==============================================================================
          __ _         _      __         _                       _ _ _
         /  |_|       | |    /  |       | |                     |_|_|_|
        | --|_ __  __ | |   | --|__  __ | |_ __   __ _ _     _ _ _ _ _
        |  _| |  \|__\| |   |  _|__\|  \|   |__\ /__| | |   | | | | | |
        | | | | | | _ | |   | | | _ | | | --| _ |__ | | |   | | | | | |
        |_| |_|_|_|___|_|   |_| |___|_|_|\__|___|___|__ |    \_/|_|_|_|
                                                    |__/

==============================================================================
			      Final Fantasy VIII
                                       by Spatvark (spatfaqs@hotmail.co.uk)
==============================================================================


                      / =============================== \
                    <          [01] Introduction          >
                      \ =============================== /

While calm in appearance, the serenity that blankets the world is merely a
curtain over the turmoil that threatens to surface...

An unprovoked attack against a neighboring country, an assault by a strike
team deep into enemy territory, and a declaration of war against the world
plunges a previously peaceful existence into bitterness and chaos. Thrust into
the ensuing madness is a young man named Squall Leonhart, a cadet in the
Garden military academy of Balamb. A lone wolf by the standards of others,
Squall's relentless drive to become the best leads him into SeeD, an elite
mercenary unit. His final test as a graduating cadet of SeeD is to settle the
growing hostilities between the neighboring countries of Galbadia and Dollet.
What was already a confusing set of events takes a turn for the worst when
Galbadia begins its invasion on the rest of the world. For Squall, the turmoil
of the world around him is nothing compared to the turmoil inside of him; his
encounter with a free-spirited young woman named Rinoa Heartilly has turned
his well-ordered universe upside down. As an intense man who thrives in the
regimented discipline of the military academy, Squall finds Rinoa's carefree
attitude fascinating. Yet there is no time to ponder these thoughts, for
Galbadia's irrational hostility has been linked to a sorceress named Edea, a
powerful magic user. The job of dealing with this new threat has fallen to
Squall and the rest of SeeD. Focused on this new task, they can only ponder
what the future will hold. 

                                    -----

Welcome to the world of Final Fantasy VIII, one of the most maligned
Squaresoft games of all time. Millions loved it, millions more hated it but
mweh, who cares? As long as you enjoy playing it then it can't be all bad ^^
Anyway, with one of the most complicated ability systems Square have ever come
up with, FF8 is a one-way ticket into sleepless nights in the bid to get ever
more spells XD

Anyway, this is my guide to FF8 - Enjoy!


                      / =============================== \
                    <           [02] Disclaimer           >
                      \ =============================== /

Listen up you mangy lot, this bit is important. You are free to use this FAQ
for personal reference but if you plagirize any sections, well... I'll have to
come up with something evil to do to you...

The only places allowed to host this FAQ are:

GameFAQS - http://www.gamefaqs.com
Eyes on Final Fantasy - http://www.eyesonff.com

If you see it anywhere else, please contact me at: spatfaqs@hotmail.co.uk

You can also contact me with any questions that pertain to Final Fantasy VIII
that AREN'T answered in this FAQ, or any corrections to mistakes I've made
(this does not include typographical errors; I'm not THAT anal retentive about
my work).

Also, do not bother to email me and ask whether you can host this FAQ on your
site, the answer is no. GameFAQs is the only place I particularly feel like
trusting, while sites that have to go soliciting for FAQs strike me as
desperate to get a reputation even a tenth of that GameFAQs has. So don't
bother, I won't even reply to your emails.


                      / =============================== \
                    <        [03] Version History         >
                      \ =============================== /

v1.10 - Changed my email address, updated the formatting and changed the
        Introduction, because let's face it, the original one sucked.

v1.05 - Redone the ASCII title.

v1.00 - Uh, I'd say this is pretty complete to be honest. I had toyed around
        with the idea of doing a story analysis section, but frankly, I loathe
        the story to this game and doing that was driving me insane XD So,
        what you see is what you've got. I don't think there's anything else I
        need to add to this.


                      / =============================== \
                    <            [04] Contents            >
                      \ =============================== /

  **>Introduction -------------------------------------- [01]
  **>Disclaimer ---------------------------------------- [02]
  **>Version History ----------------------------------- [03]
  **>Contents ------------------------------------------ [04]
  **>Characters ---------------------------------------- [05]
  **>Junctioning --------------------------------------- [06]
  **>Triple Triad -------------------------------------- [07]
  **>Controls ------------------------------------------ [08]
  **>Walkthrough --------------------------------------- [09]
    ==>Disc 1: Betrayal ----------------------------------- [09a]
      -->The Beginning (Balamb Garden) ------------------------ [09a.01]
      -->The Fire Cavern Test --------------------------------- [09a.02]
      -->Mission Briefing (Balamb Garden) --------------------- [09a.03]
      -->The SeeD Examination (Dollet) ------------------------ [09a.04]
      -->Debrief, Disaster and Diablos! (Balamb Garden) ------- [09a.05]
      -->Dreaming of Deling (Deling City) --------------------- [09a.06]
      -->Liberation of Hope (Timber) -------------------------- [09a.07]
      -->Unveiled Threat (Timber) ----------------------------- [09a.08]
      -->Entry and Escape! (Centra) --------------------------- [09a.09]
      -->Garden Hopping (Galbadia Garden) --------------------- [09a.10]
      -->The Tomb of the Unknown King (Deling City) ----------- [09a.11]
      -->When The Poop Hits The Fan (Deling City) ------------- [09a.12]
    ==>Disc 2: Liberation --------------------------------- [09b]
      -->The Winhill Connection (Winhill) --------------------- [09b.1]
      -->Jailhouse Rock (D-District Prison) ------------------- [09b.2]
      -->Warhead Rampage (Galbadia Missile Base) -------------- [09b.3]
      -->Faculty Fracas (Balamb Garden) ----------------------- [09b.4]
      -->Reunions (Fisherman's Horizon) ----------------------- [09b.5]
      -->Second Disc Extras (Various) ------------------------- [09b.6]
        >>>Race Against Time (Centra Ruins) ------------------------- [09b.6a]
        >>>Carving out the Past (Shumi Village) --------------------- [09b.6b]
        >>>Another's Memories (Winhill) ----------------------------- [09b.6c]
        >>>Hail to the King Baby! (Balamb Garden) ------------------- [09b.6d]
        >>>Military Games (Deling City/Fisherman's Horizon) --------- [09b.6e]
        >>>Renovations (Dollet) ------------------------------------- [09b.6f]
        >>>Choo-Choo Train! (Timber) -------------------------------- [09b.6g]
        >>>Chocobo Forests (Various) -------------------------------- [09b.6h]
      -->Under Occupation (Balamb Town) ----------------------- [09b.7]
      -->Errant Stupidity (Trabia Garden) --------------------- [09b.8]
      -->Invasion! (Balamb/Galbadia Garden) ------------------- [09b.9]
    ==>Disc 3: The Hidden World --------------------------- [09c]
      -->House of Memories (The Orphanage) -------------------- [09c.1]
      -->B-Movie Making! (Trabia Canyon) ---------------------- [09c.2]
      -->The Search for Ellone (White SeeD Ship) -------------- [09c.3]
        >>>Beware the Knife! (Centra Ruins) ------------------------- [09c.3a]
      -->Entering the Hidden World (Great Salt Lake) ---------- [09c.4]
      -->Operation Rescue (Esthar City) ----------------------- [09c.5]
      -->Opening Pandora's Box (Esthar City) ------------------ [09c.6]
      -->Howl at the Moon (Lunar Base) ------------------------ [09c.7]
      -->Third Disc Extras (Various) -------------------------- [09c.8]
        >>>Rockin' Out (Obel Lake) ---------------------------------- [09c.9a]
        >>>The Truth Is Out There (Various) ------------------------- [09c.9b]
        >>>10,000 Needles o' Pain (Cactuar Island) ------------------ [09c.9c]
        >>>The Islands Closest to Heaven and Hell ------------------- [09c.9d]
        >>>Down Down! Deeper and Down! (Deep Sea Research Center) --- [09c.8e]
        >>>Bad to the Bone (Dollet) --------------------------------- [09c.8f]
      -->Reopening the Box (Lunatic Pandora) ------------------ [09c.9]
    ==>Disc 4: Time-Compression --------------------------- [09d]
      -->Closing the Box (Lunatic Pandora) -------------------- [09d.1]
      -->Fourth Disc Extras (Various) ------------------------- [09d.2]
      -->Ultimecia's Castle ----------------------------------- [09d.3]
  **>Weapon Modding ------------------------------------ [10]
    ==>Squall's Gunblades --------------------------------- [10a]
    ==>Rinoa's Blaster Edges ------------------------------ [10b]
    ==>Zell's Gloves -------------------------------------- [10c]
    ==>Quistis' Whips ------------------------------------- [10d]
    ==>Selphie's Shinobu ---------------------------------- [10e]
    ==>Irvine's Rifles ------------------------------------ [10f]
  **>Card Bestiary ------------------------------------- [11]
  **>GF Information ------------------------------------ [12]
    ==>Equippable GFs ------------------------------------- [12a]
    ==>Unequippable GFs ----------------------------------- [12b]
  **>GF Abilities -------------------------------------- [13]
    ==>Character ------------------------------------------ [13a]
    ==>Command -------------------------------------------- [13b]
      -->Devour Table ----------------------------------------- [13b.1]
    ==>GF ------------------------------------------------- [13c]
    ==>Junction ------------------------------------------- [13d]
    ==>Party ---------------------------------------------- [13e]
    ==>Menu ----------------------------------------------- [13f]
      -->Item Refining ---------------------------------------- [13f.1]
      -->Magic Refining --------------------------------------- [13f.2]
  **>Magic --------------------------------------------- [14]
    ==>Curative ------------------------------------------- [14a]
    ==>Elemental ------------------------------------------ [14b]
    ==>Status --------------------------------------------- [14c]
    ==>Support -------------------------------------------- [14d]
    ==>Forbidden ------------------------------------------ [14e]
  **>Limit Breaks -------------------------------------- [15]
    ==>Squall's Renzokuken -------------------------------- [15a]
    ==>Angelo's Limit Breaks ------------------------------ [15b]
    ==>Rinoa's Combine ------------------------------------ [15c]
    ==>Rinoa's Angel Wing --------------------------------- [15d]
    ==>Zell's Duel ---------------------------------------- [15e]
    ==>Quistis' Blue Magic -------------------------------- [15f]
    ==>Selphie's Slot ------------------------------------- [15g]
    ==>Irvine's Shot -------------------------------------- [15h]
    ==>Other Limit Breaks --------------------------------- [15i]
  **>Item Bestiary ------------------------------------- [16]
    ==>Curative ------------------------------------------- [16a]
    ==>Battle --------------------------------------------- [16b]
    ==>Field ---------------------------------------------- [16c]
    ==>GF Medicine ---------------------------------------- [16d]
    ==>GF Ability ----------------------------------------- [16e]
    ==>Junk ----------------------------------------------- [16f]
    ==>Blue Magic ----------------------------------------- [16g]
    ==>GF Compatibility ----------------------------------- [16h]
    ==>Stat-Increasing ------------------------------------ [16i]
  **>Thanks -------------------------------------------- [17]
  **>Legal Stuff --------------------------------------- [18]
  **>Next Version -------------------------------------- [19]
  **>Working On... ------------------------------------- [20]
  **>Goodbye! ------------------------------------------ [21]


                      / =============================== \
                    <           [05] Characters           >
                      \ =============================== /

As a note, these character descriptions are based roughly on the beginning of
the game, and with as few spoilers as possible.

Squall Leonhart:
    Having spent almost all of his life living in Balamb Garden, Squall is a
ferocious warrior, one of the few who can handle the legendary gunblades, but
his worst enemy is himself. Withdrawn and socially inept, he struggles to
really find a place in the rest of the world, only really coming alive in the
thick of a battle. When he meets Rinoa Heartilly though, his life is turned
upside down as she slowly reaches to his heart, unthawing his defences...

Rinoa Heartilly:
    The leader of the Timber Owls, a rebel group trying to gain independance
for Timber from Galbadia, Rinoa is fawned and doted upon by her comrades, Zone
and Watts. Ironically enough however, her father is a General in the Galbadian
army. It may well be that her quest to liberate Timber is just a way to get
back at the father she's grown to hate after her mother died in a car crash.
She has come to Balamb Garden to request help from headmaster Cid Kramer in
achieving her goal, thus hiring Squall, Zell and Selphie as mercenaries.

Seifer Almasy:
    Self-appointed head of Balamb Garden's Disciplinary Committee, Seifer is
incredibly arrogant, though not without a certain degree of skill. Like his
main rival Squall, he wields the legendary gunblades. While he seems to loathe
Squall, he actually greatly respects his talents, but wants acknowledgement of
his own talents from the withdrawn SeeD cadet. He used to be in a relationship
with Rinoa, and it was he who introduced her to Cid Kramer

Sephie Tilmitt:
    Seemingly irresponsible and empty-headed, Selphie is very light-hearted,
and always wants to make people happy, hence her joining and virtually running
the Festival Committee in her first year at Balamb Garden, after transferring
there from the remote Trabia Garden.

