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FINAL FANTASY X 'Yet Another' FULL FAQ/WALKTHROUGH
Written by Rebecca Skinner AKA Karpah
Version AU, 26th January 2005
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: `; .-.,-.,-. .--. : : : `;.--. ,-.,-.`. .'.--. .--. .-..-. ` '
: : : :: ,. :' .; ; : :_ : :' .; ; : ,. : : :' .; ; `._-.': :; : .' `.
:_; :_;:_;:_;`.__,_;`.__; :_;`.__,_;:_;:_; :_;`.__,_;`.__.'`._. ; :_;:_;
.-. :
`._.'
'It is better to die in hope than live in despair'
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YE OLDE TABLE OF CONTENTS
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- 1.0 - INTRODUCTION
1.1 The Game
1.2 Why another FFX guide!?
1.3 A little bit about me
1.4 Revision history
- 2.0 - GAME BASICS
2.1 The story
2.2 Battles
2.3 Menus
2.4 The Sphere Grid Explained
- 3.0 - CHARACTERS
3.1 Tidus
3.2 Yuna
3.3 Wakka
3.4 Auron
3.5 Kimahri
3.6 Lulu
3.7 Rikku
- 4.0 - THE WALKTHROUGH
- 5.0 - FREQUENTLY ASKED QUESTIONS
- 6.0 - MONSTER ARENA *COMING SOON!*
- 7.0 - CELESTIAL WEAPONS
7.1 Caladbolg
7.2 Nirvana
7.3 World Champion
7.4 Masamune
7.5 Spirit Lance
7.6 Onion Knight
7.7 Godhand
- 8.0 - SIDE QUESTS
8.1 Omega Ruins *COMING SOON*
8.2 Cavern of the Stolen Fayth
8.3 Baaj Temple
8.4 Chocobo Racing
8.5 Luca Sphere Theatre
8.6 Lightning Dodging
8.7 Butterfly Catching
8.8 Cactuar Village
8.9 Airship Co-ordinates and Passwords
8.10 Remiem Temple
8.11 Locations of...
8.12 Returning to Temples
- 9.0 - OVERDRIVE INFO
9.1 Swordplay
9.2 Grand Summon
9.3 Slots
9.4 Bushido
9.5 Ronso Rage
9.6 Fury
9.7 Mix
9.8 Overdrive Modes
- 10.0 - A BEGINNER's GUIDE TO STAT MAXING
- 11.0 - AEONS
- 12.0 - STANDARD RPG LISTS
12.1 White Magic
12.2 Black Magic
12.3 Blue Magic
12.4 Skills
12.5 Special
12.6 Items *COMING SOON*
- 13.0 - CUSTOMIZATION
13.1 Armour
13.2 Weapons
- 14.0 - CLOSING
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1.0 INTRODUCTION
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Every guide has an introduction. This, is my introduction.
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1.1 The Game
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If you've ever played a video game in your life, chances are that you've heard
of the Final Fantasy series. Created by Square, it is perhaps the most
famous video game series ever created.
The dynasty started in roughly about 1987, with the game Final Fantasy, for
NES. It was named Final Fantasy for a reason - it was Square's last big shot
at creating a game, if it had failed, Square would have been doomed.
Just the opposite, it didn't fail. It was phenomenally successful, and went on
to spawn a whole series of similarly-themed, but very individual, games.
Final Fantasy X is the latest new game in the FF series, and the first to have
a direct sequel. Released in September 2001, for the PlayStation2, it gained a
reputation for being one of the best video games EVER created. I'm not joking
when I say that. It's my personal opinion, but also one agreed upon by
industry heavyweights.
Why is it so good? You'll have to play it yourself and see.
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1.2 Why Another FFX Guide!?
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Enough serious history talk. My turn! Welcome one, welcome all, to my latest
and greatest guide, for the absolutely breathtaking game, Final Fantasy X. If
all goes well, this will be THE most comprehensive, detailed, in-depth guide I
will ever write, it'll be able to measure up with those fabulous FFX guides
already written by the likes of Psycho Penguin, SinirothX, and Split Infinity.
If things don't go well, this will end up in the junk pile and no-one will
ever know that I tried to embarrass myself by writing a guide for such an
amazing game.
So, I guess I better answer the question. Why on earth am I wasting a good
period of my life writing another FFX guide? Well, there's a number of reasons
for that, really.
One - I am totally in love with this game. It's not my favourite game, and
never will be (FF6 will always hold that place in my heart), but it is,
without a doubt, the best game I have ever played. I want to, I don't know,
show the world just how much I love this game by writing this full-length
guide for it.
Two - I think I can write a moderately good guide for this game. Anyone who's
ever read anything I've written before knows that, while my guides end up
inevitably being huge, they're packed full of detail in the walkthroughs.
That's one comment I get from readers, time and time again. SUPERB detail in
walkthroughs, excellent guides, keep it up. Sooo, let's put my so-called good
walkthrough skills to an incredible game like this, and see what comes out.
Three - Unlike other people, I don't have a goal to write for all the games in
the series. Not knocking their goals or anything, but that's just not for me.
I write for the games I love, for the games I know best. If I'm gonna dedicate
a large chunk of my everyday life to writing a guide as epic as I know this
one's gonna be, the game better bloody be worth it.
Okay, that last one's not a reason, it's just me rambling.
I write my guides not just to help readers in their quest through the game,
not just to inform, but to entertain. Another comment I've heard, especially
with my FF6 walkthrough. I love the idea of doing that, with a game like this,
so I'm gonna try my hardest to produce a good quality guide. We'll see what
happens.
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1.3 A Little Bit About Me
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*prepares myself for writing guide, boxing-style*
Okay. Before I get into the serious stuff, a little bit about me. Hi, my name
is Rebecca Skinner...
*waves hello*
...but you already knew that from the FAQ header. Before I start, I'd just
like to say a few words. I'm not a game expert, in any sense of the word. I'm
not one of those people that can sit down and argue pros and cons about
different game genres, games in the same genre, etc. That's not me at all. I
can count the number of games I've seriously played on two hands.
While I may not be a general game genius, I do know what I like. And what I
like, I tend to get to know very well. Like FFX. While I can't sit and debate
about RPGs in general, FF games in general, or anything of the sort, I'm
qualified to write a guide on this, one game in the series, one game in the
genre. And that's what I'm gonna do.
I got off track again, didn't I? Ack. *slaps self*
About me. Right, I can do that. The name's Bec, the age's 18 (as of 30/09/03),
the current obsession is FFX. I like to spend my hours in front of my PSX or
PS2, being the antisocial person I am, listening to rather loud music. You
know how it is. Or maybe I'm just weird.
Contact information and stuff should go in this section too, I suppose. If
anyone wants to e-mail me, you can e-mail me at traybaby@gmail.com.
Alternatively, if e-mail's not your bag baby, you can IM me on AIM as
spiritfall freak. I did have all the other IM programs once upon a time, but
they all got too clogged up, so AIM it is.
This guide is (c) to meeeee, Rebecca Skinner AKA Karpah, 2003. You can read
it, download it, print it off, e-mail it around unaltered, whatever. But you
wanna post it on your own site? That's a no-no, sorry.
This guide can ONLY be found on the following sites:
--- http://www.gamefaqs.com
--- http://www.neoseeker.com
--- http://www.ign.com
Any other sites you find it on, lemme know so I can send some nasty e-mails to
webhosts. I like doing that.
I'll shut up now. On with the guide!
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1.4 Revision History
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Version 1.0 - 29th November 2003
- 'Ello. My new guide!
- Let's see... introduction, game basics, characters, walkthrough, some
FAQs, celestial weapons, (almost all) side quests, overdrives, aeons,
(almost all) lists, and customisations complete.
- Next update: Monster arena, blitzball, Omega Ruins, dark aeons,
bestiary, and items. I think that's it.
Version 1.1 - no idea what date
- Yo yo yo, I updated this thing.
- Added in stat maxing section, prizes for returning to temples, and some
more details on Jecht Spheres.
Version 1.2 - 27th August 2004
- It's been almost a year o.O I planned to have this finished by
Christmas!
- A minor reformat for the whole guide
- More boss statistics added
Version AU - 26th January 2005
- A year, and I STILL haven't finished this thing. Sigh.
- May as well update it with what I've added in the last year... someone
get me off my ass to work on it again!!
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2.0 GAME BASICS
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Always important, y'know. Especially important here.
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2.1 The Story
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Welcome to Final Fantasy X.
You are Tidus, the star player for the Zanarkand Abes, the local blitzball
team. One night, in the middle of the championship game, Zanarkand is attacked
- and completely destroyed - by an unknown creature, named Sin.
Tidus washes up, after the event, in the Baaj Temple - not knowing where, or
when, he is. After being saved by the Al Bhed, and attacked by Sin once more,
he meets up with Wakka, a fellow blitzball player, and captain/coach of the
Besaid Aurochs. From there, Tidus is on a quest, to destroy the being that
ruined his life, and to get back home, to Zanarkand.
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2.2 Battles
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Battles in FFX certainly are unique, and different to any other FF game.
Similarly to all other RPGs (well all that I've seen), battles are turn-based.
When you get into a battle, you will notice your current characters' details
on the bottom right of screen - their HP, MP, and overdrive bar. At the top
right of screen, you'll have the CTB - the Conditional Turn Bar.
The CTB is an entirely new introduction into FFX. No longer do we have to wait
ages for ATB bars to fill up, we can see whose turn is next, and we can see
the order of everyone's turns in advance, including your enemies'. Depending
on the action one character takes in battle, the CTB can change markedly. For
example, if a character casts Haste on themselves, their next turn will move
up the list, or if they successfully cast Slow on an opponent, that opponent's
next turns will move down.
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Battle Menus
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When a character's turn comes up, they have three menus, and a number of
options at their disposal. Some of these options may not be available to some
characters, it depends on the development of your characters.
Menu #1 (the main battle menu):
Attack: Selecting the Attack command, then selecting an enemy, means your
character deals out a normal attack with the weapons they have equipped. If
they have no weapons, they can't attack.
Summon: Only available for Yuna, no matter what, this command lets her summon
an aeon into battle. Once an aeon has been summoned, they have a similar set
of three menus to deal with on their turn: left menu (Overdrive), main menu
(attack, aeon-specific secondary attack, skill, special, white magic, black
magic), right menu (shield, boost, dismiss).
Skill: Some characters can learn special skills over the course of the game,
to assist in battle. Examples of these are Auron's Breaks, or Wakka's Busters.
Usually associated with inflicting a negative status attack, these cost MP to
perform. Only skills listed in white are available. Select Skill, then a skill
to use, and then a target, and confirm to perform the skill.
Special: The Special section lists all the job-specific non-magic skills.
Before you go yabbering that FFX doesn't have a job system (which is true) you
can't argue that Rikku's Steal, Yuna's Pray or Kimahri's Lancet aren't sort-of
job-specific. Although all characters can learn and use them, they're unique
to, to use the examples, a thief, a summoner, and a Ronso. To use a Special
move, select the name then the move to perform, and a target (if any).
White Magic: This option will always be available for Yuna, or for any other
character that has learnt a white magic spell. Selecting White Magic will
bring up a list of spells the character has learnt. If you don't have enough
MP to cast the spell, it will appear greyed out. To cast magic, select a
spell, then choose the target/s for the spell.
Black Magic: This option will always be available for Lulu, or for any other
character that has learnt a black magic spell. Selecting Black Magic will
bring up a list of spells the character has learnt. Only spells in white are
available to cast. To cast magic, select a spell, then choose the target/s for
the spell.
Item: As the name would suggest, this option allows the character to use an
item. Selecting it brings up a list of items you have in your inventory. Only
items listed in white are usable in battle. To use an item, simply select it
from the item list, then select the target of the item (if applicable). eg.
For a Phoenix Down, select the item Phoenix Down then choose whom you want to
revive.
Menu #2 (special commands):
The second menu is only accessible at certain points of the game. Say, if your
character's overdrive bar is full, or if they have a prescribed trigger
command for a battle. This menu is only accessible when the words "Overdrive"
or "Trigger command" appear above the main menu.
To get to the menu, press left on the D-pad when a character's turn comes up.
Accessible selections on this menu will be white, the rest will be greyed out.
A character's particular overdrive (eg. Swordplay) will always be listed,
along with any trigger command (eg. Talk). To use a special command, highlight
it and press X.
Menu #3 (boring stuff):
The third menu holds the administrative stuff that you won't be using very
often. Here you can change your weapon, or your armour, or you can escape from
the battle.
Weapon: This changes your weapon, obviously. Selecting it brings up a list of
available weapons for that character. To change your weapon, just select a new
one from the list.
