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    Penance FAQ by BeeTheGoddess

    Version: 1.0 | Updated: 05/26/05 | Search Guide | Bookmark Guide

    Author: Sophie Ellis
    Username: Beatrix the Goddess
    Email: intradance@hotmail.com
    Version: 1.0
    This guide may be not be reproduced under any circumstances except for 
    personal, private use. It may not be placed on any web site or otherwise 
    distributed publicly without advance written permission. Use of this guide on
    any other web site or as a part of any public display is strictly prohibited,
    and a violation of copyright.
    Copyright 2005 Sophie Ellis
     1.0 Introduction
         1.1 Who Is Penance And Why Bother Fighting Him?
         1.2 What's In This FAQ?
     2.0 General  
         2.1 Whilst You Are Playing The Game
             2.1.1  Besaid
             2.1.2  S.S. Liki
             2.1.3  Kilika
             2.1.4  S.S. Winno
             2.1.5  Mi'ihen Highroad
             2.1.6  Djose
             2.1.7  Thunder Plains
             2.1.8  Macalania
             2.1.9  Bikanel
             2.1.10 Bevelle
             2.1.11 Calm Lands
             2.1.12 Cavern of the Stolen Fayth
             2.1.13 Mt.Gagazet
             2.1.14 Zanarkand
         2.2 Before You Start...
     3.0 Monster Arena Creations
         3.1 Monsters You Will Need To Breed
             3.1.1 Area Conquest
             3.1.2 Species Conquest
             3.1.3 Original
             3.1.4 Summary Table of Fiends to Capture
             3.1.5 Summary Table of Items
     4.0 Celestial Weapons
         4.1 Activating The Weapons
         4.2 Tidus
         4.3 Wakka
             4.3.1 Blitzball
         The Players
         The Rules
         The 18 Situations Of Blitzball
         Your Team
         Basic Tactics
         4.4 Rikku
     5.0 A Steady Income
     6.0 Covering The Sphere Grid
         6.1 The Weapons
         6.2 The Strategy
         6.3 Key Spheres
         6.4 Other Spheres
         6.5 Vital Abilities
         6.6 The Goal
     7.0 Temporary Armour
     8.0 Maxing Stats
          8.1 General Points
          8.2 Magic Defence
          8.3 Evasion
          8.4 Accuracy
          8.5 Agility
          8.6 Defence
          8.7 Strength
          8.8 Magic
          8.9 Luck
         8.10 HP
     9.0 Final Armour
         9.1 Beating Dark Yojimbo
         9.2 Customising
         9.3 Here We Go...
    10.0 The Dark Aeons
         10.1 Dark Valefor
         10.2 Dark Ifrit
         10.3 Dark Ixion
         10.4 Dark Shiva
         10.5 Dark Bahamut
         10.6 Dark Yojimbo
         10.7 Dark Anima
         10.8 Dark Magus Sisters
    11.0 What You Will Need To Do Before Fighting Penance
         11.1 The Ideal Setup
    12.0 Penance Strategy
         12.1 The First Form
         12.2 The Second Form
    13.0 Credits
    To navigate this FAQ look at the section number of the section you want to 
    refer to, then go to the Edit menu and select "Find". Type in the section
    number and keep pressing Enter until you find it.
    1.0 Introduction
    Well, this is the first ever FAQ I've written, so I'll start off by apologising
    for what I'm sure is going to be only amateur quality of this guide. Feel free 
    to email me if you spot any glaring errors that annoy you or if I haven't made 
    something clear. I hope this will help people with  what is, in my opinion, the
    most difficult boss that Squaresoft has ever produced.
    I decided to have a go at writing this because when I was busy trying to beat 
    Penance, I couldn't find a single strategy that was detailed enough for my 
    liking; most were vague and missed out a lot of important information. Who 
    knows- maybe it's because everyone else doesn't need a strategy, or maybe I'm 
    too stupid to make use of basic ones but anyway; I decided to fill a gap with 
    what I hope will be a detailed and realistic strategy for beating Penance.
    1.1 Who Is Penance And Why Bother Fighting Him?
    I'd generally assume that you've come to this FAQ because you've been 
    repeatedly defeated by Penance and so you know exactly who he is, but just in 
    case you don't, I'll give a brief description:
    Penance will appear above the Calm Lands in a brief scene, once you have 
    defeated all the Dark Aeons and hangs around waiting to crush anyone who dares 
    challenge him. Presumably his name is a play on words: he is Tidus & Co.'s 
    "penance" for daring to reject Yevon. In order to fight Penance you must select
    him from the list of destinations on the airship, and your party will fight him
    whilst standing on the deck. He consists of a main body and two arms; all
    of which have their own attack patterns. His stats are as follows:
    HP: 12,000,000 (12 million). Overkill: 99,999.
    Strength: 255
    Defence: 240
    Magic: 255
    Magic Def.: 200
    Agility: 255
    Luck: 10
    Evasion: 0
    Accuracy: 255
    Elements: Absorbs all.
    Status Effects: Immune to all except the positive ones. 
    Zanmato: Lv. 4
    Steal: Elixir x 1 (Normal) Megalixir x 1 (Rare)
    Drops: Master Sphere x 3 (Normal & Rare)
    Bribe: No.
    Ability Slots: 3-4
    Abilities Attached: 1-2
    Weapon Abilties: Break Damage Limit
    Armour Abilities: Break HP Limit, Ribbon
    HP: 500,000. Overkill: 99,999.
    Strength: 200
    Defence: 200
    Magic: 150
    Magic Def.: 200
    Agility: 150
    Luck: 10
    Evasion: 120
    Accuracy: 255
    Elements: Absorb all.
    Status Effects: Immune to all except the positive ones.
    Zanmato: Lv. 4
    Steal: Dark Matter x 1 (Normal) Master Sphere x 1 (Rare)
    Drops: Dark Matter x 1 (Normal) Master Sphere x 1 (Rare)
    Bear in mind that you will be killing the arms repeatedly and will get an item 
    for each time you do. I got 80 Dark Matters at the end of the battle. 
    He's not as powered up as you will be when you fight him, but he packs a punch 
    where it counts, and that's what you'll be facing. But what exactly is the 
    point? You might as well know now that you won't get an extra scene once you've
    beaten him; it cuts right back to the airship. The characters standing around 
    don't even say anything different; it's like he never existed. The spoils of 
    battle will basically be Dark Matters, Master Spheres and (hopefully) an armour
    with Ribbon. But by the time you fight Penance you'll have already beaten all 
    the bosses who you'll need Ribbon for, and you won't need Master Spheres 
    because you'll be maxed out. And one more point; my game clock stood at 150 
    hours 42 minutes after I'd beaten him. And you thought it took ages to level up
    to fight Ruby and Emerald Weapon in FFVII? Start thinking bigger. So what's the
    Well as far as I'm concerned; the point of beating him is because he's there to
    be beaten. I've beaten every adversary that Final Fantasy has ever faced me 
    with, I've never come up against anything that could best me. And when I came 
    across this bruiser, there was no way I was going to stand defeated. Defeat 
    Penance and you can truly call yourself the Final Fantasy King/Queen. There's 
    no doubt that Penance is the toughest superboss ever, and that's not just 
    because he can do more damage either. Just because FFVIII's Omega Weapon 
    couldn't do more than 9,999 damage didn't make him a pushover. Judging by the 
    18 months I've spent trying to beat Penance, he is proportionally the toughest 
    superboss; even if you scaled him down he'd still be the toughest. What I'm 
    saying is that Penance is there for those of you who consider yourself Final 
    Fantasy champions, for those of you that can't leave a superboss untouched.
    He is the ultimate challenge.
    1.2 What's In This FAQ?
    This FAQ may appear to be quite large for just a single boss, but personally I 
    get annoyed with in-depth guides that say: "Right you've got to do this- other 
    guides on this site will tell you how. Ok now that you've done it.." And you 
    have to go off & search for another FAQ which will be out of sync because it's 
    not related to your actual goal, you have to print bits off here there & 
    everywhere, etc. The aim of this FAQ is to walk you through a Penance centred 
    game, i.e. you start a new file with the objective of beating Penance from the
    beginning. So for example when I tell you to get the Celestial Weapons, I won't
    just tell you- I'll tell you exactly how, so hopefully you'll only need this 
    one guide for the whole time. I'm not in any way trying to be derrogatory to 
    other people who have written detailed guides on other parts of the game; I'm 
    sure they are far better than mine will be, but I'm eager for this walkthrough 
    to be comprehensive and a convenient reference for everything that relates to
    beating Penance.  
    What's NOT in this guide is a basic walkthrough for the game. This guide is 
    aimed at players who have played the game at least twice before and are 
    competent with it's mechanics; the battle system, customising etc. However if 
    there is something that you're having a problem with, feel free to email me. 
    I'm a new FAQ writer so I haven't got tired & irritated with constant emails 
    2.0 General 
    Specific focus on Penance will not start until you have reached the final Save 
    Sphere in the game, so relax and enjoy it until then. However these are just a 
    few things you MUST do during the game in order to beat Penance. I've divided 
    the game into sections and detailed what you need to do in each. This is not a 
    complete walkthrough- you shouldn't need one- it only mentions the tasks 
    related to Penance. 
    But first, here are several things you should bear in mind generally 
    throughout the course of the game:
    - It does not matter which Sphere Grid you use.
    - If you're not hot on levelling up, then concentrate on Tidus, Wakka & Rikku.
      PENANCE. If you don't usually bother giving all your characters a turn each 
      battle & so on, always give these three priority. 
    - From now on, for conveneience I'll be referring to these three characters 
      as TWR, whenever I'm talking about them collectively. 
    - Leave Blitzball well alone until stated otherwise. You want all players free
      for when you start blitzing properly.
    - Having said this; make sure you get the Jecht Shot on board the SS Winno, if
      you want to have any chance at Blitzball. Just keep resetting until you have.
    - Teach Kimahri Steal at the earliest opportunity. He must be able to use it
      before you fight Biran and Yenke.
    - Don't attempt any parts of this guide except 2.0 until you have reached the 
      Save Sphere named Sin- Tower of the Dead. Once you are here your full range 
      of options within the game are available.
    2.1 Whilst You Are Playing The Game
    Here are the tasks you need to complete in each section of the game, few of 
    them are essential; they just concern getting items that will make your life 
    easier later. 
    2.1.1 Besaid
    Nothing vital here, just proceed with the story. 
    2.1.2 S. S. Liki
    Head to the back of the boat and down the stairs. You'll find a  merchant named
    O'aka here. Talk to him and eventually you'll get the option of giving him some
    Gil. Think of this as an investment and do so whenever you find him in any 
    other location. You don't have to give him vast amounts- 100 Gil is fine. This 
    ensures that his brother Wantz will sell you the essential four slot armour 
    later in the game.
    2.1.3 Kilika
    Nothing vital here.
    2.1.4 S. S. Winno
    O'aka will be in the same place that he was on the S. S. Liki. Lend him some 
    Gil again.
    Once night falls, save your game (very important) and go up on deck. Approach 
    the blitzball and follow the instructions in order to obtain the Jecht Shot. If
    you can't get it the first time, reset and try again. It is imperative that you
    get this, otherwise you're unlikely to have any success with blitzball. 
    2.1.5 Mi'ihen Highroad
    As you travel up the Highroad look out for a chest containing a Lv.1 Key Sphere
    in the screen before the Agency. Also, talk to the person standing in front of 
    the counter in the Agency to obtain a second one. Finally; hire a Chocobo and 
    ride it down the Oldroad, examining the two chocobo feathers you find. The 
    second one (final screen of the Oldroad on the right hand side in a little 
    niche) will lead you to a Fortune Sphere which will be useful at a much later
    2.1.6 Djose
    Nothing important here.
    2.1.7 Thunder Plains
    In order to make fiends named Quactuars appear here, you must activate at least
    one Quactuar stone. Activating two will make them appear in groups of two and 
    activating three will make them appear in groups of three. Considering that 
    you'll be wanting to capture five at at later point, activating three stones 
    will save time later.
    To activate a stone, stand in front of it until it starts glowing, then press 
    Square. Tidus will perform the prayer and the stone will glow.
    1st Stone: Hug the left wall as soon as you enter the Plains and you'll come to
    2nd Stone: Cross over to the right after the first stone and hug the right 
               wall. The second stone is in a niche which is obvious on your map. 
    3rd Stone: Hug the left wall in the North section of the Plains.
    2.1.8 Macalania
    Several treasures to be had here; all in the latter half of Macalania; i.e. 
    beyond the woods. There is a Lv1 Key Sphere in the screen with a Save Sphere. 
    Run forward and take the right-hand path over the crevasse to find it. However 
    it only appears after the battle against Crawler.
    It's not necessary to get Anima for a Penance orientated game, but it is worth 
    getting the Destruction Sphere treasure in Macalania- a Luck Sphere- since they
    are few and far between. Here's how to get it:
    - Your aim is to rebuild the ice bridge.
    - Go down the ramp and push the pedastal into the ice formation on the right.
    - Remove the Macalania Sphere from the right-hand wall.
    - Insert it into the pedastal and then push it into the remaining ice 
    - Remove the Glypth Sphere from the central pillar and follow the pedastal down
      the ramp.
    - Push the pedastal to the right to re-form one section of the ice bridge.
    - Go back up the ramp and head to the left. Insert the Glyph Sphere into the 
      recess you find. This will cause a block containing a Macalania Sphere to 
      rise from the floor.
    - Remove the Macalaniia Sphere you just made appear and insert it into the 
      central pillar on the lower level (down the ramp). This will re-make another 
      section of the bridge.
    - Go back up the ramp and remove the Macalania Sphere from the top of it. 
      Insert this into the pillar on this level that you got the Glyph Sphere from.
      This fully restores the bridge and makes a pedastal teleporter switch appear 
      at the top of the ramp you originally came down. 
    - Go back to the central pillar (where you got the Glyph Sphere from), and 
      remove the Macalania Sphere. Go to the right and insert it into the wall.
    - Now go up to the top level and step on the glowing switch. This
      will make the pedastal appear beside you. Take out the Macalania
      Sphere then push it down the ramp.
    - The pedastal will crash to a halt in a pillar with ice, and will now contain 
      the Destruction Sphere.
    - Walk down and insert the Macalania Sphere into the recess by the other ramp.
    - Find the glowing switch on the level you are currently on (bottom left of the
      screen) to get the pedastal.
    - Remove the Destruction Sphere and push the pedastal onto the lower levels, 
      using the ice formations like you did before.
    - Follow it down & insert the Destruction Sphere into the recess to the left of
      the bottom of the ramp. 
    - Take the Luck Sphere from the chest that appears.
    - Go back up to the middle level and take the Macalania Sphere from the right 
      hand wall. Then go back down and insert it into the pedastal. Push the 
      pedastal into the pillar on the right again.
    - Go back up & remove the Macalania Sphere from the recess next to the ramp and
      insert it into the central pillar.
    - The bridge will be fully restored again and you can escape. DON'T step on the
      glowing switch again or you will destroy it.
    When you've sunk to the bottom of the lake you'll find a Lv 2 Key Sphere in the
    corner of the area where Kimahri is guarding Yuna.
    2.1.9 Bikanel
    The order of screens from where Tidus starts in Bikanel is Oasis, East, 
    Central, West.
    In Sanubia Desert- Central, head in a North-West direction and you will come to
    a Save Point. Head to the left into a large dell where stronger fiends lurk. 
    You'll find a pair of chest in the middle among the ruins, one of which 
    contains a Lv 2 Key Sphere.
    There is also an extremely important item here. Hug the left wall of Sanubia 
    Desert- West. In the first niche that you come to is a chest containing the 
    Mercury Crest, a vital item for activating Rikku's Celestial Weapon. I also 
    mention this later but you might as well get it while you're here.
    In the Al Bhed Home, take the left hand passage just before the second save 
    point. After the scene, explore the edges of the room to find a Lv 2 Key Sphere
    & a Lv 4 Key Sphere.
    2.1.10 Bevelle
    Nothing special here, apart from the fact that the Highbridge is an excellent 
    place to level up. The robot fiends give great EXP and you have O'aka & a Save 
    Point for all your healing needs. Don't miss this oportunity to power up TWR.
    2.1.11 Calm Lands
    There's a Lv 2 Key Sphere on the hill just behind the Travel Agency.
    If you feel strong enough to fight without any enhancing abilities on your 
    weapons, visit the Monster Arena to buy Capture weapons. You may as well get 
    ahead on your capturing.
    2.1.12 Cavern of the Stolen Fayth
    Take the downward path to the right of the bridge as you exit the
    Calm Lands to reach this area.
    At the end of the third right hand turn you reach, there is a Lv 2
    Key Sphere. 
    At the second four-way junction go straight across to find a Fortune
    2.1.13 Mt. Gagazet
    There's a great opportunity to get Lv 3 Key Spheres here; Biran & Yenke Ronso 
    will yield two or three per steal (I mentioned that you should have Kimahri 
    learn Steal by this point). Try stealing at least six or eight times from
    both of them.
    In the third screen of the Mountain Trail there's a tiny twisting path just 
    after you enter, at the end of which is a Lv 4 Key Sphere.
    After completing the first Trial of Gagazet (Wakka & the ball) you'll see a 
    chest containing a Lv 1 Key Sphere. 
    Similarly, after the second Trial (swimming through the different coloured 
    holes) you'll see a chest containing a Fortune Sphere.
    2.1.14 Zanarkand
    A little way along the path, to the left, is a Fortune Sphere.
    After seeing the vision of Seymour you'll cross a narrow bridge. If you look 
    carefully there is a small ramp leading downwards from it, at the end of which 
    is a Lv 3 Key Sphere.
    In the screen after the vision of Seymour there is a Luck Sphere on the right.
    VERY VERY IMPORTANT- Immediately after fighting Yunalesca, take the downward 
    staircase at the top of the screen. You will emerge on the left hand side of 
    the same screen. A chest will have appeared at the "top" of the staircase 
    containing the Sun Crest. You MUST get this now otherwise you'll have to fight 
    your way through Dark Bahamut.
    2.2 Before You Start...
    Be prepared for a lot of this to be very boring and tedious. Covering the 
    Sphere Grid & maxing your stats mean doing a lot of the same thing, so you'll 
    need something that helps you grit your teeth and carry on. My personal method 
    is to switch the sound off and stick on an audiobook- it gives you something 
    interesting to concentrate on, whilst your subconscious reflexes are doing the 
    work for you. Otherwise you could put on some of your own music, & I even know
    someone who reads- book in one hand & controller in the other. Just find 
    Turbo controllers are a no. All your serious levelling up will be in the 
    Monster Arena & will need to be done manually unless you want to be permanently
    fighting a Dingo from Besaid.
    I've listed the tasks in what I believe to be the optimum order, and this 
    should be followed as accurately as possible. However it is a bit of a strain
    on any person's sanity to play all the Blitzball you need to in one go, so its
    perfectly alright to intersperse this with covering the Sphere Grid. You should
    have done it all by the time you start maxing your stats though. 
