With Brothers in the bag, I got back to Deling and spoke to Caraway. I somehow forgot about this, but it turns out, Caraway is Rinoa’s father. They have the typical “rebelling child, overprotecting father” relationship which was, honestly, sort of annoying. As expected, he keeps her there, so she goes out of the party for a while.

His plan is to give us access to a high spot on a carousel near the large gate in the middle of the city. The party would split in two groups. The first gets to the carousel with the sniper and waits, while the other gets to the get to close both sides of it at the right moment, trapping the sorceress in there for the sniper to have an easier shot.

I have to be honest here, I always hated this part. The plan is extremely simple, but stuff keeps happening that messes with it. That’s not the part I hate, though. I hate the fact that the game keeps switching you between the two groups, so it all feels like one long cut scene instead of actual game play.

Basically, Quistis, Zell and Selphie get to the gate but decide to go back fast to talk to Rinoa. Meanwhile, Squall and Irvine wait in the middle of the audience. At the same time, Rinoa has a plan to give the sorceress some sort of jewelry which is supposed to block her powers. She leaves the Caraway mansion and gets Quistis and the others locked in there so now they can’t get to the gate.

Rinoa gets to the sorceress, tries to trick there and fails as expected, so she gets attacked by some lizard-like statues that the sorceress brings to life. Squall and Irvine see this, so they rush to help her. They get rid of the lizards, but not before I remember to draw another GF from them – Carbuncle. Carbuncle is the first GF that doesn’t do damage. Instead, it casts Reflect on the entire party, which is extremely useful in the boss battle soon to come.

Final Fantasy VIII, Carbuncle

Carbuncle’s Ruby Light is extremely useful, especially against Edea.

As the battle is over, you switch again to Quistis and the rest. They find a secret passage through the sewers and navigate through it to get to the gate, pulling the switch just in time. Irvine freaks out at first, but manages to get a perfect shot anyway. Of course, he’s shooting at a sorceress, so she blocks it. Squall charges in and beats Seifer easily thanks to the 1000 Curaga i refined from 10 Tents and junctioned to his HP. Then the fight against the sorceress starts.

Rinoa and Irvine join in. As I said, Carbuncle is extremely useful here. I summoned it to Rinoa every second turn, which caused the sorceress to just constantly cast dispel on my group, instead of doing any attacks. Soon enough, I won with almost no damage done to me. In the cut scene that follows, the sorceress summons a shard of ice and hits Squall with it, piercing him straight through. Everything goes to black and disc one ends.

I got to Deling quickly, using a train from Galbadia. However, I didn’t enter the city right away. Instead, I decided to save me some time and go to the nearby tomb right away, in order to save me some time. You see, my contact, a military official named Caraway, would send me there anyway, before even meeting me in Deling.

I got to the tomb and read the ID from a sword on the ground. As far as I know, this number changes in every game, but it was 155 in mine. I might be wrong, though. I really can’t remember what it was last time. This is all that needs to be done in the tomb, but most players opt for getting the extra GF hidden in there, so I did the same.

Final Fantasy VIII, Tomb Map With Route

This is the correct route, I went in the opposite direction.

The brothers are Sacred and Minotaur. They’re an earth based GF and pretty much impossible to beat by a low level party unless you figure out the trick. They get healed every few seconds. Sacred got healed by about 100HP at my level. This was easy enough to offset in the first battle against him, so I could do it in the team battle as well. His brother, however, was healing close to 500HP every turn.It feels like a maze at first, but once you understand the layout, it’s easy enough to navigate. Sadly, I went in the wrong direction at first, so I did an extra unneeded lap around the tomb before doing all I needed to do. At the east side of it was Sacred – the first half of the GF. He was easy to beat, but he always runs away to the center. To get to the center, I had to first go north to open a floodgate and then west to lower the drawbridge. Then I got out to save and returned to the tomb, going straight forward towards the central chamber. That’s where the battle against the GF “Brothers” starts.

Final Fantasy VIII, Minotaur Scan

Scan tell you all you need to know.

It was time to go to Deling.A cast of the Scan spell hints on how to get past that. They get healed through their connection to the ground. Casting float on them stops the healing. Luckily, you can draw float straight from them, so all the tools to beat them are available in the battle. Soon enough, they were dead and another GF was mine.

By using the gauntlet, I managed to get to a semi-flooded area in the northeast, filled with those fireball spitting enemies that live in the water. As it turns out, these are the Zoras. Their king was there and he offered me swimming flippers for 500 rupies. Obviously, I wanted those, so I gave him the money. I was at 999 rupies for a while now anyway.

