Galbadia's long-range missile base. As the only country to own long range missiles with the exception of Esthar, they pose a major security threat to the world. It is believed that the missiles are armed with a target-lock mechanism. The details are unknown.
Feared for their destructive ability, the Galbadian Missile Base houses several intercontinental missiles and their respective launchers, which grants the Galbadians the capability to launch a strike against any location in the world with a high level of accuracy and no prior warning.
While the party are detained at the D-District Prison, Squall and his friends learn that Galbadia is planning to fire missiles at Balamb and Trabia Gardens in retaliation for SeeDs' failed assassination attempt on Sorceress Edea. Selphie, her home Garden being one of the targets, volunteers to sneak into the Missile Base to divert the missiles' course. Squall can choose two other party members for the mission.
The SeeDs are too late to stop the first launch targeted at Trabia Garden. The remote Garden takes a direct hit with no prior warning, suffering extensive damage and heavy casualties. Balamb Garden narrowly avoids the missiles launched at it as a result of the SeeD activating its ancient Centra shelter mobility functions, granting it the power of flight, as well as increasing the error ratio of the missiles at the Missile Base itself prior to the launch. The Galbadian soldiers charged with the Missile Base's supervision reactivate the missiles targeting Balamb Garden while Selphie and the others escape after Selphie activates the base's self-destruct mechanism. They survive the blast by taking cover inside the shell of a robotic tank and later end up unknowingly battling Squall and his party in the heavily damaged device at Fishermans Horizon.
If Selphie's team runs out of time escaping the Missile Base, or fails to set the missiles' error ratio to maximum, the missiles destroy the stationary Balamb Garden.
The missile base is located in the south of the Great Plains of Galbadia.
The base is a military complex surrounded by desert and resembles military bases used by the United States military. It is surrounded by concrete walls, contains hangars and bunkers, as well as large industrial buildings with metal pipes. The missiles themselves are launched from a missile silo in the ground and are controlled from a high-tech internal complex largely underground.
The front gate is similar in look and design to most modern high-security military institutions. Risible concrete barricades block the road entrance until visitor security is checked out by the security gate check.
The player needs to drive the APC into the base to get past this screen and enter the base. If the player enters the base on foot, Selphie and the guard have a humorous exchange.
Like modern military bases, the surface complex consists of numerous bunkers and hangars as well as a cleared launch area for the missiles. Several military vehicles are parked along the way. The left end of the complex is blocked by a wall, with a door in the bunker at the end providing a route down to the internal complex.
The internal complex goes down into the ground of the base and contains the main technical operation rooms and storage facilities that allow missile target and tracking as well as the launch major controls. It is a dimly lit area with secured doors and machinery throughout. The complex consists of several areas, marked with a number on the wall or on the floor.
The first area inside, B1, is a dimly lit room, containing stairs down, a save point, and two doors at the end. The door on the right is locked, though examining the panel between them allows the left door to lead to the next screen. The second area, M3, consists of a catwalk through a larger room with several objects moved by cranes. Half-way through this catwalk on the left is a door to the circuit room, a high-tech room with several terminals on the left, a yellow electric generator near the back, and a Blizzara draw point. Following the catwalk in M3 to the right leads to another area, M5, with a longer catwalk overlooking the missile silos, which leads ahead then bends to the right with stairs down to another screen.
The next area, M6, consists of another catwalk leading around and right to the next exit. It contains a save point in the top-left corner, a door to the missile launch room at the top half-way through the catwalk, and stairs at the end of the catwalk on the right that lead to the control room, a smaller room filled with computer terminals. Behind the stairs on the left end of M6 is a path that leads to M7, a wide platform area above metal grating with a Blind draw point, and two maintenance soldiers on duty. The missile launch room, accessed via the door at the top of M6, is a wide room containing missiles, with maintenance soldiers on duty, and a hidden Full-life draw point.
Getting a perfect SeeD rank upgradeEdit
Depending on how the player performs during the mission, 200 SeeD experience (2 levels) is the max one can win in this part of the game, but to get a perfect SeeD upgrade in the Missile Base mission, the player must make the right choices.
Although there are many moments where the game asks the player to make a choice, only three affect the SeeD rank: passing on the correct information to the soldiers, choosing to fight or not, and the amount of time the player sets for the self-destruct mechanism. The reward for the mission starts at 200 points but points are detracted by wrong choices.
- The actions when approaching the first guard do not affect the score;
- The player receives a penalty of 7 points if he/she relays the wrong message to the soldier in the missile hangar after talking to the two inspectors. The correct response is "...to go on ahead";
- The responses when the party is in the control room have no effect in the score;
- The player should avoid fighting and stay disguised until the mandatory fight in the control room, because the player will receive a total of 105 points penalty for fighting before getting there;
- The responses given to the wounded soldier that gives the ID card have no influence (this event only happens if the player chose to fight earlier);
- When asked to set a detonation time, the only option that doesn't result in a penalty on the SeeD rank is the 10 minutes one, while the options of 20, 30 and 40 minutes give a deduction of 15, 45 and 75 points, respectively; if the player chooses 10 minutes they can use the door in the control room for a faster escape as well;
- The time left when the mission ends does affect the score.
If the player accumulates penalties, another small one will be applied at random, always between 3 and 8 points.
Selphie's team infiltrates the Galbadia Missile Base in an attempt to stop the attack on Balamb Garden.
The theme of the Missile Base is "The Spy", a track on the third disc of the Final Fantasy VIII: Original Soundtrack. An orchestrated version of the theme performed by the Hollywood Symphony Orchestra is included on the The Best of Final Fantasy 1994 - 1999: A Musical Tribute album.
- In one the screens BGH251F2 can be seen on the background, covered up.
- The base has a terminal with an option to view the various equipment involved in the missile strike. By holding down and and by pressing or , the player can witness hidden views of a Soldier and an Elite Soldier dancing on the monitor.
- While the main story only involves Selphie entering the complex, Squall also has a chance to approach the gate earlier on before or after reaching Deling City on disc one.
- Should Selphie's party approach the gate without a transport, a short scene occurs where Selphie ends up cursing and seemingly doing obscene hand gestures at the guard.
- Each character in Selphie's party makes a different comment as they wait for the base's detonation.