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Illustrated Guide to the world of Spira (FFX and FFX-2)/Lost Temples

Baaj Temple
Architectural style not very similar to Zanarkand's.

Remiem Temple
Architectural style not very similar to Zanarkand's.

Floating Ruins
Architectural style completely different from Zanarkand's. A mysterious temple atop Mt. Gagazet that can not be seen in Final Fantasy X. After the fayth awoke, the mysts on top of the mountain dissipated enough to display a new set of ruins where Yuna, Rikku and Paine find a one thousand year old sphere from Zanarkand's time. Mandatory. Game goodies: Zanarkand Sphere (Black Mage dressphere)


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Culture

Cultural aspects
From Wikipedia: ''Many elements of Final Fantasy X are drawn from Japanese culture and folklore. The names of most of the main cast are drawn from either Okinawan or Ainu words ("Yuna" meaning "blossom" in the former and "Wakka" "water" in the latter).. The world of Spira itself is ..modeled on southeast Asia, most notably with respect to its vegetation, topography, and architecture.''

Religion
The Teachings of Yevon—said to have been left by Yevon to his daughter, Lady Yunalesca—were implemented by Bevelle to maintain order through giving the people hope that Spira may someday be free of Sin should they atone for their "sins." Until Yuna exposed their lies, the Church of Yevon taught that machina was forbidden, that Sin was a result of humanity's pride and use of machina in the first place, and that Sin could only be vanquished when humanity had attained purity and been cleansed of its past sins. Until then, it was said that only the ritual known as "the Final Summoning" would provide brief reprieves from Sin's terror (called "Calms").

Mythology
Like many of the precedent Final Fantasy games, the story lines of the role-playing games Final Fantasy X and Final Fantasy X-2 borrow ideas and names from ancient mythological figures and from past and present cultures such as Indian, Roman, Greek and Arabian, but the two games also have their own distinct mythology. The concepts of magic, spiritual energy, the power of memories, and the spirituality of the people are heavily intertwined, and their effects manifest in a number of situations, including sporting events, religious practices, the technology used by Spirans and even in some of the native wildlife of the planet.

Hymn of the Fayth
The Hymn of the Fayth is a song composed by Japanese composer Nobuo Uematsu for Final Fantasy X. In the game, the Hymn serves as a transitional song and an indicator of religious importance or solemnity, though its lyrics don't appear to have any meaning to the game's characters. In the real world, the lyrics of the song require some deciphering to find their true meaning.

Entertainment
Blitzball is the primary form of entertainment in Spira, a combination of football (also called "soccer" in some countries) and water polo. It is loved by almost everyone on Spira because it gives them something to think about other than Sin. The Yevon Cup and one Tournament is held every year.

Sphere Break is another popular game that sprung up in Spira after the beginning of the Eternal Calm. Unlike Blitzball, this game challenges the players' logical and mathematical abilities as well as their ability to concentrate under time pressure.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Culture/Religion

Hierarchy of the church
At the top of the Yevon church’s hierarchy, there is the position of the Grand Maester, an office similar to that of the Roman Catholic Church's Pope. In the game, Grand Maester Yo Mika has held the position for 50 years. Below the grand maester are three positions simply referred to by the title "Maester," a station similar to that of a Cardinal in Catholicism. The maesters have many duties within the church including making and upholding laws, presiding over Yevon’s High Court, and overseeing the church's civil, military, and spiritual affairs. The next step down are the Priests of Yevon. Their job is to attend to the temples throughout the land. Each temple has a high priest who presides over the temple and its staff, Maester Seymour himself being the High Priest of Macalania Temple. Many priests are summoners or former summoners. Priests tend to wear multicoloured vestments of white, green and orange.

Below the priests are the Summoners, a position similar to a cross between a priest and a miko. Summoners are charged with the greatest responsibility of all: to journey to Zanarkand, obtain the Final Aeon and destroy Sin. Summoners also perform the sending, a ritual that guides the souls of the dead to peace on the Farplane. The title of "High Summoner," which was always given posthumously until High Summoner Yuna brought the Eternal Calm, refers to Summoners who have defeated Sin.

Lastly, the church has a number of acolytes, similar to deacons or nuns. They work throughout Spira performing various duties for the church.

Militant factions

 * Warrior Monks — Warrior monks serve as protectors to the maesters and the temples, stationed primarily in the city of Bevelle.

 * The Crusaders — Formerly known as the Crimson Blades, the Crusaders were a loosely-knit army that existed to protect towns and temples from Sin. Unlike the guardians, Crusaders are directly related to the church. No non-Yevonite is permitted to serve as a Crusader, although there are unofficial chapters comprised entirely of people who have been excommunicated. All of the Crusaders were excommunicated, however, when they set up Operation Mi'ihen, a joint Crusader-Al Bhed attempt to destroy Sin.

 * The Crimson Squad — Around the time of Operation Mi'ihen, the Yevon church conducted a final selection process for a group called "the Crimson Squad," an elite unit to replace the Crusaders. However, there were only three surviving candidates from the exercise, all of whom were targeted for execution thereafter due to what they had learned of Vegnagun, a giant machina of immense power; a relic of Bevelle's hidden past with power enough to destroy the whole of Spira if used improperly. With all of its candidates dead or in hiding, the group was never put into action. Unlike the Crusaders, non-Yevonites — such as Gippal — were allowed to train with the Crimson Squad.

 * Guardians — The protectors of summoners, though not directly related to the church. A summoner chooses their guardians and can choose non-Yevonites if they wish, though doing so is not only rare, but also looked down upon. The unofficial title of "legendary guardian" was used in reference to Auron, guardian to both High Summoner Braska and his daughter, High Summoner Yuna.

Practices
The gesture of prayer to Yevon is a gesticulation that begins with one holding their hands out to either side, then bringing them in front of their chest, as though holding a sphere, and bowing. This is the traditional greeting of Yevonites one to another, especially among the clergy. The gesture evolved from the blitzball sign for victory.

Additionally, summoners are obligated to perform a sending for the deceased, preventing the pyreflies of the dead from manifesting as fiends.

Aside from these two practices, the most well known practice is that of singing the "Hymn of the Fayth," also known as the "Song of Prayer." During the entire millennium before the Eternal Calm, the fayth residing in the inner sanctum of each temple could be heard singing a song. This song is the Hymn of the Fayth. It is initially described as a gift from Yevon, given to soothe the hearts of the faithful and the souls of the dead. However, it is later revealed that it was in fact a song sung by the people of Zanarkand in defiance of Bevelle. After the creation of Sin, those groups of people who still stood in open defiance of Bevelle and the newly formed Church of Yevon continued to sing the song in protest. After initially placing a ban on the hymn, the church decided — in an attempt to bury the fact that Yevon had been an enemy of Bevelle — to claim the song as their own, and it eventually became a part of the church's official dogma.

Though the Hymn's words apparently have no discernable meaning within the context of Final Fantasy X's world, their composer, Nobuo Uematsu, comprised a small puzzle with the lyrics, using Japanese syllables. When properly deciphered, they form sentences that translate thus:

''Pray to Yu Yevon. Dream, Fayth. Forever and ever, grant us prosperity.''

The fall of the church and a new beginning
At the end of Final Fantasy X, Yuna and her guardians entered Sin and – destroying each of his aeon hosts – forced Yu Yevon to manifest his spiritual energy as corporeal matter, making him vulnerable for the first time in 1000 years. They then unleashed their strength upon him directly, destroying him and ending his control over Spira. This was not only the end of Yevon himself, but also the end of the people's faith in the church. Along their journey, Yuna and her friends exposed the church's corruption, hypocrisy and horrific internal workings.

Two years later, in Final Fantasy X-2, the moral teachings of Yevon were revitalized in the form of the New Yevon party under Praetor Baralai. Although technically a splinter group of Yevon, the New Yevon party was not a religion, but a way of life, their motto and position on Spira's advancement being "One thing at a time".


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Culture/Mythology

Like many of the preceding games in the Final Fantasy series, the storylines of the computer role-playing games Final Fantasy X and Final Fantasy X-2 borrow a number of ideas and names from ancient mythology and past and present cultures such as India, Arabia, ancient Greece and Rome while still employing their own distinct invented world with mythic features. In the mythos of Final Fantasy X and its sequel, many supernatural elements influence events in the fictional world of Spira, defining the life of the planet's inhabitants. Magic, spiritual energy, and the power of memories are heavily intertwined, and their effects manifest in a number of situations, including sporting events, religious practices, technology, and even in some of the native wildlife of the planet.

Spira
The events of Final Fantasy X and Final Fantasy X-2 take place in a world called "Spira." As befitting its name, Spira is characterized by cycles and repetition, such as the spiral of death that the world endures, the many spheres found in Spira, the blitzball sphere pools, the prayer to Yevon, the Sphere Grid, and Spira's cycle of life energy emerging from within the planet's core, granting life to all its living inhabitants, and then returning to the core when a life form dies.

Pyreflies and spheres
Pyreflies are a mysterious, naturally occurring phenomenon that heavily influence the events of Final Fantasy X and Final Fantasy X-2, as well as the world of Spira at large. Heavily prevalent throughout Spira, these "bundles of life energy" are closely associated with death and other spiritual events and entities.

Though they have been harnessed to many uses, both good and ill, they appear to lack self-awareness and any identifiable agenda in their inert form. In this respect, they would seem to be nothing more than an aspect of nature, permeating everything and everyone in Spira. Pyreflies are usually invisible, but can be seen when a fiend is killed or when a summoner performs a sending (in which the spirits of the dead are sent back to the Farplane, Spira's core). On those occasions, pyreflies appear as floating lights that rise into the air, this due to their more highly concentrated status at those times. Despite their rare appearances elsewhere, they are regularly seen around the Moonflow area of Spira.

