MAGE |
FOR |
HIRE |
In the tradition of cliffhangers the world over, after
Squall’s fall to his apparent death, the game does not cover what happened to him
next, but instead brings us over Laguna in a small town called Winhill. He’s
approached by a small girl called Elle, who tells him that someone’s waiting
for him at the pub. Laguna tells her off for leaving the pub alone, warning her
of monsters, and once you leave his house you’ll see why, since random
encounters can happen anywhere in the streets.
It was around this point in my second playthrough, while the
camera swept around Laguna during a fight, and the mountains rose up in the
background, that I appreciated the scale of the story in FFVIII. Certainly, there are missteps, and you can bet I’ll take
glee in going into those soon enough, but the ambition of FFVIII can’t be denied. There’s a rich history behind the plot, and
while the Laguna sections are apparently fairly divisive, I think they do a
good job of fleshing out the storyline.
On that note, if you talk to the Galbadian soldiers around
town, they’ll fill in some gaps about the role of Esthar. Ignoring their lack
of professionalism (they are apparently fine with allowing monsters to run
rampant in town, only caring about Esthar soldiers), they tell you about how
Esthar is ruled by Sorceress Adel, who is apparently having her minions kidnap
girls as she searches for a worthy successor.
Over in the pub, the owner, a woman called Raine, tells
Laguna off for using babytalk with Ellone, and we’re introduced to Laguna’s
surprise guest – it’s Kiros. During their catch-up, we find out that a year has
passed since the events of the previous dream, and Laguna spent six months
recovering from his injuries. Kiros left the army (and only spent a month
recovering), while Ward, who never got his voice back, went to work as a
cleaner in a Galbadian prison. Sign language is apparently not a thing in this
universe, as Kiros only talks about judging what Ward wants from his facial
expressions.
As for Julia, Laguna’s old flame, we discover that she did
release the song she was talking about, which is called Eyes on Me. However, while her “true love” went off to war and
never returned, she was comforted by General Caraway, who she subsequently married.
Laguna brushes it off, and then Ellone starts to talk about matching him up
with Raine, which he quickly tries to talk over. This links up Julia with
Rinoa, who we can assume is her daughter.
Once you’re done catching up with Kiros, it’s time for
Laguna to get to work. He’s now the Monster Hunter of Winhill, and you patrol
the town and kill off beasties as you go. I haven’t checked for myself, but
apparently you can escape from all fights and still get congratulated at the
end of the sequence for killing “0 monster(s)”.
Kiros expresses disapproval at Laguna spending his time on
these patrols, when he once talked about becoming a world-famous journalist. It
seems that Kiros has been speaking to the editor of the magazine Timber
Maniacs, and he hints that Laguna should do some articles for them. Back at the
pub, they eavesdrop on Raine and Ellone, who are talking about Laguna. Ellone
apparently wants Raine to marry him, while Raine rants about his various flaws.
As she starts discussing her suspicion that Laguna wants to leave and travel
the world, Laguna picks this moment to “return”.
Raine thanks him for his work and recommends that he have a
nap before they eat together. When you return to his bed, he talks about his
fears of waking up in another place, where he cannot see Ellone or Raine. A
common thread in this section is Kiros observing that Laguna has changed. I’m
not sure that’s entirely true – Laguna has always been faithful to his friends
from what we’ve seen so far, and he’s still going around fighting things and
rubbing people up the wrong way. Still, I suppose he’s (maybe) content to give
up his dreams of travel and choose a peaceful life away from the major action.
Will things continue that way, though?
We’ll just have to find out in the next dream, because once
you go to bed, Zell wakes up in the present. Apparently, he had a different
dream to the one we experienced, however – he was Ward, working in the prison
that Kiros mentioned. Our SeeDs (and Rinoa) are all locked up inside a prison
themselves, and Selphie ponders whether they should be attempting to escape.
Quistis raises the question of what these bizarre dreams actually are, but it’s
again deemed unimportant and immediately swatted as a subject for debate.
Rinoa, however, connects the dots, and suggests that this
prison is the same one as in Zell’s dream. Zell initially dismisses that as
well, before actually taking a proper look around and realising that she’s
right. He announces that it’s the prison Ward worked in as though he figured
that out by himself, but before they can come up with any solutions to their
predicament, they return to setting the scene. Quistis recaps that President
Deling has been killed and replaced by the sorceress, and Zell wonders what
happened to Irvine, or Squall, and then we head over to join up with the
latter.
