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Disc 2 Walkthrough


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Winhill: You begin in another Laguna Flashback. You only have Laguna this time. Talk to the little girl Ellone, then head to the pub next door to meet Kiros. Exit the pub and head south. You will encounter enemies, so equip Laguna and Kiros. Head right at the flower shop and Draw Point, then down the slope, heading south. Once at the tip of town and after Kiros and Laguna are though chatting, return north to the pub. Talk with Raine and go to your room where you began. (There is a hidden Draw Point with Curaga in the white cabinet upstairs.) Examine the bed. Ta-ta for now Laguna.

Desert Prison: You have been imprisoned for attacking Edea and Squall is being tortured by Seifer. Have Zell talk to everyone, then speak to Rinoa. After seeing what is happening to everyone and Squall, Zell organizes a jailbreak. Lead him up the stairs to the 8th floor to recover everyone’s weapons. You have to fight the guards first. Once everyone has their weapons back, you have to fight Biggs and Wedge again. Draw new spells from them. Once gone, go to the 1st floor to get Combat King 001. These magazines help Zell learn his limit breaks. Climb to the 13th floor. You can win a card battle with the man on the 10th floor to upgrade your battle meter. On the top floor, go to the door to the right to rescue Squall. Lead Squall, Quistis, and Selphie to the bottom floor and open the door at the end of the hallway. Lead Zell downstairs until you’re reunited with everyone plus Rinoa and Irvine. Lead Squall and Rinoa’s party up the 13th floor again. Lead Irvine’s party down to the 3rd floor. There is a save point on the 6th floor. Once Squall again, talk to the orange creature called the Moomba. Leave by the stairs south. Continue until you reached the walkway. Fight the boss. Summon Quezacotl and cast Thunder spells to kill them. Cross the walkway. Move Squall towards that green orb thingy.

Missile Base: Talk to Selphie and reveal her plan. Form the parties and head west with Squall’s party and board the train. You now control Selphie. Drive Selphie’s party to the Missile Base in the southwest of the continent. Enter the western bunker, examine that blue light on the west wall, then proceed through the left door. Continue past the guard at the security door and continue east until you get off the staircase. Head south, and talk to the 2 soldiers, then return north and take the elevator. Talk to the soldiers at the missile loading dock, then return downstairs and head south and speak with the 2 soldiers at the overhang again. Take the stairs and return west to the security door. Talk to the guard and enter the room. Selphie will mash on the keyboard a bit to put out the lights. Don’t forget the Draw Point. Keep your disguise by choosing “talk my way out,” “we just got here,” and “must be your imagination” when you leave. Return to the elevator. Select “play it cool” and “help out.” Move the missiles. Descend and examine the computer by the elevator. Choose Target, then Set Error Ratio. Set it to MAXIMUM. Then go to Data Upload. Continue east, defeat the soldiers, and examine the computers. Head north and examine the computer to activate the self-destruct mechanism. Select your time limit and return to the exit. Fight the Boss. Summon Quezocotl, Draw Stop, and cast Thunder spells and it’s dead. Make sure to cast Protect on your allies. If a countdown begins, get your HP up. A massive laser can take out a lot of damage to 1 ally. You win the June issue of Weapons Magazine once dead. Run around in circles and watch your allies get caught in the blast!

Balamb Garden: Chaos is everywhere in Balamb Garden. First go to each area to fight the monsters on the first floor. Get items from everyone you saved. There is a Save Point in your dorm. Find Xu in the lobby and follow her to the second floor. Talk to her and head to the 3rd floor to meet with Cid. Talk to Cid 3 times and head for the elevator. When it jams, examine the controls, and then the hatch in the floor. Climb down quickly before the cab restarts. Open the hatch and descend. Enemies here are weak against Fire. Continue through the shaft until you reach the wheel. Turn it, backtrack 1 room, and climb down the ladder and stairs. Head behind the column to begin a sequence. Squall must climb up the ladder alone. Examine the controls and climb back down the ladder. Examine the blinking green light hidden in the southeast corner. Climb down and pull the lever. Use Ifrit and Fire spells on the boss. Continue across the bridge and down the ladder. Examine the controls 2 times and activate the MD system. Once everything is done, head to the second floor north landing. Enjoy the view. K? The next morning, go to the front lobby and take the elevator downstairs to the last floor. You meet this Master NORG you kept hearing about. After a LONG conversation, you now have to fight him. Draw Leviathan from the center part. The 2 orbs change colors. If they turn red or yellow, attack them and they will be blue again. If you don’t, you’ll inflict some good damage. They are strong against EVERY magic and GF, so use them to attack NORG, even though the orbs will raise in health. Once the cover is blown off and NORG is revealed, kill him. Cast Aero since he is weak against Wind. Once dead, talk to Dr. Kadowaki and Cid in the Infirmary. Head to the second floor north balcony and meet with White SeeD. Go to the library and meet with the person you saw in the Training Center and the Infirmary in Disc 1 and responsible for giving you those Laguna flashbacks, Ellone.

