Detailed description: 0:00 - Game Load 0:05 - Balamb Region Squall resumes outside Balamb Garden in the Alcauld Plains of the Balamb Region. Quistis has Shiva junctioned, while Squall has Quezacotl and Ifrit. Squall unequips Blizzard from his Elem-Atk junction. He sets out west from Balamb Garden. With Quezacotl's Card command, the party can now transform many trivial fiends into cards. They just need to reduce the fiends' HP a bit. The beauty of this is that a carded fiend will not provide experience points but will provide AP. West of the Garden, the party enters the town of Balamb. 1:44 - Balamb The party starts at the gas station in the north of the Town Square. The shop here will eventually provide car rentals, but it does not do so yet. Driving a car requires Fuel. The party heads south to the main intersection of Town Square (2:57). There are a couple of residences on the eastern side. The southern residence to the east is the Dincht's (3:41). It is the home of a future party member and his mother, Ma Dincht. The party cannot go upstairs at present, but they can go east to the living room and visit the Big Bad Rascal, a local problem child. In the southwest of this Town Square screen, there is a draw point for Thunder spells. My party is full up already. In the north of the road leading west, the party finds the Balamb Junk Shop. Junk Shops will remodel party's weapons for the right amount of gil and materials. In the future, there will be weapon magazines that show the materials needed for weapons, but as long as the party has the gil and the materials, they can go ahead and get their weapons remodeled. Frankly, the most important weapon to remodel is Squall's gunblade. The party continues west to the Town Square screen in front of Balamb Station (5:02). The party cannot hop any trains at this point. Continuing into the station, the party arrives at the Station Yard (5:53). There are a couple of travelers here. The party can also talk to a Station Staff member in the east who should be careful what he asks for. The party leaves the Station Yard (6:55). There is a shopkeeper in front of Balamb Station. The selection of consumables is pretty decent but pricey. The party picks up a few Potions and G-Potions. There is also Fuel for rental cars. An important character is on the stairs to the station, but the party will talk to her later. They go east to the Town Square intersection (7:58). The party continues east to the Town Square screen in front of the Balamb Hotel (8:03). They continue east and north to the first screen of the Balamb Harbor (8:38). A couple of NPCs in the west are gossiping about Ma Dincht's son. Hm, perhaps we'll have a chance to look out for him. The party continues north to Balamb Harbor's pier (9:47). At the pier, they find a draw point for Cure spells. The party is good on Cure spells. The party backtracks a couple of screens to the Town Square screen in front of the hotel (10:18). They enter Balamb Hotel's ground floor (10:24). They talk to the Receptionist and spend 100 gil to stay for a while. They arrive in the guest room upstairs. On the desk in the east, they find their first issue of "Timber Maniacs" (11:00). These magazines are scattered across the world. The party saves at the save point in the guest room. Then, they go downstairs and leave the hotel. The party goes a couple screens west to the Town Square screen in front of the station (11:39). There, they talk to the Queen of Cards on the stairs in front of the station. By talking to her about this region's rules, they can spend 30,000 gil to have her pass on a new rule to this region. We do not want her to do so yet. They can also talk to her about the current trend of the trading rule. Balamb has the trading rule 'One' right now. Each region has its own rules, and the party can spread rules from one region to another. Of course, the game handles this in a random manner. The party can also change the region's rules for free by challenging the Queen to a game (13:10). They challenge her and quit until she introduces the Trade Rule: All. They quit once the 'All' trading rule is established; there is no need to play her at the moment. The party backtracks east and north. They go out the town's main entrance. 13:51 - Balamb Region After saving, the party begins grinding so they can card fiends and earn AP for their Guardian Forces. It's always important to treat your GFs right. From a Caterchipillar, the party earns a Spider Web item. After battle, Quistis uses this to learn the Blue Magic Ultra Waves. Her limit breaks consist of Blue Magic that she learns from items that enemies drop. These items can also be acquired by modding cards with Quezacotl's Card Mod ability. While carding a Bite Bug, the party acquires an Elvoret card. This is actually pretty rare. The party saves. After Squall junctions Thunder to Elem-Atk and Fire to Str, they begin hunting Fastitocalons on Rinaul Coast. Fastitocalon pairs provide 6 AP, which is the highest AP for the region. Fastitocalons also drop Fish Fins. Shiva's I Mag-RF ability can be used to transform Fish Fins to Water spells. GF Shiva learns Str-J. GF Ifrit learns F Mag-RF. Quistis junctions Blizzard to Str. The party sets Shiva to learn Boost. They set Ifrit to learn Str+20%. Mastering his Str+% abilities will unlock Str Bonus, which will give a character that has equipped it a boost to strength on level up. GF Shiva learns Boost. The party sets her to learn Elem-Atk-J. She can also learn Elem-Def-J if she learns Spr+20% first. The party uses I Mag-RF to refine 5 Fish Fins into a stack of 100 Water spells for Squall. They go ahead and refine 60 Waters for Quistis. After the next battle, the party refines 20 more Waters for Quistis. They then refine 20 more Waters for a full stack of 100 for Quistis. Water is the best spell the party now has for strength junctioning, so Quistis and Squall both junction Water to Str. However, that will change as the party finds better spells. The party leaves the coast and heads inland. They pester a Caterchipillar in the forest to refill their stock of Cure spells. Squall unjunctions Thunder from Elem-Atk as the party heads north. They card a Glacial Eye. The party is now overpowered for the low-level Bite Bugs. Quistis reaches Level 10. GF Shiva reaches Level 5. The party returns to Rinaul Coast. Squall rejunctions Thunder to Elem-Atk, and the party continues hunting Fastitocalons. GF Quezacotl learns Card Mod. The party sets him to learn T Mag-RF. GF Ifrit learns Str+20%. The party sets him to learn Str+40%. GF Quezacotl learns T Mag-RF. The party sets him to learn Mid Mag-RF. The party leaves the coast and heads towards Balamb Garden in Alcauld Plains. They save outside Balamb Garden. Next time, they will return to Balamb Garden and begin playing Triple Triad to acquire cards to refine into better spells for junctioning. Thanks for watching!
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