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Wakka Only Challenge FAQ

by Glacoras

______ _             _  ______          _                   __   __
|  ___(_)           | | |  ___|        | |                  \ \ / /
| |_   _ _ __   __ _| | | |_ __ _ _ __ | |_ __ _ ___ _   _   \ V /
|  _| | | '_ \ / _` | | |  _/ _` | '_ \| __/ _` / __| | | |  /   \
| |   | | | | | (_| | | | || (_| | | | | || (_| \__ \ |_| | / /^\ \
\_|   |_|_| |_|\__,_|_| \_| \__,_|_| |_|\__\__,_|___/\__, | \/   \/
                                                      __/ |
                                                     |___/

 _    _       _    _           _____       _
| |  | |     | |  | |         |  _  |     | |
| |  | | __ _| | _| | ____ _  | | | |_ __ | |_   _
| |/\| |/ _` | |/ / |/ / _` | | | | | '_ \| | | | |
\  /\  / (_| |   <|   < (_| | \ \_/ / | | | | |_| |
 \/  \/ \__,_|_|\_\_|\_\__,_|  \___/|_| |_|_|\__, |
                                              __/ |
                                             |___/

 _____ _           _ _
/  __ \ |         | | |
| /  \/ |__   __ _| | | ___ _ __   __ _  ___
| |   | '_ \ / _` | | |/ _ \ '_ \ / _` |/ _ \
| \__/\ | | | (_| | | |  __/ | | | (_| |  __/
 \____/_| |_|\__,_|_|_|\___|_| |_|\__, |\___|
                                   __/ |
                                  |___/



�  Copyright 2008-2011 Keith Kelly.  All Rights Reserved.

The websites that are allowed to host this guide is:

www.gamefaqs.com                     - Username = Glacoras
www.neoseeker.com                    - Username = Games_GameFAQs
www.supercheats.com                  - Username = Glacoras

===============================================================================

                                 Introduction

===============================================================================

This walkthrough is how to complete Final Fantasy X with only using Wakka.
I am using the PAL version of the game, although I will try to cover methods
for the NA version of the game as well.  I WILL NOT be explaining how to
complete this game with any other characters or rules.  I chose to write this
Walkthrough when I noticed that no-one else has.  This may have changed when I
upload this Walkthrough, though.

This Walkthrough will not tell you how to obtain items, process through the
game or anything else like that.  It is more of tips on how to level Wakka up,
which abilities will help him, and will mention items that can be obtained at
certain points in the game which will help your progress through the game.
If you can not find certain items at points when I mention them, refer to the
walkthrough created by "A I e x" that is on GameFAQs.

This is the first time I have done a Challenge Walkthrough (the second
Walkthrough I have created), so if anyone has any tips for me, please share
them.

Good luck in passing this challenge.

===============================================================================

                                   Contents

===============================================================================

Please Note: You can skip to a certain section by using the "Ctrl" + "f" Keys.

WO1)     Rules
WO1.1)   Wakka's section on the Normal Sphere Grid
WO1.2)   Wakka's section on the Expert Sphere Grid (PAL/INT players only)
WO2)     History
WO3)     Why Use Wakka?
WO4)     Techniques
WO5)     Overdrives
WO6)     Ultimate Weapon
WO7)     Walkthrough
WO7.1)   Before you obtain Wakka
WO7.2)   Besaid
WO7.3)   Kilika
WO7.4)   Luca
WO7.5)   Mi'ihen Highroad
WO7.6)   Operation Mi'ihen
WO7.7)   Djose
WO7.8)   Thunder Plains
WO7.9)   Macalania
WO7.10)  Bikanel Island
WO7.11)  Bevelle / Via Purifico
WO7.12)  Calm Lands
WO7.13)  Mount Gagazet
WO7.14)  Zanarkand Ruins
WO7.15)  Airship
WO7.16)  Preparing for the Final Match
WO7.17)  Inside Sin
WO8)     Boss Battles
WO8.1)   Kimahri
WO8.2)   Sin
WO8.3)   Sinspawn Echuilles
WO8.4)   Sinspawn Geneaux
WO8.5)   Oblitzerator
WO8.6)   Chocobo Eater
WO8.7)   Sinspawn Gui
WO8.8)   Extractor
WO8.9)   Spherimoth
WO8.10)  Lord Ochu
WO8.11)  Crawler
WO8.12)  Seymour Guado - First Battle
WO8.13)  Wendigo
WO8.14)  Zu
WO8.15)  Evrae
WO8.16)  Isaaru
WO8.17)  Evrae Altana
WO8.18)  Seymour Natus - Second Battle
WO8.19)  Defender X
WO8.20)  Biran and Yenke
WO8.21)  Seymour Flux - Third Battle
WO8.22)  Sanctuary Keeper
WO8.23)  Spectral Keeper
WO8.24)  Yunalesca
WO8.25)  Ginnem
WO8.26)  Geosgaeno
WO8.27)  Sin's Fins
WO8.28)  Sinspawn Genais/Sin
WO8.29)  Overdrive Sin
WO8.30)  Chimerageist
WO8.31)  Seymour Omnis - Fourth Battle
WO8.32)  Braska's Final Aeon
WO9)     The opposition
WO9.1)   Besaid
WO9.2)   Kilika
WO9.3)   Luca
WO9.4)   Mi'ihen Highroad
WO9.5)   Mushroom Rock Road
WO9.6)   Djose Highroad
WO9.7)   Thunder Plains
WO9.8)   Macalania
WO9.9)   Bikanel Island
WO9.10)  Bevelle / Via Purifico
WO9.11)  Calm Lands
WO9.12)  Mount Gagazet
WO9.13)  Sunken Cave
WO9.14)  Inside Sin
WO9.15)  Omega Ruins
WO10)    FAQs
WO11)    Contact Details
WO12)    Credits

===============================================================================

WO1)     Rules

===============================================================================

1)  Wakka Only, unless specified (due to the fact that you can not use Wakka in
    every area/Boss battle).

2)  No upgrading any other Characters by the Sphere Grid, except for Wakka.

3)  You must make other Characters escape in any encounter, unless specified.
    They may also KO themselves if it would be quicker (eg. Lulu can KO herself
    with one spell if her HP is below 170).

4)  You are not allowed to heal characters other than Wakka, unless specified.

5)  No Aeons, unless Wakka is not in the party.

6)  If Wakka is KO'ed or Petrified, it's Game Over.

7)  You are only allowed to customise Wakka's weapons and armour.  If Wakka is
    not in the party, you may customise the weapons and armour for the
    characters that are in the party.

8)  You are allowed to add other equipment to your other characters.

Note: This Walkthrough will be following all the rules mentioned above and the
first two Optional Rules.  Unless stated, all node markers are for the Standard
Sphere Grid only.

    Optional Rules
    ��������������
1)  OSG - Own Sphere Grid.  This is the part of the Sphere Grid that belongs to
    Wakka only.  The next two sub-sections will define the areas of the Sphere
    Grid that belongs to Wakka.

2)  Wakka/Aurochs Only Blitzball.  You can only use Wakka and the other Auroch
    players in any Blitzball match, excluding the mandatory match.  You can not
    use Tidus on your team, as Wakka replaces him.

3)  ESG - Expert Sphere Grid.  This rule means that you are using the Expert
    Sphere Grid instead of the Standard Sphere Grid.  This option is only
    available in the INT/PAL versions of the game.

4)  NBB - No Blitzball.  Self explanatory, but there are other rules that are
    automatically enforced with this rule.  These rules are NCW and Element
    Reels Overdrive Only, which will be explained later.

5)  NCW - No Celestial Weapon.  Basically, you can not use Wakka's World
    Champion.

6)  Element Reels Overdrive Only.  When you use an Overdrive, it can only be
    Element Reels.

7)  NC - No Customise.  You can not customise any Weapon or Armour.

8)  NO - No Overdrives.  You can not use any Overdrives.

9)  NI - No Items.  You can not use Items (or the Use and Quick Pockets
    commands, if you are not including the OSG rule).

10) NENNE - No Escape, No No Encounters.  You can not escape from any
    encounters, and are not allowed to equip any weapon or armour with the
    ability No Encounters.

11) No Full Break.  This is for the INT/PAL players only.  You can not use
    the ability Full Break.  You can still use it through your Overdrives,
    though.

12) NAR - No Attack Reels.  You are not allowed to use the Overdrive Attack
    Reels.

13) RSO - Red Spheres Only.  You can only use Red Spheres (Power, Magic, Speed,
    Ability and Fortune).

14) MFO - Mandatory Fights Only.  This is any fights that you can not escape
    from.  These are mainly Boss fights, but can also include certain fiends.

15) ANO - Ability Nodes Only.  This rule can not be used with the OSG rule.
    You can only activate Ability Nodes.

Note: This Walkthrough will be following the OSG and the Wakka/Aurochs Only
rule.  If you are not using the OSG rule, you will have access to more
abilities and Stat boosts, which will make this challenge a lot easier for you.
I would recommend using the OSG rule as it makes the WO game more challenging.

-------------------------------------------------------------------------------

WO1.1)   Wakka's section on the Standard Sphere Grid

-------------------------------------------------------------------------------

I have decided to move the explanation of which part of the Sphere Grid belongs
to Wakka.  This is because of _Mace_ discovering that the Expert Sphere Grid in
the PAL/INT versions of this game have also got areas designated for each
character.  Anyway, this is the area of the Standard Sphere Grid that belongs
to Wakka:

This is all the unblocked area to Wakka from where he starts on the Sphere
Grid, the area behind a Level 1 Node (with Strength +1, an Empty Node,
Strength +2 and Agility +1), the area behind another Level 1 Node (with
Strength +2 and Agility +4) and the area behind the Level 2 Node next to the
ability Sleep Buster (with Evasion +2, an Empty Node, HP +200, MP +20 and
Agility +4).  In the PAL/INT versions of this game, you would also have the
area with Full Break and Magic +4 that is joined on the Level 2 area.

-------------------------------------------------------------------------------

WO1.2)   Wakka's section on the Expert Sphere Grid (PAL/INT players only)

-------------------------------------------------------------------------------

Credit to _Mace_ for providing this information about the Expert Sphere Grid.

Wakka's Expert Sphere Grid is pretty straight forward.  From Dark Attack, which
is two nodes behind of where you start, follow the grid to Triple Foul.
Wakka's Expert SG has a couple of areas where you can sway off course.
They are the Nodes after Dark Attack, if you head the wrong way at the start,
the nodes heading up after you have got to the first Magic Node on his SG
(although the clear node directly above the Magic Node is part of Wakka's SG)
and if you get the HP Node after unlocking the first Level 1 Key Node that
connects to Wakka's part of the SG.  The first Level 3 Lock you reach is
considered part of Wakka's SG, as well as the MP +20 and Luck +2 Nodes hidden
behind a Level 1 Lock and a HP +200 Node hidden behind a Level 1 Lock next to a
Magic +3 Node.  The Defence +4 Node that is behind a Level 3 Lock after Triple
Foul belongs to Lulu's SG, NOT Wakka's.

===============================================================================

WO2)     History

===============================================================================

1.0   Started Walkthrough

1.1   Added the "Bender" question to the FAQs section.  Added the entire
      Techniques section and corrected missing/mistake information from the
      Contents.

1.2   Thanks to pbirdman, I have got the correct information on what "Full
      Break" does to a Dark Flan, and made the changes s/he specified.

1.3   Several Changes made, specified by _Mace_ or KuronoE77.  Uploading this
      now because of some information that needed to be taken out.

1.4   Added sections 1.1, 1.2, 6.11A/B/C/D and 6.13.  Made changes throughout.

1.5   Corrected some wrong information about some fiend attacks.

1.6   Re-worded some sentences.  Added all Rank levels of each ability, thanks
      to the GameFAQs Final Fantasy X board.  Also added the Damage Constant
      values for most attacks, thanks to the GameFAQs Final Fantasy X Board.
      Fixed a confusing mistake.

2.6   Fixed wrong Damage Constant about Aurochs Reels.  Fixed information about
      Wakka's section in the Expert Sphere Grid.  Added some more information
      to help with Attack Reels.  Slight changes to other sections.
      Added all 4 types of Mimics to the "The Opposition" "Omega Ruins" area.
      Ran this Walkthrough through a spell checker after an E-Mail from the FAQ
      Critic.  Added a few Expert Sphere Grid Node activation requirements for
      facing the next Boss.  Changed Layout.  Added information about weapon +
      ability infliction.

2.7   Changed some errors with "Go To" links.

2.8   Changed even more "Go To" link errors and information regarding the
      Status Reels Overdrive.

2.9   Changing the Layout yet again.  Added to Credits after forgetting to
      credit The FAQ Critic for telling me to use a spell checker and
      TrulyDexterous for his help improving my guide layout.

3.0   Changed some information before the Introduction

3.1   Added a few more Credits.  Added and removed a question from FAQs.

===============================================================================

WO3)     Why use Wakka?

===============================================================================

First, let us look at why you do not want to use him.  The main reason is his
Magic Defence.  His Magic Defence is pitiful at the beginning, and does not
increase much throughout his section on the Sphere Grid.  His MP has much to be
desired, especially as Wakka relies on attacks that use a lot of MP with
comparison to the amount he has.  He has the lowest starting Evasion, matching
Kimarhri's, Rikku's and Auron's.

Now, with all that negative stuff out of the way, let's look at why it is good
to use him.  The best reason is the Stat boosts on his part of the Sphere Grid.
He has one of the most balanced Sphere Grid areas out of all the characters.
His Sphere Grid also has the highest HP, Accuracy and Strength Boosts.
His special attacks can make any battle easy.  His Overdrives are considered as
one of the best in the game, if not the best in the game.  His Attack Reels can
deal 12 hits between a group of enemies.

All comments about Wakka's SG in this section was referring to the Original SG.

===============================================================================

WO4)     Techniques

===============================================================================

This section of the Walkthrough is to explain what each technique does that is
in Wakka's Sphere Grid.  This section will generally be in order of when you
would normally get the techniques, excluding the two techniques that can only
be obtained in the INT/PAL versions of the game (which will be added at the
end, in order of usefulness).

Credit to _Mace_, pbirdman and other users on the FFX Message Board for all
information in this section of the Walkthrough.

For some reason, this game operates with 254%.  If any attack has a 254% chance
of inflicting a status ailment, only complete immunity of that ailment will
prevent it from being inflicted on to either the enemy or your allies.
Every enemy and ally has an innate 1% resistance to every ailment, so any
attacks that has a 100% infliction rate may not always inflict the status on
the target.

Credit to Ultimaphazon for supplying me with this resistance formula.

The formula for an enemy's or ally's resistance to a status ailment is:

                      Base infliction rate - Resistance

So, if an enemy has 80 resistance to the breaks, this would be the result of a
successful infliction:

                      100 - 80 = 20% infliction rate.

If you have any weapon equipped with any ability that matches the type of
ability used, (for example, you use Dark Attack with a Darkstrike weapon) the
game would use the higher infliction rate with longer infliction turn time.

The calculated duration and percentage status infliction when combining a
Status Infliction Ability with Status Inflicting Weapons.  The example used is
with the Sleep ailment, but can be used for other ailments.  Credit to pbirdman
for this information.

Note: Zombie ailments last until the fiend is defeated, so only the Chance of
the ailment actually inflicting changes.

Sleep Touch                            = 50% Chance (3 Turns)
Sleepstrike                            = 100% Chance (3 Turns)
Sleep Touch + Strike                   = 150% Chance (6 Turns)
Sleep Buster                           = Infinite % Chance (1 Turn)
Sleep Buster + Sleep Touch OR Strike   = Infinite % Chance (3 Turns)
Sleep Buster + Sleep Touch AND Strike  = Infinite % Chance (6 Turns)
Sleep Attack                           = 100% Chance (3 turns)
Sleep Attack + SleepTouch OR Strike    = 100% Chance (3 turns)
Sleep Attack + SleepTouch AND Strike   = 150% Chance (6 turns)

The Rank mentioned in both the Techniques and Overdrives sections refer to that
certain Techniques/Overdrives impact on Wakka's next turn.  Wakka's Overdrives
seem to have the same Rank impact.

Credit to Ultimaphazon for giving me the majority of the Damage Constant values
in this guide.

The Damage Constant mentioned in the selected abilities (and in the Overdrives
section) is what affect that Technique or Overdrive has on the damage inflicted
by that attack.  Most Techniques used will follow the same suit as a normal
attack.  A normal attack has the Damage Constant of 16, unless you are using a
weapon dropped by a Bomb, Grenade or Puroboros, which gives you a weapon with a
Damage Constant of 18.

-------------------------------------------------------------------------------

WO4.1)   Dark Attack

-------------------------------------------------------------------------------

MP Cost = 5       Command Type = Skill            Rank = 3

You will start off with the skill already available on Wakka.  This attack, by
itself, has a 100% infliction rate for causing the status ailment, Darkness, on
the target for 3 turns.

-------------------------------------------------------------------------------

WO4.2)   Silence Attack

-------------------------------------------------------------------------------

MP Cost = 5       Command Type = Skill            Rank = 3

For any NENNE challenge, you will need to learn this skill before facing the
second forced Water Flan battle.  This attack, by itself, has a 100% infliction
rate for causing the status ailment, Silence, on the target for 3 turns.

-------------------------------------------------------------------------------

WO4.3)   Aim

-------------------------------------------------------------------------------

MP Cost = 0       Command Type = Special          Rank = 2

This technique increases the final hit rate by 10% for each use.  The amount it
increases is capped at 50%, so you do not need to use it more than five times.

Aim does not have a Damage Constant because it is not inflicting any damage on
the specified targets.

-------------------------------------------------------------------------------

WO4.4)   Sleep Attack

-------------------------------------------------------------------------------

MP Cost = 5       Command Type = Skill            Rank = 3

This attack, by itself, has a 100% infliction rate for causing the status
ailment, Sleep, on the target for 3 turns.

-------------------------------------------------------------------------------

WO4.5)   Dark Buster

-------------------------------------------------------------------------------

MP Cost = 10      Command Type = Skill            Rank = 3

This attack, by itself, has a 254% infliction rate for causing the stats
ailment, Darkness, on the target for 1 turn.  This is more reliable than Dark
Attack, but does not last as long.

-------------------------------------------------------------------------------

WO4.6)   Drain

-------------------------------------------------------------------------------

MP Cost = 12      Command Type = Black Magic      Rank = 2

This spell will sap HP from the target and restore your HP with the HP obtained
from the target.

Drain has a different Damage Constant to the rest of the abilities.  It has a
Damage Constant of 20.  The difference is because you are not using your weapon
to attack the enemy.

