Thursday, August 20, 2020

Final Fantasy VIII - Chapter 10: Distant Horizons

Cid has relocated to the infirmary, so let's head over there to see him. Talk to Dr. Kadowaki and you'll interrupt his crying session. He'll then give you a list of topics to ask him about; all of which you should listen to before leaving. Afterwards, you will run into Xu near the directory who is in a rush to find Cid saying that a Galbadian ship may be approaching and Squall should go to the deck.

Outside the classroom, near the deck, you may run into this student who wants a magic demonstration from Squall. Since it's against school policy to use magic in the halls, Squall's SeeD rank will be deducted upon if he accepts. The instructor Aki, who apparently only shows himself when someone violates school conduct, will come and scold Squall for it. Exit out to the deck and you will meet Edea's White SeeDs for the first time. Cid will arrive and ask Squall to find Ellone, whom is somewhere in the Garden.

You'll find Ellone in the library, but since Zell isn't in your party, you will get a new scene with the Pigtailed Girl, who is interested in Zell, that you can view. Ellone is in the very next room.

Squall will finally come face-to-face with Ellone; the girl from Laguna's dreams. You will discover that it is in fact, Ellone, who has been sending the party into the dream world. Squall, not wanting to be depended on by anyone, demands to know why he was the one chosen. The only answer you will get is that he is her "only hope" as Xu comes to take Ellone to board the White SeeD Ship. Squall will then have a flashback from his childhood; where he is all alone, having to depend on only himself.

Trying to process everything that is happening, one of your party members will come and invite Squall out for an activity inside the Garden, which will more than likely be Rinoa, if you brought her. However, shortly after leaving the dormitory, you will get a scene with the Garden crashing into the town of Fishermans Horizon. Cid will order the party to go out into the town to apologize for the incident.

While heading for the deck, you may encounter the guy who gave you your first set of cards, just off the elevator. Like the girl from Galbadia Garden, he now holds all of the level 6 boss cards, as well. The next couple of players in FH will be carrying these as well, but it is a bit easier to win them here, if you haven't already, since you won't have to deal with the mix of other level cards.

Exiting outside to Fishermans Horizon, the town will have sent a warm welcome wagon for you. They advise you speak with the Mayor, who's house is at the very center of town, but before that, we have a ton of extras to seek out in our new area.

On the screen where the party can take the lift down, there is a hardly-noticeable ladder you can climb down on the left-side of the structure in the center of the screen. Climb down it and across the crane to the left to meet the Master Fisherman. Talk with him and he will give you the Occult Fan III magazine, which only has a small time-frame to receive, and can only be obtained here. Talk to him one more time and he will ask you to stop by and talk with his apprentice in town. This is part of another small side-quest that only has a short window of availability. Take the lift down into the town once you have talked with the Master Fisherman.

The Mayor's house is down the long pathway to your front, but instead, let's explore the town by heading all the way to your right. The inn will be on your left-side and you can find a Timber Maniacs magazine upstairs on the floor (No need to pay to stay the night).

The right-side path, across the planks, will take you to a junk shop and the Fisherkid, the Master Fisherman's apprentice. View all the scenes with the Fisherkid and the junk shop owner until you've seen them all; this will be payed off here shortly.

Head back to the previous screen and exit to the north, then the house on the right-side. You can search the moomba doll inside for some dialogue, which is required for something later, then can pick up another Timber Maniacs magazine on the floor. There is a Haste draw point inside the train station on the left-side of the previous screen, if you are interested. Now we can proceed down the long walkway to the Mayor's house.

On the screen to the right of the Mayor's house, you will find the former Galbadia Garden headmaster, Martine, downtrodden from losing his Garden to Edea. Are you ready for some card playing? Because Martine is carrying a whole new lot of cards. Make sure you have saved before attempting to play him: not only does he have the best hand of any player thus far, but the Sudden Death rule is in effect in FH, meaning if the game ends in a draw, the two player's hands are shuffled, which often results in you playing against your own cards.

Martine is the one whom Caraway, back in Deling City, lost the Ifrit card to, so you can win it back from him now.

He also plays ALL of the level 7 boss cards.

It will take a while, and save often, but I would advise you to attempt to win them all here. Thankfully, unlike the Shumi Tribe card, you won't need to farm these for any items you cannot get anywhere else. However, if you want more than a couple of Rename Cards, the Catoblepas card is your only source for these.

Mayor Dobe isn't too thrilled with your presence in FH, being a pacifist and all. He wants you gone as soon as possible and will even lend you his technicians to get the Garden mobile again.

There is a hidden Ultima draw point in the lower-right corner of Mayor Dobe's room. You can hit it once, but it will never recharge.