Pyreflies serve as the raw material for the manifestation of aeons, fiends, and the unsent, and can be easily connected to any and all paranormal phenomena that occur in Spira. In addition to their spiritual affiliations, they are also associated with many commonplace technological innovations. Such innovations include sphere-shaped recording devices formed of the crystallized mixture of pyreflies and water (simply called spheres), and large, suspended spherical conglomerations of congealed water (called "sphere pools") that serve as the playing field for blitzball games. This is due to how easily pyreflies and water harmonize with one another.

Pyreflies and death
In Final Fantasy X, when a person dies, their body cannot simply be laid to rest. First, their spirit or life-force (which manifests itself in the form of pyreflies) must be released from the body and given "guidance" to the Farplane, the final resting place of departed souls. As experts versed in the art of manipulating pyreflies, only summoners can provide this guidance, coaxing the spirits of the dead from their bodies in a ritual known as a "sending." If the sending is not performed, then the body's spirit remains trapped in the physical plane. Depending on the person's personality and the cirumstances of his or her death, that spirit may grow envious and then hateful of the living. Eventually, this hatred grows so strong as to cause the unsent spirit's pyreflies to re-coalesce, this time in the form of a fiend, a fully substantial and dangerous monster. It is not known whether all of the recently-deceased must be sent, or only those who have suffered a violent or untimely death.

In some cases, the transformation into a fiend does not occur with the unsent dead. If the deceased possessed a powerful will and strong feelings regarding an unfinished purpose in the world of the living, an individual's spirit can remain strong enough post mortem to manifest their pyreflies into a physical form in the image of the deceased's former body. Such beings as this, who may act and function for the most part as they did in life, are referred to as "unsent" and may be benign or malicious, depending upon the nature of the individual. The unsent are usually unwilling to enter the Farplane using the gateway in Guadosalam. This is believed to be because they may be physically unable to leave once they have done so and are wary of taking the risk. They are also vulnerable to the effects of the sending, which can banish the disembodied spirit to the Farplane and disperse their pyreflies, usually no matter how strong the will that binds them. However, there have been two notable exceptions to the previous matters:

 * In the case of Maester Jyscal Guado, his spirit manifested in his living form twice after death and emerged from the Farplane, despite having been sent prior to both occasions (the first time by his son, Maester Seymour, and the second time by High Summoner Yuna). His first reemergence is seen in Final Fantasy X when his form walks out of the Farplane gate in Guadosalam. His second return is discovered in Final Fantasy X-2 in the Via Infinito beneath the city of Bevelle.
 * In Final Fantasy X-2, the unsent known as "Shuyin" enters the Farplane of his own volition and has little to no trouble maintaining his form there.

Another exception to dying without becoming a fiend in the absence of being sent is rather unique in that it still results in one's spirit finding its way to the Farplane. Apparently, one who accepts death while still alive will travel to the Farplane after death without any assistance. This is seen in the cases of both Tidus' mother and Yuna's father, the High Summoner Braska, a summoner who willingly gave his life in a battle with Sin.

Pyreflies as an energy source
Aside from the various commonplace technological applications of pyreflies seen in Final Fantasy X and Final Fantasy X-2, within the latter game's story these "bundles of life energy" are used as a source of raw energy to empower the giant machina, Vegnagun. Further, Shinra of the Gullwings suggests that the life energy flowing through Spira on the Farplane could possibly be harnessed for the purpose of supplying electricity to a city. This use of spiritual energy to power technology has been used in several other games of the Final Fantasy series, most notably Final Fantasy VII, where the planet's Lifestream (the massive collective of that world's spiritual energy) takes the form of tendrils of flowing green energy. Through both natural and artificial processes, the Lifestream condenses into mako ("Magic Light") and is crystallized into a solid form called "Materia" (analogous to Spira's spheres).

Fayth and aeons
The fayth are humans who willingly gave up their lives to have their souls sealed in statues. Their existence as a fayth allows them to commune with those summoners with whom they have established a mental link. This link grants a summoner access to a fayth's dreams and enables him or her to physically realize those dreams as aeons, powerful creatures which may be employed to aid the summoner in battle or in a time of especial need. Aeons bear some resemblances to their corresponding Fayth statues, suggesting that the appearances of the fayth statues themselves may be "blueprints" for each Aeon. Moreover, game seems to build on the ancient meanings for the Latin word "aeon," such as the meaning used by Plato, who used the word "aeon" to denote the eternal world of ideas and the Gnostic who call aeons the various emanations of their gods.

During the events of Final Fantasy X, the fayth of the aeon Bahamut (housed in Bevelle) serves as the chosen representative of the fayth as a collective. The fayth aid High Summoner Yuna and her guardians in bringing the spiral of death to an end, which results in their own passing. In Final Fantasy X-2, the fayth return in their aeon forms, this time having been overcome by the despair and malice of Shuyin, rendering them his unwilling puppets of chaos. Yuna and her allies must unite to free both the fayth and Shuyin from the darkness that has consumed them.

Summoners are able to manipulate pyreflies in the formation of aeons—and in the sending of the souls of the dead—due to an inherent affinity for harnessing and channeling spiritual energy. Only a few people on Spira have "the gift" of being able to manipulate spirit energy to form aeons, although there are many humans and fiends around Spira who can harness this magical energy to perform magic spells. The Guado especially have an affinity for this, due to their race having lived in close proximity to the Farplane for generations. However, very few black mages and white mages are able to become summoners, and even fewer can withstand the hardships of a summoner's pilgrimage and become high summoners, the honorific title given to the summoners who completed their pilgrimage and defeated Sin.

Eight aeons are identified in Final Fantasy X: Valefor, Ifrit, Shiva, Ixion, Bahamut, Anima, Yojimbo and the Magus Sisters. Each one of these aeons has a fayth associated with it, but there are many more fayth on Mt. Gagazet, being used by Yu Yevon to summon Dream Zanarkand. The game builds on ancient mythological figures through the inclusion of the aeons, such as the Arab Jinn of fire Ifrit, the Indian god Shiva and even the Jungian figure Anima. Although both Valefor and Anima are generally thought to be male, they are both revealed to be female (Anima, according to Carl Jung, is the feminine side of a male's unconscious mind). After obtaining the airship and re-visiting the chamber of the Fayth at Besaid Temple, Valefor's fayth, a little girl, appears. As for Anima, she was Seymour Guado's mother before sacrificing herself to become his Final Aeon and can be found at Baaj Temple.

Sin, Yevon and the spiral of death
One thousand years before the events of Final Fantasy X, there was a great war between the cities of Zanarkand and Bevelle. Yevon, Zanarkand's ruler, could see that his city's summoners were no match for Bevelle's machina, but he was unwilling to allow his city to be swallowed up into the pages of history. He devised a plan to preserve Zanarkand's memory for all eternity, even if he could not save the city itself.

At Yevon's order, most of the surviving common citizens and summoners of Zanarkand gave up their lives to become fayth, whom Yevon would then use to conjure a summoned form of Zanarkand, using their memories as the basis for this massive summon. This summoned replica of the city was to be an ideal paradise, removed from conflict and those who may infringe upon this city of memories. This summoned version of the real Zanarkand is sometimes called "Dream Zanarkand"' to differentiate it from the original Spiran city which has been lying abandoned in ruins for the last one thousand years.

In order to accomplish this, Yevon manifested the city out at sea in an undisclosed location, far removed from the Spiran mainland and the warmongering Bevelle. Further, to prevent technology from allowing Bevelle or anyone else to easily locate his summoned city, and to protect himself while he summoned it, he created a magic armor. Yevon used gravity magic to surround himself with pyreflies and used them to create an invincible armor that would terrorize Spira for one thousand years: The monster known as "Sin." This armor would not only protect Yevon while he summoned Dream Zanarkand, but he also "programmed" it to attack areas with high populations and advanced technology, thus, bringing technological progress to a halt and keeping the people of the mainland from giving much thought to what may lay far out at sea.

Unfortunately for Yevon (now to be known as "Ebon Ju," or "Yu Yevon" in English, meaning "the Curse of Yevon"), maintaining his summoned city and creating Sin was a greater strain on his human mind than even he – who was considered peerless amongst summoners – could handle. His humanity faded from him and all that was left was the instinct to maintain Dream Zanarkand's order, and to protect himself. Sin's first act as an instinctual beast, "programmed" to destroy advanced technology, was to decimate the original Zanarkand. Sin would terrorize Spira's citizens for a millennium.

The teachings of Yevon – said to have been left by Yevon to his daughter, Lady Yunalesca – were implemented by Bevelle to maintain order through giving the people hope that Spira may someday be free of Sin should they atone for their "sins." In actuality, Yunalesca and Yevon are believed to have planned it this way from the start. Bevelle believed Sin to be an aeon summoned by Yevon as revenge for conquering Zanarkand's defenders. In a deal with Yunalesca to appease Yevon's wrath, she offered to provide them with a means to maintain order and hope in the common people (the teachings) in exchange for them ensuring that Yevon be praised and glorified. They agreed, and the Church of Yevon was born, teaching that machina were forbidden (another means of preventing advanced technology from revealing Dream Zanarkand's location), that Sin was a result of humanity's pride and use of machina in the first place, and that Sin could only be vanquished when humanity had attained purity and been cleansed of its past sins. Until then, it was said that only the ritual known as "the Final Summoning" would provide brief reprieves from Sin's terror (called "Calms").