Zell Dincht:
    A master at unarmed combat, Zell's passion for Martial Arts carries
through in his over-bounding exuberance; however, he's very quick to anger,
especially at Seifer's snide comments. Living in Balamb Town with his family,
he's been a cadet at Balamb Garden almost as long as Squall, and despite many
attempts, has never really been able to connect with him.

Quistis Trepe:
    The youngest instructor at Balamb Garden, Quistis is something of a
prodigy, but as Squall's instructor, she's very unsure of how to get through
to him. Many believe that Quistis is secretly in love with Squall, but there's
no real proof to substantiate that theory, so I guess it comes down to your
personal view.

Irvine Kinneas:
    A sharpshooter from Galbadia Garden, he joins the party mid-way through
the first disc. He thinks he's a real ladies man, but most of them will have
nothing to do with him, except for the air-headed Selphie. His brash nature
irritates Squall and Zell, but his facade crumbles at the end of the first
disc in the failure of the assassination attempt.

Laguna Loire:
    Leaving the Galbadian military after a bizarre incident with his two
friends, Kiros and Ward, Laguna becomes a journalist working for the Timber
Maniacs magazine, travelling throughout the world. He spent quite sometime
recovering in Winhill after falling from a cliff, where he met the love of his
life, Raine. Laguna is incredibly courageous, but also ridiculously silly

Kiros Seagill:
    Close friend to Laguna, Kiros is the real thinker of the group. To be
honest, he should be leading them in my opinion, though he doesn't have
Laguna's idiotic charisma.

Ward Zabac:
    Another friend of Laguna's, he became a mute after the same incident that
caused all three of them to leave the military. He and Kiros are quite the
double act, Kiros speaking for him.

Cid Kramer:
    As the obligatory Cid in FFVIII, Cid Kramer is the headmaster of Balamb
Garden. He comes across as somewhat of a bumbling idiot, though that's not
really the case; he knows his weaknesses and strengths, and plays to them.

Ellone:
    Adopted by Raine, Laguna's lover, not much is known about Ellone, except
that she has some mysterious power and she seems to know Squall. She's being
hunted by the Sorceress Edea.

Sorceress Edea:
    A mysterious woman, the sorceress Edea rises to prominence in the country
of Galbadia. With hidden ties to virtually everyone, she's pulling strings in
her relentless hunt for Ellone for some dark purpose...


                      / =============================== \
                    <          [06] Junctioning           >
                      \ =============================== /

As you may have picked up from my introduction, Junctioning, FF8's ability
system, is rather complicated. Normally, I'd leave the technicalities out of a
FAQ, but I'll make an exception for this. Anyway, once you get the hang of it,
it's actually rather simple and allows you to easily turn your characters into
some badass fighters and magicians.

To start, you can't junction without any Guardian Forces, or GFs as I'll refer
to them throughout the rest of this FAQ. You can get the first two, Quezacotl
and Shiva, by checking the computer in Balamb Garden's classroom, and choosing
the Tutorial option. More can be found later in the game by either defeating
them, or drawing them from other enemies.

Next, you need to learn abilites with your GFs to be able to make the most out
of the junction system. To do this, open the menu and select GF. You'll see
images off all the GFs you have; select the one you wish to teach a new
ability with X, and a stats page for the GF will open, showing how its level,
HP, experience, and what skill it is currently learning. Select Learn, and a
window containing the GFs abilities will pop up. Abilities that have already
been learnt are in white, while unlearned abilities are in grey. Unlearnt
abilities will have some numbers to the right of them, e.g. 17/60. This means
that to learn the ability, you must get 60 AP, and that 17 AP has currently
been earned for that ability. You gain AP by defeating enemies; you must have
the GF junctioned to be able to earn AP for it. Select the ability you wish to
learn, and an arrow will appear to the left of it; now any AP you gain will go
towards this skill.

As a note, AP gained from defeating enemies goes to all junctioned GFs; it is
not split between them, but rather that they all get the same amount. This
means that however many GFs you have junctioned, they will all still get the
most AP they can from each fight.

There are six basic types that all abilities fall under:

» Junction Abilities, e.g. HP-J, allow you to junction magic in order to raise
  a stat.

» Command Abilities, e.g. Magic, allow you to add commands to the combat menu.

» Character Abilities, e.g. Str +20%, add skills or increase stats by adding
  them in the Ability Window, below the Command Window while junctioning.

» Party Abilities, e.g. Enc-Half, add effects that benefit the entire party,
  while only needing to be junctioned onto one person.

» GF Abilities, e.g. SumMag +20%, increase the power of your GFs.

» Menu Abilities, e.g. F Mag-RF, add skills to the Ability menu.

Once you've selected an ability for your GF to learn, go back to the main
menu, and select Junction. Use the D-Pad to cycle through the characters and
then select GF when you have the character you want to junction up. You'll see
a list of the GFs you have; moving the cursor to their name will enable you to
see the stats that you can junction magic to highlighted, if you junction that
GF. After using X to select the GFs, press Triangle to exit that window.

Move the cursor onto magic and press X, and you'll be able to junction magic
that you have stocked up in the character's inventory to stats that are
highlighted in a white font; select the stat and a window will pop up, showing
you all the magic that character has. As you move the cursor from spell to
spell, you'll see the stat's value change, whether increasing in a yellow
font, decreasing in a red font, or there'll be no change at all. The larger
the quantity of the magic you're trying to junction to a stat, the higher the
stat will rise, the maximum amount you can stock being 100 for each character.
The maximum any stat can reach is 255, excepting HP, which can reach 9,999.

Different spells work differently on different stats; there is a certain
amount of compatability between the two, e.g. Cure restores HP, so it works
best on the HP stat, while Protect increases physical defence, so it's best on
the Vit stat.

You can also junction magic to elemental attack/defence, and status
attack/defence, provided you have learnt the correct abilities with your GFs.
After choosing to junction magic, use the D-Pad to flick between the three
pages; stat junction, elemental junction, and status junction. In the status
and elemental junction pages, you can junction to attack with the sword icon,
and to defence with the person icon. The tables below show the effects of
junctioning magic to them:

     %%%%%%%%%%%%%%%%%%%%%%%
     ==ELEMENTAL JUNCTIONS==
     %%%%%%%%%%%%%%%%%%%%%%%

     Assuming you're junctioning 100 of a certain spell to your elemental
     attack or defence, the following table shows what percentages they'll
     add. Remember, percentages above 100% in defence mean that it absorbs the
     amount it's over by, e.g. if you have 100 Holy junctioned to Elem-Def-J,
     and the enemy attacks with a holy spell, which would have done 1,000
     damage to you, it instead heals you by 2,000 HP.

      \======================================/
       | Name     | Element    | Atk  | Def |
      /======================================\
     | Blizzard   | Ice        |  50% |   50% |
     |------------|            |------|-------|
     | Blizzara   |            |  80% |   80% |
     |------------|            |------|-------|
     | Blizzaga   |            | 100% |  120% |
     |============|============|======|=======|
     | Fire       | Fire       |  50% |   50% |
     |------------|            |------|-------|
     | Fira       |            |  80% |   80% |
     |------------|            |------|-------|
     | Firaga     |            | 100% |  120% |
     |============|============|======|=======|
     | Thunder    | Thunder    |  50% |   50% |
     |------------|            |------|-------|
     | Thundara   |            |  80% |   80% |
     |------------|            |------|-------|
     | Thundaga   |            | 100% |  120% |
     |============|============|======|=======|
     | Aero       | Wind       |  80% |   80% |
     |------------|            |------|-------|
     | Tornado    |            | 100% |  200% |
     |============|============|======|=======|
     | Float      | Earth      | ---- |   50% |
     |------------|            |------|-------|
     | Quake      |            | 100% |  200% |
     |============|============|======|=======|
     | Bio        | Poison     | 100% |  150% |
     |============|============|======|=======|
     | Holy       | Holy       | 100% |  200% |
     |============|============|======|=======|
     | Water      | Water      | 100% |  150% |
     |============|============|======|=======|
     | Meteor     | Earth/Wind | ---- |  150% |
     |============|============|======|=======|
     | Protect    | Fire       | ---- |   20% |
     |------------| Ice        |------|-------|
     | Flare      | Thunder    | ---- |   80% |
     |============|============|======|=======|
     | Shell      | All        | ---- |   20% |
     |------------|            |------|-------|
     | Life       |            | ---- |   30% |
     |------------|            |------|-------|
     | Full-Life  |            | ---- |   40% |
     |------------|            |------|-------|
     | Apocalypse |            | ---- |  100% |
     |------------|            |------|-------|
     | Ultima     |            | ---- |  100% |
      \======================================/

     %%%%%%%%%%%%%%%%%%%%
     ==STATUS JUNCTIONS==
     %%%%%%%%%%%%%%%%%%%%

     The following table follows the same rules as did the Elemental Junctions
     table preceeding this, so read the blurb for that if you're a bit
     confused.

      \=============================================================/
       | Name    | Status                             | Atk  | Def |
      /=============================================================\
     | Aura      | Curse                              | ---- |  100% |
     |-----------|------------------------------------|------|-------|
     | Berserk   | Berserk                            | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Blind     | Darkness                           | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Bio       | Poison                             | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Break     | Petrify                            | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Confuse   | Confuse                            | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Death     | Death                              | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Dispel    | Absorb                             | ---- |   50% |
     |-----------|------------------------------------|------|-------|
     | Drain     | Absorb                             | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Esuna     | Berserk, Confuse, Petrify, Poison, | ---- |   20% |
     |           | Silence, Sleep, Slow, Stop         |      |       |
     |-----------|------------------------------------|------|-------|
     | Full-Life | Death                              | ---- |   40% |
     |-----------|------------------------------------|------|-------|
     | Holy      | Absorb, Berserk, Confuse, Curse,   | ---- |   40% |
     |           | Death, Poison, Sleep, Zombie       |      |       |
     |-----------|------------------------------------|------|-------|
     | Life      | Death                              | ---- |   20% |
     |-----------|------------------------------------|------|-------|
     | Pain      | Curse, Poison, Silence             | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Reflect   | Berserk, Confuse, Petrify, Poison, | ---- |   25% |
     |           | Silence, Slow, Stop                |      |       |
     |-----------|------------------------------------|------|-------|
     | Silence   | Silence                            | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Sleep     | Sleep                              | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Slow      | Slow                               | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Stop      | Stop                               | 100% |  100% |
     |-----------|------------------------------------|------|-------|
     | Zombie    | Zombie                             | 100% |  100% |
      \=============================================================/

It's very important to make sure that after junctioning your GFs, that you
have also junctioned the Command abilities; from the Junction menu, select
Ability. Three windows will pop up; the top left one is the Command Window,
the one below it is the Ability Window, and the one to the right is the list
of all abilities that the character can junction. There is always a maximum
of four Command Abilities, Attack being the only one you can't remove (though
you can modify it with the Mug Character Ability), while there can be a
maximum of two, three or four abilities in the Ability Window, depending on
whether the character has Ability x3 or Ability x4 learnt by any of the GFs
junctioned to him or her. Select the space you want to fill in either the
Command or Ability windows, and the cursor will move to the Abilities list.
From there, the rest is simplicity itself.


                      / =============================== \
                    <          [07] Triple Triad          >
                      \ =============================== /

Triple Triad is a card game in FFVIII, where each player has five cards and
plays them on a three by three board. Sounds simple enough, doesn't it?

Each card has four numbers on it; one to the north, one to the east, one to
the south and one to the west, as well as possibly having an element in the
top-right corner.

The number values run from 1 to A, the latter being equal to 10

Opponents                                          Players
  Cards                  The Board                  Cards
 _______    ___________________________________    _______
|       |  |           |           |           |  |       |
|       |  |    ___    |   ____    |    ____   |  |       |
|       |  |   /   \   |  |    \   |   /    \  |  |       |
|       |  |  |     |  |  |     |  |  |        |  |       |
|       |  |  |     |  |  |----<   |  |        |  |       |
|-------|  |  |-----|  |  |     |  |  |        |  |-------|
|       |  |  |     |  |  |____/   |   \____/  |  |       |
|       |  |           |           |           |  |       |
|       |  |___________|___________|___________|  |       |
|       |  |           |           |           |  |       |
|-------|  |   ____    |   ______  |   ______  |  |-------|
|       |  |  |    \   |  |        |  |        |  |       |
|       |  |  |     |  |  |        |  |        |  |       |
|       |  |  |     |  |  |----    |  |----    |  |       |
|       |  |  |     |  |  |        |  |        |  |       |
|_______|  |  |____/   |  |______  |  |        |  |_______|
|       |  |           |           |           |  |       |
|       |  |___________|___________|___________|  |       |
|       |  |           |           |           |  |       |
|       |  |    ___    |           |  _______  |  |       |
|       |  |   /   \   |  |     |  |     |     |  |       |
|-------|  |  |        |  |     |  |     |     |  |-------|
|       |  |  |  ___   |  |-----|  |     |     |  |       |
|       |  |  |     |  |  |     |  |     |     |  |       |
|       |  |   \___/   |  |     |  |  ___|___  |  |       |
|       |  |           |           |           |  |       |
|_______|  |___________|___________|___________|  |_______|

  _____                                             _____
 |          ___________________________________    |
 |___      |                                   |   |___
     \     |   Card Name the Cursor is Over    |       \
 |    |    |___________________________________|   |    |
  \__/                                              \__/

No. of cards                                   No. of cards
Opponent holds                                 Player Holds

 ___________
| _________ | Each card follows a basic format; you can see the image of the
|| N      E|| card taking up most of it; in the top-right corner you can find
||W E      || the card's elemental symbol, or, in most cases, lack of one, and
|| S       || in the top-left, you'll find four numbers in a diamond
||         || formation. These numbers are the attack/defence value of the
|| PICTURE || card in the four directions.
||         ||
||_________||
|___________|

Cards played on the board will be one of two colours; red if it's one your
opponent controls, and blue if it's one of yours. The basic aim of the game
is to make sure that you have more blue cards than your opponent has red
cards.

