=============================================================================== Final Fantasy X FAQ/Walkthrough For the Playstation2 Video Game Console Version- Final (Most Recent Update: 7/18/03) By Nicholas Henson aka SinirothX (InfiniteZero000@aol.com) Copyright © 2003 to Nick Henson =============================================================================== "The world lies on the brink of destruction. Only a select few may be able to save it." =============================================================================== <-----------------------------------------------------------------------------> TABLE OF CONTENTS <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- Using "Advanced-Search" ToC ------------------------------------------------------------------------------- - You can much easier navigate your way through this enormous guide, rather than the usual finding sections individually. - The thing that's so special about this ToC, from most others is that there's a special "Section Code" feature which allows for a fast and easy-to-use search engine. - First, you must press Ctrl+F at the same time to bring up the "Find" screen. - Here, you are to type in the Section Code of the section you wish to go to (remember, you find that to the right on the main ToC). - Press Enter on keyboard twice, and voila! Would you look at that, you're where you want to be. And much faster, too. 1. COPYRIGHT/CONTCACT INFORMATION.........................................#SA1C 1.1. Copyright.........................................................#SA1C1 1.2. Contact Info......................................................#SA1C2 2. UPDATE HISTORY.........................................................#SB2U 2.1. What's Happened?..................................................#SB2U1 2.2. Coming Soon!!!....................................................#SB2U2 3. PROLEGOMENON...........................................................#SC3P 4. STORY..................................................................#SD4S 5. BASICS/BATTLE/STATUS...................................................#SE5B 5.1. Game Information..................................................#SE5B1 5.2. Basics............................................................#SE5B2 5.3. Stats/Statuses....................................................#SE5B3 5.4. About Battling....................................................#SE5B4 6. CHARACTER BIOGRAPHIES..................................................#SF6C 7. ORIGINAL SPHERE GRID...................................................#SG7O 8. EXPERT SPHERE GRID.....................................................#SH8E 9. THE MENU...............................................................#SI9M 10. GAME WALKTHROUGH......................................................#SJ0W 11. ITEM LISTING..........................................................#SK1I 11.1. Recovery........................................................#SK1I1 11.2. Sphere Distillers...............................................#SK1I2 11.3. Miscellaneous...................................................#SK1I3 11.4. Key.............................................................#SK1I4 11.5. Spheres.........................................................#SK1I5 11.6. Special Use.....................................................#SK1I6 11.7. Field Usage.....................................................#SK1I7 12. WEAPON LISTING........................................................#SL2W 13. ARMOR LISTING.........................................................#SM3A 14. ULTIMATE ARMOR........................................................#SN4U 15. SHOP LISTS............................................................#SO5S 15.1. Random Travlers Shops...........................................#SO5S1 15.2. O'aka's Shops...................................................#SO5S2 16. AEON INFORMATION......................................................#SP6A 16.1. Aeons' Basic Data...............................................#SP6A1 16.2. Aeons' Statistics Formulas......................................#SP6A2 16.3. Stat Maxing Process.............................................#SP6A3 17. YOJIMBO'S MATH........................................................#SQ7Y 17.1. NTSC Version Math...............................................#SR7Y1 17.2. PAL/Int. Version Math...........................................#SR7Y2 18. BATTLE QUOTES.........................................................#SS8B 19. ANOTHER STORY.........................................................#ST9A 19.1. Summary.........................................................#ST9A1 19.2. Script..........................................................#ST9A2 20. MONSTER ARENA.........................................................#SU0M 20.1. The Main Monster Screen.........................................#SU0M1 20.2. Fight Monster Menu..............................................#SU0M2 20.3. Gil Required To Fight Monsters..................................#SU0M3 20.4. Capture Requirements............................................#SU0M4 20.5. Retribution For Unlocking.......................................#SU0M5 20.6. Original Creations Strategies...................................#SU0M6 20.7. Species Creations Strategies....................................#SU0M7 20.8. Area Creations Strategies.......................................#SU0M8 21. PENANCE/DARK AEONS....................................................#SV1P 21.1. Dark Aeons......................................................#SV1P1 21.2. Showdown With Penance...........................................#SV1P2 22. AL BHED TRANSLATING...................................................#SW2A 23. LIGHTNING DODGING.....................................................#SX3L 24. CACTUAR VILLAGE.......................................................#SY4C 25. BUTTERFLY CATCHING....................................................#SZ5B 26. CHOCOBO TRAINING......................................................#SA6C 26.1. Calm Lands Chocobo Breeding.....................................#SA6C1 26.1. Remiem Temple Chocobo Races.....................................#SA6C2 27. SEAGULL QUEST.........................................................#SB7S 28. OMEGA TREASURE CHESTS.................................................#SC8O 29. MAGIC POT QUEST.......................................................#SD9M 29.1. Intro...........................................................#SE0M1 29.2. About Magic Urns................................................#SE0M2 29.3. Theories........................................................#SE0M3 29.4. Possibly Received Items.........................................#SE0M4 29.5. Magic Pot Stats.................................................#SE0M5 29.6. Frequently Asked Questions ---> FAQs............................#SE0M6 30. NORMAL FIEND STRATEGIES...............................................#SF1N 31. CELESTIAL WEAPONS.....................................................#SG2C 32. BLITZBALL.............................................................#SH3B 32.1. Basics & Stats..................................................#SH3B1 32.2. The Teams.......................................................#SH3B2 32.3. General Controlling.............................................#SH3B3 32.4. Techniques 101..................................................#SH3B4 32.5. Scouting........................................................#SH3B5 32.6. Status Ailments.................................................#SH3B6 32.7. Player Positions................................................#SH3B7 32.8. Locating Team Players...........................................#SH3B8 32.9. Locating Free Agents............................................#SH3B9 32.10. Special Tech Info.............................................#SH3B10 32.11. Miscellaneous Techniques......................................#SH3B11 32.12. Key Techniques................................................#SH3B12 32.13. Starting Techniques...........................................#SH3B13 32.14. Statistics Charts.............................................#SH3B14 32.15. Speedy Reels Obtainment.......................................#SH3B15 32.16. Statistic Maximization/Team Strategies........................#SH3B16 33. AFFECTION SYSTEM......................................................#SI4A 34. NTSC/PAL/INT. BRIBE DIFFERENCES.......................................#SJ5B 35. REMIEM TEMPLE.........................................................#SK6R 36. SECRET AEONS..........................................................#SL7S 37. OMEGA RUINS AREA......................................................#SM8O 38. NAVIGATIONAL MAP COORDINATES..........................................#SN9N 38.1. Coordinates.....................................................#SN9N1 38.2. Airship Passwords...............................................#SN9N2 39. AL BHED PRIMERS.......................................................#SO0A 40. JECHT SPHERES LOCATIONS...............................................#SP1J 41. ORIGINAL GRID STAT MAXING.............................................#SQ2O 41.1. Method 1........................................................#SQ2O1 41.2. Method 2........................................................#SQ2O2 41.3. Method 3........................................................#SQ2O3 42. EXPERT GRID STAT MAXING...............................................#SR3E 42.1. Method 1........................................................#SR3E1 42.2. Method 2........................................................#SR3E2 43. ARMOR ABILITIES.......................................................#SS4A 44. WEAPON ABILITIES......................................................#ST5W 45. BLACK MAGIC...........................................................#SU6B 46. WHITE MAGIC...........................................................#SV7W 47. SKILL ABILITIES.......................................................#SW8S 48. SPECIAL ABILITIES.....................................................#SX9S 49. OVERDRIVES............................................................#SY0O 50. OVERDRIVE MODES.......................................................#SZ1O 51. MONSTER FORMATIONS....................................................#SA2M 52. MONSTER ENCYCLOPAEDIA.................................................#SB3M 52.1. Normal Enemies..................................................#SB3M1 52.2. Bosses..........................................................#SB3M2 53. MONSTER SCAN INFO.....................................................#SC4M 54. MONSTER SENSOR INFO...................................................#SD5M 55. SECRETS/TIPS..........................................................#SE6S 56. LUCA THEATER..........................................................#SF7L 57. SMALL QUESTS..........................................................#SG8S 58. SONG LYRICS...........................................................#SH9S 59. MECHANICS.............................................................#SI0M 60. Q & A (FAQs)..........................................................#SJ1Q 61. EXTRAS/LINKS..........................................................#SK2E 62. CODES/SECRETS.........................................................#SL3C 62.1. Gameshark.......................................................#SL3C1 62.2. Action Replay 2.................................................#SL3C2 63. REVIEW................................................................#SM4R 64. CREDITS/ACKNOWLEDGEMENTS..............................................#SN5C =============================================================================== <-----------------------------------------------------------------------------> 1.0. COPYRIGHT/CONTACT INFORMATION #SA1C <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 1.1. Copyright #SA1C1 ------------------------------------------------------------------------------- This document is © copyright 2003 to Nick Henson. This guide is solely intended for personal and private usage. Any reproduction of this guide in a magazine or in any other form of media is strictly prohibited, or to make any sort of profit. You may *not* use this FAQ as a basis for your own unless otherwise noted and permission has been granted, nor copied and pasted down verbatim. Webmasters, if you wish to host this guide on your site you must first e-mail me at the e-mail indicated at the the top of this FAQ section and I have given you the go-ahead, only then may you post it up. *If* you are lucky and I let you, you are fully and ultimately responsible for keeping current, if you do not think you are capable of this and don't want to bother yourself, do not even bother asking me. The most recent updated version of this guide can and will always be found at CheatCC . After permission is granted and you wish to convert this into another language you may do so, but under the following conditions: The languages are Spanish, or Japanese and that is it, and rule #2 is that you must let me see it there afterward. Anyway, once I let you you may not alter even the slightest character, and only print it for yourself or a friend in need. Any violation or failure to comply with the aforementioned terms will result in severe legal penalties. All characters, areas, or any other events in the game are © Square Co., Ltd. -> The following sites may host this guide as of yet: a) http://www.cheatcc.com/ b) http://gamefaqs.com/ c) http://www.loochoo.com/ d) http://www.neoseeker.com/ e) http://www.geocities.com/humanbeing1111/ f) http://www.fantasyinsider.net/ g) http://www.faqs.ign.com h) http://jsjc.proboards23.com i) http://therpgforum.com j) http://www.finalfantasyxcentral.tk ---> The following is a list of sites that may *not* host this FAQ. This is because they have been known to steal FAQs without permission in the past, and I will not support these actions. I repeat, if if you're on this list, don't even ask to host this FAQ, because you will not receive permission; the answer is NO. That's the _bottom_ line. 911 Codes http://911codes.com 9 Lives http://www.9lives.ru/eng/ Bean's PlayStation Dimension http://www.bean.dk/psx/index.htm Cheat Index http://cheatindex.com Cheat Matrix http://cheatmatrix.com Cheat Search http://cheatsearch.com Cheatstop http://www.panstudio.com/cheatstop/ CNET Gamecenter http://games.netscape.com/Faqs/ Console Domain http://www.consoledomain.co.uk Dirty Little Helper http://dlh.net Dark Station http://www.darkstation.com/ Dreamland http://kirby.pokep.net Games Domain http://www.gamesdomain.com Game Express http://www.gameexpress.com Games Over http://www.gamesover.com/ Mega Games http://www.megagames.com Square Haven http://www.square-haven.net Ultimate System http://www.flatbedexpress.com VideoGaming.net http://www.videogaming.net/ ------------------------------------------------------------------------------- 1.2. Contact Information #SA1C2 ------------------------------------------------------------------------------- This will be my information to you and will provide the guidelines for contacting me, and my info. Policy: Only reach me at my e-mail address if you have a suggestion for this guide, wish to add any information to the guide that will make it naturally better and more overall complete, extra boss strategy that you have found effective (I will only accept 3 strategies for each boss, excluding Nemesis [I already have 8!]), or ask me about something in this guide or want live assistance with the game. I will even want you to e-mail me for the slightest typo(s) you find. Only e-mail me if it has some pertinence to this guide and/or Final Fantasy X. Or any other guides that I create throughout my plan-to-be illustrious FAQ-ing career. Here's the info... ----> E-Mail: InfiniteZero000@aol.com Guidelines: In order for me to answer your e-mails to me you will need to follow a very few simple guidelines. - Must not be junk. - Must be written with proper etiquette for me to respond to it in any way. - There are only two languages that I will allow you to send me e-mails in, and those are Spanish, and of course English. - Which ever language you send it in, I will respond in that language. - Put the words "Final Fantasy X (FFX) guide" in the main topic. Here are a few extra little infos: My CRP is: http://www.gamefaqs.com/features/recognition/30775.html =============================================================================== <-----------------------------------------------------------------------------> 2.0. UPDATE HISTORY #SB2U <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 2.1. What's Happened? #SB2U1 ------------------------------------------------------------------------------- Version- 1.0: - This was the initial version of this guide, and is the version in which I got alot of information done as well as the layout done. ------------------------------------------------------------------------------- Version 1.1: - Today I began the walkthrough and I did a few of the other things here and there. - I did 50% of the Items Listing section. - I even added some ASCII at the top. ------------------------------------------------------------------------------- Version 1.2: - What I mostly did today was work a bit on the Basics section of the guide. - I also moved on to other sections of the guide and added info there. - I changed around the ASCII art at the top because I decided that I could do a bit of a better job with it. - An addendum to the sites that have permission to host this guide in my Copyright/Legal Information section. ------------------------------------------------------------------------------- Version 1.3: - I just about finished up in the Basics section of this guide. - Finished up with the Character Biographies section, so look around for that if you want it.:) - Began a bit of info in alot of other sections throughout this FAQ. - I also re-did the layout of this guide, as well as minorly redoing the format of the Table of Contents, for easier navigation. ------------------------------------------------------------------------------- Version 1.4: Today was a massive update in which I actually did *over 100KB* of work to this guide. Now time to see at how I did this. *drum rolls*: - I finally finished the behemoth of a job to actually finish up that damn Menu Screen section (thank god)! - I have actually completed the Aeon Information section in one day! That was one helluvalot of work right there. - Moved on to a few other sections, but the Basics section is still left partially unfinished. It will get done though. So... long.... Must... go on... - Masamune3 has granted me permission to use his Ultimate Armor guide. Kudos! - JungleJim has permitted me to put his splendid Aeon Stat Formula guide into my own. Major thanks there. - Various corrections here and there, both info wise and grammatical. ------------------------------------------------------------------------------- Version 1.5: - Did a bit more here and there. - Uh... and a tad of spelling corrections, too. ------------------------------------------------------------------------------- Version 1.6: Yet another gargantuan update for this guide. Here's what went down... - I have finished the Original Creations strategies which are of course located in the Monster Arena section of this guide. - I have also just begun both the Species and Area creations as well (prep-ups). - A respectable amount of working was done in Walkthrough section too. - This altogether amounted to about 50KB of work accomplished! ------------------------------------------------------------------------------- Version 1.7: - I did some more good work and fixed some mistakes in the Monster Arena section. - Walkthrough got a bit of love today. - Spelling error busting. - Got down a bit far in the sections with some work in a few of them. This guide is going to take so long, though. *shudders* ------------------------------------------------------------------------------- Version 1.8: This update was yet another very impressive sized one. I got about another 55KB done! - Monster Arena section had a bit of work done in it. - I finished Magic Pot section, Omega Chests section, and Celestial weapons section. - I also added a few more sections to the guide as well to make it more and more completed. ------------------------------------------------------------------------------- Version 1.9: Largest. Update. Ever... (over 200KB!). - I got rather far into the Walkthrough (up to about past Djose). - I have now finished the Item Listing section. - I've finally finished the job I've been procrastinating so, and that is the Shop Lists. - I've finished Affection System, also. - I even finished the humongous job of completing the Normal Fiends Strategies section of this guide. - Another thing that I have gotten done in this update is that I have finished the Another Story part. - Got about halfway finished with Blitzball section. Wait, there's more!... - Finished Species Creations for Monster Arena! Whew...:) ------------------------------------------------------------------------------- Version 2.0: Wow! Another big-as-hell update. - I've added a bit more to the blitzball section. - I got most of this from adding some more to the Walkthrough section of the guide. - I made some changes and statistics corrections in the Monster Arena section. - I've decided to split this beast into a Part 1/2, Part 2/2 so the ToC will be split in two. - I finish the Seagull Quest, Lightning Dodging, Cactuar Village, and Butterfly Capturing sections just as well. ------------------------------------------------------------------------------- Version 2.1: - The Battle Quotes section is given life thanks to MWilson and his major contribution. More to come, though. - I did a little more work with the Monster Arena area. - Walkthrough had some spelling errors, so I fixed just about most of those buggers. ------------------------------------------------------------------------------- Version 2.2: - I re-did the Species Creations because it had gotten a 'lil bit too sloppy... - Fixed some spelling error here and there. - I did some more research for the Basics/Battle/Status section of this guide: White Mag has some new and useful info. ------------------------------------------------------------------------------- Version 2.3: - Well, it took me a bit of a while, but I've finally completed the Penance/ Dark Aeons section. ------------------------------------------------------------------------------- Version 2.4: Well, this makes my "largest. update. ever" look puny. Over 340K was done! - Ok, first thing is that I was finally able to put a "Final" marking on the Monster Arena section of this. - I was also able to do the same exact thing with the Basics/Battle/Status section. - I finished Walkthrough section up to end of Guadosalam area. - I *finally* motivated myself to move onto parts of Part 2 and I did helluva lot of Monster Encyclopadea. - I finished all of the sections in Part 2 having to do with Abilities with the exception of not yet finishing Mix lists. - I got done with the Monster Formations section. So all in all, I finished Part 2 except for a few huge sections. ------------------------------------------------------------------------------- Version 2.5: Another big update (I'm rollin'): - All that has been done was I have finished the Walkthrough up to where you beat on Evrae. - Ok, so I lied, I added some bosses I missed in Basics section (namely the Dark Aeons and Penance!). ------------------------------------------------------------------------------- Version 2.6: - I did Walkthrough up to Defender X, and that's a lot considering I'ven't been here more than 3hrs since last update. - I decided to merge the whole FAQ (part 1 and 2) into one colossal entity. It was too much work the other way... ------------------------------------------------------------------------------- Version 2.7: - Well, the walkthrough has finally been completed after about 2 months of this guide. It's a good thing, too...:) - I have also finished half of the Enemy Encyclopaedia section. But the bigger half still remains. - I added a few missed fiends to both the Enemy Strategies section as well as the Basics section. - Fixation of the Copyright section took place as well. All in all, not a bad update. ------------------------------------------------------------------------------- Version 2.8: - Well, a long time of working on this guide, I've finally gotten a decent amount of work done in Monster Encyclopaedia. - I began some work in the Weapons section as well as the Armors section. That should be completed by next guide update. - A few little spelling corrections here and there. And I redid one section of the guide, sorta. - So, altogether this wasn't such a bad update, but let's just leave it at "I have had alot better updates". ------------------------------------------------------------------------------- Version 2.9: - Monster Encyclopaedia is up to its 74th enemy. That's about half-way done with it. - I finished the Remiem Temple section of the guide with all aeon strategies and stats. - Omega Ruins section is done completely, with strategies on how to beat the Weapons, items, and just how on Spira to navigate the whole dungeon correctly and efficiently. - Secret Aeons section of this FAQ were all finally completed. Surprising, though, didn't take quite as much work to type out as I originally though. - I began (meaning up to about 40th enemy) on the Enemy Scan Info section. More on that yet to come. ------------------------------------------------------------------------------- Version 3.0: - I added some new and different ASCII thanks to Centurion for making it for me. If any of you recall, the stuff that I had previously was a piece of crap. - I actually *finished* the Original Grid Stat Maxing section of the guide. That was the big thing I did today. - The Enemy Encyclopaedia is pretty much done. Only about 20 more enemies are left to do. ------------------------------------------------------------------------------- Version 3.1: - Only change in this update is not even info-based. It's that I gave this FAQ a facelift. What you'll notice is a complete re-formatting/revamping of the layout. Section dividers and subsection dividers are changed. ------------------------------------------------------------------------------- Version 3.2: - Alright, since it was filler, I scrapped the first piece of ASCII so I would only have one. - I have also finished the Monster Encyclopaedia today as well. - I have made alot of spelling and grammatical corrections to the FAQ in this update. - There's been an addendum to the Copyright notice, as well as adding two sites to the list of FAQ-hosting sites. - I even added final Nemesis strategy número ocho to the Monster Arena section of the FAQ. - What to look for in the next update will be the Bribe Differences, Scans, Sensors. ------------------------------------------------------------------------------- Version Final: - Well, this is another damn cyclopean update for this FAQ. About 200K of work was done and finished with in the FAQ - here's what: - Ok, so, I finally finished the Blitzball section after finally settling down and concentrating on the big bastard. - I also actually completed the Monster Scan, as well as the Monster Sensors sections of this FAQ, so look out for that if you needed it. The NTSC/PAL/INT. version Bribe differences was also concluded in this update + Overdrives - Also, the Armor section of the guide is also done after all this time in the works and prolonging it so. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 2.2. Coming Soon!!! #SB2U2 ------------------------------------------------------------------------------- ~ Symbols Key: -------------- [x] - Is started, but needs to be finished. [?] - Needs to be started and finished. [Nothing, absolutely nothing] =============================================================================== <-----------------------------------------------------------------------------> 3.0. PROLEGOMENON #SC3P <-----------------------------------------------------------------------------> =============================================================================== Hey, my name is Nick Henson (and that is really already quite evident from being indicated at the very top of the guide). I'd like to welcome you to, not my first, but my greatest and my largest FAQ that has yet been posted on this awesome site, GameFaqs, by the great CJayC. Even with school and maintaining good grades and stuff, I still manage to get a generally large amount of time in for FAQ writing (weekends own all!). Well, anyway, enough about me, and let's actually start talking about this guide in general: Everything that I know about Final Fantasy X has, is, or will be added to this guide eventually, so that I can have all known info about this game in this guide alone and the sole purpose of this guide is to share my widely spread knowledge about this game to the world (or at least to whomever needs it on GameFaqs). Anyhow, I really hope that you enjoy this game and that it helps you out alot if you're stuck anywhere in this game at any point, because I guarantee that this guide will help you through anything, easy or difficult (and I do not mean to boast). I also hope that you enjoy this game as I did (and I really still do... alot!) Also note that this FAQ is not spoiler-free. So if you do not want all aspects of the game ruined for you, get out as quickly as you can, it's your last chance. But if not, by all means, stay... =============================================================================== <-----------------------------------------------------------------------------> 4.0. STORY #SD4S <-----------------------------------------------------------------------------> =============================================================================== The story of this great game, Final Fantasy X, takes place mostly in a far off and distant land called Spira. The time in which the events of this game take place are both 1000 years after the original birth and appearance of a dark and mysterious force known as "Sin", and 10 years after Auron, Jecht, and the Lord Braska defeated Sin later on down the timeline. The main character is named Tidus, who is actually the son of the great guardian, Jecht. One fateful day, however, Tidus is transported to the far off land of Spira from the bustling metropolis in which he lived, Zanarkand. He was playing a blitzball game final when this took place, as he is the star player of the blitzball team which is the Zanarkand Abes. He is transported by Sin with partial help from the very enigmatic Auron. When he arrives there in Spira, he eventually meets up with a group of people guarding Yuna, the beautiful summoner, on her pilgrimage to obtain the Final Aeon, and destroy Sin once more. These "Guardians" as they are called consist of a blitzball player named Wakka, and thief named Rikku, a Black Mage named Lulu, a Ronso named Kimahri, and eventually Auron; so you have a final party of 7 members. Through and throughout this massive and immersive adventure across over 20 regions, the gang encounters powerful enemies, malignant bosses, and magical phenomenon unlike what you have ever experienced. This all leads you up to the final destination in which you and the band fulfill their ultimate destiny to rid Spira of Sin forever. =============================================================================== <-----------------------------------------------------------------------------> 5.0. BASICS/BATTLE/STATUS #SE5B <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 5.1. Game Information #SE5B1 ------------------------------------------------------------------------------- _____________________________________________________________________________ / F i n a l F a n t a s y X \ ------------------------------------------------------------------------------- | Game's Name: Final Fantasy X | | Created By: SquareSoft | | Game's Genre: Role Playing Game | | Year Released (US): 2001 | | Year Released (PAL): 2002 | | Year Released (JP): 2000 | | Memory Card Space: 64KB | | Players in the Game: 1 | | Digital Control, Analog Control, | | Vibration Function | |_____________________________________________________________________________| \_____________________________________________________________________________/ ------------------------------------------------------------------------------- 5.2. Basics #SE5B2 ------------------------------------------------------------------------------- 1. Controls: ------------ - Left Analog Stick: Move your character around the world. - Right Analog Stick: Part in Lulu's Overdrives, Fury. - D-Pad Buttons: Move your character around the world. - Triangle: Allows you to access main command menu (info in 4 sections away). In battle it lets you skip/guard characters' turn. - X Button: This is the action button. It's what you use to confirm and make choices, along with more. - Square: Part in Auron's Overdrives, Bushido. As are more buttons. - Circle: Lets you return to previous screen. Ex. You are in Item Menu, you press it, and you're back in Main Menu select screen. 2. Saving Your Game: -------------------- Throughout the game of Final Fantasy X, you are inevitably going to encounter some of those little blue shiny spheres laying in some places where they seem to serve no concievable purpose. These, in fact, are save points, or save spheres, if you wish to call them that as an alternative; it doesn't matter. At each and every single one of these, when you first touch them, it will automatically and instantly revalesce your MP as well as your HP back up to maximum. You of course, can save your game progress up to that point at these spheres as well. Throughout the course of the game (after passing particular "checkpoints" if you will), you will eventually acquire new options at these as well. They include: after the blitzball game in Luca with the Goers, you can then opt to play blitzball games at these spheres; there is also the event in Home where you ride off in the airship, and then you can choose to hop aboard the airship thereafter. Note that depending on a certain event(s) in the game trigger you to not be able to play blitzball, however (these are like right after you kill Seymour in Macalania Temple of Ice). 3. Where To Turn For Help?: --------------------------- There is a very simple and extremely easy-to-use option which you can access by simply paying a little visit to the Menu Screen (pressing Triangle button when not in battle or cutscenes), and then by choosing on the option down at the very bottom, which is "Help". This of obviously opens up the Help Menu which is divided into three divisions which allows for you to get acclimated to the game and its basics in general. These include the following: Reference, Basic Controls, as well as Basic Terms, these all will help a newcomer to the game. What you can learn and acquire knowledge from in the Reference section on this Help Menu is the 411 on the different Command Abilities of the game, there is also info on Auto-Abilities, Overdrive Modes, and there is even the basic data on Overdrives also. So really, that specifies on the many different special battle commands. The Basic Controls part of the screen is what really explains to you the Menu (which is covered later on in this guide), in-battle procedures and precautions, as well as a few tips, and then information when not in battle and basically out on the field. Finally, is the Basic Terms area which will virutally summarize and categorize all of the basic terms and phrases in this game. That's it for that... 4. Equipment Info (Armors and Weapons): --------------------------------------- This screen is simply accessible from paying a minor visit over to the Items division of the Menu Screen which you access by pressing Triangle when not in a battle or a cutscene throughout the storyline or plot. Basically, in a nut- shell, what this is is a listing of every weapon and armor that a certain character has (since every character has different weapons and armors as anyone who has played Final Fantasies in the past would know). This screen allows for easy equipping and unequipping of those equipments. You also have the option of using the command called "Sort" to easily order and organize your party's armors and weapons. There is also the buying as well as selling of many different equipments through and throughout this game (how else do you expect to acquire any of the really good stuff, other than killing really powerful enemies and fiends?). For every bit of equipment that you have or want to buy, there is always a price, and these many vary from very cheap to very rip-off expensive at times. To get to this option of selling off your armors and weapons, go to any shop or item seller and then make the choice to Sell. Even easier is to buy, which you automatically do once at a shop or seller like O'aka XXIII. 5. Radar Function Map: ---------------------- Yeah, I know, it's a pretty long and wierd name that I gave it, but, it seemed to be the only name that truly fit from my perspective. Well anyway, where you are most currently located in the game will be shown and displayed in an easy- to-comprehend way on that little map on the screen by way of little white-ish, yellow arrow. A few more things about this to know which may help are: Red Arrow: This shows where you need to go, or your desired destination. White Square: This will indicate that there is a Save Sphere in that location. Green Square: This means that there is a door or cave in that very spot. Note that if you don't like this Radar Function Map on, you can always take it away by using Config option in the Menu Screen if you want. 6. Exploring The Vast World Of Spira: ------------------------------------- Exploring the huge and expansive world of Final Fantasy X, which of course is Spira, can be quite a huge feat to take on, so that is why I think you need some help here with accomplishing this successfully with ease. You will definitely be encountering many, many unique characters, with many different outlooks on life throughout this game, so I recommend talking to each one that you find here and there at least four times over to ensure that you get any and all possilee items from them as well as just hearing new things from them. When you later on in the game gain complete access to the Al Bhed airhsip, you have much easier time with navigating the world, getting missed items, and finishing every sidequest and minigame offered in this enormous game. 7. Utilizing Different Items: ----------------------------- This isn't too much of a big thing, and really a no-brainer, so I will probably try and make this quite brief. Throughout your gigantic adventure, you will have collected many, many items as well as equipment which I already have gone over earlier. There are some that just play an important role in battles for such purposes as restorating and even damaging the oppostion that you are facing. There are also some others that are absolutely essential to progressing in the plot or unlocking some secret aeons or secret items throughout the game. That is really all there is to explain about items. ------------------------------------------------------------------------------- 5.3. Stats/Statuses/Elements #SE5B3 ------------------------------------------------------------------------------- =-=-= Stats =-=-= 1. HP: This is the current as well as Max amount of life that you have that keeps that character(s) running though and throughout the battles and the game. It is also short for "Hit Points". 2. MP: This is the current as well as Max amount of Magic that you have that helps keep that character throughout the course of some battles. It is also short for "Magic Points". 3. STR: This stat is the count of how much power and how much punch that person can put behind their attacks when they use their attacks in the battle. It is also short for "Strength". 4. MAG: This stat is the count of how much Magic and how much damage that person can put behind their Magical attacks when they use them. It is also short for "Magic". 5. DEF: This stat is the count of just how much they can naturally reduce the amount of damage done by one of the opposition's attacks directed toward you. It is also short for "Defense". 6. MAG DEF: This stat is the count of just how much they can naturally reduce the amount of damage done by one of the opposition's Magic attacks directed toward you. It is also short for "Magic Defense". 7. AGL: This stat is just how speedy, quick, agile, whatever, that your character is through and throughout the battle and how. It is also short for "Agility". 8. ACC: This stat is just how easily you can make contact with the desired target in battle when you are going to attack at it with that character. It is also short for "Accuracy". 9. EVA: This stat is really just the count of just how easily that character is able to dodge and evade attacks from the enemies at them. It is also short for "Evasion". 10. LUCK: This stat is actually, mostly just a combination of Evasion and Accuracy stats, so if you raise this, you don't have to raise up those two others. It isn't short for anything because I actually list the full name "Luck" above this explanation. Also increases Critical Hit ratio. ------------------ Mechs. of Atk Dmgs ------------------ Physical Formula: [([Stat ^ 3 / 32] + 30) * Pwr / 16] Magical Formula: [Pwr * ([Stat ^ 2 / 6] + Pwr) / 4] Healing Formula: Pwr * [(Stat + Pwr) / 2] [Pwr of regular attack is 16.] Now. Normal hits use the Physical Formula with Stat = Str + Cheer. Simple enough. Black Magic damage uses the Magical Formula with Stat = Mag + Focus. Also simple. But you'll want some SpPwr bases to go along with that. Well, here's some of them: Lancet: 6 (for both HP *AND* MP damage) Fire, etc.: 12 Fira, etc.: 24 Firaga, etc.: 42 Flare: 60 Ultima: 70 Holy: 100 Drain: 20 Osmose: 10 (CANNOT BYPASS MDEF, EVEN WITH MENTAL BREAK) And finally most healing spells use the Healing Formula, where Stat = Mag + Focus. The following SpPwr bases are: Pray: 8 Cure: 24 Cura: 40 Curaga: 80 White Wind: 40 Now. I mentioned tricks. And this is what threw me very recently. Nova is base 70. Yes. And it works off Mag. Also yes. But it uses the PHYSICAL FORMULA. [Reduction of base damage due to Defense/Magic Defense. The Defense stat is converted to an integer between 0 and 730 ("DefNum"), which is then used to adjust the damage. Terence's formula for DefNum fits for the high and low Defense values, but it is off by 1 for some of the middle values.] DefNum = [((Def - 280.4)^2)/110] + 16 Dmg = [Dmg * DefNum / 730] [cheer/focus damage reduction] Dmg = [Dmg * (15 - Cheer) / 15] =-=-=-=- Statuses =-=-=-=- ---------------------- Semi-In-Depth Overlook ---------------------- ------------------------------------------------------------------------------- STATUS AILMENT | WHAT IT DOES? | REMEDIES ------------------------------------------------------------------------------- Zombie | Inflicts damage when you use a heal| Remedy, Holy Water | item or spell. | ------------------------------------------------------------------------------- Slow | Slows down characters' turns, also | Remedy, Esuna, Haste | lowers characters' Agility stat. | ------------------------------------------------------------------------------- Sleep | Puts character to Sleep, thus, | Physical Attack, Esuna, | rendering them unable to battle. | Remedy ------------------------------------------------------------------------------- Silence | Becomes totally unable to cast/use | Echo Screen, Remedy, | Magical spells. | Esuna ------------------------------------------------------------------------------- Poison | When that character takes turns | Remedy, Antidote, Esuna | under this status, it does damage | | to them. | ------------------------------------------------------------------------------- Petrification | Turns to Stone, thus, rendering | Soft, Esuna, Remedy | them unable to battle. | ------------------------------------------------------------------------------- KO (Death) | Knocks out target, thus, rendering | Phoenix Down, Full-Life, | them unable to battle. | Mega-Phoenix, Life ------------------------------------------------------------------------------- Doom | Acquires KO (Death) status when the| None | counter hits zero. | ------------------------------------------------------------------------------- Darkness | Lowers Accuracy stat of the target.| Remedy, Esuna, Eye Drops ------------------------------------------------------------------------------- Curse | While under this, you are rendered | Holy Water, Dispel | incapable of using Overdrives. | ------------------------------------------------------------------------------- Confuse | While under this status, you will | Remedy, Esuna, Physical | indiscrimately attack yourself, as | attack | well as other party members. | ------------------------------------------------------------------------------- Berserk | This will elevate Strength status, | Remedy, Esuna | but you attack unsustainably. | ------------------------------------------------------------------------------- Haste | Increases turns as well as raising | Slow, Purifying Salt | Agility. | ------------------------------------------------------------------------------- Delay | Delays one turn. | None ------------------------------------------------------------------------------- Regen | Regenerate HP each turn. | Remedy, Purifying Salt ------------------------------------------------------------------------------- Nul Spell | Which ever (if not, any combo) of |Dispel, use that element, | these you're in, you're immune to |Remedy, Purifying Salt | that element until it's used on | | you. Then it's nullified. | ------------------------------------------------------------------------------- Critical | HP turns yellow when you reach | Restorative Items | critical state. | ------------------------------------------------------------------------------- Reflect | Reflects most magic spells back to | Purifying Salt, Dispel | oppositions. | ------------------------------------------------------------------------------- Shell | Halves damage done from Magics. | Dispel, Purifying Salt ------------------------------------------------------------------------------- Protect | Halves damage from physical attacks| Dispel, Purifying Salt ------------------------------------------------------------------------------- ------------------------- Majorly In-Depth Overlook ------------------------- Note: "DOE" stands for Description of Effect. Here's an explanation chart of how these will be shown. #?. Displays name of effect - status of the ailment (pos. or neg.) - This will explain pretty much all about the main facets of particular status effect. Things such as its direct effect, and its "aftermath". - Appearance: This is basically a rundown on how effect looks like. - Strategics: So, wanna know how to effectively inflict this (?) status on enemy in battle? Look here. It has tons of info the likes of the following: - multi-incorporations, enemy- pre-on decimation, imbuing status to weapons, et al. - The next bit is designatated to providing the best ways to avoid ever catching the status effect on any or all characters. - Last of all there is info on how to remove the status should it ever occur. #01. Zombie - Negative: - DOE: When a character or characters is/are put under this dangerous status ailment, restorative items (such as Potions), curative magics (like Curaga) do damage instead of healing and aiding the afflicted. I also believe Holy does extra damage. Also, attacks that inflict Death (like Death or Doom), do not take effect. But, if an attack with Deathstrike/touch on it attacks, status is negated, but damage is still done. - Appearance: The whole body of the infected character and/or characters is all greenish, while also undead brume surrounds and floats around their heads until status is removed. - Strategics: If there's more than one enemy that shows up that's under Zombie status (only one case and that's the three Fallen Monks in Zanarkand Ruins), you'll want to use restorative items that go on the whole party instead of wasting three singles (like Mega-Potion, or Mega Pheonix). If you're facing tough enemy/boss with susceptibility to it, you can use Auron's Zombie Attack, or put Zombiestrike/touch on a weapon. Once it's on, you can bombard the enemy with restorative items and/or white magic spells. If an ememy is is immune to this status effect, the words [Immune] will pop up and it will not happen. - How to Prevent: The best way to prevent this is to have Zombieproof/Ward on an armor, and if it's an enemy's multiple attack, have it on all armors. Ribbon. - Best Recommended Treatment: Holy Water, Remedy, Dispel, Battle Ends, KO #02. Slow - Negative: - DOE: When a character goes under this status augmentation (or multiple characters do), it slows down their rate of battle, their bodies move slower, and turns for them come up way less often and farther after each other than they usually would. If all characters undergo this status change, you'll be seeing twice as much enemies' turns. If characters are under this and enemy is under Haste, there's about 4x more enemy turns. - Appearance: Not much appearance for this, but all that happens is the characters' movements in stance, and their actions go much slower. - Strategics: There's only one way (well, two in theory, but they're both basically the same thing) that you can utilize this status to your advantageous needs in battle, and that's to customize either Slowstrike or Slowtouch to character's(s') weapon(s). If an enemy is Immune to it, the [Immune] sign shows up on the screen, in which case effect doesn't go through. You will be getting about 2x more turns this way, and if under Haste/ga yourselves, you get about 4x more turns. - How to Prevent: There's two ways to keep this status from happening: first is to have an armor(s) with Slowproof. Next is to have an armor(s) with Slow Ward. Also, an armor with just Ribbon would also stop it as well. - Best Recommened Treatment: Haste, Esuna, Remedy, Battle Ends, KO #03. Sleep - Negative: - DOE: This status effect, puts your character victim(s), to sleep, meaning they are incapable of taking any actions until they wake up. Sleeping periods can last random amounts, ranging usually from three to eight turns, unless of course, you treat it sooner. - Appearance: Really, not much to explain here but simple "ZZZs" coming out of your character(s) as they Sleep. It's quite humorous to me, but not really to too many people like it is to me. Oh well... - Strategics: This effect really does come into good use in battle. When you do it, it usally only goes for 1-4 turns, unless you attack them in-between (an that's the only reason you should be putting them to sleep; fiend slaughter. Best way's to either use Wakka's Sleep Attack/Buster, and that's *really* good for putting aerial fiends to Sleep, but you can also customize Sleeptouch or Sleepstrike to your weapons and attack. If enemy cannot be affected by it, the words [Immune] will pop up across the top of them. - How to Prevent: Best way is to use Sleepproof or Sleepward, or Ribbon. - Best Recommended Treatment: Physical Attack, Remedy, Esuna, Battle Ends, KO #04. Silence - Negative: - DOE: When this status imperfection is done to one, or any of more than one of your party members, they are unable to use any sort of magic attacks. This includes Black Magic and White Magic only. It does not prevent you from using Kimahri's Blue Magic which is his Ronso Rages. This also does not stop you from using Skills and/or Special attacks in battle. It usually wears off of whoever is affected in about 3 turns or so, unless you remove it yourself manually, - Appearance: It makes sort of a cartoon thought/speech bubble appear over the character(s') heads that have three "." or if you'd rather call it one "...", meaning he/she is Silenced. - Strategics: This really is not a useful attack to use against most enemies, but works like a charm when it is used against a heavy magic-using fiend that you may encounter on your journey. A good example are Flans. You can induce Silence status by using Silencestrike/touch on weapons. - How to Prevent: There are two great ways to do this (but it's really based on same concept), and those are to have Silenceproof customize ability on armors, or, less recommended is Silence Ward on armors. Ribbon, too. - Best Recommended Treatment: Remedy, Echo Screen, Esuna, Battle Ends, KO #05. Poison - Negative: - DOE: This is a *very* bad status ailment, perhaps the second worst in the game (next to only Confusion). What happens is that your character/characters that go under this status are Poisoned (duh), and everytime they take a turn for anything (healing, attacking, aiding, etc.), they take damage. It takes a random amount from your characters, but on enemies, it's set percent. - Appearance: Green bio-hazard bubbles float around the character(s') heads. - Strategics: When you put this on an enemy(ies), and they're not immune (ie. [Immune] does pop up on screen), they have set percentage of max HP that it'll take away per turn. You can put it on enemies by Bio, Poisonstrike/touch. - How to Prevent: Poisonproof ability, Poison Ward, or, Ribbon. - Best Recommended Treatment: Remedy, Antidote, Esuna, Battle Ends, KO #06. Petrify - Negative: - DOE: During this status effect, a character or multiple characters (whichever it just so happens to be), get turned into stone statues. They cannot take actions until they're revived (if they're revived), and any attacks (unless they are "shattering" attacks) after that (when they're Petrified), says Miss. If all of the characters in your party are put under this Petrify status the game's over. - Appearance: As you could probably already guess what the status effect looks like when taken place, it's semblance is just your character(s) frozen into Stone statues (Petrified). They are frozen in whatever position they are in their battle stance (any little movement is captured). - Strategics: There are alot of enemies throughout the game in Spira that can be affected by Petrify. There are a few ways to put this status on enemies that are susceptible to it, and both of them are the same basic ways that you put most other effects on enemies. It's in the weapon abilities. You must either have Stonestrike/touch on your weapons. If the enemy is immune, the words [Immune] will show. If you're in a bad way against an enemy that's a toughie, try to Petrify it if it's weak to it (you can find enemies' status infos in my Enemy Encyclopaedia). - How to Prevent: The best, as well as the most effective ways to keeping this status from occurring on any characters is of course Stoneproof, Stone Ward, or Ribbon which is only in Pal/Int. - Best Recommended Treatment: Remedy, Soft, Esuna, Battle Ends, Shattering #07. KO (Death) - Negative, Misc.: - DOE: In this status (it's not truly a status, but more like a state), the character has been KO'd (knocked out), or, some call it Death, mostly because the move Death does KO status. Like Petrification, characters that have undergone KO, cannot lose that status until it's taken off manually by item (like Phoenix Down). If every single one of your party members experiences KO status, it will result in a Game Over. KO (Death) status only occurs when a(n) attack(s) breach characters' HP limits. - Appearance: Not much to say about it, but all that shows is your character falling dead or KO'd. - Strategics: Seemingless endless ways to induce this to enemy. I'll make an extreme generalization and say that you must cross enemy's HP limit to make them go to KO status. You can do this by putting it under certain statuses, physically attacking it, Skills and some Specials, Black Magic, and one White Magic (Holy). You must do KO to win a battle (unless you do Bribe). No enemy is immune to KO, but some are to Doom or Death. You can also inflict it by the weapon abilities Deathstrike and Deathtouch. Farplane Wind/Farplane Shadow also do the KO (Death) status effect. - How to Prevent: Don't let it attack too much, Deathproof, Death Ward, Auto-Life, Zombie Status - Best Recommended Treatment: Life, Full-Life, Phoenix Down, Mega Phoenix, Final Phoenix (Mix), Mega Phoenix (Mix), Battle Ends (in which case you're granted one HP) #08. Doom - Negative: - DOE: This attack puts a timer over your characters head (it's usually a timer of 4), and when that timer finally runs out while you're using up turns, you experience the KO (Death) status mentioned above. - Appearance: Again, not too much, but all it is is a timer (counter) that goes over the head with red numbers. - Strategics: Most all enemies this status can be done at. All you have to do's to use Kimahri's Ronso Rage. All enemies in game (that're able to be affected, other wise [Immune] appears), have a set amount of turns until they get KO'd. Ranges from 1-255. - How to Prevent: Ribbon - Best Recommended Treatment: Remedy, Holy Water, Esuna #09. Darkness - Negative: - DOE: What it does when it is put on a character or characters, is it blinds that/those characters(s). This greatly reduces that/those character(s) Acc stat and that ultimately makes them miss their physical attacks much mor frequently than usual. A good way to bypass this (especially against elementally based enemies) is to use Black Magic against the enemy, and if they don't have elemental affinities, Flare or Ultima or Holy. - Appearance: Black fog appears in front of the victims' heads, blinding them, and dramatically decreasing Acc. - Strategics: There aee actually quite a few ways to use this to your advantage in battle. I truly suggest that you really use them when you're fighting a strong enemy with high Acc. First way is Dark Attack or Dark Buster which are both attacks (Skills) found on Wakka's section of the Sphere Grid. Dark Buster has better chance of hitting, plus it does longer Dark. Next, is the weapon abilities that you can customize to your weapons, and those are of course Darktouch and Darkstrike. If enemy can't be affected by Darkness, the words [Immune] appear on the screen. - How to Prevent: Darkproof, Dark Ward, Ribbon are the best ways to do so. - Best Recommended Treatment: Remedy, Esuna, Eye Drops, Battle Ends, KO #10. Curse - Negative: - DOE: This effect isn't the most dangerous, but it sure as hell can be a killer when used against you. Especially in say cases with Original, Species, or Area Creations of Monster Arena. What it does is it interdicts you from using any characters' Overdrives. It even affects Aeons. - Appearance: The character starts flashing black every few seconds; denotes you're under Curse status. - Strategics: N/A - can't use against enemies since they don't have Overdrives. Even in aeon fights or against final boss BFA, you can't, although they may have Overdrives and Overdrive Guages. - How to Prevent: Curseproof - Best Recommended Treatment: Holy Water, Battle Ends, KO #11. Confuse - Negative: - DOE: In my opinion, this is, in fact, the worst and most excrutiatingly annoying status change in the whole entire game. What it does, is, it makes your character or characters that have been Confused by an enemy, become sorta confused and then they inadvertantly attack themselves, as well as others of your own party members. - Appearance: It makes two yellow stars start to float around the person's head. This means that they are Confused. This is like you just were nailed super-hard and you were disoriented, making you loose control, and then you just start attacking people. - Strategics: N/A - How to Prevent: Confuseproof, Confuse Ward, Ribbon - Best Recommended Treatment: Physical Attack, Remedy, Esuna, Berserk, Provoke, Threaten, Battle Ends, KO #12. Berserk - Negative/Positive: - DOE: Only reason it gets N/P status is because you might consider boosted Str and faster turns a positive bonus. But, as good as that may sound, you have absolutely no control over your characters. Meaning, if they're under Poison, and they get turns faster with no control (meaning no Antidotes), you're at a loss of tons of HP. As I said before, you get a big boost in Str, meaning, if Str's over 90 or so, you should be able to do 8000-9999 damage. And it's like you're under Haste status as well. - Appearance: A lot like Curse's appearance, just no flashing of the main color and the color that your character or characters turn into when in this status disorder is red instead of black. - Strategics: N/A - How to Prevent: Best ways to stop this from happening is Berserkproof, Berserk Ward, already on Berserk or Petrify. - Best Recommended Treatment: Confuse, Threaten, Provoke, Esuna, Remedy, Battle Ends, KO #13. Haste - Positive: - DOE: This is a great status, and one of the most useful ones throughout the game, and especially for some of those super-difficult special bosses like Penance/Dark Aeons and Original/Species/Area Creations in the Monster Arena. What this status does is when you're in it is it makes your turns on the CTB Bar come up much faster. Not only that, but the way your characters move is much quicker paced as well. When on this status, your turns come up about 2x as much as enemies (unless they're Hasted), and if they're on Slow, you get about 4x as many turns. - Appearance: First, a orange -ish colored clock appears on your characters. After that, all that happens and what it looks like is your characters are moving a lot faster when standing in battle. Also, they run up much quicker when they physically attack, and they perform magic spells also very much faster as well. - Strategics: This won't be how to use it on enemies (quite frankly, that would be bad), but how to put it on yourself and use it especially to your advantage: There are many ways to put Haste onto your party members, and these include but are not limited to: Haste, Hastega, Chocobo Feather, Chocobo Wing, and a few Mixes. Now, when you have Haste on and you are greedy and you desire more turns you can also put Slow on enemies unless they're immune, in which case [Immune] appears on screen. Delay on a single enemy while Hasted can give you alot more turns for much smaller bit of time. If enemy is not able to be affected by Delay, again, [Immune] note will show up there. - How to Prevent: Now, I'm not sure how you could want to prevent Haste from happening on yourself unless you're under Poison or Confusion or another bad status effect like that. But, you can prevent Haste/ga by having Reflect on one character (for single Haste), or all characters (Hastega). - Best Recommended Treatment: Aerospark, Dispel, Aerospark, Slow, Slowga (for Hastega ailment), Provoke, Threaten, Battle Ends, KO #14. Delay - Negative: - DOE: This is easiest one to explain. All that it does is it puts off a character's next turn (or however many turns that the move is meant to Delay, or, put off). After set period is done, goes back to normal on the CTB Window. - Appearance: N/A - Strategics: You can use this semi-status to your advantage by either doing Delay Attack or Delay Buster which can be learned on the massive Sphere Grid (Original as well as the Expert grids). - How to Prevent: Auto-Haste, SOS Haste (if Delaying hit makes HP go to Critical state). - Best Recommended Treatment: Haste, Hastega, Chocobo Wing, Chocobo Feather, Haste-inducing Mixes. #15. Regen - Positive: - DOE: Another extremely useful positive status effect in battle. It's about the exact opposite of Poison. Instead of losing HP every turn the victim gets, Regen regenerates the targets HP every turn anyone in battle gets. - Appearance: First little lights are around the target when the spell is cast. And when it is on the target character, there's also little lights and sparkles go around the targets body. - Strategics: Well there's only two ways to cast this spell automatically, but, there is another way that you can cast it indirectly. The first two ways are to either use the White Magic Regen on a character or have Auto-Regen customize ability on characters' armors. The indirect way, which truly isn't that recommended, is SOS Regen customize ability which can be put on armors. But that only takes effect once your HP is yellow, which isn't good, because you could still easily die. For enemies, if they're able, put Zombie and then Regen on enemies for big damages. Interesting note is that if you have Poison and Regen on at the same time, Poison is truly negated if you get enough turns in- between Poisoned turns. Note: it can be put by Healing Springs. - How to Prevent: Reflect - Best Recommended Treatment: Dispel, Enough turns go by, Aerospark, Threaten, Provoke, Purifying Salt, Battle Ends, KO #16. Nul Spell - Positive: - DOE: There are actually 4 types of NulSpells (NulBlaze, NulShock, NulFrost, and NulTide), but in order to conserve space, I do it all in one: as you may be able to tell, these spells with nullify the element that's name is after the starting "Nul": NulBlaze = nullifies Fire, NulShock = nullfies Lightning, NulFrost = nullfies Ice, NulTide = nullfies Water. One catch, when that element is used against nullification, the NulSpell is gone. Meaning, if you want it still on, you have to recast it. - Appearance: Either red (NulBlaze), blue (NulTide), yellow (NulShock), or white (NulFrost) bubbles rotate around target. - Strategics: Again, with positive statuses, you don't normally use it on enemies, but I'll give pointers to use both to your advantage. If you're facing enemies that use all elements, or any combos, put on Nuls of any of those. If just facing one-elemented enemies, put on that one. Now, say you're fighting a Maze Larva, who heals itself with a spell. You, could put that Nul on it so it won't do anything. The best ways to NulBlaze, SOS NulBlaze, Mighty Guard, NulAll, Mega NulAll, Hyper NulAll, Ultra NulAll - How to Prevent: The best ways to prevent this are other of same Nul in place, and, the Reflect spell. Easy as pie! - Best Recommended Treatment: Dispel, Purifying Salt, Aerospark, Battle Ends, KO, Water/Fire/Ice/Lightning (whichever Nul(s) is placed) #17. Critical - ???; not true status, but Negative - DOE: This effect, which is not a true status, is when your characters' HPs go under half max amount and then the HP (?/?) turns yellow; denotes fact that you are in critical HP state. - Appearance: The HP showing turns yellow. Also, the character that's in critical state goes down on their knees, and the lower HP becomes (meaning the higher the critical), the more they're down. - Strategics: N/A - they can't really can't go into critical. But, if you still count getting them half way as being critical...: Seemingless endless ways to induce this to enemy. I'll make an extreme generalization and say that you must cross enemy's HP limit to make them go to crit. status. You can do this by putting it under certain statuses, physically attacking it, Skills and some Specials, Black Magic, and one White Magic (Holy). - How to Prevent: Don't let it attack too much, Restorative items/spells - Best Recommended Treatment: Restorative items/spells #18. Reflect - Positive: - DOE: Puts a reflective spell on your character and/or characters that, when most magics are cast at them, it will be reverted back to the opposition(s), and then do damage to them. If enemy is immune, absorbs, weak to magic sent back (if it's element or Holy), it takes that into account. This goes for both sides of the battle: you and enemy. But, there *is* a list of magics that can't be Reflected back: Dispel, Auto-Life, Reflected magics, Ultima, Holy, Demi - Appearance: It puts a blue/white -ish barrier around your character(s), which shines when magic is sent at them. - Strategics: There are many case throughout the game in which you use this very strategically. You can, when enemies or bosses have magic attacks you really don't want to be hit with, use Reflect on all characters to send them back and do damage to them. Take into mind the above list. Also, you can put it on an enemy/boss like in this example: say that an enemy uses a restorative magic on itself on occasion. You can do Reflect on that foe to reap the benefits. You can cast this spell with Reflect White Magic, Auto-Reflect, SOS Reflect, and Star Curtain. - How to Prevent: Reflect already in place. - Best Recommended Treatment: Aerospark, Purifying Salt, Battle Ends, KO, Dispel #19. Shell - Positive: - DOE: Puts a protective spell on your character and/or characters that, when most magics are cast at them, it will make the total damage done by the magic is cut completely in half. Some special cases with special magics by some bosses cannot be halved in any way. - Appearance: It makes a red/orange -ish honeycomb -ish looking barrier appear in front of target, both when cast, and magic hits. - Strategics: Like I said before, this White Magic spell halves all magic done, except in few cases, so what does this mean? If you know an enemy is a heavy magic attacker, you can cast this spell on you to take less damage (ie. if it'd usually do 8000 dmg, it'll now do 4000 dmg). You can put it on enemies if they do elements to heal, or restorative magic so it'll have half recovery properties when used. You can do Shell with it Lunar Curtain, Shell, Auto-Shell, SOS Shell, some Mix, Mighty Guard - How to Prevent: Shell already in place. - Best Recommended Treatment: Aerospark, Purifying Salt, Battle Ends, KO, Dispel #20. Protect - Positive: - DOE: Puts a protective spell on your character and/or characters that, when most phsycial are done at them, it will make the total damage done by the physical is cut completely in half. Some special cases with special phys. by some bosses cannot be halved in any way. - Appearance: It makes a blue -ish honeycomb -ish looking barrier appear in front of target, both when cast, and magic hits. - Strategics: Like I said before, this White Magic spell halves all phys. done, except in few cases, so what does this mean? If you know an enemy is a heavy phys. attacker, you can cast this spell on you to take less damage (ie. if it'd usually do 8000 dmg, it'll now do 4000 dmg). It can be done by some Mix, Shell, Mighty Guard, SOS Shell, Auto-Shell, Mighty Guard - How to Prevent: Protect already in place. - Best Recommended Treatment: Aerospark, Dispel, KO, Purifying Salt, Battle Ends =-=-=-=- Elements =-=-=-=- --------------------------------------------------------------------- Fire -> Does fire damage to enemies, and this element is opposed to Ice. Ice -> Does ice damage to enemies, and this element is opposed to Fire. Lightning -> Does lightning damage to enemies, and this element is opposed to Water. Water -> Does water damage to enemies, and this element is opposed to Lightning. Holy -> Does holy damage to enemies, and this element is opposed to nothing. Gravity -> Does gravity damage to enemies (% ripped off), and this element is opposed to nothing. --------------------------------------------------------------------- ------------------------------------------------------------------------------- 5.4. About Battling #SE5B4 ------------------------------------------------------------------------------- 1. Prepping Up For The Battles: ------------------------------- What there must be before anything else can take place is that there must be three characters set up for the battle. You can of course do this by setting them as the first three in the Formation. Note that there will be a few and minor exceptions to this rule throughout the game. - Some Tips: If you are a newtimer: Have Tidus, Auron, and Yuna/Lulu. If you are acclimated: Have Tidus, Yuna, Wakka If you want Physicals: Have Tidus, Kimahri/Wakka, Auron If you want Magicals: Have Yuna, Lulu, Rikku Next what you need to do to get adequetly prepared for battle is have your characters well and pre-equipped with good armors as well as weapons (in other words, equipment). I suggest that for best performance in battle, that you have weapons: Break Damage Limit, First Strike, Evade & Counter, Triple Overdrive (or Celestials which are covered later on). And armors: Auto-Haste, Auto- Protect, Auto-Potion, and Ribbon (for Internationals/Pals). Also, refer to Secrets/Tips section for more good ones for special occasions). You might also want to heal some way or another if you're hurt before rushing off into random battles. Let's start! 2. Battle Basics: ----------------- --> CTB Window: The CTB Window is something completely new and original to this game as opposed to other Final Fantasy titles from the past. What it is is a bar that appears on the screen when you are in a battle with and enemy or boss or what have you. What the data in it will display to you is the turns of the whole battle to come for both your party and the enemy, as well as in the very order they will come. You can scroll down and up by using the L's and R's on your Playstation 2 Controller. - Let us say that your party has and average of 165 Agility statistic, and you encounter a battle with enemy or boss that has about an average of say 180. As you might be able to plainly see just by looking at the data, the enemy(ies) Agility stat is a bit higher than your own, therefore, it/they will get all of their turns in before you can even lay a hit in on it/them. - Time for a more technical example: Let us speak hypothetically, and assume that you have a party of Tidus, Wakka, and Rikku I suppose. Tidus' Agility is 150, Wakka's is 132, and Rikku's is 205. They now encounter a band of a Xiphos, a Demonolith, and a Varuna (not possible, but that would be pretty scary). The Xiphos has Agility of 17, Demonolith has Agility of 18, and Varuna has Agility of 26. Now, now, just by looking at this data you can tell that your whole active party has *way* higher Agility status than them. So, Tidus, Rikku, and Wakka get to attack the Xiphos, Demonolith, or Varuna before they attack you. - Next example which is if your party have Yuna, Auron, Kimahri and Agility is Yuna- 15, Auron- 30, Kimahri- 23, and they happen to encounter enemies Wraith, Yowie, and YKT-11 which have Agility like this: Wraith- 25, Yowie- 29, and YKT-11- 25, order will then be like this: Auron, Yowie, Wraith, YKT-11, Kimahri, and then lastly is Yuna. Note: There are sometimes exceptions and changed to CTB system. These mainly fall under if Delays, Slows, and Hastes are used in the battle. They also will happen if some characters have First Strike or Initiative on their weapon(s). Ambushes by enemies, and Preemptive Strikes by you may change this as well. - The next and final representation is rather wierd, though. This is, if you have a three person party with Agilities of 255 each, and then you encounter Penance per se in the International/Pal games with just as much Agility of 255. Since they all are equal, the game does it randomly I suppose. --> Help Window: This is the little caption box at the very top of the screen when you are engaged in a battle. This little miniature box will display all different sorts of good and useful information to beginners about a wide array of subjects and matters. These may include infos about different actions, enemies etc... Note that if you use Scan on an oppostion when this is active, you will get receive additional information displayed. Same applies for if you have Sensor ability on a weapon. Also note that you can turn this function on/ off by using the Config in the Menu Screen. --> Command Window: Depending on a certain character's abilities that they know and have acquired, they have many different commands that they may be able to use in battle when utilized properly. The only command other than a few others that every character possesses is the Attack option which is no matter what, the option at the very top of the list (as it is the most basic), but, of course, not everyone has same capabilities unless distinctively leveled up. Now I will run down all possible actions you may take: - Attack: Attacks an enemy physically. - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). - Item: With this command you can use any item that is not a Special Item. These include things like Potions and Phoenix Downs. Others are done with the command called "Use" which is originally Rikku's. -> *Summon*: Only Yuna can use this. You can use this command to summon forth great entities of power known as the "Aeons". There are many aeons in this game which you acquire either by going through temples throughout the story, or by doing extra sidequests (more on them later on). - Overdrive: You can access this by pressing left when on main Command Menu. This lets you to use Overdrives that characters have acquired or even their default Overdrives (more later on). - Trigger Commands: Only used in certain situations and scenerios in the game. These you access by pressing left at main Command Menu. Here's a full list: Talk: You can use this with ceratin characters only in Seymour battles. Pincer Attack: Surround Tros with Rikku and Tidus in Sunken Airship. Move Closer/Move Out: Used by Tidus and Rikku to move closer or farther when battling with Evrae before Bevelle area. Talk: Used only by Tidus when fighting Braska's Final Aeon to lower its deadly Overdrive guage. - Weapon: Let's you equip a new weapon while in battles. Only can use the ones you've acquired throughout the game so far though. This is accessed by pressing right on the main Command Menu (more on this later). - Armor: Let's you equip a new armor while in battles. Only can use the ones you've acquired throughout the game so far though. This is accessed by pressing right on the main Command Menu (more on this later). - Escape: Lets you run from the batle scene. This is accessible by pressing right on the main Command Menu. One chr at a time. - "Skip Turn": If you press Triangle button while it is a character's turn, it will automatically skip their turn and put them in Guard position. - "Exchange A Character": If you are during one of a character's turns and you press L1 button, you can exchange them out for a currently inactive character. -->> **AEONS' COMMAND SCREEN** <<-- - Attack: Attacks an enemy physically. - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). - Overdrive: You can access this by pressing left when on main Command Menu. This lets you to use Overdrives that characters have acquired or even their default Overdrives (more later on). - Unique Attack: Lets the aeons use their Unique attacks that no other person/ aeon in the game knows besides that aeon (more on this matter later). - Boost: This move is only accessible by pressing right on the main Command Menu. This will increase Overdrive bar raising, but at the expense of having a bit lower Defense stat. - Shield: This move is only accessible by pressing right on the main Command Menu. This move raises Defense stat, but at the expense of a mich slower Overdrive guage filling. Use when you can predict powerful boss move coming. - Dismiss: This move is only accessible by pressing right on the main Command Menu. It lets you send an aeon away from battle. 3. In-Battle Technical Information: ----------------------------------- - Pre-Emptive Strikes: In these kind of strikes, there will be the words up at the top of the screen which read "Pre-Emptive Strike". In this, it is about the exact opposite of Ambushes, because of instead of the enemy ambushing you and getting in all of their turns first, you will be the one to get in many, many turns in before the enemies even start to begin to scathe you at all. So, what this means is that the game completely and totally disregards Agility of all members and enemies, and lets your whole party get in turns before the opposing team does. Proceeding the usage of all characters turns during Pre-Emptive Strike, the CTB guage will again return to normal state in which Agility actually comes into play. You can raise your chances for Pre-Emptive Strike by putting Initiative ability onto one of your weapons, and you can get by customizing 6 Chocobo Feathers onto a weapon of your choosing. - Ambushes!: In this kinds of battle beginnings, there will be words up at the top of the screen which read "Ambushed". In this, it is the about the exact opposite of Pre-Emptive strikes, because instead of you attacking the enemy a lot first, it ambushes you and jumps you first before anything else happens, meaning that all enemy(ies) get their turn(s) in first before you can even begin to hurt them. Great Malboro is the Ambush masta'! So, what this means is that the game completely and totally disregards Agility of all members and enemies in the battle, and lets every and all enemies attacks you before your team does. Proceeding the usage of all enemies' turns during Ambushings, the CTB guage will again return to normal state in which Agility actually comes into play. You will definitely 100% guaranteed eliminate the chance of Ambushes by customizing First Strike onto *all* weapons. This is done using a Return Sphere on desired weapon to customize. =-=-=-=-=-=-=-=-= Taking Your Turns =-=-=-=-=-=-=-=-= 1. Using Attack Command: - Say a character attacked enemy with the Attack command and it had done 5000 damage, per se. This is with no other performance dehancing statuses in place, such as Power, Mental, Magic, or Armor Break attacks. Enemy takes its 5000 damage. Another outcome if we use this same number, is that we get Critical Hit in either by lucky coincidence or by having high Luck status, which would do 9999 damage with no Break Damage Limit, and about 10000 with Break Damage Limit on. If the enemy lives or dies, who cares, we still continue this informator. Now, we can assume that you have perhaps a weapon with abilities that inflict status augmentations. We will use Poison as first example: You do damage along with sometimes Poison effect if you're using Poisontouch, and almost guaranteed with Poisonstrike. So now whenever enemy gets their turn, they take damage by about almost always 1/4 of their *maximum* HP. So, if their HP is 20000, the done would be 5000 on the first attack, and 5000 every other turn it gets. Now, if you kill it with the attack, fight over, and sometimes, you might wonder what that "Overkill" that occasionally appears above defeated enemy means. This means that you killed it doing at, or over a certain pre-set amount that Square gave it (look in the Monster Encyclopaedia section for all info). Sometimes, certain fiends may be immune to physical attacks (only one I believe which is the Monster Arena's Jumbo Flan and if you count Neslug when in its shell). This means that the attack does absolutely no damage with no effect, it just will say "Immune". Sometimes, if you have weapons with elemental affinities on them, and the enemy absorbs that, it replenishes some of its health, like in this example: You encounter a Flame Flan in the Calm Lands, and you have Tidus attack it with a Flametounge weapon, it restores an amount of health that would've been the damage amount of the normal attack. Now, let's have an example in which an enemy is immune to a status imperfecting ability that is on a weapon: You encounter Great Malboro in either Sin or the Omega Ruins (and of course if you capture it for Monster Arena). You have Auron with a weapon that bears the customizable ability, Deathstrike. Attack is carried out, the words "Immune" then appear, negating any damage that would've, could've, and should've been inflicted. 2. Using Black Magic Command: Black Magic is of course the exact opposite of White Magic, and what it does is magic that can inflict damage on the enemy, therefore is oppressive magic. So, anyhow, time to begin with the examples just like with previous action: Say you use a Black Magic which does about 2000 damage to the opponent with no elemental preference. Another outcome if we use this same number, is that we get Critical Hit in either by lucky coincidence or by having high Luck status, which would do 4000 damage with no Break Damage Limit, and about 4000 with Break Damage Limit (no difference there besides probably a few random HPs because nothing is really exact). If the enemy lives or dies, who cares, we still continue this informator. Now, we take into consideration that they do have an elemental preference towards, say...Fire. What we would want to do is use Ice, or Holy magic, right? (I know Holy is White Magic, but since it does damage and is considered an elemental property, you can use it). You might also use Water against it too. But, let's say that you were a brand new player of the game and RPGs and didn't know any better, and you used Fire spell; this would make it regain HP by the same amount that would've been done by perhaps a Thunder spell to it. Now for next example: You encounter a Gemini (1,2) Inside Sin or even the Monster Arena. They have a strength, not an immunity, to both Lightning or Fire which means that the regular damage that would've taken occurrence is halved. So if you use Thunder, per se, and it would normally do 1000 damage, it would now do 500 damage instead. Now, it is time to give a representation of how things would outcome if you encountered an enemy with a weakness to an element: Say you had run into a Grat on the Mt. Gagazet Trail, which has a susceptibility to Fire element. You have Lulu use Fire spell on it and it will do double amount of normally prescribed damage. So say if it would usually do 3000 damage, it now would do 6000, got it? Now we move onto more advanced Black Magics. Now, there is a spell called Bio which causes Poison status, which can of course normally do 1/4 damage of enemy's current HP when they act. This doesn't do any pre-damage, however. Next, I will present two scenarios in which you use the spell Drain: First one is when you normally use it and drain any random amount of HP from the enemy and add it to your own. Next is one where a very interesting effect occurs. It is when the enemy is normally afflicted with Zombie status or when you cast it on them yourself. When you Drain from them then, you take damage yourself, that is the discrepency between said scenarios. Next is a quick explanation of what will happen with Demi: Demi does and rips away 1/4 HP from current HP as a Gravity- based move. There is of course a exception if the enemy has an immunity of the Demi spell in which "Immune" appears right above the screen of the television. That'll be it for Black Magic information. 3. Using White Magic Command: White Magic, as mentioned above in the Black Magic section, is the complete opposite of Black Magic. The reason being is that White Magic helps, and Black Magic damages (with one exception of Holy). Now, I will do what I've done with two previous commands with this one too: So, let us insinuate that Yuna perhaps uses Cure and it would normally recover 150 or so. Now, this can change due to many different circumstances to make it 75, heal opponent, but I'll get into those later, now, for more examples: Haste, we all know what it does, which is make characters speed up their rate of battle. This may be negated if Slow is used *after* Haste spell is used. If Haste is used after, it will negate Slow status if present. If there is Reflect spell status on character(s), the spell Haste will be sent at the enemies and this will of course speed up the enemy(ies) speed of battle. Then, we have the Slow effect, this is truly meant to be used against enemies, but if you wish to slow yourself a bit, feel free to use it. If you have an enemy with inherent Reflect or casted Reflect and you use this, it's reverted back to your character(s) and slow them down. If you have Reflect on your character(s) and it's used on them, it gets sent back at the opposition, these go without talking about if enemy is immune to them. Same this goes for Reflect spell. Now, we get back to example #1: If it is used on you, and you see that it is doing 75 damage with orange sphere around you, that means you're Shelled. Now, if you see that it bounces off and hits opponent with aqua energy shield in front of you, the means you're Reflected. Same goes with enemies in that example. Protect does not have anything to do with that example, but is still White Magic. We are now going to get to the next example in which you use the *only* White Magic spell that can actually do damage to its target, and that spell being Holy. It does Holy-elemental magic damage to enemy, unless it is immune to it, or the damage may be halved. This, like Ultima Black Magic, cannot be Reflected, but does whim to Shell effect. So that's all you need to know about White Magics. 4. Using Skill Command // Using Special Command: Since they're so alike (yet so different.:), I have decided to combine the two. Specials and Skills, hmm... I have alot to say about them, so get ready for it...:) They again, like White Magic and Black Magic, are basically completely opposites. Skills inflict damage/status effects of the enemy and will deduct MP for each usage (an example is Zombie Attack). Specials, on the other hand, are usually meant to help out your party and optimize their performance, and only some take MP away (a good example would be Flee). With Skills, it still comes down to another matter if enemy is immune to a certain status ailment, such as Juggernaut would be impervious to Zombie status attack. Take note that some Skill effects initiate an enemy to react in a certain way, such as using the Skill Mug against Nemesis would set off Ultima, but using its Special counter- part, Steal, would not trigger this event. There is also a Skill ability that enhances performance and gives you super-fast recovery time, that ability is of course Quick Hit which is on Tidus' Sphere Grid section. And then there are some other Skills which don't really inflict statuses (though they are considered status effects in theory), and those are the Breaks (Mental Berak, Power Break, Magic Break, and Armor Break). These abilities are used to lower those stats of the opposition; Power Break - decreases Str; Armor Break - decreases Def; Mental Break - decreases Mdef; Magic Break - decreases Mag. But again, I must reiterate that these statuses *do* whim to immunities, and will not take place if that particular foe is in fact immune. One more interesting note is that weapons effects in conjunction with Skills still take place, and that can work to your advantage or to your downfall... trust me... Now, as was previously mentioned, most Specials do not cost any MP, but the ones that do are Threaten- 12, Provoke- 4, Entrust- 8, Copycat- 28. But also note that for all MP-costing Specials and all Skills, the MP can be reduced to 0 with Three Stars, cut in 1/2 with Half MP Cost, and took to 1 with One MP Cost. Some of the Specials don't work on you, but are on some enemies, such as Threaten or Provoke, and some let you repeat actions (Copycat). One of these is imperative to learning all of Kimahri's Overdrives, and that's Lancet. Spare Change bypasses alot of enemy counters, but the downside of that is you lose Gil at the same time. Last one worth mentioning is Use, this is the only way (besides Rikku's Mix) that lets you utilize some of the game's rarer and more useful items such as Wings to Discovery. A few last notes: Specials have a smaller recovery timespan, whilst Skills have bigger ones. 5. Using Item Command: These are some of the things that keep you running in battle, and against most bosses in the game, you'd be lost without items. There are many types of items, ranging from onerous to roborant. For the oppressive and special-type items, you'll have to either do Rikku's Overdrive, Mix, or the move she originally starts out with and others have to learn by traveling to her part of Sphere Grid, Use. The useful and more curative items, which are used to heal HP, MP, or status ailments, can be accessed by the means of simply choosing this option. The max number of these items you can hold at once is 99x, but you can throw some away if you don't want too much of certain item. There are some discrepancies in which a restorative item can work against you such as in this insinuendo: If you heal say with a Potion, and it does damage (white numbers appear instead of green ones), it denotes that your character is under Zombie status. 6. Using Summon Command: This command is Yuna-exclusive (boy, would I like that command, then, mmm...:). In this action, Yuna summons forth the entities of great power, the aeons. They consist of Valefor, Ifrit, Ixion, Shiva, Bahamut, Yojimbo, Anima, and Magus Sisters - Cindy, Mindy, and Sandy. They then are the battlers for the rest of the bout, that is, unless you decide to use "Dismiss" command. They have a menu like characters', but, with few commands taken away and few commands added. And unlike previous FFs in which the summons did eye-candy fly-bys, the aeons stay and fight like normal party members. You expect to beat Penance otherwise? 7. Using Armor Command: Lets you change armors when in battle. An example: -> Say you were fighting Nemesis, and you forgot to switch to that "perfect" armor beforehand (god forbid). You'll need to waste one precious turn to get to that right armor. In this case it'd be Ribbon, Auto-Haste, Auto-Protect, Auto- Potion. That's how that works. 8. Using Weapon Command: Lets you change weapons when in battle. Another example: -> We'll now do scenario in which you should forget to equip the desired weapon for Bomb King which you had speant so much time customizing (hopefully). So, you'll choose Weapon command, and pick the weapon which has Break Damage Limit, Evade & Counter, and anything else. 9. Using Overdrive Command: Lets you use Overdrives when bar is full. A list...? Ok... - Tidus: Spiral Cut, Slice & Dice, Energy Rain, Blitz Ace - Auron: Dragon Fang, Shooting Star, Banishing Blade, Tornado - Yuna: Valefor, Ifrit, Ixion, Shiva, Bahamut, Anima, Yojimbo, Magus Sisters - Rikku: Grenade, Frag Grenade, Pineapple, Potato Masher, Cluster Bomb, Tallboy, Blaster Mine, Hazardous Shell, Calamity Bomb, Chaos Grenade, Heat Blaster, Firestorm, Brimstone, Burning Soul, Abaddon Flame, Snow Flurry, Icefall, Krysta, Winter Storm, Black Ice, Tunderbolt, Rolling Thunder, Lightning Bolt, Electroshock, Thunderblast, Waterfall, Flash Flood, Tidal Wave, Aqua Toxin, Dark Rain, Black Hole, Nega Burst, Super Nova/Sunburst, Ultra Potion, Panacea, Ultra Cure, Mega Phoenix, Final Phoenix, Elixir, Megalixir, Super Elixir, Final Elixir, NulAll, Hyper NulAll, Ultra NulAll, Mega NulAll, Mighty Wall, Mighty G, Hyper Mighty G, Super Mighty G, Vitality, Hyper Vitality, Mega Vitality, Mana, Hyper Mana, Mega Mana, FreedomX, Freedom, Quartet of 9, Trio of 9999, Hero Drink, Hot Spurs, Eccentric, Miracle Drink - Wakka: Elemental Reels, Attack Reels, Status Reels, Aurochs Reels - Kimahri: Jump, Fire Breath, Self-Destruct, Seed Cannon, Stone Breath, Thrust Kick, Doom, Aqua Breath, Bad Breath, White Wind, Mighty Guard, Nova - Lulu: Fire Fury, Fira Fury, Firaga Fury, Water Fury, Watera Fury, Waterga Fury, Blizzard Fury, Blizzara Fury, Blizzaga Fury, Thunder Fury, Thundara Fury, Thundaga Fury, Demi Fury, Bio Fury, Drain Fury, Osmose Fury, Death Fury, Ultima Fury, Flare Fury 10. Using Escape Command: Lets you run away from the scene of battle (one character at a time! That's why Flee is so much more effective). You can't run from storyline bosses, remember that... =-=-=-=-=-=-=-=-=-=-=-= OCCURING ENEMIES' TURNS =-=-=-=-=-=-=-=-=-=-=-= Here's a mammoth list of all enemies' attacks in the game. Argh... Achelous: Sonic Wave- Does magic damage, plus some non-elemental damage to all characters after 3 periods of 'Charge.' Attack- Physical damage against one person. Charging- After you attack it, it will start with the count to Sonic Wave. ------------------------------------------------------------------------------ Adamantoise: Breath- Hits everyone with fire elemental based magic. Earthquake- Non-elemental attack hits everyone in an earthquake. Attack- Physical damage against one person. ------------------------------------------------------------------------------ Aerouge: Thundara- Lightning based magic attack on one person. ------------------------------------------------------------------------------ Ahriman: Sonic Waves- Non-elemental damage on every character. Gaze Attack- Non-elemental damage to one, and sometimes adds Confuse. ------------------------------------------------------------------------------ Alcyone: Attack- Physical attack on one character. ------------------------------------------------------------------------------ Anacondaur: Stone Gaze- Petrify on one character. Sonic Tale- Non-elemental damage to one person. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Anima: Oblivion- 16 physical hits to anyone randomly. For major damage. Pain- Non-elemental damage and death on only one person. Boost- Raises overdrive guage status a little. ------------------------------------------------------------------------------ Aqua Flan: Watera- Water based magic attack on one person. ------------------------------------------------------------------------------ Arms (Sinspawn Gui): The Arms Regenerated!- Once a couple of times after killed off arms regenerate. ------------------------------------------------------------------------------ Bandersnatch: Attack- Physical damage to one character. ------------------------------------------------------------------------------ Barbatos: Body Splash- Physical damage unto every active character. Mortar- Non-elemental damage to everyone. Is a counter once pierced and also on random normal turns. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Bashura: Attack Twice- Physical damage x 2 on one person. Attack- Physical damage on one person. Dukes Up- It is used sorta as a counter after it has sustained about 9501 of damage. ------------------------------------------------------------------------------ Basilisk: Attack- Physical damage against one person only. Stone Gaze- Petrification on one. ------------------------------------------------------------------------------ Bat Eye: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Behemoth: Heave- Physical damage on solely one character. Attack- Physical damage on one character. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Behemoth King: Meteor- After death it uses Meteor for Physical damage for everyone. Tail- Physical damage on one person. Attack- Physical damage on only one character. Flare- Magically based non-elemental damage for one character alone. Mighty Guard- NulAll, Protect, and Shell on its ownself. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Biran: Berserk- Berserk status on himself. Bulldoze- Physical damage. Mighty Guard- NulAll, Shell, Protect on himself. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Bite Bug: Attack- Physical damage on one character and Poison sometimes. ------------------------------------------------------------------------------ Black Element: Demi- Takes away 1/4 of current HP. Flare- Non-elemental magic damage on one character. Berserk- Beserk status on one character. ------------------------------------------------------------------------------ Blue Element: Watera- Water based magic attack on one character. ------------------------------------------------------------------------------ Bomb: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Bomb: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Buer: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Bunyip: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Cactuar: 10000 Needles- Does 10000 of physical damage as a special attack. Run Away- Flees from battle. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Cave Iguion: Attack- Physical damage one one character with sometimes silence, and petrify. ------------------------------------------------------------------------------ Chimera: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Chimera: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Chimera Brain: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Chocobo Eater: Fist of Fury- Physical damage on one character, after 1 turn charge of "You're Next!" You're Next!- Charges once on a turn and then unleashes Fist of Fury. Blizzard- Ice based magic attack on one character. Attack- Physical damage on only one person. Attack 2- Physical and gravity damage on all of your characters lowers HP by a set percentage, about 75%. ------------------------------------------------------------------------------ Coeurl: Thundara- Lightning based magic attack on one character. Blizzara- Ice based magic attack on one character. Drain- Counter attack after it has lost 33% of health, drains part of one person's HP and adds it to Coeurl's. Blaster- Counter Attack after it has lost 33% of health, uses Petrification on one character. Silence- Inflicts Silence to one person. ------------------------------------------------------------------------------ Condor: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Crawler: Assault- Counter if attacked in any way shape or form whatsoever with physical damage. Mana Beam- Non-elemental magic damage to all characters after 3 turns of "Mana Beam in -> [???] turn(s). Gatling Gun- 8 physically damaging hits consectively and randomly. Mana Beam Interrupted!- If while counting down to Mana Beam it creates another Negator, the Mana Beam will be "negated." Mana Beam in 3 Turns- Signifies Mana Beam in 3 turns. Mana Beam in 2 Turns- Signifies Mana Beam in 2 turns. Mana Beam in 1 Turn- Signifies Mana Beam in 1 turn. ------------------------------------------------------------------------------ Dark Element: Bio- Poison on one character. Osmose- Drains part of one character's MP and adds it to Dark Element's. Drain- Drains part of one character's HP and adds it to Dark Element's. Reflect- Casts Reflect on itself. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Dark Flan: Flare- Non-elemental magic damage on one character. White Wind- It recovers health as a counter attack after it has sustained enough damage. Bio- Poison on one character. Osmose- Drains part of one character's MP and adds it to Dark Flan's. Drain- Drains part of one character's HP and adds it to Dark Flan's. Demi- Depletes 1/4 of all characters current HP. ------------------------------------------------------------------------------ Defender: Haymaker- Physical damage on one character. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Defender X: Blast Punch- Occasional counter and physical gravity attack, takes away a percentage of 50 current HP, and will delay your next turn of that one character. Attack- Physical damage to one person. Slowga- Puts the slow status on all people. Haymaker- Physical damage on one character. Mighty Guard- NulAll, Shell, Protect on itself. ------------------------------------------------------------------------------ Defender Z: Haymaker- Physical damage on one character. Attack- Physical damage on one character. Blast Punch- Occasional counter and physical gravity attack, takes away a percentage of 50 current HP, and will delay your next turn of that one character. Counters after HP is about 21149 or even less. ------------------------------------------------------------------------------ Demonolith: Pharaoh's Curse- Counters after an attack, Poison, Silence, Dark, Curse on the one character that strikes it. Breath- Petrification on all characters. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Dingo: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Dinonix: Attack- Physical damage and sometimes silence and petrification on one person. ------------------------------------------------------------------------------ Dual Horn: Gore- Physical damage on one character. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Dual Horn: Gore- Physical damage on one character. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Epaaj: Blades- On every 8th go, it uses physical damage on one character. Attack- Physical damage and poison on one person. ------------------------------------------------------------------------------ Evil Eye: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Evil Eye: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Evrae: Stone Gaze- Petrification on one person. Attack- Physical damage on one person. Inhale- Starts the count for it's Poison Breath attack. Swooping Scythe- Occasional counter, physical damage, ship is far away, if Evrae has minimal Hit Points left, and is executed on every person. Too Far For Breath- Means you are too far from Evrae for it to execute Poison Breath. Poison Breath- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. Haste- Speeds up it's own next turn on itself. Photon Spray- 8 non-elementally magically damaging hits consectively and randomly. ------------------------------------------------------------------------------ Evrae Altana: Attack- Physical damage on one person. Stone Gaze- Petrification on one person. Photon Spray- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. ------------------------------------------------------------------------------ Exoray: Firaga- Fire based magic attack on one character. Pollen- Uses as a counter, and inflicts everyone with Darkness, Poison, and Silence. ------------------------------------------------------------------------------ Extractor: Depth Charges- Physical damage and Darkness on everyone as a special attack. Aqua Shooter- Water damage on one person. Readying Depth Charges- Starts count for Depth Charges. ------------------------------------------------------------------------------ Fallen Monk (Bayonette Rifle): Attack- Physical damage to one and sometimes Zombie. ------------------------------------------------------------------------------ Fallen Monk (Flame Throwing Gun): Attack- Fire damage on all every character. ------------------------------------------------------------------------------ Flame Flan: Firaga- Fire based magic attack on one character. ------------------------------------------------------------------------------ Floating Death: Sonic Waves- Non-elemental damage on all peoples. Gaze Attack- Non-elemental damage and Confuse on one person. ------------------------------------------------------------------------------ Floating Eye: Gaze Attack- Non-elemental damage and Confuse on one person. ------------------------------------------------------------------------------ Funguar: Pollen- Counter, afflicts everbody with Sleep. Fire- Fire based magic attack on one character. ------------------------------------------------------------------------------ Gandarewa: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Garm: Attack- Physical damage on one character. And sometimes Sleep, Silence. ------------------------------------------------------------------------------ Garuda: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ------------------------------------------------------------------------------ Garuda: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ------------------------------------------------------------------------------ Garuda: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ------------------------------------------------------------------------------ Gemini: Reaper- Physical damage to every character. Leaping Swing- Physical damage on one. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Gemini: Reaper- Physical damage to every character. Leaping Swing- Physical damage on one. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Geneaux (Tentacles[s]): Tentacles absorb magic!- While alive, they aborb any magic directed at Geneaux. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Geosgaeno: Bite- Physical damage on one character. Stone Punch- Petrifies and shatters one character. KO Punch- KO's one character. ------------------------------------------------------------------------------ Ghost: Fira- Fire based magic attack on one character. Thundara- Lightning based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Doom- Begins 4 counts until Death. ------------------------------------------------------------------------------ Gold Element: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Grat: Seed Burst- Physical damage on one person. And sometimes Confuse. Seed Cannon- Physical damage to one character. ------------------------------------------------------------------------------ Great Malboro: Bad Breath- Inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness on character. Eat- Physical damage on one person as a counter. Acid Juice- Physical damage on one character. ------------------------------------------------------------------------------ Grenade: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Grendel: Attack- Physical damage on one person. Gore- Physical damage on one person. Charging- Starts count to Flame Ball. Flame Ball- Fire damage to all, after 1 count of "Charging." ------------------------------------------------------------------------------ Grothia: Fira- Fire based magic attack on one character. Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Guado Guardian: Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Blizzard- Ice based magic attack on one character. Fire- Fire based magic attack on one character. Shremedy- Inflicts Confuse on one person. Protect- Halves all physical damage attacks. Remedy- Heals abnormal status done to leader (Seymour). Auto-Potion- After any damage is done, counter attacks by auto-healing. ------------------------------------------------------------------------------ Guado Guardian: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. ------------------------------------------------------------------------------ Guado Guardian: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. ------------------------------------------------------------------------------ Halma: Attack- Physical damage on one person, and sometimes Slow. ------------------------------------------------------------------------------ Head (Sinspawn Gui): Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ------------------------------------------------------------------------------ Ice Flan: Blizzara- Ice based magic attack on one character. ------------------------------------------------------------------------------ Iguion: Attack- Physical damage on one person, and sometimes Silence and Petrify. ------------------------------------------------------------------------------ Imp: Thundaga- Thunder based magic attack on one character. ------------------------------------------------------------------------------ Ipiria: Attack- Physical damage on one person, and sometimes Silence and Petrify. ------------------------------------------------------------------------------ Iron Giant: Reaper- Every 4 turns he does it, physical damage to all characters. Attack- Physical damage on one person. Leaping Swing- After being "Provoked" he does it for physical damage to only one person. ------------------------------------------------------------------------------ Killer Bee: Attack- Physical damage to one, and sometimes Poisoning occurs. ------------------------------------------------------------------------------ Kimahri: Jump- Physical damage on one. Attack- Physical damage on one. ------------------------------------------------------------------------------ Klikk: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Kusariqqu: Thunder Breath- Lightning damage one everybody. Attack- Physical damage to one person. ------------------------------------------------------------------------------ Lamashtu: Blizzard Breath- Ice damage on everybody. Attack- Physical damage to one person. ------------------------------------------------------------------------------ Land Worm: Readying Quake- Starts count to Earthquake. Attack- Physical damage on one person. Earthquake- On every 7th go, it uses it for non-elemental magic damage. Regurgitate- After 5 hits on it, it'll spit up any swallowed character, and'll Delay the spat up character's next go around. Swallow- After 10 hits on it, it'll swallow a character from the fight. ------------------------------------------------------------------------------ Larva: Fire- Fire based magic attack on one character. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Left Fin: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ------------------------------------------------------------------------------ Lord Ochu: Water- Water based magic attack on one character. Earthquake- If awoken, it uses physical and gravity attack ripping off 50% of Ochu's current HP. Poison Claw- Physical damage and Poison on one person. Lord Ochu falls asleep- After it has lost 1/2 or more of it's max HP, it'll fall asleep and start restorating under the Regen status. And if it is awoken it'll deliver Earthquake. ------------------------------------------------------------------------------ Machea: Blades- On every 8th go, it uses physical damage on one character. Attack- Physical damage and Poison on one person. ------------------------------------------------------------------------------ Maelspike: Maelstrom- Non-elemental magic damage on every character. Rush- Physical damage on one person. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mafdet: Attack- Physical damage to one person, and occasionally Slow. ------------------------------------------------------------------------------ Magic Urn: Wrong!- If you hit the incorrect current eye it will explode on you like a counter. Bingo!- If you hit the correct current eye it will give you an item like a counter. Self-Destruct- If you get a "Wrong!" it'll explode for non-elemental magic damage on you. ------------------------------------------------------------------------------ Malboro: Acid Juice- Physical damage on one character. Bad Breath- inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness on character. ------------------------------------------------------------------------------ Mandragora: Attack- Physical damage and Poison on one person. Ochu Dance- Inflicts everyone with Confuse, Darkness, Slow, Silence. It will use it after it has been left with about 15500 HP or even less than that. Earthquake- Physical damage on all of the people. ------------------------------------------------------------------------------ Master Coeurl: Thundaga- Lightning based magic attack on one character. Drain- Drains part of one character's HP and adds it to Master Coeurl's. Blaster- Inflicts Petrification on one person after it has less than 33% HP of health. Blizzaga- Ice based magic attack on one character. ------------------------------------------------------------------------------ Master Tonberry: Voodoo- If it has an aeon for opposition, it will attack it with Voodoo for physical damage. Karma- Counter attack is used on one person, and the damage done is calculated by 10x the amount of fiends that person has defeated, only before Chef's Knife will you be able to see him use it (not that you would really want to see it done). And is a special attack. Chef's Knife- After it moves towards you 4 times it will use it for physical damage. Move Closer- It will move closer to your party for 4 turns, then you'll see a Chef's Knife. ------------------------------------------------------------------------------ Maze Larva: Fire- Fire based magic attack on one character. Watera- It may be used on one character or itself. If used on itself it will heal, but if on you it will deal Water based magic attack on one person. It raises its Magic by 4. ------------------------------------------------------------------------------ Mech Defender: Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mech Guard: Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mech Gunner: Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mech Hunter: Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mech Leader: Electrocute- Lightning damage to one character. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Mech Scouter: Attack- Physical damage to one character. ------------------------------------------------------------------------------ Melusine: Attack- Physical damage to one character. And sometimes Silence and Petrify. ------------------------------------------------------------------------------ Mimic (Petrifying Snake): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mimic (Giant Bird): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mimic (Armored Mole): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mimic (Horned Beast): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mi'ihen Fang: Attack- Physical damage to one person. ------------------------------------------------------------------------------ Mortibody: Shattering Claw- If the one person was afflicted with Petrification, that character will also become shattered. Cura- Restores a mediocre amount of HP to Seymour. Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will varie and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Fire- Fire based magic attack on one character. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Desperado- Will remove all positive status effects from the whole party. ------------------------------------------------------------------------------ Mortiorchis: Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will varie and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Cross-Cleave- Physical damage unto one character. Total Annihilation- It does non-elemental magical damage to all, then attacks varying anywhere from 6-8 hits. After that, it attacks again using non-elemental magic damage. Full-Life- Will kill one person that is under Zombie from Lance of Atrophy. Slowga- Puts the Slow status onto every character. Mortiorchis: Ready to annihilate!- Starts count for Total Annihilation. Mortiorchis: Auto-Attack mode!- It will begin to execute Total Annihilation. ------------------------------------------------------------------------------ Murussu: Attack- Physical damage to one person. And sometimes Slow. ------------------------------------------------------------------------------ Mushussu: Flame Breath- Fire damage on everyone. Attack- Physical damage on one person. Occasional Slow. ------------------------------------------------------------------------------ Nebiros: Attack- Physical damage one one person, and sometimes Poison. ------------------------------------------------------------------------------ Negator: Negator disables all magic and summoning!- While the Negator is up in the fight, you cannot use magic nor summoned aeons. ------------------------------------------------------------------------------ Nidhogg: Flame Breath- Fire damage on everyone. Attack- Physical damage on one person. Occasional Slow. ------------------------------------------------------------------------------ Oblitzerator: Blitzball Rush- 12 hits of physical damage distributed randomly and also consecutively between all characters that are chosen. Mute Ball- Counter attacks with it if gets magic used on it. Physical damage as well as Silence is done with this. Blind Ball- Counter attacks with it if gets physically attacked. Physical damage as well as Darkness is done with this. ------------------------------------------------------------------------------ Ochu: Ochu Dance- Inflicts everyone with Confuse, Darkness, Slow, Silence. It will use it after it has been left with about 15500 HP or even less than that. Attack- Physical damage on one person. Sometimes with Poison, too. ------------------------------------------------------------------------------ Octopus: Attack- Physical damage on one character. Sometimes with Slow. ------------------------------------------------------------------------------ Ogre: Attack Twice- Physical damage x 2 on one person. Attack- Physical damage on one person. Dukes Up- It is used sorta as a counter after it has sustained about 4801 of damage or more. ------------------------------------------------------------------------------ Omega Weapon: Demi- Takes away 25% of the whole party's current HP with gravity magic. Nova- Non-elemental magic damage on all characters. 8000 damage. Ultima- Non-elemental magic damage on all characters. 5000 Attack- Physical damage on everyone. 8000 damage. Break- Inflicts Petrification on one person. Confuse- Inflicts Confusion on one person. Core Energy- Non-elemental magic damage on one character. 6000 damage. Shimmering Rain- It is a special attack that can't be cut in half in damage on everybody. 3200 damage. ------------------------------------------------------------------------------ Phlegyas: Sonic Wave- Does magic damage, plus some non-elemental damage to all characters after 3 periods of 'Charge.' Attack- Physical damage against one person. Charging- After you attack it, it will start with the count to Sonic Wave. ------------------------------------------------------------------------------ Piranha: Attack Physical damage to one person. ------------------------------------------------------------------------------ Pterya: Energy Ray- Non-elemental magic damage to one character. Sonic Wings- Delay and physical damage to one person. Attack- Physical damage on one. ------------------------------------------------------------------------------ Puroburos: Firaga- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Qactuar: 1000 Needles- Strikes one character with 1000 physical damage as a special attack. Run away- Flees from battle. Attack- Physical damage on one. ------------------------------------------------------------------------------ Ragora: Seed Cannon- Physical damage to one person. ------------------------------------------------------------------------------ Raldo: Attack- Physical damage on one character. And sometimes Slow status. ------------------------------------------------------------------------------ Raptor: Attack- Physical damage on one, sometimes Petrification or Silence can occur. ------------------------------------------------------------------------------ Red Element: Fire- Fire based magic attack on one character. ------------------------------------------------------------------------------ Remora: Attack- Physical damage on one character. Rush- Physical damage on one person. Maelstrom- Non-elemental attack on every person once HP is below the 1000 mark. ------------------------------------------------------------------------------ Right Fin (Sin): Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ------------------------------------------------------------------------------ Sahagin: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sahagin: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sahagin: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sahagin Chief: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sandragora: Seed Burst- This attack, which is done on one character, will do Confuse stat as well as some physical damage. ------------------------------------------------------------------------------ Sanctuary Keeper: Regen- Casts Regen on itself. Gradually restores HP. Esuna- Negates any statuses on itself. Curaga- Restores an impressive amount of HP back to itself. Mana Breath- Non-elemental magic damage on one person. Tail Sweep- It is a counter attack on all characters, and does Delay plus some physical damage. Reflect- Reflects some spells on itself. Attack- Physical damage on one person. Photon Wings- Induces Darkness, Sleep, Curse, Silence, Confuse on all as a special attack. Haste- Casts the Haste status on itself in order to speed itself in the fight with you. Protect- Casts Protect on itself and cuts physical damage in 1/2. ------------------------------------------------------------------------------ Sandragora: Seed Burst- Physical damage on one person and also Confuse. ------------------------------------------------------------------------------ Sand Wolf: Attack- Physical damage on one, and sometimes Sleep and Silence. ------------------------------------------------------------------------------ Sand Worm: Readying Quake- Starts count to Earthquake. Attack- Physical damage on one person. Earthquake- On every 7th go, it uses it for non-elemental magic damage. Regurgitate- After 5 hits on it, it'll spit up any swallowed character, and'll Delay the spat up character's next go around. Swallow- After 10 hits on it, it'll swallow a character from the fight. ------------------------------------------------------------------------------ Seymour: Multi-Thundara- Lightning based magic attack on two characters. Thundara- Lightning based magic attack on one character. Multi-Blizzara- Ice based magic attack on two characters. Blizzara- Ice based magic magic attack on one character. Multi-Watera- Water based magic attack on two characters. Watera- Water based magic attack on one character. Multi-Fira- Fire based magic attack on two characters. Fira- Fire based magic attack on one character. Shell- Damage received by magic is cut in half, and it's on himself. Summon Anima- Summons the aeon Anima after killing both Guado Guardians. ------------------------------------------------------------------------------ Seymour Flux: Flare- Non-elemental magic damage on one person. Lance of Atrophy- Physical damage and Zombie status to one character. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Protect- Damage received by physical attacks is cut in half. Dispel- Nullifies all good status ailments from your entire group. Failed counterstrike- Seymour casts Flare on himself. Reflect- Reflects some spells on himself. Seymour watches... and waits- He skips a turn for now. ------------------------------------------------------------------------------ Seymour Natus: Break- Uses Petrification on one person. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Multi-Blizzara- Ice based magic attack on two characters. Multi-Fira- Fire based magic attack on two characters. Multi-Watera- Water based magic attack on one character. Multi-Thundara- Lightning based magic attack on one character. Protect- Damage received by physical attacks is cut in half. Flare- Non-elemental magic damage on one person. ------------------------------------------------------------------------------ Seymour Omnis: Dispel- Nullifies all good status ailments from your entire group. Ultima- Non-elemental magic damage on every person. Thundara- Lightning based magic attack on one character. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack on one character. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Blizzaga- Ice based magic attack on one character. ------------------------------------------------------------------------------ Shred: Attack- Physical damage on one character, and sometimes Slow. ------------------------------------------------------------------------------ Simurgh: Attack- Physical damage on one, sometimes Darkness. ------------------------------------------------------------------------------ Sin (Fin): Switch Location- Moves to a different spot. ------------------------------------------------------------------------------ Sin (Core): Gravija- Takes of 75% of current HP through Gravity magic on everyone including it's own self but only you take damage if it is in it's shell at the particular point in time. Negation- Takes off bad statuses from itself, and good statuses from your whole entire party. Core is innactive- If Genais is in, it does not act. Core gathers energy- Starts count to Graviga. Blizzard- Ice based magic counter attack on all characters. Water- Water based magic counter attack on all characters. Thunder- Lightning based magic counter attack on all characters. Fire- Fire based magic counter attack on all characters. ------------------------------------------------------------------------------ Sin: Attack- Petrification or Confuse on one character, as a counter and as a some what of a special. Drawn to Sin- Your ship gets pulled towards Sin, like an orbit. Giga-Graviton- Game Over. ------------------------------------------------------------------------------ Sinscale: Attack- Physical damage to one character. Spines- After charging for one go, it'll do physical damage to one character. Wings start to flicker- Starts count for Spines. ------------------------------------------------------------------------------ Sinscale: Attack- Physical damage to one character. Spines- After charging for one go, it'll do physical damage to one character. Wings start to flicker- Starts count for Spines. ------------------------------------------------------------------------------ Sinscale: Attack- Kills themselves to damage you with physical damage. Sorta like the physical type version of Self-Destruct. ------------------------------------------------------------------------------ Sinspawn Ammes: Demi- Takes away 20% of everyones current HP as a gravity attack. ------------------------------------------------------------------------------ Sinspawn Echuilles: Drain Touch- Drains HP and adds to Echuilles and physical damage. Blender- On every 3rd turn it uses it for non-elemental magic damage. ------------------------------------------------------------------------------ Sinspawn Genais: Cura- Restores a mediocre amount of HP to itself. Thrashing- Physical damage to everyone. Venom- Non-elemental magic damage as well as Poison to one person. Sigh- Non-elemental magic damage as well as Darkness to every character. Magic absorbed- It absorbs all magic directed a the Core. Waterga- Water based magic attack on one character. ------------------------------------------------------------------------------ Sinspawn Geneaux: Water- Water based magic attack on one character. Staccato- Physical damage on everybody. Venom- Physical damage and Poison to one. Sigh- Non-elemental magic damage to every character. ------------------------------------------------------------------------------ Sinspawn Gui: Attack- Physical damage on one character. Demi- Takes off 25% of current Hp from everybody. ------------------------------------------------------------------------------ Skoll: Attack- Physical damage on one character. Sometimes adds Sleep and Silence. ------------------------------------------------------------------------------ Snow Flan: Blizzard- Ice based magic attack on one character. ------------------------------------------------------------------------------ Snow Wolf: Attack- Physical damage on one character. Sometimes adds Sleep and Silence. ------------------------------------------------------------------------------ Spathi: Mega Flare- Non-elemental magic damage on all characters. Countdown- Charges for Mega Flare ------------------------------------------------------------------------------ Spectral Keeper: Attack- Counter attack against 3 people as long as their platforms are running side-by-side. Glyph Mine- Detonates a mine on a certain platform, only receive damage if a person is currently on the platform. Berserk Tail- Physical damage on one person, and Berserk. ------------------------------------------------------------------------------ Spherimorph: Press- Tears off 50% of everybody's HP as a gravity attack. Attack- Physical damage on one character. Elemental Shift- If you hit it with the correct corresponding element, it'll change to a different one. Thunder- Lightning based magic attack on all or one character(s) if in the right Elemental Shift. Fire- Fire based magic attack on all or one character(s) if in the right Elemental Shift. Water- Water based magic attack on all or one character(s) if in the right Elemental Shift. Blizzard- Ice based magic attack on all or one character(s) if in the right Elemental Shift. ------------------------------------------------------------------------------ Spirit: Poison Mist- Non-elemental magic damage and counter on all people and inflicts Confuse, Poison. White Wind- If Provoked it will use it on all characters and restores HP. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack to either heal itself or on only one of your characters. ------------------------------------------------------------------------------ Splasher: Self-Destruct- As a final move on occasion it will do it for physical damage to one, and only if it is one Splasher. Attack- Physical damage and Poison sometimes if a multi grouped Splashers do, but if one Splasher does it only physical damage occurs. ------------------------------------------------------------------------------ Swamp Mafdet: Attack- Physical damage on one character. Occasional Slow effect. ------------------------------------------------------------------------------ Thorn: Pollen- Inflicts Darkness, and Sleep as a counter attack. Fira- Fire based magic attack on one character. ------------------------------------------------------------------------------ Thunder Flan: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Tonberry: Voodoo- If it has an aeon for opposition, it will attack it with Voodoo for physical damage. Karma- Counter attack is used on one person, and the damage done is calculated by 10x the amount of fiends that person has defeated, only before Chef's Knife will you be able to see him use it (not that you would really want to see it done). And is a special attack. Chef's Knife- After it moves towards you 4 times it will use it for physical damage. Move Closer- It will move closer to your party for 4 turns, then you'll see a Chef's Knife. ------------------------------------------------------------------------------ Tros: Attack- Physical damage on one person. Nautilus- Physical damage on all, has to have been energized by at least one other turn. Tentacles- Physical damage against one character. ------------------------------------------------------------------------------ Ultima Weapon: Holy- Holy based magic attack on all characters. Core Energy- Non-elemental magic damage on one person. Silence- Induces Silence to one character. Attack- Physical damage on one. Sleep- Induces Sleep to one character. Shimmering Rain- Damage to all as a special attack. Break- Induces Petrification to one person. ------------------------------------------------------------------------------ Valaha: Gore- Physical damage on one. Charging- Starts count to Flame Ball. Flame Ball- Fire damage versus all people. Attack- Physical damage to one character. ------------------------------------------------------------------------------ Varuna: Haste- Cast Haste on itself. Mana Focus- Starts count to Emblem of Fate. Dispel- Negates all of the positive status ailments that are currently casted on your party. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Thundaga- Lightning based magic attack on one character. Blizzaga- Ice based magic attack on one character. Pharaoh's Curse- Inflicts Silence, Curse, Poison, Darkness on one person. Emblem of Fate- Non-elemental magic damage to all characters but after 1 turn of Mana Focus. ------------------------------------------------------------------------------ Vouivre: Flame Breath- Fire damage on everyone. Attack- Physical damage to one, and Slow on some occasions. ------------------------------------------------------------------------------ Vouivre: Flame Breath- Fire damage on everyone. Attack- Physical damage to one, and Slow on some occasions. ------------------------------------------------------------------------------ Warrior Monk (Bayonette Rifle): Attack- Physical damage to one person. ------------------------------------------------------------------------------ Warrior Monk (Flame Throwing Gun): Attack- Fire damage to every character. ------------------------------------------------------------------------------ Wasp: Attack- Physical damage and sometimes Poison to one person. ------------------------------------------------------------------------------ Water Flan: Water- On itself to heal, or Water based magic damage to one character. ------------------------------------------------------------------------------ Wendigo: Auto Punch- While dukes are up, if you attack, it'll counter physically. Attack- Physical damage on one character. Dukes Up- After it's HP goes under 50% (9000 HP) it will put it's dukes up to signify it will counter physical attacks with "Auto Punch." ------------------------------------------------------------------------------ White Element: Blizzard- Ice based magic attack on one character. ------------------------------------------------------------------------------ Worker: Attack- Physical damage to one person. ------------------------------------------------------------------------------ Wraith: Death- KO's one character. Doom- "Dooms" a character to Death. ------------------------------------------------------------------------------ Xiphos: Attack- Physical damage and sometimes Poison to one character. ------------------------------------------------------------------------------ YAT-97: Upward Attack- Physical damage to all when fighting it from far away. Attack- Physical damage to one character. ------------------------------------------------------------------------------ YAT-99: Upward Attack- Physical damage to all when fighting it from far away. Attack- Physical damage to one character. ------------------------------------------------------------------------------ Yellow Element: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Yenke: Haste- Cast Haste on itself. Bulldoze- Physical damage on one character. Fire Breath- Fire damage on one character. White Wind- On himself or Biran, it heals some of their HP. Aqua Breath- Water damage on one character. ------------------------------------------------------------------------------ YKT-11: Thrust Kick- Ejects one character. Attack- Physical damage on one person. ------------------------------------------------------------------------------ YKT-63: Thrust Kick- Ejects one character if it is last enemy. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Yojimbo: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one I don't know yet if he can use Zanmato in this fight... ------------------------------------------------------------------------------ Yowie: Attack- Physical damage to one. And sometimes Petrification and Silence. ------------------------------------------------------------------------------ Yunalesca: Attack- Counter physical damage, and nullifies all good statuses on one person but not Reflect status. (all forms) Drain- Drains some HP from an aeon and adds it to Yunalesca's. (all forms) Silence- If attacked with a magic, inflicts Silence on one person. (1st form) Hell Biter- Physiacl damage and Zombie on everbody. (2nd, 3rd forms) Osmose- Drains some MP from an aeon and adds it to Yunalesca's. (all forms) Curaga- Restores an impressive amount of HP back to Yunalesca. (3rd form) Cura- Restores a mediocre amount of HP back to Yunalesca. (2nd form) Absorb- Takes away 50% of current HP of one character and then adds that 50% of HP to Yunalesca's HP. (all forms) Regen- Restores Yunalesca's HP gradually on one character when under Zombie from Hell Biter. (2nd, 3rd form) Blind- When attacked in a physical manner, she counters by inflicting one character with Darkness. (1st form) Mind Blast- Non-elemental magic attack that afflicts all people with Sleep, Confuse, and Curse. (3rd form) Sleep- When attacked with a special, she counters by inflicting one character with Sleep. (1st form) Mega Death- KO's every character. (3rd form) ------------------------------------------------------------------------------ Zaurus: Attack- Physical damage on one person. And sometimes adds Silence and Petrify. ------------------------------------------------------------------------------ Zu: Wings start to glow- Starts count to Sonic Boom. Land on ground- Once it's HP is 3999 (66%) or less, it lands and no more Sonic Boom. Attack- Physical damage and Darkness on one person. Sonic Boom- On every 5th turn it has, it uses it for physical damage on all. ------------------------------------------------------------------------------ Zu: Wings start to glow- Starts count to Sonic Boom. Land on ground- Once it's HP is 3999 (66%) or less, it lands and no more Sonic Boom. Attack- Physical damage and Darkness on one person. Sonic Boom- On every 5th turn it has, it uses it for physical damage on all. ------------------------------------------------------------------------------ Earth Eater: Attack- Physical damage to one character only. Flare- Use when as a counter attack when on its back, and is a non-elemental magic attack to one person. Megaton Punch- Instantly KO's either one character as an occasional counter, or two characters sometimes on its own turn. Get up- After its own third turn after falling, it'll get back up. Knock Down- After sustaining 100001 HP loss while up, it will fall down on back. ------------------------------------------------------------------------------ Catastrophe: Demi- Takes away 1/4 (25%) of entire party's current HP as a gravity attack. Toxic Cloud- Curse, Poison, Confusion to one and non-elemental magic damage. Hundred Thorns- Major physical damage to everybody active. Toxic Spray- On the character with highest currently HP and will inflict Full- Break along with doing impressive physical damage on that one character. Exit Shell- Once you have dealed an amount of 450001 damage to Catastrophe while it is in the shell whence it starts out in. ------------------------------------------------------------------------------ Greater Sphere: Flare- non-elemental magical damage to one character as counter. Ultima- This will do non-elemental magic damage to everyone and is used as a counter attack. Attack- Physical damage to one. Elemental Shift- If you hit Greater Sphere with the elemental he is currently susceptible to he will change to a new elemental susceptibil- ity. Hydraulic Press- Takes away (I have calculated) 93.75% of everbody's *maximum* HP and is a gravity attack and also used as an occasional counter attack. Not used for current HP (remember that; it is important to your success). ------------------------------------------------------------------------------ Th'uban: Rainbow- Darkness, Sleep, Silence, Curse as well as Confuse to all characters as non-elemental magic damage. Condemn- Takes away all positive base status ailments from all your characters and is always a counter attack. Haste- This is a counter and is used on itself to accelerate next turn(s). I do not yet know exactly what triggers it though (I'll get back on this). Shell- Halves damage done by magically based attacks. On its ownself (Shell). Convergence- Non-elemental magic attack damage to one character only. Protect- Halves damage done by physical attacks. On its ownself (Protect). Attack- Physical damage to one character. ------------------------------------------------------------------------------ Neslug: Curaga- When in its shell it will use it on itself to restorate a gigantic amount of HP. Slime- Curse, Mental Break, Poison, Armor Break status effects on all and special attacks damage as I have discovered very recently. Also as a even more depressing setback; it doesn't whim to protecting. Megaton- Confuse and death to one person, doesn't matter if you're protected, and is a special. Attack- Physical type damaging to only one character. Exit shell- If you successfully shatter Neslug's *or* if it regenerates all of its HP while in its outer shell, it will finally break out. Resort to shell- Once you can pull-off minusing 2000000 HP from it it will go into its shell like a wuss. ------------------------------------------------------------------------------ Shinryu: Shining- Non-elemental based magic damage to all characters by 8 consective, simultaneous, randomly chosen character targets. Attack- Physical counter move to one character, and can also be used on own go. Eraser- The first time it will use it is 3rd turn, but it may be sooner or later, but anyway this will never, ever be used when just one character is still active in the battle, it is an impossibility to evade it, and it Petrifies and shatters one character at a time only (thank the lord).:| ------------------------------------------------------------------------------ Ultima Buster: Attack- Physical damage to only one character. Ultima- Non-elemental magic damage to everyone. Contamination- Zombie, Slow, Poison, Full-Break, and Confuse as a special to to one person; these even can work on aeons too!, I believe the two statuses changes that occur even with nullifications and immunities are Zombie, and Poison, and it happens only *after* at least one turn of the "Head is moving suspiciously." Arms: The arms regenerated!- If you fail to kill Ultima after you KO its arms, after a couple turns they'll grow back again. Protection- While the arm(s) are in play they'll block out any physical (and not magical, so that should give a strategic idea) damage that is in anyway way directed towards the stomach. This will now do less damage to the arms instead (excludes overdrives). The Head has no abilities other than what the Ultima Buster has so pay your reference to Ultima Buster's part of this. ------------------------------------------------------------------------------ Nemesis: Armageddon- This attack will always, 100% guaranteed, no matter what deal 99999 damage to every character reguardless of protection as a special type of attack and is used between the 9-11 turn(s) it gets. Ultima- This does non-elemental magic damage to all and is an occasional counter. I have calculated consistantly 5000 damages done. Ultra Spark- Poison, Curse, Power Break, Slow to all characters as special attack and is not halvable in anyway at all. Arkbeetle1 has also provided me with info on this doing about 32000 damage. Attack- Physical damage to one character. The damage done is about 15000 so it can almost be considered major, but is possible to halve with the spell Protect. Ethereal Cannon- This attack, Ethereal Cannon does non-elemental magical damage to one character only. Damage done is nearly about and around 20000 roughly. ------------------------------------------------------------------------------ **NOTE**: FROM THIS POINT ON, I AM CHANGING LAYOUT TO MAKE IT EASIER ON ME!!!! ------------------------------------------------------------------------------ Fenrir: - Fangs of Hell: This attack is annoying. What happens is that it does instant KO status, no matter what. - Fangs of Ruin: This attack does majorly strong physical damage against one of your characters. - Fangs of Chaos: This takes of 93.75% of your *current* HP with Gravity-type damage. It also adds Confuse status as well as doing physical-type damage to the victim. ------------------------------------------------------------------------------ Ornitholestes: - Poison Touch: This attack does Poison status, as well as doing Gravity and physical damage, and with Gravity it minuses 75% of *current* HP. - Drain Touch: This attack does physical damage paired up with Drain attack in which the HP taken from physical damage is then plused onto the HP of Ornitholestes' to heal it up. ------------------------------------------------------------------------------ Pteryx: - Beak: This attack uses the Delay status along paired up with physical damage to one person. - Beak of Woe: This attack will disregard if you're under Protect spell for the physical part of it. It will use physical damage and Curse status on one person, but it can also do it 3 times consecutively to the entire party. ------------------------------------------------------------------------------ Hornet: - Venomous Stab: This attack, what it will do is do Poison status, along with physical damage to one of characters. - Curaga: Uses Curaga White Magic which restores a very impressive random amount of HP to self. - Bewitching Stab: This attack, what it will do is do Confuse status, along with physical damage to one of characters. - Attack: This attack is actually quite dangerous. What will occur with it is Dark [3 turns], Silence [3 turns], Sleep [3 turns] happens. This is also in conjunction with KO status as well as physical damage. First 3 mentioned statuses don't happen if KO is successful. This is against one character in your party. ------------------------------------------------------------------------------ Vidatu: - Ultima: Non-elemental magical-type damage to your entire group of party members. - Osmose: This attack does Osmose effect in which the amount of MP that is leeched out of victim will give that much back to it. ------------------------------------------------------------------------------ One-Eye: - Black Stare: This attack is going to be doing the Curse status as well as physical damage on one character. - Shockwave: Silence (off- 10 turns), Darkness (off- 10 turns), Sleep (off- 1o turns), Slow, Confuse are done plus medium non-elemental magically-based damage on the whole party. ------------------------------------------------------------------------------ Jumbo Flan: - Ultima: Non-elemental magic-type damage against the entire party. - Reflect: Does the Reflect status to one character for other moves to them later. - Regen: If one character is under Reflect status, it will use this move on them to cast Regen on itself. - Curaga: If one character is under Reflect status, it will use this move on them to cast Curaga on itself. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. ------------------------------------------------------------------------------ Nega Elemental: - Flare: This attack will do some medium non-elemental magic-type damage to one character. - Ultima: This attack will do some large non-elemental magic-type damage to all characters. - Thundaga: This attack does magic damage with the Lightning elemental. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. ------------------------------------------------------------------------------ Tanket: - Rush Attack: This attack will do Berserk, Delay, physical damage to one. - Attack: This attack will do Berserk, Delay, physical damage to one. ------------------------------------------------------------------------------ Fafnir: - Fire Breath Attacks: This attack will first do a physical damage attack on one party member, then Fire magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Lightning Breath Attacks: This attack will first do a physical damage attack on one party member, then Fire magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Ice Breath Attacks: This attack will first do a physical damage attack on one party member, then Ice magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Attack: This attack will do physical-type damage to just one of your party members. ------------------------------------------------------------------------------ Sleep Sprout: - Thundaga: This attack does magic damage with the Lightning elemental. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Goodnight: Power Break, Armor Break, Poison, Sleep, Berserk statuses done as well as non-elemental magical-type damage to your entire party. Done as 1st turn in Ambushes. - Flare: This attack will do some medium non-elemental magic-type damage to one character. - Ultima: This attack will do some large non-elemental magic-type damage to all characters. ------------------------------------------------------------------------------ Bomb King: - Ultima: This attack will do some large non-elemental magic-type damage to all characters. - Attack: This attack does physical damage against one of your party members. - Inflate: Every one of 3rd damaging turns that Bomb King receives, he inflates like other Bombs, but at the end, it does't blow. - Firaga: This attack does magic damage with the Fire elemental. - Fira: This attack does magic damage with the Fire elemental. ------------------------------------------------------------------------------ Juggernaut: - Attack: This attack will do physical damage against just one of your party members. - Charging: Starts the count to Salvo attack. - Crush Spike: This attack will do the KO (instant Death) status in conjunction with physical damage in case protected to KO on one character. - Salvo: After Juggernaut has gone through one turn of Charging, it will do this which does Fire damage to all. ------------------------------------------------------------------------------ Ironclad: - Shinryudan: This attack does physical damage to one of your characters in the party. - Bushinzan: It does Osmose (Drain effect of MP), along with physical damage to everyone in the group. - Reppageki: Physical-type damage is does to one character and is sometimes used to counter. ------------------------------------------------------------------------------ Stratoavis: - Paean of the Heavens: At all 4th turns, it uses the Gravity-based attack to Darkness, Delay characters. Gravity part takes 93.5% maximum HP of every one of characters. - Attack: Physical damage on one of your characters. Used after it has used "Land on ground". - "Land on ground": In this, it falls down out of being airborne once HP becomes at least 108800. - Charging: Starts count to Paean of the Heavens attack. ------------------------------------------------------------------------------ Malboro Menace: - Gastric Juice Blast: This attack will do the Petrification status as well as physical damage against every single person. - Chow Time: This does some physical damage against just one of your party member characters. - Putrid Breath: Confuse, Silence (8 turns), Slow, Darkness (8 turns), Poison, Berserk, is done with non-elemental magic damage to all party. - Mega Gastric Juice: It does the Full-Break status effect while dealing out special-type damage. ------------------------------------------------------------------------------ Kottos: - Attack: This attack will do physical-type damage to one of your characters as a counter-action. - Attack+Attack: This attack is going to do physical damage on one person. ------------------------------------------------------------------------------ Coeurlregina: - Drain: Does Drain Black Magic and adds the HP taken to heal up Coeurlregina. - Chaos: Curse, Confuse, Doom statuses are done to one of your party members. - Thundaga: This attack does magic damage with the Lightning elemental. - Hyper Blaster: Regardless of protections, this attack does the KO (Death) status against one. ------------------------------------------------------------------------------ Jormungand: - Space-Time Vorpal: This attack will be doing some non-elemental magic-type damage to all. - Attack: This attack does physcial damage to one of your party members. - Cold Stare: Without paying any heed to protection, it does the Petrify status in conjunction with doing special-type damage. And all of this is done to just one of your people. ------------------------------------------------------------------------------ Cactuar King: - 99999 Needles: This does 99999 of no-matter-what special damage to one character. - Run Away: This move is when Cactuar King runs away from the scene of the battle. - 10000 Needles: This does 99999 of no-matter-what special damage to one character. Is always used counter-attack. ------------------------------------------------------------------------------ Espada: - Blade Shower: This attack will do physical damage to one of your characters. - Hades Claws: Annoying move. It does Poison, KO (protectable), physical hurt, heal Espada. Is used as regular attack or counter on one of your party members. ------------------------------------------------------------------------------ Abyss Worm: - Readying Quake: Starts count to Earthquake attack. - Regurgitate: Once a character has been Swallowed and Worm has taken two hits doing at least 1 damage, character is vomitted up. Hopefully HP is over 9999 to survive it... - Earthquake: After one turn of Readying Quake, it uses this attack which does non-elemental magic-type damage to all members of party. - Swallow: Once five hits have done at least 1 damage to Worm, it swallows final hitting person until the criteria has been met for Regurgitate. - Attack: It will do some physical damage against one of your people. ------------------------------------------------------------------------------ Chimerageist: - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. - Megiddo Flame: This does Fire-type elemental damage against just one of your characters. - Aqua Breath: This does water-type elemental damage against just one of your characters. - Attack: This does physical damage on one. ------------------------------------------------------------------------------ Don Tonberry: - "Moving Along": It will move forward towards your party on all of *its* turns until it gets to one party member (that happens in four turns). He then does the "Doink" move). - "Doink": It doesn't have a name in this game, but I use reference to past FF games. This does some big physical hurtin' on one character. Used after 4 "Moving Alongs". - Voodoo: This move will do 99999 damage to an aeon, and is *exclusively* used when an aeon is there. - Karma: This was hard to find out about, but I did it =( Anyway, what happens is Don Tonberry uses this move as a counter to anything except aeon attacks, in which case Voodoo is used. This does special-type damage based on number of monsters that particular member has killed, then you multiply by 100. In easier terms; don't kill to much before getting here!:) ------------------------------------------------------------------------------ Catoblepas: - Flare: This attack does some non-elemental magic-type damage to one of your party members. - Ultima: This attack is used as a desperation move once all HP is gone and is non-elemental magical damage on entire party. - Attack: This attack simply does physical-type damage to one of your characters. - Pop Fly: This attack will do physical damage like the normal Behemoth/Behemoth King's and then do Delay effect. ------------------------------------------------------------------------------ Abaddon: - Emblem of the Cosmos: After one turn of Mana Focus, it does this move for physical damage against everybody. - Mana Focus: Starts count to Emblem of the Cosmos attack. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. - Demi: Minuses 1/4 (25%) of the entire party's current HP as a Gravity-based move. - Pharaoh's Curse: Silence, Poison, Darkness, Confuse is done against one of your members. - Flare: This attack does some non-elemental magic-type damage to one of your party members. ------------------------------------------------------------------------------ Vorban: - Attack: This attack again, simply does some physical-type damage against one character. - Body Splash: This attack does physical-type damage against everyone of your party members. - Mortar: Does non-elemental damage as a counter attack against all of your party members. ------------------------------------------------------------------------------ Dark Valefor: Attack- Physical damage unto one character. Energy Blast- This will do major special attacking damage and is non-elemental like your aeon's overdrive. Watch out for this as it is done only when its overdrive bar reaches full. All characters are effected. Watch out for this! Energy Ray- This is a non-elemental magic based attack to every person just like your aeon's overdrive. This is nothing compared to its Energy Blast. Sonic Wings- Puts Delay on one character for next move and does physical hurt. ------------------------------------------------------------------------------- Dark Ifrit: Attack- Physical damaging counter attack on one character. It will use this immensely evenly over all characters and not just stick to one, so be very mindful. Hellfire- This will do major special attacking damage and is Fire elementally based (I still must test this a few more times) like your aeon's overdrive. Meteor Strike- Puts Delay on one character for next move and does physical hurt. ------------------------------------------------------------------------------- Dark Ixion: Thundaja- This will delay the target's upcoming turn and I must still test whether or not it is elemental lightning, or non-elemental. Attack- Mental Break, Confusion, Armor Break along with physical damage to one character. Attack- Sleep, Mental Break, Armor Break, and physical damage to one, it is only used as a counter. Aerospark- Negates any good helpful status effects from one person and is physically based too. During the first fight with DI it will use this when its overdrive bar is filled, but whilst the second fight it can use it on its normal turns even. Thor's Hammer- This will do Full-Break as well as special damage to all your characters. This is only used during the second fight with DI and will be used strictly when it reaches overdrive. ------------------------------------------------------------------------------- Dark Shiva: Heavenly Strike- KO unless protected, also adds Berserk and Confuse unless otherwise protected, and if protected against KO, physical damage occurs also. Diamond Dust- This does special type damage to all and I think is Ice based too but I am not absolutely positive about this (still testing). Attack- Nullifies all positively status effects and does some physical damage too. ------------------------------------------------------------------------------- Dark Bahamut: Impulse- Slow, Petrification, and Full-Break occur during this move, it also does special damage and on top of that is a counter move which it will only counter-execute after every 5th turn *you* attack it so be consciencious about this. Mega Flare- This will (with the very nice exeception of Auto-Life since some of these other dudes remove Auto-Life too with their's) take out any positive statuses from your whole entire party along with doing its special damage while in overdrive fullness too.:) Attack- Physical damage on one only. ------------------------------------------------------------------------------- Dark Anima: Pain- No matter if you are protected adequetly or not, it will automatically induce a saddening KO. Oblivion- It will use Osmose...there is still *alot* more to it though; It will do like Mega Flare and take away all good effects excluding Auto-Life. Lets not forget it does 16 simultaneous special attacks randomly. And lastly it can and will only be used when dark Anima's overdrive guage is completely filled up. Damn...:0 Attack- Zombie, Petrifiaction, Poison, Curse, physical damage; I needn't say more. Mega-Graviton- Will dispose of (I have calculated) about 44% (more like 43,75%) of *maximum* (not current) HP of everybody. It also has two attack properties; non-elemental magic, and gravity attack. ------------------------------------------------------------------------------- Dark Yojimbo: Wakizashi- Physical damage on all people active. Daigoro- Petrification, Poison and physical attack that can't be cut in half by any means necessary, and is used on one person. Zanmato- Can't evade, haha, instant...GAME OVER!, MUAHAHAHA. Oh, sorry, and is only executed on you when his overdrive bar is fully filled. On all. Kozuka- Full-Break, and Slow happen accompanied by physical damage to one. ------------------------------------------------------------------------------- Dark Magus Sisters: Cindy: Camisade- Osmose and physical damage to one. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Attack- Physical damage and removal of any and all good statuses on one. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. Sandy: Attack- Petrification and physical attack on one character. Razzia- Takes out Auto-Life status if present and physical damage on one character. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. Mindy: Calamity- Curse, Darkness, Silence, Poison, Full-Break to one character. Passado- KO and unhalvable physical damage to one person. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. ------------------------------------------------------------------------------- Penance: Immolation- Mental Break, Osmose, Armor Break, physical damage on one person. Obliteration- Slow and physical damage to all. Judgement Day- If both arms are there anytime in second half (3000000 HP depleted), this move may occur and does 99999 damage to all and is not halving material. Right Arm: Calamity- Curse, Darkness, Poison, Full-Break, Silence on one character. Attack- Petrification and physical damage to one character. Mighty Guard- Regen, Protect, Shell on all three parts of Penance. Left Arm: Attack- Takes away all positive status ailments and physical damage is done onto one character. Slowga- Slow effect on all people. Mega-Graviton- It does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. ------------------------------------------------------------------------------ NOTE: *THE FOLLOWING ENEMIES PERTAIN TO REMIEM TEMPLE AEONS FIGHTS*!!! ------------------------------------------------------------------------------ Valefor: Sonic Wings- This attack does physical damage as well as the Delay effect to just one character. Attack- During this not-really-dangerous attack, Valefor does a regular attack for physical damage against one of your party members. Energy Blast- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Energy Ray- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. ------------------------------------------------------------------------------ Ifrit: Hell Fire- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Fire type damage. Meteor Strike- This attack is versus only one person and does some mediorcre special type damage to that person. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Ixion: "Ixion Defends!": During this move, it doesn't do any damage to you, but it does cast Shield to itself reducing damage dramatically. "Ixion Evades!": During this move, again, you don't sustain any damage, but it has now been made extremely difficult to land a physical strike on Ixion. Thor's Hammer- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Lightning type damage. Aerospark- This attack not only does physical damage to one character, but it also uses Delay effect, too. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Shiva: Blizzaga- This attack does some pretty high-up-there Ice damage to one character alone. Blizzara- This attack does some pretty high-up-there Ice damage to one character alone. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. Heavenly Strike- This attack does physical damage as well as the Delay effect to just one character. Diamond Dust- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Ice type damage. ------------------------------------------------------------------------------ Bahamut: Countdown: 1- Displays that Bahamut will unleash a very power Mega Flare in just 1 turn that'll kill an aeon most likely. Countdown: 2- Displays that Bahamut will unleash a very power Mega Flare in just 2 turn that'll kill an aeon most likely. Countdown: 3- Displays that Bahamut will unleash a very power Mega Flare in just 3 turn that'll kill an aeon most likely. Countdown: 4- Displays that Bahamut will unleash a very power Mega Flare in just 4 turn that'll kill an aeon most likely. Countdown: 5- Displays that Bahamut will unleash a very power Mega Flare in just 5 turn that'll kill an aeon most likely. Mega Flare- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Yojimbo: Zanmato- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Wakizashi- This attack either does phsycially based damage to all characters or just one of your characters. Kozuka- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. Daigoro- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Anima: Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. Pain- This does magical type damage, as well as instant KO. Demi- This attack takes away 1/4 (25%) away from everybody's current HP, and not their maximum HP. Oblivion- Lets not forget it does 16 simultaneous special attacks randomly. And lastly it can and will only be used when dark Anima's overdrive guage is completely filled up, as well as Delay. Dispel- Takes away just about any of the positive status ailments that're on the one targeted character. ------------------------------------------------------------------------------ The Magus Sisters: - Sandy: Razzia- During this not-really-dangerous attack, Sandy does a regular attack for physical damage against one of your party members. Attack- During this not-really-dangerous attack, Sandy does a regular attack for physical damage against one of your party members. - Cindy: Cura- This move of Cindy's will be used on one of her sisters to restorate a fairly decent amount of HP back to them. Drain- During this attack, it takes away some HP from one of your party members and the exact amount that is leeched will be put onto Cindy's HP to restore her if she's hurt, but just to damage you if she is not hurt. So it's win/win for her. Dispel- Takes away just about any of the positive status ailments that're on the one targeted character. Mighty Guard- She does this unto every single one of her sisters (Mindy, Sandy) and what it does is it adds NulAll effect, Shell effect, and the Protect effect. Shell- This puts the Shell status effect onto one of her sisters like 1/3 of the Mighty Guard move. Holy- This unleashes the most powerful (and only) damaging White Magic in the game which is Holy. Camisade- During this not-really-dangerous attack, Cindy does a regular attack for physical damage against one of your party members. Regen- This will be adding the Regen positive status effect on one of her own sisters. Protect- This will be adding the Protect positive status effect on one of her own sisters. - Mindy: Passado- This does 15 physically damaging attacks across 15 simultaneous hits on only one character for massive damage. Flare- This does non-elemental magic damage to one character. Waterga- This attack does Water based elemental magic damage against one party member. Blizzaga- This attack does Ice based elemental magic damage against one party member. Thundaga- This attack does Lightning based elemental magic damage against one party member. Firaga- This attack does Fire based elemental magic damage against one party member. Watera- This attack does Water based elemental magic damage against one party member. Blizzara- This attack does Ice based elemental magic damage against one party member. Thundara- This attack does Lightning based elemental magic damage against one party member. Fira- This attack does Fire based elemental magic damage against one party member. Ultima- This does non-elemental magic damage against everybody in the whole entire party. ------------------------------------------------------------------------------ =============================================================================== <-----------------------------------------------------------------------------> 6.0. CHARACTER BIOGRAPHIES #SF6C <-----------------------------------------------------------------------------> =============================================================================== Note: I copied these from instruction manual verbatim. ------------------------------------------------------------------------------- 1. Tidus: Tidus is a cheerful, rising blitzball star playing for the Zanarkand Abes. He has long hated his father, who was a renowned player himself before his untimely death. Tidus' quick moves allows him to attack even the swiftest of foes with ease. Age: 17 Overdrive: Swordplay Sphere Grid Section: Top Left Starting Stats: HP: 520, MP: 12, Str: 15, Def: 10, Mdef: 5, Mag: 5, Agl: 10, Eva: 10, Acc: 10, Luck: 18 ------------------------------------------------------------------------------- 2. Yuna: Daughter of High Summoner Braska. Honest and determined. Yuna embarks on a pilgrimage to obtain the Final Aeon and defeat Sin. Yuna is learning the mystical art of summoning aeons--powerful spirits of yore. Age: 17 Overdrive: Grand Summon Sphere Grid Section: Bottom Left Starting Stats: HP: 475, MP: 84, Str: 5, Def: 5, Mdef: 20, Mag: 20, Agl: 10, Eva: 30, Acc: 3, Luck: 17 ------------------------------------------------------------------------------- 3. Auron: The legendary guardian who, together with High Summoner Braska, defeated Sin ten years ago. A man of few words, he guides Yuna and Tidus on their mission to vanquish Sin once more. He swings his gigantic sword with such power that even the toughest fiends are cut asunder. Age: 35 Overdrive: Bushido Sphere Grid Section: Top Starting Stats: HP: 1030, MP: 33, Str: 20, Def: 15, Mdef: 5, Mag: 5, Agl: 5, Eva: 5, Acc: 3, Luck: 17 ------------------------------------------------------------------------------- 4. Wakka: Coach and captain of the local blitzball team, the Besaid Aurochs. Wakka plans to retire from the sport after this year's tournament, so that he can devote himself fully to serving as Yuna's guardian. His deadly blitzball is especially useful for knocking down aerial enemies. Age: 24 Overdrive: Slots Sphere Grid Section: Top Right Starting Stats: HP: 618, MP: 10, Str: 14, Def: 10, Mdef: 5, Mag: 10, Agl: 7, Eva: 5, Acc: 25, Luck: 19 ------------------------------------------------------------------------------- 5. Rikku: A young Al Bhed girl. Her personality is upbeat and positive, and she in not afraid to speak her mind. She works hard to restore her outcast people to their former glory. Rikku handles mechanical enemies with ease, and can Steal items from enemies, too? Age: 15 Overdrive: Mix Sphere Grid Section: Bottom Starting Stats: HP: 360, MP: 85, Str: 10, Def: 8, Mdef: 8, Mag: 10, Agl: 16, Eva: 5, Acc: 5, Luck: 18 ------------------------------------------------------------------------------- 6. Kimahri A powerful warrior of the Ronso tribe. Kimahri has watched over Yuna from her youngest days. He speaks little, but is deeply devoted to Yuna and serves her loyally as a guardian. Kimahri can learn enemy skills with his Lancet ability. Age: 25 Overdrive: Ronso Rage Sphere Grid Section: Middle Starting Stats: HP: 644, MP: 78, Str: 16, Def: 15, Mdef: 5, Mag: 17, Agl: 6, Eva: 5, Acc: 5, Luck: 18 ------------------------------------------------------------------------------- 7. Lulu One of Yuna's guardians. She and Wakka think of Yuna as a younger sister. Lulu's stoic and self-possessed nature makes her seem insensitive at times. She specializes in the art of Black Magic, using various dolls to help cast powerful spells. Age: 22 Overdrive: Fury Sphere Grid Section: Bottom Right Starting Stats: HP: 380, MP: 92, Str: 5, Def: 8, Mdef: 30, Mag: 20, Agl: 5, Eva: 40, Acc: 3, Luck: 17 ------------------------------------------------------------------------------- =============================================================================== <-----------------------------------------------------------------------------> 7.0. ORIGINAL SPHERE GRID #SG7O <-----------------------------------------------------------------------------> =============================================================================== 1. Just What On Earth Is The Sphere Grid?: ------------------------------------------ The Sphere Grid is a new system of leveling up and stat maxing that Square has used specifically in this game. I suppose they wanted to be more unique than in some of the previous games. What this leveling up concept is all about is by gaining AP which convert into Sphere Levels after reaching certain points. You then use these to move around the Sphere Grid, gaining abilities, levels, higher stats, etc... There are about 860 nodes on this gigantic Grid (give or take a few), and you must overcome enemies, look in treasure chests, talk to people to obtain spheres to activate the many, many nodes and spheres that are on this grid to become more powerful throughout the game. Note: There are a few great pictures of the Sphere Grid right here on GameFaqs/FFX FAQ Screen. 2. How To Level Up Characters: ------------------------------ Well, well, you still don't know from what I have mentioned above? Ok, allow me to take it one step further (and for statistic maximization, go to the Stat Maxing sections of this guide): When you defeat enemy(ies), you gain AP, which as I had stated previously, converts into Sphere Levels for you to "spend" on the Sphere Grid. Note: To gain AP after battles with characters, they *must* participate in battle, as well as be standing when the battle comes to its conclusion. After battle(s), you press the Triangle button to take you into the main Menu Screen (more on this later), and use up the Sphere Levels to move to different nodes to become more powerful. By the way, you don't have to use them right away, either, you can save up your Sphere Levels and use them later all in one sitting or in divisions. Like Square said: "With the Sphere Grid, it's your choice". 3. All Of Those Different Symbols On Nodes: ------------------------------------------- You see, there are many, many different nodes on the Sphere Grid, and each of those symbols that appear on the nodes of the Sphere Grid mean a different category of attribute leveling or ability learning. There are actually sixteen different symbols to look out for on the Sphere Grid, and here, I will list them all for you...: - The nodes on the grid the Lv. and then a # there means that that node is locked and can't be activated without a Level Key Sphere with corresponding number if that particular Lock Sphere. - The nodes with the black diamond-type symbol on it will enable a character to use the Black Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the white diamond-type symbol on it will enable a character to use the White Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the two crossed swords on it will enable a character to use the Skill engrained in the node. Activated with an Ability Sphere. - The nodes with the plus sign symbol on it will enable a character to use the Special engrained in the node. Activated with an Ability Sphere. - The nodes with the target bulls-eyes on it will enable a character to raise their Accuracy attribute. Activated with a Speed Sphere. - The nodes with the partial symbol of Ying-Yang on it will enable a character to raise their Evasion attribute. Activated with a Speed Sphere. - The node with like a footprint on it will enable a character to raise their Agility attribute. Activated with a Speed Sphere. - The nodes with a star in the middle on it will enable a character to raise their Luck attribute. Activated with a Fortune Sphere. - The nodes with a shield that has a triangle inside on it will enable a character to raise their Magic Defense attribute. Activated with a Mana Sphere. - The nodes with a circle that has a triangle inside on it will enable a character to raise their Magic attribute. Activated with a Mana Sphere. - The nodes with a shield symbol on it will enable a character to raise their Defense attribute. Activated with a Power Sphere. - The nodes with a symbol of a sword on it will enable a character to raise their Strength attribute. Activated with a Power Sphere. - The nodes with the letter "M" on it will enable a character to raise their maximum Magic Points. Activated with a Mana Sphere. - The nodes with the letter "H" on it will enable a character to raise their maximum Hit Points. Activated with a Power Sphere. - The nodes with no symbol whatsoever on them are empty and will do nothing for you besides filling them with Spheres. 4. The Different Sphere Colors Of Characters: --------------------------------------------- The colors that you might be wondering about when you see that a characeter has activated a node on the Sphere Grid, are really just colors that the Square gave each of the characters so that you can differentiate which nodes each of your characters have activated thus far. There is going to be seven different colors that will appear on the Sphere Grid at one point or another, and each of them will represent a character (imagine: going through 800+ nodes and not knowing who has activated what and when. That would be utterly insane!). Anyway, the color key goes like this: Tidus: Aqua, Yuna: White, Auron: Red, Kimahri: Indigo, Rikku: Green, Lulu: Purple, Wakka: Yellow. 5. The Gruling Process Of Activation: ------------------------------------- To activate you need the corresponding sphere of the node you wish to activate. The other things is that you need to be next to or on the node that you'd wish to activate. Those are the only two requirements that you need to meet in order to be able to activate nodes and become even more uber. For a complete listing of all of the spheres that you will be needing to take on this job, please refer to the items section of this guide. And please note that even though this job sounds easy, it isn't, because the first job is hard to just collect a sufficient enough sphere supply, and the secod job isn't easy because there are quite a bit more than 850 nodes on this gargantuan Sphere Grid. 6. What Is On The Sphere Grid?: ------------------------------- Ok, ok. It's finally time for me to get really technical about this Sphere Grid business, and list just exactly what is on the Original Sphere Grid, which can be found in every single version of the game, Final Fantasy X. Finally... Now, there are 859 nodes on the Sphere Grid, and each character has a certain part of that number. And altogether that will equal 859. Here's a look at everybody's sections, and what abilities are in them: (For everything that's in them, go to the Stat Maxing sections) *Note*: Some of the counts might be off, so if you know the exact amount, please let me know and I'll give you credit. ---> Tidus' Section: - Strength Nodes +4/+3/+2/+1 - 5/1/6/4 - Final Str - 38 + 15 = 53 - Defense Nodes +4/+3/+2/+1 - 1/3/4/1 - Final Def - 22 + 10 = 32 - MagDefense Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Mdef - 2 + 5 = 7 - Magic Nodes +4/+3/+2/+1 - 0/0/3/0 - Final Mag - 6 + 5 = 11 - Agility Nodes +4/+3/+2/+1 - 5/1/3/1 - Final Agl - 30 + 10 = 40 - Accuracy Nodes +4/+3/+2/+1 - 1/1/5/2 - Final Acc - 19 + 10 = 29 - Evasion Nodes +4/+3/+2/+1 - 2/3/0/0 - Final Eva - 17 + 10 = 27 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 18 = 19 - HP Nodes +300/+200 - 0/13 - Final HP - 2600 + 520 = 3120 - MP Nodes +40/+20/+10 - 0/5/1 - Final MP - 110 + 12 = 122 - Abilities: Quick Hit, Hastega, Delay Buster, Slowga, Slow, Delay Attack, Flee, Provoke, Haste, Cheer - Lock Nodes +4/+3/+2/+1 - 1/5/2/1 - Total - 9 - Empty Nodes: 31 - Total Tidus' Section Nodes: 123 ---> Yuna's Section: - Strength Nodes +4/+3/+2/+1 - 1/0/3/0 - Final Str - 10 + 5 = 15 - Defense Nodes +4/+3/+2/+1 - 2/0/1/0 - Final Def - 10 + 5 = 15 - MagDefense Nodes +4/+3/+2/+1 - 4/4/2/0 - Final Mdef - 32 + 20 = 52 - Magic Nodes +4/+3/+2/+1 - 7/5/0/0 - Final Mag - 43 + 20 = 63 - Agility Nodes +4/+3/+2/+1 - 7/2/1/0 - Final Agl - 36 + 10 = 46 - Accuracy Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Acc - 4 + 3 = 7 - Evasion Nodes +4/+3/+2/+1 - 8/0/1/0 - Final Eva - 34 + 30 = 64 - Luck Nodes +4/+3/+2/+1 - 0/0/1/2 - Final Luck - 3 + 17 = 20 - HP Nodes +300/+200 - 0/13 - Final HP - 2600 + 475 = 3075 - MP Nodes +40/+20/+10 - 2/9/0 - Final MP - 260 + 84 = 344 - Abilities: Holy, Regen, Curaga, Dispel, Reflect, Shell, Protect, Auto-Life, Pray, Life, NulShock, NulTide, NulFrost, NulBlaze - Lock Nodes +4/+3/+2/+1 - 4/4/2/2 - Total - 12 - Empty Nodes: 36 - Total Yuna's Section Nodes: 138 ---> Auron's Section: - Strength Nodes +4/+3/+2/+1 - 8/0/0/0 - Final Str - 32 + 20 = 52 - Defense Nodes +4/+3/+2/+1 - 1/6/0/0 - Final Def - 22 + 15 = 37 - MagDefense Nodes +4/+3+/+1 - 0/0/1/6 - Final Mdef - 8 + 5 = 13 - Magic Nodes +4/+3/+2/+1 - 1/0/0/1 - Final Mag - 5 + 5 = 10 - Agility Nodes +4/+3/+2/+1 - 0/0/6/0 - Final Agl - 12 + 5 = 17 - Accuracy Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Acc - 1 + 3 = 4 - Evasion Nodes +4/+3/+2/1 - 0/0/5/0 - Final Eva - 10 + 5 = 15 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 17 = 18 - HP Nodes +300/+200 - 0/18 - Final HP - 3600 + 1030 = 4630 - MP Nodes +40/+20/+10 - 0/5/0 - Final MP - 100 + 33 = 133 - Abilities: Power Break, Guard, Magic Break, Threaten, Armor Break, Mental Break, Zombie Attack, Entrust, Sentinel - Lock Nodes +4/+3/+2/+2 - 3/4/1/1 - Total - 9 - Empty Nodes: 33 - Total Auron's Section Nodes: 111 ---> Wakka's Section: - Strength Nodes +4/+3/+2/+1 - 4/1/9/2 - Final Str - 39 + 14 = 53 - Defense Nodes +4/+3/+3/+1 - 2/4/0/0 - Final Def - 20 + 10 = 30 - MagDefense Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Mdef - 4 + 5 = 9 - Magic Nodes +4/+3/+2/+1 - 1/5/3/0 - Final Mag - 25 + 10 = 35 - Agility Nodes +4/+3/+2/+1 - 2/5/2/2 - Final Agl - 29 + 7 = 36 - Accuracy Nodes +4/+3/+2/+1 - 2/5/1/0 - Final Acc - 25 + 25 = 50 - Evasion Nodes +4/+3/+2/+1 - 0/1/4/2 - Final Eva - 13 + 5 = 18 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 19 = 20 - HP Nodes +300/+200 - 0/18 - Final HP - 3600 + 618 = 4218 - MP Nodes +40/+20/+10 - 0/9/0 - Final MP - 180 + 10 = 190 - Abilities: Aim, Silence Attack, Sleep Attack, Drain, Dark Buster, Silence Buster, Triple Foul, Osmose, Sleep Buster - Lock Nodes +4/+3/+2/+1 - 0/0/2/2 - Total - 4 - Empty Nodes: 30 - Total Wakka's Section Nodes: 128 ---> Kimahri's Section: - Strength Nodes +4/+3/+2/+1 - 0/1/4/0 - Final Str - 11 + 16 = 27 - Defense Nodes +4/+3/+2/+1 - 0/1/3/0 - Final Def - 9 + 15 = 24 - MagDefense Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Mdef - 2 + 5 = 7 - Magic Nodes +4/+3/+2/+1 - 0/2/0/0 - Final Mag - 6 + 17 = 23 - Agility Nodes +4/+3/+2/+1 - 0/2/0/1 - Final Agl - 7 + 6 = 13 - Accuracy Nodes +4/+3/+2/+1 - 0/0/3/1 - Final Acc - 7 + 5 = 12 - Evasion Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Eva - 0 + 5 = 5 - Luck Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Luck - 0 + 18 = 18 - HP Nodes +300/+200 - 0/7 - Final HP - 1400 + 644 = 2044 - MP Nodes +40/+20/+10 - 0/5/0 - Final MP - 100 + 78 = 178 - Abilities: Dark Attack, Jinx, Scan, Ultima, Lancet - Lock Nodes: +4/+3/+2/+1 - 4/0/1/4 - Total - 9 - Empty Nodes: 12 - Total Kimahri's Section Nodes: 57 ---> Rikku's Section: - Strength Nodes +4/+3/+2/+1 - 2/2/4/3 - Final Str - 25 + 10 = 35 - Defense Nodes +4/+3/+2/+1 - 1/1/5/0 - Final Def - 17 + 8 = 25 - MagDefense Nodes +4/+3/+2/+1 - 0/0/5/0 - Final Mdef - 10 + 8 = 18 - Magic Nodes +4/+3/+2/+1 - 2/3/2/0 - Final Mag - 21 + 10 = 31 - Agility Nodes +4/+3/+2/+1 - 6/5/1/0 - Final Agl - 41 + 16 = 57 - Accuracy Nodes +4/+3/+2/+1 - 0/2/3/0 - Final Acc - 12 + 5 = 17 - Evasion Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Eva - 0 + 5 = 5 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 18 = 19 - HP Nodes +300/+200 - 0/16 - Final HP - 3200 + 360 = 3560 - MP Nodes +40/+20/+10 - 0/6/0 - Final MP - 120 + 85 = 205 - Abilities: Steal, Use, Luck, Spare Change, Mug, Full-Life, Bribe - Lock Nodes +4/+3/+2/+1 - 7/4/1/1 - Total - 13 - Empty Nodes: 20 - Total Rikku's Section Nodes: 110 ---> Lulu's Section: - Strength Nodes +4/+3/+2/+1 - 2/0/0/1 - Final Str - 9 + 5 = 14 - Defense Nodes +4/+3/+2/+1 - 5/4/5/0 - Final Def - 42 + 8 = 50 - MagDefense Nodes +4/+3/+2/+1 - 12/3/6/0 - Final Mdef - 69 + 30 = 99 - Magic Nodes +4/+3/+2/+1 - 10/0/4/1 - Final Mag - 49 + 20 = 69 - Agility Nodes +4/+3/+2/+1 - 1/0/6/0 - Final Agl - 16 + 5 = 21 - Accuracy Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Acc - 2 + 3 = 5 - Evasion Nodes +4/+3/+2/+1 - 8/0/6/0 - Final Eva - 44 + 40 = 84 - Luck Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Luck - 4 + 17 = 21 - HP Nodes +300/+200 - 0/8 - Final HP - 1600 + 380 - 1980 - MP Nodes +40/+20/+10 - 4/7/0 - Final MP - 300 + 392 - Abilities: Fire, Thunder, Water, Blizzard, Bio, Demi, Doublecast, Fira, Watera, Blizzara, Thundara, Flare, Death, Firaga, Thundaga, Waterga, Blizzaga - Lock Nodes +4/+3/+2/+1 - 5/2/4/1 - Total - 12 - Empty Nodes: 19 - Total Lulu's Section Nodes: 143 =============================================================================== <-----------------------------------------------------------------------------> 8.0. EXPERT SPHERE GRID #SH8E <-----------------------------------------------------------------------------> =============================================================================== 1. Just What On Earth Is The Expert Sphere Grid?: ------------------------------------------------- The Sphere Grid is a new system of leveling up and stat maxing that Square has used specifically in this game. I suppose they wanted to be more unique than in some of the previous games. What this leveling up concept is all about is by gaining AP which convert into Sphere Levels after reaching certain points. You then use these to move around the Sphere Grid, gaining abilities, levels, higher stats, etc... There are about 805 nodes on this gigantic Grid (give or take a few), and you must overcome enemies, look in treasure chests, talk to people to obtain spheres to activate the many, many nodes and spheres that are on this grid to become more powerful throughout the game. 2. How To Level Up Characters: ------------------------------ Well, well, you still don't know from what I have mentioned above? Ok, allow me to take it one step further (and for statistic maximization, go to the Stat Maxing sections of this guide): When you defeat enemy(ies), you gain AP, which as I had stated previously, converts into Sphere Levels for you to "spend" on the Sphere Grid. Note: To gain AP after battles with characters, they *must* participate in battle, as well as be standing when the battle comes to its conclusion. After battle(s), you press the Triangle button to take you into the main Menu Screen (more on this later), and use up the Sphere Levels to move to different nodes to become more powerful. By the way, you don't have to use them right away, either, you can save up your Sphere Levels and use them later all in one sitting or in divisions. Like Square said: "With the Sphere Grid, it's your choice". 3. All Of Those Different Symbols On Nodes: ------------------------------------------- You see, there are many, many different nodes on the Sphere Grid, and each of those symbols that appear on the nodes of the Sphere Grid mean a different category of attribute leveling or ability learning. There are actually sixteen different symbols to look out for on the Sphere Grid, and here, I will list them all for you...: - The nodes on the grid the Lv. and then a # there means that that node is locked and can't be activated without a Level Key Sphere with corresponding number if that particular Lock Sphere. - The nodes with the black diamond-type symbol on it will enable a character to use the Black Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the white diamond-type symbol on it will enable a character to use the White Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the two crossed swords on it will enable a character to use the Skill engrained in the node. Activated with an Ability Sphere. - The nodes with the plus sign symbol on it will enable a character to use the Special engrained in the node. Activated with an Ability Sphere. - The nodes with the target bulls-eyes on it will enable a character to raise their Accuracy attribute. Activated with a Speed Sphere. - The nodes with the partial symbol of Ying Yang on it will enable a character to raise their Evasion attribute. Activated with a Speed Sphere. - The node with like a footprint on it will enable a character to raise their Agility attribute. Activated with a Speed Sphere. - The nodes with a star in the middle on it will enable a character to raise their Luck attribute. Activated with a Fortune Sphere. - The nodes with a shield that has a triangle inside on it will enable a character to raise their Magic Defense attribute. Activated with a Mana Sphere. - The nodes with a circle that has a triangle inside on it will enable a character to raise their Magic attribute. Activated with a Mana Sphere. - The nodes with a shield symbol on it will enable a character to raise their Defense attribute. Activated with a Power Sphere. - The nodes with a symbol of a sword on it will enable a character to raise their Strength attribute. Activated with a Power Sphere. - The nodes with the letter "M" on it will enable a character to raise their maximum Magic Points. Activated with a Mana Sphere. - The nodes with the letter "H" on it will enable a character to raise their maximum Hit Points. Activated with a Power Sphere. - The nodes with no symbol whatsoever on them are empty and will do nothing for you besides filling them with Spheres. 4. The Different Sphere Colors Of Characters: --------------------------------------------- The colors that you might be wondering about when you see that a characeter has activated a node on the Sphere Grid, are really just colors that the Square gave each of the characters so that you can differentiate which nodes each of your characters have activated thus far. There is going to be seven different colors that will appear on the Sphere Grid at one point or another, and each of them will represent a character (imagine: going through 800+ nodes and not knowing who has activated what and when. That would be utterly insane!). Anyway, the color key goes like this: Tidus: Aqua, Yuna: White, Auron: Red, Kimahri: Indigo, Rikku: Green, Lulu: Purple, Wakka: Yellow. 5. The Gruling Process Of Activation: ------------------------------------- To activate you need the corresponding sphere of the node you wish to activate. The other things is that you need to be next to or on the node that you'd wish to activate. Those are the only two requirements that you need to meet in order to be able to activate nodes and become even more uber. For a complete listing of all of the spheres that you will be needing to take on this job, please refer to the items section of this guide. And please note that even though this job sounds easy, it isn't, because the first job is hard to just collect a sufficient enough sphere supply, and the secod job isn't easy because there are quite a bit more than 800 nodes on this gargantuan Sphere Grid. 6. Original Sphere Grid and Expert Sphere Grid Differences: ----------------------------------------------------------- There are quite a few differences between the Original Grid and the Expert Grid which is only available in the Pal/Int. versions of Final Fantasy X. So here I will list all of those differences to inform you not to think that they are the same. Note: The key word in "Expert Grid" is "Expert", so that means that only use the grid if you've read this informator, and if you have already planned out your navigational strategies, because this is not an easy Sphere Grid, ok? - Difference#1: There are 859 nodes total on the Original Sphere Grid and 805 nodes on the Expert Sphere Grid. Thus, there is a difference there of 56 nodes, which makes life a lot more difficult. - Difference#2: There are eight extra abilities found on the Expert Grid that are not found on Original Grid. These are: Extract Ability- Makes enemy drop Ability Spheres. Extract Mana- Makes enemy drop Mana Spheres. Extract Power- Makes enemy drop Power Spheres. Extract Speed- Makes enemy drop Speed Spheres. Nab Gil- Steals Gil from the enemy whilst doing damage. Pilfer Gil- Steals Gil from the enemy. Quick Pockets- Decreased recovery proceeding item usage. Full-Break- Armor Break, Mental Break, Magic Break, Power Break to opposition. - Difference#3: Everyone will start out on the middle sphere of the Sphere Grid (where Kimahri normally starts off) except for Rikku which is just a Level 1 Key Sphere away from the rest of them. And those are basically all of the changes made between the two. ------------------------------- 7. What Is On The Sphere Grid?: ------------------------------- Ok, ok. It's finally time for me to get really technical about this Sphere Grid business, and list just exactly what is on the Original Sphere Grid, which can be found in every single version of the game, Final Fantasy X. Finally... Now, there are 805 nodes on the Sphere Grid, and each character has a certain part of that number. And altogether that will equal 805. I will refrain from doing what I did last time at this point because I do not *yet* know everything about this grid like I do the Original Grid. But, you can rest assure that I will eventually get it done. =============================================================================== <-----------------------------------------------------------------------------> 9.0. THE MENU SCREEN #SI9M <-----------------------------------------------------------------------------> =============================================================================== o----------------------------------o - Menu By Pressing Triangle: - o----------------------------------o The menu that I will be displaying is the menu that you can very easily access by pressing the Triangle button when not in Battle Mode, and not in a cutscene. So now, let's see a crude ASCII rendering of the Menu: ------------------------------------------------------------------------------- Character's Name | Current HP/Max HP | S.Lvl | |Sphere Grid | Current MP/Max MP | | +----------- ---------------------------------------------+ |Item Character's Name | Current HP/Max HP | S.Lvl | +----------- | Current MP/Max MP | | |Ability ---------------------------------------------+ +----------- Character's Name | Current HP/Max HP | S.Lvl | |Overdrive | Current MP/Max MP | | +----------- ---------------------------------------------+ |Equip Character's Name | Current HP/Max HP | S.Lvl | +----------- | Current MP/Max MP | | |Status ---------------------------------------------+ +----------- Character's Name | Current HP/Max HP | S.Lvl | |Aeons | Current MP/Max MP | | +----------- ---------------------------------------------+ |Formation Character's Name | Current HP/Max HP | S.Lvl | +----------- | Current MP/Max MP | | |Customize ---------------------------------------------+ +----------- Character's Name | Current HP/Max HP | S.Lvl | |Config | Current MP/Max MP | | +----------- ---------------------------------------------+ |Help +----------- ______________________________________________ ------------------------------------------------------------------------------- Time for an explanation! I. Basically, the whole left half column of the menu is self-explanatory, so, what I'm really concerned with explaining to you is what the divisions on the left side of the screen do. Without further ado, let's start! 