Disk 1 | Disk 2 | Disk 3 | Disk 4

All of the information within this walkthrough is copyrighted material by the webmaster of King Bahamut Zero.  Feel free to read through this walkthrough but stealing this intellectual property for use on other websites or for profit is strictly prohibited.  If you would like to use any information herein for your own practical use e-mail me at kingbahamut0@yahoo.com for further instructions.  I will also refrain from writing about most plot sequences as it will take away from the experience of playing the game.

1. Balamb Garden

2. SeeD testing

3. Enter the Forest Owls

4. Timber

5. Train of Dreams

6. Galbadia Garden

7. Tomb of the Unknown King

8. Deling City and the First Showdown

 

****************************************************************************************************************

1. Balamb Garden

________________________________________________________________________________

Once you have control of Squall in the classroom, stay in his seat and go into his study console.  Go into the Tutorial part of the program and you will receive your first two Guardian Forces (GF's): Shiva and Quezacotl.  You'll learn through the game's tutorials on how to effectively use your GF's and junctions.  You can now take a self-guided tour of the garden if you'd like, but also stop by the man on the walkway outside the second floor elevator and he'll tell you about the Triple Triad card game and give a few cards to play with as well.  You may also want to make a stop by the library to find an Esuna draw point in between the first and second shelves.  You can also get the Occult Fan I magazine from the front of the first case of books.  This magazine is one part of four where you will be clued into as how to figure out the puzzle of the Solomon Ring.  When you're ready, go meet Quistis out in front of the garden to head out to the Fire Cavern.  Once you're outside the garden, go and face some enemies to get spells and AP.  Draw 100 spells of each magic you come across from the few enemies outside.  Also make sure that you have the Boost ability gained by Shiva.  Once you're ready, head off to the Fire Cavern, which is just east of the garden.

 

Once you get to the entrance of the Fire Cavern, a couple SeeD employees will ask you to select a time limit as to how long you want to complete the cavern.  If you're playing for the first time, 20 minutes is more than enough but if you're familiar with the game 10 minutes will be just fine.  The idea of the limit is to try and make the counter as close to zero as you can when you defeat Ifrit at the end.  The closer you are the better SeeD grade you'll get later on (see the end of the second section for more info).  Now for the actual cavern, there are a lot of fire elemental enemies, so use Blizzard and Shiva a lot, and don't forget to use boost on Shiva.  It also may be a good idea to hold off on using Shiva until you get to the boss as the summon does take up a bit of time.  The path is simple to follow and there's also a Fire draw point along the way.  When you reach the end you'll meet up with your first boss.

 

Boss - Ifrit: There shouldn't be anything to worry about when facing Ifrit.  Summon Shiva every round with whoever you have her junctioned to and cast Blizzard with the other character.  You probably won't have to cure but if you do use the character without Shiva to cure.  When you win you'll get Ifrit's Card and a G-Returner.  And you'll also be able to use Ifrit as a GF.

 

****************************************************************************************************************

2. SeeD Testing

________________________________________________________________________________

After the Fire Cavern, return to your dorm room in Balamb Garden and change into your uniform for your upcoming SeeD test.  Return to the main hall to meet up with your team and you'll be on your way to Balamb.  You'll get your objective on the way and so follow everything Seifer says as you're going through Dollet clearing out some soldiers.  You'll eventually be going up some stairs up to a tower and along the way you'll have to face an Anacondaur.  It will be a somewhat long battle, but you can draw cure spells from it to heal yourself.  When you get to the top of the walkway you'll meet Selphie, the messenger from another group in the SeeD raid.  Seifer will run ahead so Selphie will replace him in your party, so make sure you switch your junctions.  Now head into the communications tower and go up the elevator.  Here you'll find Biggs and Wedge playing around with some equipment to get a satellite in operation.

 

Boss - Biggs and Wedge: The fight will start only with Biggs there; beat him up a little before Wedge will come and help him out.  Draw some new spells from the two and dispose of them easily.  They will then get blown away by a new enemy...

 

Boss - Elvoret: Get ready for a nice and long battle...  Elvoret is immune to poison attacks and also has a strong Spirit rating, so stay away from using magic in general.  There is no real weakness that Elvoret has.  So stick to physical attacks throughout the battle.  Also make sure you draw Siren from him as well.  You can now get Double from him as well, so stock up on those as it is a very good spell to junction this early in the game.  You can also draw Cure from him so healing will not be a problem.  Defeat him to get a G-Returner.

