======================================================================== +++++++++++++++++++++++ 3. Edea the Sorceress +++++++++++++++++++++++ [Laguna Dream Sequence Part Three: Winhill] Ellone comes to inform Laguna that a visitor is waiting for him at Raine's pub. Head on over there, where Kiros will make an appearence: - (What's Ward up to?) - (Tell me about Julia.) - (...Where am I?) - (Let's talk later...) *minor spoiler here... skip this paragraph if you wish* Laguna learns that Ward has quit the army and found a new cleaning job at D-District Prison, and of Julia marrying a certain Caraway after Laguna failed to return. Soon, Laguna has to leave for his daily patrols -- Kiros decides to join him. Junction your party before setting off. Make your way to the southern-most edge of the village, and along the way Kiros finds out Laguna's doing this to repay the residents who helped him when he was brought in seriously injured. Kiros suggests an alternate job at Timber Maniacs, which Laguna shows some interest in. Retrace your steps back to the pub when you're done, where you'll hear a bit about Raine's feelings towards Laguna. Return to Laguna's residence thereafter. Side events: The Caterchipillars here should net you Spider Webs if you missed them the first time around. Same thing with the Bite Bugs and their Magic Stones. [D-District Prison] Zell awakens in the same cell as Quistis, Selphie and Rinoa. Talk to everyone. And as for Squall, the wound has strangely disappeared, but in comes Seifer to mess things up. The scene will then alternate between Zell's party and Squall. [D-District Prison: Cell] The scene shifts to Zell and company again - should they help the Moomba? - I'll stop him! * - There's no use... [D-District Prison: Torture Chamber] Seifer questions Squall as to the real intention behind SeeD. Befuddled, Squall can only repeat in his mind what he knows: SeeD is a military group comprising of elite Garden graduates. Squall'll have to make a decision: - ... Just let me die. * - ... I'll lie... I must... live... [D-District Prison] Zell decides to try his luck at breaking out. Starting from the 7th floor (remember to junction your G.Fs!), head up one level to encounter 2 guards. You know what to do with them, don't you? Another battle awaits with 2 old friends as well after you recover your weapons, and head back to the prison cell. ------------------------------------------------------------------------ SUB-BOSSES: Biggs & Wedge HPs: Variable Weak: Poison Draw List (Biggs): Cura, Haste, Slow, Regen (Wedge): Fira, Shell, Protect, Reflect Spend some time drawing Regen and Reflect from them (the former works well junctioned with HP; the latter junctioned to Spirit) before sending them to their doom with your G.Fs. ------------------------------------------------------------------------ Well, you're left with 2 options after the fight: to go up or down. Going down results in a dead-end, but you'll find 'Combat King 001' way down at level one, plus a few other goodies on the way. It's impossible to return here later, so you'll have to make the trip now. Floor 7: Here's where you start. Floor 6: Just a save point here. Floor 5: A man will play cards with you here. Floor 4: Check the cells for a Tent. Floor 3: There's also treasure here (a Pet House). Floor 2: And here as well (a Pet Name Tag and a Str Up). Floor 1: Save point, plus Combat King 001. Now make your way up again. Floor 8: A man will sell you items here. Floor 9: A Draw Point for Berserk can be found here. Floor 10: You can save and do Card Battle with a man here. (refer to Side events section) Floor 11: A Thundaga D.P plus a chance to play cards. Floor 12: Nothing here. Floor 13: Head on over to the Torture Room to meet up with Squall. Side events: Mug the yellow GIM47N for Steel Orbs, whereas the blue GIM52A nets you Missiles. These can be used to grant Quistis her 'Micro Missiles' Blue Magic, which is deadly when used against enemies with high HPs. Winning at Card Battle against the player on the 10th floor lets you upgrade your 'Battle Report' system in the Tutorial screen. Basically, this opens up a 'Character Report' section. You can only get it upgraded here. [D-District Prison: 13th Floor] Zell will assist in controlling the movement of the Arm; ride it to the bottom (hit the red switch when Zell tells you to). Well, it appears to be a dead-end, so return to the Arm. The scene will shift over to Zell. You'll have to escape from the guards using Zell alone. Keep him well -junctioned with G.Fs prior to this, and run in a clockwise direction. The 6 are reunited; Rinoa however, is annoyed Irvine took his time deciding to come. Either way, you'll have to divide yourselves into 2 groups. Squall's party will simply have to keep heading upwards; do the opposite for Irvine's. When you finally reach the 14th floor as Squall, use Siren's 'Move-Find' party ability to find a secret save point. Remember to keep everyone well-junctioned! Oh, and be sure to talk to any Moombas you find on your way up. They'll give Squall some items. Head all the way to the lower-right on the 15th floor as Squall. ------------------------------------------------------------------------ BOSS: Elite Soldier HP: 415 Weak: Poison Draw List: Fire, Thunder, Blizzard, Scan BOSSES: GIM52A x2 HP: 2,426 Weak: Thunder, Earth, Water Strong vs.: Poison Draw List: Haste, Slow, Dispell You might want to junction Thunder to Elemental Attack, and off the Elite Soldier first. Use Quezacotl against the GIM52As and attack them with thunder-based damage. Watch out for their Micro Missiles, which drains half a character's current HP. You can break their 'Aura' or 'Protect' status at the start via drawing and using Dispell on them. ------------------------------------------------------------------------ Now return to the previous screen to examine the controls panel in the upper-right. Irvine will instruct Squall here. Go back downstairs to save, then head upstairs again to the bridge in the lower-right. Cross it. The D-District Prison begins to sink; quickly maneuver Squall to his right when he gets cut off from the others. Once out of danger's harm, the party leaves via stolen buggies. [Galbadian Desert] The first batch of missiles have been fired at Trabia Garden, with Balamb Garden being targeted next for