Index
Plot
Intro
Submerged Ruins
Besaid
Kilika
Luca
High Road
Mushroom Rock
Djose Temple
Moonflow
Thunder Plains
Macalania Woods
Lake Macalania
Bickanel Island
Bevelle
Calm Lands
Mt. Gagazet
Zanarkand
Highbridge/Temples
Sin
Side Quests
Arena
Misc Quests
Gatekeepers
Omega Ruins
Single Page Version
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Calm Lands
Head left and follow the cliffs west, around and down onto the plains. If you want, you can buy stuff from Rin
when he shows up. He'll be in a boat on skis. At the far east - at the bottom of the cliff that was north of you when
you first entered the calm lands - you'll find two chests. One has 10,000 Gil, and the other has 5,000 Gil. To get
there, you'll need to head to the far west of the map (where Rin is), then backtrack east a bit. Head north from Rin's
an you'll see a hut. Head there. You'll learn something. BTW: There is a save point here, as well as a store. Just
north of the hut, slightly hidden by it, is a chest with a Lv. 2 Key Sphere.
About mid way north and south, at the far east (look for a green square on your map) edge of the map you'll find
the Arena. Talk to this guy and say "All right, I'll do it!" Buy a capture weapon for Tidus, Wakka, and Auron - be
sure to equip them. You can use my ffx fiend tracker to ensure you've captured at
least one of all the fiends. Report back to the Arena when you've got one of each. Now, as you travel around the
world, you'll be able to capture fiends. You may run into a problem while gathering fiends - the blocks on the Sphere
Grid requiring Level 3 Key Spheres. Trust me - you can get plenty of these as soon as you clear Mt Gagazet. More on
capturing fiends (and leveling up) in a bit...
But for now, return to the little hut in the middle of the Calm Lands. If you've got a full set of Strength,
Magic, Ability, and Speed Spheres, you may want to head straight for Belgemine (read the rest of this area for more
info). To the far west (use your little map; go to the upper left), you can find Al Bhed Primer vol. XXIII.
Chocobos and Caladbolg
Just North from that you can begin training Chocobos, but be sure you have the Celestial Mirror (see misc side
quests section) before you start this! Talk to the guy, listen to his explanation of the controls, and make sure your
chocobo goes between him and the chocobo there. You'll get an elixir, and you'll be able to both use this one whenever
you want, AND keep training.
The thing here is that you can earn a powerful thing once, and then a less powerful thing every time you beat
your time. But there are also several challanges you can take on. After you succeed at the first, quit and try the
next training challange (i.e., mini game.) Here are the various minigames:
- Wobbly chocobo - this is the one you just did. Keep pressing left/right to keep the chocobo on track.
- Dodger chocobo - Similar, but this time the chocobo goes straight. You just have to dodge blitz balls.
- Hyper dodger chocobo - The same as above, but now there are extra birds to also dodge
- Catcher chocobo - The one you actually want to beat if you want Tidus' ultimate weapon.
The first time you beat all of these, you'll get one item. The NEXT time you beat it, you'll get a different
item. The last one is the most important. Beat it once, then exit and talk to the guy who used to be preventing you
from going down the path at the north west corner of the map. Since he's not paying attention you can now go down
there and use the celstial mirror to get Tidus' ultimate weapon - Caladbolg. But don't stop there (this weapon starts
out as crap so level if up if you've gotten this far) - go back and do that same race again and this time shoot for a
time less than 0 seconds (meaning you've grabbed enough baloons to reduce your overall time to less than zero.) That
should net you the Sun Sigil. This will eventually level up Tidus' ultimate weapon, but it's the second item so you
can't do it yet.
Other things to do before continuing on
If you want, you can finally play blitzball here again. I'm all for continuing on the game. The ground around
this area is littered with scars. Head right until you are around them, and then you'll head up to the farthest
upper-right corner to continue. Before you do that, though, head directly right and stop off at the Arena.
You have visited the Arena, right? The Arena is a training area that Lord Mi'ihen setup for the Crusaders. Be
sure to sign up for helping him out. This is where you will go when you want to level up your character's past what
the standard sphere grid alone can do for you. Be sure to buy Capture Weapons for at least Auron, Wakka and Tidus.