Armour: Similar to Weapon. Selecting it brings up a list of available armour
for that character. To change your armour, just choose a new one from the
list.
Escape: This option lets that character only escape from the battle, leaving
only two to do the fighting. Note that you can't escape from all battles, eg.
bosses you kinda have to fight. And even if you do select Escape, sometimes
your character will not be able to.
There is one more option, not listed in any menu. Final Fantasy X is the first
FF game in which you can change your characters in and out of battle. No
longer are you stuck with the same three characters for the whole battle. When
a character's turn comes up, press L1 to bring up a list of inactive
characters (those not currently in your battling party). To switch them in
instead of your active character, just select them.
You'll find yourself switching characters a lot, depending on the type of
enemy you face. For example, you meet a flying enemy, and Wakka is not in your
party. Just switch him in to attack, then switch him out if need be.
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Basic Battle Strategies
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Okay, that covers the boring stuff of the options in battles. A good strategy
for winning battles is to know each character's strengths and weaknesses, and
to use them accordingly. If you're fighting a bunch of Flans, for example, a
group of physical attackers is not going to be useful, nor is having Kimahri
or Auron against a group of flying fiends.
Each character who takes a turn in battle will receive AP at the end of it,
should you survive it and successfully kill your opponents. Therefore, it's
recommended that for larger battles, you bring all your characters in to take
at least one turn, before switching them out, so they all gain AP. AP is not
split between your party, each member will gain the same amount of AP
regardless of how many characters actually participated.
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Status Effects
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Yes, we all know these from previous Final Fantasy games, right? They can be a
pain in the ass, if your enemies know all the bad ones to use on you. Here
they are, in all their glory:
Berserk: You lose control of your character, and they just perform physical
attacks on random enemies automatically. Your character's strength will
increase while they are Berserk, but it's generally not a good status to have.
You can pick Berserk if your character appears bright red. Cure it with a
Remedy or the Esuna spell.
Confusion: When a character's turn comes up, they will attack people randomly
automatically, be it friend or foe, a Confused character doesn't really care.
A very bad status effect to have, because your party members can quite
possibly kill each other like this. Pick Confusion by little diamonds circling
your character's head, and cure it by using a Remedy on the affected
character, casting Esuna on them, or hitting them with a physical attack.
Curse: When your character gets Cursed, their overdrive bar ceases to fill up.
Nothing you do in Curse status will get that bar filled, so it's generally a
really bad thing. You can tell Curse if your character is fading in and out of
black, and cure it with a Holy Water or Dispel.
Darkness: If a character suffers from Darkness, their accuracy stat will be
markedly lower than usual, meaning that far fewer of their physical attacks
will actually connect with the target. For magic users, Darkness is no threat.
You can spot Darkness if your characters head is surrounded by a black mist,
and cure it by using Eye Drops, a Remedy, or casting Esuna.
Doom: I hate seeing a timer over my character's heads. If they've been hit
with Doom, the timer will count down over their turns, and when it gets to
zero, they die. The timer is the only thing signalling the status, and there
is no way to stop the countdown. Simply bring them back to life, should they
KO.
KO: Wow, we get killed in battle and it's considered only a status effect. If
your character is lying in a heap on the ground, not moving, and their HP is
zero, it's safe to say they've been KO'ed. Bring them back to life by either
casting Life spell (Life or Full-Life) or using a Phoenix Down (or
Mega-Phoenix) on them.
Petrification: If your character is Petrified, they're turned to stone. That's
it. They can't take turns any more, they're just... stuck. And if a character
gets hit with a physical attack while Petrified, they will dissolve into dust
and be removed from battle entirely, leaving you with one less member to fight
with. You can pick Petrification by, understandably, your character turning
into a marble statue representation of themselves, and cure it with either a
Remedy, a Soft, or the Esuna spell.
Poison: Another nasty one that people will be familiar with. If a character is
Poisoned, they will lose 1/4 of their total HP for each turn they take under
the status. Meaning, even at max HP, four turns under Poison will kill you.
You can pick Poison by a little green splash over your character's head, and
cure it with an Antidote, a Remedy, or Esuna.
Silence: If your character is Silenced, they are unable to cast any magic
spells. For physical attackers, this effect doesn't really make a difference.
Spot it by a little speech bubble next to your character, and cure it with an
Echo Screen, a Remedy, or an Esuna.
Sleep: Well, understandable, your character goes to sleep under the Sleep
status. They don't take any turns, they just crouch there snoozing. Pick it by
the little Zzz coming from your character's head. You can wake a character up
from Sleep with a physical attack (always works well), or by using a Remedy or
casting Esuna.
Slow: If your character is Slow, their agility stat goes wayyyy down and they
receive turns in battle less often. It's kinda hard to pick, but your
character's movements as they wait for turns will be slower. Cure Slow with
either casting Haste or Esuna, or using a Remedy.
Zombie: Dude, your character becomes undead! This can be both positive and
negative, depending on the battle. Death spells will have no effect on a
Zombified character, but curative spells or items will hurt them big time.
Using a Phoenix Down on a Zombified character (should you use a Mega Phoenix
or something) will kill them. You can spot Zombie if your character turns
bright green (ooooh), and cure it with a Holy Water or a Remedy.
Well, that's enough of that.
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2.3 Menus
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The menu is an amazing thing, with a lot of options for you to choose from.
Knowing exactly how it works is key to playing the game properly.
Some items on the Menu screen are only available after certain points, eg. you
can only get the "Aeons" option after getting Yuna in your party, with
Valefor.
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Sphere Grid
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You all know what the Sphere Grid is, right? If not, you'll have to check out
section 2d, the Sphere Grid Explained. This option allows you to enter the
Sphere Grid, and customize your characters. In the Sphere Grid, you can Move
spaces on the Grid, Use spheres to activate nodes, or press L1/R1 to
quick-switch between characters.
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Item
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Again, pretty much self-explanatory. Here you can see all the items you have
acquired in the game so far. There are four options here:
1) Use. To actually use an item, you'll have to select Use, then the item,
then a person to use it on (if applicable).
2) Sort. When you pick up items in the game, they'll just be placed in your
inventory in the order you collect them. To sort them, i.e. to list all the
recovery items first in order of strength, etc. select Sort. Manual means you
can set them in the order you like by switching the positions of any two items
in the inventory. Auto sorts them automatically, like I stated previously.
3) Equipment. Here you can simply view your equipment, or sort it. Select
Equipment, and then Manual to have the option to scroll down the list.
Selecting Auto will sort it automatically, into a group of weapons for Tidus,
then armour for Tidus, then weapons for Yuna, etc. You get the drift.
4) Key Items. Here you can view the designated Key Items you've picked up in
the game. There's a limited number of these, and they include things like
Crests, Sigils, and Al Bhed primers. Once you've selected it, you can just
press up and down to scroll through the list and see what you've got and what
you haven't.
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Ability
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With this sub-menu, you can view/use abilities your characters have learnt.
Only curative white magic abilities are usable outside battle, the rest will
appear greyed out. Selecting Ability, then a character, will bring up a list
of all abilities learnt, including Special moves, Skills, White Magic and
Black Magic, sorted into their respective groups. Once in the Ability screen,
you can press L1 and R1 to quick-switch between characters.
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Overdrive
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This is a really important section. Here you can view the overdrives each
character has learnt, view their overdrive bar, and view and set their
overdrive mode.
Most of this stuff is covered in more detail in section 9, Overdrives, but
I'll explain it a little here. After selecting Overdrive and a character to
view, you have two options:
1) View. This is where you get a list of all the overdrives a character has
learnt, eg. the different types of Swordplay Tidus has. You can also see the
character's overdrive bar and how full it is, plus the mode of overdrive they
are using.
2) Set Mode. Here you can change their mode of overdrive to whatever other
mode the character has learnt. Different modes mean the overdrive bar fills up
when different things happen, eg. for Stoic, the bar fills when the character
takes damage, and for Warrior, the bar fills when the character inflicts
damage. You start off with only Stoic, but over time your characters can learn
up to 16 different modes. Select Set Mode, then the mode, to change it.
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Equip
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Here you can set the weapon and armour each character has equipped in battle.
Fairly standard, really. Select Equip, and then a character to equip. Use L1
and R1 to quick-switch between characters.
Weapon: Selecting Weapon brings up a list of available weapons for that
character. Moving up and down the list shows you the abilities each weapon
has, and to change weapons, just select the new one.
Armour: This works similarly to Weapon. Selecting Armour brings up a list of
available armour for that character to equip. Moving up and down the list
shows you the abilities each piece has, and just select the new armour to
change over.
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Status
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Here you can view just about everything about your character. Choose Status,
and then a character to bring up a dazzling array of information. Press L1 and
R1 to quick-switch between characters.
You can view all of a character's stats here, as well as their armour and
overdrive info. Pressing X will cycle you though the ability screens, of
auto-abilities (on weapons and armour), skills, special moves, white magic,
and black magic.
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Aeons
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Here you can view your aeons and their stats and abilities, as well as
customizing their attributes.
1) Status. Similar to character status, you can view an aeon's status. Their
stats, their overdrive and special attack, and you can cycle through their
abilities as well.
2) Abilities. This option is only available after receiving the Summoner's
Soul from Belgemine. After selecting an aeon, you can teach them abilities,
using items. This is covered in more detail in the Aeons section, but I'll
detail it a bit here. To teach an ability, select an available ability (listed
in white).
3) Attributes. This is also covered pretty well in the Aeons section. It will
only be available if you have the Aeon's Soul, obtainable from Belgemine. To
increase an aeon's attributes, select the attribute to increase from the ones
listen in white, and confirm it.
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Formation
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You can change your line-up of characters using this option. The first three
go into battle by default, so use the Formation option to switch characters
around into your particular preference.
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Customize
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This section is only available after Rikku joins your party after the
Moonflow. Using items, you can customize auto-abilities on your weapons and
armour. For a full list of different abilities and stuff, you'll have to check
the Customisation section of this guide. For a brief explanation of how to do
it, select the option, then the weapon/armour to customize, then the ability
to customize onto it. Only weapons/armour/abilities listed in white are
customisable.
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Config
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Heres where you get to tamper with all the nitty-gritty details of the game
that you can tamper with.
Sound: Set to either Stereo or Mono. Not much difference, ya?
Subtitles: If you're like me, you'll leave these On, because sometimes it can
be hard to make out the words a character says. Turn them Off if you're too
lazy to read.
Names: In the subtitles, do you need each character's name displayed? If so,
turn them On. If not, turn them Off. If Subtitles are Off, it doesn't make a
whit of difference what this is set to.
Cursor: This is an interesting one. You can set it to Default or Memory,
depending on if you want the cursor to "remember" where it last was in battle.
For example, if one character used an item, the next character would start
their turn with the cursor already on Item. If this sounds good, set it to
Memory.
Help: If you're a lazy sod like me, you'll like the Help menu, as it displays
interesting stuff during battles, including tips on defeating your foe/s.
Leave it On, or switch it Off, your choice.
Aeons: This has to do with the length of the aeon summon animation. Some of
them get pretty long, and if you don't want to see the entire thing every time
you summon one, select Short, otherwise, leave it as Default.
Map: Also a very useful function, the Map function is the overhead radar
screen always present in the top-left corner of your field screen. Turn it Off
if you don't need to be told where to go, and where the doors and save spheres
are.
Vibration: Standard, really. Do you want your controller to go bzzzzzzzzzzzzt
at you when random things like aeon summons occur? Select your option
accordingly.
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Help
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This is actually a really useful section, giving you heaps of good
information. I didn't discover the usefulness of this section until it came to
writing this. There's three options:
Basic Controls: Details the controls for the field, for battles, and for the
menu. Fairly standard.
Basic Terms: Gives nice definitions for a number of terms that might be
familiar or might be new to you. These terms are: Battle Mode, CTB Window,
Damage Indicators, Switch, Overdrives, Trigger Commands, Elements, Status
Ailments, The Info Window, Change Weapon/Armour, Defend, and Overkill.
Reference: The best section. Lots of good reference material here. Four
sections to it:
1) Overdrives: Here you can learn the basics about each character's
overdrive, what it does, how to use it.
2) Overdrive Modes: Gives you the basics on what it means to have
different modes. Doesn't give you many of the different modes, just
Stoic, Warrior, and Healer, but my guide's here to explain the rest,
right?
3) Auto-Abilities: Long list here, covered in more detail in the
Customisation section. As that previous section would suggest, these
are lists and details of all the abilities you can customize onto your
armour and weapons. Doesn't tell you what's required to customize
each, though.