1. Sphere Grid: When you move the Menu Cursor up to where it says the words "Sphere Grid", it takes you to that humongous board/grid where you can level up and accumulate new abilities which I had gone over very in-depth earlier in this guide. So here's a bit about it: The Sphere Grid is a new system of leveling up and stat maxing that Square has used specifically in this game. I suppose they wanted to be more unique than in some of the previous games. What this leveling up concept is all about is by gaining AP which convert into Sphere Levels after reaching certain points. You then use these to move around the Sphere Grid, gaining abilities, levels, higher stats, etc... There are about 861/805 nodes on this gigantic Grid (give or take a few), and you must overcome enemies, look in treasure chests, talk to people to obtain spheres to activate the many, many nodes and spheres that are on this grid to become more powerful throughout the game. Note: There are a few great pictures of the Sphere Grid right here on GameFaqs/FFX FAQ Screen. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 2. Item: When you take the cursor and move it over to where it says "Item" on this menu, it takes you to the new Item Screen. The way this is layouted it it has the bar up at the very top that says "Use", "Sort", "Equipment", "Key Items". I will get to those in just a bit, but for now, I explain the immediately obvious; the items. There will be two columns that can hold items (112 items can be held in each. So next to the little rectangular bar that says the name of a certain item, there is going to be a little circle that represents the quantity of that item you have. On this screen, you can only use the items that will heal the party; Potion, Mega-Potion, Hi-Potion, X-Potion, Elixir, Megalixir, Ether, Turbo Ether. This is because the others are solely meant to be utilized in battle. Whenever you accumulate more of an item, the number in the circle will increase until it reaches the 99 maximum. Now it's time to explain what is up in that little top bar: - Use: This is the command you are already in when you very first enter this screen. This allows you to use those items that revalesce your HP as well as your MP (these are listed to the above). The items that are greyed are things such as Phoenix Downs (you are automatically revived to 1 HP when the battle is over, that is, if you are KO'd), Remedy (you are already relieved of any and all status imperfections when the battle is concluded), and items such as Supreme Gem, which Rikku uses during Use and her Mix Overdrives. - Sort: This is the command in which you may organize, arrange, and rearrange if you find the current order is simply to sloppy and out of order, you want to access something quicker for a battle as opposed to cycling through a lot of items, or it just doesn't suit you correctly for any apparent reason. When you press it, it will make another little bar appear at the top which says "Manual" or "Auto". Manual means you will organize it yourself, and when you use Auto, it automatically fixes it by priority, or usefulness in battle (such as the restorative items first). - Equipment: This is very redundant to items part. This will enable you to view and access all of the equipment you have accumulated throughout the game so far, and like the items again, lets you arrange them either by Auto or Manual means. Manual means you will organize it yourself, and when you use Auto, it automatically fixes it by character. Here's the order: Tidus, Yuna, Auron, Kimahri, Wakka, Lulu, and then lastly, Rikku. - Key Items: Very self-explanatory, right? What this does when you press it, it transfers you to a screen where you get to view all of the Key Items that you have picked up through and throughout the game thus far (such as Flint). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 3. Ability: This one is a lot like picking on the Items Menu of this Main Menu. When you first click it, attention is instantly redirected to the characters; pick one, and you are then enabled to view the abilities which that character has learned on the Sphere Grid (look above) so far. If you have acquired certain spells like Curaga, per se, you are then able to use it to replenish HP. This is very useful if you don't have the right, or good enough items, you just need enough MP to get the job done. When you move your cursor up and down along the abilities listed there, you get a new bar each time at the top which displays all the data on that particular ability. The kind of abilities that *can* be found here are listed to the below: - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 4. Overdrive: Move you Menu Cursor down four clicks and then you get to choose on the Overdrive Menu of Main Menu. When you first pick it, the focus is automatically changed over to where you have to then pick on a character who's Overdrives you desire to view. Then, once you pick them, you come to a screen where, again, there will be a mini bar up there at the top, which will display "View", and "Set Mode". Below that there is going to be the selected character's name, then their Current/Maximum HP and Current/Maximum MP followed by Sphere Level and AP until next Sphere Level all on the same bar. Next, right below that, it will show the name of the character's Overdrive (ie. Swordplay), how full their Overdrive Meter is, and then what their current Overdrive Mode is (ie. Warrior). Next, in the big area below all of that, there is going to be every single Overdrive that character knows, or in Rikku's case, has executed. When you move cursor up and down along the different Overdrives, it shows a bar even higher which shows what they can do. Here's a list: Note: For lists of how to get and what they do, go to Overdrive section. - Tidus: Spiral Cut, Slice & Dice, Energy Rain, Blitz Ace - Auron: Dragon Fang, Shooting Star, Banishing Blade, Tornado - Yuna: Valefor, Ifrit, Ixion, Shiva, Bahamut, Anima, Yojimbo, Magus Sisters - Rikku: Grenade, Frag Grenade, Pineapple, Potato Masher, Cluster Bomb, Tallboy, Blaster Mine, Hazardous Shell, Calamity Bomb, Chaos Grenade, Heat Blaster, Firestorm, Brimstone, Burning Soul, Abaddon Flame, Snow Flurry, Icefall, Krysta, Winter Storm, Black Ice, Tunderbolt, Rolling Thunder, Lightning Bolt, Electroshock, Thunderblast, Waterfall, Flash Flood, Tidal Wave, Aqua Toxin, Dark Rain, Black Hole, Nega Burst, Super Nova/Sunburst, Ultra Potion, Panacea, Ultra Cure, Mega Phoenix, Final Phoenix, Elixir, Megalixir, Super Elixir, Final Elixir, NulAll, Hyper NulAll, Ultra NulAll, Mega NulAll, Mighty Wall, Mighty G, Hyper Mighty G, Super Mighty G, Vitality, Hyper Vitality, Mega Vitality, Mana, Hyper Mana, Mega Mana, FreedomX, Freedom, Quartet of 9, Trio of 9999, Hero Drink, Hot Spurs, Eccentric, Miracle Drink - Wakka: Elemental Reels, Attack Reels, Status Reels, Aurochs Reels - Kimahri: Jump, Fire Breath, Self-Destruct, Seed Cannon, Stone Breath, Thrust Kick, Doom, Aqua Breath, Bad Breath, White Wind, Mighty Guard, Nova - Lulu: Fire Fury, Fira Fury, Firaga Fury, Water Fury, Watera Fury, Waterga Fury, Blizzard Fury, Blizzara Fury, Blizzaga Fury, Thunder Fury, Thundara Fury, Thundaga Fury, Demi Fury, Bio Fury, Drain Fury, Osmose Fury, Death Fury, Ultima Fury, Flare Fury Now it is time to explain in-detail what "View" and "Set Mode" do!: - VIEW: You are automatically in this when you first enter the Overdrive Screen, and it lets you easily view and see what your Overdrives that you have do. They will be in that big area at the bottom of this first screen when you access. - SET MODE: This, when you press it up at the top of the very first Overdrive Menu, will take you over to a screen in which you can view and look at all of the data of any acquired specific Overdrive Mode. With your cursor, you can move along them all, and at the top of this screen, when you are highlighting a certain Overdrive Mode, it will display its info data up at the top. You can easily switch from current Overdrive Mode to a new one by moving the cursor over to the desired Overdrive Mode and press X button on it, voila! Note: That everyone starts out in Stoic Mode. Note: For complete Overdrive Mode coverage, I suggest that you head on down and pay Overdrive Mode section a little visit. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 5. Equip: When you go down to Equip and click on it, transportation to Equip Menu screen occurs. When you first pick on the Equip box, you must then choose on the character you wish to go to the Equip Screen with (I don't know why, but with all of this examples, I always do it with Yuna... *banters*). Now, you are at a screen where it is very preeminent that there is going to be a bar at the top where it displays aid for you to navigate this screen right. The below this, you get the character's name (ie. Yuna), Current/Max HP then Current/Max MP, followed by Sphere Levels, finally AP to next Sphere Level. Below that in the next row, or division of the screen, there is a picture of that character (*looks at Lulu*), their Overdrive Meter fullness, and then Overdrive Mode, also in this row can be included the character's currently equipped armor and currently equipped weapon. When you highlight the cursor on one of the weapons or armors, it displays their customized abilities at the bottom under where it says "Abiltities". If you click on the link to Weapon, it takes you to a scroll-down screen where you can cycle through, and equip a new weapon in you please, what ever fits your fancy. If you click on where it says Armors, it does the same thing, just, with your armors instead. It will be displaying your weapons/armors under where it says "Equipment". This concludes the information on Equip... ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 6. Status: This screen will be displaying mainly what your characters current statistical attributes are from amplifying the Sphere Grid, and it also will display the data that follows: The top bar of course will be there again to help you out while in this menu and displays what you do in this menu. Then, there is the division right under that that lets you view the character's name (ie. Yuna), Current/Max HP then Current/Max MP, followed by Sphere Levels, finally AP to next Sphere Level. Next division: there is a picture ofthat character, their Overdrive Meter fullness, and then Overdrive Mode. also in this row can be included the character's currently equipped armor and currently equipped weapon. Next, even below that, is a display of the level of all of that character's current stat levels. They go in this order from left column to right column: Strength, Defense, Magic, Magic Defense, Agility, Luck, Evasion, Accuracy. "Luck" above this explanation. Also increases Critical Hit ratio. You may also press X over and over to view aeon's White Magic, Black Magic, Skills, Specials acquired thus far. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 7. Aeons: Now, go down over to where it says Aeons on the main screen, and you get transported to a new screen which is rather familiar and recognizable. It first, up at the top, has that Help Bar where it displays what each thing on this screen does, such as "Look at aeon's info". The second bar, or division of the screen says, in this order, "Status", "Abilities", then "Attributes" (I'll cover these in just a bit, be patient). Then, even after that, there is a complete listing of all of the aeons you have attained throughout your quest, proceeded by their Current/Max HP and Current/Max MP. Now time for the covering of the three choices in the second bar of this screen (hurray! ): - STATUS: When you first choose on this option, it then allows for you to pick from any of the aeons that you have. When you finally choose them, you get transported to a screen exactly like the characters' Status Screen, only with the exception of there being aeons instead. The screen then has a bar at the top which is exactly like the one before in all of the other menus. Next, there's a bar that displays aeon's name, Current/Max HP and Current/Max MP, and Overdrive Meter. To the below of that, there is the aeon's picture, its Unique (Special) Attack, and its Overdrives (two in Valefor's scenerio). Then, there is the status display; it's like this: Strength, Defense, Magic, Magic Defense, Agility, Luck, Evasion, Accuracy. - ABILITIES: Now, from original Aeon Screen, you choose on Abilities which is next, this then allows to choose from all of your attained aeons once again. Now, when you make your decision you get yet another screen. Note: Yojimbo, Cindy, Mindy, and Sandy are excluded from Abilities. Now, you are at a screen in which evidentally, there is another help bar at the top of the screen. Below, is your "Status-Abilities-Attributes Bar", followed by a division of aeon's name, Current/Max HP and Current/Max MP, and Overdrive Meter. To the left of this screen is a listing of all learnable abilities. The ones in white are the ones you have corresponding number to items to learn it, and the ones that are gray can't be learned at the current time being or they're already learned by that aeon. This is under where it says "Ability to Learn". Next screen division is under where it says "Item Cost", when you highlight an ability to the left column, it will then show the item(s) you need at the top of that box, and in the left black circle it shows your current amount of that item, and then the amount you will have after you learn it in the second circle (ie. number 20 is in first circle, 5 is in second circle, that means the ability is 15 of that item to learn, understand?). You can cycle through that aeon's abilities learned by using Triangle button. - ATTRIBUTES: Again, you choose the third choice up at the bar, and then, pick the aeon you wish to raise attributes of. Now, you're moved to a screen which has following layout: First and foremost, there is the assistance bar at the top with some always-useful tips, followed by the bar with Status, Abilities, Attributes. Next is aeon's name, Current/Max HP and Current/Max MP, and Overdrive Meter. Then, on the bottom left corner of Attribute screen, there is going to be the largest and most striking column, the "Attribute to Raise" column. In this menu, you are able to use items you've obtained, and utilize them a different way; optimizing statistics. The way this is presented is it shows the attribute to raise in a pink bar, and a little further to the right of that in the same pink bar is aeon's current value of that stat (ie. HP.....5000). Next column, which is divided from this one with a dark bar, is what will represent the amount of a certain item deducted if you are able to learn desired ability. This is also displayed like with Abilities; yellow box with items' name at the top followed by two dark-colored circles. The left box will represent current quantity of particular item, and the second one is how many you'll have after raising that attribute. (ie. number 20 is in first circle, 5 is in second circle, that means the ability is 15 of that item to raise, understand?). Here is info on stat-increasing increments: HP: 100, MP: 10, Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Lk: 1 Note: That once stats are HP: 99999, MP: 9999, Str-Mag-Def-Mdef-Agl-Lk-Acc-Eva: 255, you cannot increase them any longer, for they are uberzied. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 8. Formation: Thank god! This is definitely going to be a much more forbearing section to do... All that this little subdivision of the main Menu Screen will do is allow you to changed and toggle around the formation, or, order of the party. The only three spots of note that you should be concerned with are the very first three. These are the slots that will determine which characters will be appearing on the front lines in battle. You can easily switch them around by clicking on Formation, then picking the character you wish to switch, then, choose another character. They will now have switched up spots with each other. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 9. Customize: Ok, ok, I just feel like cutting to the damn chase here, since this is another mercilessly large subdivision, argh. Ok, very top part of the screen here is again reserved especially for the little Help Bar which will literally always display the following info: "Add abilities to equipment". Next up is... yup, you guessed it: character data bar. This displays infos on character's name, Current/Maximum HP and Current/Maximum MP then followed by Sphere Level and then AP to next Sphere Level. Now, to the real hard stuff...: Next portion of the screen is reserved for the almighty "Equipment" column, in which most of the useful infos lie. Really, what that displays is the name of every weapons and armors you've collected throughout your journey, and will be organized however you did it in the Items screen. Next on the agenda is under where it says "Abilities" to the bottom right hand corner of the screen. This shows whatever ability(ies) the specific weapons/armor you are currently highlighting with your menu cursor; the abilities will be displayed in the pink boxes under that small little column. I will now offer two examples to break you into, and acclimate you to this new aspect of FFX: - Example#1: First, we're going to do example with Yuna's Arc Arcana weapon by customizing: You need to have 4 Bomb Fragments (Firestrike), 4 Antarctics Winds (Icestrike), 4 Electro Marbles (Lightningstrike), and then have 4 Fish Scales (Waterstrike). Then you customize them onto empty-slots. - Example#2: Now, we do one with an armor, and once again, Yuna's the guinnea pig: This will be done out of Onyx Ring. There is only one ability which requires 4 Blessed Gems, and that ability is MagDef+20%. Then, customize! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 10. Config: Is also called "Configuration". This transports you to a screen which shows everything that you might want to change about your Final Fantasy X game. These include: Sound- you can change music to Mono or Stereo; Subtitle- when talking, the words at the bottom don't appear; Names- lets you choose to view name of person you're speaking with; Cursor- choose Memory Cursor or Default Cursor; Help- lets you see or not see Help Box in fights; Aeons- let's you see normal or shorter types of Overdrive or Summoned videos; Map- allows you to turn the radar on your screen; and Vibration- allows to keep on or shut off the controller's vibrating. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 11. Help: This menu shows Basic Terms, Overdrives, Controls, Command-Abilities, Auto-Abilities, as well as Overdrive Modes. Easy enough, right? =============================================================================== <-----------------------------------------------------------------------------> 1.0. GAME WALKTHROUGH #SJ0W <-----------------------------------------------------------------------------> =============================================================================== =============================================================================== KEY TO WALKTHROUGH =============================================================================== =========================== -> The "=" followed by "-s" signify and introduce a --------------------------- new area in the game as well as some of the main features that can be found in them. *************************** -> signals a boss challenge impending or in progress and inside you'll see info on its stats and strategies and any other imperative infos. =============================================================================== Area 1. Zanarkand =============================================================================== ------------------------------------------------------------------------------- ---> Enemies: - Sinscale, Sinspawn ---> Items/Equipment: Long Sword ------------------------------------------------------------------------------- You get a little scene in which the music "Prelude" plays, but, when you then acquire control over your main character, Tidus, go on over into the small crowd, fans, of people. Now, I suggest that you speak with the two hot girls, to the right of this crowd. You now get your *only* chance in the whole entire game to rename your character (the only chance to name any character, for that matter). I left it Tidus, but make your own choice, and then, continue to speak with the three little children with their blitzballs in hand. After they get done with asking for your autograph, go on over and stand right in the center of this crowd of people. Tidus now leaves after saying "Well, gotta go. Cheer for me", and then you will be located on a long pathway full of people, which you will be hearing an announcer talking abou this game, and a little backround of Tidus' father, Jecht, and Tidus himself. Once you make it all the way over to the other side, you are in a new area where there is a large group of people waiting for Tidus, and not letting him pass (star-struck fans). So, keep going through them, and finally make your way into the blitzball stadium through the watery door. Now you will witness a very long and beautiful CG cinema. During it, you see that a mysterious force, "Sin", which is an assimilation of the FA and YY (go down in the walkthrough to find out), destroying Zanarkand. Proceeding the wreckage and cataclysm, you then have control of Tidus yet again so take him down a bit until he then encounters Auron, which has been somewhat of an enigma for the past 10 years. Now follow him out of this area where all of the people are running out of the blitzball stadium, and then, you see that hooded child again and everything suddenly freezes. After the strange scene, things are normal as usual, and you follow down the path until you meet up with Auron yet again. Now, after the scene "We Called It 'Sin'", you fight Sinscales which are weak enemies (look to the beginning of this section for unbeatable strategy), and you attain Longsword which used to belong to Jecht. Fight through the groups and clusters of Sinscales until you get to where the Sinspawn crashes into the building and unleashes more Sinscale. Battle and defeat them all hastily and with ease, and then, make your way to where Sinspawn falls down to the ground, you now must fight it. Boss Fight!!! ******************************************************************************* BOSS: SINSPAWN AMMES DIFFICULTY: 1 ******************************************************************************* #1. Sinspawn Ammes (Zanarkand) -> HP: 2400 - 1000 Overkill -> MP: 400 -> AP: None -> Statistics: Str: 1, Mag: 5, Def: 1, Mdef: 1, Acc: 0, Agl: 9, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Zombie, Threaten, Poison, Sleep, Petrify, Eject, Doom, Demi, Confuse, Death, Bribe, Berserk -> Weaknesses: None -> Strengths: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Demi: Magical/Gravitational damage all of your characters. This will take off 1/4, 25% of current HP, not maximum. ---> STRATEGIC TACTICS: <--- This fight shouldn't even be called a boss fight, in my opinion. First reason for this opinion is that you cannot die at all, this is due to its only move being Demi, which if you look to the above, can *never* kill you, only drop you to 1 HP. Next, is that even though it comes with 5 other Sinscales, those are only there for show, you'll take them out instantly and automatically due to a tutorial the game gives you no matter what, zzz... This tutorial deals with, and explains to you what Overdrives are in this game, and then, you realize that Auron has Overdrive Bar filled. Now, press left to go to the Subcommand Menu #2, now, pick Bushido then enter the button combination after picking on Dragon Fang. Be hasty, though, as you are under time limit, you'll still kill Sinscales, however. All that Sinspawn Ammes will do for the whole duration of this fight is use Demi, so, never heal, and just focus your main attentions and energies on physically attacking the rest of the fight. But first, Tidus' Overdrive is available next; stop the marker in the middle of the bar to get extra damage with his Swordplay: Spiral Cut. After all of its squid-like tentacles are diminished, the fight is finished with your two characters the victors... no matter what!!! Thereafter, proceeding the battle, you run past the wreckage of the fight and save the at the save sphere here. It replenishes HP/MP now and lets you save, but later in the game, they let you do a lot more with major pertinence to the storyline. Now, continue on to the next screen in which there are even more swarms of those annoying Sinscale bastards. But now, there is something different, after killing a few, Auron points out that there is a machine reactor hanging over the edge. So, attack it, and try to refrain from healing, until it falls over the edge and explodes the whole bridge. Now, sit back and watch the few beautiful scenes which proceed... Now, after being sucked up through Sin, you then have control of Tidus as he is floating in some mysterious force. Swim on over to where it shows a figure shaped like Tidus' father, then it shows a scene in which older Tidus talks whilst looking at younger version of himself. After this, you'll be in the very beginning of the Baaj Temple. =============================================================================== Area 2. Baaj Temple =============================================================================== ------------------------------------------------------------------------------- ---> Enemies: - Sahagin, Klikk, Geosgaeno, ---> Items/Equipment: 200 Gil, 5 Potions, Al Bhed Primer #1, 2 Hi-Potions, Flint, Withered Bouquet, Ether ------------------------------------------------------------------------------- After the decimation of Tidus' home, Zanarkand...concludes he will be all alone in the sea of Baaj Temple's ruins... When you first arrive here you are in the water, just swim forward the same way you did while you were floating just a minute ago. You can also swim left and find an Al Bhed Compilation Sphere(it is pretty meaningless right now). Or all the way to the right you can find a blue note written in a foreign language called, Al Bhed. Right behind it though is a treasure chest that has 200 gil. Then just keep heading North until you can find dry land then climb up. You will find a save sphere here, use it. On this platform you can also head left and find a Hi-Potion in a treasure chest. But then go back and just keep moving up until you get a mini-scene in which the path crumbles and falls underneath Tidus. Swim forward for a lil' while until these crazy enemies pop out called Sahagins, and then a fight ensues. Just waste them all, but then you are put against a HUGE monster called Geosgaeno. Here don't even bother attacking it just keep trying to run from battle until it lets you actually flee... kinda... Well, if you need actual strategy here, here it is: ******************************************************************************* BOSS: GEOSGAENO DIFFICULTY: 1 ******************************************************************************* #2. Geosgaeno (Outside Baaj Temple) -> HP: 32767 -> MP: 128 -> AP: None -> Statistics: Str: 36, Mag: 40, Def: 50, Mdef: 50, Acc: 50, Agl: 48, Eva: 0, Luck: 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Demi, Threaten, Death, Sleep, Confuse, Provoke, Doom, Zombie, Delay, Slow, Darkness, Silence, Armor Break, Mental Break, Magic Break, Power Break, Eject, Bribe, Berserk -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [Weakness] Holy, Water, Lightning, Fire, Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: This attack will take off 1/2 (50%) of Tidus' current HP as a Gravity based move. But it also will do physical damage with that. ---> STRATEGIC TACTICS: <--- This fight cannot be won without means of a cheat device, so, let's just get straight to it: The Sahagins attack you, all you have to do is kill off two of the three, then, this initiates the only bloody scene in the game where the big beast, Geosgaeno, chews and then spits out the other Sahagin. Now it takes to mind that it's your turn. So, when finally commenced in battle after the scene, we go like this: Tidus just physically attacks since he cannot do anything else but heal (which you *don't* want to waste your time with if you read what its only attack is). It only takes away 1/2 of *current* HP. Example: Your HP is 520, if it uses this attack, your HP is now 260, and if your HP is 1, it can't do any more damage, like with Ammes' Demi that we've experienced before. So keep attacking and/or just pressing Run, and after your HP is 65, it ends the fight with Tidus escaping into Baaj Temple inside. Don't worry, you get to exact your revenge later. After the scene you find yourself alone in a deserted temple. Here, save at the save point inside the main room, then walk to the middle of the big room and examine the remains of a fire. You now have to find the proper materials to start a new fire. Go into the closest door to the fire grounds and go to a chest, examine it and you should receive a key item named Flint. Now search this area for a different passage to the right and head up the stairs, around all the broken down pillars until you find a treasure chest, open it to get a nice Hi-Potion. Now head back to the main room, and go into the only other openable door. Then keep going up the stairway, making sure to stay along the right wall the whole time. Eventually the signal to "examine" will pop up, so do so to recieve the Withered Bouquet. Run back down the stairs and get the ether from chest if you didn't already do so, than go back to the main room and examine fire grounds. Now you'll get a freaky scene where something is running around and Tidus' fire goes out. A boss fight ensues..... ******************************************************************************* BOSS: KLIKK DIFFICULTY: 1.5 ******************************************************************************* #2. Klikk (Baaj Temple) -> HP: 1500 - 400 -> MP: 5 -> AP: 5 - 7 -> Statistics: Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 50, Agl: 4, Eva: 0, Luck: 15 -> Steal: Common- Grenade, Uncommon- 2 Grenades -> Bribe: None -> Win: Common- 2 Ability Spheres, Uncommon- 2 Ability Spheres -> Gil Received: 50 -> Immunities: Poison, Scan, Sleep, Sensor, Berserk, Confuse, Bribe -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Abilities: N/A -> Abilities: - Attack: This attack, when used, is going to be doing physcial-type damage against one of the characters. ---> STRATEGIC TACTICS: <--- This boss is harder than SPA, but, that doesn't mean it's hard. I cannot offer any where-are-your-stats preperations, because it's too early in the game to have even leveled yet.:) Nor do you have... *coughcustomizingcough*. Sorry, let's begin: You have to keep on fighting it until a band of Al Bhed bust in with a bang. You're now fighting along side with a young Al Bhed girl (this happens when you get Klikk's HP down halfway [1/2]). But, that's moving too far ahead, so, now for battle before this event: Hopefully you've saved your Potions and not used them frantically when HP was small against Sinspawn. Because, in this fight, you'll actually be needing them. This is how you should've fought until girl came: Attack -> Get Attacked -> Attack -> Get Attacked -> Potion. That's what always works. Too bad is that when girl comes in to aid you with this fight, it is both a blessing and a curse. The blessing it... well... she's there to help you beat it, and the curse is that its HP returns to original state. Hey, but guess what, this girl can throw Grenades and Steal them. She starts with two of them, so throw 'em both and each does about 300 damage. She then has capability of Stealing 2 more and claim another 600. And doing this in conjunction with Tidus' physical attacks, you'll have it dead within a matter of 8 turns (without healing) from the girl's arrival on the scene. With healing it's probably about 10-11 turns. Don't try to get the girl's Overdrive, because it's impossible in this battle, but don't worry, you'll get to later *hint Hint* After you beat it you watch a scene where the young Al Bhed girl knocks Tidus unconscious, then you find yourself on some ship?.?.?.? ============================================================================== Area 3. Al Bhed/Sunken Ship ============================================================================== ------------------------------------------------------------------------------ Items: None Weapons/Armor: None Enemies/Bosses: Tros, Piranha ------------------------------------------------------------------------------ Save at the save point here, and then talk to the young Al Bhed girl. She will then explain to you the new leveling up system, the Sphere Grid. Now talk to her after you talk to everyone. Now, when underwater, swim towards the sunken ship. When you arrive inside, go up to the machine and examine it. It will open a door, then go through the door and swim to the middle of this new room. Then head back, and get ready for a boss fight... Note: First you have to talk to the guy on the Al Bhed ship in the very beginning of the game who gives you 2 potions for good luck. Once you have spoken to him, dive off the ship with Rikku. Now press the button to get back onto the ship and talk to him again, he will give you another set of Potion x 2. Now dive off again and then come back up and do it again. Keep executing this same process until you have the desired the amount of Potions, most likely 99, at least for me. Then you will be set for many of the first bosses that you encounter in the game. ******************************************************************************* BOSS: TROS DIFFICULTY: 2 ******************************************************************************* #3. Tros (Sunken Ship) -> HP: 2200 - 600 -> MP: 10 -> AP: 8 - 12 -> Statistics: Str: 10, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Grenade, Uncommon- 3 Grenades -> Bribe: None -> Win: Common- 2 to 4 Power Spheres, Uncommon- 2 to 4 Power Spheres -> Gil Received: 100 -> Immunities: Darkness, Demi, Eject, Provoke, Sleep, Zombie, Confuse, Death, Doom, Petrify, Silence, Threaten -> Weaknesses: Poison- 0 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: This attack will do physical attack against one of your people. - Tentacles: This attack will do physical attack against one of your people. - Nautilus Charge: After at least one Tros' turn has passed in battle, or one turn after it uses it, it does physical-type damage to everyone. Big whirlpool. ---> STRATEGIC TACTICS: <--- This battle is definitely your most heated one yet in this game. So, needless to say, I hope you've done Potion trick above, and kept your health maximum before coming into this fight. You will fight on, and then everntually, you're given some info and a small tutorial introduction to the game's Trigger Commands. Now, there roles in this game aren't great, but in some boss battles, they're very significant. Anyhoo, we fight like so: Tentacles attack does near 50-100 damage. Normal attack will do about the same, if not slightly less. And then there's Nautilus Charge which will do much bigger damage of about 160-210. For the first move in battle, you have Tidus Cheer both of them (well, it only takes one Cheer to do them both). Now, for the girl's turn, you have her use a Grenade, and that's basically her whole-battle strategy, with minor exceptions of having to Steal some Grenades now and then. After she's used them all, and she's milked Tros of all of his, you just have her use pitiful I-do-50-damage physical attack. And Tidus attacks, and if Overdrive state is reached with him, well, you know what to do, heh... He is also meant for waiting in the wings for when HP is yellow, and then using Potions, and very rarely, Hi-Potions. After its HP is 1850, it then swims off until it's not hitable by physical attacks. This is when you should really use Grenades, they come very handy here. You now can use Trigger Command to "Stand By" and restorate 50 HP to each character, sweet, huh? And every time you get to HPs: 1850, 1500, 1150... it moves out, but eventually, you'll get to Pincer Attack Trigger Command, which makes Tidus go around one side, and the Al Bhed girl swim around the other way to surround it. Main benefit of doing this is first of all, to prevent Nautilus Charge, and secondly, to make it not able to ever swim off like a little pansy ever again, hahaha! But, be cautioned, there is one drawback from all of this good stuff (always has to be, argh!), and that is Tentacles attacking power almost doubles like in this example: Normally when I fought Tros before I did this, I once had 86 damage done to me, and then after, I did this, it went for 143. Now it was good that it happened to same person, that was I could compare it with same Def. From here, you continue same battle's strategy, of having Tidus with his attack and Potioning, and the chick to use any left Grenades, Stealing any (if there are any still), and normally attacking. After the fight, examine the thing in the middle of the room. After, a little a scene, it shows you and the girl back on the Al Bhed ship. She then gives Tidus some food, and they get into a conversation. She reveals that her name is Rikku. When all of this takes place, Sin attacks and leaves Tidus on the peaceful shores of..... ============================================================================== Area 4. Besaid ============================================================================== ------------------------------------------------------------------------------ Items: Phoenix Down x 5, Hi-Potion x 2, Potion x 2, Antidote x 4, 400 gil, Ether, 400 gil, Remedy Weapons/Armor: Brotherhood, Seeker's Ring, Rod of Wisdom. Enemies/Bosses: Kimahri, Piranha, Dingo, Water Flan, Garuda, Condor ------------------------------------------------------------------------------ After the few short scenes with the Aurochs and Tidus, head back and talk to the entire team to receive some very handy items. Now, start following Wakka, after you go far enough Wakka, and Tidus will have a nice talk, and he gives Tidus some reassurance. Then keep following Wakka until you get to a cliff, Wakka then pushes Tidus off (into water). Swim around underwater to find some treasure chests. Then rise and keep swimming in the direction that the radar indicates. You can do some good training here, but I recommend waiting until later. Once you reach the end, you watch a scene where Wakka asks Tidus to join the Besaid Aurochs, since it's blitzball Tidus gladly accepts. After the scene comes to a conclusion, save a the save point and then head towards the red indicator on your radar. Once you watch a few little cutscenes, just enter the village of Besaid. Here, get the treasure chest that appears right in the beginning, then go to the far west of the village (into a little crack in the radar) and open the 3 chests for very useful items at this point in the game. After all of this enter the lodge of the Crusaders (big blue tent), and save at the save sphere. Here you can get all of the information you want about the Crusaders and their cause. Once you're finished, go up to the temple (pretty unmissable) and after some explanation about summoners, guardians, and Yevon, go back to Wakka's tent, talk to him, and choose to "Take a nap". Once the sleepy head wakes up (and not before some wierd scenes) go back to the temple and walk up to the minister and Wakka, Tidus is then enraged that the summoner could die in the Cloister of Trials and disobeys the precepts of the Yevon temple to go and save the summoner. Solve the puzzles of the cloister like this...: 1. Touch the Symbol on the wall 2. Touch the symbol that appears on the next wall 3. Head down the stairs and take the Glyph sphere on the wall 4. Put the Glyph Sphere in the door down the stairs 5. Remove it again, and go down the hallway 6. Put it in the sphere recess on the left wall (don't take the sphere inside) 7. Keep going and examine the symbols to show a Glyph, touch it 8. Take the Besaid Sphere 9. Put it in the pedestal 10. Go back and get the Destruction Sphere and place it where you got the Besaid Sphere 11. Open the chest for the Rod of Wisdom 12. Go back and push the pedestal to the middle of that room You're done.... After you meet Kimahri, Lulu, and Yuna, you appear outside. Just walk forward and you see Yuna summon Valefor as a demonstration. During the campfire, speak to the young summoner. Now, only when you are ready, talk to Wakka, and choose to go to sleep. Tidus has an unusual dream. The next morning, leave the lodge and join the party, and Wakka will give you a cool sword called Brotherhood. Once you leave the village, you will have tutorial battles to aid you in getting acclimated to the game's battle system. When you arrive at the top of the mountain have Tidus pray with the rest of group (isn't necessary). Keep moving in the direction your radar indicates, eventually this guy will attack you.... ******************************************************************************* BOSS: KIMAHRI DIFFICULTY: 1.5 ******************************************************************************* #5. Kimahri (Besaid Island) -> HP: 750 - 300 -> MP: 10 -> AP: 3 - 4 -> Statistics: Str: 10, Mag: 8, Def: 15, Mdef: 5, Acc: 10, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres -> Gil Received: 100 -> Immunities: Threaten, Eject -> Weaknesses: Poison- 0%; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Defense+5% -> Weapon Abilities: Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Jump: This attack will do physical damage against Tidus (only character at that point. - Attack: This attack will do physical damage against Tidus (only character at that point. ---> STRATEGIC TACTICS: <--- Start off by using the Cheer ability to decrease the amount of damage you sustain from his attacks. Just attack back at Kimahri, and whenever your turns yellow, heal. Becareful for his Jump attack which can really hurt, and he also uses this attack on every third turn Kimahri receives in fight. And, if you miraculously have obtained Haste by this point in time use it for sure. Soon enough the fight will end. A special little note is that this mini-boss is the very first battle in this game to drop armors and/or weapons with some abilities on them, finally...! After that is said and done, keep going through the beautiful island, but get ready for some more tutorials (bah). Once you've gotten to the end, save here, then talk to everyone here more than once. Most of them will give you helpful items. The items consist of 400 gil, Phoenix Down x 3, Remedy, Ether, Seeker's Ring. Now board the ship there, the SS Liki. Talk to Wakka, and Lulu mutltiple for some different information. After, walk up to where the crowd has gathered around the beautiful summoner Yuna. You'll learn she has noble blood, as the daughter of Lord, High Summoner Braska (you saw his statue in the Besaid Temple). Once that is through, go back and talk to Wakka, and Lulu again, then go back to where the crowd of people were, and talk to Yuna. Before you talk to Yuna you can go down to the lower deck, and can donate gil to O'aka. After you view a few scenes involving Yuna and Tidus getting to know each other better, you fight..... ******************************************************************************* BOSS: SIN'S FIN DIFFICULTY: 2.5 ******************************************************************************* #6. Sin's Fin (SS Liki) -> HP: 2000 - 1000 -> MP: 100 -> AP: 10 - 15 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 6, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 100 -> Immunities: Sleep, Doom, Silence, NulBlaze, NulFrost, NulShock, NulTide, Darkness, Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Threaten, Death, Provoke, Eject, Berserk, Bribe, Confuse -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Water Ward, Fire Ward, Ice Ward -> Weapon Abilities: Piercing, Icestrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Swim to new location: Change the place it's at in the water. It is just done to make boss look like it's doing something. ---> STRATEGIC TACTICS: <--- This battle isn't that hard, it will just take a good bit of time. First off, the only stat that matters is Str, and that should be around 16 or so with Tidus, Wakka same, and Kimahri 18. This is for AP, each of the Sinscales gives 2 AP for normal kill, and 3 APs for Overkill. So if you've followed big-Potions trick, you can stay alive for a while, and you can get 20 by using the suitcase on SS Liki. I don't recommend using them all, though. I suggest killing about 50 Scales for at least 100 AP and most 150 AP. At most you'll have to use about using 10 of your huge Potion amount. Now, we move onto Sin's Fin strategy: When you enter the fight, you see that it drops Sinscale to attack your party. Do not even bother with them, instead summon Valefor. Use it to first attack with magic (preferrably Thunder), once its overdrive guage fills use it, that should at least half its HP. Repeat this process, but if during any moment Valefor dies and Sin is still alive just use Lulu to cast magic and Wakka to throw his ball from a far. Only use Yuna to heal the wounded. After the battle, Tidus falls in the water and Wakka follows. Wakka gives Tidus Potion and they fight again with no saving in between... #7. Sinspawn Echuilles (Below SS Liki) -> HP: 2000 - 400 -> MP: 20 -> AP: 12 - 18 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 15, Agl: 5, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres -> Gil Received: 115 -> Immunities: Sleep, Petrify, Death, Berserk, Zombie, Provoke, Eject, Confuse -> Weaknesses: Doom- 3, Poison- 0%; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Water Ward -> Weapon Abilities: Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Drain Touch: This will do physically-based damage in conjunction with Drain effect which makes the damage done by physical-type damage added onto the boss' to restore HP. On one. - Blender: On every turn 3, Sinspawn Echuilles will use this move which executes non-elemental magic-type damage to everybody. ---> STRATEGIC TACTICS: <--- Thank goodness you have tons of Potions, 'cause you're going to need 'em! Wakka and Tidus take on this battle with a Sinspawn by themselves (crazy guys). But, we still have to live with it, let's go: It is accompanied by Sinscales, which are the only Scales in the game with a Zanmato Lvl of 4! Now, if you have any spare turns in which everything is going perfect, than I suggest taking them out. They just come back anyway. Otherwise, let them be, and if they're 50-60 damage hitting attacks get to you, use some Potions. Now we get to strategy of defeating big ugly Echie. For first move in battle (if it's Tidus'), you just have him use physical attack or Spiral Cut if it's left over from Sin's Fin fight. This will probably take out some 200-300 HP. But, if the turn is Wakka's, you have him use Dark Attack in an attempt (which almost always works!:) to make almost-60-damage-inflicting Dark Attack miss about 100% of the time. If you do it at the right time, and it connects, you can even dodge Blender which does nearly 100-130 damage depending on Def. I wish Sinscales here gave AP, but they don't, so suck lemons.=P If Wakka gets up to Overdrive Mode, use his Element Reels and it doesn't matter which element you get, as it's the same to every element. I suggest using Dark Attack every time it wears off of Echuilles. Remember, Cheer is your friend. ============================================================================== Area 5. Kilika ============================================================================== ------------------------------------------------------------------------------ Items: Elixir, Ether, Potion x 3, Mana Sphere x 2, Hi-Potion, Remedy, Luck Sphere, Al Bhed Primer Weapons/Armor: Scout, NulBlaze Shield Enemies/Bosses: Sinspawn Geneaux, Lord Ochu, Yellow Element, Killer Bee, Ragora, Dinonix ------------------------------------------------------------------------------ After the short couple of scenes, save, and then follow the people into Kilika (or whats left of it), simply head left once you've gotten to the bar. In this new area you will find Yuna, and the people left alive in Kilika. She is now preparing to "send" the dead to the Farplane. After the beautiful, yet sad scene of the sending, and you find yourself in the inn the next morning, Save again if you want and step outside. Datto from the Besaid Aurochs, gives you a message that Wakka is waiting for you. Don't go find Wakka just yet, you can go and find a few useful items around the village of Kilika. There is 3 potions in a chest in a broken down house. Go inside the bar for an Al Bhed primer. If you save a little girl to the West side of Kilika, the barmaid will let you have an Ether. When you are finally ready, head over to the Eastern side of town, and talk to Wakka who is super- vising the reconstruction of the East pier. Afterwards, head back West through Kilika. Go through the forest, there are many paths you can take through here, and many items you can pick up. This is a pretty good place to train. And the huge monster in plain site is only an optional boss, its name is Lord Ochu. Strategy for him is below... ******************************************************************************* BOSS: LORD OCHU (FACULTATIVE) DIFFICULTY: 3.5 ******************************************************************************* #8. Lord Ochu (Kilika Forest) -> HP: 4649 - 800 -> MP: 39 -> AP: 40 - 60 -> Statistics: Str: 15, Mag: 23, Def: 1, Mdef: 1, Acc: 10, Agl: 8, Eva: 0, Luck: 20 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: Remedy -> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 HP Spheres -> Gil Received: 420 -> Immunities: Poison, Confuse, Provoke, Darkness, Berserk -> Weaknesses: Doom- 1 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Poisonward, Stoneward, Darkward, Sleepward, Berserkward, Silenceward -> Weapon Abilities: Poisontouch, Magic+5%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Water- Water based magic attack on one character. Earthquake- If awoken, it uses physical and Gravity attack ripping off 50% of party's current HP. Poison Claw- Physical damage and Poison on one person. Lord Ochu falls asleep- After it has lost 1/2 or more of its max HP, it'll fall asleep and start restorating under the Regen status. And if it is awoken it'll deliver Earthquake. ---> STRATEGIC TACTICS: <--- Pattern: Poison Claw(1,2) -> Water -> repeat... Earthquake on random turns (dodge with Valefor), and Sleep when its HP is 2149. That makes him semi-predictable. - Ok, you should have the following party for this fight, at least for much better chance: Tidus, Wakku, Lulu/Yuna. Kimahri doesn't matter much in this fight, unless you really want physical fight, but that's partly what Tidus is there for. Ok, it has a few dangerous attacks, like Water, this attack does about 260 damage to one charater, but you can have Yuna NulTide it as first move. The best way to go with Yuna, however, is to have her to summon forth Valefor and unleash Fires until it hits Overdrive state in which you can pulverize Ochu with Energy Ray. If you prefer not to have Yuna participate in the fight, and not to bring in the aeon, you can have Lulu use Fire spells, and then, perhaps a Fire Fury for obscene amounts of damage. If you get under Poison status with Poison Claw, heal up with Antidotes and Potions. There's a way to never see anything in this fight other than Earthquake, and that might still miss. Every 3-4 turns, have Wakka use both Silence and Dark Attack, this makes both Earthquake and Poison Claw miss, and Water prevented. Wake it up when it sleeps so it doesn't regain HP with Regen effect. After the intense battle with Ochu (if you manage to win) talk to Luzzu for a impressive prize of an Elixir. Then go save at the save point again near the beginning. Now, start navigating your way through these woods. When you get to the end, you will be at a large pathway of steps. Wakka then tells you the history the steps have (where Lord Ohalland trained at his prime). Then he races up the steps with Yuna and the rest of the Aurochs. Follow them but first save at the save sphere, and then keep moving up a little further. A boss fight ensues. ******************************************************************************* BOSS: SINSPAWN GENEAUX/TENTACLES DIFFICULTY: 2.5 ******************************************************************************* #9. Sinspawn Geneaux (Kilika/Area Before Temple) -> HP: 3000 - 900 -> MP: 30 -> AP: 48 - 72 -> Statistics: Str: 15, Mag: 10, Def: 1, Mdef: 1, Acc: 100, Agl: 7, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 3 or 6 Power Spheres -> Gil Received: 300 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten, Eject, Provoke, Death -> Weaknesses: None -> Elemental Affinities: [2x Damage] Fire [Absorption] Water -> Zanmato Lv: 4 -> Armor Abilities: Dark Ward -> Weapon Abilities: Piercing, Darktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Water- Water based magic attack on one character. Staccato- Physical damage on everybody. Venom- Physical damage and Poison to one. Sigh- Non-elemental magic damage to every character. #9.1. Geneaux Tentacles (Kilika/Area Before Temple - Sinspawn Geneaux) -> HP: 450 - 500 -> MP: 10 -> AP: 5 - 7 -> Statistics: Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 10, Eva: 0, Luck: 10 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 30 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten, Eject, Provoke, Death -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Ice, Lightning [Absorption] Water -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Tentacles absorb magic!- While alive, they aborb any magic directed at Geneaux. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- SINSPAWN GENEAUX: You better have Kimahri with a piercing weapon eqipped so that it can actually penetrate that heavy shell of Geneaux. Don't use Lulu to use Fire on the shell, yet the Tentacles. Haste Tidus, and have him attack the Tentacles. Only use Yuna for healing purposes, I didn't find it a necessary procedure to summon in this battle. Once you break the shell. Start attacking physically with Kimahri, and Tidus, but now use Lulu to cast Fire on the newly revealed inside body. It won't take long after this point. When you arrive at Kilika Temple, and you walk far enough into it, you'll be greeted by some not-so friendly Blitzball players, the Luca Goers. After, enter the temple. Once you walk up and join the group, Yuna will meet a rival of her own, the summoner Dona, and her guardian Barthello. After, pray with Wakka, then follow your party into the inner sanctum of the Cloister of Trials. Tidus is pushed off by Kimahri (for you slow ones, he isn't a guardian yet). When the platform rises again, try to run out and you will run into Dona and her big guardian Barthello. Barthello then throws Tidus onto the platform, and you are forced to solve the puzzles of the trials. Heres how you do it... 1. Take the Kilika Sphere from the pedestal 2. Put in the sphere recess next to the door 3. Remove the Sphere and put it in the North wall in the next room 4. Take out the Kilika Sphere and place it in one of the other walls 5. Touch the glyph 6. Remove the Glyph Sphere and insert in a recess on the side walls 7. Now step on the glowing switch on the floor to transport the pedestal here 8. Take the Kilika Sphere from the right, and put it in the pedestal 9. Take the Glyph Sphere from the last room, and put it in the right wall of second room 10. Move the pedestal with the Kilika Sphere onto the glowing switch to make it drop 11. Take the Kilika Sphere down there and put it near the final door 12. Take the Destruction Sphere from the secret room 13. Put it where you took that last Kilika Sphere 14. Open the chest for a Red Armlet 15. Remove that last Kilika Sphere and enter that room Keep talking to Wakka and Lulu, until they say nothing else of significant importance. Then walk towards the door you entered from, and Yuna will come out. You now have Ifrit. Now, leave the temple and go back down to where you first entered Kilika, and join the rest of your party. Now choose to "Embark" on the ship. Leave your cabin and you can talk to O'aka. Lending him some more gil now is a wise choice. Now ascend to the deck. Go to the back of the boat, and but in to the conversation that Yuna and the Goers are having, now go up the steps on the deck, and listen to Wakka and Lulu's talk. Do this 3-4 more times to get some more info about their subject. Go back down and examine the blitzball near the bow of the ship. Jecht Shot Challenge: Whenever words appear around the screen press X and the direction of the words at the same time, if you get it right enough times you'll learn the second best Blitzball technique in the whole entire game. When you are ready go down to the cabins and go to sleep. ============================================================================== Area 6. Luca ============================================================================== ------------------------------------------------------------------------------ Items: 1000 gil, Phoenix Down x 2, Hi-Potion x 2, 600 gil, Al Bhed Primer VI, Al Bhed Primer VII, Magic Sphere, HP Sphere Weapons/Armor: Tidal Spear Enemies/Bosses: Oblitzerator, Vouivre, Worker, Sahagin Cheif ------------------------------------------------------------------------------ Once you arrive, get off the dock you are currently on, and head over to the next one so you can meet Maester Mika, to get there go Northward from where the SS Winno has been anchored. After the whole introduction to Maesters and all, you'll find yourself inside the locker room of the Besaid Aurochs. In here you will get a tutorial on how to truly get comfortable and acclimated to the game blitzball, use this opportunity to learn because in a little while you are gonna have to test your skills in an ultimately difficult way. When Yuna runs in with news that Auron is in the Luca cafe, she asks for the assistance of Tidus to go and meet him. When you leave the locker room, I do not recommend going straight for your main objective, rather, to take a look around Luca and to explore it to the fullest extent of your exploration capabilities, collecting items and other useful things. When you are finished navigating the huge city of Luca, head towards the ticket booth to meet up with the lady summoner. Now keep heading in the only other direction, when in the Luca Square, enter the cafe. You see that Auron is not there, but also Kimahri gets into a fight with some other Ronsos that he appearantly has some history with, Biran and Yenke. You now realize that Yuna is missing!, kidnapped by the Al Bhed! Now you are required to find her, it is simple though, just keep running towards the red arrow on your radar. Along the way you will encounter and do battle with forbidden machina which are being used by the Al Bhed. Refer to the section on how to overcome all fiends in the game, they are called "Workers". Many more hordes will ambush your party so annoyingly, so be ready to follow that same strategy over and over again. Now, after the cut snene where they are watching the blitz game on the monitor. Start running for Dock 4, but before you go make sure you have medicated any injuries you may have sustained while reaching this location. ******************************************************************************* BOSS: OBLITZERATOR DIFFICULTY: 1 ~ 2.5 ******************************************************************************* #10. Oblitzerator (Luca) -> HP: 6000 - 600 -> MP: 10 -> AP: 36 - 54 -> Statistics: Str: 16, Mag: 1, Def: 1, Mdef: 1, Acc: 10, Agl: 1, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs -> Gil Received: 580 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie, Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Threaten, Death, Provoke, Eject -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Lightning, Holy, Ice, Water [2x Damage] Lightning -> Zanmato Lv: 4 -> Armor Abilities: Defense+3% -> Weapon Abilities: Lightningstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Blitzball Rush- 12 hits of physical damage distributed randomly and also consecutively between all characters that are chosen. Mute Ball- Counter attacks with it if gets magic used on it. Physical damage as well as Silence is done with this. Blind Ball- Counter attacks with it if gets physically attacked. Physical damage as well as Darkness is done with this. ---> STRATEGIC TACTICS: <--- Oblitzerator: Your main objective here isn't to attack the Oblitzerator, but instead the crane that is over to side. Before anything, cast Haste on Lulu. Have Lulu use Thunder Magic on it. All the while using Tidus and Kimahri to attack the Oblitzerator. Eventually Tidus will get a Trigger-Command, use this after you have weakend the crane enough. This will tear off half of the Oblitzerator, cutting its current HP in a whopping 93.75%. From here just follow the same tactics you have been using thus far but on the Oblitzerator. When you have successfully rescued the fair summoner, run back to the Auroch's locker room. The blitzball game is about to begin! Here are some of my personal tips for winning this game... 1. Have the Jecht Shot 2. Have Tidus swim back behind your goalie 3. Pass around to your nearest teammates to get them some experience 4. When you see an opening down the pool swim down behind their goalie, and use a Jecht Shot 5. Repeat this again and again and you'll win. After the game has concluded, Luca is attacked by fiends. There is a couple of awesome CGs that ensue, brace yourself... After Auron's entrance on the scene, he joins your struggle along with Tidus and they both become fully- fledged guardians. But not before you have to fight your way out of the pool with Tidus and Wakka, fight a Vouivre with Auron, and then fight a couple more fights with the 3 of them. After you'lll get the scene I told you about with them becoming guardians and all, but then you'll be on the Mi'ihen Highroad. ============================================================================== Area 7. Mi'ihen Highroad ============================================================================== ------------------------------------------------------------------------------ Items: Soft x 3, Potion x 10, Phoenix Down x 2, Mega Potion x 4, Hi-Potion x 9 Antidote x 6, 600 gil, Eye Drops x 3, 1000 gil, Remedy x 3, 2000 gil, Ether x 2, 400 gil, Lv. 1 Key Sphere x 2, X-Potion, Fortune Sphere Weapons/Armor: Scout, Red Ring, Tough Bangle, Thunder Blade, Hunter's Spear, Serene Bracer, Serene Armlet, Ice Brand Enemies/Bosses: Sinspawn Gui, Chocobo Eater, Thunder Flan, Mi'ihen Fang, Bomb, Ipiria, Dual Horn, Funguar, Raldo, White Element, Vouivre, Lamashtu, Red Element, Gandarewa, Floating Eye, Garuda, Raptor ------------------------------------------------------------------------------ Walk up to the save sphere located right in front of you when you first arrive on the highroad, you can now play blitzball at just about any save sphere you encounter on your journey. Talk to some of the people on the road to get some important items. But basically keep running down the highroad watching the cut scenes and fighting the battles, and talking to get the items of course. To the left of the road is an old scholar named Maechen, talk to him to learn some new and interesting information about Sin and the games plot in general. Throughout the game you will meet him on numerous occasions to get more info on the plot and to tie together many loose ends in your head. Anyway, when the Chocobo Knights leave, move into a little area to the very right of the road to meet and have an aeon battle with a women named Belgimine if you please. ******************************************************************************* BOSS: BELGEMINE/IFRIT DIFFICULTY: 2 ******************************************************************************* #11. Belgemine/Ifrit (Mi'ihen Highroad) -> HP: 3500 - 560 -> MP: 200 -> AP: 0 -> Statistics: Str: 18, Mag: 18, Def: 0, Mdef: 0, Acc: 0, Agl: 13, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 5 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- This fight is extremely easy. The onlt thing that you are able to do is to use the aeon Valefor. While Valie is out, you have it to use Sonic Wings, and Ice spells. Or, if it's already in Overdrive state, Yuna's in Overdrive state, Val gains it in battle, or you have both it and Yuna in Overdrive, use one or two, however many you need. Ok, whether or not you win the bout doesn't matter. You win you get Echo Ring, and if you fail you get Seeker's Ring. After a few more easy fights, I've found that Ifrit has an attack pattern: - Attack - Meteor Strike - Attack - Meteor Strike and then you repeat... Hell Fire is used anytime that Ifrit's Overdrive Guage is completely filled up. Attack does little damage, Meteor Strike does semi-impressive amount of damage, and Hell Fire pummels you with big damage. Now you keep adventuring... ---> Here's another good strategy I've come up with: Belgemine (Ifrit): Start out with both Yuna and Valefor in overdrive mode. Then have Yuna summon Valefor, and unleash both Valefor's Energy Rays on Ifrit. If that does not do it, the battle continues. Now, have Valefor use Boost to get its overdrive higher quicker. Occasionally using Shield to block out some of the damage you have to endure from Ifrit's attacks. Use Valefor's overdrive again and that'll be that. Now just continue running until you see that the Crusaders pull their wagon over to the side. Once you have talked to Shelinda go over to where Gatta and Luzzu are. After the scenes in Rin's Travel Agency, step outside and hold a conversation with Yuna. Their is even a weapon/armor clerk, hear you can buy some useful armor for your characters. Just as you're preparing to leave, Rin talks to you and hands over the Al Bhed Primer vol. VIII, then you will engage in a fierce battle with the... ******************************************************************************* BOSS: CHOCOBO EATER DIFFICULTY: 4 ******************************************************************************* #12. Chocobo Eater (Mi'ihen Highroad - Travel Agency) -> HP: 10000 - 800 -> MP: 5 -> AP: 90 - 135 -> Statistics: Str: 25, Mag: 20, Def: 25, Mdef: 35, Acc: 25, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 Lv.1 Key Spheres, Uncommon- 2 Lv.1 Key Spheres; Note that you only get this items if you beat it by making it go over the cliff. -> Gil Received: 970 -> Immunities: Doom, Sleep, Silence, Zombie, Demi, Threaten, Eject, Death, Confuse, Berserk, Bribe -> Weaknesses: Poison- 40; 5%, Armor Break- 50, Mental Break- 50, Power Break- 50, Magic Break- 50 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Ice Ward, Fire Ward, Water Ward -> Weapon Abilities: Piercing, Magic+5%, Sensor, Magic+10%, Strength+10%, Strength+5% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Fist of Fury- Physical damage on one character, after 1 turn charge of "You're Next!" You're Next!- Charges once on a turn and then unleashes Fist of Fury. Blizzard- Ice based magic attack on one character - uses as a counter-attack when on its back with 4500 HP. Attack- Physical damage on only one person. Attack 2- Physical and gravity damage on all of your characters lowers HP by a set percentage, about 75%. ---> STRATEGIC TACTICS: <--- For Chocobo Eater first off a quick note, don't let the Chocobo Eater knock you over the cliff, ok! To start everything off in this contest, have Tidus start off rather orthodoxly by casting Hastega on Lulu. Now have her cast Fire magic non-stop. The next thing to do in the progression to besting this foe is to have Wakka use his Dark Attack, and then bring out your summoner to summon Valefor. Have Valefor now use Fire magic and physical attacks in a very perpetual fashion. If you use grand summon along with Valefor's overdrive guage already full, then use it several times. If Valefor gets KO'd before it can eliminate the Chocobo Eater, then Use Auron now to use Power Break to cut down on the damage it dishes out from now on. If you knock it down on its back keep attacking with no mercy nor remorse. You can knock it back with every 1201+ damage dealt, and to push him back takes 501. Keep knocking it back until you knock it over the cliff, if you don't and just kill it, that's fine too, even if you get knocked over that is even fine. But if you knock the beast over the cliff you will receive a more favorable reward. Here are the certain outcomes you can have for either getting knocked over, knocking it over, or just killing it.... 1. Getting knocked over- Nothing 2. Knocking it over- Just one free ride on a chocobo and AP 3. Killing it- Same as #2 Moving along on the Mi'ihen road, you eventually run into Shelinda yet again. You should try and console her. When you get down to the bottom, you see that Dona and Barthello are not being let through due to a special operation about to executed. Go talk to the person guarding the door he will not let you pass at the current time, now go talk to the person right in the same vicinity as him to donate to the Crusader's cause, the following amounts of gil you donate determine what item you will get out of this.... 100 Gil - Scout 1000 Gil - Ice Lance 10000 Gil - Moon Ring Once you get to pass thanks to the newly-dubbed Maester, Seymour. Just keep running down the Mushroom Rock area, speaking to the bands of Crusaders along the way, to get some good items to add to your inventory. Keep heading North until you meet Clasko and O'aka once more. Talk to them both, O'aka to purchase stuff from, Clasko will speak automatically, and tell you redirect to the West. Save in this new area, and continue on, and you'll encounter a guard in the operation can give you a Hi-Potion. Continue to run down this area collecting all of the goodies that you find along the way inside of the treasure chests. When you get down to the last rising platform, rise up, and here if you go all the way to the right you will get alternating cutscenes with Luzzu depending on how you have played the game up to this point in time. After, get on the elevator and raise up to the next level. Here you'll watch a few scenes explaining the Operation and about Wakka, Chappu, and even more about Machina. Keep on running towards the big tent which is the comand room that you heard about just a tad bit earlier. Once you have introduced (by the game) to Maester Kinoc, you should open the the two treasure chests in here to receive both a Serene Bracer, and even a Mega-Potion. Go and talk to the guard standing near the opposite entrance to the command center. Now watch the next couple of scenes involving Auron and Kinoc, then head over to the red arrow emanating on the radar and speak to the guard that is located there. A fierce battle is about to commence.... ******************************************************************************* BOSS: SINSPAWN GUI/ARMS/HEAD DIFFICULTY: 5 ******************************************************************************* #13. Sinspawn Gui (Operation Mi'ihen Site) -> HP: 12000 - 800 -> MP: 30 -> AP: 400 - 600 -> Statistics: Str: 29, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 1000 -> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost, Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break, Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Sleepproof -> Weapon Abilities: Piercing, Sleepstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one character. Demi- Takes off 25% of current HP from everybody. #13.1. Arms (Operation Mi'ihen Site - Sinspawn Gui) -> HP: 800 - 500 -> MP: 1 -> AP: 37 - 55 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 300 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: The Arms Regenerated!- Once a couple of times after killed off arms regenerate. #13.2. Head (Operation Mi'ihen Site - Sinspawn Gui) -> HP: 4000 - 800 -> MP: 200 -> AP: 48 - 72 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 200 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe, Power Break -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ---> STRATEGIC TACTICS: <--- Sinspawn Gui: First off make sure you have trained your characters, or at least the ones you are to use, to stats of about 20 or higher on the Mi'ihen Highroad, and Mushroom Rock Road. I recommend starting off with a party of Tidus, Yuna, Lulu. Now have Tidus use Haste on Lulu, have her now start using tons of Thunder attacks on the stomach of Gui. When it uses its Venom attack have Yuna cure it with an Esuna. Now trade out Tidus for Auron. Keep using Auron for attacking at the arms. Switch to having Lulu Thunder or Fire the head for a while. Keep having Yuna to heal and revive, all the while Auron has taken out the arms and ready to switch Lulu for Tidus, then have Auron and Tidus physically attack the stomach. Now use an Ether on Yuna and have her continue on healing. When the arms regenerate continue this strategy again as if it were the very beginning. Once that has been taken care of, you will watch a beautifully set-up scene where Sin has destroyed almost everything in sight. After this you are in for another boss fight... ******************************************************************************* BOSS: SINSPAWN GUI/ARMS/HEAD (AGAIN) DIFFICULTY: 1.5 ******************************************************************************* #14. Again Sinspawn Gui (Attacked Operation Mi'ihen Site) -> HP: 6000 - 800 -> MP: 30 -> AP: 400 - 600 -> Statistics: Str: 15, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 3 or 6 Lv.1 Key Spheres, Uncommon- 3 or 6 Lv.1 Key Spheres -> Gil Received: 1000 -> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost, Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break, Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Sleepproof -> Weapon Abilities: Piercing, Sleepstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one character. Demi- Takes off 25% of current HP from everybody. #14.1. Arms (Attacked Operation Mi'ihen Site - Sinspawn Gui Again) -> HP: 800 - 500 -> MP: 1 -> AP: 37 - 55 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 300 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: The Arms Regenerated!- Once a couple of times after killed off arms regenerate. #14.2. Head (Attacked Operation Mi'ihen Site - Sinspawn Gui Again) -> HP: 1000 - 800 -> MP: 200 -> AP: 48 - 72 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 200 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ---> STRATEGIC TACTICS: <--- Sinspawn Gui Again: You now have control over a very destructive party that consists of Yuna, Auron, and...SEYMOUR! So this doesn't bode well for Gui. Anyway, once you have picked up your jaw, start using Seymours Black Magic against the main body and the beasts head very calously. Have Auron take out its arms with normal physically based attacks. Have Yuna heal them with her white magic spells. You may, if you want, try and get up Seymour's Overdrive which is called Requiem. This *is* the *only* time in the game that you can witness this move (unless you use cheat codes). It looks alot like Oblivion, just, without Anima, and it'll do about 3000 damage. Use Fira on the Head and then keep on using Thundara on the main stomach of it. Goodbye Gui... When Tidus regains consciousness once again, go to the Sphere Grid and cash in on the super amount of AP you have just earned from the fights. Now, while you are on the catastrophically obliterated beach, search for either Luzzu or Gatta (if you chose the second option two times Gatta is dead, any other choice has proven fatal for Luzzu). After, collect the Hi-Potion off of the immolated shores, or the "Aftermath." Follow your party after you save at the point. =============================================================================== Area 8. Djose =============================================================================== ------------------------------------------------------------------------------- Items: 4000 Gil, Ether x 2, Remedy, Phoenix Down x 2, Ability Sphere x 2, Mega-Phoenix, Hi-Potion x 3, Potion x 10, Magic Sphere, Al Bhed Primer Vol. XI, Mega-Potion Weapons/Armor: Bright Bangle, Soft Ring, Switch Hitter, Halberd, Variable Steel Enemies/Bosses: Bunyip, Basilisk, Bite Bug, Funguar, Gandarewa, Garm ------------------------------------------------------------------------------- Run down the Djose Highroad collecting all of the items and talking to everyone as you go along. Once you have reached the end, there is a fork in the road where there are two surviving Crusaders and just one Chocobo. When you reach this you must take the path that leads straightest to the path you were just taking on the Djose road (which is technically "right"). Once you take this route, cross over the bridge, and your final destination on this path is the Djose Temple. When you arrive at this place and walk towards the Temple (which right now looks like a huge mountain), you will get a cutscene where Yuna prays to the temple itself and breaks off the rock seal of the temple, allowing you entrance inside. When you are inside you will meet some new faces, Issaru and his guardians which just so happen to be his own brothers. When they're through talking to each other, start going up the stairs. When in this area, be sure that you collect the Remedy and the Ether that are in this area. After this has been done, enter the inner sanctum of the Djose Cloister of Trials. While you are in here, follow these steps to get yourself through it with ease... 1. Take the 2 Djose Spheres on the right and left. 2. Place them both on the double-slotted door, and go into this next room. 3. Take any Sphere from any side of the door in here. 4. Go to the far right and put it in either of those 2 slts there. 5. Take the other Sphere from the door and put it in the other slot to the right side of the room. 6. Slide the pedestal with the Sphere beneath the suspended pedestal to the right inside the room. 7. Grab the mega-shiny Djose Sphere and place it in the right slot of the main door. 8. Take out both of the Spheres on the wall directed to the right and then insert the 2 into both sides of the pedestal. 9. Head to the left of the room and step on the floor glyph to make the pedestal reappear in the center of the area. 10. Now push it into the raging pit of lightning. 11. Jump across the lighting and push the pedestal here into the wall. 12. Jump back to other side and use the pedestal switch on the ground to summon the pedestal back to the main room here. 13. Remove those Spheres from each side of the pedestal and return to the first area of the trials and put them each into both of these slots. 14. Take the mega-shiny Sphere again and put it in on the left slot of that same exact door. 15. Take the new platform to the next room in the place. 16. Send every of the 5 pedestals in this room back into their respective walls, this will trigger something on the roof. 17. Head back to the lower level. 18. Press the glyph and take the destruction Sphere in that new room. 19. Ascend to the higher area and put the Sphere into the pedestal to now reveal the secret item, a Magic Sphere. 20. Go to the left now, and rise up the steps. After all of these events take place it'll be morning. After Tidus wakes up from his sleep, go inside every room in the temple to get some handy items. Leave the temple and speak to your party which has gathered outside, now go back inside the temple (eeesh!). Talk to the person in the room on the left side of the steps, then you'll see Yuna finally wake up from the day of very hard work and sorrow. Go into the inn and get the Switch Hitter there, then set on across the few bridges south of the Djose Temple, and then finally onto the Djose road yet again, but on the bridges the temple's preist will hand over items (I forget they are). And on the next bridge over the Crusader guard will give you 10 Potions! But when you are again on the Djose road talk to the Crusader for a Halberd for Kimahri (not too special though). Now head up and you'll be arriving in the new area... =============================================================================== Area 9. Moonflow =============================================================================== ------------------------------------------------------------------------------- Items: X-Potion, 5000 Gil, Antidote x 4, Al Bhed Primer Vol. 12, Lv.1 Key Sphere x 6, Ether, Mega-Potion, Phoenix Down x 2, Magic Defense Sphere Weapons/Armor: None Enemies/Bosses: Extractor, Ochu, Bunyip, Gandarewa, Garm, Funguar, Bite Bug, Snow Flan ------------------------------------------------------------------------------- Keep on going in the North direction until you encounter Shelinda once more. Once the little chat is over move around her and pick up the Lv.1 Key Sphere x 3 from inside the chest in the crack. Keep on running in the set direction til you run into Kimahri's Ronso enemies, once their eerie conversation is through, and collect the X-Potion from the chest closest to where that scene had just taken place. Continue, then you'l see yet another chest, open it to get another Lv.1 Key Sphere I believe. Next event to take place as you progress up this same path is a run-in with Belgimine again, choose to battle her aeons again. Get ready...! ******************************************************************************* BOSS: BELGEMINE/IXION DIFFICULTY: 2 ******************************************************************************* #15. Belgemine/Ixion (Moonflow/Djose Road) -> HP: 6000 - 924 -> MP: 450 -> AP: 0 -> Statistics: Str: 22, Mag: 23, Def: 1, Mdef: 1, Acc: 0, Agl: 17, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Lightning -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- This will be doing physically-based type of damage to the one aeon that you have out. Aerospark- This is going to be doing the Dispel status for negation of positive statuses as well as doing some good physical-type damage to the aeon you're using. Thor's Hammer- It does its Overdrive while it does mega Lightning-type damage to the aeon that is out currently. Haste- This will add the Haste effect onto Ixion which picks up its rate of battle. ---> STRATEGIC TACTICS: <--- Belgemine (Ixion): This time around Belgimine shall summon forth Ixion, so now I recommend summoning Ifrit. Ifrit's overdrive should have been filled by your training in the various regions before this. When the battle to prove yourself as a summoner again begins, use that very overdrive, Hellfire. Next, Ixion will do one of two things, either Haste, or it might just attack simultaneously with attacks or Aerospark. It should now be nearing overdrive where it'll unleash a devastating Thor's Hammer that is capable of KO-ing Ifrit. Heal during the attacks with Fire on itself, then start using Boosts to reach your overdrive before Ixion. If it is impossible to do so, right before its overdrive move, cast a Shield to block out alot of damage from it. Once Ifrit gets to overdrive use it. Ixion is dead, if you need to summon Valefor, do it. After this contest you will get the Summoner's Soul whether or not you just so happen to win, but as a special bonus if you beat her you will receive 2 Dragon Scales for "going the extra mile." By the way refer to the section on items for info on what these things do. Keep on going the same way you have been going then after a little while, look at your radar, and look for a little path leading off to the left, the treasure chest here contains a good Magic Defense Sphere, get it. Get back onto the perscribed path and continue to go North. After you have gotten to where you get a scene where Tidus is introduced to Shoopufs, head left towards the South Wharf. Get the 2 Phoenix Downs in this area before you decide to anything else. You can also find O'aka here again, you can buy some good items from here at this point. Don't buy from any other merchants in this area, for I have found then to be the opinimy of "rip-off artists." Now talk to Auron to trigger the rest of the events in the area, then go on and head to the structure to the left of this area. Get the amount of gil 0f 5000 gil in the chest here, and then talk to her and then Wakka after her (it actually doesn't matter what order that you do so). Go speak to the Shoopuf rider/handler to depart for the other wharf across from this one. You will get a few scenes while riding the Shoopuf, after they are through, you will commence in yet another heated battle. ******************************************************************************* BOSS: EXTRACTOR DIFFICULTY: 4 ******************************************************************************* #16. Extractor (Under Shoopuf in Moonflow/Between Wharfs} -> HP: 4000 - 600 -> MP: 10 -> AP: 660 - 990 -> Statistics: Str: 23, Mag: 15, Def: 1, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Mega Phoenixes, Uncommon- 2 or 4 Mega Phoenixes -> Gil Received: 2400 -> Immunities: Sleep, Doom, Silence, Petrify, Poison, Darkness, Regen, Confuse, Zombie, Death, Berserk, Eject -> Weaknesses: None -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: SOS NulTide, SOS NulBlaze, SOS NulFrost, SOS NulShock -> Weapon Abilities: Piercing, Dearktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Depth Charges- Physical damage and Darkness on everyone as a special attack. Aqua Shooter- Water damage on one person. Readying Depth Charges- Starts count for Depth Charges. ---> STRATEGIC TACTICS: <--- Extractor: I think stats by this point should be about 25-30 or something like that. Use any weapons that you may have found on your journey thus far that may be pre-equipped with the Lightningstrike ability for both of them. When the fight first begins you should have Tidus' first act be to cast Haste on his own self. Now use him and Wakka to attack. Then after Wakka's final turn, have Tidus then use Haste on Wakka too. Use their attacks consecutively on the Extractor. When it uses Aqua Shooter don't fray just heal with regular Potions, but if it uses Depth Charges at anytime use Hi-Potions or even a Mega-Potion. Continue this on the whole time. And use overdrives when their bars are totally full. Also note that whilst readying charges, if you use Delay attack, it stops Extractor from using Depth Charges, and it descends. In this new area after you beat it and get a few couple scenes, use the save sphere located here, and buy some more from O'aka. There is an Al Bhed book in this area for you to nab as well, don't miss it, as you can't get it until way later in the game. Now head in the left way onto the road, there is a chest here. Get it and you will get a much needed Ether (you're loadin' up). Once you have gone far enough on this trail, you'll get a scene where you see a girl taking her clothes off, but not all the way... IT'S RIKKU! She will then become a guardian along with the rest of the gang. Now as you keep on running down this path you will get into battles, one of which is just a tutorial on how to steal from random chests that you can find in random enemy encounters, along with learning how to "Mix." After all of this has finally taken place, I think you should train a little bit, get the items on the left and right side of the path, then make your way into the village of Guadosalam. =============================================================================== Area 10. Guadosalam =============================================================================== ------------------------------------------------------------------------------- Items: 3000 Gil, Lightning Marble x 8, Al Bhed Primer Vol. XIII, Mega-Potion, Hi-Potion x 2, Elixir Weapons/Armor: None Enemies/Bosses: None ------------------------------------------------------------------------------- After your little encounter with Tromell and then walks away with Yuna, Rikku will finally teach you how to customize abilities onto your weapons and armor as opposed to having to find them (some are impossible to get without). I suggest that you enter the inn near the entrance to Guadosalam before you proceed any further, you don't have to rest here, simply use the save sphere to do the inn's job and even to save. O'aka will be in the item shop just in case you care (his prices are better than the shops if you paid him right). Now head over to the main building in Guadosalam, it's located to the far North of the village, enter, go up the stairs for Hi-Potions x 2. Descend the stairs and talk to your party who are on the bottom level, go inside the doors once you have finished doing so. In this new room where all the food is talk to the whole group a couple of times. Eventually at one point or another Seymour will will have a talk with Yuna after a few colorful scenes and actually proposes marriage, after this, leave this room through the same doors you entered, and then finally leave the whole lobby entirely the same way. Out here, you will be reunited with your party, now run up the walkway at the top of Guadosalam and then make your way into the Farplane. While in here before the Farplane, you should check behind the wall for a total of 8 Lightning Marbles, they are un-viewable so it might take some time. Keep going in the same direction and then up the steps into the Farplane. The first person you should talk to is Wakka, he'll be talking to an image of Chappu, and you see that he looks just like Tidus except with orange hair. After this occurs, your Brotherhood will gain the abilities Sensor, Strength+ 10%, Waterstrike. Now speak to Lulu, she'll just be thinking about Chappu, and you as Tidus lift her spirits about it a little bit. After you talk to her go talk to Yuna to discover whether or not she will disclose whether or not that she has made a decision to marry Seymour or not. Once you have finished up all of your buisness inside the Farplane, leave. Now catch up with the rest of your party. Once Tidus and Lulu have had their talk, find her again and talk to her again. After you have, locate Rikku and speak to her. Then walk around the shop area, and Kimahri will then come out and recommend that you purchase some Guado potions (they're not called that). Now, go back down to the lower area and talk to Lulu again, now you get to tell Lulu whom you care for the most, either, Rikku, Lulu, or Yuna, whomever you pick doesn't really change anything storywise, only affection and that cutscene. Now go down the little walkway across from the red doors, now you'll be arriving in the... =============================================================================== Area 11. Thunder Plains =============================================================================== ------------------------------------------------------------------------------- Items: 2 Hi-Potions, X-Potion, Gil 2000x, Remedy, 2 Phoenix Downs, Gil 5000x, Ether, Al Bhed Primer Vol.XIV Weapons/Armor: Yellow Shield, Water Ball Enemies/Bosses: Qactuar, Iron Giant, Kusariqqu, Buer, Aerouge, Larva, Melusine, Gold Element ------------------------------------------------------------------------------- When you have first entered this area through the passage from Guadosalam, you will receive a quick tutorial on dodging lightning, which becomes an important quest for you later in the game. So, what you first do is to pick up the items 2x Phoenix Downs towards the West side of the beginning area. Now, we can continue knowig we've gotten everything in this area thus far. You should keep going on down the vast sections/divisions of the Thunder Plains by moving from one tower to another to not be knocked down (even though it can get you items, as can dodging [visit Lightning Dodging section of FAQ]). You will eventually reach up to next Rin's Agency, but first, some general infos about the Thunder Plains region: There are tons of enemies in this area, alot of them are rather agile, but some are rather brute in Str. And even at that, there's some that has elemental affinities to lightning. And then some are aerial, so you'll have to use Wakka's blitzballs or Lulu's lv2 spells. But then, there's a very tough enemy, that's the Qactuar, little kids of the Cactuar family, they've extremely big Eva and can kill little HPed characters with 1000 Needles attack. There are Qactuar Stones around this region which are only for later use in the game to obtain Kimahri's celestial weapon, Spirit Lance (Note: activate them by using [Square] button). There's tons of items all over the Thunder Plains, also. Now, back to the Travel Agency, there'll first be a Yellow Shield on the ground right in front of it. Right inside of the inn, there's a few books, a stand in the middle, and a person at it. Now, go speak with Rikku who's very afraid of the lightning due to a mishap in the past with her Brother, and as an addition to getting a conversation with her, you also receive the XIV Al Bhed Book from Rin and when you speak, pick on first answer, if you don't, you get it later on in Bikanel Desert. Now, go onto the back of the Agency and then you will see that Tidus makes a mistake and falls into Yuna's room (naughty dawg.:) After the scene with him Yuna/Wakka, talk to everyone again if you like and then get out of the inn. Now, leave, and if you haven't pick up the Yellow Shield there, do so now, ok? It comes in handy with few enemies around here. As you keep moving on into the more Northern sections of the region, you will get under a pavillion-shaped lightning tower with a save sphere under it. Go under there and Yuna will then get into a scene where she thinks about the major decision of "to marry, or not to marry, that is the question". Once that scene is done and over with, get the Ether item here. But, this is not the only item that is located up there - there's Remedy, X-Potion, 2000x Gil, just as well. After all this business is done here in the Plains, you want to keep heading up North, and this leads into the area of Macalania Woods. =============================================================================== Area 12. Macalania =============================================================================== ------------------------------------------------------------------------------- Items: Gil 2000x, 3 Phoenix Downs, MP Sphere, 3 Remedies, Mega-Potion, Ether, Gil 400x, 2 Hi-Potions, 2 X-Potions, Gil 5000x, Elixir, Luck Sphere, Lv.1 Key Sphere, Lv.2 Key Sphere, Jecht's Sphere, Al Bhed Primer Vol.XVI, Al Bhed Primer Vol.XV Weapons/Armor: Sleepy Cait Sith, Shell Targe, Avenger Enemies: Chimera, Iguion, Murussu, Wasp, Blue Element, Xiphos, Spherimorph, Snow Wolf, Ice Flan, Mafdet, Evil Eye, Crawler, Negator, Seymour, Anima, Wendigo, Guado Guardians ------------------------------------------------------------------------------- When you have finally first arrived in the forest here at Macalania, you want to keep going forward until you can go to the left, then do so. Here, you are able to pick up the Sleepy Cait Sith weapon for Lulu, and you also can pick up a good Gil x2000 cash-in amount (Note: that the SCS Doll will be in a tree, so use action button to get it). Now what you do is to continue on along the path in the woods and picking up all items in chests that are around here, they can really help you out eventually. So, if you keep going on, you will soon enough meet a person dressed up very wierdly playing a harp. The person then lets you play the Butterfly Game, but don't do it now, wait until you have the airship and then use the Butterfly Catching section of this guide if you need any help. If you just keep running through the very celestial color forest, when you reach the end, you will meet up with O'aka XXIII again, so stock up on any needed items or equipments for upcoming boss bouts. Now, when you see a scene in which Auron slices, and cuts, and breaks through the side of the woods and the deep trunks all badass-like, go on through as well. Don't forget the Primer there! Just continue into the shiny pond here and engage in a fight with the boss: ******************************************************************************* BOSS: SPHERIMORPH DIFFICULTY: 5.5 ******************************************************************************* #17. Spherimorph (Macalania Forest/Spring) -> HP: 12000 - 2000 -> MP: 100 -> AP: 3240 - 4860 -> Statistics: Str: 20, Mag: 20, Def: 100, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Ether, Uncommon- Turbo Ether -> Bribe: None -> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 4000 -> Immunities: Sleep, Silence, Darkness, Petrify, Sensor, Slow, Scan, Death, Eject, Delay, Provoke -> Weaknesses: Doom- 20, Threaten- 75, Poison- 90; 5% -> Elemental Affinities: It depends on which "Elemental Shift" it's currently in -> Zanmato Lv: 4 -> Armor Abilities: Water Ward, Fire Ward, Ice Ward, Lightning Ward -> Weapon Abilities: Firestrike, Lightningstrike, Icestrike, Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Press- Tears off 50% of everybody's HP as a Gravity attack. Attack- Physical damage on one character. Elemental Shift- If you hit it with the correct corresponding element, it'll change to a different one. Thunder- Lightning based magic attack on all or one character(s) if in the right Elemental Shift. Fire- Fire based magic attack on all or one character(s) if in the right Elemental Shift. Water- Water based magic attack on all or one character(s) if in the right Elemental Shift. Blizzard- Ice based magic attack on all or one character(s) if in the right Elemental Shift. ---> STRATEGIC TACTICS: <--- This fight is very annoying, and also it's time consuming, but it's manageable if you have the proper accoutrements. The best party to have for this battle is Yuna for summons, Lulu for opposing magics, and Tidus for... just being main character.:) Now, what to have on your Armors is Auto-Shell, Auto-Haste, and Auto-Protect. Weapons don't matter (just don't have any elemental affinities on them!!!). The next things on list for doing is to have Yuna just to heal and/or Triangle Guarding. Lulu to use one Focus. Now, I know I might've scared you above when I mentioned "Elemental Shifts" above, but it's easy to bring out and use advantageously. And actually, there's the safe*er* way, and the more dangerous method of doing things. The safer way is to have Yuna summon Valefor since it's the only aeon so far that can use all elemental spells. Now, have Valefor use Attack command, and doing so will bring Spherimorph to use an elemental move. It may be Water, Ice, Lightning, or Fire. Here's some minor tips on this: If it uses Water spell, you are to use Lightning spell to have it switch and do damage instead of healing it. If it uses Fire spell, you are to use Blizzard spell to have it switch and do damage instead of healing it. If it uses Lightning spell, you are to use Water spell to have it switch and do damage instead of healing it. If it uses Blizzard spell, you are it use Fire spell to have it switch and do damage instead of healing it. Within this time frame, if you've messed up and got hurt, remember your Summoner/*WHITE MAGE's* role is, *hint hint* ;) - Now, the less safe way...: Is to have Tidus use physical attacks against Spherimorph. This, like using Valefor's attacks, lets you bring out Spherimorph's current elemental property, and this enables you to counteract correctly, and not totally screw you over. From this, you use the chart again. And, even though Press looks scary as hell, there's a way to cut down damage executed: This is to have Auron come in and Power Break to make damage done measly 25%. After the fight has finished, you get the very first of the Jecht Sphere Key Items, a rather long and emotional scene, as well as even getting Auron's 2nd Overdrive Shooting Star, and how to get more ones. Now, leave this Spring area the way you entered, and then save at the save point right outside of the hole Auron left. Now get out of here and you'll be in the next area of Macalania, Lake Macalania. Now, once you're there, go to the other side of the Rin's Travel Agency, you will be picking up the next Al Bhed Book. Now, go back to the other side and you'll see Clasko tending a chocobo, so talk with him and choose the first answer. Now save inside of the Agency and get your characters & aeons Overdrives up at the tutorial if you don't want to lose HP, but with regular enemies if you want AP. Now, go farther into the next area and then you get into a fight after many twist of events. ******************************************************************************* BOSS: CRAWLER DIFFICULTY: 6 ******************************************************************************* #18. Crawler (Lake Macalania) -> HP: 16000 - 4000 -> MP: 1 -> AP: 4400 - 6600 -> Statistics: Str: 25, Mag: 30, Def: 100, Mdef: 50, Acc: 30, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains -> Bribe: None -> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs -> Gil Received: 7000 -> Immunities: Doom, Sleep, Darkness, Silence, Petrify, Poison, Regen, Zombie, Eject, Provoke, Threaten, Death, Mental Break, Armor Break, Power Break, Magic Break, Confuse, Berserk, Bribe -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Water, Holy, Ice, Fire [2x Damage] Lightning -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Ice Ward, Water Ward, Fire Ward -> Weapon Abilities: Icestrike, Piercing, Waterstrike, Alchemy, Lightningstrike, Firestrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Assault- Counter if attacked in any way shape or form whatsoever with physical damage. Mana Beam- Non-elemental magic damage to all characters after 3 turns of "Mana Beam in [???] turn(s). Gatling Gun- 8 physically damaging hits consectively and randomly. Mana Beam Interrupted!- If while counting down to Mana Beam it creates another Negator, the Mana Beam will be "negated." Mana Beam in 3 Turns- Signifies Mana Beam in 3 turns. Mana Beam in 2 Turns- Signifies Mana Beam in 2 turns. Mana Beam in 1 Turn- Signifies Mana Beam in 1 turn. #18.1. Negator (Macalania Lake - Crawler) -> HP: 1000 - 1000 -> MP: 1 -> AP: 220 - 330 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions -> Bribe: None -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions -> Gil Received: 300 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie, Scan, Provoke, Death, Threaten, Eject, Confuse, Berserk, Bribe -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Holy, Water, Ice, Fire -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Lightning Ward, Fire Ward, Water Ward -> Weapon Abilities: Lightningstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Negator disables all magic and summoning!- While the Negator is up in the fight, you cannot use magic, nor summoned aeons. ---> STRATEGIC TACTICS: <--- Ok, party that is needed for this fight is Lulu/Wakka (Lulu once Negator is gone), Tidus, Auron, and also make sure that you have purchased or found some Lightningtouch/Lightningstrike weapons throughout your journey (preferrably Lightningstrike). You can custom-make them, also. HP of those characters should be about 2500 or so, so you survive everything that it throws at you. Hopefully you took keed to my advice and got characters' and aeons' Overdrive Guages full, because you're going to need 'em. We now head into battle and get prepared to pulverize Crawler's mechanized ass. Since Negator stops all summons and magics, you must first take it out, and that is also why I said to use Lulu *only after* Negator is out, but remember, it comes back also, so you'll have to act quick. After Nega is gone by using Wakka's ball, you then want to bring in Lu instead and have her use her Thundara spells. You can also use Yuna for purposes of summoning Ixion and doing Thor's Hammer and Thunder magic also. Hi and Mega-Potions are very useful here, as well as Phoenix Downs. If you have 1500 HP or higher, you should be able to survive Mana Beam which does about 1400+ damage, and if you have aeon out, use shield before every fourth Crawler's turn. It has slight pattern: - Mana Beam every 4th turn Crawler gets (Negator can't be present), Mana Beam in 3-2-1 turns is used in between, Assault is used to counter, and Gatling randomly. Overdrives! Alt. strategy sent by Greg Moyle If you do not destroy the Negitator, you and the crawler cant use magic which mean he can't use the mana beam. You want to use Rikku, Tidus, Auron, and Kimhari. You use a lot of potions this way but is is pretty easy when you get him at a low health. When this happens, You can use Rikku to use her overdrive and make pineapple(funny name ya know? :) which should do about 3000 damage to the negatator and the crawler. (at least for me) but this might be something to consider trying out. After you beat Crawler and Negator, and then Tromell thanks you yadaa, yadaa, you get more scenes in which Wakka discovers Rikku's Al Bhedness, and then they ride off on snowmobiles. This is the first time Affection System comes into play (unless you got Blitz Ace already like I have just recently). But all of this is erelevant, you still get to the same place, just being entertained differently while you wait. You then finally arrive at the Macalania Temple, so nab the Mega-Potion here and continue on in. There's also a guy who pays 400 Gil. Whilst inside of the temple's entrance, you first speak with Tromell Guado who is there and then he hands over an armor for Rikku called the Shell Targe (not anything to useful, really). You may also speak with Shelinda in here about Yuna supposedly marrying Seymour. After you've done all of this, you make your way up the steps and then there's one person who runs out of thr side room and onto their knees in horror. Go investigate! Inside that room, the party rolls a sphere to to witness a shocking truth about former Lord Jyscal and his son Seymour. There's two Remedy items in the very back of this room, and after talk with the horrified person for 2x Hi-Potions. Now leave there. There's then (in chests) 2 X-Potions, Elixirs and Ethers, Phoenix Downs, and 5000 Gil, all for the taking right outside in the main big area. Save and regain HP, and make any necessary preperations for the upcoming boss fight by going up those steps. You-know-who awaits... ******************************************************************************* BOSS: SEYMOUR/ANIMA/GUADOS DIFFICULTY: 6.5 ******************************************************************************* #19. Seymour Guado (Macalania Temple) -> HP: 6000 - 1400 -> MP: 100 -> AP: 2000 - 3000 -> Statistics: (Before Anima) Str: 20, Mag: 25, Def: 1, Mdef: 25, Acc: 100, Agl: 20, Eva: 0, Luck: 15 (After Anima) Str: 20, Mag: 32, Def: 1, Mdef: 25, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Turbo Ether, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Special Spheres -> Gil Received: 5000 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie, Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk -> Weaknesses: Magic Break- 50, Poison- 40; 10% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Silenceproof, -> Weapon Abilities: Silencetouch, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Multi-Thundara- Lightning based magic attack on two characters. Thundara- Lightning based magic attack on one character. Multi-Blizzara- Ice based magic attack on two characters. Blizzara- Ice based magic magic attack on one character. Multi-Watera- Water based magic attack on two characters. Watera- Water based magic attack on one character. Multi-Fira- Fire based magic attack on two characters. Fira- Fire based magic attack on one character. Shell- Damage received by magic is cut in half, and it's on himself. Summon Anima- Summons the aeon Anima after killing both Guado Guardians. #19.1. Anima (Macalania Temple - Seymour Guado Battle) -> HP: 18000 - 1400 -> MP: 50 -> AP: 2500 - 3750 -> Statistics: Str: 25, Mag: 20, Def: 1, Mdef: 1, Acc: 30, Agl: 25, Eva: 0, Luck: 15 -> Steal: Common- 3 Silence Grenades, Uncommon- Farplane Shadow -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 3000 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie, Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk, Poison, Magic Break, Mental Break, Armor Break -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Sleep Ward, Silence Ward, Dark Ward -> Weapon Abilities: Piercing, Sleeptouch, Darktouch, Silencetouch -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Oblivion- 16 physical hits to anyone randomly. For major damage. Pain- Non-elemental damage and death on only one person. Boost- Raises overdrive guage status a little. #19.2. Guado Guardians (Macalania Temple - Seymour Guado Battle) -> HP: 2000 - 2000 -> MP: 10 -> AP: 290 - 435 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- Ether -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 300 -> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk -> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+5%, HP+5%, Magic Defense+3% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Blizzard- Ice based magic attack on one character. Fire- Fire based magic attack on one character. Shremedy- Inflicts Confuse on one person. Protect- Halves all physical damage attacks. Remedy- Heals abnormal status done to leader (Seymour). Auto-Potion- After any damage is done, counter attacks by auto-healing. ---> STRATEGIC TACTICS: <--- Seymour/Anima/Guados: So he turns out to be an insidious, malignant murderer bent on nothing but destruction, so what, now you'll make him pay dearly for his sins. It is good idea to start out with Yuna, Tidus, and Wakka. Use their trigger commands to raise some of their personal statistics. Now, have Rikku use Steal on both of the Guados that accompany Seymour, this will disable their usage of the Auto-Potions. After this occurance, switch out Wakka in exchange for Auron. Have Tidus and Auron combine their efforts to mainly focus on taking out the Guado Guardians by physical means. Then the incarnation of belligerent fear will consume the diabolistic Seymour, he will then bring forth the crippling, and inexorable Anima. By the way stats, especially Yuna's should be at about 30 or so. Now, when Anima has been summoned to carry out Seymour's dastardly deed, Have Yuna first summon Ifrit. Make sure that his overdrive guage is full and then unleash a malicious Hellfire unto her. She will then retaliate by killing Ifrit or almost killing him (more often than not Ifrit will die from this). Now have Tidus execute a Slice & Dice on the aeon engulfed by darkness and hatred. After, use any turn that Auron may possess to simply attack or use any Phoenix Downs on anyone that has fallen to Pain. Then have Yuna summon Shiva, Have Shiva use Diamond Dust once it has been filled. Then as Anima starts that erradication and execution of Shiva, have her heal herself by using the element of Ice on herself (Blizzara). Then, once the overdrive bar is filled use Diamond Dust again, this will beat Anima, then the hard part is yet to come... Let Shiva be dismissed. The same tactics that Seymour uses from now on are cheap and irritating, but very destructive "Multi-Spells." Your party here should remain the same, have Tidus use the Haste spell on Yuna, this will allow her to use healing and restorative spells quickly. If her MP gets too low for this, then don't be timid in using healing items eccessively. After Tidus gets through with using Haste, have Lulu cast Bio on Seymour, just to poison, and have Auron only attack with Magic Breaks as to lower the power and effectiveness of the Multi-Spells. +-ALTERNATE STRATEGY-+ (thanks to THETRISANTEREEAN) Before fighting Seymour charge up all your overdrives on all your aeons. Then make sure Auron, Yuna, and Tidus (AKA Xerok on mine) overdrives are also full. Use the way you beat Anima, and after that he should cast a Multi-Spell and if you can survive that, summon any aeon (I used the first one Valefor) and use the overdrive attack on him. The Energy Ray did 9986 damage and killed him in one hit. This way you can save the hassle of having to constantly heal. Just make sure all overdrives are charged. Hope this helps. P.S. Because you will still have a few overdrives left. You can use them on Wendigo. Summon Ixion and use Thor's Hammer on him, he should then beat you down to a very small amout of health but your overdrive gauge shouls be full again. Use Thor's Hammer once again and he should be defeated, if not you will have to find your own way but this should work. After the long and heated battle with Seymour (on my first, unprepared file, it took me 13 tries to beat him, but I started game over right after to become more ready), you're going to want to save at the save sphere there and then go do the Cloister of Trials here (thought you'd get off that easily?)... 1. First, go down into the big area to the bottom and then take the Glyph Sphere that is in the column at middle of the room. 2. After that, carry that sphere into the pedestal and then move the pedestal across the slippery ice into an ice pile and then the ice simply vanishes. 3. Now, move the pedestal down the path into the room below. After, you go too. 4. Once down there, you will have to take that same Glyph Sphere and then put it into the recess to the right wall, and doing so will make a recess rise into the above room bearing a sphere. 5. Ascend to the area above you and then remove the Macalania Sphere from the new recess and then place it in the former Glyph-Sphere-Pedestal. 6. Once done, you then push that same pedestal towards a column to the right in that bottom area. And that, will make something new appear above you. 7. Now what you is take the Macalania Sphere under the entrance and then run down to the lower place. Now put it in the recess to the left and this makes a part of the ice bridge reform. 8. Ok, now, what to do? Oh yeah! Remove the Macalania Sphere from that recess from the top and then put inside of the pillar in the middle. This makes the final part of ice bridge form, and there's also a stand-on switch. 9. After, go on up there and and then stand on top of the siwtch in the ice, and that transports Macalania-Sphere-containing pedestal up to where you are located. 10. But damn, a piece of ice bridge is gone. More work awaits... ugh! 11. So anyway, now you must remove that Maca Sphere and then move it down the path. 12. Now you must go down the way you pushed it and then stand on switch to bring pedestal from in the ice. 13. Now place that Macalania Sphere that you've got inside the recess close to the front, and that will make some of the ice bunches come back. 14. Once all that is completed, you have to take the Macalania Sphere from middle pillar and place it in the recess to allow access to the Destruction Sphere. 15. So take it and put it in the slot to the left of the lowest door in the area. 16. Doing so will make the ice explode there, and this lets you easily get to the secret item in this trial; Luck Sphere. 17. Ascend from there again and then move the pedestal into that ice again to get the Macalania Sphere there, and then relocate it onto the pedestal. 18. Push the pedestal to the below area, now. 19. Now put it in the correct place to add another section to the bridge of ice and then go back up to the top. 20. Final Step (yes!): Now take the Macalania Sphere and put into the last pillar to do last part of ice bridge. At long last, you're done! Now, after all of the dramatic scenes, you'll want to leave here and then run from all the Guado Guardians, you'll might have to fight, and it's your choice whether to fight them or run from them. Anyway, just keep on running and pick up the Level 1 Key Sphere and Mega-Potion in the Crevasse area. Proceeding any further starts a battle with the Wendigo and some Guados. ******************************************************************************* BOSS: WENDIGO/GUADO GUARDIANS DIFFICULTY: 4 ******************************************************************************* #20. Wendigo (Macalania Lake) -> HP: 18000 - 1432 -> MP: 32 -> AP: 2000 - 3000 -> Statistics: Str: 40, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 2 or 4 Hi-Potions -> Gil Received: 3000 -> Immunities: Poison, Petrify, Zombie, Reflect, Slow, Eject, Death, Confuse, Bribe -> Weaknesses: Doom- 5, Silence- 20, Darkness- 20, Sleep- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 <--- not a typo! -> Armor Abilities: SOS Haste, HP+10% -> Weapon Abilities: Piercing, Counter-Attack -> Armor/eapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Auto Punch- While dukes are up, if you attack, it'll counter physically. Attack- Physical damage on one character. Dukes Up- After its HP goes under 50% (9000 HP) it will put its dukes up to signify it will counter physical attacks with Auto Punch. #20.1. Guado Guardian 1 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. #20.2. Guado Guardian 2 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Shell- Puts Shell status on Wendigo as desperation. ---> STRATEGIC TACTICS: <--- This fight can be both intense and tough, or simply a cakewalk in the park. You have two (well, if you're thinking literally; 3) immediate worries in the fight: First one(s) are the Guados, we'll discuss about taking them out a little bit later on. And the second being that the Wendigo's under Berserk when you first meet, and attacks do much more like here: - Under Berserk: The highest damage I ever felt was 2761, and the lowest was 2261. - Un-Berserked: The highest damage I ever felt was 1687, and the lowest was 1319. This should give you an idea about how you want Berserk GONE. The first thing you do is to have Rikku Steal (like she did on the GGs against Seymour), to prevent any further Auto-Potions if there's been any yet. Hopefully you have Auto-Haste on all armors, if not then you'll want to cast it on all active members of the party. Next, make sure that Tidus is Protected. Wendigo is totally susceptible to being Darked, so do it now. Now have your previously- Hasted Auron come back out for major ass-whooping. There are two actually *useful* ways of knocking away the Guados. One is to summon an aeon and OD them to hell, and second of all is to use Tidus or Wakka's attacks or their Overdrives. But be careful, if you kill both Guados, they cast Shell as well as Protect on Wendigo (you were wondering why Wendy wasn't immune to those status weren't you?). It doesn't matter if you kill one after the other, or at the same time, they'll do it seperately or together, remember that. We have good means of negating this though, hehe, took me awhile to figure out of being pulverized while under these statuses, too. You have Ixion come out and use its Aerospark unique attack. There are a few tips that someone sent me a long time ago when I asked them a great strategy to beat Wendigo (good old days of not knowing. ah...), and I'd happily credit them properly if they'd resend the mail so I could know their name. The tips are: - You don't attack physically when its hands are up, you use oppressive magics (or in other words, Lulu's Black Magic spells. Preferrably Fire, or if you're super-developed, you can also use Flare). - If you have Auron do his Skill Power Break on Wendigo, it'll make Berserk status attacks seem like un-Berserked attacks, and un-Berserked attacks seem pitiful. - Threatening Wendigo since it's able to be affected by it is also a good idea because it won't attack for a while, giving you some good opportunities. Now, once you're beneath the ice after it cracks under Wendigo's rage, you use the save poin there. Now what you are to do is to speak with any and all of your party members at least once. Now, once Yuna is woken up after talking with the party, you just have to do it again (so much repitition). Also, before you go, make sure to nad the Lv.2 Key Spheres that's in the treasure box in this area. Leave and you're in the open expanse of the... =============================================================================== Area 13. Bikanel Desert =============================================================================== ------------------------------------------------------------------------------- Items: 4 Remedies, 24 Al Bhed Potions, 2 Ethers, 16 Hi-Potions, 4 X- Potions, 5 Mega-Potions, 10000 Gils, Lv.2 Key Sphere, Elixir, 3 Megalixirs, 2 Teleport Spheres, Mercury Crest, Al Bhed Primer Vol. XVIII, Al Bhed Primer Vol. XVII Weapons/Armor: None Enemies: Sandragora, Mech Gunner, Mech Guard, Alcyone, Mushussu, Sand Wolf, Cactuar, Zu, Sand Worm ------------------------------------------------------------------------------- Once Tidus gets back up after seeing Sin again, you will be found in a small oasis. While in it, you want to swim on to the back of it and obtain 4 Remedy items, and then get out and save at the save sphere that is located just out of the water. So now, you just continue to make your way Northward and then Tidus is ambushed bu a gigantic creature which is named Zu. In this fight you use Tidus to fight until Auron comes in and then you just Power Break and attack normally with him, even use any other Breaks he has. When Lulu enters the fray, have her use Thunder and Bio (and if available, Flare) spells. Keep heading even further in the same direction until you find Wakka, that's the next character that you get back. Now, get the Al Bhed Potions from the Al Bhed treasure chest. Now, if you keep going up, the next character that you will be finding here in the desert is Kimahri Ronso. Only one character left; Rikku, and she's not too far away, either. After locating Kimahri, you then go in a left direction to finally locate Rikku! But who's missing...? Oh no! Yuna's nowhere to be found! Then, just play the game, it'll eventually come together. Near where you have found Rikku, there'll be 8 Al Bhed Potions, as well as Ethers. Ok, now that you have Rikku, there'll actually be two characters running around which are Tidus and Rikku, leading you to inquire, "what the hell"? Anyway, there's going to be a tutoring fight which shows how Rikku can Steal from mechs and erradicate them with the greatest of ease. So, just keep going through all sections of the desert and all the seemingly endless sand until there's another sign in Al Bhed. Just in case you can't read Al Bhed due to not collecting Primers or not reading my Translating of Al Bhed section, allow me to translate: "Home Ahead". Now, if you want or care, there's 4x Hi-Potions to the West. Basically, the Bikanel Desert region is easy to navigate, this is because you just have to go North toward the red arrow. Only tough part's fighting the Sandragora in a sand dune. Now I'll just list where all items are found generally since it's a huge area and predicatable to navigate: # Sanubia Desert: East - Aside from what I previously mentioned, you can get Al Bhed Primer XIV (if missed previously) # Sanubia Desert: West - 3 Megalixirs, 8 Hi-Potions, 3 Mega-Potions, Mercury Crest, 2 X-Potions, 2 Teleport Spheres # Sanubia Desert: Central - 4 Hi-Potions, 8 Al Bhed Potions, 2 X-Potions, 2 Mega-Potions Now, here's little strategy I whipped up for taking on Sandragora: Note: Stats are in the Enemy Encyclopaedia section! - If you're ever hit with its status inflicting hit Seed Burst which does physical damage and Confuse, what do you think all those Al Bhed Potions we've been stocking ip on are for. You should have customized weapons with Firetouch or Firestrike, and you should also use Lulu's Lv.2 Fire attacks. Too bad we don't have Ifrit.:( SUPER-DUPER-GREAT TIP!: On my most recent playthrough, I've discovered a way to take Sandragora out in *one* hit no matter what. This trick is to have Auron use his Shooting Star Overdrive to Eject it from battle. Match is over with you as undisputed winner. Just keep going and you'll eventually reach Al Bhed Home. =============================================================================== Area 14. Al Bhed Home =============================================================================== ------------------------------------------------------------------------------- Items: 2 Hi-Potions, Friend Sphere, 10 Al Bhed Potions, Elixir/Hi-Potion/Potion/ Soft/Remedy/Friend Sphere/Mega-Potion, Skill Sphere, 10000 Gil, Al Bhed Primer Vol. XIX, Lv.2 Key Sphere, Al Bhed Primer Vol. XXI, Lv.4 Key Sphere, Al Bhed Primer Vol. XX Weapons/Armor: None Enemies: Bomb, Chimera, Dual Horn, Guado Guardian ------------------------------------------------------------------------------- Once the rather intense and sad introduction, and once you've met Yuna's uncle/ Rikku's dad, Cid (always one in the FFs isn't there?), you should go over and pick up the Al Bhed Book Volume XIX. After you have done that and you're all content about it, go over and loot one of the dead people for 2 Hi-Potions (you sick, uncaring person...:O). Now, as you move further and then everyone's in the following room, you're ambushed by a Guado Guardian and a pack of fiends that they brought with them. So beat them (taking out Guados first like always) and continue on until you get to the next area where you here Cid talking over an intercom and then you're again moved in on by strong Dual Horns and more stupid Guado Guardians. Same strategy. Now, you head on down those steps there and then go into the Living Quarters area. Ok, there's the Al Bhed Primer Vol. XX here on bed. There is chests in here, and I've decided to make a little chart to help you out here for all columns and choices (If you don't have many Primers): ------------------------------------------ 1st Column |Bomb |Elixir|Hi-Potion | ------------------------------------------ 2nd Column |Mega-Potion|Soft |Chimera | ------------------------------------------ 3rd Column |Potion |Remedy|Evil Eye | ------------------------------------------ So from viewing this, you can conclude anything you want to know. There's a treasure chest outside in the hallways and corridors which contains 6 Al Bhed Potions. Also, there is Al Bhed Primer Vol. XXI. We now go into yet another door which has a blue-ish light on it. Enter and since the Chimera fight in here is a toughie, here's some good strategy: Chimera: Stats should be 45-50. Put up 2 or these 3 (or maybe even all 3), Protect, Shell, Reflect. Learn its attack pattern. Having your strongest attackers just attack is a good idea. The best idea here though is, to summon. Now another chart for the puzzle in here: ---------------------------------- Dig.1 | Add #'s | ---------------------------------- Dig.2 | Minus 2nd # off of 1st # | ---------------------------------- Dig.3 | Multi. 1st # times 2nd # | ---------------------------------- Dig.4 | Add #'s | ---------------------------------- After cracking the code successfully, you will get a much well-deserved Special Sphere. Now, the other chest isn't a number lock, but instead, it's a Q&A test. And you know what that means, yup, that's it, another chart for ya...:) ---------------------------------- Q #1 | Answer #3 | ---------------------------------- Q #2 | Answer #4 | ---------------------------------- Q #3 | Answer #2 | ---------------------------------- Q #4 | Answer #1 | ---------------------------------- And for completing that successfully, you will get the exact opposite as last time, a Skill Sphere. When you go back to where you were before sidetracking, you are put in the area called Environment Controls, so after the shocking and dramatic scene the ensues you will go over and take the 10000x Gil amount from inside of that lonely treasure chest. Not bad, eh? But before that, you get Lv.2/4 Key Spheres. Now head through the door and you're on the airship! =============================================================================== Area 15. The Airship =============================================================================== ------------------------------------------------------------------------------- Items: 4 Al Bhed Potions Weapons/Armor: None Enemies: Bomb, Dual Horn, Evil Eye, Evrae ------------------------------------------------------------------------------- Once aboard the cool new airship after the colorful and "heated" CG cinema, you have to talk to everybody on the airship's bridge. Also, thank god you didn't leave Rin behind because you're going to be in desperate need of items soon, I guarantee you, hehehe... You might now want to search around the airship for some other familiar faces such as Dona whose outside the bridge and in a room to Tidus' running-towards-you right side, and you're left side. And just like Clasko, what you say to her here determines where she'll be later on. Now, speak with everybody again when ready and then Brother. You should definitely train with the airship's invaded enemies that Rin warned about before next boss bout. Now, make your way down all hallways of the big ship and when you reach the final one (you'll be able to know because there's a save sphere right when you enter it). In here there'll be an Al Bhed guy who will fork over a good 4 Al Bhed Potions (you'll need every last one of them, trust me on this one). Now move on up and get a scene where you see a giant serpent-like creature outside the airship's window, that's why you need everything I mentioned; THAT is Evrae. Rin's also just a bit further up, so make any last-minute preperations before meeting your demise. Now make your way up the elevator and to the top of the ship where your party congregrates to challenge Evrae. ******************************************************************************* BOSS: EVRAE DIFFICULTY: 7 ******************************************************************************* #21. Evrae (Top of Airship) -> HP: 32000 - 2000 -> MP: 500 -> AP: 5400 - 8100 -> Statistics: Str: 36, Mag: 30, Def: 1, Mdef: 1, Acc: 100, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic Spheres -> Gil Received: 2600 -> Immunities: Zombie, Threaten, Death, Sleep, Provoke, Poison, Silence,Petrify Armor Break, Magic Breaks, Eject, Demi, Confuse, Bribe, Berserk -> Weaknesses: Slow- 50, Darkness- 50, Doom- 30 -> Elemental Affinities: [1/2 Damage] Lightning, Ice, Water, Fire -> Zanmato Lv: 4 -> Armor Abilities: Stone Ward -> Weapon Abilities: Stonetouch, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 -> Abilities: Stone Gaze- Petrification on one person. Attack- Physical damage on one person. Inhale- Starts the count for it's Poison Breath attack. Swooping Scythe- Occasional counter, physical damage, ship is far away, if Evrae has minimal Hit Points left, and is executed on every person. Too Far For Breath- Means you are too far from Evrae for it to execute Poison Breath. Poison Breath- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. Haste- Speeds up it's own next turn on itself. Photon Spray- 8 non-elementally magically damaging hits consectively and randomly. ---> STRATEGIC TACTICS: <--- Now, this guy is rather annoying for very most people the first time they ever fought it, so don't be ashamed if you can't get it down the first two tries at it. It doesn't really matter what kind of weapons you have, but an armor with Stoneproof ability is extremely useful in the long run because of its Stone Gaze attack. I believe Evrae has an attack pattern, if so, it is a minor one. It has a few devastating attacks, but for the most part you're in the clear when it comes to getting excrutiatingly attack by this Bevelle Defender. Here are a few general rules for this fight: -> I recommend using Trigger Command and then waiting for Salvo only *after* dealing at least 1/4 to 1/2 damage to its Health Points. -> Before readying to fight it, get your stats up to least of 40 average by training in the corridors of the invaded airship (very important if not done). -> Don't ever use Delay moves because it will eventually counter-act with Haste which will of course negate them. -> Now for a representation of its attacks and its attack patterns (hurray)!: - Swooping Scythe which is used only after lowering its HP down to 10665 or less will deal near 800 damage to all characters by diving at them. (It is also occasionally used as a counter attack move) - Photon Spray will do about 100 damage to randomly chosen characters and is only used while your ship is far away from Evrae using the Trigger Command. - Stone Gaze will be triggered by two things I've found thus far which are: You've done three physical attacks unto it; You've done six magic attacks (note that there might be more that trigger it). And for effects - it does what it says... Petrification to one character! - Attack which is its regular physical attack will do about 1300 damage to one. - Poison Breath is done after one 'Breathe In' charge, and does nearly 1500 magic damage to all characters as well as Poisoning the characters too. -> Now for some attack pattern: a) If the ship is close up to Evrae *only*, attack pattern will go: Attack, Attack, 'Breathe In', Poison Breath; repeat, repeat, repeat... b) If ship is away it only does Photon Spray over and over again. - Begin the battle off by having Tidus use Hastega (if you don't have it, I do not think that you should not really waste turns with single-at-a-time Haste). I now recommend having a starting party of Rikku, Tidus, and Wakka. Have Rikku now use either Gold or Silver Hourglasses, or maybe Mixing two Wings to Discovery to get together a Trio of 9999 and have Tidus react to that with Slice & Dice for some super damage. Hell, that might even end it right there.;) Now, back the ship up with either Tidus or Rikku with Trigger Command "Pull Back." As you may know if you've fought Evrae previously, every couple of turns while away from Evrae, Cid does Salvo move which sends tons of missles Evrae's way which do about 100 damage each time. While back here, you can switch up Rikku for Lulu and do Fury spell as well as using Wakka for some attacks of his blitzball only. If you get Photon Shot-ed and it does too much damage for comfort, feel free to heal up with a Mega-Potion or if you can spare, Megalixir. Attack until you use up all final Salvos and then pull back in (3 only). I also suggest while away though to Haste up everyone if not done already. Note that Lulu can also be using either Water or Thunder spells while in the fight while away from it. While right up close 'n' personal yet again with Evrae, switch up your party once more to Auron, Tidus, and Rikku or Lulu. Here's how they would both go: -> Lulu Scenario: By this point Evrae should be close to under 10665 HP which means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes. Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and its physical attack. This alone is not enough to stop the almighty you, so what your first move at this point will be to have Auron execute Mental Break followed by Tidus using simply physically attacking at Evrae for his turns and healing when in desperate need, use Shell on everyone too. Lulu should amplify her turns to the fullest by using Thundaga (or Thundara) on her turns, or if you have accumulated Flare by that point as I did you should most definitely use them, if she reaches Overdrive use a Fury of one of those two, she may also cast Focus on Tidus and/or Auron. Now use Auron for Power Break. I received following info from dr8l7765: cast Reflect on one character and then on Evrae (or vice versa), and then use Slow on Reflected character to bounce it off to Evrae and when it counters it with a Haste it'll bounce off Evrae and onto one of your own people. How great!:) This is a better and easier alternative than using Dispel as said earlier in this strategy. If Stone Gaze happens, use Soft. -> Rikku Scenario: By this point Evrae should be close to under 10665 HP which means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes. Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and its physical attack. This alone is not enough to stop the almighty you, so what your first move at this point will be to have Auron execute Mental Break followed by Tidus using simply physically attacking at Evrae for his turns and healing when in desperate need, use Shell on everyone too. Just like Lulu Scenerio.:) For Rikku's turn if you just so happen to not be able to prevent Swooping Scythe you should use her to use Al Bhed Potions. For other turns she gets you can also have her throw 100000 gil (if you can spare it) for a quick and easy 9999 damage. If you get Stone Gazed during this scenerio you should heal it up with an Al Bhed Potion. If you get Rikku's or Tidus' or Auron's overdrive use them! You can utilize this ultimate efficiency by Mixing Trio followed by Slice & Dice. =============================================================================== Area 16. Bevelle =============================================================================== ------------------------------------------------------------------------------- Items: HP Sphere, Al Bhed Primer Vol. XXII Weapons/Armor: Knight Lance Enemeies: (Flamethrower) Warrior Monk, (Bayonett) Warrior Monk, YKT-63, YAT-99 ------------------------------------------------------------------------------- Ok, after beating up on Evrae, you see a few intense scenes on your party entering (really busting into) the city of Bevelle (what a way to make an entrance, huh?). Once your party lands (they're probably in bad shape, aren't they?), you are forced to fight through many Monks. Some of them have flame- throwing guns, and some are normal bayonetts. Too bad there's no Yuna for NulBlaze... Good strategy, have Auron attack and have Lulu use lv2+ magic spells whilst having Tidus Cheering. Haste is also a good idea. You will soon enough get to where Seymour and Yuna are, but you're restrained by guards and forced to bear the ultimate torture; the ugly Seymour kissing the beautiful and sexy Yuna, meaning, *gasp* they're married. *dies* Well after is just more scenes where Yuna jumps off but then summons Valefor to save her (great plan, Yuna!). Alot ensues. After that's all done, Rikku smokes the place and you're able to make a hasty retreat to the Temple of the Fayth in Bevelle. An immolatingly powerful aeon awaits, hehe.;) After the small little scene in which everyone's faith in Yevon breaks, pick up the Al Bhed Primer Vol XXII and proceed into the longest Cloyster of Trials in the game: 1. Looks challenging, no? Alright, first when you get to the rotating glyph on the ground, you auto-stop at it, and then you mist wait patiently for the arrow to be facing right, and then press X button at the right time. 2. Now that you're on a platform, you want to take the Bevelle Sphere at bottom and then put into the Pedestal you have. 3. Once that's done, you'll want to move the pedestal back into the flowing current to form a moving platform once more and then use it to get back up to the higher section. 4. Once you are back at the very top like I said, get back on the rotating glyph and turn right. At the end, you want to take out one of the Bevelle Spheres you have with you on the pedestal and then place it into the recess there. Doing so will unleash a catastrophic chain of events, which... hehe, just kidding, what it does is starts up an important part in the lower section of this. 5. So now you put the pedestal back and then ride it to the end where the glyph is to go back. 6. After that, you will have to utilize the glyph that's in the center to make a turn right (remember to time it right, like always!). 7. Now you are to take out the Bevelle Sphere that's in that recess there and then place it into a slot on your pedestal. Now put pedestal back on track and then ride it over the edge. 8. Now you must use that glyph and then use it to direct you right and then go on down. And then go left till the end. 9. Continue on in the same direction ignoring the glyphs, until, that is, you get to the final one there and then you are to turn right until you get to another platform. 10. Now what you do is quite easy, just take out one of the Bevelle Sphere in your pedestal and then put it into the first recess at the left on this area. 11. Get back onto main path and go over the edge. 12. Now, use the low area to get to the glyph right before the last one and then make turn right. 13. Keep on going to the back of this big land and then move the Glyph Sphere on over to pedestal. 14. After, push the pedestal back onto main path to the farthest end of it and make a turn to the right and get to the glyph colored purple and then out inside the Glyph Sphere for Destruction Sphere. 15. Now you must go over the edge with floating platform again, this makes you go to start again. 16. Ok, now you go to same glyph you got to that last platform from and again go to the right. Now, get off and go put Destruction Sphere in recess in which you got Glyph Sphere, and that opens new pathway. 17. Now, push pedestal back on main path and then move over to the final glyph and turn to the right with the arrows. After, take out the Bevelle Sphere that you had already put in there. 18. Now, fall over the edge yet again and then at the 2nd glyph there, you AGAIN turn right. Argh. And after, you move that pedestal over the land and then go on over to newer, unexplored area. 19. Now, in the new area where ther's really all standing-ground, you will want to go away from pedestal (finally) and go up the steps. 20. Go up and then go right and pick up item in the chest; HP Sphere. You now get a switch where treasure chest was, so, stand on it and pedestal is now up. 21. Remove 1 Bevelle Sphere and then place it inside of the recess there and that allows access to new passageway. 22. If you want extra-good Kimahri's weapon from here, then you'll move the pedestal into the current to the left and cross to get Knight Lance for Kimahri Ronso. 23. Go back across and go through to next area. ---------------------------- VIA PURIFICO AREA OF BEVELLE ---------------------------- *breathes fresh air* Finally! After the long and confusing trials (took me long as hell to type up), you get Yuna from Chamber of the Fayth and then you see Tidus and Auron in a cage in the next scene/location. Ok, so attend the trial of Yuna. NO, not an aeon trial, but a court hearing where you see all maesters deciding on Yuna's sentence, heh. By the way, you've received aeon Bahamut. Now you are Yuna by her lonesome in the Via Purifico. This area is very confusing. But at least you start close to a save, so use it! And don't fret, you'll soon be finding some of your allies, starting with the closest being Auron, hell yeah! As for layout of this section, I'll be doing it it in small instructions. First, characters: -> Auron is right across the first teleporter to the right of the next save sphere. -> Lulu is to the first left of the starting point, then go up and then left again. And finally, up/right and she'll be next to the treasure chest. -> Kimahri will be right of the starting point, then up, right, and he'll be in a corner. ---> Now I'll do items and how to get them: -> There is an Elixir in a chest if you go to the room the is located after going in following directions: Left, Up, Left, Down -> There's Mega-Potion in a chest in the room where you've to go in these directions: Right, Up, Right, Up -> You'll find a Magic Sphere if you go to room with these directions to follow: Left, Up, Right -> There is even a Black Magic Sphere in the room: Up (far), right. Easiest to find. -> Lucid Ring, 10000 Gil, Skill Sphere await in the room all the way at the Northwest room. Directions?: Left, Up, Left, Up (far), Left. But you see that you're blocked. Easy. When glyph is pointing at barred room, stand on it to get inside. Now back on track, we start at beginning save sphere and then use closest teleport pad to get to next save sphere. Just run through the red-lighted room and you get to fight Isaaru and his three aeon pals. ******************************************************************************* BOSS: PTERYA/GROTHIA/SPATHI DIFFICULTY: 2.5 ******************************************************************************* #22a. Pterya (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 12000 - 2550 -> MP: 1000 -> AP: 2000 - 2000 -> Statistics: Str: 20, Mag: 18, Def: 10, Mdef: 10, Acc: 0, Agl: 21, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 2000 -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Energy Ray- Non-elemental magic damage to one character. Sonic Wings- Delay and physical damage to one person. Attack- Physical damage on one. ---> STRATEGIC TACTICS: <--- Ok, you actually fight this guy after beating up on Grothia, but since I messed up when writing, I decided to show this guy first. Anyhow, easy fight. If you summon in Shiva, Ifrit, or Ixion in Overdrive, you can use them to do 9999 dmg to Pterya (Isaaru's Valefor). When Pterya gets its Overdrive and uses it on them (Shield first!), you can use an elemental spell on your own aeon to regain probably more health than damage was done. Sonic Wings does Delay and deals about 200 damage. And its regular attack does about 100-150 of physical-type damage. Heal accordingly. Alternately, you can use Bahamut to wipe the floor with Pterya. Look down for Grothia first! #22b. Grothia (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 8000 - 2550 -> MP: 600 -> AP: 2000 - 2000 -> Statistics: Str: 23, Mag: 21, Def: 10, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 2000 -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Fira- Fire based magic attack on one character. Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Remember, do not be surprised that you fight Grothy before you do Pterya, got it? Anyway, first way to beat him is to bring out Shiva and pummel to kingdom come with Blizzaras, and then Diamond Dust. Remember to put up Shield before getting Hell Fired, and if she's learned NulBlaze, put that on also. You can also Grand Summon Bahamut as first move in battle and then proceed to witness the newly designed Mega Flare. Byebye, Grothia. #22c. Spathi (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 20000 - 2550 -> MP: 1500 -> AP: 2000 - 2000 -> Statistics: Str: 31, Mag: 38, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Mega Flare- Non-elemental magic damage on all characters. Countdown- Charges for Mega Flare. ---> STRATEGIC TACTICS: <--- Hardest boss aeon that Isaaru has to throw at you, and you can't use Bahamut! This is because Spathi is Bahamut. Darn. Well, you'll probably be using a few aeons here, but I recommend just starting off using Valefor, attack, Sonic Wing, attack, etc. Hope to get to Overdrive where you can use Energy Ray or Energy Blast, and do alot (about 4000 damage). Before Mega Flare, use Shield, but you might still die with Valefor. I've also discovered that if BahaMen... erm... Bahamut kills an aeon with aeons left and Bahamut still has a turn before Yuna can summon new aeon... you can say bye, Yunie. Anyway, that rarely happens, so bring in new aeon (probably Ifrit). Have Ifrit do same things until he gets his Overdrive up and then unleash big bad Hell Fire. Watch Ifrit die, then bring Shiva. Same goes with her. Hopefully Bahamut's dead by now (more than likely it is). You can easily take out Bahamut during the turns it's bascially inactive due to charing. Here's how it goes: -> Mega Flare in 5... -> Mega Flare in 4... -> Mega Flare in 3... -> Mega Flare in 2... -> Mega Flare in 1... -> Mega Flare (!!!) And you repeat the cycle if it lives (most likely). An aeon probably won't live to see light after a Mega Flare, so just bring out a new one. Mega Flare does about 7000 damage each time, meaning about 1500+ with Shield in play. That's all you need to win! Ok, after the little talk, apologies, etc. are through, you are switched over to Tidus, Rikku, Wakka's scene where they're underwater and about to encounter huge surprise. First, save right there and then swim off into the bigger area. You'll probably encounter some rough enemies along the way, so there's another save point right before the big "surprise" (feel the hair bristling on the back of your neck?). Now, move on forward a bit and get ready for Evrae!... Altana... Remember the shop here, though. ******************************************************************************* BOSS: EVRAE ALTANA DIFFICULTY: 1 ******************************************************************************* #23. Evrae Altana (Via Purifico) -> HP: 16834 - 2000 -> MP: 200 -> AP: 5800 - 8700 -> Statistics: Str: 32, Mag: 27, Def: 1, Mdef: 1, Acc: 100, Agl: 25, Eva: 0, Luck: 15 -> Steal: Common- 2 Water Gems, Uncommon- Healing Spring -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic Spheres -> Gil Received: 3000 -> Immunities: Doom, Sleep, Silence, Poison, Petrify, Threaten, Eject, Provoke, Confuse, Eject, Berserk, Bribe ---> always in Zombie -> Weaknesses: Slow- 50, Darkness- 50 -> Elemental Affinities: [2x Damage] Holy -> Zanmato Lv: 4 -> Armor Abilities: Stone Ward -> Weapon Abilities: Stonetouch, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one person. Stone Gaze- Petrification on one person. Photon Spray- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. ---> STRATEGIC TACTICS: <--- This is easiest boss in the game. General tips: - Don't ever take out the locks on the doors, doing so you'll miss treasure chests with good weapons in them. - The best way to kill it is to use two Phoenix Downs (don't waste Mega-Phoenix items), and that'll kill it. Remember now, this boss is under permanent Zombie status. After you beat the Altana, you swim around underwater and you open both treasure chests for Avenger weapon and the Rematch weapon. One for Tidus, and the other for Wakka. Keep going and you'll end up on the Highbridge. O'aka is found here (what's he doing in a place like this?), so you might want to stock up on items from him, because *tough* boss fight is coming up. The fiends around here are very tough, so train for a long time. Yuna should be nearing end of her Grid by now, or at least near Shell and Reflect. There's a save sphere right before the boss fight, so use it and continue on into the next area for the boss fight against Seymour. Ugh! ******************************************************************************* BOSS: SEYMOUR NATUS/MORTIBODY DIFFICULTY: 6 ******************************************************************************* #24. Seymour Natus (Bevelle Highbridge) -> HP: 36000 - 3500 -> MP: 200 -> AP: 6300 - 9450 -> Statistics: Str: 30, Mag: 25, Def: 1, Mdef: 1, Acc: 100, Agl: 21, Eva: 0, Luck: 15 -> Steal: Common- 2 Tetra Elementals, Uncommon- 3 Tetra Elementals -> Bribe: None -> Win: Common- 2 or 4 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 3500 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Zombie, Confuse, Slow, Magic Brea, Armor Break, Mental Break, Threaten, Demi, Delay, Berserk, Death, Eject, Bribe -> Weaknesses: Poison- 50; 4%, Provoke- 10 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell -> Weapon Abilities: Icestrike, Waterstrike, Lightningstrike, Firestrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Break- Uses Petrification on one person. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Multi-Blizzara- Ice based magic attack on two characters. Multi-Fira- Fire based magic attack on two characters. Multi-Watera- Water based magic attack on one character. Multi-Thundara- Lightning based magic attack on one character. Protect- Damage received by physical attacks is cut in half. Flare- Non-elemental magic damage on one person. #24.1. Mortibody (Bevelle Highbridge - Seymour Natus) -> HP: 4000-4000-3000-2000-1000 [Note: There is no way that you can get Overkill on Mortibody.] -> MP: 50 -> AP: 0 -> Statistics: Str: 22, Mag: 20, Def: 50, Mdef: 1, Acc: 100, Agl: 28, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Doom, Silence, Sleep, Poison, Darkness, Petrify, Zombie, Slow, Demi, Confuse, Threaten, Delay, Provoke, Eject, Death, Berserk, Power Break, Mental Break, Magic Break, Bribe, Mental Break -> Weaknesses: Armor Break- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Shattering Claw- If the one person was afflicted with Petrification, that character will also become shattered. Cura- Restores a mediocre amount of HP to Seymour. Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will varie and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Fire- Fire based magic attack on one character. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Desperado- Will remove all positive status effects from the whole party. ---> STRATEGIC TACTICS: <--- - Seymour Natus: All that you are absolutely going to need for this fight are core stats that are closed to 45-50. HP about 4000-4400, MP is supposed to be closer to 210. When you start off, have Yuna, Auron, and Tidus to use their Trigger Commands to raise one of each of their stats for this battle. Now have Tidus use Haste on Auron, or better yet Hastega for everyone. Now, for now switch out Yuna for Lulu, and then have her cast Bio on Natus. Have Auron and Tidus attack with physical means, once that is done, switch Lulu for Yuna once more, then make Yuna Grand Summon her newly acquired aeon, the legendary Bahamut! Have it use the legendary Mega Flare overdrive taking health from Seymour and, killing the Mortibody once taking another 4000 health on the probable 9999 damage dealt by Mega Flare. Once he Banishes Bahamut, he'll either use Break to petrify or he might just use a Multi Spell (you'll negate all except the one you don't have one your armor. He might also use a Flare for biblical damage amounts; heal right after these. Moving on... Have Tidus use Slice & Dice followed up by Auron Shooting Star-ing this reincarnation of Seymour. Then on Yuna's go, have her summon any aeon with their overdrive guages full. Then, once they are on the field, use their overdrive (preferably Shiva's Diamond Dust) doing massive damage over again just like last time. After Banishing it, if he uses the element you can't nullify heal with a Mega-Potion. Finish the fight with him by reapeating this strategy. +-ALTERNATE STRATEGY-+ Well, this strategy is much better than the last one that I mentioned, and deals much greater with strategics. Ok, now, after about 21 dead Seymour Natus, I've finally discovered his patterns at HP intervals: - This guy alternates turns with Mortibody... repeat... - Now, here's for first go-around of HP; 24000 to maximum 36000: You will see chains in these: a Water spell results in Multi-Watera, etc., but you might also see Desperados...: Blizzard or Desperado <-> Multi-Blizzara, Thunder or Desperado <-> Multi- Thundara, Water or Desperado <-> Multi-Watera, Fire or Desperado <-> Multi-Fira - This is for the second go-around of HP; 12000 to ~1.5 MAXHP = 23999: Protect, Shattering Claw or Desperado, Break *Few Notes*: Protect is used right after HP is dropped below 24000 HP mark. Break can be avoided with Stoneproof/Ward. - This is for 3rd (final) HP go-around; 1 to ~3.0 MAXHP = 11999: Desperado or Cura, Flare *Note*: Flare does the Delay status effect on Seymour Natus for about 3-4 turns afterward. --> So, you start off with Yuna, Tidus, and Kimahri. Now, Tidus can speak with Seymour to get stat boost of Str+10. Ok, I do not suggest that you keep Kimahri in your main frontline party, so switch him out for Auron (he won't be here too long for now) so that he can speak with Seymour as well for a Str+10 bonus for the fight. HolyDarkPaladin has reported in that any positive statuses on three characters will initiate Desperado. Now I didn't know that until recently, so from that data I can put together another table: - If Poison is on Natus past first HP go-around, he won't move onto his later moves like Flare. This is a good thing. Nope, only elemental chains with Morti. - Past second HP go-around, Shattering Claw happens against Breaked characters, and that dismisses them from battle permanently. Ruby Weapon wannabe... ;P - If you summon an aeon for this battle, prepare for them to meet hell. They'll go bye with Natus' Banish move which disappears them from the entire battle. They only get one turn in, and then Banish, so make it count!!! - If you use Aerospark on Natus with Ixion aeon, and then it makes him go directly into 2nd HP go-around, Protect isn't done. - If you cast any good status change on a character, the Mortibody gets ticked and then it uses Desperado to take it all away. Meanie! --> Ok, now onto main strategic tactics: Auron's and Yuna's armors have Auto-Reflect, Auto-Haste, Auto-Shell. Tidus', on the other hand, should consist of Auto-Protect, and Stoneproof alone. Now, in the beginning of battle, take Kimahri out for Auron (this is really super- imperative). Now, for Yuna's (make sure she has Dispel ability!): have her use NulFrosts to everybody. Note: Rikku can be used there and then brought out so she can Mix Shining Thorn + Shining Thorn to get Hyper NulAll so it doesn't take all those turns. Another benefit of this is that it gives Focus and Cheer (raises Str, Def, Mag, Mdef) for the fight. Auron just attacks, and then Yuna just heals with Hi-Potions or Mega-Potions, and if things get desperate: some Elixirs. Don't use Magic to heal Auron or herself, since they have Auto-Reflect on, remember? In next HP go-around, you have Tidus Provoke the bastard. What does this do? It makes him only do Break on Tidus. How does this help? Well, remember that Tidus has Stoneproof on his armor, thus, you never see Petrify or Shattering Claw. You only take damage which you heal with Hi-Potions (no megas since it's only one character getting beat up on). Auron can destroy him with Shooting Star in this form. Yuna just stays there being pretty and helping to heal Tidus. Auron should just attack now and save his Overdrive for later on in the bout. Oh, yeah, how could I forget!? Use Yuna to Dispel his Protect. In the next form, you are introduced to Flare, this is an easy one to avoid, as was Break. Still Desperado can still happen in the same way as it does in the last three forms, but we don't need to worry about that. Tidus, poor chap, he is the one that could possibly take damage from Flare. So, have Yuna Dispel the past Provoke off him. He and Auron attack and Overdrive. While Yuna again heals. If an aeon has Overdrive, use it (especially Bahamut). If Natus uses Flare to Yuna or Auron, it Reflects and then hits Natus for about 1600 damage. Killing Mortibody also does damage like this: First kill- 4000, Second Kill- 3000, Third Kill- 2000, all proceeding kills- 1000. After intense battle, you're going to be in a newer area of a very familiar place... +-ALTERNATE STRATEGY-+ Sent by Imperial On the Highbridge, continually be attacked by the Yevon robots and warrior monks. Once attacked, get Yuna on the field and have her summon an aeon. Once the aeon is out on the battlefield charge up its Overdrive bar. Once its Overdrive bar is at maximum, dismiss the aeon and call out another and so forth. try to get all of your aeon's up to full overdrive. For the bird aeon, this may be difficult as most attacks will KO him before he can charge. Next go attack Seymour and use the other characters Overdrives and so forth, and as soon as Yuna joins the battle, have her call out one of her aeons and blast it with an overdrive. I averaged 7000 damage to Seymour with each aeon. Although Seymour will use banish, simply call out another aeon on Yuna's turn. I was able to successfully able to kill Seymour very quickly. =============================================================================== Area 17. Macalania Forest =============================================================================== ------------------------------------------------------------------------------- Items: None Weapons/Armor: Lucid Ring Enemies: None ------------------------------------------------------------------------------- This is very short area, in which the only thing of interest (and I mean "interest", hehe), is a CG Cinema involving two intimate characters. Sure, you can get Lucid Ring, but no action with leveling up on enemies, but that's taken care of in next section. When you're first here, you must speak to all of your party members, and then you move on to the next area here. Now just keep on running forward and then you'll be ing Spring area (know you're in the right place by Kimahri is there). Don't forget Lucid Ring! Now, go into the water and watch a romance scene with Tidus and Yuna, but only after their long talk with each other. Then, leave there. In the Northern area, you have to just run forward more and you'll be in a huge and vast expanse called the Calm Lands. =============================================================================== Area 14. The Calm Lands =============================================================================== ------------------------------------------------------------------------------- Items: [Maybe] 30 Speed Spheres, [Maybe] 30 Power Spheres, 5000 Gil, 10000 Gil, 2 Level 2 Key Sphere, 60 Farplane Winds, Megalixir, 2 Mega-Potions, Fortune Sphere, MP Sphere, 2 X-Potions, Jecht's Sphere, Aeon's Soul, Cloudy Mirror, Rusty Sword, Al Bhed Primer Vol. XXIII, Al Bhed Primer Vol. XXIV Weapons/Armor: None <- [?] Enemies: Nebiros, Skoll, Flame Flan, Shred, Ogre, Mech Scouter, Chimera Brain, Coeurl, Anacondaur, Malboro, Magic Urn, Defender X, Dark Element, Nidhogg, Defender, Ghost, Epaaj, Valaha, Mech Hunter, Imp, Yowie, Thorn ------------------------------------------------------------------------------- Ok, you'll be entering all the way at the south of this huge area, so once in the beginning, you head to the West and then you will again run into Maechen, but not after getting slight scene first. Then, you get the scene with him and you continue to run all over the Calm Lands. Major enemies of note here would be Malboro, Ogre, and Chimera Brain. Coeurl is a slight threat as well. Here's how to dispose: -> Malboro: Have stats closer to 50-53 to take this beastly foe. Start off with Tidus using Haste of Hastega, if it is available. Now just have Lulu attack with the element of Fire and use Auron and Tidus to attack. After 5-7 hits it should be lying at your feet. -> Ogre: Have stats that are near 40 here. Auron is good for attacking here, also have him use his overdrive if you want. Have Tidus attack him too. Lulu is good here only to cast Fire on it. -> Chimera Brain: Stats have to be in about the ranges of 70. Once you have met that requirement, go find it in the Calm Lands and follow the same strategy as the last 2 fights I've walked you through. -> Coeurl: Stats in the 65 range is best. If you wish to use magic in this fight do not do so with Thunder or ice, because it absorbs it. Just attack at it, and heal yourself after it's magic attacks. Summon anything other than Ixion, and Shiva, so Valefor or Ifrit are the way to go in terms of summons. I thought that'd be helpful since those enemies are so hard. Anyway, just keep going into the plains and then you'll see little scene where Rin's Agency "On- Wheels" comes for you to buy stuff (you won't need much since there's a shop in the Central of the Calm Lands. Buy if you want and then go to the Central shop area. There's a save point here to recover any lost HP, and of course to save your game data. You also get a cutscene with someone Wakka and Lulu knew from long ago, but you only meet him here in the game. His name is Zuke... Father Zuke. *plays James Bond music* :) Now, go to an area close to the middle and you get to fight Belgemine once more with her new aeon! No, don't worry, it's not Bahamut. ******************************************************************************* BOSS: BELGEMINE/SHIVA DIFFICULTY: 2.5 ******************************************************************************* #25. Belgemine/Shiva (Calm Lands Central Area) -> HP: 15000 - 1432 -> MP: 900 -> AP: None -> Statistics: Str: 20, Mag: 20, Def: 180, Mdef: 180, Acc: 0, Agl: 21, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Heavenly Strike: When Shiva's Pverdrive Guage is filled up, she'll use this move to do physically-based damage as well as doing the Delay effect on your aeons. - Blizzara: This will do magic-type damage with the Ice elemental. - Attack: What this one does is that it does physical-type damage to your currently present aeon. ---> STRATEGIC TACTICS: <--- Strategy? Simple. Her three attacks are not anything to piss your pants about: attack only does about 200 damage; Blizzara - depends on the aeon (ie Ifrit); Heavenly Strike - about 400+Delay. But that's only on Overdrive. What, no Diamond Dust! (???) All I can say is "thank goodness". Anyway, we can take her out before Overdrive easily. How? Easy. You summon Ifrit and use his Fire based attacks on her for some decent damage (not too much more due to her not having a susceptibility to Fire, Fira, or Firaga). But the major benefit is that you can use him to use Fire spells on himself to restorate HP. Bahamut is also a top choice for this battle, one Mega Flare will annihilate her. And if need be, you can always back that up with Impulses. Afterwards, go pay another visit to the Central area to get HP back and save at its save sphere, also there's a Level 2 Key Sphere right behind the shop, and there's also Al Bhed Primers throughout the lands. Exact locations? Sorry... *threatens SinirothX with a Behemoth King*... Fine!: - Primer Vol. XXIII: At the Northwest area of the Calm Lands. - Primer Vol. XXIV: At the left side of the Remiem Temple (I get into this later in the guide. ---> Now, for a few notes on Calm Lands section: - Many enemies I listed above in the Calm Lands introduction box are part of Cavern of the Stolen Fayth, which is under the lands in the Gorge after the fight with Defender X. - Same goes for alot of the items that I had mentioned, too. So if I don't cover an item in this CL section, assume that it's in CotSF. Note: There's the Monster Arena to the far East of the Calm Lands, but I seriously recommend that you don't go there until later in the game when you're super-powerful, you have ton o' Gil, and you have *alot* of time on your hands. I cover it in a later section, as well. Note: You can do Chocobo Training minigame here, but don't do it until after you've the airship. I've devoted a section to that, too. When you're ready, go up to extreme Northeast of this region and go into the next screen. Save. Then go across the bridge. You get a scene with a few Guados and then some robotic, rusted bucket-of-bolts comes to fight you at Guados' command. ******************************************************************************* BOSS: DEFENDER X DIFFICULTY: 4 ******************************************************************************* #26. Defender X (Gorge Area) -> HP: 64000 - 4060 -> MP: 1 -> AP: 6600 - 9900 -> Statistics: Str: 42, Mag: 5, Def: 30, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- 4 Lunar Curtains, Uncommon- 4 Lunar Curtains -> Bribe: None -> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 3500 -> Immunities: Sleep, Silence, Poison, Petrify, Berserk, Slow, Zombie, Power Break, Demi, Death, Delay, Threaten, Confuse, Eject, Bribe -> Weaknesses: Darkness- 95 -> Elemental Affinities: None -> Armor Abilities: SOS Protect -> Weapon Abilities: Magic+3%, Strength+3%, Magic+5%, Strength+5%, Magic+10%, Strength+10%, Piercing (might be more) -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (25%) -> Abilities: Blast Punch- Occasional counter and physical, Gravity attack, takes away a percentage of 50 current HP, and will Delay your next turn of that one character. Attack- Physical damage to one person. Slowga- Puts the slow status on all people. Haymaker- Physical damage on one character. This attack never misses an attack. No matter what! Mighty Guard- NulAll, Shell, Protect on itself. ---> STRATEGICS: <--- Massive HP, huh? Well, don't let me fool you - this boss is a total pushover, loser of a boss. I mean, not even big stats to back up the large HP it's packing. The perfect party here would definitely have to be Tidus, Auron, and Yuna/Rikku. Lulu, Wakka, Kimahri won't be participating too much in the battle compared to the others. Armors need to have Auto-Protect and Auto-Haste as to not waste any precious turns. Here's how turns will go in the battle. Note that for this battle I'm doing things differently, as in I will list characters' name and then what they should do for turns each time they get their turns, Mm- kay...? - Auron: Armor Break for first turn so that its defenses are lowered, allowing for major damages. From then on out you use normal attacks with him. Overdrives with him are also a good idea. See, he really plays the weaken-DefenderX-so- that-others-can-obliterate-it role. Armor Break comes along later, also, but mainly do physical attacks. - Tidus: Since already Auto-Hasted, he can use 5x Cheer spells to where there's no notable stat increase. You also Provoke Defender X with Tidus so that it only attacks him (whose HP should be about 3500, with Auto-Potion on as well as Rikku's Trio of 9999. Provoke only lets Defender X use Blast Punch, not much worry. Then, from there you can have him use physical attacks and his strong Overdrives. - Yuna / Rikku: If you have Yuna in the beginning, she's really there for the casting of Protect among other protective spells perhaps. And if you get Slowga by it, use Dispel or Esuna with her. Other than that, her White Magic is good for healing purposes. But, if you had Rikku in there, she's only good for Trio of 9999 first, then, she should just Steal Lunar Curtains from it, and maybe physically strike it. Ok, now that that's out of the way with battle tactics, it's time to give feedback on when attacks occur so that you can tell when to do all that and emerge victorious: Unless Provoked, just about every turn you see is its regular physical attack which isn't anything to worry about in this point in the game (about 1550 dmg), but imagine earlier on in the game. If Provoke is in place, or on fourth normal turns, you'll see Haymaker for close to 3000 damage to one character. So have Protect in place! Then there's Blast Punch which is a counter attack, it does 50% of HP now plus Delay effect. Example: Your HP is 4120, so its BP would do 2060 damage. Ouch. Slowga after 5 Fire spells happens, but why the hell would you want to do that. Another effective thing is to have Lulu use Water magic spells. Now, that you've won, you go across the bridge and into the next area. Ignore the path leading down for now; it goes into Cavern of the Stolen Fayth, and I cover that later in the guide. =============================================================================== Area 15. Mt. Gagazet =============================================================================== ------------------------------------------------------------------------------- Items: Return Sphere, Level 1 Key Sphere, HP Sphere, 20000 Gil, Fortune Sphere, Level 4 Key Sphere, 2 Mega-Potions, Saturn Crest, Braska Sphere Weapons/Armor: Pep Talk, Recovery Ring, Defending Bracer Enemies: Mech Leader, Mech Defender, Grat, Grenade, Bashura, Imp, Bandersnatch, Nidhogg, Behemoth, Dark Flan, Mandragora, Grendel, Ahriman, Splasher, Maelspike, Achelous, Biran Ronso, Yenke Ronso, Seymour Flux, Sanctuary Keeper ------------------------------------------------------------------------------- Ok, for a short little while you just keep on going in the same exact direction that you start out in until you get a semi-long scene. After, you save at the save sphere and go up even further. You now get another scene and have to fight a boss battle... ******************************************************************************* BOSS: YENKE/BIRAN DIFFICULTY: 4.5 ******************************************************************************* #27a. Yenke Ronso (Gate of Mt. Gagazet) -> HP: Depends on Kimahri's HP - 2500 -> MP: 200 -> AP: 4500 - 6750 -> Statistics: Str- Half of Biran's Str, Mag- Based from Kimahri's HP, Def- 30, Mdef- 50, Acc- 100, Agl- -6 Kimahri's Agl, Eva- 0, Luck- 15 -> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres -> Bribe: None -> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 1500 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk -> Weaknesses: Doom- 20 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+20% -> Weapon Abilities: Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Haste- Cast Haste on itself. Bulldoze- Physical damage on one character. Fire Breath- Fire damage on one character. White Wind- On himself or Biran, it heals some of their HP. Aqua Breath- Water damage on one character. #27b. Biran Yonso (Gate of Mt. Gagazet) -> HP: Based on Kimahri's Mag and Str - 2500 -> MP: 200 -> AP: 4500 - 6750 -> Statistics: Str- Based on Kimahri's HP, Mag- Half of Yenke's Mag, Def- 30, Mdef- 50, Acc- 100, Agl- -4 Kimahri's Agl, Eva- 0, Luck- 15 -> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres -> Bribe: None -> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 1500 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk -> Weaknesses: Doom- 20 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+20% -> Weapon Abilities: Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Berserk- Berserk status on himself. Bulldoze- Physical damage. Mighty Guard- NulAll, Shell, Protect on himself. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- First some notes: You can use Lancet on Biran to get Thrust Kick, Mighty Guard (after used), Self-Destruct, Doom. You will get Aqua Breath, White Wind (after used), Stone Breath, Fire Breath from Yenke. They both have set attack patterns, making them easy*er* to deal with (thank goodness). First I'll do the attack pattern for Biran: Thunder Bulldoze Blizzard Bulldoze - Now, I am going to list out the attack pattern that is used by Yenke Ronso. He, in my opinion, isn't as hard...: Fire Breath Bulldoze Aqua Breath Bulldoze Remember, when both of the enemy Ronsos are right next to each other, do not attack with "Attack" command, that'll cut the normal damage done into about 1/4. Instead use any Ronso Rages after they're gained with Lancet. And, if you have Ultima from his grid already, it comes very handy indeed. Once you kill Biran (if done first), Yenke is Hasted, but don't take off as it's a waste of a turn. Once you kill Yenke (if done first), Biran is Berserked and forever uses Bulldoze. Ok, the fight takes no more than 6 minutes at most. So, after the battle, you should just keep going on North and then you get up to the main big area called the Moutain Trail. Prepare for a long trip. First, go up the little snow off to the side here for 20000 Gil. Yeah! There's even more chests *crosses fingers for other great items* with Defending Bracer armor for Auron, Level 4 Key Sphere (awesome), 2 Mega-Potions (not bad), and HP Sphere (hard to get, so, it's good). So, keep moving along not too much further, and eventually, there'll be a little crack into the mountain in which you can obtain the one and only Braska Sphere. Just keep following all of the snowy paths using the ones you haven't visited so far (sorta easy to get lost, ain't it?). Once you get far enough, you will soon enough encounter Wantz who is O'aka XXIII's brother. After talking with him, buy Zombie-protecting armors for all characters, it's *very* momentous. If you don't talk to him, you won't be able to see him in Macalania Woods later, making it even harder for you to get Tetra armors. Stock up on every item he has, also. Now, you will come upon a save sphere; use it. Continue on and you run into a long-time foe, Seymour. Jesus Christ, won't he ever leave well enough alone!? ******************************************************************************* BOSS: SEYMOUR FLUX/MORTIORCHIS DIFFICULTY: 9 ******************************************************************************* #28. Seymour Flux (Mt. Gagazet Before Cave Area) -> HP: 70000 - 3500 -> MP: 512 -> AP: 10000 - 15000 -> Statistics: Str- 30, Mag- 15, Def- 40, Mdef- 40, Acc- 100, Agl- 38, Eva- 0, Luck- 15 -> Steal: Common- Elixir, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres -> Gil Received: 6000 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental Break, Armor Break, Magic Break -> Weaknesses: Poison- 90; 2%, Silence- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell -> Weapon Abilities: Piercing, Darkstrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Flare- Non-elemental magic damage on one person. Lance of Atrophy- Physical damage and Zombie status to one character. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Protect- Damage received by physical attacks is cut in half. Dispel- Nullifies all good status ailments from your entire group. Failed counterstrike- Seymour casts Flare on himself. Reflect- Reflects some spells on himself. Seymour watches... and waits- He skips a turn for now. #28.1. Mortiorchis (Mt. Gagazet Before Cave Area - Seymour Flux Fight) -> HP: 4000-4000-3000-2000-1000 [Note: There is no way that you can get Overkill on Mortibody.] -> MP: 512 -> AP: 0 -> Statistics: Str- 40, Mag- 40, Def- 100, Mdef- 1, Acc- 100, Agl- 38, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental Break, Armor Break, Magic Break, Silence, Poison -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will vary and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Cross-Cleave- Physical damage unto one character. Total Annihilation- It does non-elemental magical damage to all, then attacks varying anywhere from 6-8 hits. After that, it attacks again using non-elemental magic damage. Full-Life- Will kill one person that is under Zombie from Lance of Atrophy. Slowga- Puts the Slow status onto every character. Mortiorchis: Ready to annihilate!- Starts count for Total Annihilation. Mortiorchis: Auto-Attack mode!- It will begin to execute Total Annihilation. ---> STRATEGIC TACTICS: <--- Seymour Flux: This fight does not come without pandemonium. Here is what you truly need to stand a chance against him, An armor that has Zombieproof, and Auto-Potion. Your weapons are to be equipped with First-Strike. Have most stats at an average of 63. HP is to be in the range of 4000-5500, and MP does not really matter here. Head into battle with all overdrives full, even aeon's too. Use the first three characters of Tidus, Auron, and Lulu. What to do next?, oh yeah, have Tidus Hastega party, and then have Yuna Protect and Shell everyone. Have Auron perhaps use Shooting Star (not for Eject though)! Here is some of boss's attack pattern information that I've deciphered: - Boss goes Flux then Mortiorchis... repeat... - Here is for the first 'go-around' of HP; 52500 to maximum of 70000: Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel, Cross Cleave reapeat, reapeat, repeat... - Here is for the second 'go-around' of HP; 1/2 (35000) to 52499: Protect, Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel, Cross Cleave repeat, repeat, repeat... (Note: Protect won't be done again because it only happens right after first attack setting Flux's HP under 52500)... - Here is for third 'go-around' of HP; 1 to 34999: Reflect, Auto-attack mode, Flare (on Reflected self [I'll list trick to bypass this later;)]), Ready to annihilate., Seymour watches... and waits., Total Annihilation, Flare on Reflected self, Ready to annihilate., Seymour watches... and waits. Repeat, repeat, repeat... (Note: Reflect won't be done again because it only happens right after first attack setting Flux's HP under 35000)... Note: I've never encountered any discrepancies in these patterns. -> Now it's time for an overlook at how boss attacks: - Flare: Non-elemental magic damage on one person. - Slowga: Used as a counter attack and uses the spell Slowga on all of your characters. Triggered if you try and Delay Mortiorchis. - Lance of Atrophy: Physical damage and Zombie status to one character. - Banish: Counter attack on an aeon, and makes them get killed automatically no matter what. - Total Annihilation: Non-elemental magic damage to every character by sending a random amount of 6-8 attacks and then finishes move with an attack more powerful. - Protect: Damage received by physical attacks is cut in half. - Dispel: Nullifies all good status ailments from your entire group. - Failed counterstrike: Seymour casts Flare on himself. - Cross Cleave: Physical damage to all characters. - Mortiorchis: Ready to annihilate!: Starts count for Total Annihilation. - Mortiorchis: Auto-attack Mode!: Shows that it will begin Total Annihilation. - Reflect: Reflects some spells on himself. - Seymour watches... and waits: He skips a turn for now. - Mortibsorption: If it loses all of current HP, it'll recover fully by draining some of Flux's. Amounts vary; counts down from 3000 and lowers by 1000 until it stays at 1000 for remainder of battle. Now you know what you're in for, you're set! Now for the Trigger Command that Kimahri and Yuna can get I will list what they can gain: Yuna- +10 Magic Defense, Kimahri- +10 Strength. So starting out like before just continue that by double- checking that you have Haste status on everybody that is active (this is super important I cannot even begin to describe it to you). For Flux's first attack, he'll use none other than Lance of Atrophy which with recommended armor type will only deal out about 600 damage instead of also doing Zombification to one character. If you don't have the Zombieproof on armors, when Lanced, immediately use Holy Water to negate it! I recommend for following turn having Rikku conjure up Mighty G Mix. Now, for Mortiorchis' turn: it uses Full-Life on which ever character was a target of Lance of Atrophy, so if your Zombied with out Reflect beware, *Hint, hint*. Do the same again. For Flux's next turn he'll use a Dispel. He now only has one move remaining in first HP 'go-around' until he starts repeating the same predictable sequence. This move is Cross Cleave which does about 2300 physical damage to all characters. Heal, now all that you have to do is get boss' HP down to the minimal of 52499 to engage in next pattern sequence which is mentioned above. Here isn't any other pattern to be worried about though. First move that does damage under 52500 will trigger Flux to Protect himself. Just attack or heal until his upcoming turn which is like I show to the above, Lance of Atrophy, oh yeah, if you do get hit with LOA and then Full-Life you wait until this move to recover any fallen characters with Mega-Phoenix or if you have it with enough MP, use Full-Life of your own on them. For next turn boss gets Mortiorchis part will use Full-Life as expected, easily avoidable as touted by me earlier. Repeat what you have done. The next time Flux acts he will repeat those last two actions, so if the need to heal arises, do so. Next attack on the list *looks up*, oh, looks like Dispel and we do not want Reflect, Shell, Haste, Protect, and also Rikku's Mighty G removed do we? The way to avoid it is to use Wakka for Silencing (note the 50% chance of Silence working), so instead of a measly Silence Attack, do Silence Buster. This will most likely keep you good and ready to go. Next move to expect after hopefully failed attempt at Dispel is Cross Cleave which will be halved to about 1150 damage instead of normal about 2300 and then you can just heal fully by using Mega-Potion. Next hit to set him to 34999 or less HP will begin new attack pattern. Dispel his first move which is if you look up, Reflect so later moves don't eradicate your party. Next move is not that much of a worry until a little later on; Auto-attack Mode!. But the move after that is big issue (or can be if not handled properly). Here is a good advice on a way to avoid Flares (which are the move after): Just Dispel the Reflect status that I told you about earlier and he'll whack his own ass with Flare, hahaha!!! Anyway, skip through next two Seymour's turns without worrying about them, BUT, when the second turn is over have Yuna bring in Bahamut who should be in overdrive and hit Flux with Mega Flare. This should end battle right there, but if not, don't expect to block up and coming Total Annihilation with Bahamut, for he will be Banished and then have your party take the damage. If Auron's HP is about 6000+ he should be able to survive the onslaught and then administer Mega-Phoenix to revive everyone. Now have Tidus use Slice & Dice or have Yuna summon Shiva to use Diamond Dust to finish the fight once and for all. +-ALTERNATE STRATEGY-+ Tidus' Str stat should be high and everybody's HP rather high also. You must make sure that you have two Wings to Discovery in stock for this strategy to work effectively. You can gain 10 extra points in some stats for having Yuna and Kimahri 'Talk' to Flux. But that is not of any importance to us here, no, what you wanna do first is cast Haste, Protect, and Shell just in case you cannot defeat Flux in *two* moves (wow, huh?). First have Rikku Mix 2 Wings to Discovery to get Trio of 9999. Now have Tidus use Slice & Dice, each of 6 hits will do 9999 damage to Flux and reduce him to mere 10000. Just have Auron use physical attack for 9999 and then have Rikku attack to finish it. Don't worry about Lance of Atrophy/Full-Life combo, ok? You win! ---> Here's an alternate strategy sent by Harry Macdougall: 1. Get every Aeons overdrive set and ready. 2. Get LuLus Fury ready. 3. Get Aurons Shooting Star ready. 4. Make sure Tidus has haste. You dont even need hastega. 5. Enter the battle with a party of LuLu, Tidus, and Yuna. 6. CAST HASTE ON YUNA!!!!!!!!!!! 7. Summon Valefor or whatever his name is.(I named him chaos o.o) 8. Use Energy Ray (make sure it does 9999) Inbetween 8 & 9, Seymour uses banish, and the thing absorbs 4k from him. 9. If it is Lulu's turn, use Thundaga Fury. make sure you get at least 6 of the twirl things done. 10. Switch Tidus for Auron if it is Tidus's turn. If not, summon Ifrit 11. Use Hellfire (make sure it does 9999) Inbetween 11 & 12 Ifrit dies. 12. By now you should have Auron in, use Shooting Star. It must do at least 5350. 13. Summon Ixion (Lulu and auron shouldnt get many turns because of haste on yuna) 14. Use Thor's Hammer (make sure it does 9999) NOTE: Now the thing that is behind Seymour should be steadily healing itself, and draining Seymour too. 15. Summon Shiva (for any of Auron & LuLu's turns, have them keep everyone healthy and happy) 16. Unleash a nice Diamond Dust for 9999. 17. Summon your trump card, Bahamut. 18. MEGAFLARE THE SONBITCH!!!!!! 11000 DAMAGE MINIMUM 19. By now he should have about 500-1000 life left. He shouldn't have even used Flare yet. It may be Yuna's turn again. Switch to Tidus and attack. If he doesn't kill it, he should knock off a good chunk. Seymour should use Flare now. If it hits Auron you're fine. If LuLu dies, he may prep for TA. If this happens....pray. 20. If you survive to Auron or LuLus turn, have Auron attack or switch to Wakka for LuLu and attack. He should be dead. After arguably the hardest storyline boss in the game, you keep on going into the following areas and you'll eventually come across a row of pillars. In between them you can pick up the Saturn Crest which is inside of a treasure chest there. After that is done, go on over and save and the save sphere and continue into the next places. Now, there's a scene and you'll be on game- starting boat in Zanarkand. Now I don't want to spoil anything major, so just follow boy around and talk and listen, etc. You'll wake up after the party calls to you. Then, keep running towards the cave through all the celestial scenery and fayth. This place is rather confusing, but nothing worse than somethings that you've faced thus far. What you're first going to want to do is to just to keep on running in an upward direction. Then, once you get to a fork, you'll want to turn and start heading left now. Once in the right place (you'll know by being in the Submerged Passage), you just keep going, and when you reach a shell spinning around and sphere, you get a trial where you use Wakka's ball to nail it. So do so and you will be receiving a Level 1 Key Sphere item for your work there. The next right place is the Moutain Cave, and all you do here's nothing important, just to head left at next fork and get in the watery area. To help locate if you're in right area of the big cave now you can see on your menu if you're in the Submerged Passage 2. This is almost like a Cloister of Trials, and in essence, it is a cluster of trials. Underwater you will see a blue, red, and green hole in the underwater wall. Listen carefully to following instructions: colors are in accordance to the character's sphere grid colors; Blue = Tidus, Red = Wakka, Green = Rikku. Now, a treasure chest appears below and you can obtain a Fortune Sphere from it. This now gets easier. Head back to the save point at the first fork in the path and then go back and into the path to get Pep Talk armor for Wakka. Now, there's the next fork where you are able to receive the Return Sphere and Recovery Ring. So, you're happy in items, huh? Back at save sphere, go up into the big area and there'll be some steps that appear (to be honest it took me 16hrs of play time to find this, but I got extremely big stats the first time through). Go up, and then you get another cutscene. After it takes place, keep going forward and then use the save sphere at the end and continue out of the moutain's cave, *but* into extremely tough boss battle. Ugh... ******************************************************************************* BOSS: SANCTUARY KEEPER DIFFICULTY: 7.5 ******************************************************************************* #29. Sanctuary Keeper (Summit of Mt. Gagazet) -> HP: 40000 - 6400 -> MP: 256 -> AP: 11000 - 16500 -> Statistics: Str- 37, Mag- 40, Def- 100, Mdef- 100, Acc- 50, Agl- 32, Eva- 0, Luck- 15 -> Steal: Common- Turbo Ether, Uncommon- 2 Turbo Ethers -> Bribe: None -> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 6500 -> Immunities: Doom, Sleep, Petrify, Zombie, Demi, Delay, Confuse, Death, Eject, Provoke, Bribe -> Weaknesses: Power Break- 50, Poison- 90; 5%, Magic Break- 50, Darkness- 99~ 100 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+10% -> Weapon Abilities: Piercing, Half MP Cost -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Regen- Casts Regen on itself. Gradually restores HP. Esuna- Negates any statuses on itself. Curaga- Restores an impressive amount of HP back to itself. Mana Breath- Non-elemental magic damage on one person. Tail Sweep- It is a counter attack on all characters, and does Delay plus some physical damage. Reflect- Reflects some spells on itself. Attack- Physical damage on one person. Photon Wings- Induces Darkness, Sleep, Curse, Silence, Confuse on all, as a special attack. Haste- Casts the Haste status on itself in order to speed itself in the fight with you. Protect- Casts Protect on itself and cuts physical damage in 1/2. ---> STRATEGIC TACTICS: <--- This is not the kind of boss you wanna fight after using so many good items on fighting Seymour Flux, but it's not as hard, but still requires quite a bit of strategy. The bastard does have a pattern of attacking your party like few other of the bosses in the game. It goes like this: - It will be using Photon Wings on its first move, and it's not a pretty customer. Best Help: Have and armor with Confuseproof, and Curseproof. The other statuses aren't as bad and you can use Esuna. - The second turn it gets is where it'll use its normal attack, which isn't big fuss. Best Help: First, high Eva is great for missing it, but if you get hit with it, a Mega-Potion would do the job of healing. - The third turn is spent doing the same exact thing as what was done on the second turn, so... Best Help: First, high Eva is great for missing it, but if you get hit with it, a Mega-Potion would do the job of healing. Same as last time. - Now, we start big-timing it: Sanctuary Keeper's fourth turn will be used up by attacking for a good 3000 damage on one character. Best Help: Ok, no good Eva'll get you out of this one. A few things to help will be Shell and Mdef+20%, cutting damage to about 1000 only or so. And if you have that, all that's needed is Hi-Potion. But if not, have them Phoenix Downs ready. - Fifth Sanctuary Keeper's turn is the move where it uses the Curaga White Magic spell/Protect/Regen/Esuna Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses Protect. Regen may be done normally instead of Curaga. Armor Break-excluded negative status augmentation is on it, it uses Esuna. - Sixth Sanctuary Keeper's turn is the move where it uses the Curaga White Magic spell/Protect/Regen/Esuna Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses Protect. Regen may be done normally instead of Curaga. Armor Break-excluded negative status augmentation is on it, it uses Esuna. -> Now we get to a more non-pattern hit, but is still extremely predictable, and that is Tail Sweep. It does about 500 HPs deduction and is always done as a counter attack. Now is Haste spell which is done on itself if you decide to use Slow effect on it. Battle starts! Ok, we should have armors fitted with the abilities Auto-Haste, Auto-Shell, Confuseproof, and Curseproof. All very important. Wakka's weapon of choice should have Darkstrike customized onto it. Have Tidus' weapon have Slowstrike on it, as well. First move have Tidus use Cheer, and then have Yuna Reflect Keeper. We just have Wakka normally physical attack on it to Dark it. On Tidus' next go, have him use normal attack and that's how to keep it under Slow status forever. Next Yuna's turns have her use Protect on the whole party. Ok, now we've him right where we want him with his attacks doing virtually nothing that they're meant to do, and him under horrible statuses with no means to heal. So we take on Photon Wings first. You then take about 1000 damage along with Dark, Silence, Sleep - thank god you have that Confuse/Curse -proof armors, or else you'd be beating yourself, and if you ever got out of it, you couldn't use Overdrives. Esuna with Yuna on those statuses and then wither Mega-Potion or Curagas. Note If the boss uses Protect on itself throughout the skirmish tandem with beating on you, just use Dispel on it to take it away. Next 2 goes you get attacked with attacks, but they'll miss most certainly, but if they connect, heal the about 600 damage (remember Protect halves the normally 1200 damage) with a Hi-Potion. Next turn is Mana Breath, only one character gets about 1500 damage done (normally about 3000-3150), so heal with Curaga. Counters are Tail Sweep. Not much going on there, besides it happening and you seeing "Miss" above all your characters. If it hits even with Darkness status effect in place, cure it with Potion (it'll do 500 damage normally and about 200-260 with Protect there). Note: Once its HP is at least 1 HP point below 20000, it'll take away Protect, but until then you'll be healed or fixed up by any White Magics it decides to use. Note: I've recently been told that you can use Magic Break on it in conjunction with Shell to make damage done by Mana Breath a meer 800!! Same goes with if you let it use Curaga, it does only about 4999-5000 HP recovery on itself. Now, you may wonder what I meant by "let it use Curaga". What I meant was that if you Dark it with Wakka's ball, it won't do it, instead you'll see pointless Esuna which is bounced back to you because of earlier Reflect, heh. =============================================================================== Area 16. Zanarkand Ruins =============================================================================== ------------------------------------------------------------------------------- Items: Fortune Sphere, Sun Crest, 10000 Gil, Friend Sphere, Level 3 Key Sphere, Luck Sphere Weapons/Armor: Spiritual Targe Enemies: Behemoth, Grendel, YAT-97, Yunalesca, Dark Flan, Ahriman, YKT-11, Spectral Keeper, Mandragora, Bashura, Defender Z, (Bayonett) Fallen Monk, (Flamethrower) Fallen Monk ------------------------------------------------------------------------------- After you have defeated Sanctuary Keeper, you'll have to run all the way down the slopes and hills and you will then be able to watch (well, really listen to) a long scene one Yuna's sphere. After, keep running into the ruins of Zanarkand. You then get the same scene you did as the first scene of the game (all the members around the campfire). Now, save at the save sphere located there and run into the next area following the party. Ok, just keep heading on along the paths here and on your way be sure to grab the Spiritual Targe, as well as the Fortune Sphere. In the next area, which if you look at your main menu is called the Dome, you just have to go inside of it, and then the good stuff really starts to happen here in the Zanarkand Ruins. By the way, the enemies you encounter here, which if you look up, are all from Mt. Gagazet, at least the ones in the first area of ZR are. Here are some strategies for some of the harder enemies in this area which are the ones from the Dome on: -> Defender Z: Have stats near 75-80 for him. You'll want to use Provoke on it as well as atacking with Power Break to lower its Str and damage done to you, and Armor Break so that you can do more damage against its rough armor. -> Behemoth: Have stats between 60-75. Just attack it physically, while acting on the side of caution, because its Thundara can destroy. It also has an attack where it tosses you up and drops you which hurts even worse. Bahamut is your friend here, remember that! -> Mandragora: Have stats up in the way of 65. Just have Yuna summon Bahamut, and have Lulu attack with Firaga. Maybe even have Auron just attack it physically. The rest of the enemies here you should be able to handle on your own without any help. Note: You can kill Fallen Monks one at a time with Phoenix Downs, and all instantly with Mega-Phoenixes. Alrighty, in the Dome Interior, keep going along the path, and there's a 10000-Gil-Containing treasure chest if you climb on up. Ok, when you reach next save sphere, you can then pick up Level 3 Key Sphere and Friend Sphere, among also saving there. INto the Corridor, chasing after memories of Jecht, Auron, and Braska, you collect the Luck Sphere in the treasure chest. After, go to the end and enter the Cloister of Trials. Note: Before we start this trial, I would like to say if you need any extra help with these trials, there's a GIF map of them on the GameFaqs FFX FAQ page. 1. First you must stand on top of the square near the beginning to start up the whole thing. 