-------------------------------------------------------------------------------
          FINAL FANTASY X
          FAQ/Walkthrough (PAL), v1.0, 19th January 2010
-------------------------------------------------------------------------------

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===============================================================================
          Table of Contents
===============================================================================

Use Ctrl + F to search for one for the features listed below. To make sure you
go straight to a certain section, copy and paste the search code on the right.

           1. Introduction                                   [01INTR]
           2. Game Basics                                    [02BASC]
              2.1. Controls                                  [02CTRL]
              2.2. Field Screen                              [02FSCR]
              2.3. Menu Screen                               [02MENU]
              2.4. Battle Screen                             [02BSRC]
              2.5. Sphere Grid                               [02SPHG]
              2.6. Battle Menu                               [02BMEN]
              2.7. Elements & Status Effects                 [02ESTE]
              2.8. Equipment Customisation                   [02ECST]
              2.9. Aeon Customisation                        [02ACUS]
              2.10. PAL/International Changes                [02PALC]
           3. Walkthrough                                    [03WALK]
              3.1. Zanarkand                                 [03ZANA]
              3.2. Submerged Ruins                           [03RUIN]
              3.3. Salvage Ship                              [03SALV]
              3.4. Besaid                                    [03BESD]
              3.5. S.S. Liki                                 [03LIKI]
              3.6. Kilika                                    [03KLKA]
              3.7. S.S. Winno                                [03WINN]
              3.8. Luca                                      [03LUCA]
              3.9. Mi'ihen Highroad                          [03MIHI]
              3.10. Mushroom Rock Road                       [03MHRM]
              3.11. Djose Highroad                           [03DJSH]
              3.12. Moonflow                                 [03MNFW]
              3.13. Guadosalam                               [03GDSM]
              3.14. Thunder Plains                           [03THNP]
              3.15. Macalania, Part One                      [03MAC1]
              3.16. Bikanel Island                           [03BKNL]
              3.17. Home                                     [03HOME]
              3.18. Airship                                  [03ARSP]
              3.19. Bevelle                                  [03BVLE]
              3.20. Via Purifico                             [03VPUR]
              3.21. Highbridge                               [03HBRG]
              3.22. Macalania, Part Two                      [03MAC2]
              3.23. Calm Lands                               [03CALM]
              3.24. Mt. Gagazet                              [03MGZT]
              3.25. Zanarkand Ruins                          [03ZRNS]
              3.26. The Final Showdown                       [03SHWN]
              3.27. Inside Sin                               [03INSD]
           4. Overdrives                                     [04ODRV]
              4.1. Tidus's Swordplay                         [04SWPY]
              4.2. Yuna's Grand Summon                       [04GSMN]
              4.3. Auron's Bushido                           [04BUSH]
              4.4. Wakka's Slots                             [04SLOT]
              4.5. Lulu's Fury                               [04FURY]
              4.6. Kimahri's Ronso Rage                      [04RAGE]
              4.7. Rikku's Mix                               [04RMIX]
              4.8. Overdrive Modes                           [04OMDS]
           5. Aeons                                          [05AEON]
              5.1. Valefor                                   [05VLFR]
              5.2. Ifrit                                     [05IFRT]
              5.3. Ixion                                     [05IXON]
              5.4. Shiva                                     [05SHVA]
              5.5. Bahamut                                   [05BHMT]
              5.6. Anima                                     [05ANMA]
              5.7. Yojimbo                                   [05YJBO]
              5.8. Magus Sisters                             [05MGUS]
           6. Blitzball                                      [06BLTZ]
              6.1. Basics                                    [06BASC]
              6.2. Tips                                      [06TIPS]
              6.3. Techs                                     [06TECH]
           7. Celestial Weapons                              [07CSLW]
              7.1. Celestial Mirror                          [07CSMR]
              7.2. Weapon Activation                         [07WPNA]
              7.3. Tidus' Caladbolg                          [07CDBG]
              7.4. Yuna's Nirvana                            [07NRVA]
              7.5. Auron's Masamune                          [07MSMN]
              7.6. Wakka's World Champion                    [07WDCH]
              7.7. Kimahri's Spirit Lance                    [07SPRT]
              7.8. Lulu's Onion Knight                       [07ONKT]
              7.9. Rikku's Godhand                           [07GDHD]
           8. Monster Arena                                  [08MNSR]
              8.1. Basics                                    [08BASC]
              8.2. Tips                                      [08TIPS]
              8.3. Area Conquest                             [08AREA]
              8.4. Species Conquest                          [08SPEC]
              8.5. Original Creations                        [08ORIG]
           9. Miscellaneous Sidequests                       [09MIQU]
              9.1. Airship Coordinates                       [09CORD]
              9.2. Secret Aeons                              [09SRTA]
              9.3. Chocobo Racing                            [09CHCB]
              9.4. Omega Ruins                               [09OMGA]
              9.5. Al Bhed Primers                           [09PRME]
              9.6. Jecht Spheres                             [09JCHT]
              9.7. Miscellaneous                             [09MISC]
              9.8. Dark Aeons & Penance                      [09DA&P]
          10. Stat Maxing                                    [10STMX]
              10.1. Requirements                             [10REQR]
              10.2. Goals                                    [10GOAL]
              10.3. AP Trick                                 [10APTK]
              10.4. Maximising                               [10MAXI]
          11. Items                                          [11ITEM]
          12. Abilities                                      [12ABIL]
              12.1. Skill                                    [12SKLL]
              12.2. Special                                  [12SPCL]
              12.3. Black Magic                              [12BLCK]
              12.4. White Magic                              [12WHTE]
          13. Weapon Abilities                               [13WPNA]
          14. Armour Abilities                               [14ARMA]
          15. Frequently Asked Questions                     [15FAQS]
          16. Thanks                                         [16THKS]
          17. Contact Information                            [17CONT]
          18. Copyright Notice                               [18CYRT]
          19. Closing                                        [19CLSG]




===============================================================================
          1. Introduction                                    [01INTR]
===============================================================================

Well, it's been a long time coming, but this guide is finally complete. I've
been working on this for over a year now, at the moments I was home, bored, and
had a little free time. Being my first walkthrough ever, I probably could have
picked an easier game to write for, but it doesn't particularly matter now.
What you see in front of you is the product of a lot of hard work, and
hopefully it will serve you well in your endeavours through Spira.

-- Masamune3



===============================================================================
          2. Game Basics                                     [02BASC]
===============================================================================

The game basics section is one of the most important parts of the guide, simply
because it covers all the... uh, basics, for lack of a better word. Everything
you need to know to get started with the game is listed right here.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.1. Controls                                      [02CTRL]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Field Screen --------------------------------------------------------------

DIRECTIONAL PAD:   - Move Character
                   - Move Cursor
LEFT ANALOG STICK: - Move Character
                   - Move Cursor
X:                 - Select Action
                   - Examine
                   - Interact
CIRCLE:            - Cancel Action
                   - Walk (Hold Down)
TRIANGLE:          Menu
START:             Pause

--- Battle Screen -------------------------------------------------------------

DIRECTIONAL PAD:   Move Cursor
LEFT ANALOG STICK: Move Cursor
X:                 Select Action
CIRCLE:            Cancel Action
TRIANGLE:          Defend
L1:                - Open Switch Menu
                   - Cycle Characters
L2:                Cycle Characters
R1:                Scroll Up CTB Bar
R2:                Scroll Down CTB Bar
SELECT:            - Display Help Bar
                   - Hide Help Bar

--- Menu Screen ---------------------------------------------------------------

DIRECTIONAL PAD:   Move Cursor
LEFT ANALOG STICK: Move Cursor
X:                 - Select Action
                   - Examine
                   - Interact
CIRCLE:            Cancel Action
L1:                Cycle Characters
L2:                List Page Up
R1:                Cycle Characters
R2:                List Page Down


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.2. Field Screen                                  [02FSCR]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is the normal screen, or the out-of-battle screen. As you will spend most
of your time looking at this type, I thought it was necessary to explain a few
things.

--- Mini-Map ------------------------------------------------------------------

In the top-right hand corner of the screen a mini-map will display showing you
a GPS-type view of the area in which you are standing. The red arrow shows the
location you should head to in order to continue the story.

--- Save Spheres --------------------------------------------------------------

Save Spheres are located throughout Spira. They are basically blue spheres.
When you press X on them, you qill have a number of options, depending what
stage of the game you are at. Apart from saving, they can be used to transport
you to Luca Stadium for a bit of Blitzball, and to teleport aboard the airship.

--- Non-Playable Characters ---------------------------------------------------

You can talk to NPCs by simply walking up to them and pressing X. They will
often offer you a variety of options and information, depending on where you
are and who you talk to. Some of the citizens of Spira are active Blitzball
players. You can check their status and possibly recruit them using Square and
following the prompts.

--- Chocobos ------------------------------------------------------------------

Chocobos, those giant, lovable chickens that have become a staple of the Final
Fantasy series, are back again. You have the ability to ride them in certain
locations. After you talk to the appropriate people, you'll find yourself
sitting on one of the big birds. You can dismount at any time using Circle, and
can hop back on by pressing X when you are close to a chocobo.

--- Environment Interaction ---------------------------------------------------

Sometimes there are elements in the field screen that you can interact with.
Generally, this is done simply by pressing X on them. Often a dialog box will
appear letting you know that there is an action available.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.3. Menu Screen                                   [02MENU]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

By pressing Triangle when in the field screen (that is, not in battle), you
open up the menu screen. This contains a massive amount of information and
options that you can tweak.

--- Sphere Grid ---------------------------------------------------------------

Where you can raise and shape your party as you see fit. See the Sphere Grid
And Levelling section for more details. Use L1 and R1 to cycle between
characters, and L2 and R2 to toggle the angle of the Sphere Grid.

--- Item ----------------------------------------------------------------------

The Item screen has a number of functions. Firstly, you can "Use" an item on a
character, however this is limited only to recovery items. "Sort" allows you to
sort out items by either manaully moving them around, or automatically putting
them in order. "Equipment" allows you to view all the weapon and armour you
have, and these can also be sorted manually or automatically. Lastly, "Key
Items" allows you to VIEW all the special items, but nothing more.

--- Ability -------------------------------------------------------------------

Here you can select a character, then a list opens up revealing all of that
character's learnt abilities. You can have your party members heal one another
with Cure, Cura, or Curaga (assuming they know them). The numbers on the right
denote the MP cost for using the Skill/Special/Black Magic/White Magic. Use L1
and R1 to cycle between characters.

--- Status --------------------------------------------------------------------

Check out your character's current stats, as well as learnt abilities. Do the
latter by pressing X on desired character. L1 and R1 will cycle you through
your characters. Use L1 and R1 to cycle between characters.

--- Overdrive -----------------------------------------------------------------

Select a characer, then you will be taken to a screen where you can view that
character's current Overdrives. Up the top their Overdrive guage is shown.
Selecting "Set Mode" allows you to change the current character's Overdrive
mode. You will gain new Overdrive modes for each character when certain
criteria are met. The mode will determie under what conditions your Overdrive
guage will fill. See the Overdrives section for more details. Use L1 and R1 to
cycle between characters.

--- Equip ---------------------------------------------------------------------

Again, choose a character, and then you are taken to a screen that allows you
to set the current weapon and armour for that party member. You have a choice
between all weapons and armour that are of that character's type (e.g. Tidus
only uses swords, Lulu only wears bangles, etc). Use L1 and R1 to cycle between
characters.

--- Status --------------------------------------------------------------------

The Status screen displays the selected characters stats, Overdrive gauge,
Overdrive mode, and current equipment. Pressing X will allow you to view all
their current abilities. Use L1 and R1 to cycle between characters.

--- Aeons ---------------------------------------------------------------------

Here you can view the HP and MP of all your aeons. By selecting "Status", you
can further view the selected aeon's stats, and Overdrive guage. Pressing X
will allow you to view all their current abilities. Use L1 and R1 to cycle
between aeons. The "Abilities" and "Attributes" sub-menus are explained a bit
later on in the Game Basics section.

Should an aeon be KOed during battle, they must wait a number of battles before
they are revived and have their HP restored fully, assuming you don't use a
save sphere. Their Overdrive gauage will also be reset to zero.

Valefor       - 8 battles to go      | Ifrit         - 12 battles to go
Ixion         - 20 battles to go     | Shiva         - 20 battles to go
Bahamut       - 24 battles to go     | Yojimbo       - 24 battles to go
Anima         - 24 battles to go     | Magus Sisters - 30 battles to go

--- Formation -----------------------------------------------------------------

Fiddling with Formation lets you move around your party members for battle.
Select a character using X, then move them up or down the order and swap them
with another character by pressing X again. The top three slots are your active
characters, so moving anyone to those spots will put them in your immediate
battle line-up.

--- Customise -----------------------------------------------------------------

Here you are able to customise both weapons and armour with auto-abilities to
make them stronger or more efficient. All you do is choose a piece of equipment
that needs to be customised, and you are taken to a new screen with a list of
all the possible abilities you can customise onto it. A more detailed rundown
is found a little later in the Game Basics section.

--- Config --------------------------------------------------------------------

These are the games options. Unfortunately, it lacks a screen position option,
but here is what is on offer for you to change around.

SOUND:     If you don't have a stereo television (all modern ones are), then
           choose "Mono" to hear everything.
SUBTITLES: Turn cutscene subtitles on/off.
NAMES:     Turn on/off character names during cutscenes.
CURSOR:    "Default" resets the cursor during battle to "Attack" each time you
           get a new turn. "Memory" places the cursor at the last used command
           for that character, and meaning you don't have to go through all the
           submenus again just to use a command again.
HELP:      Turn the help bar across the top of the screen on/off. It divulges
           all sorts of useful information, so definitely leave it "On".
AEONS:     This option refers to aeon summoning sequences and Overdrives. Set
           it to "Short", unless you want to see all the summons all the time.
MAP:       Turn the mini-map on/off. Leave it "On".
VIBRATION: Turn controller vibration on/off.

--- Help ----------------------------------------------------------------------

This is a very handy reference to just about every feature of FFX. It gives you
a rundown on controls, terms, gameplay elements, screen elements, the works. If
you are ever in doubt about something, chances are it can be found here with a
great explanation.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.4. Battle Screen                                 [02BSRC]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Characters ----------------------------------------------------------------

The battle screen is composed of a number of elements. You will instantly
recognise your characters. They stand in a straight line formation, in a group
of three. No more than three characters can be active at the one time, however,
less than three may be present under certain circumstances. The active party
member has a small arrow above his/her head (though this looks much different
from the target selection arrow).

--- Enemies -------------------------------------------------------------------

Opposite your characters lies your enemy, or enemies. A maximum of five enemies
can be pitted against you at once, though it's generally no more than three.

--- Status Bar ----------------------------------------------------------------

The status bar is on the bottom part of the screen. It displays the current HP,
MP, and Overdrive gauges of each of your active characters.

--- Command Menu --------------------------------------------------------------

On the bottom of the screen your command menu is found. It opens up, depending
on what commands you choose. The availability of options in the Command Menu
can be affected by certain statuses the character may be under, such as Silence
or Curse.

--- Help Bar ------------------------------------------------------------------

At the top of the screen, assuming you have it activated, is the help bar. It
gives a brief desciption (if any) of a variety of things, including the effects
of attacks or items, the name of the enemy you currently have targetted, as
well as other information that may bee necessary.

--- Target Data Window --------------------------------------------------------

If you have a weapon equipped with Sensor, or you have used Scan on a target,
(both of course, assume that the target is not immune) then each time that
target is selected a multitude of information about them (such as elemental
affinities, HP, and MP) will appear in a small window in the top-left corner
of the screen. There are four oval shapes of different colour that, when placed
in context, reveal information about what elements the target is weak, strong,
or immune to. Red is fire, yellow is thunder, blue is water, and white is ice.

(1.5x): Target will take 150% damage from attacks based on this element.
(1/2):  Target will take 50% damage from attacks based on this element.
(+):    Target will absorb all damage done by attacks based on this element.

--- Target Selection ----------------------------------------------------------

The arrow that appears after a command has been chosen indicates the target to
which the command will be assosciated with. Certain commands (such as Sentinel)
do not allow any targets to be selected other than the character using the
ability, while the generic "Attack" commands allows you to select any target by
using up/down to navigate between targets, and left/right to swap between the
enemy group and the active party members.

--- CTB Bar -------------------------------------------------------------------

The CTB bar indicates the turn order of all on-screen targets (characters AND
enemies). Your characters are each denoted with a small picture, but enemies
and bosses are identified with "A", "B", "C", "D" or "BOSS", respectively. You
can use the L2 and R2 buttons to move through a finite number of turns.

The order of turns is shown from top to bottom, where the top icon represents
the target who is now ready to attack. The one below it denotes the target with
the next turn, and so on. The Agility stat of the target determines the number
turns they will get each cycle. Moreover, certain commands will cause the CTB
Bar to be reshuffled. Why? Because each action has a certain "recovery time".
Quick Hit, for instance, has a low recovery time, and hence constant use will
allow you to get in far more turns than is normally possible with say, just the
Attack command. The character's next turn will come sooner, and hence they are
moved UP the CTB Bar. On the other end of the scale, Overdrives have a large
recovery time, meaning the character's next turn is delayed, and they get moved
DOWN the order.

Knowing how to read and interpret he CTB bar is absolutely vital in order to
plan attacks. It's utilisation is not something that can be taught, but rather,
is gained through personal experience.

--- Damage Indicators ---------------------------------------------------------

WHITE NUMBERS: Denotes damage done to a target. Value displayed above target.
GREEN NUMBERS: Denotes recovery done to a target. Value displayed above target.
MP:            Denotes that MP was affected by a certain action. See above.
MISS:          Denotes an attack has failed to strike the selected target.
IMMUNE:        Denotes a status attack has failed because target is immune.

--- Overkill ------------------------------------------------------------------

If you defeat an enemy with a very strong finishing attack, you might get an
Overkill. Your chances of getting an Overkill are not determined by the HP of
the enemy before you finish them off. Instead, it is a set damage value.
Therefore, the Overkill value is the same for every identical fiend (e.g. all
Dino fiends), but it varies drastically from fiend to fiend. Overkills result
in larger AP gain per character and doubles the number of items dropped.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.5. Battle Menu                                   [02BMEN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Attack --------------------------------------------------------------------

The simplest action, it is one that you will find yourself using most often.
Characters and aeons can use at no cost whatsoever. Not surprisingly, it also
happens to be the most common type of enemy attack. When you select "Attack",
you will be prompted to select a target you wish to attack.

--- < Special Attack > (Aeons Only) -------------------------------------------

Each aeon has his/her own unique ability (such as Bahamut's "Impulse") that can
be used with no MP consumption. Each has it's own properties that make it
useful for a given situation. It is located directly under the Attack command.

--- Summon (Yuna Only) --------------------------------------------------------

Available only to Yuna, selecting the Summon command opens up a sub-menu that
allows you to select and aeon to summon and control. The current HP, MP, and
Overdrive status of each aeon is displayed in the sub-menu.

--- Skill ---------------------------------------------------------------------

Skills are all physical attacks with special properties, such as the added
bonus of status effects, faster turn rate, or stealing, to name a few. Each
character can learn all the Skills on the Sphere Grid, and most aeons can learn
the majority of Skills.

--- Special -------------------------------------------------------------------

Specials are a selection of commands that allow you characters to perform
actions other than attacking (such as casting positive statuses, bribing
enemies, taking damage for allies, etc. Each character can learn all the
Specials on the Sphere Grid, and most aeons can learn the majority of Specials.

--- Black Magic ---------------------------------------------------------------

Black Magic is a set of offensive magic attacks. Though mostly elemental in
nature, there several Black Magic abilities (like Osmose or Drain) that have
special properties. Each character can learn all the Black Magic on the Sphere
Grid, as can most aeons.

--- White Magic ---------------------------------------------------------------

White Magic abilities encompass the range of extremely useful positive status
effects such as Haste, Protect, and Shell. Holy is the ultimate white magic,
allowing users to deal heavy elemental damage. Each character can learn all the
Black Magic on the Sphere Grid, as can most aeons.

--- Item (Characters Only) ----------------------------------------------------

The Item command allows all characters to use normal items that you can buy
from shops, like Potions and Phoenix Downs. Don't be fooled, you can use any
items (like Chocobo Feathers and Grenades) you obtain during the course of the
game during battle, but these items can only be accessed through the Special
command "Use".

--- Overdrive -----------------------------------------------------------------

Overdrives are the unique attacks of both characters and aeons. They become
available for use when the Overdrive gauge fills completely. Overdrives often
require some sort of user input to maximise damage. "Overdrive" is clearly
displayed above the command menu when you have access to them. Just press left
when at the main command menu, then select the Overdrive to use.

--- Switch (Characters Only) --------------------------------------------------

You can switch the current party member for another by pressing L1. Then simply
scroll though all the available inactive party members and swap him/her into
the fury of battle.

--- Trigger Commands (Characters Only) ----------------------------------------

Trigger Commands are special commands used only at certain times. They allow
characters to perform specific actions unique to the battle. "Trigger Command"
is clearly displayed above the command menu when you are able to use one. Just
press left when at the main command menu, and select from the available Trigger
Commands (there may be more than one).

--- Weapon/Armour Change (Characters Only) ------------------------------------

You are able to change the current character's weapon or armour at any stage
during battle. However, they can only swap to a weapon/armour piece that is of
their own type - no interchanging between characters. To do this, press right
when at the main command menu, then select "Change Weapon" or "Change Armour".

--- Escape (Characters Only) --------------------------------------------------

The Escape command is generally available during battles by pressing right at
the main comman menu, then selecting "Escape". In most boss battles and certain
random encounters this function will be unusable. When you use the Escape
command, the current character will attempt to retreat from battle. Sometimes
your characters will refuse to leave the battle when you try to Escape.

--- Defend (Characters Only) --------------------------------------------------

The Defend command is activated using the Triangle button. Using Defend will
allow the current character to skip their turn and take up a defensive status
that reduces damage from physical attacks by 50%, and this effect is compounded
by Protect, Cheer, and Defence +X% armour abilities. The character will also
get a turn a little earlier than normal, to compensate for the skip.

--- Shield (Aeons Only) -------------------------------------------------------

The Shield command is accessed by pressing left when at the main command menu.
Shield lets your aeon takes a quarter of the damage, but you get no Overdrive
gain for the damage you do take.

--- Boost (Aeons Only) --------------------------------------------------------

The Boost command is accessed by pressing left when at the main command menu.
Boost lets your aeon take extra damage in return for significantly increased
Overdrive gain.

--- Dismiss (Aeons Only) ------------------------------------------------------

By selecting this command, the aeon currently engaged in battle will leave the
battlefield, and you will regain control of your party. Beware that even in
aeon batles, Yuna can be targetted if the enemy aeon gets a turn before her,
possibly resulting a game over if her stats are low.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.6. Sphere Grid                                   [02SPHG]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The structure of the Sphere Grid does indeed look a enormous and confusing at
first glance. Progress a little and you'll see there's nothing to it. What
follows is a simple yet detailed description of how the level system works.

--- Battle AP & Sphere Levels -------------------------------------------------

After each battle, your character's will almost always gain AP (except for a
few select battles). Only character's who participated some way in battle (that
is, performed some kind of action, thus having a turn) will gain AP. AP is not
divided, a set amount is given to each character. Because of this, it is well
worth your time to make sure each character gets a turn during battle. Weapon
abilities like Double AP and Triple AP will increase the amount of AP that a
particular character gets.

The AP you get from battle goes towards your Sphere Level count. Each character
has their own individual Sphere Level count. It starts at a set amount, and
depends on the character) and decreases as you gain AP. When this count reaches
zero, you gain a Sphere Level. Ergo, the more times the AP count reaches zero,
the more Sphere Levels you will gain. However, the more Sphere Levels you gain,
the larger the initial number or AP required becomes higher. This number will
stop rising at 22000 (meaning you will eventually need to get 22000 AP in order
to gain a Sphere Level).

It sounds like a lot, but as you progress through the game, the more AP each
enemy will give upon killing them. There's a nice method for gaining ridiculous
amounts of AP, and this information can be found in the Stat Maxing section.

So what do you do with the Sphere Levels? You use them to move around the
Sphere Grid. Each Sphere Level allows you to move one space on the Sphere Grid,
assuming you haven't moved there before. If you have been along a path before,
you can move four spaces for every Sphere Level.

You should also know that it is possible for every character to learn every
ability on the Sphere Grid, as well as activate every single stat node. What's
more, you can add new stat spheres to the many empty nodes on the Sphere Grid.
Why is this useful? it makes your characters even stronger. This simple premise
is what Stat Maxing is based upon.

--- Stat Functions ------------------------------------------------------------

Now for the last little bit. When you reach a node with a stat or ability in
it, you need to activate it. Doing this raises your character's stats, or
teaches them a new ability. Raising stats makes your characters more powerful,
and teaching them new abilities allows them to perform new actions during
battle (and sometimes out of battle, depending on the ability). Here's a list
of what stats do:

STRENGTH:      Allows characters to hit for more damage physically.
DEFENCE:       Lowers damage taken by physical attacks.
MAGIC:         Allows characters to hit for more damage magically.
MAGIC DEFENCE: Lowers damage taken by magical attacks.
AGILITY:       Increases turn rate (amount of turns you get in battle).
LUCK:          Increases chances of dealing/being dealt a critical hit, chances
               of hitting an enemy/evading enemy attack.
EVASION:       Increases chances of evading an attack.
ACCURACY:      Increases chances of hitting a target.

--- Activating Nodes ----------------------------------------------------------

Now for activating nodes. To activate a node, you need to use a special type of
sphere. Different types of nodes are activated by different spheres.

POWER SPHERE:   Activates Strength, Defence, and HP nodes.
MANA SPHERE:    Activates Magic, Magic Defence and MP nodes.
SPEED SPHERE:   Activates Agility, Evasion and Accuracy nodes.
ABILITY SPHERE: Activates Skill, Special, Black Magic, and White Magic nodes.
FORTUNE SPHERE: Activates Luck nodes.

--- Key Spheres & Locks -------------------------------------------------------

On the grid there are a number of Lock Spheres of differing levels. The level
generally corresponds to power or importance of the thing they are protecting,
if you will. For example, Ultima, the most devastating of all Black Magic
spells, is surrounded by a number of Level 4 Lock Spheres. These stop your
characters from moving to particular nodes on the grid, and therefore will
generally block your path.

However, those pesky Lock Spheres can be removed, allowing your characters to
move right on past them, and even use the cleared node to house important new
stat increases. By using a Key Sphere of a corresponding level on a Lock Sphere
you will delete it from the Sphere Grid, leaving a free node in it's place.
However, using say, a Level 3 Key Sphere on a Level 2 Lock Sphere will not
work. It has to be the specific level to be used.

--- Movement Spheres ----------------------------------------------------------

You can use one of several special spheres to move around the ground without
requiring Sphere Levels. However, there is sually a catch. For example, with
Teleport Spheres, you can only move a node which has already been activated by
either the current character or an ally.

RETURN SPHERE:   Returns character to any node they have activated.
FRIEND SPHERE:   Moves character to the current location of an ally.
TELEPORT SPHERE: Moves character to any previously activated node.
WARP SPHERE:     Moves character to any node.

--- Stat Spheres --------------------------------------------------------------

You will be using a lot of these when you max your stats. Basically, they fill
any empty nodes with a specific stat increase.

HP SPHERE:            Places HP +300 node in an empty node.
MP SPHERE:            Places MP +40 node in an empty node.
STRENGTH SPHERE:      Places Strength +4 node in an empty node.
DEFENCE SPHERE:       Places Defence +4 node in an empty node.
MAGIC SPHERE:         Places Magic +4 node in an empty node.
MAGIC DEFENCE SPHERE: Places Magic Defence +4 node in an empty node.
AGILITY SPHERE:       Places Agility +4 node in an empty node.
LUCK SPHERE:          Places Luck +4 node in an empty node.
EVASION SPHERE:       Places Evasion +4 node in an empty node.
ACCURACY SPHERE:      Places Accuracy +4 node in an empty node.

--- Miscellaneous Spheres -----------------------------------------------------

Aside from the types of spheres already listed, there are quite a number of
other spheres that have a purpose of their own.

ATTRIBUTE SPHERE:     Activates stat node.
SKILL SPHERE:         Activates Skill node.
SPECIAL SPHERE:       Activates Special node.
WHITE MAGIC SPHERE:   Activates White Magic node.
BLACK MAGIC SPHERE:   Activates Black Magic node.
MASTER SPHERE:        Activates any type of node.
CLEAR SPHERE:         Removes stat sphere from the Sphere Grid.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.7. Elements & Status Effects                     [02ESTE]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Elements ------------------------------------------------------------------

Elements are really simple in FFX. You only have to remember a few simple
rules. Fire beats Ice, and Thunder beats Water. The reverse is true for both
these cases. So if you were coming up against a fire fiend, they would be weak
to ice magic. Ice fiends, on the other hand, are weak to fire magic. Same thing
goes for Thunder and Water.

Holy, the ultimate white magic spell, is also considered an element, though
there are few enemies that are either strong or weak to it. The last element is
"gravity". Gravity attacks deal damage based on current or maximum HP. Some
targets are immune, while others are not. You'll find that enemies with high HP
are mostly all immune to gravity attacks, where they would actually be the most
useful. Bugger.

--- Positive Status Effects ---------------------------------------------------

NULBLAZE:  Makes target immune to one fire-based attack. Apply with NulBlaze
           spell. Countered with Dispel, or a fire-based attack.

NULSHOCK:  Makes target immune to one thunder-based attack. Apply with NulShock
           spell. Countered with Dispel, or a thunder-based attack.

NULTIDE:   Makes target immune to one water-based attack. Apply with NulTide
           spell. Countered with Dispel, or a water-based attack.

NULFROST:  Makes target immune to one ice-based attack. Apply with NulFrost
           spell. Countered with Dispel, or an ice-based attack.

HASTE:     Increases turn rate of target. Apply with Haste/Hastega, or Chocobo
           Feather/Wing. Countered with Dispel, or overpowered with Slow.

PROTECT:   Target takes half damage from all physical attacks. Apply with
           Protect or Light Curtain. Countered with Dispel.

SHELL:     Target takes half damage from all magical attacks (including healing
           magic). Apply with Shell or Lunar Curtain. Countered with Dispel.

REGEN:     Targets automatically gains a set percentage of HP after the turn of
           every onscreen target. With the Regen spell, the effect lasts until
           the tenth turn of the character under Regen. With the Auto-Regen
           armour ability, effect is indefinite. Apply with Regen or Healing
           Spring. Countered with Dispel.

REFLECT:   Repels most magic casted at target. A spell can not be Reflected
           more than once. Apply using Reflect or Star Curtains. Countered with
           Dispel.

AUTO-LIFE: Target will be automatically revived when they are KOed. Apply with
           Auto-Life spell. Countered with Dispel.

--- Negative Status Effects ---------------------------------------------------

All negative status effects in FFX wear off immediately after the battle ends,
or a character is KOed. In the latter case, the character is automatically
revived at the end of battle with 1 HP.

DARKNESS:      Causes targets to miss almost all physical attacks. It is
               denoted by a black cloud around the target's head. Apply with
               Dark Attack, Dark Buster, or Smoke Bombs. Cured with Esuna, Eye
               Drops, or Remedy.

SILENCE:       Renders affected targets unable to cast magic spells. Status
               denoted by a speech bubble. Apply with Silence Attack, Silence
               Buster, or Silence Grenades. Cured with Esuna, Echo Screen or
               Remedy.

SLEEP:         Causes target to skip turns. Status denoted with "Zzz" above
               target's head. Apply Sleep Attack, Sleep Buster, and Sleeping
               Powders. Cured with Esuna, Remedy, or when physically struck.

POISON:        Target loses a set percentage of their MAX HP each turn. Status
               denoted by green dots around the target's head. Apply with Bio
               or Poison Fangs. Cured with Esuna, Antidote, or Remedy.

CONFUSE:       Control is lost over targets, and they will attack themselves or
               allies rather than their enemies. It is denoted by yellow stars
               around the target's head. Enemy only attack. Cured with Esuna,
               Remedy, or when physically struck.

BERSERK:       Target loses control of their actions, with a temporary increase
               in Strength (which lasts only while status remains). Status
               denoted by a flashing red colour. Berserked targets only use
               physical attacks. Enemy only attack. Cured with Esuna or Remedy.

PERTIFICATION: Target is turned to stone. If enough damage is dealt to the
               petrified target, they will be shattered, and permanently
               eliminated from battle. Status denoted by target becoming
               motionless and turning a grey colour. Apply with Stone Breath or
               a Petrify Grenade. Cured with Esuna, Soft, or Remedy.

ZOMBIE:        Target recieves damage from healing magic/items. Using Drain on
               a Zombied target will restore their HP. Status denoted by a
               flashing green colour. Apply using Zombie Attack. Cured with
               Holy Water or Remedy.

CURSE:         Target cannot use Overdrives. Status denoted by Cursed flashing
               black colour. Enemy only attack. Cured with Holy Water.

KO:            Target's HP is reduced to zero, unable to battle. KOed targets
               lay motionless on the ground. Cured with Life, Full-Life, or
               Phoenix Down.

SLOW:          Target's turn rate is decreased. Status denoted by animation
               slowdown. Apply with Slow/ga or Silver/Gold Hourglass. Cured
               with Dispel, or overpowered with Haste.

POWER BREAK:   Lowers target's Strength. Apply with Magic Break or Full Break.
               Cured with Dispel.

ARMOUR BREAK:  Reduces target's Defence to zero, making all physical attacks
               cause maximum damage. Apply with Armour Break or Full Break.
               Cured with Dispel.

MAGIC BREAK:   Lowers target's Magic. Apply with Magic Break or Full Break.
               Cured with Dispel.

MENTAL BREAK:  Reduces target's Magic Defence to zero, making all magic attacks
               cause maximum damage. Apply with Magic Break or Full Break.
               Cured with Dispel.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.8. Equipment Customisation                       [02ECST]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When a new character joins your party, they bring their talents along with
them. This opens up the Weapon and Armour Customisation Menu. It's an extremely
useful option, and also very easy to learn, once you get a grasp of a few
simple concepts.

After you select "Customise" from the menu screen, you will be taken to a new
screen containing a list of all the accessories you currently have in your
possession. In order to customise a particular item, just use the directional
buttons or analog stick to scroll through all your weapons and/or armour. When
you find the particular accessory you wish to customise, press X.

If you have enough items to customise the new ability, that technique will be
in a white font. If you don't have enough items, or you have already customised
that ability, then it will be greyed out. If you don't have the any of the item
necessary to customise a specific ability, it won't even appear on the list.
The number of items needed for customisation is shown on the right.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.9. Aeon Customisation                            [02ACUS]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You are able to customise your aeons by teaching then new abilties, or you can
try your hand at painfully raising their stats one at a time. Here's a low-down
on how to do it.

--- Learning Abilities --------------------------------------------------------

The AEON'S SOUL key item opens the "Abilities" option under the "Aeons" Menu.
It lets you teach an aeon new abilities using items. If you have enough items
to learn a new ability, that technique will be in a white font. If you don't
have enough items, or you have already taught the aeon that technique, then the
ability will be greyed out. The ability won't even appear on the list if you
don't have at least one of the specific item required to teach it. The number
of items needed to teach the ability is shown on the right.

Teaching an ability is as simple as selecting the desired technique from the
available list (in white), then pressing X. You will be prompted to confirm
this action. Select "Yes" to confirm, or "No" to cancel.

--- Raising Attributes --------------------------------------------------------

If you have the SUMMONER'S SOUL key item, the "Attributes" option lets you can
raise the stats of each of your aeons by using Power, Mana, Speed, Ability, or
Fortune Spheres. Just select the stat you would like to upgrade, and  the stat
will go up by a very small amount. If you have enough items to raise the stat,
that selected stat will be in a white font. If you don't have enough items,
then it will be greyed out. The number of items needed to raise the stat is
shown on the right.

This method is by no means the best way to level up your aeons. As Yuna gets
stronger, so do her aeons. Max her out, and your aeons will become very strong.
The number of spheres required to raise a stat is wholly dependant on what the
stat currently is. Stronger aeons will require more spheres to raise stats.

Raising a certain stat is as simple as selecting the desired stat from the
available list (in white), then pressing X. You will be prompted to confirm
this action. Select "Yes" to confirm, or "No" to cancel.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.10. PAL/International Changes                    [02PALC]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Sphere Grids --------------------------------------------------------------

There is a second Sphere Grid to choose from in the PAL and International
versions of FFX. The choice of Sphere Grids is made right after selecting the
"New Game" option at the title screen. It's called the "Expert Sphere Grid",
and it is a lot more flexible than the Standard Sphere Grid. However, it
contains 55 less nodes than the SSG, and substantially less key locks.

Furthermore, both Sphere Grids contain a number of new abilities for your
characters to learn compared to the NTSC-U/C and NTSC-J versions. They are
listed in the following sections.

--- Standard Sphere Grid (PAL/International) ----------------------------------

TOTAL NODES: 850 | SKILL: 22 | SPECIAL: 22 | BLACK MAGIC: 19 | WHITE MAGIC: 22
          HP  |  MP  | STR | DEF | MAG | M DEF | AGI | LUCK | EVA | ACC       
        19400 | 1260 | 187 | 150 | 142 |  124  | 174 |  18  | 124 |  70

--- Expert Sphere Grid (PAL/International) ------------------------------------

TOTAL NODES: 805 | SKILL: 22 | SPECIAL: 22 | BLACK MAGIC: 19 | WHITE MAGIC: 22
          HP  |  MP  | STR | DEF | MAG | M DEF | AGI | LUCK | EVA | ACC
        16200 | 1050 | 156 | 131 | 140 |  117  | 146 |  14  | 112 |  67

--- Standard Sphere Grid (US/Original Japanese) -------------------------------

TOTAL NODES: 828 | SKILL: 16 | SPECIAL: 20 | BLACK MAGIC: 19 | WHITE MAGIC: 22
          HP  |  MP  | STR | DEF | MAG | M DEF | AGI | LUCK | EVA | ACC
        19400 | 1210 | 170 | 142 | 136 |  126  | 173 |  16  | 124 |  70

--- Abilities -----------------------------------------------------------------

The following abilities are exclusive to the PAL/International versions:

NAB GIL:         Steal gil and attack enemies at the same time.
FULL BREAK:      Power, Magic, Armour and Mental Break inflicted at once.
EXTRACT POWER:   Makes target drop Power Spheres instead of regular items.
EXTRACT MANA:    Makes target drop Mana Spheres instead of regular items.
EXTRACT SPEED:   Makes target drop Speed Spheres instead of regular items.
EXTRACT ABILITY: Makes target drop Ability Spheres instead of regular items.
PILFER GIL:      Steal gil from enemies.
QUICK POCKETS:   Use a normal item with decreased recovery time.

--- Weapon Abilities ----------------------------------------------------------

The following weapon abilities are exclusive to the PAL/International versions:

POWER DISTIL:   Makes target drop Power Spheres instead of regular items.
MANA DISTIL:    Makes target drop Mana Spheres instead of regular items.
SPEED DISTIL:   Makes target drop Speed Spheres instead of regular items.
ABILITY DISTIL: Makes target drop Ability Spheres instead of regular items.

--- Armour Abilities ----------------------------------------------------------

The following armour abilities are exclusive to the PAL/International versions:

RIBBON: Protects against all negative statuses except Death and Curse.

--- Dark Aeons ----------------------------------------------------------------

The Dark Aeons and Penance are exclusive to the PAL/International versions of
Final Fantasy X. They are simply optional super bosses, resembling your own
aeons, only... uh... "darker". Penance is the only exception, having his (or
her) own unique character model. What's more, it has a whooping 12 million HP,
almost completely maxed stats, two arms that constantly regenerate. Sound hard?

There is a Dark Aeon to resemble each of the aeons that can be acquired in
your game, and Penance shows up after you beat them all. Each of them can
only be truly defeated once, and they will disappear for good. So if you feel
like you might want to fight them again, then just keep a save handy before you
waste them.

--- Miscellaneous -------------------------------------------------------------

- Quick Hit in the PAL/International versions requires 36 MP to use, and is
  about half the speed (in terms of recovery time) compared to the US and
  Japanese versions.

- The requirements for Zanmato are more easily met in the PAL/International
  versions. This is because the starting compatibility is a lot higher in these
  versions than that of the US or Japanese versions. What does that mean? Less
  time needs to be spent becoming "one" with Yojimbo.

- Omega Weapon in the PAL/International version has 999999 HP, and not 99999 HP
  like the US and Japanese versions. Several of his core stats have also been
  increased. All in all, he's much more difficult now.

- You have a greater chance of successfully bribing for 10x the MAX HP of a
  fiend in the PAL/International versions, instead of 20x the MAX HP in the
  other versions.

- Oblivion, Tornado and Delta Attack each strike multiple times in the
  PAL/International versions (16, 2 and 6 respectively), whereas they only hit
  once in the US and Japanese versions.

- In the PAL/International versions, Behemoth King will not use Meteor if you
  capture him.

- Wakka's Attack Reels Overdrive gets a small damage bonus if you stop the
  slots quickly in PAL/International versions.

- The PAL version comes with a bonus DVD that has interviews with the voice
  actors for Tidus and Yuna, and a few of the Square staff.

- The International version also has bonus DVD, showing "Another Story". It is
  a small clip showing the precursor to FFX-2.


===============================================================================
          3. Walkthrough                                     [03WALK]
===============================================================================


And here we have the generic walkthrough, the thing that makes up a large part
of this document. I try to make it as detailed as easy to follow as possible,
so make sure to abuse the Ctrl + F function to find a specific part. Enjoy!

--- WARNING -------------------------------------------------------------------
I aim to make my guide as spoiler free as possible, so there won't be much by
way of discussion in terms of the story. I may let a few minor details slip by,
however, so you have been warned.
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.1. Zanarkand                                     [03ZANA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You start off with in some groovy looking place. People are dancing and
talking, and everyone is enjoying themselves. Then you skip to a single person
standing on something similar a ship. That's the main character. Move forward
and talk to the group of kids on the left. They'll ask for your name. Enter
whatever name you wish.

--- Warning! ------------------------------------------------------------------
You can't the name of our hero later on, so make sure that the name you enter
is the one you will want later on. The default name works well for most people.
-------------------------------------------------------------------------------

After that, talk to the two girls to the right. Make for exit, stage... uh,
forward. Run across the overpass after the cutscene. No items can be yielded
talking to the people here. Move into the next screen and walk through the
crowd of screaming fans. You'll be stopped a few times, but that's no matter.

After watching an awesome video, with awesome music, it's time to move on. Walk
forward and meet Auron, an awesome character. After a brief explanation of
things, Auron gives you a sword. Now, it's just a simple matter of bashing the
X button. While you can select a target, the computer does just as good a job
of it. There is no need to go for the ones behind you, so focus on the ones in
front of you. Beat these guys, and then it's time for a boss!

-------------------------------------------------------------------------------
          BOSS: Sinspawn Ammes
-------------------------------------------------------------------------------
Stats:      HP: 2400 (1000)   STR: 1    DEF: 1    MAG: 5    MDF: 1
            MP: 400           AGI: 9    ACC: 0    EVA: 0    LCK: 10
Affinities: N/A
Steal:      N/A
Drop:       None
Rewards:    None
-------------------------------------------------------------------------------
- After a brief explanation of Overdrives, perform Dragon Fang and Spiral Cut
  as best you can. It doesn't matter if you don't get the button input right.
- Ammes only has one attack: Demi. It can't kill you, so don't bother healing.
-------------------------------------------------------------------------------

There is a blue sphere up ahead. It's a SAVE SPHERE. Every time you see one of
these, you are able to save your current game progress. Your HP and MP will
also fill up again upon saving. I'd encourage you to save, not only now, but
every time you see a new one of these.

So, another cutscene, and we see the pair run into more trouble. Now it time to
learn targetting. Once the battle starts, just keep hitting X and killing
enemies. Auron gets an idea. You see that machine over to the side? Time to lay
a few blows on that instead. After that, there's another cutscene.

You find yourself floating strangly in the air. You're pretty sure you couldn't
do that last time... In any case, it's just a matter of flying towards the man
standing on the large circular platform. Embrace the atmosphere to come.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.2. Submerged Ruins                               [03RUIN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The actual name of this place is Baaj Temple, but you'll discover more about
this place much later on. When our hero wakes, up, swim north-east, towards a
blue thing. Go up the stairs, and get 200 GIL from the chest. Swim west, then
up another set of stairs. You should see another blue thing. It's an AL BHED
COMPILATION SPHERE, and is used to import saved Al Bhed Dictionaries from
another save. Walk south to find a chest with POTION x2.

In the next screen, go left at the fork in the path. Get the HI-POTION, then
take the northern route. Cutscene...

You're now in the water. Swim in any direction, doesn't matter which. After
another cutscene, you'll be faced with three enemy Sahagin. Kill two of them
and the game takes over. Boss time...

-------------------------------------------------------------------------------
          BOSS: Geosgaeno
-------------------------------------------------------------------------------
Stats:      HP: 32767 (N/A)   STR: 36   DEF: 50   MAG: 40   MDF: 50
            MP: 128           AGI: 48   ACC: 50   EVA: 0    LCK: 15
Affinities: Fire, Thunder, Water, Ice, Holy
Steal:      N/A
Rewards:    None
-------------------------------------------------------------------------------
- Hit this guy three times, and the battle is over.
- Geosgaeno counters with Punch, but it merely halves your CURRENT HP.
-------------------------------------------------------------------------------

"Out of the frying pan and into the freezer" isn't a bad choice of words. Walk
through the passage until you reach a large hall. Walk forward and investigate
the "X" on your map. Time to get a fire going. Search the northern part of this
room to find the X-POTION behind some fallen stone. Now go to the green square
on your map. After you get inside the door, walk south and you find a chest
containing an ETHER. Now go up the stairs, and grab the WITHERED BOUQUET. Keep
going along, and into the next room. Down the end is a HI-POTION. Head back to
the main hall. Go into the south-west door, and grab the FLINT from the drawer.
You can now light the fire. Another cutscene, and boss fight!

-------------------------------------------------------------------------------
          BOSS: Klikk
-------------------------------------------------------------------------------
Stats:      HP: 2250 (400)   STR: 14   DEF: 1    MAG: 1    MDF: 1
            MP: 5            AGI: 4    ACC: 50   EVA: 0    LCK: 15
Affinities: N/A
Steal:      Grenade (Normal), Grenade x2 (Rare)
Drop:       Ability Sphere x2 (Normal/Rare)
Rewards:    GIL: 50   AP: 5 (7)
-------------------------------------------------------------------------------
- Attack until another character joins in. Then Steal Grenades from Klikk and
  have ???? then "Use" them. Use a Potion if HP runs low.
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.3. Salvage Ship                                  [03SALV]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You wake up on the deck of a ship. AL BHED PRIMER VOLUME I is located at the
top-right hand corner of the ship. Have a chat to the "friendly" people on deck.
One guy will kindly give you POTION x3 even though you probably have no idea
what he is saying. Now talk to the person who helped you in battle. She'll give
you a rundown of the Sphere Grid, telling you how the system works.

Once you're in the water, press Circle to dive. Head downwards, to the red
arrow. You may have to fight a battle or two down there, just against Piranhas.
Steal some GRENADES. Tidus should attack.

Once you get inside the ruins, swim forward and fiddle with the monitor, and
Tidus will bash the door into submission. There will be a fight against a large
group of Piranhas, so Steal more GRENADES. After that, Tidus will again "fix"
the lights, and they will activate. It's time to get moving so go back the way
you came. Oh, wait...

-------------------------------------------------------------------------------
          BOSS: Tros
-------------------------------------------------------------------------------
Stats:      HP: 2200 (600)   STR: 10   DEF: 1   MAG: 1    MDF: 1
            MP: 10           AGI: 12   ACC: 20   EVA: 0    LCK: 15
Affinities: N/A
Steal:      Grenade (Normal), Grenade x3 (Rare)
Drop:       Power Sphere x2 (Normal/Rare)
Rewards:    GIL: 100   AP: 8 (12)
-------------------------------------------------------------------------------
- Cast Cheer several times, then use Steal too, and pick up some Grenades. Use
  the Grenades while Tidus attacks.
- First time Tros moves away, use the "Stand By" Trigger Command.
- Use "Pincer Attack" Trigger Command when he moves away the second time, then
  finish it off.
-------------------------------------------------------------------------------

The pair will swim out of that damn place. After you board ths ship, you'll be
hear a bunch of statements in a language you can't understand. Then you will be
left alone with the mysterious stranger that got you into that last mess.

Okay then, her name's Rikku. Finally, I can start usng her name. Part of the
way through your talk with her, you'll regain control of Tidus. Talk to her
again. Is it just me, or does bad luck follow this woman?


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.4. Besaid                                        [03BESD]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You wake up on a beautiful beach, only to have a ball hit you in the head. What
kind of ball is it? A Blitzball, of course. Suddenly some guy with a funky
looking haircut calls out to you. Instinct tells you to go over and meet him.

--- Helpful Tip! --------------------------------------------------------------
Swim to the right as far you can, and then swim into a little otherwise
inaccessible beach with a chest. Get the stuff out of the chest. It's the MOON
CREST. You'll need that later.
-------------------------------------------------------------------------------

Swim up to the guy with the mega hairstyle. He's Wakka, captain of the woeful
Besaid Aurochs Blitzball team. After amazing the Aurochs with your hectic sick
Blitzball skillz, be sure to talk to each of them and score some items. If you
don't get an item first time, talk to them again. The left side of the beach
has a chest that yields ANTIDOTE x2. Speak to Wakka again, who is waiting for
you at the red arrow.

After more chit-chat, follow Wakka into the next screen. Head right at the fork
in the road, and that dirty rat Wakka will push you in the water. Time for a
swim, it seems. Follow the shape of rhe the lake, making sure to pick up items
from the three underwater crates containing a PHOENIX DOWN, HI-POTION, and
ANTIDOTE x2. You'll face a few groups of Piranhas on the way, but you should be
able to dispatch them easily now.

