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Final Fantasy X

				 Version FINAL
			     Made CB! a co-author
                             _____ _             _
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                            |  _| | | | | | (_| | |
                      _____ |_|   |_|_| |_|\__,_|_|
                     |  ___|_ _ _ __ | |_ __ _ ___ _   _
                     | |_ / _` | '_ \| __/ _` / __| | | |
                     |  _| (_| | | | | || (_| \__ \ |_| |
                     |_|  \__,_|_| |_|\__\__,_|___/\__, |
                                    \ \/ /         |___/
                                     \  /
                                     /  \
                                    /_/\_\


                               _____ _______  __
                              |  ___|  ___\ \/ /
                              | |_  | |_   \  /
                              |  _| |  _|  /  \
                              |_|   |_|   /_/\_\

                Press CONTROL +F to find what you need faster

                   Final Fantasy X (English Ver.) V.FINAL

                      --> Complete Walkthrough and FAQ
                          --> Written on 12-27-01
                        --> Written by Sephiroth101 and CB!
           --> 100% Based on the US version, no translation errors



			+-+
			|0| Pre-Thanks and Pre-Intro
			+-+


A big thanks goes to the contributors out there and Ceebs! They made a lot of
this FAQ possible. Thanks for the info !

Well, I made this FAQ with one thing in mind: The most frequently asked
questions. I won't clutter my FAQ with useless tips, or with 60K of the
Instruction Booklet online. I don't have a 400 word description of emailing me.
I make it simple. And I put in what is necessary only. This is the best FAQ for
FFX out there and you can make it better by contributing. See the section below
for contributing. Remember, that its a huge chain, GameFAQs woudn't be here if
it wasn't for the FAQ writers, and the FAQ writers wouldn't be here without the
contributers. Thanks for everyone who contributed !


			+-+
			|0| Versions
			+-+
			
(01-18-02) v.FINAL- Final Version. No more updates after this, so don't email
me anything. Ive had fun with this FAQ, but its wasting my life to update it
with the flood of emails I get. Im off to write other reviews and FAQs for
other games. FFX was fun ! Ill never stop playing it !

(01-17-02) v.1.7- Completed vital things 100%, including Blitzball. Mix List
Completed ! Courtesy of CB!'s FAQ on GameFAQs.com ! Im telling you, she should
be out there writing books, seriously. Anyways things are going along great. Im
getting so many emails a day too. Remember though, specify the FAQ version when
submitting, so I can see where the error/correction/submission belongs. Working
on a monster listing too. That will not take long over the weekend, I have the
format planned out.

(01-15-02) v.1.6- Adding huge updates to current sections, like Blitzball,
Weapons, ect. I could use more strategies for bosses near the end of the game.
Suggest things to me! I need the other Sidequests too, I think its called the
Cactuar Village or something. So I need you people to contribute as much as you
can to finish this thing a bit more ! Thanks !

(01-14-02) v.1.5- Walkthrough now 100% finished ! CjayC should give me a full
circle now. Also came up with some challenges for people who have beaten the
game, so check that out. Now I need to polish the FAQ with more information in
the non-walkthrough portions.

(01-14-02) v.1.4- Going through and correcting errors. Please, if you submitted
something on the 8th or 9th, re-send it. A virus deleted most of my e-mail on
those days. PS2 is repaired too ! Finished a little more of the walkthrough to
cover the part most people seem to have trouble on. Ill also be working on
challenges for people who have beaten the game and want something new ! Suggest
things !

(01-10-02) v.1.3- Some Updates this time around. I'm NOT a question answer, so
do not e-mail me questions, I just delete them. Still not done with the FAQ,
having some PS2 problems. I also got a virus through my e-mail and it deleted
all my emails off my computer, then reset it. So if you submitted something and
it didn't get posted, try again !

(12-29-01) v.1.2- Just added a load of contributions. Walkthrough not complete
yet. Main reason for this version is to update all the errors, so I stop
getting repeated emails.

(12-29-01) v.1.1 - A whole lotta corrections, tips, and other things sent by
E-mail, and this update covers them ! Sigil and Crests were reversed. Also
includes more Blitzball strategy, and the Walkthrough is a little more
complete.

(12-27-01) v.1.0 - Initial Release. I realize some things are missing and
incomplete. E-mail me so I can fix them as soon as possible! I am accepting all
contributions too! I will finish the Walkthrough 100% come the next update.
Suggest sections, and send info until then!


			+-+
			|0| Copyright
			+-+


This FAQ is Copyrighted by the International Copyright Law.
Copyrighted 2001. The latest version may be found here at GameFAQs. Webmasters
and people may NOT alter this in any way. This may not be converted to HTML,
Java, Javascript, ASP, PHP, .Doc, .Rtf, or ANYTHING. This is to be preserved in
its original state, and any altering of it will follow immediate action.

Known sites that carry this FAQ

www.gamefaqs.com
www.cheatcc.com
www.psxcodez.com

Known sites that may NEVER take this FAQ or they shall be sued:

www.neoseeker.com



			+-+
			|0| Table of Contents
			+-+


-A. Introduction
-B. Controls
-C. Characters
-D. Overdrives
-E. Weapons and Armor
-F. Aeons
-G. Sphere Grid
-H. Blitzball
-I. Bribing
-J. Items and Rare Items
-K. Mix Listing
-L. Ultimate Weapons
-M. Sidequests
-N. Secrets
-O. Tips and Tricks
-P. Challenges
-Q. Temple Guide
-R. Walkthrough
-S. Story line
-T. FAQ
-U. Credits

		
		
			+-+
			|A| Introduction
			+-+


What you are reading and looking at is a complete walkthrough and FAQ for the
Playstation 2 game, Final Fantasy X (10). This guide features a walkthrough,
boss strategies, instructions for playing Blitzball, and much, much more.

I created this when I went to GameFAQs and noticed that only 1 or 2 of the 20
FAQs there were based on the English version. No offense meant, but the
translations from Japanese are not that good, and people who own the English
version, get easily confused when reading them. So I have attempted to write
the best, complete, walkthrough for Final Fantasy 10! Ever since I played Final
Fantasy 6, I have played everyone in the series, so it’s no wonder that I had
to get FFX on the day it was released in the US. Now, I realize there are
already a lot of FAQs for the game on this site; however, none of them are
based around the US version, which means they have countless translation errors
and other stuff.



			+-+
			|B| Controls
			+-+
			

U= Up
L= Left
R= Right
D= Down

T= Triangle
C= Circle (O)
X= X
S= Square

SL= Select
ST= Start

A1= Analog Stick Left
A2= Analog Stick Right
     ______              ______
    |  L2  |            |  R2  |
    |______|            |______|
    |__L1__|            |__R1__|
   /        \          /        \
  /    U     \________/     T    \
 |   L   R                S   C   |
 |     D                    X     |
  \            SL  ST            /
   \          ________          /
   |         |A1 ||A2 |         |
   |         |L3 ||R3 |         |
   |        / ---  --- \        |
   |       /            \       |
   |      /              \      |
    \____/                \_____/


-->Walking
----------

X Button        - Accepts Command, go to next menu
O Button        - Cancels Command, closes menu, backs up
Triangle Button - Go to menu
Square Button   - Check if a person wants to join your Blitzball team
R1              - Nothing
L1              - Nothing
L2              - Nothing
R2              - Nothing
Start           - Pause
Select          - Nothing

-->Menus
--------

X Button        - Accepts Command, go to next menu
O Button        - Cancels Command, closes menu, backs up
Triangle Button - Nothing
Square Button   - Nothing
R1              - Next Person
L1              - Previous Person
L2              - Nothing
R2              - Nothing
Start           - Nothing
Select          - Nothing

-->Other Navigation
-------------------

When you first get anything new like Chocobos, they will tell you all of the
buttons and controls.

-->Quick Uses
--------------

R1,R2,L1,L2 + Start + Select resets the game
Select in battle opens a help menu at the top

			+-+
			|C| Characters
			+-+


Before I show the characters, here is what everything stands for:

Found At = Location you get character
Weapon   = Weapon character uses
Armor    = Armor character uses
Attack   = Characters attack power
Magic    = Characters magic power
Hp       = Characters hit points
Special  = Enemy character is good against
Over D   = The characters Overdrive

Here they are ! Remember, I list them in the order that you get them
permanently.You may see a character before one, but you actually get them,
later on.

==Tidus==
Found at:Beginning
Weapon  :Light Weighted Swords
Armor   :Small Shields
Attack  :Medium attack power
Magic   :Weak magic power
Hp      :Medium hit points
Special :Ground monsters
Over D  :Swordplay (Attack using sword in style)
                   (Get more by using Overdrive a lot)

Although Tidus (default name) seems weak, don't forget you can boost him up
using the sphere grid. You can make him pretty strong if you know how to use
him. Try to customize his weapons to give more strength, or an elemental
advantage.

==Wakka==
Found at:After second Sin attack
Weapon  :Customized Blitzballs
Armor   :Heavy Armguards
Attack  :Medium-High attack power
Magic   :Weak magic power
Hp      :High hit points
Special :Flying monsters
Over D  :Slots (Randomize certain things)
               (Get more by winning at Blitzball)

Wakka is a strong guy, so it's easy to plow through enemies. Remember that he
almost always hits flying enemies with his Blitzball. Whenever you see a flying
creature, only have Wakka attack it, the other party members will frequently
miss.

==Lulu==
Found at:Besaid Island
Weapon  :Possessed creatures and dolls
Armor   :Light Weighted Bangles
Attack  :Extremely Low attack power
Magic   :High magic power
Hp      :Low hit points
Special :Elemental Monsters
Over D  :Fury (Casts spells different ways)
              (Get more by increasing magic power)

Lulu is the basic black magic user. Low HP, high magic, and a pathetic attack
power. However, when you run into ANY enemy with magic, just use the opposite
it does and it should die in 1 turn.

==Yuna==
Found at:Besaid Island Temple
Weapon  :Magical Staffs
Armor   :Magical Rings
Attack  :Extremely Low attack power
Magic   :High magic power
Hp      :Low-Medium hit points
Special :Anything with high HP, and elements
Over D  :Grand Summon (Summons creature with a full overdrive gauge)
                      (Get more by... hey ! You can't get more !)

Yuna is the magic user of the party who can summon. She gains summons by
praying at temples across Spira (the world you live in). Each one grants here 1
new Aeon (summon). She is also the best party member to use white magic with.

==Kimahri==
Found at:Besaid Island
Weapon  :Pole Arms and Pole Axes
Armor   :Heavy Armlets
Attack  :High attack power
Magic   :Medium magic power
Hp      :High hit points
Special :Grounded monsters, low-flying monsters
Over D  :Ronso Rage  (Casts spells learned from enemies)
                     (Get more by using Lancet a lot)

Kimahri can learn enemy attacks, just like in the previous 9 Final Fantasy's.
To learn attacks, use the _Lancet_ ability when fighting a creature, and if
you're lucky, you may learn one of its strong attacks to use on a future
overdrive.

==Auron==
Found at:Blitzball Tournament (Luca)
Weapon  :Huge Swords
Armor   :Heavy Bracers
Attack  :Extremely high attack power
Magic   :Medium magic power
Hp      :Extremely high hit points
Special :Heavily armored monsters
Over D  :Bushido (Unleashes elemental powers in a huge attack)
                 (Get more by finding Jecht Spheres)

Auron is a bit over powered, that’s what your thinking. Well, yes he is, plus
he has abilities like Power break to make everything in the way become
weakened. But, he is vulnerable to magic, just like the other fighters of the
team.

==Rikku==
Found at:After defeating Al Bhed Underwater Machina
Weapon  :Claws and hand-weapons
Armor   :Targes
Attack  :Low attack power
Magic   :Low magic power
Hp      :Low hit points
Special :Machina
Over D  :Mix  (Combine 2 items to create a powerful attack or healing)
              (Get more by mixing different combinations)

Rikku may seem like nothing special, I mean, her stats are just ugly. That’s
what you think. Her usefulness is in stealing, using attack items, and her
Overdrive. try to mix things to get different attacks. Try combining your
spheres to get effects. Here are a few examples:

EFFECT            ITEMS MIXED
Megalixer    :    2 Elixirs
Frag Grenade :    1 Power Sphere, 1 Mana Sphere


			+-+
			|D| Overdrives
			+-+
			
	
Information from various sources

-->Tidus (SWORDSKILL)
---------------------
1- Spiral Cut
   [Already Learned]
   (Damage single enemy with spin move)

2- Slice & Dice
   [Use Spiral Cut 10 times]
   (Attacks 6 times at random enemies)

3- Energy Rain
   [Use Slice and Dice 20 times]
   (Attacks all enemies)

4- Blitz Ace
   [Use Energy Rain 50 times]
   (Attacks single enemy multiple times)

In order to get them to work, press X when the moving line gets to the center
of the bar. The faster you do it, the more damage that is dealt. Gain more
overdrives by using the current ones many times.

-->Wakka (SLOTS)
----------------
1- Element Reels
   (Elemental attributes are added to your attack)

2- Attack Reels
   (Extra damage is added to your attack)

3- Status Reels
   (Status effects are added to your attack)

4- Aurochs Reels
   (Unknown)

Wakka is interesting here. All you have to do is match up 2 of the 3 slot reels
to execute the move. Gain more by winning and competing in Blitzball
tournaments.

-->>Lulu (FURY)
--------------

Just rotate the analog stick (right one) as many times as you can to cast
spells multiple times. The amount you can cast increases with your strength.

-->Yuna (GRAND SUMMON)
----------------------

Nothing special. Summons any Aeon with a full Overdrive gauge

-->Kimahri (BLUE MAGIC)
----------------------

1- Jump
   (Damages one enemy)
2- Fire Breath
   (Damages all enemies with Fire)
3- Seed Cannon
   (Damages one enemy)
4- Self-Destruct
   (Kamikaze attack to a single enemy)
5- Thrust Kick
   (Attacks a Single enemy)
6- Stone Breath
   (Attacks all enemies with Stone)
7- Aqua Breath
   (Attacks all enemies with water)
8- Doom
   (Casts gradual death to all enemies)
9- White Wind
   (Heals whole party. 1/2 of Kimahri HP is the healing amount)
10- Bad Breath
    (Casts every status effect on all enemies)
11- Mighty Guard
    (Casts Protect, Shell, and all Null Magic on party)
12- Nova
    (Attacks all enemies for major damage)

Gain more abilities by using the Lancet attack on enemies that use the above
techniques

-->Auron (BUSHIDO)
------------------

1- Dragon Fang
   [D, L, U, R, L1, R1, X, O]
   (Attacks all enemies)
   {Already Learned}


2- Shooting Star
   [Triangle, O, square, X, left, right, X]
   (Attacks one enemy. May insta-kill enemies and some bosses)
   {1 Sphere}

3- Banishing Blade
   [U, L1, D, R1, R, L, triangle]
   (Attacks one enemy)
   {3 Spheres}

4- Tornado
   [O, R, R1, L, L1, triangle]
   (Attacks all enemies for major damage)
   {10 Spheres}

Abilities are learned by collecting Jecht Spheres

1- After defeating Spherimorph
2- Besaid Village, right of the temple
3- On the ship SS Liki
4- Luca Stadium, Basement A
5- Mi'ihen Highroad
6- Mushroom Rock Road
7- South Shoopuf morph
8- Thunder Plains
9- Macalania Woods, southern part
10- Gagazet Mountain


-->Rikku (MIX)
--------------

Rikku will mix two items to produce an offensive, Defensive, or Healing item
that is used instantly.

-->Overdrive Types
------------------

Stoic     (3 of 5) - Gauge increases at you receive damage from allies
Warrior   (4 of 5) - Gauge increases as you deal damage to enemies
Comrade   (4 of 5) - Gauge increases when enemies attack allies
Healing   (2 of 5) - Gauge increases when you heal an ally
Slayer    (5 of 5) - Gauge increases when you defeat an enemy
Victor    (4 of 5) - Gauge increases when a battle is won
Tactician (3 of 5) - Gauge increases when a status effect is successful
Ally      (4 of 5) - Gauge increases on allies turn
Daredevil (3 of 5) - Gauge increases when character fights in terminal
                     condition
Hero      (3 of 5) - Gauge increases when fighting tough enemies
Solo      (2 of 5) - Gauge increases when you fight alone
Victim    (4 of 5) - Gauge increases when hit by status effects

			+-+
			|E| Weapons and Armor
			+-+
			

In this game, you can have 1 piece of armor and 1 weapon equipped per
character. You can also carry around extra armor and weapons if needed for a
later time. In Final Fantasy X, they introduce the element of _customizable_
weapons. This means you can give weapons cool attributes. To do this, you have
to have Rikku permanently in the party. Go to the menu and select _Customize_.
Now any weapon in gray cannot be customized for one reason or another.

Select a weapon in white text, and look to the right. There should be empty
pink boxes, these indicate how many abilities you can have. To put an ability
on a weapon, select in on the left side. If it’s grayed out, then you cant
equip that ability. Putting on an ability requires items, so to get good
abilities on weapons like Auto-Med, go item hunting.

Select your desired abilities, and test them out in battle to see if the weapon
is how you like it. I recommend things like Strength and Armor + and HP + for
your armor. Try getting NullShock on your armor too, many enemies and Machina
use lightning and you can absorb it.


-->Tidus' Weapons
-----------------
Slasher
Warriors Sword
Fencing Saber
Enchanted Sword
Rune Steel
Soldier's Sword
Sorcerer Sword
Baroque Sword
Force Sword
Variable Steel
Liquid Steel
Lightning Steel
Ice Brand
Flame Tongue
Hunter's Sword
Twilight Steel
Muted Steel
Lullaby Steel
Poison Steel
Basilisk Steel
Stunning Steel
Death bringer
Razzmatazz
Brotherhood
Double Edge
Wizard Sword
Knight Sword
Night Bringer
Mage Masher
Nightmare
Sidewinder
Grave Stone
Largemente
Dane Macabre
Vigilante
Sonic Steel
Lifesaver
Mirage Sword
Prism Steel
Avenger
Vendetta
Helter-Skelter
Trio Styeel
Gilventure
Arc Sword
Warlock
Runemaster
Master sword
Apocalypse
Astral Sword
Hunting
Caladbolg
Ambitious
Ascalon
Durandal
Loinheart
Heartbreaker
Surtr's Sword
Balmung
Ragnarock
Excalibur
Crystal Sword
Taming Sword
Long Sword

-->Wakkas Weapons
-----------------
Center Forward
Power ball
Hyper Ball
Magic Ball
Rune Ball
Striker
Trickster
Switch Hitter
Ovation
All-Rounder
Waterball
Thunder ball
Fire Ball
Ice ball
Scout
Blind Pass
Noise breaker
Dream Team
Rule breaker
TKO
Delay of Game
Rough Play
Double Penalty
Double Header
Virtuoso
Power play
Blackout
Muffler
Sleeper
Violation
Stone Cold
Timeout
Sudden Death
Reflex
Breakaway
Miracle Comeback
Mirage Ball
Prism Ball
Return Match
Counterattack
Triple Penalty
Tricolor
Free Agent
Half time
World Champion
Over the Top
Ace Wizard
Ace Striker
Penalty Master
Overtime
Buzzer Beater
Rookie Star
Double Score
Triple Score
Scoring Chance
Winning Streak
Tie Breaker
Rout
Blowout
Grand Slam
Four-on-one
Catcher

-->Lulu's Weapons
-----------------
Stinger Mog
Attack Mog
Buster Mog
Magical Mog
Rune Mog
Moomba Warrior
Moomba Mage
Variable Mog
Moomba Force
Morphing Mog
Water Moomba
Thunder Moomba
Ice Moomba
Fire Moomba
Cactuar Scope
Blinding Cait Sith
Quiet Cait Sith
Sleepy Cait Sith
Noxious Cait Sith
Fossil Cait Sith
Late Cait Sith
Fatal Cait Sith
Ominous Cait Sith
Moomba Duo
Magician Mog
Power Mog
Dark Cait Sith
Mute Cait Sith
Dreamy Cait Sith
Toxic Cait Sith
Stone Cait Sith
Chronos Cait Sith
Wicked Cait Sith
Sensor Cactuar
Swift Cactuar
Serum Mog
Booster Cactuar
Prism Cactuar
Raging Cactuar
Vengeful Cactuar
Abaddon Cait Sith
Moomba Trip
Space Bandit
Cactuar Wizard
Mana Mog
Space Mage
Space Warrior
Chaotic Cait Sith
Magical Cactuar
Space Power
Lord Cactuar
Star Cactuar
Comet Cactuar
Space Energy
Space Force
Space King
Space Masher
Space Soul
Onion Knight
Soul of Mog
Moobma Quartet
Trapper Mog

-->Yuna's Weapons
-----------------
Abraxas
Arc Arcana
Astral Rod
Beladonna Wand
Bizarre Staff
Break Rod
Calcite Staff
Rune Rod
Seraphim Rod
Shining Staff
Conductor
Darkness Staff
Death Wand
Defender
Dual Rod
Ductile Rod
El Dorado
Enchanted Rod
Entangling Rod
Faerie Staff
Force Rod
Full Metal Rod
Healing Rod
Heavenly Axis
Herding Staff
Impasse
Judgment
Leviathan
Lullaby Rod
Mage's Staff
Rod of Roses
Rod of Silence
Rod of Striking
Wonder Wing
Prism Rod
Punisher
Reticent Staff
Rod of Beating
Malleable Staff
Mirage Rod
Rod of Lightning
Sorcery Rod
Spiked Rod
Staff of Thorns
Tri-Rod
Wicked Wand
Wind Rod
Wing Wand
Monk Staff
Nemesis Rod
Nimbus Rod
Nirvana
Ominous Rod
Power Staff
Shining Staff
Sorcery Rod
Spiked Rod
Staff of Thorns
Chaos Rod
Tri-Rod
Wicked Wand
Wind Rod
Wing Wand
Wonder Wand
Wonder Wing
Wonder Wand
Rod of Darkness
Rod of Fire
Rod of Ice
Rod of Water
Rod of Wisdom

-->Auron's Weapons
------------------
Corruptor
Critical Blade
Dark Blade
Divider
Djinn Blade
Dozing Blade
Dragon killer
Dual Blade
Fire Blade
Frost Blade
Genji Blade
Gil monger
Alkaid
Basara Blade
Peacemaker
Prism Blade
Riot Blade
Magic Blade
Masamune
Master Djinn
Master Ogre
Beast master
Blockade
Blurry Moon
Chaos Blade
Conqueror
Gorgon Gaze
Heaven's Cloud
Hunter's Blade
Ichimonji
Inducer
Spiritual Blade
Still blade
Stunner
Tacit Blade
The Nameless
Thunder Blade
Venomous Blade
WarBlade
WaterBlade
Ashura
Assassin Blade
Katana
Knight Blade
Kotetsu
Life giver
Mirage Blade
Muramasa
Nodachi
Ogre Blade
Ogre killer
Painkiller
Peaceful Slumber
Matoya's Blade
Rune Blade
Sentry
Shimmering Blade
Shiranui
Sonic Blade
Soundless Scream
Spider's Kiss

-->Rikku's Weapons
------------------
Brunhilde
Dual Claw
Rising Sun
Shocking Fist
Sonar
Buster Claw
Executioner
Eye Poker
Flexible Arm
Force Knuckles
The Ogre
Tidal Knuckles
Valkyrie
Vanguard
Victorix
Warmonger
Godhand
Golden Arm
Golden Hand
Hawkeye
Hot Knuckles
Hurricane Claw
Iron side
Jammer
Kaiser Knuckles
Lights Out
Mage Husher
Magic Claw
Manticore Claw
Ice Claw
Infinity
Iron Claw
Barbed Knuckles
Battle Freak
Deus Ex Machina
Devastator
Spartan
Break Knuckles
Iron Grip
Mirage Claw
Ninja Claw
Tit-for-Tat
Tongue Holder
Typhoon Claw
Unlimited
Untouchable
Overload
Override
Poison Claw
Prism Claw
Colossus
Daydreamer
Sticky fingers
Survivor
Tempest Claw
Magic Glove
Magic Knuckles
Bulster Glove
Buster Knuckles
Clock Hand
Clockwork
Magical Rave

-->Kimahri's Weapons
--------------------
Astral Spear
Berserker
Twin Lance
Venom Spike
Luin
Mage Hunter
Shape shifter
Silent Spear
Snake head
Magic Lance
Matador Spear
Mirage Lance
Venus Gospel
Vicious Lance
Web Lance
Wizard Lance
Chariot
Dark bringer
Detector
Dragoon Lance
Dream Lance
Dusk Lance
Eldritch Lance
Enchanted Lance
Force Lance
Full Metal Spear
Gae Balg
Giant Spear
Gungnir
Halberd
Harpoon
Shamanic Spear
Sonic Lance
Spirit Lance
Striking Spear
Taming Spear
Thunder Spear
Tidal Spear
Titan Lance
Thanatos Lance
Healer Spear
Heat Lance
Break Lance
Calamity Spear
Chaos Lance
Trident
Heavy Spear
High wind
Horn of the Ronso
Hunter's Spear
Hypnos Spear
Ice Lance
Kain's Lance
Knight Lance
Net Spear
Prism Spear
Prospector
Quad force
Rebel Lance
Rock Buster
Rune Lance
Trans muter


-->Weapons Abilities
--------------------
Name        - Sensor
Needs       - 2 Ability Spheres
Description - Detect the enemies HP amount
Rating      - 4 of 5

Name        - Piercing
Needs       - 2 Key Spheres lvl 1
Description - Armor has no effect on weapons
Rating      - 3 of 5

Name        - Initiative
Needs       - 6 Chocobo Feathers
Description - Increases the chance of first turn
Rating      - 2 of 5

Name        - First Strike
Needs       - 1 Return Sphere
Description - Increases chances of first strike
Rating      - 2 of 5

Name        - Fire Strike
Needs       - 4 Bomb Fragments
Description - Adds Fire to all of your attacks
Rating      - 3 of 5

Name        - Lightning Strike
Needs       - 4 Electric Marbles
Description - Adds Lightning to all of your attacks
Rating      - 4 of 5 (Good vs. Machina)

Name        - Water Strike
Needs       - 4 Fish Scales
Description - Adds Water to all of your attacks
Rating      - 2 of 5

Name        - Ice Strike
Needs       - 4 Arctic Winds
Description - Adds Ice to all of your attacks
Rating      - 3 of 5

Name        - Silence Strike
Needs       - 20 Silence Grenades
Description - 100% of silencing enemy
Rating      - 4 of 5

Name        - Silence Touch
Needs       - 60 Echo Screens
Description - 50% of silencing enemy
Rating      - 3 of 5

Name        - Sleep Strike
Needs       - 16 Dream Powder
Description - 100% of sleeping enemy
Rating      - 5 of 5

Name        - Sleep Touch
Needs       - 10 Sleeping Powders
Description - 50% of silencing enemy
Rating      - 4 of 5

Name        - Dark Touch
Needs       - 60 Eye drops
Description - 50% of darkening enemy
Rating      - 2 of 5

Name        - Dark Strike
Needs       - 20 Smoke Bombs
Description - 100% of darkening enemy
Rating      - 3 of 5

Name        - Poison Strike
Needs       - 24 Poison Fangs
Description - 100% of silencing enemy
Rating      - 4 of 5

Name        - Poison Touch
Needs       - 99 Antidotes
Description - 50% of silencing enemy
Rating      - 3 of 5

Name        - Stone Touch
Needs       - 10 Petrify Grenades
Description - 50% of petrifying enemy
Rating      - 4 of 5

Name        - Stone Strike
Needs       - 60 Silence Grenades
Description - 100% of petrifying enemy
Rating      - 5 of 5

Name        - Death Strike
Needs       - 60 Farplane Winds
Description - 50% of killing enemy
Rating      - 2 of 5

Name        - Death Touch
Needs       - 30 Farplane Shadows
Description - 15% of killing enemy
Rating      - 3 of 5


Name        - Zombie touch
Needs       - Holy Water x70
Description - 50% of Zombie
Rating      - 3 of 5

Name        - Zombiestrike
Needs       - 30 Candle of Life
Description - 100% of Zombie
Rating      - 4 of 5

Name        - Slowtouch
Needs       - 16 Silver Hourglass
Description - 50% of slow
Rating      - 3 of 5

Name        - Slowstrike
Needs       - 30 Gold Hourglass
Description - 100% of slow
Rating      - 4 of 5

Name        - Str +3%
Needs       - 3 Power Sphere
Rating      - 2 of 5

Name        - Str +5%
Needs       - 2 Stamina Spring
Rating      - 3 of 5

Name        - Str +10%
Needs       - 1 Skill Sphere
Rating      - 4 of 5

Name        - Str +20%
Needs       - 4 Supreme Gem
Rating      - 5 of 5

Name        - Magic +3%
Needs       - 3 Mana Sphere
Rating      - 2 of 5

Name        - Magic +5%
Needs       - 2 Mana Spring
Rating      - 3 of 5

Name        - Magic +10%
Needs       - 1 Black Magic Sphere
Rating      - 4 of 5

Name        - Magic +20%
Needs       - 4 Supreme Gem
Rating      - 5 of 5

Name        - Counterattack
Needs       - 1 Friend Sphere
Description - Counterattacks when attacked by fiends
Rating      - 3 of 5

Name        - Evade & Counter
Needs       - 1 Teleport Sphere
Description - Evade an attack and then follows up with a counter
Rating      - 3 of 5

Name        - Magic Counter
Needs       - 16 Shining Gem
Rating      - 2 of 5

Name        - Magic Booster
Needs       - 30 Ether Turbo
Description - Increases magic attack power, and doubles MP cost
Rating      - 4 of 5

Name        - Alchemy
Needs       - 4 Healing Water
Description - Medicine restores double the amount
Rating      - 4 of 5

Name        - Half MP Cost
Needs       - 20 Twin Stars
Rating      - 3 of 5

Name        - One MP Cost
Needs       - 20 Three Stars
Rating      - 5 of 5

Name        - Double AP
Needs       - 20 Mega Elixir
Rating      - 4 of 5

Name        - Triple AP
Needs       - 50 Wings to Discovery
Rating      - 5 of 5

Name        - Overdrive to AP
Needs       - 10 Door to Tomorrow
Rating      - 2 of 5

Name        - SOS Overdrive
Needs       - 20 Gambler's Spirit
Description - Overdrive gauge rise faster
Rating      - 5 of 5

Name        - Double Overdrive
Needs       - 30 Underdog's Secret
Rating      - 5 of 5

Name        - Triple Overdrive
Needs       - 30 Winning Formula
Rating      - 5 of 5

Name        - Gillionaire
Needs       - 30 Designer Wallet
Description - Gil received is always doubled in battle
Rating      - 2 of 5

Name        - Break Damage Limit
Needs       - 60 Dark Matter
Description - Breaks the 9,999 damage mark
Rating      - 5 of 5

The same rules and most abilities go for armor. When assigning abilities, some
begin with SOS, which means it’s activated when a character is in terminal
condition. Mess around and try to create super-powerful weapons.

To see a much more detailed list, see the in-depth FAQ for Equipment Remodeling
here at GameFAQs. Ceebs did a great job making it, and it is very detailed.


			+-+
			|F| Aeons
			+-+
			
A summoner has the gift on summoning great beasts to fight for her/ him. In
your party, Yuna is the Summoner. Like characters, Aeons are controllable and
have overdrive gauges. Here are a few notes:

+ Controllable
+ Can only have one out at a time
+ Need to revive at Save Sphere when they die, or after a certain amount of  
battles, as shown in the Aeon screen
+ Overdrive gauge is reset if Aeon is killed
+ Can be taught abilities
+ Does NOT use the sphere grid

The Aeons can learn abilities by spending items, just like how you can
customize armor. In the Aeon menu, if you have gotten the Summoners Soul, you
can press O, then select abilities at the top. Aeons learn these abilities by
spending items. Some abilities that are useless to Aeons are Life and Full
Life. Unless you are fighting a lot of Zombies, I recommend you save those
items needed to learn revive moves for later.

========================================================

   -------
  |VALEFOR|
   -------
   -------------------------------------------------
  |Specials|                                        |
   --------                                         |
  |Sonic Wing: Deals damage and delays targets turn |
   -------------------------------------------------
   -------------------------------------------------
  |Magic|                                           |
   -----                                            |
  |Fire       4 MP                                  |
  |Blizzard   4 MP                                  |
  |Thunder    4 MP                                  |
  |Water      4 MP                                  |
   -------------------------------------------------
   -------------------------------------------------
  |Overdrives|                                      |
   ----------                                       |
  |Energy Ray   :Non Elemental Damage               |
  |Energy Blast :Major Non Elemental Damage         |
   -------------------------------------------------

========================================================

   -----
  |IFRIT|
   -----
   ----------------------------------------------------
  |Specials|                                           |
   --------                                            |
  |Meteor Strike: Deals damage and delays targets turn |
   ----------------------------------------------------
   -------------------------------------------------
  |Magic|                                           |
   -----                                            |
  |Fire       4 MP                                  |
  |Null-Frost 2 MP                                  |
  |Null-Blaze 2 MP                                  |
   -------------------------------------------------
   -------------------------------------------------
  |Overdrives|                                      |
   ----------                                       |
  |Hell Fire: Fire damage to all enemies            |
   -------------------------------------------------

 ========================================================

   -----
  |IXION|
   -----
   -------------------------------------------------
  |Specials|                                        |
   --------                                         |
  |Aero Spark: Attacks enemy and delays turn        |
   -------------------------------------------------
   -------------------------------------------------
  |Magic|                                           |
   -----                                            |
  |Thunder    4 MP                                  |
  |Thundara   8 MP                                  |
   -------------------------------------------------
   -------------------------------------------------
  |Overdrives|                                      |
   ----------                                       |
  |Thor's Hammer: Thunder attack on all enemies     |
   -------------------------------------------------

========================================================

   -----
  |SHIVA|
   -----
   -------------------------------------------------
  |Specials|                                        |
   --------                                         |
  |Heavenly Strike: Damages enemy and delays turn   |
   -------------------------------------------------
   -------------------------------------------------
  |Magic|                                           |
   -----                                            |
  |Blizzara   8 MP                                  |
  |Blizzard   4 MP                                  |
  |Null-Blaze 2 MP                                  |
  |Null-Frost 2 MP                                  |
   -------------------------------------------------
   -------------------------------------------------
  |Overdrives|                                      |
   ----------                                       |
  |Diamond Dust: Deals Ice damage to all enemies    |
   -------------------------------------------------

========================================================

   -------
  |BAHAMUT|
   -------
   -------------------------------------------------
  |Specials|                                        |
   --------                                         |
  |Impulse: Damages all enemies                     |
   -------------------------------------------------
   -------------------------------------------------
  |Magic|                                           |
   -----                                            |
  |Fire       4 MP                                  |
  |Blizzard   4 MP                                  |
  |Thunder    4 MP                                  |
  |Water      4 MP                                  |
  |Fira       8 MP                                  |
  |Blizzara   8 MP                                  |
  |Thundara   8 MP                                  |
  |Watera     8 MP                                  |
  |Firaga    16 MP                                  |
  |Blizzaga  16 MP                                  |
  |Thundaga  16 MP                                  |
  |Wateraga  16 MP                                  |
   -------------------------------------------------
   ------------------------------------------------------
  |Overdrives|                                           |
   ----------                                            |
  |Mega Flare: Major non-elemental damage on all enemies |
   ------------------------------------------------------

All Aeons can access a special menu on their turn by pressing right on the
command menu.

BOOST: Take more damage (+150%) for one turn, Overdrive fills faster.
SHIELD: Take less damage (-150%) for one turn, Overdrive gauge freezes.
DISMISS: Send Aeon away. Good when low on HP.

All the Aeons can learn abilities too. Here is a list of everything every
single aeon can learn and is capable of. They are in no special order except
for the Elemental spells.

Name:   Sleep Attack
Items:  Sleeping Powder x3

Name:   Delay Attack
Items:  Silver Hourglass x20

Name:   Delay Buster
Items:  Gold Hourglass x30

Name:   Zombie Attack
Items:  Holy Water x99

Name:   Triple Foul
Items:  Skill Sphere x4

Name:   Power Break
Items:  Stamina Spring x8

Name:   Magic Break
Items:  Mana Spring x4

Name:   Armor Break
Items:  Lv.2 Key Sphere x2

Name:   Mental Break
Items:  Shining Thorn x4

Name:   Dark Buster
Items:  Smoke Bomb x12

Name:   Silence Buster
Items:  Silence Grenade x10

Name:   Sleep Buster
Items:  Sleeping Powder x10

Name:   Dark Attack
Items:  Smoke Bomb x4

Name:   Silence Attack
Items:  Silence Grenade x3

Name:   Pray
Items:  Healing Water x5

Name:   Cheer
Items:  Power Sphere x5

Name:   Aim
Items:  Speed Sphere x5

Name:   Focus
Items:  Mana Sphere x10

Name:   Reflex
Items:  Speed Sphere x10

Name:   Luck
Items:  Fortune Sphere x2

Name:   Jinx
Items:  Fortune Sphere x2

Name:   Cure
Items:  Hi-Potion x99

Name:   Cura
Items:  X-Potion x30

Name:   Curaga
Items:  Mega-Potion x60

Name:   NulBlaze
Items:  Bomb Fragment x2

Name:   NulShock
Items:  Electro Marble x2

Name:   NulTide
Items:  Fish Scale x2

Name:   NulFrost
Items:  Antarctic Wind x2

Name:   Haste
Items:  Chocobo Feather x10

Name:   Hastega
Items:  Chocobo Wing x16

Name:   Slow
Items:  Silver Hourglass x4

Name:   Slowga
Items:  Gold Hourglass x8

Name:   Scan
Items:  Ability Sphere x10

Name:   Life
Items:  Elixir x6

Name:   Full-Life
Items:  Megalixer

Name:   Shell
Items:  Lunar Curtain x4

Name:   Protect
Items:  Light Curtain x6

Name:   Reflect
Items:  Star Curtain x3

Name:   Dispel
Items:  Purifying Salt x3

Name:   Regen
Items:  Healing Spring x50

Name:   Flare
Items:  Shining Gem x60

Name:   Ultima
Items:  Supreme Gem x99

Name:   Holy
Items:  Blessed Gem x60

Name:   Death
Items:  Farplane Shadow x30

Name:   Fire
Items:  Bomb Fragment

Name:   Thunder
Items:  Electro Marble

Name:   Water
Items:  Fish Scale

Name:   Blizzard
Items:  Antarctic Wind

Name:   Fira
Items:  Bomb Core x2

Name:   Thundara
Items:  Lightning Marble x2

Name:   Watera
Items:  Dragon Scale x2

Name:   Blizzara
Items:  Arctic Wind x2

Name:   Firaga
Items:  Fire Gem x4

Name:   Thundaga
Items:  Lightning Gem x4

Name:   Waterga
Items:  Water Gem x4

Name:   Blizzaga
Items:  Ice Gem x4

Name:   Bio
Items:  Poison Fang x8

Name:   Demi
Items:  Shadow Gem x4

Name:   Drain
Items:  Stamina Spring x60

Name:   Osmoses
Items:  Mana Spring x10

Name:   Lancet
Items:  Soul Spring x20

Name:   Double cast
Items:  Three Stars x5



========================================================

			+-+
			|G| Sphere Grid
			+-+
			
-->Explanation
--------------

In Final Fantasy X, there is no more typical system of leveling up. The days of
having to reach a certain level before wanting to do that hard fight is OVER.
Now, it has been replaced with the perfect Sphere Grid. After doing a fight, or
doing other special things, you receive things like ability spheres or power
spheres. These can be used on a board-game like field.

After a battle, you will receive AP, ability points. After you get a certain
amount, you level up. For each level up, you get 1 Sphere Level.

1 Sphere Level= Move 1 space forward
                Move 4 spaces backward (spaces you have claimed)

During battle, you may also get Spheres to unlock spaces on the giant grid. The
grid is composed of many circles, which represent spaces. Each circle has
something on it, like the Fire Spell, or Hp +200. To actually claim it though,
you use these special spheres collected in battle.

-->Sphere Uses
--------------

Power Sphere unlocks =   HP Bonuses
                         Attack Bonuses
                         Defense Bonuses
Speed Sphere unlocks =   Hit % Bonuses
                         Evade % Bonuses
                         Agility Bonuses
Mana Sphere unlocks =    MP Bonuses
                         Magic Attack Bonuses
                         Magic Defense Bonuses
Ability Sphere unlocks = Blk Spells
                         Wht Spells
                         Specials
                         Skills
Lock Sphere unlocks =    Sphere Grid Locks
Clear Sphere unlocks =   Erases a spot on the grid (not recommended)
Fortune Sphere unlocks=  Luck Bonuses

-->Explanation (cont.)
----------------------

Sphere grid locks are like huge rocks blocking the path to an ability. To
unlock a lvl 1 lock, you must use a lvl 1 sphere. To unlock a lvl 3 lock, you
must use a lvl 3 sphere. This whole grid system is much easier to understand if
you see the in-game tutorial, and if you try it yourself. There are also about
20 other spheres, but they are SPECIAL spheres and are self-explanatory. Like
the Teleport Sphere lets you move anywhere on the board someone has been, and
the HP Sphere turns circles with no ability on them into a +300 circle.

-->Questions
--------------

Can I max out my HP and MP ?
Yes. You have to wipe the board clean and fill it about 75% full of HP +300 and
Mp+30 to get max HP, but then your strength will be nothing.

Can I max out my stats ?
Yes. You have to wipe the board clean and use a chunk of it on Stat+4s. Of
course, you will end up with around 600 HP per character if you do that !

-->Tutorial
-----------

 _________
|Tidus    |
|_____ ___|
|Sph lvl 1|
|_________|_______
|3 Power Sphere   |
|2 Ability Sphere |
|2 Lvl 1 Lock     |
|4 Fortune Sphere |
|2 Clear Sphere   |
|2 HP Spheres     |
|_________________|

  __         __        __         __         __
 /1 \ _____ /2 \ ____ /3 \ _____ /4 \ _____ /5 \
 \__/       \__/      \__/       \__/       \__/
HP+200      Flee    Lvl 1.Lock  Tidus      Luck+1

In here, Tidus is on Sphere 4. He has 1 sphere level, as indicated on the top
left side of the screen. That means he can move 4 spaces back, or 1 space
forward. Here, Tidus has already claimed all the sphere spaces to the left of
him. That means with 1 level, he can go 4 spaces back, or 1 forward. Lets move
him forward to the right. To claim the Luck Sphere, you have to use a fortune
Sphere from Tidus. Tidus claims it and gets 1 luck point. Lets say Tidus lvls
up and gets another Sphere level. Now he can move back to lets say the Flee
ability. We don't like it at all and want something new there. So we use a
Clear Sphere to delete Flee from everyones board. Now we can use Tidus' HP
Sphere to change the empty space into an HP+300. Now use a Power Sphere to
reclaim that space. Its easier done than said !

-->Abilities on the Grid
------------------------

This is a listing of the abilities that can be learned on the Sphere Grid.
Unlike what most people say, any character can learn anything on the Sphere
Grid, and its possible to claim every space too. Here is a list of the
abilities that any character can learn:

Thunder       : Do minor thunder damage
Thundara      : Do normal thunder damage
Thundaga      : Do major thunder damage
Blizzard      : Do minor ice damage
Blizzara      : Do normal ice damage
Blizzaga      : Do major ice damage
Fire          : Do minor fire damage
Fira          : Do normal fire damage
Firaga        : Do major fire damage
Water         : Do minor water damage
Watera        : Do normal water damage
Waterga       : Do major water damage
Bio           : Constantly damage enemy
Haste         : Increases turn rate on one character
Hastega       : Increases turn rate on whole party
Slow          : Decreases turn rate on one enemy
Slowga        : Decreases turn rate on al enemies
Death         : Instant death 25% of time to target
Demi          : Reduce HP by a quarter
Drain         : Absorb HP from enemy
Osmose        : Absorb MP from enemy
Flare         : Cause major destructive damage to target
Ultima        : Cause major destructive damage to multiple targets
Use           : Use special items in battle.
Flee          : Have entire party run from battle
Cheer         : Increase everyones Strength and Defense slightly
Aim           : Increase everyones Accuracy to hit fast and flying enemies
Jinx          : Lower enemies Luck slightly
Reflex        : Increase the parties evasion slightly
Focus         : Increase Magic attack and defense slightly
Luck          : Raise your parties luck slightly
Lancet        : Absorb enemy HP and MP
Guard         : Defend another character
Steal         : Steal items
Spare Change  : Throw Gil at enemy to deal damage. Damage = to Gil/10
Sentinel      : Defends all characters
Copy Cat      : Character mimics the last action done in battle
Threaten      : Freeze one enemy with fear, paralyzing it
Entrust       : Fill another OVerdrive Gauge at the cost of your own
Provoke       : Provokes enemy to attack character
Double Cast   : Cast two magic spells in a row
Bribe         : Bribes enemy to leave the fight. Requires Gil.
Dark Buster   : 100% chance of dark for 1 turn
Silence Buster: 100% chance of silence for 1 turn
Sleep Buster  : 100% chance of sleep for 1 turn
Delay Attack  : Makes enemy lose 1 turn
Delay Buster  : Makes enemy lose 2 turns
Zombie Attack : Cause Zombie status on the target
Dark Attack   : Cause blindness in enemy for 3 turns
Silence Attack: Cause muteness in enemy for 3 turns
Sleep Attack  : Cause drowsiness on enemy for 3 turns
Triple Foul   : Cause 3 statues effects on an enemy
Mug           : Steal and do 1/2 damage to enemy at same time
Quick Hit     : Faster attack rate
Esuna         : Same effect as the remedy item
Regen         : Constantly restore HP
Cure          : Cure up to 600 HP
Cura          : Cure up to 2000 HP
Curaga        : Cure up to 9999 HP
Life          : Revives character in critical condition
Full-Life     : Revive character with full HP. Kill zombies instantly.
Protect       : Receive half damage
Shell         : Receive half magic damage
NulBlaze      : Immune from Fire
NulTide       : Immune from Water
NulFrost      : Immune from Ice
NulShock      : Immune from Thunder
Reflect       : Reflects all curative and offensive magic to opposing party.
Dispel        : Disables all positive status effects
Holy          : Deal massive damage to zombies and fiends
Auto-Life     : Revives a character when killed
Power Break   : Halves enemy attack power
Armor Break   : Halves enemy defense
Magic Break   : Halves enemy Magic Power
Mental Break  : Halves enemy magic defense
Scan          : Reveals the enemies statistics



			+-+
			|H| Blitzball
			+-+
			
			
-->Intro
--------------

Blitzball... the mini-game of FFX. Final Fantasy X has a mini-sport you can
play at save points once you participate in your first Blitzball tournament.
You can only play it at Level 2 Save Travel Spheres (save points lvl 2). So if
you're reading this, then you probably need help. Lets start.

-->Blitzball 101
----------------

The Teams are:

Besaid Aurouchs
Kilika Beasts
Luca Goers
Ronso Fangs
Al Bhed Psyches
Guado Glories

Like in most sports games for consoles, the players in Blitzball are good at
certain things. Unlike traditional sports, these are special statistics. You
can access them from the Blitzball main menu. You want characters with good
stats, and lucky you that the original team has those good stats.

Like real sports you have to sign up people to be on your team. They sign a
contract for a certain amount of games, for a certain amount of Gil per game.
You can do this by pressing Square by a person to recruit them.

Blitzball is played in two halves, each 5 minutes long. The game ends at the
buzzer, no last shots or passes are allowed. The game also has a few ways of
moving. Manual and Auto. Auto is for beginners who dont want to risk the game.
Experienced players should switch to manual movement though.

-->Statistics
-------------

In Blitzball, everyone has statistics and they affect huge things. Whenever
someone is blocking, passing, attacking, catching or shooting, the number for
that statistic is randomly decreases or increased by 50$, meaning a person who
shoots at a goal with a SH less than the CA, has a very small chance of still
making a goal.

HP - Hitpoints : A players energy or Stamina. It slowly decreases and HP is    
     required to do certain special attacks or moves.

SP - Speed : How fast a player moves. This affects you ability to catch and out
run other players in the water.

SH - Shot Average : The ability to shoot the ball into a goal. You score if
your SH is higher than the opponents CA. SH slowly goes down as friction slows
it down. SH also decreases from opponents trying to block the ball.

PA - Pass Average : The ability to pass a ball. This number slowly decreases as
a ball travels. The pass can only be caught if the PA is above 0 by the time it
reaches the person cathcing the ball.

EN - Endurance : The ability to withstand attacks. The endurance is a defensive
number. If the endurance is higher than an opponents AT, then you can break
through them. Every time you break, you lose some EN.

AT - Attack : The ability to take out a person breaking. If the AT is higher
than the EN, you will cause the opposing player to fumble the ball.

BL - Blocking Average : The ability to block an oncoming pass or shot. If a
person chooses to pass or shoot instead of break, the SH/PA is emasured against
the BL. A higher BL than the SH/PA means the player will catch the shot or
pass, thereby intercepting it.

CA - Cathing Average : The Goalies' ability to block a shot. If the CA is
higher than the SH, the shot is sucsessfully blocked.

-->Blitzball Playing
--------------------

Teams are made of a:

LF Left Forward (need good SH and EN)
RF Right Forward (need good SH and EN)
MF Midfielder (needs best PA and AT)
LD Left Defense (needs good AT and EN)
RD Right Defense (needs good AT and EN)
GL Goalie (needs best CA)

In the game, you can open a menu by pressing the SQUARE button while you have
the ball. In the menu, as long as no opponents nearby, you can do three things:

Dribble (Move around)
Shoot (Attempt a Shot)
Pass (Attempt a Pass)

The menu changes a little when people are blocking you:

No Break ----------------
Break to _____          |
Break to _____          |
Break to _____          |
                        |
                       \|/

Shoot (Attmept a shot with risk of oppenents catching it)
Pass  (Attempt a pass with risk of opponents catching it)

If you choose no break, you will attempt to do an action while risking the ball
by being caught by the opponents. You can also break to a person. You break
through 1 person by choosing the first person on the list to break through. You
break through all of them by picking the last one. When you try to get through
opponents, the enemy AT is subtracted from your EN. If the number is higher
than zero, the break suceeds, and you have 1 less opponent to worry about
catching your ball. If you break through all the opponents, you have a clear
shot or pass, or you can keep dribbling the ball.

-->Formulas
-----------
Note that all the stats (AT, BL, SH) have a randomizer attached to them. This
changes the number by 50%-150%, meaning a shot against a goal with 5, while the
goalie has a 6 CA, means the shot has a slight chance of going in.

Breaking Sucsess:
EN - AT
If number left is higher than zero, you break
If number left is zero, you fumble the ball

Normal Pass with no one blocking:
If PA is above zero when it reaches the catcher, its a pass
If number left is zero when it reaches the catcher, you fumble the ball

Passing Sucsess against a block:
PA - BL
If number left is higher than zero, you pass
If number left is zero, you fumble the ball

Shooting Sucsess against a goalie:
SH - CA
If number left is higher than zero, you score
If number left is zero, you don't score

-->Status Effects
-----------------

Certian abilites in Blitxball cause Status effects on the enemy and yourself.
This is a detailed explanation on that.

Sleep (Nap)
The sleep ability will put a target to sleep under certian conditions. The
player stops moving and cannot be played. The character is black on the
mini-map. Luckly, sleep can be cured in three ways and three ways only. You can
throw the ball to that person as a pass. It will hit the player and wake
him/her. You can also just wait for the player to wake up on his/her own. The
last way is too wait until a goal is scored, at whcih point they wake up. A
goalie that falls asleep cannot block any shots at all, letting an opponent
from across court with high SH able to score.

Wither (Stat killers)
Statitic killers. A player inflicted with Wither will experience a reduction in
certain statistics by half, indicated by blue lettering. A withered player can
only be cured in two ways. First is you can just wait, and second is to wait
for the end of the half or game. A withered person is not a good player when
vital stats like SH ans PA are affected.

Poison (Venom)
Posion increases the HP loss of a person by triple the normal ammount. This
also hinders the players ability to use any shot techs at all until the poison
wears off over time. Pile Venom will hinder the ability to use any special
techs at all until the venom is gone. The ways to heal this status us by
waiting for the end of a half, or by just waiting. Venomed and posioned players
revover no HP at all during the time of poisoning.

-->Formations
-------------

By pressing Triangle, you can choose your movement, then your teams formation.

Normal Formation:
Defenders and Forwards try to go after the guy with the ball while not moving
too far away from their normal areas. The MF tries to get the main guy to any
extent, except for going far into the opponents area.

Marking Formation:
Before the game, you can mark opponents. When this formation is on, all the
players go after the marked person. This is good to mark a big opponent shooter
who always scores. Mark him/her with 2 or 3 guys, and that opponent shooter
will have a tough time shooting anymore.

Left Side:
Players chase anyone down who has the ball in the left side of the Sphere
arena. The other side is left defenseless.

Right Side:
Players chase anyone down who has the ball in the right side of the Sphere
Arena. The other side is left defenseless.

Center:
The defenders are focused into the center, leaving the rest of the field
defensless. This is effective against opponents who have their shooters go
stright down the middle. This is also effective for you offense, because you
have back-up very close.

All Defense:
Your whole team defends your side of the Sphere pool, creating a hard defense
for opponents to get through. They find themselves rushed by up to 4 blockers
at a time. However, your going to be the only one who tries to enter the other
side of the pool to score.

Flat Line:
Your entire team goes on offense, leaving your goal open. You teamates will get
early blocking on the enemy though. This formation is good when you need people
blocking others in order for you to get a solid shot in.

Counter:
Ally our defenders block both goals on the field. This still leaves your goal
somewhat open to distant shots. Blocking their goal helps slightly, but your
better off with something else.

Double Side:
Places the defenders and forwards into the sides of the pool, on each side of
the goals. This creates a good defense and an okay defense. Opponents will find
it very hard to get a goal in while this mode is in. The two defenders side
attack any threat to the goal.

-->Techs
--------

After or during those games that you are leveling up to lvl 3+, you may see an
opponent use an ability you marked. If he/ she does, look in the top leftish
corner. If your player whom marked him is watching, the words TECHCOPY will
appear at the top. Press X while it says it to learn how to use the ability.
(Japanese version is CIRCLE not X). You can now un-mark the player at
half-time. When you press X at TECHCOPY, 3 things can happen:

1. You learn the ability. It says who learned it on the bottom.
2. You do not learn the ability. It says your level is too low.
3. You do not learn the ability. Your hear a buzz sound. (Pressed to late)

So keep trying to get abilities. As more guys learn them and you hit level 3,
they can start using them. Your Forwards need to have a TACKLE ability, and a
SHOT ability. Try to give your MF (midfielder, the passing guy) passing
abilities, and a tackle. Give your defenders Tackles and PASSING abilities, and
give the Goalie, Goalie abilities (Grip, Super Goalie, etc.). Remember to keep
practicing Techcopy.

Just keep leveling up. By around lvl 3-6 you should get your first win ! Now
try this. During the game when you have the ball, press TRIANGLE. Select Manual
A. Now you can actually move your players, making it easier to get goals. Try
to get goals with Tidus and his Sphere Shot. Just get in close and go for it.

-->Tech Listing
---------------

Here are all the abilites you can Techcopy off other players. Try to learn as
many as you can. These are alphabitized.

Anti-Drain      :   Costs 10 HP   : 50% Preventing of Drain Attacks
Anti-Drain 2    :   Costs 50 HP   : 100% Preventing of Drain Attacks
Anti-Nap        :   Costs 40 HP   : 50% of blocking Sleep
Anti-Nap 2      :   Costs 210 HP  : 100% of blocking sleep
Anti-Venom      :   Costs 5 HP    : 50% chance of blocking poison
Anti-Venom 2    :   Costs 50 HP   : 100% chance of blocking posion
Anti-Wither     :   Costs 30 HP   : 50% chance of blocking wither
Anti-Wither 2   :   Costs 200 HP  : 100% chance of blocking wither
Aurochs Spirit  :   Costs 600 HP  : Adds total SH of team to Wakkas SH
Brawler         :   Costs 10 HP   : 60% of being in encounters from far
Drain Tackle    :   Costs 0 HP    : Absorb 30 HP
Drain Tackle 2  :   Costs 0 HP    : Absorb 150 HP
Drain Tackle 3  :   Costs 0 HP    : Absorb 500 HP
Elite Defense   :   Costs 5 HP    : Interecpt ball farther away
Gamble          :   Costs 300 HP  : Random Stats after waking up
Golden Arm      :   Costs 30 HP   : Slower SH and PA decrease while traveling
Good Morning    :   Costs 80 HP   : Makes charcter better after waking up
Grip Gloves     :   Costs 30 HP   : Raises goalkeepers ball contro;
High Risk       :   Costs 300 HP  : Lower stats dramaticlly while doubling EXP
Invisible Shot  :   Costs 220 HP  : Ball is invisbale, control with analog
Jecht Shot      :   Costs 120 HP  : Downs 2 blocking players. SH+5
Jecht Shot 2    :   Costs 999 HP  : Downs 3 blocking players. SH+10
Nap Pass        :   Costs 40 HP   : Puts opponent to sleep if they touch ball
Nap Pass 2      :   Costs 200 HP  : Puts opponent to sleep if they touch ball
Nap Pass 3      :   Costs 510 HP  : Puts opponent to sleep if they touch ball
Nap Shot        :   Costs 45 HP   : Puts opponent to sleep if they touch ball
Nap Shot 2      :   Costs 80 HP   : Puts opponent to sleep if they touch ball
Nap Shot 3      :   Costs 350 HP  : Puts opponent to sleep if they touch ball
Nap Tackle      :   Costs 40 HP   : If EN=0, oppenent falls asleep. AT+3
Nap Tackle 2    :   Costs 90 HP   : If EN=0, oppenent falls asleep. AT+5
Nap Tackle 3    :   Costs 180 HP  : If EN=0, oppenent falls asleep. AT+7
Pile Venom      :   Costs 30 HP   : Poisons enemy dramaticlly
Pile Wither     :   Costs 70 HP   : Withers enemy dramaticlly
Regen           :   Costs 50 HP   : Triple HP recovery when not holding ball
Sphere Shot     :   Costs 90 HP   : SH+3. Adds random amounts to SH. (0-10)
Spin Ball       :   Costs 30 HP   : Makes a ball harder to catch by Goalie
Super Goalie    :   Costs 30 HP   : Adds random amounts to CA (0-10)
Tackle Slip     :   Costs 40 HP   : 40% chance to evade tackles
Tackle Slip 2   :   Costs 170 HP  : 80% chance to evade tackles
Tech Find       :   Costs 0 HP    : Unlocks slots in characters skill listing
Venom Pass      :   Costs 40 HP   : PA+3. Poisons whoever touches ball
Venom Pass 2    :   Costs 120 HP  : PA+5. Poisons whoever touches ball
Venom Pass 3    :   Costs 250 HP  : PA+7. Poisons whoever touches ball
Venom Shot      :   Costs 20 HP   : SH+3. Poisons whoever touches ball
Venom Shot 2    :   Costs 35 HP   : SH+3. Poisons whoever touches ball
Venom Shot 3    :   Costs 100 HP  : SH+3. Poisons whoever touches ball
Venom Tackle    :   Costs 30 HP   : AT+3. 40% of poisoning blocker
Venom Tackle 2  :   Costs 70 HP   : AT+5. 70% of poisoning blocker
Venom Tackle 3  :   Costs 160 HP  : AT+7. 100% of poisoning blocker
Volley Shot     :   Costs 10 HP   : Player can shoot fumbled balls. 40%.
Volley Shot 2   :   Costs 40 HP   : Player can shoot fumbled balls. 75%.
Volley Shot 3   :   Costs 250 HP  : Player can shoot fumbled balls. 100%.
Wither Pass     :   Costs 40 HP   : PA+3. 30% of withering enemy
Wither Pass 2   :   Costs 180 HP  : PA+5. 60% of withering enemy
Wither Pass 3   :   Costs 4400 HP : PA+7. 100% of withering enemy
Wither Shot     :   Costs 30 HP   : SH+3. 40% of withering goalie
Wither Shot 2   :   Costs 180 HP  : SH+5. 70% of withering goalie
Wither Shot 3   :   Costs 390 HP  : SH+7. 100% of withering goalie
Wither Tackle   :   Costs 8 HP    : AT+3. 40% of withering blockers
Wither Tackle 2 :   Costs 80 HP   : AT+5. 70% of withering blockers
Wither Tackle 3 :   Costs 250 HP  : AT+7. 100% of withering blockers

-->Extra Help
-------------

For extra help on things I didn't cover, check out these subjects in the
Tutorial (yes, they are good)

- Status Effects
- Endurance
- Breaking
- Passing
- Shooting

Just combine my help and those tutorial subjects and you should get the idea.
Remember, it takes 5-10 games until your first win. If you need practice,
select Exhibition mode and play against the Ronso Fangs. They are a little
slower than other teams and make good practice.


---
Blitzball Recruiting, by LionBlade28

Naida     - Rin's Traveling Agency, Calm Lands
Rin       - Rin's Traveling Agencies/Airship
Zev Ronso - Port 5, Luca Harbor

---
Blitzball Tips from ZillyBong

"Whenever you get the ball from the start, swim close to the center, then when
the other middle guy is about to encounter you, pass it off to Tidus. since
Tidus usually only has one person covering him, press square right away and
break past. Keep dribbling, and if another defender comes up, break past him.
get reeeeeaaaaaallllly close to the goal, and you have an easy goal. the whole
point of this is to limit Tidus (or whoever has the highest EN rate) to have
only one defender on him at all times. hope this is useful. I also have some
good Blitzball player locations that you could use"

Ropp    - Rin's Travel Agency, Mi'hen Highroad
Brother - Airship pilot
Wakka   - Airship
Wedge   - Luca stadium, one of the guards

---
Some Blitzball strategy on beating the Goers from Palatably

"Auto is suicide. You have to play it yourself. If you choose formation left,
Datto is your point man. If you choose formation right, Tidus is.  TheGoers
take the ball away a LOT.  Your team is WAY outclassed.  But, in the first
half, be sure you get the ball to Tidus (formation right) at least twice. And,
with a bit of luck, you can maybe even score once.  If things are really going
your way, you can maybe even set up a goal for Datto. The game is completely
unfair.  You may need several shots at winning, since this is also your first
time controlling a Blitz game.  Your goal in the first half is simply to finish
in a tie.  If you *can* finish ahead, that's better, but incredibly difficult.
Hopefully, you have the Jecht Shot and have had Tidus carry the ball enough to
be able to use it during the half.  This is how you push into the lead.  You
will get to use it one time, and then Tidus is
pretty well spent for the game, so change formations to depend on Datto
scoring.  At some point, the crowd will cheer for Wakka, Tidus will leave
(which is fine if you've done the Jecht Shot, since he's tired), and Wakka will
come in.  Formation Right again and run the ball along the outside of the
field.  This should put Wakka near the goal.  A pass, a shot, and he can
score."


			+-+
			|I| Bribing
			+-+
			

You can use the Bribe ability to bribe monsters to leave a battle and drop
their items. Giving them a certain amount of gil causes them to drop better
stuff. The key is 20 times their HP amount. This can get expensive. If you miss
a bribe, try again with one more gil each time. Here is a not-done list of some
things you can get (please contribute some more):

Dual Horns      60 Hi-potions
Bombs           16 Bomb Cores
Exoray          Turbo Ether
Garm            7 Sleeping Powders
Flame Flan      10 Fire gems
Iron Giant      Stamina Tonic
Great Malboro   8 Wings to Discovery
Chimera Brain   2 Lvl. 4 Spheres
Demonlith       40 Lvl 3 Key Spheres
Behemoth        30 Lvl. 2 Spheres
Behemoth King   14 Three Stars
Mech Leader     2 Doors to Tomorrow
Land Worm       2 Dark Matter
Master Tonberry 3 Pendulums
Dark Element    3 Return Spheres
Adamantoise     6 Special Spheres
Raldo           10 Hypello Potions
Coerl           2 Friend Spheres
Mech Gunner     40 Al Bhed Potions
Achelous        Healing Spring (x16)
Aerouge         Lightning Marble (x4)
Ahriman         Farplane Wind (x6)
Alcyone         MegaPhoenix (x2)
Anacondaur      Healing Water (x16)
Aqua Flan       Water Gem (x15)
Bandersnatch    Dream Powder (x20)
Barbatos        Teleport Sphere (x20)
Bashura         Stamina Tablet (x80)
Basilisk        Petrify Gernade (x24)
Black Element   Black Magic Sphere (x2)
Blue Element    Water Gem (x2)
Chimera         Underdog's Secret (x15)
Dark Flan       White Magic Sphere (x2)
Defender        Stamina Tablet (x20)
Defender Z      Designer Wallet (x5)
Epaaj           Farplane Wind (x25)
FloatingDeath   Gambler's Spirit (x10)
Gemini          Stamina Tonic (x10) OR Magic Tonic (x10)
Ghost           Mega Phoneix (x38)
Grat            Remedy (x40)
Grendel         Mega Potion (x60)
Halma           Supreme Gem (x20)
Imp             Lv. 1 Key Sphere (x4)
Kusariqqu       Silver Hourglass (x20)
Land Worm       Dark Matter (x2)
Machea          Chocobo Wing (x60)
Maelspike       Attribute Sphere
Malboro         Wings to Discovery (x4)
Mandragora      Return Sphere (x24)
Master Coeurl   Warp Sphere
Mech Defender   Al Bhed Potion (x99)
Mech Hunter     Al Bhed Potion (x60)
Mech Leader     Door to Tomorrow (x2)
Murussu         Hypello Potion (x24)
Nidhogg         Gold Hourglass (x12)
Octopus         Stamina Spring (x20)
Ogre            Stamina Spring (x50)
**Ultima Weapon Pendulum (x99)



			+-+
			|J| Items and Rares
			+-+

-->Items Listing
----------------

Potion            : Restores 200 HP to one character
Hi Potion         : Restores 1000 HP to one character
Mega-Potion       : Restores 2000 HP to entire party
X-Potion          : Restores 100% of HP to one character
Phoenix Down      : Revives one character into critical condition
Mega Phoenix      : Revives entire party with full HP
Ether             : Restores 100 MP to one character
Turbo Ether       : Restores 500 MP to one character
Elixir            : Restroes 100% HP and MP to one character
Megalixir         : Restores HP and MP of entire party
Antidote          : Heals Poison
Soft              : Heals stone
Eye Drops         : Heals darkness
Echo Screen       : Heals silence
Holy Water        : Heals Zombie and Curse
Remedy            : Heals all status effects
Power Distiller   : Enemy drops power spheres
Speed Distiller   : Enemy drops speed spheres
Ability Distiller : Enemy drops ability spheres
Magic Distiller   : Enemy drops magic spheres
Al Bhed Potion    : Cures status effects and heals 1000 HP to all
Healing Water     : Fully restores HP
Tetra Elemental   : Casts NullALL on party and restores HP
Antarctic Wind    : Deals ice damage to enemy
Arctic Wind       : Deals ice damage to enemy
Ice Gem           : Deals ice damage to enemies
Bomb Fragment     : Deals fire damage to an enemy
Bomb Core         : Deals fire damage to an enemy
Fire Gem          : Deals fire damage to enemies
Electro Marble    : Deals thunder damage to enemy
Lightning Marble  : Deals thunder damage to enemy
Lightning Gem     : Deals thunder damage to enemies
Fish Scale        : Deals water damage to enemy
Dragon Scale      : Deals water damage to enemy
Water Gem         : Deals water damage to enemies
Grenade           : Minor damage to all enemies
Fragmentation G.  : Minor damage and armor break to all enemies
Sleeping Power    : Causes sleep on enemies
Dream Power       : Causes sleep on enemies
Silence Grenade   : Causes silence on all enemies
Smoke Bomb        : Causes darkness on all enemies
Shadow Gem        : Reduce target HP by 50%
Shining Gem       : Deals Damage
Blessed Gem       : Deals Damage
Supreme Gem       : Deals Damage
Poison Fang       : Posions all enemies
Silver Hourglass  : Delays enemies turn
Gold Hourglass    : Delays enemies turn and deals damage
Candle of Life    : Casts Slow Death on enemy
Petrify Grenade   : Petrifies enemies
Farplane Shadow   : Causes death on enemy
Farplane Wind     : Causes death to all enemies
Designers Wallet  : No use
Dark Matter       : Deals major damage to enemies
Chocobo Feather   : Haste one character
Lunar Curtain     : Casts Shell on one person
Light Curtain     : Casts Protect on one person
Star Curtain      : Casts Reflect on one person
Healing Spring    : Casts Regen one one person
Mana Spring       : Absorbs MP from target
Stamina Spring    : Absorbs HP from target
Soul Spring       : Absorbs HP & MP from target
Purifying Salt    : Dispells status effects
Stamina Tablet    : Double maximum HP of a character
Mana Tonic        : Double maximum MP of a character
3 Stars           : Reduce magic casting to zero MP
Power Sphere      : Used on Sphere Grid for STR+, HP+, and DEF+
Mana Sphere       : Used on Sphere Grid for MP+, Magic Pow+, and Magic D+
Speed Sphere      : Used on Sphere Grid for Agil+, Acc+, and Evd+
Ability Sphere    : Used on Sphere Grid for abilities
Fortune Sphere    : Used on Sphere Grid for Lck+
Attribute Sphere  : Used on Sphere Grid for activating an allied node
Special Sphere    : Used on Sphere Grid for activating an allied node
Skill Sphere      : Used on Sphere Grid for activating an allied node
Blk Magic Sphere  : Used on Sphere Grid for activating an allied Blk Mgc node
Wht Magic Sphere  : Used on Sphere Grid for activating an allied Wht Mgc node
Master Sphere     : Used on Sphere Grid for activating any node on the board
Lvl 1 Key Sphere  : Used on Sphere Grid for unlocking lvl 1 locks
Lvl 2 Key Sphere  : Used on Sphere Grid for unlocking lvl 2 locks
Lvl 3 Key Sphere  : Used on Sphere Grid for unlocking lvl 3 locks
Lvl 4 Key Sphere  : Used on Sphere Grid for unlocking lvl 4 locks
HP Sphere         : Used on Sphere Grid for replacing nodes with HP+
MP Sphere         : Used on Sphere Grid for replacing nodes with MP+
Stength Sphere    : Used on Sphere Grid for replacing nodes with Str+
Defense Sphere    : Used on Sphere Grid for replacing nodes with Def+
Magic Sphere      : Used on Sphere Grid for replacing nodes with Mgc P+
Magic Def Sphere  : Used on Sphere Grid for replacing nodes with Mgc Def+
Agility Sphere    : Used on Sphere Grid for replacing nodes with Agil+
Evasion Sphere    : Used on Sphere Grid for replacing nodes with Evd+
Accuracy Sphere   : Used on Sphere Grid for replacing nodes with Acc+
Luck Sphere       : Used on Sphere Grid for replacing nodes with Lck+
Clear Sphere      : Used on Sphere Grid for deleting spaces to become empty
Return Sphere     : Used on Sphere Grid for teleporting to a claimed space
Friend Sphere     : Used on Sphere Grid for teleporting to an allied location
Teleport Sphere   : Used on Sphere Grid for teleporting to an allied space
Warp Sphere       : Used on Sphere Grid for teleporting anywhere on the board
Map               : See world Map
Rename Card       : Rename any Aeon
Musk              : Good for mixing or in wepaons and armor
Hypello Potion    : Good for mixing or in wepaons and armor
Shining Thron     : Good for mixing or in wepaons and armor
Pendulum          : Good for mixing or in wepaons and armor
Amulet            : Good for mixing or in wepaons and armor
Door to Tomorrow  : Good for mixing or in wepaons and armor
Wings to Discovery: Good for mixing or in wepaons and armor
Gamblers Spirit   : Good for mixing or in wepaons and armor
Underdogs Secret  : Good for mixing or in wepaons and armor
Winning Formula   : Good for mixing or in wepaons and armor




-->Rare Items
-------------

Lvl 3 Key Spheres  Fighting monsters in Omega Ruins
Lvl 4 Key Spheres  Fighting Monsters in Omega Ruins
Summoners Soul     Fighting Belgemine the second time
Mercury Crest      Whirlpool of sand in the Sanubia Desert. Fight for it.
Mercury Sigil      Complete the Cactuar Village Side quest
Mars Crest         Capture 10 monsters, of 10 species, in 10 different areas
Mars Sigil         Mi'ihen Road
Saturn Crest       Beat the Butterfly game
Saturn Sigil       Mount Gagazet
Moon Crest         Kill all the Aeons at Remiem temple
Moon Sigil         At Besaid Beach
Venus Crest        Dodge 200 lightning bolts at Thunder Plains
Venus Sigil        At the Farplane
Jupiter Sigil      Luca locker room locker
Jupiter Crest      Blitzball prize
Sun Sigil          At the Zanarkand Dome
Sun Crest          Finish Chocobo race at 0: 0.0
Wings of Desire    Bribing Marlabos for 540,000 gil
Aeons Soul         Found in the calm lands only
Cloudy Mirror      Beat the Chocobo in its race in Remiem Temple
Celestial Mirror   Transforms from the Cloudy Mirror in the Macalania Forest

I
			+-+
			|K| Mix Listing
			+-+
			

Rikku's Overdrive lets here combine 2 items and instantly use it. It may be
attacking items, or healing items, but here are some listed combinations I have
tried. I am still trying out combos. You can contribute some MIX combos to help
out a lot.

-->Mix Combos
-------------

Thanks to CB! (Ceebs)! Its FAQ writers like her and Dallas and others that
inspired me to write this FAQ. Here is the mix list, all CB!s work.

-->Potions
----------

Potion + Potion = Ultra Potion (CURATIVE)
Potion + High Potion = Ultra Potion (CURATIVE)
Potion + X-Potion = Ultra Potion (CURATIVE)
Potion + Mega Potion = Ultra Potion (CURATIVE)
Potion + Ether = Mana (SPECIAL)
Potion + Turbo Ether = Mega Mana (SPECIAL)
Potion + Elixir = Mega Elixir (CURATIVE)
Potion + Mega Elixir = Super Elixir (CURATIVE)
Potion + Phoenix Down = Mega Phoenix (CURATIVE)
Potion + Mega Phoenix = Final Phoenix (CURATIVE)
Potion + Antidote = Panacea (CURATIVE)
Potion + Soft = Panacea (CURATIVE)
Potion + Eyedrop = Panacea (CURATIVE)
Potion + Echo Screen = Panacea (CURATIVE)
Potion + Holy Water = Panacea (CURATIVE)
Potion + Remedy = Panacea (CURATIVE)
Potion + Power Distiller = Ultra Potion (CURATIVE)
Potion + Mana Distiller = Ultra Potion (CURATIVE)
Potion + Agility Distiller = Ultra Potion (CURATIVE)
Potion + Ability Distiller = Ultra Potion (CURATIVE)
Potion + Al Bhed Potion = Ultra Potion (CURATIVE)
Potion + Healing Water = Panacea (CURATIVE)
Potion + Tetra Elemental = Panacea (CURATIVE)
Potion + Bomb Fragment = Nul-All (SPECIAL)
Potion + Bomb Core = Nul-All (SPECIAL)
Potion + Fire Gem = Nul-All (SPECIAL)
Potion + Electro Marble = Nul-All (SPECIAL)
Potion + Lightning Marble = Nul-All (SPECIAL)
Potion + Lightning Gem = Nul-All (SPECIAL)
Potion + Fish Scale = Nul-All (SPECIAL)
Potion + Dragon Scale = Nul-All (SPECIAL)
Potion + Water Gem = Nul-All (SPECIAL)
Potion + Antarctic Wind = Nul-All (SPECIAL)
Potion + Arctic Wind = Nul-All (SPECIAL)
Potion + Ice Gem = Nul-All (SPECIAL)
Potion + Grenade = Ultra Potion (CURATIVE)
Potion + Frag Grenade = Ultra Potion (CURATIVE)
Potion + Sleeping Powder = Panacea (CURATIVE)
Potion + Dream Powder = Panacea (CURATIVE)
Potion + Silence Grenade = Panacea (CURATIVE)
Potion + Smoke Bomb = Panacea (CURATIVE)
Potion + Shadow Gem = Panacea (CURATIVE)
Potion + Shining Gem = Mega Elixir (CURATIVE)
Potion + Blessed Gem = Mega Elixir (CURATIVE)
Potion + Supreme Gem = Super Elixir (CURATIVE)
Potion + Poison Fang = Panacea (CURATIVE)
Potion + Silver Hourglass = Panacea (CURATIVE)
Potion + Gold Hourglass = Panacea (CURATIVE)
Potion + Candle of Life = Panacea (CURATIVE)
Potion + Petrify Grenade = Panacea (CURATIVE)
Potion + Farplane Shadow = Mega Elixir (CURATIVE)
Potion + Farplane Wind = Mega Elixir (CURATIVE)
Potion + Dark Matter = Final Elixir (CURATIVE)
Potion + Chocobo Feather = Panacea (CURATIVE)
Potion + Chocobo Wing = Panacea (CURATIVE)
Potion + Lunar Curtain = Panacea (CURATIVE)
Potion + Light Curtain = Panacea (CURATIVE)
Potion + Star Curtain = Panacea (CURATIVE)
Potion + Healing Spring = Panacea (CURATIVE)
Potion + Mana Spring = Panacea (CURATIVE)
Potion + Stamina Spring = Panacea (CURATIVE)
Potion + Soul Spring = Mega Elixir (CURATIVE)
Potion + Purifying Salt = Mega Elixir (CURATIVE)
Potion + Stamina Tablet = Mega Vitality (SPECIAL)
Potion + Mana Tablet = Hyper Mana (SPECIAL)
Potion + Stamina Tonic = Hyper Vitality (SPECIAL)
Potion + Mana Tonic = Hyper Mana (SPECIAL)
Potion + Twin Stars = Freedom X (SPECIAL)
Potion + Three Stars = Mega Vitality (SPECIAL)
Potion + Power Sphere = Ultra Potion (CURATIVE)
Potion + Mana Sphere = Ultra Potion (CURATIVE)
Potion + Speed Sphere = Ultra Potion (CURATIVE)
Potion + Ability Sphere = Ultra Potion (CURATIVE)
Potion + Fortune Sphere = Hero Drink (SPECIAL)
Potion + Attribute Sphere = Super Elixir (CURATIVE)
Potion + Special Sphere = Super Elixir (CURATIVE)
Potion + Skill Sphere = Super Elixir (CURATIVE)
Potion + White Magic Sphere = Super Elixir (CURATIVE)
Potion + Black Magic Sphere = Super Elixir (CURATIVE)
Potion + Master Sphere = Super Elixir (CURATIVE)
Potion + Level 1 Key Sphere = Super Elixir (CURATIVE)
Potion + Level 2 Key Sphere = Super Elixir (CURATIVE)
Potion + Level 3 Key Sphere = Super Elixir (CURATIVE)
Potion + Level 4 Key Sphere = Super Elixir (CURATIVE)
Potion + HP Sphere = Super Elixir (CURATIVE)
Potion + MP Sphere = Super Elixir (CURATIVE)
Potion + Strength Sphere = Super Elixir (CURATIVE)
Potion + Defense Sphere = Super Elixir (CURATIVE)
Potion + Magic Sphere = Super Elixir (CURATIVE)
Potion + Magic Defense Sphere = Super Elixir (CURATIVE)
Potion + Agility Sphere = Super Elixir (CURATIVE)
Potion + Evasion Sphere = Super Elixir (CURATIVE)
Potion + Accuracy Sphere = Super Elixir (CURATIVE)
Potion + Luck Sphere = Hero Drink (SPECIAL)
Potion + Clear Sphere = Super Elixir (CURATIVE)
Potion + Return Sphere = Super Elixir (CURATIVE)
Potion + Friend Sphere = Super Elixir (CURATIVE)
Potion + Teleport Sphere = Super Elixir (CURATIVE)
Potion + Warp Sphere = Super Elixir (CURATIVE)
Potion + Map = Ultra Potion (CURATIVE)
Potion + Rename Card = Ultra Potion (CURATIVE)
Potion + Musk = Panacea (CURATIVE)
Potion + Hypello Potion = Panacea (CURATIVE)
Potion + Shining Thorn = Panacea (CURATIVE)
Potion + Pendulum = Super Elixir (CURATIVE)
Potion + Amulet = Super Elixir (CURATIVE)
Potion + Designer Wallet = Hero Drink (SPECIAL)
Potion + Door to Tomorrow = Super Elixir (CURATIVE)
Potion + Wings to Discovery = Super Elixir (CURATIVE)
Potion + Gambler's Spirit = Super Elixir (CURATIVE)
Potion + Underdog's Secret = Super Elixir (CURATIVE)
Potion + Winning Formula = Super Elixir (CURATIVE)

High Potion + High Potion = Vitality (SPECIAL)
High Potion + X-Potion = Vitality (SPECIAL)
High Potion + Mega Potion = Ultra Potion (CURATIVE)
High Potion + Ether = Mana (SPECIAL)
High Potion + Turbo Ether = Mega Mana (SPECIAL)
High Potion + Elixir = Mega Elixir (CURATIVE)
High Potion + Mega Elixir = Super Elixir (CURATIVE)
High Potion + Phoenix Down = Mega Phoenix (CURATIVE)
High Potion + Mega Phoenix = Final Phoenix (CURATIVE)
High Potion + Antidote = Panacea (CURATIVE)
High Potion + Soft = Panacea (CURATIVE)
High Potion + Eyedrop = Panacea (CURATIVE)
High Potion + Echo Screen = Panacea (CURATIVE)
High Potion + Holy Water = Panacea (CURATIVE)
High Potion + Remedy = Panacea (CURATIVE)
High Potion + Power Distiller = Ultra Potion (CURATIVE)
High Potion + Mana Distiller = Ultra Potion (CURATIVE)
High Potion + Agility Distiller = Ultra Potion (CURATIVE)
High Potion + Ability Distiller = Ultra Potion (CURATIVE)
High Potion + Al Bhed Potion = Ultra Potion (CURATIVE)
High Potion + Healing Water = Mega Elixir (CURATIVE)
High Potion + Tetra Elemental = Mega Elixir (CURATIVE)
High Potion + Bomb Fragment = Mega Nul-All (SPECIAL)
High Potion + Bomb Core = Mega Nul-All (SPECIAL)
High Potion + Fire Gem = Mega Nul-All (SPECIAL)
High Potion + Electro Marble = Mega Nul-All (SPECIAL)
High Potion + Lightning Marble = Mega Nul-All (SPECIAL)
High Potion + Lightning Gem = Mega Nul-All (SPECIAL)
High Potion + Fish Scale = Mega Nul-All (SPECIAL)
High Potion + Dragon Scale = Mega Nul-All (SPECIAL)
High Potion + Water Gem = Mega Nul-All (SPECIAL)
High Potion + Antarctic Wind = Mega Nul-All (SPECIAL)
High Potion + Arctic Wind = Mega Nul-All (SPECIAL)
High Potion + Ice Gem = Mega Nul-All (SPECIAL)
High Potion + Grenade = Ultra Potion (CURATIVE)
High Potion + Frag Grenade = Ultra Potion (CURATIVE)
High Potion + Sleeping Powder = Mega Elixir (CURATIVE)
High Potion + Dream Powder = Mega Elixir (CURATIVE)
High Potion + Silence Grenade = Mega Elixir (CURATIVE)
High Potion + Smoke Bomb = Mega Elixir (CURATIVE)
High Potion + Shadow Gem = Mega Elixir (CURATIVE)
High Potion + Shining Gem = Mega Elixir (CURATIVE)
High Potion + Blessed Gem = Mega Elixir (CURATIVE)
High Potion + Supreme Gem = Super Elixir (CURATIVE)
High Potion + Poison Fang = Mega Elixir (CURATIVE)
High Potion + Silver Hourglass = Mega Elixir (CURATIVE)
High Potion + Gold Hourglass = Mega Elixir (CURATIVE)
High Potion + Candle of Life = Mega Elixir (CURATIVE)
High Potion + Petrify Grenade = Mega Elixir (CURATIVE)
High Potion + Farplane Shadow = Mega Elixir (CURATIVE)
High Potion + Farplane Wind = Mega Elixir (CURATIVE)
High Potion + Dark Matter = Final Elixir (CURATIVE)
High Potion + Chocobo Feather = Mega Elixir (CURATIVE)
High Potion + Chocobo Wing = Mega Elixir (CURATIVE)
High Potion + Lunar Curtain = Mega Elixir (CURATIVE)
High Potion + Light Curtain = Mega Elixir (CURATIVE)
High Potion + Star Curtain = Mega Elixir (CURATIVE)
High Potion + Healing Spring = Mega Elixir (CURATIVE)
High Potion + Mana Spring = Mega Elixir (CURATIVE)
High Potion + Stamina Spring = Mega Elixir (CURATIVE)
High Potion + Soul Spring = Mega Elixir (CURATIVE)
High Potion + Purifying Salt = Mega Elixir (CURATIVE)
High Potion + Stamina Tablet = Mega Vitality (SPECIAL)
High Potion + Mana Tablet = Hyper Mana (SPECIAL)
High Potion + Stamina Tonic = Hyper Vitality (SPECIAL)
High Potion + Mana Tonic = Hyper Mana (SPECIAL)
High Potion + Twin Stars = Freedom X (SPECIAL)
High Potion + Three Stars = Mega Vitality (SPECIAL)
High Potion + Power Sphere = Ultra Potion (CURATIVE)
High Potion + Mana Sphere = Ultra Potion (CURATIVE)
High Potion + Speed Sphere = Ultra Potion (CURATIVE)
High Potion + Ability Sphere = Ultra Potion (CURATIVE)
High Potion + Fortune Sphere = Hero Drink (SPECIAL)
High Potion + Attribute Sphere = Final Elixir (CURATIVE)
High Potion + Special Sphere = Final Elixir (CURATIVE)
High Potion + Skill Sphere = Final Elixir (CURATIVE)
High Potion + White Magic Sphere = Final Elixir (CURATIVE)
High Potion + Black Magic Sphere = Final Elixir (CURATIVE)
High Potion + Master Sphere = Final Elixir (CURATIVE)
High Potion + Level 1 Key Sphere = Final Elixir (CURATIVE)
High Potion + Level 2 Key Sphere = Final Elixir (CURATIVE)
High Potion + Level 3 Key Sphere = Final Elixir (CURATIVE)
High Potion + Level 4 Key Sphere = Final Elixir (CURATIVE)
High Potion + HP Sphere = Final Elixir (CURATIVE)
High Potion + MP Sphere = Final Elixir (CURATIVE)
High Potion + Strength Sphere = Final Elixir (CURATIVE)
High Potion + Defense Sphere = Final Elixir (CURATIVE)
High Potion + Magic Sphere = Final Elixir (CURATIVE)
High Potion + Magic Defense Sphere = Final Elixir (CURATIVE)
High Potion + Agility Sphere = Final Elixir (CURATIVE)
High Potion + Evasion Sphere = Final Elixir (CURATIVE)
High Potion + Accuracy Sphere = Final Elixir (CURATIVE)
High Potion + Luck Sphere = Hero Drink (SPECIAL)
High Potion + Clear Sphere = Final Elixir (CURATIVE)
High Potion + Return Sphere = Final Elixir (CURATIVE)
High Potion + Friend Sphere = Final Elixir (CURATIVE)
High Potion + Teleport Sphere = Final Elixir (CURATIVE)
High Potion + Warp Sphere = Final Elixir (CURATIVE)
High Potion + Map = Ultra Potion (CURATIVE)
High Potion + Rename Card = Ultra Potion (CURATIVE)
High Potion + Musk = Mega Elixir (CURATIVE)
High Potion + Hypello Potion = Mega Elixir (CURATIVE)
High Potion + Shining Thorn = Mega Elixir (CURATIVE)
High Potion + Pendulum = Final Elixir (CURATIVE)
High Potion + Amulet = Final Elixir (CURATIVE)
High Potion + Designer Wallet = Hero Drink (SPECIAL)
High Potion + Door to Tomorrow = Final Elixir (CURATIVE)
High Potion + Wings to Discovery = Final Elixir (CURATIVE)
High Potion + Gambler's Spirit = Final Elixir (CURATIVE)
High Potion + Underdog's Secret = Final Elixir (CURATIVE)
High Potion + Winning Formula = Final Elixir (CURATIVE)

X-Potion + X-Potion = Vitality (SPECIAL)
X-Potion + Mega Potion = Mega Elixir (CURATIVE)
X-Potion + Ether = Mana (SPECIAL)
X-Potion + Turbo Ether = Mega Mana (SPECIAL)
X-Potion + Elixir = Mega Elixir (CURATIVE)
X-Potion + Mega Elixir = Super Elixir (CURATIVE)
X-Potion + Phoenix Down = Mega Phoenix (CURATIVE)
X-Potion + Mega Phoenix = Final Phoenix (CURATIVE)
X-Potion + Antidote = Panacea (CURATIVE)
X-Potion + Soft = Panacea (CURATIVE)
X-Potion + Eyedrop = Panacea (CURATIVE)
X-Potion + Echo Screen = Panacea (CURATIVE)
X-Potion + Holy Water = Panacea (CURATIVE)
X-Potion + Remedy = Panacea (CURATIVE)
X-Potion + Power Distiller = Ultra Potion (CURATIVE)
X-Potion + Mana Distiller = Ultra Potion (CURATIVE)
X-Potion + Agility Distiller = Ultra Potion (CURATIVE)
X-Potion + Ability Distiller = Ultra Potion (CURATIVE)
X-Potion + Al Bhed Potion = Ultra Potion (CURATIVE)
X-Potion + Healing Water = Mega Elixir (CURATIVE)
X-Potion + Tetra Elemental = Mega Elixir (CURATIVE)
X-Potion + Bomb Fragment = Mega Nul-All (SPECIAL)
X-Potion + Bomb Core = Mega Nul-All (SPECIAL)
X-Potion + Fire Gem = Mega Nul-All (SPECIAL)
X-Potion + Electro Marble = Mega Nul-All (SPECIAL)
X-Potion + Lightning Marble = Mega Nul-All (SPECIAL)
X-Potion + Lightning Gem = Mega Nul-All (SPECIAL)
X-Potion + Fish Scale = Mega Nul-All (SPECIAL)
X-Potion + Dragon Scale = Mega Nul-All (SPECIAL)
X-Potion + Water Gem = Mega Nul-All (SPECIAL)
X-Potion + Antarctic Wind = Mega Nul-All (SPECIAL)
X-Potion + Arctic Wind = Mega Nul-All (SPECIAL)
X-Potion + Ice Gem = Mega Nul-All (SPECIAL)
X-Potion + Grenade = Mega Elixir (CURATIVE)
X-Potion + Frag Grenade = Mega Elixir (CURATIVE)
X-Potion + Sleeping Powder = Mega Elixir (CURATIVE)
X-Potion + Dream Powder = Mega Elixir (CURATIVE)
X-Potion + Silence Grenade = Mega Elixir (CURATIVE)
X-Potion + Smoke Bomb = Mega Elixir (CURATIVE)
X-Potion + Shadow Gem = Mega Elixir (CURATIVE)
X-Potion + Shining Gem = Mega Elixir (CURATIVE)
X-Potion + Blessed Gem = Mega Elixir (CURATIVE)
X-Potion + Supreme Gem = Final Elixir (CURATIVE)
X-Potion + Poison Fang = Mega Elixir (CURATIVE)
X-Potion + Silver Hourglass = Mega Elixir (CURATIVE)
X-Potion + Gold Hourglass = Mega Elixir (CURATIVE)
X-Potion + Candle of Life = Mega Elixir (CURATIVE)
X-Potion + Petrify Grenade = Mega Elixir (CURATIVE)
X-Potion + Farplane Shadow = Super Elixir (CURATIVE)
X-Potion + Farplane Wind = Super Elixir (CURATIVE)
X-Potion + Dark Matter = Final Elixir (CURATIVE)
X-Potion + Chocobo Feather = Mega Elixir (CURATIVE)
X-Potion + Chocobo Wing = Mega Elixir (CURATIVE)
X-Potion + Lunar Curtain = Mega Elixir (CURATIVE)
X-Potion + Light Curtain = Mega Elixir (CURATIVE)
X-Potion + Star Curtain = Mega Elixir (CURATIVE)
X-Potion + Healing Spring = Mega Elixir (CURATIVE)
X-Potion + Mana Spring = Mega Elixir (CURATIVE)
X-Potion + Stamina Spring = Mega Elixir (CURATIVE)
X-Potion + Soul Spring = Mega Elixir (CURATIVE)
X-Potion + Purifying Salt = Mega Elixir (CURATIVE)
X-Potion + Stamina Tablet = Mega Vitality (SPECIAL)
X-Potion + Mana Tablet = Hyper Mana (SPECIAL)
X-Potion + Stamina Tonic = Hyper Vitality (SPECIAL)
X-Potion + Mana Tonic = Hyper Mana (SPECIAL)
X-Potion + Twin Stars = Freedom X (SPECIAL)
X-Potion + Three Stars = Mega Vitality (SPECIAL)
X-Potion + Power Sphere = Ultra Potion (CURATIVE)
X-Potion + Mana Sphere = Ultra Potion (CURATIVE)
X-Potion + Speed Sphere = Ultra Potion (CURATIVE)
X-Potion + Ability Sphere = Ultra Potion (CURATIVE)
X-Potion + Fortune Sphere = Hero Drink (SPECIAL)
X-Potion + Attribute Sphere = Final Elixir (CURATIVE)
X-Potion + Special Sphere = Final Elixir (CURATIVE)
X-Potion + Skill Sphere = Final Elixir (CURATIVE)
X-Potion + White Magic Sphere = Final Elixir (CURATIVE)
X-Potion + Black Magic Sphere = Final Elixir (CURATIVE)
X-Potion + Master Sphere = Final Elixir (CURATIVE)
X-Potion + Level 1 Key Sphere = Final Elixir (CURATIVE)
X-Potion + Level 2 Key Sphere = Final Elixir (CURATIVE)
X-Potion + Level 3 Key Sphere = Final Elixir (CURATIVE)
X-Potion + Level 4 Key Sphere = Final Elixir (CURATIVE)
X-Potion + HP Sphere = Final Elixir (CURATIVE)
X-Potion + MP Sphere = Final Elixir (CURATIVE)
X-Potion + Strength Sphere = Final Elixir (CURATIVE)
X-Potion + Defense Sphere = Final Elixir (CURATIVE)
X-Potion + Magic Sphere = Final Elixir (CURATIVE)
X-Potion + Magic Defense Sphere = Final Elixir (CURATIVE)
X-Potion + Agility Sphere = Final Elixir (CURATIVE)
X-Potion + Evasion Sphere = Final Elixir (CURATIVE)
X-Potion + Accuracy Sphere = Final Elixir (CURATIVE)
X-Potion + Luck Sphere = Hero Drink (SPECIAL)
X-Potion + Clear Sphere = Final Elixir (CURATIVE)
X-Potion + Return Sphere = Final Elixir (CURATIVE)
X-Potion + Friend Sphere = Final Elixir (CURATIVE)
X-Potion + Teleport Sphere = Final Elixir (CURATIVE)
X-Potion + Warp Sphere = Final Elixir (CURATIVE)
X-Potion + Map = Ultra Potion (CURATIVE)
X-Potion + Rename Card = Ultra Potion (CURATIVE)
X-Potion + Musk = Mega Elixir (CURATIVE)
X-Potion + Hypello Potion = Mega Elixir (CURATIVE)
X-Potion + Shining Thorn = Mega Elixir (CURATIVE)
X-Potion + Pendulum = Final Elixir (CURATIVE)
X-Potion + Amulet = Final Elixir (CURATIVE)
X-Potion + Designer Wallet = Hero Drink (SPECIAL)
X-Potion + Door to Tomorrow = Final Elixir (CURATIVE)
X-Potion + Wings to Discovery = Final Elixir (CURATIVE)
X-Potion + Gambler's Spirit = Final Elixir (CURATIVE)
X-Potion + Underdog's Secret = Final Elixir (CURATIVE)
X-Potion + Winning Formula = Final Elixir (CURATIVE)

Mega Potion + Mega Potion = Mega Elixir (CURATIVE)
Mega Potion + Ether = Mana (SPECIAL)
Mega Potion + Turbo Ether = Mega Mana (SPECIAL)
Mega Potion + Elixir = Mega Elixir (CURATIVE)
Mega Potion + Mega Elixir = Super Elixir (CURATIVE)
Mega Potion + Phoenix Down = Mega Phoenix (CURATIVE)
Mega Potion + Mega Phoenix = Final Phoenix (CURATIVE)
Mega Potion + Antidote = Panacea (CURATIVE)
Mega Potion + Soft = Panacea (CURATIVE)
Mega Potion + Eyedrop = Panacea (CURATIVE)
Mega Potion + Echo Screen = Panacea (CURATIVE)
Mega Potion + Holy Water = Panacea (CURATIVE)
Mega Potion + Remedy = Panacea (CURATIVE)
Mega Potion + Power Distiller = Ultra Potion (CURATIVE)
Mega Potion + Mana Distiller = Ultra Potion (CURATIVE)
Mega Potion + Agility Distiller = Ultra Potion (CURATIVE)
Mega Potion + Ability Distiller = Ultra Potion (CURATIVE)
Mega Potion + Al Bhed Potion = Ultra Potion (CURATIVE)
Mega Potion + Healing Water = Mega Elixir (CURATIVE)
Mega Potion + Tetra Elemental = Mega Elixir (CURATIVE)
Mega Potion + Bomb Fragment = Mega Nul-All (SPECIAL)
Mega Potion + Bomb Core = Mega Nul-All (SPECIAL)
Mega Potion + Fire Gem = Mega Nul-All (SPECIAL)
Mega Potion + Electro Marble = Mega Nul-All (SPECIAL)
Mega Potion + Lightning Marble = Mega Nul-All (SPECIAL)
Mega Potion + Lightning Gem = Mega Nul-All (SPECIAL)
Mega Potion + Fish Scale = Mega Nul-All (SPECIAL)
Mega Potion + Dragon Scale = Mega Nul-All (SPECIAL)
Mega Potion + Water Gem = Mega Nul-All (SPECIAL)
Mega Potion + Antarctic Wind = Mega Nul-All (SPECIAL)
Mega Potion + Arctic Wind = Mega Nul-All (SPECIAL)
Mega Potion + Ice Gem = Mega Nul-All (SPECIAL)
Mega Potion + Grenade = Mega Elixir (CURATIVE)
Mega Potion + Frag Grenade = Mega Elixir (CURATIVE)
Mega Potion + Sleeping Powder = Mega Elixir (CURATIVE)
Mega Potion + Dream Powder = Mega Elixir (CURATIVE)
Mega Potion + Silence Grenade = Mega Elixir (CURATIVE)
Mega Potion + Smoke Bomb = Mega Elixir (CURATIVE)
Mega Potion + Shadow Gem = Mega Elixir (CURATIVE)
Mega Potion + Shining Gem = Mega Elixir (CURATIVE)
Mega Potion + Blessed Gem = Mega Elixir (CURATIVE)
Mega Potion + Supreme Gem = Final Elixir (CURATIVE)
Mega Potion + Poison Fang = Mega Elixir (CURATIVE)
Mega Potion + Silver Hourglass = Mega Elixir (CURATIVE)
Mega Potion + Gold Hourglass = Mega Elixir (CURATIVE)
Mega Potion + Candle of Life = Mega Elixir (CURATIVE)
Mega Potion + Petrify Grenade = Mega Elixir (CURATIVE)
Mega Potion + Farplane Shadow = Super Elixir (CURATIVE)
Mega Potion + Farplane Wind = Super Elixir (CURATIVE)
Mega Potion + Dark Matter = Final Elixir (CURATIVE)
Mega Potion + Chocobo Feather = Mega Elixir (CURATIVE)
Mega Potion + Chocobo Wing = Mega Elixir (CURATIVE)
Mega Potion + Lunar Curtain = Mega Elixir (CURATIVE)
Mega Potion + Light Curtain = Mega Elixir (CURATIVE)
Mega Potion + Star Curtain = Mega Elixir (CURATIVE)
Mega Potion + Healing Spring = Mega Elixir (CURATIVE)
Mega Potion + Mana Spring = Mega Elixir (CURATIVE)
Mega Potion + Stamina Spring = Mega Elixir (CURATIVE)
Mega Potion + Soul Spring = Mega Elixir (CURATIVE)
Mega Potion + Purifying Salt = Mega Elixir (CURATIVE)
Mega Potion + Stamina Tablet = Mega Vitality (SPECIAL)
Mega Potion + Mana Tablet = Hyper Mana (SPECIAL)
Mega Potion + Stamina Tonic = Hyper Vitality (SPECIAL)
Mega Potion + Mana Tonic = Hyper Mana (SPECIAL)
Mega Potion + Twin Stars = Freedom X (SPECIAL)
Mega Potion + Three Stars = Mega Vitality (SPECIAL)
Mega Potion + Power Sphere = Ultra Potion (CURATIVE)
Mega Potion + Mana Sphere = Ultra Potion (CURATIVE)
Mega Potion + Speed Sphere = Ultra Potion (CURATIVE)
Mega Potion + Ability Sphere = Ultra Potion (CURATIVE)
Mega Potion + Fortune Sphere = Hero Drink (SPECIAL)
Mega Potion + Attribute Sphere = Final Elixir (CURATIVE)
Mega Potion + Special Sphere = Final Elixir (CURATIVE)
Mega Potion + Skill Sphere = Final Elixir (CURATIVE)
Mega Potion + White Magic Sphere = Final Elixir (CURATIVE)
Mega Potion + Black Magic Sphere = Final Elixir (CURATIVE)
Mega Potion + Master Sphere = Final Elixir (CURATIVE)
Mega Potion + Level 1 Key Sphere = Final Elixir (CURATIVE)
Mega Potion + Level 2 Key Sphere = Final Elixir (CURATIVE)
Mega Potion + Level 3 Key Sphere = Final Elixir (CURATIVE)
Mega Potion + Level 4 Key Sphere = Final Elixir (CURATIVE)
Mega Potion + HP Sphere = Final Elixir (CURATIVE)
Mega Potion + MP Sphere = Final Elixir (CURATIVE)
Mega Potion + Strength Sphere = Final Elixir (CURATIVE)
Mega Potion + Defense Sphere = Final Elixir (CURATIVE)
Mega Potion + Magic Sphere = Final Elixir (CURATIVE)
Mega Potion + Magic Defense Sphere = Final Elixir (CURATIVE)
Mega Potion + Agility Sphere = Final Elixir (CURATIVE)
Mega Potion + Evasion Sphere = Final Elixir (CURATIVE)
Mega Potion + Accuracy Sphere = Final Elixir (CURATIVE)
Mega Potion + Luck Sphere = Hero Drink (SPECIAL)
Mega Potion + Clear Sphere = Final Elixir (CURATIVE)
Mega Potion + Return Sphere = Final Elixir (CURATIVE)
Mega Potion + Friend Sphere = Final Elixir (CURATIVE)
Mega Potion + Teleport Sphere = Final Elixir (CURATIVE)
Mega Potion + Warp Sphere = Final Elixir (CURATIVE)
Mega Potion + Map = Ultra Potion (CURATIVE)
Mega Potion + Rename Card = Ultra Potion (CURATIVE)
Mega Potion + Musk = Mega Elixir (CURATIVE)
Mega Potion + Hypello Potion = Mega Elixir (CURATIVE)
Mega Potion + Shining Thorn = Mega Elixir (CURATIVE)
Mega Potion + Pendulum = Final Elixir (CURATIVE)
Mega Potion + Amulet = Final Elixir (CURATIVE)
Mega Potion + Designer Wallet = Hero Drink (SPECIAL)
Mega Potion + Door to Tomorrow = Final Elixir (CURATIVE)
Mega Potion + Wings to Discovery = Final Elixir (CURATIVE)
Mega Potion + Gambler's Spirit = Final Elixir (CURATIVE)
Mega Potion + Underdog's Secret = Final Elixir (CURATIVE)
Mega Potion + Winning Formula = Final Elixir (CURATIVE)

-->Ethers
---------

Ether + Ether = Mega Mana (SPECIAL)
Ether + Turbo Ether = Mega Mana (SPECIAL)
Ether + Elixir = Mega Mana (SPECIAL)
Ether + Mega Elixir = Super Elixir (CURATIVE)
Ether + Phoenix Down = Mana (SPECIAL)
Ether + Mega Phoenix = Freedom (SPECIAL)
Ether + Antidote = Mana (SPECIAL)
Ether + Soft = Mana (SPECIAL)
Ether + Eyedrop = Mana (SPECIAL)
Ether + Echo Screen = Mana (SPECIAL)
Ether + Holy Water = Mana (SPECIAL)
Ether + Remedy = Freedom (SPECIAL)
Ether + Power Distiller = Mana (SPECIAL)
Ether + Mana Distiller = Mana (SPECIAL)
Ether + Agility Distiller = Mana (SPECIAL)
Ether + Ability Distiller = Mana (SPECIAL)
Ether + Al Bhed Potion = Mana (SPECIAL)
Ether + Healing Water = Mega Mana (SPECIAL)
Ether + Tetra Elemental = Mega Mana (SPECIAL)
Ether + Bomb Fragment = Mana (SPECIAL)
Ether + Bomb Core = Mega Mana (SPECIAL)
Ether + Fire Gem = Mega Mana (SPECIAL)
Ether + Electro Marble = Mana (SPECIAL)
Ether + Lightning Marble = Mega Mana (SPECIAL)
Ether + Lightning Gem = Mega Mana (SPECIAL)
Ether + Fish Scale = Mana (SPECIAL)
Ether + Dragon Scale = Mega Mana (SPECIAL)
Ether + Water Gem = Mega Mana (SPECIAL)
Ether + Antarctic Wind = Mana (SPECIAL)
Ether + Arctic Wind = Mega Mana (SPECIAL)
Ether + Ice Gem = Mega Mana (SPECIAL)
Ether + Grenade = Mana (SPECIAL)
Ether + Frag Grenade = Mana (SPECIAL)
Ether + Sleeping Powder = Mega Mana (SPECIAL)
Ether + Dream Powder = Mega Mana (SPECIAL)
Ether + Silence Grenade = Mega Mana (SPECIAL)
Ether + Smoke Bomb = Mega Mana (SPECIAL)
Ether + Shadow Gem = Mega Mana (SPECIAL)
Ether + Shining Gem = Freedom X (SPECIAL)
Ether + Blessed Gem = Freedom X (SPECIAL)
Ether + Supreme Gem = Freedom X (SPECIAL)
Ether + Poison Fang = Mega Mana (SPECIAL)
Ether + Silver Hourglass = Mega Mana (SPECIAL)
Ether + Gold Hourglass = Mega Mana (SPECIAL)
Ether + Candle of Life = Mega Mana (SPECIAL)
Ether + Petrify Grenade = Mega Mana (SPECIAL)
Ether + Farplane Shadow = Mega Mana (SPECIAL)
Ether + Farplane Wind = Freedom (SPECIAL)
Ether + Dark Matter = Final Elixir (CURATIVE)
Ether + Chocobo Feather = Mega Mana (SPECIAL)
Ether + Chocobo Wing = Mega Mana (SPECIAL)
Ether + Lunar Curtain = Mega Mana (SPECIAL)
Ether + Light Curtain = Mega Mana (SPECIAL)
Ether + Star Curtain = Mega Mana (SPECIAL)
Ether + Healing Spring = Mega Mana (SPECIAL)
Ether + Mana Spring = Mega Mana (SPECIAL)
Ether + Stamina Spring = Mega Mana (SPECIAL)
Ether + Soul Spring = Mega Mana (SPECIAL)
Ether + Purifying Salt = Mega Mana (SPECIAL)
Ether + Stamina Tablet = Freedom X (SPECIAL)
Ether + Mana Tablet = Hyper Mana (SPECIAL)
Ether + Stamina Tonic = Hyper Vitality (SPECIAL)
Ether + Mana Tonic = Hyper Mana (SPECIAL)
Ether + Twin Stars = Freedom X (SPECIAL)
Ether + Three Stars = Hyper Mana (SPECIAL)
Ether + Power Sphere = Mana (SPECIAL)
Ether + Mana Sphere = Mana (SPECIAL)
Ether + Speed Sphere = Mana (SPECIAL)
Ether + Ability Sphere = Mana (SPECIAL)
Ether + Fortune Sphere = Hero Drink (SPECIAL)
Ether + Attribute Sphere = Mega Mana (SPECIAL)
Ether + Special Sphere = Mega Mana (SPECIAL)
Ether + Skill Sphere = Mega Mana (SPECIAL)
Ether + White Magic Sphere = Mega Mana (SPECIAL)
Ether + Black Magic Sphere = Mega Mana (SPECIAL)
Ether + Master Sphere = Mega Mana (SPECIAL)
Ether + Level 1 Key Sphere = Mega Mana (SPECIAL)
Ether + Level 2 Key Sphere = Mega Mana (SPECIAL)
Ether + Level 3 Key Sphere = Mega Mana (SPECIAL)
Ether + Level 4 Key Sphere = Mega Mana (SPECIAL)
Ether + HP Sphere = Mega Mana (SPECIAL)
Ether + MP Sphere = Mega Mana (SPECIAL)
Ether + Strength Sphere = Mega Mana (SPECIAL)
Ether + Defense Sphere = Mega Mana (SPECIAL)
Ether + Magic Sphere = Mega Mana (SPECIAL)
Ether + Magic Defense Sphere = Mega Mana (SPECIAL)
Ether + Agility Sphere = Mega Mana (SPECIAL)
Ether + Evasion Sphere = Mega Mana (SPECIAL)
Ether + Accuracy Sphere = Mega Mana (SPECIAL)
Ether + Luck Sphere = Miracle Drink (SPECIAL)
Ether + Clear Sphere = Mega Mana (SPECIAL)
Ether + Return Sphere = Mega Mana (SPECIAL)
Ether + Friend Sphere = Mega Mana (SPECIAL)
Ether + Teleport Sphere = Mega Mana (SPECIAL)
Ether + Warp Sphere = Mega Mana (SPECIAL)
Ether + Map = Mega Mana (SPECIAL)
Ether + Rename Card = Mega Mana (SPECIAL)
Ether + Musk = Freedom X (SPECIAL)
Ether + Hypello Potion = Mega Mana (SPECIAL)
Ether + Shining Thorn = Mega Mana (SPECIAL)
Ether + Pendulum = Freedom X (SPECIAL)
Ether + Amulet = Freedom X (SPECIAL)
Ether + Designer Wallet = Miracle Drink (SPECIAL)
Ether + Door to Tomorrow = Freedom X (SPECIAL)
Ether + Wings to Discovery = Freedom X (SPECIAL)
Ether + Gambler's Spirit = Freedom X (SPECIAL)
Ether + Underdog's Secret = Freedom X (SPECIAL)
Ether + Winning Formula = Freedom X (SPECIAL)

Turbo Ether + Turbo Ether = Mega Mana (SPECIAL)
Turbo Ether + Elixir = Mega Mana (SPECIAL)
Turbo Ether + Mega Elixir = Super Elixir (CURATIVE)
Turbo Ether + Phoenix Down = Mega Mana (SPECIAL)
Turbo Ether + Mega Phoenix = Freedom X (SPECIAL)
Turbo Ether + Antidote = Mega Mana (SPECIAL)
Turbo Ether + Soft = Mega Mana (SPECIAL)
Turbo Ether + Eyedrop = Mega Mana (SPECIAL)
Turbo Ether + Echo Screen = Mega Mana (SPECIAL)
Turbo Ether + Holy Water = Mega Mana (SPECIAL)
Turbo Ether + Remedy = Freedom X (SPECIAL)
Turbo Ether + Power Distiller = Mega Mana (SPECIAL)
Turbo Ether + Mana Distiller = Mega Mana (SPECIAL)
Turbo Ether + Agility Distiller = Mega Mana (SPECIAL)
Turbo Ether + Ability Distiller = Mega Mana (SPECIAL)
Turbo Ether + Al Bhed Potion = Mega Mana (SPECIAL)
Turbo Ether + Healing Water = Mega Mana (SPECIAL)
Turbo Ether + Tetra Elemental = Mega Mana (SPECIAL)
Turbo Ether + Bomb Fragment = Mega Mana (SPECIAL)
Turbo Ether + Bomb Core = Mega Mana (SPECIAL)
Turbo Ether + Fire Gem = Mega Mana (SPECIAL)
Turbo Ether + Electro Marble = Mega Mana (SPECIAL)
Turbo Ether + Lightning Marble = Mega Mana (SPECIAL)
Turbo Ether + Lightning Gem = Mega Mana (SPECIAL)
Turbo Ether + Fish Scale = Mega Mana (SPECIAL)
Turbo Ether + Dragon Scale = Mega Mana (SPECIAL)
Turbo Ether + Water Gem = Mega Mana (SPECIAL)
Turbo Ether + Antarctic Wind = Mega Mana (SPECIAL)
Turbo Ether + Arctic Wind = Mega Mana (SPECIAL)
Turbo Ether + Ice Gem = Mega Mana (SPECIAL)
Turbo Ether + Grenade = Mega Mana (SPECIAL)
Turbo Ether + Frag Grenade = Mega Mana (SPECIAL)
Turbo Ether + Sleeping Powder = Mega Mana (SPECIAL)
Turbo Ether + Dream Powder = Mega Mana (SPECIAL)
Turbo Ether + Silence Grenade = Mega Mana (SPECIAL)
Turbo Ether + Smoke Bomb = Mega Mana (SPECIAL)
Turbo Ether + Shadow Gem = Mega Mana (SPECIAL)
Turbo Ether + Shining Gem = Freedom X (SPECIAL)
Turbo Ether + Blessed Gem = Freedom X (SPECIAL)
Turbo Ether + Supreme Gem = Freedom X (SPECIAL)
Turbo Ether + Poison Fang = Mega Mana (SPECIAL)
Turbo Ether + Silver Hourglass = Mega Mana (SPECIAL)
Turbo Ether + Gold Hourglass = Mega Mana (SPECIAL)
Turbo Ether + Candle of Life = Mega Mana (SPECIAL)
Turbo Ether + Petrify Grenade = Mega Mana (SPECIAL)
Turbo Ether + Farplane Shadow = Mega Mana (SPECIAL)
Turbo Ether + Farplane Wind = Freedom X (SPECIAL)
Turbo Ether + Dark Matter = Final Elixir (CURATIVE)
Turbo Ether + Chocobo Feather = Mega Mana (SPECIAL)
Turbo Ether + Chocobo Wing = Mega Mana (SPECIAL)
Turbo Ether + Lunar Curtain = Mega Mana (SPECIAL)
Turbo Ether + Light Curtain = Mega Mana (SPECIAL)
Turbo Ether + Star Curtain = Mega Mana (SPECIAL)
Turbo Ether + Healing Spring = Mega Mana (SPECIAL)
Turbo Ether + Mana Spring = Mega Mana (SPECIAL)
Turbo Ether + Stamina Spring = Mega Mana (SPECIAL)
Turbo Ether + Soul Spring = Mega Mana (SPECIAL)
Turbo Ether + Purifying Salt = Mega Mana (SPECIAL)
Turbo Ether + Stamina Tablet = Freedom X (SPECIAL)
Turbo Ether + Mana Tablet = Hyper Mana (SPECIAL)
Turbo Ether + Stamina Tonic = Hyper Vitality (SPECIAL)
Turbo Ether + Mana Tonic = Hyper Mana (SPECIAL)
Turbo Ether + Twin Stars = Freedom X (SPECIAL)
Turbo Ether + Three Stars = Hyper Mana (SPECIAL)
Turbo Ether + Power Sphere = Mega Mana (SPECIAL)
Turbo Ether + Mana Sphere = Mega Mana (SPECIAL)
Turbo Ether + Speed Sphere = Mega Mana (SPECIAL)
Turbo Ether + Ability Sphere = Mega Mana (SPECIAL)
Turbo Ether + Fortune Sphere = Miracle Drink (SPECIAL)
Turbo Ether + Attribute Sphere = Mega Mana (SPECIAL)
Turbo Ether + Special Sphere = Mega Mana (SPECIAL)
Turbo Ether + Skill Sphere = Mega Mana (SPECIAL)
Turbo Ether + White Magic Sphere = Mega Mana (SPECIAL)
Turbo Ether + Black Magic Sphere = Mega Mana (SPECIAL)
Turbo Ether + Master Sphere = Mega Mana (SPECIAL)
Turbo Ether + Level 1 Key Sphere = Mega Mana (SPECIAL)
Turbo Ether + Level 2 Key Sphere = Mega Mana (SPECIAL)
Turbo Ether + Level 3 Key Sphere = Mega Mana (SPECIAL)
Turbo Ether + Level 4 Key Sphere = Mega Mana (SPECIAL)
Turbo Ether + HP Sphere = Mega Mana (SPECIAL)
Turbo Ether + MP Sphere = Mega Mana (SPECIAL)
Turbo Ether + Strength Sphere = Mega Mana (SPECIAL)
Turbo Ether + Defense Sphere = Mega Mana (SPECIAL)
Turbo Ether + Magic Sphere = Mega Mana (SPECIAL)
Turbo Ether + Magic Defense Sphere = Mega Mana (SPECIAL)
Turbo Ether + Agility Sphere = Mega Mana (SPECIAL)
Turbo Ether + Evasion Sphere = Mega Mana (SPECIAL)
Turbo Ether + Accuracy Sphere = Mega Mana (SPECIAL)
Turbo Ether + Luck Sphere = Miracle Drink (SPECIAL)
Turbo Ether + Clear Sphere = Mega Mana (SPECIAL)
Turbo Ether + Return Sphere = Mega Mana (SPECIAL)
Turbo Ether + Friend Sphere = Mega Mana (SPECIAL)
Turbo Ether + Teleport Sphere = Mega Mana (SPECIAL)
Turbo Ether + Warp Sphere = Mega Mana (SPECIAL)
Turbo Ether + Map = Mega Mana (SPECIAL)
Turbo Ether + Rename Card = Mega Mana (SPECIAL)
Turbo Ether + Musk = Freedom X (SPECIAL)
Turbo Ether + Hypello Potion = Mega Mana (SPECIAL)
Turbo Ether + Shining Thorn = Mega Mana (SPECIAL)
Turbo Ether + Pendulum = Freedom X (SPECIAL)
Turbo Ether + Amulet = Freedom X (SPECIAL)
Turbo Ether + Designer Wallet = Miracle Drink (SPECIAL)
Turbo Ether + Door to Tomorrow = Freedom X (SPECIAL)
Turbo Ether + Wings to Discovery = Freedom X (SPECIAL)
Turbo Ether + Gambler's Spirit = Freedom X (SPECIAL)
Turbo Ether + Underdog's Secret = Freedom X (SPECIAL)
Turbo Ether + Winning Formula = Freedom X (SPECIAL)

