Liberi Fatali (Fated Children) |
Progression: 0% |
Summary:
Inspiring FMV sequence showing a girl (Rinoa) standing in a meadow, and
two combatants (Squall, in black, and Seifer, in grey) engaged in a fierce
battle, intershot with scenes of a mysterious Sorceress.
Foreshadowing:
- Dialogue during the opening flyby
- Meadow of flowers
- Markings across the back of Rinoa's cloak
|
A moment of rest |
Progression: 1% |
Summary:
Injured during his fight with Seifer, Squall recuperates in the infirmary
and receives a mysterious, and fleeting, visitor.
Notes:
- Your decisions and actions, even in response to the very first question
you are asked, are recorded throughout this early stage of the game to gauge
your conduct, judgement, attacking, spirit and attitude.
|
Introducing Quistis and the Garden |
Progression: 2% |
Summary:
Instructor Quistis Trepe arrives to collect Squall, and a little is learned
about the trainee as the pair head to class. A meeting with a newly transferred
student gives Squall the chance to explain the layout of the Garden compound.
Foreshadowing:
Notes:
- Showing the new student around Garden is a plot device to demonstrate
the useful 'Garden Directory' system, positioned inside the main entrance
of the compound.
|
Final training |
Progression: 6% |
Summary:
Squall is required to complete his final course unit before he can attempt
the field exam; it was to this training area that Squall was en route when
he was 'ambushed' by Seifer (re: Story Introduction)
Foreshadowing:
Notes:
- You can explore all of Balamb at this time. Power-players should
take this opportunity to build up stocks of the various magic that
can be obtained from the island's monster population (especially Ice-type
magic) and Junction it with their stats.
- You will not receive random encounters if you stay on the road
between Balamb Garden and Balamb Town. You are more likely to receive
encounters in forests.
- Save your position on the World Map immediately outside the Fire
Cavern so you can easily restart the Trial if you fail.
- When choosing a time limit for your Fire Cavern trial, remember that
you will be graded more favourably for ending the mission closer to the end of your chosen time. The Cavern
should be easily completable within 20 minutes, and is possible to complete
within 10 for well-stocked and strategically-Junctioned characters using
Ice magic and judicious escaping if necessary.
|
Field examination |
Progression: 10% |
Summary:
Having completed his course units, Squall is teamed with Zell Dincht,
an enthusiastic martial arts expert, and placed under Seifer's captaincy
for the duration of the field examination.
The uneasy team are sent to perform a flush-and-secure mission in nearby Dollet,
a town recently invaded by their powerful neighbours, Galbadia.
Notes:
- This mission introduces you to Selphie Tillmit, the happy-go-lucky
transfer student who bumped into Squall in the Garden, earlier in the game.
- Guardian Force Siren can be drawn from the Elvoret at the
top of the Communications Tower. This is your only chance to acquire her
before Disc 4.
|
A night out |
Progression: 20% |
Summary:
New SeeDs Squall, Zell and Selphie attend the Garden graduation ceremony. It is
there that Squall meets an entrancing girl from outside the Garden who is
looking for someone else. After sharing a stunning FMV waltz the girl spots
her target and disappears, leaving Squall in a reflective mood. Meanwhile,
Quistis Trepe is having serious thoughts about her future, and tries to
share them with Squall.
|
Out and about |
Progression: 27% |
Summary:
Squall, Zell and Selphie are assigned their first mission, and are sent
to assist a resistance faction located in the distant Galbadia-controlled
city of Timber.
Notes:
- Talk to Headmaster Cid before leaving the briefing. It's your only
chance to receive your Battle Meter.
|
Interlude 1 |
Progression: 30% |
Summary:
With the three SeeDs unconscious, events head off in an unexpected direction.
Three new characters are introduced, who are in something of a predicament
of their own.
|
Meet the Forest Owls |
Progression: 35% |
Summary:
Arriving in Timber, and trying to put the strange 'shared dream' behind
them, Squall, Zell and Selphie meet with the Forest Owls resistance group.
Squall is disappointed with the apparently amateur conduct of the members,
but it surprised to find a familiar face among their number.
|
Making a stand |
Progression: 37% |
Summary:
Rinoa outlines the Owls' daring plan to kidnap the Galbadian president,
but the group may not have bargained on the consequences of success...
|
Emergency broadcast system |
Progression: 45% |
Summary:
With the Owls foiled, Galbadian president Deling proceeds to make the first
international TV broadcast in seventeen years, not previously possible since
the RF interference blanketing the planet began. However, before the address
is complete, an unexpected and uninvited guest interrupts, and the SeeD's
find their assistance requested by a second, more welcome, visitor.
