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Now you can go all over Garden and fight off the Garden Master's troops.
At each of the various sections of Garden, you'll meet up with a Garden
Faculty who'll send monsters after you. You'll get items from each of
the areas except the Dormitory. I recommend you start by heading to the
Dormitory; you can rest and save there. You'll just have to fight a
Caterchipillar, which shouldn't be a problem. Here are the battles in
the other areas of Garden:

Cafeteria - A Bomb. It's rather high-level, actually; you can sometimes
Draw Firaga and Meltdown from it. Do that if you want, but it's not a
big deal. Once you're in the Cafeteria, talk to one of the students to
get some Gysahl Greens. Also, there's a hidden Draw Point with Demi that
only seems to appear during this sequence.

Quad - Bomb and Glacial Eye. No problem. When you meet up with the
students, tell them either answer, then talk to one for an X-Potion.

Infirmary - Here, the Garden Faculty is threatening some other students.
You have the choice of "Help them" or "Let them handle it". If you
choose to help, you'll fight a Granaldo. (the boss from the Training
Center) If you have Mug, you can steal a few Wizard Stones from it; it's
not too hard, though. Afterwards, talk to Dr. Kadowaki for an Elixir.

Library - A Grat. Inside the library, talk to one of the students for a
Remedy.

Training Center - As with the Infirmary, you have a choice of whether or
not to help out here. If you do, you'll have to fight a T-Rexaur; it's
strong, but you should be able to beat it. Talk to the student who was
being attacked to get another Remedy.

Parking Lot - You'll fight a Grendel here; again, nothing too tough.
After beating it, you'll see what looks like the Headmaster, but it's
actually just a hologram. Talk to one of the students for a Tent.

In the Cafeteria, you'll hear that this was Xu's plan; once you've found
this out, head towards the elevator and you'll see Xu go in. Follow her.
(you can fight the rest of the Garden Faculty's monsters first if you
want) She'll show up at the end of the hall on Floor 2. Squall warns her
about the missiles, and Xu tells you to go with her to Cid's office,
where he's been all along. =P

In Cid's office, he'll tell you to help with the evacuation, while he
tries something. After you regain control, talk to Cid; Squall will
volunteer to help with whatever he's planning. After a while, Cid
agrees, and gives you a key that will let you access the MD level where
you may find something... Talk to Cid again and he'll tell you to get
prepared. The menu screen will come up, but you really don't need to do
anything. (Though you can save.)

****

-Balamb Garden: MD Level

Draw Points: Full-life(r?)

Head back to the elevator... You'll see an FMV of the missiles in the
air, then it shifts back to the elevator, which stops suddenly...
Examine the hatch in the floor and you'll open it and climb in. Climb
down the ladder you find yourself on; at the end, you'll be on the MD
Level. You won't be able to get back for now, though. Examine the hatch
nearby; Squall will open it and you'll automatically go down. He'll
suggest you Junction Fire to your Elemental Attack in this section. It's
not really necessary, though. On the next screen, go down the ladder.
Then go through the door and examine the valve. You'll have 10 seconds
to push the Square button repeatedly in order to turn the valve; if you
don't succeed the first time, a second party member will help and you'll
repeat it, and the third will help if you failed the first two times.
It's not too hard.

Go out; you'll find that turning the valve has let you access a ladder
going down. Once you've climbed down, you can get a Draw Point with
Full-life. Head past it to find a ladder. You'll make a choice about who
investigates it. (I don't think it matters) Climb up. When you get high
enough, the ladder will and you'll crash through a window into a control
room. Examine the control panel nearby, then go back to the ladder. When
you get down, examine the blinking light nearby; it's a gate. You'll
open it and be able to reach _another_ ladder. Climb down to find a Save
Point.

Near the Save Point is a switch. Examine it, and you'll use it to open a
huge door in the distance. Head there, and you'll get attacked by two
huge monsters on the way...

----BOSS BATTLE----

Oilboyle*2
Weak against Fire
Immune to Water

Their "Sonic Wave" attack can Curse you, and their Oil Shot can Blind
you; however, they have Esuna in their Draw lists, so just cast it when
you get hit by status ailments. They still hit hard, though; however,
with a good Strength junction and Fira on Elem-Atk, the fight should be
over quickly. Also, they're vulnerable to Sleep; use this to get some
breathing room. After you do enough damage to one, it'll use a _very_
strong Oil Blast attack; try to finish it off quickly at this point. You
can steal Fuels from them, but you'll get Wizard Stones after the battle
if you don't steal. You'll also get 20 AP.

