Disc 2 follows up Squall’s fall off the float by opening with another Laguna flashback. This time, Laguna was alone, with no sign of Kiros and Ward, as befitting Squall’s situation. Laguna was now in casual clothes in a village of some sort, having apparently been woken from his sleep by a young girl that called him “Uncle Laguna.” She told him someone had come to “the pub” looking for Laguna. Laguna chastised her for coming to his house, because apparently coming from the pub to here would have put her at risk of monster attack! The game’s text boxes addressed this girl as “Elle,” but we quickly learned her proper name was Ellone, which I think is supposed to be pronounced “Elle-oh-nee.” Or as my brain insists on calling her … “Elle One.” I like to pretend Laguna has multiple Elles to keep track of but doesn’t care enough to tell them apart except by number.
On Laguna’s bullet-ridden first floor (seriously, guy?) we learned that Ellone had lost her parents sometime in the past. As Elle had already told us, the Pub was just next door, meaning monsters must be just flooding the town. Weirdly, after this scene, people don’t act half as concerned by this as Laguna is now! Laguna went on ahead of Ellone to “clear out” any monsters before allowing Elle to follow. There were only weak enemies infesting the town as random encounters, familiar to us from the Balamb overworld, but dangerous enough to kill a civilian. They continued to appear despite the presence of nearby Galbadian soldiers, whom we later learned would insist that their job was to protect the town from Esthar, not from monsters. Jackasses. Given the nature of random encounters, much less monsters, it’s hard to see how it’s even possible for them to ignore monsters within their line of sight (and vice versa), but it’s not the worst writer’s hack the devs could have drummed up… goodness knows they’ve proven that already.