User:Gamemaker/Sandbox/ff8se2
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Interlude 3 | Progression: 0% |
Summary: Having obviously survived his experiences in Centra, Laguna Loire has relocated to the small village of Winhill. Here he spends his days protecting the residents from stray monsters, whilst also looking after a young orphan girl named Ellone, with the help of a woman named Raine. Although having spent the best part of a year and a half trying to forget his days in the Galbadian military, Laguna's campaigning days are brought back to him when an old friend arrives at the village.
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Aftermath | Progression: 5% |
Summary: Quistis, Zell, Selphie and Rinoa find themselves in a holding cell in Galbadia's desert political prison, but the location of Squall and Irvine are unknown. A jailbreak is planned...
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Divide and conquer | Progression: 15% |
Summary: Free once more, the successful six part company. Selphie decides to lead a team to the Galbadian missile base, spearheading the proposed assault, while Squall reluctantly agrees to take the remaining two back to Balamb Garden to deliver their information and status report.
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Infiltration | Progression: 16% |
Summary: Selphie and company, disguised as Galbadian soldiers, enter the enemy missile base in a bid to halt the Sorceress' plans of retaliation. But will getting out prove as easy as getting in?
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Trouble at home | Progression: 21% |
Summary: Back at Balamb Garden, things are certainly not as Squall left them. He soon finds that his main problem isn't that Galbadian missiles may be approaching them, but actually lies in getting someone to listen to him!
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An unlikely escape | Progression: 26% |
Summary: With the incoming missiles confirmed, escape is the order of the day. But could the answer lie not in evacuation, but in the ancient origins of the Garden's foundations?
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Putting things right | Progression: 30% |
Summary: The current danger may be past, but something is still rotten at the Garden's core.
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Introspection | Progression: 34% |
Summary: Following the Garden's escape from Balamb, things in the academy have been quiet. Too quiet for Squall, who finds himself reflecting not just on current events, but on his past too. An all too fleeting encounter with the mysterious Ellone may provide some answers, even as it raises yet more questions.
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Crash landing | Progression: 36% |
Summary: The Garden's unchecked course is finally halted in solid fashion by the town of Fishermans Horizon, a haven for ex-patriots from all over the world. Squall and friends are sent to make introductions and apologies to the town's mayor.
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Invasion | Progression: 38% |
Summary: Things never seem to remain peaceful for long around Squall. Sure enough, the SeeDs have been on the atoll no more than a few hours before the Galbadians invade, much to the chagrin of the peace-loving Mayor Dobe. However, the Galbadians are here for a different reason, and certainly didn't plan to find Balamb Garden's top SeeDs waiting for them!
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Familiar faces | Progression: 42% |
Summary: A bit of quick thinking has borne Selphie and company out of danger and back to their friends, however Selphie is understandably upset about her team's failure at the missile base and the consequences for her home Garden in Trabia.
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Matchmaking | Progression: 43% |
Summary: Cheered up temporarily by Irvine, Selphie lays plans to fix up reluctant leader Squall with Rinoa by laying on a concert. Rinoa is all for it, but there are problems to overcome even here, and of course matters of the heart may not always progress smoothly...
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The wide world | Progression: 48% |
Summary: The Fisherman's Horizon techs complete the Garden's repairs, and the mobile base is placed in Squall's hands.
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Occupation | Progression: 50% |
Summary: It appears that Balamb's is not the only Garden to be built atop a Centra shelter. Galbadia Garden is also on the move, and has disembarked troops at Balamb Town.
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A target found | Progression: 60% |
Summary: Selphie can't put it off any longer. It's time to survey the damage at Trabia Garden...
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Remembrance forgotten | Progression: 62% |
Summary: Standing together amongst the ruins of Trabia Graden, Irvine reveals a suspicion that sheds unexpected light on the forgotten pasts of the SeeDs, but unfortunately leaves Rinoa feeling somwhat isolated. The friends are left with new troubles of a more personal nature.
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Air wars | Progression: 75% |
Summary: The wherabouts of Galbadia Garden becomes apparent, when Squall and company discover its occupants regrouping after their routing from Balamb town. When the G-Garden mounts an aerial assault, however, the Balamb Seeds and cadets face their biggest challenge yet.
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Saving the world - take 2 | Progression: 90% |
Summary: With Galbadia Garden successfully repelled and beached, the time has come to take the fight to Seifer and the Sorceress - their former Matron. First though, they must be found.
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Showdown | Progression: 95% |
Summary: With G-Garden's maze of corridors behind them, the team encounter the Sorceress and her Knight - but will the SeeDs be able to defeat her this time, especially now that they know of the bond that all of them previously shared?
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