    Try to avoid using special items that appear in the "Use" menu; most are 
    infinitely more useful for customising- in some cases they are essential. The 
    only example I can think of offhand that are ok to use are Al Bhed Potions,
    and also Shadow Gems for enemies you are finding difficult to capture. 
    Hoard Lv.1/Lv.2 Key Spheres since you will eventually need a combined total of
    Don't get disheartened. It really doesn't take as long as it looks to do all
    3.0 Monster Arena Creations
    The Monster Arena is central to your strategy; you can find it through an 
    opening on the right hand side of the Calm Lands. The Airship doesn't list it 
    as a destination but you can get to it easily by selecting the Calm Lands, 
    running south, talking to the Chocobo woman & riding a chocobo over, but you 
    need to be able to ride one: 
    When you first arrive at the Calm Lands, head up to the  North-West ridge 
    (careful of those Malboros), where you'll find a woman on a Chocobo. Talk to 
    her and say that you want to train one. She'll then lead you to the training 
    ground where you'll have to complete four challenges. To ride a Chocobo 
    whenever you want to you'll only have to complete the first challenge, but 
    you'll need to complete all four before you can get Tidus's Celestial Weapon 
    and Sigil, so you might as well do it now.
    1. Wobbly Chocobo
    "Simply" guide the chocobo over the finish line within the time limit. Actually
    it's not simple at all since the chocobo is very disobedient. Teach it some 
    discipline & just yank it sharply every time it veers to the side.
    2. Dodger Chocobo
    Your chocobo will now behave, but you'll have to dodge balls that are hurled 
    down the track at you. Chocobos are not built to dodge swiftly so the best 
    tactic to adopt is a gradual weaving motion. The balls go straight so start 
    moving to one side or the other as soon as one comes into sight and you should 
    be ok.
    3. Hyper Dodger Chocobo
    Same as before except you are now also divebombed by some birds. Again- 
    weave; don't rely on quick manouvres. 
    4. Catcher Chocobo
    This is a race between you & the trainer, but the winner is not merely 
    determined by who crosses the finish line first. Balloons are distributed along
    the track and, as in the previous challenge, birds will fly at you. Popping a 
    balloon (by running into it) will take three seconds off your time, and getting
    hit by a bird will add three seconds, as well as delaying you by about 1.5 
    seconds. At the end your time & the trainer's will be calculated and the one 
    with the lowest total wins. As before: slow weaving not quick dodging. Also; 
    the chocobo runs by itself without holding forward so leave it alone. Sometimes
    holding forward can affect your direction. When weaving, TAP left & right 
    rather than holding them down- this is really the key to mastering this. The 
    challenge does get easier with practice, and you'll be getting a lot of that.
    Now that you can ride a chocobo whenever you want; you'll find the woman 
    standing just South of the Travel Agency. 
    Before the arena will open the owner wants you to catch one example of every 
    monster in the Calm Lands. Buy the special Capture weapons for TWR, and get out
    there & do it. These are what you're looking for & where to find them. 
    The monster listed in brackets is the one that this particular fiend will 
    contribute to breeding in the Species Conquest. You'll eventually need to 
    capture the number listed in the brackets so you might as well do it now. 
            Skoll: Very common- they're everywhere. *(Fenrir - Capture 3)
          Nebiros: Common *(Hornet - Capture 4)
       Flame Flan: Common *(Jumbo Flan - Capture 3)
            Shred: Uncommon. I found the most just by the entrance to the Monster 
                   Arena. *(Tanket - Capture 3)
       Anacondaur: Uncommon, but not too difficult to find. Try around the centre.
             Ogre: Uncommon. Best place is the hill behind the Travel Agency.
           Couerl: Rare. North-West area.
    Chimera Brain: Rare. North- West area.
          Malboro: Rare. North-West area. 
    Once that's done the Arena will open for business. The chest containing Yuna's 
    Celestial Weapon will also appear, but that's not directly related to Penance 
    so I won't cover it here. The basic concept of the arena is this: you capture 
    monsters with special weapons; any monsters you capture will be available for 
    you to fight (for a fee) at the Arena, arranged into location headings. 
    Fulfilling certain criteria will breed new more powerful enemies (all bosses),
    that will be listed under the Area Conquest, Species Conquest and Original 
    headings. You can also fight these for a fee. You may fight any monster in the 
    arena- including ones you have bred- as many times as you like, providing you 
    pay each time. You will receive a reward every time you breed a new monster, as
    well as the Mars Sigil when you have bred a combined total of ten monsters in
    the Area & Species Conquests, but this isn't important as it relates to Auron.
    Some of the prizes are once-in-a-game opportunities so you MUST leave them
    strictly alone until the guide tells you to use them, unless otherwise stated.
    Refer to the summary table further on if you want to check exactly which items
    you can/cannot use. 
    Oh and one last thing: captured monsters are extremely useful because they are 
    there for you to fight whenever you want and you don't have to roam areas for 
    ages looking for them. If at any point in this FAQ I tell you to go and get 
    something from a certain monster go and fight it at the Arena if you can.
    3.1. Monsters You Will Need To Breed
    For this section, I could just state that you need to capture five of each 
    fiend (except Iron Men & Geminis, of which you need to capture ten each), which
    will breed all the monsters you need. However, it's better to leave breeding 
    Vorban (Area Conquest - Omega Dungeon), Bomb King (Species Conquest) and Ultima
    Buster (Original - five of every fiend) until you are covering the Sphere Grid,
    since capturing the necessary fiends is a useful way of replenishing your 
    Spheres until you are powerful enough to defeat Kottos easily. Below I've set 
    out the necessary monsters in their correct sections together with what you 
    need to capture to breed them. 
    Note: It is an extremely good idea to either keep a list on paper of your 
    monster totals, or frequently check them at the arena. At the end of the 
    Monster Arena section is a summary table which you can print off and fill in.
    3.1.1 Area Conquest
    Monsters in this section are bred when you capture one of each monster from a 
    certain area. Capturing more of certain fiends will also result in monsters 
    being bred for the Species Conquest. When this applies, I've listed in brackets
    which Species Conquest creation this fiend will contribute to, and how many 
    you'll need to capture to breed it. Completing some of the Species Conquest at 
    the same time as the Area Conquest will save you time, but isn't compulsory. 
    You need to breed the following:
    Capture one of every monster from Mi'ihen Highroad. Specifically:
    Mi'ihen Fang [New Road] *(Fenrir - Capture 3)
    Ipiria [Old Road]
    Floating Eye [New Road] *(One-Eye - Capture 4)
    White Element [New Road]
    Raldo [New Road] *(Tanket - Capture 3)
    Vouivre [Old Road] *(Fafnir - Capture 4)
    Bomb [New Road] *(Bomb King - Capture 5)
    Dual Horn [New Road] *(Juggernaut - Capture 5)
    You'll also find Thunder Flans here, but they are listed under Mushroom Rock 
                 Reward: 99 Soul Springs (may use).
    Reason for Breeding: At later stages Kottos is very useful for replenishing 
                         your Sphere supply.
    Capture one of every monster on Mushroom Rock Road. Save before you go there, 
    in case you run into the Dark Magus Sisters. Just try and sidle past the woman 
    and the boy in the middle of the road. You will need to capture:
    Thunder Flan *(Jumbo Flan - Capture 3)
    Red Element
    Lamashtu *(Fafnir - Capture 4)
    Garuda- you are most likely to find one of these round the Save Sphere at the 
    Command Centre, so be prepared for a trek.
                 Reward: 99 Candles of Life (may use).
    Reason for Breeding: An optional way of gathering Dark Matter. 
    Capture one of every monster on the Thunder Plains. Do this in the South to 
    avoid Dark Ixion. You'll need:
    Buer *(One-Eye - Capture 4)
    Gold Element
    Kusariqqu *(Fafnir - Capture 4)
    Iron Giant- you'll have to creep into the North for these, but don't go far. 
    *(Ironclad - Capture 10)
                 Reward: 99 Chocobo Wings (do not use).
    Reason for Breeding: The Chocobo Wings are vital for customising Auto-Haste.
    Capture one of every monster in the Cavern of the Stolen Fayth.
    Dark Element
    Nidhogg [also on Mt. Gagazet] *(Fafnir - Capture 4)
    Valaha- these can sometimes be awkward; try the far North chamber,
    BUT: when you want to leave use the teleporter, otherwise you'll be trapped by 
    Dark Yojimbo. *(Juggernaut - Capture 5)
    Epaaj- you'll find more of these just outside the entrance, near the save 
    Tonberry- very rare; don't bother looking anywhere except the far North chamber
    and around the chest where you found the Lv 2 Key Sphere, and again- teleport 
    out unless you want an abrupt end.
                 Reward: 40 Silver Hourglasses (may use).
    Reason for Breeding: You will use the Don to cover the Sphere Grid. 
    Capture one of every monster from Inside Sin. All fiends appear in both areas, 
    but are mostly common in one and rare in the other. The area listed in square 
    brackets is where you will find that particular fiend more often. If there are 
    no brackets then the fiend populates both areas equally.
    Exoray [Sea of Sorrow]
    Wraith [City of Dying Dreams]
    Gemini *(Ironclad - Capture 10)
    Gemini - although the two Geminis that appear look the same, they are actually 
    separate fiends, so you will need to capture one/ten of each. *(Ironclad - 
    Capture 10)
    Demonolith [City of Dying Dreams]
    Great Malboro [City of Dying Dreams]
    Barbatos [City of Dying Dreams]
    Behemoth King 
    Just to clarify- Sea of Sorrow is the bit before Seymour and City of Dying 
    Dreams is the bit after. 
    It can sometimes be easier to find Demonoliths. Great Malboros and Adamantoises
    in Omega Ruins. Use the Search option in the airship to find it, but be 
    prepared for tough fights. The co-ordinates are X: 69 - 75, Y: 33 - 38.
                 Reward: 99 Lunar Curtains (do not use).
    Rrason for Breeding: The Lunar Curtains are vital for customising Auto-Shell.
    3.1.2 Species Conquest
    To breed monsters in this section you will need to capture monsters that are 
    all of a similar type. For example the eyeballs or the flans. Once done you'll
    get a super version of that particular species. If you've followed my advice 
    above you should have already bred a good many of these:
    Fenrir is one of the dog species- the ones that Tidus is best at killing. 
    You'll need THREE of each of the following. You should have already captured 
    those from Mi'ihen Highroad and the Calm Lands.
    Dingo (Besaid)
    Mi-ihen Fang (Mi'ihen Highroad- New Road)
    Garm (Djose Road)
    Snow Wolf (Macalania- Outside Travel Agency)
    Sand Wolf (Bikanel)
    Skoll (Calm Lands)
    Bandersnatch (Mt. Gagazet- Mountain Path)
                 Reward: 99 Chocobo Feathers (do not use).
    Reason for Breeding: Used for maxing Agility, and you may be using the Chocobo 
                         Feathers for a while when you're covering the Sphere Grid.
    Pteryx is a bird- the small kind that are Wakka's speciality. You'll need FOUR 
    of each of the following. 
    Condor (Besaid)
    Simurgh (Djose Road- near the place where you found the Al Bhed Primer; will 
    take a while to encounter)
    Alcyone (Bikanel)
                 Reward: 99 Mega Phoenixes (do not use).
    Reason for Breeding: Used for maxing Evasion and the Mega Phoenixes are vital 
                         for customising Auto-Phoenix. 
    Hornet is, surprisingly, one of those flying insects. You'll need FOUR of each 
    of the following. You should have already captured the ones from the Calm 
    Killer Bee (Kilika)
    Bite Bug (Djose Road)
    Wasp (Nacalania- Woods)
    Nebiros (Calm Lands)
                 Reward: 60 Mana Tonics (may use).
    Reason for Breeding: Used for maxing Accuracy. 
    The ultimate eyeball. You'll need FOUR of each of the following. You should 
    have already captured those from Mi'ihen Highroad.
    Floating Eye (Mi'ihen Highroad- New Road)
    Buer (Thunder Plains)
    Evil Eye (Macalania- Outside Travel Agency)
    Ahriman (Mt. Gagazet- Cave)
    Floating Death (Omega Dungeon)
                 Reward: 60 Stamina Tablets (may use).
    Reason for Breeding: Used for maxing Magic Defence & for gaining
                         weapons for covering the Sphere Grid.
    Exactly what the name implies- a gigantic wobbly flan type. You'll need THREE 
    of each of the following. You should have already captured those from  
    Mushroom Rock Road and the Calm Lands.
    Water Flan (Besaid)
    Thunder Flan (Mushroom Rock Road)
    Snow Flan (Djose Road)
    Ice Flan (Macalania- Outside Travel Agency)
    Flame Flan (Calm Lands)
    Dark Flan (Mt. Gagazet- Cave)- it may be easier to find these in the first area
    of Zanarkand that you get random encounters in.
                 Reward: 60 Twin Stars (may use).
    Reason for Breeding: Used for maxing Magic.
    One of those shelled creatures that you need Piercing for. You'll need THREE of
    each of the following. You should have already captured those from Mi'ihen 
    Highroad and the Calm Lands.
    Raldo (Mi'ihen Highroad- New Road)
    Bunyip (Djose Road)
    Murussu (Macalania- Woods)
    Mafdet (Macalania- Outside Travel Agency)
    Shred (Calm Lands)
    Halma (Omega Ruins)
                 Reward: 99 Golden Hourglasses (may use).
    Reason for Breeding: Used for maxing Defence.
    A souped up version of the armoured dragon-like creature. You'll need FOUR of 
    each of the following. You should have already captured those from Mi'ihen 
    Highroad, Mushroom Rock Road and Cavern of the Stolen Fayth.
    Vouivre (Mi'ihen Highroad- Old Road)
    Lamashtu (Mushroom Rock Road)
    Kusariqqu (Thunder Plains)
    Mushussu (Bikanel)
    Nidhogg (Cavern of the Stolen Fayth)
                 Reward: 99 Purifying Salts (do not use).
    Reason for Breeding: Fafnir is useful for gaining extra Light Curtains for 
                         Auto-Protect and you may be using the Purifying Salts 
                         against Penance, as well as possibly using them to
                         customise No Encounters.
    Need I explain? You'll need FIVE of each of the following. You should have 
    already captured the basic Bombs, but it would be wise to leave off breeding 
    the King until you're much stronger, otherwise you'll find it exceptionally 
    difficult to capture Puroboroses (Purobori?!). I started capturing them once 
    Wakka's Strength reaches 85. Don't forget you should only start gathering the
    necessary fiends if you're low on Spheres. 
    Bomb (Mi'ihen Highroad- New Road)
    Grenade (Mt. Gagazet- Mountain Path)
    Puroburos (Omega Ruins)
                 Reward: 60 Turbo Ethers (do not use).
    Reason for Breeding: You'll be using the Turbo Ethers against the Dark Aeons. 
    I'm not sure how you describe the species, but you'll recognise it. You'll need
    FIVE of each of the following. You should have already captures those from 
    Mi'ihen Highroad and Cavern of the Stolen Fayth.
    Dual Horn (Mi'ihen Highroad- New Road)
    Valaha (Cavern of the Stolen Fayth)
    Grendel (Mt. Gagazet- Cave)
                 Reward: 99 Light Curtains (do not use).
    Reason for Breeding: The Light Curtains are for customising Auto-Protect. Also
                         Juggernaut is used for maxing Strength.  
    A formidable Iron Giant/Man. You'll need TEN of each of the following, although
    you should already have them all:
    Iron Giant (Thunder Plains- North)
    Gemini (Inside Sin)
    Gemini (Inside Sin)
    Remember you'll need one of EACH type of Gemini.
                 Reward: 60 Mana Tablets (may use).
    Reason for Breeding: Used for maxing HP.  
    3.1.3 Original
    These monsters are more powerful than previous ones, and have varying criteria.
    You'll have inadvertently bred many of them already.
    You'll need to have bred two monsters in the Area Conquest in order to breed 
    Earth Eater; you've already done this.
                 Reward: 60 Three Stars (may use).
    Reason for Breeding: Used for raising Luck.   
    Breed two monsters in the Species Conquest. Again; you've done it.
                 Reward: 60 Supreme Gems (may use).
    Reason for Breeding: Used for raising Luck. 
    Breed six monsters in the Area Conquest. Done.
                 Reward: 99 Doors to Tomorrow (do not use).
    Reason for Breeding: The Doors to Tomorrow will be used in customising 
                         Overdrive --> AP.  
    Here comes the tedious bit. To breed Neslug you'll have to capture one of EVERY
    SINGLE monster in the world. Below are the lists for the areas not yet covered,
    although you should have gained many through the Species Conquest - check your 
    Water Flan
    Killer Bee
    Yellow Element
    Djose Road:
    Simirgh (Quite rare- try round where you found the Al Bhed primer)
    Bite Bug
    Snow Flan
    Ochu (Road to Moonflow only)
    Snow Wolf (Outside Travel Agency)
    Iguion (Woods)
    Wasp (Woods)
    Evil Eye (Outside Travel Agency)
    Ice Flan (Outside Travel Agency)
    Blue Element (Woods)
    Murussu (Woods)
    Mafdet (Outside Travel Agency)
    Xiphos (Woods)
    Chimera (Woods)
    Sand Wolf
    Zu (In the area full of ruins next to Sanubia Desert- Central)
    Sand Worm (As above)
    Cactuar (Rare until you open the Valley of the Cactuars- see section on Rikku's
    Celestial Weapon. It's perfectly ok to leave off capturing Cactuars until 
    you've done this). Cactuars will be hard to capture because they are so hard to
    hit, and run away most of the time. However, it's not impossible. The best way 
    to capture them is to start the Valley of the Cactuars sidequest. This way the 
    risk of them running away is eliminated. Refer to section 4.4 and capture
    the first five Cactuars listed, using Aim on Wakka, who's the only one with any
    chance of hitting them at the moment. Beforehand, have Rikku use a couple of 
    Shadow Gems so that Wakka's first hit will capture the Cactuar.   
    Mt. Gagazet:
    Bandersnatch (Mountain Path)
    Ahriman (Cave)
    Dark Flan (Cave)
    Grenade (Mountain Path)
    Grendel (Cave)
    Bashura (Mountain Path)
    Mandragora (Cave)
    Behemoth (Cave)
    Splasher (Cave- Water)
    Achelous (Cave- Water)
    Maelspike (Cave- Water)
    Omega Ruins (co-ordinates: X: 69-75, Y: 33-38):
    You'll find all these monsters right near the Save Sphere, so stay there. But 
    again; you may want to leave it until when covering the Sphere Grid.
    Floating Death
    Black Element
    Master Couerl
    Master Tonberry (don't give up- they are there somewhere)
    Reward (for breeding Neslug): 99 Winning Formulas (do not use).
             Reason for Breeding: The Winning Formulas are used for customising 
                                  Triple Overdrive.
