-Balamb Garden-
Draw Points: Cure(r), Esuna, Blizzard(r)
Rare Cards: Quistis, MiniMog
Rule Set: Balamb
GFs: Quezacotl, Shiva
After an impressive FMV, sequence, you'll see Squall wake up in the
infirmary. Dr. Kadowaki will ask Squall how he is, and you'll be given a
choice. I'm not sure if the choice you make affects anything. Then
you'll be asked to name Squall. Change his name if you want. After some
more dialogue, Dr. Kadowaki will call Squall's instructor, Quistis. Then
you'll see a mysterious girl talk to Squall through the window... she'll
prove to be an important figure in the game. Then Quistis will come to
take Squall back to class.
Walk down the hallway with Quistis; there will be some dialogue along
the way. After a while, you won't have to walk. There will be a short
FMV, then the scene will shift to the classroom.
Quistis will talk to the class briefly about the field exam in the
afternoon, then tell Seifer he should be more careful not to injure his
partner in training. After she dismisses the class, she'll tell Squall
that he hasn't gone through the Fire Cave yet, and won't be able to go
on the field exam until he has. Quistis tells you to meet her at the
front gate, and says that you should review the study panel if you have
any questions.
Note: After completing the field exam, Squall's rank will be determined
by what he did prior to and during the exam. You'll gain and lose points
for various actions; I'm not sure how points are determined, though, so
I can only give small suggestions in this version. Hopefully, I'll have
a more thorough breakdown of how to get points later on.
Go to the study panel and select Tutorial; you'll receive two GFs.
GF Quezacotl's Stats:
Level 1
Starts with Mag-J, GF, Draw, Magic, Item
GF Shiva's Stats:
Level 1
Starts with Spr-J, GF, Draw, Magic, Item
Note that if you don't get Quezacotl and Shiva from the study panel,
you'll get them automatically when you talk to Quistis at the front
gate. You may lose points for this, though; I'm not sure.
Anyways, after getting your GFs (or not), leave the classroom. You'll
literally run into another student; after some dialogue, she'll ask you
to take her on a tour. Personally, I agreed; I'm not sure how this
affects your points later, though.
On the next screen, talk to the guy near the elevator to get 7 Triple
Triad cards. It may not be a good idea to start playing just yet; you'll
find it much easier to win the card game once you've gotten the Ifrit
Card in the Fire Cavern. However, there are two rare cards you can win
by playing cards here; the MiniMog card, from a little kid running
around on the first floor (he doesn't use it often, though), and the
Quistis card, which can be one from any of the Trepies. The one in the
cafeteria uses it the most, though. (When you get asked which one you
want to talk to, choose the one in the back. You'll understand when you
do it.) Note that the Trepies only have one Quistis card between them.
Anyways, once you take the elevator, you'll show the student the
directory if you agreed to give her a tour. Head to the front gate to
meet Quistis, who'll give you a tutorial on how to use GFs, then join
your party. If you want to skip the tutorial, hit the Cancel button;
this may cause you to lose points, though. Also, Squall will ask who the
girl at the infirmary was; Quistis will say she didn't see anyone.
Note that there's a Draw Point with Cure on the screen before the front
gate; just remember, you need the Draw command set in order to use Draw
Points. There's also a Draw Point with Esuna in the library (walk near
the bookcase and you'll come to a new screen with the Draw Point clearly
visible) one with Blizzard in the Training center. I'll say some more
about the Training Center later, when you have to go there.
Anyways, after Quistis joins, leave the Garden. Now you'll want to
Junction GFs; I recommend giving Quezacotl to Squall and Shiva to
Quistis. Next, set your command abilities; since you don't have any
spells now besides a handful of Cures from the Draw Point, choose GF,
Draw, and Item for both characters. Have both GFs work on learning Boost
first; it only takes 10 AP to learn and is quite useful when you're
summoning. After that, I suggest HP-J and then Card for Quezacotl and I
Mag-RF, then Str-J for Shiva. After getting those abilities, get
whatever other ones you want.
Before going to Fire Cavern, it's a good idea to fight enemies in the
surrounding area to stock up on spells. In the plains, you'll find lots
of Bite Bugs; you can Draw Fire and Scan from them. The latter isn't
that necessary, so you can skip it if you want. You'll also occasionally
run into Glacial Eyes; you can draw Blizzard, Cure, and Scan from them.
