=============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Final Fantasy X FAQ/Walkthrough For the Playstation2 Video Game Console Version- 3.5 (Most Recent Update: 2/4/07) By Nicholas Henson aka SinirothX (InfiniteZero000@aol.com) Copyright © 2003; SinirothX =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============================================================================== NOTE: THIS FAQ IS FULL OF SPOILERS, PLOT ELEMENTS, NAMES, ETC. :.=@+- -:- :. = : *#% . . + %# +* # . .= - #*%*# *= * -. +% #%. +*-*%*.# %: #*= %# ##@+= .#+@# = .# #. #- # .##. # .= :*.# %= %-* =*- .+ @ @## -# % # =:.-= .+ #. ...:: @% +@@ + - ##:: * .:*% =--+*%. :. = +#*##@ =*. :%%#-.**@#= +**=@ =- : #*### ##.%++@ =- #+-% @*=@:= : # =+#@: @ * - :# = %+*== - =::@+@. . **+-=@+:#- %*+% -**-+ # @# . = - #*+# : =-%- =#++ # % :#-::. #%=@* + :+@-=% ++@= +=+@. *%*@*= ..=+*+--* ==. - #### ##+#% * + = : # =.: : - # - . - :+-= #:*= =+ %= :: # #* -+ #%# # ### ## # #@# ## # # ###% ## .##. #=#-: # # + #-.:= # # # ### ## # # # #* # # #%.: ## :##- #@.-+ # # * #@=*@ # = # ### ## # # * #@ # # %#.# ## :#-. ## *- ## -# +%* =% ##= # ### ## # ## ## #@% #. ## .# .*# *+@ ## # --*-# ##= # #@# ## # ## ## ##@ # ## - # :.# +-# ## . # -=-%= # # # # ## # # # =%# *#@ # ## :#=: # **+ ## - #+%: .#**% # # # # ## # # # ## %#@ # =## # # # +% #+-# *#: -# #= # + # # # ## # # # :*+# ### # :-+# # # .# : # # + .####-+. +:# * # # # %%# ### -=# +# # #%# #-=#.# ##=:+# @ %# ## * #=:= *%. .# =. . . . - : #= @ =#+#@###@%################%@###%%%%########################### = -*###*--%*++ =**= = . .-*+: - -- .::::-:. -#+:@ -####-=:@###=* : =@ @ ###*+ #-@ @+ :*====%- # #*#*@%- ++ #=#@ :++### # -=#%#.##- = @*-+=-%###%*===+# . % :@* - *####* # -#*+ *@ ..-.+ #+**+:. -==%= :. :-:%#. . -= ++#* +@ # @= @*#*:- :+:#-=###@****++*%# #=. * -##: . :+@## # # %= =@#: : %:#*-: -@#####*. * .#.@#* +.. ##%#% # .#.#: =# =:: ##* -: @%# . ######* ##+#. .* :#+@*+*## . #% ##*. #### # #- *%+#-= :-+=%**+*%#= +#@ # ## # +#. +- @ : @@@@+*### .%# # @* # @#- ### %###%%%*@. +@+-. - #+@+%#+#%@#@-:-. .. .###*@=-#######@.. -@=*+: # #@=#- :@###%##+ :#= -- -+ *@ #=:= =##+# -######=%:-#- + . : .=- ## # ##= @# #. ##% @#%##+ # *:.# :: # @* "The world lies on the brink of destruction. Only a select few may be able to save it." [Part 1/2] ------------------------------------------------------------------------------- COMING SOON & HOW YOU CAN CONTRIBUTE TO THIS FAQ ------------------------------------------------------------------------------- * - As of Version 3.4, I will again be accepting e-mail questions and -ANY- contributions/information you have to offer, and in fact ENCOURAGE it. -> E-mail everything to InfiniteZero000@aol.com * - Right now I'm looking -particularly- for someone to help translate and write up all enemy AI/attack patterns and attack statistics from the Ultimania guide. Credit will be given to anyone who helps me get it all done, and probably some form of real life compensation (like money). * - Also, anyone that can either provide me with the formulae for Blitzball players individual stats, or a program/app that can yield me the formulae by inputting the linear/quadratic data. - Symbol Key: ------------- [x] - Is started, but needs to be finished. [?] - Needs to be started and finished. As of 1/20/07... [x] Finish bestiary with AI entries and Pilfer Gil. [x] Include more detail Equipment List, Item List, and Abilities. [?] Game Script.. I've almost completed it; currently not included. [?] Flowchart Walkthrough (might be scrapped later) ------------------------------------------------------------------------------- MOST RECENT UPDATE - 2/4/07 ------------------------------------------------------------------------------- Special Notice: since the last update of this guide in 2004, I've purchased all three books in the Ultimania series, a benefit I did not have prior. A lot of corrections and additions made from this point on will be made based on the translations of those guides and my testing. --> Version 3.4: - Had to divide the FAQ into two parts in order to continue updating. Don't worry, all the content remains (and will keep being added to), but the table of contents for the first half ends at the end of 17. Mini-Quests. - You'll also notice a slight change in layout. I've attempted to make it crisper and more "together." - New ASCII art at the top. - Began work on adding further information on enemy's attacks. - Tested a lot and finally added more mechanics information, on just about everything throughout the guide. - Added some more enemies in (all dummied or activation). - Updated some strategies and corrected some data here and there. - Finally got all of Yojimbo's mathematics for both versions and compiled it into his listing. - Magus Sisters intelligence data from Ultimanias. - The Affection section has been expanded on thanks solely to the Ultimanias list of scenes and my 50+ hours of testing. - Timeline of Spira. - Almost done with my Game Script (a somewhat unconventional one, at that). Let's just say, -never- again... and that I have a new found respect for those who write them adamantly. This script will take into full account Affection routes, the fates of Gatta and Luzza, special scenes, NPC's, all question answers. Not in this guide yet. - Finished the stats charts for every Blitzball player Lvls 1-99. Might add the stat equations later on. - Completed the Weapons section, for now/fixed error I spotted with Brunhilde. - Completed the Armors section, for now. - Fixed random typos and malapropisms here and throughout. - All enemy attack info is now added. =============================================================================== ------------------------------------------------------------------------------- TABLE OF CONTENTS ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- USING "SECTION CODED" TABLE OF CONTENTS ------------------------------------------------------------------------------- - Yes, admittedly this is a colossal text file, and I'm sure the majority of people viewing it don't want to scroll through every section ad nauseum. - I've therefore implemented the cliche "section coding" into this FAQ. - Simply press CTRL+F, and in the box that appears, type in the "S---" code located to the far right of the Table of Contents. - Press enter, and from there you will be immediately relocated to the desired section of the FAQ. Happy hunting. [Part 1/2] 1. Copyright & Legal Information ................... [Sclg1] 2. Contact Information ............................. [Scin2] 3. Update & Version History ........................ [Supv3] 4. Story ........................................... [Ssty4] 5. Character Biographies ........................... [Schb5] 6. Basics of the Game .............................. [Sbsc6] 6a. Game Info .................................. [sgmin6] 6b. Basic Procedure ............................ [sbcpr6] 6c. Status Ailments ............................ [sstal6] 6d. Elements ................................... [selem6] 6e. Base Stats ................................. [sbest6] 6f. Combat 101 ................................. [scomb6] 6g. The Main Menu Screen ....................... [smnmn6] 7. Game Walkthrough ................................ [Swlk7] 8. Flowchart Walkthrough ........................... [Sflw8] 9. Affection ....................................... [Safc9] 10. Scripts ........................................ [Sscp0] 10a. Battle Quotes ............................ [sbtqt0] 10b. Another Story Script ..................... [sanst0] 10c. Game Script .............................. [sgmsp0] 10ca. Storyline ......................... [sstyln0] 10cb. Extra Scenes ...................... [sexscn0] 10d. NPC Script ............................... [snpcs0] 11. Item List ...................................... [Sitl1] 11a. Item List ................................ [sitls1] 11b. Shop List ................................ [sspls1] 12. Equipment List ................................. [Seql2] 12a. Weapons .................................. [sweps2] 12b. Weapon Abilities ......................... [swpab2] 12c. Celestial Weapons ........................ [sclwp2] 12d. Armor .................................... [sarmr2] 12e. Armor Abilities .......................... [sarab2] 13. Ultimate Armor ................................. [Sula3] 14. Overdrives ..................................... [Sovd4] 14a. Overdrives ............................... [sovrd4] 14b. Overdrive Modes .......................... [sovmd4] 15. Abilities ...................................... [Sabl5] 15a. Black Magic .............................. [sblmg5] 15b. White Magic .............................. [swhmg5] 15c. Skills ................................... [sskil5] 15d. Specials ................................. [sspcl5] 16. Aeons .......................................... [Saen6] 16a. Basic Aeon List .......................... [sanls6] 16b. Yojimbo's Mechanics ...................... [syjmc6] 16c. Magus Sisters AI ......................... [smgai6] 16d. Obtaining Secret Aeons ................... [sscae6] 16e. Aeon Statistics .......................... [sanst6] 16f. Aeon Stat Maxing ......................... [sanmx6] 17. Mini-Quests .................................... [Smnq7] 17a. Lightning Dodging ........................ [sltdg7] 17b. Cactuar Village .......................... [sccvg7] 17c. Chocobo Training ......................... [schtr7] 17ca. Calm Lands Breeding ............... [sclmbr7] 17cb. Remiem Temple Racing .............. [srmtpr7] 17d. Al Bhed .................................. [salbd7] 17e. Omega Ruins .............................. [sogtr7] 17ea. General Area ...................... [somgar7] 17eb. Treasure Chest Timing ............. [strctm7] 17f. Magic Pot Quest .......................... [smgpt7] 17g. Seagull Count ............................ [ssgct7] 17h. Remiem Temple & Belgemine ................ [srtbl7] 17i. Jecht Sphere Locations ................... [sjtsp7] 17j. Luca Threater ............................ [sluth7] 17k. Friend Sphere from Clasko ................ [sfrcl7] 17l. Revisiting Temples for Items ............. [stmit7] 17m. Butterfly Catching ....................... [sbtca7] 17n. Navigational Map Coordinates ............. [snvmp7] [Part 2/2] 18. Blitzball ..................................... [Sblz8] 18a. Basics & Stats .......................... [sbast8] 18b. The Teams ............................... [steam8] 18c. General Controlling ..................... [scont8] 18d. Techniques 101 .......................... [stech8] 18e. Scouting ................................ [sscot8] 18f. Status Ailments ......................... [sstal8] 18g. Player Positions ........................ [splyp8] 18h. Locating Team Players ................... [stamp8] 18i. Locating Free Agents .................... [sfrag8] 18j. Special Tech Info ....................... [ssptc8] 18k. Miscellaneous Techniques ................ [smist8] 18l. Key Techniques .......................... [skytc8] 18m. Starting Techniques ..................... [ssttc8] 18n. Statistics Charts ....................... [sstch8] 18o. Speedy Reels Obtainment ................. [sspro8] 18p. Statistic Maximization/Team Strategies .. [stmst8] 19. Monster Arena ................................. [Smna9] 20. Penance & Dark Aeons .......................... [Spda0] 21. Special Challenges ............................ [Ssch1] 22. Stat Maxing ................................... [Sstm2] 22a. Original Sphere Grid .................... [sogsg2] 22b. Expert Sphere Grid ...................... [sexsg2] 23. The Sphere Grid ............................... [Sspg3] 23a. Original Sphere Grid .................... [sogsg3] 23b. Expert Sphere Grid ...................... [sexsg3] 24. Monster Encyclopedia .......................... [Smne4] 24a. Normal & Dummied Enemies ................ [snade4] 25b. Bosses .................................. [sboss4] 25. Tips/Tricks/Secrets ........................... [Stts5] 26. Mechanics ..................................... [Smec6] 26a. Stats ................................... [sstat6] 26b. CTB & Rank .............................. [sctbm6] 26c. Equipment Prices ........................ [seqpp6] 26d. Timing .................................. [stime6] 26e. Aeons ................................... [saeon6] 26f. Hit Percentage .......................... [shitp6] 26g. Constant Values ......................... [sctvl6] 27. Timeline and Story of Spira ................... [Stas7] 27a. History of Spira/Pre-FFX ................ [shffx7] 27b. Post-FFX/Pre-FFX-2 ...................... [spffx7] 27c. Links Between FFX/FF7's Worlds .......... [slffw7] 28. Coding ........................................ [Scod8] 28a. Gameshark ............................... [sgshk8] 28b. Pro Action Replay ....................... [sparc8] 29. Acknowledgments ............................... [Sthx9] =============================================================================== ------------------------------------------------------------------------------- 1. COPYRIGHT AND LEGAL INFORMATION [Sclg1] ------------------------------------------------------------------------------- =============================================================================== This document is © copyright 2003; Nick Henson, also known as, and hereinafter referred to as SinirothX. It is intended primarily and solely for personal and private use. Under those circumstances, it matters not what is done with it. However, any reproduction of this file as a means to solicit profit or in any manifestation of media is strictly prohibited. The contents herein are not to be used as a basis for your own unless otherwise noted and direct permission has been granted upon request. Nor is it to be copied and pasted down verbatim, save for the purpose of printing in whole or in part (again, for personal benefit). Upon initial release of this document, the only site with express permission to host is GameFAQs and its partners. It is, however, not exclusive to them, so if you wish to host this file on your webpage, feel free to e-mail me for permission. Note that I will not grant permission to personal webpages or "fan pages." If permission is granted, please, keep the version current (preferrably within 48 hours of its initial update--will always be found, again, at GameFAQs). Should this be too heavy a burden to bear, I humbly request not even asking. There was a time that I allowed my FAQs to be translated into Spanish. However, due to hassle and inaccuracies this policy has been furthermore discontinued. Any violation or failure to comply with the aforementioned terms will result in penalties, legal or otherwise, and is an infringement of federal copyright laws. All characters, areas and events in the game are © Squaresoft (2001) and Square Enix (2004). The following sites may host this FAQ as if yet: - GameFAQs and its affiliates - Neoseeker - IGN =============================================================================== ------------------------------------------------------------------------------- 2. CONTACT INFORMATION [Scin2] ------------------------------------------------------------------------------- =============================================================================== Yes, I'm aware I list my e-mail in the header. That is for quick and easy reference. These should be thought of as a supplement to you receiving that address. I am not too particularly picky about what I receive in my inbox, but there are some things that really bother me. --> What I expect to see in my inbox: ------------------------------------- - Suggestions to improve the guide (ie. format, content presentation, language, or even typo corrections). - Strategies that you have found effective that I do not include in my listings already. I will accept and incorporate any and all of these should they prove to be efficient. - Requests for information, such as something relate to a subject covered herein, but is not currently included. - Missing information, or extra information on anything pertinent to this FAQ. By pertinent I mean do not send me anything outside the realm of enemies, strategies, maximization, or mechanics. - Should you be in need of live assistance. However, please note that I will not respond to just anything... there are particular guidelines you must follow to receive even the slightest attention from me. - Please do not, as stated to the above, send me anything unrelated to this FAQ, and furthermore already contained within (unless it is to expand upon already present data). - Write with proper etiquette, spelling, and grammatical conventions to the absolute best of your ability. Honestly, it's appreciated. - Do not ask me questions about the game as per anything other than what this FAQ encompasses. While I'm most certainly capable of answering them, it's not what I or this FAQ have intended to do. - I will only respond to e-mails written in one of two languages: English or Spanish. Whichever the e-mail is written in, I will respond properly in the same language. Although I accept e-mails as such, do not mistake this for me allowing translation of this FAQ into any language aside from English. - It will be through solely my discretion if I want to reply to hate mail. - All in all, just send something that's not complete shit. ------------------------------------------------------------------------------- Links ------------------------------------------------------------------------------- * My Contributor Recognition Page - http://www.gamefaqs.com/features/recognition/30775.html * My Myspace profile - http://www.myspace.com/omnihybrid =============================================================================== ------------------------------------------------------------------------------- 3. UPDATE AND VERSION HISTORY [Supv3] ------------------------------------------------------------------------------- =============================================================================== Version- 1.0: - This was the initial version of this guide. - Original layout. ------------------------------------------------------------------------------- Version 1.1: - Today I began the walkthrough and I did a few of the other things here and there. - I did 50% of the Items Listing section. - I even added some ASCII at the top. ------------------------------------------------------------------------------- Version 1.2: - What I mostly did today was work a bit on the Basics section of the guide. - I also moved on to other sections of the guide and added info there. - I changed around the ASCII art at the top because I decided that I could do a bit of a better job with it. - An addendum to the sites that have permission to host this guide in my Copyright/Legal Information section. ------------------------------------------------------------------------------- Version 1.3: - I just about finished up in the Basics section of this guide. - Finished up with the Character Biographies section, so look around for that if you want it.:) - Began a bit of info in a lot of other sections throughout this FAQ. - I also re-did the layout of this guide, as well as minorly redoing the format of the Table of Contents, for easier navigation. ------------------------------------------------------------------------------- Version 1.4: Today was a massive update in which I actually did *over 100KB* of work to this guide. Now time to see how I did this. *drum rolls*: - I finally finished the behemoth of a job to actually finish up that damn Menu Screen section (thank god)! - I have actually completed the Aeon Information section in one day! That was one helluva lot of work right there. - Moved on to a few other sections, but the Basics section is still left partially unfinished. It will get done though. So... long.... Must... go on... - Masamune3 has granted me permission to use his Ultimate Armor guide. Kudos! - JungleJim has permitted me to put his splendid Aeon Stat Formula guide into my own. Major thanks there. - Various corrections here and there, both info wise and grammatical. ------------------------------------------------------------------------------- Version 1.5: - Did a bit more here and there. - Uh... and a tad of spelling corrections, too. ------------------------------------------------------------------------------- Version 1.6: Yet another gargantuan update for this guide. Here's what went down... - I have finished the Original Creations strategies which are of course located in the Monster Arena section of this guide. - I have also just begun both the Species and Area creations as well (prep-ups). - A respectable amount of working was done in Walkthrough section too. - This altogether amounted to about 50KB of work accomplished! ------------------------------------------------------------------------------- Version 1.7: - I did some more good work and fixed some mistakes in the Monster Arena section. - Walkthrough got a bit of love today. - Spelling error busting. - Got down a bit far in the sections with some work in a few of them. This guide is going to take so long, though. *shudders* ------------------------------------------------------------------------------- Version 1.8: This update was yet another very impressive sized one. I got about another 55KB done! - Monster Arena section had a bit of work done in it. - I finished Magic Pot section, Omega Chests section, and Celestial weapons section. - I also added a few more sections to the guide as well to make it more and more completed. ------------------------------------------------------------------------------- Version 1.9: Largest. Update. Ever... - I got rather far into the Walkthrough (up to about past Djose). - I have now finished the Item Listing section. - I've finally finished the job I've been procrastinating so, and that is the Shop Lists. - I've started the Affection System.. I must do a lot of play testing before I can add more, and consult more sources. - I even finished the humongous job of completing the Normal Fiends Strategies section of this guide. - Another thing that I have gotten done in this update is that I have finished the Another Story part. - Got about halfway finished with Blitzball section. Wait, there's more!... - Finished Species Creations for Monster Arena! Whew...:) - Added various hacked data. ------------------------------------------------------------------------------- Version 2.0: Wow! Another big-as-hell update. - I've added a bit more to the blitzball section. - I got most of this from adding some more to the Walkthrough section of the guide. - I made some changes and statistics corrections in the Monster Arena section. - I've decided to split this beast into a Part 1/2, Part 2/2 so the ToC will be split in two. - I finish the Seagull Quest, Lightning Dodging, Cactuar Village, and Butterfly Capturing sections just as well. ------------------------------------------------------------------------------- Version 2.1: - The Battle Quotes section is given life thanks to MWilson and his major contribution. More to come, though. - I did a little more work with the Monster Arena area. - Walkthrough had some spelling errors, so I fixed just about most of those buggers. ------------------------------------------------------------------------------- Version 2.2: - I re-did the Species Creations because it had gotten a 'lil bit too sloppy... - Fixed some spelling errors here and there. - I did some more research for the Basics/Battle/Status section of this guide: White Mag has some new and useful info. ------------------------------------------------------------------------------- Version 2.3: - Well, it took me a bit of a while, but I've finally completed the Penance/ Dark Aeons section. ------------------------------------------------------------------------------- Version 2.4: Well, this makes my "largest. update. ever" look puny. Over 340K was done! - Ok, first thing is that I was finally able to put a "Final" marking on the Monster Arena section of this. - I was also able to do the same exact thing with the Basics/Battle/Status section. - I finished Walkthrough section up to end of Guadosalam area. - I *finally* motivated myself to move onto parts of Part 2 and I did helluva lot of Monster Encyclopaedia. - I finished all of the sections in Part 2 having to do with Abilities with the exception of not yet finishing Mix lists. - I got done with the Monster Formations section. So all in all, I finished Part 2 except for a few huge sections. ------------------------------------------------------------------------------- Version 2.5: Another big update (I'm rollin'): - All that has been done was I have finished the Walkthrough up to where you beat on Evrae. - Ok, so I lied, I added some bosses I missed in Basics section (namely the Dark Aeons and Penance!). ------------------------------------------------------------------------------- Version 2.6: - I did Walkthrough up to Defender X, and that's a lot considering I'ven't been here more than 3hrs since last update. - I decided to merge the whole FAQ (part 1 and 2) into one colossal entity. It was too much work the other way... ------------------------------------------------------------------------------- Version 2.7: - Well, the walkthrough has finally been completed after about 2 months of this guide. It's a good thing, too...:) - I have also finished half of the Enemy Encyclopaedia section. But the bigger half still remains. - I added a few missed fiends to both the Enemy Strategies section as well as the Basics section. - Fixation of the Copyright section took place as well. All in all, not a bad update. ------------------------------------------------------------------------------- Version 2.8: - Well, a long time of working on this guide, I've finally gotten a decent amount of work done in Monster Encyclopaedia. - I began some work in the Weapons section as well as the Armors section. That should be completed by next guide update. - A few little spelling corrections here and there. And I redid one section of the guide, sorta. - So, altogether this wasn't such a bad update, but let's just leave it at "I have had a lot better updates". ------------------------------------------------------------------------------- Version 2.9: - Monster Encyclopaedia is up to its 74th enemy. That's about half-way done with it. - I finished the Remiem Temple section of the guide with all aeon strategies and stats. - Omega Ruins section is done completely, with strategies on how to beat the Weapons, items, and just how on Spira to navigate the whole dungeon correctly and efficiently. - Secret Aeons section of this FAQ were all finally completed. Surprising, though, didn't take quite as much work to type out as I originally thought. - I began (meaning up to about 40th enemy) on the Enemy Scan Info section. More on that yet to come. ------------------------------------------------------------------------------- Version 3.0: - I added some new and different ASCII thanks to Centurion for making it for me. If any of you recall, the stuff that I had previously was a piece of crap. - I actually *finished* the Original Grid Stat Maxing section of the guide. That was the big thing I did in this update. - The Enemy Encyclopaedia is pretty much done. Only about 20 more enemies are left to do. ------------------------------------------------------------------------------- Version 3.1: - Only change in this update is not even info-based. It's that I gave this FAQ a facelift. What you'll notice is a complete re-formatting/revamping of the layout. Section dividers and subsection dividers are changed. ------------------------------------------------------------------------------- Version 3.2: - Alright, since it was filler, I scrapped the first piece of ASCII so I would only have one. - I have also finished the Monster Encyclopaedia in this update. Major accomplishment, if I do say so myself. - I have made a lot of spelling and grammatical corrections to the FAQ in this update. - There's been an addendum to the Copyright notice, as well as adding two sites to the list of FAQ-hosting sites. - I even added final Nemesis strategy número ocho to the Monster Arena section of the FAQ. - What to look for in the next update will be the Bribe Differences, Scans, Sensors. ------------------------------------------------------------------------------- Version 3.3: - Last update...version Final my ass...this guide isn't done yet. - Well, MASSIVE update happened to the entire Monster Encyclopaedia section of the FAQ. Added Sensors, Scans, SOME updated strategies, added few Karma charts, corrected occasional mis-data, included NTSC-converted-to-Int. stat/item/etc. changes with the enemies, as well. - Finished the Mix list. - Updated the Standard Sphere Grid stat maxing section slightly with a list of minimum sphere levels to get to ability nodes from all the characters' starting points on the grid - now with PAL/Int. versions considered. - Corrected a damage formula. - Added some data on Lulu's Fury Overdrive. - Also added Healer Overdrive Mode to the list of the modes available. ------------------------------------------------------------------------------- Version 3.4: - After a more than two year hiatus, I am back. - Had to divide the FAQ into two parts in order to continue updating. Don't worry, all the content remains (and will keep being added to), but the table of contents for the first half ends at the end of 17. Mini-Quests. - You'll also notice a slight change in layout. I've attempted to make it crisper and more "together." - New ASCII art at the top. - Began work on adding further information on enemy's attacks. - Tested a lot and finally added more mechanics information, on just about everything throughout