FFVIII - Walkthrough - 2.2 SeeD as Prisoners

Items 3x Potions, 2x Tent, Pet House, Cottage, Combat King, Str Up, Rename Card, 8x Screws
Magic Thundaga - draw at 11th floor, right room, hidden
Berserk - draw at 9th Floor, right room, hidden
Save Points 6F - along alleyway 10th Floor - the left room 1st Floor - the left room
Monsters D-District Prison
GIM52A - Haste, Slow, [Dispel], [Reflect]
Guard - Sleep, Silence, Blind, Cura*
GIM27N - Esuna, Life
Wendigo - Berserk, [Protect]
Thrustaveis - Blizzard*, [Scan -> Aero], {Tornado}, Float
Behelmel - Thundara*, [Berserk -> Confuse]
Geezard - Thunder, Cure, [Thundara], [Cura]
Wedge - Fire, Shell, Protect, Reflect (Boss)
Biggs - Cure, Haste, Slow, Regen (Boss)
Elite Soldier - Fira*, Thundara*, Blizzara*, [Scan -> Dispel] (Boss)
The Sand Prison
Submerged in the sand At the top of the Sand Prison

As a stark contrast to the goings on at WinHill, you will find that Zell and the rest of his SeeD squad (Selphie, Quistis and Rinoa) are all state prisoners at the Sand Prison!

The screen brightens as Zell wakes up, only to find himself in some sort of prison cell. You will be in control of him, so talk to everyone to find out what's going on. Finally talk to Rinoa and you will have a short conversation.

The screen switches to Squall, who is confused, and held in some sort of portable cell. Squall slowly opens his eyes, but he is still severely injured from the battle on disc 1 with Edea.

** FMV **
The room Squall is in suddenly moves. The bridge to the main compound breaks away as the mechanical cell moves upwards...

Our friend Moomba Now you will be back to the 7th floor where Zell and his friends are still being held captive in another prison cell. Three guards will storm in, looking for Rinoa, start to kick Zell. Seeing this, Rinoa shows herself and the screen fades...

Attention is switched back to Squall who is being interrogated by an angry Seifer. After a while, 2 strange looking creatures, Moombas, enter the cell and take Squall away to chain him to a wall. The evil Seifer will then torture Squall with electricity to get the truth out of him.

Meanwhile, the screen switches back to Zell who is trying to be healed by Selphie. Suddenly, a Moomba is kicked into their cell and you will be given the option of helping him, so pick the first option the poor little fella!

After seeing Squall still on the receiving end of Seifer's torturous ways, talk to Quistis and the Moomba will start communicating with Zell. (Selphie cracks quite a funny joke ^_^). As they succeed with their plot to escape, you exit the cell with the aim to recover all your weapons on the eighth floor. Watch out from now on because there are random battles; remember to check your junctions and stats to make sure you're all up to full wack.

Screenshot Once you're outside, head up the stairs and you will find two Galbadian Soldiers examining your weapons, especially Squall's gunblade. Approach them and you have to fight them. Just use G.F's and you will be able to finish them easily. After the battle, the screen switches back to Squall who is saved by three Moomba's.

NOTE: Now the Galbadian Swordsmen [blue] have different spells to be drawn from them.

Now everyone will have their weapons - watch the fancy moves performed by each of them! The guards will enter followed by Biggs and Wedge and you will have to fight them. Use G.F's and remember to draw magic from them (such as Regen from Biggs). Upon defeating them, exit the area and Biggs will sound the alarm. Moomba will head off with his fellow Moomba's, so head for Cell No. 13, where Squall is being held captive. There are ledges that are blocked to one side of the stairs, so this means that you have to walk around the contour.

Screenshot The layout of the 13th floor is different compared to all the other floors you just passed; head right and you will find a door surrounded by Moomba's. Enter the door and you will find Squall to release him and give him back his gunblade!

Exit, and outside the torture room you will have another talk. Exit again and Zell will leave the party for the time being. Now Squall will head for the vehicle that's located at the center of the Prison Tower. Press the keyboard which is located at the center, with the Circle button. Once you reach the ground floor, head for the gate and press the Circle button. Coal will flow onto the ground. Squall realises that Zell is missing...

Now you will be controlling Zell. Note that Zell will be frequently chased after by Galbadian Soldiers so make a clockwise run through the right contour until you are blocked by a guard, and Squall will come to your rescue with Quistis and Selphie. Your party will come under gunfire and Irvine, with Rinoa, will come to Squall's rescue!

