=============================================================================== Final Fantasy X FAQ/Walkthrough (EU) Written by Diomedes Last Updated 1st April 2005 Version 1.305 =============================================================================== ;; ",,,;;@;@O@; """8 O.; .@. @@; 8ooo8o8"o.."o O OO.@;;. @@@; o.8oo;.8o.oo"8; ; ;;. 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To make sure you go straight to a certain section, copy and paste the search code on the right. 1. Introduction [01INTR] 2. Characters [02CHAR] 3. Game Basics [03BASC] 3.1. Controls [03CTRL] 3.2. Field Screen [03FSCR] 3.3. Menu Screen [03MENU] 3.4. Battle Screen [03BSRC] 3.5. Sphere Grid [03SPHG] 3.6. Battle Menu [03BMEN] 3.7. Elements & Status Effects [03ESTE] 3.8. Equipment Customisation [03ECST] 3.9. Aeon Customisation [03ACUS] 3.10. PAL/International Changes [03PALC] 4. Walkthrough [04WALK] 4.1. Zanarkand [04ZANA] 4.2. Submerged Ruins [04RUIN] 4.3. Salvage Ship [04SALV] 4.4. Besaid [04BESD] 4.5. S.S. Liki [04LIKI] 4.6. Kilika [04KLKA] 4.7. S.S. Winno [04WINN] 4.8. Luca [04LUCA] 4.9. Mi'ihen Highroad [04MIHI] 4.10. Mushroom Rock Road [04MHRM] 4.11. Djose Highroad [04DJSH] 4.12. Moonflow [04MNFW] 4.13. Guadosalam [04GDSM] 4.14. Thunder Plains [04THNP] 4.15. Macalania, Part One [04MAC1] 4.16. Bikanel Island [04BKNL] 4.17. Home [04HOME] 4.18. Airship [04ARSP] 4.19. Bevelle [04BVLE] 4.20. Via Purifico [04VPUR] 4.21. Highbridge [04HBRG] 4.22. Macalania, Part Two [04MAC2] 4.23. Calm Lands [04CALM] 4.24. Mt. Gagazet [04MGZT] 4.25. Zanarkand Ruins [04ZRNS] 4.26. The Final Showdown [04SHWN] 4.27. Inside Sin [04INSD] 5. Overdrives [05ODRV] 5.1. Tidus's Swordplay [05SWPY] 5.2. Yuna's Grand Summon [05GSMN] 5.3. Auron's Bushido [05BUSH] 5.4. Wakka's Slots [05SLOT] 5.5. Lulu's Fury [05FURY] 5.6. Kimahri's Ronso Rage [05RAGE] 5.7. Rikku's Mix [05RMIX] 5.8. Overdrive Modes [05OMDS] 6. Aeons [06AEON] 6.1. Valefor [06VLFR] 6.2. Ifrit [06IFRT] 6.3. Ixion [06IXIN] 6.4. Shiva [06SHVA] 6.5. Bahamut [06BHMT] 6.6. Anima [06ANMA] 6.7. Yojimbo [06YJBO] 6.8. Magus Sisters [06MGUS] 7. Blitzball [07BLTZ] 7.1. Basics [07BASC] 7.2. Tips [07TIPS] 7.3. Techs [07TECH] 8. Celestial Weapons [08CSLW] 8.1. Celestial Mirror [08CSMR] 8.2. Tidus' Caladbolg [08CDBG] 8.3. Yuna's Nirvana [08NRVA] 8.4. Auron's Masamune [08MSMN] 8.5. Wakka's World Champion [08WDCH] 8.6. Kimahri's Spirit Lance [08SPRT] 8.7. Lulu's Onion Knight [08ONKT] 8.8. Rikku's Godhand [08GDHD] 9. Monster Arena [09MNSR] 9.1. Basics [09BASC] 9.2. Tips [09TIPS] 9.3. Area Conquest [09AREA] 9.4. Species Conquest [09SPEC] 9.5. Original Creations [09ORIG] 10. Miscellaneous Sidequests [10MIQU] 10.1. Airship Coordinates [10CORD] 10.2. Baaj Temple [10BAAJ] 10.3. Cavern of the Stolen Fayth [10CVRN] 10.4. Remiem Temple [10RMMT] 10.5. Omega Ruins [10OMGA] 10.6. Al Bhed Primers [10PRME] 10.7. Jecht Spheres [10JCHT] 10.8. Miscellaneous [10MISC] 10.9. Dark Aeons & Penance [10DA&P] 11. Stat Maxing [11STMX] 11.1. Requirements [11REQR] 11.2. Goals [11GOAL] 11.3. Monster Arena [11MNSR] 11.4. AP Trick [11APTK] 11.5. Maximising [11MAXI] 12. Items [12ITEM] 13. Abilities [13ABIL] 13.1. Skill [13SKLL] 13.2. Special [13SPCL] 13.3. Black Magic [13BLCK] 13.4. White Magic [13WHTE] 14. Weapon Abilities [14WPNA] 15. Armour Abilities [15ARMA] 16. Frequently Asked Questions [16FAQS] 17. Thanks [17THKS] 18. Contact Information [18CONT] 19. Copyright Notice [19CYRT] 20. Closing [20CLSG] =============================================================================== 1. Introduction [01INTR] =============================================================================== Well, it's been a long time coming, but this guide is finally complete. I've been working on this for over a year now, at the moments I was home, bored, and had a little free time. Being my first walkthrough ever, I probably could have picked an easier game to write for, but it doesn't particularly matter now. What you see in front of you is the product of a lot of hard work, and hopefully it will serve you well in your endeavours through Spira. -- Masamune3 =============================================================================== 2. Characters [02CHAR] =============================================================================== --- [ Tidus ] ----------------------------------------------------------------- Tidus is a young and enthusiastic Blitzball player from Zanarkand. He is the son of Jecht, considered by many to be a Blitzball playing legend. Tidus resents his father, and the inevitable comparisons drawn between himself and Jecht. One fateful day, his life is transformed when he is thrown from the life he knows and wakes up in Spira. In battle, Tidus is light-footed and is able to take down nimble enemies. This is because of his good accuracy. He also has high agility, meaning he has a higher turn rate, and can thus get in more turns that most of the other characters during battle. --- [ Yuna ] ------------------------------------------------------------------ Yuna is the daughter of High Summoner Braska, who defeated Sin 10 years ago. She decided to follow in her father's footsteps and become a summoner such as he, and hopes one day to become High Summoner. She is on a pilgrimage to all the Temples in Spira in order to obtain the Final Aeon. Yuna is the only person capable of summoning aeons, powerful creatures that can be used in battle; making her very important for tough battle and overkills. Not only that, but you will find that her white magic skills will be used more than most other character's abilities. --- [ Auron ] ----------------------------------------------------------------- Auron, along with Braska, defeated Sin 10 years ago. He has become known as a legend among guardians, and while he is much older than most, he is still one of the strongest and wisest out there. Auron's advantage over the others is his high Strength stat, allowing him to be far more powerful than the rest of the party. Sadly, he lacks good agility, meaning his turn rate is somewhat lessoned. --- [ Wakka ] ----------------------------------------------------------------- Wakka is the cheerful and skilled captain of the worst Blitzball team in history, the Besaid Aurochs. While they lose many games, he is proud of his team simply for "doing their best". The upcoming tournament will be his last, and then he will dedicate his useful services to Yuna. Wakka is easily one of the most useful characters in the game. The fact that he attacks with a ball that he throws allows him to physical attack distant opponents, while all other rely on items and magic. His best Overdrive, "Attack Reels", is the most damaging and destructive in the game. --- [ Kimahri ] --------------------------------------------------------------- Kimarhi is a Ronso from Mt. Gagazet, asked to protect Yuna temporarily as a child by Auron. He brought Yuna to Besaid, and was about to leave before Yuna asked him to stay. He has been by her side ever since, and would risk his life in a heartbeat if her life was in danger. Kimarhi is more or less what you make of him. He doesn't have a specific area of the grid to go down, and therefore must be sent sown the path o one of the other six characters. In all my games, I have never got a better usage out of him than as a white mage. Other believe him to be a good thif too. It's up to you how you want to craft him. Kimahri is also a blue mage, meaning he can learn the skills of fiends and use them during battle. --- [ Lulu ] ------------------------------------------------------------------ Lulu is one of Yuna's original guardians. She is smart and straight to the point, although at times she can be rather blunt. That being said, she loves Yuna like a siser and would do anything to protect her. She grew up with Yuna, Wakka, and Kimarhi. Lulu is particularly useful throughout the duration of the story as she has a powerful arsenal of black magic. Most of it is elemental, and she will undoubtedly be brought in many times during the game to deal with enemies with an elemental weakness. --- [ Rikku ] ----------------------------------------------------------------- A young Al Bhed girl with high spirits, although she seems to have strange reasons for joining the pilgrimage. She becomes part of the group to protect Yuna from enemies, and perhaps even to accomplish something else... Rikku is especially handy for the simple fact that she can Steal and Use (two of the best abilities in the game) without requiring any training up. Her Overdrive, "Mix", is the most useful in that it can be ued to damage enemies, or to help out your party using a collection of white magic and other handy spells. =============================================================================== 3. Game Basics [03BASC] =============================================================================== The game basics section is one of the most important parts of the guide, simply because it covers all the... uh, basics, for lack of a better word. Everything you need to know to get started with the game is listed right here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.1. Controls [03CTRL] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Field Screen ] ---------------------------------------------------------- DIRECTIONAL PAD: - Move Character - Move Cursor LEFT ANALOG STICK: - Move Character - Move Cursor X: - Select Action - Examine - Interact CIRCLE: - Cancel Action - Walk (Hold Down) TRIANGLE: Menu START: Pause --- [ Battle Screen ] --------------------------------------------------------- DIRECTIONAL PAD: Move Cursor LEFT ANALOG STICK: Move Cursor X: Select Action CIRCLE: Cancel Action TRIANGLE: Defend L1: - Open Switch Menu - Cycle Characters L2: Cycle Characters R1: Scroll Up CTB Bar R2: Scroll Down CTB Bar SELECT: - Display Help Bar - Hide Help Bar --- [ Menu Screen ] ----------------------------------------------------------- DIRECTIONAL PAD: Move Cursor LEFT ANALOG STICK: Move Cursor X: - Select Action - Examine - Interact CIRCLE: Cancel Action L1: Cycle Characters L2: List Page Up R1: Cycle Characters R2: List Page Down =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.2. Field Screen [03FSCR] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is the normal screen, or the out-of-battle screen. As you will spend most of your time looking at this type, I thought it was necessary to explain a few things. --- [ Moving Around ] --------------------------------------------------------- Moving around the field screen (the out-of-battle screen) is as simple as pushing one of the directional buttons or manipulating the left analog stick. The camera angle will decide which way you need to use the controls. --- [ Mini-Map ] -------------------------------------------------------------- In the top-right hand corner of the screen a mini-map will display showing you a GPS-type view of the area in which you are standing. The red arrow shows the location you should head to in order to continue the story. --- [ Save Spheres ] ---------------------------------------------------------- Save Spheres are located throughout Spira. They are basically just blue sphere-shaped objects. When you press X on them, you have the option of doing a number of things, depending on how far through the game you are. Apart from saving, they can be used to play Blitzball and to "teleport" back to the airship. --- [ Non-Playable Characters ] ----------------------------------------------- You can talk to NPCs by simply walking up to them and pressing X. They will often offer you a variety of options and information, depending on where you are and who you talk to. --- [ Chocobos ] -------------------------------------------------------------- Chocobos, those giant, lovable chickens that have become a staple of the Final Fantasy series, are back again. You have the ability to ride them in certain locations. After you talk to the appropriate people, you'll find yourself sitting on one of the big birds. You can dismount at any time using Circle, and can hop back on by pressing X when you are close to a chocobo. --- [ Environment Interaction ] ----------------------------------------------- Sometimes there are elements in the field screen that you can interact with. Generally, this is done simply by pressing X on them. Often a dialog box will appear letting you know that there is an action available. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.3. Menu Screen [03MENU] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= By pressing Triangle when in the field screen (that is, not in battle), you open up the menu screen. This contains a massive amount of information and options that you can tweak. --- [ Sphere Grid ] ----------------------------------------------------------- Where you can raise and shape your party as you see fit. See the Sphere Grid And Levelling section for more details. Use L1 and R1 to cycle between characters, and L2 and R2 to toggle the angle of the Sphere Grid. --- [ Item ] ------------------------------------------------------------------ The Item screen has a number of functions. Firstly, you can "Use" an item on a character, however this is limited only to recovery items. "Sort" allows you to sort out items by either manaully moving them around, or automatically putting them in order. "Equipment" allows you to view all the weapon and armour you have, and these can also be sorted manually or automatically. Lastly, "Key Items" allows you to VIEW all the special items, but nothing more. --- [ Ability ] --------------------------------------------------------------- Here you can select a character, then a list opens up revealing all of that character's learnt abilities. You can have your party members heal one another with Cure, Cura, or Curaga (assuming they know them). The numbers on the right denote the MP cost for using that attack/skill/special/spell. Use L1 and R1 to cycle between characters. --- [ Status ] ---------------------------------------------------------------- Check out your character's current stats, as well as learnt abilities. Do the latter by pressing X on desired character. L1 and R1 will cycle you through your characters. Use L1 and R1 to cycle between characters. --- [ Overdrive ] ------------------------------------------------------------- Select a characer, then you will be taken to a screen where you can view that character's current Overdrives. Up the top their Overdrive guage is shown. Selecting "Set Mode" allows you to change the current character's Overdrive mode. You will gain new Overdrive modes for each character when certain criteria are met. The mode will determie under what conditions your Overdrive guage will fill. See the Overdrives section for more details. Use L1 and R1 to cycle between characters. --- [ Equip ] ----------------------------------------------------------------- Again, choose a character, and then you are taken to a screen that allows you to set the current weapon and armour for that party member. You have a choice between all weapons and armour that are of that characters type (for example, Tidus only uses swords, and Lulu only wears bangles). Use L1 and R1 to cycle between characters. --- [ Status ] ---------------------------------------------------------------- The Status screen displays the selected characters stats, Overdrive gauge, Overdrive mode, and current equipment. Pressing X will allow you to view all their current abilities. Use L1 and R1 to cycle between characters. --- [ Aeons ] ----------------------------------------------------------------- Here you can view the HP and MP of all your aeons. By selecting "Status", you can further view the selected aeon's stats, and Overdrive guage. Pressing X will allow you to view all their current abilities. Use L1 and R1 to cycle between aeons. The "Abilities" and "Attributes" sub-menus are explained a bit later on in the Game Basics section. --- [ Formation ] ------------------------------------------------------------- Fiddling with Formation lets you move around your party members for battle. Select a character using X, then move them up or down the order and swap them with another character by pressing X again. The top three slots are your active characters, so moving anyone to those spots will put them in your immediate battle line-up. --- [ Customise ] ------------------------------------------------------------- Here you are able to customise both weapons and armour with auto-abilities to make them stronger or more efficient. All you do is choose a piece of equipment that needs to be customised, and you are taken to a new screen with a list of all the possible abilities you can customise onto it. A more detailed rundown is found a little later in the Game Basics section. --- [ Config ] ---------------------------------------------------------------- These are the games options. Unfortunately, it lacks a screen position option, but here is what is on offer for you to change around. SOUND: Simple stuff, really. If you don't have a stereo television (all modern ones are), then choose "Mono" so you hear all the sounds. Else, stick with "Stereo". SUBTITLES: Here you can turn cutscene subtitles on or off. NAMES: This option talks bout the subtitles in cutscenes, and whether or not the names appear before dialogue, so you know who is speaking. CURSOR: "Default" resets the cursor during battle to "Attack" each time you get a new turn. "Memory" places the cursor at the last used command, and meaning you don't have to go through all the submenus again just to use a command again. To be safe, I'd leave it on "Default". HELP: You can toggle this on or off, and it affects whther or not the help bar across the top of the screen is visible. It divulges all sorts of useful information, so definitely leave it "On". AEONS: This option refers to aeon summoning sequences and Overdrives. Set it to "Short", unless you want to see all the summons all the time. MAP: Use this to turn the mini-map on or off. Leave it "On". VIBRATION: I's say this option is pretty obvious. Do whatever you like here. I personally prefer it to be "On", but it may annoy you. --- [ Help ] ------------------------------------------------------------------ This is a very handy reference to just about every feature of FFX. It gives you a rundown on controls, terms, gameplay elements, screen elements, the works. If you are ever in doubt about something, chances are it can be found here with a great explanation. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.4. Battle Screen [03BSRC] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Characters ] ------------------------------------------------------------ The battle screen is composed of a number of elements. You will instantly recognise your characters. They stand in a straight line formation, in a group of three. No more than three characters can be active at the one time, however, less than three chracters can be, if you use the Escape command. The current character has a small arrow above his/her head (though this looks much different from the target selection arrow). --- [ Enemies ] --------------------------------------------------------------- Opposite your characters lies your enemy, or enemies. A maximum of five enemies can be pitted against you at once, though it's generally no more than three. --- [ Status Bar ] ------------------------------------------------------------ The status bar is on the bottom part of the screen. It displays the current HP, MP, and Overdrive gauges of each of your active characters. --- [ Command Menu ] ---------------------------------------------------------- On the bottom of the screen your command menu is found. It opens up, depending on what commands you choose. The availability of options in the Command Menu can be affected by certain statuses the character may be under, such as Silence or Curse. --- [ Help Bar ] -------------------------------------------------------------- At the top of the screen, assuming you have it activated, if the help bar. It gives a brief desciption (if any) of a variety of things, including the effects of attacks or items, the name of the enemy you currently have targetted, as well as other information that may bee necessary. --- [ Target Data Window ] ---------------------------------------------------- If you have a weapon equipped with Sensor, or you have used Scan on a target, (both of course, assume that the target is not immune) then each time that target is selected a multitude of information about them (such as elemental affinities, HP, and MP) will appear in a small window in the top-left corner of the screen. There are four oval shapes of different colour that, when placed in context, reveal information about what elements the target is weak, strong, or immune to. Red is fire, yellow is thunder, blue is water, and white is ice. (1.5x): Target will take one and half times as much damage from the corresponding element. (1/2): Target takes only half damage from this attacks based on this element. (+): Target is strong to this element, and will absorb all damage done and replenish HP. --- [ Target Selection ] ------------------------------------------------------ The arrow that appears after a command has been chosen indicates the target to which the command will be assosciated with. Certain commands (such as Sentinel) do not allow any targets to be selected other than the character using the ability, while the generic "Attack" commands allows you to select any target by using up/down to navigate between targets, and left/right to swap between the enemy group and the active party members. --- [ CTB Bar ] --------------------------------------------------------------- The CTB bar indicates the order of turns. Each of your characters are denoted individually with a small picture, but enemies and bosses are simply identified with generic words. Knwoing how to read and interpret he CTB bar is absolutely vital in the planning of strategies. It's utilisation is not something that can be taught, rather knowledge is gained through personal experience. Basically, the order of turns is shown from top to bottom, where the top icon represents the current turn, the one below it the next turn, and so on. Use the L2 and R2 buttons to move through a finite number of turns. You should also be aware that during battle the order of turns can be changed depending on the actions of your characters and enemies. --- [ Damage Indicators ] ----------------------------------------------------- WHITE NUMBERS: Denotes the amount of damage done to a target. The value is displayed above the target. GREEN NUMBERS: Denotes the amount of recovery done to a target. The value is displayed above the target. MP: Denotes that MP was affected by a certain action. White numbers with "MP" mean MP was lost, green numbers mean MP was gained. MISS: Denotes that an attack has failed to strike the selected target. IMMUNE: Denotes that a status has failed to be inflicted because the target is immune to that particular status. --- [ Overkill ] -------------------------------------------------------------- If you defeat and enemy with a very strong finishing attack, you might get an Overkill. You chances of getting an Overkill is not determined by the HP of the enemy before you finish them off. It is a set damage value. Therefore, the Overkill value is the same for every fiend of the same type (for example, all Dingo fiends). The Overkill value varies drastically, however, from fiend to fiend. Try to get an Overkill in as many battles as possible. It results in more AP and doubles the number of items dropped. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.5. Battle Menu [03BMEN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Attack ] ---------------------------------------------------------------- This is the simplest move, one which both characters characters and aeons can use. It is also the most common type of enemy attack. When you select "Attack", you will be prompted to select a target to carry out the attack on. After selecting the target, your character/aeon will use up their turn. --- [ Special Attack (Aeons Only) ] ------------------------------------------- Most aeons have a unique ability assigned to them (such as Bahamut's Impulse), and this ability is located directly under the "Attack" command. It does not use up any MP, and is used in the same way as the "Attack" command. --- [ Summon (Yuna Only) ] ---------------------------------------------------- The Summon command is only available to Yuna. Selecting it opens up a sub-menu that allows you to select and aeon to summon and control. The current HP, MP, and Overdrive status of each aeon is displayed in the sub-menu. --- [ Skill ] ----------------------------------------------------------------- Skills are all physical attacks with special properties, such as the added bonus of status effects, faster turn rate, or stealing, to name a few. Each character can learn all the Skills on the Sphere Grid, and most aeons can learn the majority of Skills. --- [ Special ] --------------------------------------------------------------- Specials are a group of commands that don't necessary result in causing damage (although some, like Spare Change, do). They too can cause positive status effects on party members (such as Cheer or Aim), amongst other things. Each character can learn all the Specials on the Sphere Grid, and most aeons can learn the majority of Specials. --- [ Black Magic ] ----------------------------------------------------------- Black Magic is the set of offensive magic attacks designed to inflict damage on enemies. Whilst they are mostly elemental, there are several Black Magic abilities that have special properties (such as Osmose or Drain). Each character can learn all the Black Magic on the Sphere Grid, as can most aeons. --- [ White Magic ] ----------------------------------------------------------- White Magic abilities encpompass the range of extremely useful positive status effects such as Haste, Protect, and Reflect, to name a few. There is also one offensive magic spell, Holy. It is an elemental class of its own. Each character can learn all the Black Magic on the Sphere Grid, as can most aeons. --- [ Item (Characters Only) ] ------------------------------------------------ The Item command allows all characters to use normal items that you can buy from shops - not special items. These are used with the Spcecial ability "Use". Items that can be used with this command are recovery and healing items such as Potions and Phoenix Downs. --- [ Overdrives ] ------------------------------------------------------------ Overdrives are the unique attacks of both characters and aeons. Overdrives become available for use when the Overdrive gauge becomes full. For characters, they often require some sort of user input to maximise effectiveness. The status bar will have the word "Overdrive" written above it when you are able to perform an Overdrive attack. In order to use them, press left when at the main command menu, then select from the available Overdrives. --- [ Switch (Characters Only) ] ---------------------------------------------- You can switch your active party members by pressing L1 when a character has a turn. You can then scroll though all the available inactive party members and swap them into battle. --- [ Trigger Commands (Characters Only) ] ------------------------------------ Trigger Commands are special commands used only in certain battles. They allow characters to perform actions they cannot normally do during random encounters. The status bar will have the words "Trigger Command" written above it when you are able to perform a Trigger Command. In order to use them, press left when at the main command menu, then select from the available Trigger Commands. --- [ Weapon/Armour Change (Characters Only) ] -------------------------------- You are able to change the current character's weapon or armour at any stage during battle. However, they can only swap to a weapon/armour piece that is of their own type - no interchanging between characters. In order to use it, press right when at the main command menu, then select "Change Weapon" or "Change Armour". --- [ Escape (Characters Only) ] ---------------------------------------------- The escape command is generally open for use during battles. Almost all boss battles and certain random encounters are unescapable, however. When you use the Escape command, one of your characters attempts to retreat. However, sometimes they may begin to escape then come back, like they were attacked by their conscience or something. In order to use it, press right when at the main command menu, then select "Escape". --- [ Defend (Characters Only) ] ---------------------------------------------- The Defend command can't actually be selected from a menu - it's activated using the Triangle button. Using Defend will allow the current character to skip their turn and take up a defensive status that reduces damage from physical attacks by 50% (this can be compounded by Protect, Cheer, and Defence +X% armour abilities). The character will also get a turn a little earlier than they normally would, to compensate for the skip. --- [ Shield (Aeons Only) ] --------------------------------------------------- The Shield command is accessed by pressing left when at the main command menu. It is also a compromise action - your aeon takes four times less damage in return for no Overdrive gain. --- [ Boost (Aeons Only) ] ---------------------------------------------------- The Boost command is accessed by pressing left when at the main command menu. Boost is a compromise action - your aeon takes extra damage in return for a larger Overdrive gain. --- [ Dismiss (Aeons Only) ] -------------------------------------------------- By selecting this command, your aeon will leave the battlefield, and you will regain control of your party. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.6. Sphere Grid [03SPHG] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The structure of the Sphere Grid does indeed look a enormous and confusing at first glance. Progress a little and you'll see there's nothing to it. --- [ Battle AP & Sphere Levels ] --------------------------------------------- Basically, after each battle, your character's will almost always gain AP (except for a few select battles). Only character's who participated some way in battle (that is, performed some kind of action, thus having a turn) will gain AP. AP is not divided, a set amount is given to each character. Because of this, it is well worth your time to make sure each character gets a turn during battle. Equipping weapon abilities like Double AP and Triple AP will increase the amount of AP that a particular character gets. The AP you get from battle goes towards your Sphere Level count. Each character has their own individual Sphere Level count. It starts at a set amount (depending on the character) and decreases as you gain AP. When this count reaches 0, you gain a Sphere Level. The more times it reaches 0, the more Sphere Levels you will gain. However, the more Sphere Levels you gain, the larger the initial number or AP required becomes higher. This number will stop rising at 22000 (meaning you will eventually need to get 22000 AP in order to gain a Sphere Level). It sounds like a lot, but as you progress through the game, the more AP each enemy will give upon killing them. There is a nice method for gaining ridiculous amounts of AP, and this information can be found in the Stat Maxing section. So what do you do with the Sphere Levels? You use them to move around the Sphere Grid. Each Sphere Level allows you to move one space on the Sphere Grid, assuming you haven't moved there before. If you have been along a path before, you can move four spaces for every Sphere Level. You should also know that it is possible for every character to learn every ability on the Sphere Grid, as well as activate every single stat node. What's more, you can add new stat spheres to the many empty nodes on the Sphere Grid. Why is this useful? it makes your characters even stronger. This simple premise is what Stat Maxing is based upon. --- [ Stats ] ----------------------------------------------------------------- Now for the last little bit. When you reach a node with a stat or ability in it, you need to activate it. Doing this raises your character's stats, or teaches them a new ability. Raising stats makes your characters more powerful, and teaching them new abilities allows them to perform new actions during battle (and sometimes out of battle, depending on the ability). Here's a list of what stats affect what: STRENGTH: Allows characters to hit for more damage physically. DEFENCE: Lowers physical damage taken. MAGIC: Allows characters to hit for more damage magically. MAGIC DEFENCE: Lowers magical damage taken. AGILITY: Increases turn rate (amount of turns you get in battle). LUCK: Increases chances of dealing/being dealt a critical hit, chances of hitting and enemy/evading enemy attack. EVASION: Increases chances of evading enemy attack. ACCURACY: Increases chances of hitting an enemy. --- [ Activating Nodes ] ------------------------------------------------------ Now for activating nodes. To activate a node, you need to use a special type of sphere. Different types of nodes are activated by different spheres. POWER SPHERES: Activates Strength, Defence, and HP nodes. MANA SPHERES: Activates Magic, Magic Defence and MP nodes. SPEED SPHERES: Activates Agility, Evasion and Accuracy nodes. ABILITY SPHERES: Activates Skill, Special, Black Magic, and White Magic nodes. FORTUNE SPHERES: Activates Luck nodes. --- [ Key Spheres & Locks ] --------------------------------------------------- On the grid there are a number of Lock Spheres of differing levels. The level generally corresponds to power or importance of the thing they are protecting, if you will. For example, Ultima, the most devastating of all black magic spells, is surrounded by a number of Level 4 Lock Spheres. These stop your characters from moving to that particular node on the grid, and therefore will generally block your path. However, those pesky Lock Spheres can be removed, allowing your characters to move right on past them, and even use the cleared node to house important new stat increases. By using a Key Sphere of a corresponding level on a Lock Sphere you will delete it from the Sphere Grid, leaving a free node in it's place. However, using say, a Level 3 Key Sphere on a Level 2 Lock Sphere will not work. It has to be the specific level to be used. LEVEL 1 KEY SPHERE: Clears Level 1 Lock from the Sphere Grid. LEVEL 2 KEY SPHERE: Clears Level 2 Lock from the Sphere Grid. LEVEL 3 KEY SPHERE: Clears Level 3 Lock from the Sphere Grid. LEVEL 4 KEY SPHERE: Clears Level 4 Lock from the Sphere Grid. --- [ Movement Spheres ] ------------------------------------------------------ You can use one of several special spheres to move around the ground without requiring Sphere Levels. However, there is sually a catch. For example, with Teleport Spheres, you can only move a node which has already been activated by either the current character or an ally. RETURN SPHERE: Returns character to any node they have activated. FRIEND SPHERE: Moves character to the current location of an ally. TELEPORT SPHERE: Moves character to any previously activated node. WARP SPHERE: Moves character to any node. --- [ Stat Spheres ] ---------------------------------------------------------- You will be using a lot of these when you max your stats. Basically, they fill any empty nodes with a specific stat increase. HP SPHERE: Places HP +300 node in an empty node. MP SPHERE: Places MP +40 node in an empty node. STRENGTH SPHERE: Places Strength +4 node in an empty node. DEFENCE SPHERE: Places Defence +4 node in an empty node. MAGIC SPHERE: Places Magic +4 node in an empty node. MAGIC DEFENCE SPHERE: Places Magic Defence +4 node in an empty node. AGILITY SPHERE: Places Agility +4 node in an empty node. LUCK SPHERE: Places Luck +4 node in an empty node. EVASION SPHERE: Places Evasion +4 node in an empty node. ACCURACY SPHERE: Places Accuracy +4 node in an empty node. --- [ Miscellaneous Spheres ] ------------------------------------------------- Aside from the types of spheres already listed, there are quite a number of other spheres that have a purpose of their own. ATTRIBUTE SPHERE: Activates any type of node . SKILL SPHERE: Activates Skill node. SPECIAL SPHERE: Activates Special node. WHITE MAGIC SPHERE: Activates White Magic node. BLACK MAGIC SPHERE: Activates Black Magic node. MASTER SPHERE: Activates any type of node. CLEAR SPHERE: Removes stat sphere from the Sphere Grid. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.7. Elements & Status Effects [03ESTE] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Elements ] -------------------------------------------------------------- Elements are really simple in FFX. All you have to do is remember a few little rules. Fire beats ice, and vice versa. Also, thunder beats water, and vice versa. So if you were coming up against a fire fiend, they would be weak to ice magic. Ice fiends, on the other hand, are weak to fire magic. Same thing goes for thunder and water. Holy, the ultimate white magic spell, is also considered an element. There are very few enemies who are weak or strong to it, however. The last type of element is "gravity". These attack deal damage based on current or maximum HP. Some targets are immune, while others are not. --- [ Positive Status Effects ] ----------------------------------------------- NULBLAZE: Targets under NulBlaze are immune to at least one fire-based attack. It can be casted on a target using with the NulBlaze spell. It can be countered using Dispel, or a fire-based attack. NULSHOCK: Targets under NulShock are immune to at least one thunder-based attack. It can be casted on a target using with the NulShock spell. It can be countered using Dispel, or a thunder-based attack. NULTIDE: Targets under NulTide are immune to at least one water-based attack. It can be casted on a target using with the NulTide spell. It can be countered using Dispel, or a water-based attack. NULFROST: Targets under NulFrost are immune to at least one ice-based attack. It can be casted on a target using with the NulFrost spell. It can be countered using Dispel, or a ice-based attack. HASTE: Targets under Haste have a greater turn rate and faster animations. Haste can be casted on targets using Haste, Hastega, or Chocobo Feathers, to name a few methods. It can be countered using Slow or Dispel. PROTECT: Cuts all damage from physical attacks by half. When calculating the damage, the damage the attack would do without Protect is calculated, and then it is divided by two. As a result, even under Protect it is more than possible to concede 99999 HP from one attack. Protect can be casted on targets using Protect or Light Curtains. It can be countered using Dispel. SHELL: Cuts all damage from magical attacks by half. When calculating the damage, the damage the attack would do without Shell is calculated, and then it is divided by two. As a result, even under Shell it is more than possible to concede 99999 HP from one attack. However, it also halves the amount of recovery from healing magic. Shell can be cast on targets using Shell or Lunar Curtains. It can be countered using Dispel. REGEN: Targets under Regen will automatically gain a set percentage of HP after the turn of every target on screen. With the normal Regen spell, this lasts until the tenth turn of the character under Regen. With the Auto-Regen armour ability, the effect is indefinite. The spell can be cast using Regen or Healing Springs, and countered using Dispel. REFLECT: Causes all casted magic to be Reflected onto the target (including healing magic) that casted it, or under certain conditions, a random enemy target (where the "enemy" can be fiends and bosses, or even your own characters). A spell can not be Reflected more than once, so Reflecting a character and then casting offensive magic off that character assures it will strike a target. The opposite works for healing magic. Reflect can be casted on targets using Reflect or Star Curtains. It can be countered using Dispel. AUTO-LIFE: Targets under Auto-Life will be automatically revived when they are KOed. Auto-Life can be casted on a target using with the Auto-Life spell. It can be countered using Dispel. --- [ Negative Status Effects ] ----------------------------------------------- DARKNESS: Causes targets to miss almost all physical attacks. It is denoted by a black cloud around the target's head. Can be inflicted by Dark Attack, Dark Buster, and Smoke Bombs, to name a few methods. It can be cured using Esuna or Eye Drops. SILENCE: Renders affected targets unable to cast magic spells of any kind. It is denoted by a speech bubble. It can be inflicted using Silence Attack, Silence Buster, and Silence Grenades, to name a few methods. It can be cured using Esuna or Echo Screen. SLEEP: Affected targets will be unable to take their turns, until they are physically struck, cured, KOed, or the battle ends. It is denoted by the generic "ZZZ". It can be inflicted using Sleep Attack, Sleep Buster, and Sleeping Powder, to name a few methods. It can be cured using Esuna. POISON: The afflicted target loses a certain percentage of their MAX HP each time they take a turn. It is denoted by a series of green dots around the target's head. Casting Bio or using a Poison Fang are just a couple of ways you can inflict Poison. It can be cured using Esuna or Antidote. CONFUSE: Confused targets will attack themselves or their allies instead of enemies. It is denoted by yellow stars around the target's head. It cannot be casted by your own character, only by enemies. It can be cured using Esuna. BERSERK: The afflicted target will lose primary control of their actions, with a temporary boost given to Strength (which lasts until status is cured, target KOed, or battle ends). Berserked targets flash a reddish colour. When Berserked, targets will only use physical attacks. It can be cured using Esuna. PERTIFICATION: The affected target is turned to stone. If enough damage is dealt to the petrified character, they will be shattered, and killed. Petrified targets become motionless and turn a stony colour. Certain enemy attacks will always shatter your characters if you do not have some form of proofing on your armour. You can petrify enemies using Stone Breath or Petrify Grenades, to name a few methods. It can be cured using Esuna or Soft. ZOMBIE: Causes all recovery magic and/or items to cause damage to afflicated targets. Using Drain on them will cure them. Zombied targets display a greenish tinge. Zombie can be inflicted using Zombie Attack, Zombietouch weapons, or Zombiestrike weapons. It can be cured with Holy Water. CURSE: The afflicted targets will not be able to use their Overdrives when cursed. Cursed targets flash a black colour. It can be cured with Holy Water. KO: Whenever one of your characters has their HP reduced to zero, or death is used on them, they will be put in a special status known as "knocked-out". They will still be present on screen, but they will not have any turns or be able to switch with other party members. KOed character lay motionless on the ground. Only "alive" characters can cure them, using Life, Full-Life, or Phoenix Downs to revive them. SLOW: Causes the turn rate of afflicted target to be lowered. Their action animations are also slowed, though this is more of a cosmetic consequence that has no battle implications. Can be inflicted by Slow, Slowga, and Silver Hourglass, to name a few methods. It can be cured by casting Haste or using Dispel. POWER BREAK: The afflicted targets have reduced strength when using physical-based attacks. You can Power Break enemies using Power Break, Full Break, or Banishing Blade. It can be cured using Dispel. ARMOUR BREAK: Armour broken targets have had their defence stat reduced to zero, meaning that any physical damage caused to them will be a maximum according to the strength stat of their attackers. You can Armour Break enemies using Armour Break, Full Break, Banishing Blade or Frag Grenade. It can be cured using Dispel. MAGIC BREAK: The afflicted targets have reduced magic when using magic-based attacks. You can Magic Break enemies using Magic Break, Full Break, or Banishing Blade. It can be cured using Dispel. MENTAL BREAK: Targets under Mental Break have their magic defence stat reduced to zero, meaning that any magic damage caused to them will be a maximum according to the magic stat of their attackers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.8. Equipment Customisation [03ECST] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When a new character joins your party, they bring their talents along with them. This opens up the Weapon and Armour Customisation Menu. It's an extremely useful option, and also very easy to learn, once you get a grasp of a few simple concepts. After you select "Customise" from the menu screen, you will be taken to a new screen containing a list of all the accessories you currently have in your possession. In order to customise a particular item, just use the directional buttons or analog stick to scroll through all your weapons and/or armour. When you find the particular accessory you wish to customise, press X. If you have enough items to customise the new ability, that technique will be in a white font. If you don't have enough items, or you have already customised that ability, then it will be greyed out. If you don't have the any of the item necessary to customise a specific ability, it won't even appear on the list. The number of items needed for customisation is shown on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.9. Aeon Customisation [03ACUS] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You are able to customise your aeons by teaching then new abilties, or by hand-raising their stats painfully one at a time. Here's a low-down on how to do this. --- [ Teaching Abilities ] ---------------------------------------------------- Assuming you have the AEON'S SOUL key item, the "Abilities" option lets you teach an aeon new abiltities by using items. If you have enough items to learn a new ability, that technique will be in a white font. If you don't have enough items, or you have already taught the aeon that technique, then it will be greyed out. If you don't have the any of the item necessary to teach a specific technique, it won't even appear on the list. The number of items needed to teach the ability is shown on the right. --- [ Raising Attributes ] ---------------------------------------------------- If you have the SUMMONER'S SOUL key item, the "Attributes" option lets you can raise the stats of each of your aeons by using Power, Mana, Speed, Ability, or Fortune Spheres. All you have to do is select the stat you would like to upgrade, and the stat will go up by a very small amount. If you have enough items to raise the stat, that selected stat will be in a white font. If you don't have enough items, then it will be greyed out. The number of items needed to raise the stat is shown on the right. This method is by no means the best way to level up your aeons. As Yuna gets stronger, so do her aeons. Max her out, and your aeons will become very strong. The number of spheres required to raise a stat is wholly dependant on what the stat currently is. Stronger aeons will require more spheres to raise stats. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.10. PAL/International Changes [03PALC] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Sphere Grids ] ---------------------------------------------------------- In the PAL and International versions of FFX, there is a second Sphere Grid to choose from. The choice of Sphere Grids is made right after selecting the "New Game" option at the title screen. It is known as the "Expert Sphere Grid", and is a lot more flexible than the Standard Sphere Grid. However, it contains 55 less nodes than the Standard Sphere Grid, and substantially less key locks. Aside from the extra choice in Sphere Grids, the Sphere Grids also contain a few extra abilities for your characters to learn compared to the NTSC - U/C and NTSC - J versions. They are listed in the following sections. --- [ Standard Sphere Grid (PAL/International) ] ------------------------------ TOTAL NODES: 850 | SKILL: 22 | SPECIAL: 22 | BLACK MAGIC: 19 | WHITE MAGIC: 22 HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC 19400 | 1260 | 187 | 150 | 142 | 124 | 174 | 18 | 124 | 70 --- [ Expert Sphere Grid (PAL/International) ] -------------------------------- TOTAL NODES: 805 | SKILL: 22 | SPECIAL: 22 | BLACK MAGIC: 19 | WHITE MAGIC: 22 HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC 16200 | 1050 | 156 | 131 | 140 | 117 | 146 | 14 | 112 | 67 --- [ Standard Sphere Grid (US/Original Japanese) ] --------------------------- TOTAL NODES: 828 | SKILL: 16 | SPECIAL: 20 | BLACK MAGIC: 19 | WHITE MAGIC: 22 HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC 19400 | 1210 | 170 | 142 | 136 | 126 | 173 | 16 | 124 | 70 --- [ Abilities ] ------------------------------------------------------------- The following abilities are only available in the PAL/International versions of FFX: - NAB GIL: Steal gil and attack enemies at the same time. - FULL BREAK: Power, Magic, Armour and Mental Break inflicted at once. - EXTRACT POWER: Makes target drop Power Spheres instead of regular items. - EXTRACT MANA: Makes target drop Mana Spheres instead of regular items. - EXTRACT SPEED: Makes target drop Speed Spheres instead of regular items. - EXTRACT ABILITY: Makes target drop Ability Spheres instead of regular items. - PILFER GIL: Steal gil from enemies. - QUICK POCKETS: Use a normal item with decreased recovery time. --- [ Weapon Abilities ] ------------------------------------------------------ The following weapon abilities are available only in the PAL/International versions to: - POWER DISTIL: Makes target drop Power Spheres instead of regular items. - MANA DISTIL: Makes target drop Mana Spheres instead of regular items. - SPEED DISTIL: Makes target drop Speed Spheres instead of regular items. - ABILITY DISTIL: Makes target drop Ability Spheres instead of regular items. --- [ Armour Abilities ] ------------------------------------------------------ The following armour abilities are available only in the PAL/International versions: - RIBBON: Protects against all negative statuses except for Death and Curse. --- [ Dark Aeons ] ------------------------------------------------------------ The Dark Aeons and Penance are exclusive to the PAL/International versions. They are optional super bosses, resembling your own aeons. Penance has more HP than any other boss, ever (a whooping 12,000,000), almost completely maxed stats, two arms that keep regenerating, and takes around forty minutes to beat. There is a Dark Aeon to resemble each of the aeons that can be acquired in your game, and Penance shows up after you beat them all. Each of them can only be truly defeated once, and they will disappear. --- [ Miscellaneous ] --------------------------------------------------------- - Quick Hit in the PAL/International versions requires 36 MP to use, and is about half the speed (in terms of recovery time) compared to the US and Japanese versions. - The requirements for Zanmato are more easily met in the PAL/International versions. This is because the starting compatibility is a lot higher in the PAL/International versions than the US or Japanese versions. - Omega Weapon in the PAL/International version has 999999 HP, and not 99999 HP like the NTSC - U/C and the NTSC - J versions. Several other stats have also been increased. All in all, he's much more difficult now. - You can more successfully bribe for 10x the MAX HP of a fiend in the PAL/International versions, instead of 20x the MAX HP in the other versions. However, you will get substantially less items and the success rate of a Bribe lowers dramatically. If you miss the first time, try just bribing 1 gil over and over until the fiend takes it. - The PAL version comes with a bonus DVD that has interviews with the voices actors for Tidus and Yuna, and a few of the Square staff. - The International version also has bonus DVD, showing "Another Story". It is a small clip concerning FFX-2, basically. - Oblivion, Tornado and Delta Attack all hit multiple times in the PAL/International versions (16, 2 and 6 respectively). - Behemoth King will not use Meteor if you capture him in the PAL/International versions. - Wakka's Attack Reels get an attack bonus if you stop the slots quickly PAL/International versions. =============================================================================== 4. Walkthrough [04WALK] =============================================================================== And here we have the generic walkthrough, the thing that makes up a large part of this document. I try to make it as detailed as easy to follow as possible, so make sure to abuse the Ctrl + F function to find a specific part. Enjoy! --- [ WARNING ] --------------------------------------------------------------- I aim to make my guide as spoiler free as possible, so there won't be much description of the story in the walkthrough. I may let a few things slip by though, so you have been warned. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.1. Zanarkand [04ZANA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You start off with in some groovy looking place. People are dancing and talking, and everyone is enjoying themselves. Then you skip to a person standing on something resembling a ship. That's the main character. Cool outfit huh? Anyway, move him on forward. There will be a bunch of people standing around. Talk to the group of kids on the left. They'll ask you your name. Here you can enter whatever name you wish. --- [ WARNING ] --------------------------------------------------------------- When you put in your name, make sure it's the one you want. You cannot change it later on. ------------------------------------------------------------------------------- After that, talk to the two girls to the right. Now walk forward. Cutscene time. After the cutscene, run across the overpass. You won't receive any items by talking to people, but I do suggest you listen to the voiceover. Now, move into the next screen. Just walk though the crowd of screaming fans, and try not to get swamped. You'll be stopped a few times, but that's no matter. After watching what is perhaps one of the coolest videos in game history, with some of the most rocking music your bound to find, it's time to sadly move on. However, things are just starting to take effect for your hero... Walk forward and meet Auron. He was waiting for you? WTF? Oh well, just try to get past his awesome coolness for the moment, and follow him. After a brief explanation of things, he'll give you a sword. Now, it's just a simple matter of bashing the X button. While you can select a target, the computer does just as good a job of it. There is no need to go for the ones behind you, just the ones in front. After a few hits, you'll see another cutscene. Now it's time for a boss! === [ Sinspawn Ammes | 2400 HP | WEAKNESSES: None ] =========================== - After a brief explanation about Overdrives, perfrom Auron's Dragon Fang and Tidus' Spiral Cut as best you can. It doesn't matter if you don't get the button input right. - Ammes only has one attack: Demi. It can't kill you, so don't bother healing. =============================================================================== There is a blue sphere up ahead. Go up to it and press X. It's a SAVE SPHERE. Every time you see one of these, you are able to save your current game progress. Your HP and MP will also fill up again upon saving. I'd encourage you to save, not only now, but every time you see a new one of these. So, another cutscene, and we see the pair run into more trouble. Now it time to learn targeting. Once the bettle starts, just keep hitting X and killing enemies. Auron gets an idea. You see that machine over to the side? Time to lay a few blows on that instead. It's just a simple matter of selecting a target in order to hit. It's already selected for you in this battle, so don't worry. After that, there's another cutscene. You find yourself floating strangly in the air. You're pretty sure you couldn't do that last time... In any case, it's just a matter of flying to the man standing on the large circular platform. When you do, press Circle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.2. Submerged Ruins [04RUIN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The actual name of this place is Baaj Temple, but you'll discover more about this place much later on, so don't worry for now.. Anyway, after Tidus wakes up, swim north-east, towards a blue thing. Go up the stairs, and get 200 GIL from the chest. Now swim almost directly west, and head up another set of stairs. After going up the stairs, you should see another blue thing. That's an AL BHED COMPILATION SPHERE. It can be used to import saved Al Bhed Dictionaries from another save. After checking that out, head down. There will be a chest with POTION x2. After that, head towards the red arrow. Now you're in a new screen. Save. Alrighty. Now head up. You'll see the path fork, able to go left or forward. Go left, around,and get the HI-POTION from the chest. Go back to the fork and then head north. Cutscene... You're now in the water. Swim in any direction, doesn't matter which. After another cutscene, you'll be faced with three enemy Sahagin. Just kill two of them, and then the game will take over from there. Now you're up against a boss... === [ Geosgaeno | 32767 HP | WEAKNESSES: Fire, Thunder, Water, Ice ] ========== - Hit this guy three times, and he'll go away. He'll counter with punch, but that merely halves your CURRENT HP. =============================================================================== "Out of the frying pan and into the freezer" isn't a bad choice of words. Go up the passage. You'll find yourself in a hall. Walk forward and invesigate the "X" on your map. Time to get a fire going. Search the northern part of the big room with the firewood first and find the X-POTION (it's near a door, and behind some fallen stone). Now go to the green square on your map. After you get inside the door, walk back down, and find an ETHER in a chest. Now go up the stairs. Get the WITHERED BOUQUET. Keep going along, and into the next room. Head all the way down the end and grab the HI-POTION. Now head back the big circular room. Go into the south-west door, and grab the FLINT from the drawer. Go back the big room, and save your game (the big white square represents the SAVE SPHERE). Now walk up to the fire, and press X. Another cutscene. And now a boss fight. === [ Klikk | 2250 HP | WEAKNESSES: None ] ==================================== - Attack until another character joins in. Then Steal some Grenades from Klikk, then get ???? to use them. Use a Potion if your HP runs low. =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.3. Salvage Ship [04SALV] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You wake up on the deck of a ship. Grab AL BHED PRIMER VOLUME I from the top-right hand corner of the ship. Save you game. Walk up to the group of people, then chat to the guy on the left. He'll kindly give you POTION x3 even though you probably have no idea what he is saying. Now talk to the person who helped you in battle. She'll give you a rundown of the Sphere Grid, telling you how the system works. Once you're in the water, press Circle to dive. Head downwards, to the red arrow. You may have to fight a battle or two down there, just against Piranhas. Make sure you get ???? to steal some GRENADES from them. Have Tidus attack. Once you get inside the ruins, save your game again. Now swim forward and press X on the monitor, and Tidus will... uh... "open" the door. Head to the red arrow. There will be a fight against a large group of Piranhas, so just get ???? to Steal more GRENADES and Tidus to attack when they have been stolen from at least once. After that, Tidus will again "fix" something, by using his patented "if-I-bash-enough-it-will-eventually-work" technique. Anyway, the lights get turned on, and it's time to get moving. Go back the way you came. Oh, wait... === [ Tros | 2200 HP | WEAKNESSES: None ] ===================================== - Cast Cheer several times, then use Steal too, and pick up some Grenades. Use the Grenades while Tidus attacks. - First time Tros moves away, use the "Stand By" Trigger Command. - Use "Pincer Attack" Trigger Command when he moves away the second time, then finish it off. =============================================================================== The pair will swim out of that damn place. Head to the red arrow once more. You'll be taken back to the ship. After hearing a bunch of statements in a language you can't understand, you'll be left alone with the mysterious stranger that got you into that last mess. Okay then, her name's Rikku. Finally, I can start usng her name. Part of the way through your talk with her, you'll regain control of Tidus. Go save at the SAVE SPHERE, and then go back and talk to her again. Cutscene... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.4. Besaid [04BESD] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You wake up on a beautiful beach, only to have a ball hit you in the head. What kind of ball is it? A Blitzball, of course. Suddenly some guy with a funky looking haircut calls out to you. Instinct tells you to go over and meet him. We'll you're right, you should indeed go over to him. --- [ Helpful Tip! ] ---------------------------------------------------------- Swim to the right as far you can, and then swim into a little otherwise inaccessible beach with a chest. Get the stuff out of the chest. It's the MOON CREST. You'll need that later. ------------------------------------------------------------------------------- Swim up to the guy with the mega hair-gel hairstyle. He'll introduce himself. He's Wakka, captain of the woeful Besaid Aurochs Blitzball team. After amazing the Aurochs with your 1337 Blitzball skillz, be sure to talk to each of them. You'll hoard yourself several items. If you don't get an item the first time, talk to them again. Four of them will give you an item, and one won't (what a tight-ass, huh?). Now go to the LEFT side of the beach, and grab ANTIDOTE x2 from the chest. Now go speak to Wakka again, who is waiting for you where the red arrow is. After more chit-chat, follow Wakka into the next screen. Head right at the fork in the road. You are about to take the "road less travelled by", so walk forward, and that dirty rat Wakka will push you in the water. Now time for a swim. Just follow the water along, making sure to pick up items from the three underwater crates. They aren't hard to miss, and you end up getting a PHOENIX DOWN, HI-POTION, and ANTIDOTE x2. You'll face a few groups of Piranhas on the way, but you should be able to dispatch them easily now. Part of the way through, a cutscene will takeover. after it's over, you emerge from the river, and find yourself chatting with Wakka once more. Once he's done, head to Besaid by moving towards the red arrow. On the way you'll meet up with Luzzu and Gatta, and they'll give you some information. Walk into Besaid. Upon entering, Wakka will ask you if you know the prayer. You get two options to answer him with. Choose either one, it doesn't matter - you get the same outcome. Now it's time to grab some items. Outside one of the tents there is a chest. Grab the PHOENIX DOWN it contains. Now you will notice on the mini-map that there is a sort of ghosted-out path between two of the tents. Head down into that little area and you'll score yourself POTION x2, HI-POTION, and 400 GIL. Alright, now feel free to check about town, learn a few things, although they may not make much sense right now. After that, head into the large tent on the left side of the village (the second one). Talk to Luzzu and Gatta. Grab the AL BHED PRIMER VOLUME II from the floor next to the desk at the very front. There's a SAVE SPHERE at the end of the tent. Make sure to check out the shop, which is the first tent on the left as you enter the village. You can browse from a list of items, although it has been my experience that you never really need any, especially right now. If you like, go for a little exploration around the village and talk to a few of the folks. Nothing particularly interesting, but go ahead anyway. Okie-dokie. Go into the middle tent on the right side of the village, and talk to Wakka. He'll tell you to go to the Temple. The Temple is that massive structure at the end of the village. Can't miss it. Head outside Wakka's house, and into the Temple, yo. Once inside the Temple, head to the left a bit and a scene will trigger with the priest. The main stairway is blocked off (you'll find out why soon), so don't bother with that yet. Now, go back to Wakka. When he presents you with the option of a nap, accept it (you must do this if you want the story to proceed). You'll have a dream, and Wakka and the priest discuss something. After you wake up, head back to the Temple. After the cutscene, it's time to excercise that noggin' of yours. Well, not really, as I'm going to tell you how to do it... Anyway, it's your job to go and save the summoner. To do that, you need to negotiate the often tricky puzzles inside each of the many Cloisters of Trials' located in various spots around Spira. Besaid, being your first, is also the easiest (as one would expect). There's a handy litle tutorial at the start, so pay attention. Now, here's how you get past... --- [ CLOISTER OF TRIALS: Besaid ] -------------------------------------------- 1. Move forward, and touch the glyph on the wall. 2. Touch the glyph that just appeared on the wall to your right. 3. Move through the newly opened wall and down the steps, and examine the thing on the wall. 4. After learning about spheres, grab the GLYPH SPHERE and then continue heading down the steps. 5. Put the GLYPH SPHERE in the door. 6. Remove the GLYPH SPHERE from the door after it opens, then continue on until the camera changes and you see something on the wall to the left of you. 7. Place GLYPH SPHERE here. Wall will open, and another sphere (a DESTRUCTION SPHERE) can be found inside. 8. Continue round the hallway until you see another glyph on the wall to your right. Touch the glyph. 9. Remove the BESAID SPHERE from the thing on the wall, and place it in the pedestal near you. 10. Go back and get the DESTRUCTION SPHERE. 11. Go back to little room where you initially obtained the BESAID SPHERE and place the DESTRUCTION SPHERE in it's absense. 12. Collect Rod of Wisdom from chest in the room that was just unveiled. 13. Push the pedestal containing the BESAID SPHERE directly forward until a certain point. ------------------------------------------------------------------------------- Alright, so we are finished with that - for the moment. There are five more we need to complete by the end of the game, but we'll worry about them when we come to them. So now a cutscene takes over, followed by a breathtaking rendered FMV sequence. Try to keep it in your pants, fellas. After that, you'll be back inside the halls of the Temple. Go outside. You'll hear Wakka call you over, so listen to him and move towards the center of the village. You'll see another cutscene in which the new-found summoner tests out her abilities. She'll summon an aeon. After seeing this, you're given the choice to name it, exactly like the option given to you at the very beginning of the game. Name the aeon whatever you like (I always stick with Valefor, but that's because I'm very uncreative). If you're not sure whether or not you like the name, don't worry, you can obtain an item that allows you to rename them later on. As the new scene starts, it's now late at night. The village has gathered around the fire, to celebrate the villages new summoner, as well as enjoy a last night together with her and the Aurochs. Wakka introduces you to the Aurochs more formally, and they all discuss the upcoming Blitz tournament. Once you regain control of our hero, go the left, where the new summoner is. Some feral old woman tells you to "Stay away from the summoner!", but gets told by the summoner chick. The two get introduced, and now I can finally start using her name! Yay! Yeah, she's Yuna. After you talk, Wakka will ask you if you think she's cute. Now this decision DOES affect the game. It affects a few scenes you MAY get later on, as well as the animation of Tidus' best Overdrive. However, it WILL NOT affect the story itself at all. So don't worry about that. Choose however you feel at the time, choosing one or the other won't get you an item or anything. Now you can walk around and talk to the others (but not Yuna, that dirty scrub old lady tells you to take a hike again), but it's not necessary. When you're done, talk to Wakka and when he offers sleep, accept it. There'll be a few more cutscenes during the night. Once you wake up, be sure to save again. Then head outside. Cutscene time again (don't worry, it happens less regularly later on, but the story is still establishing itself, so bear with it). You'll be given BROTHERHOOD by Wakka, a very neat sword for Tidus. You also find out that Yuna is travelling with you on the boat. Like you didn't see that coming. Anyway, you need to head out of the village when you get the chance. --- [ Helpful Tip! ] ---------------------------------------------------------- On your way to the dock, you'll be given a couple of tutorial battles, so make sure to take advantage of the things they tell you. Now, go back INTO the village and talk to the lady shopkeeper. She'll tell you her dog found something. Now go find the dog - it's found in the third tent on the right side of the village (the one closest to the Temple). Go inside then speak to the dog. Do this and you will acquire Valefor's second Overdrive, Energy Blast, which is significantly more powerful than her "normal" one. ------------------------------------------------------------------------------- As you head out, you'll see a scene with Yuna looking out over Besaid village. Wakka will pray at the stone-thing, and you have the option to do so too. Choose whatever you like, it's ultimately irrelevant as it doesn't affect the story at all. Head back out of the village, and continue up the path. After you proceed far enough, you'll be greeted by an awesome FMV, and then this... === [ Kimahri | 750 HP | WEAKNESSES: None ] =================================== - Don't bother wasting Potions if your HP gets low, you won't need them. - Kimahri will use a normal physical attack and Jump, both of which do limited damage. =============================================================================== More tutorial battles occur after this. So again, pay attention. Especially to the one involving changing characters during battle. After that tutorial, you should start using it in every battle possible. Make sure that every character gets a turn during battle, as AP is set, and not divided amongst the group. Any time a character is not used, AP is simply wasted. If you encounter any more battles on the way, use all your newfound knowledge to take out those fiends with ease. And finally, we reach the beach (hey, that rhymes). Make sure to talk to absolutely everyone here more than once. You should score some helpful items, including an ETHER, 400 GIL, REMEDY, SEEKERS RING, and a PHOENIX DOWN. When you're ready to leave, jump on the boat. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.5. S.S. Liki [04LIKI] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Alright, so after a cutscene (one where Tidus stares at Lulu's breasts for an awful long time) There are a few things to do here before we continue with the story. First of all, head to the back of the boat (in other words, head south-east from your current location) until you see a large set of stairs going up. Just before this, there is a door as well as a small set of stairs leading down. Take these stairs. You emerge in a room with several doors and a jibbering idiot blabbing on about nothing. The way he speaks to you, he deserves a punch in the face. Then he has the nerve to ask you for gil! You can talk to him, but I recommended AGAINST lending him gil. It's an absolute waste in my opinion, you hardly ever need to buy things from him. Still, if you're insistent, give him 1001 gil. No more, no less. This will give you the most worthwhile discount (half-price on everything he stocks for the rest of the game). First, save. Now head south, into the "Power Room". You'll talk to the woman there. Once you're done, go to the very bottom of the screen. Grab AL BHED PRIMER VOLUME III there. Go back to the room you were just in. Head into the door on your left. Keepa from the Aurochs is in there. There's also a REMEDY in a chest, so be sure to pick that up. --- [ Helpful Tip! ] ---------------------------------------------------------- There's a suitcase in here. If you have LESS than 20 Potions, press X on it and Tidus will kick it. Do this until you have 20 Potions IN TOTAL. If you have 20 or MORE Potions already, then kicking it does nothing. Head back out to the main room. ------------------------------------------------------------------------------- Alright, now go back up on deck. There are lots of people crowding Yuna, so walk up there. After you see a small scene with people talking about her having "noble blood" and the like, head back and talk to Wakka. After this scene, talk to Wakka and Lulu a few times. If I were you, I'd go back and save your game here. Up to you. In either case, go up and talk to Yuna when you're done. There will be a rather long scene where the two of them talk and some light is shed on both their histories. And then, out of nowhere, comes... === [ Sin | 2000 HP | WEAKNESSES: None ] ====================================== - The Fin is guarded by an unlimited amount of Sinscales, and three new ones are released after the current three are defeated. - The Fin is a ditance target. Only Wakka, Lulu, and Kimahri (Lancet) can attack the Fin. - Only kill TWO of the Sinscales. Kill of the third and three more are deployed in their stead, making it ultimately useless to have killed any of them. - Use Wakka and Lulu to attack Sin's Fin, keeping Yuna out to heal. - Finish off with Valefor's Overdrive to get the Overkill. =============================================================================== After that battle, it seems our hero is missing. So that champion Wakka jumps in to find him. But wait... === [ Sinspawn Echuilles | 2000 HP | WEAKNESSES: Darkness ] =================== - The Sinscales that accompany him should be ignored, again, they continue to respawn if you kill them. - Echuilles has two attacks: "Drain Touch" which he leeches some HP off your characters. Darkness prevents this. The other is "Blender", which does large damage. Darkness will not prevent this, so make sure to stay well healed before and after this attack is used. - Cast Cheer FIVE times, and use Dark Attack on Echuilles. - Remember to use Dark Attack after Darkness status wears off, and heal when necessary using Potions. =============================================================================== Whew... that wasn't too bad, but it's certainly the toughest we've had to far. Just watch the amazing FMV of Sin devastating Kilika, and the story shall continue... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.6. Kilika [04KLKA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you arrive, Kilika is in a sorry state. Many deaths, and lots of work needed to restore order and peace. After the ship docks, the Aurochs do what they can to help. Townsfolk also ask Yuna to perfrom a "sending". What's a "sending"? We're about to find out. Save for the first time in a while, then proceed to the right. Talk to Wakka and the Aurochs, then go left this time. Here Tidus and Lulu talk and we find out a few things about life in Spira. There's another beautiful FMV sequence where Yuna perfroms a sending, too. Alrighty, after that, you'll go for a doze. When you wake up, you here the cool little "wake up music". Time to get underway. When you come down your room, talk to the little girl running around mindlessly. It seems she wants to be a Blitzball when she grows up. Right... Anyway, walk outside. Go left from your current location, and you'll see a little girl crying on some rock thing. It starts to collaspe, but our hero jumps on and saves her just in time. Time to get your reward for doing this. Head upwards into the house, as you can't go into the Temple yet (the guy fixing the platform is in your way). Nab 3x POTION from the chest inside. Head back out, and then all the way right into the next screen. As you approach, you'll see a hut at the fork in the path. Go inside. Grab the ETHER from the chest (a reward for saving the little girl), and AL BHED PRIMER VOLUME IV from the benchtop next to the drunk guy. Go back outside, and then downwards and talk to the old lady. She's own an equipment shop. None of the weapons are worth buying, but the armour can be pretty useful. After a good chinwag with the big guy, head left and go to the spot where the guy WAS fixing the platform and was in your way before. He's moved now, so you can continue on down that path. Do so. You now find yourself inside Kilika Forest. At first, it seems like a bit of a maze, but bare with me here, and I'll guide you to getting all the nifty items you can score here. After a cutscene, head south and save. Now go to the right at the first available path. In your first random enemy encounter you'll learn about Ronso Rages and Blue Magic. Make sure to pay attention on how to use Kimahri's Overdrives. Nab MANA SPHERE x2. Turn around and at the intersection head left (or west). Then go north and the next crossing. Grab the SCOUT from the chest. That's a nifty weapon for Wakka with the Sensor auto-ability that allows him to see the enemies current HP and other information. Continue walking forward, and find some people in armour up ahead. Talk to them to get a HI-POTION. Go back to the SAVE SPHERE, and save if you like. Now go north from your location. Talk to the people to get ANTIDOTE x4. Here you have a choice about whether or not you wish to fight a boss. You can do it now and gain some AP, or you can do it later, when it's A LOT easier and gain the same amount of AP. I always deal with him now, because the AP he gives is very handy for an upcoming battle. If you wish not to fight him, take the other route around him (the path on the right of the forest). But if you're feeling cocky... === [ Lord Ochu | 4649 HP | WEAKNESSES: Fire ] ================================ - Starting party should be Tidus, Yuna, and Lulu. Haste all of them. Cast Fire on Ochu. Yuna is there for healing. - When Ochu casts Sleep on himself, have Yuna use Esuna ON OCHU. This sleep status regenerates HP for Ochu. His normal attack inflicts Poison, so remove it as soon as possible. - Earthquake does large damage, so heal straight after. - Bring in Valefor and unleash her Overdrive. =============================================================================== Now that he's outta the way, head south again, and talk to Luuzu and Gatta once more to receive an ELIXIR and a NULBLAZE SHIELD from them. You can only get these if you beat Lord Ochu before you head up the Temple stairs. Proceed north and follow the path all the way around and get the LUCK SPHERE from the chest. Now from your current location, backtrack until you come to an intersection. Go east from here, then follow the path around until you reach the steps. Ascend. As we reach the next screen, it seems the fellas want a race. They want to race Yuna, what a bunch of pansies. Anyway, after that scene, save at the SAVE SPHERE. You may want to go back downstairs and into the forest to charge up Valefor's Overdrive gauge. When done, save again and continue up the stairs, and then get ready... === [ Sinspawn Geneaux | 3000 HP | WEAKNESSES: Fire ] ========================= - Active party should be Tidus, Yuna, and Lulu. Start with Haste. - The tentacles of Geneaux will absorb all magic casted at the BODY. Get rid of them straight away. You CAN cast magic AT them (fire magic works best). - Have Lulu cast Fire at the main body. - Once Geneaux's HP falls below 2400, he will come out of the shell. - Cure Venom with Esuna or an Antidote. Stattaco and Water can also do reasonable damage. - Use Valefor for an Overkill. =============================================================================== Phew, all these battles must be taking their toll on our poor hero. Oh well, he'll live. Anyway, once the battle is over, you'll learn a few nifty things about Sin and Sinspawn. Just continue up the stairs until you reach the Temple. Talk to Wakka when you get the chance, and then choose an option. Again, what you choose doesn't matter at all. I usually pray, but that's me. After that, save inside the Temple. Now it's time for another damn Cloister of Trials... --- [ CLOISTER OF TRIALS: Kilika ] -------------------------------------------- 1. Remove KILIKA SPHERE from pedastal, and place it in the door recess. 2. Remove KILIKA SPHERE again, then proceed through the door. 3. Place KILIKA Sphere in one of the northern wall recess. 4. Remove KILIKA SPHERE, and place it in one of the other wall recesses. 5. Touch the glyph on the northern wall. 6. Proceed through the entrance and find KILIKA SPHERE in right wall recess. 7. Remove KILIKA SPHERE and place it in empty wall recess in previous room. 8. Remove GLYPH SPHERE from pedastal, and place it in new wall recess. Wall rises, revealing a new room. 9. Step on the shining floor glyph in the second room to teleport the pedastal from the first room. 10. Remove KILIKA SPHERE from one of the two wall recesses in the first area, and place it in the pedastal recess. 11. Push pedastal onto shining floor glyph. 12. Remove DESTRUCTION SPHERE from hidden room and place it in the new recess uncovered after the pedastal went down in a blaze of glory. 13. Open the chest. 14. Go back and fetch the last remaining KILIKA SPHERE, then head north all the way and place it in the door recess. 15. Remove KILIKA SPHERE, then go up the stairs. ------------------------------------------------------------------------------- So, you're finally done with that. Only four more of those left to go. When you arrive in the "waiting room" with the guardians, talk to each of them several times. Then attempt to leave the room, and Yuna will exit. You score yourself a new, and very handy aeon - Ifrit. Name it what you will. After a few cutscenes, you'll find yourself in Kilika forest. Just head back the way you came to get back into the Port (just follow the wide path that goes down the centre). If you left Lord Ochu for now, then check out the strategy I have listed above. Only now, you have Ifrit, so you can summon him and pound away with Fire magic, if you like. After that, save your game at the entrance (or in this case, the exit) to the forest. Go into the next screen, back towards Kilika Port. Your finished here, so head back to the place your ship was, and you can depart for Luca. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.7. S.S. Winno [04WINN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Getting ever closer to your first Blitzball match in Luca. It's not going to be easy, so here you can learn a technique that will make winning a great deal easier. First things first. The ship you are on now is exactly the same as the S.S. Liki, so you should know the layout pretty well. You start off in the main corridor where you can find O'aka (you can lend him money if you wish, but again, it's not really worth the time). Head in the door to the left. There's a chest in here containing a HI-POTION. Now go back into the main corridor, then up the stairs to get out onto the deck. Next to the stairs you just came up is a doorway that leads to the bridge (where the captain and first mate are). This room contains AL BHED PRIMER VOLUME V, so make sure to nab that. Now, go back outside. Head to the stern (the back) of the ship and you will see Yuna. This will trigger a scene with the Goers. You will then see Wakka and Lulu ascend the stairs to reach a higher platform. Now, simply try to walk up the stairs. A scene witll trigger involving Wakka and Lulu talking. Do this several times, until you finally reach the top. This means you have seen all the available scenes. Talk to Wakka and Lulu if you like. Now head down the stairs, and to the bow (the front) of the ship. Then head downstairs again to get into the main corridor (where O'aka is located). Save your game at the SAVE SPHERE. You'll see a Blitzball here. Simply walk up to it and a minigame will be initiated. --- [ EVENT: Learn the Jecht Shot! ] ------------------------------------------ In this minigame you can learn one of the best techs in all of Blitzball for Tidus' use alone. Jecht Shot allows you to knock out two defending players and raises your shot stat dramatically. The game itself is simple - whenever you see a message on-screen, press the direction and the X button corresponding to the position. In other words, if the message appears on the left-hand side of the screen, hold left and then press X. If the message is on the bottom-right of the screen, hold down-right and then X, and so on. If the message appears in the centre of the screen, simply press X. Got it? Make sure you make use of the practice session, then get right into it. If you fail the first few times, just reload and try again. The easiest thing to do is use the analog stick instead of the digital control. ------------------------------------------------------------------------------- Wakka and the boys will join you, and congratulate you on your amazing skill (assuming you did it, of course). If you just couldn't do it, Yuna will talk to you instead. In either case, after a little discussion, you will be prompted to talk to Yuna again, so just walk up to her and another scene will initiate. After all of this, go back to staircase that leads below the decks of the ship. A woman will be there, and she will inform you that by the time you wake up you will be in Luca. That's good news. Accept the offer to sleep, save your game when given the option, and get ready for an action packed chapter... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.8. Luca [04LUCA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Finally, we are here. Your arrival to Luca is truly complete with yet another awesome FMV sequence. As soon as you save, a few cutscenes will ensue (a particularly funny one when our hero makes a fool of himself), and then you'll be prompted to see Maester Mika. When this happens, just go into the next screen (only one way is possible as a guard blocks one of the exits). Another scene, and then we finally get to learn how to play Blitzball. It's imperative that you cover ALL aspects of the tutorial. Your first game is going to be hard enough, so make sure you fully understand EVERYTHING. If you're still having trouble with it, check the Blitzball section for a more in-depth analysis. Needless to say, I'll be giving you a strategy for winning the game relatively easy, but it can't hurt. Anywho, soon Yuna will come in and interrupt Wakka and his pep talk. Seems our man Auron has been spotted, so it up to you to find him, ya? Good stuff. Before you set about finding "the man", let's treat ourselves to some of the better parts of Luca first. Namely, items. Lots of them. As well leave the locker room, we encounter some Al Bhed Psyches. You have no idea what they are talking about, and they seem to have no idea what Tidus is talking about, either. Nevermind that, it all becomes clearer much later on. Now, it's our job to find Auron, who was supposedly spotted in a cafe. Hold that thought for a minute, as the first thing we should do is grab some items and accessories located about Luca. First things first, leave the area you are in now and you will find yourself in at the reception desk main area. There are threee sets of stairs, as well as three different entrances/exits to different parts of Luca. The main centre staircase is blocked off for the moment, so that restricts us just a little. Anyway, head down the left stairs, and you'll find yourself in a room very similar to one you have just been in, only in reverse. Grab AL BHED PRIMER VOLUME VI from the floor near the guy, as well as the HI-POTION x2 from the chest at the back of the room. Leave this room, and back into the "main" area. Save at the SAVE SPHERE. Now, from here, go left. We are now in the docks. You can speak to O'aka here, and make a purchase, if you wish. You can also donate to his cause, but again, I still don't think it's worth it. If you like, buy the Stunning Steel, it comes in handy for later battles. Keep in mind IT IS NOT NECESSARY, but for your first time through, it certainly makes things a little easier. From Dock 1 (where we are now) grab the TIDAL SPEAR and 600 GIL from the two chests. Move into the next screen. Nab the PHOENIX DOWN x2. The next two areas have no items, so just go past them. Dock 5, however, has the two best things you'll find in Luca. Once you get to Dock 5, run north of where you are right now. On the mini-map, you will notice there is a faint ghosted path. That is where you want to go. It leads between a stack of crates on top of which a piece of timber (or something) has been placed. There are two chests here containing a HP SPHERE and a MAGIC SPHERE. For the moment, resist the temptation to use them. The stat increases they give are minor so far, and you'll be using them later on anyway (in a process called "Stat Maxing"). Leave this Dock, and you'll end up in the area with the reception desk (we just went full circle). Now, head south from the reception desk. This is where you wanna be. You'll probably get a cutscene, so just go with the flow. Oh yeah, you might end up with Yuna behind you as well, but that's nothing to worry about. At the intersection, go north. You'll find yourself at Luca Theatre. On the steps you can get yourself AL BHED PRIMER VOLUME VII. Alright, now make for the red arrow on your screen. You'll soon find yourself in Luca Square (despite the fact it's more of a circle that anything...) and invlolved in another cheesy cutscene with bad voice acting. "They must be so tall!" Shut up, woman. Nevertheless, instead of going into the cafe (where the red arrow is), go up the stairs to the east. At the top, you'll find a chest containing a handy 1000 GIL. There's also a SAVE SPHERE up here, so make use of its only function (for the dimwitted, save your game). Now go back downstairs, in to the red arrow, where the story will again take over. Dang it, where'd Yuna go? Seems the Al Bhed have nabbed her for there own seemingly sinister purposes. Time to rescue the damsel in distress. Follow the yellow-bricked ro... I mean... head to the red arrow. On your way, you'll encounter a number of groups of machina enemies. Use Lulu's Thunder attack to wipe the floor with them. Tidus and Kimahri will do significantly less damage than Lulu will, so just use them for a more of a support-type role. When you reach the SAVE SPHERE outside one of the docks, SAVE YOUR GAME. Now, get ready to fight, and use up any Sphere Levels you may have obtained. === [ BOSS: Oblitzerator | 6000 HP | WEAKNESSES: Thunder, Slow ] ============== Handily located next to Tidus is a crane. It can't be used in it's current state, but once Lulu casts Thunder on it three times, it becomes a deadly weapon. Haste Lulu, and let her do her thing. Have Tidus and Kimahri defend in the meantime. After Lulu uses her third and final Thunder, have Tidus use the Trigger Command "Use Crane". The crane will rip off a massive amount of HP. If that doesn't kill it, have Lulu cast Thunder or have Tidus and Kimahri attack until it finally falls. =============================================================================== So, you'll have your standard run-of-the-mill cutscene, where Wakka scores the winning goal in the last second to make it into the final. Way to go, champ (for those wondering, I think Wakka is teh cool). We also learn a few things about Yuna, but that's not for me to comment on here... Go to your trusty red arrow on the mini-map. That's where you need to be. Before you go inside, SAVE YOUR GAME. I CAN'T STRESS THIS ENOUGH. THIS IS YOUR LAST CHANCE TO SAVE BEFORE YOU PLAY YOUR FIRST GAME OF BLITZBALL. And it's going to be a damn hard one, at that. When you go in, Wakka will be lying down. The man is is hurt, and it seems that he can't play in the final (poor guy, can't even play his own final match). It looks like the hopes and reams of Besaid are rested on the soldiers of our hero and the other pathetically weak Besaid Aurochs. But don't worry, as I have a nice little strategy for winning the cup... --- [ EVENT: Luca Blitzball Tournament ] -------------------------------------- This is most likely going to take a few restarts, but if you stick in there, you can win this thing. In order to keep those pesky Luca Goers players off you, all you need to do is get a player to get the ball and swim behind Keepa (your goalie). The Luca Goers will suddenly freeze, and they won't come near you. Use this time to get the ball around to EVERY player on your team, especially Tidus. After you pass the ball, the players will come unstuck, so make sure you get another blitzer to go behind your goalie and use the trick again. Do this for the entire first half. At half time, you should get a few stat increases in some of your characters. But most importantly, Tidus now is at level 3, and can use techs. Equip him with Jecht Shot. YOU MUST DO THIS. Leave everything else as is. Second half is where all the action is at. The first thing to do is pray you start off with the ball. If not, pray that you get it without being scored against first. Assuming that happens, do you little "freeze" trick again. Hopefully, Tidus will be somewhere up the front, with only two defenders near him. Now, pass the ball to him, and get him to swim to the goal. If you reach the goals with two or less defenders on you, use Jecht Shot, and you should almost definitely score. After three minutes of play, Tidus will be substituted off for Wakka. So you can choose to use the freeze trick for the remainder of the game and play it safe, or you can try and score again. Assuming this is your first time playing Blitzball, I'd recommend the taking the easy way. ------------------------------------------------------------------------------- After the tournament ends, the crowd will be cheering, and you'll be breathing a sigh of relief (or one of frustration, if you already hate Blitzball). You'll also get a STRENGTH SPHERE for your troubles. Most definitely worth it. In either case, things aren't over just yet. Save your game when given the chance. Now, Tidus and Wakka have to fight off against several groups of Sahagin Chiefs. These are weak water fiends, so you shouldn't have too much trouble disposing of them. If all else fails, just cast Haste and Cheer on your party. Heal when needed. And now, we see the coolest character ever in his own awesome FMV sequence. Auron is here, and he has some serious ass-kicking to deal out. All of a sudden, you are in control of him, up against a simple dragon fiend. One hit should be enough to kill it. Tidus and Wakka meet up with Auron to fight off a Garuda. To beat this guy, have Tidus cast Haste on everyone, then get Wakka to use Dark Attack (on Garuda), and then get Auron to use Power Break on Garuda. This makes the battle pathetically easy. After that battle, it seems the odds no longer favour you... or do they? Seymour summons Anima, one of the most powerful aeons in the game, who dishes out some "Pain" and wipes out all the remaining fiends in the stadium. This is followed by several more cutscenes where some important information is reveiled to us quite early on (seems almost too early, doesn't it?). If you're wondering about what happens if you win/didn't win the Bltizball tournament, the scene is exactly the same, apart from the fact that Wakka holds a large trophy (if you won) or a Blitzball (if you didn't). When finally back in control, follow Auron (or head to the very helpful red arrow shown on the mini-map). As a result, you should find yourself at the top of the stairs past Luca Square (where you acquired 1000 gil from a chest earlier on). A few scenes later, and it seems we are on our way. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.9. Mi'ihen Highroad [04MIHI] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Aha! We now have the option to play Blitzball whenever we like. If you've been put off by the first game, I suggest you try it out again. It becomes quite fun when the odds aren't so difficult. You also have the option of scouting out new players from all over Spira, which becomes quite a sidequest of its own. For more information on that, check the Blitzball section. --- [ Helpful Tip! ] ---------------------------------------------------------- I strongly urge you grab a few players for your team, as you can get the best Overdrive in the game (Wakka's "Attack Reels") right now if you wish it. I usually wait until I get to the end of the Highroad before I start playing, so first of all, let's go back into Luca and sign a few new guys to our team. First up, in Luca Square, there is a guy sitting on one of the benches. He's going to be our new goalie. His name is Jumal, so finding him is a just a matter of pressing Square on every person sitting on a bench. Next, head to Luca Theatre. Leaning on the wall along the pathway just before the theatre itself is a man. His name is Zalitz. Acquire him too. Leave Luca theatre, and return to the place with the reception desk and the three staircases. Guarding the centre stairs are Biggs and Wedge. Hire Wedge. You'll now be prompted to boot a player from the Besaid Aurochs from your team. Do so. Lastly, walk around Luca docks and hire Zev Ronso. Boot another Auroch from the team. Only one player left to go before you start playing Blitz. So let's hold that thought for the time being, and get back to the start of the Mi'ihen Highroad. ------------------------------------------------------------------------------- In your first battle, you'll be given a quick tutorial on how to use Auron. Auron is easily one of the best characters in the story part of the game (and overall, as well), because of his high strength. Use it to your advantage, and get used to using his Power Break ability, which makes enemy attacks weaker. Other than that, just continue to use every character during battle. Make sure to talk to every person you come across. Almost all of them reward you with an item or an accessory. As you leave the safety of the SAVE SPHERE, talk to all the people walking around to get yourself a HI-POTION, ANTIDOTE x2, and HUNTER'S SPEAR. The HUNTER'S SPEAR is an amazingly good weapon at this point in time, so make sure you equip it for Kimahri straight away. Now move forward, and eventually you'll meet Maechen, a historian. Blah blah blah, and back to work we go. Around the back of the ruins he talks about there is an ICE BRAND for Tidus. It's not particularly useful, but it can be sold for a decent enough price. Continue north, and you'll also have a chat with the Chocobo Knights. Seems a chocobo eating fiend is on the rampage. Hmm... --- [ Helpful Tip! ] ---------------------------------------------------------- If you happen to get into a fight with a Bomb, make sure to have Kimahri use Lancet on them to learn "Self Destruct". If you get into a fight with a Dual Horn, make sure to have Kimahri use Lancet to learn "Fire Breath". ------------------------------------------------------------------------------- Up ahead, you'll see a woman standing in a little off-shoot of the road. Her name is Belgemine, and she challenges you to an aeons fight. DO NOT FIGHT HER YET. Instead, walk around and continually summon Valefor and get her (yes, her) Overdrive gauge built up. Don't worry about getting Ifrit's Overdrive gauge up, as you can't use him. If somehow you managed to charge up Yuna's Overdrive gauge by now to, then even better. It's never been full by this time for me, though. Now go back to Belgemine, and accept. ------------------------------------------------------------------------------- BOSS: Ifrit | HP: 3500 | WEAKNESSES: Ice ------------------------------------------------------------------------------- An imposing boss, to be sure. Let lose from the outset with Energy Blast (or Energy Ray, if you don't have the former). On every second turn, Ifrit uses Meteor Strike, which does quick heavy damage. Counter this by using Shield the turn before he uses Meteor Strike. On your "free" turns, cast Blizzard on Ifrit. to inflict greater damage Only use your Overdrive when you are sure it will kill him, as it delays your next turn quite a bit, enough even for him to finish you off. If you managed to get Yuna's Overdrive gauge charged before battle, then this will be even easier. ------------------------------------------------------------------------------- Assuming you win this battle, you will receive an ECHO RING for Yuna. If you lost, you get a SEEKER'S RING. If you lose, it makes no difference at all. It's not a game over, and the item you get is not much better (the ECHO RING just has added protection against Silence). Carry on. In the next screen, the path is much the same. Get the RED RING from the man coming towards you, and the REMEDY from the chest. You'll also see a scene with a little girl talking about the Calm. Still much to learn about Spira, we have. Move on, young padawan. --- [ Helpful Tip! ] ---------------------------------------------------------- At one point, you'll notice a blitzball sitting on the ground. TALK TO THE BOY NEAR IT FIRST, then press X to kick the ball. Do so and you'll receive SOFT x3. ------------------------------------------------------------------------------- In the final stretch, you acquire more items than you can poke a stick at. I'm too lazy to walk you through getting them all, but it's just a simple matter of speaking to everyone on screen and opening all the chests. The chests aren't out of the way or anything, ansd should be easily spotted. You should end up with the following: ANTIDOTE x4, LEVEL 1 KEY SPHERE, ETHER, 600 GIL, HI-POTION, 2000 GIL and EYE DROPS x3. You'll also talk with Luzzu and Gatta, as well as Shelinda, someone new. That's all for this area. When you finally reach the agency, there will be a rather long-winded cutscene. You should be used to it by now. When you get the chance, save at the SAVE SPHERE conveniently located inside the agency. You'll nab a LEVEL 1 KEY SPHERE from a random person. Try to leave the agency, and you will meet Rin, owner of the establishment as well as many other agencies all over Spira. He'll give you AL BHED PRIMER VOLUME VIII and MEGA-POTION x2. Time for a boss fight. Save your game again. --- [ Helpful Tip! ] ---------------------------------------------------------- Here you can hire Ropp for your Blitz team. Kick out one of the Aurochs and now you have a good team for early levels, certainly enough to get you what you want for the time being. Now, I always play five games of Blitzball before the boss fight to get Wakka's Attack Reels. I suggest you do the same. For your team, put Tidus and Wege up front, Zev in the middle, Ropp and Zalitz in the defence, and Jumal as the goalie. Play two league matches (save after both of them), and then a tournament will become available. If the prize isn't Attack Reels, reset and heck again. There is a 50% chance that the prize is Attack Reels, so it houldn't take long. Now, playand win the tournament, and you have the best Overdrive in the game at your disposal very early on. ------------------------------------------------------------------------------- Now, it's time to fight. Walk outside, and go north a ways... ------------------------------------------------------------------------------- BOSS: Chocobo Eater | HP: 10000 | WEAKNESSES: Fire, Power Break, Slow ------------------------------------------------------------------------------- Because of the location of the fight, their is a cliff behind Chocobo Eater, and one behind your party. It works sort of like the Sphere Grid, and depending on how much damage is inflicted, you can move forward or be pushed back. Same applies for our friend here. Pushing him off the cliff is recommended, as you will get LEVEL 1 KEY SPHERE x2 for doing so. To push him back a space, inflict at least 500 damage while he is on his back. It's actually not a hard thing to do. If you have the Stunning Steel, use it to inflict Slow. You should be able to do it now. Chocobo Eater has a number of attacks at his disposal, and he is the most complex boss you have faced yet. Normally, he'll use his bash attack, dealing mediocre damage. From time to time, he'll point to a character and say "You're next!". That means his next attack will deal massive damage, so make sure to have that character defend for their next turn, and they should survive. He can also cast Blizzard when on his back, but that too does pretty low damage. So just make a habit of healing up when necessary with items or Yuna's magic. Main party should be Tidus, Auron and Lulu. Haste everyone, and get Auron to use Power Break. Cast Fire magic with Lulu. In order to knock him over, you need to deal 1200 damage to him. Try your best to push him back before he stands up again. If you don't manage to push him off the cliff, then just use an aeon Overdrive to get the Overkill. ------------------------------------------------------------------------------- I'm going to assume you beat Chocobo Eater, and did not get pushed off the cliff. If you were pushed off, then load your game and try again. Or else, you're on your own for the time being. Anyway, after the battle, Rin thanks you by allowing you to ride chocobos for free. Save your game inside the agency again, then talk to the lady outside with the chocobos and accept her offer. You can now pick up some nifty items on your travels on the highroad. Basically, whenever you see a feather on the road when riding a chocobo, just press X and the chocobo will perform some amazing feat of chocobo-type skills and get to a hidden location, where upon you will find an item or an accessory. Alright, so after the fight, head northwards on your chocobo. Head over the bridge, and into the next screen. After crossing the bridge, look for a chocobo feather on the ground. Press X on it. Your trusty chocobo will find it's way to a hidden location and you'll receieve a HEAT LANCE. Not much use, but worth a bit of money. Continue on down the road, and soon enough you'll see AL BHED PRIMER VOLUME IX laying on the road at the bend. Move on. When you reach the next screen, there is somewhat of a crossroads. I'm going to assume you want the items and accessories, so head down the south road. If not, then go north, to continue the plot. When you go south, you'll find another chocobo feather on the ground. This one is kinda tough to see at first, so walk slowly along here. As you head past two rocks that hang out from the wall, it will be just to the left of the path (or on the right hand side of our hero). Press X on it to obtain a THUNDER BLADE and SCOUT. Once you reach the next screen, tak to Lucil if you like. Head further down the road you'll come across yet another Chocobo Feather. It can't be spotted from the main path, so use your mini-map to locate the short path that comes of the Oldroad. Walk down to the end of it, and press X on the Chocobo Feather. You'll get a FORTUNE SPHERE for your troubles. O'aka can be found wandering about the Oldroad, but I never buy anything from him. If you find your item supplies running low then by all means, purchase some new stock. Sell some mediocre weaponary if you need the money. There also happens to be a SAVE SPHERE down here, so save your game if you like. When you finally reach the end of the road, there is a MARS CREST to be found. This item is important for a later sidequest, as was the MOON CREST you have already picked up from Besaid Island. Now that you have gotten all there is to be had down here, head all the way back to the crossroads you found yourself at earlier. There's another SAVE SPHERE here, too. Okay, so there's a guy here who is also a poor bastard, and he's begging for donations. Send him packing, there's nothing worthy to be gained from this exchange. Head north, and after you're told you can't proceed, walk south for a bit. A cutscene will take over. After it finishes, head north again. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.10. Mushroom Rock Road [04MHRM] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Preparation for Operation Mi'ihen has begun, as can be seen. Walk forward a bit, and then a cutscene will again take over. After it finishes, walk back just a little (stay in this screen) and talk to the guy. He'll give you a TOUGH BANGLE for Lulu. This is a very good accessory - equip it on her straight away. You won't need to get her any further armour for a long time now. Walk ahead, and talk to the Crusaders. They will give you a range of handy items, including 2x PHOENIX DOWN, ETHER, and a HI-POTION. Move on and you'll soon be stopped by Clasko. Looks like it's time to move the Command Centre. So follow his lead and turn left, as the straight road is blocked for now. You'll see O'aka in a little alcove just here, so feel free to freshen up your inventory if you wish. No weapons here worth buying, though. In the next screen there is a platform on the ground. Talk to the person there to receive a HI-POTION. Press X when standing on the platform, and it will take you up to a higher level. Move on. The road here winds back an forth a lot, so be prepared to go for some time without saving. The battles here give good AP, so make sure that every character is being involved in the battles. You really want your characters in top shape for an upcoming battle. In any case, proceed forward down the "long and winding road". Early on you'll notice a person standing near a chest. Talk to the person to receive POTION x10 and get 1000 GIL from the chest. Move on and grab the REMEDY from the next chest. On the way you'll bump into Shelinda again, if you like let her white magic spells heal your party. If you happen to have any of your characters fill their Overdrives, make sure NOT to use them yet. Fill the Overdrive gauge of both Valefor and Ifrit. Many people suggest learning Lulu's level two black magic skills (Fira, Watera, Thundera, and Blizzara). I don't ever bother, and would suggest you not to either, it makes the upcoming battle way too easy. I don't know about you, but I like a challenge. Near the end of the path get the HI-POTION from the chest, then take the platform up to higher ground. When you get up here, be sure to talk to everyone, and receive an X-POTION and 400 GIL. When you see a left turn as you come from the previous platform, take it. You'll arrive at another platform that goes back down, along with a chest. It contains a SERENE ARMLET. Go back up to the level you were before, then head in the direction you were originally going. Take the next left turn you come across, where the path spirals around. At the end, grab the AL BHED PRIMER VOLUME X. Now find the green square on this level. There's another rising platform, to take right you up to the top. Use it. Head towards the trusty red arrow now. It will direct you towards a large machina elevator. Speak to the guy standing near it (not Gatta) to get a MEGA-POTION. You'll also come across a SAVE SPHERE. However, before you get on the lift, go past it and head to the right of the screen, then "south" into a little rock overhang. Here you'll see an optional, and yet rather important cutscene. After it finishes, walk back to the machina and choose to go up. Just before you leave this part, you may wish to get your aeon Overdrive gauges up. When you reach the top, head again towards the arrow on the mini-map. As you walk around in this new area, you'll see lots of cannons aimed out to sea. In any case, just head in the only possible logical direction (in other words, not the way you came) and you'll soon find yourself at the Command Centre. There's a SAVE SPHERE here. That mug O'aka is also sniffing around for some profit, so stock up on any items you may find yourself low on. He does have some weapons, the best of which happens to be a Stonetouch weapon (T.K.O.) for Wakka, and a Counter-Attack weapon (Avenger) for Tidus. However, they're expensive. If you really want to you can sell off all your useless accessories and buy one of them, but I usually don't. Whatever you choose to do, walk past O'aka and you'll see Gatta, and the party will stop to talk to him. After that you can talk to him twice more. I won't reveal what happens - find out for yourself (or if you really must know, check the Frequently Asked Questions section, but beware it will spoil things more than a little). It doesn't yield any items or weapons or even affect the overall story, but it does have a small impact. Anyway, after that, continue walking forward until you find yourself behind the walls of the Command Centre. In here you can nab yourself a MEGA-POTION and a SERENE BRACER (found right up the back of the Command Centre). Talk to people here if you like, but MAKE SURE YOU SAVE BEFORE TALKING TO THE GUY AT THE RED ARROW. The upcoming battle is a real doozy. Anyway, just say you're ready to begin to get things going. ------------------------------------------------------------------------------- BOSS: Sinspawn Gui | HP: 12000 | WEAKNESSES: Power Break ------------------------------------------------------------------------------- Although I said this guy's HP is 12000, he is composed of a number of body parts - all of which can be attacked individually. The main body has 12000 HP, and destroying this ends the battle. The head, which casts some annoying magic, has 4000 HP. There are also two arms with 800 HP each. The arms are special in that they regenerate after a certain amount of turns. On with the strategy. The first order of business is to take out the head. Once it dies, it's gone for good. Have your main party consist of Tidus, Yuna, and Auron. Cast Haste on Tidus and Yuna. Use Power Break with Auron, then swap him out for Lulu. Have Tidus cast Haste on Lulu. Now that you have set up your party for the meantime, have Lulu concentrate her attacks on the head only. Yuna is there as healing support. Tidus should go for the arms. Have her cast NulShock to nullify damage from the head's Thunder attack. Have her defend for those turns when her healing spells aren't needed. From time to time a message will appear on-screen saying "The head is moving suspiciously". This means it's next attack is Poison, and this is a very annoying and damaging attack. To counter it, just make sure you attack the head before it gets a turn. Soon enough, the head will die, and turn grey. Now to change our focus. Bring in Tidus and Auron for Yuna and Wakka. Have Tidus cast Haste on Auron. Then swap Tidus out for Yuna. You may also wish to let Kimahri come in and have a turn to gain some handy AP from this battle at this stage (if not, just make sure you do at some stage). Now have Auron Use Power Break on the body, then beat away at the arms (use Dragon Fang if you ever get the chance) while Lulu concentrates the entire time on casting magic at the body. When both the arms are dead, have Auron also attack the body (make sure to have him use Power Break). Again, use Yuna as the healer, having her defend on the turns her skills aren't needed (defend is a very "fast" command, giving her move turns if she needs them). Repeat this until Gui's HP falls below 2000. Then have Yuna summon Valefor or Ifrit and unleash an Overdrive on Gui. Overkill is yours, meaning double AP. Yay! ------------------------------------------------------------------------------- Now watch the awesome cutscene. However, things aren't over just yet... ------------------------------------------------------------------------------- BOSS: Sinspawn Gui | HP: 6000 | WEAKNESSES: Power Break ------------------------------------------------------------------------------- Unfortunately, this guy is back. But fortunately, you also have Seymour on your side, who is an absolute powerhouse. Don't worry about Auron or Yuna, Seymour will pretty much take Gui down by himself. Just concentrate on keeping them alive long enough to enjoy some more easy AP. Have Seymour dominate this boss with his level two black magic (Fira, Thundara, Watera, or Blizzara). For those that care, if you wait long enough you can fill up Seymour's Overdrive gauge and allow him to perform Requiem. You should know that this is the only time get to see it. Just don't be too disappointed when you see it. ------------------------------------------------------------------------------- When you wake up on the beach, you need to find either Luzzu or Gatta. If you stumble upon Gatta and you can't talk to him, well... you'll see. In this case, you need to find Luzzu. If you find Gatta and can talk to him, then again, you'll soon find out. Either way, just look for Gatta (he's proped up near the cliff wall). After a cutscene, you and the rest of the party will be about to embark once more on their journey. Save your game at the SAVE SPHERE. Instead of going up the path, head to the left instead and grab the HI-POTION from the chest. Now go up the path, towards the red arrow. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.11. Djose Highroad [04DJSH] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As soon as you move into the new screen, a cutscene will take over, in which Kimahri actually speaks. Whoa! Anyway, after it finishes, save at the nearby SAVE SPHERE. There are a lot of items to be founf down this stretch. Talk to everyone you see on the road several times to nab a VARIABLE STEEL, HI-POTION, SOFT RING, ETHER and a MEGA-POTION. Not only that, but AL BHED PRIMER VOLUME XI can be found behind one of the stone pillar things on the right, so make sure to check behind each of them until you find it. --- [ Helpful Tip! ] ---------------------------------------------------------- If you happen to get into a fight with a Basilisk, make sure to have Kimahri use Lancet on them to learn the very helpful "Stone Breath". ------------------------------------------------------------------------------- There is a chest in full view as you proceed down the highroad. Nab the PHOENIX DOWN x2 inside. As you move down the path you will find several little alcoves in the wall, one in which a chest is located. The recesses in the wall are easy to spot, as is the chest. When you spot it, grab the BRIGHT BANGLE contained within. When you go far enough you'll find that "two paths diverged in a yellow wood". There will be a cutscene, and then things will get moving again. Take the right road, and leave the left one for a little later (alliteration!). Walk forward and when you reach the new screen, the ground will sake. Head north until yousee Yuna with Lucil et al. Walk over and see the cutscene. After that, continue northwards. After yet another cutscene, you'll find yourself standing directly outside the Temple. Head to the right to find the SAVE SPHERE. Now head to the left, where you'll again find Lucil, Elma, and Clasko. Next to them is a chest containing 4000 GIL. Now head towards the Temple. On the right-hand side of the Temple you'll find a chest containing ABILITY SPHERE x4. Now approach the Temple. Outside you'll find either Luzzu or Gatta, depending on what option you choose earlier. Talk to whichever is standing there. When you're done, nab the ABILIUTY SPHERE x8 from behind the inn. Now go inside the temple. There'll be another cutscene. After that one is finished, don't go into the Cloister of Trials just yet. Instead go into the room on the right side and score a MEGA-PHOENIX. Now head to the room to the left of the stairs, and grab the ETHER inside the chest just outide. Go into the room, and nad the REMEDY inside the chest. Go back outside, and when you're ready, up the stairs to the Cloister of Trials. After a Isaaru talks to you, that is. --- [ CLOISTER OF TRIALS: Djose ] --------------------------------------------- 1. Remove both of the DJOSE SPHERES in the recesses in the door. 2. Push the pedastal to the right, leaving it beneath the one on the roof. 3. Remove a DJOSE SPHERE from the wall to your left (near the shining glyph), and place it in one of the two recesses in the wall near the recently moved pedastal. 4. Remove the other DJOSE SPHERE near the shining glyph, and place it in the other recess near the pedastal. 5. Take the newly charged DJOSE SPHERE and place it in the wall with the line that connects to the shoining glyph. 6. Place both the DJOSE SPHERES in the wall in the pedastal. 7. Walk to the very left, and step on the shining glyph. 8. Push the pedastal through the newly opened door. 9. Walk forward, and you will jump across the pit. 10. Push pedastal into the wall by pressing X. 11. Step on shining glyph again. 12. Remove both DJOSE SPHERES from the pedastal and place them in the recesses in the very first room you were in. 13. Remove charged DJOSE SPHERE and place it in the recess to the left of the door. 14. DO NOT GO UP THE LIFT YET! First go the left side near the shining glyph. Touch the flashing glyph ON THE WALL. 15. Remove DESTRUCTION SPHERE from newly opened room. 16. Go up the lift. 17. On the above level, push all five pedastals into the wall by pressing X. 18. Place DESTRUCTION SPHERE in new pedastal. 19. Grab contents of the chest. 20. Go up the stairs. ------------------------------------------------------------------------------- When you have passed the Trials, you'll find yourself in the little room outside the Chamber of the Fayth. Talk to those that you will. Walk to far enough in and a cutscene will take over. After it finihses, talk to everyone again if you like. In order to resume the story, try to leave the room, and Yuna will emerge. More talk, and you finally get to name your aeon. Next thing you know you're out of the Cloister of Trials. Phew. Save at the SAVE SPHERE again. Head inside the Inn and grab the SWITCH HITTER from the chest near the back. Equip it for Wakka. Go back outside, and talk to everyone if you like. They'll tell you that the pilgrimage will coninue once Yuna is ready. Typical woman, holding everybody up. Time to drag her ass out of bed. Walk inside the Temple, and go to the room to the left of the stiars. She's asleep, so talk to woman next to her bed to wake her up. When you find yourself outside again, head south and Yuna will come outside. Once it's over, walk south. Talk to everyone here to score yourself a HALBERD (an excellent weapon if you made Kimahri a mage), HI-POTION x2, and POTION x10. When you get to the end of the bridge, the gang will talk to Lucil and company. Keep going south until you reach the fork in the road. It's now time for the Moonflow, baby! Take the left path. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.12. Moonflow [04MNFW] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you get started on the path, you'll see Shelinda up ahead. Talk to her, if you like. Right next to where she is standing is a chest containing LEVEL 1 KEY SPHERE x3, so be sure to grab it. Now head north, and you'll bump into Biran and Yenke. After the cutscene, open the chest to reveal an X-POTION. Continue following the path. Soon enough you'll come to another point in the path where there is small offshoot. Here another LEVEL 1 KEY SPHERE x3 can be found in a chest. Keep going. On your way, fill up the Overdrive bars of both Valefor and Ifrit (Ixion doesn't matter). If Yuna happens to get her Overdrive gauge filled up, don't use it just yet. Why are we doing this? Because Belgemine is right up ahead, and she's going to challenge you to another duel. When you reach her, accept. ------------------------------------------------------------------------------- BOSS: Ixion | HP: 6500 | WEAKNESSES: Water ------------------------------------------------------------------------------- As long as you have full Overdrives for Valefor and Ifrit, this battle shouldn't be too hard. Summon (or Grand Summon, if you can) Ifrit first, and unleash Hellfire. This should do quite significant damage to Ixion (hopefully not too much, otherwise he will cast Haste and make the battle substantually harder). Keep fighting using Ifrit for as long as you can. It's possible to beat Ixion with just Ifrit. Remember that you can cast Fire magic on yourself to keep Ifrit healed up. If Ifrit does happen to fall, summon Valefor when you can and use Energy Blast (or Energy Ray, if you don't have the former). This SHOULD be enough to finish Ixion off. ------------------------------------------------------------------------------- After the battle is over, you will be rewarded if you win or lose. However, if you win, you also receive the SUMMONER'S SOUL, which allows you to teach aeons new abilities. This is extremely useful. Don't worry if you lose, you can get it a bit later on. If you win, then pay attention to the tutorial. If there's something you missed or don't understand, a full explanation can be found in the Game Basics section of this guide. Continue on your merry way. When you see another path go off to the left once you reach the forest area, take this path to get yourself a MAGIC DEFENCE SPHERE. Keep going north; a cutscene will take over. Once it finishes, head to the red arrow on the mini-map. When you can, open the chest near you to nab PHOENIX DOWN x2. Talk to O'aka and stock up on some items, if you need to. Talk to Yuna and Kimahri as well, to hear a funny story. When you're done, head east as far as you can and save your game at the SAVE SPHERE. Now get the 5000 GIL in the chest in the SAVE SPHERE. Talk to Wakka and Lulu. There's a merchant there, but all his stock is really crappy. Also, talk to Maechen if you feel up to listening to him drone on (but do it anyway). Go back to the "Shoofpuf Station" and talk to Auron. There are a couple more merchants trying to unload their stuff on you, but again, there's nothing worth blowing you money on. When you're ready to get going, talk to the short blue guy standing still on the platform. He'll give you the choice to "ride ze shoopuf", so accept his offer. When you get halfway across, it becomes apparent you need to kick some further ass... ------------------------------------------------------------------------------- BOSS: Extractor | HP: 4000 | WEAKNESSES: Thunder, Slow ------------------------------------------------------------------------------- Hopefully you picked up the Stunning Steel in Luca. If not, don't worry. The first order or business is to cast Haste on Tidus, then on Wakka. Then have Tidus use Provoke on Extractor to ensure it doesn't use it's most damaging attack. However, doing so will increase the damage that Aqua Shooter does. Counter this by having Tidus cast Cheer a few times (up to five, if you like). Switch any weapons you have to those with Lightningstrike on them (if you have Stunning Steel, change weapons AFTER you inflict Slow). Now just keep attacking. At certain points, you will get the message "Extractor has cooled down". This means that it is no longer under Provoke status. It also means that it can use "Depth Charges", it's best attack. Therefore, just get Tidus to use Provoke again. Heal up when you need to. This boss should go down pretty quickly. ------------------------------------------------------------------------------- When you regain control, you're on the other side of the Moonflow. Save your game at the SAVE SPHERE. Head left into the next screen, and grab AL BHED PRIMER VOLUME XII from the right-most platform, near the weird spining wheel. O'aka can be founf here, so stock up on items if you have to. Continue heading left, and get the ETHER from the chest. Follow the path until you find someone lying on the ground. Yay! Rikku is here, and now your party is complete. Rikku is the resident thief of this group, so the next battle will be a tutorial on her very handy skills. Although she appears to be at a low level, she will become about equal with the rest of your party fairly soon. Anyway, just head to the red arrow, picking up the ANTIDOTE x4 and MEGA-POTION from the chests on the way. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.13. Guadosalam [04GDSM] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The first order of business when you reach Guadosalam is to be briefed on customising by Rikku. This is another part of the game that is vital to understand, so make sure to play close attention. It may seem complicated at first, but I guarantee you that it is very simple once you get the hang of it. Of course, you can always find a thorough explanation in the Game Basics section. Once Rikku is done, walk through the door on your immediate right. Save your game at the SAVE SPHERE. Talk to Maechen if you like, and he'll explain a couple of things to you. Shelinda is also there. When you're done, go back outside. Head north and you'll see a large door. You can't go in just yet, but open the chest on the right to reveal a MEGA-POTION. Now walk to the left, then follow the wall around south. There is another door here, so go inside. At the back of this room here is a chest, but it's very difficult to spot. It's behind the tree trunk located in the middle. Walk around pressing X and you'll soon find it. AL BHED PRIMER VOLUME XIII can also be found sitting on the floor in this room. Pick it up, then exit. Now walk further south, where there are two Guado talking. Go around them to obtain an ELIXIR from the chest. Now go north, again, and take the second right. Enter the first place on the left. Here you can buy weapons, armour, and items from either the shopkeeper or O'aka. I suggest the Shimmering Blade for Auron, and the Devastator for Rikku. Buy them from O'aka, however, as his prices are cheaper. Head back to the large doors. This is Seymour's place of residence. Go inside. Now goup the stairs and nab the HI-POTION x2 from the chest. Talk to everyone here, if you like. Then try to leave the mansion, and Trommel will appear. Do as he says and go inside. Talk to everyone in this room and Seymour will make his entrance. Okally dokally. Exit Seymour's weird looking house and just keep walking south and a cutscene will be triggered. After it finishes, head to the Farplane by heading in the direction you found the ELIXIR earlier. Instead of going to the chest, just walk the second path to the right, and head all the way through, and you'll eventually reach the place "where dead people live". When you get in there, prepare to be whacked out by some psychadelic colours, man! Woah! Anyway... speak with Wakka and Lulu. Then go over and see Yuna. Once everything is finished, the group will be walking back from the Farplane. You get a chance to say something or not; it doesn't matter what you choose. After you regain control, head path into the Farplane path. On the immediate left the wall sticks out a bit. There is a chest containing LIGHTNING MARBLE x8. Get it. Now go back outside, and head toward's Seymour's abode. After Yuna ventures in, another cutscene will takeoever where you'll speak to either Lulu or Rikku, depending on affection levels. If you get Rikku, when you talk to her she will give you a choice. Answering favourably to her raises your affection to her. Same goes if you get Lulu, only the choice comes after you speak to her several times. In any case, talk to all your fellow guardians several times. Then head towards the Thunder Plains, by heading towards the entrance of Guadosalam, and then take the left path. You will be greeted by Shelinda. After she speaks to you, head back to Seymour's place... I mean, Lord Seymour's place, and Yuna will return. After a cutscene, head towards the Thunder Plains. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.14. Thunder Plains [04THNP] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Damn... what a whacked out place. Imagine that, a continuous and completely isolated storm in the middle of Spira. Anywho... once you get here, you'll be given a short tutorial on lightning strikes. To recap, try and stay close to the lightning towers as you cross the plains. If you see the screen flash for an instant, press X to dodge the lightning. If you mash X, the game will sense you are cheating, and hit you with one just to piss you off. Don't worry if you get hit, it won't do any damage. The first chest in this area is loacated on the left hand side, just before the SAVE SPHERE. It contains PHOENIX DOWN x2. Now save. Then continue heading north along the left hand side. Get HI-POTION x2 from the next chest, located just beyond the SAVE SPHERE. If you want to talk to Maechen, then head back towards the main road. He's found next to a lightning tower, and he'll give you a bit of history on them. When you're done, move left to the other side of the Thunder Plains, and then go north. Just before there is a dip in the mini-map, you can find 5000 GIL in a chest. Get back on the manin pathway. Talk to Shelinda when you see her - it doesn't matter what answer you give her. Stay on this course until you see a little pathway offshoot on the right. Go to the alcove and pick up the WATER BALL in the chest. Now just continue north until you reach a fork in the road, where the party will stop briefly. When you get inside, utilise the function of the SAVE SPHERE. DON'T GO AFTER YUNA YET. Talk to everyone, especially Rikku. Once you do that, Rin will appear. Talk to him and select the first option when he asks you how your study of Al Bhed is going. He will then reward you with AL BHED PRIMER VOLUME XIV. Now you can follow Yuna down the hall. After a cutscene, you'll wake up to find it's still as dark as it was before... This place is so miserable. Talk to Rikku, and you'll be on your way. Some guy randomly runs past and takes a photo... what the hell? Anyway, he drops a YELLOW SHIELD on the ground as he goes buy, so pick it up, and equip it on Tidus. It has Lightningproof on it, very handy. Now leave the current screen. First order of business is to take a right and then head south. Here you can find an X-POTION inside a chest. Now go forward all the way until you reach the SAVE SPHERE, where you naturally should save. Head towards the large shelter up ahead. After a cutscene, locate the chest around near the back and grab the ETHER from inside. Now cut straight across the path and follow the right "wall" until you reach a chest, and obtain the 2000 GIL inside. Cut back to the left side, and follow the left "wall" until you reach the final chest in this area, and nab the REMEDY inside. Now just head north to Macalania Woods. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.15. Macalania, Part One [04MAC1] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Walk forward and meet Auron, and he'll give you his take on what's happening. Walk forward again after he's done, and another cutscene will take over. Make use of the SAVE SPHERE. Before you get going, go see Elma and Lucil if you like, they're guarding the right path. Now it's just a matter of following the north road (you can't take the other one yet). At the very first left turn you make, there is a chest hidden from view by the tree on the corner. Press X in that general area and you'll receive the SLEEPY CAIT SITH. Follow the road until you come to another chest, and ontain the 2000 GIL it holds. Continue on, and before you go round the downward spiral in the next scren, you can get PHOENIX DOWN x3 from the chest just behind a tree branch at the right turn. --- [ Helpful Tip! ] ---------------------------------------------------------- If you happen to get into a fight with a Chimera, make sure to have Kimahri use Lancet on them to learn the very helpful "Aqua Breath". ------------------------------------------------------------------------------- When you get far enough, a cutscene will ensue. After it finishes, keep going on the same path. You'll be interrupted part of the way through by some weird looking guy. Ignore the butterfly minigame for now, it's too much frustration for such a bad reward. Take note though, we'll be back here later. Keep chugging along this odd, yet strangely beautiful place, and when you move into the next screen, look for a well-hidden chest behind another tree trunk at the third bend (it's a left turn). Grab the REMEDY from inside. Before you proceed, build up Valefor's Overdrive. Then just head to the red arrow. In the next screen save your game at the SAVE SPHERE. Then take the first right, ignoring the red arrow for the time being. For the meantime, you can't actually go anywhere on this path, but run around mashing X and sooner or later you'll pick up AL BHED PRIMER VOLUME XV. Go talk to O'aka, BUT DON'T BUY ANYTHING YET. He'll ask you how his prices are; tell him they're "too pricey". Now stock up on items, and BUY THE SONIC STEEL. This is a must-have weapon. Equip it on Tidus. Now head to the red arrow, and when Auron's done, walk into this new area. Join Yuna and Auron a bit further up. ------------------------------------------------------------------------------- BOSS: Spherimorph | HP: 12000 | WEAKNESSES: Fire, Thunder, Water, Ice ------------------------------------------------------------------------------- This thing certainly looks odd, but... that's because it is odd. It changes it's elemental affinities depending on how you attack it. At any stage during the battle it is weak to one element, and absorbs the rest. If you attack it with the element that it is weak to at the time, it will change it's weakness, and the cycle continues. It only ever casts magic of the element that is the opposite of the one it is currently weak to. Got it? So here's what we do. First, make sure all your physical attackers have non-elemental weapons equipped. Now have Tidus cast Haste on himself, then have Auron Power Break Spherimorph. Substitute Auron for Lulu, and get Tidus Haste her also. Cycle all the other characters cycle through (get Rikku to Steal) so they get some AP too. Here's the deal. Now that everyone has had a turn, bring out Yuna for healing. Get Tidus to cast Haste on her, and we can get ready to take this guy on. Have Yuna casts NulBlaze, NulShock, NulTide, and NulFrost. Now have Tidus attack Spherimorph. Spherimorph will counter with an elemental spell. This is how you tell what it's weakness is. So if the boss counters with Fire, then get Lulu to cast Blizzara. After you get that sorted, the rest of the battle is a breeze. Just have Tidus attack so we can figure out what Spherimorph is weak to, then have Lulu cast the right spell. Yuna is here to heal and recast the Nul spells. After you have done this about seven or eight times, have Yuna summon Valefor, who should have a full Overdrive. Get her to use Energy Bast (or Energy Ray, if you don't have Energy Blast) to finish off Spherimorph and get the Overkill. Make sure you don't use either Ifrit or Ixion unless you are absolutely certain that the enemy is weak to their element (Energy Blast/Ray is non-elemental). ------------------------------------------------------------------------------- Once the battle is over, save again. Now proceed forward until you are standing outside the Travel Agency. Grab AL BHED PRIMER VOLUME XVI sitting to the left of O'aka. Then talk to Clasko. When he asks you what job you see him doing, answer "Chocobo Breeder". You will be rewarded later on for doing so. There's a chest here, but you can't get to it right now. Save it for later. Now, head into the Agency and save, if you like. Feel free to stock up on items here (don't bother with O'aka, his stuff is more expensive, unless you donated earlier in the game, damn deadbeat stalker). Now run around and fill up the Overdrive or either Valefor or Ixion. Give Wakka and Auron with any Lightningstrike weapons they may have, while giving Tidus Stunning Steel, if he has it. If not, just give him a Lightningstrike weapon, if you can. When you're ready to move on, proceed towards the red arrow on the mini-map. ------------------------------------------------------------------------------- BOSS: Crawler | HP: 16000 | WEAKNESSES: Thunder, Slow ------------------------------------------------------------------------------- This guy is a real killer, if you don't know what you're doing. Crawler counters everything with "Assault", which does pretty high damage. As a result, you want to make sure your characters can survive it. First order or business is to get Wakka to attack Negator (which has 1000 HP) until he destroys it. Switch out the other two characters so everyone gets some AP for this battle. When Negator is destroyed, switch out Wakka for Lulu, and have Tidus cast Haste on himself, Yuna, and Lulu. Now have Yuna cast Protect on Tidus and Lulu. Lastly, put Crawler under Slow status using Stunning Steel or the spell. Then have Lulu cast Thundara on Crawler four times, at which point a new Negator will be released. Have Tidus attack and Yuna heal while Lulu casts spells. Have the party defend until Mana Beam. Now, when it get times for Mana Beam, the new Negator will stop it from being used, and a turn will be wasted by Crawler. Therefore, repeat the above strategy once or twice more, depending on how low Crawler's HP gets. When Crawler's HP reaches about 4000, have Yuna summon Valefor or Ixion and unleash their Overdrive (preferably Valefor with Energy Blast) to finish this battle. ------------------------------------------------------------------------------- When you are finished on the scooter thing, grab the MEGA-POTION laying in wait inside the nearby chest. Go north, and talk to the person sitting down to score 400 GIL. Follow the path all the way to the Temple. Go inside when you regain control. Walk forward for yet another cutscene, and then try to go near the SAVE SPHERE before a short scene ensues. NOW you can save, finally. There are two chests in the room you are currently in. Raid them to score 5000 GIL and X-POTION x2. Now go into the room to the right of the stairs, and watch the sphere with Jyscal. When it's done, talk tothe person wearing yell in this room. They'll hand over HI-POTION x2, in their grief. Hah! Also score REMEDY x2 from the chest at the back. Leave the room and enter the room to the left of the stairs. Speak with the man in purple and he'll give you an ELIXIR. Likewise, talk to the guy in brown sitting at the back and he'll pass on an ETHER. Nab the PHOENIX DOWN x3 from the chest just behind him. Now lave this room, and save your game again. Then go up the stairs all the way into the Cloister of Trials, where you'll meet up with your fellow guardians. ------------------------------------------------------------------------------- BOSS: Seymour | HP: 6000 | WEAKNESSES: None ------------------------------------------------------------------------------- To start with, have Tidus use Talk on Seymour. This will raise his Strength A LOT. Don't worry about using Tlak with Yuna, it's not really worth the time. Don't attack Seymour yet, his evil minions will just take the damage for him. But don't attack them directly yet, either. They're outfitted with Auto-Potion, meaning all damage will easily be recovered. Instead, substitute Kimahri for Rikku and use Steal on both of them. This removes the Auto-Potion property. Now swap Rikku for Auron, and get him to attack the Guado Guardians. Have Tidus Haste himself, Yuna, and Auron. Now, get Yuna to cast the four Nul spells in this order: NulFrost, NulShock, NulTide, and NulBlaze. Once Seymour uses a spell that nullifies a character's protection, recast it. He always uses the same pattern. In the meantime, have Tidus help Auron with the attacking. Once the Guado Guardians are out of the way, make sure that all your characters have been used at least once, the next parts of the battle are too difficult to risk it. When you're done, go after Seymour. Once his HP falls below 3000, he summons Anima, and we move to stage two of this battle. ------------------------------------------------------------------------------- Dun dun dun! ------------------------------------------------------------------------------- BOSS: Anima | HP: 18000 | WEAKNESSES: None ------------------------------------------------------------------------------- This battle is actually very easy. Have Yuna summon ???? and you'll see that Shiva is your new aeon (though, considering it IS an ice Temple, it probably wasn't hard to figure out). Now have Shiva use Heavenly Strike until her Overdrive gauge fills up. Anima alternates between turns. Every second turn, she (yes, Anima is female) uses Pain, which does moderate damage. On every other turn, she uses Boost. Therefore, Shiva should have her Overdrive bar full before Anima does, by a long shot. If you find that Pain is damaging Shiva a little too much, just have Shiva cast ice magic on herself. Keep using Heavenly Strike until Anima's HP falls below 8000, then unleash Diamond Dust. After that, Anima should bite the dust. If not, just keep using Heavenly Strike and healing with ice magic until she is dead. If Shiva doesn't happen to last that long, then summon either Ifrit or Ixion to finish Anima off. If, in the very unlikley event, you realise that you aren't going to beat Anima before she can use her Overdrive, make sure you heal up fully and then use Shield, and you SHOULD survive. In any case, onto the last part. ------------------------------------------------------------------------------- Just when you thought you were out of the woods... ------------------------------------------------------------------------------- BOSS: Seymour | HP: 6000 | WEAKNESSES: None ------------------------------------------------------------------------------- Chances are that Seymour will totally decimate your aeon when you start fighting him again, so don't worry. If you're lucky, they might still be alive enough to get in an attack or two. Try and heal them up to see if you can get an Overdrive out of them, in which case the battle will be won. If not, no matter. Seymour is far more dangerous now. He'll use third level black magic, as well as multi-hitting seocnd level black magic. However, as long as you keep recasting NulFrost, NulShock, NulTide, and NulBlaze in that order, he can't touch you. Dispose of him with Tidus and Auron at your own leisure (don't summon another aeon, they're too slow). ------------------------------------------------------------------------------- Now you've beaten that freak-show (I mean, just look at that guys freakin' hair! Does he sleep in a vat of gel or something?), save your game nearby. It's time to tackle the Cloister of Trials. Try to walk back across the bridge and it will break apart. Unlucky for us. --- [ CLOISTER OF TRIALS: Macalania ] ----------------------------------------- 1. Push the pedastal to the right, towards the block of ice. 2. Remove MACALANIA SPHERE from right-most recess, and place it in pedastal. 3. Push pedastal north, and it will stop on floor below. 4. Remove GLYPH SPHERE from centre column, and take it down below. Place it in far left recess. 5. Push pedastal to the right, where it will stop underneath the column. 6. Remove MACALANIA SPHERE from newly discovered recess on the top floor, and place it in far left coloum, bottom level. 7. Remove last MACALANIA SPHERE on top level from recess, making path disappear. Place it is centre column recess. Bridge is now reformed. 8. Walk up path as if you were leaving. Step on shining glyph. 9. Push pedastal (do not remove MACALANIA SPHERE) down slope. 10. Step on shining glyph (top level) again. 11. Remove DESTRUCTION SPHERE, and push pedastal down slope. 12. Place DESTRUCTION SPHERE in right-most recess. 13. Step on shining glyph (bottom level). 14. Remove MACALANIA SPHERE from centre pillar, and place in northern recess. 15. Remove DESTRUCTION SPHERE from right-most recess, go downstairs and place in recess just to the left of exit to bottom level. 16. Grab contents of chest. 17. Remove nearby MACALANIA SPHERE from column, and place it in right-most recess on top level. 18. Push the pedastal to the right, towards the block of ice. 19. Push pedastal north, and it will stop on floor below. 20. Push pedastal to the right, where it will stop underneath the column. 21. Remove MACALANIA SPHERE from right-most recess, and place it column (bottom level). 22. Remove last MACALANIA SPHERE on top level from recess, making path disappear. Place it is centre column recess. Bridge is now reformed. 23. Exit Cloister of Trials by goig up the ramp and heading north, but DO NOT STEP ON THE SHINING GLYPH. ------------------------------------------------------------------------------- After you exit, walk down the stairs a little, during which time you'll be prompted to run for your life. When you find yourself outside, save. Now, just run all the way around. You will get into at least two battles with the Guado, who will summon fiends to their command. The Guado Guardians have Auto-Potion, so make sure you get Rikku to use Steal before attacking them. Once you get back outside, the Guado no longer chase you. Now just follow the path that leads to the Travel Agency. Before you leave this screen, make sure to pick up the LEVEL 1 KEY SPHERE in the chest at the end of the path to the right of the crevice. Save your game at the SAVE SPHERE, and set your frontline party to Tidus, Wakka, and Rikku. Fill Shiva's Overdrive gauge. If you have Stone Breath, then fill Kimahri's Overdrive. Move on. === [Wendigo | 18000 HP | WEAKNESSES: None] =================================== Have Tidus cast Haste on himself, Wakka, and Rikku. If Rikku has her Overdrive full, Mix a Power Sphere and a Map for Pineapple to get rid of the Guado Guardians. Or esle, get Kimahri to use Stone Breath, if he knows it. If not, just get her to Steal from each of them, while Wakka uses Dark Attack on Wendigo. Switch Rikku for Auron, and Haste him too. Get Auron to use Power Break. Now just bash away at Wendigo, having Wakka reuse Dark Attack each time the effect wears off. Cure Berserk as soon as you can, and consider casting Protect on your party, just in case. Make sure to bring in everyone so they get AP. When Wendigo's HP falls below 8000, get Yuna to summon Shiva and use Diamond Dust. Easy victory. =============================================================================== You'll find your characters a bit down in the dumps. Oh, don't forget down in the lake, either. Save, then talk to Lulu, Auron, Wakka, Kimahri, and then Rikku. After the scene with Yuna and company, grab the LEVEL 2 KEY SPHERE from a hidden chest near Kimahri. Talk to everyone bar Auron again, if you like. Then get the AVENGER from another hidden chest to the left of Auron. Talk to him, then head back to the main group, and the next part of the story will be triggered. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.16. Bikanel Island [04BKNL] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to Spira's designated dust bowl! Come for the sand, stay for the sunburn! Anyway, when you wake up, you'll be in a tropical oasis. I really love the beautiful water effect here. Exit the water, save you game, then jump back in to grab the 4x REMEDY in the underwater chest. If you missed AL BHED PRIMER VOLUME I, pick it up here. Jump out of the water again, and head north. You get into a battle with a giant bird, Zu. Cast Haste on yourself, then Slow Zu. Use Delay Attack several times. Soon enough both Auron and Lulu will join you, so have Auron use Power Break and get Lulu to use her spells. After the battle is over, continue to walk north. You'll come across Wakka pretty much straight away. Nab the AL BHED POTION x8 from the nearby chest. If you missed AL BHED PRIMER VOLUME III, pick it up here. Check out the sphere monitor if you like. Head to the red arrow when you're ready. When you get to the next screen, take the right path to find Kimahri. If you missed AL BHED PRIMER VOLUME V, pick it up here. Now take the left road, and follow it around until you find Rikku. Open the chesta to reveal ETHER x2 and ALs BHED POTION x8, and then save. Rikku tells you to follow her, but there's really no point - there's only one way you can go anyway. There will be a quick tutorial battle showing how to use Steal to instantly destroy machina. --- [ Helpful Tip! ] ---------------------------------------------------------- STEAL SMOKE BOMBS! They can be stolen from from Ayclone and Zu. They will come in handy later on. If you happen to get into a fight with a Sand Worm, they can be easily beaten. Have Tidus Haste himself, Auron, and Wakka, use Armour Break and sometimes Delay Attack until it's finished. ------------------------------------------------------------------------------- Anyway, take the left path once it starts to open out, and obtain HI-POTION x4 from the chest. If you missed AL BHED PRIMER VOLUME XIV, pick it up here. Leave this small area and continue northwards. When you get into this new screen, run directly forward. Soon you'll come to a chest containing HI-POTION x4. Now go south-west to nab X-POTION x2 from another chest in a large section of rock. Head straight to left and follow the sand dune along until you reach a chest containing MEGA-POTION x2. Now follow the fence while going east, and you'll come to the SAVE SPHERE. Save here, and then grab the AL BHED POTION x8 from the nearby chest. Proceed west from here, down the narrow passage shown on the mini-map. Go south and follow the boundary all the way around until you come to a chest holding an ELIXIR. Also grab the LEVEL 2 KEY SPHERE and 10000 GIL from two chests inside the large destroyed building (the one that shows up on the mini-map in a horseshoe shape). Go north from here and you will find AL BHED PRIMER VOLUME XVIII in another set of ruins. Now head back and save again. From here, walk towards the red arrow. When you come to a sign, pick up AL BHED PRIMER VOLUME XVII sitting on the ground right near it. When you find yourself in the next screen, head north. When you see an offshoot area on the left, go over to it. Grab the HI-POTION x8 from the first chest, and the MERCURY CREST from the second. Head north, and you'll find X-POTION x2 in a chest just up ahead. From here head south and a little west until you stumble upon a chest containing MEGA-POTION x3. Now proceed east until you find a sandpit with a chest in it. Beat the Sandragora by using Sleep Buster and having Lulu use her magic. Alternatively, you have have Auron use Armour Break and then dispose of it using physical attacks. Whatever you do, just watch out for the nasty Seed Burst. Claim the MEGALIXIR x3 from the chest when you're done. Now move north-east, until you find another sandpit with a chest. Beat this Sandragora, and get the TELEPORT SPHERE x2 from the chest. Now just go straight to the red arrow, beat the last Sandragora, and we're out of this damn place. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.17. Home [04HOME] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Walk up to the body of the guy that just died and press X on him to receive HI-POTION x2. Walk over to the left side, near the large fire, and nab AL BHED PRIMER VOLUME XIX off the ground. Save your game, then go inside. For your first battle, you'll be up against three Bombs and a Guado Guardian. Use Slow/ga on Bombs, then have Kimahri use NulBaze, assuming you made him a white mage. If not, no matter. Finish off the Guado first. Haste Auron and Lulu, and have Auron attack the Bombs and while Lulu uses Blizzara. If Tidus and Wakka are hitting for about 1000 each, then use them too if you like. Head to the right once you win. This next battle is pretty damn tough, but not if you use my strategy. Have Rikku throw a Smoke Bomb (or use Dark Attack on Dual Horns), then Slow/ga on all enemies. Kill the Guado Guardian, then take out the Dual Horns - they can't touch you now. After this battle, slowly descend the stairs until the camera view shifts. Then turn back around and score AL BHED POTION x4 from the chest behind all the billowing smoke. Keep walking in this direction until you reach a door on the left. Use the same strategy to defeat fiends as last time. Open the chest on the left and select the second option in the first row. Then open the right chest, and choose, in order: second choice, third row; third choice, second row; and second choice, second row. This will score you a FRIEND SPHERE. Lastly, AL BHED PRIMER VOLUME XX can be found on the gorund in here, next to the right chest. It's hard to spot, so just mash X to find it. Exit the room and head north. Save when you get the chance. Instead of going through the door near the SAVE SPHERE, take the middle path, as shown on the mini-map. The chest there contains AL BHED POTION x6. Now take the right path, as shown on the mini-map. AL BHED PRIMER VOLUME XXI lays in wait on the floor just before the door. Go through the door. Before you walk in, make sure you have Tidus' Lightningproof armour equipped. It makes the next battle a breeze. In here you'll find your toughest opponents so far, however, you can beat them very easily. Hopefull you picked up the Yellow Shield at the Thunder Plains. If not, the next battle is still easy, but not as much so. Anyway, have Tidus use Provoke on both Chimaeras. They will then only use Thundaga on Tidus, who hopefully hase his Lightningproof armour, thus making their attacks futile. Even if he doesn't, all their fire will be concentrated on Tidus, and they will only be using their weakest attack. Anyway, use Slow/ga on the party, and take out the Guado Guardian. Then kill the two Chimeras. If you don't have the Yellow Shield, then make sure to heal up Tidus periodically. The chest here has a password on it. If you're not interested in solving it (it isn't that hard), the number is 5633. You will obtain an SPECIAL SPHERE. Exit this room, and go back to the SAVE SPHERE. Save again, then head through the door nearby. You will get into another Chimera battle. Just use the strategy given above. After the battle, go down the stairs and there will be another cutscene. When it's done, go down to the bottom floor. As soon as you reach the bottom on the stairs, go left and open the chest to obtain a LEVEL 4 KEY SPHERE. Walk around to the right and get the LEVEL 2 KEY SPHERE from that chest. Now go through the door. Yun aisn't here either? God dammit, you stupid woman! Argh... go over to the chest in the south-west corner and claim the 10000 GIL inside. Now go to the green square on the mini-map, then run up the ramp. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.18. Airship [04ARSP] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Watch some very cool and inspiring scenes, as well as seeing Wakka get shot down by Rikku, then go save your game. You are now aboard the airship. Wakka is now available to hire for Blitzball - I always get get him for my team. Have a chat to everyone here, most importantly, Cid. He'll tell you you're going to find Yuna with a machina he doesn't know how to use. Brilliant work, Einstein. He also happens to be an adrenaline junkie. When he's done, exit the bridge. Talk to Kimahri, Isaaru, and Maroda several times. Now feel free to explore the ship, and see what it has. Make sure to talk to Dona by taking a right after you leave the bridge, and then taking the next possible left. Answer "Who cares!" when she asks you a question. Also, have a chat with Rin. When you're done, go back to the bridge. --- [ Helpful Tip! ] ---------------------------------------------------------- If you are playing through a second time and you already have all Al Bhed Primers, Rin will reward you with UNDERDOG'S SECRET x99 when you speak to him. ------------------------------------------------------------------------------- After the cutscene, save. Speak to everyone again, and when you're ready to proceed, go speak to Brother, who's piloting the airship. After they locate Yuna, talk to everyone again, and Wakka's stupidity becomes more evident. He may be dumb, but he's still cool. Save, again. Now try and exit the bridge once more, and the fiend alert will go up. Once you get out into the corridor, go right, and continue on until you reach another SAVE SPHERE. Make use of it's function, then go up the stairs and talk to the two Al Bhed staring out the window. One of them will give you AL BHED POTION x4. Now head towards the back and a cutscene will take over. "The ferryman asks a high price", indeed. This next battle is one of the hardest in the game. But don't despair! I have a top-notch method for taking down this ugly son of a mother. Run back and save, so you don't have to watch that scene over again. Set your starting formation to Tidus, Rikku, and Wakka. Walk forwward, go up the ramp, and prepare to kick some ass. Try and build up your characters Overdrives if you can, especially Auron's. Make sure you have a weapon with Sensor equipped (not Tidus's Brotherhood, as it is elemental). ------------------------------------------------------------------------------- BOSS: Evrae | HP: 32000 | WEAKNESSES: Darkness, Slow, Power Break ------------------------------------------------------------------------------- - Tidus and Rikku have access to the Trigger Command "Move in" and "Pull back", and these commands enable you to manoeuvre the airship. Cid appears in the CTB bar, letting you know when he will get a turn to move the ship. You can select "Cancel" The first thing you want to cancel the order. - The airship is outfitted with three salvos of missiles. Cid will use them periodically. - Start off with "Pull back". Haste Tidus, then Slow Evrae. Haste remaining party members, then substitute Rikku for Lulu. Haste Lulu. - Wakka should attack use his normal while Lulu to uses her highest level black magic. It doesn't matter which element, Evrae will only take half damage from all of them. Swap out Tidus for Rikku. - Photon Spray hits everyone for low damage. Have Rikku dispense Al Bhed Potions whenever HP drops too low. Use Light Curtains on party members to put them under Protect status, if you can. - Once Evrae loses half his HP, he will Haste himself. This will negate the Slow you already put him under, so be warned. use Reflect to make the rest of this battle a breeze. If you don't have it, then don't despair! - Get Rikku to throw a Smoke Bomb. Else, Mix a HP Sphere with a Grenade for Chaos Grenade. If you don't have these items, then use Dark Buster. - Swap in Tidus and Auron, using Haste if necessary. Rikku should be number three. If you need to keep out Wakka for Dark Buster, then forget Tidus. - Any damage should be healed up with Al Bhed Potions, provided by Rikku. It Evrae uses Stone Gaze, heal the effect with a Soft or an Al Bhed Potion. - When Evrae inhales, it signals his next attack will be Poison Breath. Have Tidus or Rikku pull back. Failing that, just take it, and have Rikku heal everyone with an Al Bhed Potion - it cures Poison also. If you do manage to get away from Evrae, on his next turn Poison Breath will miss. - On the turn after Posion Breath, Evrae will fly up close, so don't bother pulling back, battle face-to-face. Use Power Break to make things easier. - Try to finish Evrae off with an Overdrive (preferably Auron's) for the precious Overkill. ------------------------------------------------------------------------------- Watch the awesome FMV, and get ready to fight again! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.19. Bevelle [04BVLE] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before you go anywhere make sure you heal everyone up, there are several tough battles to come before we can save yet. Put your strongest party (most likely Tidus, Auron, and Wakka) in the frontline. Don't worry about cycling your party around here. Win, as soon as you can. We don't want to put all that hard work against Evrae to nothing. Make sure to heal between battles, if you need to. --- [ Helpful Tip! ] ---------------------------------------------------------- When get into a fight with a YKT-63, make sure to have Kimahri use Lancet on them to learn the very helpful "Thrust Kick". ------------------------------------------------------------------------------- When you're done, it's cutscene time. It seems a little odd to me that after being shot and set on fire during battle, that everyone is held captive at gunpoint... Oh well. "Don't worry, I can fly!" What the hell? She's gone completely blotto. Anywho, once you gain control, you can either walk down the stairs, or press X on the control panel and watch the machina do all the work. In the next screen, walk towards the green square on the mini-map. Descend the stairs in the next screen, and join the others. After the brief cutscene, pick up AL BHED PRIMER VOLUME XXII on the ground right near you. Am I the only one wondering why this thing is inside Bevelle Temple? Save up ahead, then enter the Cloister of Trials. --------- [ CLOISTER OF TRIALS: Bevelle ] ------------------------------------- 1. Walk forward and push pedastal. 2. Press X to confirm direction. 3. The path is a loop. If you miss the right turn-off, it will just start again from the beginning. To turn, you need to press X when the arrow on the floor glyph is pointing in the desired direction. Take first left. 4. Remove BEVELLE SPHERE from wall recess. Push the pedastal back onto path, and loop back to the start. 5. Take second right. 6. Place BEVELLE SPHERE in wall recess. Push pedastal back onto path, and loop back to the start. 7. Take first right. 8. Go straight at next intersection. 9. Remove BEVELLE SPHERE from wall recess. Push the pedastal back onto path. 10. Go right. 11. Take last right. 12. Place BEVELLE SPHERE in wall recess. Push the pedastal back onto path, and loop back to the start. 13. Take second turn right. 14. Remove GLYPH SPHERE from wall recess. Push the pedastal back onto path. 15. Take last right. 16. Place GLYPH SPHERE in wall recess at the back. 17. Remove DESTRUCTION SPHERE from newly opened wall recess. Push the pedastal back onto path, and loop back to the start. 18. Take second right. 20. Place DESTRUCTION SPHERE in wall recess. 21. Take last right. 22. Remove BEVELLE SPHERE from wall recess. Push the pedastal back onto path, and loop back to the start. 23. Take first right. 24. Push pedastal forward. 25. Walk up stairs and place BEVELLE SPHERE in wall recess. 26. Grab contents of chest to your right. 27. Step on shining floor glyph. 28. Push pedastal to the path on the left, and obtain KNIGHT LANCE. 29. Take path to the right. ------------------------------------------------------------------------------- When you meet up with the others, there will be a cutscene. Save when you are given the option. "Men die. Beasts die. Trees die. But I... I live on through this arm!" Well, maybe not. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.20. Via Purifico [04VPUR] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Walk forward and save your game. Now, let's find the others. Take the first right and follow this path around. Until you meet up with Auron, have Yuna summon an aeon to take out any fiends. Continue to use aeons every now and then, as you want to have full Overdrives for all of them for later. Eventually you'll meet up with Kimahri. Pick up the MEGA-POTION from the chest in here. Proceed north now. Follow this path around and reunite yourself with Auron, who is standing near a SAVE SPHERE. He tells you "there must be an exit around here somewhere", when in fact he almost there. The exit is located to right up that northern path. Don't take it yet, though. Save your game. Head east and follow the path again. Take the first left turn, and then take the second left from here to find Lulu, as well as WHITE MAGIC SPHERE in the chest next to her. DON'T USE IT YET. Now continue south all the way until you reach a room with a chest and a glyph on the wall. Obtain the ELIXIR from the chest, then go press X on the glyph. Exit this area and turn right. Follow this path all the way, and you'll find yourself back where you originally started, However, a number of new things can now be accessed. Save your game at the SAVE SPHERE, then proceed north. Run past the platform and take a right just before you reach the gate. This room contains a BLACK MAGIC SPHERE in a chest. DON'T USE IT YET. Step on the floor glyph. Exit this room and run north, and save again. From here continue westward and follow this path until you reach the recently moved platform on the ground. Wait for the arrow on it to point north, then step on it. Obtain the SKILL SPHERE, LUCID RING, and 10000 GIL from the chests in here. Step on the platform when it points south exit that sealed off room. Head east from where you end up (according to the mini-map, not the way the camera is positioned), and take this path all the way back to the SAVE SPHERE. Fill the Overdrive gauges of all your aeons, then save once more. Now walk north, and it's time to fight! Remember that you have plenty of time to train up before the battle, if you don't think that you're strong enough. You need to be warned though, that even though this a contest of aeons, if your aeon dies a just before an opposing aeon gets a turn, they WILL use it on Yuna anyway, almost certainly giving you a game over. Just be careful. ------------------------------------------------------------------------------- BOSS: Grothia | HP: 8000 | WEAKNESSES: Ice ------------------------------------------------------------------------------- Bring out Valefor and use Energy Blast/Energy Ray. If that isn't enough (though it should be), get Ixion to use Thor's Hammer. ------------------------------------------------------------------------------- But wait... ------------------------------------------------------------------------------- BOSS: Pterya | HP: 12000 | WEAKNESSES: None ------------------------------------------------------------------------------- Bring out Bahamut and use Mega-Flare. Chances are Pterya will survive, so just use Impulse to finish her off. ------------------------------------------------------------------------------- ...there's more... ------------------------------------------------------------------------------- BOSS: Spathi | HP: 20000 | WEAKNESSES: None ------------------------------------------------------------------------------- Use Shiva's Heavenly Strike about six or seven times. Have Shiva use Shield for Spathi's Mega-Flare, then unleash Diamond Dust for the Overkill. If Shiva happens to die, just summon Ixion, Ifrit, or Valefor and attack. ------------------------------------------------------------------------------- Now we have control of Tidus, Wakka, and Rikku. Save nearby, then swim in the only logical direction. There's a chest here that dispenses items upon payment, though it seems more than a little weird. Stock up on any items if you need to. Have at least two Phoenix Downs. There's another SAVE SPHERE up ahead, so save there too when you reach it. ------------------------------------------------------------------------------- BOSS: Evrae Altana | HP: 16384 | WEAKNESSES: Healing items/spells ------------------------------------------------------------------------------- - Use two Phoenix Downs on this bastard, and he's dead, WITH Overkill. How good is that? ------------------------------------------------------------------------------- Now just swim forward, grabbing the REMATCH (have Wakka equip this) and AVENGER from the two underwater chests. Youll need to use Circle to dive down and reach them. Soon enough, you'll be outta this hell hole. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.21. Highbridge [04HBRG] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After being stabbed in the chest by Kimahri's spear, Seymour is decidedly pissed off. And guess who he's going to take his anger out on? That's right, you. It seems a bit stupid that Seymour would just let everyone get away so easily, but whatever. When you regain control, save your game. Run back towards Seymour. On your way you'll fight several random encounters, so use this opportunity to not only fill up Bahamut's Overdrive, but also those of your characters. Another SAVE SPHERE has been liberally placed here, so do save, please. Equip Tidus' Brotherhood. Now, walk forward to show Seymour who's really the boss. ------------------------------------------------------------------------------- BOSS: Seymour Natus | HP: 36000 | WEAKNESSES: Poison, Provoke ------------------------------------------------------------------------------- - First switch Tidus out for Lulu, and get her to cast Bio. Natus will now lose 1440 HP every turn he takes. - Swap out Kimahri for Auron and use the Trigger Command "Talk". Defend on Yuna's turn. Swap out Lulu for Tidus and use Provoke. - Haste Auron and Yuna, and Reflect Tidus. DO NOT CAST HASTE ON TIDUS, NOR REFLECT ON AURON. Doing so will cause Mortibody to use Desperado, dispelling all positive statuses. - Now all of Natus' attacks will be directed at Tidus, leaving Auron free to do his thing. - Once Natus' HP goes below 24000, he'll cast Protect on himself, then use Break on regular turns. This causes Petrification. Use Esuna or Softs to cure as soon as possible, avoiding Mortibody's Shattering Claw. Recast the status they were under before, and Dispel Protect from Natus. - Once Seymour's HP falls below 12000, he'll start casting Flare, which isn't too bad, actually. It will just Reflect off Tidus. - Finish with an aeon Overdrive. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.22. Macalania, Part Two [04MAC2] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you get back of Tidus, talk to everyone in this screen several times, until they start repeating themselves. Save, then leave this screen, and take the southern path when you come to the crossroad. You'll see Kimahri here. Walk around and find Yuna, and get ready for quite a long cutscene, with more poor voice acting. Oh well, it beats reading text. Now try to leave, and Yuna will stop you. She'll walk back with you now? I wish she make up her damn mind. Once you get control, proceed north into the area where you saw Riku sitting in the tree. Obtain the LUCID RING from the chest, then exit this area. Now head to the right, save up ahead, then move on to the Calm Lands. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.23. Calm Lands [04CALM] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Porceed to the left until you bump into oour resident gandpa Maechen. Stop for a quick lesson in local history, then continue on your merry way. A hovercraft will come your way and scare off all the Chocobos. You can buy weapons and items from the pilot, including a glitched Magic Counter armour (it's only supposed to be a weapon ability). There's not much here worth spending your money on. Now make your way northeast, until you come to a set of tents and the like. Save here, and then talk to everyone several times. Also take this chance to stock up on some Holy Waters from the local shop. --- [ Helpful Tips!! ] --------------------------------------------------------- - If you happen to get into a fight with a Malboro, make sure to have Kimahri use Lancet on them to learn the very helpful "Bad Breath". - Steal a POISON FANG when you battle a Nebiros. In fact, steal a few of them. It will be a MASSIVE help later. ------------------------------------------------------------------------------- You can fight Belgemine again now. Just walk southwest a little and you will see her standing near a group of large thorns. Walk over and accept her challenge. ------------------------------------------------------------------------------- BOSS: Shiva | HP: 15000 | WEAKNESSES: Fire ------------------------------------------------------------------------------- This battle is easy, no matter what approach you take. Build up Bahamut's Mega-Flare beforehand for a quick win, or do what I do - use Ifrit. Have him build up his Overdrive during battle and then toast Shiva a couple of times. Shiva Heavenly Strike on a full Overdrive. Heal with Fire magic when you need to, and this battle is still a breeze. ------------------------------------------------------------------------------- For winning, you get POWER SPHERE x30 and AEON'S SOUL, which allows you to raise individual aeon attributes (though this is a real waste of items). Pay attention to the tutorial anyway. You can always find a full explanation in the Game Basics section of this guide. Save again at the known SAVE SPHERE. Now walk around the back of this area and nab the LEVEL 2 KEY SPHERE from the chest. Proceed west from here, until you see a woman on a Chocobo. Talk to the woman on the Chocobo. Tell her you'd like to ride a Chocobo, and that you'd like to train one. Do the first race, and then the Chocobo is yours to do as you will. --- [ Helpful Tip! ] ---------------------------------------------------------- If you do the other three training courses, and do well, you will receive the SUN SIGIL for Tidus, which is VERY important. You don't have to do that now, if you're not up to it. If you're interested, check out the Celestial Weapons section. ------------------------------------------------------------------------------- When you have finished here, follow the cliff left and you'll come across AL BHED PRIMER VOLUME XXIII on the ground. Now head to the south-east corner of the plains where you will find two chests, containing 5000 GIL and 10000 GIL. Don't worry about dismounting your chocobo, they can open the chests with their feet (crafty buggers). Head back to the centre of the Calm Lands, and save here once more. --- [ Helpful Tip! ] ---------------------------------------------------------- Head all the way back to the entrance of the Calm Lands on your chocobo. However, run straight past it, and you'll come to a part of the ground that isn't quite level with the one next to it. What's that on the ground? A Chocobo Feather! You know that that means. Press X on it, and your chocobo will jump the gap. Dismount your chocobo, and walk through the recess in the stone. Remember this place well, you'll have to come back here several more times. For now just cross the bridge and save at the SAVE SPHERE. Walk round the left side and pick up AL BHED PRIMER VOLUME XXIV, then examine the sphere on the ground. Now for what we came here to do. Walk back around to the right side, then attempt to mount the chocobo. Select "How do I ride?" for a rundown on how things work. All you have to do is win the race first time, and that's a very simple thing to do. Now select "Ride!". The purple "X"s on the mini-map represent possible chests that you can open. The yellow square represents the chocobo you are racing. For the first race, just go left at the first fork in the road, then take the next right. The chest will be opened, and your chocobo will do a large jump to give you an easy win. When you land, go left at the intersection with the yellow pole, and follow the path around. You get the CLOUDY MIRROR as a reward, another vital item. We ain't done yet, kiddo. Now we need to win the race again, this time after opening three chests and touching NO poles. Sound difficult? Not really. Again, I'll guide you. At the first fork in the path, go right, then straight towards the chest. After the chocobo jumps down, take the right at the intersection right in front of you. Watch out not to hit any poles. As soon as you go up the ramp, take a sharp right so you start running south. Once you get to this new chest, your chocobo again jumps down. Proceed up the same ramp as last time, but this time go straight all the way after you run up. Your chocobo will take another plunge drop, landing you right next to a yellow pole. Go left here, and run all the way around. Assuming you hit no poles, 30x WINGS TO DISCOVERY is your prize - that's what we came here for. To leave, cross the bridge. Find your trusty yellow-feathered friend waiting for you back in the Calm Lands. Mount him (or her), and find the Chocobo Feather in the north-east that will get you back into more familiar territory. ------------------------------------------------------------------------------- If you ride north directly from where you land, you will notice a square square on the mini-map. This leads to the Monster Arena, a rather large sidequest. You have the choice to get started on it right now. If you decide to do so, then you will have to capture at least one one of every fiend in the Calm Lands. --- [ Helpful Tip! ] ---------------------------------------------------------- Why should you start the capture quest now? Because while you travel up Mt. Gagazet, and wander around Zanarkand, you can capture monsters at the same time. This gives you a head start on this sidequest later on. So if you wish to begin, then go speak to the manager, and buy capture weapons for Tidus, Wakka, and Auron. Now go outside, and run around getting into battles. Use the the characters with capture weapons to inflict the killer blow on fiends, and you will capture them. Rare monsters (Chimera Brain, Malboro, Ogre, Anacondaur, and Coeurl) can be located in the north-west of the Calm Lands. If you ever want to find out how many fiends you have caught so far, you can speak with the Monster Arena manager to find out. Be sure to keep your chocobo close so you can get up and leave whenever you like. After you have acquired at least one of all nine capturable fiends, head back to the Monster Arena and talk to the manager. A chest will now appear in this screen. It can't be opened yet. It's got something special in it though, so remember it. Talk to him again to receive 60x FARPLANE WIND, but choose no to the battle, you can't possibly win yet. Exit the Arena. ------------------------------------------------------------------------------- "Ride now, ride now! Ride to Gondor!" I mean... towards the red arrow. Save up ahead. Get ready for a boss battle. Have Bahamut fill up his Overdrive before you go anywhere. Attempt to cross the bridge... ------------------------------------------------------------------------------- BOSS: Defender X | HP: 64000 | WEAKNESSES: Provoke, Armour Break ------------------------------------------------------------------------------- This boss is big, and very hard, unless you do one thing. Main party should be Auron, Wakka, and Tidus. Have Tidus use Provoke. That's it. This cuts Defender X's repetiore of attacks down to Blast Punch, which removes 50% CURRENT HP of Provoker. He can't even kill you. Ha! Have Tidus cast Hastega, while Auron uses Armour Break. Bring in other characters for AP, and use any Overdrives you have. However, DO NOT SWITCH OUT TIDUS. Doing so will remove Provoke status from Defender X, and he will start destroying your party using damaging attacks, and will cast Slowga. Beat away and use Mega-Flare for the Overkill. ------------------------------------------------------------------------------- Head north, ignoring the side path leading down to the Cavern of the Stolen Fayth. A hidden aeon can be found there, but it's not particularly useful yet. After a cutscene walk up the slope and you're finally at Kimahri's home, Mt. Gagazet. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.24. Mt. Gagazet [04MGZT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= We come all this way to get told to piss off by an old and hairy... thing? Fantastic. After working things out with Kelk Ronso, save your game nearby. This next journey is going to be a real killer, and it's the one I hate the most. It seems like there is a random encounter every three seconds. If you took my advice and bought capture weapons in the Calm Lands, at least you won't have to do it all over again. Talk to everyone here several times, for more useful information. The fiends here are tough. REALLY tough. Get ready, and make sure you have plenty of items. Talk to the Ronso behind Auron to buy stuff. --- [ Helpful Tip! ] ---------------------------------------------------------- If you made Kimahri a white mage, then use those Black Magic Spheres I told you to keep on him. Have him learn Lulu's third level black magic spells. If you made him a black mage, but he is too far away from those abilities to learn them without a little further training, then use also them. If Kimahri doesn't know Haste/ga, then have him use a White Magic Sphere to learn Haste/ga (preferably the latter). If you took him down Auron's or Wakka's grid, then you might have a little more trouble with the next battle. Make sure Kimahri has a Sensor weapon equipped for the next battle. While you're here, have Tidus and Wakka use a Special Sphere to learn Steal. ------------------------------------------------------------------------------- Try to proceed up the mountain to trigger the next encounter... ------------------------------------------------------------------------------- BOSS: Biran and Yenke | HP: Proportional to Kimahri's stats | WEAKNESSES: None ------------------------------------------------------------------------------- Start the battle by casting Haste on yourself, if you can. If you have a full Overdrive, use something like Fire Breath (if a mage) or Thrust kick (if a physical attacker, like Auron). They will only use weak level one black magic on you, so don't worry too much about that. They also use blue magic abilities like "Aqua Breath". Never physically attack when they are on the same side. One will use Guard for the other, resulting in low damage. Use Reflect or throw a Star Curtain to stop the black magic from touching you. Continue to use Lancet until you learn no further abilities. You can learn Doom, Fire Breath, Aqua Breath, Stone Breath, Thrust Kick, Self-Destruct, Mighty Guard, and White Wind. The last two you can only learn AFTER Biran or Yenke use them. This happens when their HP falls low enough. So damage them, but do it slowly, as you want to learn all the possible abilities you can. Carefully watch your damage using Scan or a sensor weapon, and you'll do fine. Heal up when HP gets low. When Kimahri learns a new Overdrive, use Fire Breath or Thrust Kick, but use no more than two Overdrives on the one target. Don't want to kill them without getting Mighty Guard or White Wind. Use black magic, but again, not too much. For the rest of the battle rely on attacks that deal low-to-moderate damage. If you take down Yenke first, Biran will Haste himself, making the battle much tougher. If you go after Biran first (recommended) then Yenke will only use Berserk, which is more than managable. Don't bother using Esuna to cure it, he will only recast it. Same goes for Biran and countering Haste. Easy. ------------------------------------------------------------------------------- Walk forward a little, the to your right once the ground is near level. Walk south around the rock, and you'll find 20000 GIL in a chest. Go back and save your game. You will want to, believe me. Now reequip Tidus, Wakka, and Auron with their capture weapons, cause we "gotta cath 'em all!" as we go up the mountain side. Customise Piercing to Auron's and Wakka's, and Sensor to Tidus'. Now proceed north for a cutscene, and after it, go left just before the path narrows out and ontain MEGA-POTION x2 from the chest. Start making your way up the mountain. --- [ Helpful Tip! ] ---------------------------------------------------------- Random encounters WILL get annoying. Try not to think about it too much. Use NulBzaze against Grenades, Steal on machina, Bio on Bashura and Sleep on Grat. This makes things MUCH easier. Also, make sure you always take out easy threat straight away. Don't try and cycle all your party into battle against three fiends - do it against one weak one. Last thing to remember, is that if all else fails, SUMMON. Your aeons can handle themselves really well, and are immune to everything under the sun. Just bring them out and start dishing out an ass-kicking. ------------------------------------------------------------------------------- When you get to the first bend, press X on the pile of... stuff and Lulu will tell you what they are. When you get to the offshoot road on your right, take it to obtain BRASKA'S SPHERE. When you see the next fork in the road, go straight ahead and up the winding path to nab the DEFENDING BRACER from a chest. Continue on your way. When you find a man along the way, stop to talk. This guy is named Wantz. Stock up on Holy Waters and Phoenix Downs. Don't bother with weapons or armour, especially for those prices. You should be perfectly fine with what you have now. The next time you see a side path, go down. Nab the HP SPHERE and LEVEL 4 KEY SPHERE from the chests. That's all for items, thankfully. Stay on the main path now, until you reach the SAVE SPHERE, and save. Finally. Fill all your aeon Overdrives. If Rikku, Kimahri or Auton are close to having full Overdrive guages, then fill those too. Train around the SAVE SPHERE, if you like; you're about to come up against perhaps the toughest boss in the game. Walk forward until a cutscene occurs. ------------------------------------------------------------------------------- BOSS: Seymour Flux | HP: 70000 | WEAKNESSES: Poison, Silence ------------------------------------------------------------------------------- Main party should consist of Tidus, Rikku, and Yuna. Start with Hastega. Have Rikku "Use" a Poison Fang (or failing that, cast Bio with Lulu). Each time he takes a turn, he will rip 1400 HP off himself. The only attacks you will see now are Lance of Atrophy, Full-Life, Cross Cleave, and Dispel. Continually cast Reflect to stop the Lance of Atrophy and Full-Life combo. Cure Zombie status with Holy Water if you ever need to heal. Don't bother recasting any positive statuses other than Haste and Reflect once Dispel is used. Swap out Rikku for Auron, and Haste him. He and Tidus should attack. When Flux casts Protect, Dispel it. Once Flux's HP is just above 35000, cast Haste on him. Now, don't use ANY attack that will cause him to go below 35000 HP - let Poison take over. From here on don't use any command that will target either Flux or Mortiorchis - use defend, heal, or cast positive statuses on yourself. Attacking will cause Mortiorchis to use Total Annihilation, and Flux to use Flare. Toast Flux with Mega-Flare to top things off. ------------------------------------------------------------------------------- Head in the only real direction you can. Just after the fourth column on the left, there is a chest containing the SATURN SIGIL. Save nearby. Continue on the path until the cutscene occurs. When you "wake up", run across the wharf and take the second right. Go into the house, and walk into the middle of the room. Then run after the other "person", and find them up the stairs. Go talk to them again. --- [ Helpful Tips!! ] --------------------------------------------------------- - If you have any left over, have Wakka use a Black Magic Sphere to learn Thundaga. There are some pretty nasty water fiends down here. - Your biggest threat underwater is Maelspike. Get Wakka to use Dark Attack to render his attacks harmless. For all fiends, make sure to have Tidus and Wakka inflict the final blow, so you capture them. - If you happen to get into a battle with a Dark Flan, have Auron use Armour Break. Then use Slow for an easy victory. - If you have a HP Sphere or MP Sphere in your inventory, have Rikku build up her Overdrive for the next battle. ------------------------------------------------------------------------------- When you really do wake up, follow this path around until you reach the cave. Save before the steps. Head left, and when you reach the water swim all the way till the end, ignoring the right turn-off. When you get to the end, you will have to complete a minigame where Wakka throws his Blitzball at the centre target. Once you you strike the centre, a chest will appear containing a LEVEL 1 KEY SPHERE. Swim out of here after you collect it. Save at known SAVE SPHERE. Now go up the stairs in front of you, and go left at the intersection. Dive in and get cracking. Once you reach the end, send Rikku through the green hole, Tidus through the blue hole, and Wakka will automatically enter the red one. Pick up the FORTUNE SPHERE from the underwater chest, and head back to the entrance. Take a right at the top of the stairs and then swim to get RECOVERY RING and RETURN SPHERE from the two chests. Now descend the stairs, and go west, then take the first right. Pick up PEP TALK from the chest. Now set a course for the red arrow on the mini-map. After finding out that a dead woman is sending fiends to fight you (yay!), prepare Bahamut's Overdrive in advance. Have Tidus equip Avenger, and give Wakka Rematch. Leave the cave... ------------------------------------------------------------------------------- BOSS: Sanctuary Keeper | HP: 40000 | WEAKNESSES: Poison, Darkness ------------------------------------------------------------------------------- This battle requires a little luck, but it's not too hard with the right strategy. Start off with Tidus, Yuna, and Rikku/Lulu. Most desirbale thing to do is have Rikku use Mix to combine a HP Sphere/MP Sphere with a Grenade for Chaos Grenade. Otherwise, get Rikku to "Use" a Poison Fang. At the very least, cast Bio. Use Hastega, then cast Reflect on Santuary Keeper. Assuming you didn't use Chaos Grenade, get Rikku to "Use" a Smoke Bomb, if you have some. This will make the battle MUCH easier. Else, you're going to have to rely on Wakka using Dark Buster. Summoning to survive Photon Wings is a good idea. Heal up any negative statuses (ignore Curse), then make your main party Tidus, Auron, and Wakka. Haste them both. Have Auron and Tidus attack, while Wakka constantly uses Dark Buster (only if Santuary Keeper isn't under permanent Darkness from the Smoke Bomb or Chaos Grenade). Use Power Break and Magic Break. Heal up using Hi-Potions, Mega-Potions, or have Yuna lend a hand. If Sanctuary Keeper uses Reflect on one of your characters, simply Dispel it (only if you have time), or switch that character out for another TEMPORARILY. We want to make absolutely sure that he cannot heal himself. Bring the character back in and Dispel Reflect (on that character) when you can do so safely. If you didn't use a Smoke Bomb or Chaos Grenade, you really need to keep Wakka active to keep using Dark Buster, so make sure to always keep his health up. If Sanctuary Keeper does heal, it isn't the end of the world. Dispel Reflect off your characters, and just get back to the basics. It won't take long before you're back where you were. Assuming Dark Buster holds (or you have permanent Darkness with a Chaos Grenade or Smoke Bomb), the only two attacks you have to worry about are Mana Breath (easily solved with a Phoenix Down or casting Life), and Photon Wings, where you need to hope he doesn't Confuse all your characters (which is rare). Summon Bahamut and unleash his Overdrive for the Overkill. ------------------------------------------------------------------------------- After the battle, walk forward after a brief cutscene, then pick up the dropped sphere. After another lengthy cutscene, follow the long-ish road to Zanarkand. There are no random encounters on the way, so be happy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.25. Zanarkand Ruins [04ZRNS] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Phew. We're finally here. Watch a scene you have scene twice already (what the hell?), and then it's time for the final stretch. Save nearby. The enemies in the first part of Zanarkand you have seen before, and you're stats should be quite bit better when it comes to dealing with them. There's only one way to go, so make sure to otain the FORTUNE SPHERE and SPIRITUAL TARGE from the very visible chests along the road. Now is it just me, or is it strangely convenient that the variety of ruins all come together form a perfectly usable path? In any case, when you find yourself standing outide a large building, utilise the SAVE SPHERE, and like, save. Groovy. Then, of course, walk inside. Some dead guy will talk to you... freaky. When he's done, follow the others. More dead people await you inside. Just wait until the cutscene is over, then press on. Swap to your best weapons in here - no fiends can be captured. Also, DO NOT USE ANY OVERDRIVES IF YOU GAIN THEM! They will be a big help later. --- [ Helpful Tip! ] ---------------------------------------------------------- If you get into a random encounter and your enemies are people, they're actually under Zombie status. Use healing magic ("Life" is particularly potent) and items to hurt them . Candle of Life can be stolen from them. The cannon machina in the background can be dispatched with Wakka or magic. All Defenders should be Armour Broken, then Provoked. Easy win from there, really. ------------------------------------------------------------------------------- After you walk through a ruined tunnel, turn around and walk up the ramp on the right side. This will lead you to a chest containing 10000 GIL. Continue in the direction you were going and save when you get the chance. Keep following the path. When you reach a crossroads of sorts, take the western path (west according to the mini-map), and get the FRIEND SPHERE from the chest. Then proceed north, until you cross a narrow bridge, before the floor slopes up. On the left side, the floor slopes down. Head down this slope to grab the item from the chest, a LEVEL 3 KEY SPHERE. It is hidden behind the wall, so just press X when you reach the bottom. Now go all the way to the red arrow on the mini-map). In the next screen, just go all the way forward. Make sure to pick up the LUCK SPHERE from the chest on the right. Save after the cutscene, and then enter the Cloister of Trials. Walk forward when you get inside, and stand on the green tile to begin. --- [ CLOISTER OF TRIALS: Zanarkand ] ----------------------------------------- This Cloister of trials is a little different. This focus is not on moving spheres and solving puzzles, it's all about stepping on the right shapes. The screen up the front of each room shows you what shapes you need to stand on in order to proceed. So after a new set of shapes is brought up on screen, then a new pattern will need to be stepped out. In order to "stand on a shape", you need to stand on the one tile in that shape that has a circular light in the centre. It's easy to see whether there is a certain tile makes up part of a shape - they are a slightly lighter colour than normal tiles. If you are at all unsure what patricular shapes yo uneed to be walking on, then walk forward and press X on the screen at any time, and they will be highlighted for you. This WILL NOT rest what you have already done so far. Do not step on the white square shapes, they WILL reset the current puzzle for you. Now, after you finish the first set, six doors will open, out of which six pedastals will emerge. Of these six pedastals, those in the middle on both sides of the room cannot be moved, they contain a recess for a sphere. You will be able to get into the ajoining room. Before you enter this room, push one of four moveable pedastals into the wall by pressing X. A pattern will now appear on the screen in the second room. You need to step on all the correct shapes to finish this pattern. When you successfully complete this set, a glyph will appear on the ground in the centre of the room. Go back into the first room, and push another pedastal into the wall (order is irrelevant). Complete the other three patterns (one for each of the remaining pedastals). When you're done, walk up to the screen in the second room. To the left of it in a recess is a KILIKA SPHERE. Remove it (cannot move BESAID SPHERE yet), and take it back into the first room. Place it in the pedastal on the left. Go back and remove the BESAID SPHERE from the wall recess, head into the first room, and place it in the pedastal on the right. Done! ------------------------------------------------------------------------------- Save here. You will really want to, considering this next battle. Go back into the secend room to start the fight... ------------------------------------------------------------------------------- BOSS: Spectral Keeper | HP: 52000 | WEAKNESSES: Provoke ------------------------------------------------------------------------------- Another foolproof strategy coming up! This battle is special in that there are six possible positions for each of your characters, represented by glyphs. Only one character may occupy each glyph. Use the Trigger COmmand "Move" to select the glyph you wish to move to. Okay now. Your starting party should be Tidus, Auron, and Yuna. Have Tidus cast Hastega, and get Yuna to use Protect on Tidus. Don't worry about using Protect on the other two. Now, have Tidus use Provoke. All of Spectral Keeper's attacks will be directed on the one character, making life MUCH easier. Now have the character who is in the middle to move to glyph five, where they cannot be harmed - Spectral Keepers swipe can strike three adjacent glyph spaces. Therefore, if there are two empty spaces either side of Tidus, only he will ever need to be healed. Have Tidus do nothing but Defend, Yuna constantly heal, and Auron attack. All counterattacks will be directed at Tidus, so if he is under Protect and defnding, the damage done to him will be negligible, for the most part. Always have Tidus and Yuna present in this battle. NEVER take them out. Auron, however, can, and should be, switched out from time to time for others so everyone gets a share of AP. Have them use and Overdrive if you like, it doesn't matter. The only other attacks you will see are Berserk Tail (which hit Tidus), and Glyph Mine (which targets two random glyphs spaces). Have Yuna heal up Berserk straight away, and get back to defending. When Spectral Keeper uses Glyph Mine, the targretted glyphs will flash a black colour. The CTB Bar shows when that mine will detonate. It is denoted by "BOSS", and a number to indicate which glyph space will be blown sky-high. Under all circumstances, MOVE YOUR CHARACTERS WHEN THEY ARE TARGETTED! Always try to get them to move to a spot that is NOT adjacent to Tidus' glyph. However, Yuna should always be given priority here, as she is the healer. We don't want her to ever be damaged - other characters can, if they must be. Move them back as soon as possible. Use Mega-Flare for that precious Overkill. ------------------------------------------------------------------------------- After the battle, Yuna asks you to come downstairs. Hmm. I wonder what's up. There's a SAVE SPHERE down here, so, you know, save. Then get back onto the elevator, and head all the way back to the Dome area. Fill all your aeon's Overdrives. Walk forward, and after two more cutscenes, run back and save. Now go forward, all the way. Make sure to have Tidus, Wakka, and Auron in your frontline party. === [ Yunalesca | 24000 HP, 48000 HP, 60000 HP | WEAKNESSES: Holy ] =========== - Cast Reflect on Tidus, Auron, and Wakka. Now all status counters are Reflected. Don't bother with Hastega, Yunalesca's normal attack has a Dispel effect (though strangely, it won't remove Reflect). - After Yunalesca changes moves to the second stage, she stops countering with status attacks, instead using her status removing physical hit instead. - Hellbiter hits all characters and inflicts Zombie. - LEAVE CHARACTERS IN ZOMBIE STATUS! She'll just hit you with Hellbiter again, and it's necessary to be Zombied to make the last form survivable. - If a character is KOed, make sure to put Reflect back on them. If she casts Cura/ga or Regen, is will be Reflected. In the case of the latter, make sure to Dispel it before she can recover too much HP. - In the third stage, Yunalesca introuduces her most annoying attacks. Mega-Death will KO your active party. However, it will not work on any characters that are under Zombie status. So again, make sure you don't heal Zombie. Ever. - On her third, seventh, eleventh, (and so on) turns, she will use Mind Blast, which apart from the low damage, ALWAYS inflicts Confuse on ALL characters. Summon an aeon to take the hit. - If you're HP gets low, just keep them out until they are KOed, in which case use a Phoenix Down or Life. - Toast her with Bahamut's Mega-Flare for the Overkill. =============================================================================== DO NOT LEAVE THIS SCREEN YET! After the battle, walk back to the stairs, but DON'T GO DOWN THEM. Instead, walk to the left, and go up these broken stairs. When you re-emerge on the other side, walk to the back. The chest here contains the SUN CREST. Now exit this area by the southern. When you reach the next room, descend these stairs and Auton will reveal a secret. Doesn't this make everything he has done thus far make look even more badass? Now, just exit here, and head all the way out until you encounter Sin briefly outside. The airship will arrive (a bit late though, if Sin wanted to kill us...) and you will find yourself aboard. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.26. The Final Showdown [04SHWN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Talk to everyone here, if you like, then save. To trigger the next event, head up the place where Lulu first pointed out Evrae through the window. Talk to both Kimahri and yuna several times. Now head back to the bridge, where Rikku has hatched a plan. Talk to Cid. Select "Highbridge" from the destination list, and walk forward when you get there. Cutscene. As you talk to the fayth, pick the first option, then the second option. When the cutscene is finally finished, you will be back aboard the airship. Talk to everyone, especially Wakka. We're going to fight Sin right here, right now. Feel free to check out other sections to find out about sidequests, most of which you can do now. I don't really recommend levelling up to much of obtaining the new aeons, they make the next few battles far too easy. Make sure you have at least three full aeon Overdrives, preferably Ifrit, Shiva, and Bahamut. Also have your characters fill their Overdrives. To get started, talk to Cid, and select "Sin" from the destination list. After a brief cutscene, you will find yourself in the corridor of the airship. Talk to Rin here and stock up on items, particularly Phoenix Downs, Al Bhed Potions, and TWO POWER DISTILLERS! Now head to the top of the airship, to where you fought Evrae before gate-crashing the wedding. If you have one available, get Wakka to use a Skill Sphere to learn Armour Break off Auron's grid. Save before you walk out onto the deck. Your starting party - Tidus, Rikku, and Auron. === [ Sin's Left/Right Fin | 65000 HP | WEAKNESSES: None ] ==================== - Start with Hastega and Cheer (use five times), the latter which reduces damage by a third and can't be Dispelled. - Have Tidus use the Trigger Command "Move in", so you can apply Armour Break. - There's not too much point casting Protect, or Shell, because Sin's Negation removes them all anyway. Hastega an easily be recasted - the others can't. What's more, it also removes any negative statues from Sin. It's is used as a counter to every fifth attack, or often randomyl, too. - Reuse Hastega and Armour Break after each Negation. - Sin's normal attack does reasonable damage and has a delay effect, nothing you can do about that. Just have Rikku use Al Bhed Potions after each hit. - Gravija rips off 75% of your CURRENT HP, meaning it can't kill you. When you see the message "Core gathering energy", it means that Gravija will be the next attack. If you don't heal up in time, his next attack can wipe you out, so be ready. - When the Fin's HP falls below 9999, make sure all your characters have close to full health. I can't stress that last point enough. Summon an aeon to end the battle with an Overdrive. =============================================================================== You jump on Sin? Notice that Wakka falls flat on his ass, while everyone else (even Lulu, in that dress) manages a perfect landing. === [ Sinspawn Genais | 20000 HP | WEAKNESSES: Fire, Slow ] =================== - Use Tidus, Wakka, and Auron. Cast Slow, then Hastega. Then Silence Buster. - Consider bringing in Rikku to use Fire Gems to rack up massive damage or heal with Al Bhed Potions. - Genais' Venom deals high damage and inflicts Poison. Heal with Esuna or Al Bhed Potions. Thrashing deals moderate damage. - Waterga is the deadliest attack, and is used as a counter to any MAGIC casted at the body. Nullify with NulTide! - After he falls below 10000 HP, Genais retreats to his shell, and all physical attacks do significantly reduced damage. - Genais can use Sigh in this state, but it's simple to knock him over before he gets a chance. - Summon an aeon, and blast this guy with an Overdrive for the Overkill. =============================================================================== We saw this guy before, but he wasn't a threat. Is now, though... === [ Sin's Core | 36000 HP | WEAKNESSES: None ] ============================== - Switch to Tidus, Auron, Rikku. Use Armour Break, and cast Hastega. - Use Rikku to dispatch Al Bhed Potions when necessary. - Core counters with level one black magic, on all party members. - Sin also uses Gravija, which rips off 75% CURRENT HP of every active party member. - Make sure you are healed up enough after Gravija to be able to withstand the black magic counter when you attack. - Core may decide to use Negation, which removes all positive statuses from your characters, and all negative ones from Sin. Reapply Armour Break and Haste when this happens. - Summon an aeon for the Overkill. =============================================================================== That's it for the moment. The easiest battle is ahead of you. Save when you get control, then head up to the roof again. Talk to Yuna. After the cutscene, go to some place in Spira (Zanarkand is probably the best spot) and fill up Bahamut's Overdrive. Make sure Lulu has learned Doublecast, and it's preferable that Tidus also has Quick Hit, though it's not completely necessary. In order to start the battle, head back up to the roof at any time. Make sure to save at the nearby SAVE SPHERE just before you venture out there, though. === [Sin | 140000 HP | WEAKNESSES: None] ====================================== - This fight is all about speed: you need to beat Sin before his Overdrive fills and uses Giga-Graviton, which is an instant Game Over. - Active party should be Tidus, Lulu, and Wakka. Cast Hastega. - Have Lulu Doublecast a level three Black Magic spell, while Wakka attacks. If you taught him Armour Break and/or Mental Break, then all the better, use them both. - If you made Kimahri a mage, and he knows third level black magic, have him replace Tidus, for the time being and use his magic skills to attack. - After you have been "Drawn to Sin" three times, you will be up close and personal. Swap Wakka for Auron, and Kimahri for Tidus (if applicable). Haste Auron. If Sin is not under Armour Break, do so. - Abuse Quick Hit (if anyone knows it). It will drain MP quickly, but it's very helpful while it lasts. Keep Lulu going with Doublecast. - Sin only has one attack, it causes pathetic damage, but very rarely causes some possible nasty status effects (Confusion, Petrification, and Zombie). You won't get hit with the attack more than five or six times, so I wouldn't worry. Heal up any characters that are afflicted. - Use Al Bhed Potions as a method of healing, if you like. - You can switch out characters when HP gets low, just try make sure Lulu and Auron stay out for as long as possible. - Summon Bahamut (preferably) for the Overkill. =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.27. Inside Sin [04INSD] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The fiends in here are TOUGH. Tougher than several of the bosses you've fought already. I hope you bought the Sonic Steel. Your best bet is probably the Flee from most battles, most notably Behemoth King, Demonlith and Barbatos. Armour Break Gemini and Adamantoise, use Silence on Exoray, and Provoke Great Malboro. Even if you have been steadily levelling up all your characters, enemies here are still tough. One last thing, if you don't have 30x Wings to Discovery, go back to the Calm Lands and get it. Check out the Calm Lands part of the walkthrough for details on how to obtain this rare item. You will need it for a very tough boss. --- [ Helpful Tip! ] ---------------------------------------------------------- My recommendation to new players is to do a couple of things. Head back to Zanarkand and level up there until all characters have reached the end of the grid, at which time it's probably best to send them on Auron's path. Also, capture four of every dragon-type species in Spira and win 99x PURIFYING SALT from the Monster Arena manager. Customise "No Encounters" on an armour using these items. The monsters you need to catch are: Vouivre (Mi'ihen Highroad), Lamashtu (Mushroom Rock Road), Kusariqqu (Thunder Plains), Mushussu (Bikanel Island), and Nidhogg (Mt. Gagazet). Now just stroll through here without any problems at all. ------------------------------------------------------------------------------- Let's get back to it, shall we? This place is weird, you can only see on the mini-map places that you have been to before, making things a little bit more difficult. However, we still have our trusty red arrow to guide us. Just so you know, you can't go up the waterfalls, you can only go down them. All directions given below correspnd to the mini-map, not the camera angle. Follow the path around until you come to an intersection. From here, go west. Keep going until you can't continue going west any further, because a waterfall blocks your way. Now head north. Follow this course all the way until you see a turn-off to the left, and take it. Follow this new path around to find a PHANTOM RING and SPECIAL SPHERE in two chests. Walk back the way you came, not turning off at any point. You will start to uncover more of the road as you proceed north. Take the first left you see. There is a chest here containing an ELIXIR. Now go back to the path you were just on, follow it along - it's now going mostly eastward. Soon enough, it makes a turn and starts heading south. Continue on this course, and eventually you will come to a chest and a waterfall. Nab the WIZARD LANCE inside. Now proceed north again, until you see a turn to the right. Take it. Go south a bit to find a LEVEL 3 KEY SPHERE in a chest. Now take the right at the fork in the road, and you will discover more territory. Follow this path all the way around to the SAVE SPHERE. Fill up a couple of aeon's Overdrives, especially Bahamut's. Set your main party to Tidus, Auron, and Yuna. have Yuna equip the Phantom Ring you picked up earlier. I also recommend you have Lulu equip the Phantom Bangle, and Rikku the Victorious, if you decided to do a couple of short sidequests (see Miscellaneous Sidequests section). Save, and ascend the steps... === [Seymour Omnis | 80000 HP | WEAKNESSES: Fire, Thunder, Water, Ice] ======== - At any one time, Omnis is weak to a certain element, strong to it's opposite, and takes half damage from the other two. The things on the wall behind him are Mortiphams, and they dictate Omnis' elemental affinities. When all four point of the same colour are closest to Omnis, he will cast magic of that element. He is therefore weak to it's opposite. - Start with Hastega, and inflict Armour Break. Cast the corresponding Nul spell on party members, nullifying three out of four attacks. Recast Nul spell after protection disappears. - Omnis uses Dispel on your party after every fifth attack on him. Shell and Protect are therefore ultimately pretty useless. Try Cheer and Focus instead. Don't cast Reflect, because it just bounce back Omnis' magic, healing him. - Omnis follows up Dispel with Ultima on his next turn. Make sure to summon an aeon wtih a full Overdrive to take the hit - use the Overdrive! - After Ultima, Omnis' elemental affinities will change, signalled by the rotation of the Mortiphasms. Rememeber to apply the correct Nul spell. - Use Mega-Flare to pick up the Overkill. =============================================================================== If I were you, I'd head back to the known SAVE SPHERE and utilise its function. Then proceed north again, and follow the path. As you go in a bit, you will see a green square on the mini-map. Get into random battles, and kill a total of 35 fiends, and the walls will disappear, leaving a LEVEL 4 KEY SPHERE (what a let down) in a chest for the taking. Continue following the path, until you reach a small, one-tile bridge. Press X whilke standing on it, to be transported high up. Grab the FOUR-ON-ONE from the chest here, then walk back onto the tile to descend. Walk up just a litte, and on your left you will see another odd looking tile on the floor. Press X when standing on it to push the wall over, and then nab the DEFENDING BRACER from the chest. Keep going, the camera shifts, and you can see a glyph on a wall up the back on the left. Go down here and press X on the glyph to unveil another secret area, this one holding a chest containing a MEGALIXIR. Ge out of here, and walk directly south until you find a pit in the ground. Go down the ramp to get into the pit, and find the chest containing 20000 GIL. Still in the hole, walk over the blue tile to the north (according to the camera angle). You will be shot straight up into the air. Up here you can nab a HP SPHERE and a DEFENCE SPHERE from two chests. Step on the blue tile to the north to get back down the ground level. Follow the path around a little until the path shoots off to the right, just a tiny bit. There is a raised block here, or so it would seem. Go around the back (the part not facing the main path), and you will slide down all the way into a new area. Obtain the LAEVATEIN from the chest, then walk towards the wall up ahead. Press X on the parts of the wall to eventually climb out. Follow the only possible road until you reach the next screen. Save your game here. This is the final SAVE SPHERE in the game, and this, my friends, is the point of no return. Fill up the Overdrive of Tidus, Rikku, Lulu, and Wakka, if you have Attack Reels. Change any equipment (no need for capture weapons, so bring out your best stuff, including Tidus' Sonic Steel, if you have it), and be confident your have enough items. Walk north when you're ready, an approach the giant rock. (Just where in the hell did that thing come from?!) Now we are in in one hell of a weird place. You have to run around chasing a small crystal beofre it teleports somewhere else. Icicles pop out of the ground, and if one hits you, you get into a battle. If you happen to get into a battle with a Great Malboro, you will see why I said equip Sonic Steel - they will always use Bad Breath on their first turn, unless you use Provoke. There are other enemies there, but I highly suggest using Flee - we want our party to be in top shape for the next battle. A tip for avoiding the icicles is to run around the rim of this area, chances are you should miss them 90% of the time. Anywho, each time you pick up the crystal, you receive an item. You will get a WHITE MAGIC SPHERE, HRUNTING, INFINITY, ATTRIBUTE SPHERE, WICKED CAIT SITH, PRISM BALL, KNIGHT LANCE, MAGE STAFF, STILLBLADE, and a SKILL SPHERE, but not necessarily in that order. Once you have picke dit up ten times, you will be transported somewhere else. Looks like it's time for the final showdown... walk forward after everyone is fully healed, and set your party to Tidus, Rikku, and Wakka (or if you don't have Attack Reels, then Lulu). Time to meet your destiny... === [ Braska's Final Aeon | 60000 HP, 120000 HP | WEAKNESSES: Provoke ] ======= - For the first form, have Rikku Mix two Wings to Discovery for a Trio of 9999. Now use Slice and Dice. One more attack and this part is over. - For the second form, cast Hastega. Follow up with Attack Reels. One more hit after that and BFA is gone! Also try Lulu's to use Fury (it must be first level black magic!). Use elemental gems for deal further damage. Al Bhed Potions will heal 9999 to all characters when under Trio of 9999. Mix another Trio of 9999 if any important party member die. =============================================================================== Alrighty. That boss should bite the dust soon enough. Now it's time to fight some special creatures you probably didn't expect to have to meet in battle. Their HP and stats are whatever you raised them to during the game, and you're under permanent Auto-Life, so you can't die (unless you manage to be stupid enough to inflict Petrification on everyone). All in all, it's very easy. Use elements to your advantage, or just use your powerhouse characters like Auron and deal out a physical ass-kicking. Last, and very much the least, we have this... === [ Yu Yevon | 99999 HP | WEAKNESSES: Doom, Zombie ] ======================== - Yu Yevon doesn't directly attack your party, all it ever does is heal itself using Curaga. - There are a bunch of ways you can take it out. Use a Candle of Life (which you should have stolen from the Fallen Monks in Zanarkand) and Doom it, and Yu will be gone in two turns. - You can cast Reflect so Curaga will heal a random party member. - Or you can inflict Zombie, and watch it kill itself. Completely up to you. =============================================================================== And that's that. I can't believe I actually finished this walkthrough. After a year of putting it off, I finally reached the end. Yay! And, so have you. Enjoy the ending, and look out for FFX-2! Don't forget, there is a multiplicity of sidequests and fun things left to do in FFX. My guide covers all of it, so be sure to duck in from time to time if you need help! =============================================================================== 5. Overdrives [05ODRV] =============================================================================== Ah, Overdrives, your characters best attacks. As you probably already know, you are able to use an Overdrive when your guage fills up. This bar is located below the characters respective HP and MP totals. This section is an in-depth explanation of all Overdrives, as well as a brief explanation of the mechanics behind it. --- [ ABBREVIATIONS ] --------------------------------------------------------- <P>: Protect will halve base damage. <S>: Shell will halve base damage. <R>: Can be Reflected. <NUL>: First hit can be nullified with respective Nul spell. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.1. Tidus's Swordplay [05SWPY] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When using Tidus' Overdrive, you have to stop the pointeron the small area at the centre of the white line. Doing so will maximise the damage you get out of the Overdrive. You can stop the pointer using the X button. ------------------------------------------------------------------------------- SPIRAL CUT <P> EFFECT: Strikes one target. BONUS: Greater damage. UNLOCKING: Default Overdrive. ------------------------------------------------------------------------------- SLICE AND DICE <P> EFFECT: Strikes (random) target/s six times. BONUS: Greater damage. UNLOCKING: Use a total of ten Overdrives, regardless of success. ------------------------------------------------------------------------------- ENERGY RAIN <P> EFFECT: Strikes target party. BONUS: Greater damage. UNLOCKING: Use a total of thirty Overdrives, regardless of success. ------------------------------------------------------------------------------- BLITZ ACE <P> EFFECT: Strikes one target eight (minimum)/nine (maximum) times. BONUS: Ninth attack will be a Sphere Shot. UNLOCKING: Use a total of eighty Overdrives, regardless of success. NOTES: - The character that throws the ball is the one the highest "affection" for Tidus, and can be either Yuna, Lulu, or Rikku. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.2. Yuna's Grand Summon [05GSMN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yuna's "Grand Summon" is her one and only Overdrive. During the course of the game, it is actually very useful, and and from time to time during sidequests. However, once your stats get high enough, it becomes a pretty useless ability. You will find yourself Entrusting your Overdrive gauge to someone like Wakka, Tidus, or even Auron. Nevertheless, all it does is allow you to summon an aeon with a full Overdrive bar. In effect, Yuna gives the selected aeon her Overdrive. What's even better, is that if they already have a full Overdrive, they will actually get to use two Overdrive attacks, one after another, if you like. Not bad, eh? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.3. Auron's Bushido [05BUSH] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Auron's Overdrives are characterised by a sequence of button inputs. If you mess up, then you will have to start the series again. By getting "Great", the Overdrive will also inflict bonus damage or statuses on the targets. ------------------------------------------------------------------------------- DRAGON FANG <P> EFFECT: Strikes target party. INPUT: Left, Up, Right, Down, L1, R1, Circle, X. BONUS: Greater damage. UNLOCKING: Default Overdrive. ------------------------------------------------------------------------------- SHOOTING STAR <P> EFFECT: Strikes one target. INPUT: Left, Up, Right, Down, L1, R1, Circle, X. BONUS: Target is ejected from battle (unless immune). UNLOCKING: Unlocked after you beat Spherimorph (and find one Jecht Sphere). ------------------------------------------------------------------------------- BANISHING BLADE <P> EFFECT: Strikes one target. INPUT: Left, Up, Right, Down, L1, R1, Circle, X. BONUS: Inflicts Full Break (unless immune). UNLOCKING: Find three Jecht Spheres. ------------------------------------------------------------------------------- TORNADO <P> EFFECT: Strikes target party once (minimum)/twice (maximum). INPUT: Left, Up, Right, Down, L1, R1, Circle, X. BONUS: Strikes a second time. UNLOCKING: Find all ten Jecht Spheres. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.4. Wakka's Slots [05SLOT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Wakka's Slots function, surprisingly enough, like a slot machine. In order to get the bonus, you need line up three of the same (or, in the case of Attack Reels, three of the best) item. You can stop the reels with the X button. ------------------------------------------------------------------------------- ELEMENT REELS <P> <NUL> EFFECT: Strikes random target/target party. BONUS: Line up all slots on the same element to strike all targets. UNLOCKING: Default Overdrive. - Elemental affinities apply (half-damage, weak to, absorb, immune). - First strike is cancelled out with respective Nul spell. - Wakka does not have to play Blitzball to unlock his Overdrives. ------------------------------------------------------------------------------- ATTACK REELS <P> EFFECT: Strikes (random) target/s multiple times. BONUS: Line up all slots on "Two Hits" to double the amount of strikes. UNLOCKING: Win from a Blitzball tournament (no battle requirement). NOTES: - Wakka does not have to play Blitzball to unlock his Overdrives. ------------------------------------------------------------------------------- STATUS REELS <P> EFFECT: Strikes random target/target party. BONUS: Line up all slots on the same status to strike all targets. UNLOCKING: Win from a Blitzball league (250 battles need to be fought). NOTES: - Wakka does not have to play Blitzball to unlock his Overdrives. ------------------------------------------------------------------------------- AUROCH REELS <P> <NUL> EFFECT: Strikes random target/target party once. BONUS: Line up all slots on the same element/status to strike all targets. UNLOCKING: Win from a Blitzball tournament (450 battles need to be fought). NOTES: - The Aurochs symbol represents a high powered non-elemental attack. - Wakka does not have to play Blitzball to unlock his Overdrives. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.5. Lulu's Fury [05FURY] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Lulu's Fury Overdrive allows how to cast a chosen spell multiple times. The more times you can spin the analog stick, the more spells you will cast. Lulu's Magic stat determines how many analog stick revolutions are required to register a spell. At higher magic, Lulu can cast more spells. Another factor that determines the number of strikes is how powerful the selected spell is. A very low level black magic such as Fire can be casted far more times than Ultima, the most powerful black magic attack, with an identical magic stat. Lulu is able to combine Fury with EVERY black magic attack in the game. It should be noted that Lulu's Fury is actally unlike normally casted black magic. The damage from each magic cast cannot be reduced with Shell, nor can they be Reflected. They don't consume any MP, and Fury can be used even when Lulu is under Silence status. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.6. Kimahri's Ronso Rage [05RAGE] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Kimahri is a blue mage, as you may or may not know. He learns the attacks of others, which is exactly why he has no path of his own on the Sphere Grid. For his Overdrive attacks, Kimahri will use his Ronso rages, a collection of fiend abilities that you collect during your journey through Spira. Don't worry if you missed out on anything, you can learn them at pretty much any stage of the game. In order to learn a Ronso Rage, just have Kimahri use Lancet on that fiend. If they possess an ability that can be taught to Kimahri, he will learn it. When you learn a new ability, Kimahri's Overdrive guage fills all the way. ------------------------------------------------------------------------------- JUMP <P> EFFECT: Strikes one target. LANCET: - Default Overdrive ------------------------------------------------------------------------------- FIRE BREATH <P> <NUL> EFFECT: Deals fire-based damage to target party. LANCET: - Dual Horn (Mi'ihen Highroad) - Valaha (Cavern of the Stolen Fayth) - Yenke Ronso (Mt. Gagazet) - Grendel (Mt. Gagazet) - Elemental affinities apply (half-damage, weak to, absorb, immune). - First strike is cancelled out with NulBlaze. ------------------------------------------------------------------------------- SEED CANNON <P> EFFECT: Strikes one target. LANCET: - Ragora (Kilika Forest) - Sandragora (Bikanel Island) - Grat (Mt. Gagazet) ------------------------------------------------------------------------------- SELF-DESTRUCT <P> <NUL> EFFECT: Deals fire-based damage to target party. LANCET: - Bomb (Mi'ihen Highroad) - Grenade (Mt. Gagazet) - Puroboros (Omega Ruins) - Biran Ronso (Mt. Gagazet) NOTES: - If you use this Overdrive, Kimahri will be eliminated from battle. - Damage inflicted is Kimahri's MAX HP multiplied by three. - Elemental affinities apply (half-damage, weak to, absorb, immune). - First strike is cancelled out with NulBlaze. ------------------------------------------------------------------------------- THRUST KICK <P> EFFECT: Strikes one target. LANCET: - YKT-63 (Bevelle) - Yenke Ronso (Mt. Gagazet) - YKT-11 (Zanarkand) NOTES: - Thrust Kick does not eject enemies from battle. ------------------------------------------------------------------------------- STONE BREATH EFFECT: Inflicts Pertrification on target party. LANCET: - Basilisk (Djose Highroad) - Anacondaur (Calm Lands) - Yenke Ronso (Mt. Gagazet) NOTES: - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- AQUA BREATH <P> <NUL> EFFECT: Deals water-based damage to target party. LANCET: - Chimera (Macalania) - Chimera Brain (Calm Lands) - Yenke Ronso (Mt. Gagazet) NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). - First strike is cancelled out with NulTide. ------------------------------------------------------------------------------- DOOM EFFECT: Inflicts Doom on one target. LANCET: - Ghost (Cavern of the Stolen Fayth) - Biran Ronso (Mt. Gagazet) - Wraith (Inside Sin) NOTES: - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- WHITE WIND EFFECT: Restores HP to active party members. LANCET: - Dark Flan (Mt. Gagazet) - Spirit (Omega Ruins) - Yenke Ronso (Mt. Gagazet) ------------------------------------------------------------------------------- MIGHTY GUARD EFFECT: Casts Protect, Shell, and NulAll on active party members. LANCET: - Biran Ronso (Mt. Gagazet) - Behemoth (Mt. Gagazet) - Behemoth King (Inside Sin) ------------------------------------------------------------------------------- BAD BREATH EFFECT: Inflicts Darkness, Silence, Sleep, and Poison on target party. LANCET: - Malboro (Mt. Gagazet) - Great Malboro (Inside Sin) NOTES: - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- NOVA EFFECT: Deals massive non-elemental damage to target party. LANCET: - Biran Ronso (Mt. Gagazet) - Behemoth (Mt. Gagazet) - Behemoth King (Inside Sin) NOTES: - Ignores Magic Defence, Shell, or any other protective measures. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.7. Rikku's Mix [05RMIX] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- GRENADE EFFECT: Deals small damage to target party. ITEMS: Bomb Fragment + Antartic Wind / Electro Marble + Fish Scale NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. ------------------------------------------------------------------------------- FRAG GRENADE EFFECT: Deals small damage and Armour Break to target party. ITEMS: - Power Sphere + Power Sphere / Power Sphere + Speed Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- PINEAPPLE EFFECT: Deals moderate damage to target party. ITEMS: Bomb Fragment + Electro Marble / Power Sphere + Map NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. ------------------------------------------------------------------------------- POTATO MASHER EFFECT: Deals medium damage to target party. ITEMS: Power Sphere + Level 2 Key Sphere / MP Sphere + Map NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. ------------------------------------------------------------------------------- CLUSTER BOMB EFFECT: Deals large damage to target party. ITEMS: Level 1 Key Sphere + Level 2 Key Sphere / Map + Gambler's Spirit NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. ------------------------------------------------------------------------------- TALLBOY EFFECT: Deals massive damage to target party. ITEMS: Grenade + Underdog's Secret / Level 1 Key Sphere + Level 4 Key Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Requires Break Damage Limit to exceed 9999 damage. ------------------------------------------------------------------------------- BLASTER MINE EFFECT: Deals small damage, Darkness, Sleep, and Silence (three turns each) to target party. ITEMS: Antidote + Grenade / Grenade + Power Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- HAZARDOUS SHELL EFFECT: Deals moderate damage, Darkness, Sleep, Silence (four turns each), and Poison to target party. ITEMS: Grenade + Level 1 Key Sphere / Smoke Bomb + Smoke Bomb NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- CALAMITY BOMB EFFECT: Deals medium damage, Darkness, Sleep, Silence (five turns each), Poison, and Full Break to target party. ITEMS: Level 1 Key Sphere + Musk / Grenade + Lv.3 Key Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- CHAOS GRENADE EFFECT: Deals large damage, Darkness, Sleep, Silence (eight turns each), Poison, Slow, and Full Break to target party. ITEMS: Grenade + MP Sphere / Hypello Potion + Gambler's Spirit NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- HEAT BLASTER <NUL> EFFECT: Deals small fire-based damage to target party (hits are random). ITEMS: Antidote + Bomb Fragment / Bomb Fragment + Power Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- FIRE STORM <NUL> EFFECT: Deals medium fire-based damage to target party (hits are random). ITEMS: Soft + Fire Gem / Bomb Fragment + Bomb Fragment NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- BRUNING SOUL <NUL> EFFECT: Deals large fire-based damage to target party (hits are random). ITEMS: Fire Gem + Level 1 Key Sphere / Bomb Core + Level 2 Key Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- BRIMSTONE <NUL> EFFECT: Deals small fire-based damage, Darkness, Sleep, Silence (three turns each), and Poison to target party. ITEMS: Bomb Fragment + Poison Fang / Bomb Core + Musk NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- ABADDON FLAME <NUL> EFFECT: Deals medium fire-based damage, Darkness, Sleep, Silence (three turns each), Poison, and Full Break to target party. ITEMS: Bomb Fragment + Chocobo Feather / Fire Gem + Hypello Potion NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- THUNDERBOLT <NUL> EFFECT: Deals small thunder-based damage to target party (hits are random). ITEMS: Electro Marble + Speed Sphere / Soft + Electro Marble NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- ROLLING THUNDER <NUL> EFFECT: Deals medium thunder-based damage to target party (hits are random). ITEMS: Electro Marble + Electro Marble / Lightning Marble + Level 1 Key Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- LIGHTNING BOLT <NUL> EFFECT: Deals large thunder-based damage to target party (hits are random). ITEMS: Lightning Marble + Level 2 Key Sphere / Electro Marble + HP Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- ELECTROSHOCK <NUL> EFFECT: Deals small thunder-based damage, Darkness, Sleep, Silence (three turns each), and Poison to target party. ITEMS: Electro Marble + Poison Fang / Electro Marble + Musk NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- THUNDERBLAST <NUL> EFFECT: Deals medium thunder-based damage, Darkness, Sleep, Silence (three turns each), Poison, and Full Break to target party. ITEMS: Lightning Marble + Dream Powder / Lightning Gem + Farplane Shadow NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- WATERFALL <NUL> EFFECT: Deals small water-based damage to target party (hits are random). ITEMS: Fish Scale + Mana Sphere / Fish Scale + Grenade NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- FLASH FLOOD <NUL> EFFECT: Deals medium water-based damage to target party (hits are random). ITEMS: Grenade + Grenade / Soft + Water Gem NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- TIDAL WAVE <NUL> EFFECT: Deals large water-based damage to target party (hits are random). ITEMS: Fish Scale + Level 3 Key Sphere / Fish Scale + Underdog's Secret NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- AQUA TOXIN <NUL> EFFECT: Deals small water-based damage, Darkness, Sleep, Silence (three turns each), and Poison to target party. ITEMS: Fish Scale + Sleep Powder / Fish Scale + Musk NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- DARK RAIN <NUL> EFFECT: Deals medium water-based damage, Darkness, Sleep, Silence (three turns each), Poison, and Full Break to target party. ITEMS: Water Gem + Soul Spring / Dragon Scale + Farplane Shadow NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- SNOW FLURRY <NUL> EFFECT: Deals small ice-based damage to target party (hits are random). ITEMS: Antarctic Wind + Map / Antarctic Wind + Power Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- ICEFALL <NUL> EFFECT: Deals medium ice-based damage to target party (hits are random). ITEMS: Antarctic Wind + Level 2 Key Sphere / Al Bhed Potion + Arctic Wind NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- WINTER STORM <NUL> EFFECT: Deals large ice-based damage to target party (hits are random). ITEMS: Ice Gem + Level 1 Key Sphere / Antarctic Wind + HP Sphere NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- BLACK ICE <NUL> EFFECT: Deals small ice-based damage, Darkness, Sleep, Silence (three turns each), and Poison to target party. ITEMS: Antarctic Wind + Chocobo Feather / Antarctic Wind + Candle of Life NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- KRYSTA <NUL> EFFECT: Deals medium ice-based damage, Darkness, Sleep, Silence (three turns each), Poison, and Full Break to target party. ITEMS: Ice Gem + Heal Spring / Ice Gem + Poison Fang NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. ------------------------------------------------------------------------------- NEGA BURST EFFECT: Reduces CURRENT HP of target party to 1/4. ITEMS: Shadow Gem + Map / Al Bhed Potion + Shadow Gem NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Will deal 0 damage if target is immune to gravity damage. ------------------------------------------------------------------------------- BLACK HOLE EFFECT: Reduces CURRENT HP of target party to 1/16. ITEMS: Shadow Gem + Gambler's Spirit / Shadow Gem + Wings to Discovery NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Will deal 0 damage if target is immune to gravity damage. ------------------------------------------------------------------------------- SUNBURST EFFECT: Deals 19998 damage to target party. ITEMS: Underdog's Secret + Underdog's Secret / Fire Gem + Dark Matter NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. ------------------------------------------------------------------------------- ULTRA POTION EFFECT: Restores 100% MAX HP of target party. ITEMS: Potion + Potion / Al Bhed Potion + Al Bhed Potion NOTES: - Will damage Zombied targets. ------------------------------------------------------------------------------- PANACEA EFFECT: Cures all negative statuses except Doom, KO, Power Break, Armour Break, Magic Break, and Mental Break. ITEMS: Potion + Soft / Antidote + Antidote ------------------------------------------------------------------------------- ULTRA CURE EFFECT: Restores 50% MAX HP of target party, and cures all negative statuses except Doom, KO, Power Break, Armour Break, Magic Break, and Mental Break. ITEMS: Al Bhed Potion + Chocobo Feather / Power Distiller + Musk NOTES: - Will damage Zombied targets. ------------------------------------------------------------------------------- MEGA PHOENIX EFFECT: Revives KOed target party and restores 50% MAX HP. ITEMS: Potion + Phoenix Down / Hi-Potion + Phoenix Down NOTES: - Will KO Zombied targets. ------------------------------------------------------------------------------- FINAL PHOENIX EFFECT: Revives KOed target party and restores 100% MAX HP. ITEMS: Phoenix Down + Gambler's Spirit / Potion + Mega Phoenix NOTES: - Will KO Zombied targets. ------------------------------------------------------------------------------- ELIXIR EFFECT: Restores 9999 HP and 999 MP to one target. ITEMS: Antidote + Power Sphere / Soft + Mana Sphere NOTES: - Will damage and reduce MP of Zombied targets. ------------------------------------------------------------------------------- MEGALIXIR EFFECT: Restores 9999 HP and 999 MP to target party. ITEMS: Remedy + Speed Sphere / Antidote + Map NOTES: - Will damage and reduce MP of Zombied targets. ------------------------------------------------------------------------------- SUPER ELIXIR EFFECT: Restores 9999 HP and 999 MP to target party, and cures all negative statuses except Doom, KO, Power Break, Armour Break, Magic Break, and Mental Break. ITEMS: Potion + Power Sphere / Hi-Potion + Speed Sphere NOTES: - Will damage and reduce MP of Zombied targets. ------------------------------------------------------------------------------- FINAL ELIXIR EFFECT: Restores 100% MAX HP and 100% MAX MP to target party, revives KOed targets with 100% MAX HP and 100% MAX MP, and cures all negative statuses except Doom, Power Break, Armour Break, Magic Break, and Mental Break. ITEMS: Hi-Potion + Level 1 Key Sphere / Mega-Potion + Level 1 Key Sphere NOTES: - Will KO and reduce MP of Zombied targets. ------------------------------------------------------------------------------- NULALL EFFECT: Random party member is placed under NulBlaze, NulShock, NulTide, and NulFrost. ITEMS: Phoenix Down + Electro Marble / Potion + Water Gem NOTES: - Effects last until end of battle, unless Dispelled, elemental attack is used, or target is KOed. ------------------------------------------------------------------------------- MEGA NULALL EFFECT: Target party is placed under NulBlaze, NulShock, NulTide, and NulFrost. ITEMS: Lunar Curtain + Map / Hi-Potion + Antarctic Wind NOTES: - Effects last until end of battle, unless Dispelled, elemental attack is used, or target is KOed. ------------------------------------------------------------------------------- HYPER NULALL EFFECT: Target party is placed under NulBlaze, NulShock, NulTide, NulFrost, Cheer x5, and Focus x5. ITEMS: Musk + Musk / Light Curtain + Mana Spring NOTES: - Effects last until end of battle, unless Dispelled, elemental attack is used (only for Nul spells), or target is KOed. ------------------------------------------------------------------------------- ULTRA NULALL EFFECT: Target party is placed under NulBlaze, NulShock, NulTide, NulFrost, Cheer x5, Focus x5, Aim x5, and Reflex x5. ITEMS: Healing Spring + Healing Spring / Lunar Curtain + Healing Spring NOTES: - Effects last until end of battle, unless Dispelled, elemental attack is used (only for Nul spells), or target is KOed. ------------------------------------------------------------------------------- MIGHTY WALL EFFECT: Target party is placed under Protect and Shell. ITEMS: Soft + Light Curtain / Lunar Curtain + Power Sphere NOTES: - Effects last until end of battle, unless Dispelled or target is KOed. ------------------------------------------------------------------------------- MIGHTY G EFFECT: Target party is placed under Protect, Shell, and Haste. ITEMS: Al Bhed Potion + Lunar Crtn / Remedy + Light Curtain NOTES: - Effects last until end of battle, unless Dispelled or target is KOed. ------------------------------------------------------------------------------- SUPER MIGHTY G EFFECT: Target party is placed under Protect, Shell, Haste, and Regen. ITEMS: Fire Gem + Lunar Curtain / Chocobo Feather + Level 1 Key Sphere NOTES: - Effects last until end of battle, unless Dispelled or target is KOed. ------------------------------------------------------------------------------- HYPER MIGHTY G EFFECT: Target party is placed under Protect, Shell, Haste, Regen, and Auto-Life. ITEMS: Lunar Curtain + Underdog's Secret / Healing Spring + Wings to Discovery NOTES: - Effects last until end of battle, unless Dispelled (except Auto-Life) or target is KOed. ------------------------------------------------------------------------------- VITALITY EFFECT: Doubles MAX HP of random party member. ITEMS: Hi-Potion + Hi-Potion / Hi-Potion + X-Potion NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break HP Limit to exceed 9999 HP. ------------------------------------------------------------------------------- MEGA VITALITY EFFECT: Doubles MAX HP of target party. ITEMS: Potion + Stamina Tablet / Antidote + Stamina Tablet NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break HP Limit to exceed 9999 HP. ------------------------------------------------------------------------------- HYPER VITALITY EFFECT: Doubles MAX HP of target party and places targets under Cheer x5. ITEMS: Stamina Tonic + Speed Sphere / Potion + Stamina Tonic NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break HP Limit to exceed 9999 HP. ------------------------------------------------------------------------------- MANA EFFECT: Doubles MAX MP of random party member. ITEMS: Potion + Ether / Ether + Antidote NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break MP Limit to exceed 999 HP. ------------------------------------------------------------------------------- MEGA MANA EFFECT: Doubles MAX MP of target party. ITEMS: Ether + Map / Turbo Ether + Mana Sphere NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break MP Limit to exceed 999 HP. ------------------------------------------------------------------------------- HYPER MANA EFFECT: Doubles MAX MP of target party and places targets under Focus x5. ITEMS: Potion + Mana Tablet / Mana Tablet + Grenade NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break MP Limit to exceed 999 HP. ------------------------------------------------------------------------------- FREEDOM EFFECT: Reduces MP cost of random party member to 0. ITEMS: Ether + Remedy / Ether + Farplane Wind NOTES: - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- FREEDOM X EFFECT: Reduces MP cost of target party to 0. ITEMS: Ability Sphere + Twin Stars / Ether + Musk NOTES: - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- QUARTET OF 9 EFFECT: Random party member will always deal at least 9999 per action. ITEMS: Water Gem + Underdog's Secret / Level 1 Key Sphere + Gambler's Spirit NOTES: - Effect applies to healing items and restoration spells. - Does not limit any actions to 9999, only raises it if necessary. - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- TRIO OF 9999 EFFECT: Target party will always deal at least 9999 per action. ITEMS: Wings to Discovery + Wings to Discovery / Bomb Core + Dark Matter NOTES: - Effect applies to healing items and restoration spells. - Does not limit any actions to 9999, only raises it if necessary. - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- HERO DRINK EFFECT: Random party member will always deal critical hits. ITEMS: Grenade + Designer Wallet / Potion + Designer Wallet NOTES: - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- MIRACLE DRINK EFFECT: Target party will always deal critical hits. ITEMS: Power Sphere + Designer Wallet / Fortune Sphere + Level 1 Key Sphere NOTES: - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- HOT SPURS EFFECT: Random party member's Overdrive guage will charge twice as fast. ITEMS: Elixir + Level 1 Key Sphere / Fire Gem + Three Stars NOTES: - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- ECCENTRICK EFFECT: Target party's Overdrive guage will charge twice as fast. ITEMS: Megalixir + Level 1 Key Sphere / Elixir + Wings to Discovery NOTES: - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.8. Overdrive Modes [05OMDS] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- STOIC CHARGES: When damage is received by a character. OBTAINED: Default Overdrive mode. ------------------------------------------------------------------------------- WARRIOR CHARGES: When damage damage is dealt to an enemy. OBTAINED: Attack an enemy the following number of times... - Tidus: 150 - Yuna: 200 - Auron: 100 - Wakka: 160 - Lulu: 300 - Kimahri: 120 - Rikku: 140 ------------------------------------------------------------------------------- HEALER CHARGES: When damage damage is dealt to an enemy. OBTAINED: Heal an ally the following number of times... - Tidus: 80 - Yuna: 60 - Auron: 200 - Wakka: 110 - Lulu: 170 - Kimahri: 100 - Rikku: 170 ------------------------------------------------------------------------------- COMRADE CHARGES: When damage is received by an ally. OBTAINED: Have allies sustain damage the following number of times... - Tidus: 300 - Yuna: 240 - Auron: 220 - Wakka: 100 - Lulu: 100 - Kimahri: 100 - Rikku: 100 ------------------------------------------------------------------------------- SLAYER CHARGES: When character kills an enemy. OBTAINED: Kill an enemy the following number of times... - Tidus: 100 - Yuna: 110 - Auron: 80 - Wakka: 90 - Lulu: 130 - Kimahri: 120 - Rikku: 200 ------------------------------------------------------------------------------- VICTOR CHARGES: At the end of each battle. OBTAINED: Be in the active party at the end of battle the following number of times... - Tidus: 120 - Yuna: 150 - Auron: 200 - Wakka: 160 - Lulu: 200 - Kimahri: 120 - Rikku: 140 ------------------------------------------------------------------------------- TACTICIAN CHARGES: When character inflicts a status effect on an enemy. OBTAINED: Inflict a status effect on an enemy the following number of times... - Tidus: 75 - Yuna: 100 - Auron: 110 - Wakka: 80 - Lulu: 75 - Kimahri: 60 - Rikku: 90 ------------------------------------------------------------------------------- HERO CHARGES: When character kills an enemy with 20x more HP than estimated damage, or with 10000+ HP. OBTAINED: Kill an enemy with 20x more HP than estimated damage, or with 10000+ HP the following number of times... - Tidus: 50 - Yuna: 50 - Auron: 40 - Wakka: 50 - Lulu: 70 - Kimahri: 45 - Rikku: 50 NOTES: - "Estimated damage" refers to the range of damage the game calculates the character can do with their current stats, while using the "Attack" command. In cases where the Magic stat is higher than the Strength stat, the former will be used. ------------------------------------------------------------------------------- ALLY CHARGES: When character gets a turn. OBTAINED: Have the following number of turns... - Tidus: 600 - Yuna: 500 - Auron: 450 - Wakka: 350 - Lulu: 480 - Kimahri: 300 - Rikku: 320 ------------------------------------------------------------------------------- DAREDEVIL CHARGES: When character gets a turn with critical HP. OBTAINED: Have the following number of turns with critical HP... - Tidus: 170 - Yuna: 90 - Auron: 260 - Wakka: 140 - Lulu: 150 - Kimahri: 200 - Rikku: 110 ------------------------------------------------------------------------------- LONER CHARGES: When character gets a turn with two other party members missing. OBTAINED: Have the following number of turns with two other party members missing... - Tidus: 60 - Yuna: 180 - Auron: 35 - Wakka: 110 - Lulu: 45 - Kimahri: 90 - Rikku: 170 ------------------------------------------------------------------------------- COWARD CHARGES: When character escapes from battle. OBTAINED: Escape from battle the following number of times... - Tidus: 600 - Yuna: 900 - Auron: 1000 - Wakka: 400 - Lulu: 980 - Kimahri: 700 - Rikku: 450 ------------------------------------------------------------------------------- DANCER CHARGES: When character evades enemy attack. OBTAINED: Evade enemy attack the following number of times... - Tidus: 250 - Yuna: 200 - Auron: 200 - Wakka: 200 - Lulu: 300 - Kimahri: 130 - Rikku: 200 ------------------------------------------------------------------------------- ROOK CHARGES: When character reduces damage of/nullfies/deflects enemy attack. OBTAINED: Reduce damage/nullfy/deflect enemy attack the following number of times... - Tidus: 120 - Yuna: 110 - Auron: 120 - Wakka: 120 - Lulu: 120 - Kimahri: 120 - Rikku: 120 NOTES: Using Protect, Shell, Reflect, Nul spells, and their respective armour abilities all count towards gaining this Overdrive mode. ------------------------------------------------------------------------------- SUFFERER CHARGES: When character is inflicted by an enemy status effect. OBTAINED: Be hit by a status effect the following number of times... - Tidus: 100 - Yuna: 80 - Auron: 120 - Wakka: 100 - Lulu: 110 - Kimahri: 130 - Rikku: 90 ------------------------------------------------------------------------------- VICTIM CHARGES: When character gets a turn under an enemy status effect. OBTAINED: Have the following number of turns under (a) status effect/s... - Tidus: 120 - Yuna: 100 - Auron: 160 - Wakka: 110 - Lulu: 130 - Kimahri: 100 - Rikku: 125 ------------------------------------------------------------------------------- AVENGER CHARGES: When ally (other than self) is KOed by an enemy attack. OBTAINED: Have enemies KO an ally the following number of times... - Tidus: 100 - Yuna: 80 - Auron: 120 - Wakka: 100 - Lulu: 150 - Kimahri: 100 - Rikku: 90 ------------------------------------------------------------------------------- =============================================================================== 6. Aeons [06AEON] =============================================================================== Here is a short section, giving a quick rundown on all things concerning all things aeon-related. For the hidden aeons, a more detailed description of how to find them and add them to your team can be found in their respective areas in the Miscellaneous Sidequests section. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.1. Valefor [06VLFR] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ ABOUT VALEFOR ] --------------------------------------------------------- Valefor is the first aeon you obtain, and comes from Besaid Temple. There are two odd things about Valefor, and one of them is she is immune to almost all ground-based attacks. It's a strange quirk, there's no doubting, but a very handy advantage to make use of. The second oddity about Valefor is that she is the aeon to have a second Overdrive, one far more powerful than her normal one. --- [ ATTACKS ] --------------------------------------------------------------- SONIC WINGS: Strikes and delays one target. ENERGY BLAST: Strikes one target, dealing massive non-elemental damage. ENERGY RAY: Strikes target party, dealing large non-elemental damage. --- [ VALEFOR'S SECOND OVERDRIVE ] -------------------------------------------- When in Besaid, go the village and talk to the lady shopkeeper. She'll tell you her dog found something. Now go find the dog - it's found in the third tent on the right side of the village (the one closest to the Temple). Go inside then speak to the dog. Do this and you will acquire Valefor's second Overdrive, Energy Blast, which is significantly more powerful than his "normal" one. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.2. Ifrit [06IFRT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ ABOUT IFRIT ] ----------------------------------------------------------- Ifrit is the second aeon you pick up on your quest. He is native to Kilika temple, and represents the fire element. Hence, he will absorb all fire-based damage and gain it as HP. On the downside, he will also take extra damage to ice-based attacks. By exploiting his elemental affinities, you can heal Ifrit with fire magic, a very useful property. --- [ ATTACKS ] --------------------------------------------------------------- METEOR STRIKE: Strikes one target. HELLFIRE: Strikes target party, dealing massive fire-based damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.3. Ixion [06IXIN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ ABOUT IXION ] ----------------------------------------------------------- Ixion comes from Djose Temple, and is the second elemental aeon to become a part of your group. He is a thunder-based aeon, meaning he will absorb all thunder-based damage and gain it as HP. However, he also take extra damage to water-based attacks. By exploiting his elemental affinities, you can heal Ixion with thunder magic, a very useful property. He is very handy on your trip through the Thunder Plains. --- [ ATTACKS ] --------------------------------------------------------------- SONIC WINGS: Strikes one target and removes all positive status effects. ENERGY BLAST: Strikes target party, dealing massive thunder-based damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.4. Shiva [06SHVA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ ABOUT SHIVA ] ----------------------------------------------------------- Shiva is real cool. Okay, so that was a bad joke. In any case, Shiva is stronger than your other aeons by the time you get her from Macalania Temple. Chances are her Overdrive will do 9999 damage almost immediately, making her very useful very quickly. Being an ice-based elemental aeon, Shiva absorbs all ice-based damage and gains it as HP, but as a consequence is weak to fire-based attacks. By exploiting her elemental affinities, you can heal Shiva with ice magic, a very useful property. --- [ ATTACKS ] --------------------------------------------------------------- HEAVENLY STRIKE: Strikes and delays one target. DIAMOND DUST: Strikes target party, dealing massive ice-based damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.5. Bahamut [06BHMT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ ABOUT BAHAMUT ] --------------------------------------------------------- Bahamut is seemingly overpowered when you obtain him from Bevelle Temple. He already has all the elemental black magic at his disposal, along with being one of the few aeons without an initial damage cap. His Overdrive will almost certainly be your biggest hitter until you gain access to the airship. Bahamut isn't an elemental aeon, but he does have relatively high Strength and Magic, making him quite strong. --- [ ATTACKS ] --------------------------------------------------------------- IMPULSE: Strikes target party. MEGA-FLARE: Strikes target party, dealing massive non-elemental damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.6. Anima [06ANMA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ ABOUT ANIMA ] ----------------------------------------------------------- Anima, is, to put it simply, and absolute damn powerhouse. She is unmatched by any aeon bar the Magus Sisters, who are sometimes too unpredictable to be anywhere near as useful. Combining Anima's Overdrive with Armour Break means almost certainly death to any enemies that get in your way, and her "Pain" bypasses all magic protecton like Magic Defence and Shell, while at the same time also inflicting Death. --- [ ATTACKS ] --------------------------------------------------------------- PAIN: Strikes and inflicts Death on one target. OBLIVION: Strikes target party fifteen times. --- [ ACQUIRING ANIMA ] ------------------------------------------------------- Return to the Zanarkand Cloister of Trials and step on all seven white square tiles. Then place the DESTRUCTION SPHERE in the right reccess in the second room. After nabbing the MAGISTRAL ROD from the chest, make sure that you have received the Destruction Sphere prize from every Temple (taking note that you cannot miss the Bevelle Destruction prize), find the "Baaj Temple" destination by using the "Search" feature on the airship. Go there, defeat the monster, then go inside the Temple ruins by heading to the green square on the mini-map. Once inside, activate each of the statues by alking near them. The glyph will disappear, leaving Anima for the taking. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.7. Yojimbo [06YJBO] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ ABOUT YOJIMBO ] --------------------------------------------------------- Yojimbo resembles a Japanese samurai, what with his hat and awesome array of attacks. He's almost a ninja, one might say. Anyway, he is also a powerhouse with a ridiculously high Evasion stat, even at very low levels. He is still somewhat of an enigma, and basically all of his actions are still quite random. --- [ ATTACKS ] --------------------------------------------------------------- DAIGORO: Strikes one random target. KOZUKA: Strikes one random target. WAKIZASHI: Strikes one random target/target party. ZANMATO: Instantly kills target party (including bosses). --- [ ACQUIRING YOJIMBO ] ----------------------------------------------------- Yojimbo can be found in the Cavern of the Stolen Fayth. This is located just past the exit to the Calm Lands, by taking the path after corssing the first bridge. When you meet Yojimbo's fayth, he will give you three choices. CHOOSE THE THIRD OPTION! Then the deadbeat wants you to pay him gil to use his services. What a crock. For the first offer, try 125,001 gil. For the second, 125,002 gil. And for the third, go 190,000 gil. Then "purchase" him for 202,000 gil. There you have it, we're finished. --- [ CONTROL ] --------------------------------------------------------------- Yojimbo is not controlled like your typical aeon. Instead of directly choosing the attacks you like, it's more or less left to chance. Yojimbo only has two available commands, "Pay" and "Dismiss". You actually pay him certain amounts of gil to attack enemies. Depending on how well you have treated him (letting him die in battle, your initial choice for "purchasing" his services, the amount of gil you have paid him, dismiss him without paying, full Overdrive, etc), he will use one of four different attacks. When you do pay him, you should only ever pay in powers of two, that is, 128 gil, 256 gil, 512 gil, etc. Any excess gil is simply wasted. It should be noted that paying him 0 gil will result in him leaving battle, and reducing your compatibility level, making it harder to see free attacks (including Zanmato). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.8. Magus Sisters [06MGUS] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ About the Magus Sisters ] ----------------------------------------------- The Magus Sisters are another odd set of aeons. And that's just why - there is more than one of them. Not only that, but you can't control these gals directly either, you must take a chance with every command that you select. Moreover, you need to wait till each of them fill up their Overdrive gauge before you can unleash ultimate destruction on your enemies. Hearing that, you probably won't want to waste your time with them. Instead, they represent perhaps the strongest non-character force in your arsenal, one that should be abused as often as possible. --- [ Attacks ] --------------------------------------------------------------- RAZZIA (SANDY): Strikes one target. CAMISADE (CINDY): Strikes one target. PASSADO (MINDY): Strikes one target fifteen times. DELTA ATTACK (ALL): Strikes target party six times. --- [ Acquiring the Magus Sisters ] ------------------------------------------- To get into the Chamber of the Fayth so they can join your party, you need to acquire two items, the Blossom Crown and the Flower Sceptre. You receive the former by catching one of every fiend on Mt. Gagazet including the aquatic ones in the caves. You receive the Flower Sceptre after defeating Belgemine's Bahamut. Then just walk towards the glyph up the back of Remiem Temple, and use both items to break the seal. Go inside and collect your reward! --- [ Control ] --------------------------------------------------------------- The Magus Sisters are also controlled in a unique way. Again, you can't select the exact action for them to take, rather you give them "suggestions" on what you would prefer them to do. Based on a number of criteria, they will act on your "suggestions" accordingly. Each sister has a number of abilities. Some of them, such as Cure, Cura, and Curaga, they all know and can use. Others, such as Death, Reflect, and Ultima are indivdual abilities. They will use these abilities, often rather randomly, if certain conditions are met. In addition to a normal attack command, each sister also has there own special attack. For Sandy this is Razzia, Cindy's is Camisade, and Mindy uses Passado. Again, the use of these abilities requires special crieria to be met when it comes to selecting commands, as well as a little real-life luck. In order to use their Overdrive, Delta Attack, all three need to have a full Overdrive bar. Then select the "Combine Powers" command. This is the one of the very few commands the sisters will always obey, and it will always have the same outcome. Each of the sisters has one really annoying trait. Sometimes, when you select one of the commands, they will take a break. Literally. They won't bother to defend, they just completely waste their turn. Thanks a lot. There's not much you can really do to prevent this, so just try to ignore it. Lastly, you can "Dimiss" the Magus Sisters at any time during battle. This is the other time when they will listen to your exact command. Because of their immense power, I can't foresee you using this option too much. =============================================================================== 7. Blitzball [07BLTZ] =============================================================================== Blitzball is really a game unto itself. At it's heart, it's just another RPG, but one with a lot of complexities of it's own. This minigame is really a "love it" or "hate it" thing. This section aims to give you complete rundown on how things work. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7.1. Basics [07BASC] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7.2. Tips [07TIPS] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - If you swim behind your own goalie, all the other plays in the "field" will start swimming in circles. I'm not quite sure why this happens, but it can be used to your advantage, and is an excellent way to assure victory in the very tough first game. You can pass your ball around amongst the defendrs and midfielder with little risk of being tackled, a nice way to raise stats. Abuse this by passing to your forwards when there are few-to-no defenders around them. - Use techs as often as possible! Each tech you can use during the game will increase the EXP you get at the end of the game. The higher elvel techs (like Wither Tackle 3 and Venom Pass 3) will give significantly more EXP than lower level techs (such as Wither Tackle and Venom Pass, respectively). Just be sure not to use up all your HP straight away! - Jecht Shot and Jecht Shot 2 are your friends! Despite the large HP consumption, they are excellent ways to assure goals. The former knocks out two defenders, and the latter takes out four. Awesome, huh? - Tackle Slips reigns supreme. Tackle Slip 2 is even better. They make encounters with multiple defenders much more survivable. Watch out you don't get disorientated too much (which has a chance of losing the first tech on your character's equipped list). It's best to equip a less-used tech the first slot, just in case. - If you don't like a tournament or league prize, just reload after seeing it for the first time. They are completely randomised, so you can try for something more useful the next time (or the next, or the next)! As a general rule of thumb, try to always settles on techs as your prizes (unless you need to get Wakka's Overdrives or Sigil). - Always score as many goals as possible. A bonus prize is awarded to the team with the leading top scorer. Assuming you play halfway decently, you should always win the prize. However, in the early stages of Blitzball, things can be tight. - Here is what I consider to the be a good starting team just after Luca. In Luca Square, there is a guy sitting on one of the benches. He's going to be our new goalie. His name is Jumal, so finding him is a just a matter of pressing Square on every person sitting on a bench. Next, head to Luca Theatre. Leaning on the wall along the pathway just before the theatre itself is a man. His name is Zalitz. Acquire him too. Leave Luca theatre, and return to the place with the reception desk and the three staircases. Guarding the centre stairs are Biggs and Wedge. Hire Wedge. You'll now be prompted to boot a player from the Besaid Aurochs from your team. Do so. Lastly, walk around Luca docks and hire Zev Ronso. Boot another Auroch from the team. When you reach the travel Agency on the Mi'ihen Highroad, hire Ropp from behind the counter. Your team is complete! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7.3. Techs [07TECH] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- ANTI-DRAIN EFFECT: Prevents HP drain 50% of the time. COST: 10 HP ------------------------------------------------------------------------------- ANTI-DRAIN 2 EFFECT: Prevents HP drain 100% of the time. COST: 50 HP ------------------------------------------------------------------------------- ANTI-NAP EFFECT: Prevents sleep status 50% of the time. COST: 40 HP ------------------------------------------------------------------------------- ANTI-NAP 2 EFFECT: Prevents sleep status 100% of the time. COST: 210 HP ------------------------------------------------------------------------------- ANTI-VENOM EFFECT: Prevents poison status 50% of the time. COST: 5 HP ------------------------------------------------------------------------------- ANTI-VENOM 2 EFFECT: Prevents poison status 100% of the time. COST: 50 HP ------------------------------------------------------------------------------- ANTI-WITHER EFFECT: Prevents wither status 50% of the time. COST: 30 HP ------------------------------------------------------------------------------- ANTI-WITHER 2 EFFECT: Prevents wither status 100% of the time. COST: 200 HP ------------------------------------------------------------------------------- AUROCHS SPIRIT EFFECT: Increases Shot strength by adding the total Shot sum of all Besaid Aurochs players on the team. COST: 600 HP BOOTS: Shot +10 NOTES: - Only adds Shot total of currently playing Aurochs, not benched ones. - Cannot be learned through Techcopy, must be won as a league or tournament prize. - Wakka must learn his three key techs before he can learn this tech. ------------------------------------------------------------------------------- BRAWLER EFFECT: Participate in encounters from further away, 60% of the time. COST: 200 HP NOTES: - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- DRAIN TACKLE EFFECT: Steal HP from an opponent 40% of the time when tackling. COST: 30 HP BOOST: Attack +3 ------------------------------------------------------------------------------- DRAIN TACKLE 2 EFFECT: Steal HP from an opponent 70% of the time when tackling. COST: 150 HP BOOST: Attack +5 ------------------------------------------------------------------------------- DRAIN TACKLE 3 EFFECT: Steal HP from an opponent 100% of the time when tackling. COST: 500 HP BOOST: Attack +7 ------------------------------------------------------------------------------- ELITE DEFENCE EFFECT: Find and intercept the ball carrier from further away. COST: 5 HP NOTES: - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- GAMBLE EFFECT: Stats randomised 50% of the time after waking from Nap status. COST: 300 HP NOTES: - Press X to select what number stats are changed to. - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- GOLDEN ARM EFFECT: Pass and Shot stats decrease more slowly as ball travels through water. COST: 30 HP NOTES: - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- GOOD MORNING! EFFECT: Random stat increase after a player is woken up by a certain status attack, 50% of the time. COST: 180 HP NOTES: - The stats that are increased depend on the type of attack used to wake the player up. - HP and Speed cannot be increased. - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- GRIP GLOVES EFFECT: Reduces chance of goalie dropping the ball. COST: 30 HP BOOST: Shot +3 ------------------------------------------------------------------------------- HI-RISK EFFECT: All player's stats (except HP and Speed) are halved in exchange for double Experience at the end of the half. COST: 300 HP - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- INVISIBLE SHOT EFFECT: Ball may become invisible before reaching the goal, and if Shot is still greater than zero, there is a 60% chance you will get to manually aim the shot. COST: 220 HP BOOTS: Shot +3 NOTES: - Use analog stick or directional pad to aim the ball. ------------------------------------------------------------------------------- JECHT SHOT EFFECT: Knocks out up to two defenders before taking a shot. COST: 120 HP BOOTS: Shot +5 NOTES: - Cannot be learned through Techcopy, must be won by completing the minigame on the S.S. Winno. ------------------------------------------------------------------------------- JECHT SHOT 2 EFFECT: Knocks out up to four defenders before taking a shot. COST: 999 HP BOOTS: Shot +10 NOTES: - Cannot be learned through Techcopy, must be won as a league or tournament prize. - Tidus must learn his three key techs before he can learn this tech. ------------------------------------------------------------------------------- NAP PASS EFFECT: Inflict Nap status on an blocking opponents 30% of the time. COST: 40 HP BOOST: Pass +3 ------------------------------------------------------------------------------- NAP PASS 2 EFFECT: Inflict Nap status on an blocking opponents 60% of the time. COST: 200 HP BOOST: Pass +5 ------------------------------------------------------------------------------- NAP PASS 3 EFFECT: Inflict Nap status on an blocking opponents 100% of the time. COST: 510 HP BOOST: Pass +7 ------------------------------------------------------------------------------- NAP SHOT EFFECT: Inflict Nap status on an goalie 40% of the time if Shot reaches zero, or goalie catches the ball. COST: 45 HP BOOST: Shot +3 ------------------------------------------------------------------------------- NAP SHOT 2 EFFECT: Inflict Nap status on an goalie 70% of the time if Shot reaches zero, or goalie catches the ball. COST: 80 HP BOOST: Shot +5 ------------------------------------------------------------------------------- NAP SHOT 3 EFFECT: Inflict Nap status on an goalie 100% of the time if Shot reaches zero, or goalie catches the ball. COST: 350 HP BOOST: Shot +7 ------------------------------------------------------------------------------- NAP TACKLE EFFECT: Inflict Nap status on an opponent 40% of the time when tackling. COST: 40 HP BOOST: Attack +3 ------------------------------------------------------------------------------- NAP TACKLE 2 EFFECT: Inflict Nap status on an opponent 70% of the time when tackling. COST: 90 HP BOOST: Attack +5 ------------------------------------------------------------------------------- NAP TACKLE 3 EFFECT: Inflict Nap status on an opponent 100% of the time when tackling. COST: 180 HP BOOST: Attack +7 ------------------------------------------------------------------------------- PILE VENOM EFFECT: Player's Venom techs will reduce HP at a greater rate than normal Venom status would. COST: 30 HP NOTES: - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- PILE WITHER EFFECT: Player can reduce the stats of opposition players more than once using a Wither tech. COST: 70 HP NOTES: - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- REGEN EFFECT: Regenerates HP four times faster when not in possession of the ball. COST: 50 HP NOTES: - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- SPHERE SHOT EFFECT: Randomly increases Shot strength. COST: 180 HP BOOST: Shot +3 NOTES: - Press X to select how much Shot stat is increased. ------------------------------------------------------------------------------- SPIN BALL EFFECT: Goalie will drop the ball 70% of the time if they block the shot. COST: 30 HP ------------------------------------------------------------------------------- SUPER GOALIE EFFECT: Catch stat randomised 60% of the time after opposition takes a shot. COST: 30 HP+ NOTES: - Press X to select how much Catch stat is increased. ------------------------------------------------------------------------------- TACKLE SLIP EFFECT: Evade tackle 40% of the time. COST: 40 HP NOTES: - If player becomes disorientated, any successive tackles in the encounter will always hit, and player may lose their first listed tech for the rest of the half. ------------------------------------------------------------------------------- TACKLE SLIP 2 EFFECT: Evade tackle 80% of the time. COST: 170 HP NOTES: - If player becomes disorientated, any successive tackles in the encounter will always hit, and player may lose their first listed tech for the rest of the half. ------------------------------------------------------------------------------- TACKLE SLIP EFFECT: Evade tackle 40% of the time. COST: 40 HP NOTES: - If player becomes disorientated, any successive tackles in the encounter will always hit, and player may lose their first listed tech for the rest of the half. ------------------------------------------------------------------------------- TECH FIND EFFECT: Allow a player to learn a tech they cannot normally learn. NOTES: - Cannot be used to learn Jecht Shot, Jecht Shot 2, or Aurochs Spirit. - Cannot be learned through Techcopy, must be won as a league or tournament prize. ------------------------------------------------------------------------------- VENOM PASS EFFECT: Inflict Venom status on an blocking opponents 30% of the time. COST: 40 HP BOOST: Pass +3 ------------------------------------------------------------------------------- VENOM PASS 2 EFFECT: Inflict Venom status on an blocking opponents 60% of the time. COST: 120 HP BOOST: Pass +5 ------------------------------------------------------------------------------- VENOM PASS 3 EFFECT: Inflict Venom status on an blocking opponents 100% of the time. COST: 250 HP BOOST: Pass +7 ------------------------------------------------------------------------------- VENOM SHOT EFFECT: Inflict Venom status on an goalie 40% of the time if Shot reaches zero, or goalie catches the ball. COST: 20 HP BOOST: Shot +3 ------------------------------------------------------------------------------- VENOM SHOT 2 EFFECT: Inflict Venom status on an goalie 70% of the time if Shot reaches zero, or goalie catches the ball. COST: 35 HP BOOST: Shot +5 ------------------------------------------------------------------------------- VENOM SHOT 3 EFFECT: Inflict Venom status on an goalie 100% of the time if Shot stat reaches zero, or goalie catches the ball. COST: 100 HP BOOST: Shot +7 ------------------------------------------------------------------------------- VENOM TACKLE EFFECT: Inflict Venom status on an opponent 40% of the time when tackling. COST: 30 HP BOOST: Attack +3 ------------------------------------------------------------------------------- VENOM TACKLE 2 EFFECT: Inflict Venom status on an opponent 70% of the time when tackling. COST: 70 HP BOOST: Attack +5 ------------------------------------------------------------------------------- VENOM TACKLE 3 EFFECT: Inflict Venom status on an opponent 100% of the time when tackling. COST: 160 HP BOOST: Attack +7 ------------------------------------------------------------------------------- VOLLEY SHOT EFFECT: Player automatically takes a shot 50% of the time if the ball is fumbled by opponents, or not caught by opposition goalie. COST: 10 HP ------------------------------------------------------------------------------- VOLLEY SHOT 2 EFFECT: Player automatically takes a shot 75% of the time if the ball is fumbled by opponents, or not caught by opposition goalie. COST: 40 HP ------------------------------------------------------------------------------- VOLLEY SHOT 3 EFFECT: Player automatically takes a shot 100% of the time if the ball is fumbled by opponents, or not caught by opposition goalie. COST: 250 HP ------------------------------------------------------------------------------- WITHER PASS EFFECT: Inflict wither status on an blocking opponents 30% of the time. COST: 40 HP BOOST: Pass +3 ------------------------------------------------------------------------------- WITHER PASS 2 EFFECT: Inflict wither status on an blocking opponents 60% of the time. COST: 180 HP BOOST: Pass +5 ------------------------------------------------------------------------------- WITHER PASS 3 EFFECT: Inflict wither status on an blocking opponents 100% of the time. COST: 440 HP BOOST: Pass +7 ------------------------------------------------------------------------------- WITHER SHOT EFFECT: Inflict wither status on an goalie 40% of the time if Shot reaches zero, or goalie catches the ball. COST: 30 HP BOOST: Shot +3 ------------------------------------------------------------------------------- WITHER SHOT 2 EFFECT: Inflict wither status on an goalie 70% of the time if Shot reaches zero, or goalie catches the ball. COST: 180 HP BOOST: Shot +5 ------------------------------------------------------------------------------- WITHER SHOT 3 EFFECT: Inflict wither status on an goalie 100% of the time if Shot reaches zero, or goalie catches the ball. COST: 390 HP BOOST: Shot +7 ------------------------------------------------------------------------------- WITHER TACKLE EFFECT: Inflict wither status on an opponent 40% of the time when tackling. COST: 8 HP BOOST: Attack +3 ------------------------------------------------------------------------------- WITHER TACKLE 2 EFFECT: Inflict wither status on an opponent 70% of the time when tackling. COST: 80 HP BOOST: Attack +5 ------------------------------------------------------------------------------- WITHER TACKLE 3 EFFECT: Inflict wither status on an opponent 100% of the time when tackling. COST: 250 HP BOOST: Attack +7 ------------------------------------------------------------------------------- =============================================================================== 8. Celestial Weapons [08CSLW] =============================================================================== The Celstial Weapons sidequest is one of the largest and mostimportant of all. If you want to have a chance of beating the many difficult optional bosses in the game, you are going to need some heavy firepower. The Celestial Weapons are the key to victory in many battles. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.1. Celestial Mirror [08CSMR] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= From the airship, select the the Calm Lands as your destination. From where you land, walk DIRECTLY south. Talk to the woman on the Chocobo at the Calm Lands. Tell her you'd like to rid a Chocobo, and then that you'd like to train one. Do the first race, and then the Chocobo is yours to do as you will. Head all the way back to the entrance of the Calm Lands. However, run straight past them, and you'll come to a part of the ground that isn't level with the one next to it. What's that on the ground? A Chocobo Feather! You know that that means. Press X on it, and your chocobo will jump the gap. Dismount your chocobo, and walk through the recess in the stone. Walk back around to the right side, then attempt to mount the chocobo. Select "How do I ride?" for a rundown on how things work. All you have to do is win the race first time, and that's a very simple thing to do. Now select "Ride!". The purple X's on the mini-map represents possible chests that you can open. The yellow square represents the chocobo you are racing. For this race, just go left at the first fork in the road, then take the next right. The chest will be opened, and your chocobo will do a large jump to give you an easy win. When you land, go left at the intersection with the yellow pole, and follow the path around. You get the CLOUDY MIRROR as a reward, another vital item. Now, it must be powered up. Go to Macalania Forest. Here you will find a woman and a young boy. Talk to them. It seems the father is missing. He can be found in the place that your characters woke up from the day after the Bevelle incident. That is, head back to the entrance of the Calm Lands, but take the second northern turn-off. Talk to the man, and tell him where his family are. Go back to the entrance of Macalania. Now the boy is missing (ugh). So take the sparkling path to the left and you'll find him. Talk to him. See that big round weird looking thing? It asks if you would like to use the Cloudy Mirror. Say yes. It'll convert it to the CELESTIAL MIRROR. Take note of that place, you'll need to return there to power up every Celestial weapon with both their crests and sigils. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.2. Tidus' Caladbolg [08CDBG] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Auto-Abilities ] -------------------------------------------------------- The Calabolg possesses a number of abilities that make it truly unique. Apart from having Break Damage Limit, Triple Overdrive, Evade & Counter, and Magic Counter, it has the innate ability to ignore enemy Defence when HP is full. As Tidus' HP falls, so does the percentage of damage that the enemy will receive, according to their Defence. --- [ Weapon ] ---------------------------------------------------------------- Found in the north of the Calm Lands, guarded by a man. It is right on the edge of the cliff, and a little pathway leads down from the normal ground level to bring you down the side of the cliff face. There is a small compartment on the wall, and this thing contains the Caladbolg. Beat the Catcher Chocobo (you only need to beat her, not get under 0:0.0) and he will move. Leave the Calm Lands however, and you will need to beat her again to make him move. --- [ Crest ] ----------------------------------------------------------------- Found at the place you fought Yunalesca, near the back step. Make sure you pick this after right after you defeat her, or else Dark Bahamut will be in your way the next time you return there. You need to go up the left stairs for it to appear after you beat her. If you have to beat Dark Bahamut first, you won't need to do anything special - the chest will be right there.f --- [ Sigil ] ----------------------------------------------------------------- Obtain this by getting a time of less than 0:0.0 (and win) when you race the Calm Lands chocobo lady. You need to collect ballons to lower your overall time. Make sure you avoid the birds, as they slow you down. Before you can get to this stage however, you must successfully complete "Wobbly Chocobo", "Dodger Chocobo" and "Hyper Dodger Chocobo". Getting this sigil can be quite tricky, but don't let it get you down too much. I got it in my first few tries, so there's nothing saying that you can't do the same. It should be noted that you don't actually have to make the chocobo go forward, it moves by itself. All you have to do is steer. WOBBLY CHOCOBO: Very easy to finish. All you have to do is correct the heading of your chocobo when it isn't facing forward any more. Make sure to run between the Chocobo and the lady, and this is an simple challange. DODGER CHOCOBO: Much harder, but still quite doable in the first few tries. Here you have to stay away from any bliztballs coming at you. The way I do this is by picking a side, then commiting to it. I will have my chocobo start off straight, then go slightly to the right to avoid the first ball. I turn a little further left to avoid the second ball, then I weave back inside to dodge the third. I use this zig-zag pattern the whole way through. Not too difficult. HYPER DODGER CHOCOBO: In my opinion, this is the hardest of the lot. Here you have birds coming at you, and at the same time blitzballs, which "break" into four separate ones before it hits the ground, making it much harder to stay out of it's path. There is no foolproof strategy I can give you for this race, it all comes down to luck and experience. Continue to employ the weaving method to stay out of harm's way. If you get hit a couple of times, keep racing, you can still reach the finish line under time. CATHCER CHOCOBO: Here you combine all your training so fr, sans the Wobbly Chocobo stuff. Now as I said earlier, you need to collect ballons to reduce your time below the 0:0.0 mark. Each ballon you collect removes three seconds from your final time. The birds add to the time, as well as slowing you down. Dodging the birds is really quite simple, to, once you get the hang of it, although there are some elements of luck involved too (real life luck, that is). I have found the most effective way toget through the stage with few-to-no collisions is to move out of the bird's path just before it hits you. Then get yourself back on course. It should be noted that the balloons are set up in a random fashion, one that is different each time you try the challenge. You should also be aware that you must get LESS than the time of 0:0.0, not equal it. Also, no birds will attempt to strike you as you go down the first slope, so use this time to muscle in on all the balloons you can get. One thing really must stress is that you put dodging birds BEFORE getting balloons. You won't even get close if you just try to get all the balloons by throwing caution into the wind. This is why it is so important to have good balloon placement to start off with, and to start the race well. You need to take full advantage of all the easy balloons. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.3. Yuna's Nirvana [08NRVA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Auto-Abilities ] -------------------------------------------------------- The Nirvana possesses a number of abilities that make it truly unique. Apart from having Break Damage Limit, Triple Overdrive, Double AP, and One MP Cost, it has the innate ability to ignore enemy Defence when MP is full. As Yuna's MP is used up, so does the percentage of damage that the enemy will receive, according to their Defence. --- [ Weapon ] ---------------------------------------------------------------- You get the Nirvana when you have captured at least one of every capturable monster in the Calm Lands. Go back to the Monster Arena and talk to the guy, and he will reward you for your efforts with a chest in the very same screen. Of course, you need to Celestial Mirror to open the chest. --- [ Crest ] ----------------------------------------------------------------- The Moon Crest can be found in Besaid Beach, near the place where Tidus was struck with a Blitzball at the start of the game. Swim out into the water and then head east (or too the right of the clearly visible beach). Swim around the coastline until you find yourself on a hidden beach with a chest. The chest contains the MOON CREST. --- [ Sigil ] ----------------------------------------------------------------- Collect all ten aeons and defeat all the aeons of the summoner found at Remiem Temple. Perform the sending, and you'll be awarded with the MOON SIGIL. --- [ Aeon Power-Up ] --------------------------------------------------------- By powering up the Nirvana with at least the Moon Crest, Valefor can break the damage limit, achieving up to a maximum of 99999 per attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.4. Auron's Masamune [08MSMN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Auto-Abilities ] -------------------------------------------------------- The Masamune possesses a number of abilities that make it truly unique. Apart from having Break Damage Limit, Triple Overdrive, Counterattack, and First Strike, it has the innate ability to ignore enemy Defence when HP is low. As Auron's HP falls, the percentage of damage that the enemy will receive will increase, accoridng to their Defence. --- [ Weapon ] ---------------------------------------------------------------- Go down into the valley, the way you go to get to the Cavern of the Stolen Fayth. Instead of going into the Cavern, walk right and go along the path until you find a sword between two pillars of stone. Press X on it, and pull it out. Next, go to Mushroom Rock Road, and go past the point you were previously unable to go to during Operation Mi'ihen. Find the statue of Mi'ihen by taking toe first left down that path and then go ascend using the platorm. Press X on the statue. Place the sword in the ground near the statue by pressing X, and the Masamune will appear. --- [ Crest ] ----------------------------------------------------------------- Found right at the end of the Mi'ihen Highroad, Oldroad. You might have been pushed down there during your fight with Earth Eater. To get there, take the path north from the Travel Agency on the Mi'ihen Highroad. Follow it all the way around until you reach an area full of cages. Here there are a number of possible ways to go. Take the road parallel to the one you just came down (and not the path that leads to Mushroom Rock). Head right to the end of this path, and you'll find the Mars Crest in a chest. --- [ Sigil ] ----------------------------------------------------------------- Unlock 10 Area/Species Creations (it can be a mixed variety of each, that is, seven Species Creations and three Area Creations, or five of each). Original Creations do not count towards this total. Obviously, this requires extensive monster capturing. The easiest way to get all the monsters is to unlock Area Creations by simply catching at least one of each fiend from the easy areas. You will almost certainly indirectly unlock certain Species Creations while your at it, meaning your total will quickly rise. --- [ Aeon Power-Up ] --------------------------------------------------------- By powering up the Masamune with at least the Mars Crest, Yojimbo can break the damage limit, achieving up to a maximum of 99999 per attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.5. Wakka's World Champion [08WDCH] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Auto-Abilities ] -------------------------------------------------------- The World Champion possesses a number of abilities that make it truly unique. Apart from having Break Damage Limit, Triple Overdrive, Evade & Counter, and Double AP, it has the innate ability to ignore enemy Defence when HP is full. As Wakka's HP falls, so does the percentage of damage that the enemy will receive, according to their Defence. --- [ Weapon ] ---------------------------------------------------------------- Win five games of Blitzball and you can obtain it from the bartender in the Luca cafe (where you "lost" Yuna). All you have to do is talk to him, and he'll hand it over, assuming you have the Celestial Mirror in your possession. --- [ Crest ] ----------------------------------------------------------------- Found in the second locker from the back, on the right, in the Besaid Aurochs change room, located at Luca. To get there, just find the main desk near the entrance to the stadium. Take the path on the right side. It can only be obtained after your battle with Spherimorph. --- [ Sigil ] ----------------------------------------------------------------- First, you need to obtain all of Wakka's Overdrive's before you get his Sigil. Then it will be listed as first prize in a Blitzball tournament or League. Don't worry if you don't win it the first time, it will show up again some other time. Here's a list of how you get the Jupiter Sigil. You get the prizes in this order: - Attack Reels can be won from a tournament (no battle requirement). - Status Reels can be won from a league (250 battles need to be fought). - Auroch Reels can be won from a tournament (450 battles need to be fought). - Jupiter Sigil can be won from a league (no battle requirement). --- [ Aeon Power-Up ] --------------------------------------------------------- By powering up the World Champion with at least the Jupiter Crest, Ifrit can break the damage limit, achieving up to a maximum of 99999 per attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.6. Kimahri's Spirit Lance [08SPRT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Auto-Abilities ] -------------------------------------------------------- The Spirit Lance possesses a number of abilities that make it truly unique. Apart from having Break Damage Limit, Triple Overdrive, Evade & Counter, and Double AP, it has the innate ability to ignore enemy Defence when HP is full. As Kimahri's HP falls, so does the percentage of damage that the enemy will receive, according to their Defence. --- [ Weapon ] ---------------------------------------------------------------- You need to pray at three glowing Qactuar stones at the Thunder Plains by pressing Square when standing in front of them. It only works when they are glowing, however. Then, you need to find a half-built lightning tower. Apparently, you are supposed to follow the green Qactuar ghost, but they never cease to confuse me, so I just look for the tower itself. It can be found in the first section of the Thunder Plains, on the right side. When you locate it, press Square near it and a chest will appear. --- [ Crest ] ----------------------------------------------------------------- Behind one of the large stone pillars on Mt. Gagazet, in the little area found right after beating Flux. To be precise, it's behind the fourth column on the left side. --- [ Sigil ] ----------------------------------------------------------------- You need to go butterfly catching in Macalania Woods. This can be done before and after gaining the airship, but you won't be able to receive the Saturn Sigil until after you get access to the airship. So save yourself the frustration and don't bother playing it until that happens. The basic premise is that you need to catch seven butterflies in two separate screens. However, in order to get the Saturn Sigil, you need to complete one before the other, or else you will have to redo it. Touch the blue butterflies, but avoid the red ones. Touch the red, and you initiate a battle, as well as lose precious time. Don't worry, you won't get into any random encounters while this minigame lasts. To start the minigame, talk to the bird-guy with the harp and then touch the nearby butterfly. However, after you finish this catching session, DON'T LEAVE THE SCREEN! You need to be careful not to run into the next area after you nab the last butterfly, or else you will have to redo this part. After you get all seven blue butterflies, walk back along the path to find a chest containing a TELEPORT SPHERE. Follow this path until you meet up with the bird-guy again, and walk past him, until you reach a new screen. This catch is much more difficult. You can get away with one, and if you're lucky, maybe even two battles from touching a red butterfly. You can find the butterfly not far along the path. You should note that when you first start this section, to get the first blue butterfly you need to go back just a little from where you just came (near the green square on the mini-map). --- [ Aeon Power-Up ] --------------------------------------------------------- By powering up the Spirit Lance with at least the Saturn Crest, Ixion can break the damage limit, achieving up to a maximum of 99999 per attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.7. Lulu's Onion Knight [08ONKT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Auto-Abilities ] -------------------------------------------------------- The Onion Knight possesses a number of abilities that make it truly unique. Apart from having Break Damage Limit, Triple Overdrive, Magic Booster, and One MP Cost, it has the innate ability to ignore enemy Defence when MP is full. As Lulu's MP is used up, so does the percentage of damage that the enemy will receive, according to their Defence. --- [ Weapon ] ---------------------------------------------------------------- Found in a treasure chest in the water under which Baaj Temple is submerged. However, you can only get it after you defeat Geosgaeno. After the battle, go south, according to the mini-map. Now, for a moment, assume the circle is a clock. Find the spot on the mini-map that would represent the hour hand if it was about 6:30. You can't actually see anything from the main camera view, but when you get into the correct position, it will shift. When this happens, dive down slighty the right and the Celestial Mirror will react. In this chest the ONION KNIGHT resides. --- [ Crest ] ----------------------------------------------------------------- Found at the Farplane in Guadosalam. Chances are it will be your first visit, so you will meet up with Tromell as soon as yu arrive. You can talk to him a couple times, then he also makes for the Farplane. --- [ Sigil ] ----------------------------------------------------------------- Dodge 200 lightning bolts at the Thunder Plains. Long and boring task, and in my opinion, the worst of all the Celestial Weapon minigames. Depending what area of the Thunder Plains you are in, there are different strike rates. If you're like me, you'll want to get this over and done with as soon as possible. I find the best place to attempt this is in an area to the left, just beyond the Travel Agency. After you leave the Agency (beam down there from the airship, if you like), walk north a little ways until the camera starts to move. Stay on the left here, and hold your position. Press X when the screen flashes white for an instant, and you should dodge the strike. Then just walk back to your original position. Keep doing this for over half an hour, and you should be set.I recommend that you count each strike, but count up to about 250, just to be sae (on occasion, I've miscounted big time, so it's better to be safe than to be sorry). Remember, if you walk to close to a lightning tower, change screens, or save, the counter will be reset, and you will have to start dodging again from the start. What's more, constantly mashing X or using a turbo controller will cause you to be struck by lightning, no matter what, you cheat. Lastly, you CAN pause the game. I recommend having a one minute break this every five minutes or so. This keeps you fresh, but isn't enough to get you out of the groove. You get rewards based on the amount of strikes that you dodge. These rewards can be picked up from a chest outisde the Travel Agency. If you haven't done anything new to get a reward, then the chest won't appear. You cannot get these items more than once. If you happen to dodge, say, 50 strikes, right off the bat, then you will not miss out on anything. Just keep reopening the chest to receive all the rewards. Once the chest stays open, you have obtained the last set of items, for the meantime, at least. Here's a quick list of what you can expect to score by dodging the repsective number of bolts... 5: X-Potion x2 10: Mega-Potion x2 20: MP Sphere x2 50: Strength Sphere x3 150: Megalixir x4 100: HP Sphere x3 200: Venus Sigil You also recieve a bonus for letting the lightning strike you a certain number of times. You get an ETHER for being struck 30 times, and an ELIXIR for getting hit 80 times. The rewards aren't nearly as cool, but it's something. --- [ Aeon Power-Up ] --------------------------------------------------------- By powering up the Onion Knight with at least the Venus Crest, Shiva can break the damage limit, achieving up to a maximum of 99999 per attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.8. Rikku's Godhand [08GDHD] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Auto-Abilities ] -------------------------------------------------------- The Godhand possesses a number of abilities that make it truly unique. Apart from having Break Damage Limit, Triple Overdrive, Double AP, and Gillionaire, it has the innate ability to ignore enemy Defence when HP is full. As Rikku's HP falls, so does the percentage of damage that the enemy will receive, according to their Defence. --- [ Weapon ] ---------------------------------------------------------------- Enter the password "GODHAND" (it is case sensitive) into the NavMap of the airship. Then go to the location, and you'll find it in a chest in the north-west corner. --- [ Crest ] ----------------------------------------------------------------- Found in the area blocked with a sandstorm. To get it, complete the following task. --- [ Sigil ] ----------------------------------------------------------------- You need to stop the sandstorm in order to obtain both the Mercury Crest and Mercury Sigil. To do that, you need to find the 10 Cactuars guarding the switch. Once you do, you then need play a hide-and-seek minigame with them. Then, you will battle them. After you do, you'll gain their glyph sphere. This must be taken back to the large stone from which you started, and placed into it's proper slot. To initiate the game, find the large stone in the fourth screen, located in the south east. Here's a list of the locations of the little buggers (they must be done in order): 1. TOMAY: Oasis (first screen). 2. ROVIVEA: Running around (second screen). 3. CHAVA: Press X when facing the Al Bhed "20% off sign" and you'll find him (fourth screen). 4. ALEK: Ruins (third area). 5. ALOJA: With Alek. 6. VACHELLA: Press X on the save point in the second area to find him. 7. ROBEYA: Inside a treasure chest found at the south-western corner of the third area. 8. ISRRA: Inside one of the pits (fourth area). 9. ELIO: Oasis, then goes up to the airship roof (if you haven't fought Overdrive Sin yet, you'll be forced to battle him before Elio). 10. FLAILE: Appears after successfully obtaining and placing all the spheres in the Cactuar glyph. =============================================================================== 9. Monster Arena [09MNSR] =============================================================================== The Monster Arena is located in the Calm Lands. To find it, go pretty much directly east from the Travel Agency in the centre. It's accessed by a crack in the rockface along the eastern wall. It was established many years ago by Mi'ihen as a training facility for the Crusaders. But, it seems, the guy has made a boo-boo and all the monsters that were inside escaped. So, he asks you if you would be willing to capture a new set for him. Obviously, in order to proceed, you need to choose "Yes". The capture quest forms a large part of the sidequests in FFX, and when you capture certain amounts of varying monsters, the arena manager will make new monsters for you to fight. Each time you unlock a new monster, you are given an item reward. These are EXTREMELY useful. As you can see, the arena sidequest is one that just can't be ignored, so your best bet is to start as soon as possible - in other words, the first time you reach the Calm Lands. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.1. Basics [09BASC] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You will need to capture a certain amount of monsters in order to unlock new creations at the Monster Arena. Most monsters you encounter during the course of the game are possible to catch. Fiends from the Via Purifico, machina, magic pots, Dark Aeons, opponent aeons (like Yojimbo in the Cavern of the Stolen Fayth), and certain others cannot be captured. If you try to capture them, you will get a message on the help bar telling you that you can't. The maximum number you may capture of each type is ten. Once you capture 10 of a certain fiend, they will no longer just flash and disappear, they will just explode into a bunch of pyreflies. To capture monsters, you need a special type of weapon. A weapon with the "Capture" ability on it. There is no possible way to customise it yourself. But never fear, because the old man at the Monster Arena will sell them to you. Cheaper than usual too! (Although, we have no real idea what they normally cost...) Anyway, after capturing certain amounts, you get rewarded with both a handy bunch of items, and a new arena creation that you can fight. Best thing is, these enemies usually drop some handy items themselves after you defeat them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.2. Tips [09TIPS] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Monster Arena sidequest is not as hard as many are led to believe. Here is a short list of handy tips that you may see in some of the strategies. They should work well for the majority of battles. - You absolutely need to have all your characters outfitted with armour containing three vital abilities: Auto-Haste, Auto-Phoenix, and Auto-Protect. These three things will make your party invincible against a good deal of Monster Arena foes. - Your characters don't need fantastic stats. They need half-decent ones, but that's it. It helps if Tidus, Wakka, and Auron each have a Strength stat greater than 70, done by taking all three down Auron's and/or Wakka's path on the Sphere Grid. Their HP should be above 5000, with okay Defence, too. Yuna is the most important to raise. Take her down Auron's path. This is not optional, it's necessary. - Many enemies are susceptible to Armour Break. This is a BIG advantage to you. There is a catch, though. It's almost always not enough to just use the "Armour Break" skill, you need to inflict it in one of three ways to guarantee success against foes who have resistance. The first is to use Auron's Banishing Blade Overdrive, making sure to input the button sequence correctly. You can also Mix two Power Spheres for Frag Grenade. Lastly, you can just "Use" any Frag Grenades you have in your inventory. - Celestial Weapons make life easier. Any that you have (even ones that have only been powered up with the Crest) help just that little bit. I suggest getting the Celestial Weapons of Tidus, Wakka, and Auron before beginning. Check the Celestial Weapons section for more details. - Have all the aeons before you get started. Anima and the Magus Sisters are particularly potent, and if Yuna has even half decent stats (Strength is the most important), they can win a lot of battles quite easily. - Use aeons! Anima and the Magus Sisters are very powerful once Yuna has decent Strength. Using Overdrives on Armour Broken enemies is an easy way to defeat the enemy standing before you. It also helps in getting that Overkill, which yields double items and AP. - Teach Quick Hit, Use, Cure/Cura/Curaga, Entrust, Esuna, and Dispel to everyone you use regularly. Auto-Life is a must for at least one character (probably Yuna, Lulu, or Kimahri), and an asset to anyone else. These abilities will come in handy quite often. Abuse Quick Hit with Auto-Haste as often as you can, but save some MP just in case you are forced to use another ability. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.3. Area Conquest [09AREA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- ENEMY: Stratavis | HP: 320,000 | WEAKNESSES: Armour Break, Power Break, Slow ------------------------------------------------------------------------------- - Throw a Silver Hourglass or Gold Hourglass to inflict Slow. Follow with Banishing Blade to inflict Full Break. - After Stratavis uses "Charging...", have each of your characters defend on their last turn before Stratavis gets a move. This will reduce Paean of the Heavens to a ridiculous amount. - Mixing a Trio of 9999 and using it with Attack Reels, Blitz Ace/Slice and Dice, elemental gems and level one black magic Fury makes this battle even more simple. Use Oblivion or Delta Attack for big damage. ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in Besaid. REWARD: 99x Stamina Tonic ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Malboro Menace | HP: 640,000 | WEAKNESSES: None ------------------------------------------------------------------------------- - This guy relies heavily on status attacks, which are particularly nasty. There's no real way to beat them other than to waste a lot of time making special armours, so what we're going to do is take the cheap route: summon Anima and deliver Oblivion. ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in Besaid. REWARD: 99x Poison Fang ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Kottos | HP: 440,000 | WEAKNESSES: None ------------------------------------------------------------------------------- - Auto-Haste and Auto-Phoenix are must have abilities. - Kottos has reasonable Strength, so his attacks will almost certainly KO the targetted character. What's worse, is that he counters EVERY attack. - Consider summoning Anima or the Magus Sisters to deal some mega damage. ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend on the Mi'ihen Highroad. REWARD: 99x 99x Soul Spring ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Coeurlregina | HP: 380,000 | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in Mushroom Rock Road. REWARD: 99x Candle of Life ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Jormungand | HP: 520,000 | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in Djose. REWARD: 99x Petrify Grenade ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Cactuar King | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- - Auto-Haste and Auto-Phoenix are must have abilities. If your stats are high enough, then two hits with Wakka should be more than enough to take this guy down. If not, then Auto-Haste will help a lot. Now just get Rikku to Mix a Trio of 9999 and use Attack Reels. ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in the Thunder Plains. REWARD: 99x Chocobo Wing ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Espada | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in Macalania. REWARD: 60x Shining Gem ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Abyss Worm | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend on Bikanel Island. REWARD: 99x Shadow Gem ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Chimerageist | HP: 120,000 | WEAKNESSES: None ------------------------------------------------------------------------------- If your stats are high enough, then two hits should be more than enough to take this guy down. If not, then Auto-Haste will help a lot. Now just get Rikku to Mix a Trio of 9999 and use Attack Reels. ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in the Calm Lands. REWARD: 60x Farplane Wind ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Don Tonberry | HP: 540,000 | WEAKNESSES: None ------------------------------------------------------------------------------- - Auto-Haste and Auto-Phoenix are must have abilities. With Auto-Phoenix, Tonberry can't touch you. However, his counterattack will get very annoying. Karma does damage based on the number of enemies that the targetted character has killed. In fact, the damage that will be done is the number of foes killed multiplied by 100. Haste/ga is useless because you will be constanly KOed. Auto-Haste is the order of the day. Commence attacking, and any KOed characters will be revived by Auto-Phoenix. If you're going to summon an aeon, make sure they have an Overdrive to unleash, because they probably won't last too long. Anima or the Magus Sisters are the weapons of choice here. Once Don has moved in close enough, he will stop countering with Karma and use "Chef's Knife", which will most likely kill your character. Nevermind, they will be back soon enough. Blast away until he bites the dust. ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in the Sunken Cave. REWARD: 40x Silver Hourglass ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Catoblepas | HP: | WEAKNESSES: Power Break, Magic Break, Armour Break ------------------------------------------------------------------------------- - Auto-Haste and Auto-Phoenix are must have abilities. Cast Shell to soften Flare damage, if it makes any difference. Or else just rely on Auto-Phoenix. Pop Fly can be reduced with Protect, but again, it may not matter. Use banishing Blade to inflict all the Power Break, Armour Break, Magic Break, and Mental Break. Try to keep rough tabs on the damage you do, if you can. Make sure to have Auto-Life on one character at the end of battle to be certain you survive Ultima. This can be done with the spell, or Rikku's Hyper Mighty Guard Mix (Lunar Curtain + Underdog's Secret). ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend on Mt. Gagazet. REWARD: Blossom Crown ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Abadon | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- Auto-Haste ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend Inside Sin. REWARD: 99x Lunar Curtain ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Vorban | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least one of every fiend in the Omega Ruins. REWARD: 60x Designer Wallet ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.4. Species Conquest [09SPEC] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= === [ Fenrir | 850000 HP | WEAKNESSES: None ] ================================= - Auto-Haste, Auto-Protect, and Auto-Phoenix are must have abilities. - If you aren't getting in at least one hit per characters between each of Fenrir's turns, then you need to raise your Agility a little. - Fangs of Hell is an instant KO, regardless of protection. Fangs of Chaos tears off 93.75% of a characters CURRENT HP and inflicts Confusion - fix that up straight away. Fangs of Ruin is likely also going to KO you. Good thing we have Auto-Phoenix. - Attack Reels and Blitz Ace combined with Trio of 9999 are keys to quick victory. The Magus Sisters or Anima are good choices if they have high Strength, as their Overdrives on an Armour Broken Fenrir will be devastating. =============================================================================== UNLOCKING: Capture at least three of every wolf-type fiend. REWARD: 99x Chocobo Feather =============================================================================== === [ Ornitholestes | 800000 HP | WEAKNESSES: None ] ========================== - Auto-Haste, Auto-Protect, and Auto-Phoenix are must have abilities. - Ornitholestes has quite high Evasion, making him hard to hit. Magic is also pretty useless. - Drain Touch absorbs HP from targetted character and heals Ornitholestes. Poison Touch inflicts Poison and removes 75% of a character's CURRENT HP. Use Evade & Counter weapons to avoid attack! - Attack Reels, Blitz Ace, Thunder/Blizzard Fury, or Thunder/Ice Gems combined with Trio of 9999 are keys to quick victory. =============================================================================== UNLOCKING: Capture at least three of every lizard-type fiend. REWARD: 99x Stamina Spring =============================================================================== === [ Pteryx | 100000 HP | WEAKNESSES: Armour Break, Power Break ] ============ - First Strike is handy. Vidatu is quite difficult to hit, even for Wakka. Mix a Trio of 9999 and use Attack Reels. =============================================================================== UNLOCKING: Capture at least four of every small bird-type fiend. REWARD: 99x Mega Phoenix =============================================================================== === [ Hornet | 620000 HP | WEAKNESSES: Armour Break, Power Break ] ============ - Auto-Haste and Auto-Phoenix are must have abilities. - Hornet has very high Agility, meaning he will get in quite a few turns. - Start with a Frag Grenade or Banshing Blade. Follow up with Trio of 9999. Now use Attack Reels, Blitz Ace, Slice and Dice, Fury, or elemental gems - as many as you can. Reapply Trio of 9999 when you need to. =============================================================================== UNLOCKING: Capture at least four of every flying insect-type fiend. REWARD: 99x Mana Tonic =============================================================================== ===[ Vidatu | 95000 HP | WEAKNESSES: Armour Break, Power Break ] ============== - First Strike is handy. Vidatu is quite difficult to hit, even for Wakka. So just mix a Trio of 9999 and use Attack Reels. =============================================================================== UNLOCKING: Capture at least four of every floating wizard-type fiend. REWARD: 99x Mana Spring =============================================================================== === [ One-Eye | 150000 HP | WEAKNESSES: Armour Break ] ======================= - First Strike is handy. Vidatu is quite difficult to hit, even for Wakka. So just mix a Trio of 9999 and use Attack Reels, followed by Blitz Ace (or Slice and Dice). - If One-Eye does ambush you, summon an aeon to take Shockwave. =============================================================================== UNLOCKING: Capture at least four of every eyeball-type fiend. REWARD: 60x Stamina Tablet =============================================================================== === [ Jumbo Flan | HP: | WEAKNESSES: Slow ] ================================== - Anima needs reasonably high Magic and Magic Defence. - Summon Anima, and cast both Haste and then Reflect (in that order) on her. Then cast Slow off Anima and onto Jumbo Flan. - Doublecast Flare until you run out of MP, then stick with Pain. =============================================================================== UNLOCKING: Capture at least three of every flan-type fiend. REWARD: 60x Twin Stars =============================================================================== ------------------------------------------------------------------------------- ENEMY: Nega Elemental | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least three of every elemental-type fiend. REWARD: 99x Star Curtain ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Tanket | HP: | WEAKNESSES: Armour Break ------------------------------------------------------------------------------- - Start off with Banishing Blade or ------------------------------------------------------------------------------- UNLOCKING: Capture at least three of every helm-type fiend. REWARD: 99x Gold Hourglass ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Fafnir | HP: 1,100,000 | WEAKNESSES: Power Break, Armour Break ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least four of every dragon-type fiend. REWARD: 99x Purifying Salt ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Sleep Sprout | HP: 98,000 | WEAKNESSES: Power Break ------------------------------------------------------------------------------- Make sure to have a character with First Strike, just in case. Summon an aeon to take Goodnight if you are ambushed. If your stats are high enough, then one hit should be more than enough to take this guy down. If not, then Auto-Haste will help a lot. Now just get Rikku to Mix a Trio of 9999 and use Attack Reels. ------------------------------------------------------------------------------- UNLOCKING: Capture at least five of every fungus-type fiend. REWARD: 99x Healing Spring ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Bomb King | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least five of every bomb-type fiend. REWARD: 60x Turbo Ether ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Juggernaut | HP: | WEAKNESSES: Armour Break, Mental Break, Power Break ------------------------------------------------------------------------------- Raise Yuna's Strength enough that each of the Magus Sister have a Strength stat greater than 200. Then gtart off with a Banishing Blade/Frag Grenade to Armour Break him. Then summon the Magus Sisters and finish him off. Your stats should be good enough that his attacks will do pitiful damage to you. ------------------------------------------------------------------------------- UNLOCKING: Capture at least five of every horned dragon-type fiend. REWARD: 99x Light Curtain ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Ironclad | HP: 3,000,000 | WEAKNESSES: Armour Break ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least ten of every iron giant-type fiend. REWARD: 60x Mana Tablet ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.5. Original Creations [09ORIG] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- ENEMY: Earth Eater | HP: 2,000,000 | WEAKNESSES: None ------------------------------------------------------------------------------- Outfit Tidus, Wakka, and Auron with some Auto-Haste + Auto-Phoenix armours and set Overdrive mode to Comrade. Then just waste Earth Eater at your own leisure. Entrust as many Overdrives as you can to Wakka, and get him to use Attack Reels a few times. Easy victory, really. ------------------------------------------------------------------------------- UNLOCKING: Unlock at least two Area Creations. REWARD: 60x Three Stars ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Greater Sphere | HP: | WEAKNESSES: Fire, or Thunder, or Water, or Ice ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Unlock at least two Species Creations. REWARD: 60x Supreme Gem ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Catastrophe | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Unlock at least six Area Creations. REWARD: 99x Door to Tomorrow ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Th'uban | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Unlock at least six Species Creations. REWARD: 99x Gambler's Spirit ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Neslug | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Unlock all Area Creations. REWARD: 99x Winning Formula ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Ultima Buster | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least five of every capturable fiend in Spira. REWARD: 99x Dark Matter ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Shinryu | HP: | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture at least two of every aquatic fiend at Mt. Gagazet. REWARD: 30x Megalixir ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ENEMY: Nemesis | HP: 10000000 | WEAKNESSES: None ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- UNLOCKING: Capture ten of every capturable fiend in Spira. REWARD: 10x Master Sphere ------------------------------------------------------------------------------- =============================================================================== 10. Miscellaneous Sidequests [10MIQU] =============================================================================== Here we have the much smaller sidequests, all nicely condensed together in bite-size form. Many of these can be done as soon as you have control of the airship. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.1. Airship Coordinates [10CORD] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Passwords ] ------------------------------------------------------------- When you get access to the airship, you can travel all over Spira at the click of a button. You may or may not remember that in certain locations, there was a blue sphere which contained writing that you could not read. There are also other places with information that give you clues. I'm not going to tell you how to figure it all out that's up to you, if you can be bothered (most likely not). What I will tell you though, are the passwords. They are used by talking to Cid on the airship, and selecting "Input". 1. GODHAND: A location at Mushroom Rock Road, from which Rikku's Celestial Weapon, the "Godhand", can be found in a chest. You need to Celestial Mirror to open it. Under the name "Mushroom Rock". 2. VICTORIOUS: This takes you to another hideen location, this time in Besaid, where you can find a chest containing elementproof armour for Rikku, called the "Victorious". Under the name "Besaid Ruins 1". 3. MURASAME: Another of the hidden Besaid location, you are taken to a spot right near the place you find the Victorious. Here you find a weapon for Auron named the "Murasame", which contains Piercing, One MP Cost, and two free slots. Under the name "Besaid Ruins 2". --- [ Coordinates ] ----------------------------------------------------------- There are still a number of locations in Spira that can be found. They can be located using the "Search" feature. It's just a simple matter of moving the cursor to the coordinates below, and the new destination will appear on the NavMap list. The area can be found within a certain range; these coordiantes are just ones I know to work. BAAJ TEMPLE (X:12, Y:59): Location of Anima and Lulu's Celestial Weapon, the "Onion Knight". Also home to a powerful fiend. BATTLE SITE (X:40, Y:58): "Phantom Bangle" armour for Lulu can be found in a chest here, which contains element-eater abilities. BESAID FALLS (X:29, Y:75): The chest here holds "Dragoon Lance" for Kimahri, with the very useful Magic Counter and Evade & Counter abilities. MI'IHEN RUINS (X:35, Y:61): There is a hidden chest in the top left hand corner containing "Sonar", another weapon for Rikku. It has the abilities Initiative and Poisonstrike customised onto it. OMEGA RUINS (X:71, Y:35): Lots of stuff here, but most important are AL BHED PRIMER VOLUME XXVI and two secret boss battles against Ultima Weapon and Omega Weapon. SANUBIA SANDS (X:15, Y:42): In the only chest here you can find the "Ascalon", a weapon for Tidus with the ability Double AP. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.2. Baaj Temple [10BAAJ] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Note ] ------------------------------------------------------------------ Before you come here, make sure that you have gotten the Destruction Sphere prize from every Temple. The Bevelle one YOU CAN'T MISS. YOU NEED TO USE THE DESTRUCION SPHERE TO FINISH THE CLOISTER OF TRIALS. Anyway, this includes Besaid, Kilika, Djose, Macalania, Bevelle, and Zanarkand. Chances are you haven't gotten the Zanarkand prize. So go back there, and step on every one of the seven square tile shapes on the floor (stepping on one of the other shapes will cause it to reset). Then take the DESTRUCTION SPHERE and place it in the right recess in the second room. Done. --- [ Location ] -------------------------------------------------------------- To get here, you need to utilise the "Search" fucntion aboard the airship, and check the coordinates (X:12, Y:59), or something very similar. Press X on this part of the map and "Baaj Temple" will appear on the destination list. --- [ Geosgaeno ] ------------------------------------------------------------- Give each character an Evade & Counter weapon for the upcoming battle. If Wakka has Attack Reels, fill his Overdrive. When you are ready, dive and swim towards the green square on the mini-map... === [Geosgaeno | HP: 32,767 | WEAKNESSES: Fire, Thunder, Water, Ice] ========== - Stone Punch is likely to shatter the targetted party member (obviously a Petrified character can't float). KO Punch someimes carries KO, though it doesn't always take effect (but it does inflict Curse when KO misses). Avoid both with Evade & Counter weapons. - Swallow has a troubling side-effect. Make sure to use the Trigger Command "Struggle" if you are eaten. Doing otherwise will almost certainly result in a game over make you lose the battle, as opposed to just losing one character upon Regurgitate. Oh, and yeah, don't kill Geosgaeno if a character has yet to be Regurgitated. This will be also be a game over. - Start with Hastega, then use Attack Reels, and Geosgaeno is almost dead. Finish him off with elemental gems. =============================================================================== --- [ Onion Knight ] ---------------------------------------------------------- After this battle, if you have the Celestial Mirror, go south, according to the mini-map. Now, for a moment, assume the circle is a clock. Find the spot on the mini-map that would represent the hour hand if it was about 6:30. You can't actually see anything from the main camera view, but when you get into the correct position, it will shift. When this happens, dive down slighty the right and the Celestial Mirror will react. In this chest, you can obtain the ONION KNIGHT, Lulu's Celestial Weapon. --- [ Anima ] ----------------------------------------------------------------- Now it's time to venture inside. Swim towards the green square on the mini-map, and then dive down a bit so you go through the door. Swim down the corridor, then head up the stairs through another door. You will enter a room with six statues, as well as a large glyph up the back. Each of the statues represents the Destruction Sphere prize for six Temple. If you have yet to get the Destruction prize, then it won't light up when you approach it. Walk towards each of the statues so they light up. Going from top to bottom, left to right, here is what Temple each statue represents: Besaid, Macalania, Zanarkand, Bevelle, Djose, and Kilika. if you have all the Destruction Sphere prizes, then all six will light up, and the glyph up the back of the room will disappear. Collect the MEGALIXIR and MEGA-POTION x4 from the two chests behind the southern statues, then proceed through the door to the north. In here you will speak to the fayth, and you will be granted a new aeon, Anima. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.3. Cavern of the Stolen Fayth [10CVRN] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Location ] -------------------------------------------------------------- You can get here two ways. The first is by the north-eastern exit of the Calm Lands. After the first bridge, take the right turn that leads down into the valley. Alternatively, go south from the entrance to Mt. Gagazet, and take the right after the second bridge (or first for you). I take the second option, because it's faster. --- [ Al Bhed Primer Volume XXV ] --------------------------------------------- This is found inside the cavern. If you follow the inside path all the way around, you will eventually come to an intersection where you can go either left or right. In front is located a chest. If you take the left path, you can find this item on the ground. --- [ Rusty Sword ] ----------------------------------------------------------- While you're down here, don't go inside the cavern near the SAVE SPHERE. Instead, go the right, and follow the narrow path around. Between two pillars of stone you will see a sword stuck in the ground. Press X on it, and you will obtain the RUSTY SWORD. You need this to get Auron's Celestial Weapon. Now go back and save, then head inside. --- [ Yojimbo ] --------------------------------------------------------------- Equip your capture weapons, most of the fiends here can be captured. If you see one, make sure to capture a Tonberry. They are an extremely rare find. Anywho, just take the only way forward to start. At the first turn-off to the right, nab the MEGALIXIR from the chest. Find another chest at the second offshoot road that is also on the right. Get the LEVEL 2 KEY SPHERE inside. At the next intersection, go north and find a FORTUNE SPHERE from a chest. Then take the western path until you find another chest containing a MEGA-POTION x2. Go left from this position to score AL BHED PRIMER VOLUME XXV on the ground. Follow the path right, and save when you are given the chance. Walk forward towards the teleporter pad on the ground. Boss time. If Wakka has Attack Reels, fill his Overdrive, and this will be an easy battle. Aw hell, it's easy no matter what you do. === [ Yojimbo | 30000 HP | WEAKNESSES: Doom ] ================================= If you filled Wakka's Overdrive, then have him unleash Attack Reels. This should almost certainly kill Yojimbo. If not, cast Hastega and have Rikku "Use" an elemental gem or two to finish him off. Auron or Tidus can also use physicals if you like, it doesn't matter. Being an aeon, you can't inflict any statues other than Doom, which makes this battle even less fun. Yojimbo will use Daigoro or Kozuka on his regular turns, ad Zanmato with a full Overdrive. He shouldn't ever get that far, but if he does, you summon an aeon to take the hit, or else it's game over. =============================================================================== After the battle, use the teleporter to get yourself to the left side of the room by pressing Left and X at the same time. Find a FLEXIBLE ARM inside a chest here. Now go to the room on the right by pressing Right and X at the same time. Nab the X-POTION x2 and MP SPHERE from the two chests here. When you get back to the main teleporter, press Up and X at the same time to get to the Chamber of the Fayth. In here you will meet Yojimbo's fayth. He will give you three choices. CHOOSE THE THIRD OPTION! Then the deadbeat wants you to pay him gil to use his services. What a crock. For the first offer, try 125,001 gil. For the second, 125,002 gil. And for the third, go 190,000 gil. Then "purchase" him for 202,000 gil. There you have it, we're finished. You can use the teleporter to return to the exit the cavern, by pressing Down and X at the same time. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.4. Remiem Temple [10RMMT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Loaction ] -------------------------------------------------------------- Head all the way back to the entrance of the Calm Lands on your chocobo. However, run straight past it, and you'll come to a part of the ground that isn't quite level with the one next to it. What's that on the ground? A Chocobo Feather! You know that that means. Press X on it, and your chocobo will jump the gap. Dismount your chocobo, and walk through the recess in the stone. To leave, cross the bridge. Find your trusty yellow-feathered friend waiting for you back in the Calm Lands. Mount him (or her), and find the Chocobo Feather in the north-east that will get you back into more familiar territory. --- [ Al Bhed Primer Volume XXIV ] -------------------------------------------- Cross the bridge then walk round the left side of the large building. Here you can find a small blue sphere on the ground telling you about chocobo racing. Pick up AL BHED PRIMER VOLUME XXIV sitting on the ground near here. --- [ Chocobo Racing ] -------------------------------------------------------- First thing to do is to go around to the left side of the Temple and examine the sphere on the ground. Walk back around to the right side, then attempt to mount the chocobo. Select "How do I ride?" for a rundown on how things work. It's a simple premise, really. Just beat the opposing chocobo. Opening more chests gives a better reward. The purple "X"s on the mini-map represent possible chests that you can open. The yellow square represents the chocobo you are racing. There are a number of poles on the track. If you hit even one of them, your prize will automatically be a Potion. Here's a rundown on how prizes are awarded, assuming no poles are hit. Each of these items can only be won ONCE. If you race again after that, your prize will always be a Potion. FIRST TIME: Cloudy Mirror NO CHESTS: Potion ONE CHEST: Elixir TWO CHESTS: Megalixir THREE CHESTS: 30x Wings to Discovery FOUR CHESTS: 30x Pendulum FIVE CHESTS: 30x Three Stars --- [ Belgemine ] ------------------------------------------------------------- When you go inside the actual Temple itself, you will find Belgemine inside. She offers you a final chance to battle her. In fact, she won't disappear from here until you do. In order to face one of her aeons, you actually need to have the corresponding aeon yourself. This means, that before you can face Anima, Yojimbo, and the Magus Sisters, you need to acquire them. See the respective sections for details on how to unlock the aeons. Anyway, it's pretty simple. You are forced to fight each of the aeons in order. After you defeat one of her aeons once, a new one is open for battle. You cannot summon the same aeon that Belgemine uses. All her aeons have a HP greater than 9999 HP, meaning that you will most likely have to use several attacks to bring them down. Anima and Yojimbo will be more is strong enough to take down anything Belgemine has to offer, but I recommend mixing things up a bit for entertainment. No strategies here, just make sure Yuna is half decently levelled and this isn't even a contest. Upon defeating each aeon, Belgemine will give you a number of items. Generally speaking, there is enough to teach one aeon a certain ability. Unless Anima already knows it, I recommend teaching the ability to her. You also get items for defeating them successive times, but they are crappy, general things. Here's a quick list of what you get: VALEFOR: Lightning Gem x4 (Thundaga) IFRIT: X-Potion x20 (Cura) IXION: Chocobo Feather x10 (Haste) SHIVA: Mega-Potion x60 (Curaga) BAHAMUT: Flower Sceptre YOJIMBO: Shadow Gem x8 (Demi) ANIMA: Stamina Spring x60 (Power Break) MAGUS SISTERS: Shining Gem x40 (Flare) Okay. So once you defeat Belgemine's aeons, you are going to have to perform a summoner's duty in order to progress. That means selecting the positive answer when given an important choice. If not, you will have to defeat the Magus Sisters again. Doing this duty will net you the MOON SIGIL. --- [ Magus Sisters ] --------------------------------------------------------- The Magus Sisters are probably the main reason to even come here. To get into the Chamber of the Fayth so they can join your party, you need to acquire two items, the Blossom Crown and the Flower Sceptre. You receive the former by catching one of every fiend on Mt. Gagazet including the aquatic ones in the caves. You receive the Flower Sceptre after defeating Belgemine's Bahamut. Then just walk towards the glyph up the back of Remiem Temple, and use both items to break the seal. Go inside and collect your reward! Be sure to return to this Chamber straight after to receive a DEFENCE SPHERE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.5. Omega Ruins [10OMGA] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Coming soon! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.6. Al Bhed Primers [10PRME] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 01. SALVAGE SHIP: After you wake up on deck, walk up to the top-right hand corner of the ship and pick it up off the ground. 01. BIKANEL ISLAND: If you missed it the first time, it can henceforth be found near the SAVE SPHERE at the oasis. 02. BESAID: Next to the counter in the Crusaders tent in the village. 03. S.S. LIKI: Bottom of the screen in the "Power Room" (where the chocobos are), located below deck. 03. BIKANEL ISLAND: If you missed it the first time, it can henceforth be found under the tent where you found Wakka on Bikanel Island. 04. KILIKA: On the counter inside the bar. There is a guy lying on floor in here, and the bartender is a woman with red hair. 05. S.S. WINNO: Found on the floor in the bridge (where the captain and his first mate can be found steering the ship). 05. BIKANEL ISLAND: If you missed it the first time, it can henceforth be found near where you located Kimahri on Bikanel Island. 06. LUCA: Outside the set of locker rooms inside the stadium (take the left stairs at the information desk). Primer is located up the back. 07. LUCA: On the steps of Luca Theatre (where you can purchase music/movie spheres, and listen/watch them). 