4) Command Abilities: A list (with details) of all the abilities your
characters can learn. These details are the ones I've used in my
abilities lists.
And that's it! Once you've got all that, you've mastered the menu.
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2.4 The Sphere Grid Explained
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The Sphere Grid can be a tricky thing to wrap your head around. It's the
method of upgrading and customising your characters, in Final Fantasy X. No
longer do we get AP to level or characters up from 1 to 100, and get stat
increases accordingly. Nuh-uh. No way.
I'll try to explain this as simply as possible. After battles, instead of EXP,
we now collect AP. AP and EXP sorta work similarly, when you get enough AP,
you'll go up one Sphere Level. Sphere Levels could be seen as equivalent to
levels in a normal RPG, but in FFX you spend these Sphere Levels to move
around the Sphere Grid. When you spend the levels, your Sphere Level goes
downnnn.
So, what exactly is the Sphere Grid? It's like a giant board game board, with
circular paths winding all around the place. Each of your characters starts in
a different section of the board. Every time you get a Sphere Level, you can
use it to move one space on the board, in the direction of your choice (the
path is linear, though). Each space you can land on is called a 'node'.
Got that so far? We spend Sphere Levels to move around the grid, from node to
node. Some of these nodes we land on are empty nodes, which are pointless to
us. But most are not empty, and they can be stat nodes or ability nodes.
Examples of these are HP +200, STR +4, MAG +2, Steal, Dark Buster, or Cure.
Still with me? The paths around the grid contain nodes. While the nodes are
just plain, and boring, they're no fun; but when we activate each of them, our
characters get the stat bonuses or learn the abilities that are on the node.
Each character travels along the board, activating each node they pass as they
spend Sphere Levels. Each node activated only boosts the character that
activated it, and two people can activate the same node to both receive the
stat bonus. This is how our characters become more powerful. The more battles
you fight, the more AP you get, the more Sphere Levels you will obtain, and
the faster you can move around the grid activating nodes and powering up. Make
good sense? Okay, that's the tricky bit out of the way.
Now, how to activate nodes? Activating nodes is done with spheres. On your
travels, before you even get to see the sphere grid, you will have picked up
items from battles like ability spheres, mana spheres, or power spheres. These
are what we use to activate nodes. Logically, ability spheres are used on
ability nodes, and so on.
You don't actually have to be on a node to activate it, but you do have to be
only one step away, following the path. Meaning, you can activate a node one
step ahead of you, or one step behind. For a complete list of spheres, and
what they all do... (do not be daunted by this list pleeease)...
------------------------------------------------------------------------------
Basic Spheres
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These are ones you will use to activate nodes you meet along the way, such as
abilities and stats.
-> Ability Sphere: Activates ability nodes, such as white magic, black
magic, skills, or specials.
-> Fortune Sphere: Activates luck nodes. These are indeed rare.
-> Mana Sphere: Activates MP, Magic, and Magic Defence nodes
-> Power Sphere: Activated HP, Strength, and Defence nodes
-> Speed Sphere: Activates Agility, Accuracy, and Evasion nodes
------------------------------------------------------------------------------
Key Spheres
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Key Spheres are used to unlock Key Locks found randomly throughout the grid.
These Key Locks usually seal off very rare skills, or separate one character's
section of the grid from another. Once you've unlocked a Key Lock, it turns
into an empty node that all characters can pass.
-> Level 1 Key Sphere: Unlocks a Level 1 Key Lock.
-> Level 2 Key Sphere: Unlocks a Level 2 Key Lock.
-> Level 3 Key Sphere: Unlocks a Level 3 Key Lock.
-> Level 4 Key Sphere: Unlocks a Level 4 Key Lock.
Well, those made perfect sense, right?
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Stat Creation Spheres
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Stat creation spheres get used on empty nodes, to turn them into stat nodes.
Once you've created a stat node using one, you can activate it normally with
one of your basic spheres. Any stat node created from an empty node using a
stat creation sphere can be activated by any character passing it, not just
the one who created it.
-> HP Sphere: Turns an empty node into a HP +300 node.
-> MP Sphere: Turns an empty node into a MP +40 node.
-> Strength Sphere: Turns an empty node into a STR +4 node.
-> Defence Sphere: Turns an empty node into a DEF +4 node.
-> Magic Sphere: Turns an empty node into a MAG +4 node.
-> Magic Defence Sphere: Turns an empty node into a MDF +4 node.
-> Agility Sphere: Turns an empty node into an AGL +4 node.
-> Evasion Sphere: Turns an empty node into an EVA +4 node.
-> Accuracy Sphere: Turns an empty node into an ACC +4 node.
-> Luck Sphere: Turns an empty node into a LUK +4 node.
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Complimentary Spheres
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No, not spheres that will spend all day telling you how pretty you are.
Complimentary spheres are used to activate nodes for one character that a
different character has already activated. These need not be on the same sort
of path or anything, you can just use one to activate any other node already
activated.
A good example of how to use complimentary spheres: Say you've gotten one of
your characters to the point of learning Ultima, and they activate the Ultima
node. Using Black Magic Spheres, you can then get each of your characters to
learn Ultima (even if they are nowhere near, off in their own parts of the
grid), because one character already did. Capiche?
-> Attribute Sphere: Activates a stat node that was already activated by
another character.
-> Black Magic Sphere: Activates a Black Magic node that was already
activated by another character.
-> Master Sphere: Activates ANY node that was already activated by
another character.
-> Skill Sphere: Activates a Skill node that was already activated by
another character.
-> Special Sphere: Activates a Special node that was already activated
by another character.
-> White Magic Sphere: Activates a White Magic node that was already
activated by another character.
Make all good sense? These spheres are rare, and should be used wisely. Moving
on...
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Other Random Spheres
------------------------------------------------------------------------------
These are the rarest of the lot, and each have their own unique function.
-> Clear Sphere: Turns any stat node into an empty node. Useful if you're
into serious stat maxing, you can do things like clear a
STR +1 node and replace it with STR +4. If you clear a
node, any character that had activated that node will
lose the stat bonus from it.
-> Friend Sphere: Moves a character to any other character's current
location on the sphere grid. Say you've just started
Wakka into Auron's section of the grid, you can send
another character there to travel that same path using a
Friend Sphere.
-> Return Sphere: Returns a character to any node that they themselves
have previously activated. If you get to the end of a
long path, you can use one of these to take you back to
the start so you can go another way, or back to a
branching point so you can head off a different way.
-> Teleport Sphere: Moves a character to any activated node on the grid,
regardless of who activated it.
-> Warp Sphere: Move one character to any other node on the grid,
activated or not.
As you can see, the Warp Spheres would be the rarest of all, because with them
you can skip your characters around the grid at will.
Mostly, you'll be dealing with basic spheres and key lock spheres, which is
why I listed them first. So, if you understood all that, you now know the
basics of how the sphere grid works. To sum it up...
1) Fight battles to get AP.
2) Use AP to gain Sphere Levels.
3) Use Sphere Levels to move along the path on the grid.
4) Activate each node as you pass it, to learn abilities and boost your stats.
For the most part, each character's path is linear. Small subsections will be
separated by Key Locks, you can choose to travel through them or just to keep
going. Each character has their set path, and at the end of that, their path
will usually connect to the start of the path of another character, with a
high-level Key Lock in between. Theoretically, you could spend forever sending
your characters around the grid. If you want to get perfect stats, you will
have to send each of your characters around the ENTIRE grid (and do a lot of
clearing and stat creating).
A safe guideline for the sphere grid is to get each character to the end of
their path before you beat the game. If you want to go kung-fu, start each
character on a second path.
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
2.4.1 The Standard and Expert Sphere Grids
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If you're playing the International/PAL version of Final Fantasy X, you will
be given a choice of sphere grids at the start, from the Standard and Expert
sphere grids.
What's the difference between the two? I'm glad you asked. Like the names
would suggest, the Expert Sphere Grid is tailored for more expert players, who
want to have greater power in controlling the customisation of their
characters. While the Standard grid starts each character off in separate
sections with their own path to follow, the Expert grid starts all characters
in the same central spiral (with the exception of Rikku, who starts one Level
1 Key Lock away).
The Standard Sphere Grid is a lot easier to understand, as you just plod along
activating nodes. The Expert Grid requires planning and preparation, as it's
full of branches where you choose the path to take. Each character has the
option of following any path, should you decide to customize them that way. If
you want to have a whole party of black mages, or power hitters, you can.
That's the beauty of the Expert Grid.
To all you people playing the bring old NTSC version, you're stuck with the
Standard Grid, which is still exciting and all, but not as fun as the Expert
Grid. Currently I'm training all my characters to be power hitters like Auron,
in the Expert Grid. You can't do that now, can you, NTSC people?
Stat maxing is more difficult on the Expert Grid, as there are approximately
50 fewer nodes to fill. But unless you're willing to spend a few hundred hours
getting perfect stats, this makes little difference.
Enjoy your travels on the sphere grid, and power all your characters up to be
whatever you want them to be. It's fun.
=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-
3.0 CHARACTERS
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This section's kinda important. You wanna know who you're taking to save the
world, right?
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3.1 Tidus
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Age: 17
Tidus is our fun-loving main character of this here game. A star player for
the Zanarkand Abes, he's thrown into the future by Sin and is desperately
seeking nothing more than a means to get home.
Tidus uses swords marked light-blue in the menu as weapons. His great strength
at the beginning of the game is his agility. He takes turns fast, and works
best against grounded enemies, preferably those without a shell. Over the
game, he'll also learn white magic such as Haste and Slow.
Base Stats: HP: 520 MP: 12
STR: 15 DEF: 10 MAG: 5 MDF: 5
AGL: 10 LUK: 18 EVA: 10 ACC: 10
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3.2 Yuna
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Age: 17
Yuna is our female lead of this game. She's a summoner, on a pilgrimage to
pray at every temple at Spira, to hopefully gain the necessary tools to
defeat Sin.
As well as being the only character to have the power to call forth aeons,
Yuna is a dedicated white mage, arming herself with staves marked magenta. She
does jack all in the physical attack department, having basically zero
strength, but she has the highest magic stat. She will learn white spells like
Cura, Protect, Shell, Regen and Holy on her trip through the sphere grid.
Base Stats: HP: 475 MP: 84
STR: 5 DEF: 5 MAG: 20 MDF: 20
AGL: 10 LUK: 17 EVA: 30 ACC: 3
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3.3 Wakka
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Age: 24
Wakka is captain-coach of the Besaid Aurochs, brudda. One of the worst
blitzball teams in history, Wakka quits it to become one of Yuna's full-time
guardians.
Being a blitz player, naturally Wakka uses blitzballs (marked grey) as
weapons. He has remarkable accuracy, and works best against flying fiends, or
ground-based ones without a hard shell. He'll also learn several
status-inflicting skills to use.
Base Stats: HP: 618 MP: 10
STR: 14 DEF: 10 MAG: 5 MDF: 10
AGL: 7 LUK: 19 EVA: 5 ACC: 25
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3.4 Auron
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Age: 35
Auron is the mysterious figure that draws Tidus to Spira. He was a guardian of
Yuna's father, Lord Braska, and now he accompanies Yuna. His past is a
mystery, much like everything else about him.
Auron will be, without a doubt, the strongest person in your party. His
strength is unrivalled, and he carries huge swords (marked navy blue) as
weapons. All of his weapons are piercing, meaning they will cut through a hard
shell, but he doesn't work so good against flyers. Over the grid, he'll also
learn Break skills to decrease your opponents' stats.
Base Stats: HP: 1030 MP: 33
STR: 20 DEF: 15 MAG: 5 MDF: 5
AGL: 5 LUK: 17 EVA: 5 ACC: 3
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3.5 Kimahri
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Age: 25
Kimahri is a member of the Ronso tribe, a pack of big blue beasts with horns
poking out of their foreheads. But Kimahri was disgraced, as chose to become
one of Yuna's guardians, and now finds nemesis in his brothers.
Kimahri is an interesting character to fight with, because you can customize
him almost any way you want. His section of the sphere grid is in the centre,
surrounded by starting points to everyone else's section, so you can customize
Kimahri as you see fit. He uses piercing lances, marked violet on the weapon
screen.
Base Stats: HP: 644 MP: 78
STR: 16 DEF: 15 MAG: 5 MDF: 17
AGL: 6 LUK: 18 EVA: 5 ACC: 5
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3.6 Lulu
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Age: 22
Lulu is seen as an older sister to Yuna, and is another of her first group of
dedicated guardians. She also has a mysterious history with Wakka, and his
now-deceased brother Chappu.