destruction. Again, you'll have to split up: Squall heads the team to return to Balamb Garden to warn of the impending attack; Selphie's party is to infiltrate the Missile Base to try prevent the second batch of missiles from being launched. I suggest you take your weaker characters with Squall, which in my case were Rinoa and Irvine. His scenario is the harder of the 2, but provides a greater opportunity to gain some levels. [Squall's Scenario Part One: Galbadia Desert Train Station] Sneak off onto the train to your left at the station. Rinoa apologises to the Galbadian soldier as he attempts a futile chase after them. [Selphie's Scenario: Galbadia Desert] Return to Deling City first to restock your supplies and remodel your weapons. [Missile Base] (note: It's to the north-west of D-District Prison) Drive the car into the base, alight, then head on over to the structure to the left. Save and proceed to examine the terminal between the 2 doors... the left door should open. Enter. Selphie and company will come across a guard outside the Circuit room -- choose the 2nd option to walk. After the short scare sequence, proceed further to reach another save point. Head to the lower left (there's a passage to the left of the stairs) of the screen. Talk to the 2 soldiers you find to the right, then return to the previous save point. There'll be a door marked Launcher Lift to the right; enter it and talk to the guards within. Tell them that they have to leave for the Circuit room themselves (1st option). Retrace your steps back to the original 2 soldiers mentioned above, but they'll be unable to carry out the assigned task as well. Selphie will be asked to go in their place. You can now enter the Circuit room. Selphie will screw around with the controls a bit (select the 1st option, followed by the 2nd, then then bash away using 'Square'), cutting off power to the base. Leave -- you'll have to respond to the guards outside: - (What the heck! Let's FIGHT!) - (... Try to talk my way out.) * Selphie wonders what to say: - (We just got here.) - (We were just about to go call on you.) * Follow the guards into the Circuit room for a pummeling session, courtesy of Selphie and company. Head back to the Launcher Lift door, and attempt to enter it. A guard should stop you; choose the 1st option both times at the guard to gain access. Position Selphie in between the 2 soldiers pushing against the load, then mash away at the 'Square' button to move the launcher unit in place. Now you get to toy around with the control panels outside; they're located underneath the red light, to the right of the Launcher Lift door. Verify the Equipment (it should be BAG0003A cruise missiles) and Set Target. Next shift the Error Ratio to the maximum, before Uploading the Data to the main terminal. Run a Simulation test, then exit the system and save before proceeding to the Controls room, south-east of the control panels. Talk to the guard to get past him. ------------------------------------------------------------------------ SUB-BOSSES: Base Soldier x2 HP: 781 Weak: Poison Draw List: Blizzard, Silence, Confuse SUB-BOSS: Base Leader HP: 1,005 Weak: Poison Draw List: Thunder, Confuse, Slow, Reflect They're capable of casting status ailment spells on your characters, but just draw Reflect to protect yourselves. Not too tough. ------------------------------------------------------------------------ Check the panels to the right, middle and left to stop the launch. Go through the door in the right background, then examine the terminal to the upper left. Activate the self-destruct sequence and set time to 20 minutes. The door to the lower-right of the screen should become usable, allowing for a short-cut (this only happens when you select 20 minutes or below). Leave. ------------------------------------------------------------------------ BOSS: BGH251F2 HP: 8,200 Weak: Thunder, Earth, Water Strong vs.: Poison Draw List: Shell, Protect, Stop Junction Thunder, Quake or Aqua to elemental attack to 2 offensive orientated characters, and have the remaining one cast Quezacotl. Once you destroy some of the pillar-like structures on it, the BGH251F2 will retaliate with Beam Cannon, so watch your HPs. Draw Protect and Shell if you so wish to cut down on damage taken. Once the BGH251F2 is effectively put out of action, you'll have to combat 2 Galbadian Soldiers and an Elite Soldier, so save some time to spare on them. The whole fight should take you no more than 10 minutes. Basically, if the G.F. summoning character has a high Magic rating and affiliation with Quezacotl, this battle shouldn't give you too much problems. The 'Boost' G.F. ability, coupled with a turbo controller works fine too. ------------------------------------------------------------------------ You'll get your June issue of Weapon Monthly after this fight, and if you successfully bluffed your way through in the Base, your SeeD Ranking will also be raised by 2. [Squall's Scenario Part Two: Balamb Garden] Talk to the Garden Faculty, who'll question Squall's allegiance. Select the 2nd option, which results in a pretty easy fight. Proceeding further into Balamb Garden, the party'll chance upon Raijin and Fujin, who explain that the Master Party is attempting a takeover of Balamb Garden. Squall has to look for Cid, so start your search in a clockwise direction. Remember to rest up and save when you reach Squall's room. The enemies you encounter here can be difficult. In clockwise order: Infirmary: 1 Granaldo. Quad: 1 Glacial Eye and 1 Bomb. Cafeteria: 1 Bomb. This one holds the 'Meltdown' spell; draw a few of them before killing it. Dormitory: 1 Caterchipillar. Rest up and save here. Parking Lots: 1 Grendel. Mug it to get Dragon Fins; now you can remodel Zell's weapon (1 Dragon Fin, 1 Spider Web). Training Center: 1 T-Rexaur. Cast Blind, followed by Shiva's Doom command ability or G.F Shiva. Library: 1 Grat. Some of the students here will give away items as gratitude, so be sure to talk to them. You should reply with the 1st option prior to all the fights. Incidentally, all the battles in the 7 facilities on the 1st floor of Balamb Garden have to be triggered before the following event occurs: Returning back to the Main Lobby, Squall spots Xu entering the lift. Tail her to the 2nd floor corridor, where Squall will inform her of the