This is where I do my first real "level-up" sequence. See the Misc Side Quests Section under the heading "After
Ariving in the Calm Lands," but be sure to visit Belgemine before starting that one - you'll need some place to put
all those spheres you'll earn.
To the south and west of the save point in the middle of the calm lands you should find Belgemine. You can fight
her again. This time she calls Shiva. Just use Bahamut: Haste, Focus, Reflex, Aim, Cheer. Ater that, attack over and
over. When you've got an overdrive worked up, go ahead and use it; this should kill off Shiva. You'll get 30 Power
Sphere from this battle, but more importantly you'll get the Aeon's Soul. You may now modify your Aeon's Attributes.
Watch the tutorial to see how you can spend some of those 99x Strength Spheres and level up Bahamut's Strength! She
also tells you to seek her out in the hidden temple of Remien if you need more training. If you go about the business
of capturing fiends, you'll earn a LOT of spheres. Having your Aeon's Soul at this point allows you to give them all
to Bahamut - arguably the best Aeon to do this with.
Way back at the start of this walkthrough I mentioned two strategies for working your way through the game.
Here is where you can pick one of two strategies. I'll mention my favorite strategy first, and my back-up plan
second.
Level-up and Arena Strategy #1: If your guys are powerful enough already to survive the sunken cave, do the
"Youjimbo and the Cavern of the Stolen Fayth" section below. While you're doing it, be sure you are capturing fiends.
If you can't, then get 10 of each fiend in the Calm Lands first, then go on to the Stolen Fayth. When you've got 10
of each fiend in those sections, you should be powerful enough to get all the Lv 3 Key Spheres you need at the start
of the Mt Gagazet level. This strategy basically boils down to: The best place to level up is the Omega Dungeon.
Don't bother leveling up too much until you get there. When you get the airship and can look around for stuff, see
the "After Zanarkand" section of the Misc Quests link on the left. Hit highbridge to open up the temples, then hit
the Omega Dungeon. When you *do* get to the Omega Dungeon, you'll find that you level up so fast you don't have
enough spheres to use. Just bounce your guys back and forth between the Omega Dungeon and other areas - filling up
the Arena as you go along. You won't level up much in places like Besaid or Kilika, but you'll get the spheres you
need when you *do* level up in the Omega Dungeon. While visiting the various areas, hit their temples and unlock the
special Baaj Temple to get the Magus Sisters. (More info on all these items is available in the Misc Quests section
of the walkthrough. This strategy is probably the most efficient, but it might be better for players who really feel
like they understand the system completely.
Level-up and Arena Strategy #2: This strategy is more of a grind strategy and a little less elegant than
the other one. Go straight through the game until you hit the Calm Lands without bothering to level up your characters
too much. Get 1 of each monster in the calm lands to open the arena (if you can, beat the chocobo guy in races to get
access to Tidus's ultimate weapon.) From there, head back to the Thunder Plains, Macalania Woods, and Lake Macalania
and fill out the arena with 10 of each monsters from those areas. You should now be powerfull enough to continue on.
From there, go to the Sunken Cave, and then Zanarkand (via Mt Gagazet). From there hit Highbridge. From there, go
visit Baaj temple and then get the Magus Sisters aeon. After that, go all the way back to Besaid, and through the
game again. This gives you a chance to hit all the temples, collect 10 animals from the remaining uncaptured areas,
complete the bird counting quest if you missed it before, pick up the ultimate weapons and see all the Jecht spheres
in one shot. As you are filling out these areas, go through the Misc Quests section to make sure you're not missing
stuff. I recommend starting with the 10 Little Cacutaurs quest first, as it gives you a chance to fill out the arena
with all the animals on Bikinel. Then hit the omega ruins, and finally go after all the enemies in the arena (if you
dare). You'll have to unlock Sin to get access to some of the enemies, but you can leave again later if you want (as
long as you don't enter the big cylinder thing). Once you get bored, go attack sin and beat the game.
Continuing on
Now head up to the upper right corner of the Calm Lands. Bring a set of fully charged Aeons, if you can, and
swap out your capture weapons for better ones. When you get to the corner, head through the crevass and across the
bridge. You'll meet the Guado. Here comes a nasty beast. The Defender X has 64,000 HP and is tough against physical
attacks. Don't bother with a power break, or delay as he's immune to them. Armor break works, as well as dark buster,
though you'd best be ready for the blast punch counter if you use physical attacks. Hastaga and darkbuster before he
gets any shots off. I had moderate success with Quick Hit. Don't forget to steal some Lunar Curtains from him. If he
uses mighty guard (shell/protect), be sure to use dispel; don't forget to armor break again.
