Two things here: A save point, and a 'Scan' draw point. (For some reason, though, it doesn't always seem to be here, and it's not hidden.) Use them if you'd like, then head left and go up the long staircase. At the top, you'll be stopped by Watts, who says that the whole TV station is under heavy guard, and that it'd be a bad idea to just bust in. Rinoa hesitates a bit, then decides to change her plan. At this point, Squall gets angry at the Timber Owls' general lack of organization, and starts yelling at Rinoa... Upset, she runs off, and Selphie shows up to take her place. There's now a scene where President Deling makes his live broadcast -- the first one in 17 years. Unfortunatly, he's not announcing Timber's independance as Rinoa had hoped... Instead, he speaks of 'peace talks', using his new ambassador, the Sorceress... His 'noble' speech is cut short, however, by a rather untimely visit from Seifer and Quistis. Seifer, in his usual nature, tears the place up, cutting off the broadcast, but not before Quistis orders Squall's group to assist them. The team then dashes up the stairs. Make your way to the TV station now, and you'll witness a long chain of scenes, which results in Zell accidentally revealing to Galbadia that they're from Balamb Garden, and the Sorceress making her grand appearance, then disappearing with Seifer... After the events have played out, you'll end up back outside the TV station. Head back down the stairs, where Rinoa and Quistis are waiting. Rinoa reveals that their base was found by Galbadia and was totally destroyed. Fortunately, Zone and Watts managed to escape. After informing you of this, the women run down the stairs. At the bottom of the staircase, Rinoa will suggest that they get out of Timber for a while, and runs off again. You'll meet up with Rinoa yet again at the bar, where a woman suggests that the team hide out at her house for a while. To get there, just follow the girls, and enter the house next to the Timber Maniacs building. After a short discussion about the fate of Seifer, the woman comes back upstairs and tells you that the Galbadia Soldiers are withdrawing from town. The team then decides the next plan of action. The Garden code states that after a mission, if the main Garden is unavailable, report to the nearest Garden. In this case, Galbadia Garden. (Excuse me? "Galbadia" Garden? Aren't we trying to get *away* from Galbadia? ^_^) After forming a team (which can now include Quistis), head back out into town. Before leaving, however, the woman gives you a Potion, a Phoenix Down, a Soft, an Antidote, and a Remedy. Back in town, you'll notice a lone Galbadia soldier roaming around... Though it may not seem like the most intelligent thing to do given the situation, go over and talk to him. Turns out it's not a soldier at all, just your old friend Watts in disguise. He says that the trains are out of service, but that one last train will be heading out of town shortly. Now head right, and you'll be stopped by a "Mystery Man", who turns out to be Zone. He tells you thst all the tickets to the last train out of town are gone, but that he managed to get the last five... He and Watts remain in town, allowing your team to escape via train... Head into the tunnel, and cross the bridge and head south. This is the train station. Board the train, and ride it out of town. You've finished the main stuff here, but there's still some stuff to get should you wish to return to Timber. The inn is now opened, and you can find another issue of "Timber Maniacs" in the hotel room. (DF's Note: Too cheap to pay for the inn, but still want the magazine? There's a way to get into the hotel room for free, although you can only do it once. First, go to the railway bridge near the "Owl's Tears" house. You'll see a girl stuck on the tracks, and hear a train. Talk to the girl a few times and the screen will flash white, then you'll be in the room and can get the magazine. My, that was a long note.) Also, a man standing on the bridge overlooking the three railways will give you a free Potion if Quistis is on the team (or maybe you just need a female; I'll check). (DF's note: In my old game, he always mentioned Rinoa... strange.) He'll run off, but he'll return later, so basically, you can get an endless number of potions from him. Also, there's a man outside the Timber Maniacs building who says that he's starting to think he should give up. Tell him "No way", and he'll reward you with a Pet Nametag later. Finally, if you wanted that 500 Gil from the man in the "Owl's Tears" house, but didn't want to lose the healing feature, go ahead and do it now. You don't need it anymore now that the inn is opened. Still, this is a rather stupid act, and