####################################
1.1. [Balamb Garden]
 
Enemies: Grat, T-Rexaur (Training Center)
Draw Points: Cure, Esuna, Blizzard
G.Fs: Quezacotl, Shiva (2F Study Panel)
Magazines: Occult Fans Vol. I (Library)
######################################
 
Final Fantasy VIII opens with a nice FMV of Squall and Seifer squaring 
off against each other in a training match. However, Squall is scarred 
in this battle, having taken a direct hit in his face.
 
Squall awakens from his coma in the infirmary, where the medic there, 
Dr. Kadowaki, asks Squall if he feels all right:
- (Ok, I guess.) *
- (My forehead hurts.)
Give Squall a name; I'll stick with the default name throughout this
walkthrough for convenience's sake.
 
Dr. Kadowaki then leaves to inform Quistis of Squall's recovery. After 
a FMV showing her arrival, both student and mentor will walk to the 
classroom, with the latter commenting that the entrance examination 
for SeeD is today. 
 
After class is over, Quistis reminds Squall that he has yet to visit 
the Fire Cavern. Before going off, you might want to check out the 
Study Panel at Squall's seat. There you'll find the following options: 
 
1. Tutorial (New!)
2. The Basics
3. About Garden
4. A message from Garden
5. Garden Square
6. The School Festival Committee (not available yet)
 
You'd best be advised to read through all of them. In addition, Squall 
will receive 2 G.Fs, Shiva and Quezacotl, upon selecting the Tutorial.
 
G.F. Quezacotl offers 2 unique abilities: the 'Card' command  ability
and 'Card Mod.' menu ability. Make sure you learn them. A few notes
about the 'Card' command: it has a much higher chance of working on a
weakened enemy, and sometimes carding a normal enemy earns you a more
powerful boss card instead.
 
Quezacotl also has 'Mid. Magic Refinement' menu ability, which enables
you to gain access to the middle range spells such as Cura and Blizzara
(i.e. refine 5 Cure spells to obtain a single Cura) relatively early on
in the game.
 
If you can afford to live with a weak G.F Quezacotl for a while, I
suggest you learn 'Boost' 1st, followed by 'Card', and then 'Card Mod.'
These abilities will come in VERY handy in the game if you're looking
to collect everything of value.
 
Shiva has the unique 'Doom' command ability, which takes 60 AP to learn.
Seeing how 'Death' works on so many common enemies in ff 8, it might
just come in handy sometimes.
 
Once done, leave the classroom. Along the way, Squall'll bump into 
Selphie, the newly transferred student from Trabia Garden:
- Are you okay? *
- ......
Squall confirms that she just missed her class, upon which Selphie asks 
Squall for a little tour around Balamb Garden:
- Sure. *
- Don't have the time.
 
Head on over to the elevator, but before you do that, talk to the guy 
hanging around the lift; he'll grant Squall his first set of cards, 
and tell him to use 'Square' to initiate 'Card Battle'. Bring Selphie 
to the Garden Directory, which is the huge board right to the south 
of the 1st floor. Here's a rough lay-out of Balamb Garden's 1st floor:
 
                     Students' Dormitory
         Cafeteria            |            Parking Lots
                  \           |           /
                /---------------------------\
         Quad   |                           |   Training Center
             \--|                           |--/
                |          Elevators        |
             /--|             |             |--\
    Infirmary   |             |             |   Library
                \-------------+-------------/
                              |
                              |
                         Front Gates
 
Feel free to explore the place: you can rest and save at the Dorms, 
meet Seifer and company (Raijin, Fujin) at the Cafeteria, and watch 
Zell miss the hot dogs ^_^ Also, try chatting with the Cafeteria Lady
for a bit of info about her son.
 
Dr. Kadowaki will play cards with you, and the Library offers an 'Esuna'
draw point, plus the 1st volume of Occult Fans. Search the 2nd bookshelf
from left in the background (don't change the camera view); sometimes a
student may be blocking the way, so try re-entering the Library. Avoid
the Training Center for now. 
 
To the Front Gates once you're done. Quistis joins you here; she starts 
off at lv. 8 with zero spells in her magic list; expect the latter to 
be a constant feature in all new allies.
 
###########################################
1.2. [Balamb Region] (note: Junction G.Fs, and NEVER escape from battles
                           for now)
 
Enemies: Bite Bugs
         Glacial Eye (Fields/Mountains)
         Caterchipillar, T-Rexaur (Forests)
         Fastitcalon-F (Beaches)
##############################################
 
Quistis will bring Squall to the Fire Cavern, which is east of Garden 
behind the forest. Press 'Triangle' to skip through her tutorials if
you so wish (for the U.S version). I recommend you view them, though.
 
Make sure you have a decent stock of 'Blizzard' spells before you
enter; these can be drawn from the Glacial Eyes (blue flying jellyfish
-like creatures) near the northern cliffs on the Overworld or the
Fastitocalons-F (orange fishes) on the shores of Balamb. Btw, a single
Fastitocalon-F gives you 3 A.P; they're excellent enemies to battle
if you want to build up your G.Fs' abilities at this point in the
game. Fastitocalons appear on most beaches in the Overworld.
 
 Tip:
 
Actually, whenever you reach a new region, I suggest you check out
the enemies there. They may have some nifty spells for junctioning,
upon which you should spend some time drawing. You'll be surprised
at how much some of the more powerful spells can boost your stats.
 
###########################################
1.3. [Fire Cavern] (note: Keep Squall's level within 9 for this dungeon)
 
Enemies: Bomb, Red Bat, Buel
Draw Points: Fire
G.Fs: Ifrit
Rare Cards: Ifrit
#############################################
 
The Garden Faculty awaiting at the cave entrance questions Squall if
he's prepared:
- Yes...
- Still need to prepare.
I'll leave this up to you.
 
Squall is asked how long he would take to defeat the boss within and 
come back out (10, 20, 30 or 40 minutes). Take 30 minutes if you're
playing the Japanese version, and 10 minutes for the U.S version.
 
The Fire Cavern isn't particularly hard, but since random enemy 
encounters count towards the timer, you'd better finish them quickly, 
and keep heading straight into the inner regions of the cave (you can 
always re-visit the place to earn EXP, draw spells and gain Cards 
later, without the darned timer). 
 
There'll only be 2 times when the route splits; take the 1st one 
right for a 'Fire' Draw Point, and right again the 2nd time. You'll 
meet Ifrit at the end.
 
----------------------------------------------------------
BOSS G.F: Ifrit  HP: 1,068  Weak: Ice  Strong vs.: Fire
                 Draw List: Fire(Fira), Cure, Scan
                 AP: 20
 
Being a fire-based creature, you'll naturally want to avoid using any 
fire spells on him. Simply cast Shiva and Blizzard spells repeatedly to
make short work of him. He has a decent attack rating too, so don't
forget to heal your characters when needed.
 
 
You wouldn't know now, but you're actually being accessed by the Garden
throughout the first few events in ff 8... the Fire Cavern is one such
place where Squall is tested on his Judgment. To score well for this
scenario, you must finish the battle with Ifrit with as little time as
possible left on the clock.
 
Whittle down Ifrit's HP to around 100, then stall until the timer hits
15 to 20 seconds. Quickly use a barrage of Blizzard spells to bring the
battle to an end. You'll see how well you scored for this event later
on in the game.  
 
(note: A ( ) around a spell denotes that it's only available for higher
 level opponents. In this case, you can only draw Fira from a level 20
 or higher Ifrit. Btw, if you're playing the Japanese version, 'Libra'
 has been translated as 'Scan' in the U.S version)
-----------------------------------------------------------
 
You'll receive Ifrit as a G.F, and have to make your way back out again.
In the Japanese version, your 30 minutes include both getting in and
out; the U.S version only requires you defeat Ifrit within 10 minutes.
 
Ifrit offers abilities which boost your HP and Strength. They're very
useful early in the game, and will prove invaluable against strong foes.
 
Side events: Defeating Bombs sometimes nets you Bomb Fragments or Cards. 
Get either one of these; you'll want one later on for weapon upgrading.
Bombs are extremely vulnerable to Blizzard spells.
 
Once you're done, return to Balamb Garden. On a side note, you cannot
encounter enemies on the paved roads in ff 8; keep that in mind.
 
