Part 13 (1): Sidequests.

Armed with the MANIPULATE materia and the BUGGY, as well as good levels by now, we're going to take a time-out from the story and get you on your way to a perfect playthrough!  Here's a basic rundown of what you're going to do:

Gain at least 10 levels

Level up your limits

Fill up your enemy skill materias

Get some extra items which will come in handy later

Fight at fort condor again

...And all within a couple hours.

COREL/GS AREA: Firstly, equip your active party for battle.  I suggest Cloud, Aeris, and Red XIII.  Make sure someone has manipulate, and that both your e-skill materias are equipped.

Using the Buggy, run around the desert and fight any battle you get into.  Look out for HARPYs.  They have a dangerous attack called AQUALUNG... BUT, you WANT him to use it, because it's also an enemy skill!  Just make sure to keep up your health.

HARPY

LEVEL: 18, HP: 800, MP: 200.
STEAL: Striking staff, MORPH: Elixer
Attacks: Claw, Poison, Aqualung.
Immunities: none, Weaknesses: none
WIN: Hi-Potion, XP: 148, AP: 14, GIL: 120

Head south a bit and run along the beach, and fight the BEACH PLUGS, making sure to MANIPULATE them for the best e-skill ever: Big guard.

BEACH PLUG
LEVEL: 16; HP: 200; MP: 100;
ATTACKS: ICE, Bite, Big Guard.
WIN: n/a; EXP: 95; AP: 10; GIL: 155; MORPH: Turbo Ether; STEAL: na

Next, go back to North Corel and rest if needed.  Fight the enemies in the grassland area, making sure to utilize HYPERS and MANIPULATE to get your characters limits built. Do this as long as you wish, making sure to rest and save when needed.

JOKER

LEVEL: 18, HP: 370, MP: n/a.
STEAL: n/a, MORPH: n/a
Attacks: Random cards... Diamond: does a tiny amount of damage (gives you more gil after you win the battle, I think), Spade: Physical damage, Club: Quake is used, Heart: character is healed, Joker: Instant death.
Immunities: none. Weaknesses: WIND.
WIN: Hi-Potion, XP: 150, AP: 30. Gil: 260

FLAPBEAT

LEVEL: 18, HP: 330, MP: 60.
STEAL: T/S Bomb, MORPH: T/S Bomb
Attacks: Tailbeat (low damage), Flying Sickle (long range, lots of damage, but uses mp; good for building limits)
Immunities: none. Weaknesses: WIND.
WIN: T/S Bomb, XP: 140, AP: 15, Gil: 148

So yeah, to help build your limits, HYPER-up your guys, and manipulate Flapbeat into using "Flying Sickle" on them.  That limit bar will fill up in no time =)  And by using your limits and killing enemies, you get MORE limit breaks available to you =)

 
SPENCER

LEVEL: 17, HP: 250, MP: 0.
STEAL: Saraha Nut, MORPH: n/a
Attacks: Uppercutter, Swordblade
Immunities: none. Weaknesses: none
WIN: Saraha nut, XP: 110, AP: 11. Gil: 188

Now, take the buggy back up to Costa Del Sol!