Calms would come when a summoner managed to complete the summoner's pilgrimage, obtaining their Final Aeon from the unsent spirit of Yunalesca in the ruins of Zanarkand. Yunalesca herself was the first high summoner, transforming her husband Zaon into a fayth, and using him as her Final Aeon to defeat Sin. The Final Summoning requires that the bond between the summoner and the individual who becomes a fayth for the Final Summoning be a powerful, personal bond, such as that between siblings, friends, or spouses. Only then would the bond between the Final Aeon and the summoner provide enough power to shatter Sin's armor. Unfortunately, the art of the Final Summoning only ensured that Sin would return, as Yu Yevon's spirit would emerge from the cracked armor of the defeated Sin, and possess the Final Aeon that had destroyed the monstrosity, using that Final Aeon as the core for a new Sin, beginning the cycle anew. Further still, Yu Yevon merging with a Final Aeon would sever the psychic bond between the summoner and the aeon, resulting in a psychic backlash that would kill the Summoner who had just defeated Sin. The Calm would then follow, providing a brief period of respite from Sin's destruction while Yu Yevon created a new Sin around the Final Aeon he had possessed.

Thus it was for one thousand years: Sin would be defeated, the summoner who achieved the feat would die, and Sin would be born anew, then defeated and born anew, again and again, leaving destruction and sorrow in its wake all across Spira. This was the Spiral of Death. It wasn't until the pilgrimage of High Summoner Yuna that Sin would be destroyed once and for all, and Spira freed from the cycle of sorrow. The period that followed was known as "the Eternal Calm."


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Culture/Mythology/Hymn

The Hymn of the Fayth is a song composed by Japanese composer Nobuo Uematsu for the Final Fantasy X game on the PlayStation 2. Wikipedia has a. In the game, the Hymn serves as a transitional song and an indicator of religious importance or solemnity, though its lyrics don't appear to have any meaning to the game's characters.

In the real world, the lyrics of the song require some deciphering. They are:

 * Ieyui
 * Nobomeno
 * Renmiri
 * Yojuyogo
 * Hasatekanae
 * Kutamae

The words are comprised of Japanese syllables, but are arranged in such a way that they do not read as Japanese. However, the composer left a puzzle. To begin translating, first arrange the first four words in four columns, going by syllable from the top down. Note that in Japanese, "N" is its own syllable when followed by a consonant. I  NO  RE  YO E   BO  N   JU YU  ME  MI  YO I   NO  RI  KO Then, take the six syllables of the fifth word and arrange them similarly, in a rectangle of two rows and three columns, starting with the first syllable in the top left square and going down and to the right. HA TE  NA SA  KA   E Finally, put the last word in an "L" shape, as shown below. KU TA MA E Then, you put it all together. I NO RI YO E  BO N  JU YU ME MI YO I  NO RI KO HA TE NA KU SA KA E  TA MA E

Now read across, and you get Inori yo, Ebon-Ju (祈れよエボン＝ジュ)  Pray to Yu Yevon Yume mi yo, inorigo (夢見よ祈り子)     Dream, Fayth Hatenaku (果てなく)                    Forever and ever Sakaetamae (栄えたまえ)                Bring us prosperity

Song History
On Mount Gagazet, Maechen reveals to us that The Hymn Of The Fayth was a song sung by the people who hated Yevon for instance, the Al Bhed. Yevon took the song and made it scripture, spreading it around saying it was a holy song of Yevon sung to sooth the souls of the dead.

Some players think the song represents an additional mystery, in that both Tidus and Jecht knew the tune of the song (which is obviously a hymn glorifying Yevon and the Fayth) while knowledge of these things did not exist in their home Zanarkand. However, as it is revealed that both Tidus and Jecht (and their world) were a dream of the Fayth, it is likely that they knew the tune sub-consciously, as they are creations of the Fayth—it should be noted that the Fayth that seems personally linked to Tidus, Bahamut, sings the song on at least one occasion.


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Ethnic

Most intelligent beings in Spira belong to one of the 5 Humanoid races that inhabit the planet. The exception are the Cactuars that are intelligent, talking cacti that can even move around Spira during certain phases of their life stages. The Cactuar have been the protectors of Bikanel Desert for many generations.

Humanoids
Humanoids in Spira belong to one of the following 5 sentient races: Ronso, Hypello, Guado, Al Bhed and Humans. Among Spira's regular humans there are several small ethnic subgroups that share some distinctive clothing and/or physical traits.

Al Bhed
A segregated branch of regular human beings, rather than a different species altogether, the Al Bhed appear in Final Fantasy X and its sequel, Final Fantasy X-2. Because of their use of forbidden "machina" (machines), they are viewed with suspicion by the Yevonite majority of humans often described as "Al Bhed haters". The Al Bhed are also the only group in Spira who openly oppose the Teachings of Yevon, specifically the ban on machina and the use of the Final Summoning.

For these reasons, they are often ostracized by the rest of the population, and have been the victims of persecution in the past, including an attack by Yevonites that scattered the entire race across Spira until recent history when they were reunited under the leadership of Cid (shown at right). However, some Al Bhed have still managed to find acceptance, most notably Rin, who operates a chain of travel agencies throughout the world of Spira. They are even allowed to participate in the Yevon-sponsored Blitzball tournaments.

Al Bhed are physically set apart from Yevonites by their bright green eyes with spiral-patterned pupils. As a result, they often wear goggles so they can walk among Yevonites (however, somewhat ironically, these goggles stand out more than the actual green eyes themselves). Another mark of the Al Bhed race is that they all have blond hair. In Japanese media, blond hair is often used to identify a foreigner. As a result, a common character design appears throughout Japanese media of a dark-skinned, blond-haired (gaijin, 外人?) (foreigner).

Therefore, the fact that all Al Bhed are blond is an indication that they are separated from the red-haired and brunette Yevonite population, which many feel could be seen as an allegory for the racism that Japanese society once held -- and, arguably, still holds -- toward foreigners. The Al Bhed also possess their own Al Bhed language, which is a fictional language that is spoken only by the Al Bhed people themselves. Although it seems at first like a foreign language, it is actually a Substitution cipher, a system of transposing certain letters for others. It shares the same syntax and grammar of English and can be translated here

Ronso
In Final Fantasy X and Final Fantasy X-2, the Ronso are a race of blue-furred lion-like humanoids who live on Mt. Gagazet, which they consider sacred and guard fiercely. Ronso are formidable warriors, being very tall and amazingly strong, and are known for their strong sense of honor and loyalty, as well as their pride and quickness to anger. The long, sharp horn sported by all adult male Ronso is a symbol of esteem and a source of great pride to the wearer, and to lose this horn is considered extremely shameful. Kimahri Ronso, one of Yuna's guardians in Final Fantasy X, is something of an outsider among his people, being of comparatively small stature and having previously lost his horn in a fight with one of his peers.

Near the end of Final Fantasy X, Seymour Guado ravaged through Mt. Gagazet and killed all in his path in pursuit of Yuna. He killed many Ronso in his ascent up the slope, including Maester Kelk Ronso (the current elder) as well as Biran and Yenke Ronso (Kimahri's long-time rivals whom he had just recently defeated). After the start of the Eternal Calm, Kimahri returned to Gagazet to help rebuild his home and restore his people's honor. He was named elder of the tribe by his kinsmen, and has been on Gagazet ever since. But the events of Seymour's destruction cause sparks of hatred and plans of revenge among the recovering Ronso tribe.

Filled with hatred for the slaughter of their people, the Ronso youth despised the Guado, whom they felt were responsible for supporting Seymour as their leader. During Final Fantasy X-2, a young Ronso named Garik assembles his fellow kinsmen for an attack against the Guado, but he is thwarted in his plans of rebellion by the Gullwings when he goes to get Gagazet's "blessing".

Confused and angry, Garik demands Kimahri what path there is for the tribe; but Kimahri has no answer, and Garik rejects him as their leader. But through the experiences of young Lian and Ayde (who had just traveled Spira in a vain attempt to fix Kimahri's horn), Kimahri saw the Ronso must experience all of Spira to continue their path. And thus, after proving to Garik that violence doesn't answer anything, the Ronso elder decides his tribe must first learn of the rapidly-changing Spira to decide the fate of their race.

Guado
Guado are an arboreal humanoid race inhabiting Spira, the world of Final Fantasy X and Final Fantasy X-2. They are set apart by their long limbs and fingers, pale green skin, and wild blue-green hair. They are the keepers of the entryway to the Farplane, where the images of the dead appear. The Guado were converted to Yevon by their leader, Jyscal Guado (later appointed a Maester of Yevon), but were ironically led down the path of ruin by Jyscal's own son, the megalomaniacal Seymour Guado.

After Sin was destroyed, the Guado, despised by the rest of Spira for their allegiance to Seymour, abandoned their ancestral city of Guadosalam and took up residence in the dying forest of Macalania. Depending on the player's actions in Final Fantasy X-2, the Guado may gain the courage to return to their home, where Jyscal and Seymour's former vizier Tromell assumes leadership among his people and proceeds to repair the Guado's image and their relations with the rest of Spira.

Hypello
Hypello are a docile, amphibious race in Final Fantasy X and Final Fantasy X-2. They have blue skin and a characteristic manner of speaking which makes most of their speech sound slurred. The Hypello live primarily in and around the area of the Moonflow and usually work as Shoopuf handlers or captains aboard the Shoopuf ferries. Though extremely quick and agile swimmers, they are curiously the only race in Spira that does not participate in blitzball tournaments. Hypello river crossing service: 1, 2, 3, 4.

Cactuar
The Cactuar are intelligent, talking Cacti that appear in the games Final Fantasy X and its sequel, Final Fantasy X-2. They go through several life stages, including one where they are small mobile cacti.