Part of the way through, a cutscene will take over. When you emerge from the
river, you'll find yourself chatting with Wakka once more. When he's done, head
to Besaid by moving towards the red arrow. On the way you will meet Luzzu and
Gatta. Upon entering Besaid, Wakka will ask you if you know the prayer. You get
two options to answer him with. It doesn't matter which you choose.

Now it's time to grab some items. Grab the PHOENIX DOWN from the chest outside
the tent. Now you will notice on the mini-map that there is a path between two
of the tents, at the end of which you will find a POTION x2, HI-POTION, and
400 GIL. Feel free to check about town, learn a few things, although they may
not make much sense right now. The first tent on the left side of the village
is a shop, though there should be no real need to stock up on items yet.

When you are done exploring, enter the second tent on the left side of the
village. Talk to Luzzu and Gatta. Grab the AL BHED PRIMER VOLUME II from the
floor next to the desk at the very front. A SAVE SPHERE is located at the end
of the tent.

Okie-dokie. Go into the middle tent on the right side of the village, and talk
to Wakka. He'll tell you to go to the Temple, which is the massive structure at
the end of the village.

Once inside the Temple, head to the left a bit and a scene will trigger with
the priest. The main stairway is blocked (you'll find out why soon), so don't
bother with that yet. Go back to Wakka, and have a nap. When you wake, head
back to the Temple.

After the cutscene, it's time to excercise that noggin' of yours. Well, not
really, as I'm going to tell you how to do it... Anyway, it's your job to go
and save the summoner. To do that, you need to negotiate the often tricky
puzzles inside each of the many Cloisters of Trials' located in various spots
around Spira. Besaid, being your first, is also the easiest (as one would
expect). There's a handy litle tutorial at the start, so pay attention. Now,
here's how you get past...
         
--- CLOISTER OF TRIALS: Besaid ------------------------------------------------

 1. Move forward, and touch the glyph on the wall.
 2. Touch the glyph that just appeared on the wall to your right.
 3. Move through the newly opened wall and down the steps, and examine the
    thing on the wall.
 4. After learning about spheres, grab the GLYPH SPHERE and then continue
    heading down the steps.
 5. Put the GLYPH SPHERE in the door.
 6. Remove the GLYPH SPHERE from the door after it opens, then continue on
    until the camera changes and you see something on the wall to the left of
    you.
 7. Place GLYPH SPHERE here. Wall will open, and another sphere (a DESTRUCTION
    SPHERE) can be found inside.
 8. Continue round the hallway until you see another glyph on the wall to your
    right. Touch the glyph.
 9. Remove the BESAID SPHERE from the thing on the wall, and place it in the
    pedestal near you.
10. Go back and get the DESTRUCTION SPHERE.
11. Go back to little room where you initially obtained the BESAID SPHERE and
    place the DESTRUCTION SPHERE in it's absense.
12. Collect Rod of Wisdom from chest in the room that was just unveiled.
13. Push the pedestal containing the BESAID SPHERE directly forward until a
    certain point.

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

So now a cutscene takes over, followed by a breathtaking FMV sequence. After
that, you'll be back in the halls of the Temple. Go outside and Wakka will call
you over. The summoner will test her new ablities, and summon an aeon. You are
given the choice to name it, so name the aeon whatever you like. You can always
rename it later on.

As the new scene starts, it's now late at night. The village has gathered
around the fire, to celebrate the new summoner, as well as enjoy a last night
together with her and the Aurochs. Wakka introduces you to the Aurochs more
formally, and they discuss the upcoming Blitz tournament.

Once you regain control of our hero, speak to the summoner. A feral old woman
tells you to "Stay away from the summoner!", but gets told by the summoner
chick. The two get introduced, and now I can finally start using her name! Yay!
Yeah, she's Yuna.

After you talk, Wakka will ask you if you think she's cute. Now this decision
DOES affect the game. It affects a few scenes you MAY get later on, as well as
the animation of Tidus' best Overdrive. However, it WILL NOT affect the story
itself at all, and it doesn't yield any bonus items or accessories. After you
make your choice, walk around and talk to the others (but not Yuna, that dirty
scrub old lady tells you to take a hike again). Talk to Wakka when you're done
and when accept the offer to sleep.

Once you wake up, head outside. Wakka will give you the BROTHERHOOD sword, very
cool. You also find out that Yuna is travelling with you on the boat. Like you
didn't see that coming. Exit the village.

--- Helpful Tip! --------------------------------------------------------------
On your way to the dock, you'll be given a couple of tutorial battles, so make
sure to take advantage of the things they tell you. Now, go back INTO the
village and talk to the lady shopkeeper. She'll tell you her dog found
something. Now go find the dog: it's found in the third tent on the right side
of the village (the one closest to the Temple). Go inside then speak to the
dog. Do this and you will acquire Valefor's second Overdrive, Energy Blast.
-------------------------------------------------------------------------------

As you head out, you'll see a scene with Yuna looking out over Besaid village.
Wakka will pray at the stone-thing, and you have the option to do so too.
Choose whatever you like, the choice is ultimately irrelevant. Continue up the
path, and you'll be greeted by an awesome FMV, and then this...

-------------------------------------------------------------------------------
          BOSS: ????
-------------------------------------------------------------------------------
Stats:      HP: 750 (300)   STR: 10   DEF: 15   MAG: 8    MDF: 5
            MP: 10          AGI: 15   ACC: 10   EVA: 0    LCK: 15 
Affinities: N/A
Steal:      Potion (Normal/Rare)
Drop:       Ability Sphere x2 (Normal/Rare)
Rewards:    GIL: 100   AP: 3 (4)
-------------------------------------------------------------------------------
- Don't bother wasting Potions if your HP gets low, you won't need them.
- ????'s normal physical attack and Jump Overdrive each do limited damage.
-------------------------------------------------------------------------------

More tutorial battles occur after this. So again, pay attention. Especially to
the one involving changing characters during battle. After that tutorial, you
should start using it in every battle possible. Make sure that every character
gets a turn during battle, as AP is set, and not divided amongst the group. Any
time a character is not used, AP is simply wasted. Use your newfound knowledge
to take out any fiends you encounter on your way.

When you finally reach the beach (hey, that rhymes), talk to everyone several
times. You should score some helpful items, including 400 GIL, REMEDY, ETHER,
SEEKERS RING, and a PHOENIX DOWN. When you're ready to leave, jump on the boat.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.5. S.S. Liki                                     [03LIKI]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Take the set of stairs that leads you below deck. You emerge in a room with
several doors and a rather disrespectful merchant. You can talk to him, but I
recommended that you DON'T lend him any gil. Still, if you're insistent, give
him 1001 gil. No more, no less. This will give you the most worthwhile discount
(half-price on everything he stocks for the rest of the game).

Head south into the "Power Room". When you're done chatting up the fine lady in
there, go to the very bottom of the screen. Grab AL BHED PRIMER VOLUME III. Go
back to the room you were just in, and move into the door on your left. Keepa
from the Aurochs is in there. There's also a REMEDY in a chest, so be sure to
pick that up.

--- Helpful Tip! --------------------------------------------------------------
There's a suitcase in here. If you have LESS than 20 Potions, press X on it and
Tidus will kick it. Do this until you have 20 Potions IN TOTAL. If you have 20+
Potions already, then kicking it does nothing.
-------------------------------------------------------------------------------

Alright, now go back up on deck. There are lots of people crowding Yuna, so
walk up there. After you see a small cutscene, head back and talk to Wakka.
Then talk to Wakka and Lulu a few more times. Talk to Yuna when you're done.
And then, out of nowhere, comes...

-------------------------------------------------------------------------------
          SUB-BOSS: Sinscale
-------------------------------------------------------------------------------
Stats:      HP: 200 (400)   STR: 13   DEF: 1    MAG: 1    MDF: 1
            MP: 0           AGL: 12   LCK: 0    EVA: 0    ACC: 0
Affinities: Darkness, Silence, Sleep
Steal:      N/A
Drop:       Power Sphere (Normal/Rare)
Rewards:    GIL: 22   AP: 2 (3)
-------------------------------------------------------------------------------
          BOSS: Sin
-------------------------------------------------------------------------------
Stats:      HP: 2000 (1000)   STR: 1    DEF: 1    MAG: 1    MDF: 1
            MP: 100           AGL: 6    LCK: 15   EVA: 0    ACC: 0
Affinities: None
Steal:      Potion (Normal/Rare)
Drop:       Mana Sphere (Normal/Rare)
Rewards:    GIL: 100   AP: 10 (15)
-------------------------------------------------------------------------------
- Sin's Fin is guarded by an unlimited amount of Sinscales, and three new ones
  are released after the current three are defeated.
- The Fin is a ditance target. Only Wakka, Lulu, and Kimahri (Lancet) can
  attack the Fin.
- Only kill TWO of the Sinscales. Kill of the third and three more are deployed
  in their stead, making it ultimately useless to have killed any of them.
- Use Wakka and Lulu to attack Sin's Fin, keeping Yuna out to heal.
-------------------------------------------------------------------------------

After the battle, it seems our hero is missing. So that champion Wakka jumps in
to find him...

-------------------------------------------------------------------------------
          BOSS: Sinspawn Echuilles
-------------------------------------------------------------------------------
Stats:      HP: 2000 (400)   STR: 10   DEF: 1    MAG: 15   MDF: 1
            MP: 20           AGL: 5    LCK: 15   EVA: 0    ACC: 15
Affinities: Darkness, Silence, Sleep
Steal:      Potion (Normal/Rare)
Drop:       Ability Sphere x2 (Normal/Rare)
Rewards:    GIL: 115   AP: 12 (18)
-------------------------------------------------------------------------------
- The Sinscales that accompany him should be ignored, again, they continue to
  respawn if you kill them.
- Echuilles has two attacks: "Drain Touch" where he leeches some HP off your
  characters. Darkness prevents this. "Blender" does large damage, and Darkness
  will not prevent this, so stay well healed before and after it is used.
- Cast Cheer FIVE times, and use Dark Attack on Echuilles.
- Remember to use Dark Attack after Darkness status wears off, and heal when
  necessary using Potions.
-------------------------------------------------------------------------------

Whew... that wasn't too bad, but it's certainly the toughest we've had so far.
Watch the amazing FMV of Sin devastating Kilika, and the story shall continue.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.6. Kilika                                        [03KLKA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When you arrive, Kilika is in a sorry state. Many dead, and lots of work is now
needed to restore order and peace. After the ship docks, the Aurochs do what
they can to help. Townsfolk also ask Yuna to perform a "sending". But what's a
sending? We're about to find out. First talk to Wakka and the Aurochs. Take the
right path and approach Lulu, and watch Yuna send the dead.

You'll hear the nifty wake up tune, then it's time to get underway. When you
come downstairs, talk to the little girl running around. It seems she wants to
be a Blitzball when she grows up... Right. Exit the building.

Go left from your current location, and you'll see a little girl crying on a
rock platform. It starts to collaspe, but our hero jumps on and saves her just
in time. Head into the house (you can't enter the Temple yet). Nab 3x POTION
from the chest inside. Exit the house and stroll east.

As you approach, you'll see a hut at the fork in the path. Go inside. There's
an ETHER in the chest (a reward for saving the little girl), and AL BHED PRIMER
VOLUME IV from the benchtop next to the drunk. Go back outside, and then south
and talk to the old lady. She's own an equipment shop. None of the weapons are
worth buying, but the armour can be pretty useful.

After talking to Wakka, continue west until you reach Kilika Forest. Take the
first right and nab MANA SPHERE x2 In your first random enemy encounter you'll
learn about Ronso Rages and Blue Magic. Turn around and proceed west. Take the
second path leading north. Grab the SCOUT.

Continue north until you reach some Crusaders. Talk to them to get a HI-POTION.
Go north from your current location. Chat with these people to get ANTIDOTE x4.
Here you have a choice about whether or not you wish to fight a boss. I always
deal with him now, because the AP he gives is handy for an upcoming battle. You
can also score an item and accessory for dispatching him now. If you don't wish
to fight, take the route around him.

-------------------------------------------------------------------------------
          BOSS: Lord Ochu
-------------------------------------------------------------------------------
Stats:      HP: 4649 (800)   STR: 15     DEF: 1      MAG: 23     MDF: 1 
            MP: 39           AGL: 8      LCK: 20     EVA: 0      ACC: 10
Affinities: Fire, Silence, Sleep
Steal:      Potion (Normal/Rare)
Drop:       MP Sphere (Normal), HP Sphere (Rare)
Rewards:    GIL: 420   AP: 40 (60)
-------------------------------------------------------------------------------
- Starting party should be Tidus, Yuna, and Lulu. Haste all of them. Cast Fire
  on Ochu. Yuna is there for healing.
- When Ochu casts Sleep on himself, have Yuna use Esuna ON OCHU. This sleep
  status regenerates HP for Ochu. His normal attack inflicts Poison, so remove
  it as soon as possible.
- Earthquake does large damage, so heal up straight after Ochu uses it.
-------------------------------------------------------------------------------

Now that he's outta the way, head south again, and talk to Luzzu and Gatta once
more to receive an ELIXIR and a NULBLAZE SHIELD from them. You can only get
these if you beat Lord Ochu before you head up the Temple stairs. Proceed north
and follow the path all the way around and get the LUCK SPHERE from a chest.
Backtrack from your current position until you come to an intersection, and go
east. Follow the path around and go up the stairs.

As we reach the next screen, it seems the fellas want a race. They want to race
Yuna? What a bunch of pansies. Anyway, after that scene, you may want to head
downstairs and into the forest to charge up Valefor's Overdrive. When done,
continue up the stairs, and then get ready...

-------------------------------------------------------------------------------
          SUB-BOSS: Tentacle
-------------------------------------------------------------------------------
Stats:      HP: 450 (500)   STR: 14   DEF: 1    MAG: 1    MDF: 1
            MP: 10          AGL: 10   LCK: 10   EVA: 0    ACC: 20
Affinities: Fire
Steal:      Potion (Normal/Rare)
Drop:       Ability Sphere (Normal/Rare)
Rewards:    GIL: 300   AP: 5 (7)
-------------------------------------------------------------------------------
          BOSS: Sinspawn Geneaux
-------------------------------------------------------------------------------
Stats:      HP: 3000 (900)   STR: 15   DEF: 1    MAG: 10   MDF: 1
            MP: 30           AGL: 7    LCK: 0    EVA: 0    ACC: 100 
Affinities: Fire
Steal:      Potion (Normal/Rare)
Drop:       Power Sphere x2 (Normal), Power Sphere x3 (Rare)
Rewards:    GIL: 30   AP: 48 (72)
-------------------------------------------------------------------------------
- Active party should be Tidus, Yuna, and Lulu. Start with Haste.
- Cure Venom with Esuna/Antidote. Stattaco and Water also do reasonable damage.
- The tentacles of Geneaux will absorb all magic casted at the BODY. Get rid of
  them straight away. You can cast magic AT them (Fire works best).
- Cast Fire at the main body while the others attack, and Yuna heals.
- Once Geneaux's HP falls below 2400, he will come out of the shell.
-------------------------------------------------------------------------------

Once the battle is over, you'll learn a few things about Sin and Sinspawn. Just
continue up the stairs until you reach the Temple. Talk to Wakka when you get
the chance, and then choose an option. Again, the choice is irrelevent. Then
it's time for another Cloister of Trials...
         
--- CLOISTER OF TRIALS: Kilika ------------------------------------------------

 1. Remove KILIKA SPHERE from pedastal, and place it in the door recess.
 2. Remove KILIKA SPHERE again, then proceed through the door.
 3. Place KILIKA Sphere in one of the northern wall recess.
 4. Remove KILIKA SPHERE, and place it in one of the other wall recesses.
 5. Touch the glyph on the northern wall.
 6. Proceed through the entrance and find KILIKA SPHERE in right wall recess.
 7. Remove KILIKA SPHERE and place it in empty wall recess in previous room.
 8. Remove GLYPH SPHERE from pedastal, and place it in new wall recess. Wall
    rises, revealing a new room.
 9. Step on the shining floor glyph in the second room to teleport the pedastal
    from the first room.
10. Remove KILIKA SPHERE from one of the two wall recesses in the first area,
    and place it in the pedastal recess.
11. Push pedastal onto shining floor glyph.
12. Remove DESTRUCTION SPHERE from hidden room and place it in the new recess
    uncovered after the pedastal went down in a blaze of glory.
13. Open the chest.
14. Go back and fetch the last remaining KILIKA SPHERE, then head north all the
    way and place it in the door recess.
15. Remove KILIKA SPHERE, then go up the stairs.

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

When you arrive in the waiting room with Yuna's guardians, talk to each of them
several times. Attempt to leave the room, and Yuna will emerge from the Chamber
of the Fayth. You score yourself a new aeon, Ifrit. Name it what you will.

After a few cutscenes, you'll find yourself in Kilika Forest. Head back the way
you came to get back into the Port (just follow the wide path that goes down the
centre). If you left Lord Ochu for now, then check out the strategy I have
listed above. Only now, you have Ifrit, so you can summon him and pound away
with Fire magic, if you like. Make your way to the ship, and depart for Luca.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.7. S.S. Winno                                    [03WINN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The ship you are on now is exactly the same as the S.S. Liki, so you should
know the layout pretty well. You start off in the main corridor where you can
find O'aka. Head in the door to the left. Chest in here contains a HI-POTION.
Go out on deck. Next to the stairs you just came up is a doorway that leads to
the bridge. This room contains AL BHED PRIMER VOLUME V. Exit the bridge.

Head to the stern to find Yuna. This will trigger a scene with the Goers. You
will then see Wakka and Lulu ascend the stairs to reach a higher platform. Try
to walk up the stairs. Repeat this several times, until you are finally able
reach the top (this means you have witnesses all the scenes). Talk to Wakka and
Lulu if you like.

Go below deck, save, then go back outside. Head north towards the bow until you
find a Blitzball sitting on the ground. Press X to initiate a minigame.

--- EVENT: Learn the Jecht Shot! ----------------------------------------------

In this minigame you can learn one of the best techs in all of Blitzball for
Tidus' use alone. Jecht Shot allows you to knock out two defending players and
raises your shot stat dramatically. The game itself is simple: whenever you see
a message on-screen, press the direction and the X button corresponding to the
position of the message.

That is, if the message appears on the left-hand side of the screen, hold left
and then press X. If the message is on the bottom-right of the screen, hold
down-right and then X, and so on. If the message appears in the centre of the
screen, simply press X. Got it? Make use of the practice session, then get
right into it. If you fail the first few times, just reload and try again. I
recommend using the analog stick instead of the digital control.

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

Wakka and the boys will join you, and congratulate you on your amazing skill
(assuming you did it, of course). If you just couldn't do it, Yuna will talk to
you instead. In the case of the latter, I recommend reloading and trying again
until you do. Either way, after a little discussion, you will be prompted to
talk to Yuna again, so just walk up to her and another scene will initiate.
After all of this, attempt to go below deck and accept the offer to sleep, save
your game when given the option, and get ready for an action packed chapter...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.8. Luca                                          [03LUCA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Your arrival to Luca is truly complete with yet another awesome FMV sequence.
When you arrive, our hero will once again make a fool out of himself, then you
will be prompted to go see Maester Mika. Just go into the next screen (a guard
blocks one exit, so there's only one way to go). Another scene, and then we
finally get to learn how to play Blitzball. It's imperative that you cover ALL
aspects of the tutorial. Your first game is going to be hard enough, so make
sure you have a reasonable understanding of EVERYTHING. If you're still having
trouble with it, check the Blitzball section for a more in-depth analysis. I'll
have a strategy for winning the game quite easily, but it can't hurt.

Anywho, soon Yuna will come in and interrupt Wakka and his pep talk. Seems our
man Auron has been spotted, so it up to you to find him, ya? Before setting out
to find "the man", let's treat ourselves to some of the better parts of Luca.
Namely, items. Lots of them. As well leave the locker room, we encounter some
Al Bhed Psyches. You have no idea what they are talking about, and they seem to
have no idea what Tidus is talking about, either. It all becomes clearer much
later on. Auron was supposedly spotted in a cafe. However, the first thing we
should do is grab some items and accessories located about Luca.

Leave the area you are in now and you will find yourself in at the reception
desk main area. There are three staircases, as well as three different paths to
different parts of Luca. The centre staircase is blocked off for the moment, so
that restricts us just a little. Take the stairs on the left and you'll find
yourself in a room very similar to one you have just been in, only in reverse.
Grab AL BHED PRIMER VOLUME VI from the floor. You'll also find HI-POTION x2 in
the chest at the back of the room.

Leave this room, and go back into the reception area and take the left path. We
are now in the docks. You can speak to O'aka here, and make a purchase, if you
wish. You can also donate to his cause, but I still don't think it's worth it.
If you like, buy the Stunning Steel, it comes in handy for later battles. Keep
in mind IT IS NOT NECESSARY, but for your first time through, it can certainly
make things a little easier. From Dock 1 (where we are now) grab the TIDAL
SPEAR and 600 GIL from the two chests.

Move into the next screen. Nab the PHOENIX DOWN x2. The next two areas have no
items, so skip through them. Dock 5, however, has the two best things you'll
find in Luca. Once you get to Dock 5, run north of where you are right now. On
the mini-map, you will notice there is a faint ghosted path. That is where you
want to go. It leads between a stack of crates on top of which a piece of
timber (or something) has been placed. There are two chests here containing a
HP SPHERE and a MAGIC SPHERE. For the moment, resist the temptation to use
them. The stat increases they give are minor so far, and you'll be using them
later on anyway (in a process called "Stat Maxing"). Leave this Dock, and
you'll end up back at the reception desk.

Head south from the reception desk. You'll probably get a cutscene, so just go
with the flow. Yuna will follow you for a short time. At the intersection, go
north until you reach Luca Theatre. AL BHED PRIMER VOLUME VII is sitting on the
steps, waiting patiently to be snapped up.

Make for the red arrow. You'll find yourself in Luca Square (despite the fact
it's more of a circle that anything...) and involved in another cheesy cutscene
with bad voice acting. "They must be so tall!" Shut up, woman.

Instead of going into the cafe (where the red arrow is), take the stairs to the
east. At the top, you'll find a chest containing a handy 1000 GIL. Head back
downstairs and to the red arrow, where the story will take over.

Damn it, where'd Yuna go? Seems the Al Bhed have nabbed her for there own
seemingly sinister purposes. Make your way to the docks. On your way, you'll
encounter a number of groups of machina enemies. Use Thunder to wipe the floor
with them. Tidus and Kimahri will do significantly less damage than Lulu will,
so just use them for a more of a support-type role. When you reach the SAVE
SPHERE, get ready to fight...

-------------------------------------------------------------------------------
          BOSS: Oblitzerator
-------------------------------------------------------------------------------
Stats:      HP: 6000 (600)   STR: 16   DEF: 1    MAG: 1    MDF: 1
            MP: 10           AGL: 1    LCK: 0    EVA: 0    ACC: 10
Affinities: Thunder, Slow
Steal:      Potion (Normal/Rare)
Drop:       Elixir (Normal), Elixir x2 (Rare)
Rewards:    GIL: 580   AP: 36 (54)
-------------------------------------------------------------------------------
- Notice the crane next to Tidus! It can't be used in it's current state, but
  once Lulu casts Thunder on it three times, it becomes a deadly weapon.
- Haste Lulu, and let her do her thing. Defend with the other two. If you have
  the Stunning Steel, attack with Tidus until you inflict Slow, then defend.
- After the third Thunder on the crane, use the Trigger Command "Use Crane",
  which will remove 93.75% of Oblitzerator's HP.
- Focus attacks (especially Lulu's Thunder) on Oblitzerator until it falls.
-------------------------------------------------------------------------------

So, you'll have your standard run-of-the-mill cutscene, where Wakka scores the
winning goal in the last second to make it into the final. Way to go, champ
(for those wondering, I think Wakka is teh cool). We also learn a few things
about Yuna, but that's not for me to comment on here...

Proceed to your trusty red arrow on the mini-map. That's where you need to be.
Before you go inside, SAVE YOUR GAME. I CAN'T STRESS THIS ENOUGH. THIS IS YOUR
LAST CHANCE TO SAVE BEFORE YOU PLAY YOUR FIRST GAME OF BLITZBALL. And it's
going to be a damn hard one, at that.

When you go in, Wakka will be lying down. The man is is hurt, and it seems that
he can't play in the final (poor guy, can't even play his own final match). It
looks like the hopes and dreams of Besaid are rested on the shoulders of our
hero and the other pathetically weak Besaid Aurochs. But don't worry, as I have
a killer strategy for winning the cup...

--- EVENT: Luca Blitzball Tournament ------------------------------------------

This is most likely going to take a few attempts, but if you stick in there,
you can win this thing. To keep those pesky Luca Goers players off you, all you
need to do is swim behind Keepa (your goalie) when you gain possession of the
ball. The Luca Goers will suddenly freeze, and they won't come near you. For
the rest of the half, just pass the ball around to EVERY player on your team,
especially Tidus.

At half time, you should get a few stat increases in some of your characters.
But most importantly, Tidus now is at level 3, and can use techs. Equip him
with Jecht Shot. YOU MUST DO THIS. Leave everything else as it is.

Second half is where all the action is at. The first thing to do is pray you
start off with the ball. If not, pray that you get it without being scored
against first. Assuming that happens, do you little "freeze" trick again.
Tidus should be up the front, with only two defenders near him. Pass the ball
to Tidus, and swim to the goal. If you reach the goals with no more than two
defenders on you, use Jecht Shot, and you should almost definitely score.

After three minutes of play, Tidus will be substituted for Wakka. You can just
use the freeze trick for the remainder of the game and play it safe, or you can
try and score again. Assuming this is your first time playing Blitzball, I'd
recommend the taking the easy way.

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

After the tournament ends, the crowd will be cheering, and you'll be breathing
a sigh of relief (or one of frustration, if you already hate Blitzball). You'll
also get a STRENGTH SPHERE for your troubles. Most definitely worth it. In
either case, things aren't over just yet. Save your game when given the chance.

Wakka and our hero now have to fight off against several groups of Sahagin
Chiefs. These are weak water fiends, so you shouldn't have too much trouble
disposing of them. If all else fails, just cast Haste and Cheer.

And now, we see the coolest character ever in his own awesome FMV sequence.
Auron is here, and he has some serious ass-kicking to deal out. All of a
sudden, you are in control of him, up against a simple dragon fiend. One hit
should be enough to kill it. Tidus and Wakka meet up with Auron to fight off a
Garuda. Cast Haste on everyone, use Dark Attack, and follow up with Auron's
Power Break. This makes the battle pathetically easy.

After that battle, it seems the odds no longer favour you... or do they?
Seymour summons Anima, one of the most powerful aeons in the game, who dishes
out some "Pain" and wipes out all the remaining fiends in the stadium.

This is followed by several more cutscenes where some important information is
reveiled to us quite early on (seems almost too early, doesn't it?). If you're
wondering about what happens if you win/didn't win the Blitzball tournament,
the scene is exactly the same, apart from the fact that Wakka holds a large
trophy (if you won) or a Blitzball (if you didn't).

When finally back in control, follow Auron, and you will reach the stairs past
Luca Square. A few scenes later, and it seems we are on our way.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.9. Mi'ihen Highroad                              [03MIHI]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Aha! We now have the option to play Blitzball whenever we like. If you've been
put off by the first game, I suggest you try it out again. It becomes quite fun
when the odds aren't so difficult. You also have the option of scouting out new
players from all over Spira, which becomes quite a sidequest of its own. For
more information on that, check the Blitzball section.

--- Helpful Tip! --------------------------------------------------------------
I strongly urge you grab a few players for your team, as you can get the best
Overdrive in the game (Wakka's "Attack Reels") right now if you wish it. I
usually wait until I get to the end of the Highroad before I start playing, so
first of all, go back into Luca and sign a few new players. I consider this to
the be a good starting team just after Luca: Jumal (Luca Square, GK), Zalitz
(Luca Theatre, DF), Wedge (Luca Main Gate, FW), Zev Ronso (Luca Harbour Dock
Number 5, MF), Ropp (Mi'ihen Highroad Travel Agency, DF).
-------------------------------------------------------------------------------

In your first battle, you'll be given a quick tutorial on how to use Auron.
Auron is easily one of the best characters in the story part of the game (and
overall, as well), because of his high strength. Use it to your advantage, and
get used to using his Power Break ability, which makes enemy attacks weaker.
Other than that, just continue to use every character during battle. Make sure
to talk to every person you come across. Almost all of them reward you with an
item or an accessory.

As you leave the safety of the SAVE SPHERE, talk to all the people walking
around to get yourself a HI-POTION, ANTIDOTE x2, and HUNTER'S SPEAR. The
HUNTER'S SPEAR is an amazingly good weapon at this point in time, so make sure
you equip it for Kimahri straight away. Now move forward, and eventually you'll
meet Maechen, a historian. Blah blah blah, and back to work we go. Around the
back of the ruins he talks about there is an ICE BRAND for Tidus. It's not
particularly useful, but it can be sold for a decent enough price. Continue
north, and you'll also have a chat with the Chocobo Knights. Seems a chocobo
eating fiend is on the rampage. Hmm...

--- Helpful Tips! -------------------------------------------------------------
- Get Kimahri to use Lancet on Bomb to learn the "Self Destruct" Overdrive.
- Get Kimahri to use Lancet on Dual Horn to learn the "Fire Breath" Overdrive.
-------------------------------------------------------------------------------

Up ahead, you'll see a woman standing in a little off-shoot of the road. Her
name is Belgemine, and she challenges you to an aeons fight. DO NOT FIGHT HER
YET. Walk around and fill Valefor's Overdrive befoe you attempt to fight her.
Don't worry about building Ifrit's Overdrive, as you can't use him. If somehow
you managed to charge up Yuna's Overdrive gauge by now to, then all the better.
Now go back to Belgemine, and accept.

-------------------------------------------------------------------------------
BOSS: Ifrit | 3500 HP | WEAKNESSES: Ice
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Let lose from the outset with Energy Blast (or Energy Ray).
- On every second turn, Ifrit uses Meteor Strike, which does heavy damage. Use
  Shield every second turn to cut the damage you take by 75%. Cast Blizzard on
  every other turn.
- Ifrit's physical attack (used on every other turn) has a low rate of success
  when it comes to hitting Valefor.
- Use your second Overdrive when you are sure it will kill him (or at least
  when you are sure that you cannot withstand another attack), as it will delay
  your next turn significantly, enough even for him to finish you off.
-------------------------------------------------------------------------------

Assuming you win this battle, you will receive an ECHO RING for Yuna. If you
lost, you get a SEEKER'S RING. If you lose, it makes no difference at all. It's
not a game over, and the item you get is not much better (the ECHO RING just
has added protection against Silence). Carry on.

In the next screen, the path is much the same. Get the RED RING from the man
coming towards you, and the REMEDY from the chest. You'll also see a scene with
a little girl talking about the Calm. Still much to learn about Spira, we have.
Move on, young padawan.

At one point, you'll notice a blitzball sitting on the ground. TALK TO THE BOY
NEAR IT FIRST, then press X to kick the ball. Do so and you'll receive SOFT x3.

In the final stretch, you acquire more items than you can poke a stick at. I'm
too lazy to walk you through getting them all, but it's just a simple matter of
speaking to everyone on screen and opening all the chests. The chests aren't
out of the way or anything, ansd should be easily spotted. You should end up
with the following: ANTIDOTE x4, LEVEL 1 KEY SPHERE, ETHER, 600 GIL, HI-POTION,
2000 GIL and EYE DROPS x3. You'll also talk with Luzzu and Gatta, as well as
Shelinda, someone new. That's all for this area.

When you finally reach the agency, there will be a rather long-winded cutscene.
You should be used to it by now. When you get the chance, save at the SAVE
SPHERE conveniently located inside the agency. You'll nab a LEVEL 1 KEY SPHERE
from a random person. Try to leave the agency, and you will meet Rin, owner of
the establishment as well as many other agencies all over Spira. He'll give you
AL BHED PRIMER VOLUME VIII and MEGA-POTION x2. Time for a boss fight. Save your
game again.

--- Helpful Tips! -------------------------------------------------------------
- Here you can hire Ropp for your Blitz team. Kick out another Auroch, and, if
  you took my earlier advice, you should now have a good team for early levels.
- I always play five games of Blitzball before the boss fight to get Wakka's
  Attack Reels Overdrive. Use Tidus and Wedge up front, Zev Ronso in the
  middle, Ropp and Zalitz in the defence, and Jumal in goals.
- Play two league matches and then a tournament will become available. If the
  prize isn't Attack Reels, reset and check again. There is a 50% chance that
  the prize is Attack Reels, so it shouldn't take long for it to appear. Win
  the tournament, and you have the best Overdrive in the game at your disposal.
-------------------------------------------------------------------------------

Now, it's time to fight. Walk outside, and go north a ways...

-------------------------------------------------------------------------------
BOSS: Chocobo Eater | 10000 HP | WEAKNESSES: Fire, Power Break, Slow
-------------------------------------------------------------------------------
Stats:      HP: 10000 ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------

- This battle is special in that you can defeat Chocobo Eater without wasting
  his HP. On the other hand, you can lose without a Game Over. You will notice
  that there is a cliff behind Chocobo Eater, and one behind your party. It
  works sort of like the Sphere Grid, and depending on how much damage is
  inflicted, you can push CE backwards, or your party can be pushed back.
- Pushing CE off the cliff will net you LEVEL 1 KEY SPHERE x2, and is generally
  recommended. To push him back a space, inflict at least 500 damage while he
  is on his back. It's actually not a hard thing to do.
- If you have the Stunning Steel, use it to inflict Slow.

Chocobo Eater has a number of attacks at his disposal, and he is the most
complex boss you have faced yet. Normally, he'll use his bash attack, dealing
mediocre damage. From time to time, he'll point to a character and say "You're
next!". That means his next attack will deal massive damage, so make sure to
have that character defend for their next turn, and they should survive. He can
also cast Blizzard when on his back, but that too does pretty low damage. So
just make a habit of healing up when necessary with items or Yuna's magic.

Main party should be Tidus, Auron and Lulu. Haste everyone, and get Auron to
use Power Break. Cast Fire magic with Lulu. In order to knock him over, you
need to deal 1200 damage to him. Try your best to push him back before he
stands up again. If you don't manage to push him off the cliff, then just use
an aeon Overdrive to get the Overkill.
-------------------------------------------------------------------------------

For walkthrough purposes, I'm going to assume you beat Chocobo Eater, and did
not get pushed off the cliff. If I'm wrong, then load your game and try again.
Or else, you're on your own for the time being.

After the battle, Rin thanks you by allowing you to ride chocobos for free.
Save your game inside the agency again, then talk to the lady outside with the
chocobos and accept her offer. You can now pick up some nifty items on your
travels on the highroad. Whenever you see a feather on the road when riding a
chocobo, just press X and the chocobo will perform some amazing feat of chocobo
skill and reach a hidden location, where upon you will find an item/accessory.

Head north on your chocobo. After crossing the bridge, look for a chocobo
feather on the ground (it's somewhat hidden, just look for something yellow
against the green of the grass). Press X on it. Your trusty chocobo will jump
up some rocks to find a HEAT LANCE. Not much use, but worth a bit of money.

Continue on down the road, and soon enough you'll see AL BHED PRIMER VOLUME IX
laying on the road at the bend. Move on. When you reach the next screen, there
is somewhat of a crossroads. I'm going to assume you want the items and
accessories, so head down the south road. If not, then go north, to continue
the plot.

When you go south, you'll find another chocobo feather on the ground. This one
is kinda tough to see at first, so walk slowly along here. As you head past two
rocks that hang out from the wall, it will be just to the left of the path (or
on the right hand side of our hero). Press X on it to obtain a THUNDER BLADE
and SCOUT.

Once you reach the next screen, tak to Lucil if you like. Head further down the
road you'll come across yet another Chocobo Feather. It can't be spotted from
the main path, so use your mini-map to locate the short path that comes of the
Oldroad. Walk down to the end of it, and press X on the Chocobo Feather. You'll
get a FORTUNE SPHERE for your troubles.

O'aka can be found wandering about the Oldroad, but I never buy anything from
him. If you find your item supplies running low then by all means, purchase
some new stock. Sell some mediocre weaponary if you need the money. There also
happens to be a SAVE SPHERE down here, so save your game if you like.

When you finally reach the end of the road, there is a MARS CREST to be found.
This item is important for a later sidequest, as was the MOON CREST you have
already picked up from Besaid Island. Now that you have gotten all there is to
be had down here, head all the way back to the crossroads you found yourself at
earlier. There's another SAVE SPHERE here, too.

Okay, so there's a guy here who is also a poor bastard, and he's begging for
donations. Send him packing, there's nothing worthy to be gained from this
exchange. Head north, and after you're told you can't proceed, walk south for a
bit. A cutscene will take over. After it finishes, head north again.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.10. Mushroom Rock Road                           [03MHRM]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Preparation for Operation Mi'ihen has begun, as can be seen. Walk forward a
bit, and then a cutscene will again take over. After it finishes, walk back
just a little (stay in this screen) and talk to the guy. He'll give you a TOUGH
BANGLE for Lulu. This is a very good accessory - equip it on her straight away.
You won't need to get her any further armour for a long time now.

Walk ahead, and talk to the Crusaders. They will give you a range of handy
items, including 2x PHOENIX DOWN, ETHER, and a HI-POTION. Move on and you'll
soon be stopped by Clasko. Looks like it's time to move the Command Centre. So
follow his lead and turn left, as the straight road is blocked for now. You'll
see O'aka in a little alcove just here, so feel free to freshen up your
inventory if you wish. No weapons here worth buying, though.

In the next screen there is a platform on the ground. Talk to the person there
to receive a HI-POTION. Press X when standing on the platform, and it will take
you up to a higher level. Move on.

The road here winds back an forth a lot, so be prepared to go for some time
without saving. The battles here give good AP, so make sure that every
character is being involved in the battles. You really want your characters in
top shape for an upcoming battle. In any case, proceed forward down the "long
and winding road". Early on you'll notice a person standing near a chest. Talk
to the person to receive POTION x10 and get 1000 GIL from the chest. Move on
and grab the REMEDY from the next chest.

On the way you'll bump into Shelinda again, if you like let her white magic
spells heal your party. If you happen to have any of your characters fill
their Overdrives, make sure NOT to use them yet. Fill the Overdrive gauge of
both Valefor and Ifrit. Many people suggest learning Lulu's level two Black
Magic skills (Fira, Watera, Thundera, and Blizzara). I don't ever bother, and
would suggest you not to either, it makes the upcoming battle way too easy. I
don't know about you, but I like a challenge. Near the end of the path get the
HI-POTION from the chest, then take the platform up to higher ground.

When you get up here, be sure to talk to everyone, and receive an X-POTION and
400 GIL. When you see a left turn as you come from the previous platform, take
it. You'll arrive at another platform that goes back down, along with a chest.
It contains a SERENE ARMLET. Go back up to the level you were before, then head
in the direction you were originally going. Take the next left turn you come
across, where the path spirals around. At the end, grab the AL BHED PRIMER
VOLUME X. Now find the green square on this level. There's another rising
platform, to take right you up to the top. Use it.

Head towards the trusty red arrow now. It will direct you towards a large
machina elevator. Speak to the guy standing near it (not Gatta) to get a
MEGA-POTION. You'll also come across a SAVE SPHERE. However, before you get on
the lift, go past it and head to the right of the screen, then "south" into a
little rock overhang. Here you'll see an optional, and yet rather important
cutscene. After it finishes, walk back to the machina and choose to go up. Just
before you leave this part, you may wish to get your aeon Overdrive gauges up.
When you reach the top, head again towards the arrow on the mini-map.

As you walk around in this new area, you'll see lots of cannons aimed out to
sea. In any case, just head in the only possible logical direction (in other
words, not the way you came) and you'll soon find yourself at the Command
Centre. There's a SAVE SPHERE here. That mug O'aka is also sniffing around for
some profit, so stock up on any items you may find yourself low on. He does
have some weapons, the best of which happens to be a Stonetouch weapon (T.K.O.)
for Wakka, and a Counter-Attack weapon (Avenger) for Tidus. However, they're
expensive. If you really want to you can sell off all your useless accessories
and buy one of them, but I usually don't.

Whatever you choose to do, walk past O'aka and you'll see Gatta, and the party
will stop to talk to him. After that you can talk to him twice more. I won't
reveal what happens - find out for yourself (or if you really must know, check
the Frequently Asked Questions section, but beware it will spoil things more
than a little). It doesn't yield any items or weapons or even affect the
overall story, but it does have a small impact.

Anyway, after that, continue walking forward until you find yourself behind the
walls of the Command Centre. In here you can nab yourself a MEGA-POTION and a
SERENE BRACER (found right up the back of the Command Centre). Talk to people
here if you like, but MAKE SURE YOU SAVE BEFORE TALKING TO THE GUY AT THE RED
ARROW. The upcoming battle is a real doozy. Anyway, just say you're ready to
begin to get things going.

-------------------------------------------------------------------------------
BOSS: Sinspawn Gui | 12000 HP | WEAKNESSES: Power Break
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Although I said this guy's HP is 12000, he is composed of a number of body
parts - all of which can be attacked individually. The main body has 12000 HP,
and destroying this ends the battle. The head, which casts some annoying magic,
has 4000 HP. There are also two arms with 800 HP each. The arms are special in
that they regenerate after a certain amount of turns.

On with the strategy. The first order of business is to take out the head. Once
it dies, it's gone for good. Have your main party consist of Tidus, Yuna, and
Auron. Cast Haste on Tidus and Yuna. Use Power Break with Auron, then swap him
out for Lulu. Have Tidus cast Haste on Lulu.

Now that you have set up your party for the meantime, have Lulu concentrate her
attacks on the head only. Yuna is there as healing support. Tidus should go for
the arms. Have her cast NulShock to nullify damage from the head's Thunder
attack. Have her defend for those turns when her healing spells aren't needed.

From time to time a message will appear on-screen saying "The head is moving
suspiciously". This means it's next attack is Poison, and this is a very
annoying and damaging attack. To counter it, just make sure you attack the head
before it gets a turn. Soon enough, the head will die, and turn grey. Now to
change our focus.

Bring in Tidus and Auron for Yuna and Wakka. Have Tidus cast Haste on Auron.
Then swap Tidus out for Yuna. You may also wish to let Kimahri come in and have
a turn to gain some handy AP from this battle at this stage (if not, just make
sure you do at some stage).

Now have Auron Use Power Break on the body, then beat away at the arms (use
Dragon Fang if you ever get the chance) while Lulu concentrates the entire time
on casting magic at the body. When both the arms are dead, have Auron also
attack the body (make sure to have him use Power Break). Again, use Yuna as the
healer, having her defend on the turns her skills aren't needed (defend is a
very "fast" command, giving her move turns if she needs them). Repeat this
until Gui's HP falls below 2000. Then have Yuna summon Valefor or Ifrit and
unleash an Overdrive on Gui. Overkill is yours, meaning double AP. Yay!
-------------------------------------------------------------------------------

Now watch the awesome cutscene. However, things aren't over just yet...

-------------------------------------------------------------------------------
BOSS: Sinspawn Gui | 6000 HP | WEAKNESSES: Power Break
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Unfortunately, this guy is back. But fortunately, you also have Seymour on your
side, who is an absolute powerhouse. Don't worry about Auron or Yuna, Seymour
will pretty much take Gui down by himself. Just concentrate on keeping them
alive long enough to enjoy some more easy AP. Have Seymour dominate this boss
with his level two Black Magic (Fira, Thundara, Watera, or Blizzara). For those
that care, if you wait long enough you can fill up Seymour's Overdrive gauge
and allow him to perform Requiem. You should know that this is the only time
get to see it. Just don't be too disappointed when you see it.
-------------------------------------------------------------------------------

When you wake up on the beach, you need to find either Luzzu or Gatta. If you
stumble upon Gatta and you can't talk to him, well... you'll see. In this case,
you need to find Luzzu. If you find Gatta and can talk to him, then again,
you'll soon find out. Either way, just look for Gatta (he's proped up near the
cliff wall).

After a cutscene, you and the rest of the party will be about to embark once
more on their journey. Save your game at the SAVE SPHERE. Instead of going up
the path, head to the left instead and grab the HI-POTION from the chest. Now
go up the path, towards the red arrow.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.11. Djose Highroad                               [03DJSH]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As soon as you move into the new screen, a cutscene will take over, in which
Kimahri actually speaks. Whoa! Anyway, after it finishes, save at the nearby
SAVE SPHERE. There are a lot of items to be founf down this stretch. Talk to
everyone you see on the road several times to nab a VARIABLE STEEL, HI-POTION,
SOFT RING, ETHER and a MEGA-POTION. Not only that, but AL BHED PRIMER VOLUME XI
can be found behind one of the stone pillar things on the right, so make sure
to check behind each of them until you find it.

--- Helpful Tip! --------------------------------------------------------------
Get Kimahri to use Lancet on Basilisk to learn the "Stone Breath" Overdrive.
-------------------------------------------------------------------------------

There is a chest in full view as you proceed down the highroad. Nab the PHOENIX
DOWN x2 inside. As you move down the path you will find several little alcoves
in the wall, one in which a chest is located. The recesses in the wall are easy
to spot, as is the chest. When you spot it, grab the BRIGHT BANGLE contained
within.

When you go far enough you'll find that "two paths diverged in a yellow wood".
There will be a cutscene, and then things will get moving again. Take the right
road, and leave the left one for a little later (alliteration!).

Walk forward and when you reach the new screen, the ground will shake. Head
north until you see Yuna with Lucil et al. Walk over, and after the cutscene,
continue to the north. After yet another cutscene, you'll find yourself
standing directly outside the Temple.

Lucil, Elma, and Clasko can be found once again on the left. Next to them is a
chest containing 4000 GIL. Now head towards the Temple. On the right-hand side
of the Temple you'll find a chest containing ABILITY SPHERE x4.

Now approach the Temple. Outside you'll find either Luzzu or Gatta, depending
on what option you choose earlier. Talk to whichever is standing there. When
you're done, nab the ABILITY SPHERE x8 from behind the inn. Now go inside the
temple. There'll be another cutscene. After that one is finished, don't go into
the Cloister of Trials just yet. Instead go into the room on the right side and
score a MEGA-PHOENIX. Now head to the room to the left of the stairs, and grab
the ETHER inside the chest just outide. Go into the room, and nad the REMEDY
inside the chest. Go back outside, and when you're ready, up the stairs to the
Cloister of Trials. After a Isaaru talks to you, that is.

--- CLOISTER OF TRIALS: Djose -------------------------------------------------

 1. Remove both of the DJOSE SPHERES in the recesses in the door.
 2. Push the pedastal to the right, leaving it beneath the one on the roof.
 3. Remove a DJOSE SPHERE from the wall to your left (near the shining glyph),
    and place it in one of the two recesses in the wall near the recently moved
    pedastal.
 4. Remove the other DJOSE SPHERE near the shining glyph, and place it in the
    other recess near the pedastal.
 5. Take the newly charged DJOSE SPHERE and place it in the wall with the line
    that connects to the shoining glyph.
 6. Place both the DJOSE SPHERES in the wall in the pedastal.
 7. Walk to the very left, and step on the shining glyph.
 8. Push the pedastal through the newly opened door.
 9. Walk forward, and you will jump across the pit.
10. Push pedastal into the wall by pressing X.
11. Step on shining glyph again.
12. Remove both DJOSE SPHERES from the pedastal and place them in the recesses
    in the very first room you were in.
13. Remove charged DJOSE SPHERE and place it in the recess to the left of the
    door.
14. DO NOT GO UP THE LIFT YET! First go the left side near the shining glyph.
    Touch the flashing glyph ON THE WALL.
15. Remove DESTRUCTION SPHERE from newly opened room.
16. Go up the lift.
17. On the above level, push all five pedastals into the wall by pressing X.
18. Place DESTRUCTION SPHERE in new pedastal.
19. Grab contents of the chest.
20. Go up the stairs.

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

When you have passed the Trials, you'll find yourself in the little room
outside the Chamber of the Fayth. Talk to those that you will. Walk to far
enough in and a cutscene will take over. After it finihses, talk to everyone
again if you like. In order to resume the story, try to leave the room, and
Yuna will emerge. More talk, and you finally get to name your aeon.

Next thing you know you're out of the Cloister of Trials. Phew. Save at the
SAVE SPHERE again. Head inside the Inn and grab the SWITCH HITTER from the
chest near the back. Equip it for Wakka. Go back outside, and talk to everyone
if you like. They'll tell you that the pilgrimage will coninue once Yuna is
ready. Typical woman, holding everybody up. Time to drag her ass out of bed.
Walk inside the Temple, and go to the room to the left of the stiars. She's
asleep, so talk to woman next to her bed to wake her up.

When you find yourself outside again, head south and Yuna will come outside.
Once it's over, walk south. Talk to everyone here to score yourself a HALBERD
(an excellent weapon if you made Kimahri a mage), HI-POTION x2, and POTION x10.
When you get to the end of the bridge, the gang will talk to Lucil and company.

Keep going south until you reach the fork in the road. It's now time for the
Moonflow, baby! Take the left path.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.12. Moonflow                                     [03MNFW]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When you get started on the path, you'll see Shelinda up ahead. Talk to her, if
you like. Right next to where she is standing is a chest containing LEVEL 1 KEY
SPHERE x3, so be sure to grab it. Now head north, and you'll bump into Biran
and Yenke. After the cutscene, open the chest to reveal an X-POTION. Continue
following the path.

Soon enough you'll come to another point in the path where there is small
offshoot. Here another LEVEL 1 KEY SPHERE x3 can be found in a chest. Keep
going. On your way, fill up the Overdrive bars of both Valefor and Ifrit (Ixion
doesn't matter). If Yuna happens to get her Overdrive gauge filled up, don't
use it just yet. Why are we doing this? Because Belgemine is right up ahead,
and she's going to challenge you to another duel. When you reach her, accept.