#######################################
1.4. [Balamb Garden -- Dollet Mission Briefing]
 
Area Info: Unchanged
#########################################
 
Squall is invited to try for a place in SeeD upon his return. You can 
wander around Garden if you wish, and whenever you feel you're ready, 
head back to Squall's room to change into his school uniform. Make your 
way back to the Lobby with the Garden directory board. There, Squall'll 
be assigned to his party, comprising of Seifer and Zell. Follow them
and head for the Parking Lots.
 
########################################
[Balamb City] (note: You cannot encounter enemies in a car)
 
Area Info: Unavailable (rather, not recommended you explore...)
########################################
 
Go for a spin or 2 in the car before moving on to Balamb City in the 
south-west (and hear Seifer's unflattering remarks about Zell). There 
isn't much you can do right now, so go on and board the ship. Don't
try to go anywhere else; your instructors won't like it! 
 
#####################################
1.5. [Naval Ship]
#######################################
 
Xu briefs the group on their mission objective, saying they are to 
liberate the city of Dollet that's under siege by Galbadia. Squad B 
(that's you) is to secure the area right up to the central square.
Seifer then orders Squall to check the situation outside:
- ... Okay. *
- No.  
 
###########################################
1.6. [Dollet] (note: Don't converse with Squad A or C members except
                    for Selphie, follow orders, and finish off all
                    enemies quickly. You're being assessed by your
                    instructors in this field exam, so conduct
                    yourselves properly!)
 
Enemies: Galbadian Soldier
         Anacondaur, Geezard, Elite Soldier (Mountain Range)
Draw Points: Blind
G.Fs: Siren (Elvoret)
Magazines: Weapons Monthly March (Elvoret)
#############################################
 
After the ships crash onto the shore, the loading doors open and Seifer 
leads Squall's party out. Quistis reminds you to equip your G.Fs before 
proceeding; divide your G.Fs among the 3 before following Seifer. Both 
Seifer and Zell join you here; they start off at lv. 9 and 8 
respectively. Junction your party, transferring magic from Quistis
if you have to.
 
Ignore conversing with any of your colleagues, and follow Seifer.
 
Seifer then points out 2 oncoming guards and the party encounters 
their 1st battle. Have the members attack normally (you may wish to 
stock up on 'Cure' spells at this point) and make full use of the 
Gunblade's 'R1 Trigger' feature. Note that Seifer's Hyperion also has
this feature, only that his timing is a bit faster.
 
As the party goes deeper into the town, another pair of Galbadian
troops jump down to ambush the party.
 
At the central square, Seifer orders the party to eliminate any
remaining guards; proceed to the upper-right alley and do so. Following
that, the characters wait it out as the rest of their troops hold off
the remaining Galbadians.
 
Finally, Seifer loses his patience (no thanks to the dog) and decides 
to check things out ahead. Zell questions this act as he thinks it's 
out of the mission parameter, but is dismissed by Seifer and Squall. 
The latter especially, seems quite eager to prove himself. Follow
Seifer.
 
After the party crosses the bridge, they chance upon the injured Dollet 
troops. Seifer spots another injured soldier, who is promptly dragged 
away by a serpent monster before Squall can reach him. A battle occurs.
 
Seifer remarks that things are starting to get fun now... btw, the
Anacondaur (Hedge Viper) is weak against Ice, so cast Shiva on it.
 
Follow the path to the comms tower, defeating enemies along the way.
Seifer will run off on his own (probably too eager already) and Selphie
arrives to convey a message, conveniently replacing Seifer in the
process.
 
Jump off the cliff:
- That's the plan.
- No way... * 
Take the longer path to your right to meet up with Selphie, who 
complains about Squall not taking the shortcut. Zell remarks that 
nobody would normally leap off cliffs:
- Yeah, I guess so.
- I don't know about that...
I'll leave this up to you to choose.
 
Selphie joins you here; she starts off at lv. 8. Proceed to the 
communication tower once you've junctioned her properly.
 
Side event: Geezards (Haurizaados) here (strange greyish creatures with
a pink under-belly) give you Screws. These are useful in upgrading your
weapons.
 
Once inside, run around a bit to encounter enemy troops, and make use 
of this opportunity to heal your characters as well as to stock up on 
curative items and spells. Take note of the 'Blind' Draw Point to the 
left. Once you're ready, step onto the elevator and take it to the top
(1st option). 
 
 Tip:
 
Be sure to have saved first, and ensure one of your party members has
the 'Draw' command; you'll need to draw a G.F in an upcoming battle.
 
The scene switches to Wedge (the blue guy) and Biggs (the guy in red). 
Biggs is trying to repair the satellite when Wedge comments about a
monster in the vicinity. The former pays no attention, much to the
chagrin of Wedge, who decides to look around first.
 
Before long, Squall arrives, and in the commotion, Biggs starts the 
satellite up. He is elated, but not after the party engages him in 
battle. 
 
--------------------------------------------------------
SUB-BOSSES: Biggs  HP: 610  Weak: Poison
                   Draw List: Fire, Thunder, Blizzard,
                              Esuna
            Wedge  HP: 608  Weak: Poison
                   Draw List: Fire, Thunder, Blizzard,
                              Cure
                   Total AP: 8
 
Have the party use G.Fs if you wish, but it'll be better to keep drawing 
magic out of these 2 guys first, especially Esuna. After defeating them, 
Elvoret will make his appearance; save your items and spells for him. 
 
BOSS: Elvoret  HP: 2,872  Weak: Wind  Strong vs.: Poison
               Draw List: Thunder(Thundara), Cure(Cura),
               Double, Siren
               AP: 10
 
Unleash everything (well, maybe not EVERYTHING; save a few Thunder 
spells and items) you've got on this creature. If your G.Fs are at a
decent level, he should go down easily. Just make sure to pop in the 
occasional heal spells, and use any limit breaks when they're made
available. He also has Siren, a G.F. among his list of magics, so be
sure to draw it from him. Watch out for his Storm Breath too, which 
takes off 100 plus damage from everyone. You'll receive the March
issue of Weapons Monthly from him.
---------------------------------------------------------
 
Siren, although not your best G.F. in terms of attacking power, has a 
wide array of menu abilities waiting to be learnt. She also has the 
Treatment (Chiryou) command ability, which cures ANY status ailment.
Her 'Move-Find' party ability enables you to see hidden save and
draw points; it's definitely a must-have.
 
Selphie relays new information to Squad B: they are to assemble at 
the shore at 1900 hours. Seifer notes the 30 minute deadline given 
before he leaves.
 
When you regain control, quickly board the lift and descend. The 
scene then cuts to Biggs, who activates a last ditch defense mechanism 
before gloating and falling over. Save before you leave the comms.
tower; 30 minutes is more than enough time to make your escape.
 
Outside, the X-ATM092 makes its untimely appearance, and the party 
has to fend it off. 
 
-------------------------------------------------
SUB-BOSS: X-ATM092  HP: 5,492  Weak: Thunder  
                    Strong vs.: Poison
                    Draw List: Fire, Blizzard, 
                    Cure, Protect
                    AP: 50 (or none)
 
Hit it with your Thunder spells, then attack normally. If you pull it
off fast enough, the spider should collapse before getting a chance to
use its 'Ray-Bomb'. Escape using R2 and L2. And while using Quezacotl
may seem like a good idea, it eats up the timer, so don't summon it.
You'll just have to do about 1,100 points of damage to make it go down.
 
 
You can defeat it, but only in the 2nd time you face it. The X-ATM092
is invincible the 1st time you encounter it outside the comms. tower.
The best place to take it down is on the bridge.
 
You'll need to have Squall and Zell at critical status (easier usage of
limit breaks) and Selphie having maximum affiliation with Quezacotl.
Keep hitting the X-ATM092 with specials and Quezacotl (use a Turbo
controller coupled with the 'Boost' G.F. Ability). After it collapses
about 5 to 6 times, it should blow up.
 
The X-ATM092 gives up random items upon its demise, but they're usually
excellent ones. It's not recommended you take it down though, especially
if this is your first time through the game.
 
Assuming if you did cause the X-ATM092 to explode on the bridge, then
you can make a clear run to the ship at the beach. You don't have to
save the dog (detailed below), btw.
-------------------------------------------------------
 
Retrace your steps through the city, and during this period, you have to
avoid the X-ATM092 another 3 times. The 1st is when you cross the cliff
where you met Selphie; keep the d-pad pressed all the way to the left. 
On the next screen, WALK slowly by coupling 'Triangle' (U.S) or 'X'
(Japanese) with the d-pad or you'll have to do battle again. Don't worry,
the X-ATM092 won't be able to get to you if you do this scene right.
 