Magical Beings
In Spira we have the regular, run of the mill, humanoid person or animal that can be killed or die of natural causes, but we also have several "magical" classes of beings. There are 2 types of immortal beings that look, move and talk like an humanoid species yet are not alive and can not die: The Unsent and the Fayth. All 5 humanoid races when deceased can become either one, depending on how much skill and help they get. There are also 2 classes of magical fauna in Spira: the helpful Aeons and the aggressive Fiends.

Unsent
Lenne is an unsent.

Apparently any humanoid with very intense emotions can manage to stay behind in Spira in a shadow form that is called "unsent". Unlike ghosts, most unsent are virtually indistinguishable from live humanoids. The powers and the level of skill of each unsent seem to vary with their "age", i.e., with the time they have been unsent, and with whether or not the unsent had magical training or had been a summoner during his life. Examples of unsent characters are: Yunalesca, Maechen, Shuyin and Lenne...

Fayth
The Fayth are the souls of the people who willingly underwent a ritual that removed their souls from their still-living bodies and sealed into stone tablets. This technique of creating Fayth is known only by those from Zanarkand. The purple hooded boy that talks often to Yuna and Tidus is Bahamut's Fayth.

Aeons
Aeons are the "physical-forms" the Summoners give to the Fayth's dreams. Aeons resemble large animals or figures from Earth's mythology. There are a total of 8 Aeons in Final Fantasy X. After Yuna defeated Sin the eons were no longer available for Summoning but still returned in FFX2 as "Dark Aeons" who attacked Yuna and her friends.


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Magical

Unsent
Apparently any humanoid with very intense emotions can manage to stay behind in Spira in a shadow form that is called "unsent". Unlike ghosts, most unsent are virtually indistinguishable from live humanoids. The powers and the level of skill of each unsent seem to vary with their "age", i.e., with the time they have been unsent, and with whether or not the unsent had magical training or had been a summoner during his life. Examples of unsent characters are: Yunalesca, Maechen, Shuyin and Lenne...

Aeons
Aeons are the "physical-forms" the Summoners give to the Fayth's dreams. Aeons resemble large animals or figures from Earth's mythology. There are a total of 8 Aeons in Final Fantasy X. After Yuna defeated Sin the Aeons were no longer available for Summoning but still returned in FFX2 as "Dark Aeons" who attacked Yuna and her friends.

Fayth
From Wikipedia we learn that ''In the world of Final Fantasy X, the Fayth are the souls of the people who willingly underwent a ritual that removed their souls from their still-living bodies and sealed into stone tablets. This technique of creating Fayth is known only by those from Zanarkand''. The purple hooded boy that talks often to Yuna and Tidus is Bahamut's Fayth.

Wood Spirits
Donga, Baira and Pukutak are examples of Wood spirits

Fiends
Fiends are created when people die without being sent, and those without a will powerful enough to become humanoid "unsent". Fiends represent the spirit's envy and resent the living, attacking most of the time. Fiends vary widely in appearance and skills. Most fiends belong to a particular elemental class: Fire, Ice, Water or Energy


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Places

List of Locations in Spira

Population Centers
Spira has 2 large cities, 4 smaller villages and several open areas

Cities

 * 1) /Bevelle/
 * 2) /Luca/

Villages

 * 1) /Kilika/
 * 2) /Besaid/
 * 3) /Guadosalam/
 * 4) Ronso Village

Roads / Rivers

 * 1) Mi'hen Highroad
 * 2) /Mushroom Rock/
 * 3) Djose Road
 * 4) Moonflow Road & River

Wilderness

 * 1) /Thunder Plains/
 * 2) Macalania Woods
 * 3) /Calm Lands/
 * 4) Zanarkand
 * 5) Mt. Gagazet


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Illustrated Guide to the world of Spira (FFX and FFX-2)/History

Calendar Notation
For clarity sake we will divide Spira's calendar in 2 periods: Before and After the events on first game of the series (FFX) take place, abbreviated as BG and AG respectively. Following this notation the game FFX2 takes place in year 2 AG and ''the Bevelle / Zanarkand war takes place in year 1,000 BG'

Around 3000 years ago
- Vast improvements were made in the magic civilization. - Machina was invented. - The use of machina became common through the whole of Spira.

The Machina War - 1,000 BG
1,000 years go Bevelle and Zanarkand started the "machina war", a war that resulted in the creation of Sin, which destroyed much of Spira, starting with Zanarkand. Several other large cities that existed before the war can only be found as ruins in FFX and FFX2. Many discussions are present in fan forums about the nature and origins of some of those

Sin's Creation - 1,000 BG
Zanarkands's top High Summoner Yu Yevon created Sin to protect himself and his Summoning of Dream Zanarkand from attackers from Bevelle at the end of the Machina War. Unfortunately Yu Yevon lost control of the massive beast and Sin was unleashed in Spira. Sin proceeded to utterly destroy Zanarkand, the warring troops of Bevelle and many more cities in Spira.

Lord Mi'ihen's Walk - 800 BG
Eight centuries prior to Yuna's Pilgrimage, Lord Mi'ihen founded a legion of warriors, known then as the Crimson Blades, to oppose the ongoing threat of Sin. After just a few short years, they amassed a large following throughout Spira. Fearing an uprising, the maesters of Yevon accused them of rebellion, and in an effort to refute their charges, Lord Mi'ihen walked the long road from present day Mi'ihen Highroad to the far city of Bevelle to stand trial. There he was able to convince the clergy that he was doing good, and Yevon brought the Crimson Blades, presently known as the Crusaders, under church control.

Omega's Exile - 700 BG
Once a denizen of Yevon 700 years prior to Yuna's Pilgrimage, Omega was branded a traitor by the maesters of Yevon and consequently exiled to a group of minor islands off Spira's mainland. Here in the ruins, Omega made his home and throughout the years, his hatred for Yevon grew so intense that when he died, he was transformed into a fearsome monster known as the Omega Weapon.

The 6 Calms of Spira's Spiral of Death
Yu Yevon's Daughter Yunalesca defeated Sin 1,000 years ago and brought some temporary peace to Spira, in what was called "The First Calm".

After Yunalesca, the title of High Summoner was bestowed on Summoners that were successful in defeating Sin. There are currently only 6 High Summoners known to have defeated Sin after the First Calm:

 * Lord Gandof defeated Sin 400 years ago (400 BG), becoming the first high summoner since Yunalesca.
 * Lord Ohalland defeated Sin 230 years ago (230 BG).
 * Lady Yocun defeated Sin approximately 100 years ago (100 BG).
 * Lord Braska, Yuna's father, defeated Sin ten years before the events of FFX took place (10 BG).
 * Lady Yuna defeated Sin during FFX (0 AG), bringing the Eternal Calm and becoming the last high summoner, and also defeated Vegnagun two years later during FFX-2 (AG 2).

Quotes from the Game w/ Historical Information
Bahamut's Fayth talks to Tidus at the Fayth Spring "Fayth: Long ago, there was a war.
 * Fayth

Tidus: Yeah, with machina, right?

Fayth: Yes. A war between Zanarkand and Bevelle. '''Bevelle's machina assured their victory from the start. Spira had never seen such power. The summoners of Zanarkand didn't stand a chance. Zanarkand was doomed to oblivion.'' That's why we tried to save it -- if only in a memory.

Tidus: What did you do?

Fayth: The remaining summoners and the townspeople that survived the war...They all became fayth -- fayth for the summoning." Maechen Talks to Tidus at Gagazet Maechen:
 * Maechen

- “There is a legend, you know."

- “Just before the horrible Sin appeared..."

- “a terrible war raged between Bevelle and Zanarkand."

- “When the armies of Bevelle attacked Mount Gagazet, they heard a song echoing across the snowy slopes."

- “"'Tis a song from an otherworld," they said. The soldiers panicked and ran."

- “And then, as if to pursue the retreating armies, Sin appeared!"

- “Some time later, scouts from Bevelle braved the mountain."

- “On the other side, they witnessed the ruins that had been Zanarkand."

- “The city destroyed. Not a single soul left standing. Gone!"

- “In its place, a multitude of the fayth had gathered on Gagazet."

- “They were singing a song."

- “It's the song we now call the "Hymn of the Fayth.""

- “And that, as they say, is that."

- “Well...maybe not all of it."

Maechen proceeds to tell Tidus more about Yunalesca and her quest to save Spira


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Lost Cities

Dream Zanarkand
The city we see at the beginning of the game, Tidus' home town, is shown in the game as a very modern city, with little or no magic, no summoners and no fiends. We can be reasonably sure of that because Tidus does not recognize any of those when he gets transferred to Yuna's world of Spira. We see very few details about Tidus' home town besides the fact that it has a large Blitzball stadium, several large tall buildings, viaducts and a small boat marina.

To Tidus' surprise he learns that the entire city is a dream of the fayth, who are aiding High Summoner Yu Yevon call forth a dream like version of the Zanarkand that was destroyed 1,000 years ago. The entire city and it's residents dissolved into pyreflies after Yuna and her team defeated Yu Yevon.

City Ruins
The following ruins can be found in Spira

Zanarkand Ruins
A city dead for 1,000 years, this is not the same city as Tidus' home town. A large city full of ruined buildings all sporting a distinct architectural style - much different from Bevelle's. Zanarkand's style is found repeated all over Spira on ruined buildings, confirming that the people of Zanarkand were once one of, if not the major civilization of Spira and influenced many of the old cities that are now extinct.

