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-Laguna Flashback 3
Draw Points: Dispel(r), Drain(r)
Hidden Draw Points: Curaga, Reflect(r)

Yep, it's another Laguna sequence. This time, there's no setup, you're
just thrust into it. Anyways, as the scene opens, a little girl named
Ellone tells Laguna that someone's come to see him and is waiting at the
pub. After you regain control, use the save point, then search near the
door for a hidden Curaga Draw Point. Go downstairs and talk to Ellone,
then leave the house and head to the pub next door. Laguna will call
Ellone over, then you can go inside. Note: You may get into random
encounters when wandering around outside. These fights are easy, just
Bite Bugs and Caterchipillars. Anyways, inside the pub, you'll talk to
Raine, then Kiros will show up and greet you. Talk to him. After a
while, you'll be given some choices of things to ask Kiros about; ask if
you want, but when you're done, pick "Let's talk later...". Kiros will
join up with you, and you'll go off to fight some monsters. Be sure to
re-Junction Kiros; note that he has Irvine's stats in this sequence.
Leave the pub. In the southeast section of the area you're in, you can
find a Draw Point with Dispel, but it's not really needed. Head south
from the pub entrance to find a wooden bridge. When you go to the
bridge, Laguna and Kiros will have a short talk. After that's over, head
south. On the next screen, you'll see a Draw Point with Drain. Use it if
you want, then head south, or east for a hidden Draw Point with Reflect.
Basically, just keep heading south until you reach the town entrance.
(Buy stuff in the nearby shop if you want.) Then head back to the pub
and go upstairs. Raine and Ellone will be talking; Laguna wants to
leave, but Kiros makes him eavesdrop. =P After Ellone and Raine's
conversation, you'll regain control. Talk to Raine and you'll tell her
how many monsters you've defeated on your patrol. Raine tells you to
head to your room and get some rest. Go back to where the flashback
started, (if you forgot, it's upstairs in the house next to the pub)
save if you want, (probably a good idea, as there's a _long_ sequence to
go through before you can save again) and rest in the bed. That's it for
this flashback...

****

-Desert Prison

Draw Points: Berserk(r?)
Hidden Draw Points: Thundaga(r?)
Items: Tent, Pet House, Pet Nametag, Str Up, Combat King 001, Cottage, Rename Card

After the flashback, Zell wakes up in a prison cell with Selphie,
Quistis, and Rinoa. Quistis asks if he was in the "dream world" again,
and Selphie asks about Laguna. Zell says he was Ward and was working in
some sort of prison. Now you'll be in control of Zell. Talk to Rinoa
twice and she'll ask if Zell recognizes this room. He'll realize that
Ward was working in the prison they're now in...

After some more dialogue, the scene shifts to Squall. He'll try to think
about what happened, then there's an FMV of an elevator carrying him
up... Now it's back to Zell and the others. Some guards come in,
threaten you, beat Zell up, and take Rinoa away. Back to Squall; the
elevator stops, then Seifer walks in and tells two small red creatures
(Moombas) to take Squall away. In the next scene, Squall is hooked up to
a torture device. Seifer tries to get Squall to tell him what the secret
of SeeD is, but Squall isn't aware that there _is_ one. Seifer gloats
for a while, and the scene fades out...

Back to Zell... (getting tired of this yet? =P) Selphie tries to cast a
healing spell on him, but it doesn't work very well due to some sort of
anti-magic field. A Moomba comes in with some food and trips, then the
guard comes in again and threatens the Moomba. You have the choice to
help the Moomba or not; help it. You'll scare the guard away, and
Selphie will try to heal the Moomba. Choose to help.

Now it's Squall again. Seifer gloats some more, then leaves and tells a
guard to continue the interrogation. After a while, you'll be given a
choice between "...Just let me die" and "...I'll lie... I
must...live..." Choose the first option to save yourself a little
trouble later on in the prison. Either way, the scene will shift back to
Zell. Talk to Quistis and you'll start planning how to escape. Zell
decides that, since he uses his fists as weapons, he'll go and get the
other characters' weapons back. Zell gets the guard out of the way, then
leaves the cell with the Moomba following him. First, re-Junction Zell,
then go downstairs for a Save Point. (About time!) Then go up to Floor 8
to find the guards with your weapons. Head towards them and they'll
comment on the weapons. Get closer and they'll spot you, then attack.
They're pretty easy to beat, even though you only have one character.
They can cast Sleep on you, but that's about it. After you win, Zell
will reclaim the weapons.

