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Area Rewards
  • Al Bhed Primer II

Chests

  • Moon Crest
  • Antidote x2
  • Antidote x2
  • Phoenix Down
  • Hi-Potion
  • Phoenix Down
  • Hi-Potion
  • 400 Gil
  • Potion x2
  • Rod of Wisdom

NPC Gifts

  • Potion (5 total)
  • 200 Gil
  • Hi-Potion x2
  • Energy Blast
  • Seeker's Ring
  • Ether
  • 400 Gil
  • Remedy
  • Phoenix Down x3

Return Rewards

  • Hi-Potion
  • White Magic Sphere
  • Potion x2
  • Elixir
  • Evasion Sphere

You'll regain consciousness in a warm, tropical ocean. Things might be looking up — and you get hit on the head by a Blitzball. Not much has changed, then…

Meeting Wakka and the Besaid Aurochs[edit]

Before you swim towards the shore and the people there, head right to one of the small coves at the edge of the accessible water. The chest here contains the Moon Crest, (Key Item needed to complete Yuna's Celestial Weapon. It will be a while before you use it, but collecting it now will save you time later). The chest on the bottom left of this beach area, by the shacks, contains Antidote x2. Once you've picked these up, head towards the people on the shore.

After Wakka's introduction and the scenes, talk to each member of Besaid Aurochs a few times, they will give items (except Letty) (Potion - 5 total, 200 Gil and Hi-Potion x2), then follow Wakka (use the Save Sphere if you want to). Wakka will lead you to a small alcove above a beautiful lake. What a peaceful area! But not for long... Wakka pushes you in. Great way to start a friendship. The only monsters you will encounter in the water are Piranhas. There's Antidote x2 in a chest that's easy to spot along the water path, and two other chests which are slightly harder to find, which contain a Phoenix Down and a Hi-Potion. Once you reach the end, you'll go through a few scenes. Follow the path downwards, endure yet another cutscene, then you'll be in Besaid Village.

Besaid Shop
Potion 50gil
Phoenix Down 100gil
Antidote 50gil

Check around a bit; there's Phoenix Down, Hi-Potion, 400 Gil, and Potion x2 in some chests in a secret path area to the left (between the Item shop and the Crusader Lodge), and further down another chest with some more stuff. Have a look in the houses as well if you want, otherwise head to the house-tent in the top left of the village (don't go in the temple just yet). You'll be introduced to the Crusaders. Pick up the Al Bhed Primer II, and then head towards the back and you'll find a Save Sphere to use if you need to. Once you're done in here (there's also a help console in here if you need to use it, for example if you missed or forgot the Sphere Grid tutorial), head outside and towards the large temple.

Introduce yourself to the Yevon priest standing by the stairs, and check the side rooms if you want. Talk around — there's a guy who will basically outline everything you've been told so far. Head outside again, and go inside Wakka's house. If you missed anything, choose to leave; otherwise, accept Wakka's offer to rest. After Tidus' flashback, head out of the house and go back to the temple. Head inside, and talk with Wakka. You'll barge into the Cloister of Trials, much to Tidus' regret.

Besaid Temple: Cloister of Trials[edit]

This is the way the summoner and her guardians are tested — by a set of supposedly dangerous puzzles involving glowing spheres. Begin by examining the symbol on the wall across the entrance with the floating unreadable characters. A green glyph will then appear on the right hand wall in front of the Yevon symbol on the floor. Go over and touch it, and the wall will rise through the roof, revealing some stairs. Head down, and interact with the wall slot on the way down to have a brief introduction to the types of spheres you'll encounter inside Cloisters of Trials. Glyph Spheres trigger all sorts of things, as do Besaid Spheres (Besaid Spheres get replaced by the respective temple name spheres, and do things loosely related to their temple). Destruction Spheres are necessary for getting the extras from each temple including important sidequests found much later on in the game. For now, take the Glyph Sphere from the slot and take it down to the door at the bottom. Insert it and the door will open.

Ignore the slot on the outside wall around here for the mean time. Head around to the floating symbols on the next wall, and touch them to open up another section of wall leading to a room with lots of glowing blue lines. Take the Besaid Sphere from this wall and put it in the slot opposite the room you were just in. The wall will disappear, revealing a pedestal and short tutorial. (Pedestals are usually accompanied by a small shining glyph that appears as a white light on the floor. If you move the pedestal in the wrong direction, you can step on this glyph to restore the pedestal to its original position). Ignore the pedestal for now. Time to find the Destruction Sphere (Pushing the pedestal will complete the trial without finishing it 100%. Enabling you from opening the Destruction Sphere treasure until way later in the game, by which time a certain absurdly difficult superboss, Dark Valefor, will be waiting in front of Besaid Village. Barring your access. It's not worth the hassle of trying to get past it while really under leveled, to return for the Destruction Sphere treasure. Make sure to get it now.).

Head back to the door that you opened with the Glyph Sphere and put it in the spare slot you saw earlier (before the slot in the room with the lines). The wall will rise, and you can retrieve the Destruction Sphere from inside. Take this and put it in the room with the lines (where you first found the Besaid Sphere). A purple line will now go around to the apparent dead end around the corner, and blow a hole in the wall. Walk around and through the hole, and open the treasure chest. You've just got Besaid's Destruction Sphere treasure, the Rod of Wisdom.

