Final Fantasy VIII · walkthrough
Balamb Garden: the classroom and the Training Center
Story mode. Written for a first playthrough and kept free of spoilers — it will not tell you what happens here, only what the game is asking of you.
You wake up in an infirmary. Follow the game where it points you, and when you reach your classroom, sit down at your desk.
Turn the computer on
There is a study panel on the desk. Power it up and take the tutorial option.
Do this. It is not optional flavour — it hands you two Guardian Forces, and a Guardian Force is the thing that makes the rest of the game work. Without one junctioned to a character, that character cannot cast, cannot draw, and cannot use most of the menu.
Junction one to yourself and one to your instructor, then make sure Draw and Magic are on both characters’ command lists. If you skip this you will spend the next hour wondering why half the game is greyed out.
If you somehow leave without them, two sources say you are given them at the gate anyway. One says you are not. It costs you nothing to just do it now.
Take the free cards
A student in the main building will hand you seven Triple Triad cards for nothing. Take them.
Triple Triad looks like an optional minigame for the first few hours and then turns out to be one of the main ways the game gives you things. Starting with seven cards instead of none is worth the two minutes.
Another student jogs laps of the ground floor and holds a better card. Beat him for it — you will want that particular card later for a reason that will not be obvious until much later.
The library
There is a magazine hidden in the bookshelves. Every guide ever written disagrees about which shelf, so search all of them.
The Training Center
Behind the Garden there is a fenced-off area full of plants and lizards.
The plants are fine. One of the lizards is not — it is enormous, it will hit you for several times your maximum HP, and it is a random encounter, not a boss. You are meant to be scared of it at this point in the game.
Two things about it, if you want to try:
- It hates Ice. More than you would guess. Ice is not one of several options here; it is the option.
- The plants hold Sleep, and Sleep shuts it down completely. Fight the plants first, draw Sleep from them, junction it to your attack, and hit the lizard. It will stop taking turns.
If that sounds like more trouble than it is worth right now, it is. You can come back. Nothing here is going anywhere.
What is worth doing before you leave is drawing from the draw point in there, because what it holds is exactly what you are about to need.
Game Notes
Here is the thing nobody tells you on the first screen, and it changes how you should read every guide you will ever open for this game.
The enemies level up with you. Not in a vague, hand-wavy way — the game stores each enemy as a set of coefficients and calculates its HP, its Strength and everything else from your party’s level at the moment the fight starts.
Which means the lizard in the Training Center does not have an HP value. It has a curve. At level 10 it has 13,900 HP. At level 40 it has 29,200. Both numbers are true, and neither of them is “its HP”.
This is why FFVIII guides contradict each other so much more than guides for other games in the series. They are not disagreeing. They are each quoting the same curve from wherever their author happened to be standing, and then printing it as though it were a fact about the monster rather than a fact about the writer.
Once you see it you cannot unsee it, and the whole game reads differently. You are not getting stronger relative to the world. You are getting stronger and the world is keeping pace, and the only things that genuinely accumulate in your favour are the things that do not come from levelling — abilities, junctions, and what you are holding.
We will come back to this. It is the single most argued-about question in the game and it deserves better than an argument.
Worth doing on a first run
How this page was made
Researched across 2 community walkthroughs and written from scratch — no source’s wording appears here.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 11 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
The study panel: Quezacotl and Shiva
Power on the panel at Squall’s desk and take the Tutorial option. Both Guardian Forces are in there.
Is this missable? Contested, and worth stating precisely because the sources are not describing the same thing:
| Source | Position |
|---|---|
| Game8 | Missable — skip the panel and both are lost |
| Jegged | Impossible to miss — Quistis hands them over at the front gate |
| VGKAMI | Recoverable before leaving the Garden |
| Gamer Guides, GameFAQs, ffextreme, Flactem | Describe the panel; make no claim |
Nobody has published an account of actually losing them. The safe reading is that the front-gate fallback exists and Game8 is being cautious, but since the panel takes thirty seconds there is no reason to test it.
Junction Quezacotl and Shiva, then put Draw, Magic and GF on the command menus. Junctioning and unjunctioning costs nothing, and a character can hold more than one, so the assignment does not matter yet.
The seven free cards
A student hands over seven Level 1 monster cards free: Geezard, Funguar, Red Bat, Gayla, Gesper, Fastitocalon-F and Caterchipillar.
Sources split on the floor — GameFAQs says ground floor by the elevator, four others say the second-floor walkway. Game8’s missables list says take them before the exam mission; every other source treats the student as permanent.
MiniMog and Quistis
MiniMog is held by the student jogging laps of the ground floor. Quistis is held by one of the Trepe Groupies, and six sources give six different locations for them — classroom, cafeteria, both, or unspecified.
Take MiniMog now even though you will lose it on purpose later. Deliberately losing MiniMog to the Queen of Cards at the Balamb train station is step one of her quest, and it is what starts pushing rare cards out into the world. That is a later page; the point here is that you cannot throw away a card you never collected.
Rare cards exist in exactly one copy each. Lose one to a bad trade rule and you win it back or you do without.