There are several different rules in Triple Triad, affecting all manner of
things:

%%%%%%%%%%%%%%%
==BOARD RULES==
%%%%%%%%%%%%%%%

These affect how the game itself runs.

    ________
    --Open--
    ¯¯¯¯¯¯¯¯
This means that you can see the opponents cards while in his hand, and vice
versa.

    __________
    --Random--
    ¯¯¯¯¯¯¯¯¯¯
This means that your cards are picked from your deck at random, which can be
very damaging if you don't have a strong grip on the Plus and Same rules.

    ________________
    --Sudden Death--
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This means that the game cannot end with a draw; if at the end of a round, it
is a draw, another round begins with the same cards, BUT you have the cards
that you've taken in the first round, i.e. if you had a Behemoth card in your
hand, but lost it, while taking an opponents Funguar card, you'd start the
second round with the Funguar card in your hand and not the Behemoth:

 /=========================================\
| First Hand          | Second Hand         |
 >-----------------------------------------<
| Opponent | You      | Opponent | You      |
|===========================================|
| Cactuar  | Behemoth | Behemoth | Bite Bug |
| Funguar  | Bite Bug | Cactuar  | Creeps   |
| Geezard  | Creeps   | Geezard  | Funguar  |
| Gerogero | Gayla    | Gerogero | Gayla    |
| Tonberry | Trauma   | Tonberry | Trauma   |
 \=========================================/

%%%%%%%%%%%%%%
==GAME RULES==
%%%%%%%%%%%%%%

These affect how cards are defeated in the game.

    _________
    --Basic--
    ¯¯¯¯¯¯¯¯¯
Basic is, well, basic. This rule is what all card games will follow, with
additions by the following adding further dimensions to the game play. Basic
works by numerical superiority.
 ___________________________________   ___________________________________
|           |           |           | |           |           |           |
|    ___    |   ____    |    ____   | |    ___    |   ____    |    ____   |
|   /   \   |  |    \   |   /    \  | |   /   \   |  |    \   |   /    \  |
|  |     |  |  |     |  |  |        | |  |     |  |  |     |  |  |        |
|  |     |  |  |----<   |  |        | |  |     |  |  |----<   |  |        |
|  |-----|  |  |     |  |  |        | |  |-----|  |  |     |  |  |        |
|  |     |  |  |____/   |   \____/  | |  |     |  |  |____/   |   \____/  |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|
|           |           |           | |           |           |           |
|   ____    |   ______  |   ______  | |   ____    |   ______  |   ______  |
|  |    \   |  |        |  |        | |  |    \   |  |        |  |        |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |     |  |  |----    |  |----    | |  |     |  |  |----    |  |----    |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |____/   |  |______  |  |        | |  |____/   |  |______  |  |        |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|
|           |           | _________ | |           | _________ | _________ |
|    ___    |           || 6       || |    ___    || 3       ||| 6       ||
|   /   \   |  |     |  ||3 2      || |   /   \   ||3 4      |||3 2      ||
|  |        |  |     |  || 2       || |  |        || 5       ||| 2       ||
|  |  ___   |  |-----|  ||         || |  |  ___   ||         |||         ||
|  |     |  |  |     |  ||  BUEL   || |  |     |  ||Belhelmel|||  Buel   ||
|   \___/   |  |     |  ||  (RED)  || |   \___/   || (BLUE)  ||| (BLUE)  ||
|           |           ||_________|| |           ||_________|||_________||
|___________|___________|___________| |___________|___________|___________|

In the example above, the opponent starts by placing a Buel card in the 'I'
position. In the next turn, the player places a Belhelmel card in the 'H'
position, west of the Buel card. Now, the Buel card has a '3' in the west
position, while the Belhelmel card has a '4' in the East position. Since 4 is
greater than 3, the Belhelmel defeats the Buel card, meaning the player takes
control of the card.

It's important to note that you can't lose a card by playing it; i.e., if the
opponent had started by placing the Belhelmel card in the 'H' position, and
the player put the Buel card in the 'I' position, the Buel card wouldn't be
taken control of. In other words, when you play a card, for that turn it only
attacks, not defends.

    _____________
    --Elemental--
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
Oh dear lord do I abhor the elemental rule. It's fairly simple in practice
really, and not that bad by itself, but it always confuses me when combined
with the Plus and Same rules. In essence, the Elemental rule means that
certain positions on the board have an elemental condition, whether Fire, Ice,
Thunder, Earth, Wind, Water, Holy or Poison. If you place a card that has no
element or one that does not correspond with the one the position has, all
numbers on the card are reduced by one. However, if you place a card with the
correct elemental attribute on a corresponding position, all numbers on the
card are incremented by one.
 ___________________________________   ___________________________________
|           |           | _________ | |           | _________ | _________ |
|    ___    |   ____  T || 5      T|| |    ___    || 2      T||| 5      T||
|   /   \   |  |    \   ||2 2      || |   /   \   ||4 1      |||2 2      ||
|  |     |  |  |     |  || 5       || |  |     |  || 4       ||| 5       ||
|  |     |  |  |----<   ||   -1    || |  |     |  ||   +1    |||   -1    ||
|  |-----|  |  |     |  || CREEPS  || |  |-----|  ||  GAYLA  ||| CREEPS  ||
|  |     |  |  |____/   ||  (RED)  || |  |     |  || (BLUE)  ||| (BLUE)  ||
|           |           ||_________|| |           ||_________|||_________||
|___________|___________|___________| |___________|___________|___________|
|           |           |           | |           |           |           |
|   ____    |   ______  |   ______  | |   ____    |   ______  |   ______  |
|  |    \   |  |        |  |        | |  |    \   |  |        |  |        |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |     |  |  |----    |  |----    | |  |     |  |  |----    |  |----    |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |____/   |  |______  |  |        | |  |____/   |  |______  |  |        |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|
|           |           |           | |           |           |           |
|    ___    |           |  _______  | |    ___    |           |  _______  |
|   /   \   |  |     |  |     |     | |   /   \   |  |     |  |     |     |
|  |        |  |     |  |     |     | |  |        |  |     |  |     |     |
|  |  ___   |  |-----|  |     |     | |  |  ___   |  |-----|  |     |     |
|  |     |  |  |     |  |     |     | |  |     |  |  |     |  |     |     |
|   \___/   |  |     |  |  ___|___  | |   \___/   |  |     |  |  ___|___  |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|

In the example above, the opponent has placed the Creeps card on 'C' position,
which had an Ice element property; since the Creeps card is Thunder element,
it now has a status of -1, meaning its defence values are all one less than
shown on the card. The player has responded by placing the Gayla card on the
'B' position, west of the Creeps card. The 'B' position had a Thunder property
and as the Gayla card does as well, the card now has a status of +1, meaning
its attack values are all one more than shown on the card. Applying these
statuses means that the Creeps card is defending to the west with a value of
'1', while the Gayla card is attacking to the east with a value of '2', and
thus, with numerical superiority, the Gayla card defeats the Creeps card,
meaning the player takes control of it.

It's important to note that elemental matches or mismatches do not affect
the Plus or Same rules; those work solely based on the value on the card.

    ________
    --Plus--
    ¯¯¯¯¯¯¯¯
This is where the game starts to get a lot more interesting. The Plus rule
again is very simple, but it can lead to some truly mind-bending situations
as you try to plan out your opponents moves and your counters to them. In
essence, the Plus rule works by placing a card in a position so that it
touches two cards, and that both adjoining edges add up to the same value. If
so, both cards being touched become controlled by the person who played the
card. As a note, both cards being touched do not have to be controlled by the
same player.
 ___________________________________   ___________________________________
|           |           | _________ | |           | _________ | _________ |
|    ___    |   ____    || 3       || |    ___    || 7       ||| 3       ||
|   /   \   |  |    \   ||7 6      || |   /   \   ||1 1      |||7 6      ||
|  |     |  |  |     |  || 5       || |  |     |  || 3       ||| 5       ||
|  |     |  |  |----<   ||         || |  |     |  ||         |||         ||
|  |-----|  |  |     |  ||BEHEMOTH || |  |-----|  ||  GRAT   |||BEHEMOTH ||
|  |     |  |  |____/   ||  (RED)  || |  |     |  ||  (RED)  |||  (RED)  ||
|           |           ||_________|| |           ||_________|||_________||
|___________|___________|___________| |___________|___________|___________|
|           | _________ |           | |           | _________ |           |
|   ____    || 5       ||   ______  | |   ____    || 5       ||   ______  |
|  |    \   ||3 6      ||  |        | |  |    \   ||3 6      ||  |        |
|  |     |  || 3       ||  |        | |  |     |  || 3       ||  |        |
|  |     |  ||         ||  |----    | |  |     |  ||         ||  |----    |
|  |     |  ||  OCHU   ||  |        | |  |     |  ||  OCHU   ||  |        |
|  |____/   || (BLUE)  ||  |        | |  |____/   ||  (RED)  ||  |        |
|           ||_________||           | |           ||_________||           |
|___________|___________|___________| |___________|___________|___________|
|           |           |           | |           |           |           |
|    ___    |           |  _______  | |    ___    |           |  _______  |
|   /   \   |  |     |  |     |     | |   /   \   |  |     |  |     |     |
|  |        |  |     |  |     |     | |  |        |  |     |  |     |     |
|  |  ___   |  |-----|  |     |     | |  |  ___   |  |-----|  |     |     |
|  |     |  |  |     |  |     |     | |  |     |  |  |     |  |     |     |
|   \___/   |  |     |  |  ___|___  | |   \___/   |  |     |  |  ___|___  |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|

In the example above, we can see two cards down on the board already, the
opponent-controlled Behemoth in the 'C' position, and the player-controlled
Ochu card in the 'E' position. The opponent places the Grat card in the 'B'
position, so that it touches the Ochu card south of it and the Behemoth card
to the east of it. Now, note that the Ochu card has a defensive value of '5'
to the north, meaing that the Grat card, with an attacking value of '3' to the
south, cannot take the Ochu card via numerical supremacy. However, note that
the sides of the Grat card and the Behemoth card that are touching add up to 8
(1+7) as do the touching sides of the Grat and Ochu cards (3+5). Since both
values are the same, the Grat then defeats both the Behemoth card, which is
irrelevant since that is already opponent-controlled, and also the Ochu card,
meaning the opponent now takes control of that.

However, there is an interesting addendum to this rule, which is the combo,
and this is where it really gets fun. In essence, a combo takes place after
the Plus or Same rule has been invoked; any cards touched by the one or two
cards turned over by the Plus or Same rule then go under combat via the basic
method, i.e. numerical superiority. This combo will continue onwards until
either a card can't be defeated, it runs into a card that is of the same
colour, or all the cards on the board have been taken.
 ___________________________________   ___________________________________
|           | _________ | _________ | |           | _________ | _________ |
|    ___    || 7       ||| 3       || |    ___    || 7       ||| 3       ||
|   /   \   ||1 1      |||7 6      || |   /   \   ||1 1      |||7 6      ||
|  |     |  || 3       ||| 5       || |  |     |  || 3       ||| 5       ||
|  |     |  ||         |||         || |  |     |  ||         |||         ||
|  |-----|  ||  GRAT   |||BEHEMOTH || |  |-----|  ||  GRAT   |||BEHEMOTH ||
|  |     |  ||  (RED)  |||  (RED)  || |  |     |  || (BLUE)  ||| (BLUE)  ||
|           ||_________|||_________|| |           ||_________|||_________||
|___________|___________|___________| |___________|___________|___________|
|           | _________ |           | |           | _________ | _________ |
|   ____    || 5       ||   ______  | |   ____    || 5       ||| 5       ||
|  |    \   ||3 6      ||  |        | |  |    \   ||3 6      |||4 3      ||
|  |     |  || 3       ||  |        | |  |     |  || 3       ||| 3       ||
|  |     |  ||         ||  |----    | |  |     |  ||         |||         ||
|  |     |  ||  OCHU   ||  |        | |  |     |  ||  OCHU   |||MESMERIZE||
|  |____/   ||  (RED)  ||  |        | |  |____/   || (BLUE)  ||| (BLUE)  ||
|           ||_________||           | |           ||_________|||_________||
|___________|___________|___________| |___________|___________|___________|
|           |           |           | |           |           |           |
|    ___    |           |  _______  | |    ___    |           |  _______  |
|   /   \   |  |     |  |     |     | |   /   \   |  |     |  |     |     |
|  |        |  |     |  |     |     | |  |        |  |     |  |     |     |
|  |  ___   |  |-----|  |     |     | |  |  ___   |  |-----|  |     |     |
|  |     |  |  |     |  |     |     | |  |     |  |  |     |  |     |     |
|   \___/   |  |     |  |  ___|___  | |   \___/   |  |     |  |  ___|___  |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|

Continuing on from the first example, we now have three cards on the board,
all opponent-controlled. The player responds by placing the Mesmerize card in
the 'F' position. Again, while it cannot defeat either the Behemoth or Ochu
cards by numerical superiority, the touching sides both add up to 10 (5+5 and
4+6), meaning that the Mesmerize cards defeats them both, making them player-
controlled. Now, both the Behemoth cards and the Ochu card touch the Grat
card, and both have a numerical superiority in their touching sides, meaning
either one of them can defeat the Grat card in the combo, thus making that
card also player-controlled.

