##########################################################
1n. [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.

######################################################################
1o. [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.

######################################################################
1p. [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.


                     ++++++++++++++++++++++++++++
                     2. A s s a s s i n a t i o n
                     ++++++++++++++++++++++++++++

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

2a. G-Garden Region: Monterosa Plateau (optional)
2b. Galbadia Garden
2c. Galbadia: Deling City
2d. Tomb of the Unknown King
2e. Deling City: Prelude to Edea's Parade
2f. The Parade Commences


#######################################################################
[Eastern Forest Continued]
#######################################################################

Squall decides to press on... no point thinking about the events that
just transpired. Galbadia Garden is right ahead.

#######################################################################
2a. [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.

########################################################################
2b. [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.

#######################################################################
2c. [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.

######################################################################
2d. [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.

######################################################################
2e. [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.

#######################################################################
2f. [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.
------------------------------------------------------------------------


END OF DISC ONE
========================================================================

                              
                  ++++++++++++++++++++++++++++++++++++
                  3. E d e a  t h e  S o r c e r e s s
                  ++++++++++++++++++++++++++++++++++++

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

3a. Laguna Dream Sequence Part Three: Winhill
3b. D-District Prison
3c. Galbadian Desert
3d. Missile Base
3e. Takeover at Balamb Garden
3f. Mobile Balamb Garden
3g. Fishermans Horizon
3h. Garden Festival
3i. Timber Revisited 2 (optional)
3j. Winhill Revisited (optional)
3k. Balamb City Under Siege
3l. Winter Island: Shumi Tribe Village (optional)
3m. Centra Ruins Region (optional)
3n. Kashkabald Desert (optional)
3o. Trabia Garden
3p. Trabia Region (optional)
3q. Shumi Tribe Village Revisited (optional)
3r. Miscellaneous Updates Part One (optional)
3s. Invasion -- Balamb Garden
3t. Invasion -- Galbadia Garden


#######################################################################
3a. [Laguna Dream Sequence Part Three: Winhill]

Enemies: Bite Bug, Caterchipillar
Draw Points: Curaga, Dispel, Drain, Reflect
#######################################################################

Ellone comes to inform Laguna that a visitor is waiting for him at
Raine's pub. Head on over there, where Kiros will make an appearance:
- (What's Ward up to?)
- (Tell me about Julia.)
- (...Where am I?)
- (Let's talk later...)

*spoiler here... skip this paragraph if you wish*
Laguna learns that Ward has quit the army and found a new cleaning job
at D-District Prison, and of Julia marrying a certain Caraway after
Laguna failed to return.

Soon, Laguna has to leave for his daily patrols -- Kiros decides to
join him. Junction your party before setting off.

Make your way to the southern-most edge of the village, and along the
way Kiros finds out Laguna's doing this to repay the residents who
helped him when he was brought in seriously injured. Kiros suggests an
alternate job at Timber Maniacs, which Laguna shows some interest in.

Retrace your steps back to the pub when you're done, where you'll hear
a bit about Raine's feelings towards Laguna. Return to Laguna's
residence thereafter.

Side events: The Caterchipillars here should net you Spider Webs if you
missed them the first time around. Same thing with the Bite Bugs and
their Magic Stones.

#######################################################################
3b. [D-District Prison]

Enemies: Guard, Elite Soldier, GIM47N, GIM52A, Geezard, Thrustaevis,
         Wendigo
Draw Points: Berserk, Thundaga
Magazines: Combat King 001 (1st Floor)
Blue Magic: Micro Missile
######################################################################

Zell awakens in the same cell as Quistis, Selphie and Rinoa. Talk to
everyone. And as for Squall, the wound has strangely disappeared, but
in comes Seifer to mess things up.

The scene will then alternate between Zell's party and Squall.

[D-District Prison: Cell]
The scene shifts to Zell and company again - should they help the
Moomba?
- I'll stop him! *
- There's no use...

[D-District Prison: Torture Chamber]
Seifer questions Squall as to the real intention behind SeeD. Befuddled,
Squall can only repeat in his mind what he knows: SeeD is a military
group comprising of elite Garden graduates. Squall'll have to make a
decision:
- ... Just let me die. *
- ... I'll lie... I must... live...

[D-District Prison]
Zell decides to try his luck at breaking out. Starting from the 7th
floor (remember to junction your G.Fs!), head up one level to encounter
2 guards. You know what to do with them, don't you?

Another battle awaits with 2 old friends as well after you recover
your weapons, and head back to the prison cell.