Upon reaching the bridge, run to the 4th lamp post; the X-ATM092 
should leap over you at this point. Stall for a while (about 2 to 3
seconds), then move to the lamp post to your left. This should cause
the Black Widow to jump over you again. Turn back and head right all
the way from here.
 
At the next screen, dash towards the dog and tap 'X' (U.S) or 'Circle'
(Japanese) repeatedly to make it run away. In the event that you have
to fight again, use the same strategy, and try to keep your HPs above
110 as the Ray-Bomb tends to hit for around 100 plus.
 
After the last alleyway, the game switches to a CG movie, showing 
Squall's breathtaking escape from the X-ATM092. Strangely enough, if 
you choose, you can enter the cafe Squad C came out from; the X-ATM092 
should miss you completely, and you're free to run at your own pace and 
save on the way. The downside? You'll miss the cool FMV and lower your 
SeeD ranking.
 
########################################
1.7. [Exploring Balamb City]
 
Draw Points: Thunder, Cure
Magazines: Timber Maniacs (Balamb Hotel OR Train Station)
Blue Magic: Ultra Waves
##########################################
 
You're free to explore Balamb City now and take in the sights of this 
scenic port town. Gain a few levels, then proceed back to Balamb Garden. 
 
Side events: Caterchipillars (caterpillars in Balamb's forests) give 
you Spider Webs. It's an essential item in weapon upgrading; Spider
Webs also net you Quistis' Blue Magic, Ultra Waves. Keep one of these
in your inventory after you've used one on Quistis.
 
You'll also come across you first edition of 'Timber Maniacs' at 
the Balamb Hotel. These detail the adventures of Laguna Loire, a man
you'll certainly be hearing more about in times to come. You can view
all the issues of Timber Maniacs you've collected by accessing the
homepage of the 'School Festival Committee' via Squall's study panel
on the 2nd floor classroom of Balamb Garden. However, this option
won't appear until the later parts of Disc Two.
 
If you can't seem to find the magazine at the Hotel, then try looking
for it at the train station, right behind the red and white sign-post
there. It seems to alternate locations. 
 
There's also a copy of Timber Maniacs at Zell's house, but it's a fake.
 
#######################################
1.8. [Inauguration Ceremony at Balamb Garden]
 
Area Info: Unchanged
#########################################
 
Cid will ask how the battle went:
- Felt good. *
- Scared to death.
- ... Whatever.
Head on over to the right, where Seifer is reprimanded for ignoring 
orders. The intercom relays a message, saying that all the 
participants are to gather at the 2nd floor. Talk to everyone there, 
and when Squall tries to leave, the results are announced.
 
 Tip:
 
I've been getting mail from people saying nothing happens at the 2nd
Floor; just keep in mind this is a timed event, and that the results
will only be announced after a certain amount of time has elapsed. So
if you wanna kill time at the 2nd Floor, trying walking instead of
running, and when you've talked to everyone here, take a leisurely
stroll to the end of the corridor (it's a dead end), then stroll
back... by the time you do this, the Garden Faculty should've 
appeared.
 
Squall, Zell, Selphie and another person (Nida) are proclaimed 
official members of SeeD. Be sure to talk to Cid again before you 
leave; he'll grant you your 'Battle Report', which shows the number 
of steps taken, fights you fought, and times you escaped). This now
appears in your 'Tutorial' sub-menu, under 'Information'.
 
SeeD Ranking System:
 
{U.S version}
 
Conduct: Reach the shore at Dollet with 25:00 left on the clock to
         score 100.
Judgment: Defeat Ifrit in the Fire Cavern with at least 0:07 left on
          the clock to score 100. 
Attack: Defeat 75 enemies in total. This number does not take into
        account enemies downed by G.Fs.
Spirit: Never escape (except for the FIRST Black Widow fight) from 
        battles to score 100.
Attitude: Don't converse with anyone in Balamb City before the Dollet
          mission, ignore all Squad A and C members while in Dollet,
          leave the defeated Biggs alone, follow all of Seifer's orders,
          do not take the short-cut at the cliff, save the dog from
          the X-ATM092 and refrain from hiding in the cafe.
 
{Japanese version}
 
Conduct: Fight the X-ATM092 once, and reach the shore within 5 minutes. 
         Do not enter the cafe Squad C came out of.
Judgment: Complete the Fire Cavern using 30 minutes with Squall at
          level 7 to 9 to score 100.
Attack: Emerge victorious in combat 60 times.
Spirit: Never escape (except for the FIRST Black Widow fight) from 
        battles.
Attitude: Don't converse with Squad A or C, follow all orders, no
          short-cut at the cliff, reach the communication tower
          within 18 minutes, and save the dog at the central square
          from the X-ATM092.
 
Defeating the X-ATM092 on the bridge nets you a perfect score of lv.
10. In addition, a 'Bonus' segment will be added to the ranking
criteria.
 
You should get a decent score of rank 8 if you followed my guide. Rank 
10 is attained by defeating the X-ATM092. The SeeD Tests should also 
be made available to you now in the menu screen; Squall has to be at 
least lv. 30 to open up all 30 papers. 
 
Attaining full marks in a test increases your SeeD ranking by 1. You
can refer to the SeeD Ranking section in the earlier parts of this
document for the test answers. Be sure to sit for Tests occasionally
throughout the entire game.
 
Squall'll be paid his salary as he proceeds in his quest. The sum you
get is determined by your SeeD Rank.
 
Change into your slick military garb after the inauguration ceremony, 
and prepare yourself for the inauguration party.
 
At the dinner and dance party that night, Squall will meet Rinoa for 
the 1st time. But not before Selphie asks Squall to join the School 
Festival Committee:
- Yeah, I guess so. *
- ......
Selphie won't pose this question if you've agreed to join the Committee
when you spoke to her at the Quad during the start of the game; this
would be before the Fire Cavern section.
 
After the dance scene, Quistis asks of Squall to meet her at the 
training center; Squall wonders what she's up to. Change into your 
normal attire, and save your game. Head for the Training Center.
 
#######################################
1.9. [Balamb Garden: Training Center]
 
Enemies: Grat, T-Rexaur
Draw Point: Blizzard
########################################
 
The Training Center is a relatively short dungeon, but contains some 
of the more powerful enemies you've met so far. While the mutated 
plants are easy enough to dispose of, you'd better run when a T-Rexaur
appears. Defeating it nets you 'Dino Bones' (Quake magic is refinable
from it), but such items are useless at this point in the game. Btw,
which route you take at the start doesn't matter.
 
Anyway, save when you reach a Save Point, then head on towards the 
nearby door. 
 
Side events: The T-Rexaur is defeatable, but you'll need the 'Blind'
spell you picked up at a Draw Point in Dollet. Cast it on the
dinosaur, followed by Blizzard spells or Shiva. Dino Bones are
required for weapon upgrading much, much later. The plant-like Grats
here offer a plethora of status ailments spells, which are useful
for junctioning spells to status defense or attack.
 
Once done, save, then retrace your steps to the exit. The two will 
chance upon a mysterious girl being attacked by a flying creature.
 
-------------------------------------------------------
BOSS: Granaldo  HP: 1,538  Weak: Wind  
                Draw List: Sleep, Shell, Blind
                AP: 5
BOSSES: Raldo x3  HP: 223  Draw List: Fire, Thunder, Protect
                  Total AP: 3
 
This critter is accompanied by 3 flunkies, so just use a G.F. to take 
them out first right at the start of the fight. After that, draw 
'Shell' magic from Granaldo before offing it at your own leisure. It's 
pathetically weak once you get rid of its flunkies. Try putting the
Granaldo to sleep with its 'Sleep' spell.
-------------------------------------------------------
 
########################################
1.10. [Balamb Garden -- Timber Mission Briefing]
 
G.Fs: Diablos (Magical Lamp)
Magazine: Weapons Monthly April (Squall's desk)
Rare Card: Diablos
###########################################
 
Go back to the dormitory, where Zell informs Squall that he's been 
given a private room. Rest up, and when Selphie tells Squall to meet 
at the Main Entrance in the morning, pick up the April issue of Weapons 
Monthly from Squall's desk in his room.
 
Cid and a Garden Faculty will brief you on your 1st SeeD mission, 
saying an organization has sought the assistance of SeeD. Squall and 
co. are to leave immediately for Timber where they should meet up with
the organization. Cid gives Squall a 'Magical Lamp' as well (talk to
him again for this).
 
