+++++++++ 1. SeeD +++++++++ [Balamb Garden] Final Fantasy VIII opens with a nice FMV of Squall and Seifer squaring off against each other in a training match. However, Squall is scarred in this battle, having taken a direct hit in his face. Squall awakens from his coma in the infirmary, where the medic there, Dr. Kadowaki, asks Squall if he feels alright: - (Ok, I guess.) * - (My forehead hurts.) Give Squall a name; I'll stick with the default name throughout this walkthrough for convenience's sake. Dr. Kadowaki then leaves to inform Quistis of Squall's recovery. After a FMV showing her arrival, both student and mentor will walk to the classroom, with the latter commenting that the entrance examination for SeeD is today. After class is over, Quistis reminds Squall that he has yet to visit the Fire Caverns. Before going off, you might want to check out the Study Panel at Squall's seat. There you'll find the following options: 1. Tutorial (New!) 2. The Basics 3. About Garden 4. A message from Garden 5. Garden Square 6. The School Festival Committee (not available yet) You'd best be advised to read through all of them. In addition, Squall will receive 2 G.Fs, Shiva and Quezacotl, upon selecting the Tutorial. G.F. Quezacotl offers 2 unique abilities: the 'Card' command ability and 'Card Mod.' menu ability. Make sure you learn them. A note about the 'Card' command: it has a much higher chance of working on a weakened enemy. Quezacotl also has 'Mid. Magic Refinement' menu ability, which enables you to gain access to the middle range spells such as Cura and Blizzara (i.e. refine 5 Cure spells to obtain a single Cura) relatively early on in the game. If you can afford to live with a weak G.F Quezacotl, I suggest you learn 'Boost' 1st, followed by 'Card', and then 'Card Mod.' These abilities will come in VERY handy in the game if you're looking to collect everything of value. Once done, leave the classroom. Along the way, Squall'll bump into Selphie, the newly transferred student from Trabia Garden: - Are you okay? * - ...... Squall confirms that she just missed her class, upon which Selphie asks Squall for a little tour around Balamb Garden: - Sure. * - Don't have the time. Head on over to the elevator, but before you do that, talk to the guy hanging around the lift; he'll grant Squall his first set of cards, and tell him to use 'Square' to initiate 'Card Battle'. Bring Selphie to the Garden Directory, which is the huge board right to the south of the 1st floor. Here's a rough lay-out of Balamb Garden's 1st floor: Students' Dormitory Cafeteria | Parking Lots \ | / /---------------------------\ Quad | | Training Center \--| |--/ | Elevators | /--| | |--\ Infirmary | | | Library \-------------+-------------/ | | Front Gates Feel free to explore the place: you can rest and save at the Dorms, meet Seifer and company (Raijin, Fuujin) at the Cafeteria, and watch Zell miss the hot dogs ^_^ Also, try chatting with the Cafeteria Lady for a bit of info on her son. Dr. Kadowaki will play cards with you, and the Library offers an 'Esuna' draw point, plus the 1st volume of Occult Fans. Search the 2nd bookshelf from left in the background (don't change the camera view); sometimes a student may be blocking the way, so try re-entering the Library. Avoid the Training Center for now. To the Front Gates once you're done. Quistis joins you here; she starts off at lv. 8 with zero spells in her magic list; expect the latter to be a constant feature in all new allies. [Balamb Region] (note: Junction G.Fs, and NEVER escape from battles for now) Quistis will bring Squall to the Fire Caverns, which is east of Garden behind the forest. Press 'Triangle' to skip through her tutorials if you so wish (for the U.S version). The Garden Faculty awaiting at the cave entrance questions Squall if he's prepared: - Yes... - Still need to prepare. I'll leave this up to you. Squall is asked how long he would take to defeat the boss within and come back out (10, 20, 30 or 40 minutes). Take 30 minutes if you're playing the Japanese version, and 20 minutes for the U.S version. Make sure you have a decent stock of 'Blizzard' spells before you enter; these can be drawn from the Glacial Eyes (blue flying jellyfish -like creatures) near the northern cliffs on the Overworld or the Fastitocalons (orange fishes) on the shores of Balamb. Btw, a single Fastitocalon gives you 3 A.P; they're excellent enemies to battle if you want to build up your G.Fs' abilities at this point in the game. [Fire Caverns] (note: Keep Squall's level within 8 for this dungeon) The Fire Caverns aren't particularly hard, but since random enemy encounters count towards the timer, you'd better finish them quickly, and keep heading straight into the inner regions of the cave (you can always re-visit the place to earn EXP, draw spells and gain Cards later, without the silly timer). There'll only be 2 times when the route splits; take the 1st one right for a 'Fire' Draw Point, and right again the 2nd time. You'll meet Ifrit at the end. ------------------------------------------------------------------------ BOSS G.F: Ifrit HP: 1,068 Weak: Ice Strong vs.: Fire Draw List: Fire(Fira), Cure, Scan Being a fire-based creature, you'll naturally want to avoid using any fire spells on him. Simply cast Shiva and Blizzard spells repeatedly to make short work of him. He has a decent attack rating too, so don't forget to heal your characters when needed. (note: A ( ) around a spell denotes that it's only available for higher level opponents. In this case, you can only draw Fira from a level 20 or higher Ifrit.) ------------------------------------------------------------------------ You'll receive Ifrit as a G.F, and have to make your way back out again. Side events: Defeating Bombs sometimes nets you Bomb Fragments or Cards. Get one of these; you'll want one later on for weapon upgrading. Once you're done, return to Balamb Garden. On a side note, you cannot encounter enemies on the paved roads in ff 8; keep that in mind. [Balamb Garden] Squall is invited to try for a place in SeeD upon his return. You can wander around Garden if you wish, and whenever you feel you're ready, head back to Squall's room to change into his school uniform. Make your way back to the Lobby with the Garden directory board. There, Squall'll be assigned to his party, comprising of Seifer and Zell. Head for the Parking Lots. [Balamb City] (note: You cannot encounter enemies in a car) Go for a spin or 2 in the car before moving on to Balamb City in the south-west (and hear Seifer's unflattering remarks about Zell). There isn't much you can do right now, so go on and board the ship (if you've got cash to spare, you can run off to the south, explore Balamb City and purchase a few healing items). [Naval Ship] Xu briefs the group on their mission objective, saying they are to liberate the city of Dollet that's under siege by Galbadia. Squad B (that's you) is to secure the area right up to the central square. Seifer