the guide. - Added some more enemies in (all dummied or activation). - Updated some strategies and corrected some data here and there. - Finally got all of Yojimbo's mathematics for both versions and compiled it into his listing. - Magus Sisters intelligence data from Ultimanias. - The Affection section has been expanded on thanks solely to the Ultimanias list of scenes and my 50+ hours of testing. - Timeline of Spira. - Almost done with my Game Script (a somewhat unconventional one, at that). Let's just say, -never- again... and that I have a new found respect for those who write them adamantly. This script will take into full account Affection routes, the fates of Gatta and Luzza, special scenes, NPC's, all question answers. Not in this guide yet. - Finished the stats charts for every Blitzball player Lvls 1-99. Might add the stat equations later on. - Completed the Weapons section, for now/fixed error I spotted with Brunhilde. - Completed the Armors section, for now. - Fixed random typos and malapropisms here and throughout. =============================================================================== ------------------------------------------------------------------------------- 4. STORY [Ssty4] ------------------------------------------------------------------------------- =============================================================================== The story of this great game, Final Fantasy X, takes place mostly in a far off and distant land called Spira. The time in which the events of this game take place are both 1000 years after the original birth and appearance of a dark and mysterious force known as "Sin," and 10 years after Auron, Jecht, and the Lord Braska defeated Sin later on down the timeline. The main character is named Tidus, who is actually the son of the great guardian, Jecht. One fateful day, however, Tidus is transported to the far off land of Spira from the bustling metropolis in which he lived, Zanarkand. He was playing a blitzball game final when this took place, as he is the star player of the blitzball team which is the Zanarkand Abes. He is transported by Sin with partial help from the enigmatic Auron. When he arrives there in Spira, he eventually meets up with a group of people guarding Yuna, the beautiful summoner, on her pilgrimage to obtain the Final Aeon, and destroy Sin once more. These "Guardians" as they are called consist of a blitzball player named Wakka, and thief named Rikku, a Black Mage named Lulu, a Ronso named Kimahri, and eventually Auron; so you have a final party of 7 members. Through and throughout this massive and immersive adventure across over 20 regions, the gang encounters powerful enemies, malignant bosses, and magical phenomenon unlike what you have ever experienced. This all leads you up to the final destination in which you and the band fulfill their ultimate destiny to rid Spira of Sin forever. =============================================================================== ------------------------------------------------------------------------------- 5. CHARACTER BIOGRAPHIES [Schb5] ------------------------------------------------------------------------------- =============================================================================== I copied the description parts from the instruction manual verbatim. =============================================================================== Basics =============================================================================== 1. Tidus: Tidus is a cheerful, rising blitzball star playing for the Zanarkand Abes. He has long hated his father, who was a renowned player himself before his untimely death. Tidus' quick moves allows him to attack even the swiftest of foes with ease. Age: 17 Overdrive: Swordplay Sphere Grid Section: Top Left Starting Stats: HP: 520, MP: 12, Str: 15, Def: 10, Mdef: 5, Mag: 5, Agl: 10, Eva: 10, Acc: 10, Luck: 18 2. Yuna: Daughter of High Summoner Braska. Honest and determined. Yuna embarks on a pilgrimage to obtain the Final Aeon and defeat Sin. Yuna is learning the mystical art of summoning aeons--powerful spirits of yore. Age: 17 Overdrive: Grand Summon Sphere Grid Section: Bottom Left Starting Stats: HP: 475, MP: 84, Str: 5, Def: 5, Mdef: 20, Mag: 20, Agl: 10, Eva: 30, Acc: 3, Luck: 17 3. Auron: The legendary guardian who, together with High Summoner Braska, defeated Sin ten years ago. A man of few words, he guides Yuna and Tidus on their mission to vanquish Sin once more. He swings his gigantic sword with such power that even the toughest fiends are cut asunder. Age: 35 Overdrive: Bushido Sphere Grid Section: Top Starting Stats: HP: 1030, MP: 33, Str: 20, Def: 15, Mdef: 5, Mag: 5, Agl: 5, Eva: 5, Acc: 3, Luck: 17 4. Wakka: Coach and captain of the local blitzball team, the Besaid Aurochs. Wakka plans to retire from the sport after this year's tournament, so that he can devote himself fully to serving as Yuna's guardian. His deadly blitzball is especially useful for knocking down aerial enemies. Age: 24 Overdrive: Slots Sphere Grid Section: Top Right Starting Stats: HP: 618, MP: 10, Str: 14, Def: 10, Mdef: 5, Mag: 10, Agl: 7, Eva: 5, Acc: 25, Luck: 19 5. Rikku: A young Al Bhed girl. Her personality is upbeat and positive, and she in not afraid to speak her mind. She works hard to restore her outcast people to their former glory. Rikku handles mechanical enemies with ease, and can Steal items from enemies, too? Age: 15 Overdrive: Mix Sphere Grid Section: Bottom Starting Stats: HP: 360, MP: 85, Str: 10, Def: 8, Mdef: 8, Mag: 10, Agl: 16, Eva: 5, Acc: 5, Luck: 18 6. Kimahri A powerful warrior of the Ronso tribe. Kimahri has watched over Yuna from her youngest days. He speaks little, but is deeply devoted to Yuna and serves her loyally as a guardian. Kimahri can learn enemy skills with his Lancet ability. Age: 25 Overdrive: Ronso Rage Sphere Grid Section: Middle Starting Stats: HP: 644, MP: 78, Str: 16, Def: 15, Mdef: 5, Mag: 17, Agl: 6, Eva: 5, Acc: 5, Luck: 18 7. Lulu One of Yuna's guardians. She and Wakka think of Yuna as a younger sister. Lulu's stoic and self-possessed nature makes her seem insensitive at times. She specializes in the art of Black Magic, using various dolls to help cast powerful spells. Age: 22 Overdrive: Fury Sphere Grid Section: Bottom Right Starting Stats: HP: 380, MP: 92, Str: 5, Def: 8, Mdef: 30, Mag: 20, Agl: 5, Eva: 40, Acc: 3, Luck: 17 =============================================================================== Ultimania Character Story Translations =============================================================================== (by pmog) ------------------------------------------------------------------------------- THE MAN WHO HAS THE LAST TURN - (AURON'S STORY) ------------------------------------------------------------------------------- The legendary guardian - whenever he is called by that title, Auron feels the revival of bitter emotions contained within him. Whenever he is looked upon with gazes of respect and admiration, he can't help but want to cry out. He is overcome by the urge to want to yell that they're mistaken and reveal the whole truth. The fame that was given to him is all due to the fact that he served as Summoner Braska's guardian. It was because Braska defeated Sin and became high summoner that Auron is held in high regard as the brave soul who protected Spira's hero throughout his pilgrimage and fulfilled his duty as an excellent guardian. However, it isn't the case that he wanted all that adulation. Auron became Braska's guardian because he was drawn in by Braska's character above all else, and because he approved of Braska's honest intention to vanquish the sorrow of the people of Spira, terrorised by Sin. They went on a pilgrimage to try and change a world that was tormented by pain. Braska, a summoner who chose the ascetic path of obtaining the Final Summoning, even while he incurred the Temples' displeasure for wedding an Al Bhed. Auron, a warrior monk who strayed from a successful career path by refusing a marriage proposal that assured him of a future promotion, but had no relation whatsoever to Yevon's teachings. And Jecht, who accompanied them on their journey with the dream of returning his hometown but nevertheless, gave it up to instead harden his strong resolve to fight Sin in the end. However, the pilgrimage that these three had risked their lives for wasn't able to change anything after all. Sin was certainly defeated by Braska's Final Summoning, and the people of Spira were wild with joy over the arrival of a Calm after 90 long years. Braska had his statue enshrined in the temples as high summoner, and the people forgot all their sorrows, elated with the brief period of peace. They were intoxicated with the all too short celebrations that took place before Sin returned. And then, just as everyone had known it would, Sin was reborn. The Calm passed on like a dream, and Spira was once again shrouded in unjust death and profound sorrow. Everything returned back to the way it was. No matter how many sacrifices were made, the vicious cycle was only mercilessly repeated... A world where nothing changed. A pilgrimage where they weren't able to change anything. Whenever he looks back on how he could not stop Braska or Jecht no matter how hard he tried, Auron is overcome by feelings of intense self-reproach and regret that tear him apart. Thanks to that pilgrimage, being called the greatest guardian ever and gaining the public's respect was an agony that was hard to bear. If it was possible, he'd want to do that pilgrimage all over again once more. That defiant pilgrimage where he, along with Braska and Jecht, would bring about a liberating change; one unbound by the conventional wisdom of Yevon's teachings. But those dreams weren't realised. Summoner Braska's pilgrimage ended, and so did Auron's story. Unable to vanquish sorrow from its source and only able to let the people to turn their gazes from it temporarily, much like how it had been until then, the curtain closed on the legendary guardian's futile story. Now, Auron was like an actor remaining in the wings of the stage where his turn had ended long before. A figure who could have left that place whenever he liked - if anything, he was forced to leave. What ties him to the scene of the battle are his feelings, which simply can't accept the conclusion of his story, and the promises that he must fulfill to both his friends. A tenacious will that does not wish for the young men and women, who will inherit the next age, to meet the last scene of the play following the same worthless script as he had done - that will is what bends all rules and principles to allow Auron to stay on. Jecht and Braska had each left behind their children. Tidus and Yuna. These two people, who live in completely different worlds, were indirectly introduced to each other by Auron 10 years later. It wasn't as though he had planned out everything beforehand. But just as if they had been guided towards their destinies by the blood flowing through their veins, Tidus and Yuna are to walk the same paths their fathers did. Yuna became a summoner, with all the expectation of being Braska's daughter placed upon her. And Tidus, who drifted ashore onto Besaid that same day, ended up journeying with Yuna. Auron was the one who later pushed him into officially becoming a guardian, but the tides of fate had already been settled before then. Auron didn't intend to let Yuna repeat the same mistakes as him and his friends. But at the same time, he understands all too painfully how much resolve summoners possess in order to face their pilgrimage. It isn't a journey which an outsider - even Auron, who knows everything - can vainly keep them from doing. If he tells her everything he knows, perhaps he can make Yuna stop at once, by her own volition. Or maybe she will no longer be able to go on as she has before. Except Auron knows. For Yuna, who loves Braska and has inherited his will, the happiness of the people of Spira is her life's purpose and her dream. Even if Auron tells her about his own pilgrimage where they weren't able to change anything, it would be meaningless to her. If Yuna doesn't learn about the truth about this world with her own eyes, and moreover, doesn't pass judgement on it herself, then a real life will not begin for the girl whom Braska entrusted Auron with. That was also the case for Tidus. For the boy who, like Jecht, went on pilgrimage without knowing anything about Spira, the truth that Auron knows is perhaps harsh and severe, like a potent medicine. In the place where he had lived for 17 years, there were always only easy choices for him to make. However, Jecht didn't wish for his son to live that way. A life where he would experience its harsh realities one by one, and could begin to passionately express his own views about them. If there was something Auron could give Tidus, surely it was just leading him into this world in order to weave his own story. Into the prologue of a story with no regrets, which Auron wasn't able to achieve. Thus, Auron devotes himself to playing a supporting role, a prompter. The leading roles on this pilgrimage belong to Yuna and Tidus, with the young men and women trying to protect Yuna as the actively serving guardians. Auron only assists them in moving the story forward. By no means does he try to force the script of his design onto them. For that is the essence of the pilgrimage - discovering the truth about Spira and deciding whether or not to rewrite the story is a privilege reserved only for those in the process of their journey. And at the moment when the director of that endlessly spiralling story, which Auron now wants to spit on, appears on the stage, he simply takes charge of his past leading role which had been cast off. In order to tell the young actors with him that now is the time to make a choice. In order to clearly show them the opportunity that he himself had missed. The young leading man, whom he had intended to watch over, prepared the play's climax for the retiring actor as well. And the best script where he could truly become the legendary guardian. ------------------------------------------------------------------------------- THE MAN WHO CHASES A BALL, SEEKING TO BURN OFF ALL HIS ENERGY - (WAKKA'S STORY) ------------------------------------------------------------------------------- For Wakka, blitzball is as close to life itself. Losing his parents to Sin's attack on Besaid back when he was too young to remember, Wakka was left holding his baby brother in his arms, at a loss over what to do. Undoubtedly, there were more than enough stories like these in Spira. Without any warning, Sin would suddenly come and take everything away. It was good fortune that he and his brother just survived. It was because of those commonplace tragedies that those who had escaped death lived closely