    ________
    --Same--
    ¯¯¯¯¯¯¯¯
The Same rule is another of the fun yet mind-bending ones. When a card is
placed on the board in such a way that it touches two other cards, and it
matches the sides it touches with the same number, it then defeats both cards,
and a combo may then ensue.
 ___________________________________   ___________________________________
|           |           |           | |           |           |           |
|    ___    |   ____    |    ____   | |    ___    |   ____    |    ____   |
|   /   \   |  |    \   |   /    \  | |   /   \   |  |    \   |   /    \  |
|  |     |  |  |     |  |  |        | |  |     |  |  |     |  |  |        |
|  |     |  |  |----<   |  |        | |  |     |  |  |----<   |  |        |
|  |-----|  |  |     |  |  |        | |  |-----|  |  |     |  |  |        |
|  |     |  |  |____/   |   \____/  | |  |     |  |  |____/   |   \____/  |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|
|           |           |           | |           |           |           |
|   ____    |   ______  |   ______  | |   ____    |   ______  |   ______  |
|  |    \   |  |        |  |        | |  |    \   |  |        |  |        |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |     |  |  |----    |  |----    | |  |     |  |  |----    |  |----    |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |____/   |  |______  |  |        | |  |____/   |  |______  |  |        |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|
| _________ |           | _________ | | _________ | _________ | _________ |
|| 5      F||           || 1       || || 5      F||| 4       ||| 1       ||
||4 6      ||  |     |  ||8 8      || ||4 6      |||6 8      |||8 8      ||
|| 2       ||  |     |  || 4       || || 2       ||| 5       ||| 4       ||
||         ||  |-----|  ||         || ||         |||         |||         ||
|| SAM08G  ||  |     |  ||OILBOYLE || || SAM08G  ||| TRAUMA  |||OILBOYLE ||
|| (BLUE)  ||  |     |  ||  (RED)  || || (BLUE)  ||| (BLUE)  ||| (BLUE)  ||
||_________||           ||_________|| ||_________|||_________|||_________||
|___________|___________|___________| |___________|___________|___________|

In the above example, two cards have already been played; the player-
controlled SAM08G card in the 'G' position, and the opponent-controlled
Oilboyle card in the 'I' position. The player places the Trauma card in the
'H' position, so that it touches both the SAM08G west of it and the Oilboyle
east of it. The SAM08G's eastern value is '6', while the Trauma's western
value is also '6', so they match. Meanwhile, the Oilboyle's western value is
'8', which matches the Trauma's eastern value of '8'. Since the Trauma card
matches both cards, the Same rule is invoked, so that while the Trauma card
cannot defeat the Oilboyle card by numerical superiority, it defeats it via
the Same rule, making the Oilboyle card now controlled by the player.

    _____________
    --Same Wall--
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
This rule actually took me a while to get to grips with, but it's simple when
you do have it sussed out. In theory, the game starts with twelve cards
already in play around the outside of the board, all with the value 'A',
otherwise known as 10, pointing inwards. This can be used to invoke the Same
rule with only one card already on the board.
 ___________________________________   ___________________________________
|           |           |           | |           |           |           |
|    ___    |   ____    |    ____   | |    ___    |   ____    |    ____   |
|   /   \   |  |    \   |   /    \  | |   /   \   |  |    \   |   /    \  |
|  |     |  |  |     |  |  |        | |  |     |  |  |     |  |  |        |
|  |     |  |  |----<   |  |        | |  |     |  |  |----<   |  |        |
|  |-----|  |  |     |  |  |        | |  |-----|  |  |     |  |  |        |
|  |     |  |  |____/   |   \____/  | |  |     |  |  |____/   |   \____/  |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|
|           |           |           | |           |           |           |
|   ____    |   ______  |   ______  | |   ____    |   ______  |   ______  |
|  |    \   |  |        |  |        | |  |    \   |  |        |  |        |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |     |  |  |----    |  |----    | |  |     |  |  |----    |  |----    |
|  |     |  |  |        |  |        | |  |     |  |  |        |  |        |
|  |____/   |  |______  |  |        | |  |____/   |  |______  |  |        |
|           |           |           | |           |           |           |
|___________|___________|___________| |___________|___________|___________|
| _________ |           |           | | _________ | _________ |           |
|| A       ||           |  _______  | || A       ||| 3      P||  _______  |
||3 A      ||  |     |  |     |     | ||3 A      |||A 1      ||     |     |
|| 3       ||  |     |  |     |     | || 3       ||| A       ||     |     |
||         ||  |-----|  |     |     | ||         |||         ||     |     |
||  EDEA   ||  |     |  |     |     | ||  EDEA   |||DOOMTRAIN||     |     |
||  (RED)  ||  |     |  |  ___|___  | || (BLUE)  ||| (BLUE)  ||  ___|___  |
||_________||           |           | ||_________|||_________||           |
|___________|___________|___________| |___________|___________|___________|

In the example above, the opponent has started by placing the Edea card in the
'G' position, where it's practically invulnerable. However, the player has
countered this by placing the Doomtrain card in the 'H' position, just east of
the Edea card. The touching sides between them both have the value of 'A', and
the Doomtrain card also has a value of 'A' in the south position, touching the
wall of the board. Since the Same Wall rule is in place, with a value of 'A'
going north against the Doomtrain card, that also matches. This means that the
Doomtrain card matches both the Edea card and the wall, thus invoking the Same
rule, and therefore defeating the Edea card, meaning it is now player-
controlled.


%%%%%%%%%%%%%%%
==TRADE RULES==
%%%%%%%%%%%%%%%

These affect how the cards are distributed after the game has finished.

    _______
    --All--
    ¯¯¯¯¯¯¯
If you win the game, you get every card that was in the game. Simple enough
really.

    ______________
    --Difference--
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Basically, the number of cards controlled at end minus the number of cards
controlled at the start equals the number of cards taken from opponent. For
example, say you win 8:2; 8-5=3, so you can pick three cards from your
opponent.

    __________
    --Direct--
    ¯¯¯¯¯¯¯¯¯¯
This works basically how the Sudden Death rule does; the cards that the player
has won go into the player's deck, while the cards that the player has lost go
into the opponent's deck.
 ___________________________________
| _________ | _________ | _________ | Here, the Player started with the Ochu,
|| 3       ||| 7       ||| 3       || Mesmerize, Armadodo, Tonberry and
||4 6      |||1 1      |||7 6      || Geezard cards, while the Opponent
|| 4       ||| 3       ||| 5       || started with the Behemoth, Grat, SAM08G,
||         |||         |||         || Imp and Gesper cards.
||TONBERRY |||  GRAT   |||BEHEMOTH ||
|| (BLUE)  ||| (BLUE)  ||| (BLUE)  || However, by the end, the Player had the
||_________|||_________|||_________|| Tonberry, Grat, Behemoth and Geezard
|___________|___________|___________| cards, while the Opponent had the
| _________ | _________ | _________ | Armadodo, Ochu, Mesmerize, SAM08G, Imp
|| 6      E||| 5       ||| 5       || and Gesper cards.
||6 3      |||3 6      |||4 3      ||
|| 1       ||| 3       ||| 3       || In following the direct rule, the Player
||         |||         |||         || lost the Ochu, Mesmerize and Armadodo
||ARMADODO |||  OCHU   |||MESMERIZE|| cards to the Opponent, but gained the
||  (RED)  |||  (RED)  |||  (RED)  || Grat and Behemoth cards from him.
||_________|||_________|||_________||
|___________|___________|___________|
| _________ | _________ | _________ |
|| 5      F||| 3       ||| 1       ||
||4 6      |||6 7      |||1 5      ||
|| 2       ||| 3       ||| 4       ||
||         |||         |||         ||
|| SAM08G  |||   IMP   ||| GESPER  ||
||  (RED)  |||  (RED)  |||  (RED)  ||
||_________|||_________|||_________||
|___________|___________|___________|

To simplify that, here's a table =D?

 /=============================================\
| Start With            | Finish With           |
 >---------------------------------------------<
| Opponent  | You       | Opponent  | You       |
|===============================================|
| Behemoth  | Armadodo  | Armadodo  | Behemoth  |
| Gesper    | Geezard   | Gesper    | Geezard   |
| Grat      | Mesmerize | Imp       | Grat      |
| Imp       | Ochu      | Mesmerize | Tonberry  |
| SAM08G    | Tonberry  | SAM08G    |           |
|           |           | Tonberry  |           |
 \=============================================/

In case you're interested, the game went like this:

1) Opponent: Behemoth in C [5:5]
2) Player: Ochu in E [5:5]
3) Opponent: Grat in B, takes Ochu via Plus [4:6]
4) Player: Mesmerize in F, takes Behemoth and Ochu via Plus, combo's Grat
   [7:3]
5) Opponent: SAM08G in G [7:3]
6) Player: Armadodo in D, takes SAM08G via Plus [8:2]
7) Opponent: Imp in H, takes Ochu and SAM08G via Same, combo's Armadodo, Grat
   and Mesmerize [3:7]
8) Player: Tonberry in A, takes Grat via Basic [4:6]
9) Opponent: Gesper in I [4:6]

    _______
    --One--
    ¯¯¯¯¯¯¯
You can pick one card from your opponents hand.


                      / =============================== \
                    <            [08] Controls            >
                      \ =============================== /

%%%%%%%%%%%%%%%
==MENU SCREEN==
%%%%%%%%%%%%%%%

D-Pad/Left Stick - Move cursor, switch between screens in Magic Junction Menu
Right Stick      - N/A
Start            - N/A
Select           - N/A
Circle           - N/A
Cross            - Execute, open status windows in Status Menu
Square           - Open Limit Break screen in Status Screen
Triangle         - Cancel
L1               - Switch to character/GF to the left
R1               - Switch to character/GF to the right
L2               - N/A
R2               - N/A

%%%%%%%%%%%%%%%%
==FIELD SCREEN==
%%%%%%%%%%%%%%%%

D-Pad/Left Stick - Move
Right Stick      - N/A
Start            - Pause, access Vibration function
Select           - N/A
Circle           - Open menu screen
Cross            - Talk, execute commands
Square           - Talk, challenge to card game
Triangle         - Cancel, walk (when used in conjunction with D-Pad/Left
                   Stick)
L1               - N/A
R1               - N/A
L2               - N/A
R2               - N/A

%%%%%%%%%%%%%%%%%
==BATTLE SCREEN==
%%%%%%%%%%%%%%%%%

D-Pad/Left Stick - Move cursor, select commands
Right Stick      - N/A
Start            - Display help, pause, turn vibration on or off
Select           - Hold down to hide battle info
Circle           - Change to another active character
Cross            - Execute
Square           - Scroll status window, increase GF's power while Select is
                   held down (Only if GF has learnt "Boost" ability)
Triangle         - Cancel
L1               - Turn on or off the target window
R1               - Trigger Squall's Gunblade, Trigger Irvine's Rifle (When in
                   his Limit Break, "Shot")
L2               - Escape (Hold R2 simultaneously)
R2               - Escape (Hold L2 simultaneously)

%%%%%%%%%%%%%
==WORLD MAP==
%%%%%%%%%%%%%

D-Pad/Left Stick - Move
Right Stick      - Move vehicles forwards or backwards
Start            - Pause, access vibration function
Select           - Toggle world map display
Circle           - Open menu
Cross            - Get on or off vehicles
Square           - Move vehicle forwards
Triangle         - Move vehicle backwards
L1               - Turn camera angle anti-clockwise
R1               - Turn camera angle clockwise
L2               - N/A
R2               - Change Point of View

Note: To restart game without turning off the power, press L1, L2, R1, R2,
Select and Start buttons simultaneously.


                      / =============================== \
                    <          [09] Walkthrough           >
                      \ =============================== /

Before we begin, I'll make something clear. This walkthrough is about getting
the job done as easily as possible, not getting as high a SeeD ranking as
possible. As such, I'll be advising you to take your time on stuff, and not
rushing through everything. I feel that you can miss most of the good points
of the game by doing such, so I always take the more sedate pace. Keep this in
mind, and enjoy!

                               %%%%%%%%%%%%%%%%
                               =====DISC 1=====
                               ====BETRAYAL====
                               ======[09a]=====
                               %%%%%%%%%%%%%%%%


<--[09a.01] The Beginning (Balamb Garden)----------------------->

After the breathtaking intro FMV, we find the hero, Squall, on a bed in Balamb
Garden's infirmary. After talking to Dr. Kadowaki, she phones his instructor,
Quistis Trepe. After the brief discussion, follow her to the classroom on the
second floor. After her brief talk is over, talk to her once more and she'll
tell you that you need to take the Fire Cavern test before he can enter the
SeeD examinations. Return to his desk and use the console. This is VITAL to
the success of the Fire Cavern test since it means you get the two GFs,
Quezacotl and Shiva. You'll also be taken through a very boring tutorial on
how to use GFs. Now, go into your menu by pressing circle and select the GF
command. Now, select Learn for Quezacotl and tell it to learn Boost. Do the
same for Shiva and you're set to go. Just don't forget to junction them, OK?