Fisherman’s Horizon: Leave your dormitory the morning and watch Cid make some announcement. Leave through the second floor north balcony and make your way through through the city. Talking to the townspeople as you go, run to the mayor’s house in the center of the amphitheater. Meet with him and his wife, a Ultima Draw Point is at the right side of the room. Exit the stadium and follow him to the right. Continue along the tracks until you reach some soldiers. Defeat them then fight the same boss from the Missile Base. Use Leviathan, Brothers, and Quezocotl on him. Once dead, talk to Rinoa. Return to Garden and head to the stage in the quad area. Meet with Selphie, then Cid. Now it’s time for a concert. Assign an instrument to each character. If you have the Sax, Electric and Bass Guitar, and Piano, you will hear a jazzy form of “Eyes On Me.” If you have a Violin, Flute, Guitar, and Tap, you will hear some folk tune. The folk tune dialogue is recommended. Choose wisely! Once everyone begins to concert, change the angle and head left to the edge. Examine the ledge to begin a conversation with Rinoa. The next morning, head to the bridge and talk to Nida. If you like, you can explore the world now that you have your new transportation vehicle, Balamb Garden. When ready, go to Balamb Town.

Balamb Town: Talk to the 2 Hotel Guards and the Galbadian soldier until Zell joins your party. Enter the town and talk to Zells mommy. Talk to the soldiers in front of the Hotel and the ones at the harbor. Don’t forget the soliders in the back of the harbor with the dog. There is a Draw Point in the water where you loaded onto your ship for Dollet back in Disc 1. Return to Zell’s house and speak with everybody in the dining room. Go to the back of the harbor again and go to the dog. Follow it to the train station. Once you recognize the dude, head back to the Hotel and prepare to fight the one, the only…Raijin! NEVER use Quezocotl! He’s strong against it! Use other GF. Cast Protect and Shell around all of your allies. Once Rajin is dead, head inside the hotel. Now you must deal with Rajin AGAIN, but Fujin as well. Draw Pandemona from Fujin and DON’T use Wind magic! Fujin is strong against it. Cast Shell and Protect on all of your allies and summon GF besides Quezocotl and cast magic beside any Wind or Thunder spells. Kill Raijin first, then deal with Fujin. You will get Combat King 002 from the battle.

Trabia Garden: On the northeastern continent, go to Trabia Garden. Follow Selphie all around Garden. Head northeast to the cemetary, then return to the fountain. The August issue of Weapons Monthly is hidden on the south side of the fountain. Head northwest to the barracks, then right to reach a damaged control room. Examine the large computer to bring up Selphie’s data. Return to the cemetary. Return to the barracks and head west. There is a secret Aura Draw Point in the missile. On the basketball court, talk to everyone, then try to leave. Irvine begins a flashback, which everyone but Rinoa experienced. Including Edea and Seifer. Once Squall is almost invisible, head left, talk to the little boy, head north into the house, head east and then north. Go down to the beach. Talk to everyone and return to the beach. Talk to everyone again, then talk to Rinoa. Form a new party.

Galbadia Garden: Galbadia Garden is on an island in the south; head northwest from Trabia Garden, wrapping around the world. Leave the bridge, form a new party, and head to the quad. Head to the stage area and talk to Zell and Rinoa. After Squall and Co. return to the bridge, lead Zell’s party west from the stage area. Head to the front gate and reform your party, Head for the classroom to defeat the soldiers. Talk to the woman and return to the bridge. Lead Squall to the second floor hallway and talk to the kid on the floor. Some Galbadia dude attacks you and you begin one of the coolest mini-games in FF8. Choose “lok around for another option,” then “press the emergency exit.” Attack the soldier while blocking his hits. What makes this mini-game sweet is that while you are fighting in normal animation, a 3D battle rages on below. Once gone, pick up Rinoa, land, and run past the warring dudes. Name your ring and enter Galbadia garden. Head right from the Save Point. Then climb the stairs to the second floor, talking with Raijin and Fujin. Head west on the second floor, then enter the room on the right. Get the 1st keycard from the cadet and return to the Save Point. Head left now. Enter the left door and cross the ice. The hockey players give TONS of EXP and AP, so LEVEL UP BIG TIME! Exit through the door on the right. Head through the door on the right and get the 2nd keycard from the cadet. Leave the room and head south 2 times to reach the same Save Point. Return to the same staircase where you found Raijin and Fujin. Climb to the 3rd floor and open the door. Jump down and cross the basketball court to the left exit. Head south until you reached Cerberus. Save your game in the southeast corner before you battle it. Draw Triple from Cerberus and cast it on everyone. Avoid Lightning and Wind magic, including Quezocotl and Pandemona. Cure yourselves when your hit. Cast Dispell on Cerberus if he casts Triple on himself. Continue fighting, Dispelling, Curing yourself until you have him. Head west from the lobby and enter the door in the left hallway. Talk to the girl to get the 3rd keycard. Return to the lobby and go north. Take the stairs on the right. Head west and take the elevator. You must fight Seifer again. Cast Protect on everyone and summon GF except for Ifrit on him. Once dead, head east to the large lecture hall for the final fight with Edea. Seifer is back, so you must stop him first. Once he’s dealt with, Draw Alexander from Edea. Cast Shell, Regen, and Haste on everyone and summon Cerberus. Dispel her Reflect if she casts it. Keep your HP up when you summon Carbuncle, she can still Dispel it. Siren’s “Treatment” is needed since she can Silence your party. Draw Demi and cast it on her to inflict major damage. Your best GFs and Limit Breaks will be needed. Defeat Edea. Bye-bye Disc 2.


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