1.6 Introducing.... Laguna Loire
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The attention now switches to a different set of events, to Laguna and his colleagues..
The guy with long hair is Laguna Loire, the well built one is Ward Zaback,
armed with a powerful Harpoon and the last one is Kiros Seagul, carrying two long swords.
The three are in the area to fight soldiers of the Timber army...
NOTE: At this moment of time, you will be able to access your G.F.
Cards, Monsters, Magic. Laguna will have all Squall's commands that you
have equipped. Ward will have all Zell's commands that you have
equipped while Kiros will have all the commands that you have equipped
on Selphie. They will also be able to fight the Diablo that has been
trapped inside the Magic Lantern, given by Cid. In this section, you
will encounter random battles in the grasslands.
The path is rather straightforward. Just simply walk along the track
and head northeast. The path is surrounded by high grasslands and there's
a Magic stone found along the path, so draw some magic from it.
Now keep heading up and they will start talking about what a waste of time
this is, so they make their way back to Derring City. Make an anticlockwise turn and you
will find a Magic stone. Drain magic from the stone and enter the
truck.
The truck will transport you to Derring City. Exit from the truck and head south.
As you reach the city, you will find a hotel called 'The Galbadia Hotel'.
At the main hall you will find a Save Point, so save your game.
Head down the stairs found on the right of
the main hall into the restaurant/bar area. Talk to the waitress wearing a blue dress
in front of the piano, and she will offer you a seat so choose the second option to
say thank you.
A lady dressed in red will come out and
play the piano. This is the girl who Laguna comes to watch, and her name is Julia.
You will see Laguna talking to his pals, Kiros and Ward and they
are telling him to say hello to her, but he is too nervous. Head across and talk
to Julia and Laguna will suddenly get cramp in his leg (he always gets cramp when he becomes
nervous). Next, Julia will
approach Laguna and have a short chit-chat, offering to Laguna to come upstairs.
Julia will move upstairs leaving Laguna in his thoughts. Now head back to the lady at the counter
and pick the first option. There you will see a brief talk between
Laguna and Julia (in her room!) where they talk about each other. The screen will then fade once again...
Zell and Selphie will awake from their sleep, leaving Squall lying on the ground; you have
regained control of your former self. Eventually, the train will arrive at the
station.
At Timber Station there is a member of the 'Forest Owls' (The local resistance movement to
Galbadian rule who you have come to assist as members of SeeD) who requires the 'password'.
Choose the third option (Still, there are owls), and he will show you to the other members.
Inside the train. There is one guy whom will usually vommit at one
corner. Your party will stay there for a while. There are two other
guys; one of them dressed in blue (Zaun), while the other is wearing a yellow
cap (Watts). Zaun will usually have a stomach-ache and
puke at a corner, while Watts is the resistance's intelligence man.
Go up the stairs on the far right. There is a Save
Point at the left hand side of the train, so save your game.
Now exit from the area and continue to head up and until you reach a
highly-polished cabin. Inside the room is the person who we all know, and who Watts and
Zaun called 'The Princess'. It's Rinoa, the girl who danced with Squall at the
graduation ceremony.
She notices Squall and gives him a hug and chats for a while. You can choose a name for Rinoa.
Her dog (Angelo) will enter the cabin later and you can name her too. Once she
has left the room, head back to the cabin where your party was.
Everyone will have a short chit-chat. Next you will be led to a room,
which has the diagram of the tunnel. You're planning to attack the
President whom is on board on the other train. You will have a
sequence of the process showing how the trains are connected.
(The mission is explained in enormous depth for such a simply task,
simply follow the instructions here, and you'll be fine).
Once you're ready, talk to the punky guy and pick the first option.
Exit from this area and talk to the man in cap and choose the 2nd
option and the screen will fade...
You will now be at the top of the train and your characters will
jump across to reach the other train [pressing Circle]. Next Rinoa
will talk to Squall and the scene will switch to the man who you
are chasing after. There you will have to the "Connection of Trains"
section and followed by FMV showing the unlocking of train carriages.
Now you will be on the other green train carriage and doing the "
Connection of Trains" and followed by another FMV of the unlocking
of trains.
SUB-GAME: Connecting Trains
AIM: Enter the codes to unhook the train without being discovered by
Galbadian soldiers.
Controls
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Triangle [Enters #1]
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Square [Enters #3]
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Circle [Enters #2]
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X [Enters #4]
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L1: Look left
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R1: Look Right
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Up: Move Up
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Down: Move down
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First of all, Squall will set up the device vertically onto the train. Rinoa
will tell you the code. The code panel is shown in the top right-hand
corner. You have to enter the number shown on the panel. For example, let's
say the code to input is 1333, press Triangle, Square,
Square, Square.
However, it's not that simple, you will be caught if you are spotted
by the patrolling Galbadian soldiers. For the first train carriage, you
have to input 3 codes within the given time limit.
Note that you can't move up while inputing codes on
the panel so only enter the code if the coast is clear (R1 and L1 to look).
If a soldier is coming towards you, press up and Squall will jump
back to the top of the train.
For the first mission, press L1 to look
left to see the Galbadian soldiers are approaching you. For the second
time, you will have to input 5 codes with the same time limit. Press
R2 to view to your right to check if Galbadian soldiers are moving towards you.
Now you will back at the place where you first entered this train.
The punky guy will have another stomach ache (it's nerves), while your SeeD level rises by one.
Once you've gain control of Squall, head back to the place where you find the Save Point and save
your game. Return and talk to the man wearing a cap; when Rinoa asks if you're ready,
pick the second option (ok).
Now you are in the carriage where President Derring is. Rinoa approaches
the desk, only to be told by him he's not the real President! A battle ensues...
BOSS NO. 5: PRESIDENT DERRING [fake]
Name: President Deling Level 8 HP: 458
Monster Deling: Level 8 HP: 2,450
Attacks: President Deling: Charge and Life Drain
Monster Deling: Claw Swipe, Fire, Bolt, Flood Breath, Blind, Berserk
Facts: Monster Deling: Weak against Fire, Earth and Holy. Poison has no effect on the BOSS
Draw: President Deling: Heal
Utoku: Cure, Double, Berserk, Drain
AP gained: 20.
Strategy
Just deal 400+ HP on him and it will change into a Zombie (called Utoku)!
Use fire-based attacks and your G.F, while using Heal or
items such as Hi-Potions and Potion to restore lost HP.
The flood breath will sometimes cause Sadness, use Cure
to remove this status. You can kill him instantly with a
Phoenix Down.
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When you have defeated the fake president, you will be back at the place where you were
shown the train diagram. The punky haired guy will squat down and
puke (boy, he needs a new stomach). Talk to Rinoa who is so 'ashamed' at being
tricked.
Continue talking to Rinoa and she will give him 2 letters, basically
telling him that he (SeeD) is stuck with the Forest Owls until they are finished
with them (until Timber gains its independance from Galbadia!), signed by Cid.
Rinoa will join you and you will have to form a
party of three ready to head to Timber to stop the broadcast.
Next exit from the area, through south, and head up the
stairs and use the Save Point. Now talk to the man dressed in a cap (Watts)
and choose the second option to tell him that you're ready. The train will now return back to the Timber
Station
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