DISC 1

BALAMB GARDEN

Final Fantasy VIII opens with an FMV of two students squaring off in a training match. One is injured in the battle and awakens in the infirmary. The medic, Dr. Kadowaki, asks if he feels all right. Give your hero a name (Squall is the default). Dr. Kadowaki phones Squall’s teacher, Quistis, to come get him. Watch the FMV showing her arrival then follow Quistis to the classroom.

After Quistis briefs the class, go speak with her. She reminds Squall to visit the Fire Cavern before taking his SeeD entrance exam. Check the Study Panel on Squall’s desk and read through all of the tutorials. By doing this, you’ll receive GFs Shiva and Quetzalcoatl. Once done, leave the classroom. Squall bumps into Selphie, a new student, near the elevator. She asks for a tour of Balamb Garden. Take her up on the offer.

Talk to the guy near the elevator to get your first set of cards. Afterwards, ride the elevator down to the lobby and head south. Examine the Garden Directory to see what places are available to visit: You can rest and save your game at the Dorms, meet Seifer and his cronies at the Cafeteria, play cards with Dr. Kadowaki in the Infirmary, and visit the Library, which offers an Esuna DP, plus Occult Fans Vol.1 on the bookshelf to the right. Avoid the Training Center for now. When finished, head south to the Front Gate. You’ll find a Cure DP on the way there. Speak with Quistis to learn how to junction GFs then exit the Garden.

BALAMB REGION

On the World Map, you can save at any time. Fight a few random battles in the area to collect some Blizzard spells before entering the Fire Cavern, which is east of Balamb Garden. It’s nestled behind a forest.

FIRE CAVERN

Upon entering, Quina instructs you on magic junctioning and Squall’s Limit Break. When finished, approach the Garden faculty waiting at the cave. One of them asks Squall how much time he’ll need. Allow yourself 20 minutes. Enter the cave and follow the path north until you reach an intersection. Use the Fire DP on the right then continue down the center path. Fight random enemies as they appear, leaving about 6 minutes on the timer before facing Ifrit at the end of the cave.

BOSS >> GF IFRIT
HP 1,068 / AP 20
Draw: Fire (Fira), Cure, Scan

Strategy: Being a fire-based creature, avoid using any fire spells on him. Cast Shiva and use Blizzard spells to make short work of him. He has a decent attack rating so don’t forget to heal your characters when needed. You don’t know it, but you’re actually being accessed by the Garden faculty throughout the first few events in FF8... the Fire Cavern is one place where Squall is tested on his Judgment. To score well in this scenario, finish the battle with Ifrit with as little time as possible left on the clock. Whittle down Ifrit’s HP to around 100 and stall until the timer hits 15 to 20 seconds. Quickly use a barrage of Blizzard spells to bring the battle to an end. You’ll see how well you scored later in the game.

Once defeated, you receive GF Ifrit and Quistis gives another tutorial on elemental usage. Afterwards, exit the Fire Cavern and return to Balamb Garden.

BALAMB GARDEN

Upon your return, Quistis teaches you about GF abilities. When she leaves, head back to the Dorm to change clothes and rest. Afterwards, return to the Lobby and speak with Cid. After he selects your party, follow Seifer.

BALAMB CITY / NAVAL SHIP

Seifer drives the car to Balamb City in the southwest. Once there, immediately board the ship (your instructors won’t like it if you delay). On board, Xu briefs the group on their mission: to liberate the city of Dollet. When Seifer orders Squall to check the situation outside, do as he says.

DOLLET

Upon reaching the shore, Quistis reminds you to junction your GFs before proceeding - divide them among the 3 and transfer magic from Quistis if you have to. While on this mission, don’t converse with Squad A or C members (except for Selphie), follow orders, and finish off all enemies quickly. Instructors in this field exam are assessing you. For the moment, follow Seifer to the top of the stairs.

Near the Save Point, the group comes upon 2 Galbadian guards. Attack normally and stock up on Cure spells. Have Squall practice using the Gunblade’s [R1] trigger feature to cause extra damage. Note that Seifer’s Hyperion also has this feature but the timing is a bit faster. Continue following Seifer to the central square.

Once there, Seifer orders the party to eliminate any remaining guards. Follow the upper right alley and take out all guards there. Ultimately, Seifer loses his patience and decides to check things out ahead. Follow him. After the party crosses a bridge, they chance upon some injured Dollet troops. One is dragged away by a monster before Squall can reach him. The Anacondaur is weak against Ice, so use Shiva on it.

Afterwards, follow the path to the communications tower, defeating more enemies along the way. When Seifer runs off, Selphie arrives to conveniently replace him. Transfer Seifer’s GF and magic over to her then head right around the cliff (you can jump off if you want, but instructors will give you lower marks). Meet Selphie at the tower entrance and name her. When ready, enter the communication tower. Once inside, use the Blind DP then save your game. Ride the elevator to the top.

The group stumbles upon Wedge (blue) and Biggs (red), who are trying to repair the satellite. Once it’s fixed, the party engages them in battle.

BOSS >> BIGGS
HP 610 / AP 8
Draw: Fire, Thunder, Blizzard, Esuna

BOSS >> WEDGE
HP 6608 / AP 8
Draw: Fire, Thunder, Blizzard, Cure

Strategy: Spend some time drawing magic out (especially Esuna) before eliminating them with GFs. Keep everyone’s health up, but save some potions and Cure spells for the fight that will take place immediately after defeating them.

BOSS >> ELVORET
HP 2,872 / AP 10
Draw: Thunder, Cure, Double, Siren GF

Strategy: Draw GF Siren from Elvoret then unleash everything you’ve got (save a few Thunder spells and items). Watch out for Storm Breath, which does 100+ damage to everyone. Use healing spells and items as necessary, and take advantage of limit breaks when they become available.

Afterwards, you’ll receive the March issue of Weapons Monthly and have 30-minutes to get back to the beach. When you regain control of your characters, quickly board the lift and descend. Biggs activates a defense mechanism that is set to chase you all the way back. Save your game then exit to fight the X-ATM092 for the first time.

BOSS >> X-ATM092
HP 5,492 / AP 50
Draw: Fire, Blizzard, Cure, Protect

Strategy: Hit it with Thunder spells then attack normally (Quetzalcoatl works well but eats up the timer, so use the GF at your own risk). If you do about 1,100 worth of damage quickly, the machine will not get a chance to use Ray-Bomb. When it collapses, escape by pressing the R2 and L2 buttons simultaneously. While it’s possible to defeat this boss, it isn’t likely, so run when you get the chance.

Run through the city, while trying to avoid the X-ATM092 another 3 times. If it catches you, you’ll have to fight it again. Use the exact same strategy each time. When you reach the central square, dash towards the dog and tap [X] repeatedly to make it run away. As you head down the last alleyway, the game switches to an FMV showing Squall’s escape.

BALAMB CITY

Explore Balamb City after Quistis dismisses you. Head south and enter the Hotel. In the 2nd floor guestroom, find an edition of Timber Maniacs and save your game. [From Disk 2 onwards, you can view any issues of Timber Maniacs you’ve collected via Squall’s study panel.] Leave the Hotel and continue heading west. Use the Thunder DP in front of the Junk Shop. Further west, visit the Item Shop and the Train Station. Return to the draw point and enter the first house on your right. Say hello to Zell’s mom then leave. Pay a visit to the folks in the next house if you like then head back to Balamb Garden.

BALAMB GARDEN

Speak with Cid in the lobby then head right to find Seifer complaining about the mission. After Xu scolds him, the intercom announces that all SeeD candidates are to gather on the 2nd floor. Take the elevator up and talk to everyone there. When Squall tries to leave, the results are announced.

Squall, Zell, Selphie and another student (Nida) are inducted into SeeD. Talk to Cid before you leave to get the Battle Meter, which keeps track of your party’s battle stats. Access it from the Tutorial sub-menu, under Information. You should get a decent score even without defeating X-ATMO92. SeeD Tests are also available now in the menu screen. Attaining full marks in each test increases Squall’s SeeD Rank and salary.

SeeD Ranking System:
Conduct: Reach the shore at Dollet with 25:00 left on the clock to score 100.
Judgment: Defeat Ifrit in the Fire Cavern with :07 left on the clock to score 100.
Attack: Defeat 75 enemies in total (not counting enemies downed by GFs).
Spirit: Never escape from battles (except for the first X-ATM092 encounter) to score 100.
Attitude: Don’t converse with anyone in Balamb City before the Dollet mission, ignore all Squad A and C members while in Dollet, leave the defeated Biggs alone, follow all of Seifer’s orders, don’t take the shortcut at the cliff, save the dog from the X-ATM092 and refrain from hiding in the cafe.

Go to the Dorm and change into your formal attire. Selphie arrives to take you to the inauguration party. Once there, Squall bumps into Rinoa. Selphie will ask Squall to join the School Festival Committee unless you already agreed to join when you spoke to her earlier. After the dance scene, Quistis asks Squall to meet her at the training center. Change into your normal attire then head over to the Training Center.

When you arrive, Quistis gives you a tutorial on status effects. When she’s finished, move forward into the Training Center and take the right path over to a Blizzard DP. Move ahead until you reach a Save Point and enter the lit door to the north.

After chatting in the ‘secret place,’ exit and head west, back towards the entrance. On the way, the duo chances upon a mysterious girl being attacked by some creatures.

BOSS >> RALDO x 3
HP 223 / AP 3
Draw: Fire, Thunder, Protect

BOSS >> GRANALDO
HP 1,538 / AP 5
Draw: Sleep, Shell, Blind

Strategy: This critter is accompanied by 3 flunkies, so just use a GF to take them out first right at the start of the fight. After that, draw Shell magic from Granaldo before offing it at your own leisure. It’s pathetically weak once you get rid of its flunkies. Try putting the Granaldo to sleep with its Sleep spell.

After the battle, leave the Training Center and return to the Dorm. Zell informs Squall that he’s been given a private room. Use it to rest and save. In the morning, Selphie tells Squall to meet at the Main Entrance. Pick up the April issue of Weapons Monthly from the desk before leaving the room.

At the Main Entrance, Cid and a faculty member brief you on your 1st SeeD mission. After getting your orders, talk to Cid again to get a Magical Lamp. Before using it, go back to the lobby and save your game. Select Magical Lamp from the menu screen to fight, and ultimately collect, another GF.

OPTIONAL BOSS >> GF DIABLOS
HP varies / AP 20
Draw: Cure, Demi

Strategy: First, have everyone draw and stock Demi from Diablos (note that you’ll need a decent Magic parameter in order to do so). A total of 8-10 Demi spells should be adequate. Now, cast Demi on Diablos repeatedly until it does only 2-digit damage. Oddly, he’ll cast Cura on whoever used Demi on him. Those who cannot draw or cast Demi should heal and revive the others. Finish him off with your most powerful GF or a Limit Break.

After you acquire GF Diablos, visit the Library with Zell for a random event involving a secret admirer. Her girlfriends drop hints, but returning here often lets you view the full set of sequences. Use the Esuna DP near the palm tree then leave. Visit the Cafeteria and lend an ear to the worker who talks about her son. When ready, exit Balamb Garden.

BALAMB CITY / TRAIN STATION

Head east and enter the Balamb City Train Station. Buy a ticket for 3,000 gil and board the train. Use the Save Point then follow Zell into the next compartment. He’ll find Pet Pals Vol. 1 and ask Squall if he knows about Timber’s current situation. Answer as you see fit. The trio gets sleepy and is whisked away to…

LAGUNA DREAM SEQUENCE - Eastern Forest & Deling City

Ward, Kiros, and Laguna inherit the status of the three characters on the train. Head forward through the jungle, finding a Cure DP along the way. Use the fallen tree to walk over the small stream and find a Water DP along the side of the road. Mount the vehicle at the end of the path.