ensuing missile attack. She suggests taking this matter to Cid on the 3rd floor, so off you go. Cid recalls a device in the M.D Level of Balamb Garden which might protect it from the missiles. Squall promptly takes up the idea, and Cid gives him the key to the basement. Take the elevators. [Balamb Garden M.D Level] Check out the control panels after the lift hangs, then the floor plate in the upper left to escape. The path ahead is pretty much one-way... you'll eventually enter a door to find a mounted wheel. Squall has to turn it within 10 seconds (mash away at the 'Square' button), but you'll probably need 2 persons to actually succeed. Exit back to the previous screen and climb down the newly uncovered ladder. You should come across a huge pillar structure (and an Full-life draw point). Head left, where Squall has 3 choices as to who'll scout out the place: - (We have no choice, let's go.) - (I'll go check it out.) * - (Someone else go check it out.) Ascend the ladder, then activate the green controls panel to the right when you reach the Switch room. Use the same ladder (1st option) to exit. Irvine will comment that that was a close shave: - (Yeah.) - (Kind of.) - (No.) I'll leave this up to you. Next, examine the green light near the railings to open a path downwards. Descend and save, then throw the nearby switch to open the gate in the background. Proceed. ------------------------------------------------------------------------ BOSSES: Oilboyle x2 HP: 4,035 Weak: Fire Strong vs.: Water Draw List: Esuna, Blind, Cura, Confuse Summon Ifrit to make short work of them. If you do receive any maladies from them, draw and use Esuna to cure. They're pretty fast, so you might want to cast 'Slow' on them if your character has a poor affiliation with Ifrit. Watch your HPs. ------------------------------------------------------------------------ Go through the door, down the ladder, and then move left. Examine the middle panel and you're done. Side events: The rare Tri-Faces here (3-headed purple nasties) have Curse Spikes which can be obtained via mugging. These give you Quistis' 'Level ? Death'. All enemies in the M.D are weak against Fire, so you might want to set fire spells to Elemental Attack. [Balamb Garden] Make your way to the end of the corridor on the 2nd floor to reach the 2F Deck, then head to the 3F Command Bridge when Xu tells you to. If you have Rinoa in your party, you'll get an additional FMV scene earlier on, plus a small event afterwards which I'll outline below: Rinoa enters Squall's room to take a peek at the latter sleeping. When he awakens, she requests for a tour around Balamb Garden, which Squall obliges. Of course, Squall's robotic-like style of explaining the various facilities leaves Rinoa quite amused... Dr. Kadowaki at the infirmary will teasingly question Squall if he's taking a stroll with his girlfriend: - Yes. - No, just showing her around. * I think you'd better be honest here ^_^ Head to the Main Lobby when you're done. A Garden Faculty will instruct Squall to head to the Master Room for an audience with the Master (duh), so take the elevators to the basement. [Balamb Garden Basement: Master Room] (note: You can save, if you want to, before tackling this event.) *major spoiler here... skip this paragraph if you wish* The Master is furious that Squall has failed in his assasination attempt, and blames the party for the earlier missile attack, which was undoubtedly Edea's idea of taking revenge. Norg plans to appease Edea by killing off SeeD, its members, and her husband, Headmaster Cid of Balamb Garden... ------------------------------------------------------------------------ BOSS: NORG Pod (Centre) HP: 2,000 Strong vs.: Thunder, Poison Draw List: Cura BOSS: Right Orb HP: 2,701 Strong vs.: All Elements Draw List: Dispell, Confuse, Slow BOSS: Left Orb HP: 2,701 Strong vs.: All Elements Draw List: Thundara, Life, Bio BOSS: NORG HP: 11,900 Weak: Wind Strong vs.: Poison, Thunder Draw List: Shell, Protect, Esuna, Leviathan Initially, Norg will not be directly in the fray of the battle. Rather, have 2 members attack the 2 orbs to keep them from turning red (they're capable of some pretty nasty spells if they're that colour), leaving Squall to destroy the NORG Pod of the machine. I'll suggest you 'Mug' the 2 eyes, as they offer items which can boost your Magic and Spirit rating. Either way, once the NORG Pod is nullified, Norg will reveal himself; draw G.F. Leviathan from him first, then follow up with a multitude of wind-based spells, Demi magic or G.Fs. ------------------------------------------------------------------------ G.F. Leviathan has the 'Recover' command ability, which heals a single character in battle back to maximum HP for free. [Balamb Garden] Cid's not in his room; you can find him at the infirmary, where Squall can ask him more about the events which had just transpired: - (I want to make a report.) - (The real meaning of SeeD.) - (About sorceress Edea.) - (About Master Norg.) - (About what to do next.) *spoiler here... skip this paragraph if you wish* Cid reveals that both Garden and SeeD were Edea's ideas before she became a sorceress, and are sponsored by Norg, a rich Shumi. SeeD's actual purpose is to defeat the sorceress of each era, and now it has come down to this... Cid plans to restore order back to Balamb Garden before anything else. Return to the Main Lobby's Directory Board to meet up with Xu; Squall decides to check things out when a mysterious ship is sighted approaching Balamb Garden. Head to the 2nd Floor Deck. The SeeD members on board the ship asks of Squall to locate Ellone -- she can be found at the Library. When Squall asks about the dreams of Laguna, Ellone can only offer one hint: that was in the past. The next day, Rinoa arrives to offer some comfort to Squall. Take the 1st option to stroll with her. You'll have to head to the 3rd floor after the collision; Cid dispatches Squall to survey the streets of Fishermans Horizon, as well as to apologize to the Mayor. Make your way to the 2F Deck. [Fishermans Horizon (F.H)] Here's a map of Fishermans Horizon: (dead end) | |-Repair Shop Mayor's Train----| House Station | | | | | | / | / | Hotel--/ | /----Junk Store |------------------------------------/ (Docks) Crane | | \ | | /<----Ladder | | | | | | Balamb Fishing (Master Fisherman) Garden