Detailed description: 0:00 - Game Load 0:05 - Galbadia Region Selphie's party resumes outside the Galbadia Missile Base in the southwestern part of the Great Plains of Galbadia. Quistis has the GFs Brothers, Diablos, and Carbuncle junctioned; Irvine has Quezacotl and Ifrit; and Selphie has Shiva and Siren. In preparation for later, Irvine and Selphie junction Bio to Elem-Atk. Selphie junctions Silence to ST-Atk. Quistis gives Silence spells to Selphie so that Selphie has a full stack of 100. The party enters the Galbadia Missile Base on foot. 1:19 - Galbadia Missile Base The party earns a SeeD Level 11 salary of 9,000 gil. An event takes place as the party examines the gate (1:25). Rude guards. Looks like the party won't be getting in foot. They automatically exit the missile base. 1:48 - Galbadia Region The party boards their commandeered vehicle and drives into the Galbadia Missile Base. 1:54 - Galbadia Missile Base An event takes place as the party drives to the gate. They are admitted this time. The party automatically continues to the parking lot (2:14). Another scene takes place as they park and get out. See, unlike the car in the FMV where Squall rushed to the Sorceress's float in Deling City, this vehicle appears to have the driver's seat on the right. This inconsistency probably bugs me more than it should. Anyway, Selphie's party will infiltrate the base in Galbadian uniforms and cause some havoc. Note that the game will present several choices in this place. Certain options will impact the party's SeeD rank. After regaining control, the party goes west and takes the door into the building (3:15). They reach hall B-1. There is a save point in the east, and there are a couple of locked doors in the northwest. The party examines a card reader on the wall between the two locked doors (3:40). An event takes place. Fortunately, one of the party has found an ID card. The party saves at the save point. The party takes the western door (4:30). They reach corridor M-3. As they start north, an event takes place (4:36). They can choose how to proceed. They choose, "(Walk by quietly)". Another event takes place as the party walks by the guard on duty (4:54). The party takes the northeast exit (5:36). They reach corridor M-5. The party goes down the northeastern stairs (5:45). They reach corridor M-6, where there are a few ways to go. There is also a save point in the northwest. The northern door leads to the Missile Launcher room (5:59). There is nothing to do here right now. However, there is a Full-life draw point in the west! Without a high Magic stat, a character will not be able to stock many spells from this. Quistis stocks a few Full-life spells. The party backtracks out to corridor M-6 (6:38). There is a terminal in the northeast, but the party cannot use it right now. Nor will the guard by the eastern stairway let them pass. After saving, the party takes the lower path southwest (7:13). They reach a large room. There is a Blind draw point in the west, but the party does not need any. In the east, the party talks to a couple of Maintenance Soldiers (7:28). These guys are either busy or slacking. They ask the party to visit the solders at the Missile Launcher and tell them to go on ahead. Remember what they say. The party backtracks north to corridor M-6 (8:21). After a little extraneous stuff, the party enters the Missile Launcher room (9:09). Within, they talk to the northern Maintenance Soldier (9:18). Giving him the wrong information will reduce the party's SeeD rank. The correct answer is, "(...To go on ahead)". He asks them to talk to the other two again. The party backtracks out to corridor M-6 (10:00). They take the lower path southwest (10:07). In the large room, they report to the two Maintenance Soldiers in the east (10:13). The soldiers ask the party to check the circuit room for them. The party backtracks north to corridor M-6 (11:24). They head up the southwestern stairs to corridor M-5 (11:28). The party continues southwest to corridor M-3 (11:35). They talk to the guard at the door to the circuit room (11:39). They can now go inside. The party enters the circuit room (11:55). There is a Blizzara draw point in the north, but I don't need it at this point. Selphie approaches the control panel in the west (12:08). She can choose whichever options she likes. An event ensues. The party had best get out of this room. The party exits to corridor M-3 (13:15). An event with the Maintenance Soldiers takes place. Choosing to fight will decrease the party's SeeD rank. The party chooses "(...Try to talk my way out)", then "(We were just about to go call on you)". Such trusting souls. The party heads northeast to corridor M-5 (14:15). Then, they take the stairs to corridor M-6 (14:22). An event takes place at the door to the Missile Launcher room. After saving, Selphie's party approaches the door to the Missile Launcher room (15:08). An event with a Guard takes place as they go by. Choosing to run or fight will decrease the party's SeeD rank. The party chooses "(Play it cool)", then "(Help out)". They follow the Guard into the Missile Launcher room (15:45). A brief event takes place. The party talks to the Maintenance Soldier (15:58). Then, they approach the soldiers trying to push the missile launcher (16:13). They help push the launcher. A brief event takes place when the launcher is in position (17:02). The party talks to the Maintenance Soldier again (17:16). Now, they can use the control panel outside the room. Irvine stocks a couple of Full-life spells from the draw point. The party exits south to corridor M-6 (18:01). They examine the control panel (18:05). An event takes place. Then, they operate the control panel (18:31). There are a few options. Checking "Equipment" and viewing the Cruise Missile BAG0003A entry will pull up a hint. Checking "Simulation" shows a grim scenario for