Just as Laguna parks the vehicle, two more appear, conveniently blocking your way to the other parts of Deling City. Take the lower right path to the Galbadia Hotel. Save then descend the staircase on the right. Talk with the waitress to get a seat. Choose the 2nd option to hear a sweet piano piece by Julia, an aspiring performer, whom Laguna has a crush on. Approach her. Return to your seat after the cutscene. Julia asks Laguna to meet her in her room upstairs. Go to the reception counter and ask for her room to be taken there automatically.

TIMBER TRAIN STATION

Squall, Selphie and Zell wake up and are surprised that they shared the same dream. After you disembark, speak to the man waiting on the steps. The 3rd option is the password. Follow Watts to the next train.

Once on board, Watts introduces himself and asks Squall to check in on the ‘princess’. Head north and use the Save Point in the first compartment then enter the one at the end. Inside, Squall meets Rinoa and her dog, Angelo. Name both of them and listen to Rinoa’s limit break tutorial. Set Angelo’s trick skill then go to the briefing room at the front of the train. Rinoa and crew explain their plan to capture the president of Galbadia. Talk to Watts when you’re ready to start the operation. You’ll be working against a 5-minute timer, so come prepared.

First, leap across to the 2nd Escort by pressing [X] when the train sections are close together. Next, run across the car to meet up with the others. The third goal is to detach the 1st Escort by inputting 3 codes in a panel on the side of the train. If a Blue guard approaches, halt. If a Red guard approaches, keep moving. Their sensors react about a window’s length away. When in doubt, hurry back to the roof of the train and wait for them to move away before entering the next code. After inputting the 3 codes, detach the 2nd Escort. You’ll need to enter 5 codes this time while looking out for guards using the [R1] button. If you trip the alarm you can try again, but your SeedD rank will decrease. The whole operation should take less than 3 minutes.

Afterwards, return to Rinoa’s room to pick up Pet Pals Vol. 2. Junction your party, save and speak to Rinoa when you’re ready to continue the mission.

BOSS >> FAKE PRESIDENT
HP 532 / AP 0
Draw: Cure

BOSS >> GEROGERO
HP 2,750 / AP 20
Draw: Esuna, Double, Berserk, Zombie

Strategy: This guy casts various status ailments on the party, so come equipped with various curative items, or simply the ability to draw Esuna from him. Attack Gerogero with fire-based spells, Cure spells and GF Ifrit. Spend some time drawing Esuna and Double from him.

After the fight, the team decides to break into Timber’s TV station. Choose a party of 3, re-junction, and talk to Watts when you’re ready to leave.

TIMBER

After deboarding the train, visit the Pet Store next to the station to buy Pet Pals Vol. 3 & 4 and some restorative items for your GFs. From there, head south into town. Upgrade weapons at the Junk Shop and visit the Hotel next door to rest and save your game. Now, return to the train station and head east.

Visit Timber Maniacs, which Laguna worked for as a journalist. Find a copy of Girl Next Door in the book piles on the floor in the lobby then enter the door on the left. The dark room hides a Blizzaga DP. After using it, leave and enter the door at the end of the hall. Find a copy of Timber Maniacs on the floor and speak to the editor if you wish. Leave the building and talk to the guy wearing a gray-green jacket outside to receive an item from him later on in Disc 2. Enter the house next door and speak to the woman. Go upstairs to look out the window then leave the house. Continue heading east to the 2nd train station. Go to the platform above and enter the house on your left.

Inside, talk to the man sitting on the couch. Tell him you like beverages (2nd option) and examine the faucet to the left to restore the party’s HP. If you plunder 500 gil from the cupboard beneath the television, you lose this service. Exit and use the Save Point on the right platform then head west back to the previous area. At the junction, go down the northern flight of stairs.

Two Galbadian soldiers mention having obtained a Card. Kick their butts to get it. There’s an Item Shop to the left and a Cure DP on the right. When ready, enter the Pub. Inside, talk to the drunk blocking the back door. When he demands a drink, choose to tell him about the card. He’ll give you a Tonberry Card then move out of the way. Use the back door to get to the alley.

Outside, save then head west to the TV Station. Rinoa, upon seeing the tight security, asks Squall for his opinion. Choose any answer. Watch the President of Galbadia give his speech. Partway through, the broadcast is disrupted and Quistis calls for the SeeDs to come help. Continue up to the TV Station. After the cutscene, follow the President and his abductor to the next room. Things get ugly and the party must leave Timber quickly. Backtrack to the house next to Timber Maniacs. Inside, the group strategizes. When you regain control of Squall, select a party then talk to the woman to get a few items before leaving.

Outside, talk to Watts, who is disguised as a Galbadian soldier. He tells the group to board the Dollet-bound train. Head east and meet up with Zone (dressed as an old man) to get your tickets. Follow Quistis to the train. On board, speak to everyone and wait for the conductor’s announcements. While the story requires you to drop off at East Academy Station, I suggest you alight further on at Dollet Station. Head east between two cliffs to get to the seaside town of Dollet.

DOLLET (OPTIONAL)

Head south past the car rental agency to get to the center of town. Talk to the people near the fountain and use the Silence DP in the lower right corner. Continue southwest and visit the Nautilus to buy items or refine your weapons. After shopping, head south and enter the Pub on the left. Go upstairs and save your game. Grab a copy of Timber Maniacs from the card table then speak to the man on the left to play cards (the ‘Random’ rule applies in Dollet). If you win, he’ll show you his private room and give you several sets of cards. While in his room, search the piles on his floor for Occult Fans Vol.2 and a few hidden items. Make sure you look at the piles from every angle. Afterwards, try to win Siren’s card from him. When finished, exit the pub and head further south.

Enter the house on the right and speak to the artist in front of a large painting. Each painting has a bone, giving the location of a missing dog outside the house. If you find the dog in all 3 locations you’ll get a Potion, Phoenix Down and Soft. [If you do this in Disc 3, you’ll get a Potion, Mega-Potion and an Elixir.] Continue past the artist’s house to the beach. Take a tour of the harbor then return to the fountain area.

Once there, enter the Hotel to the north. Pay 100 gil to rest then grab a copy of Timber Maniacs on the desk the next morning. Leave the Hotel and head left. The Dollet trooper denies Squall access to the communications tower. Talk to him twice to bust through. Fight a few enemies as you make your way up the path. Watch a funny sequence at the end then return to the fountain. There’ll be a guy standing on the bridge near Timber Hotel. Talk to him with a female companion in your party to receive a Potion. He appears randomly but you can do this as many times as you wish to stock up on Potions. When finished, leave Dollet and head north.

TIMBER REGION / EASTERN FOREST

On the world map, head back towards East Academy Station. From there, head northwest until you find a small patch of forest between two cliffs. Before you enter, make sure both Quistis and Selphie are properly junctioned. After some dialog inside the Eastern Forest, Squall, Quistis and Selphie drift off to the ‘dream world’…

LAGUNA DREAM SEQUENCE - Centra Excavation Site

In typical Laguna fashion, he’s brought the wrong map for this patrol. When you gain control of him, junction everyone then head down the hill to a Silence DP. Continue forward and battle 2 sets of Esthar soldiers. At the fork in the road, take the right path. Follow it until you reach a ladder. Climb down into the mines.

Continue forward until you reach a bright green tunnel. There’s an invisible Old Key near the half-buried circles, but Laguna loses it the minute he picks it up. Anyway, head left to the next screen. Continue forward until you see 3 steel hatches in the floor. Have Laguna tamper with the switch on the center one. Return to the previous screen and watch as Esthar soldiers fall for Laguna’s crude trap. Now, tamper with the hatch on the right. Laguna won’t be able to open it, but his tampering proves useful later on.

Backtrack to the mine entrance (where you initially fought the 2 sets of Esthar soldiers). Take the left route. When you reach the intersection, go right to find a Confuse DP then return to the center and take the ladder down into the mines. At the bottom, you’ll find another Old Key hidden among the debris on the left. Follow the path until you reach the 3 steel hatches. Tamper with the left hatch.

Return to the green tunnel area (where you located the 1st Old Key) and head north. When the route splits, take the northern path to find a bomb detonator on the ground. Examine it. Choose to hit the red switch first, followed by the blue switch to exterminate 2 batches of Esthar soldiers. Afterwards, continue forward until you see a large boulder to the left. Push it using [X]. Make your way up to the save point. Use it before continuing north.

If you didn’t trigger the traps earlier, you’ll have to fight 5 sets of miners here. Otherwise, fight only one. The last one’s Soul Crush will drain Kiros and Ward’s HP completely, so remember to cure your comrades when you regain control of Squall.

EASTERN FOREST / MONTEROSA PLATEAU

Heal and re-junction everyone when they wake up. Head out of the forest, traveling southwest to Galbadia Garden. If you encounter Belhelmels in this area, use Diablos’ Mug command to steal Saw Blades from them, which are required to upgrade Rinoa’s weapon to a Rising Sun.

GALBADIA GARDEN

After the FMV, move down the promenade to the entryway. Head left at the lit dome to get to the Lobby. Once there, look for a hidden Haste DP under the center light. Use the Save Point on your right then explore the Garden a bit before heading up to the Conference Room. You’ll find an assortment of nice (but not rare) boss cards from the Galbadian Garden students along the way.

The western path takes you to a hallway with classrooms that are either empty or being guarded. The eastern path leads to another hallway. Enter the door on the left. The Ice Rink is being used for practice, so you can’t reach the Shell DP, so go left and enter the locker room. Inside, find a Life DP then exit and return to the lobby. Take the northern path, past the stairs, to a basketball court. Use the Shell DP there then continue east to another hallway with a Save Point. The 2 guards bar you from entering any rooms, so head back across the basketball court to the stairwell. Go up to the 2nd floor.

At the 2F landing, the Conference Room is straight ahead. Before going there, head east. Continue around the balcony to another Save Point then go further to enter the Theatre. Use the Double DP then backtrack to the Conference Room. Once inside, speak to everyone at least twice until Squall gets fed up and decides to leave. Head back to the lobby, where Raijin and Fujin deliver a message. Head south and speak with Quistis then continue to the main entrance. Martine, the headmaster, arrives and briefs the party on their new mission. He introduces a new party member, Irvine, who is a sharpshooter (starts at Level 13). Choose a party and watch a tutorial on junction switching. Exit the Garden.

FAR EAST TRAIN STATION

Go to the Far East Train Station next to Galbadia Garden. Pay 3,000 gil to buy a ticket and board the train. Inside, speak to Rinoa and Irvine then try to leave. The others enter and the train finally departs for Deling City. Follow Irvine to the next compartment and speak to Selphie. Afterwards, return to the main group. When the cutscene ends, you’ll arrive at Deling City Station.

DELING CITY

Take the escalators south to reach the bus stop area. Wait for a bus at the first station you see and board it. Get off at the next stop, which is Caraway’s Mansion. Talk to the guard on the extreme right to learn that you cannot enter until the party has obtained a password from the Tomb of the Unknown King. He gives you a map of the tomb. Afterwards, you can choose to pay him 5,000 gil to get a Locator, which is extremely helpful in navigating the maze-like tomb you’re about to visit. Afterwards, explore Deling City.

Cross the street and head west to find a Thundara DP then board the bus next to the mansion. Ride past the Presidential Residence stop to the Shopping Arcade. Disembark and cross the street to visit the Item & Junk Shops. When finished there, head north to the next screen. Enter the Galbadia Hotel and pay 100 gil to rest. Inside the guestroom, search under the bed for a copy of Timber Maniacs then leave. You can play cards with the waitress in the club to the right or just exit.