-------------------------------------------------------------------------------
BOSS: Ixion | 6500 HP | WEAKNESSES: Water
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
As long as you have full Overdrives for Valefor and Ifrit, this battle
shouldn't be too hard. Summon (or Grand Summon, if you can) Ifrit, and unleash
Hellfire. This should do quite significant damage to Ixion (hopefully not too
much, otherwise he will cast Haste and make the battle substantually harder).
Keep fighting using Ifrit for as long as you can. It's possible to beat Ixion
with just Ifrit. Remember that you can cast Fire magic on yourself to keep
Ifrit healed up. If Ifrit does happen to fall, summon Valefor when you can and
use Energy Blast/Ray. This SHOULD be enough to finish Ixion off.
-------------------------------------------------------------------------------

After the battle is over, you will be rewarded if you win or lose. However, if
you win, you also receive the SUMMONER'S SOUL, which allows you to teach aeons
new abilities. This is extremely useful. Don't worry if you lose, you can get
it a bit later on. If you win, then pay attention to the tutorial. If there's
something you missed or don't understand, a full explanation can be found in
the Game Basics section of this guide.

Continue on your merry way. When you see another path go off to the left once
you reach the forest area, take this path to get yourself a MAGIC DEFENCE
SPHERE. Keep going north; a cutscene will take over. Once it finishes, head to
the red arrow on the mini-map.

When you can, open the chest near you to nab PHOENIX DOWN x2. Talk to O'aka and
stock up on some items, if you need to. Talk to Yuna and Kimahri as well, to
hear a funny story. When you're done, head east as far as you can and save your
game at the SAVE SPHERE.

Now get the 5000 GIL in the chest in the SAVE SPHERE. Talk to Wakka and Lulu.
There's a merchant there, but all his stock is really crappy. Also, talk to
Maechen if you feel up to listening to him drone on (but do it anyway).

Go back to the "Shoofpuf Station" and talk to Auron. There are a couple more
merchants trying to unload their stuff on you, but again, there's nothing worth
blowing you money on. When you're ready to get going, talk to the short blue
guy standing still on the platform. He'll give you the choice to "ride ze
shoopuf", so accept his offer.

When you get halfway across, it becomes apparent you need to kick some further
ass...

-------------------------------------------------------------------------------
BOSS: Extractor | 4000 HP | WEAKNESSES: Thunder, Slow
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Hopefully you picked up the Stunning Steel in Luca. If not, don't worry. The
first order or business is to cast Haste on Tidus, then on Wakka. Then have
Tidus use Provoke on Extractor to ensure it doesn't use it's most damaging
attack. However, doing so will increase the damage that Aqua Shooter does.
Counter this by having Tidus cast Cheer a few times (up to five, if you like).

Switch any weapons you have to those with Lightningstrike on them (if you have
Stunning Steel, change weapons AFTER you inflict Slow). Now just keep
attacking. At certain points, you will get the message "Extractor has cooled
down". This means that it is no longer under Provoke status. It also means that
it can use "Depth Charges", it's best attack. Therefore, just get Tidus to use
Provoke again. Heal up when you need to. This boss should go down pretty
quickly.
-------------------------------------------------------------------------------

When you regain control, you're on the other side of the Moonflow. Save your
game at the SAVE SPHERE. Head left into the next screen, and grab AL BHED
PRIMER VOLUME XII from the right-most platform, near the weird spining wheel.
O'aka can be founf here, so stock up on items if you have to. Continue heading
left, and get the ETHER from the chest.

Follow the path until you find someone lying on the ground. Yay! Rikku is here,
and now your party is complete. Rikku is the resident thief of this group, so
the next battle will be a tutorial on her very handy skills. Although she
appears to be at a low level, she will become about equal with the rest of your
party fairly soon. Anyway, just head to the red arrow, picking up the
ANTIDOTE x4 and MEGA-POTION from the chests on the way.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.13. Guadosalam                                   [03GDSM]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The first order of business when you reach Guadosalam is to be briefed on
customising by Rikku. This is another part of the game that is vital to
understand, so make sure to play close attention. It may seem complicated at
first, but I guarantee you that it is very simple once you get the hang of it.
Of course, you can always find a thorough explanation in the Game Basics
section.

Once Rikku is done, walk through the door on your immediate right. Save your
game at the SAVE SPHERE. Talk to Maechen if you like, and he'll explain a
couple of things to you. Shelinda is also there. When you're done, go back
outside.

Head north and you'll see a large door. You can't go in just yet, but open the
chest on the right to reveal a MEGA-POTION. Now walk to the left, then follow
the wall around south. There is another door here, so go inside. At the back of
this room here is a chest, but it's very difficult to spot. It's behind the
tree trunk located in the middle. Walk around pressing X and you'll soon find
it. AL BHED PRIMER VOLUME XIII can also be found sitting on the floor in this
room. Pick it up, then exit.

Now walk further south, where there are two Guado talking. Go around them to
obtain an ELIXIR from the chest. Now go north, again, and take the second
right. Enter the first place on the left. Here you can buy weapons, armour, and
items from either the shopkeeper or O'aka. I suggest the Shimmering Blade for
Auron, and the Devastator for Rikku. Buy them from O'aka, however, as his
prices are cheaper.

Head back to the large doors. This is Seymour's place of residence. Go inside.
Now goup the stairs and nab the HI-POTION x2 from the chest. Talk to everyone
here, if you like. Then try to leave the mansion, and Trommel will appear. Do
as he says and go inside. Talk to everyone in this room and Seymour will make
his entrance.

Okally dokally. Exit Seymour's weird looking house and just keep walking south
and a cutscene will be triggered. After it finishes, head to the Farplane by
heading in the direction you found the ELIXIR earlier. Instead of going to the
chest, just walk the second path to the right, and head all the way through,
and you'll eventually reach the place "where dead people live".

When you get in there, prepare to be whacked out by some psychadelic colours,
man! Woah! Anyway... speak with Wakka and Lulu. Then go over and see Yuna. Once
everything is finished, the group will be walking back from the Farplane. You
get a chance to say something or not; it doesn't matter what you choose. After
you regain control, head path into the Farplane path. On the immediate left the
wall sticks out a bit. There is a chest containing LIGHTNING MARBLE x8. Get it.

Now go back outside, and head toward's Seymour's abode. After Yuna ventures in,
another cutscene will take over where you'll speak to either Lulu or Rikku,
depending on your affection levels with the laydeez. If you get Rikku, when you
talk to her she will give you a choice. Answering favourably to her raises your
affection with her. Same goes if you get Lulu, only the choice comes after you
speak to her several times.

In any case, talk to all your fellow guardians several times. Then head towards
the Thunder Plains, by heading towards the entrance of Guadosalam, and then
take the left path. You will be greeted by Shelinda. After she speaks to you,
head back to Seymour's place... I mean, Lord Seymour's place, and Yuna will
return. After a cutscene, head towards the Thunder Plains.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.14. Thunder Plains                               [03THNP]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Damn... what a whacked out place. Imagine that, a continuous and completely
isolated storm in the middle of Spira. Anywho... once you get here, you'll be
given a short tutorial on lightning strikes. To recap, try and stay close to
the lightning towers as you cross the plains. If you see the screen flash for
an instant, press X to dodge the lightning. If you mash X, the game will sense
you are cheating, and hit you with one just to piss you off. Don't worry if you
get hit, it won't do any damage.

The first chest in this area is loacated on the left hand side, just before the
SAVE SPHERE. It contains PHOENIX DOWN x2. Now save. Then continue heading north
along the left hand side. Get HI-POTION x2 from the next chest, located just
beyond the SAVE SPHERE. If you want to talk to Maechen, then head back towards
the main road. He's found next to a lightning tower, and he'll give you a bit
of history on them. When you're done, move left to the other side of the
Thunder Plains, and then go north. Just before there is a dip in the mini-map,
you can find 5000 GIL in a chest.

Get back on the manin pathway. Talk to Shelinda when you see her - it doesn't
matter what answer you give her. Stay on this course until you see a little
pathway offshoot on the right. Go to the alcove and pick up the WATER BALL in
the chest. Now just continue north until you reach a fork in the road, where
the party will stop briefly.

When you get inside, utilise the function of the SAVE SPHERE. DON'T GO AFTER
YUNA YET. Talk to everyone, especially Rikku. Once you do that, Rin will
appear. Talk to him and select the first option when he asks you how your study
of Al Bhed is going. He will then reward you with AL BHED PRIMER VOLUME XIV.
Now you can follow Yuna down the hall.

After a cutscene, you'll wake up to find it's still as dark as it was before...
This place is so miserable. Talk to Rikku, and you'll be on your way. Some guy
randomly runs past and takes a photo... what the hell? Anyway, he drops a
YELLOW SHIELD on the ground as he goes buy, so pick it up, and equip it on
Tidus. It has Lightningproof on it, very handy. Now leave the current screen.

First order of business is to take a right and then head south. Here you can
find an X-POTION inside a chest. Now go forward all the way until you reach the
SAVE SPHERE, where you naturally should save. Head towards the large shelter up
ahead. After a cutscene, locate the chest around near the back and grab the
ETHER from inside.

Now cut straight across the path and follow the right "wall" until you reach a
chest, and obtain the 2000 GIL inside. Cut back to the left side, and follow
the left "wall" until you reach the final chest in this area, and nab the
REMEDY inside. Now just head north to Macalania Woods.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.15. Macalania, Part One                          [03MAC1]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Walk forward and meet Auron, and he'll give you his take on what's happening.
Walk forward again after he's done, and another cutscene will take over. Make
use of the SAVE SPHERE. Before you get going, go see Elma and Lucil if you
like, they're guarding the right path. Now it's just a matter of following the
north road (you can't take the other one yet).

At the very first left turn you make, there is a chest hidden from view by the
tree on the corner. Press X in that general area and you'll receive the SLEEPY
CAIT SITH. Follow the road until you come to another chest, and ontain the 2000
GIL it holds. Continue on, and before you go round the downward spiral in the
next scren, you can get PHOENIX DOWN x3 from the chest just behind a tree
branch at the right turn.

--- Helpful Tip! --------------------------------------------------------------
Get Kimahri to use Lancet on Chimera to learn the "Aqua Breath" Overdrive.
-------------------------------------------------------------------------------

When you get far enough, a cutscene will ensue. After it finishes, keep going
on the same path. You'll be interrupted part of the way through by some weird
looking guy. Ignore the butterfly minigame for now, it's too much frustration
for such a bad reward. Take note though, we'll be back here later.

Keep chugging along this odd, yet strangely beautiful place, and when you move
into the next screen, look for a well-hidden chest behind another tree trunk at
the third bend (it's a left turn). Grab the REMEDY from inside. Before you
proceed, build up Valefor's Overdrive. Then just head to the red arrow.

In the next screen save your game at the SAVE SPHERE. Then take the first
right, ignoring the red arrow for the time being. For the meantime, you can't
actually go anywhere on this path, but run around mashing X and sooner or later
you'll pick up AL BHED PRIMER VOLUME XV. Go talk to O'aka, BUT DON'T BUY
ANYTHING YET. He'll ask you how his prices are; tell him they're "too pricey".
Now stock up on items, and BUY THE SONIC STEEL. This is a must-have weapon.
Equip it on Tidus.

Now head to the red arrow, and when Auron's done, walk into this new area. Join
Yuna and Auron a bit further up.

-------------------------------------------------------------------------------
BOSS: Spherimorph | 12000 HP | WEAKNESSES: Fire, Thunder, Water, Ice
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
This thing certainly looks odd, but... that's because it is odd. It changes
it's elemental affinities depending on how you attack it. At any stage during
the battle it is weak to one element, and absorbs the rest. If you attack it
with the element that it is weak to at the time, it will change it's weakness,
and the cycle continues. It only ever casts magic of the element that is the
opposite of the one it is currently weak to. Got it?

So here's what we do. First, make sure all your physical attackers have
non-elemental weapons equipped. Now have Tidus cast Haste on himself, then have
Auron Power Break Spherimorph. Substitute Auron for Lulu, and get Tidus Haste
her also. Cycle all the other characters cycle through (get Rikku to Steal) so
they get some AP too.

Here's the deal. Now that everyone has had a turn, bring out Yuna for healing.
Get Tidus to cast Haste on her, and we can get ready to take this guy on. Have
Yuna casts NulBlaze, NulShock, NulTide, and NulFrost. Now have Tidus attack
Spherimorph. Spherimorph will counter with an elemental spell. This is how you
tell what it's weakness is. So if the boss counters with Fire, then get Lulu to
cast Blizzara. After you get that sorted, the rest of the battle is a breeze.
Just have Tidus attack so we can figure out what Spherimorph is weak to, then
have Lulu cast the right spell. Yuna is here to heal and recast the Nul spells.

After you have done this about seven or eight times, have Yuna summon Valefor,
who should have a full Overdrive. Get her to use Energy Bast (or Energy Ray, if
you don't have Energy Blast) to finish off Spherimorph and get the Overkill.
Make sure you don't use either Ifrit or Ixion unless you are absolutely certain
that the enemy is weak to their element (Energy Blast/Ray is non-elemental).
-------------------------------------------------------------------------------

Once the battle is over, save again. Now proceed forward until you are standing
outside the Travel Agency. Grab AL BHED PRIMER VOLUME XVI sitting to the left
of O'aka. Then talk to Clasko. When he asks you what job you see him doing,
answer "Chocobo Breeder". You will be rewarded later on for doing so. There's a
chest here, but you can't get to it right now. Save it for later.

Now, head into the Agency and save, if you like. Feel free to stock up on items
here (don't bother with O'aka, his stuff is more expensive, unless you donated
earlier in the game, damn deadbeat stalker). Now run around and fill up the
Overdrive or either Valefor or Ixion.

Give Wakka and Auron with any Lightningstrike weapons they may have, while
giving Tidus Stunning Steel, if he has it. If not, just give him a
Lightningstrike weapon, if you can. When you're ready to move on, proceed
towards the red arrow on the mini-map.

-------------------------------------------------------------------------------
BOSS: Crawler | 16000 HP | WEAKNESSES: Thunder, Slow
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
This guy is a real killer if you don't know what you're doing. Crawler counters
everything with "Assault", which does pretty high damage. As a result, you want
to make sure your characters can survive it. First order or business is to get
Wakka to attack Negator (which has 1000 HP) until he destroys it. Switch out
the other two characters so everyone gets some AP for this battle.

When Negator is destroyed, switch out Wakka for Lulu, and have Tidus cast Haste
on himself, Yuna, and Lulu. Now have Yuna cast Protect on Tidus and Lulu.
Lastly, put Crawler under Slow status using Stunning Steel or the spell. Then
have Lulu cast Thundara on Crawler four times, at which point a new Negator
will be released. Have Tidus attack and Yuna heal while Lulu casts spells. Have
the party defend until Mana Beam.

Now, when it get times for Mana Beam, the new Negator will stop it from being
used, and a turn will be wasted by Crawler. Therefore, repeat the above
strategy once or twice more, depending on how low Crawler's HP gets. When
Crawler's HP reaches about 4000, have Yuna summon Valefor or Ixion and unleash
their Overdrive (preferably Valefor with Energy Blast) to finish this battle.
-------------------------------------------------------------------------------

When you are finished on the scooter thing, grab the MEGA-POTION laying in wait
inside the nearby chest. Go north, and talk to the person sitting down to score
400 GIL. Follow the path all the way to the Temple. Go inside when you regain
control. Walk forward for yet another cutscene, and then try to go near the
SAVE SPHERE before a short scene ensues. NOW you can save, finally.

There are two chests in the room you are currently in. Raid them to score 5000
GIL and X-POTION x2. Now go into the room to the right of the stairs, and watch
the sphere with Jyscal. When it's done, talk tothe person wearing yell in this
room. They'll hand over HI-POTION x2, in their grief. Hah! Also score REMEDY x2
from the chest at the back.

Leave the room and enter the room to the left of the stairs. Speak with the man
in purple and he'll give you an ELIXIR. Likewise, talk to the guy in brown
sitting at the back and he'll pass on an ETHER. Nab the PHOENIX DOWN x3 from
the chest just behind him. Now lave this room, and save your game again. Then
go up the stairs all the way into the Cloister of Trials, where you'll meet up
with your fellow guardians.

-------------------------------------------------------------------------------
BOSS: Seymour | 6000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Get Tidus to use Talk. This will raise his Strength A LOT. 
- Attacking Seymour is useless until you defeat the Guado Guardians, because
  they will take all the damage for him. Steal from both Guado Guardians. This
  removes the Auto-Potion property.
- Bring in Auron, making your party Tidus, Yuna, and Auron. Haste the party.
- Have Yuna cast the four spells in the following order: NulFrost, NulShock,
  NulTide, and NulBlaze. Once Seymour uses a spell that nullifies a character's
  protection, recast it. He always uses the same pattern. Tidus and Auron are
  there simple to attack.
- Once the Guado Guardians are out of the way, focus on Seymour. Once his HP
  falls below 3000, he summons Anima, and we move to stage two of this battle.
-------------------------------------------------------------------------------

Dun dun dun!

-------------------------------------------------------------------------------
BOSS: Anima | 18000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Anima alternates between turns. Every second turn, she (yes, Anima is female)
  uses Pain, which inflicts instant death. On every other turn, she uses Boost.
- Have Yuna summon ???? (shiva!) and start using Heavenly Strike until her
  Overdrive gauge fills up.


Therefore, Shiva should have her Overdrive bar full before Anima does, by a
long shot. If you find that Pain is damaging Shiva a little too much, just have
Shiva cast ice magic on herself. Keep using Heavenly Strike until Anima's HP
falls below 8000, then unleash Diamond Dust. After that, Anima should bite the
dust. If not, just keep using Heavenly Strike and healing with ice magic until
she is dead. If Shiva doesn't happen to last that long, then summon either
Ifrit or Ixion to finish Anima off.

If, in the very unlikley event, you realise that you aren't going to beat Anima
before she can use her Overdrive, make sure you heal up fully and then use
Shield, and you SHOULD survive. In any case, onto the last part.
-------------------------------------------------------------------------------

Just when you thought you were out of the woods...

-------------------------------------------------------------------------------
BOSS: Seymour | 6000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Chances are that Seymour will totally decimate your aeon when you start
fighting him again, so don't worry. If you're lucky, they might still be alive
enough to get in an attack or two. Try and heal them up to see if you can get
an Overdrive out of them, in which case the battle will be won.

If not, no matter. Seymour is far more dangerous now. He'll use third level
Black Magic, as well as multi-hitting seocnd level Black Magic. However, as
long as you keep recasting NulFrost, NulShock, NulTide, and NulBlaze in that
order, he can't touch you. Dispose of him with Tidus and Auron at your own
leisure (don't summon another aeon, they're too slow).
-------------------------------------------------------------------------------

Now you've beaten that freak-show (I mean, just look at that guys freakin'
hair! Does he sleep in a vat of gel or something?), save your game nearby.
It's time to tackle the Cloister of Trials. Try to walk back across the bridge
and it will break apart. Unlucky for us.

--- CLOISTER OF TRIALS: Macalania ---------------------------------------------

 1. Push the pedastal to the right, towards the block of ice.
 2. Remove MACALANIA SPHERE from right-most recess, and place it in pedastal.
 3. Push pedastal north, and it will stop on floor below.
 4. Remove GLYPH SPHERE from centre column, and take it down below. Place it in
    far left recess.
 5. Push pedastal to the right, where it will stop underneath the column.
 6. Remove MACALANIA SPHERE from newly discovered recess on the top floor, and
    place it in far left coloum, bottom level.
 7. Remove last MACALANIA SPHERE on top level from recess, making path
    disappear. Place it is centre column recess. Bridge is now reformed.
 8. Walk up path as if you were leaving. Step on shining glyph.
 9. Push pedastal (do not remove MACALANIA SPHERE) down slope.
10. Step on shining glyph (top level) again.
11. Remove DESTRUCTION SPHERE, and push pedastal down slope.
12. Place DESTRUCTION SPHERE in right-most recess.
13. Step on shining glyph (bottom level).
14. Remove MACALANIA SPHERE from centre pillar, and place in northern recess.
15. Remove DESTRUCTION SPHERE from right-most recess, go downstairs and place
    in recess just to the left of exit to bottom level.
16. Grab contents of chest.
17. Remove nearby MACALANIA SPHERE from column, and place it in right-most
    recess on top level.
18. Push the pedastal to the right, towards the block of ice.
19. Push pedastal north, and it will stop on floor below.
20. Push pedastal to the right, where it will stop underneath the column.
21. Remove MACALANIA SPHERE from right-most recess, and place it column (bottom
    level).
22. Remove last MACALANIA SPHERE on top level from recess, making path
    disappear. Place it is centre column recess. Bridge is now reformed.
23. Exit Cloister of Trials by goig up the ramp and heading north, but DO NOT
    STEP ON THE SHINING GLYPH.

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

After you exit, walk down the stairs a little, during which time you'll be
prompted to run for your life. When you find yourself outside, save. Now, just
run all the way around. You will get into at least two battles with the Guado,
who will summon fiends to their command. The Guado Guardians have Auto-Potion,
so make sure you get Rikku to use Steal before attacking them.

Once you get back outside, the Guado no longer chase you. Now just follow the
path that leads to the Travel Agency. Before you leave this screen, make sure
to pick up the LEVEL 1 KEY SPHERE in the chest at the end of the path to the
right of the crevice. Save your game at the SAVE SPHERE, and set your frontline
party to Tidus, Wakka, and Rikku. Fill Shiva's Overdrive gauge. If you have
Stone Breath, then fill Kimahri's Overdrive. Move on.

-------------------------------------------------------------------------------
BOSS: Wendigo | 18000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Have Tidus cast Haste on himself, Wakka, and Rikku. If Rikku has her Overdrive
full, Mix a Power Sphere and a Map for Pineapple to get rid of the Guado
Guardians. Or esle, get Kimahri to use Stone Breath, if he knows it. If not,
just get her to Steal from each of them, while Wakka uses Dark Attack on
Wendigo. Switch Rikku for Auron, and Haste him too. Get Auron to use Power
Break. Now just bash away at Wendigo, having Wakka reuse Dark Attack each time
the effect wears off. Cure Berserk as soon as you can, and consider casting
Protect on your party, just in case. Make sure to bring in everyone so they get
AP. When Wendigo's HP falls below 8000, get Yuna to summon Shiva and use
Diamond Dust. Easy victory.
-------------------------------------------------------------------------------

You'll find your characters a bit down in the dumps. Oh, don't forget down in
the lake, either. Save, then talk to Lulu, Auron, Wakka, Kimahri, and then
Rikku. After the scene with Yuna and company, grab the LEVEL 2 KEY SPHERE from
a hidden chest near Kimahri. Talk to everyone bar Auron again, if you like.
Then get the AVENGER from another hidden chest to the left of Auron. Talk to
him, then head back to the main group, and the next part of the story will be
triggered.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.16. Bikanel Island                               [03BKNL]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Welcome to Spira's designated dust bowl! Come for the sand, stay for the
sunburn! Anyway, when you wake up, you'll be in a tropical oasis. I really love
the beautiful water effect here. Exit the water, save you game, then jump back
in to grab the 4x REMEDY in the underwater chest. If you missed AL BHED PRIMER
VOLUME I, pick it up here. Jump out of the water again, and head north.

You get into a battle with a giant bird, Zu. Cast Haste on yourself, then Slow
Zu. Use Delay Attack several times. Soon enough both Auron and Lulu will join
you, so have Auron use Power Break and get Lulu to use her spells. After the
battle is over, continue to walk north. You'll come across Wakka pretty much
straight away. Nab the AL BHED POTION x8 from the nearby chest. If you missed
AL BHED PRIMER VOLUME III, pick it up here. Check out the sphere monitor if you
like. Head to the red arrow when you're ready.

When you get to the next screen, take the right path to find Kimahri. If you
missed AL BHED PRIMER VOLUME V, pick it up here. Now take the left road, and
follow it around until you find Rikku. Open the chesta to reveal ETHER x2 and
ALs BHED POTION x8, and then save. Rikku tells you to follow her, but there's
really no point - there's only one way you can go anyway. There will be a quick
tutorial battle showing how to use Steal to instantly destroy machina.

--- Helpful Tip! --------------------------------------------------------------
STEAL SMOKE BOMBS! They can be stolen from from Ayclone and Zu. They will come
in handy later on. If you happen to get into a fight with a Sand Worm, they can
be easily beaten. Have Tidus Haste himself, Auron, and Wakka, use Armour Break
and sometimes Delay Attack until it's finished.
-------------------------------------------------------------------------------

Anyway, take the left path once it starts to open out, and obtain HI-POTION x4
from the chest. If you missed AL BHED PRIMER VOLUME XIV, pick it up here. Leave
this small area and continue northwards.

When you get into this new screen, run directly forward. Soon you'll come to a
chest containing HI-POTION x4. Now go south-west to nab X-POTION x2 from
another chest in a large section of rock. Head straight to left and follow the
sand dune along until you reach a chest containing MEGA-POTION x2. Now follow
the fence while going east, and you'll come to the SAVE SPHERE. Save here, and
then grab the AL BHED POTION x8 from the nearby chest.

Proceed west from here, down the narrow passage shown on the mini-map. Go south
and follow the boundary all the way around until you come to a chest holding an
ELIXIR. Also grab the LEVEL 2 KEY SPHERE and 10000 GIL from two chests inside
the large destroyed building (the one that shows up on the mini-map in a
horseshoe shape). Go north from here and you will find AL BHED PRIMER VOLUME
XVIII in another set of ruins. Now head back and save again. From here, walk
towards the red arrow. When you come to a sign, pick up AL BHED PRIMER VOLUME
XVII sitting on the ground right near it.

When you find yourself in the next screen, head north. When you see an offshoot
area on the left, go over to it. Grab the HI-POTION x8 from the first chest,
and the MERCURY CREST from the second. Head north, and you'll find X-POTION x2
in a chest just up ahead. From here head south and a little west until you
stumble upon a chest containing MEGA-POTION x3.

Now proceed east until you find a sandpit with a chest in it. Beat the
Sandragora by using Sleep Buster and having Lulu use her magic. Alternatively,
you have have Auron use Armour Break and then dispose of it using physical
attacks. Whatever you do, just watch out for the nasty Seed Burst. Claim the
MEGALIXIR x3 from the chest when you're done.

Now move north-east, until you find another sandpit with a chest. Beat this
Sandragora, and get the TELEPORT SPHERE x2 from the chest. Now just go straight
to the red arrow, beat the last Sandragora, and we're out of this damn place.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.17. Home                                         [03HOME]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Walk up to the body of the guy that just died and press X on him to receive
HI-POTION x2. Walk over to the left side, near the large fire, and nab AL BHED
PRIMER VOLUME XIX off the ground. Save your game, then go inside.

For your first battle, you'll be up against three Bombs and a Guado Guardian.
Use Slow/ga on Bombs, then have Kimahri use NulBaze, assuming you made him a
white mage. If not, no matter. Finish off the Guado first. Haste Auron and
Lulu, and have Auron attack the Bombs and while Lulu uses Blizzara. If Tidus
and Wakka are hitting for about 1000 each, then use them too if you like. Head
to the right once you win.

This next battle is pretty damn tough, but not if you use my strategy. Have
Rikku throw a Smoke Bomb (or use Dark Attack on Dual Horns), then Slow/ga on
all enemies. Kill the Guado Guardian, then take out the Dual Horns - they can't
touch you now.

After this battle, slowly descend the stairs until the camera view shifts. Then
turn back around and score AL BHED POTION x4 from the chest behind all the
billowing smoke. Keep walking in this direction until you reach a door on the
left. Use the same strategy to defeat fiends as last time.

Open the chest on the left and select the second option in the first row. Then
open the right chest, and choose, in order: third row, second choice; second
row, third choice; and second row, second choice. This will score you a FRIEND
SPHERE. Lastly, AL BHED PRIMER VOLUME XX can be found on the gorund in here,
next to the right chest. It's hard to spot, so just mash X to find it. Exit the
room and head north.

Save when you get the chance. Instead of going through the door near the SAVE
SPHERE, take the middle path, as shown on the mini-map. The chest there
contains AL BHED POTION x6. Now take the right path, as shown on the mini-map.
AL BHED PRIMER VOLUME XXI lays in wait on the floor just before the door.
Before you go thrugh the door, walk in, make sure you have the Yellow Shield
armour equipped on Tidus. It makes the next battle a breeze.

In here you'll find your toughest opponents so far, however, you can beat them
very easily. Hopefully you picked up the Yellow Shield at the Thunder Plains. If
not, the next battle is still easy, but not as much so. Anyway, have Tidus use
Provoke on both Chimaeras. They will then only use Thundaga on Tidus, who
hopefully hase his Lightningproof armour, thus making their attacks futile.
Even if he doesn't, all their fire will be concentrated on Tidus, and they will
only be using their weakest attack. Anyway, use Slow/ga on the party, and take
out the Guado Guardian. Then kill the two Chimeras. If you don't have the
Yellow Shield, then make sure to heal up Tidus periodically.

The chest here has a password on it. If you're not interested in solving it (it
isn't that hard), the number is 5633. You will obtain an SPECIAL SPHERE. There
is a second chest here obscured by the thing in the middle of the room. It will
ask for "Al Bhed Verification": select the third option, then the fourth, then
the second, and then then first. You'll nab a SKILL SPHERE. Exit this room, and
go back to the SAVE SPHERE. Save again, then head through the door nearby. You
will get into another Chimera battle. Just use the strategy given above.

After the battle, go down the stairs and there will be another cutscene. When
it's done, go down to the bottom floor. As soon as you reach the bottom on the
stairs, go left and open the chest to obtain a LEVEL 4 KEY SPHERE. Walk around
to the right and get the LEVEL 2 KEY SPHERE from that chest. Now go through the
door. Yun aisn't here either? God dammit, you stupid woman! Argh... go over to
the chest in the south-west corner and claim the 10000 GIL inside. Now go to
the green square on the mini-map, then run up the ramp.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.18. Airship                                      [03ARSP]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Watch some very cool and inspiring scenes, as well as seeing Wakka get shot
down by Rikku, then go save your game. You are now aboard the airship. Wakka is
now available to hire for Blitzball - I always get get him for my team. Have a
chat to everyone here, most importantly, Cid. He'll tell you you're going to
find Yuna with a machina he doesn't know how to use. Brilliant work, Einstein.
He also happens to be an adrenaline junkie. When he's done, exit the bridge.

Talk to Kimahri, Isaaru, and Maroda several times. Now feel free to explore the
ship, and see what it has. Make sure to talk to Dona by taking a right after
you leave the bridge, and then taking the next possible left. Answer "Who
cares!" when she asks you a question. Also, have a chat with Rin. When you're
done, go back to the bridge.

--- Helpful Tip! --------------------------------------------------------------
If you are playing through a second time and you already have all Al Bhed
Primers, Rin will reward you with UNDERDOG'S SECRET x99 when you speak to him.
-------------------------------------------------------------------------------

After the cutscene, save. Speak to everyone again, and when you're ready to
proceed, go speak to Brother, who's piloting the airship. After they locate
Yuna, talk to everyone again, and Wakka's stupidity becomes more evident. He
may be dumb, but he's still cool. Save, again. Now try and exit the bridge once
more, and the fiend alert will go up.

Once you get out into the corridor, go right, and continue on until you reach
another SAVE SPHERE. Make use of it's function, then go up the stairs and talk
to the two Al Bhed staring out the window. One of them will give you AL BHED
POTION x4. Now head towards the back and a cutscene will take over.

"The ferryman asks a high price", indeed. This next battle is one of the
hardest in the game. But don't despair! I have a top-notch method for taking
down this ugly son of a mother. Run back and save, so you don't have to watch
that scene over again. Set your starting formation to Tidus, Rikku, and Wakka.
Walk forwward, go up the ramp, and prepare to kick some ass. Try and build up
your characters Overdrives if you can, especially Auron's. Make sure you have a
weapon with Sensor equipped (not Tidus's Brotherhood, as it is elemental).

-------------------------------------------------------------------------------
BOSS: Evrae | 32000 HP | WEAKNESSES: Darkness, Slow, Power Break
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Tidus and Rikku have access to the Trigger Command "Move in" and "Pull back",
  and these commands enable you to manoeuvre the airship. Cid appears in the
  CTB bar, letting you know when he will get a turn to move the ship. You can
  select "Cancel" The first thing you want to cancel the order.
- The airship is outfitted with three salvos of missiles. Cid will use them
  periodically.
- Start off with "Pull back". Haste Tidus, then Slow Evrae. Haste remaining
  party members, then substitute Rikku for Lulu. Haste Lulu.
- Wakka should attack use his normal while Lulu to uses her highest level Black
  Magic. It doesn't matter which element, Evrae will only take half damage from
  all of them. Swap out Tidus for Rikku.
- Photon Spray hits everyone for low damage. Have Rikku dispense Al Bhed
  Potions whenever HP drops too low. Use Light Curtains on party members to put
  them under Protect status, if you can.
- Once Evrae loses half his HP, he will Haste himself. This will negate the
  Slow you already put him under, so be warned. use Reflect to make the rest of
  this battle a breeze. If you don't have it, then don't despair!
- Get Rikku to throw a Smoke Bomb. Else, Mix a HP Sphere with a Grenade for
  Chaos Grenade. If you don't have these items, then use Dark Buster.
- Swap in Tidus and Auron, using Haste if necessary. Rikku should be number
  three. If you need to keep out Wakka for Dark Buster, then forget Tidus.
- Any damage should be healed up with Al Bhed Potions, provided by Rikku. It
  Evrae uses Stone Gaze, heal the effect with a Soft or an Al Bhed Potion.
- When Evrae inhales, it signals his next attack will be Poison Breath. Have
  Tidus or Rikku pull back. Failing that, just take it, and have Rikku heal
  everyone with an Al Bhed Potion - it cures Poison also. If you do manage to
  get away from Evrae, on his next turn Poison Breath will miss.
- On the turn after Posion Breath, Evrae will fly up close, so don't bother
  pulling back, battle face-to-face. Use Power Break to make things easier.
- Try to finish Evrae off with an Overdrive (preferably Auron's) for the
  precious Overkill.
-------------------------------------------------------------------------------

Watch the awesome FMV, and get ready to fight again!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.19. Bevelle                                      [03BVLE]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you go anywhere make sure you heal everyone up, there are several tough
battles to come before we can save yet. Put your strongest party (most likely
Tidus, Auron, and Wakka) in the frontline. Don't worry about cycling your party
around here. Win, as soon as you can. We don't want to put all that hard work
against Evrae to nothing. Make sure to heal between battles, if you need to.

--- Helpful Tip! --------------------------------------------------------------
When you get into a fight with a YKT-63, make sure to have Kimahri use Lancet
to learn the very helpful "Thrust Kick".
-------------------------------------------------------------------------------

When you're done, it's cutscene time. It seems a little odd to me that after
being shot and set on fire during battle, that everyone is held captive at
gunpoint... Oh well. "Don't worry, I can fly!" What the hell? She's gone
completely blotto. Anywho, once you gain control, you can either walk down the
stairs, or press X on the control panel and watch the machina do all the work.

In the next screen, walk towards the green square on the mini-map. Descend the
stairs in the next screen, and join the others. After the brief cutscene, pick
up AL BHED PRIMER VOLUME XXII on the ground right near you. Am I the only one
wondering why this thing is inside Bevelle Temple? Save up ahead, then enter
the Cloister of Trials.

--- CLOISTER OF TRIALS: Bevelle -----------------------------------------------

 1. Walk forward and push pedastal.
 2. Press X to confirm direction.
 3. The path is a loop. If you miss the right turn-off, it will just start
    again from the beginning. To turn, you need to press X when the arrow on
    the floor glyph is pointing in the desired direction. Take first left.
 4. Remove BEVELLE SPHERE from wall recess. Push the pedastal back onto path,
    and loop back to the start.
 5. Take second right.
 6. Place BEVELLE SPHERE in wall recess. Push pedastal back onto path, and loop
    back to the start.
 7. Take first right.
 8. Go straight at next intersection.
 9. Remove BEVELLE SPHERE from wall recess. Push the pedastal back onto path.
10. Go right.
11. Take last right.
12. Place BEVELLE SPHERE in wall recess. Push the pedastal back onto path, and
    loop back to the start.
13. Take second turn right.
14. Remove GLYPH SPHERE from wall recess. Push the pedastal back onto path.
15. Take last right.
16. Place GLYPH SPHERE in wall recess at the back.
17. Remove DESTRUCTION SPHERE from newly opened wall recess. Push the pedastal
    back onto path, and loop back to the start.
18. Take second right.
20. Place DESTRUCTION SPHERE in wall recess.
21. Take last right.
22. Remove BEVELLE SPHERE from wall recess. Push the pedastal back onto path,
    and loop back to the start.
23. Take first right.
24. Push pedastal forward.
25. Walk up stairs and place BEVELLE SPHERE in wall recess.
26. Grab contents of chest to your right.
27. Step on shining floor glyph.
28. Push pedastal to the path on the left, and obtain KNIGHT LANCE.
29. Take path to the right.

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

When you meet up with the others, there will be a cutscene. Save when you are
given the option. "Men die. Beasts die. Trees die. But I... I live on through
this arm!" Well, maybe not.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.20. Via Purifico                                 [03VPUR]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Walk forward and save your game. Now, let's find the others. Take the first
right and follow this path around. Until you meet up with Auron, have Yuna
summon an aeon to take out any fiends. Continue to use aeons every now and
then, as you want to have full Overdrives for all of them for later. Eventually
you'll meet up with Kimahri. Pick up the MEGA-POTION from the chest in here.

Proceed north now. Follow this path around and reunite yourself with Auron, who
is standing near a SAVE SPHERE. He tells you "there must be an exit around here
somewhere", when in fact he almost there. The exit is located to right up that
northern path. Don't take it yet, though. Save your game.

Head west and follow the path. Go south at the first opportunity, then take the
second east turn to find Lulu. There is a WHITE MAGIC SPHERE in the chest next
to her. DON'T USE IT YET. Now continue south all the way until you reach a room
with a chest and a glyph on the wall. Press X on the glyph and obtain the
ELIXIR from the chest.

Exit this area and take the first eastern path. Follow this path all the way,
and you'll find yourself back where you originally started, However, a few new
things can now be accessed. Save your game at the SAVE SPHERE, then proceed
north. Run past the platform and take a right just before you reach the gate.
This room contains a BLACK MAGIC SPHERE in a chest. DON'T USE IT YET. Step on
the floor glyph.

Exit this room and go north, and save again. From here continue westward and
follow this path until you reach the recently moved platform on the ground.
Wait for the arrow on it to point north, then step on it. Obtain the SKILL
SPHERE, LUCID RING, and 10000 GIL from the chests in here. Step on the platform
when it points south exit that sealed off room. Head east from where you end
up (according to the mini-map, not the way the camera is positioned), and
take this path all the way back to the SAVE SPHERE. Fill the Overdrive gauges
of all your aeons, then save once more. Now walk north, and it's time to fight!

Remember that you have plenty of time to train up before the battle, if you
don't think that you're strong enough. You need to be warned though, that even
though this a contest of aeons, if your aeon dies a just before an opposing
aeon gets a turn, they WILL use it on Yuna anyway, almost certainly giving you
a game over. Just be careful.

-------------------------------------------------------------------------------
BOSS: Grothia | 8000 HP | WEAKNESSES: Ice
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Bring out Valefor and use Energy Blast/Energy Ray. If that isn't enough (though
it should be), get Ixion to use Thor's Hammer.
-------------------------------------------------------------------------------

But wait...

-------------------------------------------------------------------------------
BOSS: Pterya | 12000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Bring out Bahamut and use Mega-Flare. Chances are Pterya will survive, so just
use Impulse to finish her off.
-------------------------------------------------------------------------------

...there's more...

-------------------------------------------------------------------------------
BOSS: Spathi | 20000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Use Shiva's Heavenly Strike about six or seven times. Have Shiva use Shield
for Spathi's Mega-Flare, then unleash Diamond Dust for the Overkill. If Shiva
happens to die, just summon Ixion, Ifrit, or Valefor and attack.
-------------------------------------------------------------------------------

Now we have control of Tidus, Wakka, and Rikku. Save nearby, then swim in the
only logical direction. There's a chest here that dispenses items upon payment,
(though it seems more than a little weird in a place like this). Stock up on
any items if you need to. MAKE SURE YOU HAVE AT LEAST 2 PHOENIX DOWNS. There's
another SAVE SPHERE up ahead, so save there too when you reach it.

-------------------------------------------------------------------------------
BOSS: Evrae Altana | 16384 HP | WEAKNESSES: Healing items/spells
-------------------------------------------------------------------------------
- Use two Phoenix Downs on this bastard, and he's dead, WITH Overkill. How good
  is that?
-------------------------------------------------------------------------------

Now just swim forward, grabbing the REMATCH (have Wakka equip this) and AVENGER
from the two underwater chests. Youll need to use Circle to dive down and reach
them. Soon enough, you'll be outta this hell hole.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.21. Highbridge                                   [03HBRG]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After being stabbed in the chest by Kimahri's spear, Seymour is decidedly
pissed off. And guess who he's going to take his anger out on? That's right,
you. It seems a bit stupid that Seymour would just let everyone get away so
easily, but whatever.

When you regain control, save your game. Run back towards Seymour. On your way
you'll fight several random encounters, so use this opportunity to not only
fill up Bahamut's Overdrive, but also those of your characters. Another SAVE
SPHERE has been liberally placed here, so do save, please. Equip Tidus'
Brotherhood. Now, walk forward to show Seymour who's really the boss.

-------------------------------------------------------------------------------
BOSS: Seymour Natus | 36000 HP | WEAKNESSES: Poison, Provoke
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- First switch Tidus out for Lulu, and get her to cast Bio. Natus will now lose
  1440 HP every turn he takes.
- Swap out Kimahri for Auron and use the Trigger Command "Talk". Defend on
  Yuna's turn. Swap out Lulu for Tidus and use Provoke.
- Haste Auron and Yuna, and Reflect Tidus. DO NOT CAST HASTE ON TIDUS, NOR
  REFLECT ON AURON. Doing so will cause Mortibody to use Desperado, dispelling
  all positive statuses.
- Now all of Natus' attacks will be directed at Tidus, leaving Auron free to do
  his thing.
- Once Natus' HP goes below 24000, he'll cast Protect on himself, then use
  Break on regular turns. This causes Petrification. Use Esuna or Softs to cure
  as soon as possible, avoiding Mortibody's Shattering Claw. Recast the status
  they were under before, and Dispel Protect from Natus.
- Once Seymour's HP falls below 12000, he'll start casting Flare, which isn't
  too bad, actually. It will just Reflect off Tidus.
- Finish with an aeon Overdrive.
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.22. Macalania, Part Two                          [03MAC2]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When you get back of Tidus, talk to everyone in this screen several times,
until they start repeating themselves. Save, then leave this screen, and take
the southern path when you come to the crossroad. You'll see Kimahri here. Walk
around and find Yuna, and get ready for quite a long cutscene, with more poor
voice acting. Oh well, it beats reading text.

Now try to leave, and Yuna will stop you. She'll walk back with you now? I wish
she make up her damn mind. Once you get control, proceed north into the area
where you saw Riku sitting in the tree. Obtain the LUCID RING from the chest,
then exit this area. Now head to the right, save up ahead, then move on to the
Calm Lands.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.23. Calm Lands                                   [03CALM]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Porceed to the left until you bump into oour resident gandpa Maechen. Stop for
a quick lesson in local history, then continue on your merry way. A hovercraft
will come your way and scare off all the Chocobos. You can buy weapons and
items from the pilot, including a glitched Magic Counter armour (it's only
supposed to be a weapon ability). There's not much here worth spending your
money on. Now make your way northeast, until you come to a set of tents and the
like. Save here, and then talk to everyone several times. Also take this chance
to stock up on some Holy Waters from the local shop.

--- Helpful Tips!! ------------------------------------------------------------
- Get Kimahri to use Lancet on Malboro to learn the "Bad Breath" Overdrive.
- Steal a POISON FANG when you battle a Nebiros. In fact, steal a few of them.
  They will be a BIG help later on.
-------------------------------------------------------------------------------

You can fight Belgemine again now. Just walk southwest a little and you will
see her standing near a group of large thorns. Walk over and accept her
challenge.

-------------------------------------------------------------------------------
BOSS: Shiva | 15000 HP | WEAKNESSES: Fire
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
This battle is easy, no matter what approach you take. Build up Bahamut's
Mega-Flare beforehand for a quick win, or do what I do - use Ifrit. Have him
build up his Overdrive during battle and then toast Shiva a couple of times.
Shiva Heavenly Strike on a full Overdrive. Heal with Fire magic when you need
to, and this battle is still a breeze.
-------------------------------------------------------------------------------

For winning, you get POWER SPHERE x30 and AEON'S SOUL, which allows you to
raise individual aeon attributes (though this is a real waste of items). Pay
attention to the tutorial anyway. You can always find a full explanation in
the Game Basics section of this guide.

Save again at the known SAVE SPHERE. Now walk around the back of this area and
nab the LEVEL 2 KEY SPHERE from the chest. Proceed west from here, until you
see a woman on a Chocobo.

Talk to the woman on the Chocobo. Tell her you'd like to ride a Chocobo, and
that you'd like to train one. Do the first race, and then the Chocobo is yours
to do as you will.

--- Helpful Tip! --------------------------------------------------------------
If you do the other three training courses, and do well, you will receive the
SUN SIGIL for Tidus, which is VERY important. You don't have to do that now, if
you're not up to it. If you're interested, check out the Celestial Weapons
section.
-------------------------------------------------------------------------------

When you have finished here, follow the cliff left and you'll come across AL
BHED PRIMER VOLUME XXIII on the ground. Now head to the south-east corner of
the plains where you will find two chests, containing 5000 GIL and 10000 GIL.
Don't worry about dismounting your chocobo, they can open the chests with their
feet (crafty buggers). Head back to the centre of the Calm Lands, and save here
once more.

--- Helpful Tip! --------------------------------------------------------------
Head all the way back to the entrance of the Calm Lands on your chocobo.
However, run straight past it, and you'll come to a part of the ground that
isn't quite level with the one next to it. What's that on the ground? A Chocobo
Feather! You know that that means. Press X on it, and your chocobo will jump
the gap. Dismount your chocobo, and walk through the recess in the stone.

Remember this place well, you'll have to come back here several more times. For
now just cross the bridge and save at the SAVE SPHERE. Walk round the left side
and pick up AL BHED PRIMER VOLUME XXIV, then examine the sphere on the ground.

Now for what we came here to do. Walk back around to the right side, then
attempt to mount the chocobo. Select "How do I ride?" for a rundown on how
things work. All you have to do is win the race first time, and that's a very
simple thing to do. Now select "Ride!". The purple "X"s on the mini-map
represent possible chests that you can open. The yellow square represents the
chocobo you are racing. For the first race, just go left at the first fork in
the road, then take the next right. The chest will be opened, and your chocobo
will do a large jump to give you an easy win. When you land, go left at the
intersection with the yellow pole, and follow the path around. You get the
CLOUDY MIRROR as a reward, another vital item.

We ain't done yet, kiddo. Now we need to win the race again, this time after
opening three chests and touching NO poles. Sound difficult? Not really. Again,
I'll guide you. At the first fork in the path, go right, then straight towards
the chest. After the chocobo jumps down, take the right at the intersection
right in front of you. Watch out not to hit any poles. As soon as you go up the
ramp, take a sharp right so you start running south. Once you get to this new
chest, your chocobo again jumps down. Proceed up the same ramp as last time,
but this time go straight all the way after you run up. Your chocobo will take
another plunge drop, landing you right next to a yellow pole. Go left here, and
run all the way around. Assuming you hit no poles, 30x WINGS TO DISCOVERY is
your prize - that's what we came here for.

To leave, cross the bridge. Find your trusty yellow-feathered friend waiting
for you back in the Calm Lands. Mount him (or her), and find the Chocobo
Feather in the north-east that will get you back into more familiar territory.
-------------------------------------------------------------------------------

If you ride north directly from where you land, you will notice a square square
on the mini-map. This leads to the Monster Arena, a rather large sidequest. You
have the choice to get started on it right now. If you decide to do so, then
you will have to capture at least one one of every fiend in the Calm Lands.

--- Helpful Tip! --------------------------------------------------------------
Why should you start the capture quest now? Because while you travel up
Mt. Gagazet, and wander around Zanarkand, you can capture monsters at the same
time. This gives you a head start on this sidequest later on. So if you wish to
begin, then go speak to the manager, and buy capture weapons for Tidus, Wakka,
and Auron.

Now go outside, and run around getting into battles. Use the the characters
with capture weapons to inflict the killer blow on fiends, and you will capture
them. Rare monsters (Chimera Brain, Malboro, Ogre, Anacondaur, and Coeurl) can
be located in the north-west of the Calm Lands. If you ever want to find out
how many fiends you have caught so far, you can speak with the Monster Arena
manager to find out. Be sure to keep your chocobo close so you can get up and
leave whenever you like.

After you have acquired at least one of all nine capturable fiends, head back
to the Monster Arena and talk to the manager. A chest will now appear in this
screen. It can't be opened yet. It's got something special in it though, so
remember it. Talk to him again to receive 60x FARPLANE WIND, but choose no to
the battle, you can't possibly win yet. Exit the Arena.
-------------------------------------------------------------------------------

"Ride now, ride now! Ride to Gondor!" I mean... towards the red arrow. Save up
ahead. Get ready for a boss battle. Have Bahamut fill up his Overdrive before
you go anywhere. Attempt to cross the bridge...

-------------------------------------------------------------------------------
BOSS: Defender X | 64000 HP | WEAKNESSES: Provoke, Armour Break
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
This boss is big, and very hard, unless you do one thing. Main party should be
Auron, Wakka, and Tidus. Have Tidus use Provoke. That's it. This cuts Defender
X's repetiore of attacks down to Blast Punch, which removes 50% CURRENT HP of
Provoker. He can't even kill you. Ha! Have Tidus cast Hastega, while Auron uses
Armour Break. Bring in other characters for AP, and use any Overdrives you
have. However, DO NOT SWITCH OUT TIDUS. Doing so will remove Provoke status
from Defender X, and he will start destroying your party using damaging
attacks, and will cast Slowga. Beat away and use Mega-Flare for the Overkill.
-------------------------------------------------------------------------------

Head north, ignoring the side path leading down to the Cavern of the Stolen
Fayth. A hidden aeon can be found there, but it's not particularly useful yet.
After a cutscene walk up the slope and you're finally at Kimahri's home,
Mt. Gagazet.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.24. Mt. Gagazet                                  [03MGZT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

We come all this way to get told to piss off by an old and hairy... thing?
Fantastic. After working things out with Kelk Ronso, save your game nearby.
This next journey is going to be a real killer, and it's the one I hate the
most. It seems like there is a random encounter every three seconds. If you
took my advice and bought capture weapons in the Calm Lands, at least you won't
have to do it all over again.