-->Elixirs
----------

Elixir + Elixir = Mega Elixir (CURATIVE)
Elixir + Mega Elixir = Super Elixir (CURATIVE)
Elixir + Phoenix Down = Mega Elixir (CURATIVE)
Elixir + Mega Phoenix = Final Phoenix (CURATIVE)
Elixir + Antidote = Mega Elixir (CURATIVE)
Elixir + Soft = Mega Elixir (CURATIVE)
Elixir + Eyedrop = Mega Elixir (CURATIVE)
Elixir + Echo Screen = Mega Elixir (CURATIVE)
Elixir + Holy Water = Mega Elixir (CURATIVE)
Elixir + Remedy = Super Elixir (CURATIVE)
Elixir + Power Distiller = Mega Elixir (CURATIVE)
Elixir + Mana Distiller = Mega Elixir (CURATIVE)
Elixir + Agility Distiller = Mega Elixir (CURATIVE)
Elixir + Ability Distiller = Mega Elixir (CURATIVE)
Elixir + Al Bhed Potion = Mega Elixir (CURATIVE)
Elixir + Healing Water = Mega Elixir (CURATIVE)
Elixir + Tetra Elemental = Super Elixir (CURATIVE)
Elixir + Bomb Fragment = Super Elixir (CURATIVE)
Elixir + Bomb Core = Super Elixir (CURATIVE)
Elixir + Fire Gem = Super Elixir (CURATIVE)
Elixir + Electro Marble = Super Elixir (CURATIVE)
Elixir + Lightning Marble = Super Elixir (CURATIVE)
Elixir + Lightning Gem = Super Elixir (CURATIVE)
Elixir + Fish Scale = Super Elixir (CURATIVE)
Elixir + Dragon Scale = Super Elixir (CURATIVE)
Elixir + Water Gem = Super Elixir (CURATIVE)
Elixir + Antarctic Wind = Super Elixir (CURATIVE)
Elixir + Arctic Wind = Super Elixir (CURATIVE)
Elixir + Ice Gem = Super Elixir (CURATIVE)
Elixir + Grenade = Mega Elixir (CURATIVE)
Elixir + Frag Grenade = Mega Elixir (CURATIVE)
Elixir + Sleeping Powder = Super Elixir (CURATIVE)
Elixir + Dream Powder = Super Elixir (CURATIVE)
Elixir + Silence Grenade = Super Elixir (CURATIVE)
Elixir + Smoke Bomb = Super Elixir (CURATIVE)
Elixir + Shadow Gem = Super Elixir (CURATIVE)
Elixir + Shining Gem = Final Elixir (CURATIVE)
Elixir + Blessed Gem = Final Elixir (CURATIVE)
Elixir + Supreme Gem = Final Elixir (CURATIVE)
Elixir + Poison Fang = Super Elixir (CURATIVE)
Elixir + Silver Hourglass = Super Elixir (CURATIVE)
Elixir + Gold Hourglass = Super Elixir (CURATIVE)
Elixir + Candle of Life = Super Elixir (CURATIVE)
Elixir + Petrify Grenade = Super Elixir (CURATIVE)
Elixir + Farplane Shadow = Super Elixir (CURATIVE)
Elixir + Farplane Wind = Final Elixir (CURATIVE)
Elixir + Dark Matter = Eccentric (SPECIAL)
Elixir + Chocobo Feather = Super Elixir (CURATIVE)
Elixir + Chocobo Wing = Super Elixir (CURATIVE)
Elixir + Lunar Curtain = Super Elixir (CURATIVE)
Elixir + Light Curtain = Super Elixir (CURATIVE)
Elixir + Star Curtain = Super Elixir (CURATIVE)
Elixir + Healing Spring = Super Elixir (CURATIVE)
Elixir + Mana Spring = Super Elixir (CURATIVE)
Elixir + Stamina Spring = Super Elixir (CURATIVE)
Elixir + Soul Spring = Super Elixir (CURATIVE)
Elixir + Purifying Salt = Super Elixir (CURATIVE)
Elixir + Stamina Tablet = Mega Vitality (SPECIAL)
Elixir + Mana Tablet = Hyper Mana (SPECIAL)
Elixir + Stamina Tonic = Hyper Vitality (SPECIAL)
Elixir + Mana Tonic = Hyper Mana (SPECIAL)
Elixir + Twin Stars = Freedom X (SPECIAL)
Elixir + Three Stars = Mega Vitality (SPECIAL)
Elixir + Power Sphere = Mega Elixir (CURATIVE)
Elixir + Mana Sphere = Mega Elixir (CURATIVE)
Elixir + Speed Sphere = Mega Elixir (CURATIVE)
Elixir + Ability Sphere = Mega Elixir (CURATIVE)
Elixir + Fortune Sphere = Hero Drink (SPECIAL)
Elixir + Attribute Sphere = Hot Spurs (SPECIAL)
Elixir + Special Sphere = Hot Spurs (SPECIAL)
Elixir + Skill Sphere = Hot Spurs (SPECIAL)
Elixir + White Magic Sphere = Hot Spurs (SPECIAL)
Elixir + Black Magic Sphere = Hot Spurs (SPECIAL)
Elixir + Master Sphere = Hot Spurs (SPECIAL)
Elixir + Level 1 Key Sphere = Hot Spurs (SPECIAL)
Elixir + Level 2 Key Sphere = Hot Spurs (SPECIAL)
Elixir + Level 3 Key Sphere = Hot Spurs (SPECIAL)
Elixir + Level 4 Key Sphere = Hot Spurs (SPECIAL)
Elixir + HP Sphere = Hot Spurs (SPECIAL)
Elixir + MP Sphere = Hot Spurs (SPECIAL)
Elixir + Strength Sphere = Hot Spurs (SPECIAL)
Elixir + Defense Sphere = Hot Spurs (SPECIAL)
Elixir + Magic Sphere = Hot Spurs (SPECIAL)
Elixir + Magic Defense Sphere = Hot Spurs (SPECIAL)
Elixir + Agility Sphere = Hot Spurs (SPECIAL)
Elixir + Evasion Sphere = Hot Spurs (SPECIAL)
Elixir + Accuracy Sphere = Hot Spurs (SPECIAL)
Elixir + Luck Sphere = Miracle Drink (SPECIAL)
Elixir + Clear Sphere = Hot Spurs (SPECIAL)
Elixir + Return Sphere = Hot Spurs (SPECIAL)
Elixir + Friend Sphere = Hot Spurs (SPECIAL)
Elixir + Teleport Sphere = Hot Spurs (SPECIAL)
Elixir + Warp Sphere = Hot Spurs (SPECIAL)
Elixir + Map = Mega Elixir (SPECIAL)
Elixir + Rename Card = Mega Elixir (CURATIVE)
Elixir + Musk = Super Elixir (CURATIVE)
Elixir + Hypello Potion = Super Elixir (CURATIVE)
Elixir + Shining Thorn = Super Elixir (CURATIVE)
Elixir + Pendulum = Hot Spurs (SPECIAL)
Elixir + Amulet = Eccentric (SPECIAL)
Elixir + Designer Wallet = Miracle Drink (SPECIAL)
Elixir + Door to Tomorrow = Eccentric (SPECIAL)
Elixir + Wings to Discovery = Eccentric (SPECIAL)
Elixir + Gambler's Spirit = Eccentric (SPECIAL)
Elixir + Underdog's Secret = Eccentric (SPECIAL)
Elixir + Winning Formula = Eccentric (SPECIAL)

Mega Elixir + Mega Elixir = Hot Spurs (SPECIAL)
Mega Elixir + Phoenix Down = Super Elixir (CURATIVE)
Mega Elixir + Mega Phoenix = Super Elixir (CURATIVE)
Mega Elixir + Antidote = Super Elixir (CURATIVE)
Mega Elixir + Soft = Super Elixir (CURATIVE)
Mega Elixir + Eyedrop = Super Elixir (CURATIVE)
Mega Elixir + Echo Screen = Super Elixir (CURATIVE)
Mega Elixir + Holy Water = Super Elixir (CURATIVE)
Mega Elixir + Remedy = Super Elixir (CURATIVE)
Mega Elixir + Power Distiller = Super Elixir (CURATIVE)
Mega Elixir + Mana Distiller = Super Elixir (CURATIVE)
Mega Elixir + Agility Distiller = Super Elixir (CURATIVE)
Mega Elixir + Ability Distiller = Super Elixir (CURATIVE)
Mega Elixir + Al Bhed Potion = Super Elixir (CURATIVE)
Mega Elixir + Healing Water = Final Elixir (CURATIVE)
Mega Elixir + Tetra Elemental = Final Elixir (CURATIVE)
Mega Elixir + Bomb Fragment = Final Elixir (CURATIVE)
Mega Elixir + Bomb Core = Final Elixir (CURATIVE)
Mega Elixir + Fire Gem = Final Elixir (CURATIVE)
Mega Elixir + Electro Marble = Final Elixir (CURATIVE)
Mega Elixir + Lightning Marble = Final Elixir (CURATIVE)
Mega Elixir + Lightning Gem = Final Elixir (CURATIVE)
Mega Elixir + Fish Scale = Final Elixir (CURATIVE)
Mega Elixir + Dragon Scale = Final Elixir (CURATIVE)
Mega Elixir + Water Gem = Final Elixir (CURATIVE)
Mega Elixir + Antarctic Wind = Final Elixir (CURATIVE)
Mega Elixir + Arctic Wind = Final Elixir (CURATIVE)
Mega Elixir + Ice Gem = Final Elixir (CURATIVE)
Mega Elixir + Grenade = Super Elixir (CURATIVE)
Mega Elixir + Frag Grenade = Super Elixir (CURATIVE)
Mega Elixir + Sleeping Powder = Final Elixir (CURATIVE)
Mega Elixir + Dream Powder = Final Elixir (CURATIVE)
Mega Elixir + Silence Grenade = Final Elixir (CURATIVE)
Mega Elixir + Smoke Bomb = Final Elixir (CURATIVE)
Mega Elixir + Shadow Gem = Final Elixir (CURATIVE)
Mega Elixir + Shining Gem = Final Elixir (CURATIVE)
Mega Elixir + Blessed Gem = Final Elixir (CURATIVE)
Mega Elixir + Supreme Gem = Final Elixir (CURATIVE)
Mega Elixir + Poison Fang = Final Elixir (CURATIVE)
Mega Elixir + Silver Hourglass = Final Elixir (CURATIVE)
Mega Elixir + Gold Hourglass = Final Elixir (CURATIVE)
Mega Elixir + Candle of Life = Final Elixir (CURATIVE)
Mega Elixir + Petrify Grenade = Final Elixir (CURATIVE)
Mega Elixir + Farplane Shadow = Final Elixir (CURATIVE)
Mega Elixir + Farplane Wind = Final Elixir (CURATIVE)
Mega Elixir + Dark Matter = Eccentric (SPECIAL)
Mega Elixir + Chocobo Feather = Final Elixir (CURATIVE)
Mega Elixir + Chocobo Wing = Final Elixir (CURATIVE)
Mega Elixir + Lunar Curtain = Final Elixir (CURATIVE)
Mega Elixir + Light Curtain = Final Elixir (CURATIVE)
Mega Elixir + Star Curtain = Final Elixir (CURATIVE)
Mega Elixir + Healing Spring = Final Elixir (CURATIVE)
Mega Elixir + Mana Spring = Final Elixir (CURATIVE)
Mega Elixir + Stamina Spring = Final Elixir (CURATIVE)
Mega Elixir + Soul Spring = Final Elixir (CURATIVE)
Mega Elixir + Purifying Salt = Final Elixir (CURATIVE)
Mega Elixir + Stamina Tablet = Eccentric (SPECIAL)
Mega Elixir + Mana Tablet = Eccentric (SPECIAL)
Mega Elixir + Stamina Tonic = Eccentric (SPECIAL)
Mega Elixir + Mana Tonic = Eccentric (SPECIAL)
Mega Elixir + Twin Stars = Eccentric (SPECIAL)
Mega Elixir + Three Stars = Eccentric (SPECIAL)
Mega Elixir + Power Sphere = Super Elixir (CURATIVE)
Mega Elixir + Mana Sphere = Super Elixir (CURATIVE)
Mega Elixir + Speed Sphere = Super Elixir (CURATIVE)
Mega Elixir + Ability Sphere = Super Elixir (CURATIVE)
Mega Elixir + Fortune Sphere = Miracle Drink (SPECIAL)
Mega Elixir + Attribute Sphere = Eccentric (SPECIAL)
Mega Elixir + Special Sphere = Eccentric (SPECIAL)
Mega Elixir + Skill Sphere = Eccentric (SPECIAL)
Mega Elixir + White Magic Sphere = Eccentric (SPECIAL)
Mega Elixir + Black Magic Sphere = Eccentric (SPECIAL)
Mega Elixir + Master Sphere = Eccentric (SPECIAL)
Mega Elixir + Level 1 Key Sphere = Eccentric (SPECIAL)
Mega Elixir + Level 2 Key Sphere = Eccentric (SPECIAL)
Mega Elixir + Level 3 Key Sphere = Eccentric (SPECIAL)
Mega Elixir + Level 4 Key Sphere = Eccentric (SPECIAL)
Mega Elixir + HP Sphere = Eccentric (SPECIAL)
Mega Elixir + MP Sphere = Eccentric (SPECIAL)
Mega Elixir + Strength Sphere = Eccentric (SPECIAL)
Mega Elixir + Defense Sphere = Eccentric (SPECIAL)
Mega Elixir + Magic Sphere = Eccentric (SPECIAL)
Mega Elixir + Magic Defense Sphere = Eccentric (SPECIAL)
Mega Elixir + Agility Sphere = Eccentric (SPECIAL)
Mega Elixir + Evasion Sphere = Eccentric (SPECIAL)
Mega Elixir + Accuracy Sphere = Eccentric (SPECIAL)
Mega Elixir + Luck Sphere = Miracle Drink (SPECIAL)
Mega Elixir + Clear Sphere = Eccentric (SPECIAL)
Mega Elixir + Return Sphere = Eccentric (SPECIAL)
Mega Elixir + Friend Sphere = Eccentric (SPECIAL)
Mega Elixir + Teleport Sphere = Eccentric (SPECIAL)
Mega Elixir + Warp Sphere = Eccentric (SPECIAL)
Mega Elixir + Map = Super Elixir (CURATIVE)
Mega Elixir + Rename Card = Super Elixir (CURATIVE)
Mega Elixir + Musk = Final Elixir (CURATIVE)
Mega Elixir + Hypello Potion = Final Elixir (CURATIVE)
Mega Elixir + Shining Thorn = Final Elixir (CURATIVE)
Mega Elixir + Pendulum = Eccentric (SPECIAL)
Mega Elixir + Amulet = Eccentric (SPECIAL)
Mega Elixir + Designer Wallet = Miracle Drink (SPECIAL)
Mega Elixir + Door to Tomorrow = Eccentric (SPECIAL)
Mega Elixir + Wings to Discovery = Eccentric (SPECIAL)
Mega Elixir + Gambler's Spirit = Eccentric (SPECIAL)
Mega Elixir + Underdog's Secret = Eccentric (SPECIAL)
Mega Elixir + Winning Formula = Eccentric (SPECIAL)

-->Revival Items
----------------

Phoenix Down + Phoenix Down = Mega Phoenix (CURATIVE)
Phoenix Down + Mega Phoenix = Final Phoenix (CURATIVE)
Phoenix Down + Antidote = Panacea (CURATIVE)
Phoenix Down + Soft = Panacea (CURATIVE)
Phoenix Down + Eyedrop = Panacea (CURATIVE)
Phoenix Down + Echo Screen = Panacea (CURATIVE)
Phoenix Down + Holy Water = Panacea (CURATIVE)
Phoenix Down + Remedy = Panacea (CURATIVE)
Phoenix Down + Power Distiller = Mega Phoenix (CURATIVE)
Phoenix Down + Mana Distiller = Mega Phoenix (CURATIVE)
Phoenix Down + Agility Distiller = Mega Phoenix (CURATIVE)
Phoenix Down + Ability Distiller = Mega Phoenix (CURATIVE)
Phoenix Down + Al Bhed Potion = Mega Phoenix (CURATIVE)
Phoenix Down + Healing Water = Mega Phoenix (CURATIVE)
Phoenix Down + Tetra Elemental = Mega Phoenix (CURATIVE)
Phoenix Down + Bomb Fragment = Nul-All (SPECIAL)
Phoenix Down + Bomb Core = Nul-All (SPECIAL)
Phoenix Down + Fire Gem = Nul-All (SPECIAL)
Phoenix Down + Electro Marble = Nul-All (SPECIAL)
Phoenix Down + Lightning Marble = Nul-All (SPECIAL)
Phoenix Down + Lightning Gem = Nul-All (SPECIAL)
Phoenix Down + Fish Scale = Nul-All (SPECIAL)
Phoenix Down + Dragon Scale = Nul-All (SPECIAL)
Phoenix Down + Water Gem = Nul-All (SPECIAL)
Phoenix Down + Antarctic Wind = Nul-All (SPECIAL)
Phoenix Down + Arctic Wind = Nul-All (SPECIAL)
Phoenix Down + Ice Gem = Nul-All (SPECIAL)
Phoenix Down + Grenade = Mega Phoenix (CURATIVE)
Phoenix Down + Frag Grenade = Mega Phoenix (CURATIVE)
Phoenix Down + Sleeping Powder = Mega Phoenix (CURATIVE)
Phoenix Down + Dream Powder = Mega Phoenix (CURATIVE)
Phoenix Down + Silence Grenade = Mega Phoenix (CURATIVE)
Phoenix Down + Smoke Bomb = Mega Phoenix (CURATIVE)
Phoenix Down + Shadow Gem = Mega Phoenix (CURATIVE)
Phoenix Down + Shining Gem = Final Phoenix (CURATIVE)
Phoenix Down + Blessed Gem = Final Phoenix (CURATIVE)
Phoenix Down + Supreme Gem = Final Elixir (CURATIVE)
Phoenix Down + Poison Fang = Mega Phoenix (CURATIVE)
Phoenix Down + Silver Hourglass = Mega Phoenix (CURATIVE)
Phoenix Down + Gold Hourglass = Mega Phoenix (CURATIVE)
Phoenix Down + Candle of Life = Mega Phoenix (CURATIVE)
Phoenix Down + Petrify Grenade = Mega Phoenix (CURATIVE)
Phoenix Down + Farplane Shadow = Final Phoenix (CURATIVE)
Phoenix Down + Farplane Wind = Final Phoenix (CURATIVE)
Phoenix Down + Dark Matter = Final Elixir (CURATIVE)
Phoenix Down + Chocobo Feather = Mega Phoenix (CURATIVE)
Phoenix Down + Chocobo Wing = Mega Phoenix (CURATIVE)
Phoenix Down + Lunar Curtain = Mega Phoenix (CURATIVE)
Phoenix Down + Light Curtain = Mega Phoenix (CURATIVE)
Phoenix Down + Star Curtain = Mega Phoenix (CURATIVE)
Phoenix Down + Healing Spring = Mega Phoenix (CURATIVE)
Phoenix Down + Mana Spring = Mega Phoenix (CURATIVE)
Phoenix Down + Stamina Spring = Mega Phoenix (CURATIVE)
Phoenix Down + Soul Spring = Mega Phoenix (CURATIVE)
Phoenix Down + Purifying Salt = Mega Phoenix (CURATIVE)
Phoenix Down + Stamina Tablet = Mega Vitality (SPECIAL)
Phoenix Down + Mana Tablet = Hyper Mana (SPECIAL)
Phoenix Down + Stamina Tonic = Hyper Vitality (SPECIAL)
Phoenix Down + Mana Tonic = Hyper Mana (SPECIAL)
Phoenix Down + Twin Stars = Freedom X (SPECIAL)
Phoenix Down + Three Stars = Mega Vitality (SPECIAL)
Phoenix Down + Power Sphere = Mega Phoenix (CURATIVE)
Phoenix Down + Mana Sphere = Mega Phoenix (CURATIVE)
Phoenix Down + Speed Sphere = Mega Phoenix (CURATIVE)
Phoenix Down + Ability Sphere = Mega Phoenix (CURATIVE)
Phoenix Down + Fortune Sphere = Hero Drink (SPECIAL)
Phoenix Down + Attribute Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Special Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Skill Sphere = Final Phoenix (CURATIVE)
Phoenix Down + White Magic Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Black Magic Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Master Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Level 1 Key Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Level 2 Key Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Level 3 Key Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Level 4 Key Sphere = Final Phoenix (CURATIVE)
Phoenix Down + HP Sphere = Final Phoenix (CURATIVE)
Phoenix Down + MP Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Strength Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Defense Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Magic Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Magic Defense Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Agility Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Evasion Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Accuracy Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Luck Sphere = Hero Drink (SPECIAL)
Phoenix Down + Clear Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Return Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Friend Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Teleport Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Warp Sphere = Final Phoenix (CURATIVE)
Phoenix Down + Map = Ultra Potion (CURATIVE)
Phoenix Down + Rename Card = Ultra Potion (CURATIVE)
Phoenix Down + Musk = Mega Phoenix (CURATIVE)
Phoenix Down + Hypello Potion = Mega Phoenix (CURATIVE)
Phoenix Down + Shining Thorn = Mega Phoenix (CURATIVE)
Phoenix Down + Pendulum = Final Phoenix (CURATIVE)
Phoenix Down + Amulet = Final Phoenix (CURATIVE)
Phoenix Down + Designer Wallet = Hero Drink (SPECIAL)
Phoenix Down + Door to Tomorrow = Final Phoenix (CURATIVE)
Phoenix Down + Wings to Discovery = Final Phoenix (CURATIVE)
Phoenix Down + Gambler's Spirit = Final Phoenix (CURATIVE)
Phoenix Down + Underdog's Secret = Final Phoenix (CURATIVE)
Phoenix Down + Winning Formula = Final Phoenix (CURATIVE)

Mega Phoenix + Mega Phoenix = Final Phoenix (CURATIVE)
Mega Phoenix + Antidote = Final Phoenix (CURATIVE)
Mega Phoenix + Soft = Final Phoenix (CURATIVE)
Mega Phoenix + Eyedrop = Final Phoenix (CURATIVE)
Mega Phoenix + Echo Screen = Final Phoenix (CURATIVE)
Mega Phoenix + Holy Water = Final Phoenix (CURATIVE)
Mega Phoenix + Remedy = Final Phoenix (CURATIVE)
Mega Phoenix + Power Distiller = Final Phoenix (CURATIVE)
Mega Phoenix + Mana Distiller = Final Phoenix (CURATIVE)
Mega Phoenix + Agility Distiller = Final Phoenix (CURATIVE)
Mega Phoenix + Ability Distiller = Final Phoenix (CURATIVE)
Mega Phoenix + Al Bhed Potion = Final Phoenix (CURATIVE)
Mega Phoenix + Healing Water = Final Phoenix (CURATIVE)
Mega Phoenix + Tetra Elemental = Final Phoenix (CURATIVE)
Mega Phoenix + Bomb Fragment = Mega Nul-All (SPECIAL)
Mega Phoenix + Bomb Core = Mega Nul-All (SPECIAL)
Mega Phoenix + Fire Gem = Mega Nul-All (SPECIAL)
Mega Phoenix + Electro Marble = Mega Nul-All (SPECIAL)
Mega Phoenix + Lightning Marble = Mega Nul-All (SPECIAL)
Mega Phoenix + Lightning Gem = Mega Nul-All (SPECIAL)
Mega Phoenix + Fish Scale = Mega Nul-All (SPECIAL)
Mega Phoenix + Dragon Scale = Mega Nul-All (SPECIAL)
Mega Phoenix + Water Gem = Mega Nul-All (SPECIAL)
Mega Phoenix + Antarctic Wind = Mega Nul-All (SPECIAL)
Mega Phoenix + Arctic Wind = Mega Nul-All (SPECIAL)
Mega Phoenix + Ice Gem = Mega Nul-All (SPECIAL)
Mega Phoenix + Grenade = Final Phoenix (CURATIVE)
Mega Phoenix + Frag Grenade = Final Phoenix (CURATIVE)
Mega Phoenix + Sleeping Powder = Final Phoenix (CURATIVE)
Mega Phoenix + Dream Powder = Final Phoenix (CURATIVE)
Mega Phoenix + Silence Grenade = Final Phoenix (CURATIVE)
Mega Phoenix + Smoke Bomb = Final Phoenix (CURATIVE)
Mega Phoenix + Shadow Gem = Final Phoenix (CURATIVE)
Mega Phoenix + Shining Gem = Final Phoenix (CURATIVE)
Mega Phoenix + Blessed Gem = Final Phoenix (CURATIVE)
Mega Phoenix + Supreme Gem = Final Elixir (CURATIVE)
Mega Phoenix + Poison Fang = Final Phoenix (CURATIVE)
Mega Phoenix + Silver Hourglass = Final Phoenix (CURATIVE)
Mega Phoenix + Gold Hourglass = Final Phoenix (CURATIVE)
Mega Phoenix + Candle of Life = Final Phoenix (CURATIVE)
Mega Phoenix + Petrify Grenade = Final Phoenix (CURATIVE)
Mega Phoenix + Farplane Shadow = Final Phoenix (CURATIVE)
Mega Phoenix + Farplane Wind = Final Phoenix (CURATIVE)
Mega Phoenix + Dark Matter = Final Elixir (CURATIVE)
Mega Phoenix + Chocobo Feather = Final Phoenix (CURATIVE)
Mega Phoenix + Chocobo Wing = Final Phoenix (CURATIVE)
Mega Phoenix + Lunar Curtain = Final Phoenix (CURATIVE)
Mega Phoenix + Light Curtain = Final Phoenix (CURATIVE)
Mega Phoenix + Star Curtain = Final Phoenix (CURATIVE)
Mega Phoenix + Healing Spring = Final Phoenix (CURATIVE)
Mega Phoenix + Mana Spring = Final Phoenix (CURATIVE)
Mega Phoenix + Stamina Spring = Final Phoenix (CURATIVE)
Mega Phoenix + Soul Spring = Final Phoenix (CURATIVE)
Mega Phoenix + Purifying Salt = Final Phoenix (CURATIVE)
Mega Phoenix + Stamina Tablet = Hot Spurs (SPECIAL)
Mega Phoenix + Mana Tablet = Hot Spurs (SPECIAL)
Mega Phoenix + Stamina Tonic = Hot Spurs (SPECIAL)
Mega Phoenix + Mana Tonic = Hot Spurs (SPECIAL)
Mega Phoenix + Twin Stars = Hot Spurs (SPECIAL)
Mega Phoenix + Three Stars = Hot Spurs (SPECIAL)
Mega Phoenix + Power Sphere = Final Phoenix (CURATIVE)
Mega Phoenix + Mana Sphere = Final Phoenix (CURATIVE)
Mega Phoenix + Speed Sphere = Final Phoenix (CURATIVE)
Mega Phoenix + Ability Sphere = Final Phoenix (CURATIVE)
Mega Phoenix + Fortune Sphere = Miracle Drink (SPECIAL)
Mega Phoenix + Attribute Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Special Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Skill Sphere = Final Elixir (CURATIVE)
Mega Phoenix + White Magic Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Black Magic Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Master Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Level 1 Key Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Level 2 Key Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Level 3 Key Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Level 4 Key Sphere = Final Elixir (CURATIVE)
Mega Phoenix + HP Sphere = Final Elixir (CURATIVE)
Mega Phoenix + MP Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Strength Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Defense Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Magic Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Magic Defense Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Agility Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Evasion Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Accuracy Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Luck Sphere = Miracle Drink (SPECIAL)
Mega Phoenix + Clear Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Return Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Friend Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Teleport Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Warp Sphere = Final Elixir (CURATIVE)
Mega Phoenix + Map = Mega Elixir (CURATIVE)
Mega Phoenix + Rename Card = Mega Elixir (CURATIVE)
Mega Phoenix + Musk = Final Phoenix (CURATIVE)
Mega Phoenix + Hypello Potion = Final Phoenix (CURATIVE)
Mega Phoenix + Shining Thorn = Final Phoenix (CURATIVE)
Mega Phoenix + Pendulum = Final Elixir (CURATIVE)
Mega Phoenix + Amulet = Final Elixir (CURATIVE)
Mega Phoenix + Designer Wallet = Miracle Drink (SPECIAL)
Mega Phoenix + Door to Tomorrow = Final Elixir (CURATIVE)
Mega Phoenix + Wings to Discovery = Final Elixir (CURATIVE)
Mega Phoenix + Gambler's Spirit = Final Elixir (CURATIVE)
Mega Phoenix + Underdog's Secret = Final Elixir (CURATIVE)
Mega Phoenix + Winning Formula = Final Elixir (CURATIVE)

-->Status Curing Items
----------------------

Antidote + Antidote = Panacea (CURATIVE)
Antidote + Soft = Panacea (CURATIVE)
Antidote + Eyedrop = Panacea (CURATIVE)
Antidote + Echo Screen = Panacea (CURATIVE)
Antidote + Holy Water = Panacea (CURATIVE)
Antidote + Remedy = Panacea (CURATIVE)
Antidote + Power Distiller = Panacea (CURATIVE)
Antidote + Mana Distiller = Panacea (CURATIVE)
Antidote + Agility Distiller = Panacea (CURATIVE)
Antidote + Ability Distiller = Panacea (CURATIVE)
Antidote + Al Bhed Potion = Panacea (CURATIVE)
Antidote + Healing Water = Mega Elixir (CURATIVE)
Antidote + Tetra Elemental = Mega Elixir (CURATIVE)
Antidote + Bomb Fragment = Heat Blaster (FIRE)
Antidote + Bomb Core = Heat Blaster (FIRE)
Antidote + Fire Gem = Fire Storm (FIRE)
Antidote + Electro Marble = Thunderbolt (THUNDER)
Antidote + Lightning Marble = Thunderbolt (THUNDER)
Antidote + Lightning Gem = Rolling Thunder (THUNDER)
Antidote + Fish Scale = Waterfall (WATER)
Antidote + Dragon Scale = Waterfall (WATER)
Antidote + Water Gem = Flash Flood (WATER)
Antidote + Antarctic Wind = Snow Flurry (ICE)
Antidote + Arctic Wind = Snow Flurry (ICE)
Antidote + Ice Gem = Icefall (ICE)
Antidote + Grenade = Blaster Mine (NON-ELEMENTAL)
Antidote + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Antidote + Sleeping Powder = Mega Elixir (CURATIVE)
Antidote + Dream Powder = Mega Elixir (CURATIVE)
Antidote + Silence Grenade = Mega Elixir (CURATIVE)
Antidote + Smoke Bomb = Mega Elixir (CURATIVE)
Antidote + Shadow Gem = Mega Elixir (CURATIVE)
Antidote + Shining Gem = Mega Elixir (CURATIVE)
Antidote + Blessed Gem = Mega Elixir (CURATIVE)
Antidote + Supreme Gem = Mega Elixir (CURATIVE)
Antidote + Poison Fang = Mega Elixir (CURATIVE)
Antidote + Silver Hourglass = Mega Elixir (CURATIVE)
Antidote + Gold Hourglass = Mega Elixir (CURATIVE)
Antidote + Candle of Life = Mega Elixir (CURATIVE)
Antidote + Petrify Grenade = Mega Elixir (CURATIVE)
Antidote + Farplane Shadow = Mega Elixir (CURATIVE)
Antidote + Farplane Wind = Mega Elixir (CURATIVE)
Antidote + Dark Matter = Final Elixir (CURATIVE)
Antidote + Chocobo Feather = Mega Elixir (CURATIVE)
Antidote + Chocobo Wing = Mega Elixir (CURATIVE)
Antidote + Lunar Curtain = Mighty Wall (SPECIAL)
Antidote + Light Curtain = Mighty Wall (SPECIAL)
Antidote + Star Curtain = Mighty Wall (SPECIAL)
Antidote + Healing Spring = Mega Elixir (CURATIVE)
Antidote + Mana Spring = Mega Elixir (CURATIVE)
Antidote + Stamina Spring = Mega Elixir (CURATIVE)
Antidote + Soul Spring = Mega Elixir (CURATIVE)
Antidote + Purifying Salt = Mega Elixir (CURATIVE)
Antidote + Stamina Tablet = Mega Vitality (SPECIAL)
Antidote + Mana Tablet = Hyper Mana (SPECIAL)
Antidote + Stamina Tonic = Hyper Vitality (SPECIAL)
Antidote + Mana Tonic = Hyper Mana (SPECIAL)
Antidote + Twin Stars = Freedom X (SPECIAL)
Antidote + Three Stars = Final Elixir (CURATIVE)
Antidote + Power Sphere = Elixir (CURATIVE)
Antidote + Mana Sphere = Elixir (CURATIVE)
Antidote + Speed Sphere = Elixir (CURATIVE)
Antidote + Ability Sphere = Elixir (CURATIVE)
Antidote + Fortune Sphere = Hero Drink (SPECIAL)
Antidote + Attribute Sphere = Super Elixir (CURATIVE)
Antidote + Special Sphere = Super Elixir (CURATIVE)
Antidote + Skill Sphere = Super Elixir (CURATIVE)
Antidote + White Magic Sphere = Super Elixir (CURATIVE)
Antidote + Black Magic Sphere = Super Elixir (CURATIVE)
Antidote + Master Sphere = Final Elixir (CURATIVE)
Antidote + Level 1 Key Sphere = Super Elixir (CURATIVE)
Antidote + Level 2 Key Sphere = Super Elixir (CURATIVE)
Antidote + Level 3 Key Sphere = Super Elixir (CURATIVE)
Antidote + Level 4 Key Sphere = Super Elixir (CURATIVE)
Antidote + HP Sphere = Super Elixir (CURATIVE)
Antidote + MP Sphere = Super Elixir (CURATIVE)
Antidote + Strength Sphere = Super Elixir (CURATIVE)
Antidote + Defense Sphere = Super Elixir (CURATIVE)
Antidote + Magic Sphere = Super Elixir (CURATIVE)
Antidote + Magic Defense Sphere = Super Elixir (CURATIVE)
Antidote + Agility Sphere = Super Elixir (CURATIVE)
Antidote + Evasion Sphere = Super Elixir (CURATIVE)
Antidote + Accuracy Sphere = Super Elixir (CURATIVE)
Antidote + Luck Sphere = Hero Drink (SPECIAL)
Antidote + Clear Sphere = Super Elixir (CURATIVE)
Antidote + Return Sphere = Super Elixir (CURATIVE)
Antidote + Friend Sphere = Super Elixir (CURATIVE)
Antidote + Teleport Sphere = Super Elixir (CURATIVE)
Antidote + Warp Sphere = Super Elixir (CURATIVE)
Antidote + Map = Mega Elixir (CURATIVE)
Antidote + Rename Card = Mega Elixir (CURATIVE)
Antidote + Musk = Mega Elixir (CURATIVE)
Antidote + Hypello Potion = Mega Elixir (CURATIVE)
Antidote + Shining Thorn = Mega Elixir (CURATIVE)
Antidote + Pendulum = Super Elixir (CURATIVE)
Antidote + Amulet = Super Elixir (CURATIVE)
Antidote + Designer Wallet = Hero Drink (SPECIAL)
Antidote + Door to Tomorrow = Super Elixir (CURATIVE)
Antidote + Wings to Discovery = Super Elixir (CURATIVE)
Antidote + Gambler's Spirit = Super Elixir (CURATIVE)
Antidote + Underdog's Secret = Super Elixir (CURATIVE)
Antidote + Winning Formula = Super Elixir (CURATIVE)

Soft + Soft = Panacea (CURATIVE)
Soft + Eyedrop = Panacea (CURATIVE)
Soft + Echo Screen = Panacea (CURATIVE)
Soft + Holy Water = Panacea (CURATIVE)
Soft + Remedy = Panacea (CURATIVE)
Soft + Power Distiller = Panacea (CURATIVE)
Soft + Mana Distiller = Panacea (CURATIVE)
Soft + Agility Distiller = Panacea (CURATIVE)
Soft + Ability Distiller = Panacea (CURATIVE)
Soft + Al Bhed Potion = Panacea (CURATIVE)
Soft + Healing Water = Mega Elixir (CURATIVE)
Soft + Tetra Elemental = Mega Elixir (CURATIVE)
Soft + Bomb Fragment = Heat Blaster (FIRE)
Soft + Bomb Core = Heat Blaster (FIRE)
Soft + Fire Gem = Fire Storm (FIRE)
Soft + Electro Marble = Thunderbolt (THUNDER)
Soft + Lightning Marble = Thunderbolt (THUNDER)
Soft + Lightning Gem = Rolling Thunder (THUNDER)
Soft + Fish Scale = Waterfall (WATER)
Soft + Dragon Scale = Waterfall (WATER)
Soft + Water Gem = Flash Flood (WATER)
Soft + Antarctic Wind = Snow Flurry (ICE)
Soft + Arctic Wind = Snow Flurry (ICE)
Soft + Ice Gem = Icefall (ICE)
Soft + Grenade = Blaster Mine (NON-ELEMENTAL)
Soft + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Soft + Sleeping Powder = Mega Elixir (CURATIVE)
Soft + Dream Powder = Mega Elixir (CURATIVE)
Soft + Silence Grenade = Mega Elixir (CURATIVE)
Soft + Smoke Bomb = Mega Elixir (CURATIVE)
Soft + Shadow Gem = Mega Elixir (CURATIVE)
Soft + Shining Gem = Mega Elixir (CURATIVE)
Soft + Blessed Gem = Mega Elixir (CURATIVE)
Soft + Supreme Gem = Mega Elixir (CURATIVE)
Soft + Poison Fang = Mega Elixir (CURATIVE)
Soft + Silver Hourglass = Mega Elixir (CURATIVE)
Soft + Gold Hourglass = Mega Elixir (CURATIVE)
Soft + Candle of Life = Mega Elixir (CURATIVE)
Soft + Petrify Grenade = Mega Elixir (CURATIVE)
Soft + Farplane Shadow = Mega Elixir (CURATIVE)
Soft + Farplane Wind = Mega Elixir (CURATIVE)
Soft + Dark Matter = Final Elixir (CURATIVE)
Soft + Chocobo Feather = Mega Elixir (CURATIVE)
Soft + Chocobo Wing = Mega Elixir (CURATIVE)
Soft + Lunar Curtain = Mighty Wall (SPECIAL)
Soft + Light Curtain = Mighty Wall (SPECIAL)
Soft + Star Curtain = Mighty Wall (SPECIAL)
Soft + Healing Spring = Mega Elixir (CURATIVE)
Soft + Mana Spring = Mega Elixir (CURATIVE)
Soft + Stamina Spring = Mega Elixir (CURATIVE)
Soft + Soul Spring = Mega Elixir (CURATIVE)
Soft + Purifying Salt = Mega Elixir (CURATIVE)
Soft + Stamina Tablet = Mega Vitality (SPECIAL)
Soft + Mana Tablet = Hyper Mana (SPECIAL)
Soft + Stamina Tonic = Hyper Vitality (SPECIAL)
Soft + Mana Tonic = Hyper Mana (SPECIAL)
Soft + Twin Stars = Freedom X (SPECIAL)
Soft + Three Stars = Final Elixir (CURATIVE)
Soft + Power Sphere = Elixir (CURATIVE)
Soft + Mana Sphere = Elixir (CURATIVE)
Soft + Speed Sphere = Elixir (CURATIVE)
Soft + Ability Sphere = Elixir (CURATIVE)
Soft + Fortune Sphere = Hero Drink (SPECIAL)
Soft + Attribute Sphere = Super Elixir (CURATIVE)
Soft + Special Sphere = Super Elixir (CURATIVE)
Soft + Skill Sphere = Super Elixir (CURATIVE)
Soft + White Magic Sphere = Super Elixir (CURATIVE)
Soft + Black Magic Sphere = Super Elixir (CURATIVE)
Soft + Master Sphere = Super Elixir (CURATIVE)
Soft + Level 1 Key Sphere = Super Elixir (CURATIVE)
Soft + Level 2 Key Sphere = Super Elixir (CURATIVE)
Soft + Level 3 Key Sphere = Super Elixir (CURATIVE)
Soft + Level 4 Key Sphere = Super Elixir (CURATIVE)
Soft + HP Sphere = Super Elixir (CURATIVE)
Soft + MP Sphere = Super Elixir (CURATIVE)
Soft + Strength Sphere = Super Elixir (CURATIVE)
Soft + Defense Sphere = Super Elixir (CURATIVE)
Soft + Magic Sphere = Super Elixir (CURATIVE)
Soft + Magic Defense Sphere = Super Elixir (CURATIVE)
Soft + Agility Sphere = Super Elixir (CURATIVE)
Soft + Evasion Sphere = Super Elixir (CURATIVE)
Soft + Accuracy Sphere = Super Elixir (CURATIVE)
Soft + Luck Sphere = Hero Drink (SPECIAL)
Soft + Clear Sphere = Super Elixir (CURATIVE)
Soft + Return Sphere = Super Elixir (CURATIVE)
Soft + Friend Sphere = Super Elixir (CURATIVE)
Soft + Teleport Sphere = Super Elixir (CURATIVE)
Soft + Warp Sphere = Super Elixir (CURATIVE)
Soft + Map = Mega Elixir (CURATIVE)
Soft + Rename Card = Mega Elixir (CURATIVE)
Soft + Musk = Mega Elixir (CURATIVE)
Soft + Hypello Potion = Mega Elixir (CURATIVE)
Soft + Shining Thorn = Mega Elixir (CURATIVE)
Soft + Pendulum = Super Elixir (CURATIVE)
Soft + Amulet = Super Elixir (CURATIVE)
Soft + Designer Wallet = Hero Drink (SPECIAL)
Soft + Door to Tomorrow = Super Elixir (CURATIVE)
Soft + Wings to Discovery = Super Elixir (CURATIVE)
Soft + Gambler's Spirit = Super Elixir (CURATIVE)
Soft + Underdog's Secret = Super Elixir (CURATIVE)
Soft + Winning Formula = Super Elixir (CURATIVE)

Eyedrop + Eyedrop = Panacea (CURATIVE)
Eyedrop + Echo Screen = Panacea (CURATIVE)
Eyedrop + Holy Water = Panacea (CURATIVE)
Eyedrop + Remedy = Panacea (CURATIVE)
Eyedrop + Power Distiller = Panacea (CURATIVE)
Eyedrop + Mana Distiller = Panacea (CURATIVE)
Eyedrop + Agility Distiller = Panacea (CURATIVE)
Eyedrop + Ability Distiller = Panacea (CURATIVE)
Eyedrop + Al Bhed Potion = Panacea (CURATIVE)
Eyedrop + Healing Water = Mega Elixir (CURATIVE)
Eyedrop + Tetra Elemental = Mega Elixir (CURATIVE)
Eyedrop + Bomb Fragment = Heat Blaster (FIRE)
Eyedrop + Bomb Core = Heat Blaster (FIRE)
Eyedrop + Fire Gem = Fire Storm (FIRE)
Eyedrop + Electro Marble = Thunderbolt (THUNDER)
Eyedrop + Lightning Marble = Thunderbolt (THUNDER)
Eyedrop + Lightning Gem = Rolling Thunder (THUNDER)
Eyedrop + Fish Scale = Waterfall (WATER)
Eyedrop + Dragon Scale = Waterfall (WATER)
Eyedrop + Water Gem = Flash Flood (WATER)
Eyedrop + Antarctic Wind = Snow Flurry (ICE)
Eyedrop + Arctic Wind = Snow Flurry (ICE)
Eyedrop + Ice Gem = Icefall (ICE)
Eyedrop + Grenade = Blaster Mine (NON-ELEMENTAL)
Eyedrop + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Eyedrop + Sleeping Powder = Mega Elixir (CURATIVE)
Eyedrop + Dream Powder = Mega Elixir (CURATIVE)
Eyedrop + Silence Grenade = Mega Elixir (CURATIVE)
Eyedrop + Smoke Bomb = Mega Elixir (CURATIVE)
Eyedrop + Shadow Gem = Mega Elixir (CURATIVE)
Eyedrop + Shining Gem = Mega Elixir (CURATIVE)
Eyedrop + Blessed Gem = Mega Elixir (CURATIVE)
Eyedrop + Supreme Gem = Mega Elixir (CURATIVE)
Eyedrop + Poison Fang = Mega Elixir (CURATIVE)
Eyedrop + Silver Hourglass = Mega Elixir (CURATIVE)
Eyedrop + Gold Hourglass = Mega Elixir (CURATIVE)
Eyedrop + Candle of Life = Mega Elixir (CURATIVE)
Eyedrop + Petrify Grenade = Mega Elixir (CURATIVE)
Eyedrop + Farplane Shadow = Mega Elixir (CURATIVE)
Eyedrop + Farplane Wind = Mega Elixir (CURATIVE)
Eyedrop + Dark Matter = Final Elixir (CURATIVE)
Eyedrop + Chocobo Feather = Mega Elixir (CURATIVE)
Eyedrop + Chocobo Wing = Mega Elixir (CURATIVE)
Eyedrop + Lunar Curtain = Mighty Wall (SPECIAL)
Eyedrop + Light Curtain = Mighty Wall (SPECIAL)
Eyedrop + Star Curtain = Mighty Wall (SPECIAL)
Eyedrop + Healing Spring = Mega Elixir (CURATIVE)
Eyedrop + Mana Spring = Mega Elixir (CURATIVE)
Eyedrop + Stamina Spring = Mega Elixir (CURATIVE)
Eyedrop + Soul Spring = Mega Elixir (CURATIVE)
Eyedrop + Purifying Salt = Mega Elixir (CURATIVE)
Eyedrop + Stamina Tablet = Mega Vitality (SPECIAL)
Eyedrop + Mana Tablet = Hyper Mana (SPECIAL)
Eyedrop + Stamina Tonic = Hyper Vitality (SPECIAL)
Eyedrop + Mana Tonic = Hyper Mana (SPECIAL)
Eyedrop + Twin Stars = Freedom X (SPECIAL)
Eyedrop + Three Stars = Final Elixir (CURATIVE)
Eyedrop + Power Sphere = Elixir (CURATIVE)
Eyedrop + Mana Sphere = Elixir (CURATIVE)
Eyedrop + Speed Sphere = Elixir (CURATIVE)
Eyedrop + Ability Sphere = Elixir (CURATIVE)
Eyedrop + Fortune Sphere = Hero Drink (SPECIAL)
Eyedrop + Attribute Sphere = Super Elixir (CURATIVE)
Eyedrop + Special Sphere = Super Elixir (CURATIVE)
Eyedrop + Skill Sphere = Super Elixir (CURATIVE)
Eyedrop + White Magic Sphere = Super Elixir (CURATIVE)
Eyedrop + Black Magic Sphere = Super Elixir (CURATIVE)
Eyedrop + Master Sphere = Final Elixir (CURATIVE)
Eyedrop + Level 1 Key Sphere = Super Elixir (CURATIVE)
Eyedrop + Level 2 Key Sphere = Super Elixir (CURATIVE)
Eyedrop + Level 3 Key Sphere = Super Elixir (CURATIVE)
Eyedrop + Level 4 Key Sphere = Super Elixir (CURATIVE)
Eyedrop + HP Sphere = Super Elixir (CURATIVE)
Eyedrop + MP Sphere = Super Elixir (CURATIVE)
Eyedrop + Strength Sphere = Super Elixir (CURATIVE)
Eyedrop + Defense Sphere = Super Elixir (CURATIVE)
Eyedrop + Magic Sphere = Super Elixir (CURATIVE)
Eyedrop + Magic Defense Sphere = Super Elixir (CURATIVE)
Eyedrop + Agility Sphere = Super Elixir (CURATIVE)
Eyedrop + Evasion Sphere = Super Elixir (CURATIVE)
Eyedrop + Accuracy Sphere = Super Elixir (CURATIVE)
Eyedrop + Luck Sphere = Hero Drink (SPECIAL)
Eyedrop + Clear Sphere = Super Elixir (CURATIVE)
Eyedrop + Return Sphere = Super Elixir (CURATIVE)
Eyedrop + Friend Sphere = Super Elixir (CURATIVE)
Eyedrop + Teleport Sphere = Super Elixir (CURATIVE)
Eyedrop + Warp Sphere = Super Elixir (CURATIVE)
Eyedrop + Map = Mega Elixir (CURATIVE)
Eyedrop + Rename Card = Mega Elixir (CURATIVE)
Eyedrop + Musk = Mega Elixir (CURATIVE)
Eyedrop + Hypello Potion = Mega Elixir (CURATIVE)
Eyedrop + Shining Thorn = Mega Elixir (CURATIVE)
Eyedrop + Pendulum = Super Elixir (CURATIVE)
Eyedrop + Amulet = Super Elixir (CURATIVE)
Eyedrop + Designer Wallet = Hero Drink (SPECIAL)
Eyedrop + Door to Tomorrow = Super Elixir (CURATIVE)
Eyedrop + Wings to Discovery = Super Elixir (CURATIVE)
Eyedrop + Gambler's Spirit = Super Elixir (CURATIVE)
Eyedrop + Underdog's Secret = Super Elixir (CURATIVE)
Eyedrop + Winning Formula = Super Elixir (CURATIVE)

Echo Screen + Echo Screen = Panacea (CURATIVE)
Echo Screen + Holy Water = Panacea (CURATIVE)
Echo Screen + Remedy = Panacea (CURATIVE)
Echo Screen + Power Distiller = Panacea (CURATIVE)
Echo Screen + Mana Distiller = Panacea (CURATIVE)
Echo Screen + Agility Distiller = Panacea (CURATIVE)
Echo Screen + Ability Distiller = Panacea (CURATIVE)
Echo Screen + Al Bhed Potion = Panacea (CURATIVE)
Echo Screen + Healing Water = Mega Elixir (CURATIVE)
Echo Screen + Tetra Elemental = Mega Elixir (CURATIVE)
Echo Screen + Bomb Fragment = Heat Blaster (FIRE)
Echo Screen + Bomb Core = Heat Blaster (FIRE)
Echo Screen + Fire Gem = Fire Storm (FIRE)
Echo Screen + Electro Marble = Thunderbolt (THUNDER)
Echo Screen + Lightning Marble = Thunderbolt (THUNDER)
Echo Screen + Lightning Gem = Rolling Thunder (THUNDER)
Echo Screen + Fish Scale = Waterfall (WATER)
Echo Screen + Dragon Scale = Waterfall (WATER)
Echo Screen + Water Gem = Flash Flood (WATER)
Echo Screen + Antarctic Wind = Snow Flurry (ICE)
Echo Screen + Arctic Wind = Snow Flurry (ICE)
Echo Screen + Ice Gem = Icefall (ICE)
Echo Screen + Grenade = Blaster Mine (NON-ELEMENTAL)
Echo Screen + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Echo Screen + Sleeping Powder = Mega Elixir (CURATIVE)
Echo Screen + Dream Powder = Mega Elixir (CURATIVE)
Echo Screen + Silence Grenade = Mega Elixir (CURATIVE)
Echo Screen + Smoke Bomb = Mega Elixir (CURATIVE)
Echo Screen + Shadow Gem = Mega Elixir (CURATIVE)
Echo Screen + Shining Gem = Mega Elixir (CURATIVE)
Echo Screen + Blessed Gem = Mega Elixir (CURATIVE)
Echo Screen + Supreme Gem = Mega Elixir (CURATIVE)
Echo Screen + Poison Fang = Mega Elixir (CURATIVE)
Echo Screen + Silver Hourglass = Mega Elixir (CURATIVE)
Echo Screen + Gold Hourglass = Mega Elixir (CURATIVE)
Echo Screen + Candle of Life = Mega Elixir (CURATIVE)
Echo Screen + Petrify Grenade = Mega Elixir (CURATIVE)
Echo Screen + Farplane Shadow = Mega Elixir (CURATIVE)
Echo Screen + Farplane Wind = Mega Elixir (CURATIVE)
Echo Screen + Dark Matter = Final Elixir (CURATIVE)
Echo Screen + Chocobo Feather = Mega Elixir (CURATIVE)
Echo Screen + Chocobo Wing = Mega Elixir (CURATIVE)
Echo Screen + Lunar Curtain = Mighty Wall (SPECIAL)
Echo Screen + Light Curtain = Mighty Wall (SPECIAL)
Echo Screen + Star Curtain = Mighty Wall (SPECIAL)
Echo Screen + Healing Spring = Mega Elixir (CURATIVE)
Echo Screen + Mana Spring = Mega Elixir (CURATIVE)
Echo Screen + Stamina Spring = Mega Elixir (CURATIVE)
Echo Screen + Soul Spring = Mega Elixir (CURATIVE)
Echo Screen + Purifying Salt = Mega Elixir (CURATIVE)
Echo Screen + Stamina Tablet = Mega Vitality (SPECIAL)
Echo Screen + Mana Tablet = Hyper Mana (SPECIAL)
Echo Screen + Stamina Tonic = Hyper Vitality (SPECIAL)
Echo Screen + Mana Tonic = Hyper Mana (SPECIAL)
Echo Screen + Twin Stars = Freedom X (SPECIAL)
Echo Screen + Three Stars = Final Elixir (CURATIVE)
Echo Screen + Power Sphere = Elixir (CURATIVE)
Echo Screen + Mana Sphere = Elixir (CURATIVE)
Echo Screen + Speed Sphere = Elixir (CURATIVE)
Echo Screen + Ability Sphere = Elixir (CURATIVE)
Echo Screen + Fortune Sphere = Hero Drink (SPECIAL)
Echo Screen + Attribute Sphere = Super Elixir (CURATIVE)
Echo Screen + Special Sphere = Super Elixir (CURATIVE)
Echo Screen + Skill Sphere = Super Elixir (CURATIVE)
Echo Screen + White Magic Sphere = Super Elixir (CURATIVE)
Echo Screen + Black Magic Sphere = Super Elixir (CURATIVE)
Echo Screen + Master Sphere = Final Elixir (CURATIVE)
Echo Screen + Level 1 Key Sphere = Super Elixir (CURATIVE)
Echo Screen + Level 2 Key Sphere = Super Elixir (CURATIVE)
Echo Screen + Level 3 Key Sphere = Super Elixir (CURATIVE)
Echo Screen + Level 4 Key Sphere = Super Elixir (CURATIVE)
Echo Screen + HP Sphere = Super Elixir (CURATIVE)
Echo Screen + MP Sphere = Super Elixir (CURATIVE)
Echo Screen + Strength Sphere = Super Elixir (CURATIVE)
Echo Screen + Defense Sphere = Super Elixir (CURATIVE)
Echo Screen + Magic Sphere = Super Elixir (CURATIVE)
Echo Screen + Magic Defense Sphere = Super Elixir (CURATIVE)
Echo Screen + Agility Sphere = Super Elixir (CURATIVE)
Echo Screen + Evasion Sphere = Super Elixir (CURATIVE)
Echo Screen + Accuracy Sphere = Super Elixir (CURATIVE)
Echo Screen + Luck Sphere = Hero Drink (SPECIAL)
Echo Screen + Clear Sphere = Super Elixir (CURATIVE)
Echo Screen + Return Sphere = Super Elixir (CURATIVE)
Echo Screen + Friend Sphere = Super Elixir (CURATIVE)
Echo Screen + Teleport Sphere = Super Elixir (CURATIVE)
Echo Screen + Warp Sphere = Super Elixir (CURATIVE)
Echo Screen + Map = Mega Elixir (CURATIVE)
Echo Screen + Rename Card = Mega Elixir (CURATIVE)
Echo Screen + Musk = Mega Elixir (CURATIVE)
Echo Screen + Hypello Potion = Mega Elixir (CURATIVE)
Echo Screen + Shining Thorn = Mega Elixir (CURATIVE)
Echo Screen + Pendulum = Super Elixir (CURATIVE)
Echo Screen + Amulet = Super Elixir (CURATIVE)
Echo Screen + Designer Wallet = Hero Drink (SPECIAL)
Echo Screen + Door to Tomorrow = Super Elixir (CURATIVE)
Echo Screen + Wings to Discovery = Super Elixir (CURATIVE)
Echo Screen + Gambler's Spirit = Super Elixir (CURATIVE)
Echo Screen + Underdog's Secret = Super Elixir (CURATIVE)
Echo Screen + Winning Formula = Super Elixir (CURATIVE)

Holy Water + Holy Water = Panacea (CURATIVE)
Holy Water + Remedy = Panacea (CURATIVE)
Holy Water + Power Distiller = Panacea (CURATIVE)
Holy Water + Mana Distiller = Panacea (CURATIVE)
Holy Water + Agility Distiller = Panacea (CURATIVE)
Holy Water + Ability Distiller = Panacea (CURATIVE)
Holy Water + Al Bhed Potion = Panacea (CURATIVE)
Holy Water + Healing Water = Mega Elixir (CURATIVE)
Holy Water + Tetra Elemental = Mega Elixir (CURATIVE)
Holy Water + Bomb Fragment = Heat Blaster (FIRE)
Holy Water + Bomb Core = Heat Blaster (FIRE)
Holy Water + Fire Gem = Fire Storm (FIRE)
Holy Water + Electro Marble = Thunderbolt (THUNDER)
Holy Water + Lightning Marble = Thunderbolt (THUNDER)
Holy Water + Lightning Gem = Rolling Thunder (THUNDER)
Holy Water + Fish Scale = Waterfall (WATER)
Holy Water + Dragon Scale = Waterfall (WATER)
Holy Water + Water Gem = Flash Flood (WATER)
Holy Water + Antarctic Wind = Snow Flurry (ICE)
Holy Water + Arctic Wind = Snow Flurry (ICE)
Holy Water + Ice Gem = Icefall (ICE)
Holy Water + Grenade = Blaster Mine (NON-ELEMENTAL)
Holy Water + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Holy Water + Sleeping Powder = Mega Elixir (CURATIVE)
Holy Water + Dream Powder = Mega Elixir (CURATIVE)
Holy Water + Silence Grenade = Mega Elixir (CURATIVE)
Holy Water + Smoke Bomb = Mega Elixir (CURATIVE)
Holy Water + Shadow Gem = Mega Elixir (CURATIVE)
Holy Water + Shining Gem = Mega Elixir (CURATIVE)
Holy Water + Blessed Gem = Mega Elixir (CURATIVE)
Holy Water + Supreme Gem = Mega Elixir (CURATIVE)
Holy Water + Poison Fang = Mega Elixir (CURATIVE)
Holy Water + Silver Hourglass = Mega Elixir (CURATIVE)
Holy Water + Gold Hourglass = Mega Elixir (CURATIVE)
Holy Water + Candle of Life = Mega Elixir (CURATIVE)
Holy Water + Petrify Grenade = Mega Elixir (CURATIVE)
Holy Water + Farplane Shadow = Mega Elixir (CURATIVE)
Holy Water + Farplane Wind = Mega Elixir (CURATIVE)
Holy Water + Dark Matter = Final Elixir (CURATIVE)
Holy Water + Chocobo Feather = Mega Elixir (CURATIVE)
Holy Water + Chocobo Wing = Mega Elixir (CURATIVE)
Holy Water + Lunar Curtain = Mighty Wall (SPECIAL)
Holy Water + Light Curtain = Mighty Wall (SPECIAL)
Holy Water + Star Curtain = Mighty Wall (SPECIAL)
Holy Water + Healing Spring = Mega Elixir (CURATIVE)
Holy Water + Mana Spring = Mega Elixir (CURATIVE)
Holy Water + Stamina Spring = Mega Elixir (CURATIVE)
Holy Water + Soul Spring = Mega Elixir (CURATIVE)
Holy Water + Purifying Salt = Mega Elixir (CURATIVE)
Holy Water + Stamina Tablet = Mega Vitality (SPECIAL)
Holy Water + Mana Tablet = Hyper Mana (SPECIAL)
Holy Water + Stamina Tonic = Hyper Vitality (SPECIAL)
Holy Water + Mana Tonic = Hyper Mana (SPECIAL)
Holy Water + Twin Stars = Freedom X (SPECIAL)
Holy Water + Three Stars = Final Elixir (CURATIVE)
Holy Water + Power Sphere = Mega Elixir (CURATIVE)
Holy Water + Mana Sphere = Mega Elixir (CURATIVE)
Holy Water + Speed Sphere = Mega Elixir (CURATIVE)
Holy Water + Ability Sphere = Mega Elixir (CURATIVE)
Holy Water + Fortune Sphere = Hero Drink (SPECIAL)
Holy Water + Attribute Sphere = Super Elixir (CURATIVE)
Holy Water + Special Sphere = Super Elixir (CURATIVE)
Holy Water + Skill Sphere = Super Elixir (CURATIVE)
Holy Water + White Magic Sphere = Super Elixir (CURATIVE)
Holy Water + Black Magic Sphere = Super Elixir (CURATIVE)
Holy Water + Master Sphere = Final Elixir (CURATIVE)
Holy Water + Level 1 Key Sphere = Super Elixir (CURATIVE)
Holy Water + Level 2 Key Sphere = Super Elixir (CURATIVE)
Holy Water + Level 3 Key Sphere = Super Elixir (CURATIVE)
Holy Water + Level 4 Key Sphere = Super Elixir (CURATIVE)
Holy Water + HP Sphere = Super Elixir (CURATIVE)
Holy Water + MP Sphere = Super Elixir (CURATIVE)
Holy Water + Strength Sphere = Super Elixir (CURATIVE)
Holy Water + Defense Sphere = Super Elixir (CURATIVE)
Holy Water + Magic Sphere = Super Elixir (CURATIVE)
Holy Water + Magic Defense Sphere = Super Elixir (CURATIVE)
Holy Water + Agility Sphere = Super Elixir (CURATIVE)
Holy Water + Evasion Sphere = Super Elixir (CURATIVE)
Holy Water + Accuracy Sphere = Super Elixir (CURATIVE)
Holy Water + Luck Sphere = Hero Drink (SPECIAL)
Holy Water + Clear Sphere = Super Elixir (CURATIVE)
Holy Water + Return Sphere = Super Elixir (CURATIVE)
Holy Water + Friend Sphere = Super Elixir (CURATIVE)
Holy Water + Teleport Sphere = Super Elixir (CURATIVE)
Holy Water + Warp Sphere = Super Elixir (CURATIVE)
Holy Water + Map = Mega Elixir (CURATIVE)
Holy Water + Rename Card = Mega Elixir (CURATIVE)
Holy Water + Musk = Mega Elixir (CURATIVE)
Holy Water + Hypello Potion = Mega Elixir (CURATIVE)
Holy Water + Shining Thorn = Mega Elixir (CURATIVE)
Holy Water + Pendulum = Super Elixir (CURATIVE)
Holy Water + Amulet = Super Elixir (CURATIVE)
Holy Water + Designer Wallet = Hero Drink (SPECIAL)
Holy Water + Door to Tomorrow = Super Elixir (CURATIVE)
Holy Water + Wings to Discovery = Super Elixir (CURATIVE)
Holy Water + Gambler's Spirit = Super Elixir (CURATIVE)
Holy Water + Underdog's Secret = Super Elixir (CURATIVE)
Holy Water + Winning Formula = Super Elixir (CURATIVE)

Remedy + Remedy = Panacea (CURATIVE)
Remedy + Power Distiller = Panacea (CURATIVE)
Remedy + Mana Distiller = Panacea (CURATIVE)
Remedy + Agility Distiller = Panacea (CURATIVE)
Remedy + Ability Distiller = Panacea (CURATIVE)
Remedy + Al Bhed Potion = Panacea (CURATIVE)
Remedy + Healing Water = Super Elixir (CURATIVE)
Remedy + Tetra Elemental = Super Elixir (CURATIVE)
Remedy + Bomb Fragment = Heat Blaster (FIRE)
Remedy + Bomb Core = Fire Storm (FIRE)
Remedy + Fire Gem = Fire Storm (FIRE)
Remedy + Electro Marble = Thunderbolt (THUNDER)
Remedy + Lightning Marble = Rolling Thunder (THUNDER)
Remedy + Lightning Gem = Rolling Thunder (THUNDER)
Remedy + Fish Scale = Waterfall (WATER)
Remedy + Dragon Scale = Flash Flood (WATER)
Remedy + Water Gem = Flash Flood (WATER)
Remedy + Antarctic Wind = Snow Flurry (ICE)
Remedy + Arctic Wind = Icefall (ICE)
Remedy + Ice Gem = Icefall (ICE)
Remedy + Grenade = Blaster Mine (NON-ELEMENTAL)
Remedy + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Remedy + Sleeping Powder = Super Elixir (CURATIVE)
Remedy + Dream Powder = Super Elixir (CURATIVE)
Remedy + Silence Grenade = Super Elixir (CURATIVE)
Remedy + Smoke Bomb = Super Elixir (CURATIVE)
Remedy + Shadow Gem = Super Elixir (CURATIVE)
Remedy + Shining Gem = Super Elixir (CURATIVE)
Remedy + Blessed Gem = Super Elixir (CURATIVE)
Remedy + Supreme Gem = Super Elixir (CURATIVE)
Remedy + Poison Fang = Super Elixir (CURATIVE)
Remedy + Silver Hourglass = Super Elixir (CURATIVE)
Remedy + Gold Hourglass = Super Elixir (CURATIVE)
Remedy + Candle of Life = Super Elixir (CURATIVE)
Remedy + Petrify Grenade = Super Elixir (CURATIVE)
Remedy + Farplane Shadow = Super Elixir (CURATIVE)
Remedy + Farplane Wind = Super Elixir (CURATIVE)
Remedy + Dark Matter = Final Elixir (CURATIVE)
Remedy + Chocobo Feather = Super Elixir (CURATIVE)
Remedy + Chocobo Wing = Super Elixir (CURATIVE)
Remedy + Lunar Curtain = Mighty G (SPECIAL)
Remedy + Light Curtain = Mighty G (SPECIAL)
Remedy + Star Curtain = Mighty G (SPECIAL)
Remedy + Healing Spring = Super Elixir (CURATIVE)
Remedy + Mana Spring = Super Elixir (CURATIVE)
Remedy + Stamina Spring = Super Elixir (CURATIVE)
Remedy + Soul Spring = Super Elixir (CURATIVE)
Remedy + Purifying Salt = Super Elixir (CURATIVE)
Remedy + Stamina Tablet = Mega Vitality (SPECIAL)
Remedy + Mana Tablet = Hyper Mana (SPECIAL)
Remedy + Stamina Tonic = Hyper Vitality (SPECIAL)
Remedy + Mana Tonic = Hyper Mana (SPECIAL)
Remedy + Twin Stars = Freedom X (SPECIAL)
Remedy + Three Stars = Final Elixir (CURATIVE)
Remedy + Power Sphere = Mega Elixir (CURATIVE)
Remedy + Mana Sphere = Mega Elixir (CURATIVE)
Remedy + Speed Sphere = Mega Elixir (CURATIVE)
Remedy + Ability Sphere = Mega Elixir (CURATIVE)
Remedy + Fortune Sphere = Hero Drink (SPECIAL)
Remedy + Attribute Sphere = Super Elixir (CURATIVE)
Remedy + Special Sphere = Super Elixir (CURATIVE)
Remedy + Skill Sphere = Super Elixir (CURATIVE)
Remedy + White Magic Sphere = Super Elixir (CURATIVE)
Remedy + Black Magic Sphere = Super Elixir (CURATIVE)
Remedy + Master Sphere = Final Elixir (CURATIVE)
Remedy + Level 1 Key Sphere = Super Elixir (CURATIVE)
Remedy + Level 2 Key Sphere = Super Elixir (CURATIVE)
Remedy + Level 3 Key Sphere = Super Elixir (CURATIVE)
Remedy + Level 4 Key Sphere = Super Elixir (CURATIVE)
Remedy + HP Sphere = Super Elixir (CURATIVE)
Remedy + MP Sphere = Super Elixir (CURATIVE)
Remedy + Strength Sphere = Super Elixir (CURATIVE)
Remedy + Defense Sphere = Super Elixir (CURATIVE)
Remedy + Magic Sphere = Super Elixir (CURATIVE)
Remedy + Magic Defense Sphere = Super Elixir (CURATIVE)
Remedy + Agility Sphere = Super Elixir (CURATIVE)
Remedy + Evasion Sphere = Super Elixir (CURATIVE)
Remedy + Accuracy Sphere = Super Elixir (CURATIVE)
Remedy + Luck Sphere = Hero Drink (SPECIAL)
Remedy + Clear Sphere = Super Elixir (CURATIVE)
Remedy + Return Sphere = Super Elixir (CURATIVE)
Remedy + Friend Sphere = Super Elixir (CURATIVE)
Remedy + Teleport Sphere = Super Elixir (CURATIVE)
Remedy + Warp Sphere = Super Elixir (CURATIVE)
Remedy + Map = Mega Elixir (CURATIVE)
Remedy + Rename Card = Mega Elixir (CURATIVE)
Remedy + Musk = Mega Elixir (CURATIVE)
Remedy + Hypello Potion = Mega Elixir (CURATIVE)
Remedy + Shining Thorn = Mega Elixir (CURATIVE)
Remedy + Pendulum = Super Elixir (CURATIVE)
Remedy + Amulet = Super Elixir (CURATIVE)
Remedy + Designer Wallet = Hero Drink (SPECIAL)
Remedy + Door to Tomorrow = Super Elixir (CURATIVE)
Remedy + Wings to Discovery = Super Elixir (CURATIVE)
Remedy + Gambler's Spirit = Super Elixir (CURATIVE)
Remedy + Underdog's Secret = Super Elixir (CURATIVE)
Remedy + Winning Formula = Super Elixir (CURATIVE)

-->Sphere Distillers
--------------------

Power Distiller + Power Distiller = Mighty G (SPECIAL)
Power Distiller + Mana Distiller = Mighty G (SPECIAL)
Power Distiller + Agility Distiller = Mighty G (SPECIAL)
Power Distiller + Ability Distiller = Mighty G (SPECIAL)
Power Distiller + Al Bhed Potion = Ultra Potion (CURATIVE)
Power Distiller + Healing Water = Mega Elixir (CURATIVE)
Power Distiller + Tetra Elemental = Mega Elixir (CURATIVE)
Power Distiller + Bomb Fragment = Heat Blaster (FIRE)
Power Distiller + Bomb Core = Heat Blaster (FIRE)
Power Distiller + Fire Gem = Fire Storm (FIRE)
Power Distiller + Electro Marble = Thunderbolt (THUNDER)
Power Distiller + Lightning Marble = Thunderbolt (THUNDER)
Power Distiller + Lightning Gem = Rolling Thunder (THUNDER)
Power Distiller + Fish Scale = Waterfall (WATER)
Power Distiller + Dragon Scale = Waterfall (WATER)
Power Distiller + Water Gem = Flash Flood (WATER)
Power Distiller + Antarctic Wind = Snow Flurry (ICE)
Power Distiller + Arctic Wind = Snow Flurry (ICE)
Power Distiller + Ice Gem = Icefall (ICE)
Power Distiller + Grenade = Blaster Mine (NON-ELEMENTAL)
Power Distiller + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Power Distiller + Sleeping Powder = Ultra Cure (CURATIVE)
Power Distiller + Dream Powder = Ultra Cure (CURATIVE)
Power Distiller + Silence Grenade = Ultra Cure (CURATIVE)
Power Distiller + Smoke Bomb = Ultra Cure (CURATIVE)
Power Distiller + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Power Distiller + Shining Gem = Mega Elixir (CURATIVE)
Power Distiller + Blessed Gem = Mega Elixir (CURATIVE)
Power Distiller + Supreme Gem = Mega Elixir (CURATIVE)
Power Distiller + Poison Fang = Ultra Cure (CURATIVE)
Power Distiller + Silver Hourglass = Ultra Cure (CURATIVE)
Power Distiller + Gold Hourglass = Ultra Cure (CURATIVE)
Power Distiller + Candle of Life = Ultra Cure (CURATIVE)
Power Distiller + Petrify Grenade = Ultra Cure (CURATIVE)
Power Distiller + Farplane Shadow = Ultra Cure (CURATIVE)
Power Distiller + Farplane Wind = Ultra Cure (CURATIVE)
Power Distiller + Dark Matter = Final Elixir (CURATIVE)
Power Distiller + Chocobo Feather = Ultra Cure (CURATIVE)
Power Distiller + Chocobo Wing = Ultra Cure (CURATIVE)
Power Distiller + Lunar Curtain = Mighty Wall (SPECIAL)
Power Distiller + Light Curtain = Mighty Wall (SPECIAL)
Power Distiller + Star Curtain = Mighty Wall (SPECIAL)
Power Distiller + Healing Spring = Ultra Cure (CURATIVE)
Power Distiller + Mana Spring = Ultra Cure (CURATIVE)
Power Distiller + Stamina Spring = Ultra Cure (CURATIVE)
Power Distiller + Soul Spring = Ultra Cure (CURATIVE)
Power Distiller + Purifying Salt = Ultra Cure (CURATIVE)
Power Distiller + Stamina Tablet = Mega Vitality (SPECIAL)
Power Distiller + Mana Tablet = Hyper Mana (SPECIAL)
Power Distiller + Stamina Tonic = Hyper Vitality (SPECIAL)
Power Distiller + Mana Tonic = Hyper Mana (SPECIAL)
Power Distiller + Twin Stars = Freedom X (SPECIAL)
Power Distiller + Three Stars = Final Elixir (CURATIVE)
Power Distiller + Power Sphere = Mighty Wall (SPECIAL)
Power Distiller + Mana Sphere = Mighty Wall (SPECIAL)
Power Distiller + Speed Sphere = Mighty Wall (SPECIAL)
Power Distiller + Ability Sphere = Mighty Wall (SPECIAL)
Power Distiller + Fortune Sphere = Hero Drink (SPECIAL)
Power Distiller + Attribute Sphere = Super Elixir (CURATIVE)
Power Distiller + Special Sphere = Super Elixir (CURATIVE)
Power Distiller + Skill Sphere = Super Elixir (CURATIVE)
Power Distiller + White Magic Sphere = Super Elixir (CURATIVE)
Power Distiller + Black Magic Sphere = Super Elixir (CURATIVE)
Power Distiller + Master Sphere = Final Elixir (CURATIVE)
Power Distiller + Level 1 Key Sphere = Super Elixir (CURATIVE)
Power Distiller + Level 2 Key Sphere = Super Elixir (CURATIVE)
Power Distiller + Level 3 Key Sphere = Final Elixir (CURATIVE)
Power Distiller + Level 4 Key Sphere = Final Elixir (CURATIVE)
Power Distiller + HP Sphere = Super Elixir (CURATIVE)
Power Distiller + MP Sphere = Super Elixir (CURATIVE)
Power Distiller + Strength Sphere = Super Elixir (CURATIVE)
Power Distiller + Defense Sphere = Super Elixir (CURATIVE)
Power Distiller + Magic Sphere = Super Elixir (CURATIVE)
Power Distiller + Magic Defense Sphere = Super Elixir (CURATIVE)
Power Distiller + Agility Sphere = Super Elixir (CURATIVE)
Power Distiller + Evasion Sphere = Super Elixir (CURATIVE)
Power Distiller + Accuracy Sphere = Super Elixir (CURATIVE)
Power Distiller + Luck Sphere = Hero Drink (SPECIAL)
Power Distiller + Clear Sphere = Super Elixir (CURATIVE)
Power Distiller + Return Sphere = Super Elixir (CURATIVE)
Power Distiller + Friend Sphere = Super Elixir (CURATIVE)
Power Distiller + Teleport Sphere = Super Elixir (CURATIVE)
Power Distiller + Warp Sphere = Super Elixir (CURATIVE)
Power Distiller + Map = Pineapple (NON-ELEMENTAL)
Power Distiller + Rename Card = Pineapple (NON-ELEMENTAL)
Power Distiller + Musk = Ultra Cure (CURATIVE)
Power Distiller + Hypello Potion = Ultra Cure (CURATIVE)
Power Distiller + Shining Thorn = Ultra Cure (CURATIVE)
Power Distiller + Pendulum = Super Elixir (CURATIVE)
Power Distiller + Amulet = Super Elixir (CURATIVE)
Power Distiller + Designer Wallet = Hero Drink (SPECIAL)
Power Distiller + Door to Tomorrow = Super Elixir (CURATIVE)
Power Distiller + Wings to Discovery = Super Elixir (CURATIVE)
Power Distiller + Gambler's Spirit = Super Elixir (CURATIVE)
Power Distiller + Underdog's Secret = Super Elixir (CURATIVE)
Power Distiller + Winning Formula = Super Elixir (CURATIVE)

Mana Distiller + Mana Distiller = Mighty G (SPECIAL)
Mana Distiller + Agility Distiller = Mighty G (SPECIAL)
Mana Distiller + Ability Distiller = Mighty G (SPECIAL)
Mana Distiller + Al Bhed Potion = Ultra Potion (CURATIVE)
Mana Distiller + Healing Water = Mega Elixir (CURATIVE)
Mana Distiller + Tetra Elemental = Mega Elixir (CURATIVE)
Mana Distiller + Bomb Fragment = Heat Blaster (FIRE)
Mana Distiller + Bomb Core = Heat Blaster (FIRE)
Mana Distiller + Fire Gem = Fire Storm (FIRE)
Mana Distiller + Electro Marble = Thunderbolt (THUNDER)
Mana Distiller + Lightning Marble = Thunderbolt (THUNDER)
Mana Distiller + Lightning Gem = Rolling Thunder (THUNDER)
Mana Distiller + Fish Scale = Waterfall (WATER)
Mana Distiller + Dragon Scale = Waterfall (WATER)
Mana Distiller + Water Gem = Flash Flood (WATER)
Mana Distiller + Antarctic Wind = Snow Flurry (ICE)
Mana Distiller + Arctic Wind = Snow Flurry (ICE)
Mana Distiller + Ice Gem = Icefall (ICE)
Mana Distiller + Grenade = Blaster Mine (NON-ELEMENTAL)
Mana Distiller + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Mana Distiller + Sleeping Powder = Ultra Cure (CURATIVE)
Mana Distiller + Dream Powder = Ultra Cure (CURATIVE)
Mana Distiller + Silence Grenade = Ultra Cure (CURATIVE)
Mana Distiller + Smoke Bomb = Ultra Cure (CURATIVE)
Mana Distiller + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Mana Distiller + Shining Gem = Mega Elixir (CURATIVE)
Mana Distiller + Blessed Gem = Mega Elixir (CURATIVE)
Mana Distiller + Supreme Gem = Mega Elixir (CURATIVE)
Mana Distiller + Poison Fang = Ultra Cure (CURATIVE)
Mana Distiller + Silver Hourglass = Ultra Cure (CURATIVE)
Mana Distiller + Gold Hourglass = Ultra Cure (CURATIVE)
Mana Distiller + Candle of Life = Ultra Cure (CURATIVE)
Mana Distiller + Petrify Grenade = Ultra Cure (CURATIVE)
Mana Distiller + Farplane Shadow = Ultra Cure (CURATIVE)
Mana Distiller + Farplane Wind = Ultra Cure (CURATIVE)
Mana Distiller + Dark Matter = Final Elixir (CURATIVE)
Mana Distiller + Chocobo Feather = Ultra Cure (CURATIVE)
Mana Distiller + Chocobo Wing = Ultra Cure (CURATIVE)
Mana Distiller + Lunar Curtain = Mighty Wall (SPECIAL)
Mana Distiller + Light Curtain = Mighty Wall (SPECIAL)
Mana Distiller + Star Curtain = Mighty Wall (SPECIAL)
Mana Distiller + Healing Spring = Ultra Cure (CURATIVE)
Mana Distiller + Mana Spring = Ultra Cure (CURATIVE)
Mana Distiller + Stamina Spring = Ultra Cure (CURATIVE)
Mana Distiller + Soul Spring = Ultra Cure (CURATIVE)
Mana Distiller + Purifying Salt = Ultra Cure (CURATIVE)
Mana Distiller + Stamina Tablet = Mega Vitality (SPECIAL)
Mana Distiller + Mana Tablet = Hyper Mana (SPECIAL)
Mana Distiller + Stamina Tonic = Hyper Vitality (SPECIAL)
Mana Distiller + Mana Tonic = Hyper Mana (SPECIAL)
Mana Distiller + Twin Stars = Freedom X (SPECIAL)
Mana Distiller + Three Stars = Final Elixir (CURATIVE)
Mana Distiller + Power Sphere = Mighty Wall (SPECIAL)
Mana Distiller + Mana Sphere = Mighty Wall (SPECIAL)
Mana Distiller + Speed Sphere = Mighty Wall (SPECIAL)
Mana Distiller + Ability Sphere = Mighty Wall (SPECIAL)
Mana Distiller + Fortune Sphere = Hero Drink (SPECIAL)
Mana Distiller + Attribute Sphere = Super Elixir (CURATIVE)
Mana Distiller + Special Sphere = Super Elixir (CURATIVE)
Mana Distiller + Skill Sphere = Super Elixir (CURATIVE)
Mana Distiller + White Magic Sphere = Super Elixir (CURATIVE)
Mana Distiller + Black Magic Sphere = Super Elixir (CURATIVE)
Mana Distiller + Master Sphere = Final Elixir (CURATIVE)
Mana Distiller + Level 1 Key Sphere = Super Elixir (CURATIVE)
Mana Distiller + Level 2 Key Sphere = Super Elixir (CURATIVE)
Mana Distiller + Level 3 Key Sphere = Final Elixir (CURATIVE)
Mana Distiller + Level 4 Key Sphere = Final Elixir (CURATIVE)
Mana Distiller + HP Sphere = Super Elixir (CURATIVE)
Mana Distiller + MP Sphere = Super Elixir (CURATIVE)
Mana Distiller + Strength Sphere = Super Elixir (CURATIVE)
Mana Distiller + Defense Sphere = Super Elixir (CURATIVE)
Mana Distiller + Magic Sphere = Super Elixir (CURATIVE)
Mana Distiller + Magic Defense Sphere = Super Elixir (CURATIVE)
Mana Distiller + Agility Sphere = Super Elixir (CURATIVE)
Mana Distiller + Evasion Sphere = Super Elixir (CURATIVE)
Mana Distiller + Accuracy Sphere = Super Elixir (CURATIVE)
Mana Distiller + Luck Sphere = Hero Drink (SPECIAL)
Mana Distiller + Clear Sphere = Super Elixir (CURATIVE)
Mana Distiller + Return Sphere = Super Elixir (CURATIVE)
Mana Distiller + Friend Sphere = Super Elixir (CURATIVE)
Mana Distiller + Teleport Sphere = Super Elixir (CURATIVE)
Mana Distiller + Warp Sphere = Super Elixir (CURATIVE)
Mana Distiller + Map = Pineapple (NON-ELEMENTAL)
Mana Distiller + Rename Card = Pineapple (NON-ELEMENTAL)
Mana Distiller + Musk = Ultra Cure (CURATIVE)
Mana Distiller + Hypello Potion = Ultra Cure (CURATIVE)
Mana Distiller + Shining Thorn = Ultra Cure (CURATIVE)
Mana Distiller + Pendulum = Super Elixir (CURATIVE)
Mana Distiller + Amulet = Super Elixir (CURATIVE)
Mana Distiller + Designer Wallet = Hero Drink (SPECIAL)
Mana Distiller + Door to Tomorrow = Super Elixir (CURATIVE)
Mana Distiller + Wings to Discovery = Super Elixir (CURATIVE)
Mana Distiller + Gambler's Spirit = Super Elixir (CURATIVE)
Mana Distiller + Underdog's Secret = Super Elixir (CURATIVE)
Mana Distiller + Winning Formula = Super Elixir (CURATIVE)

Agility Distiller + Agility Distiller = Mighty G (SPECIAL)
Agility Distiller + Ability Distiller = Mighty G (SPECIAL)
Agility Distiller + Al Bhed Potion = Ultra Potion (CURATIVE)
Agility Distiller + Healing Water = Mega Elixir (CURATIVE)
Agility Distiller + Tetra Elemental = Mega Elixir (CURATIVE)
Agility Distiller + Bomb Fragment = Heat Blaster (FIRE)
Agility Distiller + Bomb Core = Heat Blaster (FIRE)
Agility Distiller + Fire Gem = Fire Storm (FIRE)
Agility Distiller + Electro Marble = Thunderbolt (THUNDER)
Agility Distiller + Lightning Marble = Thunderbolt (THUNDER)
Agility Distiller + Lightning Gem = Rolling Thunder (THUNDER)
Agility Distiller + Fish Scale = Waterfall (WATER)
Agility Distiller + Dragon Scale = Waterfall (WATER)
Agility Distiller + Water Gem = Flash Flood (WATER)
Agility Distiller + Antarctic Wind = Snow Flurry (ICE)
Agility Distiller + Arctic Wind = Snow Flurry (ICE)
Agility Distiller + Ice Gem = Icefall (ICE)
Agility Distiller + Grenade = Blaster Mine (NON-ELEMENTAL)
Agility Distiller + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Agility Distiller + Sleeping Powder = Ultra Cure (CURATIVE)
Agility Distiller + Dream Powder = Ultra Cure (CURATIVE)
Agility Distiller + Silence Grenade = Ultra Cure (CURATIVE)
Agility Distiller + Smoke Bomb = Ultra Cure (CURATIVE)
Agility Distiller + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Agility Distiller + Shining Gem = Mega Elixir (CURATIVE)
Agility Distiller + Blessed Gem = Mega Elixir (CURATIVE)
Agility Distiller + Supreme Gem = Mega Elixir (CURATIVE)
Agility Distiller + Poison Fang = Ultra Cure (CURATIVE)
Agility Distiller + Silver Hourglass = Ultra Cure (CURATIVE)
Agility Distiller + Gold Hourglass = Ultra Cure (CURATIVE)
Agility Distiller + Candle of Life = Ultra Cure (CURATIVE)
Agility Distiller + Petrify Grenade = Ultra Cure (CURATIVE)
Agility Distiller + Farplane Shadow = Ultra Cure (CURATIVE)
Agility Distiller + Farplane Wind = Ultra Cure (CURATIVE)
Agility Distiller + Dark Matter = Final Elixir (CURATIVE)
Agility Distiller + Chocobo Feather = Ultra Cure (CURATIVE)
Agility Distiller + Chocobo Wing = Ultra Cure (CURATIVE)
Agility Distiller + Lunar Curtain = Mighty Wall (SPECIAL)
Agility Distiller + Light Curtain = Mighty Wall (SPECIAL)
Agility Distiller + Star Curtain = Mighty Wall (SPECIAL)
Agility Distiller + Healing Spring = Ultra Cure (CURATIVE)
Agility Distiller + Mana Spring = Ultra Cure (CURATIVE)
Agility Distiller + Stamina Spring = Ultra Cure (CURATIVE)
Agility Distiller + Soul Spring = Ultra Cure (CURATIVE)
Agility Distiller + Purifying Salt = Ultra Cure (CURATIVE)
Agility Distiller + Stamina Tablet = Mega Vitality (SPECIAL)
Agility Distiller + Mana Tablet = Hyper Mana (SPECIAL)
Agility Distiller + Stamina Tonic = Hyper Vitality (SPECIAL)
Agility Distiller + Mana Tonic = Hyper Mana (SPECIAL)
Agility Distiller + Twin Stars = Freedom X (SPECIAL)
Agility Distiller + Three Stars = Final Elixir (CURATIVE)
Agility Distiller + Power Sphere = Mighty Wall (SPECIAL)
Agility Distiller + Mana Sphere = Mighty Wall (SPECIAL)
Agility Distiller + Speed Sphere = Mighty Wall (SPECIAL)
Agility Distiller + Ability Sphere = Mighty Wall (SPECIAL)
Agility Distiller + Fortune Sphere = Hero Drink (SPECIAL)
Agility Distiller + Attribute Sphere = Super Elixir (CURATIVE)
Agility Distiller + Special Sphere = Super Elixir (CURATIVE)
Agility Distiller + Skill Sphere = Super Elixir (CURATIVE)
Agility Distiller + White Magic Sphere = Super Elixir (CURATIVE)
Agility Distiller + Black Magic Sphere = Super Elixir (CURATIVE)
Agility Distiller + Master Sphere = Final Elixir (SPECIAL)
Agility Distiller + Level 1 Key Sphere = Super Elixir (CURATIVE)
Agility Distiller + Level 2 Key Sphere = Super Elixir (CURATIVE)
Agility Distiller + Level 3 Key Sphere = Final Elixir (CURATIVE)
Agility Distiller + Level 4 Key Sphere = Final Elixir (CURATIVE)
Agility Distiller + HP Sphere = Super Elixir (CURATIVE)
Agility Distiller + MP Sphere = Super Elixir (CURATIVE)
Agility Distiller + Strength Sphere = Super Elixir (CURATIVE)
Agility Distiller + Defense Sphere = Super Elixir (CURATIVE)
Agility Distiller + Magic Sphere = Super Elixir (CURATIVE)
Agility Distiller + Magic Defense Sphere = Super Elixir (CURATIVE)
Agility Distiller + Agility Sphere = Super Elixir (CURATIVE)
Agility Distiller + Evasion Sphere = Super Elixir (CURATIVE)
Agility Distiller + Accuracy Sphere = Super Elixir (CURATIVE)
Agility Distiller + Luck Sphere = Hero Drink (SPECIAL)
Agility Distiller + Clear Sphere = Super Elixir (CURATIVE)
Agility Distiller + Return Sphere = Super Elixir (CURATIVE)
Agility Distiller + Friend Sphere = Super Elixir (CURATIVE)
Agility Distiller + Teleport Sphere = Super Elixir (CURATIVE)
Agility Distiller + Warp Sphere = Super Elixir (CURATIVE)
Agility Distiller + Map = Pineapple (NON-ELEMENTAL)
Agility Distiller + Rename Card = Pineapple (NON-ELEMENTAL)
Agility Distiller + Musk = Ultra Cure (CURATIVE)
Agility Distiller + Hypello Potion = Ultra Cure (CURATIVE)
Agility Distiller + Shining Thorn = Ultra Cure (CURATIVE)
Agility Distiller + Pendulum = Super Elixir (CURATIVE)
Agility Distiller + Amulet = Super Elixir (CURATIVE)
Agility Distiller + Designer Wallet = Hero Drink (SPECIAL)
Agility Distiller + Door to Tomorrow = Super Elixir (CURATIVE)
Agility Distiller + Wings to Discovery = Super Elixir (CURATIVE)
Agility Distiller + Gambler's Spirit = Super Elixir (CURATIVE)
Agility Distiller + Underdog's Secret = Super Elixir (CURATIVE)
Agility Distiller + Winning Formula = Super Elixir (CURATIVE)

Ability Distiller + Ability Distiller = Mighty G (SPECIAL)
Ability Distiller + Al Bhed Potion = Ultra Potion (CURATIVE)
Ability Distiller + Healing Water = Mega Elixir (CURATIVE)
Ability Distiller + Tetra Elemental = Mega Elixir (CURATIVE)
Ability Distiller + Bomb Fragment = Heat Blaster (FIRE)
Ability Distiller + Bomb Core = Heat Blaster (FIRE)
Ability Distiller + Fire Gem = Fire Storm (FIRE)
Ability Distiller + Electro Marble = Thunderbolt (THUNDER)
Ability Distiller + Lightning Marble = Thunderbolt (THUNDER)
Ability Distiller + Lightning Gem = Rolling Thunder (THUNDER)
Ability Distiller + Fish Scale = Waterfall (WATER)
Ability Distiller + Dragon Scale = Waterfall (WATER)
Ability Distiller + Water Gem = Flash Flood (WATER)
Ability Distiller + Antarctic Wind = Snow Flurry (ICE)
Ability Distiller + Arctic Wind = Snow Flurry (ICE)
Ability Distiller + Ice Gem = Icefall (ICE)
Ability Distiller + Grenade = Blaster Mine (NON-ELEMENTAL)
Ability Distiller + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Ability Distiller + Sleeping Powder = Ultra Cure (CURATIVE)
Ability Distiller + Dream Powder = Ultra Cure (CURATIVE)
Ability Distiller + Silence Grenade = Ultra Cure (CURATIVE)
Ability Distiller + Smoke Bomb = Ultra Cure (CURATIVE)
Ability Distiller + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Ability Distiller + Shining Gem = Mega Elixir (CURATIVE)
Ability Distiller + Blessed Gem = Mega Elixir (CURATIVE)
Ability Distiller + Supreme Gem = Mega Elixir (CURATIVE)
Ability Distiller + Poison Fang = Ultra Cure (CURATIVE)
Ability Distiller + Silver Hourglass = Ultra Cure (CURATIVE)
Ability Distiller + Gold Hourglass = Ultra Cure (CURATIVE)
Ability Distiller + Candle of Life = Ultra Cure (CURATIVE)
Ability Distiller + Petrify Grenade = Ultra Cure (CURATIVE)
Ability Distiller + Farplane Shadow = Ultra Cure (CURATIVE)
Ability Distiller + Farplane Wind = Ultra Cure (CURATIVE)
Ability Distiller + Dark Matter = Final Elixir (CURATIVE)
Ability Distiller + Chocobo Feather = Ultra Cure (CURATIVE)
Ability Distiller + Chocobo Wing = Ultra Cure (CURATIVE)
Ability Distiller + Lunar Curtain = Mighty Wall (SPECIAL)
Ability Distiller + Light Curtain = Mighty Wall (SPECIAL)
Ability Distiller + Star Curtain = Mighty Wall (SPECIAL)
Ability Distiller + Healing Spring = Ultra Cure (CURATIVE)
Ability Distiller + Mana Spring = Ultra Cure (CURATIVE)
Ability Distiller + Stamina Spring = Ultra Cure (CURATIVE)
Ability Distiller + Soul Spring = Ultra Cure (CURATIVE)
Ability Distiller + Purifying Salt = Ultra Cure (CURATIVE)
Ability Distiller + Stamina Tablet = Mega Vitality (SPECIAL)
Ability Distiller + Mana Tablet = Hyper Mana (SPECIAL)
Ability Distiller + Stamina Tonic = Hyper Vitality (SPECIAL)
Ability Distiller + Mana Tonic = Hyper Mana (SPECIAL)
Ability Distiller + Twin Stars = Freedom X (SPECIAL)
Ability Distiller + Three Stars = Final Elixir (CURATIVE)
Ability Distiller + Power Sphere = Mighty Wall (SPECIAL)
Ability Distiller + Mana Sphere = Mighty Wall (SPECIAL)
Ability Distiller + Speed Sphere = Mighty Wall (SPECIAL)
Ability Distiller + Ability Sphere = Mighty Wall (SPECIAL)
Ability Distiller + Fortune Sphere = Hero Drink (SPECIAL)
Ability Distiller + Attribute Sphere = Super Elixir (CURATIVE)
Ability Distiller + Special Sphere = Super Elixir (CURATIVE)
Ability Distiller + Skill Sphere = Super Elixir (CURATIVE)
Ability Distiller + White Magic Sphere = Super Elixir (CURATIVE)
Ability Distiller + Black Magic Sphere = Super Elixir (CURATIVE)
Ability Distiller + Master Sphere = Final Elixir (SPECIAL)
Ability Distiller + Level 1 Key Sphere = Super Elixir (CURATIVE)
Ability Distiller + Level 2 Key Sphere = Super Elixir (CURATIVE)
Ability Distiller + Level 3 Key Sphere = Final Elixir (CURATIVE)
Ability Distiller + Level 4 Key Sphere = Final Elixir (CURATIVE)
Ability Distiller + HP Sphere = Super Elixir (CURATIVE)
Ability Distiller + MP Sphere = Super Elixir (CURATIVE)
Ability Distiller + Strength Sphere = Super Elixir (CURATIVE)
Ability Distiller + Defense Sphere = Super Elixir (CURATIVE)
Ability Distiller + Magic Sphere = Super Elixir (CURATIVE)
Ability Distiller + Magic Defense Sphere = Super Elixir (CURATIVE)
Ability Distiller + Agility Sphere = Super Elixir (CURATIVE)
Ability Distiller + Evasion Sphere = Super Elixir (CURATIVE)
Ability Distiller + Accuracy Sphere = Super Elixir (CURATIVE)
Ability Distiller + Luck Sphere = Hero Drink (SPECIAL)
Ability Distiller + Clear Sphere = Super Elixir (CURATIVE)
Ability Distiller + Return Sphere = Super Elixir (CURATIVE)
Ability Distiller + Friend Sphere = Super Elixir (CURATIVE)
Ability Distiller + Teleport Sphere = Super Elixir (CURATIVE)
Ability Distiller + Warp Sphere = Super Elixir (CURATIVE)
Ability Distiller + Map = Pineapple (NON-ELEMENTAL)
Ability Distiller + Rename Card = Pineapple (NON-ELEMENTAL)
Ability Distiller + Musk = Ultra Cure (CURATIVE)
Ability Distiller + Hypello Potion = Ultra Cure (CURATIVE)
Ability Distiller + Shining Thorn = Ultra Cure (CURATIVE)
Ability Distiller + Pendulum = Super Elixir (CURATIVE)
Ability Distiller + Amulet = Super Elixir (CURATIVE)
Ability Distiller + Designer Wallet = Hero Drink (SPECIAL)
Ability Distiller + Door to Tomorrow = Super Elixir (CURATIVE)
Ability Distiller + Wings to Discovery = Super Elixir (CURATIVE)
Ability Distiller + Gambler's Spirit = Super Elixir (CURATIVE)
Ability Distiller + Underdog's Secret = Super Elixir (CURATIVE)
Ability Distiller + Winning Formula = Super Elixir (CURATIVE)

-->Higher Restoring Items
-------------------------

Al Bhed Potion + Al Bhed Potion = Ultra Potion (CURATIVE)
Al Bhed Potion + Healing Water = Mega Elixir (CURATIVE)
Al Bhed Potion + Tetra Elemental = Mega Elixir (CURATIVE)
Al Bhed Potion + Bomb Fragment = Heat Blaster (FIRE)
Al Bhed Potion + Bomb Core = Fire Storm (FIRE)
Al Bhed Potion + Fire Gem = Fire Storm (FIRE)
Al Bhed Potion + Electro Marble = Thunderbolt (THUNDER)
Al Bhed Potion + Lightning Marble = Rolling Thunder (THUNDER)
Al Bhed Potion + Lightning Gem = Rolling Thunder (THUNDER)
Al Bhed Potion + Fish Scale = Waterfall (WATER)
Al Bhed Potion + Dragon Scale = Flash Flood (WATER)
Al Bhed Potion + Water Gem = Flash Flood (WATER)
Al Bhed Potion + Antarctic Wind = Snow Flurry (ICE)
Al Bhed Potion + Arctic Wind = Icefall (ICE)
Al Bhed Potion + Ice Gem = Icefall (ICE)
Al Bhed Potion + Grenade = Blaster Mine (NON-ELEMENTAL)
Al Bhed Potion + Frag Grenade = Blaster Mine (NON-ELEMENTAL)
Al Bhed Potion + Sleeping Powder = Ultra Cure (CURATIVE)
Al Bhed Potion + Dream Powder = Ultra Cure (CURATIVE)
Al Bhed Potion + Silence Grenade = Ultra Cure (CURATIVE)
Al Bhed Potion + Smoke Bomb = Ultra Cure (CURATIVE)
Al Bhed Potion + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Al Bhed Potion + Shining Gem = Mega Elixir (CURATIVE)
Al Bhed Potion + Blessed Gem = Mega Elixir (CURATIVE)
Al Bhed Potion + Supreme Gem = Mega Elixir (CURATIVE)
Al Bhed Potion + Poison Fang = Ultra Cure (CURATIVE)
Al Bhed Potion + Silver Hourglass = Ultra Cure (CURATIVE)
Al Bhed Potion + Gold Hourglass = Ultra Cure (CURATIVE)
Al Bhed Potion + Candle of Life = Ultra Cure (CURATIVE)
Al Bhed Potion + Petrify Grenade = Ultra Cure (CURATIVE)
Al Bhed Potion + Farplane Shadow = Ultra Cure (CURATIVE)
Al Bhed Potion + Farplane Wind = Ultra Cure (CURATIVE)
Al Bhed Potion + Dark Matter = Final Elixir (CURATIVE)
Al Bhed Potion + Chocobo Feather = Ultra Cure (CURATIVE)
Al Bhed Potion + Chocobo Wing = Ultra Cure (CURATIVE)
Al Bhed Potion + Lunar Curtain = Mighty G (SPECIAL)
Al Bhed Potion + Light Curtain = Mighty G (SPECIAL)
Al Bhed Potion + Star Curtain = Mighty G (SPECIAL)
Al Bhed Potion + Healing Spring = Mega Elixir (CURATIVE)
Al Bhed Potion + Mana Spring = Mega Elixir (CURATIVE)
Al Bhed Potion + Stamina Spring = Mega Elixir (CURATIVE)
Al Bhed Potion + Soul Spring = Mega Elixir (CURATIVE)
Al Bhed Potion + Purifying Salt = Mega Elixir (CURATIVE)
Al Bhed Potion + Stamina Tablet = Mega Vitality (SPECIAL)
Al Bhed Potion + Mana Tablet = Hyper Mana (SPECIAL)
Al Bhed Potion + Stamina Tonic = Hyper Vitality (SPECIAL)
Al Bhed Potion + Mana Tonic = Hyper Mana (SPECIAL)
Al Bhed Potion + Twin Stars = Freedom X (SPECIAL)
Al Bhed Potion + Three Stars = Mega Elixir (CURATIVE)
Al Bhed Potion + Power Sphere = Mega Elixir (CURATIVE)
Al Bhed Potion + Mana Sphere = Mega Elixir (CURATIVE)
Al Bhed Potion + Speed Sphere = Mega Elixir (CURATIVE)
Al Bhed Potion + Ability Sphere = Mega Elixir (CURATIVE)
Al Bhed Potion + Fortune Sphere = Hero Drink (SPECIAL)
Al Bhed Potion + Attribute Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Special Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Skill Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + White Magic Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Black Magic Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Master Sphere = Final Elixir (CURATIVE)
Al Bhed Potion + Level 1 Key Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Level 2 Key Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Level 3 Key Sphere = Final Elixir (CURATIVE)
Al Bhed Potion + Level 4 Key Sphere = Final Elixir (CURATIVE)
Al Bhed Potion + HP Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + MP Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Strength Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Defense Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Magic Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Magic Defense Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Agility Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Evasion Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Accuracy Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Luck Sphere = Hero Drink (SPECIAL)
Al Bhed Potion + Clear Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Return Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Friend Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Teleport Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Warp Sphere = Super Elixir (CURATIVE)
Al Bhed Potion + Map = Mega Elixir (CURATIVE)
Al Bhed Potion + Rename Card = Mega Elixir (CURATIVE)
Al Bhed Potion + Musk = Mighty G (SPECIAL)
Al Bhed Potion + Hypello Potion = Mighty G (SPECIAL)
Al Bhed Potion + Shining Thorn = Mighty G (SPECIAL)
Al Bhed Potion + Pendulum = Super Elixir (CURATVE)
Al Bhed Potion + Amulet = Super Elixir (CURATVE)
Al Bhed Potion + Designer Wallet = Hero Drink (SPECIAL)
Al Bhed Potion + Door to Tomorrow = Super Elixir (CURATIVE)
Al Bhed Potion + Wings to Discovery = Super Elixir (CURATIVE)
Al Bhed Potion + Gambler's Spirit = Super Elixir (CURATIVE)
Al Bhed Potion + Underdog's Secret = Super Elixir (CURATIVE)
Al Bhed Potion + Winning Formula = Super Elixir (CURATIVE)

Healing Water + Healing Water = Super Elixir (CURATIVE)
Healing Water + Tetra Elemental = Super Elixir (CURATIVE)
Healing Water + Bomb Fragment = Fire Storm (FIRE)
Healing Water + Bomb Core = Fire Storm (FIRE)
Healing Water + Fire Gem = Fire Storm (FIRE)
Healing Water + Electro Marble = Rolling Thunder (THUNDER)
Healing Water + Lightning Marble = Rolling Thunder (THUNDER)
Healing Water + Lightning Gem = Rolling Thunder (THUNDER)
Healing Water + Fish Scale = Flash Flood (WATER)
Healing Water + Dragon Scale = Flash Flood (WATER)
Healing Water + Water Gem = Flash Flood (WATER)
Healing Water + Antarctic Wind = Icefall (ICE)
Healing Water + Arctic Wind = Icefall (ICE)
Healing Water + Ice Gem = Icefall (ICE)
Healing Water + Grenade = Hazardous Shell (NON-ELEMENTAL)
Healing Water + Frag Grenade = Hazardous Shell (NON-ELEMENTAL)
Healing Water + Sleeping Powder = Super Elixir (CURATIVE)
Healing Water + Dream Powder = Super Elixir (CURATIVE)
Healing Water + Silence Grenade = Super Elixir (CURATIVE)
Healing Water + Smoke Bomb = Super Elixir (CURATIVE)
Healing Water + Shadow Gem = Super Elixir (CURATIVE)
Healing Water + Shining Gem = Super Elixir (CURATIVE)
Healing Water + Blessed Gem = Super Elixir (CURATIVE)
Healing Water + Supreme Gem = Super Elixir (CURATIVE)
Healing Water + Poison Fang = Super Elixir (CURATIVE)
Healing Water + Silver Hourglass = Super Elixir (CURATIVE)
Healing Water + Gold Hourglass = Super Elixir (CURATIVE)
Healing Water + Candle of Life = Super Elixir (CURATIVE)
Healing Water + Petrify Grenade = Super Elixir (CURATIVE)
Healing Water + Farplane Shadow = Super Elixir (CURATIVE)
Healing Water + Farplane Wind = Final Elixir (CURATIVE)
Healing Water + Dark Matter = Final Elixir (CURATIVE)
Healing Water + Chocobo Feather = Ultra Nul-All (SPECIAL)
Healing Water + Chocobo Wing = Ultra Nul-All (SPECIAL)
Healing Water + Lunar Curtain = Mighty G (SPECIAL)
Healing Water + Light Curtain = Mighty G (SPECIAL)
Healing Water + Star Curtain = Mighty G (SPECIAL)
Healing Water + Healing Spring = Super Elixir (CURATIVE)
Healing Water + Mana Spring = Super Elixir (CURATIVE)
Healing Water + Stamina Spring = Super Elixir (CURATIVE)
Healing Water + Soul Spring = Super Elixir (CURATIVE)
Healing Water + Purifying Salt = Super Elixir (CURATIVE)
Healing Water + Stamina Tablet = Mega Vitality (SPECIAL)
Healing Water + Mana Tablet = Hyper Mana (SPECIAL)
Healing Water + Stamina Tonic = Hyper Vitality (SPECIAL)
Healing Water + Mana Tonic = Hyper Mana (SPECIAL)
Healing Water + Twin Stars = Freedom X (SPECIAL)
Healing Water + Three Stars = Hyper Vitality (SPECIAL)
Healing Water + Power Sphere = Mega Elixir (CURATIVE)
Healing Water + Mana Sphere = Mega Elixir (CURATIVE)
Healing Water + Speed Sphere = Mega Elixir (CURATIVE)
Healing Water + Ability Sphere = Mega Elixir (CURATIVE)
Healing Water + Fortune Sphere = Hero Drink (SPECIAL)
Healing Water + Attribute Sphere = Super Elixir (CURATIVE)
Healing Water + Special Sphere = Super Elixir (CURATIVE)
Healing Water + Skill Sphere = Super Elixir (CURATIVE)
Healing Water + White Magic Sphere = Super Elixir (CURATIVE)
Healing Water + Black Magic Sphere = Super Elixir (CURATIVE)
Healing Water + Master Sphere = Final Elixir (CURATIVE)
Healing Water + Level 1 Key Sphere = Super Elixir (CURATIVE)
Healing Water + Level 2 Key Sphere = Super Elixir (CURATIVE)
Healing Water + Level 3 Key Sphere = Final Elixir (CURATIVE)
Healing Water + Level 4 Key Sphere = Final Elixir (CURATIVE)
Healing Water + HP Sphere = Super Elixir (CURATIVE)
Healing Water + MP Sphere = Super Elixir (CURATIVE)
Healing Water + Strength Sphere = Super Elixir (CURATIVE)
Healing Water + Defense Sphere = Super Elixir (CURATIVE)
Healing Water + Magic Sphere = Super Elixir (CURATIVE)
Healing Water + Magic Defense Sphere = Super Elixir (CURATIVE)
Healing Water + Agility Sphere = Super Elixir (CURATIVE)
Healing Water + Evasion Sphere = Super Elixir (CURATIVE)
Healing Water + Accuracy Sphere = Super Elixir (CURATIVE)
Healing Water + Luck Sphere = Hero Drink (SPECIAL)
Healing Water + Clear Sphere = Super Elixir (CURATIVE)
Healing Water + Return Sphere = Super Elixir (CURATIVE)
Healing Water + Friend Sphere = Super Elixir (CURATIVE)
Healing Water + Teleport Sphere = Final Elixir (CURATIVE)
Healing Water + Warp Sphere = Final Elixir (CURATIVE)
Healing Water + Map = Mega Elixir (CURATIVE)
Healing Water + Rename Card = Mega Elixir (CURATIVE)
Healing Water + Musk = Mighty G (SPECIAL)
Healing Water + Hypello Potion = Mighty G (SPECIAL)
Healing Water + Shining Thorn = Mighty G (SPECIAL)
Healing Water + Pendulum = Final Elixir (CURATIVE)
Healing Water + Amulet = Final Elixir (CURATIVE)
Healing Water + Designer Wallet = Hero Drink (SPECIAL)
Healing Water + Door to Tomorrow = Final Elixir (CURATIVE)
Healing Water + Wings to Discovery = Final Elixir (CURATIVE)
Healing Water + Gambler's Spirit = Final Elixir (CURATIVE)
Healing Water + Underdog's Secret = Final Elixir (CURATIVE)
Healing Water + Winning Formula = Final Elixir (CURATIVE)

-->Elemental Items
------------------

Tetra Elemental + Tetra Elemental = Super Elixir (CURATIVE)
Tetra Elemental + Bomb Fragment = Fire Storm (FIRE)
Tetra Elemental + Bomb Core = Fire Storm (FIRE)
Tetra Elemental + Fire Gem = Fire Storm (FIRE)
Tetra Elemental + Electro Marble = Rolling Thunder (THUNDER)
Tetra Elemental + Lightning Marble = Rolling Thunder (THUNDER)
Tetra Elemental + Lightning Gem = Rolling Thunder (THUNDER)
Tetra Elemental + Fish Scale = Flash Flood (WATER)
Tetra Elemental + Dragon Scale = Flash Flood (WATER)
Tetra Elemental + Water Gem = Flash Flood (WATER)
Tetra Elemental + Antarctic Wind = Icefall (ICE)
Tetra Elemental + Arctic Wind = Icefall (ICE)
Tetra Elemental + Ice Gem = Icefall (ICE)
Tetra Elemental + Grenade = Hazardous Shell (NON-ELEMENTAL)
Tetra Elemental + Frag Grenade = Hazardous Shell (NON-ELEMENTAL)
Tetra Elemental + Sleeping Powder = Super Elixir (CURATIVE)
Tetra Elemental + Dream Powder = Super Elixir (CURATIVE)
Tetra Elemental + Silence Grenade = Super Elixir (CURATIVE)
Tetra Elemental + Smoke Bomb = Super Elixir (CURATIVE)
Tetra Elemental + Shadow Gem = Super Elixir (CURATIVE)
Tetra Elemental + Shining Gem = Super Elixir (CURATIVE)
Tetra Elemental + Blessed Gem = Super Elixir (CURATIVE)
Tetra Elemental + Supreme Gem = Super Elixir (CURATIVE)
Tetra Elemental + Poison Fang = Super Elixir (CURATIVE)
Tetra Elemental + Silver Hourglass = Super Elixir (CURATIVE)
Tetra Elemental + Gold Hourglass = Super Elixir (CURATIVE)
Tetra Elemental + Candle of Life = Super Elixir (CURATIVE)
Tetra Elemental + Petrify Grenade = Super Elixir (CURATIVE)
Tetra Elemental + Farplane Shadow = Super Elixir (CURATIVE)
Tetra Elemental + Farplane Wind = Final Elixir (CURATIVE)
Tetra Elemental + Dark Matter = Final Elixir (CURATIVE)
Tetra Elemental + Chocobo Feather = Ultra Nul-All (SPECIAL)
Tetra Elemental + Chocobo Wing = Ultra Nul-All (SPECIAL)
Tetra Elemental + Lunar Curtain = Mighty G (SPECIAL)
Tetra Elemental + Light Curtain = Mighty G (SPECIAL)
Tetra Elemental + Star Curtain = Mighty G (SPECIAL)
Tetra Elemental + Healing Spring = Super Elixir (CURATIVE)
Tetra Elemental + Mana Spring = Super Elixir (CURATIVE)
Tetra Elemental + Stamina Spring = Super Elixir (CURATIVE)
Tetra Elemental + Soul Spring = Super Elixir (CURATIVE)
Tetra Elemental + Purifying Salt = Super Elixir (CURATIVE)
Tetra Elemental + Stamina Tablet = Mega Vitality (SPECIAL)
Tetra Elemental + Mana Tablet = Hyper Mana (SPECIAL)
Tetra Elemental + Stamina Tonic = Hyper Vitality (SPECIAL)
Tetra Elemental + Mana Tonic = Hyper Mana (SPECIAL)
Tetra Elemental + Twin Stars = Freedom X (SPECIAL)
Tetra Elemental + Three Stars = Hyper Vitality (SPECIAL)
Tetra Elemental + Power Sphere = Mega Elixir (CURATIVE)
Tetra Elemental + Mana Sphere = Mega Elixir (CURATIVE)
Tetra Elemental + Speed Sphere = Mega Elixir (CURATIVE)
Tetra Elemental + Ability Sphere = Mega Elixir (CURATIVE)
Tetra Elemental + Fortune Sphere = Hero Drink (SPECIAL)
Tetra Elemental + Attribute Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Special Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Skill Sphere = Super Elixir (CURATIVE)
Tetra Elemental + White Magic Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Black Magic Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Master Sphere = Final Elixir (CURATIVE)
Tetra Elemental + Level 1 Key Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Level 2 Key Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Level 3 Key Sphere = Final Elixir (CURATIVE)
Tetra Elemental + Level 4 Key Sphere = Final Elixir (CURATIVE)
Tetra Elemental + HP Sphere = Super Elixir (CURATIVE)
Tetra Elemental + MP Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Strength Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Defense Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Magic Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Magic Defense Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Agility Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Evasion Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Accuracy Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Luck Sphere = Hero Drink (SPECIAL)
Tetra Elemental + Clear Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Return Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Friend Sphere = Super Elixir (CURATIVE)
Tetra Elemental + Teleport Sphere = Final Elixir (CURATIVE)
Tetra Elemental + Warp Sphere = Final Elixir (CURATIVE)
Tetra Elemental + Map = Mega Elixir (CURATIVE)
Tetra Elemental + Rename Card = Mega Elixir (CURATIVE)
Tetra Elemental + Musk = Mighty G (SPECIAL)
Tetra Elemental + Hypello Potion = Mighty G (SPECIAL)
Tetra Elemental + Shining Thorn = Mighty G (SPECIAL)
Tetra Elemental + Pendulum = Final Elixir (CURATIVE)
Tetra Elemental + Amulet = Final Elixir (CURATIVE)
Tetra Elemental + Designer Wallet = Hero Drink (SPECIAL)
Tetra Elemental + Door to Tomorrow = Final Elixir (CURATIVE)
Tetra Elemental + Wings to Discovery = Final Elixir (CURATIVE)
Tetra Elemental + Gambler's Spirit = Final Elixir (CURATIVE)
Tetra Elemental + Underdog's Secret = Final Elixir (CURATIVE)
Tetra Elemental + Winning Formula = Final Elixir (CURATIVE)

Bomb Fragment + Bomb Fragment = Fire Storm (FIRE)
Bomb Fragment + Bomb Core = Fire Storm (FIRE)
Bomb Fragment + Fire Gem = Fire Storm (FIRE)
Bomb Fragment + Electro Marble = Pineapple (NON-ELEMENTAL)
Bomb Fragment + Lightning Marble = Pineapple (NON-ELEMENTAL)
Bomb Fragment + Lightning Gem = Pineapple (NON-ELEMENTAL)
Bomb Fragment + Fish Scale = Pineapple (NON-ELEMENTAL)
Bomb Fragment + Dragon Scale = Pineapple (NON-ELEMENTAL)
Bomb Fragment + Water Gem = Pineapple (NON-ELEMENTAL)
Bomb Fragment + Antarctic Wind = Grenade (NON-ELEMENTAL)
Bomb Fragment + Arctic Wind = Snow Flurry (ICE)
Bomb Fragment + Ice Gem = Snow Flurry (ICE)
Bomb Fragment + Grenade = Heat Blaster (FIRE)
Bomb Fragment + Frag Grenade = Heat Blaster (FIRE)
Bomb Fragment + Sleeping Powder = Brimstone (FIRE)
Bomb Fragment + Dream Powder = Brimstone (FIRE)
Bomb Fragment + Silence Grenade = Brimstone (FIRE)
Bomb Fragment + Smoke Bomb = Brimstone (FIRE)
Bomb Fragment + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Bomb Fragment + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Bomb Fragment + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Bomb Fragment + Supreme Gem = Tallboy (NON-ELEMENTAL)
Bomb Fragment + Poison Fang = Brimstone (FIRE)
Bomb Fragment + Silver Hourglass = Brimstone (FIRE)
Bomb Fragment + Gold Hourglass = Brimstone (FIRE)
Bomb Fragment + Candle of Life = Brimstone (FIRE)
Bomb Fragment + Petrify Grenade = Brimstone (FIRE)
Bomb Fragment + Farplane Shadow = Brimstone (FIRE)
Bomb Fragment + Farplane Wind = Brimstone (FIRE)
Bomb Fragment + Dark Matter = Quartet of 9 (SPECIAL)
Bomb Fragment + Chocobo Feather = Abaddon Flame (FIRE)
Bomb Fragment + Chocobo Wing = Abaddon Flame (FIRE)
Bomb Fragment + Lunar Curtain = Mighty G (SPECIAL)
Bomb Fragment + Light Curtain = Mighty G (SPECIAL)
Bomb Fragment + Star Curtain = Mighty G (SPECIAL)
Bomb Fragment + Healing Spring = Brimstone (FIRE)
Bomb Fragment + Mana Spring = Brimstone (FIRE)
Bomb Fragment + Stamina Spring = Brimstone (FIRE)
Bomb Fragment + Soul Spring = Brimstone (FIRE)
Bomb Fragment + Purifying Salt = Brimstone (FIRE)
Bomb Fragment + Stamina Tablet = Mega Vitality (SPECIAL)
Bomb Fragment + Mana Tablet = Hyper Mana (SPECIAL)
Bomb Fragment + Stamina Tonic = Hyper Vitality (SPECIAL)
Bomb Fragment + Mana Tonic = Hyper Mana (SPECIAL)
Bomb Fragment + Twin Stars = Freedom X (SPECIAL)
Bomb Fragment + Three Stars = Heat Blaster (FIRE)
Bomb Fragment + Power Sphere = Heat Blaster (FIRE)
Bomb Fragment + Mana Sphere = Heat Blaster (FIRE)
Bomb Fragment + Speed Sphere = Heat Blaster (FIRE)
Bomb Fragment + Ability Sphere = Heat Blaster (FIRE)
Bomb Fragment + Fortune Sphere = Hero Drink (SPECIAL)
Bomb Fragment + Attribute Sphere = Heat Blaster (FIRE)
Bomb Fragment + Special Sphere = Heat Blaster (FIRE)
Bomb Fragment + Skill Sphere = Heat Blaster (FIRE)
Bomb Fragment + White Magic Sphere = Heat Blaster (FIRE)
Bomb Fragment + Black Magic Sphere = Heat Blaster (FIRE)
Bomb Fragment + Master Sphere = Burning Soul (FIRE)
Bomb Fragment + Level 1 Key Sphere = Heat Blaster (FIRE)
Bomb Fragment + Level 2 Key Sphere = Fire Storm (FIRE)
Bomb Fragment + Level 3 Key Sphere = Burning Soul (FIRE)
Bomb Fragment + Level 4 Key Sphere = Burning Soul (FIRE)
Bomb Fragment + HP Sphere = Burning Soul (FIRE)
Bomb Fragment + MP Sphere = Burning Soul (FIRE)
Bomb Fragment + Strength Sphere = Burning Soul (FIRE)
Bomb Fragment + Defense Sphere = Burning Soul (FIRE)
Bomb Fragment + Magic Sphere = Burning Soul (FIRE)
Bomb Fragment + Magic Defense Sphere = Burning Soul (FIRE)
Bomb Fragment + Agility Sphere = Burning Soul (FIRE)
Bomb Fragment + Evasion Sphere = Burning Soul (FIRE)
Bomb Fragment + Accuracy Sphere = Burning Soul (FIRE)
Bomb Fragment + Luck Sphere = Miracle Drink (SPECIAL)
Bomb Fragment + Clear Sphere = Fire Storm (FIRE)
Bomb Fragment + Return Sphere = Burning Soul (FIRE)
Bomb Fragment + Friend Sphere = Burning Soul (FIRE)
Bomb Fragment + Teleport Sphere = Burning Soul (FIRE)
Bomb Fragment + Warp Sphere = Burning Soul (FIRE)
Bomb Fragment + Map = Heat Blaster (FIRE)
Bomb Fragment + Rename Card = Heat Blaster (FIRE)
Bomb Fragment + Musk = Brimstone (FIRE)
Bomb Fragment + Hypello Potion = Brimstone (FIRE)
Bomb Fragment + Shining Thorn = Brimstone (FIRE)
Bomb Fragment + Pendulum = Burning Soul (FIRE)
Bomb Fragment + Amulet = Burning Soul (FIRE)
Bomb Fragment + Designer Wallet = Miracle Drink (SPECIAL)
Bomb Fragment + Door to Tomorrow = Burning Soul (FIRE)
Bomb Fragment + Wings to Discovery = Burning Soul (FIRE)
Bomb Fragment + Gambler's Spirit = Burning Soul (FIRE)
Bomb Fragment + Underdog's Secret = Burning Soul (FIRE)
Bomb Fragment + Winning Formula = Burning Soul (FIRE)