08. MI'IHEN HIGHROAD: Receive automatically from Rin when you try to leave the Travel Agency for the first time. 09. MI'IHEN HIGHROAD: In the next screen just north of the Travel Agency is the road that leads to Mushroom Rock Road. After the bridges and first turn to the right, the book can be found lying on the ground at the right hand turn just before you enter the next screen. 10. MUSHROOM ROCK ROAD: On the Precipice (just before the machina elevator) is small side-path that spirals around. The Primer can be found at the end. 11. DJOSE HIGHROAD: Behind a stone pillar on the right-hand side. Just check them all (mash X if you need to) to find it. 12. MOONFLOW: North side, on the platform near the weird spinning wheel. 13. GUADOASALAM: Inside the house to the left of the Maester's residence. It is difficult to see, but it's located behind the tree trunk in the middle. Just walk around pressing X to find it. 14. THUNDER PLAINS: Inside the Travel Agency, talk to everyone before going after Yuna. Rin will appear and ask you how your study of Al Bhed is going. Select the first option to receive the Primer. 15. 24. REMIEM TEMPLE: Left side of the temple, near a small blue sphere on the ground telling you about chocobo racing. 25. CAVERN OF THE STOLEN FAYTH: At a left-right intersection with a chest in front of it, take the left path, and you will find this on the ground. 26. OMEGA RUINS: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.7. Jecht Spheres [10JCHT] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Whenever you find a Jecht Sphere, you need to select "Take a look" in order to pick it up. After you pick up the first one Auron will learn the "Shooting Star" Overdrive. After you pick up the third one Auron will learn the "Banishing Blade" Overdrive. After you pick up the tenth one, Auron learns the "Tornado" Overdrive. 1. MACALANIA WOODS: Some brief moments at Macalnaina Lake, amongst other things. Jecht also talks directly to our hero. After you fight Spherimorph, you automatically get this sphere. 2. BESAID: On the steps of the Temple. 3. S.S. LIKI: Braska et al are heading to Besaid to pick up an aeon. They discuss their itinerary, then Jecht talks bout going home. Found inside the cabin with the captain and first mate. This is the boat that links Besaid and Kilika, not Kilika and Luca. 4. LUCA: Jecht groans on again about his greatness, but also shows a little consideration for Tidus. Who'd have thunk it? From the entrance to the stadium, take the left doorway until you come to the team locker rooms. This is found at the end of the corridor. 5. MI'IHEN HIGHROAD: This sphere depicts Jecht ready to fight a familar fiend, because "It's the right hing to do". Hmm. This sphere is found right at the end of the Oldroad. Get there by taking the southern path when you reach the part of the Mi'ihen Highroad where all the cages from Operation Mi'ihen are located. 6. MUSHROOM ROCK ROAD: Auron speaks with Kinoc about his decision to become Braska's guardian. Found right at the end of Mushroom Rock Road, near a ledge close to where the Al Bhed lift machina is located. If you saw the scene where Wakka punched Luzzu in the face, you will know exactly where to find it. 7. MOONFLOW: Jecht just attacked a shoopuf. Well done, buddy. Listen to him lament his feelings. This one can be picked up on the south side of the Moonflow, at the "Shoopuf Station" (where you can board). 8. THUNDER PLAINS: Watch as Jecht, master of all things, is struck down by lightning! Beautiful. Found next to a short lightning tower in the southern area. 9. MACALANIA WOODS: This shows Braska and Auron's first encounter with Jecht, and Braska's offer to make Jecht a guardian. Found at the entrance to Macalania Woods, by taking the right-most road just a little. 10. MT. GAGAZET: Braska speaks to Yuna in a very touching moment. From the Calm Lands entrance to Mt. Gagazet, start proceeding up the mountain. At the first off-shoot road to the right, this sphere can be found. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.8. Miscellaneous [10MISC] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Besaid - Valefor's Second Overdrive ] ----------------------------------- When in Besaid, go the village and talk to the lady shopkeeper. She'll tell you her dog found something. Now go find the dog - it's found in the third tent on the right side of the village (the one closest to the Temple). Go inside then speak to the dog. Do this and you will acquire Valefor's second Overdrive, Energy Blast, which is significantly more powerful than his "normal" one. It should be noted that if you have the PAL or International version, when returning to the village for the first time after you have obtained the airship will prompt a battle with Dark Valefor. You need to beat her before you can get back into Besaid. --- [ S.S. Liki - Clasko ] ---------------------------------------------------- If, when at Macalania Lake, you spoke to Clasko and told him you saw him as being a Chocobo Breeder, you can find him on the S.S. Winno (the ship that sails between Besaid and Kilika). Speak to him to receive a FRIEND SPHERE. --- [ S.S. Winno - Seagulls ] ------------------------------------------------- If you board the S.S. Liki (the ship that sails between Kilika and Luca), you can find a women up the stairs near the back out on deck. If you speak to her multiple times, she will ask you how many seagulls you count there to be. The correct answer is "11". Give that reply and she will award you with the ACE WIZARD. Note that you can only participate in this minigame after you have acquired Ixion. --- [ Mushroom Road Road - Soft x4 ] ------------------------------------------ If you beam down to the Djose Highroad from the airship, head left until you come to the ruins of an Al Bhed machina. You will see some crates conveniently stacked up (what IS it with game designers and the trusty crate?) for you. Walk up and over the crates, then head to the green square on the mini-map. Once you get into this new area, find the SOFT x4 in a chest right near a wall near where you just came from. --- [ Lake Macalania - 4000 Gil ] --------------------------------------------- Use the airship to beam down the Lake Macalania. Go outside the Travel Agency. The last time you passed through, Clasko was standing with a chocobo in front of a chest, preventing you from getting to it. Now he's gone, so claim the 4000 GIL inside. Not much, but it's for free, so stop complaining. --- [ Temples, Revisited ] ---------------------------------------------------- Complete the Cloister of Trials at Besaid, Kilika, Djose, and Macalania once more and you will find a number of stat boosting items inside the Chamber of the Fayth. For the Cavern of the Stolen Fayth and Remiem Temple, enter the Chamber of the Fayth to receive the items. The Zanarkand Trials need to be redone simply to obtain a new aeon. They are completed by stepping on all white square tiles. Do this to receive a MAGISTRAL ROD as a Destruction Sphere prize. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10.9. Dark Aeons & Penance [10DA&P] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= === [ Dark Valefor | 800000 HP | WEAKNESSES: None ] =========================== Use Tidus, Wakka, and Rikku, and make sure they all have Auto-Haste and Auto-Phoenix. Anything else is unnecessary. Set Overdrive Mode to Comrade. Trio of 9999 combined with Attack Reels, Blitz Ace (or Slice and Dice) and elemental gems (just not Fire Gems) will result in a pretty fast victory. When characters die, Mix another Trio of 9999. Rinse and repeat. When he charges his Overdrive, summon an aeon to take it, BUT DON'T ATTACK. Dark Ifrit always counters, so attacking will causing him to counter on your aeon, killing it. He will then use Hellfire on your party. GAME OVER. His normal attack and Meteor Strike will be instantly remedied with Auto-Phoenix. =============================================================================== === [ Dark Ifrit | 1200000 HP | WEAKNESSES: Ice ] ============================= Use Tidus, Wakka, and Rikku, and make sure they all have Auto-Haste and Auto-Phoenix. Anything else is unnecessary. Set Overdrive Mode to Comrade. Trio of 9999 cmbined with Attack Reels, Blitz Ace (or Slice and Dice) and elemental gems (just not Fire Gems) will result in a pretty fast victory. When characters die, Mix another Trio of 9999. Rinse and repeat. When he charges his Overdrive, summon an aeon to take it, BUT DON'T ATTACK. Dark Ifrit always counters, so attacking will causing him to counter on your aeon, killing it. He will then use Hellfire on your party. GAME OVER. His normal attack and Meteor Strike will be instantly remedied with Auto-Phoenix. =============================================================================== =============================================================================== 11. Stat Maxing [11STMX] =============================================================================== Stat Maxing is just what the name implies - it means raising the stats of each of your characters to their maximums, or close to it. Why does it have to be done? Well, it serves two purposes. One, it gives you a greater lifespan and enjoyment from the game (it adds another 30+ hours to the fun). Secondly, it allows you to be strong enough to take on the hardest foes that FFX has to offer. Many people actually detest, or to a lesser extent, dislike maxing their stats. Other people, like me, enjoy watching your characters develop into absolute powerhouses. So, I've tried to cater to both of these types of player, and give you stat maxing in it's simplest, easiest, and fastest form. There are other methods out there, but my way is the best possible way to max your stats. Only Luck isn't raised to 255, because it doesn't need to be. No clear spheres are needed in this method. Every person is encouraged to use this method, especially newcomers. You can either limit your HP to 9999 (more than enough), or go over that limit using this method. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11.1. Requirements [11REQR] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Weapons ] --------------------------------------------------------------- You only need Tidus', Wakka's, and Auron's Celestial Weapons (fully powered up). I use these characters more than any other (and chances are you will too, their Overdrives are without doubt the best in the game). However, if you like to level up all your characters at the same time, feel free to get all the other's Celestials as well. For more information on this, see the Celestial Weapons section. --- [ Stats ] ----------------------------------------------------------------- Probably the best region is around 70 Strength for Tidus, Auron and Wakka. The other stats don't really matter, as they should all be in the same general proportions. As a general rule of thumb though, you should have Yuna finish her grid and finish both Auron's and Lulu's before starting. This gives her aeons a massive boost is stats, especially Anima and the Magus Sisters. --- [ Abilities ] ------------------------------------------------------------- Everyone should have their own set of abilities (i.e. between them, all abilities should be learnt), at the very least. Any characters that have learnt another characters abilities is even better. --- [ Overdrives ] ------------------------------------------------------------ All Overdrives for every character. Blitz Ace, Attack Reels and Banishing Blade are all necessary. Victor and Comrade Overdrives modes for everyone too. --- [ Aeons ] ----------------------------------------------------------------- All of them. The Magus Sisters are pretty vital in getting started on your journey through Stat Maxing, because once you've maxed out Strength, all the others fall like dominos. --- [ Armour ] ---------------------------------------------------------------- Auto-Haste and Auto-Phoenix on everyone. They are the only ones needed currently. I can't stress enough that they are both vital to make things both easier and and sometimes, just possible. --- [ Monsters ] ------------------------------------------------------------- What the hell am I on about you ask? I mean the amount of enemies you have captured. It is best to have at least one of every enemy captured, and all the area, species and original creation unlocked. This will give you the best possible start to maxing your stats. Nemesis isn't necessary, but it's nice to finish capturing as soon as possible. You absolutely need the following though: JUGGERNAUT: Strength Spheres TANKET: Defence Spheres JUMBO FLAN: Magic Spheres ONE-EYE: Magic Defence Spheres FENRIR: Agility Spheres HORNET: Accuracy Spheres PTERYX: Evasion Spheres EARTH EATER: Fortune Spheres GREATER SPHERE: Luck Spheres IRONCLAD: HP Spheres (Optional) VIDATU: MP Spheres (Optional) KOTTOS: Healing Spring Each of those monsters commonly drops one of the spheres after they are defeated, and two for an overkill. Sometimes however, they will drop a Dark Matter. That's a good thing, it will allow you to customise Ribbon later on (only in the PAL/International versions). It should be noted that the monster on the bottom of the list may seem a little odd to be required for stat maxing. However, he drops 40x Healing Spring when you defeat him. Use a sphere distiller or Extract Power/Mana/Speed/Ability and those can easily turn into 40 Power, Mana, Speed, or Ability Spheres. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11.2. Goals [11GOAL] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Sphere Calculation ] ---------------------------------------------------- Each character starts off with a paltry set of statistics. In order to work out just how many spheres we will need to stat max, you need to know what the absolute minimum per each stat is amongst all the characters. | HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC | | 360 | 10 | 5 | 5 | 5 | 5 | 5 | 17 | 5 | 3 | And from this, we can calculate the amount of stat nodes needed per version. All we need to know is what the minimum total increase is amongst all the characters for both grids and both versions. I have supplied this more so the guide is complete than to really serve any purpose to you; I have already taken the time to calculate this for you. All the sphere amounts are located in later sections. STANDARD SPHERE GRID (PAL/INTERNATIONAL): | HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC | | 19400 | 1260 | 187 | 150 | 142 | 124 | 174 | 18 | 124 | 70 | EXPERT SPHERE GRID (PAL/INTERNATIONAL): | HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC | | 16200 | 1050 | 156 | 131 | 140 | 117 | 146 | 14 | 112 | 67 | STANDARD SPHERE GRID (US/ORIGINAL JAPANESE): | HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC | | 19400 | 1210 | 170 | 142 | 136 | 126 | 173 | 16 | 124 | 70 | --- [ Final Stats ] ----------------------------------------------------------- It's good to have something to aim for. So you know where we are headed with this ordeal, it's time to show you just what you can expect to be looking at in the status screen when you're done. | HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC | | 9999(+) | 999 | 255 | 255 | 255 | 255 | 255 | 130(+) | 255 | 255 | Of course, the exact numbers you see will depend just how you decide to stat max, and the options you choose. What is seen above is a representation of the sorts of things you should expect to see when you're done. The "+" symbol denotes that this number could be higher, depending on the options you choose when Stat Maxing. As a rule of thumb, the stats don't need to exceed these figures, as it's basically just a waste of time. Why? Because all enemies (including Dark Aeons) can be beaten easily with these stats, and a decent strategy. Lucky for you, my guide also has a killer section of strategies aimed squarely at helping you take those big beasts down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11.3. Monster Arena [11MNSR] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In order to successfully max your stats, you need to have access to most of the monsters in the Monster Arena. These are what you'll be fighting most of the time to obtain precious stat spheres and activation spheres, as well as other items. Because of this, I felt it was necessary to present you with a quick low-down on what you need to succeed. --- [ Area Conquest ] --------------------------------------------------------- In this part, we examine two things: the capture requirements for unlocking these monsters, and the things you receive for doing so. STRATAVIS: One of each Besaid fiend .................. 99x Stamina Tonic MALBORO MENACE: One of each Kilika fiend .................... 99x Poison Fang KOTTOS: One of each Mi'ihen Highroad fiend .......... 99x Soul Spring * COEURLREGINA: One of each Mushroom Rock Road fiend ..... 99x Candle of Life JORMUNGAND: One of each Djose Road .................. 99x Petrify Grenade CACTUAR KING: One of each Thunder Plains fiend ........... 99x Chocobo Wing ESPADA: One of each Macalania fiend ................. 60x Shining Gem ABYSS WORM: One of each Bikanel fiend .................... 99x Shadow Gem CHIMERAGEIST: One of each Calm Lands fiend .............. 60x Farplane Wind DON TONBERRY: One of each Sunken Cave fiend .......... 40x Silver Hourglass CATOBLEPAS: One of each Mt. Gagazet fiend ................. Blossom Crown ABADON: One of each Inside Sin fiend .............. 99x Lunar Curtain VORBAN: One of each Omega Ruins fiend ........... 60x Designer Wallet --- [ Species Conquest ] ------------------------------------------------------ In this part, we examine two things: the minimum capture requirements for unlocking these monsters, and the things you receive for doing so. FENRIR: Three of each wolf-type fiend ........... 99x Chocobo Feather * ORNITHOLESTES: Three of each lizard-type fiend .......... 99x Stamina Spring PTERYX: Four of each small bird-type fiend ......... 99x Mega Phoenix * HORNET: Four of each insect-type fiend ............... 99x Mana Tonic * VIDATU: Four of each floating wizard-type fiend ..... 99x Mana Spring * ONE-EYE: Four of each eyeball-type fiend .......... 60x Stamina Tablet * JUMBO FLAN: Three of each flan-type fiend ................ 60x Twin Stars * NEGA ELEMENTAL: Three of each elemental-type fiend ......... 99x Star Curtain TANKET: Three of each helm-type fiend ............ 99x Gold Hourglass * FAFNIR: Four of each dragon-type fiend ........... 99x Purifying Salt SLEEP SPROUT: Five of each fungus-type fiend ........... 99x Healing Spring BOMB KING: Five of each bomb-type fiend ................ 60x Turbo Ether JUGGERNAUT: Five of each horned dragon-type fiend ..... 99x Light Curtain * IRONCLAD: Ten of each iron giant-type fiend ........... 60x Mana Tablet * --- [ Original Creations ] ---------------------------------------------------- In this part, we examine two things: the capture requirements for unlocking these monsters, and the things you receive for doing so. EARTH EATER: Unlock two Area Creations ................... 60x Three Stars * GREATER SPHERE: Unlock two Species Creations ................ 60x Supreme Gem * CATASTROPHE: Unlock six Area Creations .............. 99x Door to Tomorrow TH'UBAN: Unlock six Species Creations ........... 99x Gambler's Spirit NESLUG: Unlock all Area Creations ............... 99x Winning Formula ULTIMA BUSTER: Five of every capturable fiend .............. 99x Dark Matter SHINRYU: Two of every marine Mt. Gagazet fiend ......... 30x Megalixir NEMESIS: Ten of every capturable fiend ............. 10x Master Sphere NOTE: A "*" denotes creations which needed to be captured in order to stat max the recommended way, not the alternate ways previously described. In other words, you need to have these monsters captured at the bare minimum. It is recommended however, that you unlock all creations, but going that far is completely up to you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11.4. AP Trick [11APTK] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chances are you have captured quite a few fiends already, which means that your characters (some at least) have most likely killed hundreds of enemies already. This is a good thing. Because, each enemy you kill increases the damage that Don Tonberry's "Karma" does to you. Each enemy you kill will add 100 to the damage that Karma will inflict upon you. If, like me, the main characters you used were Auron, Tidus and Wakka, they should all be getting hit by Karma for 50000+ damage. Characters like Yuna on the other hand (who isn't anywhere near strong enough to be used as an offensive character at the beginning of the game), will be getting hitting by Karma for a ridiculously low amount. Unlike the "official" AP Trick, I use a hybrid version that suites my style of gameplay. The normal AP trick requires you to lower a character's HP to their minimum so when Karma hits, the Overdrive gauge charges more. It also requires having one character fighting a Dingo over and over until the Karma damage they receive is 99999. High Defence/Magic Defence usually slows down Overdrive gain. However, because Karma is a special attack that ignores Defence and Magic Defence, the amount of Overdrive gain relies simply on the HP of the character. As a result, characters with lower HP will gain more Overdrive, and hence, more AP. Why? Read on. Back on track. The normal method requires you to use clear spheres to do this, which as you know, is not necessary in this method. So, I have come up with a suitable, but somewhat less effective method to gain your AP. The first thing you need to do it is three-slotted Triple AP weapons for each of your characters. You get these from One-Eye at the Monster Arena. Now, add Overdrive -> AP and Triple Overdrive/Double Overdrive on each of them. Triple Overdrive is preferable, but I understand it's expensive to Bribe for more Winning Formulas (after you use up the ones you gain as a reward). I would recommend giving Triple Overdrive to Lulu, Yuna, Rikku, and maybe Kimahri, and Double Overdrive to the other fellas. That's because they won't need Triple Overdrive as much as the others, who probably haven't been used anywhere near as much (at least in my experience). The second thing you need is armour with Auto-Phoenix, and preferably Auto-Haste. This speeds up recovery time and just makes things go a lot smoother overall. ALL characters should have their own set. Don't worry, both these abilities should be on anyself-respecting armour anyway. In order to even get the prescribed weapons and items, you will have had to do quite a decent amount of monster capturing and levelling up already. As I said, the damage Karma does to your characters should be relatively high. Seeing as I only used Tidus, Wakka and Auron for capturing, about all my other characters were getting hit for didly-squat. The three fellas, on the other hand, were getting hit for a lot more. This meant that it would be more than possible to use the AP trick. Say for instance I wanted to level up Yuna. She gets hit by Karma for a very little amount. Tidus and Wakka, on the other hand, are getting hit by Karma for about 60000 each. So, what I do is have Tidus, Wakka, and Yuna fight against Don Tonberry. Yuna (and Tidus and Wakka, if you like) is equipped with her specially made AP gaining weapon (containing Triple AP, Overdrive -> AP, and Triple Overdrive/Double Overdrive). Set Yuna's Overdrive mode to Comrade (or all of their Overdrive modes to Comrade, if you decide to use them all). Tidus attacks Don Tonberry, who counters with Karma, KO'ing Tidus. Because Yuna's and Wakka's Overdrive mode is set to Comrade, they are gaining Overdrive. Double/Triple Overdrive increase the amount it goes up, and then Overdrive -> AP converts this to AP. Triple AP then comes in, giving you thrice the total amount. He gets healed back up, then Wakka attacks. Same thing happens. On Yuna's turn, she defends, because the Karma counter is way too weak to be much use. The cycle continues. Now you can see how AP is easily gained. If you're strong enough, I suggest killing on Don Tonberry, if not, just Flee from him when he stops countering with Karma. It doesn't matter if you Flee, you still get AP at the end of battle. Also, if you're going to kill him, try at least to Overkill him. This gives you an even higher AP gain. For faster results, I suggest using Quick Hit and setting your cursor style to "Memory". This is especially good if you get bored while doing this (and you will get bored, I assure you). I always find it good just to change the channel and watching TV while doing constantly mashing the X button. The process can be further refined with a turbo controller and TV with Picture-In-Picture technology, but it certainly isn't necessary. Now, if you wish to level up, say Lulu or Kimahri, just switch out Yuna and swap in either Lulu or Kimahri instead. Doing this, you can get your characters around the Sphere Grid VERY quickly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11.5. Maximising [11MAXI] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- [ Foreword ] -------------------------------------------------------------- I'm not afraid to admit that I didn't come up with this strategy myself, but I have edited it a bit to suit my own purposes and style. It revolves around not using Break HP Limit. Why? Because there is not a single enemy in the game that requires you to use it. Not one. If you look through this guide, you will see that none of the strategies use or require Break HP Limit. 99% of the time, this auto-ability actually hinders you rather than helps you. Anyway, this method is the best possible way to max stats out there. I highly doubt anyone will develop a more effective method. This is my recommended way, and is the method which has been adopted by quite a few players. --- [ What You Need ] --------------------------------------------------------- Well, that is the boring bit out of the way. You have now unlocked every enemy except Nemesis, and you can get him later. Most importantly, you have gotten yourself 99x Dark Matter, and can use it to customise Ribbon on an armour. It will prove most valuable for all sorts of things, namely Dark Aeons. So, you have all of that done do you? I bet you think you're good. Well, against normal fiends yes, but when you go to the Monster Arena, almost every one of them is kicking your sorry ass aren't they? Well never fear. Once you're done here, you'll be laughing at there pathetic attacks. Now, it's time for the long and hard part of stat maxing. Beating the enemies. Luckily, I have an surefire method of beating them. And quickly. I have found this to be the easiest and most logical order. --- [ Getting Yuna Ready ] ---------------------------------------------------- Make sure she's travelled through all of her own grid. Then use a teleport sphere (or something similar) to transfer her to Auron's grid, and then Lulu's grid. Get her to complete both of their parts of the grid. Now she'll have a decent HP, strength, defence, magic, magic defence, and evasion stats, and her aeon's (in particular, Anima and the Magus Sisters) will be very powerful. --- [ Moving Around The Grid ] ------------------------------------------------ Before you beat One-Eye sufficient times to get Triple AP weapons for Tidus, Wakka, and Auron, the sole way to level up these three will be in the Omega Ruins. Good thing is, you'll only need to do this if you haven't already got enough Sphere Levels to get to each new Strength Sphere you place on the grid. After you get yourself a three-slotted Triple AP weapon for Tidus, Wakka and Auron (I suggest getting one for every character at the same time, makes life easier later on), you'll need to add Overdrive -> AP and one of the following: Triple Overdrive, Double Overdrive, or SOS Overdrive. I suggest Double Overdrive for Tidus, Wakka, and Auron (leave Triple Overdrive for Yuna, Rikku, Kimahri and Lulu, most likely your less used characters). Now that you've done that, you can now engage in battles against Don Tonberry and gain ridiculous amounts of AP. Set your Overdrive modes to Comrade, and then just attack physically. He'll counter with Karma, killing one character (assuming they have killed enough enemies for Karma to do over 9999 damage). Because you have Overdrive -> AP, there won't be any noticeable Overdrive gain. Keep this up until he walks up far enough, and stops countering. Keep hitting him until he has about four more turns, where he'll stab one character. Then use Blitz Ace or Attack Reels on him. As you raise your Agility, use Blitz Ace and Attack Reels after Don Tonberry's second stab attack. Make sure you overkill him. You're going to have to do this over and over until the three have completed their grids. --- [ Activating Nodes ] ------------------------------------------------------ There are a hell of a lot of nodes on the Sphere Grid, and they all need to be activated with a sphere (whether it be a Power Sphere, Mana Sphere, etc). Now, as you're stat maxing, you're going to need lots of them. Thankfully, you can receive up to 40 in one battle. How, I hear you ask? Easy. Fight and overkill Kottos (an Area Creation at the Monster Arena) after using Extract Power, Extract Mana, Extract Speed, Extract Ability or a distiller. You'll get 40 of that type of sphere. Pity there aren't "Fortune Distillers"... --- [ Raising Tidus, Wakka, & Auron ] ----------------------------------------- These three are your best bet to level up first. After you finish with them you can then go straight to the Dark Aeons and Penance if you're really itching to fight them. Another thing, is that chances are you used these three solely in your monster capturing (just like I did) so they are already decently levelled and can get for Karma for good damage. Lastly, they have the best Overdrives, making raising your remaining characters substantially easier. First order of business is to get all your characters to the exact same spot on the grid. The best spot to start from, in my opinion, is the left-bottom corner of the grid. Each time you get a new stat sphere, place it on the grid and activate it. This will make the next battle even easier. The only exception to this rule is Greater Sphere - wait until you have enough Fortune Spheres for at least one character before you start laying the path. It should be noted that the number of required spheres listed below is in fact a total count, and encompasses all of the ones you have already acquired during your travels - not just how many you need to get from each fiend. --- [ Juggernaut ] ------------------------------------------------------------ Start off with a Banishing Blade/Frag Grenade to Armour Break him. Then summon the Magus Sisters and finish him off. Your stats should be good enough that his attacks will do pitiful damage to you. Obtain... PAL/INTERNATIONAL VERSION (SSG): 16 Strength Spheres PAL/INTERNATIONAL VERSION (ESG): 24 Strength Spheres US/ORIGINAL JAPANESE VERSION: 20 Strength Spheres --- [ One-Eye ] --------------------------------------------------------------- This should be a breeze now with close-to-max Strength. Two hits and he's dead. Watch out for his nasty Shockwave attack though, that's deadly. Equip someone with Ribbon or at least Confuseproof. Get the amount of spheres you need, but that isn't all. Obtain... PAL/INTERNATIONAL VERSION (SSG): 32 Magic Defence Spheres PAL/INTERNATIONAL VERSION (ESG): 34 Magic Defence Spheres US/ORIGINAL JAPANESE VERSION: 31 Magic Defence Spheres Keep fighting One-Eye until get seven three-slotted Triple AP weapons (one for each character). Customise the remaining slots with Overdrive -> AP and Triple Overdrive/Double Overdrive. You're now set up for the AP Trick (see AP Trick section for more details). --- [ Fenrir ] ---------------------------------------------------------------- Open and close the battle with a fresh serving of Attack Reels. Obtain... PAL/INTERNATIONAL VERSION (SSG): 19 Agility Spheres PAL/INTERNATIONAL VERSION (ESG): 26 Agility Spheres US/ORIGINAL JAPANESE VERSION: 20 Agility Spheres --- [ Tanket ] ---------------------------------------------------------------- Use Banishing Blade/Frag Grenade and follow up with Attack Reels. Obtain... PAL/INTERNATIONAL VERSION (SSG): 27 Defence Spheres PAL/INTERNATIONAL VERSION (ESG): 30 Defence Spheres US/ORIGINAL JAPANESE VERSION: 27 Defence Spheres --- [ Hornet ] ---------------------------------------------------------------- Banishing Blade/Frag Grenade, then Attack Reels or Blitz Ace. Obtain... PAL/INTERNATIONAL VERSION (SSG): 46 Accuracy Spheres PAL/INTERNATIONAL VERSION (ESG): 47 Accuracy Spheres US/ORIGINAL JAPANESE VERSION: 46 Accuracy Spheres --- [ Pteryx ] ---------------------------------------------------------------- Two hits on Pteryx and he's dead, much like One-Eye. Except, he can't kill you with your current stats. He doesn't have any multi-hitting status attacks. Obtain... PAL/INTERNATIONAL VERSION (SSG): 32 Evasion Spheres PAL/INTERNATIONAL VERSION (ESG): 35 Evasion Spheres US/ORIGINAL JAPANESE VERSION: 32 Evasion Spheres --- [ Jumbo Flan ] ------------------------------------------------------------ Summon Anima, and cast both Haste and then Reflect (in that order) on her. Then cast Slow off Anima and onto Jumbo Flan. Use a few Doublecasted Flares (no more than eight) and then finish it off with Pain (you need a 99999 hit for an Overkill, and Flare isn't strong enough to do that). Should you run out of MP, just stick with Pain. Obtain... PAL/INTERNATIONAL VERSION (SSG): 27 Magic Spheres PAL/INTERNATIONAL VERSION (ESG): 28 Magic Spheres US/ORIGINAL JAPANESE VERSION: 29 Magic Spheres --- [ Greater Sphere ] -------------------------------------------------------- Can't Armour Break GS. But that's okay, as a max Strength Attack Reels does 99999 per hit anyway. Battle strategy? Attacks Reels. Entrust full Overdrive to Wakka. Another Attack Reels. He'll only counter you with Hydraulic Press once, and that is a HP based attack. However, don't get all the Luck Spheres in one shot. What you should do instead, is alternate between getting Luck Spheres (then place one of the grid) and getting Fortune Spheres from Earth Eater. As you place the spheres activate them. Obtain... PAL/INTERNATIONAL VERSION (SSG): 24 Luck Spheres PAL/INTERNATIONAL VERSION (ESG): 25 Luck Spheres US/ORIGINAL JAPANESE VERSION: 25 Luck Spheres --- [ Earth Eater ] ----------------------------------------------------------- EE has high Defence and Magic Defence. Worst part is, you need to fight him 80+ times. Battle plan? Hit him twice (he'll counter the first hit with Megaton Punch, which will KO a character, but don't worry, Auto-Phoenix will take care of that), this will knock him onto his back. Now, use an Attack Reels. Entrust another full Overdrive gauge to Wakka, and use another Attack Reels. He's dead, and 2x Fortune Spheres are yours. Obtain as many Fortune Spheres as you need to activate all the Luck nodes on Tidus, Wakka, and Auron's grids. As you acquire the Fortune Spheres, start placing Luck Spheres on the Grid and activating them as you go. --- [ Taking It To The Next Level (Optional) ] -------------------------------- Now, you are undoubtedly going to have quite few empty nodes remaining on your grid. It's up to you how you decide to proceed from here. You can leave the empty nodes as they are, or you can fill what's left of them with Luck nodes to continue raising your Luck to 255. Alternatively, you can just fill what's left with HP spheres, get Break HP Limit, and have 15000+ HP. Completely up to you. If you decide to go with Luck, then you will need to get a further 31 Luck Spheres from Greater Sphere (all version and Sphere Grids). It should be noted that on the Expert Grid, you will need to clear a few nodes to make room. I suggest deleting HP nodes. If, instead, you decide to fill up your grid with HP spheres, then read on below. --- [ Ironclad (Optional) ] --------------------------------------------------- You should have quite a few HP nodes that you've picked up during your run through the game. You'll need a few more however, to fill up the rest of the grid. Get as many as you need from Ironclad to fill that space. Same basic strategy as before: Armour Break with a Frag Grenade or Banishing Blade, then following up with Attack Reels and/or Blitz Ace. It should take about three minutes per battle. --- [ Obtaining Break HP Limit (Optional) ] ----------------------------------- Getting this overrated armour ability is one hell of a task on it's own. This will extend the time it takes for you to stat max quite a bit. Basically, you have one of several options in order to obtain the Wings of Discovery required to customise the ability: 1. Fight Shinryu for them. This is how you will acquire most of your Wings to Discovery. Overkill him for two. 2. Get an armour drop from Nemesis or the Dark Aeons. This is generally a faster and more efficient way. Although, by the time you are able to beat them, there will be absolutely no need for Break HP Limit. 3. Bribe. You can Bribe both Malboro's and Great Malboro's. Don't bother bribing Great Malboro's though, Bribing your Calm Lands friend is far more cost efficient at 540000 gil. I've leave you to decide the best course of action. Generally speaking, using a mixture of these helps keep things fresh, and stops you from becoming bankrupt. --- [ Bringing The Others Into The Fray ] ------------------------------------- Now you've got Tidus, Wakka, and Auron maxed, uberising the others should be a much quicker process. Although, you're soon going to get sick of this. The one disadvantage to my method, is that it can get a little boring near the end. You're going to be fighting Don Tonberry and Kottos over and over, as all the stat nodes are now in place. I prefer to level up one of them at a time. This is because you can then have two of your three already levelled characters in a battle with them against Don Tonberry, meaning they can gain lots of AP (because the pre-levelled characters were already getting good damage from Karma). Hope you got that, seemed a bit hard for even me to understand. So just do each of the remaining characters one at a time, using the stuff you have already learnt to get the job done. --- [ Stat Maxing Complete! ] ------------------------------------------------- You have achieved the pinnacle. You are now virtually invincible. Most enemies you now face will be pitifully weak, hardly getting a turn between Quick Hits. In a way, you have made the game boring because it is far too easy. But one more challenge lies waiting for you. That's right, the Dark Aeons are out there. You're stats are now good enough to beat them all. You also have yet to face some of the tougher arena enemies. The latter should be quite easy, no real strategy needed. But the Dark Aeons will require some preparation. Check out the Dark Aeons section for information on how to dispatch them quickly and easily. =============================================================================== 12. Items [12ITEM] =============================================================================== --- [ ABBREVIATIONS ] --------------------------------------------------------- <P>: Protect will halve base damage. <S>: Shell will halve base damage. <R>: Can be Reflected. <NUL>: First hit can be nullified with respective Nul spell. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- POTION EFFECT: Restores 200 HP to one target. NOTES: - Healing done can be doubled with Alchemy ability. - Will damage Zombied targets. ------------------------------------------------------------------------------- HI-POTION EFFECT: Restores 1000 HP to one target. NOTES: - Healing done can be doubled with Alchemy ability. - Will damage Zombied targets. ------------------------------------------------------------------------------- MEGA-POTION EFFECT: Restores 2000 HP to target party. NOTES: - Healing done can be doubled with Alchemy ability. - Will damage Zombied targets. ------------------------------------------------------------------------------- X-POTION EFFECT: Restores 9999 HP to one target. NOTES: - Will damage Zombied targets. - During battle, this item can recover a maximum of 9999 HP. When used out of battle, item can recover a maximum of 99999 HP. ------------------------------------------------------------------------------- ETHER EFFECT: Restores 100 MP to one target. NOTES: - Will reduce MP of Zombied targets. ------------------------------------------------------------------------------- TURBO ETHER EFFECT: Restores 500 MP to one target. NOTES: - Will reduce MP of Zombied targets. ------------------------------------------------------------------------------- ELIXIR EFFECT: Restores 9999 HP and 999 MP to one target. NOTES: - Will damage and reduce MP of Zombied targets. - During battle, this item can recover a maximum of 9999 HP and 999 MP. When used out of battle, item can recover a maximum of 99999 HP and 999 MP. ------------------------------------------------------------------------------- MEGALIXIR EFFECT: Restores 9999 HP and 999 MP to target party. NOTES: - Will damage and reduce MP of Zombied targets. - During battle, this item can recover a maximum of 9999 HP and 999 MP. When used out of battle, item can recover a maximum of 99999 HP and 9999 MP. ------------------------------------------------------------------------------- PHOENIX DOWN EFFECT: Revives one KOed target and restores 50% MAX HP. NOTES: - Healing done can be doubled with Alchemy ability. - Will KO Zombied targets. ------------------------------------------------------------------------------- MEGA-PHOENIX EFFECT: Revives KOed target party and restores 100% MAX HP. NOTES: - Will KO Zombied targets. ------------------------------------------------------------------------------- ANTIDOTE EFFECT: Cures Poison status of one target. ------------------------------------------------------------------------------- SOFT EFFECT: Cures Petrification status of one target. ------------------------------------------------------------------------------- EYE DROPS EFFECT: Cures Darkness status of one target. ------------------------------------------------------------------------------- ECHO SCREEN EFFECT: Cures Silence status of one target. ------------------------------------------------------------------------------- HOLY WATER EFFECT: Cures Zombie and Curse status of one target. ------------------------------------------------------------------------------- REMEDY EFFECT: Cures Poison, Darkness, Petrification, Silence, Confuse, Berserk, Zombie and Slow status of one target. ------------------------------------------------------------------------------- POWER DISTILLER EFFECT: Makes target drop Power Spheres instead of regular items. ------------------------------------------------------------------------------- MANA DISTILLER EFFECT: Makes target drop Mana Spheres instead of regular items. ------------------------------------------------------------------------------- SPEED DISTILLER EFFECT: Makes target drop Speed Spheres instead of regular items. ------------------------------------------------------------------------------- ABILITY DISTILLER EFFECT: Makes target drop Ability Spheres instead of regular items. ------------------------------------------------------------------------------- AL BHED POTION EFFECT: Restores 1000HP to target party, and cures Poison, Silence and Petrification status. NOTES: - Healing done can be doubled with Alchemy ability. - Will damage Zombied targets. - Used through the ability "Use". ------------------------------------------------------------------------------- HEALING WATER EFFECT: Restores 9999HP to target party. NOTES: - Will damage Zombied targets. - Used through the ability "Use". ------------------------------------------------------------------------------- TETRA ELEMENTAL EFFECT: Restores 9999HP and adds NulAll to one target. NOTES: - Will damage Zombied targets. - Used through the ability "Use". ------------------------------------------------------------------------------- BOMB FRAGMENT <NUL> EFFECT: Deals small fire damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- BOMB CORE EFFECT: Deals medium fire damage to one target. <NUL> NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- FIRE GEM <NUL> EFFECT: Deals large fire damage to target party (hits are random). NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- ELECTRO MARBLE <NUL> EFFECT: Deals small thunder damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- LIGHTNING MARBLE <NUL> EFFECT: Deals medium thunder damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- LIGHTNING GEM <NUL> EFFECT: Deals large thunder damage to target party (hits are random). NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- FISH SCALE <NUL> EFFECT: Deals small water damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- DRAGON SCALE <NUL> EFFECT: Deals medium water damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- WATER GEM <NUL> EFFECT: Deals large water damage to target party (hits are random). NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- ANTARCTIC WIND <NUL> EFFECT: Deals small ice damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- ARCTIC WIND <NUL> EFFECT: Deals medium ice damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- ICE GEM <NUL> EFFECT: Deals small ice damage to target party (hits are random). NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- GRENADE EFFECT: Deals small damage to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Used through the ability "Use". ------------------------------------------------------------------------------- FRAG GRENADE EFFECT: Deals small damage and Armour Break to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- SLEEPING POWDER EFFECT: Deals medium damage and Sleep to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- DREAM POWDER EFFECT: Deals medium damage and Sleep to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- SILENCE GRENADE EFFECT: Deals medium damage and Silence to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- SMOKE BOMB EFFECT: Deals medium damage and Darkness to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- SHADOW GEM EFFECT: Reduces HP of target party by half. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Will deal 0 damage if target is immune to gravity damage. - Used through the ability "Use". ------------------------------------------------------------------------------- SHINING GEM EFFECT: Deals massive non-elemental damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Used through the ability "Use". ------------------------------------------------------------------------------- BLESSED GEM EFFECT: Deals massive holy damage to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Elemental affinities apply (half-damage, weak to, absorb, immune). - Used through the ability "Use". ------------------------------------------------------------------------------- SUPREME GEM EFFECT: Deals massive non-elemental damage to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Used through the ability "Use". ------------------------------------------------------------------------------- POISON FANG EFFECT: Deals large damage and Poison to one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- SILVER HOURGLASS EFFECT: Inflicts Slow on target party. NOTES: - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- GOLD HOURGLASS EFFECT: Deals medium damage and Slow to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- CANDLE OF LIFE EFFECT: Inflicts Doom on one target. NOTES: - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- PETRIFY GRENADE EFFECT: Inflicts Petrification on target party. NOTES: - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- FARPLANE SHADOW EFFECT: Inflicts Death on one target. NOTES: - Status will almost always succeed, regardless of resistance, unless immune. There is, however, a chance it may also randomly fail. - Used through the ability "Use". ------------------------------------------------------------------------------- FARPLANE WIND EFFECT: Inflicts Death on target party. NOTES: - Status will almost always succeed, regardless of resistance, unless immune. There is, however, a chance it may also randomly fail. - Used through the ability "Use". ------------------------------------------------------------------------------- DARK MATTER EFFECT: Deals massive non-elemental damage to target party. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Used through the ability "Use". ------------------------------------------------------------------------------- CHOCOBO FEATHER EFFECT: One target is placed under Haste status. NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Status will always succeed, regardless of resistance, unless immune. - Is cancelled out by Slow/Slowga. - Used through the ability "Use". ------------------------------------------------------------------------------- CHOCOBO WING EFFECT: Target party is placed Haste. NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Status will always succeed, regardless of resistance, unless immune. - Is cancelled out by Slow/Slowga. - Used through the ability "Use". ------------------------------------------------------------------------------- LIGHT CURTAIN EFFECT: One target is placed under Protect status. NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- LUNAR CURTAIN EFFECT: One target is placed under Shell status. NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- STAR CURTAIN EFFECT: One target is placed under Reflect status. NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- HEALING SPRING EFFECT: One target is placed under Regen status. NOTES: - Effect lasts 10 turns, unless Dispelled or target is KOed. - Status will always succeed, regardless of resistance, unless immune. - Used through the ability "Use". ------------------------------------------------------------------------------- STAMINA SPRING EFFECT: Steals HP from one target. NOTES: - Used through the ability "Use". ------------------------------------------------------------------------------- MANA SPRING EFFECT: Steals MP from one target. NOTES: - Used through the ability "Use". ------------------------------------------------------------------------------- SOUL SPRING EFFECT: Steals HP and MP from one target. NOTES: - Used through the ability "Use". ------------------------------------------------------------------------------- PURIFYING SALT EFFECT: Deals medium damage and Dispels positive status effects of one target. NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Used through the ability "Use". ------------------------------------------------------------------------------- STAMINA TABLET EFFECT: Doubles MAX HP of one target. NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break HP Limit to exceed 9999 HP. - Used through the ability "Use". ------------------------------------------------------------------------------- MANA TABLET EFFECT: Doubles MAX MP of one target. NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break MP Limit to exceed 999 MP. - Used through the ability "Use". ------------------------------------------------------------------------------- STAMINA TONIC EFFECT: Doubles MAX HP of target party. NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break HP Limit to exceed 9999 HP. - Used through the ability "Use". ------------------------------------------------------------------------------- MANA TONIC EFFECT: Doubles MAX MP of target party. NOTES: - Additional attempts after first use will lead to no effect. - Effect lasts until end of battle, or target is KOed. - Requires Break MP Limit to exceed 999 MP. - Used through the ability "Use". ------------------------------------------------------------------------------- TWIN STARS EFFECT: Reduces MP cost to 0 for one target. NOTES: - Effect lasts until end of battle, or target is KOed. - Used through the ability "Use". ------------------------------------------------------------------------------- THREE STARS EFFECT: Reduces MP cost of target party to 0. NOTES: - Effect lasts until end of battle, or target is KOed. - Used through the ability "Use". ------------------------------------------------------------------------------- POWER SPHERE EFFECT: Activates HP, Strength, and Defence nodes on the Sphere Grid. ------------------------------------------------------------------------------- MANA SPHERE EFFECT: Activates MP, Magic, and Magic Defence nodes on the Sphere Grid. ------------------------------------------------------------------------------- SPEED SPHERE EFFECT: Activates Agility, Evasion, and Accuracy nodes on the Sphere Grid. ------------------------------------------------------------------------------- ABILITY SPHERE EFFECT: Activates Skill, Special, White Magic, and Black Magic nodes on the Sphere Grid. ------------------------------------------------------------------------------- FORTUNE SPHERE EFFECT: Activates Luck nodes on the Sphere Grid. ------------------------------------------------------------------------------- ATTRIBUTE SPHERE EFFECT: Activates any type of node on the Sphere Grid. NOTES: - Another character must have already activated said node for Attribute sphere to work. ------------------------------------------------------------------------------- SKILL SPHERE EFFECT: Activates Skill nodes on the Sphere Grid. NOTES: - Another character must have already activated said node for Skill Sphere to work. ------------------------------------------------------------------------------- SPECIAL SPHERE EFFECT: Activates Special nodes on the Sphere Grid. NOTES: - Another character must have already activated said node for Special Sphere to work. ------------------------------------------------------------------------------- WHITE MAGIC SPHERE EFFECT: Activates White Magic nodes on the Sphere Grid. NOTES: - Another character must have already activated said node for White Magic Sphere to work. ------------------------------------------------------------------------------- BLACK MAGIC SPHERE EFFECT: Activates Black Magic nodes on the Sphere Grid. NOTES: - Another character must have already activated said node for Black Magic Sphere to work. ------------------------------------------------------------------------------- MASTER SPHERE EFFECT: Activates any type of node on the Sphere Grid. ------------------------------------------------------------------------------- LEVEL 1 KEY SPHERE EFFECT: Clears Level 1 Lock from the Sphere Grid. ------------------------------------------------------------------------------- LEVEL 2 KEY SPHERE EFFECT: Clears Level 2 Lock from the Sphere Grid. ------------------------------------------------------------------------------- LEVEL 3 KEY SPHERE EFFECT: Clears Level 3 Lock from the Sphere Grid. ------------------------------------------------------------------------------- LEVEL 4 KEY SPHERE EFFECT: Clears Level 4 Lock from the Sphere Grid. ------------------------------------------------------------------------------- HP SPHERE EFFECT: Places HP +300 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- MP SPHERE EFFECT: Places MP +40 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- STRENGTH SPHERE EFFECT: Places Strength +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- DEFENCE SPHERE EFFECT: Places Defence +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- MAGIC SPHERE EFFECT: Places Magic +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- MAGIC DEFENCE SPHERE EFFECT: Places Magic Defence +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- AGILITY SPHERE EFFECT: Places Agility +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- LUCK SPHERE EFFECT: Places Luck +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- EVASION SPHERE EFFECT: Places Evasion +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- ACCURACY SPHERE EFFECT: Places Accuracy +4 node in an empty node on the Sphere Grid. ------------------------------------------------------------------------------- CLEAR SPHERE EFFECT: Removes stat sphere from the Sphere Grid. NOTES: - Does not remove Skill, Special, White Magic or Black Magic nodes. ------------------------------------------------------------------------------- RETURN SPHERE EFFECT: Returns character to any node they have activated on the Sphere Grid. NOTES: - Can only return character to nodes that THEY have activated. ------------------------------------------------------------------------------- FRIEND SPHERE EFFECT: Moves character to the current location of an ally on the Sphere Grid. ------------------------------------------------------------------------------- TELEPORT SPHERE EFFECT: Moves character to any previously activated node on the Sphere Grid. NOTES: - Can only return character to nodes that allies have activated. ------------------------------------------------------------------------------- WARP SPHERE EFFECT: Moves character to any node on the Sphere Grid. ------------------------------------------------------------------------------- MAP EFFECT: Displays world map. ------------------------------------------------------------------------------- RENAME CARD EFFECT: Renames an aeon. NOTES: - Cannot be used to rename the main character. ------------------------------------------------------------------------------- HYPELLO POTION EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- SHINING THORN EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- PENDULUM EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- AMULET EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- DESIGNER WALLET EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- DOOR TO TOMORROW EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- WINGS TO DISCOVERY EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- GAMBLER'S SPIRIT EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- UNDERDOG'S SECRET EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- WINNING FORMULA EFFECT: Used in Mixes and for customisation. ------------------------------------------------------------------------------- =============================================================================== 13. Abilities [13ABIL] =============================================================================== --- [ ABBREVIATIONS ] --------------------------------------------------------- <P>: Protect will halve base damage. <S>: Shell will halve base damage. <R>: Can be Reflected. <NUL>: First hit can be nullified with respective Nul spell. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 13.1. Skill [13SKLL] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- SLEEP ATTACK <P> EFFECT: Inflicts Sleep on one target for three turns. COST: 5 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- SILENCE ATTACK <P> EFFECT: Inflicts Silence on one target for three turns. COST: 5 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- DARK ATTACK <P> EFFECT: Inflicts Darkness on one target for three turns. COST: 5 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- SLEEP BUSTER <P> EFFECT: Inflicts Sleep on one target for one turn. COST: 10 MP NOTES: - Will always succeed against enemies, regardless of resistance. ------------------------------------------------------------------------------- SILENCE BUSTER <P> EFFECT: Inflicts Silence on one target for one turn. COST: 10 MP NOTES: - Will always succeed against enemies, regardless of resistance. ------------------------------------------------------------------------------- DARK BUSTER <P> EFFECT: Inflicts Darkness on one target for one turn. COST: 10 MP NOTES: - Will always succeed against enemies, regardless of resistance. ------------------------------------------------------------------------------- ZOMBIE ATTACK <P> EFFECT: Inflicts Zombie on one target for three turns. COST: 10 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- TRIPLE FOUL <P> EFFECT: Inflicts Darkness, Sleep, and Silence on one target for three turns. COST: 24 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- DELAY ATTACK <P> EFFECT: Delays the next turn of one target. COST: 8 MP ------------------------------------------------------------------------------- DELAY BUSTER <P> EFFECT: Significantly delays the next turn of one target. COST: 18 MP ------------------------------------------------------------------------------- POWER BREAK <P> EFFECT: Reduces Strength stat of one target. COST: 8 MP NOTES: - Reduces damage done by PHYSICAL attacks only. - Additional attempts after first use will lead to no effect (unless target Dispels effect). - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- ARMOUR BREAK <P> EFFECT: Reduces Defence of one target to 0. COST: 12 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- MAGIC BREAK <P> EFFECT: Reduces Magic stat of one target. COST: 8 MP NOTES: - Reduces damage done by MAGICAL attacks only. - Additional attempts after first use will lead to no effect (unless target Dispels effect). - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- MENTAL BREAK <P> EFFECT: Reduces Magic Defence of one target to 0. COST: 12 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- FULL BREAK <P> EFFECT: Inflicts Power Break, Armour Break, Magic Break, and Mental Break. COST: 99 MP NOTES: - May not succeed against enemies with high resistance. - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- EXTRACT POWER <P> EFFECT: Makes target drop Power Spheres instead of regular items. COST: 1 MP NOTES: - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- EXTRACT MANA <P> EFFECT: Makes target drop Mana Spheres instead of regular items. COST: 1 MP NOTES: - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- EXTRACT SPEED <P> EFFECT: Makes target drop Speed Spheres instead of regular items. COST: 1 MP NOTES: - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- EXTRACT ABILITY <P> EFFECT: Makes target drop Ability Spheres instead of regular items. COST: 1 MP NOTES: - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- MUG <P> EFFECT: Attack and steal from one target at the same time. COST: 10 MP NOTES: - For each successful steal, chances of another success drop by half. - Two types of Steal can occur - common and rare. - Using Steal on Al Bhed machina causes them to be instantly destroyed. ------------------------------------------------------------------------------- NAB GIL <P> EFFECT: Attack and steal gil from one target at the same time. COST: 30 MP NOTES: - For each successful steal, chances of another success drop by half. - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- QUICK HIT <P> EFFECT: Attack one target with reduced recovery time. COST: 36 MP ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 13.2. Special [13SPCL] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- FLEE EFFECT: Allows all active characters to escape from battle. COST: 0 MP NOTES: - Has a 100% success rate, unless you are fighting a forced battle. ------------------------------------------------------------------------------- STEAL EFFECT: Attack and steal from one target at the same time. COST: 0 MP NOTES: - For each successful steal, chances of another success drop by half. - Two types of Steal can occur - common and rare. - Using Steal on Al Bhed machina causes them to be instantly destroyed. ------------------------------------------------------------------------------- USE EFFECT: Use special items. COST: 0 MP NOTES: - For the use of special items like Al Bhed Potion and Water Gem, which can't be used through the "Item" command. ------------------------------------------------------------------------------- PRAY EFFECT: Restores HP to active party members. COST: 0 MP NOTES: - Will damage Zombied targets. ------------------------------------------------------------------------------- CHEER EFFECT: Raises Strength and Defence stats of active party by one point. COST: 0 MP NOTES: - After five castings, additional castings will lead to no effect. - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- AIM EFFECT: Raises Accuracy stat of active party by one point. COST: 0 MP NOTES: - After five castings, additional castings will lead to no effect. - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- FOCUS EFFECT: Raises Magic and Magic Defence stats of active party by one point. COST: 0 MP NOTES: - After five castings, additional castings will lead to no effect. - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- REFLEX EFFECT Raises Evasion stat of active party by one point. COST: 0 MP NOTES: - After five castings, additional castings will lead to no effect. - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- LUCK EFFECT: Raises Luck stat of active party by one point. COST: 0 MP NOTES: - After five castings, additional castings will lead to no effect. - Effect lasts until end of battle, or target is KOed. ------------------------------------------------------------------------------- JINX EFFECT: Lowers Luck stat of all enemies by one point. COST: 0 MP NOTES: - After five castings, additional castings will lead to no effect. - Effect lasts until the end of battle. ------------------------------------------------------------------------------- LANCET EFFECT: Absorb HP and MP from one target. COST: 0 MP NOTES: - Kimahri learns his Overdrives by using Lancet on specific enemies. - Lanceting Zombied targets will restore their HP and MP. ------------------------------------------------------------------------------- GUARD EFFECT: Take physical damage for an active party member. COST: 0 MP NOTES: - Doesn't work for magical damage. - Doesn't work on multiple character attacks. ------------------------------------------------------------------------------- SENTINEL EFFECT: Take physical damage for an active party member in defensive status. COST: 0 MP NOTES: - Doesn't work for magical damage. - Doesn't work on multiple character attacks. ------------------------------------------------------------------------------- SPARE CHANGE EFFECT: Throw gil to damage enemies. COST: 0 MP NOTES: - Damage total ignores stats of user or target, and any statuses the user or target may be under. - Damage done equals the amount of gil divided by 10. ------------------------------------------------------------------------------- THREATEN EFFECT: Delay an enemies next turn. COST: 12 MP ------------------------------------------------------------------------------- PROVOKE EFFECT: Focus enemy attacks on one party memeber. COST: 4 MP NOTES: - Provoke status is removed as soon as Provoker leaves battle. ------------------------------------------------------------------------------- ENTRUST EFFECT: Transfer Overdrive bar to another party member. COST: 8 MP NOTES: - If a character Entrusts an Overdrive to another that already has a full overdrive, the game will not "remember" it. That is, cannot use Entrust to use two successive Overdrives. ------------------------------------------------------------------------------- COPYCAT EFFECT: Mimic previous party members turn. COST: 28 MP NOTES: - Character does not need to have learnt the ability they are copying. - Character cannot mimic summoning, Overdrives, or equipment changes. - Mimicking item use requires at least two of that item. ------------------------------------------------------------------------------- PILFER GIL EFFECT: Steal gil from an enemy. COST: 20 MP NOTES: - For each successful steal, chances of another success drop by half. - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- QUICK POCKETS EFFECT: Use item with reduced recovery time. COST: 70 MP NOTES: - This ability is PAL/International version exclusive. ------------------------------------------------------------------------------- DOUBLECAST EFFECT: Cast two black magic attacks in one turn. COST: 0 MP NOTES: - Only works with Black Magic abilities. ------------------------------------------------------------------------------- BRIBE EFFECT: Pay enemies gil to flee from battle. COST: 0 MP NOTES: - Successful minimum Bribe amount is about 10x the MAX HP of the enemy, but the chances of a successful Bribe increase with greater payment. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 13.3. Black Magic [13BLCK] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- FIRE <S> <R> <NUL> EFFECT: Deals small fire damage to one target. COST: 4 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- THUNDER <S> <R> <NUL> EFFECT: Deals small thunder damage to one target. COST: 4 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- WATER <S> <R> <NUL> EFFECT: Deals small water damage to one target. COST: 4 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- BLIZZARD <S> <R> <NUL> EFFECT: Deals small ice damage to one target. COST: 4 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- FIRA <S> <R> <NUL> EFFECT: Deals medium fire damage to one target. COST: 8 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- THUNDARA <S> <R> <NUL> EFFECT: Deals medium thunder damage to one target. COST: 8 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- WATERA <S> <R> <NUL> EFFECT: Deals medium water damage to one target. COST: 8 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- BLIZZARA <S> <R> <NUL> EFFECT: Deals medium ice damage to one target. COST: 8 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- FIRAGA <S> <R> <NUL> EFFECT: Deals large fire damage to one target. COST: 16 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- THUNDAGA <S> <R> <NUL> EFFECT: Deals large thunder damage to one target. COST: 4 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- WATERGA <S> <R> <NUL> EFFECT: Deals large water damage to one target. COST: 16 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- BLIZZAGA <S> <R> <NUL> EFFECT: Deals large ice damage to one target. COST: 16 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). - First strike is cancelled out with NulFrost. ------------------------------------------------------------------------------- BIO <R> EFFECT: Inflicts Poison status on one target. COST: 10 MP NOTES: - May not succeed against enemies with high resistance. ------------------------------------------------------------------------------- DEMI <S> EFFECT: Reduces current HP of target by a quarter (1/4). COST: 32 MP ------------------------------------------------------------------------------- DEATH <R> EFFECT: Instantly KO one target. COST: 20 MP NOTES: - Zombied targets not affected. ------------------------------------------------------------------------------- DRAIN <S> <R> EFFECT: Absorb HP from one target. COST: 12 MP NOTES: - Draining Zombied targets will restore their HP. ------------------------------------------------------------------------------- OSMOSE <R> EFFECT: Absorb MP from one target. COST: 0 MP NOTES: - Osmosing Zombied targets will restore their MP. - Absorbing all MP from an enemy will not stop them using magic. ------------------------------------------------------------------------------- FLARE <S> <R> EFFECT: Deals massive non-elemental damage to one target. COST: 54 MP ------------------------------------------------------------------------------- ULTIMA <S> EFFECT: Deals massive non-elemental damage to one target. COST: 90 MP ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 13.4. White Magic [13WHTE] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- CURE <S> <R> EFFECT: Restores small amount of HP to one target. COST: 4 MP ------------------------------------------------------------------------------- CURA <S> <R> EFFECT: Restores medium amount of HP to one target. COST: 10 MP ------------------------------------------------------------------------------- CURAGA <S> <R> EFFECT Restores large amount of HP to one target. COST: 20 MP ------------------------------------------------------------------------------- SCAN <R> EFFECT: Reveals information about a target. COST: 1 MP ------------------------------------------------------------------------------- NULBLAZE <R> EFFECT: Makes target party immune to fire based attacks. COST: 2 MP NOTES: - Effect lasts until the end of battle, unless Dispelled, fire-based attack is used, or until target is KOed. ------------------------------------------------------------------------------- NULSHOCK <R> EFFECT: Makes target party immune to thunder based attacks. COST: 2 MP NOTES: - Effect lasts until the end of battle, unless Dispelled, thunder-based attack is used, or until target is KOed. ------------------------------------------------------------------------------- NULTIDE <R> EFFECT: Makes target party immune to water based attacks. COST: 2 MP NOTES: - Effect lasts until the end of battle, unless Dispelled, water-based attack is used, or until target is KOed. ------------------------------------------------------------------------------- NULFROST <R> EFFECT: Makes target party immune to ice based attacks. COST: 2 MP NOTES: - Effect lasts until the end of battle, unless Dispelled, ice-based attack is used, or until target is KOed. ------------------------------------------------------------------------------- ESUNA <R> EFFECT: Removes negative status effects on one target. COST: 5 MP NOTES: - Dispels Darkness, Silence, Sleep, Poison, Petrification, Confuse, Berserk, and Slow statuses ONLY. ------------------------------------------------------------------------------- LIFE <R> EFFECT: Revives one KOed target and restores 50% MAX HP. COST: 18 MP NOTES: - Auto-Shell and Magic Defence +X% auto-abilities will reduce HP recovery. ------------------------------------------------------------------------------- FULL-LIFE <R> EFFECT: Revives one KOed target and restores 100% MAX HP. COST: 60 MP NOTES: - Auto-Shell and Magic Defence +X% auto-abilities will reduce HP recovery. ------------------------------------------------------------------------------- HASTE <R> EFFECT: Increases turn rate of one target. COST: 8 MP NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. ------------------------------------------------------------------------------- HASTEGA <R> EFFECT: Increases turn rate of target party. COST: 30 MP NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. ------------------------------------------------------------------------------- SLOW <R> EFFECT: Decreases turn rate of one target. COST: 12 MP NOTES: - Effect lasts until the end of battle, unless Dispelled, Esuna is used, or until target is KOed. ------------------------------------------------------------------------------- SLOWGA <R> EFFECT: Decreases turn rate of target party. COST: 20 MP NOTES: - Effect lasts until the end of battle, unless Dispelled, Esuna is used, or until target is KOed. ------------------------------------------------------------------------------- SHELL <R> EFFECT: Halves base damage/restoration of attack/healing magic (one target). COST: 10 MP NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Also halves base recovery of healing magic. ------------------------------------------------------------------------------- PROTECT <R> EFFECT: Halves base damage of any physical attacks (one target). COST: 12 MP NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Slows Overdrive gain in Stoic and Comrade modes. ------------------------------------------------------------------------------- REFLECT <R> EFFECT: Reflects most magic spells back onto user (one target). COST: 14 MP NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Magic user can Reflect magic off themselves, and it will "strike" the target. Against multiple targets, a random target will be hit. ------------------------------------------------------------------------------- DISPEL EFFECT: Dispels positive status effects of one target. COST: 12 MP ------------------------------------------------------------------------------- REGEN <R> EFFECT Restores HP to one target over a course of 10 turns. COST: 40 MP NOTES: - Effect lasts until end of battle, unless Dispelled or target is KOed. - Restoration achieved per turn dependant on MAX HP of target. ------------------------------------------------------------------------------- HOLY <S> <R> EFFECT: Deals massive holy damage to one target. COST: 85 MP NOTES: - Elemental affinities apply (half-damage, weak to, absorb, immune). ------------------------------------------------------------------------------- AUTO-LIFE EFFECT: Automatically revives one target with 25% MAX HP when they are KOed. COST: 97 MP NOTES: - Auto-Shell and Magic Defence +X% auto-abilities will reduce HP recovery. ------------------------------------------------------------------------------- =============================================================================== 14. Weapon Abilities [14WPNA] =============================================================================== --- [ ABBREVIATIONS ] --------------------------------------------------------- <P>: Protect will halve base damage. <S>: Shell will halve base damage. <R>: Can be Reflected. <NUL>: First hit can be nullified with respective Nul spell. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- SENSOR EFFECT: Displays selected targets data (HP, MP, current statuses, etc). REQUIRES: Ability Sphere x2 NOTES: - Certain targets are immune to the effects of Sensor. ------------------------------------------------------------------------------- PIERCING EFFECT: Does normal damage to ARMOURED enemies. REQUIRES: Ability Sphere x2 NOTES: - Piercing DOES NOT ignore defence! It only ignores the armoured property that SOME enemies have (Helms and Drakes, to name a few). ------------------------------------------------------------------------------- FIRST STRIKE EFFECT: Gives the character weilding the weapon the first turn, irrespective of enemy ambushes or the agility of the character. REQUIRES: Return Sphere x2 NOTES: - Auron's Celestial Weapon, the Masamune, has First Strike. ------------------------------------------------------------------------------- INITIATIVE EFFECT: Increases the chances of your party getting a pre-emptive strike. REQUIRES: Chocobo Feather x6 ------------------------------------------------------------------------------- FIRESTRIKE <NUL> EFFECT: Adds fire-elemental damage to attacks and skills. REQUIRES: Bomb Fragment x4 NOTES: - Elemental affinities apply, so targets weak to the element will be dealt extra damage, those immune to the element will not be damaged, and those that are strong to the element will absorb it. ------------------------------------------------------------------------------- THUNDERSTRIKE <NUL> EFFECT: Adds thunder-elemental damage to attacks and skills. REQUIRES: Electro Marble x4 NOTES: - Elemental affinities apply, so targets weak to the element will be dealt extra damage, those immune to the element will not be damaged, and those that are strong to the element will absorb it. ------------------------------------------------------------------------------- WATERSTRIKE <NUL> EFFECT: Adds water-elemental damage to attacks and skills. REQUIRES: Fish Scale x4 NOTES: - Elemental affinities apply, so targets weak to the element will be dealt extra damage, those immune to the element will not be damaged, and those that are strong to the element will absorb it. ------------------------------------------------------------------------------- ICESTRIKE <NUL> EFFECT: Adds ice-elemental damage to attacks and skills. REQUIRES: Antarctic Wind x4 NOTES: - Elemental affinities apply, so targets weak to the element will be dealt extra damage, those immune to the element will not be damaged, and those that are strong to the element will absorb it. ------------------------------------------------------------------------------- DARKTOUCH EFFECT: Sometimes adds Darkness to attacks and skills. REQUIRES: Eyedrops x60 NOTES: - Certain targets are immune to Darkness. ------------------------------------------------------------------------------- DARKSTRIKE EFFECT: Always adds Darkness to attacks and skills. REQUIRES: Smoke Bomb x20 NOTES: - Certain targets are immune to Darkness. ------------------------------------------------------------------------------- SILENCETOUCH EFFECT: Sometimes adds Silence to attacks and skills. REQUIRES: Echo Screen x60 NOTES: - Certain targets are immune to Silence. ------------------------------------------------------------------------------- SILENCESTRIKE EFFECT: Always adds Silence to attacks and skills. REQUIRES: Silence Grenade x20 NOTES: - Certain targets are immune to Silence. ------------------------------------------------------------------------------- SLEEPTOUCH EFFECT: Sometimes adds Sleep to attacks and skills. REQUIRES: Sleeping Powder x10 NOTES: - Certain targets are immune to Sleep. ------------------------------------------------------------------------------- SLEEPSTRIKE EFFECT: Always adds Sleep to attacks and skills. REQUIRES: Dream Powder x16 NOTES: - Certain targets are immune to Sleep. ------------------------------------------------------------------------------- POISONTOUCH EFFECT: Sometimes adds Poison to attacks and skills. REQUIRES: Antidote x99 NOTES: - Certain targets are immune to Poison. ------------------------------------------------------------------------------- POISONSTRIKE EFFECT: Always adds Poison to attacks and skills. REQUIRES: Poison Fang x24 NOTES: - Certain targets are immune to Poison. ------------------------------------------------------------------------------- STONETOUCH EFFECT: Sometimes adds Petrification to attacks and skills. REQUIRES: Petrify Grenade x10 NOTES: - Certain targets are immune to Petrification. ------------------------------------------------------------------------------- STONESTRIKE EFFECT: Always adds Petrification to attacks and skills. REQUIRES: Petrify Grenade x60 NOTES: - Certain targets are immune to Petrification. ------------------------------------------------------------------------------- DEATHTOUCH EFFECT: Sometimes adds Death to attacks and skills. REQUIRES: Farplane Shadow x30 NOTES: - Certain targets are immune to Death. ------------------------------------------------------------------------------- DEATHSTRIKE EFFECT: Always adds Death to attacks and skills. REQUIRES: Farplane Wind x60 NOTES: - Certain targets are immune to Death. ------------------------------------------------------------------------------- ZOMBIETOUCH EFFECT: Sometimes adds Zombie to attacks and skills. REQUIRES: Holy Water x70 NOTES: - Certain targets are immune to Zombie. ------------------------------------------------------------------------------- ZOMBIESTRIKE EFFECT: Always adds Zombie to attacks and skills. REQUIRES: Candle of Life x30 NOTES: - Certain targets are immune to Zombie. ------------------------------------------------------------------------------- SLOWTOUCH EFFECT: Sometimes adds Slow to attacks and skills. REQUIRES: Silver Hourglass x16 NOTES: - Certain targets are immune to Slow. ------------------------------------------------------------------------------- SLOWSTRIKE EFFECT: Always adds Slow to attacks and skills. REQUIRES: Gold Hourglass x30 NOTES: - Certain targets are immune to Slow. ------------------------------------------------------------------------------- DISTIL POWER EFFECT: Makes target drop Power Spheres instead of regular items. REQUIRES: Power Sphere x2 NOTES: - This auto-ability is PAL/International version exclusive. ------------------------------------------------------------------------------- DISTIL MANA EFFECT: Makes target drop Mana Spheres instead of regular items. REQUIRES: Mana Sphere x2 NOTES: - This auto-ability is PAL/International version exclusive. ------------------------------------------------------------------------------- DISTIL SPEED EFFECT: Makes target drop Speed Spheres instead of regular items. REQUIRES: Speed Sphere x2 NOTES: - This auto-ability is PAL/International version exclusive. ------------------------------------------------------------------------------- DISTIL ABILITY EFFECT: Makes target drop Ability Spheres instead of regular items. REQUIRES: Ability Sphere x2 NOTES: - This auto-ability is PAL/International version exclusive. ------------------------------------------------------------------------------- STRENGTH +3% EFFECT: Increases damage done by attacks and skills by 3%. REQUIRES: Power Sphere x3 NOTES: - This does not directly affect your stats, but rather the damage you do according to them. - Can be compounded with other Strength +X% abilities. ------------------------------------------------------------------------------- STRENGTH +5% EFFECT: Increases damage done by attacks and skills by 5%. REQUIRES: Stamina Spring x2 NOTES: - This does not directly affect your stats, but rather the damage you do according to them. - Can be compounded with other Strength +X% abilities. ------------------------------------------------------------------------------- STRENGTH +10% EFFECT: Increases damage done by attacks and skills by 10%. REQUIRES: Skill Sphere x1 NOTES: - This does not directly affect your stats, but rather the damage you do according to them. - Can be compounded with other Strength +X% abilities. ------------------------------------------------------------------------------- STRENGTH +20% EFFECT: Increases damage done by attacks and skills by 10%. REQUIRES: Supreme Gem x4 NOTES: - This does not directly affect your stats, but rather the damage you do according to them. - Can be compounded with other Strength +X% abilities. ------------------------------------------------------------------------------- MAGIC +3% EFFECT: Increases damage/restoration done by magic by 3%. REQUIRES: Mana Sphere x3 NOTES: - This does not directly affect your stats, but rather the damage/restoration you do according to them. - Can be compounded with other Magic +X% abilities. ------------------------------------------------------------------------------- MAGIC +5% EFFECT: Increases damage/restoration done by magic by 5%. REQUIRES: Mana Spring x2 NOTES: - This does not directly affect your stats, but rather the damage/restoration you do according to them. - Can be compounded with other Magic +X% abilities. ------------------------------------------------------------------------------- MAGIC +10% EFFECT: Increases damage/restoration done by magic by 10%. REQUIRES: Black Magic Sphere x1 NOTES: - This does not directly affect your stats, but rather the damage/restoration you do according to them. - Can be compounded with other Magic +X% abilities. ------------------------------------------------------------------------------- MAGIC +20% EFFECT: Increases damage/restoration done by magic by 10%. REQUIRES: Supreme Gem x4 NOTES: - This does not directly affect your stats, but rather the damage/restoration you do according to them. - Can be compounded with other Magic +X% abilities. ------------------------------------------------------------------------------- COUNTERATTACK EFFECT: Automatically attacks after being physically attacked by a target. REQUIRES: Friend Sphere x1 NOTES: - Some attacks cannot be countered. - Auron's Celestial Weapon, the Masamune, has Counterattack. ------------------------------------------------------------------------------- EVADE & COUNTER EFFECT: Automatically evades and attacks after being targeted for a physical attack by a target. REQUIRES: Teleport Sphere x1 NOTES: - Some attacks cannot be evaded and/or countered. - Increases chances of evasion significantly. ------------------------------------------------------------------------------- MAGIC COUNTER EFFECT: Automatically attacks after being magically attacked by a target. REQUIRES: Shining Gem x16 NOTES: - Some attacks do damage based on magical stats and formulas, but are unable to be countered. - Tidus' Celestial Weapon, the Caladbolg, has Magic Counter. ------------------------------------------------------------------------------- MAGIC BOOSTER EFFECT: Increases magic attack power of user, but uses extra MP. REQUIRES: Turbo Ether x30 NOTES: - Lulu's Celestial Weapon, the Onion Knight, has Magic Booster. ------------------------------------------------------------------------------- ALCHEMY EFFECT: Doubles healing effect of items. REQUIRES: Healing Water x4 NOTES: - Only increases healing item recovery to a maximum of 9999HP. ------------------------------------------------------------------------------- HALF MP COST EFFECT: Halves MP cost for any ability. REQUIRES: Twin Stars x20 NOTES: - Using in conjunction with MP Booster will cancel the effect out. ------------------------------------------------------------------------------- ONE MP COST EFFECT: Reduces MP cost for any ability to 1. REQUIRES: Three Stars x20 NOTES: - Using in conjunction with MP Booster will use 2MP. ------------------------------------------------------------------------------- DOUBLE AP EFFECT: Doubles AP received after battle for one character. REQUIRES: Mega Elixir x20 ------------------------------------------------------------------------------- TRIPLE AP EFFECT: Triple AP received after battle for one character. REQUIRES: Wings to Discovery x50 ------------------------------------------------------------------------------- OVERDRIVE -> AP EFFECT: All overdrive gain goes straight to AP gain for one character. REQUIRES: Door to Tomorrow x10 NOTES: - Overdrive gauge will not fill when this is equipped. ------------------------------------------------------------------------------- SOS OVERDRIVE EFFECT: Overdrive gauge rises faster when character HP falls below 50%. REQUIRES: Gambler's Spirit x20 NOTES: - Once character recovers more than 50% HP, Overdrive bonus stops. ------------------------------------------------------------------------------- DOUBLE OVERDRIVE EFFECT: Overdrive gauge rises twice as fast. REQUIRES: Underdog's Secret x30 ------------------------------------------------------------------------------- TRIPLE OVERDRIVE EFFECT: Overdrive gauge rises three times as fast. REQUIRES: Winning Formula x30 ------------------------------------------------------------------------------- GILLIONAIRE EFFECT: Doubles the amount of gil received at the end of battle. REQUIRES: Designer Wallet x30 NOTES: - Rikku's Celestial Weapon, the Godhand, has Gillionaire. ------------------------------------------------------------------------------- BREAK DAMAGE LIMIT EFFECT: Allows characters to exceed the damage limit of 9999, up to a maximum of 99999. REQUIRES: Dark Matter x60 ------------------------------------------------------------------------------- =============================================================================== 15. Armour Abilities [15ARMA] =============================================================================== ------------------------------------------------------------------------------- FIRE WARD EFFECT: Halves damage received from all fire-based attacks. REQUIRES: Bomb Fragment x4 ------------------------------------------------------------------------------- FIREPROOF EFFECT: Nullifies damage received from all fire-based attacks. REQUIRES: Bomb Core x8 ------------------------------------------------------------------------------- FIRE EATER EFFECT: Absorbs damage received from all fire-based attacks. REQUIRES: Fire Gem x20 ------------------------------------------------------------------------------- LIGHTNING WARD EFFECT: Halves damage received from all thunder-based attacks. REQUIRES: Electro Marble x4 ------------------------------------------------------------------------------- LIGHTNINGPROOF EFFECT: Nullifies damage received from all thunder-based attacks. REQUIRES: Lightning Marble x8 ------------------------------------------------------------------------------- LIGHTNING EATER EFFECT: Absorbs damage received from all thunder-based attacks. REQUIRES: Lightning Gem x20 ------------------------------------------------------------------------------- WATER WARD EFFECT: Halves damage received from all water-based attacks. REQUIRES: Fish Scale x4 ------------------------------------------------------------------------------- WATERPROOF EFFECT: Nullifies damage received from all water-based attacks. REQUIRES: Dragon Scale x8 ------------------------------------------------------------------------------- WATER EATER EFFECT: Absorbs damage received from all water-based attacks. REQUIRES: Water Gem x20 ------------------------------------------------------------------------------- ICE WARD EFFECT: Halves damage received from all ice-based attacks. REQUIRES: Antarctic Wind x4 ------------------------------------------------------------------------------- ICEPROOF EFFECT: Nullifies damage received from all ice-based attacks. REQUIRES: Arctic Wind x8 ------------------------------------------------------------------------------- ICE EATER EFFECT: Absorbs damage received from all ice-based attacks. REQUIRES: Ice Gem x20 ------------------------------------------------------------------------------- DARK WARD EFFECT: Sometimes protects against Darkness. REQUIRES: Eye Drops x40 ------------------------------------------------------------------------------- DARKPROOF EFFECT: Always protects against Darkness. REQUIRES: Smoke Bomb x20 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- SILENCE WARD EFFECT: Sometimes protects against Silence. REQUIRES: Echo Screen x30 ------------------------------------------------------------------------------- SILENCEPROOF EFFECT: Always protects against Silence. REQUIRES: Silence Grenade x10 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- SLEEP WARD EFFECT: Sometimes protects against Sleep. REQUIRES: Sleeping Powder x6 ------------------------------------------------------------------------------- SLEEPPROOF EFFECT: Always protects against Sleep. REQUIRES: Dream Powder x8 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- POISON WARD EFFECT: Sometimes protects against Poison. REQUIRES: Antidote x40 ------------------------------------------------------------------------------- POISONPROOF EFFECT: Always protects against Poison. REQUIRES: Poison Fang x12 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- STONE WARD EFFECT: Sometimes protects against Petrification. REQUIRES: Soft x30 ------------------------------------------------------------------------------- STONEPROOF EFFECT: Always protects against Petrification. REQUIRES: Petrify Grenade x20 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- DEATH WARD EFFECT: Sometimes protects against Death. REQUIRES: Farplane Shadow x15 ------------------------------------------------------------------------------- DEATHPROOF EFFECT: Always protects against Death. REQUIRES: Farplane Wind x60 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- ZOMBIE WARD EFFECT: Sometimes protects against Zombie. REQUIRES: Holy Water x30 ------------------------------------------------------------------------------- ZOMBIEPROOF EFFECT: Always protects against Zombie. REQUIRES: Candle of Life x10 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- SLOW WARD EFFECT: Sometimes protects against Slow. REQUIRES: Silver Hourglass x10 ------------------------------------------------------------------------------- SLOWPROOF EFFECT: Always protects against Slow. REQUIRES: Gold Hourglass x20 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- CONFUSE WARD EFFECT: Sometimes protects against Confusion. REQUIRES: Musk x16 ------------------------------------------------------------------------------- CONFUSEPROOF EFFECT: Always protects against Confusion. REQUIRES: Musk x48 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- BERSERK WARD EFFECT: Sometimes protects against Berserk. REQUIRES: Hypello Potion x8 ------------------------------------------------------------------------------- BERSERKPROOF EFFECT: Always protects against Berserk. REQUIRES: Hypello Potion x32 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- CURSEPROOF EFFECT: Always protects against Curse. REQUIRES: Tetra Elemental x12 NOTES: - Despite in the in-game description, I've never seen it fail. ------------------------------------------------------------------------------- SOS NULBLAZE EFFECT: Places character under NulBlaze status once HP falls below 50%. REQUIRES: Bomb Core x1 NOTES: - Can nullify more than one fire-based attack. - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS NULSHOCK EFFECT: Places character under NulShock status once HP falls below 50%. REQUIRES: Lightning Marble x1 NOTES: - Can nullify more than one thunder-based attack. - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS NULTIDE EFFECT: Places character under NulTide status once HP falls below 50%. REQUIRES: Dragon Scale x1 NOTES: - Can nullify more than one water-based attack. - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS NULFROST EFFECT: Places character under NulFrost status once HP falls below 50%. REQUIRES: Arctic Wind x1 NOTES: - Can nullify more than one ice-based attack. - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS SHELL EFFECT: Places character under Shell status once HP falls below 50%. REQUIRES: Lunar Curtain x8 NOTES: - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS PROTECT EFFECT: Places character under Protect status once HP falls below 50%. REQUIRES: Light Curtain x8 NOTES: - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS REFLECT EFFECT: Places character under Reflect status once HP falls below 50%. REQUIRES: Star Curtain x8 NOTES: - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS HASTE EFFECT: Places character under Haste status once HP falls below 50%. REQUIRES: Chocobo Feather x20 NOTES: - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- SOS REGEN EFFECT: Places character under Regen status once HP falls below 50%. REQUIRES: Healing Spring x12 NOTES: - Once character recovers more than 50% HP, protection stops. ------------------------------------------------------------------------------- AUTO-SHELL EFFECT: Automatically places character under Shell status. REQUIRES: Lunar Curtain x80 NOTES: - Halves base restoration of all healing magic. ------------------------------------------------------------------------------- AUTO-PROTECT EFFECT: Automatically places character under Protect status. REQUIRES: Light Curtain x70 ------------------------------------------------------------------------------- AUTO-REFLECT EFFECT: Automatically places character under Reflect status. REQUIRES: Star Curtain x40 ------------------------------------------------------------------------------- AUTO-HASTE EFFECT: Automatically places character under Haste status. REQUIRES: Chocobo Wing x80 ------------------------------------------------------------------------------- AUTO-REGEN EFFECT: Automatically places character under Regen status. REQUIRES: Healing Spring x80 ------------------------------------------------------------------------------- DEFENCE +3% EFFECT: Decreases damage inflicted by enemy attack by 3%. REQUIRES: Power Sphere x3 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Defence +X% abilities. ------------------------------------------------------------------------------- DEFENCE +5% EFFECT: Decreases damage inflicted by enemy attack by 5%. REQUIRES: Stamina Spring x2 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Defence +X% abilities. ------------------------------------------------------------------------------- DEFENCE +10% EFFECT: Decreases damage inflicted by enemy attack by 10%. REQUIRES: Special Sphere x1 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Defence +X% abilities. ------------------------------------------------------------------------------- DEFENCE +20% EFFECT: Decreases damage inflicted by enemy attack by 20%. REQUIRES: Blessed Gem x4 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Defence +X% abilities. ------------------------------------------------------------------------------- MAGIC DEFENCE +3% EFFECT: Decreases damage inflicted by enemy magic attack by 3%. REQUIRES: Mana Sphere x3 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Magic Defence +X% abilities. ------------------------------------------------------------------------------- MAGIC DEFENCE +5% EFFECT: Decreases damage inflicted by enemy magic attack by 5%. REQUIRES: Mana Spring x2 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Magic Defence +X% abilities. ------------------------------------------------------------------------------- MAGIC DEFENCE +10% EFFECT: Decreases damage inflicted by enemy magic attack by 10%. REQUIRES: White Magic Sphere x1 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Magic Defence +X% abilities. ------------------------------------------------------------------------------- MAGIC DEFENCE +20% EFFECT: Decreases damage inflicted by enemy magic attack by 20%. REQUIRES: Blessed Gem x4 NOTES: - This does not directly affect your stats, but rather the damage you receive according to them. - Can be compounded with other Magic Defence +X% abilities. ------------------------------------------------------------------------------- HP +5% EFFECT: Increases HP by 5%. REQUIRES: X-Potion x5 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other HP +X% abilities. ------------------------------------------------------------------------------- HP +10% EFFECT: Increases HP by 10%. REQUIRES: Soul Spring x3 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other HP +X% abilities. ------------------------------------------------------------------------------- HP +20% EFFECT: Increases HP by 20%. REQUIRES: Elixir x5 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other HP +X% abilities. ------------------------------------------------------------------------------- HP +30% EFFECT: Increases HP by 30%. REQUIRES: Stamina Tonic x1 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other HP +X% abilities. ------------------------------------------------------------------------------- MP +5% EFFECT: Increases MP by 5%. REQUIRES: Ether x5 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other MP +X% abilities. ------------------------------------------------------------------------------- MP +10% EFFECT: Increases MP by 10%. REQUIRES: Soul Spring x3 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other MP +X% abilities. ------------------------------------------------------------------------------- MP +20% EFFECT: Increases MP by 20%. REQUIRES: Elixir x5 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other MP +X% abilities. ------------------------------------------------------------------------------- MP +30% EFFECT: Increases MP by 30%. REQUIRES: Mana Tonic x1 NOTES: - This does not directly affect your stats, but temporarily increases them by a percentage. - Can be compounded with other MP +X% abilities. ------------------------------------------------------------------------------- AUTO-POTION EFFECT: Automatically use Potion once HP falls below 50%. REQUIRES: Stamina Tablet x4 NOTES: - Auto-Potion uses the lowset ranked Potion in your inventory, starting with a Potion, then Hi-Potion, Mega-Potion, and then an X-Potion. - Effect stops after you run out of Phoenix Downs. ------------------------------------------------------------------------------- AUTO-MED EFFECT: Automatically use Remedy once afflicted with status. REQUIRES: Remedy x20 NOTES: - Despite Remedies being able to cure a wide range of status effects, Auto-Med can only cure Darkness, Silence, Poison, and Zombie. All other statuses render your characters unusable, and therefore statuses such as Petrification and Confuse cannot be cured. - Effect stops after you run out of Remedies. ------------------------------------------------------------------------------- AUTO-PHOENIX EFFECT: Automatically use Phoenix Down on KOed character. REQUIRES: Mega-Phoenix x20 NOTES: - Effect stops after you run out of Phoenix Downs. ------------------------------------------------------------------------------- PICKPOCKET EFFECT: Sometimes steal rare items. REQUIRES: Amulet x30 ------------------------------------------------------------------------------- MASTER THIEF EFFECT: Always steal rare items. REQUIRES: Pendulum x30 ------------------------------------------------------------------------------- HP STROLL EFFECT: Recover character's HP automatically while walking around. REQUIRES: Stamina Tablet x2 ------------------------------------------------------------------------------- MP STROLL EFFECT: Recover character's MP automatically while walking around. REQUIRES: Mana Tablet x2 ------------------------------------------------------------------------------- NO ENCOUNTERS EFFECT: Eliminates random monster encounters. REQUIRES: Purifying Salt x30 NOTES: - Geosgaeno sometimes drops WEAPONS containing this auto-ability. ------------------------------------------------------------------------------- BREAK HP LIMIT EFFECT: Allows characters to exceed the HP limit of 9999, up to a maximum of 99999. REQUIRES: Wings to Discovery x30 ------------------------------------------------------------------------------- BREAK MP LIMIT EFFECT: Allows characters to exceed the MP limit of 999, up to a maximum of 9999. REQUIRES: Three Stars x30 ------------------------------------------------------------------------------- RIBBON EFFECT: Protects against all negative statuses except for Death and Curse. REQUIRES: Dark Matter x99 NOTES: - This auto-ability is PAL/International version exclusive. ------------------------------------------------------------------------------- =============================================================================== 16. Frequently Asked Questions [16FAQS] =============================================================================== --- [ WARNING ] --------------------------------------------------------------- This section has some small spoilers. Finish the story at least before you attempt to find your question here. ------------------------------------------------------------------------------- Q: I missed/failed the Jecht Shot Challenge on the S.S. Winno, can I do it again? A: Certainly can. Just revisit the S.S. Winno when you can (the earliest possible time is after you reach the Djose Highroad) and try it as many times as you need to. Q: I sold the Rusty Sowrd! Help! A: You can't sell the Rusty Sword, nor can you sell any Key Items. Several of them disappear after certain events (for example, the Cloudy Mirror is upgraded to the Celestial Mirror, or the Rusty Sword disappears when you obtain the Masamune). Q: Does Defence +20% affect Defence after it has been raised to 255? A: Yes. It has a deceiving ability name. It actually will reduce the damage of all physical attacks by 20%. Same goes for Mgaic Defence +X% abilities. Q: Where can I get Light Curtains? I'd like to customise Auto-Protect. A: Defeat Fafnir at the Monster Arean to receive 20, or 40 for the Overkill. Q: Where can I get Chocobo Wings? I'd like to customise Auto-Haste. A: Bribe Machea (Omega Ruins) for 360000 gil to receive about 60. Q: Where can I get Level 4 key Spheres? A: Bribe Chimera Brain (Calm Lands) for 196000 gil to receive 2. Q: How do you pronounce the lead character's name? A: There is much debate on this topic. I prefer Tie-Dus, others use Tee-Dus. Q: I keep getting killed by Malboro/Great Malboro! How can I stop it from using Bad Breath? A: First Strike + Provoke is the answer. Do this, and you won't ever see Bad Breath. Q: I can't access any Temples. Why? A: If you visit the Highbridge event after you obtain the airship, the only two Temples you can't access are Besaid and Macalania, and only then if you have the PAL/International version. Q: How do I open six chests in the Remiem Temple Chocobo Race? A: You can't. Five is the maximum. The sixth chest is there simply to throw you off. Q: Where can I get some empty four-slot weapons and armour from? A: After you have acquired the airship and have visited the Highbridge, Wantz will appear at the entrace to Macalania Woods. You don't have to lend O'aka gil for Wantz to appear, or meet any pother requirements. He will ALWAYS be there. Q: I missed the destruction sphere in Bevelle! Can I still get Anima? A: You didn't miss the destruction sphere, as it's impossible to even make it out of the Cloister of Trials without using it. You also HAVE to open the treasure chest, or you cannot walk forward. Q: Where is the Chocobo Lady in the Calm Lands? A: If you "beam down" from the airship, then from where you start near the save sphere walk DIRECTLY south without straying even a little. Go far enough (it's not a long walk, don't worry) and you see a woman sitting on a chocobo. She's the one you want. Q: I've been told that either Luzzu or Gatta can die during Operation Mi'ihen. Is this true, and if so, how can I change who survives? A: You are given the chance to talk to Gatta twice before the start of the Operation. If you tell him the both times he should go down the beach and help he will die, and Luzzu will live. If not, Gatta will live and Luzzu will die. Q: What do I need to customise Break HP Limit? A: 30x Wings to Discovery. However, it should be known that this ability is not necessary to beat any boss. More than anything, it's a hinderance. Check out the stat maxing section for more details. Q: I still want Break HP Limit, even though I know it sucks. Where can I get Break HP Limit armours from? A: Nemesis often drops them after you defeat him, as do Dark Aeons. For the latter, though, there are often crappy abilities such as Curseproof attached to them. Q: Where do I get Wings to Discovery? A: You can get thirty by winning the Remiem Temple Chocobo Race and opening three chests, without touching any poles. They are also a common drop from Shinryu at the Monster Arena. Q: I just got some weapons with the No AP ability on them... they're useless! A: These are Celestial Weapons. You need to power them up first, and then they become the best possible weapons you cang get. Q: How do I use Lulu's Overdrive? A: Spin the RIGHT ANALOG STICK. Direction does not matter, but the more you spin it, the more times she will cast a spell. TI always spin it counter-clockwise with the palm of my hand. Works like a charm. Q: How do I defeat <insert boss name>? A: See the walkthrough for details. Use the contents to find the specific location you're in, and then just scroll to find the boss giving you a hard time. Q: What does the Blossom Crown do? A: You need it to unlock the Magus Sisters - a secret set of powerful aeons. You also need another item, the Flower Sceptre. Q: What does the Flower Sceptre do? A: You need it to unlock the Magus Sisters - a secret set of powerful aeons. You also need another item, the Blossom Crown. Q: I missed out on Omega Weapon's Nova! Does that mean Kimahri can't learn it now? A: No. All of Kimahri's Ronso Rages can be learned at any stage of the game. He can learn Nova from Nemesis, the ultimate Monster Arena creation. =============================================================================== 17. Thanks [17THKS] =============================================================================== - CJayC: Administrator of GameFAQs, for hosting my guide. - Leo Chan: FAQ Editor of Neoseeker, for also hosting my guide. - Stephen Ng: FAQ Editor of IGN, for also hosting my guide. - Split Infinity: For standing apart from the crowd and making the greatest FFX guide of them all (aside from my own, of course). His FAQ was not only an inspiration to me, but served as a valuable source of information if I ever needed to clarify something. I used several small pieces of factual information from his guide. Kudos to Split for his support. - CB!: For her Monster Arena FAQ and Equipment Remodelling Guide. Many thanks to her for being a pioneer writer for this game, and a stellar one at that. - Theoden: I can't even begin to tell you how much this guy has taught me about this game. Many thanks. - jobber2202497: For his outstanding work in battle mechanics, particulary all the bits and pieces regarding the Magus Sisters and Yojimbo. His indirect contributions has made this FAQ better than it could have ever been. - Thundaka: For his help with the Sanctuary Keeeper strategy, and also going over this guide with a finetooth comb and weeding out all the little mistakes. Because of him, this guide is even better. Thank you! - AlaskaFox, for his excellent Blitzball FAQ. I still think you're one of the best GameFAQs has to offer. - Dark Locke: For sending me an old file with some stuff I wrote long ago. It was a great help, so a big thanks to him. - DemonSLAYER: His well-written guide served as a great reference file for certain things I missed myself, or just didn't know. - TrueDFX: For pointing out a lack of reading ability on my part. - Eclesis: For his Blitzball Database, which pertains to the above said lack of reading ability, pointed out by TrueDFX. - PFriedman: For his detailed guide on Overdrives, from which I used some information regarding Overdrive modes. - Stephen Langdon: For pointing out some missing information. - Adrenaline SL: For the awesome ASCII art you see at the top of this guide. She is also a GameFAQs writer, so be sure to check her stuff out. =============================================================================== 18. Contact Information [18CONT] =============================================================================== If you have any suggestions, additions, or noticed I have made any mistakes, contact me over email, at zeroshift[at]gmail[dot]com. Do NOT send me guide hosting requests, questions answered in this guide, multiple emails with the same question, or emails with bad spelling or punctuation. Put in the subject line the name of the FAQ or guide that you are emailing about. This ensures your email will at least get read. Follow the rules, and you should receive a reply within about 48 hours. Fail to follow the rules, and your email/s will be deleted without hesitation. =============================================================================== 19. Copyright Notice [19CYRT] =============================================================================== This document is Copyright � 2004 Diomedes. It may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any website besides those specified by the author. It may not be distributed electronically outside of these websites, and it may not be distributed otherwise at all. Use of this guide on any other website or as a part of any public format is strictly prohibited, and a violation of copyright. This file may be hosted on the following sites ONLY: GameFAQs [www.gamefaqs.com] Neoseeker [www.neoseeker.com] IGN [www.ign.com] HonestGamers [www.honestgamers.com] SuperCheats [www.supercheats.com] =============================================================================== 20. Closing [20CLSG] =============================================================================== Well, it looks as though we've come to the end of the guide. I certainly hope that you enjoyed reading it, but more importantly, I hope it helped you out. After all, that's one of the reasons I wrote it. If you'd like to check out some of my other work, look here: ---------- [ http://www.gamefaqs.com/features/recognition/27016.html ] -------- _______________________________________________________________________________ Copyright (c) 2005 Diomedes