In the forests, you'll frequently find Caterchipillars; you can Draw
Cure and Thunder from them, and they occasionally drop Spider Webs. If
you get one, use it to teach Quistis the Ultra Waves skill. Also, you'll
sometimes find T-Rexaurs in the forest. If you do, RUN. They're REALLY
strong and have over 10000 HP, so they're quite a pain to kill right
now. They don't have anything special to Draw either. If you'd prefer
not to run, try to Card it; its card is pretty good.
Finally, on the beach you'll find a lot of Fastitocalon-Fs. You can Draw
Blizzard, Scan, and Sleep spells from them (the latter is a good
Junction for Magic at this point) and you get 3 AP for each one. Since
you always fight 2, that's an easy 6 AP. I recommend fighting them until
Shiva learns I Mag-RF, then using that to turn the Fish Fins you'll be
winning almost constantly into Water spells. Water is the best Junction
you can get at this point without playing cards. After getting 100 of
all the spells you want for both characters, (some extra Fish Fins and
M-Stone Pieces would be good, too) head to the Fire Cavern.
*****
-Fire Cavern
Draw Points: Fire(r)
Rare Cards: Ifrit
GFs: Ifrit
When you reach the Fire Cavern, Quistis will give you a tutorial about
Junctions, (again, you can skip it with the Cancel button) and then
offer to give you a refresher about your Gunblade. If this is your first
game, you might as well accept. After that, head to the entrance.
At the entrance, you'll be asked to choose a time limit; go with 20
minutes, you'll easily finish in that time. If you're replaying, though,
go ahead and choose 10 minutes. Choosing a shorter time limit will
affect your points later on. (I don't know exactly how, though.)
The path through the Fire Cavern is fairly straightforward; there's one
intersection a few screens in. Go straight to reach the boss; there's a
Draw Point with Fire on the right and a dead end on the left, neither of
which is very helpful. You can fight or run from enemies on the way,
depending on how you're doing for time. At the center of the cave,
you'll find Ifrit...
----BOSS BATTLE----
Ifrit
Absorb Fire
Weak against Ice, Water
This is fairly easy; have Quistis summon Shiva while Squall casts
Blizzard spells. (They'll do a little more damage than Water does.) The
timer stops after you win, so don't worry about not having time to get
out afterwards. When you win, you'll get 20 AP, a bunch of G-Returners,
the Ifrit Card, and the Ifrit GF.
-------------------
GF Ifrit's Stats:
Level 1
Starts with Str-J, Elem Atk-J, (Elem Def-J?), GF, Draw, Magic, Item
Quistis will give you a tutorial on how to use Elem Atk-J and Elem Def-J
once you win. Since Quezacotl and Shiva are probably at a higher level
than Ifrit, have both of them equipped on one person and Ifrit on the
other so that the GFs level up more evenly. Ifrit should learn Boost
first, then HP-J. After that, it doesn't matter much.
Leave the cave, then return to Garden.
FINAL EXAM
-Balamb Garden
New Items: Occult Fan I
Quistis will leave. If you want, go to the Library and check the
bookshelves for Occult Fan I. Then, head to the Dormitory; go to
Squall's room and change into your SeeD uniform. Now head over to where
the Directory is and Headmaster Cid will brief you on your mission.
You'll then drive out of Garden in a car. Take the car to the nearby
town (Balamb) and then watch the short scene where you drive to the
docks. Get in the ship; there will be a short scene. After a while,
Seifer tells you to look outside; agree. (you'll probably lose points
otherwise) Leave the small area you're in, and watch the FMV. Then
you'll land on the beach in...
*****
-Dollet
Draw Points: Blind(r)
GFs: Siren
Cool music, huh? Anyways, at the moment you've got Squall, Zell, and
Seifer in your party. (Seifer's not following you around, but he _is_ in
your battle party.) Give each character one GF, and give all of Quistis'
magic to Zell. If you've got some spare Fish Fins like I recommended,
make some Water spells for Seifer. Give everyone the Draw command; this
way, you can Draw from the Galbadian soldiers when you need healing.
Don't talk to any of the other students; I think you lose points for
this. Head up the stairs to find a Save Point, then move towards the
next screen. You'll fight two Galbadian soldiers. They're easy to beat,
but it's a good idea to have Seifer Draw some spells for himself before
doing so. Keep going; after a while, you'll fight two more Galbadian
soldiers. If Seifer still needs some spells, Draw some here, too. When
you come to the fountain, you'll have to fight one G-Soldier; no
problem. Then Seifer will tell you to scout the area for enemies. Head
to the northeast section of the screen, and a G-Soldier will attack.
After defeating the Galbadian Soldier, the rest should be
straightforward. Take the northwest exit off the screen, then just keep
going forward. After a while, an injured Dollet soldier will warn you
about monsters, then...
