This is the Final Fantasy 8 walk through for Disc 1.The first disc is the longest in the game and contains much of the initial machinery that sets the plot in motion. All the party members and most of the major secondary characters are introduced, and the disc itself builds toward a stunning finale. Use this disc to familiarize yourself with your party members' strengths and weaknesses and to master the intricacies of the draw and junction systems. This walk-through guides you through each location and ensures you won't miss any important secrets, guardian forces, or rare cards.
Balamb Garden
Well, except for this six-inch gash across my forehead, I'm feeling strangely fine.
After a scolding from Dr. Kadowaki and teacher Quistis, Miss Trepe will ask Squall to go with her to the fire cavern. First, return to Squall's desk and use the computer terminal. Viewing the tutorial nets you your first two guardian forces: Quezacotl and Shiva. Now, leave the classroom and explore the halls of Balamb Garden - with your new friends in tow. Be sure to get the starter pack of cards from the man on the second floor walkway, meet with Seifer & Co. in the cafeteria, and pick up the rare Occult Fan magazine from the front end of the second library bookcase. Once you've seen the sights, meet Quistis at the central gate and head to the fire cavern, northeast of garden.
Guardian Force: Quezacotl
Location: Balamb Garden, Squall's SeeD terminal
Attack: Thunder storm
Element: Thunder
Useful skills: Card command, card mod menu, mid mag-RF menu
Overview: The Aztec thunder god puts the smack down on water-based and robotic foes, but his true power comes in card manipulation. Without his techniques, you'll have trouble obtaining the rare cards and items you need to thrive. In the game's early stages, mid mag-RF is invaluable.
Guardian Force: Shiva
Location: Balamb Garden, Squall's SeeD terminal
Attack: Diamond dust
Element: Ice
Useful skills: Doom command, Elem-Atk-J junction, Elem-Def-J junction
Overview: The Hindu god of destruction is apparently moonlighting as an icy snow queen. Her Elem-Atk and Elem-Def junctions give characters an edge against elemental enemies. Fire-based enemies shiver at the thought of her diamond dust attack, but everyone fears her countdown to death called "doom."Thirty minutes should be more than enough time to complete the trial; most should have no trouble with just 20. Hurry along the path to the center of the cave, where you'll find Ifrit. Summon Shiva and cast any drawn blizzard spells to make quick work of him. It helps to have acquired Shiva's boost ability before the battle. Pick up the Ifrit guardian force and card, then hurry to the exit.
We don't need no water, let the Guardian Force burn!
Guardian Force: Ifrit
Location: Fire cavern
Attack: Hell fire
Element: Fire
Useful skills: Str-J junction, Str+20/40% ability, mad rush command, ammo-RF menu
Overview: This demonic hell-beast is a physical powerhouse. His strength junctions and percent-ups beef up your blows, while his mad rush command instantly turns an ordinary party into a team of sped-up, protected, berserker killing machines. Ammo-RF becomes useful once Irvine joins your party - without this skill, you'll be shooting blanks.
Thirty minutes should be more than enough time to complete the trial; most should have no trouble with just 20. Hurry along the path to the center of the cave, where you'll find Ifrit. Summon Shiva and cast any drawn blizzard spells to make quick work of him. It helps to have acquired Shiva's boost ability before the battle. Pick up the Ifrit guardian force and card, then hurry to the exit.Assault
After the cave of fire, return to your dormitory in Balamb Garden and change into your military outfit. Meet Quistis - and Zell - in the front lobby. Seifer will be assigned as your squad leader; proceed to the parking garage. Drive along the road to Balamb town. Enter the submarine and receive a briefing from Xu. After the stunning FMV entrance, your mission begins.
Work your way to the central square; once Seifer asks you to look around, attack the enemies hiding in the northeast. Talk to Seifer while your party waits, then continue up the mountain; Seifer leaves your party, and Selphie joins it. At the top of the EMF tower, you'll face Biggs and Wedge; a quick guardian force summoning should eliminate the duo. Now comes the Elvoret - be certain to draw the siren guardian force and several uses of double magic before killing him! Your doubled spells and guardian forces should take him out just fine. Defeating Elvoret nets you the March issue of Weapons Monthly.