Perch Along the path, you should spot a ladder (it's kinda hard to see, actually) leading downwards. Descend from there and follow the trail to an elderly gentleman, who's a bit annoyed with the crash. Choose to apologize to him (1st option) for the 3rd Volume of Occult Fans. Converse with the Master Fisherman again; he'll ask of a favour from Squall. Return to the original path and take the crane. The Mayor's house lies right in the center of the solar dish, but I suggest you take a right 1st to explore the streets. Pick up an issue of 'Timber Maniacs' at the Repair Shop, which is the shack at the side of the route leading to the fenced-off highway, and yet another issue on the 2nd floor of the F.H Hotel. And head for the Docks for an amusing scene with the Fisherkid and the owner of the Junk Store. Save before meeting up with Station Master Dobe, but he'll greet Squall with a cold reception before bundling them out of the house. Be sure to draw 'Ultima' from a hidden draw point found here. F.H will be under siege by the Galbadian army just as Squall leaves. Retrace your steps back to the Mayor's house to obtain more information. Save your game, and run around to encounter a few SAM08Gs. Mug Running Fires (Fang Machine Guns) from them. These give you Quistis' 'Gatling Gun' Blue Magic. You can also refine a single 'Running Fire' to 40 Demolition Ammo using Ifrit's 'Refine Ammo' menu ability. Head on over to the Plaza in front of the Train Station: - (Go help.) * - (Listen a little longer.) Squall will have to contend with a few Galbadian soldiers, but they offer little resistance. Their demise heralds the arrival of a very familiar boss... ------------------------------------------------------------------------ BOSS: BGH251F2 HP: 6,900 Weak: Thunder, Earth, Water Strong vs.: Poison Draw List: Shell, Protect, Stop Use Quezacotl on it and any Thunder based spells. Steal Adamantine from it as well. This should be a snap. There's a chance of halting most of its attacks if you manage to successfully cast 'Blind' on it. ------------------------------------------------------------------------ The gang is reunited here... and Squall lets slip his relief at seeing the trio from the Missile Base safe. Rinoa comments that that was very nice of Squall (even though unusual!): - (It's because I felt responsible.) - (I was really glad to see them.) * - (It didn't mean anything.) You might want to share a few words with Station Master Dobe as well -- it's the 1st, then the 2nd choice to keep the conversation going. Talk to Grease Monkey at the Repair Shop, then head for the Docks for yet another scene with the Fisherkid. Save your game, and ride the Crane back up. You can go back to Balamb Garden if you so wish. Side events: After meeting up with Irvine, go speak with the Master Fisherman (the one who gave you Volume III of Occult Fans) who's still at his fishing; he'll ask of Squall to meet him at the Hotel. Return to F.H, but head for the Plaza in front of the Train Station. If you previously conversed with the Cafeteria Lady at Balamb Garden up to the point when she mentions her son, talk to the man in a white shirt and blue trousers here thrice: - (Isn't he Dr. Kadowaki's son?) - (Isn't he the cafeteria lady's son?) * - (Isn't he Xu's son?) Go to the Repair Shop for a scene with a Galbadian Officer. Leave the Shop and re-enter, then talk to Grease Monkey for a 'Mega Phoenix'. Make your way to the 2nd Floor of F.H. Hotel. You'll view a very interesting holographic display involving Dobe and Fishermans Horizon there. Choose to accompany the Master Fisherman a bit longer (2nd option). Head for the Docks for a small event, and agree with the Master Fisherman's opinions (1st option) during the course of the scene. Talk to him afterwards and pick the 2nd option for a Megalixir. [Balamb Garden] Locate Selphie at the Quad: - (Cheer her up.) * - (Let Irvine handle it.) Meet up with Cid now, where he'll confer the status of 'Commander' to Squall, much to the latter's exasperation. [Fishermans Horizon] Squall's friends decide to hold a small concert for him, and you have 3 tunes (and 8 instruments!) to choose from: - Guitar - Saxophone - Electric Guitar - Piano - Violin - Flute - Bass Guitar - Tap Dance Tune A: Guitar, Violin, Flute, Tap Dance * Tune B: Electric Guitar, Bass Guitar, Saxophone, Piano Tune C: Any jumble of the 8 instruments other than the 2 above Using Irvine, pick Tune A as your performance piece. [Balamb Garden] Rinoa invites Squall to the concert: - (... I'm not in the mood.) - (... I don't know.) * Make your way to F.H. [Fishermans Horizon] You can hit 'Square' to change the view at the stage, or simply proceed right to move the plot. Whichever tune you chose determines the outcome of the conversation between Rinoa and Squall. 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. *spoiler here... skip this paragraph if you wish* Rinoa tries to convince Squall that the people around him genuinely want to help him, but Squall still feels that he doesn't need to depend on others, fearing that the blow will be too great to take if he loses them. Rinoa tells him then to cherish every moment when his friends are around... and not too worry too much about what's to come. This seemingly softens Squall a bit; Rinoa assures him this is really how they feel about him right now. [Balamb Garden] You'll have to make another trip to the 3rd floor Bridge, upon which the next destination will be decided: Balamb City. Talk to Nida to get things moving. I suggest you check out a few previously unreachable areas prior to Balamb City. While not exactly the best air-ship you've ever encountered before in the Final Fantasy series (it's way too sluggish, takes up too much space and has atrocious climbing abilities -- read: none at all), Balamb Garden will be your main mode of transport until you reach the later parts of Disc Three. The controls are: For the U.S version: D-pad/Left Analog-Stick: Changes direction ship is facing Right Analog-Stick: Moves ship forward or backward Start: Brings up the bar that toggles the rumble feature on/off and pauses the game Select: Toggles the World Sphere/Map on/off X: Dismount from the ship Triangle: Reverses ship Square: Accelerates ship Circle: Return to 3F Command Center of Balamb Garden R1: Rotates the camera clockwise