----BOSS BATTLE----
Anacondaur
Actually, the Anacondaur isn't even a real boss. It is, however, quite
strong compared to the other enemies you've fought. It has around 1200
HP; if you've got some good Strength Junctions, though, it shouldn't be
a problem. Seifer will tell you to let him finish off the Anacondaur;
doing so may affect your points later.
-------------------
After defeating the Anacondaur, keep going some more. The path is
completely straightforward. After two more screens, Seifer will run
ahead and leave your party; then Selphie (the girl Squall gave a tour to
earlier) will appear and jump down the cliff. You can do this too, but
it may cost you points; instead, head east and walk. When you reach
Selphie, she'll join; she inherits Seifer's spells, but just in case
you're paranoid, you might want to Junction Exchange Seifer with Quistis
before he leaves, then Quistis with Selphie.
Anyways, after Selphie joins up, head into the communications tower.
(that's the building right ahead of you, in case you weren't paying
attention) There's a Save Point here, as well as a Draw Point with
Blind. Save, then go up the elevator...
There's a short scene with a Galbadian commander, Biggs, talking to a
soldier named Wedge. Then there's an FMV of the communications tower
activating. (looks more like a big gun than a communications tower...)
Then, Biggs notices you and tries to get away, but Seifer stops him.
Cornered, Biggs attacks.
----BOSS BATTLE----
Biggs
Weak against Poison
Wedge (appears after some time)
Weak against Poison
So easy you don't need a strategy. If you want, draw some Esuna spells
from Biggs. When you do enough damage to one of them, they'll be blown
away by some wind and you'll have to fight...
Elvoret
Flying Monster
This can be a long battle. There are two notes here; first, you can Draw
the Siren GF from the boss. Second, you can Draw Double spells, which
are good for Junctions and allow you to cast two spells in one turn. The
quickest way to beat Elvoret is to have everyone summon their GFs; when
Boosted to around 125%, they'll do around 300 damage to it. When you
win, you'll get some Cottages or Elixirs, some G-Returners, and the
March Issue of Weapons Monthly, as well as Siren if you Drew it.
-------------------
GF Siren's Stats:
Level 3
Starts with Mag-J, ST Atk-J, ST Def-J, GF, Draw, Magic, Item
After you defeat Elvoret, Selphie says that you have to get back to the
shore by 1800 hours. Seifer says that leaves only 30 minutes, and a
timer counts down. You can equip Siren if you want, but I don't
recommend it, as the clock's ticking. Go down the elevator, save if you
want (I _highly_ recommend using a separate file) and then leave the
tower. However, Biggs sends a huge spider-like robot to attack you...
----BOSS BATTLE----
X-ATM092
Weak against Thunder
If you've got Str-J on, you can probably knock it out quickly. Once it's
down, run away.
-------------------
Head to the right quickly. On the next screen, you'll see the robot
shortly; move quickly. When the screen fades, hold left and the control
pad IMMEDIATELY. If you don't move immediately, the robot will catch up
to you and you'll have to fight it again. On the next screen, WALK when
you come to about the middle. Otherwise, the ground will shake and
you'll be forced to fight X-ATM092 again. Next screen... no problem. The
bridge is after that. After you move far enough to the right, the robot
will jump over you; immediately turn around until you hear it jump
again, _then_ run to the right and off the screen. This lets you avoid
another battle with it. From here, it should be easy to make it to the
shore, and when you do, you'll see an FMV of Quistis blasting the robot
with a gatling gun.
Note: Apparently, it's possible to destroy X-ATM092. I'll have a
strategy for that once I do it.
| TALK ABOUT YOUR LONG DAYS... |
(Be warned. My titles are going to get worse.)
-Balamb Garden
New Rare Cards: Zell
You'll arrive in the town of Balamb. With Zell in the party, you can
play cards with his mother; she has the Zell card. Leave town and save
before trying it, though. Win the card (or don't) and go back to Garden.
You can get into a few fights before you go, though. If you're going to
build up Siren, I suggest Boost first, then L Mag-RF, then Tool-RF, and
pretty much whatever you want after that.
When you go back to Garden, Zell and Selphie will leave. Head to the
main lobby; Cid, Xu, and Quistis are standing in front of the directory.
Talk to them if you want, then head to the right and talk to Seifer.
After a brief scene, head to the elevator; I don't remember exactly
when, but at some point you'll be told to go to the 2nd floor hallway.
Go there and wait; after a while, one of the Garden Faculty will tell
Squall and Zell they've been chosen as SeeDs. You'll automatically go to
Headmaster Cid's office and receive your SeeD Rank report; in addition
to Squall and Zell, Selphie and another student have been chosen as
SeeDs. (You'll later find out that the fourth SeeD's name is Nida.)