together, supporting each other. Both these young orphans, too, were brought up equally by the surviving adults, and given nourishment to help them grow. Owing to the warm climate, there was plenty of food from the sea and agriculture so that Wakka could live without worrying about his meals from day to day. Wakka vaguely remembers feeling as a child that the adults truly took good care of him. The reason that the orphaned brothers, especially the infant Chappu, could grow up properly was thanks to the kind-hearted and devout people of Besaid, and it was certainly a blessing of Yevon. And so, for a person who was given life on Spira - a world where a calamity named Sin exists, he doesn't think of himself as being particularly unfortunate. As for his parents, he thinks that because he was too young to remember their faces, he doesn't feel too lonely without them. But nevertheless - Living with Sin suddenly thrusting death in his face must have been all too difficult for a child's mind to deal with. The young Wakka wanted support. He wanted something that he could cling to and could put Sin completely out of his mind. Something worth living for, which could completely burn away the fear and sorrow rooted deep in his heart, for even just that one moment. And then, Wakka came across blitz. The underwater ball game of blitzball is a sport that one of the High Summoners - Ohalland - also played in his younger days, and one of the few forms of entertainment in Spira encouraged by the Temples. Even the Al Bhed, who are usually disliked for not following Yevon's teachings, are unconditionally accepted in blitz. It is a festival where Guado, Ronso - and indeed all the peoples of Spira overcome racial barriers in order to drive all thoughts of Sin out from their minds - an officially recognised sports competition. Like everyone else, Wakka was obsessed with the pleasure and appeal of blitz. Not as a spectator, but as an actual competitor. He learned blitz at 5 years of age and when he turned 13, began walking the path towards becoming a serious player by joining the local team - the Besaid Aurochs. Chasing the ball underwater where it was difficult to breathe, dodging opponents, fixing his aim on the goal and firing off a shot. While he was doing that, Wakka could forget about Spira's harsh reality. How could he dribble faster, or make a more accurate pass? Could he move better through the water, or kick a more powerful shot? Thinking about those things, practising and planning... If he was devoting himself to blitz, Sin would then disappear completely from within Wakka's mind. His younger brother Chappu also began blitz in his footsteps and when they were finally able to play together for the Besaid Aurochs, blitzball became the focus of Wakka's life more than ever before. Though they had never been able to taste victory even just once at the official tournament where all the teams from across the world gathered, the times when Wakka chased his dreams with his brother brought him a sense of fulfillment that was indescribable. Blitz, where he could fire himself up with enthusiasm in order to forget all about Sin. The sacred teachings of Yevon, which said that if the people spent their lives following its precepts, their sins would be expiated and one day, Sin would disappear. With both of these serving as his wheels, Wakka kept moving forward. He was able to pass the days without getting discouraged by life, or without forgetting to smile. Wakka is now trying to give up that very sport of blitz - equal to life itself. This is due to the fact that even if he gave it up, he had done something which needed to be accomplished. 1 year ago, Chappu was killed, leaving Wakka behind. Retiring from blitz, he had joined the Crusaders and taken part in the Djose Shore Defense Operation. Wakka's only remaining relative never returned from the fight against Sin. Wakka has no intention of begrudging the Crusaders, who risk their lives protecting the blitzball stadium in Luca for the benefit of the people. Chappu joined the Crusaders because he wanted to protect Spira from the threat of Sin in his own way, and because he wanted to keep Sin far away from the woman he loved. But why did he have to fight using Al Bhed machina that went against Yevon's teachings? Then, far from helping make mankind's sins disappear, he may well have destroyed all the hard work they had put into atoning so far. Wakka couldn't understand why Chappu had to die that way. At last year's blitz tournament where he had just received the bad news, out of his sorrow and confusion over now having lost Chappu too, Wakka also missed out on a first victory that was almost within his grasp. He then decided to retire for the first time and in order to avenge his brother, became a guardian to a summoner - the only way of defeating Sin in accordance with the teachings. However, even during the pilgrimage, there was a part of him that thought only about blitz if his attention ever slipped just a little. He was angry and ashamed of himself for thinking about that even more than of his regret over Chappu having been killed. Before he was able to focus his mind on being a guardian, the pilgrimage was brought to a standstill and Wakka returned to Besaid, still in despair. That happened 6 months ago. Now, he serves as a guardian once more. This time, the summoner he must protect is Yuna, whom he has loved like a real little sister ever since she moved to the island 10 years ago. On no account can he allow this pilgrimage to fail. On no account can he face this journey with any halfhearted feelings - for Yuna's sake, and his own. And so, Wakka will go back to being a blitz player for a little while more. In order to burn away all his attachment to blitz and cleanly retire at this year's tournament, held right at the beginning of the pilgrimage. From then on, he will move forward, with his duty as Yuna's guardian serving as his new wheel. Wakka will bring the life he has led until now to an end, for this time, he must come face to face with Sin. A boy suddenly appeared from the sea, firing off a stunning shot. This young man, who looks surprisingly like Chappu, will be the one to guide Wakka's dreams into reality. ------------------------------------------------------------------------------- THE BEASTMAN WHO BEARS AN UNBROKEN PRIDE - (KIMAHRI'S STORY) ------------------------------------------------------------------------------- Sacred Mount Gagazet - the mountain of trials that towers high above the heavens of the northern-most region of the continent, and separates the Yevon holy land of Zanarkand from the rest of the world. These lands are crowned in snow all year long, and the bone-chillingly icy winds never subside. The merciless wilderness snuffs out the lights of frail souls in one breath - the sturdy bodies of the Ronso are brought up under this severe environment. Possessing features resembling a lion's, huge physiques more than twice the size of a human's, and muscles with the strength and agility to rival a wild beast's, the Ronso tribe are a sub-race that live at the foot of Gagazet. They take pride in protecting the mountain, and have lived for a long time in these lands, competing with each other over who is worthy of being a guardian of the sacred mountain. Consequently among the Ronso, the genes of the powerful are continuously passed on, and though the number of the tribe is by no means large, for generations it has produced a great many of those both blessed with superior mind and body. They have gained a reputation throughout Spira as a valiant people, ideally suited to protecting the lands at the edge of the world. Kimahri was also born, cradled in the heart of steep Gagazet. All young male Ronso, without exception, aim to be the strongest male in the tribe, great like the mountain. Kimahri also naturally spent his youth trying to do the same. By continuing to train day after day out in the midst of the harsh wilderness and honing his skills in battle, he tried to become a brave warrior capable of taking lead of the tribe and protecting the mountain. However, the mountain, which watches over the growth of those brave souls, set trials for Kimahri that were far too harsh. Since childhood, Kimahri's physique had always been far below the standard of his peers. Though by no means did he suffer in comparison against the likes of the other races, how sad then, that amongst the Ronso, he was even smaller in stature than the females of his age. Having grown up admiring the mountain, the Ronso are fond of those who are big and strong. Among the particularly thoughtless young Ronso, there was a tendency to mock the diminutive Kimahri as if he were a little girl, even after his adult horn had grown. There were even those who looked down on his physical size and were openly derisive of him. Biran prided himself on being the giant of the young male Ronso, and was looked upon as surely becoming the Ronso's bravest warrior one day. He was at the head of those who treated Kimahri with contempt whenever they could. Though Kimahri could never once beat the more able Biran in a contest of strength, on no account did he ever admit defeat. Though his stature was small, a proud and tenacious spirit dwelled within Kimahri. That was what brought about tragedy. Angered by Kimahri's unbroken spirit, Biran broke off, of all things, the horn on Kimahri's forehead - the symbol of Ronso pride. By losing almost half of his adult horn, which would never grow back again, Kimahri tasted a shame that was equal to death. Such a disgraceful figure could no longer so much as shoulder the duty of protecting Gagazet. Along with his horn, his spirit was also shattered. Losing sight of his purpose for living, Kimahri could do nothing but flee from the village, abandoning his people and his mountain. That all happened 10 years ago. And now. Kimahri will once again leave on a journey. On a long journey where he will start from the solitary island of Besaid in the far south, travel the length of the continent, and must pass his hometown of Mount Gagazet. The leading role of this journey doesn't belong to Kimahri. It is the journey of Yuna, the young girl he has been protecting for these past 10 years, who is training in order to grow in strength as a summoner and obtain the Final Summoning in the holy land of Zanarkand - the only means of defeating Sin. Kimahri will travel along with Summoner Yuna on her pilgrimage as a traditionally recognised guardian. Official guardians are permitted to accompany summoners at every temple as far as the Cloister of Trials, which measure the trainee's capabilities. But even though he has become a summoner's guardian, Kimahri's attitude hasn't changed in the slightest. Long before Yuna began her training as an apprentice summoner - since the very moment they met, Kimahri has lived as a guardian only for her. There wasn't any need for him to prepare his resolve all over again. After leaving the tribe when his horn had been broken, Kimahri was like a ship that had lost its anchor and its sails. With no will left in his body, his life was like that of an Unsent's, simply being swept along by the tide. What brought him back to life was a duty entrusted to him by a man facing death. Taking Yuna, who was only a small child of seven, to Besaid and continuing to protect her there - for Kimahri who had lost sight of the mountain towering in his heart, the helpless young girl who had flown into his arms ended up being the one who helped to give him meaning in his life. And likewise, Yuna had more than enough right to earn such a guardian. She was someone who thought about others' happiness above all else, without ever neglecting those who risked their lives trying to protect her; someone who tried to carry things out to completion no matter how difficult and painful, for she simply never gave up once she had made a decision. That pure, strong and noble soul was someone honourable and worthy of being accompanied by a Ronso warrior. She was certainly the mountain itself to Kimahri. And thus, Kimahri prioritises Yuna above all else. He now focuses the same intensity of emotion, with which he revered and admired the sacred Mount Gagazet since childhood, towards protecting Yuna. Kimahri respects Yuna's will, and if she has chosen the summoner's path, he has then made a decision in his mind to protect her throughout that noble duty without fail, until the moment she fights Sin. For that purpose, he won't so much as hesitate to return to his hometown, which he had sworn never to set foot on as long as he lived. He is prepared to let those who want to jeer at his broken horn do so. For the horn that now adorns Kimahri's forehead is one that only true heroes can see, and like the mountain, it bravely reaches out towards the sky. The morning of the journey. Kimahri had felt slight animosity towards the skinny, feeble-looking boy, who had broken the precepts and gotten close to Yuna. If a weakling stayed by her side, it would only get in the way of Yuna's pilgrimage. Kimahri has decided that if this young man, said to be affected by Sin's toxin, doesn't even possess fangs for fighting, then Kimahri will not let him hang around Yuna any longer. Kimahri will come to realise before long that his prejudice is somewhat similar to the view of his tribe, which had looked down on his own small stature. ------------------------------------------------------------------------------- LULU'S REAL STORY ------------------------------------------------------------------------------- Her Story As A Guardian Lulu's story as a guardian began for Yuna's sake. Before Yuna's young life was scattered apart by the Final Summoning, Lulu would leave on pilgrimage as the guardian of another summoner and defeat Sin - she thought that it was the only thing she could do for Yuna, whom she regarded and loved as a younger sister. Unable to keep Yuna from following the summoner's path, that was the decision Lulu reached after much agonising. But for her, it was the beginning of more suffering. Her first pilgrimage suddenly met its end due to the death of Ginnem, the summoner whom she was guarding. Lulu was distressed over the fact that she was unable to carry out even the barest minimum of her duty as guardian - "protecting one's summoner even at the risk of one's life" - much less her original goal. Her second pilgrimage was meant to be where she overcame those weaknesses in herself, but that attempt also faltered. Still unable to shake off the bitter past, Lulu will leave on her third pilgrimage as Yuna's guardian. Since she had originally started on the guardian's path because of Yuna, Lulu has no doubts about protecting her. But the experiences of her previous two pilgrimages has created a new goal for Lulu as a guardian - "to overcome her own weaknesses". To become the person she wants