You're supposed to head on over to Balamb City, but since you've got 
the Lamp already, I suggest you save 1st, and making sure everyone in
your party has a decent Magic rating, use the 'Magical Lamp' in the
menu screen to collect another G.F.
 
--------------------------------------------------
ENEMY G.F: Diablos  HP: Variable  Weak: Wind  
                    Draw List: Cure, Demi
                    AP: 20
 
If you aren't careful, he'll mess up your party pretty bad, so be sure 
to have stock-piled curative items and spells. Once the battle begins,
have everyone draw and stock Demi from Diablos (note that you'll need a
decent Magic parameter for your party members in order to do so). 4 or
5 stocked Demi spells per person should be adequate.
 
Now draw and cast Demi on Diablos, it should hit him pretty hard
initially. Keep at this until you can do only 1 or 2 digit damage to
Diablos with a Demi spell, then finish him off with your most powerful
G.F or a Limit Break.
 
Diablos can either attack you with a lunge or a single Demi spell;
heal these with Cure spells. However, if he casts Gravija, don't bother
about using any Cure spells; rather, have either Squall or Zell pop
in a quick limit break, then cast your stocked Demi spells on Diablos.
He'll actually retaliate by healing your party with Curaga. Btw, he's
easier to defeat at lower levels. I managed to down him when Squall
was at level 11.
 
(note: 'Gravite' has been translated as 'Demi' in the U.S version)
-------------------------------------------------
 
When you've received Diablos as a G.F, I suggest learning these 3 
abilities first: Mug, Encounter Half and Encounter None. They will
come in handy as the game progresses. Especially Mug, although that
character ability will take quite a while to learn (200 A.Ps).
 
And while Diablos seems awfully weak at this point, note that his
attack is Gravity-based. At lower levels, he's only capable of
lopping off about one tenth of an enemy's total (not remaining) HP.
 
Side Event: Try paying a visit to the Library with Zell for a random
event involving a secret admirer. At first only her girl-friends will
drop hints, but returning here often (whenever possible) lets you view
the full set of sequences. The 1st scene you should view here will be
Zell enquiring about a book. The reward for this side quest isn't
all that great though, so you can pretty much choose to ignore this.
 
###########################################
[Balamb City: Train Station]
 
Magazines: Pet Pals Vol. 1 (Train)
###########################################
 
 Tip:
 
If you're in need of cash, run around for a while until Squall receives
his SeeD payment.
 
After buying a ticket for 3,000 Gil at the train station, board the 
train. Bypass the ticket machine, then follow Zell into the room. 
He'll find Vol. One of 'Pet Pals', and ask Squall if he knows about
Timber's current situation:
- I don't care.
- Not too much. *
Zell informs Squall a little more on Timber, a small country invaded
and captured by Galbadia 18 years ago.
 
#########################################
1.11. [Laguna Dream Sequence Part One: Eastern Forest & Deling]
 
Enemies: Funguar, Geezard
Draw Points: Cure, Water
###########################################
 
These 3 (Ward, Kiros and Laguna) inherit the status of whoever fainted, 
so bear this in mind. Well, the run through the jungle is fairly 
straight-forward. Use the fallen tree to walk over the small stream 
when you reach it, and then mount the vehicle at the end.
 
[Galbadia: Deling City]
 
Just as Laguna parks the vehicle, 2 more appear, conveniently blocking 
your way to the other parts of Deling City. Ignore them for now, and 
run to the lower-right (the upper right street leads to an arch, which 
is of no value right now). 
 
Transverse the city streets until you reach Galbadia Hotel. Save, then
head off to the right staircase. Converse with the waitress, who'll 
ask you to take a seat:
- (I'm walk around a bit first.)
- (Alright, I'm there!) *
- (Huh? Excuse me?) 
The 2nd option lets you hear a nice little piano piece by Julia, an 
aspiring pianist and singer. Laguna himself gets all nervous when she 
asks of him to meet her in her room upstairs. Return upstairs to the 
reception counter:
- Which is Julia's room? *
- Ahh... nothing.
(note: the darker bracketed speech bubbles you see in Laguna's
       scenarios are the reactions of Squall's party)
 
########################################
1.12. [Timber Tracks: Hijack Operation]
 
Magazines: Pet Pals Vol. 2 (Resistance Base)
Rare Card: Angelo (Watts)
##########################################
 
Squall, Selphie and Zell wake up at this point, and are surprised to 
find they all shared the same dream. Squall makes a note to report 
this to Principal Cid as they disembark from the train. Speak to the 
man waiting on the steps:
- But the moogles are still here.
- But the chocobos are still here.
- But the Owls are still around. *
The 3rd option is the password. Taking either the 1st or 2nd option
results in a rather amusing scene where Watts almost gets knocked down
by a train ^_^
 
[Resistance Base]
 
Once on board the train, Zone and Watts will formally introduce 
themselves as the leaders of the 'Forest Owls', and ask of Squall to 
wake their 'princess' up. Squall complies, but not without a few 
threatening remarks first.
 
Side event: Watts holds Angelo's card, a rare card. You can win it
from him if you so wish, or wait until later in the game.
 
Head into the other sections of the train (take note of the Save Point
in one of the cabins), into the nice flowery pink room. Rinoa will
recall meeting Squall at the dance party, and requests him to proceed
to the briefing room. Her dog, Angelo, will also make an appearance
here. You will be asked to name both of them; again, this walkthrough
will use the default name settings.
 
It seems that President Deling of Galbadia will be passing through 
Timber on a train. The trio hatch a plan to capture him, and just for 
your reference, I've included a little diagram to show the entire 
procedure.
 
=========================[Dummy Car]-[Resistance Base]================
 
==[Locomotive]-[1st Escort]-[Prez's Car]-[2nd Escort]=================
 
Basically, you'll have to leap from the Base onto the 2nd Escort, 
run to detach the 1st Escort from the Prez's Car, thus allowing the
Dummy Car and the Base to slip in between the 1st Escort and the
Prez's Car, then uncouple the 2nd Escort, causing the Base to break
away along with the Prez's Car, leaving the Dummy Car in place of the
latter. Relax, you don't have to memorize the procedure.
 
Rinoa will let Squall have a practice session at entering passwords;
press L1 to exit when you're through. Did you understand the briefing?
- Yes.
- Explain it again.
I'll leave this up to you.
 
The bulletin board in the upper-right of the planning room has copies
of Anarchist Monthly pinned onto. These provide information on Vinzer
Deling's ascension to power.
 
Save, then talk to Watts. He'll ask Squall if he's ready:
- Not yet.
- Yeah. *
 
Tip:
 
Some people have written in complaining that instead of asking Squall
if he's ready, Watts asks for a game of Card Battle instead... try
speaking to Watts with the 'X' (U.S) button and NOT the 'Square'
button... these two have different functions in ff 8.
 
[Hijack Operation: Timber Railway Lines]
 
Your 1st action is to leap across to the 2nd Escort. Do this by
hitting the 'Jump' button ('X' for the U.S. version, 'Circle' for the
Japanese version) when the 2 carriages are relatively close together.
You'll be working against a 5 minute timer, so make it quick.
 
Next, Squall will have to work his way across the car. Just stay put
and observe the guards... who discover that none of their sensors are
working. Scoot across to meet up with the rest, before the Galbadian
troopers repair the sensors.
 
Assuming you let the guards repair the sensors, and happen to be
directly above when the blinds are open, here's how you should react:
Blue guards (sound sensors): Halt.
Red guards (temperature sensors): Don't stop, and keep moving.
Time your movements accordingly.
 
3rd involves detachment of 1st Escort. Zell and Selphie will watch 
out for the guards, so whenever they call out, just rappel up. Here's 
the sequence:
 
1. Rappel down with 'down' (duh.)
2. Rinoa will give you a random password.
 
   For the U.S. version:
 
     (Triangle=4)(Square=3)(Circle=1)(Cross=2)
     
                               L1=Scroll screen to the left
 
   For the Japanese version:
 
     (Triangle=1)(Square=3)(Circle=2)(Cross=4) 
                     
                               L1=Scroll screen to the left
 
   So if it's 1 4 2 3 in the U.S. version, you would enter O, T, X, S
   (in the space of 5 seconds, mind you).
3. Basically, you should attempt to enter 2 passwords, then rappel up. 
   Wait for the 2 guards to pass by and return before going down again.
4. You'll have to enter 3 passwords for this one.
 