A Link to the Past, Flippers

I’d say something like “costly, but worth it”, but really, you HAVE to buy the flippers.

It was time to get to the third dungeon now. The map was clearly showing it as the tower to the north, so that’s where I went. My gauntlets allowed me to lift a stone and clear the way to a dark cave. Exploring it, I soon met an old man who asked me to guide him through it. It seemed more like he was guiding me, since he told me which direction to go to on several occasions. Eventually, we got out of the cave and to his house, which is now one of my “bases”, allowing me to start the game there upon loading.Using the flippers, I’ve found a couple of heart pieces, bringing me to 8 total (I believe) as well as a hidden cave with a pond. Throwing my boomerang in the pond caused a fairy to appear who then gave me an upgraded version of it. This one can travel a distance equal to the width of the entire screen. Hoping to get something else, I threw various items in and it worked. I got my shield upgraded to and I filled an empty bottle as well, getting a green potion this way.

I explored around his house and found a couple more heart pieces. I also found a magical platform which transported me to a dark version of the mountain and turned me into a bunny. In this dark dimension, I’ve found two other creatures and one of them told me I need the magical pearl from the tower to retain my original form upon teleporting to the dark dimension.

A Link to the Past, Dark Dimension

The dark dimension, and a bunny.

It took me a while, but eventually I figured out I could use the mirror the old man gave me to go back to my original dimension and my original shape. I used this feature to get another heart piece and then to get access to the tower, our third dungeon.

A Link to the Past, Third Dungeon Entrance

The entrance to the third dungeon.

This dungeon was relatively small in area, but had several floors I needed to explore. I didn’t get any new weapons or tools, sadly, but I did get the magical pearl I’ll need for the dark world. The boss of the dungeon was extremely annoying. He moves randomly and the only way to damage it is to hit its tail. The hard part is that the battle takes place on a platform you can fall off of and the boss pushes you around when you get hit, so it’s extremely easy to fall. Of course, if you do fall, he gets back to full health, so you have to start all over. Eventually, I somehow managed to beat it and got the third medallion, as well as my ninth heart container.

A Link to the Past, the Master Sword

The Master Sword

I now had everything I needed to get the Master Sword, so I went directly to the Lost Woods. The sword was where I’ve seen it before and now it was mine. As soon as I pulled it out of the stone, though, I got a message from Zelda, saying the Sanctuary is under attack.

Time to go rescue Zelda again.

With the president abduction being a failure, Rinoa decided they should take over the TV transmission the Galbadians are planning and use it to broadcast Timber’s proclamation of independence. It took the group some time to get access to the tower, but when they finally did; their plans were forced to change. The president’s speech was broadcasted and he announced peace negotiations between the nations, being led by Galbdadia’s new ambassador, a sorceress.

Now, from what I understand, sorceresses are extremely powerful women, born to be conduits for some outside power I don’t fully comprehend yet. They have existed in the past and they usually aimed to rule nations, or even the whole world. Their rule would always be a dark time, full of dark magic, sacrifices, etc.. All in all, it was very obvious Galbadia is using the sorceress as a fear factor, to force the other countries into peace terms they wouldn’t accept otherwise.

Anyway, as this speech was happening, Seifer suddenly barged in, following by Quistis trying to stop him. He took hold of the president and tried to pull him out of the room, threatening his life. As they entered another room, the sorceress suddenly appeared and took Seifer with her. The group managed to get there in person, but it was too late.

With no order and nowhere to go, since they were wanted now, they decided to follow protocol, meaning they need to report to the nearest Garden. This would be Galbadia Garden, so that’s where I went next. Some resistance members helped me avoid Galbadian troops and then I got to a train in the direction of the Garden.

FInal Fantasy VIII, Galbadia Garden

Galbadina Garden seems much less friendly than Balamb.

Timber had random encounters, but sadly, I had to run away from most of them, since they were against soldiers, meaning I couldn’t turn them into cards. Some of the battles were forced, though, so I managed to get a level or two, but nothing major.

When I boarded of the train, I was supposed to go through a forest to reach the Garden. This is where another dream sequence with Laguna happened. This time, they were in a mine infested with Esthar soldiers. From what I understand, Galbadia was at war with Esthar two decades ago and back then, Esthar was run by a sorceress. They did some running around, being their usual useless selves, and then they got ambushed by a bunch of soldiers, getting severely injured and being forced to jump off a cliff.