L1: Rotates the camera anti-clockwise R2: Switches between view points For the Japanese version: D-pad/Left Analog-Stick: Changes direction ship is facing Right Analog-Stick: Moves ship forward or backward Start: Brings up the bar that toggles the rumble feature on/off and pauses the game Select: Toggles the World Sphere/Map on/off Circle: Dismount from the ship X: Reverses ship Square: Accelerates ship Triangle: Return to 3F Command Center of Balamb Garden R1: Rotates the camera clockwise L1: Rotates the camera anti-clockwise R2: Switches between view points [Timber] You'll find 2 children playing at the bridge, above the railway track which runs towards the East Academy Station and Dollet. Sometimes you'll find the girl on the track; when Squall approaches her, the sound of a train heralds impending doom for the girl... until Squall saves her. You'll be back at the Hotel after the rescue, but get nothing for your efforts. Well, except maybe for the warm, fuzzy feeling that you've made a difference in someone else's life... You can also plunder a measly 500 Gil from 'Owl's Tears' now. Have Squall repeatedly examine the cupboard underneath the television. Also, pick up 'Girl Next Door' from the Timber Maniacs Building if you haven't done so already. The chap outside the Timber Maniacs Building has something to give you if you encouraged him to go for his dreams of becoming a journalist previously: a Pet Nametag. [Winhill] This quiet rustic town is located to the south of the Galbadian continent, not far from D-District Prison and Timber. Winhill offers only one optional event: The Fragments of the Vase. Initiate this event by talking to the owner of the mansion north of the town. He can be found on the stairs. 1st piece: Repeatedly examine the suit of armour in the mansion, which is to the left of the huge flower pot. The small chocobo within should give up the 1st piece. You must re-enter this mansion with Irvine in your party to trigger this event. 2nd piece: Follow the old lady into her flower shop, and reply 'yes' (1st option) when she asks Squall whether he likes flowers. Locate the 2nd piece among the flowers in the foreground. 3rd piece: At the Chocobo Crossing sign mid-way through the town, you can bully the small chocobo by hitting the 'X' (U.S) button or 'Circle' (Japanese) button when it's at your feet. It'll throw up a variety of items each time you do that; one of them should be a vase piece. 4th piece: Go back to Raine's apartment. Squall should talk to the new owner on the 2nd floor twice before returning to the bar on the 1st floor. Search the cups on the tables, and Raine's spirit should appear. Examine the cat afterwards for the final fragment. You'll get a rather lame gift for this event: 1 Holy Stone from the mansion owner. Side events: The Vysage (Baiseeji Hands) are rare enemies which sometimes can be found on the outskirts of Winhill. They're capable of casting high level spells such as Meteor, Tornado and Quake, but G.F. Siren's 'Silent Voice' should render them helpless. Steal Life Rings from the left hand (Lefty, to be exact). Under Siren's 'Life Magic Refinement' menu ability, each one of them gives you 20 Life spells. Try junctioning this to Status Defense or HP. [Balamb City] (note: You should probably take Zell along for this one) The Galbadian sentry lets Squall through on account that the latter has information regarding Ellone. Check out the houses here (especially Zell's) before proceeding to Balamb Hotel. It seems that you'll need to find the Captain 1st. Head to the docks and converse with all the soldiers. Squall discovers that the Captain has just left after fishing from here. You'll also find a Tabloid Guy hidden in the lower-right corner at the docks. You can buy information from him, but it'll lower your SeeD ranking. Back to Zell's house (you can rest up and save here). The Captain has just used the kitchen, and upon exiting make your way to the docks again. The dog there will lead Squall to the Captain, who's currently at the train station. Meet up with Raijin, and pursue him back to the Hotel. ------------------------------------------------------------------------ BOSS: Raijin HP: 9,200 Weak: Poison Strong vs.: Thunder Draw List: Thunder, Thundara, Shell, Protect Get rid of his 2 flunkies by summoning a G.F, then concentrate your attacks on him. Raijin has a high offensive capability, but that's easily countered by casting 'Protect' on yourselves or using a 'Blind' spell on him. You can mug 'Str Up' from him. BOSS: Raijin HP: 10,800 Weak: Poison Strong vs.: Thunder Draw List: Thunder, Thundara, Shell, Protect BOSS: Fujin HP: 8,100 Weak: Poison Strong vs.: Wind Draw List: Aero, Cura, Life, Pandemona Start off by drawing G.F. Pandemona from Fujin and casting 'Blind' on Raijin. Concentrate on removing Raijin first. Fujin boasts of a deadly skill, 'Shatter', which reduces your HPs to 1, so be wary. Junction 'Bio' to Elemental Attack if you so wish. Also, both bosses offer 2 items which you can steal: a Str Up from Raijin and a Megalixir from Fujin. You'll receive 'Combat King 002' after this fight. ------------------------------------------------------------------------ Both Raijin and Fujin re-assert their stand by saying they're doing this for Seifer. Upon leaving, Squall acknowledges that some things cannot be prevented; anyone could be your ally or enemy. Then again, what of this feeling of loneliness they all feel right now...? Side events: To get out of town during the siege, talk to the girl in the house next to Zell's, followed by the Big Bad Rascal in Zell's house twice. Return to the neighbouring 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 should teach you a method to get out (just talk to him basically) when you exit the screen. ####################################################################### AUTHOR'S NOTE: This is where the U.S update is up to for now. The following portions of the walkthrough have yet to be altered. ####################################################################### [Syumi Tribe Village] This is located on the northern-most continent of the world... it should be highlighted on your map if you spoke to the owner of the Factory at F.H. Enter the spider-like structure. 