When he casts Slowga, if your guys are getting worked, just bust out the Aeons. If they are ready, use their
overdrives! Well, some of thi them. I had Bahamut use Evade and cheer, and he still KO'd him in one shot. You WANT
those 9999 hits. Note that mighty guard renders him immune to overdrives that are tied to elementals. Specifially
Ifrit, Ixion, and Shiva, though she may be able to dodge him. If he casts Might Guard while your Aeons are in the
battle, DISMISS THEM. No sense getting 'em killed.
I don't know what your aeons look like, but I finished the battle with Bahamut's 33,179 HP overkill for 2x Lv. 2
Key Sphere. Take the right branch to go 'down into the valley' and make use of the save point on your left.
Yojimbo and the Cavern of the Stolen Fayth
You can get Yojimbo in here, if you are good enough. Some of the enemies here are *really* tough. Your Aeons
will be quite useful. When I've defeated a "Ghost" enemy in the past, I've received the "off season" armor for Wakka.
Equipping this prevents any random encounters. That's going to be pretty handy when you want to cross the calm lands
later. If you're participating in the Arena side quests, it will be very useful indeed. You'll also run across a
Nidhogg with two Dark Elementals. Delay Buster one of the elementals, then Armor Break + Attack the other. You don't
want two of those guys draining all your MP.
Another enemy you'll run into is a Magic Urn. It has 999,999 HP. You're not going to defeat it. You attack it in
one of it's various eyes - 5 in all, forming an X pattern. When the battle starts, the game randomly choses an Eye. If
you attack the correct one, he rewards you with a treat. If you hit the wrong one, he blows up and does *serious*
damage to low-level parties. If you're low level, I recommend just fleeing. If you can take it, the most likely eye
he'll choose is the center one. If you're lucky, you'll get a Phoenix Down, Stamina Tablet, or even an Elixir. Next,
attack the upper right eye. Next, attack the upper left. It's pretty unlikely you'll get this far, but if you do,
you'll keep getting cool items.
When I fought the Thorn enemies, I used bahamut to knock down most of their HP, then captured them. If Bahamut
kills them in one shot, then use a different Aeon. If you use Ifrit, their Fira attacks will heal rather than harm
him. ;) You can steal an Ether from 'em, too - if you've got the right armor to fend off the resulting counter attack.
Just use valifor's sonic wings attack on any Malboros you come to. For Ghosts, have Tidus use delay attack to stall,
and then quick hit to polish them off before they can doom your guys.
The hardest enemy you'll come across, though, is likely to be the Tonberry. This guy will counter attack with
Karma, which will likely kill off your guy. Use either Triple Foul or Sleep Buster to put him to sleep, then have
people steal from him and/or use magic attacks. Flare is awesome here, but by the time Lulu gets it, she'll almost
certainly kill him off in one blow. You want to avoid that! He shows up very rarely, and it's really tough to capture
10 of him.
Here are instructions for making it through the caves and getting everthing of value:
- In the cave, follow the road around to the right until you come to a cross roads.
- Head right and open the chest for a megalixir.
- Go back and head up into the next cavern where there will be a small discussion.
- Continue on to the next fork.
- Go right and open the chest in the green room for a level 2 sphere, and then head back to the fork.
- This time head left.
- At the next fork, head straight and open the chest for a fortune sphere.
- Head back to the fork and this time head left (there's nothing to the right).
- At the next fork, open the chest strait ahead for 2x Mega-Potion, grab Al Bhed Primer vol. XXV on the left fork
there, then head right and save your game.
This isn't really a tough battle, if you have charged Aeons. I hadn't really be leveling up when I got here and I only
ever took hits of less than 300 HP each. If you've been capturing fiends, reset your weapons and then head straight.
When the battle begins, use haste and call your aeons. I went through Valifore and Ifrit, then overkilled him with a
suped up Mega-Flare. Just so you know, though, you don't get anything from this battle (no AP, no items) with or
without an overkill, so if he's looking hurt, don't waste a Megaflare.
