Plot of Naruto


Twelve years before the events at the focus of the series, the nine-tailed demon fox attacked Konohagakure. It was a powerful demon indeed; a single swing of one of its nine tails would raise tsunamis and flatten mountains. It raised chaos and slaughtered many people, until the leader of the Leaf Village –- the Fourth Hokage – defeated it by sacrificing his own life to seal the demon inside a newly-born child, whose origins are as yet unknown. That child's name was Naruto Uzumaki.

The Fourth Hokage was celebrated as a hero for sealing the demon fox away. He wanted Naruto to be respected in a similar light by being the containment vessel for the demon fox. The village he grew up in, however, mostly shunned Naruto; they regarded him as if he were the demon fox itself and mistreated him throughout most of his childhood.

A decree made by the Third Hokage made it so that the other villagers were forbidden to mention the event to anyone, even to their own children. However, this did not stop them from treating Naruto like an outcast. Although their children did not specifically know why their parents treated Naruto the way they did, they learned through example to despise the boy. As a result, Naruto grew up as an orphan in a lonesome atmosphere without friends, family, or acknowledgment. He could not force people to befriend him, so he sought acknowledgment and attention the only way he knew – through pranks and mischief. However, that soon changed after Naruto graduated from the Ninja Academy by using his Multiple Shadow Clone Technique to save his teacher, Iruka Umino, from the renegade ninja Mizuki. That encounter gave Naruto two insights: that he was the container of the demon fox, and that there was someone besides the Third Hokage who actually cared about him. His graduation from the academy opened a gateway to the events and people that would change and define his world,including his way of the ninja for the rest of his life.

Naruto maintains a balance between drama and comedy, with plenty of action interspersed. It follows Naruto and his friends' personal growth and development as ninja, and emphasizes their interactions with each other and the influence of their backgrounds on their personalities. Naruto finds two friends and comrades in Sasuke Uchiha and Sakura Haruno, two fellow young ninja who are assigned with him to form a three-person team under a very experienced sensei named Kakashi Hatake. Naruto also confides in other characters as well that he has met through the Chunin Exam. They learn new abilities, get to know each other and other villagers better, and experience a coming-of-age journey as Naruto dreams of becoming the Hokage of the Leaf Village.

Naruto places strong emphasis on character development. Almost all outcomes are a result of decisions, character, and personality; very few things happen just because of chance. At first, emphasis is placed on Naruto, Sasuke, and Sakura, who are the members of Team 7. However, other characters are developed, such as Kakashi, Guy, and Jiraiya, as well as Naruto's peers in the other Genin teams and other villages.

Several major villains came into play as well, the first being Zabuza Momochi, a missing-nin from the Kirigakure, and his partner, Haku. Later, in the Chunin Exam arc, Orochimaru is introduced as an S-Class missing-nin at the top of the Leaf Village's most wanted list. Later, a mysterious organization called Akatsuki begins to pursue Naruto in order to take the demon fox inside him.

For many of you who dont know much about Warcraft III: The Frozen Throne (WC3TFT), the map editor makes available anyone to create their own map and game, manipulating common creeps into heros, manipulating combination spells and items. Through this process a game called Defense of the Agents (DOTA) is born. The current DOTA map editors is managed by icefrog at www.dota-allstars.com. The map is updated with new items, creeps, towers, heros...etc. regularly. Sometimes the map is updated weekly and occasionally monthly. This, I believe, is the first of its kind, excluding updates for the main game itself.

The concept of the game is simplistic, however the involvement is complex. The game is based on two teams fighting against each other commonly in a 3v3, 4v4, 5v5 battle. Each side chooses a hero, or a random hero can be generated. You have 74 heros to choose from, each with their own special passive and offensive powers (3) and one ultimate power. There are 3 hero types, inteligence, agility, strength.

Different items are an asset to different heros, benefiting that hero in a different way. There are 11 Level 1 items, 11 Level 2 items, 11 Level 3 ites and 11 Level 4 items. Each level items can be created by a combination of 2 items or a recipe. There are 92 items total, however, that includes a combination of individual items included.

The map includes 3 main paths, which creeps are programed to travel. On each path are 2 towers defending the path, one positoned behind the other, to fight vs one tower at a time. In the middle is a "river" which any allied or enemy hero can travel to another path. Trees, cliffs, rocks etc...surround the entire map. Strategically positioned are 2 "secret shops" for each team, where higher level items are available. Also located in the "river" are two "Rhunes" available in invisibility, speed burst, double image, or double damage which provide its power instantly for a set amount of time.

I believe the draw of the game is that it is simple enough to grasp the idea of the game and intriguing to learn a new hero and its abilities. Then there is the combination of one hero and another, vs other combination enemy heros. The game has dominated the available online games, by approximately 10 to 1. Although there can be discrepencies or errors in the game, the next update regularily fixes these.

Thus, I cant wait for Blizzards next games!

The brains behind the Mechwarrior franchise officially did the "Giant Lumbering Robot" genre to death. The Heavy Gear people, not waiting for the corpse to cool, jumped onto the bandwagon with considerable alacrity, and in a flurry of mixed metaphors proceeded to pound the dead horse further into the ground than I had previously imagined possible. Thus you can imagine how I cringed when I saw that SquareSoft's next title seemed to revolve around massive Voltron clones. Luckily, Xenogears is not one of those games.

Granted, it does have giant robots, and the giant robots do have giant guns, and the giant guns do make beautiful eye-candy explosions, but the similarities end there. First of all, you can check your twitch skills at the door. Xenogears is a role-playing game.

Now, I imagine that there are some people out there who are starting to get tired of seeing SquareSoft pump out RPG after RPG. I'm not one of those people, nor can I relate to them on any level other than cellular. I love these games, and am yet to be disappointed by the storytellers at Square, and it would seem that the rift in my life caused by the time between Parasite Eve and Final Fantasy VII is going to be neatly filled by Xenogears.

The story behind Xenogears is that of two rival kingdoms who, for reasons that have long been shrouded by the mists of time, feel an overwhelming compulsion to bomb one another back into the stone age. This lofty goal is made much easier to attain through the use of "Gears", which are the aforementioned giant robots. However, and I feel that this is one of the main strengths of this game, the story doesn't revolve around the gears. It revolves around Fei.

Fei is a young man with an unknown past who was left in a small village by a mysterious man with little more than the shirt on his back and an in-depth knowledge of a myriad of ways to brutally end a man's life using common household objects. This village is where the game begins. The game's 10+ minute opening anime movie freezes on a picture of a city engulfed in flames, which turns out to be a painting in progress that Fei is applying to canvas. From this point on the game follows Fei as he wanders the village, tries to break up a friend's marriage, and goes to visit a friend in the mountains. This little jaunt gives the gamer ample time to experience Xenogear's innovative combat system, and gives him a taste of things to come when the return trip is interrupted by a squadron of gun-toting gargantuans. So far, this doesn't sound like anything new. We've seen giant robots. We've seen mysterious kung-fu masters. Granted, I don't think we've ever seen a mysterious kung-fu master piloting a giant robot, but it's still not all that terribly original. So what does Xenogears have to offer us?
Plenty. First of all, the combat system is one of the most interesting and enjoyable that I have seen in a game of this type. Each character has three types of attacks. Each type of attack takes up a certain number of action points (1, 2, or 3, respectively) and you can keep attacking until you run out. Seven action points is the most that a character can have, but this is plenty to do some serious damage. In addition to this, certain combinations of attacks create special combos that can have effects ranging from Street Fighter-esque fireballs to laser beams to sheer physical brutalizations. Asides from these combo attacks, there is a full range of the expected magical spells (in two flavors, Chi and Ether) and restorative items to round out the supply list.

This isn't to say that combat is the only thing this game is good at. The engine behind Xenogears is extremely well designed. I'm used to games where when you're walking around the world you can rotate the screen left or right with the shoulder buttons on the controller, but I have never seen it done so effectively. Walls in rooms clip in and out of view so smoothly and clearly that I found myself rotating the screen in amazement. Someone obviously put a lot of effort into making this game run well, and it paid off immensely. The environments you find yourself walking through are all beautifully rendered. One scene, for example, sets you in the upper balcony of a large cathedral. I do not exaggerate when I say that this is the most absolutely beautiful scene I have seen done in a console game. Sunbeams stream in through stained glass windows, statues hover majestically near the altar, and the entire effect is amazingly well done.

Now, before I heap the accolades too high, this game does have some serious issues. For example, while most of the graphics are wonderful during the FMV and anime cut scenes, they aren't quite as impressive once you get into the actual game. I mean, I expect to see characters look a little bit pixilated on a 53" screen, but these were ugly. There were times when I was tempted to go find a ruler just to see how far across the pixels actually were. This problem was especially distracting whenever a character would walk towards the foreground. I'm not saying that it seriously detracted from my enjoyment of the game, but I have a great deal of difficulty taking a man seriously when he looks like he's composed of legos.

My only other major problem with this title is one that I didn't think I would ever find myself complaining about. I have never been one to chastise a game for being too plot heavy. I completely believe that after playing the latest shoot-em-ups, it's good to sit down for a while with something a bit more cerebral. Unfortunately, Xenogears takes this theory to a bit of an extreme. There are tons of in-engine cut scenes in this game. Scenes where you'll be strolling along, merrily playing the game, and suddenly the computer will take over to develop a vital piece of the story line. Now, this isn't normally a problem, but a typical cutscene in Xenogears lasts 3 to 6 minutes, and they are constantly occurring. The amount of time you spend playing Xenogears is nearly equaled by the amount of time you will spend just watching things happen, and while the storyline is interesting, it's nice to feel like you have some control over the events. When control keeps being snatched away from you, it is difficult to sustain this illusion. Graphics: The graphics in Xenogears ran the gamut from breathtaking to slumber-inducing. The anime cut scenes were all spectacular. They were animated and drawn very well, and greatly added to the story. Personally, I'm a long time fan of animation of all kinds, and it was nice to see it used so well in a video game. However, the graphics in the game's engine were often somewhat flat and overly pixilated. They were never so bad that they detracted from the gaming experience, however.

Interface: I had previously mentioned how well done Xenogear's engine was, and I'm not about to retract that statement. It is marvelously well done. The problem comes when you try to actually play a game in an entirely 3D rotatable environment. There is always a compass in the lower right hand corner of the screen, but it doesn't help all that much. It is very easy to get disoriented in this game, especially when exploring a new town. You may rotate the camera one way to find an entrance to a building, rotate it three more times for various activities in the building, and by the time you leave to move on to other things, you've probably forgotten which way you were going. This can be somewhat frustrating, at times, but you get used to it as the game goes on.

Gameplay: Xenogear's gameplay is simply top notch. The combat engine is lots of fun to play around with, and the vast multitude of moves available to each character, either on foot or in mechs ensures that it never gets boring. The only problem is that there aren't nearly enough opportunities for this facet of the game to shine, as control is constantly being wrested away from the player so you can watch yet another in-engine cutscene. Regardless of this, though, the game is extremely fun.

Sound FX: The shooting of the guns, the slamming of the punches, and the clanging of armored fists against armored bodies are all very well done and believable. While they do sometimes get repetitive, such occasions are rare and easily overlooked.

Musical Score: I don't know who it is that SquareSoft keeps getting to compose music for their games, but they should keep him-- and give him a raise. The music in Xenogears is among the best that I've heard for a game of it's type. It changes along with the action in the game, and keeps things moving along very well.

Intelligence & Difficulty: The enemy AI in this game really isn't much to speak of. Enemies hit you, heal themselves (if they can) when their life gets low, and then hit you again -- pretty standard RPG fare. The overall difficulty of the game seems very well balanced. Most of the more difficult fights in the game require a strategy of some sort of be worked out, and the player usually feels rewarded when victory is achieved.

Overall: In a lot of ways, Xenogears seems more like a novel than a game. Partially due to the amount of time you spend reading on screen text while the game plays itself, and partially due to the complexity of the plot. If you like games with solid, well thought out story lines, then you will find Xenogears very enjoyable. Even if you don't, you'll probably find the game well worth your while to give a look. However, I can imagine some gamers with shorter attention spans quickly tiring of the game and going back to more immediately gratifying amusements.

Suikoden II Review

Because the original Suikoden was one of the first PlayStation RPGs to grace the US shores, it garnered more attention than it deserved. Despite being a respectable enough RPG, Suikoden was a relatively shallow, quick-play RPG that was light on content and heavy on combat. Suikoden II addresses a number of the problems of the original Suikoden, and although it feels somewhat rehashed, it still holds its own nicely in today's cutthroat RPG market.

Suikoden II takes place several years after the first game's revolution, a time when the evil Highland empire is terrorizing the innocent, burning their villages by the handful to satisfy the bloodlust of the maniacal Prince Luca Blight. You hop into the medieval-styled britches of an idealistic young imperial rebel who is out to right the wrongs of the world. To help you defeat the evil prince, you'll have a bit of ancient magic and an army of friends. Sound familiar? Suikoden II's story mirrors that of many other RPGs, but it adds a few twists all its own for good measure. While RPG purists were disappointed by the lack of development of the first game's myriad characters, Suikoden II focuses fairly heavily on character development, preventing party members from turning into mere power-up satellites. The game still retains the quest to collect the 108 stars of destiny from the first game, but many of the characters serve more use than, say, welcoming the player to Toran Castle. The game's sense of scope is impressive, encompassing a huge world war and letting players build and staff their own castle.

Basic gameplay is very similar to that of the first game - your party can hold up to six of the game's many characters, each of whom has his own attacks, spells, etc. One of the cooler features of Suikoden's battles was the unite ability, which let two or more characters combine forces for a super attack. Suikoden II emphasizes these one-two attacks, giving players more of an incentive to experiment with new characters. Unlike those of some RPGs, Suikoden II's random encounters are quick and relatively painless - load time from the overworld or dungeon is almost nonexistent, and characters usually attack all at once, preventing the game's battles from being too big of an annoyance when one simply wants to advance the story. Magic, gained from rune crystals found throughout the world and in stores, earns experience similar to Final Fantasy VII's materia system, opening up more spells as you advance. Suikoden II doesn't use magic points; instead, it gives you a set number of uses for each spell per outing, making it one of the least magic-intensive RPGs on the market, another welcome break from the current trend.As was the case with its predecessor, it feels as though an international conflict just can't be fully realized in Suikoden II without some large-scale battles. Instead of the strategy-free battle scenarios of the original, Suikoden II adds an actual strategic element to the game's battles. The end result can easily be likened to the TurboGrafx-16's classic, Military Madness - you position your units on a map and tell them to attack enemy units, defend, or use magic. These scenarios are far more interesting than the almost instantly winnable scenarios in Suikoden, but they still don't amount to much more than filler minigames, and many victories and defeats are determined by the game's story alone. While it's a minor point, some players will think they're winning and but then be forced to withdraw because of some random story event.

Aesthetically, Suikoden II is a few notches above its predecessor. The graphics are displayed in a noticeably crisper resolution than its predecessor. The game's town and overworld are entirely 2D and sprite-driven, while the battle engine combines polygonal terrain and spell effects with 2D characters. Brief CG cutscenes are sprinkled throughout the game, as well, bringing a little more life to scenes that just wouldn't have carried the same impact with simple 2D spritery. Nice hand-drawn portraits are shown for all the game's notable characters, as well. Even though the overworld graphics are beyond bland, the overall effect is an appealing one. The game, despite increased graphical detail, has little to no load time to speak of once you're in the game, an always welcome bonus. Suikoden II's sound is on par with the original's, sporting well-instrumented RPG fare, occasionally flaunting a vocal twist. The game's sound effects are nice and crisp, containing actual digital samples instead of the screechy synth noises of even Square's most expensive endeavors. The game's translation fares far better than the first title's did, overall. However, the competent text was obviously rushed through proofreading, marring what would otherwise have been a perfect translation. Fortunately, other than the text, nothing has been localized for the US version - characters actually drink alcohol, not soup or coffee, as many characters were forced to drink due to the heavy-handed censors of the Nintendo era.

Fans of the first Suikoden game will love the sequel - it improves on everything that had made the first game memorable. Suikoden II brings nothing new to the genre, but it executes well enough that no one will really care.
I've been a Final Fantasy fan ever since the day the Nintendo Power strategy guide first arrived in my mailbox. Poring over the pages, I just knew that I had to play this game, to live in this other world. Heroes and villains, magic and mystery, epic quests and noble causes were all waiting to unfurl before my eyes. And ever since I vanquished Chaos, I've been hooked. Each of the English games has been analyzed, replayed, and studied as if it were a sacred text - and I'd be lying if I didn't acknowledge the Final Fantasy series as the primary impetus behind my Japanese studies.

But after the seventh game, my seemingly limitless faith in the series began to falter. Final Fantasy VII was an excellent title, to be sure; but with a Final Fantasy game, "excellent" is never good enough. Some sections seemed like they were straight out of a Hollywood summer blockbuster: flashy, impressive, but ultimately unsatisfying. It was with some trepidation that I awaited Final Fantasy VIII's release: Would it be a return to the series' roots or a further digression into flash and brashness? In the end, any qualms I had were for naught; Square has finally understood how to use the power of the CD properly. Fear not. Final Fantasy VIII is a masterpiece.