Return to the Central Square (where all the buses merge) and go left. On the next screen, head west to get to the car rental agency. Rent a car or set off on foot to the World Map.

GOTLAND PENINSULA

Draw a few Float spells from Thrustaevis as you head over to the Tomb of the Unknown King, which is northeast of Deling City. Look for a forest with a rock opening, right at the tip of the Gotland Peninsula.

TOMB OF THE UNKNOWN KING

As soon as you enter, check the left side for a Protect DP and use the Save Point on the right. Enter the Tomb. Holding [Select] brings up the map. If you purchased the Locator from the guard at the mansion, you’re position will be marked on the map with an X. Pressing [Triangle] while viewing the map warps you out of the tomb. If you do this, your SeeD ranking will go down though.

From the Tomb entrance, head north to find a blue Gunblade on the ground. Examine it and write down the (random) password. Although your work is finished here, why not gain some EXP and another GF? If you choose to stay, use the map to get to the Eastern Chamber. Once there, approach the figure.

BOSS >> SACRED
HP 2,660 / AP 20
Draw: Shell, Protect, Berserk, Life

Strategy: Cast Float on Sacred to cancel his Regen status. Hit him with your GFs and Wind-based spells if you have them. Draw a few Life spells from him and heal as necessary. When his HP depletes sufficiently, he’ll stop the fight.

After Sacred leaves his podium, a Save Point appears. Use it then exit and go to the Northern Chamber. Once there, use the Float DP on the left then examine the chain on the right to make the water flow. Now, go over to the Western Chamber. Use the Cura DP then examine the waterwheel to change its direction. If you have the Move-Find ability equipped, you’ll see a Save Point behind the waterwheel. Leave and head to the center of the Tomb. Approach the southern wall from a north-facing position. Cross the new bridge and enter to meet the Brothers.

BOSS x 2 >> SACRED & MINOTAUR
HP 3,630 / AP 20
Draw: Shell, Protect, Berserk, Double

Strategy: Cast Float on your party as well as the bosses (cancels their Regen status and combo attack, aptly called Mad Cow Special). Junction Aero to Elemental Attack if you can and off the big guy first (Sacred), followed by Minotaur. They’re capable of dealing out moderate sums of damage, but shouldn’t pose too much of a threat. Summon your GFs too and heal frequently.

After the battle, you’ll get GF Brothers plus their two cards. Don’t lose them... they’ll come in handy later on. Leave the Tomb and make your way back to Deling City. If you encounter any Wendigos along the way, mug them for Steel Pipes, which can be combined with a Bomb Fragment and 2 Screws for Irvine’s Ulysses weapon.

DELING CITY

Return to the guard in front of Caraway’s Mansion and give him the password you wrote down in the Tomb. When he lets you pass, use the Save Point in front of the mansion then enter. Inside, talk to Rinoa and wait for General Caraway to arrive. After the cutscene, select a party then follow Gen. Caraway through the city as he explains the mission details. When he’s finished, go ahead and explore (shop, play cads, etc.). Head back to Caraway’s Mansion when you’re ready.

Once there, the 2 teams are decided. As you try to leave, Rinoa returns but is not allowed to participate in the mission. Follow Caraway to the Gateway, where Team #2 (Quistis, Zell & Selphie) is dropped off. Have Team #1 (Squall & Irvine) head towards the Palace Gate. Back at the Gateway, Quistis wonders whether she was too harsh with Rinoa and decides to apologize. Return to Caraway’s Mansion.

Make sure to junction Rinoa when you take control of her. Use the Save Point next to the vehicle then look for a manhole to the right of the crates. Descend into the sewers and head west to find the May issue of Weapons Monthly. Return to the Save Point above and climb the stacks of crates to get to the roof. Follow the path west to a ladder. Ascend to the top. Once inside, approach the sorceress then watch an FMV showing her masterful power.

Back at Caraway’s Mansion, have Quistis examine the painting next to the window then take a glass cup from the shelves on the left. Head to the upper left corner and set the cup on the statue to reveal a hidden passage. Junction your party and descend into the sewers. Ride the waterwheel on the left then head north until an FMV takes over.

When you regain control of Squall, follow Irvine back to the crates. Use the Save Point (re-junction your crew if necessary) then climb up to the roof. Head forward into Edea’s Chamber.

BOSS >> IGUION x 2
HP 1,151 / AP 10
Draw: Esuna, Cure, Break, GF Carbuncle

Strategy: Draw GF Carbuncle from these guys first (last option in draw menu), then quickly dispatch one of them before they hit you with Resonance, a combo attack. If they use Magma Breath, heal by drawing Esuna from them. Use GF Brothers and try putting a Sleep, Stop or Death spell on them to buy some time.

After the battle, return to the corridor and open the hatch in the floor on the right. Go down and collect the rifle there.

Meanwhile, Team #2 is in the sewers. Junction the party before proceeding. From your current position, follow the path until you reach a ladder that you can collapse. Cross it and head west to reach an Esuna DP then retrace your steps back to the collapsed ladder. Cross over and head left. On the next screen, head north through the gate. The party will pass a dormant waterwheel, followed by a useable one. Head right and take the southern path to get to a Zombie DP. There’s also a Bio DP further south. Retrace your steps north to the first 2 waterwheels you saw (near the collapsed ladder).

The useable waterwheel carries you over to the other side, where you will find another wheel. Jump onto this one. Follow the path south and cross the upcoming 2 waterwheels. Collapse the next ladder you see and you’re back where you started (ascend the tall ladder to use the Save Point above if you wish). Head east from where you dropped that ladder to another wheel. Ride it then follow the northern path to another Save Point. Climb the ladder on the wall to reach the top of the Archway.

When Zell tells you to, control Quistis and hit the panel on the left to drop the gates. Irvine shows his weak side at this crucial point and Squall must coax him into firing the decisive shot. Junction your GFs now.

BOSS >> SEIFER
HP 870 / AP 0
Draw: Fire, Cure, Life

Strategy: Steal Hero or Holy War (it’s random) from him and draw some Life magic before finishing him off with GFs or the Gunblade.

Once Seifer is defeated, Irvine and Rinoa enter to aid Squall.

BOSS >> EDEA
HP 6,700 / AP 20
Draw: Cura, Dispel, Life, Double

Strategy: Edea’s arsenal consists of various elemental spells, so minimize damage with Shell. If you cast GF Carbuncle, Edea will use Dispel to break your Reflect status. She is a bit difficult, but has friendly draw spells such as Double, Cura and Life, which you can exploit.

After the battle, watch a cutscene then save and switch to Disc 2.

DISC 2

LAGUNA DREAM SEQUENCE – Winhill

Young Ellone informs Laguna that a visitor is waiting for him in Raine’s pub. Leave the house and go next door to meet Kiros. After they converse, Kiros decides to join Laguna on his daily patrol. Junction them before setting off. Outside, find a Dispel DP in the lower right corner. Cross the bridge on the left and head south through town, fighting off some weak enemies as you go. At the end of town, retrace your steps back to the pub. Go upstairs to hear a bit about Raine’s feelings towards Laguna. Afterwards, return to Laguna’s residence. Un-junction both Kiros and Laguna before choosing to rest.

D-DISTRICT PRISON

Zell awakens in a cell with Quistis, Selphie and Rinoa. Talk to everyone. As for Squall, he is transported to a cell high above the others. The scene shifts back and forth between Zell’s group and Squall being interrogated by Seifer. When given the choice, have Squall refuse to surrender to Seifer.

Back in Zell’s cell, choose to defend the little Moomba, who is being abused by a guard. Talk to everyone in the cell until Zell plans an escape. Junction him before heading up to the 8th floor. Once there, approach the 2 guards who are examining Squall’s Gunblade. After Zell recovers the weapons, the scene shifts to Squall who is freed by 3 Moombas. Watch the cutscene and when you regain control of Zell, head back to the 7th floor prison cell.

BOSS >> BIGGS
HP 1,467 / AP 10
Draw: Cura, Haste, Slow, Regen

BOSS >> WEDGE
HP 1,416 / AP 10
Draw: Fira, Shell, Protect, Reflect

Strategy: Spend some time drawing Regen and Reflect from them or mug them for a few decent items. Send them to their doom with your GFs.

After the fight, you can either go up or down. Going down results in a dead-end, but you’ll find several goodies on the way. It’s impossible to return here later, so make the trip now.

Floor 7: Here’s where you start.
Floor 6: Just a Save Point.
Floor 5: A man will play cards with you.
Floor 4: Check the cells for a Tent.
Floor 3: Check the cells for a Pet House.
Floor 2: Check the cells for a Pet Name Tag and a Str Up.
Floor 1: Check the cells for a Save Point and an issue of Combat King 001.

After getting the items, make your way up again.

Floor 8: Check the cells for a man who sells items.
Floor 9: Check the cells for a Berserk DP.
Floor 10: Save and play cards with a man, who will upgrade your Battle Report if you win.
Floor 11: Check the cells for a Thundaga DP plus the chance to play cards.
Floor 12: Nothing here.
Floor 13: Enter the Torture Room to meet up with Squall.

If you refused to surrender as Squall, the Moombas in the Torture Room will offer to remove some barriers on the floors of the prison. Choose the option for the 4th floor and 2 others. Junction the party and ride the Arm to the bottom, hitting the red switch when Zell tells you to. Examine the door at the end of the passage then return to the Arm. The scene shifts back to Zell, who must escape from the guards alone. Junction him then move in a clockwise direction. Enemies should pose little threat.

When the 6 are reunited, divide the party into 2 groups. Squall’s group will be heading upwards; Irvine’s must make its way down to the 4th floor. When Squall’s party reaches the 14th floor, talk to any Moombas you see as they offer some nice items. Go up the metal staircase in the center to a Control Room and use Siren’s Move-Find ability to locate a secret Save Point there. Head right to get outside.

BOSS >> ELITE SOLDIER
HP 415 / AP 5
Draw: Fire, Thunder, Blizzard, Scan

BOSS >> GIM52A x 2
HP 2,426 / AP 5
Draw: Haste, Slow, Dispel

Strategy: Off the Elite Soldier first then use Quetzalcoatl against the GIM52As and attack with thunder-based spells. Watch out for their Micro Missiles, which drain half a character’s HP. You can break their Aura or Protect status by drawing and using Dispel on them. Using Siren on them makes them become slow and rubbery. Overall, they are not too difficult.

After fighting, the party hears Irvine calling to them over the intercom. Examine the control panel in the upper-right. After Irvine instructs Squall, go back downstairs and save. Return to the Control Room and head right to go outside. Cross the bridge. When it starts to retract, quickly move Squall towards the green light on the side of the bridge. Hold down the right d-pad button to avoid being crushed by the explosion. Once safe, the party leaves via stolen buggies.

GALBADIAN DESERT

Use the Aero DP then climb up to Selphie. Choose 2 teams: Squall’s team will go to Balamb Garden to warn of the impending attack while Selphie’s team will infiltrate the Missile Base to try prevent the launch. Note that Squall’s scenario is harder, but provides a great opportunity to gain some levels.

When Squall’s team reaches the Galbadia Desert Station, sneak onto the train to your left. Have Selphie’s team return to Deling City to restock supplies and remodel weapons before going to the Missile Base. When finished there, get back in the car and travel northwest of D-District Prison to reach the base. Drive inside.

