"Our
hero Squall, after becoming a mercenary at a soldier training school,
becomes acquainted with the girl Rinoa at a party. Squall, who has
until then refused to be involved with other people, is gradually
influenced by her free way of living. Meanwhile, at the moment, the
nation of Galbaldia suddenly declares war against the entire world.
Standing beside the address-making president was a 'witch', something
that had long disappeared from people's memories..." (FFVIII
game, back cover)
Quick
Story...
Final Fantasy VIII, published by
Sony Computer Entertainment (SCPS 45375-8), is the latest chapter in
Squaresoft's popular Final Fantasy series. As in the previous final
fantasies, the game takes place in a world of futuristic technology
mixed with mysterious magic, of powerful warriors and magicians. In
Final Fantasy VIII, the central conflict develops between the SeeD and
the witches, and I will now introduce you to the parties involved.
In this world, there are privately-owned soldier training schools
known as "Gardens". Gardens are unrelated to any
organizations such as government or military, and their
administrations are paid commissions mainly for sending its graduates
to join military forces of every country. In the Gardens located in
every country, special squads known as SeeD are formed regularly.
Members of SeeD are chosen because of their exceptional abilities. In
fact, their battle abilities are said to be levels above those of the
average Garden graduates that are sent to every country. The missions
of SeeD include engagements in military activities such as starting
wars, protection of VIPs, suppression of uprisings, and
assassinations.
A witch is a woman with powerful magical abilities. The birth and
existence of witches are shrouded in mystery since little is known
about them, but it is known that their continued existence is not
based on blood relations but is succeeded to the next witch through a
pure "succession of power". As you may expect, for a woman
it may be a blessing or a curse to possess a witch's overwhelming
powers. Witches have had enormous influence in the world over the
ages, but witches have not appeared in recent years. However, the long
silence for witches is now broken. As you will see, the reason for the
witch's reappearance will become an important part of the FFVIII
story.
Nearly all the information that appears here comes from Square's
Official Final Fantasy VIII Express Strategy Book for Beginners by
DigiCube (ISBN 4-925075-42-X), published on February 10th, 1999. I
have done my best to accurately translate the information, and I will
first apologize for any error that may have been made. This
translation FAQ is meant for personal use only, for helping FFVIII
players with this highly entertaining game. If there are questions
concerning this FAQ, please feel free to contact me at the e-mail
address listed above. Now, let us proceed on to.....
Final
Fantasy VIII Opening Scene...
It begins with two men violently
scattering sparks. Seifer and Squall, two students of Balamb Garden,
are conducting independent training. They are using genuine gunblades,
and, by their intense swordplay, there is clearly some history between
the two. Showing offense and defense, the fight climaxes to something
usual. While Seifer takes an unguarded position for a moment, Squall
takes the opportunity to win the duel...
At that moment, Seifer summons "magic", which is
prohibited. Squall withdraws for a moment, but he promptly recovers
his stance and tries to return the attack. Seifer becomes involved in
the task of offense and defense, advancing and retreating. At the
moment when the edge of his blade grazes Squall's eyebrow, Seifer
pulls the trigger on his gunblade. Fresh blood scatters around this
eyes, and Squall's fighting spirit goes ablaze. And Squall's gunblade
again catches Seifer's brow. The forehead wounds that they cut onto
each other's foreheads carve inescapable destinies into their
hearts...
In a complete change of scenery from the earlier battle, Squall is
lying down on a bed in the Garden's medical office. It appears that
somehow after the fight, he lost consciousness and now does not
remember what had happened to the duel. However, the pain of his
forehead wound tells him that there was a fierce battle. Then the
medical officer in charge, Dr. Kadowaki, certifies that Squall's
condition is stable, and she contacts an officer in charge to come and
receive him. In a short time, a woman appears in the medical office
and smiles at Squall for this slightly ghastly situation. She is
Quistis Trepe, Squall's teacher.
When he returns to the classroom, homeroom started. There seems to be
a practice exam for SeeD selection right after class, and it seems
that Squall must take it no matter what happened. The place is a cave
of flames east of the Garden. Quistis is in charge. In order for
Quistis to go with Squall, Squall will meet her at the school's front
gate. However, you're advised to not forget to prepare your lessons
with your study panel right at your own seat. When you examine the
items for lesson preparation and review, you will get 2 Guardian
Forces (G.F.): Quetzalcoatl and Shiva.