-------------------------------------------------------------------------------

WO4.7)   Silence Buster

-------------------------------------------------------------------------------

MP Cost = 10      Command Type = Skill            Rank = 3

This attack, by itself, has a 254% infliction rate for causing the stats
ailment, Silence, on the target for 1 turn.  This is more reliable than
Silence Attack, but does not last as long.

-------------------------------------------------------------------------------

WO4.8)   Sleep Buster

-------------------------------------------------------------------------------

MP Cost = 10      Command Type = Skill            Rank = 3

This attack, by itself, has a 254% infliction rate for causing the stats
ailment, Sleep, on the target for 1 turn.  This is more reliable than Sleep
Attack, but does not last as long.

-------------------------------------------------------------------------------

WO4.9)   Osmose

-------------------------------------------------------------------------------

MP Cost = 0       Command Type = Black Magic      Rank = 2

This ability is the most useful ability that you have.  It will sap MP from the
target and restore your MP with the MP obtained from the target.  In the PAL/
INT version, this is more useful as you also have a more useful, but more MP
draining attack than the NA version.

Osmose has a different Damage Constant to the rest of the abilities.  It has a
Damage Constant of 10.  The difference is because you are not using your weapon
to attack the enemy.

-------------------------------------------------------------------------------

WO4.10)  Triple Foul

-------------------------------------------------------------------------------

MP Cost = 32      Command Type = Skill            Rank = 3

This attack, by itself, has a 100% infliction rate for causing the status
ailments, Darkness, Silence and Sleep, on the target for 3 turns.

-------------------------------------------------------------------------------

WO4.11)  Full Break

-------------------------------------------------------------------------------

MP Cost = 99      Command Type = Skill            Rank = 5

This is a Skill that can only be obtained on the INT/PAL versions of the game.

This attack has a 100% chance of causing Armour, Magic, Mental and Power Breaks
to the target.  This technique, when used with a One MP Cost weapon, can be the
best technique on Wakka's Sphere Grid.

Note: The effects of the four Breaks will be explained in the next four
sections.  I will not explain the MP Cost or Command Type as the individual
techniques are in Auron's SG, but the effects can be used by Wakka.

�������������������������������������������������������������������������������
WO4.11A) Armour Break

�������������������������������������������������������������������������������
Armour Break removes any armour the target has AND reduces their defence to 0.
This means that you can do more damage to any armoured fiend after using this
attack than by equipping a weapon with Piercing on it.  This is a great
technique on its own.  Giving the fact that you have to use it with the other
three Breaks makes it even better.

�������������������������������������������������������������������������������
WO4.11B) Magic Break

�������������������������������������������������������������������������������
Magic Break reduces the target's Magic Attacks by half.  Due to Wakka's pitiful
Magic Defence, this is a great technique on its own.  Giving the fact that you
have to use it with the other three Breaks makes it even better.

�������������������������������������������������������������������������������
WO4.11C) Mental Break

�������������������������������������������������������������������������������
Magic Break reduces the target's Magic Defence to 0.  The only technique that
Wakka can use that would benefit from this is Drain.  Generally, you will never
need Mental Break to be inflicted on the target.

�������������������������������������������������������������������������������
WO4.11D) Power Break

�������������������������������������������������������������������������������
Power Break reduces the target's Physical Attacks by half.  Against Defender X
this is very useful.  However, it is not that great against the majority of
fiends out there.

-------------------------------------------------------------------------------

WO4.12)  Extract Ability

-------------------------------------------------------------------------------

MP Cost = 1       Command Type = Skill            Rank = 3

This is a Skill that can only be obtained on the INT/PAL versions of the game.
For most of these challenges, this skill is useless as you only need 10 or 11
Ability Spheres to get every ability on Wakka's Sphere Grid.

This skill will change any item you would receive from the targeted enemy in to
Ability Spheres.  It will not effect the damage of the attack against the
target.  Thanks to pbirdman, I have been informed that this attack has a 100%
chance of being inflicted on the target.

-------------------------------------------------------------------------------

WO4.13)  Zombie Attack

-------------------------------------------------------------------------------

MP Cost = 10      Command Type = Skill            Rank = 3

This is a Skill that is only in Wakka's SG Section on the Expert Grid in the
PAL/INT version of the game.

This skill has a 100% chance of inflicting the Zombie status on to the target.
This would be a good attack to use against BFA, but I am unsure about its uses
outside of that battle.

===============================================================================

WO5)     Overdrives

===============================================================================

Wakka's Overdrives are all similar.  They revolve around using three reels,
which you have to match up the same type of image to get the result you want.
If you match all three reels, you get a special add on to your attack, which
will be explained in each section.

Credit to Ultimaphazon for this information and formula.

This is the Overdrive formula for the damage that will be dealt in the PAL/INT
versions of the game:

       Damage x (1 + (Time left on the timer)/(2x Total time allocated))

The NA version does not get the damage increase that the PAL/INT versions of
the game receives.

All of Wakka's Overdrives have a Rank 4 effect on the battle Tick Speed.

-------------------------------------------------------------------------------

WO5.1)   Element Reels

-------------------------------------------------------------------------------

How to obtain this Overdrive? = It is already obtained at the beginning of the
game.

Damage Constant = 34

Normal Attack = Selected Element damage to one enemy based on two Elements
being the same.  If all three Elements are different, the attack will be a
charged up non-Elemental damage to one enemy.

"Great" Attack = Selected Element damage to all enemies, based on all three
reels matching one Element.

Element Reels works by matching colours on the middle line on all three reels.
There are four colours: Red, Yellow, Blue and White.  Red is for Fire, Yellow
is for Thunder, Blue is for Water and White is for Ice.

-------------------------------------------------------------------------------

WO5.2)   Attack Reels

-------------------------------------------------------------------------------

How to obtain this Overdrive? = It is obtained by getting first place in a
Blitzball tournament where this is the first place prize.  I have always found
that this is always the first place prize in the first Blitzball tournament
after the story Blitzball game.

Damage Constant = 10

Normal Attack = Adds all the cards in the middle row together.

"Great" Attack = Doubles the amount the numbers add up to.  If you get all
three 2-hit cards in the centre, you get 6*2=12.  If you get all three 1-hit
cards in the centre, you get 3*2=6.

It is always better to try and get a "Great" Attack, as you will get always
more shots than a normal attack.  Attack Reels works by adding the value of all
the cards in the middle row together.  If you get a "MISS" card, that is
basically adding no more attacks on your total.  The total number of attacks is
spread across all the enemies you are facing that have not been KO'ed.

Note: x8m8x3k3t has informed me that allowing the timer to run out on the NA
version will allow you to get 2-Hit as the final selected option.  This is NOT
recommended for the PAL/INT players, due to the loss of power you would get if
this works.

-------------------------------------------------------------------------------

WO5.3)   Status Reels

-------------------------------------------------------------------------------

Thanks to pbirdman for information about this (and technically the next)
Overdrive regarding what the Hourglass symbol actually inflicts).

How to obtain this Overdrive? = It is obtained by getting first place in a
Blitzball league where this is the first place prize.  You have to be in at
least 250 battles before you can obtain this prize, but by the time you can get
Wakka and play Blitzball again, you should have been in 250 battles.

Damage Constant = 34

Normal Attack = Does a selected status ailment against one enemy if two of the
three icons in the middle row match.  If all three rows are different, it will
do a charged-up attack with no status ailments.

"Great" Attack = Does a selected status ailment against all enemies.

Status Reels works by matching pictures on the middle line on all three reels.
Down = Full Break (Armour/Power/Magic/Mental Break). (100% infliction rate)
Hourglass = Petrify, Slow, Delay(Slow-based, weak) (100% infliction rate)
Black Face = Sleep, Silence, Poison, Darkness. (254% infliction rate)

Note: Slow will only remove any Haste status on the target if possible and
cause a delay using this formula - Tick Speed * 3 / 2 = Delay Penalty.

-------------------------------------------------------------------------------

WO5.4)   Aurochs Reels

-------------------------------------------------------------------------------

How to obtain this Overdrive? = It is obtained by getting first place in a
Blitzball tournament where this is the first place prize.  You have to be in at
least 450 battles before you can obtain this prize, but by the time you can get
Wakka and play Blitzball again, you should have been in 450 battles.

Damage Constant = 34, 72 if you align three Aurochs symbols in a row.

Normal Attack = Does a selected status ailment, Elemental or normal damage
against one enemy if two of the three icons in the middle row match.  If none
of the icons match, it will do charged-up normal attack.

"Great" Attack = Does a selected status ailment, Elemental damage or four times
the normal damage, in the NA version (the damage from the PAL/INT versions of
the game can do up to six times more damage), against all enemies.

Aurochs Reels is a mix between Element Reels and Status Reel, with another type
of attack added to the mix.  The symbols that were in either the Element Reels
or Status Reels does the same Elemental damage or status ailment as it did in
the previous Overdrive.  The flashing Blitzball symbol represents the increased
damage attack.

===============================================================================

WO6)     Ultimate Weapon

===============================================================================

Every character has an Ultimate Weapon in this game.  Each Ultimate Weapon
requires you to have the Celestial Mirror to obtain the Weapon itself.
Then you need to have a Sigil and a Crest that responds to your character's
Ultimate Weapon.  Wakka needs the Jupiter Crest and Jupiter Sigil (or the
Mercury Crest and Mercury Sigil for the INT version).

-------------------------------------------------------------------------------

WO6.1)   Cloudy Mirror

-------------------------------------------------------------------------------

First, you need to be able to ride a Chocobo in the Calm Lands.  Refer to
KratosJudgment6's Calm Lands Map for the locations of the Chocobo Trainer.
After obtaining a Chocobo, get to Remiem Temple via the Chocobo Feather (also
in the Calm Lands Map).  Cross the bridge and head left to view the sphere next
to the Chocobo.  It will mention a Chocobo race and a Chocobo on the other side
of the temple.  Talk to it, and you can start the race.  Complete the race to
obtain the Cloudy Mirror.

-------------------------------------------------------------------------------

WO6.2)   Celestial Mirror

-------------------------------------------------------------------------------

To get the Celestial Mirror, you have to obtain the Cloudy Mirror from the
Chocobo Race in the Remiem Temple (where you get the Magus Sisters).

After getting the Cloudy Mirror, you must head to the start of Macalania Forest
and speak to the Women and Child, where you will learn that the Husband/Father
is missing.  Head to the Campsite area (where you start after you defeat the
second Seymour) and speak to the non-Guado Man, where you will tell him where
his Wife and Son are.

Head back to the Wife, and speak to both her and her Husband to discover that
the Son has just run off (you must speak to them both twice, or the child will
not appear).  Head up the path made of light and follow it until you get to a
fork in the road.  Head to the path on the left and speak to the Son.  You will
get the Celestial Mirror and re-unite the family.

Although, I personally think the Mother should have kept a better eye on her
Son.

Note: The Father and Mother must mention that their son has run off into the
woods.  If they do not mention this, the son will not appear on the path made
of light.

-------------------------------------------------------------------------------

WO6.3)   World Champion

-------------------------------------------------------------------------------

To get the World Champion, you need to have the Celestial Mirror.  The location
of Wakka's World Champion is in the Luca bar where you first meet Biran and
Yenke.  You must speak to the man behind the bar.  You have to win either a
Blitzball League or Tournament to get this prize.

Credit to _Mace_ for the requirement on how to unlock this weapon.

-------------------------------------------------------------------------------

WO6.4)   Jupiter/Mercury Crest

-------------------------------------------------------------------------------

In a locker in the Besaid Aurochs changing room.  You can get it after you have
finished everything to do with the story in Luca, but I would wait until either
you go back to Kilika to face Lord Ochu or when you return to Luca to pick up
the World Champion.

-------------------------------------------------------------------------------

WO6.5)   Jupiter/Mercury Sigil

-------------------------------------------------------------------------------

To obtain the Jupiter Sigil, you need to have obtained all of Wakka's
Overdrives from playing Blitzball.  It may appear as a first place League prize
after getting all of Wakka's Overdrives.

===============================================================================

WO7)                              Walkthrough

===============================================================================

Before we start with the actual Walkthrough, I will give you some hints on how
to get through this game.  Most of these hints will seem to be basic, but there
may be some hints that may be harder to figure out by yourself.

1)     Make sure you save regularly.  Especially if you have just activated a
       node on the Sphere Grid.

2)     Be prepared.  This means stocking up on Potions and Ethers.

3)     Do not be afraid of using your Overdrive.  This can save you in some
       tough situations.

4)     When the going gets tough, the tough get going, especially if you do not
       have a fully charged Overdrive.

5)     Train.  Train.  Train.  It is better to be too strong than too weak.

6)     Know what your enemy will do.  Know his strengths.  Know his weaknesses.
       Know your strengths.  Know your weaknesses.  These few things will make
       any encounter easier than going in like a bull in a china shop.

7)     Buy all available equipment for Wakka.

-------------------------------------------------------------------------------

WO7.1)   Before you Obtain Wakka

-------------------------------------------------------------------------------

Play the game as you normally would, with the exception of not upgrading Tidus.
Also, when you have to name Tidus, choose a different name if you have multiple
FFX saves so you can recognise this game from the others.  I called my
character "W-ONLY", but you think up your own name, just remember that you must
be able to know the difference between this game and the other games you may
have.

I will NOT explain how to defeat the two bosses before you meet up with Wakka,
as it is very easy and the methods do not change.

Due to the amount of people telling me to mention this, I will explain the
potion trick that can help with your training in Besaid if you are doing a
NENNE game.  Basically, the trick is to talk to the Al Bhed that gives you 3
potions on the Salvage Ship.  Dive in to the water and keep diving until you
move on to another screen and then swim back to the ship.  The Al Bhed will
give you 3 more potions each time you return to the ship after leaving that
area.  Once you enter the Salvage Ship, you can not get any more potions this
way.

I have tried this method out and got about 70 potions before giving up.
This was more than enough to train Wakka to be able to get through the forced
Water Flan fight.  However, the more potions, the better.

-------------------------------------------------------------------------------

WO7.2)   Besaid

-------------------------------------------------------------------------------

First of all, you do not need the Moon Crest as you only using Wakka, and
therefore only need to get his Jupiter Crest and Jupiter Sigil, which will be
mentioned when you can obtain them.  Remember, if you are playing the INT
version of the game, you need to get the Mercury Crest and Mercury Sigil,
although the way to obtain them is the same.

Now, play the game as normal, until you face fiends.  When you get into an
encounter, make sure Wakka is in your party and then have the rest of the team
members escape.  You should only have Tidus to get rid off until you complete
the Besaid Cloister of Trials.

Note: If this is a NENNE challenge, you should train Wakka up on the fiends in
the water until he learns Silence Attack.  You will not be able to get out of
Besaid without it.

After the upcoming Boss battle, un-equip the sword Wakka gives to Tidus off
Tidus.  This will also make the next boss battle (WO8.1) easier.
Before leaving the village of Besaid, go to the village item shop and buy about
20 antidotes.  Sell Phoenix Downs and any spare grenades to be able to afford
the antidotes, as you do not need to revive other people and you can not use
grenades, but you do need to cure poison that may harm Wakka.

Now, leave the village with the 20 antidotes.  Before and after the boss battle
between Kimahri and Tidus (WO8.1) are tutorial battles and one of the few times
you are allowed to use players other than Wakka.  The final tutorial, where
Wakka uses his Dark Attack on the Garuda, you have to defeat the other two
members of your party.

Head to the beach and then on to the S.S. Liki for the next two boss battles
(WO8.2 and WO8.3).  Before the two Boss Battles, head in to the ship and into a
room on the left, where you can kick a suitcase that will drop potions until
you reach up to 20 potions in your inventory.  When you have finished the Boss
Battles, a scene will occur and you then arrive at Kilika.

-------------------------------------------------------------------------------

WO7.3)   Kilika

-------------------------------------------------------------------------------

Now, sell any weapons and armour you do not need.  You will have to wait until
morning to be able to sell the equipment, though.  There is another tutorial in
the forest, but you can switch to Wakka and KO the other characters after
Kimahri's initial attack.  After the tutorial has finished, go get Wakka's
Scout weapon in this forest.  This Scout has two abilities, the first being
Sensor and the second being Icestrike.  You can also find a Luck Sphere in this
Forest, which will be useful later on.

You should train Wakka in the forest a bit before continuing on with either the
story or the Lord Ochu Boss Battle.  During you training, you should have
obtained the Overdrive Mode Loner, which will increase your Overdrive quicker
and safer than Stoic.  While you are increasing Wakka via the Sphere Grid, you
do not need to get any "Extract" Abilities, as you will most likely get more
Spheres than you will use.  Try to get a Serum Armguard from a Killer Bee or a
Ragora, as it has a Poison Ward ability, which may prevent Wakka from being
poisoned.  However, you do not need a Serum Armguard for the next Boss
(WO8.4), although it would be very useful.

Get Wakka up to and activate the first Accuracy Node on the Normal Sphere Grid,
while activating the others along the way.  Wakka should be on the Silence
Attack Node, activating the Strength +1 Node, on the Expert Sphere Grid.

I would recommend not attacking Lord Ochu now, but head to the temple instead
for another Boss battle (WO8.4).  Go through the Kilika Cloister of Trials,
and equip the Red Armlet on Kimahri when you can.  Come back and avoid Lord
Ochu, as he is easier to defeat later in the game, which would be ideal as we
want to farm him for his rare drop of two HP Spheres.

Train Wakka until he is on the empty node after the first Accuracy Node on the
Normal Sphere Grid.  On the Expert Sphere Grid, train Wakka until he is on the
second Strength Node.  Now, off to Luca at last.

-------------------------------------------------------------------------------

WO7.4)   Luca

-------------------------------------------------------------------------------

Play the game normally on the ship.  Hopefully, you should get the Jecht Shot
as that makes the Blitzball game easier.  A long scene will occur after talking
to Yuna after completing, or failing, the Jecht Shot.

Play the game as normal, until you finish the Blitzball basics.  Head to O'aka
and get some more Potions and the Rulebraker.  Remember to pick up the HP
Sphere and the Magic Sphere and use them when you get the chance.  Use the HP
Sphere first, as that will be more helpful at the moment.  You do not need to
use the Magic Sphere until you get Drain.

Now, play the game as normal, with the exception of not upgrading the
characters by the Sphere Grid.  Here, you can not use Wakka, so you can fight
normally.  The machina that you face in this area could drop Hi-potions and
X-potions.  Stock up on Hi-potions and try to get about 30 X-potions.
The machina may drop some SOS Nul-Element armour that may be useful for future
boss battles, but can be completed without them.  The Boss Battle (WO8.5) will
still be easy to complete.

After the last boss battle, you get to play your first Blitzball game.  This is
also the ONLY Blitzball game you can play without Wakka.  Although, in the last
two minutes, Wakka arrives on the field, replacing Tidus.  You will get a
Strength Sphere for winning this match, which should be used ASAP.