 

Take the elevator back down and leave the communication tower.  Once you get outside you'll notice that you're not quite out of the clear just yet.

 

Boss - X-ATM092: You have a 30-minute time limit to get back to the beach, so you want to spend as little time as possible with this boss.  Naturally since it's a machine, use Thunder and Quezacotl to take care of it.  Cure can be drawn once again so healing will be easy if needed.  Once the machine is knocked down for a while, quick run away.  But if you're really daring, defeat it while it's knocked out (it has over 5000 HP) and you'll get 50AP.  But you must do that before it repairs itself, therefore replenishing its HP.  Take care of it, and get ready to run...

 

Start running back towards the beach immediately after you regain control of Squall.  If you're quick in your running you should be able to stay away from X-ATM092 until you get to the stairs.  If you do get caught you'll have to fight it again and go through what you did the first time facing it.  Once you're running down the stairs, about halfway down, hold the Triangle button to walk.  X-ATM092 will jump and crash into the stairs behind you.  If you're running you'll be stunned and the spider-like machine will catch up with you.  If you're walking you won't be phased and you can continue running away.  Keep running until you get to the bridge.  Run across but it will jump over you and try and turn you back.  Run back until it tries jumping over you again and run back across the bridge.  Keep going through the square (save the dog there too), and then hurry through the streets back to the beach and the end of the mission.

 

You'll arrive back in Balamb where you can explore if you want, then return back to Balamb Garden.  After your talk with Quistis, Xu, and Cid, head to the right to find Seifer and talk with him a bit.  Now head to the second floor and go to the hall outside the classroom to await who will graduate as SeeDs.  Wait a while and once you are announced as a graduate you'll find yourself up in Cid's office on the third floor.  Here's where you'll receive your grade and your initial SeeD ranking.

 

There are five areas that contribute to your SeeD grading.  First is Conduct which is determined by the remaining time in the Dollet mission.  You'll receive 100 pts if there's more than 25 minutes remaining, 90 - 24:00-24:59; 80 - 23:00-23:59; 70 - 20:00-22:59; 60 - 119:00-19:59; 50 - 17:00-18:59; 40 - 15:00-16:59; 30 - 10:00-14:59; 20 - 6:00-9:59; 10 - 3:00-5:59; and 0 pts. under 3 minutes.  Next is Judgment which is determined by the time remaining in the Fire Cavern mission.  There's 100 pts. in store with 0:00-0:07 time left; 90 - 0:08-0:29; 80 - 0:30-0:59; 70 - 1:00-1:59; 60 - 2:00-2:59; 50 - 3:00-9:59; 40 - 10:00-10:59; 30 - 11:00-11:59; 20 - 12:00-12:59; 10 - 13:00-13:59; 5 - 14:00-14:59; and 0 pts with more than 15 minutes left.  Third on the list is Attack, which can be calculated by the number of enemies you defeated during the Dollet mission.  You'll get 100 pts for defeating at least 75 enemies, 80 pts for 25-74 enemies, 50 pts for 15-24 enemies, 20 pts for 10-14 enemies, and 0 pts for 0-9 enemies.   Spirit is next and is found by the number of times you face X-ATM092.  You'll receive 100 pts if you only face it once, 70 pts for facing it twice, 50 pts for facing it 3-4 times, 30 pts for 5-9 times, and 0 pts for 10 times.  The final category of the SeeD grading is Attitude.  This section has to do with a number of deducted points you get through this point of the game.  You will be deducted 1 point for every person you talk to (except Seifer) and 2 for talking to Biggs.  You'll get a 1 pt deduction every time you try to go to the tower before Seifer tells you to.  There's a 5 pt deduction for each time you jump off the cliff near the entrance of the communication tower.  You'll get a 10 pt deduction for not saving the dog in the square on the escape from the X-ATM092.  And if you run into the cafe while running away from the X-ATM092, you'll get a 20 pt deduction.  Now for your grade, you'll get 100 pts for 0 deductions, 80 pts for 1-8 deductions, 70 pts for 9-13 deductions, 50 pts for 14-17 deductions, 30 pts for 18-24 deductions, and 10 pts for 25 or more deductions.  Finally you can also get a 100 point bonus if you destroy the X-ATM092, but it's only possible to destroy it on the bridge.