As Yuna is a white mage, Lulu is a black mage. She uses moogle dolls, marked
light green, as weapons, believe it or not. Like Yuna, her strength is
virtually non-existent, but she makes up for it with very high magic and magic
defence, and a barrage of spells like Watera, Blizzaga, Flare, and Ultima.
Base Stats: HP: 380 MP: 92
STR: 5 DEF: 8 MAG: 30 MDF: 20
AGL: 5 LUK: 17 EVA: 40 ACC: 3
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3.7 Rikku
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Age: 15
Rikku's our bright and cheerful Al Bhed contingent, and our resident
pickpocket. After saving Tidus in the Baaj Temple, she's washed away in Sin's
attack, and then rescued by Tidus later on. Does she also bear some
resemblance to Yuna?
As a thief and an Al Bhed, Rikku has a whole host of relevant Skills such as
Mug, Bribe, Nab Gil, Use and Spare Change. Her other stats are fairly
ordinary, except for a sky-high agility stat. She'll be taking turns fast, but
not doing a lot of damage.
Base Stats: HP: 385 MP: 85
STR: 10 DEF: 8 MAG: 8 MDF: 10
AGL: 16 LUK: 18 EVA: 5 ACC: 5
=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-
4.0 THE WALKTHROUGH
=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-
The important bit. Here we go! Chuck your FFX DVD into the PS2, and select a
new game. If playing International, you'll be prompted to select a Sphere Grid
to use for the game. Check my Sphere Grid section for details on the different
ones, and which you should choose. Once you've picked one (or completely
bypassed the choice if playing NTSC), you'll get the most beautifulest opening
scene ever.
Seven characters, sitting around a campfire, in the ruins of a once-great
city. What's happening? We wouldn't have a clue. So just watch. When we see
this scene a second time, as we will late in the game, it will all make sense.
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Zanarkand
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It's night time, in Zanarkand, a pretty cool-looking place. I love the
colours used here. People are all gathering around, and then run to see
someone approaching... followed by a small boy in purple.
Who have the people flocked to see? You. The main character of this here game.
Tidus. Once you get control of Tidus, run him down into the group of people,
and start talking to them. Sign the balls of the two girls on the right, and
input a new name for Tidus if you wish. Once Tidus has dedicated his goals in
the game to the girls, talk to the three children on the left. He signs their
balls too. After you've done, keep heading forward past the children and a
scene will take over.
The kids want Tidus to teach them how to blitz. He's a star blitzball player
you see, which is like the world's national sport. He says he'll teach them
tonight, but the boy in purple interrupts, saying he can't. Okay, tomorrow
then. Promise!
Now we get an awesome scene of the city. Doesn't it look cool? Tidus is
walking along the road, and he sees a man on a giant billboard. The man is his
father, Jecht. Once the announcer starts talking, just run straight down the
road. The announcer will talk about how Jecht, the greatest blitzball player
the world ever saw, disappeared into thin air, and now, ten years later, the
Jecht Memorial Cup is on! That's the game Tidus is playing in.
At the end of the road, you'll reach the blitzball stadium. Fight your way
through the hordes of gaggling girls to get into the stadium. And now we have
the coolest movie in a video EVAR. Blitzball!
This is undoubtedly the coolest sport ever seen. Played in a giant spherical
pool, two teams battle it out, while an unknown man watches from far above the
stadium.
The man seems to have power, as he commands a wall of water into the city. It
sucks buildings in, and destroys everything, but the people in the stadium
remain oblivious... Until Tidus jumps out of the water for a special shot, and
the water overtakes the arena.
Watch as the beautiful Zanarkand is destroyed. What a way to open a game, eh?
When Tidus gets up outside the stadium, we'll see the map screen for the first
time, in the top left corner. Use it well, as it makes navigating things
pretty easy. Tidus is the yellow triangle (of course), and the way he has to
go is shown by the red arrow. At the bottom of the walkway, you'll see the man
who was watching before. Tidus knows who he is. "Auron!" Auron was here
waiting for Tidus. Wha? What's happening? Follow him as he walks off.
As Tidus looks around hopelessly, not having a clue what's going on, time
stands still. Yes, really. The boy is back again, with some cryptic words for
you. It begins. Don't cry. (Okay.) Just who the hell is this kid, anyways?
When time turns back to normal, Tidus begins to realize the enormity of what's
happening. The entire town is being destroyed. And Auron is walking straight
towards the giant blob of water that came to wreak the havoc. Tidus tries to
warn him, not this way. But Auron will not be dissuaded.
They called that giant thing "Sin". Cool, eh? Evil. Sin's not done blowing
shit up yet, he sends a giant tentacle, covered in scales, into the side of
the building. The scales jump onto the roadway, and come to life! Tidus, being
the smart kid he is, tries to defend himself against them with his bare hands.
Auron, being the clever old man he is, gives Tidus a sword, a gift from Jecht.
(But Jecht died ten years ago... what on earth is happening here?) And we
enter battle mode, the first of the game.
Auron's got the right idea, cut through these ones and run. So start
attacking. Keep attacking until the two of you break free and head for the
hills.
Unfortunately, you don't make it to the hills. You make it over the crest in
the road to find another of the giant tentacles, and the first boss of the
game. You get a tutorial on overdrives, and then you have to fight.
------------------------------------------------------------------------------
Boss: Sinspawn Ammes
------------------------------------------------------------------------------
Points: HP: 2400 (1000) MP: 400
Rewards: AP: 0 (0) GIL: 0
Stats: STR: 1 DEF: 1 MAG: 5 MDF: 1
AGL: 9 LUK: 10 EVA: 0 ACC: 0
Immunities: Sleep, Poison, Petrification, Zombie, Threaten, Death,
Doom, Scan, Demi, Eject
------------------------------------------------------------------------------
Okay. First boss. Lucky, he's an easy one. It's kinda really hard to die on
this boss, for reasons which will become painfully clear as the fight goes on.
Follow the instructions first of all, to use Auron's Dragon Fang overdrive by
following the key combination listed (left up right down L1 R1 circle X). That
will take out all the Sinscales in the picture, as well as doing some nice
damage to Ammes. Once you've done that, start attacking the thing.
With each hit, you'll knock off one of it's little dangly tentacle things on
top. Obviously, we want to kill all of them, then it. After an attack or two,
you'll see Ammes' big move: Demi. Too right, his only attack wipes off half
your current HP each time. Meaning, it can't kill you. See how I mean, it's
impossible to die?
Use Tidus' Spiral Cut overdrive when it comes up, following the instructions
from before on how to access them. Stop the moving bar when it's in the centre
section for maximum effect of the move, then just keep attacking until Ammes
dies.
------------------------------------------------------------------------------
Damn that Ammes looks cool, with that blue and purple, as he melts down. You
won't get anything from that battle, though. Follow Auron past the dead
Sinspawn, and save your game at the save sphere on the right if you wish.
Keep running, and a scene will take over. Tidus thinks Jecht, on the big
screen, is laughing at him. (Haha Tidus.) He wants to leave, to run the other
way, but Auron informs him that "they're expected".
Uh oh, more Sinscales come onto the screen. Hundreds of them. Thousands of
them, littering the road. And you've gotta fight. Attack and kill the three in
front of you, and Auron will realize that this could be a bad situation. He
spots the tanker on the side of the road - aim for that! So beat up the poor
innocent defenceless tanker a bit. After five or six hits it will go down,
taking all the scales with it.
Of course, that's not all the tanker blew up. The roadway's in a shambles, but
you're gonna keep running anyways. Tidus blindly follows Auron through the
flames, then defies gravity to jump and catch the end of a rising patch of the
bitumen. Why is the bitumen rising? Sin is overhead, sucking you up into it!
Auron questions Sin, are you sure? (Umm wha?) Obviously, Sin gives an
affirmative response, because both Tidus and Auron are drawn into the light,
and all goes black.
When we come to, Tidus is underwater, yet it looks like he's swimming high
above Zanarkand. Press circle to go down, and when you get as low as you can
go, you'll see a blue platform behind Tidus. Swim there, and you'll find Tidus
as a little boy. He does a little bit of soul-searching as he narrates what
happens next, that he had a dream of being alone. What's happening to him?
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Underwater Ruins (Baaj Temple)
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
I don't think we're in Kansas anymore, Dorothy.
Tidus wakes up alone, on a bit of driftwood, in the middle of a dark grey
ocean. There's nothing around him but water, more debris, and the odd loon.
When you get the chance to swim, follow the red arrow, but take a detour. On
the overhead map, on the squares on the right side of screen, you'll find
steps leading up to a plateau. Head up to find 200 gil in a chest and some
weird writing that poor Tidus can't decipher.
Back in the water, head north-west. Just north-west of the six little squares
on the map, you'll find another area, with two Potions and an Al Bhed
compilation sphere. If you've played FFX on your memory card before, load your
Al Bhed dictionary here. If not, ignore the previous sentence.
Once you've got all that, head back in the water and follow the arrow to find
the stairs outta there. We still have no clue where we are, but save on the
left, then follow the path up. Take the path on the left to find a chest with
a Hi-Potion, then go back and keep going north.
Watch as the path crumbles out from underneath Tidus, and he falls back in the
water. Just swim for a bit, in any direction, and a scene will take over. Some
Sahagins approach, and perform some tricks for Tidus, but we have to fight
them. Kill two of them, and then a bloody big thing comes along and eats up
the last one. And we have a boss on our hands.
------------------------------------------------------------------------------
Boss: Geosgaeno
------------------------------------------------------------------------------
Points: HP: 32267 (-) MP: 128
Rewards: AP: 0 (0) GIL: 0
Stats: STR: 36 DEF: 50 MAG: 40 MDF: 50
AGL: 48 LUK: 15 EVA: 0 ACC: 50
Elements: Fire/Ice/Lightning/Water/Holy (x1.5)
Immunities: Silence, Sleep, Darkness, Petrification, Slow, Zombie,
Power Break, Magic Break, Armour Break, Mental Break,
Threaten, Death, Provoke, Doom, Scan, Demi, Delay, Eject
------------------------------------------------------------------------------
Okay. Those stats look scary. Especially that whopping 32,000 HP. But don't
worry. We're gonna hit and run here, we don't have to worry about killing him
until much, MUCH later.
Your attacks are pretty piss weak here, my Tidus is hitting for 29. And this
thing's attacks hurt too. After your first hit, he'll hit you, and knock off,
you guessed it, half your current HP. Can anything actually kill you in this
game? Not yet, it would seem.
After three hits, he'll get mad and go after Tidus. Tidus will swim for his
life, and spot a doorway into a temple. He swims, the Geosgaeno chases... and
Tidus makes it in the nick of time. End of battle. Woo.
------------------------------------------------------------------------------
Okay, so NOW where the hell are we? Still no clues. So just ignore that fact,
and head into the temple.
Scary looking place, eh? Big totems all around. The place is a wreck, and
Tidus is about to freeze his buns off unless we can get some fire. In the
centre of the hall, we find the remains of a campfire, now we just need the
tools (eg. a flint and some tinder) to light it up again.
Lets start exploring, shall we? Head through the door on the north-east side
of screen, and up the stairs. Halfway up the stairs, the screen will change
and you'll find a Withered Bouquet in a vase on the wall. Take it, and there's
your tinder. Keep heading up, and in a chest on the balcony you'll find a
Hi-Potion. Back to our main hall, and dump the bouquet on the campfire.
In the south-west corner (corner? In a round room?) of the hall, you'll find a
save sphere. Save up, and head through the doorway. There, in a box on the
floor, you'll find a flint, so go back and start a fire.
Wow, our boy Tidus must have mad survival skillz, cos he gets a decent fire
going. He stretches out for a rest, and straight away starts bitching about
food. (Whiny little sod.) We see Tidus daydream - he's with Auron. Auron made
a bad call, and your team lost because of you. (Of course, dreams aren't
supposed to make sense.) It's been ten years, and he thought Tidus would be
crying. Who, him? The little boy in purple from Zanarkand appears. You cried.
(For some reason, that "you cried" line made me laugh, the first time I played
this. I'm a tad odd, I know.)
Tidus snaps back to his present world, and his campfire's gone out. He tells
the fire to hold on, he'll get more wood, but before he gets the chance, he
gets ambushed by a creature that has the power to walk on walls. Cool.