Occult Fan I
In the library bookshelves. Seven sources give seven bookshelves:
second shelf · second shelf near the aisle · second bookcase from the right · second bookcase to the right · the shelf furthest from the wall · the right-hand shelf · an unspecified book pile
They are probably all describing the same object. Search the lot.
Confirmed present: the library map’s own text hands over an item by this name, so at least the where is settled to the map even if the shelf is not. One source says a girl stands in front of it and moves along if you leave with Zell in the party; another says it can be bought in Esthar much later. Both single-sourced.
The Training Center
T-Rexaur — settled
| Your level | HP | Its draw list |
|---|---|---|
| 10 | 13,900 | Fire, Thunder |
| 25 | 20,875 | Fira, Thundara |
| 40 | 29,200 | Firaga, Thundaga, Quake |
It takes 250% damage from Ice. That is the whole fight. It resists Poison at 50% and has no other elemental modifier whatsoever, so Fire, Thunder, Earth, Wind, Water and Holy are all exactly normal against it. 160 EXP, 10 AP.
Two guides print its HP as a fixed number (13,000, or 13,000–18,000) and one calls it “the first boss encounter”. It is a random encounter, and its HP is a function of your level.
The reliable method, agreed by four sources: draw Sleep off the Grats, stock it, junction it to ST-Atk-J, and attack. Two of them specify a full 100 Sleep for a near-certain proc. Darkness reportedly works as well, since everything it does is physical.
Its drop table changes twice, and nobody writes this down. Three lists, on the same level bands as the draw:
| Your level | What the kill drops |
|---|---|
| under 20 | Dino Bone, M-Stone Piece, Magic Stone |
| 20–29 | Dino Bone, Dragon Fang |
| 30 and up | Dino Bone, Star Fragment — two in one slot, six in another |
The stones are gone by level 20 and Dragon Fang is gone by 30. Mug is Dino Bone at every band and nothing else, so from level 30 the kill is worth more than the mug — which is the reverse of how this enemy is usually farmed, and the reverse of what the low-level table would lead you to expect.
Grat — settled
209 HP at level 1, 335 at level 10. 38 EXP, 2 AP. 130% damage from both Fire and Ice — one source calls it weak to Water and Ice, and the game’s table gives it nothing on Water at all.
Draw Sleep and Silence from them at any level; three sources say so and the game’s table agrees. Berserk joins the list at level 20 and Confuse at level 30, which no source reports. Mug gives Silence Powder only. The kill gives Sleep Powder, Silence Powder and Poison Powder.
Draw points, and why none of them are settled
Three are reported here: Esuna in the library, Cure at the front gate, Blizzard in the Training Center.
Everything on this site that carries a settled badge came out of the game’s own files. Draw points did not, and will not until somebody decodes FFVIII’s field scripts — only three maps in the entire game even contain the draw-point text string, which means the prompt is generated by script rather than stored as data. So the locations below are other people’s research, and the arguments are real:
- Esuna — two independent sources agree it does not refill. A third places an Esuna point in the infirmary instead. A fourth puts it in the library but behind a Guardian Force requirement.
- Cure — one draw-point database says it refills over time; a major walkthrough calls it a one-time draw before you leave; a third reports a second Cure point outside the Garden that nobody else has seen.
- Blizzard — right-hand path or left-hand path, depending who you ask. No source states whether it refills.
Draw the Blizzard before the Fire Cavern. That is the one that matters.
The level bands, settled
Every enemy in FFVIII stores two boundary levels that decide which of its three draw, steal and drop lists is active. Across all 142 enemies:
- 135 use 20 and 30.
- 6 use 30 and 40.
- 1 uses 35 and 45.
Published format documentation lists these boundaries as unknown and repeats 20/30 as folklore. They are stored per enemy, and 20/30 is right for 95% of the game.
That is why T-Rexaur’s table above steps where it steps.
Game Notes
The most interesting thing in this room is a computer terminal that gives away two summons for free, and the second most interesting thing is that the game has already started lying to every guide about it.
FFVIII does not store an enemy’s HP. It stores four coefficients and computes HP from your party’s level when the encounter begins. Same for Strength, Vitality, Magic, Spirit, Speed and Evasion. The formula is a quadratic and it is not subtle — T-Rexaur more than doubles between level 10 and level 40.
So when one guide says T-Rexaur has 13,000 HP and another says 13,000–18,000 and a third says 18,000, none of them is wrong and none of them is right. They each fought it once, at their own level, and wrote down what they saw.
The same thing is about to happen with every boss in this game, and it gets worse before it gets better — you will see four “contradictory” HP figures for the robot in Dollet that turn out to be four points on one line.
The lesson for reading FFVIII guides generally: when two sources disagree about a number in this game, the first question is not which one is right. It is what level were they.
Everything in this area
The classroom
The library
The main building
The library
The front gate
The Training Center
Corrections
The Training Center
Corrections
The Training Center
Guardian Forces
Triple Triad
Progression
Corrections
How this page was made
Researched across 7 community walkthroughs and written from scratch — no source’s wording appears here. 11 are marked where sources disagree with each other — we have not picked a winner for you.