Leave the classroom and as you make to leave the hallway, a young girl in
yellow will run into you. While Squall is supposed to be cold n' all, I tend
to be gentlemanly in my responses so offer to give her (Selphie) a tour around
Balamb Garden. Sneakily, this means you yourself get to learn your way around
at the same time. Before you take the elevator down, talk to the guy wearing
brown and he will give you seven Triple Triad cards. You can play a game
against him by pressing square if you want, but at this moment in time, it's
really not worth it.

Once you exit the elevator, Squall will take Selphie to the directory where
you'll see a map of Balamb Garden. The important places to note are the
library, training center and the dormitory. Here's a brief map of the Garden:

		 Dormitory

     Cafeteria	     |        Parking Lot
	        \    |      /
   Quad	--------- Elevator ---- Training Center
		   Lobby
     		/    |	    \
     Infirmary	     |	      Library

		Central Gate
		
Well, I've never been too good at this ASCII stuff =P

Anyway, in the Training Center, you get to fight lots of monsters, including
the fearsome T-Rexaur. At the moment, if you see one of them, you want to run.
FAST. In the Dormitory, you can save and rest, thus filling your health.

Now, Selphie leaves your party here so head for the library. head to the
library and check between the bookcases to find an Esuna draw point and the
Occult Fan #1 magazine. Head down through the Central Gate, but don't forget
to use the Cure draw point located by the fountain. Finally, you will find
Quistis waiting for you. Talk to her and you'll both leave Garden for now.

While you can go straight to the Fire Cavern and take the exam, I strongly
recommend you level up in the forest, and more importantly, make sure that
both Quezacotl and Shiva have learnt Boost.

At this point, it is important to explain just how Squall's gunblade works.
When you tell him to attack an enemy, he will rush towards them and swing his
blade downwards. Now, if you press R1 at the right time, about when it pauses
in its descent, the gunblade will fire and cause extra damage to the enemy.
Quite how it fires is unknown since it has no barrel, but I believe the
purpose is to make the blade VIBRATE while slicing the opponent, thus
increasing the size of the wound inflicted, and thus the damage.

Once you've at least learnt Boost for both GFs and stocked up on Blizzards
(from Fastitolocan's on the Rinaul Shores, just south east of Balamb Town),
head for the Fire Cavern (East of Balamb Garden). I find it easier to know
where I'm heading by using the flat view map which can be accessed by pressing
select once.


<--[09a.02] The Fire Cavern Test-------------------------------->

Talk to the two faculty members and they'll give you a choice of four
different times in which to pass the examination. While many people claim that
the lower the time limit you complete this section in, the higher your SeeD
rank, that's crap. In actual fact, it's how much time you have left when you
finish the test. As such, I recommend picking twenty minutes, which should be
more than enough; I'll tell you how to negate teh time gap at the end.

At this stage in the game, your characters levels aren't too important. This
is good since I run from almost all of the fights in the Fire Cavern. At the
junction of the three paths, the right one will take you to a Fire draw point,
the left to a dead end while going straight on will lead you towards the boss.

[%%%]BOSS: Ifrit[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Fire*, Cure*, Scan

First, you may have noticed I haven't given a health level for Ifrit. This is
because the amount of health a boss has is dependant upon their level, which
is in turn determined by the average level of the party. So, the higher a
level the party is, the more health the boss has! This is a fact that can be
easily exploited later on in the game when drawing spells from enemies.

Anyway, Ifrit is a Fire GF, and as such is weak against Ice. This is the key
to winning this fight quickly. Summon Shiva and here's where the fun begins;
you get to unleash the Boost technique, the best ability in the entire game!

To use it, when the beginning of the GF animation begins, hold down select and
a hand will appear in the bottom-right corner fo the screen, over a square,
with a number beside it. Now, as you hit square on the pad, the number will
increase, thus increasing the damage Shiva does upon your opponent. However,
beware! Every now and then, a red cross will appear on the hand. At first it
will flash and then turn solid. If you press square while the cross is solid,
the boost counter is reduced back to the base of 75!

You should only need to summon Shiva three times and have your second
character bombard Ifrit with Blizzards. The fight should take no longer than
four minutes at the most. And wow! You've got a new GF!

WIN: G-Returner (x4), Ifrit's Card, Ifrit (GF).
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

When you've defeated Ifrit, go through his short speech and then the
experience screen until you get to name him. At this point, put down the
controller and just walk away and do something else for a while. You see, the
timer carries on running through this screen, but you cannot get a game over
if it runs out here. Bearing in mind the less time you have left after this,
the higher your SeeD rank, this means you can end this section with 00:00 on
the clock easily!

Quistis will now give you another tutorial, this time about junctioning
elemental magic to your defence and attack. This is key to success later on in
the game.

As with Quezacotl and Shiva, make sure that you teach Ifrit Boost (as you
should for EVERY GF you can). Once you've done that, head back to Balamb
Garden.


<--[09a.03] Mission Briefing (Balamb Garden)-------------------->

At the gate, Quistis will elave your party and tell you to change into your
uniform. Head back to the dormitory and press X next to the bed, selecting the
second option. Don't forget to save before heading to the lobby.

Watch the tutorial about Zell's limit break (though I tend to ignore it for
the reason I mentioned in the Limit Break section) and then enjoy the dialogue
between Squall and Zell... or rather, the lack of it! Seifer turns up with his
compadrés, Raijin and Fujin, just beofre the headmaster, Cid Kramer arrives.
He'll give you a quick briefing, before the party leaves. head to the Parking
Lot and you'll get into a car there.

After a brief bit of discussion, you take control of the vehicle.

Square:     Forwards.
Triangle:   Backwards.
X/Cross:    Get in/out.
Circle:     Main Menu
R2:         Changes Point of View (POV)
Select:     World Map.

Follow the road until you drive into Balamb (south-east of the Garden). Board
the boat and you'll be on your way to Dollet. After Xu's briefing, you can
talk to any of the people here, but if you want to get your rank up, remember
to follow Seifer's orders to the letter. Once you disembark, equip Ifrit to
Squall and split Shiva and Quezacotl between Seifer and Zell. Also, exchange
all of Quistis' magic to Zell or Seifer (preferably the former since Seifer
will be mostly attacking physically since he also wields a gunblade and thus
does lots of damage that way).


<--[09a.04] The SeeD Examination (Dollet)----------------------->

Go up the steps and use the save point before continuing on. Seifer will run
ahead but not to worry, if you face a random fight, he will still be in your
party. While in the town, it isn't worth wasting magic on the G-soldiers, but
remember to stock up on their magic. Continue chasing Seifer until you reach a
fountain. Talk to Seifer and eventually, six G-soldiers will sneak through the
screen. Seifer orders you to follow them, and while Zell objects, Squall
agrees with him.

As you leave the city, the number of fights with G-soldiers will decrease as
you fight more and more monsters. As you reach a large set of stairs, talk to
the soldier who is crawling, and he'll be dragged into the bushes!

[%%%]BOSS: Anacondaur[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Fire*, Cure*, [Bio]

It's a giant smake that's feeling rather hungry. Considering how early on in
the game it is, and the fact that it isn't really a boss, the Anacondaur is
surprisingly tough, but it is weak against cold, so use/boost Shiva for all
you're worth.

You can also draw Cure from it so make sure to keep your health up for its
constrict move which is really punishing!

WIN: M-Stone Piece (x4)/Venom Fang (x2)
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Continue up to the Communications Tower and you'll find three G-soldiers.
They'll briefly discuss some monster that lives in it before heading inside.
Seifer will run off leaving you a member short. But not to fear! Selphie turns
up (Remember her? You showed her around Balamb Garden earlier) with a message
to deliver to Seifer. She'll join your party. Now, equip her with Quezacotl
and make sure to make her use it as much as possible for the moment; you're
definitely gonna need it soon.

You're given the choice of jumping from the cliff or continuing around the
path. I take the path myself so as to get more fights and thus level up my
characters while increasing my magic inventory (not to forget increasing
Selphie's compatability with Quezacotl). This will also count in your favour
when it comes to your SeeD ranking.

Inside the tower, use the draw point and then save the game. You MUST equip at
least one person with the item command, preferably two, and one with draw
before heading upwards in the lift. Personally, I think you can do without GFs
in this fight, so if you need to ditch a command, that's the one to go for.

Two Galbadian soldiers named Biggs and Wedge (Well, they had to be in the game
SOMEWHERE) are found on top and you're gonna have to fight them!

[%%%]BOSS: Biggs and Wedge[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: (Biggs) Fire*, Thunder*, Blizzard*, Esuna
      (Wedge) Fire*, Thunder*, Blizzard*, Cure*

At first, Biggs is on his own, so take this as an opportunity to stock up on
Esuna from him; it's a great spell to junction to your HP at this early stage.
Eventually, Wedge will turn up to assist Biggs, but ignore him and concentrate
on drawing your magic. Bear in mind that you do not have to attack these guys
at all to progress; just keep stocking up on Esuna until all hell breaks
loose!
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Elvoret[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Thunder*, Cure*, Double, Siren

Ye gawds! Not only is this thing as ugly as sin, it's incredibly tough! I got
thrashed the first time I fought Elvoret and have since learnt my lesson. The
key to defeating it is to use your Limit Breaks, especially Selphie's one.
Make sure you learn Full Cure as quickly as possible, while remembering to
draw Siren from Elvoret. If you don't, it'll be one hell of a long time until
you get a second chance to get one of the most useful GFs in the game.

Stock up on double from Elvoret and use it to cast cure on your allies when
necessary. This entire fight is a delicate balancing act of keeping your
health low enough to do limit breaks, but high enough to stop Dark Mist from
killing you (it does about 100 damage to each character)

WIN: Elixir (x2), Cottage (x2), G-Returner (x3), 1x Weapon Mon Mar
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Once you've defeated Elvoret, take the lift back down to the ground and use a
tent at the save point before saving. Equip Thunder to Squall's Elem-Atk-J and
give everyone the GF command once again, especially Selphie since you'll need
Quezacotl next. As you leave the Communications Tower, a large shape plummets
from the dizzy heights of the tower above...

[%%%]BOSS: X-ATM092[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Fire*, Blizzard*, Cure*, Protect

If you thought Elvoret was tough, you ain't seen nothing yet! Also known as
the Black Widow, this is one badass machine which will stop at nothing to
achieve its target... eliminating you!

While it is possible to defeat X-ATM092, you need to be at about level 20
which I'm quite sure you aren't. Since it's a robot, it's weak against Thunder
so pound it with that and Quezacotl, making sure to use Boost. When Zell says
so, hold down R2 and L2 to run away.
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Now we come to my favourite part of the game; the Black Widow gets up and
starts to chase you down! Now, if you follow the following instructions
carefully, you can avoid fighting it again. Trust me when I say that's highly
advisable!

» On the path you want to just run for it.
» At the top of the cliff, head straight left.
» On the steps, hold down triangle to just walk down them.
» On the bridge, keep running to the right until you hear it jump. Turn around
  and start running to the left. When it jumps again, start running to the
  right. Repeat the process until you exit the screen.
» Talk to the dog (Again!)
» RUN FOR IT! But take time to watch the car get trashed!
» And again, just run.
» This one is manic, but just keep going downwards as fast as possible.

Finally, watch the awesome CGI as Squall makes his dash across Lapin Beach!


<--[09a.05] Debrief, Disaster and Diablos! (Balamb Garden)------>

You arrive back in Balamb only for Seifer and his posse to steal your car.
Head to the hotel and stay the night for 100 gil, making sure to read the
Timber Maniacs on the table. Now, you can rent a car but it's not worth it.
Instead, leave Balamb and follow the path back to Garden.

Head to the lobby and the debriefing will begin. Talk to Cid and then leave by
the right. Talk to Seifer and then head for the elevator. An announcement will
come over the tannoy telling you to assemble outside the second floor
classroom. Once you get there, you will see several Cadets all waiting upon
their results. Just hang around until a faculty members arrives and says that
both Zell and Squall have passed.

