Tuesday, August 4, 2020

Final Fantasy VIII - Chapter 2: SeeD Field Exam

When you return from the Fire Cavern, Quistis will leave your party and direct you to change into your uniform in the dormitory to begin the exam. Since we've finally got a good set of cards to play with, let's take a look at all of the rare cards you can win around Balamb Garden. Before you start, always remember to save after every card you win. That way, if you lose, you can just do a quick reset to try again. If you lose one of your high-level cards like Ifrit, it can be a huge hassle to win it back from them.

Look for the kid that is running laps around the center of the Garden. He also shows up sometimes on the passage to the cafeteria.

Although he plays it frustratingly rare, he will eventually play the Mini Mog card you can win from him. If you're curious, Mini Mog was a minor GF that you could use via the PocketStation only available in Japan and does not appear in the versions outside it.

Next, check out the cafeteria and challenge the Quistis groupie in the back. He's important for two reasons.

This guy plays a HUGE amount of rare cards. While the majority you can get from using the Card command ability on basic enemies, there are two cards of bosses that are hard to get this way and you should prioritize winning from playing cards. These being: the Wedge, Biggs card and the Tonberry King card (Pictured to the left of the former). You can get these cards from using Card on certain monsters, but only at a very rare chance.

As you might expect, this guy also happens to have the Quistis card and plays it often. I would suggest going back to Squall's dormitory to save and trying to win as many cards as you can. As a note, any card you don't have's text will be blue instead of the normal white.
 
Just a note, before we continue on, there are sometimes two guys outside the classroom on 2F who will ask Squall if he can show them his gunblade. If you do so, an instructor, I guess, Aki, will run into the room and reprimand Squall for drawing his weapon; breaking one of the Garden's rules. This will have an adverse effect on Squall's upcoming SeeD test, so it's best to just avoid it altogether. When you're finish playing cards, take Squall to his dormitory to change clothes and prepare for the SeeD field exam.
 
At the directory, you will meet Zell and then Seifer, whom will join your party. Headmaster Cid will then give some encouragement as you set out for the exam. Once Zell and Seifer walk out; follow them, do not talk to Quistis or Cid or your SeeD exam ranking will be effected.

You'll then be out on the world map in a car and after some scenes your destination will be to drive over to Balamb Town. The next portion of the game is important, but not really necessary for a completionist. Your actions during the event will determine the default SeeD rank Squall starts out with. The game makes it fairly easy to raise your SeeD rank to a certain point, so your beginning rank is more just for show than anything. However, I will be giving advice from here on about what actions to take to get the best rank possible, but have fun, and try not to be to strict with it since you won't be missing out on anything by getting a lower rank.

The party will drive through Balamb Town to the harbor (What do they do about oncoming cars here?). Don't talk to anyone and follow Zell and Seifer into the ship. Inside the ship, Xu will give a briefing on the mission in Dollet. When prompted, choose to "do nothing" and then tell Seifer "ok..." to going to check on things outside; then watch the scenes as the party lands in Dollet and the battle begins.

Zell and Seifer are now in your party and you should divide a GF onto each of them. If you junction switch in the "Switch" section of the main menu with Quistis, that character will inherit the magic that Quistis had drawn, as well. Seifer is a temporarily playable character, so this mission will be your only chance to use him during battle and pick up kills for him. This is only noteworthy due to, coming up soon, you will get a section in the main menu where you can view the kills for each character and Seifer will be included, despite being temporary. Another note on Seifer is he can use his limit break, Fire Cross: No Mercy, at around 75% loss of HP, unlike other characters who have to be near critical HP.

As mentioned in the previous chapter, we need to talk about Quezacotl's abilities as they will be needed to achieve the best ranking here. Besides Boost, SumMag+10%, T Mag-RF, and Card, make sure Quezacotl has learned, or will be learning, during this mission, Mid Mag-RF. This will be very useful. You can focus on the other SumMag+'s next, but not completely necessary.

Make sure to follow Seifer through the city and do not talk to anyone; focus on the mission and do not back-track to previous screens, either. As you proceed toward the town square, you will be engaged by Galbadian Soldiers. The character that now has Ifrit junctioned has no magic to use or to junction to stats, so use this opportunity to draw as much as you can. Particularly focus on stocking at least 100 Thunder spells.

When you reach the square, you will battle a single Galbadian Soldier and then Seifer will order you to look for others. You will see a soldier hiding to the northeast and will engage in yet another battle. Aftewards, keep talking with Seifer until you see a scene with some soldiers sneaking by and off to the north, then follow him.

You'll then be out on a bridge and from here on there will be random encounters. For purpose of SeeD rank, do not escape from any battles you encounter. Also, it's important that you defeat as many enemies as you can; you need a minimum of 75 to get the biggest bonus to your SeeD score. Use this opportunity to gain AP and stock magic, as well.

In the next area, the party will engage a monster that is preying upon a Dollet soldier. Seifer will demand at the beginning of the battle that you let him get the finishing blow. For ranking purposes, keep casting Scan to keep track of the Anacondaur's HP and let Seifer finish it off. When the battle is over, there will be new encounters in the next area. Seifer will also be leaving your party soon, just to note.