You can challenge Mayor Dobe to a game of cards to win the GF card, Quezacotl, as well. Be warned, the Mayor is another good player. Once you leave, the Mayor will be absent from his house for a while, so I wouldn't miss this chance.

As you head back toward the Garden, you will hear shouts that Galbadian Soldiers have arrived. Mayor Dobe thinks he can reason with them and will walk off to give them another warm welcome, I'm sure. Before they take his head, we should go after him.

There are now random encounters inside the town. These are only of note due to being the last appearance in the game for the GIM47N enemy, and the SAM08G show up, as well, but you still have a couple of areas ahead you will find them. If you want to farm GIM47N cards, you need to do so now, as the only way you will be able to obtain them later is through winning from card games. To further note, SAM08Gs have Running Fires to steal and Dragon Fangs to drop, if you haven't gotten any of them previously. When you reach the square near the train station, you'll have to save Mayor Dobe from the soldiers, then engage them in a simple battle, followed by a familiar boss...

I think we've seen this thing before; the BGH251F2 is back from the Missile Base. Make sure to mug it for an Adamantine, and if need be, you can draw and cast Protect on the party. It's weak against lightning, like last time, so use Quezacotl to take it out fairly quick.

The machine will drift backward into the ocean and Selphie's party will miraculously emerge and be reunited with Squall. It appears hiding inside the BGH251F2 saved them from the base explosion. Afterwards, talk with Mayor Dobe and try to explain yourself to him, then Rinoa, and you will be able to return to the Garden.

Leave the square, then return, and you will see a young man in the bottom part of the screen. If you speak with him and then select that he is the cafeteria lady's son, he will run back to the Garden to see her. This links back to way at the beginning of the game where you had the chance to listen to the cafeteria lady's story about her lost son. Also, before heading back, stop by the Master Fisherman's apprentice who seems to have got the hang of casting his rod and wants you to let his Master know. Make your way back toward the Garden and Irvine will be waiting to speak to you about Selphie; then will join you. Take the ladder down back to the Master Fisherman and talk to him and then follow to the inn to speak with him again. You must return to town now, or you will miss the next scenes.

Inside the inn, listen to the Fisherman's story about Mayor Dobe, who use to be an engineer for Esthar. This will add a Mayor Dobe section to your tutorial/information part of the main menu. Continue to listen all the way until the end and he will want you to take a walk with him. A humorous note: if you go back inside the inn and try to flip the switch to activate the hologram like he did, an alarm will go off. Follow him around to talk with the townsfolk, all the way over to the junk shop and the Fisherkid. At the end of the scenes, he will give Squall a Megalixir and will then disappear from FH.

The Grease Monkey's house, where you may recall picking up a Timber Maniacs magazine a little earlier, is on the upper-right-side of the town square. There will be an Elite Soldier inside; bulling to try to get the BGH251F2 repaired. Squall will invite him to step outside...Once you leave and reenter the house, he will have escaped through the window. The Grease Monkey will then give you a Mega Phoenix.

One last thing: where the Master Fisherman once sat, there is a hidden Full-life draw point now. Unfortunately, it will not recharge.

Back inside Balamb Garden now, since Selphie has returned, there have been some changes on the Garden Committee's section on Squall's study panel. Throughout the game, anytime a story event takes place, there will be changes to her "My Friends" and "My Diary" sections; none of which are of concern, but do add some depth to the story and characters. Lastly, Sir Laguna's Page is now available. This is what collecting the Timber Maniacs magazines were for. With each one collected, Selphie will write an article here about Laguna's own articles in the magazines you find. Again, there isn't anything tangible to be gained here other than story, but still interesting. When you are finished reading, head for the Quad and attempt to cheer Selphie up, of which Irvine has a plan for...

Squall will return to the bridge where he will finally give his report to Headmaster Cid. Following this, Squall is officially made the commander of Balamb Garden and an announcement is made that SeeD is preparing for war with the Sorceress, Edea.

Meanwhile, Irvine had the FH engineers build a stage in front of Mayor Dobe's house (How'd they convince him of that?) for the party to perform a song in celebration of Squall's promotion. Irvine will then have to decide on what instruments the party members will play. Give Zell an instrument to try, then you will be in control of Irvine who has a few things he can do, by himself.

If you walk all the way back to the Garden library, you can see a small scene between Irvine and Zell's love interest, the Pigtailed Girl. There's nothing to be gained from this, but it is easily missed.

The Elite Soldier will be back at the Grease Monkey's house harassing him, again. This time, he wants Irvine to step outside to fight. Of course, once you leave and reenter the house, the Grease Monkey will have done taken care of it himself and will hand over a Phoenix Down to Irvine. You will notice the moomba doll in the corner move during this exchange. You can search the doll to find Fast, AP, and Pulse Ammo items for Irvine's limit break.