When you're finished in general with preparations at the study panel,
try to go out toward the hall. When you do, you will run into a girl
at a corner in the hall. The girl will run toward that place, but
somehow she doesn't seem to be hurt. She has just transferred to this
Garden today, and moreover, she is late for class on her first day. An
optional panel appears so you will guide the transfer student around
the school. How this unfolds has no effects on the game, even which
ones you choose.
Take an opportunity to explore the Balamb Garden.
After you join up with Quistis at the main gate, head toward the cave
of flames immediately. Your goal in the cave is to defeat Ifrit who is
in the deepest part of the cave. Again, there is a time limit on this
test, and before going in you can choose from 10, 20, 30, and 40
minutes. Try not to forget to junction the G.F.'s before entering.
Once inside, the main point is to draw Blizzard from Vail. They will
be helpful in the boss fight.
You will fight Ifrit in the deepest part of the cave. Remember that
Ifrit can absorb the energy of flames and recover his HP, so do not
use fire-related attacks. Ifrit is weak against cold magics such as
G.F. Shive and the magic Blizzard.
After gaining credit at the cave of flames, Squall challenges the
final exam for SeeD. The team consists of 3 people, and the two other
than Squall are assembled in the hall of Garden. One person is Zell,
who has excellent fist fighting sense. And the remaining person, and
the one to become the team leader, is none other than Seifer.
Squall and the others depart for the town of Balamb aboard a high
speed car in order to execute their job. You will move from the Garden
toward the town of Balamb using a car. When the car reaches the town,
go inside and head for the port. At the port, a landing craft is
waiting for Squall and others, and after your boarding, it will head
straight for the principality of Dollet, their destination. Inside the
ship, the mission briefing is given by Garden instructor Shue. Their
mission this time is to support the Dollet army, which is in the midst
of battle against the army of Galbaldia, a militant nation.
After reaching Dollet, try to spot the central plaza by passing
through the city streets. On the way, enemy soldiers will attack
several times, but they are not tough opponents and are easy victims
for 'draw'. You should draw Thunder for later use. At the plaza, the
enemy forces show threatening movements.
Enemy forces is assembling at a radio tower on a mountain top. when
you follow them and advance to the mountain trails, a Dollet soldier
crawls out from a crevice in the rock, right when you come near the
first stairway. When you try to help, a hedge viper appears. Blizzard
is effective against it because it is weak against cold air. When you
come before the radio tower, Seifer leaves the party and enters the
tower. Here, Selphie appears as a messenger, and she joins the party
and replaces Seifer.
After adding Selphie to the party, Squall and others follow Seifer
who entered the tower alone and head for the highest floor. On the
highest floor, major Biggs of the Galbaldian army is repairing the
antennae, and when you arrive on the lift, you will have to fight him.
When you give him a fixed amount of damage, his subordinate Wedge
comes in and assists. Just face them straight on with proper attack
methods since neither one has a weak point, and there's no need to use
any special attacks.
Shortly after you enter the fight with Biggs, a waterspout rolls out
from the sky. Biggs and Wedge are taken away by the waterspout and
replaced by a monster, Elviole. The fight continues. Because Elviole
has high HP and uses various kinds of magic, you must expect a long
fight. Among his attacks, the most terrible one is the storm breath
that will give big damage to all members of your party. Because
fortunately you can draw Care from it, recover without hesitation when
your HP becomes low. Again, if you draw G.F. Siren, you will be able
to use it as a G.F. after the battle.
The details of the message was an immediate withdraw. Squall and
others must return to the place where they first landed within 30
minutes. However, during their withdraw, a Galbaldian weapon
(X-ATMO92, aka "Black Widow") persistently pursues them.
Because a battle ensues when you are caught, run toward the beach with
all your might. If a battle occurs, the effective attacks are Thunder
and G.F. Quetzalcoatl. And when you give a fixed amount of damage, you
can stop its movement for a short time. At this time, although you may
possibly defeat it if your G.F.'s levels are very high, it is better
to run away because there is the danger of running out of time.