The group woke up and I could go to the garden now. Before that, I decided to finally train for a bit, using Card to get some AP without gaining levels and learning some item creation abilities that way. I used these to get a bunch of higher level spells and then junctioned them to my characters. Doing all this finally got me to above 1000 health on two of my characters. The third didn’t have HP junction yet, but would get it soon enough.

I entered the garden and reported to the headmaster. The group was also told that Seifer was captured by Galbadians, tried and executed soon after. On the way out, Squall met Raijin and Fujin who wouldn’t accept Seifer was dead and decided to go look for him. They brought new orders for Squall, though.

The group now needs to assassinate the sorceress, so they were joined by a sniper, Irvine, a new playable character. This one is a bit over the top, but all in all, one of the more stable individuals, by Square’s standards. I left the garden and trained some more, but soon I decided to just go to Deling City for the assassination.

Timber, all though named after the woods it used to be surrounded by, is an area revolving around trains. The base of the resistance group, for instance, is a train. The contact took the group there and I was told to go wake up “the princess”. She was in one of the rooms at the back and it turned out it was Rinoa, the girl Squall met at the party. She was actually there to recruit a team personally.

With her awake, the plan was explained. The Galbadian president is going for a train ride, so the resistance plans to abduct him, with some clever use of their base and track switching. For this, the president’s guards needed to be avoided and some codes needed to be entered in order to override the car couplings.

Final Fantasy VIII, Train

I love the train design of Final Fantasy VIII

In any case, the train part was done and I went to the president. It turns out he’s a fake, and a zombie at that, or at least his second form was. After drawing some Berserk and Zombie spells from him, I did what I do with all undead enemies in this series – killed him with one shot, by using a Phoenix Down on him. Back in VII, the undead boss was Gi Natak. Phoenix Downs also worked on him, but X-Potions were much more reliable.Even though it was all supposed to be really simple, I managed to fail once at the second uncoupling. At the second attempt, I managed with a lot of time to spare, but the failure probably affected my SeeD rank. SeeD rank? Well, this is the way you get money in this game. Your rank grows if you complete objectives fast enough or by solving tests in the menu. It drops if you take too long or fail at stuff. The higher the rank, the higher your salary, which you periodically get. Since the enemies don’t drop money, this is pretty much the only way to get Gil in this game.

The boss was dead and the mission was over. We got back to Timber, where the second part began. The Galbadian forces were preparing for a transmission via the Timber TV tower and we needed to get there.

Before this this, which I decided to do in my next session, I took some time at a save point to solve all the SeeD exams up to level 10. This is the highest I could go at my current character level.

The group was back at the Garden and, since the last mission was basically the final exam required to become a SeeD, the results were in soon. Squall, Zell and Selphie, as well as one other guy passed, while Seifer was disqualified for being a douche and making the team go to the tower. After the graduation, the group got back down to the second floor and fully expected for Seifer to be there and cause trouble, but he actually just applauded them along with everyone else.

With that out of the way, it was time for a party. This is where we meet the next character of the game, Rinoa. She pulls Squall to the dance floor, even though he sucks and somehow manages to turn him into an expert over the course of just one song. We don’t get her name here yet, though.

Quistis then approaches Squall and makes him go to some romantic spot at the training area. There, she says she won’t be an instructor anymore, so they’re both just SeeD now. Squall is his usual self, so they return, but on the way back, rescue a girl from some monsters. I have already seen the girl at the start, when Squall wakes up at the infirmary. Here, she refers to Squall and Quistis as if she knows them, calling Quistis “Quistie”. When she’s rescued, her bodyguards arrive and take her away before the I could talk to her. The game makes it very clear she’s somehow important.

Final Fantasy VIII, Balamb Garden Training Center

The training center of Balamb Garden 

Before all this, I took some time to draw new spells at the training area. The plants there have Sleep and Silence to draw, so I got 100 of each on both Quistis and Squall and junctioned sleep on Squall’s status attack. This could be very helpful later.

The next day, the group gets their first official mission as SeeD. This time, it’s to help a Timber resistance group to, again, fight Galbadia. Timber is a country that got occupied by Galbadia early in the war, unlike Dollet, which is still independent. I got to the town of Balamb and this time, took the transcontinental train to Timber. The train actually runs through an underwater tunnel, which is pretty cool.

During the train ride, something happened which keeps happening throughout the game. The party gets sleepy and blacks out, suddenly having a collective dream about Laguna, Ward and Kiros, three Galbadian soldiers back during the war. All of this gets explained later, but it’s actually happening and it isn’t just a dream.