MISSILE BASE

Once inside, enter the structure on the left. Save and examine the terminal between the 2 doors to unlock the left door. Enter it. The group sees a guard outside the Circuit Room—choose the 2nd option to walk. Proceed until you reach another Save Point. Take the far left path next to the stairs to get to an area with a Blind DP. Talk to the 2 soldiers you find there then return to the previous save point.

Enter the center door and talk to the guards within. Tell them that they have to check the Circuit Room themselves (1st option). Before leaving the room, find the Full-life DP.

Return to the 2 soldiers off the left path, who ask Selphie to go in their place. Go back to the previous Save Point and take the left staircase back to the Circuit Room. Speak to the guard to get inside. Once there, use the Blizzara DP then screw around with the controls: Select the 1st option, followed by the 2nd, then bash away until power is cut off to the base. Exit the room and respond to the guards outside. Choose to lie, causing the guards to enter the room wherein the group pummels them.

Afterwards, return to the Launcher Lift door and attempt to enter. A guard will stop you. Choose the 1st option both times to gain access. Once inside, position Selphie in between the soldiers pushing against the load then mash the [Square] button to move the launcher in place. Leave the room and activate the control panel to the right of the door.

Verify the Equipment (select BAG0003A cruise missiles) and try to set the Target. Next, shift the Error Ratio to the maximum then upload the data to the main terminal. Run a Simulation test before exiting the system. Save your game then talk to the guard on the stairs to get past him.

BOSS >> BASE SOLDIERS x 2
HP 781 / AP 4
Draw: Blizzard, Silence, Confuse

BOSS >> BASE LEADER
HP 1,005 / AP 4
Draw: Thunder, Confuse, Slow, Reflect

Strategy: They’re capable of casting status ailments on your characters, but just draw Reflect to protect yourselves. Not too tough.

After defeating the soldiers, check the panels to the right, middle and left to stop the launch. Go through the door on the upper right and examine the terminal in the upper left. Activate the self-destruct sequence and set the timer to 20 minutes. The lower right door will become usable, allowing for a shortcut (this only happens when you select 20 minutes or below). Leave the base.

BOSS >> BGH251F2
HP 8,200 / AP 20
Draw: Shell, Protect, Stop

Strategy: Junction Thundara, Quake or Water to elemental attack and repeatedly cast Quetzalcoatl. Once you destroy some of the pillar-like structures on it, the BGH251F2 will retaliate with Beam Cannon, so watch your HP. Draw & use Protect and/or Shell to cut down on damage taken.

Once the BGH251F2 is put out of action, you have to combat 2 Galbadian Soldiers and an Elite Soldier, so save some time to do them in. You’ll get the June issue of Weapons Monthly and if you successfully bluffed your way through the Base, your SeeD Ranking will increase by 2. After the base self-destructs, you’ll take control of Squall.

BALAMB GARDEN

Junction Squall’s party then head north towards the Lobby. Talk to any Garden Faculty you see and fight the random monsters that appear. Continue further into Balamb Garden to meet Raijin and Fujin, who explain that the Master Party is attempting a takeover. Squall has to look for Cid, so start searching in a clockwise direction:

Infirmary: Fight a Granaldo then talk to Dr. Kadowaki to get an Elixir
Quad: Fight a Glacial Eye and Bomb then speak with the 3 students below to get an X-Potion
Cafeteria: Fight a Bomb (draw Meltdown from it) then use the Demi DP further up
Dormitory: Fight a Caterchipillar then rest and save in your room
Parking Lot: Fight a Grendel then get a Tent from the students
Training Center: Fight a T-Rexaur then talk to the kids to get a Remedy
Library: Fight a Grat then get a Mega-Phoenix from the girl who likes Zell

All of the battles on the 1st floor have to be triggered before the following event occurs:

Returning to the Main Lobby, Squall spots Xu entering the elevator. Follow her to the 2nd floor corridor. After telling her about the missile attack, ride the elevator up to the 3rd floor. Speak with Cid and get a key to the basement. Return to the elevator and ride down to MD Level.

When the elevator hangs, examine the control panel then use the floor plate in the upper left corner to escape. Climb down the shaft then continue forward until you reach a hatch. Descend. After Squall gives a tutorial on elemental attacks, move on until you reach a door. Enter and examine the mounted wheel. Mash away at the [Square] button to turn it within 10 seconds. You’ll probably need 2 people to succeed. Once turned, return to the previous screen and climb down the newly uncovered ladder.

At the bottom, use the Full-life DP then head left and select who’ll scout the place. Ascend the ladder. When you reach the Switch Room, activate the green control panel on the right. Use the same ladder (1st option) to leave. Back on the bottom, examine the green light near the railing to open a path leading down. Descend and save, then throw the nearby switch to raise a gate in the background. Head north.

BOSS >> OILBOYLE x 2
HP 4,035 / AP 20
Draw: Esuna, Blind, Cura, Confuse

Strategy: Summon Ifrit to make short work of them. If you receive any maladies, draw and use Esuna to cure. They’re pretty fast, so you might want to cast Slow on them if your character has a poor affiliation with Ifrit. Watch your HP and heal as necessary.

After the fight, continue north through the opening and go down the ladder. Watch an FMV then move left. Examine the middle panel a couple of times until it lurches. After watching another FMV, you’ll be back with Cid on the 3rd floor.

Talk to Cid then take the elevator down to 2F. Follow the corridor to the end and enter the red door. After watching the Garden take flight, leave and meet Xu in the corridor. Follow her back to the 3F Bridge. [If you have Rinoa in your party, you’ll see an additional scene where Rinoa enters Squall’s room and requests a tour around Balamb Garden.] Return to the Lobby. A faculty member tells Squall to go to the Master Room, so take the elevator down to the basement.

After speaking with Cid, head left to meet Norg, who is furious that Squall failed the assassination attempt.

BOSS >> POD
HP 2,000 / AP 20
Draw: Cura

BOSS >> ORBS x 2
HP 2,701 / AP 20
Draw: Dispel, Confuse, Slow / Thundara, Life, Bio

Strategy: Physically attack the Orbs to keep them from turning red (they’re capable of some pretty nasty spells when they’re that color) and steal Magic-Up & Spr-Up potions from them if you can. Keep hitting the center Pod until the shell cracks open.

Once the Pod is nullified, the true NORG reveals himself.

BOSS >> NORG
HP 11,900 / AP 20
Draw: Shell, Protect, Esuna, GF Leviathan

Strategy: Draw GF Leviathan from him then follow up with wind-based spells, Demi magic and GFs.

After the fight, go to the infirmary and ask Cid about the events that just transpired. Return to the Lobby and speak with Xu. When a mysterious ship is sighted approaching Balamb Garden, head up to the 2F Lookout Deck. The SeeD members on board the ship ask Squall to locate Ellone. You’ll find her in the Library. When Squall asks about the Laguna dreams, Ellone will only tell him that was in the past.

The next day, Rinoa arrives to comfort Squall. Choose the 1st option to stroll with her then head to the 3rd floor. After the collision, Cid dispatches Squall to Fisherman’s Horizon to apologize to the Mayor. [Cid holds Seifer’s card, btw.] Make your way to the 2F Deck.

FISHERMAN'S HORIZON

Head east along the path until you find a partially hidden ladder. Descend it and follow the trail to an elderly fisherman. Choose to apologize to him (1st option) to get Occult Fans, Vol. III. Talk with him until he asks Squall for a favor.

Return to the original path and continue east. Speak to the crane operator to get down. Before taking the northern path to visit the Mayor, head left. Use the Regen DP near the Save Point then continue heading east. Once in town, enter the door on the left. Inside, buy items then pay 100 gil to rest. Search the floor of the guestroom for an issue of Timber Maniacs then leave the Inn.

Head right, down the wooden dock. Talk to the kid in the boat 3 or 4 times (until he mentions his teacher, who is the old fisherman you met earlier). Afterwards, talk to the man standing next to the Shell DP to refine your weapons. When finished, return to the main path and head north.

Enter the Repair Shop on the right and speak to the Grease Monkey inside. Search the floor next to him for an issue of Timber Maniacs then exit. Follow the left path down to a Plaza where a couple of people want to play cards. Take the northern stairs up to a dormant train depot. Use the Haste DP at the end of the path then return to the previous area. Backtrack to the Save Point and head west. At the intersection, take the northern path down to Mayor Dobe’s house.

Enter the house and go upstairs. Locate a hidden Ultima DP on the right then speak to the Mayor (who holds the Quezacotl card, btw). Leave and start heading back up the dish. When the Galbadian army arrives, return to the Mayor’s house to get more information. Save your game and head over to the Plaza in front of the Train Station. Once there, you’ll have to contend with a few Galbadian soldiers, but they offer little resistance. Their demise heralds the arrival of a familiar boss.

BOSS >> BGH251F2
HP 6,900 / AP 20
Draw: Shell, Protect, Stop

Strategy: Draw and cast Protect on your party members then use Quetzalcoatl, Leviathan and thunder-based spells on the boss. Steal Adamantine from it if you can. There’s a chance of halting most of its attacks if you successfully cast Blind on it.

After the battle, Selphie’s missile base team appears and the full party is reunited. Talk to Rinoa then try sharing a few words with Mayor Dobe (pick the 1st, then the 2nd choice to keep the conversation going). When finished, start heading back to Balamb Garden.

After meeting up with Irvine, take the ladder down to the Master Fisherman, who asks that you visit him at the Hotel. Before going there, return to the Plaza area. If you previously conversed with the Cafeteria Lady about her son at Balamb Garden, talk to the man in a white shirt here three times. Go to the Repair Shop and speak to the Galbadian Officer inside. Leave and re-enter, then talk to Grease Monkey for a Mega-Phoenix.

Now, go to the 2nd floor of the Inn to meet the Master Fisherman. After viewing an interesting holographic display involving Dobe, choose to accompany the Master Fisherman a bit longer (2nd option). Follow him down the wooden dock and agree with his opinions (1st option) during the course of the scene. Talk to him afterwards and pick the 2nd option to get a Megalixir. Afterwards, save your game and ride the crane back up to Balamb Garden.

BALAMB GARDEN / FISHERMAN'S HORIZON

Locate Selphie in the Quad then meet up with Cid, who appoints Squall the commander. Squall’s friends decide to hold a concert for him to celebrate the event. You have 3 tunes and 8 instruments to choose from:

Tune A: Guitar, Violin, Flute, Tap Dance
Tune B: Electric Guitar, Bass Guitar, Saxophone, Piano
Tune C: Any mix of the 8 instruments, other than the 2 above

Using Irvine, pick Tune A as your performance piece. Afterwards, Rinoa invites Squall to the concert, which takes place at the Mayor’s House. During the concert, use [Square] to change the view of the stage or just proceed right to move the plot along. Examine the magazine on the ledge to initiate a conversation between Rinoa and Squall. Whichever tune you chose determines the outcome of their conversation:

Tune A (folk song): A smooth ride, no misunderstandings.
Tune B (ballad): A bit uneasy, but still okay.
Tune C (jumble): Both Squall and Rinoa feel uncomfortable.

After the performance, the group returns to Balamb Garden. Squall has another dream that night. The next morning, go to the 3rd floor Bridge and talk to Nida to learn how to navigate the ship. Before going to Balamb City, you might want to check out a few previously unreachable areas.

TIMBER (OPTIONAL)

Locate two children playing on the bridge above the railway track that runs towards the East Academy Station and Dollet. Sometimes you’ll find the girl on the track. As Squall approaches her, a train whistle signals impending doom. You’ll be back at the Inn after the rescue.

Once there, pick up a copy of Timber Maniacs. You can also plunder the 500 gil from Owl’s Tears now. Have Squall repeatedly examine the cupboard underneath the television. Also, the guy outside the Timber Maniacs Building will give you a Pet Nametag if you previously encouraged him to go for his dreams.