 

After you have your grade and your initial SeeD rank, head back to your dorm to change for the party.  There you'll briefly meet Rinoa and then Quistis will ask you to meet her in the training center.  Change again and go to the center to meet her.  Go to the "secret area" and talk a bit, and then continue through the training center.  You'll come across a girl who's run into a little trouble and so you must help her.

 

Boss - Granaldo: You can begin by stocking up on Shell and Protect if you'd like.  Neither Granaldo or the Raldos in front of it have Cure spells to draw, so any healing will have to come out of your stock.  Use physical attacks and summon GF's to easily take care of all the enemies at once.

 

Return to your dorm again to go to bed for the night and when you wake up you'll be ready for your first mission as an official SeeD member.

 

****************************************************************************************************************

3. Enter the Forest Owls

________________________________________________________________________________

Leave the garden but before you can you'll have a meeting with Headmaster Cid.  After the meeting talk to Cid again and he'll give you the Magical Lamp.  When you use the lamp, you'll be thrown into a battle with another GF, but the battle is somewhat difficult, so you may want to hold off on using it right away.

 

Boss - Diablos: Make sure that everyone has the Draw command as you'll be using it a lot.  Begin by drawing Demi from Diablos and casting it on him.  It's going to start out by doing tons of damage and continue using that for attacking until the damage it does decreases dramatically.  At that point you'll have to finish him off with physical attacks.  Diablos's most devastating attack by far is Gravija which will decrease everyone's HP by three-fourths of their current HP.  While this won't kill anybody it will leave them in critical status and wide open to be killed in his next attack.  Luckily Diablos has the Cure spell that can be drawn so use that to heal yourself.  Defeat him and you'll get some G-Returners and the Diablos Card.  And of course you'll gain the services of the bat-like creature.

 

Whether you decide to face Diablos right away is up to you, but when you're ready head over to Balamb, buy a train ticket, and hop on the train.  Once you get to the SeeD cabin room, everyone's going to pass out and dream about a group of guys in the past.  Walk through a forest and make your way to Deling City.  Once here you'll have to go to the Galbadia Hotel and head down to the lounge.  Then you'll get to see Laguna choke when trying to talk with Julia but she invites him up to her room.  Talk to Julia for a while until you're back to your regular party.

 

Once you arrive in Timber, talk to the Forest Owl member waiting outside the station.  Reply with "But the Owls are still around" if you don't remember the password.  They'll lead you to the Owl's train where you'll meet the leader of the Owls, none other than Rinoa.  You will then learn about the mission parameters and what you'll be required to do.  Basically you have to steal the Deling president's car on his train and replace it with a fake train car.  When you're on top of the train, follow Rinoa.  On the second car a couple soldiers will be in the car on guard, but their sensors won't work so you can run right across the car without anything to worry about.  Cross the president's car and then you get to work on the first uncoupling.  Drop down and punch in the five codes all the while paying attention to Zell and Selphie and making sure no guards are coming.  Once the codes are entered correctly the cars will separate.  Now you'll have to enter a set of five more codes, but this time Zell and Selphie won't be on the lookout for you.  So now you'll have to watch for yourself if there's going to be any guards making a stop over by you.  If you get all of this done within five minutes you'll have successfully completed the task, if not, you'll have to do it all over.  Also note that if you make it through the whole mission without getting caught your SeeD level will increase by one.  Now make sure your party is ready and go make a visit to the president.

 

Boss - Fake President: This guy is a breeze, just use attacks but make sure you draw Cure from him so that all characters are ready for the next task...

 

Boss - Gerogero: This form of the president is much tougher than the first form.  He can now hit you with a wide variety of status effects, so draw Esuna from him to heal your party.  You don't want to wait on that because if he berserks or silences your whole party you're going to be forced to attack for the rest of the battle.  You can use Cure magic on Gerogero and that will cause damage to him as he is an undead monster.  Fire magic will also do a fair amount of damage.  And if you just don't want to deal with him, use a Phoenix Down, Elixir, or X-Potion for an instant kill.  A Phoenix Down won't always work but an Elixir or X-Potion always will.  You'll get Zombie Powders when you win.

