DAY 1
We start this game with Squall in an infirmary because bully Seifer has injured him. Luckily, he attracts women like a magnet and a mysterious woman and his instructor Quistis come to look after him.
More women bump on our Squall. This will be a busy day, first we have to visit a cave.
When Squall is about to exit the Garden, he recieves his first two G.F., Quetzacoatl and Shiva.
After changing the strange initial configuration, (triangle=menu forever) we go to the monster infested fields.
The worms attack us. I keep L2R2 as the escape input, as I need R1 to use the manual trigger with the gunblade. Free criticals!
There's a self-imposed time limit in the cave. I think 20 minutes is a good amount. It's hot in here...
And we find the first boss, Ifrit.
As I don't like using the G.F. command, I use all the ice I have.
I get the skill to transform items into ice/water magic and a new G.F.
It comes with the dangerous Elemental Attack Juntion (Elem-Atk-J), as you can equip an incorrect magic in the incorrect place and screw up. We'll do something about it later. Returning to the Garden, Quistis gets an item that teaches Ultra Waves.
It's time for the exam, and Zell has the honor to be in the same team as Squall.
But Seifer is the leader. Zelda's father visits the group to give encouragement.
After use of various transportation, they reach Dollet.
The galbadian army greets the seeds, and they have to defeat them. What happens with them, faint or death?
We learn one of the most useful skills in the game. Card lets us kill enemies (not human/robots), recieve AP and don't gain EXP and win awesome cards.
After some adventures in the town square, Seifer decides to go outside the group's area.
Snake, Snake, Snaaaaaake! The monster increases the deck!
Seifer loves burning people faces and spying.
Seifer leaves the group and Selphie appears. She keeps tripping and jumping.
The villains activate the transmission tower for mysterious purposes.
Second boss, Biggs and Wedge: They are a joke, enough said.
But another boss blows them and there's a serious opponent for once in this place.
The group draws Siren and Double.
Thanks to a barrage of magics the monster dies.
After the battle we gain the possibility of transforming items into fire/Flare magics and the ability to use Siren.
It's time to leave this damned place, but a stupid robot makes it difficult.
And it keeps chasing them...
...until Quistis destroys it for good.
Thanks to this world strange mechanics, the sky is still blue in the Balamb island. The instructors and Cid scold Seifer for his irresponsability.
But Squall, Zell, Selphie and mysterious man pass the exam. Squall is the favourite and gets a battle log.
We're Seeds ♫, we're Seeds ♫!
I don't know if this rank is good or not, but I don't care, I like written exams better.
I don't care about your festival, Selphie.
An unknown woman appears from nowhere and starts begging for attention.
Squall is gifted and learns to dance while stepping on people.
Quistis is jealous and wants her date with Squall. What place could be more romantic than an indoor monster-infested jungle?
This dangerous monster appears with a huge amount of HP.
Sleep+Double Blizzard+Card takes care of it.
Now Squall can do more damage thanks to Strength Junction!
Talk to the wall, the wall always listens ♫
Mysterious woman is in danger, let's save her.
The stone monsters are strong against physical attacks, but we can use some free magics on them. After being defeated, they give some interesting items.
And we get a skill that transform items into life spells. The woman is saved and we can go to bed.
Thanks to the monsters gifts we can get 80 Blizzagas. The Junction system is soooo exploitable. Say goodbye to Squall, he has to sleep after this long day with boat jet lag and all those things.