Interlude 3 |
Progression: 0% |
Summary:
Having obviously survived his experiences in Centra, Laguna Loire has
relocated to the small village of Winhill. Here he spends his days
protecting the residents from stray monsters, whilst also looking after
a young orphan girl named Ellone, with the help of a woman named Raine.
Although having spent the best part of a year and a half trying to forget
his days in the Galbadian military, Laguna's campaigning days are brought
back to him when an old friend arrives at the village.
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Aftermath |
Progression: 5% |
Summary:
Quistis, Zell, Selphie and Rinoa find themselves in a holding cell in
Galbadia's desert political prison, but the location of Squall and
Irvine are unknown. A jailbreak is planned...
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Divide and conquer |
Progression: 15% |
Summary:
Free once more, the successful six part company.
Selphie decides to lead a team to the Galbadian missile base, spearheading the
proposed assault, while Squall reluctantly agrees to take the remaining two
back to Balamb Garden to deliver their information and status report.
Notes:
- If you have Rinoa accompany Selphie to the base then you will miss
a small FMV sequence later in the game.
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Infiltration |
Progression: 16% |
Summary:
Selphie and company, disguised as Galbadian soldiers, enter the enemy
missile base in a bid to halt the Sorceress' plans of retaliation. But
will getting out prove as easy as getting in?
Notes:
- A small thing, but if you park up the truck outside the base, you will
not be able to gain entry - you must drive the truck into the base.
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Trouble at home |
Progression: 21% |
Summary:
Back at Balamb Garden, things are certainly not as Squall left them. He
soon finds that his main problem isn't that Galbadian missiles may be
approaching them, but actually lies in getting someone to listen to him!
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An unlikely escape |
Progression: 26% |
Summary:
With the incoming missiles confirmed, escape is the order of the day. But could
the answer lie not in evacuation, but in the ancient origins of the Garden's
foundations?
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Putting things right |
Progression: 30% |
Summary:
The current danger may be past, but something is still rotten at the Garden's
core.
Notes:
- The battle with NORG is your only chance to acquire Guardian Force
Leviathan until Disc 4. Don't miss it!
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Introspection |
Progression: 34% |
Summary:
Following the Garden's escape from Balamb, things in the academy have been
quiet. Too quiet for Squall, who finds himself reflecting not just on current
events, but on his past too. An all too fleeting encounter with the mysterious
Ellone may provide some answers, even as it raises yet more questions.
|
Crash landing |
Progression: 36% |
Summary:
The Garden's unchecked course is finally halted in solid fashion by the
town of Fishermans Horizon, a haven for ex-patriots from all over the world.
Squall and friends are sent to make introductions and apologies to the town's
mayor.
Notes:
- Card players can pick up a rare card from Mayor Dobe, but you'll need to
do it now.
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Invasion |
Progression: 38% |
Summary:
Things never seem to remain peaceful for long around Squall. Sure enough,
the SeeDs have been on the atoll no more than a few hours before the
Galbadians invade, much to the chagrin of the peace-loving Mayor Dobe.
However, the Galbadians are here for a different reason, and certainly
didn't plan to find Balamb Garden's top SeeDs waiting for them!
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Familiar faces |
Progression: 42% |
Summary:
A bit of quick thinking has borne Selphie and company out of danger and
back to their friends, however Selphie is understandably upset about her team's
failure at the missile base and the consequences for her home Garden in
Trabia.
Notes:
- On your back to the Garden, save at the Save Point near the Mayor's
House, or at your Dorm as soon as you enter the Garden, in case you want
a couple of tries at the following section.
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Matchmaking |
Progression: 43% |
Summary:
Cheered up temporarily by Irvine, Selphie lays plans to fix up
reluctant leader Squall with Rinoa by laying on a concert. Rinoa is all
for it, but there are problems to overcome even here, and of course
matters of the heart may not always progress smoothly...
Notes:
- When in control of Irvine, you can leave the staging area before
choosing all the instruments. Have Irvine explore Fisherman's Horizon
to see a few unique scenes only available now.
- Use the Save Point that overlooks Mayor Dobe's house (before choosing
any instruments) as a quicker means to re-play the concert scene.
- There are three ways that the concert can progress, depending on the
accompanying music you construct. Choose the fast-paced jig (using the
violin, flute, guitar and tap) to ensure the evening progresses as Selphie
and Rinoa hope it would (it doesn't matter who you give instruments to).
The melancholy tune produced using the other four instruments has a
discordant effect on Rinoa, and the prospective lovebirds' conversation
breaks up in a squabble. If you mismatch the instruments completely,
you'll get a slight variation on the argument.
- It's hard to say what effect, if any, this night has on the rest of
the story.
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The wide world |
Progression: 48% |
Summary:
The Fisherman's Horizon techs complete the Garden's repairs, and the
mobile base is placed in Squall's hands.
Notes:
- At this point, most of the world map is opened up and you are free
to explore. There are several places of interest, puzzles and side-quests
available for you to partake of. You're not required to complete them all
now, though; there's plenty of time to dip in and out.
- The storyline picks up again at Balamb Town.
|
Occupation |
Progression: 50% |
Summary:
It appears that Balamb's is not the only Garden to be built atop a
Centra shelter. Galbadia Garden is also on the move, and has disembarked
troops at Balamb Town.
Notes:
- Take the opportunity to Draw Guardian Force Pandemona from
Fujin; it's your only chance before Disc 4.
- Once you complete your mission at Balamb you are still free to explore the world.
The story continues at Trabia Garden.
|
A target found |
Progression: 60% |
Summary:
Selphie can't put it off any longer. It's time to survey the damage at
Trabia Garden...
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Remembrance forgotten |
Progression: 62% |
Summary:
Standing together amongst the ruins of Trabia Graden, Irvine reveals
a suspicion that sheds unexpected light on the forgotten pasts of the
SeeDs, but unfortunately leaves Rinoa feeling somwhat isolated. The
friends are left with new troubles of a more personal nature.
Notes:
- Again, you're free to go exploring after playing through this scene.
The story continues at the forest just north of the Cape of Good Hope
(western tip of the Centra landmass featuring an abandoned building and lighthouse).
|
Air wars |
Progression: 75% |
Summary:
The wherabouts of Galbadia Garden becomes apparent, when Squall and
company discover its occupants regrouping after their routing from
Balamb town. When the G-Garden mounts an aerial assault, however,
the Balamb Seeds and cadets face their biggest challenge yet.
Notes:
- Try to issue orders so that no one adds more, and you don't get
berated for saying too much. Even if you pick them perfectly, Squall will
still worry that he should have concentrated more on the initial attack.
|
Saving the world - take 2 |
Progression: 90% |
Summary:
With Galbadia Garden successfully repelled and beached, the time has
come to take the fight to Seifer and the Sorceress - their former Matron.
First though, they must be found.
Notes:
- The large creature camped out in the centre of the G-Garden
entrance hall is Guardian Force Cerberus. Defeat it and
enlist its services here, as you won't get another opportunity to
acquire it until Disc 4.
|
Showdown |
Progression: 95% |
Summary:
With G-Garden's maze of corridors behind them, the team encounter
the Sorceress and her Knight - but will the SeeDs be able to defeat her
this time, especially now that they know of the bond that all of them
previously shared?
Notes:
- Take this one and only opportunity to Draw GF Alexander from
Sorceress Edea; you won't see it again until Disc 4.
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