After the Blitzball game, fiends will attack both in and out of the tank.
You will start in the tank with Wakka and Tidus.  Kill Tidus and progress on.
When you have finished in the tank, you will switch to Auron to face a land
fiend.  When that is defeated, Wakka and Tidus meet up with him, and the normal
rules apply.  After this is finished, you will get a couple of scenes, then
start your travel along the Mi'ihen Highroad.  If you have done what I stated,
you should have used the Strength Sphere, HP Sphere and Magic Sphere.

-------------------------------------------------------------------------------

WO7.5)   Mi'ihen Highroad

-------------------------------------------------------------------------------

First of all, talk to everyone on this road, as they all seem to give you
items.  I know I mentioned that I would not explain how to get items, but the
amount of items that you can get here is huge.  Secondly, you could play
Blitzball now, if you were not doing this challenge.  You have to wait until
you can obtain Wakka, before you start playing Blitzball.  This is a straight
path, which will have lots of people to talk to and lots of items to collect.
The first battle here is a tutorial battle, so you are allowed to use other
characters (Tidus and Auron) in the first battle only.  You should obtain a
Level 1 Key Sphere before you go into the Inn.  If you did not get this, you
did not talk to the person who gives you this Sphere.  Another person inside
the Inn will give you another Level 1 Key Sphere.

There is no point facing Belgemine.  Your next Boss Battle (WO8.6) will be
difficult, but you can just allow Wakka to be knocked over the edge, and travel
on the Old road.  Before this battle, in the Inn, you can save your game and
travel down the part of the Highroad that you have already been through.
If you wish to beat the next Boss (WO8.6), you must have activated the
Strength node after the Dark Buster ability node and the nodes getting to the
afore mentioned node (including the nodes blocked by a Level 1 Key Node).
You also want to obtain a Firestrike weapon from either a Dual Horn or a Bomb.
The Firestrike weapon from the Bomb would be better, as it has an increase in
the weapon's damage consistency.

If you get knocked down to the Old Road, just follow the arrow.  The only real
problem is that you have to pay for a Chocobo to obtain the Fortune Sphere.
When you have got the Fortune Sphere and Scout from the Old Road by using a
Chocobo, head for Mushroom Rock Road, to witness Operation Mi'ihen.

If you defeat the Chocobo Eater, you can get a free Chocobo, and that makes
every item that you need a Chocobo to obtain free as well.  When you have got
the Fortune Sphere and Scout from the Old Road by using a Chocobo, head for
Mushroom Rock Road to witness Operation Mi'ihen.

Note: Use the Fortune Sphere with the Luck Sphere when you can.

-------------------------------------------------------------------------------

WO7.6)   Operation Mi'ihen

-------------------------------------------------------------------------------

Do NOT donate to the Operation, as you do not need this stuff, and it costs
a lot more than you can sell it for.  You will have to try to get onto the
Mushroom Rock Road, but will be stopped by the guards.  Now, head back for a
scene where Seymour will help the party through to the command centre.

From now on, buy any weapons or armour that you can for Wakka, as they may be
useful later in the game.  I may mention certain equipment that I have used,
but you may find that using other weapon/armour combinations work better.

You have to head to the command centre, as the beach is blocked by guards.
Make sure to equip a Red Armguard if you got one during the Mi'ihen Highroad.
Play the game as normal, collecting items from chests, activating scenes and
all that stuff.  Just remember, you are still doing a Wakka Only challenge, so
you can not use any other character during fights.  Get Wakka's T.K.O. from
O'aka when he is near the Save Sphere after you use the lift.  If you defeated
the last Boss, the next Boss (WO8.7) should be no problem.  Try to activate
the first Accuracy node after the Dark Buster node.  After this battle, we will
be travelling along the Djose Highroad.

-------------------------------------------------------------------------------

WO7.7)   Djose Highroad

-------------------------------------------------------------------------------

First off, you have to head to Djose Temple.  This is a problem, as fiends here
can petrify your party members.  This makes getting to the temple a lot harder,
especially since you can not buy some armour for Wakka with Stone Ward.
Equip the T.K.O. and try to get to the other end of this road where a scene
will occur explaining what they are going to do before going to Zanarkand.
Head to the Djose temple and play the game as normal.  Make sure to pick up the
Magic Sphere in the Djose Cloister of Trials.  Play the game as normal after
the Djose Cloister of Trials, but make sure to pick up the Magic Defence
Sphere.  You will want to use this ASAP as Wakka's Magic Defence is rubbish.
You do not need to level up here, but I was on the Drain node before entering
the merchant areas.

You should arrive at the Moonflow, which is covered with salesmen.  Make sure
you buy your items from O'aka as he sells items cheaper than the others.
A couple of these salesmen only sell armour.  One of them has a Soft Armguard
which should be purchased, as you may be going back to face Lord Ochu soon.
The merchant with the Soft Armguard is on the same screen as the Shoopuf.
Another saleswoman offers some armour called Danger Armguard, which it would
be a good idea to purchase.  It may be a good idea to buy all available
equipment for Wakka here, as it may be useful in the future.  When you have
finished, you shall ride the Shoopuf, and face a Boss (WO8.8).

You should now be on the other side, where O'aka now has the monopoly as no
other merchant is on this side.  He is only selling items now, but you should
already be stocked up.  Leave this side and head to Guadosalam.  You should
meet up with an Al Bhed lying near a bridge, who turns out to be Rikku.
Talk to her and she will join your party.  The first battle after this is a
tutorial about Rikku, so you must use Rikku for this tutorial.  If you wish to
keep the two Bomb Cores, mix two Potions instead, so Wakka and Tidus join the
battle and you can defeat the fiend like every other battle.  Play the game as
normal (except for not using Rikku's Steal on the treasure chests) up to and
past Guadosalam, into the Thunder Plains.  Make sure you have the 8 Lightning
Marbles found in the Farplaine, as you can add the ability Lightningproof on
one armour that has a free slot.

Note: O'aka sells a Yellow Armguard in the Guado shop that costs less than the
amount it would cost in the shop, and will be useful in the Thunder Plains.
If you want to have better protection during the Thunder Plains, Customise some
armour to have the ability Lightningproof, which can be made with the 8
Lightning Marbles found in the area going to the Farplaine.

Note: You can now Customise.  Go wild and experiment, but I will give you my
suggestions throughout this Walkthrough.

-------------------------------------------------------------------------------

WO7.8)   Thunder Plains

-------------------------------------------------------------------------------

Play the game as normal.  I would recommend that you do activate all of the
glowing stones right now, as Qactuar can drop Spiritual Armguards that have a
useful ability called MP Stroll, although Qactuar are strong, fast and could
kill you in about three or four goes if they use the right moves.  I would also
recommend that you use the 8 Lightning Marbles to make Lightningproof as most
of the magic enemies will use a Lightning Element spell.  Also, equip a weapon
that has the Waterstrike ability.

If you have not got one, there is one that can be obtained during the first
section of this area.  You will also have a free ability slot, where you can
add any type of ability you want.  I added the Sensor ability on mine, to match
my other Element Strike weapons.  It is up to you what you do with it, as it is
not important what the other ability is on the weapon.  Also, you should try to
dodge 100 consecutive Lightning Bolts on the Thunder Plains, as you can get:

()   2x X-potions
()   2x Mega-potions
()   2x MP Spheres
()   3x Strength Spheres
()   3x HP Spheres

Head through this area into Macalania.

-------------------------------------------------------------------------------

WO7.9)   Macalania

-------------------------------------------------------------------------------

Hopefully, you have been able to get to an empty node and use the Magic Defence
Sphere, as you will have problems against spells in this area anyway, but it
may be the difference between a successful battle and being KO'ed.  If you have
not used the Magic Defence Sphere yet, get back into the Thunder Plains and
train until you can use it.  It would be a good idea to use the Scout with the
Lightningstrike ability and use the Soft Armguard brought from a merchant at
the Moonflow Shoopuf boarding area as the Soft Armguard also has Magic Def +5%.
Play the game with the rules that apply for this challenge.  If you have an
armguard with the ability MP Stroll, equip it whenever you are running out of
MP.  This will make travelling through the game easier.

Before facing the next Boss (WO8.9), make sure you are on the second Magic
Node after the Drain Node and you have used the Magic Defence Sphere on the
Djose Highroad and you have activated all the nodes you can activate.
After this Boss battle, use the Magic Sphere where the Level 1 Key Node was and
then head back to Kilika to face a boss battle (WO8.10) that has been put off
for a while.  You may also want to collect all the Jecht Spheres you can, as
you have to use Auron in some battles after Macalania.  After you have done
what you want to do, head back and past where you fought the Boss in Macalania
and head to the Travel Agency.

When you are in the Travel Agency, switch your weapon to the Scout with the
Lightningstrike ability and stock up on Hi-potions, as you can buy them now.
Get Wakka on the first Defence Node after the Silence Buster Node, then head
towards the next Boss (WO8.11).

After the cutscene, head back to the Travel Agency and save.  If you attempt to
fight the next Boss (WO8.12) after the battle against the Boss you have just
defeated, you will be slaughtered.  You will have to do a lot of levelling up
to have a chance of beating him.  Whenever you are near an empty node, use the
Strength Spheres first, then the HP Spheres and then the MP Spheres if you have
any.  You can not leave the lake area, so you must level up here.  Make sure
you are on the Sleep Buster Node, opened the Level 2 Node Area, used a HP
Sphere and used all the Strength Spheres from the Lightning Plains, you will
have a good chance to defeat the next Boss (WO8.12).  If you get any Sphere
Grid Levels, head to the Triple Foul Node, only taking a detour to get the
Magic Defence +4 Node.

After managing to get lucky and kill the last Boss, SAVE!  If you have done any
Character Challenges, you WILL know why you should save.  Play the game as
normal, by heading back to the Travel Agency.  When you get to the same place
where you fought the Crawler and you will be thrown into another Boss Battle
(WO8.13).  After this Boss, you will be at the bottom of the lake, where you
will go through a few scenes and then be taken to Bikanel Island.

-------------------------------------------------------------------------------

WO7.10)  Bikanel Island

-------------------------------------------------------------------------------

When you can control Tidus, you will notice a shortage of Wakka in your party.
This is alright, as you will only be facing one, or maybe two, enemies without
Wakka.  Although this is not really a Boss Battle, I have decided to mark it as
a Boss Battle (WO8.14), due to the fact that Wakka is not in your party and
you can not Escape.  After this battle, head in the same direction that Auron
goes in the cutscene to find Wakka.  After this, play the game as normal and
head for Home.

Get everything you can from Home, as you will not be able to come back here.
Also, the Spheres that you get from doing the puzzles add great attacks onto
your Weapons, or great defence onto your Armour.  After going through Home, you
should be on the Airship, where you can now hire Wakka for your Blitzball team.
That would mean that you can obtain new items and Overdrives, but the game will
not allow you to play Blitzball at all.  You will have to wait, but you can
explore the ship before moving the game along to the fiend attack.  You should
stock up on Hi-potions and you should also buy two Phoenix Downs, which will be
explained later.

After the fiends start attacking from inside the airship, head to the end part
of the airship, where you will meet the next Boss (WO8.15).  Head out onto the
deck and get ready for a long fight.  Make sure you are on the last Agility
node before the Osmose node and you have used one of the HP Spheres that you
have obtained.

After this fight, you will be in Bevelle, trying to rescue Yuna.

-------------------------------------------------------------------------------

WO7.11)  Bevelle / Via Purifico

-------------------------------------------------------------------------------

Run towards the other end of the path.  You will encounter battles, but they
should be easy to take care of.  Play the game as normal, and you should be in
the Bevelle temple.  Collect everything you can (the Al Bhed Primer, the HP
Sphere and the Knight Lance) as you can not come back to this temple.

Now, after completing the Cloister of Trials, you will be in Yuna's part of Via
Purifico.  You can not get back here after you leave so I would recommend that
you get everything here.  Go through the Red Lighted path where you find Auron,
after finding Lulu, Kimahri and Auron.  Here will be the next Boss battle
(WO8.16) which you are allowed, and must, use Summons.

After the last Boss battle, you switch to Tidus, Rikku and Wakka.  Their path
to their Boss battle (WO8.17) is straight forward.  After you have beaten the
Boss, swim to the end of the tank, remembering to open all the chests,
especially since one of them has a weapon for Wakka in it.  You need this
weapon to be able to defeat the next Boss.

After the scene, head back the way you came in the cutscene.  When you reach
the Save Sphere, equip Wakka's new weapon that you got from a chest in the
water part of Via Purifico and the armour that has the ability Lightningproof.
Now, you should be ready for the next Boss battle (WO8.18).

Play the game as normal, and you should end up in the Calm Lands.

-------------------------------------------------------------------------------

8.12)   Calm Lands

-------------------------------------------------------------------------------

Head to the Travel Agency in the middle of this massive field.  When you get to
the bottom of the cliff, someone in a machina will come towards you.  Talk to
him and buy the White Armguard from him.  Now, continue to the Travel Agency
and save your game.  You can now play Blitzball if you hired Wakka while you
were on the airship.  I will split my methods for defeating the Bosses into two
categories now, one for the people who has obtained Wakka as a Blitzball player
and one for the people who has not obtained Wakka as a Blitzball player.
When you have finished obtaining Wakka's Overdrives if you can, leave the
Travel Agency and head to the Chocobo Trainer North-East of the Travel Agency.
You only need to complete the first training to be able to ride a Chocobo.

After you have a Chocobo, head to the Monster Arena to help the Old Man out by
capturing all fiends in the Calm Lands.  You need to buy Wakka's Catcher from
the Old Man before you can capture fiends.  I would also recommend customising
the ability Piercing on the Weapon, so that all the fiends should be easier to
capture, except for Flans and Elements.  You get 60x Farplane Wind for
collecting all the fiends in the Calm Lands.  These 60x Farplane Wind should be
saved to customise Deathproof onto some armour with two free slots, hopefully
the armour with the two free slots also has confuse Ward on it.  Customise on a
weapon with two free slots Evade & Counter and Piercing.  This will be your
main weapon until you get the airship.  To get some armour with Berserk Ward on
it, fight either a Shred or a Malboro as they both drop a Serene Armguard.

After that, you could get the Cloudy Mirror, but I would just continue with the
game, as you can not obtain Wakka's World Champion without the airship.
Train Wakka so he is on the first Accuracy Node after the Osmose Node and head
to the next Boss Battle (WO8.19).  After this Boss Battle, which should take
about five seconds if you got Wakka's Attack Reels, head across the other
bridge and on to Mount Gagazet.

-------------------------------------------------------------------------------

WO7.13)   Mount Gagazet

-------------------------------------------------------------------------------

Head up the Mountain, and enter a long scene.  After this scene, continue up
the Mountain until you are stopped by Biran and Yenke, bringing you to another
Boss Battle (WO8.20).  After this fight, save and buy as much Holy Water as
possible.  Customise Zombie Ward and Deathproof on some armour with two free
slots (preferably on some armour with Confuse Ward on it) and buy some more
Holy Water, then start climbing the Mountain.  You will get another long scene.
Continue your way up the Mountain, collecting all the chests as you travel.

You should come across a man while you are climbing the Mountain.  TALK TO HIM!
I can not stress that enough.  This guy is another Merchant, but he will sell
you the best equipment in the game, unless you are doing a NC game.  He will
not appear where he is supposed to appear if you do not speak to him here,
though.  The Double Penalty he sells may be useful, so get it.  Same goes for
the Tetra Armguard.

When you have finished buying stuff from Wantz, continue travelling up the
Mountain and save when you can.  Shortly after the Save Sphere, you will be in
a Boss Battle (WO8.21).  Make sure you have used all the MP Spheres and all
but one HP Sphere and have activated the MP Node nearest the Triple Foul Node.

After the Boss Battle, save.  Continue to the next screen and watch another
scene, then continue up the Mountain.  You have to do the two trails in the
water areas of the cave.  After the trails are done, collect the chests in this
area, especially the Pep Talk and the Fortune Sphere.  When you can, use one of
the Luck Spheres, then the Fortune Sphere to gain more luck.  Train Wakka until
he has activated the last Strength Node on his Sphere Grid, and has used all of
his Stat Upgrade Spheres but one Luck Sphere.  Head out of the cave and get
ready to face a Boss (WO8.22).

-------------------------------------------------------------------------------

WO7.14)   Zanarkand Ruins

-------------------------------------------------------------------------------

After the boss, continue with the game as normal.  When you get the Fortune
Sphere, use the Luck Sphere, then the Fortune Sphere when you get the chance.
Before getting to the Cloister of Trials for Zanarkand, make sure Wakka has
activated the HP Node before the Triple Foul Node.  Then complete the Trials
and get ready for the next Boss battle (WO8.23), remembering to equip the
weapon and armour before actually starting the battle.

When you have beaten the last Boss, save.  Equip the weapon and armour you will
be using and then get ready for another Boss battle (WO8.24).  If you have the
used the right equipment at the right time, you should have beaten this Boss
and be heading to the exit.  You should see another scene when you exit the
dome and you will be on the airship.

-------------------------------------------------------------------------------

WO7.15)   Airship

-------------------------------------------------------------------------------

Now you are on the airship again, go talk to Yuna, who is on the other side of
the ship.  After you have finished speaking to her, head back to the cockpit.
After another scene, you now take control of the airship.  Head to Bevelle to
get your names cleared and then you enter any temple you want, excluding
Bevelle's temple.  I will now separate this into different sections, so you can
skip any part of the side-quests you do not want to do.

Note: After activating the Triple Foul Node on the Sphere Grid, use a Return
Sphere to take you to the Sleep Buster Node, so you can complete the small part
of your Sphere Grid that you have not obtained.

Obtaining Yojimbo
�����������������
You should know where to go to obtain Yojimbo.  The Sunken Cave.  Head to the
back of the cave and get ready for another Boss battle (WO8.25).  When you
have beaten this Boss; collect the treasure in the small, side rooms, then get
Yojimbo.  You should have obtained the fourth Fortune Sphere, so you can use
a Luck Sphere and the newly acquired Fortune Sphere on an empty node.
You should also use the MP Sphere found in one of the side rooms when you can.

Note: If you have viewed the Highbridge scene, you can re-enter the Chamber of
the Fayth to obtain the Strength Sphere now.

Revenge on the fiend that tried to eat Tidus
��������������������������������������������
Search at co-ordinates x14-x17, y59-y61 to get to Baaj Temple.  Head to Baaj
Temple and head to the top of your screen, until Tidus jumps in the water.
Swim to the green square on you mini-map and prepare for a Boss battle
(WO8.26).

Gaining Stat Boosting Spheres
�����������������������������
Note: To get the Chamber of the Fayth treasures, you must have viewed the
Highbridge Scene.