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

After beating the Oilboyles, go to the door in the distance. Behind it
you'll find yet _another_ ladder going down. Start climbing, and you'll
see another FMV of the missiles on their way... Finish climbing down,
then head left to find a huge machine. Examine the nearby conolse;
you'll now activate the machine, which makes a platform rise straight
through Cid's office. There will be an FMV of Balamb Garden lifting out
of the ground and hovering away, barely avoiding the missiles. The scene
shifts to what's now become the bridge. After a while, one of your
characters will take the elevator down; talk to Cid and tell him you'll
investigate, then go to the end of the Floor 2 hallway and open the door
there. Go back in and you'll automatically return to the bridge; the
controls aren't responding and you're heading straight for Balamb.
Squall will hit buttons furiously, and the Garden will change course.
There will be an FMV of Garden dropping into the ocean, then the scene
shifts to Squall's room, where he ponders the recent events, then goes
to sleep.

-FISHERMAN'S HORIZON-

-Balamb Garden
New Hidden Draw Points: Bio(r)

At this point, if you have Rinoa, she'll wake up Squall and ask for a
tour of the Garden. Go into each of the various sections to see some
rather funny scenes. =P If you don't have Rinoa, you'll wake up; I
forget just what happens in that case, so for now I'll write the
walkthrough for what happens if you _do_ have Rinoa in this team. Either
way, when you get to the screen with the Directory, a Garden Faculty
tells you that the Garden Master wants to see you and tells you to take
the elevator to Floor B1. Do so; you'll overhear Cid talking to the
Garden Master, and your third party member will come down the elevator.
(Note: If you're worried, go back to Squall's room and save before
talking to Cid.) When you regain control, talk to Cid. Then head off the
left side of the screen to meet NORG, a strange-looking creature. (Later
you'll find out he's a member of the Shumi Tribe.) He'll start ranting
and raving about your attempt to assassinate the sorceress, saying it
made her angry. Then he'll start getting more and more upset, and
eventually attack.

----BOSS BATTLE----

NORG Pod
Strong against Thunder
Poison has no effect

Left Orb
Immune to all elements

Right Orb
Immune to all elements

At first, NORG is hiding in his "shell". Attack the main pod while being
sure to keep hitting the side orbs; you can't destroy them, since they
just regenerate all their HP when you attack, but if you don't attack
them, they'll change colors. When they turn red, they'll cast a _lot_ of
spells. You can draw Bio spells from the Left Orb (but it's probably
easier to just refine them if you have Diablos) and you can steal a Mag
Up from it. The Right Orb has a Spr Up to steal. The pod has nothing.
Once you do enough damage to the pod, it explodes, revealing NORG.

NORG
Weak against Wind
Immune to Poison

Once NORG's exposed, draw Leviathan from him. You can also Mug him for a
Circlet. You may find it useful to summon Carbuncle here to deflect some
of NORG's spells, though they're not a major problem with a good HP
junction. He'll still be able to use his Psycho Blast attack on you,
though; it's fairly strong, but not much to worry about if your HP's
high. If you happen to have some Tornado spells, use them for some
serious damage; otherwise, just use whatever your usual boss-fighting
tactics are. He can cast Protect and Shell on himself; just use Dispel
when that happens. You'll get 20 AP when you win.

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

GF Leviathan's Stats:
Starting level: 17
Starts with Spr-J, Elem-Def*2, Magic, GF, Draw, Item

As always, Boost is a good ability to start with. Other good abilities
are Supt Mag-RF, Recover, Auto-Potion, and Spr+20%. (which starts you on
the road to getting Spr Bonus)

Examine NORG's pod to find a hidden Draw Point with Bio. Leave the
screen and go back to the elevator. Head to the infirmirary to find Cid.
You'll get several choices of things to talk to him about. Talk to him
about all of them for some information, then leave.

Now head towards the Directory; Xu will run in and ask if you've seen
the Headmaster. She'll tell you that a ship is headed this way, and tell
you to go to the deck to see it. Do so and the ship will arrive. You'll
later find out that it's the White SeeD ship. They've come in peace,
then tell Cid that they've come for Ellone. Squall will recognize that
as the name of the little girl he saw in the Laguna flashback. Cid tells
Squall to get her; she's in the east side of the library. Go there, and
Squall will ask her what she knows about the "dream world". She'll say
it's hard to explain, but she's showing them the past... After more
explanation, Squall will get upset, then Xu will come in and take Ellone
to the White SeeDs. You'll see Ellone leaving while Squall's thoughts
flash by. Then you'll see a brief flashback to Squall's youth.