 

****************************************************************************************************************

4. Timber

________________________________________________________________________________

After your debriefing back in the train, your next objective is to find the TV station and figure out what's going on with the communication tower's satellite and what it's going to be used for.  But before you want to continue on the quest, make a stop at the Timber Maniacs building and search the stacks of magazines next to the information desk to find the Girl Next Door magazine.  This will come into play later if you want to get the Shiva Card on disk 3.  Now you should make your way to the local pub and you need to get out the back door, but there's a drifter blocking the door.  So there are two ways to move him, you can either buy him a drink or give him his missing card from outside the pub.  If you buy him a drink, there is a possibility of six different drinks and you can buy only one drink that will satisfy him.  You can figure it out with clues within the bar but the kind he likes is Reagan (bitter and green).  But it makes more sense to give him back the card, and in that case he lets you keep the card (Buel) and even gives you another (Tonberry).  This will then give you access to the TV station through a back alley.  Eventually you'll have to make your way back to the pub owner's house and will decide to head to the Galbadia Garden for further instructions.  Return to the train station and talk to Zone to get tickets to Dollet.  Take the train and get off at the East Academy station.  Now look around and you should see a small forest between two plateaus.  Head through there and not only will you recognize the forest but you'll fall into another dream involving Laguna.

 

****************************************************************************************************************

5. Train of Dreams

________________________________________________________________________________

You'll find yourself this time in a greenish-blue excavation site.  This maze has a few loops circling around and you'll want to try and make your way into the center of it by going up.  There's also a bunch of switches and traps you can set which will effect what things you can get when you come through this area with Squall later on in the game.  If you come across a set of switches that appear to be bombs, press the red one first and then the blue one.  There's also another boulder you can push away along the path that will reveal a Cure Draw Point.  As you're making your way towards the end of the site you'll be in a battle where the Esthar soldiers will use Soul Crush as a finishing move that depletes Kiros and Ward down to 1 HP.  Once you have control of Squall et al again, make sure you heal Quistis and Selphie as they will have only 1 HP.

 

****************************************************************************************************************

6. Galbadia Garden

________________________________________________________________________________

Make your way out of the forest and locate Galbadia Garden on the other side.  Head on inside and go up to the reception desk on the 2nd floor.  Just keep walking forward until you see a staircase on the right (some people are doing pushups right next to it).  Talk around for a while all over the garden until you meet up with everybody in front of the garden.  Here you'll also meet up with Headmaster Martine and Irvine will become your final addition to the party.  Your next stop will be Deling City to speak with General Caraway.  Hop on the train outside the garden and take it there.

 

Just inside the entrance to Deling you can find a bus that will take you to Caraway's mansion.  There will be a guard outside the mansion and requests that in order to see the general, you have to give the number of a student who had been lost in the Tomb of the Unknown King.  You will be supplied with a map and be offered to buy a current location displayer for 5000 gil.  It will come in handy but you don't really need it.  Decline on anything else the guard offers.  Leave Deling and run across the peninsula in the east to find the ancient tomb.

 

****************************************************************************************************************

7. Tomb of the Unknown King

________________________________________________________________________________

You'll have to remember where you are on the map, so frequently look back at the map.  Or just buy that location displayer from the guard in Deling.  And also remember that even though the screen always looks forward, that doesn't mean that going forward makes you go up on the map.  For example, if you enter the tomb and turn right at the second intersection, "forward" in the next room will make you move right one square on the map, going left makes you go up, and going down makes you go down.  So if you don't have the locator you have to remember which direction you're facing along with where you are.  There are six main points of interest: the four ends of the tomb (west, north, east, and south where the entrance is), the center, and the student ID location.  As you go up a couple screens you'll find a sword and the student ID number right there.  Sure that's the reason for coming to the tomb but there is much more to it than just that.  The rest of the tomb is completely optional, but it will result in your next GF.  Begin by heading towards the eastern point of the tomb where you will find Sacred.

 

Boss - Sacred: The first of the Brothers is really quite easy, so spend some time drawing the Life spell from him as it is a very helpful spell for use as well as in junctions.  You could also use Float on Sacred to keep him off the ground, thus preventing him from regaining life from the ground.  Otherwise he shouldn't pose any threats.  You'll also get G-Hi-Potions after winning.

