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.
When you approach the doors, Squall will start wondering why both
Gardens are working with General Caraway, then decide it's not his place
to think about it. There's a Save Point by the doors; use it if you want
before going inside. (there's no real need right now, though) You'll
find yourself in the waiting room, and your teammates are getting
impatient. Talk to Rinoa, and she'll go to talk to Caraway, mentioning
that this is her house. After she leaves the room, Carway comes in;
you'll learn that he's Rinoa's father and the two of them don't get
along. He says he's decided that she should stay out of the operation
since she hasn't received the same type of training as the SeeDs. After
a brief dialogue, Caraway will lead you around the town, explaining the
plan along the way. Don't get too caught up with the details of the
plan; the actual sequence will be much less complex. After finishing,
Caraway says to meet him back at his mansion when you're ready. Note
that Rinoa is unavailable at the moment. Also, after this point, you're
going to be using the Junction Exchange option a _lot_...
Back at the mansion, Caraway will decide on the teams. Squall and Irvine
will form the sniper team, while Quistis, Zell, and Selphie will handle
the gate. You're in control of Quistis now; head for the door and Rinoa
will rush in, knocking Quistis back. Rinoa wants to help with the plan
by using something called an Odine Bangle to supress the sorceress'
powers, but Quistis says there's no time to make a plan, then leaves
Rinoa behind on her own. (Quistis is acting like Squall here. =P) Then
you'll leave the mansion; this would be a good time to save. Follow
Caraway; Squall and Irvine will have a brief conversation. (With Irvine
doing most of the talking. =P) There's a Draw Point with Thundara on the
way.
Once you reach the gateway, talk to General Caraway. (he's a bit hard to
see; he's standing between Zell and Quistis, except he's further up the
screen.) After he finishes talking, follow him. There will be an
automatic event and Caraway will head back to his mansion; then, Quistis
will decide to go and apologize to Rinoa. You're in control of Quistis'
team now; return to Caraway's mansion. When you go inside, you'll see a
short scene with Caraway and Rinoa, then Caraway will try to lock Rinoa
in. Rinoa rushes out before the door closes... and then Quistis' team
runs in just as it locks.
The scene shifts to Rinoa. There's a Save Point near where you come on
to the screen, and a manhole on the Northeast side of the screen. You
don't have to go down the manhole, but you can find the May issue of
Weapons Monthly if you head left a few screens down there. There are
enemies there, so Junction Rinoa properly. You'll have a chance to go
down there with Squall and Irvine in a little bit. Anyways, what you
have to do is climb the huge pile of crates and such, which isn't too
hard. On the next screen, climb the ladder, then move right about one
step. You can then climb the wall, and Rinoa will arrive in Sorceress
Edea's chamber. Once you regain control, approach the sorceress; Rinoa
will get blasted back. There will be an FMV of Edea walking to the
terrace with Rinoa being dragged behind her, then things start to get
really weird...
Squall and Irvine notice Rinoa up with the sorceress, then Edea gives an
unusual speech. President Deling wonders what she's doing and approaches
her, only to get zapped and tossed aside. Edea finishes her speech, then
walks away, mentions a "sacrifice", then raises her hand. There's an FMV
of a lizard-like statue coming to life and then running through the
streets, accompanied by an identical creature... The monsters jump to
the terrace and attack Rinoa, an action which does not go unnoticed by
Squall and Irvine. Unfortunately, the gate isn't open yet, so they can't
get in to help her.
The scene shifts to Quistis' team. Zell and Selphie start searching the
room; what you have to do is examine the shelves next to the door to
find a cup. Then, go the the statue in the upper-left corner of the room
and examine it to reveal a hidden door. This leads to a stairwell.
There's a Save Point here, which you should use. Go down the stairwell
and you'll find a ladder which leads to the sewers. Navigating through
here can be tough at first, so I'll try to give exact directions. Note:
In both the stairwell and the sewer itself, you'll fight shadowy enemies
called Creeps. You can draw Life spells from them. Anyways, from the
entrance to the sewers, head left, walk to the middle of the ladder
going across the water, and examine the waterwheel. You'll get on it and
be taken to another part of the screen. Head straight up. When you reach
the end of the next screen, Zell will hear the parade starting...
The scene shifts above ground with an FMV of the parade. The gate's
open, so Irvine rushes for it, then tells Squall to hurry up. Follow
Irvine, see another FMV, follow Irvine again, see another FMV... huh?
Seifer's on the Sorceress' float? No time to think about that now.
Follow Irvine for the last stretch and you'll make it through the gate.
You're now where Rinoa was earlier in the scenario. If you didn't get
the Weapons Monthly magazine before, get it now, since you won't get
another chance to find this one until Disc 3. Also, be sure to Junction
Squall and Irvine, as they've got a boss to fight soon. Climb the
structure like you did with Rinoa, then head left, climb the ladder,
then climb the wall. Now head left and climb another wall. Move forward
a bit and you'll come to the next screen; you're on the terrace now,
near Deling's body. Head to the back of the screen. Keep going, and
you'll find the two monsters attacking Rinoa...