------------------------------------------------------------------------------
Boss: Klikk
------------------------------------------------------------------------------
Points: HP: 1500 (400) MP: 5
Rewards: AP: 5 (7) GIL: 50
Stats: STR: 14 DEF: 1 MAG: 1 MDF: 1
AGL: 4 LUK: 15 EVA: 0 ACC: 50
Immunities: Sleep, Poison, Sensor, Scan
Steal: Grenade x1 (normal), x2 (rare)
Drop: 2x Ability Sphere (normal/rare)
------------------------------------------------------------------------------
We have to kill this one, unlike the last one. And this is the first thing
we've found so far that can actually kill us. (Woo.)
Because we don't exactly have a lot of options at the moment, attack the
bugger. You'll alternate turns attacking, so when your HP gets low, use a
Potion, you should have a dozen of them by now. After a while, the battle will
stall.
The other door to the room blows open, and behind it are a bunch of weird
looking guys with some heavy artillery, led by a little blonde girl. She
approaches you, and she's going to fight with you. She has the Special ability
"Use", and the game runs through a tutorial of how to use Grenades. After it's
done, select Special, Use, Grenade, and you'll hit the thing for a fair bit of
damage.
Keep Tidus attacking, and have the girl Steal (another Special ability)
another couple of Grenades. Use them, and attack some more, and the Klikk will
be out of your way before you know it.
------------------------------------------------------------------------------
And we get AP for the first time! Cool! Take the 5 AP, the two ability
spheres, and watch the scene. The girl takes off her mask, to reveal a pretty
set of blue eyes, and Tidus is relieved. Don't relax just yet, pal. The
cronies of the girl pick him up, and hold him hostage, speaking to each other
in the same language you read on the totem pole outside. It's Al Bhed, in case
you didn't know. And with one blow from the girl, Tidus is down and out for
the count.
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Al Bhed Ship/Sunken Ship
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Poor Tidus is getting his head knocked off his shoulders, and he can't
understand what the goons are saying. The girl helps him to his feet, and
laugh yourself stupid when you see the Al Bhed guy miming what he wants Tidus
to do, with appropriate grunting sound effects. Seriously, it's hilarious.
When Tidus has no clue what's going on, the guns get drawn. Quickly, the girl
whispers, you can stay if you make yourself useful! She speaks English! But
now Tidus knows the score, he has to work.
Talk to the Al Bhed guy closest to the save sphere (even though you can't
understand him) to get three Potions. In the back right corner of the boat,
take the Al Bhed Primer Vol I, and start learning the Al Bhed language, one
letter at a time. (Guess how many of these there are to collect?). Save your
game at the save sphere, then head back and talk to the girl.
She'll give you a tutorial here, on how to use the sphere grid. If you didn't
read my above section on it, this might be useful to you. Or not. Either way,
read it, absorb the info. If you don't know how to use the sphere grid
properly, you're gonna be in a spot of bother rather soon.
Once the tutorial is done, do what it says and improve Tidus now. You can get
him the Cheer ability, so far. Saving up sphere levels isn't really necessary,
unless you're waiting to get the spheres to activate one node before you move
on. Anyways, just get Cheer for Tidus, mmkay? :)
Talk to her again, and you'll find out the work you are to do. There's a
sunken ship underneath, that you have to go in and investigate. Seems like
these Al Bhed people are salvagers, scouring the sea for everything they can
find.
Once you're in the water, follow the arrow. If you get into any battles with
Piranhas on the way, have the girl steal some more Grenades from them before
you kill them. Take the AP, and move on.
Inside the ship, in the close-right corner, you'll find a save sphere, so use
it. Then bang on the computer terminal a bit, and the door will open.
(Mechanical skills to boot! I like this guy!) Follow the tunnels along, and
you'll get ambushed by a bunch of Piranhas. Meh, no big deal, kill the things,
stealing a couple more Grenades first.
After you've done that, examine the thing the girl is pointing to, and Tidus
will bang on it, making it work. (Incredible.) Unfortunately, while it's
working and all, an octopus has swum into the ship to make life difficult for
you.
Head back yo the ship entrance after the scene, and in the main circular
cavern, you'll get into a fight with Tros.
------------------------------------------------------------------------------
Boss: Tros
------------------------------------------------------------------------------
Points: HP: 2200 (600) MP: 10
Rewards: AP: 8 (12) GIL: 100
Stats: STR: 10 DEF: 1 MAG: 1 MDF: 1
AGL: 12 LUK: 15 EVA: 0 ACC: 20
Immunities: Silence, Darkness, Petrification, Zombie, Threaten, Death,
Provoke, Doom, Demi, Eject
Steal: Grenade x1 (normal), x3 (rare)
Drop: 2x Power Sphere (normal/rare)
------------------------------------------------------------------------------
Ba, bada, bada da da da.... <3 battle theme. Anyways, let's focus on killing
Tros. This is what we've been stealing Grenades for.
Have the girl keep using grenades (mine had eight of them here), while Tidus
attacks. Should either of you reach Overdrive, even better, use it.
Eventually, Tros will get fed up and move out of attack range.
Now we get a tutorial on trigger commands. If you've read my battle section,
you already know what they are too, special commands that become available in
certain battles. Here, the trigger command is Standby, meaning you won't take
your turn but recover 50 HP. Put both Tidus and the girl in Standby, and then
Tros will come and charge, hitting you for a fair bit of damage.
Keep yourself cured up, because Tros can do quite a bit of damage. Steal
another Grenade from Tros and turf it at him, if you want. When he ducks away
the second time, you get the Pincer Attack trigger command, so use it to
surround the guy. Now he can only hit one of you at a time, shweet.
Attack him some more, and after a while, Tros will have had enough, and die.
------------------------------------------------------------------------------
Once the battle's over, follow the girl and the red arrow out of the ship. Its
power will come on, so take the girl and follow the arrow (I bet you'll get
sick of that phrase real soon) back to the Al Bhed salvage ship. Watch the
pretty underwater scene, as we fade to black.
Back on dry land. (Well, dry ship.) The Al Bhed are talking about an airship
(that word stands out, at least), and when Tidus tries to follow them inside,
they kick him out. (Aww.) As he moans more about food, the girl appears, with
a plate of what looks like tomato pasta or something. Him, being the pig he
is, eats so fast he chokes, luckily the girl is there with a flask of water
for him.
Tidus is overjoyed to talk to the girl, who identifies herself as Rikku. But
why didn't she say something earlier, about the fact she spoke English? She
didn't get a chance to, they thought he was a fiend! She tells him that they
are, in fact, Al Bhed, and Tidus doesn't even know what an Al Bhed is. He
relates with pride that he's from Zanarkand, and tells her all about life
there, blitzball, and Sin's attack, which shocks Rikku a tad. Why does it
shock her?
Because there is no Zanarkand anymore. Sin destroyed it a thousand years ago.
Tidus is sputtering, not understanding. He's been thrown a thousand years into
the future? What the? When the scene's over, talk to Rikku again for another
scene. She says you should to go Luca, you might find someone you know there.
Luca? Rikku groans at Tidus' lack of knowledge. But leave it to her, she'll
take you to Luca, promise.
And one thing. Don't tell anyone you're from Zanarkand, Yevon says it's a holy
place, so you might upset someone.
Yevon? Sin? Luca? Zanarkand, some sort of holy place? Tidus can't come to
grips in this. He thought Sin just sent him to a distant place, that he could
go home in a day or two. But a thousand years into the future?
He kicks the side of the boat, in sheer frustration. And it seems to be the
catalyst for something to rise up out of the water nearby... it's Sin! The Al
Bhed are out, ready to fight Sin off, but as the boat lurches violently Tidus
gets knocked overboard, sucked down into a swirling vortex of water....
Save your game here, please, in the unknown sea.
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Besaid
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
When Tidus wakes up, he's floating in a clear blue sea on what looks to be a
beautiful day. Not a cloud in the sky, quite the contrast from the Al Bhed
ship. Again, no clue where we are now. He calls out for Rikku - but she's
nowhere to be found. As he turns around in the water, searching, he gets
conked in the back of the head... with a blitzball!
There's people standing on the beach nearby, apologizing profusely, led by a
big guy with orange hair. Tidus is ecstatic to see a blitzball, and he picks
it up and performs his signature shot, the Sphere Shot (no other shots
available, yet ^_^) The ball narrowly misses the guys on the beach, and sails
up into the air... the leader is impressed, really impressed.
When you get control of Tidus, don't swim up to the beach just yet. Head
right, around the heads, to a secret beach, and pick up the Moon Crest (not
useful till much much later.) Then head to the guys on the beach.
A scene will take over, where the big guy with orange hair will approach you.
He doesn't believe the shot Tidus just made, so Tidus demonstrates other
skills. The guy wants to know who Tidus plays for, so he happily replies, "The
Zanarkand Abes." You silly boy, remember what Rikku told you? So he uses the
toxin excuse you will get sick of hearing rather soon. The big orange-headed
guy introduces himself as Wakka, captain-coach of the Besaid Aurochs. (We
already knew we were in Besaid. We're clever.) Tidus reacts rather negatively
to this revelation, so Wakka offers to take him back to the village for food.
Follow him off the beach, and watch the scene.
Tidus asks Wakka if Zanarkand really was destroyed a thousand years ago, and
Wakka settles in to tell a story. There were a whole lot of big cities in
Spira once, with machina running them. Sin came and destroyed the cities, and
is now in Spira as a punishment to the people for letting things get out of
hand. Now, they have to repent for their sins, and everyone is suffering "for
what some goofballs did way back when".
Tidus wants to find Sin one more time. Everything started with Sin, and he
figures it will end with Sin. The poor kid just wants to go home. Is that so
wrong?
Save your game, then head inland to find Wakka. Follow him to the edge of the
cliff, then laugh as Wakka sneaks behind Tidus and pushes him in the water.
Once in, just follow the river along, starting heading down on the map. You'll
get into battles with Piranhas along the way, and notice Wakka's weapon - a
blitzball! Baha.
On the way, if you swim around underwater, you'll find a few treasure chests
containing a Hi-Potion, 2x Antidote, and eventually a scene will take over.
Wakka's got a favour to ask Tidus. He wants him on the Aurochs! There's a
blitz tournament on soon, all the best teams in Spira will be there!
Tonelessly, Tidus agrees to play with Wakka in it. Seems he's not too keen on
the idea, ya?
Out of the water, the two are on a plateau, overlooking a small village.
That's Besaid, and Wakka's lived there all his life. In the conversation, he
reveals himself to be 23 years old (wonder how old Tidus is? Looks to be about
sixteen) and tells that the Besaid Aurochs never won a game in ten years. So
he quit, and got a new job. But he's back, for one last shot, he wants to go
out with a bang, so to speak.
After the scene, which ends with Tidus telling Wakka that the goal is always
victory, head down the path. You'll meet up with Gatta and Luzzu, two
Crusaders. Yes, Tidus forgot who they are too. So, after pledging to ask about
them in the village, keep running down the path.
On the next screen, you'll get to the village. Tidus just wants food, but
Wakka tells him to look around first. (Must Tidus think only of his stomach?)
The Crusaders' lodge is over yonder, and, before Wakka forgets, he asks Tidus
if he knows the prayer. Choose a response that seems most appropriate and
Wakka will show him how to pray to Yevon. What's the prayer? The blitzball
sign for victory.
Now, Tidus is on his own in the town. He has to go present himself to the
temple summoner, but we're gonna check stuff out first. Start from the bottom
left side of town (town, hah, I made a joke) and work your way around. There's
a chest on the left with a Phoenix Down, and an item shop in the first house.
Before the second house, you'll notice a tiny grey offshoot on the map,
leading to a hidden area, so head through the grass. There you'll find 2x
Potion, 400 gil, and a Hi-Potion.
The second house on the left is the Crusaders' lodge. There you can save your
game, access an information booth, grab Al Bhed Primer Vol II from the bench,
and talk with Gatta and Luzzu. They'll tell you all about the Crusaders, and
Tidus is shocked that they've been fighting Sin for 800 years without
defeating it. They direct you to the temple, to regain your memory.
So go and enter the temple, the really big thing at the end of town that you
kinda can't miss. Inside, Tidus realizes that Spira is so much different from
his own world. Listen to the song, the Hymn of the Fayth. I love it. You'll
hear it several times, in several incarnations. Head forward, and a scene will
take over with Tidus, the statues, and the temple summoner.
It was ten years ago, that High Summoner Braska defeated Sin. Summoners are
people that protect the people of Yevon using entities of great power - aeons.
Once you've heard that, and Tidus displays his great ignorance saying he's
just respecting some great men, head out.
I bet Tidus is still kinda hungry, so go find Wakka's hut, it's the middle one
on the right side. Talk to Wakka, and he'll tell you its not time for lunch,
but take a nap. Do it, and another scene will take over.
