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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...)
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.
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. ______________________________________________________________________________ Boss: Biggs
HP: 2,130
Weakness: Poison
Draw: Cura, Haste, Slow, Regen
Boss 2:Wedge
HP: 2,040
Weakness: Poison
Draw List: Fira, Shell, Protect, Reflect
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.
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. 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.
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
Weakness: Poison
Draw List: Fire, Thunder, Blizzard, Scan
Boss: GIM52A x2
HP: 2,426
Weakness: Thunder, Earth, Water
Draw List: Haste, Slow, Dispel
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 manoeuvre 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.
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.
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.
Return to Deling City first to restock your supplies and remodel your weapons.
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 and 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.
______________________________________________________________________________ Boss: Base Soldier x2
HP: 781
Weakness: Poison
Draw List: Blizzard, Silence, Confuse
Base Leader
HP: 1,005
Weakness: Poison
Draw List: Thunder, Confuse, Slow, Reflect
They're capable of casting status ailment spells on your characters, but just draw Reflect to protect yourselves. ______________________________________________________________________________
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
Draw List: Shell, Protect, Stop
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 mess up in the Missile Base. 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.
Talk to the Garden Faculty, who'll question Squall's allegiance. Select the 2nd option, which results in a pretty easy fight. Proceeding further into Balamb Garden, the party'll chance upon Raijin and Fujin, who explain that the Master Party is attempting a takeover of Balamb Garden. Squall has to look for Cid, so start your search in a clockwise direction. Remember to rest up and save when you reach Squall's room. The enemies you encounter here can be difficult. In clockwise order:
______________________________________________________________________________ Infirmary: 1 Granaldo.
Quad: 1 Glacial Eye and 1 Bomb.
Cafeteria: 1 Bomb. This one holds the 'Meltdown' spell; draw a few of them before killing it.
Dormitory: 1 Caterchipillar. Rest up and save here.
Parking Lots: 1 Grendel. Mug it to get Dragon Fins
Training Center: 1 T-Rexaur. Cast Blind, followed by Shiva's Doom command ability or G.F Shiva.
Library: 1 Grat. ______________________________________________________________________________
Some of the students here will give away items as gratitude, so be sure to talk to them. You should reply with the 1st option prior to all the fights. Incidentally, all the battles in the 7 facilities on the 1st floor of Balamb Garden have to be triggered before the following event occurs: Returning back to the Main Lobby, Squall spots Xu entering the lift. Tail her to the 2nd floor corridor, where Squall will inform her of the ensuing missile attack. She suggests taking this matter to Cid on the 3rd floor, so off you go. Cid recalls a device in the M.D Level of Balamb Garden which might protect it from the missiles. Squall promptly takes up the idea, and Cid gives him the key to the basement. Take the elevators.
Check out the control panels after the lift hangs, then the floor plate in the upper left to escape. The path ahead is pretty much one-way... you'll eventually enter a door to find a mounted wheel. Squall has to turn it within 10 seconds (mash away at the 'Square' button), but you'll probably need 2 persons to actually succeed. Exit back to the previous screen and climb down the newly uncovered ladder. You should come across a huge pillar structure (and an Full-life draw point). Head left, where Squall has 3 choices as to who'll scout out the place: - (We have no choice, let's go.) - (I'll go check it out.) * - (Someone else go check it out.) Ascend the ladder, then activate the green controls panel to the right when you reach the Switch room. Use the same ladder (1st option) to get out. Irvine will comment that that was a close shave: - (Yeah.) - (Kind of.) - (No.) I'll leave this up to you. Next, examine the green light near the railings to open a path downwards. Descend and save, then throw the nearby switch to open the gate in the background. Proceed.
______________________________________________________________________________ Boss: Oilboyle x2
HP: 4,035
Weakness:Water
Draw List: Esuna, Blind, Cura, Confuse
Summon Ifrit to make short work of them. If you do receive any maladies from them, draw and use Esuna to cure. They're pretty fast, so you might want to cast 'Slow' on them if your character has a poor affiliation with Ifrit. Watch your HPs. ______________________________________________________________________________
Go through the door, down the ladder, and then move left. Examine the middle panel and you're done. Side events: The rare Tri-Faces here (3-headed purple nasties) have Curse Spikes which can be obtained via mugging. These give you Quistis' 'Level?Death'. All enemies in the M.D are weak against Fire, so you might want to set fire spells to Elemental Attack.