WINHILL (OPTIONAL)

Winhill is located south of the Galbadian continent, not far from D-District Prison and Timber. Once there, enter the mansion in the center of town. Talk to the owner standing on the stairs to initiate a mini-game, which requires you to find 4 pieces of a broken vase. Have Irvine in your party to trigger the 1st event:

Repeatedly examine the suit of armor in the mansion, which is left of the huge flower vase. The chicobo within will drop the 1st fragment. Leave and head south until you arrive at the Flower Shop.

Follow the old lady into her shop and reply ‘yes’ (1st option) when she asks Squall whether he likes flowers. Locate the 2nd fragment among the flowers in the foreground. Leave and head north.

At the Chocobo Crossing sign, you’ll see a little chicobo fluttering around. Press [X] when it’s at your feet. It’ll throw up a variety of items each time you do that; one of them will be the 3rd vase piece.

Go back to Raine’s house and speak with the new owner upstairs twice. Afterwards, head down to the 1st floor and examine the glass bowl with lilies on the table in the foreground. Raine’s spirit should appear behind the bar. When she vanishes, examine the cat that appears for the final fragment. Take all 4 of them back to the mansion to get a Holy Stone from the owner.

BALAMB CITY

Make sure Zell is with you before entering Balamb City. Once inside, speak to the Galbadian sentry to get through. Visit Zell’s mother then head down to the Hotel. Talk to the guards stationed there to learn that you cannot enter until you find their Captain. Continue to the docks and speak with all the soldiers near the dog. You’ll find a Tabloid Guy hidden behind the vehicles who sells information. If you use his services, it’ll lower your SeeD rank.

After learning that the Captain was seen fishing, return to Zell’s house. It appears he just used the kitchen to cook his catch. Go upstairs to rest and save then head to the Train Station on the left. Talk to everyone there then return to the docks. The dog will lead Squall to the Train Station, where the group sees Raijin (the Captain) run away. Follow him back to the Hotel (you might want to save at Zell’s house first).

BOSS >> RAIJIN & G-SOLDIERS x 2
HP 9,200 / AP 10
Draw: Thunder, Thundara, Shell, Protect

Strategy: Get rid of the guards first then concentrate your attacks on Raijin. He absorbs Thunder magic so don’t use Quetzalcoatl on him. Counter his heavy hits by casting Protect on your party or using a Blind spell on him. Try to mug a Str Up potion from him, too.

Once Raijin has sustained enough damage, he’ll flee. The group follows him into the Hotel.

BOSS >> RAIJIN
HP 10,800 / AP 12
Draw: Thunder, Thundara, Shell, Protect

BOSS >> FUJIN
HP 8,100 / AP 10
Draw: Aero, Cura, Life, GF Pandemona

Strategy: Start off by drawing GF Pandemona from Fujin and casting Blind on Raijin. Fujin uses a deadly attack called Sai, which reduces your HP to 1, so be prepared to heal often. Casting Shell & Protect on your party members helps reduce most all other damage. Junctioning Bio to Elemental Attack is also helpful as both are weak against Poison. Try to steal a Str Up from Raijin and Megalixir from Fujin.

After the fight, you’ll receive Combat King 002 and automatically board Balamb Garden. If for some reason this doesn’t happen, here’s how you get out of town during the siege:

Talk to the girl in the house next to Zell’s then talk to Big Bad Rascal in Zell’s house twice. Return to the neighboring house, converse with all the people inside then leave. Talk to the guard near the Car Rental shop, but DON’T close the message screen. Let the people outside finish their motions and eventually the Big Bad Rascal will teach you a way to get out when you return to the previous screen. Afterwards, try winning Zell’s Card from Ma Dincht (Zell’s mother), but note she’ll only play it if Zell is in your party. The Hotel Owner holds Pandemona’s Card.

Either way, talk to Selphie when you’re back on the ship. She suggests going to Trabia Garden, which is north of your current location. You may want to visit a couple of places along the way.

SHUMI TRIBE VILLAGE (OPTIONAL)

The Shumi Village is located on the northernmost continent of the world (it will be highlighted on your map if you spoke to the owner of the Repair Shop in FH). Once there, head forward and speak to the 3 Shumis guarding an Ultima DP. You’ll have to pay 5,000 gil to access it, which is pretty reasonable considering Ultima is probably the best spell in the game. Be sure to return here every now and then to stock up on it. For now, continue further to the elevator and ride it up to the top.

Enter the first structure in the village, which is the Inn. Pay 100 gil to rest. Look for an issue of Timber Maniacs in the guestroom (if it isn’t there, you’ll find it in the Artisan’s house later) and use the save point. Exit the Inn and continue west. The 2nd building is out-of-bounds and the 3rd belongs to the Elder, whom you can’t visit yet. If you didn’t get the magazine from the Inn, look for it in the 4th house. Afterwards, enter the leftmost building, which is the Workshop. Inside, a statue of Laguna is being constructed.

Speak to the Shumi sculptor, who tells Squall to visit the Elder. Use the Firaga DP behind the statue then go to the house with the Moomba in front of it. Use the Blizzaga DP to the right then enter. Return to the Workshop after your meeting with the Elder and talk to the sculptor again. He wants you to find 5 special stones to complete the statue. Each time you find one, return to the Workshop to get another clue:

- Blue Stone: Among the granite rocks behind the Laguna statue
- Wind Stone: Among the boulders to the left of the Inn
- Life Stone: Climb up the tree roots to the right of the Elder’s house
- Shadow Stone: Take the elevator up and explore the circular ring opposite the Ultima DP
- Water Stone: Enter the Artisan’s house next to the Workshop and look in the sink

After giving all 5 stones to the sculptor, return to the Elder. He offers Squall a Phoenix Pinion, which summons the GF Phoenix once during battle. After that, Phoenix will appear randomly to help out.

CENTRA RUINS (OPTIONAL)

Travel to the upper half of the Centra region and look for a yellow, diamond-shaped structure on the southeastern island within a ring of smaller islands near the Centra Crater. It might take a while to find the ruins, so use your map.

Once inside, you’ll have exactly 20 minutes to find Odin and defeat him, so come prepared with Diablos’ Encounter Half or Encounter None ability. If you happen to face any enemies, use your most powerful spells or Squall’s Renokuzen to kill them quickly (GFs take too long).

From the entrance, head north and ascend the stairs. Use the Drain DP on the right then move clockwise around the circular statue and climb the stairs behind. On top, take the right path and go all the way to the door in the background. Climb the stone steps to get to the lift platform.

On top, take the left ladder to the top and enter the opening. Activate the switch. Climb back down and examine the blue altar to reveal a new staircase on the right. Climb the new staircase (not ladder), spiraling up until you reach a circular platform. Climb the short ladder on the left. Head right and pluck the red jewel from the eye of the statue. Return to the circular platform below.

Take the upper right path to a Pain DP. Climb up the green dome to reach another statue. Put the jewel in to obtain a random 5-digit password. Write it down then take out both red jewels. Return to previous statue and insert both jewels. Enter the 5-digit password. When the door opens below, enter it to face Odin. [Note: If the timer runs out before you face Odin, you’ll be asked to try again. If this happens, just continue from wherever you left off. If the timer runs out during battle with Odin, it’s Game Over.]

OPTIONAL BOSS >> ODIN
HP 18,400 / AP 20
Draw: Stop, Death, Double, Triple

Strategy: Odin will just sit there until the timer runs out, so your goal is to hit him with your most powerful stuff as quickly as possible. The easiest way to defeat him is to use Squall’s Limit Break repeatedly. No spells or GFs work as well as Renokuzen. Stock up on a few Triple spells if you’ve got time and make sure to mug a Luck-J scroll from him.

Unlike regular GFs, Odin cannot be junctioned; rather, he appears randomly during enemy encounters. When he does, he’ll instantly dispatch all opponents with a success rate of 100%. Don’t expect him to come help during boss battles, though. Once you obtain Odin, use the ladder to the right of the blue statue to reach an Aero DP then exit the ruins.

KASHKABALD DESERT (OPTIONAL)

Locate a huge patch of land known as the Kashkabald Desert to the east of Centra Ruins. Cactuars appear here and each one nets you 20 AP. You’ll need high Speed and Hit% ratings before you try to defeat them, but they’re worth it. Remember to return here occasionally to build up your GFs’ abilities.

TRABIA GARDEN

Head north to Trabia Garden. Once there, follow Selphie. An ex-classmate near the gargoyle statue asks Squall if he’s been looking after Selphie. Answer however you like. (The ex-classmate holds Selphie’s card, but the ‘Random’ rule enforced here makes it rather difficult to get.) Use the Thundaga DP next to her then head northwest.

At the intersection, go right to find a Save Point. Speak to the kid in blue until he hints at a secret treasure. Return to the gargoyle statue and take 5 steps south. Search the ground for the August issue of Weapons Monthly. If you have trouble locating it, tap [X] repeatedly around the area. After finding it, head north to the cemetery. Selphie will probably be there and if you have Siren’s Move-Find ability equipped, use the Zombie DP. After speaking with Selphie, return to the statue area and head northwest.

At the intersection, take the left path. Talk to the students who are standing next to an Aura DP then continue heading west. When you reach the basketball court, speak to everyone at least once or until you see a ball roll into frame. During the flashback scene, move Squall to the beach. During the next flashback, talk to all of the children before heading through the door on the right. Irvine’s memories prompt the others to recall their forgotten childhood. After the cutscenes, the group leaves Trabia Garden.

TRABIA REGION (OPTIONAL)

Enemies you encounter around the Trabia region include Mesmerizes and Gaylas. The former offers Mesmerize Blades and the latter holds Meltdown spells at level 30+. The Gaylas also drop Mystery Fluids, which allow Quistis to learn Acid. If you come across a Blue Dragon, mug it for Fury Fragments or defeat it so it drops Dragon Fangs. They’re really rare though. You can kill them easily with a Death spell.

SHUMI TRIBE VILLAGE / FISHERMAN’S HORIZON (OPTIONAL)

During this visit to Shumi Village, you’ll be laying groundwork in order to get a nice gift later on: First, visit the Workshop to learn that more manpower is needed to complete the statue. Next, visit the Elder then speak to the Moomba outside his house. Follow him back to the Workshop. After the cutscene, visit the Elder again then return to the Workshop and talk to the Elder’s Attendant. Enter the house beside the Workshop and talk to the Artisan. Visit the Elder once more before leaving the village.

Go to the FH Repair Shop near the train station and speak with the Grease Monkey inside to get a Moomba Doll. Take it back to Shumi Village.

If you have the Moomba Doll from FH, talk to the Elder then visit the Artisan next door, who has a dialog with the Moomba Doll. After leaving the house, the Artisan will finally agree to help. Talk to the Elder to receive a Status Guard item (teaches a GF St-Def +4).

CAPE OF GOOD HOPE

Pilot Balamb Garden towards Edea’s Orphanage to the south (use your map) to trigger a confrontation with Galbadia Garden, which is hovering nearby.

BALAMB GARDEN

With an invasion eminent, Squall must address the students over the intercom. Give out commands in this order:

1. The Garden’s course
2. Prepare for the attack
3. Prepare our defense
4. Call my comrades
5. Take care of the junior classmen
6. No orders/End

Take the elevator down to 1F and meet up with your companions at the front gate. Select a party then head up to the 2nd floor. Direct all the students on that floor. After leaving the Classroom, speak to the lone kid walking in the hallway to get a Cottage. Afterwards, go down to the Quad. Use the new Save Point near the entrance then continue forward until you meet Zell, who is assembling troops. When Rinoa arrives, speak to her then watch as the two Gardens attack each other.