Bomb Core + Bomb Core = Fire Storm (FIRE)
Bomb Core + Fire Gem = Fire Storm (FIRE)
Bomb Core + Electro Marble = Pineapple (NON-ELEMENTAL)
Bomb Core + Lightning Marble = Pineapple (NON-ELEMENTAL)
Bomb Core + Lightning Gem = Potato Masher (NON-ELEMENTAL)
Bomb Core + Fish Scale = Pineapple (NON-ELEMENTAL)
Bomb Core + Dragon Scale = Pineapple (NON-ELEMENTAL)
Bomb Core + Water Gem = Potato Masher (NON-ELEMENTAL)
Bomb Core + Antarctic Wind = Heat Blaster (FIRE)
Bomb Core + Arctic Wind = Grenade (NON-ELEMENTAL)
Bomb Core + Ice Gem = Snow Flurry (ICE)
Bomb Core + Grenade = Heat Blaster (FIRE)
Bomb Core + Frag Grenade = Fire Storm (FIRE)
Bomb Core + Sleeping Powder = Brimstone (FIRE)
Bomb Core + Dream Powder = Abaddon Flame (FIRE)
Bomb Core + Silence Grenade = Brimstone (FIRE)
Bomb Core + Smoke Bomb = Brimstone (FIRE)
Bomb Core + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Bomb Core + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Bomb Core + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Bomb Core + Supreme Gem = Tallboy (NON-ELEMENTAL)
Bomb Core + Poison Fang = Brimstone (FIRE)
Bomb Core + Silver Hourglass = Brimstone (FIRE)
Bomb Core + Gold Hourglass = Brimstone (FIRE)
Bomb Core + Candle of Life = Brimstone (FIRE)
Bomb Core + Petrify Grenade = Brimstone (FIRE)
Bomb Core + Farplane Shadow = Abaddon Flame (FIRE)
Bomb Core + Farplane Wind = Abaddon Flame (FIRE)
Bomb Core + Dark Matter = Trio of 9999 (SPECIAL)
Bomb Core + Chocobo Feather = Abaddon Flame (FIRE)
Bomb Core + Chocobo Wing = Abaddon Flame (FIRE)
Bomb Core + Lunar Curtain = Super Mighty G (SPECIAL)
Bomb Core + Light Curtain = Super Mighty G (SPECIAL)
Bomb Core + Star Curtain = Super Mighty G (SPECIAL)
Bomb Core + Healing Spring = Brimstone (FIRE)
Bomb Core + Mana Spring = Brimstone (FIRE)
Bomb Core + Stamina Spring = Brimstone (FIRE)
Bomb Core + Soul Spring = Brimstone (FIRE)
Bomb Core + Purifying Salt = Brimstone (FIRE)
Bomb Core + Stamina Tablet = Mega Vitality (SPECIAL)
Bomb Core + Mana Tablet = Hyper Mana (SPECIAL)
Bomb Core + Stamina Tonic = Hyper Vitality (SPECIAL)
Bomb Core + Mana Tonic = Hyper Mana (SPECIAL)
Bomb Core + Twin Stars = Freedom X (SPECIAL)
Bomb Core + Three Stars = Fire Storm (FIRE)
Bomb Core + Power Sphere = Heat Blaster (FIRE)
Bomb Core + Mana Sphere = Heat Blaster (FIRE)
Bomb Core + Speed Sphere = Heat Blaster (FIRE)
Bomb Core + Ability Sphere = Heat Blaster (FIRE)
Bomb Core + Fortune Sphere = Miracle Drink (SPECIAL)
Bomb Core + Attribute Sphere = Heat Blaster (FIRE)
Bomb Core + Special Sphere = Fire Storm (FIRE)
Bomb Core + Skill Sphere = Fire Storm (FIRE)
Bomb Core + White Magic Sphere = Fire Storm (FIRE)
Bomb Core + Black Magic Sphere = Fire Storm (FIRE)
Bomb Core + Master Sphere = Burning Soul (FIRE)
Bomb Core + Level 1 Key Sphere = Fire Storm (FIRE)
Bomb Core + Level 2 Key Sphere = Burning Soul (FIRE)
Bomb Core + Level 3 Key Sphere = Burning Soul (FIRE)
Bomb Core + Level 4 Key Sphere = Burning Soul (FIRE)
Bomb Core + HP Sphere = Burning Soul (FIRE)
Bomb Core + MP Sphere = Burning Soul (FIRE)
Bomb Core + Strength Sphere = Burning Soul (FIRE)
Bomb Core + Defense Sphere = Burning Soul (FIRE)
Bomb Core + Magic Sphere = Burning Soul (FIRE)
Bomb Core + Magic Defense Sphere = Burning Soul (FIRE)
Bomb Core + Agility Sphere = Burning Soul (FIRE)
Bomb Core + Evasion Sphere = Burning Soul (FIRE)
Bomb Core + Accuracy Sphere = Burning Soul (FIRE)
Bomb Core + Luck Sphere = Miracle Drink (SPECIAL)
Bomb Core + Clear Sphere = Fire Storm (FIRE)
Bomb Core + Return Sphere = Burning Soul (FIRE)
Bomb Core + Friend Sphere = Burning Soul (FIRE)
Bomb Core + Teleport Sphere = Burning Soul (FIRE)
Bomb Core + Warp Sphere = Burning Soul (FIRE)
Bomb Core + Map = Heat Blaster (FIRE)
Bomb Core + Rename Card = Heat Blaster (FIRE)
Bomb Core + Musk = Brimstone (FIRE)
Bomb Core + Hypello Potion = Brimstone (FIRE)
Bomb Core + Shining Thorn = Brimstone (FIRE)
Bomb Core + Pendulum = Quartet of 9 (SPECIAL)
Bomb Core + Amulet = Quartet of 9 (SPECIAL)
Bomb Core + Designer Wallet = Miracle Drink (SPECIAL)
Bomb Core + Door to Tomorrow = Quartet of 9 (SPECIAL)
Bomb Core + Wings to Discovery = Quartet of 9 (SPECIAL)
Bomb Core + Gambler's Spirit = Quartet of 9 (SPECIAL)
Bomb Core + Underdog's Secret = Quartet of 9 (SPECIAL)
Bomb Core + Winning Formula = Quartet of 9 (SPECIAL)

Fire Gem + Fire Gem = Fire Storm (FIRE)
Fire Gem + Electro Marble = Pineapple (NON-ELEMENTAL)
Fire Gem + Lightning Marble = Potato Masher (NON-ELEMENTAL)
Fire Gem + Lightning Gem = Potato Masher (NON-ELEMENTAL)
Fire Gem + Fish Scale = Pineapple (NON-ELEMENTAL)
Fire Gem + Dragon Scale = Potato Masher (NON-ELEMENTAL)
Fire Gem + Water Gem = Potato Masher (NON-ELEMENTAL)
Fire Gem + Antarctic Wind = Heat Blaster (FIRE)
Fire Gem + Arctic Wind = Heat Blaster (FIRE)
Fire Gem + Ice Gem = Grenade (NON-ELEMENTAL)
Fire Gem + Grenade = Fire Storm (FIRE)
Fire Gem + Frag Grenade = Fire Storm (FIRE)
Fire Gem + Sleeping Powder = Abaddon Flame (FIRE)
Fire Gem + Dream Powder = Abaddon Flame (FIRE)
Fire Gem + Silence Grenade = Abaddon Flame (FIRE)
Fire Gem + Smoke Bomb = Abaddon Flame (FIRE)
Fire Gem + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Fire Gem + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Fire Gem + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Fire Gem + Supreme Gem = Tallboy (NON-ELEMENTAL)
Fire Gem + Poison Fang = Abaddon Flame (FIRE)
Fire Gem + Silver Hourglass = Abaddon Flame (FIRE)
Fire Gem + Gold Hourglass = Abaddon Flame (FIRE)
Fire Gem + Candle of Life = Abaddon Flame (FIRE)
Fire Gem + Petrify Grenade = Abaddon Flame (FIRE)
Fire Gem + Farplane Shadow = Abaddon Flame (FIRE)
Fire Gem + Farplane Wind = Abaddon Flame (FIRE)
Fire Gem + Dark Matter = Sunburst (NON-ELEMENTAL)
Fire Gem + Chocobo Feather = Abaddon Flame (FIRE)
Fire Gem + Chocobo Wing = Abaddon Flame (FIRE)
Fire Gem + Lunar Curtain = Super Mighty G (SPECIAL)
Fire Gem + Light Curtain = Super Mighty G (SPECIAL)
Fire Gem + Star Curtain = Super Mighty G (SPECIAL)
Fire Gem + Healing Spring = Abaddon Flame (FIRE)
Fire Gem + Mana Spring = Abaddon Flame (FIRE)
Fire Gem + Stamina Spring = Abaddon Flame (FIRE)
Fire Gem + Soul Spring = Abaddon Flame (FIRE)
Fire Gem + Purifying Salt = Abaddon Flame (FIRE)
Fire Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Fire Gem + Mana Tablet = Hyper Mana (SPECIAL)
Fire Gem + Stamina Tonic = Hyper Vitality (SPECIAL)
Fire Gem + Mana Tonic = Hyper Mana (SPECIAL)
Fire Gem + Twin Stars = Freedom X (SPECIAL)
Fire Gem + Three Stars = Hot Spurs (SPECIAL)
Fire Gem + Power Sphere = Fire Storm (FIRE)
Fire Gem + Mana Sphere = Fire Storm (FIRE)
Fire Gem + Speed Sphere = Fire Storm (FIRE)
Fire Gem + Ability Sphere = Fire Storm (FIRE)
Fire Gem + Fortune Sphere = Miracle Drink (SPECIAL)
Fire Gem + Attribute Sphere = Fire Storm (FIRE)
Fire Gem + Special Sphere = Burning Soul (FIRE)
Fire Gem + Skill Sphere = Burning Soul (FIRE)
Fire Gem + White Magic Sphere = Burning Soul (FIRE)
Fire Gem + Black Magic Sphere = Burning Soul (FIRE)
Fire Gem + Master Sphere = Burning Soul (FIRE)
Fire Gem + Level 1 Key Sphere = Burning Soul (FIRE)
Fire Gem + Level 2 Key Sphere = Burning Soul (FIRE)
Fire Gem + Level 3 Key Sphere = Burning Soul (FIRE)
Fire Gem + Level 4 Key Sphere = Burning Soul (FIRE)
Fire Gem + HP Sphere = Burning Soul (FIRE)
Fire Gem + MP Sphere = Burning Soul (FIRE)
Fire Gem + Strength Sphere = Burning Soul (FIRE)
Fire Gem + Defense Sphere = Burning Soul (FIRE)
Fire Gem + Magic Sphere = Burning Soul (FIRE)
Fire Gem + Magic Defense Sphere = Burning Soul (FIRE)
Fire Gem + Agility Sphere = Burning Soul (FIRE)
Fire Gem + Evasion Sphere = Burning Soul (FIRE)
Fire Gem + Accuracy Sphere = Burning Soul (FIRE)
Fire Gem + Luck Sphere = Miracle Drink (SPECIAL)
Fire Gem + Clear Sphere = Fire Storm (FIRE)
Fire Gem + Return Sphere = Burning Soul (FIRE)
Fire Gem + Friend Sphere = Burning Soul (FIRE)
Fire Gem + Teleport Sphere = Burning Soul (FIRE)
Fire Gem + Warp Sphere = Burning Soul (FIRE)
Fire Gem + Map = Heat Blaster (FIRE)
Fire Gem + Rename Card = Heat Blaster (FIRE)
Fire Gem + Musk = Abaddon Flame (FIRE)
Fire Gem + Hypello Potion = Abaddon Flame (FIRE)
Fire Gem + Shining Thorn = Abaddon Flame (FIRE)
Fire Gem + Pendulum = Quartet of 9 (SPECIAL)
Fire Gem + Amulet = Quartet of 9 (SPECIAL)
Fire Gem + Designer Wallet = Miracle Drink (SPECIAL)
Fire Gem + Door to Tomorrow = Quartet of 9 (SPECIAL)
Fire Gem + Wings to Discovery = Quartet of 9 (SPECIAL)
Fire Gem + Gambler's Spirit = Quartet of 9 (SPECIAL)
Fire Gem + Underdog's Secret = Quartet of 9 (SPECIAL)
Fire Gem + Winning Formula = Quartet of 9 (SPECIAL)

Electro Marble + Electro Marble = Rolling Thunder (THUNDER)
Electro Marble + Lightning Marble = Rolling Thunder (THUNDER)
Electro Marble + Lightning Gem = Rolling Thunder (THUNDER)
Electro Marble + Fish Scale = Grenade (NON-ELEMENTAL)
Electro Marble + Dragon Scale = Waterfall (WATER)
Electro Marble + Water Gem = Waterfall (WATER)
Electro Marble + Antarctic Wind = Pineapple (NON-ELEMENTAL)
Electro Marble + Arctic Wind = Pineapple (NON-ELEMENTAL)
Electro Marble + Ice Gem = Pineapple (NON-ELEMENTAL)
Electro Marble + Grenade = Thunderbolt (THUNDER)
Electro Marble + Frag Grenade = Thunderbolt (THUNDER)
Electro Marble + Sleeping Powder = Electroshock (THUNDER)
Electro Marble + Dream Powder = Electroshock (THUNDER)
Electro Marble + Silence Grenade = Electroshock (THUNDER)
Electro Marble + Smoke Bomb = Electroshock (THUNDER)
Electro Marble + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Electro Marble + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Electro Marble + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Electro Marble + Supreme Gem = Tallboy (NON-ELEMENTAL)
Electro Marble + Poison Fang = Electroshock (THUNDER)
Electro Marble + Silver Hourglass = Electroshock (THUNDER)
Electro Marble + Gold Hourglass = Electroshock (THUNDER)
Electro Marble + Candle of Life = Electroshock (THUNDER)
Electro Marble + Petrify Grenade = Electroshock (THUNDER)
Electro Marble + Farplane Shadow = Electroshock (THUNDER)
Electro Marble + Farplane Wind = Electroshock (THUNDER)
Electro Marble + Dark Matter = Quartet of 9 (SPECIAL)
Electro Marble + Chocobo Feather = Electroshock (THUNDER)
Electro Marble + Chocobo Wing = Electroshock (THUNDER)
Electro Marble + Lunar Curtain = Mighty G (SPECIAL)
Electro Marble + Light Curtain = Mighty G (SPECIAL)
Electro Marble + Star Curtain = Mighty G (SPECIAL)
Electro Marble + Healing Spring = Electroshock (THUNDER)
Electro Marble + Mana Spring = Electroshock (THUNDER)
Electro Marble + Stamina Spring = Electroshock (THUNDER)
Electro Marble + Soul Spring = Electroshock (THUNDER)
Electro Marble + Purifying Salt = Electroshock (THUNDER)
Electro Marble + Stamina Tablet = Mega Vitality (SPECIAL)
Electro Marble + Mana Tablet = Hyper Mana (SPECIAL)
Electro Marble + Stamina Tonic = Hyper Vitality (SPECIAL)
Electro Marble + Mana Tonic = Hyper Mana (SPECIAL)
Electro Marble + Twin Stars = Freedom X (SPECIAL)
Electro Marble + Three Stars = Thunderbolt (THUNDER)
Electro Marble + Power Sphere = Thunderbolt (THUNDER)
Electro Marble + Mana Sphere = Thunderbolt (THUNDER)
Electro Marble + Speed Sphere = Thunderbolt (THUNDER)
Electro Marble + Ability Sphere = Thunderbolt (THUNDER)
Electro Marble + Fortune Sphere = Hero Drink (SPECIAL)
Electro Marble + Attribute Sphere = Thunderbolt (THUNDER)
Electro Marble + Special Sphere = Thunderbolt (THUNDER)
Electro Marble + Skill Sphere = Thunderbolt (THUNDER)
Electro Marble + White Magic Sphere = Thunderbolt (THUNDER)
Electro Marble + Black Magic Sphere = Thunderbolt (THUNDER)
Electro Marble + Master Sphere = Lightning Bolt (THUNDER)
Electro Marble + Level 1 Key Sphere = Thunderbolt (THUNDER)
Electro Marble + Level 2 Key Sphere = Rolling Thunder (THUNDER)
Electro Marble + Level 3 Key Sphere = Lightning Bolt (THUNDER)
Electro Marble + Level 4 Key Sphere = Lightning Bolt (THUNDER)
Electro Marble + HP Sphere = Lightning Bolt (THUNDER)
Electro Marble + MP Sphere = Lightning Bolt (THUNDER)
Electro Marble + Strength Sphere = Lightning Bolt (THUNDER)
Electro Marble + Defense Sphere = Lightning Bolt (THUNDER)
Electro Marble + Magic Sphere = Lightning Bolt (THUNDER)
Electro Marble + Magic Defense Sphere = Lightning Bolt (THUNDER)
Electro Marble + Agility Sphere = Lightning Bolt (THUNDER)
Electro Marble + Evasion Sphere = Lightning Bolt (THUNDER)
Electro Marble + Accuracy Sphere = Lightning Bolt (THUNDER)
Electro Marble + Luck Sphere = Miracle Drink (SPECIAL)
Electro Marble + Clear Sphere = Rolling Thunder (THUNDER)
Electro Marble + Return Sphere = Lightning Bolt (THUNDER)
Electro Marble + Friend Sphere = Lightning Bolt (THUNDER)
Electro Marble + Teleport Sphere = Lightning Bolt (THUNDER)
Electro Marble + Warp Sphere = Lightning Bolt (THUNDER)
Electro Marble + Map = Thunderbolt (THUNDER)
Electro Marble + Rename Card = Thunderbolt (THUNDER)
Electro Marble + Musk = Electroshock (THUNDER)
Electro Marble + Hypello Potion = Electroshock (THUNDER)
Electro Marble + Shining Thorn = Electroshock (THUNDER)
Electro Marble + Pendulum = Lightning Bolt (THUNDER)
Electro Marble + Amulet = Lightning Bolt (THUNDER)
Electro Marble + Designer Wallet = Miracle Drink (SPECIAL)
Electro Marble + Door to Tomorrow = Lightning Bolt (THUNDER)
Electro Marble + Wings to Discovery = Lightning Bolt (THUNDER)
Electro Marble + Gambler's Spirit = Lightning Bolt (THUNDER)
Electro Marble + Underdog's Secret = Lightning Bolt (THUNDER)
Electro Marble + Winning Formula = Lightning Bolt (THUNDER)

Lightning Marble + Lightning Marble = Rolling Thunder (THUNDER)
Lightning Marble + Lightning Gem = Rolling Thunder (THUNDER)
Lightning Marble + Fish Scale = Thunderbolt (THUNDER)
Lightning Marble + Dragon Scale = Grenade (NON-ELEMENTAL)
Lightning Marble + Water Gem = Waterfall (WATER)
Lightning Marble + Antarctic Wind = Pineapple (NON-ELEMENTAL)
Lightning Marble + Arctic Wind = Pineapple (NON-ELEMENTAL)
Lightning Marble + Ice Gem = Potato Masher (NON-ELEMENTAL)
Lightning Marble + Grenade = Thunderbolt (THUNDER)
Lightning Marble + Frag Grenade = Rolling Thunder (THUNDER)
Lightning Marble + Sleeping Powder = Electroshock (THUNDER)
Lightning Marble + Dream Powder = Thunderblast (THUNDER)
Lightning Marble + Silence Grenade = Electroshock (THUNDER)
Lightning Marble + Smoke Bomb = Electroshock (THUNDER)
Lightning Marble + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Lightning Marble + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Lightning Marble + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Lightning Marble + Supreme Gem = Tallboy (NON-ELEMENTAL)
Lightning Marble + Poison Fang = Electroshock (THUNDER)
Lightning Marble + Silver Hourglass = Electroshock (THUNDER)
Lightning Marble + Gold Hourglass = Electroshock (THUNDER)
Lightning Marble + Candle of Life = Electroshock (THUNDER)
Lightning Marble + Petrify Grenade = Electroshock (THUNDER)
Lightning Marble + Farplane Shadow = Thunderblast (THUNDER)
Lightning Marble + Farplane Wind = Thunderblast (THUNDER)
Lightning Marble + Dark Matter = Trio of 9999 (SPECIAL)
Lightning Marble + Chocobo Feather = Electroshock (THUNDER)
Lightning Marble + Chocobo Wing = Electroshock (THUNDER)
Lightning Marble + Lunar Curtain = Super Mighty G (SPECIAL)
Lightning Marble + Light Curtain = Super Mighty G (SPECIAL)
Lightning Marble + Star Curtain = Super Mighty G (SPECIAL)
Lightning Marble + Healing Spring = Electroshock (THUNDER)
Lightning Marble + Mana Spring = Electroshock (THUNDER)
Lightning Marble + Stamina Spring = Electroshock (THUNDER)
Lightning Marble + Soul Spring = Electroshock (THUNDER)
Lightning Marble + Purifying Salt = Electroshock (THUNDER)
Lightning Marble + Stamina Tablet = Mega Vitality (SPECIAL)
Lightning Marble + Mana Tablet = Hyper Mana (SPECIAL)
Lightning Marble + Stamina Tonic = Hyper Vitality (SPECIAL)
Lightning Marble + Mana Tonic = Hyper Mana (SPECIAL)
Lightning Marble + Twin Stars = Freedom X (SPECIAL)
Lightning Marble + Three Stars = Rolling Thunder (THUNDER)
Lightning Marble + Power Sphere = Thunderbolt (THUNDER)
Lightning Marble + Mana Sphere = Thunderbolt (THUNDER)
Lightning Marble + Speed Sphere = Thunderbolt (THUNDER)
Lightning Marble + Ability Sphere = Thunderbolt (THUNDER)
Lightning Marble + Fortune Sphere = Miracle Drink (SPECIAL)
Lightning Marble + Attribute Sphere = Thunderbolt (THUNDER)
Lightning Marble + Special Sphere = Rolling Thunder (THUNDER)
Lightning Marble + Skill Sphere = Rolling Thunder (THUNDER)
Lightning Marble + White Magic Sphere = Rolling Thunder (THUNDER)
Lightning Marble + Black Magic Sphere = Rolling Thunder (THUNDER)
Lightning Marble + Master Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Level 1 Key Sphere = Rolling Thunder (THUNDER)
Lightning Marble + Level 2 Key Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Level 3 Key Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Level 4 Key Sphere = Lightning Bolt (THUNDER)
Lightning Marble + HP Sphere = Lightning Bolt (THUNDER)
Lightning Marble + MP Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Strength Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Defense Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Magic Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Magic Defense Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Agility Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Evasion Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Accuracy Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Luck Sphere = Miracle Drink (SPECIAL)
Lightning Marble + Clear Sphere = Rolling Thunder (THUNDER)
Lightning Marble + Return Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Friend Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Teleport Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Warp Sphere = Lightning Bolt (THUNDER)
Lightning Marble + Map = Thunderbolt (THUNDER)
Lightning Marble + Rename Card = Thunderbolt (THUNDER)
Lightning Marble + Musk = Electroshock (THUNDER)
Lightning Marble + Hypello Potion = Electroshock (THUNDER)
Lightning Marble + Shining Thorn = Electroshock (THUNDER)
Lightning Marble + Pendulum = Quartet of 9 (SPECIAL)
Lightning Marble + Amulet = Quartet of 9 (SPECIAL)
Lightning Marble + Designer Wallet = Miracle Drink (SPECIAL)
Lightning Marble + Door to Tomorrow = Quartet of 9 (SPECIAL)
Lightning Marble + Wings to Discovery = Quartet of 9 (SPECIAL)
Lightning Marble + Gambler's Spirit = Quartet of 9 (SPECIAL)
Lightning Marble + Underdog's Secret = Quartet of 9 (SPECIAL)
Lightning Marble + Winning Formula = Quartet of 9 (SPECIAL)

Lightning Gem + Lightning Gem = Rolling Thunder (THUNDER)
Lightning Gem + Fish Scale = Thunderbolt (THUNDER)
Lightning Gem + Dragon Scale = Thunderbolt (THUNDER)
Lightning Gem + Water Gem = Grenade (NON-ELEMENTAL)
Lightning Gem + Antarctic Wind = Pineapple (NON-ELEMENTAL)
Lightning Gem + Arctic Wind = Potato Masher (NON-ELEMENTAL)
Lightning Gem + Ice Gem = Potato Masher (NON-ELEMENTAL)
Lightning Gem + Grenade = Rolling Thunder (THUNDER)
Lightning Gem + Frag Grenade = Rolling Thunder (THUNDER)
Lightning Gem + Sleeping Powder = Thunderblast (THUNDER)
Lightning Gem + Dream Powder = Thunderblast (THUNDER)
Lightning Gem + Silence Grenade = Thunderblast (THUNDER)
Lightning Gem + Smoke Bomb = Thunderblast (THUNDER)
Lightning Gem + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Lightning Gem + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Lightning Gem + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Lightning Gem + Supreme Gem = Tallboy (NON-ELEMENTAL)
Lightning Gem + Poison Fang = Thunderblast (THUNDER)
Lightning Gem + Silver Hourglass = Thunderblast (THUNDER)
Lightning Gem + Gold Hourglass = Thunderblast (THUNDER)
Lightning Gem + Candle of Life = Thunderblast (THUNDER)
Lightning Gem + Petrify Grenade = Thunderblast (THUNDER)
Lightning Gem + Farplane Shadow = Thunderblast (THUNDER)
Lightning Gem + Farplane Wind = Thunderblast (THUNDER)
Lightning Gem + Dark Matter = Sunburst (NON-ELEMENTAL)
Lightning Gem + Chocobo Feather = Thunderblast (THUNDER)
Lightning Gem + Chocobo Wing = Thunderblast (THUNDER)
Lightning Gem + Lunar Curtain = Super Mighty G (SPECIAL)
Lightning Gem + Light Curtain = Super Mighty G (SPECIAL)
Lightning Gem + Star Curtain = Super Mighty G (SPECIAL)
Lightning Gem + Healing Spring = Thunderblast (THUNDER)
Lightning Gem + Mana Spring = Thunderblast (THUNDER)
Lightning Gem + Stamina Spring = Thunderblast (THUNDER)
Lightning Gem + Soul Spring = Thunderblast (THUNDER)
Lightning Gem + Purifying Salt = Thunderblast (THUNDER)
Lightning Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Lightning Gem + Mana Tablet = Hyper Mana (SPECIAL)
Lightning Gem + Stamina Tonic = Hyper Vitality (SPECIAL)
Lightning Gem + Mana Tonic = Hyper Mana (SPECIAL)
Lightning Gem + Twin Stars = Freedom X (SPECIAL)
Lightning Gem + Three Stars = Hot Spurs (SPECIAL)
Lightning Gem + Power Sphere = Rolling Thunder (THUNDER)
Lightning Gem + Mana Sphere = Rolling Thunder (THUNDER)
Lightning Gem + Speed Sphere = Rolling Thunder (THUNDER)
Lightning Gem + Ability Sphere = Rolling Thunder (THUNDER)
Lightning Gem + Fortune Sphere = Miracle Drink (SPECIAL)
Lightning Gem + Attribute Sphere = Rolling Thunder (THUNDER)
Lightning Gem + Special Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Skill Sphere = Lightning Bolt (THUNDER)
Lightning Gem + White Magic Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Black Magic Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Master Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Level 1 Key Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Level 2 Key Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Level 3 Key Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Level 4 Key Sphere = Lightning Bolt (THUNDER)
Lightning Gem + HP Sphere = Lightning Bolt (THUNDER)
Lightning Gem + MP Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Strength Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Defense Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Magic Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Magic Defense Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Agility Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Evasion Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Accuracy Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Luck Sphere = Miracle Drink (SPECIAL)
Lightning Gem + Clear Sphere = Rolling Thunder (THUNDER)
Lightning Gem + Return Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Friend Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Teleport Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Warp Sphere = Lightning Bolt (THUNDER)
Lightning Gem + Map = Thunderbolt (THUNDER)
Lightning Gem + Rename Card = Thunderbolt (THUNDER)
Lightning Gem + Musk = Thunderblast (THUNDER)
Lightning Gem + Hypello Potion = Thunderblast (THUNDER)
Lightning Gem + Shining Thorn = Thunderblast (THUNDER)
Lightning Gem + Pendulum = Quartet of 9 (SPECIAL)
Lightning Gem + Amulet = Quartet of 9 (SPECIAL)
Lightning Gem + Designer Wallet = Miracle Drink (SPECIAL)
Lightning Gem + Door to Tomorrow = Quartet of 9 (SPECIAL)
Lightning Gem + Wings to Discovery = Quartet of 9 (SPECIAL)
Lightning Gem + Gambler's Spirit = Quartet of 9 (SPECIAL)
Lightning Gem + Underdog's Secret = Quartet of 9 (SPECIAL)
Lightning Gem + Winning Formula = Quartet of 9 (SPECIAL)

Fish Scale + Fish Scale = Flash Flood (WATER)
Fish Scale + Dragon Scale = Flash Flood (WATER)
Fish Scale + Water Gem = Flash Flood (WATER)
Fish Scale + Antarctic Wind = Pineapple (NON-ELEMENTAL)
Fish Scale + Arctic Wind = Pineapple (NON-ELEMENTAL)
Fish Scale + Ice Gem = Pineapple (NON-ELEMENTAL)
Fish Scale + Grenade = Waterfall (WATER)
Fish Scale + Frag Grenade = Waterfall (WATER)
Fish Scale + Sleeping Powder = Aqua Toxin (WATER)
Fish Scale + Dream Powder = Aqua Toxin (WATER)
Fish Scale + Silence Grenade = Aqua Toxin (WATER)
Fish Scale + Smoke Bomb = Aqua Toxin (WATER)
Fish Scale + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Fish Scale + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Fish Scale + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Fish Scale + Supreme Gem = Tallboy (NON-ELEMENTAL)
Fish Scale + Poison Fang = Aqua Toxin (WATER)
Fish Scale + Silver Hourglass = Aqua Toxin (WATER)
Fish Scale + Gold Hourglass = Aqua Toxin (WATER)
Fish Scale + Candle of Life = Aqua Toxin (WATER)
Fish Scale + Petrify Grenade = Aqua Toxin (WATER)
Fish Scale + Farplane Shadow = Aqua Toxin (WATER)
Fish Scale + Farplane Wind = Aqua Toxin (WATER)
Fish Scale + Dark Matter = Quartet of 9 (SPECIAL)
Fish Scale + Chocobo Feather = Aqua Toxin (WATER)
Fish Scale + Chocobo Wing = Aqua Toxin (WATER)
Fish Scale + Lunar Curtain = Mighty G (SPECIAL)
Fish Scale + Light Curtain = Mighty G (SPECIAL)
Fish Scale + Star Curtain = Mighty G (SPECIAL)
Fish Scale + Healing Spring = Aqua Toxin (WATER)
Fish Scale + Mana Spring = Aqua Toxin (WATER)
Fish Scale + Stamina Spring = Aqua Toxin (WATER)
Fish Scale + Soul Spring = Aqua Toxin (WATER)
Fish Scale + Purifying Salt = Aqua Toxin (WATER)
Fish Scale + Stamina Tablet = Mega Vitality (SPECIAL)
Fish Scale + Mana Tablet = Hyper Mana (SPECIAL)
Fish Scale + Stamina Tonic = Hyper Vitality (SPECIAL)
Fish Scale + Mana Tonic = Hyper Mana (SPECIAL)
Fish Scale + Twin Stars = Freedom X (SPECIAL)
Fish Scale + Three Stars = Waterfall (WATER)
Fish Scale + Power Sphere = Waterfall (WATER)
Fish Scale + Mana Sphere = Waterfall (WATER)
Fish Scale + Speed Sphere = Waterfall (WATER)
Fish Scale + Ability Sphere = Waterfall (WATER)
Fish Scale + Fortune Sphere = Hero Drink (SPECIAL)
Fish Scale + Attribute Sphere = Waterfall (WATER)
Fish Scale + Special Sphere = Waterfall (WATER)
Fish Scale + Skill Sphere = Waterfall (WATER)
Fish Scale + White Magic Sphere = Waterfall (WATER)
Fish Scale + Black Magic Sphere = Waterfall (WATER)
Fish Scale + Master Sphere = Tidal Wave (WATER)
Fish Scale + Level 1 Key Sphere = Waterfall (WATER)
Fish Scale + Level 2 Key Sphere = Flash Flood (WATER)
Fish Scale + Level 3 Key Sphere = Tidal Wave (WATER)
Fish Scale + Level 4 Key Sphere = Tidal Wave (WATER)
Fish Scale + HP Sphere = Tidal Wave (WATER)
Fish Scale + MP Sphere = Tidal Wave (WATER)
Fish Scale + Strength Sphere = Tidal Wave (WATER)
Fish Scale + Defense Sphere = Tidal Wave (WATER)
Fish Scale + Magic Sphere = Tidal Wave (WATER)
Fish Scale + Magic Defense Sphere = Tidal Wave (WATER)
Fish Scale + Agility Sphere = Tidal Wave (WATER)
Fish Scale + Evasion Sphere = Tidal Wave (WATER)
Fish Scale + Accuracy Sphere = Tidal Wave (WATER)
Fish Scale + Luck Sphere = Miracle Drink (SPECIAL)
Fish Scale + Clear Sphere = Flash Flood (WATER)
Fish Scale + Return Sphere = Tidal Wave (WATER)
Fish Scale + Friend Sphere = Tidal Wave (WATER)
Fish Scale + Teleport Sphere = Tidal Wave (WATER)
Fish Scale + Warp Sphere = Tidal Wave (WATER)
Fish Scale + Map = Waterfall (WATER)
Fish Scale + Rename Card = Waterfall (WATER)
Fish Scale + Musk = Aqua Toxin (WATER)
Fish Scale + Hypello Potion = Aqua Toxin (WATER)
Fish Scale + Shining Thorn = Aqua Toxin (WATER)
Fish Scale + Pendulum = Tidal Wave (WATER)
Fish Scale + Amulet = Tidal Wave (WATER)
Fish Scale + Designer Wallet = Miracle Drink (SPECIAL)
Fish Scale + Door to Tomorrow = Tidal Wave (WATER)
Fish Scale + Wings to Discovery = Tidal Wave (WATER)
Fish Scale + Gambler's Spirit = Tidal Wave (WATER)
Fish Scale + Underdog's Secret = Tidal Wave (WATER)
Fish Scale + Winning Formula = Tidal Wave (WATER)

Dragon Scale + Dragon Scale = Flash Flood (WATER)
Dragon Scale + Water Gem = Flash Flood (WATER)
Dragon Scale + Antarctic Wind = Pineapple (NON-ELEMENTAL)
Dragon Scale + Arctic Wind = Pineapple (NON-ELEMENTAL)
Dragon Scale + Ice Gem = Potato Masher (NON-ELEMENTAL)
Dragon Scale + Grenade = Waterfall (WATER)
Dragon Scale + Frag Grenade = Flash Flood (WATER)
Dragon Scale + Sleeping Powder = Aqua Toxin (WATER)
Dragon Scale + Dream Powder = Dark Rain (WATER)
Dragon Scale + Silence Grenade = Aqua Toxin (WATER)
Dragon Scale + Smoke Bomb = Aqua Toxin (WATER)
Dragon Scale + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Dragon Scale + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Dragon Scale + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Dragon Scale + Supreme Gem = Tallboy (NON-ELEMENTAL)
Dragon Scale + Poison Fang = Aqua Toxin (WATER)
Dragon Scale + Silver Hourglass = Aqua Toxin (WATER)
Dragon Scale + Gold Hourglass = Aqua Toxin (WATER)
Dragon Scale + Candle of Life = Aqua Toxin (WATER)
Dragon Scale + Petrify Grenade = Aqua Toxin (WATER)
Dragon Scale + Farplane Shadow = Dark Rain (WATER)
Dragon Scale + Farplane Wind = Dark Rain (WATER)
Dragon Scale + Dark Matter = Trio of 9999 (SPECIAL)
Dragon Scale + Chocobo Feather = Aqua Toxin (WATER)
Dragon Scale + Chocobo Wing = Aqua Toxin (WATER)
Dragon Scale + Lunar Curtain = Super Mighty G (SPECIAL)
Dragon Scale + Light Curtain = Super Mighty G (SPECIAL)
Dragon Scale + Star Curtain = Super Mighty G (SPECIAL)
Dragon Scale + Healing Spring = Aqua Toxin (WATER)
Dragon Scale + Mana Spring = Aqua Toxin (WATER)
Dragon Scale + Stamina Spring = Aqua Toxin (WATER)
Dragon Scale + Soul Spring = Aqua Toxin (WATER)
Dragon Scale + Purifying Salt = Aqua Toxin (WATER)
Dragon Scale + Stamina Tablet = Mega Vitality (SPECIAL)
Dragon Scale + Mana Tablet = Hyper Mana (SPECIAL)
Dragon Scale + Stamina Tonic = Hyper Vitality (SPECIAL)
Dragon Scale + Mana Tonic = Hyper Mana (SPECIAL)
Dragon Scale + Twin Stars = Freedom X (SPECIAL)
Dragon Scale + Three Stars = Flash Flood (WATER)
Dragon Scale + Power Sphere = Waterfall (WATER)
Dragon Scale + Mana Sphere = Waterfall (WATER)
Dragon Scale + Speed Sphere = Waterfall (WATER)
Dragon Scale + Ability Sphere = Waterfall (WATER)
Dragon Scale + Fortune Sphere = Miracle Drink (SPECIAL)
Dragon Scale + Attribute Sphere = Waterfall (WATER)
Dragon Scale + Special Sphere = Flash Flood (WATER)
Dragon Scale + Skill Sphere = Flash Flood (WATER)
Dragon Scale + White Magic Sphere = Flash Flood (WATER)
Dragon Scale + Black Magic Sphere = Flash Flood (WATER)
Dragon Scale + Master Sphere = Tidal Wave (WATER)
Dragon Scale + Level 1 Key Sphere = Flash Flood (WATER)
Dragon Scale + Level 2 Key Sphere = Tidal Wave (WATER)
Dragon Scale + Level 3 Key Sphere = Tidal Wave (WATER)
Dragon Scale + Level 4 Key Sphere = Tidal Wave (WATER)
Dragon Scale + HP Sphere = Tidal Wave (WATER)
Dragon Scale + MP Sphere = Tidal Wave (WATER)
Dragon Scale + Strength Sphere = Tidal Wave (WATER)
Dragon Scale + Defense Sphere = Tidal Wave (WATER)
Dragon Scale + Magic Sphere = Tidal Wave (WATER)
Dragon Scale + Magic Defense Sphere = Tidal Wave (WATER)
Dragon Scale + Agility Sphere = Tidal Wave (WATER)
Dragon Scale + Evasion Sphere = Tidal Wave (WATER)
Dragon Scale + Accuracy Sphere = Tidal Wave (WATER)
Dragon Scale + Luck Sphere = Miracle Drink (SPECIAL)
Dragon Scale + Clear Sphere = Flash Flood (WATER)
Dragon Scale + Return Sphere = Tidal Wave (WATER)
Dragon Scale + Friend Sphere = Tidal Wave (WATER)
Dragon Scale + Teleport Sphere = Tidal Wave (WATER)
Dragon Scale + Warp Sphere = Tidal Wave (WATER)
Dragon Scale + Map = Waterfall (WATER)
Dragon Scale + Rename Card = Waterfall (WATER)
Dragon Scale + Musk = Aqua Toxin (WATER)
Dragon Scale + Hypello Potion = Aqua Toxin (WATER)
Dragon Scale + Shining Thorn = Aqua Toxin (WATER)
Dragon Scale + Pendulum = Quartet of 9 (SPECIAL)
Dragon Scale + Amulet = Quartet of 9 (SPECIAL)
Dragon Scale + Designer Wallet = Miracle Drink (SPECIAL)
Dragon Scale + Door to Tomorrow = Quartet of 9 (SPECIAL)
Dragon Scale + Wings to Discovery = Quartet of 9 (SPECIAL)
Dragon Scale + Gambler's Spirit = Quartet of 9 (SPECIAL)
Dragon Scale + Underdog's Secret = Quartet of 9 (SPECIAL)
Dragon Scale + Winning Formula = Quartet of 9 (SPECIAL)

Water Gem + Water Gem = Flash Flood (WATER)
Water Gem + Antarctic Wind = Pineapple (NON-ELEMENTAL)
Water Gem + Arctic Wind = Potato Masher (NON-ELEMENTAL)
Water Gem + Ice Gem = Potato Masher (NON-ELEMENTAL)
Water Gem + Grenade = Flash Flood (WATER)
Water Gem + Frag Grenade = Flash Flood (WATER)
Water Gem + Sleeping Powder = Dark Rain (WATER)
Water Gem + Dream Powder = Dark Rain (WATER)
Water Gem + Silence Grenade = Dark Rain (WATER)
Water Gem + Smoke Bomb = Dark Rain (WATER)
Water Gem + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Water Gem + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Water Gem + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Water Gem + Supreme Gem = Tallboy Nega Burst (NON-ELEMENTAL)
Water Gem + Poison Fang = Dark Rain (WATER)
Water Gem + Silver Hourglass = Dark Rain (WATER)
Water Gem + Gold Hourglass = Dark Rain (WATER)
Water Gem + Candle of Life = Dark Rain (WATER)
Water Gem + Petrify Grenade = Dark Rain (WATER)
Water Gem + Farplane Shadow = Dark Rain (WATER)
Water Gem + Farplane Wind = Dark Rain (WATER)
Water Gem + Dark Matter = Sunburst (NON-ELEMENTAL)
Water Gem + Chocobo Feather = Dark Rain (WATER)
Water Gem + Chocobo Wing = Dark Rain (WATER)
Water Gem + Lunar Curtain = Super Mighty G (SPECIAL)
Water Gem + Light Curtain = Super Mighty G (SPECIAL)
Water Gem + Star Curtain = Super Mighty G (SPECIAL)
Water Gem + Healing Spring = Dark Rain (WATER)
Water Gem + Mana Spring = Dark Rain (WATER)
Water Gem + Stamina Spring = Dark Rain (WATER)
Water Gem + Soul Spring = Dark Rain (WATER)
Water Gem + Purifying Salt = Dark Rain (WATER)
Water Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Water Gem + Mana Tablet = Hyper Mana (SPECIAL)
Water Gem + Stamina Tonic = Hyper Vitality (SPECIAL)
Water Gem + Mana Tonic = Hyper Mana (SPECIAL)
Water Gem + Twin Stars = Freedom X (SPECIAL)
Water Gem + Three Stars = Hot Spurs (SPECIAL)
Water Gem + Power Sphere = Flash Flood (WATER)
Water Gem + Mana Sphere = Flash Flood (WATER)
Water Gem + Speed Sphere = Flash Flood (WATER)
Water Gem + Ability Sphere = Flash Flood (WATER)
Water Gem + Fortune Sphere = Miracle Drink (SPECIAL)
Water Gem + Attribute Sphere = Flash Flood (WATER)
Water Gem + Special Sphere = Tidal Wave (WATER)
Water Gem + Skill Sphere = Tidal Wave (WATER)
Water Gem + White Magic Sphere = Tidal Wave (WATER)
Water Gem + Black Magic Sphere = Tidal Wave (WATER)
Water Gem + Master Sphere = Tidal Wave (WATER)
Water Gem + Level 1 Key Sphere = Tidal Wave (WATER)
Water Gem + Level 2 Key Sphere = Tidal Wave (WATER)
Water Gem + Level 3 Key Sphere = Tidal Wave (WATER)
Water Gem + Level 4 Key Sphere = Tidal Wave (WATER)
Water Gem + HP Sphere = Tidal Wave (WATER)
Water Gem + MP Sphere = Tidal Wave (WATER)
Water Gem + Strength Sphere = Tidal Wave (WATER)
Water Gem + Defense Sphere = Tidal Wave (WATER)
Water Gem + Magic Sphere = Tidal Wave (WATER)
Water Gem + Magic Defense Sphere = Tidal Wave (WATER)
Water Gem + Agility Sphere = Tidal Wave (WATER)
Water Gem + Evasion Sphere = Tidal Wave (WATER)
Water Gem + Accuracy Sphere = Tidal Wave (WATER)
Water Gem + Luck Sphere = Miracle Drink (SPECIAL)
Water Gem + Clear Sphere = Flash Flood (WATER)
Water Gem + Return Sphere = Tidal Wave (WATER)
Water Gem + Friend Sphere = Tidal Wave (WATER)
Water Gem + Teleport Sphere = Tidal Wave (WATER)
Water Gem + Warp Sphere = Tidal Wave (WATER)
Water Gem + Map = Waterfall (WATER)
Water Gem + Rename Card = Waterfall (WATER)
Water Gem + Musk = Dark Rain (WATER)
Water Gem + Hypello Potion = Dark Rain (WATER)
Water Gem + Shining Thorn = Dark Rain (WATER)
Water Gem + Pendulum = Quartet of 9 (SPECIAL)
Water Gem + Amulet = Quartet of 9 (SPECIAL)
Water Gem + Designer Wallet = Miracle Drink (SPECIAL)
Water Gem + Door to Tomorrow = Quartet of 9 (SPECIAL)
Water Gem + Wings to Discovery = Quartet of 9 (SPECIAL)
Water Gem + Gambler's Spirit = Quartet of 9 (SPECIAL)
Water Gem + Underdog's Secret = Quartet of 9 (SPECIAL)
Water Gem + Winning Formula = Quartet of 9 (SPECIAL)

Antarctic Wind + Antarctic Wind = Icefall (ICE)
Antarctic Wind + Arctic Wind = Icefall (ICE)
Antarctic Wind + Ice Gem = Icefall (ICE)
Antarctic Wind + Grenade = Snow Flurry (ICE)
Antarctic Wind + Frag Grenade = Snow Flurry (ICE)
Antarctic Wind + Sleeping Powder = Black Ice (ICE)
Antarctic Wind + Dream Powder = Black Ice (ICE)
Antarctic Wind + Silence Grenade = Black Ice (ICE)
Antarctic Wind + Smoke Bomb = Black Ice (ICE)
Antarctic Wind + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Antarctic Wind + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Antarctic Wind + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Antarctic Wind + Supreme Gem = Tallboy (NON-ELEMENTAL)
Antarctic Wind + Poison Fang = Black Ice (ICE)
Antarctic Wind + Silver Hourglass = Black Ice (ICE)
Antarctic Wind + Gold Hourglass = Black Ice (ICE)
Antarctic Wind + Candle of Life = Black Ice (ICE)
Antarctic Wind + Petrify Grenade = Black Ice (ICE)
Antarctic Wind + Farplane Shadow = Black Ice (ICE)
Antarctic Wind + Farplane Wind = Black Ice (ICE)
Antarctic Wind + Dark Matter = Quartet of 9 (SPECIAL)
Antarctic Wind + Chocobo Feather = Black Ice (ICE)
Antarctic Wind + Chocobo Wing = Black Ice (ICE)
Antarctic Wind + Lunar Curtain = Mighty G (SPECIAL)
Antarctic Wind + Light Curtain = Mighty G (SPECIAL)
Antarctic Wind + Star Curtain = Mighty G (SPECIAL)
Antarctic Wind + Healing Spring = Black Ice (ICE)
Antarctic Wind + Mana Spring = Black Ice (ICE)
Antarctic Wind + Stamina Spring = Black Ice (ICE)
Antarctic Wind + Soul Spring = Black Ice (ICE)
Antarctic Wind + Purifying Salt = Black Ice (ICE)
Antarctic Wind + Stamina Tablet = Mega Vitality (SPECIAL)
Antarctic Wind + Mana Tablet = Hyper Mana (SPECIAL)
Antarctic Wind + Stamina Tonic = Hyper Vitality (SPECIAL)
Antarctic Wind + Mana Tonic = Hyper Mana (SPECIAL)
Antarctic Wind + Twin Stars = Freedom X (SPECIAL)
Antarctic Wind + Three Stars = Snow Flurry (ICE)
Antarctic Wind + Power Sphere = Snow Flurry (ICE)
Antarctic Wind + Mana Sphere = Snow Flurry (ICE)
Antarctic Wind + Speed Sphere = Snow Flurry (ICE)
Antarctic Wind + Ability Sphere = Snow Flurry (ICE)
Antarctic Wind + Fortune Sphere = Hero Drink (SPECIAL)
Antarctic Wind + Attribute Sphere = Snow Flurry (ICE)
Antarctic Wind + Special Sphere = Snow Flurry (ICE)
Antarctic Wind + Skill Sphere = Snow Flurry (ICE)
Antarctic Wind + White Magic Sphere = Snow Flurry (ICE)
Antarctic Wind + Black Magic Sphere = Snow Flurry (ICE)
Antarctic Wind + Master Sphere = Winter Storm (ICE)
Antarctic Wind + Level 1 Key Sphere = Snow Flurry (ICE)
Antarctic Wind + Level 2 Key Sphere = Icefall (ICE)
Antarctic Wind + Level 3 Key Sphere = Winter Storm (ICE)
Antarctic Wind + Level 4 Key Sphere = Winter Storm (ICE)
Antarctic Wind + HP Sphere = Winter Storm (ICE)
Antarctic Wind + MP Sphere = Winter Storm (ICE)
Antarctic Wind + Strength Sphere = Winter Storm (ICE)
Antarctic Wind + Defense Sphere = Winter Storm (ICE)
Antarctic Wind + Magic Sphere = Winter Storm (ICE)
Antarctic Wind + Magic Defense Sphere = Winter Storm (ICE)
Antarctic Wind + Agility Sphere = Winter Storm (ICE)
Antarctic Wind + Evasion Sphere = Winter Storm (ICE)
Antarctic Wind + Accuracy Sphere = Winter Storm (ICE)
Antarctic Wind + Luck Sphere = Miracle Drink (SPECIAL)
Antarctic Wind + Clear Sphere = Icefall (ICE)
Antarctic Wind + Return Sphere = Winter Storm (ICE)
Antarctic Wind + Friend Sphere = Winter Storm (ICE)
Antarctic Wind + Teleport Sphere = Winter Storm (ICE)
Antarctic Wind + Warp Sphere = Winter Storm (ICE)
Antarctic Wind + Map = Snow Flurry (ICE)
Antarctic Wind + Rename Card = Snow Flurry (ICE)
Antarctic Wind + Musk = Black Ice (ICE)
Antarctic Wind + Hypello Potion = Black Ice (ICE)
Antarctic Wind + Shining Thorn = Black Ice (ICE)
Antarctic Wind + Pendulum = Winter Storm (ICE)
Antarctic Wind + Amulet = Winter Storm (ICE)
Antarctic Wind + Designer Wallet = Miracle Drink (SPECIAL)
Antarctic Wind + Door to Tomorrow = Winter Storm (ICE)
Antarctic Wind + Wings to Discovery = Winter Storm (ICE)
Antarctic Wind + Gambler's Spirit = Winter Storm (ICE)
Antarctic Wind + Underdog's Secret = Winter Storm (ICE)
Antarctic Wind + Winning Formula = Winter Storm (ICE)

Arctic Wind + Arctic Wind = Icefall (ICE)
Arctic Wind + Ice Gem = Icefall (ICE)
Arctic Wind + Grenade = Snow Flurry (ICE)
Arctic Wind + Frag Grenade = Icefall (ICE)
Arctic Wind + Sleeping Powder = Black Ice (ICE)
Arctic Wind + Dream Powder = Krysta (ICE)
Arctic Wind + Silence Grenade = Black Ice (ICE)
Arctic Wind + Smoke Bomb = Black Ice (ICE)
Arctic Wind + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Arctic Wind + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Arctic Wind + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Arctic Wind + Supreme Gem = Tallboy (NON-ELEMENTAL)
Arctic Wind + Poison Fang = Black Ice (ICE)
Arctic Wind + Silver Hourglass = Black Ice (ICE)
Arctic Wind + Gold Hourglass = Black Ice (ICE)
Arctic Wind + Candle of Life = Black Ice (ICE)
Arctic Wind + Petrify Grenade = Black Ice (ICE)
Arctic Wind + Farplane Shadow = Krysta (ICE)
Arctic Wind + Farplane Wind = Krysta (ICE)
Arctic Wind + Dark Matter = Trio of 9999 (SPECIAL)
Arctic Wind + Chocobo Feather = Black Ice (ICE)
Arctic Wind + Chocobo Wing = Black Ice (ICE)
Arctic Wind + Lunar Curtain = Super Mighty G (SPECIAL)
Arctic Wind + Light Curtain = Super Mighty G (SPECIAL)
Arctic Wind + Star Curtain = Super Mighty G (SPECIAL)
Arctic Wind + Healing Spring = Black Ice (ICE)
Arctic Wind + Mana Spring = Black Ice (ICE)
Arctic Wind + Stamina Spring = Black Ice (ICE)
Arctic Wind + Soul Spring = Black Ice (ICE)
Arctic Wind + Purifying Salt = Black Ice (ICE)
Arctic Wind + Stamina Tablet = Mega Vitality (SPECIAL)
Arctic Wind + Mana Tablet = Hyper Mana (SPECIAL)
Arctic Wind + Stamina Tonic = Hyper Vitality (SPECIAL)
Arctic Wind + Mana Tonic = Hyper Mana (SPECIAL)
Arctic Wind + Twin Stars = Freedom X (SPECIAL)
Arctic Wind + Three Stars = Icefall (ICE)
Arctic Wind + Power Sphere = Snow Flurry (ICE)
Arctic Wind + Mana Sphere = Snow Flurry (ICE)
Arctic Wind + Speed Sphere = Snow Flurry (ICE)
Arctic Wind + Ability Sphere = Snow Flurry (ICE)
Arctic Wind + Fortune Sphere = Miracle Drink (SPECIAL)
Arctic Wind + Attribute Sphere = Snow Flurry (ICE)
Arctic Wind + Special Sphere = Icefall (ICE)
Arctic Wind + Skill Sphere = Icefall (ICE)
Arctic Wind + White Magic Sphere = Icefall (ICE)
Arctic Wind + Black Magic Sphere = Icefall (ICE)
Arctic Wind + Master Sphere = Winter Storm (ICE)
Arctic Wind + Level 1 Key Sphere = Icefall (ICE)
Arctic Wind + Level 2 Key Sphere = Winter Storm (ICE)
Arctic Wind + Level 3 Key Sphere = Winter Storm (ICE)
Arctic Wind + Level 4 Key Sphere = Winter Storm (ICE)
Arctic Wind + HP Sphere = Winter Storm (ICE)
Arctic Wind + MP Sphere = Winter Storm (ICE)
Arctic Wind + Strength Sphere = Winter Storm (ICE)
Arctic Wind + Defense Sphere = Winter Storm (ICE)
Arctic Wind + Magic Sphere = Winter Storm (ICE)
Arctic Wind + Magic Defense Sphere = Winter Storm (ICE)
Arctic Wind + Agility Sphere = Winter Storm (ICE)
Arctic Wind + Evasion Sphere = Winter Storm (ICE)
Arctic Wind + Accuracy Sphere = Winter Storm (ICE)
Arctic Wind + Luck Sphere = Miracle Drink (SPECIAL)
Arctic Wind + Clear Sphere = Icefall (ICE)
Arctic Wind + Return Sphere = Winter Storm (ICE)
Arctic Wind + Friend Sphere = Winter Storm (ICE)
Arctic Wind + Teleport Sphere = Winter Storm (ICE)
Arctic Wind + Warp Sphere = Winter Storm (ICE)
Arctic Wind + Map = Snow Flurry (ICE)
Arctic Wind + Rename Card = Snow Flurry (ICE)
Arctic Wind + Musk = Black Ice (ICE)
Arctic Wind + Hypello Potion = Black Ice (ICE)
Arctic Wind + Shining Thorn = Black Ice (ICE)
Arctic Wind + Pendulum = Quartet of 9 (SPECIAL)
Arctic Wind + Amulet = Quartet of 9 (SPECIAL)
Arctic Wind + Designer Wallet = Miracle Drink (SPECIAL)
Arctic Wind + Door to Tomorrow = Quartet of 9 (SPECIAL)
Arctic Wind + Wings to Discovery = Quartet of 9 (SPECIAL)
Arctic Wind + Gambler's Spirit = Quartet of 9 (SPECIAL)
Arctic Wind + Underdog's Secret = Quartet of 9 (SPECIAL)
Arctic Wind + Winning Formula = Quartet of 9 (SPECIAL)

Ice Gem + Ice Gem = Icefall (ICE)
Ice Gem + Grenade = Icefall (ICE)
Ice Gem + Frag Grenade = Icefall (ICE)
Ice Gem + Sleeping Powder = Krysta (ICE)
Ice Gem + Dream Powder = Krysta (ICE)
Ice Gem + Silence Grenade = Krysta (ICE)
Ice Gem + Smoke Bomb = Krysta (ICE)
Ice Gem + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Ice Gem + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Ice Gem + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Ice Gem + Supreme Gem = Tallboy (NON-ELEMENTAL)
Ice Gem + Poison Fang = Krysta (ICE)
Ice Gem + Silver Hourglass = Krysta (ICE)
Ice Gem + Gold Hourglass = Krysta (ICE)
Ice Gem + Candle of Life = Krysta (ICE)
Ice Gem + Petrify Grenade = Krysta (ICE)
Ice Gem + Farplane Shadow = Krysta (ICE)
Ice Gem + Farplane Wind = Krysta (ICE)
Ice Gem + Dark Matter = Sunburst (NON-ELEMENTAL)
Ice Gem + Chocobo Feather = Krysta (ICE)
Ice Gem + Chocobo Wing = Krysta (ICE)
Ice Gem + Lunar Curtain = Super Mighty G (SPECIAL)
Ice Gem + Light Curtain = Super Mighty G (SPECIAL)
Ice Gem + Star Curtain = Super Mighty G (SPECIAL)
Ice Gem + Healing Spring = Krysta (ICE)
Ice Gem + Mana Spring = Krysta (ICE)
Ice Gem + Stamina Spring = Krysta (ICE)
Ice Gem + Soul Spring = Krysta (ICE)
Ice Gem + Purifying Salt = Krysta (ICE)
Ice Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Ice Gem + Mana Tablet = Hyper Mana (SPECIAL)
Ice Gem + Stamina Tonic = Hyper Vitality (SPECIAL)
Ice Gem + Mana Tonic = Hyper Mana (SPECIAL)
Ice Gem + Twin Stars = Freedom X (SPECIAL)
Ice Gem + Three Stars = Hot Spurs (SPECIAL)
Ice Gem + Power Sphere = Icefall (ICE)
Ice Gem + Mana Sphere = Icefall (ICE)
Ice Gem + Speed Sphere = Icefall (ICE)
Ice Gem + Ability Sphere = Icefall (ICE)
Ice Gem + Fortune Sphere = Miracle Drink (SPECIAL)
Ice Gem + Attribute Sphere = Icefall (ICE)
Ice Gem + Special Sphere = Winter Storm (ICE)
Ice Gem + Skill Sphere = Winter Storm (ICE)
Ice Gem + White Magic Sphere = Winter Storm (ICE)
Ice Gem + Black Magic Sphere = Winter Storm (ICE)
Ice Gem + Master Sphere = Winter Storm (ICE)
Ice Gem + Level 1 Key Sphere = Winter Storm (ICE)
Ice Gem + Level 2 Key Sphere = Winter Storm (ICE)
Ice Gem + Level 3 Key Sphere = Winter Storm (ICE)
Ice Gem + Level 4 Key Sphere = Winter Storm (ICE)
Ice Gem + HP Sphere = Winter Storm (ICE)
Ice Gem + MP Sphere = Winter Storm (ICE)
Ice Gem + Strength Sphere = Winter Storm (ICE)
Ice Gem + Defense Sphere = Winter Storm (ICE)
Ice Gem + Magic Sphere = Winter Storm (ICE)
Ice Gem + Magic Defense Sphere = Winter Storm (ICE)
Ice Gem + Agility Sphere = Winter Storm (ICE)
Ice Gem + Evasion Sphere = Winter Storm (ICE)
Ice Gem + Accuracy Sphere = Winter Storm (ICE)
Ice Gem + Luck Sphere = Miracle Drink (SPECIAL)
Ice Gem + Clear Sphere = Icefall (ICE)
Ice Gem + Return Sphere = Winter Storm (ICE)
Ice Gem + Friend Sphere = Winter Storm (ICE)
Ice Gem + Teleport Sphere = Winter Storm (ICE)
Ice Gem + Warp Sphere = Winter Storm (ICE)
Ice Gem + Map = Snow Flurry (ICE)
Ice Gem + Rename Card = Snow Flurry (ICE)
Ice Gem + Musk = Krysta (ICE)
Ice Gem + Hypello Potion = Krysta (ICE)
Ice Gem + Shining Thorn = Krysta (ICE)
Ice Gem + Pendulum = Quartet of 9 (SPECIAL)
Ice Gem + Amulet = Quartet of 9 (SPECIAL)
Ice Gem + Designer Wallet = Miracle Drink (SPECIAL)
Ice Gem + Door to Tomorrow = Quartet of 9 (SPECIAL)
Ice Gem + Wings to Discovery = Quartet of 9 (SPECIAL)
Ice Gem + Gambler's Spirit = Quartet of 9 (SPECIAL)
Ice Gem + Underdog's Secret = Quartet of 9 (SPECIAL)
Ice Gem + Winning Formula = Quartet of 9 (SPECIAL)

-->Grendades
------------

Grenade + Grenade = Flash Flood (WATER)
Grenade + Frag Grenade = Flash Flood (WATER)
Grenade + Sleeping Powder = Blaster Mine (NON-ELEMENTAL)
Grenade + Dream Powder = Blaster Mine (NON-ELEMENTAL)
Grenade + Silence Grenade = Blaster Mine (NON-ELEMENTAL)
Grenade + Smoke Bomb = Blaster Mine (NON-ELEMENTAL)
Grenade + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Grenade + Shining Gem = Cluster Bomh (NON-ELEMENTAL)
Grenade + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Grenade + Supreme Gem = Tallboy (NON-ELEMENTAL)
Grenade + Poison Fang = Blaster Mine (NON-ELEMENTAL)
Grenade + Silver Hourglass = Blaster Mine (NON-ELEMENTAL)
Grenade + Gold Hourglass = Blaster Mine (NON-ELEMENTAL)
Grenade + Candle of Life = Blaster Mine (NON-ELEMENTAL)
Grenade + Petrify Grenade = Blaster Mine (NON-ELEMENTAL)
Grenade + Farplane Shadow = Hazardous Shell (NON-ELEMENTAL)
Grenade + Farplane Wind = Hazardous Shell (NON-ELEMENTAL)
Grenade + Dark Matter = Quartet of 9 (SPECIAL)
Grenade + Chocobo Feather = Blaster Mine (NON-ELEMENTAL)
Grenade + Chocobo Wing = Blaster Mine (NON-ELEMENTAL)
Grenade + Lunar Curtain = Mighty Wall (SPECIAL)
Grenade + Light Curtain = Mighty Wall (SPECIAL)
Grenade + Star Curtain = Mighty Wall (SPECIAL)
Grenade + Healing Spring = Super Mighty G (SPECIAL)
Grenade + Mana Spring = Blaster Mine (NON-ELEMENTAL)
Grenade + Stamina Spring = Blaster Mine (NON-ELEMENTAL)
Grenade + Soul Spring = Blaster Mine (NON-ELEMENTAL)
Grenade + Purifying Salt = Blaster Mine (NON-ELEMENTAL)
Grenade + Stamina Tablet = Mega Vitality (SPECIAL)
Grenade + Mana Tablet = Hyper Mana (SPECIAL)
Grenade + Stamina Tonic = Hyper Vitality (SPECIAL)
Grenade + Mana Tonic = Hyper Mana (SPECIAL)
Grenade + Twin Stars = Freedom X (SEPCIAL)
Grenade + Three Stars = Tallboy (SPECIAL)
Grenade + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Grenade + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Grenade + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Grenade + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Grenade + Fortune Sphere = Hero Drink (SPECIAL)
Grenade + Attribute Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + Special Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + Skill Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + White Magic Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + Black Magic Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + Master Sphere = Calamity Bomb (NON-ELEMENTAL)
Grenade + Level 1 Key Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + Level 2 Key Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + Level 3 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Grenade + Level 4 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Grenade + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Luck Sphere = Miracle Drink (SPECIAL)
Grenade + Clear Sphere = Hazardous Shell (NON-ELEMENTAL)
Grenade + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Grenade + Map = Hazardous Shell (NON-ELEMENTAL)
Grenade + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Grenade + Musk = Blaster Mine (NON-ELEMENTAL)
Grenade + Hypello Potion = Blaster Mine (NON-ELEMENTAL)
Grenade + Shining Thorn = Blaster Mine (NON-ELEMENTAL)
Grenade + Pendulum = Calamity Bomb (NON-ELEMENTAL)
Grenade + Amulet = Tallboy (NON-ELEMENTAL)
Grenade + Designer Wallet = Hero Drink (SPECIAL)
Grenade + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Grenade + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Grenade + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Grenade + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Grenade + Winning Formula = Tallboy (NON-ELEMENTAL)

Frag Grenade + Frag Grenade = Flash Flood (WATER)
Frag Grenade + Sleeping Powder = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Dream Powder = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Silence Grenade = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Smoke Bomb = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Frag Grenade + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Frag Grenade + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Frag Grenade + Supreme Gem = Tallboy (NON-ELEMENTAL)
Frag Grenade + Poison Fang = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Silver Hourglass = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Farplane Shadow = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Farplane Wind = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Dark Matter = Quartet of 9 (SPECIAL)
Frag Grenade + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Lunar Curtain = Super Mighty G (SPECIAL)
Frag Grenade + Light Curtain = Super Mighty G (SPECIAL)
Frag Grenade + Star Curtain = Super Mighty G (SPECIAL)
Frag Grenade + Healing Spring = Super Mighty G (SPECIAL)
Frag Grenade + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Stamina Tablet = Mega Vitality (SPECIAL)
Frag Grenade + Mana Tablet = Hyper Mana (SPECIAL)
Frag Grenade + Stamina Tonic = Hyper Vitality (SPECIAL)
Frag Grenade + Mana Tonic = Hyper Mana (SPECIAL)
Frag Grenade + Twin Stars = Freedom X (SPECIAL)
Frag Grenade + Three Stars = Tallboy (NON-ELEMENTAL)
Frag Grenade + Power Sphere = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Mana Sphere = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Speed Sphere = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Ability Sphere = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Fortune Sphere = Hero Drink (SPECIAL)
Frag Grenade + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Luck Sphere = Miracle Drink (SPECIAL)
Frag Grenade + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Frag Grenade + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Frag Grenade + Map = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Musk = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Frag Grenade + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Frag Grenade + Amulet = Tallboy (NON-ELEMENTAL)
Frag Grenade + Designer Wallet = Miracle Drink (SPECIAL)
Frag Grenade + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Frag Grenade + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Frag Grenade + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Frag Grenade + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Frag Grenade + Winning Formula = Tallboy (NON-ELEMENTAL)

-->Status Inflicting Items
--------------------------

Sleeping Powder + Sleeping Powder = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Dream Powder = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Silence Grenade = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Smoke Bomb = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Sleeping Powder + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Sleeping Powder + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Sleeping Powder + Supreme Gem = Tallboy (NON-ELEMENTAL)
Sleeping Powder + Poison Fang = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Silver Hourglass = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Dark Matter = Quartet of 9 (SPECIAL)
Sleeping Powder + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Lunar Curtain = Mega Nul-All (SPECIAL)
Sleeping Powder + Light Curtain = Mega Nul-All (SPECIAL)
Sleeping Powder + Star Curtain = Mega Nul-All (SPECIAL)
Sleeping Powder + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Stamina Tablet = Mega Vitality (SPECIAL)
Sleeping Powder + Mana Tablet = Hyper Mana (SPECIAL)
Sleeping Powder + Stamina Tonic = Hyper Vitality (SPECIAL)
Sleeping Powder + Mana Tonic = Hyper Mana (SPECIAL)
Sleeping Powder + Twin Stars = Freedom X (SPECIAL)
Sleeping Powder + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Sleeping Powder + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Sleeping Powder + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Sleeping Powder + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Sleeping Powder + Fortune Sphere = Hero Drink (SPECIAL)
Sleeping Powder + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Sleeping Powder + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Luck Sphere = Miracle Drink (SPECIAL)
Sleeping Powder + Clear Sphere = Calamity Bomb (SPECIAL)
Sleeping Powder + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Sleeping Powder + Map = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Musk = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Sleeping Powder + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Sleeping Powder + Amulet = Tallboy (NON-ELEMENTAL)
Sleeping Powder + Designer Wallet = Miracle Drink (SPECIAL)
Sleeping Powder + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Sleeping Powder + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Sleeping Powder + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Sleeping Powder + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Sleeping Powder + Winning Formula = Tallboy (NON-ELEMENTAL)

Dream Powder + Dream Powder = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Silence Grenade = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Smoke Bomb = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Dream Powder + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Dream Powder + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Dream Powder + Supreme Gem = Tallboy (NON-ELEMENTAL)
Dream Powder + Poison Fang = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Silver Hourglass = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Dark Matter = Quartet of 9 (SPECIAL)
Dream Powder + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Lunar Curtain = Mega Nul-All (SPECIAL)
Dream Powder + Light Curtain = Mega Nul-All (SPECIAL)
Dream Powder + Star Curtain = Mega Nul-All (SPECIAL)
Dream Powder + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Stamina Tablet = Mega Vitality (SPECIAL)
Dream Powder + Mana Tablet = Hyper Mana (SPECIAL)
Dream Powder + Stamina Tonic = Hyper Vitality (SPECIAL)
Dream Powder + Mana Tonic = Hyper Mana (SPECIAL)
Dream Powder + Twin Stars = Freedom X (SPECIAL)
Dream Powder + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Dream Powder + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Dream Powder + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Dream Powder + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Dream Powder + Fortune Sphere = Hero Drink (SPECIAL)
Dream Powder + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Luck Sphere = Miracle Drink (SPECIAL)
Dream Powder + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Dream Powder + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Dream Powder + Map = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Musk = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Dream Powder + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Dream Powder + Amulet = Tallboy (NON-ELEMENTAL)
Dream Powder + Designer Wallet = Miracle Drink (SPECIAL)
Dream Powder + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Dream Powder + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Dream Powder + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Dream Powder + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Dream Powder + Winning Formula = Tallboy (NON-ELEMENTAL)

Silence Grenade + Silence Grenade = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Smoke Bomb = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Silence Grenade + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Silence Grenade + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Silence Grenade + Supreme Gem = Tallboy (NON-ELEMENTAL)
Silence Grenade + Poison Fang = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Silver Hourglass = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Dark Matter = Quartet of 9 (SPECIAL)
Silence Grenade + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Lunar Curtain = Mega Nul-All (SPECIAL)
Silence Grenade + Light Curtain = Mega Nul-All (SPECIAL)
Silence Grenade + Star Curtain = Mega Nul-All (SPECIAL)
Silence Grenade + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Stamina Tablet = Mega Vitality (SPECIAL)
Silence Grenade + Mana Tablet = Hyper Mana (SPECIAL)
Silence Grenade + Stamina Tonic = Hyper Vitality (SPECIAL)
Silence Grenade + Mana Tonic = Hyper Mana (SPECIAL)
Silence Grenade + Twin Stars = Freedom X (SPECIAL)
Silence Grenade + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Silence Grenade + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Silence Grenade + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Silence Grenade + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Silence Grenade + Fortune Sphere = Hero Drink (SPECIAL)
Silence Grenade + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Luck Sphere = Miracle Drink (SPECIAL)
Silence Grenade + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Silence Grenade + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Silence Grenade + Map = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Musk = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Silence Grenade + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Silence Grenade + Amulet = Tallboy (NON-ELEMENTAL)
Silence Grenade + Designer Wallet = Miracle Drink (SPECIAL)
Silence Grenade + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Silence Grenade + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Silence Grenade + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Silence Grenade + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Silence Grenade + Winning Formula = Tallboy (NON-ELEMENTAL)

Smoke Bomb + Smoke Bomb = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Smoke Bomb + Shining Gem = Cluster Bomb (NON-ELEMENTAL)
Smoke Bomb + Blessed Gem = Cluster Bomb (NON-ELEMENTAL)
Smoke Bomb + Supreme Gem = Tallboy (NON-ELEMENTAL)
Smoke Bomb + Poison Fang = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Silver Hourglass = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Dark Matter = Quartet of 9 (SPECIAL)
Smoke Bomb + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Lunar Curtain = Mega Nul-All (SPECIAL)
Smoke Bomb + Light Curtain = Mega Nul-All (SPECIAL)
Smoke Bomb + Star Curtain = Mega Nul-All (SPECIAL)
Smoke Bomb + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Stamina Tablet = Mega Vitality (SPECIAL)
Smoke Bomb + Mana Tablet = Hyper Mana (SPECIAL)
Smoke Bomb + Stamina Tonic = Hyper Vitality (SPECIAL)
Smoke Bomb + Mana Tonic = Hyper Mana (SPECIAL)
Smoke Bomb + Twin Stars = Freedom X (SPECIAL)
Smoke Bomb + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Smoke Bomb + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Smoke Bomb + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Smoke Bomb + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Smoke Bomb + Fortune Sphere = Hero Drink (SPECIAL)
Smoke Bomb + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Luck Sphere = Miracle Drink (SPECIAL)
Smoke Bomb + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Smoke Bomb + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Smoke Bomb + Map = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Musk = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Smoke Bomb + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Smoke Bomb + Amulet = Tallboy (NON-ELEMENTAL)
Smoke Bomb + Designer Wallet = Miracle Drink (SPECIAL)
Smoke Bomb + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Smoke Bomb + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Smoke Bomb + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Smoke Bomb + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Smoke Bomb + Winning Formula = Tallboy (NON-ELEMENTAL)

-->Higher Magic Stones
----------------------

Shadow Gem + Shadow Gem = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Shining Gem = Tallboy (NON-ELEMENTAL)
Shadow Gem + Blessed Gem = Tallboy (NON-ELEMENTAL)
Shadow Gem + Supreme Gem = Tallboy (NON-ELEMENTAL)
Shadow Gem + Poison Fang = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Silver Hourglass = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Gold Hourglass = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Candle of Life = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Petrify Grenade = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Farplane Shadow = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Farplane Wind = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Dark Matter = Quartet of 9 (SPECIAL)
Shadow Gem + Chocobo Feather = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Chocobo Wing = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Lunar Curtain = Mega Nul-All (SPECIAL)
Shadow Gem + Light Curtain = Mega Nul-All (SPECIAL)
Shadow Gem + Star Curtain = Mega Nul-All (SPECIAL)
Shadow Gem + Healing Spring = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Mana Spring = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Stamina Spring = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Soul Spring = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Purifying Salt = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Shadow Gem + Mana Tablet = Hyper Mana (SPECIAL)
Shadow Gem + Stamina Tonic = Hyper Vitality (SPECIAL)
Shadow Gem + Mana Tonic = Hyper Mana (SPECIAL)
Shadow Gem + Twin Stars = Freedom X (SPECIAL)
Shadow Gem + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Shadow Gem + Power Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Mana Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Speed Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Ability Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Fortune Sphere = Hero Drink (SPECIAL)
Shadow Gem + Attribute Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Special Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Skill Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + White Magic Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Black Magic Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Master Sphere = Black Hole (NON-ELEMENTAL)
Shadow Gem + Level 1 Key Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Level 2 Key Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Level 3 Key Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Level 4 Key Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + HP Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + MP Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Strength Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Defense Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Magic Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Magic Defense Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Agility Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Evasion Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Accuracy Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Luck Sphere = Miracle Drink (SPECIAL)
Shadow Gem + Clear Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Return Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Friend Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Teleport Sphere = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Warp Sphere = Black Hole (NON-ELEMENTAL)
Shadow Gem + Map = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Rename Card = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Musk = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Hypello Potion = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Shining Thorn = Nega Burst (NON-ELEMENTAL)
Shadow Gem + Pendulum = Black Hole (NON-ELEMENTAL)
Shadow Gem + Amulet = Black Hole (NON-ELEMENTAL)
Shadow Gem + Designer Wallet = Miracle Drink (SPECIAL)
Shadow Gem + Door to Tomorrow = Black Hole (NON-ELEMENTAL)
Shadow Gem + Wings to Discovery = Black Hole (NON-ELEMENTAL)
Shadow Gem + Gambler's Spirit = Black Hole (NON-ELEMENTAL)
Shadow Gem + Underdog's Secret = Black Hole (NON-ELEMENTAL)
Shadow Gem + Winning Formula = Black Hole (NON-ELEMENTAL)

Shining Gem + Shining Gem = Tallboy (NON-ELEMENTAL)
Shining Gem + Blessed Gem = Tallboy (NON-ELEMENTAL)
Shining Gem + Supreme Gem = Sunburst (NON-ELEMENTAL)
Shining Gem + Poison Fang = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Silver Hourglass = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Gold Hourglass = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Candle of Life = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Petrify Grenade = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Farplane Shadow = Chaos Grenade (NON-ELEMENTAL)
Shining Gem + Farplane Wind = Chaos Grenade (NON-ELEMENTAL)
Shining Gem + Dark Matter = Sunburst (NON-ELEMENTAL)
Shining Gem + Chocobo Feather = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Chocobo Wing = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Lunar Curtain = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Light Curtain = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Star Curtain = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Healing Spring = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Mana Spring = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Stamina Spring = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Soul Spring = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Purifying Salt = Calamity Bomb (NON-ELEMENTAL)
Shining Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Shining Gem + Mana Tablet = Hot Spurs (SPECIAL)
Shining Gem + Stamina Tonic = Hot Spurs (SPECIAL)
Shining Gem + Mana Tonic = Hot Spurs (SPECIAL)
Shining Gem + Twin Stars = Hot Spurs (SPECIAL)
Shining Gem + Three Stars = Sunburst (NON-ELEMENTAL)
Shining Gem + Power Sphere = Hazardous Shell (NON-ELEMENTAL)
Shining Gem + Mana Sphere = Hazardous Shell (NON-ELEMENTAL)
Shining Gem + Speed Sphere = Hazardous Shell (NON-ELEMENTAL)
Shining Gem + Ability Sphere = Hazardous Shell (NON-ELEMENTAL)
Shining Gem + Fortune Sphere = Miracle Drink (SPECIAL)
Shining Gem + Attribute Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Special Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Skill Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + White Magic Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Black Magic Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Master Sphere = Trio of 9999 (SPECIAL)
Shining Gem + Level 1 Key Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Level 2 Key Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Level 3 Key Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + HP Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + MP Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Strength Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Defense Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Magic Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Magic Defense Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Agility Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Evasion Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Accuracy Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Luck Sphere = Miracle Drink (SPECIAL)
Shining Gem + Clear Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Return Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Friend Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Teleport Sphere = Tallboy (NON-ELEMENTAL)
Shining Gem + Warp Sphere = Trio of 9999 (SPECIAL)
Shining Gem + Map = Cluster Bomb (NON-ELEMENTAL)
Shining Gem + Rename Card = Cluster Bomb (NON-ELEMENTAL)
Shining Gem + Musk = Tallboy (NON-ELEMENTAL)
Shining Gem + Hypello Potion = Tallboy (NON-ELEMENTAL)
Shining Gem + Shining Thorn = Tallboy (NON-ELEMENTAL)
Shining Gem + Pendulum = Trio of 9999 (SPECIAL)
Shining Gem + Amulet = Trio of 9999 (SPECIAL)
Shining Gem + Designer Wallet = Miracle Drink (SPECIAL)
Shining Gem + Door to Tomorrow = Trio of 9999 (SPECIAL)
Shining Gem + Wings to Discovery = Trio of 9999 (SPECIAL)
Shining Gem + Gambler's Spirit = Trio of 9999 (SPECIAL)
Shining Gem + Underdog's Secret = Trio of 9999 (SPECIAL)
Shining Gem + Winning Formula = Trio of 9999 (SPECIAL)

Blessed Gem + Blessed Gem = Tallboy (NON-ELEMENTAL)
Blessed Gem + Supreme Gem = Sunburst (NON-ELEMENTAL)
Blessed Gem + Poison Fang = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Silver Hourglass = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Gold Hourglass = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Candle of Life = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Petrify Grenade = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Farplane Shadow = Chaos Grenade (NON-ELEMENTAL)
Blessed Gem + Farplane Wind = Chaos Grenade (NON-ELEMENTAL)
Blessed Gem + Dark Matter = Sunburst (NON-ELEMENTAL)
Blessed Gem + Chocobo Feather = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Chocobo Wing = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Lunar Curtain = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Light Curtain = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Star Curtain = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Healing Spring = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Mana Spring = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Stamina Spring = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Soul Spring = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Purifying Salt = Calamity Bomb (NON-ELEMENTAL)
Blessed Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Blessed Gem + Mana Tablet = Sunburst (NON-ELEMENTAL)
Blessed Gem + Stamina Tonic = Hot Spurs (SPECIAL)
Blessed Gem + Mana Tonic = Sunburst (NON-ELEMENTAL)
Blessed Gem + Twin Stars = Hot Spurs (SPECIAL)
Blessed Gem + Three Stars = Sunburst (NON-ELEMENTAL)
Blessed Gem + Power Sphere = Hazardous Shell (NON-ELEMENTAL)
Blessed Gem + Mana Sphere = Hazardous Shell (NON-ELEMENTAL)
Blessed Gem + Speed Sphere = Hazardous Shell (NON-ELEMENTAL)
Blessed Gem + Ability Sphere = Hazardous Shell (NON-ELEMENTAL)
Blessed Gem + Fortune Sphere = Miracle Drink (SPECIAL)
Blessed Gem + Attribute Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Special Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Skill Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + White Magic Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Black Magic Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Master Sphere = Trio of 9999 (SPECIAL)
Blessed Gem + Level 1 Key Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Level 2 Key Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Level 3 Key Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Level 4 Key Sphere = Hot Spurs (SPECIAL)
Blessed Gem + HP Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + MP Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Strength Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Defense Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Magic Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Magic Defense Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Agility Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Evasion Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Accuracy Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Luck Sphere = Miracle Drink (SPECIAL)
Blessed Gem + Clear Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Return Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Friend Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Teleport Sphere = Tallboy (NON-ELEMENTAL)
Blessed Gem + Warp Sphere = Trio of 9999 (SPECIAL)
Blessed Gem + Map = Cluster Bomb (NON-ELEMENTAL)
Blessed Gem + Rename Card = Cluster Bomb (NON-ELEMENTAL)
Blessed Gem + Musk = Tallboy (NON-ELEMENTAL)
Blessed Gem + Hypello Potion = Tallboy (NON-ELEMENTAL)
Blessed Gem + Shining Thorn = Tallboy (NON-ELEMENTAL)
Blessed Gem + Pendulum = Trio of 9999 (SPECIAL)
Blessed Gem + Amulet = Trio of 9999 (SPECIAL)
Blessed Gem + Designer Wallet = Miracle Drink (SPECIAL)
Blessed Gem + Door to Tomorrow = Trio of 9999 (SPECIAL)
Blessed Gem + Wings to Discovery = Trio of 9999 (SPECIAL)
Blessed Gem + Gambler's Spirit = Trio of 9999 (SPECIAL)
Blessed Gem + Underdog's Secret = Trio of 9999 (SPECIAL)
Blessed Gem + Winning Formula = Trio of 9999 (SPECIAL)

Supreme Gem + Supreme Gem = Sunburst (NON-ELEMENTAL)
Supreme Gem + Poison Fang = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Silver Hourglass = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Gold Hourglass = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Candle of Life = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Petrify Grenade = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Farplane Shadow = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Farplane Wind = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Dark Matter = Sunburst (NON-ELEMENTAL)
Supreme Gem + Chocobo Feather = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Chocobo Wing = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Lunar Curtain = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Light Curtain = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Star Curtain = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Healing Spring = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Mana Spring = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Stamina Spring = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Soul Spring = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Purifying Salt = Chaos Grenade (NON-ELEMENTAL)
Supreme Gem + Stamina Tablet = Mega Vitality (SPECIAL)
Supreme Gem + Mana Tablet = Sunburst (NON-ELEMENTAL)
Supreme Gem + Stamina Tonic = Hot Spurs (SPECIAL)
Supreme Gem + Mana Tonic = Sunburst (NON-ELEMENTAL)
Supreme Gem + Twin Stars = Hot Spurs (SPECIAL)
Supreme Gem + Three Stars = Sunburst (NON-ELEMENTAL)
Supreme Gem + Power Sphere = Calamity Bomb (NON-ELEMENTAL)
Supreme Gem + Mana Sphere = Calamity Bomb (NON-ELEMENTAL)
Supreme Gem + Speed Sphere = Calamity Bomb (NON-ELEMENTAL)
Supreme Gem + Ability Sphere = Calamity Bomb (NON-ELEMENTAL)
Supreme Gem + Fortune Sphere = Miracle Drink (SPECIAL)
Supreme Gem + Attribute Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Special Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Skill Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + White Magic Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Black Magic Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Master Sphere = Trio of 9999 (SPECIAL)
Supreme Gem + Level 1 Key Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Level 2 Key Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Level 3 Key Sphere = Hot Spurs (SPECIAL)
Supreme Gem + Level 4 Key Sphere = Quartet of 9 (SPECIAL)
Supreme Gem + HP Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + MP Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Strength Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Defense Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Magic Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Magic Defense Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Agility Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Evasion Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Accuracy Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Luck Sphere = Miracle Drink (SPECIAL)
Supreme Gem + Clear Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Return Sphere = Tallboy (NON-ELEMENTAL)
Supreme Gem + Friend Sphere = Hot Spurs (SPECIAL)
Supreme Gem + Teleport Sphere = Hot Spurs (SPECIAL)
Supreme Gem + Warp Sphere = Sunburst (NON-ELEMENTAL)
Supreme Gem + Map = Cluster Bomb (NON-ELEMENTAL)
Supreme Gem + Rename Card = Cluster Bomb (NON-ELEMENTAL)
Supreme Gem + Musk = Tallboy (NON-ELEMENTAL)
Supreme Gem + Hypello Potion = Tallboy (NON-ELEMENTAL)
Supreme Gem + Shining Thorn = Tallboy (NON-ELEMENTAL)
Supreme Gem + Pendulum = Trio of 9999 (SPECIAL)
Supreme Gem + Amulet = Sunburst (NON-ELEMENTAL)
Supreme Gem + Designer Wallet = Miracle Drink (SPECIAL)
Supreme Gem + Door to Tomorrow = Sunburst (NON-ELEMENTAL)
Supreme Gem + Wings to Discovery = Sunburst (NON-ELEMENTAL)
Supreme Gem + Gambler's Spirit = Sunburst (NON-ELEMENTAL)
Supreme Gem + Underdog's Secret = Sunburst (NON-ELEMENTAL)
Supreme Gem + Winning Formula = Sunburst (NON-ELEMENTAL)

-->Higher Status Inflicting Items
---------------------------------

Poison Fang + Poison Fang = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Silver Hourglass = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Dark Matter = Quartet of 9 (SPECIAL)
Poison Fang + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Lunar Curtain = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Light Curtain = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Star Curtain = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Stamina Tablet = Mega Vitality (SPECIAL)
Poison Fang + Mana Tablet = Hyper Mana (SPECIAL)
Poison Fang + Stamina Tonic = Hyper Vitality (SPECIAL)
Poison Fang + Mana Tonic = Hyper Mana (SPECIAL)
Poison Fang + Twin Stars = Freedom X (SPECIAL)
Poison Fang + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Poison Fang + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Poison Fang + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Poison Fang + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Poison Fang + Fortune Sphere = Hero Drink (SPECIAL)
Poison Fang + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Luck Sphere = Miracle Drink (SPECIAL)
Poison Fang + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Poison Fang + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Map = Blaster Mine (NON-ELEMENTAL)
Poison Fang + Rename Card = Blaster Mine (NON-ELEMENTAL)
Poison Fang + Musk = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Poison Fang + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Amulet = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Designer Wallet = Miracle Drink (SPECIAL)
Poison Fang + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Poison Fang + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Silver Hourglass + Silver Hourglass = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Dark Matter = Quartet of 9 (SPECIAL)
Silver Hourglass + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Lunar Curtain = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Light Curtain = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Star Curtain = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Stamina Tablet = Mega Vitality (SPECIAL)
Silver Hourglass + Mana Tablet = Hyper Mana (SPECIAL)
Silver Hourglass + Stamina Tonic = Hyper Vitality (SPECIAL)
Silver Hourglass + Mana Tonic = Hyper Mana (SPECIAL)
Silver Hourglass + Twin Stars = Freedom X (SPECIAL)
Silver Hourglass + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Silver Hourglass + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Silver Hourglass + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Silver Hourglass + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Silver Hourglass + Fortune Sphere = Miracle Drink (SPECIAL)
Silver Hourglass + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Luck Sphere = Miracle Drink (SPECIAL)
Silver Hourglass + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Silver Hourglass + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Map = Blaster Mine (NON-ELEMENTAL)
Silver Hourglass + Rename Card = Blaster Mine (NON-ELEMENTAL)
Silver Hourglass + Musk = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Silver Hourglass + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Amulet = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Designer Wallet = Miracle Drink (SPECIAL)
Silver Hourglass + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Silver Hourglass + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Gold Hourglass + Gold Hourglass = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Dark Matter = Quartet of 9 (SPECIAL)
Gold Hourglass + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Lunar Curtain = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Light Curtain = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Star Curtain = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Stamina Tablet = Mega Vitality (SPECIAL)
Gold Hourglass + Mana Tablet = Hyper Mana (SPECIAL)
Gold Hourglass + Stamina Tonic = Hyper Vitality (SPECIAL)
Gold Hourglass + Mana Tonic = Hyper Mana (SPECIAL)
Gold Hourglass + Twin Stars = Freedom X (SPECIAL)
Gold Hourglass + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Gold Hourglass + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Gold Hourglass + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Gold Hourglass + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Gold Hourglass + Fortune Sphere = Miracle Drink (SPECIAL)
Gold Hourglass + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Luck Sphere = Miracle Drink (SPECIAL)
Gold Hourglass + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Gold Hourglass + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Map = Blaster Mine (NON-ELEMENTAL)
Gold Hourglass + Rename Card = Blaster Mine (NON-ELEMENTAL)
Gold Hourglass + Musk = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Gold Hourglass + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Amulet = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Designer Wallet = Miracle Drink (SPECIAL)
Gold Hourglass + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Gold Hourglass + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Candle of Life + Candle of Life = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Petrify Grenade = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Dark Matter = Quartet of 9 (SPECIAL)
Candle of Life + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Lunar Curtain = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Light Curtain = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Star Curtain = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Stamina Tablet = Mega Vitality (SPECIAL)
Candle of Life + Mana Tablet = Hyper Mana (SPECIAL)
Candle of Life + Stamina Tonic = Hyper Vitality (SPECIAL)
Candle of Life + Mana Tonic = Hyper Mana (SPECIAL)
Candle of Life + Twin Stars = Freedom X (SPECIAL)
Candle of Life + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Candle of Life + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Candle of Life + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Candle of Life + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Candle of Life + Fortune Sphere = Miracle Drink (SPECIAL)
Candle of Life + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Luck Sphere = Miracle Drink (SPECIAL)
Candle of Life + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Candle of Life + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Map = Blaster Mine (NON-ELEMENTAL)
Candle of Life + Rename Card = Blaster Mine (NON-ELEMENTAL)
Candle of Life + Musk = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Candle of Life + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Amulet = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Designer Wallet = Miracle Drink (SPECIAL)
Candle of Life + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Candle of Life + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Petrify Grenade + Petrify Grenade = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Dark Matter = Quartet of 9 (SPECIAL)
Petrify Grenade + Chocobo Feather = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Chocobo Wing = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Lunar Curtain = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Light Curtain = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Star Curtain = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Healing Spring = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Mana Spring = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Stamina Spring = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Soul Spring = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Purifying Salt = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Stamina Tablet = Mega Vitality (SPECIAL)
Petrify Grenade + Mana Tablet = Hyper Mana (SPECIAL)
Petrify Grenade + Stamina Tonic = Hyper Vitality (SPECIAL)
Petrify Grenade + Mana Tonic = Hyper Mana (SPECIAL)
Petrify Grenade + Twin Stars = Freedom X (SPECIAL)
Petrify Grenade + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Power Sphere = Blaster Mine (NON-ELEMENTAL)
Petrify Grenade + Mana Sphere = Blaster Mine (NON-ELEMENTAL)
Petrify Grenade + Speed Sphere = Blaster Mine (NON-ELEMENTAL)
Petrify Grenade + Ability Sphere = Blaster Mine (NON-ELEMENTAL)
Petrify Grenade + Fortune Sphere = Hero Drink (SPECIAL)
Petrify Grenade + Attribute Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Special Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Skill Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + White Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Black Magic Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Level 1 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Level 2 Key Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Luck Sphere = Miracle Drink (SPECIAL)
Petrify Grenade + Clear Sphere = Calamity Bomb (NON-ELEMENTAL)
Petrify Grenade + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Map = Blaster Mine (NON-ELEMENTAL)
Petrify Grenade + Rename Card = Blaster Mine (NON-ELEMENTAL)
Petrify Grenade + Musk = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Petrify Grenade + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Amulet = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Designer Wallet = Miracle Drink (SPECIAL)
Petrify Grenade + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Petrify Grenade + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Farplane Shadow + Farplane Shadow = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Farplane Wind = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Dark Matter = Trio of 9999 (SPECIAL)
Farplane Shadow + Chocobo Feather = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Chocobo Wing = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Lunar Curtain = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Light Curtain = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Star Curtain = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Healing Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Mana Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Stamina Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Soul Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Purifying Salt = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Stamina Tablet = Mega Vitality (SPECIAL)
Farplane Shadow + Mana Tablet = Hyper Mana (SPECIAL)
Farplane Shadow + Stamina Tonic = Hyper Vitality (SPECIAL)
Farplane Shadow + Mana Tonic = Hyper Mana (SPECIAL)
Farplane Shadow + Twin Stars = Freedom X (SPECIAL)
Farplane Shadow + Three Stars = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Power Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Shadow + Mana Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Shadow + Speed Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Shadow + Ability Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Shadow + Fortune Sphere = Miracle Drink (SPECIAL)
Farplane Shadow + Attribute Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Special Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Skill Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + White Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Black Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Level 1 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Level 2 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Luck Sphere = Miracle Drink (SPECIAL)
Farplane Shadow + Clear Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Map = Hazardous Shell (NON-ELEMENTAL)
Farplane Shadow + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Farplane Shadow + Musk = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Farplane Shadow + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Amulet = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Designer Wallet = Miracle Drink (SPECIAL)
Farplane Shadow + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Farplane Shadow + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Farplane Wind + Farplane Wind = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Dark Matter = Trio of 9999 (SPECIAL)
Farplane Wind + Chocobo Feather = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Chocobo Wing = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Lunar Curtain = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Light Curtain = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Star Curtain = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Healing Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Mana Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Stamina Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Soul Spring = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Purifying Salt = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Stamina Tablet = Mega Vitality (SPECIAL)
Farplane Wind + Mana Tablet = Hyper Mana (SPECIAL)
Farplane Wind + Stamina Tonic = Hyper Vitality (SPECIAL)
Farplane Wind + Mana Tonic = Hyper Mana (SPECIAL)
Farplane Wind + Twin Stars = Freedom X (SPECIAL)
Farplane Wind + Three Stars = Hazardous Shell (NON-ELEMENTAL)
Farplane Wind + Power Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Wind + Mana Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Wind + Speed Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Wind + Ability Sphere = Hazardous Shell (NON-ELEMENTAL)
Farplane Wind + Fortune Sphere = Miracle Drink (SPECIAL)
Farplane Wind + Attribute Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Special Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Skill Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + White Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Black Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Master Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Level 1 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Level 2 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Level 3 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Level 4 Key Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + HP Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + MP Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Strength Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Magic Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Magic Defense Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Agility Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Evasion Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Accuracy Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Luck Sphere = Miracle Drink (SPECIAL)
Farplane Wind + Clear Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Return Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Friend Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Teleport Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Warp Sphere = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Map = Hazardous Shell (NON-ELEMENTAL)
Farplane Wind + Rename Card = Hazardous Shell (NON-ELEMENTAL)
Farplane Wind + Musk = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Farplane Wind + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Amulet = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Designer Wallet = Miracle Drink (SPECIAL)
Farplane Wind + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Farplane Wind + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Dark Matter + Dark Matter = Sunburst (NON-ELEMENTAL)
Dark Matter + Chocobo Feather = Quartet of 9 (SPECIAL)
Dark Matter + Chocobo Wing = Quartet of 9 (SPECIAL)
Dark Matter + Lunar Curtain = Quartet of 9 (SPECIAL)
Dark Matter + Light Curtain = Quartet of 9 (SPECIAL)
Dark Matter + Star Curtain = Quartet of 9 (SPECIAL)
Dark Matter + Healing Spring = Quartet of 9 (SPECIAL)
Dark Matter + Mana Spring = Quartet of 9 (SPECIAL)
Dark Matter + Stamina Spring = Quartet of 9 (SPECIAL)
Dark Matter + Soul Spring = Quartet of 9 (SPECIAL)
Dark Matter + Purifying Salt = Quartet of 9 (SPECIAL)
Dark Matter + Stamina Tablet = Trio of 9999 (SPECIAL)
Dark Matter + Mana Tablet = Trio of 9999 (SPECIAL)
Dark Matter + Stamina Tonic = Trio of 9999 (SPECIAL)
Dark Matter + Mana Tonic = Trio of 9999 (SPECIAL)
Dark Matter + Twin Stars = Trio of 9999 (SPECIAL)
Dark Matter + Three Stars = Quartet of 9 (SPECIAL)
Dark Matter + Power Sphere = Quartet of 9 (SPECIAL)
Dark Matter + Mana Sphere = Quartet of 9 (SPECIAL)
Dark Matter + Speed Sphere = Quartet of 9 (SPECIAL)
Dark Matter + Ability Sphere = Quartet of 9 (SPECIAL)
Dark Matter + Fortune Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Attribute Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Special Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Skill Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + White Magic Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Black Magic Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Master Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Level 1 Key Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Level 2 Key Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Level 3 Key Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Level 4 Key Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + HP Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + MP Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Strength Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Defense Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Magic Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Magic Defense Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Agility Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Evasion Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Accuracy Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Luck Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Clear Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Return Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Friend Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Teleport Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Warp Sphere = Sunburst (NON-ELEMENTAL)
Dark Matter + Map = Quartet of 9 (SPECIAL)
Dark Matter + Rename Card = Quartet of 9 (SPECIAL)
Dark Matter + Musk = Quartet of 9 (SPECIAL)
Dark Matter + Hypello Potion = Quartet of 9 (SPECIAL)
Dark Matter + Shining Thorn = Quartet of 9 (SPECIAL)
Dark Matter + Pendulum = Trio of 9999 (SPECIAL)
Dark Matter + Amulet = Sunburst (NON-ELEMENTAL)
Dark Matter + Designer Wallet = Sunburst (NON-ELEMENTAL)
Dark Matter + Door to Tomorrow = Sunburst (NON-ELEMENTAL)
Dark Matter + Wings to Discovery = Sunburst (NON-ELEMENTAL)
Dark Matter + Gambler's Spirit = Sunburst (NON-ELEMENTAL)
Dark Matter + Underdog's Secret = Sunburst (NON-ELEMENTAL)
Dark Matter + Winning Formula = Sunburst (NON-ELEMENTAL)

-->Higher Support Items
-----------------------

Chocobo Feather + Chocobo Feather = Super Mighty G (SPECIAL)
Chocobo Feather + Chocobo Wing = Super Mighty G (SPECIAL)
Chocobo Feather + Lunar Curtain = Super Mighty G (SPECIAL)
Chocobo Feather + Light Curtain = Super Mighty G (SPECIAL)
Chocobo Feather + Star Curtain = Super Mighty G (SPECIAL)
Chocobo Feather + Healing Spring = Super Mighty G (SPECIAL)
Chocobo Feather + Mana Spring = Super Mighty G (SPECIAL)
Chocobo Feather + Stamina Spring = Super Mighty G (SPECIAL)
Chocobo Feather + Soul Spring = Super Mighty G (SPECIAL)
Chocobo Feather + Purifying Salt = Super Mighty G (SPECIAL)
Chocobo Feather + Stamina Tablet = Mega Vitality (SPECIAL)
Chocobo Feather + Mana Tablet = Hyper Mana (SPECIAL)
Chocobo Feather + Stamina Tonic = Hyper Vitality (SPECIAL)
Chocobo Feather + Mana Tonic = Hyper Mana (SPECIAL)
Chocobo Feather + Twin Stars = Freedom X (SPECIAL)
Chocobo Feather + Three Stars = Super Mighty G (SPECIAL)
Chocobo Feather + Power Sphere = Mighty Wall (SPECIAL)
Chocobo Feather + Mana Sphere = Mighty Wall (SPECIAL)
Chocobo Feather + Speed Sphere = Mighty Wall (SPECIAL)
Chocobo Feather + Ability Sphere = Mighty Wall (SPECIAL)
Chocobo Feather + Fortune Sphere = Hero Drink (SPECIAL)
Chocobo Feather + Attribute Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Special Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Skill Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + White Magic Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Black Magic Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Master Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Level 1 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Level 2 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Level 3 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Level 4 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + HP Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + MP Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Strength Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Defense Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Magic Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Magic Defense Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Agility Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Evasion Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Accuracy Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Luck Sphere = Miracle Drink (SPECIAL)
Chocobo Feather + Clear Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Return Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Friend Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Teleport Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Warp Sphere = Super Mighty G (SPECIAL)
Chocobo Feather + Map = Super Mighty G (SPECIAL)
Chocobo Feather + Rename Card = Super Mighty G (SPECIAL)
Chocobo Feather + Musk = Super Mighty G (SPECIAL)
Chocobo Feather + Hypello Potion = Super Mighty G (SPECIAL)
Chocobo Feather + Shining Thorn = Super Mighty G (SPECIAL)
Chocobo Feather + Pendulum = Super Mighty G (SPECIAL)
Chocobo Feather + Amulet = Super Mighty G (SPECIAL)
Chocobo Feather + Designer Wallet = Miracle Drink (SPECIAL)
Chocobo Feather + Door to Tomorrow = Super Mighty G (SPECIAL)
Chocobo Feather + Wings to Discovery = Super Mighty G (SPECIAL)
Chocobo Feather + Gambler's Spirit = Super Mighty G (SPECIAL)
Chocobo Feather + Underdog's Secret = Super Mighty G (SPECIAL)
Chocobo Feather + Winning Formula = Super Mighty G (SPECIAL)

Chocobo Wing + Chocobo Wing = Super Mighty G (SPECIAL)
Chocobo Wing + Lunar Curtain = Super Mighty G (SPECIAL)
Chocobo Wing + Light Curtain = Super Mighty G (SPECIAL)
Chocobo Wing + Star Curtain = Super Mighty G (SPECIAL)
Chocobo Wing + Healing Spring = Super Mighty G (SPECIAL)
Chocobo Wing + Mana Spring = Super Mighty G (SPECIAL)
Chocobo Wing + Stamina Spring = Super Mighty G (SPECIAL)
Chocobo Wing + Soul Spring = Super Mighty G (SPECIAL)
Chocobo Wing + Purifying Salt = Super Mighty G (SPECIAL)
Chocobo Wing + Stamina Tablet = Mega Vitality (SPECIAL)
Chocobo Wing + Mana Tablet = Hyper Mana (SPECIAL)
Chocobo Wing + Stamina Tonic = Hyper Vitality (SPECIAL)
Chocobo Wing + Mana Tonic = Hyper Mana (SPECIAL)
Chocobo Wing + Twin Stars = Freedom X (SPECIAL)
Chocobo Wing + Three Stars = Super Mighty G (SPECIAL)
Chocobo Wing + Power Sphere = Mighty Wall (SPECIAL)
Chocobo Wing + Mana Sphere = Mighty Wall (SPECIAL)
Chocobo Wing + Speed Sphere = Mighty Wall (SPECIAL)
Chocobo Wing + Ability Sphere = Mighty Wall (SPECIAL)
Chocobo Wing + Fortune Sphere = Hero Drink (SPECIAL)
Chocobo Wing + Attribute Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Special Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Skill Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + White Magic Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Black Magic Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Master Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Level 1 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Level 2 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Level 3 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Level 4 Key Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + HP Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + MP Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Strength Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Defense Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Magic Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Magic Defense Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Agility Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Evasion Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Accuracy Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Luck Sphere = Miracle Drink (SPECIAL)
Chocobo Wing + Clear Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Return Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Friend Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Teleport Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Warp Sphere = Super Mighty G (SPECIAL)
Chocobo Wing + Map = Super Mighty G (SPECIAL)
Chocobo Wing + Rename Card = Super Mighty G (SPECIAL)
Chocobo Wing + Musk = Super Mighty G (SPECIAL)
Chocobo Wing + Hypello Potion = Super Mighty G (SPECIAL)
Chocobo Wing + Shining Thorn = Super Mighty G (SPECIAL)
Chocobo Wing + Pendulum = Hyper Mighty G (SPECIAL)
Chocobo Wing + Amulet = Hyper Mighty G (SPECIAL)
Chocobo Wing + Designer Wallet = Miracle Drink (SPECIAL)
Chocobo Wing + Door to Tomorrow = Hyper Mighty G (SPECIAL)
Chocobo Wing + Wings to Discovery = Hyper Mighty G (SPECIAL)
Chocobo Wing + Gambler's Spirit = Hyper Mighty G (SPECIAL)
Chocobo Wing + Underdog's Secret = Hyper Mighty G (SPECIAL)
Chocobo Wing + Winning Formula = Hyper Mighty G (SPECIAL)

Lunar Curtain + Lunar Curtain = Super Mighty G (SPECIAL)
Lunar Curtain + Light Curtain = Super Mighty G (SPECIAL)
Lunar Curtain + Star Curtain = Super Mighty G (SPECIAL)
Lunar Curtain + Healing Spring = Ultra Nul-All (SPECIAL)
Lunar Curtain + Mana Spring = Hyper Nul-all (SPECIAL)
Lunar Curtain + Stamina Spring = Hyper Nul-all (SPECIAL)
Lunar Curtain + Soul Spring = Hyper Nul-all (SPECIAL)
Lunar Curtain + Purifying Salt = Hyper Nul-all (SPECIAL)
Lunar Curtain + Stamina Tablet = Mega Vitality (SPECIAL)
Lunar Curtain + Mana Tablet = Hyper Mana (SPECIAL)
Lunar Curtain + Stamina Tonic = Hyper Vitality (SPECIAL)
Lunar Curtain + Mana Tonic = Hyper Mana (SPECIAL)
Lunar Curtain + Twin Stars = Freedom X (SPECIAL)
Lunar Curtain + Three Stars = Super Mighty G (SPECIAL)
Lunar Curtain + Power Sphere = Mighty Wall (SPECIAL)
Lunar Curtain + Mana Sphere = Mighty Wall (SPECIAL)
Lunar Curtain + Speed Sphere = Mighty Wall (SPECIAL)
Lunar Curtain + Ability Sphere = Mighty Wall (SPECIAL)
Lunar Curtain + Fortune Sphere = Hero Drink (SPECIAL)
Lunar Curtain + Attribute Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Special Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Skill Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + White Magic Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Black Magic Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Master Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Level 1 Key Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Level 2 Key Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Level 3 Key Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Level 4 Key Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + HP Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + MP Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Strength Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Defense Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Magic Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Magic Defense Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Agility Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Evasion Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Accuracy Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Luck Sphere = Miracle Drink (SPECIAL)
Lunar Curtain + Clear Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Return Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Friend Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Teleport Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Warp Sphere = Super Mighty G (SPECIAL)
Lunar Curtain + Map = Mega Nul-All (SPECIAL)
Lunar Curtain + Rename Card = Mega Nul-All (SPECIAL)
Lunar Curtain + Musk = Mega Nul-All (SPECIAL)
Lunar Curtain + Hypello Potion = Mega Nul-All (SPECIAL)
Lunar Curtain + Shining Thorn = Mega Nul-All (SPECIAL)
Lunar Curtain + Pendulum = Hyper Mighty G (SPECIAL)
Lunar Curtain + Amulet = Hyper Mighty G (SPECIAL)
Lunar Curtain + Designer Wallet = Miracle Drink (SPECIAL)
Lunar Curtain + Door to Tomorrow = Hyper Mighty G (SPECIAL)
Lunar Curtain + Wings to Discovery = Hyper Mighty G (SPECIAL)
Lunar Curtain + Gambler's Spirit = Hyper Mighty G (SPECIAL)
Lunar Curtain + Underdog's Secret = Hyper Mighty G (SPECIAL)
Lunar Curtain + Winning Formula = Hyper Mighty G (SPECIAL)

Light Curtain + Light Curtain = Super Mighty G (SPECIAL)
Light Curtain + Star Curtain = Super Mighty G (SPECIAL)
Light Curtain + Healing Spring = Ultra Nul-All (SPECIAL)
Light Curtain + Mana Spring = Hyper Nul-all (SPECIAL)
Light Curtain + Stamina Spring = Hyper Nul-all (SPECIAL)
Light Curtain + Soul Spring = Hyper Nul-all (SPECIAL)
Light Curtain + Purifying Salt = Hyper Nul-all (SPECIAL)
Light Curtain + Stamina Tablet = Mega Vitality (SPECIAL)
Light Curtain + Mana Tablet = Hyper Mana (SPECIAL)
Light Curtain + Stamina Tonic = Hyper Vitality (SPECIAL)
Light Curtain + Mana Tonic = Hyper Mana (SPECIAL)
Light Curtain + Twin Stars = Freedom X (SPECIAL)
Light Curtain + Three Stars = Super Mighty G (SPECIAL)
Light Curtain + Power Sphere = Mighty Wall (SPECIAL)
Light Curtain + Mana Sphere = Mighty Wall (SPECIAL)
Light Curtain + Speed Sphere = Mighty Wall (SPECIAL)
Light Curtain + Ability Sphere = Mighty Wall (SPECIAL)
Light Curtain + Fortune Sphere = Hero Drink (SPECIAL)
Light Curtain + Attribute Sphere = Super Mighty G (SPECIAL)
Light Curtain + Special Sphere = Super Mighty G (SPECIAL)
Light Curtain + Skill Sphere = Super Mighty G (SPECIAL)
Light Curtain + White Magic Sphere = Super Mighty G (SPECIAL)
Light Curtain + Black Magic Sphere = Super Mighty G (SPECIAL)
Light Curtain + Master Sphere = Super Mighty G (SPECIAL)
Light Curtain + Level 1 Key Sphere = Super Mighty G (SPECIAL)
Light Curtain + Level 2 Key Sphere = Super Mighty G (SPECIAL)
Light Curtain + Level 3 Key Sphere = Super Mighty G (SPECIAL)
Light Curtain + Level 4 Key Sphere = Super Mighty G (SPECIAL)
Light Curtain + HP Sphere = Super Mighty G (SPECIAL)
Light Curtain + MP Sphere = Super Mighty G (SPECIAL)
Light Curtain + Strength Sphere = Super Mighty G (SPECIAL)
Light Curtain + Defense Sphere = Super Mighty G (SPECIAL)
Light Curtain + Magic Sphere = Super Mighty G (SPECIAL)
Light Curtain + Magic Defense Sphere = Super Mighty G (SPECIAL)
Light Curtain + Agility Sphere = Super Mighty G (SPECIAL)
Light Curtain + Evasion Sphere = Super Mighty G (SPECIAL)
Light Curtain + Accuracy Sphere = Super Mighty G (SPECIAL)
Light Curtain + Luck Sphere = Miracle Drink (SPECIAL)
Light Curtain + Clear Sphere = Super Mighty G (SPECIAL)
Light Curtain + Return Sphere = Super Mighty G (SPECIAL)
Light Curtain + Friend Sphere = Super Mighty G (SPECIAL)
Light Curtain + Teleport Sphere = Super Mighty G (SPECIAL)
Light Curtain + Warp Sphere = Super Mighty G (SPECIAL)
Light Curtain + Map = Mega Nul-All (SPECIAL)
Light Curtain + Rename Card = Mega Nul-All (SPECIAL)
Light Curtain + Musk = Mega Nul-All (SPECIAL)
Light Curtain + Hypello Potion = Mega Nul-All (SPECIAL)
Light Curtain + Shining Thorn = Mega Nul-All (SPECIAL)
Light Curtain + Pendulum = Hyper Mighty G (SPECIAL)
Light Curtain + Amulet = Hyper Mighty G (SPECIAL)
Light Curtain + Designer Wallet = Miracle Drink (SPECIAL)
Light Curtain + Door to Tomorrow = Hyper Mighty G (SPECIAL)
Light Curtain + Wings to Discovery = Hyper Mighty G (SPECIAL)
Light Curtain + Gambler's Spirit = Hyper Mighty G (SPECIAL)
Light Curtain + Underdog's Secret = Hyper Mighty G (SPECIAL)
Light Curtain + Winning Formula = Hyper Mighty G (SPECIAL)

Star Curtain + Star Curtain = Hyper Nul-all (SPECIAL)
Star Curtain + Healing Spring = Ultra Nul-All (SPECIAL)
Star Curtain + Mana Spring = Hyper Nul-all (SPECIAL)
Star Curtain + Stamina Spring = Hyper Nul-all (SPECIAL)
Star Curtain + Soul Spring = Hyper Nul-all (SPECIAL)
Star Curtain + Purifying Salt = Hyper Nul-all (SPECIAL)
Star Curtain + Stamina Tablet = Mega Vitality (SPECIAL)
Star Curtain + Mana Tablet = Hyper Mana (SPECIAL)
Star Curtain + Stamina Tonic = Hyper Vitality (SPECIAL)
Star Curtain + Mana Tonic = Hyper Mana (SPECIAL)
Star Curtain + Twin Stars = Freedom X (SPECIAL)
Star Curtain + Three Stars = Super Mighty G (SPECIAL)
Star Curtain + Power Sphere = Mega Nul-All (SPECIAL)
Star Curtain + Mana Sphere = Mega Nul-All (SPECIAL)
Star Curtain + Speed Sphere = Mega Nul-All (SPECIAL)
Star Curtain + Ability Sphere = Mega Nul-All (SPECIAL)
Star Curtain + Fortune Sphere = Hero Drink (SPECIAL)
Star Curtain + Attribute Sphere = Super Mighty G (SPECIAL)
Star Curtain + Special Sphere = Super Mighty G (SPECIAL)
Star Curtain + Skill Sphere = Super Mighty G (SPECIAL)
Star Curtain + White Magic Sphere = Super Mighty G (SPECIAL)
Star Curtain + Black Magic Sphere = Super Mighty G (SPECIAL)
Star Curtain + Master Sphere = Super Mighty G (SPECIAL)
Star Curtain + Level 1 Key Sphere = Super Mighty G (SPECIAL)
Star Curtain + Level 2 Key Sphere = Super Mighty G (SPECIAL)
Star Curtain + Level 3 Key Sphere = Super Mighty G (SPECIAL)
Star Curtain + Level 4 Key Sphere = Super Mighty G (SPECIAL)
Star Curtain + HP Sphere = Super Mighty G (SPECIAL)
Star Curtain + MP Sphere = Super Mighty G (SPECIAL)
Star Curtain + Strength Sphere = Super Mighty G (SPECIAL)
Star Curtain + Defense Sphere = Super Mighty G (SPECIAL)
Star Curtain + Magic Sphere = Super Mighty G (SPECIAL)
Star Curtain + Magic Defense Sphere = Super Mighty G (SPECIAL)
Star Curtain + Agility Sphere = Super Mighty G (SPECIAL)
Star Curtain + Evasion Sphere = Super Mighty G (SPECIAL)
Star Curtain + Accuracy Sphere = Super Mighty G (SPECIAL)
Star Curtain + Luck Sphere = Miracle Drink (SPECIAL)
Star Curtain + Clear Sphere = Super Mighty G (SPECIAL)
Star Curtain + Return Sphere = Super Mighty G (SPECIAL)
Star Curtain + Friend Sphere = Super Mighty G (SPECIAL)
Star Curtain + Teleport Sphere = Super Mighty G (SPECIAL)
Star Curtain + Warp Sphere = Super Mighty G (SPECIAL)
Star Curtain + Map = Mega Nul-All (SPECIAL)
Star Curtain + Rename Card = Mega Nul-All (SPECIAL)
Star Curtain + Musk = Mega Nul-All (SPECIAL)
Star Curtain + Hypello Potion = Mega Nul-All (SPECIAL)
Star Curtain + Shining Thorn = Mega Nul-All (SPECIAL)
Star Curtain + Pendulum = Hyper Mighty G (SPECIAL)
Star Curtain + Amulet = Hyper Mighty G (SPECIAL)
Star Curtain + Designer Wallet = Miracle Drink (SPECIAL)
Star Curtain + Door to Tomorrow = Hyper Mighty G (SPECIAL)
Star Curtain + Wings to Discovery = Hyper Mighty G (SPECIAL)
Star Curtain + Gambler's Spirit = Hyper Mighty G (SPECIAL)
Star Curtain + Underdog's Secret = Hyper Mighty G (SPECIAL)
Star Curtain + Winning Formula = Hyper Mighty G (SPECIAL)

-->Springs
----------

Healing Spring + Healing Spring = Ultra Nul-All (SPECIAL)
Healing Spring + Mana Spring = Ultra Nul-All (SPECIAL)
Healing Spring + Stamina Spring = Ultra Nul-All (SPECIAL)
Healing Spring + Soul Spring = Ultra Nul-All (SPECIAL)
Healing Spring + Purifying Salt = Ultra Nul-All (SPECIAL)
Healing Spring + Stamina Tablet = Mega Vitality (SPECIAL)
Healing Spring + Mana Tablet = Hyper Mana (SPECIAL)
Healing Spring + Stamina Tonic = Hyper Vitality (SPECIAL)
Healing Spring + Mana Tonic = Hyper Mana (SPECIAL)
Healing Spring + Twin Stars = Freedom X (SPECIAL)
Healing Spring + Three Stars = Super Mighty G (SPECIAL)
Healing Spring + Power Sphere = Mega Elixir (CURATIVE)
Healing Spring + Mana Sphere = Mega Elixir (CURATIVE)
Healing Spring + Speed Sphere = Mega Elixir (CURATIVE)
Healing Spring + Ability Sphere = Mega Elixir (CURATIVE)
Healing Spring + Fortune Sphere = Miracle Drink (SPECIAL)
Healing Spring + Attribute Sphere = Super Elixir (CURATIVE)
Healing Spring + Special Sphere = Super Elixir (CURATIVE)
Healing Spring + Skill Sphere = Super Elixir (CURATIVE)
Healing Spring + White Magic Sphere = Super Elixir (CURATIVE)
Healing Spring + Black Magic Sphere = Super Elixir (CURATIVE)
Healing Spring + Master Sphere = Super Elixir (CURATIVE)
Healing Spring + Level 1 Key Sphere = Super Elixir (CURATIVE)
Healing Spring + Level 2 Key Sphere = Super Elixir (CURATIVE)
Healing Spring + Level 3 Key Sphere = Super Elixir (CURATIVE)
Healing Spring + Level 4 Key Sphere = Super Elixir (CURATIVE)
Healing Spring + HP Sphere = Super Elixir (CURATIVE)
Healing Spring + MP Sphere = Super Elixir (CURATIVE)
Healing Spring + Strength Sphere = Super Elixir (CURATIVE)
Healing Spring + Defense Sphere = Super Elixir (CURATIVE)
Healing Spring + Magic Sphere = Super Elixir (CURATIVE)
Healing Spring + Magic Defense Sphere = Super Elixir (CURATIVE)
Healing Spring + Agility Sphere = Super Elixir (CURATIVE)
Healing Spring + Evasion Sphere = Super Elixir (CURATIVE)
Healing Spring + Accuracy Sphere = Super Elixir (CURATIVE)
Healing Spring + Luck Sphere = Miracle Drink (SPECIAL)
Healing Spring + Clear Sphere = Super Elixir (CURATIVE)
Healing Spring + Return Sphere = Super Elixir (CURATIVE)
Healing Spring + Friend Sphere = Super Elixir (CURATIVE)
Healing Spring + Teleport Sphere = Super Elixir (CURATIVE)
Healing Spring + Warp Sphere = Super Elixir (CURATIVE)
Healing Spring + Map = Super Elixir (CURATIVE)
Healing Spring + Rename Card = Super Elixir (CURATIVE)
Healing Spring + Musk = Ultra Nul-All (SPECIAL)
Healing Spring + Hypello Potion = Ultra Nul-All (SPECIAL)
Healing Spring + Shining Thorn = Ultra Nul-All (SPECIAL)
Healing Spring + Pendulum = Hyper Mighty G (SPECIAL)
Healing Spring + Amulet = Hyper Mighty G (SPECIAL)
Healing Spring + Designer Wallet = Miracle Drink (SPECIAL)
Healing Spring + Door to Tomorrow = Hyper Mighty G (SPECIAL)
Healing Spring + Wings to Discovery = Hyper Mighty G (SPECIAL)
Healing Spring + Gambler's Spirit = Hyper Mighty G (SPECIAL)
Healing Spring + Underdog's Secret = Hyper Mighty G (SPECIAL)
Healing Spring + Winning Formula = Hyper Mighty G (SPECIAL)

Mana Spring + Mana Spring = Hyper Nul-all (SPECIAL)
Mana Spring + Stamina Spring = Hyper Nul-all (SPECIAL)
Mana Spring + Soul Spring = Hyper Nul-all (SPECIAL)
Mana Spring + Purifying Salt = Hyper Nul-all (SPECIAL)
Mana Spring + Stamina Tablet = Mega Vitality (SPECIAL)
Mana Spring + Mana Tablet = Hyper Mana (SPECIAL)
Mana Spring + Stamina Tonic = Hyper Vitality (SPECIAL)
Mana Spring + Mana Tonic = Hyper Mana (SPECIAL)
Mana Spring + Twin Stars = Freedom X (SPECIAL)
Mana Spring + Three Stars = Super Mighty G (SPECIAL)
Mana Spring + Power Sphere = Mega Elixir (CURATIVE)
Mana Spring + Mana Sphere = Mega Elixir (CURATIVE)
Mana Spring + Speed Sphere = Mega Elixir (CURATIVE)
Mana Spring + Ability Sphere = Mega Elixir (CURATIVE)
Mana Spring + Fortune Sphere = Hero Drink (SPECIAL)
Mana Spring + Attribute Sphere = Super Elixir (CURATIVE)
Mana Spring + Special Sphere = Super Elixir (CURATIVE)
Mana Spring + Skill Sphere = Super Elixir (CURATIVE)
Mana Spring + White Magic Sphere = Super Elixir (CURATIVE)
Mana Spring + Black Magic Sphere = Super Elixir (CURATIVE)
Mana Spring + Master Sphere = Super Elixir (CURATIVE)
Mana Spring + Level 1 Key Sphere = Super Elixir (CURATIVE)
Mana Spring + Level 2 Key Sphere = Super Elixir (CURATIVE)
Mana Spring + Level 3 Key Sphere = Super Elixir (CURATIVE)
Mana Spring + Level 4 Key Sphere = Super Elixir (CURATIVE)
Mana Spring + HP Sphere = Super Elixir (CURATIVE)
Mana Spring + MP Sphere = Super Elixir (CURATIVE)
Mana Spring + Strength Sphere = Super Elixir (CURATIVE)
Mana Spring + Defense Sphere = Super Elixir (CURATIVE)
Mana Spring + Magic Sphere = Super Elixir (CURATIVE)
Mana Spring + Magic Defense Sphere = Super Elixir (CURATIVE)
Mana Spring + Agility Sphere = Super Elixir (CURATIVE)
Mana Spring + Evasion Sphere = Super Elixir (CURATIVE)
Mana Spring + Accuracy Sphere = Super Elixir (CURATIVE)
Mana Spring + Luck Sphere = Miracle Drink (SPECIAL)
Mana Spring + Clear Sphere = Super Elixir (CURATIVE)
Mana Spring + Return Sphere = Super Elixir (CURATIVE)
Mana Spring + Friend Sphere = Super Elixir (CURATIVE)
Mana Spring + Teleport Sphere = Super Elixir (CURATIVE)
Mana Spring + Warp Sphere = Super Elixir (CURATIVE)
Mana Spring + Map = Mega Elixir (CURATIVE)
Mana Spring + Rename Card = Mega Elixir (CURATIVE)
Mana Spring + Musk = Hyper Nul-all (SPECIAL)
Mana Spring + Hypello Potion = Hyper Nul-all (SPECIAL)
Mana Spring + Shining Thorn = Hyper Nul-all (SPECIAL)
Mana Spring + Pendulum = Final Elixir (CURATIVE)
Mana Spring + Amulet = Final Elixir (CURATIVE)
Mana Spring + Designer Wallet = Miracle Drink (SPECIAL)
Mana Spring + Door to Tomorrow = Final Elixir (CURATIVE)
Mana Spring + Wings to Discovery = Final Elixir (CURATIVE)
Mana Spring + Gambler's Spirit = Final Elixir (CURATIVE)
Mana Spring + Underdog's Secret = Final Elixir (CURATIVE)
Mana Spring + Winning Formula = Final Elixir (CURATIVE)