The core of any Final Fantasy game has always been its story, and Final Fantasy VIII's story is the best the series - and likely the genre - has ever seen. With Final Fantasy VII, Square showed that it had mastered the epic; with VIII, it shows that it has mastered the personal. The characters and their relationships are all extremely believable and complex; moreover, the core romance holds up even under the most pessimistic scrutiny. The decision to eschew a cast of dozens and focus on a central cast of six major characters appears to have been a wise one. The characters don't seem like base archetypes or generic "heroes," but like actual people.

Squall Leonheart is a student at Garden, the world's foremost military academy. His classmates are a motley bunch: the brash but good-natured Zell Dincht; the brash but ill-natured Seifer Almasy; the childlike Selphie Tilmitt; the precocious Quistis Trepe; and the personable Rinoa Heartilly. After a successful training mission, Squall, Selphie, and Zell are all inducted into the elite combat-unit-for-hire, SeeD. Their first mission: assisting a rebel organization in the capture of Galbadian president Deling, who is set to announce a new alliance that will bring Galbadia glory and triumph over its opponents. This alliance is not with any faction or nation, but with a powerful sorceress named Edea. Don't worry that the schoolyard trappings make Final Fantasy VIII seem like "Teen Beat RPG," though; these engaging characters experience some of the most epic, grandiose events imaginable. While the plot may begin at an academy, it eventually spans the entire globe - and beyond. The twists and turns the story takes will leave you reeling; at the end of disc four, you'll laugh at the misconceptions you had about the plot with which you first began. A great deal of credit for the story's attractiveness must go to the graphic design. The first Final Fantasy through the sixth featured super-deformed, or SD, heroes: squat body, huge head, saucer-plate eyes. Final Fantasy VII was a hodgepodge of conflicting graphical styles; the field models were SD, the battle models were non-SD, the FMV was mostly non-SD (with a few SD exceptions almost humorously juxtaposed). With Final Fantasy VIII, Square has taken the series fully non-SD, and it's all for the better. The more mature plots of recent titles seemed at odds with the quirky, cartoony look with which the series began. Involving, personal, and emotional stories are far more believable when they come from, well, people, not short, bizarrely shaped cartoon characters. While the SD style suits many games, it's not the best choice for every RPG - and it certainly isn't the best choice for Square's latest Final Fantasy. In Final Fantasy VIII, the field models always match the battle models, which always match the FMV models. Always. This coherency of design is the game's greatest visual asset over its predecessors.

The graphics are absolutely breathtaking. The detail in the backgrounds is frighteningly meticulous, and almost all backgrounds contain some animated elements. Battle sequences are nicely textured, and the sheer number of battle environments is borderline obsessive. Most full-motion video sequences are well integrated with gameplay, eliminating jarring "cuts" to and from CG sequences. Words don't do the graphics justice; neither, for that matter, do stationary screenshots. The motion and animation are what set Final Fantasy VIII's graphics apart from the rest. Both the FMV and in-game graphics are extensively motion-captured, and the difference is stunning. Characters don't just move around the screen; they act. The dance sequence on the first disc is equal in every way to Final Fantasy VI's famous "opera house" sequence. Square has proven that it has the biggest, baddest graphic artists and sound composers in the known world. Now, size no longer matters; they're going to awe you with majesty. While the limitations of the PlayStation hardware rear their ugly head from time to time, the sheer artistry and detail of the movement, the models, and the textures are beyond reproach. The mind reels at the thought of what Square can do with the next generation of gaming machines.

The sound, while excellent, is perhaps the game's weakest point; the music doesn't match the perfection of Final Fantasies IV, V, and VI. Of course, almost no video game has ever equaled the aural bliss of Nobuo Uematsu's SNES trilogy - but the bar was set, and Final Fantasy VIII falls just short. Even so, Uematsu is still a certifiable genius, and the soundtrack is very good, with more "quality" songs than Final Fantasy VII's. Even Faye Wong's pop sensation "Eyes on Me" is surprisingly inoffensive. Sound effects are excellent during FMV sequences, but only average during battle and gameplay sequences. The promised "Dolby Surround Sound" is mostly unnoticeable. Voice acting would have added a great deal to the FMV sequences; the game sometimes feels like the most beautiful silent film ever made.

Battles take place in the traditional RPG "active time" system: Your characters and their opponents take turns unleashing fury (or defending furiously). Final Fantasy VIII introduces (in traditional Japanese RPG style) several new "systems" for you to learn and master: the draw system, the guardian force system, and the junction system. The draw system replaces the traditional "pool of MP" system. All magic in Final Fantasy VIII's world is "drawn" from another source: usually an enemy or a "draw point." Each draw brings with it a number of uses: If you draw the cure spell, for example, you'll usually draw between five and eight uses of the spell. The character who drew can then cast a cure spell five to eight times before the spell must be drawn again and the stock replenished. Some opponents also have special items, such as guardian forces, that can be drawn out of them. The number of uses drawn is dependent on both the drawer's magic power and the strength of the spell being drawn. This is a self-balancing system: Powerful magicians have ready access to powerful spells; lesser magicians have limited access to a few uses, while even-lesser magicians will be unable to draw the spell out at all. Powerful magic becomes more valuable when it isn't easily replaced in a tent or at an inn. When you have only six "uses" of the meteor spell in the entire world, you'll think twice before casting.

The guardian force system is Final Fantasy VIII's way of handling "summoned monsters." Every guardian force, or GF, is like a sub-member of your party. Each has its own HP, life, level, statistics, and abilities. After each battle, your characters earn experience, the GFs earn AP, and all gain levels and skills accordingly. When a GF is summoned, its HP replaces your character's HP for the duration of the "casting" period, and any damage to your character is absorbed by the GF. GFs have their own healing potions, life potions, and even shops.

The junction system works with the GF system to give you varying skills and abilities. Each GF can be joined, or "junctioned," to a character. The effects of this are manifold. First, until junctioned with a GF, a character has no battle commands except "fight." Junctioning a GF gives you immediate access to the "magic," "draw," and "item" commands; many offer extra commands, such as "card," "death sentence," "revive," and "steal." Second, GFs have a list of skills that they can master - like a "job" in Final Fantasy V or Tactics. Some of these are player abilities, some are extra commands, some are party abilities, and some are "junction" abilities. You can assign a certain skill as "active," and all AP will go toward mastering and unlocking that new skill. Third, when junctioned, a character can often junction spells to various statistics. For example, Quezacotl may open up the HP statistic to magic junctioning. You can then junction a spell - probably a cure or life spell - to the HP statistic, and the character's HP will react accordingly. Certain abilities can be unlocked this way; for example, linking a "level three" elemental spell to your characters' defense statistic will let them absorb HP from that element's attacks. The more powerful the spell - and the more uses stocked - the greater the effect on the statistic. The possibilities for customization are immense.

Initial criticism held that the GF system is unbalanced and makes the game too easy. It's true that, at first, your GFs are ridiculously powerful, but as the game progresses, their strength becomes less unbalanced and more absolutely necessary. Late in the game, GFs are all but forgotten as junctions, special commands, and physical attacks take the forefront. While the game does tend to be on the easy side, it's still more difficult than other recent games in the series. Even the greatest RPG fanatics will find the ugly words "Game Over" staring them in the face more than they'd like. Some have also argued that it's too easy to "abuse" the system by repeatedly drawing the same spell from an opponent. Repeated drawing is possible, but it's no more "abuse" than repeatedly fighting the same groups of weak enemies to raise levels and gain money. Repeated drawing is boring, to be sure, but it's a flaw common to the traditional RPG format. Levels and money, by the by, are two more things that Final Fantasy VIII tosses aside in the name of progress - along with traditional ideas of armor and weapons. All levels are one thousand experience points apart from one another, and all enemies give the same amount of experience. How can such a system work? Enemies are always at the same level as your characters, a la Final Fantasy Tactics. As your enemies' levels increase, they gain new skills and abilities; accordingly, abilities gain importance, as you'll never achieve a purely numerical advantage over your opponents. Armor and weapons are also mostly jettisoned. No character wears any sort of armor, and each character has a single weapon that can be "upgraded" at junk shops by combining certain rare items. Without any weapons or armor for you to buy, money is mostly useless - and so it, too, is all but eliminated. The party is paid a periodic stipend (the size of which depends on Squall's SeeD ranking) with which to purchase basic supplies and items.

The RPG purist will immediately scoff, but further reflection reveals that these changes might actually be for the better. After all, in Final Fantasy games, armor and weapons are practically indistinguishable except for their numerical power. And what player won't immediately equip the more powerful item he just discovered or purchased? Weapons, armor, and money are all artificial statistical impediments to your progress through the game; by removing them, Square returns the focus to the story, characters, and battle strategies. It's a simplification, to be sure, but by no means a "dumbing down." You can still customize your attack and defense powers and characteristics (and almost any other statistic) through creative junctioning of assorted magics.

The Card Battle game, Triple Triad, is a more-than-worthy RPG minigame. There are several hundred cards to collect and swap, and local variations on the standard rule set help make each battle unique. Some cards are won from battles against opponents; others are found by using the "card" command on a weakened enemy. What's more, rare cards can be converted to rare items; rare items can be converted to rare weapons. In other words, your skill at the minigame can affect the main game itself. A single in-depth, well-done minigame is vastly preferable to multiple throwaway sequences. Nowadays, when I want to ride a motorcycle, I just plug in Road Rash. The only thing missing is a suitable reward for collecting them all - obsessive RPG fans deserve more than a star of commendation.

The English version of Final Fantasy VIII sports a decent, unassuming translation. While no one is likely to confuse Square's translations with the works of Shakespeare, the localization is grammatically correct and structurally coherent. Given the state of the RPG union, these are grand accomplishments indeed. The English version also sports one of the most welcome additions in RPG localization history: "Junction Exchange." This one-step character-swapping tool swaps spell inventories, junctioned GFs, and junctioned spells with a single click, making what was once a headache into a pleasure. With character swapping made this easy, players of the English version are far more likely to experiment with different party members than their Japanese brethren.

Final Fantasy VIII combines a fantastic story, amazing visuals, and excellent sound with solid RPG gameplay, an eminently tweakable junction system, and scads of secrets and extras. After a string of visually stunning but uninspired games from Square, many gamers feared that Final Fantasy VIII would be more of the same. Cast all fears aside: the latest Final Fantasy is the greatest game ever to bear the name.

Final Fantasy XII

When you have a franchise as popular as the Final Fantasy series, it's not a common practice to change the formula; especially when you've sold almost 60 million units worldwide. Amazingly enough, Square Enix has gone ahead and done just that with its second drastic departure from the typical FF formula in two years, Final Fantasy XII; But rather than move the series into the online arena like Final Fantasy XI did, FF12 takes an even more interesting approach by simulating online without actually using it.



Earlier this week we had the opportunity to sit down and converse with Final Fantasy XII director Yasumi Matsuno to discuss his plans for the upcoming mega sequel at length in addition to our time spent playing the game on the floor. Already responsible for such legendary titles as Ogre Battle, Vagrant Story, and Final Fantasy Tactics, Matsuno is one of the most respected creators in the Square Enix hierarchy and managed to shed quite a bit of light concerning Final Fantasy XII's less public aspects.

For starters, FF12 has absolutely no connection to last year's Final Fantasy Tactics Advance. Though it does take place in the same world as Tactics Advance (Ivalice) it will, according to Matsuno "use all new characters from another time period in the world's history." Specifically centered on a young man who dreams of one day owning his own airship, the story follows the lighthearted Vaan; as he deals with the recent loss of his parents and his determination towards becoming a renowned sky pirate. Vaan is joined by his girlfriend Penelo, who like Vaan, lost her parents in the Great War and makes her living at the local bazaar. A great singer, dancer, and warrior, she is also a headstrong woman with a fierce determination. Other new characters, like the gluteusly-endowed young Dalmascan princess Ashe and the equally appetizing female archer Fran add a nice dose of sex appeal, while another sky pirate named Balthier equalizes the testosterone a bit for the macho types.
As for the story itself, it tells the tale of the Archadians: a ruthless conquering empire that has invaded nearly every kingdom in the land. With most of the independent states gone, the beautiful township of Dalmasca remains as one of the few unclaimed cities left until Archadia claims the Dalmascan royal city of Rabanastre. This invasion is what sparks the main protagonist Vaan into rising up against the foreign forces; as they were the ones who killed his only remaining relative. Before he has the opportunity to relieve the new Archadian consul of his treasures, however, Vaan is caught in the middle of an important battle and the first moments of a new war. It's in this chaos that Vaan stumbles upon the Dalmascan princess Ashe and things begin to snowball from there.

Once in battle, FF12 plays more like XI than any other previous game in the series. The camera is now fully rotational and can be moved on the fly by players unhappy with their current angle. Truthfully, the combat is reminiscent of Bandai's .hack series; as users can utilize a brand new system known as "Gambit" (ten types in all) that allows them to set specific scripts for their A.I. partners. The flexibility of this system is rather robust and just like .hack, gamers can tell their minions to do anything from mirroring the moves of the primary user to serving as a protector for the overall group. In fact, there are several aspects to game that seem to pay tribute to CyberConnect's popular role-player. Enemies, for instance, are no longer encountered randomly -- you can now see your opponents on screen before a battle and avoid them if you so choose.

There are aspects of the combat that are unlike .hack, however, and that's what helps evolve Square Enix's effort a bit beyond Bandai's. For example, weapon strikes and magic attacks are automatically used at the end of a character's ATB bar (just like FFXI) rather remain player controlled and players can switch between any of the several characters in their party at any one time. There's a lot more strategy to the battles too, as players can also use their location to their advantage. Long range attacks particularly, have become infinitely more important and using a good mix of close and far-off tactics are key to winning some of the more difficult battles.

Visually, Final Fantasy XII eclipses the last iteration rather successfully and matches up quite well with X and X-2 in terms of quality. There's a lot more variety in character designs and background locations too, with full 3D environments adding a lot of credibility to an already impressive visual engine. Unfortunately the music is rather hard to sample, as most of the music has been drowned out by the blaring noise of the show floor. But based on the composers' track record (Uematsu and Sakamoto), we're confident that it will hold up rather well.

All in all, we're pretty excited about Final Fantasy XII, as the game has made more changes that first expected. And with the prospect that this iteration of the game is going to be a lot more "realistic" in terms of character interaction, combat, and storyline, it could become the breath of fresh air that burned out Final Fantasy vets have been waiting for.

Legend Of Legaia Reviews(OLD GAME!!!)

Early last few year, Sony released an RPG that would likely have made more of a splash had the world not been waiting for Square's epochal RPG, Final Fantasy VII. Sony's RPG, Wild Arms, featured a lengthy, involved quest with three distinct characters to play as, cool 3D battle scenes, and familiar old-school gameplay that fit like an old glove to the many RPG fans who bought it. While there's no sign of a Wild Arms 2 on the horizon, SCEA has released the next best thing, the Legend of Legaia. Developed by Contrail, an internal development team headed by Wild Arms producer, Takahiro Kaneko, Legend of Legaia bears numerous similarities to its spiritual predecessor, while taking distinct steps further into the genre.

The storyline focuses on a trio of adventurers (Vahn, Noa, and Gala) whose mission is to stop the ever-present danger that threatens the land in the form of a mysterious mist. This mist mutates whatever living being it touches into something entirely more sinister and dangerous. In order to quell this threat, Vahn and company must seek out the numerous Genesis Trees that are scattered throughout the land and revive them. The trees in turn will radiate a magical aura that causes the mist to dissipate.

Like Wild Arms, the trio of playable characters is made up of two males and one female. Unlike Wild Arms, the Legend of Legaia is a fully 3D RPG, completely rendered in polygons. Aesthetics aside, the most significant feature in the game is the battle engine. Instead of the typical menu-based scheme, Legaia focuses on an almost fighting game-style interface. While not exactly Tekken 3, the fight scenes feature large, detailed characters and cool special effects. Think of the battle scenes in Xenogears and you're more than halfway there. You trigger commands and other inputs by using the directional pad to indicate item use, fight, escape, and so on. Assuming you choose to fight, the D-pad then dictates things like high-attack, low-attack, kick, and special attack. While some might wonder why Contrail didn't just make a simple fighting engine, it actually works out very well this way, and it's engaging enough to keep from getting stale. As you progress in the game, you'll learn more powerful attacks called "Super-Arts." You will also need to find something called a "Ra-Seru" for each character. The Ra-Seru is an incorruptible creature that each character wears like a symbiotic companion. Each Ra-Seru acts like a weapon and adds to each character's attack options.

When you're not in battle, you'll be traversing the countryside in search of, among other things, the Genesis Trees. During your travels you will, naturally, have to interact with the various townspeople you meet and occasionally upgrade your inventory (weapons, armor, and so on). The cool part about upgrading your inventory is that you actually see the changes the next time you're in battle. The attention to detail in the game is thoughtful and welcome indeed.

Graphically, the game lookss competent, if not spectacular. Everything is adequately realized, yet a touch on the blocky side. The textures can be grainy, but the graininess is counterbalanced by a substantial amount of gourad-shading, which helps the characters stand out from the backgrounds, which are comparable to the overhead map in Xenogears. The music is the standard fare you find in your average RPG, which is unfortunate, because Legaia is better than your average RPG. While not necessarily poor, the soundtrack definitely takes a backseat to the excellent gameplay.