Now it's back to Squall. Some Moombas will call him Laguna, then let him
down from the torture device... Then the scene shifts to Zell, Quistis
and Selphie. They've got their weapons back now, and the menu screen
comes up so you can Junction them. After you exit the menu, you'll hear
some guards talking... Biggs and Wedge come in and recognize Zell and
Selphie. After some rather funny dialogue, they attack you.

----BOSS BATTLE----

Biggs
Wedge

Yep, them again. And they're just as easy as before. You may want to
draw some spells from them, since they're so easy; Wedge has Reflect,
and Biggs has Regen. (As well as Haste and Slow, but you should be able
to refine those easily.) Reflect is a good Junction for Spirit, and
Regen is good for HP. Mug Wedge for a Strength Love, and Biggs for a
Regen Ring. If you didn't Mug them, you'll win some Remedies and
Elixirs.

-------------------

After beating Wedge and Biggs, leave the cell; another Moomba will come
down the stairs and say "Laguna" to your Moomba. They'll get excited and
run up the stairs. Then an alarm will sound. Now would be a good time to
save. A note: You can enter some of the doors in the prison. Walk up to
them and slide open. You should go down first and check the doors there,
as this is your only chance; here's what you'll find.

The Save Point is on Floor 6. Neither door on that floor has anything;
going down from Floor 6, the doors have:

Floor 5, Right Side: A prisoner who'll charge you 500 gil for a game of
cards. Win to get an item.
Floor 4, Left Side: Item box with a Tent.
Floor 3, Right Side: Item box with a Pet House.
Floor 2, Left Side: Item box with a Pet Nametag.
Floor 2, Right Side: Item box with a Str Up.
Floor 1, Left Side: Hidden Save Point. You need Move-Find set in order
to use it.
Floor 1, Right Side: It's hard to spot, but there's a yellow object on
the floor. Examine it to find Combat King 001. Read it to teach Zell his
Dolphin Blow Limit.

Moving up from floor 6:

Floor 7, Left Side: The cell you came out of.
Floor 8, Left Side: A guy from Garden running an item shop.
Floor 9, Right Side: Draw Point with Berserk.
Floor 10, Right Side: Another card player. He charges 300 Gil per game,
and will upgrade your Battle Meter the first time you win. The upgrade
lets you see how many enemies each character has killed and how many
times they've been knocked out. However, he doesn't give you any items.
Floor 10, Left Side: Save Point.
Floor 11, Right Side: Hidden Draw Point with Thundaga.
Floor 11, Left Side: Another card player, who charges 200 gil per game.
This one gives you items.
Nothing on Floor 12.

On Floor 13, you'll find Squall... and a LOT of Moombas if you decided
not to give in during the torture. Once you find Squall, you'll be in
control of him. Talk to the nearby Moombas; they'll offer to make a
shortcut on one floor of the prison. One gives you the choice of making
a shortcut on Floor 2, 3, or 4; choose Floor 4, as you won't be going
through the others. Choose whichever floors you want for the other two.
Now head out of the room. Zell will say that they should probably go
down, and Quistis will comment that it would be a pain with all the
monsters there. Squall will mention the elevator they used to bring him
up. After some more talking, Zell stays behind to operate the elevator
while the others go down. Don't bother re-Junctioning at this point.
Inside the elevator, Zell tells you to push the red button on the main
panel. Walk up to the center control and examine it to push the button.
You'll wind up on the bottom floor. On the next screen, you'll a huge
door; examine it and sand will pour out of it. Then you'll hear gunfire
and automatically rush out.

Now you're in control of Zell, who's being chased by guards. If a guard
catches up to you, you'll have to fight, which isn't much of a problem.
You _will_ have to start at the beginning of the screen, but it's still
not too tough. On the next screen, the Warden will catch Zell, but
Squall will come and and take care of him. Then Selphie and Quistis will
run in, and the guards will start shooting at you. It looks bad, but
then Irvine shows up and takes out a couple of guards. Rinoa's come
back, too. After some dialogue, Irvine will tell you to head up. You
have to make a party of Squall, Rinoa, and one other character. You're
now on Floor 9. Head up until Floor 13, and the scene will shift back to
Irvine.