then orders Squall to check the situation outside: - ... Okay. * - No. [Dollet] (note: Don't converse with Squad A or C members, except for Selphie) After the ships crash onto the shore, the loading doors open and Seifer leads Squall's party out. Quistis reminds you to equip your G.Fs before proceeding; divide your G.Fs among the 3 before following Seifer. Both Seifer and Zell join you here; they start off at lv. 9 and 8 respectively. Seifer then points out 2 oncoming guards and the party encounters their 1st battle. Have the members attack normally (you may wish to stock up on 'Cure' spells at this point) and make full use of the Gunblade's critical hit feature. Note that Seifer's Hyperion also has this feature, only that his timing is a bit faster. As the party goes deeper into the town, Seifer will stop and ask Squall whether he's having fun, before another duo of Galbadian troops jump down to ambush the party. At the central square, Seifer orders the party to eliminate any remaining guards; proceed to the upper-right alley and do so. Following that, the characters wait it out as the rest of their troops hold off the remaining Galbadians. Finally, Seifer loses his patience (no thanks to the dog) and decides to check things out ahead. Zell questions this act as he thinks it's out of the mission parameter, but is dismissed by Seifer and Squall. The latter especially, seems quite eager to prove himself. Follow Seifer. After the party crosses the bridge, they chance upon the injured Dollet troops. Seifer spots another injured soldier, who is promptly dragged away by a serpent monster before Squall can reach him. A battle occurs. Seifer remarks that things are starting to get fun now... btw, the Anacondaur (Hedge Viper) is weak against Ice, so cast Shiva on it. Follow the path to the comms tower, defeating enemies along the way. Seifer will run off on his own (probably too eager already) and Selphie arrives to convey a message, conveniently replacing Seifer in the process. Jump off the cliff: - That's what I'm gonna do. (don't ever take this shortcut) - I'm not planning on doing that. * Take the longer path to your right to meet up with Selphie, who complains about Squall not taking the shortcut. Zell remarks that nobody would leap off from that kind of height: - Yeah, I guess. - Really? * Selphie joins you here; she starts off at lv. 8. Proceed to the communication tower once you've junctioned her properly. Side event: Geezards (Haurizaados) here (strange greyish creatures with a pink under-belly) give you Screws. These are useful in upgrading your weapons. Once inside, run around a bit to encounter enemy troops, and make use of this opportunity to heal your characters as well as to stock up on curative items and spells. Take note of the 'Blind' Draw Point to the left. Once you're ready, step onto the elevator and take it to the top (1st option). Be sure to have saved first! The scene switches to Wedge (the blue guy) and Biggs (the guy in red). Biggs is trying to repair the satellite when Wedge comments about a monster in the vicinity. The former pays no attention, much to the chagrin of Wedge, who decides to look around first. Before long, Squall arrives, and in the commotion, Biggs starts the satellite up. He is elated, but not after the party engages him in battle. ------------------------------------------------------------------------ SUB-BOSSES: Biggs & Wedge HPs: Variable Weak: Poison Draw List (Biggs): Fire, Thunder, Blizzard, Esuna (Wedge): Fire, Thunder, Blizzard, Cure Have the party use G.Fs if you wish, but it'll be better to keep drawing magic out of these 2 guys first, especially Esuna. After defeating them, Elvoret will make his appearence; save your items and spells for him. BOSS: Elvoret HP: 2,872 Weak: Wind Strong vs.: Poison Draw List: Thunder(Thundara), Cure(Cura), Double, Siren Unleash everything (well, maybe not EVERYTHING; save a few Thunder spells and items) you've got on this creature. If your G.Fs are at a decent level, he should go down easily. Just make sure to pop in the occasional heal spells, and use any limit breaks when they're made available. He also has Siren, a G.F. among his list of magics, so be sure to draw it from him. Watch out for his Storm Breath too, which takes off 70 plus damage from everyone. You'll receive the March issue of Weapon Monthly from him. ------------------------------------------------------------------------ Siren, although not your best G.F. in terms of attacking power, has a wide array of menu abilities waiting to be learnt. She also has the Treatment (Chiryou) command ability, which cures ANY status ailment. Selphie relays new information to Squad B: they are to assemble at the shore at 1900 hours. Seifer notes the 30 minute deadline given before he leaves. Zell then curses, seemingly irritated by Seifer's selfishness. When you regain control, quickly board the lift and descend. The scene then cuts to Biggs, who activates a last ditch defense mechanism before gloating and falling over. Save before you leave the comms tower; 30 minutes is more than enough time to make your escape. Outside, the X-ATM092 makes its untimely appearence, and the party has to fend it off. ------------------------------------------------------------------------ SUB-BOSS: X-ATM092 HP: 5,872 Weak: Thunder Strong vs.: Poison Draw List: Fire, Blizzard, Cure, Protect Hit it with your Thunder spells, then attack normally. If you pull it off fast enough, the spider should collapse before getting a chance to use its 'Raybomb'. Escape using R2 and L2. And while using Quezacotl may seem like a good idea, it eats up the timer, so don't summon it. You'll just have to do about 1,500 points of damage to make it go down. You can defeat it, but only in the 2nd time you face it. The X-ATM092 is invincible the 1st time you encounter it outside the comms. tower. You'll need to have Squall and Zell at critical status (easier usage of limit breaks) and Selphie having maximum affiliation with Quezacotl. Keep hitting the X-ATM092 with specials and Quezacotl (use a Turbo controller coupled with the 'Boost' G.F. Ability). After it collapses a few times, it should blow up. The X-ATM092 gives up random items upon its demise, but they're usually excellent ones. It's not recommended you take it down though, especially if this is your first time through the game. ------------------------------------------------------------------------ Retrace your steps through the city, and during this period, you have to avoid the X-ATM092 another 3 times. The 1st is when you cross the cliff where you met Selphie; keep the d-pad pressed all the way to the left. On the next screen, WALK slowly by coupling 'Triangle' (U.S) or 'X' (Japanese) with the d-pad or you'll have to do battle again. Don't worry, the X-ATM092 won't be able to get to you if you do this scene right. Upon reaching the bridge, run to the 4th lamp post; the X-ATM092 should leap over you at this point. Move to the lamp post