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FFVIII · Deling City and the sorceress parade

Final Fantasy VIII · walkthrough

Deling City and the sorceress parade

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.

1 thing here is lost permanently, and 4 more you can get another of later. Everything below is worth taking as you pass it. The completionist tab lists every one of them with the exact moment it stops being obtainable.

This is the biggest chapter on the disc and it ends it. Do everything before the parade starts.

The gate, and the number

A soldier on the mansion gate wants a code. You do not have it. He will tell you where it is — a tomb to the northeast, which has its own page here.

Go and get the number, come back, and then read this next bit carefully, because it is the single most useful sentence on the page:

The code is entered backwards. The prompt asks for the last digit first. If your number is 162, you enter 2, then 6, then 1.

The number is randomly generated, so nobody’s guide can tell you yours. Write it down when you see it.

While you are at the gate, the same soldier sells a map upgrade that shows where you are on the world map. It is worth the money; several later things in this game are described to you as coordinates.

Before the parade

The sewers have a magazine in them. Getting to it is the fiddly part, and it is probably the most argued-about item in the first half of the game — six guides give six different accounts of whether you can lose it.

Here is what is actually going on. There are two ways into the sewers. The magazine is down the manhole in the outdoor area near the crates and the save point, and it is not on the route the other half of the party takes later. So if you go down as the wrong group, you will not find it and will conclude it is missing. Go down the manhole near the save point.

Stay a night at the hotel and there is a magazine in the room afterwards.

There is a man in black near the shops who may have a rare card. He only exists if you sent the card woman toward Dollet much earlier — if he is not there, he was never going to be.

Take the draw points. One in the city, three in the sewers. One of the sewer ones is hidden.

The study

When you are locked in the study: take the drinking glass off the shelves by the door and put it in the statue’s hands. That is the whole puzzle.

The parade

Three fights, back to back.

The first one is two lizards, and it is the important one. They come in with Reflect already active, which makes them annoying — and the fix is also the reward. There is a Guardian Force inside them. Draw it. Drawing it strips the Reflect and hands you one of the most useful summons in the game, and one source says your next chance at it is not until the final disc.

They are immune to Fire, so do not bring fire. They take double from Earth and two-and-a-half times from Holy, and they are completely normal to everything else. One widely-copied guide lists them as slightly weak to Ice and Thunder. They are not.

The second fight is one-on-one. Its only weakness is Poison. If you were looking for an elemental angle, there isn’t one.

The third fight is the end of the disc. Almost everything it does is magic, so the Guardian Force you just drew is the answer — put Reflect on your whole party and most of the fight bounces off.

One trap that guides mention last and should mention first: while Reflect is up, your own healing magic bounces too. Heal with items for that fight, not spells.

If you have a character who can steal, steal in all three fights. Two of the best consumables in the game are in there, and neither of those two fights drops anything at all, so stealing is the only way you see them. Both items turn up again later, so this is a copy you are missing, not the item.

Game Notes

None of the three fights at the end of this chapter gives you a single point of experience.

By now that should not surprise you — we established back at the Fire Cavern that FFVIII’s bosses pay zero EXP as a rule. But it is worth stopping on here, because this is the densest run of boss fights so far and it is the end of a disc, which is exactly the shape of moment where a normal RPG hands you a level or two and a sense of progress.

FFVIII hands you nothing. You will finish Disc 1 at almost precisely the level you were when you walked into this city, unless you went out of your way to fight things on the world map.

I find that genuinely elegant, and I do not think it is an accident. In a game where the enemies scale to you, handing out experience for story progress would be a treadmill with the belt attached to your own feet — you would walk forward, everything would get bigger, and nothing would change. So the designers simply took it out of the story. What you get from bosses is ability points, which buy abilities, which are the one currency in this game that is genuinely yours.

Your level is not a measure of progress in FFVIII. It is a setting. It is closer to a difficulty slider than to a score, and the game has been quietly telling you so since the first cave.

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.

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