be, who will surpass what she is now, Lulu believes that she must finish her pilgrimage as a guardian to the very end. Not only to protect Yuna and let her successfully complete her pilgrimage, but also for Lulu's own sake. If the Final Summoning were to disappear, then the framework of "summoners and guardians" would exist only in name. But even so, by trying to protect Yuna and save Spira, Lulu aims to master herself. In order to become the person she wants to be this time around. Accepting Her More Fiery Side Much like Wakka, Lulu still has doubts about Chappu's death. When she first lay eyes on Tidus, who bears the trace of her lover, she must surely have been unsettled, as Wakka had been. But even so, Lulu doesn't see Tidus as the return of Chappu, like Wakka naively does. No, she can not see him in that way. Therein lies the complexity of Lulu's feelings. Since she and Wakka are both in the same position of having suddenly been faced with the death of a loved one, Lulu can empathise with his weakness. Because she can empathise with him, she feels that she can't allow herself to do so. For she sees an image of her own weakness-laden self within Wakka. By judging Wakka, Lulu is judging herself. Lulu isn't all that calm and collected. She is merely trying her utmost to be that way. The words she lets fly at her closest friend Wakka show a volatile and weak side to Lulu that can be considered to be her true nature. It is because she knows her own character that she tries desperately to be calm and collected, if only in appearance. A Representative Of An Old Age Until the middle of the story, Lulu is, if you will, the guide of the pilgrimage. With ample experience as a guardian, she inevitably takes up the role of providing her companions with information and guiding them forward. She treats Yuna like an older sister would, and fills Tidus in on general knowledge about Spira... But that role of hers ends right at the pilgrimage's midway point. Lulu's knowledge is that of a follower of Yevon's, and only holds true within the framework of the teachings. She and Wakka are, so to speak, representatives of an old age that is bound by traditional beliefs. When the party begins to stray from the teachings, the knowledge that she can impart to her companions lessens. Instead, that traditional knowledge becomes a shackle. The reversal of Lulu and Yuna's supporting/supported relationship is alluded to at the Gagazet Mountain Gate. While acknowledging Yuna's strength in having overcome a discouraging situation, Lulu reveals her own weakness. From that moment onwards, one is able to glimpse at a side of Lulu that is more tender- hearted and often uncertain about the best thing to do, which may perhaps be her true self. ------------------------------------------------------------------------------- JECHT'S STORY ------------------------------------------------------------------------------- The Real Image Of The Foul-Mouthed, Bashful Genius Overconfident and arrogant, highly self-conceited about his talent, and hated to make an effort in anything. That's the image of Jecht which comes to mind from Tidus' recollections, but what sort of person was he really like? He had been criticised as hating to practice. However, looking at the actual fact that he repeatedly went out to train at sea, it may be that he thought it was bad form to reveal that he was working hard and was covering up the truth. It can also be thought that those self-confident words of "I'm the best" arose from having personality wherein he couldn't maintain his confidence unless he bragged. Aside from the aforementioned inferences, the very fact that he was still spoken of even 10 years after he disappeared is perhaps proof that Jecht had possessed a charm which more than made up for his faults. A Rough Love For His Son Contrary to his rough words and actions, Jecht loved his son Tidus with all his heart. It can be thought his mocking words, beginning with "You're gonna cry", arose from a desire to make a weak son stronger. To him, it was a love much like how a lion pushes its cub down into the ravine, so to speak. However, his words and actions were only taken by his son at face value, and it is clear than they consequently formed a gulf between father and son. The figure of Tidus within Jecht, naturally, has remained the same as it was when they were separated. Though that figure glares at his father with antipathy, he will soon start to cry without giving voice to it - Jecht continues to cherish that image of a son who is weak and has to be protected, and dreams of him growing up. Fragments of Jecht's feelings can be seen from the illusions which occur whenever Tidus comes into contact with Sin's toxin. Throughout The Pilgrimage The truth is that Jecht didn't die at sea 10 years ago, but had touched Sin and been transported to Spira. Suddenly thrust into an unknown world, his state of mind and situation were no doubt somewhat similar to Tidus'. Unable to bear the anxiety and loneliness and wanting to quickly return home to Zanarkand, wanting to regain his previous life with his wife and son... Even the reason he accepted Braska's helping hand was for the sake of returning to his former world. And for a long while, he didn't abandon that hope. However, throughout the journey he came to learn of the state of affairs in Spira and began to talk about his own fate. Because he formed a friendship with Braska and Auron along the way which later became inseparable, he discovered his own role in Spira. In the end, entrusting Auron with his greatest desire of bringing up and watching over his son, Jecht sacrificed his life for Braska. ------------------------------------------------------------------------------- YUNALESCA ------------------------------------------------------------------------------- As The Foundation Of Yevon's Teachings Yunalesca's act of defeating Sin with the Final Summoning consequently gave rise to Yevon's teachings. The doctrine of Yevon's teachings, which encourages stagnation and places hope in the Final Summoning, is virtually identical to what she advocates. Also, through receiving visits from those seeking the Final Summoning and seeing them speak of the teachings and hope, she comes to clearly learn of the teachings' contents and moreover, wishes for the people to follow them. In fact, without the teachings Yunalesca's ideals wouldn't have become widespread. When Zanarkand became unable to escape its destruction, its ruler - Summoner Yevon - wanted to leave behind the city's memory. As a result, Sin was born and there was a need for hope - and today, the ideals of Yunalesca, daughter of Yevon, continue to live on through the Temples and psychologically control Bevelle, and indeed all of Spira. Continuing The Cycle For Who's Sake? Judging from her words and actions, Yunalesca genuinely cares for Spira and it's natural to think that she remained behind in order to carry on the best possible means of sustaining it. However, the following interpretations are also feasible. Yunalesca and her husband had escaped Zanarkand at Sin's birth. And Yevon's teachings claim that Summoner Yevon gave his daughter the teachings with which to defeat Sin. In addition, there is room to suspect a conspiracy between Yunalesca and Yevon. Destroying Spira with Sin wouldn't have been Summoner Yevon's original intention per se. The destruction of the world that housed the dream itself would include the likelihood of endangering the dream's continuation as well. It can be thought that Yevon entrusted the Final Summoning to his daughter for that reason. That he left behind a handful of hope by imparting the secret technique to his daughter, in order to prevent the people from completely going to ruin in their despair, while not interfering with Yu Yevon's continued existence at the same time. There is a possibility that Yunalesca remained in this world, accepting those instructions as well. Alternatively, perhaps it was that Yunalesca herself, from deep in her heart, wanted to keep her father alive. She herself was also a citizen of Zanarkand, and Yevon's daughter. It could be that she has continued to grant the Final Summoning in order to keep her city's memory and her father alive, while also doing the same for Spira as well. Of course, all of these theories amount to nothing more than speculation. A Contrast With Yuna - Over Their Fathers Yunalesca continued to remain on Spira for more than 1000 years in order to bequeath the Final Summoning. No one knows the truth about whether she did that because she thought to grant hope to the people of Spira, or if it was done in order to keep both her father and hometown alive. Whatever the case may be, she didn't try to break free from her father's constraints (wasn't able to). It can also be said that this is the crucial difference between her and Yuna - who, in addition to inheriting her father's will, also tried to surpass him. Coming into conflict over ideals with this girl who was named after her, Yunalesca ends up failing in every possible way. ------------------------------------------------------------------------------- SIN'S HISTORY ------------------------------------------------------------------------------- What Is Sin? Sin is an enormous fiend that has constantly been causing destruction ever since it suddenly appeared in Spira during the Machina War 1000 years ago, and it is the source of Spira's terror. When it first appeared in Spira, Sin destroyed all the machina civilisations of the time, including Zanarkand and Bevelle. Since then, although it was defeated by Yunalesca and other summoners, Sin succeeded in being reborn each time, and continues to attack areas all around the world to this day. Explaining Sin to be both a punishment dealt to mankind for relying on machina as well as a symbol of their sins, the Yevon Temples recommend the prohibition of machina and advise the people to atone for their sins. The True Nature Of Sin Though Sin is generally thought to be a type of fiend, its true status is as something that doubles as both an armour and weapon that Yu Yevon clads himself in, so that he can continue to summon for eternity. The thing which becomes Sin's core is the Final Aeon that has defeated the last Sin before it (with the exception of the first one). Its large body is formed as a result of Yu Yevon (who resides within) using gravity magic to draw in further pyreflies from the atmosphere, and compressing them together very densely. Sin has the habit of recovering parts of its own body - "Sinspawn" - that have separated from itself. This is because Sin can repair its body more efficiently by taking in pyreflies that have already been condensed from the start as sinspawn, rather than freshly absorbing pyreflies that drift around in the surrounding areas Sin's Actions It is generally said that Sin bears malice towards mankind and machina civilisations. This is a story that was naturally told since Sin destroyed machina civilisations in the past, and constantly attacks settlements of people. It is unclear as to whether this is actually true or not. Sin attacks groups of people that gather together, and destroys towns that have begun to flourish. For that reason, towns in Spira aren't able to grow beyond a certain size. Presently, the biggest city in Spira is Bevelle, followed by Luca, but desperate countermeasures are taken so that those cities aren't attacked by Sin. It is also possible for Crusaders to attract Sin's attention to some extent and avert its course. But basically nothing can be done once a town or settlement has been attacked by Sin. Sin's Abilities Sin's body is composed of pyreflies and in that respect, it is no different from a common fiend. However, its body is incredibly large and composed of a high density of pyreflies. Furthermore, since Sin draws in pyreflies to replenish its physical strength whenever it is damaged, conventional attacks won't come anywhere near to defeating it. Additionally, Sin's offensive and destructive capabilities are tremendous, it has full control of gravitational forces and it is possible for Sin to use gravity to enable it to fly. There are cases where people who touch Sin are sometimes carried, unharmed, to remote places. This is because Sin's body is supple and thus, it is able suck up those who touched it into its body and then expel them. Sin's Toxin People who have gotten close to Sin may get their feelings and memories muddled up, or experience hallucinations. This is called "being affected by Sin's toxin". However, it is not the case that Sin actually discharges a gas-like substance. It is the result of the high density of pyreflies that form Sin's body having an adverse affect on the low-density amounts of pyreflies present within the bodies of those who approach it. To Defeat Sin It is generally believed that the only a summoner's Final Summoning can defeat Sin. The fact of the matter is that the Final Summoning has the capacity to take Sin's body apart. However, because its core still remains (Yevon's teachings explain that as being human sin and punishment), Sin is reborn and will come back again after a certain period of time. In other words, even the Final Summoning is nothing more than a temporary measure. Yevon's teaching that Sin is a symbol of mankind's sins claim to be the truth, and that if all the people who live in Spira believe in the teachings and continue to atone for their sins, Sin will disappear someday. However, the Temples have only given vague explanations concerning a definite method of atoning for sins. =============================================================================== ------------------------------------------------------------------------------- 6. BASICS OF THE GAME [Sbsc6] ------------------------------------------------------------------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 6a. Game Info [sgmin6] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _____________________________________________________________________________ / F i n a l F a n t a s y X \ ------------------------------------------------------------------------------- | Game's Name: Final Fantasy X | | Created By: SquareSoft | | Game's Genre: Role Playing Game | | Year Released (US): 2001 | | Year Released (PAL): 2002 | | Year Released (JP): 2000 | | Memory Card Space: 64KB | | Players in the Game: 1 | | Digital Control, Analog Control, | | Vibration Function | |_____________________________________________________________________________| \_____________________________________________________________________________/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 6b. Basic Procedure [sbspr6] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Controls: ------------ - Left Analog Stick: Move your character around the world. - Right Analog Stick: Part in Lulu's Overdrives, Fury. - D-Pad Buttons: Move your character around the world. - Triangle: Allows you to access main command menu (info in 4 sections away). In battle it lets you skip/guard characters' turn. - X Button: This is the action button. It's what you use to confirm and make choices, along with more. - Square: Part in Auron's Overdrives, Bushido. As are more buttons. - Circle: Lets you return to previous screen. Ex. You are in Item Menu, you press it, and you're back in Main Menu select screen. 