Friday, August 14, 2020

Final Fantasy VIII - Chapter 8: Prison Escape

Disc 2 opens back in the role of Laguna, who has been recovering in the small village of Winhill after his fall from the cliffs in Centra. A little girl, Ellone, will come in to tell Laguna that he has a friend waiting for him at the pub.

Laguna has a hidden Curaga draw point inside the cabinet of his room. Watch the scenes with Ellone downstairs, and then head over to the pub which is directly below his house.

You'll be reunited with Kiros inside; thankfully he and Ward both survived the fall from the Centra cliffs.

You'll be given a set of options to ask Kiros about. Make sure that you ask him about Julia; this is the only way in the game to unlock the Eyes On Me section of the information/tutorial portion of the main menu. So, Julia married General Caraway in Laguna's absence...Interesting development. After the talk, Kiros will join Laguna in his work to eliminate monsters from the countryside. Like usual, Laguna is Squall, but Kiros is Irvine this time around and shares his junctions. You will need to divide the rest of your GFs, that are usually junctioned to your third member, up between the two for them to gain experience and AP.

I would recommend giving the party the Enc-Half ability as, for whatever reason, the encounter rate inside the village is incredibly high and there are only two enemies to fight. If you didn't get a Spider Web item for Quistis earlier in the game from the Caterchipillar enemy, you can steal them now. The Caterchipillar also presents a great opportunity for draws at a high level.

On the hillside, near the abandoned truck, the party can find a hidden Reflect draw point.

Once you reach the entrance of the village, you can return to Raine's house to continue the story. Note: You should use the small amount of Laguna's Gil he has at the local store nearby. Bought items will carry over to Squall's inventory, while the Gil will not.

Laguna and Kiros will have several conversations on the way back, including Kiros' suggestion that Laguna become a writer for Timber Maniacs; another interesting development in the story. Back at Raine's house, you will eavesdrop on Raine and Ellone talking about her feelings for Laguna, then she will tell him and Kiros to rest up at his house while she prepares lunch. Once you rest at his home, the scene will switch back to Squall...

You'll find that the entire party, minus Irvine, has been locked away inside the D-District Prison for attempting to assassinate Edea. As Zell, talk with your party, then the focus will be on Squall for some scenes, then back to Zell. Talk with Rinoa and a guard will come in and take her away after putting a beating on Zell. Back to Squall, he is being interrogated by Seifer, who demands to know what the true purpose of SeeD is.

Back at the cell of the other party members, a moomba will come inside with a plate of food, only to drop it. A guard will come in to punish him and Zell will be given the option to stand up to him; which you should. Seifer will continue to torture and interrogate Squall, ending with the option to either lie to the warden or just stay quiet and die...Obviously, staying quiet is the noblest of choices. Again, as Zell, the party will devise a plan to escape, but since their weapons have been confiscated, and magic is sealed, Zell will have to be the one to get back their weapons. I guess it's safe to say that the Garden doesn't teach hand-to-hand combat to their SeeDs? Anyway, the girls will feign sick and Zell will knock out the gullible guard and escape. Make sure to junction Zell as there are random encounters here and he will have to fight a battle alone. Strangely, despite the claims that magic is sealed inside the prison, it works quite well now. Climb the stairs to the next floor and confront the guards; defeat them in an easy battle to get the party's weapons back.

Moombas will come in and check on Squall, referring to him as "Laguna", eventually setting him free. If you check your tutorial/information section afterwards, there is a new section on moombas stating that they remember a person based on the taste of their blood. What could that mean?

With the party having regained their weapons, old nemesis' Biggs and Wedge will enter the cell thinking they are going to put an easy beating on them. While not overly important, I would suggest stealing from Wedge for a Strength Love, but not stealing from Biggs. Biggs has a Regen Ring to be stolen, which will be easily acquired later on, but can drop 3 Elixirs upon defeat if his item isn't stolen. Alternately, Wedge only has Remedies to drop, which can be purchased. Biggs also has the Regen spell to draw, if you'd like to stock up on it for the first time. Regen is not a common spell in random encounters, so I suggest that you do. Once they are defeated, you gain full control over your party and can explore the Prison. Keep in mind that once you leave, you can never return to this dungeon, so make absolutely sure you gather everything here.

The D-District Prison is one of only two places in the game you can encounter the GIM47N enemy and it can never be found in an area freely available to you. Not that big of a deal unless you want to farm them for their cards, which aren't particularly rare, and you can mug them for Steel Orbs, also.

The same goes for the GIM52A, too, although it does not have a card of its own. However, it's important that you steal the Missile item from them that can teach Quistis the blue magic, Micro Missile, that will be key for an optional boss later in the game. You'll have some other chances to steal this item later, but it's a good idea to start stocking up on it now since Missiles are more difficult to obtain outside of this enemy. Additional Missiles you can use to refine to Demolition Ammo for Irvine. The blue magic Micro Missile is similar to the Demi spell, but the percentage of HP it reduces increases the closer Quistis' HP gets to 0. The GIM52A have the valuable Haste spell to draw, as well, you should take advantage of. With the enemies out of the way, we can explore the Prison.