Return to the pedestal and push it with the Besaid Sphere in it, straight towards the Besaid symbol on the back wall. There's a square indent on the floor you need to push it on to (The "shining glyph" that the tutorial referred to is right next to the back wall with the flickering white light). Once you've pushed the pedestal onto the square, you'll be treated to another explanatory scene with Wakka, you'll descend to the Chamber of the Fayth. Here you'll meet the summoner's guardians.

Meeting Yuna and her Guardians[edit]

You'll leave the Cloister of Trials and gain control of Tidus again inside the main Temple. Head outside to the circle to watch the apprentice summoner perform her first summoning! Afterwards you'll get to name your new Aeon. Valefor is the default, so we'll stick with that — if you rename it (something feminine hopefully, since Valefor is a female), note that this guide will refer to it as Valefor.

Wakka will properly introduce you to the Besaid Aurochs.You'll also meet Yuna, the summoner. Ignore the old people, they will annoyingly and repeatedly tell you to "Stay away from the Summoner!". There's nothing else to do, so talk to Wakka. He will ask you "She's cute, ya?". If you answer "Yeah!", Yuna's affection for you will increase (affection levels will determine who accompanies Tidus in a later scene, if you "get them wrong" don't fret, it doesn't affect anything important). Speak with him again and take up his offer to rest. When you wake up, you'll peer out of the tent to view a scene between Lulu and Wakka. After another rest, you can use the Save Sphere if you want, then head outside to meet Lulu and Yuna. You can now leave Besaid Village, but first go back into the Crusader's Lodge and look around a bit — you'll find Al Bhed Primer II.

If you wish to gain Valefor's second Overdrive, then go back to the Item shop, and speak to the shopkeeper. Afterwards, find her dog in a near by tent. He will drop a slobbery item that will allow you to receive Energy Blast. It'll be taught to Valefor automatically.

Now leave and head up the road. You'll run into some predetermined battles that you can't avoid. The first is against a Dingo and a Condor. As the in-battle dialogue suggests, each character has a type of enemy (at least during the start of the game) that they're useful against; Tidus is useful against wolves and fast enemies, and Wakka's more useful at hitting aerial targets. The next preset battle is against a Water Flan, where you'll be introduced to using Lulu and her black magic, specifically the elements. In case you don't get it, use Thunder on the Water Flan to kill it (it's amusing to use Water, Fire or Blizzard on purpose and see everyone's reactions).

You'll be back at the altar at the top of the road. When prompted, if you pray — Yuna will like you more, if you don't - Lulu will like you more. Use the Save Sphere and then follow the red arrow. Ignore the currently indecipherable Al Bhed on the pillar here (unless you used a compilation sphere) and the random Save Spheres that are out of reach. You'll be confronted by a random enemy with a rather large weapon.

Boss: ??? (Kimahri)[edit]

You will have seen Kimahri before — in the Chamber of the Fayth and standing around outside the Temple just before Valefor's summoning. He's not particularly dangerous here — his attacks do 50-60 damage, but Jump does about 100-110. Heal if necessary, and use your overdrive, Spiral Cut, if you get the opportunity — it'll do about 350 damage and that's just a little under half his health. Once battle is completed, you'll find out who this attacker is, Kimahri.

Now you can continue down the path. After some more walking, another preset battle will occur, against a rather large and menacing Garuda. Wakka doesn't want to fight it, so you'll be prompted to switch Tidus for Yuna, and then shown how to summon Valefor. Once Valefor's appears, you can begin fighting it — a normal attack does about 200 to the Garuda, but you also have Sonic Wings at your disposal, which will do about half the damage of a normal attack but delay the Garuda's turns somewhat, making it more likely for you to get two turns in between the Garuda. Bear in mind that Sonic Wings won't always work enough to allow an extra turn, and some enemies/bosses are immune to delay. The Garuda has 1400 HP, which will go down pretty quickly. If you want you can wait until you get an Overdrive with Valefor, then use Energy Ray to do upwards of 1000 damage!

After the battle, carry on along the path. You'll run into another Garuda further along — but this time you can use Wakka's Dark Attack to inflict darkness on it. Now almost all of Garuda's attacks will miss. Darkness is another standard status effect as far as Final Fantasy games go, and it becomes a lot more common later on in the game. For this battle, attack with Wakka and Tidus (re-use Dark Attack once it wears off) and use any of Lulu's black magic spells to inflict about 250 damage. The Garuda won't last long, although you might want to bring Yuna in and either have her summon Valefor again or just use Cure on someone just so she participates and gets AP at the end. Ignore the random Save Sphere, and carry on along the path back to the beach.

Once you get near to the dock, make sure you talk to people — they all seem eager to give Yuna gifts which you can take on her behalf. The summoner dude from the temple will give you a Seeker's Ring, and the other people will give you an assortment of items, like an Ether, 400 Gil, a Remedy, and Phoenix Down x3. You're now on the S.S. Liki, heading to Kilika!

Return[edit]

After you get the Airship much later in the game, return to the Cloister and enter the Chamber of the Fayth after completing the trials get a cutscene and open some treasure chests containing: Potion x2, Elixir, White Magic Sphere, and a Hi-Potion.

  • Dark Valefor
  • Cloister of Trials Treasures: Hi-Potion, White Magic Sphere, 2 Potions, Elixir and an Evasion Sphere