The summoner is in to see Wakka, asking him to see how they're doing. But
Wakka is adamant, they can't interfere. (What's happening NOW?) And Tidus
switches from there into a dream... people are on a boat, telling a woman it's
been nearly a day already, and people are out searching for him. Searching for
who? For Jecht. Mini-Tidus doesn't give two hoots either way, really. He hates
his father, wants him to die. But if Jecht dies, Tidus will never be able to
tell him how much he hates him.
Tidus wakes up, alone in the hut. No Wakka in sight, he went to the temple
with the summoner, so go there. Yes something's wrong, the summoner hasn't
returned from the trial. When Tidus is bemused, Wakka explains. Beyond the
doors is the Cloister of Trials, at which the apprentice summoner must pray.
If the prayer is heard by Yevon, they become a fully fledged summoner. But
it's been a whole day, and they haven't returned. When Tidus hears it might be
dangerous in there, and that the summoner might die, he heads in to help them
out, despite Wakka's warnings that it's forbidden.
Tidus has his first logical moment ("Maybe this wasn't such a good idea after
all") as we're faced with the first of the Cloisters of Trials.
------------------------------------------------------------------------------
Cloister of Trials: Besaid
------------------------------------------------------------------------------
These things start off simple, get tricky real fast. The mini-tutorial tells
you, examine objects with X. So examine the glowing glyph on the far wall, and
another glyph will appear on your right. Tough it, and the wall will rise to
reveal a doorway. Head through, and down the stairs.
At the bottom examine the glyph to learn about spheres. Glyph spheres open the
way to the Chamber of the Fayth, Destruction spheres open the way to hidden
treasure. Besaid spheres are also necessary. Tidus will take the sphere from
the wall, so take it down the stairs and insert it into the hole on the door.
Once it opens, take it out and keep walking.
Around the next corner, you'll see brightly-lit markings on the left wall.
Insert the sphere from the door here. A secret room will be revealed, but
ignore it for now and keep on going.
Around the next corner, touch the glyphs on the right wall to reveal another
secret room. In the room, you'll find a Besaid sphere on the far wall, so take
it. Put it in the pedestal opposite the door to the room, to dissolve the wall
behind it.
Head back to the hidden room you opened before, the one I told you to ignore.
Take the Destruction sphere from the wall, and insert it into the wall of the
room that had been glowing bright blue. One line of purple will appear, and
blow a hole in the next wall. Head out and to the room behind that wall, and
grab a Rod of Wisdom.
Now, back to that pedestal. Walk into it to push it. Got the hang of that?
Okay, push it in a straight line down the hall. Eventually, it will stop and
sink into the floor. And you're done here in this temple.
------------------------------------------------------------------------------
There's a number of these Cloisters of Trials, and they can be just plain
icky. That was the first, and easiest. Wakka will appear once the pedestal has
sunken down, wondering what's gotten into Tidus. Only summoners, apprentice
summoners, and guardians, can come down here, it's tradition, very important.
But he'll take Tidus along for the ride anyways.
Summoners go on pilgrimages, to pray at every temple in Spira, and guardians
go with them to protect them. There's two guardians in there with the
apprentice summoner at the moment. Better make that three, plus Tidus.
The woman guardian questions Tidus - who are you? Before he can reply, the
door to the Trials opens, and our apprentice summoner appears. A young girl,
about Tidus' age. She trips down the steps, but the big blue guy catches her.
She's done it! She's become a summoner!
Here Tidus was thinking summoners were all old geezers. Not so, my friend.
Once you get control, walk him out of the temple. Wakka will call him over,
the girl is about to prove that she is a summoner, and summon an aeon.
Watch the awesome sequence as a giant birdy aeon appears. Tidus is impressed
with the creature and its gentleness. Name Valefor, and get on with the game
;)
Wakka is introducing Tidus to the rest of the Besaid Aurochs. It takes a while
to teach them the idea of the goal of victory, it does, but then once you do,
they won't stop chanting it! The summoner was watching you, smiling, so go
over and introduce yourself.
You're warned to stay away, but who cares. Her name is Yuna, as we see here,
and she thanks Tidus for his help earlier. Sure, what he did was wrong, but
she was overconfident and needed the help. Tidus expresses his amazement at
the 'aeon thing', and the two get into a short conversation. Once she's
convinced to go play with the kids some more, Wakka asks you if you think
she's cute. Answer appropriately (or close your eyes and simply pick an option
if you're female and don't have an opinion on such things.) Either way, Tidus
questions, but what if she comes on to me? Won't happen. Hmm, why not?
After the scene, talk to Wakka to get some sleep. And Tidus will go to dream
land again. In this one, we control him (sorta). When Tidus stands up, run him
along the pier to your left. At the end, you will find Yuna.
It appears the two of them are sneaking off to Zanarkand! If the boat doesn't
arrive, people will find them soon! But Rikku appears, mad at Tidus because he
said he'd take her to Zanarkand. (What's with Tidus jogging on the spot here?
It looks weird.) Yeah, Wakka told you not to get any ideas about Yuna. So you
have to go with Rikku, to Zanarkand.
Out of nowhere, Jecht appears, telling Tidus to stop dreaming. Tidus, with a
woman? He can't even catch a ball! And suddenly, Tidus is a little boy, head
in his hands, crying. Cry cry, taunts Jecht. That's all you're good for! But
mini-Tidus hates Jecht, and is trying to work up the guts to tell him so.
Rikku and Yuna are behind Jecht, cheering Tidus on as he utters the words. I
HATE YOU!
As Tidus wakes up, screaming the words, he becomes aware of people outside.
It's the female guardian with the humongous chest, from before (Lulu), and
Wakka. Of course, Tidus has to eavesdrop. He isn't Chappu, she says. (That
would be you they're talking about, Tidus my man.) Apparently, you look a lot
like the guy, but Chappu is dead. Wakka shouldn't have brought you here, and
he's all sheepish about the fact that he did. She storms off in a huff,
leaving Wakka there morosely. Temperamental one, she is. (Kinda like me.)
Tidus gently asks Wakka, who's Chappu? He was Wakka's little brother, but now
he's dead. So the two sit down to have a heart to heart talk.
Chappu was with the Crusaders when they fought Sin last year. He didn't make
it back. Wakka heard about it on the day of the last blitzball tournament,
which is why he couldn't focus. That's why he became a guardian, to help
defeat Sin, for revenge. After the next blitz tournament, Wakka will be a
guardian full-time. He's not using Tidus, and Tidus owes him for helping him
out, and he thanks him, embarrassing Wakka.
After another snooze, Tidus wakes up on another perfect day. Save your game if
you want, then head outside. Wakka's got a present for you, a huge-ass sword
that once belonged to Chappu. Chappu never used it, so now it's yours. They're
there waiting for Yuna to get ready, so they can make the journey to the boat
together.
Wakka explains, Yuna's been here in Besaid since the Calm started, and she's
like a sister to him and Lulu. She was an apprentice, now she leaves as a
summoner. And here the lady herself is, lugging a giant suitcase. She won't
need it, so she's talked into leaving it there.
And now you're leaving Besaid village. Don't worry, you'll be back.
Follow the road out of Besaid, and the arrow. (Arrow knows best.) You'll get
into a number of predetermined battles, that you can't get out of, and in them
you'll learn different things. In the first, Wakka wants Tidus to try out his
new sword, so smack the dingo one and be done with it. Apparently, Tidus could
make a pretty good guardian one day. Then a condor appears, and flying fiends
are Wakka's specialty, so use him to kill it.
Further up the slope, you'll run into a water flan. Wakka thinks it's trouble,
but Tidus is confident. Attack it once, and you'll find it actually is
trouble. Flans are elemental, so in comes your black mage Lulu to give you a
tutorial on elements. It's all pretty simple, read through it all. You have to
use the opposing element. It's a water flan, so use Thunder and fry it's ass.
Then you'll reach the top of the mountain. Tidus wants to keep going, but they
have to wait. Save your game again if you want, then examine the statue they
are all praying at. It's supposed to be good luck to pray there, for a safe
journey, and Chappu never prayed there the day he left. So pray along with
them for big bonus points with everyone.
Keep following the path and the arrow along. On the next screen you'll pass
under some big pillars, and get ambushed. Uh oh.
------------------------------------------------------------------------------
Boss: Kimahri
------------------------------------------------------------------------------
Points: HP: 750 (300) MP: 10
Rewards: AP: 3 (4) GIL: 100
Stats: STR: 10 DEF: 15 MAG: 8 MDF: 5
AGL: 15 LUK: 15 EVA: 0 ACC: 10
Immunities: Threaten, Sensor, Scan, Eject
Drop: 2x Ability Sphere (normal/rare)
------------------------------------------------------------------------------
Hey, it's that big blue guy from before! The one in the temple! Wait, isn't he
supposed to be a good guy? But he wants to fight? Oh well, your loss, pal.
It's only Tidus fighting in this battle, so it's a bit like the Klikk, you'll
just have to trade blows with him. Use Cheer in your first turn, because
Kimahri is a big tough guy with big tough attacks like Jump, which will hit
you for like 100 HP. So Cheer, then hit hit and cure up when your health goes
yellow, and the fight will be over in no time.
------------------------------------------------------------------------------
Eventually, Wakka will come in and call the battle off. Cos Kimahri really is
a good guy. Tidus wants to know what the mark is up with him, and Lulu
explains. He's from the Ronso tribe, and he's learnt the fiends' way of
fighting. He's one of Yuna's guardians, and sometimes they don't understand
him either, cos he doesn't like to talk much. But he did protect Yuna, so
brownie points to him.
Once you've beaten Kimahri, keep on cruising. You'll get into a fight with a
Garuda, and Wakka will want Yuna to show you what she's made of. You'll get a
tutorial on switching members in battle, but bah you already know how to do
that. Skip through the tute, then press L1 and get Yuna in there. Now you get
another tutorial on summoning aeons, so guess what you have to do. Summon
Valefor in, or Fanta as I named him.
Now you get to play around with using aeons. You'll see that they fight just
like regular characters do, with attacks, a special move, magic, etc. If you
keep blasting this thing with Sonic Wings, he'll get maybe two turns at best,
so do so, and wipe the floor with its candy-ass.
You get one more tutorial battle, this time using Wakka's Dark Buster on
another Garuda. Once you've done that, dispose of it as you wish. Then keep
running along until you get to familiar territory, and go down to the beach.
On the beach, follow the people to the right, towards the pier. Don't get on
the boat just yet, but talk to all the people on the pier to get some items.
Namely, an Ether, 3x Phoenix Down, a Seeker's Ring, 400 gil, and a Remedy.
After you've picked up all that, get on the S.S. Liki. Everyone's distressed
to see Yuna go, but they all realize that it is for the best.
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
S.S Liki
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
And now we're on our way to Kilika. We still have no idea how we're going to
get Tidus home, or where the hell he is, really. But we're loving our
adventure. Tidus is, anyways. He's jumping all over some poor guy, stealing
their binoculars. First he looks at the water, then at Lulu, giving her a
once-over... then Yuna appears, so he stares at her. Yeah, smooth man, using a
pair of binoculars to look at a girl a couple of metres away. Real smooth.
You like the girl, right? So go and talk to her. You can't get to her, though,
because the Aurochs are surrounding her, all ogling her. Word is, Yuna has
noble blood, that she's Lord Braska's daughter! Tidus is confused, so take him
over to Wakka to ask him about this.
She IS the daughter of High Summoner Braska. He was the last guy to defeat
Sin, ten years ago. Tidus can relate, it's tough when your father's famous.
After that scene, the Aurochs disperse, so you can get to talk to Yuna.
But we're gonna explore this here fine seaworthy vessel first.
Head down into the lower cabin (near the little captains room) and you'll
be approached by O'aka the XXIII, Merchant Extraordinaire. He doesn't like
the look of Tidus, or his clothes, but he wants to borrow some money. As
you don't have a lot to spend your Gil on right now, give him every last
penny you have. (I gave him 1752 Gil, right about here.) Once you've paid
him, head south into the power room, to find some chocobo power. After
seeing the scene in which Tidus doesn't even know what a chocobo is, take
the Al Bhed Primer Vol III from the south-east corner of the room.
Back in O'aka's room, take the left exit. You'll find Keepa huddled in a
corner, and a suitcase on the floor. Examine the suitcase, and Tidus will
kick it. For your efforts, you'll get a Potion. Keep kicking it, and
you'll keep collecting Potions, until you have 20 in your inventory.
Sweet, eh? Then save at the save sphere back in the previous room, and only
now should you go and talk to Yuna. Head up to the very front of the boat, and
another scene will take over.