Moonflow River - Submerged City Ruins
Architectural style fairly similar to Zanarkand's. During FFX a large sunken city can be observed at the bottom of the Moonflow river. The ruins are not accessible in either game. Wakka and Lulu tell Tidus that this is yet another site where Sin has utterly destroyed a city

Mi'hen Highroad - City Ruins
Architectural style fairly similar to Zanarkand's. Spira's resident scholar Maechen says that a large city was located there until it was utterly destroyed by Sin

Bikanel Desert - City Ruins
Architectural style fairly similar to Zanarkand's. No one knows the origin of those ruins. Large bulky towers and numerous ruins indicate a large city was once situated here.

Macalania Lake - Submerged City Ruins
Architectural style fairly similar to Zanarkand's. These ruins are actually the ruins that lies in Sin's head. Maybe theare parts of Zanarkand stuck in Sin's head.

Thunder Plains - Ruins (City ?)
Architectural style fairly similar to Zanarkand's. Several large columns and building tops can be found scattered along the desolate plains. Not numerous enough to be a city, but then again, maybe Sin has done a more thorough job of pulverizing the city that was once there.

Calm Lands - Ruins (City ?)
Architectural style fairly similar to Zanarkand's. A couple of large columns and building tops can be found scattered along the vast prairie. Not numerous enough to be a city, but then again, maybe Sin has done a more thorough job of pulverizing the city that was once there

Besaid - Ruins (City ?)
Architectural style fairly similar to Zanarkand's. Several large columns and building tops united by a large passageway can be found at the top of the hill in Besaid. Not numerous enough to be a city, but then again, maybe Sin has done a more thorough job of pulverizing the city that was once there.


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Lost Cities/Dream Zanarkand

Although it is made clear in the game that the fayth have been dreaming for 1,000 years and that their dream allows Yu Yevon to summon Dream Zanarkand, the nature and the inner workings of this summon are topic of intense debate among FFX and X2 fans. Topics debated include: Where is Dream Zanarkand located, if it is physically in Spira at all, how old the Dream city is (1,000 years of history or just 1 lifetime's worth of history?), how did Jecht get in contact with Sin, etc.

Gallery
The city we see at the beginning of the game, Tidus' home town, is shown in the game as a very modern city, with little or no magic and no summoners. We can be reasonably sure of that because Tidus does not recognize magic and he is baffled at the term summoner when he gets transferred to Yuna's world of Spira. Tidus does mention when asked that there are only a few fiends in his Zanarkand, but its a big deal when one shows up. We see very few details about Tidus' home town besides the fact that it has a large Blitzball stadium, several large tall buildings, viaducts and a small boat marina.

To Tidus' surprise he learns that the entire city is a dream of the fayth, who are aiding High Summoner Yu Yevon call forth a dream-like version of the Zanarkand that was destroyed 1,000 years ago. The entire city and its residents dissolved into pyreflies after Yuna and her team defeated Yu Yevon.


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Lost Cities/City Ruins

All large ruins share Zanarkand's distinctive architectural style of tall round towers with pointed cones, with a band of decorative runes around each cone. The tower colors resemble terracotta and the decorations are usually blue/green. Windows tend to be circular. Smaller ruins, like broken down temples and dungeons do not have Zanarkand's distinctive style.


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Temples

Each temple has a distinctive Architectural style, which is not very similar to Zanarkand's. This can be easily explained for the Temples that are part of a Summoner's pilgrimage: They were all built after Zanarkand fell, by the Yevon Church.

Open Temples

 * 1) Besaid Temple - Valefor Aeon - No element
 * 2) Kilika Temple - Ifrit Aeon - Fire Element
 * 3) Djose Temple - Ixion Aeon - Energy Element
 * 4) Macalania Temple - Shiva Aeon - Ice Element
 * 5) Bevelle Temple - Bahamut Aeon - No element

Lost Temples

 * 1) Baaj Temple - Anima Aeon
 * 2) Remiem Temple - Magus Sisters Aeon
 * 3) Floating Ruins - No Aeon - only available in FFX2, very distinctive Architecture suggesting a Water Element theme.


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 * Disc 3 Part


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Magical/Anima

Anima is a summon, or Aeon, from Final Fantasy X.

Anima causes an immense amount of damage with all attacks. "Pain", her special attack, is an instant kill attack, which deals colossal damage to the few enemies immune to death spells. It also ignores defence and is actually more effective than Oblivion versus some stronger enemies like Dark Bahamut. It is a special type attack, neither physical nor magical. Her devastating overdrive, "Oblivion", does 16 hits in PAL version and thus can cause up to 1599984 damage (16x99999).

In order to obtain Anima, a player must have unlocked all of the treasures using the destruct spheres in the Cloister of Trials, including Zanarkand. At Baaj, the player must fight a boss named "Geosgaeno" (the first boss Tidus faces when he comes to Spira) in order to gain entrance to a sealed room. Afterwards, the player views a cut scene and Yuna harnesses the incredible power of Anima. Anima's Fayth form, a beautiful woman, was voiced by Hedy Burress, who also provided the voice of Yuna.

History of Anima
Anima is known as "The Dark Aeon" and is the only optional Aeon players can truly control. Like all Aeons, Anima is the embodiment of a powerful force - in this case, pain and suffering. Her special attack, Pain, is likely a wave of energy that sends its target into the worst kind of pain imaginable.

Her real name remains unknown. She was the wife to Lord Jyscal Guado and mother to Seymour Guado before being exiled with her son to Baaj Island, where she grew mortally ill. Fearing that her son would be left entirely alone with no means to protect himself, she brought Seymour to Zanarkand when he was around 7 or 8 years old and sacrificed her still living body to become his powerful aeon, Anima. However, this caused Seymour to lose his mind and go on his self-righteous mass-killing campaign years later. The Fayth of Anima was transported to Baaj Temple before an event (Sin-related?) ravaged the island after Seymour returned to Guadosalam in his teens during Braska's Pilgrimage.

When Yuna comes to claim Anima in the game, Anima tells the story of her son's tragic past and offers her services to Yuna so that she may destroy Sin and her son's "obsession with it". She holds no ill will towards her son, even after he murdered his own father. In fact, she blamed herself for how he grew up; saying that it was her sacrifice that began his demented philosophy. When possessed by Yu Yevon, the information at the top of her scan: "Thus I atone".

Dark Anima
Dark Anima is fightable after the Highbridge event near the end of game. To make Dark Anima appear player must return to the Mt. Gagazet Cave and complete the trial where Wakka must throw his ball at a target. Once it is done Dark Anima will appear at the base of Mt. Gagazet. Her "Pain" is an instant kill attack that works even on characters with Deathproof. Her most powerful attack is "Mega Graviton" which tears off 7/16 of all characters' maximum HP.

Anima in Final Fantasy X-2
Anima's fayth tried to stop Shuyin's apocalyptic plan, but she, like the others, ended up possessed by his hatred. She was the final Aeon the heroines faced on their way to the Farplane.

Name origin
Anima is a feminine Latin noun for "spirit, soul, breath". Ancient Romans believed that one's anima was in the chest - it was a one's feelings, the breath et cetera. Therefore, when a person died, the breath (soul) escaped. Aforementioned, anima was related to feelings and heart; the counter part (masculine) animus was the logic and brain.

Obviously, the relationship between Seymour Guado and his mother was emotionally powerful, and her loss triggered a turn of events for all of Spira in how it affected Seymour.


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Illustrated Guide to the world of Spira (FFX and FFX-2)/Places/Ronso

Open Areas

 * Mt. Gagazet Gate

Secret Places

 * The entire village is a mystery: No one has ever seen a Ronso house


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Paper Mario: The Thousand-Year Door/Special Moves

Sweet Treat

 * Crystal Star Received: N/A
 * Power Obtained: Prologue
 * What It Does: Replenishes HP and FP.
 * To use power: Tilt the control stick repeatedly. Watch out for the Poison Mushrooms!
 * Power Needed: 1

Earth Tremor

 * Crystal Star Received: Diamond Star
 * Power Obtained: Chapter 1
 * What It Does: If successful, this power creates earthquakes against all enemies.
 * To use power: Press A as the stars light up.
 * Power Needed: 2

Clock Out

 * Crystal Star Received: Emerald Star
 * Power Obtained: Chapter 2
 * What It Does: If successful, puts enemies to sleep temporarily.
 * To use power: If the A, B or X buttons appear above the enemy, tap the button above the enemy to fill the gauge.
 * Power Needed: 2

Power Lift

 * Crystal Star Received: Gold Star
 * Power Obtained: Chapter 3
 * What It Does: Boosts attack and defense power for a short time.
 * To use power: Choose the attack and defense arrows using the control stick and the Action command. Just watch out for the poison mushrooms.
 * Power Needed: 3

Art Attack

 * Crystal Star Received: Ruby Star
 * Power Obtained: Chapter 4
 * What It Does: Circles around enemies and does unlimited damage.
 * To use power: Use the control stick to circle around the enemy during battle.
 * Power Needed: 4

Sweet Feast

 * Crystal Star Received: Sapphire Star
 * Power Obtained: Chapter 5
 * What It Does: Much like Sweat Treat,but you'll replenish a lot more HP and FP.
 * To use power: Tilt the control stick repeatedly. Watch out for the Poison Mushrooms!
 * Power Needed: 5

Showstopper

 * Crystal Star Received: Garnet Star
 * Power Obtained: Chapter 6
 * What It Does: If successful, destroys weak enemies in a single blow!
 * To use power: Press the buttons that appear on the screen.
 * Power Needed: 2

Supernova

 * Crystal Star Received: Crystal Star
 * Power Obtained: Chapter 7
 * What It Does: Does a whole lot of damage to all enemies.
 * To use power: Just press the A button repeatedly.
 * Power Needed: 6


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Paper Mario: The Thousand-Year Door/Trouble Center

Getting access to the Trouble Center
The Trouble Center can be found in Rougeport.