Stamina Spring + Stamina Spring = Hyper Nul-all (SPECIAL)
Stamina Spring + Soul Spring = Hyper Nul-all (SPECIAL)
Stamina Spring + Purifying Salt = Hyper Nul-all (SPECIAL)
Stamina Spring + Stamina Tablet = Mega Vitality (SPECIAL)
Stamina Spring + Mana Tablet = Hyper Mana (SPECIAL)
Stamina Spring + Stamina Tonic = Hyper Vitality (SPECIAL)
Stamina Spring + Mana Tonic = Hyper Mana (SPECIAL)
Stamina Spring + Twin Stars = Freedom X (SPECIAL)
Stamina Spring + Three Stars = Super Mighty G (SPECIAL)
Stamina Spring + Power Sphere = Mega Elixir (CURATIVE)
Stamina Spring + Mana Sphere = Mega Elixir (CURATIVE)
Stamina Spring + Speed Sphere = Mega Elixir (CURATIVE)
Stamina Spring + Ability Sphere = Mega Elixir (CURATIVE)
Stamina Spring + Fortune Sphere = Hero Drink (SPECIAL)
Stamina Spring + Attribute Sphere = Super Elixir (CURATIVE)
Stamina Spring + Special Sphere = Super Elixir (CURATIVE)
Stamina Spring + Skill Sphere = Super Elixir (CURATIVE)
Stamina Spring + White Magic Sphere = Super Elixir (CURATIVE)
Stamina Spring + Black Magic Sphere = Super Elixir (CURATIVE)
Stamina Spring + Master Sphere = Super Elixir (CURATIVE)
Stamina Spring + Level 1 Key Sphere = Super Elixir (CURATIVE)
Stamina Spring + Level 2 Key Sphere = Super Elixir (CURATIVE)
Stamina Spring + Level 3 Key Sphere = Super Elixir (CURATIVE)
Stamina Spring + Level 4 Key Sphere = Super Elixir (CURATIVE)
Stamina Spring + HP Sphere = Super Elixir (CURATIVE)
Stamina Spring + MP Sphere = Super Elixir (CURATIVE)
Stamina Spring + Strength Sphere = Super Elixir (CURATIVE)
Stamina Spring + Defense Sphere = Super Elixir (CURATIVE)
Stamina Spring + Magic Sphere = Super Elixir (CURATIVE)
Stamina Spring + Magic Defense Sphere = Super Elixir (CURATIVE)
Stamina Spring + Agility Sphere = Super Elixir (CURATIVE)
Stamina Spring + Evasion Sphere = Super Elixir (CURATIVE)
Stamina Spring + Accuracy Sphere = Super Elixir (CURATIVE)
Stamina Spring + Luck Sphere = Miracle Drink (SPECIAL)
Stamina Spring + Clear Sphere = Super Elixir (CURATIVE)
Stamina Spring + Return Sphere = Super Elixir (CURATIVE)
Stamina Spring + Friend Sphere = Super Elixir (CURATIVE)
Stamina Spring + Teleport Sphere = Super Elixir (CURATIVE)
Stamina Spring + Warp Sphere = Super Elixir (CURATIVE)
Stamina Spring + Map = Mega Elixir (CURATIVE)
Stamina Spring + Rename Card = Mega Elixir (CURATIVE)
Stamina Spring + Musk = Hyper Nul-all (SPECIAL)
Stamina Spring + Hypello Potion = Hyper Nul-all (SPECIAL)
Stamina Spring + Shining Thorn = Hyper Nul-all (SPECIAL)
Stamina Spring + Pendulum = Final Elixir (CURATIVE)
Stamina Spring + Amulet = Final Elixir (CURATIVE)
Stamina Spring + Designer Wallet = Miracle Drink (SPECIAL)
Stamina Spring + Door to Tomorrow = Final Elixir (CURATIVE)
Stamina Spring + Wings to Discovery = Final Elixir (CURATIVE)
Stamina Spring + Gambler's Spirit = Final Elixir (CURATIVE)
Stamina Spring + Underdog's Secret = Final Elixir (CURATIVE)
Stamina Spring + Winning Formula = Final Elixir (CURATIVE)

Soul Spring + Soul Spring = Hyper Nul-all (SPECIAL)
Soul Spring + Purifying Salt = Hyper Nul-all (SPECIAL)
Soul Spring + Stamina Tablet = Mega Vitality (SPECIAL)
Soul Spring + Mana Tablet = Hyper Mana (SPECIAL)
Soul Spring + Stamina Tonic = Hyper Vitality (SPECIAL)
Soul Spring + Mana Tonic = Hyper Mana (SPECIAL)
Soul Spring + Twin Stars = Freedom X (SPECIAL)
Soul Spring + Three Stars = Super Mighty G (SPECIAL)
Soul Spring + Power Sphere = Mega Elixir (CURATIVE)
Soul Spring + Mana Sphere = Mega Elixir (CURATIVE)
Soul Spring + Speed Sphere = Mega Elixir (CURATIVE)
Soul Spring + Ability Sphere = Mega Elixir (CURATIVE)
Soul Spring + Fortune Sphere = Hero Drink (SPECIAL)
Soul Spring + Attribute Sphere = Super Elixir (CURATIVE)
Soul Spring + Special Sphere = Super Elixir (CURATIVE)
Soul Spring + Skill Sphere = Super Elixir (CURATIVE)
Soul Spring + White Magic Sphere = Super Elixir (CURATIVE)
Soul Spring + Black Magic Sphere = Super Elixir (CURATIVE)
Soul Spring + Master Sphere = Super Elixir (CURATIVE)
Soul Spring + Level 1 Key Sphere = Super Elixir (CURATIVE)
Soul Spring + Level 2 Key Sphere = Super Elixir (CURATIVE)
Soul Spring + Level 3 Key Sphere = Super Elixir (CURATIVE)
Soul Spring + Level 4 Key Sphere = Super Elixir (CURATIVE)
Soul Spring + HP Sphere = Super Elixir (CURATIVE)
Soul Spring + MP Sphere = Super Elixir (CURATIVE)
Soul Spring + Strength Sphere = Super Elixir (CURATIVE)
Soul Spring + Defense Sphere = Super Elixir (CURATIVE)
Soul Spring + Magic Sphere = Super Elixir (CURATIVE)
Soul Spring + Magic Defense Sphere = Super Elixir (CURATIVE)
Soul Spring + Agility Sphere = Super Elixir (CURATIVE)
Soul Spring + Evasion Sphere = Super Elixir (CURATIVE)
Soul Spring + Accuracy Sphere = Super Elixir (CURATIVE)
Soul Spring + Luck Sphere = Miracle Drink (SPECIAL)
Soul Spring + Clear Sphere = Super Elixir (CURATIVE)
Soul Spring + Return Sphere = Super Elixir (CURATIVE)
Soul Spring + Friend Sphere = Super Elixir (CURATIVE)
Soul Spring + Teleport Sphere = Super Elixir (CURATIVE)
Soul Spring + Warp Sphere = Super Elixir (CURATIVE)
Soul Spring + Map = Mega Elixir (CURATIVE)
Soul Spring + Rename Card = Mega Elixir (CURATIVE)
Soul Spring + Musk = Hyper Nul-all (SPECIAL)
Soul Spring + Hypello Potion = Hyper Nul-all (SPECIAL)
Soul Spring + Shining Thorn = Hyper Nul-all (SPECIAL)
Soul Spring + Pendulum = Final Elixir (CURATIVE)
Soul Spring + Amulet = Final Elixir (CURATIVE)
Soul Spring + Designer Wallet = Miracle Drink (SPECIAL)
Soul Spring + Door to Tomorrow = Final Elixir (CURATIVE)
Soul Spring + Wings to Discovery = Final Elixir (CURATIVE)
Soul Spring + Gambler's Spirit = Final Elixir (CURATIVE)
Soul Spring + Underdog's Secret = Final Elixir (CURATIVE)
Soul Spring + Winning Formula = Final Elixir (CURATIVE)

Purifying Salt + Purifying Salt = Hyper Nul-all (SPECIAL)
Purifying Salt + Stamina Tablet = Mega Vitality (SPECIAL)
Purifying Salt + Mana Tablet = Hyper Mana (SPECIAL)
Purifying Salt + Stamina Tonic = Hyper Vitality (SPECIAL)
Purifying Salt + Mana Tonic = Hyper Mana (SPECIAL)
Purifying Salt + Twin Stars = Freedom X (SPECIAL)
Purifying Salt + Three Stars = Super Mighty G (SPECIAL)
Purifying Salt + Power Sphere = Mega Elixir (CURATIVE)
Purifying Salt + Mana Sphere = Mega Elixir (CURATIVE)
Purifying Salt + Speed Sphere = Mega Elixir (CURATIVE)
Purifying Salt + Ability Sphere = Mega Elixir (CURATIVE)
Purifying Salt + Fortune Sphere = Hero Drink (SPECIAL)
Purifying Salt + Attribute Sphere = Super Elixir (CURATIVE)
Purifying Salt + Special Sphere = Super Elixir (CURATIVE)
Purifying Salt + Skill Sphere = Super Elixir (CURATIVE)
Purifying Salt + White Magic Sphere = Super Elixir (CURATIVE)
Purifying Salt + Black Magic Sphere = Super Elixir (CURATIVE)
Purifying Salt + Master Sphere = Super Elixir (CURATIVE)
Purifying Salt + Level 1 Key Sphere = Super Elixir (CURATIVE)
Purifying Salt + Level 2 Key Sphere = Super Elixir (CURATIVE)
Purifying Salt + Level 3 Key Sphere = Super Elixir (CURATIVE)
Purifying Salt + Level 4 Key Sphere = Super Elixir (CURATIVE)
Purifying Salt + HP Sphere = Super Elixir (CURATIVE)
Purifying Salt + MP Sphere = Super Elixir (CURATIVE)
Purifying Salt + Strength Sphere = Super Elixir (CURATIVE)
Purifying Salt + Defense Sphere = Super Elixir (CURATIVE)
Purifying Salt + Magic Sphere = Super Elixir (CURATIVE)
Purifying Salt + Magic Defense Sphere = Super Elixir (CURATIVE)
Purifying Salt + Agility Sphere = Super Elixir (CURATIVE)
Purifying Salt + Evasion Sphere = Super Elixir (CURATIVE)
Purifying Salt + Accuracy Sphere = Super Elixir (CURATIVE)
Purifying Salt + Luck Sphere = Miracle Drink (SPECIAL)
Purifying Salt + Clear Sphere = Super Elixir (CURATIVE)
Purifying Salt + Return Sphere = Super Elixir (CURATIVE)
Purifying Salt + Friend Sphere = Super Elixir (CURATIVE)
Purifying Salt + Teleport Sphere = Super Elixir (CURATIVE)
Purifying Salt + Warp Sphere = Super Elixir (CURATIVE)
Purifying Salt + Map = Mega Elixir (CURATIVE)
Purifying Salt + Rename Card = Mega Elixir (CURATIVE)
Purifying Salt + Musk = Hyper Nul-all (SPECIAL)
Purifying Salt + Hypello Potion = Hyper Nul-all (SPECIAL)
Purifying Salt + Shining Thorn = Hyper Nul-all (SPECIAL)
Purifying Salt + Pendulum = Final Elixir (CURATIVE)
Purifying Salt + Amulet = Final Elixir (CURATIVE)
Purifying Salt + Designer Wallet = Miracle Drink (SPECIAL)
Purifying Salt + Door to Tomorrow = Final Elixir (CURATIVE)
Purifying Salt + Wings to Discovery = Final Elixir (CURATIVE)
Purifying Salt + Gambler's Spirit = Final Elixir (CURATIVE)
Purifying Salt + Underdog's Secret = Final Elixir (CURATIVE)
Purifying Salt + Winning Formula = Final Elixir (CURATIVE)

-->Higher Medicines
-------------------

Stamina Tablet + Stamina Tablet = Mega Vitality (SPECIAL)
Stamina Tablet + Mana Tablet = Hyper Mana (SPECIAL)
Stamina Tablet + Stamina Tonic = Hyper Vitality (SPECIAL)
Stamina Tablet + Mana Tonic = Hyper Mana (SPECIAL)
Stamina Tablet + Twin Stars = Hyper Mana (SPECIAL)
Stamina Tablet + Three Stars = Hyper Mana (SPECIAL)
Stamina Tablet + Power Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Mana Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Speed Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Ability Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Fortune Sphere = Miracle Drink (SPECIAL)
Stamina Tablet + Attribute Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Special Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Skill Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + White Magic Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Black Magic Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Master Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Level 1 Key Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Level 2 Key Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Level 3 Key Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Level 4 Key Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + HP Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + MP Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Strength Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Defense Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Magic Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Magic Defense Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Agility Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Evasion Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Accuracy Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Luck Sphere = Miracle Drink (SPECIAL)
Stamina Tablet + Clear Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Return Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Friend Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Teleport Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Warp Sphere = Mega Vitality (SPECIAL)
Stamina Tablet + Map = Mega Vitality (SPECIAL)
Stamina Tablet + Rename Card = Mega Vitality (SPECIAL)
Stamina Tablet + Musk = Mega Vitality (SPECIAL)
Stamina Tablet + Hypello Potion = Mega Vitality (SPECIAL)
Stamina Tablet + Shining Thorn = Mega Vitality (SPECIAL)
Stamina Tablet + Pendulum = Final Elixir (CURATIVE)
Stamina Tablet + Amulet = Final Elixir (CURATIVE)
Stamina Tablet + Designer Wallet = Mega Vitality (SPECIAL)
Stamina Tablet + Door to Tomorrow = Final Elixir (CURATIVE)
Stamina Tablet + Wings to Discovery = Final Elixir (CURATIVE)
Stamina Tablet + Gambler's Spirit = Final Elixir (CURATIVE)
Stamina Tablet + Underdog's Secret = Final Elixir (CURATIVE)
Stamina Tablet + Winning Formula = Final Elixir (CURATIVE)

Mana Tablet + Mana Tablet = Hyper Mana (SPECIAL)
Mana Tablet + Stamina Tonic = Hyper Mana (SPECIAL)
Mana Tablet + Mana Tonic = Hyper Mana (SPECIAL)
Mana Tablet + Twin Stars = Hyper Mana (SPECIAL)
Mana Tablet + Three Stars = Hyper Mana (SPECIAL)
Mana Tablet + Power Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Mana Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Speed Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Ability Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Fortune Sphere = Miracle Drink (SPECIAL)
Mana Tablet + Attribute Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Special Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Skill Sphere = Hyper Mana (SPECIAL)
Mana Tablet + White Magic Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Black Magic Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Master Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Level 1 Key Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Level 2 Key Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Level 3 Key Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Level 4 Key Sphere = Hyper Mana (SPECIAL)
Mana Tablet + HP Sphere = Hyper Mana (SPECIAL)
Mana Tablet + MP Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Strength Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Defense Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Magic Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Magic Defense Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Agility Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Evasion Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Accuracy Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Luck Sphere = Miracle Drink (SPECIAL)
Mana Tablet + Clear Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Return Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Friend Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Teleport Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Warp Sphere = Hyper Mana (SPECIAL)
Mana Tablet + Map = Hyper Mana (SPECIAL)
Mana Tablet + Rename Card = Hyper Mana (SPECIAL)
Mana Tablet + Musk = Hyper Mana (SPECIAL)
Mana Tablet + Hypello Potion = Hyper Mana (SPECIAL)
Mana Tablet + Shining Thorn = Hyper Mana (SPECIAL)
Mana Tablet + Pendulum = Hyper Mana (SPECIAL)
Mana Tablet + Amulet = Eccentric (SPECIAL)
Mana Tablet + Designer Wallet = Hyper Mana (SPECIAL)
Mana Tablet + Door to Tomorrow = Eccentric (SPECIAL)
Mana Tablet + Wings to Discovery = Eccentric (SPECIAL)
Mana Tablet + Gambler's Spirit = Eccentric (SPECIAL)
Mana Tablet + Underdog's Secret = Eccentric (SPECIAL)
Mana Tablet + Winning Formula = Eccentric (SPECIAL)

Stamina Tonic + Stamina Tonic = Hyper Vitality (SPECIAL)
Stamina Tonic + Mana Tonic = Hyper Vitality (SPECIAL)
Stamina Tonic + Twin Stars = Hyper Vitality (SPECIAL)
Stamina Tonic + Three Stars = Hyper Vitality (SPECIAL)
Stamina Tonic + Power Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Mana Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Speed Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Ability Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Fortune Sphere = Miracle Drink (SPECIAL)
Stamina Tonic + Attribute Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Special Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Skill Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + White Magic Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Black Magic Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Master Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Level 1 Key Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Level 2 Key Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Level 3 Key Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Level 4 Key Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + HP Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + MP Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Strength Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Defense Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Magic Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Magic Defense Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Agility Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Evasion Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Accuracy Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Luck Sphere = Miracle Drink (SPECIAL)
Stamina Tonic + Clear Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Return Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Friend Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Teleport Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Warp Sphere = Hyper Vitality (SPECIAL)
Stamina Tonic + Map = Hyper Vitality (SPECIAL)
Stamina Tonic + Rename Card = Hyper Vitality (SPECIAL)
Stamina Tonic + Musk = Hyper Vitality (SPECIAL)
Stamina Tonic + Hypello Potion = Hyper Vitality (SPECIAL)
Stamina Tonic + Shining Thorn = Hyper Vitality (SPECIAL)
Stamina Tonic + Pendulum = Hyper Vitality (SPECIAL)
Stamina Tonic + Amulet = Eccentric (SPECIAL)
Stamina Tonic + Designer Wallet = Hyper Vitality (SPECIAL)
Stamina Tonic + Door to Tomorrow = Eccentric (SPECIAL)
Stamina Tonic + Wings to Discovery = Eccentric (SPECIAL)
Stamina Tonic + Gambler's Spirit = Eccentric (SPECIAL)
Stamina Tonic + Underdog's Secret = Eccentric (SPECIAL)
Stamina Tonic + Winning Formula = Eccentric (SPECIAL)

Mana Tonic + Mana Tonic = Hyper Mana (SPECIAL)
Mana Tonic + Twin Stars = Hyper Mana (SPECIAL)
Mana Tonic + Three Stars = Hyper Mana (SPECIAL)
Mana Tonic + Power Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Mana Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Speed Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Ability Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Fortune Sphere = Miracle Drink (SPECIAL)
Mana Tonic + Attribute Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Special Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Skill Sphere = Hyper Mana (SPECIAL)
Mana Tonic + White Magic Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Black Magic Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Master Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Level 1 Key Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Level 2 Key Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Level 3 Key Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Level 4 Key Sphere = Hyper Mana (SPECIAL)
Mana Tonic + HP Sphere = Hyper Mana (SPECIAL)
Mana Tonic + MP Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Strength Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Defense Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Magic Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Magic Defense Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Agility Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Evasion Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Accuracy Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Luck Sphere = Miracle Drink (SPECIAL)
Mana Tonic + Clear Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Return Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Friend Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Teleport Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Warp Sphere = Hyper Mana (SPECIAL)
Mana Tonic + Map = Hyper Mana (SPECIAL)
Mana Tonic + Rename Card = Hyper Mana (SPECIAL)
Mana Tonic + Musk = Hyper Mana (SPECIAL)
Mana Tonic + Hypello Potion = Hyper Mana (SPECIAL)
Mana Tonic + Shining Thorn = Hyper Mana (SPECIAL)
Mana Tonic + Pendulum = Hyper Mana (SPECIAL)
Mana Tonic + Amulet = Eccentric (SPECIAL)
Mana Tonic + Designer Wallet = Hyper Mana (SPECIAL)
Mana Tonic + Door to Tomorrow = Eccentric (SPECIAL)
Mana Tonic + Wings to Discovery = Eccentric (SPECIAL)
Mana Tonic + Gambler's Spirit = Eccentric (SPECIAL)
Mana Tonic + Underdog's Secret = Eccentric (SPECIAL)
Mana Tonic + Winning Formula = Eccentric (SPECIAL)

-->Stars
--------

Twin Stars + Twin Stars = Freedom X (SPECIAL)
Twin Stars + Three Stars = Freedom X (SPECIAL)
Twin Stars + Power Sphere = Freedom X (SPECIAL)
Twin Stars + Mana Sphere = Freedom X (SPECIAL)
Twin Stars + Speed Sphere = Freedom X (SPECIAL)
Twin Stars + Ability Sphere = Freedom X (SPECIAL)
Twin Stars + Fortune Sphere = Miracle Drink (SPECIAL)
Twin Stars + Attribute Sphere = Freedom X (SPECIAL)
Twin Stars + Special Sphere = Freedom X (SPECIAL)
Twin Stars + Skill Sphere = Freedom X (SPECIAL)
Twin Stars + White Magic Sphere = Freedom X (SPECIAL)
Twin Stars + Black Magic Sphere = Freedom X (SPECIAL)
Twin Stars + Master Sphere = Freedom X (SPECIAL)
Twin Stars + Level 1 Key Sphere = Freedom X (SPECIAL)
Twin Stars + Level 2 Key Sphere = Freedom X (SPECIAL)
Twin Stars + Level 3 Key Sphere = Freedom X (SPECIAL)
Twin Stars + Level 4 Key Sphere = Freedom X (SPECIAL)
Twin Stars + HP Sphere = Freedom X (SPECIAL)
Twin Stars + MP Sphere = Freedom X (SPECIAL)
Twin Stars + Strength Sphere = Freedom X (SPECIAL)
Twin Stars + Defense Sphere = Freedom X (SPECIAL)
Twin Stars + Magic Sphere = Freedom X (SPECIAL)
Twin Stars + Magic Defense Sphere = Freedom X (SPECIAL)
Twin Stars + Agility Sphere = Freedom X (SPECIAL)
Twin Stars + Evasion Sphere = Freedom X (SPECIAL)
Twin Stars + Accuracy Sphere = Freedom X (SPECIAL)
Twin Stars + Luck Sphere = Miracle Drink (SPECIAL)
Twin Stars + Clear Sphere = Freedom X (SPECIAL)
Twin Stars + Return Sphere = Freedom X (SPECIAL)
Twin Stars + Friend Sphere = Freedom X (SPECIAL)
Twin Stars + Teleport Sphere = Freedom X (SPECIAL)
Twin Stars + Warp Sphere = Freedom X (SPECIAL)
Twin Stars + Map = Freedom X (SPECIAL)
Twin Stars + Rename Card = Freedom X (SPECIAL)
Twin Stars + Musk = Freedom X (SPECIAL)
Twin Stars + Hypello Potion = Freedom X (SPECIAL)
Twin Stars + Shining Thorn = Freedom X (SPECIAL)
Twin Stars + Pendulum = Freedom X (SPECIAL)
Twin Stars + Amulet = Eccentric (SPECIAL)
Twin Stars + Designer Wallet = Freedom X (SPECIAL)
Twin Stars + Door to Tomorrow = Eccentric (SPECIAL)
Twin Stars + Wings to Discovery = Eccentric (SPECIAL)
Twin Stars + Gambler's Spirit = Eccentric (SPECIAL)
Twin Stars + Underdog's Secret = Eccentric (SPECIAL)
Twin Stars + Winning Formula = Eccentric (SPECIAL)

Three Stars + Three Stars = Sunburst (NON-ELEMENTAL)
Three Stars + Power Sphere = Freedom X (SPECIAL)
Three Stars + Mana Sphere = Freedom X (SPECIAL)
Three Stars + Speed Sphere = Freedom X (SPECIAL)
Three Stars + Ability Sphere = Freedom X (SPECIAL)
Three Stars + Fortune Sphere = Miracle Drink (SPECIAL)
Three Stars + Attribute Sphere = Freedom X (SPECIAL)
Three Stars + Special Sphere = Freedom X (SPECIAL)
Three Stars + Skill Sphere = Freedom X (SPECIAL)
Three Stars + White Magic Sphere = Freedom X (SPECIAL)
Three Stars + Black Magic Sphere = Freedom X (SPECIAL)
Three Stars + Master Sphere = Freedom X (SPECIAL)
Three Stars + Level 1 Key Sphere = Freedom X (SPECIAL)
Three Stars + Level 2 Key Sphere = Freedom X (SPECIAL)
Three Stars + Level 3 Key Sphere = Freedom X (SPECIAL)
Three Stars + Level 4 Key Sphere = Freedom X (SPECIAL)
Three Stars + HP Sphere = Freedom X (SPECIAL)
Three Stars + MP Sphere = Freedom X (SPECIAL)
Three Stars + Strength Sphere = Freedom X (SPECIAL)
Three Stars + Defense Sphere = Freedom X (SPECIAL)
Three Stars + Magic Sphere = Freedom X (SPECIAL)
Three Stars + Magic Defense Sphere = Freedom X (SPECIAL)
Three Stars + Agility Sphere = Freedom X (SPECIAL)
Three Stars + Evasion Sphere = Freedom X (SPECIAL)
Three Stars + Accuracy Sphere = Freedom X (SPECIAL)
Three Stars + Luck Sphere = Miracle Drink (SPECIAL)
Three Stars + Clear Sphere = Freedom X (SPECIAL)
Three Stars + Return Sphere = Freedom X (SPECIAL)
Three Stars + Friend Sphere = Freedom X (SPECIAL)
Three Stars + Teleport Sphere = Freedom X (SPECIAL)
Three Stars + Warp Sphere = Freedom X (SPECIAL)
Three Stars + Map = Freedom X (SPECIAL)
Three Stars + Rename Card = Freedom X (SPECIAL)
Three Stars + Musk = Freedom X (SPECIAL)
Three Stars + Hypello Potion = Freedom X (SPECIAL)
Three Stars + Shining Thorn = Freedom X (SPECIAL)
Three Stars + Pendulum = Freedom X (SPECIAL)
Three Stars + Amulet = Eccentric (SPECIAL)
Three Stars + Designer Wallet = Miracle Drink (SPECIAL)
Three Stars + Door to Tomorrow = Eccentric (SPECIAL)
Three Stars + Wings to Discovery = Eccentric (SPECIAL)
Three Stars + Gambler's Spirit = Eccentric (SPECIAL)
Three Stars + Underdog's Secret = Eccentric (SPECIAL)
Three Stars + Winning Formula = Eccentric (SPECIAL)

-->Common Spheres
-----------------

Power Sphere + Power Sphere = Frag Grenade (NON-ELEMENTAL)
Power Sphere + Mana Sphere = Frag Grenade (NON-ELEMENTAL)
Power Sphere + Speed Sphere = Frag Grenade (NON-ELEMENTAL)
Power Sphere + Ability Sphere = Frag Grenade (NON-ELEMENTAL)
Power Sphere + Fortune Sphere = Hero Drink (SPECIAL)
Power Sphere + Attribute Sphere = Pineapple (NON-ELEMENTAL)
Power Sphere + Special Sphere = Pineapple (NON-ELEMENTAL)
Power Sphere + Skill Sphere = Pineapple (NON-ELEMENTAL)
Power Sphere + White Magic Sphere = Pineapple (NON-ELEMENTAL)
Power Sphere + Black Magic Sphere = Pineapple (NON-ELEMENTAL)
Power Sphere + Master Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Level 1 Key Sphere = Pineapple (NON-ELEMENTAL)
Power Sphere + Level 2 Key Sphere = Potato Masher (NON-ELEMENTAL)
Power Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Level 4 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Luck Sphere = Hero Drink (SPECIAL)
Power Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Power Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Map = Pineapple (NON-ELEMENTAL)
Power Sphere + Rename Card = Pineapple (NON-ELEMENTAL)
Power Sphere + Musk = Blaster Mine (NON-ELEMENTAL)
Power Sphere + Hypello Potion = Blaster Mine (NON-ELEMENTAL)
Power Sphere + Shining Thorn = Blaster Mine (NON-ELEMENTAL)
Power Sphere + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Amulet = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Power Sphere + Door to Tomorrow = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Wings to Discovery = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Gambler's Spirit = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Underdog's Secret = Cluster Bomb (NON-ELEMENTAL)
Power Sphere + Winning Formula = Cluster Bomb (NON-ELEMENTAL)

Mana Sphere + Mana Sphere = Frag Grenade (NON-ELEMENTAL)
Mana Sphere + Speed Sphere = Frag Grenade (NON-ELEMENTAL)
Mana Sphere + Ability Sphere = Frag Grenade (NON-ELEMENTAL)
Mana Sphere + Fortune Sphere = Hero Drink (SPECIAL)
Mana Sphere + Attribute Sphere = Pineapple (NON-ELEMENTAL)
Mana Sphere + Special Sphere = Pineapple (NON-ELEMENTAL)
Mana Sphere + Skill Sphere = Pineapple (NON-ELEMENTAL)
Mana Sphere + White Magic Sphere = Pineapple (NON-ELEMENTAL)
Mana Sphere + Black Magic Sphere = Pineapple (NON-ELEMENTAL)
Mana Sphere + Master Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Level 1 Key Sphere = Pineapple (NON-ELEMENTAL)
Mana Sphere + Level 2 Key Sphere = Potato Masher (NON-ELEMENTAL)
Mana Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Level 4 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Luck Sphere = Hero Drink (SPECIAL)
Mana Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Mana Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Map = Pineapple (NON-ELEMENTAL)
Mana Sphere + Rename Card = Pineapple (NON-ELEMENTAL)
Mana Sphere + Musk = Blaster Mine (NON-ELEMENTAL)
Mana Sphere + Hypello Potion = Blaster Mine (NON-ELEMENTAL)
Mana Sphere + Shining Thorn = Blaster Mine (NON-ELEMENTAL)
Mana Sphere + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Amulet = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Mana Sphere + Door to Tomorrow = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Wings to Discovery = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Gambler's Spirit = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Underdog's Secret = Cluster Bomb (NON-ELEMENTAL)
Mana Sphere + Winning Formula = Cluster Bomb (NON-ELEMENTAL)

Speed Sphere + Speed Sphere = Frag Grenade (NON-ELEMENTAL)
Speed Sphere + Ability Sphere = Frag Grenade (NON-ELEMENTAL)
Speed Sphere + Fortune Sphere = Hero Drink (SPECIAL)
Speed Sphere + Attribute Sphere = Pineapple (NON-ELEMENTAL)
Speed Sphere + Special Sphere = Pineapple (NON-ELEMENTAL)
Speed Sphere + Skill Sphere = Pineapple (NON-ELEMENTAL)
Speed Sphere + White Magic Sphere = Pineapple (NON-ELEMENTAL)
Speed Sphere + Black Magic Sphere = Pineapple (NON-ELEMENTAL)
Speed Sphere + Master Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Level 1 Key Sphere = Pineapple (NON-ELEMENTAL)
Speed Sphere + Level 2 Key Sphere = Potato Master (NON-ELEMENTAL)
Speed Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Level 4 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Luck Sphere = Hero Drink (SPECIAL)
Speed Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Speed Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Map = Pineapple (NON-ELEMENTAL)
Speed Sphere + Rename Card = Pineapple (NON-ELEMENTAL)
Speed Sphere + Musk = Blaster Mine (NON-ELEMENTAL)
Speed Sphere + Hypello Potion = Blaster Mine (NON-ELEMENTAL)
Speed Sphere + Shining Thorn = Blaster Mine (NON-ELEMENTAL)
Speed Sphere + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Amulet = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Speed Sphere + Door to Tomorrow = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Wings to Discovery = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Gambler's Spirit = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Underdog's Secret = Cluster Bomb (NON-ELEMENTAL)
Speed Sphere + Winning Formula = Cluster Bomb (NON-ELEMENTAL)

Ability Sphere + Ability Sphere = Frag Grenade (NON-ELEMENTAL)
Ability Sphere + Fortune Sphere = Hero Drink (SPECIAL)
Ability Sphere + Attribute Sphere = Pineapple (NON-ELEMENTAL)
Ability Sphere + Special Sphere = Pineapple (NON-ELEMENTAL)
Ability Sphere + Skill Sphere = Pineapple (NON-ELEMENTAL)
Ability Sphere + White Magic Sphere = Pineapple (NON-ELEMENTAL)
Ability Sphere + Black Magic Sphere = Pineapple (NON-ELEMENTAL)
Ability Sphere + Master Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Level 1 Key Sphere = Pineapple (NON-ELEMENTAL)
Ability Sphere + Level 2 Key Sphere = Potato Masher (NON-ELEMENTAL)
Ability Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Level 4 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Luck Sphere = Hero Drink (SPECIAL)
Ability Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Ability Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Map = Pineapple (NON-ELEMENTAL)
Ability Sphere + Rename Card = Pineapple (NON-ELEMENTAL)
Ability Sphere + Musk = Blaster Mine (NON-ELEMENTAL)
Ability Sphere + Hypello Potion = Blaster Mine (NON-ELEMENTAL)
Ability Sphere + Shining Thorn = Blaster Mine (NON-ELEMENTAL)
Ability Sphere + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Amulet = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Ability Sphere + Door to Tomorrow = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Wings to Discovery = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Gambler's Spirit = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Underdog's Secret = Cluster Bomb (NON-ELEMENTAL)
Ability Sphere + Winning Formula = Cluster Bomb (NON-ELEMENTAL)

-->Rare Spheres
---------------

Fortune Sphere + Fortune Sphere = Hero Drink (SPECIAL)
Fortune Sphere + Attribute Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Special Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Skill Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + White Magic Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Black Magic Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Master Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Level 1 Key Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Level 2 Key Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Level 3 Key Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Level 4 Key Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + HP Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + MP Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Strength Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Defense Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Magic Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Magic Defense Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Agility Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Evasion Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Accuracy Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Clear Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Return Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Friend Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Teleport Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Warp Sphere = Miracle Drink (SPECIAL)
Fortune Sphere + Map = Hero Drink (SPECIAL)
Fortune Sphere + Rename Card = Hero Drink (SPECIAL)
Fortune Sphere + Musk = Hero Drink (SPECIAL)
Fortune Sphere + Hypello Potion = Hero Drink (SPECIAL)
Fortune Sphere + Shining Thorn = Hero Drink (SPECIAL)
Fortune Sphere + Pendulum = Miracle Drink (SPECIAL)
Fortune Sphere + Amulet = Miracle Drink (SPECIAL)
Fortune Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Fortune Sphere + Door to Tomorrow = Miracle Drink (SPECIAL)
Fortune Sphere + Wings to Discovery = Miracle Drink (SPECIAL)
Fortune Sphere + Gambler's Spirit = Miracle Drink (SPECIAL)
Fortune Sphere + Underdog's Secret = Miracle Drink (SPECIAL)
Fortune Sphere + Winning Formula = Miracle Drink (SPECIAL)

Attribute Sphere + Attribute Sphere = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Special Sphere = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Skill Sphere = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + White Magic Sphere = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Black Magic Sphere = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Master Sphere = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Level 1 Key Sphere = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Attribute Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Attribute Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Attribute Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Map = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Attribute Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
Attribute Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Attribute Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Attribute Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Attribute Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Attribute Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Special Sphere + Special Sphere = Potato Masher (NON-ELEMENTAL)
Special Sphere + Skill Sphere = Potato Masher (NON-ELEMENTAL)
Special Sphere + White Magic Sphere = Potato Masher (NON-ELEMENTAL)
Special Sphere + Black Magic Sphere = Potato Masher (NON-ELEMENTAL)
Special Sphere + Master Sphere = Tallboy (NON-ELEMENTAL)
Special Sphere + Level 1 Key Sphere = Potato Masher (NON-ELEMENTAL)
Special Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Special Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Special Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Special Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Special Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Special Sphere + Map = Potato Masher (NON-ELEMENTAL)
Special Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Special Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
Special Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Special Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Special Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Special Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Special Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Special Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Special Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Special Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Special Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Special Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Skill Sphere + Skill Sphere = Potato Masher (NON-ELEMENTAL)
Skill Sphere + White Magic Sphere = Potato Masher (NON-ELEMENTAL)
Skill Sphere + Black Magic Sphere = Potato Masher (NON-ELEMENTAL)
Skill Sphere + Master Sphere = Tallboy (NON-ELEMENTAL)
Skill Sphere + Level 1 Key Sphere = Potato Masher (NON-ELEMENTAL)
Skill Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Skill Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Skill Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Skill Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Skill Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Skill Sphere + Map = Potato Masher (NON-ELEMENTAL)
Skill Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Skill Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
Skill Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Skill Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Skill Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Skill Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Skill Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Skill Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Skill Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Skill Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Skill Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Skill Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

White Magic Sphere + White Magic Sphere = Potato Masher (NON-ELEMENTAL)
White Magic Sphere + Black Magic Sphere = Potato Masher (NON-ELEMENTAL)
White Magic Sphere + Master Sphere = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Level 1 Key Sphere = Potato Masher (NON-ELEMENTAL)
White Magic Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
White Magic Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Luck Sphere = Miracle Drink (SPECIAL)
White Magic Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
White Magic Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
White Magic Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Map = Potato Masher (NON-ELEMENTAL)
White Magic Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
White Magic Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
White Magic Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
White Magic Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
White Magic Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Amulet = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Designer Wallet = Miracle Drink (SPECIAL)
White Magic Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
White Magic Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Black Magic Sphere + Black Magic Sphere = Potato Masher (NON-ELEMENTAL)
Black Magic Sphere + Master Sphere = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Level 1 Key Sphere = Potato Masher (NON-ELEMENTAL)
Black Magic Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Black Magic Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Black Magic Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Black Magic Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Map = Potato Masher (NON-ELEMENTAL)
Black Magic Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Black Magic Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
Black Magic Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Black Magic Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Black Magic Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Black Magic Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Black Magic Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Master Sphere + Master Sphere = Tallboy (NON-ELEMENTAL)
Master Sphere + Level 1 Key Sphere = Potato Masher (NON-ELEMENTAL)
Master Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Master Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Master Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Master Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Master Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Master Sphere + Map = Potato Masher (NON-ELEMENTAL)
Master Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Master Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Master Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Master Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Master Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Master Sphere + Amulet = Sunburst (NON-ELEMENTAL)
Master Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Master Sphere + Door to Tomorrow = Sunburst (NON-ELEMENTAL)
Master Sphere + Wings to Discovery = Sunburst (NON-ELEMENTAL)
Master Sphere + Gambler's Spirit = Sunburst (NON-ELEMENTAL)
Master Sphere + Underdog's Secret = Sunburst (NON-ELEMENTAL)
Master Sphere + Winning Formula = Sunburst (NON-ELEMENTAL)

-->Key Spheres
--------------

Level 1 Key Sphere + Level 1 Key Sphere = Potato Masher (NON-ELEMENTAL)
Level 1 Key Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Level 1 Key Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Level 1 Key Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Level 1 Key Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Level 1 Key Sphere + Map = Potato Masher (NON-ELEMENTAL)
Level 1 Key Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Level 1 Key Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Level 1 Key Sphere + Pendulum = Quartet of 9 (SPECIAL)
Level 1 Key Sphere + Amulet = Quartet of 9 (SPECIAL)
Level 1 Key Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Level 1 Key Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Level 1 Key Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Level 1 Key Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Level 1 Key Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Level 1 Key Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Level 2 Key Sphere + Level 2 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Level 2 Key Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Level 2 Key Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Level 2 Key Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Level 2 Key Sphere + Map = Potato Masher (NON-ELEMENTAL)
Level 2 Key Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Level 2 Key Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Level 2 Key Sphere + Pendulum = Quartet of 9 (SPECIAL)
Level 2 Key Sphere + Amulet = Quartet of 9 (SPECIAL)
Level 2 Key Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Level 2 Key Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Level 2 Key Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Level 2 Key Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Level 2 Key Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Level 2 Key Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Level 3 Key Sphere + Level 3 Key Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Level 3 Key Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Level 3 Key Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Level 3 Key Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Level 3 Key Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Level 3 Key Sphere + Map = Potato Masher (NON-ELEMENTAL)
Level 3 Key Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Level 3 Key Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Level 3 Key Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Level 3 Key Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Level 3 Key Sphere + Pendulum = Trio of 9999 (SPECIAL)
Level 3 Key Sphere + Amulet = Trio of 9999 (SPECIAL)
Level 3 Key Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Level 3 Key Sphere + Door to Tomorrow = Trio of 9999 (SPECIAL)
Level 3 Key Sphere + Wings to Discovery = Trio of 9999 (SPECIAL)
Level 3 Key Sphere + Gambler's Spirit = Trio of 9999 (SPECIAL)
Level 3 Key Sphere + Underdog's Secret = Trio of 9999 (SPECIAL)
Level 3 Key Sphere + Winning Formula = Trio of 9999 (SPECIAL)

Level 4 Key Sphere + Level 4 Key Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + HP Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + MP Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Strength Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Defense Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Magic Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Magic Defense Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Agility Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Evasion Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Accuracy Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Level 4 Key Sphere + Clear Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Return Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Friend Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Teleport Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Warp Sphere = Tallboy (NON-ELEMENTAL)
Level 4 Key Sphere + Map = Cluster Bomb (NON-ELEMENTAL)
Level 4 Key Sphere + Rename Card = Cluster Bomb (NON-ELEMENTAL)
Level 4 Key Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Level 4 Key Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Level 4 Key Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Level 4 Key Sphere + Pendulum = Trio of 9999 (SPECIAL)
Level 4 Key Sphere + Amulet = Trio of 9999 (SPECIAL)
Level 4 Key Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Level 4 Key Sphere + Door to Tomorrow = Trio of 9999 (SPECIAL)
Level 4 Key Sphere + Wings to Discovery = Trio of 9999 (SPECIAL)
Level 4 Key Sphere + Gambler's Spirit = Trio of 9999 (SPECIAL)
Level 4 Key Sphere + Underdog's Secret = Trio of 9999 (SPECIAL)
Level 4 Key Sphere + Winning Formula = Trio of 9999 (SPECIAL)

-->Statistic Spheres
--------------------

HP Sphere + HP Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Luck Sphere = Miracle Drink (SPECIAL)
HP Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
HP Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
HP Sphere + Map = Potato Masher (NON-ELEMENTAL)
HP Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
HP Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
HP Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
HP Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
HP Sphere + Pendulum = Quartet of 9 (SPECIAL)
HP Sphere + Amulet = Quartet of 9 (SPECIAL)
HP Sphere + Designer Wallet = Miracle Drink (SPECIAL)
HP Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
HP Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
HP Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
HP Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
HP Sphere + Winning Formula = Quartet of 9 (SPECIAL)

MP Sphere + MP Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Luck Sphere = Miracle Drink (SPECIAL)
MP Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
MP Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
MP Sphere + Map = Potato Masher (NON-ELEMENTAL)
MP Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
MP Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
MP Sphere + Hypello Potion = Chaos Gernade (NON-ELEMENTAL)
MP Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
MP Sphere + Pendulum = Quartet of 9 (SPECIAL)
MP Sphere + Amulet = Quartet of 9 (SPECIAL)
MP Sphere + Designer Wallet = Miracle Drink (SPECIAL)
MP Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
MP Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
MP Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
MP Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
MP Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Strength Sphere + Strength Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Strength Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Strength Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Strength Sphere + Map = Potato Masher (NON-ELEMENTAL)
Strength Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Strength Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Strength Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Strength Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Strength Sphere + Pendulum = Quartet of 9 (SPECIAL)
Strength Sphere + Amulet = Quartet of 9 (SPECIAL)
Strength Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Strength Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Strength Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Strength Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Strength Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Strength Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Defense Sphere + Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Defense Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Defense Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Defense Sphere + Map = Potato Masher (NON-ELEMENTAL)
Defense Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Defense Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Defense Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Defense Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Defense Sphere + Pendulum = Quartet of 9 (SPECIAL)
Defense Sphere + Amulet = Quartet of 9 (SPECIAL)
Defense Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Defense Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Defense Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Defense Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Defense Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Defense Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Magic Sphere + Magic Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Luck Sphere = Holy War (SPECIAL)
Magic Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Magic Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Sphere + Map = Potato Masher (NON-ELEMENTAL)
Magic Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Magic Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Magic Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Magic Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Magic Sphere + Pendulum = Quartet of 9 (SPECIAL)
Magic Sphere + Amulet = Quartet of 9 (SPECIAL)
Magic Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Magic Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Magic Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Magic Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Magic Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Magic Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Magic Defense Sphere + Magic Defense Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Magic Defense Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Magic Defense Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Magic Defense Sphere + Map = Potato Masher (NON-ELEMENTAL)
Magic Defense Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Magic Defense Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Magic Defense Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Magic Defense Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Magic Defense Sphere + Pendulum = Quartet of 9 (SPECIAL)
Magic Defense Sphere + Amulet = Quartet of 9 (SPECIAL)
Magic Defense Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Magic Defense Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Magic Defense Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Magic Defense Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Magic Defense Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Magic Defense Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Agility Sphere + Agility Sphere = Cluster Bomb (NON-ELEMENTAL)
Agility Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Agility Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Agility Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Agility Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Agility Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Agility Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Agility Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Agility Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Agility Sphere + Map = Potato Masher (NON-ELEMENTAL)
Agility Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Agility Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Agility Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Agility Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Agility Sphere + Pendulum = Quartet of 9 (SPECIAL)
Agility Sphere + Amulet = Quartet of 9 (SPECIAL)
Agility Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Agility Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Agility Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Agility Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Agility Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Agility Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Evasion Sphere + Evasion Sphere = Cluster Bomb (NON-ELEMENTAL)
Evasion Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Evasion Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Evasion Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Evasion Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Evasion Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Evasion Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Evasion Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Evasion Sphere + Map = Potato Masher (NON-ELEMENTAL)
Evasion Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Evasion Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Evasion Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Evasion Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Evasion Sphere + Pendulum = Quartet of 9 (SPECIAL)
Evasion Sphere + Amulet = Quartet of 9 (SPECIAL)
Evasion Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Evasion Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Evasion Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Evasion Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Evasion Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Evasion Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Accuracy Sphere + Accuracy Sphere = Cluster Bomb (NON-ELEMENTAL)
Accuracy Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Accuracy Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Accuracy Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Accuracy Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Accuracy Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Accuracy Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Accuracy Sphere + Map = Potato Masher (NON-ELEMENTAL)
Accuracy Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Accuracy Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Accuracy Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Accuracy Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Accuracy Sphere + Pendulum = Quartet of 9 (SPECIAL)
Accuracy Sphere + Amulet = Quartet of 9 (SPECIAL)
Accuracy Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Accuracy Sphere + Door to Tomorrow = Quartet of 9 (SPECIAL)
Accuracy Sphere + Wings to Discovery = Quartet of 9 (SPECIAL)
Accuracy Sphere + Gambler's Spirit = Quartet of 9 (SPECIAL)
Accuracy Sphere + Underdog's Secret = Quartet of 9 (SPECIAL)
Accuracy Sphere + Winning Formula = Quartet of 9 (SPECIAL)

Luck Sphere + Luck Sphere = Miracle Drink (SPECIAL)
Luck Sphere + Clear Sphere = Miracle Drink (SPECIAL)
Luck Sphere + Return Sphere = Miracle Drink (SPECIAL)
Luck Sphere + Friend Sphere = Miracle Drink (SPECIAL)
Luck Sphere + Teleport Sphere = Miracle Drink (SPECIAL)
Luck Sphere + Warp Sphere = Miracle Drink (SPECIAL)
Luck Sphere + Map = Miracle Drink (SPECIAL)
Luck Sphere + Rename Card = Miracle Drink (SPECIAL)
Luck Sphere + Musk = Miracle Drink (SPECIAL)
Luck Sphere + Hypello Potion = Miracle Drink (SPECIAL)
Luck Sphere + Shining Thorn = Miracle Drink (SPECIAL)
Luck Sphere + Pendulum = Miracle Drink (SPECIAL)
Luck Sphere + Amulet = Miracle Drink (SPECIAL)
Luck Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Luck Sphere + Door to Tomorrow = Miracle Drink (SPECIAL)
Luck Sphere + Wings to Discovery = Miracle Drink (SPECIAL)
Luck Sphere + Gambler's Spirit = Miracle Drink (SPECIAL)
Luck Sphere + Underdog's Secret = Miracle Drink (SPECIAL)
Luck Sphere + Winning Formula = Miracle Drink (SPECIAL)

-->Movement Spheres
-------------------

Clear Sphere + Clear Sphere = Potato Masher (NON-ELEMENTAL)
Clear Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Clear Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Clear Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Clear Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Clear Sphere + Map = Potato Masher (NON-ELEMENTAL)
Clear Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Clear Sphere + Musk = Calamity Bomb (NON-ELEMENTAL)
Clear Sphere + Hypello Potion = Calamity Bomb (NON-ELEMENTAL)
Clear Sphere + Shining Thorn = Calamity Bomb (NON-ELEMENTAL)
Clear Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Clear Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Clear Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Clear Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Clear Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Clear Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Clear Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Clear Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Return Sphere + Return Sphere = Cluster Bomb (NON-ELEMENTAL)
Return Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Return Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Return Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Return Sphere + Map = Potato Masher (NON-ELEMENTAL)
Return Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Return Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Return Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Return Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Return Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Return Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Return Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Return Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Return Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Return Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Return Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Return Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Friend Sphere + Friend Sphere = Cluster Bomb (NON-ELEMENTAL)
Friend Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Friend Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Friend Sphere + Map = Potato Masher (NON-ELEMENTAL)
Friend Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Friend Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Friend Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Friend Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Friend Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Friend Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Friend Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Friend Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Friend Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Friend Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Friend Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Friend Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Teleport Sphere + Teleport Sphere = Cluster Bomb (NON-ELEMENTAL)
Teleport Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Teleport Sphere + Map = Potato Masher (NON-ELEMENTAL)
Teleport Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Teleport Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Teleport Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Teleport Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Teleport Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Teleport Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Teleport Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Teleport Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Teleport Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Teleport Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Teleport Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Teleport Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

Warp Sphere + Warp Sphere = Cluster Bomb (NON-ELEMENTAL)
Warp Sphere + Map = Potato Masher (NON-ELEMENTAL)
Warp Sphere + Rename Card = Potato Masher (NON-ELEMENTAL)
Warp Sphere + Musk = Chaos Grenade (NON-ELEMENTAL)
Warp Sphere + Hypello Potion = Chaos Grenade (NON-ELEMENTAL)
Warp Sphere + Shining Thorn = Chaos Grenade (NON-ELEMENTAL)
Warp Sphere + Pendulum = Tallboy (NON-ELEMENTAL)
Warp Sphere + Amulet = Tallboy (NON-ELEMENTAL)
Warp Sphere + Designer Wallet = Miracle Drink (SPECIAL)
Warp Sphere + Door to Tomorrow = Tallboy (NON-ELEMENTAL)
Warp Sphere + Wings to Discovery = Tallboy (NON-ELEMENTAL)
Warp Sphere + Gambler's Spirit = Tallboy (NON-ELEMENTAL)
Warp Sphere + Underdog's Secret = Tallboy (NON-ELEMENTAL)
Warp Sphere + Winning Formula = Tallboy (NON-ELEMENTAL)

 -->Miscellaneous Items

Map + Map = Potato Masher (NON-ELEMENTAL)
Map + Rename Card = Potato Masher (NON-ELEMENTAL)
Map + Musk = Hazardous Shell (NON-ELEMENTAL)
Map + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Map + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Map + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Map + Amulet = Cluster Bomb (NON-ELEMENTAL)
Map + Designer Wallet = Miracle Drink (SPECIAL)
Map + Door to Tomorrow = Cluster Bomb (NON-ELEMENTAL)
Map + Wings to Discovery = Cluster Bomb (NON-ELEMENTAL)
Map + Gambler's Spirit = Cluster Bomb (NON-ELEMENTAL)
Map + Underdog's Secret = Cluster Bomb (NON-ELEMENTAL)
Map + Winning Formula = Cluster Bomb (NON-ELEMENTAL)

Rename Card + Rename Card = Potato Masher (NON-ELEMENTAL)
Rename Card + Musk = Hazardous Shell (NON-ELEMENTAL)
Rename Card + Hypello Potion = Hazardous Shell (NON-ELEMENTAL)
Rename Card + Shining Thorn = Hazardous Shell (NON-ELEMENTAL)
Rename Card + Pendulum = Cluster Bomb (NON-ELEMENTAL)
Rename Card + Amulet = Cluster Bomb (NON-ELEMENTAL)
Rename Card + Designer Wallet = Miracle Drink (SPECIAL)
Rename Card + Door to Tomorrow = Cluster Bomb (NON-ELEMENTAL)
Rename Card + Wings to Discovery = Cluster Bomb (NON-ELEMENTAL)
Rename Card + Gambler's Spirit = Cluster Bomb (NON-ELEMENTAL)
Rename Card + Underdog's Secret = Cluster Bomb (NON-ELEMENTAL)
Rename Card + Winning Formula = Cluster Bomb (NON-ELEMENTAL)

Musk + Musk = Hyper Nul-all (SPECIAL)
Musk + Hypello Potion = Hyper Nul-all (SPECIAL)
Musk + Shining Thorn = Hyper Nul-all (SPECIAL)
Musk + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Musk + Amulet = Chaos Grenade (NON-ELEMENTAL)
Musk + Designer Wallet = Miracle Drink (SPECIAL)
Musk + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Musk + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Musk + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Musk + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Musk + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Hypello Potion + Hypello Potion = Hyper Nul-all (SPECIAL)
Hypello Potion + Shining Thorn = Hyper Nul-all (SPECIAL)
Hypello Potion + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Hypello Potion + Amulet = Chaos Grenade (NON-ELEMENTAL)
Hypello Potion + Designer Wallet = Miracle Drink (SPECIAL)
Hypello Potion + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Hypello Potion + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Hypello Potion + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Hypello Potion + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Hypello Potion + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

Shining Thorn + Shining Thorn = Hyper Nul-all (SPECIAL)
Shining Thorn + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Shining Thorn + Amulet = Chaos Grenade (NON-ELEMENTAL)
Shining Thorn + Designer Wallet = Miracle Drink (SPECIAL)
Shining Thorn + Door to Tomorrow = Chaos Grenade (NON-ELEMENTAL)
Shining Thorn + Wings to Discovery = Chaos Grenade (NON-ELEMENTAL)
Shining Thorn + Gambler's Spirit = Chaos Grenade (NON-ELEMENTAL)
Shining Thorn + Underdog's Secret = Chaos Grenade (NON-ELEMENTAL)
Shining Thorn + Winning Formula = Chaos Grenade (NON-ELEMENTAL)

-->Rare Items
-------------

Pendulum + Pendulum = Chaos Grenade (NON-ELEMENTAL)
Pendulum + Amulet = Chaos Grenade (NON-ELEMENTAL)
Pendulum + Designer Wallet = Miracle Drink (SPECIAL)
Pendulum + Door to Tomorrow = Eccentric (SPECIAL)
Pendulum + Wings to Discovery = Eccentric (SPECIAL)
Pendulum + Gambler's Spirit = Eccentric (SPECIAL)
Pendulum + Underdog's Secret = Eccentric (SPECIAL)
Pendulum + Winning Formula = Eccentric (SPECIAL)

Amulet + Amulet = Eccentric (SPECIAL)
Amulet + Designer Wallet = Miracle Drink (SPECIAL)
Amulet + Door to Tomorrow = Eccentric (SPECIAL)
Amulet + Wings to Discovery = Eccentric (SPECIAL)
Amulet + Gambler's Spirit = Eccentric (SPECIAL)
Amulet + Underdog's Secret = Eccentric (SPECIAL)
Amulet + Winning Formula = Eccentric (SPECIAL)

Designer Wallet + Designer Wallet = Miracle Drink (SPECIAL)
Designer Wallet + Door to Tomorrow = Miracle Drink (SPECIAL)
Designer Wallet + Wings to Discovery = Miracle Drink (SPECIAL)
Designer Wallet + Gambler's Spirit = Miracle Drink (SPECIAL)
Designer Wallet + Underdog's Secret = Miracle Drink (SPECIAL)
Designer Wallet + Winning Formula = Miracle Drink (SPECIAL)

Door to Tomorrow + Door to Tomorrow = Trio of 9999 (SPECIAL)
Door to Tomorrow + Wings to Discovery = Trio of 9999 (SPECIAL)
Door to Tomorrow + Gambler's Spirit = Trio of 9999 (SPECIAL)
Door to Tomorrow + Underdog's Secret = Trio of 9999 (SPECIAL)
Door to Tomorrow + Winning Formula = Trio of 9999 (SPECIAL)

Wings to Discovery + Wings to Discovery = Trio of 9999 (SPECIAL)
Wings to Discovery + Gambler's Spirit = Sunburst (NON-ELEMENTAL)
Wings to Discovery + Underdog's Secret = Sunburst (NON-ELEMENTAL)
Wings to Discovery + Winning Formula = Sunburst (NON-ELEMENTAL)

Gambler's Spirit + Gambler's Spirit = Trio of 9999 (SPECIAL)
Gambler's Spirit + Underdog's Secret = Sunburst (NON-ELEMENTAL)
Gambler's Spirit + Winning Formula = Sunburst (NON-ELEMENTAL)

Underdog's Secret + Underdog's Secret = Sunburst (NON-ELEMENTAL)
Underdog's Secret + Winning Formula = Sunburst (NON-ELEMENTAL)

Winning Formula + Winning Formula = Sunburst (NON-ELEMENTAL)

-->Mix Effects
--------------

So what does a "Trio of 9999" do (well thats obvious), but how about a
Supernova? This listing will break down all that. Thanks to Ceebs for this
info!

RESTORATIVES

Ultra Potion  - All party members; full HP recovery
Panacea       - All party members; cure abnormal statuses
Ultra Cure    - All party members; cure abnormal statuses and full HP recovery
Mega Phoenix  - All party members; revive from K.O. with half HP
Final Phoenix - All party members; revive from K.O. with full HP
Elixir        - One party member; full HP and MP recovery
Mega Elixir   - All party members; full HP and MP recovery
Super Elixir  - All party members; cure abnormal statuses and full HP, MP
Final Elixir  - All party members; cure abnormal statuses, partial HP and MP
                recovery, and revive from K.O. with partial HP

DEFENSIVE

Nul-All        - One party member; All four Nul-Spells
Mega Nul-All   - All party members; All four Nul-Spells
Hyper Nul-All  - All party members; All four Nul-Spells plus Cheer, Focus
Ultra Nul-All  - All party members; All four Nul-Spells and All stat boosts
Vitality       - One party member; doubles max HP
Mega Vitality  - All party members; doubles max HP
Hyper Vitality - All party members; doubles max HP plus Cheer
Mana           - One party member; doubles max MP
Mega Mana      - All party members; doubles max MP
Hyper Mana     - All party members; doubles max MP plus Focus
Mighty WAll    - All party members; Shell and Protect
Mighty G       - All party members; Shell, Protect, and Haste
Super Mighty G - All party members; Shell, Protect, Haste, and Regen
Hyper Mighty G - All party members; Shell, Protect, Haste, Regen, Reraise
Freedom        - One party member; 0 MP Consumption
Freedom X      - All party members; 0 MP Consumption
Hero Drink     - One party member; high critical hit rate
Miracle Drink  - All party members; high critical hit rate
Quartet of 9   - One party member; hit for 9999 every time
Trio of 9999   - All party members; hit for 9999 every time
Hot Spurs      - One party member; Overdrive gauge rises twice as fast
Eccentric      - All party members; Overdrive gauge rises twice as fast

ATTACKING

Grenade          - All enemies; small damage
Frag Grenade     - All enemies; small damage
Blaster Mine     - All enemies; small damage plus statuses
Hazardous Shell  - All enemies; small damage plus statuses
Pineapple        - All enemies; medium damage
Calamity Bomb    - All enemies; medium damage plus statuses
Cluster Bomb     - All enemies; large damage
Potato Masher    - All enemies; large damage
TAllboy          - All enemies; large damage
Chaos Grenade    - All enemies; large damage plus statuses
Nega Burst       - All enemies; HP reduced to 1/4th
Black Hole       - All enemies; HP reduced to 1/16th
Supernova        - All enemies; 19998 damage
Heat Blaster     - All enemies; small damage in five bursts
Fire Storm       - All enemies; small damage in six bursts
Burning Soul     - All enemies; small damage in nine bursts
BrimstOne        - All enemies; large damage in three bursts plus statuses
Abaddon Flame    - All enemies; large damage in three bursts plus statuses
Thunderbolt      - All enemies; small damage in five bursts
Rolling Thunder  - All enemies; small damage in six bursts
Lightning Bolt   - All enemies; small damage in nine bursts
Electroshock     - All enemies; large damage in three bursts plus statuses
Thunderblast     - All enemies; large damage in three bursts plus statuses
WaterfAll        - All enemies; small damage in five bursts
Flash Flood      - All enemies; small damage in six bursts
Tidal Wave       - All enemies; small damage in nine bursts
Aqua Toxin       - All enemies; large damage in three bursts plus statuses
Dark Rain        - All enemies; large damage in three bursts plus statuses
Snow Flurry      - All enemies; small damage in five bursts
IcefAll          - All enemies; small damage in six bursts
Winter Storm     - All enemies; small damage in nine bursts
Black Ice        - All enemies; large damage in three bursts plus statuses
Krysta           - All enemies; large damage in three bursts plus statuses


			+-+
			|L| Ultimate Weapons
			+-+
			

Each character has 1 weapon that is of incredible power, and has great uses. To
get them, you need to do a few things of course. When you get a weapon, it has
the NO AP ability. That isn't good. But by Getting 2 items, and the Mirror, you
can power up the weapon and remove that No AP ability.

To power up a weapon, use the Celestial Mirror, and two items in front of the
crystal in Macalania woods.

-->The Mirror
-------------

First you need the Cloudy Mirror. No problem. Head to Remiem temple in the Calm
Lands. Speak with the Chocobo there and it will race you. Win the race to get
the cloudy mirror. 1/2 way done. Now, head to Macalania Woods.

Talk to the mother and kid in the southern portion of the woods. Head to the
Woods' campsite and speak with the missing husband there.

Tell him everything, then head back to the mother and kid. Take the glowing
path to some water, and speak with the boy. Now, use the Cloudy mirror on the
crystal, and ta-da! It’s magically a Celestial Mirror. Now you can get rid of
that No AP junk.

-->The Weapons
--------------

---
Tidus - Caladbolg
[Need: Sun Sigil (at the Zanarkand Dome)]
[Need: Sun Crest (finish Chocobo race at 0: 0.0)]

You need to beat the Chocobo trainer in the Calm Lands at a race. After that,
go to the Northwest area of the calm lands and go through the path there, into
a valley. You can use the Mirror to power up your weapon.

---
Wakka - World Champion
[Need: Jupiter Sigil (Luca locker room locker)]
[Need: Jupiter Crest (Blitzball prize)]

Just talk to the Bartender in the Luca Cafe Bar

---
Lulu - Onion Knight
[Need: Venus Sigil (Dodge 200 lightning bolts at Thunder Plains)]
[Need: Venus Crest (At the Farplane)]

Go to Baaj Temple. Swim north and fight that giant fish thing. Beat it and
search underwater for the treasure chest containing the Onion Knight.

---
Yuna - Nirvana
[Need: Moon Sigil (Kill all the Aeons at Remiem temple)]
[Need: Moon Crest (At Besaid Beach)]

Capture all the fiend types in the Calm Plains. Go back to the monster owner
and he will give it (weapon) to Yuna.

---
Kimahri - Spirit Lance
[Need: Saturn Sigil (Beat the Butterfly game)]
[Need: Saturn Crest (Mount Gagazet)]

Activate all the Quactar stones in the Thunder Plains. Follow the Quactar ghost
to a lightning rod tower, and let it be hit by lightning. The weapon then
appears.

---
Auron - Masamune
[Need: Mars Sigil
(You need to capture enough monsters to complete a combined   total of 10 Area
or Species Creations in the monster arena. This means you need to capture ONE
monster of each kind from 10 areas, or capture the requisite number from 10
species, or any other combination of completed areas or completed species that
adds up to 10.)]
[Need: Mars Crest (Mi'ihen Road)]

You must have the Rusty Sword, which can be gotten at the cliff by the Cavern
of the Fayth. Take it to the statue on Mi'ihen road, and touch the glyph,
showing the weapon.

---
Rikku - Godhand
[Need: Mercury Sigil (Finish the Cactuar Villages side-quest)]
[Need: Mercury Crest (In a whirlpool of sand in the Sanubia desert)]

Input the GODHAND password into the airship, and it will reveal the location of
where Rikku’s weapon is. Go to that location to get the Godhand weapon.


			+-+
			|M| Sidequests
			+-+
		

-->Lighting Dodging
-------------------

In the Thunder Plains, you can get cool prizes for being hit by lighting, and
for dodging lightning. Its best to have the No Encounters ability, and a few
hours of uninterrupted pure silence. You cannot save between strikes, this all
has to be in a row. Dodge lightning by pressing X whenever you see a flash of
thunder. Here are the prized that can be collected at Rins Traveling Agency.
Note that getting hit deals damage to your characters, so be careful.

 __________________________
| Get Hit |     Prize      |
 --------------------------
| 5 Times | 2 X Potions    |
|10 Times | 2 Mega Potions |
 --------------------------

 ______________________________
| Dodge    |     Prize         |
 ------------------------------
| 5 Times  | 2 X Potions       |
|10 Times  | 2 Mega Potions    |
|20 Times  | 2 MP Spheres      |
|50 Times  | 3 Strength Spheres|
|100 Times | 3 HP Spheres      |
|150 Times | 4 Megalixers      |
|200 Times | 1 Venus Sigil     |
 ------------------------------


-->Omega Ruins
--------------
From Fayth

"From the save there are three paths--Right, Middle, and Left.
Right will lead to a room with two treasure chests.  (note: all the chests
it the ruins must be opened a certain order to get the treasure, other wise
it is a monster and all the others disappear.)

Before this room is a path that branches of to the left, this path circles
around and meets the middle path.  The middle path leads to an alter
looking thing and an over look of a lower chamber.  Nothing much here, but
a nice view.

The left path leads to another room with three boxes and before it is a
path that splits off right.  Take this path to another split. Left leads to
more treasure.  The right path leads to an un active glyph and a ledge.
Nothing with the glyph yet.

Pass the glyph to enter the room with four boxes.  The "Al Bhed #26" is in
this room you can't miss it.  There is also another split right or left.
The left path will take you to another glyph (touch it and the other to see
what happens)  You will also see a path that heads right, If you do the
glyph ignore it for now--yep the left path circles around.  Anyway, the
left path will take you to a room with more treasure and a lift.

Prepare yourself.  Up the lift is your first boss fight.  "Ultima Weapon"
After defeating him, its up again and yes more fights.  You are now looking
at a path with nine circles.  Each circle contains monsters, (you will
encounter them even with no encounter,  I don't know if these monsters give
you anything unique because I fled from them all)  The path left leads to a
treasure chest and the right path leads through seven fights and then
finally the boss "Omega Weapon" (Kimahri can get his Nova). After defeating
him you are sent back to the beginning, but you are given a peak of a
treasure in the back of the room.  This is the end of the Omega Ruins.

All this is easier with "no encounter"  which I got form the big square
monsters, these cannot be captured so give this fight your best.

Also I have found that it is better to go through until you get the
airship to do most of the mini games, but if you are planning to collect
the monsters and/or Jecht spheres, first go to the "high bridge" Now the
party will be able to enter the chambers of the Fayth and get lots of
goodies."


From: Arth

Boss: Omega
Cannot scan
Vulnerable to any type of the 4 magics.
Steal : Gamblers spirit ( SOS Overdrive)

"Usually damages everyone 2000ish (shimmering rain).  He might use break
(causes stone on one person)

Start off with someone that has Hastega, Rikku (if you want to steal), and
Kimahri.  Kimahri can learn an ability with lancet from Omega. After Kimahri
learns his new ability get Yuna out if she isn't already and Hastega.  Omega is
fairly easy from this point if you have the magus sisters, just get them out
and let them do their stuff and when they die use yojimbu and Omega should die.
 If you don't have the magus sisters you can use other summons or just double
cast Ultima.  If you don't use summons keep everyone at full life (alchemist
and Mega potions).

After you defeat Omega you are Teleported to the entrance.  You can run back to
where he was if you want a magic sphere.  The guys in the circles won't attack
you this time."
	

-->Yojimbo
-----------

First go to the north east exit where the bridge is in the calm lands then beat
that robot. After that there is another bridge, go under that bridge by going
to the exit on the right, then when you get to the next place there is an
entrance to a cave.Before you get in there will be a few cutscenes then go in
the cave. Go your way all the way through, near the end you'll find the
summoner that Lulu used to guard and then you will have to fight her. She will
call on Yojimbo (the Aeon),don't worry hes not that tough. After you beat her
there will be that pad that can take you four directions. Go straight to get
Yojimbo ,but the bad thing is that you have to pay him 250000 gil to get him
and you even have to pay him to fight during a battle. He has an random
overdrive where he chops off the enemies head! But if you pay him to do that
chances are that you lost all your money

Dextar686 Says:
"You can get him for cheaper!  The first time, offer him
half of his asking price plus one dollar/ gil.  Then, the next time he asks,
raise your bid by one gil.  The third time, he'll generally accept offers as
low as $200,000, but not much lower."


-->Anima
---------

In order to get this beast, you have to go to the Baaj temple, kill
that big fish, then enter the door in the pool area. Walk up the stairs,
you'll see 6 statues, in order to get Anima you have to open up every
treasure chest in the Cloister of Trials from every temple, meaning that you
have to get the secret ones involving the destruction sphere.  Once you have
gotten all the secret treasures from the glyph games, stand in front of all the
6 statues and Yuna will enter the chamber.  You'll now have Anima.

Gunstarheroz sent this in:
"I just found out that you CAN get the sixth statue to light up in Baaj Temple
by returning to Zanarkand after you get the airship, and re-doing the puzzle
(which is a new one) where the team fights the second guardian, after doing all
the sphere puzzles. So if someone misses the Bevelle temple treasure, they can
get Anima anyway just by returning to Zanarkand later. "

-->Magus Sisters
-----------------

Capture every monster in the Calm Lands and the Gagazet Mountains.  Having done
this, get a Chocobo and travel towards the Remiem Temple southeast of the Calm
Lands via Chocobo feather near the broken bridge.  Defeat all of Belgemine's
Aeon battles, and you obtain this powerful Aeon.

-->Sea Gulls
------------
From JB Chavy

I thought you'd like to know that if you return to the ship where you
learned the Jecht Shot (after you get the airship) and go to the top floor,
you will find a man counting seagulls. He asks you to count the seagulls for
him. If you return with the correct count, he will reward you with the "Ace
Wizard" for Wakka. I counted eleven seagulls.

Ace Wizard (Blitzball for Wakka)
Magic +20%
Magic +10%
Magic +5%
Magic +3%


			+-+
			|N| Secrets
			+-+	

-->Missing Al Bhed Primers
--------------------------

#19 It's located behind the left Chocobo at the hidden
    temple (the one where you fight aeons).

-->Airship Coordinates
----------------------

On the airship, you can input coordinates, and some will take you to secret, or
special places. Use these as a starting point, the coordinates are usually
right around the area listed. (Thanks Stanly)Here they are:

   Location        X       Y
______________________________
Baaj Temple    | 11,16 | 57,63
Sanubia Temple | 12,16 | 41,45
Besaid Falls   | 29,32 | 73,76
Mi'ihen Ruins  | 33,36 | 55,60
Battle Site    | 39,43 | 56,60
Omega Ruins    | 69,75 | 33,38

-->Secret Aeons
---------------

There are several Aeons in the game that can only be obtained by doing a few
side quests. These are explained in the Side Quests Section

-->Airship Passwords
--------------------

GODHAND    - Rikku’s Weapon
VICTORIOUS - Rikku’s Armor
MURASAME   - Auron’s Weapon

-->Aeon Powers
--------------
From Rob S.

Near the beginning of the game, right after you get Yuna and the cut scene
where your party leaves Besaid, I found something really good by accident.  The
game had just made me leave the village but I was low on potions so turned
right around and went back in to buy some before heading out to the boat. 
After talking to the lady, whose shop only sells potions, antidotes and phoenix
downs, and buying some stuff, (not sure if you have to buy anything) she says
something like "my dog found something and dug it up, isn't that odd?"  I
remembered there's a dog in one of the houses on the right, up near the temple,
and went and talked to it.  The game said something like "you've acquired
something chewed and mangled" and then it said "Valefor has learned ENERGY
BLAST." This is a second overdrive skill for the Aeon and works a hell of a lot
better than the one he starts out with.


			+-+
			|O| Tips and Tricks
			+-+
			
-->200 Lightning Bolts Easily ?
------------------------------
From SaibaBouryokuda@cs.com

I think I stumbled on a big bug playing Final Fantasy 10 just a few minutes
ago, concerning the thunder mini-game. I'm not sure how I did this, but I know
this would help other people out obtaining the Venus Sigil. I did the usually
dodge the lighting routine and didn't get any more than 40 untill I was struct,
frustrated I went to get kimhari's spear instead. I came back and was struck by
2 lighting bolts then apoarched the treasure chest out side Rin's building and
it said that I, "Dodged 20 Consecutive lighting Bolts." I was only struck by 2
although it said 20.....???? I think this had something to do with the cactuar
stones that you pray at. I looked on the lighting record book inside Rin's shop
and it said I dodged 623 bolts and dodge only 80 consecutive? I walked outside
and the chest thats usually there was now GONE! I tried everything to get rin's
chest back but it didn't come back, I even reloaded t! he game . The lighting
record mentioned something about a momento from the council to be given to me?

Maybe thats where the venus Sigil is......?

Heres basically what I think i did to x10 to whatever times you dodge lighting
bolts;

-Prayed at the Cactuar Stones in the northern Thunder Plains
-Prayed at 2 or 3 Cactuar Stones in the southern Thunder Plains
-Recieved Kimhari's Spear
-Got struck by lighting.....a few times.....

I think there is another way of obtaining the Venus Sigil, Dodging 200 lighting
bolts consecutively seems a little frustrating, maybe the key lies in how many
times your struct or dodge a lighting bolt

-->Al Bhed Language
-------------------
In the game, some people speak the AL Bhed Language, so here I am to help
translate it. Find the books scattered throughout the world to get it all !
Here is a letter by letter translation:

A = E
B = P
C = S
D = T
E = I
F = W
G = K
H = N
I = U
J = V
K = G
L = C
M = L
N = R
O = Y
P = B
Q = W
R = H
S = M
T = D
U = O
V = F
W = X
X = Q
Y = A
Z = J

And if you're just too lazy to translate manually, check this link out:
http://roadkilli94.tripod.com/FFTranslator.htm .It’s an Al Bhed Translator for
anyone who can't find the books or anyone who does not feel like translating.
For the locations of the books for the people who need to collect them:

1- Al Bhed Ship Deck
2- Besaid Village Lodge
3- SS Liki, Power Room
4- Kilika, Inn
5- SS Winno, Control Room
6- Luca Stadium, Basement
7- Luca Theater
8- Mi'ihen Road, from Rin
9- Mi'ihen Highroad
10- Mushroom Road
11- Djose Highroad
12- Moonflow
13- Guadosalam, in a house
14- Thunder Plains, Travel Agency Inn, from Rin
15- Macalania Woods
16- Lake Macalania, Travel Agency
17- Sanubia Desert
18- Sanubia Desert
19- Al Bhed HOME
20- Al Bhed HOME
21- Al Bhed HOME
22- Bevelle Temple
23- The Calm Lands, northwest area
24- Remiem Temple
25- The Calm Lands, cavern of Fayth
26- Omega Ruins

-->Rikku and Customizing
------------------------
From Fraxcat

"Okay, if you look in the current Armor Customization FAQs, they tell you that
pretty much, the only way to get Rikku's upgraded steal abilities is to bribe
Ultima Weapon or tons and tons of Tonberry/Tonberry Kings.

This is not correct. ;)

If you capture all the monsters on Besaid Island and have the Magus Sisters,
you can kill the special monster that the trainer creates, and it drops 4
Amulets every time. 20 of those, and you can add the upgrade to an armor that
increases your chances of stealing the "rare" items. You'll steal the crappy
ones first, then get the rare ones. "



			
			+-+
			|P| Challenges
			+-+
			

--> The 100% Sphere Grid Challenge
----------------------------------

Difficulty: 2 of 5
You need to fill up the entire sphere grid before beating the game. That means
every last space filled up with every last character. Just make sure you do it
before beating the game. You are not allowed to cheat in any way !

--> The 0% Sphere Grid Challenge
--------------------------------

Difficulty 5 of 5
You have to beat the game without every laying a hand on the Sphere Grid. Of
course though, there are limits to how much you can play while doing 100
damage. So here are the rules.

1) No spaces on the Sphere Grid may be used. Not a single one.

2) You may not cheat. This means using a code or something do you can get a
Trio of 9999 each battle.

3) You may use 2 and only two Power, Mana, Speed, Fortune, and Ability Spheres.

4) You may also use 3 and only 3 Lvl 1, 2, 3 and 4 Locks per character.

5) You may NOT use any special spheres, like HP +300 or Blk Magic Spheres. Only
the ones specified are allowed.

6) Good Luck.

--> The One Character Challenge
-------------------------------

Difficulty 4 of 5
You have to beat the game using Tidus and only Tidus. That means special rules
apply:

1) Only Tidus may battle, unless the fight requires another character.
2) You are to have the two other characters beside Tidus escape fights.
3) Only Tidus may use the sphere grid. No one else.
4) Tidus may NOT use items to exceed 9999 damage.
5) Try to not use Aeons in any battles.
		

			+-+
			|Q| Temple Guide
			+-+

--> Besaid Temple
-----------------

Go ahead and examine that ugly gold colored glyph on the wall. Doing that
reveals a tealish colored glyph. Talk to that and it opens up a path. Head on
down the stairs until you see a green, glowing ball. Pick it up, and continue
down the stairs. Put the sphere into the door, and it opens ! Now, take the
sphere back out. Go through the open door until you find an area on your left
that seems that can hold a sphere. Go ahead and put the sphere in and magically
you are rewarded with a Destruction Sphere. Ignore it for now though. Continue
down the hall until you see two walls, with a bunch of white symbols on them.
Examine them all until a door opens to a sphere. Take that sphere and put it
into the pedestal across the hall. Push the pedestal into the room that
appears. Go grab the destruction sphere before doing anything else, and insert
it into the hidden room that had all the blue lines going into a sphere. Insert
it there where you grabbed the sphere and an opening is revealed. Go inside and
get the prize, a Rod. Go back to the pedestal and push it across until it snaps
in place into an indention in the ground. Puzzle Competed.

--> Kilika Temple
-----------------

The first thing you see is a pedestal. Approach it and take the nice fiery
Kilika Sphere. Put the sphere into that slot by the door, causing it to burn.
Grab the sphere and head on through the door. Put the sphere into the slot on
the north wall. Take it out, and put it in on the slot on the left wall. Touch
any Glyphs that appear. It should open up a wall. Take the blue sphere from the
Pedestal and put it into a slot on the right side. GO through the wall opening
and into a room with fire. Step on the symbols on the floor causing the
pedestal to appear in the room. Take the red fiery sphere from the right wall
and pop it into the pedestal. Now place the blue sphere form the previous room
into that slot which ignites the fire. The fire is burned out. Push the
pedestal into the slot on the floor and cross the gap. Go ahead and place the
sphere you find down in the gap by the northern door. Take it out, burning the
door, and make your way through.

--> Djose Temple
----------------

Take the two spheres in this room and insert them into the slots by the door.
Go through. Now, take 1 of the spheres by the door and insert it into the
farthest right slot in the room. Take the other sphere and insert it into the
other slot on the far right of the room. This causes the pillar above to become
charged. Take the pedestal with the sphere in it, and push it under the charged
pillar. This charges the sphere on the pedestal. Take the charged Sphere and
insert it into the slot by the door in this room. Go to the far left of the
room with the pedestal and step on the floor glyph. Grab the two spheres that
are charging the pillar on the ceiling, and put them into the pedestal. now
push the Pedestal with the spheres into the Pit of lighting in the room to the
north. This disables the electricity. Go across the lightning pit and pus the
pedestal inwards. Jump back to the main room. Step on the floor glyph on the
far left again to recover the pedestal. Take both spheres from the pedestal,
and put the into the two slots all the way back into the entrance room. Go back
to the pedestal room and take the charged sphere. Put it into the slot to the
left of the door leading to the lightning pit. Go to the pedestal and ride the
new platform up. On this level, go to all 5 pedestals in the rooms, and push
them into the wall as far as they go. This unlocks a staircase. Ride to the
lower level first though. Go to the far left in the room and touch the glyph on
the wall. This reveals a destruction sphere. Go back to the higher level and
place the destruction sphere into the pedestal. Receive your prize, then climb
the stairs.

--> Macalania Temple
---------------------
As you try to leave, the temple guys reset the Cloister of Trials before you
can get out. Oh well, this is one of the easiest ones. Go down the ramp thing
to the lower floor. Take the sphere from the very middle pillar. Put it into
the pedestal. Now, push the pedestal to the right until it hits a pile of ice
and stops. Now push it northwards until it falls into a hole. Follow the
pedestal and take the sphere out. Put it into the left-most slot on the wall
down there. Go back up, and take the newly accessible sphere. Go back down and
put it into the pedestal. Push the pedestal to the right, creating a brand new
1/3 completed bridge. Now, go back up. Now, grab the sphere all the way on the
far right side. Take it down the ramp and place it in the pillar on the left.
Go back up and grab the sphere right next to the ramp going down. place it in
the pillar where you took the first sphere from. Now, go back up to where the
ice bridge is completed, and step on the floor glyph. The pedestal is now at
the top of the long ramp. Take the sphere out from the pedestal and push the
pedestal down the ramp. Go down the long ramp, and onto the floor. Go down and
step on the floor glyph. Take the sphere your holding and insert it into the
slot on the far right of the room, making icicles appear. Take the sphere from
the center pillar of the room now. Put it into the slot by the ramp leading
into the basement floor. Go back to the pedestal and take the destruction
sphere from it. Go to the lowest level and place it in the slot right next to
the doorway. Go in and grab your prize. Go back up and push the pedestal to the
right, smashing into the icicles. Take the sphere from the far right slot in
the room and place it into the pedestal. Push the pedestal north causing it to
fall into the basement floor. Go down there and push the pedestal to the right,
completing part of the bridge. Go back up and take the sphere by the basement
ramp. Place it into the pillar in the center of the room and get out of here !

--> Bevelle Temple
------------------

1. Push the first pedestal inwards, turning it into a platform.
2. You are in a loop, so do not worry if you mess # 3 up.
3. On the first turn, press X when the arrow points to the right.
4. Continue down, and go straight at the next turn.
5. Go to the end, and take the sphere. Place it into the pedestal.
6. Push the pedestal into the path. Go back to the loop.
7. When your in start of the loop, turn right on the second turn.
8. Take a sphere from the pedestal and place it into the slot.
9. Push the pedestal back into the path and start looping.
10. From the loop start, go left on turn two. Take the sphere and loop.
11. At turn 1, go right. When you reach the bottom, go left.
12. You are in loop 2. Take a right turn at the last turn.
13. Place a sphere into the slot, uncovering a glyph sphere.
14. Go back to loop 2. Now, take a right turn at the 2nd to last turn.
15. Take the Glyph sphere there and pop it into the pedestal. Go into loop 2.
16. Go right at the last turn. Go across and insert the Glyph Sphere.
17. Take the destruction sphere. Get back in loop 2.
18. Go right on the 2nd to last turn. Pop in the destruction sphere in the slot
19. Get onto the loop. Turn right at the last turn, take the sphere there.
20. Get into loop 2. Make a right turn at the first available turn.
21. Push the pedestal across. Get into the new path.
22. Go up the stairs and take the treasure. Now step on the floor glyph.
23. Take a sphere from the pedestal and place it in the nearby slot.
24. Push the pedestal into the near path, and get your treasure.
25. Ride back an enter the Chamber of Fayth.

--> Zanarkand Temple
--------------------

In the first room, this is going to be like a warm up before the real thing. On
the back wall are Tetris images, and you goal is to  find them on the floor. Go
up and talk to the wall with the Tetris image and it shows you where you need
to step. Its like a memory game. Memorize where you need to step and do it. The
order does not matter. Messing up cause the puzzle to reset. Once you complete
it, pedestals come out the sides of the room. Push them in one at a time,
starting counter-clockwise. When you put one in, its activates the next Tetris
puzzle in the next room. You have to complete all 4 to continue onwards. The
left center and right center pedestals are for later, so leave them alone. When
you push the first pedestal in, go to the next room and speak with the Tetris
wall-images to see where to step. When you finish the puzzle, head back and
push in another pedestal, and another, and another. At this point you will have
4 of them done. Go into the huge room and take the red sphere from the left of
the Tetris wall image. Go to room one and insert it into the left pedestal.
That deactivates the power.  Push it into the wall. Go back and get the blue
sphere, which deactivates the Tetris-wall image. Insert it into the last
pedestal, and push it into the wall too. Puzzle complete !
		
			+-+
			|R| Walkthrough
			+-+
			
===============================================================================
(III.)WALKTHROUGH
=================

I'm going to try to NOT be too specific here. I wont say, "Go left, right, up ,
down" because the MAP shows you (follow the red arrow when in doubt). But, I
will try to explain everything else as best as I can.

---
Zanarkand - The Beginning

Make sure, as you start out, to talk to everyone. Continue to follow the
general path until you get to the Blitzball Stadium. Push through the crowd,
and watch the little movie scene take place. Tidus gets into the Sphere Pool
and starts to play Blitzball. As Tidus goes for his Sphere Shot, a fireball
crashes into the stadium, destroying it. Tidus falls to the rubble below.

Now that you have some control, go ahead until you find Auron. He will tell you
everything. Follow the path once more, going away from the Stadium. As you
continue, you will eventually see a large creature emerge from the sky and
crash into a building. All of a sudden, battle ensues.

[BATTLE - Sinscales]

Cut through the enemies with the brand new Longsword that Auron gave you. Use
your attack command and only attack the enemies that you need to kill to
advance pass them. Continue to cut through and run until....

[MINIBOSS - Sinspawn Ammes]
[2400 HP - 0 AP - Steal Nothing]

Your first true battle ! Make sure to just keep using your normal attacks.
Follow the directions to use Auron’s _Overdrive_. The enemy cannot kill you, so
do not bother healing. The Sinspawn can get you to 1 hp, but nothing more. The
enemy dies when you cut off all of the dangling tentacles on the top.

Now, proceed to the Save Sphere Lvl 1, which is marked by a white square on
your mini-map. Go ahead and activate it. Whenever you interact with it, it
replenishes your party’s Hp and MP completely. After that, continue down the
path until Tidus and Auron get attacked by hundreds of Sinscales. Keep fighting
until Auron alerts you that you should attack the Tanker to the right. So
attack it until it explodes, disabling all the Sin Scales nearby.

Auron tells you to continue. By now, he tells you that huge Waterball attacking
the city is Sin, a super-powerful enemy. Auron lifts you up, and Sin
subsequently takes both of you away.

Tidus finds himself in what seems to be water. Press and hold O to dive, and
move around. Go and talk to the person on the ledge below.

---
Al Bhed - Lost at Sea

Tidus wakes up all alone in the middle of a cold ocean or sea. Press O to dive
and move towards the red triangle on the mini-map. On the far left, there are a
few secrets there including a treasure chest, so check that out before heading
up the middle. After that, head up the middle, up the stairs.

After that, there is a save sphere, so go ahead and use it to save and heal.
Continue northwards and take the left pass, which seems to be a dead end. Grab
the treasure at the end, and continue northwards on the main path. The bridge
breaks apart, and you are dumped in the sea.

[BATTLE - Sahagins]

These fish are easy to beat. After taking out two of them though, watch out !

[FIXED FIGHT - Geosgaeno]
[32,000 HP]

Thankfully, this is a fixed fight, so do not bother healing. After the big fish
kills the small one you were fighting, it sees you. Just attack until your low
on HP, then it takes over. Tidus will automatically run from the fight and
barely escape.

Now you are in a freezing cold place. You need to build a fire in the center,
so head into the room by the Save Sphere and get the Flint in the chest. Go
back to the main room and go through the northern door to get the Withered
Bouquet. Go back to the main room and build the fire.

[BOSS - Klikk]
[1500 HP - 5 AP - Steal Grenades]

Tidus falls asleep and wakes up to a burned out campfire and a boss fight.
Start out by just attacking. Whenever you get to 200 HP, use a normal or
hi-potion. Keep attacking until a group of Al Bhed bust down a door and come
into the room. The girl, who is wearing a costume, will join the fight. Use
your new grenades to kill the beast, or just continue to attack it. After the
fight, you are approached and taken against your will.

---
Al Bhed - The Ship

Tidus is taken aboard with people who speak the Al Bhed language. You can start
to translate their language by collecting dictionaries, and each one will
automatically translate 1 Al Bhed letter to English. So once you gain control,
check out the deck for a yellow square book and get it. Go and talk to a person
on the ship and see if it translates some of the letters into English. If it
does, the letters appear in pink. After you are done checking out the ship,
talk to the lady who helped you in the fight back against the Klikk.

---
Al Bhed - Salvage the Treasure

Tidus will dive into the water and you are prompted to follow the red triangle
on the mini-map. Dive below the water and go until you reach the ship. You may
get in random battles with weak enemies, just ignore them.

Once on the underwater ship, go to the Save Sphere to save the game. Keep on
going through the ship, following the red triangle on the mini-map. You will
need to unlock a few doors using computers.

On your way out, be prepared to fight a giant squid!

[BOSS - Tros]
[2200 HP - 8 AP - Steal Grenades]

Another easy fight ! Keep on using normal attacks, and using grenades you steal
from the boss to attack. The boss will go to the other side of the room. A
tutorial will appear on trigger commands. So press left when your turn comes
and choose stand by to heal up. After that, the boss will attack you. After
more attacking, the boss will go to the other side again. This time, when your
turn comes up, press left and select Pincer attack. You will surround the boss.
Now just keep attacking and heal if your HP dips below 150. Easy fight, huh?

After the fight, follow the red triangle on the mini-map back to the ship.

---
Al Bhed Ship - Sin Reappears

Shortly after getting back, Sin appears! Where will you end up this time???

---
Besaid Island - Intro

After you awaken, go and chat with the local Blitzball team. Talk to them
multiple times and get some items. Wakka is the coach of the Blitzball team,
and although he has never won a game, he always does his best. Explore the bay
and coastline to find some items.

Wakka will lead the way back to his village, so follow him. You get to a point
where he shoves you into a small creek. Take this time to check out the area
and explore. Collect items, then head to the next place, which leads to the
village.

---
Besaid Village - Exploration
[Important Items: Al Bhed Primer vol. II]

Ok, head on through and meet the two Crusaders. After this, head to the
village. Once there, Wakka will ask you if you know the Prayer. Your answer
will not make a difference at all. After Wakka tells you the prayer, he points
out the Crusader's Lodge and tells you to explore.

So head on over to the Crusaders Lodge right now. Talk to everyone inside, and
save the game if you need to. The Crusaders say they are warriors, dedicated to
keeping the villages safe, and that defeating Sin isn't their purpose. Leave
the lodge, and explore some more. Before heading into the huge temple, check
out the shops and people. You can buy some Potions in one on the tents on the
left. Stock up right now. After that, head on to the huge temple to the north.

Head on up the stairs in the middle to start a little chat about Summoners. The
guys are very religious, and Tidus goes with the “Sins Toxin” excuse to save
his butt. Well, after the little "chat", head on outside and go back to Wakka’s
Tent on the right hand side. Take a nap there.

When Tidus wakes up, head back to the temple. Inside, go and talk to everyone.
It won't take long before Tidus feels he has to be a hero, and he climbs the
central stairs.

---
Besaid Temple - Cloister of Trials

Good ‘ol Tidus, breaking every single rule that he doesn't know of. It was bad
enough he didn't know the prayer, and worse that he told the people he didn't
know what a High Summoner was, but now Tidus has gone into an area that is
sacred and only to be accessed by Guardians and Summoners. Well, might as well
continue.

Go ahead and examine that ugly gold colored glyph on the wall. Doing that
reveals a tealish colored glyph. Examine it and it opens up a path. Head on
down the stairs until you see a green, glowing sphere. Pick it up, and continue
down the stairs. Put the sphere into the door, and it opens! Now, take the
sphere back out. Go through the open door until you find an area on your left
that can hold a sphere. Go ahead and put the sphere in and magically you are
rewarded with a Destruction Sphere. Ignore it for now though. Continue down the
hall until you see two walls, with a bunch of white symbols on them. Examine
them all until a door opens to a sphere. Take that sphere and put it into the
pedestal across the hall. Push the pedestal into the room that appears. Go back
and grab the destruction sphere before doing anything else, and insert it into
the hidden room that had all the blue lines going into a sphere. Insert it
there where you grabbed the sphere and an opening is revealed. Go inside and
get the prize, a Rod. Go back to the pedestal and push it across until it snaps
in place into an indention in the ground. Puzzle Completed.

---
Besaid Temple - The Fayth

Ok, from here on, it’s just about all controlled for you. Just pay attention to
what everyone says, until you exit the temple.

---
Besaid Village - The Summoning

Head on out and watch as Yuna, the new summoner, tries out her summoning
skills. A Summoner can call out huge beasts in battle (known as Aeons). They
will fight in place of your party until they die, or you dismiss them. When
they are dismissed or get KOed, your party comes back ready for battle. You may
heal Aeons at any Save Sphere.

Talk to everyone after watching the Aeon, however don't talk to Wakka until
last. Once you're done chatting, choose the Sleep option after talking to
Wakka. In your dream, talk to everyone. When Tidus awakes, examine the front of
the checkout counter at the lodge, to get the next Al Bhed book. That makes 2
so far.

Head outside and Wakka will give you his brother’s Sword, the Brotherhood. Go
ahead and equip it. You will get 2 new party members, Yuna, the summoner, and
Lulu, the Black Mage.

---
Besaid Village - Story line Clear Up

So what is happening, you might ask? Summoners are trained from the time that
they choose their destiny, to become summoners. They are fighters, who journey
to every temple in the World of Spira (called the Pilgrimage). They pray at
each temple, praying to defeat Sin. The Fayth at each temple, rewards a
summoner with a new Aeon. After visiting all the temples, a summoner journeys
to get the Final Aeon, which has the power to defeat Sin. The summoner defeats
Sin, and gives the people 10 years of peace (or Calm) until another one is
born. That is a summoner’s journey, to give people 10 years with no Sin. Wakka
believes Sin is Spira’s punishment for letting things get out of hand
(especially because Machina where used to kill). That’s the story line thus
far, however it is time to begin the Pilgrimage. Also note that Wakka and Lulu
are both Yuna's Guardians, people sworn to protect a summoner.

---
Besaid Mountain - The Pilgrimage Begins

Head out of the Village once everyone has joined the party. Exit from the
South, and head up the mountain where Tutorial Battles ensue. If you want a
quick run-down of it, here it is:

Flying Monsters    - Use Wakka, Use Lulu
Grounded Monsters  - Use Tidus, Use Lulu
Elemental Monsters - Use Lulu

After that, continue up the path, following the mini-map the whole time. When
you reach the summit, have Tidus pray at the rocks if you want him too. Wakka
says that the day that his brother Chapuu didn't pray, was the day he died. So
make the choice, pray or not. It won't make a difference, just for Wakka's
emotional reasons. Walk around and continue, until, all of a sudden, something
attacks! It’s the beast you saw at the temple (if you were paying attention).

[BATTLE - Kimahri]
[750 HP - 0 AP - Steal Nothing]

This is an easy fight. Keep attacking like normal, and use the Overdrive if it
comes up. Use a potion if your HP hits 150-200. You did _remember_ to buy them,
didn't you? Just keep it up and he (enemy) will quit. Watch how many healing
items you use up though, unless you have over 10, limit the healing in battle,
you really need them in an upcoming fight. Don't worry about that though.

Join Up! Kimahri is part of the party now. Go into battle with him, and you
should get a tutorial fight with him. But here is the Tutorial fight rundown.

High HP enemies  - Use Kimahri
Powerful Enemies - Use Yuna

Continue on until you reach the boat, but before leaving, speak with the
townsfolk to get a bunch of useful items. Board the boat, and head off !

---
SS Liki - Trouble Brews
[Important Items - Al Bhed Primer vol. III]

Finally! A small break from all the noise, fights, and people! Talk to
everyone, including Wakka and explore the Ship! Below deck, you can find a
merchant, O'aka. He overcharges for most things, but is nearly everywhere in
the game. If your feeling nice, loan him cash. It will let O'aka buy rare items
for him to sell in his shop, but watch how much you give him. Potions are the
best bet right now. Make sure you have at least 5 Phoenix Downs and 10 Potions.
Talk to the Blitzball team, and check everything out. After you're done taking
a break, go ahead and look for the Al Bhed Primer vol. III. If you find it,
great. It is in the Power Room. After that, head on deck and talk to Yuna.

It won't take long after talking to Yuna that everything gets deadly. All of a
sudden, the ship starts to shake, and people run onto the deck. Someone yells
out "SIN !". Not good. Get ready for a fight too. After the crew harpoons Sin,
your taken into battle.

[MINI-BOSS - Sins Fin]
[2000 HP - 10 AP - Steal Nothing]

3 Sin-scales are on deck, not to mention Sin itself. Kill off 2 of the
sin-scales. If you kill all of them, Sin just gives you more to kill. With only
1 left, bring in Wakka, Lulu, and Yuna into battle. Have Yuna summon her brand
new Aeon (Valefor). Every action an Aeon does will increase its overdrive. So
attack Sin with thunder. When your Overdrive fills up, unleash the Energy Ray
onto Sin, most certainly killing him. If the Aeon cannot pull it off, and dies,
then start attacking Sin with Wakka’s normal attack and Lulu’s magic. Heal with
a potion the second you drop below 200 HP. Sin won't take long to beat.

Sin is scared off, and not long after, Wakka notices Tidus is gone and a
Harpoon is missing. Wakka dives into the water only to find...

[MINI-BOSS - Sinspawn Echuilles]
[2000 HP - 12 AP - Steal Nothing]

Oh great, now you only have Wakka and Tidus, so first things first. If you drop
to 200 HP, heal up. And always make sure the enemy has Darkness inflicted on
it. So try to use Wakka’s Dark Attack every 3-4 turns. Keep using your normal
attacks, and your overdrive whenever needed. Heal when needed and keep up the
fight. Do NOT attack the Piranha, just the Sin Spawn. After plenty of attacks,
it goes down.

---
Kilika - Recovery Operation
[Al Bhed Primer Vol. IV]

Well, after defeating the Sinspawn, the next place you can control is here. So
watch the movies as Sin attack Kilika, and you arrive there. You will gain
control soon. Keep going west, where Yuna performs a sending.

---
Kilika - Story line Clean Up

Time to explain what is going on.

Ok, first off, whenever, and wherever Sin goes, it leaves behind creatures
called Sinspawn to clean up the place, kill anyone left, etc. Sin is always
known to return for its spawn. What you fought with Wakka and Tidus was a
Sinspawn.

Next, a summoner has another job; The sending. This is where a Summoner
performs a dance to send the spirits of a person into the Farplane, and the
Farplane is where these spirits live. Not all people’s spirits are sent though.
Sometimes a bond between the real world and a person is so strong, that the
spirit stays on the planet. This isn't good, because the spirits are
uncontrollable and act like fiends in the real world.

---
Kilika - Departure

Not too much time is spent in Kilika. Go and speak with Wakka on the far right
side of Kilika. Before that, check out the town. An Al Bhed Primer is in the
Bar, which makes 4. Check out the shop and buy any extra items too. Talk with
Wakka, and make your way on to the temple. Head west to enter the forest.

A Tutorial battle comes up about Lancet. You use Lancet from Kimahri to learn
new overdrives for him. So in the tutorial fight, use it and learn Seed Cannon.
Whenever you find an enemy with a strange ability, try Lancet 3 times. After
that, proceed and find Lord Ochu.

[OPTIONAL BOSS - Lord Ochu]
[4649 HP - 40 AP - Steal Nothing]

This can be hard or easy. Start by bringing in Wakka, Lulu, and Yuna. Have Yuna
summon an Aeon and fight using Fire Magic. If the Overdrive comes up use it.
Have the Aeon fight to its death, and after that, keep Yuna in the party to use
cure magic and esuana to heal poisoning. Try to keep everyone at Full HP
throughout the fight by using Yuna. Have Lulu keep casting Fire, and switch
between Wakka, Kimahri, and Tidus to use normal attacks. After a while, Ochu
goes down. Ouch.

Go to the Save Sphere and heal if needed, and prepare to save. A bit of a long
path ahead. Don't bother exploring, no useful items here. Just follow the River
as it curves north.

---
Kilika Temple - Sinspawn Again

Once you get to the temple stairs, everyone races up. Talk to Lulu and then
save the game. At least use the Save Sphere to heal. Head on up and find...

[BOSS - Sinspawn Geneaux]
[3000 HP - 53 AP - Steal Nothing]

Sure, there are Boss fights every 10 minutes it seems, but this is easy. Attack
the tentacles behind you with everything you have. When they go down, direct
all fire magic, Aeons, and attacks at the main part. This thing will go down
FAST. Follow a new rule, if you dip to 300 HP, heal. Use Yuna for healing
instead of potions.

After the fight, go to the nearest Save Sphere, heal and save your game. Head
to the temple and meet a few Rivals. Seems Wakka is being friendly, but not
those Luca Goers. You will beat them come tournament time though, so for now
proceed to the central stairs, only to remember you're not a guardian. You have
to wait until they come back, so check the place out.

A few steps, and it seems Yuna’s Rival summoner comes up to you. Her and her
Guardian throw you down into the Cloister Of Trails. Once Tidus realizes he
can't be there, he notices the elevator platform isn't working. Oh well, might
as well continue onwards.

---
Kilika Temple - Cloister of Trials

Yay, more puzzles. The first thing you see is a pedestal. Approach it and take
the nice fiery Kilika Sphere. Put that sphere into the slot by the door,
causing it to burn. Grab the sphere and head on through the door. Put the
sphere into the slot on the north wall. Take it out, and put it in the slot on
the left wall. Touch any Glyphs that appear, thus opening up a wall. Take the
blue sphere from the Pedestal and put it into a slot on the right side. GO
through the wall opening and into a room with fire. Step on the symbols on the
floor causing the pedestal to appear in the room. Take the red fiery sphere
from the right wall and pop it into the pedestal. Now place the blue sphere
form the previous room into that slot which ignites the fire. The fire is
burned out. Push the pedestal into the slot on the floor and cross the gap. Go
ahead and place the sphere you found down in the gap by the northern door. Take
it out, burning the door, and make your way through.

---
Kilika Temple - The Fayth

About time! Well, first of all you get in trouble for coming down here. You
explain what happened and that clears your name. Speak to everyone a few times
and walk around. Eventually Yuna comes through the door, exhausted. She has
been granted the Aeon Ifrit for her praying. Leave the temple, and head back to
the village of Kilika.

---
Kilika - The new Ship

When you arrive at Kilika, go down to the ocean docks and depart on the new
ship with your party.

---
SS Winno - Exploration
[Important Items: Al Bhed Primer vol. V.]

Important: DO NOT inspect the Blitzball on deck yet

Go under the ship, and find O'aka. Lend him some cash since all those fights
should have made you rich. You do not need too many potions, since you should
be healing with Yuna. Get 5 potions, unless you already have them, just for
emergencies, and don't worry about having more than 3 Phoenix Downs. Lend O'aka
as much as you can, but try to leave 1000 Gil for yourself.

Go back on deck and approach the upper floor, and listen to what Wakka and Lulu
have to say. Keep on going up the stairs until they have nothing further to
say. After that, head into the control room. It’s the room beneath where you
spied on Wakka and Lulu. Grab the Al Bhed Primer Vol. V. So that makes 5
letters translated, good.

Now BEFORE doing anything, save the game. Now head onto the deck and talk to
the Blitzball. You get this chance to learn the Jecht Shot. It starts with some
practice by having you press in a direction and press X. this works best using
the analog stick. Now the real thing will start. Whenever memories (words)
appear on the screen, press towards that direction and press X. If you do it
right, the words will disappear. Get them all to go away, and Tidus learns the
Almighty Jecht Shot Mark III. If you fail, reload the game (hence the saving
point). After that, you arrive in Luca.

---
Luca - The Blitzball Begins
[Important Items: Al Bhed Primer vol. VI. and vol. VII.]

Shortly after your arrival, the teams are all introduced and you're ready to
go. Yuna looks forward to the arrival of Maester Mika at a nearby dock.
Everyone goes to see his arrival and Mika introduces another Maester, Seymour.

You are taken to the Locker Room to prep for the coming up tournament. Go
through the tutorial and review it a few times. Go through the Passing and
Shooting 2 or 3 times. Plus, check on breaking 2 or 3 times.

Yuna comes in saying that Auron is somewhere in Luca, and she asks you to help
her look for him. Wakka says you had better be back soon, so leave the locker
room and take the first left, leading into the other locker rooms. You can find
The Al Bhed Primer Vol. VI in one of them. After that, head to the area marked
on the mini-map. When you find Yuna, you should be near the Theater. Remember
where this place is, so after your little encounter coming up, you can come
back and grab Al Bhed Primer vol. VII in the theater. Keep following the
Mini-map, until eventually, Yuna turns up missing. Only the Al Bhed could have
done such a thing, so assemble the party and head to Dock 4.

Keep on fighting your way around the Stadium towards Dock 4. Machina attack
you, so counter attack them by using thunder. It wont be long before you reach
Dock 4, only to see that the Al Bhed ship is leaving! After it!

Your party will jump onto the Al Bhed ship, and surprise!

[FIXED BOSS FIGHT - Oblitzerator]
[6000 HP - 36 AP - Steal Nothing]

This is a kind of a fixed fight. Have Lulu cast Thunder on the crane to the
right every turn until it starts up. Have Tidus inspect the Crane every turn to
turn it on. If you do it, the crane rips off the top half of the enemy Machina,
causing 4000-5000 hp of damage, and making it incapable of everything. If you
get to 300 HP, use a potion. This fight is a breeze.

---
Luca - The Blitzball Opening Season Tournament

After the whole Yuna kidnapping thing, you will be returned to the Stadium
Locker Room. Check the tutorial one last time and get ready to Blitz. Talk to
Wakka and begin. The Luca Goers are nearly impossible to beat. At the start,
press triangle and select Manual A, so you can move around. Whenever you get
the ball, back up and pass to Tidus. Get Tidus in a little close and shoot.
Whenever it asks you to break, look at your END number. If it’s higher than the
number below, break to the first player, then shoot or pass. If it’s lower, do
not break and shoot or pass. The game is nearly rigged, so do not worry about
winning. The crowd will cheer for Wakka to come out in the second half, so pass
to Wakka and shoot like crazy.

---
Luca - Under Heavy Attack

After the game, Wakka gives you a thumbs up for trying so hard. All of a
sudden, you're attacked! Get up and fight! These guys are no problem, of
course, so use your Dark Attack and Normal Attack. When they all annihilated,
you finally see Auron. Auron gets in a battle, so just cut through, until Wakka
and Tidus find Auron. Be prepared to fight, but before attacking, remember:

Flying Monster  - Use Wakka
Ground Monster  - Use Tidus
Armored Monster - Use Auron

The monsters keep coming, and all of a sudden, the new Maester Seymour summons
a great beast from the underworld. And every time it blinks, a monster is
killed. Everyone comes out safe, and Seymour seems to have saved everyone.
After the mayhem, don't forget about Al Bhed Primer Vol. VII in the Theater!!!

---
Luca - The Strongest Guardian

Follow your mini-map now that everything is OK, until you meet up with the
others, and Auron proposes to be Yuna’s Guardian. She accepts, and it is time
to continue the Pilgrimage.

---
Luca - Story line Clear Up

Auron tells you that Sin is Jecht. Jecht is your father, so what happened so
long ago? Only time will tell...

---
Mi'ihen - The Road
[Important Items: Al Bhed Primers vol. XII, IX, and X]
[Warning ! Strong Random Battles Ahead !]

Ok, here we are! First off, head to the Save Sphere lvl. 2. Now, you may
participate in Blitzball whenever you desire. Save the game and head out. Make
sure to talk to every single person that you see. They all have valuable
information and give away free items! The Random Battles here are hard, mainly
because the Dual Horns 500HP attack and the Bombs Self-Destruct.

Dual Horn - Blind using Wakka’s Dark attack
Bomb      - Kill using the Ifrit Aeon or Lulu’s Blizzard Spell

Continue along the path, speaking to everyone, and make sure to talk to the
Chocobo (pronounced cho-ca-bo) Knights and learn about them. After that,
somewhere on the path to the right side is Belgemine, who is a summoner. You
will see her plenty of times throughout your journeys, so talk to her and she
will challenge your Aeon to a duel to see your power. Every other turn Ifrit
has, it uses Meteor, so use the new Shield command when this happens. It helps
by having the Overdrive ready at the start of the fight. If you win, you get a
Echo Ring; and if you lose, you get a Seekers Rings, both are better than what
you should have now.

By this point, check up on every ones Sphere Grids. Have Lulu try to go towards
the Fira, Bliazzara, Thundara, and Watera spells by this point. They will help
a lot.

Continue Up the road until you see a Blitzball. Talk to the kid who owns it
forest, then kick it. If you do it the other way around, the kid will be mad at
you for losing it. Continue until you come to a rest area. Go inside and take a
nap. On your way out, Rin, the owner of a large chain of Al Bhed Inns, will
give you Al Bhed Primer Vol. VIII. If you are liking Blitzball, and want a new
player, approach Rin and press Square to hire him. You can do this to anyone,
and even hire Wakka back onto the team.

Leave and continue your journey. But wait? What was that! The Chocobos are in
trouble! Go outside quickly!

---
Mi'ihen - The Chocobo Eater

[BOSS - Chocobo Eater]
[10,000 HP - 135 AP - Steal Nothing]

Hard fight here. Start off by using Power Break on the monster, and then attack
it with all you have. Use Aeons, magic, attacks, anything that deals a lot of
damage. You have to flip the enemy onto its back. Then it can be pushed by
using a strong attack. You need to kill the Chocobo eater before it pushes you
off. Plus, this the only way to get an Al Bhed Primer, and 135 AP. Heal if
you're HP gets in the yellow area. If you lose, you're on the Low road. If you
win, you're on the Highroad. Either way, they both lead to the same area, so
win or lose, start walking.

Start walking to the next area. If you won that last fight, look out for the Al
Bhed Primer Vol. IX on the road. If you're not up there, just survive the
battles and get to the Mushroom Gates. (What should also be noted is, that once
you arrive at the main gate for Operation Mi'ihen, you can take the high road).

---
Mi'ihen - Mushroom Gates

When you arrive here, by the Highroad or low road, talk to the person by the
Chocobo. You need to rent one for 1000 gil. If you can't afford it, start
selling junk or fighting. If you killed the Chocobo Eater, you get a Chocobo
for free. Now that you're on it, go through and continue (no random fights on
Chocobos) and look for special areas. Press X near the ledge, and the Chocobo
can jump to inaccessible areas. Look for areas with rocks to jump to. There
should be an area on the left side you can get back in the low road area, by
O'aka.

Try to go through the Mushroom Gates and you will learn you cannot pass. Talk
to the man on the left and he explains the upcoming operation. You can donate
money to the cause.

100 Gil   - Scout (Wakka Weapon)
1000 Gil  - Ice Lance (Kimahri Weapon)
10000 Gil - Moon Ring (Yuna Armor)

But most likely, you can only hand over 100 or 1000 by now. Walk away from the
gates and it turns out Maester Seymour is there. Yuna explains the situation
further, and Seymour orders the Guards to grant them access. Follow Seymour and
get ready for a WILD ride.

---
Mi'ihen - Exploration to the Command Center

Oh boy. Talk to everyone and everything you see, and he or she will more than
likely give you an item. Follow the mini-map through this mini-maze. You will
get to dead ends frequently, but investigate strange looking rocks to find out
they are platforms that lead to other areas. Go through this huge area, and you
will find the Command Center at the end.

---
Mi'ihen - The Upcoming Battle

Finally... after you get through all that, there is a field of forbidden
Machina. Head through all that talking to everyone the whole way. O'aka is also
here, overpricing his weapons. He sells weapons and armor for around 4000-7000
a piece. Ouch. Head further on and keep going until you see the Save Sphere on
the mini-map (white box).

In the command center (yes, it is a tent) you can see Gatta outside. Earlier
before you got here, he was arguing with Luzzu about wanting to fight Sin. Now,
the following things you do determines death or life for 2 people when talking
to Gatta.

Talk to Gatta Twice. Choose 2nd option (fight Sin) two times. Gatta dies, and
with any other option order, will cause Gatta to not fight Sin and Luzzu will
die.

Tough choice, but you have to choose. Now, about the insane Operation going on?
Let me brief you on it...

---
Mi'ihen - The Dangerous Operation

1. Capture Sinspawn
2. Lure Sin to come back for them
3. Attack Sin with Crusaders, Chocobo Knights, and Forbidden Machina

Well, they already have the Sinspawn ready. Go to the Save Sphere and save the
game. Head inside the tent and follow the Mini-map. Eventually, the mini-map
leads you to a guy. Talk to him and say your ready. Here it goes!

The cage full of Sinspawn is put out over the ocean, and once the cage is
opened up, and the Sinspawn fall into the sea below. Unfortunately, it turns
out that one of them can fly and it attacks the closest thing (which just so
happens to be Tidus and the party)!

[BOSS - Sinspawn Gui]
[Head 4000 Hp - No AP - Steal Grenade]
[Body 12000 Hp]
[Arm 800 Hp each]

Strategy contributed by: amazingmrdonut
"First off make sure Yuna and Ifrit are at overdrive. Go into battle and summon
Ifrit and have him deuce out his overdrive twice. This should take care of the
head and both arms( temporarily). If it didn't take out the head have Wakka
beat it a few more times and Lulu cast some ara spells on it. Next bring in
your tough hitters like Kimahri, Auron and Tidus and have them beat the hell
out of the body. After three turns the arms regenerate. Bring in Lulu to cast
ara spells on them to get some overkill points, and you can now continue
attacking the body. I seriously suggest having Tidus cast haste on most
everybody especially Yuna because you'll need to cycle her in to heal a lot."

After the battle, witness Sins attack. Hundreds are killed as Sin unleashes a
barrier. But it turns out the Sinspawn Gui isn't dead! Seymour joins the fight.

[BOSS - Sinspawn Gui]
[Head 1000 Hp - 1514 AP - Steal Nothing]
[Body 6000 Hp]
[Arm 800 Hp each]

Easy fight. No strategy here, just experiment with Seymour’s magic attacks.
Attack anything with Seymour and it will die in 1 turn, except the body. Just
mess around.

Dark Child Sent this in about Seymours overdrive
He actually has an Overdrive called Requiem, and it resembles a series of
cosmic implosions and Sigil inscribed rings that spin, dealing about 2300
damage to everything whence is completes

When Tidus sees all the dead people, Sin starts to back off. Tidus jumps in the
water and swims after Sin.Tidus ends up washed ashore, so inspect everyone to
see who is dead, who is alive. Talk to the party, then have Yuna perform the
sending. Onto the next place.

---
Djose Highroad - To the Temple
[Important Items: Al Bhed Primer Vol. XI]

Once again, just head down the path. you will come to several people, talk to
them in order to receive gifts. Along the way will be a huge, spiky, pointy
rock on the side of the road. Behind it is the Al Bhed Primer Vol. XI.. Keep
going up the road, and you will notice a fork in the road. After talking to
Auron, you find out you are headed to the temple, so take the right path.

---
Djose Highroad - Djose Temple

Finally. Wait, that highroad wasn't long at all... oh well. Head into the Inn
and heal if you need to. Afterwards, head into the temple, where you will learn
that Summoners have been disappearing during their Pilgrimage. Before heading
anywhere else in the Temple, search around. On the left side is a chest with
4000 Gil in it, and there are a few more goodies here. When you are ready, go
up the middle set of stairs.

---
Djose Temple - The Cloister of Trials

Take the two spheres in this room and insert them into the slots by the door.
Go through. Now, take 1 of the spheres by the door and insert it into the
farthest right slot in the room. Take the other sphere and insert it into the
other slot on the far right of the room.

This causes the pillar above to become charged. Take the pedestal with the
sphere in it, and push it under the charged pillar. This charges the sphere on
the pedestal. Take the charged Sphere and insert it into the slot by the door
in this room. Go to the far left of the room with the pedestal and step on the
floor glyph.

Grab the two spheres that are charging the pillar on the ceiling, and put them
into the pedestal. Now, push the Pedestal with the spheres into the pit of
lighting in the room to the north. This disables the electricity, so you can
now go across the lightning pit and push the pedestal inwards.

Jump back to the main room, and step on the floor glyph on the far left again
to reset the pedestal to its original position. Take both spheres from the
pedestal, and put the into the two slots all the way back into the entrance
room. Go back to the pedestal room and take the charged sphere.

Put it into the slot to the left of the door leading to the lightning pit. Go
to the pedestal and ride the new platform up. On this level, go to all 5
pedestals in the rooms, and push them into the wall as far as they go. This
unlocks a staircase.

Ride to the lower level first though. Go to the far left in the room and touch
the glyph on the wall. This reveals a destruction sphere. Go back to the higher
level and place the destruction sphere into the pedestal. Claim your prize,
then climb the stairs.

---
Djose Temple - The Fayth

Speak to everyone twice, then attempt to leave the room. Yuna will come out of
the chamber, with a new Aeon. Ixion, the thunder horse/unicorn/Aeon thing!

---
Djose Temple - Continue the Pilgrimage!

Whew! Tidus wakes up in the Inn, all alone. Go ahead and open the treasure
chest in the room, then go outside and greet the party. They inform you that
they are waiting on Yuna. Go into the temple and explore the side rooms. Talk
to everyone and eventually, Yuna wakes up. Time to get going! Exit the Djose
Temple area, back to the fork in the road. Now, head left!

---
Moonflow Path - Traveling
[Important Items: Al Bhed Primer Vol. XII, Summoners Soul, and Key Spheres]

Ok, now head north along this path picking up anything you see and speaking
with everyone. There are quite a few Key Spheres hidden in small caves, ledges,
etc. Head on north until you find Belgemine once again.

She wants to see how your Aeons have developed, so she challenges you to a
battle. Summon Ifrit to counter her Ixion. This fight is much easier if every
Aeon comes in with a full Overdrive. Unleash everything you have on her. Don't
worry about boosting, or shielding, just attack and build your overdrive. If
Ifrit falls first, Summon Valefor as back up. If you win, you get some dragon
Scales. No matter what though, she gives you a Summoners Soul. This lets you
teach your Aeons abilities, provided you have the correct mix of items.

Win or lose, head out.

It won't take long until the path leads to the Shoopuf Departure Bay. Shoopufs
are well.... you will see. When you arrive, speak with your party members to
learn about Shoopufs, and what’s coming up. Go to the stores and stock up on
Potions and Phoenix Downs. Save the game, and talk to the Shoopuf Driver when
you are ready to depart.

After departing, it won't take long until...

[BOSS - Extractor]
[4000 HP - 660 AP - Steal Nothing]

Easy, easy. Again, only Wakka and Tidus can fight underwater. Attack it with
everything you have, making sure to use Wakka’s Overdrive correctly. Make sure
you try to get Wakka’s overdrive to get at least 2 thunder elements. Whenever
the Extractor goes above you, have Wakka attack it and Tidus heal. at that
point it is readying depth charges. When they are unleashed, heal up with those
potions you bought. Continue this and the Extractor is gone in no time.

The Shoopuf stops and you all get off to recover. In the area ahead, O'aka has
the Al Bhed Primer Vol. XII, so grab it. After saving the game and what not,
get aboard the Shoopuf again.

---
Moonflow - You have arrived

Finally, you arrive, so check it out. It wont be long before Tidus stumbles
onto Rikku. It seems she was inside that extractor you busted up, yeah, the one
that was after Yuna. She is back now, and wants to join the party. A Tutorial
fight will show you her abilities, but here is a fast rundown:

Steal - Steals items
Use   - Uses Stolen items
Mix   - Mixes two items that will either restore health, or attack enemies

And this is used later on.

Steal - Can kill some Machina in one hit by having Rikku dissemble them

After hanging out at the Moonflow, continue the Pilgrimage. The next temple is
getting closer.

---
Guadosalam - Talking arises
[Important Items: Al Bhed Primer Vol. XIII]

When you arrive, there is not a lot of freedom to do anything, so this next
part is quite linear. When you enter Guadosalam, Rikku will teach you how to
customize armor. Try it out now. This will however, deplete your inventory of
whatever is needed to make the weapon, so be careful.

When you gain control, head to the Inn, the nearest building. Check it out, and
use the save sphere there. Don't forget to check all the houses here for the Al
Bhed Primer Vol. XIII.. Go ahead and explore, but you really can't go anywhere,
so just follow the mini-map into Seymour’s place. After talking to the party,
open the huge purplish colored doors and go on in.

Seymour offers food, so talk to your party as everyone eats. When you're done,
go ahead and exit. Seymour also proposes that Yuna marry him, and the marriage
is to help the people of Spira, but Yuna wants some more time to think it over.
Moving right along, exit the temple and join up with the party. They suggest
visiting the Farplane, so go right along up the ramp and to its entrance.
Remember, the Farplane is where the dead spirits are taken.

Follow the party into the Farplane and speak with Wakka to see how he is doing.
You watching that conversation between him and his brother unlocks the power of
the Brotherhood weapon, raising its attributes. Talk to Lulu also, then catch
up with Yuna to see what she thinks of the marriage.