3 Syumis will be guarding a Draw Point, and you'll have to cough up 5,000 gil just to use it. I think it's worthwhile though -- you'll get Ultima, possibly the best spell in the game. Be sure to return here every now and then to stock up on this one. Proceed further on to the elevator when you're done. The 1st structure you come across in the village should be the Inn. This one holds an issue of 'Timber Maniacs' plus a save point. The 2nd building is out-of-bounds, and the 3rd houses the Chief. You won't be seeing him now though. Instead, head to the left-most Factory, where a statue of Laguna is being constructed. The Syumi there asks of Squall to pay a visit to the Chief, so do as he says, and return back here (the Factory) after your 1st meeting with the village head. The worker here requires a few materials to complete the statue (5 special stones to be exact), and Squall has to play treasure-hunter (again). Blue Stone: Among the granite-looking rocks behind the Laguna statue, to the left. Aero Stone: Among the boulders to the left of the Inn. Life Stone: In a huge tree right of the Chief's house. You'll need to do a bit of climbing to get it. Shade Stone: Take the elevator up, and explore the circular stone ring directly opposite to the 'Ultima' draw point. You should find it in the top right corner. Aqua Stone: In the sink of a resident's house, the one closest to the Syumi Factory. You can also find an Aqua Stone at the pond near the above -mentioned resident's house, but it's a fake one. Give these 5 stones to the worker and the Chief will present a 'Phoenix Feather' to Squall. This summons the G.F. Phoenix once when used in battle, which revives any fallen comrades as well as giving moderate fire-typed damage to all opponents. [Sentra Ruins] (note: The southern islands on the map) On the upper half of the Sentra region, if you ignore the island with the 3 narrow cliffs sticking out into the open sea, the rest of the islands to the east should form a ring around a patch of water. Look for a yellowish-brown diamond shaped structure on the south-eastern island of that ring. It might take a while to find the ruins; use your map. You have exactly 20 minutes to seek out Odin and defeat him here, so I'll advise you come prepared with Diablos' 'Encounter Zero' party ability. Try to have a few Aura stones (or spells) at hand, or simply have Squall at critical status with the ability to perform his 'Renzokuken' before coming here. A high offensive rating for him wouldn't hurt as well. You'll have to rush here, so I'll adapt a point format: 1. Starting place. Head into the background. 2. Stairs ahead. Ascend using them. 3. Circular statue. Go clockwise around it, climb the stairs behind. Take the right path after ascending the previous steps. 4. Go all the way into the door in the background. 5. Ascend the steps to get to the platform, which acts as a lift. 6. Take the left ladder to the top, and enter the opening. Activate the switch. 7. Climb down again and take the opened right path (not ladder!) this time. 8. Follow the spiraling steps until you reach a circular platform. There's a short ladder nearby -- climb it, head to the right and pluck out the red jewel from the eye of the statue. 9. Descend, follow path leading upwards to the right. 10. Climb onto the green dome to reach another statue. Put the jewel in to obtain a random 5 number password. Take out both red jewels afterwards. 11. Return to previous statue in point 8. Put both jewels in and enter the password you received in point 10. 12. A door should open below. Enter to face Odin. ------------------------------------------------------------------------ BOSS G.F: Odin HP: 18,400 Draw List: Stop, Death, Double, Triple Just have Squall unleash his desperation move and you'll take him down easily. Besides, he won't attack you until the timer finishes. You might want to stock up on a few 'Triple' spells here if you've got time to spare. ------------------------------------------------------------------------ Unlike your regular G.Fs such as Ifrit or Carbunkle, Odin cannot be junctioned; rather, he appears at random at the start of a normal enemy encounter. When he does, he'll instantly dispatch every single opponent with a success rate of 100%. Very convenient. Side events: Try to engage a few Tonberis in combat here! They're always found around the circular statue mentioned in point 3 above. Save before you do so, and use Squall's Renzokuken to defeat them quickly. You should get Kitchen Knives from them. Quistis' 'Micro Missile' works well on them too. I'll cover the usage of Kitchen Knives later on in Disc Three, when you have to return here to pick up another G.F. [Sabotender Desert] You should find a huge patch of land known as the Sabotender Desert to the east of the Sentra Ruins. Sabotenders appear here, and each 1 when downed nets you 20 A.P. You'll need a high Speed and Accuracy rating before you try to defeat them, but they're worth it. Remember to return here occasionally to build up your G.Fs' abilities! Incidentally, the 'Sabotender Thorns' you receive from them can be refined under Ifrit's 'Refine Ammo' menu ability, to produce 40 Destruction Bullets for Irvine's desperation. [Trabia Garden] (note: Check your map; it's towards the north) Just follow Selphie, and when she meets up with her ex-classmate at the gargoyle statue, Squall is thanked for looking after Selphie: - It's nothing. * - Let's just play along with the situation. Squall leaves Selphie alone for now; you can meet up with the rest at the basketball court. Do so by taking a left from the statue, another left at the makeshift dorms, and following the one-way path. Or you could stray off and explore the other areas of Trabia Garden, converse with the survivors and get information. I suggest you do the latter first. In the flashback scene at the basketball court, you'll be controlling Squall at one time. Proceed upwards to head for the beach. In another scene, talk to all the children before heading for the beach again. *spoiler ahead... skip this paragraph if you wish* The party questions the necessity for bloodshed... but they know that conflict is inevitable. Irvine recalls his childhood, spent at an orphanage. This triggers off more memories for the other members, which reveals a startling fact long forgotten -- Edea was their nanny at the orphanage. Side events: The cemetery at Trabia