Tidus does the old arm-stretching trick, but he doesn't casually throw his arm
around Yuna. Instead, the two start giggling like hyenas, making you go, what?
Anyways, Yuna asks Tidus if he really is a blitzball player from Zanarkand,
and when he replies in the affirmative, Yuna goes off on a tangent about how
she heard that there's a great stadium in Zanarkand, all lit up, even at
night. Great tournaments are held there, and the stands are always full! How
did she know that? A man named Jecht once told her, he was her father's
guardian.
Okay, pick your jaw up off the floor, and continue watching the scene. Jecht?
Tidus' father? In Spira? As Braska's guardian? WTM!?!? Tidus is stunned and
angry, and he and Yuna work out that they are in fact talking about the same
Jecht. Because, you see, Jecht disappeared from Zanarkand ten years ago, but
Yuna first met him in Spira, ten years and three months ago!
Tidus isn't convinced - how could Jecht get here? Yuna's reply totally pwns
poor Tidus - you're here, are you not?
Before the two get to chit-chat any further, the boat launches violently to
one side, and the music turns nasty. Guess whooooooooooooooooo! Sin is here!
Watch the awesome scene. Tidus tries to grab hold of Yuna and save her, but he
can't, so Kimahri comes in to save the day. Where is Sin heading? Straight
towards Kilika. Some of the crew members are distraught, their families are in
Kilika! They have to distract Sin, so forgive them, Lady Summoner, as they
shoot harpoons into the thing.
Smart move boys, now your boat's connected with the bloody thing. So you get
to go on a wild ride as Sin drags you through the water.
------------------------------------------------------------------------------
Boss: Sin's Fin (and Sinscales)
------------------------------------------------------------------------------
Sin's Fin:
Points: HP: 2000 (1000) MP: 100
Rewards: AP: 10 (15) GIL: 100
Stats: STR: 1 DEF: 1 MAG: 1 MDF: 1
AGL: 6 LUK: 15 EVA: 0 ACC: 0
Immunities: Silence, Sleep, Darkness, Poison, Petrification, Slow,
Zombie, Threaten, Death, Provoke, Doom, NulFrost, NulSpark,
NulTide, NulBlaze, Shell, Protect, Reflect, Haste, Regen,
Eject
Drop: Mana Sphere (normal/rare)
Sinscale:
Points: HP: 200 (400) MP: 0
Rewards: AP: 2 (3) GIL: 22
Stats: STR: 13 DEF: 1 MAG: 1 MDF: 1
AGL: 12 LUK: 0 EVA: 0 ACC: 0
Immunities: Threaten, Doom
Drop: Power Sphere (normal/rare)
------------------------------------------------------------------------------
So, we've got three Sinscales on the boat (Sinscales seem to be a given in Sin
fights) and a whopping huge fin poking out of the water. Where to start?
Firstly, the fin doesn't attack you, it's one big 'move' is to move around in
the water, not hurting you one iota. Wow, scary, that one.
Second thing to note is, the Sinscales are regenerating. Every time you kill
all three, another three will appear. And for each Sinscale you kill, your
party gets 2 AP. Are you thinking what I'm thinking, B1? I think I am, B2. If
you keep killing Sinscales, without actually hurting the fin, you can just
gain more and more AP, with no limit whatsoever.
This is commonly known as the first AP trick of the game, where you can very
easily get large amounts of AP. So here's what I suggest you do. Bring each of
your characters in for a hit or two (so each character will get the same
obscene amount of AP), then bring your power hitters in, namely, Wakka, Tidus,
and a third character. Start pummelling away on Sinscales like there's no
tomorrow. The goal here is to fight until both Wakka and Tidus are at
Overdrive, you'll see why shortly.
You can keep fighting Sinscales indefinitely, but it gets rather boring rather
fast. Try to kill, at the very least, 20 of the pesky things, but get Tidus
and Wakka both to Overdrive while you do so. Their Overdrive mode is Stoic, so
you'll have to let them sustain damage to get there.
Once you've got them there, you can ignore the Scales (or kill two and leave
one there, for minimal damage) and go for the fin. Seeing as it's at a
distance, you can only use long range attacks, such as magic, or Wakka's
blitzball. Or Valefor. Summon Valefor, and get him to Overdrive for a quick
1000 damage or so, then hack the rest away with Lulu's black magic.
An easy battle, but rather time consuming if you want to maximise your AP.
------------------------------------------------------------------------------
Once you've killed the fin, Sin will go nuts, ripping out the harpoons, and
generally making a big mess with water over the whole boat. When everything
calms down, your party regroups, but there's one character missing. Where's
Tidus?
Cut to underwater scene. Oh there he is, motionless, sinking slowly, being
eaten by a bunch of Piranhas. Wakka's dived in after him, and beats up the
Piranhas, snapping Tidus out of his funk. Of course, saving the bugger wasn't
that easy. Another Sinspawn is after you.
------------------------------------------------------------------------------
Boss: Sinspawn Echuilles
------------------------------------------------------------------------------
Points: HP: 2000 (400) MP: 20
Rewards: AP: 12 (18) GIL: 115
Stats: STR: 10 DEF: 1 MAG: 15 MDF: 1
AGL: 5 LUK: 15 EVA: 0 ACC: 15
Immunities: Sleep, Petrification, Zombie, Death, Provoke, Eject
Drop: 2x Ability Sphere (normal/rare)
------------------------------------------------------------------------------
See, we have only Tidus and Wakka to fight this guy. And he can be TOUGH.
Which is why I suggested getting these two to Overdrive in the last battle.
Just goes to show, there's a method to my madness ^_^
And if one boss wasn't enough, he's surrounded by pesky regenerating Piranhas.
If you were really rebellish, you could milk these for AP too, but with a boss
like THIS (as opposed to one that just moves in the water, causing you no harm
whatsoever) I would not recommend it.
First things first, in this battle, use Tidus' Cheer, and Wakka's Dark Attack.
He's susceptible to Dark, and all his horrid attacks like Blender (which is as
painful as it sounds) will miss if he's got the black cloud over his eyes. The
Dark will last three turns once you land it, so use those three turns well.
Attack, and use Overdrives if you have them, all on the boss. Ignore the
Piranhas.
Once the Dark wears off, do it again, and Wakka will be out of MP. Keep
attacking, stopping to use Potions from that fantastic suitcase on the boat
should your health get to yellow. Hopefully, he'll cark it soon.
------------------------------------------------------------------------------
Now, and only now, do you get your AP from the two battles. Each of my
characters got 200 of them here, giving them 5-6 Sphere Levels each. See what
I mean by AP smorgasbord?
Once you've gotten them (and your abnormally large amount of power spheres),
Sin will approach Kilika. Seems your distractory measures didn't work too
well. And Kilika is in BIG trouble. Watch the havoc that one creature can
cause, including the guy that gets sucked up as he's running along the pier :(
And in the end, a lone blitzball floats.
So Tidus got his wish, to meet Sin again. He hoped what had happened would
work in reverse, that the next encounter would send him home. Not so, sorry
bud. So he started to give up hope. He was in a foreign world, and he wasn't
going home.
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Kilika
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Yuna steps off the boat, introducing herself as a summoner to appease the
people. She will perform the sending, if there's no-one else to do it. And off
she goes, to see the dead.
Save your game, and play with your sphere levels. If you're like me, you would
have run out of certain types of spheres to use, before using all your sphere
levels. Don't keep moving on the grid if you need a certain type of sphere,
wait and clock up the sphere levels until you get them, okay?
Once you're done, save again, and follow Yuna into town. There isn't exactly a
large number of choices of where to go, follow the pier and hang a left at the
end. There you'll find a group of people gathered around, as Yuna prepares for
the sending.
Tidus shows his ignorance for like the bazillionth time and asks - what's a
sending? Are we going somewhere? Gotta love Lulu here, putting the kid in his
place. ('Are you sure it's not just your memory that's the problem?') Anyways,
the dead need guidance. Filled with grief over their own death, they refuse to
accept their fate. They yearn to live on, and resent those still alive. They
envy the living, and in time that envy turns to anger, even hate. Should their
souls remain in Spira, they become fiends that prey on the living. Yup, it's
pretty sad. So the sending takes them to the Farplane, where they can rest in
peace. Summoners perform these sendings, so watch as Yuna performs her first.
Tis a pretty, but sad, scene.
It must be tough being a summoner, Tidus remarks. You got that right, kid. But
Yuna chose her own path, so all you can now is protect her until the end.
Until the... end? Until she defeats Sin, silly. Tidus stops to narrate here,
wishing there would never be a 'next time' to perform a sending. Horrifying,
how everyone was watching Yuna. Okay then.
In the morning, Tidus wakes up from his sleep in the hotel. Note how the girl
running around wants to be a blitzball when she grows up. Save your game and
head out. Captain Wakka's been waiting for you, so you can follow Datto to get
to him. But that's no fun, let's explore Kilika first mmmkay?
Just left of the hotel, you'll find a girl sitting in a sort-of big bowl, just
off the pier. Check it out, and you'll notice that it isn't too stable. As it
crashes into the water, Tidus will jump in and rescue the girl.
In the hut just behind where the bowl was, you can find three Potions in a
treasure chest. Now head back to find Wakka. Back past the hotel, past where
the sending was. Enter the bar, and you'll get an Ether as a reward for saving
the little girl, also examine the counter for Al Bhed Vol IV. You'll find
Wakka just right of the bar, so approach him and he'll call the Aurochs into a
huddle. You're going to Kilika Temple, to pray for victory. High Summoner
Ohalland used to live here, and Wakka goes on a spiel about that, but Tidus is
unsure about whether this is really right. Praying for victory and all. Is
this the time? It's the only time, as blitzball takes the people's minds off
their pain and suffering. Once the conversation is over, head back around to
the left, and into Kilika Woods.
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Kilika Woods
---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--
Save at the save point, and then approach your group. Yuna's got something to
tell you, Tidus my man. She wants you with them, as a guardian. No-one else in
the group seems to like the idea, Wakka proclaiming "this isn't the time for
jokes. He may be a blitzball whiz-kid, but against fiends, he's a newbie."
Yuna doesn't really give a rat's toss about that, she just wants him nearby.
Before she gets the chance to explain herself, Lulu urges the group on to the
temple.
Yuna apologizes, and Tidus is just confused as to what's going on. After that
scene, we get to roam Kilika Woods. Not a lot to see here, but some nice
levelling up can be done. In a treasure chest along the right path, you can
get 2 Mana Spheres.
In your first battle (with a Ragora), Lulu will prompt Kimahri to use Lancet.
Normally, it just transfers health from the enemy to the user, but when a
Ronso uses it, they can sometimes learn a fiend's abilities. As you don't
exactly get a choice, use Lancet and Kimahri will learn Seed Cannon. Then, use
Seed Cannon as a Ronso Rage straight back at it. Attack as normal for the rest
of the battle, remembering to bring everyone in for a turn to get maximum AP.
If you explore the woods, you'll also find a Scout, and a big creature sitting
in the middle of the main path upwards. If you approach it, Gatta and Luzzu
will inform you that the creature is Ochu, lord of the wood. You don't have to
fight it, as you can quite easily take a path around it, but hey, it's here,
we're here, why not.
------------------------------------------------------------------------------
Boss: Lord Ochu
------------------------------------------------------------------------------
Points: HP: 4649 (800) MP: 39
Rewards: AP: 40 (60) GIL: 420
Stats: STR: 15 DEF: 1 MAG: 23 MDEF: 1
AGL: 8 LUK: 20 EVA: 0 ACC: 10
Elements: Fire (x1.5)
Immunities: Darkness, Poison, Provoke
Steal: Potion (normal/rare)
Drop: MP Sphere (normal), HP Sphere (rare)
------------------------------------------------------------------------------
Well okay now. Where to start? Don't be intimidated by his high HP... or his
strong attacks... might be hard, but do try, okay. Lord Ochu is quite
intimidating, and he has a number of attacks at his disposal - the Poison
Claw, or the Earthquake, just for starters. If Yuna has Esuna, and pray that
she does, you'll be using it and Cure quite a bit here.
Similar to the Ragoras you've fought so far, Lord Ochu is weak against fire,
so you know what that means - bring in Lulu, and let'er rip. Other than that,
keep your physical fighters in and attack, using Wakka's Dark Buster, and
bring in Yuna to cure and recover when needed.
If using Fire, the first half of the battle will go by rather quickly, and
Lord Ochu will fall asleep. While this might sound good, the thing is, he
regains HP while sleeping, more HP than you'll be taking off. Ergo, wake him
up ASAP. When he wakes, he'll counter with Earthquake, which will hit your
party for a hundred or so HP each. Not pretty, put it helps with the Overdrive
gauge and all. If any other Overdrives come up, use them. Keep using Fire, and
he will go to sleep for good shortly.