Garf

 * Title: Need a Key!
 * Location: Rogueport, outside his house.
 * Reward: 20 Coins
 * Objective: Meet Garf outside his house and he'll tell you where he dropped his key: outside the Lovely Howz of Badges. Head to the Lovely Howz, grab the key and give it to Garf.

McGoomba

 * Title: Safe Delivery...
 * Location: Rogueport, in the alley.
 * Reward: 20 Coins
 * Objective: Talk to McGoomba in the Alley in Rogueport Plaza. He'll give you a package that's for Goomfrey. Give the package to Goomfrey, loitering outside Prof. Frankly's place, then return to McGoomba to claim your reward.

Arfur

 * Title: Price Adjustment
 * Location: Rogueport, outside the Toad Bros. Bazaar.
 * Reward: 20 Coins
 * Objective: Talk to Arfur and go to Plenn T.'s store to get the prices on 3 items: Tasty Tonic, Fire Flower and Sleepy Sheep. Tell Arfur your findings and collect your reward.

Goomther

 * Title: Find this guy!
 * Location: Rogueport, next to the noose.
 * Reward: 20 Coins
 * Objective: Goomther has been defrauded by Larson the Bandit. Talk to Goomther, then go in search of Larson. You'll first find him in the alley behind Merlon and Prof. Frankly's houses, and he'll flee. Talk to Goomther again and continue your search. You'll find him in the docks and he'll flee again. Corner him at his hideout in the alley, behind the inn and collect your reward.

Mousimilian

 * Title: Hit me, please!
 * Location: Rogueport, outside the Toad Bros. Bazaar.
 * Reward: Information
 * Objective: Mousimilian forgot his latest money-making scheme. Hit him a few times with your hammer to jog his memory. Once the therapy ends, he'll tell you that you can by Sleepy Sheep in the Rogueport shop and sell it in Petalburg for a two-coin profit.

Bomberto

 * Title: I'm hungry!
 * Location: Rogueport Harbor.
 * Reward: 11 Coins
 * Objective: Give him some food from your inventory and he'll scarf it down and collect your reward.

Koopook

 * Title: Try to find me!
 * Location: Hooktail Castle, on the Fifth Floor right near the room where you met Ms. Mowz.
 * Reward: Special Card
 * Objective: Visit Hooktail Castle and trek to the Fifth Floor, right where you found Ms. Mowz, make Koops as your partner, then talk to him and claim your reward.

Mayor Kroop

 * Title: Listen to me!
 * Location: Petaburg, Kroop's residence
 * Reward: Turtley Leaf.
 * Objective: Listen to Kroop's musings and claim your reward.

Plenn T.

 * Title: Order me an item!
 * Location: Toad Bros. Bazaar
 * Reward: Ultra Shroom.
 * Objective: Purchase 5 Courage Shells at the store in Petalburg, then give them to Plenn T. and claim your reward.

Puni Elder

 * Title: Emergency Shroom!
 * Location: Great Tree
 * Reward: 60 Coins.
 * Objective: Give the Puni Elder a Life Shroom and claim your reward.

Lahla

 * Title: Play with me
 * Location: Rougeport, the Pianta Parlor
 * Reward: 10 Piantas.
 * Objective: Talk to Lahla and claim your reward.

Pine T. Jr.

 * Title: Help my Daddy!
 * Location: Rougeport Sewers, the entrance to the Pit of 100 Trials
 * Reward: Silver Card.
 * Objective: Fight your way to the 18th floor, revive Pine T. Sr. and locate an emergency exit and claim your reward.

Jolene

 * Title: Help Wanted!
 * Location: Glitzville's Glitz Pit
 * Reward: 30 Coins.
 * Objective: Get rid of the Battle Trunks in the Storeroom, sell the Battle Trunks to Goomfrey in front of Merlon's house (Where you power up your partner) and not Goomther, then go back to the Glitz Pit, talk to Jolene and claim your reward.

Merlee

 * Title: Heartful Cake Recipe...
 * Location: Rogueport Sewers
 * Reward: 30 Coins.
 * Objective: Talk to Merlee, then visit Toce T. in Petalburg, next to Koops' house. She'll tell you the recipe for the Heartful Cake is Cake Mix and Ruin Powder. Pick up the Cake Mix at the Pianta Parlor, then return to Merlee's place, give Merlee the Cake Mix and claim your reward.

Bub-ulber

 * Title: The food I want
 * Location: Petalburg
 * Reward: Dried Flowers.
 * Objective: Talk to Bub-Ulber, then head up to the Hot Dog Stand in Glitzville and purchase two Hot Dogs, then pick up the Cake Mix and Zess T. will cook up a Mousse Cake. Give Bub-Ulber the Mousse Cake and collect your reward.

???

 * Title: Elusive Badge!
 * Location: Rogueport, on the roof of Zess T.'s house.
 * Reward: Attack FX Y Badge, and Ms. Mowz will join your party.
 * Objective: Talk to the person (Ms. Mowz) who put the trouble up, then go to Hooktail's lair, blow away the wall with Flurrie to reveal a treasure chest holding the Attack FX Y Badge and give the badge to Ms. Mowz. She'll let you keep the Attack FX Y Badge and she'll join your party.

Mayor Dour

 * Title: Newsletter...
 * Location: Twilight Town.
 * Reward: 30 Coins.
 * Objective: Talk to Mayor Dour, then give the newsletter he gave to you to the Elder Puni at the Great Tree. She'll give you a newsletter to give to Mayor Kroop in Petalburg, who asks you to forward it back to Dour due to a nasty cold. Talk to Mayor Dour and claim your reward.

Zess T.

 * Title: Seeking Legendary Book!
 * Location: Rogueport.
 * Reward: Honey Shroom.
 * Objective: Roll under a passageway, near the entrance to Creepy Steeple, grab the Cookbook during Chapter 4 quest. After completing your Chapter 4 quest, accept Zess T.'s trouble and give her the cookbook.

Eve

 * Title: Tell that person...
 * Location: Twilight Town, next door to the shop.
 * Reward: Meteor Meal.
 * Objective: Talk to Eve, then speak to Podley at the inn in Rogueport, then return to Eve's house to get your reward.

Goom Goom

 * Title: Looking for a gal!
 * Location: Pirate's Grotto.
 * Reward: Couple's Cake.
 * Objective: Trek into the Pirate's Grotto, and introduce Goom Goom to Goombella. Goombella will snub his advances and will be driven off. Collect the rejected Couple's Cake.

Frankie

 * Title: Important Thing!
 * Location: Rogueport, in the park.
 * Reward: Gold Card.
 * Objective: Talk to Frankie and get his missing wedding ring from Garf's house. Give the ring to Frankie and collect your reward.

Chef Shimi

 * Title: Get these ingredients!
 * Location: Excess Express.
 * Reward: 40 Coins.
 * Objective: Chef Shimi is looking for 3 ingredients: a Mystic Egg, a Golden Leaf and Keel Mango.
 * To get the Mystic Egg: Play Stump Petuni with Petuni.
 * To get the Golden Leaf: Venture to Creepy Steeple and visit the northern corridor and hammer the tree.
 * To get the Keel Mango: Whack a nearby palm tree.

After getting the ingredients, give them to Shimi and get your reward.

Toodles

 * Title: Newsletter...
 * Location: Poshley Heights.
 * Reward: Platium Card.
 * Objective: Visit Toodles' house to for your assignment: Toodles lent a book to Jolene in Glitzville and it's your job to get it. Take the train to Rogueport and ride the blimp to Glitzville. Visit the manager's office and get the wrestling magazine. Deliver the book to Toodles and get the Platinum Card.

Ratooey Buisnessman

 * Title: Security Code...
 * Location: Glitzville.
 * Reward: Hot Sauce.
 * Objective: The businessman from the Excess Express has forgotten the combination to his briefcase. Visit the following places: Kroop's house (2), Flurrie's house (6), Don Pianta's office (2) and Toodles' house (5). Tell him the code is 2625 and claim your reward.

Goldbob

 * Title: Delivery, please!
 * Location: Poshley Heights.
 * Reward: 64 Coins.
 * Objective: Goldbob wants you to deliver a package to General White. Go to Fahr Outpost and speak to the Bob-omb in the General's house. He'll tell you he's in Rogueport. Podley will tell you he's in Glitzville. Go to Glitzville and chat with the Juice Bar owner. Return to Poshley Heights and talk to Goldbob, then return to Fahr Outpost to wake up the General. Give the package to the General and return to Poshley Heights to claim your reward.

Gob

 * Title: I can't speak!
 * Location: Fahr Outpost, behind the inn.
 * Reward: 20 Coins.
 * Objective: Give him honey candy and he'll be able to speak again.

Toadia

 * Title: I wanna meet Luigi!
 * Location: Poshley Heights, right near the Sanctum
 * Reward: Choco Cake.
 * Objective: Grab the L Emblem from the Poshley Sanctum, put it on and watch the chaos start.

Doe T.

 * Title: Roust these cads!
 * Location: Boggly Woods.
 * Reward: 20 Coins.
 * Objective: Kill all the enemies in the Boggly Woods blocking Doe T.'s path to the Great Tree.

Bub

 * Title: Help me make up.
 * Location: Poshley Heights
 * Reward: 3 Coins.
 * Objective: Bub needs you to deliver either a Shroom Cake, a Keel Mango or a Fright Mask to his mom, as well as a touching apology. Give the gift to Sylvia, then return to Bub to get your reward.