    You'll also receive rewards for the extra creatures you've bred in the Area 
    Conquest, all of which you can use:
    99 Poison Fangs 
    99 Petrify Grenades 
    60 Shining Gems 
    99 Shadow Gems 
    Blossom Crown 
    60 Designer Wallets
    Capture FIVE of every monster in the world. Off you go. Best to leave until 
    when covering the Sphere Grid.
                 Reward: 99 Dark Matter (do not use). 
    Reason for Breeding: The Dark Matter is used to customise Ribbon.
    Capture TWO of each of the underwater monsters in Mt. Gagazet's cave.
    These are:
                 Reward: 30 Megalixirs (do not use).
    Reason for Breeding: Shinryu drops Wings to Discovery, which you'll use for 
                         customising Break HP Limit.
    3.1.4 Summary Table of Fiends to Capture
    Print this table off & use it to tally up the fiends you've captured so far, to
    avoid wasting time running back & forth to the Arena. On the left is the name 
    of the fiend and the number you need to capture to breed the necessary 
    creations for Penance. You'll need to refer to previous parts of the guide for 
    extra notes about each fiend.
    |                          BESAID                                  |
    | Fiend (#)          | No. Captured.                               |
    | Dingo (5)          |                                             |
    | Condor (5)         |                                             |
    | Water Flan (5)     |                                             |
    |                          KILIKA                                  |
    | Fiend (#)          | No. Captured.                               |
    | Dinonix (5)        |                                             |
    | Killer Bee (5)     |                                             |
    | Yellow Element (5) |                                             |
    | Ragora (5)         |                                             |
    |                       MI'IHEN HIGHROAD                           |
    | Fiend (#)          | No. Captured.                               |
    | Mi'ihen Fang (5)   |                                             |
    | Ipiria (5)         |                                             |
    | Floating Eye (5)   |                                             |
    | White Element (5)  |                                             |
    | Raldo (5)          |                                             |
    | Vouivre (5)        |                                             |
    | Bomb (5)           |                                             |
    | Dual Horn (5)      |                                             |
    |                       MUSHROOM ROCK ROAD                         |
    | Fiend (#)          | No. Captured.                               |
    | Raptor (5)         |                                             |
    | Ganderewa (5)      |                                             |
    | Thunder Flan (5)   |                                             |
    | Red Element (5)    |                                             |
    | Lamashtu (5)       |                                             |
    | Funguar (5)        |                                             |
    | Garuda (5)         |                                             |
    |                            DJOSE ROAD                            |
    | Fiend (#)          | No. Captured.                               |
    | Garm (5)           |                                             |
    | Simurgh (5)        |                                             |
    | Bite Bug (5)       |                                             |
    | Snow Flan (5)      |                                             |
    | Bynyip (5)         |                                             |
    | Basilisk (5)       |                                             |
    | Ochu (5)           |                                             |
    |                           THUNDER PLAINS                         |
    | Fiend (#)          | No. Captured.                               |
    | Melusine (5)       |                                             |
    | Aerouge (5)        |                                             |
    | Buer (5)           |                                             |
    | Gold Element (5)   |                                             |
    | Kusariqqu (5)      |                                             |
    | Larva (5)          |                                             |
    | Iron Giant (10)    |                                             |
    | Quactuar (5)       |                                             |
    |                              MACALANIA                           |
    | Fiend (#)          | No. Captured.                               |
    | Snow Wolf (5)      |                                             |
    | Iguion (5)         |                                             |
    | Wasp (5)           |                                             |
    | Evil Eye (5)       |                                             |
    | Ice Flan (5)       |                                             |
    | Blue Element (5)   |                                             |
    | Murussu (5)        |                                             |
    | Mafdet (5)         |                                             |
    | Xiphos (5)         |                                             |
    | Chimera (5)        |                                             |
    |                                BIKANEL                           |
    | Fiend (#)          | No. Captured.                               |
    | Sand Wolf (5)      |                                             |
    | Alcyone (5)        |                                             |
    | Mushussu (5)       |                                             |
    | Zu (5)             |                                             |
    | Sand Worm (5)      |                                             |
    | Cactuar (5)        |                                             |
    |                            CALM LANDS                            |
    | Fiend (#)          | No. Captured.                               |
    | Skoll (5)          |                                             |
    | Nebiros (5)        |                                             |
    | Flame Flan (5)     |                                             |
    | Shred (5)          |                                             |
    | Anacondaur (5)     |                                             |
    | Ogre (5)           |                                             |
    | Couerl (5)         |                                             |
    | Chimera Brain (5)  |                                             |
    | Malboro (5)        |                                             |
    |                   CAVERN OF THE STOLEN FAYTH                     |
    | Fiend (#)          | No. Captured.                               |
    | Yowie (5)          |                                             |
    | Imp (5)            |                                             |
    | Dark Element (5)   |                                             |
    | Nidhogg (5)        |                                             |
    | Thorn (5)          |                                             |
    | Valaha (5)         |                                             |
    | Epaaj (5)          |                                             |
    | Ghost (5)          |                                             |
    | Tonberry (5)       |                                             |
    |                            MT. GAGAZET                           |
    | Fiend (#)          | No. Captured.                               |
    | Bandersnatch (5)   |                                             |
    | Ahriman (5)        |                                             |
    | Dark Flan (5)      |                                             |
    | Grenade (5)        |                                             |
    | Grat (5)           |                                             |
    | Grendel (5)        |                                             |
    | Bashura (5)        |                                             |
    | Mandragora (5)     |                                             |
    | Behemoth (5)       |                                             |
    | Splasher (5)       |                                             |
    | Achelous (5)       |                                             |
    | Maelspike (5)      |                                             |
    |                          INSIDE SIN                              |
    | Fiend (#)          | No. Captured.                               |
    | Exoray (5)         |                                             |
    | Wraith (5)         |                                             |
    | Gemini (10)        |                                             |
    | Gemini (10)        |                                             |
    | Demonolith (5)     |                                             |
    | Great Malboro (5)  |                                             |
    | Barbatos (5)       |                                             |
    | Adamantoise (5)    |                                             |
    | Behemoth King (5)  |                                             |
    |                          OMEGA DUNGEON                           |
    | Fiend (#)          | No. Captured.                               |
    | Zaurus (5)         |                                             |
    | Floating Death (5) |                                             |
    | Black Element (5)  |                                             |
    | Halma (5)          |                                             |
    | Puroboros (5)      |                                             |
    | Spirit (5)         |                                             |
    | Machea (5)         |                                             |
    | Master Couerl (5)  |                                             |
    | Mstr. Tonberry (5) |                                             |
    | Varuna (5)         |                                             |
    3.1.5 Summary Table of Items
    Print off this table too, and refer to it whenever you feel like using an item 
    you've gained through the Arena. It will tell you whether the item is needed 
    for Penance- if it is then don't use it until stated in the guide.
    | Item                         | Useable?                          |
    | Stamina Tonic x 99           | Yes                               |
    |                              |                                   |
    | Poison Fang x 99             | Yes.                              |
    | Soul Spring x 99             | Yes.                              |
    | Candle of Life x 99          | Yes.                              |
    | Petrify Grenade x 99         | Yes.                              |
    | Chocobo Wing x 99            | No.                               |
    | Shining Gem x 60             | Yes.                              |
    | Shadow Gem x 99              | Yes. Pick them up as soon as      |
    |                              | possible since they will make     |
    |                              | certain battles easier (Cactuars).|
    | Farplane Wind x 60           | Yes.                              |
    | Silver Hourglass x 40        | Yes.                              |
    | Blossom Crown                | Yes.                              |
    | Lunar Curtain x 99           | No.                               |
    | Designer Wallet x 60         | Yes.                              |
    | Chocobo Feather x 99         | No.                               |
    | Stamina Spring x 99          | Yes.                              |
    | Mega Phoenix x 99            | No.                               |
    | Mana Tonic x 60              | Yes.                              |
    | Mana Spring x 99             | Yes.                              |
    | Stamina Tablet x 60          | Yes.                              |
    | Twin Stars x 60              | Yes.                              |
    | Star Curtain x 60            | Yes.                              |
    | Golden Hourglass x 99        | Yes.                              |
    | Purifying Salt x 99          | No.                               |
    | Healing Spring x 99          | Yes.                              |
    | Turbo Ether x 60             | No.                               |
    | Light Curtain x 99           | No.                               |
    | Mana Tablet x 60             | Yes.                              |
    | Three Stars x 60             | Yes.                              |
    | Supreme Gem x 60             | Yes.                              |
    | Door to Tomorrow x 99        | No.                               |
    | Gamblers Spirit x 99         | Yes.                              |
    | Winning Formula x 99         | No.                               |
    | Dark Matter x 99             | No.                               |
    | Megalixr x 30                | No.                               |
    4.0 Celestial Weapons
    For some reason Squaresoft decided to change "Ultimate" Weapons to "Celestial" 
    Weapons, but they are essentially the same thing. None of the tasks involved 
    are related to your prowness in battle, so it makes sense to get them now since
    you're probably sick of battling for the moment.
    4.1 Activating The Weapons 
    To fully activate a Celestial Weapon you will need three things:
    1. The Weapon itself, which until activated will only have the "No AP" ability.
    2. The Weapon's Crest. Each character has a planet related to them which are 
    reflected in the names of the Crests & Sigils (see next object), for example 
    Rikku's is the Mercury Crest, Lulu's is the Venus Crest & so on. Using a Crest 
    on the right weapon will merely give it the Double Overdrive ability without 
    getting rid of No AP, however you need to use the Crest before you can use the 
    3. The Weapon's Sigil. Again, these have planet names that relate to the 
    characters. They are usually the hardest part of the weapon to obtain. Using 
    them on the weapon will remove No AP and Double Overdrive and replace them with
    four much better abilities, which vary between characters.
    Celestial Weapons do what normal weapons with Piercing do, except that Piercing
    is not listed as an ability. This is what makes them superior to ordinary 
    weapons that have identical abilties customised on them. It's no good using 
    weapons of this kind against Penance; only Celestial ones will suffice.
    You cannot activate the weapons merely be selecting the Crests/Sigils from the 
    menu- in fact you can't even get the weapons themselves without completing a 
    short sidequest detailed below:
    Get on your Chocobo and run up the ridge to the South (where you initially 
    entered the Calm Lands) and go right to the Eastern end. Here you will find a 
    chocobo feather on the ground. Examine it and the Chocobo will fly down to a 
    spit of land that you couldn't get to previously. Through here is Remiem Temple
    where you can do several things but the one we're interested in lies to your 
    left after you have crossed the bridge. Examine the Sphere here for 
    instructions, then mount the Chocobo on the other side. You understand what to 
    do? Open the chests, avoid the rods & get to the middle first. You want to aim 
    to open four chests, but don't expect to do it first time. This is one of the 
    best ways to complete this:
    When you start off, hug the right hand wall until you get to a chest and let 
    the chocobo jump. Now run up the slope on your right, go right around the rod 
    (like an about turn) and get another chest. The chocobo will jump again and 
    from there go up the slope again except this time carry straight on to get the 
    third chest. From your landing position hug the right wall again to get the 
    fourth chest, then all your concerned with is finishing, but it can be a bit 
    tricky from this position. Run forward and down the slope, straight past the
    first rod. When you come to the second rod, go right around it (another about 
    turn), then quickly do another about turn round the next rod on your right. 
    When you come to the fork take the left and you're done. If you got all 4 
    chests you will receive:
    Cloudy Mirror
    30 Wings To Discovery
    30 Pendulums. 
    However the catch is that you can only get one prize per race, so you'll have 
    to win a total of five times, getting a different number of chests each time. 
    Spend the first race concentrating on getting to the middle first so that you 
    get the Cloudy Mirror, then use the strategy above, making towards the middle 
    once you have one, two, three or four chests. 
    The Wings to Discovery and Pendulums will be very important later, but right 
    now we're concerned with the Cloudy Mirror. Board the airship and go to 
    Macalania. Go right down to the last area of the Woods (the one that connects 
    to the Thunder Plains) and you'll see a woman and a boy there. Talk to them, 
    then go and find the woman's husband. You'll find him if you head right into 
    the next screen, then right again, then upwards. Basically he's where you 
    camped before going to the Calm Lands. Talk to him then head back to his 
    family. Badger them until they finally notice that their son has run away. Head
    up the twinkly crystal path to your left (no random battles, yay) and go up the
    first turnoff. Examine what you find up there and the Cloudy Mirror will turn 
    into the Celestial Mirror. This will be used each time you find a chest with a 
    Celestial Weapon in it. Also, each time you wish to use a Crest or Sigil on a 
    weapon you must do it at this spot. A faster way to get there is to enter the 
    Woods at the North end, then if you look on the map you'll see there are four 
    paths shown. Take the one on the bottom right and you can get to the place from
    the other side.
    Now that you have everything necessary to starting gathering the weapons, lets 
    go and do it. You can get them in any order you like; if you want to start off 
    with an easy challenge, get Rikku's first. Alternatively if you want to get the
    hardest part over and done with, start with Tidus's.
    4.2 Tidus
         Weapon: Caladbolg
    Crest/Sigil: Sun
      Abilities: Break Damage Limit
                 Triple Overdrive
                 Evade & Counter
                 Magic Counter
    At the very back of the Calm Lands there is a guard blocking access to a 
    downward slope. However he will leave his post every time you win a Catcher 
    Chocobo race, so visit it right after you have done so. You'll find a glyph on 
    the wall; touch it to reveal the chest containing the Caladbolg.
    I emphasized earlier on that you should get this right after fighting 
    Yunalesca, so you should already have it. If not, leave this for now and get 
    the other two, then when you are fighting Dark Bahamut use Tidus for healing 
    I won't lie to you; this is a nightmare. You have to win a Catcher Chocobo race
    in under 0.00 seconds. Now it's not impossible; all you have to do is pop 
    enough balloons and avoid birds, but it does demand a bit of skill. However 
    that skill WILL come through practice, so don't give up if you think you're not
    doing well. I'd estimate that it takes about an hour. Just remember the tips 
    from the previous Chocobo training: don't hold forward, only tap left/right, 
    and do long weaves, not quick dodges.
    Now take all three to the place in Macalania, if you want to do that now.
    4.3 Wakka
         Weapon: World Champion
    Crest/Sigil: Jupiter
      Abilities: Break Damage Limit
                 Triple Overdrive
                 Double AP
                 Evade & Counter
    Getting Wakka's stuff involves getting heavily into Blitzball, which again may 
    seem nightmarish at first, and that all the odds are set against you. However 
    all it takes is some getting used to, and with the right team you will start 
    surviving tackles, blocking passes & scoring goals. The initial game that you 
    first played in Luca really isn't any indication of how difficult Blitzball is-
    that parricular match is by far the hardest gae you'll ever play. Once you get
    the right team it becomes much easier. To access the Blitzball menu, select
    "Play Blizball" when you touch a Save Sphere. You will be given the choice of
    League, Tournament or Exhibition matches, plus the option to view your players.
    Never EVER select "Reset Data" since this will eliminate everything you have
    previously done. After completing a Tournament you can only participate in
    another one of the Blitzball menu has been opened six times, so just continue
    opening and closing the menu until the Tournament option becomes available
    again. To close the menu and return to the Save Sphere location just press
    You should start the quest for the Jupiter Sigil before you can get this. Go 
    into Luca Cafe and talk to the person behind the counter. If you have gained at
    least third place in a League or Tournament (of course you have), they will 
    give you Wakka's weapon. 
    Go into the Locker Room at the Blitzball Stadium and you'll find the Jupiter 
    Crest in a locker.
    Your precise tasks for the Jupiter Sigil are:
    1. Win a Tournament in which the Attacks Reels are offered as first prize.
    2. Complete two Leagues and finish the second one in first place, for which 
       you'll earn the Status Reels. 
    3. Win another Tournament in which the Aurochs Reels are offered as first 
    4. There is a 50% chance that the Jupiter Sigil will be offered as first prize 
       in the NEXT League season. Hence what you must do is play the first nine 
       matches in the first League (each Leagues has ten matches), save your game, 
       play the last match then check the prizes for the next League. If the 
       Jupiter Sigil isn't there, reset, play the final match again and take 
       another look. 
    Incidentally Step 2 won't trigger unless you have fought at least 250 battles 
    during the course of the game, and Step 3 won't trigger unless you have fought 
    450. You should have done this by miles but if you find that some Reels aren't 
    being offered, go and fight in Besaid where you can win lots of battles 
    4.3.1 Blitzball
    Before you start playing any matches, you'll need the right people on your 
    team. After signing three players you'll have to start discarding some. The 
    discard option will appear if you try and recruit a new team member when you 
    already have eight others. You won't be using any of the original Besaid team 
    except Tidus & Keepa, so sack anyone else from that team. You can try 
    recruiting someone by pressing Square. Don't try playing any games before 
    recruiting your team, otherwise you run the risk of people you want being 
    recruited by other teams. If you leave Blitzball playing strictly alone until
    you've recruited everyone you want, you won't have a problem.
    These are the players you'll need:
    ==================== The Players
    Location: Outside the Stadium in Luca (on the higher platform). Make sure you
    hire Wedge and not Biggs, since they look very similar. 
    Location: Kilika Port- Docks. Run left from where the airship drops you off and
    then take the first junction towards the screen. Tatts will be sitting at the 
    Location: Mi'ihen Highroad Travel Agency (behind the counter).
    Location: Luca Theatre, sitting on the wall just outside.
    In addition to Tidus & Keepa this makes a full team, and the only team you'll 
    ever need. This is how they should be set out:
    Left Forward: Tidus
    Right Forward: Wedge
    Midfielder: Tatts
    Left Defence: Ropp
    Right Defence: Zalitz
    Goalkeeper: Keepa
    It's very important to keep Tidus and Ropp in the Left positions and Wedge and 
    Zalitz in the Right positions, because for some reason the players on the Left 
    side always seem to get more action. Participating in game actions earns the 
    players EXP and Tidus and Ropp are the superior players so you want them more 
    beefed up. Not that Wedge and Zalitz aren't any good: they're brilliant players
    and will serve you well, but Tidus and Ropp have just that bit extra. 
    ================== The Rules
    The rules of blitzball as described in the in-game tutorial are hideously 
    complicated, so I'll try and simplify them down here.
    - Each game is ten minutes long, split into two five minute halves, however 
      each time a confrontation between players takes place the clock will stop, 
      so it's actually nearer 15 minutes.
    - The object of the game is to score more goals than the other team. Not 
      exactly a difficult concept.
    - Your team is made up of two forwards (who score goals), a midfielder (who 
      passes the ball to the forwards), two defenders (who stop the other team's 
      forwards from scoring goals), and a goalkeeper (duh). At the start of play, 
      they are arranged like a five on a dice, and the goalkeeper in goal. Before 
      play, when you are asked who you want on your team, the order will be 
      forwards, midfielder, defenders, goalkeeper, hence why you must follow the
      order listed above. 