You'll find yourself in Cid's office. Talk to him and he'll give you the
Battle Meter and then you get your full results in the Dollet Field exam. You
can now start taking the SeeD tests to raise your ranking, and thus your wage.
To do so, go to the classroom on the second floor and access the computer;
pick the SeeD Test option, and you'll have ten questions to answer, per level,
with each level representing a SeeD rank. The answers are as follows:

 /==============================================\
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
 >----------------------------------------------<
|    1  | Y | N | Y | Y | Y | N | N | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    2  | Y | N | Y | Y | Y | N | Y | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    3  | N | N | Y | N | Y | Y | Y | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    4  | N | Y | Y | Y | N | N | Y | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    5  | N | N | N | Y | Y | N | N | Y | Y | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    6  | Y | N | Y | Y | N | N | Y | Y | N | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    7  | Y | Y | Y | Y | Y | Y | N | Y | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    8  | N | Y | N | N | Y | Y | N | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|    9  | N | Y | N | N | N | N | N | N | Y | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   10  | Y | N | N | N | N | N | N | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   11  | Y | Y | N | Y | Y | N | Y | N | N | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   12  | N | Y | N | N | Y | N | Y | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   13  | Y | N | N | N | Y | N | N | N | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   14  | Y | Y | Y | Y | N | Y | Y | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   15  | Y | Y | N | N | N | N | N | Y | N | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   16  | Y | N | N | Y | N | Y | N | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   17  | Y | N | N | N | Y | N | N | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   18  | Y | N | N | N | Y | N | N | N | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   19  | Y | N | N | Y | N | N | N | N | N | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   20  | Y | Y | N | Y | N | Y | Y | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   21  | Y | Y | Y | Y | N | N | Y | Y | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   22  | N | N | N | Y | N | N | N | Y | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   23  | Y | N | N | N | N | Y | Y | Y | Y | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   24  | Y | Y | N | N | Y | Y | N | N | N | Y  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   25  | Y | N | Y | Y | Y | N | N | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   26  | Y | Y | N | Y | N | Y | N | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   27  | N | Y | N | N | N | N | Y | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   28  | Y | N | N | Y | Y | Y | N | Y | N | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   29  | N | N | N | Y | Y | N | N | N | Y | N  |
|-------|---|---|---|---|---|---|---|---|---|----|
|   30  | N | Y | N | N | N | N | Y | N | N | N  |
 \==============================================/

Leave Cid's office and head to the classroom where Seifer and co. will applaud
all who passed the examination. Finding yourself in the Dormitory, "use" the
bed and change into your formal uniform and then save the game. Talk to
Selphie or leave to find yourself...

...in a ballroom. Zell will try to talk to Squall and then so does Selphie.
Finally, a girl with black hair will start to talk to you and then drag Squall
out onto the dance floor. Not much of a mover is our Squall ^^

However, the girl will run off after the dance and Squall will end up on the
balcony. Quistis will meet you there and tell you to change back into your
normal clothes before meeting her at the Training Center. Exit and you'll be
in Squall's room. Change once more and then equip GFs on only Squall and
Quistis, making sure she has some magic. Head for the Training Center and find
Quistis there as she said she would be. She'll tell you how to defeat the
T-Rexaur before a Status Junctioning tutorial begins. Pay attention, this is
VERY important.

Go through the door on the right and follow the path around, making sure to
use the Blizzard draw point. Make you way through until you reach a screen
with a save point in. Walk into the brightened patch at the back and you'll
discover it's actually a door, leading to the secret place where lovers go to
be together... And Quistis brought Squall here for just what then? ^_~ *ahem*

Once the conversation is over, exit and use the save point. Follow the path
off to the left until you reach the screen with the three exits. You'll know
what I mean when you get there!

There's a gigantic wasp-like thingy and it's harassing some girl who looks
strangely familiar...

[%%%]BOSS: Granaldo, Raldo (x3[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: (Granaldo) Sleep, Blind, Shell
      (Raldo)   Fire*, Thunder*, Protect

This fight is incredibly easy; draw/cast Sleep from the Granaldo, ONTO the
Granaldo, thus putting it to sleep. Use one GF to kill off the Raldo's and put
the Granaldo back to sleep again. Then, start stocking up on Sleep, Blind and
Shell. They'll be very useful in the future.

WIN: Wizard Stones (x16)
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

From nowhere, two men dressed in white appear and lead the girl to safety.
Exit the Training Center and head back to the dormitory where Zell will tell
you that you've been moved to a new room.

When you wake up, you're told to get to the Central Gate ASAP so it's time to
haul ass, but AFTER taking the Weapon Mon Apr from the desk. Cid arrives
shortly after Zell gets his T-board confiscated and tells you that you've got
a mission in Timber, and gives you the password you'll need:

THEM: "The forests of Timber have changed."
YOU:  "But owls are still around."

Talk to Cid again and he'll give you the Magical Lamp. Head back inside Garden
and talk to the girl with the ponytail again, with Zell in the party. Zell
will ask about a book he's been waiting for, "Goodbye Pupurun."  Exit from
Garden and save straight away. Make sure that everyone has full health and
that they're all fully junctioned. Now, use the Magical Lamp!

[%%%]BOSS: Diablos[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Demi, Cure*

Now, at low levels, this fight is tough, but not impossible. First, keep
draw/casting Demi on Diablos. You'll need to hit at least three times. Then,
start attacking it. If your health ever gets low, cast Demi on Diablos and
it'll counter by casting Curaga on you... no, really. It is THAT stupid!

WIN: G-Returner (x8), Diablos' Card, Diablos (GF).
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

First thing to do is set Diablos to start learning Mug. It's another one of
those truly amazing abilities, and Diablos is one of only TWO GFs who have it.
It'll take a while to learn but it's definitely worth it, especially if you
want to get the ultimate weapons later on.

Head into Balamb Town and stock up on Phoenix Downs before taking the train to
Timber. Onboard, Zell will talk to Squall and Selphie before they go into the
main corridor. Follow them and talk to Zell and then Selphie. Follow Zell into
the room and talk to him to get the Pet Pals Vol. 1. Talk to him again and
pick any option; Selphie will enter and then pass out, quickly followed by
Zell and finally Squall as well...


<--[09a.06] Dreaming of Deling (Deling City)-------------------->

Three rather peculiar looking fellows seem to have replaced your party members
and they go by the names of Laguna, Ward and Kiros. Note that Laguna has all
of Squall's GFs, Magic and commands, Ward has all of Zell's and Kiros will
have all of Selphie's, BUT you only have 3000 gil! Don't worry, you'll get
your money back later =P

Follow the path to the north-east and use the Cure draw ooint. Just keep
following the path, making sure to use the Water draw point, before getting
into the truck and driving off.

You arrive in Deling City and dump the truck. Head south-east and follow the
path until you find a hotel. Pay 100 gil to spend the night and then head
downstairs to the bar, Talk to the waitress and a woman dressed in red will
appear and start to play the piano. Once you get control of Laguna, walk up to
her and try to talk. Unfortunately, Mr. Laguna here ain't all too suave...
CRAMP! RUN AWAY!!!

However, the woman (Julia as you should by now know) approaches Laguna and
they start to talk. When she leaves, go upstairs and talk to the man at the
counter, picking the first option. Laguna and Julia talk and then the screen
fades to black...


<--[09a.07] Liberation of Hope (Timber)------------------------->

After Squall and co. wake up, they have a brief discussion about the "dream",
before they arrive in Timber. Talk to the guy in front of the pet shop and
he'll say "The forests of Timber have changed." Sound familiar? Yup, he's
your contact to get into the Timber Owls! Reply with "But owls are still
around," and you'll be accepted and taken aboard their train base.

Talk to Zone and Watts and then take the stairs up. Follow the corridor all
the way along and enter the room at the end, where you'll find the "Princess."
It's none other than the girl Squall danced with at the party!

She (Rinoa) hugs Squall and they have a chat where you'll have a tutorial
about Rinoa's limit breaks and are given the chance to name her dog. When she
leaves, follow her back to where Zone and Watts were when you came in. A brief
discussion will take place and then you'll be taken to the briefing room where
you're told about the plan to assassinate President Vinzer Deling.

Once that's done, talk to Zone and pick the first option. Now, head back to
Rinoa's room and take the Pet Pals Vol. 2 from the couch. Go back into the
main corridor and enter the next room down and use the save point. Find Watts
and play a card game against him to try and win the Angelo card, before
talking to him and picking the second option...

                                (**MINI-GAME**)

                         Circle   - 1. L1   - Look left.
                         Cross    - 2. R1   - Look right.
                         Square   - 3. Up   - Go up.
                         Triangle - 4. Down - Go down.

Now, if you're not too concerned with your SeeD ranking (which you really
needn't be; you can take the tests to go up the rankings later anyway) this
mini-game is incredibly easy. You've got infinite time DESPITE there being a
counter. Simply zip down the rope and enter the codes Rinoa gives you. The
first set can be done without going back up, but the second set is far harder.
Stick in the first two codes and head back up. Wait for a few seconds and head
back down to input the last three codes. There; that was easy, wasn't it?

                           (**MINI-GAME FINISHED**)

Junction Fire to Elem-Atk-J and make sure at least one character has the Item
command equipped (I'd replace GF with it, NOT Draw, but make sure it's not the
character who has Ifrit junctioned) before heading back to the save point. Use
it and return to talk to Watts; pick the second option and you'll find
yourself in the President's Car. Rinoa goes to talk to him, but it's a fake!

[%%%]BOSS: Fake President/Gerogero[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: (Fake President) Cure
      (Gerogero)       Esuna, Double, Berserk, Zombie

The Fake President is incredibly weak and useless, so don't waste any magic on
him. In fact, I'd recommend making sure every character has 100x Cure by
drawing as many as you can from it. Once you've maxed that out, beat it into
its second form.

Now, since the Gerogero is an undead monster, it's weak against fire, but more
importantly, it can be killed instantly by using a Phoenix Down on it!
However, I'd recommend stocking up on Esuna and Double at first, especially
the former since it's pretty good junctioned to HP-J. Once you've done that,
you can either chuck a Phoenix Down at it or pummel it with Ifrit and attacks.

WIN: Zombie Powder (x8)
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

You regroup in the briefing room; talk to Rinoa and you'll get to see your
contract. I swear, I was screaming "TEAR IT UP!" at Squall, coz' Rinoa was
annoying me that much!

Anyway, Watts comes up with some new info, saying that President Deling is
going to make a broadcast live on television, the first one for over a decade.
To top it off, he's going to be making it from Timber! Save the game and talk
to Watts and say "...OK."


<--[09a.08] Unveiled Threat (Timber)---------------------------->

Once you get off the train and watch Watts go running after it, go into the
Pet Shop and buy Pet Pals Vol. 3 and 4. Now, talk to the old lady in the booth
and select all of the options. You'll see why later. Now exit via the bottom-
right and watch the sequence on the bridge. Exit and then go south. Approach
the guards and Rinoa will insist you stop the G-soldiers from attacking the
Timber guards. You'll get two potions and four AP as a reward. Head back to
the train station and exit by the right (It's below the platform you got off
the Timber Owl's train onto).

Go into the Timber Maniacs building and search all the stacks of magazines to
find the naughty magazine "Girl Next Door." Go into the room on the left and
there's a draw point hidden behind the desk from which you can get Blizzaga.
Back in the main room, head straight up through the doors and go to the right
side to find another copy of Timber Maniacs.

Leave the Timber Maniacs building and head to the right. Go down the stairs
and fight the two G-soldiers to get a Buel card and then use the Cure draw
point. Go into the pub and talk to the drunkard, selecting the second option.
He'll give you a Tonberry card and then the owner will move him out of the way
of the door. Exit through it and use the draw point to get some Scan spells
and then save.

Head left and then up the winding stairs to the giant monitor. Rinoa throws a
hissy fit and storms off regardless of what you say to her. Suddenly, the
monitor flickers on and the broadcast begins. Vinzer Deling announces that
their new ambassador is Sorceress Edea and that they seek to make peace with
the rest of the world. However, Seifer barrels on screen, knocking the camera
over and he takes Vinzer Deling hostage. Quistis storms in and calls to Squall
to hurry to the TV station.

Follow the path all the way along and you'll quickly arrive there. Zell blurts
out that they're from Garden and then Seifer drags Deling from the room. As
Quistis runs after them, follow her.

We find Seifer backing away, still holding his gunblade to Vinzer Deling's
neck as a mysterious woman walks through a wall behind him. She talks to
Seifer and he drops the President. Quistis comes running in but the woman uses
some magic to send her flying backwards. As Squall and his party arrive, the
woman and Seifer walk through the wall. Was that Sorceress Edea?

Deciding that they need to hide quickly, Quistis and Rinoa will run off.
Follow them to the house next to the Timber Maniacs building. They hold a
conversation about Seifer but the Galbadians arrive! Upstairs, talk to Quistis
twice and go back downstairs. Try to leave and after Squall decides they
should go to Galbadia Garden, the lady gives him an Antidote, Phoenix Down,
Potion, Remedy and a Soft. Outside, head to the right and take the tickets
from Zone (who's dressed up like an old man).

Exit via the right again and go up the steps. Enter the house and talk to the
old man, choosing the second option, "Yeah, kind of..." Use the basin to the
left and you'll be fully healed; this is the Owl's Tear that the old woman in
the booth was talking about. You can't use it twice in the same visit to the
house. Also, you can repeatedly search the cupboard to steal 500 gil, but
afterwards, you can't "get" the Owl's Tear anymore. Leave the house, go across
the bridge and head downwards to where Quistis is standing if she isn't in
your party. Talk to her and you'll all get onboard the train.

Onboard, talk to everyone, saving Zell for last. Pick the first option and the
train journey will end. On the world map, head west into the forest where
Squall, Selphie and Quistis pass out...


<--[09a.09] Entry and Escape! (Centra)-------------------------->

Yup, Laguna and co. are back! After the brief conversation check your
junctions. You'll end up on a walkway; use the Sleep draw point and get ready
to fight a bunch of Esthar Soldiers. Once you've wiped the floor with them,
junction Thunder* to Elem-Atk-J since most of the enemies for this section are
mechanical. Hopefully by this point, you'll be able to draw mid-level spells,
so if you can, make sure to stock up on 'em!