it may lower your SeeD rank. | ESCAPE | (This is about the least creative title yet...) -After Timber... If you want, you can stay on the train and get off near Dollet. See Side Quests for things you can do there. At any rate, your goal is a small forest near the East Academy station. Before going in, make sure Squall, Quistis, and Selphie are well- junctioned. Inside the forest, you'll meet up with your other two teammates and there'll be some dialogue, where Squall is his usual charming self. =P After a while, Squall, Selphie, and Quistis will fall down... Rinoa will ask what happened, and Zell will say he thinks they went to the 'dream world'... -Laguna Flashback 2 Draw Points: Sleep(r), Confuse(r), Cure(r) Hidden Draw Points: ? Laguna time again. Squall is Laguna (he always is), Selphie is Kiros, and Quistis is Ward. Laguna, Ward, and Kiros will talk for a bit, then you'll gain control. On the next screen, there's a Draw Point with Sleep; use it if you need to. Head across the walkway, and you'll be attacked. In the first battle, you'll be back-attacked by one Esthar Soldier; then you'll fight three. Not a major problem. You'll probably get a few Potions from defeating them. A few comments before I continue with this walkthrough. Considerably later in the game, you'll be able to explore this place again, and the things Laguna does here will affect what items you can get when you do. Follow this walkthrough and you should (hopefully) be able to get all the items later. Also, a note on enemies. There are 4 kinds of enemies you'll fight in this place. You've dealt with the standard Esthar Soldiers already, and you'll be fighting more of them. There are also cyborg Esthar Soldiers; they're somewhat stronger than the normal ones. There are two ways to tell them apart; by color, or if you're not sure about the color, see what they have to Draw. If there's no Cure spell of any level, it's a cyborg. Neither type of Esthar Soldier can be Carded. The other two enemies are Elastoids and Gespers. You can draw Dispel from the Elastoids, and make their cards into Steel Pipes. The Gespers have Shell and Protect spells to Draw, and Float if they're at a high enough level. They also frequently drop Black Holes, which teach Quistis Degenerator, and can be made into Demi spells with Diablos' Time Mag-RF. If you have the time, get 100 Demi spells for each character and Junction them to your Magic stat. You can Card the Gespers and make their cards into Black Holes as well. That said, head inside the excavation site; there are two entrances on this screen. One is a door, the other is just a ladder. If you go down the ladder, Laguna will get a leg cramp; I'm not sure if this affects anything. However, I suggest going down the ladder first, if only to save a little bit of time. Head up one screen and left one screen, then examine the rubble near the bottom of the new screen. Laguna will pick up an old key, but it will fall out of his back pocket. Go left three screens and examine the rubble on the left side of the screen; Laguna will find another key, and put it in his shirt pocket. However, he sneezes, and loses the key again. (I don't know if getting the keys affects anything, but I don't think it hurts.) The ladder here will lead to the other entrance to the facility; ignore it for now and go back one screen. There are 3 panels here; when you walk across the one in the middle, you'll hear a clicking sound. There's a lever on the panel; examine it. (It's near the top of the screen.) Laguna will notice that the lever is loose, and suggest loosening it all the way to set a trap for the Esthar soldiers. Kiros and Ward are skeptical; after the brief dialogue, you'll have the option to either tamper with the lever or ignore it; tamper with it. You won't be able to cross the panel after tampering with it, but do it anyway. Leave the screen, and an Esthar Soldier will walk over the panel, which will open under him and make him plummet. Go back to the ladder where you came in; climb up and you'll be back outside the place. Go in through the door. There's a walkway here, and you have three paths you can take. The left path leads quickly to a dead end; the right path leads to a Draw Point with Confuse. Use it if you want, then take the middle path. This leads to a ladder; climb down. This screen should look familiar. Go down and you'll be back on the screen with the panels. You can only access the leftmost panel; you'll notice it clicks when you walk on it. Examine the lever and you'll be given the choice to tamper with it again. Do so; Kiros and Ward will stop you, pointing out that if you _do_ mess with it, you'll be stuck there. However, once you've triggered this event, you