----BOSS BATTLE----
Iguion*2 (Most likely, that's short for Iguana-Lion)
Weak against Earth/Holy
Immune to Fire/Poison
Be sure to draw Carbuncle from one of these guys; otherwise, you won't
have another chance to get it until near the end of the game. Besides,
they have a Reflect spell up until you get Carbuncle. You can also draw
Break spells from them if you want, but kill one of them first. Their
Magma Breath can petrify you in addition to doing a fair amount of
damage, and they have a powerful combo attack called Resonance. However,
their physical attacks aren't that strong. Since they're weak against
Earth, summon the Brothers GF if you got them. Otherwise, just focus on
one lizard at a time. After the battle, you'll get some G-Returners (You
can also Mug them during the battle, but then you won't get them
afterwards; not a big difference) and 20 AP.
-------------------
GF Carbuncle's stats:
Starting level: 16
Starts with Vit-J, Ability*3, Magic, GF, Draw, Item
I recommend learning Recov Med-RF first. It's only 30 AP, and it lets
you make Mega-Potions. Mega-Potions heal everyone for 1000 HP and can be
sold for a nice amount of money. After that, Counter, ST-Def-J and
Vit+20% are good ones to look at.
Head back one screen and open the hatch to get to the carousel clock.
Inside, pick up the sniper rifle just to the left of where you come in.
After some talking, it's back to Quistis' team. Go forward and open the
gate in front of you, then go to the upper-left corner and open the gate
there. You'll se a ladder; when you touch it, you'll knock it down and
can cross the water with it. Follow this path to reach a Draw Point with
Esuna. Now retrace your steps and go back across the ladder, then head
left. Go through the next gate, go forward, cross the next ladder, and
go through the gate on your right. You'll see a Draw Point on the other
side of the water in this screen; get to it from the next screen. It
contains Zombie. After getting it, (if you want it) go back to the right
and examine the waterwheel; then go right and examine the next
waterwheel to get to the other side. Go down, examine the next
waterwheel, go down again, examine the waterwheel again, and go down
again.
You're now on the screen where you entered the sewers. Knock down the
ladder nearby and cross it. This will let you get back to the Save Point
in the stairwell. Do so, then go back to where you knocked over the
ladder and head right. Use the next waterwheel, and you'll come to
another Save Point shortly. Climb the nearby ladder; you're almost done!
When you get off the ladder, examine it again and choose to go up. Zell
will say that you're just in time; go over to where he is and watch the
FMV. Once it's done, head over to the switch and use it.
The scene shifts to Squall and Irvine arguing. Irvine can't bring
himself to shoot, and Squall convinces him to try it, if only as a
signal. Irvine aims, and fires... but Edea blocks the shot with a
forcefield. Squall gets ready to attack head on, and the menu screen
somes up; be _sure_ to Junction Squall, Irvine, and Rinoa. After
preparing everyone, exit the menu screen. There will be a FMV where
Squall jumps from the roof, makes his way to the gate, and squeezes
through the bars. (why couldn't Edea do that and escape?) Then he'll
talk briefly with Seifer, and the battle begins...
----BOSS BATTLE----
Seifer
Weak against Poison
You've just got Squall in this fight. (Note: His HP is full at the start
of the battle.) There's no special strategy; just make sure you've got
good Junctions, or it's going to be a long fight. Not a hard one,
however; Seifer's physical attacks do only about 70 damage _without_
Vit-J. He gets the occasional critical, but even that's nothing to worry
about. Seifer's spells are the bigger threat, doing 200+ damage; if
you've got Carbuncle on Squall, try summoning it to reflect them.
Otherwise, just attack, healing when you need it. He'll go down easily
enough; in fact, just before writing this I managed to beat him without
any Junctions. (accidentally closed the menu screen too soon...) You
won't get anything for winning, but you can use Mug to steal a Hero
(sometimes even a Holy War) from him during the battle.
-------------------
Immediately after you defeat Seifer, you'll fight Edea. Luckily, Rinoa
and Irvine show up to help you at the start of the battle.
----BOSS BATTLE----
Edea
Pretty cool music here, huh? Anyways, Edea's spells are nasty, doing
around 400 damage. You have a couple of choices here; either summon
Carbuncle, which will cause her to cast Dispel on you instead of other
spells, or draw Cura from her when you need to heal. She also has a very
weak attack called Astral Punch; it does about 30 damage with Vit-J.
Note: You can Mug her for an Elixir. Actually, you don't need to win
here; the battle ends automatically after Edea says something like "Time
has run out, SeeDs!" After the battle, you'll get 20 AP.
-------------------
After the battle, there will be an FMV of Edea shooting a huge ice spear
at Squall, then the scene fades out and you get a prompt to save...
-END OF DISC ONE- (bout time) |