The “Squall is Dead” theory places part of its argument on
how Squall’s life-threatening injury gets written out instantly with no
explanation. While that’s true, I suspect it’s more down to sloppy writing than
any post-modern interpretation of the storyline. Squall basically wakes up,
notices he no longer has a wound, and that’s all the treatment it gets. It’s a
bit odd.
However, he has little time to process his situation anyway,
as his prison cell pod is lifted up to the top of the prison via some
convoluted machinery. While that’s happening, one of the unpleasant prison
guards drops by Zell and co’s cell to taunt them, beat up Zell, and have Rinoa
taken away with no explanation.
As for Squall, his cell pod reaches its destination, and in
comes Seifer, who’s full of confidence now that Squall’s a disarmed captive. He
has Squall strapped into a torture device, where he proceeds to interrogate
Squall about the true purpose of SeeD. Apparently this matters to the
sorceress, though I’m not sure why; she’s well aware that SeeD are going to
spend plenty of time fighting her in the future, and a lot of her motivation
rests on her desire to avoid her fate dying to a legendary SeeD, but she wastes
time on questioning when she could just have each and every SeeD killed.
In any case, that plot point won’t come up for a while yet,
so let’s stick with Seifer in the present. Squall has no idea what Seifer’s
talking about. He’s a fresh SeeD and hasn’t been clued in on any secret purpose
behind their role as a private military company. Seifer’s not convinced, and
promises to torture Squall’s friends if he won’t talk, along with having the
Warden activate the torture device, shocking Squall with electricity.
Swiftly losing interest in his interrogation, Seifer changes
the subject to how “cool” he looked as the sorceress’s knight. We’ll ignore how
Squall just drew spells from him for five minutes before trouncing him. Squall
is similarly unimpressed, and points out that Seifer’s nothing more than a
torturer. As Squall passes out from said torture, Seifer goes on about his
romantic dream of being the heroic knight fighting the evil mercenary,
expressing his disappointment that Squall isn’t living up to his promise as an
antagonist. HOW IRONIC.
As Seifer continues talking to his unconscious rival, the
Warden decides that now’s a good time to aimlessly zap Squall, and reactivates
the device.
Back in the prison cell, we have our first encounter with a
moomba, the weird leonine monstrosity in the picture above. It brings them an
empty plate (yes, yes, it’s an early PS1 game and we’re supposed to imagine
there’s food on it), only to clumsily trip and drop the plate, spilling nothing
all over the floor. The angry guard comes in and kicks the moomba, provoking
Zell to step in and stop him. Promising revenge, the guard runs for it.
Seifer, meanwhile, is continuing his interrogation, with
little success. A guard pops in to
advise “Sir” Seifer that the missiles are ready to be fired at “the Garden”.
Seifer informs a shocked Squall that the sorceress is retaliating against SeeD
for opposing her (see, she already knew SeeD’s true purpose!), and expresses
little remorse about it. Once Garden is destroyed, Seifer’s eager to act as
Edea’s bloodhound and hunt down all the SeeDs who remain. I got some heavy
Darth Vader-vs-the-Jedi vibes here.
After Seifer leaves, the Warden attempts to continue the
interrogation, but Squall keeps the secret he doesn’t know, earning himself a
heavy shock.
Zell remembers that he doesn’t use any weapons, so he tricks
the guard into thinking that Selphie and Quistis have passed out after being
bitten by a snake (?), takes him out, and then escapes and steals back their
weapons. Get used to the scenery if you ever play this part of the game,
because you’re going to see it a lot. Part of my relative immunity to the
complaints about the Hanging Edge in FFXIII
likely comes from having played sections like the D-District Prison, in which
you basically run up and down the prison three or four times, and the scenery
is identical on every floor.
Once Zell brings back everyone’s weapons, the team has a
little celebration sequence, where they all grow in size and do a little pose.
Even the moomba gets in on the action, though my screenshot with the moomba
posing wasn’t much cop. Anyhow, I was delighted when I first played this
sequence, because the angry guard returns with… Biggs and Wedge!
Nobody else excited? Okay then.
It seems that Biggs and Wedge have been demoted for
successfully reactivating the communications tower despite SeeD interference,
and they’re eager for revenge. Unfortunately, while they have a good selection
of spells at their fingertips, they’re pretty easy to take down. Just as with
Seifer, you can cheerfully spend as long as you like stealing all their spells,
unless you’re more sensible than me and prefer to use refining to save time.