Return to the makeshift stage and Irvine will need to pick instruments for the party to play. This isn't very important, and any character can play any instrument, but only two combinations will turn out correctly. They are: Guitar, Violin, Flute, Tap or Sax, Electric Guitar, Piano, Bass Guitar; I recommend the latter as it's suppose to be a night for both Squall and Rinoa. However, the former combination, later on in the game, will be confirmed as the canon choice, so you decide for yourself. That night, the party will be waiting for Squall to leave his dorm room. No matter what option you choose, you will have to accompany Rinoa to the concert. Follow Irvine's instructions and watch the scenes that unfold. Squall, still resisting to rely on others, will eventually have Rinoa get fed up with him and she'll storm off.

Squall will have another flashback to his childhood, then awaken to being called to the Garden bridge. If you swing by the cafeteria, you will find the cafeteria lady has been reunited with her son you talked with in FH. You don't get any kind of reward, unfortunately.

The Garden is now fixed and ready to explore the world. Selphie, however, will be unavailable for the next part of the game. With the mobile Garden, there are numerous side-quests and events to take part in around the world. Before we delve into them, let's first proceed a little farther into the story; so pilot the Garden to Balamb Town, which if you'll recall, is the small island just north of Fishermans Horizon. Is that a mobile Galbadia Garden nearby? Zell will be a required member of your party once you arrive at the town. Speak to the Galabadia Soldier near the entrance to talk your way inside.

Talk to the soldiers at the entrance of the Balamb Hotel to attempt to get in to see the commander. They'll send you on a wild goose chase to find the captain somewhere around town. Before we begin the search, let's stop by Zell's home.

Since you can't stay at the Hotel, Zell will begrudgingly let Squall into his room. You will get a special scene here involving whichever third character you brought along with you. Talk with the "Big Bad Rascal" in the family room of the Dincht's and he will run off. If you haven't already, take this time to try to win the Zell card from Ma Dincht; remember: you can only play cards with her if Zell is in your active party.

You'll find the Rascal inside the house next to the Dincht's. If he's not there yet, you may need to wait a little bit of time. Once you talk with him here, he will run off, yet again. Go back to the entrance of town and you will see him on the left-side of the screen attempting to get the attention of the girl's parents on the outskirts. Before he is noticed, talk to the guard and keep the dialogue screen open long enough for the Rascal to talk with the father, then he will run off. You can then find him near the entrance of the girl and her grandfather's house and he will offer to distract the guard so you can leave town, if needed.

Make your way to the harbor and talk the the guard with the dog here. He will tell you that the captain was just here fishing and left looking for a place to cook. Also, talk to the soldier near the draw point and you will see him losing Gil into the ocean; this is just a minor thing for later on. If you want, there is also a tabloid reporter hiding behind the army vehicles on the previous screen who will sell you hints, but unnecessary.

You'll see smoke billowing out from Zell's house. The captain was here, attemping to use Ma Dincht's kitchen to cook the fish, which has given off a foul odor. She'll tell the party that the captain has gone to eat with his men. Now that we have a scent to track, return to the harbor and talk to the dog who will then run off. Follow him to the train station and the captain will be run out of the train by the dog. It was Raijin, huh. Make sure you save your game and proceed back to the Hotel.

Raijin hits HARD. You're going to need to either draw and cast Protect on the party or Blind him. Make sure to steal two valuable Str Ups from him, as well. Bio and GFs, other than Quezacotl, are all you need to take him out, afterwards.

So, that's why there was a Fujin and Raijin boss card...Fujin is carrying a new Guardian Force, Pandemona, which you should draw immediately. Note, like previous drawn GFs, if you do not get it here, you will have one last chance to acquire this GF in the final dungeon of the game.

Fujin has another round of Str Ups to pilfer, while Fujin will be carrying either a Hero or Megalixir. Once you have those and Pandemona drawn, draw and cast Protect on the party and try to blind Raijin. With that done, you only need to look out for Fujin's Tornado spell; if you have problems with it, you can add Shell to your defense, as well. Summon Diablos and cast Bio and the two should fall without too many problems. You will receive the Combat King 002 magazine upon winning that teaches Zell the Meteor Strike limit break. Meteor Strike is a Demi-like attack, and thus will miss enemies that are immune to it.

After the battle, you will learn that they have officially denounced Balamb Garden and joined in supporting Seifer as the Sorceress' Knight. Saying their goodbyes, Squall will let them go, and you can return to the Garden; the Galbadian forces having left the town.