This prison takes a long fucking time to escape from.
After your cataclysmic battle with Biggs and Wedge, the party wants to find Squall. Leave the cell. Biggs gets up (This is the second fucking time we killed him. We killed him on Disc One as well) and presses a hidden switch. This deactivates the anti-magic barrier on the flip side, but also lets in monsters.
The monsters here are all robotic, with a couple of humans thrown in. The two robots here are the GIM47N and GIM52A. GIM47N is a big golden chunk. It is easy to defeat with Quetzalcotl in your GF list. Draw the valuable Esuna magic from it. Mid to high level ones carry Life spells. Weapon parts can be stolen and dropped from these. GIM52A is a very high priority robot. Its Micro Missiles attack can cut the target's HP in half. So if your HP is 1000, it drop to 500. You can draw Haste and Slow, and occaisionally Dispel from these. Your main priority is to Mug the Missile item from them, which teaches Quistis that kickass HP halving Micro Missiles attack. I use this Limit primarily against bosses. Finally, we have the Guard. He is almost identical to a standard Galbadian Soldier, only with different spells. Draw Sleep, Silence, Blind and Cure/Cura from them. They use Sleep on your characters and you can Mug a variety of healing items from them.
You can go down the stairs, but the items and Save Point are not needed. Head upstairs, battling as you go and make sure you get Micro Missiles, as it is essential later on. When you arrive at 13F, the Moomba with you opens the door to the torture chamber. Squall is out cold and guarded by 1, 2 or 3 Moombas depending on earlier choices. The grup wakes him up and Zell tosses him the Gunblade. Squall is now your avatar. Speak to the Moombas. They call you 'Laguna' because you smell like Laguna. Tell them to lower the barriers on the floors. Each one will lower a barrier on the floor of your choice. If the floor has no barrier you will not have to run a circuit of it. We need to reach the ground floor so we can escape, so as you leave, you see the crane thingy that Squall rose in. It holds a room thing that will hold the party. Zell runs off and gives you directions with a radio. Selphie and Quistis join you in the cabin. Head to the back of the screen and push the red button there. The cabin moves down to 3F and the party disenbarks. Head to the right of this location and follow your friends. Keep going right in this location to enter the passage. Press X near the door at the end to blast it. Rock and dirt comes in. Shit, the prison is underground. The sound of gunfire fills the air. You automatically run back to the cabin.
The scene cuts to Zell on 8F... no companions are with you. Run to the right of the screen in a clockwise circular direction. As you draw close to the stairway to the next floor, something attacks you and knocks Zell out. Fucking hell, can we just move two paces without an ambush. It's the Mean Guy, come to take revenge! He does the Darth Maul speech: "At last we shall reveal ourselves to the SeeDs. At last, we shall have revenge." Just as he is about to smash Zell's retarded face into the floor, Squall leaps across and stops him. "my Hero." Zell is about to kiss Squall's ass, but stops when Quistis and Selphie run down the stairs to you. Then some bad guys attack the party.
Scene change! Now we are with that fuck-up, Irvine, who is standing guard until an annoying bitch who was last seen in the company of some Mean Guys shoves him downsairs. Squall's group are running away from their assailants and the party is back together again for the first time this disc. Everyone goes back upstairs. Irvine begins a firefight with the guards whilst you organise a way out. Rinoa's daddy came and got her, but because of the plot she came back for the SeeDs. As she knows the way out, Squall and her are your pary out. You get to choose the last member but it cannot be Irvine. I chose Zell as he was the stongest party member physically and you also must have him at the end of the escape. So you don't really have a choice. This is Group 1 for this particular mission and the next one too if you follow me and my party makeup. Quistis, Irvine and Selphie are left behind, because I needed one main party member left behind, Irvine is compulsory and Selphie is just unwanted in this party. They are Group 2. Assign appropriate GFs and magic to characters. Use Junction Exchange when I say Scene change. Exchange Squall and Selphie, Rinoa and Quistis and Zell and Irvine. We start with Group 1, so junction them to start with.
Group 2 distracts the guards and allows Group 1 to escape. As Group 1, for now all you have to do is run up the floors. When you go up from 12F to 13F.... Scene change.
Group 2's destination is the cabin thingy you went to 3F in earlier. You control Irvine. Head down to 7F, then 6F, where you can finally save your game. Continue down. Nothing happens until the transition between 4F and 3F where there is a.... Scene change!
Group 1 is outside the torture chamber. Climb the stairs at the bottom left of the location and cross the room you emerge in. If you have Siren's Move-Find ability junctioned like I did, you will see a Save Point where you should ideally use a Tent/Cottage to prepare your party for the upcoming boss battle. If you can't see it, junction Move-Find if you have it. Run up the stairs near the Save Point. In this area, there is a ray of light at the bottom right. Run toward it to go outside and fight the boss battle.
BOSS:GALBADIAN ELITE SOLDIER & 2 GIM52AsEdit
Yep this is your boss. It is like a standard field battle with boss music and slightly harder dificulty. The Elite Soldier is nothing on his own, but will cast Aura on the GIM52As. This makes their attacks that more dangerous, as each time you attack them, they counterattack with Micro Missiles. Mug Missiles from them if you wish.
The basics covered, your first priority in this battle is to focus your attacks on that Elite Soldier. Use Rinoa's ranged weapon and summon a GF that has a short summon time. If you have enough luck, you will defeat the soldier without him casting Aura. Then the GIM52As. Summon Quetzalcotl repeatedly with Rinoa and other GFs with Squall and Zell and they won't take long to defeat. When you win, chances are that you will get at least 1 Missile. Use it on Quistis if you have not already done so.
Time to go. After the battle, Irvine calls you. Return inside and Zell (because I KNOW you added him to the party) talks to the group downstairs, then activates the crane thingy. Irvine says they are on their way. Really? When the game returns control to you, run back out and onto the bridge bit of the area. Squall, for some unknown reason, will now stop in the middle of the bridge to have a chat. Anyone who has ever seen a movie knows that this is asking for something bad to happen. Guess what? Something does. Squal sees Zell already on the other side of the bridge. He starts to run toward Zell when the bridge splits in the middle and the two parts retract. Shit! Squall is now performing the classic action movie stunt: dangling from an unsafe surface and inching to safety. You must keep Squall moving right until the prison starts to bury itself with drill thingys. Squall is safe. The two groups rendezvous (I love writing that) in a small car park. There are two three-man cars. Selphie calls the yellow car. How fucking 5 year old can you get at age 17? Everyone picks a vehicle and the two cars drive into the desert, never to be seen again...
Until the next page, that is.