You now have 30 minutes to return to the ship - but the X-ATM092 droid on your tail isn't going to make things any easier. You can't defeat him, you can't even hope to contain him - you can just run away like wussy SeeD recruits. Weaken him with lightning-based attacks, and when he falls to the ground, run away! Make it back to the beach, and Quistis will save your sorry hides.
Guardian Force: Siren
Location: Draw from Elvoret, boss of Dollet assault scenario
Attack: Silent voice
Element: Non-elemental with silence status effect
Useful skills: Treatment command, ST-Atk-J junction, move-find party
Overview: Siren's forte is in quickly silencing a large group of foes. Treatment cures any status ailments and can be used even when your character is silenced - invaluable for opponents that mute an entire party at once. ST-Def-J junctions are helpful, but ST-Atk-J is invaluable: junction a large number of any status spell in this slot, and most physical strikes will be accompanied by a free casting of that spell that almost always connects - even against powerful enemies and bosses. Move-find reveals invisible save and draw points - often the only place to find the greatest spells.
Squall Graduates
Back at Balamb town, Seifer and crew steal the car and drive back to the garden. Explore the town, play some cards, then head back to the garden.
Love at first sight.
Rinoa guides an awkward dancer.
Meet with Cid, Quistis, and Xu in the lobby, then go right to meet with Seifer. An announcement directs you to the second-floor hallway. Talk to Zell and wait. After a brief ceremony, Cid pronounces you SeeD members. Talk to him again to receive the battle meter. From this point on, you can select the Test option from the tutorial menu.
Soon, it will be evening in Squall's dormitory. Change into your ceremonial uniform (examine the bed), then talk to Selphie and head to the dance. After another stunning FMV sequence, Quistis meets you on the balcony and instructs you to meet her at the entrance to the training center. Change back into your regular outfit and depart.
Garden fling at night.
Quistis Wants to "Instruct" You
Meet Quistis at the entrance and head toward the back room (near the save point). After an emotional rendezvous, return to the entrance. It's the girl Squall saw at the infirmary - and the monster Granaldo, who's out of control! Draw the powerful protect and shell spells, while keeping your hit-point levels high, then unleash a few rounds of guardian forces - piece of cake. Head back to your dormitory and go to sleep. The next morning, pick up the April issue of Weapons Magazine from your bedside table and head to the main gate.
Come On, Ride the Train
Talk to Cid to learn about your mission. Talk to him again to receive the magical lamp - using this item will bring you into battle with the Diablos guardian force. Go to the library with Zell in your party and talk to the pony-tailed girl in front of the bookcase - she has a crush on Zell. Stop by and visit her throughout the game! Head to the train depot in Balamb town, purchase a ticket, and board. Once the train starts moving, enter the cabin and talk to Zell. Receive Pet Pals Vol 1. A new adventure awaits...
There ain't no gettin' offa this train we're gettin' on! ...er.
Guardian Force: Diablos
Location: Use magical lamp, which you received from Cid. To easily defeat Diablos, use his own power against him; Draw out demi and cast it on him to inflict massive damage. Polish him off with a few well-timed guardian force summons.
Attack: Dark messenger
Element: Gravity-based attack
Useful skills: Darkside command, mug ability, enc-half and enc-none party
Overview: If Diablos appears to attack weakly, that's only because you're fighting weak enemies; his power is directly proportional to that of his foes. Darkside lets you sacrifice a tenth of a character's max hit points to deal a triply powerful blow; a worthy sacrifice to finish off a weakened opponent. Mug is vital for finding rare items necessary for weapons upgrades and Quistis' blue magic. Enc-half and enc-none eliminate the headaches of random encounters.
Laguna
You find yourself in control of three strangers: Laguna, Ward, and Kiros. Laguna has Squall's junctions, magic, and statistics; Ward has Zell's; and Kiros has Selphie's. Head northeast through the burning fields and board the waiting truck. Once you reach Deling City, head right to the Galbadia Hotel. Head downstairs, be seated, and listen to the female pianist, Julia. Follow to her room (the concierge knows the way) for a brief interlude. Your party awakens and arrives at Timber station.
Oh yeah, Kiros? Well ... your mom!