On the downside, your progress on the overhead map moves kind of slow, and, as a result, you'll find yourself in a lot of random battles as you try to go from here to there. Of course, you can always choose to run away from the fight, but then your levels won't go up as fast. Faster movement on the map and increased level advancement would have helped Legaia a bit. Additionally, the battle engine, around which the game revolves, can also drag the pace down, with all the loading and whatnot. Overall, the game feels a bit sluggish, but this shouldn't be a problem with patient gamers.

Despite the flaws that keep Legaia from being the world beater that it could have been, it still remains an engaging RPG for anyone who likes to play RPGs. After having obtained all three characters, you'll find yourself entertained for hours upon hours. Point blank, this is an ambitious RPG. Unfortunately, with all the RPG attention being paid to Square's Final Fantasy VIII, it seems as if Legaia might get swept under the rug, much in the way Wild Arms was overshadowed by FFVII. That would be a shame if it turned out like that. The Legend of Legaia is a worthwhile way to spend your time.


1000 Years Ago:
A huge war rages between the cities of Bevelle and Zanarkand. The war is fought with high-technological weapons, or "machina". Bevelle's machina is far superior to that of Zanarkand. The war lays waste to a large area of land, later known as the Calm Lands (see below). The leader of Zanarkand, the summoner Yu Yevon, fears the worst.
[X-2] A songstress, Lenne, is famous throughout Zanarkand. In one of her performances, she shakes the hand of a young man named Maechen. Lenne is subsequently sent to the front lines as a summoner. She is willing to give up her life for her city, but her lover, a man named Shuyin, tries to steal Bevelle's secret machina weapon, Vegnagun. Lenne tries to stop him; in the attempt, both Shuyin and Lenne are killed by the forces of Bevelle.
[X-2] Vegnagun is revealed to be extremely unstable, being unable to tell friend from foe. The forces of Bevelle lock it up deep underneath the city and do not use it in the war.
At Yevon's behest, many of the people of Zanarkand give up their lives and turn themselves into fayths. (Fayths are souls trapped in statues, whose dreams manipulate a phenomenon called pyreflies. This phenomenon can result in making real that which is not: for example, calling aeons, beings of great power.) Yu Yevon himself merges with the life energy (pyreflies) of the rest of the people to build an invincible armor called Sin. Using Sin, he decimates the army of Bevelle; however, the creation of Sin destroys Zanarkand as well. From within Sin, Yevon uses the fayth to summon a dream Zanarkand: Zanarkand as it was before its destruction, to keep it in its pristine state forever.
Yu Yevon's daughter, Lady Yunalesca, pioneers a plan to punish Bevelle and honor her father as well. She creates a technique called the Final Summoning, wherein a summoner who trains her aeon-summoning abilities can call the Final Aeon. The Aeon is created from a guardian of the summoner, who has a close bond with her; the guardian is killed and turned into a fayth, who then controls the aeon. Summoning the Final Aeon destroys Yevon's armor Sin, but Yevon then merges with the new aeon and Sin is reborn anew after a time. The summoner also cannot withstand the energy caused by this phenomenon, and dies as well. Yunalesca proclaims that this rite can defeat Sin for a time and give Spira hope for a short while, but unless the world embraces the teachings of Yu Yevon and atones for their sins, Sin will never disappear completely. (This isn't true, but she wishes to give the world hope for a final salvation.)
Yunalesca uses her husband Zaon as the first Final Aeon. She is then killed by the Final Summoning, but refuses to be Sent to the Farplane. She remains in the ruins of Zanarkand to guide future summoners in the rite of the Final Summoning.
Bevelle remains in terror of Yevon and Sin, and to appease Yevon begins circulating his teachings (received through Yunalesca). Mainly these revolve around the Final Summoning and a ban on machina (Yevon wishes that the machina war should never happen again). He allows certain non-martial machina (blitzball machines, for instance) to survive. Bevelle disseminates these teachings (along with Yunalesca's plan involving the Final Summoning) and sets up temples throughout Spira. Each temple holds a fayth, whose aeons summoners can train themselves with.
The Al Bhed, a tribe speaking a foreign language, are unimpressed with Yevon and remain steadfast in using machina. They are labeled traitors by Bevelle and their machina is destroyed whenever possible, or lost (as in the fabled airship). Eventually the Al Bhed lose the knowledge of how to make machina and are forced to use whatever they can salvage without knowing the actual workings of it.
A song later known as the Hymn of the Fayth (originally sung in Zanarkand) is taken up by those who defy Bevelle, including the fayth inside the temples. At first Bevelle prohibits the use of the song, but after realizing that this isn't working, they instead spread a story about it being sung in defiance of Sin, instead. Eventually it is adopted as a holy song by the Yevonites.
The lands made uninhabitable by the machina war are later adopted by summoners as the place to complete the Final Summoning; the location is ideal because it is uninhabited. Because the time between Sin's destruction and his rebirth is known as the Calm, the place becomes known as the Calm Lands.
(From this point forward, "Yevon" will refer to the church of Yevon, not the person Yu Yevon.)
Some Time In The Last Thousand Years:
Lady Yocun and Lord Ohalland (formerly a star blitzball player) complete their pilgrimages and the Final Summoning, and are posthumously named High Summoners.
An Al Bhed named Bilghen sets up machina towers in the Gandof Thunder Plains, designed to attract the lightning bolts continually raining down on it. He is eventually killed by a stray bolt.
A thief steals a fayth from a temple and hides it in a cavern near Mount Gagazet, in an attempt to prevent summoners from completing their pilgrimages and sacrificing themselves. The cavern eventually becomes home to strong fiends and is called the Cavern of the Stolen Fayth.
800 Years Ago:
Lord Mi'ihen sets up an army of soldiers called the Crimson Blades, dedicated to fighting Sin and protecting Spira. Fearful for the fate of the rite of Final Summoning, the temple of Bevelle brands Mi'ihen a traitor and blasphemer. Mi'ihen walks along the path later known as Mi'ihen Highroad to Bevelle, and defends himself in front of the court of Yevon. He succeeds in winning their trust, and Yevon changes the name of the Crimson Blades to the Crusaders, and declares it an arm of the Yevon clergy.
700 Years Ago:
A powerful member of the Yevonite church, Omega, rebels against his faith. He is imprisoned in a dark place later known as the Omega Ruins. Because he is never Sent after his death, he eventually becomes a particularly dangerous fiend.
400 Years Ago:
Lord Gandof completes his pilgrimage and fights Sin in the Calm Lands. The fight creates a huge gorge, later called the Scar. Gandof finishes his battle at the bottom of the Scar and destroys Sin, then dies.
Because there are no Summoners in the Calm Lands, the few inhabitants eventually adopt the Scar as a burial ground.
50 Years Ago:
Lord Mika is ordained as Grand Maester of Yevon. He dies sometime in the next while, but refuses to be Sent and remains Grand Maester.
One Generation Ago:
Sin attacks the Home of the Al Bhed and destroys it. An Al Bhed named Cid arises as leader and leads them to rebuild their Home in the desert island of Bikanel.
A summoner named Belgemine goes on her pilgrimage. She nears the end of it, but is killed before being able to summon the Final Aeon. She is not Sent, but stays on Spira and resolves to help future summoners train their aeons until one is skilled enough to call the Final Aeon without her help.
23 Years Ago:
Wakka is born in Besaid Village.
17 Years Ago:
Braska, a priest of Yevon, begins visiting the Al Bhed in an effort to promote relationships between the two cultures. He falls in love with an Al Bhed (the sister of Cid, leader of the Al Bhed) and marries her. They have a child named Yuna (after Lady Yunalesca). Cid, though initially angry at his sister, softens and invites her to return Home. She agrees, but on the way her ship is attacked by Sin and she is killed. Braska resolves to become a summoner to defeat Sin.
Between 17-10 Years Ago:
Auron, a warrior monk of Yevon, is offered the hand of the high priest's daughter. He refuses to marry against his will, though, and is ostracized from the order of monks.
Auron's friend, Wes Kinoc, is named captain of the warrior monks (a promotion originally intended for Auron). He is later promoted to maester of Yevon as well.
10 Years and 3 Months Ago:
Jecht, star blitzball player in the dream Zanarkand, wades out to sea, where he encounters Sin. The meeting thrusts him out of the dream and into Spira, near Bevelle. After a rowdy incident with the nearby guards, Jecht ends up in prison. Braska, intrigued, visits the prison and offers Jecht his freedom in exchange for being his guardian on the journey to the real Zanarkand. Jecht agrees. Braska is also accompanied by Auron on his journey.
10 Years Ago:
Kimahri Ronso and Biran Ronso, hero of his clan, have a battle near Mount Gagazet. Kimahri loses, but refuses to admit failure. Biran, incensed, breaks Kimahri's horn. In disgrace, Kimahri leaves Gagazet and wanders towards Bevelle.
Along Braska's journey, he visits Besaid Island and is enthralled by it; he asks Auron to bring Yuna there after the pilgrimage is over.
On the way across the Moonflow, Jecht attacks his shoopuf ride in a drunken stupor. He resolves never to drink again.
Braska and party reach Zanarkand, where they are met by Yunalesca. Upon discovering the role of the guardian, Jecht agrees to become the fayth, having given up hope of returning to Zanarkand. He asks Auron to find a way to his own Zanarkand and watch over his son Tidus; Auron agrees.
Jecht becomes the Final Aeon. Braska summons him and defeats Sin, but dies. Jecht eventually merges with Yu Yevon and becomes the new Sin.
Auron, torn in loss and sorrow, makes his way back to the temple in Zanarkand and confronts Yunalesca, demanding to know why Braska had to die. Yunalesca gives him the usual spiel about the Final Summoning providing hope for Spira. Auron attacks Yunalesca, but is defeated and mortally wounded. He makes his way down Mount Gagazet, and stumbles across Kimahri. He begs him to take Braska's daughter Yuna from Bevelle to Besaid. He loses consciousness and is discovered by Rin, an Al Bhed merchant, who takes him in. Auron dies in the night. He refuses to be Sent, though, resolving to fulfill his promise to Jecht, and leaves Rin's shop in the middle of the night.
Wakka joins the Besaid Aurochs, eventually becoming its captain. They are not to win any games in the next ten years.
Kimahri goes to Bevelle, finds Yuna, and takes her to Besaid. She begs him not to leave her, and he stays in Besaid with her.
Yuna grows up with newfound friends Lulu, Wakka, and his brother Chappu. Both Lulu's and Wakka's parents are killed in an attack by Sin either soon after or just before Yuna arrives. Lulu and Chappu grow close and eventually develop a romantic connection.
In The Last Ten Years:
Auron rides Sin and ends up in the dream Zanarkand, where he watches over Tidus. Tidus's mother dies of broken heart when Jecht does not return. Tidus grows up in his father's shadow to become the star player of the Zanarkand Abes.
Jyscal Guado completes a tireless toil of bringing the Guado tribe closer to Yevon. He is rewarded by becoming Maester of the Guados. He completes his willingness to bring Bevelle and the Guados closer together by marrying a human.
Jyscal's son, Seymour, is given an extremely tough time by both Guado and humans. Jyscal has no choice but to send him and his mother away to Baaj Island. Desiring to protect him, his mother becomes a fayth and gives him the power of the dark aeon Anima. Tasting the power, however, Seymour desires far more.
Seymour returns to Guadosalam and rises in the ranks of Yevon, becoming high priest of Macalania Temple.
Lulu becomes guardian to a summoner named Lady Ginnem and accompanies her on her pilgrimage. However, upon reaching the Cavern of the Stolen Fayth, Lady Ginnem is killed by fiends. She is never Sent, and becomes a powerful fiend.
Rikku, Cid's daughter, is attacked by a fiend in the water. Her brother attacks it with a Thunder spell, but hits her instead, eventually giving her an phobia of lightning.
One Year Ago:
Luzzu, leader of the Besaid chapter of the Crusaders, convinces Chappu to join the Crusaders. He is given an Al Bhed machina weapon. He is killed in a battle with Sin. Lulu becomes reserved and cold.
Wakka loses his concentration in a blitzball tournament because of the news of Chappu. He resolves to leave blitzball and become a guardian.
Six Months Ago:
Wakka and Lulu accompany Father Zuke, a priest of Yevon, on a pilgrimage to become a summoner. However, upon reaching the Calm Lands, Zuke quits his pilgrimage and becomes a monk in Bevelle. Throughout the pilgrimage, Wakka becomes distracted thinking about blitzball, and resolves to return to Besaid for one last tournament before becoming a guardian for Yuna, who has also decided to become a summoner.
Two Weeks Ago:
Seymour murders his father Jyscal, but Jyscal realizes what is going on and records a video sphere warning the finder of Seymour's true intentions. He is unwillingly sent to the Farplane before his time. Seymour is ordained as a maester of Yevon.
Some Time Recently:
[X-2] Yevon begins training people for entry into the Crimson Squad, a group that purports to be an elite offshoot of the Crusaders, although being officially unaffiliated with it. Three of those people are Nooj, Baralai, and Gippal, who are recorded by Paine during their training.
Present:
Yuna enters the Cloister of Trials in Besaid Temple. Lulu and Kimahri act as her guardians, while Wakka practices with the Aurochs on the beach.
Cid sends his daughter Rikku and her brother with a crew of Al Bhed on a salvage ship to the ruins in Baaj Island. They are to find the legendary machina airship of a thousand years ago and raise it from the ocean floor.
Cid also puts into motion a plan to stop all the summoners from completing their pilgrimages, sick and tired of the sacrifice that goes on to pacify Sin.
The Crusaders strike up a deal with the Al Bhed to combine forces in an attack they call Operation Mi'ihen. They intend to catch Sinspawn and bring them to one spot (the Mushroom Rock), then when Sin returns for them, to hit him with machina weapons. Maesters Kinoc and Seymour go along with the plan, knowing full well that it will fail and cause untold casualties, feeling that the hope of victory will be worth it.
Jecht/Sin desires to stop the violence he is causing against his will in Spira. He takes Auron to the dream Zanarkand. Sin attacks Zanarkand during a blitzball tournament; Auron takes Tidus to Sin. Tidus and Auron are pulled out of Zanarkand. Tidus is thrust into the deserted Baaj Island.
After being attacked by fiends (and barely escaping the clutches of one of them) and building a fire, Tidus is attacked by one more fiend and rescued by Rikku and her crew of Al Bhed, who think Tidus is a fiend for some odd reason. Deeply mistrustful of Tidus, they decide to let him live if they help out with their salvage operation.
Tidus and Rikku manage to power up the airship and open the way for the other Al Bhed to rescue it, but they are attacked by Sin on the salvage ship. Tidus ends up near Besaid Island; Rikku and crew survive and take the airship back Home.
Tidus befriends Wakka and promises to join the Aurochs for the tournament in Luca. He meets Luzzu and Gatta, the Crusaders, for the first time. Wakka takes him to Besaid, where he is introduced to the various aspects of the Yevonite culture.
A day passes and Yuna still does not return from the Trials. Upon finding out about it, Tidus barges into the Trials, later joined by Wakka. They find Yuna and her guardians there, having just passed the Trials and gained the Valefor aeon. Yuna demonstrates her new summoning ability in the village square.
Lulu is angry at Wakka for bringing Tidus into the village; she's especially unnerved by Tidus's resemblance to Chappu.
The next morning, Wakka gives Tidus Chappu's sword. Wakka, Lulu, Tidus, and Yuna head towards the beach. Tidus is attacked by Kimahri along the way for some reason; he then joins the party. Yuna heads for Kilika to visit the temple, while Tidus is going with Wakka to Luca for the bliztball tournament (Kilika is on the way to Luca).
Tidus meets an entrepreneur/salesman named O'aka XXIII on the S.S. Liki bound for Kilika, who asks for some donations. He'll meet him several times in the future, peddling wares. The Liki ship is attacked by Sin, who then goes after Kilika Town and causes much damage. Yuna performs the Sending for the deceased. They head through the forest to Kilika Temple; they meet up with Gatta, Luzzu, and the Crusaders along the way, and confront a fiend named Lord Ochu. At the temple, a Sinspawn attacks them yet again.
After beating the spawn, the team meets the arrogant Luca Goers at the temple. Inside, they come across Dona, another summoner, and her burly guardian Barthello. Tidus (who's not a guardian) stays outside the Cloister of Trials, but is pushed in by Barthello (Dona's playing with him). Yuna and company finish the Trials and she obtains the Ifrit aeon.
On the S.S. Winno heading to Luca, Tidus attempts to fire a Jecht Shot, his father's trademark move. (He may or may not succeed). Yuna watches and strikes up a conversation about his father, where Tidus's feelings of despise and disgust for Jecht come out.
In Luca, Maester Mika and Maester Seymour both arrive to oversee the tournament. So do the Al Bhed Psyches blitzball team, who report to Cid that Yuna has arrived (Cid intends to capture all the summoners to prevent their finishing their pilgrimages and sacrificing themselves). Yuna hears about Auron being in Luca, and takes Tidus to meet him. They fail to find him, though. Kimahri is distracted by the arrival of Biran Ronso and his friend Yenke, who taunt him. A fight breaks out, and in the ensuing scuffle Yuna is captured by the Al Bhed.