Foreshadowing:
- Messages in the RF interference displayed on the big TV screen. If you
can't make them out, the three repeated lines (highlight to see) are:
> FORGET ABOUT ME I WILL NEVER LET YOU FORG <
> BRING ME BACK THERE I AM ALIVE HERE BRING <
> WILL NEVER LET YOU ABOUT ME BACK TR I WILL N <
|
Flee! |
Progression: 50% |
Summary:
As the Sorceress departs with Seifer, freed president Deling calls his forces
into Timber. Since their contract instructs the SeeD's to aid the Forest
Owls until Timber's liberation, Squall, Zell, Selphie and new addition Quistis
have no choice but to escape the city and take Rinoa to a place of safety.
|
Interlude 2 |
Progression: 55% |
Summary:
Laguna and his two companions are on a scouting mission in Centra. They
discover a large scale excavation project, apparently being led by forces
from the technologically advanced country of Esthar. The soldiers prove
less than hospitable to the three Galbadians, and the trio are soon forced to
search for an alternative escape route.
Notes:
- The things that you affect here during your visit have specific
effects much later in the game. See <A HREF="puzzles.html#excavation">Puzzles</A>
for more information.
|
Amongst different flowers |
Progression: 65% |
Summary:
The party arrive at Galbadia Garden. Although located within belligerent
Galbadia's territory, the Garden remains independent, as do the others.
Squall's companions, presuming Seifer dead, begin to share their memories
of Balamb Garden's troublemaker, provoking an uncharacteristic outburst
of emotion from their recalcitrant leader.
|
Saving the world - take 1 |
Progression: 70% |
Summary:
The party receive a briefing from Galbadia Garden headmaster Martine, with
Rinoa claiming B-Garden heritage in order to, in her words, "make things
easier". Martine informs the group that he
and Balamb headmaster Cid Highwind have agreed that a stand must be taken
against the Sorceress. Introducing them to Irvine Kineas, SeeD and
sharpshooter, Martine charges the team with the assassination of the
Sorceress - by inconspicuous sniping by preference, but by direct
confrontation if necessary.
|
A test |
Progression: 73% |
Summary:
Upon arrival in Galbadia, the operation is temporarily put on hold as
their contact, General Carraway of the Galbadian military, requires the
SeeD's to perform a test to prove their identities.
Notes:
- There is more to do in the Tomb than simply retrieve the student's
ID number. See the <A HREF=puzzles.html#tomb>Puzzles</A> page for more info.
- The ID number is unique in each game: make a note of it.
|
The plan |
Progression: 80% |
Summary:
The team meet with General Caraway, who briefs the SeeDs on the daring,
two-pronged assassination plan. Left out of the arrangements, Rinoa
offers her own idea for how she can help.
Foreshadowing:
- References to the 'Odine' brand.
|
The hiccup |
Progression: 84% |
Summary:
Quistis leads her team back to Carraway's Mansion so that she may apologise
to Rinoa for her earlier harsh words. Unfortunately, Rinoa has already been
stung into action, and Quistis, Selphie and Zell find themselves trapped in
the mansion by an auto-lockdown mechanism, activated by Carraway to keep
his wilful daughter out of trouble!
|
The rescue |
Progression: 88% |
Summary:
En route to their sniping position, Squall and Irvine spot Rinoa up in the
Presidential Residence. When the Sorceress decides to end her ascension
speech with a 'sacrifice', it's time for the duo to spring into action.
Notes:
- Check out the street outside the Presidential Residence thoroughly;
you may be pushed for time, but you may miss the means to acquire a rare
item (see <A HREF=puzzles.html#sewers>Puzzles</A> for full details).
- Take this opportunity to draw GF Carbuncle from the monsters
marauding Rinoa. It's the only one you'll get before Disc 4.
|
The recovery |
Progression: 92% |
Summary:
Escaping from Carraway's Mansion, Quistis and the rest of the second team face
a long and smelly trek through Deling's sewers if they hope get back in position
before 8 o'clock.
|
The battle |
Progression: 96% |
Summary:
The clock strikes eight, but is it really going to be possible to
kill a sorceress with a single bullet from a sniper..?
|