One of the party members remaining with Irvine will suggest using the
elevator to get out, since going up doesn't seem to be an option. Re-
Junction yourselves and start heading down. Stop by the item shop if you
want, though. Then head down until you reach Floor 3, and the scene will
shift back to Squall. Move your Junctions around, then talk to the
nearby Moombas for a Cottage and a Rename Card. On the next screen, head
up the stairs. There's a hidden Save Point here. Head up the next set of
stairs to find a control room. Head out and an alarm will sound, and
you'll be attacked.

----BOSS BATTLE----

GIM52A*2
Elite Soldier

The Elite Soldier will cast boosting spells on the two robots. Take him
out first and this will be easier. The robots have a Micro Missiles
attack that halves your HP; just heal after this. Not too tough, all in
all.

-------------------

After the fight, you'll hear Irvine over the communications console in
the control room. Irvine will tell you to take the elevator up. Go back
down and use the Save Point. Now go back up and head back to where the
battle happened. Cross the bridge. The prison will start to move
underground; Rinoa and the third character will make it across, but
Squall won't. Once you regain control, you'll have to move Squall to
safety; just keep moving to the right, and you shouldn't have any
trouble. After the screen fades out, everyone will have found their way
back. You'll take two Galbadian military vehicles and drive away.

-KABOOM!-

-Desert

Draw Points: Aero(r?)
Rare Cards: Rinoa

In the next scene, you stop both cars and Irvine will say that Galbadia
is going to fire missiles at Balamb and Trabia Gardens. Squall will want
to warn the students at Garden; Selphie wants to stop the missiles.
You'll regain control now. Grab the nearby Aero Draw Point if you want,
then talk to everyone. When you talk to Selphie, you'll see some
missiles fire into the air... Irvine will say that he heard Trabia was
going to be the first one hit. Talk to Selphie again and you'll be asked
to choose Squall's team. You'll be using this team for quite a while, so
make sure it's a good one. You'll have a choice to change the team
assignments now; do it if you're not sure. Otherwise, pick "Go with it".
The two teams head off once your choice is finalized.

First, you'll have a short section with Squall's team. Head off the left
side of the screen and head to the control room. Watch the Galbadian
Soldier try to follow you, then you'll be in control of Selphie's team.
Note: At this point, you can go to Deling City and challenge General
Caraway to a game of cards. Lose the Ifrit card to him, (You can win it
back from Martine in FH) then ask him about cards and play again. He'll
probably use the Rinoa card now, and you can win it. You can also do
this later. Anyways, after doing any stuff you need to in Deling, drive
the car to the Missile Base; you may want to save before going in. Drive
the car in; if you go in without it, you'll see a funny scene, then have
to leave. So, get in the car and drive in...

****

-Missile Base

Draw Points: Blind(r), Blizzara(r)
Hidden Draw Points: Full-life(r)

Once you're in, Selphie will park the car and you'll get off. Go into
the nearby door. There's a Save Point here; use it if you want, then
examine the panel by the door on the left. One of your party members
will give you an ID card that was in the car. Selphie will use it to
open the door.

In the next room, you'll find a guard. You'll have three choices as to
how to get by him; I don't think it matters which one you choose, he
just says different (and funny) things. =P Head through the next screen;
there's another Save Point on the screen after. Go _straight_ down from
the Save Point (on the left side of the stairs you came down) to find an
easy-to-miss room. There's a Draw Point with Blind in here; more
importantly, there's two Galbadian Soldiers. Talk to the top one and
they'll tell you to deliver a message. Go back to the room you were just
in, and go through the door at the top of the screen. This is the
missile launcher room. Look just below the launcher on the left side of
the screen for a hidden Draw Point with Full-life; this Draw Point
recharges, so keep checking back. Anyways, talk to the soldier standing
next to the missile launcher and you'll give him the message. You'll be
given a choice of what to tell him the message was; it's "To go on
ahead", but it doesn't seem to matter what you tell him. Either way,
he'll ask you to tell them he's not done yet. Go back to where the
soldiers who gave you the message were and talk to them. They'll tell
you to do the inspection for them, since everyone else is too busy. Go
back to the guard you had to get past earlier and talk to him. He
leaves, and tells you to go ahead with the inspection. Go into the door
nearby.