    - At the beginning of a half, and after a goal is scored, the ball is thrown 
      upwards and each midfielder has a 50% chance of catching it.
    - The default Blitzball mode is Auto, which means that you can't control where 
      your characters swim. The only times you can control them are
    a) when they are confronted by another player
    b) if you press Square, which will stop them in their tracks and give you a 
       list of possible actions.
    Both the above apply only to the player that has the ball. It is possible to 
    switch to Manual, where you can use the Analogue Stick to control their 
    direction, but Auto mode is absolutely fine and less hassle to play with, so 
    just leave it as it is. Your players aren't stupid- they'll swim where you want
    them to go.
    -Each time you stop or are confronted, you'll get a choice of Pass, Shoot or 
    Dribble. Once you select, the stats and actions relevant to that situation will
    appear. Any players you are in a conflict with will have their stats displayed 
    under yours.
    - Every player has stats, just like in battle, and these are used to determine 
    the outcome when two players are pitted against each other. So basically the 
    player who has the higher stat will normally win the conflict. There is a small
    random factor involved, but if there is at least 3 points difference betwen 
    the two stats, the player with the higher stat can be sure of winning. If 
    you're confronting a player on the opposite team who has a higher stat than 
    you, but only by 1 or 2 points, it's worth taking them on because you might 
    still win. Rather than go through each stat individually, which can be very
    confusing, I'll go through each situation where stats are compared, and tell 
    you what you need to look at. You can see your stats in the top right hand 
    corner. It might be worth printing off this part to refer to whilst you're 
    actually playing and refer to the relevant situation that you are in. If you 
    don't understand this explanation then refer to the short stat summary at the 
    ======================================= The 18 Situations Of Blitzball
    In this situation you are concerned with your player's Shooting Accuracy (SH in
    your screen) and the goalkeeper's Catching (CA). You want your SH to be higher 
    than the goalkeeper's CA to have any chance of scoring a goal. The further you 
    are away from the goal, the bigger the difference between the two stats will 
    need to be, since the SH figure will gradually decrease as the ball travels, 
    due to water resistance. For this reason; try to get as close to the goal as 
    possible before stopping to shoot (remember you can stop by pressing Square).
    In this situation the only stat you are concerned with is your player's Passing
    Accuracy (PA). This will gradually reduce as the ball travels between players 
    (again; water resistance). If the stat is reduced to 0 before it reaches the 
    player you have passed to, that player will fumble the catch and drop the ball.
    Hence if your PA is low (1-12), don't make long passes from one end of the 
    sphere to the other. If your player's PA is low then make a chain; pass to 
    another player closer to you, who can then pass to the player that you want to 
    have the ball. 
    As soon as any player challenges you, you will get "Break" options. Don't worry
    about Breaking now, we'll come to that later. This situation describes what 
    will happen if you should select "No Break".
    The stats you are concerned with here are your player's Passing Accuracy (PA) 
    and the opposing player's Blocking (BL). Once you pass, your opponent will 
    attempt to intercept the ball. As usual; the player with the higher stat will 
    triumph. However, if you take this option your PA must be considerably higher 
    than your opponent's BL. If there is only a slight difference then there is a 
    chance that your opponent will "get a hand" on the ball, which will reduce your
    PA even though he won't actually get the ball. If you remember from the last 
    situation; your PA is gradually reduced by water resistance anyway, an extra 
    decrease may mean that your PA reaches 0 before the ball gets to the intended 
    player. Hence you must be pretty certain that your PA is high enough to survive
    This works in a similar way to the above situation, except you are concerned 
    with your player's SH instead of their PA. The opposing player will attempt to
    intercept the ball. If he gets a hand on it your SH will be reduced. Bear in 
    mind that as well as water resistance, you also have to still overcome the 
    Again this is if you select "No Break". Lets say there are two players opposing
    you. You are still concerned with your player's PA figure and your opponents' 
    BL figures. Since both players are trying to stop you, your PA must be above 
    their TOTAL BL figure. I.e. if one player has a BL figure of 6 and the other 
    has a BL figure of 8, your PA must be higher than 14 (6 + 8).
    Same as above, except this time you are concerned with your SH figure. This 
    must be higher than the total figure made by combining your opponents BL 
    figures AND the goalkeeper's CA figure. 
    Now we come to breaking. This starts the same way as the previous four 
    situations, except this time you choose to break. Breaking is essentially the 
    Spiran word for tackling (because bones usually get broken?). If you have the 
    ball, the Break menu comes up and you select "Break to [opposing player's 
    name]", you are essentially agreeing to let them tackle you and try to grab the
    ball. Why do this? Because if you survive the tackle then there is no-one else 
    in your way to stop you taking whatever action you want (except the goalkeeper 
    if you are shooting). Once a tackle situation is arranged, the stats you are 
    concerned with are your player's Endurance (EN) and the opposing player's 
    Attack (AT). Highest stat will normally win. You will now be free to carry out
    whatever action you chose. 
    If there is one than one person challenging you, you get a choice of how many 
    you want to break to. For now lets say that you are opposed to three players. 
    The Break menu will look like this:
    No Break
    Break to [Player 1]
    Break to [Player 2]
    Break to [Player 3]
    If you wish to only break to one person, you must select ONLY break to Player 
    1. You can't choose which single player you wish to break to after analyzing 
    their stats. Similarly, if you wish to break to two players, you must select 
    Player 2, and select Player 3 if you wish to break to three. As you can see; 
    breaking is done in the order of the players listed, because that's how they're
    lined up in front of you. So if Player one has an AT stat of 15 and Players 2
    & 3 only have AT stats of 3 and 4, you can't choose to skip Player 1 because he
    has a higher AT stat; if you only want to break to one person it must be him.
    Lets assume you wish to break to all three players (allow them all to tackle 
    you). Which stats are we concerned with? Like in single tackles; it's your 
    player's EN and the opposing players' AT. To have any chance your EN figure 
    must be more than the COMBINED AT figures of your opponents. For example if 
    Player 1's AT figures is 5, Player 2's is 8 and Player 3's is 3, you are 
    looking at a total AT figure of 16 (5 + 8 + 3), which your EN figure must beat!
    In earlier games it's very unlikely you'll be able to break to three players 
    and still hang on to the ball. So lets say your EN figure is only high enough 
    to break to two players. Your EN figure will be pitted against their combined
    AT figures. If you get through them, this leaves Player 3 still hanging around
    (incidentally you can't select Dribble if your path is still blocked). From 
    here, play will be similar to the No Break situations described above. If your 
    are passing, it is your PA figure against Player 3's BL figure. If you are 
    shooting it is your SH figure against the sum of Player 3's BL figure and 
    the goalkeeper's CA figure. 
    Now we come to situations where your opponent has the ball. This won't need any
    of your input. The opponent's PA figure will determine whether the ball reaches
    his chosen team mate.
    The important stats here are the opposing player's SH and YOUR goalkeeper's CA 
    figure. Incidentally, there are two things that can happen if a goalkeeper's CA
    figure wins. If there is a substantial difference between the two stats, the 
    goalkeeper will catch the ball and throw it to a team mate (but you can't 
    choose who it is). If there is only a slight difference the goalkeeper will 
    knock the ball away from the goal and the nearest player (regardless of the 
    team they are on), will pick it up.
    In this one your opponent has chosen not to break. He is pitting HIS PA figure 
    against YOUR player's BL figure. This will happen automatically without any 
    input from you, but it's best to understand what's going on. Again, the highest
    stat will normally win. 
    The important stats here are the opposing player's SH, and the sum of your 
    player's BL and your goalkeeper's CA. Again; no input here.
    Opponent's PA against the sum of all your player's BL figures. No input.
    Opponent's SH against the sum of all your player's BL figures and the 
    goalkeeper's CA. No input.
    You can have input here, but only if your player has a special tackling tech 
    (we'll cover techs later), otherwise they will do a normal tackle 
    automatically. You should know the drill by now: the opposing player's EN 
    against your player's AT.
    Each of your players will either do a special tackle you have selected, or a 
    normal tackle. The opposing player's EN against the sum of your players' AT.
    In the first half of this situation, the opposing player's EN is pitted against
    the total AT of the ONLY THE PLAYERS THAT ARE TACKLING. If he still has the 
    ball after all the tackles are performed, it is now either his PA figure 
    against the total BL figure of your remaining players, or his SH figure against
    the total BL figure of your remaining players plus the CA of your goalkeeper.
    And that concludes the list of all situations you will ever encounter during a 
    Blitzball game. Here's a brief summary all stats, including the ones not 
    specifically mentioned in the above situations:
    AT: Attack. Determines the strength of tackles. Is always compared to 
        opposing players' EN.
    BL: Blocking. Determines the likelihood of blocking attempted passes/shots. Is
        always compared to opposing player's PA (for passing) or SH (for shooting).
    CA: Catching. Determines the likelihood of blocking goals when playing as
        goalkeeper. Isd always compared to opposing player's SH.
    EN: Endurance. Determines the likelihood of keeping the ball after being
        tackled. Is always compared to opposing player's AT.
    HP: Hit Points. Are used up when player in possession performs any action.
        A player cannot perform any actions of their HP is at 0. HP is regenerated
        when a player is not in possession of the ball.
    PA: Passing. Determines how far a player can pass the ball and the likelihood 
        of it surviving attempted blocks. Is always compared to opposing player's 
    SH: Shooting. Dtermines the success of attempted shots. Is always compared to
        opposing goalkeeper's CA and opposing player's BL, if they are present.
    There is also Speed, which determines how fast a player swims, but there's no
    need to worry too much about that.
    ============== Techs
    Nothing in life is ever simple is it? An added factor in passing, shooting and 
    tackling (and various other aspects), is that players can learn and equip 
    special techniques that can be used in a game. All players come with some techs
    learnt, but most you will learn during your Blitzball quest. Techs are learnt 
    by marking (observing) players on the other team. Before play you will get a 
    succession of three menus:
    1. Selecting Team Members
    2. Equipping Techs.
    3. Marking Opposing Players.
    During the third menu, select one of your players, then scroll down the list of
    opposing players and you can see lists of their equipped techs. Techs 
    highlighted in blue are ones your player can learn. Select the appropriate 
    opposing player and repeat for all the rest of your team. More than one of your
    players can mark the same opposing player.
    Using Techs in the game will use up HP, as will normal Passing and Shooting. HP
    is regenerated whilst the player is not in possession of the ball.
    During play, if an opposing player that one of your team has marked, uses a 
    tech that your player can learn, the word "TECHCOPY!" will flash in the top 
    left corner. Bash X as soon as you see it and you'll get a message stating 
    whether your player has learnt it or not. Your player will not learn the tech 
    if their level is too low or if you didn't press X at the right moment.
    I'm not going to list every tech available, but in the next section I'll detail
    useful techs for each individual player. Also; each player has something called
    Key Techniques (just to make things difficult)- three of them. Basically 
    learning Key Techs enables players to learn a wider range of techniques. For 
    example; Level 1 Techs can only be learned if that player has learnt one of 
    their Key Techs. They can learn Level 2 Techs if they've learnt two key ones,
    and so on. The other two kinds of tech are Starting Techs (techs which players 
    have already learnt when you recruit them) and Normal Techs (techs you can 
    learnt without previously learning any of the key ones. I'll detail exactly how
    to learn each tech that I reccommend for your players.
    ================== Your Team 
    Position: Forward.
    Tidus is your main goal scorer. ~You should always try to get the ball to him 
    and only try to score with Wedge if he HAPPENS to get the ball. Tidus should 
    have the Jecht Shot, which will be your only way of scoring goals at first. 
    There are two things the Jecht Shot does:
    1. Gives a substantial boost to Tidus's SH figure.
    2. Removes two defenders without affecting any of Tidus's stats.
    Because of the last function, you should never break if you are being 
    challenged by only 1 or 2 players. Let the Jecht Shot do it for you. If you're 
    being chalenged by more than 2 players, break until there are only two left in 
    your way.
    Always try and get as close to the goal as possible before shooting. If Tidus 
    is challenged before he is close enough to the goal, always choose to break to 
    everyone and then dribble. It won't always work, but his EN stat is much higher
    than his PA stat (which is just plain awful), so take the more hopeful option.
    Tidus won't need any other shooting techs like Wither Shot or Drain Shot. 
    However the one shooting-related thing that will be useful is Spin Ball. This 
    tech makes the ball spin during a shot, which apparently put the goalkeeper 
    off. There is never a visible change in the goalkeeper's stats, but the tech 
    certainly seems to improve your chances of scoring, so have Tidus mark a player
    with this as soon as you see someone with it. 
    Tackle Slip is another important tech for Tidus; it grants a chance of the 
    tackling player missing him completely, hence not affecting his EN. This is 
    useful if you're being challenged by four players near the goal. There is also
    Tackle Slip 2 but I've never seen any player equipped with this so don't hold 
    out much hope.
    At the beginning of the game, if the opposing team's midfielder gets the ball 
    (happens more often than not), your forwards and midfielder find themselves 
    defending. Since your ultimate goal in any game is to get the ball to Tidus, it
    helps if he has some strong tackling techniques so he can get the ball early 
    on. I've always favoured Wither Tackles for Tidus, but any tackle that raises 
    his AT is fine.
    Talking of Wither, it is important for Tidus to learn Anti-Wither (and 
    eventually Anti-Wither 2), since it can be disastrous if his SH is affected. To
    learn any Anti techniques one of your players must use a relevant Tech on the 
    one equipped with the Anti technique. For example; if the opposing team's 
    midfielder has Anti Wither, try to have Tidus use a Wither Tackle on them.
    You won't need much for Tidus beyond these techs; especially not passing techs 
    since he should always be receiving passes, not throwing them.
    Key Techniques:
    Anti-Venom 2
    Drain Tackle 2
    Venom Tackle
    Techniques Tidus Should Learn:
    Jecht Shot: Starting Tech if you learnt it on board the S.S. Winno. 
    Spin Ball:  Level 1 Tech.
    Tackle Slip: Level 1 Tech.
    Wither Tackle: Normal Tech.
    Wither Tackle 2: Level 1 Tech.
    Wither Tackle 3: Level 3 Tech.
    Anti- Wither: Normal Tech.
    Anti-Wither 2: Level 2 Tech.
    Position: Forward
    Although Tidus is the better forward, Wedge is still pretty good, so if he 
    happens to get the ball, have him try to shoot rather than passing to Tidus. 
    Give him lots of status related Shot techniques, so even if he doesn't score 
    (although he quite often will) he can inflict the goalkeeper with something, to
    clear the way for Tidus. Wedge also starts off with quite a good AT stat, so 
    exploit this with tackling Techs. After all, it's better for you to gain 
    possession at the end nearest the opposing goal, rather than letting an 
    opposing player get near your goal before getting the ball. And again; Tackle
    Slip is always good for a forward. Finally; you should allot him one passing
    tech, which will up his PA enough to take advantage of the passing trick
    described at the end of this section.
    Key Techniques:
    Anti-Venom 2
    Nap Tackle
    Wither Tackle
    Techniques Wedge Shoulld Learn:
    Venom Shot: Starting Tech.
    Venom Shot 2: Normal Tech,
    Venom Shot 3: Level 2 Tech.
    Wither Shot: Starting Tech.
    Wither Shot 2: Normal Tech.
    Wither Shot 3: Level 3 Tech.
    Nap Shot: Normal Tech.
    Nap Shot 2: Level 1 Tech.
    Nap Shot 3: Level 3 Tech.
    Venom Tackle: Normal Tech.
    Venom Tackle 2: Level 2 Tech.
    Wither Tackle: Level 1 Tech.
    Wither Tackle 2: Level 3 Tech.
    Nap Tackle: Normal Tech.
    Tackle Slip: Normal Tech.
    Position: Midfielder
    Tatts is perhaps the most integral player on your team, apart from Tidus. If 
    he catches the ball first after it is released (unfortunately this is based 
    entirely on luck so don't count on it) and passes it immediately to Tidus, half
    your work is already done. Even if he doesn't, he will almost always be the 
    player that is responsible for getting the ball to Tidus, because the defenders
    PA isn't nearly enough to get the ball to him from where they are, so they pass
    to Tatts who is capable of making long passes right across the sphere. 
    Tatts's EN is ok, but not brilliant, but after you've played a league his PA 
    should rocket, meaning that it is usually better not to break, but to pit his 
    PA against the opposing player's BL. Because of this, his most important techs 
    are passing techs. The ultimate one you should aim to get him is Nap Pass 3, 
    which can sometimes put two or three players to sleep. Otherwise, try to get 
    him Anti Wither, because again it's disaster if his PA is affected. One or two 
    tackling techs would be nice, since he is often involved in tackles at both 
    ends of the sphere, but always favour Passing techs. Another vital tech for 
    Tatts is Golden Arm, which halves the water resistance on the ball whenever he 
    passes (or shoots, but he won't be doing that). This makes him capable of 
    passing to practically anyone anywhere in the sphere. 
    Key Techniques:
    Nap Tackle
    Nap Tackle 2
    Venom Tackle
    Golden Arm: Starting Tech.
    Nap Pass: Starting Tech.
    Nap Pass 2: Normal Tech.
    Nap Pass 3: Normal Tech.
    Wither Pass: Level 3 Tech.
    Wither Pass 2: Level 3 Tech.
    Wither Pass 3: Level 3 Tech.
    Venom Pass: Normal Tech.
    Venom Pass 2: Level 2 Tech.
    Venom Pass 3: Level 3 Tech.
    Nap Tackle: Normal Tech.
    Nap Tackle 2: Level 2 Tech.
    Nap Tackle 3: Level 2 Tech.
    Venom Tackle: Level 1 Tech.
    Venom Tackle 2: Level 2 Tech.
    Venom Tackle 3: Level 3 Tech.
    Drain Tackle: Starting Tech.
    Drain Tackle 2: Normal Tech.
    Drain Tackle 3: Level 3 Tech.
    Position: Defender
    A problem with defenders can be that if your forwards and midfielders are good,
    there will never be any action for your defenders to take part in, meaning they
    won't get much EXP. So if occasionally an opposing forward does get to your 
    defenders, they won't be a match for them. A way to reduce this is to use the
    passing trick outlined later - don't forget to use it. This way Zalitz will get
    at least a little EXP. Obviouslty being a defender his most important techs are
    tackles; pile him up with them. He'll also need some pass techs since often 
    once he gets the ball from a tackle, he'll be challenged as soon as he tries to
    pass to Tatts. His EN isn't brilliant at first, so load up his PA with passing
    techs- Venom is by far the best to go for with both tackles and passes, since 
    it will stop the opposing forwards using shooting techs. Specific defending 
    Techs that he should learn are Elite Defence and Brawler, both of which enable 
    him to take part in more tackles. 
    Key Techniques: 
    Tackle Slip
    Venom Pass
    Venom Tackle: Normal Tech.