The 4th step is the detachment of the 2nd Escort. You'll need to 
enter 5 passwords now instead of 3; this time you'll have to look out 
for guards yourself with R1. Step 3 above still works though, so the 
guards shouldn't be a problem. Do this right the 1st time and your 
SeeD ranking will be raised. The whole operation should take you less
than 3 minutes.
 
Well, after all that talk, junction your members (excluding Rinoa) and
save, then do yourselves a favour by returning to Rinoa's room to pick
up the 2nd volume of 'Pet Pals'. Converse with Rinoa again when you're
ready to go:
- Not yet.
- Yeah. *
Rinoa and company will finally meet up with Deling, but he turns out to
be a fake one.
 
------------------------------------------------------------
BOSS: Fake President  HP: 532  Draw List: Cure
 
Easy enough. You can stock up on 'Cure' spells if you wish.
 
BOSS: Gerogero  HP: 2,750  Weak: Holy, Fire, Earth, Heal  
                Strong vs.: Poison
                Draw List: Esuna, Double, Berserk, Zombie
                Total AP: 20
 
This guy likes to cast various status ailment spells on you, so come 
equipped with various curative items, or simply the ability to draw
Esuna from him. Attack Gerogero with Fire-junctioned Elemental Attacks,
Cure spells and G.F. Ifrit.
 
This tactic applies only to the Japanese version: one Phoenix Down is
all it takes to kill Utoku. Now that you know that, you might still
want to spend some time drawing Esuna and Double from him though. This
also works in the U.S version, but chances are that it has a higher
percentage of missing Gerogero.
-----------------------------------------------------------
 
Gerogero had a different colouration in the Japanese version; most of
the blue areas on him were actually red.
 
After the fight, the party'll discuss the next course of action. 
Supposedly, Deling is scheduled to make a speech at Timber TV Station 
soon, so your next plan would then be to snoop around for info into 
getting to the broadcast station. 
 
Make a party of 3. I suggest you bring a weaker character as the 3rd
party member; there're some opportunities to gain a few EXP here.
Talk to Watts to leave.
 
#########################################
1.13. [Timber] (note: Rinoa joins you here; she starts off at lv. 11)
 
Enemies: G-Soldier, Elite Soldier
Draw Points: Blizzaga, Cure, Scan
Magazines: Pet Pals Vol. 3 and 4 (Pet Store)
           Girl Next Door, Timber Maniacs (Timber Maniacs)
############################################
 
While Timber's topography isn't exactly the most confusing ever in
ff 8, I guess I'll do no harm by providing you guys with a map, right?
Here you go:
 
         Timber TV Station
                |                              (Desert)
                |                                  |
                --------------------------------\  |
                                               Pub-+------
                                                   |     |
                                                  Shop   |
                  Timber Maniacs   Forest Foxes          |
                     Building           HQ               |
                         |               |               |
                         ---------------------------------------
                         |                                Owl's|   |
        |       |        |                                Tears|   |
        | Local |(Resist.|                                     |---|
(Balamb)| Goods-| Train) |                                     |   |
        |       |    |   |   Junk Store  Hotel                     |
        --------+-----------------+--------+---------\         (Dollet)
                |                                    |
      Pet Store-|                                    |
                                                     |
                                                 Main Gates
 
*the bracketed locations mean that they're train platforms, and where
 each train is bound. After the events in Timber, the (Resistance
 Train) station becomes (Deling City).
 
There'll be Galbadian guards around, so take time off to draw a few 
spells from them. You might want to purchase Pet Pals Vol. 3 and 4 
from the Pet Store near the station which runs towards Balamb. All 
trains are non-operational at this time. 
 
There'll be a few instances when you need to combat the Galbadian 
soldiers, and resting is accomplished by heading to 'Owl's Tears', 
which is right at the outskirts of town. It's this little cabin with 3 
persons living inside. Tell the old man that you like beverages
(2nd option), and examine the tap to the left to heal up. However, if
you plunder the 500 Gil from the cupboard beneath the television (just
examine the cupboard repeatedly), you lose this service.
 
You might also want to check out Timber Maniacs, which Laguna worked as 
a journalist for. There's a copy of an adult magazine (Girl Next Door) 
and Timber Maniacs to be picked up here among the stacks of books in
the lobby and editing room respectively. The dark room in Timber
Maniacs hides a 'Blizzaga' draw point as well.
 
Btw, there's a guy clad in a grayish-green jacket outside Timber
Maniacs; be sure to encourage him to receive a mediocre item from him
later on in Disc Two.
 
The house next door has a lady who will speak of an alleyway behind the 
Pub which leads to the TV Station. Once you're done, head on over to 
the Pub, by taking the stairs at the juncture in the next screen. 
 
2 conversing Galbadian soldiers will mention about having obtained a 
Card; kick their butts to receive a lame monster card. There's an
item shop to the left, so go ahead and purchase any goods before
entering the Pub.
 
There's a drunk man blocking the exit to the backlane inside:
- Observe.
- Talk to him. *
Squall will have to respond to his demands for a drink:
- Buy him a drink.
- Tell him about the cards. *
- Do nothing.
He'll give you a Tonberry card, and move out of the way when you select
the 2nd option.
 
You can also choose to buy him a drink, but you won't receive anything
in return. Talk with the woman to the left to know the drunk's
favourite type of drink, then observe the drink the drunk's holding.
Here's a list:
 
                 [Red]          [Yellow]          [Green]
[Sweet]          Mimett         Curiel            Tantal
 
[Bitter]         Krakka         Sylkis            Reagan
 
Outside, save, and follow the path to the TV Station. Rinoa, upon
seeing the tight security around the place, decides to switch to a less
subtle way of getting into the TV Station... much to the displeasure of 
Squall, who's annoyed by the way she changes her mind so quickly. 
 
Rinoa asks him to voice his opinions:
- Yeah, I'll tell you. *
- Forget it. 
It seems that Squall will still tell Rinoa off no matter which you 
choose though. You'll have the option of continuing or stopping:
- ... Guess I'll follow up.
- Well, just leave it at that. *
Hurt, Rinoa runs off on her own, just as the programme starts.
 
Vinzer Deling, President of Galbadia, will commence his speech. He 
starts to introduce his ambassador, a sorceress, but before he
announces her name, his broadcast session is disrupted. Head for the
TV Station immediately.
 
Zell, in the midst of the commotion, unknowingly lets slip Garden has 
dispatched them to deal with the situation in Timber. Follow Quistis.
 
The party has to get out of Timber after things have gotten ugly. Upon 
leaving the 'Foxes of the Forest' (the house next to Timber Maniacs), 
Watts, disguised as a Galbadian soldier, tells them that a train is 
bound for Dollet at the station, and to take care of Rinoa:
- Ok (I have my orders).
- Ok (You be careful, too).
I'll leave this up to you.
 
Retrace your steps, meet up with Zone (dressed as an old man), who'll
pass you your tickets. Proceed right from here for the (Dollet)-bound
train.
 
Board the train?
- Get on. *
- Not yet.
You'll have the option of talking to Zell in the train carriage:
- (Leave him alone.) *
- (Stay put.)
Take the 1st option to advance the storyline.
 
Actually, while the story requires you to drop off at the East Academy 
Station, I suggest you give that a miss and alight further on at Dollet. 
 
############################################
1.14. [Dollet and Timber Revisited] 
 
Draw Points: Silence (Dollet)
Magazines: Timber Maniacs (Hotel Dollet, Dollet Pub, Timber Hotel)
           Occult Fans Vol. II (Dollet Pub)
Rare Cards: Siren (Master Card Player, 2F Dollet Pub)
#############################################
 
While pretty much a scenic port town, Dollet has a number of 
interesting events and items. First off, check out the hotel rooms for 
an issue of 'Timber Maniacs'. 
 
Further down the streets, at the Pub, a man on the 2nd floor (he's the 
one to the left) will play cards with Squall. If you manage to defeat 
him (the 'Random' rule in Dollet makes it kinda hard...), he'll lead you 
to his private room. There's also a copy of Timber Maniacs on the 2nd
floor of the Pub.
 
Check out the magazines on the floor (make sure you look at them from
every angle, sometimes you'll find different stuff for each of the 4
sides of each stack) for 'Occult Fans Volume II'. And if you're really
eager to complete your card collection, Siren's card is winnable from
the same guy, who's also known as the Master Card Player.
 
One of the houses has a painting hanging in the center... Squall has to 
look for a mutt around Dollet (each painting has a bone which gives the 
location of the dog outside the house). There's a total of 3 locations; 
you can get a free Potion, Phoenix Down and Soft (Gold Needle) for your 
efforts. If you do this in Disc Three, you'll get a Potion, Mega-Potion
and an Elixir instead.
 
