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FFVIII · Timber and the Forest Owls

Final Fantasy VIII · walkthrough

Timber and the Forest Owls

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 2 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.

On the train in

You fall asleep and play as somebody else for a while. Nothing in that sequence is missable, there are no fights worth worrying about, and there are two draw points.

One thing worth knowing: the people you control there are using your equipment and your levels, and anything they earn comes back with you. So if you are trying to keep your level down, that applies here too.

The resistance base

Look around before you talk to anybody. There is a magazine on the bed that teaches your dog a healing trick, and it is genuinely useful — a free party heal every couple of hundred steps, for the rest of the game.

Guides disagree about exactly when it appears, so if it is not there, check again after the briefing.

You cannot come back into this carriage after the mission. Take what is here.

The heist

You get five minutes and a button puzzle. Rinoa reads out numbers; you press the matching face buttons.

It is more relaxed than it looks:

  • The clock is generous.
  • A code you have entered correctly stays entered. You do not have to do a whole sequence in one go.
  • When you have to cross the roof, watch the guard colours — one means stand still, the other means move.

Guides disagree about what happens if you are spotted. One says a small score penalty, one says a score penalty or a game over, and one says the detectors on that carriage are broken and the guards cannot actually catch you. Assume the worst and you will be fine.

The fight at the end

Two stages. The first one is a joke — it gives you no experience, no ability points and nothing else, which is the game telling you not to spend anything on it.

The second one is undead.

That matters because of a trick this game rewards and never explains: healing hurts undead things. Throw a Phoenix Down at it and the fight ends immediately. Not “quickly” — immediately.

If you have Mug, use it first. It is carrying two Phoenix Down, which is the item you are about to kill it with.

If you would rather fight it properly, Holy does triple damage to it, and Fire and Earth both do double. One guide will tell you Wind is a weakness. It is not.

Timber town

The town opens up after that. A few things:

  • The newspaper office has a magazine pile in reception. Search it. What is in there exists exactly once in the entire game, trades for a rare card, and sells for about twenty-five thousand gil. Do not hand it to the wrong person later.
  • Also in the newspaper office there is a draw point hidden behind a desk in the dark room, and what it holds is two tiers above anything you should have at this point. One source says it never refills, so draw it dry.
  • There is a drifter in the pub who will trade you a card if you talk to him about the right thing, or buy him the right drink.
  • Beat the two soldiers outside the pub and you get a free card.

Cards start getting dangerous here

Timber is in a different card region from Balamb, and this is where the game first offers to mix the rules of the two.

Say no.

Rules that spread into a region are much, much harder to remove than they were to acquire — the game rolls to spread far more often than it rolls to abolish. A bad rule picked up here follows you around for the rest of the game, and there is no undo.

You can keep declining until the other player agrees to play by local rules.

Game Notes

The first fight on that train pays nothing. No experience, no ability points, no items, no gil. Nothing.

That is not the game being stingy. It is the game talking to you.

FFVIII’s reward table is unusually honest about what the designers thought of each encounter, and an encounter coded to pay literally zero is one they did not expect you to work for. It is a cutscene with a health bar. Spend nothing, use no items, and move on — which is exactly what the numbers are telling you to do, if you know to look.

You will see this pattern again and it is worth learning to read. When a fight in this game pays nothing, it is not a fight. When it pays 50 ability points and nothing else — as the machine in Dollet does — somebody wanted you to have the option of doing something difficult that the story did not require.

The reward table is the closest thing this game has to a designer’s commentary track, and almost nobody reads it.

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