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Final Fantasy VIII Walkthrough – D-District Prison

Now you’ll wake up as Zell. You’ll be in a metal room with Rinoa, Quistis and Selphie, they’ll ask you if you were in the dream world again, now get up and talk to everyone. Eventually you will realise that Ward works here and will have some idea of where you are. You’ll see a scene with Squall and Seifer. Squalls cells will be moved for interrogation.

Back in Zell’s cell, the guard will enter asking for Rinoa, they will start to beat Zell up and she gives herself up. The scene moves to Squall, who is being interrogated by Seifer about SeeD. Zell is in a bad way and Selphie is desperately trying to cure him, to no avail. Quistis will conclude that there must be some sort of anti-magic barrier. When the scene moves back to the torture chamber Seifer will interrogate Squall some more, then leave you to the warden. After a while you’ll be able to lie to him.

Now Zell will come up with a plan to retrieve their weapons and will call the over, he’ll enter with a Moomba who you’ll be given a chance to stand up for and help. When you do the Moomba will join you to get the weapons. Once outside go up the stairs to the eighth floor, two guards are guarding the weapons, defeat them and go back to the cell. Junction your GF’s ect before leaving. Head to the cell door and Biggs and Wedge will enter, to fight with you even though they think you’re unarmed.

Boss: Biggs and Wedge
Wedge: 2040 hp
Biggs: 1854hp
This battle is fairly simple and straightforward. But before proceeding to kick their butts draw some nice spells from them, including Regen and Haste. Also if Diablos has learned mug, steal a Regen ring from Biggs. To finish them off use a GF or two.

After the battle you need to search for Squall, an announcement will be voiced over the intercom informing guards that prisoners have escaped and that monsters will be let loose on every floor. Go down to the sixth floor and save at the save point, from this floor downwards you need to walk all the way around the floor to travel up either staircase, that is if you’ve come up a staircase you need to go all the way around to go up the next one, and vice versa.
On the next floor there will be a card player in one of the cells, he will charge you but you’ll receive and item for winning. Now go down to the next floor, in the first cell there is a box containing a tent. The next floor has a cell containing a pet house. It isn’t really necessary for you to do all this but you get a few good items so it’s worth it.

On floor two there is a pet name tag and a strength up. Floor one has a save point in the first cell and a Combat King 001. After collecting all these items go back up to floor eight after saving the game. In the first cell there is a man who says he’s from Balamb Garden and will see you some items.

Continue up the floors checking all the cells for items and draw points. On one floor you can play a man at cards, he will upgrade your battle meter for winning. The next floor after this has a save point, check out all the Cells for goodies before using it and head right up to the top. In there the Moomba will show you the way to the torture chamber and let you in, once inside the team will let him down and return his gun blade to him. You will devise and escape plan using the knowledge Zell gained from his dream, Zell will tell you how to work the transporter so head back down the stairs again. After travelling downward you’ll realise there isn’t a way out due to the door filling with sand and to top things off you hear gunfire coming from above. Return to the transporter to save the day.

As Zell battle a few guards before the warden comes to stop you. Squall will arrive with the rest of the party following up the stairs close behind. Rinoa and Irvine will arrive now and inform you that the prison is under ground; therefore the only way out is up. The team will split up now; Irvine will volunteer to stay with a party of three, so choose two people to join you. As Squall, fight your way up to the thirteenth floor; once you reach it Irvine will decide to make for the transporter so go down to the third floor, making sure you junction exchange in preparation for the random encounters. Once you reach your destination you will regain control of Squall, Junction exchange again and talk to the Moomba in the corner to receive a cottage then head up the stairs to the control panel, go up the next flight, walk around the small room then down the passage on the right hand side. As you step onto the bridge an alarm will sound and you’ll be attacked.

Boss: Prison Guards
These aren’t really bosses; you fight them randomly throughout the prison. Take out the guard at the back first then cast double on your guys. Double cast protect until everyone is guarded by the spell and proceed to hit the guards with you GF’s. They should fall fairly easily.

Once this battle is over Irvine will contact you over the intercom telling you to operate the transporter so they can join you. After the machine is switched on make your way across the bridge, about halfway across the prison will start to submerge, leaving Squall hanging onto the side. Shimmy across the bridge towards the other party members. The team will steal some army vehicles and once they’ve stopped driving, will discuss plans concerning the missile launches. Stock on some Aero’s before talking to Selphie. You are to split into two teams, one heading for the missile base and the other to warn Balamb.

Squall and team will pull up in a train station, walk down the side of the train and when the drive leaves hop on board to hijack it.



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