The Dollet trooper to the left of Hotel Dollet denies Squall access to
the comms. tower; talk to him twice to bust through. I've no idea
what this is for, but you get a pretty amusing sequence at the end of
the path with the bumbling Galbadian troops.
 
[Timber Re-visited]
 
Look for a copy of Timber Maniacs at the now-open Timber Hotel.
 
There'll be a guy standing on the bridge near Timber Hotel; talk to 
him with a female companion (i.e. Rinoa or Quistis) in your party to
receive a free Potion. He appears randomly, and you can do this as
many times as you wish to stock up on Potions.
 
##########################################
1.15. [Timber Region: Obel Lake and Roshfall Forest] 
 
Enemies: Funguar, Geezard
         Thrustaevis (Fields)
         Wendigo, Anacondaur, Cockatrice, Ochu (Forests)
Blue Magic: Electrocute 
###########################################
  
Obel Lake on the world map has a strange shadow in the water who'll 
chat with you about its missing monkey when you hum (2nd option)... 
I'll detail this event later on in the walkthrough.
 
And as for Roshfall Forest, it's on the opposite bank of where the
water-dweller lives, that huge patch of forest. The bottom left window
in your Menu screen tells you the name of your current location. Both
Obel Lake and Roshfall Forest are to the north of Timber.
 
Wendigo (a headless freak which resembles a wild gorilla) roams in 
this forest, and gives up 'Steel Orbs' upon its defeat. Get at least 2
of these. When mugged, the Wendigo provides you with 'Steel Pipes',
but it's highly unlikely you've learnt the 'Mug' character ability
from Diablos at this point. Just keep this point in mind for now.
The Steel Orbs will be required later on for weapon remodeling; if
you're having trouble defeating the Wendigo, put it to sleep first
with a 'Sleep' spell, then use your G.Fs.
 
Also, Cockatrices (birds with yellow chests and a green belly) are 
present in the forests. You can receive Coral Fragments (lets Quistis 
learn another Blue Magic, Electrocute) when they're at levels 1 to 19.
 
#############################################
[East Academy Station and Eastern Forest]
 
Area Info: None.
#############################################
The eastern forest lies between 2 cliffs, west of the East Academy
station. Before you enter, make sure both Quistis and Selphie are
properly junctioned.
 
Rinoa will come to comment on the way Squall treats his comrades so
coldly.
 
##########################################
1.16. [Laguna Dream Sequence Part Two: Centra Excavation Site]
 
Enemies: Esthar Soldiers, Gesper, Elastoid
Draw Points: Sleep, Confuse, Cure
Blue Magic: Degenerator
###########################################
 
In typical Laguna fashion, he realises that he had brought the wrong
map for this patrol. Still, he has a bad feeling about this:
- Nah, just my imagination. *
- Yeah, a bad feeling...
The run through the mines can be very straight-forward, depending on
how you tackle it. However, I'll give you the full set of events here.
 
Proceed forward to battle 2 sets of Esthar soldiers. There'll be a 
fork in the road afterwards; take the right one. 
 
Follow the path into the mines until it splits again. There's an 
invisible 'Old Key' near the half-buried semi-circle structures, but
Laguna loses it the minute he picks it up ^_^ Anyway, head to the left
of the screen.
 
You'll eventually come to 3 steel hatches set in the floor. Have 
Laguna examine the switch on the center one (it's on the upper-right 
of the hatch):
- Tamper with it. *
- Leave it alone.
Head back a screen from where you came from, and laugh as the Esthar
soldiers fall for Laguna's (crude) trap. Now return and try to do the
same for the hatch on the right. However, Laguna won't be able to open
it, so just ignore it for now. It'll open by itself after the events
below, but you still must tamper with it first.
 
Retrace your steps back to where you initially fought the 2 sets of
Esthar soldiers. Take the left route now, and follow it until you
reach a ladder. Descend.
 
In the next screen, there's yet another 'Old Key' hidden among the 
debris to the left of the screen.
 
The path will lead to the same 3 steel hatches. Examine the left hatch,
but Laguna decides not to tamper with it after all.
 
Now return to where you located that 1st 'Old Key', and head upwards.
The route should split here again; take the northern path to find a
bomb detonator on the ground. 
 
Examine it:
- Press the blue switch.
- Press the red switch. *
- Forget it.
Choose to hit the red switch first, followed by the blue one to 
exterminate 2 batches of Esthar soldiers. Proceed onwards from here, 
but keep a lookout for another boulder to the left, in an area 2 
screens up from where you discovered the bomb detonator. Push it using
'X' (U.S) or 'Circle' (Japanese).
 
Making your way upwards, you'll find a save point. Save before heading 
north.
 
Now the trio have to combat a whole slew of miners (5 sets of battles 
if you didn't trigger all of the traps here, or just 1 if you did); the 
last one's 'Soul Crush' will drain Kiros and Ward's HP completely, so 
remember to cure your injured members when you regain control of Squall. 
Laguna makes a valiant attempt to save his friends' lives...
 
Btw, while the tampering of hatches may seem totally irrelevant at
this point in time, it'll enable you to pick up a few nifty items much,
much later on in the game, when Squall's party returns to this dungeon.
Trust me, the extra trip's worth it.
 
Side events: Gespers (over-sized blue headed creatures) and Elastoids
(flying brown stools) make their appearances here, but they're extremely 
rare. If you're lucky enough to encounter them, the former will net you 
a Black Hole (lets Quistis learn 'Degenerator') and the latter's card, 
when modified gives you a Steel Pipe. The Elastoid is known as the
Invincible in the Japanese version.
 
You'll face 2 types of Esthar soldiers here: the human and the cyborg.
The latter are much more dangerous, so you should make it a point to
defeat them first in combat. Cyborg soldiers appear darker compared
to human ones.
 
 
#########################################
[Eastern Forest Continued]
#########################################
 
Squall decides to press on... no point thinking about the events that 
just transpired. Galbadia Garden is right ahead.
 
######################################
1.17. [Galbadia Garden Region: Monterosa Plateau] 
 
Enemies: Belhelmel, Geezard, Blood Soul
Weapons: Rising Sun (Rinoa)
########################################
 
While in this area, you might want to encounter Belhelmels, spiky 
masked creatures dangling in mid-air. Use Diablos' 'Mug' command 
ability to steal Saw Blades from them, which are one of the items 
required to upgrade Rinoa's weapon to a 'Rising Sun'. Couple one of 
these blades with 8 Screws. Btw, Belhelmels also drop Saw Blades.
 
#######################################
1.18. [Galbadia Garden] (note: Irvine joins you here; he starts off at
                             lv. 13)
 
Draw Points: Haste, Double, Shell, Life (Raise)
Weapons: Ulysses (Irvine)
#########################################
 
Upon your arrival, Quistis makes a move first to contact the Headmaster 
of this Garden. The PA system soon announces the party's next 
destination: the Reception Room, which is accessed by hitting the 
north-western exit in the Main Lobby, then climbing the stairs. 
 
Before you do that, I suggest you explore around a bit first, and 
familiarize yourself with the surroundings; you'll be back here later. 
The glowing center of the Main Lobby hides a 'Haste' draw point; as does 
the changing rooms of the skating rink (north-eastern exit from Lobby),
which holds a 'Life' D.P. The Auditorium on the 2nd floor also 
offers a 'Double' D.P. Apart from those, you'll find an assortment of 
nice (but not rare) boss cards from the Galbadian Garden students.
 
Make your way to the Reception Room afterwards. Talk with everyone
inside, until Squall leaves in a fit.
 
Head on over to the Main Lobby, where the ever lovable duo of Raijin and
Fujin show up; they've come to deliver a message, and to find Seifer.
 
At the main entrance, Martine, Headmaster of Galbadia Garden, briefs the 
party on their new orders: both Balamb Garden and Galbadia Garden will 
work together on a plan to assassinate the sorceress Edea, as requested
by a certain general of the Galbadian army. Martine's known as Dodonna
in the Japanese version.
 
Irvine is the assigned sniper for the mission. And of course, he isn't 
gonna miss his opportunity to get close to the females:
- Yeah, whatever. (you can also take this for an amusing scene with 
                   the girls)
- ... That's no good. *
I suggest you take Irvine into your main party, especially if he's way 
too low in levels compared to yours. And if you've got a Steel Pipe, a 
Bomb Fragment (impossible to obtain now... use Quezacotl's menu ability
'Card Mod.' to refine a lv. 4 Bomb card) and 2 Screws, you can upgrade
Irvine's shotgun.
 
