========================================================================
VI. S e e D   R A N K I N G
========================================================================

In ff 8, your party receives payment from SeeD on a timely basis. This
sum is determined by your SeeD ranking, which is assigned to you right
after the events at Dollet in Disc One. Also, the SeeD Tests become
available in the Tutorial on the menu screen. The actual number of
papers Squall can sit for depends on his level, i.e. a lv. 15 Squall
has access to only 15 out of the 30 tests. Below are the answers:
(Yes=Y / No=N)

Test 1 : Y N Y Y Y N N Y N N        Rank 1 :    500 Gil
Test 2 : Y N Y Y Y N Y Y N N        Rank 2 :  1,000 Gil
Test 3 : N N Y N Y Y Y N Y N        Rank 3 :  1,500 Gil
Test 4 : N Y Y Y N N Y Y N N        Rank 4 :  2,000 Gil
Test 5 : N N N Y Y N N Y Y Y        Rank 5 :  3,000 Gil
Test 6 : Y N Y Y N N Y Y N Y        Rank 6 :  4,000 Gil
Test 7 : Y Y Y Y Y Y N Y Y N        Rank 7 :  5,000 Gil
Test 8 : N Y N N Y Y N N Y N        Rank 8 :  6,000 Gil
Test 9 : N Y N N N N N N Y Y        Rank 9 :  7,000 Gil
Test 10: Y N N N N N N N Y N        Rank 10:  8,000 Gil
Test 11: Y Y N Y Y N Y N N Y        Rank 11:  9,000 Gil
Test 12: N Y N N Y N Y N Y N        Rank 12: 10,000 Gil
Test 13: Y N N N Y N N N N N        Rank 13: 11,000 Gil
Test 14: Y Y Y Y N Y Y N Y N        Rank 14: 12,000 Gil
Test 15: Y Y N N N N N Y N Y        Rank 15: 12,500 Gil
Test 16: Y N N Y N Y N N Y N        Rank 16: 13,000 Gil
Test 17: Y N N N Y N N Y N N        Rank 17: 13,500 Gil
Test 18: Y N N N Y N N N N N        Rank 18: 14,000 Gil
Test 19: Y N N Y N N N N N Y        Rank 19: 14,500 Gil
Test 20: Y Y N Y N Y Y Y N N        Rank 20: 15,000 Gil
Test 21: Y Y Y Y N N Y Y Y N        Rank 21: 15,500 Gil
Test 22: N N N Y N N N Y Y N        Rank 22: 16,000 Gil
Test 23: Y N N N N Y Y Y Y Y        Rank 23: 16,500 Gil
Test 24: Y Y N N Y Y N N N Y        Rank 24: 17,000 Gil
Test 25: Y N Y Y Y N N Y N N        Rank 25: 17,500 Gil
Test 26: Y Y N Y N Y N Y N N        Rank 26: 18,000 Gil
Test 27: N Y N N N N Y N Y N        Rank 27: 18,500 Gil
Test 28: Y N N Y Y Y N Y N N        Rank 28: 19,000 Gil
Test 29: N N N Y Y N N N Y N        Rank 29: 19,500 Gil
Test 30: N Y N N N N Y N N N        Rank 30: 20,000 Gil
                                    Rank A : 30,000 Gil

If Squall scores a perfect 100 marks in a test paper, his SeeD ranking
is raised by one. The highest rank Squall can attain is A (otherwise
known as rank 31), which pays 30,000 Gil. Each payment occurs after
Squall takes about 24,300 steps or so.

Increasing your rank can also involve other methods, such as success
at certain game events, or living dangerously in battle. By that I mean
combating enemies with your characters at critical status (you could
always blow your opponents away with Limit Breaks).

To make your rank stay constant, just fight battles normally, using
physical, magical or G.F. attacks. Decreasing your rank is done by
escaping from battles too often and not engaging enemies in combat
frequently enough. Meaning, you shouldn't rely on vehicles or
chocobos too often to get around.


========================================================================
VII. F U L L   W A L K T H R O U G H
========================================================================

[Gameplay Tips]
Before you delve into the walkthrough below, why not stop to pick up a
few tips on ff 8? I'm sure the hints below will prove helpful,
especially if this is your first time through the game.

{Leveling Up}
Seeing how the leveling up system has been all but replaced by the
Junction System (which is why you need only 1,000 EXP to gain a level
in ff 8), there's really no need for you to specifically go level up
your characters. Just fight whatever battles that may come your way,
making sure you stop to draw a few spells for junctioning later. This
brings me to my next point, which is...

{Stocking Spells}
You don't really need to have every single spell in your magic list.
Try sticking to the more common (and useful) spells such as Cure, and
ignore the lame ones such as Drain. Each character can only carry 32
out of the 50 spells ff 8 has to offer. Also, whenever possible, I
suggest making use of menu abilities to refine items to spells instead;
it's much more convenient that way.

Another question would be: should all members in your party carry a
full set of spells? Well, you can pretty much get through the game with
just 3 full lists of spells, but I prefer to keep 4 sets. It's really
up to you to decide. I advise against 6, though. It's way too tedious
to maintain and upgrade them.

{Enemies}
Enemies in ff 8 gain levels in tandem with your party. In the process,
they also receive new magic lists (for drawing from), hold and drop
different items. In addition, they may sometimes gain new attacks.

{An Easier Time}
FF VIII can only get difficult if you do not attempt to master the
Junction System. If you can't seem to defeat a particular boss, or
rely too heavily on G.Fs (especially at the game's later stages),
then it's time to learn a few Junction abilities, and draw powerful
spells. The Junction System helps a LOT more towards building a
powerful party member compared to plain old leveling up.

{Spending your Gil}
Since both the armour and accessories systems have been removed, the
only stuff you'll spend money on are items and weapon remodeling. Do
feel free to blow your cash on items. Still, I'll like to caution that
in the early stages of the game, the party gets around on a train a
lot, so make sure you always have enough money left to afford a 3,000
Gil ticket.


[How to use this guide]
You will be presented with choices at certain points in the game; I've
taken the liberty of indicating the best option with an asterisk (*).
Also, the 'Side Events' portions that occasionally pop up really are
optional, meaning you don't have to do them to advance the storyline;
they're usually an opportunity for you to obtain a special artefact or
two, plus to give guidelines on weapon upgrading. Happy travels!


                              
                               ++++++++++
                               1. S e e D
                               ++++++++++

===================
Sections appearing:
===================

1a. Balamb Garden
1b. Balamb Region
1c. Fire Cavern
1d. Dollet Mission Briefing
1e. Naval Ship
1f. Dollet
1g. Exploring Balamb City
1h. Inauguration Ceremony
1i. Training Center
1j. Timber Mission Briefing
1k. Laguna Dream Sequence Part One: Eastern Forest/Deling City
1l. Timber Tracks: Hijack Operation
1m. Timber
1n. Dollet/Timber Revisited (optional)
1o. Timber Region (optional)
1p. Laguna Dream Sequence Part Two: Centra Excavation Site


######################################################################
1a. [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.

#######################################################################
1b. [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.

#######################################################################
1c. [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.

#######################################################################
1d. [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!

#######################################################################
1e. [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. 

######################################################################
1f. [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.

########################################################################
1g. [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.

#######################################################################
1h. [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.

########################################################################
1i. [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.
------------------------------------------------------------------------

########################################################################
1j. [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.

########################################################################
1k. [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)

#######################################################################
1l. [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:

                    
                              
                    

   L1=Scroll screen to the left

   For the Japanese version:

                    
                              
                    

   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.

######################################################################
1m. [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.