2. Saving Your Game: -------------------- Throughout the game of Final Fantasy X, you are inevitably going to encounter some of those little blue shiny spheres laying in some places where they seem to serve no concievable purpose. These, in fact, are save points, or save spheres, if you wish to call them that as an alternative; it doesn't matter. At each and every single one of these, when you first touch them, it will automatically and instantly revalesce your MP as well as your HP back up to maximum. You of course, can save your game progress up to that point at these spheres as well. Throughout the course of the game (after passing particular "checkpoints" if you will), you will eventually acquire new options at these as well. They include: after the blitzball game in Luca with the Goers, you can then opt to play blitzball games at these spheres; there is also the event in Home where you ride off in the airship, and then you can choose to hop aboard the airship thereafter. Note that depending on a certain event(s) in the game trigger you to not be able to play blitzball, however (these are like right after you kill Seymour in Macalania Temple of Ice). 3. Where To Turn For Help?: --------------------------- There is a very simple and extremely easy-to-use option which you can access by simply paying a little visit to the Menu Screen (pressing Triangle button when not in battle or cutscenes), and then by choosing on the option down at the very bottom, which is "Help". This of obviously opens up the Help Menu which is divided into three divisions which allows for you to get acclimated to the game and its basics in general. These include the following: Reference, Basic Controls, as well as Basic Terms, these all will help a newcomer to the game. What you can learn and acquire knowledge from in the Reference section on this Help Menu is the 411 on the different Command Abilities of the game, there is also info on Auto-Abilities, Overdrive Modes, and there is even the basic data on Overdrives also. So really, that specifies on the many different special battle commands. The Basic Controls part of the screen is what really explains to you the Menu (which is covered later on in this guide), in-battle procedures and precautions, as well as a few tips, and then information when not in battle and basically out on the field. Finally, is the Basic Terms area which will virutally summarize and categorize all of the basic terms and phrases in this game. That's it for that... 4. Equipment Info (Armors and Weapons): --------------------------------------- This screen is simply accessible from paying a minor visit over to the Items division of the Menu Screen which you access by pressing Triangle when not in a battle or a cutscene throughout the storyline or plot. Basically, in a nut- shell, what this is is a listing of every weapon and armor that a certain character has (since every character has different weapons and armors as anyone who has played Final Fantasies in the past would know). This screen allows for easy equipping and unequipping of those equipments. You also have the option of using the command called "Sort" to easily order and organize your party's armors and weapons. There is also the buying as well as selling of many different equipments through and throughout this game (how else do you expect to acquire any of the really good stuff, other than killing really powerful enemies and fiends?). For every bit of equipment that you have or want to buy, there is always a price, and these many vary from very cheap to very rip-off expensive at times. To get to this option of selling off your armors and weapons, go to any shop or item seller and then make the choice to Sell. Even easier is to buy, which you automatically do once at a shop or seller like O'aka XXIII. 5. Radar Function Map: ---------------------- Yeah, I know, it's a pretty long and wierd name that I gave it, but, it seemed to be the only name that truly fit from my perspective. Well anyway, where you are most currently located in the game will be shown and displayed in an easy- to-comprehend way on that little map on the screen by way of little white-ish, yellow arrow. A few more things about this to know which may help are: Red Arrow: This shows where you need to go, or your desired destination. White Square: This will indicate that there is a Save Sphere in that location. Green Square: This means that there is a door or cave in that very spot. Note that if you don't like this Radar Function Map on, you can always take it away by using Config option in the Menu Screen if you want. 6. Exploring The Vast World Of Spira: ------------------------------------- Exploring the huge and expansive world of Final Fantasy X, which of course is Spira, can be quite a huge feat to take on, so that is why I think you need some help here with accomplishing this successfully with ease. You will definitely be encountering many, many unique characters, with many different outlooks on life throughout this game, so I recommend talking to each one that you find here and there at least four times over to ensure that you get any and all possilee items from them as well as just hearing new things from them. When you later on in the game gain complete access to the Al Bhed airhsip, you have much easier time with navigating the world, getting missed items, and finishing every sidequest and minigame offered in this enormous game. 7. Utilizing Different Items: ----------------------------- This isn't too much of a big thing, and really a no-brainer, so I will probably try and make this quite brief. Throughout your gigantic adventure, you will have collected many, many items as well as equipment which I already have gone over earlier. There are some that just play an important role in battles for such purposes as restorating and even damaging the oppostion that you are facing. There are also some others that are absolutely essential to progressing in the plot or unlocking some secret aeons or secret items throughout the game. That is really all there is to explain about items. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 6c. Status Ailments [sstal6] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============================================================================== Semi-In-Depth Overlook =============================================================================== ------------------------------------------------------------------------------- STATUS AILMENT | WHAT IT DOES? | REMEDIES ------------------------------------------------------------------------------- Zombie | Inflicts damage when you use a heal| Remedy, Holy Water | item or spell. | ------------------------------------------------------------------------------- Slow | Slows down characters' turns, also | Remedy, Esuna, Haste | lowers characters' Agility stat. | ------------------------------------------------------------------------------- Sleep | Puts character to Sleep, thus, | Physical Attack, Esuna, | rendering them unable to battle. | Remedy ------------------------------------------------------------------------------- Silence | Becomes totally unable to cast/use | Echo Screen, Remedy, | Magical spells. | Esuna ------------------------------------------------------------------------------- Poison | When that character takes turns | Remedy, Antidote, Esuna | under this status, it does damage | | to them. | ------------------------------------------------------------------------------- Petrification | Turns to Stone, thus, rendering | Soft, Esuna, Remedy | them unable to battle. | ------------------------------------------------------------------------------- KO (Death) | Knocks out target, thus, rendering | Phoenix Down, Full-Life, | them unable to battle. | Mega-Phoenix, Life ------------------------------------------------------------------------------- Doom | Acquires KO (Death) status when the| None | counter hits zero. | ------------------------------------------------------------------------------- Darkness | Lowers Accuracy stat of the target.| Remedy, Esuna, Eye Drops ------------------------------------------------------------------------------- Curse | While under this, you are rendered | Holy Water, Dispel | incapable of using Overdrives. | ------------------------------------------------------------------------------- Confuse | While under this status, you will | Remedy, Esuna, Physical | indiscrimately attack yourself, as | attack | well as other party members. | ------------------------------------------------------------------------------- Berserk | This will elevate Strength status, | Remedy, Esuna | but you attack unsustainably. | ------------------------------------------------------------------------------- Haste | Increases turns as well as raising | Slow, Purifying Salt | Agility. | ------------------------------------------------------------------------------- Delay | Delays one turn. | None ------------------------------------------------------------------------------- Regen | Regenerate HP each turn. | Remedy, Purifying Salt ------------------------------------------------------------------------------- Nul Spell | Which ever (if not, any combo) of |Dispel, use that element, | these you're in, you're immune to |Remedy, Purifying Salt | that element until it's used on | | you. Then it's nullified. | ------------------------------------------------------------------------------- Critical | HP turns yellow when you reach | Restorative Items | critical state. | ------------------------------------------------------------------------------- Reflect | Reflects most magic spells back to | Purifying Salt, Dispel | oppositions. | ------------------------------------------------------------------------------- Shell | Halves damage done from Magics. | Dispel, Purifying Salt ------------------------------------------------------------------------------- Protect | Halves damage from physical attacks| Dispel, Purifying Salt ------------------------------------------------------------------------------- =============================================================================== Majorly In-Depth Overlook =============================================================================== Note: "DOE" stands for Description of Effect. Here's an explanation chart of how these will be shown. #?. Displays name of effect - status of the ailment (pos. or neg.) - This will explain pretty much all about the main facets of particular status effect. Things such as its direct effect, and its "aftermath". - Appearance: This is basically a rundown on how effect looks like. - Strategics: So, wanna know how to effectively inflict this (?) status on enemy in battle? Look here. It has tons of info the likes of the following: - multi-incorporations, enemy- pre-on decimation, imbuing status to weapons, et al. - The next bit is designatated to providing the best ways to avoid ever catching the status effect on any or all characters. - Last of all there is info on how to remove the status should it ever occur. #01. Zombie - Negative: - DOE: When a character or characters is/are put under this dangerous status ailment, restorative items (such as Potions), curative magics (like Curaga) do damage instead of healing and aiding the afflicted. I also believe Holy does extra damage. Also, attacks that inflict Death (like Death or Doom), do not take effect. But, if an attack with Deathstrike/touch on it attacks, status is negated, but damage is still done. - Appearance: The whole body of the infected character and/or characters is all greenish, while also undead brume surrounds and floats around their heads until status is removed. - Strategics: If there's more than one enemy that shows up that's under Zombie status (only one case and that's the three Fallen Monks in Zanarkand Ruins), you'll want to use restorative items that go on the whole party instead of wasting three singles (like Mega-Potion, or Mega Pheonix). If you're facing tough enemy/boss with susceptibility to it, you can use Auron's Zombie Attack, or put Zombiestrike/touch on a weapon. Once it's on, you can bombard the enemy with restorative items and/or white magic spells. If an ememy is is immune to this status effect, the words [Immune] will pop up and it will not happen. - How to Prevent: The best way to prevent this is to have Zombieproof/Ward on an armor, and if it's an enemy's multiple attack, have it on all armors. Ribbon. - Best Recommended Treatment: Holy Water, Remedy, Dispel, Battle Ends, KO #02. Slow - Negative: - DOE: When a character goes under this status augmentation (or multiple characters do), it slows down their rate of battle, their bodies move slower, and turns for them come up way less often and farther after each other than they usually would. If all characters undergo this status change, you'll be seeing twice as much enemies' turns. If characters are under this and enemy is under Haste, there's about 4x more enemy turns. - Appearance: Not much appearance for this, but all that happens is the characters' movements in stance, and their actions go much slower. - Strategics: There's only one way (well, two in theory, but they're both basically the same thing) that you can utilize this status to your advantageous needs in battle, and that's to customize either Slowstrike or Slowtouch to character's(s') weapon(s). If an enemy is Immune to it, the [Immune] sign shows up on the screen, in which case effect doesn't go through. You will be getting about 2x more turns this way, and if under Haste/ga yourselves, you get about 4x more turns. - How to Prevent: There's two ways to keep this status from happening: first is to have an armor(s) with Slowproof. Next is to have an armor(s) with Slow Ward. Also, an armor with just Ribbon would also stop it as well. - Best Recommened Treatment: Haste, Esuna, Remedy, Battle Ends, KO #03. Sleep - Negative: - DOE: This status effect, puts your character victim(s), to sleep, meaning they are incapable of taking any actions until they wake up. Sleeping periods can last random amounts, ranging usually from three to eight turns, unless of course, you treat it sooner. - Appearance: Really, not much to explain here but simple "ZZZs" coming out of your character(s) as they Sleep. It's quite humorous to me, but not really to too many people like it is to me. Oh well... - Strategics: This effect