayal Blade and Turtle Shell in The Tomb, all you need is another four screws so you can get his Flame Saber. The other Turtle Shell is for later.

Deling Revisited – Prelude to the parade (Top)

Magazines: Weapons Monthly May (Deling sewers)
Weapons: Maverick (Zell), Cutting Trigger (Squall)

Before you go to Caraway’s Mansion, win some Mesmerize and Grendel Cards from the people, and Card Mod them to get a Dragon Fin and Mesmerize Blade. Also win some Buel Cards, and mod those in Magic Stone. Have one Spider Web so you can upgrade to Zell’s Maverick. If you have eight screws and a Mesmerize Blade, you can get a wekae version of Squall’s Flame Saber: The Cutting Trigger.

Now go to Caraway’s Mansion and tell the guard the password. You’ll be briefed by Caraway once inside. The teams will be as follows:
– Sniper Team: Squall and Irvine
– Gateway Team: Zell, Selphie and Quistis
The party leaves, without Rinoa.

Arc of Triumph

Control Quistis to go back to Caraway’s Mansion to apologize to Rinoa.

Presidential Residence

Junction Rinoa if you think it is necessary. Enter the manhole on the right side of the screen to enter the sewers and find Weapons Monthly May. Go back up, and climb the crates. Follow the path to the right, and climb up the ladder on the left to reach the roof.

Caraway’s Mansion

Let Quistis examine the statue next to Selphie, and get a glass, and place it on the statue. Enter the sewers, ride the waterwheel and go straight ahead.

The Parade (Top)

Guardian Forces: Carbuncle (Iguion)

Watch the sequence of evens, and make sure you junction Irvine when given the chance. Climb the crates like you did with Rinoa (get the Weapons Monthly if you forgot it earlier), and go to Edea’s Chamber to find Rinoa.

Iguion x2
HP: 1151
Weak against: Earth, Holy
Strong against: Fire, Poison
Draw List: Esuna, Cura, Break, Carbuncle
AP: 10

Start by drawing Carbuncle from any one of them, and start attacking them. Undo their Magma Breath by draw casting Esuna and watch out for Resonance. Attack regularly, and use Brothers if needed. Heal when needed. This battle isn’t too hard if you take them out quickly.

Return to the hallways in the previous screen, and open the hatch in the floor on the right side to find the rifle in there. The scene switches back to Quistis.

Deling City sewers (Top)

Enemies: Creeps, Red Bat, Grand Mantis
Draw Points: Esuna, Zombie, Bio
Blue Magic: Electrocute, Lv?Death
Weapons: Slaying Tail (Quistis), Morning Star (Selphie)

Push the ladders on the way down, and only use the waterwheels that go clockwise, until you arrive at the place where you started. The quickest way is as follows:
– Follow the only path possible until you reach a ladder that you have to expand. Use that for an Esuna drawpoint, but you have to go back, too.
– When you contiue, you will encounter an unusable waterwheel, followed by one that does work. Go to the left before you use this one for a Zombie Drawpoint. There is a Bio drawpoint to the south of it.
– The next wheel will take you to the other side, to another waterwheel. Jump on this one. follow the path to another two waterwheels, and ride those too.
– Extend the next ladder, and you are back where you started out. Go to the right where you dropped a ladder on the wheel.
– Ride the wheel and save at the end. Take the closest ladder to reach the top level of the Arc of Triumph.

Steal two Sharp Spikes from Grand Mantis and have two Magic Stones ready so you can upgrade to Quistis’ Slaying Tail. Have 2 Steel Orbs and a Sharp Spike for Selpie’s Morning Star. Also, save a Sharp Spike for later on.

Galbadia Parade (Top)

Lower the gate when Zell says so. Still, Irvine will show his weakness, and you’ll have to charge Edea head on.

Seifer
HP: 870
Weakness: Poison
Draw List: Fire, Cure, Life
AP: 0

You only have Squall at your command here, but this battle isn’t too hard anyway. Draw a few spells, and draw cast Cure if need be. Try and steal a Holy Water or Hero’s Medicine from though, it’ll come in handy later. Draw some Life spells from him too. It junctions nice, and is always handy when you’re out of Phoenix Downs.

Edea
HP: 6700
Draw List: Cura, Life, Dispell
AP: 20

She is harder than Seifer, but you’re with three now, so it won’t be too hard. Summon Carbuncle to get Reflect status, so that she’ll have to waste a few turns dispelling. Use this oppurtunity to attack her or draw some spells. Cast Shell to protect yourself too, if needed. This may get hard sometimes, but Edea has curative spells in her arsenal, so take advantage of that and draw cast them when needed

END OF DISC I