Moreover, even if you escape when it stops moving, soon it will repair
itself and again attack.
The "Black Widow" desperately repeats its attacks. Squall
and others somehow dodge them and arrive at the beach where their
landing craft awaits. However, right behind them the enemy weapon
still closes in, with furious force. There, Quistis' protection fires
strike the enemy weapon without mercy. And, after Squall and others
safely boarded the ship, the landing craft returns to Balamb, leaving
behind the remains of the weapon all ruined.
Now you have an opportunity to explore the town of Balamb.
When you return to the Garden, Quistis, Shue, and Cid are discussing
among themselves in the first floor's central hall. While waiting for
exam results, try to go to the passageway in front of the library.
Here is Seifer, complaining about his dissatisfaction with the order
to withdraw. However, because he disregarded the order, he is to
receive punishment. Afterwards, if you go to the second floor
classroom, Squall is notified of his qualification from participants
of Garden. At the inauguration ceremony are Zell and Selphie.
When you assume the SeeD office, you will acknowledge your "SeeD
rank". Your rank will go up and down depending on your action
from this point on. The rank affects your SeeD stipend which is paid
at fixed times. It goes up when your rank goes up. The "SeeD rank"
goes up when you receive full point on the "SeeD written exam"
in the tutorial, or when you accomplish your given mission. However,
be aware that it can also go down because of inappropriate speech,
inappropriate conduct, and activities during battles.
After the inauguration ceremony ended, go before the classroom. When
you do, classmates are all gathered in front of the classroom to bless
the departure of Squall and others. And Seifer too eagerly await for
Squall here. Zell stands on guard. However, Seifer unexpectedly begins
to clap his hands... After the blessing by everyone, go to your
dormitory and change into the SeeD uniform. Next is the inauguration
announcement party.
After publicly becoming a SeeD, Squall meets a woman at the
inauguation announcement dance party. She becomes interested in Squall
at first sight, and then she invites him to "dance together".
She says she is looking for someone and wants to enter the dance
circle by all means.
Squall is enjoying the good atmosphere of the dance, but the woman he
was dancing with seems to have found the person she was looking for
and left him alone. Afterwards, when he was standing still on the
terrace, Quistis comes by to speak to him. And Quistis orders him to
go to a place known as "the secret place", located in the
back of the training facility. Incidentally, "the secret place'
is a date spot where couples on the Garden gather every night. After
returning to his dormitory and changing back to his personal clothes,
Squall goes to the entrance of the training facility. Quistis is
waiting.
Squall and Quistis pass though the training facility and arrive at "the
secret place". Times of momentary silence pass between the two.
And Quistis slowly tells him. She says that she is disqualified for
the teaching position, starting today she will becomes a SeeD herself,
and her personal history. However, Squall dislikes half finished
affections, and he throws off Quistis insistently.
When they leave "the secret place", suddenly a scream is
heard. When they proceed in the direction of the scream, a woman is
being attacked by monsters, and a battle begins. The opponents are 3
insect types, Granaldo and Raldo. The Granaldos attack by throwing and
kicking Raldo. While the Granaldos are alive, Raldo will not attack on
his own. So, if you dispose of Raldo first, you can contain damage to
the smallest amount. Attacks using G.F. are quite effective. As for
the Granaldos that remain, quickly defeat them with concentrated
attacks because an individual Granaldo does not have great attack
ability.
When you return to the dormitory from the training facility, a
personalized room for SeeD is prepared. Squall, tired from the fight
in the training facility, sleeps on the bed. And on the next morning,
he hears from Selphie the news of their first mission and goes to the
card reader at the Garden's entranceway. From Cid, he learns that the
mission this time is to offer support to an anti-government
organization in Timber. The members include Squall, Zell, and Selphie.
The party proceeds toward Timber by riding a train that leaves from
the town of Balamb. Be sure that you don't buy too much before
departure because it costs 3000 gils to ride the train, or you'll get
"you don't have enough money". In the train, they find an
extravagent guest room prepared for them, and Zell and Selphie are in
good humor. However, here a sudden sleepiness attacks Squall and the
others, and the three falls asleep as if losing consciousness.