to your left, and this should cause the Black Widow to leap over you again. Head right all the way from here. At the next screen, dash towards the dog and tap 'X' (U.S) or 'Circle' (Japanese) repeatedly to make it run away. In the event that you have to fight again, use the same strategy, and try to keep your HPs above 90 as the Raybomb tends to hit for around 80 plus. After the last alleyway, the game switches to a CG movie, showing Squall's breathtaking escape from the X-ATM092. Strangely enough, if you choose, you can enter the cafe Squad C came out from; the X-ATM092 should miss you completely, and you're free to run at your own pace and save on the way. The downside? You'll miss the cool FMV and lower your SeeD ranking. [Balamb City] You're free to explore Balamb City now and take in the sights of this scenic port town. Gain a few levels, then proceed back to Balamb Garden. Side events: Caterchipillars (caterpillars in Balamb's forests) give you Spider Webs. It's an essential item in weapon upgrading; Spider Webs also net you Quistis' Blue Magic, Ultra Waves. You'll also come across you first edition of 'Timber Maniacs' at the Balamb Hotel. These detail the adventures of Laguna Loire, a man you'll certainly be hearing more about in times to come. You can view all the issues of Timber Maniacs you've collected by accessing the homepage of the 'School Festival Committee' via Squall's study panel on the 2nd floor classroom of Balamb Garden. However, this option won't appear until the later parts of Disc Two. [Balamb Garden] Cid will ask how the battle went: - Felt good. * - Scared to death. - ... Whatever. Head on over to the right, where Seifer is reprimanded for ignoring orders. The intercom relays a message, saying that all the participants are to gather at the 2nd floor. Talk to everyone there, and when Squall tries to leave, the results are announced. Squall, Zell, Selphie and another person (Nida) are proclaimed official members of SeeD. Be sure to talk to Cid again before you leave; he'll grant you your 'Battle Report', which shows the number of steps taken, fights you fought, and times you escaped). SeeD Ranking System: Movement: Fight the X-ATM092 once, and reach the shore within 5 minutes. Do not enter the cafe Squad C came out of. Judgement: Complete the Fire Caverns using 20 minutes with Squall at level 7 to 9 for the U.S. version. Complete the Fire Caverns using 30 minutes with Squall at level 7 to 9 for the Japanese version. Offense: Fight 60 battles in total. Character: Never escape (except for the FIRST Black Widow fight) from battles. Attitude: Don't converse with Squad A or C, no short-cut at the ravine, reach the communication tower within 18 minutes, and save the dog at the central square from the X-ATM092. (note: Defeating the X-ATM092 nets you a perfect score of lv. 10; the ranking system will then ignore the time you took getting to the shoreline. In addition, a 'Bonus' segment will be added to the ranking criteria.) You should get a decent score of rank 8 if you followed my guide. Rank 10 is attained by defeating the X-ATM092. The SeeD Tests should also be made available to you now in the menu screen; Squall has to be at least lv. 30 to open up all 30 papers. Attaining full marks in a test increases your SeeD ranking by 1. You can refer to the SeeD Ranking section in the earlier parts of this document for the test answers. Change into your slick military garb after the inauguration ceremony, and prepare yourself for the inauguration party. At the dinner and dance party that night, Squall will meet Rinoa for the 1st time. But not before Selphie asks Squall to join the School Festival Committee: - I'll think about it. * - ...... Btw, this event with Selphie only occurs in the Japanese version. Either that or I'm absent-minded ^_^ After the dance scene, Quistis asks of Squall to meet her at the training center; Squall wonders what she's up to. Change into your normal attire, and save your game. Head for the Training Center. [Balamb Garden: Training Center] The Training Center is a relatively short dungeon, but contains some of the more powerful enemies you've met so far. While the mutated plants are easy enough to dispose of, you'd better run when a T-Rexaur appears. Defeating it nets you 'Dino Bones' (Quake magic is refinable from it), but such items are useless at this point in the game. Btw, which route you take at the start doesn't matter. Anyway, save when you reach a Save Point, then head on towards the nearby door. Side events: The T-Rexaur is defeatable, but you'll need the 'Blind' spell you picked up at a Draw Point in Dollet. Cast it on the dinosaur, followed by Blizzard spells or Shiva. Dino Bones are required for weapon upgrading much, much later. The plant-like Grats here offer a plethora of status ailments spells, which are useful for junctioning spells to status defense or attack. *very minor spoiler here... skip this paragraph if you wish* Quistis will pour out her feelings, and confesses she was dismissed due to a lack of leadership qualities. Squall however, takes no interest and leaves her alone. Once done, save, then retrace your steps to the exit. The two will chance upon a mysterious girl being attacked by a flying creature. ------------------------------------------------------------------------ BOSS: Granaldo HP: 1,538 Weak: Wind Draw List: Sleep, Shell, Blind BOSSES: Raldo x3 HP: 223 Draw List: Fire, Thunder, Protect This critter is accompanied by 3 flunkies, so just use a G.F. 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. ------------------------------------------------------------------------ [Balamb Garden] Go back to the dormitory, where Zell informs Squall that he's been given a private room. Rest up, and when Selphie tells Squall to meet at the Main Entrance in the morning, pick up the April issue of Weapon Monthly from Squall's desk in his room. Cid and a Garden Faculty will brief you on your 1st SeeD mission, saying an organization has sought the assistance of SeeD. Squall and co. are to leave immediately for Timber where they should meet up with the organization. Cid gives Squall a 'Lantern' as well (talk to him again for this). You're supposed to head on over to Balamb City, but since you've got the Lantern already, I suggest you save 1st, then use the item to collect another G.F. ------------------------------------------------------------------------ ENEMY G.F: Diablos HP: Variable Weak: Wind Draw List: Cure, Demi If you aren't careful, he'll mess up your party pretty bad, so be sure to have stock-piled curative items and spells. Once the battle begins, have everyone draw and stock Demi from Diablos (note that you'll need a decent Magic parameter for your party members in order to do so). 