Where is edea orphanage in ff8




















After Edea speaks, attempt to leave the area. After Squall's announcement, go to the recovery room in the Infirmary for another visit to the dream world. While fighting the Ruby Dragon with a gunblade, just mash Triangle until you beat the the monster and run. When your companions arrive, go back to where the Ruby Dragon is to fight and defeat it for real this time. Ruby Dragons are weak against Ice and vulnerable to Sleep.

Begin by afflicting the dragon with Sleep and stocking up on magic. When you're finished, attack with Ice magic, Shiva and Alexander. Stick Sleep whenever the dragon wakes up. Head to the Orphanage and talk to Edea again. She will give you a letter along with some information regarding the White Seed Ship's whereabouts.

Play cards with Matron to try and win the Edea Card. The amount of vitality gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.

The amount of magic gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst. The amount of spirit gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.

The amount of speed gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst. The amount of evade gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.

The amount of hit gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.

The amount of luck gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.

The percentage of status attack gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple status row to see the specific status list. The percentage of status defense gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple status row to see the specific status list.

The percentage of elemental attack gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple element row to see the specific element list. The percentage of elemental defense gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple element row to see the specific element list.

A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether. Boss cards are found rarely when using Card on normal monsters; GF cards are unique and only found in certain ways; player cards are unique and exceptionally powerful. Edea voluntarily received it, not wanting any of the orphans to bear the burden of becoming a sorceress. Along with Ultimecia appeared a teenaged Squall, who called himself a member of SeeD —an organization he claimed had been started by Edea herself—and who had apparently just defeated Ultimecia.

The teenaged Squall disappeared back into a time portal, leaving Edea bewildered on the meaning of this event. Edea concluded that she must found an organization called "SeeD" to train Squall to become strong enough to one day take on Ultimecia. This event led to the orphanage being abandoned. Cid Kramer , Edea's husband, took on the task of building Balamb Garden, where Squall and number of the other orphans enrolled as students.

The plan was to train them as SeeDs, an elite anti-sorceress military force. Squall ended up traumatized by the loss of his "sis", and from that day refused to get close to anyone in fear of losing them like he did Ellone. The empty house withered away unkempt and during present time it lies in ruins. It is unknown what happened to bring it down, but the place was left abandoned for around twelve years, meaning it could have simply been ravaged by storms.

The children who had enrolled in Balamb Garden forgot their past due to the influence of using Guardian Forces , and in time Ultimecia possesses Edea and uses her as her avatar to take over the world. Cid, deeming it the time to pass on the torch to Squall, leaves the SeeD in his hands while he departs to the ruined orphanage, presumably unwilling to wage war against his wife.

The SeeDs gather to fight her, not remembering Edea's true identity, until Irvine reminds the party, and reveals Edea is their formerly beloved Matron.

The childhood friends return to the former orphanage, but on the way run into Galbadia Garden , and the Battle of the Gardens ensues with a possessed Edea and her knight Seifer at the helm.

After Edea's defeat, Ultimecia's hold on her is broken as she unwittingly gives up her sorceress power, and she becomes the friends' old "Matron" again. Edea resettles at the house with Cid, who is glad to have his wife back to her old self. While possessed, Edea had learned of Ultimecia's goal of compressing all time and space to become a godlike being , but Squall is more concerned in the state of Rinoa Heartilly , a party member who had unknowingly received Edea's released sorceress power, been possessed by Ultimecia and entered a coma.

Now having recovered his memories, Squall wants to find Ellone whose special powers to send a person's consciousness back in time he hopes could help him find out what happened to Rinoa. Ellone is with the White SeeD, and Edea gives Squall a letter to give to them and instructs where to find them. After discovering Ellone has gone to the secluded nation of Esthar , Squall decides to take Rinoa there. Edea leaves her house to accompany him and the others as she wants to speak to Dr.

Odine of Esthar. After discovering she is no longer a sorceress, she returns to the orphanage where she remains with Cid until Squall and the others arrive with a healed Rinoa on the airship Ragnarok.

On the field behind the orphanage Squall becomes Rinoa's Sorceress Knight and the two promise to meet there should they ever to be separated. The party is called back to Esthar for a final SeeD mission to fell Ultimecia, and Edea implores this is Squall's destiny. The party travels to the future and enters Ultimecia's time. As the party appears at the future site of the former orphanage, there is nothing left of the house.

Although the orphanage itself is gone, Ultimecia Castle is chained to the edge of the former orphanage's backyard, the beach itself also gone, possibly washed away.

Around this area lie scattered members of the White SeeD, dead, Squall musing the SeeD has continued to fight Ultimecia across the generations. After Ultimecia's demise at the brink of time compression the timeline begins to revert. Squall and Ultimecia go back in time and appear at the orphanage twelve years in Squall's past.

Ultimecia dies and gives up her sorceress power to Edea while Squall plants the seeds of SeeD's foundation by telling Edea about it before disappearing back into the compressed time.



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