    Venom Tackle 2: Normal Tech.
    Venom Tackle 3: Normal Tech.
    Venom Pass: Level 1 Tech.
    Venom Pass 2: Level 3 Tech.
    Elite Defence: Starting Tech.
    Brawler: Level 1 Tech.
    Position: Defender
    Ropp, given a short period of time, will be an absolute powerhouse, but again- 
    remember to get him EXP by using the passing trick. You want to pile Ropp up 
    with tackling Techs, so that he will almost always get the ball. Also try to 
    get him Tackle Slip for when he gets confronted. His EN is pretty good, but 
    it's worth giving it that extra boost. Also, Elite Defence and Brawler since 
    he's a defender. You'll want him here there & everywhere because he's so good. 
    Favour Wither type tackles for Ropp, since Zalitz specialises in Venom. Ropp
    is superior to Zalitz so is unlikely to need passing techs. Also; Ropp starts 
    with Drain Tackles, so use those until you get some more powerful Wither ones.
    Key Techniques:
    Anti-Venom 2
    Nap Tackle
    Venom Pass 3
    Wither Tackle: Starting Tech.
    Wither Tackle 2: Normal Tech.
    Wither Tackle 3: Level 1 Tech.
    Elite Defence: Normal Tech.
    Brawler: Starting Tech.
    Tackle Slip: Normal Tech.
    Position: Goalkeeper.
    Many people try to get the Al Bhed Psyches goalkeeper on their team, but I've 
    found that Keepa is a pretty good goalkeeper himself. He's never let in any 
    goals unless the odds were hopelesly against him, which isn't often. There are 
    relatively few techs he needs to learn. He'll need the two special goal techs: 
    Super Goalie and Grip Gloves, but you should learn these pretty quickly from 
    other goalkeepers. Otherwise, he should learn all the Anti techniques, to 
    prevent him being affected by shooting techs with status effects.
    Key Techniques:
    Super Goalie
    Volley Shot
    Super Goalie: Normal Tech.
    Grip Gloves: Level 1 Tech.
    Anti-Venom: Normal Tech.
    Anti-Venom 2: Normal Tech.
    Anti-Wither: Level 2 Tech.
    Anti-Nap: Level 3 Tech.
    ====================== Basic Tactics 
    I've listed previously what you need to do to get the Jupiter Sigil, so just 
    follow that, but here are a few things to bear in mind generally:
    - Save before every game, but ESPECIALLY save before playing the Al Bhed 
      Psyches, because at first, and for quite a while, they will give you trouble.
      They are by far the hardest team to play. Not only do they have strong 
      forwards, but their intitial goalkeeper is a genius. Get Tidus as close to 
      the goal as you possibly can before attempting to shoot. Ideally you should 
      reset if you ever lose a game just so you can be sure of winning a League, 
      and obviously in Tournaments you have to win the two or three games you play.
    - In every game you should always be thinking about getting the ball to Tidus,
      and in the early games getting it to him via Tatts. This should always be 
      your strategy. However as I've said before; if Wedge does happen to get the 
      ball then leave it with him because he might score.
    - Use the passing trick. Once your team is fairly strong and you're playing a
      weak team (e.g. the Kilika Beasts), score a couple of goals to win you the
      game, then pass in a circle from Tatts, to Tidus, to Wedge, to Tatts (Wedge's
      PA is too low for him to accurately pass to Zalitz), to Zalitz, to Ropp.
      Repeat this until the half ends or the other team gets the ball and you'll
      have earnt lots of EXP for all your players. 
    - Don't worry about the new team formations you learn as you progress, there's
      no need to touch them. 
    - Don't get disheartened if you find your first few games difficult; they will
      get much easier as your team levels up. 
    4.3 Rikku
    Weapon: Godhand
    Crest/Sigil: Mercury
    Abilties: Break Damage Limit
              Triple Overdrive
              Double AP
    Before you do anything, find any one piece of armour that has a blank slot and 
    customise No Encounters onto it using 30 Purifying Salts. You should have got 
    99 from the Arena- go and pick them up if you haven't already done so. This 
    will make the following quest much easier.  
    At the airship menu, go to the Passwords section and enter GODHAND (all 
    capitals) and you'll be dropped off in a crevasse at Mushroom Rock Road, where 
    you'll find the Godhand in a chest.
    Head to Sanubia Desert- West and check all along the left hand side (don't take
    the path to Central, though); the Crest will be in one of the chests you find. 
    DON'T go & talk to the lone woman you see in the North, otherwise you'll find 
    yourself in a battle with Dark Ifrit.
    This isn't difficult, just rather long. Head to Sanubia Desert- West. You've 
    probably already discovered the valley that is cut off by a sandstorm. Just 
    South of that is a stone with a Cactuar on it. Your task is to find ten 
    Cactuars that are hiding throughout the desert, win Spheres from them, and 
    bring them back to put in the stone. What makes this so time consuming is that 
    each time you find a Cactuar and get his Sphere you have to run ALL the way 
    back to the stone and put the Sphere in before the next one will appear, but 
    you've got to have perseverance before even considering fighting Penance, so 
    here we go. Incidentally; if you're having trouble capturing Cactuars, as I 
    mentioned earlier, they won't run away in any of these special battles, so use 
    the opportunity to capture five of them. 
    Each time you find a Cactuar, it'll want to play a little game with you. Ever 
    played Hot Chocolate/Grandmother's Footsteps in primary school? Well it's that.
    The Cactuar will turn away from you and you must run towards it. When it turns 
    round you must stop dead. If it sees you move or if you don't reach it within 
    the time limit you lose. You get three attempts at this, but don't worry if you
    mess up all three because you'll still get a Sphere, just a different kind. You
    can still get the Mercury Sigil without winning the game once; the only 
    difference winning makes is that it affects the extra prize you get once you've
    completed the quest, but that isn't the aim here so it doesn't matter. 
    Certainly don't bother resetting if you lose. The locations of the Cactuars are
    as follows:
    1. Oasis- Next to the Save Sphere.
    2. Sanubia Desert East- In the North West, beside the chest that contained four
       Hi-Potions (last chest in the area).
    3. Sanubia Desert West- Examine the sign stating 20% off all goods to the South
       of the chest containing eight Hi-Potions, which is just East of where the 
       Mercury Crest was.
    4. Sanubia Desert Central- Two Cactuars are running around West of the chest 
       that contained 10,000 Gil (in the areas full of ruins).
    5. See above.
    6. Sanubia Desert East- Examine the Save Sphere in the tent.
    7. Sanubia Desert Central- In the South West, examine the chest that contained 
       two Mega-Potions (hug the left wall as soon as you enter the area from 
       Sanubia Desert East). The Cactuar is inside it.
    8. Sanubia Desert Central- Hang around in the Sanubia Desert Central for two or
       three minutes, then examine the quicksand pit thing where the chest 
       containing three Megalixirs was.
    9. Oasis/Airship Deck- You'll see the Cactuar next to the Oasis Save Sphere, 
       from which he will teleport himself onto the airship (cheeky sod!). You'll 
       then find him on the roof of the airship (where you fought Evrae), right at 
       the end. 
    10.Sanubia Desert West- While you're examining the Cactuar stone, the final 
       Cactuar will appear behind you. 
    Open Sesame; you can now get into the valley and find the chest with the 
    Mercury Sigil in it. The other chest's contents will vary according to how many
    games you won, but none of the prizes are very exciting.
    Take any weapons you haven't activated yet to the secret place in Macalania and
    deal with them. Congratulations! Your Penance weapons are ready for action.
    5.0 A Steady Income
    The drawback of doing all your powering up in the Monster Arena is that you 
    have to pay for each and every battle, which can drain your finances very 
    quickly. This can be very bothersome at the start of your training, but don't 
    be disheartened because eventually you will fall into a pattern that gives you 
    a regular income. When you start maxing your stats you'll be fighting some very
    powerful adversaries, who subsequently drop some very powerful equipment, which
    you should sell regularly. Only keep what is absolutely necessary. The only
    weapons you'll ever need are your Celestial Weapons and your levelling up ones 
    which we'll cover in the next section, so sell any others. As for armour, I'd 
    suggest keeping the following for Tidus/Wakka/Rikku:
    Couerlregina/Fenrir: any armour that has three or four "[Status]proof" 
    Jumbo Flan/Fafnir: any armour that has three "[Element] Eater" abilties on it, 
    and one spare slot (you'll never get one with four "[Element] Eater abilities).
    Customise the missing one onto it.
    You'll be customising all your other armour from scratch, so sell everything 
    However, this regular income won't happen for a while, due to the fact that 
    when you're covering the Sphere Grid you won't actually be defeating any 
    monsters (all will become clear later), so you won't get any equipment to sell.
    Also, despite selling equipment later, it is best to have a solid amount of 
    capital to begin with, to cover any one-off expenses (e.g. Tetra armour at 
    100,000 Gil a piece, or bribing). For these two reasons, you're off to Omega 
    Ruins. Come back here every time you're running low on Gil. 
    As I mentioned previously, use the Search option on the airship on the Eastern 
    side of the map to find Omega Ruins. This dungeon is quite expansive and 
    contains Ultima and Omega Weapon, but for Penance, it's not necessary to go 
    more than three steps beyond the Save Point, so I'm not going to cover it here.
    In Omega Ruins you'll find yourself fairly frequently in battle with one Zaurus
    (lizardy type thing) and a chest. Use Steal on the chest-NOT Mug- and hopefully
    instead of just getting an item, which can sometimes happen, you'll get a 
    message saying "Nothing to steal" or something to that effect. Then a special 
    monster called a Mimic will pop out. There are various kinds of Mimics; the 
    general rule is the bigger they are the nastier they are. Why are these 
    monsters so special? Because if you strike them with a weapon that has 
    Gillionaire (how convenient- Rikku's Celestial Weapon has it), it will very 
    kindly drop 100,000 Gil. Keep fighting here until you have accumulated about 
    1,200,000 Gil, which means 12 Mimics if you're starting from scratch, but you 
    shouldn't be. This gives you a nice base of capital to keep you going. If at 
    any point during covering the Sphere Grid you find yourself running on lower 
    than 500,000 Gil go and fight a few more Mimics. 
    When fighting Mimics, it is vital to hit them with Rikku at some point in the 
    battle- it doesn't necessarily have to be the killing blow, but the weapon with
    Gillionaire must make contact with the Mimic. There are several types of Mimic,
    and the general rule is the bigger they are: the tougher they are. You will not
    be able to make any impression at all on the toughest Mimic (the one that 
    causes the screen perspective to change) except with anyone equipped with their
    Celestial Weapon, but you should have all of them by now, or at least Tidus & 
    Rikku's. It's forgivable if you don't play all your Blitzball in one go. Be 
    prepared to use lots of Phoenix Downs & make regular use of Hastega. Mimics 
    don't pose any serious threat since they can only attack one character at a 
    time, but you can still expect regular KO of one party member. Mimic's HP 
    varies, but all will take a little time to kill at first. However you'll notice
    a difference every time you come back to replenish whilst covering the Sphere 
    I strongly suggest you run away from other fiends in the Ruins, since many will
    be too tough for you at the moment. If you're finding the whole thing too 
    tough, including the Mimics, sell what equipment you can and go on to the next 
    section. Come back to this once you have powered up a bit more.
    6.0 Covering The Sphere Grid
    Now you can get down to business and start on your way to uber-powerfulness. 
    This is the "fun" part. TWR have got to cover the entire Sphere Grid, lighting
    up every node, EXCEPT LUCK NODES WHICH ARE LESS THAN + 4 and empty nodes which
    you needn't worry about at the moment. Sound like a Herculanean task? Don't 
    worry; you'll be levelling up a lot faster than you ever have before. You can 
    expect to be earning between 10 and 99 Sphere Levels per battle.
    Note: You shouldn't activate Luck nodes because Fortune Spheres are very hard 
    to come by and should not be spent on anything except Luck + 4 nodes. If you
    come across a Luck + 4 node and you don't have any Fortune Spheres, just leave
    it and come back to it when you are specifically increasing your Luck.
    6.1 The Weapons
    To make this strategy work, you'll need to put together some weapons. The 
    abilities you need are:
    Overdrive --> AP
    Triple Overdrive
    Triple AP. 
    There are a number of ways you could do this, but I think the one I favour is 
    the quickest and least painful.
    In your current state, it's next to impossible to give your characters weapons 
    that have all three of these abilities, but luckily the only ability that is 
    essential to the strategy is Overdrive --> AP. So for now, just customise 
    Overdrive --> AP (10 Doors to Tomorrow) onto any of TWR's weapons (all of them
    must have it) that have a blank slot available, EXCEPT your Capture weapons, 
    then refer to the strategy below after reading the rest of this section. With 
    these weapons you can expect between 10 & 30 Sphere Levels per battle. 
    Although not essential, the abilities Triple Overdrive and Triple AP will 
    greatly enhance the effects of this strategy, giving your characters between 80
    and 99 Sphere Levels per battle, making covering the Grid a breeze. The easiest
    way to get weapons with all three abilities is to fight One-Eye in the Species 
    Conquest. One-Eye will sometimes drop weapons with the Triple AP ability and 
    two spare slots, onto which you can customise Triple Overdrive and Overdrive
    --> AP using items you already have. Customising a weapon with these three 
    abilities from scratch isn't a viable option so don't try it - One-Eye is by 
    far your best bet. Obviously he won't always drop what you want - sometimes 
    he'll drop armour, stuff for the other characters or Triple AP weapons that 
    don't have enough blank slots; you'll probably fight him about twenty times 
    before getting all that you want. Hence you need to be able to defeat him 
    easily before attempting this. No point have twenty epic boss battles and using
    up all your healing items. In order to assess whether you're ready to take him 
    on, initiate a battle with him every now & then and try out Attack Reels. Once 
    a perfect Attack Reels from Wakka does 9,999 or more damage per hit and Rikku 
    has learnt Entrust (have her head towards it on the Sphere Grid as soon as 
    possible), you're ready. The battle should run like this (after first filing
    Wakka and Rikku's Overdrives):
    Tidus: Hastega.
    Wakka: Perfect Attack Reels.
    Rikku: Switch to Yuna.
    Yuna: Summon any aeon (to bear the brunt of One-Eye's attack).
    One-Eye: Kills the aeon.
    Tidus or Yuna: Switch to Rikku.
    Rikku: Entrust Overdrive to Wakka.
    Wakka: Perfect Attack Reels.
    One-Eye dies.
    Repeat this until you have three weapons with Triple AP & two blank slots for 
    Tidus, Wakka & Rikku. Then customise Overdrive --> AP and Triple Overdrive onto
    them and get lots more Sphere Levels.
    6.2 The Strategy
    Ok, equip those weapons and I'll explain what to do and how the strategy works.
    To gain AP to cover the Sphere Grid, you'll be fighting Don Tonberry, in the 
    Area Conquest, but never actually defeating him. The reason for using Don 
    Tonberry is that he does a counter-attack which deals damage based on how many 
    enemies the character in question has defeated, which is massive damage. The 
    Overdrive --> AP ability will convert this damage into AP, and in combination 
    with Triple AP and Triple Overdrive this leads to earning huge amounts of AP 
    per battle.
    First of all you must choose the character who you think has killed the most 
    enemies during the course of the game. 99.9% of the time this will be Tidus, so
    put him in the middle with the other two either side (no reason- it just looks 
    nice :-p). Set his Overdrive mode to Stoic, and the other characters' to 
    Comrade. This ensures that each character receives AP. Even if the character
    who has killed the most is not Tidus, you should make him the Stoic character
    anyway because then you can give Wakka Auto-Phoenix on a blank armour which 
    becomes the start of his final armour. This helps greatly when you are
    maxing your stats since Wakka is your best offensive character.
    Now you need to customise Auto-Phoenix onto an armour for Wakka. Not just any 
    armour though; because you need to be economical with your Mega Phoenixes. Go 
    to the Southernmost part of Macalania Woods and buy a Tetra armour from Wantz 
    for Wakka, and customise Auto-Phoenix onto it. Then buy 99 Phoenix Downs.
    Save your game, then enter into a battle with Don Tonberry. The Don will not 
    attack you (apart from the counter attack), until he has walked forward four 
    times. Keep a strict count and use Flee as soon as he's moved for the fourth 
    time. There's no point staying any longer because he'll start attacking and 
    stop counterattacking, making the trick invalid. 
    Each time Tidus dies, whoever has Auto-Phoenix will revive him, saving you a 
    turn which you will need to cast Haste on him, if you want. Use Chocobo 
    Feathers if none of them have learnt it yet. This way you will give Tidus as 
    many turns as possible (hence more AP), before your time is up. Your need for 
    Haste will decrease as your Agility gets higher. 
    6.3 Key Spheres 
    To unlock many areas of the Sphere Grid you'll need the various levels of Key 
    Spheres. Also, before fighting Penance you'll need a combined total of 99 Lv 1
    and Lv 2 Key Spheres so start accumulating them now.
    You should have plenty of these already, but if you need some more (not 
    including ones dropped from bosses and found in chests throughout the game):
    - Rare Steal from Earth Eater (Original section). Buy a blank armour for Rikku 
      and customise it with Master Thief (the 30 Pendulums you won at Remiem 
    - Bribe an Imp (Cavern of the Stolen Fayth) for 22,000 Gil.
    - Dropped by Master Couerl (Omega Ruins).
    Again, you should have plenty, but eventually you'll need many:
    - Rare Steal from Catastrophe (Original section). Master Thief.
    - Bribe a Behemoth (Mt. Gagazet Cave) for 575,000 Gil.
    - Dropped by Defender Z (Zanarkand Ruins- Last Area). This is the best way to 
      accummulate these, since in the area just outside the Cloister of Trials 
      you'll meet Defender Z's in almost every battle.
    Many forms of Seymour and Sin drop these, as well as Yunalesca and Ultima 
    Weapon. You don't need that many of these on the grid, but just in case:
    - Rare Steal from Ultima Buster (Original section). Master Thief.
    - Bribe a Demonolith for 1,125,000 Gil. 
    - Dropped as a Rare Item by Defender Zs, Demonoliths and Behemoth Kings.
    LV 4 Key Spheres
    Dropped by a few of the later bosses, but you'll be needing quite a
    lot, so:
    - Venture into Omega Ruins, hugging the right wall until you come to an alcove 
      containing three chests. Open any one of them. If you get a battle, reset. 
      Hopefully you should get a Lv 4 Key Sphere. I thought I'd include this since 
      Omega Ruins isn't a compulsory area of the game, so you're unlikely to have 
      opened any chests there.
    - Bribe a Chinmera for 230,000 Gil. This will be your main method of gaining 
      these spheres, and the rate is actually very reasonable, when you compare it 
      to the bribe rate of a Demonolith (1,125,000 Gil) for Lv 3 Key Spheres. Reset
      if you only get one sphere for money; you should be getting three.