To cover their losses, the Al Bhed Psyches issue an ultimatum to the Besaid Aurochs (who have received a bye in the tournament and must only play the Psyches and the Luca Goers), telling them to take a dive if they want Yuna back. Tidus, Yuna, and Kimahri rush to the Al Bhed ship and rescue Yuna. Lulu shoots a flare to inform Wakka of Yuna's safety. The Aurochs barely win their match agains the Psyches, but Wakka is injured in the match.
Tidus returns to the Aurochs' room and takes over for Wakka in the match against the Goers (which he may or may not win).
Seymour's loyal Guado, by his behest, and in an effort to show Spira his power and obtain their trust, release fiends in the stadium. Seymour summons his aeon Anima and decimates them. Tidus meets Auron in the chaos as well. He informs him that Sin is Jecht.
Auron offers his services as a guardian to Yuna, and insists on Tidus being included as well. They head towards the temple at Djose, past the Mi'ihen Highroad and Mushroom Rock Road.
Along the Highroad, they meet Belgemine (who challenges Yuna to an aeon battle), Shelinda (a naive acolyte of the Yevon church), the Chocobo Knights (Lucil, Elma, and Clasko), and Maechen for the first time; they will meet these characters several times throughout their journey, but generally they don't do much. 8-) They also meet a young girl named Calli.
They stop off at Rin's Travel Agency, where they hear about a Chocobo-eating monster. Tidus resolves to beat it (he may or may not do so. Winning gets a free chocobo ride; losing gets you pushed off a cliff onto the Oldroad, where you have to make your way back to the main road after a long detour.) Yuna records her final words to her friends here in a video sphere, intending to leave it to her guardians after the Final Summoning.
[X-2] (About this time) The Crimson Squad has their final training exercise, supervised by Maester Kinoc in the Mushroom Rock Road. They are to investigate a cave and return alive. However, the cave (the Den of Woe) is inhabited by Shuyin's evil spirit, which causes all the trainees to go crazy and kill each other. A vision of Vegnagun is shown to them, apparently causing the insanity. Only Nooj, Baralai, and Gippal remain, mainly because Paine stops them from killing each other. However, Nooj is possessed by Shuyin.
(cont.) It is evident that the entire exercise, and possibly the entire Crimson Squad, was a hoax to ensure the deaths of all the trainees. When the three return alive, they are shot at by the Yevonites; they manage to flee alive. It should also be noted that Logos and Ormi are working for the Yevonites now and are sent to find and terminate Nooj, Baralai, and Gippal. They are unsuccessful. (Although maybe this is where Leblanc is introduced to Nooj!)
The road to Djose is closed due to the Crusaders/Al Bheds' Operation Mi'ihen. Even summoners are refused passage (including an incensed Dona). However, Maester Seymour happens along the party and lets Yuna through, inviting her to the command center of the operation.
Gatta and Luzzu argue nearby. Gatta intends to fight in the operation, but Luzzu refuses to let him. Luzzu also takes the opportunity to tell Wakka that he was the one who enlisted Chappu. Wakka smashes him one in the face, but tells him to be careful and not to die.
Operation Mi'ihen commences; the Sinspawn are made to call out to Sin, and Sin arrives and decimates the Crusaders. (Luzzu or Gatta will die at this point. If Luzzu dies, Gatta returns to Besaid to take over command of the Crusaders there.) Yuna performs the Sending.
[X-2] (About this time) Paine meets up with Nooj, Baralai, and Gippal on the Mi'ihen Highroad. The four agree to go their own way. However, as they turn, Nooj shoots Baralai, Gippal, and Paine, leaving them for dead. None of them actually die, of course.
Yuna and party head for Djose Temple (where they meet the remainder of the Chocobo Knights; there's only one Chocobo left, though the Knights are all fine). Inside they meet Isaaru, yet another Summoner, and his brothers-cum-guardians Maroda and Pacce. Yuna completes the Cloister of Trials and gains the help of Ixion.
Tidus, Yuna and co. head towards the Moonflow, a river infested with pyreflies. On the way they meet Shelinda again, as well as Biran and Yenke Ronso, who nastily inform Kimahri that summoners have been disappearing (thanks to the Al Bhed's plan on stopping the pilgrimages). Belgemine also shows up for another battle.
The party rides a shoopuf towards the other bank, but is attacked by none other than Rikku, in an Al Bhed contraption, who tries to make off with Yuna. Tidus and Wakka bust up her machine and save Yuna, though (all without knowing who was in there).
[X-2] Baralai reaches Guadosalam. Seymour agrees to take him "under his wing", erasing his involvement with the Crimson Squad; Baralai goes into hiding. Gippal returns to the Al Bhed Home in Bikanel Island. It's unknown what happens to Nooj until after the end of FFX.
After reaching the other shore, Tidus finds Rikku on the bank of the river. After some confusion, Rikku speaks with her cousin Yuna and ends up deciding to be yet another guardian and to travel with them. Wakka is blissfully unaware that she is an Al Bhed, however.
The party enters Guadosalam, where they are greeted by Tromell Guado, Seymour's sycopanthic servant. Seymour invites them into his mansion, where he treats them to some food, and a breathtaking view of ancient Zanarkand (thanks to the Farplane's memories). He then asks Yuna to marry him. Extremely flustered, Yuna asks for some time to decide.
She heads for the nearby Farplane, where she meets with the spectres of her parents. (Wakka and Lulu also spend time with Chappu.) Yuna tells Tidus to try to call Jecht, but of course he doesn't come, because he's not dead - he's Sin. However, Tidus's mother does show up... even though she wasn't Sent, she accepted death while still alive, pining away for Jecht.
On the way out of the Farplane, Maester Jyscal shows up, trying to leave the Farplane. Yuna re-Sends him, but he drops a video sphere which she quickly picks up. Auron comments that the reason for him trying to leave the Farplane was because he had a violent death.
Yuna decides to continue her pilgrimage in lieu of marrying Seymour, but Seymour has already left for Macalania Temple, which he is high priest of. Shelinda informs Tidus of the fact, and they start after him.
First they pass through the Gandof Thunder Plains, where Rikku makes her fear of lightning abundantly clear. While stopping at Rin's Travel Agency, Yuna takes a look at Jyscal's sphere, which is a warning to beware Seymour and a declaration of his murder by his son's hand. She decides to confront Seymour instead of fleeing from him, so she tells her friends that she's changed her mind and wants to marry him.
At the other end of the Plains, they pass through Macalania Woods, where they find an out-of-breath Barthello, who is looking for Dona (already captured by the Al Bhed). Towards the end of the wood, Auron takes a shortcut and introduces Tidus to a place which is kind of like a liquid sphere. They fight a giant sphere fiend here, and Auron shows Tidus one of Jecht's video spheres he left behind on their journey (nine more show up in other places now).
Around this time: Isaaru is on pilgrimage in Besaid; the Al Bhed sneak up and capture Pacce, and threaten to kill him if Isaaru does not surrender. He does, and they take him to Home.
At one of Rin's stations near Macalania Temple, Tidus meets up with Clasko of the Chocobo Knights again. (He can convince him to become a Chocobo breeder instead of a Knight, in which case he ends up on the S.S. Liki with a gift for Tidus). Tromell meets them, apologizes for Seymour's rush, and takes Yuna with him. However, the Al Bhed attack again!
Rikku's brother leads the attack this time, but again they defeat the machina sent against them. Rikku can no longer hide her lineage from Wakka, though, who's rather upset at learning about it. Tromell takes Yuna again inside the temple to meet with Seymour at the Cloister of Trials, at which point she gains the help of the aeon Shiva.
While Yuna is gone, a priestess discovers Jyscal's sphere inside her belongings. Tidus finally views it and resolves to chase after Yuna into the Cloister. They reach the end, confront Seymour, and are attacked by him. Seymour summons his aeon Anima, but they defeat it and kill him. However, before Yuna can Send him, Tromell enters and takes the body away. Seymour becomes an Unsent.
They make their way back out of the Cloister of Trials, but are faced with Tromell and his contingent of Guado guards. Tromell destroys Jyscal's sphere, declaring that "Guado deal with Guado problems!" Everyone runs, continually dealing with the Guado pursuers. Once they near Macalania Forest, however, a giant beast is sent against them. It cracks the frozen lake and they all fall through.
At the bottom of the lake, Sin appears, drawn by the sound of the Hymn of the Fayth from the temple. After some disorientation, the party find themselves in the Sanubia Desert on Bikanel Island, near the Al Bhed home. Yuna is found by some Al Bhed and taken to Home with the other summoners; however, the Guado learn of this and attack Home. They find Yuna and steal her.
[X-2] Gippal has a conversation with Auron at this time; this is apparently what convinces Gippal to fight against Yevon.
Tidus, Rikku, and the others reach Home to find it under attack. They search for Yuna and are devastated to find her gone. They also find Dona and Isaaru here. Tidus finally asks why the Al Bhed are keeping the summoners from their pilgrimage, and finds out the truth about what happens the summoners after the Final Summoning. He resolves more than ever to find Yuna and apologize to her for all the bright things he said about defeating Sin.
Cid deems that Home cannot be saved from the fiends unleashed there by the Guado; he takes as many Al Bhed as he can (most of them, actually), the summoners, and Tidus and friends to the giant airship salvaged by Rikku in Baaj Island, now restored. He then uses the airship's weapons to blow up Home.
[X-2] Buddy is one of the Al Bhed aboard the airship.
Cid searches for Yuna using a machina inside the airship, and finds her in Bevelle, where Seymour is forcing her to marry him. They make a daring attempt to rescue her (defeating Bevelle's guardian dragon, Evrae, on the way), but are captured by Maester Kinoc and his monk warriors. Yuna escapes by falling from the tower and summoning Valefor to carry her. She makes her way to the Bevelle Temple to enter the Cloister of Trials. Tidus and co. follow her. Inside, Tidus catches a glimpse of Bahamut's fayth, who has riddled his dreams now and again.
Outside the Cloister, Maester Kinoc arrives and captures the party. During the (not-so-)fair trial by Maesters Mika and Kelk Ronso, Yuna and her friends are sentenced to the Via Purifico, a (not-so-)grueling physical test supposedly meant to execute the sentencee. There are two parts to it; Tidus, Wakka, and Rikku end up in the water and have to fight the spectre of Evrae to leave; the others end up in a dry-land part and have to fight Isaaru to break free. Everyone manages to do so. They end up on the Bevelle Highbridge.
Seymour waits for them here. He kills Kinoc and absorbs the pyreflies from his body and several other guards, creating an artificial armor similar (on a small scale) to Sin's. Kimahri attacks him and tells the others to run, but after going a short while they come back and help him defeat Seymour.
The party flees Bevelle and ends up back in Macalania Woods. Yuna wades into the nearby lake. Tidus attempts to cheer her up by telling her stories of Zanarkand and trying to get her to give up her pilgrimage, but it doesn't work. Tidus kisses her (to the tune of Suteki Da Ne) and tells her he'll stay with her no matter what her decision is.
Maester Mika sends word throughout Yevon's temples that Yuna and her friends are traitors, to be killed on sight. He dispatches warrior monks to all corners of Spira, searching for her. Maester Kelk Ronso, worried by Mika's calm acceptance of Seymour's guilt in Lord Jyscal's death, quits the order of Yevon and returns to Mount Gagazet.
The party back together, they head off to the Calm Lands. There they meet with Father Zuke, who was told by Bevelle to kill them. However, he simply warns them and lets them proceed. Other people to meet in this vast place include Belgemine (again), a Chocobo racer, and Maechen.
They head towards Mount Gagazet, the last stronghold of civilization before the ruins of Zanarkand. They are stopped by more of Seymour's Guado cronies, but defeat them and continue.
They proceed to Mount Gagazet, where they are met with resistance by Kelk and his faithful Ronso (including Biran and Yenke). Yuna's strong words convince Kelk to let her pass, but Biran and Yenke refuse to allow Kimahri to join her. They attack Kimahri, and Kimahri beats them. Biran and Yenke accept their defeat with grace.
As Yuna and friends travel through Mount Gagazet, Seymour attacks the mountain and mows down the Ronso one by one, including Kelk, Biran, and Yenke. Only a scant few Ronso survive (besides the blitzball players still in Luca). Seymour tracks Yuna and catches up to her at the peak of the mountain. Again calling power to create an armor of souls, he is again defeated by Tidus, Yuna, and the rest, but not before Seymour declares his intention to join with Sin and destroy all life on Spira, thus "healing" it from its sorrow.
The people of Spira, upon hearing Maester Mika's declaration of Yuna as a traitor, begin to doubt Bevelle's word and their intentions. They are also disinclined to trust the warrior monks aggressively populating their villages.
Maester Mika, realizing that Yuna is close to Zanarkand, and finding out about Seymour's true intentions (which he doesn't agree with at ALL), and also seeing the chaos ensuing from his declaration of Yuna as a traitor, spreads a second rumor saying that the first rumor about Yuna's traitorship was false, spread by the Al Bhed. He intends to clear her name so that she may perform the Final Summoning in peace. He calls the warrior monks back to Bevelle. This leaves many villages unprotected, so the Crusaders end up getting a surge of volunteers to swell their ranks, which were depleted after Operation Mi'ihen.
A large exodus from the ranks of Yevon begins, and Bevelle is thrust into chaos. Clinging to those whose faith remains unshaken, they rearrange their entire internal structure. The acolyte Shelinda is appointed captain of the Bevelle guards, much to her surprise.
The Guado lose all hope, realizing their foul deeds, and become depressed and defeatist. Tromell spends all his time in the Farplane, pining for his masters and apologizing to them.
Continuing north, the party reaches a wall of fayth - all that remain of the inhabitants of the real Zanarkand. Tidus falls into a dream upon touching it, where he is finally contacted directly by the fayth who controls Bahamut. He is told the truth about Zanarkand, and the fayth asks him to defeat Sin, end their ages-long summoning, and let them rest.
Tidus awakes. The party continues through a cave leading to Zanarkand. Three trials await them here (the third being a monster battle), sent by Yunalesca to test the worth of those who seek the Final Summoning. After the trials, they emerge outside and continue up the path towards Zanarkand. Yuna drops the video sphere she recorded back on the Mi'ihen Highroad containing her last words; Tidus finds it and pockets it, after watching its emotional contents.
That night, Tidus and friends rest at the peak of the red mountain near Zanarkand. This is actually the scene seen in the intro; in other words, the entire game up until now has been a "flashback" of sorts for Tidus (which is why he narrates it at certain points). The next day, they continue towards the ruins of Zanarkand.
They complete the Cloister of Trials in the dome of Zanarkand and finally meet Yunalesca. Yunalesca tells Yuna the truth about the Final Summoning and tells her to choose the guardian she wishes to make into the fayth for the Final Aeon. Yuna, angry at this treatment, refuses to do so, and decides to end the "spiral of death" for once and for all. Bolstered by all her guardians, she attacks Yunalesca and Sends her for good.
Sin arrives at Zanarkand, sensing Yunalesca's departure. Tidus promises Jecht/Sin that he'll find another way. Conveniently, the airship piloted by Cid chooses this moment to pick them up.
Inside, the party racks their brains for ideas, and comes up with two: To visit Maester Mika in Bevelle, and to sing the Hymn of the Fayth. The song was enjoyed by Jecht during his life and still is (as evidenced by his appearance near Macalania Temple earlier). They intend to have all of Spira sing the song while they attack Sin, hoping to weaken it.
They visit the Highbridge in Bevelle, where they find Shelinda, the new captain of the guards, meeting them. She takes them to Mika, who assumes Yuna has received the Final Aeon and exhorts her to visit the Calm Lands and summon it. She tells him what transpired with Yunalesca, and he loses all hope and dissolves. Shelinda appears, asking if they have met Mika; Auron, naturally evasive, tells her he hasn't showed up yet. Tidus also tells Shelinda to spread the word that when the airship begins singing the Hymn of the Fayth, all Spira should sing along.
Bahamut's fayth again contacts Tidus and tells him to meet him in the Chamber of the Fayth. Once there, he tells them about Yu Yevon, waiting inside Sin, and that there is where the real battle must be fought. He agrees with Tidus's plan involving the Hymn of the Fayth, as well. He also asks Yuna to summon her aeons when she fights Yu Yevon. She thinks the offer odd (since she's been summoning them all along) but agrees.
Word of Maester Mika's "death" spreads throughout Spira. The church of Yevon has no comment on it, but the rumor gets around. Chaos spreads even further. Isaaru the summoner is called back from his pilgrimage and installed in Bevelle to try to keep some sort of peace; his two brothers/guardians, Pacce and Maroda, now guard the Highbridge in Bevelle.