Either way, head on over to the Far East Train Station in the south
-west, making sure you've got at least 3,000 gil to spare, and board
the Deling City-bound train.
 
#########################################
1.19. [Galbadia: Deling City]
 
Draw Points: Thundara
Magazines: Timber Maniacs (Galbadia Hotel)
##########################################
 
Wait for a bus at the very first station you see, board it, then drop 
off by hitting 'X' at the next stop, which would be Caraway's Residence.
 
Talk to the guard on the extreme right: Squall and co. will have to 
prove themselves first by obtaining a password from a nearby dungeon:
- Ready to answer.
- Buy a hint for 3,000 gil. (MIGHT lower SeeD ranking)
- Buy a location displayer for 5,000 gil. *
- Talk.
- Have him escort us out of town.
Well, you really need that displayer, so go on and pay him 5,000 gil. 
Once you're done with that, it's time to explore Deling City.
 
                      Presidential Residence
       /-------------------------+----BUS >------------------\
       |                < BUS    |    BUS\/                  |
       |                         |                           |
       |                         |                           |
 BUS /\|                  BUS /\ |                     BUS /\|BUS \/
General| \/BUS                   |                   Shopping| 
Caraway+-------------------------|                     Arcade|
Mansion|                  Arch of Triumph                    |
       |                         |                           |
       |                  BUS /\ |                           |BUS \/
       |                         | BUS \/              BUS /\|
       |                         |                           |
       |                         |                           |-Hotel
       |                 BUS /\  | BUS >                     |
       \-------------------------+---------------------------/
          |         < BUS  Deling Train Station
          |
Car Rental|
          |
      Overworld
 
*the arrow sign next to the 'BUS' icon tells the direction of travel.
 3 types of buses service the streets: one circles around the perimeter 
 clockwise, and 2 anti-clockwise in the interior.
 
Pick up a partially hidden copy of Timber Maniacs on the 2nd Floor of
Galbadia Hotel.
 
###########################################
[Galbadia Region -- Gotland Peninsula]
 
Enemies: Thrustaevis, Geezard, Wendigo
###########################################
 
Draw a few 'Float' (Levitate) spells from Thrustaevis (flying blue
eagle-like creatures) before heading over to the Tomb of the Unknown
King, which is located to the north-east of Deling City on the
Overworld. Look for a forest with a rock opening, right at the tip of
the Gotland Peninsula.
 
#######################################
1.20. [Tomb of the Unknown King]
 
Enemies: Armadodo, Blobra, Forbidden, Buel
Draw Points: Protect, Float, Cura
G.Fs: Brothers
Rare Cards: Brothers
#########################################
 
Holding 'Select' here brings up the map or closes it, and pressing 
'Triangle' (U.S) or 'X' (Japanese) while viewing the map warps you out
of here. The latter move will bring your SeeD ranking down though.
 
                          Northern Flood Gate
                                  |
                         ---------+---------
                         |        |        |
                         |        |        |
                    -----+-----------------+-----
                    |    |                 |    |
                    |    |    =========    |    |
          Western   ------    | Tomb  |    ------   Eastern
          Chamber---|    |    =========    |    |---Chamber
                    |    |        #        |    |
                    -----+--------+--------+-----
                         |        |        |
                         |        |        |
                         ---------+---------
                                  |
                               Entrance
 
*the '#' refers to the location of a bridge which appears in the course
 of the events below.
 
Anyway, head up, and look for a light blue Gunblade on the floor. 
Examine it and record down the (random) password. Write it down on
paper. You can leave now if you want to.
 
Side events: You'll want to get G.F. 'Brothers' here. From where you 
found that Gunblade, follow the map to get to the Eastern Chamber:
 
-----------------------------------------------------------
BOSS G.F: Sacred  HP: 2,660  Weak: Poison, Wind  
                  Strong vs.: Earth
                  Draw List: Shell, Protect, Berserk, Life
                  AP: 20
 
Junction 'Aero' or 'Tornado' to Elemental Attack, then pummel away at 
him. You can also junction 'Float' to Elemental Defense. Heal when 
needed. Make sure to cast 'Float' on Sacred; this cancels his 'Regen'
status. Hit him with your G.Fs if you don't have any wind-based spells
yet. Draw a few Life spells if you can, they junction well to HP.
----------------------------------------------------------
 
Moving on, head to the Northern Flood Gate, and dis-engage the dam to 
allow the water to flow through via a chain to the upper-right. Make
your way to the Western Chamber; examine the water-wheel to change its 
direction of revolution.
 
You might want to get out and save after this. Once you're ready, 
approach the center of the Tomb from a South to North direction; a 
bridge would've been laid out, granting you access to the bosses.
 
--------------------------------------------------------------
BOSS G.F: Sacred  HP: 2,660  Weak: Poison, Wind  
                  Strong vs.: Earth
                  Draw List: Shell, Protect, Berserk, Life
                  AP: 20
BOSS G.F: Minotaur  HP: 3,630  Weak: Poison, Wind  
                    Strong vs.: Earth
                    Draw List: Shell, Protect, Berserk, Double
                    AP: 20
 
Cast Float on your party as well as the bosses -- this cancels out 
their Regen status and their combination attack (aptly called 'Mad Cow
Special'). As always, junction 'Aero' to Elemental Attack if you can,
and off the big guy first (Sacred), followed by Minotaur. They're
capable of dealing out moderate sums of damage, but shouldn't pose too
much of a threat. Summon your G.Fs too, and heal frequently.
-------------------------------------------------------------
 
The spirit departs for the nether world, and you'll get G.F. Brothers 
plus 2 pretty good cards. Don't lose them... they'll come in handy 
later on.
 
G.F Brothers offer HP-J, Str-J and Spr-J. Useful if you want to have
another party member who's adept at physical attacks, I suppose.
 
A rare enemy here which only appears in parts where the path curves
is the Forbidden (skeleton with 2 swords). He's capable of casting 
Death, but you might want to turn him into a card, upon which 'Card 
Mod.' nets you a 'Betrayal Blade'. Keep one of these. The Forbidden
also drops Betrayal Blades at levels 1 to 19 when defeated.
 
Another enemy, the shelled Armadodo (Esansuushi), offers Turtle Shells
which you'll have to steal (you should have just about learnt G.F
Diablos' 'Mug' character ability at this point; if you haven't, you
aren't combating enough enemies! Try fighting the Fastitocalon-Fs along
the coasts of Deling City for some A.P). Get 2 of these Turtle Shells.
 
############################################
[Galbadia Region Revisited]
 
Weapons: Flame Saber (Squall)
         Ulysses (Irvine)
############################################
 
On a side note, if you missed getting the Steel Pipes earlier on,
Wendigos wander the barren (brownish) areas near Deling City. Mug them,
then combine 1 Steel Pipe, 1 Bomb Fragment (modify a lv. 4 Bomb card)
and 2 Screws for Irvine's Ulysses if you haven't already done so.
Wendigos seem to appear more frequently in night-shrouded areas.
 
You'll want to obtain Squall's 'Flame Saber' now: it requires a 
'Betrayal Blade', a 'Turtle Shell' and 4 Screws. Geezards (Haurizaados)
in the same barren regions as the Wendigos drop Screws. The extra
Turtle Shell I told you to get will be for later. And if you're
wondering what on earth I'm talking about, try referring back to the
section before this for the locations of the raw materials.
 
########################################
1.21. [Deling City Revisited: Prelude to Edea's Parade]
 
Magazine: Weapons Monthly May (Sewers)
Weapons: Maverick (Zell)
         Cutting Trigger (Squall)
##########################################
 
Tell the guard the password, then enter General Caraway's Mansion.
Rinoa gets impatient while waiting and leaves to look for him, telling
Squall not to follow her:
- ... An order?
- Meaning...? *
The decision point does not appear in the U.S version.
 
The party meets up with General Caraway (Rinoa's dad) eventually. He'll
request Squall to keep Rinoa out of this mission before he starts the
briefing. Basically, you have to divide yourselves into 2 groups:
Sniper Team: Squall & Irvine
Gateway Team: Quistis, Zell & Selphie
 
Caraway then outlines the mission steps:
1. Sniper Team to wait outside Presidential Residence before the
   parade.
2. Gateway Team to wait inside Arch of Triumph.
3. Parade commences, Edea leaves; Sniper Team to sneak into Presidential
   Residence, and lie in ambush from atop.
4. Edea's float passes underneath Arch; Gateway Team to activate gates, 
   cutting parade movement off.
5. Commence assassination. Hand-to-hand combat if assassination fails.
 