When he regains consciousness, Squall becomes Laguna Loire, a
Galbaldian soldier, and is marching in the forest of Timber. Along
side him are Kilos, who carried himself undignified, and Ward, a
bigman who boasts of his strength. The three are passing through the
forest and escaping the battlefield in a military vehicle. They are
going toward the Galbaldian capitol, Dering City.
Laguna, after returning from the battlefield, invites Kilos and Ward
for a drink. However, somehow it seems that alcohol isn't what he is
after. They go to a club under a hotel, and when they speak to a
waitress, she guides them to their usual seats. Then an woman appears,
the one Laguna is after there. She begins a piano performance. When he
approaches her to confess his feelings, he suffers a honorable defeat
as he stumbled out of terrible nervousness. After the performance,
Laguna is invited by her to go to her room in that hotel.
Squall wakes up from his dream. Moreover, the others say they saw the
same dream. While this left a big mystery, their train arrives at
Timber. When they say the password at the Timber train station, they
are guided the hideout train of the "Forest Owls", the
anti-government organization. In the hideout, they are asked by
members of Forest Owl to summon their leader in a back room. There,
they meet with Rinoa Heartilly. She was the woman who danced with
Squall at the Garden party before.
Timber is now becoming under Galbaldia's control. Rinoa and others
are working to free Timber from the dictatorship of Vinzer Dering,
Galbaldia's current president. According to the latest information,
the president is visiting Timber on a train. Rinoa quickly begins to
explain her operation to Squall and others.
The summer of the operation is to wedge a dummy train (the Forest
Owls' hideout) that looks like the president's train right between
cars one/two and three/four, thereby substituting it for the real
president's car.
After making preparations, the operation begins at last. By
controlling Squall, you will move him on top of the trainand twice cut
off and separate the connections between train cars by entering
passcodes. You must finish the entire operation in 5 minutes. A calm
and swift operation is the key to success.
As a result of a successful operation, Rinoa receives the president.
However, he was not the real president Dering. The fake president
reveals its real form and attacks Squall and others. If you use Raise,
Araise, and Pheonix Tail, you can defeat it with one blow. If you
fight it with physical attacks, it will be very hard. Moreover, the
opponent has many abnormal status attacks such as Breath, Bazerk, and
Silence that give damage along with Darkness effects. Therefore, while
you recover often, it will become a long fight. Recovery magic like
Care, in association with Double, and attacks using G.F. Ifrit are
effective.
Rinoa and others get off at the Timber train station, after making up
their minds to attack the broadcast station. It is a city with complex
archtectural styles where many train lines meet. You should first
search the Timber Maniacs building. Now the city is more occupied by
Galbaldian forces, and you will frequently get into battles.
Carelessness is something to avoid here.
According to the news on the streets, it seems possible to go to the
broadcast station from behind the pub. When you head for the pub, some
Galbaldian soldiers are talking in front of the pub. A battle ensues,
and you will receive the "Vail Card" after your victory.
When you enter the pub, because a drunken customer is obstructing the
back door, you will be able to go to the back alley if you treat this
customer wine or return the card you just got earlier.
When you pass through the back ally and climb up some stairs, words
of unknown meaning are projected on a monitor on the wall. Before
long, those words change to the relay of the presidential address, and
then it suddenly changes to an image of Seifer and Quistis storming
into the broadcast station. Squall and others rush to the broadcast
station. Seifer tries to take the president captive, but he is taken
away by a witch and then disappears to somewhere
Because it was leaked out that Seifer and Quistis are associates of
Garden, Squall and others are urged that they must escape. They decide
to seek shelter for a moment at the Forest Fox's hideout and ask about
some chance of escape. In conclusion, they decide to take a train to
visit the nearby Galbaldia Garden.
Riding the last train out of Timber, you should get off the train at
the school east station. You will have to go past the Timber forest in
order to go to the Galbaldia Garden, and you can see it from the
station in the northwest direction. If you cross the bridge while
following the train track, you will soon get there.