------------------------------------------------------------------------
SUB-BOSSES: Biggs  HP: 2,130  Weak: Poison
                   Draw List: Cura, Haste, Slow, Regen
            Wedge  HP: 2,040  Weak: Poison
                   Draw List: Fira, Shell, Protect, Reflect
                   Total AP: 10

Spend some time drawing Regen and Reflect from them (the former works
well junctioned with HP; the latter junctioned to Spirit), and mug them
for a few decent items, too. Try casting 'Confuse' on them if you have
it, and watch their reactions should one of them attack the other ^_^
Send them to their doom with your G.Fs.
------------------------------------------------------------------------

Well, you're left with 2 options after the fight: to go up or down.
Going down results in a dead-end, but you'll find 'Combat King
001' way down at level one, plus a few other goodies on the way in the
various prison cells. It's impossible to return here later, so you'll
have to make the trip now.

Floor 7: Here's where you start.
Floor 6: Just a save point here.
Floor 5: A man will play cards with you here.
Floor 4: Check the cells for a Tent.
Floor 3: There's also treasure here (a Pet House).
Floor 2: And here as well (a Pet Name Tag and a Str Up).
Floor 1: Save point, plus Combat King 001 in 2 separate cells.

Now make your way up again.

Floor  8: A man will sell you items here.
Floor  9: A Berserk draw point can be found here.
Floor 10: You can save or do Card Battle with a man here.
          (refer to Side events section)
Floor 11: A Thundaga D.P plus a chance to play cards.
Floor 12: Nothing here.
Floor 13: Head on over to the Torture Room to meet up with Squall.

If you refused to surrender as Squall, one of the Moombas in the
Torture Room will offer to remove one of the barriers on a certain
floor of the prison; choose the option for the 4th floor.

Side events: Mug the yellow GIM47N for Steel Orbs, whereas the (rare)
blue GIM52A nets you Missiles. These can be used to grant Quistis her
'Micro Missile' Blue Magic, which is deadly when used against enemies
with high HPs. Both robots are weak against Thunder, by the way.

Winning at Card Battle against the player on the 10th floor lets you
upgrade your 'Battle Report' system in the Tutorial screen. Basically,
this opens up a 'Character Report' section. You can only get it
upgraded here, but it really isn't vital to do so.

[D-District Prison: 13th Floor]
Zell will assist in controlling the movement of the Arm; ride it to
the bottom (hit the red switch when Zell tells you to).

Examine the door at the end of the passageway on the bottom level;
well, it appears to be a dead-end, so return to the Arm. The scene will
shift over to Zell.

You'll have to escape from the guards using Zell alone. Keep him well
-junctioned with G.Fs prior to this, and run in a clockwise direction.

The 6 are reunited; Rinoa however, is annoyed Irvine took his time
deciding to come. Either way, you'll have to divide yourselves into 2
groups.

Squall's party will simply have to keep heading upwards; do the
opposite for Irvine's. When you finally reach the 14th floor as Squall,
use Siren's 'Move-Find' party ability to find a secret save point.
Remember to keep everyone well-junctioned!

Oh, and be sure to talk to any Moombas you find on your way up. They'll
give Squall some items. Head all the way to the lower-right on the
15th floor as Squall.

------------------------------------------------------------------------
BOSS: Elite Soldier  HP: 415  Weak: Poison 
                     Draw List: Fire, Thunder, Blizzard, Scan  AP: 2
BOSSES: GIM52A x2  HP: 2,426  Weak: Thunder, Earth, Water 
                   Strong vs.: Poison
                   Draw List: Haste, Slow, Dispell  AP: 3

You might want to junction Thundara to Elemental Attack, and off the
Elite Soldier first. Use Quezacotl against the GIM52As and attack them
with thunder-based damage. Watch out for their Micro Missiles, which
drains half a character's current HP. You can break their 'Aura' or
'Protect' status at the start via drawing and using Dispell on them.
------------------------------------------------------------------------

Now return to the previous screen to examine the controls panel in the
upper-right. Irvine will instruct Squall here.

Go back downstairs to save, then head upstairs again to the bridge
in the lower-right. Cross it, and when the bridge starts to retract,
run Squall towards a safe spot.

The D-District Prison begins to sink; quickly maneuver Squall by simply
holding on to right on the d-pad when he gets cut off from the others.
Once out of danger's harm, the party leaves via stolen buggies.

#######################################################################
3c. [Galbadian Desert]

Draw Point: Aero
#######################################################################

The first batch of missiles have been fired at Trabia Garden, with
Balamb Garden being targeted next for destruction. Again, you'll have
to split up: Squall heads the team to return to Balamb Garden to warn
of the impending attack; Selphie's party is to infiltrate the Missile
Base to try prevent the second batch of missiles from being launched.

I suggest you take your weaker characters with Squall, which in my
case were Rinoa and Irvine. His scenario is the harder of the 2, but
provides a greater opportunity to gain some levels.

[Squall's Scenario Part One: Galbadia Desert Train Station]
Sneak off onto the train to your left at the station. Rinoa apologises
to the Galbadian soldier as he attempts a futile chase after them.

[Selphie's Scenario: Galbadia Desert]
Return to Deling City first to restock your supplies and remodel your
weapons.