The Great Train Robbery
Once at Timber, a man asks you a question. Choose: "But the owls are still around," then head south and board the train. Win the Angelo card from Watts, then head to the back room and meet with Rinoa. Head back to the front cabin for your briefing. Don't worry if it looks complicated - the game automatically does most of the dirty work for you. Return to Rinoa's room to pick up Pet Pals Vol.2 from the bed (assign Angelo's skills from Rinoa's status screen). Talk to Watts to start the heist.
Travel with Rinoa across the car rooftops. You must enter two sets of codes to deactivate the couplings. If the guards spot you, you must start over and will lose one SeeD rank; use R1 and L1 (or Q and E if playing the PC version) to look left and right and press up to jump to the roof when the guards approach. You have five minutes to input both sets of codes: three codes for the first batch, five codes for the second. Complete both sets successfully on the first try to advance one SeeD rank. Once back in the front cabin, make your preparations, then talk to Rinoa to visit the president.
The president is a fake! He'll attack and turn into his true form, a monstrous zombie. Draw berserk and zombie from this second form. As an undead creature, he's weak against fire and holy attacks; cure spells and potions also cause damage! If you're looking for an easy out, use a phoenix down on him to kill him instantly. After the battle, form a new party and talk to Watts to leave the train.
Timber Town, Timber Station
Head north from the depot to reach the pet shop - here, you can buy Pet Pals Vol. 3 and 4. Head south past the hotel to the guards and defeat them. Return to the train station, this time heading east (in front of the Galbadia sign). Enter the Timber Maniacs building - be sure to search the documents in the first room; the second pile on the right has the Girl Next Door magazine. After speaking with the Timber Maniacs crew, leave the building, head right for one screen, and go down the stairs to the pub.
Oh, like you never do that yourself, Squall.
Talk to the drunken man and tell him about the cards to have him move. Leave through the back alley and climb to the top of the station. Marvel as the sorceress is introduced, and all hell breaks loose. Head to the house adjacent to the Timber Maniacs, talk to Quistis twice, and leave with a party of three. Talk to the soldier (Watts), then head right and talk to Zone. Continue right, cross the bridge, and head south to board the train. Talk to everyone on board (Zell last), and the train departs. Get off at the first stop, East Academy Station, and wander west into the forest valley...
Should've used tough actin' Tinactin.
Return to the Blue Laguna
Follow the path, fighting soldiers, until you reach a three-way fork. Head down the middle path's ladder. When you come across the three hatches, examine the upper right corner of the middle hatch and tamper with it. Continue following the rocky path - first east, then north - until you come across a torpedo and a boulder. Examine the torpedo and choose the first option, sending the boulder to block the path. Head north along the staircase and continue north until you reach a save point. Go north through the pipe. After defeating the two waves of soldiers, the mission ends with an impromptu cliff-diving session.
Irvine Kinneas, at Your (Ladies') Service
Once your party awakens, leave the forest and head northwest to Galbadia Garden. Make your way to the central hall. Get haste from the hidden draw point under the yellow light, then head north and take the stairs on the right. Once upstairs, enter the door on the south side of the hall. Talk to Zell, Quistis, Rinoa, and Selphie - in that order. Squall will exit in a huff. Return to the front entrance of Galbadia Garden. Talk to Rinoa; Martine will arrive and introduce Irvine Kinneas. Irvine leaves, harem in tow. Go to the train station northwest of the garden and board the train for Deling City. Once on board, talk to Selphie in her usual singing spot.
Squall and Rinoa ascend to Deling City.
Do Deling City with Derring Do
Head up the escalator, then north to the first bus stop. When bus 08 arrives, talk to the conductor to board. Get off at Caraway's mansion. Talk to the nearly hidden guard on the right of the screen to learn about the tomb of the unknown king to receive a map. Explore the town before heading to the tomb. Deling City is a very large city, but the bus system makes navigation palatable. The tomb of the unknown king is at the northeast corner of the continent - either set out by foot or rent a car. The Rent-a-Car store (and city exit) is two screens west from the base of the escalator.
Tomb of the Unknown King
Enter the tomb and go north one screen from the entrance to find an abandoned sword on the ground. Examine the sword to receive the code (it changes from game to game). The less adventurous can return to Deling City; those with cajones should continue into the tomb. You can navigate the entire tomb in a single pass if you always take right turns at every intersection - and remember, you can press Select at any time to view the tomb map.