Talk to everyone here several times, for more useful information. The fiends
here are tough. REALLY tough. Get ready, and make sure you have plenty of
items. Talk to the Ronso behind Auron to buy stuff.

--- Helpful Tip! --------------------------------------------------------------
If you made Kimahri a white mage, then use those Black Magic Spheres I told you
to keep on him. Have him learn Lulu's third level Black Magic spells. If you
made him a black mage, but he is too far away from those abilities to learn
them without a little further training, then use also them.

If Kimahri doesn't know Haste/ga, then have him use a White Magic Sphere to
learn Haste/ga (preferably the latter). If you took him down Auron's or Wakka's
grid, then you might have a little more trouble with the next battle. Make sure
Kimahri has a Sensor weapon equipped for the next battle. While you're here,
have Tidus and Wakka use a Special Sphere to learn Steal.
-------------------------------------------------------------------------------

Try to proceed up the mountain to trigger the next encounter...

-------------------------------------------------------------------------------
          BOSS: Biran & Yenke | HP: Proportional to Kimahri | WEAK TO: Nothing
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Never attack when Biran and Yenke are on the same side. One will use Guard
  for the and take very little damage.
- The only Black Magic the pair will use is first level, so damage should be
  minimal. After you learn (and use) Mighty Guard, you will be given temporary
  protection from each of the four elements.
- Biran and Yenke also use a variety of Blue Magic abilities like Fire Breath,
  Aqua Blast, Mighty Guard, and White Wind periodically. Having no Overdrive
  gauge, they can use these on regular turns. Nul spells help immensely.
- Use Lancet several times to learn everything you can from the two. You can
  learn Doom, Fire Breath, Aqua Breath, Stone Breath, Self-Destruct, Thrust
  Kick, Mighty Guard, and White Wind. The latter two can only be learned AFTER
  Biran or Yenke use it during battle - which happens when their HP falls below
  a certain point. Use Scan or a weapon with Sensor to monitor the damage you
  inflict.
- If you take down Yenke first, Biran will Haste himself, making the battle
  much tougher. If you go after Biran first (recommended) then Yenke will only
  use Berserk, which is more than managable. Don't bother using Esuna to cure
  Berserk, he will only recast it. Same goes for Biran and Haste.
- Start with Haste if Kimahri knows it. Protect works well also.
- Fire Breath and thrust Kick are probably the best bets for damage here,
  although the damage that eeach does is wholly dependant on the Sphere Grid
  path you decided Kimahri should travel.
-------------------------------------------------------------------------------

Walk forward a little, the to your right once the ground is near level. Walk
south around the rock, and you'll find 20000 GIL in a chest. Go back and save
your game. You will want to, believe me. Now reequip Tidus, Wakka, and Auron
with their capture weapons, cause we "gotta catch 'em all!" as we go up the
mountain side. Customise Piercing to Auron's and Wakka's, and Sensor to Tidus'.
Now proceed north for a cutscene, and after it, go left just before the path
narrows out and ontain MEGA-POTION x2 from the chest. Start making your way up
the mountain.

--- Helpful Tips! -------------------------------------------------------------
- Random encounters WILL get annoying. Use NulBlaze against Grenades, Steal on
  machina, Bio on Bashura, and Sleep on Grat.
- Take out easy threats straight away. Don't try and cycle all your party into
  battle against three fiends - do it against one weak one.
- If all else fails, SUMMON. Your aeons can handle themselves really well, and
  are immune to everything under the sun. Just bring them out and start dishing
  out an ass-kicking.
-------------------------------------------------------------------------------

When you get to the first bend, press X on the pile of... stuff and Lulu will
tell you what they are. When you get to the offshoot road on your right, take
it to obtain BRASKA'S SPHERE. When you see the next fork in the road, go
straight ahead and up the winding path to nab the DEFENDING BRACER from a
chest. Continue on your way.

When you find a man along the way, stop to talk. This guy is named Wantz. Stock
up on Holy Waters and Phoenix Downs. Don't bother with weapons or armour,
especially for those prices. You should be perfectly fine with what you have
now.

The next time you see a side path, go down. Nab the HP SPHERE and LEVEL 4 KEY
SPHERE from the chests. That's all for items, thankfully. Stay on the main path
now, until you reach the SAVE SPHERE, and save. Finally. Fill all your aeon
Overdrives. If Rikku, Kimahri or Auton are close to having full Overdrive
guages, then fill those too. Train around the SAVE SPHERE, if you like; you're
about to come up against perhaps the toughest boss in the game. Walk forward
until a cutscene occurs.

-------------------------------------------------------------------------------
          BOSS: Seymour Flux
-------------------------------------------------------------------------------
Stats:      HP: 70000 ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: Poison, Silence
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Main party should consist of Tidus, Rikku, and Yuna. Start with Hastega. Have
Rikku "Use" a Poison Fang (or failing that, cast Bio with Lulu). Each time he
takes a turn, he will rip 1400 HP off himself. The only attacks you will see
now are Lance of Atrophy, Full-Life, Cross Cleave, and Dispel. Continually cast
Reflect to stop the Lance of Atrophy and Full-Life combo. Cure Zombie status
with Holy Water if you ever need to heal. Don't bother recasting any positive
statuses other than Haste and Reflect once Dispel is used.

Swap out Rikku for Auron, and Haste him. He and Tidus should attack. When Flux
casts Protect, Dispel it. Once Flux's HP is just above 35000, cast Haste on
him. Now, don't use ANY attack that will cause him to go below 35000 HP - let
Poison take over. From here on don't use any command that will target either
Flux or Mortiorchis - use defend, heal, or cast positive statuses on yourself.
Attacking will cause Mortiorchis to use Total Annihilation, and Flux to use
Flare. Toast Flux with Mega-Flare to top things off.
-------------------------------------------------------------------------------

Head in the only real direction you can. Just after the fourth column on the
left, there is a chest containing the SATURN SIGIL. Save nearby. Continue on
the path until the cutscene occurs. When you "wake up", run across the wharf
and take the second right. Go into the house, and walk into the middle of the
room. Then run after the other "person", and find them up the stairs. Go talk
to them again.

--- Helpful Tips! -------------------------------------------------------------
- Teach Thundaga to Wakka with a Black Magic Sphere. There are some pretty
  nasty water fiends down here.
- Your biggest threat underwater is Maelspike. Use Dark Attack to render his
  attacks harmless.
- Don't forget that all fiends down here are also part of your capture quest!
- If you get into a battle with a Dark Flan, have Kimahri use Lancet to learn
  "White Wind" (if you failed to learn it from Yenke). Apply Armour Break and
  Slow for an easy victory.
- If you get into a battle with a Behemoth, have Kimahri use Lancet to learn
  "Mighty Guard" (if you failed to learn it from Biran).
-------------------------------------------------------------------------------

When you really do wake up, follow this path around until you reach the cave.
Save before the steps. Head left, and when you reach the water swim all the way
till the end, ignoring the right turn-off.

When you get to the end, you will have to complete a minigame where Wakka
throws his Blitzball at the centre target. Once you you strike the centre, a
chest will appear containing a LEVEL 1 KEY SPHERE. Swim out of here after you
collect it. Save at known SAVE SPHERE.

Now go up the stairs in front of you, and go left at the intersection. Dive in
and get cracking. Once you reach the end, send Rikku through the green hole,
Tidus through the blue hole, and Wakka will automatically enter the red one.
Pick up the FORTUNE SPHERE from the underwater chest, and head back to the
entrance.

Take a right at the top of the stairs and then swim to get RECOVERY RING and
RETURN SPHERE from the two chests. Now descend the stairs, and go west, then
take the first right. Pick up PEP TALK from the chest. Now set a course for the
red arrow on the mini-map. After finding out that a dead woman is sending
fiends to fight you (yay!), prepare Bahamut's Overdrive in advance. Have Tidus
equip Avenger, and give Wakka Rematch. Leave the cave...

-------------------------------------------------------------------------------
BOSS: Sanctuary Keeper | 40000 HP | WEAK TO: Poison, Darkness, Power Break
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Start with with Tidus, Yuna, and Rikku/Lulu. Use Hastega! Best thing to do is
  "Use" a Poison Fang and Smoke Grenade. Alternatively, you can Mix a HP Sphere
  or MP Sphere with a Grenade for Chaos Greande, although the results aren't as
  good that is the statuses eventually wear off). At the very least, cast Bio,
  and have Wakka constantly use Dark Buster. Cast Reflect on Sanctuary Keeper.
- Summoning to survive Photon Wings is a good idea. Ignore Curse if you need to
  remove negative statuses, then switch to Tidus, Auron, and Wakka. Apply Haste
  as necessary. Apply Power Break and Magic Break.
- If Sanctuary Keeper uses Reflect on one of your characters, it means he is
  going to follow up with Curaga on himself. Simply Dispel it (only if you have
  enough turns to do so), or TEMPORARILY switch that character out and Dispel
  Reflect when you can do so safely. Wakka needs to be given priority if you
  didn't use a Smoke Bomb or Chaos Grenade early on, so be weary.
- With Darkness applied, the only two attacks you have to worry about are Mana
  Breath (easily solved with a Phoenix Down or Life), and Photon Wings, where
  you need to hope he doesn't Confuse all your characters (which is rare).
- Unleashing aeon Overdrives is an easy method to success, and make sure to end
  the battle with an Overdrive to nab the Overkill.
-------------------------------------------------------------------------------

After the battle, walk forward after a brief cutscene, then pick up the dropped
sphere. After another lengthy cutscene, follow the long-ish road to Zanarkand.
There are no random encounters on the way, so be happy.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.25. Zanarkand Ruins                              [03ZRNS]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Phew. We're finally here. Watch a scene you have scene twice already (what the
hell?), and then it's time for the final stretch. Save nearby. The enemies in
the first part of Zanarkand you have seen before, and you're stats should be
quite bit better when it comes to dealing with them. There's only one way to
go, so make sure to otain the FORTUNE SPHERE and SPIRITUAL TARGE from the very
visible chests along the road. Now is it just me, or is it strangely convenient
that the variety of ruins all come together form a perfectly usable path?

In any case, when you find yourself standing outide a large building, utilise
the SAVE SPHERE, and like, save. Groovy. Then, of course, walk inside. Some
dead guy will talk to you... freaky. When he's done, follow the others. More
dead people await you inside. Just wait until the cutscene is over, then press
on. Swap to your best weapons in here - there are no fiends to be captured. Try
to avoid using Overdrives if you can, and save them for later.

--- Helpful Tips! -------------------------------------------------------------
- Use healing magic (Life is particularly potent) and items to inflict damage
  on Zombied Warrior Monks found in the Dome. Steal Candle of Life from them.
- Cannon machina in the background can be dispatched with Wakka or magic.
- Defenders should be Armour Broken, then Provoked. Slow also works.
-------------------------------------------------------------------------------

After you walk through a ruined tunnel, turn around and walk up the ramp on the
right side. This will lead you to a chest containing 10000 GIL. Continue in the
direction you were going and save when you get the chance. Keep following the
path.

When you reach a crossroads of sorts, take the western path (according to the
mini-map), and get the FRIEND SPHERE from the chest. Then proceed north, until
you cross a narrow bridge, before the floor slopes up. On the left side, the
floor slopes down. Head down this slope to grab the item from the chest, a
LEVEL 3 KEY SPHERE. It is hidden behind the wall, so just press X when you
reach the bottom. Now go all the way to the red arrow on the mini-map).

In the next screen, just go all the way forward. Make sure to pick up the LUCK
SPHERE from the chest on the right. Save after the cutscene, and then enter the
Cloister of Trials. Walk forward when you get inside, and stand on the green
tile to begin.

--- CLOISTER OF TRIALS: Zanarkand ---------------------------------------------

- The focus of this Cloister of Trials is not on moving spheres and solving
  puzzles, it's all about stepping on the right shapes. The screen at the front
  of the room shows you what shapes you need to stand on in order to proceed.
  This process will need to be repeated several times.
- Specificially, you need to stand on the one tile in the particular shape that
  has a circular light in the centre. Tiles that belong to a certain shape are
  of a slightly lighter colour than normal tiles.
- If you are unsure of the exact shapes you need to step on, press X on the
  screen at the front at any time, and the tiles will be highlighted for you.
  This WILL NOT reset what you have already done so far. Do not step on the
  white 2x2 square shapes, because they WILL reset the current puzzle.
- After you finish the first set, six pedastals will emerge. The two middle
  pedastals cannot be moved, and they contain a recess for a sphere. You now
  have access to the ajoining room.
- Before you enter this room, push one of four moveable pedastals into the wall
  by pressing X. A set of shapes will now appear on the monitor in the second
  room, and you will again need to step out the correct pattern of shapes. When
  you successfully complete this set, a glyph will appear on the ground in the
  centre of the room.
- Go back into the first room and push another pedastal into the wall (order is
  irrelevant). Complete the other three patterns (one for each of the remaining
  pedastals).
- Remove remove the KILIKA SPHERE from the recess to the left of the screen in
  the second room (cannot move BESAID SPHERE yet), and place it in the pedastal
  on the left.
- Return to the second room and remove the BESAID SPHERE from the wall recess
  to the right of the monitor and place it in the pedastal on the right in the
  first room. Done!

- In order to obtain the destruction sphere and unlock Anima, you will need to
  return to this Cloister of Trials at a later stage. When you do, step on all
  the white square shapes on the floor (there are seven in total). Remove the
  DESTRUCTION SPHERE and place it in the right-side recess in the second room.

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

Save here. You will really want to, considering this next battle. Go back into
the secend room to start the fight...

-------------------------------------------------------------------------------
BOSS: Spectral Keeper | 52000 HP | WEAKNESSES: Provoke
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
Another foolproof strategy coming up! This battle is special in that there are
six possible positions for each of your characters, represented by glyphs. Only
one character may occupy each glyph. Use the Trigger COmmand "Move" to select
the glyph you wish to move to.

Okay now. Your starting party should be Tidus, Auron, and Yuna. Have Tidus cast
Hastega, and get Yuna to use Protect on Tidus. Don't worry about using Protect
on the other two. Now, have Tidus use Provoke. All of Spectral Keeper's attacks
will be directed on the one character, making life MUCH easier.

Now have the character who is in the middle to move to glyph five, where they
cannot be harmed - Spectral Keepers swipe can strike three adjacent glyph
spaces. Therefore, if there are two empty spaces either side of Tidus, only he
will ever need to be healed. Have Tidus do nothing but Defend, Yuna constantly
heal, and Auron attack. All counterattacks will be directed at Tidus, so if he
is under Protect and defnding, the damage done to him will be negligible, for
the most part.

Always have Tidus and Yuna present in this battle. NEVER take them out. Auron,
however, can, and should be, switched out from time to time for others so
everyone gets a share of AP. Have them use and Overdrive if you like, it
doesn't matter.

The only other attacks you will see are Berserk Tail (which hit Tidus), and
Glyph Mine (which targets two random glyphs spaces). Have Yuna heal up Berserk
straight away, and get back to defending. When Spectral Keeper uses Glyph Mine,
the targretted glyphs will flash a black colour. The CTB Bar shows when that
mine will detonate. It is denoted by "BOSS", and a number to indicate which
glyph space will be blown sky-high.

Under all circumstances, MOVE YOUR CHARACTERS WHEN THEY ARE TARGETTED! Always
try to get them to move to a spot that is NOT adjacent to Tidus' glyph.
However, Yuna should always be given priority here, as she is the healer. We
don't want her to ever be damaged - other characters can, if they must be.
Move them back as soon as possible. Use Mega-Flare for that precious Overkill.
-------------------------------------------------------------------------------

After the battle, Yuna asks you to come downstairs. Hmm. I wonder what's up.
There's a SAVE SPHERE down here, so, you know, save. Then get back onto the
elevator, and head all the way back to the Dome area. Fill all your aeon's
Overdrives. Walk forward, and after two more cutscenes, run back and save. Now
go forward, all the way. Make sure to have Tidus, Wakka, and Auron in your
frontline party.

-------------------------------------------------------------------------------
BOSS: Yunalesca | 24000 HP, 48000 HP, 60000 HP | WEAKNESSES: Holy
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Cast Reflect on Tidus, Auron, and Wakka. Now all status counters are
  Reflected. Don't bother with Hastega, Yunalesca's normal attack has a Dispel
  effect (though strangely, it won't remove Reflect).
- After Yunalesca changes moves to the second stage, she  stops countering with
  status attacks, instead using her status removing physical hit instead.
- Hellbiter hits all characters and inflicts Zombie.
- LEAVE CHARACTERS IN ZOMBIE STATUS! She'll just hit you with Hellbiter again,
  and it's necessary to be Zombied to make the last form survivable.
- If a character is KOed, make sure to put Reflect back on them. If she casts
  Cura/ga or Regen, is will be Reflected. In the case of the latter, make sure
  to Dispel it before she can recover too much HP.
- In the third stage, Yunalesca introuduces her most annoying attacks.
  Mega-Death will KO your active party. However, it will not work on any
  characters that are under Zombie status. So again, make sure you don't heal
  Zombie. Ever.
- On her third, seventh, eleventh, (and so on) turns, she will use Mind Blast,
  which apart from the low damage, ALWAYS inflicts Confuse on ALL characters.
  Summon an aeon to take the hit.
- If you're HP gets low, just keep them out until they are KOed, in which case
  use a Phoenix Down or Life.
- Toast her with Bahamut's Mega-Flare for the Overkill.
-------------------------------------------------------------------------------

DO NOT LEAVE THIS SCREEN YET! After the battle, walk back to the stairs, but
DON'T GO DOWN THEM. Instead, walk to the left, and go up these broken stairs.
When you re-emerge on the other side, walk to the back. The chest here contains
the SUN CREST. Now exit this area by the southern.

When you reach the next room, descend these stairs and Auton will reveal a
secret. Doesn't this make everything he has done thus far make look even more
badass? Now, just exit here, and head all the way out until you encounter Sin
briefly outside. The airship will arrive and you will find yourself aboard.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.26. The Final Showdown                           [03SHWN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Talk to everyone here. To trigger the next event, head up the place where Lulu
first pointed out Evrae through the window. Talk to Kimahri and Yuna several
times. Head back to the bridge, where Rikku has hatched a plan. Talk to Cid.
Select "Highbridge" from the destination list, and head north when you arrive.

While talking to the fayth, pick the first option, then the second option. When
the cutscene is finally finished, you will be back aboard the airship. Talk to
everyone, especially Wakka. We're going to fight Sin right here, right now.
Feel free to check out other sections to find out about sidequests, most of
which you can do now. I don't really recommend levelling up to much of
obtaining the new aeons, they make the next few battles far too easy. Make sure
you have at least three full aeon Overdrives, preferably Ifrit, Shiva, and
Bahamut. Fill the Overdrives of your characters, also.

To get started, talk to Cid, and select "Sin" from the destination list. After
a brief cutscene, you will find yourself in the corridor of the airship. Talk
to Rin here and stock up on items, particularly Phoenix Downs, Al Bhed Potions,
and TWO POWER DISTILLERS! Head to the roof, where you fought Evrae. If you have
one available, get Wakka to use a Skill Sphere to learn Armour Break. Starting
party should be Tidus, Rikku, and Auron.

-------------------------------------------------------------------------------
BOSS: Sin's Left/Right Fin | 65000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Start with Hastega and Cheer (use five times), the latter which reduces
  damage by a third and can't be Dispelled.
- Have Tidus use the Trigger Command "Move in", so you can apply Armour Break.
- There's not too much point casting Protect, or Shell, because Sin's Negation
  removes them all anyway. Hastega an easily be recasted - the others can't.
  What's more, it also removes any negative statues from Sin. It's is used as a
  counter to every fifth attack, or often randomyl, too.
- Reuse Hastega and Armour Break after each Negation.
- Sin's normal attack does reasonable damage and has a delay effect, nothing
  you can do about that. Just have Rikku use Al Bhed Potions after each hit.
- Gravija rips off 75% of your CURRENT HP, meaning it can't kill you. When you
  see the message "Core gathering energy", it means that Gravija will be the
  next attack. If you don't heal up in time, his next attack can wipe you out.
- Before you kill each Fin, make sure your characters have near full health.
-------------------------------------------------------------------------------

You jump on Sin? Notice that Wakka falls flat on his ass, while everyone else
(even Lulu, in that dress) manages a perfect landing.

-------------------------------------------------------------------------------
          BOSS: Sinspawn Genais
-------------------------------------------------------------------------------
Stats:      HP: 20000 ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: Fire, Slow
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Use Tidus, Wakka, and Auron. Cast Slow, then Hastega. Then Silence Buster.
- Consider bringing in Rikku to use Fire Gems to rack up massive damage or heal
  with Al Bhed Potions.
- Genais' Venom deals high damage and inflicts Poison. Heal with Esuna or Al
  Bhed Potions. Thrashing deals moderate damage.
- Waterga is the deadliest attack, and is used as a counter to any MAGIC casted
  at the body. Nullify with NulTide!
- After Genais falls below 10000 HP, he retreats to his shell, and all physical
  attacks do significantly reduced damage.
- Genais can use Sigh in this state, but you should knock him over before he
  gets a chance.
-------------------------------------------------------------------------------

We saw this guy before, but he wasn't a threat. Is now, though...

-------------------------------------------------------------------------------
BOSS: Sin's Core | 36000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
Stats:      HP:  ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: 
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Switch to Tidus, Auron, Rikku. Use Armour Break, and cast Hastega.
- Use Rikku to dispatch Al Bhed Potions when necessary.
- Core counters with level one Black Magic, on all party members.
- Sin also uses Gravija, which rips off 75% CURRENT HP of every active party
  member.
- Make sure you are healed up enough after Gravija to be able to withstand the
  Black Magic counter when you attack.
- Core may decide to use Negation, which removes all positive statuses from
  your characters, and all negative ones from Sin. Reapply Armour Break and
  Haste when this happens.
-------------------------------------------------------------------------------

That's it for the moment. The easiest battle is ahead of you. Save when you
get control, then head up to the roof again. Talk to Yuna. After the cutscene,
go to some place in Spira (Zanarkand is probably the best spot) and fill up
Bahamut's Overdrive. Make sure Lulu has learned Doublecast, and it's preferable
that Tidus also has Quick Hit, though it's not completely necessary. In order
to start the battle, head back up to the roof of the airship.


Points:            HP:  2400 (1000)        MP:  400
Rewards:           AP:  0    (0)           GIL: 0
Stats:             STR: 1      DEF: 1      MAG: 5      MDF: 1
                   AGL: 9      LCK: 10     EVA: 0      ACC: 0
Immunities:        Sleep, Poison, Petrification, Zombie, Threaten, Death, 
                   Doom, Scan, Demi, Eject
-------------------------------------------------------------------------------
          BOSS: Overdrive Sin
-------------------------------------------------------------------------------
Stats:      HP: 140000     STR: 20   DEF: 180  MAG: 35   MDF: 100
            MP: 999        AGI: 40   ACC: 0    EVA: 0    LCK: 20
Affinities: Armour Break, Mental Break  
Steal:      Ether (Normal) / Supreme Gem (Rare)
Rewards:    12000 Gil, 
-------------------------------------------------------------------------------
- This fight is all about speed: you need to beat Sin before his Overdrive
  fills and uses Giga-Graviton, which is an instant Game Over.
- Active party should be Tidus, Lulu, and Wakka. Cast Hastega.
- Have Lulu Doublecast a level three Black Magic spell, while Wakka attacks.
  If you taught him Armour Break and/or Mental Break, then all the better, use
  them both.
- If you made Kimahri a mage, and he knows third level Black Magic, have him
  replace Tidus, for the time being and use his magic skills to attack.
- After you have been "Drawn to Sin" three times, you will be up close and
  personal. Swap Wakka for Auron, and Kimahri for Tidus (if applicable). Haste
  Auron. If Sin is not under Armour Break, do so.
- Abuse Quick Hit (if anyone knows it). It will drain MP quickly, but it's very
  helpful while it lasts. Keep Lulu going with Doublecast.
- Sin only has one attack, it causes pathetic damage, but very rarely causes
  some possible nasty status effects (Confusion, Petrification, and Zombie).
  You won't get hit with the attack more than five or six times, so I wouldn't
  worry. Heal up any characters that are afflicted.
- Use Al Bhed Potions as a method of healing, if you like.
- You can switch out characters when HP gets low, just try make sure Lulu and
  Auron stay out for as long as possible.
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.27. Inside Sin                                   [03INSD]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The fiends in here are TOUGH. Tougher than many of the bosses you've fought so
far. I hope you bought the Sonic Steel. Even if you have been steadily raising
all your characters, enemies here are still tough.

One last thing, if you don't have 30x Wings to Discovery, go back to the Calm
Lands and get it. Check out the Calm Lands part of the walkthrough for details
on how to obtain this rare item. You will need it for a tough boss.

--- Helpful Tip! --------------------------------------------------------------
- Head back to Zanarkand and level up until all characters have reached the end
  of their own grid, at which time it's best to send them on Auron's path.
- Capture four of every dragon-type species in Spira and win 99x PURIFYING SALT
  from the Monster Arena manager. Customise "No Encounters" on an armour using
  these items. The monsters you need to catch are: Vouivre (Mi'ihen Highroad),
  Lamashtu (Mushroom Rock Road), Kusariqqu (Thunder Plains), Mushussu (Bikanel
  Island), and Nidhogg (Mt. Gagazet). Now just stroll through here without any
  problems at all.
-------------------------------------------------------------------------------

Let's get back to it, shall we? This place is weird, you can only see on the
mini-map places that you have been to before, making things a little bit more
difficult. However, we still have our trusty red arrow to guide us. Just so you
know, you can't go up the waterfalls, you can only go down them. All directions
given below correspond to the mini-map, not the camera angle.

Follow the path around until you come to an intersection. From here, go west.
Keep going until you can't continue going west any further, because a waterfall
blocks your way. Now head north. Follow this course all the way until you see a
turn-off to the left, and take it. Follow this new path around to find a
PHANTOM RING and SPECIAL SPHERE in two chests. Walk back the way you came, not
turning off at any point. You will start to uncover more of the road as you
proceed north.

Take the first left you see. There is a chest here containing an ELIXIR. Now go
back to the path you were just on, follow it along - it's now going mostly
eastward. Soon enough, it makes a turn and starts heading south. Continue on
this course, and eventually you will come to a chest and a waterfall. Nab the
WIZARD LANCE inside.

Now proceed north again, until you see a turn to the right. Take it. Go south a
bit to find a LEVEL 3 KEY SPHERE in a chest. Now take the right at the fork in
the road, and you will discover more territory. Follow this path all the way
around to the SAVE SPHERE.

Fill Bahamut's Overdrive. Set your main party to Tidus, Auron, and Yuna. Equip
Yuna with Phantom Bangle you picked up earlier, Lulu with the Phantom Bangle,
and Rikku with the Victorious, if you decided to do a couple of sidequests (see
Miscellaneous Sidequests section). Ascend the steps...

-------------------------------------------------------------------------------
          BOSS: Seymour Omnis
-------------------------------------------------------------------------------
Stats:      HP: 80000 ()   STR: 20   DEF: 180  MAG: 35   MDF: 100
            MP: 999        AGI: 40   ACC: 0    EVA: 0    LCK: 20
Affinities: Fire, Thunder, Water, Ice, Armour Break, Mental Break
Steal:      Shining Gem (Normal), Supreme Gem (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- At any one time, Omnis is weak to a certain element, strong to it's opposite,
  and takes half damage from the other two. The things on the wall behind him
  are Mortiphams, and they dictate Omnis' elemental affinities. When all four
  point of the same colour are closest to Omnis, he will cast magic of that
  element. He is therefore weak to it's opposite.
- Start with Hastega, and inflict Armour Break. Cast the corresponding Nul
  spell on party members, nullifying three out of four attacks. Recast Nul
  spell after protection disappears. 
- Omnis uses Dispel on your party after every fifth attack on him. Shell and
  Protect are therefore ultimately pretty useless. Try Cheer and Focus instead.
  Don't cast Reflect, because it just bounce back Omnis' magic, healing him.
- Omnis follows up Dispel with Ultima on his next turn. Make sure to summon an
  aeon wtih a full Overdrive to take the hit - use the Overdrive!
- After Ultima, Omnis' elemental affinities will change, signalled by the
  rotation of the Mortiphasms. Rememeber to apply the correct Nul spell.
-------------------------------------------------------------------------------

If I were you, I'd head back to the known SAVE SPHERE and utilise its function.
Then proceed north again, and follow the path. As you go in a bit, you will see
a green square on the mini-map. Get into random battles, and kill a total of 35
fiends, and the walls will disappear, leaving a LEVEL 4 KEY SPHERE (what a let
down) in a chest for the taking.

Continue following the path, until you reach a small, one-tile bridge. Press X
whilke standing on it, to be transported high up. Grab the FOUR-ON-ONE from the
chest here, then walk back onto the tile to descend. Walk up just a litte, and
on your left you will see another odd looking tile on the floor. Press X when
standing on it to push the wall over, and then nab the DEFENDING BRACER from
the chest.

Keep going, the camera shifts, and you can see a glyph on a wall up the back on
the left. Go down here and press X on the glyph to unveil another secret area,
this one holding a chest containing a MEGALIXIR. Ge out of here, and walk
directly south until you find a pit in the ground. Go down the ramp to get into
the pit, and find the chest containing 20000 GIL. Still in the hole, walk over
the blue tile to the north (according to the camera angle). You will be shot
straight up into the air. Up here you can nab a HP SPHERE and a DEFENCE SPHERE
from two chests. Step on the blue tile to the north to get back down the ground
level.

Follow the path around a little until the path shoots off to the right, just a
tiny bit. There is a raised block here, or so it would seem. Go around the back
(the part not facing the main path), and you will slide down all the way into a
new area. Obtain the LAEVATEIN from the chest, then walk towards the wall up
ahead. Press X on the parts of the wall to eventually climb out. Follow the
only possible road until you reach the next screen.

Save your game here. This is the final SAVE SPHERE in the game, and this, my
friends, is the point of no return. Fill up the Overdrive of Tidus, Rikku,
Lulu, and Wakka, if you have Attack Reels. Change any equipment (no need for
capture weapons, so bring out your best stuff, including Tidus' Sonic Steel,
if you have it), and be confident your have enough items. Walk north when
you're ready, an approach the big rock.

Now we are in in one hell of a weird place. You have to run around chasing a
small crystal beofre it teleports somewhere else. Icicles pop out of the
ground, and if one hits you, you get into a battle. If you happen to get into
a battle with a Great Malboro, you will see why I said equip Sonic Steel - they
will always use Bad Breath on their first turn, unless you use Provoke. There
are other enemies there, but I highly suggest using Flee - we want our party to
be in top shape for the next battle. Run around the rim of this area, and you
should miss 90% of the icicles.

Anywho, each time you pick up the crystal, you receive an item. You will get a
WHITE MAGIC SPHERE, HRUNTING, INFINITY, ATTRIBUTE SPHERE, WICKED CAIT SITH,
PRISM BALL, KNIGHT LANCE, MAGE STAFF, STILLBLADE, and a SKILL SPHERE, but not
necessarily in that order. Once you have picked up the crystal ten times, you
will be transported somewhere else.

It's time for the final showdown. walk forward after everyone is fully healed,
and set your party to Tidus, Rikku, and Wakka (only if he has Attack Reels, or
else Lulu). Time to meet your destiny...

-------------------------------------------------------------------------------
          BOSS: Braska's Final Aeon
-------------------------------------------------------------------------------
Stats:      HP: 60000, 120000 ()   STR:    DEF:    MAG:     MDF: 
            MP:                    AGI:    ACC:    EVA:     LCK: 
Affinities: Provoke, Zombie
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- For the first form, have Rikku Mix two Wings to Discovery for a Trio of 9999.
  Now use Slice and Dice. One more attack and this part is over.
- For the second form, cast Hastega. Follow up with Attack Reels. One more hit
  after that and BFA is gone! Also try Lulu's to use Fury (it must be first
  level Black Magic!). Use elemental gems for deal further damage. Al Bhed
  Potions will heal 9999 to all characters when under Trio of 9999. Mix another
  Trio of 9999 if any important party member die.
-------------------------------------------------------------------------------

Alrighty. That boss should bite the dust soon enough. Now it's time to fight
some special creatures you probably didn't expect to have to meet in battle.
Their HP and stats are the same as those they possessed during the game, and
you are under permanent Auto-Life, so you can't die (unless you manage to
inflict Petrification on everyone). All in all, it's very easy. Use elements to
your advantage, or just use your powerhouse characters like Auron and deal out
some dominance. Last, and very much the least, we have this...

-------------------------------------------------------------------------------
          BOSS: Yu Yevon
-------------------------------------------------------------------------------
Stats:      HP: 99999 ()   STR:    DEF:    MAG:     MDF: 
            MP:       AGI:    ACC:    EVA:     LCK: 
Affinities: Doom, Zombie
Steal:       (Normal),  (Rare)
Drop:        (Normal),  (Rare)
Rewards:    GIL:    AP:  ()
-------------------------------------------------------------------------------
- Yu Yevon doesn't directly attack your party, all it ever does is heal itself
  using Curaga.
- There are a bunch of ways you can take it out. Use a Candle of Life (which
  you should have stolen from the Fallen Monks in Zanarkand) and Doom it, and
  Yu will be gone in two turns.
- You can cast Reflect so Curaga will heal a random party member.
- Or you can inflict Zombie, and watch it kill itself. Completely up to you.
-------------------------------------------------------------------------------

And that's that. I can't believe I actually finished this walkthrough. After a
year of putting it off, I finally reached the end. Yay! And, so have you. Enjoy
the ending, and look out for FFX-2!

Don't forget, there is a multiplicity of sidequests and fun things left to do
in FFX. My guide covers all of it, so be sure to duck in from time to time if
you need help!



===============================================================================
          4. Overdrives                                      [04ODRV]
===============================================================================

Ah, Overdrives, your characters best attacks. As you probably already know, you
are able to use an Overdrive when your guage fills up. This bar is located
below the characters respective HP and MP totals. This section is an in-depth
explanation of all Overdrives, as well as a brief explanation of the mechanics
behind it.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.1. Tidus's Swordplay                             [04SWPY]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--------- SPIRAL CUT ----------------------------------------------------------
Effect:    Strikes one target.
BONUS:     Greater damage.
UNLOCKING: Default Overdrive.
NOTES:     - Maximise damage by stopping the cursor (press X) in the centre of
             the white line.
           - Ignores Protect.


--------- SLICE AND DICE ------------------------------------------------------
Effect:    Strikes (random) target/s six times.
BONUS:     Greater damage.
UNLOCKING: Use a total of ten Overdrives, regardless of success.
NOTES:     - Maximise damage by stopping the cursor (press X) in the centre of
             the white line.
           - Ignores Protect.


--------- ENERGY RAIN ---------------------------------------------------------
Effect:    Strikes target party.
BONUS:     Greater damage.
UNLOCKING: Use a total of thirty Overdrives, regardless of success.
NOTES:     - Maximise damage by stopping the cursor (press X) in the centre of
             the white line.
           - Ignores Protect.


--------- BLITZ ACE -----------------------------------------------------------
Effect:    Strikes one target eight (minimum)/nine (maximum) times.
BONUS:     Ninth attack will be a Sphere Shot.
UNLOCKING: Use a total of eighty Overdrives, regardless of success.
NOTES:     - Maximise damage by stopping the cursor (press X) in the centre of
             the white line.
           - Ignores Protect.
           - The character that throws the ball is the one the highest
             "affection" for Tidus, and can be either Yuna, Lulu, or Rikku.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.2. Yuna's Grand Summon                           [04GSMN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--------- GRAND SUMMON --------------------------------------------------------
Effect:    Summons any available, non-KOed aeon with a full Overdrive meter.
UNLOCKING: Default Overdrive.
NOTES:     - The game will remember the extent of the aeon's Overdrive gauge
             prior to Grand Summon being used, meaning it is possible to use
             two succesive Overdrive attacks. However, the game will not
             remember this "second Overdrive" if the battle ends before the
             first one is used.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.3. Auron's Bushido                               [04BUSH]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--------- DRAGON FANG ---------------------------------------------------------
Effect:    Strikes target party.
INPUT:     Left, Up, Right, Down, L1, R1, Circle, X.
BONUS:     Greater damage.
UNLOCKING: Default Overdrive.
NOTES:     - Ignores Protect.


--------- SHOOTING STAR -------------------------------------------------------
Effect:    Strikes one target.
INPUT:     Left, Up, Right, Down, L1, R1, Circle, X.
BONUS:     Target is ejected from battle (unless immune).
UNLOCKING: Unlocked after you beat Spherimorph (and find one Jecht Sphere).
NOTES:     - Ignores Protect.


--------- BANISHING BLADE -----------------------------------------------------
Effect:    Strikes one target.
IGNORES:   Protect
INPUT:     Left, Up, Right, Down, L1, R1, Circle, X.
BONUS:     Inflicts Full Break (unless immune).
UNLOCKING: Find three Jecht Spheres.
NOTES:     - Ignores Protect.


--------- TORNADO -------------------------------------------------------------
Effect:    Strikes target party once (minimum)/twice (maximum).
INPUT:     Left, Up, Right, Down, L1, R1, Circle, X.
BONUS:     Strikes a second time.
UNLOCKING: Find all ten Jecht Spheres.
NOTES:     - Ignores Protect.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.4. Wakka's Slots                                 [04SLOT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--------- ELEMENT REELS -------------------------------------------------------
Effect:    Strikes random target/target party.
BONUS:     Line up all slots on the same element to strike all targets.
UNLOCKING: Default Overdrive.
NOTES:     - Stop the reels with X.
           - Ignores Protect, NulBlaze, NulShock, NulTide, NulFrost.
           - Elemental affinities apply (half-damage, weak to, absorb, immune).
           - First strike is cancelled out with respective Nul spell.
           - Wakka does not have to play Blitzball to unlock his Overdrives.


--------- ATTACK REELS --------------------------------------------------------
Effect:    Strikes (random) target/s multiple times.
BONUS:     Line up all slots on "Two Hits" to double the amount of strikes.
UNLOCKING: Win from a Blitzball tournament (no battle requirement).
NOTES:     - Stop the reels with X.
           - Ignores Protect.
           - Wakka does not have to play Blitzball to unlock his Overdrives.


--------- STATUS REELS --------------------------------------------------------
Effect:    Strikes random target/target party.
BONUS:     Line up all slots on the same status to strike all targets.
UNLOCKING: Win from a Blitzball league (250 battles need to be fought).
NOTES:     - Stop the reels with X.
           - Ignores Protect.
           - Wakka does not have to play Blitzball to unlock his Overdrives.


--------- AUROCH REELS --------------------------------------------------------
Effect:    Strikes random target/target party once.
BONUS:     Line up all slots on the same element/status to strike all targets.
UNLOCKING: Win from a Blitzball tournament (450 battles need to be fought).
NOTES:     - Stop the reels with X.
           - Ignores Protect, NulBlaze, NulShock, NulTide, NulFrost.
           - The Aurochs symbol represents a high powered non-elemental attack.
           - Wakka does not have to play Blitzball to unlock his Overdrives.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.5. Lulu's Fury                                   [04FURY]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--------- <BLACK MAGIC> FURY --------------------------------------------------
Effect:    Strikes (random) target(s) m7ultiple times.
INPUT:     Spin the analog sticks to increase the number of strikes.
UNLOCKING: Default Overdrive.
Notes:     - Ignores Shell, Reflect.
           - Elemental affinities apply (half-damage, weak to, absorb, immune).
           - First strike is cancelled out with respective Nul spell.
           - Number of strikes registered is dependent on Lulu's Magic stat and
             the power of the spell (for example, Fire can be casted far more
             times than Ultima).
	   - Does not consume or require MP.
           - Can be used even when Lulu is Silenced.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.6. Kimahri's Ronso Rage                          [04RAGE]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Kimahri is a blue mage, as you may or may not know. He learns the attacks of
others, which is exactly why he has no path of his own on the Sphere Grid. For
his Overdrive attacks, Kimahri will use his Ronso rages, a collection of fiend
abilities that you collect during your journey through Spira. Don't worry if
you missed out on anything, you can learn them at pretty much any stage of the
game. In order to learn a Ronso Rage, just have Kimahri use Lancet on that
fiend. If they possess an ability that can be taught to Kimahri, he will learn
it. When you learn a new ability, Kimahri's Overdrive guage fills all the way.



--------- JUMP  <Protect> -----------------------------------------------------
Effect: Strikes one target.
LANCET: - Default Overdrive


--------- FIRE BREATH  <Protect> <NulBlaze>
Effect: Deals fire-based damage to target party.
LANCET: - Dual Horn (Mi'ihen Highroad)
        - Valaha (Cavern of the Stolen Fayth)
        - Yenke Ronso (Mt. Gagazet)
        - Grendel (Mt. Gagazet)
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - First strike is cancelled out with NulBlaze.


--------- SEED CANNON  <Protect> ----------------------------------------------
Effect: Strikes one target.
LANCET: - Ragora (Kilika Forest)
        - Sandragora (Bikanel Island)
        - Grat (Mt. Gagazet)


--------- SELF-DESTRUCT  <Protect> <NulBlaze> ---------------------------------
Effect: Deals fire-based damage to target party.
LANCET: - Bomb (Mi'ihen Highroad)
        - Grenade (Mt. Gagazet)
        - Puroboros (Omega Ruins)
        - Biran Ronso (Mt. Gagazet)
Notes:  - If you use this Overdrive, Kimahri will be eliminated from battle.
        - Damage inflicted is Kimahri's MAX HP multiplied by three.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - First strike is cancelled out with NulBlaze.


--------- THRUST KICK  <Protect> ----------------------------------------------
Effect: Strikes one target.
LANCET: - YKT-63 (Bevelle)
        - Yenke Ronso (Mt. Gagazet)
        - YKT-11 (Zanarkand)
Notes:  - Thrust Kick does not eject enemies from battle.


--------- STONE BREATH --------------------------------------------------------
Effect: Inflicts Pertrification on target party.
LANCET: - Basilisk (Djose Highroad)
        - Anacondaur (Calm Lands)
        - Yenke Ronso (Mt. Gagazet)
Notes:  - Status will always succeed, regardless of resistance, unless immune.


--------- AQUA BREATH  <Protect> <NulTide> ------------------------------------
Effect: Deals water-based damage to target party.
LANCET: - Chimera (Macalania)
        - Chimera Brain (Calm Lands)
        - Yenke Ronso (Mt. Gagazet)
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.
        - First strike is cancelled out with NulTide.


--------- DOOM ----------------------------------------------------------------
Effect: Inflicts Doom on one target.
LANCET: - Ghost (Cavern of the Stolen Fayth)
        - Biran Ronso (Mt. Gagazet)
        - Wraith (Inside Sin)
Notes:  - Status will always succeed, regardless of resistance, unless immune.


--------- WHITE WIND <Shell> --------------------------------------------------
Effect: Restores HP to active party members.
LANCET: - Dark Flan (Mt. Gagazet)
        - Spirit (Omega Ruins)
        - Yenke Ronso (Mt. Gagazet)


--------- MIGHTY GUARD --------------------------------------------------------
Effect: Casts Protect, Shell, and NulAll on active party members.
LANCET: - Biran Ronso (Mt. Gagazet)
        - Behemoth (Mt. Gagazet)
        - Behemoth King (Inside Sin)


--------- BAD BREATH ----------------------------------------------------------
Effect: Inflicts Darkness, Silence, Sleep, and Poison on target party.
LANCET: - Malboro (Mt. Gagazet)
        - Great Malboro (Inside Sin)
Notes:  - Status will always succeed, regardless of resistance, unless immune.


--------- NOVA ----------------------------------------------------------------
Effect: Deals massive non-elemental damage to target party.
LANCET: - Biran Ronso (Mt. Gagazet)
        - Behemoth (Mt. Gagazet)
        - Behemoth King (Inside Sin)
Notes:  - Ignores Magic Defence, Shell, or any other protective measures.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.7. Rikku's Mix                                   [04RMIX]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



--------- GRENADE -------------------------------------------------------------
Effect: Deals small damage to target party.
Items:  Bomb Fragment + Antartic Wind / Electro Marble + Fish Scale
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.


--------- FRAG GRENADE --------------------------------------------------------
Effect: Deals small damage and Armour Break to target party.
Items:  - Power Sphere + Power Sphere / Power Sphere + Speed Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- PINEAPPLE -----------------------------------------------------------
Effect: Deals moderate damage to target party.
Items:  Bomb Fragment + Electro Marble / Power Sphere + Map
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.


--------- POTATO MASHER -------------------------------------------------------
Effect: Deals medium damage to target party.
Items:  Power Sphere + Level 2 Key Sphere / MP Sphere + Map
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.


--------- CLUSTER BOMB --------------------------------------------------------
Effect: Deals large damage to target party.
Items:  Level 1 Key Sphere + Level 2 Key Sphere / Map + Gambler's Spirit
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.


--------- TALLBOY -------------------------------------------------------------
Effect: Deals massive damage to target party.
Items:  Grenade + Underdog's Secret / Level 1 Key Sphere + Level 4 Key Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Requires Break Damage Limit to exceed 9999 damage.


--------- BLASTER MINE --------------------------------------------------------
Effect: Deals small damage, Darkness, Sleep, and Silence (three turns each) to
        target party.
Items:  Antidote + Grenade / Grenade + Power Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- HAZARDOUS SHELL -----------------------------------------------------
Effect: Deals moderate damage, Darkness, Sleep, Silence (four turns each), and
        Poison to target party.
Items:  Grenade + Level 1 Key Sphere / Smoke Bomb + Smoke Bomb
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- CALAMITY BOMB -------------------------------------------------------
Effect: Deals medium damage, Darkness, Sleep, Silence (five turns each),
        Poison, and Full Break to target party.
Items:  Level 1 Key Sphere + Musk / Grenade + Lv.3 Key Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- CHAOS GRENADE -------------------------------------------------------
Effect: Deals large damage, Darkness, Sleep, Silence (eight turns each),
        Poison, Slow, and Full Break to target party.
Items:  Grenade + MP Sphere / Hypello Potion + Gambler's Spirit
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- HEAT BLASTER  <NulBlaze> --------------------------------------------
Effect: Deals small fire-based damage to target party (hits are random).
Items:  Antidote + Bomb Fragment / Bomb Fragment + Power Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- FIRE STORM  <NulBlaze> ----------------------------------------------
Effect: Deals medium fire-based damage to target party (hits are random).
Items:  Soft + Fire Gem / Bomb Fragment + Bomb Fragment
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- BRUNING SOUL  <NulBlaze> --------------------------------------------
Effect: Deals large fire-based damage to target party (hits are random).
Items:  Fire Gem + Level 1 Key Sphere / Bomb Core + Level 2 Key Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- BRIMSTONE  <NulBlaze> -----------------------------------------------
Effect: Deals small fire-based damage, Darkness, Sleep, Silence (three turns
        each), and Poison to target party.
Items:  Bomb Fragment + Poison Fang / Bomb Core + Musk
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- ABADDON FLAME  <NulBlaze> -------------------------------------------
Effect: Deals medium fire-based damage, Darkness, Sleep, Silence (three turns
        each), Poison, and Full Break to target party.
Items:  Bomb Fragment + Chocobo Feather / Fire Gem + Hypello Potion
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- THUNDERBOLT  <NulShock> ---------------------------------------------
Effect: Deals small thunder-based damage to target party (hits are random).
Items:  Electro Marble + Speed Sphere / Soft + Electro Marble
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- ROLLING THUNDER  <NulShock> -----------------------------------------
Effect: Deals medium thunder-based damage to target party (hits are random).
Items:  Electro Marble + Electro Marble / Lightning Marble + Level 1 Key Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- LIGHTNING BOLT  <NulShock> ------------------------------------------
Effect: Deals large thunder-based damage to target party (hits are random).
Items:  Lightning Marble + Level 2 Key Sphere / Electro Marble + HP Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- ELECTROSHOCK  <NulShock> --------------------------------------------
Effect: Deals small thunder-based damage, Darkness, Sleep, Silence (three turns
        each), and Poison to target party.
Items:  Electro Marble + Poison Fang / Electro Marble + Musk
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- THUNDERBLAST  <NulShock> --------------------------------------------
Effect: Deals medium thunder-based damage, Darkness, Sleep, Silence (three
        turns each), Poison, and Full Break to target party.
Items:  Lightning Marble + Dream Powder / Lightning Gem + Farplane Shadow
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- WATERFALL  <NulTide> ------------------------------------------------
Effect: Deals small water-based damage to target party (hits are random).
Items:  Fish Scale + Mana Sphere / Fish Scale + Grenade
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- FLASH FLOOD  <NulTide> ----------------------------------------------
Effect: Deals medium water-based damage to target party (hits are random).
Items:  Grenade + Grenade / Soft + Water Gem
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- TIDAL WAVE  <NulTide> -----------------------------------------------
Effect: Deals large water-based damage to target party (hits are random).
Items:  Fish Scale + Level 3 Key Sphere / Fish Scale + Underdog's Secret
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- AQUA TOXIN  <NulTide> -----------------------------------------------
Effect: Deals small water-based damage, Darkness, Sleep, Silence (three turns
        each), and Poison to target party.
Items:  Fish Scale + Sleep Powder / Fish Scale + Musk
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- DARK RAIN  <NulTide> ------------------------------------------------
Effect: Deals medium water-based damage, Darkness, Sleep, Silence (three turns
        each), Poison, and Full Break to target party.
Items:  Water Gem + Soul Spring / Dragon Scale + Farplane Shadow
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- SNOW FLURRY  <NulFrost> ---------------------------------------------
Effect: Deals small ice-based damage to target party (hits are random).
Items:  Antarctic Wind + Map / Antarctic Wind + Power Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- ICEFALL  <NulFrost> -------------------------------------------------
Effect: Deals medium ice-based damage to target party (hits are random).
Items:  Antarctic Wind + Level 2 Key Sphere / Al Bhed Potion + Arctic Wind
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- WINTER STORM  <NulFrost> --------------------------------------------
Effect: Deals large ice-based damage to target party (hits are random).
Items:  Ice Gem + Level 1 Key Sphere / Antarctic Wind + HP Sphere
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).