Make your way to the end of the corridor on the 2nd floor to reach the 2F Deck, then head to the 3F Command Bridge when Xu tells you to. If you have Rinoa in your party, you'll get an additional FMV scene earlier on, plus a small event afterwards which I'll outline below: Rinoa enters Squall's room to take a peek at the latter sleeping. When he awakens, she requests for a tour around Balamb Garden, which Squall obliges. Of course, Squall's robotic-like style of explaining the various facilities leaves Rinoa quite amused... Dr. Kadowaki at the infirmary will teasingly question Squall if he's taking a stroll with his girlfriend:
- Yes.
- No, just showing her around.
Head to the Main Lobby when you're done. A Garden Faculty will instruct Squall to head to the Master Room for an audience with the Master (duh), so take the elevators to the basement.
______________________________________________________________________________ Tip:
You'll want to have someone equipped with the 'Draw' command if you're looking to acquire another G.F soon. ______________________________________________________________________________
(note: You can save, if you want to, before tackling this event.)
The Master is furious that Squall has failed in his assassination attempt, and blames the party for the earlier missile attack, which was undoubtedly Edea's idea of taking revenge. Norg plans to appease Edea by killing off SeeD, its members, and her husband, Headmaster Cid of Balamb Garden...
_____________________________________________________________________________ Boss: NORG Pod (Center)
HP: 2,000
Weakness:None
Draw List: Cura
Right & Left Orb HP: 2,701
Weakness: None
Draw List: Right-Dispell, Confuse, Slow. Left-Thundara, Life, Bio
NORG HP: 11,900
Weakness: Wind
Draw List: Shell, Protect, Esuna, GF Leviathan
Initially, NORG will not be directly in the fray of the battle. Rather, have 2 members attack the 2 orbs to keep them from turning red (they're capable of some pretty nasty spells if they're that colour), leaving Squall to destroy the NORG Pod of the machine. I'll suggest you 'Mug' the 2 eyes, as they offer items which can boost your Magic and Spirit rating. Either way, once the NORG Pod is nullified, NORG will reveal himself; draw G.F. Leviathan from him first, then follow up with a multitude of wind-based spells, Demi magic or G.Fs. _____________________________________________________________________________
Along the path, you should spot a ladder (it's kinda hard to see, actually) leading downwards. Descend from there and follow the trail to an elderly gentleman, who's a bit annoyed with the crash. Choose to apologise to him (1st option) for the 3rd Volume of Occult Fans. Converse with the Master Fisherman again; he'll ask of a favour from Squall. Return to the original path and take the crane. The Mayor's house lies right in the centre of the solar dish, but I suggest you take a right 1st to explore the streets. Pick up an issue of 'Timber Maniacs' at the Repair Shop, which is the shack at the side of the route leading to the fenced-off highway, and yet another issue on the 2nd floor of the F.H Hotel. And head for the Docks for an amusing scene with the Fisherkid and the owner of the Junk Store. Save before meeting up with Mayor Dobe, but he'll greet Squall with a cold reception before bundling them out of the house. Be sure to draw 'Ultima' from a hidden draw point found here. Dobe also holds G.F. Quezacotl's card. F.H will be under siege by the Galbadian army just as Squall leaves. Retrace your steps back to the Mayor's house to obtain more information. Save your game, and run around to encounter a few SAM08Gs. Mug Running Fires (Fang Machine Guns) from them. These give you Quistis' 'Gatling Gun' Blue Magic. You can also refine a single 'Running Fire' to 40 Demolition Ammo using Ifrit's 'Refine Ammo' menu ability. Head on over to the Plaza in front of the Train Station. Squall will have to contend with a few Galbadian soldiers, but they offer little resistance. Their demise heralds the arrival of a very familiar boss...
_____________________________________________________________________________ Boss: BGH251F2
HP: 6,900
Weakness: Thunder, Earth, Water
Draw: Shell, Protect, Stop
Use Quezacotl, Leviathan on it and any Thunder based spells. Steal Adamantine from it as well. This should be a snap. Heal your party when necessary. Do not use Bio on the boss. Make full use the "Boost" support as the GFs can do more damage. Leviathan will be a better choice as you could pump up to 140. If GF Siren or Brothers have attained level 30+, you can easily pump up to 150+... It is better if you make use of thunder Elem-Atk-J combo, as it not only increase your attacking power but also conserve thunder. _____________________________________________________________________________
After you've defeated the boss, Selphie and her team members will arrive. After the scene, all your members will leave, leaving just Squall and Rinoa alone. Talk to Rinoa and choose any option. Now leave and go back to Balamb Garden.