The soldiers first do some running through a forest near Timber, I think, then get to a car and drive to Deling City. There, they go to a bar to listen to a singer who Laguna likes a lot. She approaches him so the two other guys step back. They go to her room and basically talk all night. That’s when the dream ends and the gang realizes they all dreamt it. Squall shows his funny side in this, saying he dreamt he was a moron.

During the sequence, I could finally try out my Card ability, having learned it during the boss battle at the training area. Basically, I need to weaken the opponents and then I can turn them into their respective card. I can only use it against monsters, though. Human enemies are off limits. If I win the battle this way, I get no experience, which is excellent, but I do get the AP, which is even more awesome. It’s safe to say, I got some training. I decided to get Boost on most of my GF next and then go for the item creation and junction abilities.

As I said, the group soon woke up and was at Timber. They met their contact and he took them to the resistance base.

After clearing the first dungeon, it took me a while to reach the second, even with all of the hints.

Well, as a matter of fact, the hints, at least the hints I’ve been getting from fortune tellers, weren’t really helpful. They keep telling about a Zora I’ll be meeting at the source of the river. This made me think the next dungeon is on the northern location, out of the two marked on my map, when it fact, it was the southern, in the middle of a desert. Eventually, I got there, but not before finding a bunch of heart pieces, putting me one short of a full extra heart.

A Link to the Past, Forest Clearing

Exploration revealed a spot in the woods, probably important for later.

The new dungeon, naturally, had a desert theme. Many of the enemies would hide in the sand emerging later, usually at an inconvenient moment. After a while, though, I got used to the patterns and started clearing rooms. The map was easy to find, with the compass second, quite far away from the map.

After a while, I’ve reached what I thought was a dead end, but then I realized I had to use one of the side exits from the dungeon to reach the second area. The big key allowed me to also get a new item, the Power Glove. This one allows me to lift the greenish rocks scattered around the world, but wasn’t really helpful with beating the boss.

A Link to the Past, Final Room of the Second Dungeon

The second medallion is mine!

The boss was familiar to me, even though I haven’t played the game. Pin, a boss from the Binding of Isaac, was heavily inspired by this one. The behavior is slightly different though. It moves much more slowly, since I have to hit him with a sword, instead of from range. Once he was beaten, I got the second medallion, the Medallion of Strength, as well as another heart container, bringing me up to a total of seven (and three quarters).

My session time was nearing an end, but before I saved, I took a quick search around the area, just to see what I can access with my new ability to lift rocks. I found a couple of hidden rooms, mostly containing minor treasures. All the way to the east, thanks to a tip I got from a bandit in a secret cave, I’ve found the Ice Rod, which allows me to freeze enemies, I’m guessing for longer than the boomerang, but at the cost of magic power.

After that, I returned to town and saved my game.

I’m not sure if you know this, but if you want to be the strongest you can in Final Fantasy VIII, you need to do things counter intuitively. Leveling your characters means the monsters will level to, and they get a bigger boost with leveling than you do. Basically, you should only start leveling after your Guardian Forces learn the passive abilities which add stat bonuses on level up. This only happens later in the game, so you need to avoid battles as much as you can until you get to that point, or at least until you get the Card ability.

The Card ability turns an enemy into a card, which makes you not gain any experience after the battle, but you still get the AP. This is basically the most desirable scenario, since you continue to learn new abilities, while not making your enemies stronger.

Dollet was an issue with this, though, as will many parts of the game be, since you often get into forced battles. There are ways around this to, but you get to the point of diminishing returns eventually, so I wont be doing that. For now, I just run away from battles I can run away from and that’s about it.

Final Fantasy VIII, Dollet Square

The Main Square of Dollet

There are several forced battles against soldiers in Dollet, so the party did gain a level or two. Their job was to get to the central square and wait for incoming soldiers, but nothing was happening for a while. Eventually, a bunch of soldiers charged through the square towards a local communications tower, so Seifer took the team there, all the while being the douche he is.

Once near the tower, he charged alone and Selphie caught up with the party, so she replaced him as part of the team. At the top of the tower were two Galbadian soldiers, Biggs and Wedge, the recurring characters of this franchise. They are easy enough to deal with, but get replaced mid battle with another monster. This is the one you can draw the new GF, Siren from.

Once the battle was over, I junctioned Siren to Squall and started going back, with a 30 minute limit to do so. Ont he way back, the party gets attacked and chased by a robot. The idea is, you damage him enough int he battle to force him into recovery mode and then run away. Apparently, it’s also possible to kill him with high damaging attacks during recovery, but none of the spells or attacks I had available could do it. I guess I needed to grind some more or something.