--------- BLACK ICE  <NulFrost> -----------------------------------------------
Effect: Deals small ice-based damage, Darkness, Sleep, Silence (three turns
        each), and Poison to target party.
Items:  Antarctic Wind + Chocobo Feather / Antarctic Wind + Candle of Life
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- KRYSTA  <NulFrost> --------------------------------------------------
Effect: Deals medium ice-based damage, Darkness, Sleep, Silence (three turns
        each), Poison, and Full Break to target party.
Items:  Ice Gem + Heal Spring / Ice Gem + Poison Fang
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.


--------- NEGA BURST ----------------------------------------------------------
Effect: Reduces CURRENT HP of target party to 1/4.
Items:  Shadow Gem + Map / Al Bhed Potion + Shadow Gem
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Will deal 0 damage if target is immune to gravity damage.


--------- BLACK HOLE ----------------------------------------------------------
Effect: Reduces CURRENT HP of target party to 1/16.
Items:  Shadow Gem + Gambler's Spirit / Shadow Gem + Wings to Discovery
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Will deal 0 damage if target is immune to gravity damage.


--------- SUNBURST ------------------------------------------------------------
Effect: Deals 19998 damage to target party.
Items:  Underdog's Secret + Underdog's Secret / Fire Gem + Dark Matter
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.


--------- ULTRA POTION --------------------------------------------------------
Effect: Restores 100% MAX HP of target party.
Items:  Potion + Potion / Al Bhed Potion + Al Bhed Potion
Notes:  - Will damage targets under Zombie status.


--------- PANACEA -------------------------------------------------------------
Effect: Cures all negative statuses except Doom, KO, Power Break, Armour Break,
        Magic Break, and Mental Break.
Items:  Potion + Soft / Antidote + Antidote


--------- ULTRA CURE ----------------------------------------------------------
Effect: Restores 50% MAX HP of target party, and cures all negative statuses
        except Doom, KO, Power Break, Armour Break, Magic Break, and Mental
        Break.
Items:  Al Bhed Potion + Chocobo Feather / Power Distiller + Musk
Notes:  - Will damage targets under Zombie status.


--------- MEGA PHOENIX --------------------------------------------------------
Effect: Revives KOed target party and restores 50% MAX HP.
Items:  Potion + Phoenix Down / Hi-Potion + Phoenix Down
Notes:  - Will KO targets under Zombie status.


--------- FINAL PHOENIX -------------------------------------------------------
Effect: Revives KOed target party and restores 100% MAX HP.
Items:  Phoenix Down + Gambler's Spirit / Potion + Mega Phoenix
Notes:  - Will KO targets under Zombie status.


--------- ELIXIR --------------------------------------------------------------
Effect: Restores 9999 HP and 999 MP to one target.
Items:  Antidote + Power Sphere / Soft + Mana Sphere
Notes:  - Will damage and reduce MP of Zombied targets.


--------- MEGALIXIR -----------------------------------------------------------
Effect: Restores 9999 HP and 999 MP to target party.
Items:  Remedy + Speed Sphere / Antidote + Map
Notes:  - Will damage and reduce MP of Zombied targets.


--------- SUPER ELIXIR --------------------------------------------------------
Effect: Restores 9999 HP and 999 MP to target party, and cures all negative
        statuses except Doom, KO, Power Break, Armour Break, Magic Break, and
        Mental Break.
Items:  Potion + Power Sphere / Hi-Potion + Speed Sphere
Notes:  - Will damage and reduce MP of Zombied targets.


--------- FINAL ELIXIR --------------------------------------------------------
Effect: Restores 100% MAX HP and 100% MAX MP to target party, revives KOed
        targets with 100% MAX HP and 100% MAX MP, and cures all negative
        statuses except Doom, Power Break, Armour Break, Magic Break, and
        Mental Break.
Items:  Hi-Potion + Level 1 Key Sphere / Mega-Potion + Level 1 Key Sphere
Notes:  - Will KO and reduce MP of Zombied targets.


--------- NULALL --------------------------------------------------------------
Effect: Random party member is placed under NulBlaze, NulShock, NulTide, and
        NulFrost.
Items:  Phoenix Down + Electro Marble / Potion + Water Gem
Notes:  - Effects last until end of battle, unless Dispelled, elemental attack
          is used, or target is KOed.


--------- MEGA NULALL ---------------------------------------------------------
Effect: Target party is placed under NulBlaze, NulShock, NulTide, and NulFrost.
Items:  Lunar Curtain + Map / Hi-Potion + Antarctic Wind
Notes:  - Effects last until end of battle, unless Dispelled, elemental attack
          is used, or target is KOed.


--------- HYPER NULALL --------------------------------------------------------
Effect: Target party is placed under NulBlaze, NulShock, NulTide, NulFrost,
        Cheer x5, and Focus x5.
Items:  Musk + Musk / Light Curtain + Mana Spring
Notes:  - Effects last until end of battle, unless Dispelled, elemental attack
          is used (only for Nul spells), or target is KOed.


--------- ULTRA NULALL --------------------------------------------------------
Effect: Target party is placed under NulBlaze, NulShock, NulTide, NulFrost,
        Cheer x5, Focus x5, Aim x5, and Reflex x5.
Items:  Healing Spring + Healing Spring / Lunar Curtain + Healing Spring
Notes:  - Effects last until end of battle, unless Dispelled, elemental attack
          is used (only for Nul spells), or target is KOed.


--------- MIGHTY WALL ---------------------------------------------------------
Effect: Target party is placed under Protect and Shell.
Items:  Soft + Light Curtain / Lunar Curtain + Power Sphere
Notes:  - Effects last until end of battle, unless Dispelled or target is KOed.


--------- MIGHTY G ------------------------------------------------------------
Effect: Target party is placed under Protect, Shell, and Haste.
Items:  Al Bhed Potion + Lunar Crtn / Remedy + Light Curtain 
Notes:  - Effects last until end of battle, unless Dispelled or target is KOed.


--------- SUPER MIGHTY G
Effect: Target party is placed under Protect, Shell, Haste, and Regen.
Items:  Fire Gem + Lunar Curtain / Chocobo Feather + Level 1 Key Sphere
Notes:  - Effects last until end of battle, unless Dispelled or target is KOed.


--------- HYPER MIGHTY G ------------------------------------------------------
Effect: Target party is placed under Protect, Shell, Haste, Regen, and
        Auto-Life.
Items:  Lunar Curtain + Underdog's Secret / Healing Spring + Wings to Discovery
Notes:  - Effects last until end of battle, unless Dispelled (except Auto-Life)
          or target is KOed.


--------- VITALITY ------------------------------------------------------------
Effect: Doubles MAX HP of random party member.
Items:  Hi-Potion + Hi-Potion / Hi-Potion + X-Potion
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break HP Limit to exceed 9999 HP.


--------- MEGA VITALITY -------------------------------------------------------
Effect: Doubles MAX HP of target party.
Items:  Potion + Stamina Tablet / Antidote + Stamina Tablet
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break HP Limit to exceed 9999 HP.


--------- HYPER VITALITY ------------------------------------------------------
Effect: Doubles MAX HP of target party and places targets under Cheer x5.
Items:  Stamina Tonic + Speed Sphere / Potion + Stamina Tonic
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break HP Limit to exceed 9999 HP.


--------- MANA ----------------------------------------------------------------
Effect: Doubles MAX MP of random party member.
Items:  Potion + Ether / Ether + Antidote
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break MP Limit to exceed 999 HP.


--------- MEGA MANA -----------------------------------------------------------
Effect: Doubles MAX MP of target party.
Items:  Ether + Map / Turbo Ether + Mana Sphere
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break MP Limit to exceed 999 HP.


--------- HYPER MANA ----------------------------------------------------------
Effect: Doubles MAX MP of target party and places targets under Focus x5.
Items:  Potion + Mana Tablet / Mana Tablet + Grenade
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break MP Limit to exceed 999 HP.


--------- FREEDOM -------------------------------------------------------------
Effect: Reduces MP cost of random party member to 0.
Items:  Ether + Remedy / Ether + Farplane Wind
Notes:  - Effect lasts until end of battle, or target is KOed.


--------- FREEDOM X -----------------------------------------------------------
Effect: Reduces MP cost of target party to 0.
Items:  Ability Sphere + Twin Stars / Ether + Musk
Notes:  - Effect lasts until end of battle, or target is KOed.


--------- QUARTET OF 9 --------------------------------------------------------
Effect: Random party member will always deal at least 9999 per action.
Items:  Water Gem + Underdog's Secret / Level 1 Key Sphere + Gambler's Spirit
Notes:  - Effect applies to healing items and restoration spells.
        - Does not limit any actions to 9999, only raises it if necessary.
        - Effect lasts until end of battle, or target is KOed.


--------- TRIO OF 9999 --------------------------------------------------------
Effect: Target party will always deal at least 9999 per action.
Items:  Wings to Discovery + Wings to Discovery / Bomb Core + Dark Matter
Notes:  - Effect applies to healing items and restoration spells.
        - Does not limit any actions to 9999, only raises it if necessary.
        - Effect lasts until end of battle, or target is KOed.


--------- HERO DRINK ----------------------------------------------------------
Effect: Random party member will always deal critical hits.
Items:  Grenade + Designer Wallet / Potion + Designer Wallet
Notes:  - Effect lasts until end of battle, or target is KOed.


--------- MIRACLE DRINK -------------------------------------------------------
Effect: Target party will always deal critical hits.
Items:  Power Sphere + Designer Wallet / Fortune Sphere + Level 1 Key Sphere
Notes:  - Effect lasts until end of battle, or target is KOed.


--------- HOT SPURS -----------------------------------------------------------
Effect: Random party member's Overdrive guage will charge twice as fast.
Items:  Elixir + Level 1 Key Sphere / Fire Gem + Three Stars
Notes:  - Effect lasts until end of battle, or target is KOed.


--------- ECCENTRICK ----------------------------------------------------------
Effect: Target party's Overdrive guage will charge twice as fast.
Items:  Megalixir + Level 1 Key Sphere / Elixir + Wings to Discovery
Notes:  - Effect lasts until end of battle, or target is KOed.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.8. Overdrive Modes                               [04OMDS]
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--------- STOIC ---------------------------------------------------------------
CHARGES:   When damage is received by a character.
OBTAINED:  Default Overdrive mode.


--------- WARRIOR -------------------------------------------------------------
CHARGES:   When damage is dealt to an enemy.
OBTAINED:  Attack an enemy the following number of times...
           - Tidus: 150    - Yuna: 200       - Auron: 100    - Wakka: 160
           - Lulu: 300     - Kimahri: 120    - Rikku: 140
HOW:       Choose an elemental fiend (any will do) that absorbs damage of a
           certain element as HP. Customise/find a weapon for each character
           and have them repeatedly attack the fiend until Warrior is learned.


--------- HEALER --------------------------------------------------------------
CHARGES:   When damage damage is dealt to an enemy.
OBTAINED:  Heal an ally the following number of times...
           - Tidus: 80     - Yuna: 60        - Auron: 200    - Wakka: 110
           - Lulu: 170     - Kimahri: 100    - Rikku: 170
HOW:       Fight a Magic Pot in the Cavern of the Stolen Fayth. Continuously
           use Pray until Overdrive mode is learnt.


--------- COMRADE -------------------------------------------------------------
CHARGES:   When damage is received by an ally.
OBTAINED:  Have allies sustain damage the following number of times...
           - Tidus: 300    - Yuna: 240       - Auron: 220    - Wakka: 100
           - Lulu: 100     - Kimahri: 100    - Rikku: 100


--------- SLAYER --------------------------------------------------------------
CHARGES:   When character kills an enemy.
OBTAINED:  Kill an enemy the following number of times...
           - Tidus: 100    - Yuna: 110       - Auron: 80      - Wakka: 90
           - Lulu: 130     - Kimahri: 120    - Rikku: 200
HOW:       Monster capturing is the best way.


--------- VICTOR --------------------------------------------------------------
CHARGES:   At the end of each battle.
OBTAINED:  Be in the active party at the end of battle the following number of
           times...
           - Tidus: 120    - Yuna: 150       - Auron: 200    - Wakka: 160
           - Lulu: 200     - Kimahri: 120    - Rikku: 140
HOW:       Cycle your characters constantly and this shouldn't be difficult to
           get. Monster capturing is a good way to learn Victor.


--------- TACTICIAN -----------------------------------------------------------
CHARGES:   When character inflicts a status effect on an enemy.
OBTAINED:  Inflict a status effect on an enemy the following number of times...
           - Tidus: 75     - Yuna: 100       - Auron: 110    - Wakka: 80
           - Lulu: 75      - Kimahri: 60     - Rikku: 90
HOW:       Constantly inflict statuses on enemies throughout the game. Slowga,
           Smoke Bombs, and Silence Grenades, etc against multiple fiends will
           speeds things up.


--------- HERO ----------------------------------------------------------------
CHARGES:   When character kills an enemy with 20x more HP than estimated
           damage, or with 10000+ HP.
OBTAINED:  Kill an enemy with 20x more HP than estimated damage, or with
           10000+ HP the following number of times...
           - Tidus: 50     - Yuna: 50        - Auron: 40     - Wakka: 50
           - Lulu: 70      - Kimahri: 45     - Rikku: 50
Notes:     - "Estimated damage" refers to the range of damage the game
             calculates the character can do with their current stats using the
             Attack command. In cases where the Magic stat is higher than the
             Strength stat, the former will be used.


--------- ALLY ----------------------------------------------------------------
CHARGES:   When character gets a turn.
OBTAINED:  Have the following number of turns...
           - Tidus: 600    - Yuna: 500       - Auron: 450    - Wakka: 350
           - Lulu: 480     - Kimahri: 300    - Rikku: 320


--------- DAREDEVIL -----------------------------------------------------------
CHARGES:   When character gets a turn with critical HP.
OBTAINED:  Have the following number of turns with critical HP...
           - Tidus: 170    - Yuna: 90        - Auron: 260    - Wakka: 140
           - Lulu: 150     - Kimahri: 200    - Rikku: 110
HOW:       After your characters' HP reaches 9999, have them KOed and revived
           with a Phoenix Down/Life. Then defend until you learn Daredevil.


--------- LONER ---------------------------------------------------------------
CHARGES:   When character gets a turn with two other party members missing.
OBTAINED:  Have the following number of turns with two other party members
           missing...
           - Tidus: 60     - Yuna: 180       - Auron: 35     - Wakka: 110
           - Lulu: 45      - Kimahri: 90     - Rikku: 170
HOW:      Fight Magic Pots in the Cavern of the Stolen Fayth. They never attack
          your characters. Have two characters escape, defend until desired
          character learns.


--------- COWARD --------------------------------------------------------------
CHARGES:   When character escapes from battle.
OBTAINED:  Escape from battle the following number of times...
           - Tidus: 600    - Yuna: 900       - Auron: 1000   - Wakka: 400
           - Lulu: 980     - Kimahri: 700    - Rikku: 450
HOW:       Use Flee (it counts for all three active characters) to escape
           random encounters. Lots of them. Not really worth the effort.


--------- DANCER --------------------------------------------------------------
CHARGES:   When character evades enemy attack.
OBTAINED:  Evade enemy attack the following number of times...
           - Tidus: 250    - Yuna: 200       - Auron: 200    - Wakka: 200
           - Lulu: 300     - Kimahri: 130    - Rikku: 200
HOW:       Max your Evasion stat and just fight any low level fiend to obtain.


--------- ROOK ----------------------------------------------------------------
CHARGES:   When character reduces/nullfies/deflects enemy attack.
OBTAINED:  Reduce damage/nullify/deflect enemy attack the following number of
           times...
           - Tidus: 120    - Yuna: 110       - Auron: 120    - Wakka: 120
           - Lulu: 120     - Kimahri: 120    - Rikku: 120
HOW:       
Notes:     Using Protect, Shell, Reflect, Nul spells, and their respective
           armour abilities all count towards gaining this Overdrive mode.


--------- SUFFERER ------------------------------------------------------------
CHARGES:   When character is inflicted by an enemy status effect.
OBTAINED:  Be hit by a status effect the following number of times...
           - Tidus: 100    - Yuna: 80        - Auron: 120    - Wakka: 100
           - Lulu: 110     - Kimahri: 130    - Rikku: 90


--------- VICTIM --------------------------------------------------------------
CHARGES:   When character gets a turn under an enemy status effect.
OBTAINED:  Have the following number of turns under (a) status effect/s...
           - Tidus: 120    - Yuna: 100       - Auron: 160    - Wakka: 110
           - Lulu: 130     - Kimahri: 100    - Rikku: 125
HOW:       Throw a Smoke Bomb/Silence Grenade on your party and defend until
           each character learns.


--------- AVENGER -------------------------------------------------------------
CHARGES:   When ally (other than self) is KOed by an enemy attack.
OBTAINED:  Have enemies KO an ally the following number of times...
           - Tidus: 100    - Yuna: 80        - Auron: 120    - Wakka: 100
           - Lulu: 150     - Kimahri: 100    - Rikku: 90
HOW:       When you start using the Don Tonberry AP Trick (see section 10.3),
           your characters should learn this pretty quickly.



===============================================================================
          5. Aeons                                           [05AEON]
===============================================================================


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.1. Valefor                                       [05VLFR]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- VALEFOR -------------------------------------------------------------
Elements:        N/A
Initial Stats:   HP: 725   STR: 18   DEF: 23  MAG: 21   MDF: 23
                 MP: 24    AGI: 10   LCK: 20  EVA: 19   ACC: 11
Found:           Besaid Temple
-------------------------------------------------------------------------------
Abilities:       Fire, Water, Thunder, Blizzard
Special Attacks: - SONIC WINGS: Strikes and delays one target.
Overdrives:      - ENERGY RAY: Strikes target party (non-elemental damage).
                 - ENERY BLAST: Strikes target party (non-elemental damage).
-------------------------------------------------------------------------------

When in Besaid, go the village and talk to the lady shopkeeper (first shop on
the left). She'll tell you that her dog found something. Now go find the dog:
it's in the third tent on the right side of the village. Speak to the dog, and
you will acquire Valefor's second Overdrive, Energy Blast, significantly more
powerful than her default one.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.2. Ifrit                                         [05IFRT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- IFRIT ---------------------------------------------------------------
Elements:        Fire (+), Ice (x1.5)
Initial Stats:   HP: 857   STR: 19   DEF: 29   MAG: 21   MDF: 21
                 MP: 23    AGL: 9    LCK: 17   EVA: 10   ACC: 11
Weakness:        Ice
Found:           Kilika Temple
-------------------------------------------------------------------------------
Abilities:       Fire, NulBlaze, NulFrost
Special Attacks: - METEOR STRIKE: Strikes one target.
Overdrive:       - HELLFIRE: Strikes target party (fire-based damage).
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.3. Ixion                                         [05IXON]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- IXION ---------------------------------------------------------------
Elements:        Thunder (+), Water (x1.5)
Initial Stats:   HP: 891   STR: 20   DEF: 26   MAG: 20   MDF: 29
                 MP: 25    AGL: 8    LCK: 17   EVA: 11   ACC: 12
Found:           Djose Temple
-------------------------------------------------------------------------------
Abilities:       Thunder, NulShock, NulTide
Special Attacks: - AEROSPARK: Strikes one target, Dispel effect.
Overdrive:       - THOR'S HAMMER: Strikes target party (thunder-based damage).
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.4. Shiva                                         [05SHVA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- SHIVA ---------------------------------------------------------------
Elements:        Ice (+), Fire (x1.5)
Initial Stats:   HP: 820   STR: 19   DEF: 17   MAG: 23   MDF: 24
                 MP: 26    AGL: 14   LCK: 17   EVA: 32   ACC: 11
Found:           Macalania Temple
-------------------------------------------------------------------------------
Abilities:       Fire, NulBlaze, NulFrost
Special Attacks: - HEAVENLY STRIKE: Strikes one target, Delay effect.
Overdrive:       - DIAMOND DUST: Strikes target party (ice-based damage).
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.5. Bahamut                                       [05BHMT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- BAHAMUT -------------------------------------------------------------
Elements:        N/A
Initial Stats:   HP: 1210   STR: 23   DEF: 27   MAG: 18   MDF: 28
                 MP: 35     AGL: 10   LCK: 17   EVA: 20   ACC: 11
Found:           Bevelle Temple
-------------------------------------------------------------------------------
Abilities:       Fire, NulBlaze, NulFrost
Special Attacks: - IMPULSE: Strikes target party.
Overdrive:       - MEGA-FLARE: Strikes target party (non-elemental damage).
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.6. Anima                                         [05ANMA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- ANIMA ---------------------------------------------------------------
Elements:        N/A
Initial Stats:   HP: 1410   STR: 33   DEF: 26   MAG: 22   MDF: 23
                 MP: 45     AGL: 9    LCK: 17   EVA: 20   ACC: 11
Found:           Baaj Temple
-------------------------------------------------------------------------------
Abilities:       Fire, NulBlaze, NulFrost
Special Attacks: - PAIN: Strikes one target, Death effect.
Overdrive:       - OBLIVION: Strikes target party sixteen times.
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.7. Yojimbo                                       [05YJBO]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- YOJIMBO -------------------------------------------------------------
Elements:        N/A
Initial Stats:   HP: 1030   STR: 29   DEF: 25   MAG: 16   MDF: 23
                 MP: 0      AGL: 9    LCK: 17   EVA: 59   ACC: 19
Found:           Cavern Of The Stolen Fayth
-------------------------------------------------------------------------------
Abilities:       Fire, NulBlaze, NulFrost
Special Attacks: - DAIGORO:   Strikes one random target.
                 - KOZUKA:    Strikes one random target.
                 - WAKIZASHI: Strikes one random target/target party.
                 - ZANMATO:   Instantly kills target party (including bosses).
Overdrive:       N/A
-------------------------------------------------------------------------------

Yojimbo is not controlled like your typical aeon. Instead of directly choosing
the attacks you would like, it's basically left to chance. Yojimbo has two
available commands, "Pay" and "Dismiss". You actually pay him certain gil to
attack enemies. Depending on how well you have treated him (like not letting
him die in battle, your initial choice for gaining his services, the amount of
gil you have paid him, dismissing without paying, full Overdrive, etc), he will
use one of four different attacks.

It should be noted that when you pay Yojimbo, only ever pay in powers of two.
That is, 128 gil, 256 gil, 512 gil, etc. Any excess gil is simply wasted. Pay
Yojimbo 0 gil and he will leave the battle, and this will reduce your level of
compatibility, making it harder to see free attacks (including Zanmato).



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          5.8. Magus Sisters                                 [05MGUS]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------- CINDY ---------------------------------------------------------------
Elements:        N/A
Initial Stats:   HP: 2190   STR: 28   DEF: 32   MAG: 21   MDF: 28
                 MP: 46     AGL: 10   LCK: 17   EVA: 20   ACC: 11
Found:           Remiem Temple
-------------------------------------------------------------------------------
Abilities:       Firaga, Thundaga, Waterga, Blizzaga, Auto-Life, Life,
                 Full-Life, Pray, Cure, Cura, Curaga, Mighty Guard, Holy.
Special Attacks: - CAMISADE: Strikes one target.
Overdrive:       - DELTA ATTACK: Strikes target party six times.
-------------------------------------------------------------------------------


--------- SANDY ---------------------------------------------------------------
Elements:        N/A
Initial Stats:   HP: 1790   STR: 42   DEF: 26   MAG: 24   MDF: 28
                 MP: 35     AGL: 10   LCK: 17   EVA: 17   ACC: 13
Found:           Remiem Temple
-------------------------------------------------------------------------------
Abilities:       Reflect, Haste, Shell, Protect, NulAll.
Special Attacks: - RAZZIA: Strikes one target.
Overdrive:       - DELTA ATTACK: Strikes target party six times.
-------------------------------------------------------------------------------


--------- MINDY ---------------------------------------------------------------
Elements:        N/A
Initial Stats:   HP: 1237   STR: 23   DEF: 24   MAG: 28   MDF: 28
                 MP: 58     AGL: 12   LCK: 17   EVA: 23   ACC: 12
Found:           Remiem Temple
-------------------------------------------------------------------------------
Abilities:       Fira, Thundera, Watera, Blizzara, Firaga, Thundaga, Waterga,
                 Blizzaga, Drain, Death, Bio, Flare, Ultima, Lancet.
Special Attacks: - PASSADO: Strikes one target fifteen times.
Overdrive:       - DELTA ATTACK: Strikes target party six times.
-------------------------------------------------------------------------------

The Magus Sisters are also controlled in a unique way. Again, you can't select
the exact action for them to take, rather you give them "suggestions" on what
you would prefer them to do. Based on a number of criteria, they will act on
your "suggestions" accordingly.

Each sister has a number of abilities. Some of them, such as Cure, Cura, and
Curaga, they all know and can use. Others, such as Death, Reflect, and Ultima
are indivdual abilities. They will use these abilities, often rather randomly,
if certain conditions are met.

In addition to a normal attack command, each sister also has there own special
attack. For Sandy this is Razzia, Cindy's is Camisade, and Mindy uses Passado.
Again, the use of these abilities requires special crieria to be met when it
comes to selecting commands, as well as a little real-life luck.

In order to use their Overdrive, Delta Attack, all three need to have a full
Overdrive bar. Then select the "Combine Powers" command. This is the one of
the very few commands the sisters will always obey, and it will always have the
same outcome.

Each of the sisters has one really annoying trait. Sometimes, when you select
one of the commands, they will take a break. Literally. They won't bother to
defend, they just completely waste their turn. Thanks a lot. There's not much
you can really do to prevent this, so just try to ignore it.

Lastly, you can "Dimiss" the Magus Sisters at any time during battle. This is
the only time when they will listen to your commands exactly. Because of their
immense power, I can't foresee you using this option too much.



===============================================================================
          6. Blitzball                                       [06BLTZ]
===============================================================================

Blitzball is really a game unto itself. At it's heart, it's just another RPG,
but one with a lot of complexities of it's own. This minigame is really a "love
it" or "hate it" thing. This section aims to give you complete rundown on how
things work.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          6.1. Basics                                        [06BASC]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          6.2. Tips                                          [06TIPS]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- If you swim behind your own goalie, all the other plays in the "field" will
  start swimming in circles. I'm not quite sure why this happens, but it can be
  used to your advantage, and is an excellent way to assure victory in the very
  tough first game. You can pass your ball around amongst the defendrs and
  midfielder with little risk of being tackled, a nice way to raise stats.
  Abuse this by passing to your forwards when there are few-to-no defenders
  around them.

- Use techs as often as possible! Each tech you can use during the game will
  increase the EXP you get at the end of the game. The higher elvel techs (like
  Wither Tackle 3 and Venom Pass 3) will give significantly more EXP than lower
  level techs (such as Wither Tackle and Venom Pass, respectively). Just be
  sure not to use up all your HP straight away!

- Jecht Shot and Jecht Shot 2 are your friends! Despite the large HP
  consumption, they are excellent ways to assure goals. The former knocks out
  two defenders, and the latter takes out four. Awesome, huh?

- Tackle Slips reigns supreme. Tackle Slip 2 is even better. They make
  encounters with multiple defenders much more survivable. Watch out you don't
  get disorientated too much (which has a chance of losing the first tech on
  your character's equipped list). It's best to equip a less-used tech the
  first slot, just in case.

- If you don't like a tournament or league prize, just reload after seeing it
  for the first time. They are completely randomised, so you can try for
  something more useful the next time (or the next, or the next)! As a general
  rule of thumb, try to always settles on techs as your prizes (unless you need
  to get Wakka's Overdrives or Sigil).

- Always score as many goals as possible. A bonus prize is awarded to the team
  with the leading top scorer. Assuming you play halfway decently, you should
  always win the prize. However, in the early stages of Blitzball, things can
  be tight.

- I consider this to the be a good starting team just after Luca: Jumal (Luca
  Square, GK), Zalitz (Luca Theatre, DF), Wedge (Luca Main Gate, FW), Zev Ronso
  (Luca Harbour Dock Number 5, MF), Ropp (Mi'ihen Highroad Travel Agency, DF).


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          6.3. Techs                                         [06TECH]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



--------- ANTI-DRAIN ----------------------------------------------------------
Effect: Prevents HP drain 50% of the time.
Cost:   10 HP


--------- ANTI-DRAIN 2 --------------------------------------------------------
Effect: Prevents HP drain 100% of the time.
Cost:   50 HP


--------- ANTI-NAP ------------------------------------------------------------
Effect: Prevents sleep status 50% of the time.
Cost:   40 HP


--------- ANTI-NAP 2 ----------------------------------------------------------
Effect: Prevents sleep status 100% of the time.
Cost:   210 HP


--------- ANTI-VENOM ----------------------------------------------------------
Effect: Prevents poison status 50% of the time.
Cost:   5 HP


--------- ANTI-VENOM 2 --------------------------------------------------------
Effect: Prevents poison status 100% of the time.
Cost:   50 HP


--------- ANTI-WITHER ---------------------------------------------------------
Effect: Prevents wither status 50% of the time.
Cost:   30 HP


--------- ANTI-WITHER 2 -------------------------------------------------------
Effect: Prevents wither status 100% of the time.
Cost:   200 HP


--------- AUROCHS SPIRIT ------------------------------------------------------
Effect: Increases Shot strength by adding the total Shot sum of all Besaid
        Aurochs players on the team.
Cost:   600 HP
Boost:  Shot +10
Notes:  - Only adds Shot total of active Aurochs, not those on the bench.
        - Must be won as a league or tournament prize (no Techcopy).
        - Wakka must learn his three key techs before it appears as a prize.


--------- BRAWLER -------------------------------------------------------------
Effect: Participate in encounters from further away, 60% of the time.
Cost:   200 HP
Notes:  - Must be won as a league or tournament prize (no Techcopy).


--------- DRAIN TACKLE --------------------------------------------------------
Effect: Steal HP from an opponent 40% of the time when tackling.
Cost:   30 HP
Boost:  Attack +3


--------- DRAIN TACKLE 2 ------------------------------------------------------
Effect: Steal HP from an opponent 70% of the time when tackling.
Cost:   150 HP
Boost:  Attack +5


--------- DRAIN TACKLE 3 ------------------------------------------------------
Effect: Steal HP from an opponent 100% of the time when tackling.
Cost:   500 HP
Boost:  Attack +7


--------- ELITE DEFENCE -------------------------------------------------------
Effect: Find and intercept the ball carrier from further away.
Cost:   5 HP
Notes:  - Must be won as a league or tournament prize (no Techcopy).


--------- GAMBLE --------------------------------------------------------------
Effect: Stats randomised 50% of the time after waking from Nap status.
Cost:   300 HP
Notes:  - Press X to select what number stats are changed to.
        - Must be won as a league or tournament prize (no Techcopy).


--------- GOLDEN ARM ----------------------------------------------------------
Effect: Pass and Shot stats decrease more slowly as ball travels through water.
Cost:   30 HP
Notes:  - Must be won as a league or tournament prize (no Techcopy).


--------- GOOD MORNING! -------------------------------------------------------
Effect: Random stat increase after a player is woken up by a certain status
        attack, 50% of the time.
Cost:   180 HP
Notes:  - Stats increased depend on the attack type used to wake player up.
        - HP and Speed cannot be increased.
        - Must be won as a league or tournament prize (no Techcopy).


--------- GRIP GLOVES ---------------------------------------------------------
Effect: Reduces chance of goalie dropping the ball.
Cost:   30 HP
Boost:  Shot +3


--------- HI-RISK -------------------------------------------------------------
Effect: All player's stats (except HP and Speed) are halved in exchange for
        double Experience at the end of the half.
Cost:   300 HP
        - Must be won as a league or tournament prize (no Techcopy).


--------- INVISIBLE SHOT ------------------------------------------------------
Effect: Ball may become invisible before reaching the goal, and if Shot is
        still greater than zero, there is a 60% chance you will get to manually
        aim the shot.
Cost:   220 HP
Boost:  Shot +3
Notes:  - Use analog stick or directional pad to aim the ball.


--------- JECHT SHOT ----------------------------------------------------------
Effect: Knocks out up to two defenders before taking a shot.
Cost:   120 HP
Boost:  Shot +5
Notes:  - Must be won by completing S.S. Winno minigame (no Techcopy).


--------- JECHT SHOT 2 --------------------------------------------------------
Effect: Knocks out up to four defenders before taking a shot.
Cost:   999 HP
Boost:  Shot +10
Notes:  - Must be won as a league or tournament prize (no Techcopy).
        - Tidus must learn his three key techs before he can learn this tech.


--------- NAP PASS ------------------------------------------------------------
Effect: Inflict Nap status on an blocking opponents 30% of the time.
Cost:   40 HP
Boost:  Pass +3


--------- NAP PASS 2 ----------------------------------------------------------
Effect: Inflict Nap status on an blocking opponents 60% of the time.
Cost:   200 HP
Boost:  Pass +5


--------- NAP PASS 3 ----------------------------------------------------------
Effect: Inflict Nap status on an blocking opponents 100% of the time.
Cost:   510 HP
Boost:  Pass +7


--------- NAP SHOT ------------------------------------------------------------
Effect: Inflict Nap status on an goalie 40% of the time if Shot reaches zero,
        or goalie catches the ball.
Cost:   45 HP
Boost:  Shot +3


--------- NAP SHOT 2 ----------------------------------------------------------
Effect: Inflict Nap status on an goalie 70% of the time if Shot reaches zero,
        or goalie catches the ball.
Cost:   80 HP
Boost:  Shot +5


--------- NAP SHOT 3 ----------------------------------------------------------
Effect: Inflict Nap status on an goalie 100% of the time if Shot reaches zero,
        or goalie catches the ball.
Cost:   350 HP
Boost:  Shot +7


--------- NAP TACKLE ----------------------------------------------------------
Effect: Inflict Nap status on an opponent 40% of the time when tackling.
Cost:   40 HP
Boost:  Attack +3


--------- NAP TACKLE 2 --------------------------------------------------------
Effect: Inflict Nap status on an opponent 70% of the time when tackling.
Cost:   90 HP
Boost:  Attack +5


--------- NAP TACKLE 3 --------------------------------------------------------
Effect: Inflict Nap status on an opponent 100% of the time when tackling.
Cost:   180 HP
Boost:  Attack +7


--------- PILE VENOM ----------------------------------------------------------
Effect: Player's Venom techs will reduce HP at a greater rate than normal Venom
        status would.
Cost:   30 HP
Notes:  - Must be won as a league or tournament prize (no Techcopy).


--------- PILE WITHER ---------------------------------------------------------
Effect: Player can reduce the stats of opposition players more than once using
        a Wither tech.
Cost:   70 HP
Notes:  - Must be won as a league or tournament prize (no Techcopy).


--------- REGEN ---------------------------------------------------------------
Effect: Regenerates HP four times faster when not in possession of the ball.
Cost:   50 HP
Notes:  - Must be won as a league or tournament prize (no Techcopy).


--------- SPHERE SHOT ---------------------------------------------------------
Effect: Randomly increases Shot strength.
Cost:   180 HP
Boost:  Shot +3
Notes:  - Press X to select how much Shot stat is increased.


--------- SPIN BALL -----------------------------------------------------------
Effect: Goalie will drop the ball 70% of the time if they block the shot.
Cost:   30 HP


--------- SUPER GOALIE --------------------------------------------------------
Effect: Catch stat randomised 60% of the time after opposition takes a shot.
Cost:   30 HP+
Notes:  - Press X to select how much Catch stat is increased.


--------- TACKLE SLIP ---------------------------------------------------------
Effect: Evade tackle 40% of the time.
Cost:   40 HP
Notes:  - Disorientated players cannot dodge further tackles in the current
          encounter, and may lose their first tech for the rest of the half.


--------- TACKLE SLIP 2 -------------------------------------------------------
Effect: Evade tackle 80% of the time.
Cost:   170 HP
Notes:  - Disorientated players cannot dodge further tackles in the current
          encounter, and may lose their first tech for the rest of the half.


--------- TECH FIND -----------------------------------------------------------
Effect: Allow a player to learn a tech they cannot normally learn.
Notes:  - Cannot be used to learn Jecht Shot, Jecht Shot 2, or Aurochs Spirit.
        - Must be won as a league or tournament prize (no Techcopy).


--------- VENOM PASS ----------------------------------------------------------
Effect: Inflict Venom status on an blocking opponents 30% of the time.
Cost:   40 HP
Boost:  Pass +3


--------- VENOM PASS 2 --------------------------------------------------------
Effect: Inflict Venom status on an blocking opponents 60% of the time.
Cost:   120 HP
Boost:  Pass +5


--------- VENOM PASS 3 --------------------------------------------------------
Effect: Inflict Venom status on an blocking opponents 100% of the time.
Cost:   250 HP
Boost:  Pass +7


--------- VENOM SHOT ----------------------------------------------------------
Effect: Inflict Venom status on an goalie 40% of the time if Shot reaches zero,
        or goalie catches the ball.
Cost:   20 HP
Boost:  Shot +3


--------- VENOM SHOT 2 --------------------------------------------------------
Effect: Inflict Venom status on an goalie 70% of the time if Shot reaches zero,
        or goalie catches the ball.
Cost:   35 HP
Boost:  Shot +5


--------- VENOM SHOT 3 --------------------------------------------------------
Effect: Inflict Venom status on an goalie 100% of the time if Shot stat reaches
        zero, or goalie catches the ball.
Cost:   100 HP
Boost:  Shot +7


--------- VENOM TACKLE --------------------------------------------------------
Effect: Inflict Venom status on an opponent 40% of the time when tackling.
Cost:   30 HP
Boost:  Attack +3


--------- VENOM TACKLE 2 ------------------------------------------------------
Effect: Inflict Venom status on an opponent 70% of the time when tackling.
Cost:   70 HP
Boost:  Attack +5


--------- VENOM TACKLE 3 ------------------------------------------------------
Effect: Inflict Venom status on an opponent 100% of the time when tackling.
Cost:   160 HP
Boost:  Attack +7


--------- VOLLEY SHOT ---------------------------------------------------------
Effect: Player automatically takes a shot 50% of the time if the ball is
        fumbled by opponents, or not caught by opposition goalie.
Cost:   10 HP


--------- VOLLEY SHOT 2 -------------------------------------------------------
Effect: Player automatically takes a shot 75% of the time if the ball is
        fumbled by opponents, or not caught by opposition goalie.
Cost:   40 HP


--------- VOLLEY SHOT 3 -------------------------------------------------------
Effect: Player automatically takes a shot 100% of the time if the ball is
        fumbled by opponents, or not caught by opposition goalie.
Cost:   250 HP


--------- WITHER PASS ---------------------------------------------------------
Effect: Inflict wither status on an blocking opponents 30% of the time.
Cost:   40 HP
Boost:  Pass +3


--------- WITHER PASS 2 -------------------------------------------------------
Effect: Inflict wither status on an blocking opponents 60% of the time.
Cost:   180 HP
Boost:  Pass +5


--------- WITHER PASS 3 -------------------------------------------------------
Effect: Inflict wither status on an blocking opponents 100% of the time.
Cost:   440 HP
Boost:  Pass +7


--------- WITHER SHOT ---------------------------------------------------------
Effect: Inflict wither status on an goalie 40% of the time if Shot reaches
        zero, or goalie catches the ball.
Cost:   30 HP
Boost:  Shot +3


--------- WITHER SHOT 2 -------------------------------------------------------
Effect: Inflict wither status on an goalie 70% of the time if Shot reaches
        zero, or goalie catches the ball.
Cost:   180 HP
Boost:  Shot +5


--------- WITHER SHOT 3 -------------------------------------------------------
Effect: Inflict wither status on an goalie 100% of the time if Shot reaches
        zero, or goalie catches the ball.
Cost:   390 HP
Boost:  Shot +7


--------- WITHER TACKLE -------------------------------------------------------
Effect: Inflict wither status on an opponent 40% of the time when tackling.
Cost:   8 HP
Boost:  Attack +3


--------- WITHER TACKLE 2 -----------------------------------------------------
Effect: Inflict wither status on an opponent 70% of the time when tackling.
Cost:   80 HP
Boost:  Attack +5


--------- WITHER TACKLE 3 -----------------------------------------------------
Effect: Inflict wither status on an opponent 100% of the time when tackling.
Cost:   250 HP
Boost:  Attack +7



===============================================================================
          7. Celestial Weapons                               [07CSLW]
===============================================================================


The Celstial Weapons sidequest is one of the largest and mostimportant of all.
If you want to have a chance of beating the many difficult optional bosses in
the game, you are going to need some heavy firepower. The Celestial Weapons are
the key to victory in many battles.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.1. Celestial Mirror                              [07CSMR]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


From the airship, select the the Calm Lands as your destination. From where you
land, walk DIRECTLY south. Talk to the woman on the Chocobo at the Calm Lands.
Tell her you'd like to rid a Chocobo, and then that you'd like to train one. Do
the first race, and then the Chocobo is yours to do as you will. Head all the
way back to the entrance of the Calm Lands. However, run straight past them,
and you'll come to a part of the ground that isn't level with the one next to
it. What's that on the ground? A Chocobo Feather! You know that that means.
Press X on it, and your chocobo will jump the gap. Dismount your chocobo, and
walk through the recess in the stone.

Walk back around to the right side, then attempt to mount the chocobo. Select
"How do I ride?" for a rundown on how things work. All you have to do is win
the race first time, and that's a very simple thing to do. Now select "Ride!".

The purple X's on the mini-map represents possible chests that you can open.
The yellow square represents the chocobo you are racing. For this race, just go
left at the first fork in the road, then take the next right. The chest will be
opened, and your chocobo will do a large jump to give you an easy win. When you
land, go left at the intersection with the yellow pole, and follow the path
around. You get the CLOUDY MIRROR as a reward, another vital item. Now, it must
be powered up.

Go to Macalania Forest. Here you will find a woman and a young boy. Talk to
them. It seems the father is missing. He can be found in the place that your
characters woke up from the day after the Bevelle incident. That is, head back
to the entrance of the Calm Lands, but take the second northern turn-off. Talk
to the man, and tell him where his family are. Go back to the entrance of
Macalania. Now the boy is missing (ugh). So take the sparkling path to the left
and you'll find him. Talk to him. See that big round weird looking thing? It
asks if you would like to use the Cloudy Mirror. Say yes. It will convert it to
the CELESTIAL MIRROR.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.2. Weapon Activation                             [07WPNA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


So you have the Celestial Mirror, the Celestial Weapons and the sigils and/or
crests. How do I power them up? First, return to the glittering path in
Macalania Forest where the Cloudy Mirror was powered up into the Celestial
Mirror. It's at the top of an insersection that seems to lead nowhere, and
there is an odd looking plant. Interact with the plant by pressing X and
present your weapons, sigils, and crests. It will do the rest.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.3. Tidus' Caladbolg                              [07CDBG]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--- Auto-Abilities ------------------------------------------------------------

The Calabolg possesses a number of abilities that make it truly unique. Apart
from having Break Damage Limit, Triple Overdrive, Evade & Counter, and Magic
Counter, it has the innate ability to ignore enemy Defence when Tidus' HP is
full. As his HP drops, the percentage of damage Tidus can inflict also drops,
according to the enemy's Defence.

--- Weapon --------------------------------------------------------------------

Found in the north of the Calm Lands, guarded by a man. It is right on the edge
of the cliff, and a little pathway leads down from the normal ground level to
bring you down the side of the cliff face. There is a small compartment on the
wall, and this thing contains the Caladbolg. Beat the Catcher Chocobo (you only
need to beat her, not get under 0:0.0) and he will move. Leave the Calm Lands
however, and you will need to beat her again to make him move.

--- Sun Crest -----------------------------------------------------------------

Found at the place you fought Yunalesca, near the back step. Make sure you pick
this after right after you defeat her, or else Dark Bahamut will be in your way
the next time you return there. You need to go up the left stairs for it to
appear after you beat her. If you have to beat Dark Bahamut first, you won't
need to do anything special - the chest will be right there.

--- Sun Sigil -----------------------------------------------------------------

Obtain this by getting a time of less than 0:0.0 (and win) when you race the
Calm Lands chocobo lady. You need to collect ballons to lower your overall
time. Make sure you avoid the birds, as they slow you down. Before you can get
to this stage however, you must successfully complete "Wobbly Chocobo", "Dodger
Chocobo" and "Hyper Dodger Chocobo". Getting this sigil can be quite tricky,
but don't let it get you down too much. I got it in my first few tries, so
there's nothing saying that you can't do the same. It should be noted that you
don't actually have to make the chocobo go forward, it moves by itself. All you
have to do is steer.

WOBBLY CHOCOBO: Very easy to finish. All you have to do is correct the heading
of your chocobo when it isn't facing forward any more. Make sure to run between
the Chocobo and the lady, and this is an simple challange.

DODGER CHOCOBO: Much harder, but still quite possible to complete in the first
few attempts. Steer clear from any blitzballs coming at you. The way I do this
is by picking a side, then commiting to it. I will have my chocobo start off
straight, then go slightly to the right to avoid the first ball. I turn a
little further left to avoid the second ball, then I weave back inside to dodge
the third. I use this zig-zag pattern the whole way through. Not too difficult.

HYPER DODGER CHOCOBO: In my opinion, this is the hardest of the lot. Here you
have birds AND blitzballs (which "break" into four before hitting the ground)
coming at you. There is no guaranteed strategy I can give you for this race, it
all comes down to luck and experience. Continue to employ the weaving method to
stay out of harm's way. You can reach the finish line in time even if you are
hit once or twice.

CATCHER CHOCOBO: You need to collect ballons to reduce your time BELOW 0:0.0
(not equal to it!). Each ballon you collect removes three seconds from your
final time. The balloons are set up in a random fashion, and is different each
time you try the challenge. 

Any birds you strike add to the time, and they slow you down. Dodging the birds
is really quite simple once you get the hang of it, although there are some
elements of luck involved too. I have found the most effective way to get
through the stage with few-to-no collisions is to move out of the bird's path
just before it hits you.

No birds appear as you go down the first slope, so use this time to muscle in
on as many balloons you can get. One thing really must stress is that you put
dodging birds BEFORE getting balloons. You won't get close if you just try to
get all the balloons by throwing caution into the wind. This is why it is so
important to have good balloon placement to start off with, and to start the
race well. You need to take full advantage of all the easy balloons.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.4. Yuna's Nirvana                                [07NRVA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--- Auto-Abilities ------------------------------------------------------------

The Nirvana possesses a number of abilities that make it truly unique. Apart
from having Break Damage Limit, Triple Overdrive, Double AP, and One MP Cost,
it has the innate ability to ignore enemy Defence when Yuna's MP is full. As
her MP drops, the percentage of damage Yuna can inflict also drops, according
to the enemy's Defence.

--- Weapon --------------------------------------------------------------------

You get the Nirvana when you have captured at least one of every capturable
monster in the Calm Lands. Go back to the Monster Arena and talk to the guy,
and he will reward you for your efforts with a chest in the very same screen.
Of course, you need to Celestial Mirror to open the chest.

--- Moon Crest ----------------------------------------------------------------

The Moon Crest can be found in Besaid Beach, near the place where Tidus was
struck with a Blitzball at the start of the game. Swim out into the water and
then head east (or too the right of the clearly visible beach). Swim around the
coastline until you find yourself on a hidden beach with a chest. The chest
contains the MOON CREST.

--- Moon Sigil ----------------------------------------------------------------

Getting Yuna's Sigil is a simple but somewhat longish task. You may have
difficulties if you missed a destruction sphere prize in one of the temples and
can no longer get Anima without facing Dark Valefor and/or Dark Shiva. Hence,
you may need to level up significantly with you other characters to defeat them
and continue your Celestial Weapon quest.

Head to Remiem Temple, and you will find Belgemine inside. She offers you a
final chance to battle her. In fact, she won't leave here until you do. In
order to face her aeons, you need to have acquired the aeon yourself. So before
you can face Anima, Yojimbo, or the Magus Sisters, you need to  unlock them.
See the respective sections for details on how to do this.

When you are ready, walk over to Belgemine and select the aeon you wish you
fight. You are forced to fight each in order, and after you defeat one, a new
one becomes available for battle. Remember that you cannot summon the same aeon
you are fighting.

All of Belgemine's aeons have more than 9999 HP, so do not be fooled into
thinking you are out of your depth. Both Anima and Yojimbo should be strong
enough to take down anything Belgemine has to offer, but I recommend mixing
things up a bit for entertainment. No strategies here, just make sure Yuna is
half-decently levelled and this isn't even a contest.

Upon defeating each aeon, Belgemine will give you a number of items. Generally
speaking, there is enough to teach one aeon a certain ability. Unless Anima
already knows it, I recommend teaching them all to her. You also get items
for defeating Belgemine's aeons successive times, but they are crappy, general
things (like Power Spheres). Here's a quick list of what you can score:

VALEFOR:       Lightning Gem x4    (teaches Thundaga)
IFRIT:         X-Potion x20        (teaches Cura)
IXION:         Chocobo Feather x10 (teaches Haste)
SHIVA:         Mega-Potion x60     (teaches Curaga)
BAHAMUT:       Flower Sceptre      (required to unlock the Magus Sisters)
YOJIMBO:       Shadow Gem x8       (teaches Demi)
ANIMA:         Stamina Spring x60  (teaches Power Break)
MAGUS SISTERS: Shining Gem x40     (teaches Flare)

Once you defeat all of Belgemine's aeons, you are going to have to perform a
summoner's duty in order to progress. That means selecting the positive answer
when given an important choice. If not, you will have to defeat the Magus
Sisters again. Doing this will net you the MOON SIGIL.