You can hang around Deling City if you like, before proceeding to 
Caraway's Mansion.
 
On a side note, you should have 4 decent cards at hand now: Ifrit's,
Diablos' and the Brothers'. Try playing some of the locals to win Grendel
(lv. 2 cards depicting a beaked yellow monster with a blue back) and
lv. 2 Mesmerize (pink horned horse-like creatures) cards. They can be
modified via Quezacotl's 'Card Mod.' menu ability to obtain a 'Dragon 
Fin' and a 'Mesmerize Blade' respectively.
 
If you can't seem to find a Grendel card, you'll get your Dragon Fins
later on in Disc Two. However, you should be able to win a few 
lv. 2 Buel (ugly faces with spinning fins around them) cards. You've
encountered them before, in the Fire Caverns and Tomb of the Unknown
King. Modify 2 of these cards into 2 'Magic Stones'.
 
Match a 'Dragon Fin' with a 'Spider Web' to upgrade Zell's weapon. 
You can also link up a 'Mesmerize Blade' with 8 Screws for Squall's 
'Cutting Trigger', a weaker version of his 'Flame Saber'. Head for 
Caraway's Mansion when you're ready.
 
And no, even though the name suggests it, I doubt the 'Flame Saber'
does Fire-Elemental damage to enemies.
 
[Caraway's Mansion]
 
Rinoa suggests using a magical artefact which can supposedly curb
Edea's powers; Quistis dismisses the idea furiously, saying that 'it's
not a game'. The party then leaves, sans Rinoa. Follow Caraway.
 
 Tip:
 
After Caraway leads Quistis' party to the Gateway, he seems to
disappear into thin air. Actually, if you look hard enough, he's
walking among the crowd, towards the direction of the Presidential
Residence. Some gamers have difficulty distinguishing him, probably
attributed to the nature of his dark-coloured clothes. Follow him
with Squall's party.
 
[Arch of Triumph]
 
Quistis wonders whether she was too harsh with Rinoa, and decides to 
apologise to the latter. Return to Caraway's Mansion. (you don't have 
to junction your G.Fs yet).
 
[Presidential Residence] 
 
(note: You might want to junction Rinoa for a while)
 
Save as Rinoa, then look for a manhole to the right. Descend into 
the sewers using it, then head left to pick up the May issue of Weapons 
Monthly. Return to the previous save point afterwards. Climb the 
various crates to get to the top. Follow the path (there's a ladder to 
the left) to the roof-top. 
 
[Caraway's Mansion]
 
After that little twist, have Quistis examine the painting beside 
Selphie, then pick up a glass cup from the shelves on the left. Head 
into the leftmost background, and set the cup on the statue. 
 
Descend into the sewers, ride the waterwheel on the left of the 
screen, and keep heading upwards.
 
######################################
1.22. [The Parade Commences -- Presidential Residence]
 
Enemies: Creeps, Red Bat, Grand Mantis (Sewers)
Draw Points: Esuna, Zombie, Bio (Sewers)
G.F: Carbuncle (Iguion)
Magazines: Weapons Monthly May (Sewers)
Blue Magic: Electrocute OR LV?Death
Weapons: Slaying Tail (Quistis)
         Morning Star (Selphie)
#######################################
 
You'll take control of Squall from here. Follow Irvine (junction your 
G.Fs afterwards), save, then climb the crates in the same way you did 
with Rinoa. If you didn't get the May issue of Weapons Monthly from the
sewers using Rinoa, you can do it now too. Head straight for Edea's
Room to find Rinoa.
 
 Tip:
 
Be sure to have either Squall or Irvine equipped with the 'Draw'
command; you'll need to acquire a G.F soon.
 
---------------------------------------------------------------
BOSSES: Iguion x2  HP: 1,151  Weak: Earth, Holy  
                   Strong vs.: Fire, Poison
                   Draw List: Esuna, Cure, (Break), Carbuncle
                   AP: 10
 
Draw G.F. Carbuncle from these guys first (last option in draw menu), 
then quickly dispatch one of them as they can hit you with Resonance, a 
combination attack. Other offensive moves include Magma Breath (easily 
countered by drawing Esuna from them) which slowly petrifies your 
members. Use G.F. Brothers against them.
--------------------------------------------------------------
 
Carbuncle offers a character the ability to junction spells to Status
Attack and Defense. Try sticking a 'Sleep', 'Stop' or 'Death' spell
to Status Attack; it works pretty well against common enemies.
 
Retrace your steps to the corridor in the previous screen, and open the
hatch in the floor to the right. Go down and collect the rifle there.
 
[Deling Sewers] (note: Junction G.Fs)
 
The sewers may seem long and intimidating, but what you really have 
to do here is to simply follow the path (there's always only 1 or 2 
routes open to you at each point) until you loop around to get back 
to your original starting point, which is the ladder you climbed
down from previously to get to the Sewers. 
 
Push the ladders down on the way, and use only waterwheels that spin 
clockwise to make your way through. Some gates you'll have to open
with the 'X' (U.S) or 'Circle' (Japanese) button. I'll give you the
quickest way through:
 
1. Follow the 1 way trail until you reach a ladder which you can
   collapse. You can cross it to reach a 'Esuna' Draw Point, but you'll
   have to retrace your steps back to the collapsed ladder.
2. Moving on, the party will pass an unusable waterwheel, followed by a 
   ridable one. Head left first before riding it if you so wish for a 
   'Zombie' DP. There's also a 'Bio' DP south of the waterwheel.
3. The previous waterwheel will carry you over to the other side, to yet
   another wheel. Jump onto this one. Follow the path south and cross 
   the upcoming 2 waterwheels.
4. Collapse the next ladder you see... and you're back where you started 
   from. Head right from where you felled that ladder to another wheel. 
5. Ride it, follow the trail and loop around at the end to save. Climb 
   the nearby ladder to reach the upper levels of the Arch of Triumph.
 
Side events: Creeps (black shadows with 2 red eyes) offer 2 treasures: 
some drop Curse Spikes (at levels 20-29) which net you Quistis' 
'Level ? Death' and weaker ones drop Coral Fragments, which earns you 
'Electrocute', yet another Blue Magic. You can learn 'LV?Death' later
on in Disc Two, though.
 
Those who find themselves missing the Coral Fragments can obtain it 
via 'Card Mod.' Menu Ability, from Creeps' cards. 
 
Another creature lurks only in the stairway leading to the sewers: 
Grand Mantis, a huge scorpion-like monster. You can steal Sharp Spikes 
from it, opening access to weapon upgrades for Quistis (the Slaying
Tail; 2 Magic Stones and 2 Sharp Spikes) and Selphie (the Morning Star; 
2 Steel Orbs from the Wendigo or by modifying its card and 1 Sharp 
Spike). You can't get to a Junk Store for now, but hold on to those
items. Btw, save an extra Sharp Spike for later, too.
 
[The Galbadia Parade]
When Zell tells you to, control Quistis and hit the control panel to 
the left to drop the gates. However, Irvine shows his weak side at this 
crucial point, and finally Squall coaxes him into firing the decisive 
shot. Junction G.Fs to your characters now.
 
-----------------------------------------------------------
BOSS: Seifer  HP: 870  Weak: Poison  
              Draw List: Fire, Cure, Life  AP: 0
 
Steal Hero's Medicine or Holy War Medicine (it's all random) from him. 
Other than that, you may want to junction Fire to Elemental Defense for 
Squall before taking on Seifer. The latter also has Life magic, which 
I suggest you draw and stock. Other than that, hit him with G.Fs or the 
Gunblade for a quick kill.
 
Hero's Medicine is simply known as 'Hero' in the U.S version. Same
thing for Holy War Medicine (Holy War). One more thing: 'Raise' has
been translated as 'Life' in the U.S version.
 
BOSS: Edea  HP: 6,700  Draw List: Cura, Dispell, Life, Double
            AP: 20
 
Edea's arsenal consists of various level 3 elemental spells, so minimise 
damage with Shell magic. You can also cast Carbuncle G.F, thus resulting 
in Edea using Dispell to break your 'Reflect' status. Take this 
opportunity to attack her, or to draw Double magic from her. A bit on 
the difficult side, but she has friendly drawable spells such as Cura 
and Life, which you can exploit to your own advantage.
-----------------------------------------------------------