First, head to Kilika's Chamber of the Fayth to obtain a Luck Sphere, an
Accuracy Sphere, a Defence Sphere and an Agility Sphere.  Next, head to Djose's
Chamber of the Fayth to obtain a Luck Sphere, a Magic Defence Sphere and an
Agility Sphere.  Next, head to the Sunken Cave's Camber of the Fayth to obtain
a Strength Sphere.  You can not go back to the Besaid or Macalania if you have
the PAL/INT version of the game because of the Dark Aeons (Shiva and Valefor).
You can not obtain the Spheres from the Magus Sisters because you need to use
Aeons to obtain them, which you can not do in any Wakka Only Challenges.

Upgrade Your Celestial Weapon
�����������������������������
There is an entire section of the Walkthrough the explains how to do this and
where or how to get all the equipment needed.  The reference to the Celestial
Weapon section of the Walkthrough is (WO6).

Finding Omega Ruins
�������������������
Omega Ruins can be found the same way as you found Anima.  Just remember to
search at co-ordinates x70, y35 to get to Omega Ruins.  You can then select it
in the list of all available locations.  The best reason to go here is to
obtain a Crimson Armguard from a Puroboros that can help against the second to
Final Boss.

Getting inside Sin
������������������
Note: It would be advisable to make your Ultimate armour before facing these
Bosses as you will find a couple of customisations useful in this battle.

Note: If you are playing a NC game, you can buy a weapon from Kilika with the
abilities, Piercing and Sensor.  Get this weapon, as it will be very useful for
the next few Boss Battles (WO8.27, WO8.28 and WO8.29).

You should notice the top option in the Airship locations list is Sin.  That is
how we get inside of Sin.  First, we have to fight Sin's Fins (WO8.27), then
another Sinspawn on Sin and Sin itself (WO8.28).  After these fights, you can
save your game before facing Overdrive Sin (WO8.29).  Once you have completed
this fight, you are now inside of Sin.

-------------------------------------------------------------------------------

WO7.16)   Preparing for the Final Match

-------------------------------------------------------------------------------

Ok, so you got inside Sin, but you still have to get through to the other side
and you have to be able to defeat the Bosses along the way.  That is why this
section is here.  It will help you make weapons that can help you defeat the
two Bosses in this area.  Generally, it will just give you how you get the
items to make the weapons, but it is still preparation.

Making your Armour and Weapon
�����������������������������
For a normal OSGWO game, you will not need to make a weapon, as the Celestial
Weapon would be the best choice.  However, you will need to make some armour no
matter what the challenge is, excluding if the challenge includes No Customise,
we will start with the armour you will need.

Armour
������
Auto-Haste (Helps you get more turns in against your enemy)
Auto-Protect (Halves damage done by physical attacks)
                       (For NA version of the Game)
Stoneproof (Stops you from being petrified by the Final, able-to-be-killed-by,
     Boss)
Zombieproof (Protects against the zombie status, making you use less turns to
     heal yourself in the Final, able-to-be-killed-by, Boss battle)
                    (For PAL/INT version of the Game)
Ribbon (Stops all status effects from any enemy)
Free Slot (You can customise whatever you want here)

Note: The PAL/INT armour is more Overkill than anything.  If you want more of a
challenge, use the NA armour instead.  I have only suggested it before I get
any E-Mails asking why I have not used Ribbon in the Final Armour.

Weapon
������
Unlike the armour, there are five abilities that can be useful on the armour.
I will list all five, so you can choose which abilities you think would be best
to defeat the Final, able-to-be-killed-by, Boss.  You should use Zombiestrike
to inflict the zombie status on the enemy, and I would recommend using that
ability.  Here are the five abilities:

Zombietouch (Used with the Zombiestrike to have a 100% chance of inflicting
     zombie on the Final, able-to-be-killed-by, Boss.  This must be customised
     before Zombiestrike)
Zombiestrike (Used to inflict the zombie status on an enemy.  If you are also
     going to use "Zombietouch", you must customise Zombietouch on the weapon
     before Zombiestrike)
Magic Counter (To counter any magic spells.  Mainly used in the last Seymour
     fight, but can help in the Final, able-to-be-killed-by, Boss)
Evade & Counter (To counter the Final, able-to-be-killed-by, Boss's attacks,
     whenever possible)
Strength +20% (To inflict more damage.  Can you think off a better reason?)

Note: If you are going to use "Zombietouch" MAKE SURE you add that to your
weapon before "Zombiestrike".

Capturing Fiends
����������������
You will need to capture fiends to be able to unlock monsters at the arena,
which you will gain items for every fiend you unlock.

Calm Lands = 60x Farplane Winds (Used to customise Deathproof for the
     Yunalesca fight, although you should have already got this)
Mushroom Rock Road = 99x Candle of Life (Used to customise Zombieproof and
     Zombiestrike)
Thunder Plains = 99x Chocobo Wings (Used to customise Auto-Haste)
Macalania = 60x Shining Gem (Used to customise Magic Counter)
Unlock Juggernaut = 99x Light Curtain (Used to customise Auto-Protect)
Unlock Greater Sphere = 60x Supreme Gem (Used to customise Strength +20%)
Djose Highroad = 99x Petrify Grenade (Used to customise Stoneproof used in
     the Braska's Final Aeon battle)
Unlock Ultima Buster = 99x Dark Matter (Used to customise Ribbon)

After you have got the arena opened, you can fight any creation that the Old
Guy creates.  The easiest fiend to fight is also the only one you need to
fight.  This is Chimerageist (WO8.30) which will drop Fire Eater, Water Eater,
and Ice Eater armour that will all be useful in a coming Boss Battle.

Let's Go Shopping
�����������������
Hopefully, you talked to Wantz on Mount Gagazet, like the guide told you to.
This is so we can exchange 200,000 for a piece of armour and a weapon from him.
I think we got ripped off, but we should be able to afford it this late in the
game.  The equipment we brought has four free slots, so we can customize our
weapon however we want.

If you are playing a NC game, I would recommend that you head to Kilika to buy
a "Piercing" weapon for Wakka, if you did not get one from the Biran & Yenke
fight.

After you have brought the equipment from Wantz, we have to buy some items.
Head to the airship and speak to Rin.  Buy all of his Remedies, Holy Waters,
Hi-Potions and anything else you may think is useful.  Potions are not useful
this late in the game.  In fact, if you customized the ability Auto-Potion on
your armour, sell your potions, as they are always used first with this
ability.  In fact, I would just keep X-potions, Elixirs and Mega-Elixirs.

After you have finished your preparations, head for Sin and the end of the
challenge.

-------------------------------------------------------------------------------

WO7.17)   Inside Sin

-------------------------------------------------------------------------------

If you obtained a No Encounters weapon from Geosgaeno, it would be a good idea
to equip it, as you really have no need to level up anymore.  If you are lost,
or just want a map to follow, use ABlaster's Sin Map to find your way around
(http://www.gamefaqs.com/console/ps2/file/197344/30970).  You only need to get
the Elixir, Mega-Elixir and maybe the Defence Sphere and HP Sphere.  The other
items can be ignored.  That map misses a Save Sphere near the words Defending
Bracer on the pink area.  Save here, as you will be facing the second last Boss
(WO8.31).

After defeating the last Boss, head back to the Save Sphere and save.  You will
now be heading to the green area on the map, only making a detour for any items
you will need.  Save at the Save Sphere, then head to the corridor branching
off the main corridor.  You have to collect 10 orbs, then you will be thrown to
an area that you were in at the start of the game.  Equip your final weapon and
armour, then head for the Final Boss Fight (WO8.32).

After you have defeated Braska's Final Aeon, you have to face your Aeons, then
Yu Yevon.  You can not die unless you petrify yourself.  These battles are easy
enough for you to accomplish on your own.  Congratulations, you have completed
a Wakka Only Challenge.

===============================================================================

WO08)                           Boss Battles

===============================================================================

This section will explain how to defeat the bosses that you will encounter on
your journey, excluding the bosses that you encounter before you meet Wakka as
the methods of defeating those bosses are basic.

-------------------------------------------------------------------------------

WO8.1)   Kimahri

-------------------------------------------------------------------------------

Attack him and heal, by using normal Potions, whenever you get below 150HP.
If you manage to get a hit that inflicts double damage, you can get away with
just attacking Kimahri without healing your character.  If Tidus has his
Overdrive fully charged, you should not have to heal your character.

Note: I managed to get a Metal Armguard with Defence +5% and a free slot after
beating Kimahri, although you may obtain something different.  Every armour I
have received after beating Kimahri has had Defence +5% and every weapon I have
received after beating Kimahri has had Sensor, although it is rare to obtain
something for Wakka.

-------------------------------------------------------------------------------

WO8.2)   Sin

-------------------------------------------------------------------------------

Switch to Wakka with either Yuna or Kimahri.  Take out two of the three
Sinscales, Tidus and the other character left.  The Sinscales will be doing the
damage to Wakka, and they take two hits to kill each of them.  After two of
them are out of the way, just attack Sin and heal HP with a Potion when your HP
is less than 130HP.  When there is only one Sinscale left, it will do his
Spines attack, which does between 200-250 damage. The Sinscale's wings will
start flickering to warn you of this attack, which you should then block on
your next turn, halving the damage you will take and you will save on your
potion usage as well.

Note: Whoever is the remanding character will still receive experience, as
anyone KO'ed in this boss battle will be revived for the next boss battle,
which is where the characters will obtain their experience for both battles.

-------------------------------------------------------------------------------

WO8.3)   Sinspawn Echuilles

-------------------------------------------------------------------------------

DO NOT ATTACK THE SINSCALES!  They keep respawning, making your efforts
pointless.  Also, you are not healed after your last battle, so you need to
heal yourself by using a Hi-potion.  Use Dark Attack on him to stop his Drain
Touch attack from hitting you.  His Blender attack will deal 100-130 damage,
and can not be avoided.  However, it is a Water-based attack and can be reduced
with a Waterproof or Water Ward armour obtained from a Water Flan.  Heal if
your HP is under 260HP.  Use a Ether in the highly likely event of running out
of MP.  Use any Element on Wakka's Element Reels as this Boss has no Element
weaknesses or strengths (which I find weird, as he seams to be another sea
bound fiend to me).

Note: After the last 2 Boss battles, I managed to obtain a Water Ball and a
Yellow Armguard.  Both of these will be useful against the Yellow Element in
Kilika Woods but I would not redo these Boss battles to get them.

-------------------------------------------------------------------------------

WO8.4)   Sinspawn Geneaux

-------------------------------------------------------------------------------

If Wakka has 16 Strength in his Status and a fully charged Overdrive, the first
move he should make is to use Element Reels with the Fire Element.  This should
take care of both Tentacles and open the Shell, allowing physical attacks to do
more damage.  If your other characters have not been KO'ed, KO them.
Sinspawn Geneaux is vulnerable to Silence Attack, which stops it from casting
Water.  Another move he has is called Venom, which takes just over 110HP away
and poisons you in the process.  Hopefully, the Serum Armguard should stop you
from being poisoned.  Staccato will damage the entire party for just over
110HP.  Like we're really worried about the rest of the party being damaged.
Heal when your HP is less than 160HP.  Remember to use Antidotes or Remedies
when you are poisoned.  Also, whenever you can, use your Element Reels
Overdrive as it does almost 700HP damage using the Fire Element.

Note: _Mace_ has told me that for the NA version, the Overdrive will not open
the Shell or defeat the Tentacles.  You would only damage the Tentacles and
Shell for 340HP.  You would have to do about 110 extra damage to defeat the
Tentacles.  I would recommend attacking both Tentacles once, then use your
Overdrive.  This would not open the Shell, but should stop about 100-200 damage
against Wakka.

-------------------------------------------------------------------------------

WO8.5)   Oblitzerator

-------------------------------------------------------------------------------

Start by powering up the crane by using Thunder on it three times, then have
Tidus use the crane, which does about 4600 - 5000 damage.  This can be done
just by using Lulu's Overdrive and getting 6 hits with it.  Kimahri should be
attacking Oblitzerator with normal attacks.  Tidus should now attack normally
and Lulu should be casting Thunder on Oblitzerator.  This should be over
quickly.

Note: It would be better if Lulu does not use her Overdrive until the end of
the battle.  This is because you could use her Overdrive to Overkill this boss
and obtain more Elixirs at the end of this battle.  You would normally obtain
2x Elixirs for a normal kill or you could obtain 4x Elixirs for an Overkill.

-------------------------------------------------------------------------------

WO8.6)    Chocobo Eater

-------------------------------------------------------------------------------

Note: In whatever challenge you are doing, it is a good idea to get pushed off
the edge in this battle.

Make sure you start this battle with a fully charged Overdrive, 27 Strength and
the other two characters in your party with only 1 HP each.

Chocobo Eater can be blinded by Dark Attack.  Thankfully, Chocobo Eater is also
weak against Fire, and you can obtain a weapon for Wakka with Firestrike from a
Dual Horn or, better still, a Bomb.  Make sure you switch to the Firestrike
weapon.  When you can use your Overdrive, make sure you attack with the Fire
Element.

This fiend has three attacks.  The first one is the basic physical attack,
which should do about 500 damage, but should be no worry if it is blind.
The second one is a push back attack, which will push your party closer to the
edge of the cliff.  The damage from this attack is about a tenth of your
current HP, so it will not kill you, but can end this battle easily.  The final
attack is called Fists of Fury, which will hit the target for 1000HP, and can
not be dodged.  Thankfully, he will point at a character saying You're Next as
a warning.  If he is pointing at Wakka, defend.  Otherwise, attack.

You can knock him onto his back after dealing 1,201 damage to him, and start
using normal attacks, which will do more damage than if he was standing up
(due to the fact that the Chocobo Eater has armour when it is standing up, but
not when it is on it's back).  Unfortunately, he will get up after about two of
his turns.  You must do 501 damage against the Chocobo Eater while he is on his
back to move yourself further away from being knocked off the cliff, while
moving him closer to being knocked off the other side of this cliff.
This requires luck more than anything.

Note: _Mace_ has mentioned that you have a 10% chance of poisoning the Chocobo
Eater with the Rulebreaker brought in Luca.  I would not suggest trying this,
as the chance of actually poisoning it is too low.

Note: _Mace_ has mentioned that if you are doing a NAR game and have played BB
so you have the Status Reels, you can use Status Reels to inflict Full Break on
this boss, making it easier to kill.  The chance of successfully inflicting all
four Breaks on to Chocobo Eater is 50%.  Your main concern would be to just
inflict Armour Break and Power Break.

-------------------------------------------------------------------------------

WO8.7)    Sinspawn Gui

-------------------------------------------------------------------------------

This battle has two stages, one with any member in your party, and one with
only Auron and Yuna, but they get help from Seymour.

First Part
����������
Make sure your party is Wakka, Yuna and Auron.  KO Sinspawn Gui's head, Yuna
and Auron.  Every time this fiend's head is moving suspiciously, hit it with
Wakka's normal attack.  Use Wakka's Overdrive to take out the arms.  If his
arms have not regenerated when your Overdrive has charged up, wait until they
are charged up to unleash the Overdrive again.  Do not attack the arms without
the Overdrive as they take four hits to destroy, each.  If you have not got
your Overdrive charged up by the time the have regenerated, defend.  Heal using
either Hi-potions or Mega-potions when needed (if Wakka is below 700HP).
If you defeated Chocobo Eater, this boss will be no problem in comparison.

Second Part
�����������
Now, Seymour should replace Wakka.  Thankfully, Seymour can destroy Sinspawn
Gui with no trouble at all, with his magic.  This means that you can KO Yuna
and Auron again (if you do not want to have them gain any Sphere Levels).
Attack the head first, as that can cause a lot of damage.  Now, you have a
choice, you can destroy the two arms, or just go straight for the body.
Either way, use one of the -ara black spells to defeat this fiend.  Seymour can
cure himself with either Cure or Cura if he looses much health.

Note: The reason why you used Yuna and Auron in the first match, is so you
limit the characters that gain Sphere Levels for this fight.

-------------------------------------------------------------------------------

WO8.8)    Extractor

-------------------------------------------------------------------------------

Make sure you have Wakka's Scout with the Lightning Strike ability equipped.
Use your Overdrive when it is fully charged and make sure you use the
Lightning Element.  It will sometimes start to ready Depth Charges, but one hit
should stop it easily.  This battle is straight forward, get rid of Tidus, then
attack until it is defeated.

-------------------------------------------------------------------------------

WO8.9)    Spherimorph

-------------------------------------------------------------------------------

This Boss will counter any type of attack with a magic spell.  This fiend can
also change it's Element weakness, which can be discovered by the type of spell
it counters with.  It will counter with the opposite type of Element it is weak
against.  For example, if it is weak against Ice, it would counter with a Fire
Fire spell.  This should only be attacked after it changes it's Element
weakness and when your Overdrive is fully charged.  Use Drain against this boss
while you are waiting for the Overdrive gauge to be fully charged.  Make sure
Wakka is equipped with armour that increases Magic Defence and a weapon that
has no Elemental strike abilities.  It has an attack called Press that does
half of your current HP in damage, but if you are blocking, it will do a
quarter of your current HP in damage instead.

_Mace_ suggests this method
���������������������������
If you have the Lightningproof armour, keep attacking Spherimroph until it
changes it's counter spell to Thunder.  Now, equip the Lightningproof armour
and attack it normally.  This should minimize the damage received in this
battle.

-------------------------------------------------------------------------------

WO8.10)   Lord Ochu

-------------------------------------------------------------------------------

MAKE SURE YOU SAVE BEFORE THIS FIGHT.  By the time I have suggested that you
face him, you should be able to KO him with one Element Reels Overdrive, using
the Fire Element.

Note: I got two HP Spheres for Overkilling this Boss.  Although you have a 1/8
chance of obtaining these HP Spheres, you NEED to obtain them.  If you do not
get them, reload your game and try again.  This is the reason why you saved the
game process before this battle.

-------------------------------------------------------------------------------

WO8.11)   Crawler

-------------------------------------------------------------------------------

*RULE ADDED TO THIS BATTLE ONLY = NO (NO OVERDRIVES)*

This rule has been added as the Negator creates a magic field, which stops the
Crawler from using it's strongest attack and also stops it's counter against
you as well.  Do not bother attacking Negator, as it does not attack you
anyway.

Equip the Scout with the Lightningstrike ability.  This is a basic "attack
until it is destroyed" match.  Heal, with Hi-potions, when your HP is below
1500HP.  This is because his only attack, does eight 100-150HP damage.  If you
wish, you can finish off the Crawler with an Overdrive, remembering that it's
Elemental weakness is Lightning.

