Final Fantasy X Side Quests
Jecht Spheres
After you make your way through Macalania Woods, you’ll encounter BossMacalania Woods boss whose single elemental weakness changes whenever that weakness is struck.. After this battle, Tidus discovers the first Key ItemThe first recording in the Jecht Sphere sidequest; collecting it causes the remaining recordings to appear across Spira.. You can find a bunch of these throughout Spira. Technically, one of them is Auron’s Sphere and one is Jecht SphereThe final of the ten Jecht-era recordings, found in an alcove on the Mt. Gagazet trail; viewing all ten unlocks Auron's Tornado., but you get the idea. All ten count toward Auron’s OverdriveAuron's Overdrive command; entering the displayed button sequence before time expires improves the selected technique. Overdrives.
The first sphere makes the other nine appear. None are permanently missable, but there is a very good reason the original draft turned around immediately and walked all the way back to Besaid: on International, PAL, HD Remaster, and later releases, waiting until the airship puts the Cloister of TrialsTemple sphere used to reveal and power the pedestal route through Besaid's Cloister of Trials. behind Dark AeonYuna's first aeon, a flying non-elemental summon whose starting Overdrive is Energy Ray and whose second is Energy Blast..
| Total spheres viewed | Auron learns | What it does |
|---|---|---|
| 1 | Shooting Star | Heavy damage to one enemy; ejects targets that are not immune |
| 3 | Banishing Blade | Damages one enemy and applies Power, Magic, Armor, and Mental Break |
| 10 | Tornado | Heavy damage to every enemy |
| Route pickup | Recording | Location | Progress |
|---|---|---|---|
| 1 | Jecht's Sphere 1 | Macalania Woods - Spring | Shooting Star; activates the other spheres |
| 2 | Jecht's Sphere 2 | Macalania Woods - South | 2 / 10 |
| 3 | Jecht's Sphere 8 | Thunder Plains - South | Banishing Blade |
| 4 | Jecht's Sphere 7 | Moonflow - South Wharf | 4 / 10 |
| 5 | Auron's Sphere | Mushroom Rock - Precipice | 5 / 10 |
| 6 | Jecht's Sphere 6 | Mi'ihen Oldroad - South | 6 / 10 |
| 7 | Jecht's Sphere 5 | Luca Stadium | 7 / 10 |
| 8 | Jecht's Sphere 4 | S.S. Liki bridge | 8 / 10 |
| 9 | Jecht's Sphere 3 | Besaid Village | 9 / 10 |
| 10 | Braska's Sphere | Mt. Gagazet - Mountain Trail | Tornado; Messenger of the Past in later releases |
The numbers in the Recording column identify the eight actual Jecht’s Spheres. The Route pickup column is the order below. This distinction keeps “Jecht’s Sphere 8” from pretending it is the eighth thing you should pick up while backtracking south.
Post-Spherimorph route to Besaid
1. Spherimorph pool
As soon as you defeat BossMacalania Woods boss whose single elemental weakness changes whenever that weakness is struck., Tidus finds and plays this one. It follows several pieces of Braska’s pilgrimage and ends with Jecht trying to record a message for Tidus. He has accepted that he isn’t going home, but actually saying what he wants to say is another matter.
Viewing it teaches Auron BushidoAuron Overdrive learned after viewing one Jecht Sphere; it deals heavy damage and ejects a vulnerable target. and causes the other nine recordings to appear around Spira.
2. Macalania Woods - South
Backtrack one screen to the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship., take the lower-right crystal path, and follow it to the southern entrance of the woods. At the fork between the deeper woods and the road toward Bevelle, look on the right for the sphere.
This documents Jecht’s first meeting with Braska and Auron. More precisely, Braska visits Jecht in prison and asks the drunk MinigameSpira's underwater team sport and recurring minigame; successful actions earn player EXP, and later prizes include Wakka's Overdrives and Celestial Weapon components. player claiming to be from Zanarkand to become his guardian. Sure. That sounds like a solid start to a pilgrimage.
3. Thunder Plains - South
Head south out of Macalania Woods, cross the northern Thunder Plains, and continue into the southern half. The sphere is beside the eastern wall near the northernmost lightning tower, a little north of the FiendThunder Plains fiend tied to the glowing-stone sidequest; distinct from Bikanel Cactuars. Stone alcove.
It documents Braska, Auron, and Jecht on the Thunder Plains. Jecht gets hit by lightning, which seems about right. If you’ve followed this route from the beginning, this is your third sphere and Auron learns Banishing Blade.
4. Moonflow - South Wharf
Continue south through Guadosalam and ride ze TransportEnormous elephant-like creature used to carry passengers across the Moonflow. across the Moonflow. At the South Wharf, enter the screen with the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. and rest area rather than heading toward MerchantTraveling merchant whose later prices depend on the party's cumulative early donations.. Look along the far-right side of the screen for the sphere.
This documents Jecht being very, very sorry about attacking the TransportEnormous elephant-like creature used to carry passengers across the Moonflow.. Auron is not impressed. Jecht promises that from now on, he’s drinking TransportEnormous elephant-like creature used to carry passengers across the Moonflow. milk.