Exit the Farplane with everyone else and wait around and speak with your party.
A lady in green tells your party that Seymour has left to another temple, so
gather the party and head into the Thunder Plains, onward to Seymour, so Yuna
can speak with him.

---
Thunder Plains - Onto Macalania
[Important Items: Al Bhed Primer vol. XIV]

Ok, here we are. It won't take long until Auron and the others explain what the
Thunder Plains are. There isn't any strategy involved here. When a lightning
bolt is about to strike, press X to dodge it. Do this all the way through the
Thunder Plains. Make sure to speak to the old man near a lightning rod to get a
history lesson about this place.

[Quick Note:]
Why is Rikku afraid of lightning ?
Funny thing is that when Rikku was younger, her brother was trying to save her
from a sea creature by casting lighting magic, and accidentally hit Rikku.
That’s where her fear of it comes from.

Continue through the place until Rikku forces the party to hide out inside an
Inn for a little while. The party gives in, so take a rest. To get the next Al
Bhed primer, talk to Rikku. Rin will come out and ask how the study of the
language is going. Say that it is going "good" and he hands over the next
valuable Al Bhed Primer vol. XIV..

Explore the Inn and check up on Yuna if you need to. Exit the Rest area, and
prepare to finish it off. Continue through the Thunder Plains, following your
mini-map. Eventually, Yuna has to say something important. That is, she has
decided to marry. After the party hears that, continue onwards and exit this
place.

---
Macalania - The Journey to the Temple
[Important Items: Al Bhed Primer Vol. XV, and XVI]

Ah, another forest. Talk to everyone on the way, but don't take too long. The
random fights here are nasty, so get to the area marked on the mini-map as fast
as you can.

Keep going through until you meet a weird person, who offers you to play a
mini-game. You have to catch (touch) 7 Blue Butterflies. Accept the challenge.
Head back the way you came and touch all 7 to get a prize. Touching a red one
results in a hard fight.

After that, continue onwards. When you come across O'aka, go to the side
opposite him and search the ground for a hidden Al Bhed Primer Vol. XV.. Also,
go into O'aka's inventory of junk and don't buy anything. Tell him then that
his prices are too steep, and he cuts the priced by a lot!

Continue onwards and you come across...

[BOSS - Spherimorph]
[12000 HP - 3240 AP - Steal Either]

This is a semi hard fight, but there is a sure-fire way to beat him. Fight him
until he starts to attack using fire or thunder. Now, summon the Aeon that
corresponds to it. If it uses fire, summon Ifrit, Thunder, summon Ixion. Now,
do not use your Overdrives or anything that will cause more than 500-600
damage. So just keep using your normal attack or special until it dies. You can
also heal using fire or thunder on yourself. It’s a cheap and long way to win,
but it’s easy. Or you can fight the normal way, by using Lulu. Just have Lulu
use the opposite element that Spherimorph uses for major damage.

Strategy by Ben
"First make sure Ifrit and Rikku have their overdrives.  When Shperimorph
starts to use blizzard summon Ifrit and have him use hell fire until Ifrit
dies then Rikku combine any 2 itmes to deal damage to the enemy and if
spreimorph is till alive use lulu to finish it off"

When it is dead, it leaves behind a Jecht Sphere. Collecting them makes Auron
learn new Overdrives. This sphere also proves that Jecht really likes Tidus
deep inside.

---
Macalania - Lake Macalania

About time isn't it? Well, everything is frozen over, but that’s no problem.
Head on to the Travel Agency Inn, and just outside of it is a guy and a
Chocobo. He wants you to suggest a career to him, so go ahead. After that,
check the ground for a nice, cold, yellow, Al Bhed Primer Vol. XVI.. Wow,
that’s a lot of books so far!

Heal at the Inn and save the game. If you do not save the game, you're in
trouble, the next part can get challenging.

[BOSS - Crawler]
[16000 HP - 4950 AP - Steal Lunar Curtain]

Machina! It must be the Al Bhed once again! First things first, destroy the
little negator floating above. That allows you to use summons and magic, but
charges the Crawlers Mana beam, a devastating attack. Once you do that, summon
Ixion. Have Ixion unleash all it’s got on the Machina. Remember that Machina
are weak vs. lightning. When it says Mana beam in 1 turn, have the Aeon use
shield. The second 1 Aeon goes down, get another. This should take care of the
whole fight. If all your Aeons go down, or you don't want to face the Mana
beam, then just rely on physical damage with Kimahri, Tidus, and Wakka or
Auron. If you don't plan on using magic, don't destroy the negator floating in
the sky.

---
Macalania - The Temple

Ok, the temple, about time. Head inside first of all and get ready for a lot of
surprises. Go up into the Cloister of Trials, but then you hear something. Go
back down and enter the right side door to reveal Seymour’s true plans! Talk to
everyone in the temple and they will shed light on Seymour. Before heading into
the temple any more, save the game! This is crucial! Head into the Cloister of
Trails and find Seymour, waiting for Yuna to exit the Fayth. As Yuna comes out,
she tells Seymour why she really came there. To kill Seymour, not to marry him!

[BOSS - Seymour]
[6000 Hp - 0 AP - Steal Turbo Ether]

This is the hardest fight yet! Bring out Rikku, Yuna, and Auron first. Have
Rikku steal from each of the guards on each side of Seymour. That will take all
their potions, so they cannot auto-heal anymore. Switch Rikku for Tidus.

Have Yuna cast cure when you're hurt, and have her cast Null-Frost-,
Null-Thunder, Null-Water, and Null-Blaze in that order. Have Yuna continually
cast them each time her turn comes, in the same order. That will protect from
Seymour’s magic now, and later on.

Have Tidus and Auron Attack the Guado Guards on each side using their attack,
and have Auron Magic Break on Seymour for later on.

The Null magic is very important, because later on, Seymour will start casting
magic that can do 1800+ damage, and the Null will block it.

Have Tidus cast Haste on Yuna when the guards are dead. Now, make sure that all
the null-magic is in effect on your whole party. You can tell because they
should each have 3-4 small spheres encircling them. If there are spheres
orbiting each character, (at least 3 to be safe), then attack Seymour with all
you got, except for Yuna, who needs to keep up the Null-Magic.

Once Seymour is hurt enough, he summons Anima.

[BOSS AEON - Anima]
[18000 Hp - 0 AP - Steal Silence Grenade (not worth it!)]

Ha. This is going to be hard. On Yuna's next turn, summon the Aeon "????", its
the one she got from this temple. It’s Shiva! Now, whenever Anima attacks using
Pain, heal yourself using Blizzard. When your Overdrive fills up, unleash it.
You should do 6000-8000 damage. Now, do the same thing. If you ever get 2 turns
in a row, or you're at max HP on your turn, cast Heavenly Strike on Anima, but
do NOT use any magic. Keep this up and Anima will die. If Shiva dies, or runs
out of magic, summon Ixion and the others. As a last resort, use Auron to
attack.

[BOSS - Seymour]
[6000 Hp - 6220 AP - Steal Turbo Ether]

Round number 2. Seems that Seymour healed himself, plus learned multi-magic.
Once you gain control, Seymour will probably cast a multi-spell, but if you
followed this FAQ and casted Null-Magic, then you're OK. Whenever Seymour uses
the multi-magic, it will destroy the corresponding null barrier. So if he uses
Multi-Firaga, cast Null-Blaze on the next turn. Keep it up, with Yuna healing
and nullifying. Have Auron and Tidus or Wakka attack and this guy, and he will
be dead in no time. On Tidus' first turn, cast haste on Yuna. This whole fight
may take multiple tries, but you can do it! Remember that this last part is
much easier if you cast hate on Yuna.

---
Macalania - The Cloister of Trials

Uh oh, you killed a Maester. Now you're in deep, deep doggie-doo. As you try to
leave, the temple guys reset the Cloister of Trials before you can get out. Oh
well, this is one of the easiest ones. Go down the ramp thing to the lower
floor. Take the sphere from the very middle pillar. Put it into the pedestal.
Now, push the pedestal to the right until it hits a pile of ice and stops. Now
push it northwards until it falls into a hole. Follow the pedestal and take the
sphere out. Put it into the left-most slot on the wall down there. Go back up,
and take the newly accessible sphere. Go back down and put it into the
pedestal. Push the pedestal to the right, creating a brand new 1/3 completed
bridge. Now, go back up, and grab the sphere all the way on the far right side.
Take it down the ramp and place it in the pillar on the left. Go back up and
grab the sphere right next to the ramp going down. Then, place it in the pillar
where you took the first sphere from. Now, go back up to where the ice bridge
is completed, and step on the floor glyph. The pedestal is now at the top of
the long ramp. Take the sphere out from the pedestal and push the pedestal down
the ramp. Go down the long ramp, and onto the floor. Go down and step on the
floor glyph. Take the sphere your holding and insert it into the slot on the
far right of the room, making icicles appear. Take the sphere from the center
pillar of the room now. Put it into the slot by the ramp leading into the
basement floor. Go back to the pedestal and take the destruction sphere from
it. Go to the lowest level and place it in the slot right next to the doorway.
Go in and claim your prize. Go back up and push the pedestal to the right,
smashing into the icicles. Take the sphere from the far right slot in the room
and place it into the pedestal. Push the pedestal north causing it to fall into
the basement floor. Go down there and push the pedestal to the right,
completing part of the bridge. Go back up and take the sphere by the basement
ramp, and place it in the pillar in the center of the room and get out of here!

---
Macalania - The Escape!

Oh great, the troubles still are not over. Run for your life and do not stop!
If a Guado catches up with you, you must fight it along with 2 powerful
enemies. If you do get in a fight with one, I suggest stealing their potions so
they cannot heal. Keep running until you get to a snowy, rocky area. It forks
into two paths. Take the right path for time purposes. As you finally escape,
you run into...

[BOSS - Windigo]
[18000 Hp - 3160 AP - Steal Hi-Potion]

This fight can get very rough. Bring in Rikku, Yuna, and Wakka. Have Wakka keep
using sleep attack to keep the beast asleep. Have Rikku steal the potions off
the guards. Switch Rikku for Auron. The guards may cast berserk on Windigo,
doubling the creature’s attack power. Counter-act that with using Auron's
threaten, to un-berserk it, and use Power Break to make it weak. Summon Shiva
ASAP to do some major damage. Kill off the guards first, and if Shiva goes
down, bring in Ifrit, then Valefor, and then Ixion. Keep up the Sleep attack
and Windigo is toast.

---
Macalania - Under the Ice

Saving the game is a great idea here. Talk to everyone multiple times to make
sure you get out. All of a sudden, Sin revisits you guys! This time, no
battle....

---
The Desert - Sanubia Desert Oasis
[Important Items: Al Bhed Primer Vol. XVII, and XVIII]

Tidus wakes up nearly drowning in a pool of water. The first thing he sees is
sand. Not good. Swim to the lower left and dive to open a treasure chest with
some medicines in it.

Continue northwards, out of the pool of water. All of a sudden, you're ambushed
!

[BATTLE - Zu]
[12000 Hp - 1200 AP - Steal Smoke Bomb]

Well, well, well. Start off by exchanging blows and healing. After taking an
attack that does major damage, Auron enters the battle! Use his power break
right away, and keep up the battle until Lulu comes in. Cast thunder on the
bird. Keep this up, and its bye-bye Zu.

Your still missing Wakka, Yuna, Kimahri, and Rikku. 4 people. Auron and Lulu
say they have seen no one else. Heal up and head out into the desert. Head
north until you see Wakka! Great job. But he hasn't seen Yuna and he is pretty
depressed over it. Open the nearby chest and grab the potions. These are Al
Bhed potions only which can be used by Rikku. (I wonder why Wakka never saw the
chest there...)

Continue with Wakka along the what seems to be convenient desert path. You will
come across Kimahri, and he too is saddened over not fulfilling his role as
Guardian to protect Yuna.

Follow the path and you should stumble onto Rikku, who knows a few secrets.
Follow Rikku through the desert to this "Home" she talks about. Keep going
until you reach a fork in the road. Head left. Keep going and near the exit,
under a semi-circular ruin is the next Al Bhed Primer Vol. XVII! Go north until
you find a sign. Right around it is Al Bhed Primer Vol. XVIII ! Lucky you. Go
ahead and go to this "Home"

---
Sanubia Desert - Al Bhed HOME
[Important Items: Al Bhed Primer vol. XIX, XX, and XXI]

Not good! Rikku notices her home is being destroyed, so go and approach it to
find out that the Guado are attacking Rikku’s home! After talking to Cid,
Rikku’s dad, go into the Home. Inspect the dead people first for healing items,
or leave them in their pride. Either way, save the game. Right by the Save
Sphere is a wonderful Al Bhed Primer vol. XIX.. Head into the center area, only
to be attacked by the Guado. Use the main strategy, steal his potions and
summon an Aeon. Keep this up for every random fight you enter.

Go down the stairs and through the south hall, then you should stumble onto a
few rooms. There are locked treasure chests here. They are coded in Al Bhed
though, and the Al Bhed Primer Vol. XX. might help. It’s right here in the same
room. To open the chest, you need to match up words that appear, with the Al
Bhed translation. Primers or no Primers, I'll give the answers to you all.

#1 - Center Bottom Word
#2 - Right Center Word
#3 - The Center word

There. Now get your fabulous prize, a sphere for the ability grid. Now exit the
room and go down the stairs. Go through the right-hand path after saving.
Search the floor for Al Bhed Primer Vol. XXI.. Enter the blue lighted door to
enter a fight. The chests in the room require Al Bhed translation. So if you
got it then:

1st Number: Add both numbers
2nd Number: Subtract 2nd from the 1st
3rd Number: Multiply Numbers 1 and 2
4th Number: Add both numbers

This won't make since unless you have picked up all 21 Al Bhed Primers up to
this point. The other chest asks you question you need to answer them
correctly. They are displayed in Al Bhed, but if you have not gotten all the
Primers:

Question 1 : 3rd Option
Question 2 : 4th Option
Question 3 : 2nd Option
Question 4 : 1st Option

You got all you need. Exit the room and go back to the Save Sphere. Take the
left path this time and go into the Summoners Sanctum to learn some devastating
news.

---
Sanubia Desert - Al Bhed HOME - Summoners Sanctum

You learn that When summoners call upon the Final Aeon, they are killed in the
process. But Wakka and Lulu say that Yuna has known ever since the start, and
that she wouldn't mind sacrificing herself to make people happy. So the Al Bhed
have been capturing Summoners, so they don't have to die. But then again, it’s
the summoner’s choice. They pick whether to die or not, and Yuna chose to die.
But Tidus wants to stop Yuna anyway and go against her will.

Also, the Guado kidnapped Yuna during the attack. To the airship!

Before leaving, pick up the items around which include 10000 gil and some lvl 4
lock spheres under the stairs. Depart for the airship.

---
Airship - A narrow escape

As you leave, the Al Bhed destroy Home, and Rikku gets emotional about it. Talk
to everyone on the Airship, and buy whatever you need from Rin too. Return to
the deck after you talk and speak with the Pilot. He has located Yuna, and she
is in a wedding dress ? What could be going on ? As the pilot tries to get on,
the airship is attacked by fiends! Time to fight! Save the game, and head for
the top of the airship. Speak with Rin and he lets you go outside. Ready for
battle? This one is tough!

[BOSS - Evrae]
[32,000 HP - 5400 AP - Steal Water Gem]

Ok, this will not be easy. Everyone needs to have at least 1700 HP, so fight
random battles on the airship if you need to. Begin by going in with Auron,
Tidus, and 1 last guy, and heading into the fight with full Overdrives. Unleash
your overdrives on him, and keep attacking. When all overdrives are exhausted,
use Tidus, Auron and Rikku. Have Tidus and Auron continue attacking and have
Rikku use an Al Bhed potion whenever someone is petrified or poisoned. When
Evrae goes down to 8000 HP, he casts haste. Have Tidus cast haste on everyone
before you nail the 8000 HP mark. When Evrae inhales air, it’s going to use
Poison breath the next turn. Have Rikku use an Al Bhed Potion before and after
the attack. Keep it up, and Evrae will hit the floor hard. They key to the
battle is have everyone hastened, have Rikku use Al Bhed Potions, and have
everyone at least at 1700 HP to survive the Poison Breath.

---
Bevelle - A marriage gone wrong
[Important Items: Al Bhed Primer Vol. XXII]

After the group defeats that ugly dragon, time to get to Bevelle. The group
watches as the airship crew let a few wires down to the Bevelle area. The party
jumps onto the wires, and grinds their way down to the marriage area in a nice
FMV. When you land though, Tidus starts busting through.

Keep pushing through everyone and healing as you proceed. The Warrior Monks
will fire their guns at you for 200 damage, but the threat is the Flamethrower
Guys. They will douse the party in flames, causing 800-1000 damage. If you get
into any fights with Machina, kill them first. The Machina with legs know the
attack Thrust Kick, and that’s something Kimahri can learn.

When you get to the Machina called YAT-99, kill the guards first, then unload
on that Machina. It will go down fast. Onwards to Seymour !

A nice little movie scene takes place here. Yuna didn't really want to marry,
but to send Seymour to the Farplane. As she is sending him, a Maester warns her
that if she sends him, Yuna’s friends would all die. Yuna gives up and is
forced to kill Seymour. Yuna walks to the edge of the tall platform, and says
that she can fly. As she jumps off, Tidus yells out to her but it’s too late.
As Yuna gets ready for an almost certain death, the area around her starts to
glow, and Valefor comes from the sky. Yuna lands on the Aeons front side and
looks toward the sky.

Uh oh, Tidus and Co are in trouble now. All of a sudden, Rikku says "shield
your eyes." Something is thrown at Seymour, and there is a delay. All of a
sudden, the item explodes. An Al Bhed Flash bomb ! Run outta there !

The party finds themselves at Bevelle Temple, only for Wakka to realize that
the temple uses Machina ! Yevon's teachings are nothing it seems... it was all
corrupted from day 1. Wakka is saddened. Rikku says the Machina is just comes
in handy. Heh. Well, when you gain control, examine the Machina control panel
until Tidus and friends get onto the platform. Onto the Cloister of Trials !
But when the platform gets to the bottom, inspect the area for an Al Bhed
Primer Vol. XXII ! It’s yellow, just like the ground, so look hard. Onwards !

---
Bevelle Temple - The Cloister Of Trials

Where would Yuna be ? One place of course, the temple ! She is probably at the
Fayth room praying right now, but first, you need to get through this Machina
Maze. It isn't pretty, but Ill try to explain this...

1. Push the first pedestal inwards, turning it into a platform.
2. You are in a loop, so do not worry if you mess # 3 up.
3. On the first turn, press X when the arrow points to the right.
4. Continue down, and go straight at the next turn.
5. Go to the end, and take the sphere. Place it into the pedestal.
6. Push the pedestal into the path. Go back to the loop.
7. When you're in start of the loop, turn right on the second turn.
8. Take a sphere from the pedestal and place it into the slot.
9. Push the pedestal back into the path and start looping.
10. From the loop start, go left on turn two. Take the sphere and loop.
11. At turn 1, go right. When you reach the bottom, go left.
12. You are in loop 2. Take a right turn at the last turn.
13. Place a sphere into the slot, uncovering a glyph sphere.
14. Go back to loop 2. Now, take a right turn at the 2nd to last turn.
15. Take the Glyph sphere there and pop it into the pedestal. Go into loop 2.
16. Go right at the last turn. Go across and insert the Glyph Sphere.
17. Take the destruction sphere. Get back in loop 2.
18. Go right on the 2nd to last turn. Pop in the destruction sphere in the slot
19. Get onto the loop. Turn right at the last turn, take the sphere there.
20. Get into loop 2. Make a right turn at the first available turn.
21. Push the pedestal across. Get into the new path.
22. Go up the stairs and take the treasure. Now step on the floor glyph.
23. Take a sphere from the pedestal and place it in the nearby slot.
24. Push the pedestal into the near path, and get your treasure.
25. Ride back an enter the Chamber of Fayth.

---
Bevelle Temple - The Chamber of Fayth

Tidus and Kimahri try to rip open the door to the Chamber of Fayth, where Yuna
is. Auron explains what is going on inside, and what the Fayth is. As Yuna gets
her Aeon, Bahamut, she faints. Tidus picks her up and heads out side. Rikku
yells to not come out but too late. They have been captured.

---
Bevelle - The High Court

Now for your fair trial ! Seems that Seymour, and all the Maester except the
Ronso one are dead, and that there is no use for the living. Yevon’s teachings
have gone horribly corrupted, and everything Wakka and Yuna believes is dirt.
Great. Great. Plus instead of a death sentence, you get to be thrown into a
what seems endless maze, with the whole party separated. What a day !

---
Bevelle - The Separated Party

You start by gaining control of Yuna. Remember three things down here: Do not
use Teleport pads, it’s easy to get lost, and there are a LOT of save spheres.
The reason to not Teleport, is because now you can gain levels easier by
walking. Yuna needs to level up a bit for the upcoming 2 battles. Now, to get
through this place:

1. Go east and follow the hall, then go north.
2. Keep heading north until you find Kimahri.
3. Grab the nearby treasure and keep following the path north.
4. As the path keeps going, you run into Auron.
5. Keep going west now until you hit a locked room.
6. Head south from the room.
7. Keep going until you find a Teleport pad. Now go east to find Lulu
8. Go south all the way and unlock the glyph.
9. Backtrack all the way to the first room.
10. Head north ways now, and take the first east. Step on the pad.
11. Go to where you found Auron. Go west.
12. When you hit the T-intersection, step on the Teleport when it points up.
13. Get your treasures. Now, head to the red on the mini-map !

Prepare for battle before you head all the way to the red area. Get all your
Aeons overdrives full, and Yuna’s overdrive full. Save at a Save Sphere and
accept the challenge up there !

[BOSS - Isaaru's Aeons]
[Ifrit   - 8000 HP  - 0 AP    - Steal Nothing]
[Valefor - 12000 HP - 0 AP    - Steal Nothing]
[Bahamut - 20000 HP - 6000 AP - Steal Nothing]

This can get ugly. Get ready to kill off all 3 of his Aeons. They all have
special names, but ill refer to them as their normal names. Summon Bahamut
first, and unleash your overdrive onto Ifrit. This should kill it in one hit if
you built up Yuna. If you didn't, then cast Blizzaga until Ifrit goes down.
Make sure to use shield on every Aeon before they unleash Overdrives on you.
Next, he calls Valefor. Summon Bahamut and have it fight to its death. Now,
bring out Ixion and unload your overdrive. Keep attacking and fighting and 
Ixion's 2nd overdrive should kill it. Heal yourself with Thundara, so don't use
Thundara to attack. After a while, it will go down. Next up, Bahamut. It
doesn't attack, but every 5 turns it uses Maga-Flare. So bring out all your
Aeons, and attack like crazy with Overdrives. Heal by casting magic on
themselves, and shielding BEFORE Bahamut uses Mega-Flare. Kill Bahamut to win.

---
Bevelle - Going for a swim ?

After Isaaru is defeated, Yuna and the others leave. Isaaru is dying, and it
seems that his Pilgrimage is done with. The control switches back to the Party
with Tidus. Go ahead and save the game. On the right is a treasure chest. You
can buy items from it, which is highly recommended. Stock up on Hi-potions, and
Potions, then continue around this corner.

When you round the corner, head for the Save Sphere. Your party swims very
slow, so it will take a bit to get there. After you save, head on into the area
ahead to fight the ghost of a dragon...

[Evrae Altana]
[16384 Hp - 5800 AP - Steal Water Gem]

You about to see the bad thing about if any party member becomes a zombie.
Start by having Rikku steal that water gem. Next, use 2 Phoenix Downs on it.

That was easy eh ? Zombies are killed by curative magic, so the Phoenix downs
had the opposite effect on the beast. Try using hi-potions and Elixirs on
petrified enemies through-out the game. But remember, if you're ever a zombie,
trying to cure yourself will kill you !

You can also sue the trigger command to unlock the gate in battle, however, you
will miss out on the Avenger and Rematch items. If you killed the boss my way,
go through the tunnel ahead, and dive to the bottom to collect the items, then
continue on. If you did not kill the boss my way, and instead used the trigger
commands, then you cant get the items. Go forward either way.

Continue onwards ! Just fight random enemies and soon the party is reunited !

---
Bevelle - Reunited

During this next part, there is a lot of talking. It seems that Seymour isn't
gone after all. Seymour starts to talk about how it would be better if everyone
was dead, and starts acting insane. Kimahri, angered, attacks Seymour head on,
only to realize he is useless. He tells everyone to run, so you run ! After
some running though, Yuna realizes that she cannot let Kimahri die like that,
and persuades everyone to help him. During this next area, you have 2 save
spheres with a lot of room in-between. Buy items from O'aka, and head to the
other end. This place has very hard monsters, so watch out ! Once you get to
the last save sphere, save the game. I recommend getting everyone’s Overdrive,
including the Aeons before heading out. So do that, and let’s go fight Seymour
again !

[BOSS - Seymour Natus and Mortibody]
[36,000 Hp - 6300 AP - Steal Tetra Elemental]

This battle is 75% luck, and 25% skill. Sadly, its true, it depends on how
Seymour will execute his moves. First off, bring in Rikku, her Al Bhed potions
will help a whole lot. Bring Auron and Tidus in too. Unleash everyone’s
Overdrive and mix a power sphere and anything else for Rikku's mix attack.
Steal the Tetra Elemental too. Bring in Wakka, Lulu, and Kimahri, use the
Overdrives. Whenever someone goes down, use a phoenix down, and forget about
healing. The battle turns into a pattern. You will have to have 1 attack, 1
phoenix down, and 1 un-petrify every turn. Do NOT attack Seymour directly
unless you want to see what a flare looks like up close. Instead, attack the
other thing. When it gets low on HP, it takes more from Seymour. If you need
to, bring in an Aeon and have it use its Overdrive too. The Aeon can only do 1
move before Seymour dismisses it for you. Keep up attacking and overdriving,
plus healing and this battle is over !

Strategy by SphinX974
"This might not be a "really good hint" but I stumbled on a very interesting
technique that can be used to defeat Seymour easily the second time you fight
him. This is very simple and has minimal requirements. The only thing you need
to do is keep up everyone's levels since the beginning of the game ( don't run
from battles frequently). by the time you get to Seymour the second time you
should have what you need and that is the reflect ability for Yuna it also
helps to bring everyone's overdrives up to make it easier ( including
the aeons ). I've found out that in the battle Seymour constantly casts high
level spells. all you have to do is cast haste on Yuna and then have her cast
reflect on everyone. If you kept up the levels then her magic should be pretty
high and the spell should last the entire battle. Cast reflect on everyone in
your party and then watch as Seymour literally kills himself. focus any attacks
on the floating monster next to him as it will drain Seymour's HP also. You can
then have your aeons do their overdrives for one turn. Also to make this even
more fun have someone cast haste on Seymour and the monster. They will just
speed up the process. About 3/4th of the way the monster will start to heal
Seymour. Simply cast reflect on Seymour himself. Since reflect only bounces
magic once the healing spells will cure you instead. In all the battle takes
about 4 - 8 minutes will minimal damage ,plus you don't even have to do
anything."

Strategy by Matt
"In the hallway before the battle with Seymour, next to the Save Point, I kept
running around in circles waiting to get in battles. Get as party members as
you can (esp. Auron, Tidus, and Yuna) to their Overdrives, and get all of
Yuna's Aeons to their overdrives as well, esp. the strongest ones. Also make
sure you're far enough on Tidus' Sphere Grid so that he has Hastaga.

When it comes time for the battle, cast Tidus' Hastaga on the entire party
(which the game forces to be Tidus, Yuna and Kimahri, but dont worry about
Kimahri). When it comes to Yuna's turn, use her Aeon's and use their overdrive
ability. Most of them will be able to hit Seymour and his friend for about 8000
HP each, and then his little friend will drain 4000 HP from Seymour to add up
to a devastating 12000 HP from Seymour. I also brought Auron in and used his
overdrive. Just keep using the aeon's overdrives and you will defeat Seymour
EASILY. With just three aeons, auron's overdrive, and one hit from Tidus I
managed to defeat Seymour without him even laying a finger on my party."

When Seymour gets killed, it time to get out of there and head to the Calm
Lands...

---
Bevelle - Story line Clean-Up

So, Seymour says that the world would be better if everyone was dead. Death has
no pain, but then again, it seems that Yevon has been corrupted in every way
possible. Seymour seems crazy with his plan, but the question is why ? Who
knows.

Then we have Auron. Several things have hinted that Auron may be "dead", like a
good fiend. Remember, that if a bond between the earth and a person is strong
enough, they can still live as a dead person. Several things hint at Auron
being dead.

:Seymour says he smells the Farplane on Auron:
:Auron seems to know everything:
:Auron refuses to visit the Farplane:
:Rin says he is surprised that Auron recovered from a wound in 1 day:
:What Rin says kinda hints that Auron may have died when he was wounded:

And at the Farplane, Yuna had to send Jyscal, afterwards, though, Auron seemed
to be weakened, like he had to fight to not be sent along with Jyscal. Many
more things are also pointing at that fact, but its all just theory as of now.

---
Macalania Woods - Resting Up
[Important Items: Jecht Sphere]

The party has stopped to rest up. Head on south and continue past the
crossroads to find Kimahri, who points to where Yuna is for you. Head down and
view the long FMV. Seems that Yuna is sad that she can never go to Zanarkand,
because the Final Aeon will kill her. She starts crying, and Tidus comforts her
with a hug and kiss. Hey ! Didn't Wakka say not to get any ideas ?! Oh well.
After the long song and FMV, Yuna and Tidus return to camp. Take a nap and wake
up next mourning. When everyone wakes up, go to the crossroads and take a left.
Grab the Jecht Sphere there and move out to the right!

---
The Calm Lands - A long walk
[Important Items: Aeon Soul, Al Bhed Primer Vol. XXIII]

Follow the relative path here, which leads to the huge rolling plains below.
When you get there, a Rin's Traveling Agency Vehicle pulls up and scares off
all of the Chocobos. Go ahead and buy any items and weapons that you need. Head
North-East now until you find a semi-circular area with a shop tent there. When
you arrive, a guy by the name of Father Zuke arrives. He is a summoner who quit
on his Pilgrimage. He tells you some quick news. Talk to everyone and save the
game here. You can also start playing Blitzball again. Before, it wouldn't let
you play for a while.

Head southwest from the Shop to find Belgemine. Before talking to her though,
get Ifrit or Bahamut's Overdrives full. Head into the fight with her and
unleash all you have. Use either Ifrit or Bahamut and the battle should be
yours. If you win, you get the Aeon Soul and 30 Power Spheres. You lose, you
miss out.

Head out east until you can go to a new area on the east side. Go on in and
visit the Monster Catcher. He collected monsters to train the crusaders, but he
is too old to get any anymore. GO ahead and outfit two or three people with one
of the special monster catching weapons. You need to catch 9 different monster
species in the Calm Lands. Machina do NOT count though. Catch all 9 and return
to him to receive 60 Farplane Winds! Not bad !

Head to the most upper left corner of the Calm Lands and nab AL Bhed Primer
Vol. XXIII. From there, go east until you fins a Chocobo rider. Talk to the
person. You can play Chocobo minigames now. Beat the first one and you can rise
a Chocobo across the Calm Lands. You can also win Lvl. 1-3 key spheres from it.
Afterwards, Chocobo or not, start traveling. Now, exit the calm lands in the
upper right corner and move on.

The party heads through the valley, only to find more Guado guys. Seems they
are not attacking head on. As your party refuses to give up at this point, a
huge stone fiend approaches the party. Time to fight !

[BOSS - Defender X]
[65,000 Hp - 6660 AP - Steal Lunar Curtain]

There is only one challenge in this fight, and that’s to keep everyone at max
health. Bring in Auron and do Power Break and Armor break to the stone enemy.
Bring in Lulu and start pounding at him using Ice or Water. Tidus should use
haste on the entire party too. Whenever someone goes down, just revive them and
heal.

Strategy by SecatoR
"I thought I should let you on a tip I discovered while fighting the boss 
Defender, just before you get to Mt.Gagazet. The original plan was to use
Tidus' provoke ability so I could have Yuna to shield him with a protect, but
it turned out to be less complicated. As soon as the boss is affected by
berserk, he won't stop using his blast punch (equals a Demi spell) on the
character who cast it, Tidus in occurrence.. so there is no chance he can get a
kill. Be aware that it doesn't work on those robots you find in the caves that
look alot like it."


Keep this up and Defender X will be gone in no time. After the battle, head on
out !

---
Mount Gagazet - An even longer walk
[Important Items: Braska Sphere]

Ronso territory. The Ronso here don't like people who betray and kill Maesters,
but Yuna makes a stand. It seems that her words got to the Ronso, and the only
thing that matters is Sin being defeated, not if your a traitor or not. When
you gain control, save the game and speak to the Ronso on the right. Buy as
many potions, Phoenix downs, and holy waters as you can. Trust me on the holy
waters.

As you continue onwards, it seems that you wont be getting through the mountain
so easily after all...

[BOSS - Biran, Yenke]
[Varying Hp - 9000 AP - Steal Lvl 3 Key Sphere]

Well, if Kimahri can steal, go for it ! As you go through the battle, both
Biran and Yenke have great abilities to get through Lancet, so Lancet until
they have no abilities left to give you. If they use a new ability on you
through the fight though, Lancet again. These guys are easy and are no match
against Kimahri even with low levels. Just use healing when your low on the HP.

From Fayth
"When Kimahri fights with his brother, he can get all, except
one, of his Lancet overdrives.  (That one you can get from the last fight at
the omega ruins)  Also if Kimahri has the "mug" ability he can steal level 3
key spheres from them--I've gotten about six of them.  Mug, Lancet,Heal.  Draw
the fight on as long possible to get everything."


Continue up through the maze of a mountain. Its a long walk, so I suggest to
just explore. Most of the dead-ends you run into are packed with items like Gil
and stuff, so explore every path.

Mike Says:
"I found something important.  On your way across the mountain, you
reach a crown-shaped plateau that shows in mostly the upper-right hand corner
of the mini-map.  Coming off the left spike is a narrow path that leads upwards
to a dead end.  If you look closely, on the ground beside you is a Braska
Sphere left to Yuna.  Also, at one point afterwards a short path ending in a
spiral is shown in the direction of the red marker.  At the end of this spiral
is a Defending Bracer."

Along the way, you also meet up with Oakas Brother. Stock out on every item
there if you can. Also, on the way up, get all your overdrives filled including
Aeons. When you finally get to a save sphere, save the game and go forward.
Watch the FMV as Seymour comes out of nowhere. You know what that means !

[BOSS - Seymour Flux]
[80,000 Hp - 10000 AP - Steal Elixer]

Remember two things before I hand this battle off to the contributors. If you
cannot survive the Final Annihilation or Cross Cleave at full health, then you
need to level up. Also make sure to come in stocked on all items, and don't
bother trying to steal. Time for the pros to explain the hardest fight to-date!
This fight is 50% strategy and 50% Luck, so do not give up after one try !

Strategy by Bobby Lee
"I found that while Seymour Flux really beat the tar out of me when trying
conventional battle techniques, simply getting all 5 of your aeons in full
overdrive mode is enough to get the job done. Go through 2 regular battles
where you allow the opponents to beat on your aeons mercilessly, charging
their overdrives very quickly. Then in the boss battle, have Tidus cast
Hastega. Seymour Flux should be able to get off one zombie/full-life, but
who cares, leave em dead. simply having Yuna go through each aeon's
overdrive (each taking 9999 + 4000...3000...) should be good for a total  of
about 60000 HP. In between each summoning, have the remaining character deal 
one good hit. Seymour Flux is so busy banishing aeons, sending HP to
Mortiochis, and protecting itself, that he never has the opportunity to
attack again for the rest of the battle.  The whole process takes under 5
minutes."

Strategy by Sean
"If you haven't stopped anywhere to really power up your characters on the
local fiends, do it at the save point before this version of Seymour, otherwise
he will be much faster than your characters.  The first time I did it he was
about on par with hasted Auron for speed =p  Best strategy I could come up with
is use the local fiends elemental magic trends to raise your Aeons overdrives
all to full (i.e. Ifrit in 2x grenades 1x flying thunder guy, gets damaged by
thunder and gauge raises, gets healed by fire attacks), then just summon them
one at a time and let them blast him before he banishes them.  I 'killed' his
little friend several times once he got to 1000 hp but he never fully
disappeared, so just ignore him.  Zombie Ward helps, but the holy waters are
expensive"

Strategy by Chris
"Start the battle off with Tidus, Lulu, and Yuna in the party. Ensure that
Yuna and Lulu have at least one damage spell in the -aga range (Thundaga,
Firaga, etc.). Also, Tidus should have the Hastega ability, and Wakka the
Silence Buster ability.

As soon as Tidus gains initiative, cast Hastega on the party. Pay
attention to the order in which Seymour and his suit attack... the goal is
to prevent them from being able to use their combo attacks by silencing
Seymour just prior to that turn. At the last turn before a Seymour attack,
swap Wakka in and use the Silence Buster. This prevents Seymour from doing
anything particularly horrible for that turn.  Haste Wakka as soon as you
can, and just swap the four characters as necessary so that you can always
Silence Seymour prior to an attack. Continue to pound Seymour with the aga
spells, and nuke his suit from time to time as well.

I also created some Blessed Armor for my characters with the Customize
ability, but I don't think this is necessary.

During this battle you should be increasing your overdrive for Yuna. When
the suit indicates that it's ready for annihilation, drop the hammer with
Yuna's overdrive summoning of her most powerful Aeon, and use it's
overdrive to finish off Seymour."


After this little fight, head on through the path.

---
Mount Gagazet - The caverns and trials
[Important Items: Nothing]

After a movie scene of Tidus touching the Fayth, he gets into a dream. Head
north onto the ship. Head through the green door on the deck. Inside, Tidus
sees the Fayth that has been with him since the beginning. And here is where
Tidus learns the truth of everything that happened. Follow the Fayth and keep
talking with him until Tidus wakes up. But what just happened ? Turns out that
Tidus is a dream, so is Jecht and Zanarkand altogether. There was a war between
Bevelle and Zanarkand many years ago, but Zanarkand didn't stand a chance. The
summoners of Zanarkand became the Fayth, and summoned Tidus, Jecht and all of
Zanarkand into a dream where they could live. When Sin attacked, Tidus somehow
got back into the real world as a dream. And the last thing that the Fayth
tells you is if you will let them rest. But if you let the Fayth stop dreaming
then Tidus wouldn't exist at all. Oh well, Tidus takes the whole incident as a
dream he had and continues forward. So why don't you do the same.

You will eventually reach a cavern. Save at the save sphere and go the only
direction you can, west. You will reach an underwater area where only the 3
swimmers can access, thats Tidus, Wakka, and Rikku/ Swim through and fight the
tough enemies. Counter them with Wakkas Dark Attack to keep them from nailing
you. Watch out for the fishes' attacks, which poison you.

Get to the end and prepare for the first Trial of Gagazet. Wakka needs to hit
the glowing ball in the center of two rotating shields. Time it right and don't
get nervous, you have unlimited tries provided your PS2 doesn't melt. After
completing that, grab the Lvl. 1 Key Sphere and head back to the save sphere.
Go through the new path now until you reach more water.

Have the group swim through once again until you reach 3 lights. It isn't
really smallest goes in smallest hole, but the colored holes correspond to a
characters Sphere Grid. Send the character with an Orange Sphere grid through
the orange hole. Thats  Wakka. So here is the breakdown:

Rikku: Green
Tidus: Blue
Wakka: Orange

Get the treasure that appears, a Fortune Sphere. Swim back through the river
you just came from and take the new path opened up to you on the east side.
Swim through a small river to reach a Return Sphere and Recovery Ring. The
Sphere is a great help on the sphere grid letting you Teleport to areas you
have been to. Return back to the area you came from. Go to the west until you
reach a Star Armgaurd and head back to the area you came from. Go north and
take the left path there. When you reach the top a conversation begins.
Afterwards, head to the save sphere and save. Get ready for an easy fight.

[BOSS - Sanctuary Keeper]
[40,000 Hp - 16,500 AP - Steal Turbo Ether]

Enter the fight with Auron, Wakka/Kimarhi, and Yuna. Have Yuna cast reflect on
the boss. That will cause it to reflect its healing spells onto you. Also use
Armor Break to do double damage. Switch out Yuna for Tidus and start attacking.
The beast will try to heal itself, only to end up healing you. After trying
that a few times though, it gets the idea. It will then cast reflect on one of
your characters to bounce healing onto itself. At that point, you need to
Dispel the reflect off you, or switch out the character. Every time you lose a
character, just Phoenix Down, don't bother healing. Just keep attacking it. The
boss only has a few moves:

Photon Wings: Casts Curse (no overdrives),and other effects. Deals 1000+ damage
Mana Breath : Deals 4300 damage to one person. Just revive the fallen
Attacks  Deals about 1200 damage. Ignore it
Tail SweepDeals about 1200 damage and delays your turn. Wakes up everyone.
Curaga   Cures 9000+ HP

He starts the battle with Photon Wings, which is the most annoying attack. As
long as your HP does not dip below 1100, your ok. The tail sweep is good when
Photon Wings put your whole party to sleep. Just keep attacking it and its gone
in no time. Almost to the end of the game !

---
Zanarkand Ruins - Revisiting old memories
[Important Items: Nothing]

This is like the walk on Gagazet, long. But not too long. Start going through
the straight path. You will battle normal fiends along the way. Continue until
you reach the huge dome area. Once you enter, prepare for a beating. The random
fights here are pretty tough, mainly Machina of any kind. And Rikku can't kill
them in one shot. Rely on Power Break and Armor break through this. If you
fight any undead people, just use a Phoenix Down on them and kill them. There
may seem to be many paths, but they are all short and meet up in the same
place. Just keep going and collecting treasures.

The place is full of Pyre flies, so you will se many images of the past. When
you see the images of Seymour as a child, keep going. You will then see Braska
and Jecht and Auron in the memories. Follow them and save at the next sphere.
Time for the simple and long cloister of trials. This one is very easy, but you
have to do a lot.

---
Zanarkand ruins - The Cloister of Trials
[Important Items: Sun Crest]

In the first room, this is going to be like a warm up before the real thing. On
the back wall are Tetris images, and you goal is to  find them on the floor. Go
up and talk to the wall with the Tetris image and it shows you where you need
to step. Its like a memory game. Memorize where you need to step and do it. The
order does not matter. Messing up cause the puzzle to reset. Once you complete
it, pedestals come out the sides of the room. Push them in one at a time,
starting counter-clockwise. When you put one in, its activates the next Tetris
puzzle in the next room. You have to complete all 4 to continue onwards. The
left center and right center pedestals are for later, so leave them alone. When
you push the first pedestal in, go to the next room and speak with the Tetris
wall-images to see where to step. When you finish the puzzle, head back and
push in another pedestal, and another, and another. At this point you will have
4 of them done. Go into the huge room and take the red sphere from the left of
the Tetris wall image. Go to room one and insert it into the left pedestal.
That deactivates the power.  Push it into the wall. Go back and get the blue
sphere, which deactivates the Tetris-wall image. Insert it into the last
pedestal, and push it into the wall too. Puzzle complete !

Save the game, and go into the huge room. Get ready for a complicated battle!

[BOSS - Spectral Keeper]
[52,000 Hp - 12,000 AP - Steal Turbo Ether, and Ether]

Strategy by: Sean

"Tough. Your characters surround him on the points of a hexagon, with him in
the middle. You can move to different points by using your turn, which is good,
cause every time the boss is hit by any attack he counterattacks and hits all 3
points he is facing for 2500-3000 damage.  Protect and haste on your entire
party are almost requirements.  On his regular turn. the *only* attack he uses
is Berserk Tail, which, you guessed it, tries to berserk one party member,
making them attack and get your whole party counterattacked.  Do not summon
Aeons unless they have their overdrive up, you will only have time to do one
thing with them before a Glyph Mine appears under them and kills them
immediately.  Occasionally a couple of Glyph Mines will appear at random
points, move characters off of them ASAP before they explode"

Time to head deeper into the ruins. Save the game and head forward. Follow your
party members and save the game. You will meet Yunalesca, the toughest boss
battle yet. After the talking, get prepped !

[BOSS - Yunalesca]
[24,000 Hp - 0 AP]
[48,000 Hp - 0 AP]
[60,000 Hp - 14000 AP]

3 forms. Hard. Not Easy at all. Ill hand it this one off to the best Boss
fighter, Sean.

By Sean
"Form #1 20000 hp:  Ah, you think to yourself, 20000 hp?  There has to be a
catch. And you are right.  This is form #1 of this boss, and the easiest by
far. Attacking with physical attacks will cause it to counter with a 200ish
damage attack that negates all beneficial spells like Haste and also casts
Darkness and sometimes Curse.  Magic attacks are countered with Silence.  You
should be able to take care of it fast though. Try not to use your aeons for
this form, you'll need their status immunity later."

"Form #2, 40000 hp:  Tougher.  Counterattacks the same as above, except now
alternates her turns between Hell biter (very low damage and inflicts Zombie on
every party member) and Absorb (absorbs half a characters MAX hp, meaning 2 of
them kills you) She does this over and over till you kill her.  Shiva helps
here, the other Aeons are too slow and their overdrive gives ???? three turns,
generally Absorb Hell biter Absorb, and then you have a dead aeon.  Aeons that
cannot heal themselves are essentially worthless (Valefor and Bahamut if you
haven't given him Cure spells) Since Absorb kills any of them in two hits.  
Not too hard, you say?  Its not over yet!"

"Form #3, around 70000 hp:

 Counterattacks same as above two forms, uses Hell biter alot, but now things
get tricky.  Now it uses Curaga (5000-6000 damage on one zombified person) and
Mega Death (instant kill on all non-zombified people).  Also sometimes uses
Mind Blast(500-1000 damage on each character, inflicts confusion)  I recommend 
full hasted party, two non zombified people and one zombified person at all
times.  Thats how I lasted the longest anyway.  Aeons, assuming you even have
any left alive by now, get even harder to use here with the Mega Death threat."
	
After the fight, search around for the Sun Crest. Thats needed for Tidus's
Ultimate Weapon and if you miss it, you will have to come back down here. After
you get it, ride the elevator back up and exit the place. Cid arrives on the
scene at this point.

---
Airship - The Final Destination
[Important Items: Nothing]

Free at last ! That means you can go anywhere on the map you want to ! Talk to
everyone on the ship and get organized. Save the game and try a few Sidequests.
Take a vacation to a town, or go item and monster hunting. After your done with
your break though, its onwards to Sin.

---
The Final Confrontation - Battles
[Important Items: Nothing]

Back on the Airship, speak with Cid. You can now fly the thing to wherever you
want. From the list of places to go though, select High bridge. Its time to
fight. When you arrive, head forwards to the people there. Looks like things
won't go too smoothly, and Sin is waiting for you. Prepare to battle ! Just
keep pushing onwards and fighting. After a battle, If you can move, just go
forward and don't explore. Save whenever a Save Sphere pops up too.

[BOSS - Sins Fin]
[65,000 Hp EACH - 16,000 AP EACH - Steal Gems and X-Potions]

Easy fight. The key here is to Haste your party, and Armor Break Sin. Bring in
the Fighters and start hacking away at Sin. This form of Sin is very weak and
deals damage easy to heal. Just heal with potions of any kind and revive using
Phoenix Downs. Protect spell helps here too.

[BOSS - Sin and Sinspawn]
[36,000, 20,000 Hp - 19,800 AP - Steal Gems]

It gets a bit harder now. The Sinspawn takes all magic attacks directed at Sin,
do take it out first. Armor break it and Silence it, then just attack it. The
weak Sinspawn stands no real chance. Push onto Sin now and unleash a few
Overdrives and attacks. Cure your party whenever your health reaches critical
areas. Keep it up and another battle is won. Try to not use too many
overdrives, and rely on magic the most.

[BOSS - Overdrive Sin]
[140,000 Hp  - 20,000 AP - Steal Gem, Ether]

This is the hard fight. Sin now has an Overdrive Meter. Make sure to rely on
magic once more. Unleash all you Overdrives on Sin and keep healing any Status
Effects casted on you. Hastega and Armor break will help. Mental Break helps
you inflict more magic damage. Double cast Ultima with Lulu, and have Yuna use
her Holy. Keep it up and don't let Sin each its Overdrive. If Sin manages to
use the Giga-Gravitron, your dead as a door nail in one hit. Its best to just
heal after every attack you take, and make sure all your attacks dish out at
least 9999 damage, so you can kill Sin before it uses its Overdrive.

---
The Final Confrontation - Seymour Again
[Important Items: Nothing]

After the Sin battles, you end up inside Sin. Push through this place and try
to avoided all battles, as these fiends are terrible. Keep following the main
path until you find...

[BOSS - Seymour Omnis]
[80,000 Hp  - 24,000 AP  - Steal Gems]

All you need are 3 or 4 Overdrives from your characters and Valefors final
overdrive.

By: Quicslvr05
"For the last incarnation of Seymour you can beat him unbelievably easily by
using Valefor's second overdrive energy blast.  If you don't have it take the
air ship to Besaid and talk to a women by the temple, she'll give you
"something chewed and mangled"  it will actually be Valefors energy blast. 
This takes about 50000 of his 80000 hp.  Before you use it though just use a
couple powerful over drives. that should pretty much do it."
	
---
The Final Confrontation - The Tower
[Important Items: Nothing]

Yay, how great. Follow the main path until you find a wall with a Glyph. Touch
it. Now, continue and step on a symbol on the floor. You now have to find all
ten treasures in this place before heading to the final fight. You first need
to kill 30 fiends to open all the doors here. After that, had through each door
and collect all ten treasures. This Teleports you to the final fight.

[BOSS - Braska's Final AEON]
[60,000  Hp FIRST FORM ]
[120,000 Hp SECOND FORM]

Easy. Use the same tactics as all the fights before, except save your Aeons
Overdrives and Characters Overdrives for the second form. Haste everyone at the
start. Use double cast flare and Yuna's Holy to attack. Make sure you heal
whenever hurt, max HP is crucial here. Keep it up until it transforms. At this
point, watch for the Aeons overdrive gauge. If it gets too full, use Tidus'
Talk option to lower the gauge. When it gets to around 100,000 HP, unleash
every, single overdrive you have. This thing is dead, especially if it faces
Valefors second overdrive.

[BOSS - Aeon Battle]
You get to fight your own Aeons, but you have the advantage of choosing which
you want to fight with. This means just use an Aeon with the opposite element
of the enemy and its over. Easy as pie.

---
The Final Confrontation - YU YEVON

[FINAL BOSS - Yu Yevon]
[99999 HP]

Easy. All the other fight to this point are relatively harder. All you have to
do is cast reflect on Yu Yevon to make him heal you, and reflect on one of your
guys to reflect his attacks. Don't worry about spells, just keep using the
attack command and healing whenever your hurt. A pretty lame final boss, oh
well. If you want a challenge, then try to not use reflect. Very easy for a
last fight ! Congratulations though, you beat the game ! Enjoy the sad, but
great ending !


			+-+
			|S| Story line
			+-+


-->Explanation
--------------

Id like to hear everyone elses theory on the story line. What do you have to
explain for the ending ? The whole game ? Send em in and they get posted. As
long as they seem realistic though !

-->Thoughts
-----------

KerberosKOTH Thinks:
1st - He is reborn in the ocean and goes to Yuna
2nd - He's back in his timeframe and returns to his old life
3rd - He is dead but the afterlife forms his memories to make it easy on him


			+-+
			|T| FAQ
			+-+
			
			
Q :I missed the Bevelle temple treasure ! Can I get it ?
A :You can get it again. Just look at the Sidequests section above.

Q: Is this the last FF ?
A: No, Square has plans for FF Online (11), FFX International, and FFXII (12)

Q: Whats FFX International?
A: A re-release of FFX in Japan Only. It will have an extra 10 minute ending.

Q:How can I buy it then ?
A:You will have to import it.
			
			+-+
			|U| Credits
			+-+

Thanks to CjayC for posting this on GameFAQS !
Thanks to Ceebs for letting me use some information !
Thanks to the FFX Social and Message Board for cheering me on !
Thanks to the GameFAQs site, for being there !
Thanks to Playonline.com for so much information and help !

-Fraxcat, for many corrections, and the Zanarkand spelling
-Several people, for all pointing out the SOS error
-Nick H, for the story line correction
-Orion388, for telling me about the Sigil and Crest error
-AlphaX, for 2 pages of contributions, including mixes, bribing, info, and more
-RJ, for Rikku’s special
-Jeff A, for the rare item, "Wings of Desire"
-ZillyBong, many Blitzball tips
-Rob S, pointing out another Aeon power
-Nick H, for editing the entire document
-Danny J, for contributing a mix
-DarkChild, for Seymours overdrive info
-Gludlow, for the missing Al Bhed Primer # 19
-H0nDaXvTeC, for several contributions
-Kevin M, for one of Rikkus mixes
-Nitros697, for the Sidequest and Secret Aeon
-Matrixfish777, for the Anima sidequest
-SecatoR, for a Boss strategy
-LionBlade28 for a huge chunk of secret things
-JB Chavy, for the Sea Gulls
-Blue Dragoon, for corrections !
-Jerred B, for a Rikku mix
-KH, for 20+ bribes
-Mike for Yu Yevon's HP
-Nightman, for quite a bit of stuff
-ColdFusion, for a correction on ultimate weapons
-MasterGame2001, for a Rikku Mix


Grand Theft Auto Vice City

(NOTE: I did not just copy this from www.gamefaqs.com I emailed the Author, and asked and have been granted permission to use it!!)

 

------------------------------------------------
GRAND THEFT AUTO: VICE CITY: 100% COMPLETION FAQ
________________________________________________

By Scott MacDowall 

---------
CONTENTS:
_________

1A: Copyright Notice 
1B: Version Information
1C: Contact the Author
1D: Introduction (Read This First!) 
1E: General Advice 

2A: Vice City East Walkthrough Begins 
2B: Vice City West Walkthrough Begins 

4A: Frequently Asked Questions 
4B: 100% Checklist 
4C: Credits  


---------------------
1A: COPYRIGHT NOTICE:
_____________________

This document copyright 2003 Scott MacDowall. It is for private, 
personal, and completely free usage only.  


------------------------
1B: VERSION INFORMATION:
________________________ 

This FAQ (version 1.0) was originally completed on 22/1/2003 

You are now reading version 1.5 completed 15/4/03. 


-----------------------
1C: CONTACT THE AUTHOR
______________________

You are welcome to send me a polite message with any questions or 
suggestions. If you require help with the game I will try my best to 
reply IF the request is not clearly answered in the FAQ. Please do 
not be offended if for some unavoidable reason I cannot reply. 

Should you notice any spelling mistakes, missing words, faulty 
grammar, etc, please contact me. (I am British though; hence I spell 
certain words differently to my American friends). All contributions 
will be credited. 

Email: scott_macdowall@yahoo.co.uk  


------------------------------------
1D: INTRODUCTION (READ THIS FIRST!): 
____________________________________

Unlike other FAQ's, this walkthrough should be followed very closely 
like a book. By using its step-by-step sequence it will show you the 
easiest way to complete GTA: Vice City 100%, and will guarantee you 
don't get stuck at 99%, provided you follow it closely. 

There's No cheating, no unnecessary, boring, information, and no plot 
spoilers included - just straightforward good advice. 

Start at step 1 and follow it through in sequence until the very end. 

This FAQ also refers to an excellent diagram by different author. You 
will need a copy of: 

'Hidden Packages Map' by Dark52. 

It can be found at www.gamefaqs.com on the Vice City page, probably 
where you found this FAQ. If you found this FAQ via a different 
Website, the latest version of it will always be found at GameFaq's 
first.  

So, shall we begin?  


*WARNING*

THINKING OF USING CHEAT CODES? READ THE 'FREQUENTLY ASKED QUESTIONS' 
SECTION FIRST!    


-------------------
1E: GENERAL ADVICE: 
___________________


*	If you see your car is about to roll over onto its roof turn 
into the way you are rolling. For example, if you are rolling left 
onto your roof, turn left - not, as it seems instinctive to do, in 
the opposite direction. By doing this you will move out the wheels 
and possibly push the car back over. 

*	The right analogue stick has its uses. Whenever you need to 
examine something simply move it to gain a first-person view on your 
surroundings. And whatever direction you look in, your character will 
face, which greatly helps with lining up strolls along narrow ledges. 

*	Whenever you are about to start a very difficult mission, check 
to see if the FAQ recommends you take certain items with you. Collect 
the equipment first and then save. This way if you die/get arrested 
whilst on the mission, you can simply reload and won't have to find 
it all again before having a second attempt.

*	Save regularly. It's unusual, but GTA: Vice City can crash 
without warning. Also, make 2 save files, and take turns using them. 
 
*	The best way to corner is to simply let go of accelerate as you 
approach the bend, and then tap brake if necessary, before reapplying 
the gas gradually. Also, try to use the handbrake and brake together 
to stop in half the distance. 

*	As you explore Vice City you may spot a police officer chasing 
a member of the public on foot. If you feel like it, go and punch the 
person the cop is chasing. This should give you a $50 'Good Citizen' 
bonus. Just be careful not to hit the cop, or to kill the person he's 
chasing. 

*	Another way to earn money (albeit not a lot) is to steal a 
coach and park it at the various thin bus stop signs scattered across 
the city. People will automatically board your coach and you'll 
receive a small amount of cash for everyone who does. What you do 
next is up to your own imagination... 

*	Whilst playing there's a chance you'll bump into a Rampage 
Icon, or trigger a Unique Jump, etc. If you can at all help it, don't 
start these bonus activities until prompted by the FAQ. This way 
you'll know exactly what you've done, and you'll be doing it at the 
best/easiest time. 

*	If you're sitting in a car and you see a police officer running 
over to drag you out, quickly get out yourself unless you can 
accelerate to high speed quickly. When on foot, the police must try 
to knock you down before they can arrest, but when in vehicle they 
merely need to open the door to bust you.    


NOTE: If you haven't done it already, start a new game. 


-------------------------------------
2A: MISSION 1: THE WALKTHROUGH BEGINS
_____________________________________

DIFFICULTY: 1/10  

1.	As the game begins the eastern half of Vice City is available 
for you to explore. Now is an ideal time to explore, as ordinarily 
you lose money and your weapons should you die/be arrested. 
Considering you have neither at the moment, there is nothing to lose.

2.	If you do want to explore, steal a vehicle and get on with it. 
Avoid starting any bonus missions or collecting any strange pink 
tokens, as these are best ignored until later in the game. If you are 
unfamiliar with the game controls, pay attention to messages that 
will flash up in the top right hand corner of the screen. 

3.	If you have finished exploring, or have no desire to do so, 
then move to the spot marked by a pink dot on your map in the bottom 
left hand corner of the screen. Alternatively press START to view a 
full-screen map, and plan a route. Although a car is provided at the 
start of the game, feel free to use any vehicle or simply walk on 
foot to the destination.

4.	When you arrive outside the building in question, a pink glow 
is clearly visible outside. Walk into the light, and then when you 
have the chance, go up into the hotel. 


NOTE: As soon as you enter the building observe the pink token with a 
cassette image upon it. This is a save token, and for the time being 
this is the only place you can find one. 


5.	Another pink glow awaits you at the foot of the stairs inside. 
Enter it and watch the proceeding cut-scene. You have now completed 
the first of many missions. 


NOTE: This hotel will now be referred to in the FAQ as your 'main 
hideout'. 

NOTE: An 'L' symbol will now appear on your map. This is an employer 
who you can receive missions from. Ignore it for now, as...

NOTE: Now is the time to start completing the various bonus and 
secret missions in this section of Vice City. Doing so will unlock 
various rewards that make the upcoming missions significantly easier. 
The experience you gain will also prove invaluable.  


---------------------------------
VICE CITY (EAST): HIDDEN PACKAGES
_________________________________

DIFFICULTY: 4/10 
REWARD: 3 constantly regenerating weapons at your hideout. 


*	Throughout Vice City are scattered 100 small green statues, or 
'packages'. Finding and collecting these various Hidden Packages has 
2 rewards. Most importantly you will unlock several impressive 
weapons that constantly regenerate - completely free of charge - 
inside your main hideout. Secondly, you will learn the layout of Vice 
City East, which is essential for any budding criminal. 

*	Now use the Hidden Packages Map created by Dark52. Each 
proceeding bit of advice refers to the corresponding Package on that 
Hidden Packages map. Find the spot on the map, and check my notes to 
pinpoint it.  

*	Beware that in GTA: Vice City, the packages are somewhat 
camouflaged, so look carefully.  

1)	You cannot access this Package yet. This FAQ will remind you 
when to come back for it. 

2)	You cannot access this Package yet either. Again, you will be 
reminded when to come back for it.  

3)	As you approach this spot you should see a large, light grey, 
beach house. Walk around the house to the side facing the ocean and 
grab the Package, which is tucked down beside brick steps leading up 
to the entrance.  

4)	This package is on the bottom set of steps that lead into the 
lighthouse. As you approach the lighthouse be cautious of the many 
opportunities to fall in the sea. Go to the top of the short outside 
steps and grab the Package. 

5)	Notice the boat jetties sticking out into the sea on the map 
here? Directly behind them, on the mainland, is a long grey building. 
On its southwestern edge is the entrance to an underground car park. 
Go down into the car park and go as far left/north as you can. The 
package is beside two doors, both lit up with a green light. 

6)	Package 6 is directly north of the previous building. The 
building itself is a tall, white, tower. Go to it, and from the road 
you should see a sign calling it the 'Ocean View Medical Foundation'. 
Go up the front steps and look north, where a pink skull Rampage icon 
is. Park any car up beside the wall here, and use it as a stepping-
stone to get up on the grass beside the Rampage icon. Do not pick 
this icon up! Instead walk right around the building to the side 
facing the sea and grab the Hidden Package.    

7)	This Package is under the (currently closed) bridge here. As 
you face the bridge from the road spot the 2 short towers standing 
either side of the bridge. The northernmost tower has a narrow 
concrete path running around its base. Carefully walk along this 
path, which will take you underneath the bridge, to where the Package 
awaits.   

8)	Although it is quite possible to get this Package right now, 
doing so would be needlessly difficult. Ignore it for now and this 
FAQ will remind you when an easier opportunity arises later in the 
game. 

9)	Package 9 is actually behind one of the tallest buildings in 
this region. A little southwest of where this package is actually 
marked on your map stands a very tall - and very pink - apartment 
block. Go to the road that's on that building's southern side, and 
walk up the wide grey steps there. Close to the swimming pool behind 
it is where the Package sits. 

10)	   Just like Package #8, this Package is also pointlessly 
difficult to get at this point. Wait until later. 

11)	Go to the red and violet building here. The building is 
directly opposite the pink glow (marked by an 'L' symbol on your 
map). Walk up the few steps to the entrance and follow the raised 
path right around behind the building to the Package. 


NOTE: You can't miss the small pink and green house token here. This 
allows you to buy this particular property, but even if you have the 
money to do so - wait. Property buying will be fully explained later 
on in the FAQ. 


12)	Just north of that 'L' symbol the road goes over a short 
humpback bridge. Down beside the bridge, on its eastern side, the 
Package awaits. It's tucked right up next to the bridge, on the 
waters edge. 

13)	You cannot access this Package yet. This FAQ will remind you 
when to come back for it. 

14)	On the tiny lifeguards shack out here on the beach. 

15)	 This Package will be somewhat easier to get later on in the 
game. Wait until the FAQ tells you when to collect it later. 

16)	As you approach the location of Package 16 & 17 a blue symbol 
with a hammer in it should pop up on your map. This will direct you 
to the 'Bunch of Tools' shop. Directly west of that hardware store 
are steps leading up to a large raised area with 2 apartment blocks, 
a flat-roofed pink house, and a big swimming pool. Package 16 is on 
the southern side of the pink house, tucked up beside a big black 
window. 


NOTE: Your first Hidden Packages reward has now been delivered to 
your main hideout. If you go inside it and upstairs, the reward will 
be in the marble passage.    


17)	Go to the back (western) side of the raised area, which was 
described for the previous Package, and spot the row of multicoloured 
shower cubicles. Walk into the row and look north. The Package is 
tucked up there at the very end. 

18)	Check the path that runs actually underneath the bridge here. 

19)	You cannot access this Package yet. This FAQ will remind you 
when to come back and collect it. 

20)	  This Package is inside a construction site where a building 
is being made from red girders. You can only access the construction 
site from a gap in the fence on the western side. When you have, stop 
and look up. The Package is at the tip of the girder jutting out to 
the west. Go up the wooden ramps and walk carefully along the girder. 

21)	  Directly west of the aforementioned construction site is a 
long row of single-storey white houses. Go behind them, to the side 
facing the river, and walk along the wooden jetty on the waters edge. 
On the northern side it sticks out slightly into the water, and the 
Package is there. 

22)	You cannot access this Package yet. This FAQ will remind you 
when to come back and collect it. 

23)	At this point on the map is the Malibu Club. It is lit by 
purple neon lights at night, and you can walk inside it if you wish. 
The Package is directly behind the club, in the small walled car 
park. As you enter the car park stop and look in the south east 
corner to spot it. 


NOTE: There is a slightly different type of Property icon outside the 
Malibu Club, which you may have spotted. Like before, this will be 
explained and used later on. 


24)	You cannot access this Package yet. This FAQ will remind you 
when to come back and collect it.

25)	Although this Package looks like its out on the beach from the 
map, it's actually in the back courtyard of a building called the 
'Vice Point Langer'. If you go to the beach here, where it seems to 
be marked on the map, and look west you can see a couple of long wide 
steps leading up to a large swimming pool behind the big Vice Point 
Langer building. Check the northwest corner of the pool area for the 
Package. 

26)	Go actually inside the bright red and yellow pizza restaurant 
here. The Package is by the counter. 


NOTE: This restaurant, like a few other food shops in Vice City, has 
a pink glow in it. To hear a humorous comment, gain some health, and 
lose a tiny bit of money - step into the glow.

NOTE: Do not use the special red moped behind the pizza restaurant 
just yet. We will come to that later.    


27)	The small apartment building directly east of the pizza 
restaurant has a set of steps on its southern side. Look behind these 
steps to find the Package. 

28)	#28 is inside another shop. This small white jewellery shop has 
no markings on it from the outside, but is the only shop you can 
enter on this road. Walk behind the counter to get the Package. 

29)	This Package is in the grounds of a very modern house. The 
house has a helipad on its southern side complete with flashing red 
lights. Go to the very northwestern corner of the grounds and turn 
around to face south. The Package is waiting outside a blue door. 


NOTE: You're second reward has now been unlocked. 


30)	Directly east of the aforementioned house is a white and yellow 
striped building with several sets of steps on the south side. Climb 
up these steps until you come out on the rooftop. Follow the rooftop, 
dropping down onto a lower one when possible. As soon as you do, turn 
around and grab the package, which is tucked up by the wall. 

31)	This Package is hidden in a series of gardens. Use the Hidden 
Packages map and go to roughly the right area, then press START. The 
4 gardens are marked as grey blocks on the in-game map. The Package 
is in most northeasterly garden. From the road on the north side you 
should be able to spot the alley leading through to the garden area. 
When you enter the northeastern garden, check behind the solitary 
palm tree for the Package.
 
32)	The Package is up on the grounds of the hotel on the hairpin 
bend here. Find the northern steps leading up into the grounds and go 
back down to the very tip of the hairpin. Look carefully, as this 
Package is very well camouflaged against the bushes.   


33)	Go behind the aforementioned hotel, on the east side, to where 
a multi-storey diving board stands. Climb the steps up to the top 
diving board and take the Package. 

34)	Look on the southern side of the bridge here. The Package is at 
the foot of that bridge, right up by the waters edge.  

35)	 On the beach here is a dirt track carved out of the sand. The 
easternmost advertising sign, for 'Jocksport Sport and Leisure Wear', 
is concealing the Package. Simply look behind it.   

36)	This Package is behind a big yellow and white striped building. 
Go up the few steps on the south side and you can squeeze past the 
wall. Hug the eastern edge of the building and you'll eventually spot 
the Package, just up by one of the black windows.  


37)	#37 is up against the northern wall of the enormous 'North 
Point Mall'. In-between the two northern entrances, clearly marked by 
their two big red signs, the wall dips in somewhat. Just follow it 
back to the Package. 

38)	Now go actually inside the North Point Mall. It's not clear 
from the Hidden Packages map, but the Package is actually half way 
down the eastern wall, on the second floor walkway. The package is 
outside a shop with large red sale signs in its window. A bushy 
flowerbed is opposite the shop. 

39)	Staying on the second floor of the mall, go to the southern 
side where a clothes shop named 'Gash' is. You can enter this shop. 
As you do, find the escalators going down, and look above them. The 
Package is back there, by the far wall on the second floor. Simply 
jump over the obstructing tables to get to it.       


NOTE: A third reward should now be available at your main hideout.


40)	Go back outside the mall to the western side where there's a 
white multi-storey car park with blue stripes. As you go inside this 
car park, hug the western wall and head south, where you'll spot the 
Hidden Package pressed up by the wall on the inside. 

41)	  This Package is on the only island you can presently visit. 
As you cross the bridge onto the island turn immediately left/south. 
Follow the narrow, grey road around towards the southeast corner of 
the island. You should see a pink Police Bribe icon. Just a little 
north of the icon is an alley in-between 2 scruffy buildings. At the 
end of that alley is the Package. 

42)	This Package is pointlessly difficult to get at this point. 
Wait until later in the FAQ for a far easier opportunity.

43)	As above, this Package is also too awkward to waste time 
getting now. Come back later when it will be very simple. 

44)	Go up the front steps of the tattered green house here and go 
around the back to the western side. The package is sitting by the 
black railings.   

45)	This Package is inside a yellowish house covered in graffiti. 
The doorway is on the south side of it. Just as you enter the lobby, 
stop, and then look up to the right. You can't miss the big hole in 
the wall. Your object is to climb up the steps and then drop down 
into that hole. When on the landing, push the analogue stick very 
gently so that you walk slowly off the edge, otherwise you'll 
probably overshoot the hole. Once inside the room, getting out again 
is obvious. 

*	Press START and check your stats. You should have 34 Hidden 
Packages. Unfortunately these are the only Packages you can access at 
this stage in the game. Needless to say, later on we will be 
returning to finish the job and claim further rewards. 


----------------------
VICE CITY: TAXI DRIVER 
______________________

DIFFICULTY: 5/10 
REWARD: All taxi's gain the ability to jump. 


1.	Firstly steal a taxi. The yellow vehicles are easy to find 
anywhere in Vice City East. There are 2 types to choose from, a 
classic 50's style, and a boxier modern version. The cars handle 
almost identically, so choose the one you prefer. Be wary; as nearly 
all taxi drivers try to pull you back out the stolen cab unless you 
can speed away quickly. 

2.	When you are ready push in the right analogue stick (R3 
button). This activates the Taxi Driver missions. Yellow boxes should 
pop up on your map. These indicate people who need a ride. If you 
can't see a yellow box on the map, cruise around town quite slowly 
and one should pop up as the game loads new pedestrians. 

3.	Stop close by the person in question, who will have a 
distinctive pink arrow above their head. If you run over these people 
you'll need to find another customer. When they open the door of your 
taxi, get going. Don't bother waiting for them to get in properly, as 
they always manage to do this no matter how quickly you accelerate. 

4.	A destination will pop up on the screen and be marked on your 
map. You will receive a time limit appropriate to how far away you 
must travel. When you arrive stop in the pink glow to drop the 
passenger off. You'll receive some money, and if you were very quick 
- a 'speed bonus'.    

5.	Whatever time is left on the clock when you drop that person 
off, you can keep. Use it to look for another customer and repeat 
instruction #4. Every time you drop off 5 people in a row, you get a 
cash bonus that gets bigger the longer you can keep it up. E.g. drop 
off 15 people in a row, get $1500, drop off 20, get $2000, and so on.  

6.	The object is to drop off 100 customers. Exiting the taxi quits 
the mission, as does getting arrested or killed, but thankfully you 
don't need to do it all in one go. You can fail as many times you 
want, and it doesn't reset your total score. To see your total 
dropped off passengers, view the stats in the START menu. 

7.	If you're still struggling to learn the layout of Vice City, 
use your START map to plan a route. Over time you'll notice the same 
destinations cropping up again and again, making navigation easier. 
Avoid shortcuts unless you know exactly where they come out, and try 
to keep running people over to a minimum, as the police can be very 
bothersome.   

8.	Although it's not essential, try to keep earning the 5/10/15 
etc in-a-row bonus. This is a great way to generate lots of money. 
Your taxi will take a pounding, so whenever you have a moment to 
spare in-between fares, pop into one of the 2 Pay 'N' Spray garages 
if they're nearby (check START map for exact locations) and get it 
fixed up for $100. If you smash up your taxi too badly, no customer 
will get into it, and you'll have to do this (or just quit). 

*	When you finally drop off that 100th customer, congratulations. 
You have now completed arguably the most tedious mission in the whole 
game! As way of a reward every taxi in the game now has the ability 
to jump. To perform a jump, simply push in the left analogue stick 
(L3 button). 


-----------------------------------
VICE CITY EAST: KNOCKING OFF STORES 
___________________________________

DIFFICULTY: 4/10 

*	Throughout the city you will have noticed that a selection of 
shops can be entered, and usually have a member of staff standing 
behind a counter. You must 'knock-off' 15 specific shops to proceed.

*	To hold up a shop you'll need a gun. The Python you received 
for collecting Hidden Packages is perfect. Take it, then work your 
way through the list of shops below. To knock off a shop, simply walk 
inside and aim at the employee behind the counter by holding down R1. 
Do not stand in the pink glow, if there is one. 

*	Knocking off a shop gives you a 2-star Wanted Level, but you 
should continue aiming at the shop employee to gain more cash - and a 
3-star Wanted Level. It won't go any higher, no matter how long you 
hold up the clerk. The police have great difficulty entering shops so 
you're relatively safe as you do this. Once you've lit up the 3 
wanted stars, let go and collect all the money if you haven't already 
got it. You should find a maximum of $1000. 

*	Now simply walk out the shop and let yourself be 
arrested/killed. Naturally this clears the Wanted Level, but also 
removes your gun too. You'll have to retrieve it from the main 
hideout once again, but this is a lot simpler than trying to erase a 
3-star Wanted Level at the present time. When you're back on the 
streets, and armed, proceed to the next shop. 


NOTE: It is possible to aim at all the many shop assistants 
throughout Vice City, but this does absolutely nothing. Only the 15 
particular shops discussed in this FAQ reward you with money and help 
complete the game.  


SHOP 1 - 'BUNCH OF TOOLS' 

Location: This shop is easy to find due to the fact is marked on your 
map. Push START and find the most southerly Hardware Store symbol in 
Vice City East. 


SHOP 2 - UNNAMED JEWELLERY SHOP 

Location: This is exactly the same small, white, unnamed shop where 
you retrieved Hidden Package #28. Return there and aim at the shop 
assistant.   


NOTE: To speed things up, try and raid the next 2 shops in one go. 
They're quite close to each other, but to make life easier get full 
health and a fast car first. If you can just get inside the second 
shop, even with a 3-star Wanted Level, the police will still struggle 
to get through the front door and actually arrest you.   


SHOP 3 - UNNAMED FOOD SHOP 

Location: From Prawn Island, where you found Hidden Packages #44 & 
#45, come over the bridge and into Vice City East, keep following the 
road for a little while, ignoring all turn offs, until you see a 
large pink and white building on the east side of the road. As you'll 
see, the bottom of that building is actually an unmarked shop. Park 
as closely to the door as you can.  


SHOP 4 - 'DISPENSARY' 

Location: As you run out of the food shop, jump into your car, and 
turn north. Take the first left turn you can see, by a blue building. 
Take the next left down there, by a yellow wall. The shop is halfway 
down the row of shops you can now see, with a green sign declaring 
its name. Be quick in here, and if somehow a police officer stumbles 
into the shop, don't wait around going for the full $1000 payout. 
Just get the first $250 and flee. Surrender once the shop has been 
successfully knocked off.    


NOTE: Save a lot of time by knocking off the next 4 shops in one go. 
They're all relatively close to one another, meaning it is quite 
possible to run from one shop to the next with a 3-star Wanted Level. 
Make sure you have full health and body armour first and do them in 
the order below. As you already have 3-stars, you'll need to listen 
carefully to see when the accompanying sound effect stops playing, 
meaning you've extracted the maximum $1000 from the employee. 


SHOP 5 - UNNAMED JEWELLERY SHOP (again) 

Location: Enter the huge North Point Mall, ex-home of Hidden Packages 
#38 & #39. Go to the northeast corner of it, on the ground floor. You 
should see the shop in question. Although it has no name, it is the 
only shop you can enter in this little section.  


SHOP 6 - 'TOOLED UP'  

Location: As you exit the above shop, sprint towards the southwest 
corner of the mall, ground floor. Look on your map and go towards the 
Hardware Store symbol. The shop is next door to the 'Ammu-Nation' 
shop, which is also marked on your map.   


SHOP 7 - 'GASH' 

Location: You've been here before to collect Hidden Package #39. As 
you exit the 'Tooled Up' hardware store, look south and spot 2 
escalators. The ground-floor entrance to the shop is directly behind 
those escalators. The clerk is standing just on the left as you 
enter.      


SHOP 8 - 'VINYL COUNTDOWN' 

Location: Walk up the twin escalators actually inside the 'Gash' shop 
onto its higher floor. Turn left as you exit the shop and sprint 
right around the raised path, passing all the closed shops and police 
officers, until the path opens out by a bushy flowerbed. There's a 
Rampage icon on that flowerbed. The shop should be just on the left 
here. Once you've knocked it off, surrender as usual. 


*	The remainder of Vice City's shops will have to wait until 
later in the game for the time being, as presently you have no way to 
access them.


--------------------
VICE CITY: PIZZA BOY
____________________

DIFFICULTY: 6/10 
REWARD: Max health increased to 150 


1.	You may want to get full health before starting this mission, 
depending on how skilful you are on a moped. Go to the pizza 
restaurant where you retrieved Hidden Package #26. If you look behind 
the restaurant you will hopefully spot a red moped. Steal this moped 
to start the mission. If you cannot spot the moped directly behind 
the shop then drive away some distance and come back again. Repeat 
this a few times and eventually the bike should appear.
     
2.	The instant the mission starts you have 5 minutes to deliver a 
pizza to a customer who will be marked on your map. As they could be 
anywhere, check the START map to plan your route. Drive to that spot 
as quickly and safely as you can, slow down as you approach the 
person marked with an arrow. Hold down either L2 or R2, depending on 
what side they're on, and tap CIRCLE to fire a pizza at their feet as 
you pass. You don't need to be overly accurate, but check to see if 
the person is going for his pizza before driving off.   

3.	You now must return to the pizza restaurant to pass onto the 
next stage. You must get back there before the time expires. When you 
do, your stock of pizzas will be refilled and the time limit will 
jump up to 5 minutes again. But this time you have 2 customers to 
serve. Deliver the pizzas, come back, and repeat. Every time you get 
back the amount of customers will increase by 1, but the time limit 
never goes beyond 5 minutes. You must get up to level 10, where 
you'll need to serve 10 customers in 5 minutes! 

4.	What makes this different from the taxi missions, and therefore 
much harder, is you must do this in one go. If you run out of time, 
are killed or arrested, you start right over from square one again.  

5.	Always use your START map to plan the most economical route. 
Preparation is everything here. Put people into groups and start with 
those furthest away from the restaurant before working inwards. The 
worst thing you can do is backtracking. Unsurprisingly the most 
important thing to do is learn how to drive a moped without crashing 
every 3 seconds. If you do fly off the bike, just get back on 
quickly. 

6.	When you come back to restock your pizzas, get going again as 
soon as you see the stock level jump back up to 6. Don't wait around. 
And as you get more confident try firing pizzas out without slowing 
down too much, but bear in mind that from level 5 onwards you can't 
really afford to miss. Take special care to avoid upsetting the 
police, as on a moped you are very vulnerable.  

*	If you can make it back to the restaurant after successfully 
delivering pizzas to 10 people in one go, your health will be 
increased. As time will tell, this is going to be a very useful perk...  

---------------------------------
TOP FUN MISSION 1: RC BANDIT   
_________________________________

DIFFICULTY: 4/10  

*	Top Fun missions all involve controlling little radio-
controlled vehicles, usually against some form of competition. All 
the little RC toys handle identically to their full-size counterparts 
with the exception that pushing CIRCLE detonates the vehicle. You 
only need to complete these missions once to progress in the game, 
but feel free to play them again to improve your score.    

1.	To activate the mission, visit the dirt track on the northern 
end of the beach. This was where you found Hidden Package #35. On the 
southern side of the track is a white van, clearly painted with the 
Top Fun logo. Enter the van to begin the mission. 

2.	Watch the short cut-scene to learn about your objective. You 
must win a 2-lap race against 3 other RC buggies, and go through 
every pink checkpoint along the way. Due to the slightly awkward and 
unchangeable camera angle, and the buggies twitchy handling, this 
isn't too easy. 

3.	The best strategy is to completely ignore the opposition. You 
can drive right through all the competing buggies as if they were 
ghosts, so concentrate purely on getting through the next checkpoint. 
Keep your eyes locked to the top of the screen, always aiming for the 
next checkpoint. Try turning off the on-screen HUD in the 'display' 
options if you find it distracting.  

4.	If you do miss a checkpoint then you might as well detonate the 
buggy now and start again. Just exit and then re-enter the Top Fun 
van to do that. Don't drive it away though; otherwise it won't start 
the mission anymore. In that case you'll need to go away and come 
back later when hopefully a new Top Fun van will be there. This 
applies to all the Top Fun missions.   

5.	Don't be afraid to lay off the accelerator as you go around 
corners. Keeping a tight racing line really helps here. Remember you 
can look behind you to check how far ahead you've got by holding down 
L2 and R2 together. 

6.	Finish in first place to succeed and earn a small cash bonus. 

 
--------------------------------
TOP FUN MISSION 2: RC BARON RACE
________________________________

DIFFICULTY: 5/10  

1.	Return to the multi-storey car park where you found Hidden 
Package #40. Go up onto the highest rooftop storey and enter the 
identical Top Fun van, which is parked on the northern side. 

2.	This mission involves flying a RC plane along a course. Planes 
are very tricky to control, especially under pressure. Like before 
you must come first in a race, whilst passing through all the pink 
checkpoints. This time though you'll be doing it up in the sky. There 
are no laps. 

3.	This time you can bump into the opposition, but you really 
should avoid doing so. In the beginning accelerate hard, holding back 
on the analogue stick firmly. Go through the first checkpoint on the 
ground, and a moment later the plane will start to lift up. Let go of 
the stick and just tap it gently from now on. 

4.	Naturally the plane goes fastest when its going down, but you 
need to keep high enough to pass over all the lampposts, trees and 
buildings that obstruct your path. Therefore pull up firmly once you 
pass through a checkpoint, and then when you spot the next checkpoint 
start flying downwards towards it nice and steadily, ideally passing 
through the centre. Keep going gradually up and down, up and down.  

5.	After the early checkpoint at the hairpin bend, south of the 
car park, there's a good shortcut opportunity. Look on your map to 
see where the proceeding checkpoint is and instead of following the 
road, cut the corner and fly over the water towards it. Get this bit 
right and you will take first place. All being well you should stay 
in first place from here until the end.  

6.	Look out for it the checkpoint on the humpback bridge. You just 
want to clip the top of this one before pulling up sharply, as usual. 
If you miss any checkpoint, or crash, then just detonate the plane 
and start again. If in doubt, it's always best to go over an 
obstacle. 

*	These are all the Top Fun missions you can presently complete. 
When the time comes to finish them off, you'll be the first to know. 

---------------------------
BONUS MISSION 1: CONE CRAZY
___________________________

DIFFICULTY: 3/10  

*	There are 2 miscellaneous bonus missions in Vice City. Both 
involve collecting tokens. 
 

1.	From your main hideout turn south and drive west down the short 
road beside the hideout. Follow it to the end and turn right, so you 
are facing north. Stop here and look on the left side of the road. 
You should see a shop called 'Collar & Cuffs' and directly north of 
it is car parking signpost. Follow that sign, and the white arrows 
painted on the road. Keep by the northern wall and you'll see that 
all the arrows lead up into a multi-storey car park. Go up onto the 
highest rooftop level of this car park. 

2.	Towards the northeast edge of the rooftop is a Stallion car. 
The Stallion has a roof painted a different colour to its body. If 
there's more than one, just get in the northeasterly one and 
hopefully a cut-scene will begin. If not, try a different one.  


3.	As the cut-scene explains, you have to collect 5 blue tokens 
without smashing any of the traffic cones. When you collect the first 
checkpoint it gives you 12 seconds, and you'll gain an extra 12 
seconds for all the tokens collected after that. All in all, this 
works out to be a very generous time limit. 

4.	First of all go over to the ramp structure in the southwest 
corner of the rooftop. There are 2 tokens on it. Get a reasonable run 
up and then drive up it and down the other side, grabbing the two 
tokens. As always, keep straight and you won't hit the cones 
surrounding it. 

5.	Come down the ramp and go for the next closest token. If you 
line properly you can just speed through the line of cones here and 
grab it. 

6.	The next closest token looks more complicated, but it isn't. 
Simply go very slowly and push your way through the ring of cones 
here. Grab the token, and push your way out the other side. You 
should have enough time to go slowly by now. Go very gradually and 
the cones don't smash when you hit them. 

7.	Now for the final token, just line yourself up and drive in-
between the cones. 

8.	If you fail, then drive slowly off the southwest ramp and 
you'll land in the street at the foot of the car park. Go out onto 
the main road and then come back up. The Stallion should've 
regenerated by then. 

-------------------------------
BONUS MISSION 2: PCJ PLAYGROUND
_______________________________

DIFFICULTY: 6/10  

1.	It helps to have full health for this mission. From the main 
hideout turn north and follow the long road all the way up to where 
it bends sharply to the left. Instead of following the road though, 
keep going forward across the grass and up a slope to where you 
should spot a motorbike standing beside the window of a large hotel 
type building. 

2.	When you get on the bike a cut-scene will explain what to do. 
There are 24 blue tokens to collect, and although you don't need to 
collect them in order, it makes sense to. When you touch the first 
token a 2-minute time limit starts. 

3.	The first token is at the top of 2 wooden ramps just in front 
of you and slightly to the right. All the tokens are marked on your 
map, should you get lost. Don't go too quickly up the first wooden 
ramp or you'll overshoot the second one. But you're not being timed 
yet, so take your time. 

4.	When you grab the first token go forward and get the second one 
of the roof. Ignore the third for a moment and drop down into the 
alley on your left. Go back up the alley to get a generous run up. 
Speed down the alley and shoot up the staircase here. This will 
propel you over the road and hopefully into the token. 

5.	Whenever you think you're going to land and smash into a wall, 
brake heavily beforehand and you might not fly off the bike when you 
do. Just get back on the bike should you come off, provided you don't 
use the same bike constantly it should survive all the abuse.    

6.	Now continue down the alley, grabbing the obvious tokens, pass 
the Police Bribe, and like before fly up the staircase here. This 
time you need to at least touch the token on the opposite rooftop. 
When you have, drop down into the alley and pick up all the tokens 
you see. 

7.	At the end of the alley is a small wooden ramp. Go over the 
tiny thing and a truck will drive down the road as you soar through 
the air. You should make it over the vehicle fine, and land in the 
next section of the alley. Pick up all tokens. As you go down here 
another truck will pop out of a side street. It's best to let it pass 
rather than try and speed in front of it. 

8.	At the end of this alley section, cross the road, and go into 
the narrower alley section opposite, grabbing tokens. After getting 
the 16th token by the pillars turn a sharp right. 

9.	Fly down into the small underground shopping precinct, making 
sure to get the token behind the pillar. Launch up the steps and grab 
the other token. Now head north up the road, ignore the tokens to the 
west that are marked with an arrow on the map (signifying they're 
above street level). 

10.	Take the next left and you'll see another token in front of 
you. Grab it and then go up the alley directly north of that token's 
location. This is so you can get a good run-up. Turn around and speed 
down the alley, across the street, and towards the white staircase. 

11.	You should grab the token in midair here. Now you have 2 
choices. Either try and stop on the rooftop of the Pay 'N' Spray - if 
you can, or keep going and hopefully land on the last pink rooftop. 
If you managed to stop, drive over the Pay 'N' Spray roof and drop 
down safely onto the pink roof from a height. This is preferable. If 
you didn't, then slam on the brakes as you hit the pink roof and pray 
you'll stay on it. 

12.	Simply grab the final token up here to complete the mission and 
earn a nice little cash reward.

*	Well done, you've already finished all the miscellaneous bonus 
missions in the game! 


----------------------------
VICE CITY EAST: UNIQUE JUMPS
____________________________

DIFFICULTY: 6/10  

*	A Unique Jump occurs when you drive off a ledge or ramp at high 
speed. The game will give you a slow motion, cinematic view of your 
vehicle, and if you land in a certain area you'll earn some money. A 
message will confirm your success. Finding and completing all Unique 
Jumps is an essential part of your 100% quest.  

*	Unquestionably the best vehicle to use for the jumps is the PCJ 
motorbike. If you can't find one driving around town, then pay a 
visit to the Marina. That's the place leading into the underground 
car park where Hidden Package #5 was. Drive up and down this Marina 
long enough and eventually a PCJ will appear on the waterfront. Fast 
cars will suffice in certain places, but every jump is easier with a 
bike. 

*	Note that you can level the bike out in mid-air simply be 
moving the analogue stick up and down. Try to land with the back 
wheel touching solid ground a moment before the front, like a plane 
does. It isn't too important if you can't, as crash landings are 
quite acceptable. 

*	If the bike catches fire whilst you're in mid-air, you can 
still bail out by tapping TRIANGLE.   


NOTE: We'll be approaching these jumps from the north of Vice City 
East and working steadily south. 

NOTE: To assist you in finding the respective jumps, the 
corresponding number of the Jump in the Brady Games Vice City 
guidebook has been included. 

NOTE: I recommend ticking off Unique Jumps you've completed on a 
piece of paper as you do them. Many people have discovered how easy 
it is to forget which Jumps have and haven't been completed, 
especially if you don't play the game regularly.  


UNIQUE JUMP 1: VICE POINT (Brady Jump no. 20) 

Location: You must have a motorbike to complete this jump. Go to the 
construction site where you found Hidden Package #20. Enter the site 
and go up all 3 wooden ramps to the very highest level. As you drive 
up the third ramp stop and look west. You should see a long red 
girder jutting out to the north. This is the ramp.    

1.	If you line yourself up properly for this jump you won't need 
to worry about balance at all. Spend as much time as you need, till 
you believe the bike is lined up perfectly with the girder. If it is, 
you shouldn't need to steer whilst on it. Back up to the wall at the 
foot of the girder, hold R1 and rev your engine, then simply keep 
accelerating. You should fly off and just about nudge the building on 
the ground below. 


UNIQUE JUMP 2: VICE POINT (Brady Jump no. 18)  

Location: Now Go to the Malibu Club. You found Hidden Package #23 in 
its car park. Just south of the club, on the grass, is a concrete 
ramp structure facing towards a river. The ramp has a yellow poster 
stuck on its northern side. That's what you need to jump off.  

1.	Back up and stop as close as you can get to the water tower 
that's east of the club. Face the concentre ramp and rev your engine 
hard by holding down R1 whilst braking. Wait for a gap in the 
traffic, and then charge. Hit the ramp straight and make it across 
onto the grass on the other side of river to succeed. 

UNIQUE JUMP 3: VICE POINT (Brady Jump no. 19)  

Location: This jump is directly south of the last one. If you go down 
the grassy area you'll see another concrete ramp structure facing a 
bridge. 

1.	This one is very simple. Get a run-up from all the way to the 
last ramp if you want and then speed towards it along the grass. 
Successfully clear the bridge to continue. 

UNIQUE JUMP 4: WASHINGTON BEACH (Brady Jump no. 21)  

Location: Pass the bridge you just jumped and continue south along 
the road until you come to the next small bridge leading over the 
river. Just south of that bridge, west of the police station, is 
another concrete ramp structure. The ramp looks identical to one you 
used during Unique Jump #1.   

1. Simply back up along the road east of the ramp and drive at it as 
quickly as you can. You should effortlessly cross the river and 
complete the jump.  

UNIQUE JUMP 5: WASHINGTON BEACH (Brady Jump no. 22)  

Location: Following the jump above you should land beside the 'Bunch 
of Tools' shop, which is marked on your map as the most southerly 
Hardware Store. The dirt ramp directly east of that shop it is what 
you need to go over. 

1. For this one go and get a run up by starting back on the nearby 
bridge leading west across the sea to Starfish Island. Speed down the 
road, pass the hardware store on your right, and then curve right and 
up onto the dirt ramp. You should hit the dirt ramp on its left side 
for best results.  

 UNIQUE JUMP 6: WASHINGTON BEACH (Brady Jump no. 23)  

Location: If you go recall the second bonus mission, PCJ Playground, 
then go back to that spot. The first ramp you went up in that mission 
- the wooden one propped up against a building, is the ramp you need 
to hit. 

1.	Get a good run up by driving up the road leading north up to 
the Malibu club. In this case, the longer the run up, the better, as 
you simply need to go up the ramp at very high speed. Hit the ramp 
nice and straight, and try to land down in the street to the right. 
Travel far enough and you'll succeed. All you need is speed. 

UNIQUE JUMP 7: WASHINGTON BEACH (Brady Jump no. 24)  

Location: This ramp is actually the most northerly staircase in the 
alley just slightly east of the ramp you used above. You've already 
gone over it during the PCJ Playground mission. 

1.	Get a very long run-up by going to the very end of the alley, 
and then continue north up the road towards the Malibu Club. Turn 
around and speed back towards the entrance to the alley. Ignore the 
curb, as it won't slow you down too badly. 

2. Hit the ramp going slightly left. You need to land past the pink 
and white building opposite, so try to land down in the alley down 
beside it. If you land anywhere south the building, you should make 
it. 

UNIQUE JUMP 8: WASHINGTON BEACH (Brady Jump no. 25)  

Location: On the east side of the same alley you just leapt up the 
stairs and out of, is another similar staircase, but steps running 
down north and east.  

1.	This time you want to come up the stairs from the east and fly 
out to the west, towards the police station. In order to achieve this 
you need the biggest run up you can generate. Going back to the low 
beach wall and starting from there probably won't be good enough, so 
go south on the grass a little bit and curve around as you accelerate 
to face the steps straight on. This is a bit tricky, but does give 
you that extra boost.   

2.	Because you can't dodge the traffic without slowing down don't 
start accelerating until the road seems clear. When in the air keep 
your front wheel high to keep altitude. 

3. If must fly far enough to physically hit the wall of the police 
station. You have to touch the wall, even if you land on the grass 
beside it and roll forward into it, just do that before the slow 
motion ends. 

UNIQUE JUMP 9: WASHINGTON BEACH (Brady Jump no. 26)  

Location: This was the second staircase you flew up in the PCJ 
Playground mission, further south down the long alley, and just south 
of a Police Bribe. 

1.	Another jump that simply requires high speed. Make sure 
travelling very quickly as you hit the staircase and soar high enough 
to get halfway along the grey rooftop directly south of the steps. 

UNIQUE JUMP 10: WASHINGTON BEACH (Brady Jump no. 27)  

Location: Stay in the same alley as the other jumps but go further 
down to the small wooden ramp you used, once again, in the PCJ 
Playground mission. 

1.	Don't be too generous with your run up, as hitting the ramp 
correctly is quite important here. Keep to the left side of the ramp, 
and don't knock the building that's directly south of the ramp, on 
the west side of the alley. Land down in the alley at the southern 
end of that building, about 50 metres away from the ramp.  

UNIQUE JUMP 11: WASHINGTON BEACH (Brady Jump no. 30)  

Location: Still in the same alley as before, continue going south 
beyond the sight of the last jump, into the next section. Just south 
of the spot where the second truck pulled out in the PCJ mission is 
another small brown ramp on the west side of the alley. 

1.	Obviously you'll need to approach this jump from the south and 
fly off into the north. Provided you hit it fast and straight enough, 
and land far enough away, it's quite easy. 

UNIQUE JUMP 12: OCEAN BEACH (Brady Jump no. 31)  

Location: Go back to the top of the multi-storey car park where you 
completed Bonus Mission 1: 'Cone Crazy'. On the south of the roof is 
a ramp like structure which you drove up firstly to collect tokens 
during the mission. This is it. 

1.	Simply start at the north of the roof and speed towards it. You 
can't really fail, provided you crash into the building directly 
south of the multi-storey car park. 


NOTE: The next 2 Unique Jumps are part of a sequence and should be 
done together. 


UNIQUE JUMP 13 & 14: OCEAN BEACH (Brady Jump no. 32 & 33)  

Location: You've already done this jump before, in a way. It was the 
penultimate jump during the PCJ Playground mission, where you went up 
a set of steps and landed on (or over) the roof of the south Pay 'N' 
Spray building. Go back there. 

1.	Start in the alley directly north of the stairs. Go right up to 
the back of the alley and get a very long run-up. Charge at the steps 
and hit them straight. You will fly over the Pay 'N' Spray rooftop 
easily and start to land on the pink rooftop.
 
2.	Whilst still in slow motion look for the small pink ramp on the 
roof. Provided you hit the stairs a moment ago right in the middle, 
you should be about land right in front of it. Guide your bike 
towards it and as soon as you land continue accelerating up and over 
it. Hit the brownish building directly south to complete 2 jumps in 
1. 


NOTE: The next 2 Unique Jumps are part of a sequence and should be 
done together.     


UNIQUE JUMP 15 & 16: OCEAN BEACH (Brady Jump no. 29 & 28)  

Location: Go to the 'L' symbol that is on your map. As you can see it 
leads you to a pink building. Come to a halt on the eastern side of 
this building, looking south down the road. You should be able to 
make out a corkscrew ramp leading up into a multi-storey car park. Go 
up that twisting ramp onto the roof. Stop here and look left at a 
small slope leading down. Go down it, along, and then up again on 
opposite side. Turn back around on the spot to face back the way 
you've just come, at the corkscrew ramp. 

1.	The object now to speed east along the roof, following the 
painted arrows on the floor, and up the slope. Although it doesn't 
look quite steep enough, go fast enough and you'll fly over the low 
wall and onto the neighbouring east roof. If you're on a bike, tilt 
the bike forward in mid-air so your back wheel doesn't clip the wall. 
If you touch the wall, the jump probably won't count. Land on the 
rooftop and nudge the raised part to complete the first jump. 

2.	Now Just east of where you landed is another longer and lower 
roof. Drop down onto it, driving quickly, and ride off either of 2 
east facing air-conditioning ramps. If you have a long enough run-up 
you'll fly over onto the next easterly rooftop. Do so to pass the 
16th jump. 

*	These all the Unique Jumps we'll be doing for now, but there 
are plenty more to complete later on in the game.


------------------
PARAMEDIC MISSIONS
__________________

DIFFICULTY: 8/10  
REWARD: Your character will never get tired. 

*	Those familiar with Grand Theft Auto III may know how difficult 
the paramedic missions were in that game. Unfortunately, they're just 
as tough in Vice City...

1.	Firstly find an ambulance. There are 2 hospitals in Vice City 
East, one by the southern bridge in the Ocean Beach district, and the 
other is in the Vice Point district, just south of the unnamed food 
shop you knocked off thirdly. Try looking in the Vice Point hospital 
for a parked ambulance, as this is where we will be starting the 
mission. If the front driveway is empty, go down to Ocean Beach and 
look there and bring that ambulance back up to Vice Point.

2.	If you can't find an ambulance at either hospital, drive away 
and come back a few times. Alternatively kill about 3 people and stay 
by the bodies until hopefully an ambulance arrives, which you should 
then steal. 

3.	When you get to the Vice Point hospital, (the mission is 
somewhat easier from this hospital), push R3 to start. Now you cannot 
exit the ambulance for any reason, meaning you must keep it drivable 
during the whole mission. If you destroy the ambulance, run out of 
time, are killed or arrested, the mission is considered a failure and 
you must start again from the very beginning. This also applies if 
you kill anyone you're about to pick up. 

4.	A time limit will appear on the screen, and an injured 
pedestrian will be highlighted on your map with a yellow marker. 
Press START to plan your route to that person. Once you've picked 
them up and returned to the hospital, you'll progress onto level 2, 
where 2 people need rescuing. On level 3 there's 3 people, and so on. 
You must get to, and actually complete level 12. 
 
5.	Be very careful as you stop to collect someone. If the back of 
the ambulance is full up, try and park with the passenger door facing 
the patient, and visa-versa. When they start running towards the 
ambulance don't budge in case you hit the patient. There's nothing 
more frustrating that accidentally squishing the person you need to 
save! If you hit them gently it's possible they're just trapped 
underneath the ambulance, reverse off slowly and they'll probably get 
up again.   

6.	As with all vehicles, the instant a patient's hand touches the 
door handle they're considered to be in the ambulance, no matter how 
fast you speed away. Use this to save precious time. And when you 
drop off people at the hospital, the instant they get out the 
ambulance they're not your responsibility, so run them over if 
they're in the way.   

7.	You can only fit 3 people in the ambulance at one time. 
Therefore when planning your route on the START map, find the 3 
nearest patients and collect them first. Always start with the people 
closest to the hospital and work outwards because time is shortest at 
the beginning. Arrange groups and decide which to concentrate on 
first. 

8.	You don't have to always fill the ambulance right up before 
returning, so use a bit of common sense. By the last patient you 
should be doing okay for time, so feel free to use it up because the 
timer always resets to about a minute at the start of every new 
level. 

9.	Beware of hills. If you see a hill or slope - slow down first. 
Flying over bumps at high speed is practically begging to be rolled 
over. In fact, going very quickly is always to be avoided. The 
primary cause of failure with Paramedic Missions is rolling the 
ambulance over - not running out of time. Drive with that in mind. 
During the later levels more patients = more time, so pay more 
attention to careful driving then.  

10.	Use your sirens by pushing in L3. This stops all oncoming 
traffic, and cars in front of you will swerve out the way. For 
example, if you're coming up on their left, they'll swerve to the 
right. Don't change direction suddenly or the car will get confused 
and swerve back. 

11.	You should be driving so carefully that the police will have no 
reason to chase you. Keep it that way. Slow and steady driving is the 
key to success here! 

*	When you drop off the final passenger, the game will give you 
your reward. It's one of the better prizes available, but you only 
really miss it when you don't have it. But rest assured, because 
you'll never have to do the Paramedic missions again! 

------------------------
VICE CITY EAST: RAMPAGES
________________________

DIFFICULTY: 5/10 

*	You will have already seen the pink skull Rampage icons 
scattered throughout Vice City. Picking up the token activates a 
mission, which always involves destroying a certain number of targets 
within 2 minutes. You will be given a specific gun with infinite ammo 
to achieve this goal, and you must use it. 

*	In Vice City there are many Rampages to complete, but to they 
are usually quick and easy to complete. More so than in GTA3, for 
example.  

*	For every Rampage you about to complete, unless otherwise 
noted, it is best to let the paramedics arrive and revive the people 
you have just killed. This doesn't detract from your score, and is a 
useful method to generate fresh victims.  


NOTE: The gang members involved in Rampages are randomly selected 
every time. 


RAMPAGE 1: OCEAN BEACH 

Preparation: Find a fast and robust car like a police car. 

Location: Drive along the beach, right up by the waters edge. At the 
very southern tip of the beach you should spot the Rampage icon 
sitting on the sands by the sea, not far before the beach ends and 
becomes the rocky lighthouse area. 

1.	Get back quickly into your car and head back to the main road. 
You will spot gang members on the beach and crush them as you pass, 
but do not hang around on the beach as the sand makes it more 
difficult to keep your speed up.

2.	The best place to go is the wide gravel path that leads towards 
the lighthouse. Gang members congregate here in droves. Drive from 
end of the gravel area to the other, turning around by the narrow 
wooden bridge, and coming back again. Hit everyone you see. Keep your 
speed up too.  

3.	They will shoot at you but because you're moving up and down 
all the time, the damage will be minimal. Don't be surprised if you 
get a puncture though. Also, don't get caught up chasing after a 
single man. It's more efficient to concentrate on the groups. 

4.	If you keep going from one end of the gravel this gives the 
game time to load new victims. Kill 30 people to succeed. 


NOTE: When this Rampage ends, you may spot another Rampage icon by a 
bush in this gravel area. Ignore it for now, as we will be completing 
that particular Rampage later on. 


RAMPAGE 2: OCEAN BEACH 

Preparation: Body armour. 

Location: This particular icon was discussed as you looked for Hidden 
Package #6. It's beside the Ocean View Medical Foundation. Drive up 
the steps and use your car as a stool to climb and grab the icon. 

1.	First of all go and stand on the very edge of the raised wall, 
looking down into the street. Push L3 to crouch and then aim at the 
gang members you can see down on the street.
 
2.	The gun is fully automatic, so simply hold down fire and scan 
slowly across the group. Do it slowly because occasionally it takes a 
couple of hits to kill someone.     

3.	When you've killed about 10 of the 25-gang members, drop down 
onto the pavement and finish the job. The wounded will run over to 
attack you, but just pick them off before they get in your face. This 
way you can get plenty of kills quickly. 

4.	You should have more than enough health to survive the counter 
attacks, so just relax and take pleasure in your job.


RAMPAGE 3: OCEAN BEACH 

Preparation: Full health. 

Location: Go to the alley, which you used to get a long run up in the 
'PCJ Playground' bonus mission, and also for Unique Jump's 13 and 14. 
Stand at the southern end of that alley. Just to its left is a hedge. 
Go through the first gap in that hedge and walk north, in-between the 
2 green houses. Stop by the palm tree and look east. You should be 
able to spot the icon behind another palm tree. 

1.	As soon as you have the icon, run back out onto the street. You 
can stay here to complete the task. Run up to the nearest group of 
gang members and start hitting CIRCLE. Unless you're lucky enough to 
decapitate the victim, they will need multiple slashes to die. 

2.	Ignore whatever abuse you receive in return and keep waving the 
sword about repeatedly. You can cut people up on the ground, and 
you'll need to. Unlike with guns, its best to stay on one spot if 
people are smothering you. Just keep chopping until there's nobody 
left. 

3.	Run up and down the road and make sure people are truly dead 
before you move on. If the police turn up then just ignore them too. 
You only need to slay 10 people to pass. 


RAMPAGE 4: OCEAN BEACH 

Preparation: Full health.  

Location: From the southern end of the alley mentioned above, turn 
left and go left again at the end of the road. Go north up this road 
a little way and you should spot a pink wall on the west side with 2 
grey gates. The gates have 'To Let' signs on them. Go through the 
open gate and look south.    

1.	When you have the icon run out onto the street. The road 
directly in front of you now is a good place to hang about. Run along 
it and look for groups of gang members to kill. If you can't see 
anyone, turn around and come back. 

2.	It only takes one slash of the chainsaw to kill somebody. Stand 
in the middle of a group and press attack. You should get more than 
one in a single slash. Don't waste time cutting people up on the 
ground, as they're already dead. This is a very easy Rampage. You 
should have no problem. 


RAMPAGE 5: OCEAN BEACH 

Preparation: N/A 

Location: Go back to the roof of the multi-storey car park where you 
activated the 'Cone Crazy' bonus mission and performed Unique Jump 
#12. Walk up on the concrete ramp in the southwest corner and look 
down. You should see the icon in the corner of a rooftop down below. 

1.	Grab the icon and drop down onto the western street. Stand on 
the pavement and aim up and down the road with the PSG-1. Forget 
accuracy as you have unlimited ammunition. Simply point the red dot 
at a group of gang members and keep tapping CIRCLE until they're all 
dead. Act as if you have a machine gun. 

2.	Without moving just scan up and down the road slowly looking 
for more victims. It's unlikely that anyone will try to fight back. 
If they do, just shoot them. You should have no trouble killing 25 
people. 


RAMPAGE 6: OCEAN BEACH 

Preparation: Full health, body armour.  

Location: On top of the car park with the corkscrew entry ramp, which 
you jumped from to complete Unique Jump #15. Look on the western 
side, by a slope. 

1.	When you've got the icon, quickly take a running jump over the 
glass fence and fall down into the shopping precinct. You won't lose 
much health. 

2.	Run around the on this ground floor looking for packs of gang 
members. It is best to stand quite closely to the target before 
firing, as the shotgun is weak over long distances. Just ignore 
whatever they do to you, as the body armour can absorb the damage 
whilst you finish off the separate groups. 

3.	Always lock on before shooting and remember you can press L1 to 
cycle through targets. You can kill people on the ground, if they 
survived the first shot. If the game locks onto a fallen enemy, you 
know that person is still alive.

4.	When the ground floor looks clear, try holding R1 and locking 
onto an enemy. If you can't, then it really must be clear. Go 
upstairs on the escalator. 

5.	Hopefully they'll be plenty of people to kill up here too. Just 
do what you did downstairs, and when it's cleared of victims, jump 
back down and see if anybody has reappeared down there. There is no 
need to leave the shopping precinct, but finding enough people to 
shoot will be awkward. 


RAMPAGE 7: WASHINGTON BEACH 

Preparation: Full health, body armour.  

Location: This Rampage is on the front eastern steps of the low pink 
house where Hidden Package #16 was. 

1.	Grab the icon and run out onto the street by the hardware 
store. Plenty of gang members congregate here. Don't by shy. Keep a 
short distance and get firing. Check your kill count to see when the 
person is dead, as they often don't need as many bullets as you 
think. 

2.	Keep moving and firing at any gang member you can see. Your 
lock on will help you here. With body armour you're too tough to 
kill, so simply keep it up. There's a chance the police may turn up. 
If so, make sure you kill them first. Hopefully you'll succeed and 
the Wanted Level will be erased.       


RAMPAGE 8: WASHINGTON BEACH 

Preparation: Full health.  

Location: Go to the where the motorbike is that you sit on to 
activate the 'PCJ Playground' mission. Go around the large building 
beside it, to the southeast corner, on the side facing the sea. The 
Rampage icon is hiding by a bush here. 

1.	Get the icon and move back out onto the road, killing any 
groups of gang members you see along the way. The Spas-12 you have is 
amazing and will slay whole groups of people in seconds. 

2.	All you need to do is move along the road, heading roughly west 
towards the bridge, killing all the way. Turn around and come back by 
the bridge to kill the regenerated enemies. 30 kills will be easy 
with that gun. 


RAMPAGE 9: WASHINGTON BEACH 

Preparation: N/A. 

Location: Behind the massive hotel, where you found the last icon, is 
a swimming pool area. You can't miss it. It's just little bit north 
of the last icon, behind a fence. There's a gap in the fence on the 
west, up by the hotel wall. Once in there go up to the very top 
diving board where this Rampage awaits. 

1.	This Rampage is stupidly easy. Stay up where you found the icon 
and use the PSG-1 to aim down at the gang members on the ground. If 
you look around in all directions slowly you should find some fresh 
victims that have just appeared. 

2.	You only need to kill 10 people, so take your time. As long as 
they're standing still you won't have a problem. If they start 
fleeing, use the rifle like a machine gun again. But if there's a 
stationary group nearby don't get distracted shooting a solitary 
running man.


RAMPAGE 10: VICE POINT 

Preparation: Any fast and robust car, like a police car. 

Location: Go to the row of small houses by the river where you found 
Hidden Package #21. Then drive north along the road beside them. At 
the end it bends west. Keep following it all the way into a little 
cul-de-sac. The icon is right up by the river here. 

1.	Get back into your car once you have the icon. If you haven't 
done a drive-by shooting before then it's just like delivering 
pizzas. Hold down L2 or R2 to look in the appropriate direction and 
hold down fire. 

2.	Drive around the loop here. When you see a group of gang 
members slow down until you're just rolling and fire out the side 
window at them. Don't drive too close to them, or you might scare 
them off. Keep this up till you see the whole group go down. 

3.	Should you notice a gang member running towards your car door 
to pull you out, just keep shooting and the idiot will run into the 
bullets. You're pretty well protected from their guns in the car.  

4.	When you can't see anybody else in this loop venture down the 
street a little way, then turn around and come back. You have 30 
people to kill, which isn't too hard provided you kill every 
available person. 


RAMPAGE 11: VICE POINT 

Preparation: Full health. 

Location: Go and park by the shop where you found Hidden Package #28. 
Drive north up to the end of the road and turn left. You should see 
that the road slopes up at the end here. Go and stop at the foot of 
that slope. On your right should be a small gap in the wall, leading 
down to a grassy area and a wooden jetty. At the very western end of 
the jetty is the icon. 

1.	As soon as you have the icon run, or drive, back up to the 
road. Drive around slowly until you can see gang members hanging 
around in groups on the pavement. Simply run into the groups whilst 
holding down CIRCLE. 

2.	This is a very easy Rampage, as the last chainsaw based Rampage 
was too. Ignore any counterattacks from the gang members, and if you 
alert the police ignore them too. Should the police presence get a 
bit too uncomfortable, then hop into a car and drive to somewhere 
quieter. Kill 20 gang members to win. 


RAMPAGE 12: VICE POINT 

Preparation: Full health.   

Location: Down on the beach, directly behind the yellow and white 
building where you found Hidden Package #36. Note that there is a 
body armour pickup beside the northern wall this building - you may 
as well collect it.           

1.	Get the icon and run (or preferably drive) out onto the road 
that surrounds the North Point Mall. Walk around on foot here till 
groups of gang members appear. The moment you see someone you can 
shoot him with the Python. This gun easily allows you to lock onto 
enemies some distance away.

2.	Keep locking onto individual targets. One shot will kill 
anyyone. You can just hang about on this small stretch of road, only 
moving to make new victims appear. Even if you're being mobbed, stand 
firm and keep firing.


RAMPAGE 13: VICE POINT 

Preparation: Full health. 

Location: Go to the only east entrance to the North Point Mall. The 
Rampage is slightly south of the doors. 

1.	Grab the token and run a little way south, keeping behind the 
wall that surrounds the mall. From here you shoot over the wall at 
gang members in the street in relative safety. The wall will confuse 
them, and the police. 

2.	Stand on one spot and aim up the road. Slay one group by simply 
moving from left to right whilst holding CIRCLE, then turn around and 
look down the road. Do the same. If an ambulance arrives, it should 
revive the first group whilst you slaughter the second. You'll 
hopefully find that victims regenerate quickly here. 

3.	You could kill half the gang members from the safety of the 
wall and then go out, killing folk at point blank range if you like. 
But it's best to do this only if you're running low on time. 


RAMPAGE 14: VICE POINT 

Preparation: Full health, body armour. 

Location: You may have seen this Rampage icon when you knocked off 
the 'Vinyl Countdown' shop in the North Point Mall. If you go to the 
second floor, west side, in the mall you should spot a pink icon 
sitting in a bushy flowerbed outside that 'Vinyl Countdown' shop. 

1.	When you have the icon, stay on the second floor and search for 
groups of gang members to kill. Keep relatively close to the 
escalators. When you spot one stand some distance away and fire a 
single rocket in the middle of the pack. 

2.	Continue this up until the second floor seems clear, and then 
go down and go the same. Don't waste time trying to shoot over the 
ledge, as this is almost guaranteed to blow you up too. If you find 
yourself being chased by anyone, then resist the temptation to blow 
him or her up at point blank range. Run away and fire vaguely in 
their direction until it seems safe to continue slaying again.  


RAMPAGE 15 VICE POINT 

Preparation: Full health, any motorbike.   

Location: Go to either of the 2 northern doorways leading into the 
North Point Mall. Look north and should spot 2 buildings across the 
street in front of you. They both look a bit similar, except one is 
blue and one is yellow. If you press START, the yellow building is 
the most northeasterly building on this island. Find a ramp sloping 
up behind the yellow building, and the icon is tucked up right 
against the back wall.  

1.	It is recommended that you use the motorbike here, although it 
is certainly not essential. Go back out onto the road, and if you 
move about gang members will appear as usual. Park a short distance 
from one group, face them, and press fire. They will hopefully all 
drop. 

2.	Don't stop moving for more than a moment, especially if you can 
see someone running towards you. Back off then, turn around, and 
shoot your pursuer if he hasn't already vanished. Try moving slowly 
and shooting, then drive roughly through the middle of the groups. 
Turn around and come back for another assault. Repeat till 30 have 
fallen.  

*	They are all the Rampages that either can be completed at this 
stage in the game, or that are advisable to do so now. Needless to 
say, we will come back to do those left undone. 

------------------------
VICE CITY EAST: PROPERTY
________________________

DIFFICULTY: 1/10 

*	Now is the time for the mystery of the pink icons with green 
houses on them to be explained. By walking into these icons and 
pressing L1, you can buy that building. It will then become a 
hideout, where you can save and store a car in the garage, if one is 
available. 

*	You should have more than enough from your previous successes 
to start buying selected properties on the island. We will buy all 
that we can now. The icons with a red house symbol on them are 
unrelated, and should still be ignored.  


PROPERTY 1: 3321 VICE POINT 

Location: From where you finished the Rampage #15, go east along the 
road. The greenish building on the corner is the building in 
question. 


PROPERTY 2: EL SWANKO CASA 

Location: Go the hospital in Vice Point, where you finished the 
paramedic missions. Directly south of the hospital is a smart 
mansion. The token is right up by the swimming pool.  


PROPERTY 3: LINKS VIEW APARTMENT 

Location: Press START and find the northernmost Pay 'N' Spray on the 
map. The apartment directly south of that Pay 'N' Spray is where you 
need to be. 


PROPERTY 4: 1102 WASHINGTON STREET 

Location: Go to the 'L' symbol on your map. The building you can 
purchase is directly west of the 'L' symbol's location. This token 
was briefly discussed as you collected Hidden Package #11. 


PROPERTY 5: OCEAN HEIGHTS APARTMENT 

Location: Press START and look for the southern Ammu-Nation shop. You 
will see that it is on a 2-lane road. On the road east of it, at the 
very southern end, is the property in question. It is a large 
apartment tower with pink girders. The icon is on the northern side 
of the apartments. 


*	You have now purchased all that you can for the time being. 
Enjoy your new freedom to save the game in different places! 

*	Well done. You have now completed all the side-quests/missions 
that are either currently accessible or should be done now. It is 
time to progress onto the proper missions at long last, and then 
onwards to even bigger and better rewards. 


NOTE: Check your stats. You should have completed 20% of the game. 
Passed 15 Rampages. Found 34 Hidden Packages. Completed 16 Unique 
Jumps. Dropped off 100+ passengers. Be on paramedic mission level 12. 
Knocked off 8 stores. Delivered 55+ pizzas and own 5 properties. Only 
80% left of the game to go... 


NOTE: If for any reason you have not done what is listed above, now 
is your chance to do it. Finish what must be finished, and only 
continue when you're positive it's all been done. 


*	Save your game. Now go to the 'L' symbol and walk into the pink 
glow. 

------------------------
KEN MISSION 1: THE PARTY 
________________________

DIFFICULTY: 2/10 

1.	After watching the cut-scene, steal any vehicle and drive to 
the small blue T-shirt symbol on your map. Walk into the pink glow 
outside the shop.
 
2.	Afterwards the game will strongly hint that you steal a 
particular motorbike, but it is completely up to you. Just be wary 
that the bike's driver may try to pull you off again if you do 
actually take it. 

3.	A new location will appear on your map. Drive there at your 
leisure. Park in the pink glow and another lengthy cut scene will 
begin. 

4.	When it ends you will have a female colleague who will follow 
you around, and even fight on your side if need be. You must escort 
her to the location on your map. How you get there is up to you, be 
it in any kind of vehicle, or even on foot. 

5.	Avoid the normal pitfalls of death and arrest during the short 
journey, and then step into the pink glow at your final destination 
to complete the mission.  


NOTE: If you fail a mission due to death or arrest, a taxi with a 
pink arrow above it may appear when you're back on your feet. Step 
into this taxi for a quick ride back to your employer. This is fine, 
assuming you don't want to collect any guns or equipment first.  

NOTE: 2 sets of clothes have now been delivered. 1 to your main 
hideout and the other to the clothes shop visited in the last 
mission. By walking into a clothes token you can change your outer 
garments, but more importantly lose a 1 or 2-star Wanted Level. 


-------------------------------
KEN MISSION 2: BACK ALLEY BRAWL 
_______________________________

DIFFICULTY: 3/10  

1.	Collect the Python gun from your main hideout before activating 
the next mission. Once you've gone back to the 'L' symbol, and 
watched the cut scene, a destination will be on your map. Drive there 
in any car and walk into the pink glow. 

2.	Another cut scene will play and when this has ended go to the 
alley, which you can see on your map. Approach from the northern end 
of the alley and go very slowly as you get close. Look ahead for a 
man dressed in white with a pink arrow above his head. 

3.	The moment you can see the man step out of your car, lock onto 
him, and fire. He will die instantly. Now walk up to the body and 
collect the phone he dropped. 

4.	Now another cut scene will play. When it ends you can hang 
about and fight the 3 men, but it's better to simply run away and go 
to the yellow dot on your map, which is where your newfound colleague 
is going. Feel free to overtake him and simply sit in the car. When 
he leaps in, accelerate away quickly. 