Balamb Garden if things are not changed. The party selects "Target" from the menu (20:20). Sadly, they do not have authorization to use "Set Target". Instead, they must use "Set Error Ratio" (20:37). They must increase the Error Ratio all the way to the Maximum of 75%. Once they have done this, they must choose "Data Upload" from the "Set Target" menu (21:06). Choosing "Yes" will upload the data. From the Main Menu, the "Simulation" shows a much better scenario for Balamb Garden. The party exits the control panel (22:20). They go west to save. Then, the party talks to the Relief Guard at the eastern stairs (22:56). After a minimal challenge, he lets them upstairs. A scene with some Soldiers takes place in the control room (23:20). After gaining control, the party approaches the Officer for a scene (23:57). Looks like the jig is up. Oh, well. After the scene, it is time for an event battle against the Base Leader and two Base Soldiers (24:48). The Base Leader has Reflect available to draw, the Base Soldiers have Silence, and all enemies have Confuse available. They don't have anything too notable to mug or drop. The Base Leader is weak to poison-elemental damage. An event takes place after the battle (25:44). The party must now find the launch control panel. Just after the battle, this is a good time to prepare for the boss battle against an armored vehicle. Irvine and Selphie junction Thundaga to Elem-Atk. Selphie junctions Slow to ST-Atk. Quistis equips the Auto-Haste ability instead of Mug. Selphie examines one of the control panels (26:43). The group splits up to check the room. Selphie talks to Irvine for a brief event (27:03). Then, she talks to Quistis (27:14). Looks like they've stopped the missiles. Now, they must seek the self-destruct mechanism. The party forms again. The party takes the northern door (27:49). They reach another control room. The party examines the northern panel on the western side (27:56). They can now set the self-destruct mechanism. Setting any time limit other than 10 minutes will incur a SeeD rank reduction. So, the party sets the time limit to "10 minutes". Now, it is time for them to get the bleep out. Rather than run all the way out, the party takes the eastern door marked "Exit" (28:36). A cutscene takes place. As usual, an injured soldier complicates things for the party. The party emerges in room B-1, the entrance room. Quite a shortcut. A brief event takes place as the party approaches the stairway to the corridor leading outside (29:11). Also, the party earns a SeeD Level 11 salary of 9,000 gil. The party goes outside (29:18). A cutscene takes place out in the parking lot. The party gains control in the parking lot. As they head east, a cutscene takes place (29:47). Well, blast. The description is continued in a reply.
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Description continuation: When the party continues east afterwards, an event takes place near the gate (30:08). A Captain is waiting with a nasty assault vehicle. After the scene, it is boss time against the BGH251F2 (30:30). While this is not a good battle for drawing magic, the BGH251F2 has Shell, Protect, and Stop spells available. It has nothing to drop or steal. It is weak to lightning-, water-, and earth-elemental damage. However, it nullifies poison-elemental damage. It is susceptible to the darkness and slow status ailments. Its strongest attack is Beam Cannon, which deals heavy magical damage. While the BGH251F2 is a strong piece of armor, it is no match for my party as they are. When the BGH251F2 is defeated, its occupants emerge (31:56). The party must now finish off the Elite Soldier and two G-Soldiers that were driving it. Nothing simpler. After the battle, the party obtains "Weapons Mon Jun", some Shotgun Ammo, and a Potion. The GFs acquire 4 AP. We gain control of the party in the parking lot after the battle (32:55). They read "Weapons Mon Jun", which provides information on making Squall's Flame Saber, Zell's Gauntlet, Selphie's Morning Star, and Quistis's Red Scorpion. After the party runs around a little bit, a cutscene takes place (34:03). Things aren't looking good for Selphie's team. 35:17 - Balamb Garden Afterwards, we join Squall's team at the Front Gate of Balamb Garden for an event (35:17). They must now find the headmaster. For Selphie's team impeccable performance at the Missile Base, the party has earned 2 SeeD ranks for SeeD Level 13. Rinoa takes Selphie's junctions, Zell takes Quistis's, and Squall takes Irvine's. Zell equips the Mug ability instead of Auto-Haste. The party has an urgent mission ahead of them, so naturally they will head out for a little side stuff. They exit to the Balamb Region. 36:10 - Balamb Region The party heads west and enters the town of Balamb. 36:33 - Balamb The party reexplores the town. Talking to the New Assistant at the Rent-a-Car triggers a scene about Zell (36:42). During their exploration, the party visits the Queen of Cards outside Balamb Station (40:34). First off, they challenge her and decline until she stops asking to mix Balamb and Galbadia's rules. Then, they challenge her and quit until she establishes Trade Rule: All in the Balamb Region. We're not ready to continue her side quest at this time. The party also drops by the Item Shop near the station. They sell off a handful of Tents in case they acquire more in the near future. The party rests at the Balamb Hotel. Zell does a good job holding his tongue when those women at the Harbor are discussing him. Poor guy. When they have finished reexploring Balamb, they leave town. 46:49 - Balamb Region The party heads east. They save in front of Balamb Garden. Next time, they will head in and try to find Headmaster Cid. Thanks for watching!
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Final Fantasy VIII Remastered Playlist: kzbin.info/aero/PLIZ8kn0xML24xxIC8AiKtZt6DeqZywHwj