In case you did not get off at school east station, the train will go
to the Dollet station, the next stop. Because Dollet station is the
final stop, just return by walking on the railroad tracks.
Incidentally, monsters will not appear on the roads or train tracks.
Now is a good opportunity to explore Dollet and Timber.
When you step into the Timber forest, Squall's consciousness again
flies to Laguna. Laguna, along with Kilos and Ward, is lost in an
excavation site that is digging for something. Because there is
nothing special here at the excavation site, proceed to look for the
exit. En route, there are places to set traps, so you can set traps
for enemy Esta soldiers. However, it is okay if you don't.
When you proceed to a save point, Laguna and others will be
surrounded by Esta soldiers. When defeated, the Esta soldiers will
finally use the skill called "Soul Crush" that will reduce
your HP to 1. After the battle, they Laguna, Kilos, and Ward will dive
down a cliff and toward some ships below.
Squall and other return from their second trip to the "mysterious
world". Afterwards, they again set out for Galbaldia Garden,
their original destination. For all that, the Garden is right before
their eyes.
The area ahead is a region called the Monterosa high plains, and the
distribution of monsters suddenly changes. Because rather powerful
enemies appear, go out after you have confirmed your party status. In
the battle a little while ago, it is possible you have a character
with only 1 HP.
Finally you reach Galbaldia Garden. It is a place you want to study
and observe briefly, but a broadcast announces for them to come to the
second floor reception room as soon as possible. At this time, because
this is no reason to go to all the places inside the school, you
should wait for a chance later and not hurry.
Squall runs away from the reception room. After a meeting with Fuujin
and Raijin in the first floor hall, he obeys the instructions on the
broadcast system and heads for the front gate. And the party that
gathered there at the front gate receive orders from Dodonna, the
school principal and board chairman.
The contents of that order was to go to Dering City and assassinate
the witch Edea. They added the sniper Irvine Kinneas hereafter to the
party as a member of the execution team.
Squall and others appoint Irvine to the immediate party composition
(it is possible to change), and they head for the Galbaldian capitol,
Dering City, where witch Edea is. Because the railroad tracks go all
the way to Dering City, it is better to go by train. However, if you
go on foot, en route the Galbaldian army is spreading a baracade.
Because the baracade is released if you go to Dering City once, you
can return from Dering City while walking.
The location of the station is at the southwestern direction from the
Garden. It is supposed that you will soon understand because the train
stops there. Still, because it costs 3000 gils to ride the train, try
not to squander your money.
You will board the train by paying 3000 gils, but the train will
still not depart. If you try to exit the train from the hatchway
there, Irvine and others will return to the same train after doing
other activities. And in the course of talking with the other members,
the train they are on slides toward the underground station of Dering
City.
When they arrive on the ground level from the underground station on
a escalator, they immediately come to a traffic circle in front of the
station. To go to the Carway residence from here as instructed, it
will be good to talk to the clerk in charge when a bus comes to the
bus stop right before you. It costs nothing to ride the bus.
Squall and others visit a home to meet with captain Carway, but they
are turned away at the gate by a guard. Without having varified the
true power of SeeD, the captain will have no reason to meet them.
Then there is a very simple condition to show their true strength. It
is a test of courage- after searching for the "tomb of the
unknown king" which is near Dering City, see the signature
(attendence number) of a weapon that was dropped there. Because you
can receive a map for that place, you can go to "the tomb of the
unknown king" immediately. As for the content of the test, if you
are confident as SeeD and think that there is nothing missing, it is
probably okay to take a chance and explore the tomb. However, it is
recommended that you pay the guard money and listen to his hints.
Hints you can receive from the guard
3000 gils: About the best way to defeat the monster inside the tomb.
5000 gils: You can get the capability to display current position on
the map you received.
The weapon in question was dropped on the right hand side of the
passageway right when you enter the king's tomb. Try to remember the
attendence number written on it. Furthermore, if you explore beyond
the entrance, then look at the map often. It is displayed if you press
the select button. It is easy to understand the map if you look so
that the direction you are heading is always on top.
By clearing the guard's test, Squall and others can finally meet
captain Carway. The members are ushered into a room and are allowed to
hear the tangible details of the assassination plan from Carway.