can open that panel another way... Retrace your steps to the other side of this screen, then examine the lever on the rightmost panel. Again, choose to tamper with it; it's stuck, but again, you can open the panel by another means... Go back to the screen where you found (and lost) the first key. From there, go up two screens. You'll see a small, black object on the ground; examine it. As the ensuing dialogue reveals, it's a detonator. You'll have the option of using it to move either the nearby boulder or the one further down; first, choose to move the one further down. There will be a short scene where you see an Esthar Soldier run away from the boulder; also, if you tried to tamper with the leftmost panel, you'll see it fall open now. Use the detonator again, on the nearby boulder now. Laguna and company will run away, and you'll see the boulder roll down, scaring away some Esthar soldiers. If you messed with the rightmost panel, it'll fly open at this point, too. Laguna, Kiros, and Ward will come back onscreen and make some comments, then you'll be back in control. Leave the same way they did, and continue for a couple of screens until you see a boulder. Examine the boulder, and Laguna will push it, taking care of another Esthar soldier. You'll also be able to use the Draw Point, which has Cure. Yay. On the next screen is a much- needed Save Point. Use it, then use the exit on the top of the screen. (the path on the right just loops back to where you've been) If you didn't trigger the traps, you'll have to fight a whole bunch of battles with Esthar soldiers; if you _did_ trigger them, however, you'll only have to fight one battle against two cyborgs. When you defeat the second one, he'll use an attack called Soul Crush, knocking Kiros and Ward down to 1 HP... After the battle, there'll be some more dialogue, and the flashback will end. Squall, Quistis, and Selphie will wake up in the forest, there will be some more dialogue, then you'll leave. Note that the forest will just be an ordinary forest if you go back. Also, Quistis and Selphie are now at 1 HP; if you don't want to bother healing them, just switch Zell and Rinoa in. Head to the nearby structure; this is Galbadia Garden. ***** -Galbadia Garden Draw Points: Shell(r), Life(r) Hidden Draw Points: Haste, Double(r?) When you enter the Garden, you'll be treated to a short FMV. After you regain control, just head through the next two screens. There will be a short dialogue sequence when you reach the gates. Go through the gates to reach the main hall. There will be an announcement over the PA asking you to head to the 2F reception room. To get there, go straight ahead (check the beam of light for a hidden Draw Point with Haste) until you come to a room with some stairs. (Note: If you keep going straight at this point, you'll find a Draw Point with Shell after a couple of screens. Also, if you go left from the main hall, you can get to the ice rink; you can't get the Draw Point _in_ the rink yet, but you can head left to the locker room and a Draw Point with Life.) Go up the stairs, and the reception room is behind the door at the bottom of the screen. Inside, the party splits, and you control Squall. Talk to Rinoa and Selphie if you want; when you talk to Zell, Quistis will come in. In the ensuing dialogue, Quistis says that Seifer has been executed by the Galbadian government... When you regain control, talk to Rinoa, then Quistis. Squall will get frustrated. Head towards the door, and he'll suddenly snap at everyone, then run out the door. Note: If you head right from this screen, you'll reach a circular walkway above the main hall. This leads to an auditorium where you can find a hidden Draw Point with Double. Go down the stairs (Zell's doing push-ups... heh.) and head back towards the main hall. Just as you leave the screen, Fujin and Raijin will come and talk to Squall. When Squall tells them that Seifer is reportedly dead, they won't believe it. After they leave, there will be an announcement telling you to go to the front gate. Go there and Headmaster Martine will appear when you talk to Rinoa. (Note that Rinoa has a bit of trouble with the salute... heh.) Martine will talk for a while about your mission, then hand Squall the orders. Squall will comment that the orders call for a sniper, and nobody on the team has that skill. Martine says not to worry, and introduces Irvine, a sharpshooter from Galbadia Garden. Irvine now joins the party, and you have all the main characters. Now, talk to Selphie and Squall will explain the orders. Your mission is to assassinate the sorceress. After Squall explains the orders, Irvine will say it's time to choose a party. The screen will fade; when it comes