Final Fantasy VIII, X-ATM092

I never managed or even really tried to beat the X-ATM092, though I know it’s possible.

In any case, once you reach the shore, Quistis handles the robot with the ships rail gun (or whatever kind of gun it is). Once I got back to Balamb, Seifer was his usual asshole, so he took the car and ditched the rest of the group, making them walk back home. I got back to the point where I was just about to enter the garden and saved my game. I have a horrible headache, so I’ll do more some other time.

Right now, my plan is to get as many spells to junction as possible and get my party overpowered. That wont be happening until I get “Card” on at least one of my characters, so I’m able to acquire AP without acquiring EXP. I’m getting there, but it will take another boss or two.

Remember my “Complete every Zelda game” challenge? The one I “started” months ago, but only got through the first game. Well, a person on reddit said they’re considering the same thing, so this made me think about continuing my own. I’ll be skipping Zelda 2 for now and going straight for “A Link to the Past”. Zelda 2 is not really like other Zelda games, so I’m not that eager to play it yet.

Compared to the original, there has been a lot of improvements in playability and user friendliness in the SNES sequel. You now have a proper, usable in game map as well as something akin to an objective tracker. There are also ways of learning where you should go next by spending rupies and hints on where the hidden rooms and items are. Overall, it’s much more polished and really allows you to focus on the game, instead of going around hardware and software limitations.

At the start, Link wakes up in his house in the middle of the night, with his uncle going somewhere. He hears the voice of princess Zelda in his head, asking for help, so he listens. The castle has been attacked and the castle mage is behind it. The game leads you to the castle and teaches you how to find your very first hidden passage, a hole beneath a bush.

A Link to the Past, Castle Door

The door to the castle was locked, and it will probably stay locked for a while.

Once Link jumps through, he finds his uncle injured and takes his sword. The area beneath the castle then serves as an intro dungeon. You learn some of the mechanics, find your first map and finally fight something of a mini-boss guarding Zelda’s cell. Link frees her and she follows him to the ground floor where they uncover a hidden passage. After some more dungeoneering, they finally reach the Sanctuary, where she will be safe. At this point, Link earns his first extra heart container.

A Link to the Past, The Sanctuary

This is the Sanctuary.

She asks Link to find a way to defeat the wizard called Agahnim. Apparently, he’s trying to open something called “The Seven Wise Men Seal”, which he shouldn’t do. To stop him, I’ll need the master sword and the people of the nearby village should know something about that. This is how the game leads you around throughout, so there’s no guessing, no map drawing, you just play.

I got to the village and was told their elder is in a place to the east. Before I went there, I explored everything and found a bunch of items. I got a total of four heart pieces, which gave me my fifth container, some bombs, some arrows, a bottle which allows me to store fairies in it and a net which allows me to catch faeries. Back in the dungeon, I already got the boomerang and back at home, I got the red lamp. All in all, I already have a nice assortment of items.

Once I was done exploring, I went to the east and spoke to the elder. He said he knows how to get the Master Sword, but Link needs to prove himself worthy first, which means he needs to find three magical medallions. The first is the medallion of Courage and it’s located in a dungeon nearby. Now, at this point, I’ve already found the Master Sword at the Lost Woods north of the village, but I couldn’t pull it out of the stone. I guess that’s why I need the medallions.

A Link to the Past, The First Dungeon

The first dungeon.

I got to the first dungeon fast enough and started exploring it. It wasn’t to difficult, but it takes time to get used to the game, so I had to restart at the first room several times. Thankfully, the mechanics work in such a way that the important part of your progress isn’t lost when you die, so eventually, I got the map, the compass, the big key and eventually, the Bow, which is the primary reward of the first dungeon. I used the bow to kill the first boss and got another heart container for it, as well as the Medallion of Courage. I returned to the elder and got information on where to find the next two medallions.

He also gave me Pegasus shoes, which allow me to charge enemies and knock things down. I immediately remembered a book on top of a shelf in the village library, so i went straight there to get it. The book allows me to read the ancient language inscribed, among other places, on the stone the Master Sword is stuck in.

I’m guessing I have to go to the next dungeon now, but before that, I’ll be doing some exploring, to see if my new shoes can get me anything else.

With me accidentally completing the previous game, I really felt no urge to continue grinding there and spend too much time building up characters. I love the system of VII, but not enough to spend time I could spend playing something else that can be just as good. This is the reason I decided to start on my next game.