First, they will divide the party into two teams: the sniper team and
the Arch of Triumph team. 1) The sniper team will watch and wait in
front of the presidential palace. 2) The Arch of Triumph team will
watch and wait inside the Arch of Triumph. 3) The car carrying the
witch leaves the presidential palace. 4) The sniper team infiltrate
the palace. 5) The Arch of Triumph team confines the witch's car. 6)
The sniper team executes the sniping from the clock tower. That is the
sequence of events. When they hear a telephone call, the party is
dismissed for a moment.
When you are prepared, you will again gather at the Carway residence.
After the teams are formed there, they are taken by captain Carway to
assume battle positions. Afterwards, they are just supposed to wait
for the beginning of witch Edea's parade to start, but Quistis becomes
worried about something. Something about Rinoa. Quistis cannot get
over her concerns by any means and returns to the Carway residence for
a moment. They get wrapped in an unexpected happening.
Rinoa, excused from the assassination plan, comes to the side of the
presidential palace. She is trying to make the witch wear the "Odyne
Bangle", something that will seal the witch's powers. And she
climbs up a wall and heads for the room where the witch awaits.
From behind witch Edea's back, Rinoa imparts her will to present the
bangle to the witch. However, Edea certainly had no use for Rinoa's
little tricks. Completely saw through by Edea, Rinoa's plan here ends
in failure. And, as if nothing had happened, Edea goes out to the
presidential palace's terrace where president Dering awaits. She
begins a speech to assume ambassadorship.
The viewpoint again returns to Quistis. Quistis and others are shut
in the captain's residence. They search various places to find some
way to leave the room. It is thought that there is a hidden passage
somewhere... There seems to be some connection between the picture
hanging on the wall and a statue set near the room's entrance. At
suspicious places, try investigating by pressing the circle button.
Quistis and others somehow escape from the Carway residence. They
exit to an underground waterway. While advancing through the
passageways by riding the rotating waterwheels, look for the exit.
Don't forget to confirm your equipments.
Right when Quistis and others finally discovered the underground
waterway, witch Edea's parade opens its ceremoney. Squall and Irvine,
who were waiting in the front gate of the palace, quickly hurry to the
witch's room to help Rinoa. If you take the same path that Rinoa took
and climb the crates on the side of the palace, you can come out to
the terrace.
When you enter the back of the room, you will fight against 2
Shumelkes. The Shumelkes will use direct attacks with their claws or a
skill called "Magma Breath" that will damage with its flame
property and gradually turn its victim to stone. If you are turned to
stone, you should quickly cure it with Ethna. And, don't forget to
draw the G.F. Carbangle. After the draw, it is okay to cast magical
attacks because the Reflect that was cast on Shumelkes by Carbangle is
gone.
After saving Rinoa, Squall and Irvine follow the plan and await for
the set time inside the clock tower's mechanism. When you descend
inside, you will receive a rifle that was placed there beforehand.
When Quistis come out of the underground waterway and arrive at the
Arch of Triumph, it was the time right when the witch's parade passes
through. Somehow the gate's switch is pulled, and they succeed in
stopping the parade. They just need Irvine to make one shot from the
clock tower, with his gun that is pointed at Edea...
Because the sniping failed, the operation naturally shifts to one of
direct confrontation. Seifer, who they heard was executed, is waiting
there. The battle proceeds with a one-on-one fight. Try to recover HP
before the fight.
After you defeated Seifer, Rinoa and Irvine hurry to the scene, and
it finally becomes a decisive confrontation with Edea. Edea's attacks
are centered around attack magic such as Firega, Thunderga, and
Blizzardga. If you cast reflect with G.F. Carbangle, Edea will try to
cast Dispell on you. At that opening, it will be good to defeat her
with direct attacks.
(End of Disk 1...)
FAQ of DISC 2.
Finally...
Oh, finally, another reminder.
FFVIII was produced by Squaresoft and reserves all rights to materials
associated with the game. Most of the material within this FAQ was
translated from Squaresoft's Official FFVIII Express Strategy Book.
Squaresoft's Official FFVIII Express Strategy Book retains all
copyright to its material.
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