When you take control of Zell, re-junction and head to the western wing of the Quad, where a collision throws Rinoa off the platform. Leave her for now and make your way to the Front Gate to meet up with Squall. Form a party of 3: Squall is a compulsory character and Zell is assigned to rescue Rinoa.

Controlling Squall’s party (remember to junction), head up to the 2F Classroom. Fight off 4 paratroopers then talk to everyone inside. Leave the Classroom and take the elevator up to 3F. After watching the cutscenes, return to the 2nd floor where Squall is asked to look for a missing child. You’ll find him at the end of the corridor on 2F, but get knocked down by a trooper as you approach. When he pins Squall against the wall, press [X] to reveal 3 choices. Select the 3rd one to notice an emergency hatch. Press [X] again and select the 2nd option to unlock the door.

In this mini-game, Squall starts off at a disadvantage with lesser health, but you can win easily by mashing away at the [Punch] button right from the start. If you’re fast enough, Squall will cut off all attempts at retaliation from the trooper. If he starts to block repeatedly, kick him. An alternate strategy is to hold down [Block] until the [Deathblow] command appears, which knocks off two-thirds of the trooper’s health in one hit. Finish him off with a flurry of punches and kicks. If the trooper wins, you’ll be prompted to try again.

GALBADIA GARDEN

Once Rinoa is rescued, head left. After the two share a moment outside the compound, name Squall’s ring (Griever is the default) then select the 2nd option to enter Galbadia Garden. If you have Siren’s Move-Find ability equipped, you’ll see an Aura DP to the right. Use it before entering.

Inside, save and re-organize your party (junction accordingly). Enter the door on the right then take another right on the next screen to reach the stairs. Go up and speak to Raijin and Fujin, who choose to leave the party alone. Head left from them and enter the door on the right. Talk to the male student inside to get the 1st Card Key.

Return to the save point downstairs then head left. Unlock the left door to get to the ice hockey rink. Use the Haste DP on the ice then enter the locker room on the left to access the Life DP. Exit and go through the door on the right to reach a hallway. Once there, enter the classroom on the right. Talk with the student inside to get a 2nd Card Key. Backtrack to the Save Point near the entrance.

Proceed east to the stairs and go up to the 3rd floor. Use the Card Key to get outside. Leap down onto the court and head left. Use the Shell DP then enter what should be familiar hallway. Head south past the stairs until you reach the main lobby. Use the Save Point to the east before approaching the GF in the center.

BOSS >> CERBERUS
HP 10,000 / AP 30
Draw: Quake, Double, Triple

Strategy: Cerberus will cast Triple on itself, allowing him to attack 3 times in a row. Undo this by using Dispel. The boss also uses Tornado and Quake, which can cause significant damage. Decrease the effect by casting Protect or Float on your party. Avoid using wind and thunder-based magic on him as he absorbs both. Demi works well as do GFs Ifrit and Diablos. Draw a few Triple spells and mug him for a Spd-J Scroll if you can.

Once you’ve received GF Cerberus (and his card), use the DP he was guarding. Follow the western path to a hallway. Enter the door on your left and speak with a female student inside to get the 3rd Card Key. Return to the Lobby and head north. Take the stairs up t the 2nd Floor. Once there, head left and unlock the elevator. Ride it up to a room with a Save Point and two adversaries.

BOSS >> SEIFER
HP 10,000 / AP 20
Draw: Fira, Thundara, Dispel, Haste

Strategy: Counter Seifer’s high attack power by casting Protect on your allies. As his HP drops, he’ll start using Demon Slice, which causes a great deal of damage to a single member. Seifer tends to focus his attacks on Squall (especially if Squall is your primary offense) so have the others keep him as healthy as possible. Eventually, he’ll stop the fight.

After the battle, return to 2F and head right. Use Siren’s Move-Find ability to locate a secret save point towards the end of the path. After saving your game, continue forward to enter the Auditorium.

BOSS >> SEIFER
HP 7,400/ AP ?
Draw: Fira, Thundara, Dispel, Haste

Strategy: He’s weakened so take some time drawing good spells from him before finishing him off. Also, make sure your party’s healed up before eliminating him as you’ll have to fight Edea immediately afterwards.

BOSS >> EDEA
HP 15,000 / AP 50
Draw: Blizzara, Demi, Esuna, GF Alexander

Strategy: Draw GF Alexander from her first then follow up with Shell on your members. Edea is capable of a few pretty nasty spells, including Death and Maelstrom, which takes off half of each member’s HP in addition to causing status ailments. Draw and use Demi on her then attack with GF Diablos. If Edea endows herself with Reflect, break it with Dispel. Be sure to leave a character on standby to revive those hit by Death. If you feel confident, try stealing a Royal Crown from her.

After the battle, watch the cutscene then save and switch to Disc 3.

DISC 3

BALAMB GARDEN

Squall is watching over Rinoa in the infirmary when Quistis summons him to the 3F bridge. Once there, form a party of 3 (sans Rinoa) and pilot Balamb Garden southwest towards Edea’s Orphanage.

Before deboarding, pick up the July issue of Weapons Monthly from the Training Center. It appears as a little brown package on the ground so it’s not easy to spot. You’ll find it just beyond the left gate.

If you’ve been a frequent visitor to the Library with Zell, visit Balamb City; a random event might transpire, where Zell has a guest waiting for him at the Hotel. Spend the night there to receive a copy of Combat King 003.

EDEA'S ORPHANAGE

The forests outside the Orphanage are home to a variety of interesting creatures, such as Grand Mantis (steal Sharp Spikes), Blitz (drops Betrayal Blades or Dynamo Stones) and Geezards (Screws). Ruby Dragons can also be found, but they’re extremely rare. If you’re lucky enough to meet one, mug it for Inferno Fangs, which can be used to teach Quistis Fire Breath.

Enter the building and pick up a copy of Timber Maniacs on the floor before following Cid to the beach. Once there, Edea apologizes and reveals that she was under the control of Ultimecia, a sorceress from the future. When she finishes talking, try to leave. Frustrated that there’s no current way to help Rinoa, Squall returns to Balamb Garden. [Note that Edea holds her own card and Cid holds Seifer’s.]

BALAMB GARDEN

Take the elevator to 1F and visit Rinoa in the Infirmary. Once there, you’ll be taken to the ‘dream world.’ Select a character to play Kiros and off you go…

LAGUNA DREAM SEQUENCE - Trabia Canyon

Laguna has taken up a job as a B-movie actor wherein he plays a knight protecting a maiden from a dragon. While Kiros and Ward are supposed to play the dragon, the beast that approaches is the real deal. There are two methods to get past this mini-game:

Method 1: Tap the [Attack!] button once to have Laguna swing his blade then assume a defensive stance. After Laguna parries the blow, have him attack again. Keep repeating this attack/defend pattern until Laguna emerges victorious.

Method 2: Mash away at the [Attack!] button to have Laguna continually slash the Ruby Dragon and cut off any attempt to retaliate. You may have to block occasionally, but it isn’t hard if you’ve got quick fingers.

Once Laguna is reunited with his companion, choose the 2nd option to retreat to a Save Point on the left. Junction your party and save. Before confronting the Ruby Dragon, you might want to try finding an Ochu. Fighting them allows you to steal Ochu Tentacles, which are necessary for upgrading Quistis’ weapon to the Red Scorpion. The Ochu has a tendency to rob you of magic spells, so be careful. They are found on the same screen as the Ruby Dragon... it’s a pretty small space so make sure you don’t run into the Dragon by accident. Once you do, you can’t go back to find the Ochu.

BOSS >> RUBY DRAGON
HP varies / AP 14
Draw: Aero, Firaga, Demi

Strategy: Summon Diablos repeatedly for an easy kill. This creature isn’t too hard to take down. Plunder an Inferno Fang from it to teach Quistis Fire Breath or use it for Selphie’s 3rd weapon, the Crescent Wish.

After the battle, you’ll get Ruby Dragon’s Card and see Laguna looking for Ellone at the Orphanage.

BALAMB GARDEN / EDEA'S ORPHANAGE

Once Squall wakes up, return to the Orphanage and ask Edea for information. She recalls that Ellone was taken aboard the White SeeD and presents Squall with a letter to give to the ship’s captain.

WHITE SEED-D SHIP

Travel to the group of islands north of the Orphanage. Ignoring the 3 western cliffs that jut out into the open sea, you’ll find the remaining islands form a broken ring around a patch of water. The White SeeD is located within this ring near the southwestern cliffs. You may need to shift your camera angle to actually spot the ship. Once located, move Balamb over to it and board.

The crew refuses to let Squall have an audience with their leader, but they won’t stop you from exploring the ship. Head forward to meet up with Watts, who is standing near a Save Point. After greeting him, Zone enters and scolds Squall for not taking better care of Rinoa. When he leaves, talk to Watts again to get more information then head upstairs.

Grab the final issue of Timber Maniacs from the floor near Zone then speak to him multiple times, until he notices you have a copy of Girl Next Door. Give it to him for free to receive a Rename Card and Shiva’s Card. Afterwards, take the stairs back down to Watts and continue east to get to the leader’s cabin.

Use the Holy DP there then talk to the Leader. He tells Squall that Ellone is no longer on the ship. Speak to him again to trigger a flashback scene showing Ellone being taken to Esthar. After the flashback, you’ll automatically be back on Balamb Garden.

BALAMB GARDEN

Speak to Quistis on the 3F Bridge to learn that Esthar is only accessible via the bridge at Fisherman’s Horizon. Proceeding to Esthar means you won’t be able to visit the other places on the map for quite a while. Below are a few optional events you might want to tackle before moving the story any further.

CENTRA RUINS (OPTIONAL)

Head northeast from Edea’s Orphanage to the Centra Ruins (where you fought Odin). Take Squall and Quistis along, and have one or both at critical status in order to use limit breaks. Head for the 3rd screen (the one with the Tonberry statue in the center of a circular platform). Once there, start taking out as many Tonberries as you can. You’ll gain 0 EXP (and Chef’s Knives) for your efforts, but after the 20th Tonberry you kill, there’s a chance of meeting the Tonberry King. This guy seems to appear randomly, so you might have to rack up quite a few dead Tonberries before actually meeting him. You don’t really have to take down 20 of them in one shot; you can always head outside to save before continuing.

BOSS >> GF TONBERRY KING
HP 90,000+ / AP 20
Draw: Death, Curaga, Full-life

Strategy: Draw a few Full-life spells from him then cast Meltdown and unleash Squall’s Limit Break. He should be dead by then. Just watch out for his magic spells and heal/revive as necessary.

Once defeated, you’ll get GF Tonberry.

CHOCOBO FORESTS (OPTIONAL)

Chocobo Forests are dome-shaped forests found on the Trabia and Centra continents. There are 6 regular ones. The 7th (called Chocobo Sanctuary) is located in Grandidi Forest on the northeastern cliffs of the Overworld—you’ll have to ride a Chocobo from the Trabia region across shallow waters to get to it. It’s pretty well camouflaged. The forest in which the Chocobo Sanctuary is hidden houses 2 powerful enemies: the Malboro and the Hexadragon. If you feel daring, mug some Red Fangs from the Hexadragon and Malboro Tentacles from the Malboro before escaping.