--- Aeon Power-Up -------------------------------------------------------------

By powering up the Nirvana with at least the Moon Crest, Valefor can break the
damage limit, achieving up to a maximum of 99999 damage per attack.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.5. Auron's Masamune                              [07MSMN]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--- Auto-Abilities ------------------------------------------------------------

The Masamune possesses a number of abilities that make it truly unique.
Apart from having Break Damage Limit, Triple Overdrive, Counterattack, and
First Strike, it has the innate ability to ignore enemy Defence when Auron's
HP is LOW. As his HP increases, the percentage of damage Auron can inflict
drops, according to the enemy's Defence.

--- Weapon --------------------------------------------------------------------

Make your way towards the Cavern of the Stolen Fayth. Head into the valley, and
instead of going into the Cavern, walk right and go along the path until
you find a sword between two pillars of stone. Press X on it, and pull it out.
Next, go to Mushroom Rock Road, and take the path you were forbidden to take
during Operation Mi'ihen. Find the statue of Mi'ihen by taking the first left
down on this path. Use the platform, and you will see a statue when you reach
the higher ground. Examine the statue by pressing X. The sword will be placed
in the ground, and the Masamune will appear.

--- Mars Crest ----------------------------------------------------------------

Found right at the end of the Mi'ihen Highroad, Oldroad. You might have been
pushed down there during your fight with Earth Eater. To get there, take the
path north from the Travel Agency on the Mi'ihen Highroad. Follow it all the
way around until you reach an area full of cages. Here there are a number of
possible ways to go. Take the road parallel to the one you just came down (and
not the path that leads to Mushroom Rock). Head right to the end of this path,
and you'll find the Mars Crest in a chest.

--- Mars Sigil ----------------------------------------------------------------

Unlock 10 Area/Species Creations (it can be a mixed variety of each, that is,
seven Species Creations and three Area Creations, or five of each). Original
Creations do not count towards this total. Obviously, this requires extensive
monster capturing. The easiest way to get all the monsters is to unlock Area
Creations by simply catching at least one of each fiend from the easy areas.
You will almost certainly indirectly unlock certain Species Creations while
your at it, meaning your total will quickly rise.

--- Aeon Power-Up -------------------------------------------------------------

By powering up the Masamune with at least the Mars Crest, Yojimbo can break the
damage limit, achieving up to a maximum of 99999 damage per attack.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.6. Wakka's World Champion                        [07WDCH]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--- Auto-Abilities ------------------------------------------------------------

The World Champion possesses a number of abilities that make it truly unique.
Apart from having Break Damage Limit, Triple Overdrive, Evade & Counter, and
Double AP, it has the innate ability to ignore enemy Defence when Wakka's HP is
full. As his HP drops, the percentage of damage Wakka can inflict also drops,
according to the enemy's Defence.

--- Weapon --------------------------------------------------------------------

Win five games of Blitzball and you can obtain it from the bartender in the
Luca cafe (where you "lost" Yuna). All you have to do is talk to him, and he'll
hand it over, assuming you have the Celestial Mirror in your possession.

--- Jupiter Crest -------------------------------------------------------------

Found in the second locker from the back, on the right, in the Besaid Aurochs
change room, located at Luca. To get there, just find the main desk near the
entrance to the stadium. Take the path on the right side. It can only be
obtained after your battle with Spherimorph.

--- Jupiter Sigil -------------------------------------------------------------

First, you need to obtain all of Wakka's Overdrive's before you get his Sigil.
Then it will be listed as first prize in a Blitzball tournament or League.
Don't worry if you don't win it the first time, it will show up again some
other time. Here's a list of how you get the Jupiter Sigil. You get the prizes
in this order:

- Attack Reels can be won from a tournament (no battle requirement).
- Status Reels can be won from a league (250 battles need to be fought).
- Auroch Reels can be won from a tournament (450 battles need to be fought).
- Jupiter Sigil can be won from a league (no battle requirement).

--- Aeon Power-Up -------------------------------------------------------------

By powering up the World Champion with at least the Jupiter Crest, Ifrit can
break the damage limit, achieving up to a maximum of 99999 damage per attack.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.7. Kimahri's Spirit Lance                        [07SPRT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--- Auto-Abilities ------------------------------------------------------------

The Spirit Lance possesses a number of abilities that make it truly unique.
Apart from possessing Break Damage Limit, Triple Overdrive, Evade & Counter,
and Double AP, it has the innate ability to ignore enemy Defence when Kimahri's
HP is full. As his HP drops, the percentage of damage Kimahri can inflict also
drops, according to the enemy's Defence.

--- Weapon --------------------------------------------------------------------

You need to pray at three glowing Qactuar stones at the Thunder Plains by
pressing Square when standing in front of them. It only works when they are
glowing, however. Then, you need to find a half-built lightning tower.
Apparently, you are supposed to follow the green Qactuar ghost, but they never
cease to confuse me, so I just look for the tower itself. It can be found in
the first section of the Thunder Plains, on the right side. When you locate it,
press Square near it and a chest will appear.

--- Saturn Crest --------------------------------------------------------------

Behind one of the large stone pillars on Mt. Gagazet, in the little area found
right after beating Flux. To be precise, it's behind the fourth column on the
left side.

--- Saturn Sigil --------------------------------------------------------------

You need to go butterfly catching in Macalania Woods. This can be done before
and after gaining the airship, but you won't be able to receive the Saturn
Sigil until after you get access to the airship. So save yourself the
frustration and don't bother playing it until that happens.

The basic premise is that you need to catch seven butterflies in two separate
screens. However, in order to get the Saturn Sigil, you need to complete one
before the other, or else you will have to redo it. Touch the blue butterflies,
but avoid the red ones. Touch the red, and you initiate a battle, as well as
lose precious time. Don't worry, you won't get into any random encounters while
this minigame lasts.

To start the minigame, talk to the bird-guy with the harp and then touch the
nearby butterfly. However, after you finish this catching session, DON'T LEAVE
THE SCREEN! You need to be careful not to run into the next area after you nab
the last butterfly, or else you will have to redo this part. After you get all
seven blue butterflies, walk back along the path to find a chest containing a
TELEPORT SPHERE. Follow this path until you meet up with the bird-guy again,
and walk past him, until you reach a new screen.

This catch is much more difficult. You can get away with one, and if you're
lucky, maybe even two battles from touching a red butterfly. You can find the
butterfly not far along the path. You should note that when you first start
this section, to get the first blue butterfly you need to go back just a little
from where you just came (near the green square on the mini-map).

--- Aeon Power-Up -------------------------------------------------------------

By powering up the Spirit Lance with at least the Saturn Crest, Ixion can break
the damage limit, achieving up to a maximum of 99999 damage per attack.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.8. Lulu's Onion Knight                           [07ONKT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--- Auto-Abilities ------------------------------------------------------------

The Onion Knight possesses a number of abilities that make it truly unique.
Apart from having Break Damage Limit, Triple Overdrive, Magic Booster, and One
MP Cost, it has the innate ability to ignore enemy Defence when Lulu's MP is
full. As her MP drops, the percentage of damage Lulu can inflict also drops,
according to the enemy's Defence.

--- Weapon --------------------------------------------------------------------

Found in a treasure chest in the water under which Baaj Temple is submerged.
However, you can only get it after you defeat Geosgaeno. After the battle, go
south, according to the mini-map. Now, for a moment, assume the circle is a
clock. Find the spot on the mini-map that would represent the hour hand if it
was about 6:30. You can't actually see anything from the main camera view, but
when you get into the correct position, it will shift. When this happens, dive
down slighty the right and the Celestial Mirror will react. In this chest the
ONION KNIGHT resides.

--- Venus Crest ---------------------------------------------------------------

Found at the Farplane in Guadosalam. Chances are it will be your first visit,
so you will meet up with Tromell as soon as yu arrive. You can talk to him a
couple times, then he also makes for the Farplane.

--- Venus Sigil ---------------------------------------------------------------

Dodge 200 lightning bolts at the Thunder Plains. Long and boring task, and in
my opinion, the worst of all the Celestial Weapon minigames. Depending what
area of the Thunder Plains you are in, there are different strike rates. If
you're like me, you'll want to get this over and done with as soon as possible.

I find the best place to attempt this is in an area to the left, just beyond
the Travel Agency. After you leave the Agency (beam down there from the
airship, if you like), walk north a little ways until the camera starts to
move. Stay on the left here, and hold your position. Press X when the screen
flashes white for an instant, and you should dodge the strike. Then just walk
back to your original position. Keep doing this for over half an hour, and you
should be set.I recommend that you count each strike, but count up to about
250, just to be sae (on occasion, I've miscounted big time, so it's better to
be safe than to be sorry).

Remember, if you walk to close to a lightning tower, change screens, or save,
the counter will be reset, and you will have to start dodging again from the
start. What's more, constantly mashing X or using a turbo controller will cause
you to be struck by lightning, no matter what, you cheat. Lastly, you CAN pause
the game. I recommend having a one minute break this every five minutes or so.
This keeps you fresh, but isn't enough to get you out of the groove.

You get rewards based on the amount of strikes that you dodge. These rewards
can be picked up from a chest outisde the Travel Agency. If you haven't done
anything new to get a reward, then the chest won't appear. You cannot get these
items more than once. If you happen to dodge, say, 50 strikes, right off the
bat, then you will not miss out on anything. Just keep reopening the chest to
receive all the rewards. Once the chest stays open, you have obtained the last
set of items, for the meantime, at least.

Here's a quick list of what you can expect to score by dodging the repsective
number of bolts...

5:  X-Potion x2         50:  Strength Sphere x3      150: Megalixir x4
10: Mega-Potion x2      100: HP Sphere x3            200: Venus Sigil
20: MP Sphere x2

You also recieve a bonus for letting the lightning strike you a certain number
of times. You get an ETHER for being struck 30 times, and an ELIXIR for getting
hit 80 times. The rewards aren't nearly as cool, but it's something.

--- Aeon Power-Up -------------------------------------------------------------

By powering up the Onion Knight with at least the Venus Crest, Shiva can break
the damage limit, achieving up to a maximum of 99999 damage per attack.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          7.9. Rikku's Godhand                               [07GDHD]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--- Auto-Abilities ------------------------------------------------------------

The Godhand possesses a number of abilities that make it truly unique. Apart
from having Break Damage Limit, Triple Overdrive, Double AP, and Gillionaire,
it has the innate ability to ignore enemy Defence when Rikku's HP is full. As
her HP drops, the percentage of damage Rikku can inflict also drops, according
to the enemy's Defence.

--- Weapon --------------------------------------------------------------------

Enter the password "GODHAND" (it is case sensitive) into the NavMap of the
airship. Pick the new location from the destination list, and you will find it
in a chest in the north-west corner.

--- Mercury Crest -------------------------------------------------------------

Inside a chest found in Saunbia Desert: West. It can be found by heading north
in this screen, then taking an off-shoot path leading to the left.

--- Mercury Sigil -------------------------------------------------------------

You need to stop the sandstorm in order to obtain the Mercury Sigil. Do this by
finding the ten Cactuars guarding the switch. Once you do, you then need play a
hide-and-seek minigame with them. The basic premise is simple, only approach
the Cactuar when it's back is turned. Once you get close enough, the minigame
ends and you will have to do battle with the Cactuar. I recommend using Capture
weapons for this part, as it saves you from having to search for these guys
later on (they are quite rare).

Defeat them in combat (you don't even have to beat them, just fight them!), and
you will be awarded with said Cactuar's personalised sphere. This must be taken
back to the large stone from which you started, and placed in the proper slot.

However... if you are unable to catch the Cactaurs without being seen, you will
instead be awarded with the "Sphere del Perdedor", which can be placed in the
altar recess also. It is the same as scoring the Cactaur's personalised sphere,
only that each Sphere del Perdedor you recieve lowers the level of prize you
get at the end of this long and tedious sidequest. But don't worry, as all of
the prizes really suck anyway. Considering the time it takes to complete this
challenge, there is little point in restarting if you fail to the personalised
sphere of any Cactuar.

To initiate the challenge, find the large stone in the fourth screen, located
in the south-east. After you obtain a glyph sphere, you must take it back to
the stone recess and place it in it's proper slot. Only then will you be able
to continue looking for his (or her) friends.

You may return to the large stone with the sphere recesses at any time for a
clue to where you might find a specific Cactuar, however the clues are often
crytic and can can apply to a large part of an already large desert. So to save
both of us the time of solving the clues the way nature (or rather, Square)
intended, here is a quick list of where to find the little bastards. Note that
they must be captured in order.

 1. TOMAY:    Oasis, near the SAVE SPHERE (first area).
 2. ROVIVEA:  Running around in the western side-path of Sanubia Desert: East.
 3. CHAVA:    Press X when facing the Al Bhed "20% off sign" and you'll find
              him (fourth area).
 4. ALEK:     Hiding in the Ruins (third area).
 5. ALOJA:    With Alek.
 6. VACHELLA: Try to use the SAVE SPHERE in the second area to find him.
 7. ROBEYA:   Inside a treasure chest found at the south-western corner of the
              third area.
 8. ISRRA:    In one of the pits you fought a Sandragora on your first time
              through the Sanubia Desert (fourth area).
 9. ELIO:     Oasis, then goes up to the airship roof (if you haven't fought
              "Overdrive Sin" yet, you will be forced to battle Sin first).
10. FLAILE:   Appears at the Cactuar Glyph Altar, after successfully obtaining
              and placing all the spheres in their respective recess.

Once you have received Flaile's sphere and plonked it in the last altar recess,
the sandstorm will subside, and you can now enter the mysterious new area. One
of the chests contains the MERCURY SIGIL, the reason you came here. The other
contains your prize, if indeed you earned one. One to two spheres nets you a
POTION, up to five and you score an ELIXIR, up to seven and you take home a
MEGALIXIR, and for up to nine you receive a FRIEND SPHERE.



===============================================================================
          8. Monster Arena                                   [09MNSR]
===============================================================================

The Monster Arena is located in the Calm Lands. To find it, go pretty much
directly east from the Travel Agency in the centre. It's accessed by a crack in
the rockface along the eastern wall.

It was established many years ago by Mi'ihen as a training facility for the
Crusaders. But, it seems, the guy has made a boo-boo and all the monsters that
were inside escaped. So, he asks you if you would be willing to capture a new
set for him. Obviously, in order to proceed, you need to choose "Yes".

The capture quest forms a large part of the sidequests in FFX, and when you
capture certain amounts of varying monsters, the arena manager will make new
monsters for you to fight. Each time you unlock a new monster, you are given an
item reward. These are EXTREMELY useful.

As you can see, the arena sidequest is one that just can't be ignored, so your
best bet is to start as soon as possible - in other words, the first time you
reach the Calm Lands.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          8.1. Basics                                        [08BASC]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You will need to capture a certain amount of monsters in order to unlock new
creations at the Monster Arena. Most monsters you encounter during the course
of the game are possible to catch. Fiends from the Via Purifico, machina, magic
pots, Dark Aeons, opponent aeons (like Yojimbo in the Cavern of the Stolen
Fayth), and certain others cannot be captured. If you try to capture them, you
will get a message on the help bar telling you that you can't.

The maximum number you may capture of each type is ten. Once you capture 10 of
a certain fiend, they will no longer just flash and disappear, they will just
explode into a bunch of pyreflies.

To capture monsters, you need a special type of weapon. A weapon with the
"Capture" ability on it. There is no possible way to customise it yourself. But
never fear, because the old man at the Monster Arena will sell them to you.
Cheaper than usual too! Although let's face it, we have no idea what they
normally cost...

Anyway, after capturing certain amounts, you get rewarded with both a handy
bunch of items, and a new arena creation that you can fight. Best thing is,
these enemies usually drop some handy items themselves after you defeat them.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          8.2. Tips                                          [08TIPS]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Monster Arena sidequest is not as hard as many are led to believe. Here is
a short list of handy tips that you may see in some of the strategies. They
should work well for the majority of battles.

- You absolutely need to have all your characters outfitted with armour
  containing three vital abilities: Auto-Haste, Auto-Phoenix, and Auto-Protect.
  These three things will make your party invincible against a good deal of
  Monster Arena foes.

- Your characters don't need fantastic stats for many of the creations. They
  only need half-decent stats. It helps if Tidus, Wakka, and Auron each have a
  Strength stat greater than 70, done by taking all three down Auron's and/or
  Wakka's path on the Sphere Grid. Their HP should be above 5000, with okay
  Defence, too. Yuna is the most important to raise, so take her down Auron's
  path. This is not optional, it's necessary.

- Many enemies are susceptible to Armour Break. This is a BIG advantage to you.
  There is a catch, though. It's almost always not enough to just use the
  "Armour Break" skill, you need to inflict it in one of three ways to
  guarantee success against foes who have resistance. The first is to use
  Auron's Banishing Blade Overdrive, making sure to input the button sequence
  correctly. You can also Mix two Power Spheres for Frag Grenade. Lastly, you
  can just "Use" any Frag Grenades you have in your inventory.

- Celestial Weapons make life easier. Any that you have (even ones that have
  only been powered up with the Crest) help just that little bit. I suggest
  getting the Celestial Weapons of Tidus, Wakka, and Auron before beginning.
  Check the Celestial Weapons section for more details.

- Have all the aeons before you get started. Anima and the Magus Sisters are
  particularly potent, and if Yuna has even half decent stats (Strength is the
  most important), they can win a lot of battles quite easily.

- Use aeons! Anima and the Magus Sisters are very powerful once Yuna has decent
  Strength. Using Overdrives on Armour Broken enemies is an easy way to defeat
  the enemy standing before you. It also helps in getting that Overkill, which
  yields double items and AP.

- Teach Quick Hit, Use, Cure/Cura/Curaga, Entrust, Esuna, and Dispel to
  everyone you use regularly. Auto-Life is a must for at least one character
  (probably Yuna, Lulu, or Kimahri), and an asset to anyone else. These
  abilities will come in handy quite often. Abuse Quick Hit with Auto-Haste as
  often as you can, but save some MP just in case you are forced to use another
  ability.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          8.3. Area Conquest                                 [08AREA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
ENEMY: Stratavis | 320000 HP | WEAKNESSES: Armour Break, Power Break, Slow
-------------------------------------------------------------------------------
- Throw a Silver Hourglass or Gold Hourglass to inflict Slow. Follow with
  Banishing Blade to inflict Full Break.
- After Stratavis uses "Charging...", have each of your characters defend on
  their last turn before Stratavis gets a move. This will reduce Paean of the
  Heavens to a ridiculous amount.
- Mixing a Trio of 9999 and using it with Attack Reels, Blitz Ace/Slice and
  Dice, elemental gems and level one Black Magic Fury makes this battle even
  more simple. Use Oblivion or Delta Attack for big damage.
-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in Besaid.
REWARD: 99x Stamina Tonic
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Malboro Menace | 640000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- This guy relies heavily on status attacks, which are particularly nasty.
  There's no real way to stop them other than wasting time making new armour,
  so just summon Anima and deliver Oblivion.
-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in Besaid.
REWARD: 99x Poison Fang
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Kottos | 440000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Auto-Haste and Auto-Phoenix are must have abilities.
- Kottos has reasonable Strength, so his attacks will almost certainly KO the
  targetted character. What's worse, is that he counters EVERY attack.
- Consider summoning Anima or the Magus Sisters to deal some mega damage.
-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend on the Mi'ihen Highroad.
REWARD: 99x 99x Soul Spring
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Coeurlregina | 380000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in Mushroom Rock Road.
REWARD: 99x Candle of Life
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Jormungand | 520000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in Djose.
REWARD: 99x Petrify Grenade
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Cactuar King |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Auto-Haste and Auto-Phoenix are must have abilities. First Strike is handy.
- Cactuar King is very difficult to hit, even for Wakka. Mix a Trio of 9999 and
  use Attack Reels.
-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in the Thunder Plains.
REWARD: 99x Chocobo Wing
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Espada |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in Macalania.
REWARD: 60x Shining Gem
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Abyss Worm |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend on Bikanel Island.
REWARD: 99x Shadow Gem
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Chimerageist | 120000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Start with Haste/ga. NulShock, NulBlaze, and NulTide are sufficent to at
  least stop Chimerageist's elemetanl attacks.
- Have Rikku Mix Trio of 9999, then follow up with Attack Reels, Blitz Ace,
  Slice and Dice, elemental gems, or Fury for big damage and an easy win.
-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in the Calm Lands.
REWARD: 60x Farplane Wind
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Don Tonberry | 540000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Auto-Haste and Auto-Phoenix are must have abilities.
- Don's Karma does damage based on the number of enemies that the targetted
  character has killed during the game, multipled by 100. For your stronger
  characters, this damage will become quite significant. Haste is useless
  because you will be constantly KOed. That's where Auto-Phoenix and Auto-Haste
  come into play.
- Once Don has moved in close enough, he will stop countering with Karma and
  use Chef's Knife on regular turns. Auto-Phoenix is still your friend here.
- Anima's Oblivion or the Magus Sisters Delta Attack deal massive damage, but
  the aeons themselves won't last long thanks to Voodoo.
-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in the Sunken Cave.
REWARD: 40x Silver Hourglass
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Catoblepas |  HP | WEAKNESSES: Power, Magic, Armour, and Mental Break
-------------------------------------------------------------------------------
- Auto-Haste and Auto-Phoenix are must have abilities.
- Cast Shell to soften Flare damage, if it makes any difference. Else, just
  rely on Auto-Phoenix. Pop Fly can be reduced with Protect, but again, it may
  not matter.
- Use Banishing Blade for instant Power Break, Armour Break, Magic Break, and
  Mental Break. Use Overdrives to deal big damage in this weakened state.
- Make sure to have Auto-Life on one character at the end of battle to be
  certain you survive Ultima. This can be done with the spell or Rikku's Hyper
  Mighty Guard Mix (Lunar Curtain + Underdog's Secret).
-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend on Mt. Gagazet.
REWARD: Blossom Crown
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Abadon |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend Inside Sin.
REWARD: 99x Lunar Curtain
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Vorban |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least one of every fiend in the Omega Ruins.
REWARD: 60x Designer Wallet
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          8.4. Species Conquest                              [08SPEC]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
ENEMY: Fenrir | 850000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Auto-Haste, Auto-Protect, and Auto-Phoenix are must have abilities.
- If you aren't getting in at least one hit per characters between each of
  Fenrir's turns, then you need to raise your Agility a little.
- Fangs of Hell is an instant KO, regardless of protection. Fangs of Chaos
  tears off 93.75% of a characters CURRENT HP and inflicts Confusion - fix that
  up straight away. Fangs of Ruin is likely also going to KO you. Good thing we
  have Auto-Phoenix.
- Attack Reels and Blitz Ace combined with Trio of 9999 are keys to quick
  victory. The Magus Sisters or Anima are good choices if they have high
  Strength, as their Overdrives on an Armour Broken Fenrir will be devastating.
-------------------------------------------------------------------------------
HOW:    Capture at least three of every wolf-type fiend.
REWARD: 99x Chocobo Feather
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Ornitholestes | 800000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Auto-Haste, Auto-Protect, and Auto-Phoenix are must have abilities.
- Ornitholestes has quite high Evasion, making him hard to hit. Magic is also
  pretty useless.
- Drain Touch absorbs HP from targetted character and heals Ornitholestes.
  Poison Touch inflicts Poison and removes 75% of a character's CURRENT HP.
  Use Evade & Counter weapons to avoid attack!
- Attack Reels, Blitz Ace, Thunder/Blizzard Fury, or Thunder/Ice Gems combined
  with Trio of 9999 are keys to quick victory.
-------------------------------------------------------------------------------
HOW:    Capture at least three of every lizard-type fiend.
REWARD: 99x Stamina Spring
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Pteryx | 100000 HP | WEAKNESSES: Armour Break, Power Break
-------------------------------------------------------------------------------
- First Strike is handy. Vidatu is quite difficult to hit, even for Wakka. Mix
  a Trio of 9999 and use Attack Reels.
-------------------------------------------------------------------------------
HOW:    Capture at least four of every small bird-type fiend.
REWARD: 99x Mega Phoenix
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Hornet | 620000 HP | WEAKNESSES: Armour Break, Power Break
-------------------------------------------------------------------------------
- Auto-Haste and Auto-Phoenix are must have abilities.
- Hornet has very high Agility, meaning you msy not get in many turns for every
  one of his turns. If he is dominating you, try raising your Agility.
- Start with a Frag Grenade or Banshing Blade. Follow up with Trio of 9999. Now
  use Attack Reels, Blitz Ace, Slice and Dice, Fury, even elemental gem.
  Reapply Trio of 9999 when necessary.
-------------------------------------------------------------------------------
HOW:    Capture at least four of every flying insect-type fiend.
REWARD: 99x Mana Tonic
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Vidatu | 95000 HP | WEAKNESSES: Armour Break, Power Break
-------------------------------------------------------------------------------
- First Strike is handy. Vidatu is quite difficult to hit, even for Wakka. So
  just mix a Trio of 9999 and use Attack Reels.
-------------------------------------------------------------------------------
HOW:    Capture at least four of every floating wizard-type fiend.
REWARD: 99x Mana Spring
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: One-Eye | 150000 HP | WEAKNESSES: Armour Break
-------------------------------------------------------------------------------
- First Strike is handy. Vidatu is quite difficult to hit, even for Wakka. So
  just mix a Trio of 9999 and use Attack Reels, followed by Blitz Ace (or Slice
  and Dice).
- If One-Eye does ambush you, summon an aeon to take Shockwave.
-------------------------------------------------------------------------------
HOW:    Capture at least four of every eyeball-type fiend.
REWARD: 60x Stamina Tablet
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Jumbo Flan |  HP | WEAKNESSES: Slow
-------------------------------------------------------------------------------
- Anima needs reasonably high Magic and Magic Defence.
- Summon Anima, and cast both Haste and then Reflect (in that order) on her.
  Then cast Slow off Anima and onto Jumbo Flan.
- Doublecast Flare until you run out of MP, then stick with Pain.
-------------------------------------------------------------------------------
HOW:    Capture at least three of every flan-type fiend.
REWARD: 60x Twin Stars
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Nega Elemental |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least three of every elemental-type fiend.
REWARD: 99x Star Curtain
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Tanket |  HP | WEAKNESSES: Armour Break
-------------------------------------------------------------------------------
- Start off with Banishing Blade or
-------------------------------------------------------------------------------
HOW:    Capture at least three of every helm-type fiend.
REWARD: 99x Gold Hourglass
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Fafnir | 1100000 HP | WEAKNESSES: Power Break, Armour Break
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least four of every dragon-type fiend.
REWARD: 99x Purifying Salt
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Sleep Sprout | 98000 HP | WEAKNESSES: Power Break
-------------------------------------------------------------------------------
Make sure to have a character with First Strike, just in case. Summon an aeon
to take Goodnight if you are ambushed. If your stats are high enough, then one
hit should be more than enough to take this guy down. If not, then Auto-Haste
will help a lot. Now just get Rikku to Mix a Trio of 9999 and use Attack Reels.
-------------------------------------------------------------------------------
HOW:    Capture at least five of every fungus-type fiend.
REWARD: 99x Healing Spring
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Bomb King |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least five of every bomb-type fiend.
REWARD: 60x Turbo Ether
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Juggernaut |  HP | WEAKNESSES: Armour Break, Mental Break, Power Break
-------------------------------------------------------------------------------
Raise Yuna's Strength enough that each of the Magus Sister have a Strength stat
greater than 200. Then gtart off with a Banishing Blade/Frag Grenade to Armour
Break him. Then summon the Magus Sisters and finish him off. Your stats should
be good enough that his attacks will do pitiful damage to you. 
-------------------------------------------------------------------------------
HOW:    Capture at least five of every horned dragon-type fiend.
REWARD: 99x Light Curtain
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Ironclad | 3000000 HP | WEAKNESSES: Armour Break
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least ten of every iron giant-type fiend.
REWARD: 60x Mana Tablet
-------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          8.5. Original Creations                            [08ORIG]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
ENEMY: Earth Eater | 2000000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Auto-Haste and Auto-Phoenix are must have abilities.
Outfit Tidus, Wakka, and Auron with some Auto-Haste + Auto-Phoenix armours and
set Overdrive mode to Comrade. Then just waste Earth Eater at your own leisure.
Entrust as many Overdrives as you can to Wakka, and get him to use Attack Reels
a few times. Easy victory, really.
-------------------------------------------------------------------------------
HOW:    Unlock at least two Area Creations.
REWARD: 60x Three Stars
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Greater Sphere | 1500000 HP| WEAKNESSES: Fire, Thunder, Water, Ice
-------------------------------------------------------------------------------

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


-------------------------------------------------------------------------------
- Auto-Haste, Auto-Phoenix, and Auto-Protect are must have abilities. Stats
  should be close to max (except Luck).
- GS uses third level Black Magic on aeons only. Flare deals massive damage to
  one character. Hydraulic Press reduces MAX HP of active party by 93.75%, and
  is used as a counter to Overdrives, as well as on regular turns. Ultima is
  used as a counter once he drops below 500000 HP.
- Like Spherimorph, GS is always weak to one element, and absorbs all others.
- GS uses Elemental Shift after you use the correct element, and his elemental
  properties change. If he uses his third level Black Magic on an aeon, he is
  currently weak to the opposite element. GS is under constant Reflect.
- This guy will wipe the floor with underlevelled characters. Wait until you
  are strong enough to take him before facing off. When that times comes, use
  Attack Reels followed by Blitz Ace to take GS down easily.
-------------------------------------------------------------------------------
HOW:       Unlock at least two Species Creations.
REWARD: 60x Supreme Gem
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Catastrophe |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Unlock at least six Area Creations.
REWARD: 99x Door to Tomorrow
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Th'uban |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Unlock at least six Species Creations.
REWARD: 99x Gambler's Spirit
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Neslug |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Unlock all Area Creations.
REWARD: 99x Winning Formula
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Ultima Buster |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least five of every capturable fiend in Spira.
REWARD: 99x Dark Matter
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Shinryu |  HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture at least two of every aquatic fiend at Mt. Gagazet.
REWARD: 30x Megalixir
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ENEMY: Nemesis | 10000000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
HOW:    Capture ten of every capturable fiend in Spira.
REWARD: 10x Master Sphere
-------------------------------------------------------------------------------



===============================================================================
          9. Miscellaneous Sidequests                        [09MIQU]
===============================================================================

Here we have the much smaller sidequests, put together in easily digestable
form. Many of these can be done as soon as you have control of the airship.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.1. Airship Coordinates & Hidden Locations        [09CORD]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Passwords -----------------------------------------------------------------

When you get access to the airship, you can travel all over Spira at the click
of a button. You may or may not remember that in certain locations, there was a
blue sphere which contained writing that you could not read. There are also
other places with information that give you clues. I'm not going to tell you
how to figure it all out that's up to you, if you can be bothered (most likely
not). What I will tell you though, are the passwords. They are used by talking
to Cid on the airship, and selecting "Input".

1. GODHAND: A location at Mushroom Rock Road, from which Rikku's Celestial
   Weapon, the "Godhand", can be found in a chest. You need to Celestial Mirror
   to open it. Under the name "Mushroom Rock".

2. VICTORIOUS: This takes you to another hidden location, this time in Besaid,
   where you can find a chest containing elementproof armour for Rikku, called
   the "Victorious". Under the name "Besaid Ruins 1".

3. MURASAME: Another of the hidden Besaid location, you are taken to a spot
   right near the place you find the Victorious. Here you find a weapon for
   Auron named the "Murasame", which contains Piercing, One MP Cost, and two
   free slots. Under the name "Besaid Ruins 2".

--- Coordinates ---------------------------------------------------------------

There are still a number of locations in Spira that can be found. They can be
located using the "Search" feature. It's just a simple matter of moving the
cursor to the coordinates below, and the new destination will appear on the
NavMap list. The area can be found within a certain range; these coordiantes
are just ones I know to work.

- BAAJ TEMPLE (X:12, Y:59): Home to a powerful, if not familar fiend. Location
  of Anima and Lulu's Celestial Weapon, the ONION KNIGHT.

- BATTLE SITE (X:40, Y:58): PHANTOM BANGLE armour for Lulu can be found in a
  chest here, which contains element-eater abilities.

- BESAID FALLS (X:29, Y:75): The chest here holds a DRAGOON LANCE for Kimahri,
  with the very useful Magic Counter and Evade & Counter abilities.

- MI'IHEN RUINS (X:35, Y:61): There is a hidden chest in the top left hand
  corner containing SONAR for Rikku. It possesses Initiative and Poisonstrike.

- OMEGA RUINS (X:71, Y:35): Lots of stuff here, but most important is AL BHED
  PRIMER VOLUME XXVI and the two secret boss battles against Ultima Weapon and
  Omega Weapon.

- SANUBIA SANDS (X:15, Y:42): In the only chest here you can find an ASCALON,
  a weapon for Tidus containing Double AP.

--- Remiem Temple -------------------------------------------------------------

Remiem Temple is not accessible by the airship, and hence has no coordinates of
it's own. It's located next to the Calm Lands, but you need a Chocobo to get to
it. See the Chocobo Racing section for details on training your own Chocobo.
For now, I'm just going to assume that you have already done it.

After talking to the chocobo lady and mounting up, head all the way back to the
entrance of the Calm Lands on your chocobo. Run past the exit to Macalania, and
you'll come to a set of ruins. What's that on the ground? A Chocobo Feather!
You know that that means. Press X to examine it, and your chocobo will jump the
gap. Dismount and walk through the recess in the stone.

To leave, exit the area with the long bridge and you will find your trusty
yellow-feathered friend waiting for you in the Calm Lands. Mount him (or her),
and find the Chocobo Feather in the north-east. Examine it to return to more
familiar territory.

--- Cavern of the Stolen Fayth ------------------------------------------------

This place is not really hidden, but you don't venture down here for any real
reason related directly to Yuna's pilgrimage.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.2. Secret Aeons                                  [09SRTA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Acquiring Anima -----------------------------------------------------------

Anima is located inside Baaj Temple (X:12, Y:59). She can only be unlocked if
you have obtained the destruction sphere prize from every temple. That is,
Besaid, Kilika, Djose, Macalania, Bevelle, and Zanarkand. Destruction spheres
are purple spheres you may have inserted in a recess to score yourself a cool
item or weapon before you completed a Cloister of Trials. If this is your first
time, then it's more than likely that you have missed a few. However, you can't
go back to Bevelle. But don't worry, as YOU CAN'T MISS THE BEVELLE DESTRUCTION
SPHERE! YOU CAN'T FINISH THE CLOISTER OF TRIALS WITHOUT IT!

Before you arrive at Baaj Temple and enter the water, you need to prepare for a
tough battle. Equip Tidus, Wakka, and Rikku with Evade & Counter weapons. If
Wakka has Attack Reels, fill his Overdrive. When you are ready, dive and swim
towards the green square on the mini-map...

-------------------------------------------------------------------------------
BOSS: Geosgaeno | 32767 HP | WEAKNESSES: Fire, Thunder, Water, Ice
-------------------------------------------------------------------------------
- Stone Punch is likely to shatter the targetted party member (obviously a
  Petrified character can't float). KO Punch sometimes carries KO, and inflicts
  Curse when KO misses. Avoid both with Evade & Counter weapons.
- Swallow has a troubling side-effect. Make sure to use the Trigger Command
  "Struggle" if you are eaten. Doing otherwise will almost certainly result in
  a game over make you lose the battle, as opposed to just losing one character
  upon Regurgitate. Oh, and yeah, don't kill Geosgaeno if a character has yet
  to be Regurgitated. This will be also be a game over.
- Start with Hastega, then use Attack Reels, and Geosgaeno is almost dead.
  Finish him off with elemental gems.
-------------------------------------------------------------------------------

Now it's time to venture inside. Swim towards the green square on the mini-map,
and then dive down a bit so you go through the door. Swim down the corridor,
then head up the stairs through another door. You will enter a room with six
statues, as well as a large glyph up the back. Each of the statues represents
the destruction sphere prize for the six main temples. If you have yet to get
the destruction prize, then it won't light up when you approach it.

Walk towards each of the statues so they light up. Going from top to bottom,
left to right, here is what Temple each statue represents: Besaid, Macalania,
Zanarkand, Bevelle, Djose, and Kilika. If you have all the Destruction Sphere
prizes, then all six will light up, and the glyph up the back of the room will
disappear. Collect the MEGALIXIR and MEGA-POTION x4 from the two chests behind
the southern statues, then proceed through the door to the north. In here you
will speak to the fayth, and you will be granted a new aeon, Anima.

However, IF ONE OR MORE OF THE STATUES DO NOT LIGHT UP, it means that you
need to return to the respective temple and complete the Cloister of Trials
once again. This sounds like a pain, but upon visiting the each of the fayths a
second time, you receive some excellent items that will come in handy later on.
For a step-by-step explanation on completing each Cloister of Trials and
nabbing the destruction sphere, please refer to the respective section of the
walkthrough in this guide.

--- Acquiring Yojimbo ---------------------------------------------------------

Yojimbo is obtained from the Cavern of the Stolen Fayth, located just past the
Calm Lands. You can get here two ways. The first is by the north-eastern exit
of the Calm Lands. After the first bridge, take the right turn that leads down
into the valley. Alternatively, go south from the entrance to Mt. Gagazet, and
take the right after the second bridge (or first for you). I take the second
route, because it's faster.

Equip your capture weapons, most of the fiends here can be captured. If you see
one, make sure to capture a Tonberry. They are an extremely rare find. Anywho,
just take the only way forward to start. At the first turn-off to the right,
nab the MEGALIXIR from the chest. Find another chest at the second offshoot
road that is also on the right. Get the LEVEL 2 KEY SPHERE inside. At the next
intersection, go north and find a FORTUNE SPHERE from a chest. Then take the
western path until you find another chest containing a MEGA-POTION x2. Go left
from this position to score AL BHED PRIMER VOLUME XXV on the ground.

Follow the path right, and save when you are given the chance. Walk forward
towards the teleporter pad on the ground. Boss time. If Wakka has Attack Reels,
fill his Overdrive, and this will be an easy battle. Aw hell, it's easy no
matter what you do.

-------------------------------------------------------------------------------
BOSS: Yojimbo | 30000 HP | WEAKNESSES: Doom
-------------------------------------------------------------------------------
- Use Attacks Reels for a disappointingly easy win.
- Else, cast Hastega and fire off a few elemental gems while attacking.
- Yojimbo will use Daigoro or Kozuka on his regular turns.
- Zanmato is unleashed on Yojimbo's first turn with a full Overdrive. While he
  shouldn't get that far, you need to summon an aeon to take the hit, or else
  it's game over.
-------------------------------------------------------------------------------

After the battle, use the teleporter to get yourself to the left side of the
room by pressing Left and X at the same time. Find a FLEXIBLE ARM inside a
chest here. Now go to the room on the right by pressing Right and X at the same
time. Nab the X-POTION x2 and MP SPHERE from the two chests here. When you get
back to the main teleporter, press Up and X at the same time to get to the
Chamber of the Fayth.

In here you will meet Yojimbo's fayth. He will give you three choices. CHOOSE
THE THIRD OPTION! Then the deadbeat wants you to pay him gil to use his
services. What a crock. For the first offer, try 125001 gil. For the second,
125002 gil. And for the third, go 190000 gil. Then purchase him for 202000 gil.
There you have it, we're finished. You can use the teleporter to return to the
exit the cavern, by pressing Down and X at the same time.

--- Acquiring the Magus Sisters -----------------------------------------------

In order to enlist the help of arguably the most powerful three aeons (yes,
there are three of them, and they work as a team), you need to have access to
several items.

To get into the Chamber of the Fayth so they can join your party, you need to
acquire two items, the Blossom Crown and the Flower Sceptre. You receive the
former by catching one of every fiend on Mt. Gagazet including the aquatic ones
in the caves. You receive the Flower Sceptre after defeating Belgemine's
Bahamut. Then just walk towards the glyph up the back of Remiem Temple, and use
both items to break the seal. Go inside and collect your reward!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.2. Chocobo Racing                                [09RMMT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Calm Lands ----------------------------------------------------------------



--- Remiem Temple -------------------------------------------------------------

First thing to do is to go around to the left side of the Temple and examine
the sphere on the ground. Walk back around to the right side, then attempt to
mount the chocobo. Select "How do I ride?" for a rundown on how things work.

It's a simple premise, really. Just beat the toher chocobo in a race to the
centre of the maze. Opening more chests will result in a better reward. The
purple "X"s on the mini-map represent possible chests that you can open. The
yellow square represents the chocobo you are racing. There are a number of
poles on the track. If you hit even one of them, your prize will automatically
become a Potion.

Here's a list of how prizes are awarded, assuming no poles are hit. Each of
these items can only be won ONCE. All successive races will yield a Potion.

FIRST TIME: Cloudy Mirror      THREE CHESTS: 30x Wings to Discovery
NO CHESTS:  Potion             FOUR CHESTS:  30x Pendulum
ONE CHEST:  Elixir             FIVE CHESTS:  30x Three Stars
TWO CHESTS: Megalixir

Note that it is impossible to open all six chests and still win the race. The
last chest is put there simply to offer you several different ways of opening
five chests.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.3. Omega Ruins                                   [09OMGA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I love the music in here. A real highlight of an already stunning soundtrack.
But I digress... for there are more important issues at hand. You will need to
have a reasonable party to even survive down here. Make sure that Tidus, Wakka,
and Auron have each finished their respective part of the Sphere Grid before
venturing here to fight a couple of bosses and do a little monster capturing.

---- Location -----------------------------------------------------------------

Use the Search function in the NavMap by talking to Cid on the brdige of the
airship. Move the cursor near coordinates (X:71, Y:35) and bash X until "Omega
Ruins" appears in the destination list. Time to fly, baby!

--- Al Bhed Primer Volume XXVI ------------------------------------------------

Time to round out our collection of Primers. From the SAVE SPHERE, take the
first left and head north when given the chance. Take a right at the next
intersection, and follow this path until you reach a glyph on the wall. AL BHED
PRIMER VOLUME XXVI is patiently waiting for ya on the floor.

--- Ultima Weapon -------------------------------------------------------------

The dismally weak brother of the big man himself can be found after you take an
platform up to a higher level. If you head sort of east after picking up AL
BHED PRIMER VOLUME XXVI (see above) and follow the path, you will eventually
come to the lift.

-------------------------------------------------------------------------------
BOSS: Ultima Weapon | 99999 HP | WEAKNESSES: Darkness, Silence
-------------------------------------------------------------------------------

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


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.6. Al Bhed Primers                               [09PRME]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

01. - SALVAGE SHIP: After you wake up on deck, walk up to the top-right hand
      corner of the ship and pick it up off the ground.
    - BIKANEL ISLAND: If you missed it the first time around, it can henceforth
      near the SAVE SPHERE at the Oasis on Bikanel Island.

02. BESAID: Next to the counter in the Crusaders tent in the village.

03. - S.S. LIKI: Bottom of the screen in the "Power Room" (where the chocobos
      are), located below deck.
    - BIKANEL ISLAND: If you missed it the first time around, it can henceforth
      be found under the tent where you found Wakka on Bikanel Island.

04. KILIKA: On the counter inside the bar. There is a guy lying on floor in
    here, and the bartender is a woman with red hair.

05. - S.S. WINNO: Found on the floor in the bridge (where the captain and his
      first mate can be found steering the ship).
    - BIKANEL ISLAND: If you missed it the first time around, it can henceforth
      be found near where you located Kimahri on Bikanel Island.

06. LUCA: Outside the set of locker rooms inside the stadium (take the left
    stairs at the information desk). Primer is located up the back.

07. LUCA: On the steps of Luca Theatre (where you can purchase music/movie
    spheres, and listen/watch them).

08. MI'IHEN HIGHROAD: Receive automatically from Rin when you try to leave the
    Travel Agency for the first time.

09. MI'IHEN HIGHROAD: In the next screen just north of the Travel Agency is the
    road that leads to Mushroom Rock Road. After the bridges and first turn to
    the right, the book can be found lying on the ground at the right hand turn
    just before you enter the next screen.

10. MUSHROOM ROCK ROAD: On the Precipice (just before the machina elevator) is
    small side-path that spirals around. The Primer can be found at the end.

11. DJOSE HIGHROAD: Behind a stone pillar on the right-hand side. Just check
    them all (mash X if you need to) to find it.

12. MOONFLOW: North side, on the platform near the weird spinning wheel.

13. GUADOASALAM: Inside the house to the left of the Maester's residence. It is
    difficult to see, but it's located behind the tree trunk in the middle.
    Just walk around pressing X to find it.

14. THUNDER PLAINS: Inside the Travel Agency, talk to everyone before going
    after Yuna. Rin will appear and ask you how your study of Al Bhed is going.
    Select the first option to receive the Primer.

15. 

24. REMIEM TEMPLE: Left side of the temple, near a small blue sphere on the
    ground telling you about chocobo racing.

25. CAVERN OF THE STOLEN FAYTH: At an intersection at the back of the cavern
    (there is a chest in front of it) take the left path, and you will find
    this on the ground.

26. OMEGA RUINS: From the SAVE SPHERE, take the first left and head north when
    given the chance. Take a right at the next intersection, and follow this
    path until you reach a glyph on the wall. It's sitting on the floor.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.7. Jecht Spheres                                 [09JCHT]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Whenever you find a Jecht Sphere, you need to select "Take a look" in order to
pick it up. After you pick up the first one Auron will learn the "Shooting
Star" Overdrive. After you pick up the third one Auron will learn the
"Banishing Blade" Overdrive. After you pick up the tenth one, Auron learns the
"Tornado" Overdrive.

01. MACALANIA WOODS: Some brief moments at Macalnaina Lake, amongst other
    things. Jecht also talks directly to our hero. After you fight Spherimorph,
    you automatically get this sphere.

02. BESAID: When in Besaid, Braska is amazed by it's beauty and tranquility. He
    asks Auron to bring Yuna here once Sin is defeated. Jecht complains about
    his hunger (must run in the family). The sphere can be found by taking the
    small path to the right of the Temple.

03. S.S. LIKI: Braska et al are heading to Besaid to pick up an aeon. They
    discuss their itinerary, then Jecht talks bout going home. Found inside the
    cabin with the captain and first mate. This is the boat that links Besaid
    and Kilika, not Kilika and Luca.

04. LUCA: Jecht groans on again about his greatness, but also shows a little
    consideration for Tidus. Who'd have thunk it? From the entrance to the
    stadium, take the left doorway until you come to the team locker rooms.
    This is found at the end of the corridor.

05. MI'IHEN HIGHROAD: This sphere depicts Jecht ready to fight a familar fiend,
    because "It's the right hing to do". Hmm. This sphere is found right at the
    end of the Oldroad. Get there by taking the southern path when you reach
    the part of the Mi'ihen Highroad where all the cages from Operation Mi'ihen
    are located.

06. MUSHROOM ROCK ROAD: Auron speaks with Kinoc about his decision to become
    Braska's guardian. Found right at the end of Mushroom Rock Road, near a
    ledge close to where the Al Bhed lift machina is located. If you saw the
    scene where Wakka punched Luzzu in the face, you will know exactly where to
    find it.

07. MOONFLOW: Jecht just attacked a shoopuf. Well done, buddy. Listen to him
    lament his feelings. This one can be picked up on the south side of the
    Moonflow, at the "Shoopuf Station" (where you can board).

08. THUNDER PLAINS: Watch as Jecht is struck down by lightning. Beautiful.
    Found next to a short lightning tower in the southern area.

09. MACALANIA WOODS: This shows Braska and Auron's first encounter with Jecht,
    and Braska's offer to make Jecht a guardian. Found at the entrance to
    Macalania Woods, by taking the right-most road just a little.

10. MT. GAGAZET: Braska speaks to Yuna in a very touching moment. From the
    Calm Lands entrance to Mt. Gagazet, start proceeding up the mountain. At
    the first off-shoot road to the right, this sphere can be found.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.8. Miscellaneous                                 [09MISC]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Besaid: Valefor's Second Overdrive ----------------------------------------

When in Besaid, go the village and talk to the lady shopkeeper. She'll tell you
her dog found something. Now go find the dog: it's found in the third tent on
the right side of the village (the one closest to the Temple). Go inside then
speak to the dog. Do this and you will acquire Valefor's second Overdrive,
Energy Blast, which is significantly more powerful than her "normal" one.

It should be noted that if you have the PAL or International version, when
returning to the village for the first time after you have obtained the airship
will prompt a battle with Dark Valefor. You need to beat her before you can get
back into Besaid.

--- S.S. Liki: Clasko ---------------------------------------------------------

If, when at Macalania Lake, you spoke to Clasko and told him you saw him as
being a Chocobo Breeder, you can find him on the S.S. Winno (the ship that
sails between Besaid and Kilika). Speak to him to receive a FRIEND SPHERE.

--- S.S. Winno: Seagulls ------------------------------------------------------

If you board the S.S. Liki (the ship that sails between Kilika and Luca), you
can find a women up the stairs near the back out on deck. If you speak to her
multiple times, she will ask you how many seagulls you count there to be. The
correct answer is "11". Give that reply and she will award you with the ACE
WIZARD. Note that you can only participate in this minigame after you have
acquired Ixion.

--- Mushroom Road Road: Soft x4 -----------------------------------------------

If you beam down to the Djose Highroad from the airship, head left until you
come to the ruins of an Al Bhed machina. You will see some crates conveniently
stacked up (what IS it with game designers and the trusty crate?) for you. Walk
up and over the crates, then head to the green square on the mini-map. Once you
get into this new area, find the SOFT x4 in a chest right near a wall near
where you just came from.

--- Lake Macalania: 4000 Gil --------------------------------------------------

Use the airship to beam down the Lake Macalania. Go outside the Travel Agency.
The last time you passed through, Clasko was standing with a chocobo in front
of a chest, preventing you from getting to it. Now he's gone, so claim the 4000
GIL inside. Not much, but it's for free, so stop complaining.

--- Temples, Revisited --------------------------------------------------------

Complete the Cloister of Trials at Besaid, Kilika, Djose, and Macalania once
more and you will find a number of stat boosting items inside the Chamber of
the Fayth. For the Cavern of the Stolen Fayth and Remiem Temple, enter the
Chamber of the Fayth to receive the items. The Zanarkand Trials need to be
redone simply to obtain a new aeon. They are completed by stepping on all white
square tiles. Do this to receive a MAGISTRAL ROD as a Destruction Sphere prize.