VIII was another game I played back when I was a kid, around 12 or 13, I believe. It was also another game I was forced to play in German. At this point, though, my German was getting better, so I understood most of it, or at least so I remember. We’ll see.

Final Fantasy VIII, FMV

The jump in quality for both the FMV sequences and the game is huge.

I wrote about VII from a role playing perspective, but I decided to go for more of a power gaming style on this one. I’ll still go through the story, but I’ll also write more about what I’ve been doing and how I’ll be playing. The role playing thing, in retrospect, was really hard to write and wasted to much of my time. This way, I won’t have to think too much about style and focus on content.

The game starts at the Balamb Garden, which is a military school of a sort, though highly inspired by Japanese high schools. The main character, Squall, wakes up at the infirmary after being injured in training by another student, Seifer. Seifer is not the central bad guy, but the game really does make you dislike and even hate him. He’s simply an asshole, for the most part.

Squall comes off as a bit of an ass to, but more because he’s constantly trying to act cool and lets guys like Seifer get to him. All in all, I’d say he’s one of the more positive main protagonists in Final Fantasy. Also typical, he grows as a person throughout the game, just like Cloud did.

His instructor is Quistis. She’s one of the younger instructors so the rest of the staff underestimates her. She also seems to like Squall, for some reason. She visits him at the infirmary to inform him his field test is today, at the nearby Fire Caverns, so that’s his next destination.

This game uses the GF (Guardian Force) junction system. I prefer the materia system in VII, but I like the junction system almost just as much. Basically, you get summons, which are called guardian forces in this game and you bind them to your characters. This allows you to cast magic, summon them, make them learn new abilities which you can use, etc. It also allows you to draw magic from your enemies and “junction” it to your stats to increase your power. The stronger the magic is, the stronger the effect. Due to the drawing system, where you can draw a certain number of “casts” of a magic from an enemy, or from a spot in the game world, there are no magic points. The various spells are more like items in this game.

You start out with two GFs, Shiva and Quetzacoatl. Shiva is typical of a Final Fantasy game, but Quetzacoatl was new here, I believe. It’s basically a replacement for Ramuh, so it’s thunder based. You start the game with these two, but you need to “collect” them by accessing the terminal at Squalls sitting spot in the classroom.

Final Fantasy VIII, Ifrit

Ifrit has been one of my favorite summons throughout the franchise.

As soon as I joined up with Quistis, I junctioned Shiva on Squall and Quetzacoatl on her. I then entered a couple of random battles on the world map and drawn the maximum amount of spell I could from the enemies. This allowed me to maximize the current stats I could junction to, Magic on Squall and Spirit on Shiva. It also gave me a nice supply of spells for later.

At the fire caves, I picked a 10 minute time limit because I was familiar with the cave and remembered it’s short. The time limit is ticking only until you defeat Ifrit at the end of the caves, so there’s plenty of time to go back outside once that is done. Ifrit was easy to beat with Shiva and I especially like how he recognizes me using her. It really reinforces the idea that Summons in this game aren’t just a game element, but an actual part of the story.

Beating him allowed me to use him as a GF, which I immediately junctioned to Squall. This allowed me to also junction spells to his Strength stat, so he did three times as much damage to enemies as he did when he was entering the cave. Ifrit also allows to junction to the elemental attack attribute, so I got as much of the Blizzard spell from an enemy in the cave as I could. This further increases the damage against fire enemies, thanks to my attacks now having an ice affinity. Of course, I can switch magics around when necessary, so I can change my affinity at will.

With this part done, next up was the first real mission. Apparently, the world is at war and the bad guy is Galbadia. Their soldiers are attacking the town of Dollet and SeeD assistance was requested. The group to go there consists of Squall, Zell and Seifer. Quistis and a bunch of other people will be there to, but the three I mentioned will be my party. The group used a car to get to the nearby town and boarded a ship there to Dollet. Once I arrived there, I saved my game and was done for now.

Since I now have three guys in the group, I had to decide what to bind on Zell. I decided to keep Ifrit on Squall for damage and give Zell Shiva. Quistis, who will be replacing Seifer soon, will be sticking with Quetzacoatl. The GFs have this thing called affinity, which increases as they are junctioned to the same character, so picking one and sticking to it is a good idea. Higher affinity means you get to summon them much faster. Since there will be plenty of mechanical enemies soon, I decided to bind Thunder to my elemental attack on Squall.

In the next session, I will be clearing Dollet and getting a new GF, If I remember correctly – Siren.