You’ll need to get a ChocoSonar and ChocoZiner from the boy who appears within Chocobo Forests. First, equip the ChocoSonar. At specified spots, the ChocoSonar will respond (watch the red bar) when you tap the [X] button. Equip the ChocoZiner, and blow it for a small Chocobo to fall down. Blow again to have it return. You’ll have to do this until there’s only a single, small Chocobo left on the screen (there may be multiple chicobos in each forest). Talk to it to get a big Chocobo to appear. If you happen to activate the ChocoZiner where the sonar shows no response, your equipment will be snatched by a chicobo. Buy it back from the Chocoboy for 700 gil.

Alternatively, you can ask the kid to summon a big Chocobo for you for 1,200 gil, but note that every time you get the big Chocobo to appear by yourself, you’ll receive a Pledge of Affection (allowing you to find stones hidden in the ground using the ChocoZiner). Collect all 6 of them (one from each forest) and present them to the Chocobos in the Chocobo Sanctuary to get a Chicobo Card. Here are the locations of the Chocobo Forests:

- West of Trabia Garden
- Northeast of Trabia Garden (ride a Chocobo to get to the Chocobo Sanctuary)
- Northwest of the Shumi Tribe Village
- Northeast of the Centra Ruins
- East of Edea’s Orphanage
- South of Kashkabald Desert

These adorable creatures are pretty fast on their feet. Also, you won’t encounter enemies while riding on a Chocobo. Incidentally, you can purchase Gysahl Greens from the chocoboy, which allow you to summon Boko in battle. They’re not very strong though - their Choco Fire damages a single opponent for a measly 500+.

If you don’t feel like doing this event now, you can leave it until you’ve acquired the airship Ragnarok, which will be later on in the game.

CC GROUP (OPTIONAL)

After Squall wins 15-20 Card Battles in Balamb Garden, the Card Club Quest becomes available. Now you can do Card Battle with various members of the CC Group in Balamb Garden. Here are their locations and the order in which you should challenge them (some appear randomly. If they’re not where they should be, try leaving the area and re-entering):

Jack = He wanders around the Garden Directory Board on 1F.
Club = He wanders the northern regions of 1F.
Diamond = Two girls both stop to chat at the Directory Board.
Spade = A man near the lift on 2F. He doesn’t appear too often.
Heart = Xu on 3F Command Bridge.
King = Speak with Nida after defeating Xu, then talk to Dr. Kadowaki at the infirmary using [Square]. Head for Squall’s cabin and ask your companions to leave you alone. Choose to rest, and during the night, King will appear randomly. If you fail to win, you can have a rematch on the 3F Bridge.
Joker = In the Training Center or near the Blizzard DP after you defeat Jack. He also sells items.

If you haven’t won it already, the kid in blue circling the 1st floor holds the MiniMog Card.

FISHERMAN'S HORIZON / ESTHAR STATION

Pilot Balamb Garden over to FH. Once there, have Squall go to the Infirmary to get Rinoa. While carrying her, walk east along the crane walkway until Squall moves forward automatically. When you regain control of Squall on the bridge, speak to the sleeping Rinoa. Afterwards, the party regroups near the train tracks.

Talk to Edea, who tells Squall to meet Professor Odine in Esthar. She will be playable at this point, but don’t bother raising her stats as she will only be with the group temporarily. Head off into the background.

ESTHAR REGION / GREAT SALT LAKE

When you reach the Overworld, head east towards the dry lake. Once inside, select a party and move north. In the next area, run up the head of the fossil on the right and follow the path to a Meteor DP. Use it then cross over the bone bridge on the left. Use the Thundaga DP here then continue forward to the edge of the cliff. Choose to jump off.

Head north to the next screen. Once there, move west until you reach a big crevasse. Passing by it wakes up the tenant below.

BOSS >> ABADON
HP 17,010 / AP 40
Draw: Curaga, Esuna, Dispel, Flare

Strategy: Abadon is undead so cast Life on it for an instant kill or take time to draw some spells while casting curative magic on it. If you have Leviathan’s Recover ability, use it to inflict 9,999 worth of damage in one shot.

Once Abadon is defeated, head northeast. Examine the strange, electronic barrier in front of you to uncover an opening in mid-air. Climb up to it.

ESTHAR CITY

Continue forward until you reach a device on the left. Play around with it to see various shield tests then enter the door beyond. Go inside the elevator room. When it stops, move towards the back and watch a nice FMV introducing the capital city of Esthar. Once you reach the bottom, a high-pitched noise sends the group back to ‘dream world.’

LAGUNA DREAM SEQUENCE - Lunatic Pandora Laboratory

As Laguna, talk to both Esthar soldiers to get things moving then speak with the Moomba and the worker until the soldier returns to fight you. After defeating him, Kiros and Ward arrive. Select the 1st option to junction them before facing the Gesper and 2 Esthar soldiers. Get rid of the Gesper first, before it removes any characters from battle with its Degenerator attack. Once they’re defeated, use the elevator on the right to reach the ground floor.

Eavesdrop on Dr. Odine’s conversation with his assistants then head right to exit. Outside, you’ll find a Death DP next to the Save Point. After speaking with Dr. Odine’s Assistant, return to the Laboratory. Pick up the final (or First, really) issue of Weapons Monthly on the floor to the left of the entrance then take the elevator back down to the basement.

Once there, Odine’s cronies try to kill you. Be sure to mug a Laser Cannon from the Elastoid, so Quistis can learn Homing Laser. After the fight, follow Dr. Odine to the elevator and ride it up to get back outside. Laguna’s crew confiscates a vehicle and rides it over to the doctor’s lab.

DOCTOR ODINE'S LABORATORY

Inside the lab, kill off a couple of enemy soldiers then use the Double DP near the back door. Save your game then examine the transport in the center of the room. Choose to sit down to be transported to the 2nd floor. Once there, use the Flare DP then enter the door. Fight a couple more soldiers then peer through the window in the back, which shows little Ellone trapped inside a room. Screw around with the blue panel on the right until you see a message saying the door is unlocked. Return to the 1st floor and enter the back door to rescue Ellone.

ESTHAR CITY

The party awakens to find a car waiting for them. Upon arriving at the Presidential Palace, Dr. Odine agrees to help if Rinoa is left behind for observation. [Odine holds Ward’s card, btw.] Speak to Odine’s Assistant, who suggests taking a look around the city before heading over to the Lunar Gate. Exit the room then move right down the hallway until you reach a transport pod. Ride it up to exit the Palace.

Once on top, move forward until you reach the next screen. Esthar City is massive with many ways of reaching the same locations. The directions below are meant to give you an overview of different areas, but feel free to take optional routes. Your current goal is to learn how the city is laid out, as you will be moving through it later on a very tight time schedule.

Starting at the entrance of the Presidential Palace, use the Blizzard DP then head west. Continue forward until you reach another transport pod. There a several pods like this one scattered throughout the city, offering shortcuts to different areas. Until you become familiar with the city, I suggest walking instead of using them – but I will note where each one takes you as a reference. The pod in front of you goes to Odine’s Lab via either the Air Station or Inner Skyway.

Continuing west on foot brings you to a pod, which sits below a yellow tube. This one goes to Odine’s Lab or the Presidential Palace. There’s a short set of stairs on the right. Continue south until you reach another pod, which will take you to the Palace, City Entrance or Air Station. There are 3 paths to choose from here. Going south brings you to Odine’s Lab, which you can’t enter yet. Use the Quake DP in front of the guard then return to the previous pod area. Head west to a Save Point in the middle of the road. Note the green light that envelops it as you pass by. Continue past the Save Point to the next screen.

The pod here goes to Odine’s Lab or the Presidential Palace and there are 2 more paths to choose from. Heading west takes you to the Air Station, which is temporarily closed, so take the northern path. In the next area, you should see a dog running around and have a choice of continuing north or heading east. Going north will take you back to the very first transport pod you saw (near the Palace) except you’ll be approaching it from a different path. Instead, head east from the dog area, onto an overpass that runs above the yellow tube you saw earlier.

Continue heading east until you reach a group of locals taking in the view from the City’s Center. One of them mentions the Lunar Cry being inevitable. Another asks how you got to the city. If you tell her you walked, she’ll mention having friends in FH. Keep moving east until you reach a series of stairs. Use the Curaga DP on the right before heading down. At the bottom, you can either go north or south. Going north ultimately leads to a dead-end, though you can veer off before that to get back to the yellow tube area (you’ll pass another pod that travels to either the Palace or City Entrance, also).

From the bottom of the staircase, head south to reach a T-intersection. Continuing forward takes you to the City Entrance where you can either rent a car or use the elevator to leave the city. For now, head right to get to the Shopping Mall. Use the Tornado DP in the lower left corner then move over to any shop to bring up a Store Directory menu. Some of the shops are open for business. Others are closed, but repeat visits will usually open them to purchase rare items, potions and tools. Here’s a list of the 6 Esthar stores and what they offer:

RinRin’s Pet Shop - Buy Pet Pals, Vol. 5 & 6 plus GF recovery items and scrolls
Cloud’s Item Shop - Stock up on potions and ammo
Johnny’s Item Shop - Currently closed, but come back later to buy rare potions
Don Juan’s Junk Shop - Upgrade your weapons here
Karen’s Book Store - Buy any magazines you don’t already have
Cheryl’s Store - Currently closed, but come back later to buy rare items & tools
you’re done shopping, board the nearby pod and ride to the City Entrance. Head south and either rent a car or step on the center platform to exit the city.

ESTHAR REGION

Move through the maze of paths (representing Esthar’s highway system) until you reach the outer field. If you check your map, you’ll find 4 new locations around Esthar City: the Lunatic Pandora Laboratory, Sorceress Memorial, Lunar Gate and Tears’ Point. The group is supposed to meet Dr. Odine at the Lunar Gate, which is east of Esthar City, but feel free to visit the other areas first.

Save frequently while roaming the fields around Esthar, as you may come upon a few Malboros. Though rare, these creatures cast Bad Breath - a spell that causes every kind of status malady you can imagine to the entire party. Those who are not properly equipped against Confuse, Berserk, Poison, Silence, Slow, Darkness and/or Sleep will not last very long. If you encounter any and survive, make sure you steal Malboro Tentacles from them (ideally, 9) so Quistis can learn Bad Breath and upgrade her weapon, plus you’ll need 6 more to acquire a GF later on. Remember to cure your characters after the encounters.

TEAR'S POINT (OPTIONAL)

Tears’ Point is located southeast of Esthar City. Use the Life DP at the entrance then continue forward to the giant statue at the end. Once there, you’ll find a Reflect DP to the left and a small object on the ground to the right. Examine it to get the Solomon Ring. You’ll need 6 Malboro Tentacles, 6 Steel Pipes and 6 Remedy Pluses before you can use Solomon Ring from the Item menu. If you have them, you’ll receive GF Doomtrain.

LUNAR GATE

Head northeast from Tears’ Point (or east from Esthar City) to get to the Lunar Gate. Enter the complex then follow the girl who says she’s been waiting for you. Angelo runs in and Squall assures the dog that Rinoa will be okay. Inside the chamber, follow the staff member to an orange capsule, where he’ll brief the party on their upcoming space journey. Zell volunteers to stay behind and look after Edea. Choose to trust him then form a party consisting of Squall, Rinoa and another companion (other than Zell and Edea). You won’t be doing much fighting up in space, so select whoever needs the least leveling up. Move Squall inside the capsule and watch the blast-off sequence.

When you take control of Zell, exit the complex. Select a 3rd party member to join Edea and Zell - then head back to Esthar City (remember to junction everyone).