After preparations are complete, Tidus and party attack Sin using the airship, while Spira sings the Hymn of the Fayth. On their way, Tidus brings out Yuna's sphere containing her last words, tells her she won't be needing it, and throws it off the edge. After knocking off two of Sin's arms, Sin crashes near Bevelle. However, he soon takes to the skies and hovers in the sky over Bevelle, waiting for Tidus. Tidus attacks him and opens the mouth wide, and the airship enters.
Inside, they find Seymour, supposedly "becoming one" with Sin. He draws power from Sin and creates a third armor body, but Tidus and Yuna strike him down again; Yuna finally Sends him. They continue on into the very center of Sin.
Tidus finally meets his father there. Jecht transforms into Braska's Final Aeon and uncontrollably attacks Tidus. Tidus and friends manage to defeat him for good and he finally manages to tell Jecht how much he hates him... just before he dies.
Yu Yevon, having his aeon taken away, attacks Yuna and friends. Yuna summons one aeon after another; each one is possessed by Yu Yevon, and destroyed for good by Tidus, leaving Yu Yevon nowhere to go. They finally attack his body (now a kind of black floating spider thing) and destroy it. Yuna Sends Yu Yevon and the fayth. She notices that Auron also begins to disappear; however, Auron tells her to continue, and that he has been on the world for long enough already. He disappears and finally takes his place on the Farplane.
The fayth in the Zanarkand wall finally stop summoning the dream Zanarkand with the destruction of Yu Yevon; the dream disappears. The fayth in temples around Spira fade out and their souls are finally put to rest.
As for the fate of Tidus... that depends on the ending of FFX-2.
Side Quests (FFX):
Tidus can visit Baaj Temple again, where he can defeat the fiend he escaped from in the beginning of the game, and he can ask for the power of Seymour's aeon, Anima.
The Cavern of the Stolen Fayth lies between the Calm Lands and Mount Zanarkand; if the party explores it, they come across what's left of Lady Ginnem, who summons her aeon, Yojimbo. Upon defeating her, they can *pay* for Yojimbo's services in the nearby ad hoc Chamber of the Fayth, which is where the stolen fayth of Yojimbo resides.
Tidus can visit Remiem Temple near the Calm Lands. This temple was a holy place before the battle between High Summoner Gandof and Sin; after that, the Calm Lands became largely uninhabited. Belgemine makes her home here, as does the fayth of the Magus Sisters aeon(s). If Yuna defeats all of Belgemine's aeons, Belgemine says that she has fulfilled her powers and asks Yuna to Send her.
Tidus can find the Omega Ruins on the airship map. There are no save points, but a lot of treasure and nasty enemies. Halfway through they fight Ultima Weapon, a "shadow" of the Omega Weapon they find at the very end and defeat.
The Monster Arena is off the edge of the Calm Lands; formerly a training ground for Lord Mi'ihen and his Crusaders, now a man lives here pitting monsters against you and creating his own from monsters you capture.
Various other sidequests have no bearing on the story, including the search for each character's Celestial Weapon (first you have to win the Cloudy Mirror from a Chocobo race in Remiem Temple, then change it into the Celestial Mirror by a plant in Macalania Woods, then by collecting special Crests and Sigils and using them to power up the weapons). There's also mini-games involving a Cactuar Village in Bikanel Island, dodging thunderbolts in the Thunder Plains, chasing butterflies in Macalania Forest, racing Chocobos in the Calm Lands, finding Al Bhed primers to learn the Al Bhed language, collecting Spheres left during Braska's journey (which allow Auron to learn his Overdrives), or playing blitzball.
Present until One Year Later (everything from here till the end is X-2 only):
A man named Trema creates an organization called the Seekers, who later become the deregulated sphere hunters (including the flamboyant Leblanc Syndicate); their goal is to find the spheres involving Spira's past. Once many of these spheres are collected, Trema founds another party, New Yevon, based on the old Yevon teachings. He then takes the spheres deep into the bowels of Bevelle and destroys them. He does not return.
Nooj founds the Youth League, whose purpose is to discover the secrets that New Yevon hides.
Gippal either founds or becomes head of the Machina Faction, an apolitical group who tinker with machines. They set up camp in Djose Temple as well as Bikanel Island.
Kimahri becomes elder of the Ronso.
Hovers are installed on the Mi'ihen highroad. Chocobos slowly go out of style.
One Year until Two Years Later:
The Gullwings are created when Brother and Buddy find an ancient airship which they dub the Celsius. The name comes from the gull who shows them the way to the airship. Shinra and Paine also join up.
Wakka and Lulu get married.
O'aka buys up Rin's Travel Agency near Macalania Temple, but is foiled when the temple falls into the lake because of the fayth vanishing, drying up his customer prospects.
Macalania Woods also begins to fade. The Guado move into the woods hiding away from the rest of Spira, and in particular the Ronso, whose vengeance they fear.
Dona joins the Youth League, along with Maroda and the previous Chocobo Knights (Lucil, Elma, and Clasko). A nervous lad named Yaibal also joins.
Barthello joins New Yevon.
Yuna is offered the hand of the son of the praetor of New Yevon in marriage. She refuses. Some time later, the praetor is retired and Baralai is appointed in his place.
Cid creates a business by turning Zanarkand into a tourist attraction. He hires Isaaru to help.
Pacce creates his own sphere hunting group, the Kinderguardians, whose only other members are Taro and Hana, two other kiddies.
Two Years Later (required missions only):
Yuna finds a sphere showing Shuyin, who appears to look like Tidus to her. She resolves to search Spira looking for more spheres like it. Rikku convinces her to join the Gullwings with her to facilitate this.
On a trip to Luca, the Gullwings run into Leblanc, who steals Yuna's Garment Grid and her Songstress dressphere. For some strange reason, Leblanc feels compelled to put on a concert in Luca while looking like Yuna. The Gullwings crash the concert (with Yuna in a moogle costume keeping a low profile) and grab back the grid and the sphere. Yuna begins dancing while in the Songstress costume (the dressphere was originally Lenne's, and her feelings are brought out in it).
The Gullwings run into the Leblanc Syndicate when investigating a sphere on the top of a newly discovered ruin on Mt. Gagazet. The Gullwings get away with the sphere.
Landing in Besaid, they find Wakka upset about the idea of being a father. He remembers Chappu telling him of a sphere of his parents in a hot moment; the cave he looks in does have a sphere, but that's not it.
Another sphere is reported in Zanarkand, but it's really only half a sphere. The Gullwings meet up with Isaaru in his job as tourist entertainer while looking for it.
An "awesome" sphere is reported in Kilika. The Youth League and New Yevon are fighting over it. The Gullwings drop by (and meet Tobli, if they haven't already). They make their way to the temple, step in and grab the sphere, foiling both parties!
The Gullwings decide to give back the sphere to either New Yevon or the Youth League (the main story is not affected by this choice). While they do so, Leblanc sneaks aboard the Celsius and steals the half-sphere they got from Zanarkand! The Gullwings resolve to get it back by disguising themselves as Leblanc Syndicate members.
Three uniforms can be found from goon-ettes in Bikanel Island, Mushroom Rock Road, and the newly found hot springs in Mt. Gagazet.
The infiltration is pretty much a success, barring a rather embarrassing massage Yuna finds herself forced to give Leblanc. They find the sphere, but also the remaining half of it, at which point they're intruded on by Leblanc, Ormi, and Logos. The sphere shows Vegnagun, and both the Gullwings and the Syndicate agree to find it and take it out.
The groups go deep inside the bottom of Bevelle. They cut through New Yevon troops and Baralai himself to get to the room where Vegnagun is - or was. Instead, they find a dark Bahamut waiting for them! They find out (a bit later) that Vegnagun, sensing danger, dropped through a huge hole and landed in the Farplane.
Fiends begin popping out of the temples. Apparently the new dark Aeons are behind it. First the Gullwings head to Besaid, where they find Beclem (a guy sent by the Youth League to whip the Aurochs into shape) and Wakka in a fight over how to deal with it. Beclem wants to burn down the temple, Wakka would rather not. In the end, the Gullwings beat dark Valefor and the fiends stop anyway. Another big hole is there where the fayth used to be.
In Kilika, the Gullwings enlist Dona's help to get past the Youth League guards and make their way to the temple, where they beat up dark Ifrit. Another hole.
Nooj, Baralai, and Gippal all disappear; they head for the Farplane, where they aim to stop Shuyin. Shuyin's aura finally leaves Nooj and enters Baralai, who goes towards Vegnagun, pursued by the other two.
Although the Machine Faction claims to be able to deal with the fiends at Djose at first, they get in over their head and request help. Dark Ixion falls to the Gullwings as well. However, Yuna is shoved into the hole this time. She lands on the Farplane, where she meets Shuyin, who mistakes her for Lenne and tells her about his plans for Vegnagun. Nooj and Gippal show up, and she sees that Shuyin is actually Baralai, who goes further into the Farplane, followed by the other two. Yuna somehow makes her way back up to Bevelle (where she fought Dark Bahamut), either just "magically" or by following a shining silhouette (depending on if you press X during this time or not).
With the disappearance of their leaders, Spira begins to fall into chaos and bickering. Yuna decides to put on a concert to assuage their fears. She enlists Tobli to handle the logistics (once he shakes off his creditors). Shinra creates a new sphere screen that would allow everyone to see at once. Tobli's Hypello workers go about pitching it.
The concert takes place on the Thunder Plains (after some clearing out of fiends); Yuna wears her Songstress dressphere, causing Lenne's feelings and memories to be projected onto the sphere screen. The song works, and Spira begins to calm down somewhat.
The Gullwings and the Leblanc Syndicate go down one of the holes towards the Farplane. On the way, they have to beat up the dark versions of Shiva, Anima, and the Magus Sisters. They then meet up with Bahamut's fayth, who apologizes to Yuna; apparently the various fayth tried to stop Shuyin, but got tangled up in his bad karma, resulting in the aeons who fought Yuna.
On the way, they find Gippal wounded. Leblanc agrees to stay with him while the Gullwings go on to Vegnagun.
Arriving at the heart of the Farplane and Vegnagun, they see Nooj, who describes his plan to them: he decides to shoot Baralai, hoping to wound but not kill him; this would force Shuyin to enter Nooj, who would then kill himself. Yuna shoots down that plan, instead electing to take down Vegnagun and then talk to Shuyin while wearing the Songstress dressphere, hoping that Lenne's feelings would convince him to stop the whole shebang.
The first part goes off without a hitch (Jecht, Auron, and Braska give hints and help to the Gullwings while they fight), but Shuyin starts up the big Vegnagun cannon. After taking that down, Yuna tries her own plan, which backfires when Shuyin finally realizes she's not Lenne. The Gullwings fight him. (He has all of Tidus's overdrive moves.) Afterwards, Lenne herself comes out of Yuna's dressphere and talks to him; they disappear together.
What happens next depends on which ending you get. The "bad" ending occurs if you play the game normally. That means the next scene has a "ghost" of Tidus embracing Yuna in the Farplane, but neither of them speak.
The "good" ending is available if you press the X button on the Farplane after meeting Shuyin in chapter 3, then again right now. Bahamut's fayth appears and tells Yuna he'll try to arrange her meeting with Tidus.
The "perfect" ending is available if you have 100% completion; it occurs after the good ending.
No matter which ending you get, the next scene consists of Luca Stadium, where Gippal, Nooj, and Baralai apologize to Spira and resolve to continue the Calm. The Gullwings skip the party and fly off somewhere in the meantime. The "bad ending" ends here.
The "good" ending continues after the credits with the very last scene of FFX (Tidus swimming up towards the light). Here the light ends up being the sea near Besaid Village. He comes out of the ocean and finally meets up with Yuna, when the Celsius swoops down on him. Wakka and the rest of the town watch the happy reunion.
The "perfect" ending has one extra scene in the ruins of Zanarkand. Tidus tells Yuna his theory that the fayth gathered his "thoughts" and "brought him back". It seems he isn't disappearing anytime soon. The very last image of the ending has Yuna standing in the exact same spot (and with the same camera view) as Tidus did in the very first image of FFX.
SIDE MISSIONS OF FFX-2:
Chapter 4 only allows you to talk to people or see scenes via Shinra's commspheres which he places all around Spira.
Besaid Village: Not much to do here past the required missions. You can run the Gunner's Gauntlet and put Beclem to shame. In chapter 5, Lulu gives birth to a baby boy. Beclem gives Wakka a sphere (via the Gullwings) from Chappu, where Chappu tells him to stop acting like his father. Wakka realizes that he has to stop putting labels on himself and just go with the flow. He finally chooses a name for his baby, Vidina.
Kilika Port: The only extras are in chapter 5, where you can see the Youth League finally opening up the path to the temple, so people and their families can get back together. If you viewed all the scenes in the Commspheres in chapter 4, Dona and Barthello will get back together too; otherwise they'll still be fighting.
Luca: In chapter 2, Yuna can relive her embarrassing moogle escapade from the introduction. She can also talk to Shelinda, who's a reporter. In chapter 3 she can try and win the Sphere Break tournament (Shinra's the reigning champ). In chapter 5 she can play Blitzball, or have a few quiet moments alone thinking of Tidus.
Mi'ihen Highroad: In chapter 2, Yuna meets Calli, who wants a Chocobo. After helping her catch one, Calli's then attacked by a Chocobo Eater fiend, whom Yuna fights off. You can invite her aboard the Celsius, too. In chapter 3, the machina guarding the Highroad go nuts and Yuna has to help take them down. In chapter 4, Rin starts an investigation into that incident as well as one where a hover fell off the bridge. Depending on what you do in earlier chapters and during the investigation, the culprit can be one of Rikku, Calli, the Chocobo Prophet (a weird hippie guy who likes Chocobos), or Rin himself, all for different reasons. In chapter 5 the culprit is actually called out in an Agatha Christie-style scene.
Mushroom Rock Road: In chapter 2 you can help clear out fiends here. You can also meet up with Lucil and Maechen at Youth League headquarters. If you choose to give the Awesome Sphere to the Youth League, you can participate in a tournament here in chapter 5. You can also have another heart-to-heart talk with Lucil. If instead you gave it to New Yevon, you'll be barred from the tournament and you'll speak with Yaibal instead.
Djose: You meet Gippal here in chapter 2, and sign up to dig in Bikanel. Not much else to do till chapter 5, where the Al Bhed invite you to soup up their Experiment machina, take it on, and take it down. You need lots of parts from Bikanel to do so.
Moonflow: Tobli's the guy here. In chapter 2 you can be the bodyguard for his Hypello courier. In chapter 3 you can help sell tickets. If you got them all, chapter 5 will have quite a nice show (the Gullwings can feature too!).
Thunder Plains: You can calibrate the towers here in chapters 1-3. In chapter 5 the fiends have taken over due to strange stuff from Shinra's big sphere screen. Kill 'em all.
Macalania: O'aka will be on the run from his creditors here. You can have him come up to the Celsius if you catch him. If you pay off his debt, he'll return to his shop in Macalania, as will his little brother Wantz. Otherwise the Al Bhed will take it over and O'aka will be doing slave labour in Bikanel. Besides this, you'll also meet up with the rather depressed Tromell here in chapter 1, and the indigenous music-playing other tribes, who say they will fade away with the forest.
The Ronso and the Guado: You can speak with Kimahri and Garik in Gagazet in chapter 1. What you tell the Guado affects whether or not you get the Trainer dressphere in chapter 3. Also in chapter 3, you can try and stop Garik from his Guadocentric rampage. If you do this mission, the Ronso won't go to battle, and in chapter 5 the Guado will join the other races in Macalania Forest and move back to Guadosalam. Lian and Ayde will return and inspire Kimahri and Garik to look to the future. If, however, you give that mission a miss, the Ronso will commit genocide. Not a single Guado will remain. The other races will fade away along with Macalania Woods. Lian and Ayde will still return, but Garik will remain intractable. Note that you can meet Lian and Ayde once a chapter, but nothing in particular will happen during those meetings.
The Zanarkand Issue: If you tell Cid off in chapter 1, he'll be sulking in the Thunder Plains in chapters 2 and 3 (when he'll ask for Yuna's forgiveness). In chapter 5, after beating the fiends in the Thunder Plains, you can visit a new dungeon. Cid will be inside, and once you get through it he'll come up to the Celsius. Isaaru will return to Bevelle as its leader. If, however, you let Cid be, you won't see him again during the game, and Isaaru will remain in Zanarkand as its protector. Maroda will (ironically) be the leader of Bevelle instead.
The Cactuars: You can dig in Bikanel starting from chapter 1. In chapter 3, Nhadala will introduce you to Benzo, and ask you to take him to the Cactuar Nation as an ambassador. There you'll speak with Marnela, a big cactus, who asks you to find the ten cactuar gatekeepers, scattered all over Spira. You can finish this sidequest only in chapter 5, but in the meantime the place is being attacked by Angra Mainryu, a really nasty fiend. After finding the first nine gatekeepers, you must venture into the Cactuar Hollow, where the rogue cactuars dwell. (The last gatekeeper has fallen in with a bad crowd.) After subduing them, the ten gatekeepers get rid of the fiends, but Marnela dies (or dries out) in the attempt. You have to beat the big boss on your own. Once you're done, a new Marnela - just a sapling - will begin growing.