After regaining control, talk to Cid and he'll add a "Battle Meter" to
the tutorial. You may have to talk to him again to play cards with him
later; I'm not sure.
After talking to Cid, leave the room. You'll automatically take the
elevator to the second floor walkway. Talk to the others, then head to
the hallway. After a short scene, your SeeD Rank Report will be
displayed. I'll have a full explanation in a future update, provided
someone gives me the information.
Now you're in the Dormitory; Selphie tells Squall to go to his room and
get his SeeD uniform. Do so, then leave the room and go to the dance. At
the dance, Zell and Selphie will talk to you; Selphie asks if you'll
join the Garden Festival committee. Answer either way, then she'll
leave; then, a girl in a white dress asks Squall to dance. After some
more dialogue, you'll get to see a rather amusing FMV of the dance. =)
After the dance, the girl leaves... but you'll be meeting her again soon
enough...
Quistis then appears and compliments Squall on his dance, then tells him
about the "secret area" at the Training Center. She tells Squall to
change into his regular clothes, then meet her at the Training center;
leave the screen and you'll automatically be in Squall's dormitory. Go
into Squall's room and change. Now leave and head to the Training
Center. Quistis will give you a Tutorial about Status Junctions, and
tell you that Junctioning Sleep on your weapon will make it easier to
defeat T-Rexaurs.
In the Training Center, you'll mostly encounter Grats; you can Draw
Sleep and Silence from them. You should have plenty of the former, but
the latter are good to have too. Draw 100, because there's going to be a
Boss that uses Silence soon, and you'll want them for status defense.
You'll also find T-Rexaurs occasionally; you can run, or you can be
prepared by giving Squall Ifrit and Siren, with 100 Blizzards on Elem
Atk (T-Rexaur is weak against Ice) and 100 Sleeps on ST Atk, as well as
a good Strength junction (like Water). Quistis should summon Shiva and
use Boost. You can also try Carding T-Rexaur once its HP drops below
about half. You won't get any Exp that way, but you will get 10 AP.
At any rate, getting through the Training center is fairly simple. Go
either left or right; there's a Draw Point with Blizzard on the right
path. Also, a man sometimes appears here and sells you items, but I'm
not sure when he firsts shows up. Anyways, the "secret area" is near the
save point. At the secret area, Quistis explains that she's been demoted
from an instructor to a normal SeeD; Squall doesn't care. This scene
pretty much tells you what to expect of Squall for much of the game...
After the scene, save, then head out of the Training Center. When you
try to leave, you'll see the girl from the infirmary being attacked by a
huge insect; she'll recognize Squall and Quistis, then the monster
attacks you.
----BOSS BATTLE----
Granaldo
Flying Monster
Raldo*3
This battle is EASY. Draw Sleep from Granaldo and cast it on him; it
works rather often. The Raldos won't attack, Granaldo will just whack
you with them. Kill two of them, (they only have a couple hundred HP)
then Draw Protects from the last one, putting Granaldo back to sleep
when necessary. You can also draw Shell and Blind from Granaldo; you
don't need a lot of Blinds, but Shell will be quite useful. Once you've
got all the spells you want, kill the last Raldo, then kill Granaldo
with your strongest attacks. You'll win a bunch of Wizard Stones.
-------------------
After the battle, some strange troops will take the girl with them, and
Squall and Quistis will wonder who she was...
I suggest turning the Wizard Stones into Curagas with L Mag-RF, then
Junctioning those to HP. Anyways, once you leave the Training Center,
Quistis will talk to Squall briefly and then leave. Head back to the
Dormitory; when you go there, Zell tells you that as a Seed, you've got
a new room. Squall will head off to sleep, thereby ending one of the
longest days in RPG history.
FOREST OWLS
-Balamb Garden
New Rare Cards: Seifer, Diablos (See Side Quests)
New GFs: Diablos (See Side Quests)
Items: Magic Lamp, Pet Pals Vol.1, Weapons Mon Apr
You'll wake up in Squall's new room the next day. Check the desk for a
Weapons Monthly issue. Then head out of the Garden; Cid and a Garden
Faculty will tell you about your first mission; to go to Timber and meet
with a resistance organization. After the scene, talk to Cid and he'll
give you a Magic Lamp; even if you don't talk to him, he'll give you the
Lamp when you try to leave. The Magic Lamp will allow you to challenge
Diablos; see Side Quests for more information.
I can't fit the rest so go to Disk One 2 |