Final Fantasy
Story
When the story begins, Squall and Seifer duel in a training session outside the Balamb Garden military academy, scarring each other in the process. Meanwhile, Galbadia invades the Dollet Dukedom, forcing Dollet to hire assistance from the Balamb Garden branch of "SeeD", Garden's elite mercenary force. SeeD uses the mission as a final exam for its cadets; with the help of his instructor, Quistis, Squall passes the mission's prerequisite and is grouped with Seifer and Zell. Seifer disobeys orders and abandons his team, forcing Selphie to accompany Squall and Zell for the duration of the mission. After the mission, SeeD halts the Galbadian advance; Squall, Zell, and Selphie graduate to SeeD status, while Seifer is disciplined for his disobedience. During the graduation party, Squall meets Rinoa, whose personality is apparently the opposite of his. When assigned with Zell and Selphie to help Rinoa's resistance faction in Galbadian-occupied Timber, Squall learns that a sorceress named Edea is behind Galbadia's recent hostilities. Under orders from Balamb and Galbadia Gardens, Squall and his comrades—joined by Rinoa, Quistis, and Irvine—attempt to assassinate Edea. However, the sorceress thwarts the attempt, and the party is detained. During the attempt, Squall's party also learns that Seifer has left Garden to become Edea's second-in-command.
After the team escapes, Edea launches a missile attack on Trabia Garden. Fearing that Balamb Garden is the next target of Edea's plan, the team splits into two units. Squall's group returns to Balamb to warn of the attack, but must first stop an internal Garden conflict incited by NORG, SeeD's financier. Selphie's team travels to the Missile Base to stop the launch, but fails. Squall inadvertently activates Balamb Garden's "mobile fortress" form, allowing the facility to evade the missiles; however, unable to control the Garden, it collides with the docks at Fishermans' Horizon. While local technicians repair the Garden, the Galbadian Army invade in search of a girl named Ellone, who had been staying at Balamb Garden until recently. Ellone eventually escapes to Esthar, the world's technological superpower. During Squall's meeting with Ellone, he learns that she had been "sending" him and his allies into flashbacks set 17 years in the past in a vain effort to alter the present. The scenes center on Laguna and his two friends, Kiros and Ward. During the flashbacks, Laguna changes from a Galbadian soldier to the defender of a country village, then moves from being the leader of a resistance movement againstSorceress Adel to the President of Esthar.
Meanwhile, Squall confronts his personal anxieties fueled by ongoing developments, such as Headmaster Cid appointing him as SeeD's new leader, and his increasing attraction to Rinoa. While investigating Trabia Garden's wreckage, Squall and his comrades learn that they, along with Seifer and Ellone, were all raised (except for Rinoa) in an orphanage run by Edea; after eventual separation, they later developed amnesia due to their use of Guardian Forces. It is also revealed that Cid and Edea had established Garden and SeeD primarily to defeat corrupt sorceresses. After these revelations, the forces of Balamb Garden and the Galbadian Army, led by Squall and Seifer respectively, engage in battle above the orphanage. After Balamb defeats Galbadia, the player learns that Edea is merely an unwilling tool for "Ultimecia", a powerful sorceress from the future who wishes to compress time into a single moment; it is for this reason she has sought Ellone. Edea loses a decisive battle against the SeeD, forcing Ultimecia to transfer her powers to Rinoa; Edea survives, but Rinoa enters a coma. Squall becomes obsessed with waking her and goes to Esthar to find Ellone, as he believes that she can help save Rinoa.
While Rinoa is being treated on Esthar's space station, Ultimecia uses her to free Sorceress Adel from her orbital prison. Ultimecia then orders Seifer to activate the Lunatic Pandora facility, inciting a rain of creatures from the moon that sends Adel's containment device to the planet. Having selected Adel as her next host, Ultimecia abandons Rinoa in outer space. Squall rescues her, and they return to the planet on a derelict starship. Upon their landing, delegates from Esthar isolate Rinoa for fear of her sorceress abilities, forcing Squall to rescue her. President Laguna apologizes for the incident and announces Dr. Odine's plan to let Ultimecia possess Rinoa, have Ellone send Rinoa (and thus Ultimecia as well) to the past and then retrieve only Rinoa back to the present, enabling Ultimecia to achieve Time Compression, as it would allow Squall's group to confront Ultimecia in her time. To do this, Squall's team infiltrates Lunatic Pandora, defeats Seifer and Adel, and has Rinoa inherit Adel's sorceress powers. Time Compression is thus initiated; Squall and his allies travel to Ultimecia's era and defeat her.
With Ultimecia defeated, the universe begins returning to normal; however, Squall is nearly lost in the flow of time as he witnesses the origins of the game's story. When a dying Ultimecia travels back in time to pass her powers to Edea, Squall informs Edea of the concepts of Garden and SeeD that she will create. Afterward, he is able to properly recollect his memories and thus return to the present with Rinoa's help. The end cinematic depicts the events after Squall's return to the present. Seifer, no longer a Garden member, is once again reunited with Raijin and Fujin; Laguna visits Raine's grave (and remembers his proposal to her) along with Ellone, Ward, and Kiros; and a celebration takes place in the Garden, with Squall and Rinoa sharing a kiss under the moonlight.
Warrior (Fighter) — A specialist in heavy weapons and armor who can withstand tremendous amounts of punishment. Can become the Knight later in the game, who is able to use the most powerful weapons and some White Magic spells.
Monk (Black Belt) — A martial arts expert who is best left fighting empty-handed, but may also wield nunchaku, and the most basic of staves. Does tremendous amounts of damage in combat, but cannot wear heavy armor. Can become the Master later in the game. In the original Famicom/NES version a high level, barehanded Master who is unencumbered by armor, can do more damage in a single attack than any other character type; a party of four Masters can defeat the final boss monster in less than two full rounds. A rather weak class in the beginning, but you never have to buy much weapons/armor for him.
Thief — A high evasion/accuracy finesse fighter with very limited weapon and armor selection, but greater agility and luck (ability to escape from combat). However, the ability to flee is bugged in versions before the Origins release. Later in the game, the Thief can be upgraded to the Ninja class. Ninja can use almost every weapon and most armor, and can use many Black Magic spells.
White Mage — A specialist in White Magic. Not a good fighter, but can use hammers for physical attacks. Can be upgraded into a White Wizard, which allows the character to use the most powerful White Magic spells in the game.
Black Mage — A specialist in Black Magic and a very weak fighter. Becomes the Black Wizard later on. Black Wizard is the only character who can cast Flare (NUKE in the original North American localization), one of the two damaging spells that retain full effectiveness against Chaos (the White Wizard can cast Holy, the other spell, but it is less powerful than Flare).
Red Mage — A jack-of-all-trades character, able to use most but not all of both White and Black Magic, and possessing fighting abilities similar to but not quite as good as the Fighter. Becomes the Red Wizard later in the game.