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FFVIII · The Great Salt Lake

Final Fantasy VIII · walkthrough

The Great Salt Lake

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.

5 things here are lost permanently. 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.

A long walk east, a station at the end of a bridge, and then a dry lakebed with an enormous skeleton lying across it.

You do not come back here. Every source that mentions it says so. Take everything.

On the way

Sweep the bridge and the station with the hidden-item ability equipped. Guides disagree wildly about whether there is anything at either — one reports a draw point at the far end of the bridge that nobody else has, another reports two different ones at the station, and a third says the station has nothing at all. It costs two minutes and if any of them are right, you only get one chance.

The skeleton

There are two hidden draw points on and around the big skeleton, and they hold two of the strongest spells available to you at this point.

Eight guides agree on which spells they are. Eight guides give seven different locations. Some say before the vertebrae bridge, some say after, one says inside the skull.

So do the obvious thing: walk the whole skeleton with the hidden-item ability on, slowly. They are close together.

And as always with a draw point that matters — put your highest-Magic character in the lead before you take it. That decides how much you walk away with, and here there is no second helping.

What lives here

Three enemies, and all three take extra damage from Holy. Two of them come in pairs.

The two halves of that pair look identical and are not. The game stores them as separate records with completely different mug and draw tables, so mug both of them rather than assuming one stands for the other. No guide separates them.

Fair warning if you are keeping your levels down: the big one pays 100 experience and the small ones 40 apiece, which is a lot for a short walk. There is nothing here you need to farm.

The boss

At the far end there is a fight, and it has a trick to it.

The thing you are fighting is undead. That means healing hurts it — a Phoenix Down or a strong potion thrown at it can end the fight on the spot. Seven separate guides say so. One says the opposite, and that same site’s own boss page contradicts its own walkthrough, so believe the seven.

But before you do that: draw from it first. It carries a healing spell, a status cure and a dispel, and from party level 30 a fourth. The healing spell is whichever tier matches your level, so a low-level party gets the weakest one — that is in the game’s files, not a guess. It is also worth 40 AP, which is the joint highest single fight in the guide so far — and it pays no experience at all, so there is no levelling cost to taking your time.

Mug it too. It takes half damage from physical attacks, so if you are hitting it with swords and wondering why it is taking so long, that is why.

Game Notes

An enemy that dies to a Potion.

FFVIII does the undead thing that the whole series does — healing magic damages the dead, Phoenix Downs kill them outright — and it is a lovely bit of design because it is the only place in the game where the correct move looks like a mistake. You open the item menu in a boss fight and use a healing item on the enemy.

What I like is that the game never explains it here. There is no tutorial, no NPC who mentions it, no hint. The game assumes you either know how these games work or you will find out by accident, and either way it never draws attention to it.

The interesting consequence is what happens when a guide writes this down. Several of them list “Cure” alongside Fire and Holy in a weaknesses column — which puts a property of the creature’s type into a table of elemental percentages. They are describing the effect correctly and filing it in the wrong drawer.

We can say that with confidence because the two things sit in different bytes. It is the third time this project has found a published “weakness” that turned out to be a flag rather than a number, and the pattern is now clear enough to expect: whenever a guide lists a weakness that is not one of the eight elements, it is probably reading a behaviour off a flag somewhere else.

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.

How we decide what to print