------------------------------------------------------------------------------
That's actually the toughest battle you would have had so far, and it wasn't
really very tough. But you do get a HP or MP sphere for your efforts - those
are quite rare, use them wisely. After the battle, Luzzu will be impressed,
and Gatta will want to fight too. Soon enough, says Luzzu, as Gatta walks away
singing "young Crusaders gather round, we'll beat Sin into the ground..."
Head back down to the save point and save, then keep heading up through the
woods, exploring as you go. Just north of where you fought Ochu, you can get a
Hi-Potion from the girl in purple, and follow that same path to the very end
to find a Luck Sphere. Once you've looked around, head right (on the map) at
to the intersection in which you found Lord Ochu, and follow the path up to
Kilika Temple.
Wakka tells of the history of these stone steps - Lord Ohalland used to train
there in his blitz days. As Tidus looks around and sees the Aurochs warming up
and snickering, he realizes that they too are going to be racing there. As
Yuna goes to start them off, she instead cheats and runs up the steps,
giggling, making everyone chase her. So follow her up, saving at the save
point.
Halfway up, most of the Aurochs go pelting back down. Wakka cries, Sinspawn!
These bloody things appear everywhere! So your party runs up to the top, and
prepares to fight once more.
------------------------------------------------------------------------------
Boss: Sinspawn Geneaux (and Tentacles)
------------------------------------------------------------------------------
Sinspawn Geneaux:
Points: HP: 3000 (900) MP: 30
Rewards: AP: 48 (72) GIL: 300
Stats: STR: 15 DEF: 1 MAG: 10 MDF: 1
AGL: 7 LUK: 0 EVA: 0 ACC: 100
Elements: Fire (x1.5), Water (+)
Immunities: Sleep, Darkness, Poison, Petrification, Zombie, Provoke,
Doom, NulFrost, NulTide, NulBlaze, NulSpark, Shell, Demi,
Eject
Drop: Power Sphere x2 (normal), x3 (rare)
Tentacles (each):
Points: HP: 450 (500) MP: 10
Rewards: AP: 5 (7) GIL: 30
Stats: STR: 14 DEF: 1 MAG: 1 MDF: 1
AGL: 10 LUK: 10 EVA: 0 ACC: 20
Elements: Lightning/Ice (1/2), Water (+)
Immunities: Silence, Sleep, Darkness, Poison, Petrification, Zombie,
Threaten, Death, Provoke, Doom, Eject
Drop: Ability Sphere (normal/rare)
------------------------------------------------------------------------------
It's that time again, boss time. First thing to notice - you might be looking
at the help screen going "sweet, the thing is vulnerable to magic, this is too
easy". Then you cast a spell, and realize that the tentacles absorb magic.
Grr. So you need to take those out first.
The tentacles should each go down in two or three hits from your physical
hitters (Wakka/Tidus/Kimahri), so take those out before they do too much
damage. They'll get two hits in each, and the boss might get one, but nothing
to worry about. Now, focus on the Sinspawn himself. (Or herself, who knows.)
As it says, it's vulnerable to magic, especially Fire, so get Lulu is and
toast it a bit. While she does that, use Kimahri as an attacker to supplement
the damage. Wakka and Tidus are no good on the boss until it comes out of its
shell, as piercing weapons are required. Once it comes out, bring in your
biggest hitter, and switch Yuna in whenever someone needs to be healed or
recovered.
Pretty easy, this one.
------------------------------------------------------------------------------
Tidus is exhausted after the battle, and Wakka is apologetic, saying he'd
hoped to break Tidus in a little slower. So anyway, what exactly are these
Sinspawn? They're fiends that fall from Sin's body, being left behind in its
wake. You gotta kill them before Sin comes back for them. Tricky, eh?
Tidus reflects about seriously considering being a guardian. He has the
talent, Wakka already said so. Can you kinda tell where the story of this is
going to go?
After all that, cure up (yay ability spheres!) and keep going. Wakka asks
Tidus, do they have fiends in Zanarkand too? Halfway through his answer, Tidus
twigs and says hey, since when did you believe me about Zanarkand anyway?
Wakka has been thinking, maybe people that get killed by Sin don't die, maybe
they just get thrown through time, and one day they might pop back. Of course,
he only has this theory to give himself hope that his brother, Chappu, might
still be alive, and Lulu can't believe it. Wakka won't accept the truth, and
he won't accept that no-one can take Chappu's place, or Sir Jecht's, or even
Lord Braska's.
She sure put him in his place, ya? Tidus knows that something happened between
Wakka, Lulu, and Chappu a long time ago, that he doesn't know about. One day
you'll find out, kid.
At the temple, you'll come across the Luca Goers, a rival blitzball team.
They're not there praying for victory, this year they're praying for some
competition. Yeah yeah, laugh it up big, we'll see who's laughing after the
tournament. These guys are real knob jockeys, teasing the Aurochs - "you gonna
'do your best' this time? Too bad your best isn't good enough!" It's gonna be
fun teaching them a lesson.
Now, head into the temple. Save, then pray with Wakka at the statue of Lord
Ohalland. As you pray, another summoner will exit from the Cloister of Trials.
This is Dona (pronounced "Donna"), and she holds Yuna in much contempt. She
compares the 'rabble' of Yuna's guardians to those of Braska, and even her
own. She only needs one, see Barthello. But Yuna puts Dona in her place,
saying that having so many guardians is an honour, a joy... she would never
think of questioning Dona's ways, so please leave them is peace. Yeehaw! You
go, girl!
As Tidus reflects on Yuna's comments that she could trust her guardians with
her life, he notices Yuna smiling at him. What's she smiling about? (Hehe.)
Head up into the Cloister of Trials. The fayth is down below, so the real
guardians and Yuna head down on the elevator, leaving Tidus there.
Wait until the elevator comes back up, then get on, you're not staying up
there by yourself. Like you have a choice, really. Dona reappears, and when
she hears that Tidus isn't actually a guardian, she deliberately disobeys the
precepts and sends him down. As you don't have a choice, follow the hallway
and enter the Trials.
------------------------------------------------------------------------------
Cloister of Trials: Kilika
------------------------------------------------------------------------------
Another one to have fun in! This one is trickier than the one in Besaid, but
not much more so. Ready?
First room is pretty standard, take the Kilika Sphere from the pedestal, and
insert it in the slot next to the door. Lo and behold, it opens, but it's
filled with fire, so take it out, and keep going (taking the sphere with you).
Second room, a few slots, another pedestal, a glyph sphere. Insert the Kilika
Sphere in the recess on the far wall, and a glyph will appear. Go put the
Kilika Sphere somewhere else (so we can get to the glyph in amongst the fire),
and touch it to reveal a doorway. Oooh...
Third room. Lots of fire here, and a Kilika Sphere on the right wall. Take the
sphere, leading to the line of fire, and replace it with the Glyph Sphere from
the pedestal in the previous room. A doorway is revealed, and all the fire
goes out. (Good thing.) In the little room is the Destruction Sphere, but we
don't need it just yet, what we need is the pedestal, with a Kilika Sphere in
it. So put one in it, then push it into this room.
On the right side, near the Destruction Sphere, you'll notice a shining patch
on the floor. This is used to move pedestals back to their original positions
(in caser you posh one into a corner or something, and can't get it out) but
in this case, we need to push the pedestal onto it, so do so. That whole
section of floor will sink, revealing another Kilika Sphere with a line of
fire.
Take that new Kilika Sphere, and replace it with the Destruction Sphere from
the little room. (a good resting place for that Kilika Sphere is on the right
side of the doorway, at the top of the stairs.) Once you've placed the
Destruction Sphere, take the Red Armlet, your Kilika Temple treasure. Then,
remove the Kilika Sphere from the door to make the fire die down, and head
through. You're done here.
------------------------------------------------------------------------------
Wakka is not pleased to see you down here, but Tidus explains, it was Dona and
that big muscle head man. Now, Yuna will have to suffer the consequences, she
might be excommunicated! Well, we're not sure what that means, so ask Wakka,
and Tidus will ask what's in there. The fayth, remember? Oh yeah, that all
makes sense now. (Not.) So Lulu explains, the fayth are people who gave their
lives to battle Sin. Yevon took their souls, willingly given from their living
bodies, and now they live forever in statues. The soul of the fayth emerges
when a summoner prays, and that is what we call an aeon.
Yuna's in there, praying with all her heart. Only summoners may enter the
chamber not even guardians. Talk to Wakka and Lulu until they have nothing
more to say, then go to leave the cloister. Yuna will appear, spent. And Tidus
realizes that he knows that song, there in the temple, from his childhood.
Proof that Spira and Zanarkand are connected. But how?
Name Ifrit, your new aeon (two now!), then leave the temple. All the people
will praise Yuna, while Tidus watches on. He's daydreaming again, of what it
was like to have people praise him, his fans in Zanarkand. He's upset now, and
he can't tell Yuna what's wrong. What does he want to do? Scream real loud, so
he does. Did that feel good, man? I bet that felt good.
Now, back in Kilika Woods, we have to go back to Kilika. So trace your steps
back through the forest to get to the town. Once there, head all the way back
to your boat. If you've done everything you want to do in Kilika, embark and
you will depart for Luca.
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S.S Winno
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It's night on the S.S Winno, and the Goers are also unfortunately on board
your ship. Wakka and Lulu sneak away for a private talk, while Yuna is
entertained by more of the people. Tidus is inside, with the rest of the
Aurochs, but that's no fun, so head outside.
Again, you can lend O'aka gil. Lend him everything you've got (it'll pay off
later, trust me), then save your game. Outside, you'll find Yuna talking with
the Goers. They're not real nice people, Graav and Bickson calling Tidus an
idiot. Yuna jumps to Tidus' defence, telling them he used to be a star player
for the Zanarkand Abes, which draws a laugh. While Yuna is adamant that there
is a city in Zanarkand, not just ruins, the Goers disperse, leaving you to
explore the rest of the ship.
Talk to Yuna first, for a scene. She got mad at the Goers, because she knows
Zanarkand exists, Sir Jecht used to tell her stories. She wants to visit your
city, and Tidus jokingly narrates "so, Yuna, wanna come over to my place?"
After that, now it's time to find out what Wakka and Lulu are up to. They're
lounging around, just up the stairs, so go there.
They're talking about Tidus, and what happens if he doesn't know anyone in
Luca. Wakka says maybe he can stay there, and join a blitz team, but Lulu
doesn't like that. He'll just leave Tidus in Luca? It's better than leaving
him in Besaid, fair point. But remember, Yuna wants to make him a guardian.
Whose fault is that?
Keep going up the stairs, to eavesdrop on more conversations. Yuna wants to
make Tidus a guardian because he is Sir Jecht's son, at least, that's what
Yuna believes. It's now up to Yuna and Tidus whether or not Tidus becomes a
guardian - Wakka is right, for once. Next conversation, Lulu thinks Wakka
should tell Tidus to become Yuna's guardian. Yuna can't, because she knows
Tidus hates his father, and she can't just turn around and say 'be to me what
your father was to mine'. So Wakka will talk to him after the tournament.
Fourth convo. Wakka can't believe Tidus hates his father, its a luxury Wakka
never even got the chance to have. He doesn't know his parents. Lulu knows
hers, a little, she was five when they were taken away. When Sin took them
away. It makes Wakka angry.
Whew, that's all for convos there, now, explore the rest of the ship. (Save
first.) Downstairs in the cabin, take Al Bhed Primer Vol V. On the north side,
you'll find a blitzball sitting in the middle of the deck. Kicking the
blitzball between his feet, Tidus gets lost in memories of a similar scenario
from when he was a child. Him trying to kick a blitzball, and failing, and
Jecht taunting him about it. He shows Tidus how to perform the shot, the Jecht
shot. (Note that the little boy in purple is in the background. What's with
him, anyways?) But don't worry, you're not the only one who can't do it,
no-one can.
Now, on the S.S Winno, Tidus has the chance to see if he can perform the Jecht
shot, in the Jecht Shot Challenge. He has to shake off the memories of Jecht
being an ass, to perform it successfully, and here's how it works. Wherever
the memory of Jecht appears on the screen, shake it off by pressing that
direction on the D-pad, and X. The game runs through a few examples, up-left
and X, up and X, down-left and X, and when it appears in the centre, just
press X. Of course, in the real thing, it will go faster than this.
Now for the practice. Go through it, pressing the buttons, and now for the
real thing. The words and the voice come thick and fast, so j