You'll meet Irvine here and, thankfully, he'll once again join you. Head for the quad and you'll find Selphie, expect a short sequence between Irvine and Selphie. Squall will now be at the control room with Cid. The screen will change to other parts of Garden where your other characters are, and then you'll be back at your room. The screen switches again to your other party members who are organising a concert to cheer Squall up. You have to choose instruments for Zell, Irvine, Selphie and Quistis and there are eight to choose from:
1 - Guitar
2 - Saxophone
3 - Electric Guitar
4 - Piano
5 - Violin
6 - Flute
7 - Electric Bass
8 - Tap Dancing
The tune you choose is actually important to the plot of the game. The correct one to pick is the first one, as the other two make Squall feel uncomfortable, so pick Guitar, Violin, Flute and Tap Dance. After the party sequence Squall will awake. Exit the room and leave with Rinoa, choosing the second option given to you. When you reach the windmill there will be another cut-scene and, after that, you should head on down there. Go to your right and you'll see a magazine which looks like a laptop on the ground. Examine it and there will be a scene to go through. After the scene, Squall will be back in his room. When the dream finishes, go to the third floor and you'll be able to fly Balamb Garden yourself. Remember that Selphie is on vacation so you won't be able to use her.
As you're now in control of the airship you might want to go for a bit of a spin before carrying on with the game. If you head for Timber or Winhill there are minor diversions that will reward you with extra magic and the odd card, but if you're going for time head straight for Balamb City. The Galbadian sentry lets you through only because you have information regarding Ellone. Check out the houses here (especially Zell's) before proceeding to Balamb Hotel. You'll now have to find the Captain, so head to the docks and talk to all the soldiers milling around. Squall discovers that the Captain has just left after fishing from here. You'll also find a tabloid guy hidden in the lower-right corner at the docks. You can buy information form him, but be careful because it'll lower your SeeD ranking. The information he gives you is valuable, but it all depends on how important your SeeD ranking is to you. If you don't give a monkey's, then this is the man you need for the info on where to go next. Back at Zell's house, you'll find out that the Captain has just left the kitchen, so quickly leave here and make your way back to the docks. The dog there will lead Squall to the Captain (who's currently at the train station), so go there, meet up with Raijin and then follow him back to the hotel.
_____________________________________________________________________________ Raijin :Boss: Fujin
10,800 :HP: 8,100
Draw list: Life, Aero, Thunder, Cure, Thundara, Protect, Pandemona (GF), Shell
A very nasty and difficult fight. Both of them are exceptionally strong and throw out some very serious attacks, so it's wise to keep topping up the protect spells, and blind ones are always good for defence. Get the GF drawn from Fujin as soon as you start and then use any on them that you wish, but don't bother about Quezecotl as he's not much use here. _____________________________________________________________________________
After the battle there will be a sequence with Fujin and Raijin, then they will leave and you'll be back at Garden. It doesn't take long for you to work out what to do next though when, on Selphie's return, you're off again. You have to go to Trabia Garden, which is located on the north-east continent of the world map.
Follow Selphie until she meets up with her ex-classmate at the gargoyle statue. The classmate has Selphie's card, so if you need an extra one then you might want to battle for it. Leave Selphie and meet up for the rest of the team at the basketball court. It's advisable (but not essential) to visit the rest of the Garden first. There's a flashback scene in the court then, when in control of Squall, head for the beach (which is up from where you start). Later, after you've talked to the children, head through the door you can see on your right. You'll have to talk to a student to the right of the dorms, who'll hint at the existence of a hidden treasure. Starting from the Gargoyle statue, take exactly five steps south and then search the ground to find your treasure. If you have trouble finding it, simply tap X repeatedly around the area south of the statue, as the game isn't too particular about where you examine.
Using the map, pilot Balamb Garden down towards the Orphanage. you'll bump into Edea along the way an, after that, prepare for boarders. Things are going to be nasty over the next half-an-hour or so, so keep your whole team active and topped up with HP. When you come to issuing orders to the students, do it in this order: 'The Garden's course', 'Prepare for attack', 'Prepare our defence', 'Call my comrades', 'Take care of the junior classmen' and 'No orders/End'. Don't worry about the rest of them because you're trying to save some time here and they're not needed. Meet up with your companions and, after directing everyone to their positions on the second floor, head for the Quad. You'll bump into Zell here, who's assembling the troops. Return to the third floor now, where both Gardens will mount a massive attack on each other. You'll be controlling Zell's party now so head back to the western wing of the Quad, where a collision will throw Rinoa off the platform. Leave her for now and make your way to the Front Gate to meet up with Squall.