Instead of heading up to rescue Squall, go down the first flight of stairs to find a save point, then down to floor 5 where you will find a card player inside one of the rooms. You'll need to pay him 500 Gil for each game, however, but he has some really nice items and can play all of the level 6 boss cards that the girl from Galbadia Garden could. The two noteworthy items to win here, although rare, are the Luck Up and Phoenix Pinion. Luck Up should absolutely be won, and can be only once, due to the fact that refining items up to stat-raising items can be a grueling task. If you obtain a Phoenix Pinion, you can use it during battle to summon the minor Guardian Force, Phoenix. The great thing about this is that once it is summoned once, there is a chance that when the entire party falls during battle, Phoenix will appear again and revive them. You will be able to obtain this item later on, so if you don't have the patience to win one now, don't worry about it.

Down to floor 4, there is only a lonely Tent to be found in one of the cells.

Then a Pet House down on the third floor.

On the second floor, you will find a Pet Nametag and a Str Up item; both of which should not be missed. There are only two Pet Nametags in the entire game, while Str Up is another rare item you can generally only get through refining other items.

The first floor offers a Combat King 001 magazine that, when read, teaches Zell the limit break, Dolphin Blow, which isn't water elemental, if you were wondering. There is also a hidden save point in one of the rooms if you need to use it. Now we need to climb the stairs all the way back up and to the eighth floor where inside one of the cells is the Man from Garden who has an item shop. On the ninth floor, there is only a Berserk draw point.

Climbing to the tenth floor, there will be another card player, for 300 Gil. While he doesn't give out items, you need to beat him at least once to obtain the missable Character Report that will appear with the Battle Meter under the tutorial/information section of the main menu. If you don't obtain it here, you cannot get it elsewhere.

Onto the eleventh floor, you can find a hidden Thundaga draw point in one of the cells.

And one last card player; 200 Gil this time. This player, like the one on the fifth floor, has a one-time HP Up to win that you shouldn't pass up, however, he has one other extremely rare item you should try to obtain as well.

You have a very, very rare chance of winning a Rosetta Stone from this card player, and it can be won multiple times. This item teaches a Guardian Force the Ability x4 skill of which there is only one GF in the game that has this (Bahamut), so you will need two of these in order for all three battle participates to junction four abilities. You will, however, be able to obtain two of these through normal play through the game, as well as being able to refine them from items; although the latter is a very time-consuming task.

Continue climbing the stairs and you will find Squall. Talk to the moombas afterward and they can remove one barrier (That is between the two staircases below) a piece. What you choose isn't important, as you are going to have to transverse all the floors again anyway. As Squall now, hit the button onboard the platform and check the next room below and the scene will switch back to Zell.

Zell's running for his life from the Guards, who were shooting at him, yet fight him with swords. Anyway, if Zell happens to be levels under the other party members, this is a good chance for him to build his up since he can infinitely fight Guards here.

Circle around the floor and when Zell is about to meet his maker, Squall will lunge in for the save; followed by Irvine coming in for yet another save. It looks like General Caraway and Irvine were going to sell the party out for Rinoa's release...but Rinoa managed to forced Irvine to come back to save the others. You'll then be asked to form parties for the escape, however, absolutely do not choose Seifer if you are using him. As Squall's party, head all the way back up the stairs and take the ones near where you rescued Squall, and you will be switched to Irvine's party.

Have Irvine battle all the way down to the third floor where they will hitch a ride on the machine that took Squall's party to the bottom of the Prison.

As Squall again, talk to the two moombs to receive a Cottage and a rare Rename Card. Rename Cards you can only obtain more through Card Modding a rare Catoblepas card.

Outside, the party will have to face-off with a minor boss. Steal from all three enemies and then take them out with Quezacotl or your GF of choice. Afterwards, Irvine will call the party back inside to raise the platform they are on with the control panel, then I suggest you go back downstairs to save.

The walkway will begin to collapse on Squall when the submerge system for the Prison is turned on. Hold right on the controller and don't let go or else you will get the game over screen. Reunited with Irvine's party, you will regroup and take vehicles out into the desert.

Selphie will explain that missiles are going to be fired at both Balamb and Trabia Garden, according to Irvine, and suggests that the party split up to stop the missiles and warn Balamb Garden. There is also an Aero draw point here, for some reason. Talk to Selphie for Squall to decide on the party members. Again, absolutely do not select Seifer if you have him, he is just going to have to take a backseat for a while. I suggest sending Zell with Squall for a bonus, but not overly rare, item. Rinoa will have some extra scenes with Squall if you take her too, which seems to be the canon party. Whomever goes with Squall will have a much longer journey, as well, so choose wisely. When the party splits up, have Squall and his party board the nearby train and the story will focus on Selphie's party out on the world map. Your destination is the Galbadia Missile Base, but first let's take care of a small detail back in Deling City. Note: the blockades are back on the roads so you cannot return to Timber or the Galbadia Garden.

Talk to Caraway back inside his mansion, who doesn't seem to care that he was prepared to let all of you but Rinoa and Irvine rot back in the Prison, and ask him about playing cards. He will tell you that he has Rinoa's card, but won't play it unless he gets your Ifrit card. Now, intentionally lose your Ifrit card to him in a game.

You can then play him again and he will have Rinoa's card in his deck for you to obtain. Unfortunately, if you talk to him again about cards, he will have lost the Ifrit card to someone else, even though I'm pretty sure no one but us have entered this room, but anyway, we'll be able to get it back further on in the game. After this small detour, we can now leave for the Galbadia Missile Base, of which there is a road from Deling City leading out to it in the west.