Swob

 * Title: Erase that graffiti!
 * Location: Fahr Outpost, next to the cannon statue.
 * Reward: Snow Bunny.
 * Objective: Talk to Swob in Fahr Outpost and then, go to Level 50 of the Pit of 100 Trials and use Bobbery to blow up the graffiti. Return to Fahr Outpost to claim your reward.


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Paper Mario: The Thousand-Year Door/Party Members

Goombella
Goombella is the first party member to join.
 * Headbonk (0 FP)
 * Tattle (0 FP) - Tattle reveals information about enemies, and can be used in the field to get information about a particular area.
 * Multi-bonk (3 FP)
 * Rally Wink (4 FP)

Koops

 * Shell Toss (0 FP)
 * Power Shell (3 FP)
 * Shell Shield (4 FP)
 * Shell Slam (6 FP)

Flurrie

 * Body Slam (0 FP)
 * Gale Force (4 FP)
 * Lip Lock (3 FP)
 * Dodgy Fog (4 FP)

Yoshi

 * Ground Pound (0 FP)
 * Gulp (4 PF)
 * Mini-Egg (3 PF)
 * Stampede (6 FP)

Vivian

 * Shade Fist (0 FP)
 * Veil (1 FP)
 * Fiery Jinx (6 FP)
 * Infatuate (4 FP)

Bobbery

 * Bomb (0 FP)
 * Bomb Squad (3 FP)
 * Hold Fast (4 FP)
 * Bob-Ombast (9 FP)

Ms. Mowz
Ms. Mowz is an optional party member, but can be useful in some situations.
 * Slap (0 FP)
 * Kiss Thief (2 FP)
 * Tease (3 FP)
 * Smooch (10 FP)


text: Paper Mario: The Thousand-Year Door/Badges


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The Legend of Zelda: Link's Awakening (2019 video game)/Secret Seashells

About Seashells
Secret Seashells can be found in various locations throughout the game.

Seashell Mansion
Just south of Kanalet Castle is the Seashell Mansion. The spirit of the mansion promises the ultimate sword. Make sure you dig the glowing dirt to the east of the mansion to establish a convenient warp point.


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The Legend of Zelda: Link's Awakening (2019 video game)/Town Tool Shop

The Town Tool Shop
On the East side of town is the Town Tool Shop you can buy a variety of goods. Unlike in most games, to buy an item you pick it up and bring it to the counter to make your purchase. Such realism!

The shopkeeper is a smiling bald man in blue robes. Though he can be blunt, he is also honest and will not allow Link to waste money on equipment he can't carry or use.

Stealing from the Shop
By rapidly circling around the shopkeeper with an item, and then leaving while he is looking away, you can steal an item. But you shouldn't. Characters who see you from here on, even if you never return to the store, will refer to you as "THIEF". From here on, if you return to the shop, the shopkeeper will be waiting for Link, and before anything can be done, strike him with a energy beam, resulting in a instant game over.

It appears that stealing from the shop does not work in the very beginning of the game, before the sword is acquired. It also appears that it is impossible to steal from the shop while Marin accompanies Link.


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The Legend of Zelda: Link's Awakening (2019 video game)/Toadstool Trek

Mysterious Forest
Upon entering the forest, the Owl flies in to tell Link to find a key in the Mysterious Forest. This key grants access to Tail Cave, the first major dungeon.

Head north till Link finds himself in a clearing with a Blue Moblin. Like the sign at the forest entrance says, they are not friendly. If a Moblin spots like, they will throw a spear from a distance, which deals a half heart of damage if it connects. Either sneak up on them, or raise the shield and cautiously approach to slash when when the opportunity presents itself. Moblins take two sword strikes to dispatch, or just one spin attack to be defeated.

Head to the northeast of the clearing and the sound of a drum becomes audible. Traveling closer to the sound will show it is coming from a racoon drumming it's belly. If you walk farther north the Racoon teleports Link to a different part of the Mysterious Forest. Here Link will encounter more moblins as well as red slimes to the south. Red Slimes jump at link and deal a half heart of damage. When Link attacks a Red slime with the sword, the Red Slime splits in two smaller red slimes, which can then be fully defeated. The smaller red slimes can't harm Link directly, but they will cling onto him to slow him down. Raise the shield or slash the sword to knock them off.

Head north to reach a Great Fairy. It is a good idea to mark this location on your map with a heart.

Just to the west of the Great Fairy is a moblin with a shield, which is the most difficult enemy faced so far. Take advantage of the nearby Great Fairy to get a feel for how to fight it without worrying about hearts.

South Chamber
Find and head into the log. Start breaking crystals, while avoiding standing on cracked tiles for too long. Bats can deal a half heart of damage, but are more dangerous for their ability to knock Link off of precarious paths. Make it to the opposite side of the chest, and then push the rock directly south of the chest to make the treasure chest accessible. This chest contains a whooping 50 rupees, which is a big sum at this part of the game.

Middle Chamber
North of the previous chamber is a bend with twin green slimes. These slimes don't divide when hit, making them more straightforward to dispatch. However they still deal a half heart of damage when touched.

West Chamber
A chamber with a Piece of Heart! Unfortunately Link doesn't have the tools to get it right now, so mark it on the map with a treasure chest for later.

Push the rock south of Link down, then push another rock down to clear a path to the exit.

Toadstool
Immediately after leaving the Log, Link will be spotted by a shielded moblin! Just next to the Moblin is a red toadstool behind some shrubs. Grab the toadstool (It's required), then head back into the log. Unfortunately getting back is harder then getting in.

First push the bottom right boulder to the right. Then push the boulder that was located to the upper left of that boulder to the left. Now push the northernmost boulder next to a skull upwards. Push one of the eastern boulders to the right, then push the remaining boulder that once neighbored it either up or down depending on the boulder to clear a path. Backtracking through the rest of the log is straightforward.

Head to the northeast of the forest to find an exit, then head southeast to find the Witches Hut. Along the way a charged blob patrols the path, which should be approached with caution. A Zora hiding in a pond will also pop out to shoot fireballs at Link.

Give the witch the sleepy toadstool to gain 20 doses of magic powder in exchange. More doses cost either 50 rupees or another toadstool, so don't waste them. The witch doesn't begin selling magic powder unless Link has collected at least one toadstool, so don't try to skip collecting it. Magic powder is very useful because it can not only light flames, it can also sometimes be used on enemies. To try lighting a fire, there is a handy unlit torch in the Witches Hut. As a test, try using the powder on the charged blob on the way back to the Forest. If successful, the charged blob can now be talked to!

Find the racoon and talk to it to learn it's sensitive to powder and dust. Use some Magic powder on it to get a reaction, and transform it into Tarin! The disorienting fog is now gone, so go north to find a treasure chest. The Tail Key is inside. After Link collects the key, the Owl returns to remind Link to use it at Tail Cave. Go to Tail Cave southeast of Mabe Village to use it. Once the bars lower, enter Tail Cave.

Questions
In the Shakespearean tragedy Macbeth witches famously rhymed. Is the rhyming of the Witch in the English version of The Legend of Zelda: Link's Awakening inspired by this work?

Read more about Macbeth in the Wikibook William Shakespeare's Works or read the original script at Wikisource.


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The Legend of Zelda: Link's Awakening (2019 video game)/Easter Eggs

Animal Assault
You can needlessly place Link in danger by attacking foxes. A single strike will result in a swift rebuke, dealing a half heart of damage. You can also place Link in more danger by attacking the Cucco birds around two. An accidental strike or several will not trigger this, but do it enough, and they'll launch a relentless retaliation for your bullying. A swarm of Cuccos will decent upon Link! Every time a Cucco hits Link, it deals a half heart of damage. Linkcan go inside a building to stop the assault, with a lesson learned.


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The Legend of Zelda: Link's Awakening (2019 video game)/Fishing Pond

In North Mabe Village there is a fishing pond. Talk to the Fisherman to begin fishing for only 10 rupees a try.

A sign next to the pond records record catches.


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The Legend of Zelda: Link's Awakening (2019 video game)/Tail Cave Exploration

Dungeon Notes
Dungeons function somewhat differently then other areas. Here you can press - to view a map, which supports up to 20 independent markers.

When saving in a dungeon, the save does not always reload where the save was made, but at the dungeon entrance.

Exploring Tail Cave
The first room contains a path west and north. Take the western path.

This room contains a bridge over a pit, with two monsters on the bridge. A few swipes will push them over the edge and into the pit, handily dispatching them. Once both are defeated, a small key will drop down. Grab it and continue west.

Continue west to find a small room with a chest and a door that locks behind Link. Four slimes pop out near the chest, and fireballs are thrown at Link from nearby torches. Beat the slimes and open the chest to gain the compass for the dungeon. The door opened up earlier, so head out.

Head north from the entrance room to find a room with a central pit, a turtle monster, and two small red slimes. Knock them into a pit and move to the button near the top of the pit. Press it to make a treasure chest appear in the northeast corner of the room, which contains a small key.

The room to the right contains two bats and two skeletons. The skeletons can be beat by forcing them to jump backwards until they can't jump out of range. Beat them and a chest will appear, which contains the full dungeon map.

Go to the north panel in the room and run into it. Move to the west to the chest, and quickly open it to get another small key. Once all the insect enemies in the room are defeated, a chest appears, which contains 20 rupees.

Move the block in the northern part of the room up to block the blade trap, then unlock the northern door.

Move the westernmost block in the room to the right to open the door.

This next room contains two spiny turtle enemies. Bump them with your shield to expose their soft underbellies. Beating them exposes a secret staircase in the northeast corner.

Welcome to the first platforming segment. This changes perspective from top down to side view. The Goombas here can be beaten by falling on them or by slashing them with the sword.