back, Irvine will be standing between Rinoa and Selphie, and ask how this party is. If you choose to accept, you'll see a rather funny scene and be left with a party of Squall, Zell, and Quistis. If you don't, the party selection screen will come up. Either way, Squall will give a tutorial on how to switch members, then you'll leave Galbadia Garden. You can head to Deling City now; if that's what you want to do, head to the clearly visible train. However, you may want to take this opportunity to get some Level 6 cards. If so, go back into the Garden. Take the northeast exit from the main hall, then take the door on the right on the next screen. There's three students here, all of whom are card players. The girl (who says something like, "We're too old for cards") uses all the Level 6 cards. Keep playing her until you have whatever cards you want, then leave the Garden and head to the train. Go up the stairs, and pay 3000 gil to board the train. Once you're on the train, head to the door you came in by and the other team members will arrive. Selphie will head to the hall, and Irvine will follow her; go after them to see a short scene. After that, head back to the others. There will be another short scene, then you'll arrive in Deling City. By the way, now that you have Irvine, this might be a good time to start learning Ifrit's Ammo-RF. | OBLIGATORY FETCH QUEST | (Amazingly, it's the only one....) -Deling City Draw Points: Thundara(r) Hidden Draw Points: ? Rare Cards: Kiros (see Queen of Cards side quest) Leave the train station by the south side of the screen. Then go up the stairs. After a brief FMV, your other two team members will be visible, but Squall won't; move up and he'll appear on the screen eventually. Talk to either team member and Squall explains that you're supposed to meet with General Caraway. On the next screen, there will be a man standing by the road; when you see the bus arrive, talk to the man to get on. This bus will go right to Caraway's Mansion. Get off and talk to the guard. He explains that before you can meet with General Caraway, you have to go to the Tomb of the Unknown King and find an ID number to prove you were there. (The ID number is different in every game, so you basically have to go to the tomb.) Then he gives you a map of the tomb, and explains how to use it. (hold Select when in the tomb; when the map is up, you can leave by pressing the Triangle button, but your SeeD rank will drop) After that, you'll be given several choices: -Ready to answer Pretty much self-explanatory. Don't bother with this until you've found the ID, though. -Buy a hint for 3000 Gil If you choose this, the guard tells you that there's a GF inside the tomb, and recommends you buy the location displayer if you're going to try and find it. Not worth the price. -Buy a location displayer for 5000 gil If you buy this, you can see where you are in the tomb when you look at the map. However, it's not too hard to find your way around in the tomb, so don't bother with this unless you have a _really_ bad sense of direction. -Talk The guard repeats what you're supposed to do and where the tomb is. -Ask him to escort us out of town The guard takes you to the entrance to the town, and suggests you rent a car. After talking to the guard, head out of town and to the tomb. If you're having trouble finding it, look at the world map. There's a place just northeast of Deling City where two small peninsulas almost meet; the Tomb is at the edge of the peninsula on the west side. If you don't understand those directions, just head northeast from Deling City and you'll get to the tomb soon enough. **** -Tomb of the Unknown King Draw Points: Protect, Float Hidden Draw Points: Cura Rare Cards: Sacred, Minotaur (see Side Quests) GFs: Brothers (see Side Quests) When you reach the tomb, you'll see two Garden students run out. There's a Save Point here, and a Draw Point with Protect. Use them if you want, then head inside the tomb. The ID number is on a sword in the second screen inside the tomb. You might want to write it down. That's all you have to do here, but it's a good idea to get the Brothers GF before going back. See the Side Quests section for more details. | THE SORCERESS | (I suppose that title works...) -Deling City: Parade New Draw Points: Esuna(r), Zombie(r) New Hidden Draw Points: Bio (r) GFs: Carbuncle Items: Weapons Mon May After finishing your business at the tomb, go back to Deling City. Go to Caraway's Mansion and give the guard the ID number. (Note: You give the ones digit first, then the tens digit, then the hundreds digit.) Now you can go to the mansion.
Ok. almost done wit the first disk. by now u get the point. i cant get it all done so go to disk one 4 |