After some talking, form a new party consisting of Squall and Rinoa. Irvine along the other two will deal with the gunfire from the soldiers. Now head up to the 14th floor. Once you reach the 13th floor, the screen switches back to Irvine and his party who now have to go in the other direction, down the stairs (on the 6th floor, there is a Save Point). The screen will fade when Irvine's party have reached the ground floor.

NOTE: You can battle cards with the man in the east room on the 10th floor (Squall's team only). Irvine's team will be able to find another copy of a Weapon Upgrading Manual, somewhere in the lower floors. You can only get the Combat King at the 1st floor BEFORE you rescue Squall. Remember the item that you received from Cid at the prize ceremony?

1st Floor: Get the Combat King 001 [room on the right], A Save Point [room on the left].
2nd Floor: Get items at the both of rooms.
3rd Floor: Get an item on the left room. The right room is locked.
4th Floor: Get an item on the left room. The right room is locked.
5th Floor: Meet a Card Player (1~500 gil), gives you an item when you won the card game [the door on the right]
6th Floor: Find a Save Point in this area.
7th Floor: Where you are being held captive.
8th Floor: Meet a man selling items at the room on the right
9th Floor: A Draw Point at the room on the right
10th Floor: A Save Point at the room on the left. A Card Player at the room on the right [1~300 gil]
11th Floor: A hidden Draw Point at the room on the right. Another Card Player at the room on the left [1~200 gil].
12th Floor: An empty floor. ^_^

You will be in control of Squall so talk to your little friends, Moomba, and they will give you a card and a Tent. Now head up the stairs, located to the south of the area. Proceed forward and keep going up the stairs heading north and you will reach the controls room. Exit through the lower right side of controls room.

There you will have a short conversation and now you will have to fight the BOSS of this section!

Elite Soldier
LV 16 HP 2,264 Mug 4x Missile/ 1x Tent AP 8
Draw Win
Fira*, Thundara*, Blizzara*, [Scan -> Dispel] 8x Screws
Weaknesses & Immunities Attacks
Weak: Poison (machinegun fire), (charge), (fire blast), Potion, Aura, Shell
GIM-52A [2]
LV 17 HP 1,790 Mug 4x Missile/ 1x Tent AP 8
Draw Win
Haste, Slow, [Dispel], [Stop] 8x Screws
Weaknesses & Immunities Attacks
Weak: Thunder/Earth/Water; No effect: Poison (charge), Micro Missiles
This battle could prove to be pretty tough as you need a lot of Potions and Heal spells in your inventory. The commander has a high tendency to cast invincibility on the robots, so deal with him first (he also has a fire attack which does 400+ HP damage). Draw Slow and use it on the commander so that he has less chance of restoring his lost HP. Beware of the deadseeking rockets attack by the robots as it does about 300+ HP damage to one member. Use the G.F. Quetzalcoatl and Thunder on the robots and your magic and physical attacks on the commander.

After the battle, Squall and his party will be at the controls room. Exit back to the open area and start to cross the bridge...

** FMV **
An awesome view of the Prison Tower - it's surrounded by a huge desert and seems to have a very strange structure...

Now proceed forward. Rinoa and the other party members will head for the door number 01, but Squall has some trouble...

Screenshot ** FMV **
The two structures start to move apart, thus causing the bridge with Squall on it! Squall moves backwards and hangs onto the ledge... The area is then surrounded by thick smoke...

Your party will be at the ground level of the tower, along with the other characters, to find a car. Notice that Rinoa, Quistis and Selphie will enter the car on the right, while Squall, Zell and Irvine will enter the car on the left?

You will end up at a deserted road. Once you gain control of Squall, remember to draw some magic from the Draw Point and then talk to Selphie. A few missiles will be launched in the distance from the missile silos at the Galbadia Missile base.

Now you need to sort out two groups; one group will be led by Squall to head for Balamb Garden and warn Cid about the missiles, while the other group, led by Selphie, will head for the Missile Base to try and stop anymore attacks. Organise your party well so you have a balance. Here's what I had:

  • Squall Leonhart
  • Rinoa Heartily
  • Zell Dincht
  • Selphie Tilmett
  • Irvine Kinneas
  • Quistis Trepe

I suggest that you assign a stronger party for Squall as his mission is tougher compared Selphie's...



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FFVIII

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