Head into a chamber with a north dead end. Two blades will attack Link as he approaches the chest. Consider faking them out to create an opening. Inside the chest is the Roc's feather, which allows Link to jump. Jumping can be used to dodge obstacles and hazards, such as the blades in the room. It can also be used to grab goodies like the flying hearts in the room.

Go back to the largest room and jump into the northeast corner. Unlock the block and go to the chest to get the Nightmare key, which is needed to fight the boss.

Then go to the southeast corner of the room. Unlock the eastern door and head in. Go north to find a room with three enemies. To beat them strike them all so their card suites match. Pay attention to their timing if you have difficulty with matching them. Doing this successfully defeats them, and makes a chest appear. This chest contains a Stone beak.

Go down a chamber and head to the right to encounter the first mini boss. To beat it, jump over the roller to reach the mini boss and strike. After a few sword strikes the mini boss goes now. This releases a fairy, as well as a portal to the dungeon entrance.

Go north to find a room with four blade traps, a staircase down, and a locked northern door. Unlock the north door to face the boss (Nightmare).

Moldorm
Moldorm is a larger version of the earlier insect enemies, and has its vulnerable point at its tail end. With every strike Moldorm becomes faster. At the start there are a few holes, along with a rim of cracked flooring. If Link falls down a hole, he'll end up in a basement, where he can climb up to try again. After a few strikes Moldorm is defeated. This causes a heart container to appear, and if Link touches it he gains a full extra heart, as well as a heart recover.

Go to the north chamber to receive the 'Full Moon Cello, and be sent to the entrance with a cryptic message about a swamp.


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The Legend of Zelda: Link's Awakening (2019 video game)/Walk the Dog

Investigations
While leaving the dungeon, the owl visits and explains more of the plot. The owl also mentions some information about the swamp before departing.

When Link enters the village, Kidoh and Joonya panic, and explain a village crisis to Link. They explain that Moblins came to the village, and that Link should investigate Bow Wow's house. Do so and Madam MeowMeow will explain that Bow Wow was dognapped. Visit the phone booth and Old Man Ulrira will mention the caves of Tal Tal Heights as a possible location for Moblins in addition to the Mysterious Forest. Grandma Yahoo points at the Tal Tal Heights moblins as the culprit, so head there.

Go near the Witches Hut and jump over the pits to grab a piece of heart. Head north and go east till Link reaches a cave with a moblin bust over it. Go inside to begin a gauntlet of Moblin combat. The first room contains a shielded moblin. The second room contains four spear moblins. The third room contains a mini boss. To beat it, dodge his attacks until it runs into a wall and stuns itself. When it is stunned is the time to strike it. After several strikes, the boss goes down and a fairy is released. Move into the east room and find Bow Wow. Interact with Bow Wow to take it's leash.

Dog Walker
When leaving the cave, the owl visits to remind Link to visit the swamp. Bow Wow will automatically defeat most enemies and will identify digging locations. Madam MeowMeow will ask Link to walk Bow Wow. Over the telephone, Old Man Ulrira tells you swamp flowers are favored by Bow Wow, so go to the swamp.

Head to the northern part of the forest and jump over the pits to reach Mr Write's cottage. Enter the northern caves and jump across the pit to get to the treasure chest. This chest contains a sizable 20 rupees.

Go to the swamp and allow Bow Wow to gut a path to the treasure chest to earn 50 rupees. Go to the northeastern swamp and allow Bow Wow to eat the flowers, clearing the way to Bottle Grotto.


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The Legend of Zelda: Link's Awakening (2019 video game)/Trading Sequence

First win the Yoshi Doll from the trendy game. Suhni will approach Link as he leaves the Trendy Game Shop to tell him that his mom wants a Yoshi Doll.

Give the Yoshi doll to Mamasha in north Mabe Village to receive a ribbon in return. Then go to central Mabe Village and visit CiaoCiao in the right side of the house Bow Wow is tied at. CiaoCiao will trade the ribbon for beef dog food.

Go south of Mabe village to visit Sale at his beach house. Sale recognizes your dog food as canned food, and begs for it. Feed it to him in exchange for a bunch of bananas.

East of the Castle is Kiki the Monkey, who wants Bananas. Trade the bananas with Kiki to not only get a bridge, but also a stick.

After Key Cavern is unlocked, head northeast to find Tarin waiting by a beehive. Give him the stick so he can knock down the beehive. After he is chased away by the bees, Link takes the now abandoned honeycomb.

Head to the southeast of Animal Village to find a building occupied by Chef Bear. Trade a honeycomb with them for a Pineapple.


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The Legend of Zelda: Link's Awakening (2019 video game)/Dampé

Finding Dampé
Once the moblin cave is cleared, go east from the cave to find Dampé. Dampé introduces himself as a digger, and invites Link to his shack. Take him up on that offer and continue east to reach Dampé's shack.

Once the Bottle Grotto is complete, Dampé begins allowing Link to use the dungeon creator. Whenever Link clears a dungeon or gains a chamber stone, return to gain more building options.

Whenever Link completes a dungeon, the rupees from that dungeon are kept as a reward.

Using the Dungeon Creator
There are four options at Dampé's, but only three before the first dungeon is made.

Complete Dungeon Arranging 101, which starts out partially completed. This serves as a tutorial to the interface.

Complete the dungeon to earn a new chamber stone containing a room with bats and four blade traps. This new dungeon room has a south opening and an eastern opening.

Complete Placing the Basics to gain a new chamber stone.


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The Legend of Zelda: Link's Awakening (2019 video game)/Bottle Grotto Exploration

The first chamber contains a northern exit, as well as a treasure chest blocked by currently immovable jars. Go north to find a dark room with a patrolling energy ball. Use magic powder to illuminate the room, and trigger the opening of the eastern door. Go east and find two skeletons in the next room. One of these skeletons is green and slightly different. Beating both skeletons causes a small key to drop.

Head right to find a room with a blue crystal. Hit it to lower the barrier, and then head to the south of the room. To lower the barrier blocking the treasure chest, swipe at the crystal with your sword (Even though you can't get up right next to it). The barriers lower and you can pick up a small key from the chest.

Go right to find a room requiring the use of Roc's feather. Press the button on the right to cause a chest to appear. Hit the crystal before jumping over, then open the chest to get a small key.

Head to the room to the north. This room contains two Shy Guys. Defeat them by charging your sword spin, then maneuver so you can strike their back without facing them. Beating them causes a key to drop in a location you can't directly access. Backtrack through old rooms to get it, then flip a switch to backtrack a room more.

Unlock the southern door in the skeleton room. Defeat the shy guy in this room to cause a chest to appear, which contains the dungeon compass.

Head to the room with two spiny turtles. Open the locked door to the north. Push the two blocks to occupy the center of the room to make a staircase appear in the northeast corner of the room.

The staircase leads to a platforming section. Finish it to enter a dark room with two optional torches. Enter the north room to face a mini boss. If it catches Link it will throw him against the wall, dealing a half a heart of damage. This will cause a portal to spawn, as well as a fairy.

From the mini boss room, pass through the next room to a room with bats and a black hole that tries to suck Link in. Time a jaunt for the chest to obtain the dungeon map. Enter the northern room and check out the chest for 20 rupees. Unlock the left door and enter to find a room with twin boos. Light the torches to make the boos vulnerable and make a chest fall down. This chest contains the Power Bracelet, which allows Link to pick up small items like pots. Head back to the room Link came from, and smash some pots to go along the bottom path. Jump across the pit to access the crystal, and change it to blue. Note that Link can stand on raised platforms. Go right to the chest and pop it open to get a small key. Then swipe diagonally at the crystal switch to change it orange. Then head to the right of the room.

Head south to enter a chamber with a skeleton, bat, and a bunny enemy. Do not attack them yet, and if you have exit the room and renter to respawn them. First, beat the bunny by shoving a top block down and another block to the side. Then beat the bat. Finally beat the skeleton. This makes a chest appear, which contains the Nightmare Key.

Now climb the stairs to enter a platforming section with goombas and piranha plants. This exits near the miniboss chamber, so go there and warp back to the dungeons start. Destroy the pots to make a path to the treasure chest. Inside is 50 rupees. Go north and unlock the left door. This room has four blade traps and two bats, as well as two optional torches. Head north for another chamber with two optional torches and a turtle enemy. Before jumping over, swipe at the turtle with the sword to push it back, then jump over to deal with it properly. Open the chest to gain the stone beak.

Head back to the room with the white skeleton and the green skeleton.

Unlock the door to the east in the large north room. The next room contains red slime and two bunny enemies. Beat the bunnies by throwing pots at them. Enter the basement to start a platforming segment. This room contains a platform that descends with weight and ascends when empty. The second platform requires extra weight, so hold a pot while standing on it to make it descend. Exit the basement to find yourself at the boss room entrance.

Genie
The boss is named Genie. It can be beaten by attacking the pot to cause the genie to retreat. This does no damage, but lets link pick up the pot. Throw it into a wall to damage it. Keep this up until the pot breaks. The Genie can now be attacked when it materializes. Keep striking till it goes down. Once it is beaten, proceed to collect the heart container. Then collect the conch horn. Link is whisked outside with whispers of a prairie.


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The Legend of Zelda: Link's Awakening (2019 video game)/Challenges

Some gamers will want a more challenging experience. Here are some Challenges, mostly self imposed, used commonly among gamers in the Zelda community to increase challenge. To increase the difficulty, select one or more of these challenges.


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User:Valfreyja1

About me
Hi there! I am a student intern at the University of Edinburgh. My focus is on supporting the library and university collections. --Valfreyja1 (discuss • contribs) 09:34, 17 June 2021 (UTC)

title: User:Valfreyja1