Note: I managed to get a weapon with the ability Alchemy and three empty slots.
I would say that this has to be the best equipment that you can get from this
Boss.

-------------------------------------------------------------------------------

WO8.12)   Seymour Guado - First Battle

-------------------------------------------------------------------------------

First Part
����������
Bring Wakka into the battle, replacing Tidus, and have him use the Special
Command Talk on Seymour.  This will raise his pitiful Magic Defence for this
battle.  Have Yuna and Kimahri Defend, as it will do nothing as all enemies
here use magic-based attacks, not physical.  Use your Overdrive to KO both the
Guado Guards and Seymour.

Seymour will cast the four Element spells.  Thankfully, he also casts them in a
particular order.  That order is:
Blizzara - Thundara - Watera - Fira

Second Part
�����������
After Seymour has taken 3000 damage, he will summon Anima.  Hopefully, Yuna and
Kimahri are still alive at this point in the battle.  This is so Anima's Pain
attack hits them instead of Wakka.  Same rules apply, if Wakka is KO'ed, game
over.  Use your Overdrive if you can, as it should do 9999 damage.  I did not
use my Overdrive, as I managed to get a hit after Anima used Boost.  This part
of the battle requires more luck (not in game luck, but real-time luck) to
beat.

Third Part
����������
When Anima is defeated, you can then attack Seymour.  If you did not use your
Overdrive and it is fully charged up, unleash it's power now.  However, you
could probably defeat Seymour in one hit without the Overdrive.

Note: I managed to obtain two Black Magic Spheres in this battle.  You can not
use these Spheres on the Sphere Grid, as that would be considered as using
another character.  However, you can Customise a Magic +10%, on to your
Weapons, using one of these Spheres.

-------------------------------------------------------------------------------

WO8.13)   Wendigo

-------------------------------------------------------------------------------

Start off with an Overdrive.  You should be able to get this attack in before
the Guado manage to cast Berserk on the Wendigo.  When the Guado are KO'ed,
they will cast Shell and Protect on the Wendigo.  Make sure you do not hit the
Wendigo when it has it's dukes up, or it will counter your attack.  After that,
KO your allies and hit the Wendigo with Dark Attack, which will blind it.
It should be very easy to defeat now that it is blind.

Note: If you have obtained Status Reels, try to get a Great petrifaction
(Hourglass symbol) when you start this fight.  This is to stop the Guado from
using the Protect and Shell spells on Wendigo when they are KO'ed.

Note: This Boss may drop some armour with the ability SOS-Haste on it.

-------------------------------------------------------------------------------

WO8.14)   Zu

-------------------------------------------------------------------------------

Hopefully, you will have Auron's Overdrive fully charged, because as soon as he
enters the battle, use his Shooting Star Overdrive to get rid off this fiend.
When Tidus is KO'ed, Auron will enter the battlefield.

-------------------------------------------------------------------------------

WO8.15)   Evrae

-------------------------------------------------------------------------------

Evrae's attack are predictable.  It will attack you're party like this:

Attack - Attack - Inhale - Poison Breath - Repeat

After you Physically attack Evrae three times, it will use Stone Gaze, which
will mean game over, even if it does not petrify you.  However, if Evrae was to
either Inhale or use Poison Breath at it's next turn, it will just continue
with it's attack pattern.  After Evrae has used haste on itself, it does not
use Stone Gaze from what I have seen.  Inhale is a warning that this Boss will
use Poison Breath next, which will cause the party to be poisoned.

Although Cid says you can move the ship, you can not as Wakka can not give the
commands to move the ship further away.    Make sure you have some armour that
will protect against poison.  You will also want to equip a non-Elemental
weapon, as Evrae will take half the damage from all Elemental attacks.
Generally, you should just attack and finish it off with your Overdrive, as it
will cause 9999 damage to Evrae even though it is Elemental damage.

-------------------------------------------------------------------------------

WO8.16)   Isaaru

-------------------------------------------------------------------------------

This battle will be separated into three parts.  You will have to use Aeons in
this battle.

First Part
����������
He will summon an Ifrit with a fully charged Overdrive.  Grand Summon Bahamut,
by using Yuna's Overdrive, and use Bahamut's Overdrive.  This should Overkill
Isaaru's Ifrit.

_Mace_ suggests this method:

I'd recommend Summon Shiva and having her use SOS Nulblaze. Chances are, unless
you've been in an obscene amount of battles, this will fully charge her OD
gauge.

Second Part
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He will summon a Valefor with an empty Overdrive Gauge.  This is the last part
where you can use Bahamut, so use him.  Use his normal attacks, as they do not
delay Bahamut's next turn like "Impulse" does.  You can use "Boost" to get
Bahamut's Overdrive Gauge full, then use that against Isaaru's Valefor, but it
would be quicker just to attack him normally.

Third Part
����������
He will summon a Bahamut with an empty Overdrive Gauge.  My Valefor had a fully
charged Overdrive from the tutorial battle in Besaid and it also had Energy
Blast.  So I used Valefor's Energy Blast, then attacked normally, which should
easily defeat him.  When his Overdrive is fully charged, use Shield to protect
Valefor from his Mega-Flare.

-------------------------------------------------------------------------------

WO8.17)   Evrae Altana

-------------------------------------------------------------------------------

Oh no, the almost impossible Boss, Evrae Altana!  The horror, the pain, the
torture!  NOOOOOOOOOOOO, don't use Stone Gaze!  The nightmares are coming back!
This is cruel and unusual punishment!

Ok, I'm being sarcastic.  KO your team members, then use the two Phoenix Downs
on Evrae Altana to defeat and Overkill him.

-------------------------------------------------------------------------------

WO8.18)   Seymour Natus - Second Battle

-------------------------------------------------------------------------------

This battle seems to have three parts to it, but is not as obvious as the
previous battles with more than one part.  This is because there is no scenes
that indicate the different parts of the battle.

You want to have a fully charged Overdrive, a Lightningproof armour and a
weapon with the ability Evade & Counter on it (which you should have gotten
after defeating Evrae Altana in the Underwater Via Purifico).

First Part
����������
Mortibody will cast Blizzard on everyone, then Seymour will cast Multi-
Blizzara, which will KO two of the three front row characters.  Switch Wakka
with the remanding character and attack Seymour once, hopefully doing 9999
damage.  After this attack, Mortibody will cast Thunder on everyone, which
should only hit Wakka, and do no damage.  Seymour will cast Multi-Thundara,
which will hit Wakka twice, doing no damage again.  Now, use your Overdrive,
which should be enough to bring Seymour's HP way past 24,000 and into the
second part of this Boss.

Second Part
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You should notice that Mortibody has healed it's health by damaging Seymour.
Mortibody now has 3000HP instead of 4000HP.  This does not matter.  What does
matter is who attacks you after the Overdrive.  If Seymour attacks you, he will
cast Break which petrifies Wakka, meaning Game Over.  If Mortibody attacks you,
he will use his Shattering Claw attack, which Wakka should be able to dodge and
attack him, making him take 3000HP from Seymour and bring you into the third
part of the battle.

Third Part
����������
Seymour will be casting Flare (after casting Protect on himself), while
Mortibody will cast Cura on Seymour.  I defeated him with 3 normal attacks and
1 Drain.  Whenever your HP is around the 2500HP area, use Drain, otherwise just
attack.

-------------------------------------------------------------------------------

WO8.19)   Defender X

-------------------------------------------------------------------------------

As this Boss battle is the first Boss battle where you can use other Overdrives
excluding Element Reels, there will be two methods on how to beat this Boss.
One of them will be for the people who have got Wakka's other Overdrives, and
the other will be for the people who have not got, or can not get, Wakka's
other Overdrives.  Go into this fight with a weapon with the ability Evade &
Counter _and_ Piercing and a fully charged Overdrive.

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Normal Method

�������������������������������������������������������������������������������
Wakka should be able to defeat this enemy with his Attack Reels if you manage
to get a 2-hit Great.

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NBB Method

�������������������������������������������������������������������������������
You still do have one Overdrive, Element Reels.  Although you should have the
spell Drain, I would suggest that you use items that can heal your HP fully.
Although you can use Dark Buster against this Boss, he will counter you with
Blast Punch, which halves the character's HP and Delays your next turn.
He will also use Blast Punch after the camera angle changes.  Although I have
heard that Haymaker will miss if the Boss is blind, I have found that not to be
the case.  Due to the fact that Haymaker is powerful, you must heal if your HP
drops below 4000HP.  I have noticed that this Boss will use his Haymaker attack
every four turns, so you can defend before his fourth go, and that should limit
the damage of that attack.

-------------------------------------------------------------------------------

WO8.20)   Biran and Yenke

-------------------------------------------------------------------------------

You can ONLY use Kimahri for this battle.  Equip Kimahri with the Red Armlut
found in the Kilika Cloister of Trials and the Knight Lance found in the
Bevelle Cloister of Trials.  If you have not got the Knight Lance from the
Bevelle Cloister of Trials, equip the weapon given to you on the Mi'ihen
Highroad.  Hopefully, you managed to get Kimahri's Overdrive fully charged in
Via Purifico.  If not, it does not matter much.

If you can use your Overdrive, use the Seed Cannon on Biran.  If you can not
use your Overdrive, Lancet Yenke.  Keep attacking Biran with Seed Cannon and
using Lancet on Yenke until you do not learn anything from Yenke, then just
switch who you attack and who you Lancet.  The reason you are using Lancet on
Yenke first is because you can learn Fire Breath from him, which will damage
both characters if they are standing next to each other.

When Biran uses Mighty Guard, you can use Lancet on him to learn that move.
The same applies to Yenke when he uses White Wind.  When one of the enemies are
KO'ed, the other one will cast Berserk on himself.  Cast Mighty Guard when this
happens, then just keep using the same method as before.  This battle should be
easy, due to the fact that the stats of Biran and Yenke are calculated by the
stats of Kimahri.

-------------------------------------------------------------------------------

WO8.21)   Seymour Flux - Third Battle

-------------------------------------------------------------------------------

Before heading into this battle, make sure you have the Tetra Armour brought
from Wantz.

Unlike the first two Seymour battles, Wakka will begin this battle in the front
row, and Seymour will not be using any Element-based spells.

This battle is still split up into three parts, like the other Seymour battles.

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Normal Method

�������������������������������������������������������������������������������
Hopefully, you have a full Overdrive gauge, as we are going to open this fight
with a perfect, 2-hit Attack Reels, which will bring Seymour into the third
part of this battle.  Attack with Silence Buster to stop his Flare attack.
If needed, heal after Seymour starts Watching and Waiting to help defend
against his next attack.  Try to get another perfect, 2-hit Attack Reels when
your Overdrive is fully charged.  This should finish him off in no time.

�������������������������������������������������������������������������������
NBB Method

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First Part
����������
This would be a normal hit and heal fight, if it was not for Lance of Atrophy
and Full-Life.  Lance of Atrophy inflicts zombie on to it's target, and Full-
Life will kill anybody inflicted with zombie.  Hopefully, you will get a turn
in between Lance of Atrophy and Full-Life, where you can use Holy Water to cure
the Zombie Status.

Second Part
�����������
After two or three hits, Seymour will cast Protect on himself, making your
attacks weaker.  He will still use Lance of Atrophy and Full-Life, but after
two attempts, he will cast Dispel on your team, then attack you with Cross
Cleave.  Make sure you are healed before he can attack you.  You should start
using your Overdrive here, as it will do a lot more damage than your normal
attack.  Before you use your Overdrive, make sure you get a go in between
Seymour and his ally, so you can heal the zombie status he will inflict on you.

Third Part
����������
Seymour will cast Reflect on himself when he starts this part of the battle.
Then he will be casting Flare on himself for two turns, which should do about
2000 damage to you, as it gets reflected off him and on to you  To stop Flare,
attack Seymour with Silence Buster.  Then he should be Watching and waiting,
where you want to fully heal Wakka, and then attack him.  When you can, use
your Overdrive.

-------------------------------------------------------------------------------

WO8.22)   Sanctuary Keeper

-------------------------------------------------------------------------------

Before entering this battle, equip a weapon with Evade & Counter and some
armour with Dark Ward on it.

Sanctuary Keeper attacks with the same pattern each time.  Photon Wings will do
about 1300 damage and cause Darkness, Curse and Silence.  His normal attack can
be evaded if you have the Evade & Counter weapon equipped.  Mana Breath attacks
the part for about 2500-3500 damage each, although this attack will probably
only attack Wakka.  Curaga heals Sanctuary Keeper for 9999HP.  Esuna will be
used if Sanctuary Keeper is affected by a status ailment instead of Curaga.

Photon Wings - Attack - Attack - Mana Breath - Curaga/Esuna - Curaga/Esuna -
Repeat

�������������������������������������������������������������������������������
Normal Method

�������������������������������������������������������������������������������
Wakka should be able to defeat this enemy with Wakka's Attack Reels if you
manage to get a 2-hit Great.  You can use Status Reels to inflict Armour Break
against this fiend if you have included the NAR rule.

�������������������������������������������������������������������������������
NBB Method

�������������������������������������������������������������������������������
Start off with your Overdrive, as Photon Wings will cause curse on Wakka, which
will stop him from using his Overdrive.  There is no point in using a Holy
Water to cure curse, as it is a waste of a turn.  Keep attacking this boss and
keep your HP above 4000.  After Mana Breath has been used against the party,
use Dark Buster to inflict the Blind status on this Boss.  This will stop it
from casting Curaga and caste Esuna instead.

-------------------------------------------------------------------------------

WO8.23)   Spectral Keeper

-------------------------------------------------------------------------------

Equip a weapon with Evade & Counter and some armour with Berserk Ward.

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Normal Method

�������������������������������������������������������������������������������
First of all, move Wakka behind the Boss, then get a Great 2-Hit Attack Reels.
This should cause it to counter, which should KO the rest of the characters.
After that, you should just defend.  The next hit you do against this Boss
should kill it.

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NBB Method

�������������������������������������������������������������������������������
Equip a weapon with Evade & Counter on it and defend.  Move when Glyph Mine has
been used and Wakka is standing on one of the flashing Glyphs.  Heal your HP
with either a X-Potion or an Elixir when your HP is below 1500.

Note: You can obtain a Fireproof Armour from this boss.  This armour will help
you defeat the second last boss.  If you do not get this armour, reload your
game and try again.

-------------------------------------------------------------------------------

WO8.24)   Yunalesca

-------------------------------------------------------------------------------

Yet again, you will should have the Evade & Counter weapon equipped.
You should also equip some armour with the abilities Deathproof and Zombie Ward
and another piece of armour with the ability Confuse Ward.  It would be better
if the Confuse Ward was on the same armour as the Deathproof and Zombie Ward.

Yunalesca's Attacks and Attack Patterns
���������������������������������������
First Part
����������
Yunalesca will attack with a normal attack that does less than 300 damage or
use a spell called Absorb which drains half of your full HP.  She will use
these attacks in this order:

Normal Attack - Absorb - Repeat

She will also counter-attack any attack you use against her.  If you cast a
spell against her, she will cast Silence on you.  If you attack her normally,
she will cast Blind on you.  If you use an Overdrive on her, she will cast
Sleep on you.

Second Part
�����������
Yunalesca will start the second part of this battle by using Hellbiter that
hits you for less than 300HP and inflicts zombie on your characters.  Cura and
Curaga will heal you if you are not inflicted with the zombie status, but will
hurt you if you are in the zombie status.  Regen will heal you in small chunks
if you are not inflicted with the zombie status, but will act like a weaker
poison you if you are in the zombie status.  She will counter your attacks by
using her normal attack.

Third Part
����������
Yunalesca will cast Mega Death when she enters this form, which will kill any
character that is not a zombie and does not have the Deathproof armour.
Hellbiter, Cura, Curaga and Regen do the same as it did in the Second Part of
this battle.  Mind Blast will damage you for less than 600HP and inflict
confusion.

Mega Death - Hellbiter/Cura(ga)/Regen - Hellbiter/Cura(ga)/Regen - Mind Blast -
Hellbiter/Cura(ga)/Regen - Repeat

She will counter you by using her normal attack.

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Normal Method

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First Part
����������
Defend.  If Yunalesca attacks you with her normal attack, you will counter.
Make sure you heal your HP is half of your full HP.  You can find out what half
of your current HP is when Yunalesca uses Absorb on you.

Second Part
�����������
If Wakka is inflicted with the zombie status, cure him.  Yunalesca might either
try to hurt Wakka with Regen, Cura or Curaga (which should fail if you are not
inflicted with the zombie status) or use Hellbiter again.  You should attack
her when you are not inflicted with the zombie status.

Third Part
����������
Try to get a Great 2-Hit Attack Reels when the third part starts, unless you
have been inflicted with the zombie status, which you should cure before
anything else.  The Attack Reels should have finished this fight.

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NBB Method

�������������������������������������������������������������������������������
First Part
����������
Same as normal Method for the First Part of this battle.

Second Part
�����������
Same as normal Method for the Second Part of this battle.

Third Part
����������
Use basically the same method as you used in the Second Part of this battle,
only changing the method slightly by switching between your main armour and the
Confuse Ward armour after Yunalesca has done two attacks after Mega Death to
protect against the confusion caused by Mind Blast.  Then switch them back
she has attacked you with Mind Blast.

-------------------------------------------------------------------------------

WO8.25)   Ginnem

-------------------------------------------------------------------------------

You know she is a summoner.  You also know that you will be obtaining Yojimbo
after you beat her, so she will summon Yojimbo to fight you.

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Normal Method

�������������������������������������������������������������������������������
Get a Great 2-Hit Attack Reels to defeat Yojimbo quickly.  You do not get any
AP for winning this battle, which is a shame.

�������������������������������������������������������������������������������
NBB Method

�������������������������������������������������������������������������������
Yojimbo has a high defence.  However, your Element Reels will be able to 9999
damage.  Attack Yojimbo and use your Overdrive whenever possible.  It should be
a quick victory without any need to heal yourself.

-------------------------------------------------------------------------------

WO8.26)   Geosgaeno

-------------------------------------------------------------------------------

Remember this fiend?  Well, you fought this fiend before you met Rikku and
before you washed up at Besaid.  He has two attacks that can easily kill you.
They are Stone Punch, which causes petrify on it's target, and KO Punch, which
causes instant death on it's target.  It also has armour, which will make
killing it harder.  That being said, equip your Evade & Counter and Piercing
weapon and your Stone Ward or Stoneproof armour.

�������������������������������������������������������������������������������
Normal Method

�������������������������������������������������������������������������������
This is yet another perfect 2-Hit Attack Reels.  After a while, you see why
most people add a NAR rule to their OSGWO games.  It makes them challenging.

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NBB Method

�������������������������������������������������������������������������������
A simple battle.  Just attack him normally and it should be killed very soon.
However, it uses Swallow on any ally, do not attack it, or you may be killed
because of that action.