When he's dead, step on the teleport pad and face left. Open the chest in this side room for Flexible Arm, then
get back on the pad and teleport back. This time face right and teleport to the room on the right. Open the chests in
here for 2x X-Potion and an MP Sphere (this chest is in the lower-right; it's kinda hard to see). Step on the pad to
teleport back to the antechamber, and make sure the arrow is pionting north (up). If it's not, step off and step back
on. Make sure it's not accidentally pointing DOWN. >.> Yeah... If you point it north, you'll end up in the Chamber of
the Fayth. You'll have to make a strategy decision. Youjimbo works best in *really* hard battles (meaning boss
battles). As such, my strategy is to chose the last option "To defeat the most powerful of enemies."
If you opt to bargain with him, you'll get inferior results, so if you actually want to use him, I don't really
recommend that. He askes 250000. This can make it difficult if you don't have a lot of Gil, but if you've been
collecting fiends, you sould be in VERY good shape. Heck, even though I haven't been collecting fiends up until this
poing, I've got over 600k Gil. Pay him what he's asking for and give him a name.
Maximizing Yojimbo's Usefulness
The thing about Yojimbo is that he has an attack called Zanmato that will insta-kill anything. Yes. Anything.
But he doesn't use it frequently. However, you can raise your compatibility with him and make it more likely. You'll
start out with a compatibility of 128 out of 255. This probably makes a lot of sense to you if you understand binary.
How you treat him and what he does for you will change that compatibility. You want to get it up to 255 to make the
best move more likely. Let's start with a list of what affects the compatibility.
- +4 Yojimbo uses Zanmoto
- +3 Yojimbo uses Wakizashi and hits multiple enemies
- +1 Yojimbo uses Wakizashi and hits one enemy
- 0 Yojimbo uses Kozuka
- -1 Yojimbo uses Daigoro
- -3 You dismiss Yojimbo right after summoning him
- -10 Yojimbo is KO'd in battle
- -20 You pay Yojimbo nothing
Knowing this data, you should be able to keep track of your compatibility with Yojimbo.
But first, a word of caution. Some times when you summon Yojimbo he will make a move with you paying him first.
Let's call this a free move. The probability that he'll take a free move is your compatibility score divided by 1024.
So if you're just starting out and your compatibility is 128, it'll happen about 12.5% (128/1024 -> 1/8) of the time.
If you've got your compatibility up to 255 it will be around 25% (255/1024 -> approx 1/4). If he makes a free move and
it's Daigoro, you'll notice that it will reduce your compatibility. Keeping the compatibility score high makes that
way less likely.
The next thing to know about Yojimbo is that he's highly motivated by Gil. Assuming you don't get a free move,
you'll need to pay him. The more you pay him, the more motivated he is, and thus the more likely you are to see a
really great attack. When you REALLY need a Zanmato against a major boss, paying 525,000 Gil will make it pretty
likely (if you're at 255 compatibility and Yojimbo has full overdrive, he will use Zanmato about 2/3 of the time). For
basic training where you're trying to get his compatibility up, you'll want to look at something more like 4096 Gil.
At that price, he should use Zanmato around 3/4 of the time you call him with a Full Overdrive.
Finally, if you want to use Zanmato against a high-end boss, be sure you go into it with a full overdrive! Even
if your compatibility is all the way down to zero, there's still a chance he'll do a Zanmato if you pay him the 525k
Gil and you chose option three when you first acquired him. If you're at full compatibility and he's got a full
overdrive, he should use the Zanmato about 2/3 of the time then.
Since I like to max out the arena in the calm lands, I find it helpful to also try to level up Yojimbo at the
same time. Essentially, if I get to a point where I encounter a set of enemies for which I've already reach the
capture limit, I call Yojimbo if I have a recent enough save that I can load if he uses Daigoro, which would reduce my
overall compatibility. (Emulator note: If you're playing on an emulator, this is even better as you can save state
before calling him, then restore that state and call Bahamut instead.)
Moving on...
After agreeing on a price, you'll be back in the antechamber. I couldn't get the dial to point back into the
Chamber of the Fayth after this, so I just teleport back to the entrance. Head outside and save to ensure you can keep
you new friend! Before moving on, head right and grab the "Rusty Sword" down the little path there (if you haven't
already). Now either head to Gagazett, or go fight Belgemine (See misc side quests).
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