BESAID:        
KILIKA:        
DJOSE:         
MACALANIA:     
BAAJ:          Nada, nothing, zilch, zero.
SUNKEN CAVE:   Strength Sphere x1
REMIEM TEMPLE: Defence Sphere x1


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          9.9. Dark Aeons & Penance                          [09DA&P]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
BOSS: Dark Valefor | 800000 HP | WEAKNESSES: None
-------------------------------------------------------------------------------
- Auto-Haste and Auto-Phoenix are must have abilities. Set Overdrive Mode to
  Comrade. Frontline party should be Tidus, Wakka, and Rikku.
- DV uses Energy Ray on regular turns, and it will be enough for a game over at
  low stats. Hyper Mighty G (Healing Spring + Wings to Discovery) is a good Mix
  to ensure survival, or you can risk it just with Auto-Life.
- Attack and Sonic Wings are also used regularly, and deal heavy damage to one
  character. Auto-Phoenix will take care of it.
- DV uses Energy Blast on a full Overdrive (after she has been attacked eight
  times) and deals MASSIVE damage. Take the hit with an aeon, or use Auto-Life.
- Mix Two Wings to Discovery for Trio of 9999 combined with Attack Reels, Blitz
  Ace (or Slice and Dice) and elemental gems is the recipe for success. Rinse
  and repeat as is necessary. Pray or Al Bhed Potions coupled with Trio of 9999
  are excellent ways to heal your party.
- DV has a reasonable Luck stats, so you may find her hard to hit. Overdrives
  are your best option for attack. Spend the rest of your turns staying alive.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
BOSS: Dark Ifrit | 1200000 HP | WEAKNESSES: Ice
-------------------------------------------------------------------------------
Use Tidus, Wakka, and Rikku, and make sure they all have Auto-Haste and
Auto-Phoenix. Anything else is unnecessary. Set Overdrive Mode to Comrade. Trio
of 9999 cmbined with Attack Reels, Blitz Ace (or Slice and Dice) and elemental
gems (just not Fire Gems) will result in a pretty fast victory. When characters
die, Mix another Trio of 9999. Rinse and repeat.

When he charges his Overdrive, summon an aeon to take it, BUT DON'T ATTACK.
Dark Ifrit always counters, so attacking will causing him to counter on your
aeon, killing it. He will then use Hellfire on your party. GAME OVER. His
normal attack and Meteor Strike will be instantly remedied with Auto-Phoenix.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
BOSS: Dark Bahamut | 4000000 HP | WEAKNESSES: Ice
-------------------------------------------------------------------------------
- Auto-Haste, Auto-Phoenix, Auto-Protect, and Ribbon/Stoneproof are must have
  abilities. Stats must be maxed, preferably with 130 Luck (though you can get
  along with base a Luck stat).
- DB uses Attack on regular turns. Impulse is used as a counter to every fifth
  attack used on him and inflicts some nasty statuses, the worst of which is
  Petrification (you WILL be shattered without Ribbonm/Stoneproof!). Use Dispel
  to cure Full Break after you see Impulse.
- Mega-Flare is used when DB has a full Overdrive guage. Summon an aeon to take
  the hit. Use Shield!
- DB is constantly be out of reach of characters with low Luck. Rely on Attack
  Reels and Blitz Ace for victory. With a Luck stat of 130 (recommended), you
  shouldn't have any problems connecting. Use Overdrives when possible, and
  Quick Hit the rest of the time.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
BOSS: Dark Yojimbo | 1600000 HP | WEAKNESSES: Ice
-------------------------------------------------------------------------------
- Auto-Haste, Auto-Potion, Auto-Protect, and Ribbon/Stoneproof is the choice of
  armour here (Penance armour). Stats must be maxed, preferably with 130 Luck
  (though you can get along with base a Luck stat).
- Start with Attack Reels, then Entrust all further Overdrives to Wakka. You
  MUST cast Cheer five times to reduce all DY's attacks below 9999 damage.
- Daigoro inflicts Poison and Petrification, but you are immune to the latter.
  Heal Poison with Esuna, and heal up targetted character. Kozuka inflicts Full
  Break, so Dispel and heal the targetted character. Wakizashi will cause
  Auto-Potion to kick in. Zanmato is a game over, so summon an aeon to take the
  hit before Dark Yojimbo gets a turn with a full Overdrive.
- You need to beat Dark Yojimbo five times in order to truly defeat him. After
  the first battle, run back to the entrance of the Cavern of the Stolen Fayth,
  including the "green room" found about halfway through. You can save between
  battles, but you cannot leave the Cavern, or the counter will reset.
-------------------------------------------------------------------------------



===============================================================================
          10. Stat Maxing                                    [10STMX]
===============================================================================

Stat Maxing is just what the name implies - it means raising the stats of each
of your characters to their maximums, or close to it. Why does it have to be
done? Well, it serves two purposes. One, it gives you a greater lifespan and
enjoyment from the game (it adds another 30+ hours to the fun), and secondly,
it allows you to take on the hardest foes that FFX has to offer.

Many people actually detest, or to a lesser extent, dislike maxing their stats.
Other people, like me, enjoy watching your characters develop into absolute
powerhouses. So, I've tried to cater to both of these types of player, and give
you stat maxing in it's simplest, easiest, and fastest form.

There are other methods out there, but my way is the best possible way to max
your stats. Only Luck isn't raised to 255, because it doesn't need to be. No
clear spheres are needed in this method. Every person is encouraged to use this
method, especially newcomers. You can either limit your HP to 9999 (more than
enough), or go over that limit using this method.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          10.1. Requirements                                 [10REQR]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- WEAPONS -------------------------------------------------------------------

You only need Tidus', Wakka's, and Auron's Celestial Weapons (fully powered
up). I use these characters more than any other (and chances are you will too,
their Overdrives are without doubt the best in the game). However, if you like
to level up all your characters at the same time, feel free to get all the
other's Celestials as well (Yuna's in particular). For more information on
this, see the Celestial Weapons section.

--- STATS ---------------------------------------------------------------------

Probably the best region is around 70 Strength for Tidus, Auron and Wakka. The
other stats don't really matter, as they should all be in the same general
proportions. As a general rule of thumb though, you should have Yuna finish her
grid and finish both Auron's and Lulu's before starting. This gives her aeons a
massive boost is stats, especially Anima and the Magus Sisters.

--- Abilities -----------------------------------------------------------------

Everyone should have their own set of abilities (i.e. between them, all
abilities should be learnt), at the very least. Any characters that have learnt
another characters abilities is even better.

--- Overdrives ----------------------------------------------------------------

All Overdrives for every character. Blitz Ace, Attack Reels and Banishing Blade
are all necessary. Victor and Comrade Overdrives modes for everyone too.

--- Aeons ---------------------------------------------------------------------

All of them. The Magus Sisters are pretty vital in getting started on your
journey through Stat Maxing, because once you've maxed out Strength, all the
others fall like dominos.

--- Armour --------------------------------------------------------------------

Auto-Haste and Auto-Phoenix on everyone. They are the only ones needed
currently. I can't stress enough that they are both vital to make things both
easier and and sometimes, just possible.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          10.2. Preparations                                 [10GRID]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Characters ----------------------------------------------------------------

After Auron has completed his section of the Sphere Grid, send him down Wakka's
path for some added Strength and Accuracy. Send Tidus and Wakka doen Auron's
path for an increase in HP, Strength, and Defence. It's irrelevant which part
you take the remaining characters down, though it's probably in your interest
to go with Auron's.

After Yuna has completed her section of the grid, use a Teleport Sphere (or
something similar) to transfer her to a particular point on the grid (I always
choose the bottom-left hand corner). Move all your other characters to that
point. This is the beginning of your stat maxing journey. Select a node
from which you can easily find a path around the Sphere Grid (you will be
covering the entire thing, so choose carefully!).

There are a few things you need to do. First, head to the Cavern of the Stolen
Fayth (take the sidepath down into the valley after the first bridge, coming
from Mt. Gagazet) and acquire Yojimbo (if you have not done so already). For
more details, consult the respective section in this guide. After you have
purchased his services, you need to revisit the Chamber of the Fayth (use the
teleporter at the back of the Cavern). You will be awarded a STRENGTH SPHERE.
This only works once, and you may have done so already.

Now go to the Thunder Plains and dodge 50 lightning strikes. If you have
already obtained the Venus Sigil and powered up Lulu's Celestial Weapon, the
Onion Knight, this won't be necessary. I suggest that, if you are going to go
to the trouble of dodging 50, you may as well try and go all the way and dodge
200 to net the Venus Sigil. Yes, it is easily the most tedious sidequest ever.
What does this give you anyway? STRENGTH SPHERE x3 is yours!

Wherever you choose to start, move each of your characters (Yuna being the most
important) to the nearest empty node on the Sphere Grid, and place each of these
Strength Spheres on the grid. Feel free to place any others you have collected
along the way, but I strongly suggest keeping a tally of how many you use. Stat
Maxing is a very precise art, and you don't want to find out later on that you
were one of two nodes off perfect stats. Yuna (or more specifically, her aeons)
should now be ready to move ahead.

--- Monster Arena Requirements ------------------------------------------------

What the hell am I on about you ask? I mean the amount of enemies you have
captured. It is best to have at least one of every enemy captured, and all the
area, species and original creation unlocked. This will give you the best
possible start to maxing your stats. Nemesis isn't necessary, but it's nice to
finish capturing as soon as possible. Here are the monsters you need, and the
requirements to unlock them.

IRONCLAD:       Catch ten of each iron giant fiend.                        [HP]
VIDATU:         Catch four of each floating imp fiend.                     [MP]
JUGGERNAUT:     Catch five of each horned dragon fiend.              [Strength]
TANKET:         Catch three of each helm fiend.                       [Defence]
JUMBO FLAN:     Catch three of each flan fiend.                         [Magic]
ONE EYE:        Catch four of each eyeball fiend.               [Magic Defence]
FENRIR:         Catch three of each wolf fiend.                       [Agility]
HORNET:         Catch four of each insect fiend.                     [Accuracy]
PTERYX:         Catch four of each small bird fiend.                  [Evasion]
EARTH EATER:    Unlock two Area Creations.                    [Fortune Spheres]
GREATER SPHERE: Unlock two Species Creations.                            [Luck]
KOTTOS:         Catch one of each Mi'ihen Highroad fiend.      [Healing Spring]

Each of those monsters (with the exception of Kottos) commonly drops one of the
spheres after they are defeated, and two for an overkill. Sometimes however,
they will drop Dark Matter, which will allow you to customise Ribbon (only in
the PAL/International versions).

It should be noted that the monster on the bottom of the list may seem a little
odd to be required for stat maxing. However, he drops 40x Healing Spring when
you defeat him. Use a sphere distiller or Extract Power/Mana/Speed/Ability and
those can easily turn into 40 Power, Mana, Speed, or Ability Spheres.

--- Armour --------------------------------------------------------------------

You need two abilities on all of your characters. Auto-Haste and Auto-Phoenix.
I can't begin to streess just how important these two auto-abilities are in
your quest to be the best (check out my phat rhymes, gangsta').

The first thing you do is head to Macalania Forest by selecting Highbridge from
the destination list (talk to Cid on the airship). When you arrive at the gates
of Bevelle, walk south and then walk south-west until you reach the entrance to
Macalania. Head towards the Thunder Plains and you will find someone standing
there. Hey, it's Wantz! He's our best friend right now, becuase he is the only
place you will find empty four slot armour. Not cheap, though. Purchase a piece
of armour for every character (you may need to come back later when you have
enough cash, fight Mimics in the Omega Ruins, or sell your crappy equipment).

Now that this is completed, we need to gather the items to customise the
aforementioned auto-abilities with. They are rare and costly to acquire (of
course). For Auto-Phoenix, we need to capture four of every small bird fiend in
Spira. These are Condor (Besaid),


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          10.3. Sphere Grid                                  [10GRID]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--- Nodes & Numbers -----------------------------------------------------------

Before we calculate just how many of each stat node we need, we need to get an
overview of the sphere grid such that we may further our knowledge of the
entity of the unknown. Or something.




--- Sphere Calculation --------------------------------------------------------

Each character starts off with a paltry set of statistics. In order to work out
just how many spheres we will need to stat max, you need to know what the
absolute minimum per each stat is amongst all the characters.

          HP | MP | STR | DEF | MAG | MAG DEF | AGI | LUCK | EVA | ACC
         360 | 10 |  5  |  5  |  5  |    5    |  5  |  17  |  5  |  3

And from this, we can calculate the amount of stat nodes needed per version.
All we need to know is what the minimum total increase is amongst all the
characters for both grids and both versions. I have supplied this more so the
guide is complete than to really serve any purpose to you; I have already taken
the time to calculate this for you. All the sphere amounts are located in later
sections.

STANDARD SPHERE GRID (PAL/INTERNATIONAL):

          HP  |  MP  | STR | DEF | MAG | M DEF | AGI | LUCK | EVA | ACC
        19400 | 1260 | 187 | 150 | 142 |  124  | 174 |  18  | 124 | 70

EXPERT SPHERE GRID (PAL/INTERNATIONAL):

          HP  |  MP  | STR | DEF | MAG | M DEF | AGI | LUCK | EVA | ACC
        16200 | 1050 | 156 | 131 | 140 |  117  | 146 |  14  | 112 | 67

STANDARD SPHERE GRID (US/ORIGINAL JAPANESE):

          HP  |  MP  | STR | DEF | MAG | M DEF | AGI | LUCK | EVA | ACC
        19400 | 1210 | 170 | 142 | 136 |  126  | 173 |  16  | 124 | 70

--- Final Stats ---------------------------------------------------------------

It's good to have something to aim for. So you know where we are headed with
this ordeal, it's time to show you just what you can expect to be looking at in
the status screen when you're done.

        HP    | MP  | STR | DEF | MAG | M DEF | AGI |  LUCK  | EVA | ACC
      9999(+) | 999 | 255 | 255 | 255 |  255  | 255 | 130(+) | 255 | 255

Of course, the exact numbers you see will depend just how you decide to stat
max, and the options you choose. What is seen above is a representation of the
sorts of things you should expect to see when you're done. The "+" symbol
denotes that this number could be higher, depending on the options you choose
when Stat Maxing.

As a rule of thumb, the stats don't need to exceed these figures, as it's
basically just a waste of time. Why? Because all enemies (including Dark Aeons)
can be beaten easily with these stats, and a decent strategy. Lucky for you, my
guide also has a killer section of strategies aimed squarely at helping you
take those big beasts down.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          10.3. AP Trick                                     [10APTK]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Chances are you have captured quite a few fiends already, which means that your
characters (some at least) have most likely killed hundreds of enemies already.
This is a good thing. Because, each enemy you kill increases the damage that
Don Tonberry's "Karma" does to you.

Each enemy you kill will add 100 to the damage that Karma will inflict upon
you. If, like me, the main characters you used were Auron, Tidus and Wakka,
they should all be getting hit by Karma for 50000+ damage. Characters like Yuna
on the other hand (who isn't anywhere near strong enough to be used as an
offensive character at the beginning of the game), will be getting hitting by
Karma for a ridiculously low amount. Unlike the "official" AP Trick, I use a
hybrid version that suites my style of gameplay.

The normal AP trick requires you to lower a character's HP to their minimum so
when Karma hits, the Overdrive gauge charges more. It also requires having one
character fighting a Dingo over and over until the Karma damage they receive
is 99999. High Defence/Magic Defence usually slows down Overdrive gain.
However, because Karma is a special attack that ignores Defence and Magic
Defence, the amount of Overdrive gain relies simply on the HP of the
character. As a result, characters with lower HP will gain more Overdrive, and
hence, more AP. Why? Read on.

Back on track. The normal method requires you to use clear spheres to do this,
which as you know, is not necessary in this method. So, I have come up with a
suitable, but somewhat less effective method to gain your AP.

The first thing you need to do it is three-slotted Triple AP weapons for each
of your characters. You get these from One-Eye at the Monster Arena. Now, add
Overdrive -> AP and Triple Overdrive/Double Overdrive on each of them. Triple
Overdrive is preferable, but I understand it's expensive to Bribe for more
Winning Formulas (after you use up the ones you gain as a reward). I would
recommend giving Triple Overdrive to Lulu, Yuna, Rikku, and maybe Kimahri, and
Double Overdrive to the other fellas. That's because they won't need Triple
Overdrive as much as the others, who probably haven't been used anywhere near
as much (at least in my experience).

The second thing you need is armour with Auto-Phoenix, and preferably
Auto-Haste. This speeds up recovery time and just makes things go a lot
smoother overall. ALL characters should have their own set. Don't worry, both
these abilities should be on anyself-respecting armour anyway.

In order to even get the prescribed weapons and items, you will have had to do
quite a decent amount of monster capturing and levelling up already. As I said,
the damage Karma does to your characters should be relatively high. Seeing as I
only used Tidus, Wakka and Auron for capturing, about all my other characters
were getting hit for didly-squat. The three fellas, on the other hand, were
getting hit for a lot more. This meant that it would be more than possible to
use the AP trick.

Say for instance I wanted to level up Yuna. She gets hit by Karma for a very
little amount. Tidus and Wakka, on the other hand, are getting hit by Karma for
about 60000 each. So, what I do is have Tidus, Wakka, and Yuna fight against
Don Tonberry. Yuna (and Tidus and Wakka, if you like) is equipped with her
specially made AP gaining weapon (containing Triple AP, Overdrive -> AP, and
Triple Overdrive/Double Overdrive). Set Yuna's Overdrive mode to Comrade (or
all of their Overdrive modes to Comrade, if you decide to use them all).

Tidus attacks Don Tonberry, who counters with Karma, KO'ing Tidus. Because
Yuna's and Wakka's Overdrive mode is set to Comrade, they are gaining
Overdrive. Double/Triple Overdrive increase the amount it goes up, and then
Overdrive -> AP converts this to AP. Triple AP then comes in, giving you thrice
the total amount. He gets healed back up, then Wakka attacks. Same thing
happens. On Yuna's turn, she defends, because the Karma counter is way too weak
to be much use. The cycle continues. Now you can see how AP is easily gained.

If you're strong enough, I suggest killing on Don Tonberry, if not, just Flee
from him when he stops countering with Karma. It doesn't matter if you Flee,
you still get AP at the end of battle. Also, if you're going to kill him, try
at least to Overkill him. This gives you an even higher AP gain.

For faster results, I suggest using Quick Hit and setting your cursor style to
"Memory". This is especially good if you get bored while doing this (and you
will get bored, I assure you). I always find it good just to change the channel
and watching TV while doing constantly mashing the X button. The process can be
further refined with a turbo controller and TV with Picture-In-Picture
technology, but it certainly isn't necessary.

Now, if you wish to level up, say Lulu or Kimahri, just switch out Yuna and
swap in either Lulu or Kimahri instead. Doing this, you can get your characters
around the Sphere Grid VERY quickly.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          10.4. Maximising                                   [10MAXI]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Now, it's time for the long and hard part of stat maxing. Beating the enemies.
Luckily, I have an surefire method of beating each of them, and quickly. I have
found this to be the easiest and most logical order.

I'm not afraid to admit that I didn't come up with this strategy myself, but I
have edited it a bit to suit my own purposes and style. It revolves around not
using Break HP Limit. Why? Because there is not a single enemy in the game that
requires you to use it. Not one. If you look through this guide, you will see
that none of the strategies use or require Break HP Limit. 99% of the time,
this auto-ability ia actually a hinderance, and not a help.

Anyway, this method is the best possible way to max stats out. I highly doubt
anyone will develop a more effective method. This is my recommended way, and is
the method which has been adopted by quite a few players.

--- Moving Around The Grid ----------------------------------------------------

Before you beat One-Eye sufficient times to get Triple AP weapons for Tidus,
Wakka, and Auron, the sole way to level up these three will be in the Omega
Ruins. Good thing is, you'll only need to do this if you haven't already got
enough Sphere Levels to get to each new Strength Sphere you place on the grid.

After you get yourself a three-slotted Triple AP weapon for Tidus, Wakka and
Auron (I suggest getting one for every character at the same time, makes life
easier later on), you'll need to add Overdrive -> AP and one of the following:
Triple Overdrive, Double Overdrive, or SOS Overdrive. I suggest Double
Overdrive for Tidus, Wakka, and Auron (leave Triple Overdrive for Yuna, Rikku,
Kimahri and Lulu, most likely your less used characters).

Now that you've done that, you can now engage in battles against Don Tonberry
and gain ridiculous amounts of AP. Set your Overdrive modes to Comrade, and
then just attack physically. He'll counter with Karma, killing one character
(assuming they have killed enough enemies for Karma to do over 9999 damage).
Because you have Overdrive -> AP, there won't be any noticeable Overdrive gain.

Keep this up until he walks up far enough, and stops countering. Keep hitting
him until he has about four more turns, where he'll stab one character. Then
use Blitz Ace or Attack Reels. As you raise your Agility, use Blitz Ace and
Attack Reels after Don Tonberry's second stab attack. An Overkill boosts AP
gain significantly.

--- Activating Nodes ----------------------------------------------------------

There are a hell of a lot of nodes on the Sphere Grid, and they all need to be
activated with a sphere (whether it be a Power Sphere, Mana Sphere, etc). Now,
as you're stat maxing, you're going to need lots of them. Thankfully, you can
score up to 40 in one battle. How, I hear you ask? Easy. Fight and Overkill
Kottos (an Area Creation at the Monster Arena) after using Extract Power,
Extract Mana, Extract Speed, Extract Ability or a distiller. You'll get 40 of
that type of sphere. Pity there aren't "Fortune Distillers"...

--- Raising Tidus, Wakka, & Auron ---------------------------------------------

These three are your best bet to level up first. After you finish with them you
can then go straight to the Dark Aeons and Penance if you're really itching to
fight them. Another thing, is that chances are you used these three solely in
your monster capturing (just like I did) so they are already decently levelled
and will be hit my DOn Tonberry's Karma for a significant amount. They also
happen to have the best Overdrives, making raising your remaining characters
substantially easier.

First order of business is to get all your characters to the exact same spot o
the grid. The best spot to start from, in my opinion, is the left-bottom corner
of the grid. Each time you get a new stat sphere, place it on the grid and
activate it. This will make the next battle even easier. The only exception to
this rule is Greater Sphere - wait until you have enough Fortune Spheres for at
least one character before you start laying the path.

It should be noted that the number of required spheres listed below is in fact
a total count, and encompasses all of the ones you have already acquired during
your travels - not just how many you need to get from each fiend.

--- Juggernaut ----------------------------------------------------------------

Start off with a Banishing Blade/Frag Grenade to Armour Break Juggernaut.
Summon the Magus Sisters and duke it out. Cindy knows healing magic ("Help each
other!") if you need it. Razzia should do reasonable damage. Passado hits 16
times. Don't forget that Juggernaut is completely resistant to magic. Obtain...

PAL/INTERNATIONAL (SSG): 16 Strength Spheres
PAL/INTERNATIONAL (ESG): 24 Strength Spheres
US/ORIGINAL JAPANESE:    20 Strength Spheres

--- Fenrir --------------------------------------------------------------------

Assuming that you have already toppled Juggernaut for Strength Spheres, and
Anima has a Strength stat of 255 (or near it), Oblivion should do upwards of
1.5 million in damage. Fenrir is a real bastard to hit with low Accuracy, so
the best way to beat him consistently is with Anima. Use the Victor Overdrive
mode (full Overdrive guaranteed every second battle with a fully powered
Celestial Weapon). Obtain...

PAL/INTERNATIONAL (SSG): 19 Agility Spheres
PAL/INTERNATIONAL (ESG): 26 Agility Spheres
US/ORIGINAL JAPANESE:    20 Agility Spheres

--- One-Eye -------------------------------------------------------------------

This should be a breeze now with close-to-max Strength. Two hits and he's dead.
Watch out for his nasty Shockwave attack though, that's deadly. Equip someone
with Ribbon or at least Confuseproof. Get the amount of spheres you need, but
that isn't all. Obtain...

PAL/INTERNATIONAL (SSG): 32 Magic Defence Spheres
PAL/INTERNATIONAL (ESG): 34 Magic Defence Spheres
US/ORIGINAL JAPANESE:    31 Magic Defence Spheres

Keep fighting One-Eye until get seven three-slotted Triple AP weapons (one for
each character). Customise the remaining slots with Overdrive -> AP and Triple
Overdrive/Double Overdrive. You're now set up for the AP Trick (see AP Trick
section for more details).

I suggest using your three strongest characters (most likely Tidus, Wakka,
Auron, and/or Yuna) for these battles. Use the Overdrive mode Victor along with
your Celestial Weapons and you will fill your Overdrive gauge every second
battle. Of course, you don't need to use an Overdrive to beat One-Eye quickly,
but you do for the next two foes (Tanket and Hornet). I suggest cycling
between One-Eye and Tanket/Hornet every second battle so that the potential to
use your Overdrives is not wasted. It makes the process that much faster.

--- Tanket --------------------------------------------------------------------

Use Banishing Blade/Frag Grenade and follow up with Attack Reels, Slice and
Dice, or Blitz Ace. Clean up any scraps if this isn't enough. Obtain...

PAL/INTERNATIONAL (SSG): 27 Defence Spheres
PAL/INTERNATIONAL (ESG): 30 Defence Spheres
US/ORIGINAL JAPANESE:    27 Defence Spheres

--- Hornet --------------------------------------------------------------------

I find that one Slice and Dice with very high Strrength is almost enough to
wipe the floor with this guy. It's also much faster than using Blitz Ace or
Attack Reels. Obtain...

PAL/INTERNATIONAL (SSG): 46 Accuracy Spheres
PAL/INTERNATIONAL (ESG): 47 Accuracy Spheres
US/ORIGINAL JAPANESE:    46 Accuracy Spheres

--- Pteryx --------------------------------------------------------------------

Two hits on Pteryx and he's dead, much like One-Eye. Except, he can't kill you
with your current stats. Obtain...

PAL/INTERNATIONAL (SSG): 32 Evasion Spheres
PAL/INTERNATIONAL (ESG): 35 Evasion Spheres
US/ORIGINAL JAPANESE:    32 Evasion Spheres

--- Jumbo Flan ----------------------------------------------------------------

Summon Anima, and cast Haste and Reflect (in that order) on her. Then cast Slow
off Anima and onto Jumbo Flan. Use a few Doublecasted Flares (no more than
eight) and then finish it off with Pain (you need a 99999 hit for an Overkill,
and Flare isn't strong enough to do that). Should you run out of MP, just stick
with Pain. Obtain...

PAL/INTERNATIONAL (SSG): 27 Magic Spheres
PAL/INTERNATIONAL (ESG): 28 Magic Spheres
US/ORIGINAL JAPANESE:    29 Magic Spheres

--- Greater Sphere ------------------------------------------------------------

Can't Armour Break GS. But that's okay, as a max Strength Attack Reels does
99999 damage per hit anyway. Battle strategy? Start with Attack Reels, then
Entrust a full Overdrive to Wakka. Another Attack Reels. He'll only counter
with Hydraulic Press once, and that is a HP based attack. However, don't get
all the Luck Spheres in one shot. Alternate between getting Luck Spheres from
GS (then place one of the grid) and Fortune Spheres from Earth Eater. As you
place the spheres, activate them. Obtain...

PAL/INTERNATIONAL (SSG): 24 Luck Spheres
PAL/INTERNATIONAL (ESG): 25 Luck Spheres
US/ORIGINAL JAPANESE:    25 Luck Spheres

--- Earth Eater ---------------------------------------------------------------

EE has high Defence and Magic Defence. Worst part is, you need to fight him 80+
times. Battle plan? Hit him twice (he'll counter the first hit with Megaton
Punch, which will KO one character, but Auto-Phoenix will take care of that).
This will knock him onto his back. Now, use Attack Reels. Entrust another full
Overdrive gauge to Wakka, and use Attack Reels again.

He's dead, and you score two Fortune Spheres. Obtain as many Fortune Spheres as
you need to activate all the Luck nodes on Tidus, Wakka, and Auron's grids. As
you acquire the Fortune Spheres, start placing Luck Spheres on the Grid and
activating them as you go.

--- Taking It To The Next Level (Optional) ------------------------------------

Now, you are undoubtedly going to have quite few empty nodes remaining on your
grid. It's up to you how you decide to proceed from here. You can leave the
empty nodes as they are (you are strong enough to beat anything at this stage),
or you can fill what's left of them with Luck nodes to continue raising your
Luck to 255. Alternatively, you can just fill what's left with HP spheres, get
Break HP Limit, and have 15000+ HP.

However, what you may not know is that Break HP Limit is totally unecessary.
9999 HP is more than enough to beat any enemy in the game (including Penance,
where Break HP Limit is actually a nuisance). Furthermore, there isn't a single
enemy attack that can't be predicted, disabled, blocked with an aeon, reduced,
or more easily taken care of with Auto-Life. With 255 Defence and Auto-Protect,
you are already virtually invincible from all but the toughest of opponents.
This means that raising HP is a complete waste of time.

If you decide to go with Luck, then you will need to get a further 31 Luck
Spheres from Greater Sphere (all versions and Sphere Grids). It should be noted
that on the Expert Grid, you will need to clear a few nodes to make room. I
suggest deleting HP nodes. If, instead, you decide to fill up your grid with HP
spheres, then read on below.

--- Ironclad (Optional) -------------------------------------------------------

You should have quite a few HP nodes that you've picked up during your run
through the game. You'll need a few more however, to fill up the rest of the
grid. Get as many as you need from Ironclad to fill that space. Same basic
strategy as before: Armour Break with a Frag Grenade or Banishing Blade, then
following up with Attack Reels and/or Blitz Ace. It should take about three
minutes per battle.

--- Obtaining Break HP Limit (Optional) ---------------------------------------

Getting this overrated armour ability is one hell of a task on it's own. This
will extend the time it takes for you to stat max quite a bit. Basically, you
have one of several options in order to obtain the Wings of Discovery required
to customise the ability:

1. Fight Shinryu for them. This is how you will acquire most of your Wings to
   Discovery. Overkill him for two.

2. Get an armour drop from Nemesis or the Dark Aeons. This is generally a
   faster and more efficient way. Although, by the time you are able to beat
   them, there will be absolutely no need for Break HP Limit.

3. Bribe. You can Bribe both Malboro's and Great Malboro's. Don't bother
   bribing Great Malboro's though, as your Calm Lands friend is far more cost
   efficient at 540000 gil.

I've leave you to decide the best course of action. Generally speaking, using a
mixture of these helps keep things fresh, and stops you from becoming bankrupt.

--- Bringing The Others Into The Fray -----------------------------------------

Now you've got Tidus, Wakka, and Auron maxed, uberising the others should be a
much quicker process. Although, you're soon going to get sick of this. The one
disadvantage to my method, is that it can get a little boring near the end.
You're going to be fighting Don Tonberry and Kottos over and over, as all the
stat nodes are now in place. I prefer to level up one of them at a time.
This is because you can then have two of your three already levelled characters
in a battle with them against Don Tonberry, meaning they can gain lots of AP
(because the pre-levelled characters were already getting good damage from
Karma). Hope you got that, seemed a bit hard for even me to understand. So just
do each of the remaining characters one at a time, using the stuff you have
already learnt to get the job done.

--- Stat Maxing Complete! -----------------------------------------------------

You have achieved the pinnacle of perfection, and are now virtually invincible.
Most enemies you now face will be pitifully weak, hardly getting a turn between
Quick Hits. In a way, you have made the game boring because it is far too easy.
But one more challenge lies waiting for you. That's right, the Dark Aeons are
out there. You're stats are now good enough to beat them all. You also have yet
to face some of the tougher arena enemies, no real strategy needed. But the
Dark Aeons will require some preparation. Check out the Dark Aeons section for
information on how to dispatch them quickly and easily.



===============================================================================
          11. Items                                          [11ITEM]
===============================================================================



--------- POTION --------------------------------------------------------------
Effect: Restores 200 HP to one target.
Notes:  - Healing done can be doubled with Alchemy ability.
        - Will damage targets under Zombie status.


--------- HI-POTION -----------------------------------------------------------
Effect: Restores 1000 HP to one target.
Notes:  - Healing done can be doubled with Alchemy ability.
        - Will damage targets under Zombie status.


--------- MEGA-POTION ---------------------------------------------------------
Effect: Restores 2000 HP to target party.
Notes:  - Healing done can be doubled with Alchemy ability.
        - Will damage targets under Zombie status.


--------- X-POTION ------------------------------------------------------------
Effect: Restores 9999 HP to one target.
Notes:  - Will damage targets under Zombie status.
        - During battle, this item can recover a maximum of 9999 HP. When used
          out of battle, item can recover a maximum of 99999 HP.


--------- ETHER ---------------------------------------------------------------
Effect: Restores 100 MP to one target.
Notes:  - Will reduce MP of Zombied targets.


--------- TURBO ETHER ---------------------------------------------------------
Effect: Restores 500 MP to one target.
Notes:  - Will reduce MP of Zombied targets.


--------- ELIXIR --------------------------------------------------------------
Effect: Restores 9999 HP and 999 MP to one target.
Notes:  - Will damage and reduce MP of Zombied targets.
        - During battle, this item can recover a maximum of 9999 HP and 999 MP.
          When used out of battle, item can recover a maximum of 99999 HP and
          999 MP.


--------- MEGALIXIR -----------------------------------------------------------
Effect: Restores 9999 HP and 999 MP to target party.
Notes:  - Will damage and reduce MP of Zombied targets.
        - During battle, this item can recover a maximum of 9999 HP and 999 MP.
          When used out of battle, item can recover a maximum of 99999 HP and
          9999 MP.


--------- PHOENIX DOWN --------------------------------------------------------
Effect: Revives one KOed target and restores 50% MAX HP.
Notes:  - Healing done can be doubled with Alchemy ability.
        - Will KO targets under Zombie status.


--------- MEGA-PHOENIX --------------------------------------------------------
Effect: Revives KOed target party and restores 100% MAX HP.
Notes:  - Will KO targets under Zombie status.


--------- ANTIDOTE ------------------------------------------------------------
Effect: Cures Poison status of one target.


--------- SOFT ----------------------------------------------------------------
Effect: Cures Petrification status of one target.


--------- EYE DROPS -----------------------------------------------------------
Effect: Cures Darkness status of one target.


--------- ECHO SCREEN ---------------------------------------------------------
Effect: Cures Silence status of one target.


--------- HOLY WATER ----------------------------------------------------------
Effect: Cures Zombie and Curse status of one target.


--------- REMEDY --------------------------------------------------------------
Effect: Cures Poison, Darkness, Petrification, Silence, Confuse, Berserk,
        Zombie and Slow status of one target.


--------- POWER DISTILLER -----------------------------------------------------
Effect: Makes target drop Power Spheres instead of regular items.


--------- MANA DISTILLER ------------------------------------------------------
Effect: Makes target drop Mana Spheres instead of regular items.


--------- SPEED DISTILLER -----------------------------------------------------
Effect: Makes target drop Speed Spheres instead of regular items.


--------- ABILITY DISTILLER ---------------------------------------------------
Effect: Makes target drop Ability Spheres instead of regular items.


--------- AL BHED POTION ------------------------------------------------------
Effect: Restores 1000HP to target party, and cures Poison, Silence and
        Petrification status.
Notes:  - Healing done can be doubled with Alchemy ability.
        - Will damage targets under Zombie status.
        - Used through the Special ability "Use".


--------- HEALING WATER -------------------------------------------------------
Effect: Restores 9999HP to target party.
Notes:  - Will damage targets under Zombie status.
        - Used through the Special ability "Use".


--------- TETRA ELEMENTAL -----------------------------------------------------
Effect: Restores 9999HP and adds NulAll to one target.
Notes:  - Will damage targets under Zombie status.
        - Used through the Special ability "Use".


--------- BOMB FRAGMENT  <NulBlaze> -------------------------------------------
Effect: Deals small fire damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- BOMB CORE  <NulBlaze> -----------------------------------------------
Effect: Deals medium fire damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- FIRE GEM  <NulBlaze> ------------------------------------------------
Effect: Deals large fire damage to target party (hits are random).
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- ELECTRO MARBLE  <NulShock> ------------------------------------------
Effect: Deals small thunder damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- LIGHTNING MARBLE  <NulShock> ----------------------------------------
Effect: Deals medium thunder damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- LIGHTNING GEM  <NulShock> -------------------------------------------
Effect: Deals large thunder damage to target party (hits are random).
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- FISH SCALE  <NulTide> -----------------------------------------------
Effect: Deals small water damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- DRAGON SCALE  <NulTide> ---------------------------------------------
Effect: Deals medium water damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- WATER GEM  <NulTide> ------------------------------------------------
Effect: Deals large water damage to target party (hits are random).
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- ANTARCTIC WIND  <NulFrost> ------------------------------------------
Effect: Deals small ice damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- ARCTIC WIND  <NulFrost> ---------------------------------------------
Effect: Deals medium ice damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- ICE GEM  <NulFrost> -------------------------------------------------
Effect: Deals small ice damage to target party (hits are random).
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- GRENADE -------------------------------------------------------------
Effect: Deals small damage to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Used through the Special ability "Use".


--------- FRAG GRENADE --------------------------------------------------------
Effect: Deals small damage and Armour Break to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- SLEEPING POWDER -----------------------------------------------------
Effect: Deals medium damage and Sleep to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- DREAM POWDER --------------------------------------------------------
Effect: Deals medium damage and Sleep to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- SILENCE GRENADE -----------------------------------------------------
Effect: Deals medium damage and Silence to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- SMOKE BOMB ----------------------------------------------------------
Effect: Deals medium damage and Darkness to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- SHADOW GEM ----------------------------------------------------------
Effect: Reduces HP of target party by half.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Will deal 0 damage if target is immune to gravity damage.
        - Used through the Special ability "Use".


--------- SHINING GEM ---------------------------------------------------------
Effect: Deals massive non-elemental damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Used through the Special ability "Use".


--------- BLESSED GEM ---------------------------------------------------------
Effect: Deals massive holy damage to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Elemental affinities apply (half-damage, weak to, absorb, immune).
        - Used through the Special ability "Use".


--------- SUPREME GEM ---------------------------------------------------------
Effect: Deals massive non-elemental damage to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Used through the Special ability "Use".


--------- POISON FANG ---------------------------------------------------------
Effect: Deals large damage and Poison to one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- SILVER HOURGLASS ----------------------------------------------------
Effect: Inflicts Slow on target party.
Notes:  - Status will always succeed, regardless of resistance, unless immune.
        - Effect is cancelled with Haste/Hastega.
        - Used through the Special ability "Use".


--------- GOLD HOURGLASS ------------------------------------------------------
Effect: Deals medium damage and Slow to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Status will always succeed, regardless of resistance, unless immune.
        - Effect is cancelled with Haste/Hastega.
        - Used through the Special ability "Use".


--------- CANDLE OF LIFE ------------------------------------------------------
Effect: Inflicts Doom on one target.
Notes:  - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- PETRIFY GRENADE -----------------------------------------------------
Effect: Inflicts Petrification on target party.
Notes:  - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- FARPLANE SHADOW -----------------------------------------------------
Effect: Inflicts Death on one target.
Notes:  - Status will almost always succeed, regardless of resistance, unless
          immune. There is, however, a chance it may also randomly fail.
        - Used through the Special ability "Use".


--------- FARPLANE WIND -------------------------------------------------------
Effect: Inflicts Death on target party.
Notes:  - Status will almost always succeed, regardless of resistance, unless
          immune. There is, however, a chance it may also randomly fail.
        - Used through the Special ability "Use".


--------- DARK MATTER ---------------------------------------------------------
Effect: Deals massive non-elemental damage to target party.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Used through the Special ability "Use".


--------- CHOCOBO FEATHER -----------------------------------------------------
Effect: One target is placed under Haste status.
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Status will always succeed, regardless of resistance, unless immune.
        - Effect is cancelled with Slow/Slowga.
        - Used through the Special ability "Use".


--------- CHOCOBO WING --------------------------------------------------------
Effect: Target party is placed Haste.
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Status will always succeed, regardless of resistance, unless immune.
        - Effect is cancelled with Slow/Slowga.
        - Used through the Special ability "Use".


--------- LIGHT CURTAIN -------------------------------------------------------
Effect: One target is placed under Protect status.
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- LUNAR CURTAIN -------------------------------------------------------
Effect: One target is placed under Shell status.
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- STAR CURTAIN --------------------------------------------------------
Effect: One target is placed under Reflect status.
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- HEALING SPRING ------------------------------------------------------
Effect: One target is placed under Regen status.
Notes:  - Effect lasts 10 turns, unless Dispelled or target is KOed.
        - Status will always succeed, regardless of resistance, unless immune.
        - Used through the Special ability "Use".


--------- STAMINA SPRING ------------------------------------------------------
Effect: Steals HP from one target.
Notes:  - Used through the Special ability "Use".


--------- MANA SPRING ---------------------------------------------------------
Effect: Steals MP from one target.
Notes:  - Used through the Special ability "Use".


--------- SOUL SPRING ---------------------------------------------------------
Effect: Steals HP and MP from one target.
Notes:  - Used through the Special ability "Use".


--------- PURIFYING SALT ------------------------------------------------------
Effect: Deals medium damage and Dispels positive status effects of one target.
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Used through the Special ability "Use".


--------- STAMINA TABLET ------------------------------------------------------
Effect: Doubles MAX HP of one target.
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break HP Limit to exceed 9999 HP.
        - Used through the Special ability "Use".


--------- MANA TABLET ---------------------------------------------------------
Effect: Doubles MAX MP of one target.
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break MP Limit to exceed 999 MP.
        - Used through the Special ability "Use".


--------- STAMINA TONIC -------------------------------------------------------
Effect: Doubles MAX HP of target party.
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break HP Limit to exceed 9999 HP.
        - Used through the Special ability "Use".


--------- MANA TONIC ----------------------------------------------------------
Effect: Doubles MAX MP of target party.
Notes:  - Additional attempts after first use will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.
        - Requires Break MP Limit to exceed 999 MP.
        - Used through the Special ability "Use".


--------- TWIN STARS ----------------------------------------------------------
Effect: Reduces MP cost to 0 for one target.
Notes:  - Effect lasts until end of battle, or target is KOed.
        - Used through the Special ability "Use".


--------- THREE STARS ---------------------------------------------------------
Effect: Reduces MP cost of target party to 0.
Notes:  - Effect lasts until end of battle, or target is KOed.
        - Used through the Special ability "Use".


--------- POWER SPHERE --------------------------------------------------------
Effect: Activates HP, Strength, and Defence nodes on the Sphere Grid.


--------- MANA SPHERE ---------------------------------------------------------
Effect: Activates MP, Magic, and Magic Defence nodes on the Sphere Grid.


--------- SPEED SPHERE --------------------------------------------------------
Effect: Activates Agility, Evasion, and Accuracy nodes on the Sphere Grid.


--------- ABILITY SPHERE ------------------------------------------------------
Effect: Activates Skill, Special, White Magic, and Black Magic nodes on the
        Sphere Grid.


--------- FORTUNE SPHERE ------------------------------------------------------
Effect: Activates Luck nodes on the Sphere Grid.


--------- ATTRIBUTE SPHERE ----------------------------------------------------
Effect: Activates any type of node on the Sphere Grid.
Notes:  - Node must be activated by another character for Sphere to work.


--------- SKILL SPHERE --------------------------------------------------------
Effect: Activates Skill nodes on the Sphere Grid.
Notes:  - Node must be activated by another character for Sphere to work.


--------- SPECIAL SPHERE ------------------------------------------------------
Effect: Activates Special nodes on the Sphere Grid.
Notes:  - Node must be activated by another character for Sphere to work.


--------- WHITE MAGIC SPHERE --------------------------------------------------
Effect: Activates White Magic nodes on the Sphere Grid.
Notes:  - Node must be activated by another character for Sphere to work.


--------- BLACK MAGIC SPHERE --------------------------------------------------
Effect: Activates Black Magic nodes on the Sphere Grid.
Notes:  - Node must be activated by another character for Sphere to work.


--------- MASTER SPHERE -------------------------------------------------------
Effect: Activates any type of node on the Sphere Grid.


--------- LEVEL 1 KEY SPHERE --------------------------------------------------
Effect: Clears Level 1 Lock from the Sphere Grid.


--------- LEVEL 2 KEY SPHERE --------------------------------------------------
Effect: Clears Level 2 Lock from the Sphere Grid.


--------- LEVEL 3 KEY SPHERE --------------------------------------------------
Effect: Clears Level 3 Lock from the Sphere Grid.


--------- LEVEL 4 KEY SPHERE --------------------------------------------------
Effect: Clears Level 4 Lock from the Sphere Grid.


--------- HP SPHERE -----------------------------------------------------------
Effect: Places HP +300 node in an empty node on the Sphere Grid.


--------- MP SPHERE -----------------------------------------------------------
Effect: Places MP +40 node in an empty node on the Sphere Grid.


--------- STRENGTH SPHERE -----------------------------------------------------
Effect: Places Strength +4 node in an empty node on the Sphere Grid.


--------- DEFENCE SPHERE ------------------------------------------------------
Effect: Places Defence +4 node in an empty node on the Sphere Grid.


--------- MAGIC SPHERE --------------------------------------------------------
Effect: Places Magic +4 node in an empty node on the Sphere Grid.


--------- MAGIC DEFENCE SPHERE ------------------------------------------------
Effect: Places Magic Defence +4 node in an empty node on the Sphere Grid.


--------- AGILITY SPHERE ------------------------------------------------------
Effect: Places Agility +4 node in an empty node on the Sphere Grid.


--------- LUCK SPHERE ---------------------------------------------------------
Effect: Places Luck +4 node in an empty node on the Sphere Grid.


--------- EVASION SPHERE ------------------------------------------------------
Effect: Places Evasion +4 node in an empty node on the Sphere Grid.


--------- ACCURACY SPHERE -----------------------------------------------------
Effect: Places Accuracy +4 node in an empty node on the Sphere Grid.


--------- CLEAR SPHERE --------------------------------------------------------
Effect: Removes stat sphere from the Sphere Grid.
Notes:  - Does not remove Skill, Special, White Magic or Black Magic nodes.


--------- RETURN SPHERE -------------------------------------------------------
Effect: Returns character to any node they have activated on the Sphere Grid.
Notes:  - Can only return character to nodes that THEY have activated.


--------- FRIEND SPHERE -------------------------------------------------------
Effect: Moves character to the current location of an ally on the Sphere Grid.


--------- TELEPORT SPHERE -----------------------------------------------------
Effect: Moves character to any previously activated node on the Sphere Grid.
Notes:  - Can only teleport character to nodes that allies have activated.


--------- WARP SPHERE ---------------------------------------------------------
Effect: Moves character to any node on the Sphere Grid.


--------- MAP -----------------------------------------------------------------
Effect: Displays world map.


--------- RENAME CARD ---------------------------------------------------------
Effect: Renames an aeon.
Notes:  - Cannot be used to rename the main character.


--------- HYPELLO POTION ------------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- SHINING THORN -------------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- PENDULUM ------------------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- AMULET --------------------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- DESIGNER WALLET -----------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- DOOR TO TOMORROW ----------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- WINGS TO DISCOVERY --------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- GAMBLER'S SPIRIT ----------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- UNDERDOG'S SECRET ---------------------------------------------------
Effect: Used in Mixes and for customisation.


--------- WINNING FORMULA -----------------------------------------------------
Effect: Used in Mixes and for customisation.



===============================================================================
          12. Abilities                                      [12ABIL]
===============================================================================


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          12.1. Skill                                        [12SKLL]
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--------- SLEEP ATTACK --------------------------------------------------------
Effect: Inflicts Sleep on one target for three turns.
Cost:   5 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- SILENCE ATTACK ------------------------------------------------------
Effect: Inflicts Silence on one target for three turns.
Cost:   5 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- DARK ATTACK ---------------------------------------------------------
Effect: Inflicts Darkness on one target for three turns.
Cost:   5 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- SLEEP BUSTER --------------------------------------------------------
Effect: Inflicts Sleep on one target for one turn.
Cost:   10 MP
Notes:  - Will always succeed against enemies, regardless of resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- SILENCE BUSTER ------------------------------------------------------
Effect: Inflicts Silence on one target for one turn.
Cost:   10 MP
Notes:  - Will always succeed against enemies, regardless of resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- DARK BUSTER ---------------------------------------------------------
Effect: Inflicts Darkness on one target for one turn.
Cost:   10 MP
Notes:  - Will always succeed against enemies, regardless of resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- ZOMBIE ATTACK -------------------------------------------------------
Effect: Inflicts Zombie on one target for three turns.
Cost:   10 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- TRIPLE FOUL ---------------------------------------------------------
Effect: Inflicts Darkness, Sleep, and Silence on one target for three turns.
Cost:   24 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- DELAY ATTACK --------------------------------------------------------
Effect: Delays the next turn of one target.
Cost:   8 MP
Notes:  - Protect and Defence +X% abilities will reduce damage.


--------- DELAY BUSTER --------------------------------------------------------
Effect: Significantly delays the next turn of one target.
Cost:   18 MP
Notes:  - Protect and Defence +X% abilities will reduce damage.


--------- POWER BREAK ---------------------------------------------------------
Effect: Reduces Strength stat of one target.
Cost:   8 MP
Notes:  - Reduces damage done by PHYSICAL attacks only.
        - Effect of Power Break cannot be compounded with additional use.
        - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- ARMOUR BREAK --------------------------------------------------------
Effect: Reduces Defence of one target to 0.
Cost:   12 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- MAGIC BREAK ---------------------------------------------------------
Effect: Reduces Magic stat of one target.
Cost:   8 MP
Notes:  - Reduces damage done by MAGICAL attacks only.
        - Effect of Magic Break cannot be compounded with additional use.
        - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- MENTAL BREAK --------------------------------------------------------
Effect: Reduces Magic Defence of one target to 0.
Cost:   12 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.


