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Zell awakens in a cell with
Quistis, Selphie and Rinoa.
Talk to everyone. As for Squall,
he is transported to a cell
high above the others. The scene
shifts back and forth between
Zells group and Squall
being interrogated by Seifer.
When given the choice, have
Squall refuse to surrender to
Seifer.
Back in Zells cell, choose
to defend the little Moomba,
who is being abused by a guard.
Talk to everyone in the cell
until Zell plans an escape.
Junction him before heading
up to the 8th floor. Once there,
approach the 2 guards who are
examining Squalls Gunblade.
After Zell recovers the weapons,
the scene shifts to Squall who
is freed by 3 Moombas. Watch
the cut-scene and when you regain
control of Zell, head back to
the 7th floor prison cell.
BOSS
>> BIGGS & WEDGE
HP: 1,467
/ 1,416 Weakness: Posion Strength:
?
AP: 10 Draw: Cura, Haste, Slow,
Regen / Fira, Shell, Protect,
Reflect
Strategy: Spend some time drawing
Regen and Reflect from them
or mug them for a few decent
items. Send them to their doom
with your GFs.
After the fight, you can either
go up or down. Going down results
in a dead-end, but youll
find several goodies on the
way. Its impossible to
return here later, so make the
trip now.
Floor 7: Heres where
you start.
Floor 6: Just a Save Point.
Floor 5: A man will play cards
with you.
Floor 4: Check the cells for
a Tent.
Floor 3: Check the cells for
a Pet House.
Floor 2: Check the cells for
a Pet Name Tag and a Str Up.
Floor 1: Check the cells for
a Save Point and an issue of
Combat King 001.
After getting the items, make
your way up again.
Floor 8: Check the cells for
a man who sells items.
Floor 9: Check the cells for
a Berserk DP.
Floor 10: Save and play cards
with a man, who will upgrade
your Battle Report if you win.
Floor 11: Check the cells for
a Thundaga DP plus the chance
to play cards.
Floor 12: Nothing here.
Floor 13: Enter the Torture
Room to meet up with Squall.
If you refused to surrender
as Squall, the Moombas in the
Torture Room will offer to remove
some barriers on the floors
of the prison. Choose the option
for the 4th floor and 2 others.
Junction the party and ride
the Arm to the bottom, hitting
the red switch when Zell tells
you to. Examine the door at
the end of the passage then
return to the Arm. The scene
shifts back to Zell, who must
escape from the guards alone.
Junction him then move in a
clockwise direction. Enemies
should pose little threat.
When the 6 are reunited, divide
the party into 2 groups. Squalls
group will be heading upwards;
Irvines must make its
way down to the 4th floor. When
Squalls party reaches
the 14th floor, talk to any
Moombas you see as they offer
some nice items. Go up the metal
staircase in the center to a
Control Room and use Sirens
Move-Find ability to locate
a secret Save Point there. Head
right to get outside.
BOSS
x 3 >> ELITE SOLDIER /
GIM52A
HP: 415
/ 2,426 Weakness: Thunder, Earth,
Water Strength: Poison
AP: 5 Draw: Fire, Thunder, Blizzard,
Scan / Haste, Slow, Dispel
Strategy: Off the Elite Soldier
first then use Quezacotl against
the GIM52As and attack with
thunder-based spells. Watch
out for their Micro Missiles,
which drain half a characters
HP. You can break their Aura
or Protect status by drawing
and using Dispel on them. Using
Siren on them makes them become
slow and rubbery. Overall, they
are not too difficult.
After fighting, the party hears
Irvine calling to them over
the intercom. Examine the control
panel in the upper-right. After
Irvine instructs Squall, go
back downstairs and save. Return
to the Control Room and head
right to go outside. Cross the
bridge. When it starts to retract,
quickly move Squall towards
the green light on the side
of the bridge. Hold down the
right d-pad button to avoid
being crushed by the explosion.
Once safe, the party leaves
via stolen buggies.
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