As you approach the communications tower, the party will discover the Galbadian Soldiers are attempting repairs. Seifer will talk with the party about battles and dreams before walking off, leaving your party, permanently. Thankfully, Selphie, the girl Squall showed around earlier, will show up with a message and will join your party in Seifer's place. When she jumps off after him, do NOT jump off after her; instead, continue around the path to the right to meet up with her. Once she joins, you can junction the GF Seifer had and she will gain all of the magic he had drawn.

Selphie's limit break is like a slot machine. Generally, there will be basic magic spells available and randomized, but depending on her level and just how low her HP becomes, there are four possible limit breaks that will appear, and when used for the first time, be unlocked in her status menu. This, however, is just for completion sake and doesn't effect anything. Look for her first limit break, Full-cure, in the Slots for now.

I wasn't expecting it, but Selphie's Wall limit break showed up not too long afterward. My Selphie here was level 10.

When you're inside the communication tower, make sure to save and hit the Blind draw point that is nearby; we will be needing this spell shortly. We are nearing the point where all of Quezacotl's skills will be needed. Hopefully you learned Mid Mag-RF and have plenty of Thunder spells that you can convert to Thundara spells. Make as many as you can and divide them between the two party members that don't have Quezacotl junctioned. Also, make sure all three of your GFs have high-AP abilities selected (Card Mod recommended for Quezacotl) to learn and proceed up the elevator after Seifer.

At the top of the tower, you will witness the communications device being repaired and then will be thrown into a minor boss fight with Biggs, an Elite Soldier, and then eventually, Wedge, a basic Galbadian Soldier. They are easy, but notice that Biggs has the valuable Esuna spell to draw. This spell is useful for the entirety of the game and is superb to junction to your status defense, as I mentioned in the previous chapter, so draw as much of it as you can. A few GF summons will take care of Biggs and Wedge and the real boss will blow them away and take their place...

Elvoret is the first real boss of the game. Take notice in his draws that he has the option "Siren". This is a new Guardian Force for the party and absolutely MUST be drawn in this battle or you will lose the chance to acquire this GF until the final dungeon of the game; where you will be given one final chance. Also, you should see a spell that has ??? on it; this is another valuable spell: Double. It's just as useful in battle and junctions very well like Esuna, but if your level is low, you may fail often trying to draw it from the boss, but do your best to stock some. As for the boss himself, you only need to look out for his Storm Breath attack that hits the entire party for average damage. If you are really taking a beating, draw and cast Double onto a character and use them to cast Cure twice on the party. When Elvoret is defeated, the party will receive several items: including Elixir and a Weapons Monthly March magazine.

With the soldiers and Elvoret out of the way, Selphie will finally be able to inform Seifer that a withdrawal order has been made and you have 30 minutes to make it back to the shores of Dollet. As soon as the scene ends, the timer will begin. Quickly junction Siren to a character and and run for the elevator and quickly use the save point at the bottom. It's time to put Quezacotl to use.

Fleeing from the tower, Biggs will summon a giant, robotic, spider after the party: X-ATM092. So here's the situation: you have to make a choice. Either you destroy it or you run to the shore. Running for the shore and making it there with over 20 minutes remaining will increase your exam score. This is also hard as you will need to dodge the spider on the way and if it catches you, you will be forced into a battle with it. You cannot escape until you deal at least 1000 damage to it; then the chase will begin again. It's better to stand your ground and destroy the thing: the rewards are worth it. The first encounter, when it jumps off the communications tower, you must escape, any encounter afterward it can be destroyed.

During the first encounter, have all three characters cast Thundara, which should bring it down allowing you to escape, if not, cast a fourth one. When you turn the corner onto the next screen, the chase will begin. Escape it past the next two screens and on the set of stairs, instead of running, turn around and engage it. Whomever has Quezacotl junctioned, have them summon him over and over again while the other two party members cast Thundara.

It will continue to fall over and attempt to repair itself two or three times before finally succumbing to the damage and exploding.

You will be rewarded with 50AP and a GF ability item that varies, but none of which cannot be easily obtained later on. I, personally, received a Force Armlet. With X-ATM092 destroyed, we can safely flee for the beach; save from the regular encounters you will need to escape from. Also, when you pass by the Dollet square, you will see a Silence draw point has appeared that you can swing by and get it, if you'd like. I reached the vessel with just over 15 minutes left.

You'll return to Balamb Town and Quistis will dismiss you. Unfortunately, Seifer and his crew will run off with the car, so we'll have to hike back to the Garden. You can take a look now at the Weapons Monthly March magazine that is in your inventory from the Elvoret boss fight. These weapon magazines will add weapons to the remodel shop to create. You actually don't have to have the magazines for a weapon to become available in the shop; they will show as long as you have gathered the necessary items to create them. Also, take a look at your new GF, Siren's, abilities. Pick up her Move-Find ability and equip it to be able to see hidden draw/save points (Except those on the world map). I will do my best to point out the hidden ones for you, though. Before we leave, now that Zell is in our party, we can obtain another rare card.

Zell's house is the first one on the right coming from the Balamb Hotel. Inside, we will be introduced to Ma Dincht who happens to hold a rare card. Note: Ma Dincht won't play cards with you unless Zell is in your active party.

She carries the Zell card, but be prepared to sit for a while, she sparingly plays it. Once you have it, exit the town and head back toward Balamb Garden for your exam scores.