--------- FULL BREAK ----------------------------------------------------------
Effect: Inflicts Power Break, Armour Break, Magic Break, and Mental Break.
Cost:   99 MP
Notes:  - May not succeed against enemies with high resistance.
        - Protect and Defence +X% abilities will reduce damage.
        - This ability is PAL/International version exclusive.


--------- EXTRACT POWER -------------------------------------------------------
Effect: Makes target drop Power Spheres instead of regular items.
Cost:   1 MP
Notes:  - Protect and Defence +X% abilities will reduce damage.
        - This ability is PAL/International version exclusive.


--------- EXTRACT MANA --------------------------------------------------------
Effect: Makes target drop Mana Spheres instead of regular items.
Cost:   1 MP
Notes:  - Protect and Defence +X% abilities will reduce damage.
        - This ability is PAL/International version exclusive.


--------- EXTRACT SPEED -------------------------------------------------------
Effect: Makes target drop Speed Spheres instead of regular items.
Cost:   1 MP
Notes:  - Protect and Defence +X% abilities will reduce damage.
        - This ability is PAL/International version exclusive.


--------- EXTRACT ABILITY -----------------------------------------------------
Effect: Makes target drop Ability Spheres instead of regular items.
Cost:   1 MP
Notes:  - Protect and Defence +X% abilities will reduce damage.
        - This ability is PAL/International version exclusive.


--------- MUG -----------------------------------------------------------------
Effect: Attack and steal from one target at the same time.
Cost:   10 MP
Notes:  - For each successful steal, chances of another success drop by half.
        - Two types of Steal can occur - common and rare.
        - Using Steal on Al Bhed machina causes them to be instantly destroyed.
        - Protect and Defence +X% abilities will reduce damage.


--------- NAB GIL -------------------------------------------------------------
Effect: Attack and steal gil from one target at the same time.
Cost:   30 MP
Notes:  - For each successful steal, chances of another success drop by half.
        - Protect and Defence +X% abilities will reduce damage.
        - This ability is PAL/International version exclusive.


--------- QUICK HIT -----------------------------------------------------------
Effect: Attack one target with reduced recovery time.
Cost:   36 MP
Notes:  - Protect and Defence +X% abilities will reduce damage.
        - This ability has been toned down in the PAL/International version.



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          12.2. Special                                      [12SPCL]
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--------- FLEE ----------------------------------------------------------------
Effect: Allows all active characters to escape from battle.
Cost:   0 MP
Notes:  - Has a 100% success rate, unless you are fighting a forced battle.


--------- STEAL ---------------------------------------------------------------
Effect: Attack and steal from one target at the same time.
Cost:   0 MP
Notes:  - For each successful steal, chances of another success drop by half.
        - Two types of Steal can occur - common and rare.
        - Using Steal on Al Bhed machina causes them to be instantly destroyed.


--------- USE -----------------------------------------------------------------
Effect: Use special items.
Cost:   0 MP
Notes:  - For the use of special items like Al Bhed Potion and Water Gem, which
          can't be used through the "Item" command.


--------- PRAY ----------------------------------------------------------------
Effect: Restores HP to active party members.
Cost:   0 MP
Notes:  - Will damage targets under Zombie status.


--------- CHEER ---------------------------------------------------------------
Effect: Raises Strength and Defence stats of active party by one point.
Cost:   0 MP
Notes:  - After five castings, additional castings will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.


--------- AIM -----------------------------------------------------------------
Effect: Raises Accuracy stat of active party by one point.
Cost:   0 MP
Notes:  - After five castings, additional castings will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.


--------- FOCUS ---------------------------------------------------------------
Effect: Raises Magic and Magic Defence stats of active party by one point.
Cost:   0 MP
Notes:  - After five castings, additional castings will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.


--------- REFLEX --------------------------------------------------------------
Effect: Raises Evasion stat of active party by one point.
Cost:   0 MP
Notes:  - After five castings, additional castings will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.


--------- LUCK ----------------------------------------------------------------
Effect: Raises Luck stat of active party by one point.
Cost:   0 MP
Notes:  - After five castings, additional castings will lead to no effect.
        - Effect lasts until end of battle, or target is KOed.


--------- JINX ----------------------------------------------------------------
Effect: Lowers Luck stat of all enemies by one point.
Cost:   0 MP
Notes:  - After five castings, additional castings will lead to no effect.
        - Effect lasts until the end of battle.


--------- LANCET --------------------------------------------------------------
Effect: Absorb HP and MP from one target.
Cost:   0 MP
Notes:  - Kimahri learns his Overdrives by using Lancet on specific enemies.
        - Lanceting Zombied targets will restore their HP and MP.


--------- GUARD ---------------------------------------------------------------
Effect: Take physical damage for an active party member.
Cost:   0 MP
Notes:  - Doesn't work for magical damage.
        - Doesn't work on multiple character attacks.


--------- SENTINEL ------------------------------------------------------------
Effect: Take physical damage for an active party member in defensive status.
Cost:   0 MP
Notes:  - Doesn't work for magical damage.
        - Doesn't work on multiple character attacks.


--------- SPARE CHANGE --------------------------------------------------------
Effect: Throw gil to damage enemies.
Cost:   0 MP
Notes:  - Damage ignores stats of user/target, and any statuses the user/target
          may be under.
        - Damage done equals the amount of gil divided by 10.


--------- THREATEN ------------------------------------------------------------
Effect: Delay an enemies next turn.
Cost:   12 MP


--------- PROVOKE -------------------------------------------------------------
Effect: Focus enemy attacks on one party memeber.
Cost:   4 MP
Notes:  - Provoke status is removed as soon as Provoker leaves battle.


--------- ENTRUST -------------------------------------------------------------
Effect: Transfer Overdrive bar to another party member.
Cost:   8 MP
Notes:  - If a character Entrusts an Overdrive to another that already has a
          full overdrive, the game will not "remember" it. That is, cannot use
          Entrust to use two successive Overdrives.


--------- COPYCAT -------------------------------------------------------------
Effect: Mimic previous party members turn.
Cost:   28 MP
Notes:  - Character does not need to have learnt the ability they are copying.
        - Character cannot mimic summoning, Overdrives, or equipment changes.
        - Mimicking item use requires at least two of that item.


--------- PILFER GIL ----------------------------------------------------------
Effect: Steal gil from an enemy.
Cost:   20 MP
Notes:  - For each successful steal, chances of another success drop by half.
        - This ability is PAL/International version exclusive.


--------- QUICK POCKETS -------------------------------------------------------
Effect: Use item with reduced recovery time.
Cost:   70 MP
Notes:  - This ability is PAL/International version exclusive.


--------- DOUBLECAST ----------------------------------------------------------
Effect: Cast two Black Magic attacks in one turn.
Cost:   0 MP
Notes:  - Only works with Black Magic abilities.


--------- BRIBE ---------------------------------------------------------------
Effect: Pay enemies gil to flee from battle.
Cost:   0 MP
Notes:  - Successful minimum Bribe amount is about 10x the MAX HP of the enemy,
          but the chances of a successful Bribe increase with greater payment.



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          12.3. Black Magic                                  [12BLCK]
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--------- FIRE  <Shell> <Reflect> <NulBlaze> ----------------------------------
Effect: Deals small fire damage to one target.
Cost:   4 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- THUNDER  <Shell> <Reflect> <NulShock> -------------------------------
Effect: Deals small thunder damage to one target.
Cost:   4 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- WATER  <Shell> <Reflect> <NulTide> ----------------------------------
Effect: Deals small water damage to one target.
Cost:   4 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- BLIZZARD  <Shell> <Reflect> <NulFrost> ------------------------------
Effect: Deals small ice damage to one target.
Cost:   4 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- FIRA  <Shell> <Reflect> <NulBlaze> ----------------------------------
Effect: Deals medium fire damage to one target.
Cost:   8 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- THUNDARA  <Shell> <Reflect> <NulShock> ------------------------------
Effect: Deals medium thunder damage to one target.
Cost:   8 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- WATERA  <Shell> <Reflect> <NulTide> ---------------------------------
Effect: Deals medium water damage to one target.
Cost:   8 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- BLIZZARA  <Shell> <REFLECT> <NulFrost> ------------------------------
Effect: Deals medium ice damage to one target.
Cost:   8 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- FIRAGA  <Shell> <Reflect> <NulBlaze> --------------------------------
Effect: Deals large fire damage to one target.
Cost:   16 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.
          as HP, according to their elemental affinities.


--------- THUNDAGA  <Shell> <Reflect> <NulShock> ------------------------------
Effect: Deals large thunder damage to one target.
Cost:   4 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- WATERGA  <Shell> <Reflect> <NulTide> <NulFrost> ---------------------
Effect: Deals large water damage to one target.
Cost:   16 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.


--------- BLIZZAGA  <Shell> <Reflect> <NulFrost> ------------------------------
Effect: Deals large ice damage to one target.
Cost:   16 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.
        - First strike is cancelled out with NulFrost.


--------- BIO  <Reflect> ------------------------------------------------------
Effect: Inflicts Poison status on one target.
Cost:   10 MP
Notes:  - May not succeed against enemies with high resistance.


--------- DEMI  <Shell> -------------------------------------------------------
Effect: Reduces current HP of target by a quarter (1/4).
Cost:   32 MP


--------- DEATH  <Reflect> ----------------------------------------------------
Effect: Instantly KO one target.
Cost:   20 MP
Notes:  - Zombied targets not affected.


--------- DRAIN  <Shell> <Reflect> --------------------------------------------
Effect: Absorb HP from one target.
Cost:   12 MP
Notes:  - Draining Zombied targets will restore their HP.


--------- OSMOSE  <Reflect> ---------------------------------------------------
Effect: Absorb MP from one target.
Cost:   0 MP
Notes:  - Osmosing Zombied targets will restore their MP.
        - Absorbing all MP from an enemy will not stop them using magic.


--------- FLARE  <Shell> <Reflect> --------------------------------------------
Effect: Deals massive non-elemental damage to one target.
Cost:   54 MP


--------- ULTIMA  <Shell> -----------------------------------------------------
Effect: Deals massive non-elemental damage to one target.
Cost:   90 MP



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          12.4. White Magic                                  [12WHTE]
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--------- CURE ----------------------------------------------------------------
Effect: Restores small amount of HP to one target.
Cost:   4 MP
Notes:  - Shell and Magic Defence +X% abilities will reduce HP recovery.
        - Will cause damage to targets afflicted by Zombie.


--------- CURA ----------------------------------------------------------------
Effect: Restores medium amount of HP to one target.
Cost:   10 MP
Notes:  - Shell and Magic Defence +X% abilities will reduce HP recovery.
        - Will cause damage to targets afflicted by Zombie.


--------- CURAGA --------------------------------------------------------------
EFFECT  Restores large amount of HP to one target.
Cost:   20 MP
Notes:  - Shell and Magic Defence +X% abilities will reduce HP recovery.
        - Will cause damage to targets afflicted by Zombie.


--------- SCAN ----------------------------------------------------------------
Effect: Reveals information about a target.
Cost:   1 MP
Notes: - Deflected by Reflect.


--------- NULBLAZE ------------------------------------------------------------
Effect: Makes target party immune to fire based attacks.
Cost:   2 MP
Notes:  - Effect lasts until the end of battle, unless Dispelled, fire-based
          attack is used, or target is KOed.
        - Deflected by Reflect.


--------- NULSHOCK ------------------------------------------------------------
Effect: Makes target party immune to thunder based attacks.
Cost:   2 MP
Notes:  - Effect lasts until the end of battle, unless Dispelled, thunder-based
          attack is used, or target is KOed.
        - Deflected by Reflect.


--------- NULTIDE -------------------------------------------------------------
Effect: Makes target party immune to water based attacks.
Cost:   2 MP
Notes:  - Effect lasts until the end of battle, unless Dispelled, water-based
          attack is used, or target is KOed.
        - Deflected by Reflect.


--------- NULFROST ------------------------------------------------------------
Effect: Makes target party immune to ice based attacks.
Cost:   2 MP
Notes:  - Effect lasts until the end of battle, unless Dispelled, ice-based
          attack is used, or target is KOed.
        - Deflected by Reflect.


--------- ESUNA ---------------------------------------------------------------
Effect: Removes negative status effects on one target.
Cost:   5 MP
Notes:  - Dispels Darkness, Silence, Sleep, Poison, Petrification, Confuse,
          Berserk, and Slow statuses ONLY.
        - Deflected by Reflect.


--------- LIFE ----------------------------------------------------------------
Effect: Revives one KOed target and restores 50% MAX HP.
Cost:   18 MP
Notes:  - Shell and Magic Defence +X% abilities will reduce HP recovery.
        - Will cause damage to targets afflicted by Zombie.
        - Deflected by Reflect.


--------- FULL-LIFE -----------------------------------------------------------
Effect: Revives one KOed target and restores 100% MAX HP.
Cost:   60 MP
Notes:  - Shell and Magic Defence +X% abilities will reduce HP recovery.
        - Will instantly KO targets afflicted by Zombie.
        - Deflected by Reflect.


--------- HASTE ---------------------------------------------------------------
Effect: Increases turn rate of one target.
Cost:   8 MP
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Deflected by Reflect.


--------- HASTEGA -------------------------------------------------------------
Effect: Increases turn rate of target party.
Cost:   30 MP
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Deflected by Reflect.


--------- SLOW ----------------------------------------------------------------
Effect: Decreases turn rate of one target.
Cost:   12 MP
Notes:  - Effect lasts until the end of battle, unless Dispelled, Esuna is
          used, or until target is KOed.
        - Deflected by Reflect.


--------- SLOWGA --------------------------------------------------------------
Effect: Decreases turn rate of target party.
Cost:   20 MP
Notes:  - Effect lasts until the end of battle, unless Dispelled, Esuna is
          used, or until target is KOed.
        - Deflected by Reflect.


--------- SHELL ---------------------------------------------------------------
Effect: Halves base damage/restoration of attack/healing magic (one target).
Cost:   10 MP
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Deflected by Reflect.


--------- PROTECT -------------------------------------------------------------
Effect: Halves base damage of any physical attacks (one target).
Cost:   12 MP
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Slows Overdrive gain in Stoic and Comrade modes.
        - Deflected by Reflect.


--------- REFLECT -------------------------------------------------------------
Effect: Reflects most magic spells back onto user (one target).
Cost:   14 MP
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Magic user can Reflect magic off themselves, and it will "strike" the
          target. Against multiple targets, a random target will be hit.
        - Deflected by Reflect.


--------- DISPEL --------------------------------------------------------------
Effect: Dispels positive status effects of one target.
Cost:   12 MP


--------- REGEN ---------------------------------------------------------------
Effect: Restores HP to one target over a course of 10 turns.
Cost:   40 MP
Notes:  - Effect lasts until end of battle, unless Dispelled or target is KOed.
        - Restoration achieved per turn dependant on MAX HP of target.
        - Deflected by Reflect.


--------- HOLY ----------------------------------------------------------------
Effect: Deals massive holy damage to one target.
Cost:   85 MP
Notes:  - Enemies can take 50% damage, 150% damage, 0% damage, or absorb damage
          as HP, according to their elemental affinities.
        - Shell and Magic Defence +X% auto-abilities will reduce HP recovery.
        - Deflected by Reflect.


--------- AUTO-LIFE -----------------------------------------------------------
Effect: Automatically revives one target with 25% MAX HP when they are KOed.
Cost:   97 MP
Notes:  - Shell and Magic Defence +X% auto-abilities will reduce HP recovery.



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          13. Weapon Abilities                               [13WPNA]
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--------- SENSOR --------------------------------------------------------------
Effect:   Displays selected targets data (HP, MP, current statuses, etc).
Requires: Ability Sphere x2
Notes:    - Certain targets are immune to the effects of Sensor.


--------- PIERCING ------------------------------------------------------------
Effect:   Does normal damage to ARMOURED enemies.
Requires: Ability Sphere x2
Notes:    - Piercing DOES NOT ignore defence! It only ignores the armoured
            property that SOME enemies have (Helms and Drakes, for example).


--------- FIRST STRIKE --------------------------------------------------------
Effect:   Gives the character weilding the weapon the first turn, irrespective
          of enemy ambushes or the agility of the character.
Requires: Return Sphere x2
Notes:    - Auron's Celestial Weapon, the Masamune, has First Strike.


--------- INITIATIVE ----------------------------------------------------------
Effect:   Increases the chances of your party getting a pre-emptive strike.
Requires: Chocobo Feather x6


--------- FIRESTRIKE  <NulBlaze> ----------------------------------------------
Effect:   Adds fire-elemental damage to attacks and skills.
Requires: Bomb Fragment x4
Notes:    - Elemental affinities apply, so targets weak to the element will be
            dealt extra damage, those immune to the element will not be
            damaged, and those that are strong to the element will absorb it.


--------- THUNDERSTRIKE  <NulShock> -------------------------------------------
Effect:   Adds thunder-elemental damage to attacks and skills.
Requires: Electro Marble x4
Notes:    - Elemental affinities apply, so targets weak to the element will be
            dealt extra damage, those immune to the element will not be
            damaged, and those that are strong to the element will absorb it.


--------- WATERSTRIKE  <NulTide> ----------------------------------------------
Effect:   Adds water-elemental damage to attacks and skills.
Requires: Fish Scale x4
Notes:    - Elemental affinities apply, so targets weak to the element will be
            dealt extra damage, those immune to the element will not be
            damaged, and those that are strong to the element will absorb it.


--------- ICESTRIKE  <NulFrost> -----------------------------------------------
Effect:   Adds ice-elemental damage to attacks and skills.
Requires: Antarctic Wind x4
Notes:    - Elemental affinities apply, so targets weak to the element will be
            dealt extra damage, those immune to the element will not be
            damaged, and those that are strong to the element will absorb it.


--------- DARKTOUCH -----------------------------------------------------------
Effect:   Sometimes adds Darkness to attacks and skills.
Requires: Eyedrops x60
Notes:    - Certain targets are immune to Darkness.


--------- DARKSTRIKE ----------------------------------------------------------
Effect:   Always adds Darkness to attacks and skills.
Requires: Smoke Bomb x20
Notes:    - Certain targets are immune to Darkness.


--------- SILENCETOUCH --------------------------------------------------------
Effect:   Sometimes adds Silence to attacks and skills.
Requires: Echo Screen x60
Notes:    - Certain targets are immune to Silence.


--------- SILENCESTRIKE -------------------------------------------------------
Effect:   Always adds Silence to attacks and skills.
Requires: Silence Grenade x20
Notes:    - Certain targets are immune to Silence.


--------- SLEEPTOUCH ----------------------------------------------------------
Effect:   Sometimes adds Sleep to attacks and skills.
Requires: Sleeping Powder x10
Notes:    - Certain targets are immune to Sleep.


--------- SLEEPSTRIKE ---------------------------------------------------------
Effect:   Always adds Sleep to attacks and skills.
Requires: Dream Powder x16
Notes:    - Certain targets are immune to Sleep.


--------- POISONTOUCH ---------------------------------------------------------
Effect:   Sometimes adds Poison to attacks and skills.
Requires: Antidote x99
Notes:    - Certain targets are immune to Poison.


--------- POISONSTRIKE --------------------------------------------------------
Effect:   Always adds Poison to attacks and skills.
Requires: Poison Fang x24
Notes:    - Certain targets are immune to Poison.


--------- STONETOUCH ----------------------------------------------------------
Effect:   Sometimes adds Petrification to attacks and skills.
Requires: Petrify Grenade x10
Notes:    - Certain targets are immune to Petrification.


--------- STONESTRIKE ---------------------------------------------------------
Effect:   Always adds Petrification to attacks and skills.
Requires: Petrify Grenade x60
Notes:    - Certain targets are immune to Petrification.


--------- DEATHTOUCH ----------------------------------------------------------
Effect:   Sometimes adds Death to attacks and skills.
Requires: Farplane Shadow x30
Notes:    - Certain targets are immune to Death.


--------- DEATHSTRIKE ---------------------------------------------------------
Effect:   Always adds Death to attacks and skills.
Requires: Farplane Wind x60
Notes:    - Certain targets are immune to Death.


--------- ZOMBIETOUCH ---------------------------------------------------------
Effect:   Sometimes adds Zombie to attacks and skills.
Requires: Holy Water x70
Notes:    - Certain targets are immune to Zombie.


--------- ZOMBIESTRIKE --------------------------------------------------------
Effect:   Always adds Zombie to attacks and skills.
Requires: Candle of Life x30
Notes:    - Certain targets are immune to Zombie.


--------- SLOWTOUCH -----------------------------------------------------------
Effect:   Sometimes adds Slow to attacks and skills.
Requires: Silver Hourglass x16
Notes:    - Certain targets are immune to Slow.


--------- SLOWSTRIKE ----------------------------------------------------------
Effect:   Always adds Slow to attacks and skills.
Requires: Gold Hourglass x30
Notes:    - Certain targets are immune to Slow.


--------- DISTIL POWER --------------------------------------------------------
Effect:   Makes target drop Power Spheres instead of regular items.
Requires: Power Sphere x2
Notes:    - This auto-ability is exclusive to the PAL & International versions.


--------- DISTIL MANA ---------------------------------------------------------
Effect:   Makes target drop Mana Spheres instead of regular items.
Requires: Mana Sphere x2
Notes:    - This auto-ability is exclusive to the PAL & International versions.


--------- DISTIL SPEED --------------------------------------------------------
Effect:   Makes target drop Speed Spheres instead of regular items.
Requires: Speed Sphere x2
Notes:    - This auto-ability is exclusive to the PAL & International versions.


--------- DISTIL ABILITY ------------------------------------------------------
Effect:   Makes target drop Ability Spheres instead of regular items.
Requires: Ability Sphere x2
Notes:    - This auto-ability is exclusive to the PAL & International versions.


--------- STRENGTH +3% --------------------------------------------------------
Effect:   Increases damage done by attacks and skills by 3%.
Requires: Power Sphere x3
Notes:    - Does not directly affect stats, but the damage you do.
          - Can be compounded with other Strength +X% abilities.


--------- STRENGTH +5% --------------------------------------------------------
Effect:   Increases damage done by attacks and skills by 5%.
Requires: Stamina Spring x2
Notes:    - Does not directly affect stats, but the damage you do.
          - Can be compounded with other Strength +X% abilities.


--------- STRENGTH +10% -------------------------------------------------------
Effect:   Increases damage done by attacks and skills by 10%.
Requires: Skill Sphere x1
Notes:    - Does not directly affect stats, but the damage you do.
          - Can be compounded with other Strength +X% abilities.


--------- STRENGTH +20% -------------------------------------------------------
Effect:   Increases damage done by attacks and skills by 10%.
Requires: Supreme Gem x4
Notes:    - Does not directly affect stats, but the damage you do.
          - Can be compounded with other Strength +X% abilities.


--------- MAGIC +3% -----------------------------------------------------------
Effect:   Increases damage/restoration done by magic by 3%.
Requires: Mana Sphere x3
Notes:    - Does not directly affect stats, but the damage/healing you do.
          - Can be compounded with other Magic +X% abilities.


--------- MAGIC +5% -----------------------------------------------------------
Effect:   Increases damage/restoration done by magic by 5%.
Requires: Mana Spring x2
Notes:    - Does not directly affect stats, but the damage/healing you do.
          - Can be compounded with other Magic +X% abilities.


--------- MAGIC +10% ----------------------------------------------------------
Effect:   Increases damage/restoration done by magic by 10%.
Requires: Black Magic Sphere x1
Notes:    - Does not directly affect stats, but the damage/healing you do.
          - Can be compounded with other Magic +X% abilities.


--------- MAGIC +20% ----------------------------------------------------------
Effect:   Increases damage/restoration done by magic by 10%.
Requires: Supreme Gem x4
Notes:    - Does not directly affect stats, but the damage/healing you do.
          - Can be compounded with other Magic +X% abilities.


--------- COUNTERATTACK -------------------------------------------------------
Effect:   Automatically attacks after being physically attacked by a target.
Requires: Friend Sphere x1
Notes:    - Some attacks cannot be countered.
          - Auron's Celestial Weapon, the Masamune, has Counterattack.


--------- EVADE & COUNTER -----------------------------------------------------
Effect:   Automatically evades and attacks after being targeted for a physical
          attack by a target.
Requires: Teleport Sphere x1
Notes:    - Some attacks cannot be evaded and/or countered.
          - Increases chances of evasion significantly.


--------- MAGIC COUNTER -------------------------------------------------------
Effect:   Automatically attacks after being magically attacked by a target.
Requires: Shining Gem x16
Notes:    - Some attacks do damage based on magical stats and formulas, but are
            unable to be countered.
          - Tidus' Celestial Weapon, the Caladbolg, has Magic Counter.


--------- MAGIC BOOSTER -------------------------------------------------------
Effect:   Increases magic attack power of user, but uses extra MP.
Requires: Turbo Ether x30
Notes:    - Lulu's Celestial Weapon, the Onion Knight, has Magic Booster.


--------- ALCHEMY -------------------------------------------------------------
Effect:   Doubles healing effect of items.
Requires: Healing Water x4
Notes:    - Only increases healing item recovery to a maximum of 9999HP.


--------- HALF MP COST --------------------------------------------------------
Effect:   Halves MP cost for any ability.
Requires: Twin Stars x20
Notes:    - Using in conjunction with MP Booster will cancel the effect out.


--------- ONE MP COST ---------------------------------------------------------
Effect:   Reduces MP cost for any ability to 1.
Requires: Three Stars x20
Notes:    - Using in conjunction with MP Booster will use 2MP.


--------- DOUBLE AP -----------------------------------------------------------
Effect:   Doubles AP received after battle for one character.
Requires: Mega Elixir x20


--------- TRIPLE AP -----------------------------------------------------------
Effect:   Triple AP received after battle for one character.
Requires: Wings to Discovery x50


--------- OVERDRIVE -> AP -----------------------------------------------------
Effect:   All overdrive gain goes straight to AP gain for one character.
Requires: Door to Tomorrow x10
Notes:    - Overdrive gauge will not fill when this is equipped.


--------- SOS OVERDRIVE -------------------------------------------------------
Effect:   Overdrive gauge rises faster when character HP falls below 50%.
Requires: Gambler's Spirit x20
Notes:    - Once character recovers more than 50% HP, Overdrive bonus stops.


--------- DOUBLE OVERDRIVE ----------------------------------------------------
Effect:   Overdrive gauge rises twice as fast.
Requires: Underdog's Secret x30


--------- TRIPLE OVERDRIVE ----------------------------------------------------
Effect:   Overdrive gauge rises three times as fast.
Requires: Winning Formula x30


--------- GILLIONAIRE ---------------------------------------------------------
Effect:   Doubles the amount of gil received at the end of battle.
Requires: Designer Wallet x30
Notes:    - Rikku's Celestial Weapon, the Godhand, has Gillionaire.


--------- BREAK DAMAGE LIMIT --------------------------------------------------
Effect:   Allows characters to exceed the damage limit of 9999, up to a maximum
          of 99999.
Requires: Dark Matter x60



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          14. Armour Abilities                               [14ARMA]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



--------- FIRE WARD -----------------------------------------------------------
Effect:   Halves damage received from all fire-based attacks.
Requires: Bomb Fragment x4


--------- FIREPROOF -----------------------------------------------------------
Effect:   Nullifies damage received from all fire-based attacks.
Requires: Bomb Core x8


--------- FIRE EATER ----------------------------------------------------------
Effect:   Absorbs damage received from all fire-based attacks.
Requires: Fire Gem x20


--------- LIGHTNING WARD ------------------------------------------------------
Effect:   Halves damage received from all thunder-based attacks.
Requires: Electro Marble x4


--------- LIGHTNINGPROOF ------------------------------------------------------
Effect:   Nullifies damage received from all thunder-based attacks.
Requires: Lightning Marble x8


--------- LIGHTNING EATER -----------------------------------------------------
Effect:   Absorbs damage received from all thunder-based attacks.
Requires: Lightning Gem x20


--------- WATER WARD ----------------------------------------------------------
Effect:   Halves damage received from all water-based attacks.
Requires: Fish Scale x4


--------- WATERPROOF ----------------------------------------------------------
Effect:   Nullifies damage received from all water-based attacks.
Requires: Dragon Scale x8


--------- WATER EATER ---------------------------------------------------------
Effect:   Absorbs damage received from all water-based attacks.
Requires: Water Gem x20


--------- ICE WARD ------------------------------------------------------------
Effect:   Halves damage received from all ice-based attacks.
Requires: Antarctic Wind x4


--------- ICEPROOF ------------------------------------------------------------
Effect:   Nullifies damage received from all ice-based attacks.
Requires: Arctic Wind x8


--------- ICE EATER -----------------------------------------------------------
Effect:   Absorbs damage received from all ice-based attacks.
Requires: Ice Gem x20


--------- DARK WARD -----------------------------------------------------------
Effect:   Sometimes protects against Darkness.
Requires: Eye Drops x40


--------- DARKPROOF -----------------------------------------------------------
Effect:   Always protects against Darkness.
Requires: Smoke Bomb x20


--------- SILENCE WARD --------------------------------------------------------
Effect:   Sometimes protects against Silence.
Requires: Echo Screen x30


--------- SILENCEPROOF --------------------------------------------------------
Effect:   Always protects against Silence.
Requires: Silence Grenade x10


--------- SLEEP WARD ----------------------------------------------------------
Effect:   Sometimes protects against Sleep.
Requires: Sleeping Powder x6


--------- SLEEPPROOF ----------------------------------------------------------
Effect:   Always protects against Sleep.
Requires: Dream Powder x8


--------- POISON WARD ---------------------------------------------------------
Effect:   Sometimes protects against Poison.
Requires: Antidote x40


--------- POISONPROOF ---------------------------------------------------------
Effect:   Always protects against Poison.
Requires: Poison Fang x12


--------- STONE WARD ----------------------------------------------------------
Effect:   Sometimes protects against Petrification.
Requires: Soft x30


--------- STONEPROOF ----------------------------------------------------------
Effect:   Always protects against Petrification.
Requires: Petrify Grenade x20


--------- DEATH WARD ----------------------------------------------------------
Effect:   Sometimes protects against Death.
Requires: Farplane Shadow x15


--------- DEATHPROOF ----------------------------------------------------------
Effect:   Always protects against Death.
Requires: Farplane Wind x60


--------- ZOMBIE WARD ---------------------------------------------------------
Effect:   Sometimes protects against Zombie.
Requires: Holy Water x30


--------- ZOMBIEPROOF ---------------------------------------------------------
Effect:   Always protects against Zombie.
Requires: Candle of Life x10


--------- SLOW WARD -----------------------------------------------------------
Effect:   Sometimes protects against Slow.
Requires: Silver Hourglass x10


--------- SLOWPROOF -----------------------------------------------------------
Effect:   Always protects against Slow.
Requires: Gold Hourglass x20


--------- CONFUSE WARD --------------------------------------------------------
Effect:   Sometimes protects against Confusion.
Requires: Musk x16


--------- CONFUSEPROOF --------------------------------------------------------
Effect:   Always protects against Confusion.
Requires: Musk x48


--------- BERSERK WARD --------------------------------------------------------
Effect:   Sometimes protects against Berserk.
Requires: Hypello Potion x8


--------- BERSERKPROOF --------------------------------------------------------
Effect:   Always protects against Berserk.
Requires: Hypello Potion x32


--------- CURSEPROOF ----------------------------------------------------------
Effect:   Always protects against Curse.
Requires: Tetra Elemental x12


--------- SOS NULBLAZE --------------------------------------------------------
Effect:   Places character under NulBlaze status once HP falls below 50%.
Requires: Bomb Core x1
Notes:    - Can nullify more than one fire-based attack.
          - Once character recovers more than 50% HP, protection discontinued.


--------- SOS NULSHOCK --------------------------------------------------------
Effect:   Places character under NulShock status once HP falls below 50%.
Requires: Lightning Marble x1
Notes:    - Can nullify more than one thunder-based attack.
          - Once character recovers more than 50% HP, protection discontinued.


--------- SOS NULTIDE ---------------------------------------------------------
Effect:   Places character under NulTide status once HP falls below 50%.
Requires: Dragon Scale x1
Notes:    - Can nullify more than one water-based attack.
          - Once character recovers more than 50% HP, protection discontinued.


--------- SOS NULFROST --------------------------------------------------------
Effect:   Places character under NulFrost status once HP falls below 50%.
Requires: Arctic Wind x1
Notes:    - Can nullify more than one ice-based attack.
          - Once character recovers more than 50% HP, protection discontinued.


--------- SOS SHELL -----------------------------------------------------------
Effect:   Places character under Shell status once HP falls below 50%.
Requires: Lunar Curtain x8
Notes:    - Once character recovers more than 50% HP, protection stops.


--------- SOS PROTECT ---------------------------------------------------------
Effect:   Places character under Protect status once HP falls below 50%.
Requires: Light Curtain x8
Notes:    - Once character recovers more than 50% HP, protection stops.


--------- SOS REFLECT ---------------------------------------------------------
Effect:   Places character under Reflect status once HP falls below 50%.
Requires: Star Curtain x8
Notes:    - Once character recovers more than 50% HP, protection stops.


--------- SOS HASTE -----------------------------------------------------------
Effect:   Places character under Haste status once HP falls below 50%.
Requires: Chocobo Feather x20
Notes:    - Once character recovers more than 50% HP, protection stops.


--------- SOS REGEN -----------------------------------------------------------
Effect:   Places character under Regen status once HP falls below 50%.
Requires: Healing Spring x12
Notes:    - Once character recovers more than 50% HP, protection stops.


--------- AUTO-SHELL ----------------------------------------------------------
Effect:   Automatically places character under Shell status.
Requires: Lunar Curtain x80
Notes:    - Halves base restoration of all healing magic.


--------- AUTO-PROTECT --------------------------------------------------------
Effect:   Automatically places character under Protect status.
Requires: Light Curtain x70


--------- AUTO-REFLECT --------------------------------------------------------
Effect:   Automatically places character under Reflect status.
Requires: Star Curtain x40


--------- AUTO-HASTE ----------------------------------------------------------
Effect:   Automatically places character under Haste status.
Requires: Chocobo Wing x80


--------- AUTO-REGEN ----------------------------------------------------------
Effect:   Automatically places character under Regen status.
Requires: Healing Spring x80


--------- DEFENCE +3% ---------------------------------------------------------
Effect:   Decreases damage inflicted by enemy attack by 3%.
Requires: Power Sphere x3
Notes:    - Does not directly affect stats, but the damage you receive.
          - Can be compounded with other Defence +X% abilities.


--------- DEFENCE +5% ---------------------------------------------------------
Effect:   Decreases damage inflicted by enemy attack by 5%.
Requires: Stamina Spring x2
Notes:    - Does not directly affect stats, but the damage you receive.
          - Can be compounded with other Defence +X% abilities.


--------- DEFENCE +10% --------------------------------------------------------
Effect:   Decreases damage inflicted by enemy attack by 10%.
Requires: Special Sphere x1
Notes:    - Does not directly affect stats, but the damage you receive.
          - Can be compounded with other Defence +X% abilities.


--------- DEFENCE +20% --------------------------------------------------------
Effect:   Decreases damage inflicted by enemy attack by 20%.
Requires: Blessed Gem x4
Notes:    - Does not directly affect stats, but the damage you receive.
          - Can be compounded with other Defence +X% abilities.


--------- MAGIC DEFENCE +3% ---------------------------------------------------
Effect:   Decreases damage inflicted by enemy magic attack by 3%.
Requires: Mana Sphere x3
Notes:    - Does not directly affect stats, but the damage/healing you receive.
          - Can be compounded with other Magic Defence +X% abilities.


--------- MAGIC DEFENCE +5% ---------------------------------------------------
Effect:   Decreases damage inflicted by enemy magic attack by 5%.
Requires: Mana Spring x2
Notes:    - Does not directly affect stats, but the damage/healing you receive.
          - Can be compounded with other Magic Defence +X% abilities.


--------- MAGIC DEFENCE +10% --------------------------------------------------
Effect:   Decreases damage inflicted by enemy magic attack by 10%.
Requires: White Magic Sphere x1
Notes:    - Does not directly affect stats, but the damage/healing you receive.
          - Can be compounded with other Magic Defence +X% abilities.


--------- MAGIC DEFENCE +20% --------------------------------------------------
Effect:   Decreases damage inflicted by enemy magic attack by 20%.
Requires: Blessed Gem x4
Notes:    - Does not directly affect stats, but the damage/healing you receive.
          - Can be compounded with other Magic Defence +X% abilities.


--------- HP +5% --------------------------------------------------------------
Effect:   Increases HP by 5%.
Requires: X-Potion x5
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other HP +X% abilities.


--------- HP +10% -------------------------------------------------------------
Effect:   Increases HP by 10%.
Requires: Soul Spring x3
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other HP +X% abilities.


--------- HP +20% -------------------------------------------------------------
Effect:   Increases HP by 20%.
Requires: Elixir x5
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other HP +X% abilities.


--------- HP +30% -------------------------------------------------------------
Effect:   Increases HP by 30%.
Requires: Stamina Tonic x1
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other HP +X% abilities.


--------- MP +5% --------------------------------------------------------------
Effect:   Increases MP by 5%.
Requires: Ether x5
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other MP +X% abilities.


--------- MP +10% -------------------------------------------------------------
Effect:   Increases MP by 10%.
Requires: Soul Spring x3
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other MP +X% abilities.


--------- MP +20% -------------------------------------------------------------
Effect:   Increases MP by 20%.
Requires: Elixir x5
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other MP +X% abilities.


--------- MP +30% -------------------------------------------------------------
Effect:   Increases MP by 30%.
Requires: Mana Tonic x1
Notes:    - Does not directly affect stats, but temporarily increases them.
          - Can be compounded with other MP +X% abilities.


--------- AUTO-POTION ---------------------------------------------------------
Effect:   Automatically use Potion once HP falls below 50%.
Requires: Stamina Tablet x4
Notes:    - Auto-Potion always uses the lowset ranked Potion in your inventory.
          - Effect stops after you run out of Phoenix Downs.


--------- AUTO-MED ------------------------------------------------------------
Effect:   Automatically use Remedy once afflicted with status.
Requires: Remedy x20
Notes:    - Auto-Med can only cures Darkness, Silence, Poison, and Zombie.
          - Effect stops after you run out of Remedies.


--------- AUTO-PHOENIX --------------------------------------------------------
Effect:   Automatically use Phoenix Down on KOed character.
Requires: Mega-Phoenix x20
Notes:    - Effect stops after you run out of Phoenix Downs.


--------- PICKPOCKET ----------------------------------------------------------
Effect:   Sometimes steal rare items.
Requires: Amulet x30


--------- MASTER THIEF --------------------------------------------------------
Effect:   Always steal rare items.
Requires: Pendulum x30


--------- HP STROLL -----------------------------------------------------------
Effect:   Recover character's HP automatically while walking around.
Requires: Stamina Tablet x2


--------- MP STROLL -----------------------------------------------------------
Effect:   Recover character's MP automatically while walking around.
Requires: Mana Tablet x2


--------- NO ENCOUNTERS -------------------------------------------------------
Effect:   Eliminates random monster encounters.
Requires: Purifying Salt x30
Notes:    - Geosgaeno sometimes drops WEAPONS containing this auto-ability.


--------- BREAK HP LIMIT ------------------------------------------------------
Effect:   Allows characters to exceed 9999 HP, up to a maximum of 99999 HP.
Requires: Wings to Discovery x30


--------- BREAK MP LIMIT ------------------------------------------------------
Effect:   Allows characters to exceed 999 MP, up to a maximum of 9999 MP.
Requires: Three Stars x30


--------- RIBBON --------------------------------------------------------------
Effect:   Protects against all negative statuses except for Death and Curse.
Requires: Dark Matter x99
Notes:    - This auto-ability is exclusive to the PAL & International versions.



===============================================================================
          15. Frequently Asked Questions                     [15FAQS]
===============================================================================

--- WARNING -------------------------------------------------------------------
This section has some small spoilers. At the very least, you should finish the
story before you attempt to find your question here.
-------------------------------------------------------------------------------

Q: I have the Celestial Mirror, the Celestial Weapons and the sigils and/or
   crests. So how do I power them up?
A: Return to the glittering path in Macalania Forest where the Cloudy Mirror
   was powered up into the Celestial Mirror. It's at the top of an insersection
   that seems to lead nowhere, and there is an odd looking plant. Interact with
   the plant by pressing X and present your weapons, sigils, and crests. It
   will do the rest.

Q: How do teach Aurochs Spirit to Wakka?
A: Wakka needs to learn all three of his key techs (Drain Tackle, Tackle Slip,
   and Wither Shot). You can then win Auroch's Spirit from a TOURNAMENT (it
   appears randomly as a prize). Keep in mind that it may still show up even if
   Wakka has not learned all his key techs.

Q: How do I learn Sphere Shot? I always miss with Techcopy!
A: You need to hit X when "Techcopy" flashes white the ninth time.

Q: Can I use Zanmato to defeat Penance, or any other Dark Aeon?
A: Yes... though it's a waste of time to do so, and you suck for doing it. The
   Dark Aeons are present in FFX to provide a heightened challenge, even above
   that of the Monster Arena. Raise your stats and fight them the fair way.
   They each drop like flies with a good strategy.

Q: Spirit in the Omega Ruins is destroying my party! Help!
A: Just like Malboro/Great Malboro, you can render this fiend helpless by using
   Provoke. In fact, it will even regularly heal your party with White Wind!

Q: What happens in the cutscene after the Blitzball tournament?
A: The scene is exactly the same whatever the outcome of the match, except that
   Wakka holds a large trophy (if you won) or a Blitzball (if you didn't).

Q: Where can I find Ochu on the Djose Highroad?
A: Ochu's aren't found on the "normal" Highroad. They can only be found on the
   left path that takes you towards the Moonflow.

Q: I missed/failed the Jecht Shot Challenge on the S.S. Winno, can I do it
   again?
A: Certainly can. Just revisit the S.S. Winno when you can (the earliest
   possible time is after you reach the Djose Highroad) and try it as many
   times as you need to.

Q: I sold the Rusty Sword! Help!
A: You can't sell the Rusty Sword, nor can you sell any Key Items. Several of
   them disappear after certain events (e.g. Cloudy Mirror is upgraded to the
   Celestial Mirror, Rusty Sword disappears when you obtain the Masamune).

Q: Does Defence +20% affect Defence after it has been raised to 255?
A: Yes. It has a deceiving ability name. It actually will reduce the damage of
   all physical attacks by 20%. Same goes for Magic Defence +X% abilities.

Q: Where can I get Light Curtains? I'd like to customise Auto-Protect.
A: Defeat Fafnir at the Monster Arean to receive 20, or 40 for the Overkill.

Q: Where can I get Chocobo Wings? I'd like to customise Auto-Haste.
A: Bribe Machea (Omega Ruins) for 360000 gil to receive about 60.

Q: Where can I get Level 4 Key Spheres?
A: Bribe Chimera Brain (Calm Lands) for 196000 gil to receive 2.

Q: How do you pronounce the lead character's name?
A: There is much debate on this topic. I prefer Tie-Dus, others use Tee-Dus.

Q: I keep getting killed by Malboro/Great Malboro! How can I stop Bad Breath?
A: First Strike combined with Provoke is the answer. Do this, and you won't
   ever see that nasty little attack. It should be noted that you will ALWAYS
   get ambushed by Great Malboro in the Omega Ruins (though not always by the
   ones Inside Sin).

Q: I can't access any Temples. Why?
A: If you visit the Highbridge event after you obtain the airship, the only two
   Temples you can't access are Besaid and Macalania, and only then if you have
   the PAL/International version.

Q: How do I open six chests in the Remiem Temple Chocobo Race?
A: You can't. Five is the maximum. The sixth chest is there to throw you off.

Q: Where can I get some empty four-slot weapons and armour from?
A: After you have acquired the airship and have visited the Highbridge, Wantz
   will appear at the entrace to Macalania Woods. You don't have to lend O'aka
   gil for Wantz to appear, or meet any pother requirements. He will ALWAYS be
   there.

Q: I missed the destruction sphere in Bevelle! Can I still get Anima?
A: You didn't miss the destruction sphere, as it's impossible to even make it
   out of the Cloister of Trials without using it. You also HAVE to open the
   treasure chest, or you cannot walk forward.

Q: Where is the Chocobo Lady in the Calm Lands?
A: If you "beam down" from the airship, then from where you start near the save
   sphere walk DIRECTLY south without straying even a little. Go far enough
   (it's not a long walk, don't worry) and you see a woman sitting on a
   chocobo. She's the one you want.

Q: I've been told that either Luzzu or Gatta can die during Operation Mi'ihen.
   Is this true, and if so, how can I change who survives?
A: You are given the chance to talk to Gatta twice before the start of the
   Operation. If you tell him the BOTH times that he should go down the beach
   and help, he will die, and Luzzu will live. Else, Gatta will live and Luzzu
   will bite the big one. 'Tis sad.

Q: What do I need to customise Break HP Limit?
A: 30x Wings to Discovery. However, it should be known that this ability is not
   necessary to beat any boss. More than anything, it's a hinderance. Check out
   the stat maxing section for more details.

Q: I still want Break HP Limit, even though I know it sucks. Where can I get
   Break HP Limit armours from?
A: Nemesis often drops them after you defeat him, as do Dark Aeons. However,
   Dark Aeons drops also often come with crappy abilities such as Curseproof.

Q: Where do I get Wings to Discovery?
A: You can get thirty by winning the Remiem Temple Chocobo Race and opening
   three chests, without touching any poles. They are also a common drop from
   Shinryu at the Monster Arena.

Q: I just got some weapons with the No AP ability on them... they're useless!
A: These are Celestial Weapons. You need to power them up first, and then they
   become the best possible weapons you cang get.

Q: How do I use Lulu's Overdrive?
A: Spin the RIGHT ANALOG STICK. Direction does not matter, but the more you
   spin it, the more times she will cast a spell. TI always spin it
   counter-clockwise with the palm of my hand. Works like a charm.

Q: How do I defeat <insert boss name>?
A: See the walkthrough for details. Use the contents to find the specific
   location you're in, and then just scroll to find the boss giving you a hard
   time.

Q: What does the Blossom Crown do?
A: You need it to unlock the Magus Sisters - a secret set of powerful aeons.
   You also need another item, the Flower Sceptre.

Q: What does the Flower Sceptre do?
A: You need it to unlock the Magus Sisters - a secret set of powerful aeons.
   You also need another item, the Blossom Crown.

Q: I missed out on obtaining Omega Weapon's Nova! Do I need to restart so
   Kimahri can learn it?
A: No. All of Kimahri's Ronso Rages can be learned at any stage of the game. He
   can learn Nova from Nemesis, the ultimate Monster Arena creation.



===============================================================================
          16. Thanks                                         [16THKS]
===============================================================================

- CJayC: Administrator of GameFAQs, for hosting my guide.

- Leo Chan: FAQ Editor of Neoseeker, for also hosting my guide.

- Stephen Ng: FAQ Editor of IGN, for also hosting my guide.

- Split Infinity: For standing apart from the crowd and making the greatest FFX
  guide of them all (aside from my own, of course). His FAQ was not only an
  inspiration to me, but served as a valuable source of information if I ever
  needed to clarify something. I used several small pieces of factual
  information from his guide. Kudos to Split for his support.

- CB!: For her Monster Arena FAQ and Equipment Remodelling Guide. Many thanks
  to her for being a pioneer writer for this game, and a stellar one at that.

- Theoden: I can't even begin to tell you how much this guy has taught me about
  this game. Half of everything I know can be attributed to him.

- jobber2202497: For his outstanding work in battle mechanics, particulary all
  the bits and pieces regarding the Magus Sisters and Yojimbo. His indirect
  contributions has made this FAQ better than it could have ever been.

- Thundaka: For his help with the Sanctuary Keeeper strategy, and also going
  over this guide with a finetooth comb and weeding out all the little
  mistakes. Because of him, this guide is even better. Thank you!

- AlaskaFox, for his excellent Blitzball FAQ. I still think you're one of the
  best GameFAQs has to offer.

- Dark Locke: For sending me an old file with some stuff I wrote long ago. It
  was a great help, so a big thanks to him.

- DemonSLAYER: His well-written guide served as a great reference file for
  certain things I missed myself, or just didn't know.

- TrueDFX: For pointing out my lack of reading ability.

- Eclesis: For his Blitzball Database, which pertains to the above said lack of
  reading ability, pointed out by TrueDFX.

- PFriedman: For his detailed guide on Overdrives, from which I used some
  information regarding Overdrive modes.

- Stephen Langdon: For pointing out some missing information.

- Adrenaline SL: For the awesome ASCII art you see at the top of this guide.
  She is also a GameFAQs writer, so be sure to check her stuff out.



===============================================================================
          18. Contact Information                            [18CONT]
===============================================================================

If you have any suggestions, additions, or noticed I have made any mistakes,
contact me over email, at zeroshift[at]gmail[dot]com. Do NOT send me guide
hosting requests, questions answered in this guide, multiple emails with the
same question, or emails with bad spelling or punctuation. Put the name of the
FAQ or guide that you are emailing about in the subject line. This ensures your
email will, at the very least, be read. Follow the rules and you should receive
a reply within about 48 hours. Fail to follow the rules, and your email/s will
be deleted without hesitation.



===============================================================================
          18. Copyright Notice                               [18CYRT]
===============================================================================

This document is Copyright (c) 2009 Masamune3. It may be not be reproduced
under any circumstances except for personal, private use. It may not be placed
on any website besides those specified by the author. It may not be distributed
electronically outside of these websites, and it may not be distributed
otherwise at all. Use of this guide on any other website or as a part of any
public format is strictly prohibited, and a violation of copyright. This file
may be hosted on GameFAQs [www.gamefaqs.com] ONLY.




===============================================================================
          19. Closing                                        [19CLSG]
===============================================================================

Well, it looks as though we've come to the end of the guide. I certainly hope
that you enjoyed reading it, but more importantly, I hope it helped you out.
After all, that's one of the reasons I wrote it. If you'd like to check out
some of my other work, look here:

----------- http://www.gamefaqs.com/features/recognition/27016.html -----------


_______________________________________________________________________________
                                                   Copyright (c) 2009 Masamune3