Final Fantasy VIII Remastered

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heorotlinea

heorotlinea

Күн бұрын

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@heorotlinea
@heorotlinea 8 күн бұрын
Detailed description: 0:00 - Game Load 0:05 - Galbadia D-District Prison The party resumes at a save point in the western cell on Floor 10. Quistis has the GFs Brothers, Diablos, and Carbuncle junctioned; Zell has Quezacotl and Ifrit; and Selphie has Shiva and Siren. The party will go for another Rosetta Stone from the card player on Floor 11, so after the intro, they quit and reload. The party dashes out of the cell and goes upstairs to Floor 11 (1:13). They go around to the western cell. Speed is of the essence to keep from messing up the RNG. So is the Enc-None ability. In the western cell on Floor 11, the party challenges and refuses with the card player 54 times (1:31). After the 54th refusal, they play a game (3:14). Upon winning this game, the party earns a Rosetta Stone (4:05). Easy but tedious to get. They hold onto it for now. The party continues upstairs to Floor 12 (4:24). They briefly see their Moomba guides. Both cells on this floor are locked. The party goes upstairs to Floor 13 (4:58). Finally, something different! Navigating Floors 1 - 12 would be even worse without the floor notice. The party heads south to the main part of the level (5:05). The southern stairs lead to a closed hatch. There are a few Moombas to the east. A brief event takes place as the party approaches the Moomba in front of the door to the Torture Room (5:32). The Moomba moves aside, and the door opens. The party enters the Torture Room (5:39). A cutscene with Squall takes place within. The background music track here is one of my favorites in the game. We gain control of Squall afterwards. Depending on Squall and Zell's choices earlier, Squall may be able to talk to the Moombas here to remove the barriers from a few floors. Squall talks to the eastern Moomba (6:07). He chooses to make a shortcut on Floor 3. Making one on Floor 4 might have been better, but it's not critical. Squall talks to the middle Moomba (6:17). He chooses to make a shortcut on Floor 9. Squall talks to the western Moomba (6:25). He chooses to make a shortcut on Floor 10. Squall leaves the Torture Room (6:51). A cutscene takes place in the Floor 13 hall. Zell "volunteers" an idea that might be helpful. A scene with Squall, Quistis, and Selphie takes place in the arm control room (8:49). Squall examines the control panel at the front of the room (9:27). An event takes place. We join Squall's group in the basement for another brief event (9:41). The party goes east (10:07). They reach a short hallway. Squall examines the northern door for a cutscene (10:21). What the heck? We won't be getting out this way. However, a more pressing problem comes up. Somewhere upstairs, an event with Zell takes place (11:01). We gain control of Zell on Floor 8 after the event (11:12). He must run for his life from the Guards, though the Guards are not all that tough. Especially if Zell is still junctioned. As Zell takes the southwestern exit from the current screen, another cutscene takes place (11:53). Fortunately, a bit of help arrives. Remind me not to get on Rinoa's bad side. Irvine reveals an important fact about this prison. Squall and Rinoa must go upstairs to the exit. They must choose a third companion; I put Quistis in. We gain control of Squall's new group on Floor 9 (15:50). Since Squall asked, the Moombas have removed the barriers between the stairways here. Quistis is set up with Enc-None, so I see no need to switch junctions right now. The party earns a SeeD Level 11 salary of 9,000 gil. Squall's party goes upstairs to Floor 10 (16:00). The Moombas have removed the barriers between the stairways here, too. Squall's party saves at the save point in the western cell. They will go for another Rosetta Stone from the card player on Floor 11, so they quit and reload. Squall's party dashes out of the cell and goes upstairs to Floor 11 (16:37). They go around to the western cell. In the western cell on Floor 11, the party challenges and refuses with the card player 54 times (16:54). After the 54th refusal, they play a game (18:34). Upon winning this game, the party earns a third Rosetta Stone (19:16). They hold onto it for now. Squall's party continues upstairs to Floor 12 (19:33). They go upstairs to Floor 13 (20:07). We switch to Irvine's group for a scene. They must go down to where the arm is stopped. After the scene, we gain control of Irvine's group on Floor 8 (20:49). Irvine takes Quistis's junctions. Irvine's group goes downstairs to Floor 7 (21:09). They continue down to Floor 6 (21:15). They save at the save point. Irvine's party descends to Floor 5 (21:50). They continue downstairs to Floor 4 (22:09). Irvine's party continues down to Floor 3 (22:27). A brief event takes place. We rejoin Squall's party on Floor 13. Squall takes Zell's junctions, Quistis takes Irvine's, and Rinoa takes Selphie's. Squall and Rinoa junction Thundaga to Elem-Atk and Firaga and Blizzaga to Elem-Def. The party talks to the Moomba north of the stairway (23:16). They receive a Cottage, which combines the function of a Tent and a Pet House; it fully restores the party AND all GFs at a save point or on the world map. The party also talks to the Moomba southeast of the stairway (23:26). They receive a Rename Card, which changes a GF's name. In the main Floor 13 hallway, the party goes up the stairs to the south (24:07). They reach a room on Floor 14. There is a hidden save point here, so the party saves. Before the party continues, Quistis changes out her Enc-None ability for Auto-Haste. The party continues upstairs to a control room on Floor 15 (24:43). The party takes the southeastern door (24:58). They arrive outside for real. However, they are not in the clear yet. It is boss