#######################################################################
3d. [Missile Base] (note: It's to the north-west of D-District Prison)

Enemies: G-Soldier, Elite Soldier, Geezard, SAM08G
Draw Points: Full-life, Blind, Blizzara
Magazines: Weapons Monthly June (BGH251F2)
#######################################################################

Drive the car into the base, alight, then head on over to the structure
to the left. Save and proceed to examine the terminal between the 2
doors... the left door should open. Enter.

Selphie and company will come across a guard outside the Circuit
room -- choose the 2nd option to walk. After the short scare sequence,
proceed further to reach another save point. Head to the lower left
(there's a passage to the left of the stairs) of the screen.

Talk to the 2 soldiers you find to the right, then return to the
previous save point. There'll be a door marked Launcher Lift to the
right; enter it and talk to the guards within. Tell them that they
have to leave for the Circuit room themselves (1st option). Btw,
there's a 'Full-life' Draw Point in here.

Retrace your steps back to the original 2 soldiers mentioned above, but
they'll be unable to carry out the assigned task as well. Selphie will
be asked to go in their place.

You can now enter the Circuit room. Selphie will screw around with
the controls a bit (select the 1st option, followed by the 2nd, then
then bash away using 'Square'), cutting off power to the base.

Leave -- you'll have to respond to the guards outside:
- (What the heck! Let's FIGHT!)
- (... Try to talk my way out.) *
Selphie wonders what to say:
- (We just got here.)
- (We were just about to go call on you.) *
Follow the guards into the Circuit room for a pummeling session,
courtesy of Selphie and company.

Head back to the Launcher Lift door, and attempt to enter it. A guard
should stop you; choose the 1st option both times at the guard to gain
access.

Position Selphie in between the 2 soldiers pushing against the load,
then mash away at the 'Square' button to move the launcher unit in
place.

Now you get to toy around with the control panels outside; they're
located underneath the red light, to the right of the Launcher Lift
door.

Verify the Equipment (it should be BAG0003A cruise missiles) and Set
Target. Next shift the Error Ratio to the maximum, before Uploading the
Data to the main terminal. Run a Simulation test, then exit the system.

There's a little gimmick here... at the Equipment screen in the system,
hold down both the 'Square' and 'Triangle' buttons, then press up or
down on the d-pad to get a dancing Galbadian trooper. Weird.

Save before proceeding to the Controls room, south-east of the control
panels. Talk to the guard there to get past him.

------------------------------------------------------------------------
SUB-BOSSES: Base Soldier x2  HP: 781  Weak: Poison
                             Draw List: Blizzard, Silence, Confuse
SUB-BOSS: Base Leader  HP: 1,005  Weak: Poison
                       Draw List: Thunder, Confuse, Slow, Reflect
                       Total AP: 4

They're capable of casting status ailment spells on your characters,
but just draw Reflect to protect yourselves. Not too tough.
------------------------------------------------------------------------

Check the panels to the right, middle and left to stop the launch. Go
through the door in the right background, then examine the terminal to
the upper left. Activate the self-destruct sequence and set time to 20
minutes. The door to the lower-right of the screen should become usable,
allowing for a short-cut (this only happens when you select 20 minutes
or below). Leave the base.

------------------------------------------------------------------------
BOSS: BGH251F2  HP: 8,200  Weak: Thunder, Earth, Water 
                Strong vs.: Poison
                Draw List: Shell, Protect, Stop  AP: 20

Junction Thundara, Quake or Water to elemental attack to 2 offensive
orientated characters, and have the remaining one cast Quezacotl.
Once you destroy some of the pillar-like structures on it, the BGH251F2
will retaliate with Beam Cannon, so watch your HPs. Draw Protect and
Shell if you so wish to cut down on damage taken.

Once the BGH251F2 is effectively put out of action, you'll have to
combat 2 Galbadian Soldiers and an Elite Soldier, so save some time to
spare on them. The whole fight should take you no more than 10 minutes.

Basically, if the G.F. summoning character has a high Magic rating and
affiliation with Quezacotl, this battle shouldn't give you too much
problems. The 'Boost' G.F. ability, coupled with a turbo controller
works fine too.
------------------------------------------------------------------------

You'll get your June issue of Weapons Monthly after this fight, and if
you successfully bluffed your way through in the Base, your SeeD Ranking
will also be raised by 2.


Yes, it is possible to so in the Missile Base. Mess up, that is. If
you should get busted, simply head for the Controls room, activate
the self-destruct sequence, then make a run for the exit. I advise
you have Diablos' 'Encounter None' party ability equipped first.

Upon reaching the exit, Selphie will insist on shutting down the
missile launch system; head back to the Launcher Lift door to find a
wounded soldier, who'll give you his ID card and password (he won't
appear if you don't attempt to escape first) if you answer his
question using the 1st option.

Examine the controls panel nearby, then enter 'EDEA' as the password,
and make the necessary adjustments. Leave the base.