-------------------------------------------------------------------------------

WO8.27)   Sin's Fins

-------------------------------------------------------------------------------

This battle is broken up into two parts.  You will basically be doing the same
fight twice, so I will not write a method to defeat both Fins.  Remember, Sin
is the Armour of Yu Yevon, so you will need a way through that armour.  You are
also out of range to use any Overdrives.

Equip a weapon with the Piercing ability and the armour with Auto-Haste and
Auto-Protect.  You should be able to attack it normally without that much
trouble.  Make sure you heal if your HP gets below 1600.

Note: Sin's Left Fin may drop armour with Poisonproof or a weapon with
Poisonstrike and Sin's Right Fin may drop armour with Stoneproof or a weapon
with Stonestrike.  If this was a NC challenge, you want to obtain that
Stoneproof armour.

-------------------------------------------------------------------------------

WO8.28)   Sinspawn Genais/Sin

-------------------------------------------------------------------------------

Sinspawn Genais will be a problem, so I recommend taking him out before
attacking Sin.  Heal when Sin starts gathering energy with either X-Potions,
Elixirs or Mega-Elixirs.

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Normal Method

�������������������������������������������������������������������������������
This is your choice, use the Attack Reels on the Sinspawn or use it on Sin.
I would use it on the Sinspawn, as it could be more dangerous that Sin.
Once the Sinspawn is out of the way, just attack Sin.  Remember to heal when
your HP is lower that 3000, although I doubt you will need to heal.

�������������������������������������������������������������������������������
NBB Method

�������������������������������������������������������������������������������
You will have your Piercing weapon from the previous fight.  Just attack the
Sinspawn, then Sin after Sinspawn Genais is defeated.  You want to get rid of
Sinspawn Genais ASAP when it retreats into it's shell as it's Sigh attack can
cause Darkness.  You can easily do enough damage if you have Auto-Haste
equipped and used all the Strength Spheres mentioned in this guide.  Make sure
you heal fully after defeating Sinspawn Genais, so you can defeat Sin without
needing to heal again.

-------------------------------------------------------------------------------

WO8.29)   Overdrive Sin

-------------------------------------------------------------------------------

Equip a Piercing weapon for this fight to get through it's armour.

�������������������������������������������������������������������������������
Normal Method

�������������������������������������������������������������������������������
Equip a Piercing weapon and armour with Auto-Haste and Auto-Protect, then just
keep attacking him.  When you are close enough, try to get a Great 2-Hit Attack
Reels.  This should be enough to defeat before he uses his Overdrive.

If you have the INT/PAL version, you may want to use Full Break as your first
attack, then you might be able to use any weapon the deal more damage.

�������������������������������������������������������������������������������
NBB Method

�������������������������������������������������������������������������������
Equip a Piercing weapon and armour with Auto-Haste and Auto-Protect, then just
keep attacking him.  He should be defeated before he uses his Overdrive.

If you have the INT/PAL version, you may want to use Full Break as your first
attack, then you might be able to use any weapon the deal more damage.

-------------------------------------------------------------------------------

WO8.30)   Chimerageist

-------------------------------------------------------------------------------

This is an optional Boss that you will only be facing to obtain some armour
for the next Boss.  However, if you are like me and hate facing anything from
the Monster Arena, you can obtain the equipment you need without facing this
fiend.  This is the quickest way to get the armour you would probably need in
the next Boss fight.

Chimerageist's attacks happen in a specific order.  The order is:
Thundara/Blizzara - Physical attack - Aqua Breath - Megiddo Flame
This makes picking your armour easier against this fiend.

I would suggest starting this fight with your Ultimate armour, for the Haste
and Protect.

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Normal Method

�������������������������������������������������������������������������������
With the 74 Strength Wakka should have, he only needs to hit Chimerageist once
and get a Great 2-Hit Attack Reels to defeat this fiend.

�������������������������������������������������������������������������������
NBB Method

�������������������������������������������������������������������������������
With all your status boosts, you should be able to take a hit from Megiddo
Flame and still survive.  Hopefully, you are now in yellow HP as you can get
the benefits of Pep Talk, which should be equipped on your last turn before the
enemies next turn.  After either Blizzara or Thundara, equip the Ultimate
armour and fully heal yourself.  After the attack, either heal your HP so it is
above 4000 or equip some armour that will help protect against Water attacks
(which you should have got a Water Ward armour from the Hovercraft shop).
After Aqua Breath, equip Pep Talk (if you are in yellow HP, if you are not in
yellow HP, fully heal yourself) and repeat this process.

If Chimerageist starts the battle with Aqua Breath, you may not have taken
enough damage to take your HP into the yellow.  You should just fully heal
yourself and then follow the method mentioned above.

Chimerageist may start this battle with a physical attack.  If it hits you,
either heal your HP so it is above 4000 or equip some armour that will help
protect against Water attacks (which you should have got a Water Ward armour
from the Hovercraft shop).  If it misses you, read the paragraph before this
one.

If Chimerageist starts the battle by hitting Wakka with either Thundara or
Blizzara, fully heal your HP.  If the spell hits another player, read the
previous paragraph.

After the healing from the Thundara or Blizzara, you should follow the advice
given in the first paragraph in the NBB section of this Boss Battle.

-------------------------------------------------------------------------------

WO8.31)   Seymour Omnis - Fourth Battle

-------------------------------------------------------------------------------

Seymour starts this battle with casting Firaga against you.  After a while, he
will cast Dispel against you, then follow up with Ultima.  He will then change
what spell he will be using next.  He will then repeat what he did with Firaga,
but with a different Elemental spell.  Here is the order of the spells if you
do not change the order:

Firaga (Starting Element) - Blizzaga - Wateraga - Thundaga - Repeat

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Normal Method

�������������������������������������������������������������������������������
As the Chimerageist battle is very easy if you are allowed to use Attack Reels,
I will assume that you have all three types of -Eater armour that can be
obtained from Chimerageist.  If not, head back to get them.  Start this battle
equipped with some armour with Fire Eater on it and a weapon with Magic Counter
and Piercing on it.

If you have the PAL/INT version of the game, start this battle with Full Break,
then try to get a Great 2-Hit Attack Reels.  This should be more than enough to
defeat Seymour, especially since you will use counter each spell that is used
against Wakka.

If you have the NA version, start this battle with the Full Break ailment on
the Status Reels.  This should make the fight quicker than using Attack Reels.
As you counter all magic attacks, you should be able to defeat him before you
fill your Overdrive or before he uses Ultima on you.

�������������������������������������������������������������������������������
NBB Method

�������������������������������������������������������������������������������
Start this fight with a weapon with Magic Counter and Piercing on it and some
armour with Fire Ward on it.  This will half Seymour's attacks and should
hopefully bring you down so your HP is yellow, so you can equip Pep Talk.
This will protect against all of Seymour's attacks until he casts Dispel
against your party.

Note: If you have either a Fireproof or a Fire Eater armour, equip that instead
of playing around with Fire Ward and Pep Talk.  You will have to change your
armour after the next Ultima attack, unless you also have protection against
the Ice Element on the same armour.

Heal with either an Elixir, a Mega-Elixir or a X-Potion, as Seymour will cast
Ultima on his next turn.  Ultima should bring your HP into the yellow again, so
Pep Talk shall activate again.  You will only need to change from Pep Talk
after the Blizzaga casting has ended, which will be shown with Dispel being
cast.  You will need to change back to Pep Talk after the Wateraga casting has
ended, which will be shown with Dispel being cast again.  During the Wateraga
casting, you should hopefully have some armour with either SOS Nul-Tide,
Waterproof or Water Eater on it.

If you have the PAL/INT version, you can use Full Break which will help deal
more damage to Seymour.

-------------------------------------------------------------------------------

WO8.32)   Braska's Final Aeon

-------------------------------------------------------------------------------

The end is near.  You should have equipped Wakka with whatever weapon and
armour you were going to use before entering this battle.  If you are unsure
about what armour to equip, there is an entire section (WO7.16) in this Guide
that explains what armour and weapon would be useful for each type of Wakka
Challenge I have played through.

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Normal Method

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First Part
����������
Unless you have a better way to deal with BFA, attack him for the first part of
the battle.  You should be doing over 10,000 damage against him with full HP.
He should only take six to ten hits before moving on to the second part of this
battle.  As you are using the Celestial Weapon, you need to keep your HP full
at all times.

Second Part
�����������
The Yu Pagoda will take some of the Overdrive hits, so do not bother to use
your Overdrives.  Attack BFA and heal after you have been hit, as you still
have to keep your HP full at all times.  In fact, the methods for both parts of
this battle is the same.

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NBB Method

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First Part
����������
Start out with your Overdrive.  Keep attacking him and heal when your HP goes
below 4000.  The only real trouble you may encounter is his Overdrive, which
will do about 3100 damage.  Just attack him until it pulls a sword out of its
chest.

Second Part
�����������
The Overdrive from the first part has almost doubled in power.  This means you
want to heal to full health when his Overdrive gauge is almost complete.
Jecht Beam will cause Petrify and do about 800 damage, which is nothing to
worry about if you have either Ribbon or Stoneproof on your armour.
Ultimate Jecht Shot is a new Overdrive that will do about 4500 damage against
Wakka.  Heal fully straight after this attack.  Using your Overdrive in this
battle will help you defeat this fiend.  Attack normally when you are not
healing.  This fiend should be beaten in no time.

Congratulations, you have just beaten the Wakka Only Challenge.

===============================================================================

WO09)                          The opposition

===============================================================================

This section explains how to beat enemies found in different areas of the game.

-------------------------------------------------------------------------------

WO9.1)                            Besaid

-------------------------------------------------------------------------------

This area is all of the Island where you meet Wakka, Lulu, Yuna and Kimahri.

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WO9.1A)  Dingo

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Just attack him, simple as that.

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WO9.1B)  Condor

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Just attack him, simple as that.

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WO9.1C)  Water Flan

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Use Silence Attack to stop it from attacking (or healing itself if it is one of
the two forced battles).

Note: KuronoE77 states that the tutorial battle with Water Flan is possible
without touching the Sphere Grid, especially if you have the INT/PAL version.

"Reduce its HP to around 180, manipulate the CTB bar until you have two
consecutive turns, attack (must be critical if you are playing the NA version),
and then use Element Reels (lightning-based) with more than 10 seconds left."

Note: These fiends drop Water Ward or Waterproof armour.  This will be useful
for a Boss battle (WO8.3).

-------------------------------------------------------------------------------

WO9.2)                            Kilika

-------------------------------------------------------------------------------

This is all of the Island where you obtain the Aeon, Ifrit.

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WO9.2A)  Dinonix

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Just attack it, simple as that.  Be careful of his attack, as I have seen it
petrify characters.

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WO9.2B)  Killer Bee

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Just attack it, simple as that.

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WO9.2C)  Yellow Element

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You need a lot of Potions to face one of these, as they take almost 200HP off
your current HP, and you can only do about 20HP against them.  Although Wakka's
Element Reels will deal over half this fiend's HP if you manage to get the
Water Element on all three Reels.  Also, it is affected by Wakka's Silence
Attack, so keep using that whenever Silence wears off, until it is defeated.
Later on in the game, these become easy to defeat.

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WO9.2D)  Ragora

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These fiends are hard to defeat, unless you use Fire on them.  Their Seed
Cannon is not that accurate.  Wakka's Element Reels with the Fire Element will
do serious damage to this fiend.  Just finish it off with one or two physical
attacks.  Two of these together will be too much for you to handle if you do
not have a fully charged Overdrive, so just run.  If you do have a fully
charged Overdrive, use it!

-------------------------------------------------------------------------------

WO9.3)                              Luca

-------------------------------------------------------------------------------

Luca is the city that you arrive at after the boat ride from Kilika.  The last
area that is considered to be part of Luca is where Yuna and Tidus does that
laughing scene.  As Luca is different from other areas in this game (by the
fact that you can not choose who fights in the battles), I will add methods to
defeat these enemies both here and in the area where you generally run into
them.

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WO9.3A)  Machina

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Lulu's Thunder spell works very well against Machina.  You may either want to
defend or attack with Kimahri and Tidus, although the choice is up to you.

Note: Although I have not managed to get a random encounter against this
enemies, a lot of people have told me that you can get them.  If you can get
these random encounters, they will be good to obtain Hi-Potions and any other
healing items they drop.

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WO9.3B)  Sahagin Chief

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Just attack it, simple as that.  As this is a constant battle, you will need to
heal yourself, but I managed to do this without healing thanks to an Overdrive.

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WO9.3C)  Vouivre

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You are using Auron now.  Just attack it, simple as that.

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WO9.3D)  Garuda

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You met this fiend in Besaid.  Blind him with Dark Attack and keep hitting the
fiend.  Make sure Auron and Tidus are KO'ed.  If you did not change Wakka's
weapon to Rulebreaker, do it while this fiend is blind.  He can be poisoned,
which will make this battle easier.  Also, unleash your Overdrive when it is
powered up.

-------------------------------------------------------------------------------

WO9.4)                       Mi'ihen Highroad

-------------------------------------------------------------------------------

The Mi'ihen Highroad starts from the steps you use after the laughing scene and
ends where the blockade of Mushroom Rock Road is.  The area that the Chocobo
Eater knocks you down to is also part of the Mi'ihen Highroad.  You can fight
Thunder Flans in the Oldroad of the Mi'ihen Highroad.  The methods of defeating
a Thunder Flan is in the Mushroom Rock Road section, as it is considered to be
from that area in the Monster Arena.

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WO9.4A)  Mi'ihen Fang

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Just attack it, simple as that.  This fiend can put Wakka to sleep.

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WO9.4B)  Ipiria

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Just attack it, simple as that.  Unfortunately, this fiend can petrify your
character, so equip some armour that can help prevent petrifaction, if you have
any at this point in to game.

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WO9.4C)  Floating Eye

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Just attack it, simple as that.  These fiends can cause confusion to Wakka with
their normal attack, but the also drop an Armguard which guards against
confusion.  When you get this Armguard, equip it.

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WO9.4D)  White Element

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This fiend can regain health from Ice Element attacks.  Also, it is affected by
Wakka's Silence Attack, so keep using that whenever Silence wears off, until it
is defeated.  Later on in the game, these become easy to defeat.

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WO9.4E)  Raldo

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This fiend can be affected by Dark Attack.  Use it, as these fiends are very
tough, as mentioned in the tutorial in the first battle in this area.
After this fiend has been blinded, it will be no problem.  These fiends seem to
be able to get in a couple of attacks at a time.  I do not know why, I just
know that it is very annoying.  It is also affected by poison, so equip Wakka's
Rulebreaker and hope for a successful poison.

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WO9.4F)  Vouivre

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This fiend can be poisoned and blinded.  Use Wakka's Rulebreaker and Dark
Attack to make this battle easier.  It has a Fire Breath attack, which does
about 300-400 damage to each of your party members.

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WO9.4G)  Bomb

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This fiend can be affected by blind, poison and silence ailments.  This can
stop it from attacking you by both his normal attack and by his Fire spell.
He is also weak against Ice, so Wakka's Scout that we got from Kilika Forrest
will be very useful against this fiend.  It would be a better idea to use the
Silence Attack against this fiend, as it does not physically attack after being
attacked once.

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WO9.4H)  Dual Horn

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This is a problem.  It has a attack called Gore, which takes away about 500HP
from your current HP.  Thankfully, this fiend is weak against Dark Attack and
can be poisoned from Wakka's Rulebreaker.  These two things makes this fight a
lot easier than attacking it with just normal attacks.

-------------------------------------------------------------------------------

WO9.5)                      Mushroom Rock Road

-------------------------------------------------------------------------------

The Mushroom Rock Road is the area which was blocked off during Operation
Mi'ihen and the beach where the party is after the Operation.  You can fight
Ipirias, Floating Eyes, Bombs, Vouivres and Dual Horns on Mushroom Rock Road,
but they are listed in the Mi'ihen Highroad area as that is where they are
listed in the Monster Arena.

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WO9.5A)  Raptor

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Just attack it, simple as that.  Be careful, as these can petrify your party.

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WO9.5B)  Gandarewa

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This fiend can be silenced.  Basically, use Silence Attack to stop it from
casting it's Thunder spell, making this battle easy.

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WO9.5C)  Thunder Flan

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These fiends can be affected by silence and poison.  Use Wakka's Rulebreaker
and a Silence Attack to make this battle run smoothly.

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WO9.5D)  Red Element

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This fiend can regain health from Fire Element attacks.  Also, it is affected
by Wakka's Silence Attack, so keep using that whenever Silence wears off, until
it is defeated.  Later on in the game, these become easy to defeat.

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WO9.5E)  Lamashtu

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This fiend can be poisoned and blinded.  Use Wakka's Rulebreaker and Dark
Attack to make this battle easier.  It has a Ice Breath attack, which does
about 300 damage to each of your party members.

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WO9.5F)  Funguar

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This fiend can be silenced.  Basically, use Silence Attack to stop it from
casting it's Fire spell, making this battle easier.  It's Pollen attack can put
Wakka to Sleep, which can be a problem as spells do not wake up their targets
like physical attacks do.  You would want to get these out of the way ASAP,
unless they are in the same battle as a fiend that can petrify a member of your
party.  When you get it, equip the TKO to use against these fiends, as they can
be petrified.

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WO9.5G)  Garuda

�������������������������������������������������������������������������������
Blind him with Dark Attack and keep hitting the fiend.  To help defeat this
fiend, equip Wakka's Rulebreaker to poison it.  Also, use your Overdrive when
it is powered up.

-------------------------------------------------------------------------------

WO9.6)                          Djose Highroad

-------------------------------------------------------------------------------

The Djose Highroad is the area after the beach where Operation Mi'ihen was
carried out to the road before Guadosalam.  Raptors, Gandarewas, Lamashtus and
Funguar can all be found on the Djose Highroad.  However, the Monster Arena
classifies them with the rest of the Mushroom Rock Road, so that is why they
are in the Mushroom Rock Road part of the Walkthrough.

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WO9.6A)  Garm

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Just attack it, simple as that.

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WO9.6B)  Simurgh

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This fiend was very rare in all my games.  It is simple to defeat, just attack.

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WO9.6C)  Bite Bug

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Just attack it, simple as that.

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WO9.6D)  Snow Flan

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Use Silence Attack to silence it, then attack.  Repeat when this fiend is no
longer silenced.  It is weak against the Element Fire.  Equip Wakka's TKO as
this fiend can be petrified.

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WO9.6E)  Bunyip

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Use Dark Attack to blind it, then attack.  Equip the TKO as this fiend can be
petrified, although I think it has some resistance to it.

