Detailed description: 0:00 - Game Load 0:06 - Balamb Region The party resumes outside Balamb Garden in the Alcauld Plains of the Balamb Region. Quistis has Shiva junctioned, while Squall has Quezacotl and Ifrit. The party enters Balamb Garden. 0:33 - Balamb Garden At the Front Gate, a cutscene takes place as the party approaches the gate. Quistis provides the GF Tutorial, which provides information on training the GFs in specific abilities. It is definitely something you want to stay on top of. I would generally recommend training GFs in refinement abilities and junction abilities first. I consider the SumMag+% and GFHP+% abilities of lowest priority, but the game tends to prioritize those if you're not careful. Squall's next objective is to change into his uniform in his dormitory room and assemble at the 1F Lobby. Be warned: once Squall changes into his uniform, his free time will be over, and the exam will begin. Fortunately, he has all the time he needs to prepare with Triple Triad. Squall heads north through the Front Gate areas, drawing Cure spells from the draw point along the way. He enters the Hall (5:25). After going through the turnstile to the lobby, he saves at the save point. Saving prior to playing Triple Triad is an excellent idea so you don't lose rare cards. Squall takes the northwestern path and takes the Hallway to the Cafeteria (6:16). In the Cafeteria's dining area, there is a minor quest related to listening to the three complaining students. There are two students in the east of the dining area. The mopey guy in the back is Trepe Groupie #1. This is the first guy that Squall challenges to cards (8:00). If there is any Trade Rule other than 'All', Squall quits the game and challenges him again. This works as long as the Queen of Cards is in Balamb. Finally, Squall plays a game against Trepe Groupie #1 (8:29). The Ifrit card that Squall got by defeating Ifrit is an excellent starting card. The Elvoret card that Squall randomly acquired from a Bite Bug is also quite useful. Each card has numbers that indicate its attack power in given directions. Thus, Ifrit has 9 attack power to cards above it and 8 attack power to cards to its left. Ifrit's down attack power is 2, though, so it is most vulnerable to cards below it. Squall's first game is a draw. However, the player earns the accolade "Card Player" for playing Triple Triad. Squall challenges Trepe Groupie #1 again (10:42). This time, the Groupie plays his most valuable card, the Quistis card. However, Squall will need to build up his deck before he can claim it. Squall loses his second game. Therefore, he loses his Ifrit card. The player earns the accolade "Loser" for losing a rare card in a Triple Triad game. I exit and reload the game from the save point in the Lobby. Squall returns to the Cafeteria (13:56). Squall plays the first game that counts against Trepe Groupie #1 (15:09). Aside from the Quistis card, Groupie #1 also has some good cards to help Squall build up his deck. Squall wins a game (16:47). He earns some new cards: Chimera, Grendel, Mesmerize, and Creeps. Note that there is also a minor side quest about the western Cafeteria Lady, who gives a long speech about her son. Listening to her long speech will unlock minor dialogue later. Squall has already talked to her. Squall takes the northern Hallway to the Dormitory Double (17:42). He saves at the save point outside his bedroom. Squall returns to the Cafeteria and challenges Trepe Groupie #1 (18:48). The game ends in a draw. Squall challenges Trepe Groupie #1 again (20:52). Another draw results. Squall challenges Trepe Groupie #1 again (22:06). This time, he wins a game (23:22). He earns more new cards: GIM47N, Belhelmel, Elnoyle, and Malboro. Squall dashes back to the Dormitory Double, where he saves (23:52). Squall returns to the Cafeteria and continues challenging Trepe Groupie #1 (24:21). He now has more decent cards to use, including Elnoyle and Malboro. However, Squall fails to get the Quistis card again. The game ends in a draw. Squall challenges Trepe Groupie #1 again (26:04). He wins this game (27:06). He wins more new cards: Elastoid, Buel, and Behemoth. Squall dashes back to the Dormitory Double, where he saves (27:34). After returning to the Cafeteria, Squall challenges Trepe Groupie #1 (28:03). The Elastoid is another decent playing card with its moderate protection up, left, and right. Squall wins (29:09). He earns more new cards: Grat, Iron Giant, and Grand Mantis. Squall returns to the Dormitory Double and saves (29:36). Going back to the Cafeteria, Squall challenges Trepe Groupie #1 again (30:03). He wins this game (31:20). He earns more new cards: Tonberry King and Anacondaur. Squall dashes back to the Dormitory Double to save (31:49). After returning to the Cafeteria, Squall challenges Trepe Groupie #1 again (32:15). Groupie #1 plays the Quistis card again, but the game ends in a draw. Infuriating. Squall challenges Trepe Groupie #1 (33:56). He wins this game, but none of the cards he wins are new. Squall goes back to the Dormitory Double to save (35:21). Back in the Cafeteria, Squall challenges Trepe Groupie #1 (35:48). He wins this game (36:52). He earns new cards: Ruby Dragon and Jelleye. The Ruby Dragon Card is decent fodder for modding. 10 Ruby Dragon Cards can be modded to an Inferno Fang, which can be modded with F Mag-RF to 20 Flare spells. At this point, Flare is the best spell to junction to Strength. However, 50 Ruby Dragon Cards will be needed to get 100 Flare spells, and there is something that is easier to get at this point. Even so, an Inferno Fang can be used to teach Quistis the Fire Breath Blue Magic. Squall dashes back to the Dormitory Double to save (37:21). After returning to the Cafeteria, Squall challenges Trepe Groupie #1 (37:47). He wins this game (38:52). He earns a new card: Wedge, Biggs. This is not terrible as a playing card. Squall returns to the Dormitory Double to save (39:19). Back in the Cafeteria, Squall challenges Trepe Groupie #1 again (39:46). He wins this game. Squall dashes back to the Dormitory Double, where he saves (41:13). After returning to the Cafeteria, Squall challenges Trepe Groupie #1 (41:39). He wins this game. Squall goes back to the Dormitory Double to save (42:56). Back in the Cafeteria, Squall challenges Trepe Groupie #1 (43:25). The Trade Rule has degenerated to 'One', so Squall quits a few times until the 'All' Trade Rule is reestablished. Groupie #1 plays the Quistis card again. Sadly, the game ends in a draw. Drat. Squall challenges Trepe Groupie #1 again (45:07). He wins this game and picks up another Ruby Dragon card. Squall dashes to the Dormitory Double to save (46:22). After returning to the Cafeteria, Squall continues challenging Trepe Groupie #1 (46:50). He wins this game (47:49). He earns a new card: Thrustaevis. Squall goes back to the Dormitory Double to save (48:17). Back in the Cafeteria, Squall challenges Trepe Groupie #1 again (48:44). He wins this game and picks up another Ruby Dragon card. Squall dashes back to the Dormitory Double to save (50:06). After returning to the Cafeteria, Squall challenges Trepe Groupie #1 (50:32). He wins this game. Squall challenges Trepe Groupie #1 again (51:40). The game ends in a draw. Squall challenges Trepe Groupie #1 (52:35). He wins this game. Squall goes back to the Dormitory Double, where he saves (54:05). Back in the Cafeteria, Squall continues challenging Trepe Groupie #1 (54:32). He wins this game. Squall challenges Trepe Groupie #1 again (55:51). He wins this game. Squall challenges Trepe Groupie #1 (57:07). This game ends in a draw. Squall challenges Trepe Groupie #1 again (58:03). He wins this game and lands another Ruby Dragon card. Squall returns to the Dormitory Double, where he saves (59:22). Next time, he will challenge additional card players in Balamb Garden to Triple Triad. Thanks for watching!
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