4 or 5 stocked Demi spells should be adequate. Now draw and cast Demi on Diablos, it should hit him pretty hard initially. Keep at this until you can do only 1 or 2 digit damage to Diablos with a Demi spell, then finish him off with your most powerful G.F. Diablos can either attack you with a lunge or a single Demi spell; heal these with Cure spells. However, if he casts Gravija, don't bother about using any Cure spells; rather, cast your stocked Demi spells on Diablos, and he'll actually retaliate by healing your party with Curaga. Btw, he's easier to defeat at lower levels. ------------------------------------------------------------------------ When you've received Diablos as a G.F, I suggest learning these 3 abilities first: Mug, Encounter Half and Encounter None. They will come in handy as the game progresses. Especially Mug, although that character ability will take quite a while to learn (200 A.Ps). And while Diablos seems awfully weak at this point, note that his attack is Gravity-based. At lower levels, he's only capable of lopping off about one tenth of an enemy's HP. [Balamb City] After buying a ticket for 3,000 Gil at the train station, board the train. Bypass the ticket machine, then follow Zell into the room. He'll find Issue One of 'Pet Pals', and ask Squall if he knows about Timber's current situation: - I don't care. - Not too much. * Zell informs Squall a little more on Timber, a small country invaded and captured by Galbadia 18 years ago. [Laguna Dream Sequence Part One: Eastern Forest] These 3 (Ward, Kiros and Laguna) inherit the status of whoever fainted, so bear this in mind. Well, the run through the jungle is fairly straight-forward. Use the fallen tree to walk over the small stream when you reach it, and then mount the vehicle at the end. [Galbadia: Deling City] Just as Laguna parks the vehicle, 2 more appear, conveniently blocking your way to the other parts of Deling City. Ignore them for now, and run to the lower-right (the upper right street leads to an arch, which is of no value right now). Transverse the city streets until you reach Galbadia Hotel. Save, then head off to the right staircase. Converse with the waitress, who'll ask you to take a seat: - (I'm walk around a bit first.) - (Alright, I'm there!) * - (Huh? Excuse me?) The 2nd option lets you hear a nice little piano piece by Julia, an aspiring pianist and singer. Laguna himself gets all nervous when she asks of him to meet her in her room upstairs. Return upstairs to the reception counter: - Which is Julia's room? * - Ahh... nothing. (note: the darker bracketed speech bubbles you see in Laguna's scenarios are the reactions of Squall's party) *minor spoiler here... skip this paragraph if you wish* The 2 will share a conversation, in which they confide in each other of their dreams. However, they are interrupted halfway through when Laguna is ordered to assemble in front of the Presidential Residence for a new mission... Laguna promises Julia that they'll meet again. [Timber] Squall, Selphie and Zell wake up at this point, and are surprised to find they all shared the same dream. Squall makes a note to report this to Principal Cid as they disembark from the train. Speak to the man waiting on the steps: - But the moogles are still here. - But the chocobos are still here. - But the Owls are still around. * The 3rd option is the password. Taking either the 1st or 2nd option results in a rather amusing scene where Watts almost gets knocked down by a train ^_^ [Resistance Train] Once on board the train, Zone and Watts will formally introduce themselves as the leaders of the 'Forest Owls', and ask of Squall to wake their 'princess' up. Squall complies, but not without a few threatening remarks first. Side event: Watts holds Angelo's card, a rare card. You can win it from him if you so wish, or wait until later in the game. Head into the other sections of the train (take note of the Save Point in one of the cabins), into the nice flowery pink room. Rinoa will recall meeting Squall at the dance party, and requests him to proceed to the briefing room. Her dog, Angelo, will also make an appearance here. You will be asked to name both of them; again, this walkthrough will use the default name settings. It seems that President Deling of Galbadia will be passing through Timber on a train. The trio hatch a plan to capture him, and just for your reference, I've included a little diagram to show the entire procedure. =========================[Dummy Car]-[Resistance Base]================ ==[Locomotive]-[1st Escort]-[Prez's Car]-[2nd Escort]================= Basically, you'll have to leap from the Base onto the 2nd Escort, run to detach the 1st Escort from the Prez's Car, thus allowing the Dummy Car and the Base to slip in between the 1st Escort and the Prez's Car, then uncouple the 2nd Escort, causing the Base to break away along with the Prez's Car, leaving the Dummy Car in place of the latter. (relax, you don't have to memorize the procedure). Rinoa will let Squall have a practice session at entering passwords; press L1 to exit when you're through. Did you understand the briefing? - Yes. - Explain it again. I'll leave this up to you. Save, then talk to Watts. He'll ask Squall if he's ready: - Not yet. - Yeah. * [Kidnap Operation: Timber Railway Line] Your 1st action is to leap across to the 2nd Escort. Do this by hitting the 'Jump' button (X for the U.S. version, Circle for the Japanese version) when the 2 carriages are relatively close together. You'll be working against a 5 minute timer, so make it quick. Next, Squall will have to work his way across the car. Occasionally, guards will open up blinds to monitor the situation outside; if you happen to be directly above when the blinds are open, here's how you should react: Blue guards (sound sensors): Halt. Red guards (temperature sensors): Don't stop, and keep moving. Time your movements accordingly. 3rd involves detachment of 1st Escort. Zell and Selphie will watch out for the guards, so whenever they call out, just rappel up. Here's the sequence: 1. Rappel down with 'down' (duh.) 2. Rinoa will give you a random password. For the U.S. version: L1=Scroll screen to the left For the Japanese version: L1=Scroll screen to the left So if it's 1 4 2 3 in the U.S. version, you would enter O, T, X, S (in the space of 5 seconds, mind you). 3. Basically, you should attempt to enter 2 passwords, then rappel up. Wait for the guards to pass by and return before going down again. 