5.	Now drive to the 'Ammu-Nation' store, which is clearly marked 
on the map. You cannot destroy this car, so drive cautiously. Pull up 
in the pink glow and a non-interactive tutorial on how to use the 
'Ammu-Nation' shop will begin. Watch it, if you like, and when the 
tutorial ends drive back to the pink dot on the map. That's it. 


NOTE: You have now received a phone. Although you cannot personally 
use this phone, at certain times it will ring. Push L1 to answer the 
call. Most commonly incoming phone calls advance the plot, but 
occasionally they give you offers of new work. It is always best to 
answer the phone whenever it chooses to ring. 

------------------------
KEN MISSION 3: JURY FURY
________________________ 

DIFFICULTY: 3/10 

1.	Make sure you have your Python first. Then see Ken and receive 
your orders. As you leave a short cut scene will start. When it ends 
ignore the fallen hammer and climb into a car. Drive to the southern 
yellow dot on your map. 

2.	When you arrive you will see a parked car and a man speaking to 
a woman. Ignore the couple completely but stand quite close to the 
car, so you can't miss it, and begin shooting, roughly about 5 times. 
The man will run towards his car and get in. 

3.	Assuming you have shot the car about 5 times the man will jump 
out of the vehicle immediately. Just let him go. 

4.	Now go to the northern yellow dot. When you find the parked 
car, make sure your bullets are hitting it every time, and shoot it 
repeatedly until a cut scene begins. When it ends, you have passed 
the mission. 


NOTE: You will receive 2 phone calls when this mission has ended. If 
you haven't, try walking around on foot for a minute. The second 
phone call is an offer of work and will appear on your map as a phone 
symbol. Just ignore it for now. 

-------------------
KEN MISSION 4: RIOT 
___________________

DIFFICULTY: 5/10  

1.	You will need your Python and body armour for this mission. 
After being briefed by Ken, ignore the suggestion to go and change 
your clothes, and instead go directly to the spot marked on your map 
with a purple square. 

2.	The place is only accessible through a gap in the fence on the 
eastern side. Stand by that gap and shoot any 4 workers. They will 
start rioting, and if you stand too closely, they will attack you 
too.  

3.	Sprint as quickly as you can through the mob, and beyond the 
newly opened black gate into an area with 3 vans. Only shoot back if 
someone attacks you, or really gets in your face. You should shoot 
the 2 security guards here though. 

4.	The 2 vans to the north are parked beside a red explosive 
barrel. If you face this barrel, your targeting system should lock 
onto it when you aim. If not press L1 till it does. Shoot the barrel, 
and hope that you weren't caught too badly in the explosion. 

5.	Those 2 vans will take care of themselves now you've set them 
on fire, so turn your attention to the third. It is parked too far 
away from the remaining red barrel, so get in and drive those it few 
short yards. There's a high chance somebody will pull you out, but 
just shoot them, and get back in if necessary. 

6.	When you're quite close to the red barrel, get out and shoot 
it. If you can survive this explosion, you'll have passed the 
mission. 


NOTE: The set of clothes, which could be used in this mission, are 
now freely available at the 'Tooled Up' hardware shop in the North 
Point Mall. 

NOTE: You no longer work for Ken. Answer all incoming calls and you 
will shortly end up with 2 new employers, marked with 'C' and 'A' 
symbols on your map. Ignore them both for now, and proceed to the 
phone symbol on your map.  

--------------------------
PHONE MISSION 1: ROAD KILL
__________________________

DIFFICULTY: 4/10  

1.	You will need a fast car and your Python for this mission. When 
you have answered the phone call, leap into your car. Your target 
will appear on the map as a yellow dot. Go and intercept him. 

2.	The 50 deliveries time limit you have been given roughly works 
out to be 2 minutes or so. This should be plenty of time to get 1 
good hit on the moped, which the target is driving. Simply drive into 
him, knock him off the bike, and then quickly park your car on top of 
his sprawled body. 

3.	Make sure the car is covering him totally. This way he cannot 
escape. Now get out and lock onto the man with R1. Try shooting him 
and you should blow up your car in the process. This does the job 
nicely. 


NOTE: Now go to work for the employer marked with a 'C'. 

-----------------------------------
CORTEZ MISSION 1: TREACHEROUS SWINE 
___________________________________

DIFFICULTY: 4/10 

1.	You'll need your Python. Go and get your orders, then proceed 
to the purple square on the map at your own pace. Don't worry about 
the weapon you were just given, you don't need to use it.  When you 
arrive, walk into the pink glow at the entrance to the building. 

2.	After the short cut scene, stop, select your Python, and shoot 
anyone you can lock onto. This will take care of your targets guards 
easily. You may not have the time to shoot the actual target man 
before he runs into the building and outside, but this doesn't 
matter. 

3.	Chase him outside and shoot him in the back as he runs down the 
street. He may need more than 1 hit, even with the Python. The moment 
he's dead you gain a 2-star Wanted Level. Go immediately to the 
grassy area directly north of the building you were just in and 
collect the Police Bribe there. Simply flee the scene and wait for 
the remaining star to vanish. When it does, you pass the mission.  


NOTE: A new outfit has been delivered to the 'Gash' shop in North 
Point Mall. 

-------------------------------
CORTEZ MISSION 2: MALL SHOOTOUT
_______________________________ 

DIFFICULTY: 5/10  

1.	Body armour, a good car, and the Python are recommended. When 
you've been briefed go to the southern, open-air shopping complex 
marked on the map. Park your car on the northern side, just outside 
one of the entrances to the complex. 

2.	Walk up one of the escalators and approach the marked man. 
After the cut scene you will have to avoid the SWAT team that has 
suddenly arrived. Hurry down the escalators, only shooting people who 
are blocking your path - otherwise simply ignore them. 

3.	Get into your car. By now the target will be fleeing the scene 
on a motorbike. Simply ram into him at high speed. If he lands close 
to his bike, park on top of him, and kill him like you did with the 
pizza delivery boy. If not, get out and shoot him promptly. Retrieve 
the possession he drops.  

4.	Now go back to the Marina, as marked on the map. Depending how 
far away it is you might want to change your clothes, or visit a Pay 
'N' Spray. Walk into the pink glow when you arrive to finish the 
mission. 


NOTE: After this mission has ended, you will receive another call, 
which will end with a phone symbol popping up on the map. Simply 
ignore it. 

---------------------------------
CORTEZ MISSION 3: GUARDIAN ANGELS
_________________________________ 

DIFFICULTY:

1.	You'll need your Python and at least 20 bullets. Armour is not 
essential, but could help. Get briefed and then go to the multi-
storey car park where you completed the 'Cone Crazy' bonus mission. 
On the second floor you will spot a gun marked on your map. Collect 
it and a colleague will arrive. 

2.	When you've finished speaking to him get into any car you want, 
not necessarily the white one. You can change cars as many times as 
you'd like, provided you take your friend with you. Drive to the spot 
on the map. 

3.	Get out, watch the cut scene, and then go and stand in the pink 
glow atop the stairs to continue. When you've done that a car will 
arrive and the two groups will start talking. Walk down and go and 
stand in the alley. 

4.	Soon a carload of enemy gang members will arrive from the 
south. Their cars are marked on the map with yellow dots. Simply 
point and shoot with the Python. Occasionally one of the enemy gang 
members will run up the stairs where your colleague is standing. You 
don't need to go up there, just lock on and shoot. After about 3 
carloads, and one van, you should have seen them off. 

5.	Now a quick cut scene will force you to chase after a dirt 
bike. Although the game provides another bike to use, I recommend 
taking any of the nearby cars and giving chase that way. Use the 
usual method for stopping and killing someone on a bike. Retrieve the 
possession afterwards. 

6.	Return to the scene of the shootout and enter the pink glow on 
foot. Mission accomplished. 


NOTE: If you walk around on foot shortly after completing this 
mission you shall receive a phone call, which ends with a new 
employer being marked on your map with a 'D' symbol. As you will see, 
the 'D' symbol is on the previously inaccessible Starfish Island. Go 
there now.           

-------------------------
DIAZ MISSION 1: THE CHASE
_________________________ 

DIFFICULTY: 5/10  


1.	Take any car with you and visit Diaz. Afterwards drive to the 
spot on your map, and park in the pink glow. The game will instruct 
you to look through a window, so walk up the steps into the next pink 
glow. After the brief cutscene, you will have a new target to follow. 
Follow this man up onto the roof of the building. You may remember 
coming up here to collect Hidden Package #30. 

2.	Simply ignore any bullets fired at you for the time being, as 
they will not hit you. Hold down X and sprint along the roof. Try to 
go across the short wooden planks between rooftops, but if you sprint 
you should make the gap anyway. 

3.	The target will presently shoot 2 red barrels. Drop off the 
roof here onto the western street, and run north down to the end of 
the building. Here you will see a cut scene of your target hopping 
into another vehicle and escaping. 

4.	Jump onto the conveniently parked moped and simply follow him. 
The most important thing to do is keep your distance, as the target 
vehicle will be firing back at you constantly. If he's actually 
hitting you, then you're following him too closely. Just go nice and 
slowly, keeping him in sight always, and avoiding any potential 
crashes. 

5.	You may sustain a puncture or 2 from the gunfire, but as you're 
going so slowly it really doesn't matter. The target vehicle will 
head north, go around the North Point Mall, and work his way across 
the nearby bridge to Prawn Island. When he stops beside a house on 
Prawn Island, approach the parked vehicle to complete the mission. 

------------------------------
DIAZ MISSION 2: PHNOM PHEN '86  
______________________________

DIFFICULTY: 6/10  

1.	You will need body armour, and the Python. See Diaz, and after 
a handful of short cut scenes you will end up as gunner in a 
helicopter. All you need to do now is practise aiming and shooting 
whilst in a moving vehicle. Within a minute you'll reach your 
destination. 

2.	The helicopter will automatically fly around 2 houses and hover 
over certain spots, which is your cue to shoot anything that moves. 
Because you have infinite ammo hold down fire constantly. Rather than 
aim directly at a specific person, move the crosshair from left to 
right over the target slowly. Concentrate on one target at a time, 
starting with red barrels and vehicles if visible. 

3.	The helicopter will only move when you have killed absolutely 
everyone in the area. Its health does decrease quickly, but you only 
need to stay afloat through 4 separate combat zones. Afterwards the 
helicopter will land outside the yellow house, and your object will 
be to get onto the roof. 

4.	You will hear gunfire as you approach the southern doorway. 
Stand beside the doorway and select your Python. Now quickly stand in 
the doorway, lock on, and blast 1 guard. Take cover on the other side 
of the doorway, and repeat once more. That should take care of all 
the ground floor enemies. 

5.	Now go in through the doorway a little bit and lock on to all 
the guards standing on the steps. Don't stop shooting until your 
character doesn't respond when you try to lock on, meaning everyone 
visible is dead. 

6.	You may still hear someone shooting. Go up to the top of the 
stairs onto the east side of the landing and try to lock on again. 
When he is dead, the house should theoretically be safe now. 

7.	On the west side of the landing is a hole in the wall leading 
to a staircase. Stand at the foot of the stairs and quickly lock on. 
If anyone escaped, this is where he or she'll be. When it looks 
clear, go up onto the roof and collect the briefcase. 


NOTE: When you finish this mission you receive a phone call, marked 
out by the 'C' symbol. 


*	You have now unlocked the whole of Vice City. All bridges that 
were once closed are now open, and almost all the Hidden Packages, 
Rampages, etc, that were once out of reach can now be accessed. Have 
fun exploring first if you like, and then get ready to finish what 
you've started... 

-------------------------------------------
VICE CITY EAST: HIDDEN PACKAGES (CONTINUED) 
___________________________________________ 

*	Now it's time to get all those Hidden Packages you previously 
had to leave over in Vice City East. You may need to consult the 
Hidden Packages map again.  

*	For the vast majority of those Hidden Packages, you'll need a 
helicopter. Presently a helicopter can only be found in 2 places, 
both in Vice City West. The chopper may not appear at one of the 
locations, in which case you'll need to try the other. If it cannot 
be found at either, drive over to Vice City East and come back again. 
This will eventually force the game to load a helicopter for you. 

*	Helicopter Location 1: Come over into Vice City West from the 
bridge leading out of Starfish Island, where you worked for Diaz. 
Turn north at the end of the bridge, and follow the main road north, 
underneath another bridge, and all the way up until it splits. Follow 
the stretch of road that bends east. Now take the first turning on 
your left. On the corner here should be a massive skyscraper with big 
blue windows. Directly west of that skyscraper is an alley going 
between it and the next building. Go up there and look for a 
staircase on your left. Go up it onto that buildings rooftop, where a 
helicopter could be.  

*	Helicopter Location 2: From the last possible helicopter 
location, go back down and onto the road you going north. If you 
continue up here you will shortly spot the northernmost bridge, which 
leads out of Prawn Island, crossing overhead. On the west side of the 
road, just before that bridge, are steps leading up to it. Drive up 
them, and directly in front of you should be a pale grey skyscraper 
with a big 'Eight Ten VCN' sign on it. Just east of the sign is a 
doorway leading inside. Go through it onto the roof, and go up the 
ramp here to the helipad.    

*	Flying a helicopter takes a lot of practise. Use X to gain 
altitude, and release it or press SQUARE to sink down. Use L2 and R2 
to turn left and right. Use the stick for fine movements only. To 
make the chopper go forward, you need to point the nose down. The 
more you point it down, the faster you'll go. Because you'll be 
pointing down though, hold X to stay airborne. When you feel 
comfortable with the helicopter, proceed.    


NOTE: If you see it leaking black smoke whilst collecting the 
proceeding Packages then, it's best to fly back to Vice City West and 
get a new one before it becomes too damaged and catches alight.  


1.	The first Hidden Package is in the sea, on a wooden platform. 
If look at your map as you approach this region you'll see 3 wooden 
platforms. The one without a roof, and with a Rampage icon on it, is 
the one you need. Carefully land a helicopter on this platform. The 
Package is tucked up in the northeast corner. Ignore the Rampage icon 
for now. 

2.	The Hidden Packages map is not quite accurate here. The Package 
is actually on a large rock outcropping in the sea, just slightly 
east of the 3 wooden platforms. You can spot the Package if you 
approach from the north, on a rocky slope. It is possible to park the 
helicopter on here, without it sliding, but if you have great 
difficulty doing that, park on the Marina by the 'C' symbol and take 
a boat from the (now open) northern jetty. 

8.	This Package is directly south of the rooftop you leaped onto 
whilst completing Unique Jump #15. Hover over that rooftop and look 
for the 3 south facing air-conditioning ramps. The Package is on the 
rooftop directly south of them, on the edge facing the road.

10. 	Fly and hover outside your main hideout. Face north and fly up 
this wide road. Take the third left-hand turnoff you come to. There 
are 2 buildings on the south side of this short road. The Package is 
on the lower of the 2 rooftops, in the southwest corner.

13.	From the rooftop where you got the last package, stop and look 
north. You should see a short white tower with light blue windows a 
short distance away. Land a helicopter on its roof to find the 
Package. 

15.	Go and land outside the entrance to the police station, which 
is directly north on the tower you were just on. Make sure you have 
good health and your new body armour. Enter the police station and 
walk down the corridor in front of you. The instant you do this you 
will gain 2 wanted stars and come under heavy fire. At the end of the 
corridor, go up the stairs to your right. You will come out into a 
room full of desks. The westernmost glass-fronted office (in front of 
you as you come up the stairs) contains the package. Enter it, grab 
the package, and lose the Wanted Level however you see fit. 


NOTE: You have now unlocked a new weapon at your main hideout. 


19.	This Package is at the precise location where you completed the 
'Riot' mission.  Although it was accessible as soon as you finished 
that mission, it made sense to collect it with all the others. Find 
the pale blue 'Spand Express' building, which the vans in that 
mission were parked in front of, and walk around it down a narrow 
alley. The Package is down here. 

22.	This Package is on the blue and white building directly 
southeast of the Malibu Club. Land in the swimming pool on the roof, 
and investigate the southwest corner of the rooftop. 

24.	This Package is on roof of the building directly north of the 
Malibu Club. You came up here briefly during an earlier mission. The 
package is in the southeast corner of the roof. 


NOTE: Be careful as you get the next 2 packages, for if you become 
permanently separated from your helicopter, you will be stuck, and 
the only way out will be to die or reload a saved game. I recommend 
you save your game now, just in case.  


42.	This Package is in a film studio, surrounded by a yellow wall. 
As the gates are locked, the best way to get in there is with a 
helicopter. At this spot on the Hidden Packages map, you will see a 
blue building with 2 ramps on its roof. Park on the roof and get the 
package. 

43.	Make sure you fly down if you want to get out again by 
helicopter, and walk inside the most north-easterly hanger shaped 
building. The package is in a corner, by the entrance. If you prefer 
to leave on foot, use the set of steps leading out of the film studio 
in the southeast corner.   

   
*	You should be up to date with all your Packages now. The last 
Package should have brought your grand total up to 45. From now on 
your grand total of Packages should match up with the actual number 
of the Package.  

-----------------------------------
2B: VICE CITY WEST: HIDDEN PACKAGES
___________________________________ 

DIFFICULTY: 4/10 

*	Not all these Packages are on the huge western island in Vice 
City, some are on the smaller islands in-between, but all are 
available now. 


46.	At the site of #46 is a bridge leading across onto the golf 
course island. The package is directly underneath that small road 
bridge, and is only accessible from the golf course's side of the 
river. Because the golf course is locked up at the moment, you need a 
helicopter or boat to get inside.  

47.	On the northern side of the course is a driving range. On the 
very end 'stall' is the package. 

48.	This Package is in one of 2 sand bunkers, just east of where 
the very curvy road ends here. 

49.	It's on an island, in the middle of a small lake here. 

50.	This Package is on the wooden footbridge, leading to the 
southern island of the golf course. 


NOTE: A new weapon has been delivered to your main hideout. 


51.	Go into the grounds of Diaz's mansion. You'll see that on the 
very eastern side of the gardens are 2 swimming pools. Just east of 
them is a small set of stone steps leading down towards the 
waterfront. Look just south of these steps, for the Package is tucked 
up next to them.   

52.	Stay in the grounds of the Diaz mansion. On the very western 
side of the gardens is a maze, followed by another 2 swimming pools. 
Barely visible, just between the mansion estate and the western 
neighbours hedge, is an alley. You can drop down into it from beside 
the 2 pools. Go to the waterfront in this alley to locate the 
Package.  

53.	By the house at this spot on the map is a swimming pool shaped 
like the Rockstar logo. South of the pool are some steps leading up 
to a raised area with some wooden tables and red and white umbrellas 
sitting outside. The package is beside the wall up here. 

54.	Directly east of the house with Rockstar logo swimming pool is 
another house, then a road, and then another house. This Package is 
in the circular Jacuzzi section of that house's swimming pool.   

55.	Slightly northeast of that swimming pool is a small pale grey 
house with a blue roof. There is an open garage beside the house. The 
Package is on the front doorstep of the home.

56.	There's a grassy verge running down here between a long white 
building with dark grey windows and the waters edge. If you keep 
pressed up against the building and go south, you should find the 
Package in a little dip in the wall. It's not too far north of the 
bridge to Prawn Island. 

57.	Here you should see a massive white skyscraper with light blue 
windows. It has 4 legs, and underneath it is a curvy silver statue. 
You can sprint and jump to get up onto the statues base, where the 
Package is hiding. 

58.	Where #58 is marked on the map, you should see the 'Mars Cafe' 
on the southern side of the road. Just west of the cafe is an alley 
blocked off by 2 wooden signs. Smash through the signs and into the 
alley. In the alley is a Police Bribe and a property icon. Ignore 
them both, but turn left at the Police Bribe. In front of you will be 
a bit of grass. Follow the grass through a gap in the building to 
your left and all the way back where you will spot the Package in a 
recess at the end of the alley. 


NOTE: No matter how tempting it may seem, do not use that property 
icon yet. It will have a small negative effect later on. 


59.	Travel down the dark grey road going right around the large 
stadium, where all the parking spaces are. If you stay glued to the 
Stadium wall, you should bump into the Package tucked up in a corner. 
It's slightly more southerly than it seems to be on the map. 

60.	#60 is on the grounds of the 'Schuman Health Care Centre'. It's 
on the same road as an 'Ammu-Nation shop', on the corner. Find the 
stone sign stating its name. Just to the east of that sign is a 
driveway. There may be an ambulance parked there. If you go down 
there you should see a ramp leading up, and another leading down. Go 
down and look in one of the corners to find the Package. 


NOTE: A new weapon has been delivered to your main hideout. 


61.	Scroll up and read the second helicopter location, for that is 
exactly where the Package is. Go up onto the helipad, regardless of 
whether or not a chopper is actually there, and stand on the very 
edge of the pad, just slightly south of the ramp that you walked up 
here on. Now look down at your feet with the right analogue stick. 
The Package should be staring up at you. Drop down carefully and get 
it. 

62.	Now read the first helicopter location. Go up onto the helipad 
and stand on the eastern edge, facing the huge skyscraper to the 
east. If you just stand there you should notice an office area with 
people milling about actually inside the skyscraper. The Package is 
in there, behind some desks. To get up there, use the stairs on the 
northeast corner on the skyscraper. 

63.	This Package is behind and to the west of the massive 'Moist 
Palms Hotel'. Drive through the tunnel underneath the hotel, straight 
across the car park, and onto the grass. Stop here. Now turn south 
and go along the grass until you can see a concrete ramp structure in 
front of you. The Package is just behind that ramp, in the very 
corner. 

64.	Where this Package is marked on the map is precisely where it 
is. Either fly to get here, or use one of the many alleys in this 
region to get behind the buildings. Once on the cobbled stone 
waterfront, look in the very corner facing the Stadium. 

65.	This Package is a junkyard kind of area named 'Phil's Place'. 
It's fenced off, and only accessible by car from the nearest road, to 
the east. As soon as you enter through the gate, look north. The drab 
reddish barn in the northeast corner houses the Package. 

66.	Drive out of 'Phil's Place' back towards the eastern road. In 
front of you, on the corner, is a low red and yellow supermarket. 
Directly south of the building is an alley. Go down the alley and 
look right as it starts to widen out. There is a set of steps leading 
down to a closed door. The Package is down there.   

67.	Grab a helicopter and fly roughly to the spot marked on the 
map. The Package is in a dropped area on top of a low rooftop. On the 
roof directly south of it, just across the road, is large black 
billboard advertising the 'Jack Hammer Hall'. 

68.	Go back to 'Phil's Place' and drive out onto the eastern road 
again. This time, follow the road south until you see the bright 
yellow 'Kaufman Cab's' building. Directly east of that building is a 
tatty white house. If you investigate the staircase on the northern 
side of that house, you will see a Package on the top step. 

69.	Just north of where this Package is marked on your map is a 
pizza restaurant. And south of that restaurant is a very shabby 
looking building called 'Funeraria Romero'. South of the funeral 
parlour is a very narrow alley leading back to a tiny graveyard, and 
the Package. 

70.	If you stand on the road closest to where this Package is 
marked on the map, facing south, and look at the map in the bottom 
left of your screen, you should notice a twisty alley marked with 
dark grey lines on your map. Enter this alley and go as far east as 
you can in it. There you can go up steps onto the roof of a white 
building, and find the Package. 


NOTE: Yet another reward has been delivered to your main hideout. 


71.	Where this Package is marked on your map, you should be able to 
spot a large billboard of a beach at sunset, advertising 'Little 
Haiti - Life's a Bitch'. A fence on the corner surrounds it. On the 
northern side you can squeeze past the fence. Inspect the bushes, in 
front of the billboard leg supports, to find the Package. 

72.	Inside the 'Laundromat' shop on the corner here. You'll have to 
walk through a change of clothes icon to retrieve the package, which 
is towards the back of the shop. 

73.	   As you come out of the 'Laundromat' there are 2 pink and 
white houses straight in front of you. The pale green house directly 
east of them has a ramp leading up to its front door. Go up that 
ramp. 

74.	If you turn right as you come out of the 'Laundromat' and go 
south down the road here you should see a wide alley at the spot 
where it bends east around a corner. Go down this alley and lookout 
for a gap in the wall on your left, beside a pile of cardboard boxes. 
Go through the gap and look in the southwest corner. 

75.	Drive south out of the end of the aforementioned alley and turn 
east when you get onto the road. Drive along here slowly and lookout 
for a yellow 'Kaufman Cabs' billboard high up on the south side of 
the road. You'll see a wall by the foot of the billboard and to the 
east of that wall is a gap leading beyond it. Turn right as you go 
through that gap, smashing the cardboard boxes, and spot another gap 
in a wall, leading to some stairs. Go up the stairs onto the roof of 
a building, and then make your way up and over to the yellow 
billboard. At the site of a Sniper Rifle pickup, you can jump over 
the low wall and land on a narrow walkway in front of the billboard. 
The Package is on there. 

76.	   On the corner of the road here is a yellow and orange donut 
shop. It has a very distinct 'Exploder' billboard on its roof. Go 
inside the shop and check behind the counter. 

77.	   The white building on the corner here has a staircase 
leading up to its roof on the eastern side. Go up there, ignore the 
Rampage icon, and grab the Package. 

78.	Drive down the road here and keep a lookout for a 'Sunshine 
Auto's' building. It's the only building at this spot on the map, so 
you can't miss it. It has several flags out front. Go inside and up 
the second level. The Package is the southwest corner up there. 

79.	Find a helicopter if you haven't got one already. Directly east 
of 'Sunshine Auto's' are 4 big white chemical vats behind a fence. 
The Package is the centre of those vats. Simply land beside them and 
look in the middle. If you approach from the north you can't miss it. 

80.	West of the vats is a car park with 3 large truck trailers 
parked in it. At the south end of the car park, between a yellow and 
blue trailer, is the Package.    


NOTE: Your latest reward is the Sea Sparrow helicopter. This 
helicopter is almost always available in the ground of the Diaz 
mansion, directly behind (south) of the mansion itself. It may not be 
there now, but if you walk out on the street and come back on foot, 
it will eventually appear. 

The Sea Sparrow has 4 perks. 1) It's nearly always available. 2) It 
has a radio. 3) It can float on water. 4) It has a rapid-fire cannon. 
To use the gun, hold R1. The bullets will roughly lock onto any 
vehicle you partially aim at. You should take this helicopter with 
you now. 


81.	As you come over the most southern bridge into Vice City West, 
turn south and go down the main road here. On the west side of the 
road you should shortly see a row of small cream and green coloured 
apartments. Each apartment has a grassy courtyard, followed by a 
driveway between it and its neighbour. In the 5th most southerly 
concrete driveway there's a Package. 

82.	Board the big blue cargo ship from the northern gangway and 
find a gap leading across the deck to the eastern side rail. Follow 
the white rail south, and eventually you should spot the Package 
hiding in a corner beside red, yellow, and blue cargo crates. 

83.	At this spot on the map is a spacious car park; containing 
several blue and yellow truck trailers in front a long blue airport-
style building. If you look in the southeast corner of the car park, 
behind a palm tree on a grassy mound you should see the Package. 

84.	Take a helicopter and land upon the blue cargo ship in the 
southwest corner of the docks. If you land on the east side of the 
dirty white crew tower, you can find the Package tucked up by a door. 
You'll need your helicopter to get off this ship alive.  

85.	On the east side of the road here is a large hanger shaped 
building. You can get inside the building through a doorway on its 
north side. Turn left as you enter the boat hanger and look left. You 
should see a room constructed from wooden walls. Go beyond the walls 
and find the Package in the corner. 

86.	East of the aforementioned hanger is a large open area. If you 
go to the northwest corner of this area, up by the blue and white 
building, you can find the Package. 

87.	You should already have a helicopter by now. You'll certainly 
need it. On the building directly west of the hanger from Hidden 
Package #85 is another large building. Land on its roof, and on the 
southern side, by what looks vaguely like a control tower, is the 
Package. 

88.	Directly west of that building is a helipad with a large yellow 
'H' painted on it. The Package is the centre of that helipad. 

89.	It's on the edge of blue hanger's roof, the one directly north, 
and just slightly to the east, of that helipad. It has 3 yellow and 
grey ramps standing beside it.  

90.	  Just to the west of that blue hanger, across the runway, is a 
white passenger-loading arm. At the southern end of that arm it is 
attached to a concrete structure. Land on top of that structure, 
which is exactly where the Package is. 


NOTE: You have now unlocked the Rhino tank. The tank is available 
from the air base somewhat north of the airport region you are 
currently in. The base is heavily guarded, but the tank is visible 
from the main entrance gate. Take a vehicle and bust through the 
gate, park close to the tank and leap in. The moment you get inside, 
you are protected from bullets, but can still be pulled out. Get out 
onto the road and the tank is yours. Park it in one of your garages 
if you like. 

NOTE: Use the right analogue stick to move the turret on the tank. 
Press CIRCLE to fire. You can aim the turret behind you and fire for 
a makeshift turbo boost. 


91.	Go and park your helicopter on the concrete structure at the 
southern end of the next, more westerly, passenger-boarding arm. Get 
out and walk up towards the plane that's just down on your west. Go 
carefully along as you approach the plane, and make sure you jump 
onto the plane and don't simply walk, or else you'll fall down a gap 
and be permanently separated from your helicopter. The Package is at 
the western end of the plane. Go back to the helicopter as carefully 
as you came. If you do fall off, the quickest thing to do is to go 
back and get the Sea Sparrow again. You might want to do Package #92 
first though... 
 
92.	    Look underneath, by the back wheels, of the plane you were 
just standing on to get this package. 

93.	 West of that plane are 4 hangers. Only 1 of the 4 has an 
identical large passenger airliner in it. Check by its back wheels.  

94.	This one is on the west, sea-facing side, of the building to 
the north of the 4 hangers mentioned above. 


NOTE: For convenience sake, I recommend going for Package #96 before 
you go for #95. The following instructions will still be in numerical 
order though. 


95.	Walk inside the big airport terminal mentioned below and go 
around, staying close to the wall, to the northwest corner of the 
ground floor. The Package is facing one of the giant glass windows. 

96.	Fly east from the site of Hidden Package #94 to the enormous 
airport terminal with its sloping concrete roof. In the west dip, or 
valley, on the roof is the Package.  

97.	Go upstairs inside the airport terminal. There are two 
corridors leading down into the passenger-boarding arms. The most 
easterly passage, signposted as '1-8', and opposite a heart pickup, 
contains the Package. Simply walk down to the blocked gate, turn 
around, and look in one of the corners. 

98.	Exit the airport terminal and fly northeast slightly. You 
should see a row of billboards for all different kinds of companies, 
going alongside the road. Follow the billboards north, and on a 
corner behind a 'Take a Vacation in Liberty City' and a yellow 'E.A. 
Escobar Airport' billboard is the Package, on the grass between them. 

99.	Directly east of those 2 billboards is another airport 
terminal. You cannot enter this one. On its north side is a runway 
and 3 parked planes, 2 big - 1 small. Check the back wheels of the 
most westerly big plane. 

100.	Fly north from that plane, towards the air base. Park on the 
street by the main entrance. You might spot your tank sitting 
patiently just inside the base, but don't get too close as the 
military shoot any intruders. The Package is behind the stone 'Vice 
City Air Reserve Fort Baxter Air Base' sign.   


*	Congratulations! You have now collected every single Hidden 
Package in Vice City. Never again need you hunt for a tiny green 
statue. 


NOTE: Your final reward, the Hunter, is now freely available at the 
air base beside where you retrieved the last Hidden Package. Actually 
accessing your Hunter can be difficult, as the soldiers like to shoot 
you on sight. The safest way to get there is to take any helicopter 
and approach the air base from the north. Make sure you have no 
Wanted Stars lit up. Slow down and hover over the spot where the 
Hunter is parked. If you come under fire, back off immediately and go 
away until the soldiers have vanished. Come back again and keep 
testing the waters until it seems safe. Then land beside the Hunter 
and change vehicles.

NOTE: The Hunter is the most powerful vehicle in the game, but a 
little awkward to control. To compensate for that it can take an 
awful lot of punishment, and comes equipped with a rapid-fire cannon 
(press R1) and an infinite amount of unguided missiles (press 
CIRCLE).   

NOTE: Go and save your game, so you won't have to collect those 
Packages again should your game crash... 

------------------------
VICE CITY WEST: PROPERTY 
________________________

DIFFICULTY: 1/10 

*	Although buildings with red house symbols on them are still 
unavailable, there are 2 buildings you should buy in Vice City West 
now, especially as you currently have no place to save the game this 
side of the river. As before, money will be no issue with your 
current prosperity. 


PROPERTY 6: SKUMOLE SHACK  

Location: From the first helicopter location, described in the Hidden 
Packages section above, drive south out of that alley and onto the 
road. Face east and at the end of the road, go right. Keep close to 
the building on the corner here, right up against the wall, and when 
the road starts to bend around a corner you should spot a staircase 
leading up onto the roof of the building. There is a yellow Uzi 
pickup behind the staircase. On the roof, you can't miss the property 
icon. 

PROPERTY 7: HYMAN CONDO 

Location: This property location was mentioned and discussed as you 
collected Hidden Package #58. Simply return to that spot and buy it. 

*	You have now bought all 7 normal properties in the game. 


NOTE: You can get onto the roof of the Hyman Condo and access all 
your weaponry and a change of clothes. There is also a possibility 
that a helicopter will be parked on the pad up there, but don't be 
surprised if it's not. You can make it appear by driving away some 
distance and coming back repeatedly.  


----------------------------------------
VICE CITY WEST DIRT TRACK: TRIAL BY DIRT
________________________________________

DIFFICULTY: 2/10  

1.	If you go to the grassy area at the very north of the Vice City 
West you should find a dirt track carved into the soil. Simply follow 
the concrete wall north that runs along the seafront from where you 
found Hidden Package #56 and you can't miss it. In the southeast 
corner of the dirt track a 4x4 jeep and a dirt bike are parked side 
by side. Stealing either vehicle activates a mission. Start by 
sitting on the bike. 

2.	You now have to perform 2 laps of the dirt track, collecting 
every blue token you see. What makes this mission ridiculously easy 
is that you have no time limit. You can creep around the track taking 
as long as you like, and it doesn't matter. 

3.	Use the handbrake to get around corners, and be patient. If you 
miss a token, simply come back and pick it up. If you fall off the 
bike, then provided you haven't totally destroyed it, get back on it 
within 15 seconds. 

4.	You will be chased by a small group of gang members on dirt 
bikes. But they drive slowly and do little more than nudge you 
gently. Ignore them. It will also start to rain during the lap, but 
this is harmless. 


NOTE: You may complete this race (and the proceeding one) as many 
times as you'd like to earn an increasing amount of money, but you 
only need to complete it once to beat the game 100%. 

-------------------------------------
VICE CITY WEST DIRT TRACK: TEST TRACK 
_____________________________________

DIFFICULTY: 3/10 

1.	Now go and steal the big jeep parked beside the dirt bike. The 
rules are exactly the same as the last mission, except this time 
you're driving the other way around the course. And thankfully, 
there's still no time limit, so take your time. 

2.	You won't have any gang members or weather to contend with this 
time, but you must be wary of flipping onto your roof, because that 
will end the mission. So drive carefully and make sure you noticeably 
slow down when going over bumps, especially the largest 2 lumps at 
the end of the straight, bumpy section. Also look out for the hump 
just before the finish line. 


------------------------------------
VICE CITY WEST: KNOCKING OFF STORE'S
____________________________________

DIFFICULTY: 3/10 

*	Now is the time to complete this side-mission, and knock off 
all the remaining shops. Remember you will need at least one gun and 
you must collect at least some of the money the shopkeeper drops to 
make the raid count. 


SHOP 9 - 'UNNAMED JEWELLRY SHOP' 

Location: Start at your Hyman Condo property and go west out onto the 
road. Drive south down the road here and before it bends east you 
should see a white shop that you can walk inside on the left side of 
the road.  


NOTE: For this shop, and the one that follows it, the easiest way to 
shake the cops is to drive north when you come out of both shops and 
return to the Hyman Condo. There is a handy police bribe outside and 
a change of clothes on the roof.  


SHOP 10 - 'UNNAMED PHARMACY SHOP'

Location: From the jewellery shop mentioned above, continue south 
down the road and follow it as it bends east around a corner. The 
unmarked shop is on the south side of the road, shortly after you've 
turned the bend. 


SHOP 11 - 'RYTON AIDE' 

Location: Press START and look for the most northerly Pay 'N' Spray 
in Vice City West. The shop you need to raid is directly north of 
that Pay 'N' Spray. Naturally, grab a car and drive into the Pay 'N' 
Spray to lose the cops.


SHOP 12 - 'LAUNDROMAT' 

Location: This shop this is the exact location of Hidden Package #72. 
Collect the change of clothes icon, which is actually inside the 
shop, to shake the cops.  


SHOP 13 - 'CAFE ROBINA' 

Location: Drive south down the road outside the 'Laundromat' and 
where the road bends east; go straight on down the alley where you 
retrieved Hidden Package #74. Go to the south end of that alley and 
this will cafe be directly opposite you. 


NOTE: When you've knocked off this shop go back up the alley and into 
the 'Laundromat' for the change of clothes icon. Try to do this after 
robbing the next 2 shops.  


SHOP 14 - 'SCREW THIS'

Location: This shop is marked on your map. All you need to do is 
press START and look for the only hardware store symbol in west Vice 
City. That'll be it.


SHOP 15 - 'UNNAMED DONUT SHOP' 

This orange and yellow shop was where you found Hidden Package #76. 
Simply return there. It's on the eastern end of the street with the 
hardware store, which just raided a moment ago.


*	You should have now knocked off 15/15 shops in Vice City.  


----------------------------------
TOP FUN MISSIONS: RC RAIDER PICKUP 
__________________________________

DIFFICULTY: 5/10  

*	Now it's time to finish the final Top Fun mission in the game. 

1.	The Top Fun van is parked down beside the north entrance of the 
building you actually landed upon to gain Hidden Package #87. If you 
drive towards that building you should see a large blue sign above 
its entrance stating 'Escobar International Airport Freight and Cargo 
Terminal'. The van is parked behind a chainlink fence west of that 
sign.   

2.	When you step into the van you will gain control of a radio-
controlled helicopter, which although uses identical controls to a 
normal helicopter, is much harder to control. You must keep this 
helicopter intact for the whole length of the mission.  

3.	The next checkpoint won't appear until you have collected the 
current one and you have no time limit for the mission so you can go 
as slowly as you need to. 

4.	Be very gentle with the controls, tapping X and SQUARE to 
control your descent. Tap L2 and R2 to turn. It's nearly always 
advisable to come down from above on a blue token where possible. 
That way you can fly up again if it looks like you're about to hit an 
obstacle. 

5.	If you can't see the token, use the map to tell if it's above 
or below you. Where the token is undercover, go very slowly tapping X 
to creep forward. Do not go up again until you're positive there's 
nothing above you. 

6.	The chopper can take only a few bashes before it explodes so be 
patient, and don't commit yourself to going for a token until you're 
perfectly happy with your positioning. 

7.	The final token is not underneath the metal awning, it's 
actually in-between a cargo crate south of the awning. 

 
-------------------------------
VICE CITY WEST STADIUM MISSIONS
_______________________________

*	The huge Stadium in the northwest corner of Vice City West 
plays host to 3 missions. The mission changes every day, and can only 
be accessed by visiting the front entrance between 20:00 and 00:00 
hrs. To see what kind of mission is playing today, either check the 
sign above the door, or the 2 large billboards on the roads directly 
west of the Stadium. 

*	Below are tips and hints for completing all 3 missions. As 
there's no telling what order you'll play them in, simply scroll down 
to read the right section.   

*	You may need to save your game, which advances time 6 hours. 
This way you can also reload if you fail, and you won't have to wait 
another 2 days to retry. Obviously the best place to save is your 
Hyman Condo, a short walk from the Stadium. 

*	When you enter the Stadium through the front doors, (which will 
be open if it's the right time of day), the mission will begin.

*	You can replay these missions as often as you'd like, but only 
do it once for the percentage.  


------------------------------
STADIUM MISSION 1: BLOOD RING 
______________________________

DIFFICULTY: 5/10

1.	You must drive through a series of yellow checkpoints. Each 
checkpoint will give you a time extension, and you must build up 1 
minute of time on the clock to win. 

2.	In the very beginning all the competing cars will plough down 
into the middle for a major crash. Hang back and let them do it, then 
go for the first checkpoint. 

3.	The other cars are not trying to collect checkpoints, but they 
will follow you around and try to make your life difficult. If they 
accidentally drive through a checkpoint, it will be moved.

4.	Your car can take a lot of damage; so don't worry about all the 
bits that fly off. Try to avoid damage by driving around the outside 
of the ring. It is impossible for you to destroy your car by flipping 
over. If the opposition don't turn you back over, the game eventually 
will.  

5.	There's very few tactics to learn, except stay on the outskirts 
of the ring and don't stop moving. Turn around up by the wall, so if 
you're nudged you won't spin. 

6.	If you can avoid the opposition long enough you'll win. But 
eventually they will start exploding, making your life easier if you 
can avoid being caught in the explosion. In that case, you just need 
to keep enough time to stay in the game, and wait until they're all 
dead. 


----------------------------
STADIUM MISSION 2: DIRT RING 
____________________________

DIFFICULTY: 6/10  

1.	This mission is quite easy due to the face that you have no 
time limit in which to complete it. You can spend all day beating it, 
which is useful because it's quite tricky. 

2.	First of all get on the bike and drive forward, leaping through 
the hoop, and continuing in a straight line over the wrecked car. 

3.	Turn around and line up to go across the wall to the east of 
the fire ring. Change the view till the camera is very close to the 
back of Tommy's head, and use his head as a guide to keep you 
straight. You can creep along it for the first token but you'll need 
to go get a run up and use the wall like a ramp to get the second. 

4.	Now go further east to where the heap of car wrecks sit. To get 
on the first wrecked car, stop a short distance from it, and 
accelerate up onto the crushed roof. Go across the plank and grab the 
first token. Now just drop off. To get the second token, go right 
back to the fence and charge at the first wrecked car. You'll fly up 
into the air, and hopefully fly through the second checkpoint. 

5.	Now go east once more to the school buses. Get a reasonable run 
up and fly onto the roof of the first bus, grab the token, and 
continue speeding across the plank. Don't bother trying to stop, as 
it's actually easier to let momentum carry you across the plank. 

6.	When you come down off the second school bus, turn west and go 
along the second narrow wall here. Like before, change the view if 
you haven't already and use Tommy's head to guide you. You can just 
drop off the side when you have the token. 

7.	Further west of the wall is a loop, partially hidden in the 
darkness. Get a good run up and charge at it. Try to stay on the blue 
section and you'll grab the token inside, even if you don't land very 
gracefully. 

8.	Continue west from the loop, going around the grassy mound with 
a pink glow on it, and face south. In front of you should be a ramp 
leading over some more wrecked cars. Back up right to the fence, rev 
your engine and charge at the ramp. This should get you high enough 
to grasp the token. 

9.	When you land another narrow wall should be in front of you. 
Ignore it for a moment, and go for the big loop east of it. You'll 
need quite a generous run up, and if you approach from the west, aim 
for the white area on the loop. 

10.	Directly north of the big loop is another fire hoop with a 
token inside of it. Simply speed over the ramp to get through there.  

11.	Now tackle the narrow wall you ignored. The same advice applies 
here, and you can still drop off as soon as you have the token. 

12.	Directly north of that wall is a single wrecked car in front of 
another school bus. Go slowly up onto the wrecked car and stop on top 
of it. Now aim yourself at the plank carefully and speed up it. You 
can fall off the end of the bus quite slowly and you still get the 
token. 

13.	North of that bus is a small narrow wall. Tackle it as you have 
done before. 

14.	When you come off that wall, look north and you'll see a big 
heap of wrecked cars. You need to get on the roof of the school bus 
here too, but instead of creeping over the cars, simply speed into 
the cars with the plank resting on them. You should fly up and onto 
the roof on the bus. 

15.	Just east of the bus is another heap of cars with a token on 
top. Approach the cars from the south, by the 2 small walls, and you 
can just crawl up onto the top.  

16.	Now go around the dirt track in the middle getting all the 
remaining tokens. They're all quite self-explanatory except one, 
which will require you to pull a wheelie. To pull a wheelie, go very 
slowly, and then accelerate as you hold down on the stick.  


---------------------------
STADIUM MISSION 3: HOT RING 
___________________________

DIFFICULTY: 4/10 

1.	You MUST finish in 1st place in a 12-lap race around an oval 
track. Some of the opposition cars will try to win the race, some 
will still race but play rough, and the rest will simply try to cause 
as much destruction as possible. 

2.	The best advice is to avoid hitting anybody. Concentrate on 
driving, and keep your eyes focused ahead ready to steer out of way 
on any pileups. If you get caught up in a crash, reverse out as 
quickly as you can. You have plenty of laps in which to gain a lead.  

3.	Ease off the accelerator on corners, but don't be afraid to 
brake to avoid crashing. Look in top right of the screen to check how 
much life your car has left in it. When it's down to about a quarter, 
pay a visit to the pink glow pit stop. You must stop in the light to 
receive extra life, the longer you stay, the more you get. 

4.	On your first pit stop visit, let it fill right up to the top, 
but towards the end of the race only fill it half way. The opposition 
cars will start to spread out as the race progresses, making the race 
a bit easier.  


NOTE: You can find 3 'Blood Ring' cars parked on the southern side of 
the steps leading up to the Stadium. These cars are quick and very 
durable. 


----------------------------------------
VICE CITY EAST: UNIQUE JUMPS (CONTINUED)
________________________________________

DIFFICULTY: 3/10 (On average)   

*	Last time we were in Vice City East, 2 Unique Jumps had to be 
ignored, as they were inaccessible. Now that has changed. As before, 
every jump is still easier with a PCJ motorbike.  


NOTE: These 2 jumps form part of a sequence and should be completed 
together. 


UNIQUE JUMP 17 & 18: OCEAN BEACH (Brady Jump no. 34 & 35)

Location: Go back to the Marina, currently marked out by a 'C' 
symbol. Ignore the southern pier with its pink glow and go to the 
northern one. Steal the nearby parked motorbike from the Marina if 
you don't have one already. 

1.	This pier stretches out to the south and you should see a ramp 
at that end. Go back as far as you can, rev your engine and charge at 
it. You should easily make it to the other side. This completes the 
first part, but now... 

2.	Keep accelerating and keep straight. Travel forward in a 
straight line and you will go over another ramp and complete the 
second jump effortlessly. 


NOTE: You will need to use a third ramp to get back onto the mainland 
without committing suicide.
  

*	You have finally finished every Unique Jump on the eastern 
isle, but several more need your attention across the sea. 

-----------------------------
VICE CITY WEST: UNIQUE JUMPS 
____________________________

DIFFICULTY: 4/10 (On average)  


UNIQUE JUMP 19: STARFISH ISLAND (Brady Jump no. 17)   

Location: Go to Diaz's mansion and as you exit the driveway go north 
up the road directly opposite you. Drive around the bend, keeping an 
eye out for a house with a white wall and locked black gate. To the 
west of this house is an alley leading up to the waterfront. Go down 
it, closely following the white wall on your right. Where the white 
wall bends around a corner you can enter into a garden through a gap. 
The ramp is the set of steps on the south side of this house. 

1.	Directly west of the steps is a gap in the hedge, beside the 
garage. Go through there to get a decent run up. You'll need to go 
back to the far hedge. Aim at the steps so you won't need to do any 
steering, and hit accelerate. Clip the second hedge east of the house 
to pass. 


UNIQUE JUMP 20: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 10)    

Location: As you enter the airport region lookout for the huge blue 
'Vice Surf' billboard out on the grass, directly north of the main 
passenger terminal. This billboard was involved in the radio-
controlled helicopter mission, 'RC Raider Pickup'.  

1.	You'll see that the front of the billboard is sloped, just like 
a ramp. If you go north from the base of that ramp you'll see a gate 
leading into the northern airport complex. Go through there, as far 
back as you can go. Aim at the billboard and charge. Keep right as 
you go up the ramp and with such a large run up you should have no 
difficulty getting up onto the roof of the passenger terminal. 


UNIQUE JUMP 21: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 9)  

Location: Go to the passenger terminal, the one where you recovered 3 
Hidden Package. As you exit the building, drive right. Directly east 
of the terminal is a gate in the fence, allowing you through into the 
runway area. Keep close to the fence and follow it east, then south, 
until you bump into a luggage-loading ramp. That's it. 

1.	Here you can have as much of a run up as you want, and you can 
never have enough of a good thing. Go back until you can't even see 
the ramp anymore. Charge at it, and fly over the fence. If you land 
on the roof of the building across the road, you've succeeded. 


UNIQUE JUMP 22: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 12)  

Location: Go back into the same runway area, where you were before, 
and go towards the large airliner that is directly in front of you as 
you pass the gate. On the south side of the plane is a luggage-
loading ramp pointing over the white boarding arm. 

1. Go right back to the fence on the east, staying perfectly in line 
with the ramp. You don't need to fly very far to beat this jump, just 
over the boarding arm. 


UNIQUE JUMP 23: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 11)  

Location: Slightly south of the last ramp are 2 steel mesh ramps at 
the end of the runway pointing southwest. You need to go up the 
steeper of the 2 ramps.  

1.	This is really easy. Go down the runway until you can no longer 
even see the ramp, and speed towards it at full speed. Make it over 
the fence and onto the road to pass. 


UNIQUE JUMP 24: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 13)   

Location: If you go west in almost a straight line from the base of 
the last ramp you should come to another luggage loading ramp by the 
most westerly of the 2 white passenger-boarding arms, (the arm 
leading onto the plane and Hidden Package #91). There is only 1 
luggage ramp on the eastern side this arm, so you can't miss it.  

1.	As with Unique Jump #22, you don't need to travel very far when 
you take off, but make use of all the available run up space and 
simply hit the ramp relatively straight. 


UNIQUE JUMP 25: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 14)  

Location: If you look slightly southeast from the site of the last 
ramp you should another luggage loading ramp. This one is parked 
beside the plane that hid Hidden Packages #91 and #92. This ramp is 
pointing east, back over the arm you jumped a moment ago. 

1. The same advice as before applies here. A long run up and a 
straight angle will easily see you clear the passenger-boarding arm.   


UNIQUE JUMP 26: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 16)  

Location: Travel southwest, straight along the runway that was 
involved in Unique Jump #23. You should see a red radar station on 
the west side of this runway as you go along it. Just slightly west 
of that radar station is another luggage loading ramp.

1.	You'll need a very generous run up for this ramp. Also, to make 
sure you hit it perfectly straight, start at the ramp and drive away 
from it in a straight line. Then when you can scarcely see it 
anymore, go for it. You need to clear the grass on the other side of 
the radar station to make it. 


UNIQUE JUMP 27: ESCOBAR INTERNATIONAL AIRPORT (Brady Jump no. 17)

Location: On the other (eastern) side of the radar station is a small 
yellow sign with a few letters and numbers printed on it. Naturally 
this sign is sloped like a ramp. 

1.	A good run up is as important as ever, but do not hit the ramp 
perfectly straight. You need to clear the lower section of the 
station with the red and white striped roof, and this means launching 
off the top right corner of the ramp.  


UNIQUE JUMP 28: LITTLE HAVANA (Brady Jump no. 8)  

Location: Go back to the 'Laundromat', which was where you retrieved 
Hidden Package #72. Drive east along the road directly outside the 
shop and take the first right, which has a low yellow and blue 
'parking' building on its corner. Just south of that 'parking' 
building is an alley, which you should drive down. Go south down the 
alley when you have the chance and up a ramp onto a rooftop. 

1.	You need to do this step, and step 2 together to complete the 
jump, so read ahead before doing anything else. At the southern end 
of this rooftop is a solitary grey ramp. Go up it at a steady speed 
and land on the neighbouring south rooftop. 

2.	Continue driving in a straight line, along the south end this 
roof where it juts out, and down onto another slanting rooftop. Keep 
the accelerator on hard as you do this, and you will fly off the 
slanted rooftop onto the next building. Land on it to complete the 
jump. 


UNIQUE JUMP 29: LITTLE HAITI (Brady Jump no. 7)  

Location: Go to the most northern Pay 'N' Spray in West Vice City. Go 
behind the building and you should be able to see a pink police bribe 
hovering the mid air. Beneath the police bribe is a wooden ramp, 
pointing east at the Pay 'N' Spray. 

1.	Go around the storm drain here to the foot of the ramp. There 
is a short road leading west almost opposite the base of the ramp. 
You'll need to go down there to the end for your run up. 

2.	As you approach the ramp, obviously bear slightly left so you 
make it up it at a relatively straight angle. You simply need to 
touch the Pay 'N' Spray to succeed. 


UNIQUE JUMP 30: LITTLE HAITI (Brady Jump no. 6)  

Location: Go to the base of the wooden ramp you leapt off last. Go 
west out onto the road; drive north up it a short way, and take the 
first left you can see. As you turn into the street you can't fail to 
miss the wooden ramp on the northern side of the road. This is it.

1.	There is a long stretch of grass north of the ramp. Go right 
along it to the end and use it all to get your run up. The ramp is 
angled left somewhat, but you don't need to worry about this. 
Provided you used all the grass to get a run up, you will fly far 
enough for the jump to count. 


UNIQUE JUMP 31: LITTLE HAITI (Brady Jump no. 5)  

Location: Return to 'Phil's Place', home of Hidden Package #65. As 
you drive out of Phil's Place, go east along the road and lookout for 
a spot on the right side of the road where the buildings dip in. You 
should see a row of pink buildings here, and directly east of them is 
an alley. If you look down this alley you should see a wooden ramp. 

1.	Back out of the alley and go across the road into the little 
courtyard area of the yellow apartments opposite. Start your run up 
from here and charge down the alley. You need to at least touch the 
billboard on the rooftop to pass.       


UNIQUE JUMP 32: DOWNTOWN (Brady Jump no. 2)  

Location: Press START and find the only 'Ammu-Nation' shop on this 
island. As you come out of the shop, go start driving south down the 
road directly in front of you. Stop almost as you as have, because 
you should notice a slanted section on the building to on the left 
corner. If you turn around, you'll see that this is a long set of 
steps with a Rampage icon at the top. 

1.	Go right down the road to get a hearty run up and approach the 
ramp. Provided you stay quite straight as you go up the steps, you 
shouldn't have any difficulty getting onto the roof of 'Ammu-Nation'. 


*	The last 4 Unique Jumps are still best left till later, for 
reasons that will become clear when you eventually do them. 

     
----------------------------------
VICE CITY WEST: VIGILANTE MISSIONS
__________________________________

DIFFICULTY: 6/10  
REWARD: Max body armour increased to 150.

*	Although these missions could have been completed very early in 
the game, it is only now that they can be done from the cockpit of 
the heavily armed Hunter. Therefore, if you haven't done it already, 
go and acquire your prize helicopter. 


NOTE: If you have trouble getting your Hunter, see the advice at the 
very end of the Hidden Package's section. 


1.	When you're up in the air, push in R3 to engage the Vigilante 
mission. Ignore the 'Brown Thunder' message. Now a yellow dot will 
pop up on the map. This is an escaping driver, who you must kill. 
When you have killed him, you gain extra time, and another target. 
For every proceeding level, an extra criminal sits in the fugitive 
car. Because the game can only fit 4 people in one car, by level 12 
you'll be chasing 3 cars each with 4 criminals in each. 

2.	However, none of that matters, because the cars are so easy to 
destroy. Approach the vehicle from behind or in front. Go nice and 
slowly. Then, when you're in range, tap CIRCLE and unleash a volley 
of rockets. Try and stay high, but don't stop firing until any 
surviving cars have driven underneath you. 

3.	Let them pass, get some distance, then turn around and try 
again. You don't need to be very accurate with the rockets, but 
knowing how to fly a helicopter will definitely help. You only have 1 
Hunter to do this mission with. If you go back to the air base, a 
replacement will probably not be there. Therefore give a lot of 
attention to your piloting skills. 

4.	Thankfully you have a lot of time to do this. As you progress 
through the levels the time extension will grow and grow. For 
example, it is quite possible to complete the entire mission with 
over 20 minutes left on the clock! Therefore take your time, and 
don't bother shooting until you feel comfortable. 

5.	Ignore any police attention you gather, and also ignore your 
machine guns. Although the cannon is auto-aiming, it doesn't 
instantly destroy the cars, which gives all the criminals inside time 
to escape and steal individual cars. 

6.	The Hunter is tough, but it isn't bullet proof. Overall, the 
biggest thing to avoid is hitting buildings. That is even more 
important than shooting criminals, which you have all the time in the 
world to do. 

7.	 You should race through the levels, and have it finished in 
less than 5 minutes on a good day. Don't be surprised if you fail a 
few times, but it's relatively quick to have another go. Using the 
Hunter is undeniably the easiest way to beat the Vigilante missions. 

*	When you're done, all body armour will be 50% tougher. 


-------------------------------------
VICE CITY WEST: FIRE FIGHTER MISSIONS
_____________________________________

DIFFICULTY: 7/10  
REWARD: Become completely flameproof. 


1.	Firstly you need to steal a fire truck. There's only one spot 
you're reliably guaranteed to find a truck most of the time, and 
that's the fire station, found in Vice City West. To get there come 
across the northern bridge leading out of Prawn Island and take the 
first left you see, opposite an 'Ammu-Nation' shop. Go down this road 
until you see a chainlink fence on the right side of the road. This 
surrounds the fire station, and hopefully a red truck will be parked 
outside the garage. If not, drive down to the end and come back. 
Eventually it will arrive.

2.	Steal the truck and drive over to Vice City East. You don't 
have to, of course, but you're more familiar with the simpler layout 
of the eastern island. I recommend Ocean Beach as a good place to 
try. When ready, push R3. A familiar looking yellow dot will pop up 
on the map. Drive to it. 

3.	You will spot a fiery car. Press CIRCLE and use the right 
analogue stick to guide the stream of water. Whenever you see steam 
rising from the wreck, you know you're hitting it. Keep the water 
spraying in that direction to eventually extinguish the flames. 

4.	As you progress through the levels, you'll end up extinguishing 
multiple cars and several passengers who will bail out in flames. You 
must chase down these people whilst in the truck and extinguish them 
on the move. On certain levels, you'll have to extinguish a moving 
car, but thankfully it doesn't go very quickly. 

5.	Make sure you park right next to the car you're about to 
extinguish, as this gives you the maximum range when it comes to 
shooting anybody who flees the car. Concentrate on the actual vehicle 
first, and the instant you see people running from it, turn all your 
attention to them.  

6.	If there's more than 1 person, do a quick spray to knock them 
all over, then concentrate on the person who's furthest away. Try to 
put him out before the others stand up again. If necessary, give 
everybody a second spray to keep them down. 

7.	It's important you learn to guide the spray up and down too, 
which allows you to soak people further away. If you aim the spray up 
to spray someone who's far away, you might not need to chase them 
down, and that'll save a lot of time. 

8.	Forget about driving carefully because the fire engine can take 
a lot of damage and it doesn't flip easily. But even so, be cautious 
of going down shortcuts when you're not sure where they lead. 

9.	Do your best to avoid upsetting the police. As you spend a lot 
of time stationary in this mission, it means the police have ample 
opportunity to pull you out. Even a 1-star Wanted Level can be 
disastrous.  

*	When you complete level 12 your character will become perfectly 
flame retardant. You may then leave the truck and quit the mission if 
you want. And the even better news is that you've now completed all 
the so-called 'R3' missions too! 

------------------------
VICE CITY EAST: RAMPAGES
________________________

DIFFICULTY: 5/10 (On average)  

*	As you may remember, 2 Rampages were left back in Vice City 
East. Now is the time to finish them off before you start battling on 
the western isle. 


RAMPAGE 16: OCEAN BEACH 

Preparation: Pay a visit to the Diaz mansion and collect your Sea 
Sparrow.

Location: This Rampage is on the wooden island off the southwest 
corner of the Vice City East. You found Hidden Package #1 on here. 
Fly there on your helicopter. 

1.	When you land quickly get out and grab the icon. You should be 
back in the chopper before your rotor blades have even slowed down. 
Now take off and fly to the Marina, where the 'C' symbol is. 

2.	You want to park on the roof of the long white building on the 
Marina, roughly in-between the 2 piers by the sea. Get out your 
helicopter and stand on the edge of the roof facing the sea. 

3.	Depending how many the game loads, there should be about 3-
parked boats you can destroy on either jetty. Don't waste trying to 
destroy the biggest boat with the red stripe. 

4.	Now on the ground below there will hopefully be a parked sports 
car to the left, and a parked motorbike to the north. Destroy them 
too. 

5.	When that's done, run to the other side of the roof and look 
down on the road. Wait a moment and the game should load some traffic 
for you. It's best to shoot at the ground in front the moving 
vehicle. Make extra sure you don't shoot the edge of the roof! 
Depending how generous the game is, you may easily get the remaining 
vehicles here. 

6.	Attentively there are guaranteed to be 3-parked cars in the 
underground car park inside the building you're currently standing 
on. Simply drop off on the side facing the sea and you should see the 
entrance. Only do this last, as you don't have time to take the 
chopper with you.       


RAMPAGE 17: OCEAN BEACH 

Preparation: N/A

Location: You were told to ignore this particular Rampage when you 
completed your first Rampage long ago. It's by a bush on the gravel 
driveway leading down to the lighthouse. If you have difficulty 
finding it, sprint along the path that leads from the lighthouse 
steps, over a wooden bridge, towards the road. 

1.	It's time to put your newfound flame resistance to the test. 
When you have the token run around the driveway until you can see 
groups of gang members standing around. Walk right up to a group and 
tap CIRCLE to release a Molotov cocktail at your feet. 

2.	The resulting flames should wipe out the group and you will 
catch alight too, but check your health - if you finished the fire-
fighter missions it shouldn't be decreasing at all. 

3.	Now proceed to run up to every group of gang members you can 
see and drop cocktails on the ground. Do the same to the police if 
they interfere. With your immunity, this mission is quite easy. 

------------------------
VICE CITY WEST: RAMPAGES 
________________________

DIFFICULTY: 5/10 (On average).  
 
RAMPAGE 18: VICEPORT 

Preparation: Full health.  

Location: Go up the southern gangway onto the large blue cargo ship 
where you found Hidden Package #82. In front of you will be a thick 
white mast, and the icon is behind that. 

1.	It's very useful to have about 3 wanted stars for this Rampage. 
You can earn them during your first attempt at the Rampage. When you 
have the icon go and stand towards the top of the boarding ramp. 

2.	To your left will be a steady stream of regenerating cars, but 
not quite enough to complete the mission. Wait until they drive a bit 
nearer and then destroy anybody who drives from that direction. There 
is a parked truck cab some distance in front of you, get that too. 

3.	Eventually the police will turn up. They drive erratically and 
as you spend time trying to hit them, it should give time for more 
ordinary cars to load. Hopefully an ambulance, and even a police 
helicopter will arrive for you to destroy. The helicopter will shoot 
at you, but with 150 health - it doesn't matter.  

4.	Don't worry about the Wanted Level, as you're safe on the ship. 
Shoot any cop who tries to climb the ramp, and simply step back to 
get the icon again should you fail.         


RAMPAGE 19: VICEPORT 

Preparation: Full health.  

Location: Press START and pay a visit to the southern Pay 'N' Spray. 
As you exit it, turn right, and go north up the road. You'll see a 
steep grass slope on the west side of the road. Drive up that slope, 
(you might need to go up a bit to where it's less steep), and go 
forward. The Rampage icon is just behind one of tall bushes in front 
of you now.   

1.	As soon as you have it, turn around and go back to the street 
you just left. Run down this road and soon gang members will start 
cropping up. The easiest thing to do is to run right up to them, tap 
CIRCLE, to simply drop a grenade on the ground, and then run away 
quickly. 

2.	You won't see the resulting explosion, but you should hear it. 
If you sprint away quickly enough, the other groups of gang members 
won't attack you either. Look around for another group and repeat. 

3.	Should you start being mobbed, do the same tactic to drop a 
grenade at your feet, but don't run away as far. This way the enemies 
will stay in the blast radius and turn to rubble.  


RAMPAGE 20: ESCOBAR INTERNATIONAL AIRPORT 

Preparation: Find a helicopter. 

Location: On the sloping concrete roof the main passenger terminal, 
where you found Hidden Package #96. The actual icon is on the 
northern side of the roof, directly above the entrance. Naturally, 
the easiest way to get up here is to fly.  

1.	When you have the icon, go and stand on the flatter section of 
the roof, just to your left. From here you have a better view of the 
road below, and for some reason more cars appear when standing here 
too. 

2.	Aim and destroy any vehicle you see. You have to be extra 
careful to shoot in front of the cars here, as the rocket takes a 
little time travelling. 

3.	Due to the amount of gang members down below, I don't advise 
dropping down. Though this could make more cars arrive, you're too 
vulnerable. Should you fail then do your best to raise your Wanted 
Level either during or after the Rampage. Like on the boat, you're 
comparatively safe up here. 

4.	When you've destroyed 11 vehicles, turn on your own helicopter 
and make it the twelfth.


RAMPAGE 21: ESCOBAR INTERNATIONAL AIRPORT 

Preparation: Full health. 

Location: Walk actually inside the passenger terminal and go behind 
the check-in terminals to the large glass window facing south. 
Roughly in the middle, behind the blue signs of the 'East Sky 
Airlines' checking-in section, is the icon. 

1.	When you have it run east around the wall and back out into the 
open area. Run towards the front entrance, as this is where gang 
members may appear first. 

2.	Go outside, shoot anyone there, and come back in. Look out for 
people on the higher floor who you can shoot from down here, but 
don't go up there. 

3.	Basically all you need to do is run from one end of the 
terminal to the other, locking on and firing. The SPAS-12 should take 
down at least 3 people with every shot, so you won't have too much 
difficulty.  


RAMPAGE 22: ESCOBAR INTERNATIONAL AIRPORT 

Preparation: Go into the air base, at the north end of the airport 
region, and take your tank. As before, the best way to do this is to 
take any car, smash through the gate, and park beside the tank. Then 
you should be able to get inside it without being massacred by the 
soldiers. 

Location: Drive your tank out of the base and turn left (east). On 
the grassy field directly east of the base is the icon, behind a palm 
tree. You can see it from the road. 

1.	Get the icon and then get back into your tank promptly. Now 
simply drive along all the roads in the airport complex, hitting 
everyone who comes near to you and shooting those who don't. Despite 
what the game tells you to do, this is perfectly acceptable. 

2.	Make sure you run over all the gang members to annoy the 
police, as having a stream of demented squad cars driving into you 
makes destroying 15 vehicles even easier. 


RAMPAGE 23: LITTLE HAVANA 

Preparation: Full health. 

Location: On top of the white building where you retrieved Hidden 
Package #77. This building is on the same road as the hardware store, 
if you look at your map. 

1.	As soon as you have the icon drop down onto the road and start 
running around this area until gang members start arriving. 

2.	Stand a short distance away from a group and aim from side to 
side, holding down fire as you do. There's no need for precision 
aiming, and you can shoot anyone who starts running towards you 
easily. 

3.	Move along the street and back again as usual. You shouldn't 
have much trouble from the gangs, and even if you do they won't have 
time to kill you. 


RAMPAGE 24: LITTLE HAVANA 

Preparation: You must have a helicopter to access the icon. 

Location: Enter Vice City West from the bridge leading out of 
Starfish Island. The icon is on top of the tall white hospital 
building with blue windows.  You can see it in front of you now, just 
a fraction north of the bridge. The icon is on the southern ledge.  

1.	When you have the icon run to the eastern edge of the building 
and look down. Hopefully a group of gang members will be there for 
you to kill. If not, run back and bit and try again. 

2.	Zoom right in and choose your target. Usually, when you've 
killed one member of the pack, the others will run away, so quickly 
get all the others before they realise what's happening. You can only 
shoot one bullet at a time, so aim well before firing.  


3.	Stay on the rooftop until you've killed everyone you can see, 
and nobody else seems to be regenerating. Then get back in your 
helicopter and go and land in the middle of the road down below. 

4.	From here many more gang members should appear. Only aim at the 
groups that are some distance away so they won't bother chasing you 
when you've shot them. You should have no difficulty completing the 
Rampage now. 


RAMPAGE 25: STARFISH ISLAND

Preparation: Take a tough car with good acceleration with you. 

Location: Enter Starfish Island from the bridge leading out of Vice 
City West. Take the first left. The white house with brown roof on 
the corner here, on the western side of the road, holds the icon. To 
get past the locked gate, park your car beside the wall and use it 
like a stool to climb over. The Rampage is at this end of the 
driveway; usually a car is parked beside it. 

1.	If there is a car there, grab the token and drive off the 
driveway, onto the grass, and over the wooden ramp leading into next 
doors garden. You can get back onto the street from here. If you saw 
no car, then do this bit on foot.

2.	The best place to find groups is the main straight road leading 
east to west. If didn't find a car by the icon take the car you drove 
here in. Now simply drive up and down the western end of this road, 
and you should find plenty of victims. 

3.	Make sure you leave a lot of room to build up speed and plough 
through the centre of the packs. Don't stop moving to avoid being 
shot, and go down the road before spinning around for another 
approach. Repeat until 30 have died.


RAMPAGE 26: LITTLE HAVANA 

Preparation: Full health.  

Location: Drive down the road directly north of the hospital 
mentioned above. Look for a dusty alley on the northern side of the 
road, just after the yellowish wall. If you look up this alley, you 
should easily spot the pink icon, up by a set of loading bays. 

1.	When you have the icon, run out east onto the road here. You 
can find everyone you need kill in this area. Walk up to the closest 
group of gang members, but don't quite touch them, and tap CIRCLE 
repeatedly. 

2.	Tommy will perform a series of random slices. Stabs through the 
heart and decapitations are obviously instant kills, but other 
slashes are less effective. You can easily tell if the person is dead 
if your number of target kills decreases by 1. 

3.	Don't get caught up kicking or punching anybody, and try to 
keep at least a swords distance between you and your foe. As always, 
their counter attacks are to be ignored, and you may as well kill any 
bothersome police officers that get in the way. It's easy to kill 10 
people, and clear any unwanted Wanted Level.  


RAMPAGE 27: LITTLE HAVANA 

Preparation: Full health, body armour.  

Location: From the road where you completed the last Rampage, follow 
it north and around a corner. Drive down here until you see a pale 
green house with a blue 'For Sale' sign on it, on the southern side 
of the road. This house was where you found Hidden Package #73. Look 
down the grassy gap west of the building and you should see the 
Rampage icon inside a basketball court.     

1.	Drive into the basketball court to the get the icon, and when 
you do drive out onto the road south of here. Annoyingly you can't 
sprint and hold a shotgun at the same time, and time is precious 
here. 

2.	You need to stand at most a cars length away from a gang member 
to kill them with the shotgun in one shot. Stand that distance from 
the closest group and start locking on and shooting. It's best to 
lock on for every shot. The game will usefully lock onto live people 
on the ground, but not the dead.

3.	Because you need to get up close and personal, you may come 
under heavy attack. Unfortunately you don't have time to back off and 
snipe people, so let your body armour absorb the damage and 
concentrate on shooting. 


RAMPAGE 28: LITTLE HAITI 

Preparation: Full health, body armour.  

Location: Look at your map and find the location of Hidden Package 
#73. Return to that exact spot. Directly behind the billboard is a 
dirty white fence bending north. Follow it, keeping it on your left, 
and you should see the Rampage icon close to where the fence turns 
east. 

1.	Get the icon and run east onto the closest road. Move down the 
road looking for gang members. Stand about 2 car lengths away from 
your foes and aim. As every gang member takes a few shots to die with 
your gun, they have the opportunity to attack you. When somebody is 
shot and goes down, they stay down with this gun.  

2.	It's handy then that you can run, (not sprint), and shoot with 
this gun. Stop and stand by a group, shoot them, and then run away, 
firing at the next group as the survivors chase after you. Eventually 
you will need to stop and mop up anyone who is following you, so get 
your back against a wall and let rip.     

3.	Inevitably you'll take a battering, but nothing that body 
armour can't handle. Just remember to keep on your toes, and don't 
stand still to shoot anyone if you can possibly help it. 


RAMPAGE 29: LITTLE HAITI/ESCOBAR INTERNATIONAL AIRPORT  

Preparation: Full health.  

Location: From the pale green house, home of Hidden Package #73, head 
north up the road with the (now familiar) 'Laundromat' on the corner. 
Drive all the way up this road until you notice a large billboard of 
a sunset, stating 'Welcome to Hell'. At the foot of that billboard is 
an alley leading west right out to the waterfront. Go down the alley, 
keeping close to the buildings on your south. The icon is hiding just 
around the corner here.

1.	Drive back out onto the road where several packs of gang 
members should be waiting for you. The Spas-12, unlike the other 
shotgun, has good range and almost always kills in with one hit. 

2.	Keeping a good distance, lock on and fire into the groups. You 
don't even need to lock on really, but you may as well. Don't worry 
about running away if you're under attack, just stand your ground and 
shoot the attackers. 

3.	Do the same to the police if they interfere. Around the corner 
here and back again to make further packs appear, should victims be a 
little bit scarce. 


RAMPAGE 30: DOWNTOWN 

Preparation: Full health.  

Location: Go back to the 'Moist Palms Hotel', where you found Hidden 
Package #63. Drive through the tunnel below the hotel into the rear 
car park. As you do, bear right and keep the hotel wall on your 
right. Tucked in the corner of the hotel should be the icon. 

1.	Drive back out onto the main road when you have the icon and 
stop outside the hotel. You'll hopefully find a few gang members 
standing around on the pavement here. 

2.	Stand quite close to the gang members, so you can't miss, and 
let rip. The gun is so powerful that they will barely have time to 
move, let alone fight back. If they do, simply stay where you are and 
wipe that particular person out. 

3.	Stay on the spot and look around in all directions to see if 
there are any other packs to kill. Only move around if you can't see 
anyone. A quick jog down the street and back will probably regenerate 
extra enemies for you. 


RAMPAGE 31: DOWNTOWN 

Preparation: Either steal a motorbike if you see one on your way to 
the next Rampage, or wait and read step 1... 

Location: Drive north up the road outside the 'Moist Palms' all the 
way until you can turn left, just before you come to the fire 
station. Go down this road. The Pharmacy you knocked off earlier 
should be on the southern side of this road. Go around the bend at 
the end and you see a yellow and red pizza restaurant. South of the 
pizza restaurant is a narrow alley beside it.                      

1.	But before you get the icon, go and steal the red pizza 
delivery moped on the northern side of the pizza restaurant. If it's 
not there, drive away and come back again. Take this and go to 
collect the icon. When you have it, drive north out the alley onto 
the road. 

2.	Drive right along the pavement at a fair speed towards a pack. 
As soon as you're in range, open fire - whilst still accelerating. 
Don't stop but plough through any survivors. Leave anybody who still 
lives behind, continue going down the pavement, right to the end of 
the road if necessary. If you go too quickly less victims appear.  

3.	At the end of the road, turn around and come back. You might 
need to slow almost to a halt to shoot people on the other side of 
the road but don't stop. And the instant you see anyone run in your 
direction, get out of there quick! If you do get knocked off your 
bike, it might be a better idea to steal a new moped from the pizza 
restaurant, as your current one will be surrounded.  

4.	Keep this up, going up and down the road, firing almost 
constantly. If you do that, nobody can really catch you. The police 
are a nuisance here, but try to ignore them, as you need the whole 2 
minutes to kill a whopping 35 people.  


RAMPAGE 32: DOWNTOWN 

Preparation: Full health. 

Location: This icon is on top of the steps where you completed the 
last Unique Jump. Directly opposite the single 'Ammu-Nation' shop on 
this island, in other words.  

1.	When you've climbed the steps and have the icon, jump off the 
end down onto the road. The fall is long but not fatal. Now simply 
find a pack of gang members and open fire. Provided you lock on to 
each enemy, this Rampage is very easy because the Python can kill 
anyone, at almost any range, with a single shot.
 
2.	Ignore counter attacks and shoot the police if they interfere. 
All you need to do is point and shoot 25 times to complete the 
mission. Sprint down the road to find extra packs, or to chase 
runaways.  


RAMPAGE 33: DOWNTOWN 

Preparation: N/A 

Location: As you exit the 'Ammu-Nation' shop mentioned above, go east 
along the road. Keep an eye on the buildings to your north. If you 
hold down L2 as you drive, you can spot a set of white set of steps 
leading up into a tall building. The icon is at the very top of those 
steps. 

1.	When you have it, jump over the ledge and sprint back onto the 
road. Like the other Molotov based Rampage, being immune to fire 
makes this Rampage easy. Walk up into packs of gang members and drop 
cocktails at their feet by tapping CIRCLE.

2.	As soon as you have, don't wait around to watch the fireworks, 
keep sprinting and find another pack to fry. Police can die, along 
with the other 40 people you must kill. 


RAMPAGE 34: DOWNTOWN 

Preparation: Full health.  

Location: Drive underneath the stairs where you found the last icon 
and keep going in a vaguely north direction to where you should be 
able to see a silver sculpture. This was the spot where Hidden 
Package #57 sat. Look at the black glass door directly south of the 
statue for the icon. 

1.	Step back into your car and drive out onto the road to the 
north. The mini-gun has good range and shoot people a long way off. 
Use this to your advantage. 

2.	Stay in one spot, turning in all directions to kill the packs 
you can see. If you notice a cloud of red spray that means you're 
hitting them so you have no need to move. 

3.	Look out for ambulance drivers who will revive gang members, 
most of whom will want to kill you now. If people start punching you, 
run away and shoot them. Ignore the police as best you can. 


RAMPAGE 35: DOWNTOWN 

Preparation: Full health.  

Location: If you drive north (and slightly west) from the northern 
set of steps leading up to the Stadium entrance, you should see a 
walkway leading out to a helipad by the waterfront. The Rampage is on 
the western side of that walkway. 

1.	When you have the icon, jump back into your car and drive east 
of the Stadium area back onto the proper road. Gang members 
regenerate more commonly around here. 

2.	Step out and shoot at any packs you can see within 2 car 
lengths. Give them all a good blast from side to side; as if the 
survivors run away in terror, you'll never catch them up.

3.	If you have more than one wanted star, it's probably better to 
kill to the police, but do not hang around by their cars which will 
explode in seconds once alight. 

4.	Hang around this area, moving to make more people regenerate, 
and ignoring those who flee. Obviously, don't worry about being 
caught in the flames that have no effect on you. 


*	Accept my hearty praise. You've completed every Rampage in GTA: 
Vice City and increased your game percentage considerably.


NOTE: You have now completed the majority of extra missions in Vice 
City, but still a few remain. However, now is time to continue 
playing the central story missions. When the opportunity arises to 
finish these side quests, you'll see it clearly marked in the FAQ. 

NOTE: Check your stats. You should have completed 50% of the game. 
Passed 35 Rampages. Found 100 Hidden Packages. Completed 32 Unique 
Jumps. Be on Vigilante mission level 12, 100 passengers should be 
dropped off, be on Paramedic mission level 12, be on fire truck 
mission level 12, knocked off 15 stores, delivered 55 pizzas, and own 
7 properties.

NOTE: We will now work back over in Vice City East, for the employer 
marked by the 'A' symbol. Before you go there get your helicopter and 
your Sniper Rifle.  


--------------------------
AVERY MISSION 1: FOUR IRON
__________________________

DIFFICULTY: 2/10 

1.	After being briefed by Avery, fly north in your helicopter to 
the spot marked on your map with a blue T-shirt symbol. Step into the 
blue light to automatically change outfits. 

2.	A very short flight away a new destination has popped up on 
your map. You should land beside it and walk into the pink glow. 
After the short cut scene, forget about walking into the golf course, 
instead get back inside your helicopter. Do this because it's 
impossible to walk through the front doors and keep your guns. 

3.	The next destination on your map is inside the course, a little 
way north by helicopter. Land beside the wooden driving range (where 
you found Hidden Package #47). Get out and use your Sniper Rifle 
carefully to shoot the man dressed in a white T-shirt, highlighted by 
a pink arrow. Be sure to hit him first time. 


NOTE: A new outfit is now available from the front entrance to the 
golf course, which is now accessible by car. 


-------------------------------
AVERY MISSION 2: DEMOLITION MAN
_______________________________

DIFFICULTY: 5/10 

1.	See Avery and then run south down the road to where a yellow 
marker will soon appear on your map. Step into the 'Top Fun' van and 
the game will give you a thorough explanation of the mission.

2.	By now you should be very familiar with how a helicopter works, 
and hence this mission will seem a lot easier. The RC model is very 
sluggish to control, but nothing can be done about that. 

3.	Firstly pick up a bomb by landing on top it. You can scrape 
this bomb along the ground - it is quite safe. Now fly towards the 
building across the street, towards the ground floor.

4.	As you approach you should see a pink glow. Fly over it. Spend 
an extra few seconds making positive you're directly above the 
barrel, in the centre of the pink glow, before tapping CIRCLE. The 7-
minute time limit is generous anyway, so there's no huge rush. 

5.	When it's successfully placed, go back and swoop down to 
collect another bomb. Now go back towards the site of that pink glow, 
but lookout for a set of concrete steps on your north, just before 
the barrel. Around here are various men. Ignore the construction 
workers by flying over their heads. The blue security guards have 
guns, but the accuracy of a blind man, so ignore them all. 

6.	When you get to the top of the steps bear left to find the 
barrel in the northeast area. Like before, return and collect a new 
bomb. The quickest way to descend steps is to hover above them and 
just hold down SQUARE.  

7.	The bomb on the second floor is in the northwest corner, and 
the one of the top floor on the south side, behind the wooden wall. 
When you drop off this last bomb you won't need to worry about 
getting out in time. 


----------------------------
AVERY MISSION 3: TWO BIT HIT
____________________________ 

DIFFICULTY: 4/10  

1.	See Avery and go to Vice City West, where a blue T-shirt symbol 
is directing you. Make sure you grab your Sea Sparrow helicopter as 
you pass Starfish Island and fly the rest of the way. Enter the pink 
glow when you arrive. 

2.	Now you've changed, get back into your helicopter and fly north 
to the next destination. When you arrive fly low and slow over the 
spot, use your cannon to shoot any car you see can parked down on the 
road below.     

3.	Don't hang around here because you'll come under heavy attack. 
Keep shooting at the cars and men down below until you start leaking 
smoke, then back off quickly. Now wait. If you didn't destroy your 
target then, a certain car will flee the scene and go on a speedy 
journey around Vice City. 

4.	It's important you wait until it has left the Little Haiti 
region before giving chase. When it has, fly after it and destroy it 
at your leisure.  

 
NOTE: A new outfit has been delivered to the shop you used in the 
last mission. You will also receive a phone call from a new employer 
over in Vice City West. This person will be marked out by a strange 
blue logo, west of the hardware store symbol. 

NOTE: We now need a new employer. First things first, go and grab 
your tank from the air base and drive it all the way to the white 
phone symbol in Vice City East. Try to avoid the police if possible. 


-------------------------------
PHONE MISSION 2: WASTE THE WIFE
_______________________________

DIFFICULTY: 2/10

1.	Park your tank a little way from the pink glow beside the 
phone, as you don't want it to vanish when you receive your briefing. 

2.	When you've heard what you need to do, drive down the road to 
the nearby pink glow and park in it. A cutscene will occur. When you 
see the new target drive away, chase it down, and smash into it, 
blowing it up instantly and completing the mission. 


NOTE: Keep your tank and find a gun you can trust, e.g. your Python. 
Go to the 'C' symbol on your map. 


-------------------------------
CORTEZ MISSION 4: SIR, YES SIR!
_______________________________

DIFFICULTY: 4/10 

1.	Park your tank away from the pink glow again to ensure it stays 
where you leave it. After seeing Cortez you will need to drive your 
tank over the bridge into Vice City West. Take the closest bridge and 
proceed up the main road, on the western side. 

2.	As you get near to the yellow dot you should see a convoy of 
army vehicles driving slowly down the road. Smash into the 2 in front 
of the other tank, drive along and crush the soldiers on the 
pavement, and finally ram into the 2 vehicles behind it. This will 
take care of 90% of the guards. 

3.	Now the other tank should've stopped, and you should too. Don't 
worry if you hear gunfire, leap out of your tank and lock onto 
anybody. Your Python should take care of any survivors. Now step into 
the tank and promptly get out of there. 

4.	In a moment a new destination will pop up on your map, and you 
have roughly 2 minutes to get there. Use your START map to find a 
suitable route and don't cut corners too badly, as the tank can get 
caught underneath fallen lampposts. Ignore the police. Stop in the 
pink glow, and then roll into the garage to complete the mission. 


NOTE: As we are once again without an employer, go to the 'D' symbol 
on Starfish Island. 


--------------------------------
DIAZ MISSION 3: THE FASTEST BOAT
________________________________

DIFFICULTY: 5/10  

1.	You must have full health and body armour for this mission to 
work. You won't need to fire a single bullet though. Go and see Diaz 
and when you have been briefed, go around back and jump into your Sea 
Sparrow. 

2.	Now fly to the spot marked on your map. The best way to get 
there is fly over the sea, as the destination is on the waterfront. 
Approach it from that way, not over the mainland. When you do get 
near you should spot the boat in question with its pink arrow. Fly 
towards it very slowly because a brief cut scene is about to take 
over in which you have no control over your helicopter! 

3.	When it ends quickly land on the concrete slope. Your 
helicopter will get torn to shreds by all the gunfire, but it only 
takes a few seconds to land. When you're on solid ground, ignore the 
boat and run up the slope into the open warehouse. 

4.	Sprint constantly and ignore everybody, no matter how close 
they are to you. You can be in and out of here very quickly if you 
don't hang about, and with your 150 body armour, you can take the odd 
knock. 

5.	Inside the warehouse is a small pink glow on the southern wall. 
Step into it. Now the boat will drop into the sea. Run back out, down 
the slope, along the ledge, and press TRIANGLE to get into the boat. 
As soon as you're in it, hit accelerate and drive more or less in a 
straight line north. 

6.	Ignore the police boats and simply plough into the pink glow 
south of the Diaz mansion. Job done. 


NOTE: You will presently receive a phone call from your mysterious 
phone employer. Now is a fine time to try and complete his next 
mission. To make life somewhat easier, collect your Sea 
Sparrow/Hunter helicopter first.  


-------------------------
PHONE MISSION 3: AUTOCIDE
_________________________

DIFFICULTY: 5/10  


1.	Assuming you completed the Vigilante missions, this mission 
should seem easy. Park your helicopter a short distance away from the 
phone and answer it to receive your orders. You now have 9 minutes to 
kill 7 people. This is plenty of time.  

2.	The first target, marked by a yellow dot, is a short distance 
north from the phone. If you fly to the northwest of the shopping 
complex and look at the triangular billboard tower you should see the 
pink arrow highlighting the target. 

3.	Approach the billboard from the west side and a short burst of 
cannon fire should eliminate him quickly. The next target is towards 
the beach. As you arrive you should see a dark blue security van 
parked down below. Roughly face it and your cannon will lock onto it 
and reduce it to flaming rubble in seconds. If the target flees the 
van, simply give chase him down and continue using your auto-aim 
cannon. 

4.	At the next destination there will be 2 cars to destroy. Keep 
firing the cannon as you approach. The cars will speed away in 
separate directions, but it only takes a moment of sustained 
firepower to eliminate them both. 

5.	The next destination leads you to a white boat bopping up and 
down a little way off the coast. This one is easy to destroy with the 
cannon, as it's big and doesn't even move. Just be careful of going 
down too low and hitting the water.  

6.	You should now have about 5 minutes or more left on the clock 
to take out a single motorbike. Hunt it down and destroy it. 


NOTE: Now go back and work for the 'D' symbol once again. 


---------------------------------
DIAZ MISSION 4: SUPPLY AND DEMAND
_________________________________

DIFFICULTY: 5/10   

1.	With your orders in hand, go forward and step into the pink 
glow on the waterfront. A cut scene will begin and you'll end up at 
the wheel of the fastest boat again. Drive it forward and then north 
underneath the bridge. You should start to see a few other smaller 
speedboats now, so follow and then overtake them.
 
2.	You want to be going down the river in-between the mainland and 
the golf course. Your passenger will start shooting at the 
competition soon, so forget about them and concentrate on driving. 
Keep following the river north all the way and speed towards your 
destination, which is a larger boat. 

3.	After that you'll only have control of the aiming and shooting 
a gun. Don't stop shooting as you have a never-ending supply of 
ammunition. Concentrate on the boat closest to you, specifically the 
man standing up with a gun. If you get him the boat poses no threat. 
Now blow them both up.   

4.	You may have time for a short breather now. Turn around and 
lookout for a line of people on a wooden jetty on the west side of 
the river. The moment you can see red barrels, shoot them. 

5.	Now a helicopter will come to attack you. Concentrate on 
hitting the glass cockpit, and the man hanging out to shoot you. If 
you get him the helicopter is useless, and you can simply blow it up. 

6.	A moment later there will be a speedboat in front of you. This 
is the final thing to destroy, so don't worry about your boat's 
health too much. Simply pepper it with gunfire, focusing on the 
gunner as before. Now just wait until you arrive back where you 
started. 


NOTE: A new employer will now be marked on your map with a 'K' 
symbol. We will work for this person now. Before you go there, go and 
grab your tank again, which will be essential.  


-------------------------
KENT MISSION 1: DEATH ROW
_________________________   

DIFFICULTY: 5/10  

1.	Park your tank outside the club and walk inside. When you exit 
the club again you will have disguised time limit. You basically have 
a few minutes to get over to Vice City West and rescue your 
colleague.
 
2.	The tank is slow but not too slow that you won't get there in 
time. Try turning the gun barrel backwards and firing rockets behind 
you to gain a speed boost. Also, plan a route with START and you 
shouldn't have any problems. When you get to the long straight road 
leading down to the destination you may see it's blocked by 2 cars. 

3.	This blockade, as with all blockades when you're in a tank, 
hasn't got a hope. Charge through it and head north through the 
junkyard. Keep away from the sides and keep your speed up. The 
numerous guards in here will try to pull you out the tank, but if 
you're going quickly enough - they can't. 

4.	Shoot as you go, and that'll hopefully eliminate a few guards. 
Your colleague is in a hanger type structure beside a yellow digger. 
Fire a rocket at the guard standing by the entrance, and this should 
take care of the guard inside. Come to a stop as closely as you can, 
making sure that both doors to the tank are clear, and sprint inside. 

5.	After the cut scene get back outside and in the tank. Now if 
you can get away and get moving again, the rest of this mission is 
easy. Should you get pulled out, your Python may buy you the 
necessary time to get back in and get driving. 

6.	When back on the street, ignore any car that smashes into you 
and take a leisurely cruise to the hospital. Stop in the pink glow to 
succeed. 


NOTE: You will now receive a phone call. After it the familiar 'C' 
symbol will appear on the map. Get full health, body armour, your 
Python and rocket launcher, before activating the mission. 


------------------------------------
CORTEZ MISSION 5: ALL HANDS ON DECK!
____________________________________ 

DIFFICULTY: 5/10  

1.	When you arrive by the pink glow on the Marina, stop and drive 
north to the other pier (pier 1). Park your car midway down this 
pier, so to block anyone from walking past it. 
    
2.	During the upcoming cut scene, you will see a group of men 
arrive and try to walk past your car. All going according to plan, 
they will not be able to. If you're very fortunate they'll all walk 
into the sea trying to get past your car! 

3.	After that scene ends be careful not to go too near the 
railings on the side of the ship, for they're not as solid as they 
look. You have now saved yourself a lot of hassle by blocking those 
men, so sit back and enjoy the scenery for a few minutes. Assuming 
the men didn't take a swim in the sea, you'll have a wait on your 
hands. Sit back and enjoy the scenery for a few minutes. 

4.	Eventually you'll come to a blockade by a bridge. Grab the 
assault gun that pops up in the middle of this top deck (by a heart 
icon) and leap over the front railing. Stay on this raised white 
section and use your assault gun to destroy the 2 boats in the middle 
of the blockade. 

5.	If you ever have a moment to spare, whip out your Python and 
lock onto any enemies in the area. Ignore the enemies on the boats, 
as the other crewmates can take care of them easily enough. 

6.	Soon a helicopter will arrive with the intent of dropping 
enemies onto the top deck. Quickly blow it out the sky with your 
rocket launcher. Do the same when the next helicopter arrives in a 
minute. The third helicopter is a Hunter attack helicopter. Empty 
your remaining rockets at it, and if it still lives, use your assault 
cannon to finish the job. Shoot the pilot to drop it quick. When it 
sinks, you win. 


NOTE: You can no longer work for Cortez, so time to go back to the 
'D' symbol, which you'll notice is in a slightly different location 
this time. Read step 1 of the walkthrough below before you step into 
the pink glow. 

-----------------------
DIAZ MISSION 5: RUB OUT
_______________________

DIFFICULTY: 5/10  

1.	When you arrive at the Diaz mansion, walk around the back and 
grab your Sea Sparrow. Bring this back to the front of the mansion 
and park it quite a distance down the road from the pink glow which 
activates the mission. If it vanishes after you've briefed, you 
parked too closely. 

2.	After the long cut scene, lead your colleague back up the road 
to your Sea Sparrow. Be wary, he is an idiot, and can only follow you 
if you go slowly and don't change direction suddenly. 

3.	Fly up and land on the roof. On the east side of the roof is an 
entrance going into the mansion. Enter and walk downstairs. Go 
through the first doorway you can see and along the passage. 

4.	At the end of the corridor you should a guard or 2. Shoot them 
with your Python and walk out further onto the landing. Stay away 
from the stairs going down, but lock onto everybody. Make sure it's 
clear before you proceed.   

5.	Now arm your rocket launcher and walk towards the short steps. 
A cut scene will occur. As soon as it ends, go and stand at the top 
of the landing, in the middle, looking down over the banister at the 
doorway to Diaz's office. 

6.	From here you can shoot rockets over the railing at Diaz in 
safety. It will take 3 rockets to kill him fully. Simply shoot one, 
wait for him to stand up, and fire another. When he dies, you've won. 


NOTE: You now have 'acquired' this property. You now own it and it 
has become your main hideout in Vice City. Explore it at your leisure 
and find its secrets. Your weapons can now be found outside to the 
east, there's a save token in the office, and your very own gang 
members will patrol the gardens. 

NOTE: You will receive 2 phone calls, 1 of which is a new employer, 
marked on your map with a white skull symbol. But pay no attention to 
it yet. 

NOTE: When you're ready to proceed, park your Sea Sparrow outside the 
steps to your mansion, get full health, body armour, all your guns 
including the rocket launcher, and step into the pink glow on the 
landing. 

-----------------------------
VERCETTI MISSION 1: SHAKEDOWN
_____________________________

DIFFICULTY: 6/10  

1.	As soon as you've been briefed, leap into the helicopter and 
fly towards the mall at full speed. You should get there much sooner 
than any car could. When you arrive, land in the southeast corner, 
and walk into the most southeastern doorway.   

2.	A coffee shop should be on your right as you enter the shop. 
Arm your rocket launcher and shoot out the 2 glass windows with out 
shot. Disarm it, and sprint west to the nearby 'Gash' clothes shop, 
left of the entrance. 

3.	Shoot out all the outside windows on the ground floor, ignoring 
the police, and run into the shop to take out any glass on the other 
side. Then head upstairs. You may prefer to quickly use your Sniper 
Rifle up here, as it's quite confined. 

4.	Check your map to make sure there are no purple squares, 
indicating windows, by this shop. Then get the change of clothes icon 
outside the 'Gash' shop on the second floor and run west, around the 
upper walkway. 

5.	Stop outside 'Vinyl Countdown', the only other shop that needs 
seeing to on the higher floor. The rocket launcher should make short 
work of its windows. Again, check the map before you leave to make 
sure it's all gone. You may have quite a high Wanted Level by now, 
but inside the mall it doesn't matter. Your body armour can soak up 
all the gun wounds.   

6.	Now hop over the ledge, down onto the ground floor, and run to 
the northwest corner where another shop stands. One rocket will 
easily take out both its windows. 

7.	Now sprint to the northeast corner to the last shop and take it 
out using the previous methods. When you've smashed the glass, your 
complete the mission and lose your Wanted Level.   


NOTE: At long last the pink house icons have been unlocked, allowing 
you to buy a variety of new special properties around Vice City. Do 
not purchase any yet, as doing so will unlock a series of missions 
that should be done in a particular order. 

NOTE: You will receive a couple of phone calls soon, one of which is 
from your phone-based employer, offering you more work. 


-------------------------------
SPECIAL PROPERTY 1: FILM STUDIO
_______________________________

Location: You can't really miss the film studio, as it dominates the 
tiny Prawn Island. You found Hidden Packages #42 and #43 inside it. 
As you enter the island, look south at the tall yellow wall with a 
blue stripe. This wall surrounds the film studio. The entrance, and 
icon allowing you to purchase it, is on the east side.  


NOTE: This property, as with almost every special property you buy, 
comes equipped with a supply of friendly gang members to protect it 
and you. 

----------------------------
VICE CITY WEST: UNIQUE JUMPS 
____________________________

*	Buying this film studio has now unlocked it, and consequently 
made a solitary Unique Jump available. Take a quick detour from your 
main quest to complete it.       

----------------------------
UNIQUE JUMP 33: PRAWN ISLAND (Brady Jump no. 36)
____________________________ 

DIFFICULTY: 5/10  

Location: Drive into Prawn Island aboard your PGJ motorbike and go 
south down the alley at the foot of the bridge leading out of Vice 
City East. You should see a concrete ramp leading up to a roof. You 
will need to drive quickly up that ramp to fly over the small wall at 
its end, but not so quickly you fly off the neighbouring rooftop. Now 
go up the larger of 2 ramps onto the proceeding sloped rooftop. If 
you head west from here you should notice the last ramp overlooking 
the film studio. 

1.	The roof stretches back quite some distance before the ramp, so 
use up all the available room you have by backing up right to the 
edge. Rev your engine hard and charge at the ramp. Make it inside the 
film studio to succeed. 


*	The last 3 Unique Jumps must wait for a little while now, but 
not too long... 


NOTE: You will need your Sea Sparrow helicopter before you commence 
the proceeding mission. 


----------------------------------------
FILM STUDIO MISSION 1: RECRUITMENT DRIVE
________________________________________

DIFFICULTY: 4/10 


1.	Hop back aboard your helicopter and fly towards the pink marker 
on your map. Land carefully down in the street directly opposite the 
pink glow. Do not park too far away or the game will remove your 
chopper. Incidentally, the game will move your chopper to a specific 
parking spot in a moment anyway. 

2.	When you walk into the pink glow a short cut scene will start 
and when it ends you will need to kill 3 gang members. They are easy 
to kill with the Python. The main target has driven away in his car 
by now, so leave your female friend, and step back into the Sea 
Sparrow. If you find the rotor blades are knocking against something 
and unable to spin fully, the get out and literally push the 
helicopter back. Be wary for any police officers, keen to pull you 
out. 

3.	When in the skies it should a very simple procedure to track 
down the escaping car and shoot him with your cannon. Now go back and 
retrieve your female colleague. Before you can continue you need to 
exchange the Sea Sparrow for any 4-seater car. Do so, collect the 
lady, and drive to the next destination. 

4.	You'll find your second female colleague actually inside the 
Pizza Restaurant. Simply step into the pink glow and after the cut 
scene, lead the pair back into your car. The only thing left to do 
now is take a peaceful drive back to the film studio. 


---------------------------------
FILM STUDIO MISSION 2: DILDO DODO
_________________________________

DIFFICULTY: 5/10  

1.	Firstly run to the western side of the film studio and run 
through the narrow gate here. In front of you a small seaplane will 
be parked. Board it. When you do another disguised time limit will 
start. It's quite generous though.  

2.	Flying the plane is relatively easy to do. Accelerate along the 
water and keep back on the stick. The plane will lift into the sky 
automatically. When it does stop holding back and only tap it gently. 
Keep hold of X for the duration of the mission. When you have decent 
altitude, press START and find the third checkpoint down from the 
north.

3.	Avoid flying over tall buildings unless it's very obvious that 
you will make it. Keep over the roads ideally. If you hit something 
and land on the ground, there is no way for the seaplane to take off 
and you'll have no choice but to quit the mission. Like with the 'Fun 
Toys' mission you completed long ago, gain altitude and then drop 
down into the checkpoint.  

4.	When you fly through that third most northern blue checkpoint a 
single red checkpoint will pop up. It doesn't matter where the 
leaflets land. Turn around very gradually and fly north through it to 
complete the first segment. When you do, go through the next blue 
checkpoint that should be just to the north. Work your way steadily 
south, and you should find the next few checkpoints forming a trail 
for you now. 

5.	For a few checkpoints you'll need to turn around and go back 
north. Remember to only turn very gradually in wide circles and don't 
try to swing around and go immediately through a checkpoint. It's 
much better to get some distance first and approach in a straight 
line. 


NOTE: When you complete this mission the 'Skimmer' seaplane will 
always be available to use from the jetty where you found it before.

NOTE: You will need to find any type of helicopter for the next 
mission. 


----------------------------------------
FILM STUDIO MISSION 3: MARTHA'S MUG SHOT 
________________________________________

DIFFICULTY: 4/10  

1.	Climb back into your helicopter and simply watch patiently as 
your female colleague slowly strolls over and steps into the waiting 
limousine. In a moment you will to follow this car, but it doesn't 
move very quickly. Note that you have been given a camera. This 
camera operates in exactly the same way as the sniper rifle, except 
it's non-lethal. 

2.	Following the car from above should be easy provided you go 
slowly. You don't need to see the car at all times, but neither 
should get too distant. The journey lasts for approximately 2 minutes 
and will end when the limousine approaches a particular building.

3.	After the cut scene fly your helicopter to the hotel building 
directly opposite. There is a thick, curved platform jutting out just 
above the main entrance and you can easily land on it. Ignore the 
pink marker on your map. 

4.	Now aim your camera at the bluish building over the road. On 
the roof you will find your female colleague a strangely dressed 
male. Zoom in, get them both in frame, and take 3 identical photos in 
quick succession. The instant you have taken the third and final 
photo, get back into your helicopter and fly away. 

5.	Provided you don't hang around, you're quite safe in the air. 
Go back to the film studio and fly into the grounds from the 
southwest corner where fewer cops stand. Land in the large pink glow 
to pass mission and lose the police.      


NOTE: During the next mission you will complete the last 3 Unique 
Jumps. 


-------------------------------------------------------------
FILM STUDIO MISSION 4: G-SPOTLIGHT / UNIQUE JUMPS 34, 35 & 36
_____________________________________________________________

DIFFICULTY: 7/10  

1.	Run over to the main gate and steal the conveniently parked 
PCJ-600 motorcycle. Drive to the pink marker on your map, over in the 
nearby Downtown district of Vice City West. 

2.	Stop in the pink glow behind the building and then proceed up 
the stairs. If you go right around the building there is a spot where 
you can walk inside, as you did to get Hidden Package #62. Stop in 
the second glow in here. 

3.	After the next brief cut scene you'll come out on a higher 
floor. Go and stop in the next pink glow. The disguised time limit 
you've now received is nothing to fear, put it out of your mind. 
Reverse right up to the wall, rev your engine and charge the window 
in front. Keep as straight as possible.


NOTE: If you fall down at any stage then simply go back to step 2 and 
repeat what you've already done. You will have to do this if your 
motorbike takes a severe battering too. If you see it leaking black 
smoke at any stage it is advisable to drop down onto the street and 
drive along until you find a shiny new one. New bikes are much more 
likely to appear when you're actually driving one.  
   

4.	You'll land hopefully in or around the next pink checkpoint. 
This also completes Unique Jump #34. Now back up, almost to the end, 
and charge along this big undercover passage. You need to come out on 
the opposite side going left, so keep quite close to the left hand 
wall. Slam on the brakes the instant you land.  

5.	When you have, peer through the gap in the raised ledge to see 
where the next checkpoint is. Then get as long a run up as you can, 
point in the right direction, and speed towards it.     

6.	For the next checkpoint you don't need quite as long a run up 
as is available. Simply go straight and quickly up the ramp. 

7.	On this rooftop back right up to the wall and go over the left-
hand ramp, bearing just slightly right. When you land brake heavily. 
Now go around this rooftop until you are facing the next ramp. Keep 
right up to the ledge; rev your engine hard, and go for it. 

8.	If you make this jump that completes Unique Jump #35. Only 1 
more to go! Now drive up both flights of steps and you'll see the 
next ramp facing the pink checkpoint. As before, a reasonable run up 
and keeping straight will see you across the hidden gap safely.   

9.	When you land, back up to the west and go over the next ramp as 
you did before. This jump is quite easy. When you land go forward to 
the ramp here, facing the next checkpoint to the north. 

10.	You have a very long run up available to you on the next 
rooftop. You might as well use it all up. 


NOTE: Make it to this rooftop and you no longer need to start from 
the very beginning if you destroy your motorbike or fall down. Simply 
come back to the newly descended ramp here.


11.	Go up the steps here but don't charge at the ramp until you've 
backed right along the rooftop opposite the ramp. Go back so far your 
rear wheel is actually on the wall. Rev your engine, and you should 
barely make it. 

12.	Don't try keep going when you've landed. It's simpler to stop 
and do the usual run-up procedure. 

13.	This leap is quite short, but use all the distance you have for 
a run-up. 

14.	When you land on this rooftop, leading south, back right up to 
the wall and charge. 

15.	When you land - stop sharply. The checkpoint is now facing 
south. Back up to the wall and charge as usual. Land on the rooftop 
with the large satellite dish and keep going straight over to the 
next roof. 

16.	Go up the steps here and use up all the little run-up space 
that's available. Rev your engine thoroughly and hit the ramp in the 
middle. You should just about make it.  

17.	This is the last leap you need to make. The roof gives you 
plenty of space to do a run up and you must use it before hitting the 
ramp as straight as you can. Make the gap and you'll complete the 
final Unique Jump in the process!  

18.	If you're still on it, get off your bike and run into the pink 
glow to complete the mission. 

*	With all 36 Unique Jumps done and dusted there's only 2 more 
side-quests left to complete in the game. 


NOTE: You have now finished your employment at the film studio. All 
special property properties eventually generate money. Simply walk 
into the dollar sign token to collect whatever money has amassed. As 
soon as you collect it starts refilling with money, gradually 
building up to a maximum (in this case) of $7000. Return as often as 
you'd like and claim it. 


---------------------------------
VICE CITY EAST: CHOPPER MISSIONS
_________________________________ 

DIFFICULTY: 3/10 (on average)  

*	The following 4 missions all involve flying a helicopter 
through a series of midair checkpoints. There is no time limit for 
any of them, so the only concern is keeping your helicopter intact. 
If you've come this far, you shouldn't have much problem completing 
any of them. Simply take your time, tapping the buttons gently to 
gain extra control, and don't commit yourself to sink down into a 
street until you're absolutely comfortable with your positioning.

*	You should take your own helicopter with you to locate the 
first mission, as they're all in awkward positions. If you can't seem 
to spot any of the helicopters described below, fly away and come 
back again, as the game doesn't always load them when you want them. 


CHOPPER MISSION 1: OCEAN BEACH 

Location: Go to your most southerly save point in Vice City East. 
From here, follow the road that runs along the east side of that save 
point building. Travel north, and on the west side of the road you 
should see a large, low building with a pink roof. This was the roof, 
which you leapt from during Unique Jump #14. On it should be a Sea 
Sparrow helicopter. Step into it to start the mission. 

CHOPPER MISSION 2: VICE POINT 

Location: Push START and look for the northern Pay 'N' Spray in Vice 
City East. You should have a save point property directly below it. 
Opposite that Pay 'N' Spay and save property is a ring of white 
buildings with grassy courtyards in the middle. You can see these 
courtyards marked as grey rectangles on your map. You found Hidden 
Package #31 in them. Fly over those grey rectangles and if you look 
carefully you should see another Sea Sparrow type helicopter parked 
down on the grass.    

--------------------------------
VICE CITY WEST: CHOPPER MISSIONS 
________________________________

DIFFICULTY: 3/10 (On average) 

*	2 down, 2 to go. They're exactly the same style on this side of 
the sea too, only harder. Remember you can fly through wires, but the 
telegraph poles they're attached too are very solid.    


CHOPPER MISSION 3: LITTLE HAITI 

Location: This one is on a rooftop, very near the rooftop where you 
found Hidden Package #67. Return to that location and you'll spot the 
helicopter parked on the building directly west of it. 


CHOPPER MISSION 4: DOWNTOWN 

Location: This helicopter is parked on the raised path that runs 
around the tall skyscraper you entered to get Hidden Package #62 and 
drove around to complete the final film studio mission.  

*	All chopper races have now been completed. Only 1 bonus mission 
remains... 


-------------------------------
SPECIAL PROPERTY 2: MALIBU CLUB
_______________________________

Location: The most expensive property in the game should surely be 
familiar to you by now. If not, it's the property directly south of 
where you found Hidden Package #23. 

*	To activate the proceeding missions walk inside the club and go 
over to the pink glow by the bar. Note that the staff in this club 
will run around, but will not fight back if attacked.   

---------------------------------
MALIBU CLUB MISSION 1: NO ESCAPE?
_________________________________

 DIFFICULTY: 6/10

1.	Make sure you have full health and armour first. Get your 
orders and leave the club. Take any car to the nearby police station. 

2.	Before you enter through the front doors, make sure you're not 
carrying a gun in your hand. Walk in and go through the little 
doorway on your left and step into the pink glow for a change of 
clothes. You can now explore the whole police station at your 
leisure, provided you don't attack anyone. 

3.	Walk to the end of the corridor and head upstairs. The key card 
you need is in an office at the back. Grab it and go downstairs, into 
the corridor, and then down again. Walk to the end and step into the 
pink glow. 

4.	You will now have a 4 star Wanted Level. Ignore your new 
colleague and sprint as quickly as you can outside, ignoring 
everybody. When you get outside, turn left and you should see an 
empty car waiting for you. Hop in and get to the southern Pay 'N' 
Spray as quickly and safely as you can. Do this and the rest of the 
mission is easy. 

5.	When the stars have been cleared, head back to the police 
station and look for your colleague who is currently marked on the 
map. When you've found him the map will change to show a new 
destination. Drive there peacefully to complete the mission. 

-----------------------------------
MALIBU CLUB MISSION 2: THE SHOOTIST
___________________________________ 

DIFFICULTY: 5/10  

1.	Firstly drive all the way to the Ammu-Nation shop in Vice City 
West. Because this journey is long and dull, I advise saving before 
starting the mission so you won't need to go all the way back should 
you fail. When you arrive at the shop step into the pink glow to 
continue.  

2.	This mission simply involves shooting from a first-person 
perspective. After the cut scene ends you will be put into position 
and the game will explain the rules. There are 3 rounds, and by the 
end of them all you must have scored at least 60 points. Do not press 
SQUARE, as this quits the mission!

3.	You must fully destroy all 5 parts of a yellow target to score 
some points. Concentrate on the furthest target. As you try to shoot 
it you will inevitably shoot the other 2 passing in front of it. Try 
to follow it with the crosshair, but it's easier to stay aiming at a 
certain spot and let the target come to you. 

4.	Whenever you have a moment, focus on the other 2 and finish 
them off to get some extra points. You should have about 30 points by 
the end of this round. This is the easiest round, so you really need 
to get a decent score now.  

5.	When it ends do not walk south through the narrow doorway as 
this quits the mission. Instead go north through the wide doorway, 
then through the left-hand doorway, and into the pink glow to begin 
part 2. 

6.	Here you will see moving targets in the 6 windows in front of 
you. You only need to hit a target once to score a point. It's best 
to focus on the 4 closest windows and not move the crosshair more 
than necessary. Don't be too casual with your ammo, as you need it. 
It's best to wait until a target moves into your line of sight before 
shooting and be absolutely positive the white dot is over the target 
before you shoot. 

7.	If you're doing well, you may have already scored 60 points. 
Either way, you still need to go onto stage 3. This round is by far 
hardest, and you'll be very lucky to score 10 points on it. 
Concentrate on what's in front of you and get ready to move to a 
target rather than let it come to you. 

8.	Afterwards, if you were successful, go back into the first room 
and see your colleague to complete the mission. 


---------------------------
VICE CITY WEST: RIFLE RANGE
___________________________

DIFFICULTY: 7/10  
REWARD: Fast weapon loading. 

*	This is the final bonus mission in the game. The Rifle Range is 
basically the first round of what you did in the previous mission. 
Only this time you must score 45 points on the first round alone.  

1.	Walk out of the shooting range, into the shop, and then go back 
inside to start the mission by stepping into the pink glow. The rules 
of the last mission all apply here. 

2.	This time you should ignore the front target completely. It is 
only an obstacle. Concentrate primarily on the last target, hitting 
the middle one in the process. When you've finished it off, quickly 
turn to the middle one and finish it off too. It's best to let the 
heads move into your sights rather than try to chase them down. 

3.	Keep focusing on the 2 back targets, making sure to finish the 
front one off when it only has a couple of pieces left. You need to 
be quick, but concentrate on aiming first and worry about how fast 
you need to be when there's less than a minute on the clock. Ammo 
shouldn't be a problem because you can't afford to miss. Rest 
assured, it will be close. 

*	Now all your guns won't even pause to reload. E.g., you now 
have a fully automatic, rapid-fire rocket launcher...  


NOTE: You've now beaten every single secret side quest the game had 
to offer. Time to check your stats: You should have now completed 69% 
of the game. Passed 35 out of 35 Rampages. Found 100 Hidden Packages. 
Completed 36 out of 36 Unique Jumps. Highest Vigilante mission level 
should be 12. 100 passengers should be dropped off. Highest Paramedic 
mission level should be 12. Fire Truck mission level should be 12. 15 
out of 15 stores should be knocked off. 55 pizzas should be 
delivered. You should own 9 properties. 


*	If so, well done, the end is almost in sight. Now is the time 
to concentrate on completing all the special properties, so to begin 
with go back to the Malibu Club.    


---------------------------------
MALIBU CLUB MISSION 3: THE DRIVER
_________________________________ 

DIFFICULTY: 6/10  

1.	Make sure save outside the Malibu Club before you begin this 
mission, as there's a good chance you'll be playing it more than 
once. Get your orders and when all the cut scenes have ended, you'll 
be automatically sitting in a car ready to race. 

2.	At the beginning - until the first sharp bend left - keep 
closely behind the other car. Do not overtake him or even pull 
alongside him. This way the police won't bother you, he won't ram you 
off the road (and his larger car often manages to do this in a 
collision), and he will have to barge through the oncoming traffic. 

3.	At the first sharp left corner it's your opportunity to take 
the lead for the rest of the race. All you need to know is how to 
corner like a pro. The secret is braking. Tap brake, let go of X, and 
apply it when you've swung around. Do this and you'll corner in half 
the time he does. 

4.	From now on it should be a simple case of keeping your lead by 
keeping up with the pro cornering. Hold down L2 and R2 together for a 
quick peek behind you. Look on your map so you know where to go in 
advance. The police won't really bother you until you pass the Ocean 
Beach hospital when 2 cars come out of nowhere and create a roadblock 
at the end of the road by the sea. Get ready for this and brake 
harder than usual.  

5.	If you crash badly and get overtaken then you might have to 
quit and reload. It is possible to catch him up on the corners, but 
not if you crash too seriously. If you know you can't overtake him, 
consider continuing the race simply to learn the course. 


------------------------------
MALIBU CLUB MISSION 4: THE JOB
______________________________ 

DIFFICULTY: 7/10  

1.	Full body armour, health, and all your guns are all required 
for this mission. When you've found out what to do, climb into the 
clearly marked taxicab. You must use this vehicle.  

2.	Drive over into Vice City West. Stop in the pink glow, and 
after the short cut scene, walk over the road into the second pink 
glow. After this cut scene walk into the nearby pink glow to go 
inside.  

3.	After the next cut scene, walk up the steps in the office 
behind the lobby. There are 2 guards at the back that can be easily 
shot with the Python. Make sure you get them now. In the room with 
the security monitors you'll find some body armour. Do not collect it 
yet. 

4.	Go up the next set of steps onto the balcony. There will be 2 
more guards on here who will probably see you before you can see 
them. Lock on and return fire. Go through the only doorway into the 
pink glow. 

5.	As you exit the elevator a new guard must be shot. Do so, and 
then step into the pink glow. When the cut scene ends, go back down 
in the elevator, all the way to room beside the first 2 guards you 
shot. In here is a man crouched down behind a desk - simply approach 
him.

6.	Now is the time to get the new body armour. The man will follow 
you all the way back upstairs to where you were a moment ago. Do 
that, and after this cut scene, proceed downstairs yet again.

7.	As you arrive on the balcony, a 3 star Wanted Level strikes 
you. Ignore any gunfire and step into the pink glow in the lobby. In 
a minute a group of SWAT guys will arrive inside the lobby. Keep 
trying to lock on and blow them all away with the Python as soon as 
possible. The instant you see a pink glow by the doors, walk into it. 

8.	After the cut scene, stand at the top of steps outside and lock 
onto any cops that are standing around the taxi. You will hopefully 
be able to absorb any damage with your body armour. When the taxi is 
clear, hop aboard. You must keep Phil alive, but Cam is expendable. 
Speed away and smash through the middle of the 2 SWAT vans blocking 
the road. 

9.	Go north and pay a much-needed visit to the Pay 'N' Spray. 
Hopefully you'll make it in the taxi. When that's done, head back 
south to your final destination. Look out, as the few remaining SWAT 
team members will still try to shoot you, even without a Wanted 
Level! 


NOTE: A new outfit can now be found at the bank you just robbed. And 
inside the office where you saw the briefing cut scenes happen. Just 
enter the club and go behind the bar to find that office.  

NOTE: You will receive a phone call offering more work. This will be 
marked on the map with a 'P' symbol.                

NOTE: You have now finished working for the Malibu Club. It will now 
build up a supply of money for you to collect. 

-------------------------------------------
SPECIAL PROPERTY 3: CHERRY POPPER ICE CREAM
___________________________________________

Location: Enter Vice City West over the bridge leading out of 
Starfish Island. Look over the road, to the left, from the foot of 
that bridge. The low dark grey building with large white ice cream 
mounds on its roof is your new property. 

*	Once you have bought this property and watched the cut scene, 
step into the solitary ice-cream truck parked partially inside the 
factory. This starts the one and only mission at this location. 

**WARNING** 

THERE IS A POSSIBLITY THAT IF YOU SAVE YOUR GAME INSIDE THE CHERRY 
POPPER FACTORY A GLITCH MAY MAKE YOU UNABLE TO LOAD THAT PARTICULAR 
SAVE GAME EVER AGAIN. PLAY IT SAFE - DO NOT SAVE HERE!  


-------------------------------------
CHERRY POPPER MISSION 1: DISTRIBUTION 
_____________________________________

DIFFICULTY: 4/10  

1.	By pressing L3 when you sit in the van, you activate the jingly 
music and also start the mission. Your object is to drive around Vice 
City, stopping by any pedestrian you see. The game randomly chooses 
somebody to be a customer. The customers will be marked out by pink 
arrow above their heads before walking over to do a deal with you. 

2.	Simply stay still as they stand by the van. A few seconds later 
they will walk away and the deal will be done. Your object is to 
complete 50 deals without exiting or destroying your van.

3.	Every time you serve 4 customers, you gain a wanted star. This 
gives you 2 options. Either keep serving customers quickly and 
building up your wanted stars, or serve 4 people - get 1 wanted star 
and wait for it to vanish, then serve another 4 people and repeat. 

4.	The second method is advisable because you simply can't fail. 
If you keep moving about whilst you wait for your single wanted star 
to vanish, no cop can pull you out. This is a slow way to success, 
but it's reliable and easy. In total it shouldn't take more than 15-
20 minutes to complete the mission this way. 

5.	Due to the fact gang members will attack you if they see you 
making deals on their turf, go over and complete this task in Vice 
City East. The beach and the road running alongside are particularly 
good spots to find pedestrians. 

6.	Stop wherever you can see more than 2 people walking along the 
street. More will pop up soon enough. If the game says there are no 
customers in this area, crawl forward slowly and see if it changes 
its mind. If not, you should move along to a different area. 

7.	The instant you get a wanted star, accelerate away. Ignore any 
customers who were hanging about. There could be a police officer 
creeping up on you, and considering they often do when you're not 
moving, it's best to get out of there promptly. 

8.	If the van takes battering or you simply can't be bothered to 
wait the 30+ seconds, feel free to pop into Pay 'N' Spray in Vice 
City to rectify that problem.  

9.	When you've served 50 people, get out of the van. The game 
won't actually state you've completed the mission until you have 
exited it. 


NOTE: You have now completed the Cherry Popper Ice Cream factory and 
it will generate a modest amount of capital for you. Feel free to 
replay the mission for pleasure at any time.   


-----------------------------------
SPECIAL PROPERTY 4: SUNSHINE AUTO'S
___________________________________

Location: This is the building where you found Hidden Package #78. 
The token to buy it is just outside by the open glass doorway. 


NOTE: This property does not have a series of missions for you to 
complete, instead it has 2 side-quests that must be completed. If you 
walk down the concrete slope outside the glass doorway you can find 
where both are located. There is also another Pay 'N' Spray garage 
down here. Ignore the pink glow in the corner; instead inspect the 
sign on the wall by the garage, which is on your right as you walk 
down the slope. 


-------------------------------------
SUNSHINE AUTO'S: IMPORT/EXPORT GARAGE
_____________________________________

DIFFICULTY: 6/10 (On average) 
REWARD: 4 Secret Bonus Cars.  