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WO9.6F)  Basilisk

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This fiend is a pain.  It has an attack called Stone Gaze which petrifies one
of your party members.  Now, how can you beat this thing?  First thing you have
to do is get some armour that has either Stone Ward or the better version
Stoneproof.  If you have Stoneproof, you do not need to worry, and will
welcome, the Stone Gaze attack.  To dodge the pitiful attack, use Dark Attack
to blind this enemy.

Note: _Mace_ has stated that these fiends will NOT use Stone Gaze if there is
only one party member still active in the fight.  I have tested it out and
found that to be the case as well.

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WO9.6G)  Ochu

�������������������������������������������������������������������������������
Make sure you have an Armguard with Poison Ward as this fiend can poison your
character with it's normal attack.  It's Ochu Dance will cause no harm, just
blind, confusion, silence and slow status ailments.  Make sure to equip a
weapon with the Firestrike ability if you can, as this fiend is weak against
the Fire Element.  Do not be shy about using your Overdrive, as this fiend has
a lot of HP.

Note: _Mace_ has stated that these fiends can be petrified.  I would recommend
keeping the TKO equipped in this battle as it will be quicker to petrify it
than trying to defeat it without the TKO.

-------------------------------------------------------------------------------

WO9.7)                         Thunder Plains

-------------------------------------------------------------------------------

The Lightning Plains is the area after Guadosalam, the Travel Agency inside a
Lightning Tower and the area after the Lightning Tower Travel Agency.
Most enemies here will use lightning-based attacks.  Having armour with
Lightning Ward, Lightningproof or Lightning Eater will make this area easier
than it should be.  Also, equip a weapon with the ability Waterstrike will
help you better in this area.

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WO9.7A)  Melusine

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Just attack it, simple as that.  Be careful, as he can petrify you.

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WO9.7B)  Aerouge

�������������������������������������������������������������������������������
Use some armour mentioned earlier to protect against his Thundara spell.
One hit should kill this thing with no problem.

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WO9.7C)  Buer

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Just attack it, Simple as that.

Note: Although this fiend can be killed in one hit, it can be petrified if you
are seriously under-levelled.

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WO9.7D)  Gold Element

�������������������������������������������������������������������������������
Use some armour mentioned earlier to protect against his Thunder spell.
Equip a weapon with "Waterstrike" to increase your attack power and use Silence
Attack to stop him from casting it's Thunder spell.

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WO9.7E)  Kusariqqu

�������������������������������������������������������������������������������
Use Dark Attack to protect against his physical attack.  Use some armour
mentioned earlier to protect against his Lightning-based breath attack.
Equip a Stonetouch weapon, as this fiend can be petrified.

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WO9.7F)  Larva

�������������������������������������������������������������������������������
Use some armour mentioned earlier to protect against his Thundara spell.
Equip a weapon with Stonetouch as this fiend is vulnerable to petrifaction and
use Silence Attack to stop him from casting it's Thunder spell.  This fiend is
also weak against water, so a Waterstrike weapon would increase the damage
dealt to this fiend.

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WO9.7G)  Iron Giant

�������������������������������������������������������������������������������
Attack this fiend with Dark Buster.  Against this fiend, you will need to heal
a lot.  I would recommend healing if your HP gets below 800.  Also, I recommend
using Drain if you get another turn in, as it is more effective than normal
attacks.  Use your Overdrive whenever possible.

Note: _Mace_ suggests that you equip the TKO as this fiend can be petrified.

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WO9.7H)  Qactuar

�������������������������������������������������������������������������������
These fiends can only be activated by praying at a glowing stone, so you do not
need to worry about them when you first enter the Thunder Plains.  The amount
of Qactuar you encounter depends on the number of glowing stones you activate.
The maximum amount of Qactuar you will see in one battle is three, as you can
only pray at three glowing stones.  For this Guide, I have prayed at a glowing
stone so I can give you a method to defeat these fiends.

Being Wakka, you have enough Accuracy to hit these fiends.  However, they have
resistance to physical attacks.  They can also Run Away, making them even
harder to defeat.  It is better to use Sleep Buster on these fiends when you
get it.  Failing that, use one of your Overdrives.

I have also found out that these fiends can be petrified.  This makes these
fights easier.

They have a 1000 Needles attack, which will deal 1000 damage.  If you get
attacked by this attack three times during your first time through the Thunder
Plains, you will be killed.  Thankfully, I have only seen them by themselves or
with other Qactuar.

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WO9.8)                          Macalania

-------------------------------------------------------------------------------

Macalania is the forest and the lake near Macalania temple.

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WO9.8A)  Snow Wolf

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I would recommend using a weapon with the ability Firestrike.  They should
easily go down in one strike.  Be careful, as they can put you to sleep.

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WO9.8B)  Iguion

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Just attack it, simple as that.  Be careful, as he can petrify you.

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WO9.8C)  Wasp

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Just attack it, simple as that.

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WO9.8D)  Evil Eye

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Just attack it, simple as that.  When you fight these fiends, the amount you
can damage yourself might be more than you have HP, so equip something with the
ability Confuse Ward to protect against the status ailment, confusion.

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WO9.8E)  Ice Flan

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Use a Silence Attack on this fiend to stop it from using his spell against you.
Equip a weapon with Firestrike and attack it until it falls.

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WO9.8F)  Blue Element

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Equip the Scout you found on the Mi'ihen Highroad.  It should have the ability
Lightningstrike.  Now use Silence Attack on this fiend as it's Watera spell is
devastating against you.  It is weak against the Lightning Element.  Use armour
with the abilities Water Ward, Waterproof or "Water Eater" to nullify his
attack if you can.

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WO9.8G)  Murussu

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Use Dark Attack to make it easier to dodge his attack.  When it is blind, use
normal attacks.

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WO9.8H)  Mafdet

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Use Dark Attack to make it easier to dodge his attack.  Equip a weapon with
either Lightningstrike or Icestrike and attack it.

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WO9.8I)  Xiphos

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Use Dark Attack to blind the fiend, then attack until it is KO'ed.  Equip a
weapon with either Stonetouch as these fiends can be petrified.

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WO9.8J)  Chimera

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Use Dark Attack to stop his normal, physical attack.  Use Silence Attack to
stop him from casting Thundara.  His Aqua Breath and Megiddo Flame can not be
stopped.  Thankfully, all of Chimera's attacks happen in a specific order.
The order is:
Thundara - normal, physical attack - Aqua Breath - Megiddo Flame

I would recommend equipping a weapon with Stonetouch as these fiends can be
petrified, which actually makes this battle easier.

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WO9.8K)  Guado Guards

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By the time you face these enemies, you should be able to KO them with one hit.
Unfortunately, they will summon fiends to fight with them and against you.
They will only appear after you have defeated Seymour and before you face the
Wendigo that you fight before you go to Bikanel Island, and they reappear in
the Al Bhed Home.

Note: They will appear on the Macalania Temple Road in the PAL/INT version if
you defeat Dark Shiva.  They will also appear if you head back to Macalania
Temple before you have seen the Highbridge scene in any version, but you have
to defeat Dark Shiva first (in the PAL/INT versions). After defeating Dark
Shiva, they continuously spawn out of the temple to halt your progress until
you leave the area and return.

-------------------------------------------------------------------------------

WO9.9)                     Bikanel Island / Airship

-------------------------------------------------------------------------------

Bikanel Island is the desert island that can only be got to via the airship.
Bikanel Island has no fiends that come from other areas, but the Al Bhed Home
and airship does.  These areas have Chimeras, Guado Guardians and Evil Eyes
from Macalania, and Dual Horns and Bombs from the Mi'ihen Highroad.

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WO9.9A)  Sand Wolf

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Just attack it.  Simple as that.

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WO9.9B)  Alcyone

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Just attack it.  Simple as that.  These fiends can blind characters.

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WO9.9C)  Mushussu

�������������������������������������������������������������������������������
You should be able to easily defeat this fiend if you managed to defeat Seymour
by following this guide.  Just attack it.

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WO9.9D)  Zu

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These fiends are hard.  They can blind your characters, and can do about 1500HP
damage.  Thankfully, they are also affected by the blind status ailment.
Use Dark Buster to make this battle go smoothly.

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WO9.9E)  Sand Worm

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Use Dark Attack against this fiend, then pummel it into the ground.  This fiend
is also affected by poison, so equip the Rulebreaker to give yourself an extra
hand.

Note: This fiend drops Level 1 Key Spheres and a weapon with the ability
Slowtouch or some armour with the ability Auto-Potion.

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WO9.9F)  Cactuar

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You should be able to just attack it to kill it.  These give your Characters
a lot of AP, so if you have your Overdrive charged, use it.  They are hard to
hit and have an attack that can kill you in one turn.  Unless you have a rule
that prevents you from either running or using your Overdrive, I suggest you do
one or the other.

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WO9.9G)  Mech Guard

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Wakka should be able to defeat it in one hit.  It is that easy.

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WO9.9H)  Mech Gunner

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Wakka should be able to defeat it in one hit.  It is that easy.

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WO9.9J)  Sandragora

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DO NOT ATTACK THIS FIEND IF YOU HAVE A WEAPON WITH Waterstrike ON IT!

This is because it will do no damage to this fiend.  Also, have some armour
with Confuse Ward on it, as seed burst will confuse Wakka, which is bad news as
he will be able to kill himself in one hit.  The Fire Element works well
against this fiend, so equip a weapon is Firestrike on it.  If you have a
weapon with the ability Piercing on it, this fight will be easier than using a
weapon with Firestrike on it.  Use Sleep Buster on this fiend to make this
battle easy.

-------------------------------------------------------------------------------

WO9.10)                    Bevelle / Via Purifico

-------------------------------------------------------------------------------

You can not get back to these areas after you have defeated Seymour on the
Highbridge.  Unfortunately, you will also be fighting with characters that you
can not use the Sphere Grid with.

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WO9.10A) Warrior Monk (Shotgun)

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Just attack it.  Simple as that.

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WO9.10B) Warrior Monk (Flamethrower)

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Just attack it.  Simple as that.

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WO9.10C) YKT-63

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Attack this one first, as this enemy has a habit of ejecting one of your
characters from the battle field.  He should be taken out in one hit by now.

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WO9.10D) YAT-99

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This thing is on the back row, but our Blitzball can still hit it.

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WO9.10E) Fiends that face Yuna

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Run!  That is really all you can do.  You may wish to get Yuna's Overdrive
fully charged, as you will be using it for next Boss Battle (9.16).

Ultimaphazon suggests that you summon an Aeon to deal with any fiend in this
area.  He also recommended Bahamut, it would not matter which Aeon you use.

Note: If you are doing a NENNE game, I would recommend using one of the NSG
guides to help you face these fiends.

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WO9.10F) Maze Larva

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Although Maze Larva does fall into the above category, you can not escape from
these battles.  Thankfully, you should have both Auron and his Shooting Star
Overdrive.  Keep Auron healed until you can use his Overdrive, then knock the
fiend out of the battle.  You must make sure you do a "Great" Overdrive.
Heal him with Hi-potions.

Ultimaphazon suggests that you summon an Aeon to deal with any fiend in this
area.  He also recommended Bahamut, it would not matter which Aeon you use.

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WO9.10G) Sahagin

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Equip the Scout with Lightningstrike and attack.

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WO9.10H) Octopus

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Equip the Scout with Lightningstrike and attack.  These have armour, so it will
take more than one hit to KO.

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WO9.10I) Remora

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Equip the Scout with Lightningstrike and attack.

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WO9.10J) Phlegyas

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Equip the Scout with Lightningstrike and attack.

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WO9.11)                         Calm Lands

-------------------------------------------------------------------------------

This area is the area that you need to travel through to be able to get to the
Monster Arena.  It is a large, open field basically.

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WO9.11A) Skoll

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Just attack it.  Simple as that.

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WO9.11B) Nebiros

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Just attack it.  Simple as that.

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WO9.11C) Flame Flan

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Attack it with Silence Buster to stop it from casting Firaga at you, then
attack normally until Silence wears off, and then repeat the process.

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WO9.11D) Shred

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Just attack it.  Simple as that.  They are weak to fire, so equip a weapon with
the Firestrike ability on it.

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WO9.11E) Anacondaur

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These fiends can inflict the Petrify ailment on your party, so equip some
armour with Stone Ward on it.  Attack the fiend normally to defeat it with
little trouble, unless you do not have any armour that protects against
petrifaction.

Note: _Mace_ has stated that these fiends will NOT use Stone Gaze if there is
only one party member still active in the fight.

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WO9.11F) Ogre

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This fiend may seem a bit of a hand-full, but it should go down in a couple of
hits.  When it puts it's dukes up, it will counter-attack you if you attack it.
Attack any other fiend in the battle when this fiend's dukes are up.  If there
are no other fiends in the battle, defend until it lowers it's dukes.

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WO9.11G) Coeurl

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Equip the armour with Lightningproof or Lightning Ward and these fiends may be
easier to fight.  They may use Blizzara instead of Thundara.  It does not
matter, as it is better to protect fully against one Element than half the
damage done by another (if you have the Lightningproof armour).  You should be
strong enough to finish these fiends in one hit.

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WO9.11H) Chimera Brain

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These are just as predictable as the normal Chimera found in Macalina Woods.
You fight them the same way as well.

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WO9.11I) Malboro

�������������������������������������������������������������������������������
Make sure you equip a weapon with the Firestrike ability.  This will do the
most damage to the Malboro.  By the time you reach the Calm Lands, you should
be doing 9999 damage to a Malboro with a Firestrike weapon.

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WO9.11J) Mech Scouter

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By this time, you should be able to attack it once and it should be destroyed.

-------------------------------------------------------------------------------

WO9.12)                         Mount Gagazet

-------------------------------------------------------------------------------

Mount Gagazet covers from the snowy bottom of the mountain to the Zanarkand
Chamber of the Fayth.  Nidhogg and Imp can all be found on Mount Gagazet.
However, the Monster Arena classifies them with the rest of the Sunken Cave, so
that is why they are in the Sunken Cave part of the Walkthrough.

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WO9.12A) Bandersnatch

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Just attack it normally.  One hit will be enough to defeat it.

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WO9.12B) Ahriman

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Just attack it normally.  One hit will be enough to defeat it.

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WO9.12C) Dark Flan

�������������������������������������������������������������������������������
Thanks to pbirdman for explaining that Magic Break does not effect White Wind.

Constantly attack him with Silence Buster to stop any attacks he will use
against you.  Silence does not effect White Wind.  Full Break will inflict
Armour Break on to Dark Flan, allowing you to do more damage against this
fiend.  Hopefully, you will do more damage than this fiend can heal if you do
not/can not want to use Full Break on it.

Note: Full Break can be used either by using the ability itself, or by using
Status Reels and choosing the icons that would inflict Full Break on the
enemies.

For the Expert Sphere Grid players, judgementring suggests using Zombie Attack
to make this fiend easier to defeat.

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WO9.12D) Grenade

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Just attack it normally.  One hit will be enough to defeat it.

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WO9.12E) Grat

�������������������������������������������������������������������������������
One hit should be enough to defeat this fiend.  Get it out of the battle ASAP
as it can cause confusion to Wakka.

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WO9.12F) Grendel

�������������������������������������������������������������������������������
Use Sleep Buster against this fiend.  This will stop it's next attack, but it
will wake up afterwards.  Thankfully, you can put it to sleep again, making
this fiend easy to defeat.

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WO9.12G) Bashura

�������������������������������������������������������������������������������
Attack this fiend normally.  When it puts it's Dukes up, it will counter your
attack.  Use Sleep Buster to prevent them from attacking you on their next
turn.  Putting one of these fiends to sleep while their Dukes are up will stop
it from counter-attacking you.

Note: These fiends may drop some armour with SOS Haste on it.

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WO9.12H) Mandragora

�������������������������������������������������������������������������������
Use Sleep Buster against Mandragora.  This will stop it's next attack, but it
will wake up afterwards.  Thankfully, you can put it to sleep again, making
this fiend easy to defeat.  This fiend is vulnerable against the Fire Element.

Note: _Mace_ states that you can petrify this fiend, so you may want to equip
the TKO for these battles.

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WO9.12I) Behemoth

�������������������������������������������������������������������������������
Use Sleep Buster against Behemoth.  This will stop it's next attack, but it
will wake up afterwards.  Thankfully, you can put it to sleep again, making
this fiend easy to defeat.

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WO9.12J) Splasher

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These fiends can easily be defeated in one hit, but they generally attack in
groups.  This would not be a problem if they did not inflict poison, but they
do, so you may want to equip some armour with either Poisonproof or Poison Ward
to make this battle easier.

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WO9.12K) Achelous

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Just attack it normally.  One hit will be enough to defeat it.

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WO9.12L) Maelspike

�������������������������������������������������������������������������������
Use Dark Attack against this fiend to help dodge both it's normal attack and
it's Rush attack.

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WO9.12M) Mech Leader

�������������������������������������������������������������������������������
Just attack it normally.  One hit will be enough to defeat it.  They are weak
against the Lightning Element.

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WO9.12N) Mech Defender

�������������������������������������������������������������������������������
Just attack it normally.  They are weak against the Lightning Element.

Note: These drop NulTide armour, which you may need for a later fight.

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WO9.12O) Defender Z

�������������������������������������������������������������������������������
You should have Dark Attack, which this enemy is vulnerable to.  Use Dark
Attack whenever he is not blind, or just use normal attacks when he is blind.
Haymaker and Blast Punch is not affected when this fiend is blind.  Also, Blast
Punch will do half damage depending on your current HP.  Equip a weapon with
the ability Piercing to get through their armour.  Blast Punch will not be
countered if you have any counter weapons equipped.

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WO9.12P) YKT-11

�������������������������������������������������������������������������������
Just attack it normally.  One hit will be enough to defeat it.  Make sure you
take out these enemies before starting on any other enemies in the same fight
as these enemies.  This is because these enemies will eject one player from the
battle if they are the last enemy standing.

�������������������������������������������������������������������������������
WO9.12Q) YAT-97

�������������������������������������������������������������������������������
Just attack it normally.  One hit will be enough to defeat it.

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WO9.12R) Fallen Monk (Shotgun)

�������������������������������������������������������������������������������
Just attack it.  Simple as that.  Do not use Drain against this enemy, as it
will hurt you, as I found out the hard way.  Having an Evade & Counter weapon
equipped for this fiend would help you evade their attack.

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WO9.12S) Fallen Monk (Flamethrower)

�������������������������������������������������������������������������������
Just attack it.  Simple as that.  Do not use Drain against this enemy, as it
will hurt you, as I found out the hard way.  You could equip a Fireproof or
Fire Ward armour to help protect against it's attack.