4. You'll have to enter 3 passwords for this one. The 4th step is the detachment of the 2nd Escort. You'll need to enter 5 passwords now instead of 3; this time you'll have to look out for guards yourself with R1. Step 3 above still works though, so the guards shouldn't be a problem. Do this right the 1st time and your SeeD ranking will be raised. The whole operation should take you less than 3 minutes. Well, after all that talk, save, then do yourselves a favour by returning to Rinoa's room to pick up the 2nd issue of 'Pet Pals'. Converse with Rinoa again when you're ready to go: - Not yet. - Yeah. * Rinoa and company will finally meet up with Deling, but he turns out to be a fake one. ------------------------------------------------------------------------ BOSS: Fake President HP: 532 Draw List: Cure Easy enough. You can stock up on 'Cure' spells if you wish. BOSS: Gerogero HP: 2,750 Weak: Holy, Fire, Earth, Heal Strong vs.: Poison Draw List: Esuna, Double, Berserk, Zombie This guy likes to cast various status ailment spells on you, so come equipped with various curative items, or simply the ability to draw Esuna from him. Attack Gerogero with Fire-junctioned Elemental Attacks and G.F. Ifrit. This tactic applies only to the Japanese version: one Phoenix Down is all it takes to kill Utoku. Now that you know that, you might still want to spend some time drawing Esuna and Double from him though. ------------------------------------------------------------------------ After the fight, the party'll discuss the next course of action. Supposedly, Deling is scheduled to make a speech at Timber TV Station soon, so your next plan would then be to snoop around for info into getting to the broadcast station. Make a party of 3. I suggest you bring a weaker character as the 3rd party member; there're some opportunities to gain a few EXP here. Talk to Watts to leave. [Timber] (note: Rinoa joins you here; she starts off at lv. 11) While Timber's topography isn't exactly the most confusing ever in ff 8, I guess I'll do no harm by providing you guys with a map, right? Here you go: Timber TV Station | (Desert) | | --------------------------------\ | Pub-+------ | | Shop | Timber Maniacs Forest Foxes | Building HQ | | | | --------------------------------------- | Owl's| | | | | Tears| | | Local |(Resist.| |---| (Balamb)| Goods-| Train) | | | | | | | Junk Store Hotel | --------+-----------------+--------+---------\ (Dollet) | | Pet Store-| | | Main Gates *the bracketed locations mean that they're train platforms, and where each train is bound. After the events in Timber, the (Resistance Train) station becomes (Deling City). There'll be Galbadian guards around, so take time off to draw a few spells from them. You might want to purchase Pet Pals Issue 3 and 4 from the Pet Store near the station which runs towards Balamb. All trains are non-operational at this time. There'll be a few instances when you need to combat the Galbadian soldiers, and resting is accomplished by heading to 'Owl's Tears', which is right at the outskirts of town. It's this little cabin with 3 persons living inside. Tell the old man that you like beverages (2nd option), and examine the tap to the left to heal up. However, if you plunder the 500 Gil from the cupboard beneath the television (just examine the cupboard repeatedly), you lose this service. You might also want to check out Timber Maniacs, which Laguna worked as a journalist for. There's a copy of an adult magazine (Girl Next Door) and Timber Maniacs to be picked up here among the stacks of books. Btw, there's a guy clad in a grayish-green jacket outside Timber Maniacs; be sure to encourage him to receive a mediocre item from him later on in Disc Two. The house next door has a lady who will speak of an alleyway behind the Pub which leads to the TV Station. Once you're done, head on over to the Pub, by taking the stairs at the juncture in the next screen. 2 conversing Galbadian soldiers will mention about having obtained a 'Card'; kick their butts to receive a lame monster card. There's an item shop to the left, so go ahead and purchase any goods before entering the Pub. There's a drunk blocking the exit to the backlane inside: - Observe. - Talk to him. * Squall will have to respond to his demands for a drink: - Buy him a drink. - Tell him about the Card. * - Nothing. He'll move out of the way when you select the 2nd option. Outside, save, and follow the path to the TV Station. Rinoa, upon seeing the tight security around the place, decides to switch to a less subtle way of getting into the TV Station... much to the displeasure of Squall, who's annoyed by the way she changes her mind so quickly. Rinoa asks him to voice his opinions: - Yeah, I'll tell you. * - Forget it. It seems that Squall will still tell Rinoa off no matter which you choose though. You'll have the option of continuing or stopping: - ... Guess I'll follow up. - Well, just leave it at that. * Hurt, Rinoa runs off on her own, just as the programme starts. Vinzer Deling, President of Galbadia, will commence his speech. He starts to introduce his ambassador, a sorceress, but before he announces her name, his broadcast session is disrupted. Head for the TV Station immediately. Zell, in the midst of the commotion, unknowingly lets slip Garden has dispatched them to deal with the situation in Timber. Follow Quistis. The party has to get out of Timber after things have gotten ugly. Upon leaving the 'Foxes of the Forest' (the house next to Timber Maniacs), Watts, disguised as a Galbadian soldier, tells them that a train is bound for Dollet at the station, and to take care of Rinoa: - Ok (I have my orders). - Ok (You be careful, too). I'll leave this up to you. Retrace your steps, meet up with Zone (dressed as an old man), who'll pass you your tickets. Proceed right from here for the (Dollet)-bound train. Board the train? - Get on. * - Not yet. You'll have the option of talking to Zell in the train carriage: - (Leave him alone.) * - (Stay put.) Take the 1st option to advance the storyline. Actually, while the story requires you to drop off at the East Academy Station, I suggest you give that a miss and alight further on at Dollet. [Dollet] While pretty much a scenic port town, Dollet has a number of interesting events and items. First off, check out the hotel rooms for an issue of 'Timber Maniacs'. Further down the streets, at the bar, a man on the 2nd floor (he's the one to the left) will play cards with Squall. If you manage to defeat him (the 'Random' rule in Dollet makes it kinda hard...), he'll lead you to his private room. Check out the magazines on the floor (make sure you look at them from every angle, sometimes you'll find different stuff for each of the 4 sides of each stack) for 'Occult Fans Volume II'. And if you're really eager to complete your card collection, Siren's card is winnable from the same guy, who's also known as the Master Card Player. One of the houses has a painting hanging in the center... Squall has to look for a mutt around Dollet (each painting has a bone which gives the location of the dog outside the house). There's a total of 3 locations; you can get a free Potion, Phoenix Down and Soft (Gold Needle) for your efforts. The Dollet trooper to the left of Hotel Dollet denies Squall access to the comms. tower; talk to him twice to bust through. I've no idea what this is for, but you get a pretty amusing sequence at the end of the path with the bumbling Galbadian troops. Side events -- Dollet and Timber: Look for a copy of Timber Maniacs on the 2nd floor of Dollet Bar. You can also find 1 more issue at the now-open Timber Hotel. 