    6.4 Other Spheres
    Since so you will be activating almost all the nodes on the Sphere Grid and not
    earning any battle plunder, eventually you will run out of Power/Mana/Speed/
    Ability Spheres. However, this can be remedied. Kottos (Area Conquest) usually
    drops 40 Healing Springs after an Overkill (15,000 damage). However, if you use
    the ability Extract Power/Mana/Speed/Ability he will instead drop 40 of the 
    Sphere of your choice. He can be a headache to defeat at first, even though he
    only does one move- a very powerful physical attack. The problem lies in the 
    fact that he counterattacks anything you do to him, killing the character in 
    question, until you're more powerful. To prevent this battle being too 
    protracted, aim for big damage in few turns. What does this mean? Attack 
    Reels, whenever you can. Set all Overdrive modes to Comrade to keep them 
    filled, and use Enrtrust with Rikku if necessary. DON'T forget to use the 
    relevant Extract command. If the battle is taking a long time, use the ability
    again because the effect wears off after a while. Rely on Auto-Phoenix for 
    revival, and if the character with this ability gets KO'ed, revive them 
    However when you first start covering the Grid defeating Kottos will not be 
    economical, hence why you left breeding the Bomb King, Vorban and Ultima Buster
    until now. You'll be stronger and capable of capturing the tougher fiends, and 
    at the same time you'll replenish your stocks of Spheres. Stop your capturing 
    once you have 99 of each Sphere and carry it on when you need some again, until
    you're strong enough to defeat Kottos easily.
    6.5 Vital Abilties 
    Frankly, to even think about taking on Penance, you should be the kind of 
    player that doesn't bat an eyelid at the thought of getting every ability for 
    every character, but in case you're not, these are the abilities that it is 
    absolutely necessary for all three characters to learn:
    Left hand side of the Standard Sphere Grid, at the end of Tidus's section. 
    Bottom left corner of the Expert Grid.
    Centre of Standard Grid, near Auron's starting point. Just above the centre on 
    the Expert Grid.
    Centre of Standard Grid. Centre of Expert Grid.
    North of centre on Standard Grid. North of centre on Expert Grid.
    Just South-East of centre on Standard Grid. Centre of Expert Grid.
    Just South-West of centre on the Standard Grid. Centre of Expert Grid.
    South-West of the centre of the Standard Grid, where Rikku starts off. Centre 
    of the Expert Grid.
    Extreme top centre of the Standard Grid. Bottom-left on the Expert Grid, just 
    above Quick Hit.
    North of centre on Standard Grid. North of centre on Expert Grid.
    Extreme South-West corner of the Standard Grid. Extreme North on the Expert 
    South-West corner of the Standard Grid. North- East corner of the Expert Grid.
    South edge of the Standard Grid. North edge of the Expert Grid.
    North-West section of the Standard Grid. North edge of the Expert Grid. 
    6.6 The Goal      
    Even if you don't want to activate all abilities, you MUST activate all stat 
    nodes (except Luck) with the three characters, so carry on with this strategy 
    until you have achieved this. All stats except Luck should be well into the 
    hundreds, making you considerably more powerful.
    7.0 Temporary Armour
    Now you're almost ready to move on to maximising your stats, but the monsters 
    you'll be fighting are very tough, so you're going to need some decent armour. 
    You can't make all your Penance armour yet because you need to be considerably 
    more powerful, but you still need something decent. You CAN make one set of 
    Penance armour since you have all the relevant items, so this will start you 
    off. The character whom you gave Auto-Phoenix to is the lucky receiver of
    this, and it should be Wakka. Add the following to it:
    Break HP Limit: 30 Wings to Discovery which you won at the Chocobo Race at 
                    Remiem Temple.
            Ribbon: 99 Dark Matters which you got for breeding Ultima Buster.
        Auto-Haste: 80 Chocobo Wings. You got 99 for breeding the Cactuar King.
      Auto-Phoenix: 20 Mega Phoenixes. Already customised.
    That makes your chosen character kitted out for Penance. However the others 
    aren't so lucky. Buy blank armour for the two remaining characters and carry 
    out the following:
    Auto-Protect: 70 Light Curtains. You got 99 for breeding Juggernaut.
      Auto-Shell: 80 Lunar Curtains. You got 99 for breeding Abaddon.
    Auto-Phoenix: 20 Mega Phoenixes. You should have 79 left.
        Auto-Med: 20 Remedies. You can buy these from Rin on the Airship.
    Auto-Protect: 70 Light Curtains. You should have 29 left, but you need 41 more.
                  Since you've got two characters all armoured up, have a go at 
                  defeating Fafnir (Species Conquest) who will drop 20 Light 
                  Curtains, or 40 for an Overkill (13,000 damage). Do this twice 
                  and steal the odd one from an Iron Giant (Thunder Plains). If you
                  cast Hastega, Fafnir will only get one turn before you're done, 
                  and that won't kill you. His elemental attack will do about 300 
                  damage to each character and the Triple Attack will do 1000-3000
                  to one character.
     Auto- Shell: 80 Lunar Curtains. You should have 19 left but you need 61 more. 
                  Unfortunately there is no Fafnir equivalent, but there are a 
                  variety of things you can steal them from:
                  Defender Z (Zanarkand Dome). Two per steal.
                  Gemini (Inside Sin). One per steal.
                  Larva (Thunder Plains). One per steal.
                  One- Eye (Species Conquest). Three per steal.
                  Jumbo Flan (Species Conquest). Four per steal.
                  Tanket (Species Conquest). Master Thief. Four per steal
                  Juggernaut (Species Conquest). Four per steal. 
                  I would personally go for Jumbo Flan, who won't pose much of a 
                  threat. Rikku should have an armour with Master Thief on it.
    Auto-Phoenix: 20 Mega Phoenixes. You should have 59 left.
        Auto-Med: 20 Remedies. Buy them from Rin on the Airship.
    This set of armour should be enough to let you survive the Arena.
    8.0 Maxing Stats 
    Getting your stats maxed out involves filling empty nodes with Spheres for 
    different stats (Strength Spheres, Defence Spheres etc.). All these will make 
    [Stat] + 4, which is more than most of the nodes that are already there, so 
    your stats will rise quite quickly. To be economical you should get all three 
    characters to the same point on the Sphere Grid; it doesn't matter where, just 
    get them together using Friend Spheres, Teleport Spheres or whatever. If you 
    haven't got anything that will do this then fight Chimergeist for Return 
    Spheres, which should get you into the general vicinity. Use spare Sphere 
    Levels to get them all to the same node. Now fight Don Tonberry one last time 
    (if you can bear to :-p ), so that you have plenty of sphere levels for moving 
    8.1 General Points
    I'm going to list the stats in what I feel to be the optimum order for maxing- 
    i.e. maxing one stat will give you a better chance against the monster you'll 
    be fighting to max the next stat. However if you wish to commence in a 
    different order or are finding a particular monster difficult then go ahead. 
    The one stat you WON'T be maxing is MP, because it will go up to 999 just from 
    covering the Sphere Grid, and you certainly don't want to waste an armour slot 
    on Break MP Limit. I've never found myself running low on MP once it's at 999, 
    so it's perfectly sufficient.
    From now onwards money should not be a problem. Sort your equipment so there 
    are no gaps. Now any new equipment will list itself neatly at the bottom. All 
    arena creations drop decent equipment which sells well, and you'll be getting 
    loads of it. Sell all the stuff that you gain to the Arena guy and you'll soon 
    be rolling in money. Keep anything you particularly like of course, but you 
    should be selling the majority.
    Sometimes, instead of dropping the stat Sphere that you want, an Arena creation
    may drop Dark Matter. Don't moan that it's not what you want- it's precisely 
    what you'll be very thankful for later on. Don't do anything with it and 
    certainly never use them.
    In some cases it may be more economical to teleport to another area full of 
    empty nodes rather than travel there manually using up your valuable sphere 
    levels. To do this, continue to fight Chimerageist for Return Spheres. 
    8.2 Magic Defence 
    The only reason I'm listing this first is because, if you've followed my 
    reccommendations, you should have a nice supply of Magic Def Spheres from 
    One-Eye to use up. If these don't make all of their Magic Def stats 255 then 
    fight him for some more. This is also first because One-Eye is one of the 
    easiest stat maxing monsters.
    8.3 Evasion
    Having max Evasion will make life a lot easier in later battles, since many 
    potentially fatal physical attacks will miss you entirely, allowing you 
    dedicate much more time to attacking. You'll be fighting Pteryx for Evasion 
    Spheres. Pteryx isn't too tough - his Beak of Woe attack will do about 2,500 
    damage and inflict Curse and his regular attack will do around 4,000. Your 
    Accuracy stat should allow you to hit Pteryx two times out of three, but if 
    you're having problems just use Attack Reels.
    8.4 Accuracy
    Maxed Accuracy will also make your life easier since you will no longer have to
    resort to Overdrives all the time in order to hit various foes. However, 
    Hornet, who you'll be getting Accuracy Spheres from, is even nastier than 
    Pteryx. His regular attack inflicts Death, and if that doesn't work you'll 
    still be stuck with Silence and Blind. Venomous Stab inflicts Poison. Hornet 
    has more HP than Pteryx but is much easier to hit. Use Hastega, keep attacking 
    and Auto-Med & Auto-Phoenix will see to the rest. Hornet can cast Curaga but
    he will only do it occasionally and it won't inhibit you much.
    8.5 Agility
    Agility is vital in this game, and because of the CTB having maxed Agility 
    allows more tactical planning since you will have many turns to play with. 
    You'll be fighting Fenrir for Agility Spheres. Fenrir, appropriately, is very 
    fast. However you will almost always evade Fangs of Hell, so that's not a 
    problem. You're less likely to evade Fangs of Chaos, which will inflict Confuse
    and about 4000 damage, but a quick Esuna will sort that out. Cast Hastega to 
    make things easier. Fenrir has quite a lot of HP but now your Accuracy stat is 
    maxed you can hit him easily and just use Overdrives when they happen to be 
    full. He is tougher than those you have fought so far because of Confuse, but 
    not impossibly so. 
    8.6 Defence
    This is important to max next because with maxed Defence and Magic Defence 
    you're not as likely to be killed by anything a monster does to you, allowing 
    battles to proceed faster and more smoothly. You'll be fighting Tanket to get 
    Defence Spheres. He has considerably more HP but he's also quite slow, which 
    means you'll get lots of turns. You'll need them because you cannot inflict 
    maximum damage. Tanket can only attack one character at a time, and will 
    inflict 4000 damage and Berserk. Use Esuna. Be vigiliant in reviving because 
    Tanket will get very excited if only one character is left alive. So  just be 
    8.7 Strength
    All your defensive stats except HP are now maxed, so you shouldn't have much 
    problem with Juggernaut, who will drop Strength Spheres. One of his attacks: 
    Salvo; is elemental but is not a problem. Mostly you will be able to kill 
    Juggernaut before he has a turn, if you use Hastega. 
    8.8 Magic
    You think this has been boring so far? Then stop following this guide now. 
    Magic is an absolute headache to max because you'll be fighting Jumbo Flan. 
    This monster has three characteristics that will give you migraine:
    1. He absorbs all elements.
    2. He has Auto-Reflect.
    3. He is IMMUNE to physical attacks!
    However, he can be beaten in under ten minutes. Set everyone's Overdrive mode 
    to Ally. You can kill Jumbo Flan with Doublecast and Ultima, but this won't 
    give you an Overkill, so you must use Attack Reels. Use Hastega and defend 
    until all three Overdrive gauges are full, then get Wakka to use all three by 
    using Entrust. Doing this twice more will kill the Flan.
    8.9 Luck
    This will take the longest because you have to fight for Fortune Spheres to 
    activate Luck nodes, as well as Luck Spheres to make them in the first place. 
    Any existing Luck nodes that are less than Luck + 4 should be cleared and 
    refilled, in order to conserve space on the grid. You do not need to max out 
    your Luck to 255- there isn't enough space anyway. You are aiming for 130. To 
    gain Clear Spheres, defeat Ultima Buster once. This will not be a problem at 
    your current level. Use one Attack Reels to kill the arms and the head, then 
    just keep hacking away at the body with physical attacks. You only need to do 
    this once, then the Arena guy will sell them under Items at 10,000 Gil each. 
    Whenever you come across a Luck node that is less than Luck + 4, clear it & 
    refill it as below:
    To gain Fortune Spheres you'll be fighting the Earth Eater in the Original 
    section. After you hit him once he'll counter and kill one character, but 
    Auto-Phoenix will take care of that. Another hit will push him onto his back, 
    similar to the Chocobo Eater, and from now on he'll only counter with a weak 
    Flare. Use the Ally Overdrive mode and defend to fill your gauges quickly. You 
    can either kill the Earth Eater with two rounds of Attack Reels or one round 
    plus six regular hits, it's up to you.
    To gain Luck Spheres you'll be fighting Greater Sphere in the Original section,
    who is rather annoying since he counters Overdrives with Hydraulic Press which 
    will do 2,500 damage to Tidus and Rikku but much more to Wakka who doesn't have
    Auto-Shell. There is no need to cast Auto-Life so long as your HP is at maximum
    though. The real problem lies in the fact that he counters anything else with 
    Ultima which doesn't do that much damage but is a long sequence. The best 
    strategy is to use the Ally mode + Attack Reels trick again. Either two rounds 
    of Attack Reels or one round and four regular hits will kill him. 
    An interesting point about Greater Sphere is that he will sometimes drop armour
    with Auto-Phoenix and three blank slots. If you are lucky enough to get one of 
    these for Tidus or Rikku, hang onto it since they can form the basis of their 
    final armour. 
    The best pattern to adopt when raising Luck is to fight Great Sphere once and 
    Earth Eater three times. This gives you two Luck Spheres and six Fortune 
    Spheres which is enough to raise each character's Luck by eight.
    8.10 HP
    I left this until last since only Wakka actually has Break HP Limit at the 
    moment so it didn't really make a difference, but obviously when you're 
    fighting Penance you'll need a lot more. You can keep track of how much HP your
    characters without Break HP Limit have by looking at Wakka's - his will be 
    about the same as the others. The actual amount of HP gained is something that
    doesn't appear to be set in stone. More testing needs to be done in order to
    determine an average, but obviously not a lot of people will work their way up
    to this level, so evidence is fairly sparse. One fact is certain though: it is
    perfectly possible to get sufficient HP to beat Penance with either of the 
    Sphere Grids. From all the Penance games I've seen and heard about, the lowest
    total reached was about 25,000, and a friend of mine reached the highest, which
    was 37,000. In the particular test game for this guide, I reached 31,000 on the
    Standard Grid, which is what this guide is based on. However Penance can be
    beaten with much less than this. The minimum levels are 25,520 for Tidus, 
    25,618 for Wakka and 25,360 for Rikku. But if there are still any empty nodes
    on the Grid, carry on until you have filled them all, since the higher your
    HP is, the safer you will be.
    If by any chance you run out of empty nodes and have not reached the minimum
    levels, you will need to use Clear Spheres again. Clear HP + 200 nodes and fill
    them to make them HP + 300 (hence your characters bebefit by 100). But you 
    don't need to bother with this unless your characters haven't reached the 
    minimum levels by the time all the empty nodes are filled. 
    To gain HP Spheres you'll be fighting Ironclad in the Species Conquest section.
    Ironclad has a lot of HP but Attack Reels is actually rather weak against him, 
    so it's quicker to just cast Hastega and keep attacking. He'll counter every 
    attack with Repageki but you'll always evade it. He's not too fast but when he 
    does attack, Bushinzan will do 800 damage to both HP and MP on all characters, 
    and Shinryudan will do 700 damage to a single character. Neither of these is 
    anything to worry about.
    9.0 Final Armour
    Now that you're close to fighting the Dark Aeons, your temporary armour is no 
    longer much good. Your aim is to get everyone armour like Wakka (Break HP 
    Limit, Ribbon, Auto-Haste & Auto-Phoenix), to fully kit them out for Penance. 
    The two main methods are customising and beating Dark Yojimbo. There are two 
    realistic combinations you can choose according to your preference:
    1. Getting both armours from Dark Yojimbo.
    2. Getting one armour from Dark Yojimbo and customising the other.
    If you choose the second combination you MUST get the armour from Dark Yojimbo 
    first, purely for reasons of logic and probability. If you want armour for both
    Rikku and Tidus, you have a 2 in 7 chance of getting an armour you want, 
    whereas if you only need armour for one of them you only have a 1 in 7 chance 
    of getting it. In reality the chances are actually less than that since he also
    drops weapons and armour with Curseproof, but its the same principle.
    9.1 Beating Dark Yojimbo
    Why Dark Yojimbo? Have you even got a chance of beating him? Actually yes, you 
    have, and there are several reasons why it has to be Dark Yojimbo.
    1. Financial reasons. Dark Yojimbo is slightly different to the other Dark 
       Aeons, because to beat him properly you must beat him five consecutive times
       without saving. This means that if you beat him once you can save, reset, 
       and beat him again whilst still retaining the items/equipment that you won 
       from your first victory. Hence you can fight him as many times as you like 
       whilst accumuating a nice stock of equipment to sell and Dark Matter for
       customising (if you want to). You can also use him for getting more than one
    2. For reasons unknown, Dark Yojimbo is more likely to drop armour with the 
       combination of abilities you want (Break HP Limit, Ribbon and two blank 
       slots), than any of the other Dark Aeons. Each Dark Aeon has an ability 
       specific to them - for example Dark Valefor's is Auto-Regen and Dark Ifrit's
       is Fire Eater - and these are more likely to turn up on armour together with
       EITHER Break HP Limit OR Ribbon. But for some reason Dark Yojimbo will often
       drop armour with both these and two blank slots, rather than one of them 
       with his special ability: Curseproof. Hence you will get the right armour 
       more quickly if you fight him. 
    Before doing anything, a little bit of preparation is needed. If you haven't 
    already got a Return Sphere, fight Chimerageist to get one. Now customise First
    Strike onto a weapon that belongs to any character except TWR. Equip the weapon
    and replace Wakka with that character. The reason for this is that Dark Yojimbo
    always ambushes you, and if he first move is Wakizashi, you're dead. Also, set
    all your Overdrive modes to Comrade. That's all the prep you need, apart from 
    checking that you have sufficient Phoenix Downs, but you should always be doing
    You can find Dark Yojimbo in the Cavern of the Stolen Fayth. Go into the 
    farthest chamber, run up to the teleporter and then back towards where you came
    in. A rather angry summoner will appear and set Dark Yojimbo on you.