Head on up the walkway and carry on the path, not taking the one on the right.
You'll be at a three-way junction; take the right to get Confuse from a draw
point and then down the middle path to reach a ladder. Head down it and go
through the reactor room, to a room with three trapdoors. Tamper with the
second but don't wak back over it since you'll set it off. Follow the path
along to a huge pipe, and in the bottom right, you should be able to find an
old key... which Laguna will then proceed to lose through a hole in his
pocket. Walk up the next two screens until you reach a room with a boulder to
the right and a grey thingy on the floor. Use the "thingy" and select the
second option, and then the first option, thus detonating a few explosives,
including the boulder in that room. Head upwards to find a long, metal bridge;
walk all the way round, and you'll reach a long, curving room. Examine the
boulder to push it, thus uncovering a Cure draw point. Exit from the south-
east and you'll find that you're back in the room where Laguna lost the key.

It's important to note that around this area you can find both Gespers and
Elastoids, from which you can get Black Holes and Laser Cannons. These in turn
can teach Quistis Degenerator and Homing Laser respectively; the former being
incredibly useful in fights later on.

Go back up a screen and then exit via the right; follow the path along until
you find yourself at a cliff edge. You'll have to fight some Esthar soldiers
(the more advanced ones) and once defeated, one of them will cast Soul Crush,
thus reducing Ward's and Kiros' health to 1.

Now, it is possible to actually only have to fight one party of Esthar
soldiers, or a total of five, depending upon what you did inside the site:

1) Tamper with the trap door.
2) Detonate the rock farthest from the detonator.
3) Detonate the rock nearest the detonator.
4) Push the rock to reveal the hidden draw point.

Spotting a boat below, Laguna decides it's their only way to escape, and thus
pushes Kiros and Ward off the cliff edge before stumbling off himself...


<--[09a.10] Garden Hopping (Galbadia Garden)-------------------->

Since Quistis and Zell were the ones who took Kiros and Ward's place in the
dream world, they now have one health each, so it's recommended to use a tent
now. Have you taught Mug to Diablos yet? If not, I'd recommend doing so as
quickly as possible. If you do, junction Thunder to Elem-Def-J and run around
in the forest. You want to Mug Wendigos to get Steel Pipes which you'll need
to remodel Squall's Revolver to the Shear Trigger, thus teaching him the Fated
Circle limit break. You need Thunder junctioned to Elem-Def-J because you'll
probably fight a fair few Cockatrices and Grendels in there, which have very
strong Thunder attacks.

Once you have enough Steel Pipes, head into Galbadia Garden which should be
visible from the other side of the forest. At the central gate, Quistis will
leave your party to go and find the headmaster of G-Garden. Upon entering the
main hall, an announcement will come over the tannoy for you to head to the
reception room on the second floor, but we'll ignore that for now. There's a
Haste draw point in the bright light at the center of the hall, so use that.
Take the right path and then the left door. You can't get at the draw point on
the ice hockey pitch so head to the left and use the door there. In the locker
room you should find another draw pointm this time Life. Head back to the main
hall and take the path upwards. Keep heading that way until you reach an
athletics track; use the Shell draw point here and return to the screen with
the stairs. Head upwards and take the right path. Follow the circular path
around to the Auditorium, where you'll find a hidden Double draw point by the
podium. Now, head back to the top of the stairs and talk to the guard; he'll
let you into the room.

A brief scene will follow; talk to Zell and then try to leave. After talking
to Quistis, talk to Rinoa and then Selphie, before Squall storms out of the
room. Head down to the main hall and you'll bump into Fujin and Raijin; once
you're done talking to them, head for the central gate. You'll find Quistis
there; talk to her and then Rinoa when she arrives. Martine will then turn up
and brief you on the mission that you've just been given; to assassinate the
Sorceress! However, you need a sniper to do the job and none of your team fit
that description, so Martine introduces sharpshooter Irvine Kinneas, your
newest party member.

You'll need to make up a party now and Irvine knows what he wants... pick the
option "That's no good..." to get a tutorial about the Switch Member/Junction
commands. Once you've picked your party, head to the northwest from Galbadia
Garden to Far East Galbadia Station. Talk to the train attendant and fork over
3000 gil. The second party will join you on the train, with Irvine hitting on
all the girls. As usual, Selphie will head off to her singing spot, this time
followed by Irvine. Go after them and you'll have a short sequence. Talk to
Selphie and head back to the entrance chamber for one last talk before you
arrive in Deling City.


<--[09a.11] Tomb of the Unknown King (Deling City)-------------->

I find it's incredibly easy to get lost in Deling City on your first visit,
but there have been a few changes since Laguna was here, most notably in the
introduction of the bus service system. All around the city you'll find bus
attendants at bus stops; if you talk to them while a bus is parked next to
them, they'll let you on the bus. Even more important is the fact that it's
free, and saves you a lot of time.

Head up the escalator and a short sequence will occur. If Rinoa is in your
party, she sure seems to know a lot about Deling City... Head north to a
fountain and you should be able to see a bus attendant (they all wear green).
Talk to him when the bus arrives and choose the first option to get onboard
it. It'll take you to just outside General Caraway's Mansion. Follow the
onscreen instructions to get off the bus. Now, head across the street and exit
via the left. Use the draw point to get Thundara and continue to the left to
the gateway. Head down from there and you should be at a screen where there
are three bus stops. Exit to the left to find the shopping arcade. Find the
Junk Shop and remodel Squall's Revolver to the Shear Trigger, and stock up on
any items you feel you need. You may also want to find the Hotel, and spend
the night there, so that you can find another Timber Maniacs issue.

Head back the way you came to just outside General Caraway's Mansion, and this
time talk to the soldier on the right side of the screen. He tells you that to
get in, you need to get the password from the Tomb of the Unknown King. After
giving you a map, choose the fifth option to be escorted to the Rent-A-Car
shop. The choice is up to you, but renting a car should make the trip a lot
easier, but you will need to stock up on certain spells which means walking is
worth it as well.

The Tomb of the Unknown King is found to the northeast of Deling City on a
peninsula. On the way, you should fight at least a few Thrustaevis; you need
to draw at least twenty Floats from them; stock up on Aeros if you can get
them as well.

At the tomb, you will see two female Galbadia Garden cadets running like hell.
They'll drop a very useful hint about using the Float spell... Use the save
point and the Protect draw point before venturing inside. Head straight up and
you'll see a gunblade lying on the floor. Examine it to get the password you
need, but you're not done here yet! Just as a note, the password is different
for every game so I can't just give it to you here so you can skip this
section. You shouldn't want to anyway because there's a very valuable prize at
the end of it...

Now, here's a simple rule of thumb for navigating your way around the Tomb of
the Unknown King. If you can, turn right. If you can't, go straight on. This
will take you to the four corners which are the key points of the maze. Also,
you'll want to be stocking up on Shell and Protect from the monsters here.
Your first stop will be the easternmost part of the maze. Here you'll find a
giant statue; take this opportunity to junction Aero to your Elem-Atk-J, and
then approach the statue, upon which it comes to life!

[%%%]BOSS: Sacred[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Shell, Protect, Berserk, Life

If you cast Scan upon Sacred, you'll notice the description says that it
"Recovers by power of the earth." Remember what the two girls mentioned?
Float. Simply cast it on Sacred and he'll take off into the air, thus
breaking his link with the floor, and ending his regen cycle.

Now, I found this fight really easy coz' I'd been spending lots of time
drawing spells from enemies, so I had as much as I could junctioned to my
stats. This is a brilliant opportunity to stock up on Life spells, so make the
most of it, as well as getting however many more Shell and Protect spells you
need.

Once you've finished stocking up on magic, just pound him to the ground with
your Aero-enhanced weapons. If you need to use GFs, I recomend you stick with
just Diablos

WIN: G-Hi-Potion (x8)
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

After he's defeated, Sacred will scarper. Don't worry about it for now, you've
still got some more things to do in here. Follow the rule of thumb once more
to end up at the northernmost part of the maze. Examine the right-hand side of
the chain to undam the water, and draw some more Float from the draw point.

Again, follow the rule of thumb and you'll end up at the westernmost part of
the maze. Use the gears and then, if you have Siren's Move-Find equipped, use
the hidden draw point to get some Cura.

For the final time, use the rule of thumb to get out of the Tomb of the
Unknown King. Now, I'm sure you'll be asking yourself: Why did I do that stuff
with the chain and gears if I'm going to leave right now? The answer is,
you're not leaving. Use a tent on the savepoint and then save before heading
back inside. This time, ignore the rule of thumb and keep heading up until you
find Sacred again, but this time, he's brought a friend... or rather, his big
brother. No, really... the little one is older than the big one.

[%%%]BOSS: Sacred and Minotaur[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: (Sacred)   Shell, Protect, Berserk, Life
      (Minotaur) Shell, Berserk, Protect, Double

Once you're done stocking up on spells, especially Double if you haven't
already done so, cast float onto Minotaur, the short one. Ignore Sacred for
the moment; it doesn't matter if he gets healed, because he's not gonna get
attacked yet. Concentrate your physical attacks onto Minotaur until he's
defeated, making sure to keep the Float up on him.

Once he's down, switch to Sacred, and repeat the tactic. Sacred will attack
more frequently with Minotaur down, but that's just fine; keep your party
healed up, except for Squall. When he's in critical, let loose with Renzokuken
to finish off this fight. If Squall gets killed, just draw/cast life onto him.

If Selphie is in your party and has learnt Full-Cure in her Slot limit break,
and EVERYONE'S health is low, have her use it and switch to GFs for Squall
once more. Following thse tactics, the fight shouldn't be too hard...

WIN: G-Returner (x8), G-Hi-Potion (x8), Sacred's Card, Brothers (GF).
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

You'll receive Minotaur's card from the Unknown King and then you can leave
the Tomb at last.


<--[09a.12] When the Poop Hits The Fan (Deling City)------------>

As you may guess from the title I've given this section, all hell is going to
break loose. Head back to Deling City and make your way to Caraway's Mansion
once more. Talk to the soldier and pick the first option. Now, it's important
to note that you must put the three digit code in BACKWARDS. If the code was
123, then you need to enter it as 321. Once you give him the right password,
he'll let you in. Use the savepoint by the entrance and then enter.

Talk to Rinoa and she'll talk about General Caraway in a very familiar way...
Caraway will eventually enter the room. He'll brief you on the mission, but
insists that his daughter, Rinoa, cannot be allowed to participate in it.
Next, he will give you a guided tour of sorts; showing you around the places
that are vital to the success of the assassination attempt to be made on the
Sorceress.

Once you gain control of Quistis, exit the area and you'll bump into Rinoa,
upon which, Quistis lets rip. GO QUISTY, GO!

Back to Squall; follow Caraway to the Presidential Residence and then exit via
the left.

Quistis once more; she'll want to apologise to Rinoa. Head back to the mansion
via the quick path (the one with the Thundara draw point on).

Rinoa: Daddy dearest tries to lock her in the briefing room, but she escapes
and sets off to use the Odine Bangle on Edea...

Back to Quistis; once they reach the briefing room, the door locks shut behind
them, with the time running out! Oh crap!

You should now gain control of Rinoa. Use the savepoint and then examine the
manhole and opt to go inside. Keep heading left until you find the Weapon Mon
May, and then return. Now, climb up the crates by using the X button. Head
left once you reach the ledge and use the ladder on the next screen. Climb
onto the final section of roofing and Rinoa will find herself inside. Walk to
the chair and... well, I'm not gonna spoil it. Just sit back and watch!

We come back to Quistis and co. once more. Examine the painting on the wall
and you can see the statue has a glass in its hand. Walk to the cabinet on the
left and take a glass. Now, it's very hard to see, but in the very top-left
part of the room is a seperate section, in which is a statue which looks
remarkably like the one in the painting. Put the glass in the statues hand and
it will reveal a secret door!

Enter it and then go down the ladder, making sure to equip Quistis and co.
with GFs and whatnot. Walk onto the wooden platform next to the waterwheel and
press X to climb over it. Head upwards and you will be greeted with a FMV of
the parade beginning...

Controlling Squall once more, follow Irvine into the Presidential Residence.
Equip them both with GFs and magic. Simply follow the route you took as Rinoa
(except skipping the manhole). Head towards the building when on the rooftop
and you'll see Vinzer Deling's corpse. Head into the building, taking note of
the hatch in the floor. Continue on and you'll find Rinoa about to be attacked
by the monsters Edea created!

[%%%]BOSS: Iguion (x2)[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Cure*, Esuna, Break, Carbuncle

This fight is woefully easy, simply because it's most devestating attack,
Magma Breath, which casts gradual petrify upon one of your characters, can be
undone by draw/casting an Esuna from them!

First thing you need to do is draw Carbuncle; this GF is vital for the next
boss fight. You need to use Brothers nigh-on constantly since these guys are
weak against earth damage, but don't use Ifrit since they can't be damaged
with fire.

Stock up on Cure* and Esuna while pummelling the two Iguions and this fight
should be incredibly profitable for you.

WIN: G-Returner (x8)
MUG: G-Returner (x6)
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Head back to the room with the hatch and use it to get to the firing point.
Examine the sniper rifle to the left of the entrance and you'll have a short
sequence, where Irvine reveals at the end that's he's scared. Just what we
need...

We switch to Quistis and co. for the last time. Junction them up with GFs and
magic before heading into what is every FFVIII FAQqer's nightmare...