If you have Rinoa, she'll come in again and ask you to go for a walk
with her. Shortly after you leave the dorm, Cid will start talking over
the intercom, then suddenly sound surprised... The scene shifts to a
fisherman on a dock who comments on having a slow day, then there's an
FMV of the Garden floating straight towards him... =P

Back inside Garden, Squall heads to the bridge at Cid's request. Cid
tells you to go to Fisherman's Horizon, which is where you are. Note: If
you didn't win the Seifer Card from Cid earlier, you can do so now. He
also has some Level 6 cards now. Take the elevator down and your other
two characters will rejoin. Go to the deck and you'll arrive in...

****

-Fisherman's Horizon

Draw Points: Regen(r), Shell(r), Full-life
Hidden Draw Points: Ultima
Rare Cards: Irvine (see Queen of Cards side quest), Quezacotl
Items: Occult Fan III, Megalixir

As you enter the town, some fishermen warn you they don't want any
violence in here. After you agree, they'll tell you to see the Mayor,
whose house is in the center of town. Keep going for a couple of
screens; on the second, there's a hard-to-see ladder. Climb down it,
then head up the screen to find another ladder. Climb up that ladder and
head left to _another_ ladder. Head left to come to another screen, and
the Master Fisherman. Talk to him and you'll have a choice of things to
say to him; choose either and you'll get Occult Fan III. Remember where
he is; you'll want to come back later.

Now head to Mayor Dobe's house. (Note: If you walk past the Mayor's
house, you'll find Martine, the former Garden Master of Galbadia Garden.
You can play cards with him to win Level 7 Boss Cards, but he plays
_really_ slowly. Also, if you lost the Ifrit card to General Caraway
earlier, you can get it back now.) When you head upstairs to the Mayor's
house, he makes it quite clear that he wants you out of there as soon as
possible. After some more talking, you'll be asked to head back to
Garden. However, you may want to play cards first; Mayor Dobe has
Quezacotl's card, and his wife will have Irvine's card if you're far
enough on the Queen of Cards side quest. (See Side Quests for more
details.) Both are good corner cards. Also, both of them seem to have a
good supply of Level 6 cards. Note: If Dobe isn't using Quezacotl, try
getting all the common cards before playing him. He seems to use it more
often if you do. Finally, there's a hidden Draw Point with Ultima in
this room. Unfortunately, it doesn't recharge.

Head back to Garden. Just as you're heading back, you'll hear someone
screaming about Galbadian Soldiers. Head back towards the Mayor's house.
You'll see an FH citizen warning them about the Galbadians at the
station. Head back up; Flo will tell you that since the Galbadians are
probably here because of you, it's your responsibility. However, Mayor
Dobe will want to try reasoning with them and will head towards the
station on his own. Bad move. Follow Dobe. The next screen has a Save
Point and a Draw Point with Regen. The Inn/Item Shop is on the next
screen, but you don't need to head there just yet. You'll find the Mayor
on the screen after. BTW, there are random encounters here for the
moment. One new monster is the SAM08G; you may be able to either Mug or
win a Running Fire from it. You can also Card it and turn its card into
a Running Fire. This teaches Quistis the Blue Magic Gatling Gun, and can
be refined into 20 Demolition Ammo.

When you catch up with the Mayor, you'll listen in on him talking with a
Galbadian Soldier. You'll hear Ellone mentioned, and the Soldier will
threaten to torch the town... The Mayor pleads, but it's no good. You
have the choice to help now, or listen a bit longer. If you choose to
listen a bit longer, your other party members will force you to help.
Head towards the Soldier and the Mayor, and you'll be attacked by an
Elite Soldier and two G-Soldiers; a routine battle. After that, the huge
machine from the Missile Base will appear...

----BOSS BATTLE----

BGH251F2 (Iron Clad)
Weak against Water, Earth, Thunder

If you want Stop spells, the Iron Clad has them, and now's a good time
to Draw, since there's no timer. Still, they're not hard to refine, so
if you're in a hurry, don't bother. Mug the Iron Clad to get a valuable
Adamantine. Again. the Iron Clad isn't particularly tough if you've got
a good HP Junction. You'll get 20 AP after the battle.