There's a Draw Point with Blizzara here. Use it if you want, then
approach the control panel. You'll have a choice of "Ahh, just hit
whatever!" or "Hit a few buttons here and there..." Either way, nothing
will happen. After that, you'll have a choice of hitting more buttons or
banging on the console. Bang on it. You'll be told to press the Square
button repeatedly; do so and the lights will go out after a while. Leave
the room quickly; the maintenance team will show up right outside.
You'll have a choice of fighting them or talking your way out; talk your
way out and tell them that you were just going to go call on them.
They'll run in, then you'll run in after them and beat them up. =P Go
back to the screen leading to the launcher room; as you arrive, a
soldier will call the guards in to help. Head to the door; the guard
will walk out and you'll be given a few choices. First choose "Play it
cool", then "Help out". Go inside and talk to the soldier standing
alone; he'll ask you to help push the launcher in. Walk between the two
soldiers already pushing on it, and you'll automatically get into
position. Now hit the Square button repeatedly to push it. Talk to the
soldier standing alone again, and he'll tell you to set the coordinates
on the control panel.

Go to the control panel and examine it. You'll have a few choices;
Target, Equipment, Simulation, and Exit. If you go to Equipment and hit
Left, one of your characters will comment that you may be able to get it
to miss by setting the Error Ratio to Maximum. Go to Target, and you'll
have several other choices; Set Target, Set Error Ratio, Data Upload,
and Exit. You don't have the authorization to Set Target, so go to Set
Error Ratio. Hold Right and set the Error Ratio to Maximum. Now chooce
Data Upload. Go to Check Equipment and Simulation if you want, then
Exit. (Note: On the Check Equipment screen, hold the Card and Cancel
buttons and press Up to see the specs of a Galbadian Officer. =P) After
that, Save and talk to the guard by the right-hand stairway. Once you
get inside, however, a Galbadian Officer will see you and immediately
realize you're intruders.

----BOSS BATTLE----

Base Leader
Base Soldier*2

This is a pretty standard fight with Galbadian Soldiers. They're a
little stronger than most, but not too tough. The only thing of note is
that all three enemies have Confuse to Draw.

-------------------

After defeating the guards, examine the left-hand console. Selphie will
do... something. Examine the other two consoles in the room, then leave
through the North door. (Save first if you want) Examine the console and
you'll be asked to set a time. Set whatever time limit you feel
comfortable with; if you set 30 or 40 minutes, you'll have to go the
long way out of the base. Set 10 or 20 minutes for a quick exit. One of
the soldiers in the other room will do something at the console as you
leave... Just as you're on the way out of the base, you'll feel some
shaking. Then there will be a scene with some Galbadian Soldiers running
away. Once you regain control, head towards the gate... A Galbadian
Captain will be there, along with a large machine...

----BOSS BATTLE----

BGH251F2 (Iron Clad)

The timer's running in this battle, so be quick. Just keep hitting it
with your strongest attacks. It does a lot of damage, but if you have a
good HP Junction, you won't need to heal. As the battle goes on, several
of the Iron Clad's turrets will get blown off. Eventually, it will short
out, and the troops inside will run out to attack. Note: The Iron Clad
doesn't have anything to Mug.

Elite Soldier
G-Soldier*2

You won't have any trouble with these guys. =P When you win, you'll get
the June issue of Weapons Monthly and some common items.

-------------------

After the fight, head towards the fence in the back. After some
dialogue, there will be an FMV of the Missile Base blowing up...

(Note: If you did everything right here, you'll go up two SeeD ranks.)

****

-Balamb Garden

Hidden Draw Points: Demi(r?)
New Items: Mega-Potion, Gysahl Greens, X-Potion, Elixir, Remedy*2, Tent

The scene shifts to Squall's team. Before doing anything else, I
recommend going out and saving; it's going to be a _long_ time before
you can see the World Map again. Then go to the Switch menu and exchange
your Junctions. Also, it might not be a bad idea to stop by the Junk
Shop in Balamb to upgrade weapons. When you're ready, go back to Garden.
As soon as you get in, you'll see students running around, and a Garden
Faculty will be telling them to seize the Headmaster... And after a
while, you'll find there are random enemies around, too! Head further
in; at one point, a Garden Faculty will ask which side you're on. If you
say "I don't get it", he'll send a Grat and Caterchipillar to attack
you. It's an easy fight. If you say you're with the Garden Master, he
won't attack you. Either way, keep going. At the turnstile, talk to the
student on the ground twice to get a Mega-Potion. On the next screen,
you'll meet up with Fujin and Raijin, who apparently don't know much
more about the situation than you do. You'll tell them about the missile
attack, and they'll go off to warn everyone.

Damn. at this point the game is really heating up. dont worry. we got more info on Final Fantasy Disk Two 2

Balamb Garden
Balamb Appanlic Island 21156
666-5753
lionheart8000@hotmail.com


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