Garden hides an issue of Timber Maniacs. Apart from that, there's also the August issue of Weapon Magazine. You'll have to talk to a student to the right of the dorms, who'll hint at the existence of a hidden treasure... starting from the gargoyle statue, take exactly 5 steps south and search the ground. You should get your copy. If you have trouble finding it, simply tap 'Circle' repeatedly around the area south of the statue... the game isn't too particular about where you examine. The girl (Selphie's friend) by the statue also has Selphie's card. Apart from the above, a destroyed stage in Trabia Garden has an 'Aura' draw point. [Trabia Region] The new enemies around the Trabia region you'll encounter include Mesmerizes (pink horses with a blade on their heads) and Geiras (black striped flying creatures). The former offers Mesmerize Blades up for grabs, the latter the spell 'Merton' at higher levels. Also, the Geiras drop Mysterious Liquids -- these allow Quistis to learn 'Melting Liquid'. Mesmerize Blades can be refined under Carbuncle's 'Recovery Item Refinement' menu ability to produce Mega Potions. These heal everyone in your party for 1,000 HP. [Miscellaneous Stuff] The next dungeon is quite combat intensive; I'll provide you with a weapon upgrades check-list here, plus any other items you may want to get in preparation for future battles ahead. Squall: His 'Crime and Penalty' should be obtainable now. You'll need a Kitchen Knife (defeat a Tonberi at the Sentra Ruins), 2 Star Fragments (get 4 Iron Giant - blue armoured monsters with a huge blade - lv. 5 cards), a Turtle Shell (steal from Esansuushis in the Tomb of the Nameless King) and 8 screws (Haurizaados in the Timber or Galbadia regions). Alternatively, his weaker 'Lance of Slit' requires 1 Dinosaur Bone (T-rex in Balamb Training Center), 1 Red Fang (change 3 Meruto Dragons lv. 4 cards - black dragons with a blue under-belly) and 12 screws. Zell: His Gauntlet requires a Dragon Skin (defeat - not steal from - high level Hedge Vipers in Roswall Forest, north of Timber) and a Fighting Spirit Fragment (stealable from high level Esansuushis, or use 'Card Change' ability to change 4 Dragon Izorude - green scaly dragons with a yellowish underside - lv. 4 cards). Irvine: A Bismark requires an Iron Pipe (steal from Wendingos in the Galbadian deserts and Roswall Forest or change a lv. 5 Invincible's card), 4 Dynamo Rocks (refine 4 Purittsu lv. 4 cards - metal warriors armed with a hammer or steal from high level Creeps in the sewers of Deling City) and 8 screws. Quistis: 2 Ochuu Tentacles (gigantic green and pink plants in Roswall Forest - low encounter rate) and 2 Dragon Skins for her Red Scorpion. Rinoa: She needs a Cocatrice Feather (steal from high level Cocatrices in the forests of Timber), a Mesmerize Blade (Mesmerizes in Trabia region) and a Sharp Nail (scorpion-like monster Grandiaro, lurking in the stairway leading to the sewers in Colonel Carlway's Estate in Galbadia) for her Cardinal. Selphie: You can't really get her Crescent Wish now, but you'll do yourself a favour by stealing a Life Ring from the right hand of the Baiseeji Hands (the Goomani) that roams the Winhill area, and 4 Sharp Nails from the Grandiaro first. Quistis' Enemy Skills: You can learn her 'Aqua Breath' by defeating high level Fokaroru (orange fish-like creatures on the shores of Balamb) or Chimeras in the Sabotender Desert (low encounter rate) to receive Ice Crystals. If you haven't already done so, change Gesupaa (gigantic blue-headed monsters) lv. 1 cards to receive Quistis' Detonator. Cards: These are totally optional. - Get G.F. card 'Pandemonium' from a man standing outside Balamb Hotel. He appears at random. - Get Quistis' card from either one of 2 female students in the 2F classroom of Balamb Garden. - Win Zell's card from his mother at Balamb City. - Lose G.F. Ifrit's card to Colonel Carlway at Galbadia. He'll play Rinoa's card in the next round. You can get back Ifrit's card from Dodonna, who's sitting outside the Station Master's house in Fisherman's Horizon. - The Station Master Dorp at F.H has G.F. 'Quetzalcoatl' card. - A kid circling the 1F of Balamb Garden has a 'Moogle' card. - The Master on the 2F Dollet Bar has G.F. 'Siren' card. [Sentra Region] (note: It's down south) Pilot Balamb Garden towards the Orphanage (use your map) to trigger off a confrontation with Edea's Garden. [Balamb Garden] (note: You'll have to swap your G.Fs around quite a few times here, or simply use Diablos' 'Encounter Zero' party ability) Squall is informed of Galbadia Garden's presence in the vicinity. You have to give a set of orders to the students, before Squall is ordered downstairs. Here're the available commands: - That's all! - My safety. - Garden's strategy. - Offensive preparations. - Defensive preparations. - My companions' safety. - The buns in the kitchen. - The younger cadets' safety. Give out your commands in this order: Garden's strategy, Offensive preparations, Defensive preparations, My companions' safety, The younger cadets' safety and That's all!. Meet up with your companions, and after the FMV head to the Campus Garden. Zell'll be assembling the troops, and Squall tells Rinoa to be careful. Return to the 3rd floor, where both Gardens will mount a massive attack on each other. You'll be controlling Zell's party now. Head back to the western wing of the Campus Garden, where a collision will throw Rinoa off the platform. Leave her for now, and make your way to the Main Gates to meet up with the rest. You'll have to form a party of 3: - Selphie, Quistis - Quistis, Irvine - Irvine, Selphie Squall is a compulsory character here, whereas Zell is assigned to rescue Rinoa. When you're done, head back to the Garden and take a left to reach a save point. Junction your members before moving to the 2F classrooms via the elevator. You'll have to combat 4 green Galbadian troopers here. They're pretty quick (and nasty) on the offensive, and have 'Gravite' magic available for casting. You should be able to take them out with a G.F, but if you get low on health, using your desperations is a good idea. Talk to everyone in the classroom before leaving. Needa requires Squall's presence on the 3rd floor command center. Squall predicts that Balamb Garden will not be able to hold off the enemy for long; he decides to carry