Bevelle: You can follow Gippal, Baralai, and Nooj down here on their way to the Farplane in chapter 3. In chapter 5, the Kinderguardians will discover the Via Infinito, a 100-level semi-random dungeon. Every 20 levels is a boss, which is actually an Unsent. You'll fight Kinoc, Jyscal, Mika, Yunalesca, and Zaon. After that, you'll come up against Trema himself. Beating him gets you a very nice accessory.
Calm Lands: Two rival companies, Open Air and Argent Inc., have opened attractions here. You can pick one company and go about promoting them. If in chapter 5 one company has over 500 PR points, Tobli will show up and convince the two companies to merge into the Clear Skies corporation.
Chocobo Power: Clasko originally joins the Youth League in Mushroom Rock Road, but you can convince him to give it up and just raise chocobos. He then goes with you on the Celsius and lands in the Calm Lands later on. Once you clean out the ruins where the Battle Arena used to be, he'll use it as a chocobo ranch. You can use chocobos to dig in Bikanel, to open up a secret dungeon in Mi'ihen Highroad, or another secret dungeon in the back of the chocobo ranch itself. Hiding in it is the Amazing Chocobo.
The Dark King and his cronies take over Focus Tower (which splits the world into four parts, one for each element) and capture the five Crystals (one for each element, plus Light). The Dark King turns the upper floors of Focus Tower into Doom Castle. The elements begin to decay. The Light Element takes on the form of an old man and meets a boy named Benjamin on the Hill of Destiny. He tells him that he must restore the Crystals and defeat the monsters to restore peace to the world.
Benjamin enters Level Forest and helps a man get back to his home town of Foresta. The man tells him the trees are dying, and gives him a sample Tree Wither for proof. Unfortunately, Benjamin can't get past Level Forest without an axe.
He heads to Foresta, where he finds everything withered and old, even the people. Kaeli, a girl from Foresta, conveniently has an axe, and when shown the Tree Wither, agrees to help Benjamin.
They reach the end of Level Forest and fight a Minotaur, who poisons Kaeli before he dies. Kaeli gives Benjamin her axe, and he takes her back to Foresta to rest up. He begins searching for the Elixir needed to cure Kaeli.
He comes to the Sand Temple, but the Elixir has already been taken by a treasure hunter named Tristam. He offers to sell it for an insane amount of money, which Benjamin doesn't have. Instead, he offers him a deal: he'll give him the Elixir if Benjamin helps him enter the Bone Dungeon and retrieve the treasure there.
At the end of the Bone Dungeon, Benjamin finds the Flamerus Rex; when it is defeated, the Earth Crystal revives. Benjamin finds the Sand Coin, a key for the Focus Tower. Tristam discovers his treasure, the Dragon Claw, and gives Benjamin the Elixir.
Benjamin heads back to Foresta and heals Kaeli, then travels to the Focus Tower. The Sand Coin allows him to enter the water section of the world.
He meets a girl named Phoebe in the Libra Temple. She tells him that everything is frozen in Aquaria, and she's looking for a spring called Wakewater to thaw it. To do so she needs to travel to the Life Temple, and to do *that* she needs the Libra Crest to transport there. The Crest has been stolen by a giant snail and taken to the Wintry Cave.
Benjamin and Phoebe retrieve the Crest and travel to the Life Temple to find that most of the Wakewater has dried up. The Light Crystal (still disguised) gives them the small amount that's left over. They try to thaw out Aquaria, but it just isn't enough to work. They decide that restoring the Water Crystal is the only way out.
They head past the Falls Basin and into the Ice Pyramid, where they defeat the Ice Golem and revive the Water Crystal. Benjamin finds the River Coin. Phoebe returns to Aquaria. She tells him of her grandfather Spencer, living in the river canyon beneath her house. Benjamin meets him and is given a key to a treasure (a Venus Shield) in the Focus Tower. He finds it, meets the Light Crystal again (who tells him to seek out Reuben) and goes ahead to the fire region.
Earthquakes afflict Fireburg and its environs. One has trapped Reuben's father, Arion, in the nearby mine. They need a Mega Grenade to dislodge the rock trapping him, but the only man who has it has locked himself in his hut. They meet up with Tristam in the pub, who gives them a Multi-Key which allows them to open the door and get the Mega Grenade.
They dislodge the rock. Arion, though hurt, returns to Fireburg to recover. He tells them that the Fire Crystal is in the Lava Dome. Reuben helps Benjamin get through the Volcano and Lava Dome to defeat the Dualhead Hydra who guards the Fire Crystal. It is revived, and Benjamin gets the Sun Coin. Reuben stays with him as he travels to the wind region past the Focus Tower once more.
They pass through a rope bridge, but an attack by a monster knocks Reuben to a platform far below, stuck. Tristam enters at that moment and decides to stick around Benjamin some more. Reuben eventually makes it out of there himself.
They head east to the Alive Forest, where a living tree doesn't particularly like them. Benjamin realizes that Kaeli from Foresta could probably help, and he travels back there to find she's in Aquaria now.
In Aquaria, Phoebe tells Benjamin that Spencer wants to talk to him. He and Tristam head there. Tristam goes off with Spencer to find treasure, but gives Benjamin his Dragon Claw first. Phoebe comes in to find Spencer and accidentally destroys part of the cavern wall, sealing it off. Benjamin goes back upstairs, gets Kaeli, and returns to the Alive Forest.
The Giant Tree tells Kaelia that if she destroys the monsters inside it, it'll take her to Windia. She agrees, and she and Benjamin get rid of the Gidrah leading the monsters inside the tree. True to its word, it drops them off near Windia.
They meet with Otto, a professor in Windia, who tells them that the wind has stopped lately. He also says that his daughter Norma went to Pazuzu's Tower and was trapped there. However, now he can't reach the tower because the wind-powered Rainbow Bridge leading there is down. They must restore the wind; he's sure the cause of the wind stopping is the nearby Mount Gale.
Benjamin and Kaeli defeat the Dullahan at the center of Mount Gale and restore the wind. Otto rebuilds the Rainbow Bridge. They head to Pazuzu's Tower, rescue Norma, and continue up to defeat Pazuzu, restore the Wind Crystal, and find the Sky Coin.
Now they need to head to the Doom Castle, but the only way in is by sea. First Benjamin goes to Windia and meets up with Reuben, who takes Kaeli's place in traveling with him. Captain Mac (Kaeli's father) has a ship nearby, but can only be reached by using the Mobius Crest to teleport there. But the crest is in Spencer's Cave, which is blocked off! There's another entrance, but to get there the Rainbow Bridge must be lengthened. To do so, a Thunder Rock is needed. Reuben's father Arion has one, so they travel to Fireburg, get it, and bring it back to Windia.
The bridge is lengthened, and they return to Spencer's Place. However, Spencer doesn't want to give them the crest. They return to Windia, and Kaeli gives them Mac's Captain Cap to show Spencer. They do so, and Spencer shows them the way to the crest. They use it to reach the ship, which has been overrun by monsters. They destroy them and find Mac. Kaeli shows up and takes him back to Windia.
Phoebe arrives in Windia and joins Benjamin for the last time in his trek to Doom Castle. He takes the ship there and confronts four palette-swapped versions of the four Crystal guardians, then defeats the Dark King (who's actually a huge spider). The Light Crystal is restored and reveals itself as the old man who helped Benjamin along his way.
Benjamin goes back to Windia and decides to take Captain Mac's ship to sail around the world. He says goodbye to everyone, but before he leaves Tristam shows up and decides to go along with him. Exeunt Omnes.12 Centuries Ago
The current rulership is the Holy Empire Yudora. The current religion is the Fara Church.
Ajora Glabados born in Bervenia Free City; raised in Milodos. He prophesizes that a well will bring "great trouble" and demands that it is sealed; as it turns out, the water from that well is tainted and anyone who drank from it died soon after. Thus Ajora's fame began to grow.
Ajora begins to prophesize of the arrival of a "kingdom from a higher source". Ajora gains several disciples and the Fara Church begins to experience antipathy for him.
Information comes to the Yudora Empire that Ajora is actually a spy, taking money from the highest bidder and spreading information around. They dispatch Germonik, their own spy, to verify the account.
Germonik discovers several Holy Stones which he believes Ajora to be using to try to revive the Zodiac Braves. Although the spy allegations were never proved, the Empire fears that Ajora is trying to stir up some unknown chaos in the Empire.
Germonik tells the Empire of Ajora's whereabouts. Ajora is captured and executed at Golgorand Execution Site.
Ajora's disciple Bariaus is chased by Holy Empire Yudora. He hides out at Bariaus Valley and is forced to Bariaus Hill, where he is killed.
A giant wave submerges the Fara Church Capital. Believing this to be supernatural, the Glabados Church is formed and overtakes the old Fara Church.
Germonik writes the Germonik Scriptures, detailing the truth about himself and St. Ajora.
The Zodiac Brave Legend
Ivalice before its unification is divided into seven separate provinces: Zeltennia, Fovoham, Lionel, Limberry, Lesalia, Gallione, and Murond. Warring takes place over hundreds of years as to who will gain the upper hand. A particularly evil king summons a dark lord from the Lucavi Demons to help him, but the demon kills him. 12 heroes dubbed "Zodiac Braves" appear wielding the 12 Zodiac Stones and banish the demon back to Hell.
The Glabados Church takes advantage of this story to say that a similar story happened to St. Ajora (a king of Limberry summoned a demon; Ajora and the 12 Zodiac Braves killed it).
The Fifty Year War
The ruler of Ivalice is King Denamunda; the ruler of neighboring Ordalia is King Diwanu. The leader of the Ivalice Hokuten Knights is Balbanes Beoulve; the leader of the Nanten Knights is Cidolfas Orlandu. There also exists a third group, the Touten Knights, a valiant member of which is Gaff Gafgarion. Gustav Margueriff is a Hokuten Knight.
King Diwanu of Ordalia dies and is succeeded by his brother Valowa.
Zelamonia is a territory of Ivalice running along the Ordalian border. Unrest there causes its nobles to appeal to King Denamunda. He declares war on Ordalia.
While Ivalice's army marches on Bura, Ordalia's capital, King Denamunda falls ill and dies. He is succeeded by his son Denamunda II.
A stalemate in the war is reached due to an invasion by Romanda. Romanda is a militant nation separated from Ivalice by the Larner Channel; its king is a blood relative to King Valowa of Ordalia.
A bout of Bubonic Plague (Black Death) assails the Romandan army and they retreat after three years of war.
Denamunda II dies (believed to be assassinated) and is succeeded by his son Omdolia. Omdolia is a weak-willed man and unfit to rule; all the decisions are made by his wife Ruvelia.
King Valowa of Ordalia dies and is succeeded by his son Prince Lanard.
Because of Omdolia's weakness, Ivalice is pressured to end the war. However, because of the fearful strength of Balbanes and Orlandu, the leaders of the Nanten and Hokuten Knights, Ivalice does not surrender but instead a mutual peace is agreed upon.
During the Fifty Year War:
Gafgarion is dismissed from the Touten Knights and Gustav is dismissed from the Hokuten Knights, both on true charges of contemptible conduct during battle. Gafgarion becomes a mercenary, selling to the highest bidder.
King Omdolia's two sons die. He adopts his much younger sister Ovelia as his daughter.
Grand Duke Gelkanis Barinten adopts Rafa and Malak Galthana. When they grow up, he puts them as leaders of his elite assassination group Kamyuja, which is later disbanded.
The Knights of Death, an anti-aristocratic terrorist group, are disbanded. Their leader is Wiegraf Folles; his second-in-command is Gustav Margueriff, after his dismissal from the Hokuten.
Priest Buremonda of Lionel becomes insanely jealous at the love shared between Beowulf Kadmas, head of the Lionel Temple Knights, and his sweetheart Reis. In a fit of anger, he casts a curse on Beowulf, but Reis intercepts it, sacrificing herself. The curse turns her into a dragon form, in which all her memories are erased. She leaves in humiliation, and Beowulf quits the Temple Knights to begin searching for her.
Balbanes Beoulve allows Delita and Teta Hyral to live in Igros Castle with his family. Delita becomes fast friends with his son Ramza, and Teta and Alma (Balbanes' daughter) also become very close.
The Lion War (beginning of the game)
Chapter One: The Meager (So called because of an exchange between Wiegraf and Ramza where Wiegraf claims that Ramza has never known "the meager" - living in poverty.
Balbanes Beoulve falls ill and dies (poisoned by his son Dycedarg in a long-range plot to gain the throne). Zalbag Beoulve becomes leader of the Hokuten Knights.
Ramza Beoulve and Delita Hyral are sent to the Gariland Military Academy; Alma Beoulve and Teta Hyral attend the Igros Aristocratic School.
King Omdolia and Queen Ruvelia have another son, Orinas.
The Knights of Death resurface as the Death Corps. Due to the turmoil caused by the war, they run rampant throughout Ivalice. Igros Castle concerns itself with ousting them.
Ramza, Delita, and their group of Hokuten cadets have their first battle in Magic City Gariland with a band of thieves. They decide to travel to Igros Castle to await orders regarding the Death Corps.
On the way, they find Algus Sadalfas, a Hokuten cadet under Marquis Elmdor (the leader of Limberry), beset by Death Corps soldiers. They rescue Algus, and upon his discovery that Ramza is a Beoulve, he begs them to let him accompany him to Igros. The Marquis has been kidnapped by Gustav, second-in-command of the Death Corps, and a ransom is demanded. (Dycedarg and Prince Larg put him up to it, giving them an excuse to concentrate all their forces in destroying the Death Corps.)
Upon reaching Igros Castle, Dycedarg forbids Ramza, Delita, and Algus from chasing the Marquis, fearing that if they rescue him the Hokuten's excuse will be negated. However, Ramza finds out from Zalbag that a spy searching for the Marquis was last seen in Dorter Trade City. He resolves to travel there; Delita and Algus accompany him.
They pass through Sweegy Woods, where they are attacked by monsters.
They explore Dorter until they happen upon the Dorter Slums. There, they find Wiegraf, leader of the Death Corps, threatening a Death Corps fencer until he divulges the whereabouts of the Marquis. (Wiegraf is angry that Gustav acted without his permission, giving the Hokuten an opening to attack the Death Corps.) Wiegraf leaves, but the fencer and his group attack Ramza's cadets. After beating them, Algus gives a very harsh treatment to the fencer until he tells them that the Marquis has been hidden in the Sand Rat Cellar in Zeklaus Desert. Ramza and Delita are shocked by Algus's ridiculously harsh views of commoners.
Wiegraf beats Ramza to the Sand Rat Cellar and confronts Gustav. Gustav pulls a sword, but Wiegraf kills him first. Ramza and his cadets fight through the guards of the Sand Rat Cellar to find Wiegraf, a dead Gustav, and a tied up Marquis. Ramza lets Wiegraf go in exchange for the Marquis.
Ramza and co. travel back to Igros Castle. Dycedarg is upset with them, but Prince Larg enters and commends Ramza's work. (Larg later tells Dycedarg that even with the Marquis alive, the Death Corps' audacity would still have to be dealt with; and Ramza has proven his ability as a warrior.) Dycedarg sends Ramza to the Thieves' Fort to deal with a cadre of Death Corps there.
Miluda Folles, Wiegraf's sister, leads the cadre at the Thieves' Fort. Ramza, although unwilling to fight her, must. She escapes, however, and declares her undying hatred for the Beoulves and all nobles.
Golagros Levine, a member of the Death Corps, carries out an assassination attempt on Dycedarg which was foiled by Zalbag, but not before he badly wounds Dycedarg. To allow his escape, Golagros takes Teta Hyral, Delita's sister, as a hostage. He escapes with her to the windmill on Fovoham Plains.
Ramza, Delita, and Algus return to Igros Castle to hear the news. Algus makes several disgusting remarks about commoners and Ramza dismisses him, demanding never to see him again. However, Algus tells them about the Death Corps base at Fort Zeakden before he leaves. Ramza and Delita head towards there.
To get there, they pass through Lenalia Plateau, where Miluda is stationed. They are forced to fight again, and Miluda is killed.
Ramza reaches Fovoham Plains and is confronted by Wiegraf. He beats him, but Wiegraf escapes. Delita rushes into the windmill to find that Golagros and Teta are gone; they escaped to Fort Zeakden.
Ramza and Delita reach Fort Zeakden to find Golagros holding Teta as a hostage. However, Zalbag, Algus, and the Hokuten are also there. Algus, at Zalbag's order, shoots Teta with a crossbow. With Golagros's hostage gone, he is also shot. Fatally wounded, he shuts himself in the fort. Delita's rage overflows and he and Ramza fight Algus, who dies. Delita rushes to Teta, who's badly wounded. However, Golagros ignites the huge store of explosives in the fort. Ramza turns tail and runs, but Delita cannot move from his grief. However, Teta shields him from the blasts with her last energy. (After the explosion and commotion, Ramza remains unaware that Delita is alive.)
Chapter Two: The Manipulator And The Subservient (So called because the true natures of the war come out: that of the manipulative Church and the unknowingly subservient Princes Larg and Goltana.)