ESTHAR CITY

Stock up on items before going to Dr. Odine’s Laboratory (which is 2 screens west of the City Entrance area) and make sure to save before entering. Once inside, ride the center elevator up to Dr. Odine, who explains that the Pandora will be passing over the city shortly. In order to board it, you must reach one of its 3 stopover locations within a certain period of time. Use the [Square] button to view the 3 locations:

15:00 - 12:00 Pandora takes 5-8 minutes to reach the Center of Esthar
10:00 - 5:00 Pandora takes 10-15 minutes to reach intersection where 2 skyways meet
3:00 - 0:00 Pandora takes 17-20 minutes to reach a road block, north of the Mall

If you miss the first 2 stopovers and don’t reach the roadblock before time expires, you will not be able to board the Pandora. The timer starts as soon as you exit Odine’s Lab and you’ll be fighting several enemies as you go, so factor that in. The fastest route to the Center of Esthar is outlined below:

Exit Odine’s Laboratory and move forward to the highway. Once there, head east 2 screens. At the City Entrance area, take the northern path (behind the transport pod). Climb the stairs on your left then head west towards a blue vehicle parked in the middle of the road. This is the Center of Esthar. Wait there until the Pandora arrives. When it does, defeat a couple of Galbadian soldiers then climb up to board it.

LUNATIC PANDORA

What you did as Laguna way back in Disc 1 affects the areas accessible to you now. The following assumes you had Laguna trigger all the traps within the Centra excavation site:

Use the Meteor DP then head up the stairs. Inside the lobby, use the Curaga DP then enter the blue elevator in the center. Once on top, continue forward until you reach a T-intersection. Take the left route. Head forward until you reach a red elevator. Before using it, head down the stairs on the bottom right. Move south until you reach a ladder. Descend to a Confuse DP. Enter the small alcove on the right and search for a hidden Love Love G potion. After receiving it, head west.

Continue traveling west through the tunnel until you reach 3 metal doors. Look inside each of them to receive gifts (they will be locked if you didn’t have Laguna tamper with the traps earlier). Starting from the right door: 1 Power Generator (lets Quistis learn Ray-Bomb), a Silence DP, and a Phoenix Pinion.

Head further west to find a copy of Combat King 005 on the ground. Continue to the back of the cave and examine a hidden area to the left for an Ultima DP. Backtrack to the red elevator and use it to return to the Lobby. Once there, head left and board the green elevator. Use the Holy DP then enter the small alcove on the left a little further up. Search inside to get a Spd-J Scroll then continue heading north.

Use the Save Point then head forward until you reach a fork in the road. Take the northern path. Once the party is kicked out, watch an FMV of the Pandora arriving at Tears’ Point.

LUNAR BASE

After Squall reaches the Lunar Dock, speak to Piet. While carrying Rinoa, follow Piet into the Med Lab on the left. Place Rinoa in the chamber behind him then save your game. Exit the Med Lab and keep moving forward, past the staircase, until you reach the Control Room.

Once inside, examine the red panel in the upper-right corner before talking to Piet. Choose the 2nd option to learn that Ellone is on the 2nd floor. [Piet holds GF Alexander’s card, but it’ll take a while to win it due to the ‘Random’ rule here.] Leave the Control Room and go upstairs. Talk to the girl on the 2nd floor to learn more about Adel then continue south down the corridor. Enter the door at the end.

Ellone will be inside the room, but before talking to her, you might want to initiate a Card Battle to try and win Laguna’s Card from her. When refined, the card gives you 100 Hero potions. Afterwards, speak to Ellone. Once she agrees to take a look at Rinoa, leave the room and head back towards the Med Lab. When the alarm sounds, continue to the Med Lab to find Rinoa wandering the hall in a possessed state. Squall will be repelled if he tries to touch her, so simply follow her over to the Control Room.

Once there, the possessed Rinoa uses the control panels to unlock Adel’s seal. After she leaves, check the red panel to see that the Lunar Cry has begun. Leave the Control Room and go upstairs. Watch an FMV then enter the Locker Room, which is across from the viewing window. Examine the locker in the upper right corner so that Squall changes into his astronaut suit.

Enter the door on the lower left then move into the foreground. After the air lock shuts, float back to the Locker Room. Exit and return to the Control Room. Speak with everyone inside, ending with Ellone. Watch an FMV of Adel coming out of hibernation then head right to reach an elevator. Ride it down to the escape pod room. Use the save point then speak to Ellone. Enter the unoccupied pod when the room starts to shake.

ESCAPE POD

Watch a series of flashbacks showing Rinoa’s memories, ending with Squall deciding to save Rinoa. Climb up the ladder and go out into space. Watch a few cutscenes showing Squall trying to reach Rinoa. When prompted, use the d-pad to have Squall reach Rinoa before his oxygen runs out. Continually adjust your point of view to keep Rinoa in the center of the screen. If Squall reaches her before the timer hits zero, the two will be reunited. Enjoy a sweet FMV showing the couple boarding the Ragnarok airship.

RAGNAROK AIRSHIP

Check the panel on the left to close the airlock then head forward through the green door. After Rinoa asks Squall for a hug, continue north until you spot a giant purple alien roaming around below. There are 8 aliens on board the Ragnarok - a pair of yellow, red, green and purple ones. You must kill 2 of the same color consecutively or they will regenerate. The aliens attack the moment they spot you, so you have to be quick to dodge them. Junction Squall & Rinoa then head forward and go down the stairs on the right. Fight the 1st purple alien below.

BOSS >> PROPAGATOR
HP 3,800 / AP 5
Draw: Thundaga, Esuna, Life, Curaga

Strategy: All of the aliens share the same statistics so fight each the same way. They are very quick and like to cast Thundara, Silence and Blind, so be well protected from those spells. If both Squall and Rinoa have high Strength parameters, the fights will be relatively effortless. If you run low on health, cast Sleep on the aliens to buy some time then draw & use Curaga to heal.

After the fight, go through the big, circular doorway in the back of the room. Avoid the red alien inside and dash through the door on the left. Kill the purple alien there then return to the previous room and defeat the red alien. Head south, back to where you fought the 1st purple alien, and climb the stairs. Fight a red alien on the walkway above.

Go back downstairs and enter the small door to the right of the big, circular one. Inside, you’ll find a green alien. Use the Save Point in the back of the room when you’re done with him (return here later to find a Full-life DP also). Head south then move 2 screens west to find a green alien sitting on a platform. Kill him then enter the door on the left. A yellow alien charges as soon as you step into the room. After defeating it, re-enter the room and examine the panel in the back. It tells Squall what you already know: defeat the eight aliens in pairs.

Backtrack to where you first entered the Ragnarok to find your last yellow alien. After defeating it, return to the previous screen and head through the door next to the Life DP. Step on the platform in the middle to ascend. Inside the cockpit, Squall and Rinoa share an intimate moment. After Rinoa’s departure, return to the ship and enter the door on the left. Inside the Passenger Room, Squall is reunited with his colleagues.

Once Quistis and Zell join you, leave the room and use the platform to ride up to the Bridge. Selphie is piloting the Ragnarok, which can land on practically any terrain with the exception of forests, water, and some cities. It doesn’t consume fuel either, so fly it all you want. For now, head to the Sorceress Memorial, which is northeast of your current location. Check your map if you get lost.

SORCERESS MEMORIAL

Enter the complex and use the Stop DP on the left. Approach the Esthar guards, who let Squall in to see Rinoa one last time. Move through the Observation Room to the upper left corner. After rescuing Rinoa, leave the Memorial.

RAGNAROK AIRSHIP

Back on the bridge, Rinoa suggests heading to Edea’s Orphanage but before going there, you may want to complete some optional events that have become available with the acquisition of the airship.

CACTUAR DESERT (OPTIONAL)

Locate a small island to the east of Kashkabald Desert on the Centra continent. You’ll see a Cactuar randomly appearing and disappearing on this island. Land the Ragnarok and run over to confront it.

BOSS >> GF JUMBO CACTUAR
HP 60,000 / AP 20
Draw: Meltdown, Demi, Tornado

Strategy: This guy has a few nasty attacks. It will slam itself down on your party (causing moderate damage to everyone) or use 10,000 Needles (damaging a single character for 10,000 HP) so have Phoenix Downs and Life spells at the ready. If Alexander has learned Revive, use that also. Junction Water to Elemental Attack, summon Leviathan, and cast Meltdown if you have it. If Squall gets killed, revive him but don’t heal him—his Renzokuken works well on the boss. After enduring a certain amount of damage, the Jumbo Cactuar will hesitate. When this happens, cease all weak attacks and finish it off quickly. Otherwise, it’ll run away and you’ll have to start all over again.

Once defeated, you’ll acquire GF Cactuar. He offers a variety of Level-Up bonuses such as HP Bonus and Vitality Bonus. Junction him to someone who’s about to gain a level to make full use of these bonuses.

DEEP SEA RESEARCH CENTER (OPTIONAL)

The Research Center is located out in the open seas in the southwestern corner of the world. Land your ship on it and make your way into the interior of the building. Inside, you’ll see a spinning blue light that goes on and off at random. Walk only when the light is turned off and keep inching your way towards the blue core. You’ll be forced into combat should you move with the lights on. Upon reaching the center, examine it and select the 1st option. You’ll get involved in 3 consecutive battles, starting with 2 Ruby Dragons.

The Ruby Dragons have a Breath attack that can take away large amounts of HP if you’re not protected from Fire. Cast Meltdown and have Squall unleash his Renzokuken. If they drop an Inferno Fang, use it on Quistis so she can learn Fire Breath. Using GF Tonberry’s Level Down ability also helps.

After defeating the first one, re-examine the core and select the 2nd option for another fight with a Ruby Dragon. You’ll begin this one with your backs turned, so be careful. If you’re lucky, Odin will step in to help. Examine the panel again and pick the invisible 3rd option.

BOSS >> BAHAMUT
HP 65,000 / AP 40
Draw: Flare, Curaga, Full-Life, Dispel

Strategy: Bahamut has a pretty high offensive rating and if you take too long to defeat him, his Mega Flare will take away roughly 4,000 HP from everyone. Minimize damage with Protect and Shell. Bahamut is weak against Blind. Cast Meltdown and use Aura on Squall to prompt his Renzokuken.

Once defeated, you’ll acquire GF Bahamut, plus his card. Leave the Research Center and talk to everyone (especially Zell) once you’re back on the Ragnarok. If you like, head to the nearest town (Winhill) to stock up on items, spells, save and re-organize your party (bring Zell along for the next part).

After you’ve spoken with everyone in the cockpit of the Ragnarok, re-enter the building. Use the Save Point next to the large hole in the ground where the blue core used to be. Descend the vine inside the hole. You’ll face a plethora of powerful enemies here. Should you choose to fight them, Tonberry’s Level Down ability will be helpful, along with Quistis’ Degenerator. Most of the enemies are weak against Sleep, so use it often.

At the bottom, use the Dispel DP then examine the heap of metal in the lower left corner. Choose to have the computer explain the procedure for opening doors. You’ll learn that you need to distribute power units efficiently to access the lower levels. Spend 4 units now and use the hatch in the floor to go down to the next level.

Once there, examine the terminal in front of the stairs. Spend 2 units of power to open another floor hatch and descend. On this floor, examine the terminal on the right and use 1 unit of power to open another hatch. [If Zell is in your party, you can ignore the computer on the left, which opens a door on the left.] Go down to the next level and use 1 unit of power on the computer there. Do the same thing on the next level then step on the floor plate to descend to Level 6.

When you reach the bottom floor, examine the machine in the center of the room. Choose to have Zell take a look at it (2nd option). Enter the gate on the left and move forward until you reach a Save Point. Use a Triple DP along the way and continue winding down until you get to the very bottom of the island. Use Siren’s Move-Find ability to locate a hidden Save Point then examine the red computer panel on the right.

BOSS >> ULTIM