*	Read that white sign to find a list of cars that must be found 
and parked inside this garage. This is the first of 4 lists. 
Completing each list unlocks a new motorized prize. Below are the 
cars you need, and how to find them. 

*	You do not need to bring the following cars in order, so as you 
collect one keep your eyes peeled for the others. 

*	Driving a certain type of car increases the odds of finding 
others cars like it. E.g. if you drive a bike, you will see more 
bikes on the roads, or if you drive a 4x4, you will find more jeeps. 
Try using a helicopter sometimes to get a good view from above.   

*	To find some of these cars you need the patience of a saint. 
They can be very rare. There is nothing you can do to speed up the 
process except drive around and hope. Try to stick with it, as this 
does need to be done to beat the game totally. It does get easier 
eventually too.   


LANDSTALKER: A large 4x4 jeep with wood panelled sides. It has 4 
doors and a spare tyre on the back. It can be found almost anywhere 
in Vice City. To find one parked, go and take the one you used to 
complete the dirt track mission at the northern end of Vice City 
West. Get it, drive off, get out to end the mission, and then hop 
aboard again to claim the vehicle as your own.  

IDAHO: A slow 2-door car with a roof painted a different colour to 
the body. The back end slopes down somewhat. It can be found in all 
poor regions but most commonly in Prawn Island, by the film studio. 
Drive around the roads on this island in and one may crop up.    

ESPERANTO: A long, wide 70's style car with only 2 doors. It has 
narrow vertical rear lights and a big chrome radiator. It's pretty 
rare but look in any poor, rough estate on either island. 

STALLION: Looks quite similar to the Idaho, only smaller and 
sportier. Has a differently coloured roof to its body. This is also 
one of the few cars that comes as a convertible too. Has a large 
chrome rear bumper and vents on the front hood. As it's very common, 
go north to Prawn Island and you'll probably spot one before you even 
get there.    

RANCHER: Looks almost identical to the Landstalker except it only has 
2 doors and does not have a spare tire on the back. Drive around in a 
Landstalker and they usually reveal themselves. 

BLISTA COMPACT: A sporty 2-door hatchback. The lower half is often 
painted a different colour to the top half. The backlights are a row 
of red plastic. Quite rare, but can be found anywhere. 


NOTE: Now you've completed the first list, this special property will 
start generating a small amount of money. You've also unlocked your 
first prize car, which can always be found in the showroom. But 
Sunshine Auto's is far from completed, despite what the game states... 

NOTE: Go back to the Import/Export garage where you've been 
delivering the cars and you'll see that a new list has been posted 
up. You now need to find the following cars... 


-------------------------------------------
SUSHINE AUTO'S IMPORT/EXPORT GARAGE: PART 2
___________________________________________


SABRE: A 70's style sports car. You raced against it in the Malibu 
Club mission 'The Driver'. It has 2 doors, a narrow back window, and 
a chunky chrome bumper on the rear. Most commonly located in the 
Downtown region of Vice City West, but it's still pretty rare.   

VIRGO: A flashy version of the Esperanto. It's a two-door car and the 
most distinguishing feature on it is the back section of the roof, 
which is always a different colour to the rest of the car.    

SENTINEL: This car looks somewhat like an ordinary road car version 
of the modern yellow taxicab. You can easily find one by simply 
looking inside the Sunshine Auto's showroom, where one is nearly 
always parked. If you can't see it, drive away and come repeatedly 
until it materialises. 

STRETCH: A luxury limousine. Fortunately one always is parked outside 
your main hideout mansion on Starfish Island. Check by the garages on 
the west side of the big steps leading up to the front doors. If it's 
not there, do the usual go-away-and-come-back-repeatedly trick.  

WASHINGTON: This car looks very similar to a Sentinel in basic shape. 
It has vertical rear lights, a big silver grill, and a small diamond 
shaped piece of silver stuck on the back. It's also rare.   

ADMIRAL: This car also looks practically identical to the Sentinel. 
The only differences are that the Admiral has 2 chrome stripes down 
either side, a classy silver radiator sticking out a little, but does 
not have any exhaust pipes at back nor a snowplough style fin on the 
front, like the Sentinel. Middle and north Vice City West may be the 
best place to hunt. 


NOTE: You have now received a new secret car and a new list of 
vehicles to retrieve. 


--------------------------------------------
SUNSHINE AUTO'S IMPORT/EXPORT GARAGE: PART 3
____________________________________________


CHEETAH: A Ferrari look-alike. Drive any sports car and you're bound 
to find one in any half-wealthy area of Vice City. As you look, make 
your way over to the Marina in Vice City East, to the pier where you 
worked for Cortez. There is always a Cheetah parked along there if 
you keep coming back to it. 

INFERNUS: A Lamborghini look-alike. There's always one parked on the 
east side of the big steps leading up to the front door of your main 
hideout mansion. 

BANSHEE: A Corvette look-alike. If you drive around and around 
Starfish Island in any pure sports car (like any of the above 2 cars) 
this car will crop up eventually.  

PHOENIX: A Pontiac look-alike. Always has a turbo charger sticking 
out the front hood, and occasionally a different coloured stripe down 
the middle. Do what you did above to find one. 

COMET: A Porsche look-alike. Comes in hard and soft-top models. You 
find one parked inside a garage on Starfish Island, simply check the 
garage beside the house where you found Hidden Package #55. 

STINGER: This classic convertible sports car always comes with roof 
down. Glamorous Starfish Island is once again the place to look. 


NOTE: You will now receive the third secret vehicle. Only one more 
list to go...      


--------------------------------------------
SUNSHINE AUTO'S IMPORT/EXPORT GARAGE: LIST 4 
____________________________________________


VOODOO: This is the gang car of the Haitians and is quite a common 
sight on the roads of Little Haiti. It's a 50's style 2-door car, and 
always comes in dark red. Beware the gang members who will try to 
pull you out when you steal it. 

CUBAN HERMES: Unsurprisingly, this is the car of choice for the Cuban 
gang. It looks like a 50's hot rod, complete with painted flames on 
the front end. Drive around Little Havana and you'll find one 
relatively quickly. 

CADDY: The hardest vehicle to find on this list, but not overly 
annoying. Naturally head for the golf course in Vice City East. You 
might find one parked just beyond the gate leading into the course, 
or more likely driving down the road outside the course. Keep moving 
about in this area and see how long it takes for one to arrive. 

BAGGAGE: These tiny little baggage handler vehicles can be found 
throughout Escobar International Airport. If you look by the western 
passenger-boarding arm, at the northern end, you can even find one 
ready and waiting for you.       

MR. WHOOPEE: Otherwise known as an Ice Cream truck. Take the one from 
the Cherry Popper Factory. You may need to exit the van and then re-
enter it should the Import/Export garage not let you in because 
you're on a mission. 

PIZZA BOY: The final vehicle you'll need to retrieve is the red pizza 
delivery moped. Head north into the Downtown district and the red 
pizza restaurant is on the same road as the skull icon that's 
presently on your map. The bike should be by the north wall of the 
restaurant, but you might have to go away and return more than once 
to make it appear. 

*	You have now finally finished the Import/Export garage and 
acquired the last secret car - the fastest car in the game no less.
 

NOTE: When you're ready, step into the pink glow beside the 
Import/Export garage. 


--------------------------------
SUNSHINE AUTO'S: VICE CITY RACER
________________________________

DIFFICULTY: 5/10  

*	Stepping into the pink glow by the Import/Export garage brings 
up a map of Vice City. By pressing left and right you can choose to 
participate in any of 6 races. Each race is against 3 sports car, 
lasts for a single lap, and to be successfully completed you must 
come first and pass through every single yellow checkpoint.  

*	Because writing a walkthrough for 6 races is unnecessary 
("drive fast!"), the following advice should suffice.

a)	Always use the Hotring Racer - your final prize for completing 
the Import/Export garage. In it you outmatch the opposition in every 
department, and it's quite durable too. 

b)	Look at the map of the race before you buy a ticket for it. 
It's the only chance you have to see the whole layout of the course, 
and during the race you need to put all your focus into avoiding 
oncoming traffic, not into staring at the mini-map to see where the 
next checkpoint is.  

c)	Nudging the cars starts the race automatically. It's a quick 
way to get the race going. 

d)	In the beginning stay back and away from the pack. They love to 
crash and smash, and that includes ramming you. When the pack splits 
up somewhat, accelerate hard and overtake everyone. 

e)	Use the driving techniques discussed for 'The Driver' mission. 
They're just as applicable here.

f)	The most important thing to concentrate on is avoiding other 
cars and especially the police. Spend time trying to avoid hitting 
these things. You must keep your car intact for the whole race to 
keep a good chance of winning, so keep it safe. 

g)	Don't be too discouraged if you have a spin or crash. Provided 
you can still drive the car, there's time to catch up (more so on the 
later races) and the opposition cars may well crash too. 

h)	If you don't want to go all the way back to Sunshine Auto's to 
activate the race again, save your game there and reload it should 
you fail.     

*	Finish the 6th race, and although you won't see any special 
message, you have now completed Sunshine Auto's well and truly. If 
you would like to replay any of the races for cash or enjoyment, 
you'll always have the option to do so.


--------------------------------
SPECIAL PROPERTY 5: THE BOATYARD 
________________________________

Location: Come into Vice City West over the most southern bridge 
leading out of Vice City East. Turn left when you come onto the main 
road and follow it all the way south into Vice Port. Pass the large 
blue cargo ship on your left, and a short way south of it you should 
see a chainlink fence surrounding a row of drab warehouses. Drive 
slowly as you pass the fence and you should spot the green and pink 
property icon by the gap in the fence. 

*	There is only one mission that needs to be completed here. 
After watching the cut scene you will be left facing 2 speedboats. 
Climb into a boat of your choice to activate the mission. 

------------------------------------------
THE BOATYARD MISSION 1: CHECKPOINT CHARLIE
__________________________________________

DIFFICULTY: 6/10 

1.	Your first problem is choosing the correct boat. Each boat has 
good and bad points, but overall the right-hand boat proves to be 
most suited to this particular mission. 

2.	When you step into it the challenge will start immediately. You 
now have to pass through a long series of small blue checkpoints. 
There are 26 to collect in all, and the time limit is very tight. 

3.	Steering the boat is tricky, but practise as you try to 
complete the mission. That way you'll also learn the course layout 
too. It's best to let go of X, turn, then reapply the accelerator 
when you need to make sharp bends. Otherwise, gentle taps on the 
stick should be sufficient.       

4.	You'll need to use your map to guide you, as at the beginning 
the checkpoints are not always placed within view. Aim your boat at 
the dot and charge towards it. 

5.	When going over ramps, which you only need to do 3 times, spend 
a little bit of extra time lining up so that you hit it in the 
middle. 

6.	If you miss a checkpoint and need to swing around to get it 
again, or if you spin around badly, give up and go back to the 
boatyard for another attempt. You simply don't have any time to make 
any big mistakes.  

*	Complete the race in time and you've completed the boatyard. 
This mission is still replayable though, for pleasure. 


--------------------------------
SPECIAL PROPERTY 6: KAUFMAN CABS
________________________________  

Location: Drive towards Phil's Place, currently marked with a 'P' 
symbol on your map. As you exit Phil's Place onto the road, turn 
right and go down the road a short way. The big yellow building with 
the property icon outside is it. 

*	There's a chain of missions for you to complete here, and 
climbing into the taxi with a pink glow underneath it, inside the 
building, activates them all. 

------------------------------
KAUFMAN CABS MISSION 1: V.I.P. 
______________________________

DIFFICULTY: 4/10 

1.	The moment you step into the car you have 1 minute to drive to 
Starfish Island and stop in the pink glow. Provided you don't hang 
about, this is plenty of time, so try to park facing west if you have 
the opportunity. 

2.	After the cut scene you'll need to damage the escaping vehicle. 
Ram it persistently, or should you be privileged enough to own a 
machine gun, pull along side it and shoot it until the passenger 
bails out. 

3.	The enemy vehicle will now try to ram you to death. The best 
thing to do is to back away from the passenger somewhat and ram the 
enemy vehicle into destruction. But don't let it explode next to you 
obviously. When it's history, pick up the passenger and take him to 
the final destination at your own pace. 


----------------------------------------
KAUFMAN CABS MISSION 2: FRIENDLY RIVALRY 
________________________________________

DIFFICULTY: 4/10  

1.	Thankfully you don't have a time limit for this mission, nor do 
you need to stay inside the taxi. 

2.	Ignore the 3 target cars on your map and instead go and collect 
your Sea Sparrow. Use it to soar through the skies and waste the 3 
clearly marked cars with the cannon. For someone who's completed the 
Vigilante missions, this should be easy. 


-----------------------------------
KAUFMAN CABS MISSION 3: CABMAGEDDON
___________________________________

DIFFICULTY: 3/10  

1.	When the mission begins drive to your destination. You might 
want to take a look at the start map, as it's in the large courtyard 
where you found Hidden Package #86, and is accessible by road from 
the east only.  

2.	Park in the pink glow but do not push L3 to sound your horn! 
Instead, leave the taxi where it is and make your way to the military 
air base. You can steal at least 1 other car to get there, but steal 
too many and your parked taxi may vanish. When you arrive, steal your 
tank and head back to the destination. 

3.	Park the tank about a cars length away from your taxi. In a 
moment you will need to make a frantic dash into it from the taxi, so 
bear that in mind. Get in the taxi, push your horn, and the instant 
the cut scene has ended change vehicles. If you can do that without 
getting mown down, the rest of the mission is ludicrously easy. 

4.	Get some speed up and the enemy cars will explode on contact 
with you. When they're all dead, a special enemy car will arrive. It 
can't kill you, so you might as well kill it. Do that to complete the 
mission. 

*	You have now totally completed Kaufman Cabs.   


------------------------------
SPECIAL PROPERTY 7: PRINTWORKS
______________________________

Location: Return to the 'Laundromat' in Little Havana where you found 
Hidden Package #72, and also which you knocked off. Go north up the 
road directly east of the 'Laundromat' and take the first right. You 
should see a large, low, yellow building in front of you. This is the 
Printworks. The icon to purchase it is on the eastern side. 

*	This is arguably the hardest special property in the game, but 
it's certainly not impossible. Step into the pink glow to activate 
the first of 2 missions. 

----------------------------------------
PRINTWORKS MISSION 1: SPILLING THE BEANS
________________________________________ 

DIFFICULTY: 6/10 

1.	Full health and body armour are strongly recommended. After the 
briefing cut scene has ended, the game will highlight a taxi, which 
can drive you to your destination, if you want to use it. There's no 
reason why you shouldn't take advantage of the ride, so step in. 

2.	When you arrive, enter the Malibu Club and watch the next cut 
scene. Afterwards you'll have a new destination back over in Vice 
Port. Unfortunately there is no taxi to take you there. 

3.	As you head into the docks stop some distance away from the 
large blue cargo ship. The ship is currently crawling with heavily 
armed security guards, but there's nothing stopping you from shooting 
them with a sniper rifle before they even spot you.      

4.	There are 3 visible on the white tower at the back. One is on 
the staircase at the very back, and another is on the west side, next 
to the pink glow at the top. The third guard is standing in a little 
box stuck high up on the west side of the tower. The last guard you 
can shoot now is standing at the base of the northern yellow mast, 
visible from the west side.   

5.	The game will supply brand new guards when you board the ship. 
Before you do, park (facing north) on the grass beside the northern 
end of the ship, just outside the docks. Now run aboard up the ramp. 
Lock onto anybody who's in range with the Python. Ignore anybody 
else; as you're best defence here is to run. Head behind the control 
tower and up the steps to the pink glow you saw a moment ago. 
Hopefully the stairs should be deserted. 

6.	After stepping into a pink glow a cut scene of sorts will 
begin. After it has ended you will have a 2 star Wanted Level. To 
escape only run down the first set of steps, line yourself up with 
the railing, and take a running jump over it. You should land on the 
grass right beside where you parked your car. 

7.	Now pay a visit to nearby Sunshine Auto's spray shop to ditch 
that Wanted Level. Afterwards, take a leisurely drive back to the 
Printworks to complete the mission.      

-------------------------------------
PRINTWORKS MISSION 2: HIT THE COURIER
_____________________________________

DIFFICULTY: 7/10  


1.	Before you begin this mission grab your weaponry, including the 
rocket launcher and sniper rifle. And don't leave home without some 
body armour and a helicopter either. 

2.	After watching the cut scene you have about 2 minutes before 
your main target arrives aboard an incoming helicopter. Climb into 
your chopper and head for the destination on your map, which is 
directly next door to your very own Boatyard.  

3.	As you approach, keep west away from the warehouses next to 
your boatyard that are crawling with armed guards and swing around to 
the west before coming back around to land on the tallest southerly 
warehouse, the one directly north from a large ship in docks. 

4.	When you land you'll come under attack from a handful female 
guards standing on the nearby rooftops. Your first priority should be 
to kill these guards. There should be one of the rooftop to the east, 
and also one on the crane by the seafront. 

5.	Stay on the rooftop and if you're still waiting for the 
incoming helicopter to land, start shooting the female guards on the 
ground below - but don't blow up those cars yet. When the helicopter 
lands your main target will get out. The very instant she has, shoot 
the middle parked car down below with a rocket. Make sure you're 
aiming over the edge of the roof first! This will stop her escaping, 
and you'll have time to think.  

6.	You now want to kill the main target. Use any weapon you have 
available, but do not damage the helicopter she arrived in. When 
she's dead, mop any survivors on the ground below until you're 
relatively sure that there is nobody left alive down there. You may 
still here gunfire, but if you can't see anyone causing it, simply 
ignore it. 

7.	Right up against the eastern wall of the rooftop you're 
presently standing there may be one more female guard. Carefully inch 
your way up to the edge and shoot down at her with your sniper rifle. 
If there are police about, you have no choice but to kill them all 
now and hope you can get away in time. When you think it's safe 
enough for you to jump down, grab the briefcase, and escape inside 
the other helicopter. 

8.	Fly back to the Printworks, land and sprint towards the pink 
glow where you started the mission in the first place. 

*	You have now completed this special property too, and all the 
special properties in Vice City West. Only one more remains! 


--------------------------------------
SPECIAL PROPERTY 8: POLE POSITION CLUB
______________________________________

Location: Go over to Vice City East, to your most southerly save 
point property in Ocean Beach. From the garage outside it, follow the 
road east and the Pole Position Club in on the corner at the end. 

*	Walk inside the club to get started. There is only 1 mission to 
complete here, and it can barely even be called a "mission"... 

NOTE: The staff inside the club, despite technically being your 
employees, cannot be attacked without fighting back.


-----------------------------
POLE POSITION CLUB MISSION 1:
_____________________________

DIFFICULTY: 1/10 

1.	When you enter the club, follow the red carpet to an open door 
at the back. Walk through into a passage. Now check how much money 
you have in the game, or see what the time is in the real world. Go 
through the first open doorway on your left. 

2.	A repetitive cut scene of a dancing woman will begin. Your 
object is to spend 10 minutes in here watching it. That's all you 
have to do.  

3.	The real object is to spend $600 as you watch her, but at the 
rate it counts down, you're stuck in here for exactly 10 minutes. 
Keep an eye on how much money has been deducted, or check your watch 
to see when 10 minutes has elapsed. Play it safe and go a little 
over, just to make sure.  

4.	When you're positive you've wasted enough time watching the cut 
scene, press X to leave the room. 

*	You have now completed the Pole Position Club, and every single 
property special or otherwise in the game. Only conventional missions 
now stand between you and that fabled 100% mark! 


NOTE: Check your stats. You should have completed 86% of the game, 
and own 15 properties. 

NOTE: Head back to Vice City West via the bridge through Starfish 
Island. Collect your Sea Sparrow, and some body armour, and then fly 
to the black and white phone symbol on your map. 


---------------------------------------------------
ASSASSINATION CONTRACT 4: CHECK OUT AT THE CHECK IN
___________________________________________________

DIFFICULTY: 5/10  

1.	Firstly, park your helicopter in the dark tarmac runway area, 
directly to the east of the main passenger terminal. Make sure it is 
south of the fence, but still quite close to it. Run through the 
gate, and then towards the passenger terminal entrance.  


2.	If you have a supply of weaponry that you'd like to keep, enter 
the terminal through the eastern doorway. Your weapons will be 
removed, but they can be retrieved shortly. After you've answered the 
ringing phone and been briefed, grab the nearby sniper rifle to start 
the procedure. 

3.	The woman on the balcony will now come down the third most 
westerly escalator to meet your main target, who is standing beside 
the second most westerly escalator. He is beside an visibly armed 
guard.  

4.	Keep close to the glass by the entrance and follow it along, 
keeping an eye on the 'distance meter' at the top right on your 
screen. When it is 75% full, stop and aim over at the nearest set of 
escalators, by the smartly dressed man in blue and his bodyguard.  

5.	Do not shoot him until the woman has ended her conversation 
with him. Let him start walking up the escalator, and then shoot him 
anywhere on his body. Now sprint as quickly as you can up the 
escalator, grabbing the package in the process, and down the 
escalator on the other side. Ignore anybody who shoots at you.     

6.	Run out the entrance you entered by, grabbing your weaponry if 
you desire it, and then head back to the Sea Sparrow. The police 
should have difficulty entering this fenced area; therefore you 
should have time to get airborne. 

7.	Once in the skies there is nothing stopping you from flying to 
the final destination and stepping into the pink glow. 


NOTE: Shortly after completing this mission, your phone employer will 
contact you again with his final offer of work. Keep your Sea 
Sparrow, and go to the phone symbol.   


------------------------------------
ASSASSINATION CONTRACT 5: LOOSE ENDS
____________________________________

DIFFICULTY: 4/10  

1.	Park in the street and answer the phone. When you've been 
briefed, take to the skies, and head slightly north. To your east now 
should be the back of the hospital, that's the white building with 
blue windows that's has a raised part in the middle of the roof. 

2.	Land on the southern, lower ledge of the roof overlooking your 
Cherry Popper Factory. Try to do this quickly, because the area 
around the Factory is crawling with heavily armed guards. Even so, 
there should be little difficulty landing on the hospital roof. 

3.	Get out and use your sniper rifle to take 3 guards on the roof 
by the other helicopter and the pink arrow. It's unnecessary to stand 
right on the edge to kill them, so do it from a distance. One of them 
may be right on the closest edge of the Factory roof, if you can't 
see him.

4.	When 3 have died, board your helicopter again and fly over onto 
the Factory roof to collect the package. Now board either of the 2 
helicopters and leave. Do not fly over the Factory on the way to the 
final destination, as you will be fired upon. Fly through the pink 
glow inside the airport complex to complete the mission. 


NOTE: You've now completed your employment with this character. Head 
to the 'P' symbol on your map. 


--------------------------
PHIL MISSION 1: GUN RUNNER
__________________________

DIFFICULTY: 

1.	When you've stepped into the pink glow, the game will provide 
you with a vehicle and a new weapon. Collecting the weapon is purely 
optional, but you may want to play around with it. Take the provided 
jeep and drive south to collect your tank, a much superior vehicle 
for this mission. 

2.	Now track down the 2 yellow dots, representing two moving vans. 
Simply drive into them both to destroy them and kill the inhabitants. 
When they've been thoroughly eliminated, park beside one of the 
weapons that fell out. Do not pick it up; instead collect the second 
weapon on foot. You may need to exchange an existing weapon to do 
this. When you have it, grab the gun beside your tank and get back 
in. 

3.	The reason to do it like that is now driving towards you - a 
gang of armed moped drivers. Once in the tank however, they will 
simply kill themselves by ramming into you. Head north to the next 
pair of yellow dots. 

4.	If you hurry you can destroy both vans before they split up. 
This saves you considerable hassle. When the vans have been 
destroyed, spend a moment or 2 ramming any nearby mopeds, then run 
out and grab both weapons to complete the mission. 


NOTE: You can keep the guns, so you may wish to save now in case you 
have them taken from you by death or the police. Also, Phil will call 
you shortly to arrange another mission. When he has, proceed to the 
'P' symbol.  


--------------------------------
PHIL MISSION 2: BOOMSHINE SAIGON
________________________________
 
DIFFICULTY: 4/10 

1.	After the cut scene, you will have a disguised time limit in 
which to drive to the hospital. Additionally you screen will 
incredibly blurry and the camera will wobble all the around the 
place.  

2.	You must use the provided jeep, but to make the journey 
simpler, press START and go to the 'display' options. Turn 'Trails' 
off and suddenly all blurriness will vanish. 

3.	Now it should be easy to get out onto the main road and head 
south to the pink glow.  

4.	When you arrive, you'll need to drive to another destination. 
Continue south down the main road and turn right at the first 
opportunity. Use your START map and there should be no problem 
covering this short extra journey. 


NOTE: You have now finished working for Phil. The 'P' symbol will 
remain on your map, and you may visit it to buy a range of exclusive 
weaponry if you want to. 

NOTE: When you're ready, go the white skull symbol on your map. You 
should take a fast car with you.    


-------------------------------
LOVE FIST MISSION 1: LOVE JUICE
_______________________________ 

DIFFICULTY: 5/10  

1.	After watching the cut scene, hop into your fast car and drive 
east along the street opposite the building to your destination. Stop 
in the pink glow. 

2.	After the quick cut scene, speed up and ram into the escaping 
man. The instant he falls off, park on top of him until he dies. If 
he doesn't die, get out and blow up your car. Incidentally, you can 
take back your stolen money now, but make sure to grab the briefcase.  

3.	Now go and find a helicopter. The nearest location would be on 
top of your Hyman Condo, assuming one is there at all. Shortly you 
will receive a phone call that needs no answering. It will end with a 
new destination being put on the map. Whatever chopper you find, use 
it to fly to this destination. 

4.	Park in the street, steal any car, and stop in the pink glow. 
When your passenger is aboard, change vehicles and get into the 
helicopter. You should have no difficulty getting back to the final 
destination within 90 seconds. 


NOTE: You will receive a phone call when this mission ends, 
culminating in a new employer being added to your map in the form a 
playing card symbol. Go and work for this new employer now.  


------------------------------------------
BIG MITCH MISSION 1: ALLOY WHEELS OF STEEL 
__________________________________________

DIFFICULTY: 5/10  

1.	After watching the briefing cut scene, you must use a Harley 
Davidson style motorbike to complete the mission. To make life 
considerably easier, steal one of the motorbikes being ridden by the 
opposition. They have improved handling, and you eliminate one of 
your competitors.  
 
2.	This is not the hardest race to win, provided you start slowing 
down and preparing to turn some distance before the actual bends. The 
other drivers will usually crash on the same corners you (almost) do, 
so don't worry too much. 

3.	Try braking normally instead of using your handbrake, as 
handbrake turns slow the bike down too much. You can't particularly 
cheat on this mission, so simply practise till you come first having 
passed all 19 checkpoints. 


NOTE: Go and take your Hunter helicopter from the air base. 


-----------------------------------------
BIG MITCH MISSION 2: MESSING WITH THE MAN
_________________________________________ 

DIFFICULTY: 4/10  

1.	Park the Hunter a short distance from the bar. When you've 
watched the cut scene, get back into it as quickly as you can and 
head south down the main road. 

2.	Use your rockets and fire constantly as you fly. Try to destroy 
anything that moves, be it man or car. Pay extra attention to killing 
the police. You'll hear a tone sound when you've filled your 'chaos 
meter' somewhat, keep at it and the bar should fill up in no time at 
all. 


NOTE: Keep your helicopter. 


-----------------------------
BIG MITCH MISSION 3: HOG TIED
_____________________________

DIFFICULTY: 5/10  

1.	After the cut scene, step into your helicopter and fly to the 
roof of the 'Ammu-Nation' shop, directly north of the yellow dot 
marked on your map. 

2.	You may spot gang members on the rooftop. Either shoot them as 
you come into land or quickly get out and blast them with your 
preferred weapon. 

3.	Move quickly north along the roof and down the stairs into a 
courtyard area. Stop at the foot of the stairs and shoot everyone you 
can lock on to. Move to the northern end of the courtyard, stopping 
to kill anyone you can see. If you blast them before they stop 
running, they won't even have a chance to shoot you.  

4.	Get on the bike drive quickly back to the steps you just walked 
down. You need to back up to the wall and go up them at high speed, 
otherwise you won't make it. There is no other way out of the 
courtyard. Head for the southern edge of the roof, not driving too 
quickly, and pull a small wheelie as you hit the small wall to get 
over to it, landing in the road below. 

5.	Drive south down the road in front of you. Any vans you see are 
probably gang vehicles. They're easy to avoid, so keep your distance 
from any approaching ones and you can easily outrun anybody behind. 
At the end of the road, take a hard left and stop in the pink glow to 
complete the mission. 


NOTE: You have completed all the work for this particular employer. 
If you don't have a machine gun with a couple of hundred rounds, buy 
2 MP5's from the nearby 'Ammu-Nation' shop before starting the next 
mission. Then save, and return to the white skull symbol. 


----------------------------------
LOVE FIST MISSION 2: PSYCHO KILLER
__________________________________ 

DIFFICULTY: 5/10  

1.	You must use the provided vehicle for this mission. Drive down 
the road and stop in the pink glow. After the cut scene, follow the 
escaping car. It is going to take the first left, so get ready. 

2.	As it's going north up the road, stay on the left side of the 
road to avoid a truck that will pull out of a side street when you 
least expect it. 

3.	The target is going to head for Prawn Island. No matter how 
many times he spins around before then, he will always turn back 
around and go for Prawn Island, usually where he starts circling 
around and around the road.         

4.	At the top of the road you should have caught up enough to pull 
alongside him and start emptying your MP5 into the side of his car. 
Keep doing this till it explodes, hopefully giving him a flat tyre or 
2 along the way. 

5.	The target will bail out when his car catches alight. If he's 
not killed in the explosion, get a good run up and squish him before 
he has a chance to shoot you.  


-----------------------------------
LOVE FIST MISSION 3: PUBLICITY TOUR
___________________________________

DIFFICULTY: 4/10  

1.	When the cut scenes have ended and you're back in control of 
your vehicle, start accelerating down the road. You should only drive 
quickly enough to keep the 'detonation meter' empty. 

2.	Simply tap X to drive at a nice steady speed. You can actually 
go quite slowly without raising the blue bar. Follow the road east at 
the end. You may need to accelerate hard after this bend to reduce 
the meter again. Get out onto the main road and turn south, going as 
leisurely as you can manage. 

3.	You need to stay alive for about 2 minutes. Going slowly, you 
have about 2 minutes worth of straight road in front of you now, so 
provided you don't hit anything you'll be okay. Keep your eyes out 
for traffic, and keep your speed low for an easy win. 

4.	When detonation meter has vanished you're free to drive quickly 
again, as long as you keep the car intact. Stop in the pink glow at 
your final destination to complete the mission.  


NOTE: You have now finished working for this employer. Proceed to the 
strange blue and black symbol on your map in Little Havana. 


---------------------------------------
UMBERTO MISSION 1: STUNT BOAT CHALLENGE 
_______________________________________

DIFFICULTY: 5/10  

1.	This mission is very similar to the 'Checkpoint Charlie' 
mission you completed for your boatyard. The only difference is that 
it's easier. 

2.	The time limit is not as strict, the boat is easier to steer, 
and the map shows you where the next checkpoint is going to be as 
well as the current one. Always use this to check if any sudden turns 
are going to be needed and spend a few extra seconds making sure you 
go off those ramps straight, as you don't have time to miss the 
midair checkpoints. 


NOTE: After completing this mission you will receive a phone call 
from a new employer. This will be represented on your map with a 
black doll symbol. Ignore it for now, and return to Umberto with all 
your guns, including the rocket launcher. Full health and body armour 
are very important.   


--------------------------------
UMBERTO MISSION 2: CANNON FODDER
________________________________

DIFFICULTY: 6/10  

1.	Firstly find a car with room enough for 3 passengers. When you 
have it, stop in the pink glow. Your passengers will hop in, and a 
destination will pop up on the map. Go there now. 

2.	The game will give you a warning on the way, but ignore it, as 
it doesn't really affect you. Stop in the second pink glow. Stand at 
the end of the alley and fire a single rocket at the car. This should 
kill most of the enemies, but a few sniper rifle shots won't go 
amiss. You may need to move slightly into the alley to shoot 
everyone. 

3.	When they're all dead a cut scene will begin. When it ends, run 
back up the alley slightly and snipe the enemy with a pink arrow 
above his head on the roof. 

4.	Quickly equip your Python and move further forward, shooting 
anyone you can see. Another quick cut scene will take over when 
you've gone forward enough.  

5.	When it ends, unload your Python on anybody you can see. Kill 
at least the closest enemy gang members before climbing into the van 
and escaping. If you don't, they'll only pull you out again. 

6.	Charge back up the alley, running over anybody who stands in 
your way. When on the road you have the police to worry about, but 
the Pay 'N' Spray is a short journey away, so use it before returning 
to your final destination. Drive safely, because you need to keep the 
van intact.  


NOTE: Look out, as the Haitian gang now want to kill you on sight. 
They're not a big threat, (like certain gangs were in GTA3) but don't 
go asking for trouble. 


-----------------------------------
UMBERTO MISSION 3: NAVAL ENGAGEMENT
___________________________________

DIFFICULTY: 7/10  

1.	You need to drive to a pink glow along the waterfront first. 
When you have a quick cut scene will take over, and when you're back 
in control whip out your rocket launcher. 

2.	You want to destroy both boats first, before firing a shell at 
the group of people standing on the jetty. You need to be very quick, 
so don't fire the first shot until you're absolutely ready. Aim at 
the 2 boats where the explosion can't harm you, but will still kill 
all 3 guards. Make sure you get that last rocket fired at the people 
on the jetty.        

3.	Afterwards, you'll be automatically put on the shore. Quickly 
press up against the wall here to avoid any stray bullets. Take out 
your Python and shoot the guard standing at the back of the house 
first, but only dive out when he's fired his weapon, then quickly 
take cover again. 

4.	There's another guard on the west side of the house you can get 
with your sniper rifle if you stand behind the palm tree. The last 
visible guard is on the roof, so snipe him from behind the tree too. 

5.	Now run onto the jetty that you shot at from the boat, and grab 
the briefcase. From here you can snipe another guard on the east side 
of the house. He shouldn't be able to see from this distance. The 
last guard is hiding by the back door of the house, where you shot 
the first guard a moment ago. Quickly run to the right and snipe him. 

6.	You're now free to run up to the house and get the other 
briefcase. Upon doing so, a cut scene will occur and you'll get a 4 
star Wanted Level. Quickly run around the east side of the house and 
climb into the jeep on the driveway.

7.	Now comes the hardest part of the mission. Drive out onto the 
road; take a right, and then a left. You want to get back into your 
mansion and retrieve your Sea Sparrow. The police will make the 
journey there a misery, but keep your calm and get inside the 
grounds. 

8.	The area around the Sea Sparrow should be free of cops on foot; 
but it's not, kill everyone before getting aboard your chopper. When 
you're in the air, the rest of the mission is easy. Simply fly to the 
final destination and land as closely as you can to it. Run into the 
glow to lose the Wanted Level. 


NOTE: You can no longer work for this employer, despite the pink glow 
outside the cafe. Instead head for the black doll symbol to the 
north. 


--------------------------------------
AUNTIE POULET MISSION 1: JUJU SCRAMBLE
______________________________________

DIFFICULTY: 5/10  

1.	Full health and body armour recommended. Head for the first 
destination. It's only accessible by going up a ramp onto the 
rooftop, and that ramp can only be accessed from the road on the 
northern side. 

2.	After the short cut scene, run off the roof and down onto the 
road. Sprint to the next destination. It's only a short run away; you 
can easily make it there in the time limit. Running also confuses the 
police, which is an added bonus. 

3.	When you have the second package, sprint north up the road and 
you should spot a police bribe in an alley at the end. Grab it and 
keep going north. You can still easily make it to the next package on 
foot, provided you sprint all the time. Keep to the alleys but always 
bear northeast, eventually coming out onto the road.  

4.	When you have it, turn around and go through the alley to your 
left, over the wooden ramps, and drop down. When you get out onto the 
road, the final destination is almost right beside you. You'll need 
to dodge the FBI vehicles, as they don't mind squishing you at the 
moment. 


------------------------------------
AUNTIE POULET MISSION 2: BOMBS AWAY!
____________________________________

DIFFICULTY: 5/10  

1.	Drive to the clearly marked 'Top Fun' van on the waterfront. 
Afterwards you will gain control of an RC controlled plane, which is 
controlled just like its full size brother. 

2.	Don't worry about flying out over the water until you have a 
good altitude and are fully in control of the plane. Then swing back 
around gently and head for the yellow marker. 

3.	You want to drop a bomb over the middle, quickest, boat. Come 
in gradually and swoop down gently. Drop a bomb half a second before 
you fly over it. Hopefully you'll score a direct hit. If you're very 
fortunate, the explosion will set the other 2 boats on fire too. 

4.	If not, they'll set sail. Don't rush your approaches; get some 
distance and approach in a straight line. Fly over any bridges. Drop 
your bombs (which are infinite) before you fly over to allow it time 
to drop. Be patient, and ignore any gunfire you see.     

5.	When the boats have gone, head back to Starfish Island, which 
an escaping car will shortly be leaving. Drop a bomb or 2 on any gang 
members still alive on the docks. Survivors will be marked on your 
map.  

6.	Follow the car and do what you did to the boats. If you 
accidentally land, take off again. The car is easier to destroy, and 
when it's dead you'll pass the mission. 


---------------------------------------
AUNTIE POULET MISSION 3: DIRTY LICKIN'S
_______________________________________

DIFFICULTY: 5/10  

1.	When the mission begins you must walk to the rooftop 
overlooking the various gang members with pink arrows above their 
heads. Go east, down the nearest alley, grabbing the Adrenalin Pill 
pickup as you do. 

2.	Prepare your sniper rifle and stand in the pink glow. You now 
need to shoot any white skinned person down below. A single shot 
anywhere on the body should do. The instant you see a spray of blood, 
move onto the next target. Anyone with a pink arrow is a potential 
target.  

3.	Take care to avoid hitting the Cuban gang members. With the 
current slow motion effect you should have no problem aiming. When 
the game mentions that reinforcements have arrived, ignore the van 
that arrives and mop up any survivors on the grass first. 

4. 	Then turn your attention to the new arrivals. When they're 
almost dead, a second batch of reinforcements will arrive in single 
file from the road by your feet. Turn your attention to them 
immediately. Scan across the line and kill the solitary gang member 
carrying a sword. Get him before he even stops running. 

5.	Now simply stay where you are and complete the task. There will 
be no more reinforcements. 


NOTE: You have finished working for Auntie now. Return to see Umberto 
and start his final job, provided you have full health and body 
armour. 


--------------------------------
UMBERTO MISSION 4: TROJAN VOODOO 
--------------------------------

DIFFICULTY: 6/10 

1.	Take any car and drive your colleague to the north, keeping an 
eye out for a dark red 50's style car driven by Cuban gang members. 
You've already stolen one for the Import/Export garage, and doing so 
again shouldn't be very hard. 

2.	With your new car, continue north and stop in the pink glow on 
the corner by the other gang cars. After the short cut scene, go 
south and park in the nearby alley with the pink glow. 

3.	Follow the other cars past the gates and stop in the next pink 
glow. Arm your Python and run inside the factory. Lock on to 
everybody inside here and kill them all. Ignore whatever you 
colleague does; he does not need to be kept alive. 

4.	When the factory is free of the gang members who originally 
stood in it (ignore anybody else who stumbles in), run to the back. 
Pay attention to where the 2 small pink glows are on the ground 
floor, but leave them alone and go up the stairs. 

5.	Stand in this pink glow. You now have 45 seconds to stand in 
other 2 pink glows downstairs and escape. When all the bombs have 
been planted, run out the factory towards the main gate which you 
will now see is firmly closed. 

6.	Turn right (south) at the main gate and find a narrow set of 
steps going up in-between the building to the west. Run across the 
rooftop, and when you've gone far enough south, a cut scene will take 
over and the mission will end. 


NOTE: You no longer work for Umberto. In fact, you can no longer work 
for anybody but the 'V' symbol on your map. The pink glow is inside 
your mansion, in a room to the right as you enter through the front 
doors. You should have completed 97% of the game now. The proceeding 
chain of missions will take that percentage all the way to the top... 


-----------------------------
VERCETTI MISSION 2: BAR BRAWL 
_____________________________

DIFFICULTY: 6/10  

1.	2 colleagues will follow you at the start of the mission. Lead 
them to the parked 4-door car and speed off towards the yellow dot. 
When you arrive, park across the street and use your Python to very 
quickly lock onto the 2 highlighted guards before they can react. 

2.	When they're both dead, step into the pink glow. After the cut 
scene, take your car and colleagues north. If you see an even faster 
car, you might want to exchange yours for it. Park facing south in 
the main road and aim at the destination. Unleash a salvo of rockets 
at the highlighted location. Shoot high over the wall, and make sure 
to get that parked car. Don't stop firing until you're positive 
everyone is dead. 

3.	When everybody has died, 2 motorbikes will flee the scene. Jump 
into your car and give chase. You can leave your 2 colleagues behind, 
as they're not important. When you ram a bike, quickly spin around 
and crush the driver. The police and a single rogue security van will 
try to ram you, but they're nothing to fear. 


----------------------------
VERCETTI MISSION 3: COP LAND
____________________________

DIFFICULTY: 6/10  

1.	Take the provided car and drive north through Vice City East, 
to roughly the location of the pizza restaurant. Ram any police cars 
you see here, stay still, and then run over the cop when he climbs 
out. If you see an officer walking along the road, murder him and 
that'll do fine. Your object is a 2 star Wanted Level. 

2.	Now drive to the destination on your map. Don't go flat out, as 
you want at least one cop car following you all the way there. Park a 
short distance away from the open garage on this road and sprint into 
the very back of it with Lance. Should a cop annoyingly park his car 
halfway in the garage, you'll need to steal his car and move it 
yourself so the doors can close.    

3.	The instant at least 2 police officers walk inside the garage 
with you and Lance, the game will take over. After the cut scene your 
Wanted Level will be removed. Now take any fast car with you and 
drive to the next destination. 

4.	You want to enter the mall through the most southeastern 
doorway. Just south of that entrance is a ramp leading down to a 
courtyard type area with a Police Bribe token in it. Park on the 
ramp, facing the Police Bribe. Walk in through the southeast doors.

5.	When you enter you'll see the pink glow inside the coffee shop. 
The instant you step into the pink glow, run back out through door 
you entered by. Get outside quickly. Ignore Lance and hope he follows 
you. 

6.	When outside you should be able to see your car. Get in it and 
the second Lance touches the door handle, speed forward to collect 
the Bribe. Keep going this way out onto the road where you should 
face south.

7.	Go along the grass beyond the bridge, as police cars will shoot 
out from the left hand streets. Follow the road to as it bends 
sharply east. Brake heavily on all corners, as following cop cars 
will overshoot you. Take the next right, and the Pay 'N' Spray is now 
in sight. Get in there to practically complete the mission, for only 
a peaceful drive to your mansion is left to do.   


NOTE: The outfit you used in this mission is now available inside the 
southern police station in Vice City East. Walk into the police 
station and inspect the small locker room on your east to find it. 

NOTE: You can use the police uniform to enter the air base and 
collect the Hunter (or simply explore) without any fear of being 
shot. Provided you don't upset them, the soldiers will ignore you.  

NOTE: You will receive a phone call. At the end the 'S' symbol, 
representing your Printworks, will be visible on your small map. Go 
there now in your Sea Sparrow.    


--------------------------------------------------
VERCETTI (PRINTWORKS) MISSION 4: CAP THE COLLECTOR
__________________________________________________

DIFFICULTY: 5/10  

1.	Immediately get into your Sea Sparrow and hunt down the first 
motorbike. A few seconds of sustained firing should see it destroyed. 
The bikes do drive extremely quickly, so there's little point coming 
at them face on, as they'll be past you before you can even aim 
properly. 

2.	They can actually drive as fast as your helicopter, but they 
don't have the advantage of cutting corners like you do. If you see a 
message reporting that one of your businesses is being taxed, then 
simply ignore it. It doesn't matter, and you'll easily kill all the 
enemies before they've taxed the lot. 

3.	There are only 3 bikes to destroy, so you can afford to be a 
little patient. Just hold down R1 and fire constantly as you approach 
the target. Sooner or later they're bound to get out onto a wider 
road and you can finish them off more easily. 


NOTE: You have now finished 99% of the game! Only one mission and 1 
percentage remains. Soon you'll get a phone call, and when it ends go 
to your mansion, save the game, and step into the pink glow on the 
landing. 


--------------------------------------------
VERCETTI MISSION 5: KEEP YOUR FRIENDS CLOSE...
____________________________________________

DIFFICULTY: 7/10  


1.	You will need all your guns, including the rocket launcher. 
Make sure you also have full armour and health and save your game in 
the office for convenience.

2.	Arm your Python, move out the office and stand near the top of 
the big staircase. Quickly get in a position that allows you to see 
the front door, the right side door on the ground floor, and the one 
directly above it on the landing, all at the same time.  

3.	Soon enough a stream of enemies will walk in through those 3 
doors. Stand on the spot and look at the doors carefully - keeping 
watch for the next intruder. The instant you see someone walk 
through, lock on and fire. If you are speedy enough locking on it is 
quite possible to complete this section without taking any damage. 

4.	After you have killed approximately 15 enemies a message might 
tell you to check the safe. If it does, just back up a bit towards 
your office and the next cut scene will commence. The very moment 
this scene has ended, sprint to the short steps on the right to avoid 
the gunfire from the "Traitor". Sprint right up to him and he will 
dart out of the side door.

5.	Ignore any other enemies and chase after him. Overtake him if 
you want to. It is impossible to hurt him now, so simply sprint up to 
the roof as quickly as you can. You may lose your armour during this 
journey, but this isn't a problem. 

6.	As the game is loading the rooftop, prepare to run out, keeping 
to the left, and up onto the helipad. Make sure you go left when out 
on the helipad, as this will avoid the red barrels that have a habit 
of exploding in the crossfire. 

7.	If you can make it to the helipad, even with a tiny bit of 
health left, then you safe for a while. The hardest section is now 
over. The enemies, including the Traitor, will not follow you. 
Collect the health token from the back if you need it but stay on the 
helipad. 

8.	Arm your rocket launcher and fire a few shots at the ground by 
the railing closest the guards. The explosions should take care of 
anyone below. You can also use your sniper rifle to pop any heads. 
You'll know the Traitor is dead when he stops firing that distinctive 
sounding weapon. If you are unsure walk down and pop your head out to 
peek. If he is, come back and try again or just run out and blast him 
with the Python (health permitting). 

9.	As you may have noticed, you are slowly losing money. However 
you should be so rich by now the loss is meaningless. When everyone 
is dead on the roof, heal if necessary, and get onto the slanted, 
tiled section of the roof. Walk around to the eastern edge and drop 
down. You should land near the spot where all your weapons 
regenerate. Avoid going by the front doors of the mansion, as you 
will be attacked. 

10.	Pick up your guns and, most importantly, your body armour. Now 
walk onto the driveway and use the rocket launcher to destroy the 3 
limousines parked outside the front from a safe distance. Run over, 
pick off any guards with the Python, and walk inside. 

11.	Run back up to your office and another cut scene will start. As 
soon as it ends, sprint down the stairs and out the front door again. 
Ignore absolutely everyone. You will lose plenty of armour as you 
flee. The moment you're outside, go back over to where your guns 
regenerate. 

12.	Once safely there it's time to heal up. If you have over 100 
points of body amour, you're probably okay. Otherwise, new armour 
probably won't have regenerated yet, so steal a passing car and take 
a little drive. Go across the bridge and upon your return new armour 
should be ready and waiting. When you feel ready, return to the front 
doors of the mansion. 

13.	From the front steps take out the guards and most importantly 
your "old friend". This particular person can take at least 5 Python 
blasts so keep shooting him until either he dies, or until your 
health drops below 100. If it does then repeat step 12 until you're 
happy and healthy once more. Don't take any risks here. Return to 
finish him off and the moment he dies - you win it all.  

 
*	That's it. You have are the master of Vice City! When the 
credits roll, the coveted 100% mark is yours! Well done. 


NOTE: Because you have now completed the game 100%, you have several 
new rewards, including: Improved health and body armour, a new outfit 
in your mansion's office, every vehicle you drive is now twice as 
durable, and you cannot run out of ammunition. 

NOTE: To make life even easier, the Hunter is now occasionally 
available from the helipad south of your southernmost save point in 
Vice City East. 

NOTE: You have also unlocked 3 bodyguards who will follow you around 
and give assistance during battles. To find them, walk down the main 
staircase in the lobby of your mansion and inspect the small lounge 
on the western side. They should be sitting down in here. If not, go 
away and come back until they are. Stand in the small pink glow 
beside each bodyguard to make them follow you - for a small price. 
The bodyguards will occasionally shoot at any target you lock on to 
and fire at.    

*WARNING*

IF YOU USE 8-BALL'S BOMB SHOP IN VICE PORT NOW YOU HAVE INFINITE 
AMMO, YOU WILL LOSE ALL YOUR GUNS AND BE STUCK WITH A DETONATOR. THE 
ONLY WAY TO GET CORRECT THIS GLITCH IS TO DIE, BE ARRESTED, OR WALK 
THROUGH THE METAL DETECTORS AT THE AIRPORT.    


That's it. Congratulations, pal - you earned it. 


------------------------------
4A: FREQUENTLY ASKED QUESTIONS
______________________________ 

1) "Will cheating affect my 100% score?" 

Using any kind of cheat code MAY mess-up the game and accidentally 
cause a glitch that stops you from getting 100%. If you're lucky, it 
won't affect the game, but it's a definite gamble. Some players have 
used cheats and completed the game 100%; others got stuck on 98 or 
99% because of it. I strongly advise you to practise safe gaming, and 
avoid cheating. There is nothing more frustrating then getting stuck 
so close to the glory.        


2) "Help! I only have 98% any I've done everything, etc..."  

There are literally only 2 explanations for this: 
a)	You used cheat codes and you're paying the price, or... 
b) 	You missed something. See the 100% Checklist (below). These 
honestly the only 2 explanations. 80% of emails I receive 
regarding the game are on this subject! Please double check the 
list carefully before contacting me. 


3) Do you need to do wheelies, stoppies, etc, to complete the game 
100%? 

No. They're not on the 100% checklist below, so you don't need to do 
them. They are, just like the beach ball mini-game - purely for fun.  


4) How can I tell if I've completed a certain Unique Jump yet or not? 

It's almost impossible to tell definitely, as even Unique Jumps 
you've completed perfectly will trigger slow motion if you attempt 
them again. You obviously can't get the large green 'Unique Stunt 
Bonus' message or cash reward a second time, but that might just be 
because you performed the jump incorrectly. Unfortunately the only 
solution is to try to complete the jump several times, and if you're 
sure you've done it correctly, move on. Always ignore that small 
white 'Insane Stunt Bonus' message. This has no bearing on the actual 
game.        




------------------
4B: 100% CHECKLIST
__________________

Technically this checklist should be unnecessary if you've followed 
the FAQ through from the very beginning, as it's supposed to be read. 
Use it properly, and you're guaranteed to get 100% at the end. 

But for all the latecomers who only started using the FAQ half way or 
more through, here is a list of everything you should do to get the 
hallowed 100% score. You can find advice on how to complete all the 
following in the main text of the FAQ.  


*	Complete every mission: 
a)	Ken - 4/4 missions completed.
b)	Cortez - 4/4 missions completed. 
c)	Diaz - 4/4 missions completed. 
d)	Vercetti - 5/5 missions completed.
e)	Kent - 1/1 missions completed.  
f)	Phil - 2/2 missions completed. 
g)	Love Fist - 3/3 missions completed. 
h)	Mitch - 3/3 missions completed. 
i)	Auntie - 3/3 missions completed. 
j)	Umberto - 4/4 missions completed. 
k)	Avery - 3/3 missions completed. 
l)	Phone (Assassination) - 5/5 missions completed.  

*	Find 100/100 Hidden Packages. 

*	Purchase all 7 normal properties. 

*	Purchase all 8 'special' properties and complete the following:  
a)	Malibu Club - 4/4 missions completed.
b)	Sunshine Auto's - 4/4 Import-Export Garage lists completed, 6/6         
Street Races won.  
c)	Printworks - 2/2 missions completed. 
d)	Kaufman Cabs - 3/3 missions completed. 
e)	Film Studio - 3/3 missions completed. 
f)	Boatyard - 1/1 mission completed. 
g)	Cherry Popper Factory - 1/1 mission completed. 
h)	Pole Position Club - 1/1 mission completed.    

*	Complete all 3 Stadium missions: 
a)	Hot Ring - must win race in first place. 
b)	Dirt Ring. 
c)	Blood Ring. 

*	Complete the following 'Fun Toys'/RC missions: 
a)	'RC Bandit'.  
b)	'RC Baron'. 
c)	'RC Raider'. 

*	Complete the following side missions: 
a)	'Cone Crazy'.
b)	'PCJ Playground'.

*	Complete all 4 helicopter checkpoint missions.

*	Complete both Dirt Track missions:
a)	Trial by Dirt. 
b)	Test Track.  

*	Knock off 15/15 specific stores.
 
*	Score 45 points or more in the Rifle Range bonus mini-game.

*	Drop off 100 or more people as a taxi driver.

*	Get to and complete Vigilante mission level 12.

*	Get to and complete Fire Fighter mission level 12.

*	Get to and complete Paramedic mission level 12.

*	Get to and complete Pizza Boy mission 10. 

*	Pass 35/35 Rampages. 

*	Complete 36/36 Unique Jumps. 


There are NO glitches/bugs that stop you getting 100%. The answer to 
your mystery lies above.


------------
4C: CREDITS:
____________

AUTHOR: 
Scott MacDowall 

ASSISTANCE (In alphabetical order):
Bobby Ticknor, 
Chris Hocking, 
Dark52, 
Dan Schlicht, 
Darren Weir,
Delta2789,
Derek Franz, 
John Gilbert, 
John Holden,
John Scheurmier,
Kurt Walzer, 
Mark Blaney,
Matthew Joseff,
Morton, 
WickedOrge,

MISC: 
Jesus Christ,
Rockstar & Rockstar North,
GameFaq's 

... And you for reading this thing in the first place :-).       


Silent Hill 2

==========================================================================
 _____   _   _       _____   _    _   _____    _    _   _   _       _
|  ___| | | | |     |  ___| | \  | | |_   _|  | |  | | | | | |     | |
| |___  | | | |     | |___  |  \ | |   | |    | |__| | | | | |     | |
|___  | | | | |     |  ___| |   \| |   | |    |  __  | | | | |     | |
 ___| | | | | |___  | |___  | |\   |   | |    | |  | | | | | |___  | |___
|_____| |_| |_____| |_____| |_| \__|   |_|    |_|  |_| |_| |_____| |_____|
                                   ____
                                  / __ \
                                 |_|  | |
                                     / /
                                    / /
                                   / /__
                                  |_____|

==========================================================================

 --------------------------------------------
|Silent Hill 2 Walkthrough FAQ                |
|(c) Copyright 2002-2003  Conquerer             |
|Game Title: Silent Hill 2                    |
|Publisher: Konami                            |
|Developer: Konami TYO                        |
|Platform: PlayStation 2 Entertainment System |
|Genre: Action/Adventure/Puzzle/Horror        |
|Origin: Japan                                |
|Number of Players: 1                         |
|Released Date: 09/25/01                      |
|ESRB Rating: M for Mature                    |
 ---------------------------------------------

E-mail: Conquerer13@hotmail.com
         
MSN: Conquerer13@hotmail.com

===---==---===
FAQ Disclaimer
===---==---===
This FAQ is Copyright by Conquerer 2002-2003. I do not give permission to 
anyone to put this FAQ up anywhere without my permission unless I send it 
in to you or certain sites. Anyone may use this FAQ for the game but I 
will not allow other people taking credit for my work. Thank you.

Sites where my FAQ is posted with my permission:
www.gamefaqs.com
www.faqs.ign.com
www.cheatcc.com
www.neoseeker.com

Since this is a FAQ obviously it will have many major spoilers in it so 
please don't complain about the game being spoiled for you because you 
should already know it has spoilers in it and it is not my fault if you 
don't read this because it is near the top. So I am not responsible for 
any spoilers in this FAQ. Thank you.

===---===--==---===---===
Questions and/or Comments
===---===--==---===---===
Feel free to e-mail me about any questions or comments about my 
walkthrough. E-mail me at Conquerer13@hotmail.com. Also, if you want to 
get a certain ending, e-mail me, telling me which ending you want to get, 
and I will tell you the most important requirement/requirements. Or, just 
look at the Endings part of this FAQ. If I am on MSN, then ask or tell me 
anything about this game or this walkthrough if you wish. But please, be
absolutely sure that the message subject has SH2 or Silent Hill 2 in it.
If it says something like: Coin Puzzle I will still read it, but please,
put SH2 or Silent Hill 2 in it because I am having a lot of spam it it is
a big problem. If I block all of it I will only receive messages from a
Safe List, but I wouldn't know your e-mail so I couldn't put it in there.

=-=-=-=
Contest
=-=-=-=
If you beat the game in under 2 hours, e-mail me, telling me your time
and user name or e-mail address and I will make a topic on the Silent 
Hill 2 Message Board on GameFAQs, and I will post your user name on 
GameFAQs, and your time. If you don't have an account on GameFAQs, then I 
will post your e-mail address, or tell me your name, what ever you want. 
If you don't have a GameFAQs account, then get one now! Trust me it's 
really worth it! Please don't cheat, telling me a time you didn't get, 
because if you do, you know you didn't get that time, and other people 
might know you didn't get that time too.

===---===--===---===
Want to Rate My FAQ?
===---===--===---===
If you feel that this FAQ/Walkthrough has really helped you and you feel
like you want to repay me, please, all I ask is for you to give my FAQ a
good rating. I am not forcing you though, it's your decision.


********************
 TABLE OF CONTENTS
********************
MAIN
1.   UPDATES
2.   FAQS
3.   GENERAL TIPS
4.   DIFFICULTY SETTINGS

MAIN SCENARIO - LETTER FROM SILENT HEAVEN
5.   STORYLINE
6.   CHARACTERS
7.   ENEMIES
8.   WEAPONS
9.   CONTROLS  
10.  WALKTHROUGH
11.  SPEED WALKTHROUGH
12.  ENDING REQUIREMENTS
13.  RANKING
14.  WEAPON/ITEM LIST
15.  SAVE POINT LOCATIONS
16.  MEMOS

SUB SCENARIO - BORN FROM A WISH (Greatest Hits Version Only)
17.  STORYLINE
18.  CHARACTERS
19.  ENEMIES
20.  WEAPONS
21.  CONTROLS
22.  WALKTHROUGH
23.  SPEED WALKTHROUGH
24.  RANKING
25.  WEAPON/ITEM LIST
26.  SAVE POINT LOCATIONS
27.  MEMOS

MISCELLANEOUS
28.  COOL AND SCARY THINGS
29.  MY PERSONAL REVIEW

CONCLUSION
30.  CREDITS

*************************
          MAIN
*************************
*************************
1.      UPDATES
*************************
Most Recent Updates:

05/22/03
Updates on the characters, faqs, ranking, many parts of the walkthrough
and many spelling corrections.

05/13/03
Updates on the storyline and the characters. Now they are a lot more 
detailed. Other updates on weapon/item/map list and it now has secret
items in it. Also updates on the ending requirements. This FAQ is
completely done and nothing else right now is planned to be added but
there may be more updates in the future.

05/02/03
HUGE update. Biggest one yet. Made and completed 2 new sections which are 
general tips and difficulty settings. Many update on both walkthrough, 
including new boss strategies for Pyramid Head and Eddie along with 
difficulties for each boss. Added many more cool and scary things to the
sections and other updates throughout the whole FAQ. Expect to see more
updates on the characters section soon.

04/26/03
Many updates made in the walkthrough section including the Extra Hard
Riddle Mode solutions, the Roach Trap and the layout for bosses and 
puzzles.

04/25/03
Completed the Sub Scenario memos section and one minor update in the
credits section.

*************************
2.        FAQS
*************************
Frequently Asked Questions

Q: Is this game like Resident Evil?
A: Some may say, but it is VERY different and is amazing in its own way.

Q: How many version are there of Silent Hill 2?
A: 5. For PS2: Silent Hill 2, Silent Hill 2 (Greatest Hits) , Silent Hill 
2: Restless Dreams (JPN), Silent Hill 2: Director's Cut, and for Xbox: 
Silent Hill 2: Restless Dreams.

Q: How many endings are in this game?
A: In the original version there are 5. But in the Greatest Hits version
there are 6, along with a new scenario where the ending is always the 
same.

Q: Would you recommend me to buy this game?
A: Yes, this game can be for many gamers. To tell the truth, I wasn't 
really interested in games like this even close to how I like them now.
I just bought Silent Hill 2 because it was scary. But I realized many
more reasons why this game is good. See my review for more details.

Q: If I have Silent Hill for PlayStation, should I buy this one?
A: If you enjoyed it, yes, definitely. But if you didn't really like it
then I suggest you at least rent it.

Q: About how long do you think it would take for me to beat this game?
A: It actually took me over 8 hours to beat Silent Hill 2. But I
explore a lot. It should take you at least 4 hours your first time,
that is if you're really good in these games. Around 6 hours is
probably average.

Q: I am convinced to buy this game now, what version should I get.
A: If you live in North America, get Greatest Hits, in Europe get 
Director's Cut, in Japan get Restless Dreams. For Xbox, get the only
version which is Restless Dreams.

FAQ/Walkthrough Frequently Asked Questions

Q: What do you mean by "examine"?
A: Go up to whatever is mentioned and press X

Q: I can't find a certain item, where can I find it?
A: Check the Weapon/Item/Map List, although every item location and where
you use the item is described in the walkthrough section

Q: I can't solve a certain puzzle, can you help me?
A: Every puzzle is described in detail in the walkthroguh but if you are
really having trouble, just e-mail me.

Q: I need to find a place to save but I can't find one, where is one?
A: Check the Save Point Locations section

Q: Do you ever describe where ammo is in this FAQ?
A: In puzzles, yes. But no where else unless I say "If you need ammo, go 
here."

Q: I have the GH Version, how do I load my data from the original version?
A: Your data is recognized but you cannot load you file if you were in the
middle of a game. You won't need to load your game so just start a new
game and save like you normally would. After you beat the game once 
though, load your game and go to New Game to do it safe.

In the future there may be for FAQs. If you have a question, just e-mail 
me and I will gladly answer it. I will probably put it up here and answer 
it too. 

*************************
3.    GENERAL TIPS
*************************
=-=-=
Menus
=-=-=
===========
Main Screen
===========
---------------
Beginning Video
---------------
Is there a beginning video in this game? Yes, but it takes time for it to
come up, around a minute. It is always the same so it won't change when
you beat the game. there are a few scenes which are not in the game
because they were taken out.

--------
New Game
--------
Starting a New Game isn't like continuing from the file you beat the game
in. If you start a new game without loading your game it will be 
overwritten when you save. Try to avoid this a load your game whenever
you want to play again. But if you want to just play a new game you can
use this. And your first time through Silent Hill 2 you will have to start
a New Game.

--------
Continue
--------
This option will only work when you have a game saved on your Memory Card.
If not you won't be able to use it because there is nothing to continue
from. When you use the Continue option you will start from where you last
saved. It loads very fast which is a good thing. This loads the most
recent save from your memory so in order to load another game you will
need to use the Load option to load the other file. Once you beat Silent
Hill 2 you can use the Continue option to load your stats and then start
another game safely.

----
Load
----
You you load you game it is just like continue, only you see the load
screen and get to use which file you want to load. So if you want to load
a different file that was saved most recent, you will have to use the Load
option to load the game. This option can also be used for loading games
the not most recent files that are completed. But if the most recent file
has the game cleared you can just use Continue to load it faster.

------
Option
------
Yes, it is called Option but they do mean Options. In the Options menu you
can change things like the control style, walk/run control etc. Check out
the Controls section for more info.

============================
Loading and Saving Your Game
============================
After you beat a game of Silent Hill 2 you will see a ranking screen with
all of your stats from the game you just played. When you load your game
after you saved the Clear Data it will go to that same ranking screen. 
Press X and then go to New Game and select the Action and Riddle Mode
(Only Action Mode in Sub Scenario). It is important to do this because
if you just turn on Silent Hill 2 after you beat the game already and just
start a new game it is not the same file and when you save it will 
overwrite your other date, if saved on the same file. So that game will be
lost which is not good. But you can save it on a different file if you
wish, but I recommend getting all the endings on one save file. If you
wish, you can make an alternate save just in case you think you won't beat
some part, if you want to do a certain thing at that part whenever you
want or more things like that. Even right after you beat the game and you
want to play again you still have to load your game and then make a new
game. This happens to many people very often and might happen to you. But
as long as you listen to the above instructions you'll be fine.

================
Save/Load Screen
================
When you save or load your game there is your file (if you have one) and
spots for other possible saves. This is only one part of the Save/Load
screen. You can use the D=Pad to go left or right and see your total time
for a file or which endings you have. Below is what each letter means:
(No particular order for this list)
W - In Water
L - Leave
M - Maria
R - Rebirth
D - Dog
U - UFO*
X - Sub Scenario*

* - Greatest Hits Version Only

=-=-=-=-=-=
Game Basics
=-=-=-=-=-=
==========================
Don't let sounds scare you
==========================
------
Camera
------
The camera angles in Silent Hill 2 may be annoying to some people but I
don't find them at all. But most of the time you can change the camera
angle so it is behind your character like in buildings and sometimes on
the street. But in some angles it will just go a little bit father than
you're current angle and sometimes you won't be able to see your character
but you can just let go of the button. To reposition the camera angle
like mentioned above press and hold L2. In buildings it will stay behind
your character when you hold it for a little but but to see further on the
streets you will need to hold L2 to keep the view. You can also free-look
whenever you want. Hold L2 and move the Right Analog Stick to the
direction you want to look at. In large area you character's head will
just move but it can look cool. But it usually shows you the direction
that you hold.

------------------------
Static and Sudden Noises
------------------------
Yeah, sure they're scary but you don't need to turn around on the long
beginning pathway. Sounds of somewhat similar to a dog's bark will be
heard and may scare you. Other sounds like sudden noises are just to
make you feel scared. You have the Radio for a reason, so when it's on,
there is only a monster near you when you hear the static from the Radio.
But You cannot hear the static when Doormen and near you unless the are
very close to you. But if you hear a sudden crash and the Radio is on,
don't worry about it. The Radio doesn't appear to work in Boss Fights
but you don't really need it, it would probably just annoy you and you
already know the enemy is there. So when you hear a sound don't always
think it's an enemy and keep your Radio on.

--------------------
Sounds and Subtitles
--------------------
As you will notice when you watch videos in Silent Hill 2, there is a lot
of sounds and character lines. Subtitles will capture everything said
and will capture what James is thinking and some points. He doesn't talk
out loud always because he is usually alone but he does sometimes. 

=============
Using the Map
=============
Yes, you have a map in this game. It should be your best friend. It guides
you on your journey in Silent Hill. You will get several maps, usually
when you enter a building. For one area, James draws his own map, since
there obviously wouldn't be one hanging around in that area. Your map is
VERY useful. If you are using the FAQ to guide you through Silent Hill 2
then you will need to use the map to figure out where to go in most areas.
But don't worry, I describe every location for all the maps and there's
even a Weapon/Item/Map List in this FAQ, so check out that if you can't
find a map. In dark areas, you will only be able to view your map with
your Flashlight turned on or light spots in dark areas. To view your map
just simply press the Triangle Button. You can also go to Map in the Menu
but why do that when you can just press Triangle? To be honest, I use my
maps a lot. I know how to beat the game without this guide or the Strategy
Guide but I still find the maps very useful and you should too. Without
a map for some areas you can be completely lost so use it wisely.

==============================
Using the Radio and Flashlight
==============================
In Silent Hill 2 you will receive a Radio and a Flashlight whether you
like it or not; you have to get them. But why wouldn't you want them? They
are both very excellent devices and can't be turned on or off. You first
find the Radio and it appears to be broken, with a strange message on it
when you get it. But as you find enemies you will notice that it will
create static. This is simply to alert the player that there's an enemy
nearby. The monsters cannot hear this so it is pointless to turn it off.
The Radio is actually very helpful because some enemies can be right in
front of you and you can't hear them, and the camera isn't always on them
so keep the Radio on. You find the Flashlight after the Radio but it is
very useful, too. You don't need it right away because you are outside
and it's light at the time. You will need to use it in dark areas for a 
few reasons: You won't be able to view your map unless you find a light 
spot, you can't unlock doors with keys because it just says they're locked 
and James can't find the keyhole anyway, You can't use other object from 
the menu because it says it can't be used here and you wont be able to pick 
up items unless they are in light spots. So be smart and keep your 
Flashlight on most of the time. Apparently you can turn your Flashlight off 
and just simply walk by enemies but I have tried this and it doesn't seem 
to work. If it has worked for you, e-mail me and tell me what you did. You 
can toggle your Flashlight on and off with the Circle Button. Keeping it
on in the day light is pointless but it doesn't waste the battery, so if
you keep it on it's fine.

=====
Memos
=====
You may not think so but these can be useful. Especially for certain
puzzles. Memos are gathered after viewing notes that you find; not all
notes are memos for some reason, though. But in the Memo Section of this
FAQ you will find even some that don't count as Memos.

=======
Running
=======
Yeah, you may not feel so tough running away but the monsters in Silent 
Hill 2 are worth running away from. Especially, on the streets, try not to
waste your time killing demons because it is pretty pointless, unless you
are going for a better Ranking. Running away from demons doesn't make you
a wussie. It is actually quite smart to do this. But if you are trapped
you can't really run so just deal with the enemies.

=================
Ammo Conservation
=================
A very important thing, very important. You don't want to go around Rambo
style shooting everywhere; you will run out of ammo very quickly. Shooting
an enemy on the ground can be pointless on Normal and Hard Action Mode
because they have a lot of health. And remember, shooting an enemy just
makes it prone so James can kick it, always remember to kick enemies to
finish them off. But on easier Action Modes it can be easier to kill
enemies enemies with guns. 

=============
Melee Weapons
=============
You have them for a reason. For ammo conservation. When you're running low
on ammo or don't even have a gun you should use a melee weapon. There is
a few of them. There is Wooden Plank, Steel Pipe and Great Knife. Best
overall would be Steel Pipe, but Wooden Plank is the easiest one to use
and the Great Knife is the most powerful weapon in the game, although it
lacks in speed.

==========
Soft Reset
==========
What is Soft Reset? Well, it is a function so that once you're in the game
you don't have reset the console to get back to the Main Menu. For many
other games you actually do have to reset the console. Once you're in the
game just hold Start+Select+L1+R1+L2+R2 and you will be transported to the
Main Menu. You might be wondering, why so many buttons? Well, would you
want it to go back to the main menu when you pressed a few certain buttons
when you were doing good and/or hadn't saved in awhile? I'm sure you'd feel
frustrated so instead of only a few buttons there's 6, which is just
enough; I don't think every single button would be good.

=-=-=-=-=-=-=-=-=
Combat Strategies
=-=-=-=-=-=-=-=-=
=================
Suggested Weapons
=================
--------------
Patient Demons
--------------
These enemies are easy to find and easy to kill. When you encounter one
on the streets, just simply run by it. Inside buildings the best weapons
would be the Wooden Plank and the Handgun. If low on ammo use the Wooden
Plank but if you're fine the handgun would be the best weapon. One would
think that the Shotgun is good on Patient Demons but it isn't really.
If you are at medium range it takes about the same amount of shots. And
the Shotgun takes longer to ready your aim and the firing rate is too
slow. The Handgun is the best way to deal with patient Demons.

In the Sub Scenario the easiest and best way to deal with Patient Demons
is to use to the Revolver. On the streets, there isn't much of a point to
but it can be fun to use the Chinese Cleaver.

-------------
Giant Roaches
-------------
Roaches aren't much of a threat but they can really annoy you and lower
your health to red. You want to try to make James step on it with his heel.
If you can't seem to this this and the Roach is really annoying you, you
should only use the Handgun, 1 shot. Shotgun is just ridiculous, although
I don't think they're anywhere when you have the Shotgun, except for the
Roach Trap. 

In the Sub Scenario, try to make Maria step on the Roach with her heel but
if you have trouble just shoot one Revolver shot at it to take care of it.

----------
Mannequins
----------
The enemies won't cause much harm at all if you know what you're doing.
The appear to be on standby when you aren't close to them but the start up
when you move closer. You can just use the Handgun with ease, but you can
also you use Wooden Plank or the Steel Pipe and it can be pretty easy. But
if you're Genoa try to use the Great Knife on one, I suggest you use the
Hyper Spray first.

In the Sub Scenario with Maria just use the Revolver with ease or use the
Chinese Cleaver to show it who's boss.

------------
Nurse Demons
------------
Nurse Demons are slightly more strong than Patient Demons. It is best to
only use the Handgun. Probably the best and only weapon to kill Nurses.
They carry Steel Pipe so watch out and keep your distance.

------------
Underhangers
------------
There is no real point in killing Underhangers. You only encounter under
10 and you can dodge them very easily. Just run by them on the opposite
side of them if you can. But if you really feel like killing them use the
Shotgun. It should only take a few shots and since you can't kick the
demon it will just die and fall off the gated floor.

-------
Doormen
-------
You only encounter 4 of these demons and a Boss version of one. The one
and only suggested weapon is the Shotgun. Usually 2 shots and it will fall
to the ground. You won't always have to kick them once they're prone
unless you're on higher difficulties. For the Boss Doorman, use the
Shotgun and fire only 2 shots each time and it will fall to the ground.
Try to run to the other side of the rom before it gets up and do the same
It only takes about 6 shots to kill the monster, so it isn't that hard.
Never use the Rifle on Doormen, it takes way to long to ready your aim,
firing rate is too slow and it inflicts just about the same power at the
Shotgun at close range. The Handgun is too weak though, so just stick with
the Shotgun.

------------
Pyramid Head
------------
Once word, run. Whenever you encounter this "red pyramid thing" you should
always either run the opposite direction or run past it if you can. But
when you encounter Pyramid Head in a Boss situation use the Handgun for
the first battle. Or you can just not shoot it at all and just run back 
and fourth to each side. I think it does take longer to do this but you
save a lot of bullets. For the Pyramid Head Duo use the Hunting Rifle
because of its power and the Pyramid Heads don't move to fast. Try to fire 
around 1-3 shots but near the end they go slower and you can try to take 
off 4 shots. You can also use the Handgun and fire a lot more shots but 
its power is way weaker and it could take a lot longer. Just stick with 
the Hunting Rifle.

===============
Kicking Enemies
===============
When you use a weapon on a demon it just makes it prone so James can kick
it. Or Maria in the Sub Scenario. So after the enemy falls to the ground
you will have to go up to the demon and kick it to finish it off. This is
why the static doesn't stop once the demon is on the ground, because it
isn't dead yet. Sometimes the demon may already be dead, so you won't
have to kick it. But if the Radio's static stops it is ok.

===============
Pushing Enemies
===============
Yes, you can actually push enemies. In 2 instances near the end of the
game you have to do this but I won't spoil it for you. To push an enemy
just simply run at it and your character will be running on the spot, in
front of the enemy but it will slowly be forced to move and you can get by.
You don't have to do this anywhere else but if an enemy is blocking your
way and you don't feel like killing it just push it out of the way. I
don't think it's possible to push Doormen but I am not sure of it. I
wouldn't try it anyway, it's a risk of being attacked. This will work best
on Mannequins because of their standby function but it can still work well
with Patient Demons and Nurse Demons. There is too much risk with Dormen
and I am sure that you can't push Pyramid Head, who would try it anyway?

==========
Surrounded
==========
Yeah, you've gone and done it, the monsters are now surrounding you, how
will you get out? Well, some rooms you can be ambushed by 2 enemies right
after you enter a room. Your character is vulnerable while the screen
is black, going back to the game. So when you access the menu you enter
and room you will not be able to see you character for a brief amount of
time but you can still move. Anyway, when you're surrounded by enemies,
the best way to go is the Shotgun. It shoots fast enough and is very
powerful at close range. The Handgun is too weak and the Rifle takes way
to long. But you can actually try pushing your way through the enemies
(see Pushing Enemies above) but you risk being attacked. So try to push
your way through if you want and if you can't, use the Shotgun.

=========================
Fighting Multiple Enemies
=========================
This is not when you're surrounded but simply when you have 2 or more
enemies in your sights and are coming for you. The Handgun is the best
gun to use on the 3 basic enemies (Patient Demon, Mannequin, Nurse Demon)
so use it the most. When you targets aren't really close to you then the
Handgun is really good. At close range try to use the Shotgun, that is if 
they're very close. If they are really far away and you have enough ammo 
for it then try to use the Hunting Rifle. Make sure you don't use it on 
Doormen though, it's horrible. With Doormen, they only come in groups of 2
(besides the boss) but the Shotgun is still the best and only suggested
weapon for them. For the Hangers Boss use the Shotgun also, the Handgun is
too weak for the beginning. But to conserve ammo use the Handgun for the
last Hanger if you want. For the Doorman and Eddie, Shotgun is also the
best but use the Great Knife at the beginning of the Eddie fight to make
him run to the next room. In this room use the Shotgun until he starts
going behind the meat racks. Then use the Handgun, which makes it much
easier to hit Eddie. For the last boss you should only use the Hunting
Rifle, unless you run out of ammo, but you shouldn't.

=========
Reloading
=========
Reloading can be a big problem in some fights. Especially in Boss Fights
and with multiple enemies. But there is an easier way so that your
character will not have to reload themself in the game. Simply go into
the menu and go to the firearm you're using and put Reload. Now go back
into the game and continue what you were doing. You don't need to do this
to beat bosses but it absolutely makes it easier. Try to use every bullet
before doing this, so count off all the shots in your head. But if you
have time to reload and you have 1 or 2 bullets left then you might as 
well reload. But if yo have 4 or more you should wait until you have 0.

=-=-=--=-=-=
Health Items
=-=-=--=-=-=
On your way through Silent Hill you will find various health items which
will help you get through the game. Without these you would die probably
about 90% more, really. On Beginner Action Level you actually don't need
these at all, though. But on Hard there is probably no way you'd beat the
game without health items because of a certain part. You can find them
on the street, in buildings and other places.

=================
The Health System
=================
This is what colour the little screen in at the top left corner or the
in-game menu:

Green - Great
Normal - Fine
Normal with little static - Ok
Normal with lots major static - Pretty Bad
Slightly Red - Very Bad
Colourful Red - Terrible!

-------------
Health Drinks
-------------
Health Drinks are the easiest to find. But unlike SH1, they are not very 
powerful, you'll need probably 3 to 6 to get from red to green health with 
them, but they are still good. You find a lot of them in Silent Hill 2 but
that doesn't mean that they aren't very important. Without them you would
need to use a full First Aid Kit for a small wound if you wanted full
health. If you get attacked 1-2 times (depends which enemy), 1 Health Drink 
should be enough. But obviously if you receive more hits you will have to
use more Health Drinks. But this is where First Aid Kits come in.

--------------
First Aid Kits
--------------
First Aid Kits aren't that hard to find and they are really good. It is 
good to use First Aid Kits and Health Drinks together because you don't 
want to waste a First Aid Kit on something minor. A First Aid Kit can
heal you to full health after about 5 hits, which is pretty amazing. it
will take 2-3 to get from red health to green health. Try to not use them
on minor wounds, instead wait until you have lower health and then use one.
But it is very safe to just use a Health Drink every or every other time
you get damaged, although you don't need to.

--------
Ampoules
--------
Ampoules cover your health for long periods of time. But if you have red 
health and you use an Ampoule, after the time is over you will go back to 
red health, so don't count on being safe with just one Ampoule. But they 
are good if you use multiple Ampoules. However, you don't get a lot of
Ampoules so don't count on only using them. You should only use an Ampoule
if you have really low health and saving your health items for bosses or
you have no other health items. If this should ever happen be very
cautious, meaning try to stay away from enemies and run right past them on
the streets and look for health items on the streets.

=================
Recovering Health
=================
Once you have been attacked and your health isn't so great then you should
use a health item. But while you're going to to menu and exiting the menu
you are vulnerable to enemies around you and you can't see for a very 
brief amount of time so in very important fights you should try a faster
way. So instead of going into the menu and using a health item, press R3
(push in the Right Analog Stick and James will use his strongest health 
item. His first choice is the First Aid Kit, then the Health Drink and
then the Ampoule when you have nothing else left. You might wonder when
to know to press R3. Well, if you're using a Dual Shock 2 Controller you
will be able to feel James' heartbeat from the vibration of the controller.
You will feel the heartbeat if has pretty bad, bad or terrible health. The
harder you feel it, the worse condition James is.

=-=-=
Items
=-=-=
===========
Using Items
===========
----
Keys
----
On your journey in Silent Hill you will find many items. A lot of them
will be keys so get used to finding many keys. Keys are not usually not
found at very obvious places but they aren't that hard to using. To use a
key all you will need to do is go up to a door that you have a key for and
press X to use it and then go through the door. But not all keys are like
this. The above is for opening doors. For other things like something
stuck to something and you can use a key, you will have to use it in the
menu. For locks on certain items you will need to use them in a menu but
you can save time if there's 2 items (see Combining Items) that are used
on the same thing. Keys are found the most besides health items (which
you don't absolutely always need) but not always you will use a key right
after you get it.

-----------
Other Items
-----------
There are other items that are not keys but can be just as or more 
important than keys. Items like a Lighter for example can't be used by
just walking up to where you use it, you will have to use it in the menu
Like keys, other items can be combined and sometimes will have to be
combined, but there is more instances where you combine other items.

---------------
Combining Items
---------------
Combing items can be an easier way to use items so that you don't have to
go back to the menu and use each of the number of items used on the same
thing. But in some instances you will have to combine items. So in order
to combine and use items you must go on one of the items, press X,
put "Combine", press Triangle go to the next item and repeat this process
until you have all the items you're going to use combined and press "Use"
Over one of the already combined items. But not all items can be combined.
So if there is a key to a certain room and a key to another room there
won't even be a "Combine" option for either of them. And some other items
that can be combined like a ring and a key for example, you won't be able
to use it because it can't be used, unless there is a keyhole and a spot
for a ring which there never is in Silent Hill 2.

*************************
4. DIFFICULTY SETTINGS
*************************
Before you play a game of Silent Hill 2 you will need to choose 2 levels
of difficulty for gameplay and puzzles. They are:

============
Action Level
============
--------
Beginner
--------
Enemies die after they receive 1 or 2 hits from your weakest Firearm and 
will fall to the ground and die. You don't have to reload any of your 
Firearms. If you are being held by a monster, James shake himself out of 
the attack automatically. Bosses are very easy and move slow and you can 
easily beat the game without receiving any hits. Enemies don't regenerate. 
This is obviously the easiest Action Level and you shouldn't have any 
problems with it. When you first play Silent Hill 2 this Action Level is 
good to start on. But after that you are just being a menace to the 
monsters since it will be even easier. And for the boat stage you use the 
D-Pad to control the boat which is easy.

----
Easy
----
This Action level is very similar to Beginner but when enemies receive 2
hits they will fall to the ground and you must kick them to finish them
off. Bosses are still easy but aren't as easy and are half as much as 
their usual strength. None or few enemies will regenerate. And for the 
boat stage you use the D-Pad to control the boat which is easy.

------
Normal
------
For hardcore Silent Hill gamers Normal Action Level is a good way to play
either the first or second time through the game. It is self-explanatory
because it is called "Normal" and this is how Silent Hill 2 is supposed to
be played. Enemies will fall to the ground in 3 to 4 shots from your 
weakest Firearm. You will have to kick enemies after you shoot them to the
ground, unless you took many shots at the enemy and it is already dead.
Enemies tend to regenerate sometimes. If you are grabbed by an enemy you
must use the movement controls and the shoulder buttons to get out of the
attack. You will always have to reload your weapon yourself. And for the 
boat stage you use the D-Pad to control the boat which is easy.

----
Hard
----
This is obviously the hardest difficulty in Silent Hill 2. Enemies will
take 4 to 5 shots to just fall down and then you will have to kick them.
Bosses have full strength and speed. Enemies regenerate a lot and if you
don't kick an enemy after it's on the ground it will get right back up and
have very close to full strength! James tends be very clumsy like Harry in
SH1. He will somewhat trip over himself when you try to stop or when you
run into wall and hit the wall, causing you to slow down. But unlike SH1,
James will always do this if you're running fast and run to a door, trying
to open it, and then James will James will go through the door. James
aiming won't be as great as in other modes but it isn't that noticeable.
And for the boat stage you will have to use both Analog Sticks to control
the boat which can be hard.

============
Riddle Level
============
----
Easy
----
All puzzles are fairly easy and you are pretty much told the answer by
memos. But this is a good way to start your first journey and to know
what the puzzles are like.

------
Normal
------
Moderate puzzles but some can be difficult. Others are still pretty easy.
You aren't told the answer but it is described in a riddle.

----
Hard
----
Puzzles are hard to solve and require maybe brief amounts of thinking. 
Other puzzles can be really hard and one is completely random.

----------
Extra Hard
----------
Puzzles are very hard and require a lot of thinking. Some will even make
you guess and frustration is commonly caused by this mode. You will be
able to play this mode once you beat the game on all 3 Riddle Levels.
There is no Extra Hard Riddle Level option but when you go to Hard Riddle
Level it is the Extra Hard Riddle Level. If you had problems with previous
puzzles than I don't recommend you play this difficulty yet and instead

*************************
     MAIN SCENARIO
*************************
*************************
5.      STORYLINE
*************************
James Sunderland received a letter from his wife that has been dead for 3 
years. The envelope has his wife's name on it, Mary. It read:

In my restless dreams,
     I see that town.

       Silent Hill.

You promised me you'd take me
    there again someday.


   But you never did.

Well, I'm alone there now...

 In our "special place..."

    Waiting for you...

James says to himself in Silent Hill, but a dead person can't write a 
letter. He talks to himself wondering what their "special place" was.
Then something comes to his mind, Rosewater Park. They spent a whole
day the staring at the lake. And then James sets off his "special place."
But will he find the truth, or something else?

*************************
6.     CHARACTERS
*************************
----------------
James Sunderland
----------------
Age: 29
James is the main character in Silent Hill 2. He has brown eyes and 
apparently brown hair from what looks like blonde. He works as a clerk for 
a small company. James is quiet and doesn't like talking too much. James 
was a proud and loving husband, until his wife, Mary, was stricken 
with a rare and fatal disease. The one he treasured, Mary, was very ill, 
and there was no chance. He hasn't been the same since. 

-----------------------
Mary Sheperd-Sunderland
-----------------------
Age: 25
James' dearly departed wife. She was originally cheerful and kind. In bed,
she cried that she didn't want to die yet she hoped for death at the same
time during her agony. She told James to abandon her because she said she
was ugly and useless, but she also said that she wanted James to be by her
side until she died. Silent Hill was James and Mary's "special place" 
because of their many great memories there. Mary was ill and died 3 years 
ago, but James received a letter that was from Mary. James has decided to 
come to Silent Hill to find her. But could she still be alive?

-------------
Angela Arcs
-------------
Age: 19
James first meets this woman in the graveyard in East South Vale. She has
dark hair and brown eyes. She seems to be looking for her mother, that she
very dearly misses. She appears to be a regular girl but she isn't. She 
hesitates and doesn't answer some of James' questions. After Angela 
graduated from High School she ran away from home, but her father found 
her and brought her back. Once again, she ran away, but this time she 
wandered off to Silent Hill.

----------------
Eddie Dombrowski
----------------
Age: 23
James meets Eddie in the apartments and he is puking in a toilet. He has
blonde hair and gray eyes. He worked part-time at a gas station. He is
pretty much like the average guy but he seems to be defensive all of a 
sudden. Eddie seems awfully concerned with exonerating himself for the 
murders that keep cropping his wake. He seems like a murderer but denies 
everything. Eddie is no resident of Silent Hill, but why is he in this 
town?

-----
Laura
-----
Age: 8
This young little girl seems to have a sharp grudge against James, 
although James has no idea who she is. She somehow knows things about 
James, including him and Mary. Laura has blonde hair and blue eyes. She 
creates problems for James when he already has other things on his mind. 
Laura has no parents nor siblings; she lived in an orphanage. She was in 
the same hospital as Mary and they became good friends. She is restless 
and doesn't stay put.

-----
Maria
-----
Age: 25(?)
A strange woman that James meets in Silent Hill. She could be the twin 
sister of Mary, except for a few physical and behavioral characteristics.
Maria used to work at Heaven's Night before Silent Hill went insane. She 
is cheerful and positive but can be very emotional in certain situations. 
She talks looking straight at the other person's eyes and she does the 
same when listening. Maria seems a little strange and she knows James'
name without him telling her.

*************************
7.       ENEMIES
*************************
--------------
Patient Demons
--------------
------------------------------------
Locations: Throughout the whole game
------------------------------------
This is the first demon James encounters. Patient Demons have 2 attacks 
in different stances. When the demon is standing up, it will attack by 
spitting a yellow acid-like spray at James, which stuns him. When the 
demon face down on the ground, the attack will be scrambling towards 
James and hitting him, which inflicts mild damage. When you encounter 
patient demons use the Wooden Plank or Steel Pipe if your ammo is scarce. 
If not, use the Handgun. Knock the demon down to the ground by hitting it 
with a melee weapon or shooting it down with the Handgun, and then finish 
the demon off by kicking it once. If you do not kick the demon when it is 
on the ground, it will get back up and will have nearly full health, so 
make sure you always kick the demon when it is on the ground. This goes 
for all demons, unless they die before you get a chance to kick them, or 
if you can't kick them at all. If you do not want to fight a patient demon 
just run away. If you are in a dark area, you can simply walk right by
them without them knowing you are there.

-------------
Giant Roaches
-------------
--------------------------------------------------------
Locations: Throughout the game but usually on the street
--------------------------------------------------------
You can hear a roach by listening for a buzzing/cricket like sound. A 
roach has 1 type of attack. It will run towards you and will bite James' 
foot. To deal with a roach, simply run away until it's gone or just run 
at it so that James' heel of his shoe will crush it. But if it is really 
annoying you use the Handgun, 1 shot. If you in an open area, like the 
streets, roaches will try to run away, but if you are in a small area, 
it is very likely that they will try to attack you.

----------
Mannequins
----------
------------------------------------
Locations: Throughout the whole game
------------------------------------
Mannequins have only one attack. Their attack is at extremely close 
range, so they are pretty easy to get by. Their attack is whacking James 
with one of its arms/legs. This attack is a powerful so stay away from 
mannequins. But do not worry about using a melee weapon on them, but don't 
under-exaggerate them. If you have lots of ammo, use the Handgun to deal 
with them. 

------------
Nurse Demons
------------
-------------------------------------------------------------------
Locations: Brookhaven and "Nightmare" Hospital and just outside the 
hospital in Dark South Vale
-------------------------------------------------------------------
Nurse Demon's are only in Brookhaven Hospital and on the streets, so you 
don't have to worry much about encountering them. Nurse Demons carry 
steel pipes, very similar to James'. They have one attack. It is whacking 
James with their steel pipe. This inflicts quite a bit of damage. The 
nurses may attack you when you least expect it, so be careful. If there a 
two nurses, in front, and behind each other, there is a very good chance 
that the nurse behind will whack the nurse in the front, just trying to 
hit you if you are near them. To deal with a nurse use the Handgun. But 
if you are extremely low on ammo, use the Steel Pipe.  

------------
Underhangers
------------
-----------------------------------------------------------------------
Locations: Gate floors - Dark South Vale, The Labyrinth and "Nightmare"
Hotel
-----------------------------------------------------------------------
Underhangers are found under gate floors. Their attack is shooting 
tendrils at your feet with their huge arms, if you are above them. This 
will stun James. When you encounter a lair of Underhangers, Just run 
over them, dodging their attacks, and look for safe spots, where they 
can't attack you. Attempting to kill an underhanger is a waste of time, 
so just run away. But if you want to kill it just for fun, use the 
Shotgun.

-------
Doormen
-------
------------------------------------------------
Locations: Lake View Hotel (Boss: The Labyrinth)
------------------------------------------------
The attack range of a Doorman is extreme, so be aware! It's only attack 
is grabbing you a pulling you under its frame this will inflict a lot of 
damage. When you encounter a Doorman, use the Shotgun. After it's on the 
ground, make sure to kick it or might get up and have nearly full health. 
If the Doorman dies before you kick it, you can't kick it. The boss 
Doorman is much stronger than normal doormen, so don't be afraid of them, 
but also make sure to don't let them get to close.

------------
Pyramid Head
------------
------------------------------------
Locations: Throughout the whole game
------------------------------------
This bizarre pyramid-headed creature is James' worst nightmare! It's 
invincible! James encounters Pyramid Head many times. In a boss 
situation, beware of Pyramid Head's long-range attack with his Great 
Knife or Lightweight Spear. When you encounter Pyramid Head, and it's not 
a boss situation, just run away since Pyramid Head is invincible.

*************************
8.       WEAPONS
*************************
=============
Melee Weapons
=============
These weapons do not require ammunition. Instead, you have to hit the 
enemy with your melee weapon. If you ever run out of ammunition, or if 
your ammunition is scarce, equip and use a melee weapon.

------------
Wooden Plank
------------
The Wooden Plank is the first weapon James acquires. This is a two-by-
four length of wood with nails at one end. The Wooden Plank is only good 
at extremely close range, but it inflicts a moderate amount of damage, so 
be careful when attacking enemies, and don't worry too much about their 
health. When you find an enemy that you want to defeat with the Wooden 
Plank, hold the R2 button to ready your weapon, walk up to the enemy, and 
press or hold the X button to whack the enemy. You can also attack when 
running. Hold forward and the Square button (with switched walk/run 
control you only have to hold forward), hold R2, run up to the demon, 
and press or hold X. Always try to attack from behind with the plank, 
because of the extremely close range. You can find the Wooden Plank at 
the construction site at the north end of Vachss Road

----------
Steel Pipe
----------
A long shaft of bonded steel, which has a greater range than the Wooden 
Plank. To use it, hold R2, walk up to an enemy, and press or hold X. If 
you want to swing the Steel Pipe from side to side, press or hold X 
before you reach the enemy. If you want to crouch and stab the enemy's 
midsection, press or hold X when your are close to an enemy. If you want 
to swing the Pipe in an overhead bashing fashion, press and hold R2 and 
X tightly at the same time. James can find the Steel Pipe at the Texxon 
Gas Station at the northeast corner of Nathan Avenue and Carroll Street 
stuck in the hood of the car.
-----------
Great Knife
-----------
Before James acquires the Great Knife, the demon that James refers to 
"Pyramid Head" wields this enormous knife. The Great Knife is an 
incredibly large and heavy blade with a razor-sharp edge. The Great Knife 
will indeed kill almost anything in one hit, but it is very awkward to 
handle and use. James can only drag the Knife across the floor, and slows 
him down alot, since it is very heavy. To use the Great Knife, walk up to 
an enemy holding R2, press or hold X, and James will lift the weapon of 
the weapon off the ground and swing it in a clumsy arc at the face height. 
Enemies have a lot of time to deflect your attack, so be careful. James 
can find the Great Knife in the center room of Pyramid Head's Lair.

--------
Chainsaw
--------
Only in a replay game, James can acquire the Chainsaw. It is a little 
hefty and awkward to use. Walk up in an enemy holding R2, to start it up, 
and press or hold X to saw back and fourth at head level. Try to attack 
from behind. If you decide to attack from the front, it is wise to use 
the Hyper Spray first. In a replay game, James can find the Chainsaw 
stuck in the pile of logs across from Silent Hill Ranch. Trust Me, 
you'll know where it is. 

-----------
Hyper Spray
-----------
James can only find this can of aerosol spray in a replay game. The Hyper 
Spray will immobilize one or multiple enemies for only a brief amount of 
time. However, the noxious fumes are also dangerous to James. It will 
drain his health if you use the Hyper Spray too much. To use the Hyper 
Spray as a weapon, hold R2, walk near an enemy, press or hold X, and the 
enemy should be immobilized briefly. Now take out any other weapon and 
use it to defeat the enemy. James can on find the Hyper Spray in a 
replay game, in the Motorhome on the south side of the intersection of 
Saul Street and Harris.

========
Firearms
========
Each gun comes loaded with one clip. You will have to collect ammunition 
that is lying around, to keep using the gun. Each gun is different in 
speed and power.

-------
Handgun
-------
An automatic pistol that holds 10 shots in each clip. Handgun Bullet pick-
ups normally contain 10 bullets. To use the Handgun, hold R2 to target an 
enemy near you, and press X to fire a shot. To fire multiple shots, press 
X around every half a second, or hold X until the enemy falls down. James 
finds the Handgun in the red shopping cart in the center of Room 301 3F 
Wood Side Apartments.

-------
Shotgun
-------
The Shotgun holds 6 shells . Shotgun Shells pick-ups normally contain 6 
bullets. To use the Shotgun, walk close to an enemy so you can use the 
Shotgun's wide blast radius, hold R2, and press or hold X. You should 
mostly use the Shotgun for boss battles, but you can also use it on 
normal enemies if you have plenty enough ammunition. James can find the 
Shotgun in a locker in the Women's Locker Room 2F Brookhaven Hospital.

-------------
Hunting Rifle
-------------
The Hunting Rifle has extremely precise aiming with an extremely long 
range. Rifle Shells pick-ups normally contain 4 bullets. To use the 
Hunting Rifle, hold R2 to target an enemy from a long range distance, and 
press or hold X. You should only use the Hunting Rifle for the last two 
battles of the game. If you don't, it may be very hard to beat the game. 
Only if you know how much ammo you need for the battles, and if you have 
plenty enough ammunition for the Hunting Rifle, you can use it, but keep 
track of your ammunition and beware of its very slow firing rate.

*************************
9.      CONTROLS
*************************
Control                         Function
D-Pad/Left Analog Stick         Movement (2D or 3D style), move in Menu/
                                Screen cursor
Right Analog Stick  (R3)        Press to use health item
START                           Open Menu, accept, skip scene
SELECT                          Pause game
X                               Accept, search, attack, stomp or kick
Square                          Run, guard
Circle                          Cancel, exit Menu/Puzzle, toggle 
                                Flashlight ON/OFF
Triangle                        Quick Map
R1                              Sidestep right
L1                              Sidestep left
R2                              Ready weapon
L2 + Right Analog Stick         Look in all forward directions
L2                              Position camera behind James

=================
3D and 2D Control
=================
The default setting is 3D Control but you may change it in the Options 
Menu if you wish. In 3D Control, in order to move, you will need to make 
the front of James facing the direction you want to travel. In 2D Control 
you can just run whatever way you want to without changing where James is 
facing.

==============
Secret Options
==============
To access this menu you need to go to the Options Menu then press either 
L1 or R1. In this Secret Options Menu you can change different things 
including Noise Filter, which makes the game look all fuzzy if it is on, 
Walk/Run Control which you can make it so you don't have to hold Square to 
run or if you have to. Others are Weapon Control, Map, Blood Color, and 
View Control. But in order to change the Noise Filter off you need to beat 
the game at least once. You will also receive the ammo multiplying option
once you beat the game once so you can use normal, x2 or x3 the ammo!

*************************
10.    WALKTHROUGH
*************************
 ------------------
|     Legend       |
| ========         |
| New Area         |
| ========         |
| ------           |
| Puzzle           |
| ------           |
| +++++++++++++++  |
| Optional Puzzle  |
| +++++++++++++++  |
| =--=             |
| Boss             |
| =--=             |
 ------------------

=========================
     East South Vale
=========================
When you start, a video will play. After it's over, exit the washroom. 
Then another video will play. After it's over, run over to the driver's 
side of James' blue car and take the Map of Silent Hill. Then run west, 
until you see some stoned stairs, and run down them. Now keep on 
following the path until you reach a steel gate. Open it, to enter the 
graveyard. Walk forward until it shows a video. Now, James meets Angela. 

From now and on use your map to know where you go. After the video is 
over, exit through the west gates, and keep on following the path, and it 
will eventually turn into Wiltse Road. When you reach Sanders Street, run 
to Lindsey Street, and head North, until you reach Vachss Road. Run until 
you reach a Construction Site, and enter it. A video will play, and James 
finds a Radio inside. Then he sees a Patient Demon, and he takes a Wooden 
Plank from the barricade structure. 

From now and on, use the Wooden Plank, until further notice, for saving 
ammo. Now, hold R2 and walk up to the demon, and whack it, with the X 
button, until it falls down, and James will confirm that the demon is 
killed. Exit the Construction Site, and run to Martin Street and head 
North, until you see a corpse. Go up to the corpse, and take the Apartment 
Gate Key. Then, run to Katz Street, and head West, until you reach the 
Wood Side Apartments Gate, and enter it. Then, enter the double doors 
right in front of you to enter Wood Side Apartments.

=========================
  Wood Side Apartments
=========================
When you enter, turn left and get the Map of the Apt. Building on the 
bulletin board, and then run up to 2F, and run to Room 205. After you 
enter, you will see a Flashlight on a fashion dummy. Get it, and a 
Mannequin will get up, but you don't have to kill it, so exit, and go up 
to 3F. 

Now try to get the key through the bars, and James will try to grab it, 
but then a young little girl comes, kicks the key away, and steps on James'
hand. Now run to Room 301. After you enter, walk up to the shopping cart 
in the middle of the room, and take the Handgun, exit the room, and run 
back down to 2F. 

Now head East, until you hear a scream. Then head North, and you will see 
a demon glowing red! What is going on here! Enter Room 208, and there is 
someone murdered sitting in a chair. Then go to the shelf and take the Key 
to Room 202. Now, exit the room, and run to Room 202 and use the key. 
Inside Room 202, enter the bedroom, and go up to the hole in the wall, 
with green liquid coming out of it. Examine the hole, to get the Clock 
Key. Exit the room, and run to Room 208 again, and go up to the clock, and 
use the Clock Key on the clock face.

-------------------------
      Clock Puzzle
-------------------------
---------------------------------------------------------------------
Now, turn the clock hands, to 9:10, and you should hear a clank. No 
matter what Riddle Mode you are playing, the answer to this puzzle is 
always 9:10. But the hands will start on different times every time.
---------------------------------------------------------------------

Now, go to the right side of the clock, and push the clock, and a hole 
in the wall is revealed. Go through the hole, and you are now in Room 209.
Exit the room, and enter the blue door, which is the North stairwell. Go 
up to 3F, and go inside Room 307, and a video will play of a Pyramid Head 
and 2 mannequins.  

After the video is over, get the Courtyard Key in the closet where James 
was hiding. Exit the Room, and head South to the end of the hall and head 
West and get the Fire Escape Key the little girl kicked. Now head East 
down the hall until you reach the end. Enter the Stairway door, on the 
right side of the hall. Go down to the very bottom, and head North on 1F 
through the opened hallway, to the end, and take the Canned Juice, in 
front of Room 107. Go back, and exit through the double doors and run West,
and enter the other double doors. 

Go up to 2F and go in the laundry room beside the stairway door, where you 
just came from, and go up to the garbage shoot and use the Canned Juice to 
knock out the stuck garbage, in the shoot. Now, go back down to 1F and 
exit the lobby doors, and go to the bottom of the garbage shoot, and take 
the Coin [Old Man]. There is also a memo in the garbage. Study the memo, 
because later you will need to know something in it.

Go back through the lobby doors and go through the Courtyard Door. Now is 
a good time to equip the Handgun. Now  go to the pool, and run to the edge, 
and James will fall in. Go up to the baby carriage, and take the Coin 
[Snake]. Now, use the northwest steps to exit the pool. Now enter the east 
door of the courtyard, and enter Room 101. You should hear someone 
vomiting, so enter the washroom, and a video will play. James now meets 
Eddie. 

Exit the room, and go back from where you first came from. Go up to 2F, 
head West to the Fire Escape door, and use the Fire Escape Key, to move 
on to Blue Creek Apartments.

=========================
  Blue Creek Apartments
=========================
You are now in a bedroom of Room 203 of Blue Creek Apartments. Go to the 
washroom and examine the toilet, to find a memo in a wallet. Examine the 
memo, and go to the living room of the apartment room, and go up to the 
safe.

+++++++++++++++++++++++++
 Safe Combination Puzzle
+++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++
To use the combination, rotate the dial with the D-pad to make it easier, 
until you reach the first number of the memo. Then turn the dial the 
direction it says, until you reach the second number, then turn the dial 
the direction it says, until you reach the third number, and finally, 
turn the direction it says, until you reach the fourth number, which is 
the last number. If you did it right the safe should open. If you don't 
fully understand how this works, I'll show you. Example: 15>>08<<12>>06.
Turn the dial any direction until you reach 15, now turn the dial, by
pressing right, until you reach 8, then turn the dial, by pressing left, 
until you reach 12, and then finally, turn the dial, by pressing  right, 
until you reach 6. Now the safe should open. 

If you are still stuck, e-mail me, and tell me your numbers. Make the 
topic: SH2 Safe Combination. On Hard Riddle Mode, you will have some 
roman numerals, which you have to convert, and/or add. X is 10, V is 5, 
VV is 10, XX is 20, XV is 15, and X2 is 12, V5 is 10, and so on. Example: 
XV>>08<<X2>>06. Turn the dial any direction until you reach 15, now turn 
the dial, by pressing right, until you reach 8, then turn the dial, by
pressing left, until you reach 12, and then finally, turn the dial , by
pressing right, until you reach 6. The only reason to solve this puzzle is 
because there are 4 boxes of Handgun Bullets inside the safe. But you 
don't have to solve this puzzle, but it is easy, so you can solve it 
easily.

On Extra Hard Riddle Mode there will be letters like a, j and more. a would 
be 1 and j would be 10. It is the number of what it is in the alphabet. 
Below is what the letter would be as a number. Once you have all the 
numbers
you can solve the puzzle with the above.

a  b  c  d  e  f  g  h  i  j  k  l  m  n  o  p  q  r  s  t  u  v  w  x  y  
z
1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 
26
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++

After you finish the safe combination, you will find 4 boxes of Handgun 
Bullets inside the safe. Exit the room, and go through the stairway door,
and beside the 2F door, in the stairway is the Map of Blue Creek. Go 
down to 1F, and go inside Room 109. If it won't open then you need to see
Eddie in Room 101 1F in the north building of Wood Side Apartments. When 
you're inside go through the white door, and a video will play. James 
meets Angela again, and she gives James, her knife. If you ever examine 
the knife during the game, you are more likely to get a certain ending. If 
you do not examine the knife, then you are not more likely to get that 
certain ending. Read the Ending Requirements section of this FAQ to figure 
out which ending you want to get. 

After the video is over, take the Coin [Prisoner] on the nightstand, and 
exit the room. Enter Room 105 and examine the secretarial puzzle desk.

-------------------------
   Old Coin Puzzle
-------------------------
-------------------------------------------------------------------------
The solution to this puzzle is different based on which Riddle difficulty 
you chose. When you examine the desk, it will tell you how the puzzle 
works. The solutions to this puzzle on Easy, Normal, and Hard Riddle 
modes are listed below.

Easy: Old Man, Empty, Snake, Empty, Prisoner
Normal: Empty, Old Man, Prisoner, Empty, Snake
Hard: Empty, Old Man, Empty, Snake, Prisoner
Extra Hard: Old Man, Empty, Snake, Prisoner, Empty
-------------------------------------------------------------------------

After you've solved the old coin puzzle, take the Lyne House Key, and go 
back up to 2F and use the Lyne House Key and enter Room 209. Inside, walk 
outside to the balcony and run over to Room 208, and get the Apartment 
Stairway Key on the bed, exit the room, and use the Apartment Stairway 
Key on the stairway door, and you will see Pyramid Head inside.

=====-----=====-----=====
  BOSS 1: Pyramid Head
=====-----=====-----=====
=-=-=-=--=-=-=-=
Difficulty: Easy
=-=-=-=--=-=-=-=
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====
Immediately raise the Handgun and start firing. To make it more safe, 
count off the shots in your head, and then reload in the menu. Pyramid 
Head wields a mighty blade so heavy that he has to drag it behind him. 
So, that means he will walk pretty slow. Pyramid Head only has two 
attacks. One is lifting up his Great Knife to slay James; the other, he
grab you by your neck and try to strangle you. 

If you see him stop, that means he lifting up his Great Knife, so that he
can take a swing at you, so run to the other side and shoot from there 
until he gets to the edge of the screen, and then run to the other side 
and shoot from there. After you've fired about 35 shots in Normal Mode 
(50 in Hard Mode) a siren will go off in the distance, and Pyramid Head 
will head to the stairs. When he's heading to the stairs, don't go near 
him, or he'll turn around, and very quickly slay James. So, let Pyramid 
Head go down the stairs, and the water will drain. Go down the stairs, 
and exit to West South Vale.

I have recently heard that there is a way so that you don't need to fire
a single shot. I have not confirmed this myself but I am sure it's true.
So instead of using precious handgun ammo just try going back and fourth
from side to side like with the Handgun, but don't fire a shot. I imagine
it takes longer than with the Handgun but I am not absolutely sure.
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====

=========================
    West South Vale
=========================
After you exit the Apartments, head North, and a video will play. James 
sees the little girl again, and she seems to know something about Mary. 

After the video is over, continue going North, and James will finally 
reach Rosewater Park. Keep on heading North, to the waterfront, and head 
West, and a video will play. James meets a strange woman, named Maria, 
whom looks just like Mary. Maria will follow James for the next portion 
of the game. Make sure Maria doesn't get killed, because it will be GAME 
OVER. Even if you shoot Maria once, she will die, so be careful. 

Now, head West to the other side of the park, and then head South, until 
you get to Nathan Avenue. Head West to The Texxon Gas Station, and take 
the Steel Pipe from the running car. Now, head West once again, and enter
the front entrance of Pete's Bowl-A-Rama. 

After you're inside, enter the door on the left, and a video will play, 
after it's over, find the next door, and enter it. Go forward and another 
video will play. James meets Eddie again, and he tells James that the 
little girl's name is Laura. Later, James sees Laura exit the bowling 
alley. After the video is over, exit through the same door as Laura, and 
then exit through the main doors. 

Maria is running back to tell James to go after Laura. Run through the 
side parking lot to the gate in back of Pete's. Head South until Maria 
shows you where Laura went, and the door to get to the other side. Try to 
open the door, that Maria pointed out. It's lock and Maria will unlock it 
with her 3 keys, then try again, and it's open. 

Once you're inside, go up the stairs and open the door on the right, and 
go out the next exit, that leads outside. Once you're outside, go down 
the stairs, and head East until you reach Carroll Street. Now, head South 
until you see Laura enter the hospital. Now, follow Laura and enter 
Brookhaven Hospital.

=========================
  Brookhaven Hospital
=========================
After you enter Brookhaven Hospital, get the Map of the Hospital on the 
bulletin board on the right side. Now, go to the Reception Office. Once, 
you're inside go through the next door to enter the Document Room, and 
take the Purple Bull Key on the desk, and exit both rooms. 

After you do that, enter the south stairwell and go up to 2F. First, you 
can get the Examination Room Key in the Lab Coat in the Men's Locker Room,
but you do not need it. Now, enter the Women's Locker Room and examine 
the teddy bear on the table to get the Bent Needle. Now, go to the open 
locker and take the Shotgun, and exit the room. 

Enter the patients wing and enter Examination Room 3. When you're inside, 
go to the typewriter and examine it to get a memo that contains a 4-digit 
code. Exit the room, and go to M2, and get the Lapis Eye Key in the small 
nightstand. Exit the room and go up to 3F. 

On 3F, try to open the patients wing hall, and a number keypad will show 
up. On Easy and Normal Riddle Mode, enter the code 7335. On Hard Riddle 
Mode, enter the code 1328. Now, enter the patients wing hall. If you want 
to get rid of Maria, enter S3 and she will lie down on a bed and relax. 
After this happens, she can't join you anymore, so take the Roof Key in 
the nightstand  and exit the room. 

Depending on how much time you spend with Maria, and if you check on her 
often, in S3, you will have a better chance of getting a certain ending. 
Read the Ending Requirements section of this FAQ to figure out what to 
do if you want to get a certain ending. 

Since you just got the Roof Key, go up to the roof. On the roof, look 
around, until you see a green book on the ground. Either look at it or 
just stand near it, or on it for a second. This can also make you have a 
better chance of getting a certain ending. Read the Endings and Ending 
Requirements section of this FAQ. Now go to the Elevator Control Room and 
Pyramid Head will knock you off the roof, and you are now in the Special 
Treatment Room, which was locked before. 

On Normal and Hard Action Mode, James will have Red Stamina after you 
fall, so use a First Aid Kit or two. Now, enter the second room from the 
left and read the blood writing on the wall. Write down or remember the 
4-digit code, because you will need to know it very soon. If you can't
make it out, just write it down exactly how it is and try to figure it out
from there. Exit the room and go through the door that was lock, and now 
it's unlocked. Enter the patients wing and enter S14, and examine the 
weird looking box.

-------------------------
    "Louise" Puzzle 
-------------------------
-------------------------------------------------------------------------
First, combine the Purple Bull Key and the Lapis Eye Key. Now, on the 
push-button lock, enter the 4-digit code that you found on the Carbon 
Paper, in the typewriter in Examination Room 3. If you forgot the code, 
go to your Memo section in the main menu and see what it was. Now, on the 
turn combination lock, enter the code you got from the Special Treatment 
Room, and the box should open.
-------------------------------------------------------------------------

Inside the box is a Piece of Hair. Now go to the Shower Room, and combine 
the Bent Needle, and the Piece of Hair, to get the Elevator Key out of 
the drain. Now, use the Elevator Key on the North elevator, and go down 
to 1F. On 1F, Enter C4, and walk forward to see Laura. That little brat, 
locked James inside Examination Room 2. James sees two new enemies that
are called Hangers. Now, you have to kill the Hangers.

=====-----=====-----=====
    BOSS 2: Hangers
=====-----=====-----=====
=-=-=-=--=-=-=-=-=
Difficulty: Normal
=-=-=-=--=-=-=-=-=
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====
At the start, make sure you have your Shotgun equipped, keep on shooting 
the Hangers, until the get close to you. When they get close, run to the
other side, or they will grab you. 

The best thing to do is to lure both Hangers to one side of the room, and
then run to the other side and pump rounds into them. The Hangers only 
have one attack. That is coming up to James and grabbing and lifting him 
by his neck. Again, make sure the Hangers don't get too close or they 
grab James and pick him up. If this happens, rapidly press the D-pad and 
the shoulder buttons to get out more quickly, and lose less health. 

If your running low on Shotgun Shells after you kill the first two 
Hangers, equip the Handgun, and shoot around 15-20 shots at the Hanger, 
and it should die.
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====

=========================
  "Nightmare" Hospital
=========================
After the video plays and it's over, you are in the Garden. Go through 
the door right in front of you to enter the Hospital again. Once inside, 
go through the door on the left side. Now, go up to 2F in the elevator. 

On 2F, go to M6, and take the Dry Cell Battery and the Basement Storeroom 
Key, on a small ledge, above the hands, and exit the room. Now, go up to 
3F exit the patients wing, and enter the South stairwell. Now, go down the 
stairs, until you reach the very bottom, and enter the door.

After you're inside, go up to the shelf and push it. After that, try to 
go down the ladder and Maria opens the door, and a video plays. After 
it's over, Maria will now stay with you and follow you for awhile. 

Go down the ladder to the Basement's Basement. Take the Copper Ring in the
middle of the floor, and go back up the ladder, and exit the door. Now, go 
back up to 3F, and enter the patients wing, and enter the elevator, and go
down to 2F. 

Before the elevator doors open, a strange message from a game show. Three 
questions are asked. After the elevator doors open, and you are on 2F, 
head to the Day Room, and try to open the fallen fridge, and then Maria 
will help you open it. Inside is a Lead Ring. Now go back up to 3F. If you 
want to collect your prize for the Trick or Treat announcement in the 
elevator, exit the patients wing and enter the Storeroom. Inside, go up to 
the blue box on the counter, and examine it.

+++++++++++++++++++++++++
   Trick or Treat Box 
+++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
On the box is a panel with nine buttons. In order to get your prize you 
have to answer the questions correctly. No matter Riddle Difficulty, on 
the top row press the 3 button, on the middle row press the 1 button, and 
on the bottom row press the 3 button, and the box will open. Inside the 
box is Shotgun Shells x5 and 2 Ampoules!
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After you have opened the box and collected the Shotgun Shells x5 and 2 
Ampoules, exit the room, and enter the patients wing for the last time.
Go up to the North stairwell door. There are two 3D arms sticking out of 
the door. Go to the menu and combine use the Copper Ring and the Lead 
Ring, and the door is now unlocked. Go through the door, and go down to
the very bottom of the stairs and enter the door. 

Now go follow the path, and you will see Pyramid Head. He's trying to 
spear Maria to death, so run quickly following the path before she dies. 
On Hard Action Mode, you will have to shoot Pyramid Head or whack him 
with any weapon to slow him down. My weapon of choice for this part is 
the Steel Pipe. When he first appears, whack him once, and walk backwards 
a couple steps, until Pyramid Head come closer, and whack him again. Walk 
backwards a couple more steps, until Pyramid Head comes closer, and whack 
him again. Keep on doing this until you get around the fenced window area, 
and then run for it, and once you get near the elevator, a video will 
play, and James will enter the elevator, but Maria will not make it, and 
Pyramid Head stabs her and kills her. 

Then the elevator goes up to 1F, and the video is over. Now, enter the 
Director's Room. Inside on the desk, James finds a map and the Hospital 
Lobby Key. Exit the room, and use the Hospital Lobby Key on the main 
entrance door to exit the hospital.

=========================
    Dark South Vale    
=========================
After you exit the Hospital, head South down Carroll Street, and then 
East on Rendell Street. Now, head South on Munson Street, and East on 
Saul Street and open the gate door. Now, run over the gate floor, dodging 
the Underhangers, and watch out for the gaps in the floor. At the end, 
enter the gate door. Now, continue heading East on Saul Street, North on 
Neely Street, until you reach Sanders Street. Now, head East on Sanders
Street, and North on Lindsey Street to the second house to the right of 
Gonzale's Mexican Restaurant. 

On the porch you will find a letter and a Wrench. Take the Wrench and 
continue heading North on Lindsey Street to Katz Street, and head West on 
Katz Street, and go through the gate door, past the Apartments, and 
continue heading West, until you reach Moson Street. Now, head North on 
Munson Street, and West on Nathan Avenue, until you reach the entrance of 
Rosewater Park. Now, head North until you see some steps on the right. Go 
down them, and go down the stairs ahead of you to the left and walk 
forward, and go behind the "praying woman" statue, and dig up the tin box. 

Now, use you Wrench to open the tin box, and take the Old Bronze Key 
inside. Now, go back up the sets of stairs you came down before, and exit 
Rosewater Park. Now, head West on Nathan Avenue, to the Silent Hill 
Historical Society Museum, and use your Old Bronze Key, and enter the
museum. 

Once inside, head forward, and enter the door on the left. Now go through 
the hole in the wall, and go down the very long walkway, and you will 
finally reach a door, enter it to enter the Unmapped Area.

=========================
   The Unmapped Area
=========================
Now, enter the door right ahead of you. Now, enter the door near the 
demon. When you enter, you will see a hole in front of you. Jump down it.
Now, you are trapped in well. Search every inch of brickwork, until you 
find an area that feels like James can break it. Take out your Wooden 
Plank or Steel Pipe, and whack the area until it breaks apart, and a door
will be revealed, enter it. 

Now you are in a sewer. Follow the path, until you a door, and enter it. 
Now enter the door on the right, and take the Spiral Writing Key on the 
ground, and your Flashlight will turn off. Now, use your Drycell Battery. 
The room is filled with bugs! Go examine the panel beside the door, since 
the door is locked.

-------------------------
      Roach Trap
-------------------------
-----------------------------------------------------------------------
Either 2 or 3 random numbers will be highlighted on the panel. The code 
to get out is with those numbers. Try different combinations with those 
numbers, until the door is unlocked. If you're numbers are 3, 6, 8, try 
368, 386, 638, 683, 836, and 863, and the door will unlock, with one of 
those combinations. If your numbers are 6 and 9 then try 669, 699, 669,
996, 966, 969 and the door will unlock.
-----------------------------------------------------------------------

After you have unlocked the door, exit the room, and go forward to the 
gate floor, and use your Spiral Writing Key, and the gate will open. 
Jump down to enter Toluca Prison.

=========================
     Toluca Prison
=========================
When you start, a video with Eddie will play. He murdered someone again. 
After he exits, take the Tablet of "Gluttonous Pig" on the table at the 
back of the room. Now exit the room. Since there is no actual compass 
directions in Toluca Prison, I will refer to your map. North is up, East 
is right, South is down, and West is left. 

Now, Head North up the hall, until you reach a desk with the Map of the 
Prison on it, and take it. Now, head South down the hall, and enter the 
first door on the right, according to your map. You are now in the Shower 
Room. In the Shower Room, head North, until you reach a wall, and head 
East, and go through the "no doored" shower, and take the Tablet of "The 
Seductress," and exit the Shower Room. 

Now, head South down the hall, and enter the bottom row of cells. Enter 
the 9th cell from the left, and take the Wax Doll on the bed, and exit 
the cell. Now, enter the east corridor, and head North, and enter the top 
row of cells. Now, enter the 7th cell, and take the Tablet of "The 
Oppressor on the bed. Try to exit the cell, and it won't open! Keep 
trying, and James will force it to open. 