King Omdolia falls ill and dies. A battle for the guardianship of Prince Orinas breaks out between Prince Larg, Ruvelia's brother, and Prince Goltana, Omdolia's first cousin.
Ramza, unsure of his state of life, changes his last name to Ruglia and joins Gafgarion's mercenary group (which currently only has one other member, a squire named Rad). Gafgarion is now the only person who knows Ramza's real identity (besides Delita and Ramza's siblings).
Delita, who escaped Fort Zeakden thanks to Teta, meets with members of the Murond Glabados Church and convinces them that he wishes to join their cause. He starts a long string of double-crossing, first becoming a member of the Black Sheep Knights under Baron Grims, a Nanten Knight leader; he quickly rises to second-in-command. However, the Black Sheep and Baron Grims are wiped out by the Ryomoku, an assassin group led by Grand Duke Gelkanis Barinten. Delita instead joins the Hokuten and rises to the rank of Holy Knight, while still allegedly being loyal to Goltana behind Larg's back, being loyal to the Church behind even Goltana's back, and planning on double-crossing even the Church at the end.
Wiegraf Folles, after the demise of the Death Corps, falls in with the Temple Knights, protectors of High Priest Funeral. The Temple Knights' true purpose (and that of the Glabados Church) is to collect the Holy Stones and resurrect the Zodiac Braves.
Gafgarion and group are hired by the Hokuten Knights to attend Agrias Oaks, the bodyguard of Princess Ovelia. She is stationed in Orbonne Monastery, under the auspices of Priest Simon Pen Rakshu. The monastery is given the Holy Stone Virgo, which is a royal keepsake, for proof of her status. The job of Agrias and her knights is to protect the Princess at all costs; Gafgarion is hired to help her.
Minister Gelwan, a close aide to Goltana, defects to the side of Larg and Queen Ruvelia. Larg, who knows he will be named guardian to Prince Orinas, wants Ovelia dead; Gelwan suggests kidnapping her and taking her to Bethla Garrison, where she is to be executed. At the same time, they can frame Goltana for the crime by sending the kidnappers in Nanten dress. Delita is the backup for the disguised Hokuten; he is to carry out the actual kidnapping while the disguised Hokuten keep Agrias and Gafgarion busy. They are then to meet at Zirekile Falls, where they will continue to Bethla. (Then why hire Gafgarion to protect her at all? My guess is to make a grand show of his desire to protect the princess, thus proving that it must have been Goltana who kidnapped her. He purposely throws away the lives of the front-line Hokuten to Gafgarion and Agrias, knowing that Delita will sneak through the back and accomplish his purpose anyway.) Queen Ruvelia gives the order for the kidnapping to take place.
Gelwan's plan is carried out: The Hokuten meet defeat at the hands of Ramza, Gafgarion, and Agrias, but Delita steals the princess away on a Chocobo. Ramza sees him and feels a need to find out what happened to him and why he's in Goltana's army. He insists on following Agrias to rescue Ovelia. Agrias agrees and tells him that they must have taken her to the impenetrable fortress, Bethla Garrison.
On the way to Bethla, Agrias, Gafgarion, and Ramza pass through Dorter Trade City. Vormav of the Temple Knights tries to stop them by sending a band of thieves against them, but the thieves are surprised by the inclusion of Gafgarion in the party, and fall easily.
Ramza and company pass through Araguay Woods, where Boco the Chocobo is beset by Goblins. They save him and he joins them.
Next stop is Zirekile Falls. Delita refuses to hand over the Princess to the Hokuten, knowing that they'll kill her. He wants to take her back to Goltana. Agrias, Ramza, and Gafgarion come upon the scene, and the Hokuten command Gafgarion to kill the Princess; he agrees, seeing as it's all to contract. Delita joins Ramza and Agrias in fighting Gafgarion and the Hokuten. Gafgarion escapes, however. After the battle, Delita, while not telling Ramza anything about his life other than the fact that Teta saved him, agrees to let Ovelia travel with Ramza and Agrias. He leaves to places unknown. Agrias and Ovelia decide to head to Lionel Castle, where Cardinal Draclau can offer protection. (They do not reach Bethla Garrison in this leg of the game, by the way.)
(Cardinal Draclau of Lionel Castle controls Bart Rudvich's Bart Trading Company. He orders Rudvich to find a Holy Stone, Taurus, which was rumored to have been discovered in Goug Machine City. (More about that later.) Rudvich finds the one who allegedly found the stone, named Besrodio Bunanza, and captures him. However, he won't talk, and Rudvich tries to find his son Mustadio, who'll definitely come to rescue his father and will tell the location of the stone in exchange for Besrodio's life.)
Zaland Fort City is on the way to Lionel. Ramza and Agrias come upon Mustadio Bunanza, an engineer from Goug Machine City, being beset by agents from the Bart Trading Company. After rescuing him, he tells them that Bart Company is party to many illegal ventures behind the cover enterprises. His father, Besrodio, has been captured by them. He begs them to take him to Lionel, but won't tell them why Bart Company is chasing him.
Ramza overhears Ovelia pouring her heart out to Agrias. He finds out that Ovelia and Alma were close friends in another monastery, where Ovelia was stationed before she went to Orbonne. Ovelia also wishes that she was never a princess, so people wouldn't have to die because of her...
Ramza, Agrias, and Mustadio must pass through Bariaus Hill to reach Lionel. Bart Company is there, however. Mustadio still cannot tell Ramza why he's being chased.
Dycedarg orders Gafgarion to capture Ovelia at any cost, even Ramza's life. He claims that Ramza is a disgrace to the Beoulve name. Gafgarion is dubious, but orders are orders.
Ramza and co. reach Lionel Castle. Cardinal Draclau agrees to expose Prince Larg's plan, and also offers to rescue Mustadio's father, Besrodio, from Goug Machine City. However, he shows Mustadio the Scorpio Zodiac Stone and gets him to confess that that was the reason that Bart Company is chasing Besrodio. According to Mustadio, Bart Rudvich wants the Stone to make weapons with. Agrias and Ovelia stay with Draclau in Lionel Castle; Ramza and Mustadio head for Goug Machine City. (Draclau's soothing words ensure that Ovelia will stay at the castle, while Ramza and Mustadio can give the stone to Rudvich.)
They pass through Zigolis Swamp and fight some skeletons, ghouls, and a Morbol.
In Goug Machine City, Mustadio tells Ramza to wait for him while he checks out the situation. However, Mustadio is captured by Rudvich. He tells him the location of the Zodiac Stone he's looking for (actually a fake) in hopes that he'll let him go; but Rudvich sics his people on Ramza and Mustadio anyway. Before he leaves, he drops a hint that Cardinal Draclau was behind his search for the Taurus Stone. Ramza and Mustadio rescue Besrodio, then Mustadio shows the real Zodiac Stone to Ramza. They decide that they must rescue Ovelia from Draclau, but the main way is closed; they must go by sea.
They reach Warjilis Trade City. Ramza unexpectedly meets Delita, who warns Ramza to leave Ovelia alone and let Delita take care of things. Delita claims that Larg, Goltana, and everyone else are unaware that they're being carried along by the same stream, which he is going against. He then exits, leaving Ramza in total confusion.
Draclau gets a visit from Gafgarion (who's still in Dycedarg's pay). A meeting between the Cardinal, Gafgarion, and Rudvich takes place. Gafgarion and Draclau agree to let Ovelia stay in the castle. That way, Ramza (who knows about Prince Larg being the one who actually kidnapped Ovelia) and Mustadio (who has the Taurus Stone) will both fall into their clutches. Draclau (and his alterego Queklain), upset with Rudvich at failing him, kills him.
Bariaus Valley is on the way to Lionel. Ramza and Mustadio find Agrias running away from the Lionel Knights, and they rescue her. She tells them that Draclau and his cohorts are planning to execute the Princess at the Golgorand Execution Site nearby; they rush there.
The executioner at the site turns out to be Gafgarion; the Princess is a fake. Gafgarion set a trap for Ramza at Draclau's request. Ramza and his band beat him, however, and rush to Lionel Castle to rescue the real princess.
Delita visits Ovelia in her cell, but Vormav, the leader of the Temple Knights, and Cardinal Draclau enter the cell before he can finish what he has to say. Vormav informs her that she's not really Prinvess Ovelia, but a double. (I'm confused about this - the character information still seems to say she's the real Ovelia.) Then Vormav, Draclau, and Delita leave.
Another trap has been set at the main gate of Lionel Castle. Gafgarion traps Ramza behind the gate, while his troops fight Ramza's in front of the gate. Managing to open the gate, the battle becomes a free-for-all, with Ramza finally beating Gafgarion, who dies. Ramza rushes into Lionel Castle.
Ramza confronts Draclau, who tries to dissuade him from rescuing the Princess, urging him to follow his brothers. Ramza adamantly refuses, and demands to see Ovelia. Draclau tells him that she's been taken to Zeltennia Castle, then he takes out his Holy Stone and calls the power of Queklain, the Impure King. Ramza and his band defeat Queklain, who dies and disappears, leaving only his Scorpio Zodiac Stone behind.
Goltana holds a meeting: Gelwan, Kanbabrif (his aides), Orlandu (leader of the Nanten Knights), his adpoted son Olan, and Delita attend. Delita enters, telling Goltana that he has the princess with him. He also has a prisoner, one of the Hokuten who originally helped kidnap Ovelia. He exposes Minister Gelwan, and Delita kills him then and there. Delita demands that Goltana storm Lesalia Capital, depose Ruvelia and Orinas, and institute Ovelia as queen.
Goltana rushes Lesalia and imprisons Queen Ruvelia in Bethla Garrison for the crime of kidnapping Ovelia. However, Larg declares himself Orinas's guardian and affirms him as king of Ivalice. At the same time, Goltana claims that Ovelia has the real claim to the throne. Thus begins the "Lion War".
The first battle occurs at Gulofavia, with heavy casualties to both sides, and over 400,000 wounded. In addition to this, a huge drought begins throughout Ivalice, crippling both sides.
Both the Hokuten and the Nanten head to Bethla Garrison to fight over Queen Ruvelia.
Goltana has a meeting in Bethla Garrison. Attendees are Goltana, Orlandu, Bolmna, and Blansh (the latter two are aides to Goltana). Goltana decides to raise taxes for the farmers because of the high prices of grain due to the draught; Orlandu dismisses this idea as ridiculous. He asks Prince Goltana to try a peace treaty with Larg, seeing as both sides are being beset by the draught and lack of food, as well as heavy losses of manpower. Goltana and his aides flare up at this and Goltana declares that any more harsh words on Orlandu's part will cost him his life.
Chapter Three: The Valiant (So called because Ramza, in a conversation with Rafa, finally realizes that he is not fighting for honor, but because he craves justice.)
Ramza heads to Lesalia Capital to tell his brother Zalbag that someone is manipulating the war.
On the way he passes through Goland Coal City. There, Olan Durai (Orlandu's adopted son) has stumbled onto a thieves' hideout. The thieves decide to kill Olan, but Ramza saves him (not that he needs too much saving!) He is surprised upon hearing that Ramza is a Beoulve but leaves him peacefully without telling him his true identity.
Ramza reaches Lesalia. He tries to tell Zalbag about the manipulation and that Dycedarg spearheaded Ovelia's capture, but Zalbag refuses to believe him. Before he can be convinced, a Hokuten knight enters and brings news that Orlandu and the Nanten have broken through Doguola Pass. Zalbag leaves.
Alma, who's also in Lesalia, catches up with Ramza at the back gate of the castle. He tells her about Dycedarg and Delita, and she begs to come along; Ramza refuses. Their talk is cut short by the arrival of Zalmo Rusnada, a Pagan Examiner for the Glabados Church. He declares Ramza a heretic for the "murder" of Cardinal Draclau and demands that he comes with him. Ramza defeats Zalmo, who disappears. Alma tells Ramza that she's seen one of those Holy Stones he's dealing with, at Orbonne Monastery. However, as a heretic, Ramza can't get into Orbonne himself, so he's forced to bring Alma with him.
At Orbonne, Ramza finds Simon wounded. Simon tells him that the Temple Knights have arrived looking for the Virgo Holy Stone. Izlude is leading them and is looking through the underground library to find the Stone. Ramza tells Alma to stay with Simon, and gives her his two Stones (Taurus and Scorpio). He chases Izlude.
Izlude disappears, and grabs Alma on the way out. Ramza, chasing the Temple Knights, finds Wiegraf, now a Temple Knight. Wiegraf still wants to get revenge on Ramza for killing his sister Miluda. However, Ramza defeats him again. Fatally wounded, he teleports out of the monastery.
Wiegraf's despair and hate react with the Aries Stone and summon Velius, a Lucavi demon. Velius signs a pact with Wiegraf, giving Wiegraf Velius's body and power. Wiegraf/Velius disappears. Simon crawls out of the monastery and gives Ramza a book called the Germonik Scriptures; then he dies from his wounds.
The Scriptures tell the true story of St. Ajora and dispel the Church's claims that he's a Son of God.
Upon traveling back to Dorter, Ramza is confronted by Malak Galthana, a Hell Knight. He tells Ramza that if he wishes to see Alma again, he must bring the Germonik Scriptures to Riovanes Castle.
Delita finds Ovelia crying in the ruins of Zeltennia Church. She tells him that since she's a fake, she's worth nothing, not even to live; she wonders what all her suffering was for. Delita comforts her and promises her that she can trust him.
Marquis Elmdor, who switched to Goltana's side, dies in battle in the Fuse Plains.
Grog Hill lies on the way to Riovanes Castle. There, Ramza stumbles on a group of Nanten Knights who wish to desert and quit fighting. However, one of them recognizes Ramza and tells the group to kill him instead; that way, they can leave with an honorable discharge instead of hiding for the rest of their lives. After reluctantly vanquishing them, Ramza is visited by Olan and a group of Nanten Knights. Olan tells Ramza that he's a sympathizer and would risk his life for Ramza and his cause. Ramza asks him if he knows Orlandu (whom his father Balbanes said was his only real friend); Olan replies that he's Olan's father-in-law (see Inconsistencies). Olan tells Ramza that Orlandu knows of the conspiracy by the Church but has no evidence; Ramza almost gives him the Germonik Scriptures but remembers his sister's needs. They part on friendly terms.
Next stop is Yardow Fort City. Here, Ramza finds Malak and his sister, Rafa, arguing. Rafa runs from Malak and begs Ramza to save her from him. Ramza does so, and decides to hide for the moment with Rafa in Yardow. Rafa tells Ramza about Grand Duke Barinten and his scheme to gain the Galthanas' Heaven and Hell skills; that he burned their entire village to gain hold of them. She also tells him that Barinten once raped her. Once Rafa discovered the truth about the burnt village, she ran away, but Malak refused to believe it. Rafa says that Barinten wishes to become the regent of Orinas and therefore king, by allowing Larg and Goltana to kill each other. While they're speaking, a frog with Malak's voice shows up and tells Ramza that the ante has been raised: if he wants to see Alma, he must bring both the Germonik Scriptures and Rafa to Riovanes. Then the frog disappears, leaving Ramza bemused.
Next stop is Yuguo Woods; here, ghosts of warriors from the Fifty Year War plague Ramza and Rafa.
Grand Duke Barinten is visited by Vormav. He tells Vormav that he wants to work with the Temple Knights, who have the Holy Stones, in an effort to bring Barinten to the throne. Vormav asks why he should listen to Barinten; Barinten calls for Malak, who brings in Izlude (Wiegraf follows them in). Barinten tells Vormav that he has the Taurus and Scorpio Stones and the Germonik Scriptures as well (although he doesn't technically have it yet). A Nanten Knight interrupts, telling of Ramza's arrival; Malak leaves to deal with him. Barinten threatens to expose the Church's lies if Vormav doesn't go along with him. In response, Vormav uses his Zodiac Stone and his alterego Hashmalum to go on a rampage and kill Barinten's troops; he also fatally wounds Izlude for his incompetency.
At the gate of Riovanes Castle, Ramza and Rafa fight Malak and his troops. When wounded, Malak disappears; Rafa also disappears to follow him. Ramza makes his way inside the castle.
Alma, in her cell, hears horrific sounds of fighting above her. Suddenly, her cell door opens and a mortally wounded knight enters. He tells her to run away, that a dangerous monster is around; then he dies. Alma hesistates, then runs out of her now-open cell.
Ramza enters the castle to find many dead Nanten Knights... and Wiegraf, who challenges him to a duel. After beating him, Wiegraf uses his Aries Stone to turn into Velius. Ramza and friends defeat Velius, and he dies, leaving the Aries Stone behind.
In the meantime, Alma finds her way into the main hall where Vormav went nuts. She finds Izlude lying on the floor. Izlude tries to warn her about Vormav but Alma doesn't get the point (she thinks he's talking about Wiegraf, who's already dead). Izlude gives Alma the Pisces Stone and dies. Vormav then enters. He walks up to Alma, intending to kill her, but his Leo Stone reacts to her. He realizes that she is the embodiment of St. Ajora, and takes her away. She drops the Pisces Stone behind her.
Rafa confronts Barinten on the roof of the castle. She draws her sword, but Barinten takes out a gun. Barinten taunts her, saying that she can't kill him because her body remembers the terror he caused her. Malak overhears him and demands to know if that's true; Barinten fires, but Malak pushes Rafa away and takes the bullet himself. Barinten demands that Rafa take the Taurus Stone (which Malak still has from Izlude) from Malak and give it to him, but before she can, Lede (an assassin) climbs up behind Barinten and throws him off the roof. Marquis Elmdor (who's been resurrected as a Zodiac Brave) enters and demands the Stone. Ramza and Rafa refuse, and they fight Elmdor and his two assassins. The three foes disappear after the battle, but before they do, Elmdor tells Ramza that if he wants Elmdor's stone, he should come to Limberry Castle.