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 free Potion. He appears randomly, and you can do this as many times as you wish to stock up on Potions. [Timber Region: Lake Obel and Roshfall Forest] Lake Obel on the world map has a strange shadow in the water who'll chat with you about its missing monkey when you hum (2nd option)... I'll detail this event later on in the walkthrough. And as for Roshfall Forest, it's on the opposite bank of where the water-dweller lives, that huge patch of forest. The bottom left window in your Menu screen tells you the name of your current location. Both Lake Obel and Roshfall Forest are to the north of Timber. Wendigo (a headless freak which resembles a wild gorilla) roams in this forest, and gives up 'Steel Orbs' upon its defeat. Get at least 2 of these. When mugged, the Wendigo provides you with 'Steel Pipes', but it's highly unlikely you've learnt the 'Mug' character ability from Diablos at this point. Just keep this point in mind for now. The Steel Orbs will be required later on for weapon remodeling; if you're having trouble defeating the Wedingo, put it to sleep first with a 'Sleep' spell, then use your G.Fs. Also, Cockatrices (birds with yellow chests and a green belly) are present in the forests. You can receive Coral Fragments (lets Quistis learn another Blue Magic, Electrocute). [East Academy Station and Eastern Forest] The eastern forest lies between 2 cliffs, west of the East Academy station. Before you enter, make sure both Quistis and Selphie are properly junctioned. Rinoa will come to comment on the way Squall treats his comrades so coldly. [Laguna Dream Sequence Part Two: Centra Excavation Site] In typical Laguna fashion, he realises that he had brought the wrong map for this patrol. Still, he has a bad feeling about this: - Nah, just my imagination. * - Yeah, a bad feeling... The run through the mines can be very straight-forward, depending on how you tackle it. However, I'll give you the full set of events here. Proceed forward to battle 2 sets of Esthar soldiers. There'll be a fork in the road afterwards; take the right one. Follow the path into the mines until it splits again. There's an invisible 'Old Key' near the semi-circle structures, but Laguna loses it the minute he picks it up ^_^ Anyway, head to the left of the screen. You'll eventually come to 3 steel hatches set in the floor. Have Laguna examine the switch on the center one (it's on the upper-right of the hatch): - Tamper with it. * - Leave it alone. And laugh as the Esthar soldiers fall for Laguna's (crude) trap. Now try to do the same for the hatch on the right. However, Laguna won't be able to open it, so just ignore it for now. It'll open by itself after the events below. Retrace your steps back to where you initially fought the 2 sets of Esthar soldiers. Take the left route now, and follow it until you reach a ladder. Descend. In the next screen, there's yet another 'Old Key' hidden among the debris to the left of the screen. I think they're totally useless though, so you can simply ignore them. The path will lead to the same 3 steel hatches. Examine the left hatch, but Laguna decides not to tamper with it after all. Now return to where you located that 1st 'Old Key', and head upwards. The route should split here again; take the northern path to find a bomb detonator on the ground. Examine it: - Press the blue switch. - Press the red switch. * - Forget it. Choose to hit the red switch first, followed by the blue one to exterminate 2 batches of Esthar soldiers. Proceed onwards from here, but keep a lookout for another boulder to the left, in an area 2 screens up from where you discovered the bomb detonator. Push it using 'X' (U.S) or 'Circle' (Japanese). Making your way upwards, you'll find a save point. Save before heading north. Now the trio have to combat a whole slew of miners (5 sets of battles if you didn't trigger all of the traps here, or just 1 if you did); the last one's 'Soul Crush' will drain Kiros and Ward's HP completely, so remember to cure your injured members when you regain control of Squall. Laguna makes a valiant attempt to save his friends' lives... Btw, while the tampering of hatches may seem totally irrelevant at this point in time, it'll enable Quistis to pick up a nifty little Blue Magic spell much, much later on in the game, when Squall's party returns to this dungeon... Side events: Gespers (over-sized blue headed creatures) and Elastoids (flying brown stools) make their appearences here, but they're extremely rare. If you're lucky enough to encounter them, the former will net you a Black Hole (lets Quistis learn 'Degenerator') and the latter's card, when modified gives you a Steel Pipe. The Elastoid is known as the Invincible in the Japanese version. ++++++++++++++++++ 2. Assassination ++++++++++++++++++ [Eastern Forest] Squall decides to press on... no point thinking about the events that just transpired. Galbadia Garden is right ahead. [Galbadia Garden Region: Monterosa Plateau] While in this area, you might want to encounter Belhelmels, spiky masked creatures dangling in mid-air. Use Diablos' 'Mug' command ability to steal Saw Blades from them, which are one of the items required to upgrade Rinoa's weapon to a 'Rising Sun'. Couple one of these blades with 8 screws. Btw, Belhelmels also drop Saw Blades. [Galbadia Garden] (note: Irvine joins you here; he starts off at lv. 13) Upon your arrival, Quistis makes a move first to contact the Headmaster of this Garden. The PA system soon announces the party's next destination: the Reception Room, which is accessed by hitting the north-western exit in the Main Lobby, then climbing the stairs. Before you do that, I suggest you explore around a bit first, and familiarize yourself with the surroundings; you'll be back here later. The glowing center of the Main Lobby hides a 'Haste' draw point; as does the changing rooms of the skating rink (north-eastern exit from Lobby), which holds a 'Life' D.P. The Grand Lecture Hall on the 2nd floor also offers a 'Double' D.P. Apart from those, you'll find an assortment of nice (but not rare) cards from the Galbadian Garden students. Make your way to the Reception Room afterwards. *minor spoiler here... skip this paragraph if you wish* The party finds out that Seifer is sentenced to die for an attempt on the President's (Deling) life... Rinoa speaks of her former relationship with Seifer, and our Squall goes batty when he starts wondering about his own death. Head on over to the Main Lobby, where the ever lovable duo of Raijin and Fuujin show up; they've come to deliver a message, and to find Seifer. At the main entrance, Martine, Headmaster of Galbadia Garden, briefs the party on their new orders: both Balamb Garden and Galbadia Garden will work together on a plan to assassinate the sorceress Edea, as requested by a certain general of the Galbadian army. Martine's known as Dodonna in the Japanese version. Irvine is the assigned sniper for the mission. And of course, he isn't gonna miss his opportunity to get close to the females: - Yeah, whatever. (you can also take this for an amusing scene with the girls) - ... That's no good. * I suggest you take Irvine into your main party, especially if he's way too low in levels compared to yours. And if you've got a Steel Pipe, a Bomb Fragment (impossible to obtain now... use Menu Ability 'Card Mod.' to get it) and 2 Screws, you can upgrade Irvine's shotgun. Either way, head on over to the Far East Train Station in the west (?), making sure you've got at least 3,000 gil to spare, and board the Deling City-bound train. [Galbadia: Deling City] Wait for a bus at the very first station you see, board it, then drop off by hitting 'X' at the next stop, which would be Caraway's Residence. Talk to the guard on the extreme right: Squall and co. will have to prove themselves first by obtaining a password from a nearby dungeon: - Ready to answer. - Buy a hint for 3,000 gil. (MIGHT lower SeeD ranking) - Buy a location displayer for 5,000 gil. * - Talk. - Have him escort us out of town. Well, you really need that displayer, so go on and pay him 5,000 gil. Once you're done with that, it's time to explore Deling City. Presidential Residence /-------------------------+----BUS >------------------\ | < BUS | BUS\/ | | | | | | | BUS /\| BUS /\ | BUS /\|BUS \/ General| \/BUS | Shopping| Caraway+-------------------------| Arcade| Mansion| Arch of Triumph | | | | | BUS /\ | |BUS \/ | | BUS \/ BUS /\| | | | | | |-Hotel | BUS /\ | BUS > | \-------------------------+---------------------------/ | < BUS Deling Train Station | Car Rental| | Overworld *the arrow sign next to the 'BUS' icon tells the direction of travel. 3 types of buses service the streets: one circles around the perimeter clockwise, and 2 anti-clockwise in the interior. Pick up a partially hidden copy of Timber Maniacs on the 2nd Floor of Galbadia Hotel. [Galbadia Region] Draw a few 'Float' (Levitate) spells from Thrustaevis (flying blue eagle-like creatures) before heading over to the Tomb of the Unknown King, which is located to the north-east of Deling. Look for a forest with a rock opening. [Tomb of the Unknown King] Holding 'Select' here brings up the map or closes it, and pressing 'Triangle' (U.S) or 'X' (Japanese) warps you out of here. The latter will bring your SeeD ranking down though. Northern Water Gate | ---------+--------- | | | | | | -----+-----------------+----- | | | | | | ========= | | Western ------ | Tomb | ------ Eastern Chamber---| | ========= | |---Chamber | | # | | -----+--------+--------+----- | | | | | | ---------+--------- | Entrance *the '#' refers to the location of a bridge which appears in the course of the events below. Anyway, head up, and look for a light blue Gunblade on the floor. Examine it and record down the (random) password. You can leave now if you want to. Side events: You'll want to get G.F. 'Brothers' here. From where you found that Gunblade, follow the map to get to the Eastern Chamber: ------------------------------------------------------------------------ BOSS G.F: Sacred HP: 2,660 Weak: Poison, Wind Strong vs.: Earth Draw List: Shell, Protect, Berserk, Life Junction 'Aero' or 'Tornado' to Elemental Attack, then pummel away at him. You can also junction 'Quake' to Elemental Defense. Heal when needed. Make sure to cast 'Float' on Sacred; this cancels his 'Regen' status. Hit him with your G.Fs if you don't have any wind-based spells yet. ------------------------------------------------------------------------ Moving on, head to the Northern Water Gate, and dis-engage the dam to allow the water to flow through via a chain to the upper-right. Make your way to the Western Chamber; examine the water-wheel to change its direction of revolution. You might want to get out and save after this. Once you're ready, approach the center of the Tomb from a South to North direction; a bridge would've been laid out, granting you access to the bosses. ------------------------------------------------------------------------ BOSS G.F: Sacred HP: 2,660 Weak: Poison, Wind Strong vs.: Earth Draw List: Shell, Protect, Berserk, Life BOSS G.F: Minotaur HP: 3,630 Weak: Poison, Wind Strong vs.: Earth Draw List: Shell, Protect, Berserk, Double Cast Float on your party as well as the bosses -- this cancels out their Regen status and their combination attack (aptly called 'Mad Cow Special'). As always, 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 G.Fs too, and heal frequently. ------------------------------------------------------------------------ The spirit departs for the nether world, and you'll get G.F. Brothers plus 2 pretty good cards. Don't lose them... they'll come in handy later on. A rare enemy here which only appears in parts where the path curves is the Forbidden (skeleton with 2 swords). He's capable of casting Death, but you might want to turn him into a card, upon which 'Card Mod.' nets you a 'Betrayal Blade'. Keep one of these. The Forbidden also drops Betrayal Blades when defeated. Another enemy, the shelled Armadodo (Esansuushi), offers Turtle Shells which you'll have to steal (you should have just about learnt 'Mug' at this point; if you haven't, you aren't combating enough enemies! Try fighting the Fastitocalons along the coasts of Deling City for some A.P). Get 2 of these Turtle Shells. [Galbadia Region] On a side note, if you missed getting the Steel Pipes earlier on, Wedingoes wander the barren (brownish) areas near Deling City. Mug them, then combine 1 Steel Pipe, 1 Bomb Fragment and 2 Screws for Irvine's Ulysses if you haven't already done so. You'll want to obtain Squall's 'Flame Saber' now: it requires a 'Betrayal Blade', a 'Turtle Shell' and 4 Screws. Geezards (Haurizaados) in the same barren regions as the Wedingoes drop Screws. The extra Turtle Shell I told you to get will be for later. [Galbadia: Deling City] Tell the guard the password, then enter General Caraway's Mansion. Rinoa gets impatient while waiting and leaves to look for the him, telling Squall not to follow her: - ... An order? - ... What do you mean? * The decision point does not appear in the U.S version. The party meets up with General Caraway (Rinoa's dad) eventually. He'll request Squall to keep Rinoa out of this mission before he starts the briefing. Basically, you have to divide yourselves into 2 groups: Sniper Team: Squall & Irvine Gateway Team: Quistis, Zell & Selphie Caraway then outlines the mission steps: 1. Sniper Team to wait outside Presidential Residence before the parade. 2. Gateway Team to wait inside Arch of Triumph. 