Now, since you have all of the 3 tablets, exit to the east corridor, and 
exit through the Double doors on the right side of the wall, to enter the 
Courtyard. Once outside, walk directly forward until you reach a scaffold.
In the menu, combine the 3 tablets, and use them, and after they're all 
inserted, you should hear a scream/cry. Now head back to the double doors, 
and take the Horseshoe, that suddenly appeared, and enter the door. 

Once inside, enter the top row of cells, and enter the door that leads to
 the east corridor. Now, enter the last door on the left side, and exit 
the door on the other side of the demolished visiting room, to enter the 
civilian side of the Prison. On the civilian side, enter the door on down 
on the right side of the door you just came out of. Inside this visiting 
room, take the lighter on the counter, in front of the glass, and exit 
the room. Now, enter the last door on the right side, before the gate, 
and enter the next room inside. Now, take the Hunting Rifle on the wall. 
You can see another Hunting Rifle above, but it's barrel is busted. Exit 
the room, and enter the west corridor through the other door in the same 
room. 

Now, go through the gate. On the floor, you can see a white escape hatch 
on the ground, go on top of it. Since James can't open it, go in the 
menu, and combine The Wax Doll, Horseshoe, and the Lighter, and use them. 
Now, James opens the hatch. Jump down the hole. Now, head North and enter 
the door. Inside James makes funny comments, if you examine some of the 
dead prisoners in the foul corridor. 

Go through, the door on the other side of the room, and jump down the 
hole. After you jump down, walk forward, and open the door. Now jump down 
the hole. Down the hole, enter the large elevator, and go in the corner 
and it should descend. It may seem like a very long time, but it comes to 
the end. 

Do you realize how far down James is right now? He walked down 1 very 
long hallway, that descended, jumped down 5 holes, and just went down 1 
really long elevator ride, that descended very deep. How is James going 
to get out alive? Lets find out later. Enter the light brown door to 
enter the Labyrinth.

=========================
     The Labyrinth
=========================
As you can see, the door directly across from the entrance to the 
Labyrinth is blocked by wires, and there is a ladder visible. So you will 
need to find a tool to cut the wires. In the Labyrinth, I will tell you 
where to go by using compass directions. North is the top of your map, 
South is the bottom, and so on. Use your map to figure out where to go 
from now on, but make sure your flashlight is on so James can draw the 
map. 

Once you've explored the whole room you have found 3 ladders you can go 
down. If you want to get a new weapon go down the Northeast ladder or the 
one directly across from it (They both lead to the same room). Now you 
are in the same room as Pyramid Head so be careful. Once you have have 
the whole area mapped out you should find a room in the center. Enter 
the room on the East side. 

If you encounter Pyramid Head on the way to the room, just turn around 
and head the other direction until you reach the room and enter it. 
Inside you will find the Great Knife that Pyramid Head was carrying to 
start with, on a table, take it and leave the room. Go back up one of the 
ladders and go down the ladder in the Southeast corner. In this area, 
just follow the path and go up the ladder. In this room you will 
find a weird box of faces and an empty room, so examine the box of faces.

-------------------------
 The Box of Faces Puzzle
-------------------------
-------------------------------------------------------------------------
This puzzle is very easy in Easy and Normal Riddle Difficulties. Keep in 
mind that some faces are upside-down and some are right-side-up. Rotate 
the box upward or downward until the right-side-up face with the red eyes 
is displayed. Now, if you look behind James, the entrance to the empty 
room has completely vanished! Now, with the red eyes right-side-up face 
displayed, rotate the box left or right so that one of the 3 upside-down 
faces is showing. Now, as you can see, there is a staircase in the empty 
room now, so you are done with the box of faces. 

On Hard and Extra Riddle Mode the solution is randomly selected each time 
so just keep trying it on different faces until it is correct.
-------------------------------------------------------------------------

Go down the staircase and James will meet Maria. But James in in the 
other side of a Jail Cell and Maria is on the other side. Now, your job 
is to find the other side of the jail cell. After the video, go up 
staircase again and you should hear some spark-like sounds. Go up to the 
open breaker box beside the ladder and take the Wire Cutters that are 
stabbed into a wire. Go down the ladder and follow the path and go up the
ladder at the other end. Now go to the door with wires blocking the 
entrance in the Southwest corner and use the Wire Cutter. Now go down the 
ladder in front of you. Go follow the hallway and go up the South ladder. 
Follow the hallway, on the right and go up the Southwest ladder.

Go clockwise or counter-clockwise until you find an opening to another 
ladder (the ladder is near the middle) and go up it. Go up the South/
Southeast ladder. Follow the path, until you find an opening to a ladder 
and go up it. Pyramid Head is certain to block you way to the exit 
ladder, so lure him to an open area and then go up the East ladder by the 
East opening. Be sure to save your game here because there will be a boss 
fight really soon! 

Look at the paper on the ground if you want, but you can barely read it 
anyway. When your done with the partly-legible newspaper, enter the door. 
Equip the Shotgun and Follow the path, on the way you may notice many 
papers on the ground. Some are from today's date according to James. 
Continue walking the path and you should hear Angela scream and James will 
enter the door and will have to fight a Doorman Boss.

=====-----=====-----=====
    Boss 3: Doorman
=====-----=====-----=====
=-=-=-=-=--=-=-=-=
Difficulty: Normal
=-=-=-=-=--=-=-=-=
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====
If you find the 3D Control hard to use in this fight, just go in the menu 
and change it to 2D Control.  Right when the fight starts, start blasting 
Shotgun rounds into the Doorman as fast as you can. If the Doorman is 
close to you and it falls on the ground, use that time to run to the 
other side of the room and reload. 

The Doorman has one attack of lumbering over and lifting its doorframe 
over James's head like a hood. The range of this attack may surprise you 
so stay as far away from the Doorman as possible at all times. You will 
have to fire around 8-10 Shotgun shots on Normal. Then Angela will finish 
off the job and run out of the room.
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====

After the fight, exit the room and continue following the path and go 
through the next door. There is a pair of handcuffs attached to the 
exiting lifting-gate (bars), so you can not go there yet, so investigate 
the 2 doors in the same corridor. 

After investigating the 2 rooms you will find a room with 6 hanged men 
and a room with 6 empty nooses.

-------------------------
  Free the Innocent Man 
-------------------------
-------------------------------------------------------------------------
The first thing you want to do is examine the 2 signs on the fence in the 
room with the 6 Hanged Men in it. They should give you a clue of what you 
have to do. All of the Hanged Men are positioned in a randomly chosen 
fashion. But on each Riddle Mode it is a certain one. 

Here are the solutions to this puzzle on all Riddle Modes: 
Easy Riddle Mode: The Kidnapper is the innocent man. I basically tells 
you.
Normal Riddle Mode: The Arsonist is the innocent man. There was no proof 
that he did it.
Hard Riddle Mode: The Counterfeiter is the innocent man. He's the one 
speaking about the crimes of all the truly guilty men.
Extra Hard Riddle Mode: The Thief is the innocent man. The man speaking
never mentions him.

Once you determine the Innocent Man in this room (where he is located), 
head to the room with the 6 empty nooses inside. Once inside, find the 
noose that is in the same spot of the Innocent Man in the other room. 
Once it's found, Press X to pull it down. Now, exit this room and head 
back to the other room. If done correctly, you should notice that the 
Innocent Man is gone, and there is something where he was. Go over to 
where his location was and pick up the Key of the Persecuted. 

If you don't do this puzzle correctly each time there will be 2 Patient 
Demons in the corridor each time, so make sure you do the puzzle 
correctly.
-------------------------------------------------------------------------

Now follow the hallway to the handcuffed gate and use the Key of the 
Persecuted. Now, go down the ladder follow the path and enter the white 
door since the gate is locked. Inside, a video will play. Maria has died 
again! Could she be real? After the video, you will be outside. Now the 
gate is open, so proceed through the last corridor of the Labyrinth that 
leads outside. 

Outside is a graveyard. If you examine the graves you will find these 
names: Walter Sullivan, Eddie Dombrowski, Angela Orosco, and himself, 
James Sunderland. Now, James must jump down his own grave. Once in his 
grave, it seems to be a long path, so follow it until it comes to and 
end with a door, enter it.

=====-----=====-----=====
     BOSS 4: Eddie
=====-----=====-----=====
=-=-=-=--=-=-=-=
Difficulty: Hard
=-=-=-=--=-=-=-=
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====
As soon as the video is over you should know what you have to do. Eddie 
has gone mad and now you have to kill him before he kills you. In this 
first room there is no strategy. So just pull out either the Shotgun,
Hunting Rifle or the Great Knife. The best choice would be Great Knife.
It is the most powerful weapon in the game and you will only need to 
swipe Eddie 1-2 times, depending on your Action Mode. But don't worry too
much about being hit because Eddie walk move away from James when you
approach him so go up to him with the Great Knife and swipe him and it
should him him because of it's length. 

If not just try again until you can hear him panting and he will run into 
the next room. With the Shotgun and Hunting Rifle just start blasting 
away at him until he runs into the next room. But you should try going 
right up to him with the Shotgun and give him a few blasts. The Hunting 
Rifle should only be used if you decide to stay away from Eddie and fire 
at him and recover your health safely and be sure to use some Health 
Drinks for minor wounds, First Aid Kits for large wounds and the Ampoule 
for a painkiller by pressing R3. After you shoot Eddie a number of times 
he will end the draw and run into the next room. After he leaves be sure 
to get the Rifle Shells and Shotgun Shells. Reload, make sure you have 
good health, then enter the second room. 

In this room, there are giant racks of meat hanging from the roof so you 
can use them to block Eddie's shots. Eddie has 2 attacks. Either raising 
his .44 Magnum Revolver and shooting James or he will run up to James and 
punch him. In this room, it is best to use your Shotgun first because you 
should have plenty of ammo for it and not as much for the Hunting Rifle. 
Try to get close to Eddie so he only gets to punch you and inflict less 
damage and blast him with the Shotgun, but remember to keep your health 
good. When he runs after you just use the strafing buttons and directional 
buttons to get away and hide behind a meat rack and then come out and do 
it again. When he starts hiding behind the meat racks equip the Handgun 
because it is faster and better overall for this part. 

Find him behind the rack that he's behind and let him run, but since the 
Handgun is easy to ready your aim, aim at Eddie and take off some shots 
and repeat this process. Finally he dies in a brief video. If you want to 
there is a different strategy here. After the video, when Eddie 
approaches you, shoot him once, then run away so he can't get you back. 
It is best to try to attack Eddie at close range because he will run up 
to you and try to punch you, which is much better than being shot by his 
gun, which is much more powerful. James' health can still go red after 4 
or 5 punches so be careful and be sure use use health often after contact 
from Eddie. 

Try to sneak up Eddie from behind. To do this simply hide behind the meat 
racks so Eddie can't see you. When he runs somewhere, run out and shoot 
him. After about 8-10 Shotgun blast Eddie should fall to the ground. He 
is dead now. So continue by exiting one of the 2 large doors where you 
haven't been yet.
=====-----=====-----=====-----=====---=====-----=====-----=====-----=====

=========================
      Toluca Lake
=========================
As soon as you exit through one of the doors, continue along the dock 
until you see a boat when the video plays. Now you have to row the boat 
across Toluca Lake. If you are playing Beginner, Easy or Normal Action 
Mode, it will be much more easier to control the boat. Press the D-Pad 
buttons to go the direction you want to. Hold Up to go forward, left to 
go left, and right to go right. 

But if you are playing Hard Action Mode this could be hard for you. You 
will have to use both Analog Sticks. By rotating both analog sticks in a 
clockwise fashion at the same time you will turn to the right. If you 
turn both Analog Sticks in a counter-clockwise fashion at the same time 
you will turn to the left. To move forward simultaneously turn the left 
Analog Stick counter-clockwise and the right Analog Stick clockwise. 

Try to do this very fast because the time you take to complete this will 
count in the final ranking at the end of the game. So at the beginning 
turn your boat until you face the light. Now row forward until you reach 
the dock to your "Special Place," which is the Lake View Hotel.

=========================
    Lake View Hotel
=========================
Finally! You have reached your "Special Place." The Lake View Hotel. After 
the Boat Stage, equip your Shotgun until near the end of the game if you 
haven't already. Now, run forward to the courtyard of the Hotel. On the 
left fountain you will find the "Little Mermaid" Music Box. Look around 
for the main entrance to the Lake View Hotel and enter through the door. 
You will need to find a map. 

Look to your left and on the wall is the Map of the Hotel (for guests). 
When you look at the map you should notice that in box of Room 312 it 
says "Waiting for You..." Could Mary really be here? Next, enter the 
"Lake Shore" Restaurant and go to the piano. As you see in the video, 
Laura is here. She scared James by playing the piano but James denies it.

This video is pretty important. It tells you many things, including Mary 
saying "Happy 8th Birthday to Laura." Laura says she turned 8 last week. 
So Mary is alive! Laura gives you the letter and claims she lost another 
one and runs out to find it. Go over to the area with the table and grab 
the "Fish" Key on one of the tables. You are done here so go out to the 
main hallway. 

There should be 2 Doormen out here and they are coming after you. Shoot 
them both with the Shotgun until they fall then kick them both. If you 
need or want Rifle Shells and Handgun Bullets x3 then enter the Store 
Room. If not, enter the Lobby and grab the Key to Room 312. Also, you 
can find the letter to James on the desk. It says that his videotape 
that he left is in the safe in the Office on B1F Then go back to the main 
hallway an go down to B1F. Once down here, find the elevator and grab the 
Thinner and go back upstairs. 

You are done on this floor so go up to 2F. Also, don't count on getting
to Room 312 soon. You'll notice that there is a gate blocking the 3F 
hallway. On 2F, enter the Cloak Room to find the Key to Room 204 in a 
briefcase. But it is locked. So use the "Fish" Key to open it. Exit the 
room and if you want ammo and a Health Drink, check out the Reading 
Room. 

The Next thing to do is West Wing of rooms. Kill the 2 Doormen and enter 
Room 204 which is the only room you can enter right now. Inside on a 
desk you will find the Employee Elevator Key. Continue investigating, 
and you will find that there is a hole in the wall. So you can enter Room 
202. In this room you will find a funny looking briefcase and some 
pictures on the bed.

-------------------------
  The Locked Briefcase
-------------------------
-------------------------------------------------------------------------
As you can see, this briefcase is locked. You need to enter a combination 
of 4 letters. No, it is not Mary. Now is the time to use your Thinner. Go 
to the bed and investigate it. James will notice that there is one that 
is a picture of the case and the combination but it is crossed out in 
black marker. Go in the menu and use the Thinner. 

Now the combination will be revealed. Go back to the case and enter the 
same combination as in the picture and the case will open. Inside is the 
"Cinderella" Music Box.
-------------------------------------------------------------------------

Now you want to go to the Employee Elevator Room which is across to the 
east side of 2F since you have the Employee Elevator Key now. Once inside,
go over to the elevator and walk in. An alarm will sound. That means that 
the elevator can't support this much weight. James is not fat. Is is just 
his items. Check the panel on the elevator to find a note about weight 
allowance. 

Just outside of the elevator there is a shelf. Go and investigate it. In 
order to use the elevator you must empty your whole Inventory. Even if 
you have a letter James can't use the elevator. After putting all your 
things in the shelf, go back in the elevator and go down to 1F. You might 
feel scared discarding your weapons now but you will be just fine. 

On 1F, just outside of the elevator, grab the Map of the Hotel (for 
employees) on the corkboard. Now go to the Pantry and grab the hard to 
see "Snow White" Music Box on the shelf. Now you have all the Music 
Boxes. Exit the room and enter the Office. If you remember, this is where 
your videotape should be. Inside grab the Videotape and the Can Opener. 
For ammo, enter the Employee Lounge for Rifle Shells x2. If you go back 
to the elevator you can see that it will not move. So you have to find 
another way back to 2F. 

For a start, enter the blue door in front of the Office. Inside, go down 
the stairs and enter the basement through the door at the bottom. In this 
area. There will be 2 Mannequins that you will have to run past and you 
have no weapon to use on them. So check your map and enter the Boiler 
Room to get the Bar Key then exit the room. 

Check your map again and enter the Kitchen. Inside the Kitchen you should 
find a large tin. Now is the time to use the Can Opener. After you've 
opened the can you will find lightbulbs inside. Who keeps lightbulbs in a 
can? James will take one, then continue on by entering the "Venus Tears" 
Bar. Inside the bar it is dark and James can't see clearly enough to put 
the Bar Key through the key hole to unlock it. 

Behind the door is a lamp on the bar. Use the lightbulb and James will 
put it in. Now exit through the door. Now you are in a familiar place, 
the basement for guests. Go up the stairs to 1F, then go up again to 2F. 

On 2F go to the Employee Elevator Room and reclaim your things from the 
shelf. Exit the room and enter the Lobby. Go down the stairs and examine 
the Music Box Player.

-------------------------
   Music Box Puzzle
-------------------------
-------------------------------------------------------------------------
On Easy Riddle Mode, just put the 3 Music Boxes in any of the 3 slots. On 
Normal Riddle Mode, you will have to put them in specific places from the 
description of each slot. Cinderella fled at midnight, Snow White woke 
from death, and the Little Mermaid was a mute for time. On Hard Riddle 
Mode they positions are different. The "Little Mermaid" Music Box goes 
in the front. The "Snow White" Music Box on the east side, and the 
"Cinderella" Music Box on the west side. After all 3 Music Boxes are put 
in correctly, examine it once more and make the music play and the Music 
Boxes will rotate and the Hotel Stairway Key is on a Music Box.
-------------------------------------------------------------------------

Take the Hotel Stairway Key and then head up to 3F and use the Hotel 
Stairway Key and open the gate blocking the way. On 3F, use the Key to 
Room 312 to open it. Inside, walk around until you find a working VCR. 
Put the videotape in. After awhile of the video, Laura will enter the 
room. 

After the video James can hear Mary talking on his Radio. She must be in 
the Hotel! Exit the room. 

=========================
   "Nightmare" Hotel
=========================
If you have the Dog Key, you can enter the Observation Room and end the 
game. If not, head down to 2F. If you enter the Reading Room on 2F there 
are headphones on the desk. If you listen to this you are more likely to 
get a certain ending. It is your choice if you want to listen to it or 
not. For more information, check out the Ending Requirements section of 
this FAQ. Now, enter the west corridor and if you enter certain 
doors you will be warped to a different area. 

Room 207 and Room 204 warp to each other. Room 202 warps you ever to Room 
219. Room 219 warps to Room 220. Room 220 warps you to Room 207. And 
lastly, Room 212 warps over to Room 202. So just enter Room 202 and it 
will warp you to Room 219. From here, just go to the elevator and go down 
to B1F which is the only elevator button that works. 

After going down to B1F, you can see that this floor is completely 
flooded. You will have to work around this floor like this. First, enter 
the "Venus Tears" Bar where you can find 5 Health Drinks with the other 
drinks on display. They camouflage with there surroundings. Once done here,
enter the kitchen. If you need ammo, here is the place. There are Shotgun 
Shells x2 on the Kitchen counter and there are Rifle Shells x2 in the 
back on the shelf. 

Once done here, exit the room and enter the blue door to see a video of 
Angela. If you have not yet examined the knife it will affect the ending. 
Fore more information, check out the Ending Requirements section of this 
FAQ. After the video, you are left with fire in the middle of the stairs. 
Don't try to go through it, James will just lose health. Exit through the 
door and re-enter the room. 

It is different. It is the same as before though. Continue up the stairs 
and go through the door. You are now on 1F again. Go North until you see 
a path that goes east, north, and east again. Follow it and enter the 
door to find a room full of Underhangers under the gate floor. Just run 
through the hallway, dodging them until you come to a door, enter it. 

In here you will find 9 Save Points! Nine Red Squares. I think they are 
trying to tell you to save your game here. After this point, there are 
the 2 last bosses of the game. Equip the Hunting Rifle and keep it ready 
for the rest of the game. Enter the door.

=====-----=====-----=====
BOSS 5: Pyramid Head Duo
=====-----=====-----=====
=-=-=-=-==-=-=-=-=
Difficulty: Normal
=-=-=-=-==-=-=-=-=
=====-----=====-----=====-----========-----==========-----=====-----=====
You've already fought 1 Pyramid Head before, now you are about to fight 
2! Right at the beginning run to a corner, preferably the corner farthest
away from the 2 Pyramid Heads. From there try to take off 2-5 shots on 
Easy and Normal Action Mode then strafe out of the way using either L1 or 
R1 for either direction and run to the next corner or the corner directly 
across from your current location before either Pyramid Head stabs you. 
Don't under-estimate their range. It may surprise you. The 2 Pyramid Heads 
only have one attack that is coming up to James and stabbing him with 
their Spears. On Hard Action Mode try to take only 1-2 shots because the 
Pyramid Heads move much faster. 

It is better to take only 1 shot and get away clean than to take 2 shots 
and get stabbed. But if you are sure you can make it, take 2 shots then 
strafe out of the way by using either L1 or R1 appropriately. After about 
10-12 shots on Normal Action Mode the Pyramid Heads should stop and go 
towards the center and stab their spears through themselves and die. On 
Hard Action Mode you will have to shoot either Pyramid Head more times. 
Also, it doesn't matter which Pyramid Head you shoot because it's like 
they share their health. When you defeat the 2 Pyramid Head continue to 
move on.
=====-----=====-----=====-----========-----==========-----=====-----=====
-------------------------
Pyramid Head Eggs Puzzle
-------------------------
-------------------------------------------------------------------------
After you have finally defeated the 2 Pyramid Heads examine their corpses
to find the Rust-Colored Egg and the Scarlet Egg in both of the Pyramid 
Heads' hands. Use them to open the 2 exiting doors by inserting them into
either door, but they must be inserted into different doors.
-------------------------------------------------------------------------

After you have inserted the 2 eggs go through one of the 2 doors. After
you have done so, find the main entrance and try to exit the hotel. You 
are now in a long hallway. A recording of Mary will start to play. If you 
stay and listen to the whole thing or run quickly and go through the door 
at the end of the hallway, it will most likely effect which ending you will 
receive. So make a decision and go through the door when you're ready. Now 
you are actually outside, it is raining now. 

Find your way to the stairs and go up all the way to the top. It will 
take awhile. When you're at the top a video will play and you now have 
to fight the Final Boss in the game.

=====-----=====-----=====
BOSS 6: Maria/Mary Demon
=====-----=====-----=====
=-=-=-=-=-=-=-=-=-=-=
Difficulty: Very Hard
=-=-=-=-=-=-=-=-=-=-=
=====-----=====-----=====-----========-----==========-----=====-----=====
This boss is quite similar to the Hangers but is quicker at moving and 
has more attacks. This last boss has 2 attacks. It will spit out a cloud 
of black moths that will swarm around James to prevent you from moving. 
To get out of this attack wiggle the movement controls and the shoulder 
buttons. The other attack is is very lethal so try not to let it happen 
to you. It will try to get close to you, hovering above you, and it will 
snatch James with its long black tail. Beware of the speed of the attack 
because it may surprise you. 

To get out of it wiggle the movement controls and shoulder buttons then 
run away. If the demon is close to you, you should consider strafing in 
either direction to get away. So in order to beat this final boss, try to
stay as far away from the demon as possible and use the Hunting Rifle's 
accuracy to get the job done. After you shoot the boss several times it 
should fall on the ground. Go up to the helpless demon on the ground and 
choose your weapon of choice and finish off the demon... Good Job, you 
have now beaten the game.
=====-----=====-----=====-----========-----==========-----=====-----=====

*************************
11. SPEED WALKTHROUGH
*************************
 ------------------
|     Legend       |
| ========         |
| New Area         |
| ========         |
| ------           |
| Puzzle           |
| ------           |
| +++++++++++++++  |
| Optional Puzzle  |
| +++++++++++++++  |
| ****             |
| Boss             |
| ****             |
 ------------------
=====-----=====-----=====
LETTER FROM SILENT HEAVEN
=====-----=====-----=====
===============
EAST SOUTH VALE
===============
-At the beginning, exit the Restroom, take the Map of Silent Hill from
Jams car and head west to the stoned stairs and go down them
-Follow the path to the Graveyard and enter it
-Find Angela and then exit the Graveyard through the other west exit
-Follow the path and grab the Chainsaw if it's in the log
-Keep heading east, through the next fence door and it will turn into
Wiltse Road
-Head west on Sanders Street and follow the "shadow", by heading north
on Lindsey Street and East on Vachss Road and enter the Construction Site
-James will find a Radio and rip off a Wooden Plank from the structure
-Kill the Patient Demon and exit the Construction Site
-Head west back to Lindsey Street, head south, west on Katz Street and
north up Martin Street
-Take the Apartment Gate Key and head south back down Martin Street
-Head west on Katz Street until you reach the Wood Side Apartments gate, 
and enter it along with Wood Side Apartments

====================
WOOD SIDE APARTMENTS
====================
-Grab the Map of the Apt. Building and head up to 2F
-Enter Room 205 and take the Flashlight
-Go up to 3F, try to get the key on the other side of the gate thing, get
Handgun from Room 301 in the shopping cart and go back down to 2F
-Head east until you hear a scream/cry and head north to Room 208
-Grab the Key to Room 202 on the left shelf and exit the room
-Head to Room 202 and enter it with the key
-Enter the left room to find a small hole in the wall
-Investigate the hole to get the Clock Key
-Head back to Room 208 and find the clock in the left room
----------------------------------------------
-Open the Clock Face and set the hands on 9:10
----------------------------------------------
-Push the clock and go through the wall to Room 209
-Exit the room and go up the stairwell to the right to 3F
-Enter Room 307 to find Pyramid Head and James will hid in the closet
until he leaves
-Get the Courtyard Key from the closet and exit the room
- Head south down the hallways and get the Fire Escape Key by the gate 
thing
-Head down to 1F through the east stairwell
-Go down the 1F corridor and get the Canned Juice in front of Room 107
-Exit through the lobby doors and head west to the west entrance, where
you first came in
-Go up to 2F and put the Canned Juice down the garbage shoot, in the
laundry room
-Go back down to 1F and go outside to the incinerator to get the Coin [Old
Man], and head back up to 2F
-Head west down the corridor to last door, in front of you
-Go through the door, and James will use the Fire Escape Key and go over
to Blue Creek Apartments

=====================
BLUE CREEK APARTMENTS
=====================
-Go over to the washroom and get the memo from the toilet
-Go into the main section of the room and examine the safe on the chair
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Use the memo to solve the puzzle
-Turn the dial to the first number
-Turn the dial, pressing right, until you reach the second number
-Turn the dial, pressing left, until you reach the third number
-Turn the dial, pressing right, until you reach the last number
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Take the ammo from the open safe and exit the room
-Enter the east stairwell and take the Map of Blue Creek on the floor
-Go down to 1F and enter Room 109
-Enter the white door near the middle of the room
-James meets Angela again and she gives him a Knife
-If you examine this Knife it may effect which ending you'll receive
-Take the Coin [Prisoner] on the nightstand and exit the room
-Enter Room 105 and examine the secretarial desk
--------------------------------------------------
-Solve the puzzle with the Riddle Mode you are on:
-Easy: Old Man, Empty, Snake, Empty, Prisoner
-Normal: Empty, Old Man, Prisoner, Empty, Snake
-Hard: Empty, Old Man, Empty, Snake, Prisoner
-Then you will get the Lyne House Key
--------------------------------------------------
-Exit the room and head up to 2F
-Enter Room 209 and use the balcony to go over to Room 208
-Take the Apartment Stairway Key, run back to Room 209 and exit the
room
-Enter the northeast locked stairwell with your Apartment Stairway Key
*************************************************************************
-You will now have to fight Pyramid Head
-As soon as you can play, make sure your Handgun is equipped
-Shoot Pyramid Head several times until he gets in the screen
-Run to the far corner and try to empty a full clip or more into Pyramid 
Head
-Run back to the other corner and shoot him ore from there
-Repeat this process until you in the second corner and the alarm sounds
off
-Pyramid Head will head towards the stairs and go down, don't go near him
*************************************************************************
-When Pyramid Head is gone, the water in the stairwell will drain
-Go down the stairs and exit to West South Vale

===============
WEST SOUTH VALE
===============
-Go down the stairs and head north to Rose Water Park
-On the way James meets Laura in a video and then she runs off
-Run north, to the Rosewater Park waterfront and meet Maria in the video
-Make sure you do not kill Maria or it is GAME OVER
-Exit the park by heading west and at the steps head south to Nathan 
Avenue
-Head west to Texxon Gas and take the Steel Pipe in the car hood
-Now continue west to Pete's Bowl-O-Rama and enter it through the front
double doors
-Enter the door on the left and after the video find the other door in 
the room and go through it
-Go up to Eddie for a video
-Enter the double doors where Laura went through and exit the bowling 
alley through the double doors where you came in
-After Maria comes back run south down the area east to the entrance and
enter the gate
-Head south towards the end of the alley for the video and try to enter
the locked door
-Maria will open the door with her 3 keys and then enter Heaven's Night
-Run up the stairs and enter the green door on the right
-Find the exit door and go through it
-Run down the stairs and head south until Maria spots Laura run into the
hospital and enter Brookhaven Hospital

===================
BROOKHAVEN HOSPITAL
===================
-Grab the Map of the Hospital on the left board and enter the Reception
Office
-Go through the other door and grab the "Purple" Bull key on the table, 
and exit both rooms
-Enter the stairwell nearby and go up to 2F
-Enter the Women's Locker Room to get the Bent Needle in the teddy bear
and the Shotgun in the locker
-Enter the patients' wing, enter the Examination Room 3 and get the code
on the blue carbon paper
-Exit the room, enter M2 and take the "Lapis Eye" Key
-Now go back through the double doors to the other corridor
-Go up to 3F, enter the patients' wing with the code, which is 7335 on 
Easy and Normal Riddle Mode and 1328 on Hard Riddle Mode
-Enter S3 so Maria can have a rest
-Take the Roof Key on the nightstand and go up to RF, using the other
corridor
-Run over to the diary (examine it if you want; it may affect which
ending you'll receive) and run to the fence near the Elevator Control
Room
-Pyramid Head will knock you off the roof to the locked Special Treatment
Room
-Enter the 2nd closest door to the camera, get the number on the wall
then run to S14 and enter it
---------------------------------------------------------------------
-Combine the "Purple Bull" Key and the "Lapis" Eye Key and use them
-Enter the code you found on the blue carbon paper in the Examination
Room 3 on the push-button lock
-Enter the code you found on the wall in the Special Treatment Room
on the turning lock
---------------------------------------------------------------------
-Open the box and take the Piece of Hair
-Now go to the Shower Room in the same corridor and combine the Bent
Needle and the Piece of Hair nd use them by the drain to get the
Elevator Key
-Enter the elevator in this corridor and go down to 1F
-Enter C2 and find Laura for a video; she takes and locks James in the
Examination Room and now you will have to fight a boss
******************************************************************
-Equip your Shotgun and blast away at the Hangers
-Try to stay away from them so they can't pick you up or kick you
-Shoot them until they get close to you then run to the opposite 
corner
-Stay away from them while you shoot until they both die and a 3rd
will come out
-Do the same until this one is dead and it is over
******************************************************************

====================
"NIGHTMARE" HOSPITAL
====================
-Go through the door beside you and enter the next area through the left
wall
-Go in the elevator and go up to 2F and enter M6
-Take the Dry Cell Battery and the Basement Storeroom Key where the hands
reaching up are
-Go up to 3F via the elevator and enter the east corridor
-Enter the stairwell and go all the way down to the basement and go 
through the door, using the Basement Store Room Key
-Push the shelf and try to go down the ladder
-Maria will come in, go down the ladder and get the Copper Ring
-Go back up to 3F, enter the patients' wing and enter the elevator
-Go down to 2F and a trivia will come up, like a radio, maybe James'
-On 2F enter the Day Room and get the Lead Ring from the hard to open
fridge, with Maria
-Go back up to 3F if you want to answer the trivia and enter the Store
Room after entering the east corridor
-Go up to the weird box and examine it
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-For the first row of numbers, press 3
-For the second row of numbers, press 1
-For the last row of numbers, press 3
-If answer incorrectly, yellow spray will come from the room and drop
your health the red
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Take the 4 Shotgun Shell packs and the 2 Ampoules inside the box
-Now go back to the patients wing and examine the stairwell door
-In the menu, combine and use the Copper Ring and the Lead Ring
-Go through the unlocked door and go down the stairs to the door and go
through it
-Run down the hallway and Pyramid Head will come and attack Maria
-Just run quickly down the corridor to the last hallway where Maria
starts running and run down the hallway to the elevator for a video
-Maria wont make it so it was kind of useless protecting her
-Now you are on 1F, enter the Director's Room and get the Hospital Lobby
Key along with the examining the map
-James will see Laura walk by, do the same by going through the lobby
doors with the Hospital Lobby Key

===============
DARK SOUTH VALE
===============
-Head southeast until you get to Saul Street and run on the gated path
with the Underhangers, and dodge them
-On the other side, go through the door
-Run northeast to Lindsey Street and grab the Wrench on the porch of the
second closest house to Gonzale's
-Head north then east on Katz Street and go through the now unlocked
gate door past Wood Side Apartments
-Run up to Rosewater Park and find the Praying Woman Statue
-Go behind it, dig and use the Wrench
-Take the Old Bronze Key in the tin box and run back to Nathan Avenue
-Head northwest up Nathan Avenue and enter the Silent Hill Historical
Society with the Old Bronze Key

=================
THE UNMAPPED AREA
=================
-Enter the second room via the door on the right
-Find the hole in the wall and go down the really long descending stairs
until you reach a door, go through it
-Go through the next door and follow the hallway to where the Patient
Demon is and enter the door in front of you
-Jump down the hole and you will be in a well
-Search the well for some "different" and weak bricks, then equip either
the Wooden Plank or the Steel Pipe and whack it 2-3 times
-Enter the door and follow the path to the first door and go through it
-Get the Spiral Writing Key and your Flashlight battery dies
-Use the Drycell Battery to replace the old one
-----------------------------------------------------------------
-Examine the keypad in the bug-filled room
-Either 2 or 3 numbers will be illuminated on the keypad
-Use them to solve the puzzle by trying each combination possible
-There is always only 6 possible combinations
-Example - 1,2 - 121, 211, 112, 212, 122, 221
           1,2,3 - 123, 132, 213, 231, 312, 321
-----------------------------------------------------------------
-Exit the room and use the Spiral Writing Key to open the locked gate
door on the floor and jump down the hole

=============
TOLUCA PRISON
=============
-After the video, get the Tablet of "Gluttonous Pig" and leave the room
-Head upward until you find the Map of the Prison on a table on the left
and head downward and enter the second door on the left
-Head north and then east and enter the open shower room and get the 
Tablet of "The Seductress"
-Enter the south row of jail cells and get the Wax Doll from the second
last cell
-Enter the north row of jail cells from the east side of the prison and
get the Tablet of "The Oppressor"
-Exit to the Courtyard and find the scaffold
-Combine and use the Tablet of "Gluttonous Pig", Tablet of "The Seductress"
and the Tablet of "The Oppressor" on the front of it, where the picture of
the Pyramid Heads are
-Head back to the entrance and get the Horseshoe on the door handle
-Use the north row of jail cells to get to the east side of the prison 
and enter the civilian side of the prison through the last open door on 
the left
-Enter the next door on the left and get the Lighter by the glass
-Enter the last door on the right and enter the next room in the Warden's
Office and take the Hunting Rifle hanging up
-Go through the gate next to the Warden's Office and combine and use the
Wax Doll, the Horseshoe and the Lighter on the hatch to make a handle
-Jump down the hole and go the door directly in front of you
-Go through the other door and jump down the hole
-Open the door and jump down the next hole
-Enter the elevator and go in one of the 2 far corners for the elevator
to start its descent
-After the terribly long elevator ride go through the one and only light 
brown door to enter the Labyrinth

=============
THE LABYRINTH
=============
-James draws his own map if you have the flashlight on so do so
-If you want a new weapon, follow the path to the northeast ladder and go 
down it
-Run left down the turning hallway and enter the first room on the left
-Get the Great Knife on the table
-Leave Pyramid Head's lair by going back where you came from, to the main
area
-Follow the path to the southeast ladder and go down it
-Go down the corridor and go down the next ladder
-Examine the box of faces
------------------------------------------------------------------------
-On Easy and Normal Riddle Mode rotate the cube until you get the right-
side-up red face and turn the cube left or to one of the 3 upside-down
faces
-On Hard Riddle Mode there is no set solution, just keep trying until
you get it right
------------------------------------------------------------------------
-Run past the box of faces, into the grated room and go down through the 
now doorway stairs to a video
-After the video, get the Wire Cutters from the electrical box near the
box of faces
-Go back to the main area and use the Wire Cutters to cut the wires 
blocking the door across from the entrance to The Labyrinth and go down
the ladder
-You should hear or encounter Pyramid Head in one or two areas in the
low water, just be careful of his attacks
-Go up the first ladder on the right and go down the hallway and go down
the southwest ladder
-Find the other ladder and go up it and follow the path to find another
ladder, go down it
-Find the only other ladder in the area and go up it
-Run forward and go down the ladder and go up the first ladder on the
left
-Go through the door and go down the hallway of papers for a video and
you will now fight another boss
**********************************************************************
-If you haven't already, equip you Shotgun and blast the Doorman a few
times until he gets pretty close to you. Always run to the other side 
of this room because it's very small
-Shoot 2-4 times and he should fall down and get up
-Repeat this a few times, using the strafe buttons to get f of some
situations, until the Doorman is dead
**********************************************************************
-After the video exit the room and go through the next door to find
2 weird rooms, another puzzle
----------------------------------------------------------------------
-Run to the first room to figure out the locations of the hanged men
and then run to the other room and pull the noose in the same location
as the body of the wrongfully accused man
-There solutions are:
Easy Riddle Mode: Kidnapper
Normal Riddle Mode: Arsonist
Hard Riddle Mode: Counterfeiter
----------------------------------------------------------------------
-Run back to the first room and grab the Key of the Persecuted and go
through the last door in the hallway and use the Key of the Persecuted
to unlock the handcuffs attached to the gate
-Go down the ladder and go through the white door for a video
-Now go through the now opened gate and go up the ladder
-Go in the Catacomb and go down your grave
-Follow the long path and enter the next room for another boss
**********************************************************************
-As soon as you can play, equip the Great Knife and swing it at Eddie
once on Easy and Normal Action Mode, causing him to go to the next
room, or twice on Hard Action Mode
-If you don't have it, use the Hunting Rifle, a few shots
-In the next room, equip your Shotgun and take off a few shots at 
Eddie
-Try your best to not let him shoot you, so use the strafe buttons 
when he readies his gun
-After awhile, he will get confused and hide behind the meant racks
-Run up to him to make him move, then shoot him
-If you find it difficult with the Shotgun, use the Handgun, but not
the Hunting Rifle, it takes to long to ready your aim
-Keep shooting him until he dies for a video
**********************************************************************
-After you've defeated Eddie, exit the area by going through one of
the 2 large doors where you haven't been yet

===========
TOLUCA LAKE
===========
-Run along the dock to the boat and get in it
-Use the D-pad to move the boat on Easy and Normal Action Mode
-On Hard Action Mode you will have use both the analog sticks
-Move the left analog stick counter-clockwise and the right analog
stick clockwise simultaneously to move forward
-Move both analog sticks counter-clockwise simultaneously to turn left
-Move both analog sticks clockwise simultaneously to turn right
-When you get in the boat, move forward to get going and turn right
until you see the light from the lighthouse
-Continue moving forward until you reach the Lake View Hotel for a 
video

===============
LAKE VIEW HOTEL
===============
-Run into the courtyard of the hotel and get the "Little Mermaid" Music 
Box on the fountain
-Enter the Lake View Hotel via the door at the top of the steps
-Take the Map of the Hotel (for guests) on the left corkboard and enter
the "Lake Shore" Restaurant
-Get the "Fish" Key on the set table and go near the piano for a video
-Go down to B1F and get the Thinner in the elevator and go back up to 1F
-Enter the Lobby and then the Reception and get the Key to Hotel Room 312
-Go up to 2F and enter the Cloak Room
-Use the "Fish" Key to open the briefcase and get the Key to Hotel Room 
204 inside
-Enter the west side of 2F and enter Room 204 with the key and take the
Employee Elevator Key on the desk
-Go through the hole in the wall to Room 204 and use the Thinner to erase
the ink over the photo on the bed
-----------------------------------------------------------------------
-Go over to the briefcase to the right of the bed and use the code you
got from the photo on the bed to open the briefcase
-----------------------------------------------------------------------
-Get the "Cinderella" Music Box from the now open briefcase and run to
the east side of 2F and enter the Employee Elevator Room
-Go in the elevator and see the note on weight allowance and exit the
elevator and examine the shelf nearby
-Now put every single one of your items in the shelf and go back in the
elevator and go down to 1F
-Get the Map of the Hotel on the left corkboard and enter the Pantry
-Get the  "Snow White" Music Box on the shelf to your right and enter
the Office
-Take the Videotape and the Can Opener in the open safe and enter the
stairwell with the blue door, beside the Office and go down to B1F
-Enter the Boiler Room and get the Bar Key on the generator and enter
the Kitchen
-Use the Can Opener to open the can on the counter and take the Light 
Bulb
-Enter the Venus Tears Bar and put the Light Bulb in the lamp on the
counter and exit the bar, using the key and go back up to 2F
-Go to the east side of 2F and enter the Employee Elevator Room and get
all of you items back and go exit to the middle of 2F and go down the
stairs to the large music box
-----------------------------------------------------------------------
-On Easy Riddle Mode just put in the 3 Music Boxes in any of the 3
slots
-On Normal Riddle Mode the "Snow White" Music Box goes in the front, 
the "Cinderella" Music Box goes on the left and the "Little Mermaid" 
Music Box goes on the right
-On Hard Riddle Mode the "Little Mermaid" Music Box goes in the front,
the "Cinderella" Music Box  goes on the left and the "Snow White" Music
Box goes on the right
-Select "yes" to make the music box play when it asks you and it will
play correctly
-----------------------------------------------------------------------
-The music boxes will turn to the inside and 3 others will be facing you
now
-Take the Hotel Stairway Key on the middle music box and run up to 3F,
using the key to open the gate
-Enter Room 312, using the key and insert the Videotape into the VCR to
the right of the TV for a video

=================
"NIGHTMARE" HOTEL
=================
-Go down to 2F and enter the west side of the floor
-It may effect which ending you'll receive, but if you want to, you can
enter the Reading Room on the same floor and listen to the headphones, 
first
-Try to enter Room 202 and you will be transported to the east side of 2F
-Go through the double doors to the south and enter the elevator and go
down to B1F
-The basement is now flooded but you can still get around
-Enter the Venus Tears Bar and use the Kitchen as a passageway to the
next corridor and enter the stairwell for a video
-After the video, exit the stairs that are different than before and then
they will be normal again
-Follow the path northeast and go through the door
-Run along the path with Underhangers underneath it, ignoring them, and 
go through the next door
-Equip the Hunting Rifle and go through the double doors to the Lobby
*************************************************************************
-Right when you can play run into the farthest corner and start shooting
at the Pyramid Heads
-You should be able to take off at least 3-4 shots on Easy Action Mode, 
1-2 shots on Normal Action Mode and 1 on Hard Action Mode
-On Hard Action Mode try to only take off one in each corner you visit
because you may get stabbed
-After you've taken off the appropriate amount of shots using the R1 and
L1 buttons to strafe out of the way, to the next farthest corner
-Keep firing at the two Pyramid Heads, traveling to the farthest corner
each time, and you should find this battle quite easy
-Just make sure the Pyramid Heads don't get close to you so hold L2 to
position the camera on the Pyramid Heads when you're shooting at them
-Keep in mind that it doesn't matter which Pyramid Head you are shooting
each time, they split the damage each one takes
-After about 10 shots on Normal Action Mode the two Pyramid Heads should
head towards the center on the Lobby and they will stab their spears into
their heads, oddly enough, to end the battle
*************************************************************************
-Examine the Pyramid Heads' corpses to find the Rust-Colored Egg and the
Scarlet Egg in their hands
--------------------------------------------------------------------------
-Find the 2 exiting lobby doors and insert the Rust-Colored Egg and the
Scarlet Egg into either one of the two doors, but you must put one in each
door
--------------------------------------------------------------------------
-Exit through one of the 2 doors and go through the door that you first 
came into the hotel and you will be in a long hallway
-It may change which ending you will receive if you listen to the whole
recorded conversation or not
-Once you've decided what to do and you've done it, go through the door at
the end of the long hallway
-Turn to your left and start running up the many stairs, as it turns, 
follow it to the very top for a video, then the final boss in the game
*************************************************************************
-Right when you can play run away into a far corner and use your Hunting
Rifle's amazing accuracy to hit the demon
-Make sure that when you see the demon spit out what looks like 
butterflies, you keep running until they fly away because they can harm
you
-Try not to get to close to the demon or it will try to grab you and hold
you up in the air, inflicting damage
-Keep running into corners, staying away from the demon, and use the
Hunting Rifle to shoot the demon
-Be sure to dodge the demon's attacks and you should do well
-Be sure to hold L2 to position the camera on the demon when you're 
shooting at it to see how close it is to you and run away when it gets 
close
-If you ever get attacked which will probably happen, use the movement
controls and the shoulder buttons to get out of the attack faster
-The demon will spit out its butterflies several times so stop shooting
when this happens and run until they fly away
-After many shots the demon should fall to the ground and it is now
helpless
-Take out your weapon of choice and take out the demon
-If using the Great Knife press X hard so James will do a downward 
attack, hitting the demon
-After you have officially killed the demon you have beat the game,
congratulations!
*************************************************************************

*************************
12.ENDING REQUIREMENTS 
*************************
============
Maria Ending
============
-Immediately go where Maria tells you to go. Do not go the opposite 
direction or make her tell you twice
-Make sure Maria suffers none or very little damage
-Spend a long time with Maria before leaving her in Room S3 3F of 
Brookhaven Hospital
-After you leave Maria in Room S3 3F Brookhaven Hospital, return and 
check on her often
-After leaving Maria's cell in the Labyrinth try to re-enter the room
(the white door, not down the stairs)
-At the last long corridor before the Final Boss after the Pyramid Head 
Duel don't listen to the conversation and quickly run forward until you 
reach a door

======================
Avoid the Maria Ending
======================
-Hit Maria with the wooden plank a few times but do not kill her
-In the Inventory Examine the Photo of Mary and the Letter from Mary
-After you meet Maria in Rosewater Park run as fast as you can to room S3 
3F in Brookhaven Hospital

===============
In Water Ending
===============
-Examine Angela's Knife in your Inventory
-Read the Diary on the Hospital Rooftop
-After viewing the videotape go down to the Reading Room on 2F of 
"Nightmare" Hotel (Lake View Hotel) and listen to the recorded conversation 
on the headphones on the desk
-Listen to the entire last corridor conversation of Mary sick in bed 
before the last Boss Fight
-Go through the game with Red health status often

============
Leave Ending
============
-Recover your stamina(health) as soon as it drops. Try to keep green 
stamina throughout the whole game 
-After meeting Maria in Rosewater Park do not head east and do not make 
Maria tell James which direction the Hotel lies 
-Listen to the entire sick bed conversation of Mary sick in bed in the 
last long corridor before the last boss fight
-Do everything that is recommended to avoid the Maria Ending

==============
Rebirth Ending
==============
-Collect and have all 4 of the secret items (not including Chainsaw and 
Hyper Spray) in your inventory when you beat the game(have to beat the 
game at least once first)
-The Names and Locations of the secret items are:
-White Chrism- Blue Creek Apartments Room 105 1F
-Lost Memories Book- In newspaper stand at the Texxon Gas Station
-Obsidian Goblet- Silent Hill Historical Society Museum in the smashed 
display case in the second room
-Crismon Ceremony Book- After you view the videotape in Room 312 3F,
"Nightmare" Hotel go down to the Reading Room 2F and 
it's behind the headphones on the bookshelf

==========
DOG Ending
==========
-After you get the Rebirth Ending you can find the DOG Key in the Doghouse 
in the yard a little west of Jacks Inn -After you view the videotape in 
Room 312 3F, "Nightmare" Hotel, use the DOG Key on 
the Observation Room door on the same floor

==========
UFO Ending
==========
Greatest Hits Version only. After you've beaten the Sub Scenario, pick 
up the Blue Gem in the Restroom at the beginning of the game. It is by 
the furthest stall from James. Once you have it you must use it in these 
3 places to receive the UFO Ending:
-"Nightmare" Hospital in the Garden 1F after you've beaten the Hangers
Boss.
-Right in front of the boat on the Labyrinth dock of Toluca Lake, after
you've beaten the Eddie Boss.
-Room 312 3F Lake View Hotel, right in front of the right window beside
TV before you watch the videotape
After you do that the game will end and you will receive the UFO Ending.

*************************
13.      RANKING
*************************
After you finish a game in Silent Hill 2 with the Letter From Silent 
Heaven Scenario (Main Scenario) you will be ranked on what you have done. 
The things you are ranked on are:

Action Level                The Action Level that you choose at the 
                            beginning of the game
Riddle Level                The Riddle Level that you choose at the 
                            beginning of the game
Ending                      Which Ending you receive
Ending Clear                How many of the endings you've received
Saves                       How many times you saved your game
Total Time                  The total time you play the game
Walking Distance            The total distance you walked in the game
Running Distance            The total distance you ran in the game
Items                       How many items you picked up in the game
Defeated Enemy By Shooting  How many enemies you killed by shooting
Defeated Enemy By Fighting  How many enemies you killed by fighting
Boat Stage Time             The amount of time it took you to complete 
                            the Boat Stage
Boat Max Speed              The max speed you reached during the Boat 
                            Stage
Total Damage                The total damage you received from enemies 
                            in points
Your Rank                   The amount of starts you receive

After you've beaten the game it will show your rank. Save your game and 
next time it will load your Ranking when you try to load your game. So 
load your game press X and go to New Game to start another game with it 
remembering your rank.

It is possible to get a 10-Star Ranking. It requires you to do certain
things. If you want to get a 10-Star Ranking then you should do the
following:

-Play on Hard Action Mode
-Play on Extra Hard Riddle Mode
-Clear all 5 endings
-Save your game 2 times or less
-Finish the game in 3 hours or less
-Collect at least 100 regular items
-Get the Chainsaw, Hyper Spray and the Dog Key
-Kill at least 45 enemies by shooting
-Kill at least 45 enemies by fighting
-Finish the boat stage in under 1m 20s
-Receive 200 points of damage or less

*************************
14.WEAPON/ITEM/MAP LIST
*************************
===========
Weapon Name
===========                
Chainsaw                   
Great Knife                
Handgun                    
Hunting Rifle              
Hyper Spray                
Wooden Plank               
Shotgun                    
Steel Pipe                 

=========
Item Name
=========                  
Apartment Gate Key         
Apartment Stairway Key     
Bar Key                    
Basement Storeroom Key     
Bent Needle                
Can Opener                 
Canned Juice               
Clock Key                  
Coin [Old Man]             
Coin [Snake]               
Coin [Prisoner]            
Copper Ring                
Courtyard Key              
Drycell Battery            
Elevator Key               
Employee Elevator Key      
Examination Room Key       
Fire Escape Key            
"Fish" Key                 
Flashlight                 
Horseshoe                  
Hospital Lobby Key         
Hotel Stairway Key         
Key of the Persecuted      
Key to Hotel Room 204      
Key to Hotel Room 312
Key to Room 202            
Knife                      
"Lapis Eye" Key            
Laura's Letter             
Lead Ring                  
Letter form Mary           
Light Bulb                 
Lighter                    
Lyne House Key             
Music Box "Cinderella"     
Music Box "Little Mermaid" 
Music Box "Snow White"     
Old Bronze Key             
Photo of Mary              
Piece of Hair              
"Purple Bull" Key          
Radio                      
Roof Key                   
Rust-Colored Egg           
Scarlet Egg                
Spiral Writing Key         
Tablet of "Gluttonous Pig" 
Tablet of "The Oppressor"  
Tablet of "The Seductress" 
Thinner                    
Videotape                  
Wax Doll                   
Wire Cutter                
Wrench                     

================
Secret Item Name
================
Blue Gem**
Crismon Ceremony*
Lost Memories*
Obsidian Goblet*
White Chrism*

========
Map Name
========
Map of Blue Creek
Map of Silent Hill
Map of the Apt. Building
Map of the Hospital
Map of the Hotel (for employees)
Map of the Hotel (for guests)
Map of the Labyrinth
Map of the Prison

** - Is available after you beat the Sub Scenario (Greatest Hits Version 
     only)
*  - Is available after you beat the game

=======
WEAPONS
=======
-------------------------------------------------------------------------
Weapon:   | Chainsaw
Location: | Stuck in a pile of logs across from Silent Hill Ranch, after 
          | you beat the game at least once.
Notes:    | Powerful but hard to use; James need to stop and start it up
          | and then you can attack.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Great Knife
Location: | Pyramid Head's Lair on the table in the Labyrinth.
Notes:    | Possibly the most powerful weapon in the game. James has to
          | raise it first then swing, because it's huge . Awkward to use.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Handgun
Location: | In the shopping cart in Room 301 3F Wood Side Apartments.
Notes:    | The first firearm James acquires. Holds 10 bullets per clip.
          | Best at close and medium range.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Hunting Rifle
Location: | In the weapons lock-up just behind the front office in Toluca
          | Prison.
Notes:    | The best weapon in the game. Holds 4 shots. Extreme range, 
          | amazing stopping power, but lacks in firing rate.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Hyper Spray
Location: | Motorhome at the intersection of Saul Street and Harris after
          | you beat Normal or Hard Action Mode.
Notes:    | Immobilizes enemies when sprayed at, for a brief amount of
          | time. May affect James' is health after many sprays.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Wooden Plank
Location: | Construction site at north end of Vachss Road.
Notes:    | The first weapon James acquires. Isn't the best weapon but
          | is good at extremely close range.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Shotgun
Location: | Women's Locker Room 2F Brookhaven Hospital.
Notes:    | High stopping power but lack in range. Holds 6 Shots. Best
          | at close range.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Steel Pipe
Location: | Texxon Gas station, stuck in a car's hood at the northeast
          | corner of Nathan and Carroll.
Notes:    | Better than the Steel Pipe and swings faster.
-------------------------------------------------------------------------

=====
ITEMS
=====
-------------------------------------------------------------------------
Item:     | Apartment Gate Key
Location: | On the corpse, at the North end of Martin Street.
Purpose:  | Unlocks the front gate of Wood Side Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Apartment Stairway Key
Location: | On the bed in Room 208 2F Blue Creek Apartments.
Purpose:  | Unlocks the North stairwell of Blue Creek Apartments, 2F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Bar Key
Location: | Hanging on the boiler in the Boiler Room B1F Lake View Hotel.
Purpose:  | Unlocks the "Venus Tears" Bar door in Lake View Hotel, B1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Basement Storeroom Key
Location: | On the ledge above the reaching arms in Room M6 "Nightmare"
          | Hospital.
Purpose:  | Unlocks the B1F Storeroom of the "Nightmare" Hospital.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Bent Needle
Location: | Stuck in the teddy bear in the Women's Locker Room 2F.
Purpose:  | One of the 2 items needed to get the key in the drain in the
          | Shower Room 3F, Brookhaven Hospital.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Can Opener
Location: | In the safe in the Office 1F Lake View Hotel.
Purpose:  | Opens the unmarked can on the counter in the Kitchen of Lake
          | View Hotel, on B1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Canned Juice
Location: | In front the door of Room 107 1F Wood Side Apartments.
Purpose:  | Knocks the stuck garbage out of the garbage shoot on 2F, Wood
          | Side Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Clock Key
Location: | In the hole in the wall in the bedroom in Room 202 Wood Side
          | Apartments.
Purpose:  | Unlocks the face of the clock in Room 208 2F, Wood Side
          | Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Coin [Old Man]
Location: | In the incinerator out Wood Side Apartments, after you knock 
          | the garbage out of the shoot.
Purpose:  | One of the 3 coins needed to solve the Coin Puzzle in Room
          | 105 1F, Blue Creek Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Coin [Snake]
Location: | In the baby carriage in the Wood Side Apartments courtyard 
          | pool.
Purpose:  | One of the 3 coins needed to solve the Coin Puzzle in Room
          | 105 1F, Blue Creek Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Coin [Prisoner]
Location: | On the nightstand in Room 109 1F Blue Creek Apartments.
Purpose:  | One of the 3 coins needed to solve the Coin Puzzle in Room
          | 105 1F, Blue Creek Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Copper Ring
Location: | In the center of the floor in the "Nightmare" Hospital
          | Basement Storeroom.
Purpose:  | One of the 2 rings needed to open the west stairwell door, 
          | "Nightmare" Hospital 3F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Courtyard Key
Location: | In the closet where James was hiding in Room 307 3F Wood Side
          | Apartments.
Purpose:  | Unlocks the door that leads to the courtyard on the east side
          | of Wood Side Apartments 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Drycell Battery
Location: | On the ledge above the reaching arms in Room M6 "Nightmare"
          | Hospital.
Purpose:  | Replaces the old battery for the Flashlight when the old one
          | dies.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Elevator Key
Location: | In the shower drain in the Shower Room 3F Brookhaven Hospital.
Purpose:  | Unlocks the cover to call the elevator, Brookhaven Hospital
          | 3F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Employee Elevator Key
Location: | On the desk in Room 204 2F Lake View Hotel.
Purpose:  | Unlocks the Employee Elevator Room on the east side of 2F,
          | Lake View Hotel.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Examination Room Key
Location: | In the bloody lab coat pocket in the Men's Locker Room 2F.
Purpose:  | Unlocks the Examination Room on 1F, Brookhaven Hospital.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Fire Escape Key
Location: | On the floor on the east side of the bars in Wood Side
          | Apartments 3F Corridor.
Purpose:  | Unlocks the Fire Escape door at the west end on 2F, Wood Side
          | Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | "Fish" Key
Location: | On the plate on the table in the Lake Shore Restaurant 1F
          | Lake View Hotel.
Purpose:  | Unlocks the briefcase in the Cloak Room 2F, Lake View Hotel.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Flashlight
Location: | On the fashion dummy wearing Mary's clothes in Room 205 2F 
          | Wood Side Apartments.
Purpose:  | Allows you to see and be able to read your map in dark areas.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Horseshoe
Location: | On the handle of the door in the Courtyard in Toluca Prison, 
          | after you solve the scaffold puzzle.
Purpose:  | One of the 3 items needed to create a handle for the floor
          | hatch in Toluca Prison, 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Hospital Lobby Key
Location: | On the desk in the Director's Room in "Nightmare" Hospital 1F.
Purpose:  | Opens the lobby doors in the "Nightmare" Hospital, 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Hotel Stairway Key
Location: | On the music box after you insert your 3 music boxes to the
          | large music box, Lake View Hotel 1F.
Purpose:  | Unlocks the gate blocking the 3F corridor, Lake View Hotel 3F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Key of the Persecuted
Location: | On the ground where the wrongfully hanged man was, after you
          | pull the right noose in the Labyrinth.
Purpose:  | Unlocks the handcuffs on the valve and the gate to raise the
          | gate in the Labyrinth.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Key to Hotel Room 204
Location: | In the briefcase in the Cloak Room 2F in the Lake View Hotel.
Purpose:  | Unlocks Room 204 Lake View Hotel, 2F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Key to Hotel Room 312
Location: | In one of the key boxes behind the Reception Desk on 1F, Lake
          | View Hotel.
Purpose:  | Unlocks Room 312 Lake View Hotel, 3F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Key to Room 202
Location: | On the bookshelf in Room 208 2F in Wood Side Apartments, 
          | after you get the Handgun.
Purpose:  | Unlocks Room 202 2F, Wood Side Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Knife
Location: | Angela gives it to you in one of the rooms in Room 109 1F
          | Blue Creek Apartments.
Purpose:  | If examined, can change the outcome of the ending you will
          | receive at the end of the game.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | "Lapis Eye" Key
Location: | In the nightstand drawer in Room M2 2F Brookhaven Hospital.
Purpose:  | One of the two keys needed to solve the "Louise" Puzzle.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Laura's Letter
Location: | Laura gives it to you in the Lake Shore Restaurant 1F in the
          | Lake View Hotel.
Purpose:  | More information about Mary.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Lead Ring
Location: | Inside the fallen refrigerator 2F in the Day Room "Nightmare" 
          | Hospital.
Purpose:  | One of the 2 rings need to open the west stairwell door,
          | "Nightmare" Hospital 3F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Letter form Mary
Location: | James has this for the whole game.
Purpose:  | If examined, can change the outcome of the ending you will
          | receive at the end of the game.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Light Bulb
Location: | Inside the can on the counter in the Kitchen B1F Lake View
          | Hotel.
Purpose:  | Creates light to open the "Venus Tears" Bar door when screwed
          | into the lamp on the counter, "Nightmare" Hotel B1F
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Lighter
Location: | On the counter of the civilian side in the Visitor's Room 1F 
          | Toluca Prison.
Purpose:  | One of the 3 items needed to create a handle for the floor
          | hatch in Toluca Prison, 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Lyne House Key
Location: | Inside the secretarial desk in Room 105 1F Blue Creek 
          | Apartments.
Purpose:  | Unlocks Room 209 2F, Blue Creek Apartments.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Music Box "Cinderella"
Location: | In the locked suitcase in Room 202 2F Lake View Hotel.
Purpose:  | One of the 3 music boxes needed to solve the Music Box Puzzle.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Music Box "Little Mermaid"
Location: | On the edge of the water fountain in the courtyard behind the 
          | Lake View Hotel.
Purpose:  | One of the 3 music boxes needed to solve the Music Box Puzzle.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Music Box "Snow White"
Location: | On the shelf in the Pantry 1F Lake View Hotel.
Purpose:  | One of the 3 music boxes needed to solve the Music Box Puzzle.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Old Bronze Key
Location: | In the buried tin box behind the "praying woman" statue in
          | Rosewater Park.
Purpose:  | Unlocks the Silent Hill Historical Society Museum in Dark
          | South Vale.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Photo of Mary
Location: | James has this for the whole game.
Purpose:  | If examined, can change the outcome of the ending you will
          | receive at the end of the game.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Piece of Hair
Location: | Inside the Louise's secret box in Room S14 Brookhaven 
          | Hospital.
Purpose:  | One of the 2 items needed to get the key in the drain in the
          | Shower Room 3F, Brookhaven Hospital.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | "Purple Bull" Key
Location: | On the table beside the typewriter in the Document Room 1F
          | Brookhaven Hospital.
Purpose:  | 
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Radio
Location: | At the Construction Site, at the north end of Vachss Road East
          | South Vale.
Purpose:  | Makes noise when enemies are nearby.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Roof Key
Location: | On the Nightstand in Room S3 3F Brookhaven Hospital.
Purpose:  | Unlocks the Roof door to access, Brookhaven Hospital RF.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Rust-Colored Egg
Location: | In one of the Pyramid Head's hands after the Pyramid Head Duo
          | in the Lobby 1F "Nightmare" Hotel.
Purpose:  | Unlocks the the door that you insert it in, after the Pyramid
          | Head Duo, "Nightmare" Hotel 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Scarlet Egg
Location: | In one of the Pyramid Head's hands after the Pyramid Head Duo
          | in the Lobby 1F "Nightmare" Hotel.
Purpose:  | Unlocks the the door that you insert it in, after the Pyramid
          | Head Duo, "Nightmare" Hotel 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Spiral Writing Key
Location: | On the ground in the Trap Room in the unknown area beneath
          | Silent Hill Historical Society Museum.
Purpose:  | Unlocks the gate door on the ground of the "Unmapped" Area.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Tablet of "Gluttonous Pig"
Location: | On a table in the Cafeteria Toluca Prison 1F.
Purpose:  | One of the 3 tablets needed to insert to the scaffold in the
          | courtyard of Toluca Prison on 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Tablet of "The Oppressor"
Location: | On the bed in the 7th cell in the top row Toluca Prison 1F.
Purpose:  | One of the 3 tablets needed to insert to the scaffold in the
          | courtyard of Toluca Prison on 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Tablet of "The Seductress"
Location: | On the ground in the last shower room on the left side in
          | Toluca Prison 1F.
Purpose:  | One of the 3 tablets needed to insert to the scaffold in the
          | courtyard of Toluca Prison on 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Thinner
Location: | On the floor in the open elevator B1F in the Lake View Hotel.
Purpose:  | Erases the black ink from the photo in Room 204 2F, Lake View
          | Hotel.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Videotape
Location: | In the safe in the Office 1F Lake View Hotel.
Purpose:  | Insert into the VCR in Room 312 3F, Lake View Hotel.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Wax Doll
Location: | On the bed in the 9th cell in the bottom row in Toluca Prison
          | 1F.
Purpose:  | One of the 3 items needed to create a handle for the floor
          | hatch in Toluca Prison, 1F.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Wire Cutter
Location: | In the fuse box in the rotating cube room, after speaking to
          | Maria.
Purpose:  | Cuts the wires over the door in front of you when you enter
          | The Labyrinth.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Wrench
Location: | On the ground on the house porch beside Gonzales Mexican
          | Restaurant Dark South Vale.
Purpose:  | Unscrews the bolts on the tin box behind the "praying woman"
          | in Rosewater Park, Dark South Vale.
-------------------------------------------------------------------------

============
SECRET ITEMS
============
-------------------------------------------------------------------------
Item:     | Blue Gem
Location: | By one of the stalls in the washroom at the beginning of the
          | game (Greatest Hits Version only).
Purpose:  | Use in the "Nightmare" Hospital Garden, in front of the boat
          | on the Toluca Lake dock and near the Lake View Hotel Room 312 
          | window to receive the UFO Ending.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Crismon Ceremony
Location: | On the shelf behind the headphones in the "Nightmare" Hotel
          | Reading Room on 2F
Purpose:  | One of the 4 items required in your inventory at the end of
          | the game to receive the Rebirth Ending.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Lost Memories
Location: | In the newspaper stand at the Texxon Gas Station in West
          | South Vale.
Purpose:  | One of the 4 items required in your inventory at the end of
          | the game to receive the Rebirth Ending.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Obsidian Goblet
Location: | In the smashed display case in the 2nd room of the Silent
          | Historical Society Museum in Dark South Vale.
Purpose:  | One of the 4 items required in your inventory at the end of
          | the game to receive the Rebirth Ending.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | White Chrism
Location: | On the kitchenette counter of Room 105 1F.
Purpose:  | One of the 4 items required in your inventory at the end of
          | the game to receive the Rebirth Ending.
-------------------------------------------------------------------------

====
MAPS
====
-------------------------------------------------------------------------
Map:      | Map of Blue Creek
Location: | On the floor of the middle stairwell, right beside the door.
Covers:   | Floors 1F, 2F and 3F of Blue Creek Apartments (3F is never
          | explored though).
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of Silent Hill
Location: | In James car, inside the open left door, on the seat.
Covers:   | The whole outside of East and West South Vale and Pale Ville.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of the Apt. Building
Location: | Just inside Wood Side Apartments, on the left corkboard.
Covers:   | Floors 1F, 2F, 3F of the East and West buildings of Wood Side 
          | Apartments and the courtyard linking them both.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of the Hospital
Location: | Just inside Brookhaven Hospital, on the left board.
Covers:   | Floors 1F, 2F, 3F and RF of Brookhaven Hospital and
          | "Nightmare" Hospital.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of the Hotel (for employees)
Location: | Just outside of the Employee Elevator, on the left corkboard
          | on 1F, Lake View Hotel.
Covers:   | Floors 1F, 2F, 3F and B1F of Lake View Hotel and "Nightmare"
          | Hotel.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of the Hotel (for guests)
Location: | Just inside Lake View Hotel, on the left corkbaord.
Covers:   | Floors 1F, 2F, 3F and B1F of Lake View Hotel and "Nightmare"
          | Hotel, including the employee area.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of the Labyrinth
Location: | James draws his own if your Flashlight is on.
Covers:   | Only the area of The Labyrinth that you explore, since James
          | is drawing it as he goes.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of the Prison
Location: | On the table on the left side of the wall beside the 3rd door
          | on the right, of the left prisoners' corridor.
Purpose:  | Floors 1F and B1F, including the courtyard on 1F.
-------------------------------------------------------------------------

*************************
15. SAVE POINT LOCATIONS
*************************
===============
East South Vale
===============
1.  In the well near the beginning of the long path on Wiltse Road.
2.  In the fenced area on the table on Vachss Road.
3.  Inside the motorhome on the bed on Saul Street.

====================
Wood Side Apartments
====================
4.  In the West Building lobby and the right, just inside the entrance.
5.  On the cart in Room 209 2F.

=====================
Blue Creek Apartments
=====================
6.  On the wall in a sort of narrow area, Room 105 1F.
7.  On the wall by the door in Room 208 2F.

===============
West South Vale
===============
8.  On the green car's trunk in the Jack's Inn parking lot.

===================
Brookhaven Hospital
===================
9.  On the left table in the Reception Office 1F.
10. On the left wall in S11 3F.

====================
"Nightmare" Hospital
====================
11. On the wall in the unmarked room 1F,  that you enter from the garden.
12. In the east stairwell on 3F.
13. On the right wall by the exiting lobby doors.

===============
West South Vale
===============
14. On the counter of the Silent Hill Historical Society, when you enter.

=============
Toluca Prison
=============
15. On of of the pillars in the Cafeteria 1F.
16. On the wall by the urinals in the Men's Washroom 1F.
17. On the wall by the door to enter The Labyrinth, after the long 
elevator ride .

=============
The Labyrinth
=============
18. On the wall, after you come up the ladder, before you fight the 
Doorman Boss.
19. On a grave in the Catacomb.
20. On the barrel on Toluca Lake's dock.

===============
Lake View Hotel
===============
21. On one of the chairs in the Lobby, 1F.
22. On the wall in the Employee Elevator Room 2F, on the east side of the
hotel.

=================
"Nightmare" Hotel
=================
23. On the door of Room 313 3F, after you watch the videotape.
24. Nine Red Squares on the wall before the Pyramid Head Duo, 1F.

***********************
16.     MEMOS
***********************
Here are the memos in Silent Hill 2. They are not all here but most of
them are. Soon they will all here here, hopefully.

-------------------------------------------------------------------------  
Memo Title: Swamp Monument 
Remains of ----- Swamp 
The ----ers of land surroun---- -- is monument was originally swamp, but 
was later fil----- Fr----ng ago, t----------s nicknamed Blood Swamp 
because the -------ers poured the wat-- -sed to was the ex------ols in 
here. Perhaps it's fo------hat many pe-----m to have s---- ------n the 
area. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Wall scratches. 
Henry  |  Mildred  |  Scott 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Three different sizes, time on the run
Three different sizes,
time on the run.
Three young men circlin'
round the sun.
Henry is short and
very, very slow,
Scott can't stop,
he's always on the go.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Article about murder incident 
The police announced today that Walter Sullivan, who was arrested on the 
18th of this month for the brutal murder of Billy Locane and his sister 
Miriam, committed suicide in his jail cell early on the morning of the 
22nd.

According to the police statement, Sullivan used a soup spoon to stab 
himself in the neck, severing his carotid artery. By the time the guard 
discovered him, Sullivan was dead from blood loss, the spoon buried two 
inches in his neck.

An old schoolmate of Walter Sullivan's from his 
hometown of Pleasant River said "He didn't look like the type of guy who 
would kill kids. But I do remember that just before they arrested him he 
was blurting out all sorts of strange stuff like "He's trying to kill me. 
He's trying to punish me. The monster... the red devil. Forgive me. I did 
it, but it wasn't me!." 

The schoolmate then added "I guess now that I think of it, he was kinda 
crazy." 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Wallet in toilet bowl (different every time)
## >> ## << ## >> ##           (# - number)
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Dear Tim 
Dear Tim, 
I have to run an errand so I'm going out. I left the house key with Uncle 
David (You know where he lives, don't you? The key is in the room near 
the first floor staircase.). I'll be back as soon as I can, so please 
watch the place while I'm gone. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: To the right is the lady (Easy Riddle Mode)
To the right is the lady. To the left is the old one. In the center drawls 
the other. Now just two spaces remain, But fear not for now, The puzzle 
is done. The puzzle is done.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Three bright coins in five holes be (Hard Riddle Mode)
Three bright coins in five holes be
at one end sits the seducer of she
the wind from behind, the woman doth play
the formless one, null, lies furthest from they
the old one beside the serpent sits not
'tis to the prisoner's left that he doth rot
-------------------------------------------------------------------------

--------------------------------------------------------------------------
Memo Title: Sight Seeing Brochure
Welcome to Silent Hill!
Silent Hill, a quiet little lakeside resort town. We're happy to have you. 
Take some time out of your busy schedules and enjoy a nice restful 
vacation here. Row after row of quaint old houses, a gorgeous mountain 
landscape, and a lake which shows different sides of it's beauty with the 
passing of the day, from sunrise to late afternoons and sunset. Silent 
Hill will move  you and fill you with a feeling of deep peace. I hope you 
time here will be pleasant and your memories will last forever.

Editor: Roger Widmark
--------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Patient record 
[Jack Davis] 
He has attempted suicide three times in the past for reasons unknown. 
Although he is normally a model patient who follows doctor's and nurse's 
orders, he must be watched closely due to his past pattern of sudden and 
violent suicide attempts.

[Joseph Barkin] 
His illness seems to be rooted in the fact that he believes he is guilty 
of causing his daughter's death. His symptoms suggest a psychotic break 
and paranoid delusions. Normally calm, but has a tendency towards 
violence when excited. 

[Joshua Lewis] 
History of hospitalization as well as numerous assault, battery and other 
violent offenses. He has a strong persecution complex and a tendency to 
solve things through violence. Extreme caution necessary. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Doctor's journal 
The potential for this illness exists in all people and, under the right 
circumstances, any man or woman would be driven, like him, to "the other 
side." The "other side' perhaps may not be the best way to phrase it. 
After all, there is no wall between here and there. It lies on the 
borders where reality and unreality intersect. It is a place both close 
and distant. Some say it isn't even an illness. I cannot agree with them. 
I'm a doctor, not a philosopher or even a psychiatrist. But sometimes I 
have to ask myself this question. It's true that to us his imaginings are 
nothing but the inventions of a busy mind. But to him, there simply is no
other reality. Furthermore he is happy there. So why, I ask myself, why 
in the name of healing him must we drag him painfully into the world of 
our own reality?
(Something else is written by hand.) 
I got the key from Joseph. It's probably the key to that box.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Numbers Written on the White Board
(Easy, Normal Riddle Mode)
3rd floor paten wing hall - 7335

(Hard Riddle Mode)
1328
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Memo Title: Imprint on carbon paper (randomly selected ending)
i know it i know the number of the box #### it cant help him anymore the 
button key doesn't scare me so nobody can stop who i am i don't know who i 
am is who i am is who i am is

(Alternate Endings)
me i am and no one can stop me one can stop me no one can stop me can 
stop can stop no no

me i am a genius and no one can stop me and no one can stop me one can 
stop me no one can stop me can stop can stop no no 
-------------------------------------------------------------------------

------------------------------------------------------------------------- 
Memo Title: Tern tern tern the numbers 
Tern tern tern the numbers better not forget them So i'll right them down 
here The other one, my secret name
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Diary from roof 
May 9 
Rain. Stared out the window all day. Peaceful here - nothing to do. Still 
not allowed to go outside.

May 10 Still raining. Talked with the doctor a little. Would they have 
saved me if I didn't have a family to feed? I know I'm pathetic, weak. 
Not everyone can be strong. 

May 11 

Rain again. The meds made me feel sick today. If I'm only better when I'm 
drugged, then who am i anyway? 

May 12 
Rain as usual. I don't want to cause any more trouble for anyone, but I'm 
a bother either way. Can it really be a such a sin to run instead of 
fight? Some people may say so, but they don't have to live in my shoes. 
It may be selfish, but it's what I want. It's too hard like this. It's 
just to hard.... 

May 13 
It's clear outside. The doctors told me I've been released - that I've
got to go home. I ----------
-------------------------------------------------------------------------

-------------------------------------------------------------------------  
Memo Title: The basement's basement 
I was locked up inside the basement's basement. It was so small and dark 
and I was so afraid. I dropped my precious ring. But I will never, ever 
go back there. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: She is an angel 
She is an angel no one knows only I can see the Lady of the Door they 
cannot walk along her Bridge of Thread they fall from the weight of their 
crimes. Like bloated and ugly corpses their sins she devours them sun and 
sinner alike she saves me she is an angel. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: I took the direckter's key 
I took the direckters's key - the one to the mooseum. I hid it behind the 
preying woman when I went out for the day trip. I picked it up but I did 
not steal it. I'm not a krimminal. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: There's a letter and a wrench 
*Map*
He who is not bold enough to be stared at from across the abyss is not 
bold enough to stare into it himself. The truth can only be learned by 
marching forward. Follow the map. There's a letter and a wrench.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: The key is in the park 
Or perhaps you are a fool. The truth usually betrays people. A part of 
that abyss is in the old society. The key to the society is in the park. 
At the foot of the praying woman, inside of the ground, inside of a box. 
To open it, I need a wrench. My patient buried it there. I knew, but did 
nothing. It made me uneasy to have such a thing near. I wasn't looking 
for the truth, I was looking for tranquility. I also saw that thing. I 
fled but the museum was sealed as well. Now no one dares to approach that 
place. If you still do not wish to stop, James, I pray to the Lord to 
have mercy on your eternal soul. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: The key is in the park
Or perhaps you are a fool. The truth usually betrays people. A part of 
that abyss is in the old society. The key to the society is in the park. 
At the foot of the praying woman, inside of the ground, inside of a box. 
To open it, I need a wrench. My patient buried it there. I knew, but I 
did nothing. It made me uneasy to have such a thing near. I wasn't 
looking for the truth, I was looking for tranquility. I also saw that 
thing. I fled, but the museum was sealed as well. Now no one dares to 
approach that place. If you still do not wish to stop, James, I pray to 
the Lord to have mercy on your eternal soul.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Newspaper from shop window 
There was a HOLE here. It's gone now. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Words written on the wall. 
If you really want to SEE Mary, you should just DIE. But you might be 
heading to a different place than MARY, James.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Pyramid Head painting 
"Misty day, remains of the Judgment" 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Painting 1, from cell. 
Burning Man 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Painting 2, from cell.
Woman in flight
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Painting 3, from cell.
436 people at a recital
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Prison guard's diary
Prisoner's do not feel remorse. In fact, they do not feel themselves to
be villains at all. Even the most uneducated brute will use what little 
words he knows to justify himself. In such trifling dreams they have, 
flourishing even in the darkness. Prisoners, too, are no exceptions. No
matter how foul nor loathsome one's own life and existence may be, human 
nature is abiding.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Legend of the Lake 
Toluca Lake, the town's main tourist attraction. This clear, beautiful 
lake has another side as well. It may seem like just a typical ghost 
story that you might find in any number of old towns across the country. 
But in this case, the legend is true. On a fog-bound November day in 1918, 
the Little Baroness, a ship filled with tourists, failed to return to 
port. A newspaper article from back then simply says "It most likely 
sunk for some reason". Despite an extensive police search, not a single 
fragment of the ship nor any of the 14 bodies of passengers or crew has 
ever been recovered to this day. In 1939, an even stranger incident 
occurred.
(There are many pages torn out)
Many corpses rest at the bottom of this lake. Their bony hands reach up 
towards the boats that pass overhead. Perhaps they reach for their 
comrades.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Blood-soaked newspaper 
The bodies of a man later identified as Thomas Orosco Lumberjack, (age 39) 
was discovered in the --------------ohm lying face down. The probable 
cause of death ----as multiple stab wounds to the front of the neck and 
the left side of the torso by a sharp edged weapon. The estimated time of 
death was between 11:00 p.m. and 12:30 midnight. Due to signs of struggle 
in the room and the lack of a murder weapon, police are considering this 
a homicide and have opened a murder investigation. Furthermore, given the 
fact that the cash in the room was untouched and Mr. Orosco had a history 
of drunkenness and violence, the police -----ect that the objective was 
not robbery -------- of crime o-----ion. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Please someone save me (Easy Riddle Mode)
He committed an evil crime. He turned a happy home into a pile of ash. 
For that, he should die. They also committed crimes. They tried to fraud 
and trick others. So their reward too is natural. Even he cannot be 
forgiven, My friend without his hand. And so his death bothers me not. 
And what of him? He also is not sinless. There is only one here who is 
innocent. The missing child was nowhere to be found, And so there was no 
proof of his guilt. His death was a tragedy. That is all I wish to say. 
It was neither justice nor retribution. 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Receptionist memo 
Mr. James Sunderland, The videotape you forgot here is being kept in the 
office on the 1st floor.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Photos from trunk 
HELP
-------------------------------------------------------------------------

-------------------------------------------------------------------------  
Memo Title: Waterfront landscape 
"Waterfront landscape" Allen Smith (Date of birth and death unknown) 
A scene of this area from long ago. From the style, it looks like it was 
done sometime around 1820. There were a lot fewer people then, and only a 
handful of buildings.
-------------------------------------------------------------------------

*************************
      SUB SCENARIO
*************************
*************************
17.    STORYLINE
*************************
You are Maria. Maria wakes up in the Heaven's Night Bar and everyone's 
gone. She thinks she are the only one left in the town and she wants to 
find someone. So she decides to fight and live over letting those monster 
get her.

*************************
18.    CHARACTERS
*************************
-----
Maria
-----
Maria worked at the Heaven's Night Bar until disaster struck in the town 
of Silent Hill. She is all alone after she wakes up and she wants to find 
someone. She Heaven's Night off on a journey to find someone.

--------------
Ernest Baldwin
--------------
Although you never see Ernest, he is one of the main characters. You 
always encounter him behind doors and Maria has talks with him. He is the 
owner of the Baldwin Mansion. He had a daughter but she died at the age 
of 7 due to reason that only Ernest knows about.

*************************
19.     ENEMIES
*************************
--------------
Patient Demons
--------------
------------------------------------
Locations: Throughout the whole game
------------------------------------
This is the first demon Maria encounters. Patient Demons have 2 attacks in 
different stances. When the demon is standing up, it will attack by 
spitting a yellow acid-like spray at Maria, which stuns her. When the 
demon face down on the ground, the attack will be scrambling towards Maria 
and hitting her, which inflicts mild damage. When you encounter patient 
demons use the Chinese Cleaver if your ammo is scarce. If not, use the 
Revolver. Knock the demon down to the ground by hitting it with a melee 
weapon or shooting it down with the Revolver, and then finish the demon 
off by kicking it once. If you do not kick the demon when it is on the 
ground, it will get back up and will have nearly full health, so make sure 
you always kick the demon when it is on the ground. This goes for all 
demons, unless they die before you get a chance to kick them, or if you 
can't kick them at all. If you do not want to fight a patient demon just 
run away. If you are in a dark area, you can simply walk right by them 
without them knowing you are there.

-------------
Giant Roaches
-------------
------------------------------------
Locations: Throughout the whole game
------------------------------------
You can hear a roach by listening for a buzzing/cricket like sound. A 
roach has 1 type of attack. It will run towards you and will bite Maria's 
foot. To deal with a roach, simply run away until it's gone or just run at 
it so that Maria's heel of her shoe will crush it. But if it is really 
annoying you use the Revolver, 1 shot. If you in an open area, like the 
streets, roaches will try to run away, but if you are in a small area, it 
is very likely that they will try to attack you.

----------
Mannequins
----------
------------------------------------
Locations: Throughout the whole game
------------------------------------
Mannequins have only one attack. Their attack is at extremely close range, 
so they are pretty easy to get by. Their attack is whacking Maria with one 
of its arms/legs. This attack is a powerful so stay away from mannequins. 
But do not worry about using a melee weapon on them, but don't under-
exaggerate them. If you have lots of ammo, use the Revolver to deal with 
them.

*************************
20.     WEAPONS
*************************
=============
Melee Weapons
=============
These weapons do not require ammunition. Instead, you have to hit the 
enemy with your melee weapon. If you ever run out of ammunition, or if 
your ammunition in scarce, equip and use a melee weapon.

---------------
Chinese Cleaver
---------------
This weapon is found on the bar in Heaven's Night. It is the only Melee 
weapon in the Born from A Wish Scenario. The Chinese Cleaver has two 
attacks. Down and across. A good strategy is to run with Maria on the 
street and run into an enemy while holding R2 and X. Repeat this strategy 
until the enemy is one the ground then kick it.

========
Firearms
========
Each gun comes loaded with one clip. You will have to collect ammunition 
that is lying around, to keep using the gun. Each gun is different in 
speed and power.

--------
Revolver
--------
This weapon belongs to Maria and is what you start off with. It can hold 6 
bullets in each clip. The Revolver does not have a fast firing rate so try 
not to stand too close to your enemies. To shoot it, Hold the R2 and press 
or hold X.

*************************
21.     CONTROLS
*************************
These controls are the very similar to the Main Scenario of Silent Hill 2, 
but they are slightly different. Here they are anyway:

Control                         Function
D-Pad/Left Analog Stick         Movement (2D or 3D style), move in Menu/
                                Screen cursor
Right Analog Stick  (R3)        Press to use health item
START                           Open Menu, accept, skip scene
SELECT                          Pause game
X                               Accept, search, attack, stomp or kick
Square                          Run, guard
Circle                          Cancel, exit Menu/Puzzle
Triangle                        Quick Map
R1                              Sidestep right
L1                              Sidestep left
R2                              Ready weapon
L2 + Right Analog Stick         Look in all forward directions
L2                              Position camera behind Maria

=================
3D and 2D Control
=================
The default setting is 3D Control but you may change it in the Options 
Menu if you wish. In 3D Control, in order to move, you will need to make 
the front of Maria facing the direction you want to travel. In 2D Control 
you can just run whatever way you want to without changing where Maria is 
facing.

==============
Secret Options
==============
To access this menu you need to go to the Options Menu then press either 
L1 or R1. In this Secret Options Menu you can change different things 
including Noise Filter, which makes the game look all fuzzy if it is on, 
Walk/Run Control which you can make it so you don't have to hold Square to 
run or if you have to. Others are Weapon Control, Map, Blood Color, and 
View Control. But in order to change the Noise Filter off you need to beat 
the game at least once. You will also receive the ammo multiplying option
once you beat the game once so you can use normal, x2 or x3 the ammo!

*************************
22.    WALKTHROUGH
*************************
 ------------------
|     Legend       |
| ========         |
| New Area         |
| ========         |
| ------           |
| Puzzle           |
| ------           |
 ------------------

=========================
    West South Vale
=========================
After the video exit the room and go through the green door to the left 
on the opposite side of the wall. In this area take the Chinese Cleaver 
stabbed into the counter and exit to outside. Once outside, head South 
down Carroll Street, East on Rendell Street then North on Munson Street. 
Be sure to stay on the right side of Munson Street and you should see a 
blocked off entrance to Blue Creek Apartments with a truck in front of it.
To a little left of blocked off entrance is a door, go through it. Kill 
the or just walk past the Mannequin and enter the mansion

=========================
    Baldwin Mansion
=========================
Once inside, find and go through the double doors. Enter the door on the 
left, go up the stairs and try to go through the door on the right. Ernest 
Baldwin, the owner of the mansion, is behind the door. After the video go 
through the door directly in front of the stairs, kill or ignore the 
Mannequin and enter the door on the right to access the balcony. Pick up 
the White board, go back through both doors and go down the stairs. On the 
way down you should hear a thump. Go through the main floor door and you 
can see that the cover for the fireplace has fallen. 

Go investigate it to find a ladder, climb up it. Pick up the Black Board 
and the Red Board and examine the grave which appears to be Ernest's 
daughter's, Amy.

-------------------------
    Acacia Key Puzzle
-------------------------
--------------------------------------------------------------------------
This puzzle is may seem hard at first. But it actually isn't. There is a 
solution where you can figure the puzzle out without my help. Just copy 
the squares on the plates to 3 pieces of paper around equally sized. Then 
cut out the squares and try to find a way that you can put all 3 boards on 
each other so that there is no blue background (on the grave) by with your
3 own paper of what you can call boards.

But if you don't understand what I mean then here is how you solve the 
puzzle:
1. Put in the White Board as it is
2. Put in the Black Board as it is
3. Put in the Red Board 90 Degrees to the left

You may be wondering and no, it doesn't matter which order you put in the 
boards. As long as the White Board and the Black Board are put in as they 
are and the Red Board is put in 90 Degrees to the left you will solve the 
puzzle.
--------------------------------------------------------------------------

After the puzzle is solved Maria will get the Acacia Key. Head back down 
the ladder, go through the door on the right, the door you came out 
before you went up the ladder, and go up the stairs Up here go through 
the door in front of you, enter the door at the end of the hallway on the 
right and enter through the door and Maria will use the Acacia key. Once 
inside the hallway, go past the Piano Room and enter the Kids Room. Go up 
to the table beside the bed and take the Matches and leave the room. Now 
continue down the hallway to find another door, go through it into the 
attic. Note: There is no map of this area. Go up the sitars and you 
should hear voices. 

You might notice that the room is dark and Maria says she can't see 
anything when you try to examine something. Remembering that you have 
Matches, find the candle on the table and use the Matches. Now go to the 
chair with something underneath it to find the Birthday Card. There is no 
more to do here so go down the stairs and you should hear Amy, she says: 
"Give it..." ... "To my daddy." Exit the attic, go down the stairs and 
exit through the door that you used the Acacia Key for. Go through the 2 
doors so that you are in the where Ernest was behind the door and go 
through the door that he was behind. There is no one in here now, well, 
besides you. 

Enter through the door on the right, go through the only unlocked door to 
the stairs and go down the stairs. Once at the bottom enter the east
hallway beside the Main Kitchen door. Go down the long hallway. Enter 
the Service Room and exit through the other door. Go through the door 
directly in front of you, enter the study and try to open the other door 
to find that Ernest is behind this door now. After Maria and Ernest are 
talking for awhile Ernest asks you to get the White Liquid (which is the 
White Chrism in the Main Scenario) and bring it to him.

After the video exit the room, go back through the door that led you to 
this area, find the stairs and go up them. Exit through the door to lead 
you outside. Now go to the left and enter Blue Creek Apartments. 

=========================
 Blue Creek Apartments
=========================
In here go through the door in front of you and enter Room 105 on the left.
Grab the White Liquid (White Chrism) on the desk and exit the room along 
with Blue Creek Apartments by going back into the stairwell and exiting 
through the door in front of you. Go back in the Baldwin Mansion. 

=========================
Return to Baldwin Mansion
=========================
Go down the stairs, go through the Service Room and the door after that 
and enter the Study. Go up to the door and try to go in it. A video will 
play. Maria and Ernest are talking for awhile then Maria opens the door - 
There is nothing there. After the camera is looking around the room 
revealing nothing but the room itself and a table Maria in outside where 
you see Laura in the Main Scenario. She puts her Revolver to her head and 
puts it down. Then she throws it away. She starts walking away and she 
whispers "James..." and the Born From A Wish Scenario is over.

*************************
23.  SPEED WALKTHROUGH
*************************
 ------------------
|     Legend       |
| ========         |
| New Area         |
| ========         |
| ------           |
| Puzzle           |
| ------           |
 ------------------

===============
WEST SOUTH VALE
===============
-Exit the room and go through the only other open door and get the Chinese
Cleaver stabbed into the counter and exit Heaven's Night through the next 
door
-Run south down Carroll Street, east on Rendell Street and north on Munson
Street and go through open door near Blue Creek Apartments on the east 
side, then enter Baldwin Mansion
-Get the Baldwin House Map near the double doors and go through them
-Go up to 2F and try to enter the door on the right for a video
-Go through the next door to the left and enter the balcony through the 
right door to get the White Board
-Go down to 1F and you should hear a noise on the way
-Go up to the fire place and climb the ladder and get the Black Board and
the Red Board on the ground and examine the grave
--------------------------------------------
-Put in the White Board as it is
-Put in the Black board as it is
-Put in the Red Board 90 degrees to the left
--------------------------------------------
-Take the Acacia Key and go down the ladder, then back to 2F
-Go through the door in front of you again and run past the mannequin and
enter the other balcony
-Enter the door, using the Acacia Key and enter the Kids Room and get the
Matches on the table
-Continue to the right and enter the Attic and use the Matches on the
candle
-Get the Birthday Card from under the chair
-Go back and go through the door where Ernest was and go through the
other door and the next
-Go down to 1F and enter the east hallway through the door beside the
Main Kitchen door, go through the other door and down the next hall 
-Go through the Service Room and through the door right ahead
-Enter the Study and try to open the other door in the room
-Maria will give Ernest the Birthday Card and now you'll have to get the
White Oil
-Go back through the other door where you came into this corridor and go
up the stairs and through the next door and then follow the pathway to the
next door and go through it
-Enter Blue Creek Apartments

=====================
BLUE CREEK APARTMENTS
=====================
-Enter Room 105 and get the White Liquid and the desk and exit back to the
Baldwin Mansion

=========================
RETURN TO BALDWIN MANSION
=========================
-Run back to the Study on 1F and try to go through the other door again to
complete the scenario

*************************
24.     RANKING
*************************
After you finish a game in Silent Hill 2 with the Born From A Wish 
Scenario (Sub Scenario) you will be ranked on what you have done. The 
things you are ranked on are:

Action Level                The Action Level you choose at the beginning 
                            of the game
Saves                       How many times you saved your game
Total Time                  The total time you play the game
Walking Distance            The total distance you walked in the game
Running Distance            The total distance you ran in the game
Items                       How many items you picked up in the game
Defeated Enemy By Shooting  How many enemies you killed by shooting
Defeated Enemy By Fighting  How many enemies you killed by fighting
Total Damage                The total damage you received from enemies in 
                            points
Your Rank                   The amount of starts you receive

After you've beaten the game it will show your rank. Save your game and 
next time it will load your Ranking when you try to load your game. So 
load your game press X and go to New Game to start another game with it 
remembering your rank.

*************************
25. WEAPON/ITEM LIST
*************************
===========
Weapon Name
===========
Chinese Cleaver            
Revolver                   

=========
Item Name
=========
Acacia Key                 
Birthday Card              
Matches                    
Black Board                
Red Board                  
White Board                
White Liquid               

========
Map Name
========
Baldwin House Map
Map of West South Vale
Map of the Apt. Building

=======
WEAPONS
=======
-------------------------------------------------------------------------
Weapon:   | Chinese Cleaver
Location: | Stabbed into the counter in the main room of Heaven's Night.
Notes:    | Not much stopping power but it's the only weapon melee weapon
          | in this scenario. It is good for the streets.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Weapon:   | Revolver
Location: | Maria's own weapon that she starts off with.
Notes:    | Moderate stopping power. Holds 6 bullets. Good for inside 
          | areas; close to medium range is good.
-------------------------------------------------------------------------

=====
ITEMS
=====
-------------------------------------------------------------------------
Item:     | Acacia Key
Location: | Stuck in the grave of Amy Baldwin at the top of the fireplace 
          | in the Baldwin Mansion.
Purpose:  | Unlocks the Acacia door on the second balcony on 2F, Baldwin
          | Mansion.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Birthday Card
Location: | Under the chair in the attic of the Baldwin Mansion.
Purpose:  | Leave for Ernest in the Study 1F, Baldwin Mansion.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Black Board
Location: | Near the grave of Amy Baldwin, on the ground at the top of
          | the fireplace.
Purpose:  | One of the 3 boards needed to solve the Acacia Puzzle.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | Matches
Location: | In the Kid's Room on the table in the Baldwin Mansion on 2F.
Purpose:  | Lights the candle on the table in the attic, Baldwin Mansion.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Item:     | Red Board
Location: | Near the grave of Amy Baldwin, on the ground at the top of
          | the fireplace.
Purpose:  | One of the 3 boards needed to solve the Acacia Puzzle.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | White Board
Location: | On the ground of the first balcony on 2F from the middle north
          | stairs of the Baldwin Mansion.
Purpose:  | One of the 3 boards needed to solve the Acacia Puzzle.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Item:     | White Liquid
Location: | Room 105 1F on the secretarial desk of the Blue Creek
          | Apartments.
Purpose:  | Leave for Ernest in the Study 1F, Baldwin Mansion.
-------------------------------------------------------------------------

====
MAPS
====
-------------------------------------------------------------------------
Map:      | Baldwin House Map
Location: | In the foyer of the Baldwin Mansion, on the desk near the
          | double doors
Covers:   | Floors 1F and 2F of the Baldwin Mansion.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of the Apt. Building
Location: | On the floor of the middle stairwell, right beside the door.
Covers:   | Floors 1F, 2F and 3F of Blue Creek Apartments (3F is never
          | explored though).
-------------------------------------------------------------------------
-------------------------------------------------------------------------
Map:      | Map of West South Vale
Location: | Maria's own map that she starts off with.
Covers:   | The whole outside of West South Vale.
-------------------------------------------------------------------------

*************************
26. SAVE POINT LOCATIONS
*************************
===============
Baldwin Mansion
===============
1.  On the right wall in the Living Room 1F.
2.  On the wall by the stairs door, outside of the Service Room 1F.

*************************
27.      MEMOS
*************************
Here are all of  the memos in the Sub Scenario of Silent Hill 2.

------------------------------------------------------------------------
Memo Title: Inner Garden Tombstone
Along with you died joy.
All that remains is despair and a future of meaningless tomorrows
But I will never give up
One, to see your beautiful smile again
One, to beg the blessings of the Gods.
I wait for that day.

When the boards cover all
All sadness too will be covered
But until my dreams return to reality
I will have to swallow all the pain
------------------------------------------------------------------------

------------------------------------------------------------------------
Memo Title: Birthday Card
TO MY DEAREST DADDY
HAPPY BIRTHDAY!
FROM AMY BALDWIN
------------------------------------------------------------------------

------------------------------------------------------------------------
Memo Title: Plant Encyclopedia : Acacia
A genus of evergreen trees of the mimosa tribe of the pea family.
 Its tiny flowers are yellow or white and grow in clusters. Common
varieties include the "gum tree".

 The Acacia Tree is a potent symbol in many religions across the World.
In Christianity it represents eternal life and morality.

In ancient Egypt it represented purity and rebirth, while in ancient
Babylonia it was thought of as the tree of the Goddess Ishtar and was a
symbol of light.

It was also a holy tree to the Ancient Jews who built the sacred Ark of
the Covenenant from it and for whom it signified a peaceful death and
release from grief.
------------------------------------------------------------------------

------------------------------------------------------------------------
Memo Title: "Lost Memories"
I have the strongest trust - you may even can it faith - in the miracle
called "Ressurection of the Dead".

Upon the hill where the light descended,
the Beast intoned his song.
With words of blood,
drops of mist and the vessel of night,
the grave became an open field.

The people wept in fear and joy at the reunion, but my faith in the
salvation of Xuchilpaba did not waver.

It is also spoken of in the ancient legends. The original worshippers
did not believe that death was the end but that it was simply the path
by which the decreased returned to nature. They also believed the
process was reversible.
(There's something imprinted towards the bottom of the page. Did Ernest
write this? What could it mean?)
Blood=Red,
Mist=White,
Night=Black
------------------------------------------------------------------------

------------------------------------------------------------------------
Memo Title: Plate on the floor
Amy Baldwin

She was loved too much by God.
Seven years was not enough time.
------------------------------------------------------------------------

*************************
     MISCELLANEOUS
*************************
*************************
28.COOL AND SCARY THINGS
*************************
Note: * means you can hear it a lot better with headphones or a Surround 
Sound System

=====-----=====-----=====
Letter From Silent Heaven
=====-----=====-----=====
===============
East South Vale
===============
-There are 2 green posters near the Flower Shop on the opposite side wall 
near the dead end at the East - They are probably maps
-Mary says "James, Why did you kill me when he first finds the radio
-The signals to "walk" and to "stop" on the streets actually work, and 
properly too, along with the traffic lights
-On the Wood Side Apartment Gate it says "No Trespassing" but James still 
goes through

====================
Wood Side Apartments
====================
-On 3F you can hear "The Breathing Hallway"
-There is blood on the floor on the other side of the gate thing by Room 
208 2F, where Pyramid Head was standing before
-Pyramid Head is glowing red on the other side of the gate thing on 2F 
 by Room 208
-In Room 208 2F there is a corpse in the chair in front of the TV after 
you get the Handgun and try to get the key on the other side of the gate 
thing on 3F - It's James' character model
-Room 303 has 2 washrooms (can't enter 1)
-The first time you meet Eddie (when he is puking in the toilet) use 
headphones, it sounds real and for some people, disgusting*
-There is a face made out of garbage above the book in the "strange piece 
of trash" at the bottom of the garbage shoot after you use the canned 
juice
-When you cross to Blue Creek Apartments from the Emergency Exit door 
listen to James' hands when he grabs onto the window with both hands*
-On 2F of the west apartment stairwell the position of James' shadow 
changes position when you walk near the wall near the door, in the corner
-It says "DRAGON" on the wall in the Laundry Room 2F 
-It says "HEAVY VIPER" on the wall Near the door in the west stairwell 3F 
on the wall
-Pyramid Head was most likely in Room 301 3F - There are MANY bullet holes
-Near the 2F door in the West first stairwell door there are many small 
posters with red marker all over them
-You can dance in front of Pyramid Head when he is behind the gate on 2F - 
Just go by either wall and keep pressing the strafe buttons so you will 
walk into the wall but not move
-There is red glow coming from the kitchen cabinet and in the bedroom 
coming from a desk cabinet in Room 202 2F - The glow matches the glow of 
Pyramid Head
-You can see the reflection of James Flashing glowing in windows of doors 
in the stairwells of both apartments
-On a table in Room 303 3F there is a picture of a man on a cover of a 
magazine that is laying there

=====================
Blue Creek Apartments
=====================
-In Room 209 2F, beside the white door it says "Josa" and a picture beside 
it in red
-In Room 109 1F, there is green stuff or blood coming out of the teddy bear 
on the floor (at first I thought it was probably just blood, because I had 
green blood on, but it looks like some kind of liquid, and it is not blood) 
Note: Its not the light green stuff that's in WSA Room 202 2F and in the 
Shower Room 3F in the Hospital
-There is a pictures of Angela and her mom and dad, but her dad is ripped 
out of the picture in Room 109 1F in the middle of the floor in the mirror
room
-In Room 109 1F, there is a map of the United States on the wall in the 
room where James finds Angela
-You can hear someone running by when you ran past Room 207 2F Blue Creek 
Apartments sometimes by the water near the locked Apartment Stairway where 
you fight Pyramid Head (You can also hear a doorknob turning near there 
too)* 
-There is a sideways smile face in red above the save point in Room 105 1F
-You can hear a voice whispering in Room 209 2F near the kitchen*
-There is a thick book on the floor in the kitchen of Room 109 1F that 
might be a Child or a Cooking Book
-Angela changes the subject when James ask some certain questions 
including "Did you mother live in this town?" And others

===============
West South Vale
===============
-There is a black box on a table in the 2nd room in Pete's Bowl-A-Rama (I 
first thought it was a TV)
-In Pete's Bowl-A-Rama look at the Bowling Alleys during the Eddie eating 
pizza video (James and Eddie, not Laura and Eddie) 
-Brookhaven Hospital isn't labeled on the map
-Laura is doing somewhat of a sitting dance on the table where Eddie is 
sitting and eating pizza
-Eddie takes literally forever to eat one slice of pizza

===================
Brookhaven Hospital
===================
-There's at least 4 TVs in the Hospital. The locations are:
2 TVs at the end of the west wing hallway 2F by Room M6
1 TV in Room M3 2F(Its broken)
1 TV in Room C3 1F
-There is a pile of bricks at the end of the west wing hallway 3F
-After you exit most rooms with Maria, turn and face her, and she should 
have a huge shadow
-There is AMAZING sound effects when Pyramid Head knocks James off the 
Hospital rooftop*
-When you first go on the hospital rooftop go to the diary and go back to 
the door, and James says he can't open it no matter how hard he tries, 
but Pyramid Head comes from the opposite side
-After you beat the Hangers boss listen to the siren, it sounds amazing*
-A funny thing to do: Go in the Document Room 1F and go to Maria in the 
corner and strafe towards her - It makes it more funny because James is
looking at Maria and Maria is being pushed repetitively
-In the hallway on 1F and some other hallways makes the floor shake a lot 
with a Sub Woofer (It goes MAD)
-You don't need the Examination Room Key - Code is always 7335 (Easy, 
Normal Riddle Mode) or 1328 (Hard Riddle Mode) 
-When you examine the Teddy Bear in the Women's Locker Room 2F, James says 
it's a normal stuffed animal, nothing else - But he doesn't take his eyes
off it
-I have noticed 3 different crazy endings of the button combo for the 
"Louise" Puzzle:
*me i am and no one can stop me one can stop me no one can stop me can stop
can stop no no
*nobody can stop who i am i don't know who i am is who i am is who is am is
*me i am a genius and no one can stop me and no one can stop me one can 
stop 
me no one can stop me can stop can stop no no 
As you can see, the person that wrote the memo most likely went crazy at
the end of it
-There is scary music on 3F Patient's Wing
-The hair is the box in Room S14 3F is Louise's
-The person who wrote on the wall in Room S14 put the hair in the box to 
always take care of her, like said on the wall
-You have to fall off the Roof of the Hospital and get the code for the 
turning lock before you can open it - Even if you enter the code that it 
is
-On RF (Roof) Brookhaven Hospital go examine the fence where Pyramid Head 
knocks you off - It is old, rusty, and James can probably break it if he 
pushed hard - No wonder it breaks
-There is a ladder on RF near the fence - it has a fixed wood strips over 
it so you can't climb up it
-Pyramid Head comes out of no where (Unless he can fly) - The door cannot 
be opened but he comes from the right when the door on the left and the 
are fences surrounding the whole roof
-After PH knocks you off the roof on Hard Action Mode you can feel James' 
heartbeat shaking the Dual Shock Controller because his health is extremely 
low
-James takes a couple hairs out of the Louise Box but apparently he got "A 
Piece of Hair"

====================
"Nightmare" Hospital
====================
-After you beat the Hangers boss, the Hospital is all bloody and has what 
looks like blankets over doors
-When you enter Room S3 3F when Maria is gone, you can hear someone 
breathing like their watching you (Its not the same song or sound effects 
that's in some Apartment and Hospital hallways)*
-It sounds like there is a screeching pig in the basement's basement BF
-When you go close to the fence in the basement, your map says you're on 
the other side of the fence
-When you try to exit room C2 1F you can hear glass shatter*
-The garden is way smaller than it is on the Hospital map
-The creators of Silent Hill love big fans - There is at least one in every 
game - One on 1F Nightmare Hospital in the room after the garden on the 
other side of the fence/wall
-One heck of a long elevator ride when listening to the "Trick or Treat" 
game
-Hanging Antique Clock in Director's Room (Or should I say direckter's 
room?), "Nightmare" Hospital 1F

===============
Dark South Vale
===============
-There is something attached to the wall very close to the northwest 
corner of Katz St. and Martin St. that looks like just like a rusted Steel 
Pipe
-There is graffiti of a skeleton on the Munson St. middle corner wall on 
the east side
-It looks like there is a First Aid Kit by the broken locked Wood Side 
Apartment fence gate door in dark mode 
-The Praying Woman is supposed to be Jennifer Carroll (Jenni___ Carroll) 
because if you read the front of it it talks about her
-It looks like 2 very large green doors on the right when exiting 
Rosewater Park
-When you're running or walking on the right side of the road to the 
Silent Hill Historical Society Museum, when you reach the Lake View Hotel 
sign, the camera will look at it

===================
The "Unmapped" Area
===================
-In the picture of Pyramid Head in the Museum, his spear looks like it 
sticks out and its 3D
-There is a weird cry/yell sound when you are in the 2nd Museum Room, 
going further into the Abyss
-After you exit the well James falls down lower into the water of the 
sewer
-There is a door in the roof where you jump from when you first enter 
Toluca Prison(where you use the Spiral Writing Key)
-James literally goes down the hallway after using the Spiral Writing Key

=============
Toluca Prison
=============
-Toluca Prison is leaking from the roof, from Toluca Lake probably
-There are 2 Invisible Monsters in Toluca Prison: in the North and South
Jail Cell Corridors - You can kill them both but they sound like humans 
when you shoot them - For some reason the are saying "ritual"
-Music fades away when you enter the 2nd cell from the east in the south 
cell hallway and it starts up again when you exit it
-It sounds like there is a horse running in the courtyard near the 
scaffold (You get a horseshoe, what a coincidence)
-TV in Warden's Office 1st Room
-Busted barreled Rifle above the Hunting Rifle you get in 2nd Room in
Wardens Office
-James can't find stairs so he jumps down to B1F
-James says funny things in the unmapped foul-smelling corridor
-There is a weird sound when you walk by the first door on the right after 
you come out of the well*
-There is a Book by the name of "Black Magic from the Abyss" In the jail 
cell with the waxed doll on the bed
-It's funny when you walk backwards of the Scaffold in the courtyard
-If you knock on the closed door in the Womens' Washroom and go to the 
exit you will hear a loud and sudden noise - It doesn't work everytime, 
but you can it will work if you keep trying
-The note after the long hallway entering the Abyss was last dated in 
1820; However there is a TV in the Warden's Office - I am saying that 
either the place where the note is couldn't be or wasn't accessed in a 
long time or no one ever found it
-After all that jumping they should make a James Sunderland's Pro Jumper 
series - He doesn't die and isn't hurt from landing most likely way more 
than 50-100 feet below!
-When you try to enter the broken-locked door beside the elevator (long 
ride) before The Labyrinth it sounds sweet!*
-The long elevator ride takes exactly 1 minute to get to the bottom from 
when it starts moving

=============
The Labyrinth
=============
-Outside the Doorman Boss Room there are papers on the ground and some 
are from today's date as James says
-TV in Doorman Boss Room (Angela breaks it)
-When James is pulling a persecutor's rope you can see his veins
-Eddie probably killed Maria when she's dead in her cell since he is 
nearby
-When you find Maria, after the video you can try to shoot her, but of 
course she can't get hit
-The ground in James grave looks like Apple Pie (Reminds me of it)
-James' Flashlight reflects in the water
-It takes 20 seconds to get to the end of the "pie" hallway before you 
fight Eddie
-It looks like James has a beard from some views in the second room Eddie 
Boss video

===============
Lake View Hotel
===============
-When you investigate the piano on 1F in the Restaurant, James will talk 
about Mary's hobby and it's quite funny what James says
-Most hotel doors sound like someone's laughing when you open them
-Laura never finds the 2nd letter from Mary or she's just lying
-When you first enter the thinner elevator on B1F you can hear someone 
breathing*
-The Employee Elevator Key on the desk in Room 204 2F is HUGE
-TV in Employee Lounge 1F
-The carpet looks very real in Room 312 3F
-TV in Room 312 3F
-Room 312 3F of Lake View Hotel is the cleanest room of the whole hotel or
that of that you can access - Someone must have been expecting you...
-Clock on the wall in Room 312 3F Lake View Hotel
-There are cookies in the pantry 1F Lake View Hotel which are obviously 
old - There are more foods and may be healthy to eat but he's not hungry; 
after all that walking! C'mon
-James can say 5 different things in the Pantry on 1F, Lake View Hotel
-It is possible to put 30 items in the shelf but no more (GH Version) - In
the original version the max is 29
-The TV in Room 312 3F, Lake View Hotel is huge but has a small screen
-James could've just left with Laura if he said "Ok" when Laura says 
"let's get going already" but he decides to tell her the truth and stays
-James says he'd never kill himself when he's talking to Angela in the Lake 
View Hotel, B1F but he does in the In Water Ending

=================
"Nightmare" Hotel
=================
-In the Venus Tears Bar on B1F the health drinks match the other drinks 
behind them when they're there
-The stairs are very steep in the Angela stairs on fire video
-After the Angela stairs on fire video you can still see her walking up 
the stairs

=============
Miscellaneous
=============
-Eddie always say "I swear"
-James actually survives jumping down 5 holes + his grave
-If James is tired from running go through a door and he wont be tired 
anymore
-When Laura says "get" it sounds like "git"
-It's funny when James is dragging the Great Knife because it's heavy but
when you pick up items he holds it perpendicular to the ground like it's
weightless, while he picks up the item and then it goes back to normal
-At the bottom of the Main Screen in the Greatest Hits Version, it says 
Copyright 1999-2001 by Konami but the Greatest Hits Version was made in 
2003 (Maybe 2002 in Japan)

===---====---===
Born From A Wish
===---====---===
===============
West South Vale
===============
-The whole idea of items on cars in in the back of a Pick-Up Truck is cool
-The dead body outside of the Baldwin Mansion is probably Ernest's

===============
Baldwin Mansion
===============
-The "Music of Evil" is a good way to replace the Radio static from the 
Main Scenario since Maria has no Radio
-The sound of the thump from the fireplace cover when coming back down to 
1F sounds nice*
-Patient Demons, Mannequins and Giant Roaches are the only weapons in the 
Sub Scenario
-Talking to Ernest behind doors is a cool idea although Ernest is 
invisible
-It says "Beware of Haunted Mansion" on the wall of the mansion when you 
go to Blue Creek Apartments
-The blackness while Maria and James are talking at the end makes that 
part seem better
-Amy says "Give it..." ... "To my Daddy." when you try to leave the attic 
with the Birthday Card
-There is actually gleaming shine coming from the Chinese Cleaver when 
you're running on the streets from certain angles and it looks like 
Maria's gone mad
-Maria says that she's never been so scared in her whole life in 
Brookhaven Hospital's basement but her life was probably very short 
because she was most likely born very recently (for James)
-Maria doesn't stop looking at the present from Amy to Ernest but she 
can't take it
-Maria has no Radio and monsters can be right beside you without you 
hearing them
-Somehow, Ernest knows about James
-Maria asks Ernest if he's Ernest Hemingway behind the first door but he 
died in 1961 and Silent Hill 1 and 2 are totally past that time - Somehow 
Maria knows about Ernest Hemingway too, in her short life
-In the Credits it only shows scenes with Maria in them

=====================
Blue Creek Apartments
=====================
-Maria can steal James' map for Blue Creek Apartments

*************************
29. MY PERSONAL REVIEW
*************************
Silent Hill 2 is a great game! It is the sequel to Silent Hill. I got the 
game for my birthday for PS2 (I got it on 03/14/02 but my birthday was on 
the 13th). I still remember me playing it for the first time. Demons, dark 
areas, completely messed up monsters, a good set of characters and nice 
weapons. What more could you ask for? Honestly. 

Storyline - 10/10
This game's storyline is one of the best storylines in a game that I have 
played. First of all, I like Resident Evil, just that I like Silent Hill a 
lot more; it's more of my type. Unlike Resident Evil, Silent Hill's 
storyline is actually very interesting. You might find yourself quite 
emotional with the story. It gets you all into the game. Not many 
characters but there is enough to make it scary and lonely. Anyway, here is 
the story. James Sunderland received a letter from his dead wife, Mary, 
which beckons him to Silent Hill, there vacations spot. The letter from 
Mary was:

  In my restless dreams,
     I see that town.

       Silent Hill.

You promised me you'd take me
    there again someday.


   But you never did.

Well, I'm alone there now...

 In our "special place..."

    Waiting for you...

James says to himself in Silent Hill, but a dead person can't write a 
letter. And then you are set off to your "special place." Also there is a 
bizarre creature in the game that my make you want to stop playing when 
you find him; which is multiple times; that's not a good thing. But unlike 
Nemesis in RE3, this enemy is actually really scary. Sure Nemesis can get 
you scared running towards you fast but because he's running is most 
likely why you are scared. And he has a Rocket Launcher which makes him not 
so tough. In Silent Hill 2 this enemy has all the time in the world to get 
you; it has nothing else to do so stay away from it! Another thing about 
Silent Hill compared to Resident Evil. Silent Hill has totally screwed up 
demons that aren't like humans. Resident Evil has Zombies which are not 
really scary. And they are about all the same. In Silent Hill there are 
multiple different demons which is a good thing. However, there are 
different enemies is RE, but they don't really match the game. 

Gameplay - 10/10
Some people may find the gameplay boring, but that's probably because this 
game is not really meant for you. If you like Survival/Horror games, you 
should like it. If you like Resident Evil, either you will like Silent Hill 
better, or Resident Evil better; you probably wont like them the same 
because they are very different. In Silent Hill there is more puzzle and 
not much of combat. This is where Resident Evil comes in. It has a lot of 
combat, but not many puzzle. Silent Hill can have a lot of combat, but it 
is just better to run. And running doesn't make you a wuss; I think 
everyone would run if they saw a Silent Hill like monster. Some people 
say the entire game consists on the streets; that is not true. If you know 
what you're doing you won't be on the streets for long. The game consists 
in many different locations and it is great. But the true quality of Silent 
Hill 2 is that you earn your weapons and they match the game. You don't 
just walk around and ooohhhh!!! A Rocket Launcher just lying on the floor! 
You get weapons like a Wooden Plank then build up to a Handgun and slowly 
get better weapons. 

Graphics - 10/10
Oh yes, the graphics. At first you might think the graphics look somewhat 
"grainy" and you might think the graphics aren't that good. Well, that is 
a feature in Silent Hill 2 that makes a better atmosphere for the game. 
Also, when you beat the game once you can take the "grainy" effect off so 
you can experience Silent Hill 2 at it's best. Once you do this, you will 
most likely think the graphics are amazing. Also the CG Videos are 
stunning! Every character looks great and very detailed. Lighting is great. 
I have beat this game many times but I still watch some of the videos 
because they look great and still interest me. 

Sound - 10/10
The sound in Silent Hill 2 is pretty amazing. Scary sounds in some hallways 
may totally freak you out. No, I am not joking. The sudden and scary sounds 
are stunning! Sometimes when you least expect them! The songs in this game 
are perfect for the storyline, from sad songs to scary songs, this game 
has it all. The songs aren't just randomly played. For example: There is a
 sad video where something sad happens, sad music will play. In a boss 
situation and some hallways there is scary music because maybe something 
scary has happened or will happen. I liked many of these songs so I 
downloaded them. The sounds the monsters make are actually good; how would 
we know if it sounds real or not? Sound is very important in a game like 
this, and Konami did a very good job! 

Control - 9/10
The control in Silent Hill 2 is good. You can change from 3D Control to 2D 
Control. In 3D Control you have to face the way you want to go then hold 
forward which can be difficult to get out of small areas fast, for some 
people. In 2D Control you don't have to face the way you want to go and 
hold forward; you hold whatever direction you want to go and that's where 
you go. It is very easy for newbies but if you don't want it to be as easy, 
try 3D Control. 

Atmosphere - 10/10
This is the awesome thing in Silent Hill 2. Some rooms are so dark it is 
hard to see where you are going. It really adds to the atmosphere. Outside 
there is a lot of fog; which is great in a game like this. Some places in 
Silent Hill 2 may scare you. The rooms in Silent Hill 2 are very detailed. 
There are many cool and scary things to find in this game. If you are 
reading this review from my walkthrough, see the Cool and Scary Things 
section to see what I'm talking about. You may find yourself looking for 
them. Silent Hill 2 might not be as scary in day light. But if you want to 
experience the game at its best, play at night in the dark or with the 
light off in a quiet room with loud volume. If you have a Surround Sound 
System with a Sub Woofer like me it is great! If you don't, headphones are 
amazing for realistic sounds and things like that. 

Replay Value - 9/10
Yes, there is a point to play this game more than once. There are 5 endings 
to get (In the Original Version). In the Greatest Hits Version there are 6 
endings and a new scenario. If you have only beat the game once, I strongly 
suggest you beat it a few more times. The endings are worth the play time. 
And you might learn something new which you may find cool. I would say you 
should at least beat the game 5 times (or 6 with Greatest Hits Version). 
But replaying the game 15 or more times might be too much. But if you 
really like the game, you might do so. In the Greatest Hits Version of 
Silent Hill 2, there is more things to do, so consider buying that. And 
expect to play the game about 6 times, and at least once for the sub 
scenario, that's a lot to do.

Rent or Buy?
BUY! If you're a fan of the genre, then this game is for you. If not, this 
game probably won't interest you. It is different from RE, but in a good 
way. I think it is better. If you want to see what the game is like, but 
your not sure whether to buy it or not, you should rent it. But any true 
fan of Survival/Horror should have this game.

Overall - 10/10 (9.7 but it is closer to 10 so that's what I will give it) 
Silent Hill 2 is awesome! I can't wait for Silent Hill 3! If you don't 
have Silent Hill 2 go buy it now! You'll love it, I guarantee it. But try 
to find the Greatest Hits Version for extra features including a new 
scenario with a new playable character, new weapons, new areas and a new 
ending for the Main Scenario. Trust me, this is a must have game for any 
fan of the genre and it is DEFINITELY one of my all-time favourite games!

*************************
      CONCLUSION
*************************
*************************
30.     CREDITS
*************************
1. Thanks to me for writing this FAQ
2. Thanks to Konami TYO for Developing this game
3. Thanks to Konami for Publishing this game
4. Thanks to CJayC for posting this FAQ on GameFAQs
5. Thanks to IGN for accepting this FAQ
6. Thanks to everyone on the GameFAQs Silent Hill 2 Board supporting my 
C.A.S.T. topics

(c) Copyright 2002-2003 Conquerer

;

  

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