    You'll get the first turn regardless of the ambush. Swap that character for 
    Wakka who should cast Auto-Life on himself. If his first move is anything but 
    Wakizashi, use your next three turns for Hastega and Auto-Life. If he does use 
    Wakizashi, immediately recast Auto-Life with Wakka (DON'T try to revive the 
    other two) and continue to do so until he does Daigoro, which will only do 
    about 6,000 damage and Wakka is protected from Petrify by Ribbon so he'll
    survive. Then proceed to revive, cast Auto-Life, cast Hastega, & heal, in that 
    order. Incidentally Auto-Life is always more important than healing. I know 
    that sounds like a lot, but your maxed Agility gives you lots of turns. However
    he won't always open with Wakizashi so don't worry about it. Once everyone has 
    Auto-Life & Haste you can start attacking. Use physical attacks which will do 
    maximum damage, until you have three full Overdrives, then use Attack Reels. 
    Four lots of Attack Reels and two regular hits will kill him. His attacks are 
    respectable but nothing you can't handle. Daigoro does about 6,000 damage to a 
    single character and will cast Petrify in Tidus and Rikku, but Esuna will 
    quickly cure that; just remember to recast Auto-Life. It does have the 
    potential to shatter the character in question, but this is a rare occurrence. 
    Kozuka will do about 6,500 damage and cast Full Break. Ironically, it is better
    not to get rid of this by using Dispel because the next attack to that 
    character will do maximum damage, filling up the Overdrive gauges of the other
    two instantly. The victim won't come to much harm because they are protected by
    Auto-Life which you just have to recast. A regular pattern of attacking, Attack
    Reels + Entrust and healing with Curaga will have you beating him easily. Its 
    better to use Curaga every time someone gets hit rather than wasting items. 
    With your maxed Magic stat it will heal about 13,000 HP. The only sticky point
    is when he does Wakizashi. Auto-Life will revive you and you'll have exactly 
    three turns to recast it. The trouble is that Yojimbo is fond of doing 
    Wakizashi three or four times in a row, but you'll always get three turns 
    afterwards to recast Auto-Life. Just wait until the chain breaks. You may want
    to use a Megalixir after this happens, since Auto-Life costs 97 MP a go. You 
    got 30 from breeding Shinryu.
    I know this sounds long, but the above strategy involves solutions for every 
    possible scenario. In actuality you can easily beat Dark Yojimbo in about three
    minutes, since your Overdrive guages will fill up very quickly even without 
    Wakizashi. Incidentally; use Attack Reels every time you can, since you want to
    avoid his Overdrive filling - it does maximum damage and dispels Auto-Life so
    there's nothing you can do. But 99% of the time this will never fill before you
    kill him. 
    The armour you're looking for is the Sanctuary for Tidus and/or the Impervious 
    for Rikku. Just double check it has Break HP Limit as well as Ribbon and the 
    right number of blank slots.
    Personally, it only took me five tries to get the Sanctuary but its taken me up
    to twenty-five times before, so don't be surprised if it takes a while to turn 
    9.2 Customising 
    If you're absolutely sick of fighting Dark Yojimbo by now you can customise the
    third armour. If you got an armour for that person with Auto-Phoenix and three 
    blank slots from Greater Sphere then use that, otherwise buy a blank one from 
    Wantz. Then customise the following IN THE STATED ORDER:
    AUTO-PHOENIX (20 Mega Phoenixes)
    You may already have this on the armour, or if not, you have enough Mega 
    Phoenixes left to customise it.
    AUTO-HASTE (80 Chocobo Wings)
    You'll need to get some more of these by bribing a Machea (Omega Ruins). 
    600,000 Gil should get you between 70 and 80, which is more than enough since 
    you should still have 19 spare. 
    BREAK HP LIMIT (30 Wings to Discovery)
    It is very important that you get these before trying for Ribbon, because 
    you'll be fighting Shrinryu, who drops Wings to Discovery (two for an Overkill)
    as his common item and Dark Matters for his rare item. The more Dark Matters 
    you collect without meaning to, the less hassle you'll have trying to gather 
    the remaining number later. Shinryu is in the Original section. He's not too 
    difficult; he counters, but only with a very weak physical attack that will 
    barely tickle you. Shining is a multi hitter, but at 38 damage per hit its
    another tickler. The only dangerous attack is Eraser which will shatter one 
    character without fail; even those with Ribbon. But you'll have killed him 
    before he has time to shatter more than one of them. Two rounds of Attack Reels
    will kill him, so use the Ally/Defend/Entrust trick to fill your gauges 
    quickly. Or physical attacks work too. 
    RIBBON (99 Dark Matters)
    This is the big daddy of abilities; 99 of the rarest item in the game. The good
    news is that you should have gathered between 60 and 70 from since you started 
    maxing your stats. The bad news is that 20 or 30 are still hard to get. To 
    obtain them, you can fight any Arena Creation since they all drop Dark Matter 
    as their rare item, but I'd reccommend Couerlregina in the Area Conquest. She 
    goes down in four hits and doesn't counter, meaning you can win battles quickly
    and hence accumulate more Dark Matter. You'll find that once you get into your 
    stride you'll be getting it about once every six battles. Another possibility 
    is Chimerageist who goes down in two hits, but for some reason I found he was 
    less likely to drop Dark Matter than Couerlregina, but there's no logical 
    reason why this should happen. If you find Couerlregina isn't working for you 
    then feel free to experiment; you just need a monster that goes down quickly.
    9.3 Here We Go...
    WHEW, well that was a marathon - and not just for you; I beta tested the whole 
    thing, its not just from memory. Before you go on to the whole point of this 
    guide, you should check that your characters (TWR) meet the following criteria,
    just in case you've missed anything. If you have, then refer to the section 
    listed before continuing:
    - TWR's Celestial Weapons fully activated and equipped (Section 4.0).
    - All TWR's stats except Luck should be at 255. Luck should be at least 130 
      (Section 3.0, 6.0, 8.0).
    - TWR's HP should be at least 25,520, 25,618 and 25,360 respectively. The 
      higher the better. 31,620, 31,718 and 31,460 is preferable and perfectly 
      possible on the Standard Grid (Section 3.0, 6.0, 8.0). 
    - TWR should each have armour with Ribbon, Break HP Limit, Auto-Haste and 
      Auto-Phoenix on it, and have them equipped (Section 9.0).
    - You should have at least 2,000,000 (two million) Gil (Section 5.0).
    - You should have retained the 30 Megalixirs that you got for breeding Shinryu
      and the 60 Turbo Ethers you got for breeding the Bomb King (Section 3.0).
    This is just the checklist for the Dark Aeons; there will be another more 
    comprehensive one before you face Penance.
    You're ready. Good luck. 
    10.0 The Dark Aeons
    The Dark Aeons are basically "evil" versions of all Yuna's aeons.  They look 
    the same except they're mostly black and grey, and a lot tougher than Yuna's 
    aeons could ever be. They have many similar moves but with some nasty extras 
    added such as Mega-Graviton which hits you for 7/16 of you maximum HP. There 
    are many theories about their existence in relation to the storyline, but in 
    reality there isn't much relation at all since they were put in the European 
    version to make the game harder. Judging from the small scenes that you see
    before and after each battle, I'd say that they're merely the aeons of devout 
    Yevon summoners who are trying to kill Yuna because she's an infidel. But if 
    they're there, they have to beaten, right?
    Before you go anywhere, equip your No Encounters armour. Incidentally, 
    at this point Attack Reels becomes slightly less useful; you won't be relying 
    on it so heavily now. This is because although it does a lot of damage it 
    pushes Wakka right down the CTB bar and out of action for a while. Considering 
    that you can now do 99,999 damage per hit, it is far better to have Wakka do 
    many hits and also be available for healing, rather than sacrifice all that for
    one Attack Reels. Since this is the case, I won't be expecting you to fill your
    Overdrives before each battle. There are a couple of exceptions to this, but 
    I'll indicate when this is the case. Finally; you should now set your Overdrive
    mode to Comrade rather than Ally. 
    10.1 Dark Valefor
    You can find Dark Valefor at the entrance to Besaid Village. Unfortunately the 
    airship drops you off at the other end of the island so you have to trek across
    it first. Save at the top of the hill leading down to the village in case you 
    die, but that's very unlikely. Walk into the village to initiate the battle.
    This Dark Aeon is an absolute piece of cake. You have exactly the right number 
    of turns before her to kill her off. Just keep physically attacking - there's 
    no need to even bother with Auto-Life. If you happen to be unlucky (probably 
    about a 0.000001% chance) and she evades one of your hits, she'll use her first
    turn to do either a physical attack, Sonic Wings or Energy Ray if her Overdrive
    is full. None of these are a worry to you; just keep on attacking and she'll go
    down before her second turn. Bu don't be lulled into a false sense of security;
    she is the easiest of the Dark Aeons.
    10.2 Dark Ifrit
    Fill your Overdrives before this one.
    To find Dark Ifrit, head to Sanubia Desert - West. Make sure you visit the Save
    Point in Central first. At the end of the screen you'll see a woman. Go over 
    and talk to her & select "Yes" when prompted. After the scene, run forwards 
    towards the cliff to initiate battle.
    Dark Ifrit is a much tougher cookie than Dark Valefor, mainly because he'll 
    counter anything you do with a physical attack which does about 9,000 damage 
    and you can't evade it. This slows you down considerably, so the best way to go
    about it is simply two rounds of Attack Reels (use Entrust for the second, 
    obviously), which should kill him. If not then a third one definitely will. A 
    very easy battle.
    10.3 Dark Ixion 
    To find Dark Ixion, go to Thunder Plains - North and run straight ahead. You'll
    see a Yevon soldier standing under one of the towers. Talk to him, and battle 
    will begin after a brief scene.
    Like Dark Ifrit, Dark Ixion will counter but you will always evade it. 
    Otherwise, Thundaja will do about 4,500 damage to a single character and his 
    Overdrive will do 12,300 damage to all. You still get frequent turns in this 
    battle, but you'll probably be hit with two Overdrives before you defeat him. 
    Incidentally I think there's a game glitch here, since he does Aerospark for 
    his Overdrive rather than Thor's Hammer. As long as you keep using Curaga 
    there's no need for Auto-Life and the battle should be over quickly. Just keep 
    using physical attacks since Attack Reels is pretty weak against him and pushes
    Wakka down the CTB bar. 
    However, things aren't over yet. After you get back to the field screen, dash 
    to the Save Point on the right. Then wait for Dark Ixion to reappear as the 
    lightning strikes; just run into him to start the second battle. This is even 
    easier since he has lost his ability to counter, meaning you can defeat him 
    more speedily. Just keep physically attacking and keeping up the Curagas. He'll
    probably only get one turn and he certainly won't get to use his Overdrive. 
    Again; an easy battle.
    10.4 Dark Shiva
    From now on the difficulty level increases: Dark Shiva can actually kill you, 
    so be prepared for a tougher battle. You can simplify it with Attack Reels, but
    personally at this point I was beginning to feel that Attack Reels was almost 
    as bad as Zanmato, so there are two strategies here: one with Attack Reels, one
    without. Its up to you how much you want to prove your prowness.
    To find Dark Shiva simply try to enter Macalania Temple and she'll be set on 
    you by the Guado.
    Fill at least one person's Overdrive before battle. Use one round of Attack 
    Reels and one physical attack. Ba-boom. You're done.
    Only for the hardcore :p Start the battle with casting Auto-Life on everyone, 
    since her Overdrive (Diamond Dust) can kill you. But we'll worry about that 
    later. For now; her physical attack will do 4,500 damage and dispel Auto-Life. 
    Make sure you recast it immediately. Heavenly Strike is instant death for one 
    character, regardless of Ribbon. Recast Auto-Life then heal the character 
    immediately. Auto-Life is ALWAYS more important than healing in this battle. 
    You should manage ok until she lets loose a Diamond Dust. After Auto-Life 
    revives you you'll get precisely three turns. Use it to recast Auto-Life. 
    After her move, recast Auto-Life on the character who no longer has it. Your 
    number of turns will decrease sharply here since you've taken a battering, but 
    you mustn't get bogged fown in healing otherwise you're at a stalemate and 
    won't beat her. Your two priorities are to keep everyone Auto-Life'd and above 
    5,000 HP so that her physical hits can't kill you. I suggest that when you have
    Auto-Life'd everyone after Diamond Dust you simply use a Megalixir, then 
    concentrate on attacking. This will also restore your MP which is swiftly 
    depleted by continuous Auto-Life. Unless your two priorities aren't fulfilled, 
    you should be attacking at least once every round. Keep this up and you'll 
    eventually overcome her; she doesn't actually have that much HP.
    You'll be chased by Guado after the battle, but this stops once you exit the 
    temple area.
    10.5 Dark Bahamut
    After some thought, I've decided that you should fill your Overdrives before 
    this battle. It is possible to beat him without Attack Reels, but even with it 
    this is a long and arduous battle. If I had to say which Dark Aeon was the most
    difficult, I'd say Dark Bahamut.
    To find him, go to Zanarkand and head to the area where you fought Yunalesca. 
    Dark Bahamut lies in wait for you.
    First of all I'll explain why Dark Bahamut is difficult without Attack Reels. 
    It is because he counters with Impulse, and although he doesn't counter every 
    time (about 1 in 4 times), when he does Impulse does 6,800 damage to all and 
    casts Full Break, so anything after that will kill you. This means that you 
    have to cast three Curagas and three Dispels: six turns altogether. On the 
    whole you don't tend to get much more than six turns between his attacks, so
    you barely ever get a chance to really go on the offensive. However with Attack
    Reels, you can do more damage per hit, and you'll have plenty of time to devote
    to healing while you're waiting for your gauges to fill up. You'll still have 
    to get rid of Full Break occasionally, but don't worry: it won't dispel 
    So, start the battle with Auto-Life as always. Dark Bahamut's physical attack 
    will do 13,100 damage but one shot of Curaga deals with that. Impulse, when he 
    uses it, will do 6,800 damage apiece and Full Break. You should devote six 
    turns to remedying this and save your Megalixirs for real emergencies. Keep 
    using Attack Reels with Wakka and have the other characters use Entrust, 
    Curaga and Dispel. Don't forget that you'll also be doing damage through 
    counterattacks with Tidus and Wakka. Ironically, your best chance to go on the 
    offensive is when his Overdrive gauge is full. Mega Flare will kill you even if
    you are on maximum HP, so just forget about healing and attack; although make 
    sure each character is above 7,000 HP so that Impulse doesn't kill you before 
    Mega Flare. Once he's done Mega Flare and Auto-Life has revived you, 
    unfortunately you'll only get two turns before his next attack. Nevertheless 
    you should use them to recast Auto-Life on two characters. Its not too much of 
    a problem since even if his next physical targets the non Auto-Life'd 
    character, Auto-Phoenix will revive them. Get Auto-Life recast on everyone and 
    then use a Megalixir, to get you back on track more quickly. The good news is 
    that all three Overdrive gauges should be full afterwards, so you can get your 
    revenge with three rounds of Attack Reels. Keep to this pattern, paying 
    specific attention to Auto-Life and you'll eventually beat him, although it
    takes a long time. It took me twelve rounds of Attack Reels and nine
    counterattacks before he fell. 
    10.6 Dark Yojimbo
    Lets face it, you've already decked this guy several times. He's not a problem.
    You know where to find him. Just remember that although you may touch a Save 
    Sphere to heal, you mustn't save. Once you've defeated him in the first round, 
    keep running back through the cave and his summoner will ambush you at four 
    more intervals. However it can be easy to miss one of these. The second attack
    will be at the first four-way junction. At the second four-way junction you
    should run to the right into the passageway where the chest containing a Lv 2
    Key Sphere was, instead of South towards the exit. Keep heading out of the cave
    after this encounter and the fourth attack will take place in the middle of the
    next large cavern. Keep running out and the final attack takes place in the
    entrance cavern. This one looks like an ambush but it isn't.
    Remember that you must put in a character with First Strike for the first 
    battle, but none of the subsequent ones are ambushes. Cast Auto-Life and then 
    get cracking. Don't bother with Attack Reels; its easier just to hit him. 
    Things will actually be easier this time. Although Kozuka will now do 12,000 
    damage to one character (no Auto-Protect anymore), Wakizashi will do around 
    26,000 damage, so if you are vigilant about keeping your HP at maximum (i.e. 
    using Curaga after Daigoro and Kozuka) you should never die. After a Wakizashi
    use one Megalixir and three rounds of Curaga; you've got more than enough turns
    to do so. Go back and touch the Save Point after each battle to heal yourself.
    DON'T let his Overdrive fill up - use Attack Reels if it get more than three
    quarters full. 
    10.7 Dark Anima
    Dark Anima is another toughie, but not so difficult as Dark Bahamut. Even so, 
    this battle will be very protracted.
    To make Dark Anima appear you must return to the Gagazet Mountain Cave and 
    complete the trial where Wakka must throw a ball at a target. Unfortunately 
    each time he misses you must fight a battle so be careful with your aims. Once 
    you have succeeded Dark Anima will appear at the base of Mt. Gagazet. Teleport 
    back there, save and run towards her. 
    Again, don't bother with Attack Reels, jusy start the battle with Auto-Life and
    attack her physically. None of her attacks are devastating apart from her 
    Overdrive: Oblivion. Her physical attacks are relatively weak; doing only 3,200
    damage, but they will also inflict Curse. However you're not using any 
    Overdrives so don't waste time getting rid of it. Pain is like Heavenly Strike 
    - instant death for one character, no escape. Simply revive and cast Auto-Life.
    What is vitally important in this battle is keeping your HP at maximum. Always 
    attend to this before attacking. This is because Dark Anima's third move is the
    infamous Mega-Graviton which hits you for 7/16 of your maximum HP. This results
    in about 13,000 damage to all. Admittedly you have 31,000 but if you're on any 
    less than maximum it will take six rounds of Curaga to bring you up to speed,
    whereas three will suffice if you were on maximum when she did it. So the order
    of priority in this battle is Auto-Life, healing, attacking. Oblivion is 
    devastating and rather annoying. It will kill you even if you are on maximum HP
    (so adopt the same tactics as with Dark Bahamut - forget about healing when her
    Ovedrive is full), but it will also reduce your MP to 0. Hence although you 
    have three turns when you are revived, you have no MP to cast Auto-Life. The 
    best thing you can do is use a Megalixir and then two rounds of Auto-Life. If 
    she does Pain or a physical attack afterwards then its easy enough to get back 
    on track but if she does Mega-Graviton you'll have to cast two rounds of 
    Auto-Life again and wait until she does something you can deal with. If you are
    unlucky enough to get Mega-Graviton straight after Oblivion then use Megalixirs
    for healing. Keep to this pattern and you'll be fine, although this particular 
    battle can sap your endurance more than the others because Dark Anima doesn't 
    "droop" once she's lost half her HP, unlike the other Aeons. Well actually she 
    does but its impossible to tell. Hence you have no way of telling how far 
    you've got to go before killing her and the battle really drags out. But hey, 
    she's not there to be beaten by just anyone. 
    10.8 The Magus Sisters  
    Fill your Overdrives before this battle, and make sure you have enough Phoenix 
    After very many tries, I've concluded that it is next to impossible to beat the
    Dark Magus Sisters. The fact that there's three of them gives you fewer turns 
    and Delta Attack does over 99,999 damage to all and dispels Auto-Life. What can
    you do? Well of course you can do something! You couldn't get Penance to 
    appear unless there was a way. Go to Mi'ihen Highroad and ride a Chocobo 
    northwards. Save at the top of the Highroad and head into Mushroom Rock Road. 