3. Parade commences, Edea leaves; Sniper Team to sneak into Presidential Residence, and lie in ambush from atop. 4. Edea's float passes underneath Arch; Gateway Team to activate gates, cutting parade movement off. 5. Commence assassination. Hand-to-hand combat if assassination fails. You can hang around Deling City if you like, before proceeding to Caraway's Mansion. On a side note, you should have 4 decent cards at hand now: Ifrit's, Diablos' and the Brothers'. Try playing some of the locals to win Grendel (lv. 2 cards depicting a beaked yellow monster with a blue back) and lv. 2 Mesmerize (pink horned horse-like creatures) cards. They can be changed via Quezacotl's 'Card Mod.' menu ability to obtain a 'Dragon Fin' and a 'Mesmerize Blade' respectively. If you can't seem to find a Grendel card, you'll get your Dragon Fins later on in Disc Two. However, you should be able to win a few lv. 2 Buel (ugly faces with spinning webs around them) cards. You've encountered them before, in the Fire Caverns and Tomb of the Unknown King. Modify 2 of these cards into 2 'Magic Stones'. Match a 'Dragon Fin' with a 'Spider Web' to upgrade Zell's weapon. You can also link up a 'Mesmerize Blade' with 8 screws for Squall's 'Cutting Trigger', a weaker version of his 'Flame Saber'. Head for Caraway's Mansion when you're ready. And no, even though the name suggests it, I doubt the 'Flame Saber' does Fire-Elemental damage to enemies. [Caraway's Mansion] Rinoa suggests using a magical artefact which can supposedly curb Edea's powers; Quistis dismisses the idea furiously, saying that 'it's not a game'. The party then leaves, sans Rinoa. Follow Caraway. [Arch of Triumph] Quistis wonders whether she was too harsh with Rinoa, and decides to apologise to the latter. Return to Caraway's Mansion. (you don't have to junction your G.Fs yet). [Presidential Residence] (note: You might want to junction Rinoa for a while) Save as Rinoa, then look for a manhole to the right. Descend into the sewers using it, then head left to pick up the May issue of Weapon Monthly. Return to the previous save point afterwards. Climb the various crates to get to the top. Follow the path (there's a ladder to the left) to the roof-top. [Caraway's Mansion] After that little twist, have Quistis examine the painting beside Selphie, then pick up a glass cup from the shelves on the left. Head into the leftmost background, and set the cup on the statue. Descend into the sewers, ride the waterwheel on the left of the screen, and keep heading upwards. [Presidential Residence] You'll take control of Squall from here. Follow Irvine (junction your G.Fs afterwards), save, then climb the crates in the same way you did with Rinoa. If you didn't get the May issue of Weapon Monthly using Rinoa, you can do it now too. Head straight for Edea's Room to find Rinoa. ------------------------------------------------------------------------ BOSSES: Iguion x2 HP: 1,151 Weak: Earth, Holy Strong vs.: Fire, Poison Draw List: Esuna, Cure, (Break), Carbuncle, Draw G.F. Carbuncle from these guys first (last option in draw menu), then quickly dispatch one of them as they can hit you with Resonance, a combination attack. Other offensive moves include Magma Breath (easily countered by drawing Esuna from them) which slowly petrifies your members. Use G.F. Brothers against them. ------------------------------------------------------------------------ *minor spoiler here... skip this paragraph if you wish* Rinoa confesses how frightened she was, fighting alone... Squall tells her to stay close to him. Retrace your steps to the corridor, and open the hatch in the floor to the right. Go down and collect the rifle left of you. *minor spoiler here... skip this paragraph if you wish* Squall informs Rinoa of the possibility of a confrontation with Seifer, perhaps even killing him. Rinoa acknowledges this, but it's all up to Irvine now. [Deling Sewers] (note: Junction G.Fs) The sewers may seem long and intimidating, but what you really have to do here is to simply follow the path (there's always only 1 or 2 routes open to you at each point) until you loop around to get back to your original starting point, which is the ladder you climbed down from previously. Push the ladders down on the way, and use only waterwheels that spin clockwise to make your way through. Some gates you'll have to open with the 'Circle' button. I'll give you the quickest way through: 1. Follow the 1 way trail until you reach a ladder which you can collapse. You can cross it to reach a 'Esuna' Draw Point, but you'll have to retrace your steps back to the collapsed ladder. 2. Moving on, the party will pass an unusable waterwheel, followed by a ridable one. Head left first before riding it if you so wish for a 'Zombie' DP. There's also a 'Bio' DP south of the waterwheel. 3. The previous waterwheel will carry you over to the other side, to yet another wheel. Jump onto this one. Follow the path south and cross the upcoming 2 waterwheels. 4. Collapse the next ladder you see... and you're back where you started from. Head right from where you felled that ladder to another wheel. 5. Ride it, follow the trail and loop around at the end to save. Climb the nearby ladder to reach the upper levels of the Arch of Triumph. Side events: Creeps (black shadows with 2 red eyes) offer 2 treasures: some drop Curse Spikes (at higher levels) which net you Quistis' 'Level ? Death' and weaker ones drop Coral Fragments, which earns you 'Electrocute', yet another Blue Magic. Those who find themselves missing the Coral Fragments can obtain it via 'Card Mod.' Menu Ability, from Creeps' cards. Another creature lurks only in the stairway leading to the sewers: Grand Mantis, a huge scorpion-like monster. You can steal Sharp Spikes from it, opening access to weapon upgrades for Quistis (the Slaying Tail; 2 Magic Stones and 2 Sharp Spikes) and Selphie (the Morning Star; 2 Steel Orbs from the Wedingo or by modifying its card and 1 Sharp Spike). You can't get to a Junk Store for now, but hold on to those items. Btw, save an extra Sharp Spike for later, too. [The Galbadia Parade] When Zell tells you to, control Quistis and hit the control panel to the left to drop the gates. However, Irvine shows his weak side at this crucial point, and finally Squall coaxes him into firing the decisive shot. Junction G.Fs to your characters now. ------------------------------------------------------------------------ BOSS: Seifer HP: 870 Weak: Poison Draw List: Fire, Cure, Life Steal Hero's Medicine or Holy War Medicine (at higher levels) from him. Other than that, you may want to junction Fire to elemental defense for Squall before taking on Seifer. The latter also has Life magic, which I suggest you draw and stock. Other than that, hit him with G.Fs or the Gunblade for a quick kill. Hero's Medicine is simply known as 'Hero' in the U.S version. Same thing for Holy War Medicine (Holy War). BOSS: Edea HP: 6,700 Draw List: Cura, Dispell, Life, Double Edea's arsenal consists of various level 3 elemental spells, so minimise damage with Shell magic. You can also cast Carbuncle G.F, thus resulting in Edea using Dispell to break your 'Reflect' status. Take this opportunity to attack her, or to draw Double magic from her. A bit on the difficult side, but she has friendly drawable spells such as Cura and Life, which you can exploit to your own advantage. ------------------------------------------------------------------------ END OF DISC ONE