After choosing a party of three head back to the Garden and take a left to reach a Save point. Junction your members before moving to the '2F' classrooms by the lift. You'll have to fight four green Galbadian soldiers here and be warned they're pretty tricky. Talk to everyone in the classroom and then head off to the bridge on the third floor to meet up with Nida. After deciding to launch a desperate attack on Edea's forces, go back down to the second floor.
As if you didn't have enough to do, Squall's now asked to look for a missing child. He's at the end of the corridor on the second floor, but an enemy soldier knocks down Squall. He'll pin Squall against the wall, but if you hit X you'll reveal three choices. Pick the third one and Squall will find an emergency hatchet. If you now press the same button again, then select the second option to unlock the door, you'll jump into a mini-game. Here are the controls:
CROSS Punch
TRIANGLE Kick
SQUARE Block
CIRCLE Deathblow (appears later)
Squall will start off at a disadvantage with a lower health score, and the first time you experience this mini-game won't probably be your last. Here's an easy way to get through it. Repeatedly hit X straight from the start. If you're fast enough, Squall should cut off every single attempt to retaliate from the trooper. If the opponent starts to block, kick him.
Once Rinoa is rescued, you should begin by heading left. Both Squall and Rinoa share a moment outside the Garden's compound and the latter thanks Squall for saving her life. Enter Galbadia Garden together with Rinoa. Now save and re-organise your party and go right and then right again in the next screen to reach the stairs. Going upstairs you'll come across Raijin and Fujin, who'll choose to leave Seifer in the hands of Squall. Go left from here and enter a door on the right to get you first Card Key (talk to the male student). Return to the save point, take a left and enter the left door. Run across the ice hockey rink and exit through the door on the right. The next area has an entrance opposite to where Squall is. Go through it and chat to the student inside to get your Level Two Card Key. Now retrace your steps back to the save point. Go back to the stairs where you met Raijin and Fujin and climb to the rooftop. Leap down on to the tennis court and head left. The next region should be familiar, so keep moving down (ignore the stairs on your way) until you reach the Mail Hall of Galbadia Garden and the next boss.
_____________________________________________________________________________ Boss: Cerberus (GF)
HP: 10,000
Draw list:Double, Triple, Quake
Weakness: None
Right, now is the time to pick up the next GF. As for attacking, throw everything you've got at it apart from wind to thunder spells, fire and water are particularly recommended. It's not too troublesome, despite it's fair high HP, so Draw out all those lovely Triples from it, spread them around the team and get 'em to work on your magic. _____________________________________________________________________________
Head off now to the exit in the south west and go further left to talk to the student here who'll give you a Level Three Card Key. Go back to the stairs you ignored earlier and now go up them to the second floor again. Go left to another lift and use it to find a save point and this little lot...
_____________________________________________________________________________ Boss: Seifer
HP: 10,000
Draw list: Dispel, Haste, Fira, Thundara
Don't expect the same simple battle as before because Seifer's back, and much stronger. Start off by casting protect spells over you and your team and watch out for his 'Demon Slice' attack, he starts using it when his HP's down to about 5,000. Seifer will concentrate his attack on Squall, so use the rest of the team to either fire magic back at him or to heal Squall. A good GF will work wonders on him, so bear that in mind. _____________________________________________________________________________
Return to the 2F, then head right from the stairs. Enter the Auditorium to your right and look who it is...
_ _____________________________________________________________________________ Seifer :Boss: Edea
7400 :HP: 15000
Draw list: Dispel, Haste, Fira, Thundara, Esuna, Alexander (GF), Blizzara, Demi
On his return, Seifer's brought Edea with him, so watch out, as you have to fight both of them at the same time. First of all, don't worry about anything else apart form getting the Alexander GF from Edea and then protect everyone with Shell spells as you can't use Carbuncle in this round. Seifer's pretty straightforward, but you'll need the Diablos GF for Edea. Watch out for her Death spells and also keep a character stocked up with Phoenix Downs for rivals... they'll probably be a few. Also, Edea has a habit of using Reflect spells, knock these out with Dispel. _____________________________________________________________________________