    Talk to the two summoners there and allow yourself to be chased down the left 
    hand path. Resist the urge to use the Save Sphere here because if you die & 
    restart from it, you won't find the Sisters. Take the platform upwards and 
    start running. The summoners will follow you and a mini-game will commence. Its
    not a difficult concept; all you have to do is run down the road as fast as you
    can. If you get far enough you will lose one pursuer, meaning that you will 
    only have to fight two of the three Sisters. If you can lose two pursuers then
    hats off to you; I couldn't, so this strategy is based on fighting Sandy & 
    Mindy, and then fighting Cindy separately. You shouldn't need a strategy for 
    beating Sandy/Mindy separately. Be warned this mini game may take a bit of 
    practice; Mushroom Rock Road is deliberately set out awkwardly. Reset if they 
    catch you before you lose one pursuer.
    Start the battle with Sandy & Mindy by casting Auto-Life. For some completely 
    illogical reason it is impossible to hit Mindy with normal physical attacks, 
    therefore you must use Attack Reels whenever you can and concentrate normal 
    hits on Sandy. Without their third, the Sisters aren't that dangerous since 
    they cannot do Delta Attack. To compensate for this they will wait until both 
    their Overdrives are full and unleash two consecutive rounds of Mega-Graviton. 
    You will only survive this if you are on full HP, hence healing is again a 
    bigger priority. Afterwards, use two Megalixirs and Curaga to get back on 
    track. As far as other attacks are concerned, Passado does instant death on one
    character so make sure you recast Auto-Life and heal to maximum. Razzia will do
    99,999 damage to a single character AND dispel Auto-Life; hence why you need a 
    sufficient number of Phoenix Downs. Auto-Phoenix will handle the reviving, but 
    you must again heal to maximum. Both Sandy and Mindy's physical attacks will do
    around 12,000 damage which isn't a problem. Just keep Auto-Life'd and 
    completely healed, then use Entrust and Attack Reels where possible, otherwise 
    just use physical atacks on Sandy. Life will be much easier once one Sister is 
    dead. The only other attack you have to watch out for is Calamity, which Mindy 
    will cast occasionally. This doesn't do any damage but inflicts Full Break. Use
    Dispel to get rid of this (it won't dispel Auto-Life).  
    After this battle, run back the way you came until you run into Cindy. She 
    isn't a problem; you'll get loads of turns. She does Mega-Graviton as her 
    Overdrive but only one round so its not so serious. But err on the side of 
    caution and keep Auto-Life'd with HP at maximum. Her physical attack will do 
    12,000 damage and also dispel Auto-Life, so be vigilant about recasting it. 
    Camisade will do 99,999 damage and 999 MP damage to a single character. Recast
    Auto-Life, use Curaga and then use a Turbo Ether after this. It won't be long 
    before she dies.
    Congratulations! You've just beaten ten of the toughest superbosses Square has 
    ever produced. A scene will trigger and you can view the arrival of your 
    ultimate adversary...
    11.0 What You Will Need to Do Before Fighting Penance
    Now although Penance has appeared; you can't just go rushing in head first. 
    There's some preparation to be done. The "ideal" situation takes a while to set
    up, and I'll admit that I didn't fulfill every single item criteria. The ideal 
    situation merely means that during that battle you are absolutely 100% safe as 
    far as items are concerned. You can get away with less, but if the battle goes 
    badly you may run out of certain things and be in big trouble. Its your call 
    how much prep you do. I'll list what you ideally need as far as items are 
    concerned, and then list how many I started and ended with in my battle; to 
    give you a guide. I'd say the battle I had was about medium - things can get 
    much worse. But its up to you how well you prepare.
    11.1 The Ideal Setup
    The ideal setup before the battle includes:
        - TWR's Celestial Weapons fully activated and equipped (Section 4.0).
        - All TWR's stats except Luck should be at 255. Luck should be at least 130
          (Section 3.0, 6.0, 8.0).
        - TWR's HP should be at least 25,520, 25,618 and 25,360 respectively. The 
          higher the better. 31,620, 31,718 and 31,460 is preferable and perfectly 
          possible on the Standard Grid (Section 3.0, 6.0, 8.0).
        - TWR should each have armour with Ribbon, Break HP Limit, Auto-Haste and 
          Auto-Phoenix on it, and have them equipped (Section 9.0). 
        - Rikku's Overdrive mode should be set to Comrade.
        - Rikku's Overdrive gauge should be full before the battle.
        - You should have 99 Phoenix Downs. [I had 99 and had 17 left]
        - You should have 99 Hi-Potions. [I had 99 and had 42 left].
        - You should have 99 Lv 1/Lv 2 Key Spheres [I had 99 and had 42 left]
    This doesn't mean that you should have 99 of each; but the combined total 
    should be 99 or more. For example you could have 63 Lv 1 Key Spheres and 36 Lv 
    2 Key Spheres. You can get Lv 1 Key Spheres by bribing Imps (Cavern of the 
    Stolen Fayth). 300,000 Gil will get you 20. Do the maths and alter the amount 
    if you want more. You can get Lv 2 Key Spheres by bribing a Behemoth (Mt. 
    Gagazet). 800,000 Gil will get you 40. 
         - You should have 69 Purifying Salts. [I had 69 and had 68 left]
    You don't really need 69 of these but you already have them from breeding 
         - You should have 99 Healing Waters. [I had 63 and had 22 left]
    This is where gaining the items gets harder. To get these you can bribe 
    Anacondaurs (Calm Lands). One million Gil will net you 60. You should have 
    amassed about 5 million Gil by this time so you could get 99, but read the next
    item criteria first. If you choose just to get 60 you could steal maybe an 
    extra 15 from Adamantoises (Inside Sin) who yield one per steal, giving you 75.
         - You should have 99 Megalixirs. [I had 86 and had 14 left]
    The Megalixirs are crucial during Penance's second form (yes he has one of 
    those), but they are very expensive to get. You should have 15-20 left over 
    after fighting the Dark Aeons which is a good start. To gain more you'll have 
    to bribe a Varuna (Omega Ruins). Three million Gil will get you 30; they don't 
    come cheap. Try to spend at least six million Gil on them, even if you have to 
    go back and fight some more Mimics for the money. Also; sell any superfluous 
    equipment. All you need are the Celestial Weapons, your final armour, your 
    Capture weapons, your sphere levelling weapons and one weapon/armour apiece for
    each other character. Sell absolutely everything else. Even so, your funds will
    be completely cleared out, but its not as if you'll be using them for anything 
    else. If you have delusions of making all seven characters powerful then that's
    your problem. If you get 60 Megalixirs from bribing and have 15 left that gives
    you 75 which is cutting it very fine. Try to have at least 85, if you can't be 
    bothered to get 99. 
    That's it. After you've done all that, you're ready. Board the airship and 
    save. Then talk to Cid and select Penance as your destination in order to enter
    12.0 Penance Strategy
    Before proceeding to the blow-by-blow strategy I'll outline some general 
    Somewhat ironically; you won't be using Attack Reels in this battle, nor 
    Entrust. The only Overdrive you'll be using is Rikku's Mix. Commit this 
    combination to memory:
    Final Elixir = Hi-Potion + Lv 1 Key Sphere/Lv 2 Key Sphere.
    This is the only combination you'll be  using, simply because it's the only 
    move in the game that will heal more than 9,999 HP in one round for all 
    characters. You won't have the time to be messing around with Curaga like 
    before. Also, you will no longer be using the "Attack" command. Whenever 
    physical attacks are referred to during the strategy, it means using Quick Hit 
    in the Skill menu. DO NOT FORGET THIS. 
    The key to beating Penance is not simply being powerful; it's the way you use 
    your turns and making efficient use of your time. If you learn how to use them 
    correctly you can have almost perfect control throughout the battle; and that 
    includes predicting Penance's attacks. This is greater control than you had in
    any of the Dark Aeon battles, however it has a flipside; make one wrong move 
    and you'll be dead before long. That's why this battle requires sustained 
    concentration for over an hour. Don't try to do it when people are talking to 
    you or you're having to get up and down, because you'll lose your concentration
    and forget what stage you're at. Also; be prepared for the battle to take a 
    very long time; much longer than any other superboss you've ever faced. 
    Finally; a summary of exactly what you'll be facing. Penance is made up of 
    three parts: the body and two arms. In the CTB bar the body is represented by 
    the normal Boss symbol, the right arm is Boss 1 and the left arm is Boss 2. It
    is vital to kill off the arms before paying attention to the body since 
    otherwise they will combine to perform Judgement Day - an attack that will kill
    you regardless. The arms have three attacks apiece. The Left Arm does a 
    physical attack, Slowga and Mega-Graviton and the Right Arm does a physical
    attack, Calamity or Mighty Guard. Mega-Graviton is the most deadly attack here,
    therefore the Left Arm is a greater danger. The body only has two attacks - 
    Obliteration (26,000 damage to all) in his first form and Imoliation (29,000-
    99,999 damage + 999 MP damage to a single character) in his second form. None 
    of these attacks are deadly by themselves; in fact the only reason that Penance
    is so difficult is because he has three parts. In a way he is actually easier 
    than the Dark Magus Sisters when you fight them together. The only other thing 
    that makes the battle so difficult is that you get NO RESPITE from Obliteration
    or Imoliation; the body will use each one on every single turn. Whereas 
    although Dark Yojimbo's Wakizashi did more damage than Obliteration, he 
    wouldn't do it every time. Oh and Obliteration also casts all status effects 
    that Ribbon protects against (so everything except Death, Curse & Full Break), 
    so if you've been made enough not to give one character Ribbon, your good luck 
    ends here. If all three have Ribbon then all you need to worry about is the 
    I've decided that the best way to demonstrate that the strategy for this battle
    is to outline the first few moves that will happen and that will establish your
    regular pattern of movements. Remember that you MUST use Quick Hits instead of 
    regular attacks, and the combination for Rikku's Final Elixir Overdrive. You 
    must use Quick Hits even if they don't make any difference in the visible part 
    of the CTB bar, because they will still make a difference further down. 
    12.1 The First Form
    At the beginning of the battle you will have exactly six turns before Penance. 
    This is convenient since it takes exactly six hits to kill one arm (remember 
    this for future reference). There is no need to cast Auto-Life in this battle 
    since you shouldn't ever die. Get straight in there with six Quick Hits to the 
    Left Arm. Remember that the Left Arm is more deadly than the Right Arm. You 
    should have three turns left over to begin attacking the Right Arm. Penance
    will now do Obliteration, reducing you to critical HP. DON'T panic and use 
    Rikku's Overdrive as soon as she gets a turn; remember that the arms will never
    get a chance to attack you so you don't need to heal until Rikku's last turn 
    before Penance's next attack. Simply land three more hits on the Right Arm to 
    kill it. You will now get a few spare turns to attack the body (remember that 
    the ONLY time you can attack the body is when neither of the arms are present 
    and it isn't Rikku's last turn before Penance). When you get to Rikku's last 
    turn before Penance this time, test whether a Quick Hit will squeeze her in 
    another turn before him. If it will then do a Quick Hit now and use her 
    Overdrive on the extra turn. This way you are maximising the number of turns 
    you can use to attack the body. Now you'll be hit by another Obliteration and 
    the Left Arm will regenerate. Kill it off, by which time the Right Arm will 
    also have regenerated. Attack it until you have TWO TURNS left before the next
    Obliteration. You may have noticed that the last one didn't quite fill Rikku's 
    Overdrive gauge. Hence you must use the two turns to use two Healing Waters; 
    healing everyone by 19,998 HP. It doesn't get you up to maximum but its enough 
    to survive on. Why not use Entrust? Because Entrust pushes a character further 
    down the CTB bar than Use. Again; it's all about economic use of turns. Now its
    another Obliteration. Finish killing off the Right Arm, hit the body if you can
    (you will not always get a chance), start again on the Left Arm, and when you 
    need to heal you'll find that the last Obliteration filled up Rikku's Overdrive
    ready for you to use.
    This strategy forms itself into a basic pattern of attacking and healing that 
    will repeat itself until Penance changes to his second form (after you've taken
    off three million HP). If you use it correctly, the arms will never get a turn.
    For reference, here is a summary of what you need to do and the points you need
    to bear in mind:
     - Kill the arms first (at the beginning of the battle start with the Left 
       Arm). They must be killed before they get a turn. You MUST attack the arms 
       if a) they are present and b) you are not on Rikku's last turn/the last two 
       turns before Obliteration.
     - You must alternate between Final Elixir and two Healing Waters for healing. 
       Only use these on Rikku's last turn/the last two turns before Obliteration. 
     - ONLY attack the body if a) neither of the arms is present and b) you are not
       in one of the two situations where you must heal.
     - This is somewhat obvious but don't start attacking one arm then change your 
       mind and attack the other.
     - Keep a constant eye on the CTB bar. Turn calculation is a vital part of 
     - ALWAYS use Quick Hits to attack.
    12.2 The Second Form 
    After you've taken off three million HP, the part of Penance that does 
    Obliteration will drop off (never will I forget my feelings when I thought this
    meant I had beaten him). Since he still has three quarters of his HP this could
    be considered as his main form. Unfortunately things start to get a bit more 
    dodgy here. The strategy for the first form is absolutely 100% safe. I'd give 
    this one about 98%.
    The new & improved Penance will open with Immolation. The good news is that 
    this only targets one character. The bad news is that about 75% of the time it 
    will kill its victim, and will also rob them off all their MP, which 
    complicates things somewhat. There seems to be no logic in how much damage the 
    attack does. I've beaten Penance three times and overall the attack has varied 
    between 29,000 and 99,999 damage. So whether the character dies is a question 
    of luck. 
    For this strategy I'll take the worst case scenario: the character does die. 
    Auto-Phoenix will revive him/her, but he/she won't have any MP and hence will 
    be unable to use Quick Hit and will be pushed down the CTB bar as a result of 
    dying. In contrast to the strategy with the first form, you should heal as soon
    as possible; i.e. the first turn after the character has been revived. You now 
    have a new method of healing since Rikku's Overdrive will no longer fill at a
    regular pace. You should now use Quick Pockets and one Megalixir. Why use it as
    soon as possible? Because Quick Pockets will give you even more extra turns 
    than Quick Hit. Why only one Megalixir? Given the damage that Immolation does, 
    its not worth healing up to maximum HP only to be killed anyway. You only need 
    MP for Quick Hit so theoretically you could just use a Turbo Ether, however 
    this would mean that Immolation would definitely kill one character per round, 
    which puts strain on your stock of Phoenix Downs. Using a Megalixir has a 
    gradual Regen effect on the whole party; leaving some of them on full HP and 
    standing a small chance of not dying by Immolation. For example take this 
    scenario below:
    Tidus was hit by Imolation this round. He is on 9,999 HP.
    Wakka was hit by Imolation last round. He was healed by a Megalixir and is now 
    on 19,998 HP.
    Rikku is on full HP.
    Using a Megalixir to heal Tidus will result in the following:
    Tidus: 19,998 HP.
    Wakka: 29,997 HP.
    Rikku: Full HP.
    Wakka's HP has increased enough to give him a chance of surviving the next 
    Immolation - a very small chance admittedly, but still a chance. 
    So yeah; you should now use Quick Pockets + a Megalixir the turn after 
    Immolation, even if the target character doesn't die. 
    Once you've done this, resume the normal pattern of killing the arms then 
    attacking the body; only heal on the turn after Imolation, although sometimes 
    you will have to adjust this now. If using that particular turn is not going to
    leave you enough turns to kill the arm you are currently attacking, then don't 
    heal until you have killed that arm. It is still just as important that the 
    arms don't get a turn. 
    That's it: just keep this pattern up until he dies. Never let your attention 
    wander away from the pattern; you should always know exactly what stage you are
    at (e.g. how many hits you have landed on an arm). 
    Provisional Note:
    There is a small chance that during the transitional period between the first 
    form and the second form, the Right Arm may unavoidably sneak in one turn. This
    will either by Calamity, a physical attack or Mighty Guard. You can only allow 
    one turn to deal with whatever it does, and that turn should come AFTER you've 
    killed it. If the Left Arm regenerates as soon as you've killed the Right Arm 
    then check in the CTB bar that you've got eight turns (six to kill the arm 
    before its turn, one to use a Megalixir before Immolation and one extra to deal
    with what the Right Arm did). If it did a physical attack then you only need 
    the normal seven turns, so all you need to do to remedy this is a Megalixir as 
    normal. If it did Calamity you should use the extra turn for Dispel on the 
    affected character. If it did Mighty Guard you should use the extra turn to use
    a Purifying Salt on Penance. If you haven't got that extra turn then just keep 
    going as normal until you have. Sacrifice a turn you would normally use to hit 
    the body if necessary. 
    And if all this goes right, then congratulations!! You've just beaten the 
    toughest superboss Square has ever come up with. You can now look forward to 
    absolutely no extra scenes and generally nothing being different to how it was 
    before. It was so worth it, wasn't it?
    Well, you have the pride. 
    If there is anything in this FAQ that you're having trouble with or don't 
    understand then please don't hesitate to email me at intradance@hotmail.com 
    I'm eager for all feedback on this since its my first ever FAQ. I hope that its
    been useful to you. ^_^
    13.0 Credits 
    Inanimate objects before people: the most credit goes to the  European Final 
    Fantasy X strategy guide, published by Piggyback, for providing me with 
    countless bits of information that are essential to this FAQ. And I'd also like
    to thank them for writing a Penance strategy that was no use to anybody, since 
    it gave me the chance to write a decent one ^_^. This strat guide really is an 
    invaluable reference book for anyone attempting this FAQ; I'd definitely
    reccommend it. You can buy it for about £9.99 on Amazon now, I think.
    Somewhat obviously; many thanks also go to Squaresoft for creating such an 
    utterly brilliant game with far more diversity and challenge than any other 
    Final Fantasy to date. 
    Next, many many thanks to my partner Dominic for his neverrending patience with
    my obsession for this challenge, also for encouragement when I thought 
    everything was going to fall apart, and for preventing several controller 
    breakages. I love you sweetheart ^_^ 
    Also I'd like to say a big thanks to my good friend Karl (or Ozma Omega) for 
    being my patient and determined beta tester which provided a lot of feedback 
    that improved this FAQ. And also thanks for listening to my ramblings on minor 
    strategy points which I'm sure weren't interesting to anyone but me. You've 
    been a real help, Karl.
    Finally, many thanks to the people on the forums at the UFF Site 
    (www.uffsite.net) for endlessly interesting Final Fantasy conversation that 
    encouraged me to write such an in-depth FAQ; you guys are all great.
    Final Fantasy X is a trademark and copyright of Squaresoft 

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