really does come into good use in battle. When you do it, it usally only goes for 1-4 turns, unless you attack them in-between (an that's the only reason you should be putting them to sleep; fiend slaughter. Best way's to either use Wakka's Sleep Attack/Buster, and that's *really* good for putting aerial fiends to Sleep, but you can also customize Sleeptouch or Sleepstrike to your weapons and attack. If enemy cannot be affected by it, the words [Immune] will pop up across the top of them. - How to Prevent: Best way is to use Sleepproof or Sleepward, or Ribbon. - Best Recommended Treatment: Physical Attack, Remedy, Esuna, Battle Ends, KO #04. Silence - Negative: - DOE: When this status imperfection is done to one, or any of more than one of your party members, they are unable to use any sort of magic attacks. This includes Black Magic and White Magic only. It does not prevent you from using Kimahri's Blue Magic which is his Ronso Rages. This also does not stop you from using Skills and/or Special attacks in battle. It usually wears off of whoever is affected in about 3 turns or so, unless you remove it yourself manually, - Appearance: It makes sort of a cartoon thought/speech bubble appear over the character(s') heads that have three "." or if you'd rather call it one "...", meaning he/she is Silenced. - Strategics: This really is not a useful attack to use against most enemies, but works like a charm when it is used against a heavy magic-using fiend that you may encounter on your journey. A good example are Flans. You can induce Silence status by using Silencestrike/touch on weapons. - How to Prevent: There are two great ways to do this (but it's really based on same concept), and those are to have Silenceproof customize ability on armors, or, less recommended is Silence Ward on armors. Ribbon, too. - Best Recommended Treatment: Remedy, Echo Screen, Esuna, Battle Ends, KO #05. Poison - Negative: - DOE: This is a *very* bad status ailment, perhaps the second worst in the game (next to only Confusion). What happens is that your character/characters that go under this status are Poisoned (duh), and everytime they take a turn for anything (healing, attacking, aiding, etc.), they take damage. It takes 25% of HP from anyone afflicted with it. - Appearance: Green bio-hazard bubbles float around the character(s') heads. - Strategics: When you put this on an enemy(ies), and they're not immune (ie. [Immune] does pop up on screen), they have set percentage of max HP that it'll take away per turn. You can put it on enemies by Bio, Poisonstrike/touch. - How to Prevent: Poisonproof ability, Poison Ward, or, Ribbon. - Best Recommended Treatment: Remedy, Antidote, Esuna, Battle Ends, KO #06. Petrify - Negative: - DOE: During this status effect, a character or multiple characters (whichever it just so happens to be), get turned into stone statues. They cannot take actions until they're revived (if they're revived), and any attacks (unless they are "shattering" attacks) after that (when they're Petrified), says Miss. If all of the characters in your party are put under this Petrify status the game's over. - Appearance: As you could probably already guess what the status effect looks like when taken place, it's semblance is just your character(s) frozen into Stone statues (Petrified). They are frozen in whatever position they are in their battle stance (any little movement is captured). - Strategics: There are a lot of enemies throughout the game in Spira that can be affected by Petrify. There are a few ways to put this status on enemies that are susceptible to it, and both of them are the same basic ways that you put most other effects on enemies. It's in the weapon abilities. You must either have Stonestrike/touch on your weapons. If the enemy is immune, the words [Immune] will show. If you're in a bad way against an enemy that's a toughie, try to Petrify it if it's weak to it (you can find enemies' status infos in my Enemy Encyclopaedia). - How to Prevent: The best, as well as the most effective ways to keeping this status from occurring on any characters is of course Stoneproof, Stone Ward, or Ribbon which is only in Pal/Int. - Best Recommended Treatment: Remedy, Soft, Esuna, Battle Ends, Shattering #07. KO (Death) - Negative, Misc.: - DOE: In this status (it's not truly a status, but more like a state), the character has been KO'd (knocked out), or, some call it Death, mostly because the move Death does KO status. Like Petrification, characters that have undergone KO, cannot lose that status until it's taken off manually by item (like Phoenix Down). If every single one of your party members experiences KO status, it will result in a Game Over. KO (Death) status only occurs when a(n) attack(s) breach characters' HP limits. - Appearance: Not much to say about it, but all that shows is your character falling dead or KO'd. - Strategics: Seemingless endless ways to induce this to enemy. I'll make an extreme generalization and say that you must cross enemy's HP limit to make them go to KO status. You can do this by putting it under certain statuses, physically attacking it, Skills and some Specials, Black Magic, and one White Magic (Holy). You must do KO to win a battle (unless you do Bribe). No enemy is immune to KO, but some are to Doom or Death. You can also inflict it by the weapon abilities Deathstrike and Deathtouch. Farplane Wind/Farplane Shadow also do the KO (Death) status effect. - How to Prevent: Don't let it attack too much, Deathproof, Death Ward, Auto-Life, Zombie Status - Best Recommended Treatment: Life, Full-Life, Phoenix Down, Mega Phoenix, Final Phoenix (Mix), Mega Phoenix (Mix), Battle Ends (in which case you're granted one HP) #08. Doom - Negative: - DOE: This attack puts a timer over your characters head (it's usually a timer of 4), and when that timer finally runs out while you're using up turns, you experience the KO (Death) status mentioned above. - Appearance: Again, not too much, but all it is is a timer (counter) that goes over the head with red numbers. - Strategics: Most all enemies this status can be done at. All you have to do's to use Kimahri's Ronso Rage. All enemies in game (that're able to be affected, other wise [Immune] appears), have a set amount of turns until they get KO'd. Ranges from 1-255. - How to Prevent: Ribbon - Best Recommended Treatment: Remedy, Holy Water, Esuna #09. Darkness - Negative: - DOE: What it does when it is put on a character or characters, is it blinds that/those characters(s). This greatly reduces that/those character(s) Acc stat and that ultimately makes them miss their physical attacks much mor frequently than usual. A good way to bypass this (especially against elementally based enemies) is to use Black Magic against the enemy, and if they don't have elemental affinities, Flare or Ultima or Holy. - Appearance: Black fog appears in front of the victims' heads, blinding them, and dramatically decreasing Acc. - Strategics: There are actually quite a few ways to use this to your advantage in battle. I truly suggest that you really use them when you're fighting a strong enemy with high Acc. First way is Dark Attack or Dark Buster which are both attacks (Skills) found on Wakka's section of the Sphere Grid. Dark Buster has better chance of hitting, plus it does longer Dark. Next, is the weapon abilities that you can customize to your weapons, and those are of course Darktouch and Darkstrike. If enemy can't be affected by Darkness, the words [Immune] appear on the screen. - How to Prevent: Darkproof, Dark Ward, Ribbon are the best ways to do so. - Best Recommended Treatment: Remedy, Esuna, Eye Drops, Battle Ends, KO #10. Curse - Negative: - DOE: This effect isn't the most dangerous, but it sure as hell can be a killer when used against you. Especially in say cases with Original, Species, or Area Creations of Monster Arena. What it does is it interdicts you from using any characters' Overdrives. It even affects Aeons. - Appearance: The character starts flashing black every few seconds; denotes you're under Curse status. - Strategics: N/A - can't use against enemies since they don't have Overdrives. Even in aeon fights or against final boss BFA, you can't, although they may have Overdrives and Overdrive Guages. - How to Prevent: Curseproof - Best Recommended Treatment: Holy Water, Battle Ends, KO #11. Confuse - Negative: - DOE: In my opinion, this is, in fact, the worst and most excrutiatingly annoying status change in the whole entire game. What it does, is, it makes your character or characters that have been Confused by an enemy, become sorta confused and then they inadvertantly attack themselves, as well as others of your own party members. - Appearance: It makes two yellow stars start to float around the person's head. This means that they are Confused. This is like you just were nailed super-hard and you were disoriented, making you loose control, and then you just start attacking people. - Strategics: N/A - How to Prevent: Confuseproof, Confuse Ward, Ribbon - Best Recommended Treatment: Physical Attack, Remedy, Esuna, Berserk, Provoke, Threaten, Battle Ends, KO #12. Berserk - Negative/Positive: - DOE: Only reason it gets N/P status is because you might consider boosted Str and faster turns a positive bonus. But, as good as that may sound, you have absolutely no control over your characters. Meaning, if they're under Poison, and they get turns faster with no control (meaning no Antidotes), you're at a loss of tons of HP. As I said before, you get a big boost in Str, meaning, if Str's over 90 or so, you should be able to do 8000-9999 damage. And it's like you're under Haste status as well. - Appearance: A lot like Curse's appearance, just no flashing of the main color and the color that your character or characters turn into when in this status disorder is red instead of black. - Strategics: N/A - How to Prevent: Best ways to stop this from happening is Berserkproof, Berserk Ward, already on Berserk or Petrify. - Best Recommended Treatment: Confuse, Threaten, Provoke, Esuna, Remedy, Battle Ends, KO #13. Haste - Positive: - DOE: This is a great status, and one of the most useful ones throughout the game, and especially for some of those super-difficult special bosses like Penance/Dark Aeons and Original/Species/Area Creations in the Monster Arena. What this status does is when you're in it is it makes your turns on the CTB Bar come up much faster. Not only that, but the way your characters move is much quicker paced as well. When on this status, your turns come up about 2x as much as enemies (unless they're Hasted), and if they're on Slow, you get about 4x as many turns. - Appearance: First, a orange -ish colored clock appears on your characters. After that, all that happens and what it looks like is your characters are moving a lot faster when standing in battle. Also, they run up much quicker when they physically attack, and they perform magic spells also very much faster as well. - Strategics: This won't be how to use it on enemies (quite frankly, that would be bad), but how to put it on yourself and use it especially to your advantage: There are many ways to put Haste onto your party members, and these include but are not limited to: Haste, Hastega, Chocobo Feather, Chocobo Wing, and a few Mixes. Now, when you have Haste on and you are greedy and you desire more turns you can also put Slow on enemies unless they're immune, in which case [Immune] appears on screen. Delay on a single enemy while Hasted can give you a lot more turns for much smaller bit of time. If enemy is not able to be affected by Delay, again, [Immune] note will show up there. - How to Prevent: Now, I'm not sure how you could want to prevent Haste from happening on yourself unless you're under Poison or Confusion or another bad status effect like that. But, you can prevent Haste/ga by having Reflect on one character (for single Haste), or all characters (Hastega). - Best Recommended Treatment: Aerospark, Dispel, Aerospark, Slow, Slowga (for Hastega ailment), Provoke, Threaten, Battle Ends, KO #14. Delay - Negative: - DOE: This is easiest one to explain. All that it does is it puts off a character's next turn (or however many turns that the move is meant to Delay, or, put off). After set period is done, goes back to normal on the CTB Window. - Appearance: N/A - Strategics: You can use this semi-status to your advantage by either doing Delay Attack or Delay Buster which can be learned on the massive Sphere Grid (Original as well as the Expert grids). - How to Prevent: Auto-Haste, SOS Haste (if Delaying hit makes HP go to Critical state). - Best Recommended Treatment: Haste, Hastega, Chocobo Wing, Chocobo Feather, Haste-inducing Mixes. #15. Regen - Positive: - DOE: Another extremely useful positive status effect in battle. It's about the exact opposite of Poison. Instead of losing HP every turn the victim gets, Regen regenerates the targets HP every turn anyone in battle gets. - Appearance: First little lights are around the target when the spell is cast. And when it is on the target character, there's also little lights and sparkles go around the targets body. - Strategics: Well there's only two ways to cast this spell automatically, but, there is another way that you can cast it indirectly. The first two ways are to either use the White Magic Regen on a character or have Auto-Regen customize ability on characters' armors. The indirect way, which truly isn't that recommended, is SOS Regen customize ability which can be put on armors. But that only takes effect once your HP is yellow, which isn't good, because you could still easily die. For enemies, if they're able, put Zombie and then Regen on enemies for big damages. Interesting note is that if you have Poison and Regen on at the same time, Poison is truly negated if you get enough turns in- between Poisoned turns. Note: it can be put by Healing Springs. - How to Prevent: Reflect - Best Recommended Treatment: Dispel, Enough turns go by, Aerospark, Threaten, Provoke, Purifying Salt, Battle Ends, KO #16. Nul Spell - Positive: - DOE: There are actually 4 types of NulSpells (NulBlaze, NulShock, NulFrost, and NulTide), but in order to conserve space, I do it all in one: as you may be able to tell, these spells with nullify the element that's name is after the starting "Nul": NulBlaze = nullifies Fire, NulShock = nullfies Lightning, NulFrost = nullfies Ice, NulTide = nullfies Water. One catch, when that element is used against nullification, the NulSpell is gone. Meaning, if you want it still on, you have to recast it. - Appearance: Either red (NulBlaze), blue (NulTide), yellow (NulShock), or white (NulFrost) bubbles rotate around target. - Strategics: Again, with positive statuses, you don't normally use it on enemies, but I'll give pointers to use both to your advantage. If you're facing enemies that use all elements, or any combos, put on Nuls of any of those. If just facing one-elemented enemies, put on that one. Now, say you're fighting a Maze Larva, who heals itself with a spell. You, could put that Nul on it so it won't do anything. The best ways to NulBlaze, SOS NulBlaze, Mighty Guard, NulAll, Mega NulAll, Hyper NulAll, Ultra NulAll - How to Prevent: The best ways to prevent this are other of same Nul in place, and, the Reflect spell. Easy as pie! - Best Recommended Treatment: Dispel, Purifying Salt, Aerospark, Battle Ends, KO, Water/Fire/Ice/Lightning (whichever Nul(s) is placed) #17. Critical - ???; not true status, but Negative - DOE: This effect, which is not a true status, is when your characters' HPs go under half max amount and then the HP (?