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

After you defeat the Iron Clad, it will slide away into the water, then
Selphie and her team will climb up... They escaped from the Missile Base
by climbing inside the Iron Clad. Now everyone will leave except Squall
and Rinoa. Talk to Rinoa for a short scene, then head back towards
Garden. On the way back, stop by the docks (East of the screen where the
Inn/Item Shop is) to meet up with the Master Fisherman's pupil and talk
with him a while for some funny scenes. =P If you've beaten the Iron
Clad, the kid will make one last attempt and actually get his line in
the water. Note: The man nearby runs a Junk Shop, and there's a Draw
Point near him with Shell. Then resume your trip back to Garden. You'll
meet Irvine on the way back; he'll talk to you for a bit, then he'll
join your current party. Now go and see the Master Fisherman again; the
ladder leading to him is just past where you met Irvine. You'll tell him
about his pupil's success, then start to leave. He'll stop you and ask
you to meet him at the Inn. Head there and he'll tell you about Mayor
Dobe. Then he'll ask if you want to talk some more; say yes and head
outside. Follow him to the docks, then talk to the shopkeeper. After a
rather long dialogue, talk to the Master Fisherman for a Megalixir.
He'll then leave, but you haven't seen the last of him...

Now, go back to the station. There's a house nearby; go inside to find a
Galbadian Officer yelling at a mechanic. Head towards them. The officer
is trying to get the Grease Monkey to fix the Iron Clad. Squall tells
the officer to step outside. (Note: There's an issue of Timber Maniacs
nearby.) After that, go outside and come back. Talk to the Grease Monkey
and he'll tell you that the officer escaped through the window. =P The
Grease Monkey will give you a Mega Phoenix as a reward. Now, go back to
where the Master Fisherman was to find a Full-life Draw Point. It
doesn't recharge, unfortunately. Finally, head back to Garden.

As you head back, Irvine will tell you to talk to Selphie, who's at the
stage in the quad. Go there and Cid will call Squall to the bridge, then
Irvine and Selphie will talk. The scene will shift to the bridge; Squall
will make a report, and Cid will decide that it's time to take action.
He'll announce that Garden is going to battle the Sorceress, then
appoint Squall as commander... much to Squall's surprise and
displeasure.

Squall will be laying in bed, mulling over this turn of events, then the
scene will shift to the others. Selphie and Irvine are going to get them
to play in the concert. =P You'll be asked to decide what instrument
Zell should play; he'll start playing it, and you'll be in control of
Irvine.

First, leave the stage and head back to Grease Monkey. The Galbadian
Officer is back, and he'll demand that you step outside. Leave and go
back in, and you'll find the officer lying on the floor, barely
conscious. =P Talk to the Grease Monkey for a Phoenix Down. (Yay.) Then
examine the Officer for 5 Fast Ammo, 5 AP Ammo, and 5 Pulse Ammo.

Now, go back to the stage. Pick the instruments for each of the 4
characters. (As far as I know, your choices here don't have any major
impact, but if you pick the Electric Guitar, Piano, Bass Guitar, and
Saxophone, the scene between Squall and Rinoa will be slightly
different.) When you do, the scene will shift to nightfall. Squall will
wake up. Leave his room; on the next screen, you'll meet up with Rinoa.
She'll ask you to come to the concert; you can try to refuse, but she'll
eventually force you to come along. Now, talk to Irvine twice, then head
down to the stage. Irvine, Selphie, Zell, and Quistis will play the
instruments you chose for them before. You can press Square to shift the
angle you see the stage from, but it's not really important. Leave the
screen and you'll find a magazine; examine it, and Squall and Rinoa will
start talking. (I thought this was a pretty funny scene. =P) After the
scene fades, Squall will be mulling things over in bed again; he seems
to do this a lot. =P The intercom will crackle, and Squall will be
called to the bridge.

| CHECKING UP ON THINGS |
(Okay, now I can insult my skills at coming up with titles some more.)

-Miscellaneous Errands

Rare Cards: Carbuncle, Leviathan, Gilgamesh, (see CC Group side quest),
Chicobo (see Chocobo Forests side quest), ChubbyChocobo (see Queen of
Cards side quest), Odin, (see Centra Ruins side quest)
Items: Pet Nametag

On the bridge, Quistis and Xu will suggest going to Balamb, and that you
let Selphie rest for a while. You'll then be in control of Garden!
Before heading to Balamb, though, there are some side events to do. At
this point, you can go to Winhill, Shumi Village, the various Chocobo
Forests, and the Centra Ruins to do side quests; you can also stop by
Timber, Dollet and Deling City to get some things you missed. Also, in
Timber I highly recommend buying Scrolls from the Pet Shop and refining
them into Wizard Stones; you should be at a point where 5000 gil isn't
too hard to get, especially with Recov Med-RF. Get 100 Firagas,
Blizzagas, Thundagas, and Curagas for everyone, as well as Bios, Stops,
and Dispels if you want them. While you're in Timber, talk to the guy
outside Timber Maniacs for a Pet Nametag if you encouraged him earlier.

ok do the same again

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


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