Head to the eastern-most room and fight Sacred. Solo, he's not tough at all. After taking him out, hit the northern-most room for the draw point and floodgate switch and the western-most room for a draw point and waterwheel switch. Continue turning right at every junction until you leave the tomb. Save, reenter, and head straight north to the center of the tomb. Now, you'll fight the brotherly duo of Sacred and Minotaur. As earth-based creatures, they're weak against wind-based attacks. Use siren or silence to quiet their regeneration attack, then hit them with your most powerful spells and guardian forces. Draw double to increase your offensive power and life in case a character dies. Keep your hit points high, as this duo can hit your entire party for a few hundred damage. Once you gain their alliance, leave the tomb and return to Deling City.
Guardian Force: Brothers
Location: Tomb of the unknown king
Attack: Brotherly love
Element: Earth
Useful skills: Defend command, cover ability, HP+20/40/80% and HP bonus' ability
Overview: Their team up attack trounces ground-dwelling foes but is useless against flying opponents. Defend nearly eliminates damage received, while cover lets a character valiantly protect a weaker ally from an enemy's blows. The hit points percentage increases can nearly double a character's hit points, while the hit point bonus gives the character junctioned to the brothers a hit-point lagniappe with each gained level.
The Edea Idea
Give the code to the soldier who sought it - first enter the 1s digit, then the 10s, then the 100s. Once inside, talk to Rinoa to meet with General Caraway. Follow Caraway through the streets of Deling City, eventually returning to his mansion. Once you gain control of Quistis, try to leave, and Rinoa will enter. Once you gain control of Squall and Irvine, follow Caraway. Back as Quistis, return to the mansion - and find yourself trapped!
Guide Rinoa up the boxes, climbing with the examine button, to the building's roof. A long sequence with Edea unfolds. Back as Quistis, you can escape the room by taking a wine glass from the cabinet on the left and placing it in the hands of the statue. Head through the secret passageway to the sewers. Jump onto the waterwheel and head north; the parade begins, and you regain control of Irvine and Squall. Lead the two boys up Rinoa's route to reach the lizard-lion beasts, Iguion. Be certain to draw carbuncle from them! They are weak against earth and strong against fire, so summon the brothers and avoid Ifrit. Draw Esuna if a party member is petrified. Once the pair is defeated, examine the previous screen's hatch. Examine the sniper rifle to regain control of Quistis.
Guardian Force: Carbuncle
Location: Draw from Iguion at end of disc 1
Attack: Ruby light
Element: N/A
Useful skills: Vit+20/40% ability, auto-reflect ability, counter ability
Overview: Ruby light casts reflect on each party member - it's a great opening defense against fierce magic users. As a defensive guardian force, Carbunkle's strength is in increasing characters' constitution. His vitality percent increases can mean the difference between life and death. Auto-reflect is a double-edged sword - with a permanent bounce-back, you can't cast helpful magic on your character, either. Used properly, however, it's extremely helpful. Counter gives an attacked character a free counter-hit.
The Sewers
While navigating the sewers, you can open gates and jump onto waterwheels. Be sure to draw life from your battles with Creeps to prepare for the long road ahead. Continue north until you hit a cross junction, then head west. Continue west until you reach a corner junction, then head north until you see a second cross junction. Head east, jumping across the two waterwheels as you go. Then jump across two more waterwheels and head south until you reach the screen from which you entered the sewers. Head east until you see the Weapons Monthly. You can get it by returning to the sewers on a later disc - for now, go north to reach the save point and climb the ladder upwards. Climb up the ladder to the top floor, examine the window, and flip the switch.
The Grande Finale
Your party for the final battle of disc 1 will be Squall, Rinoa, and Irvine, so outfit them properly when the game gives you the chance. After much hullabaloo, Squall finds himself face to face with Seifer. Keep yourself healed, and he shouldn't pose any sort of a challenge. Edea, on the other hand, is far more powerful: level-three magic spells, intense agility, and atrociously high hit points can cause great pain. Cast double on each of your party members, then shell everyone and use your most powerful guardian forces. Be aware that Edea may dispel your magic barrier. She'll fall, but not easily. For an easy win, have one character summon carbuncle every round. Sorceress Edea will devote all her energy to dispelling your reflect status. In fact, she'll be so busy dispelling that she'll never actually attack your party, letting the other two members clean house.
|