-------------------------------------------------------------------------------

WO9.13)                         Sunken Cave

-------------------------------------------------------------------------------

This area is also known as the Cavern of the Stolen Fayth.  The area covers the
cavern itself and the area outside it, in the gorge bottom.  Coeurl and Malboro
also appear in this area, but the Monster Arena classifies them as belonging to
the Calm Lands area, so they are in the Calm Lands section of this guide.

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WO9.13A) Yowie

�������������������������������������������������������������������������������
Just attack it.  Simple as that.  These fiends may inflict petrify on your
party with their normal attack.

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WO9.13B) Imp

�������������������������������������������������������������������������������
Equip some armour with either Lightningproof or Lightning Ward to protect
against it's spell.  Attack it normally, as it should be killed in one hit.

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WO9.13C) Dark Element

�������������������������������������������������������������������������������
Use Silence Buster on it, which should stop it from being able to attack you.

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WO9.13D) Nidhogg

�������������������������������������������������������������������������������
Use Dark Attack to blind it, then attack normally.

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WO9.13E) Thorn

�������������������������������������������������������������������������������
Use Sleep Buster to put them to sleep and avoid their Pollen counter.
When they wake up, put them back to sleep.  Generally, you should be strong
enough to kill it in one hit.

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WO9.13F) Valaha

�������������������������������������������������������������������������������
The last turn Wakka has before Valaha's next turn, Wakka should use Sleep
Buster to stop it from attacking on it's next turn.  At any other time, Wakka
should attack normally.

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WO9.13G) Epaaj

�������������������������������������������������������������������������������
Use Dark Buster to help you dodge it's attack.

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WO9.13H) Ghost

�������������������������������������������������������������������������������
Attack this fiend with Silence Buster to stop it from attacking.  This fiend
has a spell called Doom, which will kill the inflicted character after five
turns.  You should hopefully be able to defeat this fiend in less than five
turns, but you may want to run to be safe.

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WO9.13I) Tonberry

�������������������������������������������������������������������������������
Use Sleep Buster to attack it.  If you are doing damage that is consistently
over 7000, attack it again to defeat it.  If you are not, wait until it wakes
up again, then use Sleep Buster again, then you should easily be able to defeat
it on your next go.

�������������������������������������������������������������������������������
WO9.13J) Defender

�������������������������������������������������������������������������������
This is basically an easier version of Defender X, in my opinion.  It has less
HP than Defender X, and it attacks with the same attacks as Defender X.
Either equip a Piercing weapon or use "Full Break", if you have it, and attack
it normally.

Note: Full Break can be used either by using the ability itself, or by using
Status Reels and choosing the icons that would inflict Full Break on the
enemies.

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WO9.13K) Mech Hunter

�������������������������������������������������������������������������������
Just attack it normally.  They are weak against the Lightning Element.

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WO9.13L) Magic Urn

�������������������������������������������������������������������������������
Welcome to the hardest fiend in the game.  Impossible to kill, but a great way
to learn certain Overdrive Modes.  Unfortunately, there is no point learning
any other Overdrive Mode than Loner, which you should have by this game, or you
have not been playing this challenge properly.  You can ONLY run from these
fiends, but as they can not harm you, it might be an idea to charge your
Overdrive before escaping.

Note: You have to attack the eyes on the Urn to receive some items.  If you do
not hit the correct eye, the Urn will explode.  If you hit the correct eye, you
could get one of these items from the Magic Urn:  Phoenix Down, Elixir, Soul
Spring, Stamina Tablet, Lunar Curtain, Silver Hourglass or Frag Grenades.

-------------------------------------------------------------------------------

WO9.14)                         Inside Sin

-------------------------------------------------------------------------------

This covers all the areas that you can get to ONLY after defeating Overdrive
Sin.  It is labelled as "Sin" on the airship navigation.  Ahriman is also in
this area, but the Monster Arena lists it as belonging to Mount Gagazet, so you
can find information on these fiends in the Mount Gagazet section.

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WO9.14A) Exoray

�������������������������������������������������������������������������������
You should be able to defeat these fiends in one hit.  If you can not, use
Sleep Buster to put them to sleep, so they can not attack you on their next
turn.

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WO9.14B) Wraith

�������������������������������������������������������������������������������
Hopefully, you have an Overdrive ready against this fiend.  Use it straight
away.  If you want to capture it, use Element Reels with it's current Elemental
weakness, then attack it normally.  Hopefully, you will kill, or capture, it
before Doom has killed Wakka, if it was cast on him.

Note: To find this fiend's current Elemental Weakness, you have to equip a
weapon with the sensor ability, which you should have already obtained while
going through this challenge.

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WO9.14C) Gemini (Sword)

�������������������������������������������������������������������������������
This is basically a tougher version of Iron Giant.  It seems to easily affected
by Dark Attack, so use that against him with a Piercing weapon or Full Break to
get through it's armour.  Reaper will hit all your characters, even if they are
affected by Darkness.

Note: Full Break can be used either by using the ability itself, or by using
Status Reels and choosing the icons that would inflict Full Break on the
enemies.

�������������������������������������������������������������������������������
WO9.14D) Gemini (Club)

�������������������������������������������������������������������������������
It seems to easily affected by Dark Attack, so use that against him with a
Piercing weapon or Full Break to get through it's armour.  Reaper will hit all
your characters, even if they are affected by Darkness.

Note: Full Break can be used either by using the ability itself, or by using
Status Reels and choosing the icons that would inflict Full Break on the
enemies.

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WO9.14E) Demonolith

�������������������������������������������������������������������������������
These fiends counter your attacks with Pharaoh's Curse, causing curse, poison,
silence and darkness.  Their Breath attack causes petrifaction and their
normal attacks cause zombie and curse.  Ribbon will be very useful in this
battle, but as the NA version does not have Ribbon you will have to cure each
time you are attacked, or customise Auto-Remedy and Stoneproof on some armour.
You also need to equip a Piercing weapon to help defeat it quicker.  To prevent
their counter, use Silence Buster to stop them from casting Pharaoh's Curse.
This should make the battle easier.  Unfortunately, silence does not stop their
Breath attack.

_Mace_ suggests that you use a weapon with Evade & Counter and keep defending.
The counter-attacks that you do will take care of this fiend without it using
it's Breath attack.

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WO9.14F) Great Malboro

�������������������������������������������������������������������������������
This fiend has a habit of Ambushing your party and using Bad Breath against you
whenever you encounter it in Omega Ruins.  There are two ways to protect
against this problem.  One of them is to wear some armour with Ribbon on it, or
if you manage to obtain a Confuseproof armour from Floating Death, customise
Poisonproof and Dark Ward on it, so Bad Breath does not ruin your chance of
defeating this fiend.  The other way is to have a weapon equipped with First
Strike so you can run it before it attacks you.

If it has not Ambushed you, you can really only attack it until it is dead.

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WO9.14G) Barbatos

�������������������������������������������������������������������������������
Equip a weapon with Piercing and Evade & Counter.  You should be able to evade
his normal attack and hit it for over 5000 each turn.  Without the Piercing
weapon, you would be hitting for just around 1600-1700.  It is immune to
Darkness, Silence and Sleep, so you will mainly be hitting it until it dies.
Using Full Break against this fiend will increase the power of your attacks
against it, but it counter with Mortar, which will do about 1500-1750 damage to
each party member.

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WO9.14H) Adamantoise

�������������������������������������������������������������������������������
Use Sleep Attack when it is your last turn before it's turn, so it will not
attack you.  Either use Full Break or equip a weapon with Piercing to get
through it's armour.  It has been suggested to use Sleep Buster instead of
Sleep Attack as you are guaranteed to inflict Sleep on to this fiend.

�������������������������������������������������������������������������������
WO9.14I) Behemoth King

�������������������������������������������������������������������������������
Equip your armour with Auto-Haste and Auto-Protect, then attack it until it is
defeated.  If you are not capturing it, I would suggest that you run, as it
will attack you with Meteor when you have defeated it.  Meteor will do around
3000-4000 damage against Wakka when it is used.  If this fiend is killed with a
counter-attack, it will not use Meteor against your party.

Note: In the PAL/INT version, Behemoth King will not use Meteor if it is
captured.  After you have captured 10 of them, they will use Meteor as you can
not capture any more.

-------------------------------------------------------------------------------

WO9.15)                         Omega Ruins

-------------------------------------------------------------------------------

This area covers the area that called Omega Ruins on the Airship navigation and
can only be reached by going to that area by the Airship.  Defender Z are also
in this area, but they first appear in the Mount Gagazet area and can not be
captured, so I added them to the Mount Gagazet section instead of this one.
Wraith, both Gemini, Demonolith, Great Malboro and Adamantoise are also in this
area, but the Monster Arena lists it as belonging to Sin, so you can find
information on these fiends in the Sin section.

�������������������������������������������������������������������������������
WO9.15A) Zaurus

�������������������������������������������������������������������������������
This fiend can easily be blinded by using Dark Buster.  I managed to defeat one
of these fiends with only 1HP!  I have only seen them do a physical attack,
although they can add status ailments to your party with it, including petrify.

�������������������������������������������������������������������������������
WO9.15B) Floating Death

�������������������������������������������������������������������������������
With 74 Strength, these fiends should be killed in one hit.  I would attack
them first, as they may inflict confusion on Wakka.  If you are not killing
them in one hit, use Sleep Buster against them.

Note: These fiends may drop armour with Confuseproof on it.  This would be
useful if you decide to face Fenrir in the Monster Arena.

�������������������������������������������������������������������������������
WO9.15C) Black Element

�������������������������������������������������������������������������������
Use Silence Attack to stop it from attacking you, then use Full Break to end
this fight quickly.  If you have the NA version, you will either have to wait
until you either defeat it normally, or use one of the Overdrives that will
inflict Full Break on all enemies.  Using Osmose against these fiends should
restore your MP.

Note: _Mace_ suggests that you use Drain against these fiends, as you should do
more damage against them unless you have used any move that inflicts Armour
Break against them.  You would still have to make the final blow a physical
attack to capture them, though.

�������������������������������������������������������������������������������
WO9.15D) Halma

�������������������������������������������������������������������������������
Use Dark Attack or Sleep attack to help evade their attacks.  Equipped with a
Piercing weapon, they should be defeated in no time.

�������������������������������������������������������������������������������
WO9.15E) Puroboros

�������������������������������������������������������������������������������
They will follow the normal Bomb fiend pattern of blowing up after three hits.
With 74 Strength and Silence Attack, these fiends should be easily captured in
three hits.

If you are worried, and have no rules that block your use of Full Break, use
Full Break against the fiends, equip a weapon with Magic Counter and let them
attack you, as any counter against their attacks does not add to the attacks
that will make it explode.  You must hit them once so they start using spells
against you instead of normal attacks.

Note: These fiends may drop armour with Fire Eater on them.  This would help
with the Magic Counter method to beat these fiends.

�������������������������������������������������������������������������������
WO9.15F) Spirit

�������������������������������������������������������������������������������
These fiends may counter your attacks with Poison Mist, which will inflict
confusion and poison on your party.  Just attack normally and hope it does not
counter.

�������������������������������������������������������������������������������
WO9.15G) Machea

�������������������������������������������������������������������������������
This fiend's normal attack inflicts poison on it's target.  Use Dark Buster to
help evade their attack.

�������������������������������������������������������������������������������
WO9.15H) Master Coeurl

�������������������������������������������������������������������������������
Use Sleep Attack to stop it from attacking you.  This should be an easy win.

�������������������������������������������������������������������������������
WO9.15I) Master Tonberry

�������������������������������������������������������������������������������
Wait until it has taken four turns, then attack it.  The last turn Wakka has
before Master Tonberry's next turn, Wakka should use Sleep Buster to stop it
from attacking on it's next turn.

Note: _Mace_ suggests that your first move against this fiend is to attack it
with Sleep Buster, then keep using Drain against it until it wakes up, then put
it back to sleep and repeat the process.  If you are trying to capture this
fiend, the final blow will have to be a physical attack.

Note: These drop Teleport Spheres.

�������������������������������������������������������������������������������
WO9.15J) Varuna

�������������������������������������������������������������������������������
This fiend will always cast Haste on itself when the battle starts.  If you
have your Auto-Haste armour equipped, it will not bother you.  The thing that
will bother you with this fiend is that it will use -aga spells against you,
which will hurt you for about 3000.  They also cast Death, which makes them
harder to kill, as you would have to choose between Auto-Haste or the
Deathproof armour.

�������������������������������������������������������������������������������
WO9.15K)  Mimic - Machina version

�������������������������������������������������������������������������������
Note: Like all Mimic's, you can only face this type by stealing from a chest in
a Zaurus + Chest battle.

This type of Mimic has a high Defence and a high Magic Defence.  Thankfully, it
also has low HP, so just keep attacking it.

�������������������������������������������������������������������������������
WO9.15L)  Mimic - Basilisk version

�������������������������������������������������������������������������������
Note: Like all Mimic's, you can only face this type by stealing from a chest in
a Zaurus + Chest battle.

This type of Mimic has a low Defence, so you can just keep hitting it until it
dies.  How simple is that?

�������������������������������������������������������������������������������
WO9.15M)  Mimic - Garuda version

�������������������������������������������������������������������������������
Note: Like all Mimic's, you can only face this type by stealing from a chest in
a Zaurus + Chest battle.

This type of Mimic has a high Defence, but a low Magic Defence.  This means we
can abuse Wakka's Drain against it.  It's great to have a Sphere Grid that has
both Magic-based and Strength-based attacks.  This will take a while and will
easily drain your MP, but is still A LOT quicker than using physical attacks.

�������������������������������������������������������������������������������
WO9.15N)  Mimic - Dragon version

�������������������������������������������������������������������������������
Note: Like all Mimic's, you can only face this type by stealing from a chest in
a Zaurus + Chest battle.

This type of Mimic has a low Defence, so you can just keep hitting it until it
dies.  How simple is that?  It does have high Strength, so you may want to heal
after it attacks you, or you may end up regretting it.

===============================================================================

WO10)    FAQs

===============================================================================

Q) I can't find the item you are mentioning!  Help!

A) Look at the walkthrough created by "A I E X" as it has a good description on
   how to get most of the items.  I may mention items in this guide that are
   not described in the walkthrough mentioned earlier.

Q) Did you know you spelt that "A I E X" name wrong?  It should be a "l"
   instead of an "I"!

A) I copied and pasted the name into this Walkthrough, so it may be correct,
   unless copy and paste somehow replaces small "L"s with capital "I"s.

Q) Why haven't you added a BB section?

A) Blitzball (aka, BB) is a huge topic.  Although BB helps you in this
   challenge more than any other challenge, there are a few guides dedicated to
   BB, so it would be more beneficial to read one of them.

Q) My version of the game has the Mercury Crest/Sigil where you mention the
   Jupiter Crest/Sigil should be!  What's going on here?

A) Credit goes to http://www.gamefaqs.com/console/ps2/file/197344/41079 for
   this information.

   You probably have the INT version of FFX.  In the INT version, the name of
   the Crests and Sigils for every character, excluding Tidus and Yuna, was
   changed to a different name.  Wakka's Crest and Sigil was changed from
   Jupiter to Mercury.  You can check the afore mentioned link for the other
   changes between the NA and the INT versions of the game.

Q) Why do I think of Bender from Futurama whenever I hear Wakka's voice?

A) Both Wakka and Bender have the same voice actor - John Dimaggio.
   Although it has not been asked, the voice actor for Kimahri is also John
   Dimaggio.

Q) Can you help get my Final Fantasy X challenge guide uploaded to GameFAQs?

A) Unfortunately, no.  SBAllen has stated that this will be the last Final
   Fantasy X challenge guide he will accept.

===============================================================================

WO11)    Contact Information

===============================================================================

E-Mail me at [email protected].  Please use the title "FFX Wakka
Walkthrough", or it may be deleted as I get a lot of junk mail from this
E-Mail.

DO NOT E-Mail me if:

()     You just want to insult me or my Walkthrough.  It's free, so you're
       getting your money's worth whatever quality it is in.  Also, I can
       insult myself enough without your help.

()     You want to know how to get items or anything else not covered in this
       Challenge.  It is a waste of your time as I will not respond.

()     You want to complain that my Walkthrough was finished and posted before
       you finished and posted yours.  Stuff like that happens, get over it.

()     What you want to know has already been answered in the Walkthrough.
       The other Walkthrough I wrote, almost every question was the same, and
       it was answered in the first upload!  And it was asking about controls,
       where there was a complete section in the Walkthrough!

()     You want to know the basics of the game.  This Walkthrough is for people
       who have completed Final Fantasy X at least once and want a challenge.

()     You can not write in English.  If I can not understand the question, I
       will ask for a translation into English.  This is mainly for people who
       write E-Mails like this: "help, plz! i cant defeat tis ****ing boss! wot
       i shud do?"

E-Mail me if:

()     You have a method on how to beat a boss/enemy with just Wakka, following
       the rules provided (including the OSG and Wakka/Aurochs Only BB rule).

()     You notice any spelling mistakes (excluding colour, as I am using proper
       UK English, not American English), which will be checked with a spell
       checker configured to UK English.

()     You can write in English.

()     You think you have some information that may be useful for this guide.

()     You are stuck in an area, and the Walkthrough does not help you.

All Information, however small, shall be credited.  I thank you in advance for
following these rules.

===============================================================================

WO12)    Credits

===============================================================================

Everyone who decided to make a Wakka-Only guide before me, but gave up.
Your lack of dedication made everyone think I would not finish it either, so I
had to prove them wrong.

Everyone on the FFX Message Board on www.gamefaqs.com for keeping me interested
in writing this Walkthrough and any help with any aspect of this game, whether
or not it actually had anything to do with this challenge.  Thanks for the Rank
levels and the Damage Constant values of each ability and Overdrives as well.

Everyone on the FAQ Contributors Board - General for putting up with my moaning
about this guide not on the site when I first visited that board.  It is also a
good place to go with you want help on writing a guide, and there is a link
from the "Contribute" tab.

SBAllen for accepting this challenge guide.

treex2 for creating the topic that SBAllen told me that he would accept this
guide.

_Mace_ for a lot of help with the game in general and clearly defining what was
part of Wakka's Sphere Grid.  The resource where he found the information was
the Final Fantasy X Ultimania Guides.

pbirdman for a lot of help with the game in general.

Ultimaphazon for giving me the formula's for the Resistance and Overdrives.

pbirdman, _Mace_, Ultimaphazon, Mutt n Mog and KuronoE77 for checking through
the guide for any mistakes.

x8m8x3k3t for providing me with the NA Attack Reels hint.

judgementring for providing another use for Zombie Attack.

The FAQ Critic for telling me to run the guide through a spell checker.

TrulyDexterous for helping fix the layout of this guide.

http://www.gamefaqs.com/console/ps2/file/197344/41079 for the International
name for Wakka's Crest/Sigil.

===============================================================================