out a last-ditch attack on Edea's army. Proceed to the 2nd floor when you're done. Squall is asked to look for a missing child -- you can find him towards the end of the corridor on the 2F, but in the resulting melee Squall gets knocked down by a trooper. He'll pin Squall against the wall. Hit 'Circle' to reveal 3 choices, and take the 3rd one for Squall to notice the emergency hatchet. Press 'Circle' again, then select the 2nd option to unlock the door. You'll get involved in a mini-game. Controls: Circle: Punch X: Kick Square: Guard Triangle: Special (appears later) Squall'll start off at a disadvantage with lesser health (check the red bar at the lower-left corner for his HP), and the 1st time you experience this mini-game it'll prove to be a little tricky to win. Basically, there're 2 methods to get past this. Method 1: Mash away at the 'Punch' button straight from the start. If you're fast enough, Squall should cut off every single attempt to retaliate from the trooper. If the opponent starts to block repeatedly, kick him. Method 2: Hold 'Guard' until the 'Special' command appears. Press 'Triangle' to knock off two-thirds of the trooper's health. [Galbadia Garden] Once Rinoa is rescued, you should begin by heading left. Both Squall and Rinoa share a moment outside the Garden's compound, and the latter thanks Squall for saving her life, with a slight hint of her feelings towards her saviour ^_^ Name your ring (Grieva), then select the 2nd option to enter Galbadia Garden together with Rinoa. Inside, save and re-organize your party (junction everyone accordingly). Take a right, then another right in the next screen to reach the stairs. Going upstairs, you'll come across Raijin and Fuujin, who'll choose to leave Seifer in the hands of Squall. Go left from there and enter a door on the right to get your 1st Key Card (talk to the male student). Return to the save point, then take a left, and enter the left door. Run across the ice hockey pitch and exit through the door on the right (the left door holds a 'Raise' draw point). The next area has an entrance opposite to where Squall is. Enter and converse with the student inside to get your Lv. 2 Key Card. Retrace your steps back to the save point. Side events: Purittsus populate this area; they drop Dynamo Rocks and Ally Dispatch Blades at different levels. These are useful for weapon upgrading. Proceed right to the stairs (where you met Raijin and Fuujin), and climb it to the rooftop (3F). Leap down onto the tennis court, and head left. The next region should be familiar to you -- just keeping moving down (ignore the stairs on your way) until you reach the Main Lobby of Galbadia Garden. A G.F. boss will be waiting for you in the center. There's a save point to the west side of the Lobby, btw. ------------------------------------------------------------------------ BOSS G.F: Cerebrus HP: 10,000 Strong vs.: Wind, Lightning Draw List: Quake, Double, Triple This puppy likes to cast 'Triple' on itself (undo this by using 'Despell' on it) and 'Quake' on your members (junction Quake to Elemental Defense or cast Levitate). Beat it around with a few 'Gravite' spells and anything else non-wind nor lightning elemental related. Draw a few 'Triple' spells from it if you can; they act as pretty good spells for junctioning to any parameter. ------------------------------------------------------------------------ Once you've received Cerebrus as a G.F, make your way to the south-west exit. Take a left in the next screen and converse with a female student to get a Lv. 3 Key Card. Retrace your steps back to the stairs you passed earlier on, and ascend from there to the 2nd Floor. Move left from there to reach an elevator. Use it to get to a save point... and your awaiting adversaries. ------------------------------------------------------------------------ BOSS: Seifer HP: 10,000 Weak: Poison Draw List: Fire(2), Bolt(2), Despell, Haste He's a bit tougher this time around. You'll want to counter his high attack power by casting 'Protect' on your allies (Seifer seems to concentrate all his attacks on Squall, btw), but generally, his magical prowess can be ignored. Once Seifer gets down to half of his total HP he'll start using his 'Phantom Slash', which deals out a pretty hefty sum of damage to a single member. Keep two (or one) allies as healers, and attack Seifer using Squall, or whoever has the highest offensive rating. I generally take Squall since his Gunblade offers critical hits. ------------------------------------------------------------------------ Return to the 2F, then head right from the stairs. Proceed anti -clockwise to find an invisible save point (use Siren's 'Uncover Hidden Points' party ability to see it) a bit further down. Enter the Grand Lecture Hall to your right. ------------------------------------------------------------------------ BOSS: Seifer HP: 7,400 Weak: Poison Draw List: Fire(2), Bolt(2), Despell, Haste He's weakened in this confrontation, but take time to steal from him before finishing him off. You'll have to fight him and Edea consecutively, so don't dally too much. BOSS: Edea HP: 15,000 Draw List: Ice 2, Gravite, Esuna, Alexander Draw G.F. Alexander from her before anything else, and follow up with Shell on your members. Edea's capable of a few pretty nasty spells (mostly causing status maladies), and has 'Death' at her disposal. Attack her with Diablos, and be sure to leave a character on standby to revive those hit by Edea's 'Death' spell. Defeat her quickly, or you'll run yourselves into trouble. Also, take note that summoning G.F. Carbunkle doesn't work anymore; Edea will simply endow herself with a 'Reflect' status as well and bounce spells off herself. Break that with 'Despell'. Cheap Alternative: You should have picked up a few 'Merton' spells from the Geiras in the Trabia region, and 'Aura' spells from a draw point in Trabia Garden. Cast Merton on Edea and Aura on Squall -- one Renzokuken should be all that's needed to down the sorceress. ------------------------------------------------------------------------ G.F. Alexander holds 'Upper Class Magic Refinement' menu ability; you can refine 5 middle class spells to a single upper class spell, i.e. five Cure 2 spells to one Cure 3. END OF DISC TWO ========================================================================