Similar to last time you defeated them, Biggs manages to
have something of a last laugh, as he sets off the security alarm.
I probably should have mentioned earlier that moombas
attempted to free Squall from his imprisonment, while constantly saying
“Laguna”. When you leave the prison cell as Zell, you run into more of them,
which seem eager for you to follow them upstairs. Zell feels lucky and decides
to do so, though moments later it’s announced over the loudspeakers that
monsters will be released on each floor until the situation is contained, along
with orders to shoot to kill. I’m not sure how they round up the monsters once
the situation’s contained, but it feels like that would make it just as messy
as trying to retrieve prisoners.
But what do I know? I don’t run military prisons.
While we’re on the subject of monsters, I should probably
touch on FFVIII’s datalog, the
Information/Tutorial section. You can find out a few details here ahead of
time, such as information about the Lunar Cry. We’ll be seeing a lot more about
that, but not for a while. I still don’t find the Information section as much
of a hurdle as FFXIII’s datalog,
which was spoiler-filled and used to fix the wonky plot delivery.
Once you’ve gone up the prison as Zell (and maybe down too,
if you want to grab all the extras hidden away in cells there), the moombas
lead you to reunite with Squall, who’s looking worse for wear. The group takes
a cell pod down to the bottom (leaving Zell behind to operate it), but they
find that the door down there opens into dirt. Apparently, the prison is
underground!
Before they can come up with a new plan, gunfire alerts them
to Zell coming under attack. I thought Zell was right at the top of the prison,
while they were down at the bottom, but they’re correct anyway, and are able to
get back up in time to rescue Zell from being shot. Zell is so grateful that he
clings to Squall, who swiftly becomes uncomfortable and bops him on the head
with the hilt of his gunblade.
Selphie and Quistis arrive, and the former points out that
Squall really took off in a rush to save Zell. Squall admits to nothing, while
Zell preens. However, the crisis isn’t over yet, and they duck behind cover as
a salvo of gunfire comes their way.
Their saviour comes in the form of Irvine, who shoots the
offending guards before casually stepping down the stairs in full show-off
mode. Rinoa, trying to follow behind him, gets impatient and boots him down, as
above. When she sees Squall is still alive, she’s taken aback, overcome with
relief. Squall, however, doesn’t react to her at all.
Rinoa goes on to explain that her father pulled strings to get
her released from prison, and Irvine, who wasn’t imprisoned or captured for
whatever reason, was sent to pick up her, and only her. Outraged at him leaving
the others captive, Rinoa “convinced” him to help her rescue them instead, with
some corporal punishment. They’re interrupted by gunfire again, and Irvine
offers to hold off the guards, while Squall takes a group up to the surface.
Outside the prison, Squall and the others find themselves on
a walkway over a desert. It seems that the prison is made up of three
drill-like buildings connected by bridges, and it can dig itself into the sand
on command. You know what, let’s just stick in a screenshot and hope that makes
things more clear:
After a few more fights, and a near-death encounter when the
prison starts its digging routine while Squall’s crossing one of the walkways,
the group meets up again at the prison garage, where they steal themselves a
couple of cars. They drive to safety, but once they reach a crossroad, they
come to a stop to discuss their next move.
Since missiles are about to be fired at Garden, Squall wants
to go back to Balamb and warn everyone. I don’t know how long they have until
the missiles are launched, but it seems like a lot of optimism to be able to
drive to a station and grab a train to Balamb, then drive from the town over to
the Garden, and still have time to warn everyone to get moving. However, that’s
what Squall’s set on doing.
However, Selphie has another idea. She wants to go over to
the missile base nearby and sabotage the launch, especially as she’s afraid for
Trabia Garden, where she came from. At this point they start quibbling about
which they should do, or who should go where, and Galbadia calmly fires the
missiles in the background.
Oops.
Irvine mentions that Trabia Garden was going to be attacked
before Balamb, and Selphie sinks to the ground. The group returns to debating
which group should go where, while Squall silently expresses his frustration at
having to be leader all the time. Once your groups have been settled, Squall
and co. hijack the nearest train, while they’re briefly pursued by a very
stubborn and fast-running Galbadian soldier.
That’s quite a lot covered, so let’s catch our breath before tackling the next two missions.