Rafa, who has Malak's Taurus Stone, weeps over Malak's dead body. Suddenly, the Stone reacts and Malak is brought back to life.
Ramza enters the main hall where Izlude died and finds the Pisces Stone.
Chapter Four: Somebody To Love (So called because of the many themes of love throughout this chapter: Delita and Ovelia, Ramza and Alma, Beowulf and Reis, and maybe even Cloud and Aeris.)
Ramza tells Malak and Rafa that he believes that Vormav is behind the plot of the Zodiac Stones; he tells them that he plans to go to Zeltennia Castle to meet Delita and advise him that he's being used by the Church. He also wishes to meet Count Orlandu and show him the Germonik Scriptures, and try to convince him to join Ramza's cause.
Prince Larg's Hokuten take an offensive stand and storm Bethla Garrison. The war rages on.
Balmafula Lanando, a female magician working for the Murond Glabados Church, is sent to keep an eye on Delita and help him as long as his aims coincide with those of the Church. However, if she finds out that he's double-crossing the Church, she is to kill him.
In Zeltennia Castle, Olan returns to his adoptive father, Orlandu. Olan unfortunately has nothing to report other than the existence of the Taurus and Scorpio Stones. Orlandu takes out his own Libra Stone and says that when the truth does come out, the real war will start...
On the way to Zeltennia, Ramza must get through Doguola Pass, which is guarded by Nanten Knights.
Next stop is Bervenia Free City. Ramza is surprised by a battle with Meliadoul Tingel, Vormav's daughter and Izlude's sister. He tries to tell her the truth about her father, but she refuses to listen and disappears after being beaten by Ramza.
Next is Finath River, which is populated by wild Chocobos. Ramza defeats them and moves on.
Ramza meets Delita secretly in Zeltennia Church. Delita tells Ramza the Church's real intentions: to stir revolt among the anti-nobilists, and then to assassinate all the leaders of the armies: Larg, Goltana, Orlandu, Zalbag, and Dycedarg. With the leaders gone, Ivalice will embrace peace and the Church's ways. Delita admits that he's using Ovelia but he has also fallen in love with her. However, their conversation is interrupted by Zalmo, the Pagan Examiner, who has the Church surrounded and demands Ramza to come with him. Ramza and Delita (who refuses to let Zalmo live once he's seen Delita with Ramza the heretic) kill Zalmo.
After the fight, Balmafula shows up. Delita introduces her to Ramza, and she tells Delita that Orlandu has headed to Bethla Garrison to deal with the revolts stirred up by the Church. This is Ramza's next destination.
Bed Desert lies between Bervenia Free City and Bethla Garrison. Here, Ramza is confronted by Balk Fenzol, a Temple Knight. Balk informs him that he has spread a deadly poison called Mosfungus throughout the Hokuten troops. In the confusion caused by it, the Temple Knights plan to kill Goltana, Orlandu, and Larg. Balk then infects Ramza and his troops with the poison (luckily Ramza has some Antidotes on hand) and proceeds to fight him. However, Balk is killed by Ramza during the battle.
Count Orlandu is accused by Prince Goltana of conspiring with the Church to overthrow him. He is taken to the prison in Bethla, awaiting execution the following morning. Goltana then appoints Delita the head of the Nanten Knights in Orlandu's place, and tells him to try to get an official edict from the Church approving Goltana's position as king. (Goltana obviously knows of the Church's Mosfungus scandal (the poison was only spread among Hokuten) and therefore thinks the Church is on his side.)
Zalbag finds Larg in a hill outside Bethla Garrison, surrounded by dead and dying Hokuten. Larg, as well as Dycedarg, have been poisoned by Mosfungus, but not badly. However, Dycedarg, as part of his plot to take the throne, stabs Larg. An astonished Larg says that Dycedarg killed his father as well, before dying; Zalbag is nonplussed. Dycedarg tells a horrified Zalbag to put the knife in the hands of one of the dead Hokuten, claiming that that dead body was a spy of the Nanten and did the deed. Zalbag complies, but his mind whirls...
Ramza fights his way past the Nanten guard and manages to open the sluices in Bethla Garrison, causing the water to rush out, paralyzing both sides of the battle. Ramza and Olan, accompanied by Balmafula (Delita wants both Ramza and Orlandu to escape, so that they can defeat the Church after it has served his purposes), rescue Orlandu from Bethla. Orlandu sends Olan back to Zeltennia to protect Princess Ovelia, whom he claims is the true heir to the throne. (Orlandu always believed in Goltana's cause; otherwise he wouldn't have fought for him. However, the current situation, with Orlandu being scheduled for execution, is less than favorable.)
Delita confronts Goltana and stabs him. A member of the Church named Grenados, who's a dead ringer for Orlandu, dresses up in typical Orlandu clothes and is stabbed by Delita (Grenados gives up his life for the Church's cause).
With the leaders of both the Nanten and Hokuten gone or dead, High Priest Funeral suggests a mediator; however, the strength of both sides is still enough so that they (Dycedarg and Delita) refuse. Ramza then heads to Limberry Castle to look for Alma.
On the way, they pass Germinas Peak (where they're accosted by bandits who decide to kill Ramza for the bounty) and Poeskas Lake (where ghosts demand his Holy Stones for a chance to rise "to a higher level".
Rofel Wodring, a Temple Knight, meets with Dycedarg at Igros. Dycedarg repeats his refusal to accept the Church's mediation. Rofel gives him the Capricorn Holy Stone as a "token of good will" - but in reality it's to give the Lucavi demon Adramelk a host body. Rofel also hints very strongly to Dycedarg that the Church knows that he poisoned his father with Mosfungus. He suggests that Dycedarg listen to the Church. However, the one who listened, to the entire conversation, was Zalbag...
Vormav and Elmdor meet inside Limberry Castle. They comment on Adramelk's new host, and we find out that they're trying to resurrect a demon called the "Bloody Angel". If the Angel is resurrected, all Lucavi can come and go at will on the real world, without needing hosts. Alma is to be the host for the Angel, but the Angel can only be summoned at a place called the "dead city". Vormav leaves to look for it, leaving Elmdor and his assassin cohorts, Celia and Lede (who are actually Ultima Demons in disguise) to fight off Ramza.
Ramza defeats the Marquis and his assassins. Elmdor retreats to an underground cemetary, then uses his Gemini Stone to turn into the Lucavi demon Zarela. Meliadoul (Vormav's daughter) suddenly enters the room, astonished at finding out the true power of the Zodiac Stones. Meliadoul and Ramza defeat Zarela.
Meliadoul has her own Holy Stone, Sagittarius, a treasure of her family. She gives it to Ramza for keeping. She now believes Ramza and needs to find out the truth about her father - is he human anymore? She tells Ramza that Vormav's right-hand man, Rofel, gave another Holy Stone (Capricorn) to Dycedarg; both she and Ramza want to find out why. (It was to give the Lucavi Adramelk a body.) Meliadoul joins Ramza's troops.
In Zeltennia, Ovelia (who had been appointed queen by Goltana before he died) is visited by Olan, whom she seems to know. Olan tells her that Orlandu did not kill Goltana, but before he can tell her who it was, Delita, Balmafula, and two Nanten Knights enter. Delita orders the Knights to leave, then tells Ovelia that he wishes to be the people's "hero", one who will restore peace to Ivalice. She's surprised; Delita then tells her to leave. He promises not to hurt Olan. (He thinks perhaps Olan might work for him against the Church.) Ovelia goes to the door (which is out of sight of the three others), opens and closes the door, but stays inside to hear. Delita and Olan have an argument, and Delita declares that all manipulators will die, including the High Priest. He then turns to Balmafula, who has let out a gasp. He tells her that he knows she was sent as an assassin if he turned against the Church. She takes out her knife, but realizes that she can't stab Delita because of her feelings for him; Delita overpowers her.
Zalbag takes a chemist to visit the grave of his father Balbanes. The chemist confirms that Mosfungus is growing out of the grave, but the man seems urgent to leave. He tells Zalbag that Mosfungused corpses are bad luck; they signify the end of that family's dynasty. Zalbag flips him a coin and stands by Balbanes' grave, shocked...
Ramza and Meliadoul travel to Igros Castle to find the truth about Dycedarg, Rofel, and the Capricorn Stone. There are no guards outside, but Zalbag's Chocobo is there. Inside the castle, Ramza finds Zalbag with his sword drawn, intending to kill Dycedarg for his actions against Larg and Balbanes. Dycedarg calls his Hokuten Knights to help, but Ramza saves Zalbag, who kills Dycedarg. Suddenly, Dycedarg's Capricorn Stone begins to glow, and Dycedarg transforms into Adramelk, the Lucavi demon. Adramelk kills Zalbag; his body disappears. Ramza then defeats Adramelk. He decides to head to Murond Holy Place, headquarters of the Murond Glabados Church, to look for Alma.
Cloud Subquest
In Goug Machine City, Besrodio has found a strange steel device from many centuries ago. It bears the mark of Aquarius, and reacts to Ramza's Holy Stones.
In Goland Coal City, Ramza hears a rumor about a strange, powerful monster living in the Goland Colliery.
In Lesalia Imperial Capital, Ramza overhears the same rumor again. He tells the bartender he might want to go and kill the monster. Beowulf Kadmas, a hunter, asks Ramza if he can join him on this quest; Ramza agrees.
The Goland Colliery is inexplicably guarded by Chemists and dragons. When Ramza and Beowulf reach the inner chamber, they find a Holy Dragon named Reis whom Beowulf seems to know. Reis, who holds the Aquarius Holy Stone, is being beset by an Archaic Demon named Schinoeg, who demands the stone. Beowulf and Ramza rescue Reis from the Demon and Reis joins Ramza's fight.
Back in Goug, Ramza puts the Aquarius stone in the steel device. It turns out to be a robot named Worker 8 who claims that Ramza is his master; he joins him.
In Zarghidas Trade City, Ramza meets a flower girl named Aeris (from FF7). He buys a flower from her.
Back in Goug, Besrodio has found yet another device. This one looks like some kind of heavenly chart mechanism. It also reacts to Ramza's Holy Stones, and the sign of Cancer is on it. Ramza leaves to look for this Stone.
In Zeltennia Castle, a rumor circulates about Nelveska Temple. It's also known as "Cursed Island" and rumors of a Holy Stone and an iron guard are rampant. Ramza heads there from Zeltennia.
In Nelveska Temple, Ramza comes upon a Steel Giant named Worker 7-new, an identical clone of Worker 8. This Steel Giant is also powered by a Zodiac Stone, in this case the Cancer Stone. Worker 7-new, who appears to be guarding the now-empty temple without regard to the fact that there are no more inhabitants, attacks Ramza. Ramza defeats it and obtains the Cancer Stone.
Beowulf gives Reis the Cancer Stone; the stone reacts to her and lifts her curse, transforming her back into a human.
Returning once more to Goug, Ramza puts the Cancer Stone in the new device. It summons a very strange-looking young man (Cloud, also from FF7), who runs away.
Back in Zarghidas, Cloud meets Aeris and notices something familiar about her. 8-) Then, a bunch of ruffians gang up on Aeris. Apparently she has to pay them a large amount of money for an undisclosed reason. They ridicule her, then Cloud comes to her rescue. They forget Aeris and attack Cloud, but Ramza shows up to save him. Cloud joins Ramza's party.
Chapter 4, continued
In Murond Holy Place, High Priest Funeral is cornered by the three head Temple Knights: Vormav, Rofel, and Kletian. Vormav stabs Funeral, but tells him that the wound would heal. Vormav offers to save Funeral's life in exchange for the whereabouts of Murond Death City. Funeral finally blurts out the location - in a Magic Square in the deepest level of Orbonne Monastery. However, Funeral doesn't know how to open it - but it must mention it in the Germonik Scriptures. Vormav nods to Rofel as he leaves to look for Ramza and the Scriptures; Rofel plunges his sword into Funeral's back and leaves him there.
Ramza fights his way into Murond Holy Place, but he is stopped by the three Temple Knights. They demand all of his Holy Stones and the Germonik Scriptures, in exchange for Alma. He gives them the Scriptures, but refuses to give them the Stones until they give him Alma. Rofel reads the Scriptures and finds the chant to open the Magic Square; then the Temple Knights betray Ramza and attack him. Ramza defeats them and they disappear.
Further into the Murond Holy Place is (for reasons unknown) a room with a large coffin. Vormav summons three Demons and a surprise attacker - Zalbag! The Lucavi are controlling his body, which is now undead. Zalbag begs Ramza to kill him. Ramza reluctantly does, and Zalbag disappears in a flash of sound and color, never to return.
Ramza finally reaches the innermost sanctuary of Murond Holy Place, where Funeral lies with a sword in his back. Funeral is still barely alive, but can only twitch his hand and whisper one word before he dies: "Orbonne". Ramza heads to Orbonne for the final sequence of battles.
Deep Dungeon Subquest
In Warjilis Trade City, Ramza overhears a conversation about an ancient lighthouse called Deep Dungeon. The Dungeon holds lots of amazing treasure, and is home to many dangerous monsters. The Dungeon has ten levels, each harder than the next. When Ramza finally fights his way to the final level, he is confronted by another surprise: the wizard Elidibs. Elidibs (a former graduate of Gariland Military Academy who fought for Ivalice in the Fifty Year War) has yet another Zodiac Stone, Serpentarius. He transforms into a Lucavi demon and attacks Ramza. Ramza (aided by a mysterious monster called a Byblos) defeats Elidibs and takes his Serpentarius Stone.
Chapter 4: Final Battles
Ramza fights his way past the hordes of Temple Knights guarding Orbonne Monastery. He meets Rofel in the lowest reaches of the Monastery. Ramza defeats him, but Rofel then opens the gate to Murond Death City, sucking Ramza's party and himself inside. He then destroys the entrance, trapping Ramza there. Rofel tells him that his sister is waiting. Ramza demands to know where, but Rofel dies. Ramza sees a flash of light and follows it.
In the Murond Death City, Ramza is challenged by Kletian. He defeats him and continues to the Lost Sacred Precincts, where he is again challenged, this time by Balk who has been brought back from the dead as a Zodiac Brave. Balk is defeated again, and Ramza continues to the Graveyard of Airships.
This place is where St. Ajora's soul lives. Vormav is attempting to use Alma's body to ressurrect St. Ajora, but the Virgo Stone is not responding. Ramza then arrives. Vormav decides that Ajora needs more bloodshed to return; he transforms into the Lucavi demon Hashmalum and fights Ramza. After being beaten, Hashmalum decides to sacrifice himself for Ajora. Alma's body begins to glow and St. Ajora takes over her body.
Somehow, Alma's will fights against Ajora and her real body appears beside Ajora. Ajora becomes enraged and summons four Ultima Demons, then transforms into Altima, the Bloody Angel. Ramza's troops begin to prevail against him. The Ultima Demons disappear, and Altima gathers even more power, but Ramza defeats him. Altima's final death throes completely destroy the entire airship...
A poignant funeral service is held for Alma (in the name of St. Ajora, no less). Ramza, being a heretic, was denied a funeral. Olan and Balmafula show up late and Olan lays flowers at Alma's grave. However, Olan is completely surprised when he sees Ramza and Alma pass by on Chocobos! He tries to chase after them, but they quickly ride out of his sight. No one ever sees either of them again, and history is unsure as to whether they truly died in Murond Death City, or whether he survived and remained in peace with his sister for the rest of his life.
Epilogue
Delita marries Ovelia and becomes king of Ivalice.
However, the apparent deaths of Ramza and Alma slowly eat away at Ovelia's sanity. Several years after she married King Delita, on her birthday, she hides away in the ruins of Zeltennia Church (where Delita once comforted her when she cried). Delita finally finds her and has a boquet of flowers for her, but Ovelia, crazed with grief, rushes at him with a dagger and stabs him. She accuses him of killing Ramza, and that he plans on killing her as well. Delita, shocked, takes out his own knife and stabs Ovelia. Weak with pain, he limps a few steps, then wonders, "Ramza... what did you get?" before all goes black.
Olan completes his work, the Durai Writings, chronicling the truth behind the Church, the Temple Knights, and Ramza's actions. He plans on presenting them to Prince Clemence on the occasion of his coronation. However, the Church apprehends Olan before he can do so, proclaims him a heretic, and burns him at the stake. The Durai Writings are confiscated and hidden away deep in Murond Holy Place.
400 Years Later
Alazlam J. Durai, a descendent of Olan, discovers the Durai Writings during his work as a historian. He attempts to piece together the truth of what happened during the Lion War... and thus the game begins.
Inconsistencies
There are several things which aren't clearly defined or which contradict each other throughout the game. Here's a (very) short list of them.
Vormav tells Princess Ovelia that she's not the real princess. However, the character info still lists her as Omdolia's sister whom he adopted, and no clarification of her "fake" status is ever made after this. She does call Orlandu her "Uncle"...
The Record log says that Delita framed Gelwan for the kidnapping of Ovelia, but Rumors and other facts point to Gelwan actually doing it.
When Olan meets Ramza in Yardow he tells him that he's Orlandu's son-in-law; however, the "Person" information gives details on Olan being Orlandu's adopted son; Olan later calls Orlandu his stepfather.