Move forward and open the gate in front of you, and then head to the upper-
left corner, opening that gate. Walk to the ladder on the wall and you'll
knock it down, forming a bridge across the water. Cross it and follow the path
to find an Esuna draw point. Double back to across the ladder and then head
left, through the next gate. Continue on 'til the next bridge; cross it and
then leave via the gate on the right. Go across the bridge and leave by the
top-left to get to the Zombie draw point, before going back to the bridge and
examining the waterwheel. Head right and examine the next waterwheel,
clambering over it as before, and then head down. Examine this waterwheel and
then down once more, to yet another waterwheel before going down once more.
You can knock the ladder down and cross it to get to a save point, but there's
another one a few screens away so I suggest not bothering. Instead, head right
and examine the final waterwheel; clamber over it and then follow the path.

The Cliff Notes version for that section is as follows, since it's a bugger to
navigate:

» Forward; open gate
» Upper-left corner, open gate
» Touch ladder, knock down to form bridge
» Cross and follow path to Esuna draw point
» Retrace back to ladder and then left
» Through next gate
» Forward, cross next bridge; gate on right
» See Zombie draw point; reach via next screen
» Examine waterwheel
» Go right, examine waterwheel
» Down, examine waterwheel
» Down, examine waterwheel
» Down
» Knock down ladder and cross it
» Use save point and return back across ladder
» Head right, examine waterwheel
» Follow path

Use the savepoint and climb up the ladder. You'll find yourself inside the
Gateway. Get back on the ladder and climb up once more. Walk to the window and
after a few seconds, the clock will hit 20:00. Push the switch to the left of
the ladder and this section will be done and dusted...

We come back to Squall and Irvine, with the latter still afraid. Squall
succeeds in convincing Irvine to take the shot and the aim is good, but Edea's
magic stops the bullet, meaning Squall has to take her out himself...

[%%%]BOSS: Seifer[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Fire*, Cure*, Life

This fight is pathetically easy, despite having to fight it with only Squall.
One boosted GF ought to be enough to do away with Seifer, but I wouldn't
recommend it. Instead, just leech plenty of Fira, Cura and Life, while
draw/casting Cura on yourself if you need it.
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

So, Seifer is down, leaving only Edea to go. Luckily, Rinoa and Irvine show up
to help out; trust me when I say Squall would get slaughtered on his own...

[%%%]BOSS: Edea[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: Cure*, Dispel, Life, Double

First thing first, summon Carbuncle. If you don't, Edea is going to beat you
about the place so easily. Instead, to counter Carbuncle, Edea will cast
Dispel on all three characters. By the time she's done that, you ought to have
summoned Carbuncle again. Meanwhile, your other two characters should just
pummel the crap out of the Sorceress!

If you didn't get Carbuncle from the Iguion's, or simply forgot to junction
it, you're in a lot of trouble. Her attacks will do about 300+ damage on each
casting, which means you're gonna be in a whole world of pain. Draw/cast
Double on at least one person and use them as a healer while the other two use
either limits or GFs. Normal attacks won't really cut it unless your party is
inhumanly strong at this point, which I severely doubt.

MUG: Elixir
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

When her HP hits 0, the fight is over, but the trouble has only just begun.
For one, Edea most definitely looks like she's still alive and that gigantic
shard of ice she just threw at Squall... well it looks sharp. And having it
stick out of his chest like that? Gotta be painful. The world fades to
black...


                               %%%%%%%%%%%%%%%%
                               =====DISC 2=====
                               ===LIBERATION===
                               ======[09b]=====
                               %%%%%%%%%%%%%%%%


<--[09b.1] The Winhill Connection (Winhill)--------------------->

Want to know what happened to Squall and co. next? TOUGH! We're with Laguna
once more, but there's no sign of Kiros or Ward. Instead, you'll find that
Laguna is talking to a little girl called Ellone. When the dialogue finishes,
check the cupboard to find a Curaga drawpoint, and then head downstairs. Talk
to Ellone again and head for the pub, after checking your junctions. In the
main town screen, it's located below Laguna's house. Talk to the woman in
yellow, Raine, and she'll tell you that you have a visitor. Kiros! But where's
Ward?

Have a natter with your old buddy and when you're done, pick the fourth option
for Kiros to join your party. Now you need to go on Laguna's daily patrol so
junction up Kiros and get ready to rock! Junctioning Blizzard to Elem-Atk-J
will help, but it's hardly necessary.Leave the pub and head to the south-east
of the main town screen, down the stairs to find a Dispel draw point. Now exit
the screen via the south-west, across the bridge. Exit south and you'll find
yourself outside a flower shop. Draw Drain from the Draw Point and exit via the
East, since you can't get back this way later. by the truck is a hidden draw
point (Reflect), so make sure to use it. Head down the slope and then exit via
the west. You can sleep in the hotel for free, or buy stuff from the shop,
which I'd recommend doing. You have 3000 gil to blow, none of which will make a
difference to the amount you have in Squall's world. Once you get to the very
bottom of this screen, your patrol will be over!

Head all the way north, not going back the way you came. Go back to the pub and
to the second floor where a sequence will occur. Once it's finished, talk to
Ellone for another one, and then head back to Laguna's house. Save the game and
then go to sleep...


<--[09b.2] Jailhouse Rock (Galbadia D-District Prison)---------->

You'll find yourself in control of Zell; talk to everyone, saving Rinoa for
last. Heading over to Squall, he's in a portable cell and is taken up to the
thirteenth floor. Back to Zell and co., three guards will enter the cell and
beat the crap out of Zell, before they release Rinoa.

With Squall once more, Seifer enters the cell and beats up on his one-time
compadre, before two Moombas come to take him away, to be tortured. Seifer
keeps asking Squall about the true purpose of SeeD, but he doesn't know the
answer...

Back to Zell again, Selphie is trying to heal him with Cure spells, but it's
just not working. Apparently the place has an anti-magic field up and running.
A Moomba will enter, being harassed by one of the guards. You're given a choice
to either help it, or do nothing; choosing the former strikes me as the better
option.

Either way, you're taken back to Squall. You can choose between sacrificing
yourself, or saving your own backside. Choose the first option and the world
fades to black...

Controlling Zell again, talk to Quistis and once Zell beats up the guards, the
Moomba will tag along. Leave the cell and head up a floor. Walk up to the two
guards and you'll have to fight them; draw-cast Sleep and then stock up on
magic, before finishing them off with GFs. A quick bit of plot moving with
Squall, and then general silliness once the prisoners get their weapons back.
In come our favourite Galbadian soldiers; Biggs and Wedge! It's time to kick
their arse again!

[%%%]BOSS: Biggs and Wedge[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: (Biggs) Cure*, Haste, Slow, Regen
      (Wedge) Fire*, Shell, Protect, Reflect

Use the sleep you stocked up on from the two guards, preferably junctioned to
ST-Atk-J, and then draw loads of Regen from Biggs and Reflect from Wedge. Once
you've stocked enough, GF them to finish the fight.

MUG: Regen Ring <Biggs>, Strength Love <Wedge>
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

After leaving your cell, I'd recommend going all the way to the bottom and back
up to a) get all the treasure around the place, b) get loads of nifty spells
drawn, and c) to gain more AP for your GFs. On each floor there are two doors;
some will be locked, others not. Here's a list of what can be found:

 \=============================================/
  | Floor | Left room            | Right room |
 /======================================================\
| 1st     | Save Point (Hidden)  | Combat King 001       |
|---------|----------------------|-----------------------|
| 2nd     | 1x Pet Nametag       | 1x Str Up             |
|---------|----------------------|-----------------------|
| 3rd     | Locked               | 1x Pet House          |
|---------|----------------------|-----------------------|
| 4th     | 1x Tent              | Locked                |
|---------|----------------------|-----------------------|
| 5th     | Locked               | Card Player, 500 gil  |
|---------|----------------------|-----------------------|
| 6th     | Locked               | Locked                |
|---------|----------------------|-----------------------|
| 7th     | Your Cell            | Locked                |
|---------|----------------------|-----------------------|
| 8th     | Shop                 | Locked                |
|---------|----------------------|-----------------------|
| 9th     | Locked               | Draw Point - Berserk  |
|---------|----------------------|-----------------------|
| 10th    | Save Point           | Card Player, 300 gil  |
|---------|----------------------|-----------------------|
| 11th    | Card Player, 200 gil | Draw Point - Thundaga |
|---------|----------------------|-----------------------|
| 12th    | Locked               | Locked                |
 \======================================================/

In addition to that, there is a save point on the sixth floor, and the card
player on the 10th floor will add to your Battle Meter if you defeat him.

When you've finished raiding the D-District Prison, it's time to bust outta
there! Head up to the thirteenth floor, where you'll find a different layout.
Walk into the room all the Moomba's are standing outside of, and you'll find
Squall!

After a bit of talk, with the other charaters, talk to the Moomba's and pick
the floors you want them to create shortcuts on, but don't pick any below the
fifth floor or above the twelfth. Exit the torture room for more talking. Zell
runs off to operate the crane as Squall, Selphie and Quistis get in the cell.
Press X at the keyboard to get lowered down and head through to the next room.
Go to the end of the corridor and press X again to discover you can't get out
this way. As gunfire sounds out, the party realise that Zell is no longer with
them...

In control of Zell, you'll find yourself being chased so run around the curve
as quickly as possible to avoid getting dragged into a fight. When you get off
that screen, Zell's knocked to his knees by another guard, only to be saved by
a kamikaze Squall!

All hell breaks loose, but after a while, Rinoa and Irvine show up. Split the
group into two parties of three, and take the first party up to the thirteenth
floor and then the second party down to the fourth.

Back once more to Squall's party, the first one, and you'll find two Moomba's.
Talk to them to get a Rename Card and a Cottage before taking the south stairs
to the fourteenth floor. Head through the chambers until you reach the control
room. Here you'll want to check your junctions and stick your thunder variants
on your Elem-Atk-J. Exit and you'll find yourself outside. After a brief bit
of conversation, the boss of this section approaches:

[%%%]BOSS: Elite Soldier, GIM-52A (x2)[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
DRAW: (Elite Soldier) Fira*, Thundara*, Blizzara*, Scan => [Dispel]
      (GIM-52A)       Haste, Slow, [Dispel], [Stop]

Straight away, beat up the Elite Soldier to stop him from casting Aura on the
GIM-52A's, then keep summoning Quezacotl while attacking the bots with thunder
spells junctioned to ST-Atk-J or alternatively casting your thunder
derivatives. The fight really shouldn't take too long at all.

WIN: Screws (x8)
MUG: Tent <Elite Soldier>, Missile (x4) <GIM-52A>
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

A message will come from Irvine and Squall's party will be back in the control
room. Head back outside and as the bridge starts to collapse, just peg it
across. When the D-District Prison finishes sinking into the ground, the group
will reconvene and take the two vehicles to a rocky outcrop.

Once you regain control of Squall, draw Aero from the drawpoint and then talk
to Selphie. Missiles will launch from the Galbadian Missile Base, heading for
Trabia Garden, and you'll have to split the party into two groups of three;
Squall leading one to warn Cid of the threat, while Selphie takes command of
the other to try and decommission Edea's arsenal. I recommend taking Irvine
and Quistis with Selphie, leaving Zell and Rinoa with Squall.

With Squall's party, sneak past the guards and board the train with the X
button to end this section.


<--[09b.3] Warhead Rampage (Galbadia Missile Base)-------------->

(Or "Warhead Wampage!" as Elmer would say.)

Do a bit of levelling up around the Dingo Deserts/Monterseru Plateau, stocking
up on Thundaga and Curaga spells, as well as Tornado from the Thrustaevis to
junction on Strength. Also, this is a good opportunity to start learning
Selphie's limit breaks, especially Full-cure, Rapture and The End, though the
odds of getting the latter are pretty low. When you're good and ready, head to
the Missile Base and enter while still in the truck.

Once inside, head to the left and examine the blue light and you'll open it
with the ID card you received while driving in. You'll run into a guard, and
are given three options; pick any one you want, hold down the Triangle button
so that you walk rather than run, and exit the screen.

There's three point of interest in this room: the door being guarded leads to
a room containing dismantled warheads - check near the one marked "03" to find
a hidden Full-Life draw point; south from the save point leads to a ledge
containing a Blind draw point; the computer on the right controls the missile
guidance and launch systems.

Head to the ledge first and talk to the two men there before going to the
missile bay and talking to the inspector there. Return to the ledge and talk
to the guys there once more. Head back to the guard by the security system and
talk to him to be allowed access into the next room. Use the draw point to get
a Blizzara spell and then examine the keyboard. Pick any of the options and
Selphie will screw it up. Looks like it's time to bail!

Run from the room and you'll find two G-Soldiers; you're given the option to
either fight them (method a) or to try and talk your way through the base
(method b)- I usually pick the first option to get a bit more levelling in
before the boss, but either way is pretty much fine.

Method A: Since you've got a time limit, you might not want to waste too much
          of it drawing Blizzaga and Firaga from the two G-Soldiers. After
          dispatching them, head back to the computer room, hopefully
          encountering a SAM08G so you can get a Running Fire item from it, to
          teach Quistis Gatling Gun.

          Head through the door on the right to the control room, where you'll
          find the Base Leader and two Base Soldiers.

          [%%%]BOSS: Base Leader, Base Soldier (x2)[%%%%%%%%%%%%%%%%%%%%%%%%%]
          DRAW: (Base Leader)  Thundara*, Confuse*, Slow, Reflect
                (Base Soldier) Blizzara*, Silence, Confuse

          The fight in itself is fairly simple, but it's an idea to draw as
          many Thundara/Thundaga spells as you can from the Base Leader while
          not wasting