5. Auron’s Sphere: Mushroom Rock
Continue south along Djose Highroad toward Mushroom Rock. At the beach, climb the stacked crates to cross the old debris; there is also a chest with ItemRemoves Petrification from one character. ×4 along this route. Keep going to Mushroom Rock - Precipice, just below the huge elevator that once led to the Operation Mi’ihen command center. The sphere is on the little point of land where you saw Luzzu and Gatta argue.
This one is labeled Auron’s Sphere. It records Auron leaving Kinoc behind to guard Braska. Gameplay-wise, it counts exactly like one of Jecht’s recordings.
Late return: avoid the Dark AeonOptional three-member aeon consisting of Cindy, Sandy, and Mindy, unlocked at Remiem Temple after obtaining Yojimbo and Anima.
International, PAL, HD Remaster, and later versions place the Dark AeonOptional three-member aeon consisting of Cindy, Sandy, and Mindy, unlocked at Remiem Temple after obtaining Yojimbo and Anima. summoners near the Mi’ihen entrance after you gain the airship. Approach Mushroom Rock from Djose Road instead. That reaches the Precipice and Auron’s Sphere without passing their trigger.
6. Mi’ihen Oldroad - South
Continue backtracking until the fork where BossGuado maester fought at Macalania Temple in a three-phase battle involving two Guado Guardians and Anima. helped you through the gate earlier. Take the upper-right road down to Mi’ihen Oldroad and follow it all the way to the southern dead end. The Key ItemThe first recording in the Jecht Sphere sidequest; collecting it causes the remaining recordings to appear across Spira. is beside the chest that held Auron’s Key ItemAuron's crest for the first Masamune upgrade in the North American English PS2 release. (Key ItemKimahri's crest for the first Spirit Lance upgrade in the North American English PS2 release. under the alternate planet names).
It shows Braska, Auron, and Jecht deciding what to do about the BossMi'ihen boss that can be killed normally or pushed off the northern cliff for two Lv. 1 Key Spheres; it can also push the party off the southern cliff.. Jecht, naturally, thinks fighting it is “the right thing to do.” Notice that you found the recording at the bottom of the same cliff where the BossMi'ihen boss that can be killed normally or pushed off the northern cliff for two Lv. 1 Key Spheres; it can also push the party off the southern cliff. knocks Tidus’s party if you fail to defeat it. ^.^
7. Luca Stadium
Keep heading south to Luca; you can rent a chocobo for part of the Highroad if you’d rather not admire every rock again. At the stadium, enter the right-hand locker-room corridor. The sphere is lying outside the Aurochs’ locker-room door.
This one shows Jecht after a blitz match, talking about Tidus and hoping the kid kept playing.
8. S.S. Liki
Leave the stadium for the docks and board the S.S. Winno to Kilika. On the Winno’s upper deck, talk to the gull watcher and answer 11 to receive Ace Wizard for Wakka. There were 12 when I counted, but the game wanted me to say 11. Why do you want Wakka to have that much magic?!? Anyway, head below and rest if you’d like to skip the rest of the trip.
At Kilika, take the S.S. Liki toward Besaid. The recording is in the ship’s bridge or wheelhouse, on the raised floor beside the captain. Make sure you’re on the Liki, not the Winno; the two ferries now have completely different reasons for you to wander through their bridges.
This sphere has Braska, Auron, and Jecht discussing Zanarkand.
9. Besaid Village
Head below deck and rest again; you’ll be in Besaid before you know it. Walk to the village and look on the dirt to the right of the temple entrance. The sphere shows why Braska chose Besaid as Yuna’s future home.
While you’re here, talk to the dog for AeonYuna's first aeon, a flying non-elemental summon whose starting Overdrive is Energy Ray and whose second is Energy Blast. Aeon OverdriveValefor's stronger second Overdrive, learned from the dog in Besaid before the party leaves the island. if you never picked it up. The Temple Revisit Route has the exact dog cleanup and temple rewards.
On later releases, this immediate post-Spherimorph trip is the last clean chance to collect the Cloister of TrialsTemple sphere used to reveal and power the pedestal route through Besaid's Cloister of Trials.. If you wait for the airship, Dark AeonYuna's first aeon, a flying non-elemental summon whose starting Overdrive is Energy Ray and whose second is Energy Blast. blocks the village. The sphere itself is not missable so you may come back after defeating him. On the other hand, BushidoAuron's fourth Overdrive, learned after viewing all ten Jecht-era spheres; it deals heavy physical damage to every enemy. is not much help with the superboss you already had to beat to reach it.
10. Braska’s Sphere: Mt. Gagazet
During the first climb, pass the first grave marker and the first broad S-shaped bend. Watch the right side of the main trail for a narrow path leading north into an alcove. Jecht SphereThe final of the ten Jecht-era recordings, found in an alcove on the Mt. Gagazet trail; viewing all ten unlocks Auron's Tornado. is at the end. If you reach MerchantO'aka's brother; speaking to him on the first Mt. Gagazet climb enables his later Macalania shop selling four-empty-slot equipment. farther up the mountain, you have gone too far.
This is Braska’s final recorded message for Yuna. He tells her to choose her own path and not let anyone else decide her future. It finishes the story the other spheres have been assembling. Oh, and it also teaches Auron BushidoAuron's fourth Overdrive, learned after viewing all ten Jecht-era spheres; it deals heavy physical damage to every enemy., which is probably the real reason you’re collecting these.