/?) turns yellow; denotes fact that you are in critical HP state. - Appearance: The HP showing turns yellow. Also, the character that's in critical state goes down on their knees, and the lower HP becomes (meaning the higher the critical), the more they're down. - Strategics: N/A - they can't really can't go into critical. But, if you still count getting them half way as being critical...: Seemingless endless ways to induce this to enemy. I'll make an extreme generalization and say that you must cross enemy's HP limit to make them go to crit. status. You can do this by putting it under certain statuses, physically attacking it, Skills and some Specials, Black Magic, and one White Magic (Holy). - How to Prevent: Don't let it attack too much, Restorative items/spells - Best Recommended Treatment: Restorative items/spells #18. Reflect - Positive: - DOE: Puts a reflective spell on your character and/or characters that, when most magics are cast at them, it will be reverted back to the opposition(s), and then do damage to them. If enemy is immune, absorbs, weak to magic sent back (if it's element or Holy), it takes that into account. This goes for both sides of the battle: you and enemy. But, there *is* a list of magics that can't be Reflected back: Dispel, Auto-Life, Reflected magics, Ultima, Holy, Demi - Appearance: It puts a blue/white -ish barrier around your character(s), which shines when magic is sent at them. - Strategics: There are many case throughout the game in which you use this very strategically. You can, when enemies or bosses have magic attacks you really don't want to be hit with, use Reflect on all characters to send them back and do damage to them. Take into mind the above list. Also, you can put it on an enemy/boss like in this example: say that an enemy uses a restorative magic on itself on occasion. You can do Reflect on that foe to reap the benefits. You can cast this spell with Reflect White Magic, Auto-Reflect, SOS Reflect, and Star Curtain. - How to Prevent: Reflect already in place. - Best Recommended Treatment: Aerospark, Purifying Salt, Battle Ends, KO, Dispel #19. Shell - Positive: - DOE: Puts a protective spell on your character and/or characters that, when most magics are cast at them, it will make the total damage done by the magic is cut completely in half. Some special cases with special magics by some bosses cannot be halved in any way. - Appearance: It makes a red/orange -ish honeycomb -ish looking barrier appear in front of target, both when cast, and magic hits. - Strategics: Like I said before, this White Magic spell halves all magic done, except in few cases, so what does this mean? If you know an enemy is a heavy magic attacker, you can cast this spell on you to take less damage (ie. if it'd usually do 8000 dmg, it'll now do 4000 dmg). You can put it on enemies if they do elements to heal, or restorative magic so it'll have half recovery properties when used. You can do Shell with it Lunar Curtain, Shell, Auto-Shell, SOS Shell, some Mix, Mighty Guard - How to Prevent: Shell already in place. - Best Recommended Treatment: Aerospark, Purifying Salt, Battle Ends, KO, Dispel #20. Protect - Positive: - DOE: Puts a protective spell on your character and/or characters that, when most phsycial are done at them, it will make the total damage done by the physical is cut completely in half. Some special cases with special phys. by some bosses cannot be halved in any way. - Appearance: It makes a blue -ish honeycomb -ish looking barrier appear in front of target, both when cast, and magic hits. - Strategics: Like I said before, this White Magic spell halves all phys. done, except in few cases, so what does this mean? If you know an enemy is a heavy phys. attacker, you can cast this spell on you to take less damage (ie. if it'd usually do 8000 dmg, it'll now do 4000 dmg). It can be done by some Mix, Shell, Mighty Guard, SOS Shell, Auto-Shell, Mighty Guard - How to Prevent: Protect already in place. - Best Recommended Treatment: Aerospark, Dispel, KO, Purifying Salt, Battle Ends =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 6d. Elements [selem6] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - Fire -> Does fire damage to enemies; this element is opposed to Ice. - Ice -> Does ice damage to enemies; this element is opposed to Fire. - Lightning -> Does lightning damage to enemies; and this element is opposed to Water. - Water -> Does water damage to enemies; this element is opposed to Lightning. - Holy -> Does holy damage to enemies; this element is opposed to nothing. - Gravity -> Does gravity damage to enemies (% ripped off); and this element is opposed to nothing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 6e. Base Stats [sbest6] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is just a brief overview of them. For a more detailed look, you can revert your attention to the Mechanics section in Part 2/2. 1. HP: This is the current as well as Max amount of life that you have that keeps that character(s) running though and throughout the battles and the game. It is also short for "Hit Points". 2. MP: This is the current as well as Max amount of Magic that you have that helps keep that character throughout the course of some battles. It is also short for "Magic Points". 3. STR: This stat is the count of how much power and how much punch that person can put behind their attacks when they use their attacks in the battle. It is also short for "Strength". 4. MAG: This stat is the count of how much Magic and how much damage that person can put behind their Magical attacks when they use them. It is also short for "Magic". 5. DEF: This stat is the count of just how much they can naturally reduce the amount of damage done by one of the opposition's attacks directed toward you. It is also short for "Defense". 6. MAG DEF: This stat is the count of just how much they can naturally reduce the amount of damage done by one of the opposition's Magic attacks directed toward you. It is also short for "Magic Defense". 7. AGL: This stat is just how speedy, quick, agile, whatever, that your character is through and throughout the battle and how. It is also short for "Agility". 8. ACC: This stat is just how easily you can make contact with the desired target in battle when you are going to attack at it with that character. It is also short for "Accuracy". 9. EVA: This stat is really just the count of just how easily that character is able to dodge and evade attacks from the enemies at them. It is also short for "Evasion". 10. LUCK: This stat is actually, mostly just a combination of Evasion and Accuracy stats, so if you raise this, you don't have to raise up those two others. It isn't short for anything because I actually list the full name "Luck" above this explanation. Also increases Critical Hit ratio. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 6e. Combat 101 [scomb6] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Prepping Up For The Battles: ------------------------------- What there must be before anything else can take place is that there must be three characters set up for the battle. You can of course do this by setting them as the first three in the Formation. Note that there will be a few and minor exceptions to this rule throughout the game. - Some Tips: If you are a newtimer: Have Tidus, Auron, and Yuna/Lulu. If you are acclimated: Have Tidus, Yuna, Wakka If you want Physicals: Have Tidus, Kimahri/Wakka, Auron If you want Magicals: Have Yuna, Lulu, Rikku Next what you need to do to get adequetly prepared for battle is have your characters well and pre-equipped with good armors as well as weapons (in other words, equipment). I suggest that for best performance in battle, that you have weapons: Break Damage Limit, First Strike, Evade & Counter, Triple Overdrive (or Celestials which are covered later on). And armors: Auto-Haste, Auto- Protect, Auto-Potion, and Ribbon (for Internationals/Pals). Also, refer to Secrets/Tips section for more good ones for special occasions). You might also want to heal some way or another if you're hurt before rushing off into random battles. Let's start! 2. Battle Basics: ----------------- --> CTB Window: The CTB Window is something completely new and original to this game as opposed to other Final Fantasy titles from the past. What it is is a bar that appears on the screen when you are in a battle with and enemy or boss or what have you. What the data in it will display to you is the turns of the whole battle to come for both your party and the enemy, as well as in the very order they will come. You can scroll down and up by using the L's and R's on your Playstation 2 Controller. - Let us say that your party has and average of 165 Agility statistic, and you encounter a battle with enemy or boss that has about an average of say 180. As you might be able to plainly see just by looking at the data, the enemy(ies) Agility stat is a bit higher than your own, therefore, it/they will get all of their turns in before you can even lay a hit in on it/them. - Time for a more technical example: Let us speak hypothetically, and assume that you have a party of Tidus, Wakka, and Rikku I suppose. Tidus' Agility is 150, Wakka's is 132, and Rikku's is 205. They now encounter a band of a Xiphos, a Demonolith, and a Varuna (not possible, but that would be pretty scary). The Xiphos has Agility of 17, Demonolith has Agility of 18, and Varuna has Agility of 26. Now, now, just by looking at this data you can tell that your whole active party has *way* higher Agility status than them. So, Tidus, Rikku, and Wakka get to attack the Xiphos, Demonolith, or Varuna before they attack you. - Next example which is if your party have Yuna, Auron, Kimahri and Agility is Yuna- 15, Auron- 30, Kimahri- 23, and they happen to encounter enemies Wraith, Yowie, and YKT-11 which have Agility like this: Wraith- 25, Yowie- 29, and YKT-11- 25, order will then be like this: Auron, Yowie, Wraith, YKT-11, Kimahri, and then lastly is Yuna. Note: There are sometimes exceptions and changed to CTB system. These mainly fall under if Delays, Slows, and Hastes are used in the battle. They also will happen if some characters have First Strike or Initiative on their weapon(s). Ambushes by enemies, and Preemptive Strikes by you may change this as well. - The next and final representation is rather wierd, though. This is, if you have a three person party with Agilities of 255 each, and then you encounter Penance per se in the International/Pal games with just as much Agility of 255. Since they all are equal, the game does it randomly I suppose. --> Help Window: This is the little caption box at the very top of the screen when you are engaged in a battle. This little miniature box will display all different sorts of good and useful information to beginners about a wide array of subjects and matters. These may include infos about different actions, enemies etc... Note that if you use Scan on an oppostion when this is active, you will get receive additional information displayed. Same applies for if you have Sensor ability on a weapon. Also note that you can turn this function on/ off by using the Config in the Menu Screen. --> Command Window: Depending on a certain character's abilities that they know and have acquired, they have many different commands that they may be able to use in battle when utilized properly. The only command other than a few others that every character possesses is the Attack option which is no matter what, the option at the very top of the list (as it is the most basic), but, of course, not everyone has same capabilities unless distinctively leveled up. Now I will run down all possible actions you may take: - Attack: Attacks an enemy physically. - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). - Item: With this command you can use any item that is not a Special Item. These include things like Potions and Phoenix Downs. Others are done with the command called "Use" which is originally Rikku's. -> *Summon*: Only Yuna can use this. You can use this command to summon forth great entities of power known as the "Aeons". There are many aeons in this game which you acquire either by going through temples throughout the story, or by doing extra sidequests (more on them later on). - Overdrive: You can access this by pressing left when on main Command Menu. This lets you to use Overdrives that characters have acquired or even their default Overdrives (more later on). - Trigger Commands: Only used in certain situations and scenerios in the game. These you access by pressing left at main Command Menu. Here's a full list: Talk: You can use this with ceratin characters only in Seymour battles. Pincer Attack: Surround Tros with Rikku and Tidus in Sunken Airship. Move Closer/Move Out: Used by Tidus and Rikku to move closer or farther when battling with Evrae before Bevelle area. Talk: Used only by Tidus when fighting Braska's Final Aeon to lower its deadly Overdrive guage. - Weapon: Let's you equip a new weapon while in battles. Only can use the ones you've acquired throughout the game so far though. This is accessed by pressing right on the main Command Menu (more on this later). - Armor: Let's you equip a new armor while in battles. Only can use the ones you've acquired throughout the game so far though. This is accessed by pressing right on the main Command Menu (more on this later). - Escape: Lets you run from the batle scene. This is accessible by pressing right on the main Command Menu. One chr at a time. - "Skip Turn": If you press Triangle button while it is a character's turn, it will automatically skip their turn and put them in Guard position. - "Exchange A Character": If you are during one of a character's turns and you press L1 button, you can exchange them out for a currently inactive character. -->> **AEONS' COMMAND SCREEN** <<-- - Attack: Attacks an enemy physically. - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). - Overdrive: You can access this by pressing left when on main Command Menu. This lets you to use Overdrives that characters have acquired or even their default Over