time against an Elite Soldier and two GIM52As (25:09). The Elite Soldier can support their mechanical allies with Protect and Cure. The GIM52As can use Micro Missiles, which halves the target's HP. The Elite Soldier has a Tent to steal, and the GIM52As each have a Missile to steal. After stealing the enemies' goodies, the party takes them out. The GIM52As are weak to lightning-elemental damage. At the end of the battle, GFs receive 8 AP. GF Brothers learn Str-J. A cutscene takes place after the battle (27:24). Squall's group goes back into the control room to communicate with Irvine's group. We regain control of Squall's party in the control room after the scene (28:30). Quistis uses the Missile item to learn the Blue Magic Micro Missiles. Quistis swaps out her Auto-Haste ability for Enc-None. She also junctions Holy to Strength. GF Brothers begin learning HP+40%. Squall's party heads downstairs to Floor 14 (29:28). They save at the hidden save point again. Squall's party returns upstairs to Floor 15 (29:52). They go out the southeastern door (30:03). An FMV takes place as the party starts across the bridge ahead of them (30:10). Er ... what in the world? I thought this place was supposed to be buried. Squall's party continues across the bridge towards the Control Tower (30:46). A cutscene takes place. Rats. During the event, the player must hold Right on the D-Pad or left stick to move Squall towards the Control Tower (31:14). Failing will result in a game over. Afterwards, a scene with the whole party takes place in a garage (31:51). Now, things make sense. What doesn't make sense to me is, why wasn't Irvine thrown in here with the others after the attack on Edea? 32:47 - Galbadia Desert Another cutscene takes place out in the Galbadia Desert. There is a new problem to deal with. We gain control of Squall after the scene (33:33). He can chat with his allies. There is also an Aero draw point if you need it. To continue, Squall talks to Selphie (34:06). Another event takes place. We gain control of Squall again after the event (35:22). The party earns a SeeD Level 11 salary of 9,000 gil. To continue, Squall talks to Selphie again (35:49). Another scene takes place. Squall must choose who will accompany him back to Balamb Garden (36:33). Selphie is not available. The others will accompany Selphie to the Missile Base. Squall chooses Zell and Rinoa to accompany him. Zell is coming along for the Zell Love Quest, and there is an optional scene that requires Rinoa. In the long run, though, it does not matter much who goes where. The scene continues after Squall has chosen the teams (36:41). Squall confirms his choice. The two groups go their separate ways. In the next scene, Squall's party arrives at the Desert Station (38:04). They decide to take the train. When the party regains control, Zell takes Quistis's junctions for now. The group goes northwest along the dirt lane next to the left side of the train (38:37). They reach the train engine. After the guard goes away, the party hops aboard the engine and starts it up (38:44). Later, soldier! 39:09 - Galbadia Region We gain control of Selphie's party aboard their vehicle in the Dingo Desert. Their next destination is the Missile Base. The party disembarks briefly. Irvine takes Squall's junctions, Quistis takes Zell's, and Selphie takes Rinoa's. They rest with a Tent. We will be in control of Selphie's group for the time being. After saving, the party drives north and then northwest. Before they go to the Missile Base, they will take a pit stop in dirty Deling City. But since Deling is defunct, I think a better name should be chosen. The description is continued in a reply.
@heorotlinea
@heorotlinea 8 күн бұрын
Description continuation: 40:16 - Deling City Several of the NPCs in Deling City have new dialogue. Fortunately, the soldiers on the street will not cause the party any problems. The party heads to Caraway's Mansion in the west of the city. They save at the save point and then head inside. The party talks to General Caraway in the library (41:53). He has a few topics of discussion. If the party loses their Ifrit card to him, he will play his Rinoa card. Interesting. The party challenges Caraway to a card game (43:13). They deliberately lose the Ifrit card to him. When they talk to him and ask about cards, he will tell them he lost the Ifrit card to Martine, who has also drawn Edea's ire. The party saves at the save point outside the mansion. Then, they challenge Caraway to another card game (44:41). This time, they win the Rinoa card from him (45:37). Nice. The Rinoa card can be modded into 3 Magic Armlets, which teach Spr+60% to a GF. The party will hang onto the card for now. After saving outside the mansion, the party reexplores Deling City to chat with more NPCs. An NPC in the lower-right of the Shopping Arcade has interesting info about how sorceresses' powers are passed on. The party visits the Item Shop at the Shopping Arcade (48:01). They buy a full stack of Tents to fuel an infinite money trick. When Carbuncle learns Recovery Med-RF, this ability can be used to refine the Tents into 25 Mega-Potions, which can be sold for a profit of 1,000 gil per Mega-Potion. During their continued exploration, the party earns a SeeD Level 11 salary of 9,000 gil. After the party has finished listening to the NPCs gush about the great and powerful Sorceress Edea, they leave Edeaville ... er, I mean Deling City. 54:06 - Galbadia Region The party drives around a little. They find all the eastern routes out of the Galbadia Region barricaded as before. The road southwest from Deling City leads to the Missile Base in the Great Plains of Galbadia. The party saves outside. Next time, they will infiltrate the base and try to stop the missile attack on Balamb Garden. Thanks for watching!
@heorotlinea
@heorotlinea 8 күн бұрын
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