 

After Sacred flees, head to the north point of the tomb to find the floodgate.  Find the switch to release the dam in the central area.  Next go to the west point to find the drawbridge control.  Lower the drawbridge from there that will lead to the central area.  You can now access the central area, but you can only reach it from the south, so head back towards the entrance and head directly north.  When you reach the central area you'll get into another battle.

 

Boss - Brothers: This battle still involves Sacred but now has his brother Minotaur involved.  Float can work well again here for the same reason as in the battle with Sacred.  It also can prevent your characters from being affected by the Mad Cow Special.  Use GF's along with Bio and Aero (or Tornado if you have any yet) for your best bets at inflicting damage.  If you're focusing on one of the brothers first, do so on Minotaur as he seems to be slightly more powerful.  Physical attacks also seem to do pretty well against the bosses.  When you win you'll get both the Sacred and Minotaur Cards.

 

After you gain the Brothers as the next GF, return back to Deling City (and don't forget the student ID number!).

 

****************************************************************************************************************

8. Deling City and the First Showdown

________________________________________________________________________________

Return to the guard in front of Caraway's mansion in Deling and give him the number of the student's ID.  But be careful as you must enter the number backwards from what you saw.  So if the number is "013", you have to enter the number as 3, 1, then 0.  Caraway will take you on a tour of the city and give you the mission objectives in assassinating the Sorceress.  When you return to his mansion, you will need to split into two teams: the Sniper team and the Gateway team.  Irvine and Squall will form the Sniper team and the rest (except Rinoa) will be the Gateway team.  Now you have to move everyone into position as you saw when Caraway gave you your tour.  But of course things don't go as planned and you have to bring the Gateway team back to the mansion.  But Rinoa has left and the team gets trapped within the mansion.  First you get control of Rinoa and you have to move her up to the Presidential residence by climbing up the side of the building by using some boxes.  Next you will have to try to get out of the mansion with the Gateway team.  What you have to do is take a glass from the shelf on the left and place it in the hands of the statue in the back left.  Once you escape, you'll get control of Squall and Irvine and you have to follow the way that Rinoa took up to the Presidential residence.  Find her and fend her from the lizards that Edea had sprung to life.

 

Boss - Iguion: The first thing you want to do against the Iguions is to draw Carbuncle from them, which will be the final GF of disk 1.  It's Magma Breath will occasionally cast Break on you so quickly draw and cast Esuna with the other character to bring him back to life.  This battle shouldn't take long, use Brothers to wipe them out in a jiffy.  You'll get some G-Returners when you win.

 

After Rinoa joins your Sniper party head back to the hall and locate the hatch in the floor.  This will lead to the Sniper team's final location for the attack.  But now the  Gateway team has to get in position, so it's back to them.  But it's not exactly an easy task as you'll have to maneuver yourself through a rather complicated sewer system.  So I'll try to describe the way to go through here.  When you drop, head left and take the bridge across the sewer and head up.  Go up another screen and then left on the top door.  Follow that path left and it will turn up.  Keep going up and the path will turn right; take the upper path here.  Stay on that path and keep heading down when the camera angle switches.  Jump down off those wheels to continue down.  Keep going down across a few screens until you find yourself back at the beginning, but on the other side.  Stay on that route and when the path turns go up a couple screens and you should see a ladder that will lead you out of the sewers.  You'll find yourself back in the room your group was supposed to be in, so go up and throw the switch to trap the sorceress in the square.  Now's the Sniper team's chance for the kill but of course Irvine blows it, so Squall makes a run for it to try and fight her himself, but before he can get to the sorceress, her new bodyguard steps out for a stand.

 

Boss - Seifer: For being such a "tough" guy, Seifer sure is pretty weak.  Just use physical attacks to take him out and draw Cura and Life from him when and if you need it.  You can also steal some Elixirs from him if you have the Mug command at this point.  When he wusses out, then it's time for the sorceress.

 

Boss - Edea: As you might imagine, Edea is going to use a lot of magic, so one option would be to use Carbuncle to reflect her magic.  But she's not stupid and uses her next three turns to use Dispel on everyone.  But then that will give you some time to attack without having to worry about her.  But just before she uses Dispel on the third character, summon Carbuncle again and repeat this until she's done for.  Edea also has Cura and Life to be drawn, so this battle shouldn't be very difficult.  You can also mug some Elixirs from her.

 

Edea doesn't go down without a fight and sends Squall into his dream world again, but that's it for disk 1!