2. Go look at the "TV" at the back to actually SEE the solution. 3. First, step on the three of the switches that are to the right ones starting from second-to-top one down to the bottom on the right side. 4. Afterwards, you must stand on the one all the way to topleft of the room. 5. Ok, now, there are six pedestals in the room, so actuate the topleft pedestal into its appropriate slot. After, enter the next area. 6. Now, in the next bigger area, go up to the TV and press X button to show everything. Ok, now stand on the only switch to the right of the center area touching it, the three switches in front of TV, and then two purple ones to the West of the room (first ones). 7. Once done, there's a Yevon symbol that appears around the middle, then all activated switches de-color. Now, go back into first room and push in the pedestal to bottomleft pedestal. 8. Touch TV and then step on following floor switches: Southwest, 2 South ones, Northeast, 2 North ones below TV, one touching North of middle chasm. 9. Another symbol appears, same deal. But afterwards, go into beginning room and push topright pedestal. 10. Again, go press on TV and then step on top of the following switches: South east one touching middle, 2 Southeast ones, Northeast, switch two below North east one, 3 below TV. 11. Go into starting trial room again after symbol shows and push in the ped to the bottomright. 12. X the TV just once more and then step on the following switches on the floor (getting bored?:)): Northeast, switch two below Northeast, switch above Southeast, very South one touching center, 2 below TV, West. 13. Excrutiating, no? Anyway, now to the TV in big room and remove Kilika Sphere from the left side of the TV and go to small room. 14. Now, put it in the left pedestal here. 15. Go back to big room and remove the Besaid Sphere from right TV's recess. 16. Now put it into the left pedestal in the smaller room, which makes the middle area of the big room shine. Also, there's a new save sphere to use before entering the shiny light. When you decide to enter the light, you are in for another boss battle. ******************************************************************************* BOSS: SPECTRAL KEEPER DIFFICULTY: 6 ******************************************************************************* #30. Spectral Keeper (Zanarkand Ruins' Cloister of Trials) -> HP: 52000 - 8000 -> MP: 500 -> AP: 12000 - 18000 -> Statistics: Str- 36, Mag- 1, Def- 100, Mdef- 100, Acc- 50, Agl- 36, Eva- 0, Luck- 15 -> Steal: Common- Ether, Uncommon- Turbo Ether -> Bribe: None -> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres -> Gil Received: 7000 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Confuse, Threaten, Berserk, Armor Break, Demi, Delay, Death, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Iceproof, Waterproof, Fireproof, Lightningproof -> Weapon Abilities: Icestrike, Waterstrike, Piercing, Firestrike, Lightning- strike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Counter attack against 3 people as long as their platforms are running side-by-side. Glyph Mine- Detonates a mine on a certain platform, only receive damage if a person is currently on the platform. Berserk Tail- Physical damage on one person, and Berserk. ---> STRATEGIC TACTICS: <--- Boss is neither tough nor easy. There are many glyph platforms surrounding Spectral Keeper, all of which we're going to be using strategically throughout the fight. You should have Auto-Haste and Berserkproof abilities on your armors primarily (you get Hypello Potions for BP from Shred in Calm Lands). The best possible party for this bout is Yuna, Tidus, and Auron. And Rikku might be used later on in the fight if needed or if wanted. Now, we will take a look at a bit of notes for the fight and good-stuff-to-know: - It uses a normal physical attack as a counter on 3 platforms next to each other, for about 700 or so damage. - The Berserk Tail move is its most dangerous and character-crippling attack. It does Berserk plus an extra of 1100 damage or so to one character. - Glyph Mine is used on two platforms. What it does is KOs two characters that are on them *if* they're on them. Ok, we begin battle. Hopefully you have high Eva as to maybe be able to evade its counter attack which is done after anything. It doesn't have an attack pattern, but you can tell when things happen: It uses Berserk Tail on every turn it gets. After you actually damage it 4 hits and get countered, you see Glyph Mine afterwards. A good word of caution is to *never* have your characters 1-2-3 on platforms, that's bad, and it will be your biggest downfall, so Move away before anything. I recommend follwing platform formation: Big HPed character should be in front of Keeper (Auron, probably). Then, Tidus and Yuna behind it. If you're on about-to-be-Glyph-Mined platform, Move away no matter what. If any characters ever get hit with Berserk Tail, all you do is heal damage done with Yuna's Curaga since you have Berserkproof on. All you do to heal a counter attack is use Hi-Potion. If you ever get KOed by Glyph Mine (hopefully you don't), just revive with Phoenix Down or Life. Summon aeons for overdrives for lots of damage if you want. But, onto main strategy. Once you take heed to my recommended platform formation, have Yuna do Protect on character in front of Keeper so they can withstand more, and then it gets easy: Have Tidus use Provoke on Keeper. Now, every turn Tidus gets, he Guards with Triangle button. All the while, you have Auron attacking and Overdriving and you switch Yuna for Wakka. Like this he can attack and Overdrive as well. Now, you've made work of Spectral Keeper, now what? Use the elevator here and go down. After a few scenes with the party, you go into the next area. Well, in here you are going to meet the first summoner to ever defeat Sin, and also, the daughter of Yevon: Lady Yunalesca. Save before this and then get ready to fight with her. ******************************************************************************* BOSS: YUNALESCA DIFFICULTY: 8.5 ******************************************************************************* #31. Yunalesca (Zanarkand Dome: Chamber of the Fayth) -> HP: Form 1: 24000 - None; Form 2: 48000 - None; Form 3: 60000 - 10000 -> MP: 500 -> AP: 14000 - 21000 -> Statistics: Str- 20, Mag- 30, Def- 50, Mdef- 50, Acc- 0, Agl- 40, Eva- 0, Luck- 20 -> Steal: Common- Stamina Tablet, Uncommon- Farplane Wind -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 9000 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Armor Break, Mental Break, Magic Break, Demi, Delay, Provoke, Eject, Death,Power Distiller, Mana Distiller,Speed Distiller, Ability Distiller, Bribe Confuse, Extract Power, Extract Mana, Berserk, Exrtact Speed, Extract Ability, -> Weaknesses: Threaten- 75 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Zombieproof -> Weapon Abilities: Zombiestrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Counter physical damage, and nullifies all good statuses on one person but not Reflect status. (all forms) Drain- Drains some HP from an aeon and adds it to Yunalesca's. (all forms) Silence- If attacked with a magic, inflicts Silence on one person. (1st form) Hell Biter- Physical damage and Zombie on everbody. (2nd, 3rd forms) Osmose- Drains some MP from an aeon and adds it to Yunalesca's. (all forms) Curaga- Restores an impressive amount of HP back to Yunalesca. (3rd form) Cura- Restores a mediocre amount of HP back to Yunalesca. (2nd form) Absorb- Takes away 50% of current HP of one character and then adds that 50% of HP to Yunalesca's HP. (all forms) Regen- Restores HP gradually on one character when under Zombie from Hell Biter. (2nd, 3rd form) Blind- When attacked in a physical manner, she counters by inflicting one character with Darkness. (1st form) Mind Blast- Non-elemental magic attack that afflicts all people with Sleep, Confuse, or Curse. (3rd form) Sleep- When attacked with a special, she counters by inflicting one character with Sleep. (1st form) Mega Death- KO's every character. (3rd form) ---> STRATEGIC TACTICS: <--- FF History Note: if you think about it boss is reminiscent of FF7's Hojo fights. Very hard boss that had me stumped for a very long time, but I've found out alot about this boss within getting beaten so many times. It's all formulated in this strategy. Anyway, here's a great armor set-up for you: Auto-Med (with 30+ Remedies), Curseproof, Deathproof, and Auto-Reflect. Make sure that's on everybody and you can negate any bad statuses sent your way. Best party for this fight is certainly Tidus, Yuna, and Auron. This boss is predictable, in each form there's a pattern: - #1 Form (First 24000 HP): Switches with attack or Absorb. Seeing what Absorb does at the top, here's an example: your max HP is 8500, so the damage done by this attack is 4250. Attack does about 400 damage in general. In this form, she counters Physical attacks with Blind (inflicts Dark), Special attacks with Sleep (puts to sleep), and Magical attacks with Silence (disables magics). - #2 Form (Second 48000 HP): Not as much as a set pattern here, but it's enough of one to mention. Her first move here is Hell Biter, which won't take Zombie effect because of Auto-Med + Remedies. This promts her (only if under the Zombification), top only use Regen and Cura spells on you. Too bad it doesn't work like that without Zombie, because then you'd be healed. But not being in Zombie means her using Hell Biter over and over again; who cares? We'll not be getting Zombie, only minor damage (about 200), which we can heal with a Potion. She counters with attack for same 400 damage. She also uses Regen on herself as well as Curaga and Cura which you can Reflect her and get for yourself. - #3 Form (Second 60000 HP): Don't worry, I'll be getting to strategy in a bit. But, for now, I'm still on patterns.;) This form has truly sey pattern of attacks, and it goes in this order: Mega Death, Regen or Curaga or Hell Biter, Regen or Curaga or Hell Biter, Mind Blast, Regen or Curaga or Hell Biter, do over... Ok, the strategy for the first form of Yunalesca is simple, though it doesn't always work: Yuna first casts Protect, and Shell on everyone, and Tidus casts Hastega. Now Tidus and Auron work to attack her and get Blind (status negated because of Auto-Med + Remedy). Alot of their hits will miss, but when they land, it'll only take three hits to take out of this form. A good tip here is to Threaten her (25% likely chance), and then get in those three hits easily. Next form, she now is packing 480000 HP to deal with. Not difficult. Now, in this next form she starts using Hell Biter, which you won't be affected with Zombification, but still have to heal with Potion. Cast Shell on Yunalesca in this form so Cura and Curaga only take 1/2 effect. If you summon an aeon, she uses Drain and Osmose on them to take MP and HP, so use their Overdrives quickly, and try to summon Bahamut with Grand Summon and Overdrive already full (but in next form, I'm just informing you now because it seems appropriate). If she uses counter attack, just heal with Potion and restore any positive status effects you need on your party that were there before. Final form, she starts out with Mega Death; not as bad as it may seem. Even though we're immune to it with Deathproof, even if we didn't, it has extremely low Acc and frequency of hitting. If it does... bye. Next time it might be Hell Biter which you only need to heal with a Potion or Mega-Potion (to get everybody at one time); Regen on you if you're Zombied, or on her if not which you must Dispel off of her; Curaga maybe on you if you're Zombies, but on her ownself if otherwise, which healing is 1/2ed because you placed Shell on her earlier. Next time it's the same thing as the turn previously. Now it's time for Mind Blast to occur for the first time. It does about 650 damage (heal it with Mega-Potions), and other statuses which'll either be negated with Auto-Med or "Immune" will appear because of Curseproof. Afterwards it's same as turn before Mind Blast, and then it starts over... That's all that's needed to beat Yunalesca. Ok, well... wow! Pat yourself on the back, you've done an amazing job of beating one of the hardest normal bosses in the whole game. Anyways, afterwards go down the stairs there and there will be a treasure chest at the bottom which will contain the Sun Crest for Tidus' ultimate celestial weapon later on: the Caladbolg. Now, run back out of the Dome and then you'll see a very short CG scene with Sin and you receiving airship completely. =============================================================================== Area 17. The Airship Again =============================================================================== ------------------------------------------------------------------------------- Items: None Weapons/Armor: None Enemies: Sin, Sin's Core, Right Fin, Left Fin, Sinspawn Genais ------------------------------------------------------------------------------- If you want, you can use the airship and go off to do sidequests and minigames covered completely later in the guide, but for now, walkthrough must continue. Now, speak with everyone there at the airship's bridge area and then make your way for the cabin area. Speak with Yuna and then you are to run on back into the bridge again. Now, go and talk with Cid and when you get the choice, press Highbridge area of Bevelle as where you need to go. Now, run all the way up, and we watch alot unfold after a few scenes with Belgemine, Mika, and the Fayth boy. Now, after that, you're back on the ship and ready for some fighting. Ok, speak Cid yet again and then when you get over to the Navigational Map, you have to choose Sin as the next destination. Now, go back to the top area of the airship where you had that huge strategic fight with Evrae. Hopefully you're prepared because you're in for a long and epic boss-haul of biblical proportions...! ******************************************************************************* BOSS: LEFT FIN DIFFICULTY: 4 ******************************************************************************* #32. Left Fin (On Top Of Airship - Many Sin Fights) -> HP: 65000 - 10000 -> MP: 999 -> AP: 16000 - 24000 -> Statistics: Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- Mega-Potion, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 HP Spheres, Uncommon- 1 or 2 HP Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Poisonproof -> Weapon Abilities: Poisonstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ---> STRATEGIC TACTICS: <--- I'll do things a bit differently here; first I'll do strategy, and then after that I'll provide you with any good technical info. Ok, what you'll want to do is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for Yuna, but only if she's learned Holy from her part of the Sphere Grid already. First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use Attack Reels Overdrive, or to simply attack it afterwards physically. If you have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in the party. Lulu's role is to cause major damage by Doublecastings of Ultima, or, if she doesn't have that, Flare. Ultima Fury is also quite effective. You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when you're up close, strategy completely changes: Have a party of Tidus, Kimahri, and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can annihilate the Fin with Slice & Dice, or if obtained already, he can also use Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical attacks, but Rikku can also do this if she's been powered up strong enough on the Sphere Grid. Ok, now for the tech. data: When you're close up, you can either catch a break for the beginning three turns (more likely this way) with Sin remains Motionless, or you can get about 1700 damage done with its physical attack. The next turn will always be Core gathers energy! after which turn it'll unleash a devastating Gravija, taking away 75% current hit points. Example: You have 10000 HP currently, this attack would do 7500 HP away, leaving you with meer 2500! After that, on the 6th attack it gets, it uses Negation, which at close up range takes away all good statuses on your party members. Then the pattern repeats. Damage done at close- up range is greater than that of far-away range. Gravija will never be used at far distance. Ok, what's next? Oh yeah! Now, for far away distance attack pattern: Everytime you deal five turns to it (that *do* damage. This is a must), it will attack with an attack similar to that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation (on random turns) from far away, it takes off any bad statuses that you may've inflicted on it. ******************************************************************************* BOSS: RIGHT FIN DIFFICULTY: 4 ******************************************************************************* #33. Right Fin (On Top Of Airship - Many Sin Fights) -> HP: 65000 - 10000 -> MP: 999 -> AP: 17000 - 25500 -> Statistics: Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- X-Potion, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Stoneproof -> Weapon Abilities: Stoneproof, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ---> STRATEGIC TACTICS: <--- I'll do things a bit differently here; first I'll do strategy, and then after that I'll provide you with any good technical info. Ok, what you'll want to do is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for Yuna, but only if she's learned Holy from her part of the Sphere Grid already. First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use Attack Reels Overdrive, or to simply attack it afterwards physically. If you have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in the party. Lulu's role is to cause major damage by Doublecastings of Ultima, or, if she doesn't have that, Flare. Ultima Fury is also quite effective. You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when you're up close, strategy completely changes: Have a party of Tidus, Kimahri, and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can annihilate the Fin with Slice & Dice, or if obtained already, he can also use Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical attacks, but Rikku can also do this if she's been powered up strong enough on the Sphere Grid. Ok, now for the tech data: When you're close up, you can either catch a break for the beginning three turns (more likely this way) with Sin remains Motionless, or you can get about 1700 damage done with its physical attack. The next turn will always be Core gathers energy! after which turn it'll unleash a devastating Gravija, taking away 75% current hit points. Example: You have 10000 HP currently, this attack would do 7500 HP away, leaving you with meer 2500! After that, on the 6th attack it gets, it uses Negation, which at close up range takes away all good statuses on your party members. Then the pattern repeats. Damage done at close- up range is greater than that of far-away range. Gravija will never be used at far distance. Ok, what's next? Oh yeah! Now, for far away distance attack pattern: Everytime you deal five turns to it (that *do* damage. This is a must), it will attack with an attack similar to that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation (on random turns) from far away, it takes off any bad statuses that you may've inflicted on it. ******************************************************************************* BOSS: SIN'S CORE/SINSPAWN GENAIS DIFFICULTY: 5 ******************************************************************************* #34a. Sin's Core (On Top Of Airship - Many Sin Fights) -> HP: 36000 - 3000 -> MP: 999 -> AP: 18000 - 27000 -> Statistics: Str- 1, Mag- 30, Def- 100, Mdef- 100, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- 3 Stamina Springs, Uncommon- 4 Stamina Springs -> Bribe: None -> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 MP Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Reflect Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Slowproof -> Weapon Abilities: Slowstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic on everyone including its ownself but only you take damage if it is in it's shell at the particular point in time. Negation- Takes off bad statuses from itself, and good statuses from your whole entire party. Core is innactive- If Genais is in, it does not act. Core gathers energy- Starts count to Graviga. Blizzard- Ice based magic counter attack on all characters. Water- Water based magic counter attack on all characters. Thunder- Lightning based magic counter attack on all characters. Fire- Fire based magic counter attack on all characters. #34b. Sinspawn Genais (On Top Of Airship - Many Sin Fights - Core) -> HP: 20000 - 2000 -> MP: 200 -> AP: 1800 - 2700 -> Statistics: Str- 30, Mag- 35, Def- 80, Mdef- 50, Acc- 0, Agl- 25, Eva- 0, Luck- 15 -> Steal: Common- Star Curtain, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 10000 -> Immunities: Threaten, Sleep, Provoke, Poison, Petrify, Mental Break, Haste, Efect, Doom, Delay, Confuse, Berserk, Death, Darkness, Armor Break, Bribe, Is immune to Demi when it's in its shell -> Weaknesses: Zombie- 80, Silence- 99 -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Zombieproof -> Weapon Abilities: Zombiestrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Cura- Restores a mediocre amount of HP to itself. Thrashing- Physical damage to everyone. Venom- Non-elemental magic damage as well as Poison to one person. Sigh- Non-elemental magic damage as well as Darkness to every character. Magic absorbed- It absorbs all magic directed a the Core. Waterga- Water based magic attack on one character. ---> STRATEGIC TACTICS: <--- Sinspawn Genais, this son of a bitch absorbs any magic that you may happen to cast at the Core's way, which is very annoying, so, we're going to first focus on dropping its ass. So first cast Hastega on everybody (unless you don't already have it on your armors). Now, now, Yuna then Shells the entire party as well as Reflecting them. First, before any strategy, we have to take care of looking at bosses pattern: Venom -> Venom -> Thrashing; counters all magic excluding Demi with Waterga, but that's why we've Shell and Reflect. You might want Protect before Thrashing. Ok, kill Genais with Overdrives and physical attacks (20000 HP isn't hard to take away), you move onto Sin's Core. Now it starts acting, because when Genais was out, it was being little pansy and not doing anything. Note: G does into its shell after 1/2 HP is gone, and it'll counter everything with Cura, so Reflect it to get the Cura. And when its turns on the CTB are up, it uses Sigh (look up for details). Esuna on the Darkness statuses. When Genais is in its shell, Core gathers energy. Then, it uses Gravija, but unlike Fins', it also takes out 75% of its own HP. So heal up with Mega-Potion or X-Potions, and then unleash an Overdrive to kill it. Now, when back on the airship, who must speak with everybody. After you've done that, go up to the top area of the airship. Here, you'll find Yuna standing all by her lonesome, go soothe her.:) Not like that you pervert! Hehe... Anyway, in the next scene, you get another taste of affection from your favorite girl. After, you must fight with main Sin once and for all. ******************************************************************************* BOSS: SIN DIFFICULTY: 6 ******************************************************************************* #35. Sin (On Top Of Airship - Many Sin Fights) -> HP: 140000 - 16000 -> MP: 999 -> AP: 20000 - 30000 -> Statistics: Str- 30, Mag- 30, Def- 40, Mdef- 40, Acc- 0, Agl- 30, Eva- 0, Luck- 15 -> Steal: Common- Ether, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 12000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Silenceproof -> Weapon Abilities: Slowstrike, Sleepstrike, Silencestrike, Darkstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Petrification or Confuse on one character, as a counter and as a some what of a special. Drawn to Sin- Your ship gets pulled towards Sin, like an orbit. Giga-Graviton- Game Over. ---> STRATEGIC TACTICS: <--- Final Sin Form: Wow, you're finally here... it is time to prove to all of Spira and to yourself that you can banish Sin for good, do you have what it takes to do it? Well even if you don't, you can get it done with ultimate strategy that I provide here. Ok, in stats-talk you must should have all of the core statistics at about 85-90 to guide you through virtually unscathed, and for HP it should at least be around 7000-9999. Next, is the need for a good armor, this, for this fight is an armor that has Zombieproof, Confuseproof, and Stoneproof to stand against its normal attack which can inflict them all at the same time (but it usually doesn't get them all off). You're set! For the first three turns of the battle you're in the clear because all it will do is get closer to the airship by using "Drawn to Sin." Get all the licks in that you can and then prepare for the rest of the fight by maybe doing any necessary healing. While Sin is out there you can damage it by using Lulu's Fury spells, Wakka's blitzball (not really recommended), and my favorite only because I had so much to spare, tossing 100000 gil for 9999 damage. Once Sin is as close as it's gonna get I think I should now describe your main desideratum: - You see, Sin has this move, Giga-Graviton, which on Sin's 13th or 12th (I don't know which yet) and it will cause no-matter-what Game Over and cannot be blocked by spells, aeons, nor can be negated by Auto-Life. - So needless to say, you must kill off all 140000 of Sin's HP before it has the chance to unleash it's cataclysmic attack. Now once Sin is as close as it's going to get, have Tidus start by casting Hastega to speed things up if he didn't do it while it was far. You will also want to have Yuna use many Holys over and over again, in conjunction with Lulu doing Doublecasts of Ultima and Flare, she can also use her to unleash some Furys of those spells too. Now after you think you've done substancial enough damage bring in Auron instead of Lulu. Now continue... Have Auron either use Banishing Blade or if you have been to lazy to collect all of those 5 Jecht Spheres, you can improvise with Armor Breaking it. If you have the correct armor I suggested you have nothing to fret about other than about 800 damage from its normal attack which you can heal if you want with a few Potions or Mega-Potion. Now just finish it off by using Tidus' Slice & Dice overdrive and Wakka's Attack Reels if you've already gotten into blitzball. You can also use Quick Hits if learned. I also seriously recommend that you Mix up a Trio of 9999 using many of the combos found in that part of Abilities section and then using physical attacks or Mug with Rikku for some 9999 damage each time as well as accumulating some Ethers or Supreme Gems. =============================================================================== Area 18. Inside Sin =============================================================================== ------------------------------------------------------------------------------- Items: Elixir, Level 3 Key Sphere, Special Sphere, Level 4 Key Sphere, 20000 Gil, Megalixir, Defense Sphere, HP Sphere, Attribute Sphere, Skill Sphere, White Magic Sphere Weapons/Armor: Knight Lance, Hrunting, Mage's Staff, Prism Ball, Infinity, Wicked Cait Sith, Stillblade, Laevatein, Defending Bracer, Four-on-One, Wizard Lance, Phantom Ring Enemies: Gemini, Gemini, Exoray, Adamantoise, Barbatos, Demonolith, Varuna, Behemoth King, Ahriman, Great Malboro, Wraith, Land Worm ------------------------------------------------------------------------------- After the airship has landed inside of Sin, you follow your whole party forward and then when you arrive at the next save sphere, you of course should save and continue on into the Sea of Sorrow. This area is huge, it's also a big maze. First, items: Elixir, Level 3 Key Sphere, Special Sphere, Wizard Lance, Phantom Ring. Now, I will offer some vague info on how to navigate, since it's hard as hell to find your way (especially since your radar only reveals areas after you find them): First, go Northwest for a short time. Now, start heading Northest. Eventually you'll come to a place where you can turn left, and at the end of that path, go up. Again, go left, And then Northwest again for a while. Down for about 10 steps, right for about 10 more steps, and then North all the way to the end. Save. Go up the steps and you fight Seymour for the final time... ******************************************************************************* BOSS: SEYMOUR OMNIS/MORTIPHASM DIFFICULTY: 6.5 ******************************************************************************* #36. Seymour Omnis (Sin: Garden of Pain) -> HP: 80000 - 15000 -> MP: 999 -> AP: 24000 - 36000 -> Statistics: Str- 20, Mag- 35, Def- 180, Mdef- 100, Acc- 0, Agl- 40, Eva- 0, Luck- 20 -> Steal: Common- Shining Gem, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 12000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Mana, Extract Power, Extract Speed, Extract Ability, Berserk, Demi, Delay, Threaten, Eject, Provoke, Death, Bribe -> Weaknesses: None -> Elemental Affinities: Depends on the Mortiphasms. -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell, SOS Protect, SOS Haste -> Weapon Abilities: Magic+20%, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Dispel- Nullifies all good status ailments from your entire group. Ultima- Non-elemental magic damage on every person. Thundara- Lightning based magic attack on one character. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack on one character. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Blizzaga- Ice based magic attack on one character. #36.1. Mortiphasm (Sin: Garden of Pain - Seymour Omnis) -> HP: 6000~7000 - Cannot Overkill -> MP: 30~50 -> AP: 0 -> Statistics: Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 30, Agl- 10, Eva- 0, Luck- 20 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Doom, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Darkness, Silence, Confuse, Provoke, Power Break, Armor Break, Magic Break, Mental Break, Poison, Berserk, Petrify, Eject -> Weaknesses: None -> Elemental Affinities: Sorta Depends -> Zanmato Lv: 4 (???) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Seymour Omnis: This will be your final confrontation against the obdurate Seymour. Start out with core stats of about or near 100. HP should be nearing 7000-7500 and MP better be at least 300-350. For armor have Fire Eater, Water Eater, Ice Eater, Lightning Eater on everybody. Weapons should have First Strike, and Strength+10-20%. Now head into the heat of battle with an active party that has Auron, Tidus, and Lulu. Have Tidus cast Hastega now, then use Auron to use a physical strike at the main body, now have Lulu cast a magic attack that is corresponding to the current color of the disks or Mortiphasms behind him (Red- Fire, Blue- Water, Yellow- Lightning, White- Ice). After that is done he will use a multi spell, any of which will actually heal you through out the fight rather than administering some serious hurt. After that period of nothingness order Tidus to use a Slice & Dice or if available a Blitz Ace, the BA might finish him off for good. If not, continue to have Auron attack him, then cast Ultima on him for some 9999 damage. Do this again. He might then use an Ultima spell on you, after it, heal right away immediately. Now on your next turns it matters not what you do as long as you bring Yuna in so she can any aeon, so long as it's in the range of Yojimbo, Anima, or the Magus Sisters. I used Anima, so I'll describe how it went with her, first have her use Pain or her overdrive it might or it might not finish things, if it does then you needn't read on any further, but if he survives read on. Anima will now get Banished, so next have Tidus and Auron attack and have Yuna cast Auto-Life on Tidus if at all possible. For the next move you take, use Tidus to attack and Auron to attack too, then have Yuna switch to Lulu. Then your tactics from now on will be to, Tidus- physical attack, Auron- physical attack, and Lulu- Ultima and heal when it is needed. Finally, you're done with Seymour forever. Now we're in the City of Dying Dreams. So, with any place that has super-tough enemies, I'll provide general strategies on how to beat them (since, after all, they're all strong-as-hell enemies): Gemini: Armor Break is your friend here for getting its Defenses down and letting you alot more damage to them normally. You can also get this by using Banishing Blade. More alternatives would be to use character's Overdrives (especially Attack Reels and Slice & Dice). Heal with Yuna and/or items when you absolutely need to badly. Exoray: Have your stats more up near 79-86. Just attack at it physically and with Firaga. After about 2-5 hits it should be reduced to nothing. Adamantoise: Have stats between 80-100 and you should do fine. Use some of your stronger attackers to attack at it with piercing weapons. Have your some of your weaker characters heal the stronger ones, and have Yuna summon against it if you want. This will not be too much work for you, trust me. Barbatos: Stats should be breaching 115 definitely. Have a piercing weapon equipped, and then hammer away. Summon either Bahamut, or one of the secret aeons for best results. None of the other aeons will do much to it, unless they use their overdrives, but that is still questionable. Demonolith: Have stats between 140-170. Don't flat-out physically attack it because it will use "Pharaoh's Curse" which puts tons of bad effects on that one character. To avoid this fate, summon the Magus Sisters. They can finish it off with ease. Alternatively... Demonolith: Boy, is this bastard a pain in the neck!? He counters almost everything you throw at him with his pansy little 'Pharaoh's Curse'. But guess what... there's a way around that! Yes you hear correctly! Ok on the first move in the battle (if not done already) you should switch out everybody's weapon for one that has Silencestrike. Now have the most powerful attacker (probably Auron), nail it with that to Silence it. If this does not work, and it does get Pharaoh's Curse off, than have Tidus follow up with Silence Buster. Now just pound on it 'til it goes down. Invigorating!!! Varuna: Have stats near 160. Now have Tidus cast Hastega in the beginning of the whole battle. Now use Auron to attack at it physically. Have Yuna heal and summon. Now use Tidus for physical attacking purposes. Keep repeating this until you have it killed. Oh, and when you decide to summon, make sure it is the Magus Sisters or Anima which you summon, and then use their overdrives, or use Mindy's Passado. Behemoth King: Stats should be in the area of 125. In the beginning, cast your Hastega spell. Use Ultima, and Flare a bunch of times. If that doesn't do it in a little while, summon your strongest aeon(s). When you kill it, it will always use Meteor as a last resort. So even if you kill it you can still lose. So have protect on all the time (especially near the end of the battle). Or...: I always used to hate dying from its damn Meteor counter desperation, so I thought that there had to be a way to keep from it, now the result of my hours of hard work to find one is before it, because there is!!! How you will do this is you first off equip *one* character with the weapon ability Evade & Counter. Make infinite sure that that character has learned the Provoke ability from Tidus' Sphere Grid section. Now we go around looking for a Behemoth King (never thought you'd here that did you?) inside Sin. When in the battle I say use Auron to use Dragon Fang or Tornado overdrives to get Behemoth King down to about 1/4 of its original 67500 HP. Now, since Tidus was most likely the one whom you chose to have the right weapon and Provoke (because it's on his own grid, and easiest to obtain). Now you have that character use the Provoke ability on the King and it he will only attack that character who Provoked him (duh)! But!!!... that character will never be hit because of that one little detail of him/her having the Evade & Counter ability on. And on top of never being hit, you will always hit BK. Now as it dies it cannot use Meteor surprizingly, because if it did use Meteor it would have to hit everybody, and that would be going against the "Provoke Laws", I suppose.:) Ahriman: Stats should be 50-65 to make it fair (better for you than it). Just pummel it with magic, and/or physical attacks between 3-4 times and it should fall out of the air quickly. Be careful for it's normal attack which can confuse it's victim. Great Malboro: Stats better be in 185 or even higher. The Magus Sisters can discombobulate it within a couple of turns (if none of them are Passados). Anima and Bahamut can be your friends here to. And if you summon Yojimbo, pay him within the 5000 to 15000 range for a Kozuka, but hopefully a Wakizashi and that should do it in for alot of damage. If you are ambushed by it, hope you have Auron's overdrive guage full, with first strike on, and pull off a Shooting Star. Goodbye Great Malboro. Another way: Great Malboro: Yo, wasup, Mr. Ambush-a-lot!? Now you're gonna die and there is nothing you and your little bad ambushing habit can do about it neither! *sticks toungue out.* What you're going to do first is (if it ambushes you) hope you have everyone's weapon with First Strike. Now you could Shooting Star it with Auron like I previously mentioned, or you could at that point, use Delay Buster on GM. Now you can pound it with Mugs, Quick Hits or even knock back to the stone age with overdrives. Wraith: Have stats near 50 for this particular fight. It will cast Doom on you if you do not manage to kill it before it's turn. You can cure that with a Holy Water or a Remedy. Now use Auron to attack at it as much as he can with Haste on him. Tidus should help him in attacking, and Yuna to heal is best. Land Worm: Have stats close to 100 to be able to do battle at max ifficiency. Now use whomever your most powerful characters to attack at it. Doing about 9999 damage per hit. That is actually your second more reliable method here, but use either Bahamut or your secret aeons to use their overdrives. If you use that, they might kill it in one hit. ---> Ok, now that that's all done and taken care of, we first walk a bit for- ward and then take a look at the glyph on the wall to the right. Now, go off and kill ten fiends around here. Then, go back and look at the glyph again. Go and kill another ten fiends then go back and look at the next glyph-wall. Now, you go out and kill off fifteen fiends and then go back, look at the wall again, and then go to the back and collect Level 4 Key Sphere that's there. Now, get out and keep running on the original set path. Then, get on the aqua block with Jecht's symbol on it to go up and you then can nab the Four-on-One blitzball weapon for Wakka. Ok, keep on running and you eventually come to a column that you can push on down, and then in the treasure chest it reveals, you can get the Defending Bracer. Now, just keep going back on along the path, then, at the next available turn to the left, take it, and then press X on the wall there and you have access to a good Megalixir. Get back on the path yet again, and then keep moving along until you get to a hole, and down the stairs in it you will receive a big amount of Gil: 20000 to be precise. Now, stand on top of the blue-Jecht-symbol block to be transported up to another treasure chest which contains an HP Sphere. After, go down the walkway there and then open the next treasure chest that's there for you to pick up a Defense Sphere (stacking up on alot of items, huh?:)). Get on the blue-Jecht-symbol block that's floating around so that you can be out back on the beat path. Once back down, just keep running along the path, and eventually you'll come to another open area, but this one has columns coming up out of the ground for no apparent reason. Now, go to right edge of this area and you will see small scene which has Tidus peering over the ledge, so, slide down the tunnel here and then there's going to a Laevatein staff weapon for Yuna in a treasure chest that's down there. Now, climb the stones close to this area, and when up, keep going in the right direction. You'll now be in the area called Tower of the Dead and it will crash down from the sky after you save and more forward. Bam! Ker-splat! Tidus is dead!... Hah, just fooling you, move forward towards the tower and enter it through the symbol-like thing on it. Ok, you may be thinking, this looks familiar, that's because it is. Anyway, if you touch the icicles coming out of the floor, you will be forced into a battle with some tough enemies. Ok, the whole point here's to go and touch the little ice-diamond-looking things that appear everywhere, and to get the following items: Infinity, Skill Sphere, Knight Lance, Wicked Cait Sith, White Magic Sphere, Hrunting, Stillblade, Prism Ball, Mage's Staff, Attribute Sphere. After you collect the 10th item, you're transported to the final boss area in the ruined Zanarkand blitzball dome. Watch the long scene and then get ready to fight your father... sorta... ******************************************************************************* BOSS: BRASKA'S FINAL AEON/YU PAGODAS DIFFICULTY: 7.5 ******************************************************************************* #37. Braska's Final Aeon (Sin: Dream's End) -> HP: Form 1: 60000 - None; Form 2: 120000 - 20000 -> MP: Form 1: 100; Form 2: ??? -> AP: 0 -> Statistics: Form 1: Str- 45, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15 Form 2: Str- 50, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15 -> Steal: Common- Turbo Ether, Uncommon- Elixir -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability, Death, Demi, Threaten, Darkness, Slow, Sleep, Doom, Regen, Petrify, Eject, Bribe -> Weaknesses: Poison- ???; 1% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Form 1: Triumphant Grasp- This attack will do Zombie status effect as well as do phys- type damage to one character. Jecht Bomber- This attack does special damage, but is only used when an aeon is present in battle. Jecht Beam- It does the Petrification status ailment, and it even backs it up with non-elemental magic-type damage. Attack- This will be doing phsical damage to only one person. - Form 2: Triumphant Grasp- This attack will do Zombie status effect as well as do phys- type damage to one character. Jecht Bomber- This attack does special damage, but is only used when an aeon is present in battle. Jecht Beam- It does the Petrification status ailment, and it even backs it up with non-elemental magic-type damage. Attack- This will be doing phsical damage to only one person and Delay. Attack2- This will be doing phsical damage to only one person and Delay. Almight Jecht Shot- This does big special-type damage when used. And is on all party members. #37.1. Yu Pagoda Right (Sin: Dream's End - Braska's Final Aeon) -> HP: 5000 - None -> MP: 5000 -> AP: 0 -> Statistics: Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break, Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom, Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie, Sleep, Silence, Bribe -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Curse- This attack does Poison, Silence (3 turns), Curse, Sleep (3 turns), Darkness (3 turns). As well as doing non-elemental magical-type damage to one party member. Osmose- This takes away all of the MP to one random character. Power Wave- If both Yu Pagodas are active currently, they will sometimes use this on Braska's Final Aeon which removes bad status effects, gives 1500 HP and charges its Overdrive Meter slightly. Will be done two in a row. #37.2. Yu Pagoda Left (Sin: Dream's End - Braska's Final Aeon) -> HP: 5000 - None -> MP: 5000 -> AP: 0 -> Statistics: Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break, Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom, Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie, Sleep, Silence, Bribe -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Curse- This attack does Poison, Silence (3 turns), Curse, Sleep (3 turns), Darkness (3 turns). As well as doing non-elemental magical-type damage to one party member. Osmose- This takes away all of the MP to one random character. Power Wave- If both Yu Pagodas are active currently, they will sometimes use this on Braska's Final Aeon which removes bad status effects, gives 1500 HP and charges its Overdrive Meter slightly. Will be done two in a row. ---> STRATEGIC TACTICS: <--- Braska's Final Aeon: Have basic statistics at about 105-115 for this fight. HP near 8000-9999. Armor should be fit with Defense+20%, Zombieproof, Stoneproof. You should go ahead and have your weapons either be the character's you are planning on using here's celestial weapons or weapons that have the abilities First Strike, Strength+20%, and maybe Break Damage Limit and then you'll be fine in the weapons category. Now you should have everyone's including aeon's overdrive guage filled. Check that off in your imaginary check list. So now you should be adequetly prepared to take on this nasty foe, and one of the most adrenaline filled fights in the entire game thus far. Go into the battle with an active starting party that is consisted of the characters Tidus, Yuna, and of course the man, Auron. Begin by making Tidus execute a Hastega. Now use Auron to get in an attack physically, Yuna should now take her turn to cast an Auto-Life on herself. Now take Tidus and get in about two or maybe even three Quick Hits. Once at this point have Auron use a Power Break to reduce the BFA's strength more and more. Every once in awhile the Yu Pagodas will heal its HP by 1500 and raise its overdrive bar little by little. And if BFA has any statuses upon it a that particular moment in time when they "Power Wave" BFA, all of them will be negated. Don't worry about killing them yet, for the main BFA is your primary concern as of now. Now on Yuna's next turn use her to cast Protect on herself as well (boy, she is selfish?). BFA's turn to attack you now, it'll use just an attack with a punch for normal physical damage, no need for despair. Once it executes this, use any next person to heal that certain person who got attacked with a X-Potion or if it is Yuna, have her do Curaga. Now have Auron continue with Power Breaks and Tidus to use about 3-4 Quick Hits and that will probably be the end of its first form or stage if you will, this happens and is signified by knocking 60000 of its HP down the perverbial drain. The next half begins and now it has a sword and 120000 HP to contend with. Have Tidus use the Trigger Command "Talk" to deplete its overdrive bar to zero. Now use Auron to do another Power Break yet again. Now if you want, have Yuna switch out for a while for Lulu and then have Lulu cast an Ultima spell to render the Yu Pagodas obsolete for a while. Use Tidus' Quick Hits for a spell (2 or 3 times), then Auron to either Power Break or an overdrive hopefully, the overdrive is better when it is Banishing Blade for now. Once BFA takes its next turn either a sword attack normally, Almighty Jecht Shot (if OD guage is full), Jecht Beam (if OD guage is full), or a Triumphant Grasp (if OD guage is full). Alot of status will be negated from these because of your armor. Now, bring in Yuna for Lulu again, have her summon Bahamut. Keep using Bahamut's Impulse after Mega-Flare. BFA's overdrive will fill and he'll use Jecht Beam for some exorbitant damage to Bahamut. If it doesn't die than keep using Impulses. Once Bahamut dies, and by this time the Yu Pagodas will be back (drat), so now just have Tidus use a Blitz Ace or if unavailable, a Slice & Dice will do just fine. Have Auron attack physically and heal with Yuna. These will be your battle politics for the remainder of the bout. - I have received following info on the Yu Pagodas from Arkbeetle1 and then confirmed it with others: This isn't much to worry about since you won't be spending too much of your time with the Yu Pagodas but it just feels right to mention it being this guide must contain any and all info. Basically it goes something like this: Yu Pagoda has 5000 HP in beginning, you attack it for 6000 damage and put it out of commission for a while and then it comes back, it now has new HP value of 6000. Now let us say that you're first hit did not take it out at once; one of your characters hit it for 4231 and then another hits for 8512; it goes down for little period and comes back with added quantum of 4231 + 8521 = 12752 new max HP. Hope that proves useful somehow. You win the fight! Now move on to rest of the best game ever! --------------------------------------------------------- Beating Braska's Aeon With Expedience by Emmiyeh | Thanks --------------------------------------------------------- I had just gotten the Magus Sisters and realized that they were insanely powerful, so I decided, "What the heck, I'll see if I can beat BFA with them." So I used this "strategy" to beat BFA in all of 5 minutes: I had everone's HP around 4000 - 6000. The Sisters' HP were around 11000, 10000, and 8000. I did not gain anymore HP after getting them, so they were the same strength as when I first aquired them. I had Yuna's ultimate weapon and nothing else of great importance. Before the battle I got the Magus Sisters' Overdrive gagues filled. I got into the battle with BFA, used Tidus's Hasteaga (I don't think it mattered. I just needed Tidus to do something) and summoned the Sisters. I used their overdrive and killed the first form in one hit. Then came the second form. BFA got to do two hits before it was my turn again. I then had each of the Sisters attack (And fortunatly they obeyed!) and they killed him. That was that. BFA killed in 5 minutes. Ok, after a few dramatic and tear-inducing scenes with Tidus and his father Jecht, you engage in battles against the last mini-bosses in the game. Now, you cannot die against these enemies because you have infinite inherent Auto-Life status, meaning you're always reaved after you die. Anyway, here're some tips for beating your "Possessed by Yu Yevon" aeons: Note: I've received many questions about whether these aeons you fight at the end of the game are the Dark Aeons. The answer is NO. I have a whole other section devoted to those Dark Aeons. Plus, if these were the Dark Aeons and *Penance* (which isn't here) that everyone says is so hard as hell, how'd you expect them to be annihilated so easily? 1. Valefor -- HP: Variable MP: Variable So, we get to the first of your aeons that you've to dispatch. Watch the small scene with the aeon being possessed by Yu Yevon and you have to fight a silver, dark looking Valefor. The best party I can recommend is this: Tidus, Wakka, and Lulu. Tidus' swift movements and hits should be able to land a hit on Valefor, but if not, use and Overdrive. Ok, first move of the battle's to have Tidus Hastega the whole party. Wakka uses his ball to attack Valefor. Lulu, can Doublecast and/or Fury Ultimas and Flares. Tidus from then on out uses an Overdrive or Quick Hits. 2. Ifrit -- HP: Variable MP: Variable Alright, watch the same kind of little scene with Yu Yevon possessing the aeon and get ready to annihilate another one of your aeons. Yuna's devastated yadaa, yadaa. Ok, best suggested party would be Tidus, Auron, and Lulu. Ifrit's Eva's probably high, but not as high as Valefor's so Tidus and Auron should be able to land hits with no problem. Ok, so, start match with same old Hastega and then Tidus and Auron attack. Lulu uses Ultima, Flare again, or, if you haven't enough MP for those, you can use Blizzaga. 3. Ixion -- HP: Variable MP: Variable To me, this is easiest of the many final aeon battles, but that's just me. It may not be to you, but who knows? Anyhow, the ultimate party for this battle's Lulu, Tidus, Rikku (!!!) Yup, Rikku. Ok, for the start of the match, you have Tidus yet again cast Hastega. His roles for the rest of battle is to simply just attack physically (and maybe heal). Lulu, like the other battles, is used to Flare and Ultima (and for this battle Waterga) the aeon. Rikku, should Mix together a Fish Scale + Strength Sphere (etc) to get powerful (about 2000) damage to Ixion. She can also heal using Al Bhed Potions or other high-curing special items with Use. 4. Shiva -- HP: Variable MP: Variable Well, she is a fast one, that she is. But, she's manageable, trust me. Alright, I will start out same as always and recommend the best possible party for picking apart Shiva limb from limb: Tidus, Lulu, [someone with Acc, Agl 100+]. Tidus starts off Hastega -ing the whole entire party for quicker turns. From then on out you use him for Quick Hitting. Lulu's same as always; Ultima or Flare or now Firaga. The other character can unleash Overdrives or normal hits if they're fast enough. 5. Bahamut -- HP: Variable MP: Variable: So we've finally come upon the hardest one of the engulfed aeons. He'll take a bit of time, and you'll probably die about 1-3 times, but that's mostly depending on how you leveled him. Anyway, the best party is a matter of who's the strongest all-around. But, there's one party that usually seems to get the job done the quickest: Yuna, Tidus, Lulu. Uh-huh, they're the group that's gonna defeat final aeon. Here's how: Tidus, first off, casts Hastega to the whole entire party of yours. Next turn characters get, if it's Yuna that gets it, she has basically two options that'll hurt Bahamut pretty badly: first is she can cast Holy for some massive damage (around 3000-4000), and next one is she can, if a secret aeon's been obtained (in which case you have to fight that one after), *Grand* Summon that aeon and finish Bahamut with its Overdrive move. You here me right, you can Grand Summon (if there's an aeon left), and use an aeon against it without it being possessed! If you ever get hit by Bahamut, and HPs are yellow (denotes that HP is 1/2 of maximum), you can have Yuna Curaga it, but it's not necessary because of Auto-Life always. Lulu, is to Doublecast Flares and Ultimas the whole time. Don't bother with other spells since it's either immune to them, or it just woudn't do any significant damage. If Tidus gets his Overdrive Guage full, use his Slice & Dice Overdrive attack. --> Note: strategies for remaining un-necessary-to-fight-here aeons shall be mentioned in near future update. Stay tuned. <-- 6. Final Boss -> Yu Yevon | Difficulty: 1 HP: 99999 - [Can't Overkill] MP: 1 AP: 0 - 0 Immunities: Sleep, Silence, Petrify, Darkness, Scan, Threaten, Provoke, Bribe, Confuse, Berserk Weaknesses: Poison- 0; 5%, Doom- 3 - So, we've finally reached the very ending of the game, and the final boss (who should've been Braska's Final Aeon), is a total wussy pushover who's completely susceptible to some of the worst statuses. I suggest a party now: Auron, Yuna, Tidus. My three favorite characters are the best for the final fight together, so it's time to kick some Yu Yevon ass. All right, we start out as usual with Tidus using Hastega at the whole group. Now, we look at Yu's attacks: - Osmose: Takes MP from all three of your chosen characters to fight. - Curaga: When ever you do any sort of damage to Yu Yevon, he does this as a counter-action to get back HP. - Gravija: Takes away 75% of your characters' current HP, but it also does damage to Yu Yevon as well. - Ultima: Does about 3000 damage to all characters. This attack is not able of being cut down in damage. Sure, he's the last boss, but he's also the easiest boss in the entire game. There are four best ways to kill him: 1) You can cast Doom spell on him with Rikku's items and then he'll die in just three turns after that. 2) Put him under the Zombie status with Auron's Zombie Attack. Now have Yuna use restorative magic and when he takes damage, he uses Curaga, hehe. 3) You cast Reflect on him, so that way you can do damage to him, and every time he uses Curaga, you are healed. 4) Have Auron use his Banishing Blade Overdrive to put the Breaks on Yu Yevon, this greatly reduces his stats, and lets you do more damage with your attacks. Now, just watch the final scenes, that are indeed, extremely sad, and will most likely cause you to cry (at least I cried). Then, watch the credits while you listen to Suteki Da Ne sung by Rikki. After credits, you get a small scene where Tidus is swimming up towards you. My theory on this is that since Yuna was whistling off the peer, he's "coming running" like he said he would when she whistled while they were in Luca. I guess their love for each other is that powerful. Anyway, the game's over. Now, move to the rest of the guide. "The End". =============================================================================== <-----------------------------------------------------------------------------> 11.0. ITEM LISTING #SK1I <-----------------------------------------------------------------------------> =============================================================================== I will divide these all into seperate categories depending on their uses. ------------------------------------------------------------------------------- 11.1. Recovery #SK1I1 ------------------------------------------------------------------------------- Potion- Restores 200 HP to one party member Hi-Potion- Recovers 1000 HP of one party member X-Potion- Fully rejuvenates the HP of one party member Mega-Potion- Restores 2000 HP to every party member Ether- Recovers 100 MP of one character Turbo Ether- Recovers 500 MP of one party member Phoenix Down- Revives a single party member from death Mega Phoenix- Brings back the entire party from death Antidote- Cures a character from poison Soft- Cures a character from petrification Eye Drops- Cures a character from Darkness Echo Screen- Cures a character from silence Holy Water- Cures a character from curse and zombie Remedy- Cures a character from all status abnormalities Elixir- Fully recovers a character's HP and MP Mega Elixir- Recovers the entire party's HP and MP ------------------------------------------------------------------------------- 11.2. Sphere Distillers #SK1I2 ------------------------------------------------------------------------------- Ability Distiller- Puppets an enemy to drop ability spheres Mana Distiller- Puppets an enemy to drop mana spheres Power Distiller- Puppets an enemy to drop power spheres Speed Distiller- Puppets an enemy to drop speed spheres ------------------------------------------------------------------------------- 11.3. Miscellaneous #SK1I3 ------------------------------------------------------------------------------- Winning formula- ??? (customize, Mix) Underdog's Secret- ??? (customize, Mix) Gambler's Spirit- ??? (customize, Mix) Wings to Discovery- ??? (customize, Mix) Door to Tomorrow- ??? (customize, Mix) Designer Wallet- ??? (customize, Mix) Amulet- ??? (customize, Mix) Pendulum- ??? (customize, Mix) Shining Thorn- ??? (customize, Mix) Hypello Potion- ??? (customize, Mix) Musk- ??? (customize, Mix) Map- Shows you a map of Spira Rename Card- Change the name of an Aeon of your choosing ------------------------------------------------------------------------------- 11.4. Key #SK1I4 ------------------------------------------------------------------------------- Saturn Sigil- A celestial item made into the shape of Saturn Saturn Crest- A celestial item made into the shape of Saturn Jupiter Sigil- A celestial item made into the shape of Jupiter Jupiter Crest- A celestial item made into the shape of Jupiter Mars Sigil- A celestial item made into the shape of Mars Mars Crest- A celestial item made into the shape of Mars Venus Sigil- A celestial item made into the shape of Venus Venus Crest- A celestial item made into the shape of Venus Mercury Sigil- A celestial item made into the shape of Mercury Mercury Crest- A celestial item made into the shape of Mercury Moon Sigil- A celestial item made into the shape of the Moon Moon Crest- A celestial item made into the shape of the Moon Sun Sigil- A celestial item made into the shape of the Sun Sun Crest- A celestial item made into the shape of the Sun Flower Scepter- Has something to do with a secret Aeon Blossom Crown- Has something to do with a secret Aeon Mark of Conquest- Given to those who have surpassed mortal bounds Rusty Sword- A rusty sword Jecht (Auron, Braska) Sphere- A sphere(s) recorded on the 3's pilgrimage Aeon's Soul- Enables your Aeons to increase their current attributes Summoner's Soul- Allows your Aeons to learn new abilities Cloudy Mirror- The surface is clouded and dull Celestial Mirror- The surface is bright and vibrant Flint- Starts fires Withered Bouquet- Someone put heart and soul into making this Al Bhed Primer(s)- Teaches you the different letters in the Al Bhed language ------------------------------------------------------------------------------- 11.5. Spheres #SK1I5 ------------------------------------------------------------------------------- Power Sphere- Activates STR, HP, DEF node Mana Sphere- Activates MAG, MAG DEF, MP nodes Ability Sphere- Activates ability nodes Speed Sphere- Activates EVA, ACC, AGL nodes Attribute Sphere- Activates speed, strength, magic, nodes used by allies Special Sphere- Activates special ability nodes used by allies Fortune Sphere- Activates luck nodes Black Magic Sphere- Activates black magic nodes used by partners White Magic Sphere- Activates white magic nodes used by partners Master Sphere- Activates any node HP Sphere- Creates HP nodes out of empty ones MP Sphere- Creates MP nodes out of empty ones Defense Sphere- Creates defense nodes out of empty ones Strength Sphere- Creates strength nodes out of empty ones Agility Sphere- Creates agility nodes out of empty ones Accuracy Sphere- Creates accuracy nodes out of empty ones Evasion Sphere- Creates evasion nodes out of empty ones Magic Sphere- Creates magic nodes out of empty ones Magic Defense Sphere- Creates magic defense nodes out of empty ones Luck Sphere- Creates luck nodes out of empty ones Friend Sphere- Re-locate yourself to an allies position on the grid Teleport Sphere- MOve to any node activated by a partner Return Sphere- Go back to any previously activated node Warp Sphere- Warp to any node Clear Sphere- Erase any node with the exception of Ability nodes ------------------------------------------------------------------------------- 11.6. Special Use #SK1I6 ------------------------------------------------------------------------------- Three Stars- Reduces the party's MP cost to 0 Twin Stars- Makes 1 character's MP cost down to 0 Mana Tonic- Doubles the party's max MP Stamina Tonic- Doubles the party's max HP Mana Tablet- Doubles the max MP of 1 character Stamina Tablet- Doubles the max HP of 1 character Purifying Salt- Hurts the target and negates it's magic effects Soul Spring- Absorbs HP and MP from an enemy Stamina Spring- Absorb HP from an enemy Mana Spring- Absorb MP from an enemy Healing Spring- Uses regen on the character you pick Star Curtain- Uses reflect on the character you pick Light Curtain- Uses protect on the character you pick Lunar Curtain- Uses shell on the character you pick Chocobo Feather- Uses haste on the character you pick Chocobo Wing- Uses hastega on the character you pick Farplane Shadow- Uses death on 1 enemy Farpalne Wind- Uses death on every enemy Dark Matter- Deals alot of damage to all enemies Candle of life- Uses doom on an enemy Silver Hourglass- Delays the next turn of every enemy on the screen Gold Hourglass- Damages all enemies and sets back their next turn Poison Fang- Uses poison on an enemy and also damages them Petrify Grenade- Turns all enemies to stone Supreme Gem- Deals major damage to every enemy Shining Gem- Deals mediocre damage to 1 enemy Blessed Gem- Deals major damage to 1 enemy Shadow Gem- Halves the current HP of every enemy Dream Powder- Puts all enemies to sleep as well as damage them Silence Grenade- Silences all enemies and hurts them Smoke Bomb-Casts darkness on all enemies and hurts them Sleeping Powder- Puts all enemies to sleep as well as hurt them Grenade- Explodes on all enemies for minimal damage Frag Grenade- Inflicts damage and armor break on every enemy Fish Scale- Deals damage with the element of water on 1 enemy Dragon Scale- Deals damage with the element of water to 1 enemy Water Gem- Deals damage with the element of water to all enemies Lightning Marble- Deals damage with the element of thunder to 1 enemy Lightning Gem- Deals damage with the element of thunder to all enemies Electro Marble- Deals damage with the element of thunder 1 enemy Fire Gem- Deals damage with the element of fire to all enemies Bomb Fragment- Deals damage with the element of fire to 1 enemy Bomb Core- Deals damage with the eleent of fire to 1 enemy Ice Gem- Deals damage with the element of ice to all enemies Arctic Wind- Deals damage with the element of ice to 1 enemy Antarctic Wind- Deals damage with the element of ice to 1 enemy Healing Water- Restores the whole party's HP Al Bhed Potion-Cures poison, silence, petrification and restores 1000 HP Tetra Elemental- Restores everyone's HP and uses NuAll on everybody ------------------------------------------------------------------------------- 11.7. Field Usage #SK1I7 ------------------------------------------------------------------------------- Save Point- Allows you to save your progress up to that point Sphere Moniter- Allows you to get information about things in that area Al Bhed Compilation Sphere- Get to view your current rank among the Al Bhed =============================================================================== <-----------------------------------------------------------------------------> 12.0. WEAPON LISTING #SL2W <-----------------------------------------------------------------------------> =============================================================================== Note: Per character, all weapons are in alphabetical order. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tidus' Weapons -> Longswords =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Ambitious | Overdrive > AP | ------------------------------------------------------------------------------- Apocalypse | Darkstrike, Poisonstrike, Slowstrike | | Silencestrike | ------------------------------------------------------------------------------- Arc Sword | Half MP Cost | ------------------------------------------------------------------------------- Ascalon | Double AP | ------------------------------------------------------------------------------- A-Steel | Distil Ability | ------------------------------------------------------------------------------- Astral Sword | One MP Cost | ------------------------------------------------------------------------------- Avenger | Counter-Attack | ------------------------------------------------------------------------------- Balmung | Overdrive > AP, Triple Overdrive | ------------------------------------------------------------------------------- Baroque Sword | Weapon with 2-3 empty slots when it | | has 2-4 slots | ------------------------------------------------------------------------------- Basilisk Steel | Stonetouch | ------------------------------------------------------------------------------- Brotherhood | Sensor, Strength+5%, Strength+10%, | | Waterstrike | ------------------------------------------------------------------------------- Caladbolg | Celestial Weapon - N/A | ------------------------------------------------------------------------------- Crystal Sword | Firestrike, Icestrike,Lightningstrike| | Waterstrike | ------------------------------------------------------------------------------- Dance Macabre | Deathstrike | ------------------------------------------------------------------------------- Deathbringer | Deathtouch | ------------------------------------------------------------------------------- Double-Edge | Firestrike, Icestrike | ------------------------------------------------------------------------------- Durandal | Triple AP | ------------------------------------------------------------------------------- Enchanted Sword | Magic+3% | ------------------------------------------------------------------------------- Excalibur | Break Damage Limit | ------------------------------------------------------------------------------- Fencing Saber | Strength+5% | ------------------------------------------------------------------------------- Flametongue | Firestrike | ------------------------------------------------------------------------------- Force Saber | Magic+20%, Strength+20% | ------------------------------------------------------------------------------- Gilventure | Gillionaire | ------------------------------------------------------------------------------- Gravestone | Stonestrike | ------------------------------------------------------------------------------- Heartbreaker | Triple Overdrive | ------------------------------------------------------------------------------- Helter-Skelter | Darkstrike, Poisonstrike, Slowstrike | ------------------------------------------------------------------------------- Hrunting | SOS Overdrive | ------------------------------------------------------------------------------- Hunter's Sword | Sensor | ------------------------------------------------------------------------------- Ice Brand | Icestrike | ------------------------------------------------------------------------------- Knight Sword | Strength+5%, Strength+3%, | | Strength+10% | ------------------------------------------------------------------------------- Largamente | Slowstrike | ------------------------------------------------------------------------------- Lifesaver | Alchemy | ------------------------------------------------------------------------------- Lightning Steel | Lightningstrike | ------------------------------------------------------------------------------- Lionheart | Double Overdrive | ------------------------------------------------------------------------------- Liquid Steel | Waterstrike | ------------------------------------------------------------------------------- Longsword | Original weapon you get | ------------------------------------------------------------------------------- Lullaby Steel | Sleeptouch | ------------------------------------------------------------------------------- Mage Masher | Silencestrike | ------------------------------------------------------------------------------- Master Sword | Strength+5%,Strength+3%, Strength+20%| | Strength+10% | ------------------------------------------------------------------------------- Mirage Sword | Magic Booster | ------------------------------------------------------------------------------- M-Steel | Distil Mana | ------------------------------------------------------------------------------- Muted Steel | Silencetouch | ------------------------------------------------------------------------------- Nightbringer | Darkstrike | ------------------------------------------------------------------------------- Nightmare | Sleepstrike | ------------------------------------------------------------------------------- Poison Steel | Poisontouch | ------------------------------------------------------------------------------- Prism Steel | Magic Counter | ------------------------------------------------------------------------------- P-Steel | Distil Power | ------------------------------------------------------------------------------- Ragnarok | Overdrive > AP, Triple AP | | Triple Overdrive | ------------------------------------------------------------------------------- Razzmatazz | Silencetouch, Slowtouch | ------------------------------------------------------------------------------- Rune Steel | Magic+5% | ------------------------------------------------------------------------------- Rune Master | Magic+5%, Magic+20%, Magic+3%, | | Magic+10% | ------------------------------------------------------------------------------- Save the Queen | Double AP, Double Overdrive | ------------------------------------------------------------------------------- Sidewinder | Poisonstrike | ------------------------------------------------------------------------------- Slasher | Piercing | ------------------------------------------------------------------------------- Soldier's Saber | Strength+20% | ------------------------------------------------------------------------------- Sonic Steel | Firststrike | ------------------------------------------------------------------------------- Sorcery Sword | Magic+10% | ------------------------------------------------------------------------------- S-Steel | Distil Speed | ------------------------------------------------------------------------------- Stunning Steel | Slowtouch | ------------------------------------------------------------------------------- Taming Sword | Capture | ------------------------------------------------------------------------------- Tri-Steel | Icestrike, Lightningstrike, | | Waterstrike | ------------------------------------------------------------------------------- Twilight Steel | Darktouch | ------------------------------------------------------------------------------- Variable Steel | 4 empty slots on 4 slot weapon | ------------------------------------------------------------------------------- Vendetta | Counter-Attack, Magic Counter | ------------------------------------------------------------------------------- Vigilante | Initiative | ------------------------------------------------------------------------------- Warlock | Magic Booster, Magic+3%, Magic+5%, | | Magic+20% | ------------------------------------------------------------------------------- Warrior's Sword | Strength+3% | ------------------------------------------------------------------------------- Wizard Sword | Magic+10%, Magic+3%, Magic+5% | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yuna's Weapons -> Staves =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Abraxas | Break Damage Limit | ------------------------------------------------------------------------------- Arc Arcana | Firestrike, Icestrike, | | Lightningstrike, Waterstrike | ------------------------------------------------------------------------------- A-Staff | Distil Ability | ------------------------------------------------------------------------------- Astral Rod | One MP Cost | ------------------------------------------------------------------------------- Beladonna Wand | Poisontouch | ------------------------------------------------------------------------------- Bizarre Staff | Poisonstrike | ------------------------------------------------------------------------------- Break Rod | Stonetouch | ------------------------------------------------------------------------------- Calcite Staff | Stonestrike | ------------------------------------------------------------------------------- Chaos Rod | Darkstrike, Poisonstrike, Slowstrike | | Silencestrike | ------------------------------------------------------------------------------- Conductor | Initiative | ------------------------------------------------------------------------------- Darkness Staff | Darkstrike | ------------------------------------------------------------------------------- Death Wand | Deathtouch | ------------------------------------------------------------------------------- Defender | Counter-Attack | ------------------------------------------------------------------------------- Dual Rod | Firestrike, Icestrike | ------------------------------------------------------------------------------- Ductile Rod | Weapon with 2-3 empty slots when it | | has 2-4 slots | ------------------------------------------------------------------------------- El Dorado | Gillionaire | ------------------------------------------------------------------------------- Enchanted Rod | Magic+3% | ------------------------------------------------------------------------------- Faerie Staff | Magic+3%, Magic+5%, Magic+10%, | | Magic Booster | ------------------------------------------------------------------------------- Force Rod | Magic+20%, Strength+20% | ------------------------------------------------------------------------------- Full Metal Rod | Strength+20% | ------------------------------------------------------------------------------- Healing Rod | Alchemy | ------------------------------------------------------------------------------- Heavenly Axis | Overdrive > AP, Triple AP, | | Triple Overdrive | ------------------------------------------------------------------------------- Herding Staff | Capture | ------------------------------------------------------------------------------- Impasse | Slowstrike | ------------------------------------------------------------------------------- Judgement | Overdrive > AP, Triple Overdrive | ------------------------------------------------------------------------------- Laevatein | SOS Overdrive | ------------------------------------------------------------------------------- Lullaby Rod | Sleeptouch | ------------------------------------------------------------------------------- Mage's Staff | Magic+20%, Magic+10%, Magic+5% | ------------------------------------------------------------------------------- Magistral Rod | Half MP Cost | ------------------------------------------------------------------------------- Malleable Staff | 4 empty slots on 4 slot weapon | ------------------------------------------------------------------------------- Mirage Rod | Magic Booster | ------------------------------------------------------------------------------- Monk Staff | Strength+10%, Strength+20%, | | Strength+5% | ------------------------------------------------------------------------------- M-Staff | Distil Mana | ------------------------------------------------------------------------------- Nemesis Rod | Evade & Counter, Magic Counter | ------------------------------------------------------------------------------- Nimbus Rod | Double Overdrive | ------------------------------------------------------------------------------- Nirvana | Celestial Weapon - N/A | ------------------------------------------------------------------------------- Ominous Rod | Darktouch, Deathtouch | ------------------------------------------------------------------------------- Power Staff | Strength+5%,Strength+3%,Strength+10%,| | Strength+20% | ------------------------------------------------------------------------------- Prism Rod | Magic Counter | ------------------------------------------------------------------------------- P-Staff | Distil Power | ------------------------------------------------------------------------------- Punisher | Deathstrike | ------------------------------------------------------------------------------- Reticent Staff | Silencestrike | ------------------------------------------------------------------------------- Rod of Beating | Strength+3% | ------------------------------------------------------------------------------- Rod of Darkness | Darktouch | ------------------------------------------------------------------------------- Rod of Fire | Firestrike | ------------------------------------------------------------------------------- Rod of Ice | Icestrike | ------------------------------------------------------------------------------- Rod of Lightning | Lightningstrike | ------------------------------------------------------------------------------- Rod of Roses | Triple Overdrive | ------------------------------------------------------------------------------- Rod of Silence | Silencetouch | ------------------------------------------------------------------------------- Rod of Striking | Strength+5% | ------------------------------------------------------------------------------- Rod of Water | Waterstrike | ------------------------------------------------------------------------------- Rod of Wisdom | Sensor | ------------------------------------------------------------------------------- Rune Rod | Magic+5% | ------------------------------------------------------------------------------- Seraphim Rod | Double Overdrive, Double AP | ------------------------------------------------------------------------------- Shining Staff | Magic+20%, Magic+10%, Magic+3%, | | Magic+5% | ------------------------------------------------------------------------------- Sorcery Rod | Magic+20% | ------------------------------------------------------------------------------- Spiked Rod | Piercing | ------------------------------------------------------------------------------- S-Staff | Distil Speed | ------------------------------------------------------------------------------- Staff | Original weapon you get | ------------------------------------------------------------------------------- Staff of Thorns | Sleepstrike | ------------------------------------------------------------------------------- Tri-Rod | Firestrike, Icestrike, Waterstrike | ------------------------------------------------------------------------------- Wicked Wand | Zombiestrike, Silencestrike, | | Deathstrike | ------------------------------------------------------------------------------- Wind Rod | First Strike | ------------------------------------------------------------------------------- Wing Wand | Double AP | ------------------------------------------------------------------------------- Wonder Wand | Overdrive > AP | ------------------------------------------------------------------------------- Wonder Wing | Triple AP | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Auron's Weapons -> Blades =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- A-Blade | Distil Ability | ------------------------------------------------------------------------------- Alkaid | Overdrive > AP, Triple Overdrive | ------------------------------------------------------------------------------- Ashura | Evade & Counter, Magic Counter | ------------------------------------------------------------------------------- Assassin Blade | Deathstrike | ------------------------------------------------------------------------------- Basara Blade | Magic+20%, Strength+20% | ------------------------------------------------------------------------------- Beastmaster | Capture | ------------------------------------------------------------------------------- Blade | Original weapon you get | ------------------------------------------------------------------------------- Blockade | Slowstrike | ------------------------------------------------------------------------------- Blurry Moon | Darktouch | ------------------------------------------------------------------------------- Chaos Blade | Deathtouch, Stonetouch | ------------------------------------------------------------------------------- Conqueror | Firestrike,Icestrike,Lightningstrike,| | Waterstrike | ------------------------------------------------------------------------------- Corruptor | Deathstrike, Slowstrike, Stonestrike | ------------------------------------------------------------------------------- Critical Blade | Deathtouch | ------------------------------------------------------------------------------- Dark Blade | Darkstrike | ------------------------------------------------------------------------------- Divider | Double AP | ------------------------------------------------------------------------------- Djinn Blade | Magic+10%, Magic+20%, Magic+5% | ------------------------------------------------------------------------------- Dozing Blade | Sleepstrike | ------------------------------------------------------------------------------- Dragonkiller | Double Overdrive | ------------------------------------------------------------------------------- Dual Blade | Icestrike, Firestrike | ------------------------------------------------------------------------------- Fire Blade | Firestrike | ------------------------------------------------------------------------------- Frost Blade | Icestrike | ------------------------------------------------------------------------------- Genji Blade | Triple Overdrive | ------------------------------------------------------------------------------- Gilmonger | Gillionaire | ------------------------------------------------------------------------------- Gorgon Gaze | Stonetouch | ------------------------------------------------------------------------------- Heaven's Cloud | Break Damage Limit | ------------------------------------------------------------------------------- Hunter's Blade | Sensor | ------------------------------------------------------------------------------- Ichimonji | Firestrike, Icestrike, Waterstrike | ------------------------------------------------------------------------------- Inducer | Half MP Cost | ------------------------------------------------------------------------------- Katana | Piercing | ------------------------------------------------------------------------------- Knight Blade | Strength+3% | ------------------------------------------------------------------------------- Kotetsu | Evade & Counter | ------------------------------------------------------------------------------- Lifegiver | Alchemy | ------------------------------------------------------------------------------- Magic Blade | Magic+3% | ------------------------------------------------------------------------------- Masamune | Celestial Weapon - N/A | ------------------------------------------------------------------------------- Master Djinn | Magic+5%, Magic+20%, Magic+10%, | | Magic+3% | ------------------------------------------------------------------------------- Master Ogre | Strength+5%, Strength+20%, | | Strength+10%, Strength+3% | ------------------------------------------------------------------------------- Matoya's Blade | Magic+3%, Magic+5%, Magic+10%, | | Magic Booster | ------------------------------------------------------------------------------- M-Blade | Distil Mana | ------------------------------------------------------------------------------- Mirage Blade | Magic Booster | ------------------------------------------------------------------------------- Muramasa | Overdrive > AP, Triple AP, | | Triple Overdrive | ------------------------------------------------------------------------------- Murasame | One MP Cost | ------------------------------------------------------------------------------- Nodachi | Strength+20% | ------------------------------------------------------------------------------- Ogre Blade | Magic+20%, Magic+5%, Magic+10% | ------------------------------------------------------------------------------- Ogrekiller | SOS Overdrive | ------------------------------------------------------------------------------- Painkiller | Triple AP | ------------------------------------------------------------------------------- P-Blade | Distil Power | ------------------------------------------------------------------------------- Peaceful Slumber | Sleeptouch | ------------------------------------------------------------------------------- Prism Blade | Magic Counter | ------------------------------------------------------------------------------- Riot Blade | Darkstrike, Poisonstrike, Slowstrike,| | Silencestrike | ------------------------------------------------------------------------------- Rune Blade | Magic+5% | ------------------------------------------------------------------------------- S-Blade | Distil Speed | ------------------------------------------------------------------------------- Sentry | Initiative | ------------------------------------------------------------------------------- Shimmering Blade | 2-3 empty slots | ------------------------------------------------------------------------------- Shiranui | 4 empty slots on 4 slot weapon | ------------------------------------------------------------------------------- Sonic Blade | First Strike | ------------------------------------------------------------------------------- Soundless Scream | Silencetouch | ------------------------------------------------------------------------------- Spider's Kiss | Poisontouch | ------------------------------------------------------------------------------- Spiritual Blade | Magic+20% | ------------------------------------------------------------------------------- Stillblade | Stonestrike | ------------------------------------------------------------------------------- Stunner | Slowtouch | ------------------------------------------------------------------------------- Tacit Blade | Silencestrike | ------------------------------------------------------------------------------- The Nameless | Overdrive > AP | ------------------------------------------------------------------------------- Thunder Blade | Lightningstrike | ------------------------------------------------------------------------------- Venomous Blade | Poisonstrike | ------------------------------------------------------------------------------- Warblade | Strength+5% | ------------------------------------------------------------------------------- Water Blade | Waterstrike | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Wakka's Weapons -> Blitzballs =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- A-Ball | Distil Ability | ------------------------------------------------------------------------------- Ace Striker | Strength+20%, Strength+10%, | | Strength+5%, Strength+3% | ------------------------------------------------------------------------------- Ace Wizard | Magic+20%, Magic+10%, Magic+10%, | | Magic+5% | ------------------------------------------------------------------------------- All-Rounder | 4 empty slots on 4 slot weapon | ------------------------------------------------------------------------------- Blackout | Darkstrike | ------------------------------------------------------------------------------- Blind Pass | Darktouch | ------------------------------------------------------------------------------- Blowout | Overdrive > AP, Triple Overdrive, | | Triple AP | ------------------------------------------------------------------------------- Breakaway | First Strike | ------------------------------------------------------------------------------- Buzzerbeater | SOS Overdrive | ------------------------------------------------------------------------------- Catcher | Capture | ------------------------------------------------------------------------------- Center Forward | Piercing | ------------------------------------------------------------------------------- Comeback | Alchemy | ------------------------------------------------------------------------------- Delay of Game | Slowtouch | ------------------------------------------------------------------------------- Double Header | Icestrike, Firestrike | ------------------------------------------------------------------------------- Double Penalty | Stonetouch, Deathtouch | ------------------------------------------------------------------------------- Double Score | Double AP | ------------------------------------------------------------------------------- Dream Team | Sleeptouch | ------------------------------------------------------------------------------- Fire Ball | Firestrike | ------------------------------------------------------------------------------- First Goal | Initiative | ------------------------------------------------------------------------------- Four-on-One | Icestrike,Lightningstrike,Firestrike,| | Waterstrike | ------------------------------------------------------------------------------- Free Agent | Gillionaire | ------------------------------------------------------------------------------- Grand Slam | Break Damage Limit | ------------------------------------------------------------------------------- Halftime | Half MP Cost | ------------------------------------------------------------------------------- Hyper Ball | Strength+5% | ------------------------------------------------------------------------------- Ice Ball | Icestrike | ------------------------------------------------------------------------------- Magic Ball | Magic+3% | ------------------------------------------------------------------------------- M-Ball | Distil Mana | ------------------------------------------------------------------------------- Mirage Ball | Magic Counter | ------------------------------------------------------------------------------- Muffler | Silencestrike | ------------------------------------------------------------------------------- Noisebreaker | Silencetouch | ------------------------------------------------------------------------------- Official Ball | Original weapon you get | ------------------------------------------------------------------------------- Ovation | Magic+20%, Strength+20% | ------------------------------------------------------------------------------- Over the Top | Magic+10%, Magic Booster, Magic+20%, | | Magic+5% | ------------------------------------------------------------------------------- Overtime | One MP Cost | ------------------------------------------------------------------------------- P-Ball | Distil Power | ------------------------------------------------------------------------------- Penalty Master | Darkstrike, Poisonstrike, Slowstrike,| | Silencestrike | ------------------------------------------------------------------------------- Power Ball | Strength+3% | ------------------------------------------------------------------------------- Power Play | Strength+10%, Strength+20%, | | Strength+5% | ------------------------------------------------------------------------------- Prism Ball | Magic Counter | ------------------------------------------------------------------------------- Rematch | Counter-Attack | ------------------------------------------------------------------------------- Rookie Star | Overdrive > AP | ------------------------------------------------------------------------------- Rough Play | Deathtouch | ------------------------------------------------------------------------------- Rout | Overdrive > AP, Triple Overdrive | ------------------------------------------------------------------------------- Rule Breaker | Poisontouch | ------------------------------------------------------------------------------- Rune Ball | Magic+5% | ------------------------------------------------------------------------------- S-Ball | Distil Speed | ------------------------------------------------------------------------------- Scoring Spree | Double Overdrive | ------------------------------------------------------------------------------- Scout | Sensor | ------------------------------------------------------------------------------- Sleeper | Sleepstrike | ------------------------------------------------------------------------------- Stone Cold | Stonestrike | ------------------------------------------------------------------------------- Striker | Strength+20% | ------------------------------------------------------------------------------- Sudden Death | Deathstrike | ------------------------------------------------------------------------------- Switch Hitter | 2-3 empty slots in weapon with 2-4 | | slots | ------------------------------------------------------------------------------- T.K.O | Stonetouch | ------------------------------------------------------------------------------- Thunder Ball | Lightningstrike | ------------------------------------------------------------------------------- Tie Breaker | Double Overdrive, Double AP | ------------------------------------------------------------------------------- Timeout | Slowstrike | ------------------------------------------------------------------------------- Trickster | Magic+20% | ------------------------------------------------------------------------------- Tricolor | Icestrike, Firestrike, Waterstrike | ------------------------------------------------------------------------------- Triple Penalty | Darkstrike, Deathstrike, Slowstrike | ------------------------------------------------------------------------------- Triple Score | Triple AP | ------------------------------------------------------------------------------- Turnover | Evade & Counter, Magic Counter | ------------------------------------------------------------------------------- Violation | Poisonstrike | ------------------------------------------------------------------------------- Virtuoso | Magic+5%, Magic+10%, Magic+20% | ------------------------------------------------------------------------------- Water Ball | Waterstrike | ------------------------------------------------------------------------------- Winning Streak | Triple Overdrive | ------------------------------------------------------------------------------- World Champion | Celestial Weapon - N/A | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rikku's Weapons -> Claws =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- A-Claw | Distil Ability | ------------------------------------------------------------------------------- Barbed Knuckles | Piercing | ------------------------------------------------------------------------------- Battle Freak | SOS Overdrive | ------------------------------------------------------------------------------- Break Knuckles | Stonetouch | ------------------------------------------------------------------------------- Brunhilde | Magic+3%, Magic+10%, Magic+5%, | | Magic+20% | ------------------------------------------------------------------------------- Buster Claw | Strength+5% | ------------------------------------------------------------------------------- Buster Glove | Strength+3% | ------------------------------------------------------------------------------- Buster Knuckles | Strength+20% | ------------------------------------------------------------------------------- Claw | Original weapon you get | ------------------------------------------------------------------------------- Clock Hand | Slowtouch | ------------------------------------------------------------------------------- Clockwork | Slowstrike | ------------------------------------------------------------------------------- Colossus | Stonestrike | ------------------------------------------------------------------------------- Daydreamer | Sleeptouch | ------------------------------------------------------------------------------- Deus Ex Machina | Firestrike, Lightningstrike, | | Waterstrike, Icestrike | ------------------------------------------------------------------------------- Devastator | 2-3 empty slots on weapon with 2-4 | | slots | ------------------------------------------------------------------------------- Dual Claw | Icestrike, Firestrike | ------------------------------------------------------------------------------- Executioner | Deathstrike | ------------------------------------------------------------------------------- Eye Poker | Darktouch | ------------------------------------------------------------------------------- Flexible Arm | 4 empty slots on 4 slot weapon | ------------------------------------------------------------------------------- Force Knuckles | Magic+20%, Strength+20% | ------------------------------------------------------------------------------- Godhand | Celestial Weapon - N/A | ------------------------------------------------------------------------------- Golden Arm | Triple AP | ------------------------------------------------------------------------------- Golden Hand | Double AP | ------------------------------------------------------------------------------- Hawkeye | Sensor | ------------------------------------------------------------------------------- Hot Knuckles | Firestrike | ------------------------------------------------------------------------------- Hurricane Claw | Sleeptouch, Darktouch | ------------------------------------------------------------------------------- Ice Claw | Icestrike | ------------------------------------------------------------------------------- Infinity | One MP Cost | ------------------------------------------------------------------------------- Iron Claw | Strength+10%, Strength+20%, | | Strength+5% | ------------------------------------------------------------------------------- Iron Grip | Capture | ------------------------------------------------------------------------------- Ironside | Overdrive > AP | ------------------------------------------------------------------------------- Jammer | Darkstrike | ------------------------------------------------------------------------------- Kaiser Knuckles | Break Damage Limit | ------------------------------------------------------------------------------- Lights Out | Sleepstrike | ------------------------------------------------------------------------------- Mage Husher | Silencestrike | ------------------------------------------------------------------------------- Magic Claw | Magic+5% | ------------------------------------------------------------------------------- Magic Glove | Magic+3% | ------------------------------------------------------------------------------- Magic Knuckles | Magic+20% | ------------------------------------------------------------------------------- Magical Rave | Half MP Cost | ------------------------------------------------------------------------------- Manticore Claw | Poisonstrike | ------------------------------------------------------------------------------- M-Claw | Distil Mana | ------------------------------------------------------------------------------- Mirage Claw | Magic Booster | ------------------------------------------------------------------------------- Ninja Claw | Deathtouch | ------------------------------------------------------------------------------- Overload | Triple Overdrive | ------------------------------------------------------------------------------- Override | Double Overdrive | ------------------------------------------------------------------------------- P-Claw | Distil Power | ------------------------------------------------------------------------------- Poison Claw | Poisontouch | ------------------------------------------------------------------------------- Prism Claw | Magic Counter | ------------------------------------------------------------------------------- Rising Sun | Icestrike, Waterstrike, Firestrike | ------------------------------------------------------------------------------- S-Claw | Distil Speed | ------------------------------------------------------------------------------- Shocking Fist | Lightningstrike | ------------------------------------------------------------------------------- Sonar | Initiative | ------------------------------------------------------------------------------- Spartan | Strength+3%,Strength+5%,Strength+10%,| | Strength+20% | ------------------------------------------------------------------------------- Stickyfingers | Gillionaire | ------------------------------------------------------------------------------- Survivor | Alchemy | ------------------------------------------------------------------------------- Tempest Claw | Darkstrike, Poisonstrike, Slowstrike,| | Silencestrike | ------------------------------------------------------------------------------- The Ogre | Magic+20%, Magic+10%, Magic+5% | ------------------------------------------------------------------------------- Tidal Knuckles | Waterstrike | ------------------------------------------------------------------------------- Tit-for-Tat | Counter-Attack | ------------------------------------------------------------------------------- Tongue Holder | Silencetouch | ------------------------------------------------------------------------------- Typhoon Claw | Poisonstrike, Silencestrike, | | Slowstrike | ------------------------------------------------------------------------------- Unlimited | Overdrive > AP, Triple Overdrive | ------------------------------------------------------------------------------- Untouchable | Evade & Counter, Magic Counter | ------------------------------------------------------------------------------- Valkyrie | Magic+10%, Magic Booster, Magic+20%, | | Magic+5% | ------------------------------------------------------------------------------- Vanguard | First Strike | ------------------------------------------------------------------------------- Victorix | Overdrive > AP, Triple AP, | | Triple Overdrive | ------------------------------------------------------------------------------- Warmonger | Double AP, Double Overdrive | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Kimahri's Weapons -> Lances =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- A-Lance | Distil Ability | ------------------------------------------------------------------------------- Astral Spear | One MP Cost | ------------------------------------------------------------------------------- Berserker | Double Overdrive | ------------------------------------------------------------------------------- Break Lance | Stonetouch | ------------------------------------------------------------------------------- Calamity Spear | Stonetouch, Deathtouch | ------------------------------------------------------------------------------- Chaos Blade | Darkstrike, Poisonstrike, Slowstrike,| | Silencestrike | ------------------------------------------------------------------------------- Chariot | Double AP | ------------------------------------------------------------------------------- Darkbringer | Darkstrike | ------------------------------------------------------------------------------- Detector | Initiative | ------------------------------------------------------------------------------- Dragoon Lance | Evade & Counter, Magic Counter | ------------------------------------------------------------------------------- Dream Lance | Sleeptouch | ------------------------------------------------------------------------------- Dusk Lance | Darktouch | ------------------------------------------------------------------------------- Eldritch Lance | Magic+10%, Magic Booster, Magic+20%, | | Magic+5% | ------------------------------------------------------------------------------- Enchanted Lance | Magic+3% | ------------------------------------------------------------------------------- Force Lance | Magic+20%, Strength+20% | ------------------------------------------------------------------------------- Full Metal Spear | Strength+20% | ------------------------------------------------------------------------------- Gae Balg | Triple Overdrive, Overdrive > AP | ------------------------------------------------------------------------------- Giant Spear | Strength+3%,Strength+5%,Strength+10%,| | Strength+20% | ------------------------------------------------------------------------------- Gungnir | Break Damage Limit | ------------------------------------------------------------------------------- Halberd | 2-3 empty slots on weapon with 2-4 | | slots | ------------------------------------------------------------------------------- Harpoon | Piercing | ------------------------------------------------------------------------------- Healer Spear | Alchemy | ------------------------------------------------------------------------------- Heat Lance | Firestrike | ------------------------------------------------------------------------------- Heavy Spear | Strength+3% | ------------------------------------------------------------------------------- Highwind | Triple Overdrive | ------------------------------------------------------------------------------- Horn of the Ronso | Triple AP | ------------------------------------------------------------------------------- Hunter's Spear | Sensor | ------------------------------------------------------------------------------- Hypno's Spear | Sleepstrike | ------------------------------------------------------------------------------- Ice Lance | Icestrike | ------------------------------------------------------------------------------- Kain's Lance | SOS Overdrive | ------------------------------------------------------------------------------- Knight Lance | Strength10%, Strength+5%, | | Strength+20% | ------------------------------------------------------------------------------- Luin | Overdrive > AP, Triple AP, | | Triple Overdrive | ------------------------------------------------------------------------------- Mage Hunter | Silencestrike | ------------------------------------------------------------------------------- Magic Lance | Magic+20% | ------------------------------------------------------------------------------- M-Lance | Distil Mana | ------------------------------------------------------------------------------- Matador Spear | Deathtouch | ------------------------------------------------------------------------------- Mirage Lance | Magic Booster | ------------------------------------------------------------------------------- Net Spear | Slowstrike | ------------------------------------------------------------------------------- P-Lance | Distil Power | ------------------------------------------------------------------------------- Prism Spear | Magic Counter | ------------------------------------------------------------------------------- Prospector | Gillionaire | ------------------------------------------------------------------------------- Quadforce | Lightningstrike, Waterstrike, | | Icestrike, Firestrike | ------------------------------------------------------------------------------- Rebel Lance | Evade & Counter | ------------------------------------------------------------------------------- Rock Buster | Stonestrike | ------------------------------------------------------------------------------- Rune Lance | Magic+5% | ------------------------------------------------------------------------------- Shamanic Spear | Half MP Cost | ------------------------------------------------------------------------------- Shapeshifter | 4 empty slots on 4 slot weapon | ------------------------------------------------------------------------------- Silent Spear | Silencetouch | ------------------------------------------------------------------------------- S-Lance | Distil Speed | ------------------------------------------------------------------------------- Snakehead | Poisontouch | ------------------------------------------------------------------------------- Sonic Lance | First Strike | ------------------------------------------------------------------------------- Spear | Original weapon you get | ------------------------------------------------------------------------------- Spirit Lance | Celestial Weapon - N/A | ------------------------------------------------------------------------------- Striking Spear | Strength+5% | ------------------------------------------------------------------------------- Taming Spear | Capture | ------------------------------------------------------------------------------- Thanatos Lance | Deathstrike | ------------------------------------------------------------------------------- Thunder Spear | Lightningstrike | ------------------------------------------------------------------------------- Tidal Spear | Waterstrike | ------------------------------------------------------------------------------- Titan Lance | Magic+3%, Magic+10%, Magic+5%, | | Magic+20% | ------------------------------------------------------------------------------- Transmuter | Overdrive > AP | ------------------------------------------------------------------------------- Trident | Icestrike, Waterstrike, Firestrike | ------------------------------------------------------------------------------- Twin Lance | Icestrike, Firestrike | ------------------------------------------------------------------------------- Web Lance | Slowtouch | ------------------------------------------------------------------------------- Venom Spike | Poisonstrike | ------------------------------------------------------------------------------- Venus Gospel | Double AP, Double Overdrive | ------------------------------------------------------------------------------- Vicious Lance | Darkstrike, Zombiestrike, Deathstrike| ------------------------------------------------------------------------------- Wizard Lance | Magic+5%, Magic+20%, Magic+10% | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Lulu's Weapons -> Dolls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Abaddon Cait Sith | Poisonstrike, Silencestrike, | | Slowstrike | ------------------------------------------------------------------------------- A-Mog | Distil Ability | ------------------------------------------------------------------------------- Attack Mog | Strength+3% | ------------------------------------------------------------------------------- Blinding Cait Sith | Darktouch | ------------------------------------------------------------------------------- Booster Cactuar | Magic Booster | ------------------------------------------------------------------------------- Buster Mog | Strength+5% | ------------------------------------------------------------------------------- Cactuar Scope | Sensor | ------------------------------------------------------------------------------- Cactuar Spy | Initiative | ------------------------------------------------------------------------------- Cactuar Wizard | Half MP Cost | ------------------------------------------------------------------------------- Chaotic Cait Sith | Darkstrike, Poisonstrike, Slowstrike,| | Silencestrike | ------------------------------------------------------------------------------- Chronos Cait Sith | Slowstrike | ------------------------------------------------------------------------------- Comet Cactuar | Triple AP | ------------------------------------------------------------------------------- Dark Cait Sith | Darkstrike | ------------------------------------------------------------------------------- Dreamy Cait Sith | Sleepstrike | ------------------------------------------------------------------------------- Fatal Cait Sith | Deathtouch | ------------------------------------------------------------------------------- Fire Moomba | Firestrike | ------------------------------------------------------------------------------- Fossil Cait Sith | Stonetouch | ------------------------------------------------------------------------------- Ice Moomba | Icestrike | ------------------------------------------------------------------------------- Late Cait Sith | Slowtouch | ------------------------------------------------------------------------------- Lord Cactuar | Overdrive > AP | ------------------------------------------------------------------------------- Magical Cactuar | One MP Cost | ------------------------------------------------------------------------------- Magical Mog | Magic+3% | ------------------------------------------------------------------------------- Magician Mog | Magic+5%, Magic+20%, Magic+10% | ------------------------------------------------------------------------------- Mana Mog | Magic+10%, Magic Booster, Magic+20%, | | Magic+5% | ------------------------------------------------------------------------------- Medical Mog | Alchemy | ------------------------------------------------------------------------------- M-Mog | Distil Mana | ------------------------------------------------------------------------------- Moogle | Original weapon you get | ------------------------------------------------------------------------------- Moomba Duo | Icestrike, Firestrike | ------------------------------------------------------------------------------- Moomba Force | Strength+20%, Magic+20% | ------------------------------------------------------------------------------- Moomba Mage | Magic+20% | ------------------------------------------------------------------------------- Moomba Quartet | Waterstrike, Lightningstrike, | | Firestrike, Icestrike | ------------------------------------------------------------------------------- Moomba Trio | Icestrike, Waterstrike, Firestrike | ------------------------------------------------------------------------------- Moomba Warrior | Strength+20% | ------------------------------------------------------------------------------- Morphing Mog | 4 empty slots on 4 slot weapon | ------------------------------------------------------------------------------- Mute Cait Sith | Silencestrike | ------------------------------------------------------------------------------- Noxious Cait Sith | Poisontouch | ------------------------------------------------------------------------------- Ominous Cait Sith | Deathtouch, Silencetouch | ------------------------------------------------------------------------------- Onion Knight | Celestial Weapon - N/A | ------------------------------------------------------------------------------- P-Mog | Distil Power | ------------------------------------------------------------------------------- Power Mog | Strength+20%, Strength+5%, | | Strength+10% | ------------------------------------------------------------------------------- Prism Cactuar | Magic Counter | ------------------------------------------------------------------------------- Quiet Cait Sith | Silencetouch | ------------------------------------------------------------------------------- Raging Cactuar | Counter-Attack | ------------------------------------------------------------------------------- Rune Mog | Magic+5% | ------------------------------------------------------------------------------- Sleepy Cait Sith | Sleeptouch | ------------------------------------------------------------------------------- S-Mog | Distil Speed | ------------------------------------------------------------------------------- Soul of Mog | Break Damage Limit | ------------------------------------------------------------------------------- Space Bandit | Gillionaire | ------------------------------------------------------------------------------- Space Energy | Double Overdrive | ------------------------------------------------------------------------------- Space Force | Triple Overdrive | ------------------------------------------------------------------------------- Space King | Double Overdrive, Double AP | ------------------------------------------------------------------------------- Space Mage | Magic+3%, Magic+10%, Magic+5%, | | Magic+20% | ------------------------------------------------------------------------------- Space Master | Overdrive > AP, Triple Overdrive | ------------------------------------------------------------------------------- Space Power | SOS Overdrive | ------------------------------------------------------------------------------- Space Soul | Overdrive > AP, Triple Overdrive, | | Triple AP | ------------------------------------------------------------------------------- Space Warrior | Strength+3%,Strength+5%,Strength+10%,| | Strength+20% | ------------------------------------------------------------------------------- Star Cactuar | Double AP | ------------------------------------------------------------------------------- Stinger Mog | Piercing | ------------------------------------------------------------------------------- Stone Cait Sith | Stonestrike | ------------------------------------------------------------------------------- Swift Cactuar | First Strike | ------------------------------------------------------------------------------- Thunder Moomba | Lightningstrike | ------------------------------------------------------------------------------- Toxic Cait Sith | Poisonstrike | ------------------------------------------------------------------------------- Trapper Mog | Capture | ------------------------------------------------------------------------------- Variable Mog | 2-3 empty slots on weapon with 2-4 | | slots | ------------------------------------------------------------------------------- Vengeful Cactuar | Counter-Attack, Magic Counter | ------------------------------------------------------------------------------- Water Moomba | Waterstrike | ------------------------------------------------------------------------------- Wicked Cait Sith | Deathstrike | ------------------------------------------------------------------------------- =============================================================================== <-----------------------------------------------------------------------------> 13.0. ARMOR LISTING #SM3A <-----------------------------------------------------------------------------> =============================================================================== Note: Per character, all armors are alphabetically ordered. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tidus' Armor -> Shields =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- ARMOR'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Adept's Shield | MP+30%, MP+20%, HP+20%, HP+30% | ------------------------------------------------------------------------------- Aegis Shield | Lightningproof, Fireproof, Iceproof, | | Waterproof | ------------------------------------------------------------------------------- Alert Shield | Sleepproof | ------------------------------------------------------------------------------- Assault Shield | Auto-Protect, Auto-Regen, Auto-Shell | ------------------------------------------------------------------------------- Barrier Shield | Iceproof, Waterproof, Fireproof | ------------------------------------------------------------------------------- Blessed Shield | Zombieproof | ------------------------------------------------------------------------------- Blue Shield | Waterproof | ------------------------------------------------------------------------------- Bright Shield | Darkproof | ------------------------------------------------------------------------------- Buckler | Original armor you get | ------------------------------------------------------------------------------- Cerulean Shield | Water Eater | ------------------------------------------------------------------------------- Collector's Shield | Master Thief | ------------------------------------------------------------------------------- Crimson Shield | Fire Eater | ------------------------------------------------------------------------------- Crystal Shield | Lightning Eater, Fire Eater, Water | | Eater, Ice Eater | ------------------------------------------------------------------------------- Curative Shield | Auto-Med | ------------------------------------------------------------------------------- Defending Shield | Deathproof, Darkproof | ------------------------------------------------------------------------------- Diamond Shield | Defense+10%, Defense+5%, Defense+20%, | | Defense+3% | ------------------------------------------------------------------------------- Dynasty Shield | HP+10%, HP+5%, HP+30%, HP+20% | ------------------------------------------------------------------------------- Echo Shield | Silenceproof | ------------------------------------------------------------------------------- Elemental Shield | Iceproof, Fireproof | ------------------------------------------------------------------------------- Emblem | Break MP Limit | ------------------------------------------------------------------------------- Emerald Shield | Magic Defense+20%, Magic Defense+10% | ------------------------------------------------------------------------------- Endless Road | Break HP Limit, Break MP Limit | ------------------------------------------------------------------------------- Faerie Shield | Darkproof, Deathproof, Sleepproof | ------------------------------------------------------------------------------- Genji Shield | Break HP Limit | ------------------------------------------------------------------------------- Glorious Shield | 3 empty slots on armor with 3 slots | ------------------------------------------------------------------------------- Gold Shield | Defense+20%, Defense+10% | ------------------------------------------------------------------------------- Golem Shield | Auto-Regen, Auto-Reflect, Auto-Shell, | | Auto-Protect | ------------------------------------------------------------------------------- Haste Shield | Auto-Haste | ------------------------------------------------------------------------------- Knight's Shield | HP+20%, HP+30%, HP+5% | ------------------------------------------------------------------------------- Light Shield | Slowproof | ------------------------------------------------------------------------------- Lucid Sleid | Confuseproof | ------------------------------------------------------------------------------- Mage's Shield | MP+20%, MP+30% | ------------------------------------------------------------------------------- Magic Shield | MP+10% | ------------------------------------------------------------------------------- Magister Shield | MP+5%, MP+20%, MP+10%, MP+30% | ------------------------------------------------------------------------------- Marching Shield | Auto-Reflect, Auto-Protect | ------------------------------------------------------------------------------- Medical Shield | Curseproof | ------------------------------------------------------------------------------- Metal Shield | Defense+5% | ------------------------------------------------------------------------------- Moon Shield | SOS Regen, SOS Shell | ------------------------------------------------------------------------------- Mythril Shield | Magic Defense+20%, Defense+20% | ------------------------------------------------------------------------------- NulBlaze Shield | SOS NulBlaze | ------------------------------------------------------------------------------- NulFrost Shield | SOS NulFrost | ------------------------------------------------------------------------------- NulShock Shield | SOS NulShock | ------------------------------------------------------------------------------- NulTide Shield | SOS NulTide | ------------------------------------------------------------------------------- Ochre Shield | Lightning Eater | ------------------------------------------------------------------------------- Onyx Shield | Magic Defense+20% | ------------------------------------------------------------------------------- Paladin Shield | Deathproof, Slowproof, Darkproof, | | Stoneproof | ------------------------------------------------------------------------------- Peaceful Shield | No Encounters | ------------------------------------------------------------------------------- Pearl Shield | Magic Defense+5% | ------------------------------------------------------------------------------- Phantom Shield | Ice Eater, Fire Eater, Water Eater | ------------------------------------------------------------------------------- Phoenix Shield | Auto-Phoenix | ------------------------------------------------------------------------------- Platinum Shield | Defense+10%, Defense+5%, Defense+20% | ------------------------------------------------------------------------------- Protect Shield | Auto-Protect | ------------------------------------------------------------------------------- Rainbow Shield | SOS NulFrost,SOS NulShock,SOS NulTide,| | SOS NulBlaze | ------------------------------------------------------------------------------- Recovery Shield | HP Stroll | ------------------------------------------------------------------------------- Red Shield | Fireproof | ------------------------------------------------------------------------------- Reflect Shield | Auto-Reflect | ------------------------------------------------------------------------------- Regen Shield | Auto-Regen | ------------------------------------------------------------------------------- Rescue Shield | Auto-Med, Auto-Potion | ------------------------------------------------------------------------------- Revive Shield | Auto-Potion, Auto-Med, Auto-Phoenix | ------------------------------------------------------------------------------- Ruby Shield | Magic Defense+10%, Magic Defense+20%, | | Magic Defense+3%, Magic Defense+5% | ------------------------------------------------------------------------------- Sanctuary | Ribbon | ------------------------------------------------------------------------------- Sapphire Shield | Magic Defense+10%, Magic Defense+5%, | | Magic Defense+20% | ------------------------------------------------------------------------------- Seeker's Shield | HP+10% | ------------------------------------------------------------------------------- Serene Shield | Berserkproof | ------------------------------------------------------------------------------- Serum Shield | Poisonproof | ------------------------------------------------------------------------------- Shaman Shield | Auto-Potion | ------------------------------------------------------------------------------- Shell Shield | Auto-Shell | ------------------------------------------------------------------------------- Shield | 2 empty slots on armor with 2 slots | ------------------------------------------------------------------------------- Shield of Hope | HP Stroll, MP Stroll | ------------------------------------------------------------------------------- Shining Shield | SOS Shell, SOS Protect, SOS Haste, | | SOS Reflect | ------------------------------------------------------------------------------- Silver Shield | Defense+10% | ------------------------------------------------------------------------------- Snow Shield | Ice Eater | ------------------------------------------------------------------------------- Soft Shield | Stoneproof | ------------------------------------------------------------------------------- Soldier's Shield | HP+30%, HP+20% | ------------------------------------------------------------------------------- Sorcery Shield | MP+30% | ------------------------------------------------------------------------------- Soul Shield | Deathproof | ------------------------------------------------------------------------------- Spiritual Shield | MP Stroll | ------------------------------------------------------------------------------- Star Shield | SOS Shell, SOS Regen, SOS Haste | ------------------------------------------------------------------------------- Tetra Shield | 4 empty slots on 4 slot armor | ------------------------------------------------------------------------------- Treasure Shield | Pickpocket | ------------------------------------------------------------------------------- Warrior's Shield | HP+30% | ------------------------------------------------------------------------------- White Shield | Iceproof | ------------------------------------------------------------------------------- Wizard Shield | MP+20%, MP+10%, MP+30% | ------------------------------------------------------------------------------- Yellow Shield | Lightningproof | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yuna's Armor -> Rings =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- ARMOR'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Adept's Ring | MP+30%, MP+20%, HP+20%, HP+30% | ------------------------------------------------------------------------------- Aegis Ring | Lightningproof, Fireproof, Iceproof, | | Waterproof | ------------------------------------------------------------------------------- Alert Ring | Sleepproof | ------------------------------------------------------------------------------- Arcane Ring | Break HP Limit | ------------------------------------------------------------------------------- Assault Ring | Auto-Regen, Auto-Protect, Auto-Shell | ------------------------------------------------------------------------------- Barrier Ring | Iceproof, Waterproof, Fireproof | ------------------------------------------------------------------------------- Blessed Ring | Zombieproof | ------------------------------------------------------------------------------- Blue Ring | Waterproof | ------------------------------------------------------------------------------- Bright Ring | Darkproof | ------------------------------------------------------------------------------- Cerulean Ring | Water Eater | ------------------------------------------------------------------------------- Collector's Ring | Master Thief | ------------------------------------------------------------------------------- Crimson Ring | Fire Eater | ------------------------------------------------------------------------------- Curative Ring | Auto-Med | ------------------------------------------------------------------------------- Defending Ring | Deathproof, Darkproof | ------------------------------------------------------------------------------- Diamond Ring | Defense+10%, Defense+5%, Defense+20%, | | Defense+3% | ------------------------------------------------------------------------------- Dynasty Ring | HP+10%, HP+5%, HP+30%, HP+20% | ------------------------------------------------------------------------------- Echo Ring | Silenceproof | ------------------------------------------------------------------------------- Elemental Ring | Iceproof, Fireproof | ------------------------------------------------------------------------------- Emerald Ring | Magic Defense+20%, Magic Defense+10% | ------------------------------------------------------------------------------- Faerie Ring | Darkproof, Deathproof, Sleepproof | ------------------------------------------------------------------------------- Genji Ring | Break HP Limit | ------------------------------------------------------------------------------- Glorious Ring | 3 empty slots on armor with 3 slots | ------------------------------------------------------------------------------- Gold Ring | Defense+20%, Defense+10% | ------------------------------------------------------------------------------- Golem Ring | Auto-Regen, Auto-Reflect, Auto-Shell, | | Auto-Protect | ------------------------------------------------------------------------------- Haste Ring | Auto-Haste | ------------------------------------------------------------------------------- Holy Ring | Ribbon | ------------------------------------------------------------------------------- Knight's Ring | HP+20%, HP+30%, HP+5% | ------------------------------------------------------------------------------- Light Ring | Slowproof | ------------------------------------------------------------------------------- Lucid Ring | Confuseproof | ------------------------------------------------------------------------------- Mage's Ring | MP+20%, MP+30% | ------------------------------------------------------------------------------- Magic Ring | MP+10% | ------------------------------------------------------------------------------- Magister Ring | MP+5%, MP+20%, MP+10%, MP+30% | ------------------------------------------------------------------------------- Marching Ring | Auto-Reflect, Auto-Protect | ------------------------------------------------------------------------------- Medical Ring | Curseproof | ------------------------------------------------------------------------------- Metal Ring | Defense+5% | ------------------------------------------------------------------------------- Moon Ring | SOS Regen, SOS Shell | ------------------------------------------------------------------------------- Mythical Ring | Break MP Limit | ------------------------------------------------------------------------------- Mythril Ring | Magic Defense+20%, Defense+20% | ------------------------------------------------------------------------------- NulBlaze Ring | SOS NulBlaze | ------------------------------------------------------------------------------- NulFrost Ring | SOS NulFrost | ------------------------------------------------------------------------------- NulShock Ring | SOS NulShock | ------------------------------------------------------------------------------- NulTide Ring | SOS NulTide | ------------------------------------------------------------------------------- Ochre Ring | Lightning Eater | ------------------------------------------------------------------------------- Onyx Ring | Magic Defense+20% | ------------------------------------------------------------------------------- Paladin Ring | Deathproof, Slowproof, Darkproof, | | Stoneproof | ------------------------------------------------------------------------------- Peaceful Ring | No Encounters | ------------------------------------------------------------------------------- Pearl Ring | Magic Defense+5% | ------------------------------------------------------------------------------- Phantom Ring | Ice Eater, Fire Eater, Water Eater | ------------------------------------------------------------------------------- Phoenix Ring | Auto-Phoenix | ------------------------------------------------------------------------------- Platinum Ring | Defense+10%, Defense+5%, Defense+20% | ------------------------------------------------------------------------------- Protect Ring | Auto-Protect | ------------------------------------------------------------------------------- Rainbow Ring | SOS NulFrost,SOS NulShock,SOS NulTide,| | SOS NulBlaze | ------------------------------------------------------------------------------- Recovery Ring | HP Stroll | ------------------------------------------------------------------------------- Red Ring | Fireproof | ------------------------------------------------------------------------------- Reflect Ring | Auto-Reflect | ------------------------------------------------------------------------------- Regen Ring | Auto-Regen | ------------------------------------------------------------------------------- Rescue Ring | Auto-Med, Auto-Potion | ------------------------------------------------------------------------------- Revive Ring | Auto-Potion, Auto-Med, Auto-Phoenix | ------------------------------------------------------------------------------- Ring | Original armor you get | ------------------------------------------------------------------------------- Ring of Hope | HP Stroll, MP Stroll | ------------------------------------------------------------------------------- Ruby Ring | Magic Defense+10%, Magic Defense+20%, | | Magic Defense+3%, Magic Defense+5% | ------------------------------------------------------------------------------- Sapphire Ring | Magic Defense+10%, Magic Defense+5%, | | Magic Defense+20% | ------------------------------------------------------------------------------- Seeker's Ring | HP+10% | ------------------------------------------------------------------------------- Serene Ring | Berserkproof | ------------------------------------------------------------------------------- Serum Ring | Poisonproof | ------------------------------------------------------------------------------- Shaman Ring | Auto-Potion | ------------------------------------------------------------------------------- Shell Ring | Auto-Shell | ------------------------------------------------------------------------------- Shining Ring | SOS Shell, SOS Protect, SOS Haste, | | SOS Reflect | ------------------------------------------------------------------------------- Silver Ring | Defense+10% | ------------------------------------------------------------------------------- Snow Ring | Ice Eater | ------------------------------------------------------------------------------- Soft Ring | Stoneproof | ------------------------------------------------------------------------------- Soldier's Ring | HP+30%, HP+20% | ------------------------------------------------------------------------------- Solomon Ring | Break MP Limit, Break HP Limit | ------------------------------------------------------------------------------- Sophia Ring | Lightning Eater, Fire Eater, Water | | Eater, Ice Eater | ------------------------------------------------------------------------------- Sorcery Ring | MP+30% | ------------------------------------------------------------------------------- Soul Ring | Deathproof | ------------------------------------------------------------------------------- Spiritual Ring | MP Stroll | ------------------------------------------------------------------------------- Star Ring | SOS Shell, SOS Regen, SOS Haste | ------------------------------------------------------------------------------- Tetra Ring | 4 empty slots on 4 slot armor | ------------------------------------------------------------------------------- Treasure Ring | Pickpocket | ------------------------------------------------------------------------------- Warrior's Ring | HP+30% | ------------------------------------------------------------------------------- White Ring | Iceproof | ------------------------------------------------------------------------------- Wide Ring | 2 empty slots on armor with 2 slots | ------------------------------------------------------------------------------- Wizard Ring | MP+20%, MP+10%, MP+30% | ------------------------------------------------------------------------------- Yellow Ring | Lightningproof | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Auron's Armor -> Bracers =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- ARMOR'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Adept's Bracer | MP+30%, MP+20%, HP+20%, HP+30% | ------------------------------------------------------------------------------- Aegis Bracer | Lightningproof, Fireproof, Iceproof, | | Waterproof | ------------------------------------------------------------------------------- Alert Bracer | Sleepproof | ------------------------------------------------------------------------------- Arcane Bracer | Break HP Limit | ------------------------------------------------------------------------------- Assault Bracer | Auto-Regen, Auto-Protect, Auto-Shell | ------------------------------------------------------------------------------- Barrier Bracer | Iceproof, Waterproof, Fireproof | ------------------------------------------------------------------------------- Blessed Bracer | Zombieproof | ------------------------------------------------------------------------------- Blue Bracer | Waterproof | ------------------------------------------------------------------------------- Bracer | Original armor you get | ------------------------------------------------------------------------------- Bracer of Hope | HP Stroll, MP Stroll | ------------------------------------------------------------------------------- Bright Bracer | Darkproof | ------------------------------------------------------------------------------- Cerulean Bracer | Water Eater | ------------------------------------------------------------------------------- Collector's Bracer | Master Thief | ------------------------------------------------------------------------------- Crimson Bracer | Fire Eater | ------------------------------------------------------------------------------- Curative Bracer | Auto-Med | ------------------------------------------------------------------------------- Defending Bracer | Deathproof, Darkproof | ------------------------------------------------------------------------------- Diamond Bracer | Defense+10%, Defense+5%, Defense+20%, | | Defense+3% | ------------------------------------------------------------------------------- Dynasty Bracer | HP+10%, HP+5%, HP+30%, HP+20% | ------------------------------------------------------------------------------- Echo Bracer | Silenceproof | ------------------------------------------------------------------------------- Elemental Bracer | Iceproof, Fireproof | ------------------------------------------------------------------------------- Emerald Bracer | Magic Defense+20%, Magic Defense+10% | ------------------------------------------------------------------------------- Faerie Bracer | Darkproof, Deathproof, Sleepproof | ------------------------------------------------------------------------------- Genji Bracer | Break HP Limit | ------------------------------------------------------------------------------- Glorious Bracer | 3 empty slots on armor with 3 slots | ------------------------------------------------------------------------------- Glutton | Lightning Eater, Fire Eater, Water | | Eater, Ice Eater | ------------------------------------------------------------------------------- Gold Bracer | Defense+20%, Defense+10% | ------------------------------------------------------------------------------- Guardian Bracer | 2 empty slots on armor with 2 slots | ------------------------------------------------------------------------------- Haste Bracer | Auto-Haste | ------------------------------------------------------------------------------- Healer | Auto-Med, Auto-Potion | ------------------------------------------------------------------------------- Immortal | Auto-Potion, Auto-Med, Auto-Phoenix | ------------------------------------------------------------------------------- Knight's Bracer | HP+20%, HP+30%, HP+5% | ------------------------------------------------------------------------------- Light Bracer | Slowproof | ------------------------------------------------------------------------------- Lucid Bracer | Confuseproof | ------------------------------------------------------------------------------- Mage's Bracer | MP+20%, MP+30% | ------------------------------------------------------------------------------- Magic Bracer | MP+10% | ------------------------------------------------------------------------------- Magical Bracer | MP+5%, MP+20%, MP+10%, MP+30% | ------------------------------------------------------------------------------- Marching Bracer | Auto-Reflect, Auto-Protect | ------------------------------------------------------------------------------- Medical Bracer | Curseproof | ------------------------------------------------------------------------------- Metal Bracer | Defense+5% | ------------------------------------------------------------------------------- Moon Bracer | SOS Regen, SOS Shell | ------------------------------------------------------------------------------- Mythril Bracer | Magic Defense+20%, Defense+20% | ------------------------------------------------------------------------------- NulBlaze Bracer | SOS NulBlaze | ------------------------------------------------------------------------------- NulFrost Bracer | SOS NulFrost | ------------------------------------------------------------------------------- NulShock Bracer | SOS NulShock | ------------------------------------------------------------------------------- NulTide Bracer | SOS NulTide | ------------------------------------------------------------------------------- Ochre Bracer | Lightning Eater | ------------------------------------------------------------------------------- Onyx Bracer | Magic Defense+20% | ------------------------------------------------------------------------------- Paladin Bracer | Deathproof, Slowproof, Darkproof, | | Stoneproof | ------------------------------------------------------------------------------- Peaceful Bracer | No Encounters | ------------------------------------------------------------------------------- Pearl Bracer | Magic Defense+5% | ------------------------------------------------------------------------------- Phantom Bracer | Ice Eater, Fire Eater, Water Eater | ------------------------------------------------------------------------------- Phoenix Bracer | Auto-Phoenix | ------------------------------------------------------------------------------- Platinum Bracer | Defense+10%, Defense+5%, Defense+20% | ------------------------------------------------------------------------------- Protect Bracer | Auto-Protect | ------------------------------------------------------------------------------- Rainbow Bracer | SOS NulFrost,SOS NulShock,SOS NulTide,| | SOS NulBlaze | ------------------------------------------------------------------------------- Recovery Bracer | HP Stroll | ------------------------------------------------------------------------------- Red Bracer | Fireproof | ------------------------------------------------------------------------------- Reflect Bracer | Auto-Reflect | ------------------------------------------------------------------------------- Regen Bracer | Auto-Regen | ------------------------------------------------------------------------------- Ruby Bracer | Magic Defense+10%, Magic Defense+20%, | | Magic Defense+3%, Magic Defense+5% | ------------------------------------------------------------------------------- Sapphire Bracer | Magic Defense+10%, Magic Defense+5%, | | Magic Defense+20% | ------------------------------------------------------------------------------- Seeker's Bracer | HP+10% | ------------------------------------------------------------------------------- Serene Bracer | Berserkproof | ------------------------------------------------------------------------------- Serum Bracer | Poisonproof | ------------------------------------------------------------------------------- Shaman Bracer | Auto-Potion | ------------------------------------------------------------------------------- Shell Bracer | Auto-Shell | ------------------------------------------------------------------------------- Shining Bracer | SOS Shell, SOS Protect, SOS Haste, | | SOS Reflect | ------------------------------------------------------------------------------- Silver Bracer | Defense+10% | ------------------------------------------------------------------------------- Snow Bracer | Ice Eater | ------------------------------------------------------------------------------- Soft Bracer | Stoneproof | ------------------------------------------------------------------------------- Soldier's Bracer | HP+30%, HP+20% | ------------------------------------------------------------------------------- Solidity | Ribbon | ------------------------------------------------------------------------------- Sorcery Bracer | MP+30% | ------------------------------------------------------------------------------- Soul Bracer | Deathproof | ------------------------------------------------------------------------------- Spiritual Bracer | MP Stroll | ------------------------------------------------------------------------------- Star Bracer | SOS Shell, SOS Regen, SOS Haste | ------------------------------------------------------------------------------- Tetra Bracer | 4 empty slots on 4 slot armor | ------------------------------------------------------------------------------- Treasure Bracer | Pickpocket | ------------------------------------------------------------------------------- Warrior's Bracer | HP+30% | ------------------------------------------------------------------------------- White Bracer | Iceproof | ------------------------------------------------------------------------------- Wizard Bracer | MP+20%, MP+10%, MP+30% | ------------------------------------------------------------------------------- Yellow Bracer | Lightningproof | ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Wakka's Armor -> Armguards =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- ARMOR'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Adept's Bracer | MP+30%, MP+20%, HP+20%, HP+30% | ------------------------------------------------------------------------------- Alert Bracer | Sleepproof | ------------------------------------------------------------------------------- Armsling | HP Stroll | ------------------------------------------------------------------------------- Armguard | Original armor you get | ------------------------------------------------------------------------------- Auto Armguard | Auto-Reflect, Auto-Potion | ------------------------------------------------------------------------------- Automatic | Auto-Potion, Auto-Med, Auto-Phoenix | ------------------------------------------------------------------------------- Benchwarmer | HP Stroll, MP Stroll | ------------------------------------------------------------------------------- Best Play | Master Thief | ------------------------------------------------------------------------------- Blessed Bracer | Zombieproof | ------------------------------------------------------------------------------- Blue Bracer | Waterproof | ------------------------------------------------------------------------------- Bright Bracer | Darkproof | ------------------------------------------------------------------------------- Cerulean Bracer | Water Eater | ------------------------------------------------------------------------------- Collector's Bracer | Master Thief | ------------------------------------------------------------------------------- Crimson Bracer | Fire Eater | ------------------------------------------------------------------------------- Danger Armguard | SOS Regen, SOS Haste | ------------------------------------------------------------------------------- Defending Bracer | Deathproof, Darkproof | ------------------------------------------------------------------------------- Diamond Bracer | Defense+10%, Defense+5%, Defense+20%, | | Defense+3% | ------------------------------------------------------------------------------- Echo Bracer | Silenceproof | ------------------------------------------------------------------------------- Element Save | Ice Eater, Fire Eater, Water Eater | ------------------------------------------------------------------------------- Elemental Bracer | Iceproof, Fireproof | ------------------------------------------------------------------------------- Emerald Bracer | Magic Defense+20%, Magic Defense+10% | ------------------------------------------------------------------------------- Energy Armguard | MP+10%, MP+30%, MP+20% | ------------------------------------------------------------------------------- Fast Break | Auto-Haste | ------------------------------------------------------------------------------- Final Four | Lightning Eater, Fire Eater, Water | | Eater, Ice Eater | ------------------------------------------------------------------------------- First Aid | Auto-Med, Auto-Potion | ------------------------------------------------------------------------------- Glorious Bracer | 3 empty slots on armor with 3 slots | ------------------------------------------------------------------------------- Gold Bracer | Defense+20%, Defense+10% | ------------------------------------------------------------------------------- Great Four | Lightningproof, Waterproof, Iceproof, | | Fireproof | ------------------------------------------------------------------------------- Great Play | Pickpocket | ------------------------------------------------------------------------------- Guardian Bracer | 2 empty slots on armor with 2 slots | ------------------------------------------------------------------------------- Hat Trick | Iceproof, Waterproof, Fireproof | ------------------------------------------------------------------------------- High Spirits | Break MP Limit | ------------------------------------------------------------------------------- Indomitable | Break MP Limit, Break HP Limit | ------------------------------------------------------------------------------- Keeper | Darkproof, Deathproof, Stoneproof, | | Confuseproof | ------------------------------------------------------------------------------- Last Ditch | SOS Protect, SOS Shell, SOS Reflect, | | SOS Haste | ------------------------------------------------------------------------------- Light Armguard | Slowproof | ------------------------------------------------------------------------------- Low Risk | Stoneproof, Deathproof | ------------------------------------------------------------------------------- Lucid Armguard | Confuseproof | ------------------------------------------------------------------------------- Mage's Armguard | MP+20%, MP+30% | ------------------------------------------------------------------------------- Magic Ace | MP+5%, MP+10%, MP+20%, MP+30% | ------------------------------------------------------------------------------- Magic Armguard | MP+5% | ------------------------------------------------------------------------------- Medical Armguard | Curseproof | ------------------------------------------------------------------------------- Metal Armguard | Defense+5% | ------------------------------------------------------------------------------- Miracle Comeback | Auto-Phoenix | ------------------------------------------------------------------------------- Mythril Armguard | Magic Defense+20%, Defense+20% | ------------------------------------------------------------------------------- COMING SOON! =============================================================================== <-----------------------------------------------------------------------------> 14.0. ULTIMATE ARMOR #SN4U <-----------------------------------------------------------------------------> =============================================================================== Armour Guide By: Masamune3 Game: Final Fantasy X System: PlayStation2 Email: genjibracer@hotmail.com Version: Final =============================================================================== CONTENTS =============================================================================== You need to find something in particular quickly? Then press Ctrl + F and type one of the following, and by golly, you will find it straight away! Amazing! For those not listed below, type it in, and the continue to scan the document until you find the context you are looking for. It may not be perfect, but it will certainly decrease the time it takes for you to find something. 1. Copyright Notice 2. Foreword 3. Starting Off 4. Ability Listing 5. Armour Suggestions 6. Secondary Armour 7. Thanks =============================================================================== 1. COPYRIGHT NOTICE =============================================================================== This document is Copyright 2003. It may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any website besides the ones specified below. It may not be distributed electronically outside of these websites, and it may not be distributed otherwise at all. Use of this guide on any other web site or as a part of any public format is strictly prohibited, and a violation of copyright. Because this is the final version, I will no longer permit any site to host my guides other than the ones listed below. This is because I will have to constantly update the final version everytime someone wants to host it. Sorry for the inconvenience. =============================================================================== 2. FOREWORD =============================================================================== Much of this information is taken from my message board topic on the Final Fantasy X board, so kudos to all those who were a part of it. Special thanks should be given to good 'ol CB! for letting me use her ability listings, and Split Infinity and SinirothX for putting this section into their massive guides. The point of this guide is to inform you of the auto-abilities you can customise onto your armour, and how to make the best armour for pretty much every situation. Obviously, you can't expect one armour to get you through the entire game, so for certain battles (especially Penance) specialised armours need to be made, and the best overall secondary armour is listed in a section towards the end of the guide. Well, here we go. =============================================================================== 3. STARTING OFF =============================================================================== First you need to get yourself empty 4-slotted armours for each character. You can buy them from Wantz at Macalania Woods for 100000 each. If you like, you can try your luck Inside Sin and at the Omega Ruins to try to win them from various fiends. But your best bet is just to buy them. =============================================================================== 4. ABILITY LISTING =============================================================================== Now, for the business end of your armours. It can take you 5 minutes to 5 hours (possible exaggeration :P) to make them. It depends on three things. The amount of gil you have, and your characters stats, and what monsters you have (both unlocked and captured) at the monster arena. To make things easier, you should at least be able to dispose of Fafnir (with relative ease) in the Monster Arena. Now, what to put on them? The following is a list of abilities, their effect, cost, and lastly, my opinions of them. ------------------------------------------------------------------------------- Ability: Break HP Limit Effect: Allows you to have more than 9,999 HP, up to a max of 99,999 HP. Requires: Wings to Discovery x30 This ability is too highly overrated. With max Defence, there is simply no need for your HP to exceed 9999. There is no attack in the game which cannot be predicted, reduced to under 9999, or blocked with an aeon. None at all. Not to mention the time it takes to obtain enough Wings to Discovery to put it on everyone's armour, and beat Ironclad 130+ times for HP Spheres. A waste of a slot. This is *the* most argued about ability in the game. Many people feel you absolutely need it, when in fact that is very far from the truth. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Break MP Limit Effect: Allows you to have more than 999 MP, up to a max of 9,999 MP. Requires: Three Stars x30 As useless (more so in fact) as Break HP Limit. Especially considering your 2 main spell casters have One MP Cost on their Celestial Weapons. Use a Twin/Three Stars to reduce MP cost to 0 if you must, other than that, don't bother. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Ribbon (FFX International _only_!) Effect: Protects against every single status ailment, except for Curse, Death, Delay, Eject and the 4 breaks, all of the time. Requires: Dark Matter x99 A top ability, however it is not always needed. I would try to put it on as many armours as possible. IMO, the rest should have Stoneproof, for Dark Aeon purposes. Not necessary in every battle, because not every enemy uses status attacks, but generally, you really can't go wrong with this. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Haste Effect: Automatically puts the character in Haste status. Requires: Chocobo Wing x80 One of the best auto-abilities in the game. A must have. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Protect Effect: Automatically puts the character in Protect status. Requires: Light Curtain x80 Another great ability, up there with Auto-Haste. Cuts down physicals by half. Also a must. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Phoenix Effect: Automatically uses a phoenix down when a party member dies. Requires: Mega Phoenix x20 Useful against attacks which only hit one character at a time, and makes you invincible. Put this on there, you *know* you want to. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Stoneproof Effect: Always protects against petrification. Requires: Petrify Grenade x20 If you have the PAL/International version, then this ability should be on your armour. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Potion Effect: Automatically uses a potion when attacked. Requires: Stamina Tablet x4 A handy ability, but not one I would use too frequently, good against Penance and Nemesis, and is much better than Auto-Regen, but only if you can be bothered to stack up on Potions. Extraordinary when coupled with a Trio of 9999 or when you have only X-Potions in your inventroy, because, if your max HP is only 9999, it will give you a full healing without even wasting a turn. Keep in mind a Potion is only used when your HP falls below 50%, so it isn't ideal for those who are packing Break HP Limit on their armour. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Regen Effect: Automatically puts the character in Regen status. Requires: Healing Spring x80 Worth considering, but it really works too slow (only restores a fraction of your max HP) to be highly effective. Beware of Zombie-afflicting attacks if you decide to use it. Better than most, it should be given consideration. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Defense +20% Effect: Increases defense power by 20%. Requires: Blessed Gem x4 Many people have argued to me about using this armour ability, so I will put it bluntly, you cannot beat Penance without this ability (unless of course you use Zanmato, exceed 9999 HP, or use Sentinel to protect against Immolation, none of which which are recommended). Couple this with Auto-Protect and you will reduce damage taken from physical attacks by 60%. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Shell Effect: Automatically puts the character in Shell status. Requires: Lunar Curtain x80 Not as useful as you may think, as it not only cuts magical attacks by half, but also healing magic. Not to mention it is a time-consuming process to give it to more than 1 character. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Reflect Effect: Automatically puts the character in Reflect status. Requires: Star Curtain x40 Not great, because you will have to cast Reflect on an enemy in order to use healing magic on the Auto-Reflected character. It wastes turns and is really not worth the effort. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Auto Med Effect: Automatically uses a status-restorative item when attacked. Requires: Remedy x20 Complete rubbish. Doesn't cure the status' that need curing. And can be "deactivated" in too many ways. Don't waste your time, or your Remedies. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Master Thief Effect: Receive only rare items when stealing, despite however many common items the enemy may be carrying. Requires: Pendulum x30 Potentially an excellent ability. It comes down to opinion on whether you want this or not. If you Steal/Mug a lot, then get it for at least one character. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Pickpocket Effect: Increase chances of stealing/mugging rare items. Requires: Amulet x30 Don't bother when you can have Master Thief, which assures a rare item steal 100% of the time. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Confuseproof Effect: Always protects against confusion. Requires: Musk x48 All of the really annoying Confusion-inflicting attacks can be prevented in some way or another, so this is unnecessary. However, it is better than most abilites. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: No Encounters Effect: Eliminates random monster encounters. Requires: Purifying Salt x30 NEVER PUT THIS ON SOMEONE'S MAIN ARMOUR! That character does not have to be in your active party for it to take effect. Put this on a separate armour (or weapon, if you got one from the fiend outside Baaj Temple), and equip it when you need to. You really should have at least one person with this ability on a separate armour/weapon. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS Shell Effect: Automatically puts the character in Shell status when in critical condition. Requires: Lunar Curtain x8 Auto-Shell is better than this. A lot better. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS Protect Effect: Automatically puts the character in Protect status when in critical condition. Requires: Light Curtain x8 Auto-Protect is better than this. A lot better. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS Reflect Effect: Automatically puts the character in Reflect status when in critical condition. Requires: Star Curtain x8 Auto-Reflect is better than this. A lot better. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS Haste Effect: Automatically puts the character in Haste status when in critical condition. Requires: Chocobo Feather x20 Auto-Haste is better than this. A lot better. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS Regen Effect: Automatically puts the character in Regen status when in critical condition. Requires: Healing Spring x12 Auto-Regen is better than this. A lot better. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Fire Ward Effect: Halves fire damage; includes spells and regular attacks. Requires: Bomb Fragment x4 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Fireproof Effect: Nullifies fire damage; includes spells and regular attacks. Requires: Bomb Core x8 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Fire Eater Effect: Absorbs fire damage as HP; includes spells and regular attacks. Requires: Fire Gem x20 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Lightning Ward Effect: Halves thunder damage; includes spells and regular attacks. Requires: Electro Marble x4 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Lightningproof Effect: Nullifies thunder damage; includes spells and regular attacks. Requires: Lightning Marble x8 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Lightning Eater Effect: Absorbs thunder damage as HP; includes spells and regular attacks. Requires: Lightning Gem x20 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Water Ward Effect: Halves water damage; includes spells and regular attacks. Requires: Fish Scale x4 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Waterproof Effect: Nullifies water damage; includes spells and regular attacks. Requires: Dragon Scale x8 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Water Eater Effect: Absorbs water damage as HP; includes spells and regular attacks. Requires: Water Gem x20 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Ice Ward Effect: Halves ice damage; includes spells and regular attacks. Requires: Antarctic Wind x4 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Iceproof Effect: Nullifies ice damage; includes spells and regular attacks. Requires: Arctic Wind x8 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Ice Eater Effect: Absorbs ice damage as HP; includes spells and regular attacks. Requires: Ice Gem x20 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Dark Ward Effect: Occasionally protects against blindness. Requires: Eye Drops x40 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Darkproof Effect: Always protects against blindness. Requires: Smoke Bomb x20 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Silence Ward Effect: Occasionally protects against silence. Requires: Echo Screen x30 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Silenceproof Effect: Always protects against silence. Requires: Silent Grenade x10 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Sleep Ward Effect: Occasionally protects against sleep. Requires: Sleeping Powder x6 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Sleepproof Effect: Always protects against sleep. Requires: Dream Powder x8 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Poison Ward Effect: Occasionally protects against poisoning. Requires: Antidote x40 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Poisonproof Effect: Always protects against poisoning. Requires: Poison Fang x12 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Stone Ward Effect: Occasionally protects against petrification. Requires: Soft x30 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Death Ward Effect: Occasionally protects against instant death. Requires: Farplane Shadow x15 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Deathproof Effect: Always protects against instant death. Requires: Farplane Wind x60 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Zombie Ward Effect: Occasionally protects against zombie. Requires: Holy Water x30 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Zombieproof Effect: Always protects against zombie. Requires: Candle of Life x10 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Slow Ward Effect: Occasionally protects against slow. Requires: Silver Hourglass x10 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Slowproof Effect: Always protects against slow. Requires: Gold Hourglass x20 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Confuse Ward Effect: Occasionally protects against confusion. Requires: Musk x16 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Berserk Ward Effect: Occasionally protects against berserk. Requires: Hypello Potion x8 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Berserkproof Effect: Always protects against berserk. Requires: Hypello Potion x32 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Curseproof Effect: Always protects against curse. Requires: Tetra Elemental x12 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS NulBlaze Effect: Automatically puts the character in NulBlaze status when in critical condition. Requires: Bomb Core x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS NulShock Effect: Automatically puts the character in NulShock status when in critical condition. Requires: Lightning Marble x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS NulTide Effect: Automatically puts the character in NulTide status when in critical condition. Requires: Dragon Scale x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: SOS NulFrost Effect: Automatically puts the character in NulFrost status when in critical condition. Requires: Arctic Wind x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Defense +3% Effect: Increases defense power by 3%. Requires: Power Sphere x3 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Defense +5% Effect: Increases defense power by 5%. Requires: Stamina Spring x2 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Defense +10% Effect: Increases defense power by 10%. Requires: Special Sphere x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Magic Defense +3% Effect: Increases magic defense power by 3%. Requires: Mana Sphere x3 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Magic Defense +5% Effect: Increases magic defense power by 5%. Requires: Mana Spring x2 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Magic Defense +10% Effect: Increases magic defense power by 10%. Requires: White Magic Sphere x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: Magic Defense +20% Effect: Increases magic defense power by 20%. Requires: Blessed Gem x4 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: HP +5% Effect: Increases HP by 5%. Requires: X-Potion x5 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: HP +10% Effect: Increases HP by 10%. Requires: Soul Spring x3 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: HP +20% Effect: Increases HP by 20%. Requires: Elixir x5 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: HP +30% Effect: Increases HP by 30%. Requires: Stamina Tonic x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: MP +5% Effect: Increases MP by 5%. Requires: Ether x5 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: MP +10% Effect: Increases MP by 10%. Requires: Soul Spring x3 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: MP +20% Effect: Increases MP by 20%. Requires: Elixir x5 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: MP +30% Effect: Increases MP by 30%. Requires: Mana Tonic x1 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: HP Stroll Effect: Regenerates HP when walking in the field. Requires: Stamina Tablet x2 Crap. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ability: MP Stroll Effect: Regenerates MP when walking in the field. Requires: Mana Tablet x2 Crap. ------------------------------------------------------------------------------- =============================================================================== 5. ARMOUR SUGGESTIONS =============================================================================== Well, IMO, the best setup for each version are: PAL/INTERNATIONAL: -Auto-Phoenix -Auto-Haste -Auto-Protect -Ribbon/Stoneproof NTSC: -Auto-Phoenix -Auto-Haste -Auto-Protect -Defence +20%/Auto-Potion =============================================================================== 6. SECONDARY ARMOUR =============================================================================== This armour is recommended for everyone. It is made up of: Auto-Haste Auto-Protect Defence +20% Auto-Potion This armour will make you *almost* invincible against certain enemies, like Penance and Nemesis. You need to sell off all your Potions and Hi-Potions and get yourself a good supply of X-Potions for it to work to its full potential. After every attack that rips off more than 50% of your max HP, you will automatically use an X-Potion on yourself. It will heal you back to 9999. Not bad eh? =============================================================================== 7. THANKS =============================================================================== The risk with writing a thanks section is the possibility of missing out people. In saying that, there are certain people who must be thanked. If you're not on the list, I'm sorry, I'm sure you know who you are, so please don't take it personally! But seriously, praise be to Yevon for the following people being around. If they weren't here, this guide would not be what it is. CB!: For letting me use her armour ability listings. Not to mention all the excellent, informative and thoroughly helpful guides that she has written for FFX, which have helped me countless times. Theoden: A big influence on my armour suggestions, he needs to be noted. Split Infinity: For puttting this in his guide, and for his absolutely amazing FFX FAQ/Walkthrough. SinirothX: For also putting this in his guide. The guide needed to go further than just the board, and he really helped me with that. Other special thanks to: -jobber2202497 -JungleJim -NastyNate82 =============================================================================== <-----------------------------------------------------------------------------> 15.0. SHOP LISTS #SO5S <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 15.1. Random Travelers Shops #S05S1 ------------------------------------------------------------------------------- NOTE: I only have listed the items which I saw at these stores the only times I used them, so keep in mind that later in the game the items in these stores MIGHT change. =-=-=-=-= 1. Besaid =-=-=-=-= Potion- 50 gil Antidote- 50 gil Phoenix Down- 100 gil =-=-=-=-= 2. Kilika =-=-=-=-= Hunter's Sword- 250 gil Rod of Wisdon- 250 gil Scout- 250 gil Cactuar Scope- 250 gil Hunter's Spear- 375 Seeker's Shield- 150 Seeker's Armguard- 150 gil Seeker's Bangle- 150 gil Seeker's Armlet- 150 gil =-=-=-= 3. Luca =-=-=-= Warrior's Sword- 150 gil Enchanted Rod- 150 gil Power Ball- 150 gil Magical Mog- 150 gil Halberd- 225 gil Shimmering Blade- 225 gil Metal Shield- 250 gil Metal Ring- 250 gil Metal Armguard- 250 gil Metal Bangle- 250 gil Metal Armlet- 250 gil Potion- 50 gil Antidote- 50 gil Phoenix Down- 100 gil Echo Screen- 50 gil Eye Drops- 50 gil =-=-=-=-= 4. Djose =-=-=-=-= Fencing Saber- 550 gil Rune Rod- 550 gil Hyper Ball- 550 gil Rune Mog- 550 gil Halberd- 825 gil Shimmering Blade- 825 gil Metal Shield- 550 gil Metal Ring- 550 gil Metal Armguard- 550 gil Metal Bangle- 550 gil Metal Armlet- 550 gil Metal Bracer- 550 gil Potion- 50 gil Antidote- 50 gil Phoenix Down- 100 gil Echo Screen- 50 gil Eye Drops- 50 gil Soft- 50 gil =-=-=-=-=-= 5. Moonflow =-=-=-=-=-= Bright Shield- 1968 gil Serum Ring- 1781 gil Danger Armguard- 1968 gil Echo Bangle- 1968 gil Soft Armlet- 3281 gil Blue Bracer- 3843 gil Potion- 62 gil Antidote- 62 gil Phoenix Down- 125 gil Echo Screen- 62 gil Eye Drops- 62 gil Soft- 62 gil ============ 6. Moonflow ============ Serum Shield- 2850 gil NulTide Ring- 3150 gil Soft Armguard- 5250 gil Emerald Bangle- 2250 gil Bright Armlet- 3150 gil White Bracer- 6150 gil Potion- 100 gil Antidote- 100 gil Phoenix Down- 200 gil Echo Screen- 100 gil Eye Drops- 100 gil Soft- 100 gil =-=-=-=-=-= 7. Moonflow =-=-=-=-=-= Hunter's Sword- 2250 gil Flametongue- 3750 gil Ice Ball- 3750 gil Twin Lance- 8700 Blurry Moon- 6150 gil Potion- 100 gil Antidote- 100 gil Phoenix Down- 200 gil Echo Screen- 100 gil Eye Drops- 100 gil Soft- 100 gil =-=-=-=-=-=-= 8. Guadosalam =-=-=-=-=-=-= Baroque Sword- 1237 gil Ductile Rod- 1237 gil Switch Hitter- 1237 gil Variable Mog- 1237 gil Halberd- 2475 gil Shimmering Blade- 2475 gil Devastator- 1237 gil Yellow Shield- 3487 gil Yellow Ring- 3487 gil Yellow Armguard- 3487 Yellow Bangle- 3487 gil Yellow Armlet- 3487 gil Yellow Bracer- 3487 gil Yellow Targe- 3487 gil Potion- 75 gil Antidote- 75 gil Phoenix Down- 150 gil Echo Screen- 75 gil Eye Drops- 75 gil Soft- 75 gil =-=-=-=-=-=-=-=-= 9. Thunder Plains =-=-=-=-=-=-=-=-= Baroque Sword- 825 gil Ductile Rod- 825 gil Switch Hitter- 825 gil Variable Mog- 825 gil Halberd- 1650 gil Shimmering Blade- 1650 gil Devastator- 825 gil Yellow Shield- 2475 gil Yellow Ring- 2475 gil Yellow Armguard- 2475 gil Yellow Bangle- 2475 gil Yellow Armlet- 2475 gil Yellow Bracer- 2475 gil Yellow Targe- 2475 gil Potion- 50 gil Antidote- 50 gil Phoenix Down- 100 gil Echo Screen- 50 gil Eye Drop- 50 gil Soft- 50 gil Map- 50 gil Grenade- 300 gil =-=-=-=-=-=-= 10. Macalania =-=-=-=-=-=-= Baroque Sword- 825 gil Ductile Rod- 825 gil Switch Hitter- 825 gil Variable Mog- 825 gil Halberd- 1650 gil Shimmering Blade- 1650 gil Devastator- 825 gil Seeker's Shield- 1575 gil Seeker's Ring- 1575 gil Seeker's Armguard- 1575 gil Seeker's Bangle- 1575 gil Seeker's Armlet- 1575 gil Seeker's Bracer- 1575 gil Seeker's Targe- 1575 gil Longsword- 1575 gil Potion- 50 gil Hi Potion- 500 gil Antidote- 50 gil Phoenix Down- 100 gil Echo Screen- 50 gil Eye Drops- 50 gil Soft- 50 gil Map- 50 gil Grenade- 300 gil =-=-=-=-=-=-=-= 11. Mt. Gagazet =-=-=-=-=-=-=-= Baroque Sword- 22725 gil Ductile Rod- 22725 gil Switch Hitter- 22725 gil Variable Mog- 22725 gil Shapeshifter- 37875 gil Shiranui- 37875 gil Devastator- 22725 gil Glorious Shield- 4725 gil Glorious Ring- 4725 gil Glorious Armguard- 4725 gil Glorious Bangle- 4725 Glorious Armlet- 4725 gil Glorious Bracer- 4725 gil Glorious Targe- 4725 gil Potion- 50 gil Hi Potion- 500 gil Antidote- 50 gil Phoenix Down- 100 gil Holy Water- 300 gil Echo Screen- 50 gil Eye Drops- 50 gil Soft- 50 gil Speed Distiller- 100 gil Mana Distiller- 100 gil Ability Distiller- 100 gil Power Distiller- 100 gil =-=-=-=-=-=-=-=-= 12. Via Purifico =-=-=-=-=-=-=-=-= Potion- 50 gil Hi Potion- 500 gil Antidote- 50 gil Phoenix Down- 100 gil Echo Screen- 50 gil Eye Drops- 50 gil Soft- 50 gil Speed Distiller- 100 gil Mana Distiller- 100 gil Ability Distiller- 100 gil Power Distiller- 100 gil =-=-=-=-=-= 13. Airship =-=-=-=-=-= Baroque Sword- 907 gil Ductile Rod- 907 gil Switch Hitter- 907 gil Variable Mog- 907 gil Halberd- 1815 gil Shimmering Blade- 1815 gil Devastator- 907 gil Seeker's Shield- 1732 gil Seeker's Ring- 1732 gil Seeker's Armguard- 1732 gil Seeker's Bangle- 1732 gil Seeker's Armlet- 1732 gil Seeker's Bracer- 1732 gil Seeker's Targe- 1732 gil ------------------------------------------------------------------------------- 15.2. O'aka's Shops #SO5S2 ------------------------------------------------------------------------------- First I will mention by how much his prices will drop throughout the game, depending on how much gil you loan him in the beginning of the game. 0 to 100 gil = x 2.0 normal price 101 to 1000 gil = x 1.5 normal price 1001 to 10000 gil = x 1.2 normal price 10001 and higher = x 0.7 normal price You can donate at these locations. SS Liki SS Winno Dock #1, Luca Harbor Mi'ihen Highroad =-=-=-=-=-=-=-= 1. Luca Stadium =-=-=-=-=-=-=-= Stunning Steal Rulebreaker Thunder Spear Magic Ring Magic Bangle Red Armlet =-=-=-=-=-=-=-=-=-=-= 2. Mushroom Rock Road =-=-=-=-=-=-=-=-=-=-= Ice Brand Metal Shield Rod of Wisdom Magic Ring NulFrost Armguard Magic Bangle Light Bracer Potion Phoenix Down Antidote Eye Drops Echo Screen =-=-=-=-=-=-=-=-=-=-= 3. Mushroom Rock Road =-=-=-=-=-=-=-=-=-=-= Avenger TKO Sentry Pearl Ring White Armlet Alert Armlet Blue Bangle Red Ring Lucid Armguard Potion Phoenix Down Antidote Eye Drops Echo Screen Soft =-=-=-=-=-= 4. Moonflow =-=-=-=-=-= Double Edge Switch Hitter Snakehead Mythril Ring Emerald Bangle Serum Bracer Potion Phoenix Down Antidote Eye Drops Echo Screen Soft =-=-=-=-=-= 5. Moonflow =-=-=-=-=-= Potion Phoenix Down Antidote Eye Drops Echo Screen Soft =-=-=-=-=-=-= 6. Guadosalam =-=-=-=-=-=-= Double-Edge Beladonna Wand Fatal Cait Sith Shimmering Blade Devastator Yellow Shield Yellow Ring Yellow Armguard Yellow Bangle Yellow Armlet Yellow Bracer Yellow Targe Potion Phoenix Down Antidote Eye Drops Echo Screen Soft =-=-=-=-=-=-=-=-=-= 7. Macalania Woods =-=-=-=-=-=-=-=-=-= Sonic Steel Rod of Darkness Ice Ball Shimmering Blade Force Knuckles White Bangle Blue Armlet Potion Hi-Potion Phoenix Down Antidote Eye Drops Echo Screen Soft =-=-=-=-=-=-=-=-= 8. Lake Macalania =-=-=-=-=-=-=-=-= Sonic Steel Halberd Force Knuckkles Echo Bangle Serum Ring Soft Bracer Echo Armlet Soldier's Targe Potion Hi-Potion Phoenix Down Antidote Eye Drops Echo Screen Soft =-=-=-=-=-=-=-=-= 9. Macalania Road =-=-=-=-=-=-=-=-= Sonic Steel Halberd Echo Armlet Force Knuckles Serum Ring Soft Bracer Soldier's Targe Echo Bangle Potion Hi-Potion Phoenix Down Antidote Eye Drops Echo Screen Soft =-=-=-=-=-=-=-= 10. Highbridge =-=-=-=-=-=-=-= Potion Hi-Potion Phoenix Down Antidote Eye Drops Echo Screen Soft Speed Distiller Mana Distiller Ability Distiller Power Distiller =-=-=-=-=-= 11. Gagazet (Wantz) =-=-=-=-=-= Double-Edge Conductor Booster Cactuar Shimmering Blade Tetra Shield Tetra Armguard Tetra Armlet Haste Targe Double Penalty Trident Survivor Blessed Ring Shell Bangle Blessed Bracer He later appears in Macalania Woods, and will sell you many armors that have 4 free slots for customization as Wantz again. Some people have been saying that they have had trouble with making Wantz appear here. So I will give all of those people an answer right here and now: - First Reason: If you ignore O'aka the whole game and Wantz on Gagzet, he will not appear. - Second Reason: If you do talk to O'aka throughout the game (I think it has to be everywhere) and then Wantz on Gagazet he will show up. - Third Reason: I believe you *might* have to also have talked to O'aka until he has nothing more to say when he appears later on just inside the Luca Sphere Theater. There's your answer, people...! =============================================================================== <-----------------------------------------------------------------------------> 16.0. AEON INFORMATION #SP6A <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 16.1. Aeons' Basic Data #SP6A1 ------------------------------------------------------------------------------- #1. Valefor (Obtain In Besaid Temple of Fayth) --> Starting Stats: HP- 725, MP- 24, Str- 18, Def- 23, Mag- 21, Mdef- 23, Agl- 10, Luck- 17, Eva- 19, Acc- 11 --> Unique Attack: Sonic Wings- Delay status and physical damage to one opposition. --> Overdrives: - Energy Ray- Special-type to all enemies by blasting the ground and exploding. - Energy Blast- (Obtain by going to Besaid in the airship later and talk to the girl playing with the dog near the Temple of the Fayth. She gives it). It Special-type to all enemies by blasting them all 13 times with blasts. --> Break Damage Limit?: Valefor will be enabled to exceed the 9999 damage limit when you have obtained Yuna's celestial weapon, Nirvana, and then made it more powerful with the Moon Sigil and Moon Crest in Macalania Woods. --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #2. Ifrit (Obtain In Kilika Temple of Fayth) --> Starting Stats: HP- 857, MP- 23, Str- 19, Def- 29, Mag- 21, Mdef- 21, Agl- 9, Luck- 17, Eva- 10, Acc- 11 --> Unique Attack: Meteor Strike- Special-type and physical damage to one opposition. --> Overdrive: Hellfire: Does Fire damage to all enemies by launching multiple fire blasts. --> Break Damage Limit?: Ifrit will be enabled to exceed the 9999 damage limit when you have obtained Wakka's celestial weapon, World Champion, and then made it more powerful with the Jupiter Sigil and Jupiter Crest in Macalania Woods. --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #3. Ixion (Obtain In Djose Temple of Fayth) --> Starting Stats: HP- 891, MP- 25, Str- 20, Def- 26, Mag- 20, Mdef- 29, Agl- 8, Luck- 17, Eva- 11, Acc- 12 --> Unique Attack: Aerospark- Dispel as well as physical damage to one opposition. --> Overdrive: Thor's Hammer- Lighting damage to all enemies by using electricity waves. --> Break Damage Limit?: Ixion will be enabled to exceed the 9999 damage limit when you have obtained Kimahri's celestial weapon, Spirit Lance, and then made it more powerful with the Saturn Sigil and Saturn Crest in Macalania Woods. --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #4. Shiva (Obtain In Macalania Temple of Fayth) --> Starting Stats: HP- 820, MP- 26, Str- 19, Def- 17, Mag- 23, Mdef- 24, Agl- 14, Luck- 17, Eva- 32, Acc- 11 --> Unique Attack: Heavenly Strike- Delay status and physical damage to one opposition. --> Overdrive: Diamond Dust- Ice damage to all enemies by shattering Ice with her fingers. --> Break Damage Limit?: Shiva will be enabled to exceed the 9999 damage limit when you have obtained Lulu's celestial weapon, Onion Knight, and then made it more powerful with the Venus Sigil and Venus Crest in Macalania Woods. --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #5. Bahamut (Obtain In Bevelle Temple of Fayth) --> Starting Stats: HP- 1210, MP- 35, Str- 23, Def- 27, Mag- 18, Mdef- 28, Agl- 10, Luck- 17, Eva- 20, Acc- 11 --> Unique Attack: Impulse- What it does is physical damage to every opposition. --> Overdrive: Mega Flare- Special-type damage to every and all oppositions. --> Break Damage Limit?: Bahamut will be enabled to exceed the 9999 damage limit when you have obtained Bahamut. Awesome, eh? --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #6. Yojimbo (Refer to Secret Aeons section for info) --> Starting Stats: HP- 1030, MP- 0, Str- 29, Def- 25, Mag- 16, Mdef- 23, Agl- 9, Luck- 17, Eva- 59, Acc- 19 --> Unique Attacks: - Daigoro- Physical damage to one opposition. - Wakizashi- Physical damage against all oppositions, but possibly only one (more oftenly it is one enemy). - Kozuka- Physical damage to one opposition. --> Overdrives: Zanmato- Well, not really an overdrive, but I list it here for following obvious reason: It eliminates any and all enemies (yup, bosses, secret bosses, enemies, Monster Arena bosses the whole shabang!). --> Break Damage Limit?: Yojimbo will be enabled to exceed the 9999 damage limit when you have obtained Yojimbo. Awesome, eh? --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #7. Anima (Refer to Secret Aeons section for info) --> Starting Stats: HP- 1410, MP- 45, Str- 33, Def- 26, Mag- 22, Mdef- 23, Agl- 9, Luck- 17, Eva- 20, Acc- 11 --> Unique Attack: Pain: Instant KO (Death) status to one opposition. --> Overdrive: Oblivion: 16 instantaneous hits to random oppositions, all of them doing Special-type damage. If you're playing NTSC version it does damage only with 1 attack counted instead of truly all 16 of them. --> Break Damage Limit?: Anima will be enabled to exceed the 9999 damage limit when you have obtained Anima. Awesome, eh? --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #8. Magus Sisters --> Mindy, Cindy, Sandy (Refer to Secret Aeons section) --> Starting Stats (Mindy): HP- 1237, MP- 58, Str- 23, Def- 24, Mag- 28, Mdef- 28, Agl- 12, Luck- 17, Eva- 23, Acc- 12 --> Starting Stats (Cindy): HP- 2190, MP- 46, Str- 28, Def- 32, Mag- 21, Mdef- 28, Agl- 10, Luck- 17, Eva- 20, Acc- 11 --> Starting Stats (Sandy): HP- 1790, MP- 35, Str- 42, Def- 26, Mag- 24, Mdef- 28, Agl- 10, Luck- 17, Eva- 17, Acc- 13 --> Unique Attacks: - Camisade: Physical damage to one opposition. - Razzia: Physical damage to one opposition. - Passado: 15 instantaneous hits to one opposition, all of them doing physical damage. (Mindy uses this only). --> Overdrive: Delta Attack: When all of them are active with full Overdrive Bars each, this attack does 6 instantaneous hits to random oppositions, each of which are doing Special-type damage, by the way. Break Damage Limit?: Maguses will be enabled to exceed the 9999 damage limit when you have obtained Maguses. Awesome, eh? --> Teaching Abilities: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades --> Raising Attributes: (Note: Increments of these item values will change). HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere ------------------------------------------------------------------------------- 16.2. Aeons' Statistics Formulas #SP6A2 ------------------------------------------------------------------------------- =============================================================================== Final Fantasy X (US) - Aeon Stats FAQ - v1.1 =============================================================================== written by JungleJim - junglejimgf@yahoo.com Final Fantasy X is (c) Square (c) Sony Entertainment of America Permission to publish this FAQ is given to the following websites: www.cheatcc.com For permission to publish elsewhere, send me email. ================= TABLE OF CONTENTS ================= 1.0 - REVISION HISTORY 2.0 - INTRODUCTION 3.0 - YUNA'S STATS 3.1 - Modifier Tables 4.0 - BATTLE BONUSES 4.1 - Forced Battles 4.2 - Battle Bonus Tables 4.3 - Battle Bonus Formulas 5.0 - AEON'S SOUL 5.1 - Core Stat Formulas 5.2 - MP Table 5.3 - MP Formulas 5.4 - HP Table 5.5 - HP Formulas 6.0 - THANKS ====================== 1.0 - REVISION HISTORY ====================== Version 1.1 01-28-03 Fixed some typos Clarified MAX process Version 1.0 01-23-03 Initial version ================== 2.0 - INTRODUCTION ================== This FAQ describes the formulas that govern aeon stat increases. These stats can increase in three ways: -Raise Yuna's stats using the sphere grid -Raise the aeons' stats directly by using the Aeon's Soul -Fight a certain number of battles For each stat, the formulas have this form: stat = MAX(Y, B) + A where Y = the aeon's stat value if you'd only raised Yuna's stat A = the aeon's stat value if you'd raised it directly using the Aeon's Soul B = the aeon's stat value if you'd only fought battles MAX is a function that returns the largest valued argument The MAX function is applied for each type of stat. For example, the aeon's HP is computed as if it were based only on the number of battles fought. Then the aeon's HP is computed as if it were based only on Yuna's stats. The higher of the two is taken to be the actual HP. The same process happens for each of the other stats. Section 3 shows how to calculate Y; Section 4 shows how to calculate B; Section 5 shows how to calculate A. ================== 3.0 - YUNA'S STATS ================== Raising Yuna's stats on the sphere grid is the most common and effective way to increase the aeons' stats. The only problem is that there's a limit to how much you can raise them this way. Yuna's core stats can't be raised beyond 255. Yuna's HP can go beyond 9999, but the aeons' stats will be unaffected after that. Yuna's MP can go beyond 999, but the aeons' stats will be unaffected after that. First a note regarding Luck. The Luck stat is special for several reasons. The only ways to raise it are to use the Aeon's Soul or to increase Yuna's Luck. All of the aeons have a base Luck of 17, same as Yuna. If you never use the Aeon's Soul, all of the aeons will have exactly the same value for Luck as Yuna has while she travels around the sphere grid. Everything else in this section applies to the other nine stats. Whenever Yuna increases any one of these stats, it affects the corresponding stat of the aeon, but it also affects each of the other eight stats to a lesser extent. Now is a good time to mention that I got stuck while working on these formulas. Terence showed me the light. The main problem was that I needed two floor functions instead of one in the formula. Having only one caused my predicted values to be off by one in a few places. Terence suggested the following auxilliary stat, which he called the Aeon Power Base: PBase = [yHP/100] + [yMP/10] + yStr + yDef + yMag + yMdf + yAgl + yEv + yAcc When a stat name is preceded by 'y', it's refering to the value of Yuna's stat. [] represents the floor function, which basically rounds a decimal value down to an integer. Examples: [5] = 5 [5.2] = 5 [5.9] = 5 Here's the formula for an aeon's stat based on Yuna's stat: stat = [yStat * x] + [PBase * y] Each aeon has different values for x and y for each stat. See Section 3.1 for a list of the x and y values. Note that the aeons' stats have the same caps as Yuna's stats (255 for core stats, 99999 for HP, 9999 for MP). Let's do some examples. First, using Yuna's base stats, we'll calculate Anima's base stats. PBase = [475/100] + [84/10] + 5 + 5 + 20 + 20 + 10 + 30 + 3 = 105 HP = [475 * 120/100] + [105 * 8] = 1410 MP = [84 * 4/100] + [105 * 4/10] = 45 Str = [5 * 330/100] + [105 * 1/6] = 33 Def = [5 * 100/100] + [105 * 1/5] = 26 Mag = [20 * 70/100] + [105 * 1/12] = 22 Mdf = [20 * 100/100] + [105 * 1/30] = 23 Agl = [10 * 40/100] + [105 * 1/20] = 9 Luck = 17 Ev = [30 * 50/100] + [105 * 1/20] = 20 Acc = [3 * 200/100] + [105 * 1/20] = 11 Now let's see what Anima's stats are when Yuna is maxed. PBase = [9999/100] + [999/10] + 255 + 255 + 255 + 255 + 255 + 255 + 255 = 1983 HP = [9999 * 120/100] + [1983 * 8] = 27862 MP = [999 * 4/100] + [1983 * 4/10] = 832 Str = [255 * 330/100] + [1983 * 1/6] = 255 Def = [255 * 100/100] + [1983 * 1/5] = 255 Mag = [255 * 70/100] + [1983 * 1/12] = 255 Mdf = [255 * 100/100] + [1983 * 1/30] = 255 Agl = [255 * 40/100] + [1983 * 1/20] = 201 Luck = 255 Ev = [255 * 50/100] + [1983 * 1/20] = 255 Acc = [255 * 200/100] + [1983 * 1/20] = 255 --------------------- 3.1 - Modifier Tables --------------------- Terence provided the x and y values for HP, MP, and Str, and I figured out the rest. =-=-= HP =-=-= Valefor: x = 20/100, y = 6 Ifrit: x = 70/100, y = 5 Ixion: x = 55/100, y = 6 Shiva: x = 40/100, y = 6 Bahamut: x = 100/100, y = 7 Anima: x = 120/100, y = 8 Yojimbo: x = 18/100, y = 9 Cindy: x = 240/100, y = 10 Sandy: x = 200/100, y = 8 Mindy: x = 150/100, y = 5 =-=-= MP =-=-= Valefor: x = 4/100, y = 2/10 Ifrit: x = 3/100, y = 2/10 Ixion: x = 5/100, y = 2/10 Shiva: x = 7/100, y = 2/10 Bahamut: x = 5/100, y = 3/10 Anima: x = 4/100, y = 4/10 Yojimbo: x = 0/100, y = 0/10 Cindy: x = 18/100, y = 3/10 Sandy: x = 5/100, y = 3/10 Mindy: x = 20/100, y = 4/10 =-=-=-=-=-= Strength =-=-=-=-=-= Valefor: x = 60/100, y = 1/7 Ifrit: x = 80/100, y = 1/7 Ixion: x = 100/100, y = 1/7 Shiva: x = 120/100, y = 1/8 Bahamut: x = 160/100, y = 1/7 Anima: x = 330/100, y = 1/6 Yojimbo: x = 240/100, y = 1/6 Cindy: x = 230/100, y = 1/6 Sandy: x = 550/100, y = 1/7 Mindy: x = 160/100, y = 1/7 =-=-=-=-= Defense =-=-=-=-= Valefor: x = 50/100, y = 1/5 Ifrit: x = 170/100, y = 1/5 Ixion: x = 100/100, y = 1/5 Shiva: x = 40/100, y = 1/7 Bahamut: x = 200/100, y = 1/6 Anima: x = 100/100, y = 1/5 Yojimbo: x = 250/100, y = 1/8 Cindy: x = 300/100, y = 1/6 Sandy: x = 180/100, y = 1/6 Mindy: x = 140/100, y = 1/6 =-=-=-= Magic =-=-=-= Valefor: x = 100/100, y = 1/70 Ifrit: x = 90/100, y = 1/33 Ixion: x = 90/100, y = 1/38 Shiva: x = 100/100, y = 1/28 Bahamut: x = 90/100, y = 1/250 Anima: x = 70/100, y = 1/12 Yojimbo: x = 60/100, y = 1/23 Cindy: x = 100/100, y = 1/60 Sandy: x = 110/100, y = 1/40 Mindy: x = 130/100, y = 1/40 =-=-=-=-=-=-=-= Magic Defense =-=-=-=-=-=-=-= Valefor: x = 100/100, y = 1/30 Ifrit: x = 90/100, y = 1/34 Ixion: x = 130/100, y = 1/30 Shiva: x = 100/100, y = 1/25 Bahamut: x = 100/100, y = 1/12 Anima: x = 100/100, y = 1/30 Yojimbo: x = 100/100, y = 1/30 Cindy: x = 100/100, y = 1/12 Sandy: x = 100/100, y = 1/12 Mindy: x = 100/100, y = 1/12 =-=-=-=-= Agility =-=-=-=-= Valefor: x = 50/100, y = 1/20 Ifrit: x = 40/100, y = 1/20 Ixion: x = 30/100, y = 1/20 Shiva: x = 100/100, y = 1/23 Bahamut: x = 50/100, y = 1/20 Anima: x = 40/100, y = 1/20 Yojimbo: x = 40/100, y = 1/20 Cindy: x = 50/100, y = 1/20 Sandy: x = 50/100, y = 1/20 Mindy: x = 70/100, y = 1/20 =-=-=-=-= Evasion =-=-=-=-= Valefor: x = 50/100, y = 1/24 Ifrit: x = 30/100, y = 1/70 Ixion: x = 30/100, y = 1/47 Shiva: x = 100/100, y = 1/44 Bahamut: x = 50/100, y = 1/20 Anima: x = 50/100, y = 1/20 Yojimbo: x = 180/100, y = 1/20 Cindy: x = 50/100, y = 1/20 Sandy: x = 40/100, y = 1/20 Mindy: x = 60/100, y = 1/20 =-=-=-=-=-= Accuracy =-=-=-=-=-= Valefor: x = 200/100, y = 1/20 Ifrit: x = 200/100, y = 1/20 Ixion: x = 250/100, y = 1/20 Shiva: x = 200/100, y = 1/20 Bahamut: x = 200/100, y = 1/20 Anima: x = 200/100, y = 1/20 Yojimbo: x = 300/100, y = 1/10 Cindy: x = 200/100, y = 1/20 Sandy: x = 270/100, y = 1/20 Mindy: x = 240/100, y = 1/20 ==================== 4.0 - BATTLE BONUSES ==================== Aeon stats will increase starting at 60 battles, then every 30 battles until 600 battles. All battles count, even before Yuna joins the party, and even if you run away. Boss battles and arena battles count. -------------------- 4.1 - Forced Battles -------------------- In one test, I used a cheat device to obtain all the aeons very early in the game, in order to see what their base stats were. Masamune3 suggested another test to back up those numbers. In order to verify the base stats of the aeons, I used a cheat device to go through the game without having any random encounters. This was necessary because in normal gameplay, it's not possible to acquire all the aeons without passing 60 battles, the first point where the stats increase. Below I've listed all the forced battles I encountered: 1 - Sinscales 2 - Sinscales 3 - Sinspawn Ammes 4 - Sahagin 5 - Geosgaeno 6 - Klikk 7 - Piranha 8 - Tros 9 - Dingo, Condor 10 - Water Flan 11 - Kimahri 12 - Garuda 13 - Garuda 14 - Condor, Dingo, Water Flan 15 - Sin, Sinscales 16 - Sinspawn Echuilles, Sinscales 17 - Ragora 18 - Sinspawn Geneaux 19 - Worker 20 - Worker 21 - Worker 22 - Oblitzerator 23 - Sahagin Chiefs 24 - Vouivre 25 - Garuda 26 - Raldo 27 - Chocobo Eater 28 - Sinspawn Gui 29 - Sinspawn Gui 30 - Extractor 31 - Treasure Chest, mole 32 - Spherimorph 33 - Crawler 34 - Seymour, Guado Guardians 35 - Guado Guardian 36 - Guado Guardian 37 - Wendigo, Guado Guardians 38 - Zuu 39 - Mech Guards 40 - Sandragora 41 - Guado Guardian, Bombs 42 - Guado Guardian, Dual Horns 43 - Guado Guardian, Chimeras 44 - Evrae 45 - Warrior Monks 46 - Warrior Monks, YKT-63 47 - Warrior Monks 48 - Warrior Monks, YKT-63 49 - Warrior Monks, YAT-99 50 - Grothia 51 - Pterya 52 - Spathi 53 - Evrae Altana 54 - Seymour Natus 55 - Defender X 56 - Yojimbo 57 - Biran Ronso, Yenke Ronso 58 - Seymour Flux 59 - Sanctuary Keeper After Sanctuary Keeper, the first stat bonuses were applied, but I've only got 59 battles in the list. Either I missed one, or one of the other battles I fought had a split and I counted it as one battle when it should have been counted as two. After this, there are three more battles necessary to fight before obtaining Anima and the Magus Sisters. These are Spectral Keeper, Yunalesca, and Geosgaeno. Note that I didn't fight Belgemine at all because I used a key items cheat in order to unseal the Magus Sisters. The good news is that the 0-59 stats (or base stats) for Valefor through Yojimbo are consistent with the base stats I observed from my other cheat game. Also, the 60-99 stats are consistent for all aeons. From this I am reasonably confident that the base stats I observed in my other cheat game are the true base stats for all aeons. ------------------------- 4.2 - Battle Bonus Tables ------------------------- The following tables show the stats of the aeons after each battle bonus is applied. The 0-59 rows correspond to the base stats of each aeon. Notice that Luck is unaffected by battles. =-=-=-=-= Valefor =-=-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 725 24 18 23 21 23 10 17 19 11 60- 89 785 27 19 25 24 26 10 17 20 11 90-119 885 29 20 28 27 27 12 17 21 12 120-149 955 30 21 29 27 30 12 17 21 12 150-179 1003 31 22 30 30 33 12 17 21 12 180-209 1127 35 24 33 31 37 15 17 24 13 210-239 1169 36 25 34 34 41 15 17 24 13 240-269 1229 39 27 36 38 41 18 17 25 14 270-299 1341 43 28 39 42 42 19 17 27 15 300-329 1465 46 30 44 42 46 21 17 28 15 330-359 1525 49 32 46 46 46 22 17 30 16 360-389 1573 50 33 47 47 51 24 17 30 16 390-419 1685 53 35 50 51 55 25 17 31 17 420-449 1785 55 36 52 51 55 27 17 33 17 450-479 1845 58 38 54 55 60 28 17 34 18 480-509 1917 60 39 58 55 60 30 17 36 18 510-539 2005 63 40 60 59 60 31 17 37 19 540-569 2053 64 42 61 59 65 31 17 39 19 570-599 2177 69 44 64 64 65 34 17 39 20 600+ 2225 71 45 66 64 69 34 17 42 20 =-=-=-= Ifrit =-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 857 23 19 29 21 21 9 17 10 11 60- 89 907 26 20 31 23 23 9 17 10 11 90-119 1097 28 21 36 26 23 11 17 10 12 120-149 1262 29 22 37 26 26 11 17 10 12 150-179 1302 30 23 38 30 30 11 17 10 12 180-209 1512 34 25 41 30 32 13 17 12 13 210-239 1547 35 26 42 32 36 13 17 12 13 240-269 1597 37 28 44 37 36 16 17 12 14 270-299 1797 41 29 47 41 37 17 17 14 15 300-329 2007 44 31 57 41 41 18 17 14 15 330-359 2057 47 33 59 45 42 19 17 15 16 360-389 2097 48 34 60 45 45 21 17 16 16 390-419 2297 51 36 63 49 49 22 17 16 17 420-449 2487 53 37 65 50 49 23 17 17 17 450-479 2537 56 39 67 53 53 24 17 17 18 480-509 2597 58 40 76 53 53 26 17 18 18 510-539 2777 60 41 78 58 53 27 17 18 19 540-569 2817 61 43 79 58 58 27 17 19 19 570-599 3027 66 45 82 62 58 30 17 20 20 600+ 3067 68 46 84 62 62 30 17 22 20 =-=-=-= Ixion =-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 891 25 20 26 20 29 8 17 11 12 60- 89 951 28 21 28 23 32 8 17 11 12 90-119 1121 30 22 32 26 33 9 17 11 13 120-149 1261 31 23 33 26 37 9 17 11 13 150-179 1309 33 24 34 29 41 9 17 11 13 180-209 1503 37 26 37 30 46 11 17 13 14 210-239 1545 38 27 38 32 51 11 17 13 14 240-269 1605 41 29 40 36 51 14 17 13 15 270-299 1787 45 30 43 40 52 15 17 15 16 300-329 1981 48 32 50 41 58 16 17 16 16 330-359 2041 51 34 52 44 58 17 17 17 17 360-389 2089 52 35 53 44 64 18 17 17 17 390-419 2271 56 37 56 48 69 19 17 17 18 420-449 2441 58 38 58 49 69 20 17 19 18 450-479 2501 61 40 60 52 75 21 17 19 19 480-509 2573 63 41 66 52 75 22 17 20 19 510-539 2731 66 42 68 56 75 23 17 20 20 540-569 2779 67 44 69 57 81 23 17 21 20 570-599 2973 72 46 72 61 81 26 17 22 21 600+ 3021 74 47 74 61 87 26 17 24 21 =-=-=-= Shiva =-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 820 26 19 17 23 24 14 17 32 11 60- 89 880 30 20 18 27 27 15 17 34 11 90-119 1020 32 21 19 30 28 18 17 34 12 120-149 1130 33 22 20 30 31 18 17 34 12 150-179 1178 35 23 21 33 34 19 17 35 12 180-209 1342 40 25 23 34 38 22 17 39 13 210-239 1384 41 25 24 37 42 22 17 39 13 240-269 1444 44 27 26 42 42 27 17 39 14 270-299 1596 48 28 27 46 43 27 17 44 15 300-329 1760 51 30 31 46 47 32 17 44 15 330-359 1820 55 31 33 51 48 32 17 48 16 360-389 1868 56 32 34 51 52 37 17 48 16 390-419 2020 60 34 36 56 57 37 17 49 17 420-449 2160 62 35 37 56 57 42 17 53 17 450-479 2220 66 36 39 60 61 42 17 53 18 480-509 2292 68 38 42 61 62 47 17 57 18 510-539 2420 71 39 43 65 62 47 17 58 19 540-569 2468 72 40 45 65 66 47 17 62 19 570-599 2632 78 41 47 70 67 52 17 62 20 600+ 2680 80 42 48 70 71 52 17 66 20 =-=-=-=-= Bahamut =-=-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 1210 35 23 27 18 28 10 17 20 11 60- 89 1280 39 24 29 20 32 10 17 21 11 90-119 1550 42 25 34 23 33 12 17 22 12 120-149 1785 44 26 35 23 36 12 17 22 12 150-179 1841 47 27 37 26 40 12 17 22 12 180-209 2139 52 29 39 26 44 15 17 25 13 210-239 2188 54 30 40 28 49 15 17 25 13 240-269 2258 58 32 42 32 50 18 17 26 14 270-299 2542 63 33 44 36 51 19 17 29 15 300-329 2840 67 35 54 36 56 21 17 29 15 330-359 2910 71 37 56 39 57 22 17 32 16 360-389 2966 73 38 57 39 61 24 17 32 16 390-419 3250 78 40 59 43 66 25 17 33 17 420-449 3520 81 41 61 43 67 27 17 35 17 450-479 3590 85 43 62 46 72 28 17 36 18 480-509 3674 89 44 72 47 73 30 17 38 18 510-539 3930 92 45 74 51 74 31 17 39 19 540-569 3986 94 47 75 51 78 31 17 41 19 570-599 4284 101 49 77 55 79 34 17 42 20 600+ 4340 103 50 79 55 84 34 17 44 20 =-=-=-= Anima =-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 1410 45 33 26 22 23 9 17 20 11 60- 89 1490 50 35 28 25 26 9 17 21 11 90-119 1810 54 36 32 28 27 11 17 22 12 120-149 2090 56 37 33 28 30 11 17 22 12 150-179 2154 59 39 34 31 33 11 17 22 12 180-209 2506 65 41 37 32 37 13 17 25 13 210-239 2562 68 42 38 35 41 13 17 25 13 240-269 2642 73 44 40 39 41 16 17 26 14 270-299 2978 79 46 43 43 42 17 17 29 15 300-329 3330 85 48 50 44 46 18 17 29 15 330-359 3410 90 50 52 47 46 19 17 32 16 360-389 3474 93 51 53 47 51 21 17 32 16 390-419 3810 98 53 56 51 55 22 17 33 17 420-449 4130 102 55 58 52 55 23 17 35 17 450-479 4210 107 56 60 56 60 24 17 36 18 480-509 4306 111 58 66 57 60 26 17 38 18 510-539 4610 116 60 68 61 60 27 17 39 19 540-569 4674 119 61 69 61 65 27 17 41 19 570-599 5026 126 63 72 65 65 30 17 42 20 600+ 5090 130 65 74 66 69 30 17 44 20 =-=-=-=-= Yojimbo =-=-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 1030 0 29 25 16 23 9 17 59 19 60- 89 1120 0 31 26 18 26 9 17 62 20 90-119 1246 0 32 32 20 27 11 17 63 21 120-149 1327 0 33 33 20 30 11 17 63 22 150-179 1399 0 35 34 23 33 11 17 63 22 180-209 1561 0 37 36 23 37 13 17 71 24 210-239 1624 0 38 36 25 41 13 17 71 24 240-269 1714 0 40 38 28 41 16 17 72 25 270-299 1858 0 42 39 31 42 17 17 81 27 300-329 2020 0 44 51 32 46 18 17 81 28 330-359 2110 0 46 52 34 46 19 17 89 29 360-389 2182 0 47 53 35 51 21 17 89 30 390-419 2326 0 49 55 37 55 22 17 90 31 420-449 2452 0 51 56 38 55 23 17 97 32 450-479 2542 0 52 57 41 60 24 17 98 33 480-509 2650 0 54 69 42 60 26 17 105 34 510-539 2758 0 56 70 44 60 27 17 106 35 540-569 2830 0 57 71 44 65 27 17 113 36 570-599 2992 0 59 72 48 65 30 17 114 37 600+ 3064 0 61 73 48 69 30 17 122 38 =-=-=-= Cindy =-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 2190 46 28 32 21 28 10 17 20 11 60- 89 2290 52 30 34 24 32 10 17 21 11 90-119 2870 55 31 41 28 33 12 17 22 12 120-149 3400 57 32 42 28 36 12 17 22 12 150-179 3480 63 34 44 31 40 12 17 22 12 180-209 4100 70 36 46 31 44 15 17 25 13 210-239 4170 72 37 47 34 49 15 17 25 13 240-269 4270 79 39 49 38 50 18 17 26 14 270-299 4870 87 41 51 43 51 19 17 29 15 300-329 5490 91 43 65 43 56 21 17 29 15 330-359 5590 97 45 67 47 57 22 17 32 16 360-389 5670 99 46 68 47 61 24 17 32 16 390-419 6270 107 48 70 51 66 25 17 33 17 420-449 6850 110 50 72 51 67 27 17 35 17 450-479 6950 116 51 73 56 72 28 17 36 18 480-509 7070 120 53 87 56 73 30 17 38 18 510-539 7630 126 55 89 60 74 31 17 39 19 540-569 7710 128 56 90 60 78 31 17 41 19 570-599 8330 140 58 92 64 79 34 17 42 20 600+ 8410 142 60 94 64 84 34 17 44 20 =-=-=-= Sandy =-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 1790 35 42 26 24 28 10 17 17 13 60- 89 1870 39 43 28 27 32 10 17 17 13 90-119 2350 42 44 32 31 33 12 17 18 14 120-149 2790 44 45 33 31 36 12 17 18 14 150-179 2854 47 46 35 34 40 12 17 18 14 180-209 3366 52 48 37 34 44 15 17 21 15 210-239 3422 54 49 38 38 49 15 17 21 15 240-269 3502 58 51 40 43 50 18 17 22 16 270-299 3998 63 52 42 48 51 19 17 25 17 300-329 4510 67 54 51 48 56 21 17 25 17 330-359 4590 71 56 53 53 57 22 17 27 18 360-389 4654 73 57 54 53 61 24 17 27 18 390-419 5150 78 59 56 57 66 25 17 28 19 420-449 5630 81 60 58 57 67 27 17 30 19 450-479 5710 85 62 59 63 72 28 17 31 20 480-509 5806 89 63 69 63 73 30 17 32 20 510-539 6270 92 64 71 67 74 31 17 33 21 540-569 6334 94 66 72 67 78 31 17 35 21 570-599 6846 101 68 74 73 79 34 17 36 22 600+ 6910 103 69 76 73 84 34 17 38 22 =-=-=-= Mindy =-=-=-= Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 1237 58 23 24 28 28 12 17 23 12 60- 89 1287 66 24 26 31 32 12 17 24 12 90-119 1637 70 25 29 36 33 15 17 25 13 120-149 1962 72 26 30 36 36 15 17 25 13 150-179 2002 79 27 32 40 40 15 17 25 13 180-209 2372 88 29 34 40 44 18 17 28 14 210-239 2407 91 30 35 44 49 18 17 28 14 240-269 2457 99 32 37 50 50 22 17 29 15 270-299 2817 108 33 39 56 51 23 17 33 16 300-329 3187 114 35 47 56 56 25 17 33 16 330-359 3237 122 37 49 62 57 26 17 36 17 360-389 3277 125 38 50 62 61 29 17 36 17 390-419 3637 134 40 52 67 66 30 17 37 18 420-449 3987 138 41 54 67 67 33 17 39 18 450-479 4037 146 43 55 73 72 34 17 40 19 480-509 4097 150 44 63 73 73 37 17 43 19 510-539 4437 158 45 65 78 74 38 17 44 20 540-569 4477 161 47 66 78 78 38 17 46 20 570-599 4847 174 49 68 85 79 42 17 47 21 600+ 4887 178 50 70 85 84 42 17 50 21 --------------------------- 4.3 - Battle Bonus Formulas --------------------------- Terence also figured out this one. The above tables can be generated with the same formulas presented in Section 3.0, but using some "fake stats" for Yuna instead of her real stats. The following table lists the fake stats: Battles HP MP STR DEF MAG MDF AGL LK EV ACC ------------------------------------------------------------ 0- 59 475 84 5 5 20 20 10 17 30 3 60- 89 475 104 5 5 23 23 10 17 32 3 90-119 675 104 5 7 26 23 13 17 32 3 120-149 875 104 5 7 26 26 13 17 32 3 150-179 875 124 5 7 29 29 13 17 32 3 180-209 1075 144 5 7 29 32 16 17 36 3 210-239 1075 144 5 7 32 36 16 17 36 3 240-269 1075 164 5 7 36 36 20 17 36 3 270-299 1275 184 5 7 40 36 20 17 40 3 300-329 1475 184 5 11 40 40 24 17 40 3 330-359 1475 204 5 11 44 40 24 17 44 3 360-389 1475 204 5 11 44 44 28 17 44 3 390-419 1675 224 5 11 48 48 28 17 44 3 420-449 1875 224 5 11 48 48 32 17 48 3 450-479 1875 244 5 11 52 52 32 17 48 3 480-509 1875 244 5 15 52 52 36 17 52 3 510-539 2075 264 5 15 56 52 36 17 52 3 540-569 2075 264 5 15 56 56 36 17 56 3 570-599 2275 304 5 15 60 56 40 17 56 3 600+ 2275 304 5 15 60 60 40 17 60 3 Terence also noticed that these fake stats almost exactly mirror Yuna's natural Sphere Grid path if you activated every node along the way and didn't open any Locks. "I say 'almost exactly' because of 600+. At 600+, the 'fake stats' gain 4 MDef and 4 Eva. However, the final leg of Yuna's Sphere Grid path (ending at Holy) has two +4 Eva nodes, and no MDef node. Which is, in fact, *very* interesting, in my opinion. A design change at the last second? They followed the path so *well* up until then...." -Terence ================= 5.0 - Aeon's Soul ================= ------------------------ 5.1 - Core Stat Formulas ------------------------ The following formula applies to Str, Def, Mag, Mdf, Agl, Luck, Ev, and Acc: ns = MIN(99, [stat / 2]) where ns: number of spheres needed to raise the core stat by 1 MIN: the minimum function, returns the lowest valued argument stat: the current value of the stat to be raised []: round down to an integer value (aka floor function) -------------- 5.2 - MP Table -------------- In the following table, the first column is the range of current MP values, the second column is the number of spheres required to raise MP by 10 for the given range of current MP, and the third column is the number of values in the given range of MP. Examples: Current MP = 15 12 Mana Spheres are needed New MP = 25 Current MP = 1500 35 Mana Spheres are needed New MP = 1510 I've listed the third column so that you can see the pattern. The number of values in the MP range increases by 3 and 6 alternately. An interesting side note: If you wanted to increase Yojimbo's MP from 0 to 9999 MP, you would need 53,905 Mana Spheres. That should give you an idea of how much time it would take to max out the MP of all your aeons. 0- 2 10 3 3- 8 11 6 9- 20 12 12 21- 35 13 15 36- 56 14 21 57- 80 15 24 81- 110 16 30 111- 143 17 33 144- 182 18 39 183- 224 19 42 225- 272 20 48 273- 323 21 51 324- 380 22 57 381- 440 23 60 441- 506 24 66 507- 575 25 69 576- 650 26 75 651- 728 27 78 729- 812 28 84 813- 899 29 87 900- 992 30 93 993-1088 31 96 1089-1190 32 102 1191-1295 33 105 1296-1406 34 111 1407-1520 35 114 1521-1640 36 120 1641-1763 37 123 1764-1892 38 129 1893-2024 39 132 2025-2162 40 138 2163-2303 41 141 2304-2450 42 147 2451-2600 43 150 2601-2756 44 156 2757-2915 45 159 2916-3080 46 165 3081-3248 47 168 3249-3422 48 174 3423-3599 49 177 3600-3782 50 183 3783-3968 51 186 3969-4160 52 192 4161-4355 53 195 4356-4556 54 201 4557-4760 55 204 4761-4970 56 210 4971-5183 57 213 5184-5402 58 219 5403-5624 59 222 5625-5852 60 228 5853-6083 61 231 6084-6320 62 237 6321-6560 63 240 6561-6806 64 246 6807-7055 65 249 7056-7310 66 255 7311-7568 67 258 7569-7832 68 264 7833-8099 69 267 8100-8372 70 273 8373-8648 71 276 8649-8930 72 282 8931-9215 73 285 9216-9506 74 291 9507-9800 75 294 9801-9998 76 300 ----------------- 5.3 - MP Formulas ----------------- Xharas contributed the following closed-form expressions which will generate my table. mp: aeon's current MP ms: number of mana spheres needed to raise MP by 10 SQRT: square root function []: round down to an integer value (aka floor function) base: MP level base (corresponding to the first number in the first column of my table) span: the number of MP values in that level (corresponding to the third column of my table) Find ms given mp: ms = [SQRT(mp / 2.25) + 10] Example: mp = 323 ms = [SQRT(323 / 2.25) + 10] = [21.981...] = 21 Find base and span given ms (when ms is even): base = 2.25 * (ms - 10) * (ms - 10) span = 4.5 * (ms - 10) + 3 Example: ms = 22 base = 2.25 * (22 - 10) * (22 - 10) = 324 span = 4.5 * (22 - 10) + 3 = 57 base of next level = 324 + 57 = 381 range of current level = 324-380 Find base and span given ms (when ms is odd): base = 2.25 * (ms - 10) * (ms - 10) + 0.75 span = 4.5 * (ms - 10) + 1.5 Example: ms = 21 base = 2.25 * (21 - 10) * (21 - 10) + 0.75 = 273 span = 4.5 * (21 - 10) + 1.5 = 51 base of next level = 273 + 51 = 324 range of current level = 273-323 -------------- 5.4 - HP Table -------------- In the following table, the first column is the range of current HP values, the second column is the number of spheres required to raise HP by 100 for the given range of current HP, and the third column is the number of values in the given range of HP. Examples: Current HP = 725 22 Power Spheres are needed New HP = 825 Current HP = 31000 60 Power Spheres are needed New HP = 31100 I've listed the third column so that you can see the pattern. The number of values in the HP range increases by 32 each time. An interesting side note: If you wanted to increase an aeon's HP from 0 (if it were possible to have an aeon's HP that low) to 99999 HP, you would need 68,171 Power Spheres. That should give you an idea of how much time it would take to max out the HP of all your aeons. 0- 15 16 16 16- 63 17 48 64- 143 18 80 144- 255 19 112 256- 399 20 144 400- 575 21 176 576- 783 22 208 784- 1023 23 240 1024- 1295 24 272 1296- 1599 25 304 1600- 1935 26 336 1936- 2303 27 368 2304- 2703 28 400 2704- 3135 29 432 3136- 3599 30 464 3600- 4095 31 496 4096- 4623 32 528 4624- 5183 33 560 5184- 5775 34 592 5776- 6399 35 624 6400- 7055 36 656 7056- 7743 37 688 7744- 8463 38 720 8464- 9215 39 752 9216- 9999 40 784 10000-10815 41 816 10816-11663 42 848 11664-12543 43 880 12544-13455 44 912 13456-14399 45 944 14400-15375 46 976 15376-16383 47 1008 16384-17423 48 1040 17424-18495 49 1072 18496-19599 50 1104 19600-20735 51 1136 20736-21903 52 1168 21904-23103 53 1200 23104-24335 54 1232 24336-25599 55 1264 25600-26895 56 1296 26896-28223 57 1328 28224-29583 58 1360 29584-30975 59 1392 30976-32399 60 1424 32400-33855 61 1456 33856-35343 62 1488 35344-36863 63 1520 36864-38415 64 1552 38416-39999 65 1584 40000-41615 66 1616 41616-43263 67 1648 43264-44943 68 1680 44944-46655 69 1712 46656-48399 70 1744 48400-50175 71 1776 50176-51983 72 1808 51984-53823 73 1840 53824-55695 74 1872 55696-57599 75 1904 57600-59535 76 1936 59536-61503 77 1968 61504-63503 78 2000 63504-65535 79 2032 65536-67599 80 2064 67600-69695 81 2096 69696-71823 82 2128 71824-73983 83 2160 73984-76175 84 2192 76176-78399 85 2224 78400-80655 86 2256 80656-82943 87 2288 82944-85263 88 2320 85264-87615 89 2352 87616-89999 90 2384 90000-92415 91 2416 92416-94863 92 2448 94864-97343 93 2480 97344-99855 94 2512 99856-99999 95 2544 ----------------- 5.5 - HP Formulas ----------------- Xharas submitted the following closed-form expressions which can generate my table. Much nicer than the iterative expressions I used before. hp: aeon's current HP ps: number of power spheres needed to raise HP by 100 SQRT: square root function []: round down to an integer value (aka floor function) base: HP level base (corresponding to the first number in the first column of my table) span: the number of HP values in that level (corresponding to the third column of my table) Find ps given hp: ps = [SQRT(hp / 16) + 16] Example: hp = 3533 ps = [SQRT(3533 / 16) + 16] = [30.859...] = 30 Find base and span given ps: base = 16 * (ps - 16) * (ps - 16) span = 32 * (ps - 15.5) Example: ps = 30 base = 16 * (30 - 16) * (30 - 16) = 3136 span = 32 * (30 - 15.5) = 464 base of next level = 3136 + 464 = 3600 range of current level = 3136-3599 ------------------------------------------------------------------------------- 16.3. Stat Maxing Process #SP6A3 ------------------------------------------------------------------------------- This section is sort of like two other character stat maxing sections in this guide, only it's shorter and it deals with the stat maxing of your aeons instead of your main characters. o----------------o - Step One - o----------------o OBTAINING NEEDED ITEMS: This step actually lasts quite a long time, and you do most of it just by playing through the normal game's storyline. What you are required to do in this step's to obtain both the Summoner's Soul as well as the Aeon's Soul items. For the Summoner's Soul you must play through the game all the way until you get to the Moonflow (of course you'll go farther). Now, when you encounter Belgemine for the second time in the game, you must accept her next challenge. Here's some strategy: Belgemine (Ixion): This time around Belgimine shall summon forth Ixion, so now I recommend summoning Ifrit. Ifrit's overdrive should have been filled by your training in the various regions before this. When the battle to prove yourself as a summoner again begins, use that very overdrive, Hellfire. Next, Ixion will do one of two things, either Haste, or it might just attack simultaneously with attacks or Aerospark. It should now be nearing overdrive where it'll unleash a devastating Thor's Hammer that is capable of KO-ing Ifrit. Heal during the attacks with Fire on itself, then start using Boosts to reach your overdrive before Ixion. If it is impossible to do so, right before it's Overdrive move, cast a Shield to block out alot of damage from it. Once Ifrit gets to overdrive use it. Ixion is dead, if you need to summon Valefor, do it. Now, the next item you must get is the Aeon's Soul. This can either be an equally as tough to get as that (it wasn't that tough at all, was it?), or it can be actually quite difficult. The easy way is to, when you arrive at the Calm Lands later on in game's progression, go to an area near the Calm Lands Central and fight Belgemine with Shiva as her aeon. Here's strategy: Strategy? Simple. Her three attacks are not anything to piss your pants about: attack only does about 200 damage; Blizzara - depends on the aeon (ie Ifrit); Heavenly Strike - about 400+Delay. But that's only on Overdrive. What, no Diamond Dust! (???) All I can say is "thank goodness". Anyway, we can take her out before Overdrive easily. How? Easy. You summon Ifrit and use his Fire based attacks on her for some decent damage (not too much more due to her not having a susceptibility to Fire, Fira, or Firaga). But the major benefit is that you can use him to use Fire spells on himself to restorate HP. Bahamut is also a top choice for this battle, one Mega Flare will annihilate her. And if need be, you can always back that up with Impulses. Next option you have for both SS and AS items are in the Remiem Temple, which is located to the Southeast area of Calm Lands near the entrance. You must press X on the yellow Chocobo feather on the ground to hop on over. Run down the path then the bridge and you're in the Remiem Temple. If you need SS, you just must fight first fight with Valefor and win. Strategy? Valefor: Summon Bahamut here and keep just normally attacking it. Or you can Impulse it. Only on a rare occasion will it drop Bahamut's HP really low but if it does, use Cure. If you come into the fight with Mega Flare filled up it will make things twice as easy. BETTER STRATEGY: This is a more hands-on and technical strategy, but, in my opinion, will help you own Valefor even easier. Summon Shiva, mainly because of her speed and Valefor won't be able to get in as much turns. If her HP gets low, use an Ice based spell on herself to recover. Or, if you've learned moves already, use a Cure type spell. On regular offensive turns, have Shiva use physical attacks as her main focus. If she reachs Overdrive, by all means use it. When Valefor's gonna hit Overdrive, use Shield to block out most effects. Haste is a good thing if you've taught it to her. Some minor things make Valefor so predictable: Regular Turns- alternates between Sonic Wings, attack, or Energy Ray; Overdrive Meter Full- unleashes devastating Energy Blast. After the fight's done, you get Lightning Gem (4x). If you didn't get it on Moonflow, you also get Summoner's Soul. And, to get AS again you must fight her Ifrit aeon and win in the battle again it. This is easy because it's an elemental aeon: Ifrit: Here you should summon Shiva. When she is brought forth just keep using Ice attacks and/or Heavenly Strike to eventually bring him down. If her HP gets too low for comfort, use any level of an Ice attack on herself to restore some HP. It is a good idea to start off with a Diamond Dust for some major damage. If he's about to use Hell Fire (you'll know because he'll use it when his Overdrive Guage is full), and it will make it just a move of nothingness. On regular turns, he uses Meteor Strike [about 300-500 damage] and his normal attack [about 150 damage]. Once this bout is over, you will be given X-Potion (30x). And also, if you didn't get it during the fight with Belgemine on the Calm Lands, you will even get Aeon's Soul. But that's it for the forgot-to-get- but-I-get-it-now items with these aeons. This ends first step. o----------------o - Step Two - o----------------o GETTING SECRET AEONS: Refer to section #SL7S for how to obtain secret aeons... Secret Aeons consist of Yojimbo, Anima, Magus Sisters. o------------------o - Step Three - o------------------o GAINING SPHERES/YUNA LVLS UP: Now, Yuna has been leveling up throughout the whole entire game, but, she probably hasn't take aeons past anywhere significant unless you hardcore trained her to hell. This is because everytime Yuna raises a stat, aeons raise that same stat. Here's how you can get AP for stat leveling quickly: Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" Overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP (in other words, 99 sphere lvls). +-ALTERNATE METHOD-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. Take her all around the Sphere Grid and your aeons' stats will be enormous. o-----------------o - Step Four - o-----------------o ATTAINING REQUIRED CELESTIAL WEAPONS: No, don't fret or be scared. You don't need to get all of them for this step, but it is recommended when your party and aeons are maxed. The only ones of the celestial weapons that you need are Auron's Masamune, Yuna's Nirvana, Wakka's World Champion, Lulu's Onion Knight, and Kimahri's Spirit Lance. Masamune - Makes Yojimbo break 9999 damage limit Nirvana - Makes Valefor break 9999 damage limit World Champ - Makes Ifrit break 9999 damage limit Onion Knight - Makes Shiva break 9999 damage limit Spirit Lance - Makes Ixion break 9999 damage limit Yuna: ------- Nirvana- Capture 1 of every fiend in the Calm Lands. Then head back to the Monster Arena, and talk to the monster owner, he will then give it to you. Moon Crest- Swim off the shore of Besaid, Docks and then head into the patch of land, it's in a treasure chest. Moon Sigil- Defeat all 8 aeons in the Remiem Temple Auron: -------- Masamune- Find the Rusty Sword from the area outside the Cavern of the Stolen Fayth, then take it back to Mushroom rock road. Then go to the little section where a platform rises (area before aftermath area). Take it up and examine the Mi'ihen statue and then examine the emblem that appears. Mars Crest- Find it on the Mi'ihen Highroad, Oldroad South in a chest. Mars Sigil- Capture 10 monsters, of 10 different species, in 10 regions of Spira. Wakka: -------- World Champion- Win enough blitzball games and then talk to the bartender in the Cafe in the Luca square (Must win 5-10 games). Jupiter Crest- Inside one of the lockers in the Auroch's locker room. Jupiter Sigil- You win it as a prize in blitzball tournament, and league games But only after you've attained all of Wakka's overdrives. Kimahri: ---------- Spirit Lance- Go back to the Thunder Planes, and activate 3 Qactuar stones. Then go to the South side of the Thunder Plains and see a little Cactuar ghost running around. He will then lead you to a broken down old lightning tower. Examine it and you'll receive it. Saturn Crest- Find it behind the pillars after the fight with Seymour Flux. Saturn Sigil- Complete the Butterfly Catcher minigame in both areas of Macala- nia forest Lulu: ------- Onion Knight- Fly back to Baaj Temple and after you beat Geosgaenos, swim around underwater, you'll eventually find it near the far right wall, carefully hidden. Venus Crest- Fly back to the Farplane, it's there. Venus Sigil- Dodge 200 bolts of lightning at the Thunder Plains. Then go back to the travel agency, and open the chest that appears. That's it for fourth step. o-----------------o - Step Five - o-----------------o UTILIZING SUMMONER'S SOUL & AEON'S SOUL: Here, in this step, you will finally get to using those two important items that you collected throughout step one. First, you will once again be raising teaching your aeons every single ability in the game, except for of course things like Overdrives. Here're the items that you need in order to gain new abilities for your great aeons: Flare: 60 Shining Gems, Ultima: 99 Supreme Gems, Drain: 60 Stamina Springs, Osmose: 10 Mana Springs, Demi: 8 Shadow Gems, Death: 30 Farplane Shadows, Bio: 8 Poison Fangs, Fire: Bomb Fragment, Fira: 2 Bomb Cores, Firaga: 4 Fire Gems, Blizzard: Antarctic Wind, Blizzara: 2 Arctic Winds, Blizzaga: 4 Ice Gems, Water: Fish Scale, Watera: 2 Dragon Scales, Waterga: 4 Water Gems, Thunder: Electro Marble, Thundara: 2 Lightning Marbles, Thundaga: 4 Lightning Gems, Regen: 60 Healing Springs, Holy: 60 Blessed Gems, Reflect: 3 Star Curtains, Dispel: 3 Purifying Salts, Shell: 4 Lunar Curtains, Slowga: 8 Gold Hourglasses, Protect: 6 Light Curtains, Hastega: 16 Chocobo Wings, Haste: 10 Chocobo Feathers, Slow: 4 Silver Hourglasses, Life: 8 Elixirs, NulFrost: 2 Antarctic Winds, Full-Life: Megalixir, Cura: 30 X-Potions, NulTide: 2 Fish Scales, Scan: 10 Ability Spheres, Cure: 99 Hi-Potions, NulShock: 2 Electro Marbles, Curaga: 60 Mega-Potions, NulBlaze: 2 Bomb Fragments, Pray: 5 Healing Waters, Jinx: 2 Fortune Spheres, Aim: 5 Speed Spheres, Luck: 2 Fortune Spheres, Cheer: 5 Power Spheres, Doublecast: 5 Three Stars, Reflex: 10 Speed Spheres, Lancet: 20 Soul Springs, Focus: 10 Mana Spheres, Full-Break: 2 Dark Matters, Extract Mana: 20 Mana Spheres, Mental Break: 4 Shining Thorns, Extract Power: 20 Power Spheres, Magic Break: 4 Mana Springs, Extract Ability: 20 Ability Spheres, Armor Break: 2 Level 2 Key Spheres, Extract Speed: 20 Speed Spheres, Power Break: 8 Stamina Springs, Zombie Attack: 99 Holy Waters, Delay Buster: 30 Gold Hourglasses, Delay Attack: 20 Silver Hourglasses, Dark Attack: 6 Smoke Bombs, Triple Foul: 4 Skill Spheres, Silence Buster: 10 Silence Grenades, Sleep Attack: 3 Sleeping Powders, Sleep Buster: 10 Sleeping Powders, Silence Attack: 3 Silence Grenades Now for using the Aeon's Soul. What we do with AS is to raise stats with grid's node spheres. This can take one frickin' hell of a long time, but it is necessary for truly uberized stats with aeons. Here's basic idea: HP: Power Sphere, MP: Mana Sphere, Str: Power Sphere, Mag: Mana Sphere, Mdef: Mana Sphere, Def: Defense Sphere, Eva: Speed Sphere, Acc: Speed Sphere, Luck: Fortune Sphere, Agl: Speed Sphere Of course you should note that as you get higher and higher, you will be needing to use more and more of these items in order to raise your statistics of aeons. All in all, this process should take you into the 500hrs. o----------------------------o - Final Stats of Aeons - o----------------------------o Here's an easy-to-use data chart for final aeons' stats... Valefor Ifrit Ixion Shiva Bahamut Yojimbo Anima Magus ------------------------------------------------------------------------------- HP 99999 99999 99999 99999 99999 99999 99999 99999 ------------------------------------------------------------------------------- MP 9999 9999 9999 9999 9999 9999 9999 9999 ------------------------------------------------------------------------------- Str 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Def 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Mag 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Mdef 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Eva 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Acc 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Agl 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Luck 255 255 255 255 255 255 255 255 ------------------------------------------------------------------------------- Looks good, eh? ;) Especially when you use any of 3/2 stat maxing methods I suggest in Original Grid or Expert Grid stat maximization sections. =============================================================================== <-----------------------------------------------------------------------------> 17.0. YOJIMBO'S MATH #SQ7Y <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 17.1. NTSC Version Math #SR7Y1 ------------------------------------------------------------------------------- =-=-=-=-=-= 1. Gil Paid =-=-=-=-=-= 1-3 Gil = 0 Motivation 4-7 Gil = 2 Motivation 8-15 Gil = 4 Motivation 16-31 Gil = 6 Motivation 32-63 Gil = 8 Motivation 64-127 Gil = 10 Motivation 128-255 Gil = 12 Motivation 256-511 Gil = 14 Motivation 512-1023 Gil = 16 Motivation 1024-2047 Gil = 18 Motivation 2048-4095 Gil = 20 Motivation 4096-8191 Gil = 22 Motivation 8192-16383 Gil = 24 Motivation 16384-32767 Gil = 26 Motivation 32768-65535 Gil = 28 Motivation 65536-131071 Gil = 30 Motivation 131072-262143 Gil = 32 Motivation 262144-524287 Gil = 34 Motivation 524288-1048575 Gil = 36 Motivation 1048576-2097151 Gil = 38 Motivation 2097152-4194303 Gil = 40 Motivation 4194304-8388607 Gil = 42 Motivation 8388608-16777215 Gil = 44 Motivation 16777216-33554431 Gil = 46 Motivation 33554432-67108863 Gil = 48 Motivation 67108864-134217727 Gil = 50 Motivation 134217728-268435455 Gil = 52 Motivation 268435456-536870911 Gil = 54 Motivation 536870912-999999999 Gil = 56 Motivation =-=-=-=-=-=-=-=-= 2. Compatibility =-=-=-=-=-=-=-=-= Yojimo aeon comes with secret compatibility with Yuna (sort of like Final Fantasy VIII, but still VERY different). The formula for Compatibility is... (c / 30 = m) When... M = Motivation c = Compatibility Compatibility meter begins when you get him and begins at 50 points. Now, this can lower down to zero, or can rise all the way up to 255 depending on actions taken in the following paragraph. Here's some of the information for the compatibility... During battle, if you decide to not pay Yojimbo any Gil for his attacks, it takes away 20 from your compatibility. If Yojimbo happens to be KOed during a fight, it will minus 10 from your compatibility. When you summon Yojimbo into a a bout, but you the dismiss him without giving any Gil, it subtracts 3 from the compatibility. When Daigoro is executed during fights, that in itself takes away 1 compatibility point. When Kozuka is done in battles, it does nothing to lower to raise your compatiblity. During a skirmish, if he does a single Wakizashi attack, it adds 1 compatibility. Now, if a multiple-hit Wakizashi is witnessed, there's 3 extra points to the compatibility. Final thing is Zanmato and if it's used in the fight, there's an extra 4 points. So, as you can plainly see from those pieces of information, it's much easier to lose your compatibility with Yojimbo than to gain it. =-=-=-=-=-=-=-=-= 3. Zanmato Levels =-=-=-=-=-=-=-=-= This is actually both the Zanmato Levels of enemies and the answer you had given him the first time you were trying to attain him... Answer 1: "To train as a summoner." X (0.75 + [amount you payed for attack x 0.5 / current gil]) Answer 2: "To destroy fiends." (don't quote me on this one:) ) Level 1: x 1 Level 2: x 0.5 Level 3: x 0.33 Level 4: x 0.25 Level 5: x 0.2 Answer 3: "To defeat the most powerful of enemies." Level 1: x 0.8 Level 2: x 0.8 Level 3: x 0.8 Level 4: x 0.4 Level 5: x 0.4 LEVEL 1 ------- Achelous, Aerouge, Ahriman, Alcyone, Anacondaur, Aqua Flan, Bandersnatch, Bashura, Basilisk, Bat Eye, Bite Bug, Black Element, Blue Element, Bomb, Buer, Bunyip, Cave Iguion, Chimera, Chimera Brain, Coeurl, Condor, Dark Element, Dark Flan, Defender, Defender X, Defender Z, Demonolith, Dingo, Dinonix, Dual Horn, Epaaj, Evil Eye, Exoray, Fallen Monk, Flame Flan, Floating Death, Floating Eye, Funguar, Gandarewa, Garm, Garuda, Gemini, Ghost, Gold Element, Grat, Great Malboro, Grenade, Grendel, Grothia, Guado Guardian (Sometimes Level 4), Halma, Ice Flan, Iguion, Imp, Ipiria, Iron Giant, Killer Bee, Klikk, Kusariqqu, Lamashtu, Land Worm, Larva, Lord Ochu, Machea, Maelspike, Mafdet, Magic Urn, Malboro, Mandragora, Master Coeurl, Master Tonberry, Maze Larva, Mech Defender, Mech Guard, Mech Gunner, Mech Hunter, Mech Leader, Mech Scouter, Melusine, Mi'ihen Fang, Murussu, Mushussu, Nebiros, Nidhogg, Ochu, Octopus, Ogre, Phlegyas, Piranha, Puroboros, Ragora, Raldo, Raptor, Red Element, Remora, Sahagin, Sahagin Chief, Sandragora, Sand Wolf, Sand Worm, Shred, Simurgh, Sinscale (Underwater Sinscales are Level 4), Sinspawn: Ammes, Skoll, Snow Flan, Snow Wolf, Spathi, Spirit, Splasher, Swamp Mafdet, Thorn, Thunder Flan, Tonberry, Valaha, Varuna, Vouivre (2 Types), Warrior Monk (2 Types), Wasp, Water Flan, Wendigo, White Element, Worker, Wraith, Xiphos, YAT-97, YAT-99, Yellow Element, YKT-11, YKT-63, Yowie, Zaurus, Zuu. LEVEL 2 ------- Barbatos, Behemoth, Behemoth King, Cactuar, Qactuar LEVEL 3 ------- Adamantoise, Anima LEVEL 4 ------- Arms, Biran Ronso, Braska's Final Aeon, Chocobo Eater, Crawler, Evrae, Evrae Altana, Extractor, Geneaux's Tentacle, Geosgaeno, Guado Guardian, Head,Kimahri, Left Fin, Mimic, Mortibody, Mortivessel, Negator, Neslug, Oblitzerator, Omega Weapon, Penance, Pterya, Right Fin, Sanctuary Keeper, Seymour, Seymour Flux, Seymour Natus, Seymour Omnis, Shinryu, Sin's Fin, Sin's Core, Sin's Head, Sinspawn Echuilles, Sinspawn Genais, Sinspawn Geneaux, Sinspawn Gui, Spectral Keeper, Spherimorph, Tros, Ultima Weapon, Underwater Sinscale, Yenke Ronso, Yunalesca LEVEL 5 ------- Earth Eater, Greater Sphere, Catastrophe, Th'uban, Ultima Buster, Nemesis, Stratoavis, Malboro Menace, Kottos, Coeurlregina, Jormungand, Cactuar King, Espada, Abyss Worm, Chimerageist, Don Tonberry, Catoblepas, Abaddon, Vorban, Fenrir, Ornitholestes, Pteryx, Hornet, Vidatu, One-Eye, Jumbo Flan, Nega Elemental, Tanket, Fafnir, Sleep Sprout, Bomb King, Juggernaut, Ironclad, Dark Valefor, Dark Ifrit, Dark Ixion, Dark Shiva, Dark Bahamut, Dark Yojimbo, Dark Anima, Dark Magus Sisters, Penance =-=-=-=-=-=-= 4. Overdrive =-=-=-=-=-=-= The only way you can any add motivation by this is I have found is to pay him the gil while your overdrive guage is full, otherwise you get nothing for this parameter, or at least that is what I have found thus far. And it will add an amount of 20 to your overall motivation. =-=-=-=-=-=-= 5. Randomness =-=-=-=-=-=-= Adds anywhere from 0-63 to final Motivation. =-=-=-=-=-=-= 6. Motivation =-=-=-=-=-=-= Motivation is the same as last time. It is the main factor in which all others add into and are a part of. The main factors of motivation are located around this part of it. The factorization for motivation is listed just below... g + c + o + r + l = m When... g = gil paid c = compatibility o = overdrive bar r = random factor l = enemy's Zanmato level m = final overall motivation =-=-=-=-=-=-=-=-=-=-=-= 7. Random Free Attacks =-=-=-=-=-=-=-=-=-=-=-= Yojimbo sometimes attacks for free. The possibility of this happening is the following... (c / 1024) - c = compatiblity. The formula for this is(c / 4) + a, and a = random #s 0-63. Free attacks are only done on enemies with Zanmato Level 1 (^see above list). Next is some "random" info: If your motivation is anywhere from 0 through 31, the free attack you will get is a Daigoro. Now, if your motivation is from 32 to 47 when the free attack is done it will be a Kozuka. Ok, if the motivation is 48 through to 63, the free move you get is a one-enemy Wakizashi. If Yojimbo's motivation is 64 to 79 when free attack is performed, the move you'll see is an all-enemy Wakizashi. Lastly, the move you see when free attack is executed and motivation is 80+ is Zanmato. ------------------------------------------------------------------------------- 17.2. PAL/Int. Versions Math #SR7Y2 ------------------------------------------------------------------------------- Info in this section was posted by Oliver Hague on the FFX message boards; I re-layout-ed it a 'lil. =-=-=-=-=-=-= 1. Overdrive =-=-=-=-=-=-= The only way you can any add motivation by this is I have found is to pay him the Gil while your overdrive guage is full, otherwise you get nothing for this parameter, or at least that is what I have found thus far. And it will add an amount of 20 to your overall motivation. =-=-=-=-=-= 2. Gil Paid =-=-=-=-=-= 1-3 gil - 0 Motivation 4-7 gil - 4 Motivation 8-15 gil - 8 Motivation 16-31 gil - 12 Motivation 32-63 gil - 16 Motivation 64-127 gil - 20 Motivation 128-255 gil - 24 Motivation 256-511 gil - 28 Motivation 512-1023 gil - 32 Motivation 1024-2047 gil - 36 Motivation 2048-4095 gil - 40 Motivation 4096-8191 gil - 44 Motivation 8192-16383 gil - 48 Motivation 16384-32767 gil - 52 Motivation 32768-65535 gil - 56 Motivation 65536-131071 gil - 60 Motivation 131072-262143 gil - 64 Motivation 262144-524287 gil - 68 Motivation 524288-1048575 gil - 72 Motivation 1048576-2097151 gil - 76 Motivation 2097152-4194303 gil - 80 Motivation 4194304-83886007 gil - 84 Motivation 83886008-16777215 gil - 88 Motivation 16777216-33554431 gil - 92 Motivation 33554432-67108863 gil - 96 Motivation 67108864-134217727 gil - 100 Motivation 134217728-268435455 gil - 104 Motivation 268435456-536870911 gil - 108 Motivation 536870912-999999999 gil - 112 Motivation =-=-=-=-=-=-=-=-= 3. Compatibility =-=-=-=-=-=-=-=-= This time around in these versions of the game the compatibility factor and count start off at 128. The least and maximum are the same as before though (255, 0). And do it like this: Yojimbo's motivation based on compatibility when payed + Compatibility / 4 The ways to lower and raise compatibility are listed in the below chart... Uses a Zanmato- Increase of 4 If Kozuka kappens it stays the same Uses Wakizashi on all opponents- Increase of 3 If Yojimbo is KO'd- Decrease of 10 Uses Wakizashi on one- Increase of 1 Dismiss Yojimbo- Decrease of 3 Uses Daigoro- Decrease of 1 If you try to get "free moves" it decreases by 20 This seems a little more fair than the normal version of the game's own compatibility factor. =-=-=-=-=-=-= 4. Motivation =-=-=-=-=-=-= Motivation is the same as last time. It is the main factor in which all others add into and are a part of. The main factors of motivation are located around this part of it. The factorization for motivation is listed just below... g + c + o + r + l = m When... g = gil paid c = compatibility o = overdrive bar r = random factor l = enemy's Zanmato level m = final overall motivation =-=-=-=-=-=-=-=-= 5. Zanmato Levels =-=-=-=-=-=-=-=-= This is actually both the Zanmato Levels of enemies and the answer you had given him the first time you were trying to attain him... Answer 1: "To train as a summoner." X (0.75 + [amount you payed for attack x 0.5 / current gil]) Answer 2: "To destroy fiends." (don't quote me on this one:) ) Level 1: x 1 Level 2: x 0.5 Level 3: x 0.33 Level 4: x 0.25 Level 5: x 0.2 Answer 3: "To defeat the most powerful of enemies." Level 1: x 0.8 Level 2: x 0.8 Level 3: x 0.8 Level 4: x 0.4 Level 5: x 0.4 =-=-=-=-=-=-= 6. Randomness =-=-=-=-=-=-= This factor does the same as the NTSC version, just, it can add anywhere from 0-63 instead of 0-64. =-=-=-=-=-=-=-=-= Random Free Moves =-=-=-=-=-=-=-=-= This will just for both 3 versions of the game and will describe the random happenings of Yojimbo attacking for no gil. He can execute Zanmato for free under these specific criteria: 1. Motivation in the beginning of the fight is 80 or over. 2. Enemy's Zanmato Level is 1. He can execute Wakizashi on all enemies under these specific criterias: 1. Motivation in the beginning of the fight is 64 to 79. 2. Enemy's Zanmato Level is 1 or higher. He can execute Wakizashi on one enemy under these specific criteria: 1. Motivation in the beginning of the fight is 48 to 63. 2. Enemy's Zanmato Level is 1 or higher. He can execute Daigoro under these specific criteria: 1. Motivation in the beginning of the fight is 0 to 31. 2. Enemy's Zanmato Level is 1 or higher. He can execute Kozuka while under these specific criteria: 1. Motivation in the beginning of the fight is 32 to 47. 2. Enemy's Zanmato Level is 1 or higher. The odds are this: Compatibility / 1024 You can determine this by the following mathematical equation: (Compatibility / 4) + (the Random Factor of 0-63) =============================================================================== <-----------------------------------------------------------------------------> 18.0. BATTLE QUOTES #SS8B <-----------------------------------------------------------------------------> =============================================================================== Contributed to FAQ by: MWilson Final Fantasy X In Battle Quotes FAQ by Matthew Wilson email: MatthewWilson480@hotmail.com Contents: 1. Spiel 2. Some Information On In Battle Quotes 3. Onto The Quotes a. Tidus b. Yuna c. Wakka d. Lulu e. Kimahri f. Auron g. Rikku 4. Credits 1. Firstly this is my first FAQ (as you can probably tell), well my first publicly available FAQ anyway, so I hope you can be patient with some of my backwards ways. Also this FAQ was written from the PAL version of the game, I'm not sure how quotes differ in the original, American or International versions, if at all. I first decided to write this FAQ because Square, in their infinite wisdom, (just joshing, I love ya really) decided to make the majority of in battle quotes (including all magic and most skills) only be said once by any one character, and then never again. This I do not understand, I mean in the Config Menu there is an option to make Aeon sequences long or short, how hard would it be to make an option for quotes; either ONCE or ALWAYS? But enough of my whining. Also I should mention that these quotes are only quotes that I personally came across, there must be many, many more that I did not discover so, if anybody finds anymore you can e-mail them to me and credit will be given. Just one last thing, believe it or not there are some SPOILERS in this FAQ, because some quotes are only said after certain events, which I will be mentioning, or in response to certain monsters, which I will also be mentioning. 2. Firstly, the in game quotes I am talking about are only non-story related. This means these quotes only appear in the centre of the screen, in a slightly larger font than usual. (Disclaimer: there may be exceptions, don't e-mail me about them.) So this does not include any information bearing quotes or Trigger Command quotes; i.e. at the start of the game there are quotes which help explain certain aspects of the game: Tidus attacks a monster resistant to physical attacks; Wakka: Leave that one to Lu. Lulu: Didn't I just tell you? You need magic to harm that one. Or for the trigger command - Talk in the battle against Seymour; Tidus: I knew you were bad news the first time I met you. Seymour: Oh, my sincerest apologies. Tidus: Seymour! Or if you Summon Anima in the final battle against Seymour; Seymour: You would oppose me too? So be it! None of these quotes will be mentioned (apart from here, of course). Other quotes that won't be mentioned are quotes said that don't even bring up a text box, such as Auron's trademark 'ENOUGH' or 'FAREWELL' when he kills a fiend. Also I apologise for any punctuation or spelling errors, especially when the characters let off a squeal, it's difficult to count and write down the specific numbers of letters in that particular scream i.e. when a character says 'Aaaaaargh!' Specifics I have noticed about in battle quotes: 1. They usually only appear once, and this is the first time you use the ability that gives the quote, grrrrr! 2. Specific characters when paired together during a certain battle sometimes reply to each others quotes. 3. Most Overdrive quotes are unspecific to the overdrive actually performed (except for Kimahri's overdrives). i.e. Tidus' overdrives are all swordplay's, however, using one swordplay such as Spiral Cut over another, such as Energy Rain, does not affect the quote said. However, since I'm extremely pedantic, I have mentioned which overdrive I used in order to gain the quote. 4. If you use an ability (that would otherwise demand a quote) for the first time during a boss battle, no quote is said, and it does not count as having used that ability (i.e. if you then fight a normal battle and use the ability again, for which it would be at least the second time in total that you use that ability, then a quote is still said). All white magic, black magic, skill, special, overdrive or summon quotes shall appear in blue. Other than the type of quotes listed above these are the only other types of quotes in the game, and thus the only other types of quotes I shall be mentioning: 1. Start; - this quote occurs at the start of the battle, before any action is taken either by the party or the enemy. 2. ......... enters; - this quote is said when the character in question enters the battle screen by using the L1 button to switch between characters. 3. ......... is revived; - this quote is said after the character in question is revived from KO status by using a Phoenix Down. 4. ......... wins the battle; - this quote is said when the character in question deals the final blow to the last fiend on the battlefield, in effect, winning the battle (duh.) 5. End; - this quote is said at the end of the battle. Any quotes that involve banter between two characters appears in the character section of the character who that quote relates to, or whoever speaks first. 3. Well, you've listened to me for long enough, here are the quotes: a. Tidus Start; Tidus: With four of us, this is no problem. Start; Tidus: Yuna, Aeon! Lulu: Just who do you think you are? Start; Tidus: Yaaaaaah! Start; Tidus: Don't break any bones, old man. Auron: Hmph. Start (after Tidus is made a guardian); Tidus: Hey, I'm a guardian now, so watch out! Start; Tidus: You guy's are toast! Start; Tidus: Fight, fight, fight! Start; Tidus: I should've slept in this morning. Start; Tidus: Argh! Start; Tidus: Huuuh? Lulu: Focus. Start; Tidus: You're wasting our time! Start (whilst being chased by Guado, after killing Seymour); Tidus: Get out of the way! Start (whilst being chased by Guado, after killing Seymour); Tidus: Uggh...go away! Start (whilst walking to Home in Sanubia Desert); Tidus: Isn't there an easier way? Rikku: No complaining! Start; Tidus: Let's do it! Start; Tidus: We'll get through this! Start; Tidus: Let's get 'em, guys! Start (after Tidus and Rikku decide to think of a way to save Yuna); Tidus: Rikku, think later. Rikku: Okay, okay. Start; Tidus: Pace yourself Auron. Auron: Hmph. Worry about yourself. Start; Tidus: Go, Kimahri! Tidus enters; Tidus: Make way! Tidus enters; Tidus: Nothing to fear, the hero's here! Tidus enters; Tidus: Miss me? Tidus enters (after Wakka calls Tidus a 'newbie' in fighting fiends; Tidus: Newbie here. Wakka: So-rry. Tidus enters; Tidus: No problem. Tidus enters; Tidus: Gotcha covered Tidus enters; Tidus: My turn, now! Tidus enters; Tidus: Back in the fray. Tidus enters; Tidus: Heh-heh. Tidus enters; Tidus: Training, huh? Tidus enters a battle (against a Zu); Tidus: How can a bird grow so big!? Tidus enters a battle (against a Cactaur); Tidus: Don't you run, needles! Tidus enters a battle (against a Magic Urn); Tidus: Come out and fight like a man! Tidus enters a battle (against a Tonberry); Tidus: Uh... I have a bad feeling about this. Tidus enters a battle (against a Adamantoise); Tidus: This isn't just a rock, is it? Tidus enters a battle (against Omega Weapon); Tidus: This is definitely bad! Tidus enters a battle (against a Barbatos); Tidus: Eesh. Tidus is revived; Tidus: Ow... Tidus is revived; Wakka: This is new for you, ya? Tidus: What do you think? Tidus is revived: Lulu: Don't drag us down. Tidus: S-sorry... Tidus is revived; Tidus: The fiends here are tough. Tidus is revived; Auron: Maybe you should stay back. Tidus: You can't make me Auron. Tidus is revived; Tidus: I'm back... Tidus wins the battle; Tidus: You like that? Tidus wins the battle; Lulu: You're not too bad. Tidus: You ain't seen nothing yet! Tidus wins the battle; Tidus: Alright! Tidus wins the battle; Tidus: Yeah! Tidus wins the battle; Tidus: Ha-hah! What did I tell you! End (on Mi'ihen Highroad after not renting a chocobo); Tidus: How much further do we have to go? End (whilst Yuna is deciding whether to marry Seymour or not); Tidus: Thinking isn't solving anything. End; Tidus: We rock! End (whilst searching for Yuna in Home); Tidus: Let's find Yuna, quick. End (whilst searching for Yuna in Home); Tidus: Yuna, where are you? Tidus uses Cheer; Tidus: Let's give'em all we got! Tidus uses Flee; Tidus: I won't go so easy on you next time! Tidus uses Flee; Tidus: I'll be right back. Tidus uses Flee; Tidus: Live and let live! Tidus casts Haste; Tidus: This should be quick! Tidus casts Hastega; Tidus: Let's end this quickly! Tidus casts Slow; Tidus: Relax, take it easy. Tidus casts Slowga; Tidus: Chill, there's no rush! Tidus uses Delay Attack; Tidus: Sorry, maybe next time. Tidus uses Delay Buster; Tidus: Take a number, buddy! Tidus uses Provoke; Tidus: Hey you, over here! Tidus uses Provoke; Tidus: Hey, hey, hey. Tidus uses Provoke; Tidus: You want some of this? Tidus uses overdrive Spiral Cut; Tidus: I've been saving this one for you. Tidus uses overdrive Spiral Cut; Tidus: Check this out! Tidus uses overdrive Slice and Dice; Tidus: Too late to beg for mercy! Tidus uses overdrive Slice and Dice; Tidus: Eeny, meenie, miny, mo! b. Yuna Start; Yuna: It is an honour Sir Auron. Auron: Thanks. Start; Yuna: Ah... Lulu: Yuna, focus. Start (after Yuna has told everyone that she has decided to marry Seymour); Yuna: I'm sorry, everyone. Start (at Highbridge, after Tidus and Yuna decide to rescue Kimahri); Yuna: Hold on, Kimahri! Start; Yuna: My will is strong. Start; Yuna: Father... give me strength. Start; Yuna: I will fight too! Yuna enters; Yuna: I'm ready. Yuna enters; Yuna: A-alright. Yuna enters; Yuna: Yuna here! Yuna enters; Yuna: Go! Yuna enters; Yuna: Let me help! Yuna enters; Yuna: Let them come. Yuna enters; Yuna: Summoner Yuna, ready! Yuna enters; Yuna: My turn. Yuna enters; Yuna: Ummm... Yuna enters a battle (against a Ghost); Yuna: You couldn't reach the Farplane... Yuna is revived; Tidus: You wanna rest? Yuna: I'll be okay. Yuna is revived; Lulu: Don't strain yourself. Yuna: All right. Yuna casts Cure; Yuna: Aid us. Yuna casts Cura; Yuna: Heal us. Yuna casts Curaga; Yuna: Cure us. Yuna casts Esuna; Yuna: Light shine strong. Our woe begone! Yuna casts Life; Yuna: Return to us. Yuna casts Full-Life; Yuna: You shall be restored. Yuna casts Auto-Life; Yuna: A salvation promised... Yuna casts Shell; Yuna: Veil of light, ward wizardly might! Yuna casts Protect; Yuna: Armour of light, halt physical might. Yuna casts Reflect; Yuna: Mirror of light, reflect magical spite! Yuna casts Regen; Yuna: A wellspring of health... Yuna casts NulFrost; Yuna: Shield us from frigid blight. Yuna casts NulBlaze; Yuna: Shield us from fiery fury. Yuna casts NulShock; Yuna: Shield us from thunderous bane. Yuna casts NulTide; Yuna: Shield us from watery woe. Yuna casts Holy; Yuna: Light our way. Yuna Summons Valefor; Yuna: Please, fight with us! Yuna Summons Valefor; Yuna: Please... Yuna Summons Valefor; Yuna: Hang in there. Yuna Summons Valefor; Yuna: Be strong... Yuna Summons Ifrit; Yuna: Will you...help us? Yuna Summons Ixion; Yuna: My names Yuna. Pleased to meet you. Yuna Summons Shiva; Yuna: Please help us. Yuna Summons Bahamut; Yuna: Oh, my... Yuna Summons Yojimbo; Yuna: Please, clear us a path! Yuna Summons Anima; Yuna: I will share your pain with you. Yuna Summons the Magus Sisters; Yuna: We need all your help! Yuna uses Pray; Yuna: Mend us. c. Wakka Start; Wakka: Say your prayers! Start; Wakka: Lu, I'll show you what I can do. Lulu: Go ahead. Start; Wakka: Let's see some hustle. Start; Wakka: You want some of this? Start; Wakka: Go away, dammit! Start; Wakka: Here we go! Start (after Rikku joins the party); Wakka: More of us, means less of them! Start; Wakka: No problem! Start; Wakka: The only way to go is forward. Start; Wakka: No turning back now, ya? Start (on Mount Gagazet); Wakka: They're sure keepin'us busy! Auron: Better than freezing to death. Start; Wakka: My fastball gone broke da mouth. Tidus: I can top that. Start; Wakka: Traitors, coming through! Lulu: That's the spirit! Start; Wakka: Out of my way! Wakka enters; Wakka: No worries. Wakka enters; Wakka: Back on the field! Wakka enters (with only a flying fiend left on the battlefield); Wakka: I can take care of those alone, ya? Wakka enters; Wakka: You called? Wakka enters; Wakka: Bring it on! Wakka enters; Wakka: Wakka's back on the field. Wakka enters; Wakka: Sit back and watch! Wakka enters; Wakka: Say your prayers! Wakka enters; Wakka: My turn! Wakka enters; Wakka: Piece of cake! Wakka enters a battle (against a Sand Worm); Wakka: Where's the early bird when you need him? Wakka enters a battle (against a machina); Wakka: Hey, you...machina! Wakka enters; Wakka: This one is mine! Wakka enters a battle (against a Behemoth); Wakka: How many steaks do you think we can get out of these? Wakka is revived; Wakka: Okay, who did that? Wakka is revived; Wakka: Who did that? Lulu: Calm down. Wakka is revived; Wakka: I'm not done yet! C'mon! Wakka is revived; Wakka: Oof. I'm back. Wakka wins the battle; Wakka: I'm good, ya? Wakka wins the battle; Wakka: I'm on a roll. End (on Mi'ihen Highroad after not renting a chocobo); Wakka: Where's a chocobo when you need one? Wakka uses Dark Attack; Wakka: and stay down! Wakka uses Silence Attack; Wakka: Be quiet! Wakka uses Sleep Attack; Wakka: Sweet dreams. Wakka uses Silence Buster; Wakka: Ah, piece and quiet! Wakka uses Triple Foul; Wakka: It's gonna hurt. Wakka uses Aim; Wakka: Everyone, go, go, go! Wakka uses overdrive Attack Reels; Wakka: Go, Blitzball, go! Wakka uses overdrive Attack Reels; Wakka: Now I'm mad! Wakka uses overdrive Auroch Reels; Wakka: Yo! Eat this, ya? d. Lulu Start; Lulu: Everyone, focus on the enemy. Start (in Sanubia Desert); Lulu: You sure this is the way? Rikku: Yeah... I think. Start (in the Via Purifico); Lulu: Failure is not an option. Start (in the Cavern of the Stolen Fayth); Lulu: I will not fail this time. Start (on Mount Gagazet); Lulu: The mountain itself is the trial. Start; Lulu: So, who wants to go first? Rikku: I've got your back Lulu. Lulu enters; Lulu: Now what? Lulu enters; Lulu: So, how shall we do this? Lulu enters; Lulu: Well, then. What next? Lulu enters; Lulu: Well then, how shall we do this? Lulu enters; Lulu: So, you need someone with magic skills. Lulu enters a battle (against a Malboro); Lulu: How uncouth! Lulu wins the battle; Lulu: Victory, for now. End; Lulu: Moving on. Lulu casts Thunder; Lulu: Need a good jolt? Lulu casts Fire; Lulu: Burn! Lulu casts Water; Lulu: Anyone thirsty? Lulu casts Blizzard; Lulu: Freeze! Lulu casts Thundara; Lulu: Don't look so shocked. Lulu casts Fira; Lulu: Need a light? Lulu casts Waterway; Lulu: Go with the flow. Lulu casts Blizzara; Lulu: Let me break the ice. Lulu casts Thundaga; Lulu: A storm comes. Lulu casts Firaga; Lulu: I hope you like it hot. Lulu casts Wateraga; Lulu: Let's see you under pressure! Lulu casts Blizzaga; Lulu: Icing on the cake. Lulu casts Bio; Lulu: This might help your complexion! Lulu casts Death; Lulu: Nice knowing you. Lulu casts Flare; Lulu: Know pain! Lulu casts Ultima; Lulu: Know pain, but not for long! Lulu uses overdrive Fira Fury; Lulu: Let's see how tough you are! Lulu uses overdrive Firaga Fury; Lulu: Magic has no limits! e. Kimahri Kimahri uses overdrive Jump; Kimahri: Hunnnngh! Kimahri uses overdrive Self-destruct; Kimahri: Haaaargh! f. Auron Start; Auron: There were fewer fiends in my time. Wakka: Oh. Really? Start (whilst Yuna is undecided about Seymour's proposal); Auron: Think later, Yuna! Start; Auron: So... how do we end this? Start (in the Via Purifico); Auron: I hate this place. Start; Auron: Yuna, can you fight? Yuna: Yes, I think so. Start (on Mount Gagazet); Auron: Not much has changed in ten years. Start; Auron: Fight as you will Yuna. Yuna: Thank you, Sir Auron. Auron enters; Auron: So be it... Auron enters; Auron: This ends now. Auron enters; Auron: I foresee no difficulty. Auron enters; Auron: Let's see... Auron enters; Auron: So, who next? Auron enters; Auron: As you wish... Auron is revived; Lulu: Are you alright? Auron: I must be out of practice. Auron is revived; Auron: I must be rusty. Auron wins the battle; Auron: That's how it's done. Auron wins the battle; Auron: No time to waste. Let's go. End; Auron: Hmph. Let's go. End (after finishing the battle with everyone's HP in the yellow); Auron: Not too good. Auron uses Power Break; Auron: You will hurt no one! Auron uses Magic Break; Auron: You place too much trust in your magicks! Auron uses Armour Break; Auron: Your pain shall be twofold! Auron uses Mental Break; Auron: You shall fear magic! Auron uses Threaten; Auron: Do not move! Auron uses Threaten; Auron: Calm down! Auron uses overdrive Dragon Fang; Auron: Pitiful! Auron uses overdrive Dragon Fang; Auron: Pray. Now. Auron uses overdrive Shooting Star; Auron: You. Away. Auron uses overdrive Tornado; Auron: This... is for the fallen. g. Rikku Start (on the Thunder Plains); Rikku: Please don't make it rumble... Start (on the Thunder Plains); Rikku: Let's get out of here! Start (whilst being chased by Guado, after killing Seymour); Rikku: Uggh... go away! Start; Rikku: Easy as pie! Start (whilst searching for Yuna in Home); Rikku: We'll be there soon, Yunie. Start; Rikku: What should I do? Start; Rikku: No problem, guys! Wakka: Hah, that's just what I was thinking! Rikku enters; Rikku: Ta-dah! Rikku enters; Rikku: Leave it to me! Rikku enters; Rikku: If you say so! Rikku enters; Rikku: Bring it on! Rikku enters a battle (against a Quactaur); Rikku: Needles, I hate needles! Rikku enters a battle (against a Defender); Rikku: Whoa! Talk about a hard-head! Rikku enters a battle (against a Varuna); Rikku: Is it me or does he look grumpy? Rikku enters a battle (against a Demonolith); Rikku: Who makes these things!? Rikku enters a battle (against Neslug); Rikku: Let's go! Escargot! Rikku enters; Rikku: Rikku's back! Rikku enters; Rikku: I'll take care of 'em. Rikku enters a battle (against a Dark Flan); Rikku: Wow! Say, is that edible? Rikku enters a battle (against Ultima Weapon); Rikku: Uhh... I'm running if you are. Rikku is revived; Rikku: Oooh... I thought I was gonna die! Rikku is revived; Rikku: I'm fine! I'm fine! Rikku wins the battle; Rikku: See ya! Rikku wins the battle; Rikku: All right! Rikku wins the battle; Rikku: Heh-heh! Rikku uses Luck; Rikku: This should bring us luck! Rikku uses Bribe; Rikku: Take it, leave us alone, okay? Rikku uses overdrive Hazardous Shell; Rikku: Don't forget to thank me if this works! Rikku uses overdrive Panacea; Rikku: Here, catch! Rikku uses overdrive Frag Grenade; Rikku: Rikku-approved item coming up! Rikku uses overdrive Vitality; Rikku: Trust me, this'll work! Rikku uses overdrive Quartet of 9; Rikku: Oookay... You asked for it! 4. Credits Well I'd just like to say thanks to the good people at Squaresoft for making yet another absolutely superb game, perhaps the best of the series? But not just for making Final Fantasy X but for all the Final Fantasy games, in fact all their games. I'd also like to thank my brother and sister, we've always supported each other through the bad times and without them, I probably wouldn't be here today. Lastly I'd like to thank my Dad, may he rest in peace, for buying me my PlayStation and my first Final Fantasy game, without which I wouldn't have become so obsessed by these brilliant games. =============================================================================== <-----------------------------------------------------------------------------> 19.0. ANOTHER STORY #ST9A <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 19.1. Summary #ST9A1 ------------------------------------------------------------------------------- Another Story takes place 2 years after the original events in Final Fantasy X. The whole thing starts out with Yuna practicing holding her breath like a blitzball player. Her time is 2min. 41sec. A slightly chubbier Wakka then appears and talks to Yuna about her breath-holding times. Near the end you find out that someone from that former group is pregnant, most likely Lulu. Next, the screen takes you to the Temple of Yevon in Besaid, where you see Yuna holding a conversation with somebody. They talk about new group for kids. After that, you see Yuna walking near the bridges and waterfalls of Besaid island, Wakka then meets up with her once again. They talk a little, then, later you discover that Rikku has uncovered a sphere recorded by Tidus, appearently he has been captured (yes, beyond the grave). But by whom, they wonder? You also find out that Kimahri teaches on Mt. Gagazet. Yuna then, along with Rikku decide to embark on an adventure to rescue Tidus from his capturer. What epic surprises lay wait for us in Final Fantasy X-2? Will Yuna and the rest of them rescue Tidus? You'll have to wait and see. I already know, because I have it.:) ------------------------------------------------------------------------------- 19.2. Script #ST9A2 ------------------------------------------------------------------------------- Yuna: 37, 38, 39, 40, 41... Yuna: Two minutes, forty one seconds, a new high! Wakka: Yuna! C'mon Yuna: Be right there! Wakka: Pretty good at holding your breath now, ya? Yuna: Not as good as you! Wakka: Yeah, well, I haven't even practiced recently. Yuna: You sure look it. Wakka: Eh...ah... Yuna: It's not like you're the one having a baby! Yuna: It's been two years since then. I can hold my breath underwater for two whole minutes now. It takes more than just physical strength, there's a few tricks to it that you need to figure out. I didn't understand when it was explained in words, but after a lot of practise, I finally got it. I'd never thought there was any kind of trick to it. I couldn't afford to think about anything back then. Yuna: The Eternal Calm. It's my two minutes and forty one seconds and Wakka's pudgy stomach. It's not much, just a quiet kind of happiness. Elderly Man: I saw you from a distance at the stadium two years ago... but I never thought I'd get to see you in person. You're as beautiful as ever... Yuna: Thank you. Elderly Man: I have a favour to ask about my grandson. He's joined up with the Young Persons' Alliance. Now, not to say the Alliance is bad in and of itself... but me and the missus are both in New Yevon, my son and daughter-in-law too. My grandson used to come to our meetings, but one day he just... There's a lot of young folks in the Alliance, so I'm sure it's exciting for him, but still... Yuna: A number of groups have formed across Spira since then. How should we build this new world? What should Spira be like in the future? Everyone is looking for their own path. Elderly Man: I feel that...my grandson and his companions are moving too quickly. Yuna: With so many different ways of thinking, at times conflict is inevitable. Some people are uncomfortable with the new way of things. Honestly, I am too, sometimes... But this is good enough for now. That's what I keep telling myself. Yuna: I understand your feelings. But try talking over with your grandson. His actions may appear reckless to you, but his feelings for Spira are the same as your own. Wakka: He-ey! Yuna: Who is it? A visitor? Wakka: Ya, you know how it is. The village geezers are shooting their mouths off about that again. Yuna: Who is it this time? Wakka: The son of the head of New Yevon. Yuna: No way. I'd probably just end up being used by him. Wakka: Man... sorry, Yuna. Yuna: I'll go turn them down. Wakka: No problem, I got it. I mean, you don't wanna hafta see their frowning faces, do ya? Yuna:...Right. Man: Lady Yuna! Lady Yuna! I am Yeivel of the Young Persons' Alliance! I have come today to deliver a message from our leader Nurge! Wakka: She's not joining the alliance. Yeivel: But... Yuna: Is that why you came? Yeivel:...yes, it is. Yuna: I'm not going to join any group. Yeivel: Are you perhaps going to form your own group? Yuna: Please leave Rikku: Yuna! Wakka! Yuna: Rikku sometimes comes to Besaid Island. She travels about Spira, teaching people how to use machina, excavating old machina from underground or underwater... She's awfully busy, but she seems to be enjoying herself. Wakka: Stop that! Rikku: Quite the tummy you've got now. So how's Lulu? Wakka: She's in the village. Come say hi later. Rikku: Of course! And Yunie, same as always, huh? Yuna: That's right. Same as always. Wakka: So Kimahri's still at Mt. Gagazet? Rikku: You betcha! He's teaching the Ronso children tons of stuff. He's really quite the teacher! ::fumbles in her pouch:: Anyway, I got something from Kimahri for you. He said he found it up the mountain. Yuna: A sphere? Wakka: Wierd Shape, huh? Rikku: Look closely, Yuna. Tidus: What the hell do I get arrested for? Let me go already! You hear me, don't you? What if she was your girl? Who cares if I used the enemy's machina? It was the only way to save the Summoner! What would you have done instead?! Let me out of here! Let me see her! Yuna: A voice... a voice that had been close by for what seemed like forever... Wakka: What's this about? What's he doing there? Is that really him? What's this all about? Rikku: I don't really know... but you want to find out, don't you? Wakka: Well, yeah! Yuna: Yes. Rikku: Then let's go! Yuna: Where to? Rikku: No idea! Let's go talk to Kimahri first and think about it then, okay? Wakka: But we don't know anything! Shouldn't we look into it a little first? Rikku: And just who's gonna find it out for us? Yeivel: Leave it to us! Yeivel: Our leader Nurge should agree as well! I'll convince him myself! Wakka: Get outta here! Yeivel: Y-yessir! I'll return as soon as something has been learned! Rikku: I think Yunie ought to go herself. Wakka: That's impossible. Rikku: Why's that? Wakka: The next three months are completely booked. Everyone wants to meet Yuna. Rikku: And what about what Yunie wants! Wakka: Well, y'know... Someday, when the world's settled down and all... Rikku: Whaddya mean, someday!? What's the matter with you, Wakka? Yunie always worked so hard, she should only have to worry about herself now, so why!? Everytime I come here, I always think about how everyone's busy finding their own happiness... except for Yuna. Wakka: Well, that's... Rikku: Has your head gone as soft as your belly!? Yunie! Yuna: I... I want to go. But if I leave, I may disappoint people. Yuna: I... Tidus: Tidus: Well, if acting grown up means not being able to say what I want, then screw it! Nothing'll change that way! Yuna: I'll go. Wakka: Yuna!!! Yuna: After all... this is my story. Rikku: Ha! I knew you'd say that, so I went ahead and brought some stuff for you. Wakka: Oh, no... Rikku: First off, we gotta get you into some new clothes! You're famous after all, so you'd better go undercover! Wakka: J--just a sec, ya? Lemme go get Lu. Yuna: The Eternal Calm. It's my two minutes and forty one seconds and Wakka's pudgy stomach. It's a small and quiet kind of happiness... But... I guess I can ask for a little more, can't I? Yuna: Rikku, let's get going! =============================================================================== <-----------------------------------------------------------------------------> 20.0. MONSTER ARENA #SU0M <-----------------------------------------------------------------------------> =============================================================================== Go to East side of Calm Lands, that's where we will be spending alot of our time with this quest. ------------------------------------------------------------------------------- 20.1. The Main Monster Screen #SU0M1 ------------------------------------------------------------------------------- 1. Picking the Talk Option: --------------------------- This will initiate the old guy who controls the Monster Arena to start talking to you. What he will talk, or really, explain about is what kind of monsters and fiends he is currently looking for for his collection and assortment of fiends from throughout Spira. He usually gives hints on what they are. Also, he will usually give semi-useful tips on how to defeat and capture them more properly. Once you capture everything needed, he gives a compliment to you about "him having a great judge of character", meaning, you did a good job.:) 2. Picking the Fight Monsters Option: ------------------------------------- This is the option in which I will get into a thousand times more detail in just a bit. But, for a little summarization of it right now: when you choose this option, it takes you to yet another screen in which it shows the names of all locations in Spira. Then, down to the bottom, you see things that say "Original", "Area", and "Species". Original is where the real bastards lay (meaning super powerful). Area contains perhaps the weakest of the three categories (but *much* stronger than all of the normal areas), and Species is in the middle with difficulty, but, you'll be needing it the most for the Stat Maxing of your characters. 3. Picking the Buy Weapons Option: ---------------------------------- With this option, the old guy who runs Monster Arena will allow you to purchase some weapons off of him. This, however, is not really as what you think it to be, actually, instead of buying normal weapons like at other shops, you buy weapons that can Capture enemies when you KO them in battle (if weapon is equipped, that is). These will have the "Capture" ability pre-customized. 4. Picking the Buy Items Option: -------------------------------- With this option, the old guy who runs Monster Arena will allow you to purchase some of the items he has off of him, like in any other item selling shop. You have the item screen which comes up and says exit, buy, sell. Not much to this one. 5. Picking the Exit Option: --------------------------- Lets you exit the screen. ------------------------------------------------------------------------------- 20.2. Fight Monsters Menu #SU0M2 ------------------------------------------------------------------------------- This is the screen which displays all of the worlds, then there are three extras called "Area", "Species", and "Original", these get activated once you capture the required fiend quota. The rest will just display which monsters, how many, and how much gil it costs to fight, in each area. The enemies that can't be caught are bosses, mechs, humans, and other secret bosses. When you click on each section and then click on a monster's name, you must pay gil if you wish to do battle with it, then, fight commences. Here's the layout of this screen from left to right while going down: Besaid, Kilika, Mi'ihen Highroad, Mushroom Rock Road, Djose Rode, Thunder Plains, Macalania, Bikanel (Sanubia), Calm Lands, Sunken Cave (Cavern of the Stolen Fayth), Mt. Gagazet, Inside Sin, Omega Dungeon, Area Conquest, Species Conquest, Original. ------------------------------------------------------------------------------- 20.3. Gil Required To Fight Monsters #SU0M3 ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-= 1. Besaid Island =-=-=-=-=-=-=-=-= Water Flan: 27 Condor: 18 Dingo: 24 =-=-=-=-= 2. Kilika =-=-=-=-= Ragora: 72 Killer Bee: 34 Dinonix: 40 Yellow Element: 49 =-=-=-=-=-=-=-=-=-= 3. Mi'ihen Highroad =-=-=-=-=-=-=-=-=-= Dual Horn: 157 Bomb: 105 Vouivre: 90 Raldo: 63 White Element: 72 Floating Eye: 66 Ipiria: 69 Mi'ihen Fang: 49 =-=-=-=-=-=-=-=-=-=-= 4. Mushroom Rock Road =-=-=-=-=-=-=-=-=-=-= Garuda: 210 Funguar: 63 Lamashtu: 108 Red Element: 82 Thunder Flan: 75 Gandarewa: 93 Raptor: 72 =-=-=-=-=-=-=-=-= 5. Djose Highroad =-=-=-=-=-=-=-=-= Ochu: 780 Basilisk: 187 Bunyip: 145 Snow Flan: 139 Bite Bug: 93 Garm: 132 Simurgh: 109 =-=-=-=-=-=-=-=-= 6. Thunder Plains =-=-=-=-=-=-=-=-= Qactuar: 4000 Iron Giant: 900 Larva: 495 Kusariqqu: 168 Gold Element: 160 Buer: 198 Aerouge: 216 Melusine: 162 =-=-=-=-=-=-= 7. Macalania =-=-=-=-=-=-= Chimera: 1455 Xiphos: 330 Mafdet: 258 Murussu: 247 Blue Element: 270 Ice Flan: 282 Evil Eye: 307 Iguion: 207 Snow Wolf: 288 Wasp: 213 =-=-=-=-=-=-=-=-= 8. Bikanel Desert =-=-=-=-=-=-=-=-= Cactuar: 4000 Sand Worm: 1500 Zu: 1800 Mushussu: 405 Alcyone: 360 Sand Wolf: 337 =-=-=-=-=-=-= 9. Calm Lands =-=-=-=-=-=-= Skoll: 630 Nebiros: 480 Flame Flan: 672 Shred: 552 Anacondaur: 1125 Ogre: 1470 Coeurl: 1650 Chimera Brain: 1500 Malboro: 1650 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10. Cavern of the Stolen Fayth (Sunken Cave) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yowie: 720 Imp: 915 Dark Element: 780 Nidhogg: 903 Thorn: 795 Valaha: 1080 Epaaj: 1425 Ghost: 1215 Tonberry: 3000 =-=-=-=-=-=-=-= 11. Mt. Gagazet =-=-=-=-=-=-=-= Bandersnatch: 1320 Ahriman: 975 Dark Flan: 1620 Grenade: 810 Grat: 780 Grendel: 1095 Bashura: 1095 Mandragora: 1800 Behemoth: 2025 Splasher: 300 Achelous: 630 Maelspike: 495 =-=-=-=-=-=-=-=-= 12. Inside of Sin =-=-=-=-=-=-=-=-= Exoray: 1260 Gemini: 1666 Gemini: 1666 Wraith: 1605 Barbatos: 2325 Demonolith: 2205 Great Malboro: 2250 Adamantoise: 3300 Behemoth King: 2775 =-=-=-=-=-=-=-=-=-=-=-= 13. Omega Ruins/Dungeon =-=-=-=-=-=-=-=-=-=-=-= Zaurus: 1425 Floating Death: 1897 Black Element: 1560 Halma: 1545 Puroboros: 1455 Spirit: 1950 Machea: 2175 Master Coeurl: 3045 Varuna: 2670 Master Tonberry: 3600 =-=-=-=-=-=-=-=-= 14. Area Conquest =-=-=-=-=-=-=-=-= Stratoavis: 6000 Malboro Menace: 6000 Kottos: 6000 Coeurlregina: 6000 Jormungand: 6000 Cactuar King: 6000 Espada: 6000 Abyss Worm: 6000 Chimerageist: 6000 Don Tonberry: 8000 Catoblepas: 6000 Abaddon: 6000 Vorban: 6000 =-=-=-=-=-=-=-=-=-=-= 15. Species Conquest =-=-=-=-=-=-=-=-=-=-= Fenrir: 8000 Ornitholestes: 8000 Pteryx: 8000 Hornet: 8000 Vidatu: 8000 One-Eye: 8000 Jumbo Flan: 8000 Nega Elemental: 8000 Tanket: 8000 Fafnir: 8000 Sleep Sprout: 8000 Bomb King: 8000 Juggernaut: 8000 Ironclad: 8000 =-=-=-=-=-=-= 16. Original =-=-=-=-=-=-= Earth Eater: 15000 Greater Sphere: 15000 Catastrophe: 15000 Th'uban: 15000 Neslug: 15000 Ultima Buster: 15000 Shinryu: 15000 Nemesis: 25000 ------------------------------------------------------------------------------- 20.4. Capture Requirements #SU0M4 ------------------------------------------------------------------------------- =-=-=-=-=-=-=- Area Creations =-=-=-=-=-=-=- Stratoavis: Capture one of every fiend at Besaid Island Malboro Menace: Capture one of every fiend at Kilika Kottos: Capture one of every fiend at Mi'ihen Highroad Coeurlregina: Capture one of every fiend at Mushroom Rock Road Jormungand: Capture one of every fiend at Djose Highroad/Moonflow Cactuar King: Capture one of every fiend at Thunder Plains Espada: Capture one of every fiend at Macalania Abyss Worm: Capture one of every fiend at Bikanel Desert Chimerageist: Capture one of every fiend at Calm Lands Don Tonberry: Capture one of every fiend at Cavern of Stolen Fayth Catoblepas: Capture one of every fiend at Mt. Gagazet Abaddon: Capture one of every fiend at Inside Sin Vorban: Capture one of every fiend at Omega Ruins =-=-=-=-=-=-=-=-= Species Creations =-=-=-=-=-=-=-=-= Fenrir: Capture 3 of every Rabid Wolf fiend in Spira (ie. Dingo) Ornitholestes: Capture 3 of every Giant Lizard fiend in Spira (ie. Raptor) Pteryx: Capture 4 of every Bird fiend in Spira (ie. Alcyone) Hornet: Capture 4 of every Small Bug fiend in Spira (ie. Bite Bug) Vidatu: Capture 4 of every Floating Wizard fiend in Spira (ie. Imp) One-Eye: Capture 4 of every One Eyed fiend in Spira (ie. Floating Eye) Jumbo Flan: Capture 3 of every Flan fiend in Spira (ie. Ice Flan) Nega Elemental: Capture 3 of every ColorElement fiend in Spira (ie. Red Element) Tanket: Capture 3 of every Armored Mole fiend in Spira (ie. Shred) Fafnir: Capture 4 of every Elemental Dragon fiend in Spira (ie. Vouivre) Sleep Sprout: Capture 5 of every Small Plant fiend in Spira (ie. Funguar) Bomb King: Capture 5 of every Floating Ball fiend in Spira (ie. Bomb) Juggernaut: Capture 5 of every Horned Beast fiend in Spira (ie. Valaha) Ironclad: Capture 10 of every Iron Giant fiend in Spira (ie. Gemini) =-=-=-=-=-=-=-=-=- Original Creations =-=-=-=-=-=-=-=-=- Earth Eater: Activate 2 Area Conquest bosses Greater Sphere: Activate 2 Species Conquest bosses Catastrophe: Activate 6 Area Conquest bosses Th'uban: Activate 6 Species Conquest bosses Neslug: Activate every single Area Conquest boss Ultima Buster: Capture 5 of every single "capturable" fiend in Spira Shinryu: Capture 2 of Splashers, 2 of Maelspike, 2 of Achelous Nemesis: Ok, here's the really tough bastard to unlock, and even with all of steps, some people still have questions about Nemesis not showing up on the list to be fought in the Monster Area Original ranks. Well, time to clear up any and all confusion: First thing you are to do is to go out and capture 10 of every "capturable" fiend in Spira, *waits 50 hrs*... Back? Got 'em? Ok then, now go and beat every one of the Species Conquest and Area Conquest bosses. After that, you go on to open up a can of whoop-ass on all of the Original Creations. Here's where you might have a problem (well, a more confusing one, at that), you go to the Original Screen and see if you've successfully unlocked Nemesis (press right direction when here). If Nemi isn't there, leave the vicinity of the Monster Arena, then go back and check again. If Nemesis is not there, you did something wrong. That should answer all questions, and prevent and further confusion. ------------------------------------------------------------------------------- 20.5. Retribution For Unlocking #SU0M5 ------------------------------------------------------------------------------- =-=-=-=-=-=-=- Area Creations =-=-=-=-=-=-=- Stratoavis: 99 Stamina Tonics Malboro Menace: 99 Poison Fangs Kottos: 99 Soul Springs Coeurlregina: 99 Candles of Life Jormungand: 99 Petrify Grenades Cactuar King: 99 Chocobo Wings Espada: 60 Shining Gems Abyss Worm: 99 Shadow Gems Chimerageist: 60 Farplane Winds Don Tonberry: 40 Silver Hourglasses Catoblepas: Blossom Crown Abaddon: 99 Light Curtains Vorban: 60 Designer Wallets =-=-=-=-=-=-=-=-= Species Creations =-=-=-=-=-=-=-=-= Fenrir: 99 Chocobo Feathers Ornitholestes: 99 Stamina Springs Pteryx: 99 Mega Phoenixes Hornet: 60 Mana Tonics Vidatu: 99 Mana Springs One-Eye: 60 Stamina Tablets Jumbo Flan: 60 Twin Stars Nega Elemental: 99 Star Curtains Tanket: 99 Gold Hourglasses Fafnir: 99 Purifying Salts Sleep Sprout: 99 Healing Springs Bomb King: 60 Turbo Ethers Juggernaut: 99 Light Curtains Ironclad: 60 Mana Tablets =-=-=-=-=-=-=-=-=- Original Creations =-=-=-=-=-=-=-=-=- Earth Eater: 60 Three Stars Greater Sphere: 60 Supreme Gems Catastrophe: 99 Doors to Tomorrow Th'uban: 99 Gambler's Spirits Neslug: 99 Winning Formulas Ultima Buster: 99 Dark Matters Shinryu: 30 Megalixirs Nemesis: 10 Master Spheres ------------------------------------------------------------------------------- 20.6. Original Creations Strategies #SU0M6 ------------------------------------------------------------------------------- 1. Advices Before Engaging In Original Battles: ----------------------------------------------- ----> First off, I suggest that you level characters to decent levels by using the statistic maximization processes that I cover in-depth in the Stat Maxing sections. These would be something like having averages of stats at about a solid 175 (note that this will change depending on the harder or easier bosses. I will list exactly where they should be in actually strategies). Your HPs should be looking at about 20000 for average, but, this will raise or fall depending on which boss you're fighting. And MPs ought to be about 600-999 for these bosses (this might change, but this is all right for just about all). ----> Next, we will now cover how your armors should be fitted to take on these extremely powerful bosses. But note, I will list all armor abilities you should acquire, then, during the actual strategies I will list exactly how you should combine them to topple the foes. The most imperious ability to have on your armors for these fights, I would say, is Auto-Haste; customizable with with 80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can customize with 70x Lightning Curtain. The next one is the ability called Auto- Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix which you get customizing with 20x Mega-Phoenix. If you have Pal/International versions, I suggest that you take out Auto-Potion and improvise with Ribbon. Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery), Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if you're one who obsesses about max HP/MP, you can also put on your armor Break MP Limit (30x Three Stars)--not really recommended for use here, though. ----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have when facing off against these majorly powerful bastards, and then, just how to obtain them. Note: As you may of guessed, they will be the celestial weapons... 1. Cloudy/Celestial Mirror: This is your first step you must make towards your progression in obtaining the ultimate, celestial weapons. First, what you must do is finish training chocobos in Calm Lands, then, ride a chocobo to the far Southeast area of Calm Lands (where you entered for the first time). Now, once you find the yellow choco feather on the ground, press 'X' button by it, doing so will have the chocobo you are riding fly on down to the area below. Then, leave the chocobo there, then go through the path and you're in the vicinity of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)? Now, go over to the right side of the temple and "speak" with the chocobo that is standing there. After you're acclimated with the rules, start the race! Your main desideratum here is to make it to the center of this gigantic area before champ chocobo is there. You don't have to worry about poles or getting any treasure chests for now, all you must concern yourself with is getting there ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from the entrance in the Calm Lands. Then, go over to the place where you find a man who has been seperated from the rest of his family. Now, you go back to the place where there is a women and a younger child, talk to them and they mention something about losing their father/husband. Proceeding that, go on over to where you had just finished talking to man and inform him that his wife and son are waiting for him. They're then reunited, *but*, they have now lost their son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway here and when you find a little boy off to the side of this path, talk with him. He goes back to the family and you now have access to the glowing orb there which transubstantiates Cloudy Mirror into Celestial Mirror which allows you to get ultimate weapons. This is how to enhance the weapons as well. 2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by going back to where you have fought Yunalesca (if you hadn't gotten it then), and opening a treasure chest there to get it, easy enough, right? Now, for tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands and speak with the Chocobo Trainer. You now have to race her and get *better* score than 00:00! After, you get the Sun Sigil which you take to shining orb in Macalania Woods to enhance it fully. Good luck completing it before you're 100! Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec. Then, go to back left of the Calm Lands, then activate plate on the wall. This is going to acquire you your probably first celestial weapon, the Caladbolg. 3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to obtain, so relax.:) First, go back to Besaid Island (if you have not already done this), and swim off of the beach. Now, go onto small patch of land with a treasure chest on it in the back. After this, head back to save sphere and then teleport back to airship and then go back to the Calm Lands. Now, follow the same route to Remiem Temple, but this time, you are to go inside of it. Go and fight all of the aeons Belgemine has (you've to get all of them as well). She will then give up the Moon Sigil. Obtain the actual weapon by capturing one of every Calm Lands fiend then returning them to the Monster Arena owner. He will then give a treasure chest to open. Open it, the you get it! 4. Auron -> Masamune: This one is not hard at all, all it is is time consuming. The first thing to get is this weapon's crest which is the Mars Crest. You will be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad. It's in a treasure chest there. Next, comes the real testing part of this, it is where you have to acquire the Mars Sigil. How to do it is capture ten fiends of ten species which are all in ten seperate areas of Spira. Then, go on back to Monster Arena owner and speak with him. You then get it right there. Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge area in the Calm Lands (top right corner). And then, go on over to the Mushroom Rock Road area and go up the water lifting platform. Now, go to the statue of the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on the wall back here. You then will acquire the Masamune weapon for Auron. 5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time- consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you haven't done so already), and go to pillars section after beating Flux's ass. Then, look for a treasure chest there and open it to receive the Saturn Crest. Saturn Sigil is annoying, however. You must collect all blue butterflies without touching any reds. This is in Macalania Woods. Obtain the actual weapon by now flying back over to the Thunder Plains, and activate three Qactuar Stones (Square Button). This will initiate sequences in which you see a little ghost Qactuar running around Southern area of the region. Follow it to an old broken down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri. 6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and this is mainly due to hours and hours of... dare I say it?... blitzball... But, for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium and then enter the locker room of the Besaid Aurochs. Open one of the farther back lockers to obtain its crest. The next one is a real hassle, which is the Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and orignal Elemental Reels), the Jupiter Crest is available as a prize in either Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning a good five games of blitzball, then, head on over to Luca, Square. Once there, enter inside of the Cafe and talk to bartender, and if you've met the blitzball quota, he gives you the weapon as a reward for your skills. Congrats! 7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is sorta time eating, but at the same time, it is also quite fun and enjoyable. First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira. It will be located in one of the sand dunes there, not hard at all to find that one at all. Now, to acquire the Mercury Sigil, it requires just a bit more work and detective skills. You must find Cactuar stone by the sandstorm area and activate it. It gives clues to where you can find each next Cactuar. Find them all and then go back there. Sandstorm is then over, so, go into that area and look for one of the treasure chests there, it contains the sigil (and please refer to the Cactuar Village section for complete list of where to find and locate all of the Cactuars). Obtain the actual weapon by entering password GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road. Go there, and then in the very back of here, you open the chest which has it. 8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be obtained before schooling the Original Creations. The first thing to do is, of course, to acquire the Venus Crest to the weapon. We can locate it at the Farplane area back at the Guado village of Guadosalam. Then, for the immensely testing of your mental stability job of getting the Venus Crest. We do this by going over to the Thunder Plains and then finding the right spot to dodge lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200 lightning bolts!!! After that, go back to the front of the Travel Agency and collect your prize in the treasure chest there. Now, few last preperations and then we can finally fight the monsters, just a little, I promise...:) ----> Here we go, final stretch, and it's abilities. I'll make it short and sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy, Full-Life, and for special Nemesis purposes *coughwarpspherecough*: Mug/Steal. Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations. ----> Ok, ok, so I lied, but this will be really short. I now suggest some items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies, and any of Rikku's items that are used in Mixes (especially ones for Trio of 9999). Ready!? Let's begin!!!!!!!! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1. Earth Eater (Monster Arena) -> HP: 1300000 - 99999 -> MP: 30 -> AP: 50000 - 50000 -> Statistics: Str: 117, Mag: 186, Def: 200, Mdef: 210, Acc: 120, Agl: 47, Eva: 0, Luck: 15 -> Steal: Common- Gambler's Spirit, Uncommon- Lv.1 Key Sphere -> Bribe: None -> Win: Common- 1 or 2 Fortune Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: None -> Strengths: Doom- 255 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Auto-Potion -> Weapon Abilities: Triple Overdrive -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: - Megaton Punch: It does physical damage as well as instant KO if unprotected. Is sometimes used as a counter-action, and may be used on one or two people. - Attack: It does physical damage to one character. - "I'm Back!": After it has been knocked down by your party members, it will get back up after *Earth Eater* has passed three turns. You can have 10 and it will still be down if it hasn't passed three turns. - Flare: Does non-elemental magic type damage to one character and is used as a counter attack when knocked down only. - "Dropped!": Earth Water will fall flat on his fat behind after sustaining at least one over 100000 damage when on its feet, then it goes down to where its only move is a counter attack - Flare. ---> STRATEGIC TACTICS: <--- Finally, first really tough boss in the game, and if you had trouble with the storyline bosses, you're going to catch hell with this guy. First, we take an in-depth look at how you should be precautioned for this showdown: Strength should be about 175 (as mentioned above) to be able to do impressive amounts of damage at one time. Defense statistics ought to be at least 180 to be able to stand against his bone-crushing physical attacks. Magic Defense really only comes into play while it's one its back, and for that it should be close to 160 or so (perhaps a little less if you can spare). Agility, Evasion should both be about 170, this is good for trying to evade his Megaton Punch (instant KO), and his devastating physical strikes. Accuracy doesn't need to be any higher than 100, really, because it has no Evasion attribute whatsoever. Luck does not really matter either, but still try to have it at least 50 by this point in the game. HP doesn't need to be any higher than 9999, that's right, that low! And MP you won't be using much of, but have at least at 500 or about there is an ideal level. Imperative to this fight is an armor fitted with the following customizable abilities: Auto-Haste, Auto-Protect, Auto-Phoenix (with no normal Phoenix Downs in your collection, only Mega-Phoenixes), and then somethings else of your choice, I will suggest either Deathproof or Defense+?%, DP is the most recommended by me, however. Weapons should be Auron - Masamune, Tidus - Caladbolg, and Wakka - World Champ. Overdrive Meters up, and with the party suggested to the above, go pay the 15000 Gil, and get ready to fight! For some technical info, know that Earth counters just about anything you throw its way, so be careful. Megaton Punch KO's anybody who is not adequetly fitted with right Death-protection-bearing armor. Even if Megaton Punch fails to KO you, if your Def stat is not high enough, say goodbye because it does major damage in conjunction with instant death, this is reminiscent of Anima's Pain. During its normal goes (when it says it on CTB window), it with either use its physical attack, or Megaton Punch, and this isn't against one character, but rather, two instead. And, if a character lives after first onslaught, it may strike that character once again, ugh! When battle starts I suggest using regular attacks to deal over 100000 damage, and doing so will cause Earth Eater to fall flat on its ass. When it falls, cast Shell on the entire party, as it *always* counters with Flare spell while down. After Earth Eater has received three of its normal turns, it will then stand back up on its feet with the move I called "I'm Back!". But before that happens, we continue the strategy. Knock it down like mentioned before, yadaa yadaa, cast Shell, bla bla bla. Now, while it is on the floor, you are going to want to unleash all Overdrives you have pent up: Blitz Ace - Heal - Attack Reels - Heal - Tornado - Heal. Thank goodness you have Shell on everyone, or else that Flares would be punishing you terribly. From now on, until its three turns have happened, Doublecast Flares and Ultimas on it to oblivion. You can also summon to make very quick work of boss. *If* it gets up, and I emphasize "if", just repeat what you did before, and then you have beaten Earth Eater. Congratulations! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 2. Greater Sphere (Monster Arena) -> HP: 1500000 - 99999 -> MP: 999 -> AP: 50000 - 50000 -> Statistics: Str: 87, Mag: 102, Def: 130, Mdef: 120, Acc: 200, Agl: 55, Eva: 0, Luck: 15 -> Steal: Common- Gambler's Spirit, Uncommon- Return Sphere -> Bribe: None -> Win: Common- 1 or 2 Luck Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 255 -> Elemental Affinities: It depends on which "Elemental Shift" it's in. -> Zanmato Lv: 5 -> Armor Abilities: Auto-Phoenix -> Weapon Abilities: One MP Cost -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: - Attack: It does physical damage to one character. - Flare: Does non-elemental magic type damage to one character and is used as a counter attack. - Hydraulic Press: This will take away 93.75% of the opponents' *maximum* HPs as as Gravity-type attack and is occasionally used as a counter attack move against your party. One of the most annoying moves in the game. - Elemental Shift: Greater Sphere starts off in an element, so, once you use and 'guess' the elemental affinity that it's opposed to, it switches to another, and this happens over and over and over, ad infinitum. - Firaga: This does super Fire elemental magic-type damage. It is only used as a counter to an aeon. - Waterga: This does super Water elemental magic-type damage. It is only used as a counter to an aeon. - Thundaga: This does super Lightning elemental magic-type damage. It is only used as a counter to an aeon. - Blizzaga: This does super Ice elemental magic-type damage. It is only used as a counter to an aeon. ---> STRATEGIC TACTICS: <--- This guy can be a very big nuisance just like Earth Eater, so, for some early parts of this battle you might want to emulate some of a similar strategy. Time for the info on prepping up for this fight: HP should look something like 9999, and MP doesn't need to be much higher than 500 (you won't need to use too much magic in this battle). Strength stat is ideal at a level of 168 or so. Again, Magic stat doesn't really matter as I stated above, but still, you should be ashamed if it isn't at least 135 by this point in time. Def should most definitely be around the vicinity of 165-170, and Magic Def is good in the 170+ family. The rest of stats don't matter except Agility, which, should be located at 155 or so. Now for infos on how your equipment in your armamentarium should be customized or which ones you must have obtained: First is on armors, they really are best when fitted with the abilities Auto-Haste, Auto-Protect, Auto-Shell, and the other doesn't matter, but, something like Auto-Potion paired with only Mega-Potions, or, maybe Auto-Reflect. Weapons should all be equipped with their Celestials, or at least the characters that you ought to use in this bout (Tidus, Rikku, Yuna should be them). Overdrive Bars should be full, then, commence battle... First, how Greater Sphere acts: - If you have an aeon currently present in the battle scene, it will use Waterga, Firaga, Blizzaga, or Thundaga as counters. - If you use any of your characters' Overdrives against the Greater Sphere blob, it will then counteract with its party-cremating attack, which is the Hydraulic Press. And as mentioned previously, takes away 93.75% of max HP. - It will counter normal physical attacks and/or magical attacks against it with the Ultima spell. - You also might want to know that if you a specific type of items on Greater Sphere (I have no clue why you'd do that o_0), it will then use Flare. --> We now start off with the actual strategy of the fight, since I believe that that's all I can offer, well, actually, there's one last thing: well, it changes elemental preferences when you nail it with the element it is then opposed to. So now, let's truly start this: It's a good thing that you have armor with Autos Haste and Protect, or else we would have to waste a perfectly good two turns 4 turns on casting Hastega and the Protect to everyone. If you don't have Auto-Reflect, then I suggest you put it on now to deflect the Greater Sphere's Flare attacks. This guy can be a real pain when you fight him so what you want to do next is start Overdriving it to kingdom come as you first moves, heal after every single Hydraulic Press. This might take it down to a good 500000 HP left if Str is near where I suggested it be. Then, I recommend bringing in the dark aeon, Anima, and then have her diabolically annihilate it with Pains and Oblivion. If you have Pal/Int. versions, Oblivion will probably take it out, but maybe only 99999 damage is done with NTSC version. So, if you don't kill it then, it'll start using lv.3 elemental attacks against Anima, as she is an aeon. Hopefully she has enough HP to stay alive long enough and do a bit more of a substantial job of hurting Greater Sphere more greatly. Note, that since Oblivion is an Overdrive attack, you'll see Hydraulic Press, so use Curaga after every one. After Anima dies (if she dies), just use characters to finish it off. - You can follow this strategy sent in to me by PsychoNemon667: There is a way that you can fight this battle and never, ever see any of its moves but Hydraulic Press and its normal attack. All though, I don't know who'd want to get hit by Hydraulic Press, but still, better than having to cope with all other attacks along with those two. For preps, have Auto-Haste, Auto-Protect armors. Then, go into battle and cast the Reflect magic onto everyone of your participating characters. Now use a character to cast a lv.1 or 2 elemental spell on themselves. You have 50/50 chance here of it either curing (it won't matter for first hit because it still has full HP), or it may also and hopefully do damage. If it does deduct HP, that's weakness of Greater Sphere. Now, use every character to cast the weakness of Greater Sphere magic at full potential lv.3. This will prevent any counter attacking... ever! All you occasionally have to do is replenish MP (good to have 1 MP cost on weapons, or, use Three Stars), and heal up HP from Hydraulic Press and Attack so that you do not die. Match over! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 3. Catastrophe (Monster Arena) -> HP: 2200000 - 99999 -> MP: 380 -> AP: 50000 - 50000 -> Statistics: Str: 120, Mag: 77, Def: 80, Mdef: 80, Acc: 150, Agl: 34, Eva: 0, Luck: 15 -> Steal: Common- Gambler's Spirit, Uncommon- Lv.2 Key Sphere -> Bribe: None -> Win: Common- 1 or 2 Designer Wallets, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 255 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Silenceproof, Stoneproof, Poisonproof, Slowproof, Darkproof, Zombieproof, Sleepproof -> Weapon Abilities: Silencestrike, Stonestrike, Poisonstrike, Slowstrike, Darkstrike, Zombiestrike, Sleepstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Toxic Spray: If a certain character has a higher HP value currently, this move is used against them. If all characters have same HP currently, move is done randomly. It does physical as well as Full-Break status to character. - Hundred Thorns: This is an attack which does physical damage to all of your party members. - Toxic Cloud: It inflicts Curse, Poison, Confuse as well as non-elemental magic damage to every character. - "Look At Me!": After inflicting certain amount of damage (over 450000,) it comes out of its shell and has new moves. - Demi: Takes away 1/4 (25%) of al characters' maximum HPs and is a Gravity- type attack. ---> STRATEGIC TACTICS: <--- This guy is not anything to fret about, ok? Perhaps that easiest Original Creation boss in entire game. So, minor preperations, too... How to be stats- wise would be like this: Str- 177, Mag- 150, Def- 190+, Mdef- 175, Agl- 130, Eva- 164, Luck: 40 (or about), and Acc: 100 (at least), HP- 9999, MP- 750. Weapons I do not suggest to be celestial for this bout, but it would be tolerable to have them, though. But, weapons, if not celestial, should be equipped with abilities Break Damage Limit, Triple Overdrive, Triple AP, and Strength+?% would also be useful. Armors ought to be equipped with Auto-Haste, Ribbon (or, for NTSC players, Auto-Med), Auto-Protect, and Defense+20% for extra protection on its Hundred Thorns attack. The party the I suggest using for this battle is most definitely Tidus, Rikku, Yuna. Ok, now, pay the 'ol geezer the money for fighting, then, battles engages. This enemy does have attack-you pattern, and here it is: - *When in shell*: Toxic Cloud, Pass, Toxic Cloud, Pass, Toxic Cloud and keep continuing this until... - *After Coming Out*: Toxic Spray, Demi, Hundred Thorns, Toxic Spray, Demi, Hundred Thorns and keep continuing this. Battle finally starts and you're ready to take on anything it can throw at you. The first division of the battle (before it has sustained over 4500000 damage) is completely comprised of statuses being used against you. Thank god you have that Ribbon or Auto-Med with Remedies (get Remedy item easily by Stealing them from Grats [3x], or Bribing Ragoras [15600 or 7800 Gil]). Its Toxic Cloud is one of the most annoying attacks in FFX because it does the most bad status augmentations in one. You still experience Curse, however, so you should tend to this with Holy Waters. You needn't worry about the turn proceeding Toxic Cloud because you're in the clear with a passed turn on its part. So, your first half methods look like this: attack, heal Curse (if happens), attack, heal Curse (if happens), attack and then repeat... Then, when you have breached its 4500000 damage limit, it will then come on out of its pansy shell. This is when the battle starts getting interesting because it has new attacking movements and still has 1749999 HP remaining. As its very beginning action while in this state is Toxic Spray (look above for what it does). After, use Dispel on party to make Full-Break go away, doh! I just said partially what it does!:) Demi is next on the agenda, so you might want to heal up after. Next turn comes around and your cussing at your TV screen for a very long time. They could've made this fight harder if they put this move directly after Toxic Spray. The attack is Hundred Thorns, and most likely if you don't have 190 Def like suggested before, and no Defense+20%, along with Full-Break still present, bye. It's also a good thing you have that Auto-Protect on. After conclusion of the attack, do what ever healing necessary, and then, I suggest using Blitz Ace. If they're really hurt, you can have Rikku Trio of 9999 them and have Yuna use Pray as many times as needed. Now, the pattern restarts. Keep with the same strategy now, and use aeons if need arises! ---> Strategy submitted by cRaZyAzN2k2: Any not much prepping is needed for this fight only the following: HP at about 13000; STR at about a safe and solid 190; and Defense at an ideal 185; Defense is useful I guess and make it close to 190 or so. That is all you should be at all concerned with in terms of stats, but now let us take a little look at just how your armor should be modeled to take on this foe: Confuseproof, Break HP Limit, Auto-Shell, and Auto-Protect. Next is your weapons and of course at least most of them should be the celestials (for the characters you are going to use). Now go on and fight! Arkbeetle1 along with myself have had a few discussions and together we have found that this guy has a very specific way of attacking your party, a pattern if you will; and here it is right before your very eyes: Move 1. Toxic Cloud, Move 2. skip, Move 3. Toxic Cloud, Move 4. skip...and so on and so forth, until you bust it out of its shell covering. Now its attacking will convert to this: Move 1. Toxic Spray, Move 2. Demi, Move 3. Hundred Throrns and repeat this over again. Now that you have familiarized yourself with how you will have to deal with this guy, lets start with the actual strategy of pummeling Catastrophe to kingdom come now. What you will be doing for the most part is Quick Hitting or just physically attacking it. Once you have it sustain over 450000 damage or so (I believe Split's guide gives exact info on this) it will come out from its little hiding place shell like the sissy it is, now is when the real challenging half of the battle begins. Remember that before you nail the last hit that gives over that 450000 heal anybody that has been subject to Toxic Cloud if not done so already. Now lets get ready to rock! You will more than likely get a turn or few antecedentally to its own, use those for perhaps a Reels or a Swordplay. Its first hit will land as a Toxic Spray, so fix up with perhaps a Megalixir and then Dispel that victim to it. Continue on Quick Hitting or Mugging it (for Mugging you usually receive one Gambler's Spirit) until its next turn is comin' around the mountain. Now is where you don't really have to worry, this is 'cause it will only use Demi which will only take out 1/4 (25%) of current HP. If you want heal and attack until its next turn where you will see a not-so-friendly Hundred Thorns attack which if unprotected and Defense isn't at like 190 at least you will suffer to about 30000 damage to all (cya). So for that I suggest you summon an aeon to take the damage and hopefully finish the battle. If they die and you still are left to fight the thing; try and summon more aeons and use overdrives like Trio of 9999, Attack Reels, and Blitz Ace. It's D-E-D, dead.:P ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 4. Th'uban (Monster Arena) -> HP: 3000000 - 99999 -> MP: 85 -> AP: 50000 - 50000 -> Statistics: Str: 102, Mag: 212, Def: 80, Mdef: 80, Acc: 180, Agl: 53, Eva: 0, Luck: 15 -> Steal: Common- Gambler's Spirit, Uncommon- Teleport Sphere -> Bribe: None -> Win: Common- 1 or 2 Underdog's Secrets, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 255 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: HP+30%, HP+20%, HP+10% -> Weapon Abilities: Triple Overdrive, Triple AP -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Regen: Puts the Regen positive status effect on itself. It regains HP each turn. - Shell: Puts the Shell positive status effect on itself. Halves magic damage. - Haste: Puts the Haste positive status effect on itself. This accelerates its rate of battle and increases number to turns it receives. Counter to ? statuses. - Attack: This attack will do physical attack against one of your party members. Semi-decent damage. - Protect: Puts the Protect positive status effect on itself. And it halves physical damage. - Condemn: This attack will take away any and all of your positive statuses currently present, and is used as counter. - Convergence: This attack does non-elemental magic damage to one. - Rainbow: This attack is rather confusing. It does Darkness, Confuse, Curse, Sleep, Silence. The Dark, Silence, Sleep last 3 times. Its form of damage is non-elemental magic. ---> STRATEGIC TACTICS: <--- This Monster Arena boss CAN be a pain, it's just a matter of knowing how to deal with him. Alot of work went into this strategy, so, without further ado, see ya Th'uban. Time for huge list of preperations and precautions of what you need to absolutely take it down: First, recommended stats...: Your Strength stat should be just about 175, Defense should be just about the same area. Magic Defense is good at around 167. And then Magic doesn't matter here, but might be good at 145 for following fights. Luck at 40 or about. Accuracy, Evasion, and Agility should be about the same as each other; 170 (if Acc is less, that's alright). HP is good at about 9999 or more, and the MP at 700 to 850 to be good. And then, armors equipped with following: Auto-Protect, Ribbon, Auto-Phoenix, Auto-Reflect. Weapons should all be the celestials. Now, your party you use is Tidus, Yuna, Rikku *or* Tidus, Wakka, and Rikku. Go into battle now! Time to sooth things a bit, this boss has a few changing prognosticatable set attacking pattern movements. They go like this: - Attack, Rainbow, Regen, Convergence... repeat... - Attack, Rainbow, Pass, Convergence... repeat... - Attack, Rainbow, Shell, Convergence... repeat... - Attack, Rainbow, Protect, Convergence... repeat... Also, note that it can use a Condemn counter to just about all magical and physical attacks directed at Th'uby. *Look up for info on when Haste is used*. --> Now, we move onto actual battle tactics!: Make sure you have only Mega-Phoenixes in your inventory, and paired up with Auto-Phoenix, you've infinite and auto Auto-Life. So for first tactic, you want to cast Hastega on the entire party. Now, thanks goodness that you have Auto- Reflect armor so you don't waste time doing any other crap, you just move on to the exciting good stuff, which first consists of Flaring Reflected people so that you do now sustain a counter action from Th'uban. Every fourth Th'uban turn, many different possibilities can occur with this confusing boss: Th'uban is under Regen/Shell/Protect at the same time it will the miss one of its own turns. Th'uban is afflicted with Protect/Regen at same time it will use Shell. Th'uban is under Protect it uses Shell. Th'uban is under Shell/Protect at same time it does Regen, then. Th'uban is with Regen/ Shell at same moment it will do Protect, same if not under any of those.] *Thanks Ark!* During first two moves, you're in the clear if you've followed all preps I've listed previously. Third move comes about and then it uses either Regen, Shell, or Protect on itself, and this is your cue to take it away with Dispelling spell. But, if it passes off that turn, forget about doing anything except attacking after with the Reflect-Flares. It would be truly amazing (and very helpful) if you beat it now, this would mean that you don't have to experience big damaging Convergence. Hopefully you are Shelled, if not, don't fret, you'll be brought back to full with Auto-Phoenix + Mega- Phoenix. Hopefully you have at least one other character alive so this can take place. Keep going and Th'uban is gone. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 5. Neslug (Monster Arena) -> HP: 4000000 - 12000 -> MP: 999 -> AP: 50000 - 50000 -> Statistics: Str: 130, Mag: 130, Def: 80, Mdef: 80, Acc: 0, Agl: 43, Eva: 0, Luck: 20 -> Steal: Common- Gambler's Spirit, Uncommon- Return Sphere -> Bribe: None -> Win: Common- 2 Luck Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe, When in shell--physical attacks -> Weaknesses: Doom- 255 -> Elemental Affinities: Depends on if it's out/in its shell. -> Zanmato Lv: 5 -> Armor Abilities: Auto-Phoenix -> Weapon Abilities: One MP Cost -> Armor/Weapon Equipped: Slots: 2 to 4 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: - Curaga: If the Neslug boss is "Shell Hiding", it can use White Magic spell, Curaga, which replenishes an impressive random amount of HP to its ownself. - Slime: Armor Break, Poison, Mental Break, Curse statuses plus special-type damage to all people. - Megaton: This attack does Confuse status, plus KO-ing status without any regards to protections. Also does special-type damage to the one victim. - "Shell Hiding": After dealing at least 1/4 of Neslug's maximum HP, it will go into its shell for hiding. - "I'm Back Again!": If you eradicate the shell of Neslug while it is in the mode "Shell Hiding!", it will come out. Other way is when it's in the same state, for it to revalesce all its HP. - Attack: Physical damage attack against one of your party members. ---> STRATEGIC TACTICS: <--- This one is a real pain, yet he was interesting for taking notes on, and cool for developing new strategy after new strategy. This boss is also unique for being the *only* Monster Arena boss to have a truly original and striking appearance, for as you very well know, the others are just cheap rip-offs of other storyline bosses. Now it is time to get into the preperations and before- the-battle precautions for taking on Neslug: Str stat is ideal if you have it at nearer to 185+. Mdef is truly good for being at a level of 150 or so. Def should be aat 180 at least before taking on this battle. Mag does matter alot in this battle, so, 170 at least is very helpful. Acc, again, doesn't matter all that much here; 125 or so. Agl and Eva: 150/120+. Luck is not of too much importance, but, it's still a stat - 55 or about there. Now we look at the armor that you'd better have: Auto-Protect and Auto-Haste are perhaps the best abilities to have on your Neslug-slaying armor. The rest of abilities on them should be Ribbon and Def+??%. Weapons are to be the celestials with the party you use in this battle (I suggest Tidus [most important], Yuna, and any one else with big Mag stat). If you do not yet have Blitz Ace Overdrive, I suggest that you go out and get it (use 80 Tidus' Overdrives). Ok, before we start, I think it right to give few advices: When Neslug is inside of shell, it does Regen status on ownself, this occurs when you knock its HP under 2000000 (1/2, 50%). This is the only time that Neslug can actually use its Curaga on itself. I have been experimenting with Neslug and discovered following data: When it goes into shell, and you summon, it's Regen-ing will do *alot* more replenishing in one go. Example!: Say, if you can have two parties fighting two Neslugs at the same time, hypothetically speaking, of course. One party had aeon out when it's in its shell, and the other did not: The party with no aeon normally would have about 100-65000 HP regain and the party with one out would have about 1000-650000+ HP regain. So, in conclusion the results *can* multiply by about 10x. You already have mandatory and important protections in place, so we can just jump straight into strategizing. Hope you have Ribbon on! -> Ok, first move(s): What you are going to want to do for a little bit is just keep on striking Neslug to hell with normal physcial attacks. And, if you have your Strength status is up to the level that I have mentioned to the above, they will all do 99999 HP deduction damage each time keep on doing this until it's HP is *at least* 2000000. If you're hit with Slime in this time, you have to use Holy Water to nagate Curse status imperfection, and then a Megalixir to restore any lost HPs. Unless you do have Ribbon, you'll have much more things to nullify. If you get attacked by Megaton without Ribbon or any sort of Confuse or Death protection, chances are that character is screwed. But, with Ribbon or 2 armaments, all you have to do is heal up HP and maybe Phoenix. Now, as you are at the point of at least having its HP at 2000000, you should use Auron to come in the battle for a little while and using Silence Buster, this serves to obviate it from using the spell Curaga on itself during next and upcoming state. On next Neslug's turn, it goes and hides in its shell. It will be in there until one of two things occur: 1. HP is fully regenerated 2. You break its shell to pieces. We're going to aim for the second to occur, as we don't want 1 to occur and ruin all of our hard work. In this state, all physical attacks directed towards Neslug will experience negation. There is one discrepancy which will be listed in just a bit. For more preperations in this state, you should know that you have to get its HP under 1000000, so that means that you must do at least 999999 damage to it (10 physical hits for 99999 and 100 for 9999). This will take some work, but with tactics I am going to provide next, you'll accomplish this with ease: Since you'll never see Curaga, it won't be able to heal about 10000 extra HPs on some turns, this'll be made easier. The best way to avoid above #1 is to abscond from using aeons. Ok, now, we use first Tidus' Overdrive, Blitz Ace. I know I said it was immune to physical attacks now, but this was the one discrepancy that I had talked about previously. Then, Yuna Doublecasts Ultima. Now, we have next character (whoever you chose) Entrust Overdrive Guage to Tidus to give Neslug another Blitz Acing. Yuna does same thing she did last turn and then everybody then Copycats that until the annoying shell shatters. Everyone of Neslug's turns during this period are adumbratable; Regen. Note that if Tidus gets another Overdrive in this time period, Blitz Ace it once again! Shell breaks, cool animation, then proceed with next division of battle. It has now bigger speed., so watch out, it might be inherent Haste status. In this part of the fight, only tactical tips and advices I can offer is to use physical attacks, Attack Reels, or remain with same in-shell strategy. You win! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 6. Ultima Buster (Monster Arena) -> HP: 5000000 - 99999 -> MP: 140 -> AP: 50000 - 50000 -> Statistics: Str: 168, Mag: 178, Def: 60, Mdef: 71, Acc: 82, Agl: 72, Eva: 0, Luck: 15 -> Steal: Common- Gambler's Spirit, Uncommon- Lv.3 Key Sphere -> Bribe: None -> Win: Common- 1 or 2 Winning Formulas, Uncommon- 1 or 2 Dark Matters - Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe, -> Weaknesses: Doom- 255 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Break MP Limit -> Weapon Abilities: Triple AP, Triple Overdrive, Overdrive > AP -> Armor Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Attack: This attack does physical-type damage to one of your party members. Not too much hurting. - Contamination: This move is one pain in the ass. What happens is Confuse, Poison, Full-Break, Slow, Zombie occur on even aeons. Zombie/Poison/Full-Break are totally inevitable. It also will do special-type damage to one character after having one count of "The head is moving suspiciously!". - Ultima: Big non-elemental magic-type damage to the entire party. - "The head stops moving!": This will only occur after you have successfully attacked the Head (damage is done). - "The head is moving suspiciously!": Starts count to Contamination move. ---> 6.1. Arms (Monster Arena - Ultima Buster) -> HP: 80000 - 1 -> MP: 1 -> AP: None -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 80, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: None -> Abilities: - "The arms regenerated!": After a random amount of goes after you've taken off its Arms, they'll appear back. - "Don't Try It!": If when 1-2 Arms are present, and you attack Body, they try to block and cut down on damage done. ---> 6.2. Head (Monster Arena - Ultima Buster) -> HP: 80000 - 1 -> MP: 1 -> AP: None -> -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 80, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: None -> Abilities: - Attack: This attack does physical-type damage to one of your party members. Not too much hurting. - Contamination: This move is one pain in the ass. What happens is Confuse, Poison, Full-Break, Slow, Zombie occur on even aeons. Zombie/Poison/Full-Break are totally inevitable. It also will do special-type damage to one character after having one count of "The head is moving suspiciously!". - Ultima: Big non-elemental magic-type damage to the entire party. - "The head stops moving!": This will only occur after you have successfully attacked the Head (damage is done). - "The head is moving suspiciously!": Starts count to Contamination move. ---> STRATEGIC TACTICS: <--- Another I-can-be-a-pain boss, but you'll know how to deal with it once you've read this unbeatable strategy. First of all, your stats have to be: Str at a level of around where it was for Neslug; 180+. Mdef is really good to have at about 175. And Mag, you should have that stat about 150 at least. Def is next, and that is good at nearly the same as Mdef or maybe a little bit higher. Acc does not matter, again, but at about 145 or so for next upcoming bosses. Eva is the next stat that needs a bit of care. It is best and is more useful in this battle closer to 150. Agl at about 163, and Luck does not matter (but for the Penance and Dark Aeons it will), but have it close to 65 since I cover them in next section). Now we go on to covering what sort of armors you should have: There are three very important abilities that you *must* have on your Ultima Buster armor - one slot with Auto-Haste, another slot with Auto-Protect, and another with Ribbon. The next slot does not matter, but, I do recommend filling it with Auto-Shell or Mdef+20%. Weapons should be Godhand, Caladbolg, and the Nirvana. Now with all that set and prepped, you can just guess which characters you need, so go fight! But first, some infos on Ultima Buster: As the boss' first moves in battle, they are almost always going to be Attack, Attack, Ultima (at least that's the info I found on gameplay board once, and I've never seen anything else). Main Body will go like this: it receives move from Head, it then uses that after Head passes; pattern like this: Punch, Punch, [selected Head's choice]. Don't kill the Head, or else: Attack <-> Ultima, and no break in-between. There is only one reason to justify attacking the Head part, and that is to prevent ever seeing Contamination. So, whenever "The head is moving suspiciously", attack it with either Wakka's blitzball (hopefully the World Champion), or someone's Black Magics/Holy. After 1-3 turns of "Head is moving suspiciously" one of your characters will likely be dead unless you have taken proper safety measures listed above. This is, of course, unless you stop it by using means necessary to trigger "The head stops moving!". Even if you're using Ribbon, you'll still get Full-Break, Zombification, and Poison status anyway, so treat them accordingly - even aeons! Ok, so now go with the three characters I listed above into the fight, and get ready for one of the toughest bosses yet. I used Auto-Shell as fourth ability on my armor after a few trials to find out which is better. For first move in the bout (and probably most of your first moves), use Quick Hits. When you get the right opportunity, use Trio Mix for later healing purposes if you screw up and don't kill Head before Contamination. Don't ever physically attack the main Body of Ultima Buster without first taking out the 80000 HP'd Arms which lower damage done... alot! If you do decide to take out the Arms, they'll only come back, but not without taking 3-4 of the Body's turns, and if you want, kill them off once again. If healing need arises, do so with Megalixir or Pray. If the Head starts "moving suspiciously" during this battle, send a level 3 spell its way, and to prevent *ever* seeing Contamination, you have to take away its HP completely and totally. Once 5000000 HP is gone, fight ends. ---> Arkbeetle1 was gracious enough to send this strategy: Have your party's stats anywhere in between the two points of 185-200. You should start out this strategy by doing the usual, and that is to cast Hastega on the active party. Next, what you'll want to do is summon the Magus Sisters. Have them take out the arms by means of Camisade, Razzia, or even better than that, a Passado. Once you have taken care of the arms you can do one of two things that are both recommended and not recommended. You can attack at the head which most of the time it says is "moving suspiciously" (not recommended). Or you have the option of attacking the stomach with full force (recommended). So use the Magus Sister's commands of "Go! Go!" to be able to hit consistently with their most powerful unique attacks most of the time (which of course consist of Passado, Camisade, and Razzia). While using these on it's stomach it is almost guaranteed that in that period of time it will use Ultima against the trio. So that isn't much of a big deal and you shouldn't make a federal case out of it, just continue on attacking. After a little while you are going to see that the "arms regenerated!" when you see this, divert your Magus Sister's attack paterns again towards the arms. Once they have been taken out again keep on pummeling the stomach. Buster will eventually fall to the legendary might of your trio of Maguses. And by following this unbeatable strategy, the most number of times that the arms will get a chance to regenerate on you is mostly 2. Hurray you did it! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #7. Shinryu (Monster Arena) -> HP: 2000000 - 99999 -> MP: 72 -> AP: 50000 - 50000 -> Statistics: Str: 92, Mag: 86, Def: 60, Mdef: 98, Acc: 200, Agl: 70, Eva: 0, Luck: 15 -> Steal: Common- Gambler's Spirit, Uncommon- Three Stars -> Bribe: None -> Win: Common- 1 or 2 Wings to Discovery, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 255 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Auto-Med -> Weapon Abilities: Double AP -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: - Shining: It does 8 random attacks to random victims of rather small non- elemental magic damage per hit. - Attack: Physical-type damage to one of your people, and is used either on its normal attacks, or as a counter move. - Eraser: This attack is an attack that will do Petrification status + shattering (meaning unavailable for the rest of the battle) and unavoidable on one of your characters. It is never, ever utilized when there is just one left person in the battle. I have found that is *usually* used a against the weakest character first, then is random. ---> STRATEGIC TACTICS: <--- This fight is underwater, so, that means that you can only have Tidus, Rikku, and Wakka to fight it. Now, this can be both a blessing and a curse, they're technically the best party (for me at least) if you level them, but some people tend to just level Tidus, Auron, and Yuna and leave everyone else quite weak. So preperations will be made quickly so that I can get to the strategy more quick: - Stats: Str- 170, Def- 167, Mdef- 172, Mag- doesn't matter, Hp- 9999+, Mp- 700+, Eva- 205+!, Luck- 70+, Acc- 130+ - Armors: The abilities to have are Auto-Haste, Auto-Protect, Break HP Limit, Auto-Potion. Do not bother with Stoneproof or Ribbon armors to stop Eraser, it's not possible - unavoidable even with protection. - Weapons: For the three characters - Tidus: Caladbolg, Wakka: World Champion, and Rikku: Godhand. --> Ok, battle begins! For items before you go in and die, I suggest that you've 99x X-Potions and no Potions or Mega-Potions to go along with Auto-Potion. But, if you use Rikku's Trio of 9999, you don't have to worry about which kind of Potions you have. And, there is another plus to Trio: it is that even if Wakka is weak, his Attack Reels will give out a maximum of 119988 damage which takes bosses HP to 1880012 and Tidus' max damage from Blitz Ace (899991), HP is now 980021. Ok, that's just few suggestions. Every 3rd to 5th Shinryu's turn, you see Eraser, this will happen to two characters maximum. Some people suggest to never see this move that you kill your two weakest characters, but I say why do that when they can at least contribute to damaging Shinryu (every 9999 counts!). Now, first move in battle is Rikku uses Trio of 9999 (I suggest Mixing up to Wings to Discovery). Its attack usually does 3500+ damage, so if characters' HP is high enough HPs and enough Def, they'll survive it with 9999 HP. Now, Overdrive Shinryu to next week. Now should be the ripest time to witness Eraser, so say bye to a character and continue. Now, have Tidus attack - get attacked - counter attack. Other left character should do the same (but they might not be able to counter again). They'll be healed after each "get attacked" due to the effect of Trio of 9999 is still in place. If Tidus gets Erased, shut of the game unless you have a very powerful Wakka left with perhaps a maximum Attack Reels strength of 99999 x 12 = 1199988. Keep following this strategy, healing when appropriate, and if a character is KO'd without Eraser, bring them back with Full-Life or Mega-Phoenix. Few last tips for this battle. Well, more like informations: Shinryu's move called Shining will do 8 random hits. Each hit does about 100 damage, but with Auto-Shell in place, they do about 50 damages each. This makes maximum damage now 400. So don't ever worry about that move. Good luck! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #8. Nemesis (Monster Arena) -> HP: 10000000 - 99999 -> MP: 9999 -> AP: 55000 - 55000 -> Statistics: Str: 255, Mag: 255, Def: 150, Mdef: 150, Acc: 150, Agl: 200, Eva: 0, Luck: 0 -> Steal: Common- Lv.4 Key Sphere, Uncommon- Warp Sphere -> Bribe: None -> Win: Common- 1 or 2 Warp Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi, Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 255 -> Elemental Affinities: [Absorbtions] Holy, Fire, Ice, Lightning, Water -> Zanmato Lv: 5 -> Armor Abilities: Break HP Limit -> Weapon Abilities: Break Damage Limit -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) --> Abilities: - Ultima: Non-elemental magic-type damage to all characters and is occasionally used as counter. - Ultra Spark: Curse, Power Break, Slow, Poison statuses and unprotectable special-type damage to every character. - Attack: Physical damage to one of your party members. - Ethereal Cannon: This attack will do some good non-elemental magic-type damage to one. - Armageddon: This attack will *no matter what*, regardless of any protections, do 99999 of special-type damage to all characters. ---> STRATEGIC TACTICS: <--- Wow, you've finally made it here. Big stats, huh? Well, if that makes you scared, wait until you see Penance. Ok first of all, we see many important preperations and precautions before we go in and get annihilated by Nemesis: First of which are our stats. Where should they be?: You Strength statistic should be at 200+ for this fight. Defensive statistical attribute ought to be at a high level of about 210-215 to be safe. Magical stat has to be at ideal place of 140 or so (it does not matter with my strategy). Now, your MagDef stat does matter, it should be harboring the area of 195+ or so. Accuracy again doesn't matter due to the fact that it has no Evasion stat, but since Penance/Dark Aeons are coming soon, 160 at least. Evasion stat must be closer to level of 200 because of its large Acc. Now, Agility, you should have that about 175-185 and higher. HP, definitely about 22500 or nearer to there and MP 700 to 999. Now, we move onto how your armor should be customized and fixed up in order to make this fight go in your favor: The abilities on it should be Break HP Limit, Auto-Haste, Auto-Protect, Ribbon. The weapons we must use don't necessarily have to be the celestials. But each character should have the abilities Break Damage Limit, Counter-Attack, Triple Overdrive, anything else of your choosing. Ok, recommended party is Tidus, Wakka, Yuna/Rikku. Now, for some technical info on Nemesis: Nemesis has 8 known attack patterns, and I've deciphered them: - Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Attack, Attack, Ethereal Cannon, Attack, Armageddon - Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Attack, Attack, Armageddon - Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Armageddon - Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Attack, Ultra Spark, Armageddon - Ethereal Cannon, Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark, Attack, Attack, Armageddon - Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark, Attack, Attack, Armageddon - Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, UltraSpark, Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Armageddon - Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Armageddon Ultima spell can be used between there anytime as a counter attack to Special Attacks, or, Overdrives. - Now, you can look at probable telling of when Armageddon is used like this: Attack = 1 point, Ethereal Cannon = 2 points, Ultra Spark = 3 points. The point is to get over 10. By looking at attack patterns above, you must add all of that together, and when you get over 10 points, you cast Auto-Life to be better safe than Armageddoned.:) Just thought that might be helpful info. Note that Armageddon doesn't hapoen at 10, but in one insinuendo, it happens at 11...=P ---> More tactical briefings: When you are fighting Nemesis, it is not possible to see a consectutive combination of Ultra Spark + Ultra Spark; there *must* be a physical attack/ Ethereal Cannon/Armageddon in between. Also, it is not a possibility for you to witness Ethereal Cannon + Ethereal Cannon combo either without seeing one of those three moves in between; attack/Armageddon/Ultra Spark. Note that doing either Specials or Overdrives will initiate Ultima. Damages are about as follows: Attack- 14000, Ultima- 6500, Armageddon (mentioned above)- 99999, Ultra Spark- 30000, and then Ethereal Cannon- 15000-20000. ---> Now we begin Nemesis-slaying strategy: The first move you take in this battle is to use a Stamina Tonic to bring HPs up to about 45000, this is the HP most sufficient enough to survive with Nemesis. Your main focus in this battle is quickness, that's why we have Hasted ourselves beforehand with armors. So, this basically connotes that we will be attacking quickly and hastily by using Quick Attacks, and if you wish to Steal Warp Spheres, don't use Steal, for that will set off Ultima counter, instead, you'll want to use Mug. If you need to heal badly you use Quick Pocket Megalixirs. First move in battle is to use a Trio of 9999 Mix. Now keep attacking. Here's healing info: - If you're attacked with normal attack you'll have to heal with one or two of the Elixirs. - When you get attacked by Ethereal Cannons, you use two Elixirs if you wish to heal character's HP fully. - Ultima will only require one Pray spell under Trio of 9999 status. - To make a complete full recovery after being attacked by the Ultra Spark attack (assuming you have Ribbon on), you must use about three to four Pray spells while under Trio of 9999 (or Megalixirs). Also, for the Ribbon-able status, Curse, you need to use a Holy Water. - If hit with Armageddon you can't survive, but you can block it out, you come back from it. To shield it, you must summon an aeon to take the damage and get KO'd. To come back from it, you *must* cast Auto-Life on the entire party. *********************** In-Depth Nemesis Strats *********************** These stats will help beat Nemesis with any of its 8 attack patterns. Here's how this will be done: I will be listing these strategies based on the patterns that I have currently tracked down and know how to deal with after 113 battles with Nemesis and if I find any more consistent attack patterns I will put them up and after I have developed a strategy for that particular pattern. ---------------- STRATEGIES BEGIN ---------------- FIRST PATTERN: Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, UltraSpark, Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally you Accuracy stat should be friends with 255. Now what you should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an HP+30%), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following; Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere, and Holy Water. You are now ready to commence battle battle wth the second hardest boss in the game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with volleys of Quick Hits until you see that its turn is just over the CTB horizon. It'll now give you a very unfriendly welcome to its true power with an Ethereal Cannon this will knock nearly 10000 HP off from your party thanks to Auto-Protect halving the normally 20000. Now, what you are to do is have all characters punish it with even more tons of rounds of Quick Hits until Nemesis' go is up and coming once more where you will witness the sheer and utter power of its Ultra Spark, this will do a full 32000 HP to all, so now what?, how do you possibly go on?, well, simple Trio of 9999 and then you using a Mega- Potion, and then another after will heal about 20000 of this restoring you to about 28000, and use Dispel to negate Power Break and Holy Water for Curse. Now use the rest of those turns for Quick Hitting yet again until it is its time to strike, when it will do a meer 7500 HP thanks to Auto-Protect as opposed to its regular 15000. Now I think these next moves should be very specific, first have whomever attack with Quick Hits until you view that there is three turns until Nemesis' next turn arrives, the first tactic from there is to use a Megalixir (to revive all of your HP), and then use Tidus to use a perfect Blitz Ace to drop 899991 of its HP down the drain. It'll counter attack this by taking away around 5000 HP with an Ultima spell. To recover from this use your next and final turn to restorate with a simple Mega-Potion. You will now see another Ethereal Cannon used against you once again, so use one of your remainding turns from now 'til it's time to go to use another Mega-Potion. Now keep on with using Quick Hits until that time. Once it is it's turn again it will use a devastating Ultra Spark, recover using the same exact method as last time, then continue to attack with Quick Hits until Nemesis' go around. During this turn it will use another physical attack, just recover yet again with a Mega-Potion then use even more Quick Hits until...well by now you should very well know when. So once Nemesis incurs another Ethereal Cannon heal with another Megalixir, now you will have nice comfortable full HP, and by this point Nemesis will have about 5700009 HP remaining (good job). Now use Quick Hits over and over until its next Ultra Spark, heal the same way you did the last two times. You'll now get another normal attack to occur out of Nemesis, heal with another Mega-Potion, and continue on with Quick Hits. On its next turn you will see Ethereal Cannon, which you need to heal with a Megalixir (or is recommended). Now Quick hit until you see there is only one turn left until you get Nemesis' next turn, in which you should summon in the Magus trio. Have Mindy use a Passado, and after watch the decimation of the aeons while Nemesis unleashes the hellacious Armageddon of which there is no way to survive (not even with 99999 HP!). After you will miraculously have a good 10 hits in which to Quick Hit and take away alot of HP from it (currently about 3200009. You will now start to see the repitition of the entire pattern go as far as you need to by following the same steps, you can even throw in an Attack Reels to end it more expeditiously. SECOND PATTERN: Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark, Attack, Attack, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally you Accuracy stat should be friends with 255. Now what you should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an HP+30%), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following; Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere. You are now ready to commence battle battle wth the second hardest boss in the game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with volleys of Quick Hits until you see that its turn is just over the CTB horizon. Nemesis will now virtually waste its attack on you by only doing a physical strike on one which you are to use a Potion only on them to regenerate all of their HP. Now focus all of your attention and energy into continuing to pummel Nemesis to kingdom come with Quick Hits until you see that Nemi's turn is again imminent. It will now again use its valuable turn with the same crap as last time and it will end up with the same exact final outcome of you healing to full with a regular Potion, *laughs at Nemesis' sissiness.* Now repeat what you have been doing this whole time by simply Quick Hitting Nemesis 'til it wets itself and its turn is once again drawing inevitably near. After it uses its turn again (this time it is a semi-worthy Ethereal Cannon), heal the entire party with a Mega-Potion or perhaps you can spare a Megalixir. Now keep on picking on the sad looking Nemesis with more bombardments of Quick Hits. On the next turn it takes it'll be with yet another pathetically pitiful normal physical attack (heal the same way as last time[s]). Again while cremating it with yet even more rounds of Quick Hits. When its turn is once again upon you like death at your door you're thinking, "Man, here it comes... He's been goin' easy on me up until now, butnow I'm gonna pay," but still "no," Nemi still uses another regular attack after which you again heal like last time. So after your healing process, just persist with the Quick Hits until its next turn on you comes up. This time Nemesis finally decides to live up to the legend and nail you with a unexpected Ultra Spark, heal like this.... First you should use two Megalixirs, then an Esuna followed by Dispel. Use the remaining few turns you have to again Quick Hit (probably only two). When the next turn comes up it'll switch back to its old laughable method of attacking (man, just when you thought you were gonna have a challenge), so heal with a Megalixir instead though to fully heal any lacking of HP. Keep on with your same old moves of Quick Hits, get physically attacked (again), and then do your presidented healing, nothing unorthodox there. Now this is what you do: have every character Quick Hit until its the third turn until Nemesis' go, use an Attack Reels, get a counter of Ultima, now you summon the Magus Sisters on Nemi. Have Mindy use a Passado before they receive the ultimate obliteration. After you'll have about ten turns before Nemesis' next one so use one for a Mega- Potion, one for Blitz Ace, the next for healing, and the rest to follow the same strategy the rest of the fight. Good luck, grasshopper... THIRD PATTERN: Ethereal Cannon, Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark, Attack, Attack, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally your Accuracy stat should be friends with 255. Now what you should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an Auto-Med), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following; Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere. You are now ready to commence battle battle wth the second hardest boss in the game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with volleys of Quick Hits until you see that its turn is just over the CTB horizon. Now that you are going to experience Nemesis' power for the first time, just sit back and enjoy Ethereal Cannon's fireworks... Done?, well now it is your time to heal the party with a Mega-Potion and get all but one HP back. Now that that is done and over with start attacking with your large itinerary of Quick Hits that you have up your sleave and in-store for Nemesis. Now as its turn is erelevant to occur just watch the horror... Not!, it uses a regular physical attack for like no damage whatsoever, and you just have to use a plain Potion on one character only to recover from it too. After you are finished with your healing just switch back to Quick Hits (fun, eh?). Now as it will come back around with another attack of normal physicalness just heal in the exact way you did so last time Nemi attacked, then Quick Hit some more. Now after its next Ethereal Cannon use a Megalixir to heal, you don't wanna be down to HP.:) Now after you heal again move forth with even more and more Quick Hits til it is its turn to go again. On this move it will execute another lame and laughter inducing physical attack, and after you heal continue with the familiar method of striking Nemi. Now as its turn is again shadowing nearer, you will receive yet another attack for the same damage and all, just heal it and thereafter Quick Hit. As its turn draws towards you once more, this time it won't be so funny, you'll get a very unpleasing Ultra Spark, you will want to heal in this fashion: use two Megalixirs, then a Holy Water followed up by a Dispel. After this has concluded don't be reluctant to move on after seeing that Nemi was meerly toying with you, just after healing use like your 2 or 3 turns that you have left for more Quick Hits. On Nemesis' next turn it'll decide to switch back to its old pansy self and just use a normal attack for its turn, just heal following this event. After your restoration just keep on Quick Hitting the snot out of Nemesis until you get to its turn and it'll unleash a horrifying... attack!, just heal in the usual manner then proceed to beat Nemi with more powerful blows of Quick Hits. On its next attack I sincerely and truly suggest that you... BRING IN THE MAGUS SISTERS (if you have Int. you can bring in Valefor and/or Anima to do mega damage with their overdrives). If you don't, just don't fret and have Mindy just Passado (another alternative is to stay and Attack Reels it while under Auto-Life or Hyper Mighty G). Armageddon will now take place for an un-halvable 99999 damage to all. Once you pick your jaw up of the floor use any overdrives Tidus and/or Wakka may have full to use on Nemesis. After each on though make sure to heal with a Mega-Potion as it will counter attack with Ultima. Now have Yuna to Entrust overdrive to Wakka and Rikku to Tidus (or vice versa) then repeat. Nemesis go bye-bye with you coming out of battle virtually unscathed. FOURTH PATTERN: Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Attack, Ultra Spark, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally your Accuracy stat should be friends with 255. Now what you should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an Auto-Med), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following: Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere, and Holy Water. You are now ready to commence battle battle with the second hardest boss in the game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with volleys of Quick Hits until you see that its turn is just over the CTB horizon. Nemesis will now execute a physical attack for not much damage, then all you will have to do is heal that character with a Potion to recover from it for the remainder of the bout. Now strike with all the strength and power you got until you get to Nemi's turn where it will use an Ultra Spark on you and you will need to heal from it like this: First use your first turn after it to use Esuna, Holy Water, 2 Mega-Potions, and Dispel, then use probably your last or your second to last turn to just be using Quick Hits until the next turn where it uses another normal physical attack. You now must recover with a Megalixir to truly fully be prepared for the hardships with Nemesis ahead. Now repeat the process again of Quick Hitting Nemesis' lights out again until its move is ready to strike at you. During this go at your party it will use a much unwanted Ethereal Cannon which you must heal right thereafter with a Megalixir to revive you to full health just about (give or take a few HP). Now it is your turn to use a Blitz Ace if you please and it will counter you with Ultima which normally does about 5000 damage but if you have Hyper Mighty G in place and Magic Defense at about 240 as I pointed out earlier it might only do about 900 or so so just heal with Mega-Potion. Now finish it up with a round of Quick Hits when at the end it will use its attack to use another damn Ultra Spark (argh!). Heal the same exact way as before and use the remaining turns to use an Attack Reels and then heal after Nemi's attack with a Mega-Potion *or* a Megalixir. Its attack will find its mark on one character so heal like I said and move on to even more Quick Hit sessions. When its turn comes up again it'll use yet another Ethereal Cannon; heal with a Megalixir. Now use the turns left for more Quick Hit. Now as for Nemi's turn it will hit you with yet another attack then heal it with a Potion or to make double sure you have everybody perfect a Mega-Potion. Now you Quick Hit until Nemesis' turn is here again where it will unleash another Ultra Spark and you must heal it again be the same means as last time (if you forgot then look up two paragraphs). Now again move to the usual method of Quick Hitting Nemi 'til its next turn, zzzz... yawn, oh sorry, moving on... Nemesis' attack lands very cruely with an Armageddon but with Hyper Mighty G you will be immediately revived and you can now bring in the Magus Sisters and use their overdrive Delta Attack and Passados over and over again to make it pay in the worst way for that terrible but yet so tremendous Armageddon. The Magus Sisters should be able to finish off Nemi but if they don't you can just use the same method you have been using this whole entire fight to end Nemesis. FIFTH PATTERN: Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally your Accuracy stat should be friends with 255. Now what you should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an Auto-Med), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following: Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere, and Holy Water. You are now ready to commence battle battle with the second hardest boss in the game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with volleys of Quick Hits until you see that its turn is just over the CTB horizon. Now as its turn is right up on you you will see a normal regular physical attack on one character, and you will be obligated to heal this with a Potion or suffer diminishing dire consequences later on in the battle. Now you will unleash many spasmodic Quick Hits unto Nemesis until you view that Nemesis' succeeding turn is here. When Nemi's go is ready to strike you again it will do the same precise thing as last time and that is to physically attack you and you again have to heal the victim with a Potion once again. Now as you continue to use Quick Hitting as you main desiderative attacking method where it will use even another normal attack to any other character and you are again (argh!) so after that keep Quick Hitting. Its turn will once again come and go, but for the "going" part it will use a calamitous Ethereal Cannon. You will need to treat this with a Mega-Potion for aiding to everybody. After you have conduced this you will need to go over to your previous artless strategy of Quick Hits 'til Nemesis' turn is up once more. It will now vent a physical attack and you shoud heal up again and nail it down with even more and more Quick Hit. On its turn coming up now it will release a new move call Ultra Spark to the entire party, heal it just like this: Mega-Potion twice, Dispel, and a Holy Water (with Auto-Med and Remedies on/in your armor and your inventory the other effects are impotent to take place). Now as you perdure to your usual process of Quick Hitting prior to Nemi's move where here it will use an attack of physical means where you are going to need to heal that again with a Potion to the character it was employed upon. Now as your next couple turns come up you are to use them to use Quick Hits. For its next act it will use a attack the whole full party yet another still expunging Ethereal Cannon and you should heal it this time with a divergant way of a Megalixir to revive any damned HP instead of just 9999. So now make sure to recrudesce to Quick Hitting Nemi's lights out until its turn has come up again where it will use another Ultra Spark which you'll need to cure like this again: Mega-Potion twice, Dispel, and a Holy Water (with Auto-Med and Remedies on/in your armor and your inventory the other effects are impotent to take place). Now are going to want to do these things: Quick Hit once; now use a Blitz Ace (Ultima counter); heal with Mega-Potion; use Attack Reels (Ultima counter); heal with Mega-Potion; finalize this by summoning Anima or the Magus Sisters. If you bring in the Maguses use Passados to finish Nemesis, but if you brought in Anima just use Pains, Curagas (on herself), and yes Oblivions. With this your desideratum has been achieved. SIXTH PATTERN- Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Attack, Attack, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally your Accuracy stat should be friends with 255. Now what you should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an Auto-Med), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following; Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready to commence battle battle wth the second hardest boss in the game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with volleys of Quick Hits until you see that its turn is just over the CTB horizon. Now for its first action it will execute a not very dangerous physical attack on one; heal it like with just a plain and simple Potion, get it, got it, good. Now you are to just keep on whailing away abatelessly with Quick Hits (zzzz). Now as the next turn of Nemesis is ineluctable to occur it'll again do the same old thing of attacking regularly which you will abet by using a Potion. After that is over you should again move on with Quick Hits until its next go. Now it ain't screwin' around no more, it uses an Ethereal Cannon which you are going to heal with either a Megalixir or a Mega-Potion to heal every member. After the worst is over (yeah right *rolls eyes*)0:) go one with your method of Quick Hitting which you should be very interrelated with by this point. Now as its next turn is again uneludiable it will use a normal attack (heal with Potion). Cotinuing the Quick Hitting procees now again until punishment is imminent, and now you will witness and be obliterated badly by an Ultra Spark which you are to fix with 2 Mega-Potions or 1 Megalixir; Dispel, and Holy Water then you'll be in top shape again. Repeat the same exact thing you have been doing before where at Nemi's next turn will happen a regular attack as for the next three turns so for Nemesis' next three turns you get hit with attack and you heal with Potions or Mega-Potions. Now on the turn before its next turn summon an aeon (the MS's are the best here), and use Mindy for consecutive and simultaneous Passados before Armageddon which will decimate the trio. And with this lather, scrub, and repeat. ^_^ SEVENTH PATTERN: Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Attack, Attack, Ethereal Cannon, Attack, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally your Accuracy stat should be friends with 255. Now what you should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an Auto-Med), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following; Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready to commence battle battle wth the second hardest boss in the game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with vollies of Quick Hits until you see that its turn is just over the CTB horizon. Now for its very first attempt at hurting (and is sure as hell a good one) it will do an Ultra Spark, and you will want to heal first by using 2x Megalixirs and then using Holy Water as well as Dispel, too, just to remove any imperfections cause by this taxing move (remember not to brook mediocracy when healing). Now it is time to start bludgeoning Nemi's daylights out with even more Quick Hitting until you get to its next murderous move which is a not-so- murderous attack after all, and is a normal...well attack; heal with a Potion. Keep doing the same until Nemesis unleashes its next almost-capricious attack which is seismically powerful Ethereal Cannon which you may want to heal with one or two Mega-Potions. Next on our strategic agenda is to keep venting your unfettered rage with persistent Quick Hits. Now Nemesis, undeterred will use yet another Ultra Spark (ugh)! Revitalize yourself the same way you did last time and keep Quick Hitting the living hell out of Nemesis for that until it is the turn precedent to its turn because on its turn it will use an...attack which is nothing that you should worry. Just heal it. Keep attacking like you always do with Quick hits, nothing new about that. For its next move it will use another normal attack, heal the same method. Keep Quick Hitting Nemi until boss's next turn where it will use the same thing and you heal the same way yet again. Extremely repetitive boss in this pattern, ain't he? If you wish now you may use overdrives and heal after each one for some more ardent damage to onto Nemesis than those measly Quick Hits could ever do in a fight (mainly Rikku's Trio, Tidus' Blitz Ace, Wakka's Attack Reels). Now on the next turn its attack will finally again change up to a more inordinate move that you have experienced already; Ethereal Cannon! Get your healing over with like the last time it almost creamed you with the same attack. Keep using Quick Hit. For its next turn it uses attack, you heal this with the evident way. And, now you must follow the following tactical instructions verbatim: Keep Quick Hitting until you arrive at the turn antecedent boss's turn, now you must summon in an aeon (Magus Sisters preferably) to take all of the punch of errant Armageddon, have Mindy get in a Passado beforehand. After they die have your party wipe out Nemi (or what is left of Nemi) with more Quick Hits and overdrives. Mission accomplished. Don't you have such an edenic feeling?;) EIGHTH PATTERN: Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Armageddon: First for starters, this is what you are most definitely going to need and want while fighting Nemesis: Strength is very important and that should be found at about 250 or so, HP is the key to winning in this fight and should be near 35000-40000 for this strategy, your Defensive attribute oughta be at 255, next stat is Magic Defense and that is to be at a level of near 240 or higher, Luck at 160 is best, Agility and Evasion are best served at 250, MP must be 999, and Magic at...doesn't really matter (but by now it should be nearing 230 any how, and finally your Accuracy stat should be friends with 255. Now what you should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste, Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least have an Auto-Med), all characters weapons should be their celestial weapons, and check your item inventory and make sure you have an abundance of the following: Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready to commence battle battle wth the second hardest boss in the game, all Overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna cast Auto-Life on one person (does not matter who), now Tidus and whomever gets their turns as well to barrage Nemesis with vollies of Quick Hits until you see that its turn is just over the CTB horizon. First move it will do at you is a regular normal physical attack which you could use exactly what I mention in previous strategies to heal up from, but it's not necessary to yet. You can use Quick Hits which will literally unphase Nemesis for now up until its next coming attack; it uses physical attack again. Now, you'll definitely want to heal before its next move. Do what you did after last time and then you come up on same physical attack as last times, but you'd probably die if you didn't heal, so... Now, heal after this attack and then you get to its next move where it unleashes a calamitous Ethereal Cannon. Use restorative methods for this move as I mentioned in other strategies. Next turn he receives is another physical attack which you treat the same way as last times you seen it. Next is Ultra Spark, you heal it up same as with the other strats. After is normal attack once more, same as always, ok. Next, you once again witness Ethereal Cannon, do same as last time you saw it. Next turn is the dilapadating Ultra Spark. After, heal, then summon Magus Trio. Use Mindy's Passado to pulverize it once. After they're gone eventually, Overdrives, then heal from Ultimas. That's all the info you need to beat Nemesis, and albeit, you've beaten all of the Monster Arena battles there are. And for this work and dedication, you will receive the Mark of Conquest, which signifies that you've "surpassed mortal bounds". Well, that may be true.:) Now it's time to cover monsters in the arena that should've been done before fighting Original Creations: Species and Area. ------------------------------------------------------------------------------- 20.7. Species Creations Strategies #SU0M7 ------------------------------------------------------------------------------- 1. Advices Before Engaging In Species Battles: ---------------------------------------------- ----> First off, I suggest that you level characters to decent levels by using the statistic maximization processes that I cover in-depth in the Stat Maxing sections. These would be something like having averages of stats at about a solid 140 (note that this will change depending on the harder or easier bosses. I will list exactly where they should be in actually strategies). Your HPs should be looking at about 9999 for average, but, this will raise or fall depending on which boss you're fighting. And MPs ought to be about 600-999 for these bosses (this might change, but this is all right for just about all). ----> Next, we will now cover how your armors should be fitted to take on these extremely powerful bosses. But note, I will list all armor abilities you should acquire, then, during the actual strategies I will list exactly how you should combine them to topple the foes. The most imperious ability to have on your armors for these fights, I would say, is Auto-Haste; customizable with with 80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can customize with 70x Lightning Curtain. The next one is the ability called Auto- Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix which you get customizing with 20x Mega-Phoenix. If you have Pal/International versions, I suggest that you take out Auto-Potion and improvise with Ribbon. Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery), Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if you're one who obsesses about max HP/MP, you can also put on your armor Break MP Limit (30x Three Stars)--not really recommended for use here, though. ----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have when facing off against these majorly powerful bastards, and then, just how to obtain them. Note: As you may of guessed, they will be the celestial weapons... 1. Cloudy/Celestial Mirror: This is your first step you must make towards your progression in obtaining the ultimate, celestial weapons. First, what you must do is finish training chocobos in Calm Lands, then, ride a chocobo to the far Southeast area of Calm Lands (where you entered for the first time). Now, once you find the yellow choco feather on the ground, press 'X' button by it, doing so will have the chocobo you are riding fly on down to the area below. Then, leave the chocobo there, then go through the path and you're in the vicinity of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)? Now, go over to the right side of the temple and "speak" with the chocobo that is standing there. After you're acclimated with the rules, start the race! Your main desideratum here is to make it to the center of this gigantic area before champ chocobo is there. You don't have to worry about poles or getting any treasure chests for now, all you must concern yourself with is getting there ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from the entrance in the Calm Lands. Then, go over to the place where you find a man who has been seperated from the rest of his family. Now, you go back to the place where there is a women and a younger child, talk to them and they mention something about losing their father/husband. Proceeding that, go on over to where you had just finished talking to man and inform him that his wife and son are waiting for him. They're then reunited, *but*, they have now lost their son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway here and when you find a little boy off to the side of this path, talk with him. He goes back to the family and you now have access to the glowing orb there which transubstantiates Cloudy Mirror into Celestial Mirror which allows you to get ultimate weapons. This is how to enhance the weapons as well. 2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by going back to where you have fought Yunalesca (if you hadn't gotten it then), and opening a treasure chest there to get it, easy enough, right? Now, for tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands and speak with the Chocobo Trainer. You now have to race her and get *better* score than 00:00! After, you get the Sun Sigil which you take to shining orb in Macalania Woods to enhance it fully. Good luck completing it before you're 100! Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec. Then, go to back left of the Calm Lands, then activate plate on the wall. This is going to acquire you your probably first celestial weapon, the Caladbolg. 3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to obtain, so relax.:) First, go back to Besaid Island (if you have not already done this), and swim off of the beach. Now, go onto small patch of land with a treasure chest on it in the back. After this, head back to save sphere and then teleport back to airship and then go back to the Calm Lands. Now, follow the same route to Remiem Temple, but this time, you are to go inside of it. Go and fight all of the aeons Belgemine has (you've to get all of them as well). She will then give up the Moon Sigil. Obtain the actual weapon by capturing one of every Calm Lands fiend then returning them to the Monster Arena owner. He will then give a treasure chest to open. Open it, the you get it! 4. Auron -> Masamune: This one is not hard at all, all it is is time consuming. The first thing to get is this weapon's crest which is the Mars Crest. You will be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad. It's in a treasure chest there. Next, comes the real testing part of this, it is where you have to acquire the Mars Sigil. How to do it is capture ten fiends of ten species which are all in ten seperate areas of Spira. Then, go on back to Monster Arena owner and speak with him. You then get it right there. Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge area in the Calm Lands (top right corner). And then, go on over to the Mushroom Rock Road area and go up the water lifting platform. Now, go to the statue of the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on the wall back here. You then will acquire the Masamune weapon for Auron. 5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time- consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you haven't done so already), and go to pillars section after beating Flux's ass. Then, look for a treasure chest there and open it to receive the Saturn Crest. Saturn Sigil is annoying, however. You must collect all blue butterflies without touching any reds. This is in Macalania Woods. Obtain the actual weapon by now flying back over to the Thunder Plains, and activate three Qactuar Stones (Square Button). This will initiate sequences in which you see a little ghost Qactuar running around Southern area of the region. Follow it to an old broken down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri. 6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and this is mainly due to hours and hours of... dare I say it?... blitzball... But, for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium and then enter the locker room of the Besaid Aurochs. Open one of the farther back lockers to obtain its crest. The next one is a real hassle, which is the Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and orignal Elemental Reels), the Jupiter Crest is available as a prize in either Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning a good five games of blitzball, then, head on over to Luca, Square. Once there, enter inside of the Cafe and talk to bartender, and if you've met the blitzball quota, he gives you the weapon as a reward for your skills. Congrats! 7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is sorta time eating, but at the same time, it is also quite fun and enjoyable. First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira. It will be located in one of the sand dunes there, not hard at all to find that one at all. Now, to acquire the Mercury Sigil, it requires just a bit more work and detective skills. You must find Cactuar stone by the sandstorm area and activate it. It gives clues to where you can find each next Cactuar. Find them all and then go back there. Sandstorm is then over, so, go into that area and look for one of the treasure chests there, it contains the sigil (and please refer to the Cactuar Village section for complete list of where to find and locate all of the Cactuars). Obtain the actual weapon by entering password GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road. Go there, and then in the very back of here, you open the chest which has it. 8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be obtained before schooling the Species Creations. The first thing to do is, of course, to acquire the Venus Crest to the weapon. We can locate it at the Farplane area back at the Guado village of Guadosalam. Then, for the immensely testing of your mental stability job of getting the Venus Crest. We do this by going over to the Thunder Plains and then finding the right spot to dodge lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200 lightning bolts!!! After that, go back to the front of the Travel Agency and collect your prize in the treasure chest there. Now, few last preperations and then we can finally fight the monsters, just a little, I promise...:) ----> Here we go, final stretch, and it's abilities. I'll make it short and sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy, Full-Life, and for special Nemesis purposes *coughwarpspherescough*: Mug/Steal. Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations. ----> Ok, ok, so I lied, but this will be really short. I now suggest some items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies, and any of Rikku's items that are used in Mixes (especially ones for Trio of 9999). Ready!? Let's begin!!!!!!!! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #1. Fenrir (Monster Arena) -> HP: 850000 - 99999 -> MP: 300 -> AP: 10000 - 10000 -> Statistics: Str: 73, Mag: 12, Def: 40, Mdef: 165, Acc: 200, Agl: 200, Eva: 60, Luck: 30 -> Steal: Common- 2 Chocobo Feathers, Uncommon- Chocobo Wing -> Bribe: None -> Win: Common- 1 or 2 Agility Spheres, Uncommon- 1 or 2 Dark Matters -> Immunities: Threaten, Sleep, Silence, Power Break, Petrify, Demi, Death, Confuse, Armor Break, Zombie, Slow, Provoke, Poison, Eject, Delay, Darkness, Berserk, Bribe -> Weaknesses: Doom- 200, Mental Break- 99, Magic Break- 99 -> Elemental Affinities: [1/2 Damage] Water, Holy, Fire, Ice, Lightning -> Zanmato Lv: 5 -> Armor Abilities: Zombieproof, Slowproof, Silenceproof, Deathproof, Confuseproof, Stoneproof, Sleepproof, Poisonproof, Darkproof -> Weapon Abilities: Zombiestrike, Slowstrike, Silencestrike, Deathstrike, Stonestrike, Sleepstrike, Poisonstrike, Darkstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 2 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Fangs of Hell: This attack is annoying. What happens is that it does instant KO status, no matter what. - Fangs of Ruin: This attack does majorly strong physical damage against one of your characters. - Fangs of Chaos: This takes of 93.75% of your *current* HP with Gravity-type damage. It also adds Confuse status as well as doing physical-type damage to the victim. ---> STRATEGIC TACTICS: <--- All right, this guys can be little pains in the rear, but, you're prepared... Definitely, for your stats they should be like this: Str at 130, Mag does not matter, Def at 150, Mdef at 130+, Agl at 150, Eva at 165+, Acc about 180 (first time I fought it I had 213 and I still missed on a consistent, frequent basis), Luck at 35+, HP at 9999, MP at 300-999. Now, we take a quick gander at your weapons that need equipping: Your main party in this fight will be Tidus, Wakka, and Rikku; weapons are: Tidus- First Strike, Evade & Counter, Break Damage Limit, Triple Overdrive; Rikku- Break Damage Limit, Triple AP, Counter-Attack, and First Strike; Wakka- Break Damage Limit, Triple Overdrive, Triple AP, Evade & Counter. Now, we look at armors: the armors I suggest for this fight are ones with abilities Auto-Phoenix, Auto-Protect, Auto-Haste, and most important - Ribbon. Ok, we now go into battle fully prepared, get ready for semi-hard fight: First, off, some general tips and advices (you didn't think I'd do this strategy without some?): - Fangs of Ruin does about 30000-50000 damage to a character. This is very annoying, so try and avoid it at all costs. Here's an idea!: It has 850000 HP, so, you could try and do Tidus' Blitz Ace with large enough Str, this should do over or near 800000 HP damage. And if that doesn't work, you could back it up with Attack Reels. High Eva, also. - Fangs of Hell will instantly KO status someone. There is no way whatsoever to dodge this without killing it first, or having aeons block out effects. - Next is Fangs of Chaos. Not only does it piss you off with 93.75% HP loss (ie. you have 9652 HP, it would leave you with 604 HP! So be sure to heal), but it also gives Confuse, hopefully you have Ribbon!:) - This fight requires much Acc stat, this is because even though its Eva is 60, it can evade moves from attacks with Acc of 213, as I state above. --> Now let's start with strategic tips for battle: Thank goodness that you have pre-Hasted/Protected your party. Now, what we'll want to do is have tons of Mega-Phoenixes for Auto-Phoenix. We'll want to always use Quick Pockets for healing, and Quick Hits for attacks. Blitz Ace, Attack Reels or Trio of 9999 followed with Fury. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #2. Ornitholestes (Monster Arena) -> HP: 800000 - 99999 -> MP: 300 -> AP: 10000 - 10000 -> Statistics: Str: 83, Mag: 30, Def: 55, Mdef: 170, Acc: 200, Agl: 130, Eva: 80, Luck: 20 -> Steal: Common- Rename Card, Uncommon- Chocobo Wing -> Bribe: None -> Win: Common- 2 to 4 Gambler's Spirits, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Threaten, Sleep, Silence, Power Break, Petrify, Demi, Death, Confuse, Armor Break, Zombie, Slow, Provoke, Poison, Eject, Delay, Darkness, Berserk, Bribe, Mental Break, Magic Break -> Weaknesses: Doom- 200 -> Elemental Affinities: [Immune] Water [Absorption] Fire -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Double Overdrive -> Armor/Weapon Abilities: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Poison Touch: This attack does Poison status, as well as doing Gravity and physical damage, and with Gravity it minuses 75% of *current* HP. - Drain Touch: This attack does physical damage paired up with Drain attack in which the HP taken from physical damage is then plused onto the HP of Ornitholestes' to heal it up. ---> STRATEGIC TACTICS: <--- This guy isn't that much of a pain like Fenrir can be, but still somewhat troublesome. I'll blow quickly through the preperations with only statistics that matter and the like: Str- 120, Def- 130+, Acc- 145-165, Eva- if you really want to dodge its attacks 200+, Agl- 115-125, HP- 9999, MP- 500. Armors ought to be with Auto-Protect, Auto-Haste, Ribbon (Poisonproof), other one is up to you. Weapons should be the celestials (most important is Tidus' [Evade & Counter], and Aurons [First Strike], everyone else has Break Damage Limit). Now let's slaughter this pitiful foe: Hopefully you have Ribbon or Poisonproof on your armors, because so you don't have to waste a turn fixing up Poison status after losing 75% of HP and getting Poisoned. Example: you have 10000 HP (hopefully not), and it uses Poison touch. Your HP is now 2500. Ok, back to strategy... Ornitholestes' Eva stat is pretty damn high up there, so hopefully for you (if you actually want to land a hit), you have Eva really high. If you use Tidus'/ Wakka's Overdrives, it doesn't matter about Eva, so that's a good alternative. If you get KO'd, come back with Full-Life. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #3. Pteryx (Monster Arena) -> HP: 100000 - 99999 -> MP: 0 -> AP: 10000 - 10000 -> Statistics: Str: 90, Mag: 5, Def: 100, Mdef: 100, Acc: 200, Agl: 60, Eva: 60, Luck: 15 -> Steal: Common- 4 Smoke Bombs, Uncommon- Candle of Life -> Bribe: None -> Win: Common- 1 or 2 Evasion Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Threaten, Sleep, Slow, Poison, Silence, Petrify, Provoke, Zombie, Delay, Berserk, Confuse, Eject, Demi, Death, Bribe -> Weaknesses: Doom- 200, Power Break- 90, Mental Break- 90, Armor Break- 90, Magic Break- 90 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Perecentage: 127/128 (99%) -> Abilities: - Beak: This attack uses the Delay status along paired up with physical damage to one person. - Beak of Woe: This attack will disregard if you're under Protect spell for the physical part of it. It will use physical damage and Curse status on one person, but it can also do it 3 times consecutively to the entire party. ---> STRATEGIC TACTICS: <--- This fight can be rather easy, but, if unprepared, it can possibly turn into a nightmare. Preps will be made short in terms of stats because you only need to hit it once with 99999 damage and another hit for at least 1, managable, no?: HP- 9999, MP- 500+, Str- 135-140, Mag- -> ?, Mdef- 100, Def- 120-130, Agl- 127, Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped: Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have should be the same as with the last battle(s) with Fenerir and Ornitholestes. Now we get to the fighting part of it all: Man, this thing is so annoying with its I-like-to-ambush-alot crap, because that's exactly what it does; ambush. To give an idea, I've found that about 90% of the time Pteryx ambushes. If it Curses you, and you use Holy Water, it Curses again. A way to avoid this from happening is to summon an aeon to prevent it. Ok, battle starts! After the very probable occurrence of BoW, only heal damage done, then, proceed to either kill it in one hit with (if you're not ambushed. If you've right armors on, you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3 physical attacks. Hope you can hit for at least 40000. If you're hit with Beak, you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be taken care of. Continue to fight by this info and you'll win. Now, onto much harder Species...! Note: It has auto/irremovable Regen status. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #4. Hornet (Monster Arena) -> HP: 620000 - 50000 ?????? (confirmation, please) -> MP: 180 -> AP: 10000 - 10000 -> Statistics: Str: 63, Mag: 88, Def: 70, Mdef: 95, Acc: 160, Agl: 102, Eva: 17, Luck: 33 -> Steal: Common- 4 Poison Fangs, Uncommon- 2 Purifying Salts -> Bribe: None -> Win: Common- 1 or 2 Accuracy Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Darkness, Provoke, Confuse, Poison, Berserk, Petrify -> Weaknesses: Doom- 200, Power Break- 95, Mental Break- 95, Armor Break- 95, Magic Break- 95 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Perecentage: 127/128 (99%) -> Abilities: - Venomous Stab: This attack, what it will do is do Poison status, along with physical damage to one of characters. - Curaga: Uses Curaga White Magic which restores a very impressive random amount of HP to self. - Bewitching Stab: This attack, what it will do is do Confuse status, along with physical damage to one of characters. - Attack: This attack is actually quite dangerous. What will occur with it is Dark [3 turns], Silence [3 turns], Sleep [3 turns] happens. This is also in conjunction with KO status as well as physical damage. First 3 mentioned statuses don't happen if KO is successful. This is against one character in your party. ---> STRATEGIC TACTICS: <--- This fight had me stumped for a little while. And then I developed this strategy. Just like this boss is a bug, it's also an annoying and pestering bugger. Semi-agile and a few strong attacks make it a formitable adversary. So does its 600000+ HP it's carrying. Preperations for this battle are very imperative (more so than with other Species Creations faced thus far). We'll actually now start with armors since I found them most peremptory: Ribbon is the best ability to have on Hornet armor, and this is because of statuses abnormalities in this fight (Sleep, Confuse, Silence, Darkness). Next one you need on your armor is Auto-Haste; gotta-have-it ability. Auto-Protect and Auto-Phoenix are useful also, and if you have Ribbon, that decreases chances of needing Auto-Phoenix to come into play. Now we spy on stats: Str- 135+, Mdef- isn't important, Def- 130, Mag- doesn't matter, Acc- 150+, Luck- 40 or so, Eva- 170+ (if you want to dodge alot), and Agl- 120 about. Weapons: Same as with the other previous Species Creations battles, he's not very discrepant with his movements. What it lacks in physical appearence, it sure has compensation for in its attacks and HP, etc. Now, let's go punish Hornet for all the... well... just being there!!!: This fight will involve slight strategy. None of its attacks are of worry now, except for you still have to restorate any lost HP if it gets too low for comfort. This enemy has tons of Eva stat, so be weary of that. Hopefully you are set with Auto-Phoenix so that you do not have to revive anybody who has been KO'd (why waste a turn or two?). If you keep attacking and trying to nail a hit, but to no avail, you might want to Aim; Acc will be enormous if you do it five times (about 175!). Overdrives with Tidus and Wakka are always a good idea to lower enemies' HP down to a smal amount quickly. If you're getting the floor totally wiped with your ass, you'll definitely want to bring in your faithful summoner, Yuna, and then bring out the heavy artillery aka Magus Sisters or Anima. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #5. Vidatu (Monster Arena) -> HP: 95000 - 10000 -> MP: 840 -> AP: 10000 - 10000 -> Statistics: Str: 12, Mag: 77, Def: 230, Mdef: 230, Acc: 110, Agl: 33, Eva: 80, Luck: 15 -> Steal: Common- 4 Lightning Gems, Uncommon- Mana Tonic -> Bribe: None -> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Petrify, Zombie, Poison, Threaten, Power Break, Slow, Provoke, Sleep, Silence, Eject, Berserk, Demi, Confuse, Delay, Darkness, Death -> Weaknesses: Doom- 200, Magic Break- 99, Mental Break- 80, Armor Break- 80 -> Elemental Affinities: [Immune] Ice, Water, Lightning, Fire -> Zanmato Lv: 5 -> Armor Abilities: MP+20%, MP+30%, MP+10% -> Weapon Abilities: Double AP -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Perecentage: 127/128 (99%) -> Abilities: - Ultima: Non-elemental magical-type damage to your entire group of party members. - Osmose: This attack does Osmose effect in which the amount of MP that is leeched out of victim will give that much back to it. ---> STRATEGIC TACTICS: <--- VERY, VERY easy and simple battle with Vidatu, in fact, it's the easiest one of the Species Creations to beat. This is mainly due to such little HP it is packin' with it. So, preperations will be made short and sweet: Stats are to be at and average of 105. Now, this is where it can be made important, and that is with your armors: Auto-Shell, Auto-Haste, Auto-Potion, Auto-Phoenix. Weapons: Magic Counter, First Strike, Break Damage Limit, and Str+20% is good. Now, let's go bring his wizard-ass down! A few notes: He has infinite ability Regen and NulAll, so don't even try to Dispel Vidatu, because that would be a meaningless effort. So anyway, Ultima usually does a rather impressive amount of damage, so if you need to, heal after, WAIT!, you won't need to because of Auto-Potion!:) Osmose, hmm... Osmose, well, if you ever get hit with that, you are going to want to heal with Megalixir or perhaps Turbo Ether if MP is 500 or less. In conjunction with that Auto-Potion, you want to have Mega/X-Potions. Let's now talk about offensive...: In this fight, the things you'll be wanting to do is not to use magic attacks of any sort (ehem... look at its Mdef), but instead, we'll opt for a physical approach. Best methods of killing Vidatu are to use normal physical attacks from heavy Str'd characters and/or using Overdrives like Slice & Dice, or Attack Reels. If you're under-developed (about half of average mentioned stats, I suggest that you summon Yojimbo, Magus Trio, or Anima). They can all finish this foe with the greatest of ease. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #6. One-Eye (Monster Arena) -> HP: 150000 - 15000 -> MP: 270 -> AP: 10000 - 10000 -> Statistics: Str: 55, Mag: 77, Def: 58, Mdef: 183, Acc: 85, Agl: 38, Eva: 10, Luck: 15 -> Steal: Common- 3 Lunar Curtains, Uncommon- Blessed Gem -> Bribe: None -> Win: Common- 1 or 2 Magic Defense Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Sleep, Petrify, Demi, Confuse, Slow, Poison, Eject, Darkness, Threaten, Provoke, Magic Break, Death, Zombie, Silence, Mental Break, Delay, Confuse, Berserk, Bribe -> Weaknesses: Doom- 200, Power Break- 0, Armor Break- 0 -> Elemental Affinities: [Immune] Ice, Lightning, Water, Fire -> Zanmato Lv: 5 -> Armor Abilities: MP+20%, MP+30%, MP+10% -> Weapon Abilities: Triple AP -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Black Stare: This attack is going to be doing the Curse status as well as physical damage on one character. - Shockwave: Silence (off- 10 turns), Darkness (off- 10 turns), Sleep (off- 1o turns), Slow, Confuse are done plus medium non-elemental magically-based damage on the whole party. ---> STRATEGIC TACTICS: <--- This guy may look like a little push-over Monster Arena boss, but, that in fact is far from the truth, unless... Ok, its HP is small (enough for two hits of 99999 damage to take it out), *but*, if you look at its second move that I mentioned, Shockwave, see all that it can inflict? Black Stare is not anything to worry about however. Anyway, we will now move on to which preperations that you are needing to make for this battle: Stats: Str- 120+, Mag: Doesn't matter (but 130 anyway), Def: 125, Mdef: 130, Eva- 145+, Acc- 100-120, Agl- 110, Luck- 40 or so, HP- 9999, MP- 450-999. Now for what abilities you should have customized onto your One-Eye-Beating armors: Auto-Protect, Auto-Shell, Auto-Haste, Ribbon (don't even worry about bothering with Curseproof, because that's not a half of a worry like Confuse is). Weapons aren't as picky of a choice, but they should be either Caladbolg + what I'm about to mention, or just the abilities that follow: Counter-Attack, Firststrike, Break Damage Limit and Str+?%. For the actual battle, here are a few tips: If you have Ribbon armor on, Shockwave is turned into nothing, just a quick Megalixir or Pray under Trio of 9999 will heal you fully. Black Stare is nothing from the beginning, I don't even suggest that you heal up the damage done, just that you use Holy Water to lift the Curse status that is inflicted on the one character. One-Eye's Eva is quite good, so use your biggest Acc characters to hit it (namely Tidus, Wakka, and Rikku). If you get it twice with two hits doing at least 75000 each, it'll kill One-Eye. Never use magic spells because they won't do much due to One-Eye's insane Mdef. The best ways to put down One-Eye are: - To use Tidus' Overdrives: Slice & Dice for shorter recovery time, or Blitz Ace for overall more damage. - You can also use Wakka's Attack Reels Overdrive, or if powerful enough, a few of normal hits will do it. - Yuna can summon Anima or Magus Sisters to do your dirty work. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #7. Jumbo Flan (Monster Arena) -> HP: 1300000 - 99999 -> MP: 999 -> AP: 10000 - 10000 -> Statistics: Str: 3, Mag: 98, Def: 255, Mdef: 80, Acc: 0, Agl: 60, Eva: 0, Luck: 15 -> Steal: Common- 4 Lunar Curtains, Uncommon- Mana Tablet -> Bribe: None -> Win: Common- 1 or 2 Magic Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Zombie, Provoke, Mental Break, Delay, Armor Break, Silence, Petrify, Demi, Berserk, Sleep, Poison, Eject, Confuse, Threaten, Power Break, Magic Break, Death, Bribe, physical attacks -> Weaknesses: Doom- 200, Slow- 0, Darkness- 20 -> Elemental Affinities: [Absorption] Ice, Lightning, Water, Fire -> Zanmato Lv: 5 -> Armor Abilities: Ice Eater, Water Eater, Ice Eater -> Weapon Abilities: Magic Booster -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Ultima: Non-elemental magic-type damage against the entire party. - Reflect: Does the Reflect status to one character for other moves to them later. - Regen: If one character is under Reflect status, it will use this move on them to cast Regen on itself. - Curaga: If one character is under Reflect status, it will use this move on them to cast Curaga on itself. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. ---> STRATEGIC TACTICS: <--- This is another pain in the neck fight that you have to do in order to get maxed stats, "why Square?, why?" Anyway your party that you start out with should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to Use a Stamina Tonic to double HP count (since I doubt you have it as high as I mention above yet), now have Tidus use Blitz Ace, as it is immune to physical attacks. Now make sure to use Auron to throw 100000 gil at it with a very useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a Reflect on anyone for later, and then Auron for another Spare Change of the same amount as last time. Now Jumbo Flan wil attack with probably an Ultima. Aid this immediately. Once it is Yuna's turn once more, summon Ifrit for now since Jumbo absorbs all elements and adds it to it's own, and don't even try Holy, it doesn't work either (I know, annoying), when Ifrit has come to save the day, use it only for Meteor Strikes until he is dead, this was also to give your party a break and shield them from an undreamable onslaught. Your next move is to switch Auron for any character with their overdrove guage full, and then Entrust the overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have her summon Anima. When the aeon is here, first have her use Oblivion for about 99999 damage. It will be attacked a few times post Oblivion. But after just continue to pound away with Pains until either Jumbo Flan dies, or the other way around. Now you are simply going to need to rely on Auron Spare Change-ing, Yuna Doublecasting Flare, and Tidus to heal until he is at filled Overdrive. If Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the Magus Sisters for Delta Attack (guess which one is recommended). After it'll just be another name on the list. -> Following strat sent by Azarath Jumbo Flan: I personally hate this guy, never would have thought square would make a guy so comparatively impossible to the other guys who drop stat spheres. I never thought I'd beat this guy let alone get 50 or so magic spheres to max out my magic stat. Anyway here's how I beat him. Step 1: Basically get your magic defense to 255 with Anima easy cause you get the defense spheres trying to get the AP weapons from one eye anyway and get a bunch. In addition, one eye is super easy with magus sisters. Summon them and they over kill one-eye by themselves (same with hornet) immediately after you get them really no need to really power them up. Step 2: Teach Anima Slow, Reflect, Shell, Haste, and Dispell. Plenty of places to get those items like fighting the Requiem Temple Guardian. Summon, haste, shell, reflect, slow, then pain to death. Jumbo Flan gets annoying on his last 100k hp and regens like 60khp per turn with regen and tosses a few curaga's on himself. The Curaga's no prob but you gotta dispell the regen then pain 2 or 3x more and he's dead 2 magic spheres and lewt :) At the time my Anima was doing 99,999 damage if its not doing that with pain you should get a few strength spheres till he's cranking out that much damage. That and Banishing blade makes it possible to beat meat beaters like kottos and juggernaut and tanket at really low levels along with auto phoenix armor. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #8. Nega Elemental (Monster Arena) -> HP: 1300000 - 15000 -> MP: 20 -> AP: 10000 - 10000 -> Statistics: Str: 1, Mag: 80, Def: 140, Mdef: 62, Acc: 150, Agl: 44, Eva: 0, Luck: 15 -> Steal: Common- 4 Star Curtains, Uncommon- 1 Twin Stars -> Bribe: None -> Win: Common- 2 or 4 Twin Stars, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Threaten, Provoke, Mental Break, Delay, Berserk, Slow, Power Break, Magic Break, Death, Armor Break, Sleep, Poison, Eject, Darkness, Zombie, Silence, Petrify, Demi, Confuse, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: [Absorption] Ice, Holy, Lightning, Fire, Water -> Zanmato Lv: 5 -> Armor Abilities: Lightning Eater, Fire Eater, Water Eater, Ice Eater -> Weapon Abilities: Lightningstrike, Firestrike, Waterstrike, Icestrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 2 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Flare: This attack will do some medium non-elemental magic-type damage to one character. - Ultima: This attack will do some large non-elemental magic-type damage to all characters. - Thundaga: This attack does magic damage with the Lightning elemental. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. ---> STRATEGIC TACTICS: <--- For Nega Elemental, stats near 125. Cast Hastega, but don't physically attack it, because it will always counter attack with a punishing Ultima. And don't waste your time casting any of the elemental spells because it will absorb them and regain HP. As an alternative use a Blitz Ace follow up with a Passado or Auroch Reels and it will die. I never tried it, but you can also try Ultima, and see what happens. ---> Following strategy was sent by Jetc2k: This fight was extremely easy one for me. We need some preps before anything, though, right? So, armours: Auto-Reflect Auto-Haste, Auto-Potion, Auto-Phoenix. Weapons: Caladbolg, World Champ, and Godhand/Masamune. Now, for overdrives: you'll need Slice & Dice, Attack Reels, Trio of 9999/Tornado. Items in stock: Mega-Potion x50+, Mega-Phoenix x20, Megalixir x???. That's it for preperations. We now go into battle with all of those things, and the first thing you should be aware of is its ability to counter physical strikes. What it counters with is, as we're all so boringly use to, Ultima, so we'll have to heal afterwards. So, as the first moves we make towards the progression of winning this battle are to cast some Flares or Ultimas spells on all of your 3 Auto-Reflected chrs. This is what you then Copycat with other characters. More alternatives are to use Wakka's Attack Reels and Blitz Ace and even Tornado or Trio of 9999. With Trio of 9999 in place,it's much better to heal with Auto-Potion on. Fight done. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #9. Tanket (Monster Arena) -> HP: 900000 - 10000 -> MP: 0 -> AP: 10000 - 10000 -> Statistics: Str: 103, Mag: 3, Def: 100, Mdef: 250, Acc: 100, Agl: 41, Eva: 0, Luck: 15 -> Steal: Common- 4 Light Curtains, Uncommon- 4 Lunar Curtains -> Bribe: None -> Win: Common- 1 or 2 Defense Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Zombie, Silence, Poison, Eject, Darkness, Threaten, Provoke, Magic Break, Death, Slow, Power Break, Demi, Confuse, Sleep, Petrify, Delay, Berserk, Bribe -> Weaknesses: Doom- 200, Mental Break- 99, Armor Break- 90 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Rush Attack: This attack will do Berserk, Delay, physical damage to one. - Attack: This attack will do Berserk, Delay, physical damage to one. ---> STRATEGIC TACTICS: <--- Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be substituted for Rikku actually). First have Auron use a Banishing Blade against Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz Ace on it for even more super-mega damage. Now if you decided to use Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you did think twice and used Rikku for the fight then continue to read this strat. Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple of physical attacks and Tidus only to Quick Hit for the remainder of the entire match as his turns. If it takes it turn again now you might have to heal even though Auto-Protect has halved the damage. After it is done with it's turn, use Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage, but if she is more powerful enough like 200 STR at least then just have her attack physically or something. Now follow this the rest of the time. Now after the many, many, many fights (when DEF is uber) switch to an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto- Haste (note: that last sentence is for stat maxing process. So unless you're doing that, disregard that last part, ok?). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #10. Fafnir (Monster Arena) -> HP: 1100000 - 13000 -> MP: 30 -> AP: 10000 - 10000 -> Statistics: Str: 76, Mag: 109, Def: 30, Mdef: 130, Acc: 160, Agl: 38, Eva: 0, Luck: 15 -> Steal: Common- 2 Gold Hourglasses, Uncommon- 2 Stamina Springs -> Bribe: None -> Win: Common- 20 or 40 Light Curtains, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Petrify, Eject, Poison, Demi, Provoke, Delay, Silence, Death, Sleep, Darkness, Slow, Confuse, Threaten, Berserk, Zombie, Bribe -> Weaknesses: Doom- 200, Power Break- 95, Mental Break- 95, Armor Break- 90, Magic Break- 95 -> Elemental Affinities: [Absorption] Lightning, Ice, Fire -> Zanmato Lv: 5 -> Armor Abilities: Water Eater, Fire Eater, Ice Eater -> Weapon Abilities: Waterstrike, Firestrike, Icestrike, Lightningstrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Fire Breath Attacks: This attack will first do a physical damage attack on one party member, then Fire magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Lightning Breath Attacks: This attack will first do a physical damage attack on one party member, then Fire magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Ice Breath Attacks: This attack will first do a physical damage attack on one party member, then Ice magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Attack: This attack will do physical-type damage to just one of your party members. ---> STRATEGIC TACTICS: <--- Another Monster Arena boss with pretty high HP count, but this does not mean that it's a difficult battle at all. Only stats that matter are your HP which should be at 9999; Strength statistics should be neighboring the area of 145 or so; Defense is ideal at a level of 135; Magic Defense is good at about 160 or around there; Evasion is really best at 155+. Now, your armors have to be made with the abilities Auto-Shell, Auto-Haste, Auto-Protect, Auto-Phoenix. You must now have the same as with most others in the Species Creations class, because he's not much different, but also add the ability Str+20% for extra power in your hits, and that makes Str stat now 174. It doesn't take much to figure out how this boss attacks you: Attack, Ice Breath Attacks, Fire Breath Attacks, Lightning Breath Attacks, repeat. Ok, the party we'll be using for this fight is Wakka, Rikku, and Tidus. For the first move (since we've already by Hasted, Shelled, Protected) we'll be using Rikku for her to use Ultra NulAll, this gives us NulBlaze, NulShock, NulTide, NulFrost, 5 Cheers, 5 Focuses, 5 Aims, 5 Reflexes. This is great because we won't have to waste one of our turns each time cast a Nulspell before each of its turns, plus as an added bonus, we have stats raised much higher now. He will take probably 4 turns of 3 people attacking for 99999 to bring down, so that's just enough Nul to not have to cast them again. Even if you don't get it done, all the spells will only do half damage because of in place Shell, and physical attack is Protected. BTW, if you need to know easiest Mix combo for Ultra NulAll, it's: Healing Water + Chocobo Feather. For attacking Fafnir, you can do it with Blitz Ace, or, if you want less of a recovery time, you can perform a Slice & Dice instead. As for Wakka's turns, you can use Attack Reels for some high and quick damage, if you get 12 hits with it, Fafnir's done. Rikku's turns (besides her first turn which was Ultra NulAll), you can use to just physically attack. Now, those are just kill-Fafnir-quick methods, to make the strategy flow perfectly, you just have everybody physically attack. Remember, heal when absolutely needed. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #11. Sleep Sprout (Monster Arena) -> HP: 98000 - 10000 -> MP: 820 -> AP: 10000 - 10000 -> Statistics: Str: 3, Mag: 112, Def: 167, Mdef: 203, Acc: 0, Agl: 26, Eva: 0, Luck: 15 -> Steal: Common- 4 Poison Fangs, Uncommon- Farplane Wind -> Bribe: None -> Win: Common- 1 or 2 Teleport Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Eject, Petrify, Threaten, Slow, Delay, Silence, Provoke, Armor Break, Zombie, Confuse, Death, Sleep, Poison, Berserk, Demi, Magic Break, Dark, Mental Break, Magic Break, Bribe -> Weaknesses: Doom- 200, Power Break- ? -> Elemental Affinities: [Weakness] Fire -> Zanmato Lv: 5 -> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Zombieproof, Slowproof, Silenceproof, Darkproof -> Weapon Abilities: Stonestrike, Sleepstrike, Poisonstrike, Zombiestrike, Slowstrike, Silencestrike, Darkstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Thundaga: This attack does magic damage with the Lightning elemental. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Goodnight: Power Break, Armor Break, Poison, Sleep, Berserk statuses done as well as non-elemental magical-type damage to your entire party. Done as 1st turn in Ambushes. - Flare: This attack will do some medium non-elemental magic-type damage to one character. - Ultima: This attack will do some large non-elemental magic-type damage to all characters. ---> STRATEGIC TACTICS: <--- Sleep Sprout: Here is truly an embarassing and disgraceful fight. Oh boy, stats can all be at 10 (not really, but...) and have just your Strength stat that is nearer to 150 or so, HP should at least be 8000 for it, though (9999 is best truly). Now as you engage combat with Sleep Sprout, your first action should be to immediatly cast Hastega to speed the process of the murdilization of the stupid, insignificant Mushroom's lifespan. Now you can perform and overdrive or two and it's gone. But you can also put in a good few Quick Hits or Firaga Fury to end it quick also. The *only* way you could lose is its inherent ability of Regen (don't try and Dispel). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #12. Bomb King (Monster Arena) -> HP: 480000 - 10000 -> MP: 780 -> AP: 10000 - 10000 -> Statistics: Str: 73, Mag: 71, Def: 200, Mdef: 200, Acc: 150, Agl: 46, Eva: 0, Luck: 15 -> Steal: Common- 4 Fire Gems, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Door to Tomorrows, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Threaten, Provoke, Mental Break, Demi, Confuse, Slow, Power Break, Magic Break, Death, Berserk, Sleep, Poison, Eject, Darkness, Zombie, Silence, Petrify, Delay, Armor Break, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Ultima: This attack will do some large non-elemental magic-type damage to all characters. - Attack: This attack does physical damage against one of your party members. - Inflate: Every one of 3rd damaging turns that Bomb King receives, he inflates like other Bombs, but at the end, it does't blow. - Firaga: This attack does magic damage with the Fire elemental. - Fira: This attack does magic damage with the Fire elemental. ---> STRATEGIC TACTICS: <--- Bomb King: Have stats that have the look of 150 or about that. Now have your most brutalic physical attackers and have your most extreme Black mage execute following combatic moves. Have the Tidus cast Hastega on your entire party, then use him an Auron to attack at it physically (they're probably your best bet for hardest hitters, right?). Then have whomever your best Black Mage is to keep using Blizzaga, but if for some VERY strange reason you don't have that just yet, use Waterga or resort to a less effective Ice spell (you should be ashamed). Keep doing this alot. It takes three hits each doing at least 1 damage for it to inflate one time, so that means it takes nine for it to become big Bomb. This, however, doesn't insinuate it blowing to smitherines. So keep folowing this strategy and you'll be it easy. ---> cripler305 sent me these great infos: - Bomb King doesn't blow up when you have made it swell three times like other, less significant Bombs. - Both types of attacks that make it swell up are physical attacks and magic. - It has phases, in each one it gains new attack... Phase 1. (before anything) - Physical Attack Phase 2. (first 3 turns) - Fira Phase 3. (second 3 turns) - Firaga Phase 4. (fourth 3 turns) - Ultima - Evade & Counter lets you not take damage, and it never swells up, so... ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #13. Juggernaut (Monster Arena) -> HP: 1200000 - 15000 -> MP: 20 -> AP: 8000 - 8000 -> Statistics: Str: 98, Mag: 70, Def: 140, Mdef: 62, Acc: 150, Agl: 42, Eva: 0, Luck: 15 -> Steal: Common- 4 Lunar Curtains, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Strength Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Provoke, Eject, Death, Berserk, Sleep, Poison, Demi, Dark, Zombie, Silence, Petrify, Delay, Confuse, Threaten, Bribe -> Weaknesses: Doom- 200, Magic Break- 95, Power Break- 95, Mental Break- 95, Armor Break- 95 -> Elemental Affinities: [Immune] Ice, Lightning, Holy, Water, Fire -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Attack: This attack will do physical damage against just one of your party members. - Charging: Starts the count to Salvo attack. - Crush Spike: This attack will do the KO (instant Death) status in conjunction with physical damage in case protected to KO on one character. - Salvo: After Juggernaut has gone through one turn of Charging, it will do this which does Fire damage to all. ---> STRATEGIC TACTICS: <--- Juggernaut: This will be an easy fight if stats are 150-165. Start off with the usual method, cast hastega. Then quick hit him to death. He will die the quickest that way, or you can summon any aeon you'd like to take him out. But that would eliminate the little element of challenge this fight would have offered if you chose not to summon your aeons. And on 4/27/03, I can conclude that he does have a movement of attacks; Charging, Salvo, Crush Spike/Attack. +-ALTERNATE STRATEGY-+ (Thanks Arkbeetle1) Juggernaut: This strategy and even monster are/is much much easier than the last two fights that you mentioned. First you are going to first have a party of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this NulBlaze might be off because of it's Salvo attack which is a Fire based attack to all. Now have Auron use a Banishing Blade, then have Yuna again use another NulBlaze. Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a physical attack now, and then have Yuna heal any hurt character with an X- Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #14. Ironclad (Monster Arena) -> HP: 2000000 - 99999 -> MP: 0 -> AP: 10000 - 10000 -> Statistics: Str: 100, Mag: 0, Def: 220, Mdef: 180, Acc: 180, Agl: 65, Eva: 0, Luck: 15 -> Steal: Common- 4 Light Curtains, Uncommon- Stamina Tablet -> Bribe: None -> Win: Common- 1 or 2 HP Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Slow, Provoke, Eject, Death, Berserk, Sleep, Poison, Demi, Dark, Zombie, Silence, Petrify, Delay, Confuse, Threaten, Bribe, Power Break -> Weaknesses: Doom- 200, Magic Break- 95, Mental Break- 95, Armor Break- 95 -> Elemental Affinities: [Immune] Ice, Water, Fire, Lightning -> Zanmato Lv: 5 -> Armor Abilities: HP+20%, HP+30%, HP+5% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Shinryudan: This attack does physical damage to one of your characters in the party. - Bushinzan: It does Osmose (Drain effect of MP), along with physical damage to everyone in the group. - Reppageki: Physical-type damage is does to one character and is sometimes used to counter. ---> STRATEGIC TACTICS: <--- For Ironclad, this fight will require alot of persistance, skill, and patience. Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing Blade on the little sucker. This should be followed very closly by Tidus using a Blitz Ace. Next, Rikku should just stand there and heal with a Mega- Potion. Now on the next turn Auron gets switch him out and bring in Yuna, then have her Entrust her overdrive guage to Rikku, then use Rikku for a Trio of 9999 on the party, just in case of dire circumstances later in the battle and just so they don't make you fret. Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be countering alot with Reppageki. So now have Rikku switch out for Auron then have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna summon in Anima. Once Anima is brought forth onto the field, have her start off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use them over and over again until it is time for Ironclad to incur it's wrath upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KO'd. Now comes the second stretch and the hardest part of the battle because you no longer have a reliable aeon to fully depend on. BTW, it attacks like so: Reppageki, Bushinzan, Shinryudan, repeat. It can use Reppagekis for more than once in a row as counter attacks. Just have Tidus use Quick Hits as you are hit with tons and tons of Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns you will either see a Bushinzan that reduces MP to zero and does physical damage, or a Shinryudan for major physical damage to one character. Now simply continue using the three characters to play the parts I just told to, or when Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause destruction with Delta Attack. Always know that if you have too much trouble with this guy and you're totally stuck, you can always resort to turning to Yojimbo's Zanmato for salvation.:P ------------------------------------------------------------------------------- 20.8. Area Creations Strategies #SU0M8 ------------------------------------------------------------------------------- 1. Advices Before Engaging In Area Battles: ------------------------------------------- ----> First off, I suggest that you level characters to decent levels by using the statistic maximization processes that I cover in-depth in the Stat Maxing sections. These would be something like having averages of stats at about a solid 140 (note that this will change depending on the harder or easier bosses. I will list exactly where they should be in actually strategies). Your HPs should be looking at about 9999 for average, but, this will raise or fall depending on which boss you're fighting. And MPs ought to be about 600-999 for these bosses (this might change, but this is all right for just about all). ----> Next, we will now cover how your armors should be fitted to take on these extremely powerful bosses. But note, I will list all armor abilities you should acquire, then, during the actual strategies I will list exactly how you should combine them to topple the foes. The most imperious ability to have on your armors for these fights, I would say, is Auto-Haste; customizable with with 80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can customize with 70x Lightning Curtain. The next one is the ability called Auto- Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix which you get customizing with 20x Mega-Phoenix. If you have Pal/International versions, I suggest that you take out Auto-Potion and improvise with Ribbon. Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery), Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if you're one who obsesses about max HP/MP, you can also put on your armor Break MP Limit (30x Three Stars)--not really recommended for use here, though. ----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have when facing off against these majorly powerful bastards, and then, just how to obtain them. Note: As you may of guessed, they will be the celestial weapons... 1. Cloudy/Celestial Mirror: This is your first step you must make towards your progression in obtaining the ultimate, celestial weapons. First, what you must do is finish training chocobos in Calm Lands, then, ride a chocobo to the far Southeast area of Calm Lands (where you entered for the first time). Now, once you find the yellow choco feather on the ground, press 'X' button by it, doing so will have the chocobo you are riding fly on down to the area below. Then, leave the chocobo there, then go through the path and you're in the vicinity of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)? Now, go over to the right side of the temple and "speak" with the chocobo that is standing there. After you're acclimated with the rules, start the race! Your main desideratum here is to make it to the center of this gigantic area before champ chocobo is there. You don't have to worry about poles or getting any treasure chests for now, all you must concern yourself with is getting there ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from the entrance in the Calm Lands. Then, go over to the place where you find a man who has been seperated from the rest of his family. Now, you go back to the place where there is a women and a younger child, talk to them and they mention something about losing their father/husband. Proceeding that, go on over to where you had just finished talking to man and inform him that his wife and son are waiting for him. They're then reunited, *but*, they have now lost their son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway here and when you find a little boy off to the side of this path, talk with him. He goes back to the family and you now have access to the glowing orb there which transubstantiates Cloudy Mirror into Celestial Mirror which allows you to get ultimate weapons. This is how to enhance the weapons as well. 2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by going back to where you have fought Yunalesca (if you hadn't gotten it then), and opening a treasure chest there to get it, easy enough, right? Now, for tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands and speak with the Chocobo Trainer. You now have to race her and get *better* score than 00:00! After, you get the Sun Sigil which you take to shining orb in Macalania Woods to enhance it fully. Good luck completing it before you're 100! Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec. Then, go to back left of the Calm Lands, then activate plate on the wall. This is going to acquire you your probably first celestial weapon, the Caladbolg. 3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to obtain, so relax.:) First, go back to Besaid Island (if you have not already done this), and swim off of the beach. Now, go onto small patch of land with a treasure chest on it in the back. After this, head back to save sphere and then teleport back to airship and then go back to the Calm Lands. Now, follow the same route to Remiem Temple, but this time, you are to go inside of it. Go and fight all of the aeons Belgemine has (you've to get all of them as well). She will then give up the Moon Sigil. Obtain the actual weapon by capturing one of every Calm Lands fiend then returning them to the Monster Arena owner. He will then give a treasure chest to open. Open it, the you get it! 4. Auron -> Masamune: This one is not hard at all, all it is is time consuming. The first thing to get is this weapon's crest which is the Mars Crest. You will be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad. It's in a treasure chest there. Next, comes the real testing part of this, it is where you have to acquire the Mars Sigil. How to do it is capture ten fiends of ten species which are all in ten seperate areas of Spira. Then, go on back to Monster Arena owner and speak with him. You then get it right there. Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge area in the Calm Lands (top right corner). And then, go on over to the Mushroom Rock Road area and go up the water lifting platform. Now, go to the statue of the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on the wall back here. You then will acquire the Masamune weapon for Auron. 5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time- consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you haven't done so already), and go to pillars section after beating Flux's ass. Then, look for a treasure chest there and open it to receive the Saturn Crest. Saturn Sigil is annoying, however. You must collect all blue butterflies without touching any reds. This is in Macalania Woods. Obtain the actual weapon by now flying back over to the Thunder Plains, and activate three Qactuar Stones (Square Button). This will initiate sequences in which you see a little ghost Qactuar running around Southern area of the region. Follow it to an old broken down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri. 6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and this is mainly due to hours and hours of... dare I say it?... blitzball... But, for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium and then enter the locker room of the Besaid Aurochs. Open one of the farther back lockers to obtain its crest. The next one is a real hassle, which is the Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and orignal Elemental Reels), the Jupiter Crest is available as a prize in either Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning a good five games of blitzball, then, head on over to Luca, Square. Once there, enter inside of the Cafe and talk to bartender, and if you've met the blitzball quota, he gives you the weapon as a reward for your skills. Congrats! 7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is sorta time eating, but at the same time, it is also quite fun and enjoyable. First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira. It will be located in one of the sand dunes there, not hard at all to find that one at all. Now, to acquire the Mercury Sigil, it requires just a bit more work and detective skills. You must find Cactuar stone by the sandstorm area and activate it. It gives clues to where you can find each next Cactuar. Find them all and then go back there. Sandstorm is then over, so, go into that area and look for one of the treasure chests there, it contains the sigil (and please refer to the Cactuar Village section for complete list of where to find and locate all of the Cactuars). Obtain the actual weapon by entering password GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road. Go there, and then in the very back of here, you open the chest which has it. 8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be obtained before schooling the Area Creations. The first thing to do is, of course, to acquire the Venus Crest to the weapon. We can locate it at the Farplane area back at the Guado village of Guadosalam. Then, for the immensely testing of your mental stability job of getting the Venus Crest. We do this by going over to the Thunder Plains and then finding the right spot to dodge lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200 lightning bolts!!! After that, go back to the front of the Travel Agency and collect your prize in the treasure chest there. Now, few last preperations and then we can finally fight the monsters, just a little, I promise...:) ----> Here we go, final stretch, and it's abilities. I'll make it short and sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy, Full- Life, and for special Nemesis purposes *coughwarpspherescough*: Mug/Steal. Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations. ----> Ok, ok, so I lied, but this will be really short. I now suggest some items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies, and any of Rikku's items that are used in Mixes (especially ones for Trio of 9999). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #1. Stratoavis (Monster Arena) -> HP: 320000 - 10000 -> MP: 115 -> AP: 8000 - 80000 -> Statistics: Str: 73, Mag: 32, Def: 41, Mdef: 82, Acc: 100, Agl: 32, Eva: 5, Luck: 15 -> Steal: Common- 3 Smoke Bombs, Uncommon- 2 Stamina Springs -> Bribe: None -> Win: Common- 2 or 4 Amulets, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Dark, Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe -> Weaknesses: Doom- 200, Mental Break- 90, Armor Break- 90, Power Break- 90, Magic Break- 90 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: HP+20%, HP+30%, HP+10% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - - Paean of the Heavens: At all 4th turns, it uses the Gravity-based attack to Darkness, Delay characters. Gravity part takes 93.5% maximum HP of every one of characters. - Attack: Physical damage on one of your characters. Used after it has used "Land on ground". - "Land on ground": In this, it falls down out of being airborne once HP becomes at least 108800. - Charging: Starts count to Paean of the Heavens attack. ---> STRATEGIC TACTICS: <--- Stats should be anywhere in the range of 80-90. Now when you start the fight against Stratoavis, cast Hastega and prepare yourself in anyway you may need to to start with the rush of Quick Hits that you are going to hit it with. After Quick Hitting you might need to heal from an attack it may have used on you. Do so, and then it'll probably be dead. It would have fallen out of the air if you have done enough damage. - Sin Harvester has provided me with following pattern data: Attack, Attack, Charging, Paean of Heavens (do over)... Now once you hit out 66% of its HP (108800 or less left) it'll land on its feet. Now the attacking pattern it has is super simple to come up with: Attack, Attack, Attack (do over)... So once on its feet, even if you have not-so-high strength attribute, one good Blitz Ace or Attack Reels will do the job mighty fine. Another good way is to use Mindy's Passado (heck, that'll do it from beginning). ---> Alt. strat. sent from laminibraveknight - <--- Summon the asian aeon Yojimbo. Enough said. He evaded, every, single, attack. Each evade brought his overdrive to max, giving him 300gil was enough to get him to use his wakisashi (something like that) most of the time, hits 9999. Took a while, but I was flawless. btw his loot stinks, got 2 of something =( ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #2. Malboro Menace (Monster Arena) -> HP: 640000 - 12000 -> MP: 200 -> AP: 8000 - 8000 -> Statistics: Str: 60, Mag: 53, Def: 24, Mdef: 63, Acc: 120, Agl: 34, Eva: 0, Luck: 15 -> Steal: Common- 4 Remedies, Uncommon- 2 Mana Springs -> Bribe: None -> Win: Common- 2 or 4 Mana Tonics, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 5 -> Armor Abilities: Slowproof, Poisonproof, Stoneproof, Silenceproof, Zombie- proof, Sleepproof, Darkproof -> Weapon Abilities: Slowstrike, Poisonstrike, Stonestrike, Silencestrike, Zombiestrike, Sleepstrike, Darkstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Gastric Juice Blast: This attack will do the Petrification status as well as physical damage against every single person. - Chow Time: This does some physical damage against just one of your party member characters. - Putrid Breath: Confuse, Silence (8 turns), Slow, Darkness (8 turns), Poison, Berserk, is done with non-elemental magic damage to all party. - Mega Gastric Juice: It does the Full-Break status effect while dealing out special-type damage. ---> STRATEGIC TACTICS: <--- Malboro Menace: Here you should have your stats around 90-110. Have at least 2 of which ever weapon you may select bear the 'First Strike' ability. Cast Hastega. Also make sure some of your armors of choice be immune to the main 'negative' status effects, you'll see what I mean once you expierience his Putrid Breath abilty (it ain't pretty I can assure you). So if you followed the first 2 steps I pointed out, you will probablly get a good 5-10 hits in. Before his turn summon any aeon to take whatever punishment he intends you dish out. Then simply dismiss them if you wish nail a good Blitz Ace and it will lose to you. It's a great feeling isn't it? ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #3. Kottos (Monster Arena) -> HP: 440000 - 15000 -> MP: 20 -> AP: 8000 - 8000 -> Statistics: Str: 88, Mag: 12, Def: 60, Mdef: 1, Acc: 150, Agl: 36, Eva: 0, Luck: 15 -> Steal: Common- 4 Stamina Springs, Uncommon- 2 Soul Springs -> Bribe: None -> Win: Common- 20 or 40 Healing Springs, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: HP+20%, HP+30%, HP+10% -> Weapon Abilities: Magic Counter, Evade & Counter, Counter-Attack -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Attack: This attack will do physical-type damage to one of your characters as a counter-action. - Attack+Attack: This attack is going to do physical damage on one person. ---> STRATEGIC TACTICS: <--- - Kottos is no push-over, and he'll wipe the floor with your entire party if strength isn't at about 170 and defense near 185. Weapons should have First Strike, Strength+20%, Strength+10% and Strength+3%. Armor should be be fitted with Defense+20%, Defense+10%, Defense+3%, Auto-Protect. Now that we're all ready for it lets go get 'em. First here's some general Kottos info: - On its own regular turns it will attack using both fists which is pretty damn powerful. - If you do any slightest thing to Kottos it will counter with a single fist, this is unless the hit you do kills it, in which case it *cannot* counter act. Now that you know that what you do for the first thing in the battle is just cast Hastega. Then use the next character up use just one Cheer to raise your DEF even higher up. So the things you will be doing the rest of the fight are Quick Hitting and overdriving. If anyone dies, than Mega-Phoenix 'em back to life and re-cast Cheer and Haste. Anima, Magus Sisters, Bahamut, or even Yojimbo can also make very quick work of Kottos. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #4. Coeurlregina (Monster Arena) -> HP: 380000 - 10000 -> MP: 80 -> AP: 8000 - 8000 -> Statistics: Str: 1, Mag: 70, Def: 40, Mdef: 40, Acc: 100, Agl: 75, Eva: 0, Luck: 15 -> Steal: Common- 2 Farplane Winds, Uncommon- Blessed Gem -> Bribe: None -> Win: Common- 3 or 6 Shining Gems, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Darkproof, Zombieproof, Slowproof, Silenceproof, Deathproof -> Weapon Abilities: Double AP, Deathstrike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Drain: Does Drain Black Magic and adds the HP taken to heal up Coeurlregina. - Chaos: Curse, Confuse, Doom statuses are done to one of your party members. - Thundaga: This attack does magic damage with the Lightning elemental. - Hyper Blaster: Regardless of protections, this attack does the KO (Death) status against one. ---> STRATEGIC TACTICS: <--- Coeurlregina: This is a fairly linnear fight if you have the skills and stats between 85-110. Start off with a Hastega, then pummel him until he attacks you. Make sure you have an armor with the Stoneproof or Stone Ward abilities customized unto them. And you should have Magic Defense slightly higher than all of your other stats. And make it Stoneproof for much better and more satisfying results. With all of this in place you should have no trouble whatsoever. But she sure will be having one whole lot of trouble with you and your superiority. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #5. Jormungand (Monster Arena) -> HP: 520000 - 10000 -> MP: 63 -> AP: 8000 - 8000 -> Statistics: Str: 77, Mag: 80, Def: 33, Mdef: 186, Acc: 130, Agl: 53, Eva: 6, Luck: 15 -> Steal: Common- 4 Petrify Grenades, Uncommon- Three Stars -> Bribe: None -> Win: Common- 2 or 4 Supreme Gems, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Eject, Zombie, Demi, Threaten, Delay, Death, Sleep, Darkness, Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe -> Weaknesses: Doom- 200, Magic Break- 90, Power Break- 90, Slow- ?, Armor Break- 90, Mental Break- 90 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Slowproof, Poisonproof, Stoneproof, Silenceproof, Zombie- proof, Sleepproof, Darkproof -> Weapon Abilities: Slowstrike, Poisonstrike, Stonestrike, Silencestrike, Zombiestrike, Sleepstrike, Darkstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Space-Time Vorpal: This attack will be doing some non-elemental magic-type damage to all. - Attack: This attack does physcial damage to one of your party members. - Cold Stare: Without paying any heed to protection, it does the Petrify status in conjunction with doing special-type damage. And all of this is done to just one of your people. ---> STRATEGIC TACTICS: <--- Jormungand: You really do not need to be that strong status wise. 70-90 will do. You shouldn't bother with Hastega unless you feel comfortable using it. Just a quick and semi-perfect Blitz Ace will do the job, or if you need to back it up, the best way to do it is an Auroch Reels. If you want this fight finished in 3 minutes or so, just summon the Magus Sisters (or any aeon, for that matter). Healing wise, tend to Cold Stare with Soft item; Space-Time Vorpal with Megalixir; Attack with Curaga. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #6. Cactuar King (Monster Arena) -> HP: 100000 - 10000 -> MP: 0 -> AP: 8000 - 8000 -> Statistics: Str: 255, Mag: 255, Def: 100, Mdef: 255, Acc: 180, Agl: 80, Eva: 240, Luck: 15 -> Steal: Common- 2 Chocobo Wings, Uncommon- Designer Wallet -> Bribe: None -> Win: Common- 3 or 6 Blessed Gems, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: [Immune] Water, Ice, Holy, Lightning, Fire -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - 99999 Needles: This does 99999 of no-matter-what special damage to one character. - Run Away: This move is when Cactuar King runs away from the scene of the battle. - 10000 Needles: This does 99999 of no-matter-what special damage to one character. Is always used counter-attack. ---> STRATEGIC TACTICS: <--- It took so long for me to beat this guy the first time (well, it was more like my 11th try to beat it). This is mainly because of its insane Eva, which it also backs up with the maxed-out Str, which makes for deadly combination. So, the ultimate strategy is upon you. No more dying against Cactuar King like I did... you have it easy, luck dogs...:) The only stats that come into play in this battle for you are Str and Acc. They should be like: Str- 170; Acc- 180+ (but even with that, you miss on a very frequent and consistent basis). Now, your armors, hehe: The most important abilities are Auto-Phoenix, Auto-Haste, Break HP Limit (with at least 10001 HP, it won't matter for 99999 Needles). Now, your weapons should have the abilities Break Damage Limit, Str+20%, Str+5%, Str+10% for 237 Str which kicks 100 Def. Ok, try to attack least as possible as to not see too many 10000 Needles. And, with Auto-Haste in place beforehand, you'll see even less of 99999/10000 Needles. If he does Runs Away, you're both lucky and unlucky. Lucky in the sense that you don't get destroyed by CK, but unlucky that you don't get anything from it. But, that doesn't happen too much (at least not with me). There are many things that can work against Cacty, like using Aurochs Reels, Blitz Ace or Passado. And, if you DO decide to use Passado choice, do it on first turn, and not waste time with Shield, that's a good way to die. Anyway, if you have Auto-Phoenix in place, you have *nothing* to worry about besides how many cups of coffee you'll need to stay awake. You might also want to try and Steal some Designer Wallets from it. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #7. Espada (Monster Arena) -> HP: 280000 - 15000 -> MP: 120 -> AP: 8000 - 8000 -> Statistics: Str: 44, Mag: 31, Def: 100, Mdef: 160, Acc: 100, Agl: 51, Eva: 12, Luck: 15 -> Steal: Common- 4 Farplane Shadows, Uncommon- Farplane Wind -> Bribe: None -> Win: Common- 1 or 2 Rename Cards, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Eject, Zombie, Demi, Threaten, Delay, Death, Sleep, Darkness, Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe, Doom -> Weaknesses: Slow- 50, Mental Break- 90, Armor Break- 90, Power Break- 90, Magic Break- 90 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Blade Shower: This attack will do physical damage to one of your characters. - Hades Claws: Annoying move. It does Poison, KO (protectable), physical hurt, heal Espada. Is used as regular attack or counter on one of your party members. ---> STRATEGIC TACTICS: <--- Espada: Here your stats do not need to be too high either, well... With the exception of Evasion. Have that near 135-145. Have the other ones near 90-125. Definately cast Hastega in the beginning to ensure you at least 5 hits. Or nail a mediocre Blitz Ace at least (that might even be to sadistic for the poor lil' guy). But don't get to cocky, if you slip up here he could use one of his stat inducing claw attacks like Hades Claw, which inflicts you with some bad status effects. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #8. Abyss Worm (Monster Arena) -> HP: 480000 - 12000 -> MP: 200 -> AP: 8000 - 8000 -> Statistics: Str: 60, Mag: 93, Def: 24, Mdef: 63, Acc: 120, Agl: 22, Eva: 0, Luck: 15 -> Steal: Common- 4 Shadow Gems, Uncommon- Stamina Tablet -> Bribe: None -> Win: Common- 1 or 2 Stamina Tonics, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Readying Quake: Starts count to Earthquake attack. - Regurtitate: Once a character has been Swallowed and Worm has taken two hits doing at least 1 damage, character is vomitted up. Hopefully HP is over 9999 to survive it... - Earthquake: After one turn of Readying Quake, it uses this attack which does non-elemental magic-type damage to all members of party. - Swallow: Once five hits have done at least 1 damage to Worm, it swallows final hitting person until the criteria has been met for Regurtitate. - Attack: It will do some physical damage against one of your people. ---> STRATEGIC TACTICS: <--- Abyss Worm: To engage combat with this repulsive beast your stats should be in the vicinity of 110-140. Not a huge difference from the last fight I mentioned. So cast hastega, you know the drill. Use blitz ace. He's dead, or for the more challenging and less cheap way. Use hastega, and then use all of your hits just to attack. You don't want it to digest any of your party members. To prevent this from occuring, just simply summon to block stop it (not that it can swallow an aeon). And from there use the aeon to kill the vile creature. ---> Here's some info sent by Raphsterrapper: <--- I've spent much time on Abyss Worm as well, but, after much times of fighting and either winning, or getting pounded ridiculously, I have come up with this info that I am sending you now. Basically, it's all technical info and pattern. Okay, here's a bit of how it goes in very beginning of fight: ~ If you continue to attack it five times, all the while it can either use RQ, EQ, or Attack. After 5th turn goes, that character is lost (as well as Abyss' turns until two turns land). ~ Now, these attacks of course must do damage, and can be physical, skill, magic, overdrive, etcetera. ~ Doing so makes it to use Regurtitate which spits swallowed up character back out, but not without probable killing (have Auto-Protect [reduces damage to 3333] and/or Auto-Phoenix). Now, for some strategics: It has 480000 HP, and 200 MP, reasonable, right? And really, that 200 MP does not come into play really. Okay, I've discovered attack pattern that you might want to know: ~ the pattern is Attack, Attack, Readying Quake, Earthquake. Quite predictable, no? So, it's best if you never attack Reflect your characters, Auto-Reflect, SOS Reflect, it don't matter, AS LONG AS YOU'RE REFLECTED!!! Now, send Utimas its way, or alternately, Flares. Now, in front of you, you have one dead Abyss Worm. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #9. Chimergeist (Monster Arena) -> HP: 120000 - 10000 -> MP: 30 -> AP: 8000 - 8000 -> Statistics: Str: 66, Mag: 68, Def: 10, Mdef: 10, Acc: 180, Agl: 29, Eva: 0, Luck: 15 -> Steal: Common- 2 Mana Springs, Uncommon- 2 Stamina Springs -> Bribe: None -> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Dark, Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe -> Weaknesses: Doom- 200, Magic Break- 50, Armor Break- 50, Power Break- 50, Mental Break- 50 -> Elemental Affinities: [Immune] Water, Ice, Lightning, Fire -> Zanmato Lv: 5 -> Armor Abilities: Ice Eater, Water Eater, Fire Eater -> Weapon Abilities: Icetstrike, Waterstrike, Firestrke -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. - Megiddo Flame: This does Fire-type elemental damage against just one of your characters. - Aqua Breath: This does water-type elemental damage against just one of your characters. - Attack: This does physical damage on one. ---> STRATEGIC TACTICS: <--- Chimerageist: Stats should be in the 250s, just kidding about 110-115. Start off with a hastega. Then just whail away at it hitting for 9999 (minimum) each turn. Have good defense to survive his attacks. And just keep attacking until it dies. Or you have many other alternatives, 1. Blitz Ace 2. Auroch Reels 3. Doom 4. Passado 5. Zanmato (just a waste of gil, at least against this enemy). Or even just 2 hits at 99999 will turn it into pyreflies. It has a somewhat of a susceptibility to Doom (200). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #10. Don Tonberry (Monster Arena) -> HP: 480000 - 10000 -> MP: 120 -> AP: 8000 - 8000 -> Statistics: Str: 95, Mag: 75, Def: 100, Mdef: 100, Acc: 80, Agl: 37, Eva: 0, Luck: 15 -> Steal: Common- 3 Candles of Life, Uncommon- Designer Wallet -> Bribe: None -> Win: Common- 3 or 6 Farplane Winds, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: None -> Armor Abilities: Silenceproof, Zombieproof, Darkproof, Sleepproof, Poisonproof, Stoneproof, Deathproof, Slowproof -> Weapon Abilities: Silencestrike, Zombiestrike, Darkstrike, Sleepstrike, Poisonstrike, Stonestrike, Deathstrike, Slowstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - "Moving Along": It will move forward towards your party on all of *its* turns until it gets to one party member (that happens in four turns). He then does the "Doink" move). - "Doink": It doesn't have a name in this game, but I use reference to past FF games. This does some big physical hurtin' on one character. Used after 4 "Moving Alongs". - Voodoo: This move will do 99999 damage to an aeon, and is *exclusively* used when an aeon is there. - Karma: This was hard to find out about, but I did it =( Anyway, what happens is Don Tonberry uses this move as a counter to anything except aeon attacks, in which case Voodoo is used. This does special-type damage based on number of monsters that particular member has killed, then you multiply by 100. In easier terms; don't kill to much before getting here!:) ---> STRATEGIC TACTICS: <--- Don Tonberry: Easy as long as you haven't killed to many fiends... lol. In the likes of stats you should be befriending the category of 120-160. Use Hastega, and then attack it once or twice ONLY. That is just to get some damage in. The reason is because his Karma attack can kill if you've killed to many fiends. So then either have Mindy use Passado or use Tidus' Blitz Ace (These moves have become very relevant haven't they?). Then he will be dead, but if your aeon of choice does not kill it, it will use a move called 'Voodoo' where it makes a model of your aeon with wax then stabs it with his knife and do 99999 damage. And do not let Tonberry get to close to you because he WILL let you have it with his imfamous "Doink". +-ALTERNATE STRATEGY-+ You must have an armor with Auto-Haste, and Auto-Phoenix, don't bother with anything else, because it won't come into matters. Weapons should simply be the Celestials, and then we look at stats: Str- 155, Mag- doesn't matter, Def- 140, Mdef- 150, Acc- doesn't matter much, Agl- 125 or so, Eva- 153, Luck- 27 about, HP- 9999, MP- 999. I guess the fight deals with theory of Karma: "what goes around comes around", and that's true because the more enemies you kill, it comes back to you in this attack. Here's an example: if you've killed 600 enemies, move will do 60000 damage, and chances are, unless you've gone crazy before stat maxing section, you might survive. But no matter, you'll be brought back by Auto-Phoenix. So, here's how it goes in battle: "Moving Along", "Moving Along", "Moving Along", "Moving Along"; if it's still alive by now - "Doink". Bwtween anytime in this, it may use Voodoo on normal aeon goes, and Karma as a dangerous counter to anything. So decide how to fight accordingly with this said. +-SPECIAL ALTERNATE STRATEGIES-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP (in other words, 99 sphere lvl's). ... or... Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #11. Catoblepas (Monster Arena) -> HP: 550000 - 10000 -> MP: 160 -> AP: 8000 - 8000 -> Statistics: Str: 76, Mag: 58, Def: 33, Mdef: 180, Acc: 180, Agl: 47, Eva: 0, Luck: 15 -> Steal: Common- 3 Healing Springs, Uncommon- Stamina Tonic -> Bribe: None -> Win: Common- 1 or 2 Three Stars, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Sleep, Petrify, Death, Zombie, Silence, Eject, Darkness, Threaten, Provoke, Demi, Confuse, Slow, Poison, Delay, Berserk, Bribe -> Weaknesses: Doom- 200, Magic Break- 50, Armor Break- 50, Power Break- 50, Mental Break- 50 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Darkproof, Slowproof, Silenceproof, Deathproof, Zombieproof -> Weapon Abilities: Stonestrike, Sleepstrike, Poisonstrike, Darkstrike, Slow- strike, Silencestrike, Deathstrike, Zombiestrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 2 to 4 Drop Percentage: 127/128 (99%) -> Abilities: - Flare: This attack does some non-elemental magic-type damage to one of your party members. - Ultima: This attack is used as a desperation move once all HP is gone and is non-elemental magical damage on entire party. - Attack: This attack simply does physical-type damage to one of your characters. - Pop Fly: This attack will do physical damage like the normal Behemoth/Behemoth King's and then do Delay effect. ---> STRATEGIC TACTICS: <--- For this fight, your main stats should be at a level 140 or so, because this fight is not by any stretch of the imagination a hard one. You should have an armor with four full slots of Auto-Shell, Auto-Phoenix, Auto-Haste, and Auto- Protect. With these in place, Flare and Ultima's damage is cut to pathetic level, Pop Fly does weak damage and Delay is lifted, and with Auto-Phoenix, none of his attacks are of worry. Now, the way to damage it effectively, is like with many other boring Area Cretins, to use Passado, Blitz Ace, Attack Reels, Oblivion, etc. Auron can also use Banishing Blade for some good and quick 99999 damage with Masamune celestial weapon, as well as maybe dealing out all Breaks. It won't take long to beat Catoblepas. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #12. Abaddon (Monster Arena) -> HP: 380000 - 10000 -> MP: 780 -> AP: 8000 - 8000 -> Statistics: Str: 40, Mag: 95, Def: 180, Mdef: 160, Acc: 130, Agl: 120, Eva: 0, Luck: 15 -> Steal: Common- 3 Purifying Salts, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Mana Tablets, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: [Immune] Water, Fire, Ice, Lightning -> Zanmato Lv: 5 -> Armor Abilities: Magic Defense+10%, Magic Defense+20%, Magic Defense+3% -> Weapon Abilities: Magic+10%, Magic+20%, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Emblem of the Cosmos: After one turn of Mana Focus, it does this move for physical damage against everybody. - Mana Focus: Starts count to Emblem of the Cosmos attack. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. - Demi: Minuses 1/4 (25%) of the entire party's current HP as a Gravity-based move. - Pharaoh's Curse: Silence, Poison, Darkness, Confuse is done against one of your members. - Flare: This attack does some non-elemental magic-type damage to one of your party members. ---> STRATEGIC TACTICS: <--- Abaddon: Ok this is the hardest area creation boss thus far. Your stats should be near 130-140. I personally just recommend summoning. That is what I did, but if not... Cast Hastega. Use a bunch of Quick Hits. Don't bother with trying to inflict him with any status effects, he is immune to all of the status effects I've tested on him. Watch out for his Pharohs Curse, which you might have had Demonoliths uncaringly put on you. That is why I think you should summon. I summoned an Aeon I hadn't summoned in a while since my acquisition of the secret Aeons, and that is Bahamut (I'm not saying you should, unless you want, that is). If you just want to destroy it, you know who to call to do your bidding. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #13. Vorban (Monster Arena) -> HP: 630000 - 10000 -> MP: 120 -> AP: 8000 - 8000 -> Statistics: Str: 95, Mag: 75, Def: 100, Mdef: 100, Acc: 80, Agl: 33, Eva: 0, Luck: 15 -> Steal: Common- 2 Healing Springs, Uncommon- Stamina Tablet -> Bribe: None -> Win: Common- 1 or 2 Friend Spheres, Uncommon- 1 or 2 Dark Matters -> Gil Received: None -> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow, Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi, Threaten, Eject, Zombie, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Defense+10%, Defense+20%, Defense+3% -> Weapon Abilities: Strength+10%, Strength+20%, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: - Attack: This attack again, simply does some physical-type damage against one character. - Body Splash: This attack does physical-type damage against everyone of your party members. - Mortar: Does non-elemental damage as a counter attack against all of your party members. ---> STRATEGIC TACTICS: <--- Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your party attack for 9999 damage each time if you don't have Break Damage Limit, then it'll hit for 99999 each time and that is even better. Don't bother with Armor Break here because it doesn't work against Vorban like it does with their Barbatos counter parts. Now if Tidus' overdrive is full use it and I highly suggest that you use it as a Blitz Ace for superb results. Follow it up by using Auron to just attack, have Rikku switch it up in exchange for Yuna to come out and do any necessary healing. Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar as well. Do not be afraid tp have Yuna summon any aeons if you absolutely truly need to during any point in that battle. Do this a couple of times to get about 32 of these, but you may also find it more comfortable and more convinient to simply Bribe Coeurls for 120000 gil and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for that, use the Mimics in the Omega Dungeon. After, do the following steps... Vorban is dead. You are happy.:) =============================================================================== <-----------------------------------------------------------------------------> 21.0. PENANCE/DARK AEONS #SV1P <-----------------------------------------------------------------------------> =============================================================================== Ok, these are the hardest bosses in the entire game. On that note I shall start the strategies to best these crazy bosses.... ******************************************************************************* Preperations: Armor- Break HP Limit, Ribbon, Auto-Haste, Auto-Protect Armor- Break HP Limit, One MP Cost, Auto-Haste, Ribbon Weapon- Celestial Weapons (generally) Abilities- Dispel, Quick Hit, Use, Full-Life and anything else you can conjer up. Items: You'll of course need plural numbers of these..... Three Stars, X-Potion, Purifying Salt, Megalixir Any more are good too... ******************************************************************************* Once you have all of those things and you are confident enough, go ahead and challenge them. ------------------------------------------------------------------------------- 21.1. Dark Aeons #SV1P1 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #1. Dark Valefor (Besaid) -> HP: 800000 - 99999 -> MP: 999 -> AP: 10000 - 15000 -> Statistics: Str: 148, Mag: 186, Def: 120, Mdef: 220, Acc: 250, Agl: 105, Eva: 10, Luck: 48 -> Steal: Common- 2 X-Potions, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: Fire, Ice, Water, Holy, Lightning -> Zanmato Lv: 5 -> Armor Abilities: Break HP Limit, Ribbon, Auto-Regen -> Weapon Abilities: Lightningstrike, Waterstrike, Firestrike, Icestrike, Break Damage Limit, First Strike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage unto one character. Energy Blast- This will do major special attacking damage and is non-elemental like your aeon's overdrive. Watch out for this as it is done only when its overdrive bar reaches full. All characters are effected. Watch out for this! Energy Ray- This is a non-elemental magic based attack to every person just like your aeon's overdrive. This is nothing compared to its Energy Blast. Sonic Wings- Puts Delay on one character for next move and does physical hurt. ---> STRATEGIC TACTICS: <--- Location of Dark Valefor: Besaid. When you try to head into the village on Besaid island a man will appear. He will then summon Dark Valefor, then you are enabled to engage combat with it. Dark Valefor: Before you head into battle thinking you're all that and ready hand these Dark Aeons their arses, make sure you have your attributes 170-177 before the thought even crosses your mind to fight Dark Valefor. Your HP does not need to be higher than 9999, mine wasn't and I did just fine. Since it's overdrive guage fills after you have struck it 8 times you have alot of time to do some serious damage before you get hurt really bad. Just attack it 7 times with no worry. In that time you might get Energy Ray, or Sonic Wings, none of which you have to worry about at all. You might need to heal once in this period of time. Once at 7, summon the Magus Sisters who may have their (at least one) HP over 50000 to survive it, and finish off Valefor. +-ALTERNATE STRATEGY-+ Have Tidus use a Blitz Ace, and at this point even with 99991 HP damage of imperfection it will still kill it. +-ALTERNATE STRATEGY-+ Have Wakka use a painful Attacks Reels, and even yet with some mediocracy it will be able take Valefor down out of the air with no problem whatsoever. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #2. Dark Ifrit (Bikanel Desert) -> HP: 1400000 - 99999 -> MP: 999 -> AP: 20000 - 30000 -> Statistics: Str: 220, Mag: 177, Def: 173, Mdef: 163, Acc: 230, Agl: 124, Eva: 8, Luck: 27 -> Steal: Common- 2 Mega-Phoenixes, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Immune] Water, Lightning [Half Damage] Ice [Absorption] Fire -> Zanmato LV: 5 -> Armor Abilities: Ribbon, Fire Eater, Break HP Limit -> Weapon Abilities: Firestrike, Break Damage Limit -> Armor/Weapon Abilities: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damaging counter attack on one character. It will use this immensely evenly over all characters and not just stick to one, so be very mindful. Hellfire- This will do major special attacking damage and is Fire elementally based (I still must test this a few more times) like your aeon's overdrive. Meteor Strike- Puts Delay on one character for next move and does physical hurt. ---> STRATEGIC TACTICS: <--- - Location of Dark Ifrit: Sanubia Desert. Head into the Western section of this region and then talk to a women you find there. She will then tell you that she has lost her child, choose the option "yes". She will then take you to that area, beat Ifrit and save her child. Dark Ifrit: You should fair well with stats near 195. Make sure you took a look at the preperations box at the top of this section, and double check that you at least have the Auto-Haste ability on everyone's armor. This is to make sure that when it uses Meteor Strike and slows you, that you will not have to waste an extra turn to where you can be taking health from it to cast Hastega on your party. You can also do some extra improvising with your selected armor for this fight. And is recommended, change it to Break HP Limit, Auto-Haste, Auto-Shell, Auto-Protect. This will protect you from alot of the damage that you will have to sustain at the hands of the Dark Ifrit. So when you commence in the hard battle, start off by Quick Hitting it until you see it's ultimate move, Hellfire is coming up you should do 1 of 3 things. One is summon to avoid any damage from it, 2 just let him attack and heal with the Trio of 9999 effect or with Full-Life only if you have health higher than 33000 HP, or cast Auto-Life before and it will automatically recover you if you die. Once you use about 4-5 Quick Hits on it, use either Tidus' Blitz Ace or Wakka's Attack Reels. Either one of them will be at a high enough level of power to kill it at this point in the battle. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #3. Dark Ixion (Thunder Plains) -> HP: 1200000 - 99999 -> MP: 999 -> AP: 20000 - 30000 -> Statistics: Str: 176, Mag: 133, Def: 220, Mdef: 188, Acc: 250, Agl: 180, Eva: 0, Luck: 36 -> Steal: Common- 2 Stamina Tablets, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Immune] Ice, Fire [Half Damage] Water [Absorption] Lightning -> Zanmato Lv: 5 -> Armor Abilities: Lightning Eater, Ribbon, Break HP Limit -> Weapon Abilities: Lightningstrike, Break Damage Limit -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Thundaja- This will delay the target's upcoming turn. Attack- Mental Break, Confusion, Armor Break along with physical damage to one character. Attack- Sleep, Mental Break, Armor Break, and physical damage to one, it is only used as a counter. Aerospark- Negates any good helpful status effects from one person and is physically based too. During the first fight with DI it will use this when its overdrive bar is filled, but whilst the second fight it can use it on its normal turns even. Thor's Hammer- This will do Full-Break as well as special damage to all your characters. This is only used during the second fight with DI and will be used strictly when it reaches overdrive. ---> STRATEGIC TACTICS: <--- - Location of Dark Ixion: Thunder Plains. Go to the Northern section of this area and then talk to a man that can be located near of the thunder towers. He will then summon it for fighting. Dark Ixion: Stats should be averaged at about 180-190. Discombobulate the armor that I said to use in the preperations (drop Auto-Protect) for the ability Confuseproof. Oh, and HP should only really have to be 9999, I found no reason for it to exceed that limit really. When you start cast Shell to block out alot of the damage effects of Thundaja. And since you dropped the Auto-Protect for the much more needed Confuseproof earlier cast Protect, but this isn't really required for this fight in my opinion. One final note before we really get rollin' is that there is technically two fights against Dark Ixion to be able to really end it's sad life. Now when aside from casting those two or maybe one spell(s), Now use as many Quick Hits as you can nail in one go aroung of attacks from each character who's turn comes up on the CTB Window. Use the next couple of turns in any way you see fit. Then bring Wakka only (Tidus is not needed) and attack Ixion with a Attack Reels. It will counter your attacks with Thundaja most of the time, it will do damage for 5000 and afflict you with Slow, but with Auto-Haste it will be negated. But you might not even need Wakka's overdrive, just continue with Quick hits and healing. If during this first match Ixion's overdrive fills on it's next turn it will use Aerospark. After some time the second battle will commence. When it starts use the same strategy as before but watch out for when Ixion's overdrive fills, because this time it'll use Thor's Hammer which does 12000 HP of non-negatable damage and inflicts Full Break. Here in this second half you should use the oevrdrives though, for a quicker finish. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #4. Dark Shiva (Macalania Temple) -> HP: 1100000 - 99999 -> MP: 999 -> AP: 20000 - 30000 -> Statistics: Str: 173, Mag: 244, Def: 136, Mdef: 255, Acc: 250, Agl: 255, Eva: 0, Luck: 73 -> Steal: Common- 2 Mana Tablets, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Immune] Water, Lightning [Half Damage] Fire [Absorption] Ice -> Zanmato Lv: 5 -> Armor Abilities: Break HP Limit, Ribbon, Ice Eater -> Weapon Abilities: Icestrike, Break Damage Limit -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Heavenly Strike- KO unless protected, also adds Berserk and Confuse unless otherwise protected, and if protected against KO, physical damage occurs also. Diamond Dust- This does special type damage to all and I think is Ice based too but I am not absolutely positive about this (still testing). Attack- Nullifies all positively status effects and does some physical damage too. ---> STRATEGIC TACTICS: <--- - Location of Dark Shiva: Macalania Temple. Enter the temple of Macalania again and you will be able to fight the immensely agile ice goddess. Dark Shiva: Do what you did to the armor when you last fought against Dark Ixion. If you have AGL and ACC each at 255, you will not really have to worry about somebody being Berserk-ed, because it might still hit her most of the time. Have the rest of your stats from 185-195, also make sure that your HP is AT LEAST 9999, if not then you should have it nearer to 15000. But if you want you don't have to have Ribbon, and replace it with Berserkproof if that pleases you more. Anyway, once you are ready to strike combat with Dark Shiva and already in it use Quick Hits until her next turn comes up in which you might get all protective statuses dispelled and done good damage to from a Kick, or have Confuse and Berserk (negated, right?) used on you and about 10000 damage and that is why I told you to have past 9999 HP, but if you don't than simply use Full-Life on whichever character got killed. When her overdrive guage has been filled, she will use Diamond Dust on her next turn, summon an aeon to take it. The damage done by it will be so earth-shattering (about 80000) that you might not be able to survive it. When the aeon dies start off again by hitting her as many times as you can with Quick Hits until her next turn to punish you comes about. Once she takes it do what ever you need to do whether it be healing, or reviving, just do it! Repeat with this same methodical process the whole time through. +-ALTERNATE STRATEGY-+ Start off with a party consisting of the characters Tidus, Wakka, and Rikku. Have Rikku use Trio of 9999 for healing purposes later. Since Shiva's turn comes up rather quick Tidus might be the only one to get a turn, if all of them don't have max AGL. Use his turn to use a Blitz Ace and take away a bit of 899991. She will still be standing and will use either her Kick or another Heavenly Strike. Have the next Character use a Mega-Potion and it will recover 9999 HP to all characters. Now have Wakka use an Attack Reels to end the battle. +-ALTERNATE STRATEGY-+ Have a opening party consisting of the characters Yuna, [???], and [???]. What you really need to do is just to have Yuna summon either the Magus Sisters or maybe even Anima (Maguses recommended). If you bring forth Anima, have her use Oblivion and that will kill Shiva. But, if you did the better thing and summoned the Magus girls, then have Mindy use Passado, but if her turn doesn't come up first have the other sisters use Razzia, and Camisade first. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #5. Dark Bahamut (Zanarkand Ruins Dome - Chamber of Fayth) -> HP: 4000000 - 99999 -> MP: 999 -> AP: 30000 - 40000 -> Statistics: Str: 245, Mag: 222, Def: 234, Mdef: 233, Acc: 250, Agl: 255, Eva: 0, Luck: 102 -> Steal: Common- 2 Twin Stars, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Ribbon, Auto-Protect, Break HP Limit -> Weapon Abilities: Double Overdrive, Double AP, One MP Cost, Break Damage Limit -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Impulse- Slow, Petrification, and Full-Break occur during this move, it also does special damage and on top of that is a counter move which it will only counter-execute after every 5th turn *you* attack it so be consciencious about this. Mega Flare- This will (with the very nice exeception of Auto-Life since some of these other dudes remove Auto-Life too with their's) take out any positive statuses from your whole entire party along with doing its special damage while in overdrive fullness too.:) Attack- Physical damage on one only. ---> STRATEGIC TACTICS: <--- - Location of Dark Bahamut: Go back to the area of the Zanarkand Ruins where you encountered, fought, and beat Yunalesca. Dark Bahamut will be located there. Dark Bahamut: This unholy entity of power, Dark Bahamut, can wreak some obscene havoc, but by following this flawless strategy you will be able to counter all of the crucifying attacks that this suped-up apotheosis of Bahamut can ever send your way. Have most of your stats around the 200 mark, and have your HP follow at about 12000. Since you should already have Ribbon and Auto-Haste on your armor you can get right to the main strategy, which should start out by making sure you have a good overdrive mode set, many people have suggested to me that you set Comrade and you seriously should. Start attacking him non-stop after you cast Aim a couple of times, but when you attack him make syre that you are doing it with Quick Hits so you can have more attacks to take out his whopping 4000000 HP. Continue to do this until you have hit it about 4 times, then make double sure that you have Dispel, Auto-Haste, and Stoneproof, if not turn off the game right now and don't come back until you have them. Now hit it for the fifth time and brace your self for it to come back at you with a counter of Impulse, which with those auto-customized armor abilities you should only have to worry about dispelling the Full Break that it puts on you. Now repeat the process until you have hit it enough times that it's regular turn is coming up on the CTB Window, where with this attack it will damage one of your characters for 8000 HP loss but have Auto-Protect. Now what you don't want is for it to have it's overdrive bar all the way full when it's turn is right around the corner, because that will bring about a hellish Mega Flare which will no matter under any circumstances will take away 42000 HP from all of the characters that you have currently active on the field. So what I think you should do here is not really to cast Auto-Life on a character and have that person revive everyone else, but simply to bring in the Magus Sisters, to block it, and to get in one Passado if at all possible. Once they have been obliterated into nothing but pyreflies have Tidus and Wakka unleash a combination back-to-back of, in no specific order, a Blitz Ace and Auroch's Reels with no benevolence (and they MUST be perfect). That is two hits already from the 5 hit count down to Impulse, and you have probably taken away nearly 3800000 HP from it, so now it's just a matter of hitting those final three hits to Impulse, and it will kill him on the turn before he is supposed to use Impulse. A sublimely perfect fatality. Only four more to go for you to kill them all! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #6. Dark Anima (Mt. Gagazet - Cave) -> HP: 8000000 - 99999 -> MP: 999 -> AP: 30000 - 40000 -> Statistics: Str: 155, Mag: 255, Def: 230, Mdef: 255, Acc: 255, Agl: 183, Eva: 0, Luck: 85 -> Steal: Common- 2 Three Stars, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Immune] Lightning, Holy, Water, Ice, Fire -> Zanmato Lv: 5 -> Armor Abilities: Ribbon, Deathproof, Break HP Limit -> Weapon Abilities: One MP Cost, Break Damage Limit, Triple AP, Deathstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Pain- No matter if you are protected adequetly or not, it will automatically induce a saddening KO. Oblivion- It will use Osmose...there is still *alot* more to it though; It will do like Mega Flare and take away all good effects excluding Auto-Life. Lets not forget it does 16 simultaneous special attacks randomly. And lastly it can and will only be used when dark Anima's overdrive guage is completely filled up. Damn...:0 Attack- Zombie, Petrifiaction, Poison, Curse, physical damage; I needn't say more. Mega-Graviton- Will dispose of (I have calculated) about 44% (more like 43.75%) of *maximum* (not current) HP of everybody. It also has two attack properties; non-elemental magic, and Gravity attack. ---> STRATEGIC TACTICS: <--- - Location of Dark Anima: Mt. Gagazet. The cave part of the mountain of Gagazet to be truly correct. Go back into the area where you had to get past the trial where Wakka had to throw his ball at the orb while it was rotating, after that the tormented aeon will appear, this time only 'darker.' Dark Anima: This is a fight where I think you should have your stats in the 215-225 range before you even think about attempting this fight. For the armor of choice it should be the first model in the preperations box up at the top of this section. You don't really need to do anything that drastic in the beginning of the bout besides use about 2-3 Aims and then use any, if any remaining turns to take them up with Quick Hits. On her turn it might use one of these two moves... 1. Pain which you don't want to happen because it will no matter what KO one character, so then bring them back to life with nothing but a Full-Life magic spell, no exceptions. Or 2 is Bash, and that will do near 8000 damage plus petrification which may shatter so have Stoneproof but no need for that since you already have Ribbon on, and it is also a genius idea to have Auto-Protect on an armor because with that you are enabled to half that excess 8000 damage down to 4000 damage so it will have less chance to shatter you. You might (not absolutely recommended) want to summon to block out Pain, but it might not be Pain so don't just stick it out and revive. Bash can also do others but don't worry about them too much, they aren't as combatically significant in preventing your success in this fight. Now after that you are left with a fair deal of turns that you can use to Quick Hit it some more for some seriously wicked damage to Dark Anima. The next turn that comes up for Anima to strike on will more than likely have her overdrive full so then summon any aeon to block it out, no need for Magus Sisters because they won't really be able to anything, because they would need one helluva lot HP to survive the Oblivion. Once use Tidus' and Wakka's overdrives (Blitz Ace, and Auroch's Reels) in a very expeditious fashion. Then continue on Quick Hitting away on her until she again uses Pain or the other attack that I mentioned to you. Revive from the Pain using Full-Life and if you get hurt from Bash without dying but on the verge then in that case you should use a Megalixir. Continue on doing this throughout the rest of the battle. And rememeber, do not use any magic on Dark Anima, not even Ultima, nor Flare, because she is immune to everything that is magically inclined. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #7. Dark Yojimbo (Cavern of the Stolen Fayth) -> HP: 1600000 - 99999 -> MP: 999 -> AP: 8000 - 10000 -> Statistics: Str: 244, Mag: 131, Def: 210, Mdef: 144, Acc: 255, Agl: 243, Eva: 0, Luck: 114 -> Steal: Common- 2 Stamina Tonics, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: Ribbon, Curseproof, Break HP Limit -> Weapon Abilities: Overdrive > AP, Counter-Attack, Magic Counter, Break Damage Limit -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Wakizashi- Physical damage on all people active. Daigoro- Petrification, Poison and physical attack that can't be cut in half by any means necessary, and is used on one person. Zanmato- Can't evade, haha, instant...GAME OVER!, MUAHAHAHA. Oh, sorry, and is only executed on you when his overdrive bar is fully filled. On all. Kozuka- Full-Break, and Slow happen accompanied by physical damage to one. ---> STRATEGIC TACTICS: <--- - Location of Dark Yojimbo: Cavern of the Stolen Fayth. You must have already obtained Yojimbo from this very place. Then head back to the Cavern and enter that same room. He will appear for you to battle. Dark Yojimbo: Like I said before, you are absolutely required to have the celestial weapons, for some of them bear the First Strike ability, and you are strongly urged to have this to attack first in this battle because Yojimbo will on an all-the-time basis ambush you, meaning unless First Strike takes place, he will attack first, and that sucks for you. Your armor should be switched around to Stoneproof, Auto-Protect, Break HP Limit, and last but not least Auto-Haste. With all of this in place Wakizashi will be weakened, and Daigoro's possible petrification shattering will be stopped. He may start off with any of his three basic attacks, some more often than others. Anther thing is to have more than 20000 HP, and most stats close to about 207 or so. With all of these precautions you should be rather safe from his normal attacks, and he never counters which is awesome. So since you have first strike you should only really attack once I recommend using this to double your current maximum HP, with a Stamina Tonic. Then once he gets in his attack have Wakka and Tidus use their overdrives of supremecy this will take it down and this is why it is awesome that he doesn't counter attack. If you can't use them due to not having their guages full, and he has his overdrive full, meaning Zanmato is imminent (death for everyone). For this summon the Magus Sisters and have Mindy use 2 Passados. Now follow him into the entrance of the Cavern of the Stolen Fayth. Checking some of the crevasses along the way. Repeat the above strategy for the preceeding four battles and he won't have a chance against you and the almighty power you possess. A little tip is before you go and fight him yet again, is to do a little leveling up in the cavern. After, you will start to here a fat lady sing. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #8. Dark Magus Sisters (Mushroom Rock Road) -> HP: (Dark Sandy): 2500000 - 999999; (Dark Cindy): 3000000 - 99999; (Dark Mindy): 2000000 - 99999 -> MP: (Dark Sandy): 999; (Dark Cindy): 999; (Dark Mindy): 999 -> AP: (Dark Sandy): 10000 - 12000; (Dark Cindy): 10000 - 12000; (Dark Mindy): 10000 - 12000 -> Statistics: (Dark Sandy): Str- 186, Mag- 207, Def- 201, Mdef- 168, Acc- 255, Agl- 201, Eva- 100, Luck- 80; (Dark Cindy): Str- 175, Mag- 171, Def- 223, Mdef- 105, Acc- 255, Agl- 185, Eva- 0, Luck- 40; (Dark Mindy): Str- 148, Mag- 248, Def- 148, Mdef- 132, Acc- 255, Agl- 233, Eva- 240, Luck- 130 -> Steal: (Dark Sandy): Common- Friend Sphere, Uncommon- Elixir; (Dark Cindy): Common- Return Sphere, Uncommon- Elixir; (Dark Mindy): Common- Teleport Sphere, Uncommon- Elixir -> Bribe: None for all three. -> Win: (Dark Sandy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres; (Dark Cindy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres; (Dark Mindy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres -> Gil Received: None for all three. -> Immunities: (Dark Sandy): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe; (Dark Cindy): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe; (Dark Mindy): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None for all three. -> Elemental Affinities: None for all three. -> Zanmato Lv: (Dark Sandy): 5; (Dark Cindy): 5; (Dark Mindy): 5 -> Armor Abilities: (Dark Sandy): Auto-Shell, Break HP Limit, Ribbon; (Dark Cindy): Auto-Shell, Break HP Limit, Ribbon; (Dark Mindy): Auto-Shell, Break HP Limit, Ribbon -> Weapon Abilities: (Dark Sandy): Magic Counter, Break Damage Limit, Triple Overdrive, Evade & Counter; (Dark Cindy): Magic Counter, Break Damage Limit, Triple Overdrive, Evade & Counter; (Dark Mindy): Magic Counter, Break Damage Limit, Triple Overdrive, Evade & Counter -> Armor/Weapon Dropped: Dark Sandy- Slots- 3 to 4 Pre-customized Abilities- 1 to 2 Drop Percentage- 127/128 (99%) Dark Mindy- Slots- 3 to 4 Pre-customized Abilities- 1 to 2 Drop Percentage- 127/128 (99%) Dark Cindy- Slots- 3 to 4 Pre-customized Abilities- 1 to 2 Drop Percentage- 127/128 (99%) -> Abilities: Cindy: Camisade- Osmose and physical damage to one. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Attack- Physical damage and removal of any and all good statuses on one. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. Sandy: Attack- Petrification and physical attack on one character. Razzia- Takes out Auto-Life status if present and physical damage on one character. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. Mindy: Calamity- Curse, Darkness, Silence, Poison, Full-Break to one character. Passado- KO and unhalvable physical damage to one person. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. ---> STRATEGIC TACTICS: <--- - Location of Dark Magus Sisters: Mushroom Rock Road. Head in the first section of this area. There will be a women there speaking to a child there, run from them and into the Mushroom Rock area. Dark Magus Sisters: First I will mention how to fight them one at a time, for that is the only way I did it and is recommended that you at least try. It is to make it to the other side of this area (second rising platform). You will now (if you made it) fight them in the order that proceeds. Dark Sandy: Keep the armor plan that I pointed out in the very beginning of this section for this fight (the first one) for best outcome in this fight. When you commence in this battle of wits and bravery. Have stats nearing 200, especially AGL, LUCK, ACC. And you HP at about 30000. Start off by having Rikku come in (if she isn't already) and use Trio of 9999 for later purposes. If she isn't one of your main characters that you are using then relieve her of her duties in this battle. Use tons of Aims and Quick Hits in the beginning and then, if she use Razzia on you, and unless you have nearly maximized HP (being 99999) it will undoubtedly kill you. Now revive them will Full-Life just so that character he or she can come back full force with no worries about reviving just yet or really any time in the near future. If your AGL and ACC are not significantly helping you to make contact with Dark Sandy on an at least semi consistant basis, then you should keep on attacking by Doublecasting Ultima, I don't really recommend Flare though, and do this with magic at 200 or higher. Thank god she cannot use Delta Attack when her OD bar is full, but she more than makes up with it with an attack that does damage using your current HP as the basis for the calculation of the amount of damage it will inflict, Mega Graviton. If you have more than half HP it won't be able to kill you. So after heal your characters with Mega-Potions or Megalixirs "under the influence" of Trio of 9999, and it will recover alot. After you administer the healing item, start attacking with Quick hits, but I say you should use Wakka's and/or Tidus' overdrives on her, that should be able to annihilate, but if not take her next attack and revive that character and then proceed to hammer away at the Dark Aeon with even more Quick Hits about 3-5 til death. --- Dark Mindy: Your armor should be altered a bit to, Break HP Limit, Deathproof, Ribbon, Auto-Haste, ok. Have stats of course at 200 and HP over 30000. When the fight begins start Quick Hitting Mindy as many times as you possibly can before her attack. Even if your HP is higher than the damage limit of Mindy's Passado, that character can still be killed unless you have Deathproof that has been pre-customized to an armor, because it can attack with a not so pleasurable side-effect of Death or KO. When her overdrive is fully full she will do the same thing as Sandy's so prepare yourself in the right way. But there is one differential in their overdrive actions, because she may opt to use a Calamity which will occur in a final result of Full Break and many of other negative status ailments but those I needn't mention since you have Ribbon, use Dispel to negate Full Break. Then use the rest of the fight taking the same actions as with the Dark Sandy battle. --- Dark Cindy: Have stats again in the same range as the last two fights, 200 or so. And HP that exceeds 30000. Have an armor that is equipped with the same abilities as in the very first battle against the first of the Dark Maguses. Now enter the battle against the most difficult of the three Magus Sisters by using bombardments of Quick Hits until her turn is appearing over the CTB horizon, she will then probably use one of two attacks at this point in the battle. The first one may be Camisade which will do random physical damage and also uses Osmose, but thankfully only on one of your currently active party members. Or the attack could be chosen to be a Bash attack which will negate any of the positive status effects that you have on the any given character that she perversly chooses to attack with the move. When overdrive guage is completely maxated she obviously will not execute Delta Attack, since the three sisters are not present in the battle, but instead she will use the same attack, Mega Graviton. Follow all of the same steps to save your hide from it. Proceed with caution. After that takes place use the same strategic methods for the rest of the fight, with the minimal exception of you might be having to do it twice. If you have to fight more than one at a time just combine all of these strategies and make some few alterations to fit more of your likings. ------------------------------------------------------------------------------- 21.2. Showdown With Penance #SV1P2 ------------------------------------------------------------------------------- #9. Penance (Airship Location: "Penance") -> HP: 12000000 - 99999 -> MP: ??? -> AP: 60000 - 60000 -> Statistics: Str: 255, Mag: 255, Def: 240, Mdef: 200, Acc: 255, Agl: 255, Eva: 0, Luck: 10 -> Steal: Common- Elixir, Uncommon- 1 or 2 Megalixirs -> Bribe: None -> Win: Common- 3 or 6 Master Spheres, Uncommon- 3 or 6 Master Spheres -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Water, Lightning, Holy, Fire, Ice -> Zanmato Lv: 5 -> Armor Abilities: Ribbon -> Weapon Abilities: Break Damage Limit -> Armor/Weapon Dropped: Slots: 1 to 4 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Immolation- Mental Break, Osmose, Armor Break, physical damage on one person. Obliteration- Slow and physical damage to all. Judgement Day- If both arms are there anytime in second half (3000000 HP depleted), this move may occur and does 99999 damage to all and is not halving material. #9.1. Arms (Airship Location: "Penance" - Penance) -> HP: (Right Arm): 500000 - 99999; (Left Arm): 500000 - 99999 -> MP: (Right Arm): 0; (Left Arm): 0 -> AP: (Right Arm): 10000 - 10000; (Left Arm): 10000 - 10000 -> Statistics: (Right Arm): Str- 200, Mag- 150, Def- 200, Mdef- 200, Acc- 255, Agl- 150, Eva- 120, Luck- 10; (Left Arm): Str- 200, Mag- 150, Def- 200, Mdef- 200, Acc- 255, Agl- 150, Eva- 120, Luck- 10 -> Steal: Common- Elixir, Uncommon- Elixir (Both of them) -> Bribe: None (Both of them) -> Win: Common- Dark Matter, Uncommon- Master Sphere (Both of them) -> Immunities: (Right Arm): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe; (Left Arm): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None (Both of them) -> Elemental Affinities: (Right Arm)/[Absorption] Fire, Holy, Water, Ice, Lightning; (Left Arm)/[Absorption] Fire, Holy, Water, Ice, Lightning -> Zanmato Lv: (Right Arm): 5; (Left Arm): 5 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Right Arm: Calamity- Curse, Darkness, Poison, Full-Break, Silence on one character. Attack- Petrification and physical damage to one character. Mighty Guard- Regen, Protect, Shell on all three parts of Penance. Left Arm: Attack- Takes away all positive status ailments and physical damage is done onto one character. Slowga- Slow effect on all people. Mega-Graviton- It does Silence, Slow, Doom, Sleep, Darkness along with Gravity attack taking away 43.75% of health to all. ---> STRATEGIC TACTICS: <--- - Location of Penance: After you have defeated all of the powerful Dark Aeons, head back inside the airship. Then, talk to Cid, you will have unlocked a new area on the Navigation Map called "Penance". Fly there and you will be able to fight in the ultimate fight that any version of the game Final Fantasy X has to offer. Now this is the undisputed *ultimate* Penance strategy that I have developed thus far and I think it is the best one you can ever find anywhere. First let's just take a quick look at how your stats should be doing: Strength definitely at 255; Magic stat near [???], it doesn't matter but should be at least 180; Magic Defense attribute close to an ideal level of 250 or so; Defense at 255, Agility should be lookin' like 255; Evasion without question should be near 245; Accuracy also oughta be closer to 250; MP at 999, HP about 35000 (Rikku) and lastly Luck at 160+. The weapons you have equipped should bethis: Tidus- Caladbolg; Yuna- Nirvana, Rikku- Godhand; Wakka- World Champion and if you plan on having abybody else in this fight have their celestials also fully powered up. In the armor department you should have an armor with the follow- ing customizable abilities: Ribbon, Break HP Limit, Auto-Haste, and also Auto- Protect. For items have many Door to Tommorows and Wings to Discoveries along with Megalixirs like mad; some Power Distillers; Light Curtains and Healing Springs and you're virtually set there. Now the few final preps that need to be made are that you have Rikku's over- drive as Comrade, Tidus and Wakka and Yuna as Stoic; and that you go into the battle you have their overdrive guages completely full (duh). For your very first action have Rikku mix together a Trio of 9999, then have Tidus and Wakka just simply Quick Hit the left arm. Now as it's next turn it will use a move called Obliteration which will do about 11000 damage normally but with Auto- Protect in place it will do nearer to 5500 damage. So now as Rikku's overdrive bar is filling again your strategies should be to attack all arms to make sure that you don't have all of that extra power of Penance and other dustructive attacks such as Calamity and Mega-Graviton to name a few. Now, once you have Rikku's overdrive guage full yet again, use Ultra NulAll which will double everybody's maximum HP; uses Nul-spells; and the these abilities x5: Cheer, Focus, Aim, and Reflect (Cheer is the real reason we wanted it). Now that that is in place and HP is near about 70000 (thumbs up), you can begin to Blitz Ace and Attack Reels Penance's main body (aka "Penance"). Now keep on attacking the arms and whenever they are both gone Quick Hit the body for that duration of time, and when they regenerate of course kill them off once again. So anyway if you get another overdrive save it until you have knocked off it's bottom half and the real trouble starts. So anyway to get his second half underway you must have taken out 3000000 HP from Penance's astonishing 12000000 (not to mention the 500000 each arm possesses). Once you have begun your first action should be to always keep the left arm OUT, for if both arms are present in the battle from this point on Judgement Day can occur (and you *don't* want that to happen, *COUGH99999DAMAGETOALLCOUGH*) so if you fall prey to a Calamity use a Dispel and Holy Water on the poor victim and also a Mega- lixir to recooperate. And also if you do get nailed with a Mega-Graviton from the left arm (this is WAY worse) you have to just (since you have Ribbon...right?), just heal with a few Megalixirs as it is Gravity based and will wipe out a whopping 75% of your *maximum* HP and not your current HP (Penance is such a big meanie):( so the best way to survive this is to always at all times have your HP full or at least very close to full. Now with all of that in mind you should bring in Yuna and summon an aeon (just to be on the safe side) with a Grand Summon (preferably Anima) and when she is brought forth use her first Oblivion and then after Penance get's in it's hit(s) use Anima's next and last Oblivion and then simply dismiss her if she doesn't get KO'd after. Now *if anybody has their overdrive full (mainly Tidus and/or Wakka) use them. But if Rikku has it filled have her Mix either Trio of 9999 together or a Hyper Mighty G if you don't have the items for Trio of 9999. Now if you get hit heal as mentioned above in this strategy. If you feal that your chances are running low and don't think you win on your own than just bring in the Magus Sisters and have them Passado, Camisade, and Razzia, and Delta Attack the living hell out of Penance. But if you do not wish to do that than stay in, heal when necessary, overdrive, and Quick Hit your way to a grand victory of the preeminent Penance! Pro Tip: You can use Zanmato to end it in one hit (refer to Yojimbo's section) ---> This next strat was sent by Arkbeetle1 (he's done much for this guide).:) Penance: You are probably thinking after all of this talk about Penance being able to tear you a new one that you need the highest possible stats in the game to even stand a snowballs chance in hell of defeating him. Well, not necessarily, these are what all of your stats should really have to be to beat Penance to a pulp. First off your Strength should be about 250-255, Magic at least at 190, Magic Defense anywhere from 170-180, Defense definitely the most important and that should be at 255, Accuracy should be harboring the rank of, or at least near 250, Evasion about 230, Agility right up there with 255, Luck oughta be close to 150-169, MP at 999, and finally HP doesn't need to go any higher than 9999! But that is with 2 characters the other should have over 11000. No exceptions for this next one, and that is to have all the character's celestial weapons. The only reason to have 11000 or more HP is to be able to survive Penance's regular attack. And for armor, that is supposed to be equipped with Defense+20%, Auto-Potion, Auto-Protect, and Auto-Haste with 2, the other should have Break HP Limit instead of Defense+20%. When you go into the fight be prepared to witness the decimation of Penance. When the fight engages make super sure that the characters that you are starting off with are Rikku, Tidus, and Yuna. Have Rikku then use a Trio of 9999. Now take out Penance's left arm using a swift and precise Blitz Ace. After that is accomplished, instantly focus your attention on doing the same to the right arm, but with Quick Hits (6) but even before you can offer the right arm the same momentary fate, You will have Obliteration done on to you, after its cataclysm, you will have survived the painful punishment of the attack, YES everyone! Now thanks to Trio of 9999 and Auto-Potion customization you will have fully recovered health to the people with 9999 HP and 20999 to the people who followed the other rule and had 11000 HP and used a Stamina Tonic. Now, that that is done, finish the process of massacrating the right arm. Once you have done this, have the two next characters "up to bat" cast the unexpected ability for this fight...Cheer, this will even raise your DEF past it's 255 limit, even past the 255 & Auto-Protect limit. Have the next two people to use Cheers again, then the next characters who's turn it becomes until Penance's attack is to really do nothing but brace yourself for the upcoming onslaught (or use the final Cheer here [5 cheers maximum]). It is once again time for you to get hit with a powerful Obliteration, you're ready though, now use cheer for the very lastly final time, it doesn't raise any more (damn). But at least your defense is past 375! Quick Hit Penance and any arms that regenerate until you have dropped off 3000000 HP from the thing. The second part of this intensively challenging, and difficult battle, it'll take 33 Quick Hits against "Penance" and not the arms to signify this change in battle halves. For the next half of the battle you'll need to deviate from this main strategic course that I have presented to you thus far, in favor of the following actions, and plus, the changes are not that drastic and you should still continue to use some of the elements from the first half's strategy and apply it to this next part of the fight. When you begin this part of it you must have one of the characters to cast a Dispel on Penance as to negate the Haste status it has bestowed upon itself. Quick Hit it until it's turn comes up and you will probably get a menacing move used on you called Immolation, don't fray, nor despair it won't kill you if you have the proper defense mechanisms on (Defense+20%, Cheerx5, Auto-Protect, and Defense at 250-255), along with HP 9999 and even with Auto-Potion + Trio of 9999. You will be auto cured, and all you will be necessarily required to do is use Dispel on all of your people, than repeat, ad infinitum. You can even throw in a couple overdrives (Blitz Ace, Attack Reels) here and there. Good riddance be to ye, Penance. One final word of note, with this strategy you will never, ever, ever see the move "Judgement Day." ---> I now give more options in my first developed strategy: Penance: By far the hardest boss in the game. Stats should all be at 255. HP should be near 45000, MP near 999. Since you have started out the fight with the auto-customized ability 'Auto-Haste', start attacking at either his right or left arm (preferably left) with vollies of Quick Hits, you will be able to get in enough to take out which every arm you have chosen, with a couple left to be able to at least half the other arm. Once you have been hit with it's attack use Rikku to use a Trio of 9999 by mixing a Dark Matter and a Trio of 9999. Now, have Yuna summon the Magus Sisters, then try and make Mindy use a Passado on it's sorry behind, keep doing this. Once Penance has been able to take them out, use your summoner to bring in Anima and have her overdrive already full, then USE IT! Penance will then kill it eventually, that is your cue to bring Yojimbo if you want, follow the steps in the Yojimbo's Zanmato section and hope for the very best, if it works, fight over, but if not continue. You can use the rest of your aeons to pound it, but it is not by any means whatsoever recommended by me or anyone else I know. When they all die use a Blitz Ace and then an Auroch Reels. Be careful his normal attack can shatter you, or do alot of damage. Obliteration is another very powerful attack, I think how much damage it does depends on your HP. Then use anyone to entrust their OD to Tidus and/or Wakka. If any of your party members die revive them immediately with Full-Life and nothing else. After an hour or so it's body and it's equally dangerous arms should die. Calamity is also a devastating move to watch out for which inflicts many negative status ailments to your party, so have Ribbon on. It has two halves actually, but follow the same basic concept of the above mentioned strategy with some minor variations that you care to throw in there every once in awhile, and you will do absolutely fine in this seemingly uneven face-off. But totally aside from those few and ultimately insignificant changes you wish to make to these general tactics, you should also keep in mind and add the following strategic moves to your overall tactical moves in the second part of the ultimate battle. Keep in mind that the amount of HP you need to reap from it before you may begin the second and with out a shadow of a doubt, the hardest form is 3000000. Here is what you need to do differently this time.... Now that you have the arms killed off, attack Penance until wither arm appears once again, then attack that, by the way you should be doing this with Quick Hits, because against Penance, nothing else will suffice. The arm will most definitely use a catastophic move on you that is called 'Immolation.' This only attacks after one character and adds 2 status effects which you need to negate as soon as possible. After you need to make sure that you kill any arms that may still exist on it at the current time. Then if your HP is too low to be comfortable with use a Mega-Potion, many people suggests this with Quick Pockets, but I never found it necessary, but it is a great idea to do so. Now If by this point you have Tidus, Wakka, and Rikku's overdrive guages completely full, have Tidus nail a perfect Blitz Ace, Wakka a perfect Auroch's Reels, and Rikku combine a Bomb Core and a Dark Matter to come up with a final mix outcome of Trio of 9999. Don't despair if you are having somewhat of an element of trouble by this point, you almost have it beat. If you need to heal a couple of more times, feel free to do so. Also revive any fallen party party members you may have lost during this bout up to this crucial point in time, you'll definately need them for the rest of this confromtation. Now, this is really why I said do not summon all of your aeons in the early going, just bring one out with a good deal of HP, just so you can shield your whole party from a cynically intended 'Judgement day', which will do 99999 damage to all of your currently active characters. That would be a totally painful "nail in the coffin", especially this late in the fight and after you have accomplished so much in the duel. So once it will just about undoubtedly taken out your aeon use your characters with the most prolific strength statistical attribute to attack with no pity for the at this point pathetic looking monster. If you want to, summon again (if you have another aeon) to attack, Valefor is most useful, to use a Energy Blast and take out alot of damage, and in the process hopefully defending you from a powerful Judgement Day. Now bring out a not used character and 'Entrust' their overdrive to Wakka. Now have him use another Attack Reels, do so with another character that has their bar pre-filled and Entrust it to Tidus, now have him use another hurtful Blitz Ace, that could be the end of it. If not, it'll be leaning tediously on the brink of death, so keep attacking with devastating rounds of Quick Hits, after about 10 to 15 more of these it should be lying pitifully in front of you pleading, groveling, and begging for your previously ungiven mercy. Ok, so that isn't so minor but, oh well. Now you will be able to to hold yourself in reguards as the ultimate embodyment of power over Penance. Chaos and carnage ensue, HAHAHA! =============================================================================== <-----------------------------------------------------------------------------> 22.0. AL BHED TRANSLATING #SW2A <-----------------------------------------------------------------------------> =============================================================================== A few quick notes before we get started..... When speaking Al Bhed (if you actually want to) always leave proper nouns and nouns as they are; do not convert them into the Al Bhed language. For example: "My name is Nick." in Al Bhed it would be, "So hysa ec Nick." Get it?. ---------------------------- English converted to Al Bhed ---------------------------- a = y b = p c = l d = t e = a f = v g = k h = r i = e j = z k = g l = m m = s n = h o = u p = b q = x r = n s = c t = d u = i v = j w = f x = q y = o z = w ---------------------------- Al Bhed converted to English ---------------------------- a = e b = p c = s d = t e = i f = w g = k h = n i = u j = v k = g l = c m = l n = r o = y p = b q = x r = h s = m t = d u = o v = f w = z x = q y = a z = j ---------------------- Ranks and Requirements ---------------------- Rank Primers ------------- ----------- Al Bhed Hujela 1 Al Bhed Pakehhan 4 Al Bhed Typpman 7 Al Bhed Maynhan 10 Al Bhed Cbaygan 13 Al Bhed Hydeja 16 Al Bhed Unydun 19 Al Bhed Medanyde 22 Al Bhed Sycdan 26 Al Bhed Compilation Spheres can be found at these locations.... 1. Submerged Ruins 2. Mi'ihen Highroad 3. Home 4. Airship Here are a few examples to get you used to it... Hello, how are you? = Rammy, nyz ehi ayo? Good morning. = Kuut sunrurk. Good afternoon. = Kuut yvdanhuuh. Good night. = Kuut hukrd. My name is ???. = So hysa ec . Excuse me. = Aqlica sa. ... or Vice Versa... E sidt ku. = I must go. E ys cunno. = I am sorry. Kuutpoa. = Goodbye. Mayja sa ymuha! = Leave me alone! Drehg ayo. = Thank you. Ayo'ra famlysa. = You're welcome. =============================================================================== <-----------------------------------------------------------------------------> 23.0. LIGHTNING DODGING #SX3L <-----------------------------------------------------------------------------> =============================================================================== This is a side quest you can start after getting access to the Airship. You must go back to the Thunder Plains. And for every given amount of lightning bolts you dodge you get an item, and believe it or not you even get items for getting struck by enough by lightning. So here was my strategy for dodging bolts. You should equip an armor bearing the "No Encounters" ability, and then you continue on dodging. I have not found any "perfect" spot do dodge bolts, but for some reason I prefer the little area right before the first lightning tower in the Northern region of the Thunder Plains. It works for me 8/10 tries. It gets 3 bolts marking for strike frequency. Note that you cannot leave the Thunder Plains, nor enter the travel agency while doing this or you you will have to start all over. Believe me, I learned the hard way. Here are the items you get for each.... ------------------------------ | Dodged | ------------------------------ | 5 bolts- 2 X-Potions | | 10 bolts- 2 Mega Potions | | 20 bolts- 2 MP Spheres | | 50 bolts- 3 Strength Spheres | | 100 bolts- 3 HP Spheres | | 150 bolts- 4 Megalixirs | | 200 times- Venus Sigil | ------------------------------ ------------------------------ | Struck | -------------------------------- | 30 bolts- Ether | | 80 bolts- Elixir | ------------------------------ That is all for the Thunder Plains. If you want info on No Encounters, then go to Armor Abilities section. Now it's time for Cactuars. =============================================================================== <-----------------------------------------------------------------------------> 24.0. CACTUAR VILLAGE #SY4C <-----------------------------------------------------------------------------> =============================================================================== To me this was a rather enjoyable little side quest. But anyway, here's how it goes... You must return to the desert (via air ship) and go to the area where the big sandstorm is and look around in that area until you find a stone with a Cactuar picture on it. After you find it press X by it and it will give you a clue as to where to find the first Cactuar, you then have to solve the puzzle look all over the desert for the right spot, and when you approach the cactuar you have to sneak up on it within the time limit and stopping right when it turns around. If you don't manage to get to it in time or you are caught no big deal you just get a Sphere del Perdedor instead of their personal sphere. You then take it back to the Cactuar stone unsert it then get a clue to where the next cactuar is, and so on and so forth. When you have found all 9 the sandstorm will clear, allowing you access to that specific area. In there will be 2 treasure chests, one will always be the Mercury sigil and the second one varies by how many personal spheres you obtained. The locations and number of personal spheres you need for a certain item are listed below. =-=-=-=-=-=-=-=-= Cactuar locations =-=-=-=-=-=-=-=-= Oasis Desert East - North of the tent with the save point Desert West - Near the rock sign with the 20% written on it Desert Central - Near the ruins Desert East - Close to the save by the tent Desert Central - In treasure chest to the west Desert West - In 1 of the sand pits Oasis - Go back to the airship and go on the deck Desert East - Go back to the stone and it will appear behind you =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Amount of Named Spheres Needed =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2 - Potion 3-5 - Elixir 6-7 - Megalixir 8-9 - Friend Spheres =============================================================================== <-----------------------------------------------------------------------------> 25.0. BUTTERFLY CATCHING #SZ5B <-----------------------------------------------------------------------------> =============================================================================== This will be easy to explain because there is not too much to explain. First you go to Macalania and find that very funny dressed person who explained the butterfly catching game. Then talk to him, and he will explain it to you again if you forgot the rules. If not touch the first butterfly you see in that area. When you finish the 7 butterflies in that area and get the chest that appears, if you leave that area before you open it, it will disappear. The 2 areas where you can participate in this minigame are Macalania Woods- Central and North. The whole point of this is to get 7 blue butterflies in each of the 2 areas without touching any red ones. If you do get into a duel with the fiends the red ones. I don't know whether or not getting caught by red ones prevents you from getting the prizes, because I myself did it miraculously in my 1st try without touching any red ones. But I can tell you from one of my friends experiences that it will subtract 1 second from the timer. So here's a good advice: DON'T TOUCH RED BUTTERFLIES!!! Before Spherimorph (North)- Ether After Spherimorph (North)- Elixir x 2 Before Spherimorph (Central)- MP Sphere After Spherimorph (Central)- Megalixir x 2 After Airship (North or Central)- Teleport Sphere After Airship (North or Central)- Saturn Sigil -> Oh, and here are times for each area at each time... Before Spherimorph (North)- 40 seconds After Spherimorph (North)- 40 seconds Before Spherimorph (Central)- 30 seconds After Spherimorph (Central)- 30 seconds After Airship (North)- 30 seconds After Airship (Central)- 30 seconds =============================================================================== <-----------------------------------------------------------------------------> 26.0. CHOCOBO TRAINING #SA6C <-----------------------------------------------------------------------------> =============================================================================== In this section you will find out how to train your chocobos in the Calm Lands and information for the Remiem Temple races too. ------------------------------------------------------------------------------- 26.1. Calm Lands Chocobo Breeding #SA6C1 ------------------------------------------------------------------------------- You learn how to train a Chocobo in the Calm Lands. You must first find a person on a Chocobo, wearing a yellow robe. Then you must talk to her and she gives you the option to train a Chocobo, choose this option then it will give you the option to start with the... Wobbly Chocobo- Where you must use the left analog stick to stay on course, and then cross the finish line within a time limit of 12.8 seconds. And then you get a prize at the end. You then get the option to start in a new training event called... Dodger Chocobo- Here you can actually control the chocobo (better) but the thing is this time you must dodge blitzballs coming at you! If you get hit by one there is no penalty for getting hit you just become momentarily stunned. After you finish that one you will be able to compete in... Hyper Dodger Chocobo- This game is almost the same thing as Dodger Chocobo but this time you have birds flying at you along with blitzballs. I do not remember the time you have to complete this in, but after you finish this you can race the chocobo trainer in... Catcher Chocobo- Here you may race the chocobo trainer, and if you beat her you get a prize. The rules of this game are as follow: 1. Win in under 48 seconds 2. Each bird that hits you adds 3 sec to your final time 3. Each balloon you pick up subtracts 3 sec from you final time 4. If you get BETTER than a final time of 0:0:0 you get the Sun Sigil 5. Beat her once and you can ride chocos freely around the Calm Lands Some good tips: Here I will give you various advice on how to make your life easier when attempting this aggrivating race. - If all (or all but one) of the balloons are on your side in the beginning play it, but if otherwise, don't even try because chances for success are slim. - Basically let the Chocobo steer for you and don't force it, but when a bird is closing in then obviously, get the heck out of the way! - Control Chocobos better by pressing down R1 + R2 + L1 + L2 at the same time while you're steering. - When arriving at the big turn near the monster arena, go into the turn very fluidly while trying your best to get any and all balloons at that conjunction. - I recommend using analog stick instead of d-pad. - Next is the cheap way of 100% winning which is only in the Japanese version of FFX. You must first, when racing, intentionally get caught on first turn until one minute fifty five seconds. Then, you leave there and let bird nail you at two minutes. If done good, the next choco race with her, birds go straight on through you like ghosts. ------------------------------------------------------------------------------- 26.2. Remiem Temple Chocobo Races #SA6C2 ------------------------------------------------------------------------------- Once you can ride chocobos around Calm Lands go to where you first entered the Calm Lands and go back up to the corner, when you see a yellow feather on the ground go up to it and press X. You will fly down then go down the passage and you will be in the Remiem Temple. Cross the bridge but don't go in the temple just yet. Go around to the left side, press X by the sphere to get info on the races, then go around to the right side and get on the chocobo once you beat it then you get the Cloudy Mirror. I will get into what this does later on. Then you can start racing it again and getting treasure chests along the way. Missing poles as well. The more treasure chests you get the better item you get the end. But if you hit a pole you just get a potion. And, when you get treasure chests you must also finish before the other chocobo to get the item. +++Rewards+++ Keep in mind you can only do these once, the next times you try you will get a potion... - If you can just manage to out-race the champ chocobo once the first time, and you will get the Cloudy Mirror - If you manage to beat the champ chocobo with 1 chest and no poles, and you will get an Elixir - If you manage to beat the champ chocobo with 2 chests and no poles, and you will get a Megalixir - If you manage to beat the champ chocobo with 3 chests and no poles, and you will get 30 Wings to Discovery - If you manage to beat the champ chocobo with 4 chests and no poles, and you will get 30 Pendulums - If you manage to beat the champ chocobo with 5 chests and no poles, and you will get 60 Three Stars - I have not gotten this yet, and I've completely given up hope; I was at 2303 tries, so, I' done. Oh well... Well those are all of the possible rewards you can get for opening any given amount of chests. Many more quests await you... =============================================================================== <-----------------------------------------------------------------------------> 27.0. SEAGULL QUEST #SB7S <-----------------------------------------------------------------------------> =============================================================================== This will be rather short indeed. The minigame was pretty hard for me to discover for one reason or another. It really isn't any minigame, but close enough. You can get involved in it by..... 1. Flying back to the SS Winno. 2. Talk to the guy at the top of the stairs (he will be sitting on the edge). 3. Talk to him until he tells you to go count how many seagulls are flying around the ship. 4. Go count. 5. Return to him and tell him how many you have counted. The count of the number of seagulls there are is 11. If you get this right he will hand over the Ace Wizard weapon for Wakka. This is pre-customized with "Magic+20%", "Magic+10%", "Magic+5%", and Magic+3%". Have fun... =============================================================================== <-----------------------------------------------------------------------------> 28. OMEGA TREASURE CHESTS #SC8O <-----------------------------------------------------------------------------> =============================================================================== Contributed to FAQ by: Darryl Knight o--------------o - Theory - o--------------o THE WHOLE THING IS TIMED. This was his original quote on the GameFAQs message board on 2-25-02 after initially testing the 'Time Based' theory. Now with 1176 attempts at the quest and all the data he's logged, the results confirm the original hypothesis. Two compatible time base methods have been confirmed as of this version. The 'original' and a technique he has simply called 'doubling'. The basic concept uses the actual number of chests in the room at any given moment as the premise of the counting method. Counting is achieved by the player mentally (or verbally) counting off the seconds before opening a particular chest in a room. Another poster recommended using a metronome to help with keeping track of the timing. It's a great idea. Data suggests that the actual count used by the game uses 'rounding' to whole seconds (ie. slightly more than a count, goes to the next whole second). Counting begins when you arrive at the chest, NOT when you stop moving. Accuracy is critical, but not impossible. If you hated Chocobo Racing to get 0:0.0 using a timer, then you'll hate this too. The exception here is, the prize is much more valuable! First, the 'Original Method' of counting: 1. Upon entering a room, note how many chests (important) 2. Approach a chest and begin counting off the number of chests in the room, then OPEN 3. Go to the next chest and count off (but now there is one less chest), then OPEN 4. Repeat for each of the chests in the room Second is the 'Doubling Method' of counting: 1. Upon entering a room, note how many chests (important) and double it (double count) 2. Approach a chest and begin counting off the double count in the room, then OPEN 3. Go to the next chest and count off the double count (but now there is one less chest), then OPEN 4. Repeat for each of the chests in the room This 'Doubling Method' does NOT work (statistically significant) in the 'room with four chests'! You must use the 'Original Method' in the fourth room for best results. Each room is also timed with a maximum time to achieve opening the chests, except the 'room with four chests'. If the maximum time expires, you lose ALL of the chests in that room as if you had opened a 'trapped' chest. The 'room with four chests' is an exception to the rule (just to mess with you a little). It's the ONLY room that you can leave and the chests do not disappear after opening a chest. Even though you can do this, it is not recommended because of the timing issues involved. o------------------o - Statistics - o------------------o According to the "random" theory as expressed in the Ultimania Guide the game decides if the chest you choose in a particular room is trapped or not using the following calculations: Room with 2 chests, the odds are: 1/3 that the first chest is trapped, 1/3 that the second chest is trapped, and 1/3 chance that none of chests are trapped at all. Room with 3 chests, the odds are: 1/4 that the first chest is trapped, 1/4 that the second chest is trapped, 1/4 that the third chest is trapped, and 1/4 chance that none of chests are trapped at all. Room with 4 chests, the odds are: 1/5 that the first chest is trapped, 1/5 that the second chest is trapped, 1/5 that the third chest is trapped, 1/5 that the fourth chest is trapped, and 1/5 chance that none of chests are trapped at all. So, we are left to accept that the odds are 1/240 (3x4x4x5) of getting all 12 chests without encountering a single trap. If you ask him, that's hell. According to the 'timing' theory as expressed by himself, the player decides if the chest chosen in a particular room is trapped or not. Now, let's look at how the statistics stack up if you now know you have an element of control in the outcome of your choice. Meaning that, if you know when an event is going to occur, then matching that event is now determined by the error invoked in the choice. Data suggests a 'rounding up' in the final choice. The range of error allowed is unknown, but its small, and less than one second. If we follow standard rounding rules, it's greater than 1/2 second, it may be less than that (and probably is). For example, if the player's time is 0.7 seconds, it is rounded up to 1 second, if it's 0.4, it's instantaneous (or zero) using standard rounding. Using this criterion, and a 'worst' case scenario of a 50% error, then the calculations are: Room with 2 chests, the odds are: 1/2 x (1/3) that the 1st chest is trapped, 1/2 x (1/3) that the 2nd chest is trapped, and 1/2 x (1/3) chance that none of chests are trapped at all. Room with 3 chests, the odds are: 1/2 x (1/3) that the first chest is trapped, 1/2 x (1/3) that the second chest is trapped, 1/2 x (1/3) that the third chest is trapped, and 1/2 x (1/3) chance that none of chests are trapped at all. Room with 4 chests, the odds are: 1/2 x (1/5) that the first chest is trapped, 1/2 x (1/5) that the second chest is trapped, 1/2 x (1/5) that the third chest is trapped, 1/2 x (1/5) that the fourth chest is trapped, and 1/2 x (1/5) chance that none of the chests are trapped at all. Now, we see the results of our efforts, (1/2) x (3x4x4x5) or 1/120 of getting all 12 chests without encountering a single trap. That's HALF the original odds! The best part is, as you reduce your timing error, the odds GO DOWN! The key is to reduce your error. The lower the error in your counting, the odds at getting all the chests decreases. o----------------------o - Chest Contents - o----------------------o When opening the 12 chests, choose any order you like. The contents of the chests will always be the same. The contents of successfully opening the chests will be: 1) 1x Lv.4 Sphere 2) Defending Bracer (2 slots) Silenceproof, Darkproof 3) Turnover (Magic Counter, Counter-Attack) 4) 2x Lv.3 Key Sphere 5) Defending Armlet (Stoneproof, Poisonproof, 2 FS) 6) 2x Friend Sphere 7) 1x Lv.4 Key Sphere 8) Phantom Ring (Ice Eater, Fire Eater, Lightning Eater, 1 FS) 9) Cactuar Wizard (Half MP Cost) 10) Warmonger (Double AP, Double Overdrive) 11) 2x Teleport Sphere 12) 99x WARP SPHERE! o-------------------------o - Game Timing Facts - o-------------------------o Many of the game's programmed timing routines are exposed during routine gameplay and give the player clues as to how the programmers utilized timing sub-routines during events encountered throughout the course of the game. These clues were essential in development of the Timing Method. As you progress though normal gameplay events become more and more time challenging, or handicapped against the player as you proceed. Here he has outlined just a few of the major occurrences, but not all of them. If you have others, e-mail them to him. Here are a few to consider: - Lightning Dodging in the Thunder Plains Here we first encounter: Invisible Counting Active Completion Event Cueing Dynamic Environment Timing (DET) Here's where the programmers throw you the first big clue... Invisible counting need not be discussed since we all know the player has to keep track of the total amount of Lightning Dodges and that you cannot leave the Thunder Plains or the number resets. The only benefit is the result of the flash before the strike, Event Cueing. At least you know that a strike is imminent. The other is less obvious. In and around the environment of Thunder Plains you can find different frequencies of lightning strikes. Depending on where you are in the environment you can encounter 1, 2, or 3 strikes within a given time period. This fact is well documented in a number of published FAQs as to where the different areas are located on the map of Thunder Plains. - Butterfly Catching in Macalania Woods Here we first encounter: Visual Timers No Encounter Critical Timing Dialog Window timer suspend Here's where the programmers throw you the second big clue... The visual timer thing is no big deal, but what happens during a butterfly encounter is not so obvious. Anyone who has done the Butterfly Catching knows you cannot get the chest if you get into a fight after encountering a butterfly. You must go as fast as you can without having a single encounter with a butterfly. The last one is subtle, the timer suspends counting while in the actual dialogs after the battle, but there is a time when switching between dialogs you see the timer on the screen briefly. Since the timing is so critical in this little quest the appearance of this timer shows you the lost seconds needed to complete successfully. It's here the game makes sure you lose if you fight and shows you that time suspends while in a dialog. - Chocobo Racing at the Calm Lands Here we first encounter: Active Timers Visual Timers Timer Manipulation And again encounter: Active Completion Here's where the programmers throw you the third big clue... Anyone who has done this knows about the timer in getting 0:0.0 but that's only half of the story. Those damn balloons and seagulls to modify the timing is absolutely crucial to achieving the goal. You must go through each of the four races sequentially and win each one to move the guy blocking the path to Tidus' Ultimate Weapon (Active Completion). If you leave or stop racing, you cannot get the guy to move. Winning all four races in a row will get the guy to finally move out of the way. - Blitzball Here we encounter: Active Timers Passive Completion Visual Timers Event Cueing Dynamic Environment Timing (DET) Here's where the programmers throw you the fourth big clue... Anyone who has played Blitzball knows the game is timed. Getting all of Wakka's Reels and getting player Tech skills knows the process of Passive Completion. You can come and go from games and not lose your place. What you got is yours to keep. One must do things in order to achieve the goal. The clue here is the use again of Event Cueing to signal a TechCopy situation. The effectiveness of Event Cueing is hindered by the use of Dynamic Environment Timing (DET) during a TechCopy of other player's skills. The environment that changes here is the opponent and what skill is able to be TechCopied. There is no timer that you can see, but timing is absolutely critical in getting a successful TechCopy of skills like Jecht Shot 2, Sphere Shot, Invisible Shot, etc. Each skill has a different timing associated with it during a TechCopy. If you have done this, you know how hard it can be. - Omega Ruins Here we encounter the worst of the timing protocols: Invisible Timing Active Completion No Encounter Dynamic Environment Timing (DET) Dialog Window timer suspend Timer Manipulation The game knows where you are and what you are doing at all times. There are no obvious clues that this mini-quest is timed, no active timers and Invisible Timing on top of that. You must complete without saving (Active Completion), you cannot fight any Mimics (No Encounter) and the DET adds to the whole mess. As the environment in each room changes, so does the timing. There is no Event Cueing to help either. This combination of routines makes this one the worst timing mini-quest in the whole game. You can suspend the timing in any room after successfully opening a chest by leaving the chest contents dialog on the screen, kinda like a pause feature. The player is left with very few options. The only choices you have are to assume it is random and be satisfied, or you can try to manipulate the timing. If you follow the Timing Method protocol, you can beat the rules in this quest by exploiting Timer Manipulation. o----------------------------------o - Frequently Asked Questions - o----------------------------------o Q. Can I SAVE my progress after opening chests? A. No, you cannot SAVE or leave the Ruins during the quest. If you do, the item list will change and you will start getting duplicates of some items. Any deviation from the item list in the previous section says you did something wrong. Q. I enter the room. There are X chests. I approach chest 1, count X times, open, success. I move to the next chest. I count X-1 times, open, success, etc. until I get to the last one. I count once, open, trap. Every time. A. I got that at first also, I kept trying. It all comes down to timing. Remember, start counting when you get to the chest, not when you stop moving. It's probably rounding error. I actually practiced with a second hand on a clock to get the timing down. Q. What is the "Brute Force" method? A. Start from a SAVED game, then pick an order you'd like to open the chests in, and do it. If it fails, reload and use that same pattern and try it again. Do it over and over until you get it. Q. Shouldn't a better Luck score on your characters increase your odds of getting all 12 chests? A. I don't know, I haven't tried that one. Q. Does it matter which chest I open first? Should I open the closest one to me as I enter? A. I found no statistical correlation. I don't have the data to say YES and likewise, I can't say NO. Q. Do I have to open all the chests in a room? A. Yes, if you leave, the remaining chests will disappear... forever. Q. Why is the room with four chests an exception? A. I don't know. This room has some peculiar traits. You can leave and the chests do not disappear. The timing method favors the "Original" method. The LAST chest doesn't always fall into the pattern. Other than that, I would just be guessing. If you find out, let ME know! Q. Does the order depend on other events in the game before I get to Omega Ruins? A. I don't think so, because the timing method has been tested by others with a variety of "events" leading up to their appearance in the Ruins and their results seem consistent. Q. How many times have you achieved Warp Sphere x99? A. 14, over the course of this study. Not all have been through counting though. I tried variations during the sampling, so the actual results are 'tainted' (statistically speaking, of course). Q. Based on your results alone, what is the chance that your results could happen all by chance? A. Good question, I would've had to have been VERY lucky indeed. I recorded a 70% increase in non- trapped chests using this method. I still screw up on the timing myself, but now I usually know before I press X that I'm just going for chance. Q. How do you count? A. 1,2,3...no seriously, I tried one one thousand, two one thousand, etc. but I couldn't get consistent enough with it so I personally used one thousand, one...one thousand, two...one thousand, three, etc. I guess its whatever works for you. Try using a metronome or something to help. Q. If I miss the timing on a chest, what should I do? A. Go for it. You now have a 50/50 chance of getting back on the timing set up from the first chest. Consider yourself lucky if you hit it. Next time, keep track of your counting. Q. I can't get your theory to work. What should I do? A. Your timing is off. If you can clear the first two rooms (five chests) MOST of the time, then you are on the right track. If not, keep practicing. Q. I'm skeptical, does your method really work? A. I was too at first. All I ask is that you try it. Others have and say it does. I'm OK with that. =============================================================================== <-----------------------------------------------------------------------------> 29.0. MAGIC POT QUEST #SD9M <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 29.1. Intro #SE0M1 ------------------------------------------------------------------------------- You should note that this guide is mostly all speculation and only some of it has been tested. I've not finished myself but I have gotten to 6 chests open using basic principles found in this guide. I hope that you enjoy the guide yadaa, yadaa. ------------------------------------------------------------------------------- 29.2. About Magic Urns #SE0M2 ------------------------------------------------------------------------------- For those of you who don't know, or, for those who simply remember these things from previous Final Fantasy titles where they served a completely different and so far have proved more of a purpose. Time to begin explanation: Your main desideratum this time around with Magic Pots is to keep hitting one of the five different eyes seven times in a row while receiving an item for each "Bingo" that you get. If you happen to hit a wrong eye while doing this, you will get a very unsatisfying "Wrong" which will trigger Magic Pot to Self-Destruct causing some major damage to entire party at some lower levels of power. Let us begin. ------------------------------------------------------------------------------- 29.3. Theories #SE0M3 ------------------------------------------------------------------------------- =-=-=-=-=-=- FIRST THEORY =-=-=-=-=-=- Says Hikensasameyuki: "There is absolutely no evidence to indicate that there is a 1/5 chance of correctly choosing an eye. The most popular current theory supports a progressive probability of success based on the number of eyes already correctly chosen, thus increasing the difficulty of winning the 'seven prizes in all, while supplies last.' This would be something like 4/5 for the first two choices, 3/5 for the third and fourth, 2/5 for the fifth and sixth, and finally 1/5 for the final choice." Putting it simply...: (by me) First Hit- 80% chance (one eye is wrong, four are right) Second Hit- 80% chance (one eye is wrong, four are right) Third Hit- 60% chance (two eyes are wrong, three are right) Forth Hit- 60% chance (two eyes are wrong, three are right) Fifth Hit- 40% chance (three eyes are wrong, two are right) Sixth Hit- 40% chance (three eyes are wrong, two are right) Seventh Hit- 20% chance (four eyes are wrong, one is right) So looking at your all together chances for completion, you have about a 1/678 chances for finishing it with all 7 bingos. And as you can plainly see, that is not alot, or, at least not enough for someone to complete it thus far. =-=-=-=-=-=-= SECOND THEORY =-=-=-=-=-=-= This theory was put together by me, SinirothX, and is what I have lived by, but I do not think it is 100% accurate (nor are any others right now 100% accurate). Here's how this theory/method goes: This theory or method as I like to call it is based totally off of Luck and 7s/ 5s. Now before we start let me again state that I do not know if this theory is accurate, it is just a theory. Your first preperation that you're going to need to make is to get all your characters to have a Luck stat of 255, and no less. So, I suggest that you make a different file just for this if you are planning to also have maxed-out statistics with your characters and original Luck after finishing the Sphere Grid normally. Note that it has to be maxed to 255 with *everybody*. Now you go into the Cavern of the Stolen Fayth via the Calm Lands Gorge Bottom and locate a Magic Urn (I usually have more Luck finding them in greener-colored areas on the ground). I also suggest having all the celestials. When in the fight choose your three characters for starting and then have them each attack an eye and pray to get a Bingo for each one, if not, then... too bad. After all of them get three successful attacks in a row, you're going to switch them all out for a new set of three characters. Now, have them each attack an eye and then each time you're hoping to receive Bingos. This is imperative that you attack each time with a different character for a reason that I do not currently know. And then, would you look at that, you're at your final hit, and, you still have one character left. Balances out perfectly even. If you are the luckiest person on Earth you would've recieved the final Bingo and the final item. Now for the rest it is just technical info: Now we will take a look at how having 255 Luck will increase your chances for succeeding (note that even 254 won't raise chances from first theory chances).: Luck (255)/ Number of Eyes (5)/ Number of Desired Hits (7) = about 7.2 which we put under 10 (10/7.2). This will be your chances for every one hit which is the same as 5/3.6. So from this we have 1/12 chances or ~1.38% of finishing it. Again this is not fully tested (boy I wish I could hack into game data...)...:) All of the eyes are randomly chosen each time you attack, but, depending on just which hit you're on, the game can be "nicer" to you and give you "luckier" chances of getting a Bingo. You can see this just from taking a gander at first theory that was listed in this section. =-=-=-=-=-=- THIRD THEORY =-=-=-=-=-=- Kudos to CajunRipBong for the following pieces of information from the Final Fantasy X message board: He or at least someone (I don't know his source) believes that with the number of eyes there are (5) you multiply that times a power of all of the needed hits for completion (7) and put that over a little numerator of 1 like this 1/5x5x5x5x5x5x5 or... 1/78125 or... 0.0000128 as the believed chances for desired outcome which I think (I haven't put this theory to any form of a test *yet*) is hell because that is practically nothing (note that I'm not saying your information is not valid). Just thought you might want that too. ^_^ This concludes for the theories. ------------------------------------------------------------------------------- 29.4. Possibly Received Items #SE0M4 ------------------------------------------------------------------------------- This is the part where I will list items for all hits that you can get while attempting to hit all the eyes correctly. And then I will list what prizes that I got while I was doing this. All will be listed here except for the seventh hit because quite frankly, I do not think that anyone has ever hit all 7 bingo. =-=-=-=-=-=-=-=-=-= ALL POSSIBLE ITEMS: =-=-=-=-=-=-=-=-=-= Potion Gold Hourglass Silver Hourglass Frag Grenade Elixir Ether Phoenix Down Lunar Curtain Note: There might be more possible items, but those were all I have ever, ever received when trying this. =-=-=-=-= MY ITEMS: =-=-=-=-= Hit 1. Top Left Eye- Frag Grenade Hit 2. Bottom Right Eye- Phoenix Down Hit 3. Middle Eye- Elixir Hit 4. Top Left Eye- Silver Hourglass Hit 5. Bottom Right Eye- Lunar Curtain Hit 6. Middle Eye- Gold Hourglass The seventh hit I didn't get, though... Note: These were only my results, everybody's are usually different. ------------------------------------------------------------------------------- 29.5. Magic Pot Stats #SE0M5 ------------------------------------------------------------------------------- Here are some technical infos about the Magic Pots, and then of course, their statistic attributes, and even the best strategy to beat them to oblivion. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ---> MAGIC URN - Area of Location: Cavern of the Stolen Fayth - Health Point Count (HP): 999999 - Magic Point Count (MP): 9999 - AP Accumulated When Defeated: 0 - Gil Accumulated When Defeated: 0 - Strength Status Level: 1 - Magic Status Level: 40 - Agility Status Level: 0 - Magic Defense Status Level: 255 - Luck Status Level: 0 - Defense Status Level: 255 - Accuracy Status Level: 0 - Evasion Status Level: 0 - Immunities: Silence, Sleep, Poison, Darkness, Slow, Petrification, Power Break, Zombie, Armor Break, Magic Break, Threaten, Mental Break, Provoke, Death, Delay, Eject, Regen, Demi, Reflect, Haste, Shell, Protect, NulBlaze, NulTide, NulShock, NulFrost, Berserk, Confusion, Bribe - Weaknesses: Doom has a count of 200 - Half Damage (cuts damage in half): None - Absorbs (eats spell and gains HP): None - Steal: Common- None Uncommon- None - Bribe: Immune - Items Won: Common- None Uncommon- None - Abilities Attached to Armors Dropped: None - Abilities Attached to Weapons Dropped: None - Armor/Weapons Dropped Status: Slots- N/A Pre-customized Abilities: N/A Percentage of Equipment Being Dropped: N/A --> Strategy For Overcoming this Enemy: Aside from what I've been yapping about in this guide ever since the beginning of it, there is a way to deal with this Magic Urn that can actually kill it. There are two ways of doing this: a) You can use Yojimbo's Zanmato. For great info on Zanmato, refer to Azure Edge's amazing Yojimbo FAQ. b) This way is to cast Doom spell and then wait/skip (Triangle) 200 turns when it will die. --> Abilities: 1. Self-Destruct: Non-elemental magic damage to all and is only used as a counter if you try to Steal from it. 2. Wrong!: Non-elemental magic damage to all and is only used as a counter if you hit an incorrect eye. 3. Bingo!: Is used as a counter if you hit a correct eye. - Scan/Sensor Readings: 1. Sensor: Hit the correct eye for prizes! 2. Scan: Hit the correct target to win items. The wrong target ends a battle with a bang. Damage is substantial, so be sure to heal. Seven fabulous prizes in all, while supplies last. --> Best Place to Encounter This Enemy: Of course in the Cavern of the Stolen Fayth, but I suggest that while in here that you search around for a random encounter in the greenish algae looking areas found all over the place. I have found them six times out of ten while I was looking there instead of my average four out of ten elsewhere. Good Luck!!! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Well there you have it, all compiled information on the Magic Urns. I hope you this, and I hope you enjoy Final Fantasy X. ------------------------------------------------------------------------------- 29.6. Frequently Asked Questions ---> FAQs #SE0M6 ------------------------------------------------------------------------------- Here I will answer all the most commonly asked questions I've been asked in e-mails and I've seen pestering the Final Fantasy X message boards on the Magic Urn matter(s). Q: Is this even possible? A: Yes, it is. Just, highly improbable. I, myself haven't done it, nor has anybody else that I know from anywhere that owns this game. That should give an idea on just *how* hard this sidequest is. Q: Like Omega Treasure Hunt, do you think there is any timing involved? A: Not that I am aware of yet. I have been experimenting with something that does in fact deal with timing, but it's still way too early to tell if it is anything. Q: Why even bother with this quest? How would I benefit from completing this? A: Well, you don't have to take part in this quest if you do not wish to. But, if you ever did finish, you'd first of all have a major feeling of satisfaction and on top of that, perhaps a great item for 7th hit. Who knows? But you can get a few useful mini-items along the way with all the first 6 hits if you can even manage to get that far along with the Bingo-hitting process. Q: SinirothX, have _you_ ever finished this? A: As mentioned a few times in this guide, no... Keep sending them in!!!!:) - [Excerpt from my MP FAQ which was never accepted to GameFAQs ;(] =============================================================================== <-----------------------------------------------------------------------------> 30.0. NORMAL FIEND STRATEGIES #SF1N <-----------------------------------------------------------------------------> =============================================================================== First a few notes before we start: NOTE: Go to the Bestiary section for the fiends statistical rankings. And if you're looking for boss strategies, then look elsewhere in the FAQ. NOTE: This section will make some assumptions. One being that you do not yet have the celestial weapons. Another being that your characters stayed on their designated sections of the Sphere Grid. Now it's time to start... Achelous: Have stats between 60-75 and this fight will be easy for you. Since you only can use Tidus, Wakka, and Rikku, have Tidus and Wakka attack. Then use Rikku to use special items (only if necessary) or you can use her to heal. Adamantoise: Have stats between 80-100 and you should do fine. Use some of your stronger attackers to attack at it with piercing weapons. Have your some of your weaker characters heal the stronger ones, and have Yuna summon against it if you want. This will not be too much work for you, trust me. Aerouge: Have stats between 30-35. Just attack at it once or twice with stats at this level and you'll have no problem whatsoever. Water also comes in good handy sometimes. Ahriman: Stats should be 50-65 to make it fair (better for you than it). Just pummel it with magic, and/or physical attacks between 3-4 times and it should fall out of the air quickly. Be careful for its normal attack which can confuse its victim. Alcyone: Stats, I'd say...30. Attack it a couple times, magically or physically. It might take a little more work than this, bacause it is pretty fast. Anacondaur: Stats should be 50-58, maybe even 60 to fair alright in this one. Just ATTACK IT! It is a wise move to equip an armor bearing any immunity to Petrification, bacause its gaze can do just that. If you are too weak, than summon. I don't really think summoning is necessary though, and remember to amplify Remedy for Petrification status, if Remedies aren't avialable, Esuna or Soft will do fine also Aqua Flan: Have stats between 59-79 just to be able to pierce its gooey exterior. Piercing weapons work really well here, so does Bahamut. Bandersnatch: Stats, 60 at least. Now, cast hastega. Keep attacking it until it dies. And if you follow those quick steps it won't take long for this to take place. Barbatos: Stats should be breaching 115 definitely. Have a piercing weapon equipped, and then hammer away. Summon either Bahamut, or one of the secret aeons for best results. None of the other aeons will do much to it, unless they use their overdrives, but that is still questionable. Bashura: Have stats a little higher than when I described Bandersnatch. Just cast Bio on it. Now, keep on attacking it. All the while it is attacking you, losing HP for itself. If your HP gets to low, heal with any potion or cure spell. Basilisk: Stats should be near 32. And just attack at it as much as you can. Magic works well, especially poison magic (aka Bio). Valefor is also smart to use here. Bat Eye: Stats should be 20-26. Just attack at it frequently. Valfor is your best bet here, or maybe even Ifrit (I haven't used him against it, but you can try it). Behemoth: Have stats between 60-75. Just attack it physically, while acting on the side of caution, because its Thundara can destroy. It also has an attack where it tosses you up and drops you which hurts even worse. Bahamut is your friend here, remember that! Behemoth King: Stats should be in the area of 125. In the beginning, cast your Hastega spell. Use Ultima, and Flare a bunch of times. If that doesn't do it in a little while, summon your strongest aeon(s). When you kill it, it will always use Meteor as a last resort. So even if you kill it you can still lose. So have protect on all the time (especially near the end of the battle). +-ALTERNATE STRATEGY-+ I always used to hate dying from its damn Meteor counter desperation, so I thought that there had to be a way to keep from it, now the result of my hours of hard work to find one is before it, because there is!!! How you will do this is you first off equip *one* character with the weapon ability Evade & Counter. Make infinite sure that that character has learned the Provoke ability from Tidus' Sphere Grid section. Now we go around looking for a Behemoth King (never thought you'd here that did you?) inside Sin. When in the battle I say use Auron to use Dragon Fang or Tornado overdrives to get Behemoth King down to about 1/4 of its original 67500 HP. Now, since Tidus was most likely the one whom you chose to have the right weapon and Provoke (because it's on his own grid, and easiest to obtain). Now you have that character use the Provoke ability on the King and it he will only attack that character who Provoked him (duh)! But!!!... that character will never be hit because of that one little detail of him/her having the Evade & Counter ability on. And on top of never being hit, you will always hit BK. Now as it dies it cannot use Meteor surprizingly, because if it did use Meteor it would have to hit everybody, and that would be going against the "Provoke Laws", I suppose.:) Bite Bug: Stats should be at 20-25. Attacking it once or twice physically should do the trick. But casting Fire will do it in one. Black Element: Have your characters stats near 135. Attacking will not work all that well. But Ultima will! So use it, and use it well. Anima or the Magus Trio will do great in this instance. Blue Element: Stats should be near 34-37. Attacking with Lightning is a brilliant idea. Ifrit is the best aeon for this job. It can easily kill it with an overdrive of one of its Fire attacks. Bomb: Stats should be in the range of 30-32. In the fight use alot of Ice and water magic to to pull off some serious health reduction on it. After not to long of doing that to it, it will be nothing but pyreflies. Bomb: Same strategy as last time, except your stats should be about 7 to 11 higher. Buer: For this fight your stats should be 20-30. Summoning Valfor will do nicely here. Any magic attack can also work really well. But personally, I think Wakka's blitzball works best. Bunyip: Stats should be 30-38. Have a weapon with the piercing abilities abd just attack it physically attack it. If you need to heal then do not be afraid to do so. It'll be over soon. Cactuar: Have stats between 38-50. Use Hastega or Haste. Now use Aim many times. And use Tidus to attack. Now you have Lulu use Fire. Have Yuna summon any aeon, it might take some time (not too much though). Cave Iguion: Stats should be about 32-36. Attacking it physically will work best. But magic is a decent alternative for this fight. If you don't feel right, don't hesitate to heal every once in awhile. Chimera: Stats should be 45-50. Put up 2 or these 3 (or maybe even all 3), Protect, Shell, Reflect. Learn its attack pattern. Having your strongest attackers just attack is a good idea. The best idea here though is, to summon. Chimera: Your stats here better be 47-62. And follow the same strategy as last time. Chimera Brain: Stats have to be in about the ranges of 70. Once you have met that requirement, go find it in the Calm Lands and follow the same strategy as the last 2 fights I've walked you through. Coeurl: Stats in the 65 range is best. If you wish to use magic in this fight do not do so with Thunder or ice, because it absorbs it. Just attack at it, and heal yourself after its magic attacks. Summon anything other than Ixion, and Shiva, so Valefor or Ifrit are the way to go in terms of summons. Condor: At this point just attack once with Wakka. Dark Element: Have stats in between 40-50. Piercing him with those kinds of weapons is the best idea. But using Ultima is the best, since it frequently casts Reflect. Dark Flan: Stats in the range of 60-75. Now, summon Bahamut, and keep using Impulse on it. Eventually it'll start piercing its jelly. But, it will start using White Wind to heal itself, but by this time you'll have Mega Flare, use it. Defender: Have stats near 65. Use provoke on it once, and always keep that person in your party. Have piercing weapons out to do that kind of damage. Don't summon. Spells with the affinity of water are another great choice here. Defender Z: Have stats near 75-80 for him. Follow the same basic strategy used in the last strategy mentioned. Feel free to make some of your own modifications as you see fit. Demonolith: Have stats between 140-170. Don't flat-out physically attack it because it will use "Pharaoh's Curse" which puts tons of bad effects on that one character. To avoid this fate, summon the Magus Sisters. They can finish it off with ease. +-ALTERNATE STRATEGY-+ Demonolith: Boy, is this bastard a pain in the neck!? He counters almost everything you throw at him with his pansy little 'Pharaoh's Curse'. But guess what... there's a way around that! Yes you hear correctly! Ok on the first move in the battle (if not done already) you should switch out everybody's weapon for one that has Silencestrike. Now have the most powerful attacker (probably Auron), nail it with that to Silence it. If this does not work, and it does get Pharaoh's Curse off, than have Tidus follow up with Silence Buster. Now just pound on it 'til it goes down. Invigorating!!! Dingo: At this point just attack once with Tidus physically, and it will die. Dinonix: Have stats between 10-13. Just attack normally once or twice. But, you can also Lulu cast fire. Dual Horn: Have stats near 23. And attack normally a couple times. Summoning the aeon Valefor will work well here. Because it can't hit you, but you can hit it. Dual Horn: Have stats near 33. Now, follow the same strategy as the last time. Epaaj: Stats should be close to 50. But, use your most agile character to attack it physically. The best alternate method is to use Firga. Or even bring in Bahamut to do your dirty work. Evil Eye: Have your stats at 20-23. Attack it a couple of times with Wakka's normal attack, or you can blind it with Dark Attack (if available). Evil Eye: Stats the same as last time, and the same strategy as last time. Exoray: Have your stats more up near 79-86. Just attack at it physically and with Firaga. After about 2-5 hits it should be reduced to nothing. Fallen Monk: Have stats pretty close to 70. Use either a Phoenix Down or a Mega Phoenix on him and he will be un-undead. Fallen Monk: Same stats as the last one. As well as same strategy as the last one. Flame Flan: Have stats up at 35, ok. Just attack a few times Ice magic or maybe even Water magic elemental attacks. A few (about 3) of these should do it in no time at all. Floating Death: Have stats near 100 or maybe even 115 to survive this. Some of the 3rd level magic attacks will do ok. What will do better is Bahamut, or, even better is some of the secret aeons. Valefor (if it is strong enough) should fair alright here as well. Ultima, and Flare can easily finish it off too. Floating Eye: Not much strategy involved in this one. Have moderately high stats and then go fight one. The best way to beat it is to use Wakka's ball, but then again there are other alternatives like using magic or summoning forth an aeon (especially Valefor). Funguar: Have stats near 29. I know it itself uses Fire attacks, but you reciprocate with some Fire of your own. Ifrit at this point is the best aeon to summon for this fight. Gandarewa: Have stats at 21. Any magic attack does alright. But having Wakka attack it physically is the wisest tactic here. The very MOST it should take to knock it down to death is 2 turns. Water Magic is the best magic to use here however. Garm: Have stats near the 21 area. Just attack normally about once or twice and that should be all there is to it fot this particular fight. Garuda: Stats near 25 is a good thing. Summoning Valefor will make quick work of this flying fiend. Black magic is alright as well. Overdrives are best if you use Tidus'. If you follow that, that will be all she wrote. Garuda: Have stats near 31. Now, follow the same exact stratey as the previous strategy suggested. Garuda: Stats should be close 45 for this one. Then just keep using the last 2 strategies I mentioned. Gemini: Have stats near 96. Have piercing weapons equipped to deal maximum efficiency damage to it. Bahamut or any secret aeon is smart here. Heal when you need to (that might be pretty often) and using Hastega in the beginning is al recommended. Blitz Ace is really good here also. Then, you hear the fat lady sing. +-ALTERNATE STRATEGY-+ Gemini: Armor Break is your friend here for getting its Defenses down and letting you alot more damage to them normally. You can also get this by using Banishing Blade. More alternatives would be to use character's Overdrives (especially Attack Reels and Slice & Dice). Heal with Yuna and/or items when you absolutely need to badly. Gemini: These are just the different ones that show up with the other. Whether you interpreted the last one the one I am mentioning now, it matters not, just use the same strategy for this one as well. Ghost: Have stats 66 or higher. Piercing weapons to attack is the best way to have a positive outcome in this battle. It will always cast doom. Just negate that with a Remedy. Gold Element: Have stats close to the area of 32. Now use tons of Water spells on it. Or you can attack with a piercing weapon. Grat: Have stats around 50 for these critters. Using Fire is a good idea, but using Water is not. So keep doing that. Attacking it physically is good too. Ifrit will fair pretty well in this battle. Yuna will be good for Esuna to heal from the confusion it can inflict on you. Great Malboro: Stats better be in 185 or even higher. The Magus Sisters can discombobulate it within a couple of turns (if none of them are Passados). Anima and Bahamut can be your friends here to. And if you summon Yojimbo, pay him within the 5000 to 15000 range for a Kozuka, but hopefully a Wakizashi and that should do it in for alot of damage. If you are ambushed by it, hope you have Auron's overdrive guage full, with first strike on, and pull off a Shooting Star. Goodbye Great Malboro. The best Black Magic to use here is definitely Fire. +-ALTERNATE STRATEGY-+ Great Malboro: Yo, wasup, Mr. Ambush-a-lot!? Now you're gonna die and there is nothing you and your little bad ambushing habit can do about it, either! *sticks toungue out* What you're going to do first is (if it ambushes you) hope you have everyone's weapon with First Strike. Now you could Shooting Star it with Auron like I previously mentioned, or you could at that point, use Delay Buster on GM. Now you can pound it with Mugs, Quick Hits or even knock back to the stone age with overdrives. Grenade: Have stats 40+. Ifrit is perfect to bring in. It will only use Fira on Ifrit and that will only heal you. All the while you are using Meteor Strike and normal attacks. That should do it. Grendel: Have stats close to 60 (you don't need it, but for alot of the fiends there you'll need stats like that). So have piercing weapons to physically attack at it. I found it useful to use Lulu for a bombardment of Watergas. Bahamut will school Grendel. Guado Guardian: Have stats close to the area of 30 and you'll be fine. Just use your most powerful attackers to attack it. Thats all. There is no real need for magic and summons here. Guado Guardian: Have Stats close to about 35 this time. And follow the same battle strategy. Here it could prove useful to use Fire here. Guado Guardian: Hare have your stats at 37. And keep on using that same exact method. Halma: Have stats up at around the range of 97. Have piercing weapons on at this point. Use them to attack profusely at the armored mole. With those stats and those weapons about 2-3 attacks should break it down. Always avoid using Lightning, Ice, and Water magic. But, it's a great idea to use Fire as it does 2x the normal damage. Ice Flan: Have stats pretty close to 32. Just pierce it with a corresponding weapon that has Firestrike on it. Or using Fire magic will do just as nicely for this fight. Iguion: Have you stats at 27 or close to that. Then, just exchange physical attacks with its attacks. Heal only when need be. Imp: Have stats near the 31 mark, and you'll do well here. Use tons of Water magic against it. Physically attacking here probably will not be the best idea in the world, because by this point you are not that fast. Ipiria: Stats can be between 15-23. Attacking it will be a good idea. It is weak to Ice besed magic attacks, so you know the way to go from there, right? Iron Giant: Have you stats anywhere from mid to high 30's. Just have Auron lead an all-out assault of physical attacks on it. About 3-5 hits should bring the big guy down. Killer Bee: Have stats from 5-11, then you're set. Just attack it once with Wakka, or Fire with Lulu and it will fall. Kusariqqu: Have stats close to 32 or 33. Use Auron to pierce its heavy skin. 2 hits should most definitely do it. Lamashtu: Have stats around the marks of 24. Now, just use Auron to attack at it non-stop. If you get hit too hard by it all you'll have to do is use a potion to recuperate from it. Land Worm: Have stats close to 100 to be able to do battle at max ifficiency. Now use whomever your most powerful characters to attack at it. Doing about 9999 damage per hit. That is actually your second more reliable method here, but use either Bahamut or your secret aeons to use their overdrives. If you use that, they might kill it in one hit. Larva: Not too much of a challenge. Stats should now be at 27-28. Just use Lulu to attack with Water magic, and/or use Auron to physically attack it. Machea: Stats should surely be at least 110 for this, I think. Now, have a fast but powerful attacker just physically attack it. Most likely, that will category will be filled by Tidus (so he is who you use). You will need to heal on a consistent basis, so have many restorative items ready for your disposal. Magus Sisters will make quick work of it. Maelspike: Have your stats near 63. And just attack with Tidus and Wakka, use Rikku for healing purposes. Use overdrives as the opportunities arise. Mafdet: Stats would be best near 36-38. Just attack with Auron for some super damage. Use Lulu to attack with Ice and/or Thunder magic. You should ne done in no time at all. Magic Urn: Use Yanmato if you want to kill it. That is the only way besides Doom for 200. Malboro: Have stats closer to 50-53 to take this beastly foe. Start off with Tidus using Haste of Hastega, if it is available. Now just have Lulu attack with the element of Fire and use Auron and Tidus to attack. After 5-7 hits it should be lying at your feet. Mandragora: Have stats up in the way of 65. Just have Yuna summon Bahamut, and have Lulu attack with Firaga. Maybe even have Auron just attack it physically. Master Coeurl: Have stats closer to 85-97. Don't attack it with Ice nor Thunder. Just have Tidus, Auron...well basically all of your characters who are strongest in the Strength department to go at it. Use Yuna to summon, and use anyone else just to heal your party. Master Tonberry: Have stats a little over the 120 mark. Now, don't use any of your characters to attack it in any way, shape, or form. Instead, have Yuna summon an aeon that guarantees AT LEAST over 40000 damage every time. Now use that same aeon to execute whatever attack will do over that amount of damage. Master Tonberry is dead. Maze Larva: Have your stats closer to 40 for this battle. Just use Lulu to strike it with a Lightning affinate. But you should have found Auron so use him frequently in this battle as well. Mech Defender: Your statistics should be in the high 50's to mid 60's. Just have Yuna summon Valefor and it won't be able to hit you, but you'll be able to attack it. Mech Guard: Have your stats at 30 or so. Have Lulu use Thunder on it, and have Tidus attack it. A better alternative yet is to have Rikku Steal from it so that it falls apart instantly. Mech Gunner: Have your stats at 35. Just use Rikku to steal from it. You should also have Tidus attack it quickly and physically, whilst having Lulu destroy it with Lightning magics. Mech Hunter: Have your stats near 37. But, just use Rikku to either Steal or Mug it. That will derail it completely. Mech Leader. Have stats close to 36 or somewhere near there. Just follow the same basic concept I pointed out in the last couple of strategies I have mentioned above. Mech Scouter: Have stats where 30 is. Then do the same exact things as the last methods clearly point out. Melusine: Have stats anywhere from 23-28. Then, just use Lulu to cast Ice spells on it. Or you can use Tidus and his swiftness to just physically attack it. Mimic (Horned Beast): Have your stats at about 130. Now use Auron or your strongest attackers to strike it down with piercing attacks. Or you can have Yuna summon Anima to drop it. Personally I still recommend the Anima method of beating it, but...it is your choice. Mimic (Petrifying Snake): Have stats at 125. Now just use physical attacks on it. I also recommend either summoning the Magus Sisters or Anima, if for some bizzare reason they die bring in Bahamut to finish it off. Mimic (Flying Beast): Have stats closer to 145 here. Now your best bet is to bring in the Magus trio and have Mindy use an onslaught of Passados, and you can use the others to heal or to attack it along with Mindy. Mimic (Armored Mole): Have your stats up to 128. Now use Auron to attack it with physical attack. Follow up with Yuna summoning either Yojimbo or Bahamut. Use Tidus to cast Hastega in the beginning, and then just to attack and heal. Like this, it won't take too much time. Mi'ihen Fang: Have stats closer to 18-21. Now just attack it once with Tidus, there isn't much chance of Auron making contact with it, on account of speed issues. Murussu: Have stats that are at about 30-31. Just use Auron to attack and Tidus to heal here. Lulu's role in this fight is to cast Fire and Thunder magic for some true damage. Mushussu: Have stats that are near 33-35 for this one. Use Tidus to heal, also use Auron to attack it physically. But utilize Lulu's magic and have her use Ice magic spells to kill it. Nebiros: Have stats that are up to about 44. Just use Lulu to cast Fire on it since right now your other characters are too slow to hit it physically. Nidhogg: Have stats that have gotten to 53. Your battle politics here are to have Lulu use Ice magic. If that doesn't work effectively, use Auron to cut it asunder. Ochu: Have your stats nearer to 40-55. Use Auron to attack it, and Tidus to use Haste and then to attack. Have Lulu cast Fira or Firaga on it. But also have Yuna summon whatever aeon you want and beat it down like that, Ifrit. Octopus: Here have your stats around 35. Just use Rikku to throw grenades and to Mix, and even to Steal. Just use Wakka to attack it and use him to heal when you get low on HP. Then have Tidus just come up and hack away. Lulu is best here for using Lightning spells to do twice the normal damage. But when using Lulu, always avoid using Water spells, because, if you use those, you'll be healing Octopus' HP. Ogre: Have stats that are near 40 here. Auron is good for attacking here, also have him use his overdrive if you want. Have Tidus attack him too. Lulu is good here only to cast Fire on it. Phlegyas: Have stats at around 25-30. Just whail away at it with Tidus. 2-3 hits should do it, back him up with Wakka's blitzball, and Rikku can steal useful Water Gems and Dragon Scales from it. Piranha: Just attack once with either Tidus or Wakka, if they come in pairs of 3 or 2 you'll need to use both Wakka and Tidus. Puroboros: Have your stats about the area of 110. Have Auron and whoever your other strongest attack(s) is to strike at it. The reason you just use these characters is that you need to kill it before it brutally self-destructs on you. You have another alternative of summoning one of the hidden aeons to beat it. Qactuar: Have stats close to 20-25. Have Tidus attack it, and pray for it to hit it. Or have Yuna summon your most agile aeon which is, at this point... Shiav. Have Shiva use its overdrive on it. You can Provoke it so cannot run from you. Ragora: Stats around 14 will do fine. Just have Lulu use Fire and have Tidus attack it physically. Remember, you gain Seed Cannon from it during the small tutorial with Kimahri's Lancet ability. That's all you need to know to beat this rather simple enemy. Raldo: Have stats that are at about the area of 26-28. Just use Auron to pierce its armor with his weapon. Lulu can Ice it to death as well. Raptor: Have stats near 30. Just have Tidus attack it physically and eventually it will be nothing but pyreflies, or you can use Lulu to kill it with Ice magic, but, whatever you decide to do, don't even think about using Lightning and/or Fire magic to it. Red Element: Have stats close to about 32. Have Lulu attack it with Ice magic attacks. Have Auron follow those up with his powerful physical attacks + Piercing ability to pierce through that damn heavy armor Red Element has. Cast NulBlaze in the beginning of the fight and everytime after it uses its Fire ability. If you forget to put it on and get nailed, use Cure to heal damage up. All in all, Red Element's a pushover of an enemy. Remora: Have stats close to 35. Just use Tidus to attack and Wakka also to attack. Rikku can Steal and use grenades on it, also use her to heal Tidus and Wakka. Sahagin: Just use Tidus to attack it once, because at this point you have no ultimate choice over his stats, or how he leveled. If by use of cheat device you can use Lightning. But no need, it dies in one normal hit, unless that hit by some strange phenomenom doesn't do at least 100. Sahagin: Have stats near 20. Just attack it once or twice and it won't be able to stay after that. Sahagin: Have stats around 24. Now attack it 2-4 times to bring it down. Have anyone use Thunder magic if available with one of those characters. Sahagin Chief: Have stats near 29-31. Just have Tidus and Wakka attack at them without stop. Use Wakka to heal, but only when it is absolutely necessary. Blind them with Dark Attack! Sandragora: Have stats in the high 30's. There is a very easy method to coming out victorious. Have Auron use his Shooting Star overdrive which will kill it in one hit since it ejects. Or if you don't have that full, have Tidus cast Haste on Auron Lulu and himself. Have Lulu cast the most powerful Fire spell she has, and then have Tidus and Auron attack it as hard as they can. Sand Wolf: Have stats at about 34. Just attack it with Tidus. Also have Lulu nail it with Ice, and Fire spells. If Auron is quick enough use him too. Sand Worm: Have stats about 50-53. Now use Auron for his overdrives and Tidus for his overdrives as well. Use Lulu to attack with Ice, and Water magic spells. Use Lulu also to do a Fury with either Water or Ice. Shred: Have your stats near 33. Just have Auron pierce it, and have Tidus attack it with a Spiral Cut. Yuna can summon if you really want her to, but I think that is just a waste of time for this fight. Lulu can own Shred with Fire magic. If Auron Armor Breaks it, he and Tidus can do even more extra damage. Simurgh: Have stats about 27. Then if he isn't already out, bring out Wakka, snd use him to attack physically with his blitzball. Or you can have Lulu attack it with Fire magic. If he is quick enough only, use Tidus to physically attack. Sinscale: Just use Tidus or Auron to attack it physically. Sinscale: Have Tidus attack it physically. If he misses contact, use Wakka to hit it with his blitzball. Sinscale: Use Tidus and Kimahri and perhaps even Wakka to simply attack them. You can use Yuna to summon, but that isn't required. Lulu is good here for her magical capabilities. Skoll: Have stats around 28-31. Use Tidus to physically attack. Use him with Quick Attack if you have it, that is good. Have Wakka use Dark Attack to prevent it from being able to hitting you. Snow Flan: Have stats close to 30. Just use Lulu to cast Fire spells onto it. Also, have Auron physically attack it with a weapon the bears Fire Touch/Strike and also Piercing. Snow Wolf: Have stats about 30-31. Have Tidus attack it once or twice, but only physically. That will do the trick. You can have Lulu also obliterate it with Fire spells. Spirit: Have stats about 118. Use Auron to attack physically or with an over drive. Back him up with a physical or overdrive attack from either Tidus or Kimahri. Try to avoid using all elemental magic (Holy included) in this fight. When you are using magics, the best ones to use for this fight are definitiely Ultima and/or Flare (Doublecast, too). Splasher: Have stats about 45. Just attack once with either Tidus, Wakka, or Rikku. Swamp Mafdet: Have stats closer to 30. Have Auron attack with any Piercing weapon you may possess. Have Lulu come in and attack with Ice and Lightning magic attacks. Thorn: Have your stats near 40. Use Auron for his attacking. Tidus should use Haste and then attack it with Tidus. Lulu should use Fire magic in order to punish it. Thunder Flan: Have Lulu use Water spells here. Have Auron attack if you want. Tidus can use an Overdrive if wanted. Tonberry: Have stats in the 50 family. Use Auron to attack it with physical attacks. Yuna can summon Bahamut if you want, for quicker outcomes. Tidus is good for casting Haste from the start and then have him start physically attacking it. Be careful with its Karma attack, which does damage based on how many enemies you have killed throughout the game. Don't let it get to close to you either, because it will use its Doink attack, which hurts alot. Valaha: Have your stats in the range of 40-48. Now use Auron just to attack it. Tidus' Slice n Dice overdrive works nicely in this bout. Using Yuna for healing purposes is best. Varuna: Have stats near 160. Now have Tidus cast Hastega in the beginning of the whole battle. Now use Auron to attack at it physically. Have Yuna heal and summon. Now use Tidus for physical attacking purposes. Keep repeating this until you have it killed. Oh, and when you decide to summon, make sure it is the Magus Sisters or Anima which you summon, and then use their overdrives, or use Mindy's Passado. Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the same purposes. Vouivre: Have stats at 23. And just emulate the same strategy that I told you to follow the last time. Warrior Monk: Have stats close to 40. Just have Tidus and Auron attack him. Have Kimahri and Wakka do the same thing. Use Yuna for possible healing if you need to do so. Warrior Monk: Have stats near 40. Have Tidus and Auron attack it physically, then use Wakka and/or Kimahri to do the same exact thing. Use Yuna to heal the warriors that are fighting (your party). Wasp: Have stats between 23-28. Just strike it down with Wakka's mighty blitzball. Or have Lulu attack it with Ice magic. Water Flan: Have youe stats in the 30's. Now have your black mage, use Lightning magic against it. White Element: Have stats next to 26. Have Lulu cast Fire on it. Use Auron to attack it, that'll work really well. Worker: Have stats near 17-20. Use Lulu to perform a Thunder spell on it. Now, have Tidus or Kimahri attack it physically. Or you can also use their Overdrives. Wraith: Have stats near 50 for this particular fight. It will cast Doom on you if you do not manage to kill it before its turn. You can cure that with a Holy Water or a Remedy. Now use Auron to attack at it as much as he can with Haste on him. Tidus should help him in attacking, and Yuna to heal is best. Xiphos: Have your stats near 36. Now have Tidus there to attack it normally or with Quick Attacks if that is available to you. If he is quick enough use Auron to attack it as well. Yuna should summon Shiva to stand toe-to-toe with it in the agility category. YAT-97: Have stats around 42. Now use Lulu to use Fire/Water spells on it. Auron attacking it is also the way to go, and the best way to back up Lulu. Tidus casting any form of Haste in the beginning is also nice. YAT-99: Stats, have them in the range of 37-40. Now just use the same exact strategy to as with YAT-97 and that will kill it. Yellow Element: Have stats near 10-12. Just use Lulu to cast Water spells on it. YKT-11: Have stats about 42 or 45. Just use Lulu to cast Fire and/or Water spells to do damage. Also have Yuna summon Bahamut. Auron to attack will also work. YKT-63: Have stats about 37-40. Now use the same strategy as with the YKT-11. Yowie: Have the stats of your characters about 36. Just attack it with Tidus about once or maybe even twice to be able to kill it. Auron might be fast enough to hit it at this point in the game. Zaurus: Have stats about 99-102. Have Tidus attack it many times, along with Auron doing the same. Yuna healing the two of them would be best. Also have her cast protective magic on them. Wearing an armor bearing protection over petrification is a wise decision. Zu: Have status around 32. First use Tidus to attack it until your other characters arrive to assist you. When Auron comes use him to attack also. But when Lulu arrives use her strictly to cast Thunder spells. Eventually you'll be able to take it. Zu: Have stats closer to 44. Have Yuna summon any aeon of your choosing, Bahamut is recommended. If you bring him in, either use his Mega Flare, or if not, use tons of Impulses. Another monstrous task behind me, whew! =============================================================================== <-----------------------------------------------------------------------------> 31.0. CELESTIAL WEAPONS #SG2C <-----------------------------------------------------------------------------> =============================================================================== 1. Cloudy/Celestial Mirror: This is your first step you must make towards your progression in obtaining the ultimate, celestial weapons. First, what you must do is finish training chocobos in Calm Lands, then, ride a chocobo to the far Southeast area of Calm Lands (where you entered for the first time). Now, once you find the yellow choco feather on the ground, press 'X' button by it, doing so will have the chocobo you are riding fly on down to the area below. Then, leave the chocobo there, then go through the path and you're in the vicinity of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)? Now, go over to the right side of the temple and "speak" with the chocobo that is standing there. After you're acclimated with the rules, start the race! Your main desideratum here is to make it to the center of this gigantic area before champ chocobo is there. You don't have to worry about poles or getting any treasure chests for now, all you must concern yourself with is getting there ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from the entrance in the Calm Lands. Then, go over to the place where you find a man who has been seperated from the rest of his family. Now, you go back to the place where there is a women and a younger child, talk to them and they mention something about losing their father/husband. Proceeding that, go on over to where you had just finished talking to man and inform him that his wife and son are waiting for him. They're then reunited, *but*, they have now lost their son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway here and when you find a little boy off to the side of this path, talk with him. He goes back to the family and you now have access to the glowing orb there which transubstantiates Cloudy Mirror into Celestial Mirror which allows you to get ultimate weapons. This is how to enhance the weapons as well. Good, now you have the mirror, and you're able to unlock the ultimate weapons. 2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by going back to where you have fought Yunalesca (if you hadn't gotten it then), and opening a treasure chest there to get it, easy enough, right? Now, for tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands and speak with the Chocobo Trainer. You now have to race her and get *better* score than 00:00! After, you get the Sun Sigil which you take to shining orb in Macalania Woods to enhance it fully. Good luck completing it before you're 100! Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec. Then, go to back left of the Calm Lands, then activate plate on the wall. This is going to acquire you your probably first celestial weapon, the Caladbolg. Note: The higher Tidus' HP goes, the more damage Caladbolg does until 99999. - Abilities: Break Damage Limit, Magic Counter, Evade&Counter, Triple Overdrive 3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to obtain, so relax.:) First, go back to Besaid Island (if you have not already done this), and swim off of the beach. Now, go onto small patch of land with a treasure chest on it in the back. After this, head back to save sphere and then teleport back to airship and then go back to the Calm Lands. Now, follow the same route to Remiem Temple, but this time, you are to go inside of it. Go and fight all of the aeons Belgemine has (you've to get all of them as well). She will then give up the Moon Sigil. Obtain the actual weapon by capturing one of every Calm Lands fiend then returning them to the Monster Arena owner. He will then give a treasure chest to open. Open it, the you get it! Note: The higher Yuna's MP goes, the more damage Nirvana does until 99999. - Abilities: Triple Overdrive, One MP Cost, Break Damage Limit, Double AP 4. Auron -> Masamune: This one is not hard at all, all it is is time consuming. The first thing to get is this weapon's crest which is the Mars Crest. You will be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad. It's in a treasure chest there. Next, comes the real testing part of this, it is where you have to acquire the Mars Sigil. How to do it is capture ten fiends of ten species which are all in ten seperate areas of Spira. Then, go on back to Monster Arena owner and speak with him. You then get it right there. Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge area in the Calm Lands (top right corner). And then, go on over to the Mushroom Rock Road area and go up the water lifting platform. Now, go to the statue of the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on the wall back here. You then will acquire the Masamune weapon for Auron. Note: The lower Auron's HP goes, the more damage Masamune does until 99999. Abilities: Break Damage Limit, Counter-Attack, First Strike, Triple Overdrive 5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time- consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you haven't done so already), and go to pillars section after beating Flux's ass. Then, look for a treasure chest there and open it to receive the Saturn Crest. Saturn Sigil is annoying, however. You must collect all blue butterflies without touching any reds. This is in Macalania Woods. Obtain the actual weapon by now flying back over to the Thunder Plains, and activate three Qactuar Stones (Square Button). This will initiate sequences in which you see a little ghost Qactuar running around Southern area of the region. Follow it to an old broken down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri. Note: The higher Kiamahri's HP goes, the more damage SprLan. does until 99999. - Abilities: Triple Overdrive, Break Damage Limit, Evade & Counter, Double AP 6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and this is mainly due to hours and hours of... dare I say it?... blitzball... But, for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium and then enter the locker room of the Besaid Aurochs. Open one of the farther back lockers to obtain its crest. The next one is a real hassle, which is the Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and orignal Elemental Reels), the Jupiter Crest is available as a prize in either Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning a good five games of blitzball, then, head on over to Luca, Square. Once there, enter inside of the Cafe and talk to bartender, and if you've met the blitzball quota, he gives you the weapon as a reward for your skills. Congrats! Note: The higher Wakka's HP goes, the more damage World Champ does until 99999. - Abilities: Double AP, Evade & Counter, Triple Overdrive, Break Damage Limit 7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is sorta time eating, but at the same time, it is also quite fun and enjoyable. First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira. It will be located in one of the sand dunes there, not hard at all to find that one at all. Now, to acquire the Mercury Sigil, it requires just a bit more work and detective skills. You must find Cactuar stone by the sandstorm area and activate it. It gives clues to where you can find each next Cactuar. Find them all and then go back there. Sandstorm is then over, so, go into that area and look for one of the treasure chests there, it contains the sigil (and please refer to the Cactuar Village section for complete list of where to find and locate all of the Cactuars). Obtain the actual weapon by entering password GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road. Go there, and then in the very back of here, you open the chest which has it. Note: The higher Rikku's HP goes, the more damage Godhand does until 99999. 8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be obtained before schooling the game's enemies. The first thing to do is, of course, to acquire the Venus Crest to the weapon. We can locate it at the Farplane area back at the Guado village of Guadosalam. Then, for the immensely testing of your mental stability job of getting the Venus Crest. We do this by going over to the Thunder Plains and then finding the right spot to dodge lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200 lightning bolts!!! After that, go back to the front of the Travel Agency and collect your prize in the treasure chest there. Note: The higher Lulu's MP goes, the more damage Onion Knight does until 99999. - Abilities: Triple Overdrive, Break Damage Limit, Magic Booster, One MP Cost =============================================================================== <-----------------------------------------------------------------------------> 32.0. BLITZBALL #SH3B <-----------------------------------------------------------------------------> =============================================================================== Blitzball is a minigame that you can compete in by just about any save point it basically is football and soccer underwater... But in this section I shall tell you the techs you can learn and the people and teams in the game. I am going to strive to make this *the* most complete guide to blitzball ever, because I seem to be one of the few who love blitzball.:) ------------------------------------------------------------------------------- 32.1. Basics & Stats #SH3B1 ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-= INTRODUCTION TO STATS =-=-=-=-=-=-=-=-=-=-= Stats in the game of blitzball are used alot like the way they are used in the game FFX, or many other RPG's for that matter. They help decide whether an event will take place in the game and are literally what the entire game of blitzball revolves around. Ex.: If your SH stat is 30 and the goalies CA stat is 23 and your SH remains that until it gets there, chances are the shot will score, but sometimes not depending on the random factor. INFO ON STATS: - HP: This is short for of course the same thing as it is in the normal game, which is Hit Points. This is what you use to determine if you can use a certain action. Each and every single action will use HP, and if you do not have the appropriate HP to use an action, you simply don't do it. HP is even consumed when carrying the ball and moving. HP *can* be gained back while moving around freely while *not* carrying the ball, there might be more ways but I am not aware of any at the moment. - Lvl: This is basically what determines how good and effectively your stats are and will be. Everything you act in in a game gains you more EXP which after gaining enough levels you up again. - EXP: This is simply what you gain for doing stuff like passing and shooting in a blitzing game and is what gains you more lvl's. - SH: This is short for Shooting or I usually call it 'shot.' This statistic is ultimately what determines just how fast, and how strongly the ball will head towards the opposing teams' goal. Obviously the more SH you have the better your odds and chances of scoring the goal are. Once the shot has left the shooter the shot stat slowly decreases by 1 every second it is heading for the opposite goal. This stat goes against the CA of the goalie. It may also be lowered if during an encounter a player on the opposite team BL goes against it. - PA: This is short for the passing attribute aspect of blitzball FYI. PA is the stat that makes the decision of how far the ball will go when you try to pass it to another, and just at what speed it will go at. Alot like SH in that reguards. This stat goes against the opposing players' BL stat also like SH. If it makes it to the other player successfully that means it had final stat of above 0, if the player drops it that means it decreased to 0. - CA: This is your catching attribute which also is one of the most very important stats of all them. This is only eloquent for goalies for stopping the SH of the opposing player from going in and scoring on the team. If the keeper's CA stat is higher than the shooter's SH by the time the ball finally arrives at the goal he (or she) will more than likely stop the ball from making it, that is if randomness does not take over the games decision to let the ball score instead. - BL: This stat is evidently the abbreviation for blocking stat which is very important for holding the team with the ball at bay when in an encounter. This is the most relevant to blocking both SH and PA to make it easier on the goalie and to make it harder to get the ball to a receiver. The higher the BL stat, the more chances of successfully stopping the ball. Another info is if BL is higher than PA or SH you may be able to catch the ball. The more players blocking the better your chances. - AT: This is short for the attacking stat, I also call it tackle. This is mainly used during encounters. It is used to try and steal the ball from the currently offensive team. Its opposing stat is EN. If AT is larger than EN than more often than not, the ball will change hands. - SP: This also is probably your most used stat. It is shortened version of Speed. This is the measure of how fast a particular character can move around both when they're carrying the ball somewhere, or when moving about freely. - EN: This is short for endurance is the measure of the damage count that any player that is currently carrying the ball can endure from any other opposing player during an encounter. The endurance of a character subtracts after each hit he/she sustains. This is the stat that is the very exact opposite of the AT (attack) stat. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INFO ON ENCOUNTERS AND BREAKTHROUGHS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. Encounters ------------- While swimming around in the sphere pool (covered later herein), and you are drawing closer to another player(s) you can partake in what is called an encounter where you face off with players from the other team in order to go any further, or to block passage from proceeding any further on towards the other team's goal and probable scoring. While you are in the encounter you have two choices each of which can prove crucial to winning the blitzball game. These two choices are "No Break," or there is "Break to [player's name]." The further down you go on players to break through you must let that person attack you, as well as the rest of the names above that selected character. If you choose to pick No Break though you try to get the ball through them without letting any attack you and I only recommend this if you have a much higher SH or PA attribute than the other players' BL stat. 2. Breakthroughs ---------------- Heres a little bit more of a detailed, in-depth coverage for the 2nd option of an encounter; "Break to [player's name]." The biggest difference here will be that I will be listing what happens before, during, and after you either fail or succeed in breakthrough-ing. And obviously with the larger amount of players involved in the original encounter the more challenging the breakthrough will be bacause of the fact there are more "Break to [???]" choices and if you cannot get through 'em all you will have to rely on a little luck in getting the pass across or the shot to go in. So some good info regarding these breakthroughs - The most opposing players there can be is 5 (everyone except goalie). - I don't suggest breaking to more than 3 or 4 players at one time. - When breaking to many players at one time (3-5) opposing players at a time that your EN be higher than all of there AT stats combined. - The random factor (covered later) is in effect here as well. Now heres some pro info that I have deciphered: - The amount of endurance reduced by ATer's attack is anywhere in between the points of 150%-50% of his/her own AT stat. ie. AT = 18. Maximum damage done is 27 and minimum is 9. Both of these are very rare, normally it will do either exactly or about 3 away from their AT. That is it for breakthroughs and encounters. =-=-=-=-=-=-=-=-=-= INFO ON SPHERE POOL =-=-=-=-=-=-=-=-=-= There isn't really that much to say about the Sphere Pool, but... Sphere Pool is where your team face off against another team in a sphere shaped machine (I think) filled up with water. In here there are two goals at each side of the pool and generally triangular in shape. The game is played alot like football and soccer combined but of course, under water. While playing also there is a map on the screen displaying current locations of every player on the screen. ->Color Key To Blitz Map<- Red = Opposing team's players Green = Your team's players Black = Asleep That is all I have as of yet about color key. =-=-=-=-=-=-=-=-=-=-= INFO ON RANDOM FACTOR =-=-=-=-=-=-=-=-=-=-= This is very easy and simple to explain but I do not know all the mathematics of it yet, but you can bet I will update this after I have tinkered with it some more. But I will just provide the basics for now... Basically the Random Effect is just an extra factor in determining whether or not a certain action will take place or not. The concept is even when an opposed stat is greater than another, the lesser stat will win. Heres an example: Goal Keeper's CA is 30 Shooter's SH is 20 - Now let's say that the shot made it to the goal still at 20. Not what you'd think to happen is that the goalie prevents the ball from scoring, but, to your dismay, the shot makes it in! This is due to the random effect. - I will be testing mathematics for this and posting it later on when I'm 100% sure of it. ------------------------------------------------------------------------------- 32.2. The Teams #SH3B2 ------------------------------------------------------------------------------- I think it'll be nice to provide bios for all the teams you'll be playing as (just 1) and the teams you'll be playing against in this game, so here you have it... Besaid Aurochs: This is the home team for, yep, the name says it all, Besaid. Their long time rivals are the Luca Goers. They have not won a single game in 20+ years! They have made it to the finals this year though after defeating the Al Bhed Psyches. Wakka is their captain and coach, and their new star player is Tidus after he has washed up on Besaid beaches after Sin attacked and destroyed his home of Zanarkand. Luca Goers: This is the team for the second largest city in the world of Spira which is Luca. They are the most liked and beloved team in Spira, also. Number 1 rivals of the Besaid Aurochs lead by Wakka. They have won every tournament for the last 20+ years. Al Bhed Psyches: This is the team for the Al Bhed people so I would suppose that they are the home team for Home. They really have no rivalries other than Wakka himself because he despises Al Bhed (for now, at least). They stole Yuna in order to have the Aurochs throw the game so they could advance, but she got saved and the Aurochs relished in their first victory in a long time. Kilika Beasts: This is the home playing team for the village/town of Kilika which was recently attacked by Sin. They are playing this year to bring hope back to Kilika by winning the trophe this year. They have no rivals or anything like that. Guado Glories: This is the home team for the rather small village of Guadosalam. They have no rivals at all. Their team is composed of many agile players as well. Ronso Fangs: This is the home team for the Ronso race, so apparently I guess they just play for the honor of the Mt. Gagazet. They are not really rivals with any other teams. There team isn't really fast at all, but they are pretty much heavy hitters, and some are even ok shooters. Characters are originally... ---------------------------------------------------------------------------- | Aurochs- Tidus, Datto, Botta, Letty, Keepa, Jassu | ---------------------------------------------------------------------------- | Goers- Bickson, Doram, Abus, Raudy, Balgerda, Graav | ---------------------------------------------------------------------------- | Glories- Giera, Pah, Noy, Navara, Auda, Zazi | ---------------------------------------------------------------------------- | Psyches- Berrik, Lakkam, Judda, Eigaar, Blappa, Nimrook | ---------------------------------------------------------------------------- | Beasts- Vuroja, Larbeight, Isken, Deim, Nizarut, Kulukan | ---------------------------------------------------------------------------- | Fangs- Basik, Argai, Gazna, Zamzi, Nuvy, Irga | ---------------------------------------------------------------------------- Now that you know a little about the teams in blitzball, let's move on to more of this blitz guide. ------------------------------------------------------------------------------- 32.3. General Controlling #SH3B3 ------------------------------------------------------------------------------- Here is just info on all of the different defensive and offensive modes of blitzball, and a little piece on moving around. NOTE: - When on offense press Triangle to open control menu. - When on defense press Triangle to open defense menu. 3. Offensive Modes ------------------ - Manual A: In this control mode you can control your player that is currently in possession of the ball. This will let you move your player according to the map in the corner of the screen. - Manual B: In this control mode you can control your player that is currently in possession of the ball. This will let you move your player according to the the direction of the other goal. - Auto: In this control mode you don't really control like the name "control mode" implies. Here the game or commonly called cpu moves you in the direction you need to go. 2. Defensive Forms ------------------ - Normal: This is the original formation that your team is set as when you first begin playing the game of blitzball, in which the players on your team remain in their regular spots. They won't pursue the opposing team too far but a little while. - Right Side: Your whole team will mainly stick to covering the extreme right side of the sphere pool. - Left Side: Your whole team will mainly stick to covering the extreme left side of the sphere pool. - Double Sides: Your whole team will protect both sides of the sphere pool as a mix of both Right and Left sides. - Mark Mode: In this mode your players will follow marked opponents. - Flat Line: You will only have an offensive team and no real defense as they will form a line and move towards the goal. - Center Attack: The player you have assigned to MF possition on your team will move forward and becomes some what of a Center Forward sorta like the RF and a LF. - Counter: You will have only a defensive team and no real offense as they will work more towards holding opposing offense. 3. Performing Actions --------------------- This one is simple. Simply when you are on offensive and anywhere you can open the actions menu. Here you can choose to shoot, pass, or continue to dribble. Here is a representation of what you can do for each choice: - If you choose the shoot option you can use any special shooting abilities you may have, or, if you don't have any it will automatically use a normal shot. - If you choose the pass option you can use any special passing abilities you may have, or, if you don't have any it will automatically use a normal pass. - If you choose the dribble option it will instantly let you just keep swimming down the sphere pool. You can access this menu by pressing triangle on offense and while not in an encounter. ------------------------------------------------------------------------------- 32.4. Techniques 101 #SH3B4 ------------------------------------------------------------------------------- =-=-=-=-=-=-= INFO ON TECHS =-=-=-=-=-=-= First I will tell you what techs are. They are abilities (like in a real RPG) that you can learn and perform to help you in the game of blitzball. There are many different ones that have many different uses and effects. I will list what they do and stuff later but for now in this section I will list how to equip, when to equip etc... Ready? Lets begin! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= INFO ON DISTRIBUTING AND EQUIPPING TECHNIQUES =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You assign techs that you have learned at the start of each game and another time during your halftime of the game. More info on learning and gaining techs later on in this very area.:) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INFO ON PUTTING TECHS INTO ACTION IN BLITZBALL =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- While you are playing a game against another team in blitz you will be able to use the techs you have learned and assigned to your team's players. You can do this by when the options are available, pressing Shoot, Pass, Tackle on offense or defense and then choosing which of the techs under that category you can use. You may only use these techs when and and only when you have the correct amount of HP to use them, otherwise you'll have to wait to use them. =-=-=-=-=-=-=-=-=-=-=-=-=-= INFO ON LEARNING TECHNIQUES =-=-=-=-=-=-=-=-=-=-=-=-=-= There are few methods of aquiring techs. The first of them is techcopying which I will get into greater depth into later in this section, basically in a nutshell it is copying techs from other players that have that technique and you assign your player to that player. The second of the methods is getting them as prizes in Tournaments and Leagues. =-=-=-=-=-=-=-=-=-=-=- INFO ON KEY TECHNIQUES =-=-=-=-=-=-=-=-=-=-=- There are techs in the game of blitzball called 'Key Techniques.' These are three techs that any character must obtain in order to gain more and...dare I say it...better techniques. Each character has slightly differnt Key techs that they must learn. =-=-=-=-=-=-=-=-=- INFO ON TECH SLOTS =-=-=-=-=-=-=-=-=- First off I will say that this section does not apply for players that are under level 3, because they haven't the ability to use techs and fill up their tech slots, now I go over tech slots in-detail: - Once on lv.3 player finally gains first tech slot. - Once on lv.7 player finally gains second tech slot. - Once on lv.12 player finally gains third tech slot. - Once on lv.20 player finally gains fourth tech slot. - Once on lv.30 player finally gains fifth tech slot. No player can have more than 5 tech slots. So after level 30 you won't be getting any more slots for *that* person, but with others if under lv.30. =-=-=-=-=-=-=-=-=- INFO ON TECH TYPES =-=-=-=-=-=-=-=-=- This will be more of another quickie sections of the blitzball area. Here, I'll describe to you the three different types of techniques, and the two other types of techniques, just so you will be better acquainted with them. - Automatic Techniques: These are techs that happen when you a particular need or circumstance for it is met. Say when you have a another character attacking you and you have an auto tech on, it unfolds at that moment. Or, when you have a certain percentage of a stat, or when there's a status on, like Anti-Wither. - Repeated Techniques: Techniques that are automatically done, but are not like the Automatic Techs. Say they improve a statistic or an attribute, such as say Golden Arm: it's on the whole match, and it automatically makes PA better. They don't don't eat HP when used, but instead they cost HP to equip... only. - Do-It-Yourself Techniques: These are techs that require two things only: the ability being learned, as well as the right amount of HP to execute it. What these are, are techs that you have to go to menu for and select them for their execution. They can range from anything that's listed in the bottom section. - Status-Inflicting Techniques: The techs that inflict status effects are just what they say. How they work is like a Do-It-Yourself technique. You choose from the menu by either pressing Square button, or, getting into an Encounter. There, you can choose from techniques that can inflict Sleep/Wither/Poison. - Physical Attack Techniques: These Physical Attack techniques, like Status- Inflicting techs, are just what their names imply. It's also a Do-It-Yourself type variation. You go to the menu by Square or you can get into an opposing encounter. Here, you can choose to pass or shoot, tackle, which are physical. ------------------------------------------------------------------------------- 32.5. Scouting #SH3B5 ------------------------------------------------------------------------------- This next part took me a *very* long time to get together as I went all 'round Spira pressing [Square] in front of everyone. The result of hard work is before you. Now I will describe you what Scout Levels are: scout levels are levels you gain by winning blitzball games and the higher you get, the more info on players you get when you press [Square] in front of them. Now here's the many different scout levels you can gain: - Scout Level 1: View What: Name, level, gil per game, team (maybe) When Obtained: Automatically - Scout Level 2: View What: Name, level, gil per game, team (maybe), stats When Obtained: After winning 10 games; Aurochs - Scout Level 3: View What: Name, level, gil per game, team (maybe), stats, tech slots, techs When Obtained: After winning 20 games; Aurochs - Scout Level 4: View What: Name, level, gil per game, team (maybe), stats, tech slots, techs, Key Techs, all techs Obtained When: After winning 30 games; Aurochs ------------------------------------------------------------------------------- 32.6. Status Ailments #SH3B6 ------------------------------------------------------------------------------- There are few status ailments in the game of blitzball, unlike the real game which has many. Here is a fully complete run-down of all status abnormalities in blitzball. - Nap: The player that this has been put onto cannot perform or carry out any actions while under Nap. The ways to get out of this status are 3 ways which are: if the one of the teams scores a goal, if you pass to the player sleeping and it hits them, and once you get past first halftime. - Wither: While under this status imperfection, the player that is affected players' stat(s) are cut in half for a period. The ways to get out of this status are 2 ways which are: again, like with Nap, if halftime happens, or when a certain time elapses. - Poison: The HP dropping rate of the player affected is doubled when that player has possession of the ball. HP does *not* rise under this effect when not carrying the ball either. If Pile Venom is used, then player loses the ability to pass, shoot, and also tackle. ------------------------------------------------------------------------------- 32.7. Player Positions #SH3B7 ------------------------------------------------------------------------------- Now in this part of blitz informator I am going to list info on every position you can have a player assigned to for maximum blitzing. - #1 Left Forward This is the player that you assign to the extreme left of the opposition's goal. This player's main 'goal' is to, well... score a goal. They really are useful if you know which players are good to great to fill that position properly. For this position it is best to have a player with high shooting, endurance, and speed is another important stat to have high for this spot. SinirothX's LF: Tidus - #2 Right Forward This is the player that you assign to the extreme right of the opposition's goal. This player's main 'goal' is to, well... score a goal. They really are useful if you know which players are good to great to fill that position properly. For this position it is best to have a player with high shooting, endurance, and speed is another important stat to have high for this spot. SinirothX's RF: Brother - #3 Midfielder This is the player that will receive the ball first every beginning of the game or beginning of a halftime. Their primary objective is to lure opposing teams defensive players of the forwards and then pass it off to forwards, that is the best way to utilize this position. There are two attributes that you really should try to get good with for this spot; passing and endurance. SinirothX's MF: Vuroja - #4 Left Defense Here is a super important position, because they try and make life better and easier for the goal keeper. They come into play when opposing team gets past everyone else and they are your team's last defense before getting to goal. The stats to have high for them are BL, EN, and SP. SinirothX's LD: Wedge - #5 Right Defense Here is a super important position, because they try and make life better and easier for the goal keeper. They come into play when opposing team gets past everyone else and they are your team's last defense before getting to goal. The stats to have high for them are BL, EN, and SP. SinirothX's RD: Ropp - #6 Goal Keeper (goalie) The final and *most* important position is of course the goal keeper. They are what prevents (or try to prevent) the other team from scoring goal(s) and potentially triumphing over your team and making you cry a like a schoolgirl. The only important stats for them are CA. No use for BL really. SinirothX's GK: Nimrook That is it for positions. ------------------------------------------------------------------------------- 32.8. Locating Team Players #SH3B8 ------------------------------------------------------------------------------- Tidus: Uh... duh! Datto: Aurochs Locker Room - Luca Stadium Letty: Aurochs Locker Room - Luca Stadium Jassu: Aurochs Locker Room - Luca Stadium Botta: Aurochs Locker Room - Luca Stadium Keepa: Aurochs Locker Room - Luca Stadium Bickson: Dock 3 - Luca Harbor Abus: Aurochs Locker Room - Luca Stadium Graav: Aurochs Locker Room - Luca Stadium Doram: Aurochs Locker Room - Luca Stadium Balgerda: Aurochs Locker Room - Luca Stadium Raudy: Aurochs Locker Room - Luca Stadium Larbeight: Docks - Kilika Port Isken: House - Kilika Port Vuroja: Docks - Kilika Port Kulukan: Tavern - Kilika Port Deim: Great Hall - Kilika Temple Nizarut: Great Hall - Kilika Temple Eigaar: Corridor - Airship Blappa: Corridor - Airship Berrik: Corridor - Airship Judda: Corridor - Airship Lakkam: Corridor - Airship Nimrook: Corridor - Airship Basik: Dock 4 - Luca Harbor Argai: Corridor - Airship Gazna: Corridor - Airship Nuvy: Corridor - Airship Irga: Corridor - Airship Zamzi: Corridor - Airship Giera: Guadosalam Zazi: House - Guadosalam Navara: Guadosalam Auda: Guadosalam Pah: House - Guadosalam Noy: Inn - Guadosalam ------------------------------------------------------------------------------- 32.9. Locating Free Agents #SH3B9 ------------------------------------------------------------------------------- Brother: Bridge - Airship Wakka: Bridge - Airship Zalitz: Sphere Theatre - Luca Wedge: Main Gate - Luca Stadium Kyou: Djose Temple ShaamiL Bridge - Luca Harbor Kiyuri: Deck - SS Winno Tatts: Docks - Kilika Port Jumal: Square - Seaport, Luca Shuu: Cafe - Seaport, Luca Durren: Gorge Bottom - Calm Lands Zev: Dock 5 - Luca Harbor Svanda: Calm Lands (Chocobo Trainer, BTW) Miyu: North Wharf - Moonflow Naida: Shop - Calm Lands Central Nedus: Dock 1 - Luca Harbor Mifurey: Travel Agency - Thunder Plains Rin: Corridor - Airship Biggs: Main Gate - Luca Stadium Vilucha: House - Besaid Yuma: House - Guadosalam Mep: Kilika Temple Ropp: Travel Agency - Mi'ihen Highroad Linna: Macalania Temple ------------------------------------------------------------------------------- 32.10. Special Tech Info #SH3B10 ------------------------------------------------------------------------------- This calls for complete alphabetical listing of techs and effects!!! - 1. Anti-Drain - Description: Doesn't allow drainage of HP HP Cost: 10 Chances: 50% Gain: Techcopy - 2. Anti-Drain 2 - Description: Doesn't allow drainage of HP HP Cost: 50 Chances: 100% Gain: Techcopy - 3. Anti-Nap - Description: Prevents sleep from occuring HP Cost: 40 Chances: 50% Gain: Techcopy - 4. Anti-Nap 2 - Description: Prevents sleep from occuring HP Cost: 210 Chances: 100% Gain: Techcopy - 5. Anti-Venom - Description: Prevents Poison from occuring HP Cost: 5 Chances: 50% Gain: Techcopy - 6. Anti-Venom 2 - Description: Prevents Poison from occuring HP Cost: 50 Chances: 100% Gain: Techcopy - 7. Anti-Wither - Description: Doesn't allow Wither stat halving HP Cost: 30 Chances: 50% Gain: Techcopy - 8. Anti-Wither 2 - Description: Doesn't allow Wither stat halving HP Cost: 200 Chances: 100% Gain: Techcopy - 9. Aurochs Spirit - Description: Take *original* starting SH stat of entire Besaid Aurochs' and add to Wakka's current SH; SH+10 HP Cost: 600 Chances: N/A Gain: Winning Tournies if Wakka has all Key Techs only - 10. Brawler - Description: Get into encounters from a greater distance HP Cost: 10 Chances: 60% Gain: Winning Leagues or Tournies - 11. Drain Tackle - Description: Absorb opposition's HP; note that your HP *must* be over 30 HP; AT+0 Absorbed HP: 30 Chances: 40% Gain: Techcopy - 12. Drain Tackle 2 - Description: Absorb opposition's HP; note that your HP *must* be over 150 HP; AT+0 Absorbed HP: 150 Chances: 70% Gain: Techcopy - 13. Drain Tackle 3 - Description: Absorb opposition's HP; note that your HP *must* be over 500 HP; AT+0 Absorbed HP: 500 Chances: 100% Gain: Techcopy - 14. Elite Defense - Description: Find player with the ball from greater distance away HP Cost: 5 (deducted before match or halftime) Chances: N/A Gain: Winning Leagues or Tournies - 15. Gamble - Description: Get new random stats after waking from Nap status. HP Cost: 300 Chances: 50% Gain: Winning Leagues or Tournies - 16. Golden Arm - Description: It will half HP reduction during a pass or shot HP Cost: 30 (deducted before match or halftime) Chances: N/A Gain: Winning Leagues or Tournies - 17. Good Morning! - Description: Stat powered more after waking up from Nap HP Cost: 180 Chances: 50% Gain: Winning Leagues or Tournies - 18. Grip Gloves - Description: Goal Keeper can catch the ball easier HP Cost: 30 Chances: N/A Gain: Techcopy - 19. Hi Risk - Description: Doubles EXP gained but at expense of all other stats being halved HP Cost: 300 (deducted before match or halftime) Chances: N/A Gain: Winning Leagues or Tournies - 20. Invisible Shot - Description: Ball turns invisible on path to goal; you can control with left analog; SH+3 HP Cost: 220 Chances: 60% Gain: Techcopy - 21. Jecht Shot - Description: Takes out 2 players in an encounter and shoots; SH+5 HP Cost: 120 Chances: N/A Gain: By completing the 'Jecht Shot Challenge' aboard the SS Winno - 22. Jecht Shot 2 - Description: Takes out 3 players in an encounter and shoots; adds invisible shot; SH+10 HP Cost: 999 Chances: N/A Gain: After gaining all 3 Key Techs with Tidus, it will become available in Tournies (you might need Jecht Shot, I'll get back on that) - 23. Nap Pass - Description: Passes and puts opposing player(s) to sleep; PA+3 HP Cost: 40 Chances: 30% Gain: Techcopy - 24. Nap Pass 2 - Description: Passes and puts opposing player(s) to sleep; PA+5 HP Cost: 200 Chances: 70% Gain: Techcopy - 25. Nap Pass 3 - Description: Passes and puts opposing player(s) to sleep; PA+7 HP Cost: 510 Chances: 100% Gain: techcopy - 26. Nap Shot - Description: Shoots and puts Nap on goalie; SH+3 HP Cost: 45 Chances: 40% Gain: Techcopy - 27. Nap Shot 2 - Description: Shoots and puts Nap on goalie; SH+5 HP Cost: 80 Chances: 70% Gain: Techcopy - 28. Nap Shot 3 - Description: Shoots and puts Nap on goalie; SH+7 HP Cost: 350 Chances: 100% Gain: Techcopy - 29. Nap Tackle - Description: Attacks and puts player attacked on Nap; AT+3 HP Cost: 40 Chances: 40% (if player's HP is 0 after initial tackle) Gain: Techcopy - 30. Nap Tackle 2 - Description: Attacks and puts player attacked on Nap; AT+5 HP Cost: 90 Chances: 70% (if player's HP is 0 after initial tackle) Gain: Techcopy - 31. Nap Tackle 3 Description: Attacks and puts player attacked on Nap; AT+7 HP Cost: 180 Chances: 100% (if player's HP is 0 after initial tackle) Gain: Techcopy - 32. Pile Venom - Description: Poison effect cummulates HP Cost: 30 (deducted before match or halftime) Chances: N/A Gain: Winning Leagues or Tournies - 33. Pile Wither - Description: Stat-halving effect cummulates HP Cost: 70 (deducted before match or halftime) Chances: N/A Gain: Winning Leagues or Tournies - 34. Regen - Description: Accelerates HP regeneration when not in possesion of the ball. HP Cost: 50 (deducted before match or halftime) Chances: N/A Gain: Winning Leagues or Tournies - 35. Sphere Shot - Description: Adds a random number to SH; SH+3; press X to stop 'slots' HP Cost: 90 Chances: N/A Gain: Tidus has it automatically, the rest must Techcopy - 36. Spin Ball - Description: Puts spin on ball on way to goal making it harder to block HP Cost: 30 Chances: N/A Gain: Techcopy - 37. Super Goalie - Description: Adds a random number to CA; press X to stop 'slots' HP Cost: 30 Chances: 60% Gain: Techcopy - 38. Tackle Slip - Description: Dodge out of the way out of tackles (possible disorientation) HP Cost: 40 Chances: 40% Gain: Techcopy - 39. Tackle Slip 2 - Description: Dodge out of the way out of tackles (possible disorientation) HP Cost: 170 Chances: 80% Gain: Techcopy - 40. Tech Find - Description: You can choose a free slot in ability list and press X to be able to techcopy it HP Cost: N/A Chances: N/A Gain: Winning Leagues or Tournies - 41. Venom Pass - Description: Passes and Poisons player(s); PA+3 HP Cost: 40 Chances: 30% Gain: Techcopy - 42. Venom Pass 2 - Description: Passes and Poisons player(s); PA+5 HP Cost: 120 Chances: 60% Gain: Techcopy - 43. Venom Pass 3 - Description: Passes and Poisons player(s); PA+7 HP Cost: 250 Chances: 100% Gain: Techcopy - 44. Venom Shot - Description: Shoots and Poisons goalie; SH+3 HP Cost: 20 Chances: 40% Gain: Techcopy - 45. Venom Shot 2 - Description: Shoots and Poisons goalie; SH+5 HP Cost: 35 Chances: 70% Gain: Techcopy - 46. Venom Shot 3 - Description: Shoots and Poisons goalie; SH+7 HP Cost: 100 Chances: 100% Gain: Techcopy - 47. Venom Tackle - Description: Attacks and Poisons player; AT+3 HP Cost: 30 Chances: 40% Gain: Techcopy - 48. Venom Tackle 2 - Description: Attacks and Poisons player; AT+5 HP Cost: 70 Chances: 70% Gain: Techcopy - 49. Venom Tackle 3 - Description: Attacks and Poisons player; AT+7 HP Cost: 160 Chances: 100% Gain: Techcopy - 50. Volley Shot - Description: Intercept loose balls and shoot them with blockage HP Cost: 10 Chances: 50% Gain: Techcopy - 51. Volley Shot 2 - Description: Intercept loose balls and shoot them with blockage HP Cost: 40 Chances: 75% Gain: Techcopy - 52. Volley Shot 3 - Description: Intercept loose balls and shoot them with blockage HP Cost: 250 Chances: 100% Gain: Techcopy - 53. Wither Pass - Description: Pass and halve player(s)' AT, BL, EN attributes; PA+3 HP Cost: 40 Chances: 30% Gain: Techcopy - 54. Wither Pass 2 - Description: Pass and halve player(s)' AT, BL, EN attributes; PA+5 HP Cost: 180 Chances: 60% Gain: Techcopy - 55. Wither Pass 3 - Description: Pass and halve player(s)' AT, BL, EN attributes; PA+7 HP Cost: 440 Chances: 100% Gain: Techcopy - 56. Wither Shot - Description: Shoot and halve goalie's CA, BL attributes; SH+3 HP Cost: 30 Chances: 40% Gain: Techcopy - 57. Wither Shot 2 - Description: Shoot and halve goalie's CA, BL attributes; SH+5 HP Cost: 180 Chances: 70% Gain: Techcopy - 58. Wither Shot 3 - Description: Shoot and halve goalie's CA, BL attributes; SH+7 HP Cost: 390 Chances: 100% Gain: Techcopy - 59. Wither Tackle - Description: Attack and halve player's SH, EN, PA; AT+3 HP Cost: 8 Chances: 40% Gain: Techcopy - 60. Wither Tackle 2 - Description: Attack and halve player's SH, EN, PA; AT+5 HP Cost: 80 Chances: 70% Gain: Techcopy - 61. Wither Tackle 3 - Description: Attack and halve player's SH, EN, PA; AT+7 HP Cost: 250 Chances: 100% Gain: Techcopy Here's a shortened easier version of all this if you'd like NAME DESCRIPTION CHANCES HOW TO OBTAIN HP Anti Drain Stop Drain's effect 50% Techcopy or games 10 Anti Drain 2 Stop Drain's effect 100% Techcopy or games 50 Anti Nap Stops Sleep 50% Techcopy or games 40 Anti Nap 2 Stops Sleep 100% Techcopy or games 210 Anti Venom Stops Poison 50% Techcopy or games 5 Anti Venom 2 Stops Poison 100% Techcopy or games 50 Anti Wither Stops Wither 50% Techcopy or games 30 Anti Wither 2 Stops Wither 100% Techcopy or games 200 Aurochs Spirit Adds SH+10 to Wakka 100% Techcopy or games 600 Brawler Encounter from farther 60% Techcopy or games 10 Drain Tackle Absorb 30 HP 40% Techcopy or games None Drain Tackle 2 Absorb 150 HP 70% Techcopy or games None Drain Tackle 3 Absorb 500 HP 100% Techcopy or games None Elite Defense Find ball carrier farther 100% Techcopy or games 5 Gamble Random stats afetr waking 50% Techcopy or games 300 Golden Arm Speeds up shots & passes 100% Techcopy or games 30 Good Morning! Powers player after waking 50% Techcopy or games 80 Tech Find Ulocks alomost all slots 100% Techcopy or games Prize Grip Gloves Goalie has better control 100% Techcopy or games 30 Hi-Risk 1/2 stats for double EXP 100% Techcopy or games 300 Ivisible Shot Ball shoots invisibly 60% Techcopy or games 220 Jecht Shot Knock away 2, then shoots 100% On the SS Winno 120 Jecht Shot 2 Knock away 3, invisible 100% Prize, after 3 Key 999 Techs with Tidus Nap Pass Puts player to sleep, pass 30% Techcopy or games 40 Nap Pass 2 Puts player to sleep, pass 60% Techcopy or games 200 Nap Pass 3 Puts player to sleep, pass 100% Techcopy or games 510 Nap Shot Puts player to sleep, shoot 40% Techcopy or games 45 Nap Shot 2 Puts player to sleep, shoot 70% Techcopy or games 80 Nap Shot 3 Puts player to sleep, shoot 100% Techcopy or games 350 Nap Tackle Puts player to sleep, tackle 100% Techcopy or games 40 Nap Tackle 2 Puts player to sleep, tackle 100% Techcopy or games 90 Nap Tackle 3 Puts player to sleep, tackle 100% Techcopy or games 180 Pile Wither Stop stat minimziing moves 100% Techcopy or games 70 Pile Venom Stop Poisoning 100% Techcopy or games 30 Regen Sped up HP recovery, no ball 100% Techcopy or games 50 Spin Ball Spins the ball when shot 100% Techcopy or games 30 Sphere Shot Random shot increase, shoot 100% Techcopy or games, 90 Tidus auto Super Goalie Adds random catch to goalie 60% Techcopy or games 30 Tackle Slip Evade an oncoming tackle 40% Techcopy or games 40 Tackle Slip 2 Evade an oncoming tackle 80% Techcopy or games 170 Venom Pass Pass with Poison 30% Techcopy or games 40 Venom Pass 2 Pass with Poison 60% Techcopy or games 120 Venom Pass 3 Pass with Poison 100% Techcopy or games 250 Venom Shot Shoot with Posion 40% Techcopy or games 20 Venom Shot 2 Shoot with Posion 70% Techcopy or games 35 Venom Shot 3 Shoot with Posion 100% Techcopy or games 100 Venom Tackle Tackle with Poison 40% Techcopy or games 30 Venom Tackle 2 Tackle with Poison 70% Techcopy or games 70 Venom Tackle 3 Tackle with Poison 100% Techcopy or games 160 Volley Shot Shoot free-loose balls 50% Techcopy or games 10 Volley Shot 2 Shoot free-loose balls 75% Techcopy or games 40 Volley Shot 3 Shoot free-loose balls 100% Techcopy or games 250 Wither Pass Lowers target's AT, BL, EN, 30% Techcopy or games 40 and pass Wither Pass 2 Lowers target's AT, BL, EN, 60% Techcopy or games 180 and pass Wither Pass 3 Lowers target's AT, BL, EN, 100% Techcopy or games 4400 and pass Wither Shot Lowers the goalie's CA, BL, 40% Techcopy or games 30 and shoot Wither Shot 2 Lowers the goalie's CA, BL, 70% Techcopy or games 180 and shoot Wither Shot 3 Lowers the goalie's CA, BL, 100% Techcopy or games 390 and shoot Wither Tackle Lower target's SH, PA, EN, 40% Techcopy or games 8 and tackle Wither Tackle 2 Lower target's SH, PA, EN, 70% Techcopy or games 80 and tackle Wither Tackle 3 Lower target's SH, PA, EN, 100% Techcopy or games 250 and tackle ------------------------------------------------------------------------------- 32.11. Miscellaneous Techs #SH3B11 ------------------------------------------------------------------------------- - 1. Pass - Description: Pass ball off to teammate HP Cost: Depends on players' pass stat Chances: Depends on if PA runs out before reaching prescribed destination Gain: Automatically - 2. Shoot - Description: Shoot towards opposing teams' goal HP Cost: Depends on players' shoot stat Chances: Depends on if SH runs out before reaching prescribed destination Gain: Automatically - 3. Tackle - Description: Attack an opposition during an encounter HP Cost: Depends on players' attack stat Chances: Depends on if opposing player has Tackle Slip (2,3) and on oppoing players' EN Gain: Automatically ------------------------------------------------------------------------------- 32.12. Key Techniques #SH3B12 ------------------------------------------------------------------------------- - Tidus - Drain tackle Venom Tackle Anti-Venom 2 - Datto - Anti-Venom Wither Shot 2 Wither Shot - Letty - Nap Pass Venom Pass 3 Wither Tackle - Jassu - Wither Tackle Wither Tackle 2 Nap Tackle 2 - Botta - Nap Tackle Venom Pass 2 Venom Shot - Keepa - Super Goalie Anti-Wither Volley Shot - Bickson - Anti-Nap Wither Shot Nap Pass - Abus - Grip Gloves Venom Shot 3 Venom Tackle 2 - Graav - Drain Tackle 2 Venom Pass Tackle Slip - Doram - Nap Tackle Volley Shot Wither Tackle - Balgerda - Nap Tackle Anti-Wither Drain Tackle - Raudy - Gamble Grip Gloves Tackle Slip 2 - Larbeight - Anti-Nap Tackle Slip 2 Wither Shot - Vuroja - Wither Tackle Anti-Nap Nap Pass - Deim - Pile Wither Wither Pass Venom Tackle - Isken - Wither Tackle Wither Pass Wither Tackle 2 - Kulukan - Drain Tackle Nap Pass Venom Tackle 3 - Nizarut - Anti-Nap Venom Shot Anti-Wither - Nimrook - Venom Tackle 2 Venom Tackle Anti-Drain - Blappa - Drain Tackle Nap Shot Elite Defense - Eigaar - Spin Ball Volley Shot 3 Venom Tackle - Lakkam - Venom Tackle Nap Pass Tackle Slip - Berrik - Elite Defense Wither Tackle 2 Venom Tackle - Judda - Anti-Wither Anti-Nap Wither Tackle - Basik - Nap Shot Venom Tackle Invisible Shot - Argai - Wither Tackle Anti-Drain Venom Pass 2 - Gazna - Drain Tackle Volley Shot 2 Venom Pass - Nuvy - Venom Tackle Volley Shot Tackle Slip - Irga - Pile Wither Wither Tackle 3 Super Goalie - Zamzi - Spin Ball Invisible Shot Super Goalie - Noy - Anti-Nap Wither Pass 2 Elite Defense - Pah - Venom Tackle 2 Gamble Drain Tackle - Auda - Anti-Wither Anti-Venom Anti-Nap - Navara - Nap Tackle 2 Super Goalie Drain Tackle - Zazi - Wither Shot 2 Anti-Venom Anti-Venom 2 - Giera - Venom Shot Nap Shot Pile Venom - Kyou - Volley Shot Venom Pass Nap Tackle 2 - Zalitz - Tackle Slip Venom Pass Anti-Venom - Brother - Wither Tackle 2 Sphere Shot Nap Tackle - Shaami - Venom Pass 3 Wither Shot Withet Pass - Kiyuri - Sphere Shot Wither Shot Volley Shot 2 - Wedge - Wither Tackle Nap Tackle Anti-Venom 2 - Jumal - Spin Ball Tackle Slip 2 Tackle Slip - Tatts - Nap Tackle Venom Tackle Nap Tackle 2 - Zev - Pile Venom Anti-Wither Volley Shot - Svanda - Venom Tackle 2 Nap Shot Regen - Durren - Nap Pass Nap Pass 2 Anti-Nap - Shuu - Venom Tackle 2 Anti-Venom Pile Venom - Nedus - Volley Shot 2 Volley Shot Anti-Wither - Naida - Wither Shot Spin Ball Nap Tackle 2 - Miyu - Gamble Hi Risk Super Goalie - Wakka - Wither Shot Drain Tackle Tackle Slip - Vilucha - Anti-Venom 2 Tackle Slip Volley Shot - Biggs - Nap Tackle 2 Spin Ball Wither Shot - Mifurey - Nap Pass Wither Tackle Super Goalie - Rin - Venom Pass Anti-Venom Venom Tackle - Yuma - Nap Tackle 2 Venom Tackle Anti-Wither - Ropp - Anti-Venom 2 Venom Pass 3 Nap Tackle - Mep - Anti-Drain Drain Tackle Pile Venom - Linna - Drain Tackle Nap Tackle Nap Shot ------------------------------------------------------------------------------- 32.13. Starting Techniques #SH3B13 ------------------------------------------------------------------------------- Tidus - Sphere Shot, and he can get Jecht Shot if JSC is done on SS Liki. Keepa - [???] - He doesn't start with any / none Letty - Venom Pass Datto - Volley Shot, Nap Shot Jassu - [???] - He doesn't start with any / none Botta - Venom Tackle, Pile Venom Balgerda - Venom Pass 2, Drain Tackle Abus - Venom Shot, Volley Shot, Pile Venom Venom Tackle Graav - Elite Defense, Venom Tackle Bickson - Volley Shot, Venom Shot Raudy - [???] - He doesn't start with any / none Doram - Venom Tackle Eigaar - Nap Shot, Nap Pass, Volley Shot, Nap Tackle Blappa - Nap Tackle 2,Nap Pass, Volley Shot,Spin Ball, Volley Shot 2,Nap Tackle Berrik - Nap Pass, Nap Tackle, Spin Ball Lakkam - Elite Defense Nimrook - [???] - He doesn't start with any / none Judda - Brawler, Nap Tackle Deim - Venom Tackle, Wither Pass, Pile Wither Isken - Venom Shot, Wither Shot, Tackle Slip Kulukan - Venom Tackle, Anti Venom, Elite Defense, Golden Arm, Brawler Larbeight - Venom Shot, Volley Shot, Tackle Slip Nizarut - Super Goalie, Grip Gloves Vuroja - Venom Pass, Venom Pass 2, Tackle Slip, Golden Arm Argai Ronso - Volley Shot, Wither Shot, Anti-Wither, Spin Ball Zamzi Ronso - Anti-Venom, Anti-Nap, Anti-Wither, Anti-Drain, Grip Gloves Basik Ronso - Sphere Shot, Wither Tackle, Wither Shot, Volley Shot, Spin Ball Nuvy Ronso - Venom Pass 2, Wither Pass, Wither Tackle 2, Wither Tackle, Brawler Gazna Ronso - Wither Pass 2, Wither Tackle, Anti-Wither, Elite Defense Irga Ronso - Nap Tackle,Wither Tackle 2, Wither Tackle,Drain Tackle,Anti-Wither Giera Guado - Venom Pass,Wither Pass,Anti-Venom,Anti-Drain,Anti-Nap,Anti-Wither Zazi Guado - Wither Pass, Wither Pass 2 Pah Guado - Venom Tackle, Golden Arm, Nap Tackle, Wither Tackle, Brawler Nav Guado - Wither Pass, Venom Pass, Nap Pass, Golden Arm Noy Guado - Venom Pass, Nap Pass, Wither Pass, Grip Gloves, Super Goalie Auda Guado - Venom Tackle, Venom Pass, Nap Pass, Elite Defense, Wither Pass Zev Ronso - Golden Arm, Venom Pass, Wither Pass 2, Wither Pass, Tackle Slip Yuma Guado - Anti-Venom, Anti-Wither 2, Grip Gloves Wakka - Venom Shot Tatts - Invisible Shot,Nap Shot,Nap Pass, Drain Tackle, Drain Tackle 2, Gamble, Golden Arm Shuu - Nap Pass, Nap Pass 2, Venom Tackle, Wither Tackle Ropp - Venom Pass, Nap Pass, Wither Tackle, Drain Tackle, Drain Tackle 2, Drain Tackle 3, Anti-Venom, Anti-Nap, Anti-Wither, Anti-Drain, Brawler Nedus - Sphere Shot, Nap Shot, Nap Shot 2, Wither Shot Miyu - Wither Shot, Venom Pass, Anti-Wither, Nap Pass, Wither Pass, Venom Shot, Volley Shot, Venom Tackle, Nap Tackle, Wither Tackle, Drain Tackle, Tackle Slip, Anti-Venom, Anti-Nap, Anti-Drain, Nap Shot Mep - Wither Pass, Nap Pass 3, Venom Pass, Tackle Slip,Anti-Wither, Pile Wither Kyou - Wither Pass, Wither Tackle,Nap Tackle 2,Nap Tackle,Venom Tackle 3, Venom Tackle, Elite Defense, Drain Tackle Jumal - Super Goalie Brother - Wither Shot 2, Venom Pass, Wither Pass, Wither Tackle, Anti-Venom 2 Zalitz - Wither Tackle, Hi-Risk, Venom Tackle, Nap Tackle, Elite Defense Wedge - Regen, Nap Pass 3, With Shot, Venom Shot Vilucha - With Shot 3 [could be more - I'm checking] Svanda - Anti-Nap 2, Venom Tackle 2 Shaami - Venom Shot 2, Venom Shot 3, Venom Tackle, Wither Tackle, Wither Tackle 2, Drain Tackle Rin - Tackle Slip, Venom Pass 2, Good Morning! Pile Venom Naida - Venom Tackle,Nap Tackle,Wiher Tackle 3,Anti-Wither 2,Anti-Wither,Brawler Mifurey - Venom Pass 3, Tackle Slip 2, Elite Defence Linna - Anti-Venom 2, Nap Shot 3, Volley Shot, Golden Arm Kiyuri - Venom Pass, Nap Pass, Wither Pass 3, Anti-Wither, Anti-Wither 2 Durren - Nap Pass 3 Biggs - Venom Shot 2, Volley Shot 2, Volley Shot 3, Volley Shot, Anti-Drain 2, Anti-Drain ------------------------------------------------------------------------------- 32.15. Speedy Reels Obtainment #SH3B15 ------------------------------------------------------------------------------- Contributed to FAQ by: Split Infinity Be warned. Quickly doesn't mean in five minutes or so, but in 30 blitz games or so. Let's assume you haven't played any blitz games yet, meaning that your team (or what's left of it) is still pretty basic. I'm talking from personal experience here. I'll put down who I used for the most of the matches and what did I do for the time to pass quicker. Also important is the fact that you'll never ever have to use Reset Team Data feature! First you'll obtain Attack Reels, which appear as Tournament prize. Second are Status Reels as League prize. Third are Aurochs Reels as Tournament prize. And finally Jupiter Sigil as League prize. I started to bother getting Jupiter Sigil and all of Wakka's Reels cos I was annoyed to see Wakka being the only one not powered up. With one testing day I got them all. Now I'm about to share my experience with you. You're welcome to try it yourself if you wish. For starters I waited until I had the airship permanently. I also didn't play any games except the story-important one. First I wanted to improve my team. I replaced all of the original members sans Tidus. ATTACKER: Tidus is an excellent attacker, so let him be. For the other attacker I chose Linna (found outside Macalania temple). PAL players might have problems cos of Dark Shiva, in which case Wedge (17 SH!) will also be a good choice. I really recommend Linna though, since she starts with Nap Shot 3, a shoot tech which puts goalie to sleep with 100% probability, unless goalie can resist nap. MIDFIELDER: I recruited Brother on the airship. IMO he developed in an excellent all-around player. His speed also proved invaluable in most of the games. DEFENDER: I needed two players. I chose Ropp (Mi'ihen Travel agency) and Balgerda (she's originally a member of Luca Goers, but her contract ran out and she didn't resign, so I recruited her). If you can't get Balgerda, then I recommend Kyou, one of the two guards on the bridge leading to Djose temple. GOALIE: I got lucky once again and was able to recruit Nimrook (Al Bhed Psyches), but Jumal will also be an excellent addendum. He can be found on Luca Square, sitting on the bench. You're not over yet... if you don't have Jecht Shot yet, return to S.S. Winno and learn it by examining the blitzball there. Now you're done. After I collected my blitz team, I closed in on nearest save point and chose 'Play Blitzball'... League was open, but Tournament was closed for now. You need to play 10 league games before season is over. For tournament you need to play either two (if you were seeded) or three games before season is over. League game can be tied, but tournament can't. If game is tied at the end of 2nd halftime, overtime issues. Team that scores first wins the game. Exhibition game can be forfeited at any time (you do need to have the ball in your possession), but league and tournament only when you're losing and you have possession of the ball. I had to use few tricks in order to obtain all Reels and sigil in shortest amount of games possible. I started by playing League season first. I *did not* intend to finish first yet, cos the award was a crappy one. Once league game issued, I let the opposing team score, then as soon as I got the ball from Blitzoff, pressed Triangle and forfeited the game. After the results were shown, EXP distributed etc. I was presented with two choices: 'Back' or 'Continue playing blitzball'. I chose 'Back', since Tournament may have opened. I wasn't sure and didn't want to risk having a crappy reward appear as first prize. Once I appeared at save point, I saved the game. Then I chose to play blitzball again. Tournament wasn't open yet, so I played round 2 in league. I let the opposing team score, then forfeited the game, chose 'Back', saved, chose 'Play blitzball'. Tournament was now open, but the prize for first place was Underdog's Secret. Ugh. Soft reset and loading of lastly saved game. I checked again. Tournament was open and the prize for first place were Attack Reels. Now we're talking. Engage in tournament battles! If you're seeded, you will need to win two games, otherwise three. Personally I was seeded. Set Tidus and Linna (or Wedge) as attackers, Brother as midfielder, Ropp and Balgerda (Kyou) as defenders, Nimrook (Jumal) as goalie. If Blitzoff's ball landed in Brother's possession, good. Otherwise I'd wrestle the ball from opposing player's ASAP and pass it to Brother. Why him? With 75 speed he's undeniably the fastest current blitzer. This means I used him to swim near opposing players, who (in attempt to try to get the ball) started chasing him, but since he was way faster I was able to keep the distance with ease. I did so for all five opposing players and lured them to my half of the field. After I felt it was safe enough, I made a pass to Tidus. Cos all of the opposition was after Brother, I had free way to the goal. Once I got as close as I could, I used Sphere Shot to add few extra points to SH. Goal! If one or two enemy defenders still manage to catch up with you or get in your way, use Jecht Shot to knock them away. Blitzoff will cause the ball to land in opposition's possession. Now I needed to keep enemy players away from my goal. After I wrestled the ball from the again, I passed it to Brother, who again served as bate and lured all enemy players behind him on the opposing half of the field. This time I passed the ball to either Ropp or Balgerda (Kyou). Whoever received the ball, I steered it behind Nimrook (Jumal). Opposing AI is so bad, that it won't come after you if you're in that position. Uhh, this is getting annoying...:) From now on, every time I write Balgerda and you don't have her, it means you should read Kyou. Similar for Nimrook. If you don't have him, then read Jumal. Now I used this chance to gain some free EXP by passing the ball back and forth between Ropp and Balgerda until the end of first halftime. In second halftime as soon as I got the ball, I repeated the exercise with Brother luring the enemy players away, passing the ball to Ropp and then gaining free EXP by passes between him and Balgerda. But to not let Tidus and Linna stay without EXP, I switched Balgerda with Tidus and Ropp with Linna. Second halftime was over, I was victorious and also gained heaps of EXP, whilst enemy players were sulking with 0 EXP.:) I repeated the same strategy for championship match and won without any difficulties. Attack Reels were mine! 'Back' and saved the game. Next target is Status Reels, which are league prize. I still had 8 more to go for current season to finish. Damn. Beware now... most suggest to use Reset Team Data until Status Reels appear as league prize. *I advise against it!!!* If you do that, you'll lose all EXP, techs and players you've acquired so far. Although you may consider that to be a quicker choice, I suggest playing current league up until round 9 is finished. You either let the opposing team score and then forfeit the game, or use my strategy I provided above for easy victory and then using the rest of the match for passes between your defenders for easy EXP. Before playing 10th league game of current season I saved my game. Engage in 10th game and do whatever. As it ends, make deadly sure you choose 'Back'. Save your game in DIFFERENT slot. Now is the time where game decided what next prize will be. I examined the save sphere and chose 'Play Blitzball'. Next league prize wasn't Status Reels, so I reset and reloaded. I kept trying until Status Reels were the prize for first place. This time I couldn't afford forfeiting too many matches. I needed to won 6 and tie 2 games, so that in the end I had enough points to be first place finisher. With the help of my game strategy that wasn't a problem at all and Status Reels were mine. After I cleared another 10 league games, it was time to start aiming fot Aurochs Reels, which appear as tournament prize. There was a tournament open at the time I finished second league season, so I started to play third league season. After third game of third league season current tournament got closed. In case you don't know yet, another tournament may randomly open up anywhere between one to four league and/or exhibition games. This is why I saved my game right after I completed fourth game of third league season. I wasn't sure if another tournament would be open with Aurochs Reels as award. Well, it wasn't. But after sixth game of third league season... Of course I saved after the game. After selecting 'Play Blitzball' new tournament was open with a crappy reward. Six tries later (ie reset and reload) Aurochs Reels were the prize for first place. I entered the tournament and with help of my still foolproof strategy walked away with Aurochs Reels. Now only Jupiter Sigil remained. I engaged in remaining four games of third league season. Do not forget to save after 10th game by selecting 'Back'. DO NOT choose 'Continue playing blitzball'!!! Once you select 'Play Blitzball' at the save sphere, check if Jupiter Sigil has appeared as league prize. If it hasn't, reset, reload and check again for so long until it shows up as prize for first place. Right now blitzball was growing way over my head, so I had to grit my teeth to get thru another ten games before I claimed Jupiter Sigil as my final reward. If I never see another blitzball, it'll be too soon. Besides borrowing this Duke quote both you and I know this is impossible, otherwise this guide would cease existing. - Following information contributed by Shockwave. Thank you: I have found a trick to make the Jupiter Sigil appear as a league prize without using "Team Reset Data" As far as I can tell once you view the prize for for a league that prize becomes "locked" and will not change even if you save your game and reset. The only ways to change it are to use "Team Reset Data" or finish all 10 games within the league. This means either playing for HOURS to complete the leagues until the Jupiter Sigil appears or using "Team Reset Data" which means sacrificing your team. There is however another way to get the Sigil to appear without sacrificing your team. You just play the league with its current prize until you complete the 10th game and received the prize (if you've won). At this point you are given the option to go "Back" or "Continue Playing Blitzball". If you select "Continue Playing Blitzball" a new league prize will appear and become locked and you will have to beat the league again for the prize to change. However after completing the 10th game if you select "Back" and save your game then play blitzball again a new prize will appear, however this time if you reset the game and load your game and play blitzball the prize WILL CHANGE. Thus you can just keep resetting and loading the game until the Jupiter Sigil appears as a prize. This method may take a little more time then the "Reset Team Data" trick but this way you won't lose your blitzball team. This same trick could also be used to get the Status Reels. I did this is the US version of FFX however I don't see why it wouldn't work in the other versions. ------------------------------------------------------------------------------- 32.16. Statistic Maximization/Team Strategies #SH3B16 ------------------------------------------------------------------------------- To max your players blitzball statistics you have to follow all of these steps. NOTE: You can do this with any particular drafted team you want. Also note that you can do this with all 60 players, and is recommended. To do this with all players you must release other players after you max them, and go and draft another set of players. 1. First, you should just go ahead and get all of the items and abilities you want from blitzball. To do this you should always press "reset" in the beginning menu, and then keep checking the League and Tournaments to see what items they are currently offering as rewards. Then play for them. Sure you will lose any previous data from blitzball, but so will the other teams so it will be fair, and if you have the ultimate team, it is almost a guarantee that you will rein victorious. 2. Build the ultimate team! By this I mean have the best goalie in the game and follow their corresponding stats to see what area of statistics they are best in. Then place them in the correct in blitzball position, here I will list the ultimate team you can devise in the game, and which position to use them in. Forward Left- Tidus (High Shooting and Speed) Forward Right- Brother (High Shooting and Speed) Midfielder- Ropp (High Passing) Defense Left- Naida (High Speed, High Blocking, and High Endurance) Defense Right- Mifurey (High Speed, High Blocking, and High Endurance) Goal Keeper- Wedge (High Catching) Go to Player statistics to see everyone elses statistics 3. Go and play normal Exhibition matches. Doing so, you cannot level up but you can learn new techniques with the Tech Copy system. After you have learned any and every technique you wish to learn go and start leveling up. But first, here are some tips for Tech Copying successfully. a) Always make sure the person you set to Tech Copy another player, that your levels are within a considerate range of each other. b) When the opposing player is performing the technique, and it flashes "Tech Copy" on the screen, press X immediately. c) Do not set more than 2 of your players of your team to techcopy 1 of the other teams players. 4. Gaining levels, is easy if you follow this simple and easy-to-use step. First have the characters you wish to level up (3 at a time) in the defensive positions. Have the other character you want to level up in any other position, now have the 3rd character get the ball and swim all the way back to your goal, and stay behind your goalie. Now, keep passing the ball back and forth between those 3 characters. After every half you will see that you've gained alot of experience from it. Oh, don't forget after every half change theose 3 characters to new characters so you can level your team quickly and evenly. Another great outcome of this is that the other teams, since they aren't getting the ball they won't be getting any exp, but if they do, it won't be NEARLY as much. Definitely note that step 4 can only be done in Leagues and Tournaments. =============================================================================== <-----------------------------------------------------------------------------> 33.0. AFFECTION SYSTEM #SI4A <-----------------------------------------------------------------------------> =============================================================================== Affection level is how much your party women like or dislike Tidus. You gain or lose affection by being nice or mean to certain character(s). You should also note that I drew these conclusions based on ME playing through the game numerous times. The only events in the game which I know are affected by the Affection system are..... Thanks, EGM magazine for first letting me know that the affection rating system ever existed. Here they are...: --> The snowmobile scene after you fight Wendigo you either get Lulu and Tidus on one snowmobile and they get into a conversation, Rikku and Tidus on one snowmobile and they get into a little conversation and at the end she gives Tidus a kiss on the cheek, I do not know if you can get a scene with Yuna or not but I'm going through to that part only being nice to Yuna just to see if you can, or you can get a scene where Tidus rides alone next to Auron, and Kimahri. --> In the Guadosalam Farplane you can either get into a longer talk with Lulu or Rikku. Just depends how nice or mean you have been to them. But the talks with everyone else remain as they are. --> Whomever you are most "compatible" with jumps first after you have defeated both of Sin's fins. --> After you kill Sin's core and the Sinspawn that comes before it Tidus wishes to go fight Sin again, but who ever you are the most friends with you will get a conversation between that character. --> Whoever likes you've been nicest to will be the one to throw you the ball during Tidus' Blitz Ace overdrive. Well, I'm pretty sure that that is all of them. You can gain or lose affection by doing the following... ---------------------- | Gain | ---------------------- | Heal them in battle | | Talk nice about them | ---------------------- ------------------------------ | Lose | ------------------------------ | Kill them or leave them dead | | Talk bad about them | ------------------------------ And that's it for Affection.... =============================================================================== <-----------------------------------------------------------------------------> 34.0. STORY TRANSLATION #SJ5S <-----------------------------------------------------------------------------> =============================================================================== Note: This is not going to deal with what the story is about, as I already have another seperate section for it, but rather, it will deal with what happens in the ending and deals with Tidus' whole ordeal, since there were a lot of people who were confused by it. I'm pretty sure I have it all down pretty damn well.:) I. TIDUS' SITUATION -> THE END OF THE DREAM From the start of the game, you would think that Tidus is just a normal 17 year old kid, who plays blitzball, and just is average. You see him progress through the story of the game, get better in blitzball (if you play), and become a stronger warrior, as well as a more mature and experienced person, as he grows tremendously as a person. From the beginning, he meets up with Wakka and a few others, and he meets Yuna. It's love at first site. Their relationship expands and becomes greater and more emotional throughout the game's progression. All of this leads him to their first time in Zanarkand, where he touches a Fayth, and falls out cold into a deep dream. Here, he meets the little mysterious hooded boy whom he'd seen previously in his Zanarkand. Throughout their few conversations here in the dream, Tidus learns a lot about himself, his world, where he was born, and his family. The most major thing he learns is that his Zanarkand, him, his family, and everyone else in it, were/are just dreams, but, he's apparently become more. The reason for this, is that 1000 years ago, there was a cataclysmic war between Bevelle and Zanarkand, and Bevelle's powerful Machina easily lay waste to Zanarkand, which was ruled by Yu Yevon. The many summoners here tried to bring the Zanarkand they once knew back, so that they the people living in it could live once again (I'm not sure if this means there was another "Tidus" back then, too). The summoners summoned all of the past buildings, houses, water, people, etc., that lived there once upon a time. So, the Fayth have been dreaming ever since, and now, 1000 years later into the future, they're tired of dreaming, and this obviously has massive implications on the game and story. So, Tidus still carries out what he said he was going to do, and beat Sin, free his father from Sin's chain of reincarnation with the Final Aeon and one of the summoner's guardians. But also, after this, although he knew what it would mean (him disappearing), Tidus still decides to finish Yu Yevon, as well as all of the aeons, so that the Fayth could stop dreaming, and finally rest in peace after 1000 years. So, at the end, Tidus disappears, and, since Auron was just an unsent after ten years, he had Yuna send him, and now Tidus, Braska, Auron, and Jecht are in the Farplane together. Sin is gone. Forever. And Spira is at true eternal peace for the first time in 1000 years (the "Eternal Calm"). So during the final cutscene, Yuna makes a grand speech to all of the denizens of Spira, but before that, she's whistling off of a dock for some reason. Now, if you have the patience to wait until the credits are totally over in games, you see a short scene with Tidus swimming upward. This pretty much means, in my eyes), that he heard her whistling, and he's coming up for her, "Just whistle, and I'll come running" Now, wait for FFX-2, it's great. =============================================================================== <-----------------------------------------------------------------------------> 35.0. REMIEM TEMPLE #SK6R <-----------------------------------------------------------------------------> =============================================================================== Ok here is sorta of a continuation of earlier when I told you not to go in the temple just yet. But now you should go, I mean you could've gone before but this wasn't chocobo issue. Anyhoo... go inside the temple, your presence is adorned by Belgemine, in there go talk to her you have a little talk yadda yadda. But then she offers a challenge just like the ones earlier in the game. The number of aeons she has depends on the aeons yuna has obtained. So you can then go back and challenge her whenever you like. So everytime you beat one of her aeons you get an item. One which is the Aeon's Soul if you did not get it while she was in the Calm Lands. And once you have all the aeons which I shall get into later on, and then defeated all of her aeons you get the Moon sigil, which is a necessity to unlock the power of Yuna's celestial weapon. That's really all there is to that. [-->] Belgemine's stats for Remiem Temple -> HP: 10 - 10 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #1. Valefor (Remiem Temple - Many Belgemine Aeon Bouts) -> HP: 20000 - 20000 -> MP: 500 -> AP: 0 - 0 -> Statistics: Str- 20, Mag- 18, Def- 10, Mdef- 10, Acc- 0, Agl- 21, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Sonic Wings- This attack does physical damage as well as the Delay effect to just one character. Attack- During this not-really-dangerous attack, Valefor does a regular attack for physical damage against one of your party members. Energy Blast- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Energy Ray- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. ---> STRATEGIC TACTICS: <--- Valefor: Summon Bahamut here and keep just normally attacking it. Or you can Impulse it. Only on a rare occasion will it drop Bahamut's HP really low but if it does, use Cure. If you come into the fight with Mega Flare filled up it will make things twice as easy. BETTER STRATEGY: This is a more hands-on and technical strategy, but, in my opinion, will help you own Valefor even easier. Summon Shiva, mainly because of her speed and Valefor won't be able to get in as much turns. If her HP gets low, use an Ice based spell on herself to recover. Or, if you've learned moves already, use a Cure type spell. On regular offensive turns, have Shiva use physical attacks as her main focus. If she reachs Overdrive, by all means use it. When Valefor's gonna hit Overdrive, use Shield to block out most effects. Haste is a good thing if you've taught it to her. Some minor things make Valefor so predictable: Regular Turns- alternates between Sonic Wings, attack, or Energy Ray; Overdrive Meter Full- unleashes devastating Energy Blast. After the fight's done, you get Lightning Gem (4x). If you didn't get it on Moonflow, you also get Summoner's Soul. ------------------------------------------------------------------------------- #2. Ifrit (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 28000 - 28000 -> MP: 800 -> AP: 0 - 0 -> Statistics: Str- 23, Mag- 21, Def- 10, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Hell Fire- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Fire type damage. Meteor Strike- This attack is versus only one person and does some mediorcre special type damage to that person. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ---> STRATEGIC TACTICS: <--- Ifrit: Here you should summon Shiva. When she is brought forth just keep using Ice attacks and/or Heavenly Strike to eventually bring him down. If her HP gets too low for comfort, use any level of an Ice attack on herself to restore some HP. It is a good idea to start off with a Diamond Dust for some major damage. If he's about to use Hell Fire (you'll know because he'll use it when his Overdrive Guage is full), and it will make it just a move of nothingness. On regular turns, he uses Meteor Strike [about 300-500 damage] and his normal attack [about 150 damage]. Once this bout is over, you will be given X-Potion (30x). And also, if you didn't get it during the fight with Belgemine on the Calm Lands, you will even get Aeon's Soul. But that's it for the forgot-to-get- but-I-get-it-now items with these aeons. ------------------------------------------------------------------------------- #3. Ixion (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 30000 - 30000 -> MP: 720 -> AP: 0 - 0 -> Statistics: Str- 22, Mag- 23, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Lightning -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: "Ixion Defends!": During this move, it doesn't do any damage to you, but it does cast Shield to itself reducing damage dramatically. "Ixion Evades!": During this move, again, you don't sustain any damage, but it has now been made extremely difficult to land a physical strike on Ixion. Thor's Hammer- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Lightning type damage. Aerospark- This attack not only does physical damage to one character, but it also uses Delay effect, too. Attack- During this not-really-dangerous attack, Ixion does a regular attack for physical damage against one of your party members. ---> STRATEGIC TACTICS: <--- Ixion: I used Yojimbo in this fight. Here only pay him 1 gil per turn for him to use Daigoro. If your stats are where I mentioned they should be, 3-6 of them should kill Ixion. You don't have to pay 1 gil per turn if you do not want, but whatever. If your HP gets too low with Yojimbo, I can't say anything but to let him die, and get your final hits in. And, for winning this, you will have received Chocobo Feather (10x). Not too bad, eh? ------------------------------------------------------------------------------- #4. Shiva (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 20000 - 20000 -> MP: 950 -> AP: 0 - 0 -> Statistics: Str- 23, Mag- 20, Def- 180, Mdef- 180, Acc- 0, Agl- 21, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Blizzaga- This attack does some pretty high-up-there Ice damage to one character alone. Blizzara- This attack does some pretty high-up-there Ice damage to one character alone. Attack- During this not-really-dangerous attack, Shiva does a regular attack for physical damage against one of your party members. Heavenly Strike- This attack does physical damage as well as the Delay effect to just one character. Diamond Dust- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Ice type damage. ---> STRATEGIC TACTICS: <--- Shiva: Here you should summon Ifrit. Start off throwing Meteor Strikes at the ice goddess. If that doesn't work for the time being, use fire attacks. If HP decreases too far use any fire attack on Ifrit. Hellfire is recommended in this fight. So... ok, for winning the battle, you get Mega-Potion (60x). This is my personal favorite reward thus far not including that awesome 30x X- Potions reward. ------------------------------------------------------------------------------- #5. Bahamut (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 35000 - 35000 -> MP: 1500 -> AP: 0 - 0 -> Statistics: Str- 31, Mag- 38, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Countdown: 1- Displays that Bahamut will unleash a very power Mega Flare in just 1 turn that'll kill an aeon most likely. Countdown: 2- Displays that Bahamut will unleash a very power Mega Flare in just 2 turn that'll kill an aeon most likely. Countdown: 3- Displays that Bahamut will unleash a very power Mega Flare in just 3 turn that'll kill an aeon most likely. Countdown: 4- Displays that Bahamut will unleash a very power Mega Flare in just 4 turn that'll kill an aeon most likely. Countdown: 5- Displays that Bahamut will unleash a very power Mega Flare in just 5 turn that'll kill an aeon most likely. Mega Flare- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Attack- During this not-really-dangerous attack, Bahamut does a regular attack for physical damage against one of your party members. ---> STRATEGIC TACTICS: <--- Bahamut: Here I think you should call the strong Yojimbo. When you bring him into this fight, I think you should maybe start off paying him small, and then you gradually start to pay more (I think you should aggrandize by about 100 Gil each turn until you get to about 1000, then start paying him high). Try to get some Wakizashis in there, although Kozukas and Diagoros can sometimes help. Who knows, may you'll even get lucky and Yojimbo might even unleash a Zanmato for free, to very low Gil in the fight. As Bahamut is charging for Mega Flare, Yojimbo might die, but, if his HP is high enough, he can survive it. After it's over and he does survive the big bang blow, just proceed on with the same strategy as the start of the fight - since he's almost dead now probably... Then, after the fight, you will have received the key item which is called the Flower Scepter which is one of the keys to unlocking the most powerful aeons in the game, the Magus Sisters. ------------------------------------------------------------------------------- #6. Yojimbo (Remiem Temple- Many Belgemine Aeon Duels) -> HP: 32000 - 32000 -> MP: 1200 -> AP: 0 - 0 -> Statistics: Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? <--- Can't use it against him. -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Zanmato- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Wakizashi- This attack either does physically based damage to all characters or just one of your characters. Kozuka- During this not-really-dangerous attack, Yojimbo does a regular attack for physical damage against one of your party members. Daigoro- During this not-really-dangerous attack, Yojimbo does a regular attack for physical damage against one of your party members. ---> STRATEGIC TACTICS: <--- Yojimbo: Here try to summon either the Magus Sisters or Bahamut. I used Bahamut so I will describe that strategy. First make sure you come in with a Mega Flare, AND USE IT. It might just 1 hit KO him or take him down way far. Then from there just attack it with Impulses and after 5~7 Impulses it should be dead. Man, after this easy fight is over, you will have received Shadow Gems (8x). Not bad. ------------------------------------------------------------------------------- #7. Anima (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 54000 - 54000 -> MP: 3000 -> AP: 0 - 0 -> Statistics: Str- 38, Mag- 60, Def- 1, Mdef- 1, Acc- 0, Agl- 15, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- During this not-really-dangerous attack, Anima does a regular attack for physical damage against one of your party members. Pain- This does magical type damage, as well as instant KO. Demi- This attack takes away 1/4 (25%) away from everybody's current HP, and not their maximum HP. Oblivion- Lets not forget it does 16 simultaneous special attacks randomly. And lastly it can and will only be used when dark Anima's overdrive guage is completely filled up, as well as Delay. Dispel- Takes away just about any of the positive status ailments that're on the one targeted character. ---> STRATEGIC TACTICS: <--- This is the only *really* and *truly* difficult of the aeon battles you've had to face so far. Her HP is almost double of most of the aeons you have had to fight so far, but that's really al that you have to worry about with her besides Oblivion which is somewhat of a worry. Demi'll never kill you, as I have mentioned before because it takes away only 25% of *current* HP. Example: you have 5000 HP with an aeon, and Anima uses Demi. Aeon's HP's now 3750, and it can't go under 1 HP. But that's not her only attack, she also uses a normal attack which does about 250 damage which is easily revived with a Cure type spell. Now, Pain spell can kinda screw you over. What it does is does physical damage, which is about 500, and KO (Death). If the KO fails, you still have that about 500 HP damage to cure back up, which after a while can get extremely boring and tiresome. Since Anima's very Str stat, you'll want very fast Eva aeon, namely Shiva, and also have her with semi-high Mdef stat, making her probably the best aeon to use for this battle. But, Yojimbo, Bahamut, and Magus Sisters are also top quality choices here as well. If you use Magus Sisters, just have them use special unique attacks and then Overdrives. 2 or 3 Passados at about 100 Str can kill Anima in a cinch. With Yojimbo, you just pay him 1 Gil each time for attacks. If by some lucky chance you pull off Zanmato, that ends the whole vs.-Anima battle right then and there. Bahamut's Impulses and Mega Flares will own Anima. Remember to heal when using these aeons, also (even though you can't with Yojimbo, so you'll have to kill Anima quickly as to not sustain too much damage from Anima and eventually dying). But, now for mainly what I did with Shiva: first, have Haste so you'll be seeing 3x more Shiva's turns than you do of Anima's. Ok, with this, you get in a lot of turns, but Anima eventually Dispels it, but then you implement it once again. Before you see that Anima's Overdrive Bar is filled up, you have to cast Shield and make sure your HP is over 2000 to even stand a chance of surviving it. You'll have to wait about 4 turns before Shiva goes again, but you'll have to summon new aeon probably because of attacks during those 4 turns of Delay. Ok, for pummeling Anima to death, you will receive an astounding Stamina Springs (60x). A very suiting reward, don't you think? ------------------------------------------------------------------------------- #8a. Sandy Magus (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 35000 - 35000 -> MP: 3000 -> AP: 0 - 0 -> Statistics: Str- 35, Mag- 18, Def- 1, Mdef- 1, Acc- 0, Agl- 24, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Razzia- During this not-really-dangerous attack, Sandy does a regular attack for physical damage against one of your party members. Attack- During this not-really-dangerous attack, Sandy does a regular attack for physical damage against one of your party members. #8b. Cindy Magus (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 48000 - 48000 -> MP: 8000 -> AP: 0 - 0 -> Statistics: Str- 48, Mag- 38, Def- 0, Mdef- 0, Acc- 0, Agl- 15, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Cura- This move of Cindy's will be used on one of her sisters to restorate a fairly decent amount of HP back to them. Drain- During this attack, it takes away some HP from one of your party members and the exact amount that is leeched will be put onto Cindy's HP to restore her if she's hurt, but just to damage you if she is not hurt. So it's win/win for her. Dispel- Takes away just about any of the positive status ailments that're on the one targeted character. Mighty Guard- She does this unto every single one of her sisters (Mindy, Sandy) and what it does is it adds NulAll effect, Shell effect, and the Protect effect. Shell- This puts the Shell status effect onto one of her sisters like 1/3 of the Mighty Guard move. Holy- This unleashes the most powerful (and only) damaging White Magic in the game which is Holy. Camisade- During this not-really-dangerous attack, Cindy does a regular attack for physical damage against one of your party members. Regen- This will be adding the Regen positive status effect on one of her own sisters. Protect- This will be adding the Protect positive status effect on one of her own sisters. #8c. Mindy (Remiem Temple - Many Belgemine Aeon Duels) -> HP: 20000 - 20000 -> MP: 7000 -> AP: 0 - 0 -> Statistics: Str- 21, Mag- 28, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Passado- This does 15 physically damaging attacks across 15 simultaneous hits on only one character for massive damage. Flare- This does non-elemental magic damage to one character. Waterga- This attack does Water based elemental magic damage against one party member. Blizzaga- This attack does Ice based elemental magic damage against one party member. Thundaga- This attack does Lightning based elemental magic damage against one party member. Firaga- This attack does Fire based elemental magic damage against one party member. Watera- This attack does Water based elemental magic damage against one party member. Blizzara- This attack does Ice based elemental magic damage against one party member. Thundara- This attack does Lightning based elemental magic damage against one party member. Fira- This attack does Fire based elemental magic damage against one party member. Ultima- This does non-elemental magic damage against everybody in the whole entire party. ---> STRATEGIC TACTICS: <--- Magus Sisters: In this fight you more than likely will have to use multiple Aeons. Start off with Yojimbo, and pay in the 1000-10000 range to either get a result of Wakizashi or Kozuka. After that they will all take about 1/2 of your Aeon's HP down. Pay in the same range again (c'mon don't be a cheap skate). After, Yojimbo will probably be dead. Then summon Bahamut. Keep attacking them normally or with Impulses. After a little while if they're still not dead, Bahamuts OD guage should be either full or almost full. When you see that use a Maga Flare and they will be finished. And for beating this battle you will receive Shining Gem (40x). =============================================================================== <-----------------------------------------------------------------------------> 36.0 SECRET AEONS #SL7S <-----------------------------------------------------------------------------> =============================================================================== 1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little passage. There will a cave there and if you get a cutscene you know you are in the right place. So then enter the cave, then keep following all of the passages til you get a scene with an unsent summoner, who Lulu once guarded. When it is over you fight her Aeon Yojimbo. #4. Yojimbo (Cavern of the Stolen Fayth) -> HP: 33000 - 4060 -> MP: 2000 -> AP: 0 -> Statistics: Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 0 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: ??? <--- Can't use it against him. o_0 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one Zanmato- 9999 HP of unblockable/reducable damage to all characters. #4?. Ginnem (Cavern of the Stolen Fayth - Fayth) -> HP: 10 - 10 -> MP: 1 -> AP: 0 -> Statistics: Str: 7, Mag: 1, Def: 1, Mdef: 1, Acc: 10, Agl: 1, Eva: 2, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Scan, Threaten, Sensor -> Weaknesses: Sleep; 20, Darkness; 20, Silence; 20 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- This is a very easy fight despite what you all may be thinking. So I am here to say don't worry, you can kill it within an easy five turns and barely take any damage whatsoever. First, cast Doom negative status effect against Yojimbo enemy. Now, for the rest of the five turns he's slowing losing his life away, you just heal and guard anything that is thrown your way. See, that's pretty darn easy enough, right? When you beat her you can continue down the cave until you reach a room with a teleport pad in the middle of it. You can choose which direction you want to go in. But since I am talking about the Hidden Aeon go up. When you go in there you will see the Fayth who will charge you for his services. It is best to choose, to defeat the most powerful of fiends (IMO). He will then offer you his lowest price, but you should then offer half of his bid + 1 and then offer it to him. Next time he offers a rice just raise your offer by 1. When he offers 205,000 dollars you can offer under the price of 200,000. But not to much lower. He shall eventually join you and thats that. ------------------------------------------------------------------------------- 2. Anima: This is pretty hard and time consuming. But well worth the effort. Ok, so to acquire this powerful aeon you must first have obtained all of the secret items in the temples of the fayth, if you didn't don't worry you can go back, except to bevelle so you must already have that one. Once you have them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated it, go into the Temple and touch all of the statues with the X button, (be sure to get some treasure chests that are in here to). Then go back to the temple in Zanarkand and there will be a new puzzle to solve there: Step on the white squares in the first chamber and the 4 in the next chamber. Then it reveals a destruction sphere, take it and put in the sphere slot to the right of the panel. Then open the treasure chest to receive a Magistral Rod. Now fly back to the temple in Baaj. Go back to the room where all of those statues are and light them all up again, then enter the room and you get a scene with the fayth of Anima, which is Seymour's mom! You learn alot about Seymour's past and then you finally get Anima. Strategy for Geosgaeno is listed below... #2. Geosgaeno (Baaj Temple Revisited) -> HP: 32767 - 32767 -> MP: 128 -> AP: 4200 - 6300 -> Statistics: Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1000 -> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe, Doom -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [2x Damage] Fire, Lightning, Water, Holy, Ice -> Zanmato Lv: 4 -> Armor Abilities: Auto-Reflect -> Weapon Abilities: ??? [I have heard that there's actually a glitch where you get Encounters None {No Encounters} on a weapon. I don't know how to, though] -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 -> Abilities: - KO Punch- This attack does, to one character, KO as well as doing physical damage to them. - Stone Punch- This attack does, to one character, Petrify as well as doing physical damage to them. - Suck Up- Swallows a character and keeps them in its body - details in strat. - Spit Out- Once swallowed, it can spit the character out with 9999 dmg to all. - circumstances shown in actual strategy. - Spit Out- Once swallowed, it can spit the character, killing them. Although, not KO type, but if character had 3462 HP, it would do 3462 damage exactly. - circumstances shown in actual strategy. - Spit Out- Once swallowed, it can spit the character out with damage formula: Character's HP - 1 = dmg vs. all. - circumstances shown in actual strategy. ---> STRATEGIC TACTICS: <--- - Geosgaeno: You are going to be needing some important preperations to be made before going off to get yourself into trouble with Geosgaeno. You need following equipment: have everybody with an armor that has the Stoneproof, Deathproof, and perhaps so you can have even more of an advantage over Geosgaeno, First Strike. I suggest starting off the battle with a Hastega spell, and then you can have a choice of which strategy you want to take to topple the overgrown fish: - You may just want to have Rikku Mix together Trio of 9999, and then follow up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an Attack Reels overdrive and that should and could be enough to take it out hopefully. - Your other option involves a little bit of strategy and took me a good bit of fights with Geosgaeno to compile and test this information. What it is is this: you see, Geosgaeno has this move which 'Sucks Up' one of your party members and keeps them in its stomach (character is visible). Now, you can either be at a disadvantage or a real advantage here, here's how: you see, if you have positive status effects on the character that is 'Sucked Up', most of the good statuses that you have on will also be inflicted upon Geosgaeno. List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide - same goes for negative status imprefections... List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental Break So you see, putting your ownself in negative status effects may aid you to reign victorious in this bout with big G. Now I will list great and unbeatable status combinations to have on your characters when they are 'Sucked Up': - You can put Regen and then Zombie on the characters (this I think is best) - Another good alternative status combo would be to have Zombie and the start to systematically pick it apart with rounds of Curaga or Phoenix Downs. - You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets when it uses its KO Punch or Stone Punch which will be nullified and it will take lots of damage while doing so. - Just put on all of the Breaks and then just whip it with alot of overdrives, Mugs, or Quick Hits until death. Now, I have done alot of uncovering and found a lot of info on Geosgaeno lately. For the first Spit Out listed under "abilities", you must KILL Geos with Struggle inside of it. 9999 IS maximum dmg its attack can do. For second one mentioned, you must simply Struggle once, not killing it, and then you'll see this happen. And for last one, you must choose the Defend action instead of Struggle. 3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then go back to the monster arena owner and he shall hand you the Blossom Crown as a reward for capturing them all. But you must also have every other aeon in the game (including Yojimbo and Anima). Then go back to Remiem Temple and beat Belgimine's Bahamut. And then she will give you the Flower Scepter. Then beat all of her aeons, so you can use the Flower Scepter and the Blossom Crown on the mysterious door behind belgimine then you shall receive the games most destructive aeon(s). ============================================================================== <----------------------------------------------------------------------------> 37.0. OMEGA RUINS AREA #SM8O <----------------------------------------------------------------------------> ============================================================================== ------------------------------------------------------------------------------ Items: Al Bhed Primer Vol. 26, Magic Sphere, Friend Sphere, Teleport Sphere Weapons/Armor: None Enemies/Bosses: Omega Weapon, Ultima Weapon, Mimic 1,2,3,4, Zaurus, Defender Z, Halma, Black Element, Wraith, Demonolith, Great Malboro, Floating Death, Machea, Master Tonberry, Master Coeurl, Spirit, Puroburos, Varuna ------------------------------------------------------------------------------ This new area has tons of things for you to do, I'll list a few here... 1. Fight Ultima Weapon 2. Fight Omega Weapon 3. The 12 Chest Sidequest 4. Find alot of items (including the final Al Bhed Primer) 5. Train like hell So now I will go into it all and explain just how to do it all... First off you might want to train alot in the start of here because there are very powerful fiends here that can wipe the floor with your party otherwise. Once you are prepared, venture off into the darkest depths of Omega Ruins, and the radar only shows new areas as you enter them, it's not really as bad as you think though. There are corridors to the left and right of the entrance to the dungeon, I recommend going in the left direction for now, but it is your individual choice, but you will have to read on a little further to find what happens there. Keep on following that path until you reach a Glyph that is on the wall, it won't do anything just yet, so proceed up in the same direction. Along this way you will find rooms with treasure chests in them, ignore those for now unless you are fully prepared for them (info and that hard as heck sidequest in the succeeding section), when you enter the room with the four chests inside stay in here for a little while until you are able to find the Al Bhed Primer Vol. 26 on the floor in this area. Continue on to the next area away from this room, and then you find yet another Glyph on the wall, use it, and then head back to the one that had previously been unactive, now activate that one and you will be able to get a Teleport Sphere from up in this new place. Now, continue in the North direction from here until you finally reack a pad, that will teleport you to the next chamber. In this new chamber you will fight Ultima Weapon, let's begin, shall we? ------------------------------------------------------------------------------- #1. Ultima Weapon (Omega Ruins) -> HP: 70000 - 13560 (99999 HP in Int/PAL) -> MP: 1 (99 in Int/Pal) -> AP: 40000 - 50000 -> Statistics: Str- 55, Mag- 50, Def- 60, Mdef- 60, Acc- 0, Agl- 29, Eva- 0, Luck- 15 (Agl- 32 in Int/Pal) -> Steal: Common- 10 Door to Tomorrows, Uncommon- 20 Door to Tomorrows -> Bribe: Gil- 1400000, Item- 99 Pendulums -> Win: Common- 3 or 6 Lv.3 Key Spheres, Uncommon- 3 or 6 Lv.3 Key Spheres -> Gil Received: 20000 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed -> Weaknesses: Doom- 99, Silence- 95, Darkness- 95 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Break MP Limit -> Weapon Abilities: Double Overdrive -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Holy- Holy based magic attack on all characters. Core Energy- Non-elemental magic damage on one person. Silence- Induces Silence to one character. Attack- Physical damage on one. Sleep- Induces Sleep to one character. Shimmering Rain- Damage to all as a special attack. Break- Induces Petrification to one person. ---> STRATEGIC TACTICS: <--- ULTIMA WEAPON: Make sure that your stats have breached the 85 mark. Now head into battle with an armor bearing some sort of adjustment to defensive stature. Now when you arrive at the point where you get into the fight with Ultima, quickly cast Hastega. Now keep striking it down with powerful and deadly Quick Hits, which will prove very vital to your successful defeat of of Ultima Weapon. By this point you may have been attacked by it once or maybe even twice, I recommend ailing this with a Mega-Potion or an X-Potion. If some one has been KO'd then just heal them by way of Full-Life or a Mega- Phoenix, I would not use a Phoenix Down because it's HP recovery ratio is not as astoundingly substancial as the previous two methods of life recovery. If you want to heal even more HP at one time in the beginning pf the fight use Trio of 9999, and then when you heal it will recover 9999 HP to your entire active party. If you summon I think you should bring in Anima or Bahamut to leave the slightest inkling of challenge in the fight. You can also throw 100000 gil at it to take away 9999 at one time. You can even "Bribe" it with 1400000 gil and receive 99 Pendulums in return. Another thing you can do as an extra is Steal 10 Doors to Tomorrow. ------------------------------------------------------------------------------- After the battle is all said and done, and all the smoke clears you will be in a whole entirely new, and gigantic area. In here make your way across all of the platforms until you reach the last one. But beware, there area mega hard enemies you must fight on all of the platforms. Before setting off to do this get the Friend Sphere in the chest, and the go back and heal everything at the save point. Beat all of the fiends on every platform, then go back and heal your party again. Now make your way to the final platform. Dun dun duh!!! ------------------------------------------------------------------------------- #2. Omega Weapon (Omega Ruins) -> HP: 99999 - 13560 (999999 - 66666 in Int/PAL) -> MP: 1 (999 in Int/Pal) -> AP: 50000 - 60000 -> Statistics: Str- 54, Mag- 50, Def- 80, Mdef- 20, Acc- 0, Agl- 32, Eva- 0, Luck- 15 (Str- 64, Mag- 57, Def- 90, Mdef- 80, Acc- 0, Agl- 38, Eva- 0, Luck- 15 Int/Pal) -> Steal: Common- 30 Gambler's Spirits, Uncommon- 30 Gambler's Spirits -> Bribe: None -> Win: Common- 3 or 6 Lv.3 Key Spheres, Uncommon- 3 or 6 Lv.3 Key Spheres -> Gil Received: 20000 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe -> Weaknesses: Doom- 222 -> Elemental Affinities: [1/2] Fire, Ice, Lightning, Water, Holy ([Absorption] Fire, Ice, Lightning, Water, Holy Int/Pal) -> Zanmato Lv: 4 -> Armor Abilities: Break HP Limit -> Weapon Abilities: Triple Overdrive -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Demi- Takes away 25% of the whole party's current HP with gravity magic. Nova- Non-elemental magic damage on all characters. 8000 damage. Ultima- Non-elemental magic damage on all characters. 5000 Attack- Physical damage on everyone. 8000 damage. Break- Inflicts Petrification on one person. Confuse- Inflicts Confusion on one person. Core Energy- Non-elemental magic damage on one character. 6000 damage. Shimmering Rain- It is a special attack that can't be cut in half in damage on everybody. 3200 damage. ---> STRATEGIC TACTICS: <--- OMEGA WEAPON: This guy is a good bit harder than Ultima Weapon. So after the battle with Ultima you should seriously consider doing some hardcore training before taking on the heretic Omega Weapon. So Once your stats have heightened up to about the level of 90-99. Now start off just like last time by casting Hastega. Keep using Quick Attacks and overdrives. Keep in mind not to try anything foolish with status attacks on this guy because he is totally immune to just about all of them. You can upgrade a little in the summoning department to maybe Yojimbo or possibly the Magus Sisters. But be very careful not to beat it before you have Kimahri come in and use Lancet to learn the most awesome Ronso Rage in the game, Nova. But you should only really do this when it is almost dead so you have more of a chance to survive it. Heal as much as necessary throughout the confrontation. Don't have strength to impressively high for it might kill it in one hit, and you do not want that because you DO want that Ronso Rage and this is the only chance for it except Nemesis. To get rid of it quicker use some of the more powerful Mixes like the Mix Super Nova/Sunburst. Or you may also use the Spare Change ability to take away an enormously decent 10% of its HP in one turn. After the intense battle with Omega, you are instantly teleported to the very beginning of the dungeon. You can now go back to where you fought Omega Weapon and get a Magic Sphere from inside the treasure chest that is located behind the area where you fought with Omega. ------------------------------------------------------------------------------- =============================================================================== <-----------------------------------------------------------------------------> 38.0. NAVIGATIONAL MAP COORDINATES #SN9N <-----------------------------------------------------------------------------> =============================================================================== Basically the name says it all. ------------------------------------------------------------------------------- 38.1. Coordinates #SN9N1 ------------------------------------------------------------------------------- Baaj Temple: X coordinate- 11~16 - Y coordinate- 57~63 Sanubia Sands: X coordinate- 12~16 - Y coordinate- 41~45 Besaid Falls: X coordinate- 29~32 - Y coordinate- 73~76 Mi'ihen Ruins: X coordinate- 33~36 - Y coordinate- 55~60 Battle Site: X coordinate- 39~43 - Y coordinate- 56~60 Omega Dungeon: X coordinate- 69~75 - Y coordinate- 33~38 The items that you can obtain in these ares are this: Besaid Falls- Dragoon Lance (weapon for Kimahri) Mi'ihen Ruins- Sonar (weapon for Rikku) Omega Ruins- Go to the Omega Ruins section ------------------------------------------------------------------------------- 38.2. Airship Passwords #SN9N2 ------------------------------------------------------------------------------- GODHAND- Here you can receive Rikku's celestial weapon Godhand (Mushroom Rock Road) VICTORIOUS- Here you can get the Victorious armor (Besaid Ruins 1) MURASAME- Here you can obtain Auron's Murasame weapon (Besaid Ruins 2) =============================================================================== <-----------------------------------------------------------------------------> 39.0. AL BHED PRIMERS #SO0A <-----------------------------------------------------------------------------> =============================================================================== Vol.1- Salvage Ship Vol.2- Crusaders Lodge-Besaid Vol.3- SS Liki-Engine Room Vol.4- Tavern-Kilika Vol.5- SS Winno-Bridge Vol.6- Basement B-Luca Vol.7- Luca Theater-Reception Vol.8- Mi'ihen Highroad (get it from Rin) Vol.9- Mi'ihen Highroad-Newroad,North Vol.10- Precipice-Mushroom Rock Road Vol.11- Djose Road Vol.12- North Wharf-Moonflow Vol.13- Guadosalam-House Vol.14- Thunder Plain agency (Rin- if you tell him your studies are going well) Vol.15- Lake Road-Macalania Vol.16- Lake Macalania-Agency Vol.17- Bikanel Desert-central Vol.18- Bikanel Desert-central Vol.19- AL Bhed Home (All the ones in home you can only get now) Vol.20- Living Quarters-AL Bhed Home Vol.21- Main Corridor-AL Bhed Home Vol.22- Bevelle Temple-preist's passage (you only get this now) Vol.23- Calm Lands-To the North West area Vol.24- Remiem Temple-Near the Champion Chocobo Vol.25- Calm Lands-Sunken Cave Vol.26- Omega Ruins (the back room with the 4 chests) Regaining Al Bhed books: Vol.1- The Oasis area of Bikanel Desert Vol.3- Near Wakka's first appearence in the game. Vol.5- The area of the Kimahri vs Tidus fight. Vol.14- The eastern section of the Bikanel Desert - The rest of the ones you can miss (the ones in Al Bhed Home, and Bevelle Priests Passage can *never* be found again). If you acquire all of these before the end of the game you get a cutscene with you and Rin talking in Al Bhed, not only that, everyone that speaks Al Bhed, you will understand them. ^_^ =============================================================================== <-----------------------------------------------------------------------------> 40.0. JECHT SPHERES #SP1J <-----------------------------------------------------------------------------> =============================================================================== Jecht Sphere #1. Macalania forest, after the fight with the Spherimorph. Jecht Sphere #2. Beasid Village, near the Temple of the Fayth. Jecht Sphere #3. SS Liki, Bridge Jecht Sphere #4. Basement A, Luca Blitzball Stadium Jecht Sphere #5. Mi'ihen Highroad, South on the Oldroad Auron's Sphere . Precipice, on Mushroom Rock Road Jecht Sphere #6. Moonflow, South Wharf Jecht Sphere #7. South area of the Thunder Plains Jecht Sphere #8. The Southern area of Macalania Forest Braska's Sphere. Mt. Gagazet, near the beginning =============================================================================== <-----------------------------------------------------------------------------> 41.0. ORIGINAL GRID STAT MAXING #SQ2O <-----------------------------------------------------------------------------> =============================================================================== In this extremely long and extensive section, I will provide you, the reader, with 3 different methods of maximizing all your characters' statistics. Each one, suited for different tastes and perspectives. This is for the Original Sphere Grid found in both the NTSC and Pal/Int. versions of the game. ------------------------------------------------------------------------------- 41.1. Method 1 #SQ2O1 ------------------------------------------------------------------------------- This method is for those who wish to have unchanged magic and more than half- maxed Luck. The rest will be high... very high... +----------------------+ - 1. Grid Set-up - +----------------------+ =-=-=-=-=-=-=-=-=-=- Starting Grid Set-Up =-=-=-=-=-=-=-=-=-=- HP+200- 97 HP+300- 0 MP+40- 7 MP+20- 48 MP+10- 1 Strength+4- 23 Strength+3- 5 Strength+2- 27 Strength+1- 11 Defense+4- 12 Defense+3- 19 Defense+2- 22 Defense+1- 1 Magic Defense+4- 16 Magic Defense+3- 6 Magic Defense+2- 18 Magic Defense+1- 6 Magic+4- 18 Magic+3- 14 Magic+2- 13 Magic+1- 2 Evasion+4- 19 Evasion+3- 4 Evasion+2- 17 Evasion+1- 2 Agility+4- 21 Agility+3- 15 Agility+2- 20 Agility+1- 5 Luck+4- 2 Luck+3- 0 Luck+2- 3 Luck+1- 4 Accuracy+4- 4 Accuracy+3- 8 Accuracy+2- 13 Accuracy+1- 4 Abilities- 85 Empty Nodes- 192 Lv.4 Lock- 33 Lv.3 Lock- 20 Lv.2 Lock- 12 Lv.1 Lock- 12 Total number of nodes on the grid- 861 +-------------------------------+ - 2. Mandatory Preperations - +-------------------------------+ Items: Cloudy Mirror Celestial Mirror Weapons: Tidus- Caladbolg Yuna- Nirvana Auron- Masamune Wakka- World Champion Lulu- Onion Knight Kimahri- Spirit Lance Rikku- Godhand Armor: Break HP Limit Defense+20% Auto-Haste Auto-Protect Obtain Cloudy Mirror/Celestial Mirror by: First, train the chocobo by finishing all of the games, then take the chocobo to the Southwest corner of the Calm Lands and press X above the feather here to jump across the gap, you are now going to the Remiem Temple and just come in first in the chocobo race (no chests are needed). Now go back to the Macalania Forest with your new Cloudy Mirror, and talk to the mom and boy here, they say they lost their father/ husband. Go back to the area where you first came here after the fight with Natus, and talk to man here, he'll now go back to them, but the son is now lost. Go up the shiny path and talk to the boy you find a little farther up, he then goes back, and you can use this shiny orb thingy to power up weapons with their crest/sigils. Don't you feel good? Obtain Caladbolg by: Get the treasure chest where you fought and defeated Yunalesca. If you have Int. version of FFX you will have to fight the Dark Bahamut if you miss it after you first beat her, if not you have no worries. Now go to the Calm Lands and beat the chocobo trainer in the Catcher Chocobo race that is only accessible after completing the first three chocobo training games. You must beat the trainer with a time better than 0:0:0, then head back to the Northwest area of the Calm Lands, and go down into the little alcove, and now the guard won't be there, so activate the symbol and you'll get it. Now power it up fully in the Macalania Woods. Obtain Nirvana by: Fly back to Besaid in the airship, and if you didn't do so before, swim off the shores of the beach, and go into the little patch of land and open the chest for the Moon Crest. Now obtain every aeon, then go back to the Remiem Temple and defeat all of Belgemine's aeon's for the sigil to the Nirvana. Now, capture one of every fiend in the Calm Lands and take them back to the owner of the Monster Arena, then open the chest he brings out. Now power it up fully in the Macalania Woods. Obtain Masamune by: Go back to the Oldroad, South of the Mi'ihen Highroad, and head down all the way, open the chest here for the Mars crest. Now you must go around and capture 10 fiends of 10 species from 10 areas. Then head back to Monster Arena owner and he'll give you the Mars Sigil. Getting the Rusty sword in the gorge bottom of the Calm Lands and take it back to Mushroom Rock Road (the area right before the "After math" area). Now go up the floating platform and up here examine the statue of Mi'ihen, this will give you the Masamune. Now power it up fully in the Macalania Woods. Obtain World Champion by: First going back to the Auroch's locker room in the Luca stadium. In here one of the lockers contains the Jupiter Crest. Now go and play tons of blitzball until you have all of Wakka's overdrives. Now, continue to play until you see the Jupiter Sigil appear as a prize, play and win it (pro tip: keep reseting the game until you see what you want). Now head back to the cafe in the Luca Square and talk to the bar tender, he will give you the weapon. Now power it up fully in the Macalania Woods. Obtain Onion Knight by: First fly back to Guadosalam and enter the Farplane, get the treasure chest here for the Venus Crest. Go back to the Thunder Plains now and dodge 200 consecutive bolts here, then go back to the travel agency and open the chest fr it's sigil. Once you have done this, go back to Baaj Temple and beat Geosgaeno. Then search the left wall for the Onion Knight. Now power it up fully in the Macalania Woods. Obtain Spirit Lance by: First going back to Mt. Gagazet and look by the pillars in the area after you fought Flux for a chest containing the Saturn Crest. Fly back to the Mcalania Forest now and get all the blue butterflies in both areas for the Jupiter Sigil. Go back to the Thunder Plains now and activate 3 "lit" Qactuar Stones, then head for the South area of Thunder Plains and search for a Qactuar ghost running around, follow it to a broken down lightnibg tower for the Spirit Lance. Now power it up fully in the Macalania Woods. Obtain Godhand by: Going back to Bikanel Desert and looking inside a sand- whirlpool for the Mercury Crest. Now finish the Cactuar Village minigame/ sidequest that you can take part in here in the desert. After you have done accomplishing all of this, enter the password "GODHAND" in the airship password input to open a new area underneath Mushroom Rock, go to the very back of this area and open the chest here. It will contain the Godhand weapon. Now power it up fully in the Macalania Woods. Obtain the right armor by: First obtaining empty 4-slotted armors for everyone, you can buy them from Wantx later in the Macalania Woods. Now use 30 Wings to Discovery in one slot to put in Break HP Limit. Now use 4 Blessed Gems to get Defense+20% into the next slot. Follow this by using 80 Chocobo Wings as to insert the next slot with Auto-Haste. The final step in the progression to making the right armor for this is to add Auto-Protect with 70 Light Curtains. +------------------+ - Step 3. - +------------------+ Go buy some capturing weapons from the Monster Arena manager. Now you should either equip their next slot with one of two, Break Damage Limit or you could also do it with First Strike. Now you must go out and capture 10 of every fiend in the Clam Lands region, only one of each will activate Chimerageist, but we don't wanna have to come back later do we? Now we head out for all regions of Spira to capture 10 of every "capturable" fiend (not capturable are bosses, and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows... 1. Besaid: Condor, Water Flan, Dingo 2. Kilika: Ragora, Dinonix, Killer Bee, Yellow Element 3. Mi'ihen Highroad: Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White Element 4. Mushroom Rock: Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan 5. Djose: Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk 6. Thunder Plains: Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element 7. Macalania: Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera, Murussu 8. Sanubia Desert: Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu 9. Calm Lands: Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl, Anacondaur 10. Sunken Cave: Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha 11. Mt. Gagazet: Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark Flan, Splasher, Bashura, Grendel, Ahriman 12. Sin: Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith, Exoray 13. Omega Dungeon: Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master Tonberry, Varuna, Master Coeurl So once you have captured 10 of each of these from all of these different regions, it is finally time for all of your hours of hard work to pay off. Go back to the Calm Lands and then pay a little visit to the owner of the Monster Arena. You will now have every fight except the battle with Nemesis, you'll unlock that later, for now you will be given the following items and extremely difficult bosses to fight... -Items and Area Creations: 1) Stratovis- Stamina Tonic x 99 Kottos- Soul Spring x 99 Malboro Menace- Poison Fang x 99 Jormungand- Petrify Grenade x 99 Espada- Shining Gem x 60 Chimerageist- Farplane Wind x 60 Catoblepas- Blossom Crown Abaddon- Lunar Curtain x 99 Cactuar King- Chocobo Wing x 99 Don Tonberry- Silver Hourglass x 40 Abyss Worm- Shadow Gem x 99 Vorban- Designer Wallet x 60 -Items and Species Creations: 2) Fenrir- Chocobo Feather x 99 Orintholestes- Stamina Spring x 99 Pteryx- Mega Phoenix x 99 Hornet- Mana Tonic x 60 Vidatu- Mana Spring x 99 Jumbo Flan- Twin Stars x 60 Nega Elemental- Star Curtain x 99 Tanket- Gold Hourglass x 99 Fafnir- Purifying Salt x 99 Sleep Sprout- Healing Spring x 99 Bomb King- Turbo Ether x 60 Juggernaut- Light Curtain x 99 Iron Clad- Mana Tablet x 60 -Items and Original Creations 3) Greater Sphere- Supreme Gem x 60 Catastrophe- Door to Tommorrow x 99 Neslug- Winning Formula x 60 Th'uban- Gamblers Spirit x 99 Shinryu- Megalixir x 30 Ultima Buster- Dark Matter x 99 You don't have Nemesis yet... +-----------------+ - Step 4. - +-----------------+ Now with all of these creations activated it is time to train and gain AP like mad. The prefered method of leveling up with ease are the methods I am about to present to you... Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? Whent eh fight comes to a conclusion, you should receive 1000000 to 10000000 AP (in other words, 99 sphere lvl's). +-ALTERNATE METHOD-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. ... or you could also choose to just fight all creations and level up over over while fighting them. I recommend after you train enough, that you set off on a "quest" to defeat all of the creations you have unlocked one-by-one, and then you will have unlocked Nemesis, don't take him on yet, but for unlocking Nemesis the arena owner will also reward you with 10 Master Spheres. By using the AP gaining methods over and over again you will be making your way around the grid like it's nobody's buisness. Once you have gone all around your first three selected character's part of the grid you are ready to move one to the next step. +-----------------+ - Step 5. - +-----------------+ Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best party you can have, I'll talk about maxing everybody else a little bit later on in this stat maxing guide. So now you must completely finish their very own designated grid sections in search of unfathomable stats and useful abilities for the hardships of beating Nemesis and to prevent the rest of the Monster Arena creations from wiping the floor with your party. First you should worry about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect, Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3 ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis (don't do this yet, it is impossible right now), finish the Omega Ruins chests sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe amount: 260000). The best and most reliable method of gaining gil for this quickly are the below methods... The best way I found to be possible is to first equip everone with a weapon bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the treasure chests that occasionally appear in battles). If you do that you will receive 100000-110000 gil in just ONE fight. +-ALTERNATE METHOD-+ This one isn't as effective as the last one, but still a good method if you are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask if you can fight Kottos. When in battle simply cast Hastega and then pummel it with Quick Hits and overdrives til it is dead. Kottos will drop tons and tons of Healing Springs. Use them to customize to your armor, and sell them to the Monster Arena owner, it will cash in over 40000-50000 with just one armor. Now after you have killed about 10 of the Mimics in the Omega Ruins, head back to the Calm Lands and the Monster Arena. Now start fighting about ten to fifteen Master Coeurls since by this point you probably have 1000000-1500000 gil to add to your just recently acquired 1000000 gil from all of those blasted Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous 99 of them. Now Warp to all of the abilities I have pointed out with just one of those people, and then I think you should go and slaughter Vorbans for some friend Friend Sphere 2x, kill him like this... Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your party attack for 9999 damage each time if you don't have Break Damage Limit, then it'll hit for 99999 each time and that is even better. Don't bother with Armor Break here because it doesn't work against Vorban like it does with their Barbatos counter parts. Now if Tidus' overdrive is full use it and I highly suggest that you use it as a Blitz Ace for superb results. Follow it up by using Auron to just attack, have Rikku switch it up in exchange for Yuna to come out and do any necessary healing. Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar as well. Do not be afraid tp have Yuna summon any aeons if you absolutely truly need to during any point in that battle. Do this a couple of times to get about 32 of these, but you may also find it more comfortable and more convinient to simply Bribe Coeurls for 120000 gil and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for that, use the Mimics in the Omega Dungeon. After, do the following steps... 1. Have one person move to one of the abilities with a Warp Sphere. 2. Then have the other two characters to use a Friend Sphere to the node. 3. Now have the first character move to another ability with a Warp Sphere. 4. Follow that person with the other two characters and Friend Spheres. 5. Do this until you have the 16 abilities I pointed out above. After you have fininshed all of this you are ready to start buying Clear Spheres. Next is a representation chart of your party's stats after completing only their own sections of the Sphere Grid. HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ------------------------------------------------------------------------------ Tidus: 3120 112 54 11 31 7 36 29 29 19 Yuna: 2875 344 15 63 14 28 42 7 68 25 Auron: 4430 133 58 11 37 13 17 4 15 18 Wakka: 4218 190 57 33 30 9 36 47 11 20 Lulu: 2380 422 14 56 42 54 21 3 86 21 Rikku: 3360 205 35 28 25 18 59 17 5 19 Kimahri: 1844 178 27 23 24 7 14 12 5 18 You're getting there...^_^ NOTE: Some of these counts might be a little off but I will go through again and confirm this count (more hrs of fun, argh)! +-----------------+ - Step 6. - +-----------------+ For this immensely imperative step you are to capture at least five of every fiend that is actually capturable in the land of Spira. You should already be enabled to buy them from the Monster Arena owner unless you ignored my explicit instructions and did not get ten of every fiend in Spira in the 3rd step of this guide. So anyway once you do capture the five of every and all enemies, go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50 to be precise). After you have about 2000000-5000000 gil, go back to the arena owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a little later. It is now time to start your next step in the process of stat maxing. +-----------------+ - Step 7. - +-----------------+ This next step of the informator and strenuous process is arguably the longest and most time consuming, but it is not necessarilly the most difficult (the estimated time for accomplishment is about 50-100 hours). In this step you must take your three characters outside of their grids or where ever on the grid they may be and activate every node on the sphere grid (but don't erase-and- fill here), I know you have to erase some Lv.1,2,3,4 locks but don't yet fill them in, ok. The easiest way to do this is to first fight and beat a few Chimerageists that you unlocked for capturing one of all the fiends in the Calm Lands area, to conquer the Chimerageist use this strategy... Chimerageist: Stats should be in the 250's, just kidding about 110-115. Start off with a Hastega. Then just whail away at it hitting for 9999 (minimum) each turn. Have good defense to survive his attacks. And just keep attacking until it dies. Heal if you need to do so. Or you have many other alternatives, 1. Blitz Ace 2. Auroch Reels 3. Doom 4. Passado 5. Zanmato (just a waste of gil, at least against this enemy). Or even just 2 hits at 99999 will turn it into pyreflies. It has somewhat of a susceptibility to Doom (200). For doing this you will receive 2 Return Spheres every time for overkill and 1 for just a normal kill. Fight it about 3-7 times. After, move the three characters you have chosen to use for now and take them to the last sphere on their grids and move them into the next section(s). Use the AP trick that I have listed above. Or you can simply *try* and destroy the arena bosses (highly unreasonable for this point). I'll see you in a few weeks..... Are you back,? ok then once you have taken those characters around the grid completely you can finally take on the next step which is rather redundant to this very step. +-----------------+ - Step 8. - +-----------------+ In this step you have been prepared by the last step you have followed, and this is to immolate all Species Creations. For information on how to unlock all the Species Creations look below... Fenrir- Capture 3 of every wolf Orintholestes- Capture 3 of every lizard Pteryx- Capture 4 of every bird Hornet- Capture 4 of every insect Vidatu- Capture 4 of every floating wizard One Eye- Capture 4 of every eyeball Jumbo Flan- Capture 3 of every flan Nega Elemental- Capture 3 of every element Tanket- Capture 3 of every armored mole Fafnir- Capture 4 of every dragon Sleep Sprout- Capture 5 of every fungus Bomb King- Capture 5 of every bomb Juggernaut- Capture 5 of every horned beast Ironclad- Capture 10 of every iron giant But if you have already paid heed to my word previously and captured the 10 of everything, you'll already have them activated and ready to die. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Preperations for Species Creations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The preperations I strongly advise and caution you to take are of course to have the customized armor model that I mentioned in the very beginning of this statistic maximization guide: Break HP Limit, Defense+20%, Auto-Haste, Auto- Protect. Your next and perhaps most important caution you must take before taking on the Species Creations, and that is to obtain all of Yuna's hidden aeons, this is how to obtain the three secret wonders... 1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little passage. There will a cave there and if you get a cutscene you know you are in the right place. So then enter the cave, then keep following all of the passages til you get a scene with an unsent summoner, who Lulu once guarded. When it is over you fight her Aeon Yojimbo. #1. Yojimbo (Cavern of the Stolen Fayth) -> HP: 33000 - 4060 -> MP: 2000 -> AP: 0 -> Statistics: Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 0 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: ??? <--- Can't use it against him. o_0 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one Zanmato- 9999 HP of unblockable/reductable damage to all characters. ---> STRATEGIC TACTICS: <--- This is a very easy fight despite what you all may be thinking. So I am here to say don't worry, you can kill it within an easy five turns and barely take any damage whatsoever. First, cast Doom negative status effect against Yojimbo enemy. Now, for the rest of the five turns he's slowing losing his life away, you just heal and guard anything that is thrown your way. See, that's pretty darn easy enough, right? When you beat her you can continue down the cave until you reach a room with a teleport pad in the middle of it. You can choose which direction you want to go in. But since I am talking about the Hidden Aeon go up. When you go in there you will see the Fayth who will charge you for his services. It is best to choose, to defeat the most powerful of fiends (IMO). He will then offer you his lowest price, but you should then offer half of his bid + 1 and then offer it to him. Next time he offers a rice just raise your offer by 1. When he offers 205,000 dollars you can offer under the price of 200,000. But not to much lower. He shall eventually join you and thats that. ------------------------------------------------------------------------------- 2. Anima: This is pretty hard and time consuming. But well worth the effort. Ok, so to acquire this powerful aeon you must first have obtained all of the secret items in the temples of the fayth, if you didn't don't worry you can go back, except to bevelle so you must already have that one. Once you have them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated it, go into the Temple and touch all of the statues with the X button, (be sure to get some treasure chests that are in here to). Then go back to the temple in Zanarkand and there will be a new puzzle to solve there: Step on the white squares in the first chamber and the 4 in the next chamber. Then it reveals a destruction sphere, take it and put in the sphere slot to the right of the panel. Then open the treasure chest to receive a Magistral Rod. Now fly back to the temple in Baaj. Go back to the room where all of those statues are and light them all up again, then enter the room and you get a scene with the fayth of Anima, which is Seymour's mom! You learn alot about Seymour's past and then you finally get Anima. Strategy for Geosgaeno is listed below... #2. Geosgaeno (Baaj Temple Revisited) -> HP: 32767 - 32767 -> MP: 128 -> AP: 4200 - 6300 -> Statistics: Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1000 -> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe, Doom -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [2x Damage] Fire, Lightning, Water, Holy, Ice -> Zanmato Lv: 4 -> Armor Abilities: Auto-Reflect -> Weapon Abilities: ??? [I have heard that there's actually a glitch where you get Encounters None {No Encounters} on a weapon. I don't know how to, though] -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 ---> STRATEGIC TACTICS: <--- - Geosgaeno: You are going to be needing some important preperations to be made before going off to get yourself into trouble with Geosgaeno. You need following equipment: have everybody with an armor that has the Stoneproof, Deathproof, and perhaps so you can have even more of an advantage over Geosgaeno, First Strike. I suggest starting off the battle with a Hastega spell, and then you can have a choice of which strategy you want to take to topple the overgrown fish: - You may just want to have Rikku Mix together Trio of 9999, and then follow up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an Attack Reels overdrive and that should and could be enough to take it out hopefully. - Your other option involves a little bit of strategy and took me a good bit of fights with Geosgaeno to compile and test this information. What it is is this: you see, Geosgaeno has this move which 'Sucks Up' one of your party members and keeps them in its stomach (character is visible). Now, you can either be at a disadvantage or a real advantage here, here's how: you see, if you have positive status effects on the character that is 'Sucked Up', most of the good statuses that you have on will also be inflicted upon Geosgaeno. List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide - same goes for negative status imprefections... List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental Break So you see, putting your ownself in negative status effects may aid you to reign victorious in this bout with big G. Now I will list great and unbeatable status combinations to have on your characters when they are 'Sucked Up': - You can put Regen and then Zombie on the characters (this I think is best) - Another good alternative status combo would be to have Zombie and the start to systematically pick it apart with rounds of Curaga or Phoenix Downs. - You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets when it uses its KO Punch or Stone Punch which will be nullified and it will take lots of damage while doing so. - Just put on all of the Breaks and then just whip it with alot of overdrives, Mugs, or Quick Hits until death. Note: there are tons of things that can occur while in its stomach, but I will list 'em once I find out more about this. ------------------------------------------------------------------------------- 3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then go back to the monster arena owner and he shall hand you the Blossom Crown as a reward for capturing them all. But you must also have every other aeon in the game (including Yojimbo and Anima). Then go back to Remiem Temple and beat Belgimine's Bahamut. And then she will give you the Flower Scepter. Then beat all of her aeons, so you can use the Flower Scepter and the Blossom Crown on the mysterious door behind belgimine then you shall receive the games most destructive aeon(s). The next and final precaution that you must make is to check all of your stats as of current and make sure that they are at the levels as follows.... HP- 19400 MP- 999 STR- 172 DEF- 150 MAG DEF- 124 MAG- 152 EVA- 134 AGL- 134 LUCK- 18 ACC- 68 And this is unrealistically assuming that everyone's HP at this point would start out at a base of 0 which is untrue. Near the end of the stat maxing guide though I'll let you know what everyone's starting stats are and then you can add that to the above representation of current stat levels to get a more accurate and realistic idea of what stats will be by now. Now it is finally time to destroy the Species Creations and get "stat-filling" spheres. But before you actually begin, use Return Spheres on your three main characters to make them appear in their original spots, meaning the first node they were on the first time you got them, then move on with the clearing process... NOTE: When you use Clear Spheres the amount of the stat raising node for that particular stat is erased along with the node (ie if you had 140 STR and you use a Clear Sphere on a +3 STR node your new STR would be 137. But don't fret, we will fill them back up as we go along to make them even better than the previous. =-=-=-=-=-=-=-=-=-=-=-=- Optimum HP (aka Ironclad) =-=-=-=-=-=-=-=-=-=-=-=- Ironclad: This fight will require alot of persistance, skill, and patience. Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing Blade on the little sucker. This should be followed very closly by Tidus using a Blitz Ace. Next Rikku should just stand there and heal with a Mega- Potion. Now on the next turn Auron gets switch him out and bring in Yuna, then have her Entrust her overdrive guage to Rikku, then use Rikku for a Trio of 9999 on the party, just in case of dire circumstances later in the battle and just so they don't make you fret. Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be countering alot with Reppageki. So now have Rikku switch out for Auron then have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna summon in Anima. Once Anima is brought forth onto the field, have her start off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use them over and over again until it is time for Ironclad to incur it's wrath upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed. Now comes the second stretch and the hardest part of the battle because you no longer have a reliable aeon to fully depend on. Just have Tidus use Quick Hits as you are hit with tons and tons of Reppagekis. Have Auron just attack with physical attacks, and have Yuna stand back and heal with Mega-Potions or heal the dead with Full-Life. On its turns you will either see a Bushinzan that reduces MP to zero and does physical damage, or a Shinryudan for major physical damage to one character. Now simply continue using the three characters to play the parts I just told to, or when Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause destruction with Delta Attack. After this battle you will receive 2 HP Spheres for an overkill and one for a regular kill. Now you must clear out all +200 HP Spheres and fill them with I have found to be absolutely best 63 +300 HP Spheres. HP will be... -New HP Node Count: +300- 63 x 300 = 18900 +200- still 97 x 200 = 19400 + 18900 = 38300 Tidus- 38820 Yuna- 38775 Auron- 39330 Wakka- 38918 Lulu- 38680 Rikku- 38660 Kimahri- 38944 But we don't stop there, no sir, now we go kill off about 102-204 Ironclads and get fill them into the grid. Now HP will finalize and be put to rest at this amount... -New +300 HP Node Count: 267 x 300 = 80100 Tidus- 80620 Yuna- 80575 Auron- 81130 Wakka- 80718 Lulu- 80480 Rikku- 80460 Kimahri- 80744 Lookin' good, eh? NOTE: If you want you could get rid of some Magic or MP nodes on the grid for a 99999 HP for all. But you don't need it unless you wanna brag.;) =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum MAG (aka Jumbo Flan) =-=-=-=-=-=-=-=-=-=-=-=-=-= Jumbo Flan: This is another pain in the neck fight that you have to do in order to get maxed stats, "why Square?, why?" Anyway your party that you start out with should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to Use a Stamina Tonic to double HP count (since I doubt you have it as high as I mention above yet), now have Tidus use Blitz Ace, as it is immune to physical attacks. Now make sure to use Auron to throw 100000 gil at it with a very useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a Reflect on anyone for later, and then Auron for another Spare Change of the same amount as last time. Now Jumbo Flan wil attack with probably an Ultima. Aid this immediately. Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all elements and adds it to it's own, and don't even try Holy, it doesn't work either (I know, annoying), when Ifrit has come to save the day, use it only for Meteor Strikes until he is dead, this was also to give your party a break and shield them from an undreamable onslaught. Your next move is to switch Auron for any character with their overdrove guage full, and then Entrust the overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have her summon Anima. When the aeon is here, first have her use Oblivion for about 99999 damage. It will be attacked a few times post Oblivion. But after just continue to pound away with Pains until either Jumbo Flan dies, or the other way around. Now you are simply going to need to rely on Auron Spare Change-ing, Yuna Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the Magus Sisters for Delta Attack (guess which one is recommended). But just leave Magic as is after finishing the grid for this method to have Magic like this... -New +4 MAG Node Count: Will remain the same Tidus- 147 (may vary) Yuna- 162 (may vary) Auron- 147 (may vary) Wakka- 152 Lulu- 162 Rikku- 152 Kimahri- 159 =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum STR (aka Juggernaut) =-=-=-=-=-=-=-=-=-=-=-=-=-= Juggernaut: This strategy and even monster are/is much much easier than the last two fights that I mentioned. First you are going to first have a party of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul- Blaze might be off because of it's Salvo attack which is a Fire based attack to all. Now have Auron use a Banishing Blade, then have Yuna again use another NulBlaze. Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a physical attack now, and then have Yuna heal any hurt character with an X- Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back. After this fight you will receive 2 Strength Spheres for overkill and only one for a regular kill. Just erase all +3, +2, and +1 Strength nodes from the grid and replace them for +4's. This is all you will have to do for Strength. Now your strength will look like this... -New +4 STR Node Count: 64 x 4 = 256 -64 x 4 = 256 Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum AGL (aka Fenrir) =-=-=-=-=-=-=-=-=-=-=-= Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to go, but if you do that make sure you have armor that has Confusionproof, and Deathproof, for Fenrir will counter some attacks with party decapitating blows like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death). Use a Blitz Ace, most likely if your stats are where I said they should be a Blitz Ace alone will not get the job done. But if you top that off with an Attack Reels will finish it off. Summon at will. After this fight you will get 2 Agility Spheres for overkill and one for a regular kill. You will need to fill in all +3, +2, +1 Agility nodes and add 3 to left over +3, +2, +1 Strength nodes. Now you Agility will be at... -New +4 AGL Node Count: 64 -64 x 4 = 256 Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum DEF (aka Tanket) =-=-=-=-=-=-=-=-=-=-=-= Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be substituted for Rikku actually). First have Auron use a Banishing Blade against Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz Ace on it for even more super-mega damage. Now if you decided to use Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you did think twice and used Rikku for the fight then continue to read this strat. Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple of physical attacks and Tidus only to Quick Hit for the remainder of the entire match as his turns. If it takes it turn again now you might have to heal even though Auto-Protect has halved the damage. After it is done with it's turn, use Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage, but if she is more powerful enough like 200 STR at least then just have her attack physically or something. Now follow this the rest of the time. Now after the many, many, many fights (when DEF is uber) switch to an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste. After the fight you will receive 2 Defense Spheres for overkill and 1 for a regular kill. Delete the +3, +2, +1 nodes and fill them with all +4 nodes on them. You will also need to fill in 8 of other nodes in also with 'em. You get a result of this... -New +4 DEF Node Count: 64 -64 x 4 = 256 Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum ACC (aka Hornet) =-=-=-=-=-=-=-=-=-=-=-= Hornet: Start out with Tidus, Auron, Yuna. Now have anybody use 2 Aims in order to get better results when trying to attack at it. Now use tons of Quick Hits consecutively. If Bewitching stab Confuses you then negate it by either Quick Pocket-ing a Remedy or just using Esuna. Now if it's normal attack KO's you then bring that character back to life with Full-Life. And if with anything else you are induced with the other statuses it can inflict then ail them with Esuna as well. Just attack like crazy. After the fight you will receive 2 Accuracy Spheres for overkill and 1 for a regular kill. Replace all +3-+1 nodes with all of the +4 nodes for the stat of Accuracy. You might need to go into 35 nodes of empty nodes but that'll be at the expense of lesser HP. You will need Accuracy Spheres to place in some other nodes also (about -New +4 ACC Node Count: 64 -64 x 4 = 256 Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum EVA (aka Pteryx) =-=-=-=-=-=-=-=-=-=-=-= Pteryx: Now this is one super easy fight for maxing Evasion so there is no need to panic at all. You will probably be amubushed in the beginning of the fight, so what, who friggin' cares, if your ACC and AGL and even STR is high enough by this point you will be able to finish the fight in two hits with no trouble at all if any. But if you are not yet that statistically inclined than you can cast Hastega and use overdrives or you can simply summon a not even that-power- ful of an aeon to carry out your dirty work. Once the fight is over you will receive 2 Evasion Spheres for overkill and 1 for a normal kill. Fill them by obviously filling them into all +3, +2, +1 Evasion nodes and then 22 into other nodes. Look at your awesome new EVA... -New +4 EVA Node Count: 64 -64 x 4 = 256 Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 Not much longer now...:) =-=-=-=-=-=-=-=-=-=-=-=-=-=- Optimum MAG DEF (aka One-Eye) =-=-=-=-=-=-=-=-=-=-=-=-=-=- One-Eye: Start of with Tidus, and Yuna, the other character virtually doesn't matter here in this fight against One-Eye. So first have Yuna use a Stamina Tonic on the whole active party and double max HP and that'll make HP super duper high. If at least one character has Ribbon on their armor here it'll be rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly. Now use the next character to cast Auto-Life on one character. If you now see a Shockwave the character with Ribbon should use Esuna on both other people. Now I guess you should have Tidus attack with a Blitz Ace. That will be that for that battle. After the battle you will receive 2 Magic Defense Spheres for overkill and 1 for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def Sphere of +4. And then into 17-18 other nodes for the following ending Magical Defense... -New +4 MAG DEF Node Count: 64 -64 x 4 = 256 Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 NOTE: Optimizing MP will be done already after finishing the grid once with no Clear Spheres. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum Luck (aka Greater Sphere, Maelspike) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Greater Sphere: Have everybody Quick Hit it with at least 220 STR statistical attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus, and Auron. Now after every attack you dish out its way it'll reply very un- satisfyingly in the shape of an Ultima magic attack, and you know that can be extremely fatal sometimes. But with high enough Mag Def it'll only do from 2000-900. Heal once or twice during this period(s). Now if you have it, use a Blitz Ace. But if you don't there is no need whatsoever to despair at all, simply continue to Quick Hit the lights out of Greater Sphere. Now as it does Ultimas on your party heal in the same manner you have been doing so the last time. Then keep on to use Quick Hits even more and heal from the potentially brutal Ultimas it dishes out still. Good job, now move on to the second part of maxing the Luck stat. You now must fly back to the Cavern area of Mt. Gagazet via airship means. Now head into the water part of here, and run into about 50 Maelspikes here and Bribe them all with 100001 then add 1 each time gil (come in with about 10000000 gil. Gain gil by killing Mimics in Omega. After all of this you'll need to fill all +2, +1 Luck nodes and also into a good 33 of the Lock Nodes to have Luck looking like this... -New Lock Node Count: 44 -New +4 Luck Node Count: 35 Tidus- 166 Yuna- 165 Auron- 165 Wakka- 167 Lulu- 165 Rikku- 166 Kimahri- 166 Wow! You have now max stats. Congratulations! ----------- Final Stats ----------- HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ----------------------------------------------------------------------------- Tidus: 97420 999 255 147 255 255 255 255 255 166 Yuna: 97375 999 255 162 255 255 255 255 255 165 Auron: 97930 999 255 147 255 255 255 255 255 165 Wakka: 97518 999 255 152 255 255 255 255 255 167 Lulu: 97280 999 255 162 255 255 255 255 255 165 Rikku: 97260 999 255 152 255 255 255 255 255 166 Kimahri: 97544 999 255 159 255 255 255 255 255 166 or HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ----------------------------------------------------------------------------- Tidus: 99999 571 255 147 255 255 255 255 255 166 Yuna: 99999 643 255 162 255 255 255 255 255 165 Auron: 99999 592 255 147 255 255 255 255 255 165 Wakka: 99999 569 255 152 255 255 255 255 255 167 Lulu: 99999 651 255 152 255 255 255 255 255 165 Rikku: 99999 644 255 152 255 255 255 255 255 166 Kimahri: 99999 637 255 255 255 255 255 255 255 166 ------------------------------------------------------------------------------- 41.2. Method 2 #SQ2O2 ------------------------------------------------------------------------------- This is unrecommended and is for those who want 9999 MP and 99999 HP (yes you see correctly *pinches those surprised*). +----------------------+ - 1. Grid Set-up - +----------------------+ =-=-=-=-=-=-=-=-=-=- Starting Grid Set-Up =-=-=-=-=-=-=-=-=-=- HP+200- 97 HP+300- 0 MP+40- 7 MP+20- 48 MP+10- 1 Strength+4- 23 Strength+3- 5 Strength+2- 27 Strength+1- 11 Defense+4- 12 Defense+3- 19 Defense+2- 22 Defense+1- 1 Magic Defense+4- 16 Magic Defense+3- 6 Magic Defense+2- 18 Magic Defense+1- 6 Magic+4- 18 Magic+3- 14 Magic+2- 13 Magic+1- 2 Evasion+4- 19 Evasion+3- 4 Evasion+2- 17 Evasion+1- 2 Agility+4- 21 Agility+3- 15 Agility+2- 20 Agility+1- 5 Luck+4- 2 Luck+3- 0 Luck+2- 3 Luck+1- 4 Accuracy+4- 4 Accuracy+3- 8 Accuracy+2- 13 Accuracy+1- 4 Abilities- 85 Empty Nodes- 192 Lv.4 Lock- 33 Lv.3 Lock- 20 Lv.2 Lock- 12 Lv.1 Lock- 12 Total number of nodes on the grid- 861 +-------------------------------+ - 2. Mandatory Preperations - +-------------------------------+ Items: Cloudy Mirror Celestial Mirror Weapons: Tidus- Caladbolg Yuna- Nirvana Auron- Masamune Wakka- World Champion Lulu- Onion Knight Kimahri- Spirit Lance Rikku- Godhand Armor: Break HP Limit Break MP Limit HP+30% MP+30% -Obtain Cloudy Mirror/Celestial Mirror by: First, train the chocobo by finishing all of the games, then take the chocobo to the Southwest corner of the Calm Lands and press X above the feather here to jump across the gap, you are now going to the Remiem Temple and just come in first in the chocobo race (no chests are needed). Now go back to the Macalania Forest with your new Cloudy Mirror, and talk to the mom and boy here, they say they lost their father/ husband. Go back to the area where you first came here after the fight with Natus, and talk to man here, he'll now go back to them, but the son is now lost. Go up the shiny path and talk to the boy you find a little farther up, he then goes back, and you can use this shiny orb thingy to power up weapons with their crest/sigils. Don't you feel good? - Obtain Caladbolg by: Get the treasure chest where you fought and defeated Yunalesca. If you have Int. version of FFX you will have to fight the Dark Bahamut if you miss it after you first beat her, if not you have no worries. Now go to the Calm Lands and beat the chocobo trainer in the Catcher Chocobo race that is only accessible after completing the first three chocobo training games. You must beat the trainer with a time better than 0:0:0, then head back to the Northwest area of the Calm Lands, and go down into the little alcove, and now the guard won't be there, so activate the symbol and you'll get it. Now power it up fully in the Macalania Woods. - Obtain Nirvana by: Fly back to Besaid in the airship, and if you didn't do so before, swim off the shores of the beach, and go into the little patch of land and open the chest for the Moon Crest. Now obtain every aeon, then go back to the Remiem Temple and defeat all of Belgemine's aeon's for the sigil to the Nirvana. Now, capture one of every fiend in the Calm Lands and take them back to the owner of the Monster Arena, then open the chest he brings out. Now power it up fully in the Macalania Woods. - Obtain Masamune by: Go back to the Oldroad, South of the Mi'ihen Highroad, and head down all the way, open the chest here for the Mars crest. Now you must go around and capture 10 fiends of 10 species from 10 areas. Then head back to Monster Arena owner and he'll give you the Mars Sigil. Getting the Rusty sword in the gorge bottom of the Calm Lands and take it back to Mushroom Rock Road (the area right before the "After math" area). Now go up the floating platform and up here examine the statue of Mi'ihen, this will give you the Masamune. Now power it up fully in the Macalania Woods. - Obtain World Champion by: First going back to the Auroch's locker room in the Luca stadium. In here one of the lockers contains the Jupiter Crest. Now go and play tons of blitzball until you have all of Wakka's overdrives. Now, continue to play until you see the Jupiter Sigil appear as a prize, play and win it (pro tip: keep reseting the game until you see what you want). Now head back to the cafe in the Luca Square and talk to the bar tender, he will give you the weapon. Now power it up fully in the Macalania Woods. - Obtain Onion Knight by: First fly back to Guadosalam and enter the Farplane, get the treasure chest here for the Venus Crest. Go back to the Thunder Plains now and dodge 200 consecutive bolts here, then go back to the travel agency and open the chest fr it's sigil. Once you have done this, go back to Baaj Temple and beat Geosgaeno. Then search the left wall for the Onion Knight. Now power it up fully in the Macalania Woods. - Obtain Spirit Lance by: First going back to Mt. Gagazet and look by the pillars in the area after you fought Flux for a chest containing the Saturn Crest. Fly back to the Mcalania Forest now and get all the blue butterflies in both areas for the Jupiter Sigil. Go back to the Thunder Plains now and activate 3 "lit" Qactuar Stones, then head for the South area of Thunder Plains and search for a Qactuar ghost running around, follow it to a broken down lightnibg tower for the Spirit Lance. Now power it up fully in the Macalania Woods. - Obtain Godhand by: Going back to Bikanel Desert and looking inside a sand- whirlpool for the Mercury Crest. Now finish the Cactuar Village minigame/ sidequest that you can take part in here in the desert. After you have done accomplishing all of this, enter the password "GODHAND" in the airship password input to open a new area underneath Mushroom Rock, go to the very back of this area and open the chest here. It will contain the Godhand weapon. Now power it up fully in the Macalania Woods. - Obtain the right armor by: First obtaining empty 4-slotted armors for everyone, you can buy them from Wantx later in the Macalania Woods. Now use 30 Wings to Discovery in one slot to put in Break HP Limit. Now use 4 Blessed Gems to get Defense+20% into the next slot. Follow this by using 80 Chocobo Wings as to insert the next slot with Auto-Haste. The final step in the progression to making the right armor for this is to add Auto-Protect with 70 Light Curtains. +------------------+ - Step 3. - +------------------+ Go buy some capturing weapons from the Monster Arena manager. Now you should either equip their next slot with one of two, Break Damage Limit or you could also do it with First Strike. Now you must go out and capture 10 of every fiend in the Clam Lands region, only one of each will activate Chimerageist, but we don't wanna have to come back later do we? Now we head out for all regions of Spira to capture 10 of every "capturable" fiend (not capturable are bosses, and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows... 1. Besaid: Condor, Water Flan, Dingo 2. Kilika: Ragora, Dinonix, Killer Bee, Yellow Element 3. Mi'ihen Highroad: Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White Element 4. Mushroom Rock: Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan 5. Djose: Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk 6. Thunder Plains: Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element 7. Macalania: Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera, Murussu 8. Sanubia Desert: Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu 9. Calm Lands: Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl, Anacondaur 10. Sunken Cave: Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha 11. Mt. Gagazet: Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark Flan, Splasher, Bashura, Grendel, Ahriman 12. Sin: Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith, Exoray 13. Omega Dungeon: Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master Tonberry, Varuna, Master Coeurl So once you have captured 10 of each of these from all of these different regions, it is finally time for all of your hours of hard work to pay off. Go back to the Calm Lands and then pay a little visit to the owner of the Monster Arena. You will now have every fight except the battle with Nemesis, you'll unlock that later, for now you will be given the following items and extremely difficult bosses to fight... -Items and Area Creations: 1) Stratovis- Stamina Tonic x 99 Kottos- Soul Spring x 99 Malboro Menace- Poison Fang x 99 Jormungand- Petrify Grenade x 99 Espada- Shining Gem x 60 Chimerageist- Farplane Wind x 60 Catoblepas- Blossom Crown Abaddon- Lunar Curtain x 99 Cactuar King- Chocobo Wing x 99 Don Tonberry- Silver Hourglass x 40 Abyss Worm- Shadow Gem x 99 Vorban- Designer Wallet x 60 -Items and Species Creations: 2) Fenrir- Chocobo Feather x 99 Orintholestes- Stamina Spring x 99 Pteryx- Mega Phoenix x 99 Hornet- Mana Tonic x 60 Vidatu- Mana Spring x 99 Jumbo Flan- Twin Stars x 60 Nega Elemental- Star Curtain x 99 Tanket- Gold Hourglass x 99 Fafnir- Purifying Salt x 99 Sleep Sprout- Healing Spring x 99 Bomb King- Turbo Ether x 60 Juggernaut- Light Curtain x 99 Iron Clad- Mana Tablet x 60 -Items and Original Creations 3) Greater Sphere- Supreme Gem x 60 Catastrophe- Door to Tommorrow x 99 Neslug- Winning Formula x 60 Th'uban- Gamblers Spirit x 99 Shinryu- Megalixir x 30 Ultima Buster- Dark Matter x 99 You don't have Nemesis yet... +-----------------+ - Step 4. - +-----------------+ Now with all of these creations activated it is time to train and gain AP like mad. The prefered method of leveling up with ease are the methods I am about to present to you... Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP (in other words, 99 sphere lvl's). +-ALTERNATE METHOD-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. ... or you could also choose to just fight all creations and level up over over while fighting them. I recommend after you train enough, that you set off on a "quest" to defeat all of the creations you have unlocked one-by-one, and then you will have unlocked Nemesis, don't take him on yet, but for unlocking Nemesis the arena owner will also reward you with 10 Master Spheres. By using the AP gaining methods over and over again you will be making your way around the grid like it's nobody's buisness. Once you have gone all around your first three selected character's part of the grid you are ready to move one to the next step. +-----------------+ - Step 5. - +-----------------+ Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best party you can have, I'll talk about maxing everybody else a little bit later on in this stat maxing guide. So now you must leave these three characters designated grid sections in search of unfathomable stats and useful abilities for the hardships of beating Nemesis and to prevent the rest of the Monster Arena creations from wiping the floor with your party. First you should worry about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect, Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3 ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis (don't do this yet, it is impossible right now), finish the Omega Ruins chests sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe amount: 260000). The best and most reliable method of gaining gil for this quickly are the below methods... The best way I found to be possible is to first equip everone with a weapon bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the treasure chests that occasionally appear in battles). If you do that you will receive 100000-110000 gil in just ONE fight! +-ALTERNATE METHOD-+ This one isn't as effective as the last one, but still a good method if you are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask if you can fight Kottos. When in battle simply cast Hastega and then pummel it with Quick Hits and overdrives til it is dead. Kottos will drop tons and tons of Healing Springs. Use them to customize to your armor, and sell them to the Monster Arena owner, it will cash in over 40000-50000 with just one armor. Now after you have killed about 10 of the Mimics in the Omega Ruins, head back to the Calm Lands and the Monster Arena. Now start fighting about ten to fifteen Master Coeurls since by this point you probably have 1000000-1500000 gil to add to your just recently acquired 1000000 gil from all of those blasted Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous 99 of them. Now Warp to all of the abilities I have pointed out with just one of those people, and then I think you should go and slaughter Vorbans for some friend Friend Sphere 2x, kill him like this... Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your party attack for 9999 damage each time if you don't have Break Damage Limit, then it'll hit for 99999 each time and that is even better. Don't bother with Armor Break here because it doesn't work against Vorban like it does with their Barbatos counter parts. Now if Tidus' overdrive is full use it and I highly suggest that you use it as a Blitz Ace for superb results. Follow it up by using Auron to just attack, have Rikku switch it up in exchange for Yuna to come out and do any necessary healing. Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar as well. Do not be afraid tp have Yuna summon any aeons if you absolutely truly need to during any point in that battle. Do this a couple of times to get about 32 of these, but you may also find it more comfortable and more convinient to simply Bribe Coeurls for 120000 gil and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for that, use the Mimics in the Omega Dungeon. After, do the following steps... 1. Have one person move to one of the abilities with a Warp Sphere. 2. Then have the other two characters to use a Friend Sphere to the node. 3. Now have the first character move to another ability with a Warp Sphere. 4. Follow that person with the other two characters and Friend Spheres. 5. Do this until you have the 16 abilities I pointed out above. After you have fininshed all of this you are ready to start buying Clear Spheres. Here is a representation chart of your party's stats after finishing their own sections of the Sphere Grid alone: HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ------------------------------------------------------------------------------- Tidus: 3120 112 54 11 31 7 36 29 29 19 Yuna: 2875 344 15 63 14 28 42 7 68 25 Auron: 4430 133 58 11 37 13 17 4 15 18 Wakka: 4218 190 57 33 30 9 36 47 11 20 Lulu: 2380 422 14 56 42 54 21 3 86 21 Rikku: 3360 205 35 28 25 18 59 17 5 19 Kimahri: 1844 178 27 23 24 7 14 12 5 18 You're getting there...^_^ +-----------------+ - Step 6. - +-----------------+ For this immensely imperative step you are to capture at least five of every fiend that is actually capturable in the land of Spira. You should already be enabled to buy them from the Monster Arena owner unless you ignored my explicit instructions and did not get ten of every fiend in Spira in the 3rd step of this guide. So anyway once you do capture the five of every and all enemies, go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50 to be precise). After you have about 2000000-5000000 gil, go back to the arena owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a little later. It is now time to start your next step in the process of stat maxing. +-----------------+ - Step 7. - +-----------------+ This next step of the informator and strenuous process is arguably the longest and most time consuming, but it is not necessarilly the most difficult (the estimated time for accomplishment is about 50-100 hours). In this step you must take your three characters outside of their grids or where ever on the grid they may be and activate every node on the sphere grid (but don't erase-and- fill here), I know you have to erase some Lv.1,2,3,4 locks but don't yet fill them in, ok. The easiest way to do this is to first fight and beat a few Chimerageists that you unlocked for capturing one of all the fiends in the Calm Lands area, to conquer the Chimerageist use this strategy... - Chimerageist: Stats should be in the 250's, just kidding about 110-115. Start off with a Hastega. Then just whail away at it hitting for 9999 (minimum) each turn. Have good defense to survive his attacks. And just keep attacking until it dies. Or you have many other alternatives, 1. Blitz Ace 2. Auroch Reels 3. Doom 4. Passado 5. Zanmato (just a waste of gil, at least against this enemy). Or even just 2 hits at 99999 will turn it into pyreflies. It has somewhat of a susceptibility to Doom (200). For doing this you will receive 2 Return Spheres every time for overkill and 1 for just a normal kill. Fight it about 3-7 times. After, move the three characters you have chosen to use for now and take them to the last sphere on their grids and move them into the next section(s). Use the AP trick that I have listed above. Or you can simply *try* and destroy the arena bosses (highly unreasonable for this point). I'll see you in a few weeks..... Are you back,? ok then once you have taken those characters around the grid completely you can finally take on the next step which is rather redundant to this very step. ->Current Stats<- HP MP STR MAG DEF MDEF ACC EVA AGL LUCK ------------------------------------------------------------------------------- Tidus: 19920 999 187 157 160 129 114 134 144 36 Yuna: 19875 999 177 172 155 144 107 154 144 35 Auron: 20430 999 192 157 165 129 107 129 139 35 Wakka: 20018 999 186 162 160 129 129 129 141 37 Lulu: 19780 999 177 172 158 154 107 164 139 35 Rikku: 19760 999 182 162 158 132 109 129 150 36 Kimahri: 20044 999 188 169 165 129 109 129 140 36 Already lookin' great, yah? +-----------------+ - Step 8. - +-----------------+ In this step you have been prepared by the last step you have followed, and this is to immolate all Species Creations. For information on how to unlock all the Species Creations look below... Fenrir- Capture 3 of every wolf Orintholestes- Capture 3 of every lizard Pteryx- Capture 4 of every bird Hornet- Capture 4 of every insect Vidatu- Capture 4 of every floating wizard One Eye- Capture 4 of every eyeball Jumbo Flan- Capture 3 of every flan Nega Elemental- Capture 3 of every element Tanket- Capture 3 of every armored mole Fafnir- Capture 4 of every dragon Sleep Sprout- Capture 5 of every fungus Bomb King- Capture 5 of every bomb Juggernaut- Capture 5 of every horned beast Ironclad- Capture 10 of every iron giant But if you have already paid heed to my word previously and captured the 10 of everything, you'll already have them activated and ready to die. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Preperations for Species Creations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The preperations I strongly advise and caution you to take are of course to have the customized armor model that I mentioned in the very beginning of this statistic maximization guide: Break HP Limit, Break MP Limit, HP+30%, MP+30%. Your next and perhaps most important caution you must take before taking on the Species Creations, and that is to obtain all of Yuna's hidden aeons, this is how to obtain the three secret wonders: 1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little passage. There will a cave there and if you get a cutscene you know you are in the right place. So then enter the cave, then keep following all of the passages til you get a scene with an unsent summoner, who Lulu once guarded. When it is over you fight her Aeon Yojimbo. #1. Yojimbo (Cavern of the Stolen Fayth) -> HP: 33000 - 4060 -> MP: 2000 -> AP: 0 -> Statistics: Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 0 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: ??? <--- Can't use it against him. o_0 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one Zanmato- 9999 HP of unblockable/reductable damage to all characters. ---> STRATEGIC TACTICS: <--- This is a very easy fight despite what you all may be thinking. So I am here to say don't worry, you can kill it within an easy five turns and barely take any damage whatsoever. First, cast Doom negative status effect against Yojimbo enemy. Now, for the rest of the five turns he's slowing losing his life away, you just heal and guard anything that is thrown your way. See, that's pretty darn easy enough, right? When you beat her you can continue down the cave until you reach a room with a teleport pad in the middle of it. You can choose which direction you want to go in. But since I am talking about the Hidden Aeon go up. When you go in there you will see the Fayth who will charge you for his services. It is best to choose, to defeat the most powerful of fiends (IMO). He will then offer you his lowest price, but you should then offer half of his bid + 1 and then offer it to him. Next time he offers a rice just raise your offer by 1. When he offers 205,000 dollars you can offer under the price of 200,000. But not to much lower. He shall eventually join you and thats that. ------------------------------------------------------------------------------- 2. Anima: This is pretty hard and time consuming. But well worth the effort. Ok, so to acquire this powerful aeon you must first have obtained all of the secret items in the temples of the fayth, if you didn't don't worry you can go back, except to bevelle so you must already have that one. Once you have them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated it, go into the Temple and touch all of the statues with the X button, (be sure to get some treasure chests that are in here to). Then go back to the temple in Zanarkand and there will be a new puzzle to solve there: Step on the white squares in the first chamber and the 4 in the next chamber. Then it reveals a destruction sphere, take it and put in the sphere slot to the right of the panel. Then open the treasure chest to receive a Magistral Rod. Now fly back to the temple in Baaj. Go back to the room where all of those statues are and light them all up again, then enter the room and you get a scene with the fayth of Anima, which is Seymour's mom! You learn alot about Seymour's past and then you finally get Anima. Strategy for Geosgaeno is listed below... #2. Geosgaeno (Baaj Temple Revisited) -> HP: 32767 - 32767 -> MP: 128 -> AP: 4200 - 6300 -> Statistics: Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1000 -> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe, Doom -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [2x Damage] Fire, Lightning, Water, Holy, Ice -> Zanmato Lv: 4 -> Armor Abilities: Auto-Reflect -> Weapon Abilities: ??? [I have heard that there's actually a glitch where you get Encounters None {No Encounters} on a weapon. I don't know how to, though] -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 ---> STRATEGIC TACTICS: <--- - Geosgaeno: You are going to be needing some important preperations to be made before going off to get yourself into trouble with Geosgaeno. You need following equipment: have everybody with an armor that has the Stoneproof, Deathproof, and perhaps so you can have even more of an advantage over Geosgaeno, First Strike. I suggest starting off the battle with a Hastega spell, and then you can have a choice of which strategy you want to take to topple the overgrown fish: - You may just want to have Rikku Mix together Trio of 9999, and then follow up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an Attack Reels overdrive and that should and could be enough to take it out hopefully. - Your other option involves a little bit of strategy and took me a good bit of fights with Geosgaeno to compile and test this information. What it is is this: you see, Geosgaeno has this move which 'Sucks Up' one of your party members and keeps them in its stomach (character is visible). Now, you can either be at a disadvantage or a real advantage here, here's how: you see, if you have positive status effects on the character that is 'Sucked Up', most of the good statuses that you have on will also be inflicted upon Geosgaeno. List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide - same goes for negative status imprefections... List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental Break So you see, putting your ownself in negative status effects may aid you to reign victorious in this bout with big G. Now I will list great and unbeatable status combinations to have on your characters when they are 'Sucked Up': - You can put Regen and then Zombie on the characters (this I think is best) - Another good alternative status combo would be to have Zombie and then start to systematically pick it apart with rounds of Curaga or Phoenix Downs. - You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets when it uses its KO Punch or Stone Punch which will be nullified and it will take lots of damage while doing so. - Just put on all of the Breaks and then just whip it with alot of overdrives, Mugs, or Quick Hits until death. Note: there are tons of things that can occur while in its stomach, but I will list 'em once I find out more about this. ------------------------------------------------------------------------------- 3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then go back to the monster arena owner and he shall hand you the Blossom Crown as a reward for capturing them all. But you must also have every other aeon in the game (including Yojimbo and Anima). Then go back to Remiem Temple and beat Belgimine's Bahamut. And then she will give you the Flower Scepter. Then beat all of her aeons, so you can use the Flower Scepter and the Blossom Crown on the mysterious door behind belgimine then you shall receive the games most destructive aeon(s). The next and final precaution that you must make is to check all of your stats as of current and make sure that they are at the levels as follows.... HP- 19400 MP- 999 STR- 172 DEF- 150 MAG DEF- 124 MAG- 142 EVA- 134 AGL- 174 LUCK- 18 ACC- 70 And this is unrealistically assuming that everyones HP at this point would start out at a base of 0 which is untrue. Near the end of the stat maxing guide though I'll let you know what everyone's starting stats are and then you can add that to the above representation of current stat levels to get a more accurate and realistic idea of what stats will be by now. Now it is finally time to destroy the Species Creations and get "stat-filling" spheres. But before you actually begin, use Return Spheres on your three main characters to make them appear in their original spots, meaning the first node they were on the first time you got them, then move on with the clearing process... =-=-=-=-=-=-=-=-=-=-=-=- Optimum HP (aka Ironclad) =-=-=-=-=-=-=-=-=-=-=-=- Ironclad: This fight will require alot of persistance, skill, and patience. Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing Blade on the little sucker. This should be followed very closly by Tidus using a Blitz Ace. Next Rikku should just stand there and heal with a Mega- Potion. Now on the next turn Auron gets switch him out and bring in Yuna, then have her Entrust her overdrive guage to Rikku, then use Rikku for a Trio of 9999 on the party, just in case of dire circumstances later in the battle and just so they don't make you fret. Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be countering alot with Reppageki. So now have Rikku switch out for Auron then have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna summon in Anima. Once Anima is brought forth onto the field, have her start off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use them over and over again until it is time for Ironclad to incur it's wrath upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed. Now comes the second stretch and the hardest part of the battle because you no longer have a reliable aeon to fully depend on. Just have Tidus use Quick Hits as you are hit with tons and tons of Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns you will either see a Bushinzan that reduces MP to zero and does physical damage, or a Shinryudan for major physical damage to one character. Now simply continue using the three characters to play the parts I just told to, or when Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause destruction with Delta Attack. After this battle you will receive 2 HP Spheres for an overkill and one for a regular kill. Now you must fill all HP Spheres you receive here into the 97 +200 HP nodes currently present on the grid, and then into 160 of the 192 empty nodes on the grid Tidus- 99999 Yuna- 99999 Auron- 99999 Wakka- 99999 Lulu- 99999 Rikku- 99999 Kimahri- 99999 Lookin' good, eh? =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum MAG (aka Jumbo Flan) =-=-=-=-=-=-=-=-=-=-=-=-=-= Jumbo Flan: This is another pain in the neck fight that you have to do in order to get maxed stats, "why Square?, why?" Any your party that you start out with should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to Use a Stamina Tonic to double HP count (since I doubt you have it as high as I mention above yet), now have Tidus use Blitz Ace, as it is immune to physical attacks. Now make sure to use Auron to throw 100000 gil at it with a very useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a Reflect on anyone for later, and then Auron for another Spare Change of the same amount as last time. Now Jumbo Flan wil attack with probably an Ultima. Aid this immediately. Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all elements and adds it to it's own, and don't even try Holy, it doesn't work either (I know, annoying), when Ifrit has come to save the day, use it only for Meteor Strikes until he is dead, this was also to give your party a break and shield them from an undreamable onslaught. Your next move is to switch Auron for any character with their overdrove guage full, and then Entrust the overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have her summon Anima. When the aeon is here, first have her use Oblivion for about 99999 damage. It will be attacked a few times post Oblivion. But after just continue to pound away with Pains until either Jumbo Flan dies, or the other way around. Now you are simply going to need to rely on Auron Spare Change-ing Yuna Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the Magus Sisters for Delta Attack (guess which one is recommended). After this battle you will receive two Magic Spheres for overkill and one for a regular kill. Just leave magic the same as when you finished each section of the Sphere Grid. Now look at Magic... Tidus- 157 Yuna- 172 Auron- 157 Wakka- 162 Lulu- 172 Rikku- 162 Kimahri- 169 || Look down for final MAG || vv vv =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum STR (aka Juggernaut) =-=-=-=-=-=-=-=-=-=-=-=-=-= Juggernaut: This strategy and even monster are/is much much easier than the last two fights that I mentioned. First you are going to first have a party of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul- Blaze might be off because of it's Salvo attack which is a Fire based attack to all. Now have Auron use a Banishing Blade, then have Yuna again use another NulBlaze. Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a physical attack now, and then have Yuna heal any hurt character with an X- Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back. After this fight you will receive 2 Strength Spheres for overkill and only one for a regular kill. Just erase all +3, +2, and +1 Strength nodes from the grid and replace them for +4's. This is all you will have to do for Strength. Now your strength will look like this... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum AGL (aka Fenrir) =-=-=-=-=-=-=-=-=-=-=-= Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to go, but if you do that make sure you have armor that has Confusionproof, and Deathproof, for Fenrir will counter some attacks with party decapitating blows like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death). Use a Blitz Ace, most likely if your stats are where I said they should be a Blitz Ace alone will not get the job done. But if you top that off with an Attack Reels will finish it off. Summon at will. After this fight you will get 2 Agility Spheres for overkill and one for a regular kill. You will need to fill in all +3, +2, +1 Agility nodes and add 3 to left over +3, +2, +1 Strength nodes. Now your Agility will be at... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum DEF (aka Tanket) =-=-=-=-=-=-=-=-=-=-=-= Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be substituted for Rikku actually). First have Auron use a Banishing Blade against Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz Ace on it for even more super-mega damage. Now if you decided to use Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you did think twice and used Rikku for the fight then continue to read this strat. Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple of physical attacks and Tidus only to Quick Hit for the remainder of the entire match as his turns. If it takes it turn again now you might have to heal even though Auto-Protect has halved the damage. After it is done with it's turn, use Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage, but if she is more powerful enough like 200 STR at least then just have her attack physically or something. Now follow this the rest of the time. Now after the many, many, many fights (when DEF is uber) switch to an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste. After the fight you will receive 2 Defense Spheres for overkill and 1 for a regular kill. Delete the +3, +2, +1 nodes and fill them with all +4 nodes on them. You will also need to fill in 8 of the empty nodes with them also. Now your defense will be about... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-=- Optimum MAG DEF (aka One-Eye) =-=-=-=-=-=-=-=-=-=-=-=-=-=- One-Eye- Start of with Tidus, and Yuna, the other character virtually doesn't matter here in this fight against One-Eye. So first have Yuna use a Stamina Tonic on the whole active party and double max HP and that'll make HP super duper high. If at least one character has Ribbon on their armor here it'll be rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly. Now use the next character to cast Auto-Life on one character. If you now see a Shockwave the character with Ribbon should use Esuna on both other people. Now I guess you should have Tidus attack with a Blitz Ace. That will that for that battle. After the battle you will receive 2 Magic Defense Spheres for overkill and 1 for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def Sphere of +4. Now feel free to clear out 24 from Evasion as well for this, as when you max Luck up to 255 also Evasion will max along with Accuracy. Now your Magic Defense will be... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 New Evasion will be: Tidus- 173 (255 with Luck) Yuna- 193 (255 with Luck) Auron- 168 (255 with Luck) Wakka- 168 (255 with Luck) Lulu- 203 (255 with Luck) Rikku- 168 (255 with Luck) Kimahri- 168 (255 with Luck) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum Luck (aka Greater Sphere, Maelspike) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Greater Sphere: Have everybody Quick Hit it with at least 220 STR statistical attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus, and Auron. Now after every attack you dish out it's way it'll reply very un- satisfyingly in the shape of an Ultima magic attack, and you know that can be extremely fatal sometimes. But with high enough Mag Def it'll only do from 2000-900. Heal once or twice during this period(s). Now if you have it, use a Blitz Ace. But if you don't there is no need whatsoever to despair at all, simply continue to Quick Hit the lights out of Greater Sphere. Now as it does Ultimas on your party heal in the same manner you have been doing so the last time. Then keep on to use Quick Hits even more and heal from the potentially brutal Ultimas it dishes out still. Good job, now move on to the second part of maxing the Luck stat. You now must fly back to the Cavern area of Mt. Gagazet via airship means. Now head into the water part of here, and run into about 50 Maelspikes here and Bribe them all with 100001 then add 1 each time gil (come in with about 10000000 gil. Gain gil by killing Mimics in Omega. After all of this you'll need to fill all +2, +1 Luck nodes and only 64 of the 72 locked nodes with the +4 nodes and your final luck statistic count will be... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=- Optimum MP (aka Vidatu) =-=-=-=-=-=-=-=-=-=-=- For this one you will barely have to break any sweat at all whatsoever. And as a matter of fact this can be considered the *easiest* stat (or at least fight) to attain maximum level in (but *very* time consuming). So anyhoo, head into the battle with a party of Auron, Tidus, and Rikku (you can opt her for Yuna too). Now if their strength is high enough by this very point in time one or maybe two normal physical hits should do the trick. But if you do not have high strength (about 80-100) continue to read on... Have Yuna cast Shell to everyone in the beginning, or you can have Rikku Mix up a Hyper Mighty G for everyone at once. Now with all of this in place it should not be difficult for you to keep using physical attacks on it and in a matter of no time you should have it beat down pat. Succeeding the battle you will receive 2 MP Spheres for overkill and 1 for a regular kill. Now you are to fill in MP nodes exactly like this and verbatim: For starters, fill all +20, +10 MP nodes with +40 nodes; for the next phase you fill them all into all of the Accuracy and Evasion and Magic nodes; and for the last and final step you will fill them into 24 of the lock nodes to get MP like this in the end: Tidus- 9999 Yuna- 9999 Auron- 9999 Wakka- 9999 Lulu- 9999 Rikku- 9999 Kimahri- 9999 New MAG will be... Tidus- 0 Yuna- 0 Auron- 0 Wakka- 0 Lulu- 0 Rikku- 0 Kimahri- 0 Evasion and Accuracy have to be 0 in the end also, but with premium Luck they will as well be maxed. ----------- Final Stats ----------- HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ------------------------------------------------------------------------------- Tidus: 99999 9999 255 255 255 255 255 0 0 255 Yuna: 99999 9999 255 255 255 255 255 0 0 255 Auron: 99999 9999 255 255 255 255 255 0 0 255 Lulu: 99999 9999 255 255 255 255 255 0 0 255 Wakka: 99999 9999 255 255 255 255 255 0 0 255 Kimahri: 99999 9999 255 255 255 255 255 0 0 255 Rikku: 99999 9999 255 255 255 255 255 0 0 255 ------------------------------------------------------------------------------- 41.3. Method 3 #SQ2O3 ------------------------------------------------------------------------------- This is the method of stat maxing that is recommended to those who wish to have just the needed HP for big bosses (like Penance and Nemesis), which is, much to alot of peoples' surprise, 9999. The rest of the stats will be maxed as well, with just 999 MP. This is the best stat maxing, and you will own all enemies in the game if you follow it, that's why I saved the best for last. +----------------------+ - 1. Grid Set-up - +----------------------+ =-=-=-=-=-=-=-=-=-=- Starting Grid Set-Up =-=-=-=-=-=-=-=-=-=- HP+200- 97 HP+300- 0 MP+40- 7 MP+20- 48 MP+10- 1 Strength+4- 23 Strength+3- 5 Strength+2- 27 Strength+1- 11 Defense+4- 12 Defense+3- 19 Defense+2- 22 Defense+1- 1 Magic Defense+4- 16 Magic Defense+3- 6 Magic Defense+2- 18 Magic Defense+1- 6 Magic+4- 18 Magic+3- 14 Magic+2- 13 Magic+1- 2 Evasion+4- 19 Evasion+3- 4 Evasion+2- 17 Evasion+1- 2 Agility+4- 21 Agility+3- 15 Agility+2- 20 Agility+1- 5 Luck+4- 2 Luck+3- 0 Luck+2- 3 Luck+1- 4 Accuracy+4- 4 Accuracy+3- 8 Accuracy+2- 13 Accuracy+1- 4 Abilities- 85 Empty Nodes- 192 Lv.4 Lock- 33 Lv.3 Lock- 20 Lv.2 Lock- 12 Lv.1 Lock- 12 Total number of nodes on the grid- 861 +-------------------------------+ - 2. Mandatory Preperations - +-------------------------------+ Items: Cloudy Mirror Celestial Mirror Weapons: Tidus- Break HP Limit, Evade&Counter, Magic Counter, Triple Overdrive Yuna- One MP Cost, Triple Overdrive, Triple AP, Break Damage Limit Auron- Break Damage Limit, Evade&Counter, Piercing, First Strike Wakka- Initiative, Evade&Counter, Triple Overdrive Break Damage Limit Lulu- One MP Cost, Magic Booster, First Strike, Break Damage Limit Rikku- Master Thief, Initiative, Break Damage Limit, [???] Kimahri- Break Damage Limit, Evade&Counter, Triple Overdrive, TripleAP Armor: Defense+20%/Auto-Potion Auto-Protect Auto-Haste Auto-Auto-Phoenix +------------------+ - Step 3. - +------------------+ Go buy some capturing weapons from the Monster Arena manager. Now you should either equip their next slot with one of two, Break Damage Limit or you could also do it with First Strike. Now you must go out and capture 10 of every fiend in the Clam Lands region, only one of each will activate Chimerageist, but we don't wanna have to come back later do we? Now we head out for all regions of Spira to capture 10 of every "capturable" fiend (not capturable are bosses, and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows... 1. Besaid: Condor, Water Flan, Dingo 2. Kilika: Ragora, Dinonix, Killer Bee, Yellow Element 3. Mi'ihen Highroad: Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White Element 4. Mushroom Rock: Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan 5. Djose: Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk 6. Thunder Plains: Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element 7. Macalania: Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera, Murussu 8. Sanubia Desert: Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu 9. Calm Lands: Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl, Anacondaur 10. Sunken Cave: Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha 11. Mt. Gagazet: Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark Flan, Splasher, Bashura, Grendel, Ahriman 12. Sin: Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith, Exoray 13. Omega Dungeon: Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master Tonberry, Varuna, Master Coeurl So once you have captured 10 of each of these from all of these different regions, it is finally time for all of your hours of hard work to pay off. Go back to the Calm Lands and then pay a little visit to the owner of the Monster Arena. You will now have every fight except the battle with Nemesis, you'll unlock that later, for now you will be given the following items and extremely difficult bosses to fight... -Items and Area Creations: 1) Stratovis- Stamina Tonic x 99 Kottos- Soul Spring x 99 Malboro Menace- Poison Fang x 99 Jormungand- Petrify Grenade x 99 Espada- Shining Gem x 60 Chimerageist- Farplane Wind x 60 Catoblepas- Blossom Crown Abaddon- Lunar Curtain x 99 Cactuar King- Chocobo Wing x 99 Don Tonberry- Silver Hourglass x 40 Abyss Worm- Shadow Gem x 99 Vorban- Designer Wallet x 60 -Items and Species Creations: 2) Fenrir- Chocobo Feather x 99 Orintholestes- Stamina Spring x 99 Pteryx- Mega Phoenix x 99 Hornet- Mana Tonic x 60 Vidatu- Mana Spring x 99 Jumbo Flan- Twin Stars x 60 Nega Elemental- Star Curtain x 99 Tanket- Gold Hourglass x 99 Fafnir- Purifying Salt x 99 Sleep Sprout- Healing Spring x 99 Bomb King- Turbo Ether x 60 Juggernaut- Light Curtain x 99 Iron Clad- Mana Tablet x 60 -Items and Original Creations 3) Greater Sphere- Supreme Gem x 60 Catastrophe- Door to Tommorrow x 99 Neslug- Winning Formula x 60 Th'uban- Gamblers Spirit x 99 Shinryu- Megalixir x 30 Ultima Buster- Dark Matter x 99 You don't have Nemesis yet... +-----------------+ - Step 4. - +-----------------+ Now with all of these creations activated it is time to train and gain AP like mad. The prefered method of leveling up with ease are the methods I am about to present to you... Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP (in other words, 99 sphere lvls). +-ALTERNATE METHOD-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. ... or you could also choose to just fight all creations and level up over over while fighting them. I recommend after you train enough, that you set off on a "quest" to defeat all of the creations you have unlocked one-by-one, and then you will have unlocked Nemesis, don't take him on yet, but for unlocking Nemesis the arena owner will also reward you with 10 Master Spheres. By using the AP gaining methods over and over again you will be making your way around the grid like it's nobody's buisness. Once you have gone all around your first three selected character's part of the grid you are ready to move one to the next step. +-----------------+ - Step 5. - +-----------------+ Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best party you can have, I'll talk about maxing everybody else a little bit later on in this stat maxing guide. So now you must leave these three characters designated grid sections in search of unfathomable stats and useful abilities for the hardships of beating Nemesis and to prevent the rest of the Monster Arena creations from wiping the floor with your party. First you should worry about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect, Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3 ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis (don't do this yet, it is impossible right now), finish the Omega Ruins chests sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe amount: 260000). The best and most reliable method of gaining Gil for this quickly are the below methods... The best way I found to be possible is to first equip everone with a weapon bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the treasure chests that occasionally appear in battles). If you do that you will receive 100000-110000 gil in just ONE fight! +-ALTERNATE METHOD-+ This one isn't as effective as the last one, but still a good method if you are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask if you can fight Kottos. When in battle simply cast Hastega and then pummel it with Quick Hits and overdrives til it is dead. Kottos will drop tons and tons of Healing Springs. Use them to customize to your armor, and sell them to the Monster Arena owner, it will cash in over 40000-50000 with just one armor. Now after you have killed about 10 of the Mimics in the Omega Ruins, head back to the Calm Lands and the Monster Arena. Now start fighting about ten to fifteen Master Coeurls since by this point you probably have 1000000-1500000 gil to add to your just recently acquired 1000000 gil from all of those blasted Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous 99 of them. Now Warp to all of the abilities I have pointed out with just one of those people, and then I think you should go and slaughter Vorbans for some friend Friend Sphere 2x, kill him like this... Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your party attack for 9999 damage each time if you don't have Break Damage Limit, then it'll hit for 99999 each time and that is even better. Don't bother with Armor Break here because it doesn't work against Vorban like it does with their Barbatos counter parts. Now if Tidus' overdrive is full use it and I highly suggest that you use it as a Blitz Ace for superb results. Follow it up by using Auron to just attack, have Rikku switch it up in exchange for Yuna to come out and do any necessary healing. Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar as well. Do not be afraid tp have Yuna summon any aeons if you absolutely truly need to during any point in that battle. Do this a couple of times to get about 32 of these, but you may also find it more comfortable and more convinient to simply Bribe Coeurls for 120000 gil and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for that, use the Mimics in the Omega Dungeon. After, do the following steps... 1. Have one person move to one of the abilities with a Warp Sphere. 2. Then have the other two characters to use a Friend Sphere to the node. 3. Now have the first character move to another ability with a Warp Sphere. 4. Follow that person with the other two characters and Friend Spheres. 5. Do this until you have the 16 abilities I pointed out above. After you have fininshed all of this you are ready to start buying Clear Spheres. Here is a representation chart of your party's stats after finishing their own sections of the Sphere Grid alone: HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ------------------------------------------------------------------------------- Tidus: 3120 112 54 11 31 7 36 29 29 19 Yuna: 2875 344 15 63 14 28 42 7 68 25 Auron: 4430 133 58 11 37 13 17 4 15 18 Wakka: 4218 190 57 33 30 9 36 47 11 20 Lulu: 2380 422 14 56 42 54 21 3 86 21 Rikku: 3360 205 35 28 25 18 59 17 5 19 Kimahri: 1844 178 27 23 24 7 14 12 5 18 You're getting there... ^_^ +-----------------+ - Step 6. - +-----------------+ For this immensely imperative step you are to capture at least five of every fiend that is actually capturable in the land of Spira. You should already be enabled to buy them from the Monster Arena owner unless you ignored my explicit instructions and did not get ten of every fiend in Spira in the 3rd step of this guide. So anyway once you do capture the five of every and all enemies, go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50 to be precise). After you have about 2000000-5000000 gil, go back to the arena owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a little later. It is now time to start your next step in the process of stat maxing. +-----------------+ - Step 7. - +-----------------+ In this step you have been prepared by the last step you have followed, and this is to immolate all Species Creations. For information on how to unlock all the Species Creations look below... Fenrir- Capture 3 of every wolf Orintholestes- Capture 3 of every lizard Pteryx- Capture 4 of every bird Hornet- Capture 4 of every insect Vidatu- Capture 4 of every floating wizard One Eye- Capture 4 of every eyeball Jumbo Flan- Capture 3 of every flan Nega Elemental- Capture 3 of every element Tanket- Capture 3 of every armored mole Fafnir- Capture 4 of every dragon Sleep Sprout- Capture 5 of every fungus Bomb King- Capture 5 of every bomb Juggernaut- Capture 5 of every horned beast Ironclad- Capture 10 of every iron giant But if you have already paid heed to my word previously and captured the 10 of everything, you'll already have them activated and ready to die. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Preperations for Species Creations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The preperations I strongly advise and caution you to take are of course to have the customized armor model that I mentioned in the very beginning of this statistic maximization guide: Defense+20%,Auto-Protect, Auto-Haste,Auto-Potion. Your next and perhaps most important caution you must take before taking on the Species Creations, and that is to obtain all of Yuna's hidden aeons. This is how to obtain the three secret wonders: 1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little passage. There will a cave there and if you get a cutscene you know you are in the right place. So then enter the cave, then keep following all of the passages til you get a scene with an unsent summoner, who Lulu once guarded. When it is over you fight her Aeon Yojimbo. #1. Yojimbo (Cavern of the Stolen Fayth) -> HP: 33000 - 4060 -> MP: 2000 -> AP: 0 -> Statistics: Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 0 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: ??? <--- Can't use it against him. o_0 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one Zanmato- 9999 HP of unblockable/reductable damage to all characters. ---> STRATEGIC TACTICS: <--- This is a very easy fight despite what you all may be thinking. So I am here to say don't worry, you can kill it within an easy five turns and barely take any damage whatsoever. First, cast Doom negative status effect against Yojimbo enemy. Now, for the rest of the five turns he's slowing losing his life away, you just heal and guard anything that is thrown your way. See, that's pretty darn easy enough, right? When you beat her you can continue down the cave until you reach a room with a teleport pad in the middle of it. You can choose which direction you want to go in. But since I am talking about the Hidden Aeon go up. When you go in there you will see the Fayth who will charge you for his services. It is best to choose, to defeat the most powerful of fiends (IMO). He will then offer you his lowest price, but you should then offer half of his bid + 1 and then offer it to him. Next time he offers a rice just raise your offer by 1. When he offers 205,000 dollars you can offer under the price of 200,000. But not to much lower. He shall eventually join you and thats that. ------------------------------------------------------------------------------- 2. Anima: This is pretty hard and time consuming. But well worth the effort. Ok, so to acquire this powerful aeon you must first have obtained all of the secret items in the temples of the fayth, if you didn't don't worry you can go back, except to bevelle so you must already have that one. Once you have them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated it, go into the Temple and touch all of the statues with the X button, (be sure to get some treasure chests that are in here to). Then go back to the temple in Zanarkand and there will be a new puzzle to solve there: Step on the white squares in the first chamber and the 4 in the next chamber. Then it reveals a destruction sphere, take it and put in the sphere slot to the right of the panel. Then open the treasure chest to receive a Magistral Rod. Now fly back to the temple in Baaj. Go back to the room where all of those statues are and light them all up again, then enter the room and you get a scene with the fayth of Anima, which is Seymour's mom! You learn alot about Seymour's past and then you finally get Anima. Strategy for Geosgaeno is listed below... #2. Geosgaeno (Baaj Temple Revisited) -> HP: 32767 - 32767 -> MP: 128 -> AP: 4200 - 6300 -> Statistics: Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1000 -> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe, Doom -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [2x Damage] Fire, Lightning, Water, Holy, Ice -> Zanmato Lv: 4 -> Armor Abilities: Auto-Reflect -> Weapon Abilities: ??? [I have heard that there's actually a glitch where you get Encounters None {No Encounters} on a weapon. I don't know how to, though] -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 ---> STRATEGIC TACTICS: <--- - Geosgaeno: You are going to be needing some important preperations to be made before going off to get yourself into trouble with Geosgaeno. You need following equipment: have everybody with an armor that has the Stoneproof, Deathproof, and perhaps so you can have even more of an advantage over Geosgaeno, First Strike. I suggest starting off the battle with a Hastega spell, and then you can have a choice of which strategy you want to take to topple the overgrown fish: - You may just want to have Rikku Mix together Trio of 9999, and then follow up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an Attack Reels overdrive and that should and could be enough to take it out hopefully. - Your other option involves a little bit of strategy and took me a good bit of fights with Geosgaeno to compile and test this information. What it is is this: you see, Geosgaeno has this move which 'Sucks Up' one of your party members and keeps them in its stomach (character is visible). Now, you can either be at a disadvantage or a real advantage here, here's how: you see, if you have positive status effects on the character that is 'Sucked Up', most of the good statuses that you have on will also be inflicted upon Geosgaeno. List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide - same goes for negative status imprefections... List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental Break So you see, putting your ownself in negative status effects may aid you to reign victorious in this bout with big G. Now I will list great and unbeatable status combinations to have on your characters when they are 'Sucked Up': - You can put Regen and then Zombie on the characters (this I think is best) - Another good alternative status combo would be to have Zombie and the start to systematically pick it apart with rounds of Curaga or Phoenix Downs. - You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets when it uses its KO Punch or Stone Punch which will be nullified and it will take lots of damage while doing so. - Just put on all of the Breaks and then just whip it with alot of overdrives, Mugs, or Quick Hits until death. Note: there are tons of things that can occur while in its stomach, but I will list 'em once I find out more about this. ------------------------------------------------------------------------------- 3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then go back to the monster arena owner and he shall hand you the Blossom Crown as a reward for capturing them all. But you must also have every other aeon in the game (including Yojimbo and Anima). Then go back to Remiem Temple and beat Belgimine's Bahamut. And then she will give you the Flower Scepter. Then beat all of her aeons, so you can use the Flower Scepter and the Blossom Crown on the mysterious door behind belgimine then you shall receive the games most destructive aeon(s). =-=-=-=-=-=-=-=-=-=-=-=- Optimum HP (aka Ironclad) =-=-=-=-=-=-=-=-=-=-=-=- Ironclad: This fight will require alot of persistance, skill, and patience. Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing Blade on the little sucker. This should be followed very closly by Tidus using a Blitz Ace. Next Rikku should just stand there and heal with a Mega- Potion. Now on the next turn Auron gets switch him out and bring in Yuna, then have her Entrust her overdrive guage to Rikku, then use Rikku for a Trio of 9999 on the party, just in case of dire circumstances later in the battle and just so they don't make you fret. Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be countering alot with Reppageki. So now have Rikku switch out for Auron then have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna summon in Anima. Once Anima is brought forth onto the field, have her start off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use them over and over again until it is time for Ironclad to incur it's wrath upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed. Now comes the second stretch and the hardest part of the battle because you no longer have a reliable aeon to fully depend on. Just have Tidus use Quick Hits as you are hit with tons and tons of Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns you will either see a Bushinzan that reduces MP to zero and does physical damage, or a Shinryudan for major physical damage to one character. Now simply continue using the three characters to play the parts I just told to, or when Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause destruction with Delta Attack. After this battle you will receive 2 HP Spheres for an overkill and one for a regular kill. Just fill a few more nodes that aren't filled (HP might already be maxed), and you get final HP of... Tidus- 9999 Yuna- 9999 Auron- 9999 Wakka- 9999 Lulu- 9999 Rikku- 9999 Kimahri- 9999 =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum MAG (aka Jumbo Flan) =-=-=-=-=-=-=-=-=-=-=-=-=-= Jumbo Flan: This is another pain in the neck fight that you have to do in order to get maxed stats, "why Square?, why?" Any your party that you start out with should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to Use a Stamina Tonic to double HP count (since I doubt you have it as high as I mention above yet), now have Tidus use Blitz Ace, as it is immune to physical attacks. Now make sure to use Auron to throw 100000 gil at it with a very useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a Reflect on anyone for later, and then Auron for another Spare Change of the same amount as last time. Now Jumbo Flan wil attack with probably an Ultima. Aid this immediately. Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all elements and adds it to it's own, and don't even try Holy, it doesn't work either (I know, annoying), when Ifrit has come to save the day, use it only for Meteor Strikes until he is dead, this was also to give your party a break and shield them from an undreamable onslaught. Your next move is to switch Auron for any character with their overdrove guage full, and then Entrust the overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have her summon Anima. When the aeon is here, first have her use Oblivion for about 99999 damage. It will be attacked a few times post Oblivion. But after just continue to pound away with Pains until either Jumbo Flan dies, or the other way around. Now you are simply going to need to rely on Auron Spare Change-ing Yuna Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the Magus Sisters for Delta Attack (guess which one is recommended). After this battle you will receive two Magic Spheres for overkill, and one for a regular kill. Fill up about 26 nodes with these and you get final Mag stat of... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum STR (aka Juggernaut) =-=-=-=-=-=-=-=-=-=-=-=-=-= Juggernaut: This strategy and even monster are/is much much easier than the last two fights that I mentioned. First you are going to first have a party of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul- Blaze might be off because of it's Salvo attack which is a Fire based attack to all. Now have Auron use a Banishing Blade, then have Yuna again use another NulBlaze. Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a physical attack now, and then have Yuna heal any hurt character with an X- Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back. After this fight you will receive 2 Strength Spheres for overkill and only one for a regular kill. Just erase all +3, +2, and +1 Strength nodes from the grid and replace them for +4's. This is all you will have to do for Strength. Now your strength will look like this... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum AGL (aka Fenrir) =-=-=-=-=-=-=-=-=-=-=-= Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to go, but if you do that make sure you have armor that has Confusionproof, and Deathproof, for Fenrir will counter some attacks with party decapitating blows like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death). Use a Blitz Ace, most likely if your stats are where I said they should be a Blitz Ace alone will not get the job done. But if you top that off with an Attack Reels will finish it off. Summon at will. After this fight you will get 2 Agility Spheres for overkill and one for a regular kill. You will need to fill in all +3, +2, +1 Agility nodes and add 3 to left over +3, +2, +1 Strength nodes. Now you Agility will be at... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum DEF (aka Tanket) =-=-=-=-=-=-=-=-=-=-=-= Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be substituted for Rikku actually). First have Auron use a Banishing Blade against Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz Ace on it for even more super-mega damage. Now if you decided to use Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you did think twice and used Rikku for the fight then continue to read this strat. Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple of physical attacks and Tidus only to Quick Hit for the remainder of the entire match as his turns. If it takes it turn again now you might have to heal even though Auto-Protect has halved the damage. After it is done with it's turn, use Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage, but if she is more powerful enough like 200 STR at least then just have her attack physically or something. Now follow this the rest of the time. Now after the many, many, many fights (when DEF is uber) switch to an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste. After the fight you will receive 2 Defense Spheres for overkill and 1 for a regular kill. Delete the +3, +2, +1 nodes and fill them with all +4 nodes on them. You will also need to fill in 8 of the empty nodes with them also. Now your defense will be about... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-=- Optimum MAG DEF (aka One-Eye) =-=-=-=-=-=-=-=-=-=-=-=-=-=- One-Eye- Start of with Tidus, and Yuna, the other character virtually doesn't matter here in this fight against One-Eye. So first have Yuna use a Stamina Tonic on the whole active party and double max HP and that'll make HP super duper high. If at least one character has Ribbon on their armor here it'll be rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly. Now use the next character to cast Auto-Life on one character. If you now see a Shockwave the character with Ribbon should use Esuna on both other people. Now I guess you should have Tidus attack with a Blitz Ace. That will that for that battle. After the battle you will receive 2 Magic Defense Spheres for overkill and 1 for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def Sphere of +4. Now feel free to clear out 24 from Evasion as well for this, as when you max Luck up to 255 also Evasion will max along with Accuracy. Now your Magic Defense will be... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum Luck (aka Greater Sphere, Maelspike) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Greater Sphere: Have everybody Quick Hit it with at least 220 STR statistical attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus, and Auron. Now after every attack you dish out it's way it'll reply very un- satisfyingly in the shape of an Ultima magic attack, and you know that can be extremely fatal sometimes. But with high enough Mag Def it'll only do from 2000-900. Heal once or twice during this period(s). Now if you have it, use a Blitz Ace. But if you don't there is no need whatsoever to despair at all, simply continue to Quick Hit the lights out of Greater Sphere. Now as it does Ultimas on your party heal in the same manner you have been doing so the last time. Then keep on to use Quick Hits even more and heal from the potentially brutal Ultimas it dishes out still. Good job, now move on to the second part of maxing the Luck stat. You now must fly back to the Cavern area of Mt. Gagazet via airship means. Now head into the water part of here, and run into about 50 Maelspikes here and Bribe them all with 100001 then add 1 each time gil (come in with about 10000000 gil. Gain gil by killing Mimics in Omega. Not much needs to be done after final steps that I mentioned. Altogether, you might have to fill about 25-35 nodes. Final Luck is... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum Eva (aka Pteryx) =-=-=-=-=-=-=-=-=-=-=-= This fight can be rather easy, but, if unprepared, it can possibly turn into a nightmare. Preps will be made short in terms of stats because you only need to hit it once with 99999 damage and another hit for at least 1, managable, no?: HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127, Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped: Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have should be the same as with the last battle(s) with Fenerir and Ornitholestes. Now we get to the fighting part of it all: Man, this thing is so annoying with its I-like-to-ambush-alot crap, because that's exactly what it does; amubush. To give an idea, I've found that about 90% of the time Pteryx ambushes. If it Curses you, and you use Holy Water, it Curses again. A way to avoid this from happening is to summon an aeon to prevent it. Ok, battle starts! After the very probable occurrence of BoW, only heal damage done, then, proceed to either kill it in one hit with (if you're not ambushed. If you've right armors on, you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3 physical attacks. Hope you can hit for at least 40000. If you're hit with Beak, you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be taken care of. Continue to fight by this info and you'll win. Note: It has auto/irremovable Regen status. After the fight you get either 1 or 2 Evasion Sphere. 1 for a normal kill, and 2 for an overkill. Fill in about a good 30 nodes or so and you should have an Eva stat will everyone that looks like this... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=- Optimum MP (aka Vidatu) =-=-=-=-=-=-=-=-=-=-=- No need to fight, because after you finish a few of the first steps, MP should be max. If not, fill about 30 nodes to get your 999 MP ----------- Final Stats ----------- HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ------------------------------------------------------------------------------- Tidus: 9999 999 255 255 255 255 255 255 255 255 Yuna: 9999 999 255 255 255 255 255 255 255 255 Auron: 9999 999 255 255 255 255 255 255 255 255 Wakka: 9999 999 255 255 255 255 255 255 255 255 Lulu: 9999 999 255 255 255 255 255 255 255 255 Rikku: 9999 999 255 255 255 255 255 255 255 255 Kimahri: 9999 999 255 255 255 255 255 255 255 255 And with recommended armors, just about all bosses will crumble under your might. Some you'll still have to work hard as hell to beat, though. But, the odds are now tipped in your favor more than ever. Go out and enjoy your awesome new power! =============================================================================== <-----------------------------------------------------------------------------> 42.0. EXPERT GRID STAT MAXING #SR3E <-----------------------------------------------------------------------------> =============================================================================== First, let me start off by giving an explanation as to why there's no 3 methods of stat maxing in this section: the reason being is simple, and that's the severe lack of nodes on the Expert Sphere Grid compared to the Original Sphere Grid (861 - 805 = 56 node difference). Now, I know that might not seem like a whole lot, but when you get to one of the statistic maximization processes (2nd one mentioned in previous section), it matters A LOT. That's why that method has been omitted in this section, which leaves me to only explain two methods of stat maxing. That's why they call it the Expert*'s* Sphere Grid: because you need to be a vet of FFX to really do well on it. Anyway, it matters not, the omitted stat maxing method was BY FAR the most useless, and only the ones which you could really obliterate hard bosses with are left, but of course they're different. Without further ado, let's get this section going. ------------------------------------------------------------------------------- 42.1. Method 1 #SR3E1 ------------------------------------------------------------------------------- This method, in the end, will leave you with very high HP, MP at 1050, and all other stats maxed with exception of Luck, which we'll leave at just what we need. +----------------------+ - 1. Grid Set-Up - +----------------------+ =-=-=-=-=-=-=-=-=-= Starting Node Count =-=-=-=-=-=-=-=-=-= HP+300/HP+200 - 0/81 - After HP - 16200 Str+4/Str+3/Str+2/Str+1 - 22/9/15/11 - After Str - 156 Def+4/Def+3/Def+2/Def+1 - 10/17/18/4 - After Def - 131 Mag+4/Mag+3/Mag+2/Mag+1 - 21/12/8/4 - After Mag - 140 Mdef+4/Mdef+3/Mdef+2/Mdef+1 - 17/7/10/8 - After Mdef - 117 Agl+4/Agl+3/Agl+2/Agl+1 - 18/14/14/4 - After Agl - 146 Acc+4/Acc+3/Acc+2/Acc+1 - 4/9/10/4 - After Acc - 67 Eva+4/Eva+3/Eva+2/Eva+1 - 19/4/10/4 - After Eva - 112 Luck+4/Luck+3/Luck+2/Luck+1 - 1/1/2/3 - After Luck - 14 MP+40/MP+20/MP+10 - 6/39/3 - After MP - 1050 Lock Lv4/Lv3/Lv2/Lv1 - 12/18/12/10 - Total Locks - 52 Blk Mag/Wht Mag/Skls/Spcls - 19/22/27/22 - Total Abilities - 92 Empty Nodes - 225 - Total - 225 +-------------------------------+ - 2. Mandatory Preperations - +-------------------------------+ Items: Cloudy Mirror Celestial Mirror Weapons: Tidus- Caladbolg Yuna- Nirvana Auron- Masamune Wakka- World Champion Lulu- Onion Knight Kimahri- Spirit Lance Rikku- Godhand Armor: Break HP Limit Ribbon HP+30% Break MP Limit - Obtain Cloudy Mirror/Celestial Mirror: First, train the chocobo by finishing all of the games, then take the chocobo to the Southwest corner of the Calm Lands and press X above the feather here to jump across the gap, you are now going to the Remiem Temple and just come in first in the chocobo race (no chests are needed). Now go back to the Macalania Forest with your new Cloudy Mirror, and talk to the mom and boy here, they say they lost their father/ husband. Go back to the area where you first came here after the fight with Natus, and talk to man here, he'll now go back to them, but the son is now lost. Go up the shiny path and talk to the boy you find a little farther up, he then goes back, and you can use this shiny orb thingy to power up weapons with their crest/sigils. Don't you feel good? - Obtain Caladbolg by: Get the treasure chest where you fought and defeated Yunalesca. If you have Int. version of FFX you will have to fight the Dark Bahamut if you miss it after you first beat her, if not you have no worries. Now go to the Calm Lands and beat the chocobo trainer in the Catcher Chocobo race that is only accessible after completing the first three chocobo training games. You must beat the trainer with a time better than 0:0:0, then head back to the Northwest area of the Calm Lands, and go down into the little alcove, and now the guard won't be there, so activate the symbol and you'll get it. Now power it up fully in the Macalania Woods. - Obtain Nirvana by: Fly back to Besaid in the airship, and if you didn't do so before, swim off the shores of the beach, and go into the little patch of land and open the chest for the Moon Crest. Now obtain every aeon, then go back to the Remiem Temple and defeat all of Belgemine's aeon's for the sigil to the Nirvana. Now, capture one of every fiend in the Calm Lands and take them back to the owner of the Monster Arena, then open the chest he brings out. Now power it up fully in the Macalania Woods. - Obtain Masamune by: Go back to the Oldroad, South of the Mi'ihen Highroad, and head down all the way, open the chest here for the Mars crest. Now you must go around and capture 10 fiends of 10 species from 10 areas. Then head back to Monster Arena owner and he'll give you the Mars Sigil. Getting the Rusty sword in the gorge bottom of the Calm Lands and take it back to Mushroom Rock Road (the area right before the "After math" area). Now go up the floating platform and up here examine the statue of Mi'ihen, this will give you the Masamune. Now power it up fully in the Macalania Woods. - Obtain World Champion by: First going back to the Auroch's locker room in the Luca stadium. In here one of the lockers contains the Jupiter Crest. Now go and play tons of blitzball until you have all of Wakka's overdrives. Now, continue to play until you see the Jupiter Sigil appear as a prize, play and win it (pro tip: keep reseting the game until you see what you want). Now head back to the cafe in the Luca Square and talk to the bar tender, he will give you the weapon. Now power it up fully in the Macalania Woods. - Obtain Onion Knight by: First fly back to Guadosalam and enter the Farplane, get the treasure chest here for the Venus Crest. Go back to the Thunder Plains now and dodge 200 consecutive bolts here, then go back to the travel agency and open the chest fr it's sigil. Once you have done this, go back to Baaj Temple and beat Geosgaeno. Then search the left wall for the Onion Knight. Now power it up fully in the Macalania Woods. - Obtain Spirit Lance by: First going back to Mt. Gagazet and look by the pillars in the area after you fought Flux for a chest containing the Saturn Crest. Fly back to the Mcalania Forest now and get all the blue butterflies in both areas for the Jupiter Sigil. Go back to the Thunder Plains now and activate 3 "lit" Qactuar Stones, then head for the South area of Thunder Plains and search for a Qactuar ghost running around, follow it to a broken down lightnibg tower for the Spirit Lance. Now power it up fully in the Macalania Woods. - Obtain Godhand by: Going back to Bikanel Desert and looking inside a sand- whirlpool for the Mercury Crest. Now finish the Cactuar Village minigame/ sidequest that you can take part in here in the desert. After you have done accomplishing all of this, enter the password "GODHAND" in the airship password input to open a new area underneath Mushroom Rock, go to the very back of this area and open the chest here. It will contain the Godhand weapon. Now power it up fully in the Macalania Woods. - Obtain the right armor by: First obtaining empty 4-slotted armors for everyone, you can buy them from Wantx later in the Macalania Woods. Now use 30 Wings to Discovery in one slot to put in Break HP Limit. Now use 4 Blessed Gems to get Defense+20% into the next slot. Follow this by using 80 Chocobo Wings as to insert the next slot with Auto-Haste. The final step in the progression to making the right armor for this is to add Auto-Protect with 70 Light Curtains. +------------------+ - Step 3. - +------------------+ Go buy some capturing weapons from the Monster Arena manager. Now you should either equip their next slot with one of two, Break Damage Limit or you could also do it with First Strike. Now you must go out and capture 10 of every fiend in the Clam Lands region, only one of each will activate Chimerageist, but we don't wanna have to come back later do we? Now we head out for all regions of Spira to capture 10 of every "capturable" fiend (not capturable are bosses, and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows... 1. Besaid: Condor, Water Flan, Dingo 2. Kilika: Ragora, Dinonix, Killer Bee, Yellow Element 3. Mi'ihen Highroad: Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White Element 4. Mushroom Rock: Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan 5. Djose: Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk 6. Thunder Plains: Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element 7. Macalania: Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera, Murussu 8. Sanubia Desert: Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu 9. Calm Lands: Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl, Anacondaur 10. Sunken Cave: Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha 11. Mt. Gagazet: Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark Flan, Splasher, Bashura, Grendel, Ahriman 12. Sin: Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith, Exoray 13. Omega Dungeon: Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master Tonberry, Varuna, Master Coeurl So once you have captured 10 of each of these from all of these different regions, it is finally time for all of your hours of hard work to pay off. Go back to the Calm Lands and then pay a little visit to the owner of the Monster Arena. You will now have every fight except the battle with Nemesis, you'll unlock that later, for now you will be given the following items and extremely difficult bosses to fight... -Items and Area Creations: 1) Stratovis- Stamina Tonic x 99 Kottos- Soul Spring x 99 Malboro Menace- Poison Fang x 99 Jormungand- Petrify Grenade x 99 Espada- Shining Gem x 60 Chimerageist- Farplane Wind x 60 Catoblepas- Blossom Crown Abaddon- Lunar Curtain x 99 Cactuar King- Chocobo Wing x 99 Don Tonberry- Silver Hourglass x 40 Abyss Worm- Shadow Gem x 99 Vorban- Designer Wallet x 60 -Items and Species Creations: 2) Fenrir- Chocobo Feather x 99 Orintholestes- Stamina Spring x 99 Pteryx- Mega Phoenix x 99 Hornet- Mana Tonic x 60 Vidatu- Mana Spring x 99 Jumbo Flan- Twin Stars x 60 Nega Elemental- Star Curtain x 99 Tanket- Gold Hourglass x 99 Fafnir- Purifying Salt x 99 Sleep Sprout- Healing Spring x 99 Bomb King- Turbo Ether x 60 Juggernaut- Light Curtain x 99 Iron Clad- Mana Tablet x 60 -Items and Original Creations 3) Greater Sphere- Supreme Gem x 60 Catastrophe- Door to Tommorrow x 99 Neslug- Winning Formula x 60 Th'uban- Gamblers Spirit x 99 Shinryu- Megalixir x 30 Ultima Buster- Dark Matter x 99 You don't have Nemesis yet... +-----------------+ - Step 4. - +-----------------+ Now with all of these creations activated it is time to train and gain AP like mad. The prefered method of leveling up with ease are the methods I am about to present to you... Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP (in other words, 99 sphere lvl's). +-ALTERNATE METHOD-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. ... or you could also choose to just fight all creations and level up over over while fighting them. I recommend after you train enough, that you set off on a "quest" to defeat all of the creations you have unlocked one-by-one, and then you will have unlocked Nemesis, don't take him on yet, but for unlocking Nemesis the arena owner will also reward you with 10 Master Spheres. By using the AP gaining methods over and over again you will be making your way around the grid like it's nobody's buisness. Once you have gone all around your first three selected character's part of the grid you are ready to move one to the next step. +-----------------+ - Step 5. - +-----------------+ Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best party you can have, I'll talk about maxing everybody else a little bit later on in this stat maxing guide. So now you must leave these three characters designated grid sections in search of unfathomable stats and useful abilities for the hardships of beating Nemesis and to prevent the rest of the Monster Arena creations from wiping the floor with your party. First you should worry about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect, Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3 ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis (don't do this yet, it is impossible right now), finish the Omega Ruins chests sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe amount: 260000). The best and most reliable method of gaining gil for this quickly are the below methods... The best way I found to be possible is to first equip everone with a weapon bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the treasure chests that occasionally appear in battles). If you do that you will receive 100000-110000 gil in just ONE fight! +-ALTERNATE METHOD-+ This one isn't as effective as the last one, but still a good method if you are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask if you can fight Kottos. When in battle simply cast Hastega and then pummel it with Quick Hits and overdrives til it is dead. Kottos will drop tons and tons of Healing Springs. Use them to customize to your armor, and sell them to the Monster Arena owner, it will cash in over 40000-50000 with just one armor. Now after you have killed about 10 of the Mimics in the Omega Ruins, head back to the Calm Lands and the Monster Arena. Now start fighting about ten to fifteen Master Coeurls since by this point you probably have 1000000-1500000 gil to add to your just recently acquired 1000000 gil from all of those blasted Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous 99 of them. Now Warp to all of the abilities I have pointed out with just one of those people, and then I think you should go and slaughter Vorbans for some friend Friend Sphere 2x, kill him like this... Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your party attack for 9999 damage each time if you don't have Break Damage Limit, then it'll hit for 99999 each time and that is even better. Don't bother with Armor Break here because it doesn't work against Vorban like it does with their Barbatos counter parts. Now if Tidus' overdrive is full use it and I highly suggest that you use it as a Blitz Ace for superb results. Follow it up by using Auron to just attack, have Rikku switch it up in exchange for Yuna to come out and do any necessary healing. Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar as well. Do not be afraid tp have Yuna summon any aeons if you absolutely truly need to during any point in that battle. Do this a couple of times to get about 32 of these, but you may also find it more comfortable and more convinient to simply Bribe Coeurls for 120000 gil and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for that, use the Mimics in the Omega Dungeon. After, do the following steps... 1. Have one person move to one of the abilities with a Warp Sphere. 2. Then have the other two characters to use a Friend Sphere to the node. 3. Now have the first character move to another ability with a Warp Sphere. 4. Follow that person with the other two characters and Friend Spheres. 5. Do this until you have the 16 abilities I pointed out above. After you have fininshed all of this you are ready to start buying Clear Spheres. +-----------------+ - Step 6. - +-----------------+ For this immensely imperative step you are to capture at least five of every fiend that is actually capturable in the land of Spira. You should already be enabled to buy them from the Monster Arena owner unless you ignored my explicit instructions and did not get ten of every fiend in Spira in the 3rd step of this guide. So anyway once you do capture the five of every and all enemies, go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50 to be precise). After you have about 2000000-5000000 gil, go back to the arena owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a little later. It is now time to start your next step in the process of stat maxing. +-----------------+ - Step 7. - +-----------------+ In this step you have been prepared by the last step you have followed, and this is to immolate all Species Creations. For information on how to unlock all the Species Creations look below... Fenrir- Capture 3 of every wolf Orintholestes- Capture 3 of every lizard Pteryx- Capture 4 of every bird Hornet- Capture 4 of every insect Vidatu- Capture 4 of every floating wizard One Eye- Capture 4 of every eyeball Jumbo Flan- Capture 3 of every flan Nega Elemental- Capture 3 of every element Tanket- Capture 3 of every armored mole Fafnir- Capture 4 of every dragon Sleep Sprout- Capture 5 of every fungus Bomb King- Capture 5 of every bomb Juggernaut- Capture 5 of every horned beast Ironclad- Capture 10 of every iron giant But if you have already paid heed to my word previously and captured the 10 of everything, you'll already have them activated and ready to die. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Preperations for Species Creations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The preperations I strongly advise and caution you to take are of course to have the customized armor model that I mentioned in the very beginning of this statistic maximization guide: BHPL, Auto-Haste, Ribbon, BMPL. Your next and perhaps most important caution you must take before taking on the Species Creations, and that is to obtain all of Yuna's hidden aeons. This is how to obtain the three secret wonders: -------- Prep #1: -------- 1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little passage. There will a cave there and if you get a cutscene you know you are in the right place. So then enter the cave, then keep following all of the passages til you get a scene with an unsent summoner, who Lulu once guarded. When it is over you fight her Aeon Yojimbo. #1. Yojimbo (Cavern of the Stolen Fayth) -> HP: 33000 - 4060 -> MP: 2000 -> AP: 0 -> Statistics: Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 0 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: ??? <--- Can't use it against him. o_0 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one Zanmato- 9999 HP of unblockable/reductable damage to all characters. ---> STRATEGIC TACTICS: <--- This is a very easy fight despite what you all may be thinking. So I am here to say don't worry, you can kill it within an easy five turns and barely take any damage whatsoever. First, cast Doom negative status effect against Yojimbo enemy. Now, for the rest of the five turns he's slowing losing his life away, you just heal and guard anything that is thrown your way. See, that's pretty darn easy enough, right? When you beat her you can continue down the cave until you reach a room with a teleport pad in the middle of it. You can choose which direction you want to go in. But since I am talking about the Hidden Aeon go up. When you go in there you will see the Fayth who will charge you for his services. It is best to choose, to defeat the most powerful of fiends (IMO). He will then offer you his lowest price, but you should then offer half of his bid + 1 and then offer it to him. Next time he offers a rice just raise your offer by 1. When he offers 205,000 dollars you can offer under the price of 200,000. But not to much lower. He shall eventually join you and thats that. ------------------------------------------------------------------------------ 2. Anima: This is pretty hard and time consuming. But well worth the effort. Ok, so to acquire this powerful aeon you must first have obtained all of the secret items in the temples of the fayth, if you didn't don't worry you can go back, except to bevelle so you must already have that one. Once you have them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated it, go into the Temple and touch all of the statues with the X button, (be sure to get some treasure chests that are in here to). Then go back to the temple in Zanarkand and there will be a new puzzle to solve there: Step on the white squares in the first chamber and the 4 in the next chamber. Then it reveals a destruction sphere, take it and put in the sphere slot to the right of the panel. Then open the treasure chest to receive a Magistral Rod. Now fly back to the temple in Baaj. Go back to the room where all of those statues are and light them all up again, then enter the room and you get a scene with the fayth of Anima, which is Seymour's mom! You learn alot about Seymour's past and then you finally get Anima. Strategy for Geosgaeno is listed below... #2. Geosgaeno (Baaj Temple Revisited) -> HP: 32767 - 32767 -> MP: 128 -> AP: 4200 - 6300 -> Statistics: Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1000 -> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe, Doom -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [2x Damage] Fire, Lightning, Water, Holy, Ice -> Zanmato Lv: 4 -> Armor Abilities: Auto-Reflect -> Weapon Abilities: ??? [I have heard that there's actually a glitch where you get Encounters None {No Encounters} on a weapon. I don't know how to, though] -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 ---> STRATEGIC TACTICS: <--- - Geosgaeno: You are going to be needing some important preperations to be made before going off to get yourself into trouble with Geosgaeno. You need following equipment: have everybody with an armor that has the Stoneproof, Deathproof, and perhaps so you can have even more of an advantage over Geosgaeno, First Strike. I suggest starting off the battle with a Hastega spell, and then you can have a choice of which strategy you want to take to topple the overgrown fish: - You may just want to have Rikku Mix together Trio of 9999, and then follow up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an Attack Reels overdrive and that should and could be enough to take it out hopefully. - Your other option involves a little bit of strategy and took me a good bit of fights with Geosgaeno to compile and test this information. What it is is this: you see, Geosgaeno has this move which 'Sucks Up' one of your party members and keeps them in its stomach (character is visible). Now, you can either be at a disadvantage or a real advantage here, here's how: you see, if you have positive status effects on the character that is 'Sucked Up', most of the good statuses that you have on will also be inflicted upon Geosgaeno. List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide - same goes for negative status imprefections... List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental Break So you see, putting your ownself in negative status effects may aid you to reign victorious in this bout with big G. Now I will list great and unbeatable status combinations to have on your characters when they are 'Sucked Up': - You can put Regen and then Zombie on the characters (this I think is best) - Another good alternative status combo would be to have Zombie and the start to systematically pick it apart with rounds of Curaga or Phoenix Downs. - You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets when it uses its KO Punch or Stone Punch which will be nullified and it will take lots of damage while doing so. - Just put on all of the Breaks and then just whip it with alot of overdrives, Mugs, or Quick Hits until death. Note: there are tons of things that can occur while in its stomach, but I will list 'em once I find out more about this. ------------------------------------------------------------------------------ 3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then go back to the monster arena owner and he shall hand you the Blossom Crown as a reward for capturing them all. But you must also have every other aeon in the game (including Yojimbo and Anima). Then go back to Remiem Temple and beat Belgimine's Bahamut. And then she will give you the Flower Scepter. Then beat all of her aeons, so you can use the Flower Scepter and the Blossom Crown on the mysterious door behind Belgimine then you shall receive the games most destructive aeon(s). -------- Prep #2: -------- Well, this is a harder step to do than it is to get the Secret Aeons, but since stats are significantly lower with Expert Sphere Grid than in Original Sphere Grid, you'll need this step a bit more. Now, time to stop with the crap and tell you what the step exactly is: It's in this step where you'll try to get all Overdrives. Not all of Rikku's is necessary (not any, really, because you can just Mix in battle). And Lulu's you technically get on the Sphere Grid. Yuna's, once you're done past Zanarkand and you do Prep #1, you'll have all of hers as well. That leaves just four characters' Overdrives to get. So, refer to Overdrives section of the FAQ [#SY0O] for more info on how to get them, and what exactly they do. -------- Prep #3: -------- Using the AP Trick listed a few steps above this one, you must have activated all activate -able nodes on the grid. Ok, now, we go onto see just how to beat the Species Creations, and also, how to use spheres gained on Expert Sphere Grid properly to attain desired final stats: =-=-=-=-=-=-=-=-=-=-=-=- Optimum HP (aka Ironclad) =-=-=-=-=-=-=-=-=-=-=-=- Ironclad: This fight will require alot of persistance, skill, and patience. Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing Blade on the little sucker. This should be followed very closly by Tidus using a Blitz Ace. Next Rikku should just stand there and heal with a Mega- Potion. Now on the next turn Auron gets switch him out and bring in Yuna, then have her Entrust her overdrive guage to Rikku, then use Rikku for a Trio of 9999 on the party, just in case of dire circumstances later in the battle and just so they don't make you fret. Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be countering alot with Reppageki. So now have Rikku switch out for Auron then have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna summon in Anima. Once Anima is brought forth onto the field, have her start off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use them over and over again until it is time for Ironclad to incur it's wrath upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed. Now comes the second stretch and the hardest part of the battle because you no longer have a reliable aeon to fully depend on. Just have Tidus use Quick Hits as you are hit with tons and tons of Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns you will either see a Bushinzan that reduces MP to zero and does physical damage, or a Shinryudan for major physical damage to one character. Now simply continue using the three characters to play the parts I just told to, or when Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause destruction with Delta Attack. After this bout you get HP Spheres. 1 you get for normal kill, and 2 for Overkilling him. Since there are a lot less nodes on Expert Grid (56 less, to be exact), it'll be much more troublesome doing this. First we need to Clear all +200 HP nodes and fill them. We're now at about 24300HP. Alright, so next we must fill in another good 90 nodes of Expert Grid (40 Lock and 50 Empty) for 51300HP. Now, we add +30% to that and our final HPs are... Tidus- 67210 Yuna- 67165 Auron- 67720 Wakka- 67308 Lulu- 67070 Rikku- 67050 Kimahri- 67334 Note: That if you want much higher HPs for your characters (greedy, aren't we?), not that you need it with almost 70000 HP, you can sacrifice some Mag stat so that you can get to the mid-high 80000s. This, however tempting it may be, is *not* recommended, and you might end up hurting yourself more than you'll be helping yourself. =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum MAG (aka Jumbo Flan) =-=-=-=-=-=-=-=-=-=-=-=-=-= Jumbo Flan: This is another pain in the neck fight that you have to do in order to get maxed stats, "why Square?, why?" Any your party that you start out with should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to Use a Stamina Tonic to double HP count (since I doubt you have it as high as I mention above yet), now have Tidus use Blitz Ace, as it is immune to physical attacks. Now make sure to use Auron to throw 100000 gil at it with a very useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a Reflect on anyone for later, and then Auron for another Spare Change of the same amount as last time. Now Jumbo Flan wil attack with probably an Ultima. Aid this immediately. Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all elements and adds it to it's own, and don't even try Holy, it doesn't work either (I know, annoying), when Ifrit has come to save the day, use it only for Meteor Strikes until he is dead, this was also to give your party a break and shield them from an undreamable onslaught. Your next move is to switch Auron for any character with their overdrove guage full, and then Entrust the overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have her summon Anima. When the aeon is here, first have her use Oblivion for about 99999 damage. It will be attacked a few times post Oblivion. But after just continue to pound away with Pains until either Jumbo Flan dies, or the other way around. Now you are simply going to need to rely on Auron Spare Change-ing Yuna Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the Magus Sisters for Delta Attack (guess which one is recommended). After the battle and you get the Magic Spheres, you're going to need to implement them into SG's nodes like this: First, fill all crappy +3,+2,+1 nodes with bigger +4 MS., which you gain from this battle. This lifts Mag stat to a big 180. We do not stop here. Nope. Next we go onto filling 19 Empty nodes with Magic Spheres and we get following Mag: Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum STR (aka Juggernaut) =-=-=-=-=-=-=-=-=-=-=-=-=-= Juggernaut: This strategy and even monster are/is much much easier than the last two fights that I mentioned. First you are going to first have a party of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul- Blaze might be off because of it's Salvo attack which is a Fire based attack to all. Now have Auron use a Banishing Blade, then have Yuna again use another NulBlaze. Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a physical attack now, and then have Yuna heal any hurt character with an X- Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back. After this fight you will receive 2 Strength Spheres for overkill and only one for a regular kill. First, all you need do first's to reconstruct Expert Sphere Grid's originally-set Str+3/+2/+1 nodes with +4 Str Spheres dropped from Juggernaut. Your Str statistic's now close to 224. All that's left to do's to fill 8 Empty Nodes with Str Spheres and you get... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum AGL (aka Fenrir) =-=-=-=-=-=-=-=-=-=-=-= Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to go, but if you do that make sure you have armor that has Confusionproof, and Deathproof, for Fenrir will counter some attacks with party decapitating blows like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death). Use a Blitz Ace, most likely if your stats are where I said they should be a Blitz Ace alone will not get the job done. But if you top that off with an Attack Reels will finish it off. Summon at will. After this fight you will get 2 Agility Spheres for overkill and one for a regular kill. Now, like with all the ohther stats, you simply fill all +3/+2/+1 Agl stat nodes and your Agl is then 200. Once done with that, you fill 14 ENs for final... (keep in mind that amount of free Empty Nodes is now at about 127) Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum DEF (aka Tanket) =-=-=-=-=-=-=-=-=-=-=-= Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be substituted for Rikku actually). First have Auron use a Banishing Blade against Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz Ace on it for even more super-mega damage. Now if you decided to use Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you did think twice and used Rikku for the fight then continue to read this strat. Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple of physical attacks and Tidus only to Quick Hit for the remainder of the entire match as his turns. If it takes it turn again now you might have to heal even though Auto-Protect has halved the damage. After it is done with it's turn, use Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage, but if she is more powerful enough like 200 STR at least then just have her attack physically or something. Now follow this the rest of the time. Now after the many, many, many fights (when DEF is uber) switch to an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste. After the fight you will receive 2 Defense Spheres for overkill and 1 for a regular kill. Delete the +3, +2, +1 nodes and fill them with all +4 nodes on them. You will also need to fill in 8 of the empty nodes with them also. Now your Def will be huge. Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-=- Optimum MAG DEF (aka One-Eye) =-=-=-=-=-=-=-=-=-=-=-=-=-=- One-Eye- Start of with Tidus, and Yuna, the other character virtually doesn't matter here in this fight against One-Eye. So first have Yuna use a Stamina Tonic on the whole active party and double max HP and that'll make HP super duper high. If at least one character has Ribbon on their armor here it'll be rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly. Now use the next character to cast Auto-Life on one character. If you now see a Shockwave the character with Ribbon should use Esuna on both other people. Now I guess you should have Tidus attack with a Blitz Ace. That will that for that battle. After the battle you will receive 2 Magic Defense Spheres for overkill and 1 for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def Sphere of +4. This alone makes Mdef 166. From here, you fill 22 Empty Nodes. Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum Luck (aka Greater Sphere, Maelspike) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Greater Sphere: Have everybody Quick Hit it with at least 220 STR statistical attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus, and Auron. Now after every attack you dish out it's way it'll reply very un- satisfyingly in the shape of an Ultima magic attack, and you know that can be extremely fatal sometimes. But with high enough Mag Def it'll only do from 2000-900. Heal once or twice during this period(s). Now if you have it, use a Blitz Ace. But if you don't there is no need whatsoever to despair at all, simply continue to Quick Hit the lights out of Greater Sphere. Now as it does Ultimas on your party heal in the same manner you have been doing so the last time. Then keep on to use Quick Hits even more and heal from the potentially brutal Ultimas it dishes out still. Good job, now move on to the second part of maxing the Luck stat. You now must fly back to the Cavern area of Mt. Gagazet via airship means. Now head into the water part of here, and run into about 50 Maelspikes here and Bribe them all with 100001 then add 1 each time gil (come in with about 10000000 gil. Gain gil by killing Mimics in Omega. Note before we start filling that Luck will NOT reach 255 in this stat maxing. Alright, since your Luck's probably 31-34, we've a lot of work to undertake. Another note's that the only "needed" amount of Luck is about 150, so that's what we're aiming for. Alrighty then, we start: First, you fill all +1/+2/+3 Luck nodes with the +4s to get Luck of 28 + 18 SLA (starting Luck average) = 46. A little bit better than before, right? From here, much strategy goes into lvling Luck by ~100 more. There's still 105 Empty Nodes left, and we need to use 20 for 150 Luck desideratum, but, we only want to fill about 10 Empty Nodes and 10 Lock Nodes (leaving 4 Locks left), to get our ~150 Luck. This is because if you want higher HP like previously mentioned, you can have it without ruining your high Mag stat. Tidus- 158 Yuna- 157 Auron- 157 Wakka- 159 Lulu- 157 Rikku- 158 Kimahri- 158 Close range within each other, right? That's what we're aiming for with Luck since we're not fully maxing it out. =-=-=-=-=-=-=-=-=-=-=-= Optimum Eva (aka Pteryx) =-=-=-=-=-=-=-=-=-=-=-= This fight can be rather easy, but, if unprepared, it can possibly turn into a nightmare. Preps will be made short in terms of stats because you only need to hit it once with 99999 damage and another hit for at least 1, managable, no?: HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127, Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped: Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have should be the same as with the last battle(s) with Fenerir and Ornitholestes. Now we get to the fighting part of it all: Man, this thing is so annoying with its I-like-to-ambush-alot crap, because that's exactly what it does; amubush. To give an idea, I've found that about 90% of the time Pteryx ambushes. If it Curses you, and you use Holy Water, it Curses again. A way to avoid this from happening is to summon an aeon to prevent it. Ok, battle starts! After the very probable occurrence of BoW, only heal damage done, then, proceed to either kill it in one hit with (if you're not ambushed. If you've right armors on, you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3 physical attacks. Hope you can hit for at least 40000. If you're hit with Beak, you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be taken care of. Continue to fight by this info and you'll win. Note: It has auto/irremovable Regen status. After the fight you get either 1 or 2 Evasion Sphere. 1 for a normal kill, and 2 for an overkill. Fill in about a good 30 nodes or so and you should have an Eva stat will everyone that looks like this... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 Note: MP needn't be mentioned here 'cause after finishing the Sphere Grid once in little sub-sub-section Prep #3, you'll have 1050 MP. ----------- Final Stats ----------- HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ------------------------------------------------------------------------------- Tidus: 67210 1062 255 255 255 255 255 255 255 158 Yuna: 67165 1134 255 255 255 255 255 255 255 157 Auron: 67720 1083 255 255 255 255 255 255 255 157 Wakka: 67308 1060 255 255 255 255 255 255 255 159 Lulu: 67070 1142 255 255 255 255 255 255 255 157 Rikku: 67050 1135 255 255 255 255 255 255 255 158 Kimahri: 67334 1128 255 255 255 255 255 255 255 158 ------------------------------------------------------------------------------- 42.2. Method 2 #SR3E2 ------------------------------------------------------------------------------- +----------------------+ - 1. Grid Set-Up - +----------------------+ =-=-=-=-=-=-=-=-=-= Starting Node Count =-=-=-=-=-=-=-=-=-= HP+300/HP+200 - 0/81 - After HP - 16200 Str+4/Str+3/Str+2/Str+1 - 22/9/15/11 - After Str - 156 Def+4/Def+3/Def+2/Def+1 - 10/17/18/4 - After Def - 131 Mag+4/Mag+3/Mag+2/Mag+1 - 21/12/8/4 - After Mag - 140 Mdef+4/Mdef+3/Mdef+2/Mdef+1 - 17/7/10/8 - After Mdef - 117 Agl+4/Agl+3/Agl+2/Agl+1 - 18/14/14/4 - After Agl - 146 Acc+4/Acc+3/Acc+2/Acc+1 - 4/9/10/4 - After Acc - 67 Eva+4/Eva+3/Eva+2/Eva+1 - 19/4/10/4 - After Eva - 112 Luck+4/Luck+3/Luck+2/Luck+1 - 1/1/2/3 - After Luck - 14 MP+40/MP+20/MP+10 - 6/39/3 - After MP - 1050 Lock Lv4/Lv3/Lv2/Lv1 - 12/18/12/10 - Total Locks - 52 Blk Mag/Wht Mag/Skls/Spcls - 19/22/27/22 - Total Abilities - 92 Empty Nodes - 225 - Total - 225 +-------------------------------+ - 2. Mandatory Preperations - +-------------------------------+ Items: Cloudy Mirror Celestial Mirror Weapons: Tidus- Break HP Limit, Evade&Counter, Magic Counter, Triple Overdrive Yuna- One MP Cost, Triple Overdrive, Triple AP, Break Damage Limit Auron- Break Damage Limit, Evade&Counter, Piercing, First Strike Wakka- Initiative, Evade&Counter, Triple Overdrive Break Damage Limit Lulu- One MP Cost, Magic Booster, First Strike, Break Damage Limit Rikku- Master Thief, Initiative, Break Damage Limit, [???] Kimahri- Break Damage Limit, Evade&Counter, Triple Overdrive, Triple AP Armor: Ribbon Auto-Haste Auto-Protect Auto-Pheonix +------------------+ - Step 3. - +------------------+ Go buy some capturing weapons from the Monster Arena manager. Now you should either equip their next slot with one of two, Break Damage Limit or you could also do it with First Strike. Now you must go out and capture 10 of every fiend in the Clam Lands region, only one of each will activate Chimerageist, but we don't wanna have to come back later do we? Now we head out for all regions of Spira to capture 10 of every "capturable" fiend (not capturable are bosses, and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows... 1. Besaid: Condor, Water Flan, Dingo 2. Kilika: Ragora, Dinonix, Killer Bee, Yellow Element 3. Mi'ihen Highroad: Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White Element 4. Mushroom Rock: Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan 5. Djose: Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk 6. Thunder Plains: Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element 7. Macalania: Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera, Murussu 8. Sanubia Desert: Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu 9. Calm Lands: Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl, Anacondaur 10. Sunken Cave: Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha 11. Mt. Gagazet: Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark Flan, Splasher, Bashura, Grendel, Ahriman 12. Sin: Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith, Exoray 13. Omega Dungeon: Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master Tonberry, Varuna, Master Coeurl So once you have captured 10 of each of these from all of these different regions, it is finally time for all of your hours of hard work to pay off. Go back to the Calm Lands and then pay a little visit to the owner of the Monster Arena. You will now have every fight except the battle with Nemesis, you'll unlock that later, for now you will be given the following items and extremely difficult bosses to fight... -Items and Area Creations: 1) Stratovis- Stamina Tonic x 99 Kottos- Soul Spring x 99 Malboro Menace- Poison Fang x 99 Jormungand- Petrify Grenade x 99 Espada- Shining Gem x 60 Chimerageist- Farplane Wind x 60 Catoblepas- Blossom Crown Abaddon- Lunar Curtain x 99 Cactuar King- Chocobo Wing x 99 Don Tonberry- Silver Hourglass x 40 Abyss Worm- Shadow Gem x 99 Vorban- Designer Wallet x 60 -Items and Species Creations: 2) Fenrir- Chocobo Feather x 99 Orintholestes- Stamina Spring x 99 Pteryx- Mega Phoenix x 99 Hornet- Mana Tonic x 60 Vidatu- Mana Spring x 99 Jumbo Flan- Twin Stars x 60 Nega Elemental- Star Curtain x 99 Tanket- Gold Hourglass x 99 Fafnir- Purifying Salt x 99 Sleep Sprout- Healing Spring x 99 Bomb King- Turbo Ether x 60 Juggernaut- Light Curtain x 99 Iron Clad- Mana Tablet x 60 -Items and Original Creations 3) Greater Sphere- Supreme Gem x 60 Catastrophe- Door to Tommorrow x 99 Neslug- Winning Formula x 60 Th'uban- Gamblers Spirit x 99 Shinryu- Megalixir x 30 Ultima Buster- Dark Matter x 99 You don't have Nemesis yet... +-----------------+ - Step 4. - +-----------------+ Now with all of these creations activated it is time to train and gain AP like mad. The prefered method of leveling up with ease are the methods I am about to present to you... Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? When the fight comes to conclusion, you should receive 1000000 to 10000000 of AP (in other words, 99 sphere lvl's). +-ALTERNATE METHOD-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. ... or you could also choose to just fight all creations and level up over over while fighting them. I recommend after you train enough, that you set off on a "quest" to defeat all of the creations you have unlocked one-by-one, and then you will have unlocked Nemesis, don't take him on yet, but for unlocking Nemesis the arena owner will also reward you with 10 Master Spheres. By using the AP gaining methods over and over again you will be making your way around the grid like it's nobody's buisness. Once you have gone all around your first three selected character's part of the grid you are ready to move one to the next step. +-----------------+ - Step 5. - +-----------------+ Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best party you can have, I'll talk about maxing everybody else a little bit later on in this stat maxing guide. So now you must leave these three characters designated grid sections in search of unfathomable stats and useful abilities for the hardships of beating Nemesis and to prevent the rest of the Monster Arena creations from wiping the floor with your party. First you should worry about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect, Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3 ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis (don't do this yet, it is impossible right now), finish the Omega Ruins chests sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe amount: 260000). The best and most reliable method of gaining gil for this quickly are the below methods... The best way I found to be possible is to first equip everone with a weapon bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the treasure chests that occasionally appear in battles). If you do that you will receive 100000-110000 gil in just ONE fight! +-ALTERNATE METHOD-+ This one isn't as effective as the last one, but still a good method if you are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask if you can fight Kottos. When in battle simply cast Hastega and then pummel it with Quick Hits and overdrives til it is dead. Kottos will drop tons and tons of Healing Springs. Use them to customize to your armor, and sell them to the Monster Arena owner, it will cash in over 40000-50000 with just one armor. Now after you have killed about 10 of the Mimics in the Omega Ruins, head back to the Calm Lands and the Monster Arena. Now start fighting about ten to fifteen Master Coeurls since by this point you probably have 1000000-1500000 gil to add to your just recently acquired 1000000 gil from all of those blasted Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous 99 of them. Now Warp to all of the abilities I have pointed out with just one of those people, and then I think you should go and slaughter Vorbans for some friend Friend Sphere 2x, kill him like this... Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your party attack for 9999 damage each time if you don't have Break Damage Limit, then it'll hit for 99999 each time and that is even better. Don't bother with Armor Break here because it doesn't work against Vorban like it does with their Barbatos counter parts. Now if Tidus' overdrive is full use it and I highly suggest that you use it as a Blitz Ace for superb results. Follow it up by using Auron to just attack, have Rikku switch it up in exchange for Yuna to come out and do any necessary healing. Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar as well. Do not be afraid tp have Yuna summon any aeons if you absolutely truly need to during any point in that battle. Do this a couple of times to get about 32 of these, but you may also find it more comfortable and more convinient to simply Bribe Coeurls for 120000 gil and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for that, use the Mimics in the Omega Dungeon. After, do the following steps... 1. Have one person move to one of the abilities with a Warp Sphere. 2. Then have the other two characters to use a Friend Sphere to the node. 3. Now have the first character move to another ability with a Warp Sphere. 4. Follow that person with the other two characters and Friend Spheres. 5. Do this until you have the 16 abilities I pointed out above. After you have fininshed all of this you are ready to start buying Clear Spheres. +-----------------+ - Step 6. - +-----------------+ For this immensely imperative step you are to capture at least five of every fiend that is actually capturable in the land of Spira. You should already be enabled to buy them from the Monster Arena owner unless you ignored my explicit instructions and did not get ten of every fiend in Spira in the 3rd step of this guide. So anyway once you do capture the five of every and all enemies, go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50 to be precise). After you have about 2000000-5000000 gil, go back to the arena owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a little later. It is now time to start your next step in the process of stat maxing. +-----------------+ - Step 7. - +-----------------+ In this step you have been prepared by the last step you have followed, and this is to immolate all Species Creations. For information on how to unlock all the Species Creation look below... Fenrir- Capture 3 of every wolf Orintholestes- Capture 3 of every lizard Pteryx- Capture 4 of every bird Hornet- Capture 4 of every insect Vidatu- Capture 4 of every floating wizard One Eye- Capture 4 of every eyeball Jumbo Flan- Capture 3 of every flan Nega Elemental- Capture 3 of every element Tanket- Capture 3 of every armored mole Fafnir- Capture 4 of every dragon Sleep Sprout- Capture 5 of every fungus Bomb King- Capture 5 of every bomb Juggernaut- Capture 5 of every horned beast Ironclad- Capture 10 of every iron giant But if you have already paid heed to my word previously and captured the 10 of everything, you'll already have them activated and ready to die. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Preperations for Species Creations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The preperations I strongly advise and caution you to take are of course to have the customized armor model that I mentioned in the very beginning of this statistic maximization guide: Ribbon, Auto-Haste, Auto-Protect, Auto-Phoenix. Your next and perhaps most important caution you must take before taking on the Species Creations, and that is to obtain all of Yuna's hidden aeons. This is how to obtain the three secret wonders: -------- Prep #1: -------- 1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little passage. There will a cave there and if you get a cutscene you know you are in the right place. So then enter the cave, then keep following all of the passages til you get a scene with an unsent summoner, who Lulu once guarded. When it is over you fight her Aeon Yojimbo. #1. Yojimbo (Cavern of the Stolen Fayth) -> HP: 33000 - 4060 -> MP: 2000 -> AP: 0 -> Statistics: Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 0 -> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: ??? <--- Can't use it against him o_0 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one Zanmato- 9999 HP of unblockable/reductable damage to all characters. ---> STRATEGIC TACTICS: <--- This is a very easy fight despite what you all may be thinking. So I am here to say don't worry, you can kill it within an easy five turns and barely take any damage whatsoever. First, cast Doom negative status effect against Yojimbo enemy. Now, for the rest of the five turns he's slowing losing his life away, you just heal and guard anything that is thrown your way. See, that's pretty darn easy enough, right? When you beat her you can continue down the cave until you reach a room with a teleport pad in the middle of it. You can choose which direction you want to go in. But since I am talking about the Hidden Aeon go up. When you go in there you will see the Fayth who will charge you for his services. It is best to choose, to defeat the most powerful of fiends (IMO). He will then offer you his lowest price, but you should then offer half of his bid + 1 and then offer it to him. Next time he offers a rice just raise your offer by 1. When he offers 205,000 dollars you can offer under the price of 200,000. But not to much lower. He shall eventually join you and thats that. ------------------------------------------------------------------------------- 2. Anima: This is pretty hard and time consuming. But well worth the effort. Ok, so to acquire this powerful aeon you must first have obtained all of the secret items in the temples of the fayth, if you didn't don't worry you can go back, except to bevelle so you must already have that one. Once you have them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated it, go into the Temple and touch all of the statues with the X button, (be sure to get some treasure chests that are in here to). Then go back to the temple in Zanarkand and there will be a new puzzle to solve there: Step on the white squares in the first chamber and the 4 in the next chamber. Then it reveals a destruction sphere, take it and put in the sphere slot to the right of the panel. Then open the treasure chest to receive a Magistral Rod. Now fly back to the temple in Baaj. Go back to the room where all of those statues are and light them all up again, then enter the room and you get a scene with the fayth of Anima, which is Seymour's mom! You learn alot about Seymour's past and then you finally get Anima. Strategy for Geosgaeno is listed below... #2. Geosgaeno (Baaj Temple Revisited) -> HP: 32767 - 32767 -> MP: 128 -> AP: 4200 - 6300 -> Statistics: Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1000 -> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan, Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence, Darkness, Bribe, Doom -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [2x Damage] Fire, Lightning, Water, Holy, Ice -> Zanmato Lv: 4 -> Armor Abilities: Auto-Reflect -> Weapon Abilities: ??? [I have heard that there's actually a glitch where you get Encounters None {No Encounters} on a weapon. I don't know how to, though] -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 ---> STRATEGIC TACTICS: <--- - Geosgaeno: You are going to be needing some important preperations to be made before going off to get yourself into trouble with Geosgaeno. You need following equipment: have everybody with an armor that has the Stoneproof, Deathproof, and perhaps so you can have even more of an advantage over Geosgaeno, First Strike. I suggest starting off the battle with a Hastega spell, and then you can have a choice of which strategy you want to take to topple the overgrown fish: - You may just want to have Rikku Mix together Trio of 9999, and then follow up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an Attack Reels overdrive and that should and could be enough to take it out hopefully. - Your other option involves a little bit of strategy and took me a good bit of fights with Geosgaeno to compile and test this information. What it is is this: you see, Geosgaeno has this move which 'Sucks Up' one of your party members and keeps them in its stomach (character is visible). Now, you can either be at a disadvantage or a real advantage here, here's how: you see, if you have positive status effects on the character that is 'Sucked Up', most of the good statuses that you have on will also be inflicted upon Geosgaeno. List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide - same goes for negative status imprefections... List of Carry-Over-able Positive Status Augmentations: (there may be more, but this is all I have found thus far) Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental Break So you see, putting your ownself in negative status effects may aid you to reign victorious in this bout with big G. Now I will list great and unbeatable status combinations to have on your characters when they are 'Sucked Up': - You can put Regen and then Zombie on the characters (this I think is best) - Another good alternative status combo would be to have Zombie and the start to systematically pick it apart with rounds of Curaga or Phoenix Downs. - You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets when it uses its KO Punch or Stone Punch which will be nullified and it will take lots of damage while doing so. - Just put on all of the Breaks and then just whip it with alot of overdrives, Mugs, or Quick Hits until death. Note: there are tons of things that can occur while in its stomach, but I will list 'em once I find out more about this. ------------------------------------------------------------------------------- 3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then go back to the monster arena owner and he shall hand you the Blossom Crown as a reward for capturing them all. But you must also have every other aeon in the game (including Yojimbo and Anima). Then go back to Remiem Temple and beat Belgimine's Bahamut. And then she will give you the Flower Scepter. Then beat all of her aeons, so you can use the Flower Scepter and the Blossom Crown on the mysterious door behind belgimine then you shall receive the games most destructive aeon(s). -------- Prep #2: -------- Well, this is a harder step to do than it is to get the Secret Aeons, but since stats are significantly lower with Expert Sphere Grid than in Original Sphere Grid, you'll need this step a bit more. Now, time to stop with the crap and tell you what the step exactly is: It's in this step where you'll try to get all Overdrives. Not all of Rikku's is necessary (not any, really, because you can just Mix in battle). And Lulu's you technically get on the Sphere Grid. Yuna's, once you're done past Zanarkand and you do Prep #1, you'll have all of hers as well. That leaves just four characters' Overdrives to get. So, refer to Overdrives section of the FAQ [#SY0O] for more info on how to get them, and what exactly they do. -------- Prep #3: -------- Using the AP Trick listed a few steps above this one, you must have activated all activate -able nodes on the grid. Ok, now, we go onto see just how to beat the Species Creations, and also, how to use spheres gained on Expert Sphere Grid properly to attain desired final stats: =-=-=-=-=-=-=-=-=-=-=-=- Optimum HP (aka Ironclad) =-=-=-=-=-=-=-=-=-=-=-=- Ironclad: This fight will require alot of persistance, skill, and patience. Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing Blade on the little sucker. This should be followed very closly by Tidus using a Blitz Ace. Next Rikku should just stand there and heal with a Mega- Potion. Now on the next turn Auron gets switch him out and bring in Yuna, then have her Entrust her overdrive guage to Rikku, then use Rikku for a Trio of 9999 on the party, just in case of dire circumstances later in the battle and just so they don't make you fret. Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be countering alot with Reppageki. So now have Rikku switch out for Auron then have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna summon in Anima. Once Anima is brought forth onto the field, have her start off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use them over and over again until it is time for Ironclad to incur it's wrath upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed. Now comes the second stretch and the hardest part of the battle because you no longer have a reliable aeon to fully depend on. Just have Tidus use Quick Hits as you are hit with tons and tons of Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns you will either see a Bushinzan that reduces MP to zero and does physical damage, or a Shinryudan for major physical damage to one character. Now simply continue using the three characters to play the parts I just told to, or when Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause destruction with Delta Attack. Alright, after this tought fight where you *might* have been severely and viciously destroyed, you'll want to activate about 33 more HP spheres after step 4. HP levels will be all... Tidus- 9999 Yuna- 9999 Auron- 9999 Wakka- 9999 Lulu- 9999 Rikku- 9999 Kimahri- 9999 =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum MAG (aka Jumbo Flan) =-=-=-=-=-=-=-=-=-=-=-=-=-= Jumbo Flan: This is another pain in the neck fight that you have to do in order to get maxed stats, "why Square?, why?" Any your party that you start out with should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to Use a Stamina Tonic to double HP count (since I doubt you have it as high as I mention above yet), now have Tidus use Blitz Ace, as it is immune to physical attacks. Now make sure to use Auron to throw 100000 gil at it with a very useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a Reflect on anyone for later, and then Auron for another Spare Change of the same amount as last time. Now Jumbo Flan wil attack with probably an Ultima. Aid this immediately. Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all elements and adds it to it's own, and don't even try Holy, it doesn't work either (I know, annoying), when Ifrit has come to save the day, use it only for Meteor Strikes until he is dead, this was also to give your party a break and shield them from an undreamable onslaught. Your next move is to switch Auron for any character with their overdrove guage full, and then Entrust the overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have her summon Anima. When the aeon is here, first have her use Oblivion for about 99999 damage. It will be attacked a few times post Oblivion. But after just continue to pound away with Pains until either Jumbo Flan dies, or the other way around. Now you are simply going to need to rely on Auron Spare Change-ing Yuna Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the Magus Sisters for Delta Attack (guess which one is recommended). Once it's all over and all the dust settles, you get the Magic Spheres that you've been needing. Time to fill! Ok, since after step 5 your Mag is probably in the 170s or so, you'll need to 23 Empty Nodes on the grid for final Mags... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum STR (aka Juggernaut) =-=-=-=-=-=-=-=-=-=-=-=-=-= Juggernaut: This strategy and even monster are/is much much easier than the last two fights that I mentioned. First you are going to first have a party of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul- Blaze might be off because of it's Salvo attack which is a Fire based attack to all. Now have Auron use a Banishing Blade, then have Yuna again use another NulBlaze. Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a physical attack now, and then have Yuna heal any hurt character with an X- Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back. After this fight you will receive 2 Strength Spheres for overkill and only one for a regular kill. First, all you need do first's to reconstruct Expert Sphere Grid's originally-set Str+3/+2/+1 nodes with +4 Str Spheres dropped from Juggernaut. Your Str statistic's now close to 224. All that's left to do's to fill 8 Empty Nodes with Str Spheres and you get... Or, you can also just fill in all Empty Nodes instead of using your Strs, but it's more recommended this way. Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum AGL (aka Fenrir) =-=-=-=-=-=-=-=-=-=-=-= Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to go, but if you do that make sure you have armor that has Confusionproof, and Deathproof, for Fenrir will counter some attacks with party decapitating blows like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death). Use a Blitz Ace, most likely if your stats are where I said they should be a Blitz Ace alone will not get the job done. But if you top that off with an Attack Reels will finish it off. Summon at will. After this fight you will get 2 Agility Spheres for overkill and one for a regular kill. Now, like with all the ohther stats, you simply fill all +3/+2/+1 Agl stat nodes and your Agl is then 200. Once done with that, you fill 14 ENs for final... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum DEF (aka Tanket) =-=-=-=-=-=-=-=-=-=-=-= Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be substituted for Rikku actually). First have Auron use a Banishing Blade against Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz Ace on it for even more super-mega damage. Now if you decided to use Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you did think twice and used Rikku for the fight then continue to read this strat. Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple of physical attacks and Tidus only to Quick Hit for the remainder of the entire match as his turns. If it takes it turn again now you might have to heal even though Auto-Protect has halved the damage. After it is done with it's turn, use Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage, but if she is more powerful enough like 200 STR at least then just have her attack physically or something. Now follow this the rest of the time. Now after the many, many, many fights (when DEF is uber) switch to an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste. After the fight you will receive 2 Defense Spheres for overkill and 1 for a regular kill. Embed These Def Spheres into as many Empty Nodes you need (about 20 at this point) to get the following: Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-=-=-=- Optimum MAG DEF (aka One-Eye) =-=-=-=-=-=-=-=-=-=-=-=-=-=- One-Eye- Start of with Tidus, and Yuna, the other character virtually doesn't matter here in this fight against One-Eye. So first have Yuna use a Stamina Tonic on the whole active party and double max HP and that'll make HP super duper high. If at least one character has Ribbon on their armor here it'll be rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly. Now use the next character to cast Auto-Life on one character. If you now see a Shockwave the character with Ribbon should use Esuna on both other people. Now I guess you should have Tidus attack with a Blitz Ace. That will that for that battle. After the battle you will receive 2 Magic Defense Spheres for overkill and 1 for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def Sphere of +4. This alone makes Mdef 166. From here, you fill 22 Empty Nodes. Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 Note: This is the *only* recommended way to make Mdef uber because of later reasons. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Optimum Luck (aka Greater Sphere, Maelspike) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Greater Sphere: Have everybody Quick Hit it with at least 220 Str statistical attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus, and Auron. Now after every attack you dish out it's way it'll reply very un- satisfyingly in the shape of an Ultima magic attack, and you know that can be extremely fatal sometimes. But with high enough Mag Def it'll only do from 2000-900. Heal once or twice during this period(s). Now if you have it, use a Blitz Ace. But if you don't there is no need whatsoever to despair at all, simply continue to Quick Hit the lights out of Greater Sphere. Now as it does Ultimas on your party heal in the same manner you have been doing so the last time. Then keep on to use Quick Hits even more and heal from the potentially brutal Ultimas it dishes out still. Good job, now move on to the second part of maxing the Luck stat. You now must fly back to the Cavern area of Mt. Gagazet via airship means. Now head into the water part of here, and run into about 50 Maelspikes here and Bribe them all with 100001 then add 1 each time gil (come in with about 10000000 gil. Gain gil by killing Mimics in Omega. Fill all +1-+3 nodes with +4 Luck Spheres and your Luck'll be pretty high so far (50 or so), but we're aiming for 255 here! So, since alot of Empty Nodes are still empty and no Lock Nodes have been used, fill them to your heart's content. After this... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=-= Optimum Eva (aka Pteryx) =-=-=-=-=-=-=-=-=-=-=-= This fight can be rather easy, but, if unprepared, it can possibly turn into a nightmare. Preps will be made short in terms of stats because you only need to hit it once with 99999 damage and another hit for at least 1, managable, no?: HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127, Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped: Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have should be the same as with the last battle(s) with Fenerir and Ornitholestes. Now we get to the fighting part of it all: Man, this thing is so annoying with its I-like-to-ambush-alot crap, because that's exactly what it does; amubush. To give an idea, I've found that about 90% of the time Pteryx ambushes. If it Curses you, and you use Holy Water, it Curses again. A way to avoid this from happening is to summon an aeon to prevent it. Ok, battle starts! After the very probable occurrence of BoW, only heal damage done, then, proceed to either kill it in one hit with (if you're not ambushed. If you've right armors on, you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3 physical attacks. Hope you can hit for at least 40000. If you're hit with Beak, you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be taken care of. Continue to fight by this info and you'll win. Note: It has auto/irremovable Regen status. After the fight you get either 1 or 2 Evasion Sphere. 1 for a normal kill, and 2 for an overkill. Fill in about a good 30-35 nodes or so and you should have an Eva stat will everyone that looks like this... Tidus- 255 Yuna- 255 Auron- 255 Wakka- 255 Lulu- 255 Rikku- 255 Kimahri- 255 =-=-=-=-=-=-=-=-=-=-=- Optimum MP (aka Vidatu) =-=-=-=-=-=-=-=-=-=-=- NOTE: This is only for those who didn't full complete steps 4-5. If you did, MP will already be at 999. VERY, VERY easy and simple battle with Vidatu, in fact, it's the easiest one of the Species Creations to beat. This is mainly due to such little HP it is packin' with it. So, preperations will be made short and sweet: Stats are to be at and average of 105. Now, this is where it can be made important, and that is with your armors: Auto-Shell, Auto-Haste, Auto-Potion, Auto-Phoenix. Weapons: Magic Counter, First Strike, Break Damage Limit, and Str+20% is good. Now, let's go bring his wizard-ass down! A few notes: He has infinite ability Regen and NulAll, so don't even try to Dispel Vidatu, because that would be a meaningless effort. So anyway, Ultima usually does a rather impressive amount of damage, so if you need to, heal after, WAIT!, you won't need to because of Auto-Potion!:) Osmose, hmm... Osmose, well, if you ever get hit with that, you are going to want to heal with Megalixir or perhaps Turbo Ether if MP is 500 or less. In conjunction with that Auto-Potion, you want to have Mega/X-Potions. Let's now talk about offensive...: In this fight, the things you'll be wanting to do is not to use magic attacks of any sort (ahem... look at its Mdef), but instead, we'll opt for a physical approach. Best methods of killing Vidatu are to use normal physical attacks from heavy Str'd characters and/or using Overdrives like Slice & Dice, or Attack Reels. If you're under-developed (about half of average mentioned stats, I suggest that you summon Yojimbo, Magus Trio, or Anima). They can all finish this foe with the greatest of ease. ----------- Final Stats ----------- HP MP STR MAG DEF MDEF AGL ACC EVA LUCK ------------------------------------------------------------------------------- Tidus: 9999 999 255 255 255 255 255 255 255 255 Yuna: 9999 999 255 255 255 255 255 255 255 255 Auron: 9999 999 255 255 255 255 255 255 255 255 Wakka: 9999 999 255 255 255 255 255 255 255 255 Lulu: 9999 999 255 255 255 255 255 255 255 255 Rikku: 9999 999 255 255 255 255 255 255 255 255 Kimahri: 9999 999 255 255 255 255 255 255 255 255 Making your characters no different from each other except in their own individual appearance and attitude. =============================================================================== <-----------------------------------------------------------------------------> 43.0. ARMOR ABILITIES #SS4A <-----------------------------------------------------------------------------> =============================================================================== Auto Potion- 4 Stamina Tablets- Automatically uses a potion when damaged Auto Med- 20 Remedies- Automatically uses status curing items when afflicted Auto Phoenix- 20 Mega Phoenixes- Automatically Uses Phoenix Down when character is dead Pick Pocket- 30 Amulets- Increases your chances of stealing rare items Master Theif- 30 Pendulums- Steal rare items every time MP Stroll- 2 Mana Tablets- Regain MP while walking HP Stroll- 2 Stamina Tablets- Regain HP while walking Break MP Limit- 30 Three Stars- Max MP can breach 999 Break HP Limit- 30 Wings to Discovery- Max HP can breach 9999 No Encounters- 30 Purifying Salts- Prevents you from fighting enemies at random Lightning Ward- 4 Electro Marbles- Halves damage received by lightning attacks Lightningproof- 8 Lightning Marbles- Prevents damage from lightning attacks Lightning Eater- 20 Lightning Gems- Regain HP when attacked by thunder Fire Ward- 4 Bomb Fragments- Halves damage received by fire attacks Fireproof- 8 Bomb Cores- Prevents damage from fire attacks Fire Eater- 20 Fire Gems- Regain HP when attacked by fire Water Ward- 4 Fish Scales- Halves damage received by water attacks Waterproof- 8 Dragon Scales- Prevents damage from water attacks Water Eater- 20 Water Gems- Regain HP when attacked by water Ice Ward- 4 Antarctic Winds- Halves damage received by ice attacks Iceproof- 8 Arctic Winds- Prevents damage from ice attacks Ice Eater- 20 Ice Gems- Regain HP when attacked by ice Stone Ward- 30 Softs- Sometimes prevents petrification Stoneproof- 20 Petrify Grenades- Almost always prevents petrification Zombie Ward- 30 Holy Waters- Sometimes prevents zombie Zombieproof- 10 Candles of Life- Almost always prevents zombie Death Ward- 15 Farplane Shadows- Sometimes prevents death Deathproof- 60 Farplane Winds- Almost always prevents death Poison Ward- 40 Antidotes- Sometimes prevents poisoning Poisonproof- 12 Poison Fangs- Almost always prevents poisoning Silence Ward- 30 Echo Screens- Sometimes prevents silence Silenceproof- 10 Silence Grenades- Almost always prevents silence Sleep Ward- 6 Sleeping Powders- Sometimes prevents sleep Sleepproof- 8 Dream Powders- Almost always prevents sleep Dark Ward- 40 Eye Drops- Sometimes prevents darkness Darkproof- 10 Smoke Bombs- Almost always prevents darkness Slow Ward- 10 Silver Hourglasses- Sometimes prevents slow Slowproof- 20 Gold Hourglasses- Almost always prevents slow Curseproof- 12 Tetra Elementals- Almost always prevents curse Confuse Ward- 16 Musks- Sometimes prevents confusion Confuseproof- 48 Musks- Almost Always prevents confusion Berserk Ward- 8 Hypello Potions- Sometimes prevents berserk Berserkproof- 32 Hypello Potions- Almost always prevents berserk Auto Regen- 80 Healing Springs- Automatically casts Regen Auto Shell- 80 Lunar Curtains- Automatically casts Shell Auto Haste- 80 Chocobo Wings- Automatically casts Haste Auto Reflect- 40 Star Curtains- Automatically casts Reflect Auto Protect- 70 Light Curtains- Automatically casts Protect SOS Haste- 20 Chocobo Feathers- Casts Haste when HP is critical SOS Reflect- 8 Star Curtains- Casts Reflect when HP is critical SOS Shell- 8 Lunar Curtains- Casts Shell when HP is critical SOS Protect- 8 Light Curtains- Casts Protect when HP is critical SOS Regen- 12 Healing Springs- Casts Regen when HP is critical SOS NulShock- lightning Marble- Casts NulShock when HP is critical SOS NulBlaze- Bomb Fragment- Casts NulBlaze when Hp is critical SOS NulTide- Dragon Scale- Casts NulTide when HP is critical SOS NulFrost- Arctic Wind- Casts NulFrost when HP is critical HP+5%- X Potion- Increases HP by 5% of its current level HP+10%- 3 Soul Springs- Increases HP by 10% of its current level HP+20%- 5 Elixirs- Increases HP by 20% of its current level HP+30%- Stamina Tonic- Increases HP by 30% of its current level MP+5%- Ether- Increases MP by 5% of its current level MP+10%- 3 Soul Springs- Increases MP by 10% of its current level MP+20%- 5 Elixirs- Increases MP by 20% of its current level MP+30%- Mana Tonic- Increases MP by 30% of its current level Magic Def+3%- 3 Mana Spheres- Increases magic def by 3% of its current def Magic Def+5%- 2 Mana Springs- Increases magic def by 5% of its current def Magic Def+10%- Wht Magic Sphere- Increases magic def by 10% of its current def Magic Def+20%- 4 Blessed Gems- Increases magic def by 20% of its current def Defense+3%- 3 Power Spheres- Increases def by 3% of its current def Defense+5%- 2 Stamina Springs- Increases def by 5% of its current def Defense+10%- Special Sphere- Increases def by 10% of its current def Defense+20%- 4 Blessed Gems- Increases def by 20% of its current def =============================================================================== <-----------------------------------------------------------------------------> 44.0. WEAPON ABILITIES #ST5W <-----------------------------------------------------------------------------> =============================================================================== Sensor- 2 Ability Spheres- View statistics of an enemy during a fight First Strike- Return Sphere- Have your turn come first in battle Initiative- 6 Chocobo Feathers- Have preemptive strikes more often Counter Attack- Friend Sphere- Attack back after being attacked physically Evade & Counter- Teleport Sphere- Dodge physical attack and attack back Magic Booster- 30 Turbo Ethers- Increase MP cost to make spells more powerful Magic Counter- 16 Shining Gems- Attack back after being magically attacked Alchemy- 4 Healing Waters- Doubles the effectiveness of healing items Piercing- lv. 2 Key Sphere- Does normal damage to armored enemies One MP Cost- 20 Three Stars- Reduces MP costs down to 1 Half MP Cost- 20 Twin Stars- Halves MP costs SOS Overdrive- 20 Gambler Spirits- When HP is critical overdrive charges twice as quickly Double Overdrive- 30 Underdog Secrets- Overdrive charges at twice the speed Triple Overdrive- 30 Winning Formulas- Overdrive charges at triple the speed Double AP- 20 Megalixirs- Receive twice the amount of AP after battle Triple AP- 50 Wings to Discovery- Receive triple the amount of AP afetr battle Overdrive to AP- 10 Door to tomorrows- Get more AP instead of OD No AP- None- Don't get any AP whatsoever Capture- None- Capture enemies when you kill them Gillionaire- 30 Designer Wallets- Get twice the amount of gil after battle Break Damage Limit- 60 Dark Matters- Exceed 9999 damage when you attack Lightning Strike- 4 Electro Marbles- Attack with the element of thunder Fire Strike- 4 Bomb Fragments- Attack with the element of fire Water Strike- 4 Fish Scales- Attack with the element of water Ice Strike- 4 Antarctic Winds- Attack with the element of ice Zombie Touch- 70 Holy Waters- Occasionally attack with the status of zombie Zombie Strike- 30 Candle of life- Attack with the status of zombie Death Touch- 30 Farplane Shadows- Occasionally attack with death Death Strike- 60 Farplane Winds- Attack with death Poison Touch- 99 Antidotes- Occasionally attack with the poison status Poison Strike- 24 Poison Fangs- Attack with the poison status Stone Touch- 10 Petrify Grenades- Occasionally attack with the stone status Stone Strke- 60 Petrify Grenades- Attack with the stone status Slow Touch- 16 Silver Hourglasses- Occasionally attacks with slow status Slow Strike- 30 Gold Hourglasses- Attacks with the slow status Sleep Touch- 10 Sleeping Powders- Occasionally attacks with the sleep status Sleep Strike- 16 Dream Powders- Attacks with the sleep status Dark Touch- 60 Eye Drops- Occasionally attack with the dark status Dark Strike- 20 Smoke Bombs- Attacks with the dark status Silence Touch- 60 Echo Screens- Occasionally attack with the silence status Silence Strike- 20 Silence Grenades- Attack with the silence status Magic+3%- 3 Mana Spheres- Increases magic power by 3% of its current power Magic+5%- 2 Mana Springs- Increases magic power by 5% of its current power Magic+10%- Black Magic Sphere- Increases magic power by 10% of its current power Magic+20%- 4 Supreme Gems- Increases magic power by 20% of its current power Strength+3%- 3 Power Spheres- Increases attack power by 3% of its current power Strength+5%- 2 Stamina Springs- Increases attack power by 5% of its current power Strength+10%- Skill Sphere- Increases attack power by 10% of its current power Strength+20%- 4 Supreme Gems- Increases attack power by 20% of its current power =============================================================================== <-----------------------------------------------------------------------------> 45.0. BLACK MAGIC #SU6B <-----------------------------------------------------------------------------> =============================================================================== Fire- Inflicts reletively small amounts of fire damage Fira- Inflicts more impressive amounts of fire damage Firaga- Inflicts a massive amount of fire damage Thunder- Inflicts reletively small amounts of thunder damage Thundara- Inflicts more impressive amounts of thunder damage Thundaga- Inflicts a massive amount of fire damage Blizzard- Inflicts relatively small amounts of ice damage Blizzara- Inflicts more impressive amounts of ice damage Blizzaga- Inflicts a massive amount of ice damage Water- Inflicts relatively small amounts of water damage Watera- Inflicts more impressive amounts of water damage Waterga- Inflicts a massive amount of water damage Bio- Poisons the target Demi- Reduces the current HP of all enemies by 1/4 Death- Possibly, can instantly KO the target Osmose- Transfer MP from target to the character using it Drain- Transfer HP from target to the character using it Flare- Deals non elemental damage to the prescribed target Ultima- Dishes out non elemental damage to all enemies =============================================================================== <-----------------------------------------------------------------------------> 46.0. WHITE MAGIC #SV7W <-----------------------------------------------------------------------------> =============================================================================== Cure- Restores small amounts of HP to 1 character Cura- Restores a reletively substantial amount of HP to 1 character Curaga- Restores a humungous amount of HP to 1 character Esuna- Remedies poison, darkness, silence, sleep, petrification, confusion, berserk, and slow Scan- Displays all key info about the target. NulBlaze- Grants immunity to all fire attacks til the spell is cast NulShock- Grants immunity to all thunder attacks til the spell is cast NulFrost- Grants immunity to all blizzard attacks NulTide- Grants immunity to all water attacks Life- Revives a dead characters to 1/2 HP Full Life- Revives a dead character to maximum HP Haste- Accelerates the target, so that their turns come up sooner Hastega- Accelerates your 3 active party members, so that their turns come up sooner Slow- Decelerates the target Slowga- Slows down all enemies Shell- Helps the target better withstand a magic attack Protect- Protects the target even more from physical damage Reflect- Deflects magic attacks back at the caster Dispel- Negates any spell effects that are currently active on the target Regen- Gradually regenerates the HP of the target Holy- Deals holy damage to the target Auto Life- Automatically brings the target back to life next time he is KO'd =============================================================================== <-----------------------------------------------------------------------------> 47.0. SKILL ABILITIES #SW8S <-----------------------------------------------------------------------------> =============================================================================== Dark Attack- Inflicts darkness on the targert for 3 turns Dark Buster- Inflict darkness status ailment for 1 turn, better success rate though Silence Attack- Inflicts silence on the target for 3 turns Silence Buster- Inflicts silence status effect for 1 turn,better success rate though Sleep Attack- Inflicts sleep on the target for 3 turns Sleep Buster- Inflicts sleep status effect for 1 turn, better success rate though Delay Attack- Delays the targets next turn slightly Delay Buster- Significantly delays the targets next turn Zombie Attack- Inflicts zombie status on the target Triple Foul- Inflicts silence, darkness, sleep status effects for 3 turns Power Break- Reduces targets strength stat Magic Break- Lowers the targets magic stat Armor Break- Lowers targets defense and leaving it vulnerable to non-piercing weapons Mental Break- Lowers the targets magic defense stat Mug- Steal items from the enemy while damaging the enemy simultaneously Quick Hit- Attack an enemy with shortened recovery time, characters turn comes sooner =============================================================================== <-----------------------------------------------------------------------------> 48.0. SPECIAL ABILITIES #SX9S <-----------------------------------------------------------------------------> =============================================================================== Use- Use more powerful defensive, offensive, and healing items Flee- Have the whole party escape in 1 turn Pray- Restore a little HP to the entire party Cheer- Raises strength, and defense for 1 battle Aim- Raises accuracy for 1 fight Focus- Raises magic, and magic defense for 1 battle Reflex- Raises evasion for 1 fight Luck- Raises accuracy, evasion, and critical hit for 1 fight Jinx- Lowers enemies, accuracy, evasion, and critical hits for 1 fight Lancet- Takes MP & HP from enemy to character. Kimahri learns overdrives this way Guard- Guard a party member from recieving a physical attack Sentinel- Same as Guard, but executed in defensive stance Spare Change- Deal damage by throwing gil. Damage is calculated based on 10% of the amount thrown Steal- Steal an item randomly from an enemy Threaten- Makes enemy go into a state of shock, thereby immobilizing it Provoke- Makes an enemy only attack user of the attack Entrust- Transfers the character's overdrive to the targets overdrive guage Copycat- Mimic last move executed by a party member Doublecast- Cast 2 black magic spells consecutively Bribe- Pay the target for a safe outcome. More gil you pay, the better the reward =============================================================================== <-----------------------------------------------------------------------------> 49.0. OVERDRIVES #SY0O <-----------------------------------------------------------------------------> =============================================================================== Tidus- SWORD PLAY: Spiral Cut, Blitz Ace, Slice & Dice, Energy Rain Description: Time the the thing on the bar to land on the middle before time runs out, with the exception of 'Blitz Ace' all the others will attack but not as powerfully. Attain: Spiral Cut- Automatically Slice & Dice- After using 10 overdrives Energy Rain- After using 30 overdrives Blitz Ace- After using 80 overdrives What they do? ------------- Spiral Cut: Tidus does a flip and cuts the one opponent for physical damage. Slice & Dice: Tidus runs back and forth striking 6 randomly chosen targets for physical damage. Energy Rain: Jumps off an an enemy and high into the air and launches many energy rains from his sword for non-elemental damage. Blitz Ace: Strikes one randomly chosen target 8 times for physical damage and then does Sphere Shot once for the same. ----------------------------------------------------------------------------- Auron- BUSHIDO: Dragon Fang, Banishing Blade, Shooting Star, Tornado Description: Find 'Jecht Spheres' all over Spira to gain new ones, then to use them you must enter the button combo in the timer's limit to execute the attack. Gain: Dragon Fang- Automatically Shooting Star- After finding the 1st Jecht Sphere Banishing Blade- After fnding 3 Jecht Spheres Tornado- After getting all 10 Jecht Spheres (Auron, Braska Spheres as well) What they do? ------------- Dragon Fang: Jumps up in the air and drives sword into the ground striking all enemies for non-elemental damage. Shooting Star: Uses Eject status and physical damage on one enemy. Banishing Blade: Does non-elemental damage as well as Full-Break to one enemy. Tornado: Creates a huge Tornado and damages all enemies either once or twice depending on if you got the button combo right in the time limit. ------------------------------------------------------------------------------ Wakka- SLOTS: Element Reels, Attack Reels, Status Reels, Aurochs Reels Description: Use the slots to use the moves, the more slots of the same choice means more effective attack. Gain: Element Reels- Automatically Attack Reels- Win in blitzball league, and tournaments Status Reels- Win in blitzball league, and tournaments Aurochs Reels- Win in blitzball league, and tournaments HINT: To get all these quicker just keep reseting your blitzball data you get the overdrive you want. The teams will also be reseted, so you shouldn't have any trouble beating them. What they do? ------------- Element Reels: Starts slots, and if you get three lined you get that element, if you get 1 and then 2 you get a less powerful version of the '2', and if you don't line any you get critical attack. Attack Reels: If you manage to get 3 1x hit Wakka nails 6 hits; if you get Miss, 2x hit and 1x you get 3 attacks done off; if you get 3 2x's he'll do 12 hits; and for final if it is done like 2x, 1x, 2x like that you'll get 5 hits off. Status Reels: Again I list possible outcomes: if you get 1 skull, and 2 arrows for a Full-Break physical attack on one to happen; if you get skull, lock, arrow, physical attack occur; if you line 3 skulls Silence, Poison, Darkness, Sleep will be done; 3 locks will get you petrification attack; if you can get 3 arrows all enemies will have physically based hurt and Full-Break I think. Auroch's Reels: The most overrated reels. I'm not going to go into this 'cause its use is really nothing and is sorta a mix of the preceeding. ------------------------------------------------------------------------------ Kimahri- RONSO RAGE: Jump, Fire Breath, Seed Cannon, Self Destruct, Thrust Kick, StoneBreath, Aqua Breath, Doom, White Wind, Bad Breath, Mighty Guard,Nova Description: Use 'Lancet' to learn enemy attacks (doesn't work on all enemies) and then use the newly acquired abilities in battle. Gain: Jump- Automatically Fire Breath- Use Lancet on Grendel, Dual Horn Seed Cannon- Use Lancet on Grat, Ragora Self Destruct- Use Lancet on any of the Bombs Thrust Kick- Use Lancet on Biran,and Yenke Ronso Stone Breath- Use Lancet on a Demonolith, Anacondaur, Basilisk Aqua Breath- Use Lancet on Yenke Ronso, Chimera kinds Doom- Use Lancet on Wraiths and Ghosts White Wind- Use Lancet on a Dark Flan Bad Breath- Use Lancet on Malboros and Great Malboros Mighty Guard- Use Lancet on Behemoths and Behemoth Kings Nova- Use Lancet on Omega Weapon and I recently learned Nemesis What they do? ------------- Jump: Jumps up in the air and comes down on enemy for some physical damage. Fire Breath: Sends fireballs at all enemies for fire magic damage. Seed Cannon: Physical damage to one. Self Destruct: Does damage specially by exploding on an enemy by tripling maximum HP of Kimahri and using damage outcome (I think that is calculation). Thrust Kick: Physical damage to one enemy. Stone Breath: Petrifcation to all. Aqua Breath: Sends waterblast at all enemies for water magic damage. Doom: Puts Doom status ailment on one enemy you choose to be target. White Wind: Recovers few HPs to all of your active party. Bad Breath: Darkness, Sleep, Poison, Silence for alot of turns (I'll post when I know exactly how many). Mighty Guard: Protect, NulAll, Shell to whole active frontline. Nova: Ultimate Ronso Rage move. Does a megaton of damage specially to all opposition. ------------------------------------------------------------------------------ Yuna- GRAND SUMMON: Valefor, Ifrit, Ixion, Shiva, Bahamut, Yojimbo, Anima, Magus Sisters Description: Call forth any Aeon, but they automatically have their OD guages up (HINT: Use this when they already have their OD's full and they will have 2 OD's)! Gain: Grand Summon- Automatically ------------------------------------------------------------------------------ Lulu- FURY: Fire, Fira, Firaga, Blizzard, Blizzara, Blizzaga, Thunder, Thundara, Thundaga, Water, Watera, Bio, Demi, Death, Drain, Osmose, Flare, Ultima Description: Continuously attack the enemy(ies) with the designated magic attack. Gain: Get all of them on once you've attained the specific magic spell. Note: The most Fury I have gotten is 9. ------------------------------------------------------------------------------ Rikku- MIX: Grenade, FragGrenade, Pineapple, PotatoMasher, ClusterBomb, Tallboy, BlasterMine, HazardousShell, CalamityBomb, ChaosGrenade, HeatBlaster, FireStorm, BurningSoul, BrimStone, AbaddonFlame, SnowFlurry, IceFall, WinterStorm, BlackIce, Krysta, Thunderbolt, RollingThunder, Electroshock, Thunderblast, Waterfall, FlashFlood, TidalWave, AquaToxin, DarkRain, NegaBurst, BlackHole, SuperNova/SunBurst, UltraPotion, Panacea, UltraCure, MegaPhoenix, FinalPhoenix, MegaElixir, SuperElixir, NulAll, MegaNulAll, HyperNulAll, UltraNulAll, MightyWall, MightyG, SuperMightyG, HyperMightyG, Vitality, MegaVitality, HyperVitality, Mana, MegaMana, HyperMana, Freedom, FreedomX, QuartetOf9, TrioOf9999, HeroDrink, MiracleDrink, HotSpurs, Eccentric Description: Combine 2 items in your inventory to result in a new attack. Gain: Get all of them once you have the 2 items you need for the attack. Note: "What they do?" will be listed lastly. ***** Mixes ***** This is under heavy construction still. NOTE: I was able to get alot of these, but the ones I didn't, CB! backed me up on, thanks Ceebs. And note that that is about 65% of them that she helped me out with. Grenade- Bomb Fragment + Antarctic Wind Grenade- Fire Gem + Ice Gem Grenade- Electro Marble + Fish Scale Grenade- Lightning Marble + Dragon Scale Grenade- Water Gem + Lightning Gem Frag Grenade- Power Sphere + Power Sphere Frag Grenade- Power Sphere + Mana Sphere Frag Grenade- Power Sphere + Speed Sphere Frag Grenade- Ability Sphere + Power Sphere Frag Grenade- Mana Sphere + Mana Sphere Frag Grenade- Speed Sphere + Mana Sphere Frag Grenade- Ability Sphere + Mana Sphere Frag Grenade- Speed Sphere + Speed Sphere Frag Grenade- Speed Sphere + Ability Sphere Frag Grenade- Ability Sphere + Ability Sphere Pineapple- Power Distiller + Rename Card Pineapple- Map + Power Distiller Pineapple- Map + Mana Distiller Pineapple- Mana Distiller + Rename Card Pineapple- Map + Agility Distiller Pineapple- Rename Card + Agility Distiller Pineapple- Agility Distiller + Map Pineapple- Rename Card + Ability Distiller Pineapple- Electro Marble + Bomb Fragment Pineapple- Lightning Marble + Bomb Fragment Pineapple- Lightning Gem + Bomb Fragment Pineapple- Bomb Fragment + Fish Scale Pineapple- Bomb Fragment + Dragon Scale Pineapple- Water Gem + Bomb Fragment Pineapple- Electro Marble + Bomb Core Pineapple- Lightning Marble + Bomb Core Pineapple- Fish Scale + Bomb Core Pineapple- Bomb Core + Dragon Scale Pineapple- Electro Marble + Fire Gem Pineapple- Fish Scale + Fire Gem Pineapple- Electro Marble + Antarctic Wind Pineapple- Arctic Wind + Electro Marble Pineapple- Ice Gem + Electro Marble Pineapple- Antarctic Wind + Lightning Marble Pineapple- Lightning Marble + Arctic Wind Pineapple- Antarctic Wind + Lightning Gem Pineapple- Antarctic Wind + Fish Scale Pineapple- Arctic Wind + Fish Scale Pineapple- Ice Gem + Fish Scale Pineapple- Dragon Scale + Antarctic Wind Pineapple- Arctic Wind + Dragon Scale Pineapple- Antarctic Wind + Water Gem Pineapple- Power Sphere + Attribute Sphere Pineapple- Special Sphere + Power Sphere Pineapple- Skill Sphere + Power Sphere Pineapple- White Magic Sphere + Power Sphere Pineapple- Power Sphere + Black Magic Sphere Pineapple- Lv.1 Key Sphere + Power Sphere Pineapple- Map + Power Sphere Pineapple- Rename Card + Power Sphere Pineapple- Mana Sphere + Attribute Sphere Pineapple- Special Sphere + Mana Sphere Pineapple- Skill Sphere + Mana Sphere Pineapple- White Magic Sphere + Mana Sphere Pineapple- Black Magic Sphere + Mana Sphere Pineapple- Lv.1 Key Sphere + Mana Sphere Pineapple- Map + Mana Sphere Pineapple- Rename Card + Mana Sphere Pineapple- Attribute Sphere + Speed Sphere Pineapple- Speed Sphere + Special Sphere Pineapple- Skill Sphere + Speed Sphere Pineapple- White Magic Sphere + Speed Sphere Pineapple- Black magic Sphere + Speed Sphere Pineapple- Lv.1 Key Sphere + Speed Sphere Pineapple- Map + Speed Sphere Pineapple- Rename Card + Speed Sphere Pineapple- Ability Sphere + Attribute Sphere Pineapple- Special Sphere + Ability Sphere Pineapple- Skill Sphere + Abiity Sphere Pineapple- Black Magic Sphere + Ability Sphere Pineapple- White Magic Sphere + Ability Sphere Pineapple- Map + Ability Sphere Pineapple- Lv.1 Key Sphere + Ability Sphere Pineapple- Rename Card + Ability Sphere Potato Masher- Bomb Core + Lightning Gem Potato Masher- Water Gem + Bomb Core Potato Masher- Lightning Gem + Bomb Core Potato Masher- Lightning Gem + Fire Gem Potato Masher- Dragon Scale + Fire Gem Potato Masher- Fire Gem + Water Gem Potato Masher- Ice Gem + Lightning Marble Potato Masher- Arctic Wind + Lightning Gem Potato Masher- Ice Gem + Lightning Gem Potato Masher- Dragon Scale + Ice Gem Potato Masher- Arctic Wind + Water Gem Potato Masher- Water Gem + Ice Gem Potato Masher- Lv.2 Key Sphere + Power Sphere Potato Masher- Clear Sphere + Power Sphere Potato Masher- Mana Sphere + Lv.2 Key Sphere Potato Masher- Clear Sphere + Mana Sphere Potato Masher- Clear Sphere + Speed Sphere Potato Masher- Ability Sphere + Lv.2 Key Sphere Potato Masher- Clear Sphere + Ability Sphere Potato Masher- Attribute Sphere + Attribute Sphere Potato Masher- Skill Sphere + Attribute Sphere Potato Masher- Special Sphere + Attribute Sphere Potato Masher- Lv.1 Key Sphere + Attribute Sphere Potato Masher- Attribute Sphere + White Magic Sphere Potato Masher- Black Magic Sphere + Attribute Sphere Potato Masher- Clear Sphere + Attribute Sphere Potato Masher- Map + Attribute Sphere Potato Masher- Rename Card + Attribute Sphere Potato Masher- Special Sphere + Special Sphere Potato Masher- Skill Sphere + Special Sphere Potato Masher- White Magic Sphere + Special Sphere Potato Masher- Lv.1 Key Sphere + Special Sphere Potato Masher- Black Magic Sphere + Special Sphere Potato Masher- Clear Sphere + Special Sphere Potato Masher- Map + Special Sphere Potato Masher- Rename Card + Special Sphere Potato Masher- Skill Sphere + Skill Sphere Potato Masher- White Magic Sphere + Skill Sphere Potato Masher- Black Magic Sphere + Skill Sphere Potato Masher- Clear Sphere + Skill Sphere Potato Masher- Lv.1 Key Sphere + Skill Sphere Potato Masher- Skill Sphere + Map Potato Masher- Rename Card + Skill Sphere Potato Masher- White Magic Sphere + White Magic Sphere Potato Masher- Black Magic Sphere + White Magic Sphere Potato Masher- Lv.1 Key Sphere + White Magic Sphere Potato Masher- Clear Sphere + White Magic Sphere Potato Masher- Rename Card + White Magic Sphere Potato Masher- Map + White Magic Sphere Potato Masher- Black Magic Sphere + Black Magic Spheres Potato Masher- Lv.1 Key Sphere + Black Magic Sphere Potato Masher- Black Magic Sphere + Clear Sphere Potato Masher- Rename Card + Black Magic Sphere Potato Masher- Black Magic Sphere + Map Potato Masher- Lv.1 Key Sphere + Master Sphere Potato Masher- Clear Sphere + Master Sphere Potato Masher- Map + Master Sphere Potato Masher- Rename Card + Master Sphere Potato Masher- Lv.1 Key Sphere + Lv.1 Key Sphere Potato Masher- Map + Lv.1 Key Sphere Potato Masher- Rename Card + Lv.1 Key Sphere Potato Masher- Lv.1 Key Sphere + Clear Sphere Potato Masher- Clear Sphere + Lv.2 Key Sphere Potato Masher- Map + Lv.2 Key Sphere Potato Masher- Lv.2 Key Sphere + Rename Cards Potato Masher- Clear Sphere + Lv.3 Key Sphere Potato Masher- Map + Lv.3 Key Sphere Potato Masher- Lv.3 Key Sphere + Rename Card Potato Masher- Clear Sphere + HP Sphere Potato Masher- HP Sphere + Map Potato Masher- Clear Sphere + MP Sphere Potato Masher- Rename Card + HP Sphere Potato Masher- Map + MP Sphere Potato Masher- MP Sphere + Rename Card Potato Masher- Clear Sphere + Strength Spheres Potato Masher- Rename Card + Strength Sphere Potato Masher- Map + Strength Sphere Potato Masher- Defense Sphere + Rename Card Potato Masher- Map + Defense Sphere Potato Masher- Defense Sphere + Clear Sphere Potato Masher- Clear Sphere + Magic Sphere Potato Masher- Map + Magic Sphere Potato Masher- Magic Sphere + Rename Card Potato Masher- Map + Magic Defense Sphere Potato Masher- Rename Card + Magic Defense Sphere Potato Masher- Magic Defense Sphere + Clear Sphere Potato Masher- Clear Sphere + Agility Sphere Potato Masher- Rename Card + Agility Sphere Potato Masher- Agility Sphere + Map Potato Masher- Maps + Evasion Sphere Potato Masher- Clear Sphere + Evasion Sphere Potato Masher- Rename Card + Evasion Sphere Potato Masher- Clear Sphere + Clear Sphere Potato Masher- Map + Clear Sphere Potato Masher- Clear Sphere + Rename Card Potato Masher- Accuracy Sphere + Map Potato Masher- Rename Card + Accuracy Sphere Potato Masher- Clear Sphere + Accuracy Sphere Potato Masher- Map + Return Sphere Potato Masher- Map + Friend Sphere Potato Masher- Rename Card + Return Sphere Potato Masher- Friend Sphere + Rename Card Potato Masher- Teleport Sphere + Map Potato Masher- Rename Card + Teleport Sphere Potato Masher- Rename Card + Warp Sphere Potato Masher- Warp Sphere + Map Potato Masher- Map + Map Potato Masher- Rename Card + Map Potato Masher- Rename Card + Rename Card Cluster Bomb- Bomb Fragment + Shining Gem Cluster Bomb- Bomb Fragment + Blessed Gem Cluster Bomb- Bomb Core + Shining Gem Cluster Bomb- Bomb Core + Blessed Gem Cluster Bomb- Fire Gem + Shining Gem Cluster Bomb- Fire Gem + Blessed Gem Cluster Bomb- Electro Marble + Shining Gem Cluster Bomb- Electro Marble + Blessed Gem Cluster Bomb- Lightning Marble + Shining Gem Cluster Bomb- Lightning Marble + Blessed Gem Cluster Bomb- Lightning Gem + Shining Gem Cluster Bomb- Lightning Gem + Blessed Gem Cluster Bomb- Fish Scale + Shining Gem Cluster Bomb- Fish Scale + Blessed Gem Cluster Bomb- Dragon Scale + Shining Gem Cluster Bomb- Dragon Scale + Blessed Gem Cluster Bomb- Water Gem + Shining Gem Cluster Bomb- Water Gem + Blessed Gem Cluster Bomb- Antarctic Wind + Shining Gem Cluster Bomb- Antarctic Wind + Blessed Gem Cluster Bomb- Arctic Wind + Shining Gem Cluster Bomb- Arctic Wind + Blessed Gem Cluster Bomb- Ice Gem + Shining Gem Cluster Bomb- Ice Gem + Blessed Gem Cluster bomb- Grenade + Shining Gem Cluster Bomb- Grenade + Blessed Gem Cluster Bomb- Grenade + Pendulum Cluster Bomb- Frag Grenade + Shining Gem Cluster Bomb- Frag Grenade + Blessed Gem Cluster Bomb- Frag Grenade + Pendulum, Cluster Bomb- Sleeping Powder + Shining Gem Cluster Bomb- Sleeping Powder + Blessed Gem Cluster Bomb- Sleeping Powder + Pendulum Cluster Bomb- Dream Powder + Shining Gem Cluster Bomb- Dream Powder + Blessed Gem Cluster Bomb- Dream Powder + Pendulum, Cluster Bomb- Silence Grenade + Shining Gem Cluster Bomb- Silence Grenade + Blessed Gem Cluster Bomb- Silence Grenade + Pendulum Cluster Bomb- Smoke Bomb + Shining Gem Cluster Bomb- Smoke Bomb + Blessed Gem Cluster Bomb- Smoke Bomb + Pendulum Cluster Bomb- Shining Gem + Map Cluster Bomb- Shining Gem + Rename Card Cluster Bomb- Blessed Gem + Map Cluster Bomb- Blessed Gem + Rename Card Cluster Bomb- Supreme Gem + Map Cluster Bomb- Supreme Gem + Rename Card Cluster Bomb- Power Sphere + Master Sphere Cluster Bomb- Power Sphere + Lv.3 Key Sphere Cluster Bomb- Power Sphere + Lv.4 Key Sphere Cluster Bomb- Power Sphere + HP Sphere Cluster Bomb- Power Sphere + MP Sphere Cluster Bomb- Power Sphere + Strength Sphere Cluster Bomb- Power Sphere + Defense Sphere Cluster Bomb- Power Sphere + Magic Sphere Cluster Bomb- Power Sphere + Magic Def Sphere Cluster Bomb- Power Sphere + Agility Sphere Cluster Bomb- Power Sphere + Evasion Sphere Cluster Bomb- Power Sphere + Accuracy Sphere Cluster Bomb- Power Sphere + Return Sphere Cluster Bomb- Power Sphere + Friend Sphere Cluster Bomb- Power Sphere + Teleport Sphere Cluster Bomb- Power Sphere + Warp Sphere Cluster Bomb- Power Sphere + Pendulum Cluster Bomb- Power Sphere + Amulet Cluster Bomb- Power Sphere + Door to Tomorrow Cluster Bomb- Power Sphere + Wings to Discovery Cluster Bomb- Power Sphere + Gambler's Spirit Cluster Bomb- Power Sphere + Underdog's Secret Cluster Bomb- Power Sphere + Winning Formula Cluster Bomb- Mana Sphere + Master Sphere Cluster Bomb- Mana Sphere + Lv.3 Key Sphere Cluster Bomb- Mana Sphere + Lv.4 Key Sphere Cluster Bomb- Mana Sphere + HP Sphere Cluster Bomb- Mana sphere + MP Sphere Cluster Bomb- Mana Sphere + Strength Sphere Cluster Bomb- Mana Sphere + Defense Sphere Cluster Bomb- Mana Sphere + Magic Sphere Cluster Bomb- Mana Sphere + Magic Def Sphere Cluster Bomb- Mana Sphere + Agility Sphere Cluster Bomb- Mana Sphere + Evasion Sphere Cluster Bomb- Mana Sphere + Accuracy Sphere Cluster Bomb- Mana Sphere + Return Sphere Cluster Bomb- Mana Sphere + Friend Sphere Cluster Bomb- Mana Sphere + teleport Sphere Cluster Bomb- Mana Sphere + Warp Sphere Cluster Bomb- Mana Sphere + Pendulum Cluster Bomb- Mana Sphere + Amulet Cluster Bomb- Mana Sphere + Door to Tomorrow Cluster Bomb- Mana Sphere + Wings to Discovery Cluster Bomb- Mana Sphere + Gambler's Spirit Cluster Bomb- Mana Sphere + Underdog's Secret Cluster Bomb- Mana Sphere + winning Formula Cluster Bomb- Speed Sphere + Master Sphere Cluster Bomb- Speed Sphere + Lv.3 Key Sphere Cluster Bomb- Speed Sphere + Lv.4 Key Sphere Cluster Bomb- Speed Sphere + HP Sphere Cluster Bomb- Speed Sphere + MP Sphere Cluster Bomb- Speed Sphere + Strength Sphere Cluster Bomb- Speed Sphere + Defense Sphere Cluster Bomb- Speed Sphere + Magic Sphere Cluster Bomb- Speed Sphere + Magic Def Sphere Cluster Bomb- Speed Sphere + Agility Sphere Cluster Bomb- Speed Sphere + Evasion Sphere Cluster Bomb- Speed Sphere + Accuracy Sphere Cluster Bomb- Speed Sphere + Return Sphere Cluster Bomb- Speed Sphere + Friend Sphere Cluster Bomb- Speed Sphere + Teleport Sphere Cluster Bomb- Speed Sphere + Warp Sphere Cluster Bomb- Speed Sphere + Pendulum Cluster Bomb- Speed Sphere + Amulet Cluster Bomb- Speed Sphere + Door to Tomorrow Cluster Bomb- Speed Sphere + Wings to Discovery Cluster Bomb- Speed Sphere + Gambler's Spirit Cluster Bomb- Speed Sphere + Underdog's Secret Cluster Bomb- Speed Sphere + Winning Formula Cluster Bomb- ability Sphere + Master Sphere Cluster Bomb- Ability Sphere + Lv.3 Key Sphere Cluster Bomb- Ability Sphere + Lv.4 Key Sphere Cluster Bomb- Ability Sphere + HP Sphere Cluster Bomb- Ability Sphere + MP Sphere Cluster Bomb- Ability Sphere + Strength Sphere Cluster Bomb- Ability Sphere + Defense Sphere Cluster Bomb- Ability Sphere + Magic Sphere Cluster Bomb- Ability Sphere + Magic Def Sphere Cluster Bomb- Ability Sphere + Agility Sphere Cluster Bomb- Ability Sphere + Evasion Sphere Cluster Bomb- Ability Sphere + Accuracy Sphere Cluster Bomb- Ability Sphere + Return Sphere Cluster Bomb- Ability Sphere + Friend Sphere Cluster Bomb- Ability Sphere + Teleport Sphere Cluster Bomb- Ability Sphere + Warp Sphere Cluster Bomb- Ability Sphere + Pendulum Cluster Bomb- Ability Sphere + Amulet Cluster Bomb- Ability Sphere + Door to Tomorrow Cluster Bomb- Ability Sphere + Wings to Discovery Cluster Bomb- Ability Sphere + Gambler's Spirit Cluster Bomb- Ability Sphere + Underdog's Secret Cluster Bomb- Ability Sphere + Winning Formula Cluster Bomb- Attribute Sphere + Lv.2 Key Sphere Cluster Bomb- Attribute Sphere + Lv.3 Key Sphere Cluster Bomb- Attribute Sphere + HP Sphere Cluster Bomb- Attribute Sphere + MP Sphere Cluster Bomb- Attribute Sphere + Strength Sphere Cluster Bomb- Attribute Sphere + Defense Sphere Cluster Bomb- Attribute Sphere + Magic Sphere Cluster Bomb- Attribute Sphere + Magic Def Sphere Cluster Bomb- Attribute Sphere + Agility Sphere Cluster Bomb- Attribute Sphere + Evasion Sphere Cluster Bomb- Attribute Sphere + Accuracy Sphere Cluster Bomb- Attribute Sphere + Return Sphere Cluster Bomb- Attribute Sphere + Friend Sphere Cluster Bomb- Attribute Sphere + Teleport Sphere Cluster Bomb- Special Sphere + Lv.2 Key Sphere Cluster Bomb- Special Sphere + Lv.3 Key Sphere Cluster Bomb- Special Sphere + HP Sphere Cluster Bomb- Special Sphere + mP Sphere Cluster Bomb- Special Sphere + Strength Sphere Cluster Bomb- Special Sphere + Defense Sphere Cluster Bomb- Special Sphere + Magic Sphere Cluster Bomb- Special Sphere + Magic Def Sphere Cluster Bomb- Special Sphere + Agility Sphere Cluster Bomb- Special Sphere + Evasion Sphere Cluster Bomb- Special Sphere + Accuracy Sphere Cluster Bomb- Special Sphere + Return Sphere Cluster Bomb- Special Sphere + Friend Sphere Cluster Bomb- Special Sphere + Teleport Sphere Cluster Bomb- Skill Sphere + Lv.2 Key Sphere Cluster Bomb- Skill Sphere + Lv.3 Key Sphere Cluster Bomb- Skill Sphere + HP Sphere Cluster Bomb- Skill Sphere + MP Sphere Cluster Bomb- Skill Sphere + Strength Sphere Cluster Bomb- Skill Sphere + Defense Sphere Cluster Bomb- Skill Sphere + Magic Sphere Cluster Bomb- skill Sphere + Magic Def Sphere Cluster Bomb- Skill Sphere + Agility Sphere Cluster Bomb- Skill Sphere + Evasion Sphere Cluster Bomb- Skill Sphere + Accuracy Sphere Cluster Bomb- Skill Sphere + Return Sphere Cluster Bomb- Skill Sphere + Friend Sphere Cluster Bomb- Skill Sphere + Teleport Sphere Cluster Bomb- Wht Magic Sphere + Lv.2 Key Sphere Cluster Bomb- Wht Magic Sphere + Lv.3 Key Sphere Cluster Bomb- Wht Magic Sphere + HP Sphere Cluster Bomb- Wht Magic Sphere + MP Sphere Cluster Bomb- Wht Magic Sphere + Strength Sphere Cluster Bomb- Wht Magic Sphere + Defense Sphere Cluster Bomb- Wht Magic Sphere + Magic Sphere Cluster Bomb- Wht Magic Sphere + Magic Def Sphere Cluster Bomb- Wht Magic Sphere + Agility Sphere Cluster Bomb- Wht Magic Sphere + Evasion Sphere Cluster Bomb- Wht Magic Sphere + Accuracy Sphere Cluster Bomb- Wht Magic Sphere + Return Sphere Cluster Bomb- Wht Magic Sphere + Friend Sphere Cluster Bomb- Wht Magic Sphere + Teleport Sphere Cluster Bomb- Blk Magic Sphere + Lv.2 Key Sphere Cluster Bomb- Blk Magic Sphere + Lv.3 Key Sphere Cluster Bomb- Blk Magic Sphere + HP Sphere Cluster Bomb- Blk Magic Sphere + MP Sphere Cluster Bomb- Blk Magic Sphere + Strength Sphere Cluster Bomb- Blk Magic Sphere + Defense Sphere Cluster Bomb- Blk Magic Sphere + Magic Sphere Cluster Bomb- Blk Magic Sphere + Magic Def Sphere Cluster Bomb- Blk Magic Sphere + Agility Sphere Cluster Bomb- Blk Magic Sphere + Evasion Sphere Cluster Bomb- Blk Magic Sphere + Accuracy Sphere Cluster Bomb- Blk Magic Sphere + Return Sphere Cluster Bomb- Blk Magic Sphere + Friend Sphere Cluster Bomb- Blk Magic Sphere + Teleport Sphere Cluster Bomb- Master Sphere + Lv.2 Key Sphere Cluster Bomb- Master Sphere + Lv.3 Key Sphere Cluster Bomb- Master Sphere + HP Sphere Cluster Bomb- Master Sphere + MP Sphere Cluster Bomb- Master Sphere + Strength Sphere Cluster Bomb- Master Sphere + Defense Sphere Cluster Bomb- Master Sphere + Magic Sphere Cluster Bomb- Master Sphere + Magic Def Sphere Cluster Bomb- Master Sphere + Agility Sphere Cluster Bomb- Master Sphere + Evasion Sphere Cluster Bomb- Master Sphere + Accuracy Sphere Cluster Bomb- Master Sphere + Return Sphere Cluster Bomb- Master Sphere + Friend Sphere Cluster Bomb- Master Sphere + Teleport Sphere Cluster Bomb- Lv.1 Key Sphere + Lv.2 Key Sphere Cluster Bomb- Lv.1 Key Sphere + Lv.3 Key Sphere Cluster Bomb- Lv.1 Key Sphere + HP Sphere Cluster Bomb- Lv.1 Key Sphere + MP Sphere Cluster Bomb- Lv.1 Key Sphere + Strength Sphere Cluster Bomb- Lv.1 Key Sphere + Defense Sphere Cluster Bomb- Lv.1 Key Sphere + Magic Sphere Cluster Bomb- Lv.1 Key Sphere + Magic Def Sphere Cluster Bomb- Lv.1 Key Sphere + Agility Sphere Cluster Bomb- Lv.1 Key Sphere + Evasion Sphere Cluster Bomb- Lv.1 Key Sphere + Accuracy Sphere Cluster Bomb- Lv.1 Key Sphere + Return Sphere Cluster Bomb- Lv.1 Key Sphere + Friend Sphere Cluster Bomb- Lv.1 Key Sphere + Teleport Sphere Cluster Bomb- Lv.2 Key Sphere + Lv.2 Key Sphere Cluster Bomb- Lv.2 Key Sphere + Lv.3 Key Sphere Cluster Bomb- Lv.2 Key Sphere + HP Sphere Cluster Bomb- Lv.2 Key Sphere + MP Sphere Cluster Bomb- Lv.2 Key Sphere + Strength Sphere Cluster Bomb- Lv.2 Key Sphere + Defense Sphere Cluster Bomb- Lv.2 Key Sphere + Magic Sphere Cluster Bomb- Lv.2 Key Sphere + Magic Def Sphere Cluster Bomb- Lv.2 Key Sphere + Agility Sphere Cluster Bomb- Lv.2 Key Sphere + Evasion Sphere Cluster Bomb- Lv.2 Key Sphere + Accuracy Sphere Cluster Bomb- Lv.2 Key Sphere + Return Sphere Cluster Bomb- Lv.2 Key Sphere + Friend Sphere Cluster Bomb- Lv.2 Key Sphere + Teleport Sphere Cluster Bomb- Lv.3 Key Sphere + Lv.3 Key Sphere Cluster Bomb- Lv.3 Key Sphere + HP Sphere Cluster Bomb- Lv.3 Key Sphere + MP Sphere Cluster Bomb- Lv.3 Key Sphere + Strength Sphere Cluster Bomb- Lv.3 Key Sphere + Defense Sphere Cluster Bomb- Lv.3 Key Sphere + Magic Sphere Cluster Bomb- Lv.3 Key Sphere + Magic Def Sphere Cluster Bomb- Lv.3 Key Sphere + Agility Sphere Cluster Bomb- Lv.3 Key Sphere + Evasion Sphere Cluster Bomb- Lv.3 Key Sphere + Accuracy Sphere Cluster Bomb- Lv.3 Key Sphere + Return Sphere Cluster Bomb- Lv.3 Key Sphere + Friend Sphere Cluster Bomb- Lv.3 Key Sphere + Teleport Sphere Cluster Bomb- Lv.4 Key Sphere + Map Cluster Bomb- Lv.4 Key Sphere + Rename Card Cluster Bomb- HP Sphere + HP Sphere Cluster Bomb- HP Sphere + MP Sphere Cluster Bomb- HP Sphere + Strength Sphere Cluster Bomb- HP Sphere + Defense Sphere Cluster Bomb- HP Sphere + Magic Sphere Cluster Bomb- HP sphere + Magic Def Sphere Cluster Bomb- HP Sphere + Agility Sphere Cluster Bomb- HP Sphere + Evasion Sphere Cluster Bomb- HP Sphere + Accuracy Sphere Cluster Bomb- HP Sphere + Return Sphere Cluster Bomb- HP Sphere + Friend Sphere Cluster Bomb- HP Sphere + Teleport Sphere Cluster Bomb- HP Sphere + Warp Sphere Cluster Bomb- MP Sphere + MP Sphere Cluster Bomb- MP Sphere + Strength Sphere Cluster Bomb- MP Sphere + Defense Sphere Cluster Bomb- MP Sphere + Magic Sphere Cluster Bomb- MP Sphere + Magic Def Sphere Cluster Bomb- MP Sphere + Agility Sphere Cluster Bomb- MP Sphere + Evasion Sphere Cluster Bomb- MP Sphere + Accuracy Sphere Cluster Bomb- MP Sphere + Return Sphere Cluster Bomb- MP Sphere + Friend Sphere Cluster Bomb- MP Sphere + Teleport Sphere Cluster Bomb- MP Sphere + Warp Sphere Cluster Bomb- Strength Sphere + Strength Sphere Cluster Bomb- Strength Sphere + Defense Sphere Cluster Bomb- Strength Sphere + Magic Sphere Cluster Bomb- Strength Sphere + Magic Def Sphere Cluster Bomb- Strength Sphere + Agility Sphere Cluster Bomb- Strength Sphere + Evasion Sphere Cluster Bomb- Strength Sphere + accuracy Sphere Cluster Bomb- Strength Sphere + Return Sphere Cluster Bomb- Strength Sphere + Friend Sphere Cluster Bomb- Strength Sphere + Teleport Sphere Cluster Bomb- Strength Sphere + Warp Sphere Cluster Bomb- Defense Sphere + Defense Sphere Cluster Bomb- Defense Sphere + Magic Sphere Cluster Bomb- Defense Sphere + Magic Def Sphere Cluster Bomb- Defense Sphere + Agility Sphere Cluster Bomb- Defense Sphere + Evasion Sphere Cluster Bomb- Defense Sphere + Accuracy Sphere Cluster Bomb- Defense Sphere + Return Sphere Cluster Bomb- Defense Sphere + Friend Sphere Cluster Bomb- Defense Sphere + Teleport Sphere Cluster Bomb- Defense Sphere + Warp Sphere Cluster Bomb- Magic Sphere + Magic Sphere Cluster Bomb- Magic Sphere + Magic Def Sphere Cluster Bomb- Magic Sphere + Agility Sphere Cluster Bomb- Magic Sphere + Evasion Sphere Cluster Bomb- Magic Sphere + Accuracy Sphere Cluster Bomb- Magic Sphere + Return Sphere Cluster Bomb- Magic Sphere + Friend Sphere Cluster Bomb- Magic Sphere + Teleport Sphere Cluster Bomb- Magic Sphere + Warp Sphere Cluster Bomb- Magic Def Sphere + Magic Def Sphere Cluster Bomb- Magic Def Sphere + Agility Sphere Cluster Bomb- Magic Def Sphere + Evasion Sphere Cluster Bomb- Magic Def Sphere + Accuracy Sphere Cluster Bomb- Magic Def Sphere + Return Sphere Cluster Bomb- Magic Def Sphere + Friend Sphere Cluster Bomb- Magic Def Sphere + Teleport Sphere Cluster Bomb- Magic Def Sphere + Warp Sphere Cluster Bomb- Agility Sphere + Agility Sphere Cluster Bomb- Agility Sphere + Evasion Sphere Cluster Bomb- Agility Sphere + Accuracy Sphere Cluster Bomb- Agility Sphere + Return Sphere Cluster Bomb- Agility Sphere + Friend Sphere Cluster Bomb- Agility Sphere + Teleport Sphere Cluster Bomb- Agility Sphere + Warp Sphere Cluster Bomb- Evasion Sphere + Evasion Sphere Cluster Bomb- Evasion Sphere + Accuracy Sphere Cluster Bomb- Evasion Sphere + Return Sphere Cluster Bomb- Evasion Sphere + Friend Sphere Cluster Bomb- Evasion Sphere + Teleport Sphere Cluster Bomb- Evasion Sphere + Warp Sphere Cluster Bomb- Accuracy Sphere + Accuracy Sphere Cluster Bomb- Accuracy Sphere + Return Sphere Cluster Bomb- Accuracy Sphere + Friend Sphere Cluster Bomb- Accuracy Sphere + Teleport Sphere Cluster Bomb- Accuracy Sphere + Warp Sphere Cluster Bomb- Clear Sphere + Return Sphere Cluster Bomb- Clear Sphere + Friend Sphere Cluster Bomb- Clear Sphere + Teleport Sphere Cluster Bomb- Clear Sphere + Warp Sphere Cluster Bomb- Return Sphere + Return Sphere Cluster Bomb- Return Sphere + Friend Sphere Cluster Bomb- Return Sphere + Teleport Sphere Cluster Bomb- Return Sphere + Warp Sphere Cluster Bomb- Friend Sphere + Friend Sphere Cluster Bomb- Friend Sphere + Teleport Sphere Cluster Bomb- Friend Sphere + Warp Sphere Cluster Bomb- Teleport Sphere + Teleport Sphere Cluster Bomb- Teleport Sphere + Warp Sphere Cluster Bomb- Warp Sphere + Warp Sphere Cluster Bomb- Map + Pendulum Cluster Bomb- Map + Amulet Cluster Bomb- Map + Door to Tomorrow Cluster Bomb- Map + Wings to Discovery Cluster Bomb- Map + Gambler's Spirit Cluster Bomb- Map + Underdog's Secret Cluster Bomb- Map + Winning Formula Cluster Bomb- Rename Card + Pendulum Cluster Bomb- Rename Card + Amulet Cluster Bomb- Rename Card + Door to Tomorrow Cluster Bomb- Rename Card + Wings to Discovery Cluster Bomb- Rename Card + Gambler's Spirit Cluster Bomb- Rename Card + Underdog's Secret Cluster Bomb- Rename Card + Winning Formula Ultra Potion- Potion + Potion Ultra Potion- Potion + Hi-Potion Ultra Potion- Potion + X-Potion Ultra Potion- Potion + Mega-Potion Ultra Potion- Potion + Power Distiller Ultra Potion- Potion + Mana Distiller Ultra Potion- Potion + Speed Distiller Ultra Potion- Potion + Ability Distiller Ultra Potion- Potion + Al Bhed Potion Ultra Potion- Potion + Grenade Ultra Potion- Potion + Frag Grenade Ultra Potion- Potion + Power Sphere Ultra Potion- Potion + Mana Sphere Ultra Potion- Potion + Speed Sphere Ultra Potion- Potion + Ability Sphere Ultra Potion- Potion + Map Ultra Potion- Potion + Rename Card Ultra Potion- Hi-Potion + Mega-Potion Ultra Potion- Hi-Potion + Power Distiller Ultra Potion- Hi-Potion + Mana Distiller Ultra Potion- Hi-Potion + Speed Distiller Ultra Potion- Hi-Potion + Ability Distiller Ultra Potion- Hi-Potion + Al Bhed Potion Ultra Potion- Hi-Potion + Grenade Ultra Potion- Hi-Potion + Frag Grenade Ultra Potion- Hi-Potion + Power Sphere Ultra Potion- Hi-Potion + Mana Sphere Ultra Potion- Hi-Potion + Speed Sphere Ultra Potion- Hi-Potion + Ability Sphere Ultra Potion- Hi-Potion + Map Ultra Potion- Hi-Potion + Rename Card Ultra Potion- X-Potion + Power Distiller Ultra Potion- X-Potion + Mana Distiller Ultra Potion- X-Potion + Speed Distiller Ultra Potion- X-Potion + Ability Distiller Ultra Potion- X-Potion + Al Bhed Potion Ultra Potion- X-Potion + Power Sphere Ultra Potion- X-Potion + Mana Sphere Ultra Potion- X-Potion + Speed Sphere Ultra Potion- X-Potion + Ability Sphere Ultra Potion- X-Potion + Map Ultra Potion- X-Potion + Rename Card Well, this section has become way too much of a bear to work on, so, I am going to stop it here. But, if you really want to know more Mixes, I seriously suggest the you pay CB! (Christine Bomke)'s guide a visit, since it is very in-depth and covers ALL Mix amalgamations in it. The guide is located on the Final Fantasy X FAQ page found at GameFAQs.com, and at her site. What they do? ------------- Under Construction. =============================================================================== <-----------------------------------------------------------------------------> 50.0. OVERDRIVE MODES #SZ1O <-----------------------------------------------------------------------------> =============================================================================== Boy did this take me a long time to get together. - Stoic Gain by: This is the default OD mode What it does: OD guage fills when you get attacked - Warrior Gain by: After you physically attacked enough Tidus- 150, Auron- 100, Yuna- 200, Rikku- 140, Wakka- 160, Kimahri- 120, Lulu- 300 What it does: OD guage fills when you physically attack an enemy - Comrade Gain by: After your allies have been attacked enough Tidus- 300, Auron- 220, Yuna- 240, Rikku- 100, Wakka- 100, Kimahri- 100, Lulu- 100 What it does: OD guage fills when your partners are attacked - Slayer Gain by: After you've killed enough enemies you get this Tidus- 100, Auron- 80, Yuna- 110, Rikku- 200, Wakka- 90, Kimahri- 120, Lulu- 130 What it does: OD guage fills when you kill an enemy - Hero Gain by: After you've defeated enough powerful enemies it must have 10000 or more HP Tidus- 50, Auron- 40, Yuna- 50, Rikku- 50, Wakka- 50, Kimahri- 45, Lulu- 70 What it does: OD guage fills when you kill a powerful enemy - Dare Devil Gain by: After you've fought enough on low HP; low is considered under 1/2 Tidus- 170, Auron- 260, Yuna- 90, Rikku- 110, Wakka- 140, Kimahri- 200, Lulu- 150 What it does: OD guage fills when you fight on low HP - Ally Gain by: After your partners attack enough Tidus- 600, Auron- 450, Yuna- 500, Rikku- 320, Wakka- 350, Kimahri- 300, Lulu- 480 What it does: OD guage fills when your partners attack an enemy - Tactician Gain by: After you've attacked with enough status attacks Tidus- 75, Auron- 110, Yuna- 100, Rikku- 90, Wakka- 80, Kimahri- 60, Lulu- 75 What it does: OD guage fills when you use a status attack - Avenger Gain by: After your partners have been killed enough Tidus- 100, Auron- 120, Yuna- 80, Rikku- 90, Wakka- 100, Kimahri- 100, Lulu- 150 What it does: OD guage fills when your party members get killed - Sufferer Gain by: After you've been afflicted with status ailments enough Tidus- 100, Auron- 120, Yuna- 80, Rikku- 90, Wakka- 100, Kimahri- 130, Lulu- 110 What it does: OD guage fills when you fight with a status effect on you - Loner Gain by: After you've fought alone enough time with one Tidus- 60, Auron- 35, Yuna- 180, Rikku- 170, Wakka- 110, Kimahri- 90, Lulu- 45 What it does: OD guage fills when you fight alone - Dancer Gain by: After you dodge enough attacks Tidus- 250, Auron- 200, Yuna- 200, Rikku- 200, Wakka- 200, Kimahri- 130, Lulu- 300 What it does: OD guage fills when you dodge attacks of your opposition - Rook Gain by: After you block enough magic spells Tidus- 120, Auron- 120, Yuna- 110, Rikku- 120, Wakka- 120, Kimahri- 120, Lulu- 120 What it does: OD guage fills when you negate magic spells(Reflect, Shell etc...) - Victim Gain by: After you've been directly hit with status ailment on enough occasions Tidus- 120, Auron- 160, Yuna- 100, Rikku- 125, Wakka- 110, Kimahri- 100, Lulu- 130 What it does: OD guage fills ONLY when you're just getting hit with a status attack. - Coward Gain by: After you have run from enough fights Tidus- 600, Auron- 1000, Yuna- 900, Rikku- 450, Wakka- 400, Kimahri- 700, Lulu- 980 What it does: OD guage fills when you run from battle - Victor Gain by: After you have triumphed in enough fights Tidus- 120, Auron- 200, Yuna- 150, Rikku- 140, Wakka- 160, Kimahri- 120, Lulu- 200 What it does: OD guage fills when you win a battle I do believe that is all info I could provide about overdrive modes. =============================================================================== <-----------------------------------------------------------------------------> 51.0. MONSTER FORMATIONS #SA2M <-----------------------------------------------------------------------------> =============================================================================== Here I will only mention the random enemy encounters that you face, and not the ones you are required to face (like bosses, or the Sinscales in Zanarkand). Also I will only mention one of every DIFFERENT combination, and all of the sections of that region in one. ---------------------------------- Area 1. Zanarkand | ---------------------------------- None | ---------------------------------- ---------------------------------- Area 2. Baaj Temple | ---------------------------------- None | ---------------------------------- ---------------------------------------------------- Area 3. Al Bhed/Sunken Ship | ---------------------------------------------------- 1. Piranha (group of 3) | 2. Piranha (group of 1) + Piranha (group of 2) | ---------------------------------------------------- ----------------------------------------------------------------------------- Area 4. Besaid | ----------------------------------------------------------------------------- 1. Piranha (group of 2) + Piranha x 3 (group of 1) | 2. Piranha (group of 1) + Piranha (group of 2) | 3. Piranha (group of 2) + Piranha (group of 1) + Piranha (group of 3) | 4. Dingo + Condor + Water Flan | 5. Dingo + Condor | 6. Condor + Water Flan | 7. Dingo + Water Flan | ----------------------------------------------------------------------------- -------------------------------------------------- Area 5. Kilika | -------------------------------------------------- 1. Dinonix + Killer Bee + Yellow Element | 2. Ragora x 2 | 3. Dinonix + Yellow Element | 4. Ragora | 5. Killer Bee + Dinonix | -------------------------------------------------- ---------------------------------- Area 6. Luca | ---------------------------------- None | ---------------------------------- ----------------------------------------------------------- Area 7. Mi'ihen Highroad | ----------------------------------------------------------- 1. Mi'ihen Fang + Dual Horn | 2. Bomb | 3. Dual Horn | 4. Mi'ihen Fang x 2 | 5. Raldo + Floating Eye + White Element | 6. Mi'ihen Fang | 7. Floating Eye + Mi'ihen Fang + Raldo | 8. Dual Horn + Mi'ihen Fang | 9. Bomb + Floating Eye x 2 | 10. White Element + Mi'ihen Fang + Floating Eye | 11. Raldo + White Element + Mi'ihen Fang | 12. Bomb x 3 | 13. Dual Horn + Bomb x 2 | ----------------------------------------------------------- ------------------------------------------------------ Area 8. Mushroom Rock Road | ------------------------------------------------------ 1. Thunder Flan + Bomb x 2 | 2. Ipiria + Vouivre + Thunder Flan | 3. Floating Eye + Vouivre + Thunder Flan | 4. Dual Horn x 2 + Vouivre | 5. Bomb x 2 + Dual Horn | 6. Ipiria + Vouivre + Floating Eye | 7. Garuda | 8. Red Element + Lamashtu + Raptor | 9. Gandarewa + Red Element + Funguar | 10. Lamastu + Red Element + Gadarva | 11. Raptor + Gandarewa + Red Element | 12. Raptor + Funguar + Red Element | 13. Raptor + Funguar x 2 | ------------------------------------------------------ -------------------------------------- Area 9. Djose | -------------------------------------- 1. Bite Bug x 2 + Funguar | 2. Basilisk x 2 | 3. Snow Flan + Bunyip + Garm | 4. Bite Bug x 2 + Simurgh | 5. Raptor + Lamashtu + Funguar | 6. Funguar x 2 + Basilisk | 7. Snow Flan + Gandarewa x 2 | 8. Basilisk + Bite Bug x 2 | 9. Bunyip + Simurgh + Garm | -------------------------------------- ------------------------------------------------ Area 10. The Moonflow | ------------------------------------------------ 1. Ochu + Garm | 2. Funguar + Gandarewa x 2 | 3. Ochu | 4. Ochu + Bite Bug x 2 | 5. Garm + Snow Flan + Bunyip | 6. Bunyip + Garm + Bite Bug | 7. Bite Bug + Bunyip + Treasure Chest | 8. Bite Bug x 2 + Treasure Chest | 9. Treasure Chest + Bite Bug x 2 + Bunyip | ------------------------------------------------ ----------------------------------------- Area 11. Thunder Plains | ----------------------------------------- 1. Larva + Aerouge x 2 | 2. Larva + Gold Element | 3. Melusine + Gold Element + Buer | 4. Aerouge + Buer + Gold Element | 5. Melusine + Aerouge + Kusariqqu | 6. Qactuar | 7. Qactuar x 2 | 8. Qactuar x 3 | 9. Buer x 2 + Iron Giant | 10. Iron Giant | 11. Larva x 2 | ----------------------------------------- ------------------------------------------- Area 12. Macalania | ------------------------------------------- 1. Xiphos | 2. Wasp x 2 + Xiphos | 3. Wasp + Iguion + Murussu | 4. Chimera | 5. Blue Element x 2 + Wasp | 6. Murussu + Blue Element + Iguion | 7. Snow Wolf x 2 + Ice Flan | 8. Snow Wolf + Ice Flan + Mafdet | 9. Evil Eye + Mafdet + Snow Wolf | ------------------------------------------- ------------------------------------------ Area 13. Bikanel Desert | ------------------------------------------ 1. Zu | 2. Cactuar | 3. Sand Worm | 4. Mech Guard x 2 | 5. Alcyone + Sand Wolf + Mushussu | 6. Alcyone x 2 + Sand Wolf | 7. Mech Gunner + Mech Guard x 2 | 8. Zu + Treasure Chest | 9. Treasure Chest x 2 + Zu | 10. Sandwolf x 3 + Treasure Chest | 11. Cactuar x 2 + Zu | 12. Mech Gunner x 2 + Mech Guard | 13. Mushussu + Alcyone x 2 | 14. Cactaur x 3 | 15. Cactuar x 2 | ------------------------------------------ -------------------------------------------- Area 14. Al Bhed Home | -------------------------------------------- 1. Dual Horn x 2 + Guado Guardian | 2. Bomb x 3 + Guado Guardian | 3. Evil Eye x 2 + Guado Guardian | 4. Chimera x 2 + Guado Guardian | -------------------------------------------- -------------------------------------- Area 15. The Airship | -------------------------------------- 1. Bomb x 3 | 2. Evil Eye x 2 | 3. Dual Horn X 2 | -------------------------------------- -------------------------------------- Area 16. Bevelle, Via Purifico | -------------------------------------- 1. Sahagin x 3 | 2. Bat Eye x 2 | 3. Bat Eye + Swamp Mafdet | 4. Aqua Flan + Cave Iguion x 2 | 5. Maze Larva | 6. Cave Iguion x 2 + Sahagin | 7. Sahagin x 2 + Aqua Flan | 8. Phlegyas x 2 | 9. Sahagin x 2 + Remora x 2 | 10. Octopus x 2 | 11. Sahagin x 2 + Octopus | 12. Phlegyas + Remora x 2 | -------------------------------------- -------------------------------------- Area 17. Bevelle, High Bridge | -------------------------------------- 1. YKT-63 x 2 + YAT-99 | 2. YAT-99 x 2 + YKT-63 | 3. YKT-63 + Warrior Monk x 2 | -------------------------------------- ----------------------------------------------- Area 18. The Calm Lands | ----------------------------------------------- 1. Anacondaur x 2 | 2. Coeurl x 2 | 3. Chimera Brain x 2 | 4. Malboro | 5. Flame Flan + Skoll + Mech Scouter | 6. (Blazing) Mech Scouter x 2 + Coeurl | 7. Ogre + Skoll x 2 | 8. Nebiros + Flame Flan + Shred | 9. Skoll + Nebiros x 2 + Mech Scouter | ----------------------------------------------- ------------------------------------------------- Area 19. Calm Lands Gorge | ------------------------------------------------- 1. (Blazing) Mech Scouter x 2 + Epaaj | 2. Epaaj + Mech Scouter x 2 | 3. Epaaj x 2 | ------------------------------------------------- ---------------------------------------- Area 20. Sunken Cave | ---------------------------------------- 1. Ghost | 2. Thorn x 3 | 3. Epaaj + Valaha | 4. Malboro | 5. Yowie x 3 | 6. Tonberry | 7. Nidhogg + Dark Element x 2 | 8. Defender | 9. Magic Urn | 10. Epaaj + Mech Hunter + Imp | 11. Coeurl x 2 | ---------------------------------------- ----------------------------------------------------------------------------- Area 21. Mount. Gagazet | ----------------------------------------------------------------------------- 1. Imp + Grenade x 2 | 2. Grat x 2 + Bashura | 3. Mech Defender x 2 + Mech Leader | 4. Mech Leader + Nidhogg + Bandersnatch | 5. Grat x 2 + Grenade | 6. Mandragora | 7. Ahriman + Grendel | 8. Bashura x 2 | 9. Behemoth | 10. Dark Flan | 11. Achelous x 2 + Maelspike | 12. Maelspike x 2 + Splasher (group of 3) | 13. Splasher (group of 2) + Splasher (group of 3) + Achelous x 2 | 14. Splasher (group of 2) + Splasher (group of 3) x 2 Splasher (group of 1) | ----------------------------------------------------------------------------- --------------------------------------- Area 22. Ruins of Zanarkand | --------------------------------------- 1. Dark Flan | 2. Ahriman + Grendel | 3. Behemoth | 4. Bashura + Ahriman | 5. Mandragora | 6. Defender Z | 7. YAT-97 x 2 + YKT-97 | 8. Fallen Monk + Fallen Monk x 2 | 9. YKT-97 x 2 + YAY-97 | 10. Fallen Monk x 2 + YAT-97 | 11. Fallen Monk x 2 + YKT-11 | --------------------------------------- -------------------------------------- Area 23. Sin | -------------------------------------- 1. Ahriman x 3 | 2. Adamantoise | 3. Gemini + Gemini | 4. Ahriman + Exoray x 2 | 5. Behemoth King | 6. Wraith | 7. Great Malboro | 8. Demonolith | 9. Barbatos | 10. Varuna | 11. Land Worm | 12. Demonolith x 3 | -------------------------------------- ------------------------------------------------------------------ Area 24. Omega Dungeon | ------------------------------------------------------------------ 1. Defender Z x 2 | 2. Machea x 2 | 3. Wraith | 4. Varuna | 5. Master Coeurl x 2 + Floating Death | 6. Great Malboro | 7. Adamantoise | 8. Puroburos x 3 | 9. Spirit + Black Element x 2 | 10. Master Tonberry | 11. Demonolith x 2 | 12. Zaurus x 2 + Floating Death | 13. Spirit + Halma x 2 | 14. Zaurus + Treasure Chest (could be an item or a Mimic) | ------------------------------------------------------------------ =============================================================================== <-----------------------------------------------------------------------------> 52.0. MONSTER ENCYCLOPAEDIA #SB3M <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 52.1. Normal Enemies #SB3M1 ------------------------------------------------------------------------------- Note: This section goes in alphabetical order. Note: The Bribes for the enemies in this section are from NTSC version. So, the difference between the versions is that the PAL/Int. versions Gil costs are only 10x[Enemy's MaxHP], while the NTSC's is 20x[Enemy's MaxHP] But, PAL/Int. only get one item, while the NTSC gets multiple of it. ------------------------------------------------------------------------------- #1. Achelous (Mt. Gagazet) -> HP: 5100 - 7500 -> MP: 85 -> AP: 730 - 1095 -> Statistics: Str- 33, Mag- 52, Def- 10, Mdef- 20, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- 2 Water Gems, Uncommon- Healing Spring -> Bribe: Gil- 120000, Item- 16 Healing Springs -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 4201 -> Immunities: Threaten, Slow -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25% -> Elemental Affinities: [2x Damage] Lightning [1/2 Damage] Fire [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: MP+10%, Auto-Med -> Weapon Abilities: Magic+10%, Magic+5%, Strength+5%, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Sonic Wave- Does magic damage, plus some non-elemental damage to all characters after 3 periods of 'Charge.' Attack- Physical damage against one person. Charging- After you attack it, it will start with the count to Sonic Wave. ---> STRATEGIC TACTICS: <--- Achelous: Have stats between 60-75 and this fight will be easy for you. Since you only can use Tidus, Wakka, and Rikku, have Tidus and Wakka attack. Then use Rikku to use special items (only if necessary) or you can use her to heal. ------------------------------------------------------------------------------- #2. Adamantoise (Omega Ruins, Inside Sin) -> HP: 54400 - 11036 -> MP: 40 -> AP: 125 -> Statistics: Str- 38, Mag- 31, Def- 90, Mdef- 90, Acc- 0, Agl- 15, Eva- 0, Luck- 15 -> Steal: Common- Healing Water, Uncommon- Stamina Tablet -> Bribe: Gil- 1088000, Item- 6 Special Spheres -> Win: Common- 2 or 4 Power Spheres, Uncommon- 4 or 8 Power Spheres -> Gil Received: 2200 -> Immunities: Slow, Zombie, Power Break, Magic Break, Demi, Delay, Threaten, Death -> Weaknesses: Doom- 5, Sleep- 20, Silence- 20, Poison- 75; 5%, Darkness- 20, Petrify- 80 -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 3 -> Armor Abilities: SOS Protect, SOS Shell, HP+20% -> Weapon Abilities: Half MP Cost, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 0 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Breath- Hits everyone with fire elemental based magic. Earthquake- Non-elemental attack hits everyone in an earthquake. Attack- Physical damage against one person. ---> STRATEGIC TACTICS: <--- Adamantoise: Have stats between 80-100 and you should do fine. Use some of your stronger attackers to attack at it with piercing weapons. Have your some of your weaker characters heal the stronger ones, and have Yuna summon against it if you want. This will not be too much work for you, trust me. ------------------------------------------------------------------------------- #3. Aerouge (Thunder Plains) -> HP: 220 - 300 -> MP: 220 -> AP: 92 - 184 -> Statistics: Str- 1, Mag- 16, Def- 1, Mdef- 120, Acc- 0, Agl- 11, Eva- 13, Luck- 15 -> Steal: Common- Electro Marble, Uncommon- Lightning Marble -> Bribe: Gil- 4000, Item- 4 Lightning Marbles -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 144 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Water -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+5%, Lightning Ward, Lightningproof -> Weapon Abilities: Piercing, Lightningstrike, Distil Mana -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Thundara- Lightning based magic attack on one person. ---> STRATEGIC TACTICS: <--- Aerouge: Have stats between 30-35. Just attack at it once or twice with stats at this level and you'll have no problem whatsoever. Water also comes in good handy sometimes. ------------------------------------------------------------------------------- #4. Ahriman (Inside Sin, Mt. Gagazet, Zanarkand Ruins) -> HP: 2800 - 4200 -> MP: 400 -> AP: 2200 - 4400 -> Statistics: Str- 1, Mag- 38, Def- 1, Mdef- 180, Acc- 0, Agl- 24, Eva- 18, Luck- 15 -> Steal: Common- 2 Musks, Uncommon- 3 Musks -> Bribe: Gil- 56000, Item- 6 Farplane Winds -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 650 -> Immunities: Darkness -> Weaknesses: Doom-1, Sleep- 20, Silence- 20, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Confuse Ward -> Weapon Abilities: Waterstrike, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Sonic Waves- Non-elemental damage on every character. Gaze Attack- Non-elemental damage to one, and sometimes adds Confuse. ---> STRATEGIC TACTICS: <--- Ahriman: Stats should be 50-65 to make it fair (better for you than it). Just pummel it with magic, and/or physical attacks between 3-4 times and it should fall out of the air quickly. Be careful for it's normal attack which can confuse it's victim. ------------------------------------------------------------------------------- #5. Alcyone (Bikanel Desert) -> HP: 430 - 645 -> MP: 42 -> AP: 310 - 620 -> Statistics: Str- 16, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 26, Eva- 15, Luck- 15 -> Steal: Common- Smoke Bombs, Uncommon- 2 Smoke Bombs -> Bribe: Gil- 8600, Item- 2 Mega Phoenixes -> Win: Common- 1 or 2 Speed Spheres/1 or 2 Al Potions, Uncommon- 1 or 2 Speed Sphere/1 or 2 Al Bhed Potions -> Gil Received: 240 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+5%, Dark Ward -> Weapon Abilities: Sensor, Piercing, Distil Mana -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical attack on one character. ---> STRATEGIC TACTICS: <--- Alcyone: Stats, I'd say...30. Attack it a couple times, magically or physically. It might take a little more work than this, bacause it is pretty fast. ------------------------------------------------------------------------------- #6. Anacondaur (The Calm Lands) -> HP: 5800 - 4060 -> MP: 70 -> AP: 1380 - 2070 -> Statistics: Str- 27, Mag- 48, Def- 1, Mdef- 1, Acc- 0, Agl- 16, Eva- 0, Luck- 15 -> Steal: Common- Petrify Grenades, Uncommon- 2 Petrify Grenades -> Bribe: Gil- 116000, Item- 16 Healing Waters -> Win: Common- 1 or 2 Power Sphere, Uncommon- 1 or 2 Power Spheres -> Gil Received: 750 -> Immunities: Slow, Petrify, Confuse -> Weaknesses: Doom- 1, Zombie- 25, Sleep- 95, Poison- 25; 25% -> Elemental Affinities: [Absorption] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Stone Ward -> Weapon Abilities: Magic+5%, Piercing, Stonetouch, Strength+5% -> Armor/Weapon Abilities: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Stone Gaze- Petrify on one character. Sonic Tale- Non-elemental damage to one person. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Anacondaur: Stats should be 50-58, maybe even 60 to fair alright in this one. Just ATTACK IT! It is a wise move to equip an armor bearing any immunity to Petrification, bacause it's gaze can do just that. If you are too weak, than summon. I don't really think summoning is necessary though, and remember to amplify Remedy for Petrification status, if Remedies aren't avialable, Esuna or Soft will do fine also ------------------------------------------------------------------------------- #7. Aqua Flan (Via Purifico) -> HP: 2025 - 3038 -> MP: 1 -> AP: 240 - 480 -> Statistics: Str- 1, Mag- 22, Def- 100, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales -> Bribe: Gil- 40500, Item- 15 Water Gems -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 340 -> Immunities: Confuse, Berserk -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Darkness- 20, Silence- 20 -> Elemental Affinities: [Absorption] Water [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Water Ward -> Weapon Abilities: Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Watera- Water based magic attack on one person. ---> STRATEGIC TACTICS: <--- Aqua Flan: Have stats between 59-79 just to be able to pierce it's gooey exterior. Piercing weapons work really well here, so does Bahamut. ------------------------------------------------------------------------------- #8. Bandersnatch (Mt. Gagazet) -> HP: 1800 - 2700 -> MP: 75 -> AP: 820 - 1640 -> Statistics: Str- 32, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 32, Eva- 11, Luck- 15 -> Steal: Common- 2 Dream Powders, Uncommon- 3 Dream Powders -> Bribe: Gil- 36000, Item- 20 Dream Powders -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 880 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Sleep Ward, Silence Ward -> Weapon Abilities: Distil Power, Firestrike, Icestrike, Lightningstrike, Magic+3%, Piercing, Strength+3%, Waterstrike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Bandersnatch: Stats, 60 at least. Now, cast hastega. Keep attacking it until it dies. And if you follow those quick steps it won't take long for this to take place. ------------------------------------------------------------------------------- #9. Barbatos (Inside Sin) -> HP: 95000 - 13560 -> MP: 480 -> AP: 17500 - 26250 -> Statistics: Str- 42, Mag- 38, Def- 90, Mdef- 15, Acc- 0, Agl- 28, Eva- 0, Luck- 15 Str- 42, Mag- 38, Def- 100, Mdef- 60, Acc- 0, Agl- 28, Eva- 0, Luck- 15 (Int) -> Steal: Common- Star Curtains, Uncommon- Blessed Gem -> Bribe: 1900000, Item- 20 Teleport Spheres -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 1550 -> Immunities: Sleep, Silence, Darkness, Confuse, Poison, Berserk, Petrify, Slow, Magic Break, Power Break, Mental Break, Delay, Threaten, Death -> Weaknesses: Doom- 5, Zombie- 90, Armor Break- 90 -> Elemental Affinities: None -> Zanmato Lv: 2 -> Armor Abilities: HP+20% -> Weapon Abilities: Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 Drop Percentage: 64/128 (50%) -> Abilities: Body Splash- Physical damage unto every active character. Mortar- Non-elemental damage to everyone. Is a counter once pierced and also on random normal turns. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- Barbatos: Stats should be breaching 115 definitely. Have a piercing weapon equipped, and then hammer away. Summon either Bahamut, or one of the secret aeons for best results. None of the other aeons will do much to it, unless they use their overdrives, but that is still questionable. ------------------------------------------------------------------------------- #10. Bashura (Mt. Gagazet, Zanarkand Ruins) -> HP: 17000 - 6972 -> MP: 5 -> AP: 1860 - 2790 -> Statistics: Str- 34, Mag- 1, Def- 45, Mdef- 1, Acc- 0, Agl- 16, Eva- 0, Luck- 15 -> Steal: Common- Soul Spring, Uncommon- 2 Soul Springs -> Bribe: Gil- 340000, Item- 80 Stamina Tablets -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 730 -> Immunities: Power Break, Death -> Weaknesses: Doom- 3, Sleep- 80, Darkness- 95, Threaten- 20, Petrify- 50, Zombie- 25, Poison- 25; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: SOS Haste, HP+10% -> Weapon Abilities: Strength+5%, Piercing, Magic+5%, Counter-Attack -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Attack Twice- Physical damage x 2 on one person. Attack- Physical damage on one person. Dukes Up- It is used sorta as a counter after it has sustained about 9501 of damage. ---> STRATEGIC TACTICS: <--- Bashura: Have stats a little higher than when I described Bandersnatch. Just cast Bio on it. Now, keep on attacking it. All the while it is attacking you, losing HP for itself. If your HP gets to low, heal with any potion or cure spell. ------------------------------------------------------------------------------- #11. Basilisk (Djose Road) -> HP: 2025 - 924 -> MP: 20 -> AP: 140 - 210 -> Statistics: Str- 14, Mag- 35, Def- 1, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- Petrify Grenade, Uncommon- Petrify Grenade -> Bribe: Gil- 40500, Item- 24 Petrify Grenades -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres -> Gil Received: 125 -> Immunities: Petrify, Confuse -> Weaknesses: Doom- 2, Poison- 0; 5%, Sleep- 20, Darkness- 20, Silence- 20 -> Elemental Affinities: [1/2 Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Stone Ward, MP+5% -> Weapon Abilities: Magic+3%, Piercing, Stonetouch, Strength+3% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Attack- Physical damage against one person only. Stone Gaze- Petrification on one. ---> STRATEGIC TACTICS: <--- Basilisk: Stats should be near 32. And just attack at it as much as you can. Magic works well, especially Poison magic (aka Bio). Valefor is also smart to use here. ------------------------------------------------------------------------------- #12. Bat Eye (Via Purifico) -> HP: 380 - 570 -> MP: 280 -> AP: 240 - 480 -> Statistics: Str- 1, Mag- 29, Def- 1, Mdef- 120, Acc- 0, Agl- 16, Eva- 13, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- 2 Silence Grenades -> Bribe: Gil- 7600, Item- 12 Silence Grenades -> Win: Common- Speed Sphere, Uncommon- 2 Speed Spheres -> Gil Received: 320 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: MP+5%, Confuse Ward -> Weapon Abilities: Waterstrike, Firestrike, Icestrike, Lightningstrike, Strength+5%, Magic+5%, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ---> STRATEGIC TACTICS: <--- Bat Eye: Stats should be 20-26. Just attack at it frequently. Valfor is your best bet here, or maybe even Ifrit (I haven't used him against it, but you can try it). ------------------------------------------------------------------------------- #13. Behemoth (Mt. Gagazet, Zanarkand Ruins) -> HP: 23000 - 6972 -> MP: 480 -> AP: 6540 - 9810 -> Statistics: Str- 43, Mag- 37, Def- 1, Mdef- 1, Acc- 0, Agl- 23, Eva- 0, Luck- 15 -> Steal: Common- Ether, Uncommon- Mana Tablet -> Bribe: Gil- 460000, Item- 30 Lv.2 Key Spheres -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 1350 -> Immunities: Silence, Threaten, Confuse, Darkness, Petrify, Slow, Berserk, Armor Break, Delay, Mental Break, Death -> Weaknesses: Doom- 5, Poison- 50; 50%, Sleep- 80, Zombie- 25, Power Break- 80 -> Elemental Affinities: None -> Zanmato Lv: 2 -> Armor Abilities: SOS Shell, SOS Reflect, SOS Protect -> Weapon Abilities:Magic+5%, Piercing, SOS Overdrive, Strength+5%, Zombietouch Strength+5% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Heave- Physical damage on solely one character. Attack- Physical damage on one character. Thundara- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Behemoth: Have stats between 60-75. Just attack it physically, while acting on the side of caution, because its Thundara can destroy. It also has an attack where it tosses you up and drops you which hurts even worse. Bahamut is your friend here, remember that! ------------------------------------------------------------------------------- #14. Behemoth King (Inside Sin) -> HP: 67500 - 13560 -> MP: 700 -> AP: 16800 - 25200 -> Statistics: Str- 46, Mag- 44, Def- 25, Mdef- 25, Acc- 0, Agl- 27, Eva- 0, Luck- 15 -> Steal: Common- Healing Spring, Uncommon- 2 Twin Stars -> Bribe: Gil- 1350000, Item- 14 Three Stars -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 1850 -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Slow, Zombie, Armor Break, Mental Break, Threaten, Berserk, Delay, Eject, Death, Confuse -> Weaknesses: Doom- 5, Magic Break- 80, Power Break- 80 -> Elemental Affinities: None -> Zanmato Lv: 2-3 (???) <--- confirmation, please -> Armor Abilities: SOS Shell, SOS Reflect, SOS Protect -> Weapon Abilities: SOS Overdrive, Zombietouch, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Meteor- After death it uses Meteor for Physical damage for everyone. Tail- Physical damage on one person. Attack- Physical damage on only one character. Flare- Magically based non-elemental damage for one character alone. Mighty Guard- NulAll, Protect, and Shell on its ownself. Thundara- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Behemoth King: Stats should be in the area of 125. In the beginning, cast your Hastega spell. Use Ultima, and Flare a bunch of times. If that doesn't do it in a little while, summon your strongest aeon(s). When you kill it, it will always use Meteor as a last resort. So even if you kill it you can still lose. So have protect on all the time (especially near the end of the battle). +-ALTERNATE STRATEGY-+ I always used to hate dying from its damn Meteor counter desperation, so I thought that there had to be a way to keep from it, now the result of my hours of hard work to find one is before it, because there is!!! How you will do this is you first off equip *one* character with the weapon ability Evade & Counter. Make infinite sure that that character has learned the Provoke ability from Tidus' Sphere Grid section. Now we go around looking for a Behemoth King (never thought you'd here that did you?) Inside Sin. When in the battle I say use Auron to use Dragon Fang or Tornado overdrives to get Behemoth King down to about 1/4 of its original 67500 HP. Now, since Tidus was most likely the one whom you chose to have the right weapon and Provoke (because it's on his own grid, and easiest to obtain). Now you have that character use the Provoke ability on the King and it he will only attack that character who Provoked him (duh)! But!!!... that character will never be hit because of that one little detail of him/her having the Evade & Counter ability on. And on top of never being hit, you will always hit BK. Now as it dies it cannot use Meteor surprizingly, because if it did use Meteor it would have to hit everybody, and that would be going against the "Provoke Laws", I suppose.:) ------------------------------------------------------------------------------- #15. Bite Bug (Djose Road) -> HP: 200 - 300 -> MP: 10 -> AP: 40 - 80 -> Statistics: Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 15, Eva- 12, Luck- 15 -> Steal: Common- Antidote, Uncommon- Poison Fang -> Bribe: Gil- 600, Item- 2 Poison Fangs -> Win: Common- 1 or 2 Speed Sphere, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 62 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [2x Damage] Ice -> Zanmato Lv: 4 -> Armor Abilities: Poison Ward, MP+5% -> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike, Magic+3%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character and Poison sometimes. ---> STRATEGIC TACTICS: <--- Bite Bug: Stats should be at 20-25. Attacking it once or twice physically should do the trick. But casting Fire will do it in one. ------------------------------------------------------------------------------- #16. Black Element (Omega Ruins) -> HP: 7600 - 11400 -> MP: 500 -> AP: 3150 - 6300 -> Statistics: Str- 1, Mag- 28, Def- 240, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15 Str- 1, Mag- 33, Def- 250, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 (Int.) -> Steal: Common- Hi-Potion, Uncommon- 4 Shining Gems -> Bribe: Gil- 182000, Item- 2 Black Magic Spheres -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 1040 -> Immunities: Sleep, Darkness, Poison, Petrify, Zombie, Sensor, Scan -> Weaknesses: Doom- 1, Silence- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Lightning Ward, Fire Ward, Water Ward, Ice Ward, Fireproof, Iceproof, Waterproof, Lightningproof -> Weapon Abilities: Lightningstrike, Firestrike, Waterstrike, Icestrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 0 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Demi- Takes away 1/4 of current HP. Flare- Non-elemental magic damage on one character. Berserk- Beserk status on one character. ---> STRATEGIC TACTICS: <--- Black Element: Have your characters stats near 135. Attacking will not work all that well. But Ultima will! So use it, and use it well. Anima or the Magus Trio will do great in this instance. ------------------------------------------------------------------------------- #17. Blue Element (Macalania Woods) -> HP: 1500 - 2250 -> MP: 220 -> AP: 240 - 480 -> Statistics: Str- 1, Mag- 27, Def- 120, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- 2 Fish Scales, Uncommon- 3 Fish Scales -> Bribe: Gil- 30000, Item- 9 Water Gems -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 180 -> Immunities: Sleep, Darkness, Poison, Petrify, Zombie -> Weaknesses: Doom- 1, Silence- 20 -> Elemental Affinities: [1/2 Damage] Ice, Fire [2x Damage] Lightning [Absorption] Water -> Zanmato Lv: 1 -> Armor Abilities: Water Ward, Waterproof -> Weapon Abilities: Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Watera- Water based magic attack on one character. ---> STRATEGIC TACTICS: <--- Blue Element: Stats should be near 34-37. Attacking with Lightning is a brilliant idea. Ifrit is the best aeon for this job. It can easily kill it with an overdrive of one of it's Fire attacks. ------------------------------------------------------------------------------- #18. Bomb (Mi'ihen Highroad) -> HP: 850 - 560 -> MP: 30 -> AP: 22 - 44 -> Statistics: Str- 19, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15 -> Steal: Common- 2 Bomb Fragments, Uncommon- 3 Bomb Fragments -> Bribe: Gil- 17000, Item- 16 Bomb Cores -> Gil Received: 70 -> Immunities: Threaten, Sleep, Eject -> Weaknesses: Doom- 2, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [Absorption] Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Fire Ward -> Weapon Abilities: Piercing, Firestrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 20/128 (15%) -> Abilities: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ---> STRATEGIC TACTICS: <--- Bomb: Stats should be in the range of 30-32. In the fight use alot of Ice and water magic to to pull off some serious health reduction on it. After not to long of doing that to it, it will be nothing but pyreflies. ------------------------------------------------------------------------------- #19. Bomb (Home) -> HP: 2200 - 1432 -> MP: 45 -> AP: 620 - 1240 -> Statistics: Str- 20, Mag- 17, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15 -> Steal: Common- 2 Bomb Cores, Uncommon- 3 Bomb Cores -> Bribe: Gil- 44000, Item- 40 Bomb Cores -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 470 -> Immunities: Threaten, Sleep, Eject -> Weaknesses: Doom- 2, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [Absorption] Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Fire Ward -> Weapon Abilities: Piercing, Firestrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 20/128 (15%) -> Abilities: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ---> STRATEGIC TACTICS: <--- Bomb: Stats should be in the range of 30-32. In the fight use alot of Ice and water magic to to pull off some serious health reduction on it. After not to long of doing that to it, it will be nothing but pyreflies. ------------------------------------------------------------------------------- #20. Buer (The Thunder Plains) -> HP: 230 - 345 -> MP: 250 -> AP: 92 - 184 -> Statistics: Str- 1, Mag- 22, Def- 1, Mdef- 120, Acc- 0, Agl- 12, Eva- 12, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Musk -> Bribe: Gil- 4600, Item- 2 Musks -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 132 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Water -> Zanmato Lv: 1 -> Armor Abilities: Confuse Ward, MP+5% -> Weapon Abilities: Magic+3%, Strength+3%, Icestrike, Waterstrike, Lightning- strike, Firestrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ---> STRATEGIC TACTICS: <--- Buer: For this fight your stats should be 20-30. Summoning Valfor will do nicely here. Any magic attack can also work really well. But personally, I think Wakka's blitzball works best. ------------------------------------------------------------------------------- #21. Bunyip (Djose Road) -> HP: 400 - 600 -> MP: 15 -> AP: 48 - 96 -> Statistics: Str- 22, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Hypello Potion -> Bribe: Gil- 8000, Item- 16 Hypello Potions -> Win: Common- Power Sphere, Uncommon- Power Sphere -> Gil Received: 97 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice, Water -> Zanmato Lv: 1 -> Armor Abilities: Defense+3%, Berserk Ward -> Weapon Abilities: Magic+3%, Strength+3%, Icestrike, Waterstrike, Lightning- strike, Firestrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Bunyip: Stats should be 30-38. Have a weapon with the piercing abilities abd just attack it physically attack it. If you need to heal then do not be afraid to do so. It'll be over soon. ------------------------------------------------------------------------------- #22. Cactuar (Bikanel Desert) -> HP: 800 - 1200 -> MP: 1 -> AP: 8000 - 12000 -> Statistics: Str- 23, Mag- 1, Def- 1, Mdef- 255, Acc- 0, Agl- 24, Eva- 20, Luck- 15 -> Steal: Common- Chocobo Feather, Uncommon- Chocobo Wing -> Bribe: None -> Win: Common- 2 or 4 Speed Spheres, Uncommon- 3 or 6 Speed Spheres -> Gil Received: 1500 -> Immunities: Sleep, Silence, Darkness, Berserk, Poison, Petrify, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Demi, Threaten, Delay, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 2 -> Armor Abilities: HP+10%, MP Stroll, HP Stroll -> Weapon Abilities: Piercing, Initiative -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: 10000 Needles- Does 10000 of physical damage as a special attack. Run Away- Flees from battle. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- Cactuar: Have stats between 38-50. Use Hastega or Haste. Now use Aim many times. And use Tidus to attack. Now you have Lulu use Fire. Have Yuna summon any aeon, it might take some time (not too much though). Provoking it is also a very good idea for the fight. ------------------------------------------------------------------------------- #23. Cave Iguion (Via Purifico) -> HP: 550 - 825 -> MP: 1 -> AP: 240 - 480 -> Statistics: Str- 24, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 21, Eva- 9, Luck- 15 -> Steal: Common- Soft, Uncommon- Petrify Grenade -> Bribe: Gil- 11000, Item- 6 Petrify Grenades -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 300 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward, Defense+5% -> Weapon Abilities: Firestrike, Icestrike, Lightningstrike, Waterstrike, Magic+3%, Magic+5%, Piercing, Strength+3%, Strength+5% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage one one character with sometimes Silence, and Petrify statuses. ---> STRATEGIC TACTICS: <--- Cave Iguion: Stats should be about 32-36. Attacking it physically will work best. But magic is a decent alternative for this fight. If you don't feel right, don't hesitate to heal every once in awhile. ------------------------------------------------------------------------------- #24. Chimera (Macalania Woods) -> HP: 5250 - 1432 -> MP: 130 -> AP: 1220 - 1830 -> Statistics: Str- 25, Mag- 22, Def- 1, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- Arctic Wind, Uncommon- Lightning Marble -> Bribe: Gil- 105000, Item- 10 Mana Tablets -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres -> Gil Received: 970 -> Immunities: Sleep, Confuse -> Weaknesses: Doom- 2, Silence- 20, Darkness- 20, Poison- 0; 10% -> Elemental Affinities: [1/2 Damage] Fire, Water -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+10% -> Weapon Abilities: Piercing, Magic+10%, Magic+5% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Chimera: Stats should be 45-50. Put up 2 or these 3 (or maybe even all 3), Protect, Shell, Reflect. Learn it's attack pattern. Having your strongest attackers just attack is a good idea. The best idea here though is, to summon. ------------------------------------------------------------------------------- #25. Chimera (Home) -> HP: 9000 - 1432 -> MP: 200 -> AP: 2000 - 3000 -> Statistics: Str- 30, Mag- 25, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- 3 Arctic Winds, Uncommon- 3 Lightning Marbles -> Bribe: Gil- 180000, Item- 15 Underdog's Secrets -> Gil Received: 980 -> Immunities: Sleep, Poison, Confuse -> Weaknesses: Doom- 2, Silence- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Fire, Water -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+10% -> Weapon Abilities: Piercing, Magic+10%, Magic+5% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Chimera: Stats should be 50-65. Put up 2 or these 3 (or maybe even all 3), Protect, Shell, Reflect. Learn it's attack pattern. Having your strongest attackers just attack is a good idea. The best idea here though is, to summon. ------------------------------------------------------------------------------- #26. Chimera Brain (Calm Lands) -> HP: 9800 - 4060 -> MP: 250 -> AP: 1200 - 1800 -> Statistics: Str- 34, Mag- 32, Def- 10, Mdef- 10, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- Ice Gem, Uncommon- 2 Lightning Gems -> Bribe: Gil- 196000, Item- 2 Lv.4 Key Spheres -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres -> Gil Received: 1000 -> Immunities: Sleep, Confuse, Death -> Weaknesses: Doom- 2, Poison- 25; 10%, Magic Break- 25, Silence- 95 -> Elemental Affinities: [1/2 Damage] Fire, Water -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+10% -> Weapon Abilities: Piercing, Magic+10%, Magic+5% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Chimera Brain: Stats have to be in about the ranges of 70. Once you have met that requirement, go find it in the Calm Lands and follow the same strategy as the last 2 fights I've walked you through. ------------------------------------------------------------------------------- #27. Coeurl (Cavern of the Stolen Fayth, Calm Lands) -> HP: 6000 - 4060 -> MP: 480 -> AP: 1300 - 1950 -> Statistics: Str- 38, Mag- 26, Def- 1, Mdef- 40, Acc- 0, Agl- 18, Eva- 0, Luck- 15 -> Steal: Common- Mana Spring, Uncommon- Mana Spring -> Bribe: Gil- 120000, Item- 2 Friend Spheres -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 2 or 4 Mana Spheres -> Gil Received: 1100 -> Immunities: Threaten, Petrify -> Weaknesses: Doom- 2, Sleep- 95, Silence- 95, Poison- 25; 25%, Magic Break- 25, Zombie- 25, Death- 25 -> Elemental Affinities: [1/2 Damage] Lightning, Ice -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+10%, Death Ward, Defense+10% -> Weapon Abilities: Piercing, Strength+5%, Deathtouch, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Thundara- Lightning based magic attack on one character. Blizzara- Ice based magic attack on one character. Drain- Counter attack after it has lost 33% of health, drains part of one person's HP and adds it to Coeurl's. Blaster- Counter Attack after it has lost 33% of health, uses Petrification on one character. Silence- Inflicts Silence to one person. ---> STRATEGIC TACTICS: <--- Coeurl: Stats in the 65 range is best. If you wish to use magic in this fight do not do so with Thunder or ice, because it absorbs it. Just attack at it, and heal yourself after it's magic attacks. Summon anything other than Ixion, and Shiva, so Valefor or Ifrit are the way to go in terms of summons. ------------------------------------------------------------------------------- #28. Condor (Besaid) -> HP: 95 - 143 -> MP: 15 -> AP: 2 - 4 -> Statistics: Str- 9, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 10, Luck- 15 -> Steal: Common- Phoenix Down, Uncommon- Smoke Bomb -> Bribe: Gil- 1900, Item- 3 Smoke Bombs -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 12 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+3%, Dark Ward -> Weapon Abilities: Magic+3%, Strength+3%, Distil Mana, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Condor: At this point just attack once with Wakka. ------------------------------------------------------------------------------- #29. Dark Element (Cavern of the Stolen Fayth) -> HP: 1800 - 2700 -> MP: 280 -> AP: 810 - 1620 -> Statistics: Str- 1, Mag- 30, Def- 190, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15 -> Steal: Common- Shining Thorn, Uncommon- 2 Shining Thorns -> Bribe: Gil- 36000, Item- 3 Return Spheres -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 520 -> Immunities: Sleep, Darkness, Poison, Petrify, Zombie -> Weaknesses: Doom- 1, Silence- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Water Ward, Ice Ward, Fire Ward, Lightning Ward, Lightningproof -> Weapon Abilities: Piercing, Firestrike, Waterstrike, Distil Mana, Icestrike, Lightningstrike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Bio- Poison on one character. Osmose- Drains part of one character's MP and adds it to Dark Element's. Drain- Drains part of one character's HP and adds it to Dark Element's. Reflect- Casts Reflect on itself. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundara- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Dark Element: Have stats in between 40-50. Piercing him with those kinds of weapons is the best idea. But using Ultima is the best, since it frequently casts Reflect. ------------------------------------------------------------------------------- #30. Dark Flan (Mt. Gagazet, Zanarkand Ruins) -> HP: 12800 - 19200 -> MP: 250 -> AP: 3750 - 7500 -> Statistics: Str- 1, Mag- 30, Def- 220, Mdef- 200, Acc- 0, Agl- 11, Eva- 0, Luck- 15 -> Steal: Common- Star Curtain, Uncommon- 2 Star Curtains -> Bribe: Gil- 256000, Item- 2 White Magic Spheres -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 2 or 4 Mana Spheres -> Gil Received: 1080 -> Immunities: Sleep, Poison, Confuse, Petrify, Provoke, Death, Berserk, Delay -> Weaknesses: Doom- 1, Silence- 80, Darkness- 20, Slow- 95 -> Elemental Affinities: [1/2 Damage] Water, Lightning, Ice, Fire -> Zanmato Lv: 1 -> Armor Abilities: MP+20%, MP+10% -> Weapon Abilities: Piercing, Magic+10%, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Flare- Non-elemental magic damage on one character. White Wind- It recovers health as a counter attack after it has sustained enough damage. Bio- Poison on one character. Osmose- Drains part of one character's MP and adds it to Dark Flan's. Drain- Drains part of one character's HP and adds it to Dark Flan's. Demi- Depletes 1/4 of all characters current HP. ---> STRATEGIC TACTICS: <--- Dark Flan: Stats in the range of 60-75. Now, summon Bahamut, and keep using Impulse on it. Eventually it'll start piercing its jelly. But, it will start using White Wind to heal itself, but by this time you'll have Mega Flare, use it. ------------------------------------------------------------------------------- #31. Defender (Cavern of the Stolen Fayth) -> HP: 12000 - 4060 -> MP: 1 -> AP: 2700 - 4050 -> Statistics: Str- 40, Mag- 5, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15 -> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains -> Bribe: Gil- 240000, Item- 20 Stamina Tablets -> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1300 -> Immunities: Sleep, Poison, Petrify, Zombie, Confuse, Slow, Death, Threaten, Delay -> Weaknesses: Doom- 10, Darkness- 95 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Armor Abilities: SOS Protect, Defense+10% -> Weapon Abilities: Strength+3%, Strength+5%, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Haymaker- Physical damage on one character. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- Defender: Have stats near 65. Use provoke on it once, and always keep that person in your party. Have piercing weapons out to do that kind of damage. Don't summon. Spells with the affinity of water are another great choice here. ------------------------------------------------------------------------------- #32. Defender Z (Zanarkand Ruins, Omega Ruins) -> HP: 42300 - 8848 -> MP: 1 -> AP: 6000 - 9000 -> Statistics: Str- 45, Mag- 5, Def- 70, Mdef- 70, Acc- 0, Agl- 16, Eva- 0, Luck- 15 -> Steal: Common- 2 Lunar Curtains, Uncommon- 2 Lunar Curtains -> Bribe: Gil- 846000, Item- 5 Designer Wallets -> Win: Common- 1 or 2 Level 2 Key Spheres, Uncommon- 1 or 2 Level 3 Key Spheres -> Gil Received: 2400 -> Immunities: Sleep, Silence, Poison, Petrify, Slow, Zombie, Power Break, Delay, Threaten, Confuse, Death -> Weaknesses: Doom- 10, Darkness- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 (confirmation, please?) -> Armor Abilities: Defense+10%, SOS Protect -> Weapon Abilities: Strength+3%, Strength+5%, Piercing, Strength+10% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Haymaker- Physical damage on one character. Attack- Physical damage on one character. Blast Punch- Occasional counter and physical gravity attack, takes away a percentage of 50 current HP, and will delay your next turn of that one character. Counters after HP is about 21149 or even less. ---> STRATEGIC TACTICS: <--- Defender Z: Have stats near 75-80 for him. Follow the same basic strategy used in the last strategy mentioned. Feel free to make some of your own modifications as you see fit. ------------------------------------------------------------------------------- #33. Demonolith (Inside Sin, Omega Ruins) -> HP: 45000 - 13560 -> MP: 9999 -> AP: 11000 - 16500 -> Statistics: Str- 33, Mag- 99, Def- 1, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15 -> Steal: Common- 2 Petrify Grenades, Uncommon- 2 Petrify Grenades -> Bribe: Gil- 900000, Item- 40 Level 3 Key Spheres -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Level 3 Key Spheres -> Gil Received: 1470 -> Immunities: Sleep, Poison, Petrify, Confuse, Death, Berserk, Provoke -> Weaknesses: Doom- 10, Silence- 50, Darkness- 50, Power Break- 50 [80 - Int.] -> Elemental Affinities: [1/2 Damage] Water, Lightning, Fire, Ice -> Zanmato Lv: 1 -> Armor Abilities: Stone Ward, No Encounters, Stoneproof -> Weapon Abilities: Stonetouch, Stonestrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Pharaoh's Curse- Counters after an attack, Poison, Silence, Dark, Curse on the one character that strikes it. Breath- Petrification on all characters. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- Demonolith: Have stats between 140-170. Don't flat-out physically attack it because it will use "Pharaoh's Curse" which puts tons of bad effects on that one character. To avoid this fate, summon the Magus Sisters. They can finish it off with ease. +-ALTERNATE STRATEGY-+ Demonolith: Boy, is this bastard a pain in the neck!? He counters almost everything you throw at him with his pansy little 'Pharaoh's Curse'. But guess what... there's a way around that! Yes you hear correctly! Ok on the first move in the battle (if not done already) you should switch out everybody's weapon for one that has Silencestrike. Now have the most powerful attacker (probably Auron), nail it with that to Silence it. If this does not work, and it does get Pharaoh's Curse off, than have Tidus follow up with Silence Buster. Now just pound on it 'til it goes down. Invigorating!!! ------------------------------------------------------------------------------- #34. Dingo (Besaid) -> HP: 125 - 188 -> MP: 10 -> AP: 2 - 4 -> Statistics: Str- 13, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 10, Eva- 5, Luck- 15 -> Steal: Common- Potion, Uncommon- Sleeping Powder -> Bribe: Gil- 2500, Item- 4 Sleeping Powders -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 15 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Sleeptouch, Silencetouch, Magic Defense+3% -> Weapon Abilities: Piercing, Firestrike, Waterstrike, Icestrike, Lightning- strike, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Dingo: At this point just attack once with Tidus physically, and it will die. ------------------------------------------------------------------------------- #35. Dinonix (Kilika Forest) -> HP: 140 - 210 -> MP: 25 -> AP: 9 - 18 -> Statistics: Str- 14, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 13, Eva- 5, Luck- 15 -> Steal: Common- Soft, Uncommon- Petrify Grenade -> Bribe: Gil- 2800, Item- 2 Petrify Grenades -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 27 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [2x Damage] Ice [1/2 Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Defense+3%, Slow Ward -> Weapon Abilities: Magic+3%, Strength+3%, Icestrike, Firestrike, Waterstrike, Lightningstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage and sometimes silence and petrification on one person. ---> STRATEGIC TACTICS: <--- Dinonix: Have stats between 10-13. Just attack normally once or twice. But, you can also Lulu cast fire. ------------------------------------------------------------------------------- #36. Dual Horn (Mi'ihen Highroad) -> HP: 1875 - 560 -> MP: 18 -> AP: 42 - 63 -> Statistics: Str- 22, Mag- 3, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15 -> Steal: Common- Potion, Uncommon- Hi-Potion -> Bribe: Gil- 37500, Item- 60 Hi-Potion -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 105 -> Immunities: None -> Weaknesses: Doom- 2, Silence- 20, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: HP+5% -> Weapon Abilities: Silencetouch, Piercing, Firestrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Gore- Physical damage on one character. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Dual Horn: Have stats near 23. And attack normally a couple times. Summoning the aeon Valefor will work well here. Because it can't hit you, but you can hit it. ------------------------------------------------------------------------------- #37. Dual Horn (Home) -> HP: 3795 - 1432 -> MP: 22 -> AP: 820 - 1230 -> Statistics: Str- 27, Mag- 8, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Mega-Potion -> Bribe: Gil- 75900, Item- 25 Mega-Potions -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 520 -> Immunities: None -> Weaknesses: Doom- 2, Silence- 20, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: HP+5%, HP+10% -> Weapon Abilities: Silencetouch, Piercing, Firestrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Gore- Physical damage on one character. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Dual Horn: Have stats near 33. And attack normally a couple times. Summoning the aeon Valefor will work well here. Because it can't hit you, but you can hit it. ------------------------------------------------------------------------------- #38. Epaaj (Cavern of the Stolen Fayth, Calm Lands Gorge Bottom) -> HP: 8700 - 4060 -> MP: 25 -> AP: 970 - 1455 -> Statistics: Str- 28, Mag- 1, Def- 20, Mdef- 20, Acc- 0, Agl- 28, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions -> Bribe: Gil- 174000, Item- 25 Farplane Winds -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 950 -> Immunities: Sleep, Power Break, Poison -> Weaknesses: Doom- 2, Silence- 20, Darkness- 95 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Defense+5% -> Weapon Abilities: Strength+5%, Piercing, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Blades- On every 8th go, it uses physical damage on one character. Attack- Physical damage and poison on one person. ---> STRATEGIC TACTICS: <--- Epaaj: Stats should be close to 50. But, use your most agile character to attack it physically. The best alternate method is to use Firga. Or even bring in Bahamut to do your dirty work. ------------------------------------------------------------------------------- #39. Evil Eye (Lake Macalania) -> HP: 310 - 465 -> MP: 300 -> AP: 300 - 600 -> Statistics: Str- 1, Mag- 26, Def- 1, Mdef- 120, Acc- 0, Agl- 15, Eva- 13, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Musk -> Bribe: Gil- 6200, Item- 3 Musks -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 205 -> Immunities: None -> Weaknesses: Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: MP+10%, Confuse Ward -> Weapon Abilities: Lightningstrike, Icestrike, Firestrike, Waterstrike, Distil Mana, Piercing, Magic+3%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ---> STRATEGIC TACTICS: <--- Evil Eye: Have your stats at 20-23. Attack it a couple of times with Wakka's normal attack, or you can blind it with Dark Attack (if available). ------------------------------------------------------------------------------- #40. Evil Eye (Home, Airship) -> HP: 430 - 645 -> MP: 310 -> AP: 480 - 960 -> Statistics: Str- 1, Mag- 25, Def- 1, Mdef- 120, Acc- 0, Agl- 17, Eva- 13, Luck- 15 -> Steal: Common- Musk, Uncommon- 2 Musks -> Bribe: Gil- 8600, Item- 4 Musks -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 205 -> Immunities: None -> Weaknesses: Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: MP+10%, Confuse Ward -> Weapon Abilities: Lightningstrike, Icestrike, Firestrike, Waterstrike, Distil Mana, Piercing, Magic+3%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ---> STRATEGIC TACTICS: <--- Evil Eye: Have your stats at 30-33. Attack it a couple of times with Wakka's normal attack, or you can blind it with Dark Attack (if available). ------------------------------------------------------------------------------- #41. Exoray (Inside Sin) -> HP: 7400 - 11100 -> MP: 300 -> AP: 2400 - 4800 -> Statistics: Str- 1, Mag- 24, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- Silence Grenades, Uncommon- Ether -> Bribe: Gil- 148000, Item- Turbo Ether -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 840 -> Immunities: Darkness, Berserk, Zombie, Confuse -> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20 -> Elemental Affinities: [1/2 Damage] Water, Lightning, Ice [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: MP+10% -> Weapon Abilities: Strength+5%, Piercing, Defense+5% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Firaga- Fire based magic attack on one character. Pollen- Uses as a counter, and inflicts everyone with Darkness, Poison, and Silence. ---> STRATEGIC TACTICS: <--- Exoray: Have your stats more up near 79-86. Just attack at it physically and with Firaga. After about 2-5 hits it should be reduced to nothing. ------------------------------------------------------------------------------- #42. Fallen Monk --> Flamethrower* (Zanarkand Ruins) -> HP: 3300 - 4950 -> MP: 1 -> AP: 1200 - 1400 -> Statistics: Str- 28, Mag- 33, Def- 40, Mdef- 40, Acc- 0, Agl- 27, Eva- 0, Luck- 15 -> Steal: Common- 2 Candle of Lifes, Uncommon- Purifying Salt -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 540 -> Immunities: Silence, Slow, Power Break, Magic Break, Delay, Threaten, Provoke, Death, Bribe -> Weaknesses: Doom- 15, Sleep- 80, Darkness- 95, Poison- 50; 25%, Petrify- 50, Restoration <--- always in Zombie status -> Elemental Affinities: [2x Damage] Holy -> Zanmato Lv: 1 -> Armor Abilities: Zombie Ward, Magic Defense+5% -> Weapon Abilities: Strength+5%, Magic Counter, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Fire damage on all every character. ---> STRATEGIC TACTICS: <--- Fallen Monk: Have stats pretty close to 70. Use either a Phoenix Down or a Mega Phoenix on him and he will be un-undead. #42?. Fire Rifle (Zanarkand Ruins - Fallen Monk) -> HP: 1 - 1 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinites: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #43. Fallen Monk --> Bayonett* (Zanarkand Ruins) -> HP: 3300 - 4950 -> MP: 1 -> AP: 1200 - 1400 -> Statistics: Str- 28, Mag- 33, Def- 40, Mdef- 40, Acc- 0, Agl- 27, Eva- 0, Luck- 15 -> Steal: Common- 2 Candle of Lifes, Uncommon- Purifying Salt -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 540 -> Immunities: Silence, Slow, Power Break, Magic Break, Delay, Threaten, Provoke, Death, Bribe -> Weaknesses: Doom- 15, Sleep- 80, Darkness- 95, Poison- 50; 25%, Petrify- 50, Restoration <--- always in Zombie status -> Elemental Affinities: [2x Damage] Holy -> Zanmato Lv: 1 -> Armor Abilities: Zombie Ward, Magic Defense+5% -> Weapon Abilities: Strength+5%, Magic Counter, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage and sometimes Zombie on one character. ---> STRATEGIC TACTICS: <--- Fallen Monk: Have stats pretty close to 70. Use either a Phoenix Down or a Mega Phoenix on him and he will be un-undead. #43?. Rifle (Zanarkand Ruins - Fallen Monk) -> HP: 1 - 1 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinites: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #44. Flame Flan (The Calm Lands) -> HP: 1500 - 2250 -> MP: 200 -> AP: 480 - 960 -> Statistics: Str- 1, Mag- 20, Def- 180, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Fire Gem, Uncommon- 2 Fire Gems -> Bribe: Gil- 30000, Item- 10 Fire Gems -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 448 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Lightning [Absorption] Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Fire Ward, Fireproof -> Weapon Abilities: Piercing, Firestrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Firaga- Fire based magic attack on one character. ---> STRATEGIC TACTICS: <--- Flame Flan: Have stats up at 35, ok. Just attack a few times Ice magic or maybe even Water magic elemental attacks. A few (about 3) of these should do it in no time at all. ------------------------------------------------------------------------------- #45. Floating Death (Omega Ruins) -> HP: 6700 - 10050 -> MP: 520 -> AP: 7100 - 14200 -> Statistics: Str- 1, Mag- 45, Def- 1, Mdef- 120, Acc- 0, Agl- 33, Eva- 18, Luck- 15 Str- 1, Mag- 47, Def- 10, Mdef- 150, Acc- 0, Agl- 33, Eva- 18, Luck- 15 (Int) -> Steal: Common- 4 Musks, Uncommon- 5 Musks -> Bribe: Gil- 134000, Item- 10 Gambler's Spirits -> Win: Common- 2 or 4 Mana Spheres, Uncommon- 3 or 6 Mana Spheres -> Gil Received: 1265 -> Immunities: Sensor, Scan, Darkness -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: MP+10%, Confuse Ward, Confuseproof -> Weapon Abilities: Firestrike, Icestrike, Lightningstrike, Magic+5%, Piercing, Strength+5%, Waterstrike, Distil Speed -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Sonic Waves- Non-elemental damage on all peoples. Gaze Attack- Non-elemental damage and Confuse on one person. ---> STRATEGIC TACTICS: <--- Floating Death: Have stats near 100 or maybe even 115 to survive this. Some of the 3rd level magic attacks will do ok. What will do better is Bahamut, or, even better is some of the secret aeons. Valefor (if it is strong enough) should fair alright here as well. Ultima, and Flare can easily finish it off too. ------------------------------------------------------------------------------- #46. Floating Eye (Mi'ihen Highroad) -> HP: 140 - 210 -> MP: 200 -> AP: 21 - 42 -> Statistics: Str- 1, Mag- 18, Def- 1, Mdef- 120, Acc- 0, Agl- 10, Eva- 11, Luck- 15 -> Steal: Common- Echo Screen, Uncommon- Musk -> Bribe: Gil- 2800, Item- Musk -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 44 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: MP+5%, Confuse Ward -> Weapon Abilities: Firestrike, Icestrike, Lightningstrike, Magic+5%, Piercing, Strength+5%, Waterstrike, Distil Speed -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Gaze Attack- Non-elemental damage and Confuse on one person. ---> STRATEGIC TACTICS: <--- Floating Eye: Not much strategy involved in this one. Have moderately high stats and then go fight one. The best way to beat it is to use Wakka's ball, but then again there are other alternatives like using magic or summoning forth an aeon (especially Valefor). ------------------------------------------------------------------------------- #47. Funguar (Mushroom Rock Road) -> HP: 540 - 810 -> MP: 60 -> AP: 44 - 88 -> Statistics: Str- 1, Mag- 26, Def- 1, Mdef- 1, Acc- 0, Agl- 4, Eva- 0, Luck- 15 -> Steal Common- Silence Grenade, Uncommon- Ether -> Bribe: Gil- 10800, Item- 2 Turbo Ethers -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 42 -> Immunities: Zombie, Darkness -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20 -> Elemental Affinities: [1/2 Damage] Ice, Water, Lightning [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: MP+5%, Sleep Ward -> Weapon Abilities: Strength+3%, Sleeptouch, Magic+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Pollen- Counter, afflicts everbody with Sleep. Fire- Fire based magic attack on one character. ---> STRATEGIC TACTICS: <--- Funguar: Have stats near 29. I know it itself uses Fire attacks, but you reciprocate with some Fire of your own. Ifrit at this point is the best aeon to summon for this fight. ------------------------------------------------------------------------------- #48. Gandarewa (Mushroom Rock Road) -> HP: 148 - 220 -> MP: 160 -> AP: 32 - 64 -> Statistics: Str- 1, Mag- 23, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 12, Luck- 15 -> Steal: Common- Electro Marble, Uncommon- 2 Electro Marbles -> Bribe: Gil- 2960, Item- 3 Lightning Marbles -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 62 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Water -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+3%, Lightning Ward -> Weapon Abilities: Strength+3%, Piercing, Magic+3%, Lightning Ward,Distil Mana -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Thunder- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Gandarewa: Have stats at 21. Any magic attack does alright. But having Wakka attack it physically is the wisest tactic here. The very MOST it should take to knock it down to death is 2 turns. Water Magic is the best magic to use here however. ------------------------------------------------------------------------------- #49. Garm (Djose Road) -> HP: 240 - 360 -> MP: 35 -> AP: 48 - 96 -> Statistics: Str- 17, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 16, Eva- 7, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Sleeping Powder -> Bribe: Gil- 4800, Item- 7 Sleeping Powders -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 88 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning, Fire -> Zanmato Lv: 1 -> Armor Abilities: Silence Ward, Sleep Ward, Magic Defense+3% -> Weapon Abilities: Piercing, Firestrike, Waterstrike, Icestrike, Lightning- strike, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. And sometimes Sleep, Silence. ---> STRATEGIC TACTICS: <--- Garm: Have stats near the 21 area. Just attack normally about once or twice and that should be all there is to it fot this particular fight. ------------------------------------------------------------------------------- #50. Garuda (Besaid) -> HP: 1400 - 2100 -> MP: 50 -> AP: 8 - 12 -> Statistics: Str- 1, Mag- 10, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs -> Bribe: None -> Win: 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 30 -> Immunities: Zombie, Threaten, Sleep, Provoke, Confuse, Bribe -> Weaknesses: Doom- 3, Poison- 0; 25%, Sleep- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Dark Ward -> Weapon Abilities: Piercing, Strength+3%, Magic+3%, Darktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ---> STRATEGIC TACTICS: <--- Garuda: Stats near 25 is a good thing. Summoning Valefor will make quick work of this flying fiend. Black magic is alright as well. Overdrives are best if you use Tidus'. If you follow that, that will be all she wrote. ------------------------------------------------------------------------------- #51. Garuda (Luca Stadium - Fiend Attackings) -> HP: 1800 - 500 -> MP: 10 -> AP: 28 - 42 -> Statistics: Str- 18, Mag- 12, Def- 1, Mdef- 1, Acc- 20, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 0 -> Immunities: Sleep, Petrify, Confuse, Bribe, Berserk -> Weaknesses: Doom- 3, Poison- 0; 10% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Dark Touch -> Weapon Abilities: Piercing, Waterstrike, Lightningstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ---> STRATEGIC TACTICS: <--- Garuda: Stats near 31 is a good thing. Summoning Valefor will make quick work of this flying fiend. Black magic is alright, as well. Overdrives are best if you use Tidus'. If you follow that, that will be all she wrote. ------------------------------------------------------------------------------- #52. Garuda (Mushroom Rock Road) -> HP: 4000 - 560 -> MP: 50 -> AP: 170 - 255 -> Statistics: Str- 21, Mag- 40, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs -> Bribe: Gil- 80000, Item- 99 Smoke Bombs -> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 140 -> Immunities: Sleep, Confuse, Petrify, Provoke -> Weaknesses: Doom- 3, Poison- 0; 25%, Silence- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Dark Ward -> Weapon Abilities: Piercing, Strength+3%, Magic+3%, Darktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ---> STRATEGIC TACTICS: <--- Garuda: Stats near 36 is a good thing. Summoning Valefor will make quick work of this flying fiend. Black magic is alright as well. Overdrives are best if you use Tidus'. If you follow that, that will be all she wrote. ------------------------------------------------------------------------------- #53a. Gemini --> Left - Blunt *A* (Inside Sin) -> HP: 36000 - 13560 -> MP: 1 -> AP: 7800 - 11700 -> Statistics: Str- 33, Mag- 1, Def- 50, Mdef- 20, Acc- 9, Agl- 21, Eva- 1, Luck- 0 -> Steal: Common- Light Curtain, Uncommon- 2 Light Curtains -> Bribe: Gil- 720000, Item- 10 Stamina Tonics -> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1111 -> Immunities: Petrify, Zombie, Confuse, Slow, Power Break, Delay, Threaten, Berserk, Death -> Weaknesses: Doom- 3, Sleep- 80, Poison- 90; 20%, Darkness- 20, Silence- 20 -> Elemental Affinities: [1/2 Damage] Lightning, Fire -> Zanmato Lv: 1 -> Armor Abilities: SOS Regen, HP+10% -> Weapon Abilities: Piercing, Strength+10%, Magic+10% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 40/128 (31%) -> Abilities: Reaper- Physical damage to every character. Leaping Swing- Physical damage on one. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- Gemini: Have stats near 96. Have piercing weapons equipped to deal maximum efficiency damage to it. Bahamut or any secret aeon is smart here. Heal when you need to (that might be pretty often) and using Hastega in the beginning is al recommended. Blitz Ace is really good here also. Then, you hear the fat lady sing. +-ALTERNATE STRATEGY-+ Gemini: Armor Break is your friend here for getting its Defenses down and letting you alot more damage to them normally. You can also get this by using Banishing Blade. More alternatives would be to use character's Overdrives (especially Attack Reels and Slice & Dice). Heal with Yuna and/or items when you absolutely need to badly. #53b. Gemini --> Right - Blade *B* (Inside Sin) -> HP: 36000 - 13560 -> MP: 1 -> AP: 7800 - 11700 -> Statistics: Str- 33, Mag- 1, Def- 50, Mdef- 20, Acc- 9, Agl- 21, Eva- 1, Luck- 0 -> Steal: Common- Light Curtain, Uncommon- 2 Light Curtains -> Bribe: Gil- 720000, Item- 10 Stamina Tonics -> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1111 -> Immunities: Petrify, Zombie, Confuse, Slow, Power Break, Delay, Threaten, Berserk, Death -> Weaknesses: Doom- 3, Sleep- 80, Poison- 90; 20%, Darkness- 20, Silence- 20 -> Elemental Affinities: [1/2 Damage] Lightning, Fire -> Zanmato Lv: 1 -> Armor Abilities: SOS Regen, HP+10% -> Weapon Abilities: Piercing, Strength+10%, Magic+10% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 40/128 (31%) -> Abilities: Reaper- Physical damage to every character. Leaping Swing- Physical damage on one. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- Gemini: Have stats near 96. Have piercing weapons equipped to deal maximum efficiency damage to it. Bahamut or any secret aeon is smart here. Heal when you need to (that might be pretty often) and using Hastega in the beginning is al recommended. Blitz Ace is really good here also. Then, you hear the fat lady sing. +-ALTERNATE STRATEGY-+ Gemini: Armor Break is your friend here for getting its Defenses down and letting you alot more damage to them normally. You can also get this by using Banishing Blade. More alternatives would be to use character's Overdrives (especially Attack Reels and Slice & Dice). Heal with Yuna and/or items when you absolutely need to badly. These are just the different ones that show up with the other. Whether you interpreted the last one the one I am mentioning now, it matters not, just use the same strategy for this one as well. ------------------------------------------------------------------------------- #54. Ghost (Cavern of the Stolen Fayth) -> HP: 9999 - 4060 -> MP: 350 -> AP: 1450 - 2175 -> Statistics: Str- 1, Mag- 33, Def- 120, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- 2 Phoenix Downs, Uncommon- Farplane Shadow -> Bribe: Gil- 199980, Item- 38 Mega Phoenixes -> Win: Common- Mana Sphere, Uncommon- 2 Mana Spheres -> Gil Received: 810 -> Immunities: Sleep, Darkness, Poison, Petrify, Confuse, Berserk, Zombie, Slow, Armor Break, Mental Break, Threaten, Provoke, Death -> Weaknesses: Doom- 7, Silence- 95 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Death Ward, No Encounters, MP+10% -> Weapon Abilities: Piercing, Magic+10%, Magic+5%, Distil Mana -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Fira- Fire based magic attack on one character. Thundara- Lightning based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Doom- Begins 4 counts until Death. ---> STRATEGIC TACTICS: <--- Ghost: Have stats 66 or higher. Piercing weapons to attack is the best way to have a positive outcome in this battle. It will always cast doom. Just negate that with a Remedy. ------------------------------------------------------------------------------- #55. Gold Element (Thunder Plains) -> HP: 1200 - 1800 -> MP: 180 -> AP: 92 - 184 -> Statistics: Str- 1, Mag- 32, Def- 120, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: Common- Electro Marble, Uncommon- 2 Electro Marbles -> Bribe: Gil- 24000, Item- 20 Lightning Marbles -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 107 -> Immunities: Sleep, Zombie, Darkness, Poison, Petrify -> Weaknesses: Silence- 20, Doom- 1 -> Elemental Affinities: [1/2 Damage] Ice, Fire [Absorption] Lightning [2x Damage] Water -> Zanmato Lv: 1 -> Armor Abilities: Lightning Ward, Lightningproof -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 0 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Thunder- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Gold Element: Have stats close to the area of 32. Now use tons of Water spells on it. Or you can attack with a piercing weapon. ------------------------------------------------------------------------------- #56. Grat (Mt. Gagazet) -> HP: 4000 - 6000 -> MP: 25 -> AP: 980 - 1960 -> Statistics: Str- 28, Mag- 1, Def- 50, Mdef- 50, Acc- 0, Agl- 12, Eva- 0, Luck- 15 -> Steal: Common- 4 Antidotes, Uncommon- 3 Remedies -> Bribe: Gil- 80000, Item- 40 Remedies -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 520 -> Immunities: Darkness, Delay, Zombie, Slow -> Weaknesses: Doom- 2, Sleep- 80, Silence- 20, Petrify- 25, Death- 50, Poison- 25; 25% -> Elemental Affinities: [Immune] Water [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Poison Ward, HP+10%, HP+5% -> Weapon Abilities: Magic+5%, Piercing, Poisontouch, Strength+5% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 8/128 (6%) -> Abilities: Seed Burst- Physical damage on one person. And sometimes Confuse. Seed Cannon- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Grat: Have stats around 50 for these critters. Using Fire is a good idea, but using Water is not. So keep doing that. Attacking it physically is good too. Ifrit will fair pretty well in this battle. Yuna will be good for Esuna to heal from the confusion it can inflict on you. ------------------------------------------------------------------------------- #57. Great Malboro (Inside Sin, Omega Ruins) -> HP: 64000 - 13560 -> MP: 1 -> AP: 21000 - 31500 -> Statistics: Str- 35, Mag- 42, Def- 1, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15 -> Steal: Common- Remedy, Uncommon- Mana Tonic -> Bribe: Gil- 1280000, Item- 8 Wing to Discoveries -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 1900 -> Immunities: Sleep, Silence, Zombie, Berserk, Poison, Darkness, Petrify, Slow, Poison, Haste, Threaten, Confuse, Death -> Weaknesses: Doom- 5, Power Break- 50, Magic Break- 50, Armor Break- 50, Mental Break- 50 -> Elemental Affinities: [2x Damage] Fire [Immune] Water, Ice -> Zanmato Lv: 2 -> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward, Confuse Ward, Berserk Ward, Stone Ward -> Weapon Abilities: Sleeptouch, Silencetouch, Poisontouch, Piercing, Darktouch -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Bad Breath- Inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness on characters. Eat- Physical damage on one person as a counter. Acid Juice- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Great Malboro: Stats better be in 185 or even higher. The Magus Sisters can discombobulate it within a couple of turns (if none of them are Passados). Anima and Bahamut can be your friends here to. And if you summon Yojimbo, pay him within the 5000 to 15000 range for a Kozuka, but hopefully a Wakizashi and that should do it in for alot of damage. If you are ambushed by it, hope you have Auron's overdrive guage full, with first strike on, and pull off a Shooting Star. Goodbye Great Malboro. The best Black Magic to use here is definitely Fire. +-ALTERNATE STRATEGY-+ Great Malboro: Yo, wasup, Mr. Ambush-a-lot!? Now you're gonna die and there is nothing you and your little bad ambushing habit can do about it, either! *sticks toungue out* What you're going to do first is (if it ambushes you) hope you have everyone's weapon with First Strike. Now you could Shooting Star it with Auron like I previously mentioned, or you could at that point, use Delay Buster on GM. Now you can pound it with Mugs, Quick Hits or even knock back to the stone age with overdrives. ------------------------------------------------------------------------------- #58. Grenade (Mt. Gagazet) -> HP: 7500 - 5384 -> MP: 63 -> AP: 1350 - 2700 -> Statistics: Str- 26, Mag- 24, Def- 1, Mdef- 150, Acc- 0, Agl- 17, Eva- 0, Luck- 15 -> Steal: Common- 2 Fire Gems, Uncommon- 3 Fire Gems -> Bribe: Gil- 150000, Item- 12 Shining Gems -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 540 -> Immunities: Sleep, Zombie, Eject, Threaten -> Weaknesses: Silence- 95,Poison- 25; 25%, Petrify- 50,Death- 50, Darkness- 50 -> Elemental Affinities: [Absorption] Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Fireproof, Fire Ward -> Weapon Abilities: Firestrike, Piercing, Distil Power -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 20/128 (15%) -> Abilities: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ---> STRATEGIC TACTICS: <--- Grenade: Have stats 40+. Ifrit is perfect to bring in. It will only use Fira on Ifrit and that will only heal you. All the while you are using Meteor Strike and normal attacks. That should do the job. ------------------------------------------------------------------------------- #59. Grendel (Mt. Gagazet) -> HP: 9500 - 6972 -> MP: 62 -> AP: 2600 - 3900 -> Statistics: Str- 41, Mag- 23, Def- 50, Mdef- 1, Acc- 0, Agl- 31, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Mega-Potion -> Bribe: Gil- 190000, Item- 60 Mega-Potions -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres -> Gil Received: 730 -> Immunities: Slow, Magic Break -> Weaknesses: Doom- 2, Sleep- 80, Darkness- 95, Poison- 25; 25%, Petrify- 25, Zombie- 25, Death- 50 -> Elemental Affinities: [1/2 Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: HP+10% -> Weapon Abilities: Silencestrike, Piercing, Distil Ability, Firestrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Attack- Physical damage on one person. Gore- Physical damage on one person. Charging- Starts count to Flame Ball. Flame Ball- Fire damage to all, after 1 count of "Charging." ---> STRATEGIC TACTICS: <--- Grendel: Have stats close to 60 (you don't need it, but for alot of the fiends there you'll need stats like that). So have piercing weapons to physically attack at it. I found it useful to use Lulu for a bombardment of Watergas. Bahamut will school Grendel. ------------------------------------------------------------------------------- #60a. Guado Guardian 1 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. ---> STRATEGIC TACTICS: <--- Guado Guardian: Have stats close to the area of 35 and you'll be fine. Just use your most powerful attackers to attack it. Thats all. There is no real need for magic and summons here. #60b. Guado Guardian 2 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Shell- Puts Shell status on Wendigo as desperation. ---> STRATEGIC TACTICS: <--- Guado Guardian: Have stats close to the area of 35 and you'll be fine. Just use your most powerful attackers to attack it. Thats all. There is no real need for magic and summons here. ------------------------------------------------------------------------------- #61a. Guado Guardian (Macalania Temple - Seymour Guado Battle) -> HP: 2000 - 2000 -> MP: 10 -> AP: 290 - 435 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- Ether -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 300 -> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk -> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+5%, HP+5%, Magic Defense+3% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Blizzard- Ice based magic attack on one character. Fire- Fire based magic attack on one character. Shremedy- Inflicts Confuse on one person. Protect- Halves all physical damage attacks. Remedy- Heals abnormal status done to leader (Seymour). Auto-Potion- After any damage is done, counter attacks by auto-healing. ---> STRATEGIC TACTICS: <--- Guado Guardian: Have stats close to the area of 30 and you'll be fine. Just use your most powerful attackers to attack it. Thats all. There is no real need for magic and summons here. #61b. Guado Guardian (Macalania Temple - Seymour Guado Battle) -> HP: 2000 - 2000 -> MP: 10 -> AP: 290 - 435 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- Ether -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 300 -> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk -> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+5%, HP+5%, Magic Defense+3% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Blizzard- Ice based magic attack on one character. Fire- Fire based magic attack on one character. Shremedy- Inflicts Confuse on one person. Protect- Halves all physical damage attacks. Remedy- Heals abnormal status done to leader (Seymour). Auto-Potion- After any damage is done, counter attacks by auto-healing. ---> STRATEGIC TACTICS: <--- Guado Guardian: Have stats close to the area of 35 and you'll be fine. Just use your most powerful attackers to attack it. Thats all. There is no real need for magic and summons here. ------------------------------------------------------------------------------- #62. Guado Guardian (Home) -> HP: 2600 - 1432 -> MP: 600 -> AP: 540 - 1080 -> Statistics: Str- 1, Mag- 24, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions -> Bribe: Gil- 52000, Item- 30 X-Potions -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 380 -> Immunities: Magic Break, Threaten, Confuse, Sleep, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Death- 25, Silence- 20, Petrify- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: HP+5%, Magic Defense+3%, MP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. ---> STRATEGIC TACTICS: <--- Guado Guardian: Have stats close to the area of 38 and you'll be fine. Just use your most powerful attackers to attack it. Thats all. There is no real need for magic and summons here. ------------------------------------------------------------------------------- #63. Halma (Omega Ruins) -> HP: 13000 - 13560 -> MP: 1 -> AP: 5300 - 10600 -> Statistics: Str- 46, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 23, Eva- 0, Luck- 15 Str- 46, Mag- 1, Def- 30, Mdef- 150, Acc- 0, Agl- 23, Eva- 0, Luck- 15 -> Steal: Common- 3 Hypello Potions, Uncommon- 2 Shadow Gems -> Bribe: Gil- 260000, Item- 20 Supreme Gems -> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres -> Gil Received: 1030 -> Immunities: Scan, Sensor -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [1/2 Damage] Water, Lightning, Ice [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Berserk Ward, Berserkproof -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one person, and sometimes Slow. ---> STRATEGIC TACTICS: <--- Halma: Have stats up at around the range of 97. Have piercing weapons on at this point. Use them to attack profusely at the armored mole. With those stats and those weapons about 2-3 attacks should break it down. Always avoid using Lightning, Ice, and Water magic. But, it's a great idea to use Fire as it does 2x the normal damage. ------------------------------------------------------------------------------- #64. Ice Flan (Lake Macalania) -> HP: 1350 - 2025 -> MP: 160 -> AP: 300 - 600 -> Statistics: Str- 1, Mag- 21, Def- 120, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- Arctic Wind, Uncommon- 2 Arctic Winds -> Bribe: Gil- 27000, Item- 9 Ice Gems -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 188 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Lightning [Absorption] Ice [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Ice Ward, Iceproof -> Weapon Abilities: Piercing, Distil Mana, Icestrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Blizzara- Ice based magic attack on one character. ---> STRATEGIC TACTICS: <--- Ice Flan: Have stats pretty close to 32. Just pierce it with a corresponding weapon that has Firestrike on it. Or using Fire magic will do just as nicely for this fight. ------------------------------------------------------------------------------- #65. Iguion (Macalania Woods) -> HP: 370 - 555 -> MP: 70 -> AP: 240 - 480 -> Statistics: Str- 23, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 19, Eva- 8, Luck- 15 -> Steal: Common- Soft, Uncommon- Petrify Grenade -> Bribe: Gil- 7400, Item- 5 Petrify Grenades -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or Power Spheres -> Gil Received: 138 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Fire, Water [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward, Defense+3% -> Weapon Abilities: Waterstrike, Firestrike, Icestrike, Lightningstrike, Piercing, Magic+3%, Strength+3% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one person, and sometimes Silence and Petrify. ---> STRATEGIC TACTICS: <--- Iguion: Have you stats at 27 or close to that. Then, just exchange physical attacks with it's attacks, heal only when need be. ------------------------------------------------------------------------------- #66. Imp (Mt. Gagazet, Cavern of the Stolen Fayth) -> HP: 880 - 1320 -> MP: 300 -> AP: 770 - 1540 -> Statistics: Str- 1, Mag- 25, Def- 1, Mdef- 180, Acc- 0, Agl- 24, Eva- 16, Luck- 15 -> Steal: Common- Lightning Gem, Uncommon- 2 Lightning Gems -> Bribe: Gil- 17600, Item- 4 Lv.1 Key Spheres -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 610 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Water -> Zanmato Lv: 1 -> Armor Abilities: Lightningproof, Lightning Ward (might be more) -> Armor/Weapon Dropped: Slots: 1 Pre-Customized Abilities: 1 Drop Percentage: 4/128 (3%) -> Abilities: Thundaga- Thunder based magic attack on one character. ---> STRATEGIC TACTICS: <--- Imp: Have stats near the 31 mark, and you'll do well here. Use tons of Water magic against it. Physically attacking here probably will not be the best idea in the world, because by this point you are not that fast. ------------------------------------------------------------------------------- #67. Ipiria (Mi'ihen Highroad) -> HP: 180 - 270 -> MP: 35 -> AP: 24 - 48 -> Statistics: Str- 15, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 13, Eva- 7, Luck- 15 -> Steal: Common- Soft, Uncommon- Petrify Grenade -> Bribe: Gil- 3600, Item- 3 Petrify Grenades -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 46 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Defense+3%, Slow Ward -> Weapon Abilities: Firestrike, Waterstrike, Icestrike, Lightningstrike, Piercing, Distil Speed -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one person, and sometimes Silence and Petrify. ---> STRATEGIC TACTICS: <--- Ipiria: Stats can be between 15-23. Attacking it will be a good idea. It is weak to Ice besed magic attacks, so you know the way to go from there, right? ------------------------------------------------------------------------------- #68. Iron Giant (Thunder Plains) -> HP: 3600 - 924 -> MP: 1 -> AP: 800 - 1200 -> Statistics: Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: Common- Light Curtain, Uncommon- Light Curtain -> Bribe: Gil- 72000, Item- Stamina Tonic -> Win: Common- 2 or 4 Power Spheres, Uncommon- 3 or 6 Power Spheres -> Gil Received: 600 -> Immunities: Confuse, Threaten, Berserk, Silence -> Weaknesses: Sleep- 50, Darkness- 95, Doom- 2, Poison- 0; 25% -> Elemental Affinities: [1/2 Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS Regen, HP+5%, HP+10% -> Weapon Abilities: Piercing, Strength+10%, Strength+5%, Magic+10%, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Reaper- Every 4 turns he does it, physical damage to all characters. Attack- Physical damage on one person. Leaping Swing- After being "Provoked" he does it for physical damage to only one person. ---> STRATEGIC TACTICS: <--- Iron Giant: Have you stats anywhere from mid to high 30's. Just have Auron lead an all-out assault of physical attacks on it. About 3-5 hits should bring the big guy down. ------------------------------------------------------------------------------- #69. Killer Bee (Kilika Woods) -> HP: 110 - 165 -> MP: 5 -> AP: 9 - 18 -> Statistics: Str- 8, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 10, Luck- 15 -> Steal: Common- Antidote, Uncommon- Poison Fang -> Bribe: Gil- 2200, Item- Poison Fang -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 23 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Poison Ward, MP+5% -> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike, Distil Speed, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one, and sometimes Poisoning occurs. ---> STRATEGIC TACTICS: <--- Killer Bee: Have stats from 5-11, then you're set. Just attack it once with Wakka, or Fire with Lulu and it will fall. ------------------------------------------------------------------------------- #70. Kusariqqu (The Thunder Plains) -> HP: 445 - 668 -> MP: 31 -> AP: 92 - 184 -> Statistics: Str- 32, Mag- 35, Def- 1, Mdef- 120, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Silver Hourglass -> Bribe: Gil- 8900, Item- 20 Silver Hourglass -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 112 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: HP+5%, Slow Ward -> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike, Distil Power, Piercing, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Thunder Breath- Lightning damage one everybody. Attack- Physical damage to one person. ---> STRATEGIC TACTICS: <--- Kusariqqu: Have stats close to 32 or 33. Use Auron to pierce its heavy skin. 2 hits should most definitely do it. ------------------------------------------------------------------------------- #71. Lamashtu (Mushroom Rock Road) -> HP: 275 - 413 -> MP: 21 -> AP: 32 - 64 -> Statistics: Str- 23, Mag- 20, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 16 -> Steal: Common- Potion, Uncommon- Silver Hourglass -> Bribe: Gil- 5500, Item- 10 Silver Hourglasses -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 72 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: HP+5%, Slow Ward -> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike, Distil Power, Piercing, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Ice Breath- Ice damage one everybody. Attack- Physical damage to one person. ---> STRATEGIC TACTICS: <--- Lamashtu: Have stats around the marks of 24. Now, just use Auron to attack at it non-stop. If you get hit too hard by it all you'll have to do is use a Potion to recuperate from it. ------------------------------------------------------------------------------- #72. Land Worm (Inside Sin) -> HP: 80000 - 13560 -> MP: 160 -> AP: 22000 - 33000 -> Statistics: Str- 55, Mag- 50, Def- 10, Mdef- 10, Acc- 0, Agl- 21, Eva- 0, Luck- 15 -> Steal: Common- Stamina Spring, Uncommon- Stamina Spring -> Bribe: Gil- 1600000, Item- 2 Dark Matters -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres -> Gil Received: 2200 -> Immunities: Death, Threaten, Berserk, Slow, Petrify, Zombie, Confuse, Eject, Provoke -> Weaknesses: Doom- 10, Sleep- 80, Silence- 20, Darkness- 20, Poison- 0; 2%, Power Break- 50, Magic Break- 50 -> Elemental Affinities: None -> Zanmato Lv: 1-2 (???) -> Armor Abilities: HP+10%, Auto-Potion -> Weapon Abilities: Slowtouch, Slowstrike, Strength+5%, Piercing, Defense+5% -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Readying Quake- Starts count to Earthquake. Attack- Physical damage on one person. Earthquake- On every 7th go, it uses it for non-elemental magic damage. Regurgitate- After 5 hits on it, it'll spit up any swallowed character, and'll Delay the spat up character's next go around. Swallow- After 10 hits on it, it'll swallow a character from the fight. ---> STRATEGIC TACTICS: <--- Land Worm: Have stats close to 100 to be able to do battle at max ifficiency. Now use whomever your most powerful characters to attack at it. Doing about 9999 damage per hit. That is actually your second more reliable method here, but use either Bahamut or your secret aeons to use their overdrives. If you use that, they might kill it in one hit. ------------------------------------------------------------------------------- #73. Larva (Thunder Plains) -> HP: 1498 - 924 -> MP: 1000 -> AP: 262 - 393 -> Statistics: Str- 10, Mag- 19, Def- 40, Mdef- 45, Acc- 0, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains -> Bribe: Gil- 29960, Item- 10 Shining Thorns -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 330 -> Immunities: Confuse, Sleep, Darkness, Poison, Slow, Berserk -> Weaknesses: Doom- 2 -> Elemental Affinities: [Absorption] Lightning [2x Damage] Water -> Zanmato Lv: 1 -> Armor Abilities: Lightning Ward -> Weapon Abilities: Piercing, Lightningstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Fire- Fire based magic attack on one character. Thundara- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Larva: Not too much of a challenge. Stats should now be at 27-28. Just use Lulu to attack with Water magic, and/or use Auron to physically attack it. ------------------------------------------------------------------------------- #74. Machea (Omega Ruins) -> HP: 18000 - 13560 -> MP: 59 -> AP: 8300 - 12450 -> Statistics: Str- 35, Mag- 1, Def- 55, Mdef- 10, Acc- 0, Agl- 39, Eva- 0, Luck- 15 Str- 40, Mag- 1, Def- 70, Mdef- 30, Acc- 0, Agl- 39, Eva- 0, Luck- 15 -> Steal: Common- 2 Hi-Potions, Uncommon- Stamina Tonic -> Bribe: Gil- 360000, Item- 60 Chocobo Wings -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 1450 -> Immunities: Sleep, Poison, Power Break, Scan, Sensor -> Weaknesses: Doom- 3, Silence- 20, Darkness- 95 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Defense+20%, Defense+10% -> Weapon Abilities: SOS Overdrive, Strength+5%, Piercing, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Blades- On every 8th go, it uses physical damage on one character. Attack- Physical damage and Poison on one person. ---> STRATEGIC TACTICS: <--- Machea: Stats should surely be at least 110 for this, I think. Now, have a fast but powerful attacker just physically attack it. Most likely, that will category will be filled by Tidus (so he is who you use). You will need to heal on a consistent basis, so have many restorative items ready for your disposal. Magus Sisters will make quick work of it. ------------------------------------------------------------------------------- #75. Maelspike (Mt. Gagazet) -> HP: 10000 - 7500 -> MP: 35 -> AP: 600 - 900 -> Statistics: Str- 40, Mag- 33, Def- 50, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- 2 Water Gems, Uncommon- 3 Water Gems -> Bribe: Gil- 200000, Item- Attribute Sphere -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 330 -> Immunities: Threaten, Slow, Confuse, Sleep -> Weaknesses: Doom- 1, Poison- 0; 25% -> Elemental Affinities: [Immune] Water [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Zombie Ward, Defense+10%, Defense+5% -> Weapon Abilities: Strength+5%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Maelstrom- Non-elemental magic damage on every character. Rush- Physical damage on one person. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- Maelspike: Have your stats near 63. And just attack with Tidus and Wakka, use Rikku for healing purposes. Use overdrives as the opportunities arise. ------------------------------------------------------------------------------- #76. Mafdet (Lake Macalania) -> HP: 710 - 1065 -> MP: 25 -> AP: 300 - 600 -> Statistics: Str- 29, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Hypello Potion -> Bribe: Gil- 14200, Item- 28 Hypello Potions -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 172 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [2x Damage] Ice, Lightning -> Zanmato Lv: 1 -> Armor Abilities: Defense+5%, Berserk Ward -> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike, Distil Power, Piercing, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one person, and occasionally Slow. ---> STRATEGIC TACTICS: <--- Mafdet: Stats would be best near 36-38. Just attack with Auron for some super damage. Use Lulu to attack with Ice and/or Thunder magic. You should ne done in no time at all. ------------------------------------------------------------------------------- #77. Magic Urn (Cavern of the Stolen Fayth) -> HP: 999999 - (is still a mystery) -> MP: 9999 -> AP: (yet to be discovered) -> Statistics: Str- 1, Mag- 40, Def- 255, Mdef- 255, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: (is still a mystery) -> Gil Received: (not known at this time) -> Immunities: Sleep, Silence, NulBlaze, NulShock, NulFrost, NulTide, Darkness, Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Power Break, Magic Break, Armor Break, Mental Break, Demi, Threaten, Delay, Death, Eject, Provoke, Bribe -> Weaknesses: Doom- 200 -> Elemental Affinities: None -> Zanmato Lv: (I'm still trying it out - for now 1) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Wrong!- If you hit the incorrect current eye it will explode on you like a counter. Bingo!- If you hit the correct current eye it will give you an item like a counter. Self-Destruct- If you get a "Wrong!" it'll explode for non-elemental magic damage on you. #77.1. "Eye" [x7] (CotSF - Magic Urn fights) -> HP: 1 - N/A -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 15 -> Steal: [technically,--see Magic Urn] -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Silence, NulBlaze, NulShock, NulFrost, NulTide, Darkness, Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Power Break, Magic Break, Armor Break, Mental Break, Demi, Threaten, Delay, Death, Eject, Provoke, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Aside from what I've been yapping about in this guide ever since the beginning of it, there is a way to deal with this Magic Urn that can actually kill it. There are two ways of doing this: a) You can use Yojimbo's Zanmato. For great info on Zanmato, refer to Azure Edge's amazing Yojimbo FAQ. b) This way is to cast Doom spell and then wait/skip (Triangle) 200 turns when it will die. Now I'd like to cover the "Magic Pot Quest", perhaps the most enigmatic of all sidequests in FFX and one pertaining to this enemy. For those of you who don't know, or, for those who simply remember these things from previous Final Fantasy titles where they served a completely different and so far have proved more of a purpose. Time to begin explanation: Your main desideratum this time around with Magic Pots is to keep hitting one of the five different eyes seven times in a row while receiving an item for each "Bingo" that you get. If you happen to hit a wrong eye while doing this, you will get a very unsatisfying "Wrong" which will trigger Magic Pot to Self-Destruct causing some major damage to entire party at some lower levels of power. Let us begin. Says Hikensasameyuki: "There is absolutely no evidence to indicate that there is a 1/5 chance of correctly choosing an eye. The most popular current theory supports a progressive probability of success based on the number of eyes already correctly chosen, thus increasing the difficulty of winning the 'seven prizes in all, while supplies last.' This would be something like 4/5 for the first two choices, 3/5 for the third and fourth, 2/5 for the fifth and sixth, and finally 1/5 for the final choice." So looking at your all together chances for completion, you have about a 1/678 chances for finishing it with all 7 bingos. And as you can plainly see, that is not alot, or, at least not enough for someone to complete it thus far. This theory was put together by me, SinirothX, and is what I have lived by, but I do not think it is 100% accurate (nor are any others right now 100% accurate). Here's how this theory/method goes: This theory or method as I like to call it is based totally off of Luck and 7s/ 5s. Now before we start let me again state that I do not know if this theory is accurate, it is just a theory. Your first preparation that you're going to need to make is to get all your characters to have a Luck stat of 255, and no less. So, I suggest that you make a different file just for this if you are planning to also have maxed-out statistics with your characters and original Luck after finishing the Sphere Grid normally. Note that it has to be maxed to 255 with *everybody*. Now you go into the Cavern of the Stolen Fayth via the Calm Lands Gorge Bottom and locate a Magic Urn (I usually have more Luck finding them in greener-colored areas on the ground). I also suggest having all the celestials. When in the fight choose your three characters for starting and then have them each attack an eye and pray to get a Bingo for each one, if not, then... too bad. After all of them get three successful attacks in a row, you're going to switch them all out for a new set of three characters. Now, have them each attack an eye and then each time you're hoping to receive Bingos. This is imperative that you attack each time with a different character for a reason that I do not currently know. And then, would you look at that, you're at your final hit, and, you still have one character left. Balances out perfectly even. If you are the luckiest person on Earth you would've recieved the final Bingo and the final item. Now for the rest it is just technical info: Now we will take a look at how having 255 Luck will increase your chances for succeeding (note that even 254 won't raise chances from first theory chances).: Luck (255)/ Number of Eyes (5)/ Number of Desired Hits (7) = about 7.2 which we put under 10 (10/7.2). This will be your chances for every one hit which is the same as 5/3.6. So from this we have 1/12 chances or ~1.38% of finishing it. Again this is not fully tested (boy I wish I could hack into game data...)...:) All of the eyes are randomly chosen each time you attack, but, depending on just which hit you're on, the game can be "nicer" to you and give you "luckier" chances of getting a Bingo. You can see this just from taking a gander at first theory that was listed in this section. --> I have formulated another theory since then which goes like this: First of all, for the first four hits, you use what is, I believe, the popularly accepted fact of progressively increasing difficulty. First hit = 4/5 or 80% chance (one eye is wrong, four are right) Second hit = 3/5 or 60% chance (two eyes are wrong, three are right) Third hit = 2/5 or 40% chance (three eyes are wrong, two are right) Fourth hit = 1/5 or 20% chance (four eyes are wrong, one is right) From there, the chances are all dependent on your Luck statistic. If it's maxed out with a character, you have the highest possible chance of 5/255 (~2%). However, the lower your Luck is, the lower the numerator gets...say you have 100 Luck, your numerator would be considerably lower than 5 (but not equal or proportional fractions to the maximum one of 5/255). I'm not sure if this has been hinted at before, disproved, or what, but I'll be looking into its possibilities. Kudos to CajunRipBong for the following pieces of information from the Final Fantasy X message board: He or at least someone (I don't know his source) believes that with the number of eyes there are (5) you multiply that times a power of all of the needed hits for completion (7) and put that over a little numerator of 1 like this 1/5^7 or... 1/78125 or... 0.0000128 as the believed chances for desired outcome which I think (I haven't put this theory to any form of a test *yet*) is hell because that is practically nothing (note that I'm not saying your information is not valid). Just thought you might want that too. ^_^ This concludes for the theories. This is the part where I will list items for all hits that you can get while attempting to hit all the eyes correctly. And then I will list what prizes that I got while I was doing this. All will be listed here except for the seventh hit because quite frankly, I do not think that anyone has ever hit all 7 bingo. - ALL POSSIBLE ITEMS Potion Soul Spring Silver Hourglass Frag Grenade Elixir Ether Phoenix Down Lunar Curtain Gold Hourglass Stamina Tablet Note: There might be more possible items, but those were all I have ever, ever received when trying this. - ITEMS I'VE RECEIVED ON MY ONLY 6-HIT TRY Hit 1. Top Left Eye- Frag Grenade Hit 2. Bottom Right Eye- Phoenix Down Hit 3. Middle Eye- Elixir Hit 4. Top Left Eye- Silver Hourglass Hit 5. Bottom Right Eye- Lunar Curtain Hit 6. Middle Eye- Gold Hourglass The seventh hit I didn't get, though... Note: These were only my results, everybody's are usually different. ------------------------------------------------------------------------------- #78. Malboro (Calm Lands, Cavern of the Stolen Fayth) -> HP: 27000 - 4060 -> MP: 1 -> AP: 2200 - 3300 -> Statistics: Str- 32, Mag- 32, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- Remedy, Uncommon- Remedy -> Bribe: Gil- 540000, Item- 4 Wings To Discoveries -> Win: Common- 2 or 4 Mana Sphere, Uncommon- 2 or 4 Mana Sphere -> Gil Received: 1500 -> Immunities: Sleep, Silence, Darkness, Poison,Berserk, Petrify, Slow, Confuse, Haste, Zombie, Threaten, Death -> Weaknesses: Doom- 3 -> Elemental Affinities: [Immune] Ice, Water [2x Damage] Fire -> Zanmato Lv: 2 -> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward, Confuse Ward, Berserk Ward, Stone Ward -> Weapon Abilities: Sleeptouch, Silencetouch, Poisontouch, Piercing, Darktouch -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Bad Breath- Inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness on characters. Acid Juice- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Malboro: Have stats closer to 50-53 to take this beastly foe. Start off with Tidus using Haste of Hastega, if it is available. Now just have Lulu attack with the element of Fire and use Auron and Tidus to attack. After 5-7 hits it should be lying at your feet. ------------------------------------------------------------------------------- #79. Mandragora (Mt. Gagazet) -> HP: 31000 - 5384 -> MP: 120 -> AP: 6230 - 9345 -> Statistics: Str- 34, Mag- 40, Def- 12, Mdef- 15, Acc- 0, Agl- 15, Eva- 0, Luck- 15 -> Steal: Common- 2 Remedies, Uncommon- 3 Remedies -> Bribe: Gil- 620000, Item- 24 Return Spheres -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 1200 -> Immunities: Darkness, Provoke, Confuse, Zombie, Slow, Berserk, Provoke, Threaten -> Weaknesses: Doom- 3, Sleep- 80, Poison- 25; 5%, Petrify- 25, Death- 50 -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward, Confuse Ward, Berserk Ward, Stone Ward -> Weapon Abilities: Magic+5%, Piercing, Poisontouch, Strength+5% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Attack- Physical damage and Poison on one person. Ochu Dance- Inflicts everyone with Confuse, Darkness, Slow, Silence. It will use it after it has been left with about 15500 HP or even less than that. Earthquake- Physical damage on all of the people. ---> STRATEGIC TACTICS: <--- Mandragora: Have stats up in the way of 65. Just have Yuna summon Bahamut, and have Lulu attack with Firaga. Maybe even have Auron just attack it physically. ------------------------------------------------------------------------------- #80. Master Coeurl (Omega Ruins) -> HP: 13000 - 13560 -> MP: 540 -> AP: 6500 - 9750 -> Statistics: Str- 42, Mag- 38, Def- 1, Mdef- 40, Acc- 0, Agl- 23, Eva- 0, Luck- 15 Str- 42, Mag- 38, Def- 50, Mdef- 50, Acc- 0, Agl- 28, Eva- 0, Luck- 25 (Int) -> Steal: Common- 2 Farplane Shadows, Uncommon- 4 Farplane Shadows -> Bribe: Gil- 260000, Item- Warp Sphere -> Win: Common- 1 or 2 Lv.1 Key Spheres, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 2030 -> Immunities: Threaten -> Weaknesses: Doom- 2, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [Immune] Ice, Lightning -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+10%, Death Ward, Deathproof, Defense+10% -> Weapon Abilities: Deathtouch, Magic+5%, Piercing, Deathstrike, Strength+5%, Magic+10% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Thundaga- Lightning based magic attack on one character. Drain- Drains part of one character's HP and adds it to Master Coeurl's. Blaster- Inflicts Petrification on one person after it has less than 33% HP of health. Blizzaga- Ice based magic attack on one character. ---> STRATEGIC TACTICS: <--- Master Coeurl: Have stats closer to 85-97. Don't attack it with Ice nor Thunder. Just have Tidus, Auron...well basically all of your characters who are strongest in the Strength department to go at it. Use Yuna to summon, and use anyone else just to heal your party. ------------------------------------------------------------------------------- #81. Master Tonberry (Omega Ruins) -> HP: 48000 - 13560 -> MP: 1 -> AP: 20000 - 30000 -> Statistics: Str- 47, Mag- 52, Def- 10, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15 Str- 47, Mag- 52, Def- 40, Mdef- 40, Acc- 0, Agl- 21, Eva- 0, Luck- 15 (Int) -> Steal: Common- Mana Spring, Uncommon- Tetra Elemental -> Bribe: Gil- 960000, Item- 3 Pendulums -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Teleport Spheres -> Gil Received: 2400 -> Immunities: Silence, Darkness, Berserk, Poison, Zombie, Petrify, Power Break, Magic Break, Slow, Mental Break, Armor Break, Delay, Threaten, Eject, Death, Provoke -> Weaknesses: Doom- 25, Sleep- 99 -> Elemental Affinities: [1/2 Damage] Lightning, Ice, Fire, Holy, Water -> Zanmato Lv: 1 -> Armor Abilities: Death Ward, Deathproof -> Weapon Abilities: Piercing, Slowstrike, Deathstrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 0 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Voodoo- If it has an aeon for opposition, it will attack it with Voodoo for physical damage. Karma- Counter attack is used on one person, and the damage done is calculated by 10x the amount of fiends that person has defeated, only before Chef's Knife will you be able to see him use it (not that you would really want to see it done). And is a special attack. Chef's Knife- After it moves towards you 4 times it will use it for physical damage. Move Closer- It will move closer to your party for 4 turns, then you'll see a Chef's Knife. ---> STRATEGIC TACTICS: <--- Master Tonberry: Have stats a little over the 120 mark. Now, don't use any of your characters to attack it in any way, shape, or form. Instead, have Yuna summon an aeon that guarentees AT LEAST over 40000 damage every time. Now use that same aeon to execute whatever attack will do over that amount of damage. Master Tonberry is now dead. ------------------------------------------------------------------------------- #82. Maze Larva (Via Purifico) -> HP: 2222 - 2108 -> MP: 1111 -> AP: 1850 - 2775 -> Statistics: Str- 11, Mag- 24, Def- 40, Mdef- 45, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales -> Bribe: Gil- 44400, Item- 14 Water Gems -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 620 -> Immunities: Sleep, Poison, Confuse, Berserk, Zombie, Petrify -> Weaknesses: Doom- 2, Silence- 20, Darkness- 20 -> Elemental Affinities: [Absorption] Water [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Sleep Ward, Magic Defense+5% -> Weapon Abilities: Sleeptouch, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Fire- Fire based magic attack on one character. Watera- It may be used on one character or itself. If used on itself it will heal, but if on you it will deal Water based magic attack on one person. It raises its Magic by 4. ---> STRATEGIC TACTICS: <--- Maze Larva: Have your stats closer to 40 for this battle. Just use Lulu to strike it with a Lightning affinate. But you should have found Auron so use him frequently in this battle as well. ------------------------------------------------------------------------------- #83. Mech Defender (Mt. Gagazet) -> HP: 8700 - 5384 -> MP: 1 -> AP: 950 - 1425 -> Statistics: Str- 40, Mag- 1, Def- 15, Mdef- 10, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: Common- 2 Al Bhed Potions, Uncommon- 3 Al Bhed Potions -> Bribe: Gil- 174000, Item- 99 Al Bhed Potions -> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes -> Gil Received: 880 -> Immunities: Sleep, Zombie, Threaten, Poison, Death -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mech Defender: Your statistics should be in the high 50's to mid 60's. Just have Yuna summon Valefor and it won't be able to hit you, but you'll be able to attack it. ------------------------------------------------------------------------------- #84. Mech Guard (Bikanel Desert) -> HP: 1280 - 1432 -> MP: 1 -> AP: 310 - 465 -> Statistics: Str- 25, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- 2 Grenades, Uncommon- 3 Grenades -> Bribe: Gil- 25600, Item- 50 Grenades -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions -> Gil Received: 600 -> Immunities: Sleep, Zombie, Threaten, Poison, Death -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mech Guard: Have your stats at 30 or so. Have Lulu use Thunder on it, and have Tidus attack it. A better alternative yet is to have Rikku Steal from it so that it falls apart instantly. ------------------------------------------------------------------------------- #85. Mech Gunner (Bikanel Desert) -> HP: 2800 - 1432 -> MP: 1 -> AP: 540 - 810 -> Statistics: Str- 31, Mag- 1, Def- 10, Mdef- 10, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Al Bhed Potion, Uncommon- 2 Al Bhed Potions -> Bribe: Gil- 56000, Item- 40 Al Bhed Potions -> Win: Common- 2 or 4 Hi-Potions, Uncommon- 2 or 4 Hi-Potions -> Gil Received: 800 -> Immunities: Sleep, Zombie, Threaten, Poison, Death -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 23%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mech Gunner: Have your stats at 35. Just use Rikku to steal from it. You should also have Tidus attack it quickly and physically, whilst having Lulu destroy it with Lightning magics. ------------------------------------------------------------------------------- #86. Mech Hunter (Cavern of the Stolen Fayth) -> HP: 5500 - 4060 -> MP: 1 -> AP: 820 - 1230 -> Statistics: Str- 36, Mag- 1, Def- 10, Mdef- 10, Acc- 0, Agl- 8, Eva- 0, Luck- 15 -> Steal: Common- Al Bhed Potion, Uncommon- 2 Al Bhed Potions -> Bribe: Gil- 110000, Item- 60 Al Bhed Potions -> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes -> Gil Received: 673 -> Immunities: Sleep, Zombie, Threaten, Poison, Death -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mech Hunter: Have your stats near 37. But, just use Rikku to either Steal or Mug it. That will derail it completely. ------------------------------------------------------------------------------- #87. Mech Leader (Mt. Gagazet) -> HP: 3700 - 5550 -> MP: 1 -> AP: 830 - 1245 -> Statistics: Str- 31, Mag- 28, Def- 5, Mdef- 5, Acc- 0, Agl- 15, Eva- 0, Luck- 15 -> Steal: Common- 2 Grenades, Uncommon- 2 Frag Grenades -> Bribe: Gil- 74000, Item- 2 Door to Tomorrows -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions -> Gil Received: 530 -> Immunities: Sleep, Zombie, Threaten, Poison, Death -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mech Leader. Have stats close to 36 or somewhere near there. Just follow the same basic concept I pointed out in the last couple of strategies I have mentioned above. ------------------------------------------------------------------------------- #88a. Mech Scouter (The Calm Lands) -> HP: 2750 - 4125 -> MP: 1 -> AP: 480 - 720 -> Statistics: Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- 3 Grenades, Uncommon- 4 Grenades -> Bribe: Gil- 55000, Item- Door to Tomorrow -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions -> Gil Received: 384 -> Immunities: Sleep, Zombie, Threaten, Poison, Death -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mech Scouter: Have stats where 30 is. Then do the same exact things as the last methods clearly point out. #88b. Mech Scouter --> On Fire (Calm Lands) -> HP: 2750 - 4125 -> MP: 1 -> AP: 530 - 795 -> Statistics: Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- 3 Grenades, Uncommon- 3 Grenades -> Bribe: Gil- 55000, Item- Door to Tomorrow -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions -> Gil Received: 215 -> Immunities: Sleep, Zombie, Threaten, Poison, Death -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mech Scouter: Have stats where 30 is. Then do the same exact things as the last methods clearly point out. ------------------------------------------------------------------------------- #89. Melusine (Thunder Plains) -> HP: 265 - 405 -> MP: 65 -> AP: 92 - 184 -> Statistics: Str- 20, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 17, Eva- 8, Luck- 15 -> Steal: Common- Soft, Uncommon- Petrify Grenade -> Bribe: Gil- 5300, Item- 4 Petrify Grenades -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 108 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [1/2 Damage] Lightning, Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward, Defense+3% -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3%, Distil Speed -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one character. And sometimes Silence and Petrify. ---> STRATEGIC TACTICS: <--- Melusine: Have stats anywhere from 23-28. Then, just use Lulu to cast Ice spells on it. Or you can use Tidus and his swiftness to just physically attack it. ------------------------------------------------------------------------------- #90. Mimic (Omega Ruins) -> HP: Horned Beast: 60000 - 13560 Petrifying Snake: 40000 - 13560 Armored Mole: 40000 - 13560 Winged Beast: 40000 - 13560 -> MP: Horned Beast: 10 Petrifying Snake: 10 Armored Mole: 10 Winged Beast: 10 -> AP: Horned Beast: 0 - 0 Petrifying Snake: 0 - 0 Armored Mole: 0 - 0 Winged Beat: 0 - 0 -> Statistics: Horned Beast: Str- 54, Mag- 26, Def- 1, Mdef- 1, Acc- 0, Agl- 25, Eva- 0, Luck- 0 Petrifying Snake: Str- 42, Mag- 58, Def- 1, Mdef- 255, Acc- 0, Agl- 22, Eva- 0, Luck- 15 Armored Mole: Str- 33, Mag- 38, Def- 150, Mdef- 150, Acc- 0, Agl- 29, Eva- 0, Luck- 15 Winged Beast: Str- 42, Mag- 12, Def- 255, Mdef- 1, Acc- 0, Agl- 22, Eva- 0, Luck- 15 -> Steal: Horned Beast: None Petrifying Snake: None Armored Mole: None Winged Beast: None -> Bribe: Horned Beast: None Petrifying Snake: None Armored Mole: None Winged Beast: None -> Win: Horned Beast: None Petrifying Snake: None Armored Mole: None Winged Beast: None -> Gil Received: Horned Beast: 50000 Petrifying Snake: 50000 Armored Mole: 50000 Winged Beast: 50000 -> Immunities: Horned Beast: Sleep, Silence, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, NulShock, NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan, Delay, Bribe Petrifying Snake: Sleep, Silence, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, NulShock, NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan, Delay, Bribe Armored Mole: Sleep, Silence, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, NulShock, NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan, Delay, Bribe Winged Beast: Sleep, Silence, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, NulShock, NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan, Delay, Bribe -> Weaknesses: Horned Beast: Doom- 5 Petrifying Snake: Doom- 5 Armored Mole: Doom- 5 Winged Beast: Doom- 5 -> Elemental Affinities: Horned Beast: [1/2 Damage] Holy, Ice, Lightning, Fire, Water Petrify Grenade: [1/2 Damage] Holy, Ice, Lightning, Fire, Water Armored Mole: [1/2 Damage] Holy, Ice, Lightning, Fire, Water Winged Beast: [1/2 Damage] Holy, Ice, Lightning, Fire, Water -> Zanmato Lv: Horned Beast: 4 Petrifying Snake: 4 Armored Mole: 4 Winged Beast: 4 -> Armor Abilities: Horned Beast: None Petrifying Snake: None Armored Mole: None Winged Beast: None -> Weapon Abilities: Horned Beast: None Petrifying Snake: None Armored Mole: None Winged Beast: None -> Armor/Weapon Dropped: All N/A -> Abilities: Horned Beast: Attack- Physical damage to one character. Petrifying Snake: Attack- Physical damage to one character. Armored Mole: Attack- Physical damage to one character. Winged Beast: Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Mimic (Horned Beast): Have your stats at about 130. Now use Auron or your strongest attackers to strike it down with piercing attacks. Or you can have Yuna summon Anima to drop it. Personally I still recommend the Anima method of beating it, but...it is your choice. Mimic (Petrifying Snake): Have stats at 125. Now just use physical attacks on it. I also recommend either summoning the Magus Sisters or Anima, if for some bizzare reason they die bring in Bahamut to finish it off. Mimic (Armored Mole): Have your stats up to 128. Now use Auron to attack it with physical attack. Follow up with Yuna summoning either Yojimbo or Bahamut. Use Tidus to cast Hastega in the beginning, and then just to attack and heal. Like this, it won't take too much time. Mimic (Winged Beast): Have stats closer to 145 here. Now your best bet is to bring in the Magus trio and have Mindy use an onslaught of Passados, and you can use the others to heal or to attack it along with Mindy. Here's stats for treasure chest it comes out of: #90.1. ??? [treasure chest] (Omega Ruins...Bikanel Desert, Moonflow) -> HP: 1 - 99999 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15 -> Steal: Moonflow- Mega-Potion, Dragon Scale, Strength Medicine Moonflow (Tutorial)- Bomb Core Bikanel Desert- Ether, X-Potion Omega Ruins- Mega-Potion, X-Potion -> Bribe: None -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 0 -> Immunities: Death, Zombie, Poison, Power Break, Magic Break, Armor Break, Mental Break, Confusr, Berserk, Provoke, Sleep, Silence, Darkness, Shell, Protect, Reflect, Bar, Regen, Haste, Slow, Power Distiller, Scan, Eject, Threaten, Doom, Mana Distiller, Speed Distiller, Ability Distiller -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None #90??. Mimic Parts (Omega Ruins - Mimic) -> HP: 1 - 0 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #91. Mi'ihen Fang (Mi'ihen Highroad) -> HP: 160 - 240 -> MP: 20 -> AP: 20 - 40 -> Statistics: Str- 16, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 13, Eva- 5, Luck- 15 -> Steal: Common- Potion, Uncommon- Sleeping Powder -> Bribe: Gil- 3200, Item- 5 Sleeping Powders -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 33 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Sleep Ward, Silence Ward, Magic Defense+3% -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3%, Distil Power -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Perecentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one person. ---> STRATEGIC TACTICS: <--- Mi'ihen Fang: Have stats closer to 18-21. Now just attack it once with Tidus, there isn't much chance of Auron making contact with it, on account of speed issues. ------------------------------------------------------------------------------- #92. Murussu (Macalania Woods) -> HP: 580 - 870 -> MP: 20 -> AP: 240 - 480 -> Statistics: Str- 25, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Hypello Potion -> Bribe: Gil- 11600, Item- 24 Hypello Potions -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 165 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning, Fire -> Zanmato Lv: 1 -> Armor Abilities: Defense+5%, Berserk Ward -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3%, Distil Power -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Perecentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one person and Slow for 3 goes. ---> STRATEGIC TACTICS: <--- Murussu: Have stats that are at about 30-31. Just use Auron to attack and Tidus to heal here. Lulu's role in this fight is to cast Fire and Thunder magic for some true damage. ------------------------------------------------------------------------------- #93. Mushussu (Bikanel Desert) -> HP: 680 - 1020 -> MP: 38 -> AP: 310 - 620 -> Statistics: Str- 36, Mag- 42, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Silver Hourglass -> Bribe: Gil- 13600, Item- 4 Gold Hourglasses -> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions -> Gil Received: 270 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice [1/2 Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: HP+10%, Slow Ward -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3%, Distil Power -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Perecentage: 4/128 (3%) -> Abilities: Flame Breath- Fire damage on everyone. Attack- Physical damage on one person. Occasional Slow. ---> STRATEGIC TACTICS: <--- Mushussu: Have stats that are near 33-35 for this one. Use Tidus to heal, also use Auron to attack it physically. But utilize Lulu's magic and have her use Ice magic spells to kill it. ------------------------------------------------------------------------------- #94. Nebiros (The Calm Lands) -> HP: 700 - 1050 -> MP: 65 -> AP: 480 - 960 -> Statistics: Str- 22, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 22, Eva- 16, Luck- 15 -> Steal: Common- Poison Fang, Uncommon- 2 Poison Fangs -> Bribe: Gil- 14000, Item- 6 Poison Fangs -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 320 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Poison Ward -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3%, Distil Speed -> Armor/Weapon Dropped: Slots: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Perecentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one person and sometimes Poison status. ---> STRATEGIC TACTICS: <--- Nebiros: Have stats that are up to about 44. Just use Lulu to cast Fire on it since right now your other characters are too slow to hit it physically. ------------------------------------------------------------------------------- #95. Nidhogg (Cavern of the Stolen Fayth, Mt. Gagazet) -> HP: 2000 - 3000 -> MP: 46 -> AP: 810 - 1620 -> Statistics: Str- 43, Mag- 50, Def- 1, Mdef- 180, Acc- 0, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Gold Hourglass -> Bribe: Gil- 40000, Item- 12 Gold Hourglasses -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 602 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice [1/2 Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3%, Distil Power -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Perecentage: 4/128 (3%) -> Abilities: Flame Breath- Fire damage on everyone. Attack- Physical damage on one person. Occasional Slow. ---> STRATEGIC TACTICS: <--- Nidhogg: Have stats that have gotten to 53. Your battle politics here are to have Lulu use Ice magic. If that doesn't work effectively, use Auron to cut it asunder. ------------------------------------------------------------------------------- #96. Ochu (Moonflow Area) -> HP: 7200 - 924 -> MP: 35 -> AP: 180 - 270 -> Statistics: Str- 22, Mag- 14, Def- 1, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Remedy, Uncommon- 2 Remedies -> Bribe: Gil- 144000, Item- 70 Remedies -> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Mana Spheres -> Gil Received: 520 -> Immunities: Darkness, Zombie, Confuse, Provoke, Berserk -> Weaknesses: Doom- 2, Sleep- 20, Silence- 20, Poison- 99; 5% -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward, Confuse Ward, Berserk Ward, Stone Ward -> Weapon Abilities: Strength+5%, Piercing, Poisontouch, Magic+5% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Ochu Dance- Inflicts everyone with Confuse, Darkness, Slow, Silence. It will use it after it has been left with about 15500 HP or even less than that. Attack- Physical damage on one person. Sometimes with Poison, too. ---> STRATEGIC TACTICS: <--- Ochu: Have your stats nearer to 40-55. Use Auron to attack it, and Tidus to use Haste and then to attack. Have Lulu cast Fira or Firaga on it. But also have Yuna summon whatever aeon you want and beat it down like that, Ifrit. ------------------------------------------------------------------------------- #97. Octopus (Via Purifico) -> HP: 4500 - 2108 -> MP: 1 -> AP: 750 - 1050 -> Statistics: Str- 27, Mag- 5, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- Dragon Scale, Uncommon- Water Gem -> Bribe: Gil- 90000, Item- 20 Healing Springs -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 220 -> Immunities: Threaten, Sleep -> Weaknesses: Doom- 5, Poison- 0; 25% -> Elemental Affinities: [Absorption] Water [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Water Ward, HP+5% -> Weapon Abilities: Waterstrike, Strength+5%, Piercing, Magic+5% -> Armor/Weapon Dropped: Slots: 1 Pre-Customized Abilities: 0 to 1 Drop Perecntage: 64/128 (50%) -> Abilities: Attack- Physical damage on one character. Sometimes with Slow. ---> STRATEGIC TACTICS: <--- Octopus: Here have your stats around 35. Just use Rikku to throw grenades and to Mix, and even to Steal. Just use Wakka to attack it and use him to heal when you get low on HP. Then have Tidus just come up and hack away. Lulu is best here for using Lightning spells to do twice the normal damage. But when using Lulu, always avoid using Water spells, because, if you use those, you'll be healing Octopus' HP. ------------------------------------------------------------------------------- #98. Ogre (The Calm Lands) -> HP: 9400 - 4060 -> MP: 3 -> AP: 1080 - 1620 -> Statistics: Str- 28, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15 -> Steal: Common- Stamina Spring, Uncommon- 2 Stamina Springs -> Bribe: Gil- 188000, Item- 50 Stamina Springs -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 980 -> Immunities: Slow, Power Break -> Weaknesses: Doom- 2, Sleep- 95, Poison- 25; 25%, Darkness- 95, Zombie- 25, Petrify- 25, Death- 25 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: SOS Haste, HP+10% -> Weapon Abilities: Magic+5%, Strength+5%, Counter-Attack, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Perecentage: 64/128 (50%) -> Abilities: Attack Twice- Physical damage x 2 on one person. Attack- Physical damage on one person. Dukes Up- It is used sorta as a counter after it has sustained about 4801 of damage or more. ---> STRATEGIC TACTICS: <--- Ogre: Have stats that are near 40 here. Auron is good for attacking here, also have him use his overdrive if you want. Have Tidus attack him too. Lulu is good here only to cast Fire on it. ------------------------------------------------------------------------------- #99. Phlegyas (Via Purifico) -> HP: 1680 - 2108 -> MP: 50 -> AP: 650 - 975 -> Statistics: Str- 26, Mag- 33, Def- 1, Mdef- 20, Acc- 0, Agl- 12, Eva- 0, Luck- 15 -> Steal: Common- 2 Dragon Scales, Uncommon- Water Gem -> Bribe: Gil- 33600, Item- 6 Healing Springs -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 410 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 95, Poison- 0; 25% -> Elemental Affinities: [1/2 Damage] Water, Fire [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Auto-Med, MP+10% -> Weapon Abilities: Strength+5%, Magic+5%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (23%) -> Abilities: Sonic Wave- Does magic damage, plus some non-elemental damage to all characters after 3 periods of 'Charge.' Attack- Physical damage against one person. Charging- After you attack it, it will start with the count to Sonic Wave. ---> STRATEGIC TACTICS: <--- Phlegyas: Have stats at around 25-30. Just whail away at it with Tidus. 2-3 hits should do it, back him up with Wakka's blitzball, and Rikku can steal useful Water Gems and Dragon Scales from it. ------------------------------------------------------------------------------- #100.1a. Piranha[x1] (Al Bhed Ship - Submerged Ruins) -> HP: 50 - 225 -> MP: 1 -> AP: 1 - 2 -> Statistics: Str- 6, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15 -> Steal: Common- Grenade, Uncommon- 2 Grenades -> Bribe: Gil- 1000, Item- Water Gem -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 2 -> Immunities: Sleep, Poison -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Fire [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- This attack will be doing some minor (medium for this stage in the game) damage to one character. ---> STRATEGIC TACTICS: <--- Piranha: Just attack once with either Tidus or Wakka, if they come in pairs of 3 or 2 you'll need to use both Wakka and Tidus. 100.2b. Piranha[x2] (Al Bhed Ship - Submerged Ruins) -> HP: 100 - 225 -> MP: 2 -> AP: 1 - 2 -> Statistics: Str- 8, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- Grenade, Uncommon- 2 Grenades -> Bribe: Gil- 2000, Item- Water Gem -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 3 -> Immunities: Sleep, Poison -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Fire [2x Damage] Lightning [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- This attack will be doing some minor (medium for this stage in the game) damage to one character. ---> STRATEGIC TACTICS: <--- Piranha: Just attack once with either Tidus or Wakka, if they come in pairs of 3 or 2 you'll need to use both Wakka and Tidus. 100.3c. Piranha[x3] (Al Bhed Ship - Submerged Ruins) -> HP: 150 - 225 -> MP: 3 -> AP: 1 - 2 -> Statistics: Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Grenade, Uncommon- 2 Grenades -> Bribe: Gil- 3000, Item- Water Gem -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 5 -> Immunities: Sleep, Poison -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Fire [2x Damage] Lightning [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- This attack will be doing some minor (medium for this stage in the game) damage to one character. ---> STRATEGIC TACTICS: <--- Piranha: Just attack once with either Tidus or Wakka, if they come in pairs of 3 or 2 you'll need to use both Wakka and Tidus. ------------------------------------------------------------------------------- #???. Pupu/Koyokoyo (???) -> HP: 1 - 0 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #101. Puroboros (Omega Ruins) -> HP: 20000 - 13560 -> MP: 180 -> AP: 3200 - 6400 -> Statistics: Str- 36, Mag- 25, Def- 40, Mdef- 1, Acc- 0, Agl- 28, Eva- 0, Luck- 15 Str- 40, Mag- 32, Def- 60, Mdef- 120, Acc- 0, Agl- 28, Eva- 0, Luck- 12 (Int) -> Steal: Common- 3 Fire Gems, Uncommon- 4 Fire Gems -> Bribe: Gil- 400000, Item- 36 Shining Gems -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.1 Key Spheres -> Gil Received: 970 -> Immunities: Threaten, Sleep, Eject -> Weaknesses: Doom- 3, Silence- 20, Darkness- 20, Poison- 0; 25% -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 1 -> Armor Abilities: Fireproof, Fire Eater -> Weapon Abilities: Piercing, Distil Power, Firestrike -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Firaga- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ---> STRATEGIC TACTICS: <--- Puroboros: Have your stats about the area of 110. Have Auron and whoever your other strongest attack(s) is to strike at it. The reason you just use these characters is that you need to kill it before it brutally self-destructs on you. You have another alternative of summoning one of the hidden aeons to beat it. ------------------------------------------------------------------------------- #102. Qactuar (Thunder Plains) -> HP: 500 - 750 -> MP: 1 -> AP: 350 - 525 -> Statistics: Str- 19, Mag- 1, Def- 1, Mdef- 255, Acc- 0, Agl- 15, Eva- 17, Luck- 15 -> Steal: Common- Chocobo Feather, Uncommon- Chocobo Feather -> Bribe: None -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 2 or 4 Speed Spheres -> Gil Received: 1500 -> Immunities: Zombie, Power Break, Mental Break, Magic Break, Armor Break, Silence, Darkness, Demi, Bribe, Delay -> Weaknesses: Death- 25, Poison- 25; 1%, Sleep- 80, Petrify- 25, Doom- 2 -> Elemental Affinities: None -> Zanmato Lv: 2 -> Armor Abilities: MP Stroll, HP Stroll, HP+5% -> Weapon Abilities: Initiative, Piercing, Strength+5%, Magic+5% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: 1000 Needles- Strikes one character with 1000 physical damage as a special attack. Run away- Flees from battle. Attack- Physical damage on one. ---> STRATEGIC TACTICS: <--- Qactuar: Have stats close to 20-25. Have Tidus attack it, and pray for it to hit it. Or have Yuna summon your most agile aeon which is, at this point... Shiav. Have Shiva use its overdrive on it. You can Provoke it so cannot run from you. ------------------------------------------------------------------------------- #103. Ragora (Kilika Woods) -> HP: 780 - 1170 -> MP: 15 -> AP: 20 - 40 -> Statistics: Str- 18, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15 -> Steal: Common- Antidote, Uncommon- Remedy -> Bribe: Gil- 15600, Item- 8 Remedies -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 48 -> Immunities: Zombie, Darkness -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20 -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Poison Ward, HP+5% -> Weapon Abilities: Magic+3%, Piercing, Strength+3%, Poisontouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 8/128 (6%) -> Abilities: Seed Cannon- Physical damage to one person. ---> STRATEGIC TACTICS: <--- Ragora: Stats around 14 will do fine. Just have Lulu use Fire and have Tidus attack it physically. Remember, you gain Seed Cannon from it during the small tutorial with Kimahri's Lancet ability. That's all you need to know to beat this rather simple enemy. ------------------------------------------------------------------------------- #104. Raldo (Mi'ihen Highroad) -> HP: 240 - 360 -> MP: 10 -> AP: 20 - 40 -> Statistics: Str- 19, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 5, Eva- 0, Luck- 15 -> Steal: Common- Potion, Uncommon- Hypello Potion -> Bribe: Gil- 4800, Item- 10 Hypello Potions -> Gil Received: 42 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Defense+3%, Berserk Ward -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. And sometimes Slow status effect. ---> STRATEGIC TACTICS: <--- Raldo: Have stats that are at about the area of 26-28. Just use Auron to pierce its armor with his weapon. Lulu can Ice it to death as well. ------------------------------------------------------------------------------- #105. Raptor (Mushroom Rock Road) -> HP: 200 - 300 -> MP: 45 -> AP: 32 - 64 -> Statistics: Str- 18, Def- 1, Mag- 1, Mdef- 120, Acc- 0, Agl- 14, Eva- 7, Luck- 15 -> Steal: Common- Soft, Uncommon- Petrify Grenade -> Bribe: Gil- 4000, Item- 3 Petrify Grenades -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 48 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Lightning, Fire [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward, Defense+3% -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. Petrify, Silence x3 turns sometimes. ---> STRATEGIC TACTICS: <--- Raptor: Have stats near 30. Just have Tidus attack it physically and eventually it will be nothing but pyreflies, or you can use Lulu to kill it with Ice magic, but, whatever you decide to do, don't even think about using Lightning and/or Fire magic to it. ------------------------------------------------------------------------------- #106. Red Element (Mushroom Rock Road) -> HP: 450 - 675 -> MP: 130 -> AP: 32 - 64 -> Statistics: Str- 1, Mag- 23, Def- 120, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Bomb Fragment, Uncommon- 2 Bomb Fragments -> Bribe: Gil- 9000, Item- 8 Bomb Cores -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 55 -> Immunities: Sleep, Petrify, Zombie, Poison, Darkness -> Weaknesses: Doom- 1, Silence- 20 -> Elemental Affinities: [2x Damage] Ice [1/2 Damage] Water, Lightning [Absorption] Fire -> Zannato Lv: 1 -> Armor Abilities: Fire Ward, Fireproof -> Weapon Abilities: Piercing, Firestrike, Distil Mana -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Fire- Fire based magic attack on one character. ---> STRATEGIC TACTICS: <--- Red Element: Have stats close to about 32. Have Lulu attack it with Ice magic attacks. Have Auron follow those up with his powerful physical attacks + Piercing ability to pierce through that damn heavy armor Red Element has. Cast NulBlaze in the beginning of the fight and everytime after it uses its Fire ability. If you forget to put it on and get nailed, use Cure to heal damage up. All in all, Red Element's a pushover of an enemy. ------------------------------------------------------------------------------- #107. Remora (Via Purifico) -> HP: 3000 - 2108 -> MP: 22 -> AP: 830 - 1245 -> Statistics: Str- 30, Mag- 25, Def- 30, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15 -> Steal: Common- Dragon Scale, Uncommon- 2 Dragon Scales -> Bribe: Gil- 60000, Item- 20 Water Gems -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 535 -> Immunities: Sleep, Confuse -> Weaknesses: Doom- 1, Poison- 0; 25%, Darkness- 95 -> Elemental Affinities: [1/2 Damage] Water [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Defense+3%, Zombie Ward -> Weapon Abilities: Strength+5%, Piercing, Strength+3% -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 30/128 (23%) -> Abilities: Attack- Physical damage on one character. Rush- Physical damage on one person. Maelstrom- Non-elemental attack on every person once HP is below the 1000 mark. ---> STRATEGIC TACTICS: <--- Remora: Have stats close to 35. Just use Tidus to attack and Wakka also to attack. Rikku can Steal and use grenades on it, also use her to heal Tidus and Wakka. ------------------------------------------------------------------------------- #108. Sahagin (Baaj Temple - Beginning of Game) -> HP: 100 - 200 -> MP: 5 -> AP: 0 - 0 -> Statistics: Str- 3, Mag- 1, Def- 1, Mdef- 1, Acc- 25, Agl- 5, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Poison, Doom, Scan, Sensor, Bribe -> Weaknesses: None -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Sahagin: Just use Tidus to attack it once, because at this point you have no ultimate choice over his stats, or how he leveled. If by use of cheat device you can use Lightning. But no need, it dies in one normal hit, unless that hit by some strange phenomenom doesn't do at least 100. ------------------------------------------------------------------------------- #109. Sahagin (Via Purifico) -> HP: 1380 - 2070 -> MP: 20 -> AP: 200 - 400 -> Statistics: Str- 28, Mag- 24, Def- 15, Mdef- 1, Acc- 0, Agl- 15, Eva- 0, Luck- 15 -> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales -> Bribe: Gil- 27600, Item- Water Gems -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 180 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Water Ward, HP+5% -> Weapon Abilities: Waterstrike, Strength+3%, Piercing, Magic+3% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Sahagin: Have stats around 24. Now attack it 2-4 times to bring it down. Have anyone use Thunder magic if available with one of those characters. ------------------------------------------------------------------------------- #???. Sahagin (dummied) -> HP: 200 - 300 -> MP: 10 -> AP: 0 - 0 -> Statistics: Str- 9, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Scan, Sensor -> Weaknesses: Sleep; 20, Darkness; 20, Silence; 20, Poison- 0; 25%, Doom- 1 -> Elemental Affinities: [2x Damage] Lightning [Immune] Water [1/2 Damage] Fire -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #110. Sahagin Chief (Invade Luca Blitzball Stadium) -> HP: 170 - 340 -> MP: 5 -> AP: 2 - 3 -> Statistics: Str- 12, Mag- 1, Def- 1, Mdef- 1, Acc- 25, Agl- 8, Eva- 0, Luck- 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 20 -> Immunities: Poison, Doom, Petrify, Bribe -> Weaknesses: None -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Sahagin Chief: Have stats near 29-31. Just have Tidus and Wakka attack at them without stop. Use Wakka to heal, but only when it is absolutely necessary. Blind them with Dark Attack! ------------------------------------------------------------------------------- #111. Sandragora (Bikanel Desert) -> HP: 12750 - 1432 -> MP: 3 -> AP: 540 - 1080 -> Statistics: Str- 25, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15 -> Steal: Common- 2 Remedies, Uncommon- 10 Musks -> Bribe: Gil- 255000, Item- 99 Remedies -> Win: Common- 1 or 2 Mana Spheres/2 or 4 Al Bhed Bhed Potions, Uncommon- 1 or 2 Mana Spheres/2 or 4 Al Bhed Potions -> Gil Received: 336 -> Immunities: Threaten, Zombie, Provoke, Confuse, Power Break, Darkness, Slow, Silence -> Weaknesses: Doom- 2, Poison- 25; 25%, Petrify- 25, Sleep- 80, Death- 25 -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: HP+10%, HP+5%, Poison Ward -> Weapon Abilities: Strength+3%, Piercing, Strength+3%, Poisontouch -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 8/128 (6%) -> Abilities: Seed Burst- This attack, which is done on one character, will do Confuse stat as well as some physical damage. ---> STRATEGIC TACTICS: <--- - If you're ever hit with its status inflicting hit Seed Burst which does physical damage and Confuse, what do you think all those Al Bhed Potions we've been stocking ip on are for. You should have customized weapons with Firetouch or Firestrike, and you should also use Lulu's Lv.2 Fire attacks. Too bad we don't have Ifrit.:( SUPER-DUPER-GREAT TIP!: On my most recent playthrough, I've discovered a way to take Sandragora out in *one* hit no matter what. This trick is to have Auron use his Shooting Star Overdrive to Eject it from battle. Match is over with you as undisputed winner. ------------------------------------------------------------------------------- #112. Sand Wolf (Bikanel Desert) -> HP: 450 - 675 -> MP: 55 -> AP: 310 - 620 -> Statistics: Str- 23, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 23, Eva- 9, Luck- 15 -> Steal: Common- 2 Sleeping Powders, Uncommon- 2 Sleeping Powders -> Bribe: Gil- 9000, Item- 12 Sleeping Powders -> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Bhed Potions, Uncommon- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions -> Gil Received: 225 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice, Fire -> Zanmato Lv: 1 -> Armor Abilities: Sleep Ward, Silence Ward, Magic Defense+5% -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Strength+3%, Magic+3%, Distil Power -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. Sleep + Silence sometimes. ---> STRATEGIC TACTICS: <--- Sand Wolf: Have stats at about 34. Just attack it with Tidus. Also have Lulu nail it with Ice, and Fire spells. If Auron is quick enough use him too. ------------------------------------------------------------------------------- #113. Sand Worm (Bikanel Desert) -> HP: 45000 - 1432 -> MP: 100 -> AP: 2000 - 3000 -> Statistics: Str- 30, Mag- 28, Def- 5, Mdef- 5, Acc- 0, Agl- 8, Eva- 0, Luck- 15 -> Steal: Common- 2 Shadow Gems, Uncommon- 2 Stamina Springs -> Bribe: Gil- 900000, Item- 15 Winning Formulas -> Win: Common- 2 or 4 Ability Spheres, Uncommon- 1 or 2 Lv.1 Key Spheres -> Gil Received: 1000 -> Immunities: Petrify, Death, Slow, Confuse, Zombie, Provoke, Berserk, Threaten -> Weaknesses: Doom- 5, Sleep- 80, Poison- 0; 10%, Darkness- 50, Power Break- 50 -> Elemental Affinities: [2x Damage] Ice, Water [1/2 Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: HP+10%, Auto-Potion -> Weapon Abilities: Magic+5%, Strength+5%, Slowtouch, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Readying Quake- Starts count to Earthquake. Attack- Physical damage on one person. Earthquake- On every 7th go, it uses it for non-elemental magic damage. Regurgitate- After 5 hits on it, it'll spit up any swallowed character, and'll Delay the spat up character's next go around. Swallow- After 10 hits on it, it'll swallow a character from the fight. ---> STRATEGIC TACTICS: <--- Sand Worm: Have stats about 50-53. Now use Auron for his overdrives and Tidus for his overdrives as well. Use Lulu to attack with Ice, and Water magic spells. Use Lulu also to do a Fury with either Water or Ice. ------------------------------------------------------------------------------- #114. Shred (The Calm Lands) -> HP: 1950 - 2925 -> MP: 30 -> AP: 480 - 960 -> Statistics: Str- 35, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- Hypello Potion, Uncommon- 2 Hypello Potions -> Bribe: Gil- 39000, Item- 50 Hypello Potions -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 368 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Berserk Ward -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike, Distil Power -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character, and sometimes Slow. ---> STRATEGIC TACTICS: <--- Shred: Have your stats near 33. Just have Auron pierce it, and have Tidus attack it with a Spiral Cut. Yuna can summon if you really want her to, but I think that is just a waste of time for this fight. Lulu can own Shred with Fire magic. If Auron Armor Breaks it, he and Tidus can do even more extra damage. ------------------------------------------------------------------------------- #115. Simurgh (Djose Road) -> HP: 200 - 300 -> MP: 27 -> AP: 48 - 96 -> Statistics: Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15 -> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs -> Bribe: Gil- 4000, Item- 5 Smoke Bombs -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 73 -> Immunities: None -> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+3%, Dark Ward -> Weapon Abilities: Piercing, Sensor, Distil Speed -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one, sometimes Darkness. ---> STRATEGIC TACTICS: <--- Simurgh: Have stats about 27. Then if he isn't already out, bring out Wakka, snd use him to attack physically with his blitzball. Or you can have Lulu attack it with Fire magic. If he is quick enough only, use Tidus to physically attack. ------------------------------------------------------------------------------- #116. Sinscale (Zanarkand - Beginning of Game) -> HP: 100 - 500 -> MP: 0 -> AP: 0 - 0 -> Statistics: Str- 5, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Threaten, Provoke, Bribe, Scan -> Weaknesses: Doom- 1, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 (that should put an end to confusion) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- Physical damage to one character. Spines- After charging for one go, it'll do physical damage to one character. Wings start to flicker- Starts count for Spines. ---> STRATEGIC TACTICS: <--- Sinscale: Just use Tidus or Auron to attack it physically. When you encounter them during the fight Sinspawn Ammes, you'll take them all out in one blow automatically with Auron's very first beginning Overdrive which is, as you'll see, is Dragon Fang. ------------------------------------------------------------------------------- #117. Sinscale (SS Liki Ship - Fight With Sin's Fin) -> HP: 200 - 400 -> MP: 0 -> AP: 2 - 3 -> Statistics: Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 22 -> Immunities: Threaten, Bribe, Doom -> Weaknesses: Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- Physical damage to one character. Spines- After charging for one go, it'll do physical damage to one character. Wings start to flicker- Starts count for Spines. ---> STRATEGIC TACTICS: <--- Sinscale: Have Tidus attack it physically. If he misses contact, use Wakka to hit it with his blitzball. ------------------------------------------------------------------------------- #118. Sinscale (Below SS Liki - Sinspawn Echuilles Fight) -> HP: 100 - 300 -> MP: 0 -> AP: 2 - 3 -> Statistics: Str- 11, Mag- 1, Def- 1, Mdef- 1, Acc- 100, Agl- 1, Eva- 0, Luck- 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 24 -> Immunities: Petrify, Threaten, Confuse, Sleep, Berserk, Bribe -> Weaknesses: Doom- 3, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- Kills themselves to damage you with physical damage. Sorta like the physical type version of Self-Destruct. ---> STRATEGIC TACTICS: <--- Sinscale: Use Tidus and Kimahri and perhaps even Wakka to simply attack them. You can use Yuna to summon, but that isn't required. Lulu is good here for her magical capabilities. ------------------------------------------------------------------------------- #???. Sinscale (dummied) -> HP: 1 - 1 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Doom- 3, Poison; 25 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #???. Sinscale (dummied) -> HP: 100 - 1 -> MP: 300 -> AP: 0 - 0 -> Statistics: Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 30, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten, Berserk, Confuse -> Weaknesses: Doom- 3, Poison; 25 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #???. Sinscale (dummied) -> HP: 50 - 500 -> MP: 0 -> AP: 0 - 0 -> Statistics: Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Provoke, Scan, Threaten -> Weaknesses: Doom- 3, Poison; 25 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #119. Skoll (The Calm Lands) -> HP: 1000 - 1500 -> MP: 60 -> AP: 480 - 960 -> Statistics: Str- 28, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 28, Eva- 10, Luck- 15 -> Steal: Common- Dream Powder, Uncommon- 2 Dream Powders -> Bribe: Gil- 20000, Item- 12 Dream Powders -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 420 -> Immunities: None -> Weaknesses: Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20, Doom- 1 -> Elemental Affinities: [2x Damage] Lightning, Fire -> Zanmato Lv: 1 -> Armor Abilities: Sleep Ward, Silence Ward -> Weapon Abilities: Piercing, Waterstrike, Lightningstrike, Distil Power, Firestrike, Icestrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. Sometimes adds Sleep and Silence. ---> STRATEGIC TACTICS: <--- Skoll: Have stats around 28-31. Use Tidus to physically attack. Use him with Quick Attack if you have it, that is good. Have Wakka use Dark Attack to prevent it from being able to hitting you. ------------------------------------------------------------------------------- #120. Snow Flan (Djose Road) -> HP: 600 - 900 -> MP: 120 -> AP: 48 - 96 -> Statistics: Str- 1, Mag- 19, Def- 120, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15 -> Steal: Common- 2 Antarctic Winds, Uncommon- 2 Antarctic Winds -> Bribe: Gil- 12000, Item- 10 Arctic Winds -> Win: Common- Mana Sphere, Uncommon- 2 Mana Spheres -> Gil Received: 93 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Water, Lightning [2x Damage] Fire [Absorption] Ice -> Zanmato Lv: 1 -> Armor Abilities: Ice Ward, Iceproof -> Weapon Abilities: Piercing, Distil Mana, Icestrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Blizzard- Ice based magic attack on one character. ---> STRATEGIC TACTICS: <--- Snow Flan: Have stats close to 30. Just use Lulu to cast Fire spells onto it. Also, have Auron physically attack it with a weapon the bears Fire Touch/Strike and also Piercing. ------------------------------------------------------------------------------- #121. Snow Wolf (Lake Macalania) -> HP: 400 - 600 -> MP: 50 -> AP: 300 - 600 -> Statistics: Str- 20, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 20, Eva- 8, Luck- 15 -> Steal: Common- Sleeping Powder, Uncommon- 2 Sleeping Powders -> Bribe: Gil- 8000, Item- 11 Sleeping Powders -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Recieved: 192 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+5%, Sleep Ward, Silence Ward -> Weapon Abilities: Piercing, Waterstrike, Icestrike, Firestrike, Lightningstrike, Distil Power -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. Sometimes adds Sleep and Silence. ---> STRATEGIC TACTICS: <--- Snow Wolf: Have stats about 30-31. Have Tidus attack it once or twice, but only physically. That will do the trick. You can have Lulu also obliterate it with Fire spells. ------------------------------------------------------------------------------- #122. Spirit (Omega Ruins) -> HP: 10000 - 13560 -> MP: 700 -> AP: 4300 - 8600 -> Statistics: Str- 1, Mag- 42, Def- 60, Mdef- 1, Acc- 0, Agl- 24, Eva- 0, Luck- 15 Str- 1, Mag- 42, Def- 90, Mdef- 30, Acc- 0, Agl- 24, Eva- 0, Luck- 15 (Int) -> Steal: Common- Stamina Spring, Uncommon- 2 Stamina Springs -> Bribe: Gil- 200000, Item- 10 Twin Stars -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 1300 -> Immunities: Sleep, Silence, Zombie, Darkness, Poison, Petrify, Slow, Sensor, Scan, Armor Break, Death -> Weaknesses: Doom- 3 -> Elemental Affinities: [1/2 Damage] Fire, Holy, Ice, Water [Absorption] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Sleepproof, Magic Defense+20% -> Weapon Abilities: Sleeptouch, Sleepstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Poison Mist- Non-elemental magic damage and counter on all people and inflicts Confuse, Poison. White Wind- If Provoked it will use it on all characters and restores HP. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack to either heal itself or on only one of your characters. ---> STRATEGIC TACTICS: <--- Spirit: Have stats about 118. Use Auron to attack physically or with an over drive. Back him up with a physical or overdrive attack from either Tidus or Kimahri. Try to avoid using all elemental magic (Holy included) in this fight. When you are using magics, the best ones to use for this fight are definitiely Ultima and/or Flare (Doublecast, too). ------------------------------------------------------------------------------- #123.1a. Splasher[x1] (Mt. Gagazet) -> HP: 200 - 900 -> MP: 2 -> AP: 140 - 280 -> Statistics: Str- 14, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 10, Luck- 15 -> Steal: Common- Grenade, Uncommon- Frag Grenade -> Bribe: Gil- 4000, Item- Dragon Scales -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 100 -> Immunities: Sleep, Poison -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20, -> Elemental Affinities: [2x Damage] Lightning [1/2 Damage] Fire [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: HP+5%, Defense+3% -> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing -> Armor/Weapon Abilities: Slots: 1 Pre-Customized Abilities: 0 to 1 Drop Percentage: 4/128 (3%) -> Abilities: Self-Destruct- As a final move on occasion it will do it for physical damage to one, and only if it is one Splasher. Attack- Physical damage and Poison sometimes if a multi grouped Splashers do, but if one Splasher does it only physical damage occurs. ---> STRATEGIC TACTICS: <--- Splasher: Have stats about 45. Just attack once with either Tidus, Wakka, or Rikku. #123.2b. Splasher[x2] (Mt. Gagazet) -> HP: 400 - 900 -> MP: 4 -> AP: 300 - 600 -> Statistics: Str- 19, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 8, Luck- 15 -> Steal: Common- Grenade, Uncommon- Frag Grenade -> Bribe: Gil- 8000, Item- Dragon Scales -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 140 -> Immunities: Sleep, Poison -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20, -> Elemental Affinities: [2x Damage] Lightning [1/2 Damage] Fire [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: HP+5%, Defense+3% -> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing -> Armor/Weapon Abilities: Slots: 1 Pre-Customized Abilities: 0 to 1 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage and Poison sometimes if a multi grouped Splashers do, but if one Splasher does it only physical damage occurs. ---> STRATEGIC TACTICS: <--- Splasher: Have stats about 45. Just attack with either Tidus, Wakka, or Rikku. Not a big match. #123.3c. Splasher[x3] (Mt. Gagazet) -> HP: 600 - 900 -> MP: 4 -> AP: 440 - 880 -> Statistics: Str- 24, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 15, Eva- 6, Luck- 15 -> Steal: Common- Grenade, Uncommon- Frag Grenade -> Bribe: Gil- 12000, Item- Dragon Scales -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 200 -> Immunities: Sleep, Poison -> Weaknesses: Doom- 1, Silence- 20, Darkness- 20, -> Elemental Affinities: [2x Damage] Lightning [1/2 Damage] Fire [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: HP+5%, Defense+3% -> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing -> Armor/Weapon Abilities: Slots: 1 Pre-Customized Abilities: 0 to 1 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage and Poison sometimes if a multi grouped Splashers do, but if one Splasher does it only physical damage occurs. ---> STRATEGIC TACTICS: <--- Splasher: Have stats about 45. Just attack with either Tidus, Wakka, or Rikku. Not a big match. ------------------------------------------------------------------------------- #124. Swamp Mafdet (Via Purifico) -> HP: 850 - 1275 -> MP: 1 -> AP: 240 - 480 -> Statistics: Str- 30, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Hypello Potion -> Bribe: Gil- 17000, Item- 28 Hypello Potions -> Win: Common- 1 or 2 Power Spheres -> Gil Received: 290 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice, Lightning -> Zanmato Lv: 1 -> Armor Abilities: Defense+5%, Berserk Ward -> Weapon Abilities: Piercing, Distil Power, Watersrtike, Icestrike, Firestrike, Lightningstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage on one character. Occasional Slow effect. ---> STRATEGIC TACTICS: <--- Swamp Mafdet: Have stats closer to 30. Have Auron attack with any Piercing weapon you may possess. Have Lulu come in and attack with Ice and Lightning magic attacks. ------------------------------------------------------------------------------- #???. Tanker (Zanarkand - Sinscale fight) -> HP: 1000 - 1000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None -> STRATEGIC TACTICS: Just attack it, ignoring the Sinscales, over and over, until it falls down and pretty much kills all Sinscales. ------------------------------------------------------------------------------- #???. Tentacle (dummied) -> HP: 65535 - 65535 -> MP: 1 -> AP: 0 - 0 -> Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Doom- 3, Poison; 25 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #125. Thorn (Cavern of the Stolen Fayth) -> HP: 4080 - 4060 -> MP: 120 -> AP: 830 - 1660 -> Statistics: Str- 1, Mag- 25, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15 -> Steal: Common- 2 Silence Grenades, Uncommon- Ether -> Bribe: Gil- 81600, Item- 16 Turbo Ethers -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 530 -> Immunities: Magic Break, Silence, Zombie, Confuse, Darkness, Berserk, Poison -> Weaknesses: Doom- 1, Sleep- 95, Petrify- 25, Death- 25 -> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Sleep Ward, MP+5% -> Weapon Abilities: Magic+3%, Magic+5%, Piercing, Sleeptouch, Strength+3%, Strength+5% -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Pollen- Inflicts Darkness, and Sleep as a counter attack. Fira- Fire based magic attack on one character. ---> STRATEGIC TACTICS: <--- Thorn: Have your stats near 40. Use Auron for his attacking. Tidus should use Haste and then attack it with Tidus. Lulu should use Fire magic in order to punish it. ------------------------------------------------------------------------------- #126. Thunder Flan (Mushroom Rock Road) -> HP: 450 - 675 -> MP: 50 -> AP: 24 - 48 -> Statistics: Str- 1, Mag- 17, Def- 120, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Electro Marble, Uncommon- 2 Electro Marbles -> Bribe: Gil- 9000, Item- 8 Lightning Marbles -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 50 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [Absorption] Lightning [1/2 Damage] Fire, Ice [2x Damage] Water -> Zanmato Lv: 1 -> Armor Abilities: Lightning Ward, Lightningproof -> Weapon Abilities: Piercing, Lightningstrike, Distil Mana -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Thunder- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Thunder Flan: Have Lulu use Water spells here. Have Auron attack if you want. Tidus can use an Overdrive if wanted. ------------------------------------------------------------------------------- #127. Tonberry (Cavern of the Stolen Fayth) -> HP: 13500 - 4060 -> MP: 1 -> AP: 6500 - 9750 -> Statistics: Str- 40, Mag- 43, Def- 10, Mdef- 10, Acc- 0, Agl- 14, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Farplane Shadow -> Bribe: Gil- 270000, Item- 2 Amulets -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 2000 -> Immunities: Silence, Darkness, Poison, Petrify, Zombie, Threaten, Berserk, Slow, Power Break, Mental Break, Confuse, Magic Break, Armor Break, Delay, Provoke, Eject, Death -> Weaknesses: Doom- 25, Sleep- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Death Ward -> Weapon Abilities: Slowtouch, Deathtouch, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 0 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Voodoo- If it has an aeon for opposition, it will attack it with Voodoo for physical damage. Karma- Counter attack is used on one person, and the damage done is calculated by 10x the amount of fiends that person has defeated, only before Chef's Knife will you be able to see him use it (not that you would really want to see it done). And is a special attack. Chef's Knife- After it moves towards you 4 times it will use it for physical damage. Move Closer- It will move closer to your party for 4 turns, then you'll see a Chef's Knife. ---> STRATEGIC TACTICS: <--- Tonberry: Have stats in the 50 family. Use Auron to attack it with physical attacks. Yuna can summon Bahamut if you want, for quicker outcomes. Tidus is good for casting Haste from the start and then have him start physically attacking it. Be careful with its Karma attack, which does damage based on how many enemies you have killed throughout the game. Don't let it get to close to you either, because it will use its Doink attack, which hurts alot. ------------------------------------------------------------------------------- #128. Valaha (Cavern of the Stolen Fayth) -> HP: 8700 - 4060 -> MP: 29 -> AP: 1320 - 1980 -> Statistics: Str- 36, Mag- 21, Def- 1, Mdef- 1, Acc- 0, Agl- 23, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions -> Bribe: Gil- 174000, Item- 60 X-Potions -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 720 -> Immunities: Slow, Death, Magic Break -> Weaknesses: Doom- 2, Sleep- 80, Petrify- 25, Poison- 25; 25% -> Elemental Affinities: [1/2 Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: HP+10% -> Weapon Abilities: Piercing, Firestrike, Silencetouch, Distil Ability -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Gore- Physical damage on one. Charging- Starts count to Flame Ball. Flame Ball- Fire damage versus all people. Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- Valaha: Have your stats in the range of 40-48. Now use Auron just to attack it. Tidus' Slice n Dice overdrive works nicely in this bout. Using Yuna for healing purposes is best. ------------------------------------------------------------------------------- #129. Varuna (Omega Ruins) -> HP: 56000 - 11036 -> MP: 999 -> AP: 19500 - 29250 -> Statistics: Str- 13, Mag- 38, Def- 50, Mdef- 10, Acc- 0, Agl- 26, Eva- 0, Luck- 15 Str- 13, Mag- 38, Def- 70, Mdef- 40, Acc- 0, Agl- 26, Eva- 0, Luck- 15 -> Steal: Common- Farplane Wind, Uncommon- Shining Gem -> Bribe: Gil- 1120000, Item- 20 Megalixirs -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 1780 -> Immunities: Sleep, Silence, Darkness, Zombie, Poison, Confuse, Slow, Provoke, Threaten, Reflect, Magic Break, Armor Break, Death, Delay -> Weaknesses: Doom- 7, Petrify- 80 -> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water, Fire [2x Damage] Holy -> Zanmato Lv: 1 -> Armor Abilities: SOS Shell, Magic Defense+10% -> Weapon Abilities: Piercing, Double Overdrive, Magic+10% -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 0 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Haste- Cast Haste on itself. Mana Focus- Starts count to Emblem of Fate. Dispel- Negates all of the positive status ailments that are currently casted on your party. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Thundaga- Lightning based magic attack on one character. Blizzaga- Ice based magic attack on one character. Pharaoh's Curse- Inflicts Silence, Curse, Poison, Darkness on one person. Emblem of Fate- Non-elemental magic damage to all characters but after 1 turn of Mana Focus. ---> STRATEGIC TACTICS: <--- Varuna: Have stats near 160. Now have Tidus cast Hastega in the beginning of the whole battle. Now use Auron to attack at it physically. Have Yuna heal and summon. Now use Tidus for physical attacking purposes. Keep repeating this until you have it killed. Oh, and when you decide to summon, make sure it is the Magus Sisters or Anima which you summon, and then use their overdrives, or use Mindy's Passado. ------------------------------------------------------------------------------- #???a. Vepar (1 fish - dummied) -> HP: 600 - 2700 -> MP: 2 -> AP: 0 - 0 -> Statistics: Str: 20, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 35, Eva: 12, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Poison, Sleep -> Weaknesses: Darkness; 20, Silence; 20 -> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None #???b. Vepar (2 fish - dummied) -> HP: 1200 - 2700 -> MP: 4 -> AP: 0 - 0 -> Statistics: Str: 28, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 32, Eva: 10, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Poison, Sleep -> Weaknesses: Darkness; 20, Silence; 20 -> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None #???c. Vepar (3 fish - dummied) -> HP: 1800 - 2700 -> MP: 6 -> AP: 0 - 0 -> Statistics: Str: 34, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 29, Eva: 8, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Poison, Sleep -> Weaknesses: Darkness; 20, Silence; 20 -> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #130. Vouivre (Luca Blitzball Stadium - Fiend Attack) -> HP: 225 - 500 -> MP: 1 -> AP: 14 - 21 -> Statistics: Str- 20, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 3, Eva- 0, Luck- 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: Gil- None -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 50 -> Immunities: None -> Weaknesses: Doom- 3, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward, HP+5% -> Weapon Abilities: Icestrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Flame Breath- Fire damage on everyone. Attack- Physical damage to one, and Slow on some occasions. ---> STRATEGIC TACTICS: <--- Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the same purposes. ------------------------------------------------------------------------------- #131. Vouivre (Mi'ihen Highroad) -> HP: 225 - 383 -> MP: 22 -> AP: 24 - 48 -> Statistics: Str- 20, Mag- 21, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15 -> Steal: Common- Potion, Uncommon- Silver Hourglass -> Bribe: Gil- 5100, Item- 10 Silver Hourglasses -> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 50 -> Immunities: None -> Weaknesses: Doom- 3, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward, HP+5% -> Weapon Abilities: Icestrike, Piercing, Distil Power, Piercing, Firestrike, Waterstrike, Lightningstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Flame Breath- Fire damage on everyone. Attack- Physical damage to one, and Slow on some occasions. ---> STRATEGIC TACTICS: <--- Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the same purposes. ------------------------------------------------------------------------------- #???. Vulture (Dummied) -> HP: 4000 - 560 -> MP: 50 -> AP: 0 - 0 -> Statistics: Str: 21, Mag: 40, Def: 1, Mdef: 1, Acc: 0, Agl: 14, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 0 -> Immunities: Sleep, Confuse -> Weaknesses: Silence; 20 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None ------------------------------------------------------------------------------- #132. Warrior Monk --> Flamethrower* (Bevelle - After Evrae) -> HP: 1400 - 2100 -> MP: 20 -> AP: 420 - 840 -> Statistics: Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15 -> Steal: Common- 2 Hi-Potions, Uncommon- Purifying Salt -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 460 -> Immunities: Silence, Magic Break, Power Break, Provoke, Bribe -> Weaknesses: Doom- 1, Poison- 25; 25%, Sleep- 50, Zombie- 25, Petrify- 25, Darkness- 25 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+5%, Death Ward -> Weapon Abilities: Piercing, Strength+5%, Magic Counter -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- This attack, what it does, is it does Fire damage to every character in your party that's fighting. ---> STRATEGIC TACTICS: <--- Warrior Monk: Have stats near 40. Have Tidus and Auron attack it physically, then use Wakka and/or Kimahri to do the same exact thing. Use Yuna to heal the warriors that are fighting (your party). #132?. Fire Rifle (Bevelle - After Evrae - Warrior Monk) -> HP: 1 - 1 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinites: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #133. Warrior Monk --> Bayonett* (Bevelle - After Evrae) -> HP: 1400 - 2100 -> MP: 20 -> AP: 420 - 840 -> Statistics: Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 19, Eva- 0, Luck- 15 -> Steal: Common- 2 Hi-Potions, Uncommon- Purifying Salt -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 460 -> Immunities: Silence, Magic Break, Power Break, Provoke, Bribe -> Weaknesses: Doom- 1, Poison- 25; 25%, Sleep- 50, Zombie- 25, Petrify- 25, Darkness- 25 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Magic Defense+5%, Death Ward -> Weapon Abilities: Piercing, Strength+5%, Magic Counter -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- This does physical type damage versus just one of your characters. ---> STRATEGIC TACTICS: <--- Warrior Monk: Have stats near 40. Have Tidus and Auron attack it physically, then use Wakka and/or Kimahri to do the same exact thing. Use Yuna to heal the warriors that are fighting (your party). #133?. Rifle (Bevelle - After Evrae - Warrior Monk) -> HP: 1 - 1 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinites: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #134. Wasp (Macalania Woods) -> HP: 360 - 540 -> MP: 30 -> AP: 240 - 480 -> Statistics: Str- 17, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 18, Eva- 13, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Poison Fang -> Bribe: Gil- 7200, Item- 3 Poison Fangs -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 142 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: MP+10%, Poison Ward -> Weapon Abilities: Firestrike, Waterstrike, Icestrike, Lightningstrike, Piercing, Distil Speed -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage and sometimes Poison to one person. ---> STRATEGIC TACTICS: <--- Wasp: Have stats between 23-28. Just strike it down with Wakka's mighty blitzball. Or have Lulu attack it with Ice magic. ------------------------------------------------------------------------------- #135. Water Flan (Besaid) -> HP: 315 - 473 -> MP: 30 -> AP: 2 - 4 -> Statistics: Str- 3, Mag- 15, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15 -> Steal: Common- Fish Scale, Uncommon- 2 Dragon Scales -> Bribe: Gil- 6300, Item- 2 Water Gems -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 18 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [Absorption] Water [1/2 Damage] Ice, Fire [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: Water Ward, Waterproof -> Weapon Abilities: Waterstrike, Piercing, Distil Mana -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Water- On itself to heal, or Water based magic damage to one character. ---> STRATEGIC TACTICS: <--- Water Flan: Have youe stats in the 30's. Now have your black mage, use Lightning magic against it. ------------------------------------------------------------------------------- #136. White Element (Mi'ihen Highroad) -> HP: 390 - 585 -> MP: 120 -> AP: 20 - 40 -> Statistics: Str- 1, Mag- 22, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15 -> Steal: Common- Antarctic Wind, Uncommon- 2 Antarctic Winds -> Bribe: Gil- 7800, Item- 7 Arctic Winds -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 48 -> Immunities: Darkness, Petrify, Poison, Sleep, Zombie -> Weaknesses: Doom- 1, Silence- 20 -> Elemental Affinities: [1/2 Damage] Water, Lightning [Absorption] Ice [2x Damage] Fire -> Zanmato Lv: 1 -> Armor Abilities: Ice Ward, Iceproof -> Weapon Abilities: Icestrike, Distil Mana, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 0 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Blizzard- Ice based magic attack on one character. ---> STRATEGIC TACTICS: <--- White Element: Have stats next to 26. Have Lulu cast Fire on it. Use Auron to attack it, that'll work really well. ------------------------------------------------------------------------------- #137. Worker (Luca - Search for Yuna) -> HP: 300 - 600 -> MP: 1 -> AP: 7 - 10 -> Statistics: Str- 12, Mag- 1, Def- 100, Mdef- 1, Acc- 15, Agl- 10, Eva- 0, Luck- 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions -> Gil Received: 85 -> Immunities: Doom, Sleep, Silence, Zombie, Darkness, Berserk, Poison, Petrify, Confuse, Bribe, Power Break, Magic Break, Armor Break, Mental Break, Demi, Threaten, Death, Provoke, Eject -> Weaknesses: None -> Elemental Affinities: [2x Damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide -> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike, Waterstrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Attack- This attack will do physical type damage to just one person. ---> STRATEGIC TACTICS: <--- Worker: Have stats near 17-20. Use Lulu to perform a Thunder spell on it. Now, have Tidus or Kimahri attack it physically. Or you can also use their Overdrives. ------------------------------------------------------------------------------- #138. Wraith (Inside Sin) -> HP: 22222 - 13560 -> MP: 3500 -> AP: 3100 - 6200 -> Statistics: Str- 1, Mag- 24, Def- 150, Mdef- 30, Acc- 0, Agl- 25, Eva- 0, Luck- 15 * - Mdef is 50 in the Int. version -> Steal: Common- Farplane Shadow, Uncommon- Farplane Wind -> Bribe: Gil- 444440, Item- 60 Farplane Winds -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 2 or 4 Mana Spheres -> Gil Received: 1070 -> Immunities: Sleep, Silence, Darkness, Zombie, Poison, Petrify, Mental Break, Confuse, Slow, Power Break, Armor Break, Berserk, Magic Break, Death, Threaten, Provoke -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: No Encounters, MP+10% -> Weapon Abilities: Piercing, Distil Mana, Magic+5%, Magic+10% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 20/128 (15%) -> Abilities: Death- This attack KOs just one of your party members that are fighting. Doom- Dooms to the Death/KO status after few turns. ---> STRATEGIC TACTICS: <--- Wraith: Have stats near 50 for this particular fight. It will cast Doom on you if you do not manage to kill it before its turn. You can cure that with a Holy Water or a Remedy. Now use Auron to attack at it as much as he can with Haste on him. Tidus should help him in attacking, and Yuna to heal is best. ------------------------------------------------------------------------------- #139. Xiphos (Macalania Woods) -> HP: 2700 - 1432 -> MP: 5 -> AP: 520 - 720 -> Statistics: Str- 20, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15 -> Steal: Common- Hi-Potion, Uncommon- Mega-Potion -> Bribe: Gil- 54000, Item- Megalixir -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres -> Gil Received: 220 -> Immunities: Sleep, Poison -> Weaknesses: Doom- 2, Silence- 20, Darkness- 50 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Defense+5% -> Weapon Abilities: SOS Overdrive, Magic+3%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Attack- Physical damage and sometimes Poison to one character. ---> STRATEGIC TACTICS: <--- Xiphos: Have your stats near 36. Now have Tidus there to attack it normally or with Quick Attacks if that is available to you. If he is quick enough use Auron to attack it as well. Yuna should summon Shiva to stand toe-to-toe with it in the agility category. ------------------------------------------------------------------------------- #140. YAT-97 (Zanarkand Ruins) -> HP: 3700 - 5550 -> MP: 1 -> AP: 3200 - 4800 -> Statistics: Str- 41, Mag- 38, Def- 1, Mdef- 120, Acc- 0, Agl- 12, Eva- 0, Luck- 15 -> Steal: Common- 3 Holy Waters, Uncommon- 2 Ethers -> Bribe: Gil- 74000, Item- 16 Ethers -> Win: Common- 2 or 4 Phoenix Downs, Uncommon- 1 or 2 Phoenixes -> Gil Received: 1080 -> Immunities: Sleep, Silence, Zombie, Poison, Darkness, Petrify, Confuse, Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death -> Weaknesses: Doom- 15 -> Elemental Affinities: [2x Damage] Water, Fire -> Zanmato Lv: 1 -> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward -> Weapon Abilities: Piercing, Strength+5%, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 0 to 2 Drop Percentage: 15/128 (11%) -> Abilities: Upward Attack- Physical damage to all when fighting it from far away. Attack- Physical damage to one character. ---> STRATEGIC TACTICS: <--- YAT-97: Have stats around 42. Now use Lulu to use Fire/Water spells on it. Auron attacking it is also the way to go, and the best way to back up Lulu. Tidus casting any form of Haste in the beginning is also nice. ------------------------------------------------------------------------------- #141. YAT-99 (Bevelle) -> HP: 2700 - 2108 -> MP: 1 -> AP: 1870 - 2805 -> Statistics: Str- 40, Mag- 32, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15 -> Steal: Common- Remedy, Uncommon- Ether -> Bribe: Gil- 54000, Item- 10 Ethers -> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes -> Gil Received: 1300 -> Immunities: Sleep, Silence, Zombie, Poison, Darkness, Petrify, Confuse, Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death -> Weaknesses: Doom- 15 -> Elemental Affinities: [2x Damage] Water, Fire -> Zanmato Lv: 1 -> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward -> Weapon Abilities: Piercing, Strength+5%, Magic+5%, Strength+3%, Magic+3%, Firestrike, Icestrike, Lightningstrike, Waterstrike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 0 to 2 Drop Percentage: 15/128 (11%) -> Abilities: Upward Attack- Physical damage to all when fighting it from far away. Attack- Physical damage to one character ---> STRATEGIC TACTICS: <--- YAT-97: Have stats around 32. Now use Lulu to use Fire/Water spells on it. Auron attacking it is also the way to go, and the best way to back up Lulu. Tidus casting any form of Haste in the beginning is also nice. ------------------------------------------------------------------------------- #142. Yellow Element (Kilika Woods) -> HP: 300 - 450 -> MP: 100 -> AP: 9 - 18 -> Statistics: Str- 1, Mag- 18, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15 -> Steal: Common- Electro Marble, Uncommon- Lightning Marble -> Bribe: Gil- 6000, Item- 6 Lightning Marbles -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 33 -> Immunities: Sleep, Zombie, Poison, Petrify, Darkness -> Weaknesses: Doom- 1, Silence- 20 -> Elemental Affinities: [2x Damage] Water [Absorption] Lightning [1/2 Damage] Ice, Fire -> Zanmato Lv: 1 -> Armor Abilities: Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Distil Mana -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 0 to 2 Drop Percentage: 4/128 (3%) -> Abilities: Thunder- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- Yellow Element: Have stats near 10-12. Just use Lulu to cast Water spells on it. ------------------------------------------------------------------------------- #143. YKT-11 (Zanarkand Ruins) -> HP: 6200 - 8848 -> MP: 1 -> AP: 3200 - 4800 -> Statistics: Str- 34, Mag- 1, Def- 1, Mdef- 60, Acc- 0, Agl- 25, Eva- 0, Luck- 15 -> Steal: Common- 3 Holy Waters, Uncommon- 2 Ethers -> Bribe: Gil- 124000, Item- 12 Ethers/1 Elixir -> Win: Common- 2 or 4 Hi-Potions, Uncommon- 1 or 2 Mega-Potions -> Gil Received: 1080 -> Immunities: Sleep, Silence, Zombie, Poison, Petrify, Confuse, Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death -> Weaknesses: Doom- 15, Darkness- 95 -> Elemental Affinities: [2x Damage] Water, Fire -> Zanmato Lv: 1 -> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward -> Weapon Abilities: Piercing, Strength+5%, Magic+5% -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 0 to 2 Drop Percentage: 15/128 (11%) -> Abilities: Thrust Kick- Ejects one character. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- YKT-11: Have stats about 42 or 45. Just use Lulu to cast Fire and/or Water spells to do damage. Also have Yuna summon Bahamut. Auron to attack will also work. ------------------------------------------------------------------------------- #144. YKT-63 (Bevelle) -> HP: 4200 - 2108 -> MP: 1 -> AP: 1870 - 2805 -> Statistics: Str- 40, Mag- 1, Def- 1, Mdef- 60, Acc- 0, Agl- 22, Eva- 0, Luck- 15 -> Steal: Common- Remedy, Uncommon- Ether -> Bribe: Gil- 84000, Item- 8 Elixirs -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions -> Gil Received: 1300 -> Immunities: Sleep, Silence, Zombie, Poison, Petrify, Confuse, Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death -> Weaknesses: Doom- 15, Darkness- 95 -> Elemental Affinities: [2x Damage] Water, Fire -> Zanmato Lv: 1 -> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward -> Weapon Abilities: Piercing, Strength+5%, Magic+5%, Strength+3%, Magic+3%, Firestrike, Icestrike, Lightningstrike, Waterstrike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 0 to 2 Drop Percentage: 15/128 (11%) -> Abilities: Thrust Kick- Ejects one character. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- YKT-11: Have stats about 37 or 40. Just use Lulu to cast Fire and/or Water spells to do damage. Also have Yuna summon Bahamut. Auron to attack will also work. ------------------------------------------------------------------------------- #145. Yowie (Cavern of the Stolen Fayth) -> HP: 900 - 1350 -> MP: 95 -> AP: 810 - 1620 -> Statistics: Str- 26, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 29, Eva- 10, Luck- 15 -> Steal: Common- Soft, Uncommon- Petrify Grenade -> Bribe: Gil- 18000, Item- 12 Petrify Grenades -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres -> Gil Received: 480 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [1/2 Damage] Water, Fire, Lightning [2x Damage] Ice -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward -> Weapon Abilities: Piercing, Distil Speed, Icestrike, Lightningstrike, Waterstrike, Firestrike -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one. And sometimes Petrification and Silence. ---> STRATEGIC TACTICS: <--- Yowie: Have the stats of your characters about 36. Just attack it with Tidus about once or maybe even twice to be able to kill it. Auron might be fast enough to hit it at this point in the game. ------------------------------------------------------------------------------- #146. Zaurus (Omega Ruins) -> HP: 7850 - 11775 -> MP: 1 -> AP: 5000 - 10000 -> Statistics: Str- 38, Mag- 1, Def- 30, Mdef- 120, Acc- 0, Agl- 46, Eva- 14, Luck- 15 Str- 38, Mag- 1, Def- 50, Mdef- 150, Acc- 0, Agl- 46, Eva- 14, Luck- 15 (Int) -> Steal: Common- 2 Petrify Grenades, Uncommon- 3 Petrify Grenades -> Bribe: Gil- 164000, Item- 10 Rename Cards -> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres -> Gil Received: 950 -> Immunities: Sensor, Scan -> Weaknesses: None -> Zanmato Lv: 1 -> Armor Abilities: Slow Ward, Slowproof -> Weapon Abilities: Piercing, Distil Speed, Icestrike, Lightningstrike, Waterstrike, Firestrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Attack- Physical damage to one. And sometimes Petrification and Silence. ---> STRATEGIC TACTICS: <--- Zaurus: Have stats about 99-102. Have Tidus attack it many times, along with Auron doing the same. Yuna healing the two of them would be best. Also have her cast protective magic on them. Wearing an armor bearing protection over Petrification is a wise decision. ------------------------------------------------------------------------------- #147. Zu (Bikanel Desert - Forced Fight) -> HP: 12000 - 12000 -> MP: 50 -> AP: 1200 - 1800 -> Statistics: Str- 32, Mag- 30, Def- 20, Mdef- 20, Acc- 0, Agl- 8, Eva- 0, Luck- 15 -> Steal: Common- 3 Smoke Bombs, Uncommon- 4 Smoke Bombs -> Bribe: None -> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions -> Gil Received: 1200 -> Immunities: Sleep, Zombie, Confuse, Reflect, Provoke, Threaten, Petrify, Death -> Weaknesses: Doom- 3, Silence- 20, Darkness- 20, Poison- 25; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Dark Ward -> Weapon Abilities: Magic+3%, Darktouch, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Wings start to glow- Starts count to Sonic Boom. Land on ground- Once it's HP is 3999 (66%) or less, it lands and no more Sonic Boom. Attack- Physical damage and Darkness on one person. Sonic Boom- On every 5th turn it has, it uses it for physical damage on all. ---> STRATEGIC TACTICS: <--- Zu: Have status around 32. First use Tidus to attack it until your other characters arrive to assist you. When Auron comes use him to attack also. But when Lulu arrives use her strictly to cast Thunder spells. Eventually you'll be able to take it. ------------------------------------------------------------------------------- #148. Zu (Bikanel Desert) -> HP: 18000 - 1432 -> MP: 50 -> AP: 1200 - 1800 -> Statistics: Str- 37, Mag- 35, Def- 20, Mdef- 20, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- 3 Smoke Bombs, Uncommon- 4 Smoke Bombs -> Bribe: Gil- 360000, Item- 2 Skill Spheres -> Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions -> Gil Received: 1200 -> Immunities: Sleep, Zombie, Confuse, Reflect, Provoke, Threaten, Petrify, Death -> Weaknesses: Doom- 5, Silence- 20, Darkness- 95, Poison- 25; 25% -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: Dark Ward -> Weapon Abilities: Magic+3%, Darktouch, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 64/128 (50%) -> Abilities: Wings start to glow- Starts count to Sonic Boom. Land on ground- Once it's HP is 3999 (66%) or less, it lands and no more Sonic Boom. Attack- Physical damage and Darkness on one person. Sonic Boom- On every 5th turn it has, it uses it for physical damage on all. ---> STRATEGIC TACTICS: <--- Zu: Have stats closer to 44. Have Yuna summon any aeon of your choosing, Bahamut is recommended. If you bring him in, either use his Mega Flare, or if not, use tons of Impulses. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 52.2. Bosses #SB3M2 ------------------------------------------------------------------------------- This section will not be in ABC order. Instead, it'll be in thw order that you encounter them throughout the story. ------------------------------------------------------------------------------- #1. Sinspawn Ammes (Zanarkand) -> HP: 2400 - 1000 -> MP: 400 -> AP: None -> Statistics: Str: 1, Mag: 5, Def: 1, Mdef: 1, Acc: 0, Agl: 9, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Zombie, Threaten, Poison, Sleep, Petrify, Eject, Doom, Demi, Confuse, Death, Bribe -> Weaknesses: None -> Strengths: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Demi: Magical/Gravitational damage all of your characters. This will take off 1/4, 25% of current HP, not maximum. ---> STRATEGIC TACTICS: <--- This fight shouldn't even be called a boss fight, in my opinion. First reason for this opinion is that you cannot die at all, this is due to its only move being Demi, which if you look to the above, can *never* kill you, only drop you to 1 HP. Next, is that even though it comes with six other Sinscales, those are only there for show, you'll take them out instantly and automatically due to a tutorial the game gives you no matter what, zzz... This tutorial deals with, and explains to you what Overdrives are in this game, and then, you realize that Auron has Overdrive Bar filled. Now, press left to go to the Subcommand Menu #2, now, pick Bushido then enter the button combination after picking on Dragon Fang. Be hasty, though, as you are under time limit, you'll still kill Sinscales, however. All that Sinspawn Ammes will do for the whole duration of this fight is use Demi, so, never heal, and just focus your main attentions and energies on physically attacking the rest of the fight. But first, Tidus' Overdrive is available next; stop the marker in the middle of the bar to get extra damage with his Swordplay: Spiral Cut. After all of its squid-like tentacles are deminished, the fight is finished with your two characters the victors... no matter what!!! ------------------------------------------------------------------------------- #2. Geosgaeno (Outside Baaj Temple) -> HP: 32767 -> MP: 128 -> AP: None -> Statistics: Str: 36, Mag: 40, Def: 50, Mdef: 50, Acc: 50, Agl: 48, Eva: 0, Luck: 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Demi, Threaten, Death, Sleep, Confuse, Provoke, Doom, Zombie, Delay, Slow, Darkness, Silence, Armor Break, Mental Break, Magic Break, Power Break, Eject, Bribe, Berserk -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [Weakness] Holy, Water, Lightning, Fire, Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: This attack will take off 1/2 (50%) of Tidus' current HP as a Gravity based move. But it also will do physical damage with that. ---> STRATEGIC TACTICS: <--- This fight cannot be won without means of a cheat device, so, let's just get straight to it: The Sahagins attack you, all you have to do is kill off two of the three, then, this initiates the only bloody scene in the game where the big beast, Geosgaeno, chews and then spits out the other Sahagin. Now it takes to mind that it's your turn. So, when finally commenced in battle after the scene, we go like this: Tidus just physically attacks since he cannot do anything else but heal (which you *don't* want to waste your time with if you read what its only attack is). It only takes away 1/2 of *current* HP. Example: Your HP is 520, if it uses this attack, your HP is now 260, and if your HP is 1, it can't do any more damage, like with Ammes' Demi that we've experienced before. So keep attacking and/or just presing Run, and after your HP is 65, it ends the fight with Tidus escaping into Baaj Temple inside. Don't worry, you get to exact your revenge later. ------------------------------------------------------------------------------ #3. Klikk (Baaj Temple) -> HP: 1500 - 400 -> MP: 5 -> AP: 5 - 7 -> Statistics: Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 50, Agl: 4, Eva: 0, Luck: 15 -> Steal: Common- Grenade, Uncommon- 2 Grenades -> Bribe: None -> Win: Common- 2 Ability Spheres, Uncommon- 2 Ability Spheres -> Gil Received: 50 -> Immunities: Poison, Scan, Sleep, Sensor, Berserk, Confuse, Bribe -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Abilities: N/A -> Abilities: - Attack: This attack, when used, is going to be doing physcial-type damage against one of the characters. ---> STRATEGIC TACTICS: <--- This boss is harder than SPA, but, that doesn't mean it's hard. I cannot offer any where-are-your-stats preperations, because it's too early in the game to have even leveled yet.:) Nor do you have... *coughcustomizingcough*. Sorry, let's begin: You have to keep on fighting it until a band of Al Bhed bust in with a bang. You're now fighting along side with a young Al Bhed girl (this happens when you get Klikk's HP down halfway [1/2]). But, that's moving too far ahead, so, now for battle before this event: Hopefully you've saved your Potions and not used them frantically when HP was small against Sinspawn. Because, in this fight, you'll actually be needing them. This is how you should've fought until girl came: Attack -> Get Attacked -> Attack -> Get Attacked -> Potion. That's what always works. Too bad is that when girl comes in to aid you with this fight, it is both a blessing and a curse. The blessing it... well... she's there to help you beat it, and the curse is that its HP returns to original state. Hey, but guess what, this girl can throw Grenades and Steal them. She starts with two of them, so throw 'em both and each does about 300 damage. She then has capability of Stealing 2 more and claim another 600. And doing this in conjunction with Tidus' physical attacks, you'll have it dead within a matter of 8 turns (without healing) from the girl's arrival on the scene. With healing it's probably about 10-11 turns. Don't try to get the girl's Overdrive, because it's impossible in this battle, but don't worry, you'll get to later *hint Hint* ------------------------------------------------------------------------------- #4. Tros (Sunken Ship) -> HP: 2200 - 600 -> MP: 10 -> AP: 8 - 12 -> Statistics: Str: 10, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Grenade, Uncommon- 3 Grenades -> Bribe: None -> Win: Common- 2 to 4 Power Spheres, Uncommon- 2 to 4 Power Spheres -> Gil Received: 100 -> Immunities: Darkness, Demi, Eject, Provoke, Zombie, Confuse, Death, Doom, Petrify, Silence, Threaten, [Sleep - in Int] -> Weaknesses: Poison- 0 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: This attack will do physical attack against one of your people. - Tentacles: This attack will do physical attack against one of your people. - Nautilus Charge: After at least one Tros' turn has passed in battle, or one turn after it uses it, it does physical-type damage to everyone. Big whirlpool. ---> STRATEGIC TACTICS: <--- This battle is definitely your most heated one yet in this game. So, needless to say, I hope you've done Potion trick above, and kept your health maximum before coming into this fight. You will fight on, and then everntually, you're given some info and a small tutorial introduction to the game's Trigger Commands. Now, there roles in this game aren't great, but in some boss battles, they're very significant. Anyhoo, we fight like so: Tentacles attack does near 50-100 damage. Normal attack will do about the same, if not slightly less. And then there's Nautilus Charge which will do much bigger damage of about 160-210. For the first move in battle, you have Tidus Cheer both of them (well, it only takes one Cheer to do them both). Now, for the girl's turn, you have her use a Grenade, and that's basically her whole-battle strategy, with minor exceptions of having to Steal some Grenades now and then. After she's used them all, and she's milked Tros of all of his, you just have her use pitiful I-do-50-damage physical attack. And Tidus attacks, and if Overdrive state is reached with him, well, you know what to do, heh... He is also meant for waiting in the wings for when HP is yellow, and then using Potions, and very rarely, Hi-Potions. After its HP is 1850, it then swims off until it's not hitable by physical attacks. This is when you should really use Grenades, they come very handy here. You now can use Trigger Command to "Stand By" and restorate 50 HP to each character, sweet, huh? And every time you get to HPs: 1850, 1500, 1150... it moves out, but eventually, you'll get to Pincer Attack Trigger Command, which makes Tidus go around one side, and the Al Bhed girl swim around the other way to surround it. Main benefit of doing this is first of all, to prevent Nautilus Charge, and secondly, to make it not able to ever swim off like a little pansy ever again, hahaha! But, be cautioned, there is one drawback from all of this good stuff (always has to be, argh!), and that is Tentacles attacking power almost doubles like in this example: Normally when I fought Tros before I did this, I once had 86 damage done to me, and then after, I did this, it went for 143. Now it was good that it happened to same person, that was I could compare it with same Def. From here, you continue same battle's strategy, of having Tidus with his attack and Potioning, and the chick to use any left Grenades, Stealing any (if there are any still), and normally attacking. ------------------------------------------------------------------------------- #5. Kimahri (Besaid Island) -> HP: 750 - 300 -> MP: 10 -> AP: 3 - 4 -> Statistics: Str: 10, Mag: 8, Def: 15, Mdef: 5, Acc: 10, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres -> Gil Received: 100 -> Immunities: Threaten, Eject -> Weaknesses: Poison- 0%; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Defense+5% -> Weapon Abilities: Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Jump: This attack will do physical damage against Tidus (only character at that point. - Attack: This attack will do physical damage against Tidus (only character at that point. #5?. Lance of Kimahri (Besaid Island - Kimahri fight) -> HP: 4649 - 4649 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Scan, Threaten, Sensor -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Start off by using the Cheer ability to decrease the amount of damage you sustain from his attacks. Just attack back at Kimahri, and whenever your turns yellow, heal. Becareful for his Jump attack which can really hurt. And, if you miraculously have obtained Haste by this point in time use it for sure. Soon enough the fight will end. A special little note is that this mini-boss is the very first battle in this game to drop armors and/or weapons with some abilities on them, finally...! ------------------------------------------------------------------------------- #6. Sin's Fin (SS Liki) -> HP: 2000 - 1000 -> MP: 100 -> AP: 10 - 15 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 6, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 100 -> Immunities: Sleep, Doom, Silence, NulBlaze, NulFrost, NulShock, NulTide, Darkness, Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Threaten, Death, Provoke, Eject, Berserk, Bribe, Confuse -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Water Ward, Fire Ward, Ice Ward -> Weapon Abilities: Piercing, Icestrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Swim to new location: Change the place it's at in the water. It is just done to make boss look like it's doing something. ---> STRATEGIC TACTICS: <--- This battle isn't that hard, it will just take a good bit of time. First off, the only stat that matters is Str, and that should be around 16 or so with Tidus, Wakka same, and Kimahri 18. This is for AP, each of the Sinscales gives 2 AP for normal kill, and 3 APs for Overkill. So if you've followed big-Potions trick, you can stay alive for a while, and you can get 20 by using the suitcase on SS Liki. I don't recommend using them all, though. I suggest killing about 50 Scales for at least 100 AP and most 150 AP. At most you'll have to use about using 10 of your huge Potion amount. Now, we move onto Sin's Fin strategy: When you enter the fight, you see that it drops Sinscale to attack your party. Do not even bother with them, instead summon Valefor. Use it to first attack with magic (perferably Thunder), once it's overdrive guage fills use it, that should at least half it's HP. Repeat this process, but if during any moment Valefor dies and Sin is still alive just use Lulu to cast magic and Wakka to throw his ball from a far. Only use Yuna to heal the wounded. After the battle, Tidus falls in the water and Wakka follows. Wakka gives Tidus Potion and they fight again with no saving in between... #7. Sinspawn Echuilles (Below SS Liki) -> HP: 2000 - 400 -> MP: 20 -> AP: 12 - 18 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 15, Agl: 5, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres -> Gil Received: 115 -> Immunities: Sleep, Petrify, Death, Berserk, Zombie, Provoke, Eject, Confuse -> Weaknesses: Doom- 3, Poison- 0%; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Water Ward -> Weapon Abilities: Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Drain Touch: This will do physically-based damage in conjunction with Drain effect which makes the damage done by physical-type damage added onto the boss' to restore HP. On one. - Blender: On every turn 3, Sinspawn Echuilles will use this move which executes non-elemental magic-type damage to everybody. ---> STRATEGIC TACTICS: <--- Thank goodness you have tons of Potions, 'cause you're going to need 'em! Wakka and Tidus take on this battle with a Sinspawn by themselves (crazy guys). But, we still have to live with it, let's go: It is accompanied by Sinscales, which are the only Scales in the game with a Zanmato Lvl of 4! Now, if you have any spare turns in which everything is going perfect, than I suggest taking them out. They just come back anyway. Otherwise, let them be, and if they're 50-60 damage hitting attacks get to you, use some Potions. Now we get to strategy of defeating big ugly Echie. For first move in battle (if it's Tidus'), you just have him use physical attack or Spiral Cut if it's left over from Sin's Fin fight. This will probably take out some 200-300 HP. But, if the turn is Wakka's, you have him use Dark Attack in an attempt (which almost always works!:) to make almost-60-damage-inflicting Dark Attack miss about 100% of the time. If you do it at the right time, and it connects, you can even dodge Blender which does nearly 100-130 damage depending on Def. I wish Sinscales here gave AP, but they don't, so suck lemons.=P If Wakka gets up to Overdrive Mode, use his Element Reels and it doesn't matter which element you get, as it's the same to every element. I suggest using Dark Attack every time it wears off of Echuilles. Remember, Cheer is your friend. ------------------------------------------------------------------------------- #8. Lord Ochu (Kilika Forest) -> HP: 4649 - 800 -> MP: 39 -> AP: 40 - 60 -> Statistics: Str: 15, Mag: 23, Def: 1, Mdef: 1, Acc: 10, Agl: 8, Eva: 0, Luck: 20 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: Remedy -> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 HP Spheres -> Gil Received: 420 -> Immunities: Poison, Confuse, Provoke, Darkness, Berserk -> Weaknesses: Doom- 1 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Poisonward, Stoneward, Darkward, Sleepward, Berserkward, Silenceward -> Weapon Abilities: Poisontouch, Magic+5%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Water- Water based magic attack on one character. Earthquake- If awoken, it uses physical and Gravity attack ripping off 50% of party's current HP. Poison Claw- Physical damage and Poison on one person. Lord Ochu falls asleep- After it has lost 1/2 or more of it's max HP, it'll fall asleep and start restorating under the Regen status. And if it is awoken it'll deliver Earthquake. ---> STRATEGIC TACTICS: <--- Pattern: Poison Claw(1,2) -> Water -> repeat... Earthquake on random turns (dodge with Valefor), and Sleep when its HP is 2149. That makes him semi-predictable. - Ok, you should have the following party for this fight, at least for much better chance: Tidus, Wakku, Lulu/Yuna. Kimahri doesn't matter much in this fight, unless you really want physical fight, but that's partly what Tidus is there for. Ok, it has a few dangerous attacks, like Water, this attack does about 260 damage to one charater, but you can have Yuna NulTide it as first move. The best way to go with Yuna, however, is to have her to summon forth Valefor and unleash Fires until it hits Overdrive state in which you can pulverize Ochu with Energy Ray. If you prefer not to have Yuna participate in the fight, and not to bring in the aeon, you can have Lulu use Fire spells, and then, perhaps a Fire Fury for obscene amounts of damage. If you get under Poison status with Poison Claw, heal up with Antidotes and Potions. There's a way to never see anything in this fight other than Earthquake, and that might still miss. Every 3-4 turns, have Wakka use both Silence and Dark Attack, this makes both Earthquake and Poison Claw miss, and Water prevented. Wake it up when it sleeps so it doesn't regain HP with Regen effect. ------------------------------------------------------------------------------- #9. Sinspawn Geneaux (Kilika/Area Before Temple) -> HP: 3000 - 900 -> MP: 30 -> AP: 48 - 72 -> Statistics: Str: 15, Mag: 10, Def: 1, Mdef: 1, Acc: 100, Agl: 7, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 3 or 6 Power Spheres -> Gil Received: 300 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten, Eject, Provoke, Death -> Weaknesses: None -> Elemental Affinities: [2x Damage] Fire [Absorption] Water -> Zanmato Lv: 4 -> Armor Abilities: Dark Ward -> Weapon Abilities: Piercing, Darktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Water- Water based magic attack on one character. Staccato- Physical damage on everybody. Venom- Physical damage and Poison to one. Sigh- Non-elemental magic damage to every character. #9.1. Geneaux Tentacles (Kilika/Area Before Temple - Sinspawn Geneaux) -> HP: 450 - 500 -> MP: 10 -> AP: 5 - 7 -> Statistics: Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 10, Eva: 0, Luck: 10 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 30 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten, Eject, Provoke, Death -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Ice, Lightning [Absorption] Water -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Tentacles absorb magic!- While alive, they aborb any magic directed at Geneaux. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- SINSPAWN GENEAUX: You've better have Kimahri with a piercing weapon eqipped so that it can actually penetrate that heavy shell of Geneaux. Don't use Lulu to use Fire on the shell, yet the Tentacles. Haste Tidus, and have him attack the Tentacles. Only use Yuna for healing purposes, I didn't find it a necessary procedure to summon in this battle. Once you break the shell. Start attacking physically with Kimahri, and Tidus, but now use Lulu to cast Fire on the newly revealed inside body. It won't take long after this point. ------------------------------------------------------------------------------- #10. Oblitzerator (Luca) -> HP: 6000 - 600 -> MP: 10 -> AP: 36 - 54 -> Statistics: Str: 16, Mag: 1, Def: 1, Mdef: 1, Acc: 10, Agl: 1, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs -> Gil Received: 580 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie, Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Threaten, Death, Provoke, Eject -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Lightning, Holy, Ice, Water [2x Damage] Lightning -> Zanmato Lv: 4 -> Armor Abilities: Defense+3% -> Weapon Abilities: Lightningstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Blitzball Rush- 12 hits of physical damage distributed randomly and also consecutively between all characters that are chosen. Mute Ball- Counter attacks with it if gets magic used on it. Physical damage as well as Silence is done with this. Blind Ball- Counter attacks with it if gets physically attacked. Physical damage as well as Darkness is done with this. #10.1. Crane (Luca - Oblitzerator fight) -> HP: 65535 - 65535 -> MP: 0 -> AP: 0 - 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 0, Eva: 100, Luck: 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Lightning [Immune] Holy, Water, Ice, Fire -> Zanmato Lv: ??? -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Oblitzerator: Your main objective here isn't to attack the Oblitzerator, but instead the crane that is over to side. Before anything, cast Haste on Lulu. Have Lulu use Thunder Magic on it. All the while using Tidus and Kimahri to attack the Oblitzerator. Eventually Tidus will get a Trigger-Command, use this after you have weakend the crane enough. This will tear off half of the Oblitzerator, cutting it's current HP in a whopping 93.75%. From here just follow the same tactics you have been using thus far but on the Oblitzerator. Note that without a cheat device, it may be impossible to beat the Crane. ------------------------------------------------------------------------------- #11. Belgemine/Ifrit (Mi'ihen Highroad) -> HP: 3500 - 560 -> MP: 200 -> AP: 0 -> Statistics: Str: 18, Mag: 18, Def: 0, Mdef: 0, Acc: 0, Agl: 13, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 5 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. #11?. Belgemine (Mi'ihen Highroad) -> HP: 10 - 10 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20, Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- This fight is extremely easy. The onlt thing that you are able to do is to use the aeon Valefor. While Valie is out, you have it to use Sonic Wings, and Ice spells. Or, if it's already in Overdrive state, Yuna's in Overdrive state, Val gains it in battle, or you have both it and Yuna in Overdrive, use one or two, however many you need. Ok, whether or not you win the bout doesn't matter. You win you get Echo Ring, and if you fail you get Seeker's Ring. After a few more easy fights, I've found that Ifrit has an attack pattern: - Attack - Meteor Strike - Attack - Meteor Strike and then you repeat... Hell Fire is used anytime that Ifrit's Overdrive Guage is completely filled up. Attack does little damage, Meteor Strike does semi-impressive amount of damage, and Hell Fire pummels you with big damage. Now you keep adventuring... ---> Here's another good strategy I've come up with: Belgemine (Ifrit): Start out with both Yuna and Valefor in overdrive mode. Then have Yuna summon Valefor, and unleash both Valefor's Energy Rays on Ifrit. If that does not do it, the battle continues. Now, have Valefor use Boost to get it's overdrive higher quicker. Occasionally using Shield to block out some of the damage you have to endure from Ifrit's attacks. Use Valefor's overdrive again and that'll be that. ------------------------------------------------------------------------------- #12. Chocobo Eater (Mi'ihen Highroad - Travel Agency) -> HP: 10000 - 800 -> MP: 5 -> AP: 90 - 135 -> Statistics: Str: 25, Mag: 20, Def: 25, Mdef: 35, Acc: 25, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 Lv.1 Key Spheres, Uncommon- 2 Lv.1 Key Spheres; Note that you only get this items if you beat it by making it go over the cliff. -> Gil Received: 970 -> Immunities: Doom, Sleep, Silence, Zombie, Demi, Threaten, Eject, Death, Confuse, Berserk, Bribe -> Weaknesses: Poison- 40; 5%, Armor Break- 50, Mental Break- 50, Power Break- 50, Magic Break- 50 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Ice Ward, Fire Ward, Water Ward -> Weapon Abilities: Piercing, Magic+5%, Sensor, Magic+10%, Strength+10%, Strength+5% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Fist of Fury- Physical damage on one character, after 1 turn charge of "You're Next!" You're Next!- Charges once on a turn and then unleashes Fist of Fury. Blizzard- Ice based magic attack on one character. Attack- Physical damage on only one person. Attack 2- Physical and gravity damage on all of your characters lowers HP by a set percentage, about 75%. ---> STRATEGIC TACTICS: <--- For Chocobo Eater first off a quick note, don't let the Chocobo Eater knock you over the cliff, ok! To start everything off in this contest, have Tidus start off rather orthodoxly by casting Hastega on Lulu. Now have her cast Fire magic non-stop. The next thing to do in the progression to besting this foe is to have Wakka use his Dark Attack, and then bring out your summoner to summon Valefor. Have Valefor now use Fire magic and physical attacks in a very perpetual fashion. If you use grand summon along with Valefor's overdrive guage already full, then use it several times. If Valefor gets KO'd before it can eliminate the Chocobo Eater, then Use Auron now to use Power Break to cut down on the damage it dishes out from now on. If you knock it down on it's back keep attacking with no mercy nor remorse. Keep knocking it back until you knock it over the cliff, if you don't and just kill it, that's fine too, even if you get knocked over that is even fine. But if you knock the beast over the cliff you will receive a more favorable reward. Here are the certain outcomes you can have for either getting knocked over, knocking it over, or just killing it.... 1. Getting knocked over- Nothing 2. Knocking it over- Just one free ride on a chocobo and AP 3. Killing it- Same as #2 ------------------------------------------------------------------------------- #13. Sinspawn Gui (Operation Mi'ihen Site) -> HP: 12000 - 800 -> MP: 30 -> AP: 400 - 600 -> Statistics: Str: 29, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 1000 -> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost, Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break, Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Sleepproof -> Weapon Abilities: Piercing, Sleepstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one character. Demi- Takes off 25% of current HP from everybody. #13.1. Arms (Operation Mi'ihen Site - Sinspawn Gui) -> HP: 800 - 500 -> MP: 1 -> AP: 37 - 55 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 300 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: The Arms Regenerated!- Once a couple of times after killed off arms regenerate. #13.2. Head (Operation Mi'ihen Site - Sinspawn Gui) -> HP: 4000 - 800 -> MP: 200 -> AP: 48 - 72 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 200 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe, Power Break, [Power Distiller, Mana Distiller, Speed Distiller, Abilitiy Distiller - Int version] -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ---> STRATEGIC TACTICS: <--- Sinspawn Gui: First off make sure you have trained your charcaters, or at least the ones you are to use, to stats of about 20 or higher on the Mi'ihen Highroad, and Mushroom Rock Road. I recommend starting off with a party of Tidus, Yuna, Lulu. Now have Tidus use Haste on Lulu, have her now start using tons of Thunder attacks on the stomach of Gui. When it uses it's Venom attack have Yuna cure it with an Esuna. Now trade out Tidus for Auron. Keep using Auron for attacking at the arms. Switch to having Lulu Thunder or Fire the head for a while. Keep having Yuna to heal and revive, all the while Auron has taken out the arms and ready to switch Lulu for Tidus, then have Auron and Tidus physically attack the stomach. Now use an Ether on Yuna and have her continue on healing. When the arms regenerate continue this strategy again as if it were the very beginning. ------------------------------------------------------------------------------- #14. Again Sinspawn Gui (Attacked Operation Mi'ihen Site) -> HP: 6000 - 800 -> MP: 30 -> AP: 400 - 600 -> Statistics: Str: 15, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 3 or 6 Lv.1 Key Spheres, Uncommon- 3 or 6 Lv.1 Key Spheres -> Gil Received: 1000 -> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost, Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break, Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Sleepproof -> Weapon Abilities: Piercing, Sleepstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one character. Demi- Takes off 25% of current HP from everybody. #14.1. Arms (Attacked Operation Mi'ihen Site - Sinspawn Gui Again) -> HP: 800 - 500 -> MP: 1 -> AP: 37 - 55 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 300 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: The Arms Regenerated!- Once a couple of times after killed off arms regenerate. #14.2. Head (Attacked Operation Mi'ihen Site - Sinspawn Gui Again) -> HP: 1000 - 800 -> MP: 200 -> AP: 48 - 72 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 200 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe, [Power Distiller, Mana Distiller, Speed Distiller, Abilitiy Distiller - Int version] -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ---> STRATEGIC TACTICS: <--- Sinspawn Gui Again: You now have control over a very destructive party that consists of Yuna, Auron, and...SEYMOUR! So this doesn't bode well for Gui. Anyway, once you have picked up your jaw, start using Seymours Black Magic against the main body and the beasts head very calously. Have Auron take out it's arms with normal physically based attacks. Have Yuna heal them with her white magic spells. You may, if you want, try and get up Seymour's Overdrive which is called Requiem. This *is* the *only* time in the game that you can witness this move (unless you use cheat codes). It looks alot like Oblivion, just, without Anima, and it'll do about 3000 damage. Use Fira on the Head and then keep on using Thundara on the main stomach of it. Goodbye, Gui... ------------------------------------------------------------------------------- #15. Belgemine/Ixion (Moonflow/Djose Road) -> HP: 6000 - 924 -> MP: 450 -> AP: 0 -> Statistics: Str: 22, Mag: 23, Def: 1, Mdef: 1, Acc: 0, Agl: 17, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Lightning -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- This will be doing physically-based type of damage to the one aeon that you have out. Aerospark- This is going to be doing the Dispel status for negation of positive statuses as well as doing some good physical-type damage to the aeon you're using. Thor's Hammer- It does its Overdrive while it does mega Lightning-type damage to the aeon that is out currently. Haste- This will add the Haste effect onto Ixion which picks up its rate of battle. #15?. Belgemine (Mi'ihen Highroad) -> HP: 10 - 10 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Belgemine (Ixion): This time around Belgimine shall summon forth Ixion, so now I recommend summoning Ifrit. Ifrit's overdrive should have been filled by your training in the various regions before this. When the battle to prove yourself as a summoner again begins, use that very overdrive, Hellfire. Next, Ixion will do one of two things, either Haste, or it might just attack simultaneously with attacks or Aerospark. It should now be nearing overdrive where it'll unleash a devastating Thor's Hammer that is capable of KO-ing Ifrit. Heal during the attacks with Fire on itself, then start using Boosts to reach your overdrive before Ixion. If it is impossible to do so, right before it's over drive move, cast a Shield to block out alot of damage from it. Once Ifrit gets to overdrive use it. Ixion is dead, if you need to summon Valefor, do it. ------------------------------------------------------------------------------- #16. Extractor (Under Shoopuf in Moonflow/Between Wharfs} -> HP: 4000 - 600 -> MP: 10 -> AP: 660 - 990 -> Statistics: Str: 23, Mag: 15, Def: 1, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Mega Phoenixes, Uncommon- 2 or 4 Mega Phoenixes -> Gil Received: 2400 -> Immunities: Sleep, Doom, Silence, Petrify, Poison, Darkness, Regen, Confuse, Zombie, Death, Berserk, Eject -> Weaknesses: None -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: SOS NulTide, SOS NulBlaze, SOS NulFrost, SOS NulShock -> Weapon Abilities: Piercing, Dearktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Depth Charges- Physical damage and Darkness on everyone as a special attack. Aqua Shooter- Water damage on one person. Readying Depth Charges- Starts count for Depth Charges. ---> STRATEGIC TACTICS: <--- Extractor: I think stats by this point should be about 25-30 or something like that. Use any weapons that you may have found on your journey thus far that may be pre-equipped with the Lightningstrike ability for both of them. When the fight first begins you should have Tidus' first act be to cast Haste on his own self. Now use him and Wakka to attack. Then after Wakka's final turn, have Tidus then use Haste on Wakka too. Use their attacks consecutively on the Extractor. When it uses Aqua Shooter don't fray just heal with regular Potions, but if it uses Depth Charges at anytime use Hi-Potions or even a Mega-Potion. Continue this on the whole time. And use overdrives when their bars are totally full. ------------------------------------------------------------------------------- #17. Spherimorph (Macalania Forest/Spring) -> HP: 12000 - 2000 -> MP: 100 -> AP: 3240 - 4860 -> Statistics: Str: 20, Mag: 20, Def: 100, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Ether, Uncommon- Turbo Ether -> Bribe: None -> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 4000 -> Immunities: Sleep, Silence, Darkness, Petrify, Sensor, Slow, Scan, Death, Eject, Delay, Provoke -> Weaknesses: Doom- 20, Threaten- 75, Poison- 90; 5% -> Elemental Affinities: It depends on which "Elemental Shift" it's currently in (not Holy) -> Zanmato Lv: 4 -> Armor Abilities: Water Ward, Fire Ward, Ice Ward, Lightning Ward -> Weapon Abilities: Firestrike, Lightningstrike, Icestrike, Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Press- Tears off 50% of everybody's HP as a Gravity attack. Attack- Physical damage on one character. Elemental Shift- If you hit it with the correct corresponding element, it'll change to a different one. Thunder- Lightning based magic attack on all or one character(s) if in the right Elemental Shift. Fire- Fire based magic attack on all or one character(s) if in the right Elemental Shift. Water- Water based magic attack on all or one character(s) if in the right Elemental Shift. Blizzard- Ice based magic attack on all or one character(s) if in the right Elemental Shift. ---> STRATEGIC TACTICS: <--- This fight is very annoying, and also it's time consuming, but it's managable if you have the proper accoutrements. The best party to have for this battle is Yuna for summons, Lulu for opposing magics, and Tidus for... just being main character.:) Now, what to have on your Armors is Auto-Shell, Auto-Haste, and Auto-Protect. Weapons don't matter (just don't have any elemental affinities on them!!!). The next things on list for doing is to have Yuna just to heal and/or Triangle Guarding. Lulu to use one Focus. Now, I know I might've scared you above when I mentioned "Elemental Shifts" above, but it's easy to bring out and use advantageously. And actually, there's the safe*er* way, and the more dangerous method of doing things. The safer way is to have Yuna summon Valefor since it's the only aeon so far that can use all elemental spells. Now, have Valefor use Attack command, and doing so will bring Spherimorph to use an elemental move. It may be Water, Ice, Lightning, or Fire. Here's some minor tips on this: If it uses Water spell, you are to use Lightning spell to have it switch and do damage instead of healing it. If it uses Fire spell, you are to use Blizzard spell to have it switch and do damage instead of healing it. If it uses Lightning spell, you are to use Water spell to have it switch and do damage instead of healing it. If it uses Blizzard spell, you are it use Fire spell to have it switch and do damage instead of healing it. Within this time frame, if you've messed up and got hurt, remember your Summoner/*WHITE MAGE's* role is, *hint, hint* ;) - Now, the less safe way...: Is to have Tidus use physical attacks against Spherimorph. This, like using Valefor's attacks, lets you bring out Spherimorph's current elemental property, and this enables you to counteract correctly, and not totally screw you over. From this, you use the chart again. And, even though Press looks scary as hell, there's a way to cut down damage executed: This is to have Auron come in and Power Break to make damage done measly 25%. ------------------------------------------------------------------------------- #18. Crawler (Lake Macalania) -> HP: 16000 - 4000 -> MP: 1 -> AP: 4400 - 6600 -> Statistics: Str: 25, Mag: 30, Def: 100, Mdef: 50, Acc: 30, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains -> Bribe: None -> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs -> Gil Received: 7000 -> Immunities: Doom, Sleep, Darkness, Silence, Petrify, Poison, Regen, Zombie, Eject, Provoke, Threaten, Death, Mental Break, Armor Break, Power Break, Magic Break, Confuse, Berserk, Bribe -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Water, Holy, Ice, Fire [2x Damage] Lightning -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Ice Ward, Water Ward, Fire Ward -> Weapon Abilities: Icestrike, Piercing, Waterstrike, Alchemy, Lightningstrike, Firestrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Assault- Counter if attacked in any way shape or form whatsoever with physical damage. Mana Beam- Non-elemental magic damage to all characters after 3 turns of "Mana Beam in [???] turn(s). Gatling Gun- 8 physically damaging hits consectively and randomly. Mana Beam Interrupted!- If while counting down to Mana Beam it creates another Negator, the Mana Beam will be "negated." Mana Beam in 3 Turns- Signifies Mana Beam in 3 turns. Mana Beam in 2 Turns- Signifies Mana Beam in 2 turns. Mana Beam in 1 Turn- Signifies Mana Beam in 1 turn. #18.1. Negator (Macalania Lake - Crawler) -> HP: 1000 - 1000 -> MP: 1 -> AP: 220 - 330 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions -> Bribe: None -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions -> Gil Received: 300 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie, Scan, Provoke, Death, Threaten, Eject, Confuse, Berserk, Bribe -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Holy, Water, Ice, Fire -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Lightning Ward, Fire Ward, Water Ward -> Weapon Abilities: Lightningstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Negator disables all magic and summoning!- While the Negator is up in the fight, you cannot use magic, nor summoned aeons. ---> STRATEGIC TACTICS: <--- Ok, party that is needed for this fight is Lulu/Wakka (Lulu once Negator is gone), Tidus, Auron, and also make sure that you have purchased or found some Lightningtouch/Lightningstrike weapons throughout your journey (preferrably Lightningstrike). You can custom-make them, also. HP of those characters should be about 2500 or so, so you survive everything that it throws at you. Hopefully you took keed to my advice and got characters' and aeons' Overdrive Guages full, because you're going to need 'em. We now head into battle and get prepared to pulverize Crawler's mechanized ass. Since Negator stops all summons and magics, you must first take it out, and that is also why I said to use Lulu *only after* Negator is out, but remember, it comes back also, so you'll have to act quick. After Nega is gone by using Wakka's ball, you then want to bring in Lu instead and have her use her Thundara spells. You can also use Yuna for purposes of summoning Ixion and doing Thor's Hammer and Thunder magic also. Hi and Mega-Potions are very useful here, as well as Phoenix Downs. If you have 1500 HP or higher, you should be able to survive Mana Beam which does about 1400+ damage, and if you have aeon out, use shield before every fourth Crawler's turn. It has slight pattern: - Mana Beam every 4th turn Crawler gets (Negator can't be present), Mana Beam in 3-2-1 turns is used in between, Assault is used to counter, and Gatling randomly. Overdrives! ------------------------------------------------------------------------------- #19. Seymour Guado (Macalania Temple) -> HP: 6000 - 1400 -> MP: 100 -> AP: 2000 - 3000 -> Statistics: (Before Anima) Str: 20, Mag: 25, Def: 1, Mdef: 25, Acc: 100, Agl: 20, Eva: 0, Luck: 15 (After Anima) Str: 20, Mag: 32, Def: 1, Mdef: 25, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Turbo Ether, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Special Spheres -> Gil Received: 5000 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie, Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk -> Weaknesses: Magic Break- 50, Poison- 40; 10% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Silenceproof, -> Weapon Abilities: Silencetouch, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Multi-Thundara- Lightning based magic attack on two characters. Thundara- Lightning based magic attack on one character. Multi-Blizzara- Ice based magic attack on two characters. Blizzara- Ice based magic magic attack on one character. Multi-Watera- Water based magic attack on two characters. Watera- Water based magic attack on one character. Multi-Fira- Fire based magic attack on two characters. Fira- Fire based magic attack on one character. Shell- Damage received by magic is cut in half, and it's on himself. Summon Anima- Summons the aeon Anima after killing both Guado Guardians. #19.1. Anima (Macalania Temple - Seymour Guado Battle) -> HP: 18000 - 1400 -> MP: 50 -> AP: 2500 - 3750 -> Statistics: Str: 25, Mag: 20, Def: 1, Mdef: 1, Acc: 30, Agl: 25, Eva: 0, Luck: 15 -> Steal: Common- 3 Silence Grenades, Uncommon- Farplane Shadow -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 3000 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie, Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk, Poison, Magic Break, Mental Break, Armor Break -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Sleep Ward, Silence Ward, Dark Ward -> Weapon Abilities: Piercing, Sleeptouch, Darktouch, Silencetouch -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Oblivion- 16 physical hits to anyone randomly. For major damage. Pain- Non-elemental damage and death on only one person. Boost- Raises overdrive guage status a little. #19.2. Guado Guardians (Macalania Temple - Seymour Guado Battle) -> HP: 2000 - 2000 -> MP: 10 -> AP: 290 - 435 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- Ether -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 300 -> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk -> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+5%, HP+5%, Magic Defense+3% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Blizzard- Ice based magic attack on one character. Fire- Fire based magic attack on one character. Shremedy- Inflicts Confuse on one person. Protect- Halves all physical damage attacks. Remedy- Heals abnormal status done to leader (Seymour). Auto-Potion- After any damage is done, counter attacks by auto-healing. ---> STRATEGIC TACTICS: <--- Seymour/Anima/Guados: So he turns out to be an insidious, malignant murderer bent on nothing but destruction, so what, now you'll make him pay dearly for his sins. It is good idea to start out with Yuna, Tidus, and Wakka. Use their trigger commands to raise some of their personal statistics. Now, have Rikku use Steal on both of the Guados that accompany Seymour, this will disable their usage of the Auto-Potions. After this occurance, switch out Wakka in exchange for Auron. Have Tidus and Auron combine their efforts to mainly focus on taking out the Guado Guardians by physical means. Then the incarnation of belligerent fear will consume the diabolistic Seymour, he will then bring forth the crippling, and inexorable Anima. By the way stats, especially Yuna's should be at about 30 or so. Now, when Anima has been summoned to carry out Seymour's dastardly deed, Have Yuna first summon Ifrit. Make sure that his overdrive guage is full and then unleash a malicious Hellfire unto her. She will then retaliate by killing Ifrit or almost killing him (more often than not Ifrit will die from this). Now have Tidus execute a Slice & Dice on the aeon engulfed by darkness and hatred. After, use any turn that Auron may possess to simply attack or use any Phoenix Downs on anyone that has fallen to Pain. Then have Yuna summon Shiva, Have Shiva use Diamond Dust once it has been filled. Then as Anima starts that eradication and execution of Shiva, have her heal herself by using the element of Ice on herself (Blizzara). Then, once the overdrive bar is filled use Diamond Dust again, this will beat Anima, then the hard part is yet to come... Let Shiva be dismissed. The same tactics that Seymour uses from now on are cheap and irritating, but very destructive "Multi-Spells." Your party here should remain the same, have Tidus use the Haste spell on Yuna, this will allow her to use healing and restorative spells quickly. If her MP gets too low for this, then don't be timid in using healing items eccessively. After Tidus gets through with using Haste, have Lulu cast Bio on Seymour, just to poison, and have Auron only attack with Magic Breaks as to lower the power and effectiveness of the Multi-Spells. ------------------------------------------------------------------------------- #20. Wendigo (Macalania Lake) -> HP: 18000 - 1432 -> MP: 32 -> AP: 2000 - 3000 -> Statistics: Str: 40, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 2 or 4 Hi-Potions -> Gil Received: 3000 -> Immunities: Poison, Petrify, Zombie, Reflect, Slow, Eject, Death, Confuse, Bribe -> Weaknesses: Doom- 5, Silence- 20, Darkness- 20, Sleep- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 <--- not a typo! -> Armor Abilities: SOS Haste, HP+10% -> Weapon Abilities: Piercing, Counter-Attack -> Armor/eapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Auto Punch- While dukes are up, if you attack, it'll counter physically. Attack- Physical damage on one character. Dukes Up- After its HP goes under 50% (9000 HP) it will put its dukes up to signify it will counter physical attacks with Auto Punch. #20.1. Guado Guardian 1 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. #20.2. Guado Guardian 2 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Shell- Puts Shell status on Wendigo as desperation. ---> STRATEGIC TACTICS: <--- This fight can be both intense and tough, or simply a cakewalk in the park. You have two (well, if you're thinking literally; 3) immediate worries in the fight: First one(s) are the Guados, we'll discuss about taking them out a little bit later on. And the second being that the Wendigo's under Berserk when you first meet, and attacks do much more like here: - Under Berserk: The highest damage I ever felt was 2761, and the lowest was 2261. - Un-Berserked: The highest damage I ever felt was 1687, and the lowest was 1319. This should give you an idea about how you want Berserk GONE. The first thing you do is to have Rikku Steal (like she did on the GGs against Seymour), to prevent any further Auto-Potions if there's been any yet. Hopefully you have Auto-Haste on all armors, if not then you'll want to cast it on all active members of the party. Next, make sure that Tidus is Protected. Wendigo is totally susceptible to being Darked, so do it now. Now have your previously- Hasted Auron come back out for major ass-whooping. There are two actually *useful* ways of knocking away the Guados. One is to summon an aeon and OD them to hell, and second of all is to use Tidus or Wakka's attacks or their Overdrives. But be careful, if you kill both Guados, they cast Shell as well as Protect on Wendigo (you were wondering why Wendy wasn't immune to those status weren't you?). It doesn't matter if you kill one after the other, or at the same time, they'll do it seperately or together, remember that. We have good means of negating this though, hehe, took me awhile to figure out of being pulverized while under these statuses, too. You have Ixion come out and use its Aerospark unique attack. There are a few tips that someone sent me a long time ago when I asked them a great strategy to beat Wendigo (good old days of not knowing. ah...), and I'd happily credit them properly if they'd resend the mail so I could know their name. The tips are: - You don't attack physically when its hands are up, you use oppressive magics (or in other words, Lulu's Black Magic spells. Preferrably Fire, or if you're super-developed, you can also use Flare). - If you have Auron do his Skill Power Break on Wendigo, it'll make Berserk status attacks seem like un-Berserked attacks, and un-Berserked attacks seem pitiful. - Threatening Wendigo since it's able to be affected by it is also a good idea because it won't attack for a while, giving you some good opportunities. ------------------------------------------------------------------------------- #21. Evrae (Top of Airship) -> HP: 32000 - 2000 -> MP: 500 -> AP: 5400 - 8100 -> Statistics: Str: 36, Mag: 30, Def: 1, Mdef: 1, Acc: 100, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic Spheres -> Gil Received: 2600 -> Immunities: Zombie, Threaten, Death, Sleep, Provoke, Poison, Silence,Petrify Armor Break, Magic Breaks, Eject, Demi, Confuse, Bribe, Berserk -> Weaknesses: Slow- 50, Darkness- 50, Doom- 30 -> Elemental Affinities: [1/2 Damage] Lightning, Ice, Water, Fire -> Zanmato Lv: 4 -> Armor Abilities: Stone Ward -> Weapon Abilities: Stonetouch, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 -> Abilities: Stone Gaze- Petrification on one person. Attack- Physical damage on one person. Inhale- Starts the count for it's Poison Breath attack. Swooping Scythe- Occasional counter, physical damage, ship is far away, if Evrae has minimal Hit Points left, and is executed on every person. Too Far For Breath- Means you are too far from Evrae for it to execute Poison Breath. Poison Breath- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. Haste- Speeds up it's own next turn on itself. Photon Spray- 8 non-elementally magically damaging hits consectively and randomly. #21?. Cid (Top of Airship - during Evrae fight) -> HP: 410 - 1 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 16, Eva: 0, Luck: 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Scan, Threaten, Sensor, Provoke, Eject -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- ---> This guy is rather annoying for very most people the first time they ever fought it, so don't be ashamed if you can't get it down the first two tries at it. It doesn't really matter what kind of weapons you have, but an armor with Stoneproof ability is extremely useful in the long run because of its Stone Gaze attack. I believe Evrae has an attack pattern, if so, it is a minor one. It has a few devastating attacks, but for the most part you're in the clear when it comes to getting excrutiatingly attack by this Bevelle Defender. Here are a few general rules for this fight: -> I recommend using Trigger Command and then waiting for Salvo only *after* dealing at least 1/4 to 1/2 damage to its Health Points. -> Before readying to fight it, get your stats up to least of 40 average by training in the corridors of the invaded airship (very important if not done). -> Don't ever use Delay moves because it will eventually counter-act with Haste which will of course negate them. -> Now for a representation of its attacks and its attack patterns (hurray)!: - Swooping Scythe which is used only after lowering its HP down to 10665 or less will deal near 800 damage to all characters by diving at them. (It is also occasionally used as a counter attack move) - Photon Spray will do about 100 damage to randomly chosen characters and is only used while your ship is far away from Evrae using the Trigger Command. - Stone Gaze will be triggered by two things I've found thus far which are: You've done three physical attacks unto it; You've done six magic attacks (note that there might be more that trigger it). And for effects - it does what it says... Petrification to one character! - Attack which is its regular physical attack will do about 1300 damage to one. - Poison Breath is done after one 'Breathe In' charge, and does nearly 1500 magic damage to all characters as well as Poisoning the characters too. -> Now for some attack pattern: a) If the ship is close up to Evrae *only*, attack pattern will go: Attack, Attack, 'Breathe In', Poison Breath; repeat, repeat, repeat... b) If ship is away it only does Photon Spray over and over again. - Begin the battle off by having Tidus use Hastega (if you don't have it, I do not think that you should not really waste turns with single-at-a-time Haste). I now recommend having a starting party of Rikku, Tidus, and Wakka. Have Rikku now use either Gold or Silver Hourglasses, or maybe Mixing two Wings to Discovery to get together a Trio of 9999 and have Tidus react to that with Slice & Dice for some super damage. Hell, that might even end it right there.;) Now, back the ship up with either Tidus or Rikku with Trigger Command "Pull Back." As you may know if you've fought Evrae previously, every couple of turns while away from Evrae, Cid does Salvo move which sends tons of missles Evrae's way which do about 100 damage each time. While back here, you can switch up Rikku for Lulu and do Fury spell as well as using Wakka for some attacks of his blitzball only. If you get Photon Shot-ed and it does too much damage for comfort, feel free to heal up with a Mega-Potion or if you can spare, Megalixir. Attack until you use up all final Salvos and then pull back in (3 only). I also suggest while away though to Haste up everyone if not done already. Note that Lulu can also be using either Water or Thunder spells while in the fight while away from it. While right up close 'n' personal yet again with Evrae, switch up your party once more to Auron, Tidus, and Rikku or Lulu. Here's how they would both go: -> Lulu Scenario: By this point Evrae should be close to under 10665 HP which means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes. Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and its physical attack. This alone is not enough to stop the almighty you, so what your first move at this point will be to have Auron execute Mental Break followed by Tidus using simply physically attacking at Evrae for his turns and healing when in desperate need, use Shell on everyone too. Lulu should amplify her turns to the fullest by using Thundaga (or Thundara) on her turns, or if you have accumulated Flare by that point as I did you should most definitely use them, if she reaches Overdrive use a Fury of one of those two, she may also cast Focus on Tidus and/or Auron. Now use Auron for Power Break. I received following info from dr8l7765: cast Reflect on one character and then on Evrae (or vice versa), and then use Slow on Reflected character to bounce it off to Evrae and when it counters it with a Haste it'll bounce off Evrae and onto one of your own people. How great!:) This is a better and easier alternative than using Dispel as said earlier in this strategy. If Stone Gaze happens, use Soft. -> Rikku Scenario: By this point Evrae should be close to under 10665 HP which means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes. Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and its physical attack. This alone is not enough to stop the almighty you, so what your first move at this point will be to have Auron execute Mental Break followed by Tidus using simply physically attacking at Evrae for his turns and healing when in desperate need, use Shell on everyone too. Just like Lulu Scenerio.:) For Rikku's turn if you just so happen to not be able to prevent Swooping Scythe you should use her to use Al Bhed Potions. For other turns she gets you can also have her throw 100000 gil (if you can spare it) for a quick and easy 9999 damage. If you get Stone Gazed during this scenerio you should heal it up with an Al Bhed Potion. If you get Rikku's or Tidus' or Auron's overdrive use them! You can utilize this ultimate efficiency by Mixing Trio followed by Slice & Dice. ------------------------------------------------------------------------------- #22a. Grothia (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 8000 - 2550 -> MP: 600 -> AP: 2000 - 2000 -> Statistics: Str: 23, Mag: 21, Def: 10, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 2000 -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Fira- Fire based magic attack on one character. Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Remember, do not be surprised that you fight Grothy before you do Pterya, got it? Anyway, first way to beat him is to bring out Shiva and pummel to kingdom come with Blizzaras, and then Diamond Dust. Remember to put up Shield before getting Hell Fired, and if she's learned NulBlaze, put that on also. You can also Grand Summon Bahamut as first move in battle and then proceed to witness the newly designed Mega Flare. Byebye, Grothia. #22b. Pterya (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 12000 - 2550 -> MP: 1000 -> AP: 2000 - 2000 -> Statistics: Str: 20, Mag: 18, Def: 10, Mdef: 10, Acc: 0, Agl: 21, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 2000 -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Energy Ray- Non-elemental magic damage to one character. Sonic Wings- Delay and physical damage to one person. Attack- Physical damage on one. ---> STRATEGIC TACTICS: <--- Anyhow, easy fight. I think it's easier than when fighting Grothia. If you summon in Shiva, Ifrit, or Ixion in Overdrive, you can use them to do 9999 dmg to Pterya (Isaaru's Valefor). When Pterya gets its Overdrive and uses it on them (Shield first!), you can use an elemental spell on your own aeon to regain probably more health than damage was done. Sonic Wings does Delay and deals about 200 damage. And its regular attack does about 100-150 of physical-type damage. Heal accordingly. Alternately, you can use Bahamut to wipe the floor with Pterya. #22c. Spathi (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 20000 - 2550 -> MP: 1500 -> AP: 2000 - 2000 -> Statistics: Str: 31, Mag: 38, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Mega Flare- Non-elemental magic damage on all characters. Countdown- Charges for Mega Flare. ---> STRATEGIC TACTICS: <--- Hardest boss aeon that Isaaru has to throw at you, and you can't use Bahamut! This is because Spathi is Bahamut. Darn. Well, you'll probably be using a few aeons here, but I recommend just starting off using Valefor, attack, Sonic Wing, attack, etc. Hope to get to Overdrive where you can use Energy Ray or Energy Blast, and do alot (about 4000 damage). Before Mega Flare, use Shield, but you might still die with Valefor. I've also discovered that if Bahamen... erm... Bahamut kills an aeon with aeons left and Bahamut still has a turn before Yuna can summon new aeon... you can say bye, Yunie. Anyway, that rarely happens, so bring in new aeon (probably Ifrit). Have Ifrit do same things until he gets his Overdrive up and then unleash big bad Hell Fire. Watch Ifrit die, then bring Shiva. Same goes with her. Hopefully Bahamut's dead by now (more than likely it is). You can easily take out Bahamut during the turns it's bascially inactive due to charing. Here's how it goes: -> Mega Flare in 5... -> Mega Flare in 4... -> Mega Flare in 3... -> Mega Flare in 2... -> Mega Flare in 1... -> Mega Flare (!!!) And you repeat the cycle if it lives (most likely). An aeon probably won't live to see light after a Mega Flare, so just bring out a new one. Mega Flare does about 7000 damage each time, meaning about 1500+ with Shield in play. That's all you need to win! #22?. Issaru (Via Purifico - Issaru/3x Aeon Battles) -> HP: 10 - 10 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Scan, Threaten, Sensor -> Weaknesses: Sleep; 20, Silence; 20, Darkness; 20 -> Elemental Affinites: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ------------------------------------------------------------------------------- #23. Evrae Altana (Via Purifico) -> HP: 16834 - 2000 -> MP: 200 -> AP: 5800 - 8700 -> Statistics: Str: 32, Mag: 27, Def: 1, Mdef: 1, Acc: 100, Agl: 25, Eva: 0, Luck: 15 -> Steal: Common- 2 Water Gems, Uncommon- Healing Spring -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic Spheres -> Gil Received: 3000 -> Immunities: Doom, Sleep, Silence, Poison, Petrify, Threaten, Eject, Provoke, Confuse, Eject, Berserk, Bribe ---> always in Zombie -> Weaknesses: Slow- 50, Darkness- 50 -> Elemental Affinities: [2x Damage] Holy -> Zanmato Lv: 4 -> Armor Abilities: Stone Ward -> Weapon Abilities: Stonetouch, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one person. Stone Gaze- Petrification on one person. Photon Spray- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. #24.1. Gate Lock (Via Purifico - Evrae Altana bout) -> HP: 500 - 2000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Immune] Fire, Ice, Lightning, Water, Holy, Mag.Dmg -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- This is easiest boss in the game. General tips: - Don't ever take out the locks on the doors, doing so you'll miss treasure chests with good weapons in them. - The best way to kill it is to use two Phoenix Downs (don't waste Mega-Phoenix items), and that'll kill it. Remember now, this boss is under permanent Zombie status. ------------------------------------------------------------------------------- #24. Seymour Natus (Bevelle Highbridge) -> HP: 36000 - 3500 -> MP: 200 -> AP: 6300 - 9450 -> Statistics: Str: 30, Mag: 25, Def: 1, Mdef: 1, Acc: 100, Agl: 21, Eva: 0, Luck: 15 -> Steal: Common- 2 Tetra Elementals, Uncommon- 3 Tetra Elementals -> Bribe: None -> Win: Common- 2 or 4 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 3500 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Zombie, Confuse, Slow, Magic Brea, Armor Break, Mental Break, Threaten, Demi, Delay, Berserk, Death, Eject, Bribe -> Weaknesses: Poison- 50; 4%, Provoke- 10 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell -> Weapon Abilities: Icestrike, Waterstrike, Lightningstrike, Firestrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Break- Uses Petrification on one person. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Multi-Blizzara- Ice based magic attack on two characters. Multi-Fira- Fire based magic attack on two characters. Multi-Watera- Water based magic attack on one character. Multi-Thundara- Lightning based magic attack on one character. Protect- Damage received by physical attacks is cut in half. Flare- Non-elemental magic damage on one person. #24.1. Mortibody (Bevelle Highbridge - Seymour Natus) -> HP: 4000-4000-3000-2000-1000 [Note: There is no way that you can get Overkill on Mortibody.] -> MP: 50 -> AP: 0 -> Statistics: Str: 22, Mag: 20, Def: 50, Mdef: 1, Acc: 100, Agl: 28, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Doom, Silence, Sleep, Poison, Darkness, Petrify, Zombie, Slow, Demi, Confuse, Threaten, Delay, Provoke, Eject, Death, Berserk, Power Break, Mental Break, Magic Break, Bribe, Mental Break -> Weaknesses: Armor Break- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Shattering Claw- If the one person was afflicted with Petrification, that character will also become shattered. Cura- Restores a mediocre amount of HP to Seymour. Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will varie and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Fire- Fire based magic attack on one character. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Desperado- Will remove all positive status effects from the whole party. ---> STRATEGIC TACTICS: <--- Seymour Natus: All that you are absolutely going to need for this fight are core stats that are closed to 45-50. HP about 4000-4400, MP is supposed to be closer to 210. Armor that nullifies 3 of the 4 elements (Fire, Lightning, Water are best since I found that he uses those more), and the last slot should be with Stoneproof or maybe Stone Ward. When you start off, have Yuna, Auron, and Tidus to use their Trigger Commands to raise one of each of their stats for this battle. Now have Tidus use Haste on Auron, or better yet Hastega for everyone. Now, for now switch out Yuna for Lulu, and then have her cast Bio on Natus. Have Auron and Tidus attack with physical means, once that is done, switch Lulu for Yuna once more, then make Yuna Grand Summon her newly acquired aeon, the legendary Bahamut! Have it use the legendary Mega Flare overdrive taking health from Seymour and, killing the Mortibody once taking another 4000 health on the probable 9999 damage dealt by Mega Flare. Once he Banishes Bahamut, he'll either use Break to petrify or he might just use a Multi Spell (you'll negate all except the one you don't have one your armor. He might also use a Flare for biblical damage amounts; heal right after these. Moving on... Have Tidus use Slice & Dice followed up by Auron Shooting Star-ing this reincarnation of Seymour. Then on Yuna's go, have her summon any aeon with their overdrive guages full. Then, once they are on the field, use their overdrive (preferably Shiva's Diamond Dust) doing massive damage over again just like last time. After Banishing it, if he uses the element you can't nullify heal with a Mega-Potion. Finish the fight with him by reapeating this strategy. +-ALTERNATE STRATEGY-+ Well, this strategy is much better than the last one that I mentioned, and deals much greater with strategics. Ok, now, after about 21 dead Seymour Natus, I've finally discovered his patterns at HP intervals: - This guy alternates turns with Mortibody... repeat... - Now, here's for first go-around of HP; 24000 to maximum 36000: You will see chains in these: a Water spell results in Multi-Watera, etc., but you might also see Desperados...: Blizzard or Desperado <-> Multi-Blizzara, Thunder or Desperado <-> Multi- Thundara, Water or Desperado <-> Multi-Watera, Fire or Desperado <-> Multi-Fira - This is for the second go-around of HP; 12000 to ~1.5 MAXHP = 23999: Protect, Shattering Claw or Desperado, Break *Few Notes*: Protect is used right after HP is dropped below 24000 HP mark. Break can be avoided with Stoneproof/Ward. - This is for 3rd (final) HP go-around; 1 to ~3.0 MAXHP = 11999: Desperado or Cura, Flare *Note*: Flare does the Delay status effect on Seymour Natus for about 3-4 turns afterward. --> So, you start off with Yuna, Tidus, and Kimahri. Now, Tidus can speak with Seymour to get stat boost of Str+10. Ok, I do not suggest that you keep Kimahri in your main frontline party, so switch him out for Auron (he won't be here too long for now) so that he can speak with Seymour as well for a Str+10 bonus for the fight. HolyDarkPaladin has reported in that any positive statuses on three characters will initiate Desperado. Now I didn't know that until recently, so from that data I can put together another table: - If Poison is on Natus past first HP go-around, he won't move onto his later moves like Flare. This is a good thing. Nope, only elemental chains with Morti. - Past second HP go-around, Shattering Claw happens against Breaked characters, and that dismisses them from battle permanently. Ruby Weapon wannabe... ;P - If you summon an aeon for this battle, prepare for them to meet hell. They'll go bye with Natus' Banish move which disappears them from the entire battle. They only get one turn in, and then Banish, so make it count!!! - If you use Aerospark on Natus with Ixion aeon, and then it makes him go directly into 2nd HP go-around, Protect isn't done. - If you cast any good status change on a character, the Mortibody gets ticked and then it uses Desperado to take it all away. Meanie! --> Ok, now onto main strategic tactics: Auron's and Yuna's armors have Auto-Reflect, Auto-Haste, Auto-Shell. Tidus', on the other hand, should consist of Auto-Protect, and Stoneproof alone. Now, in the beginning of battle, take Kimahri out for Auron (this is really super- imperative). Now, for Yuna's (make sure she has Dispel ability!): have her use NulFrosts to everybody. Note: Rikku can be used there and then brought out so she can Mix Shining Thorn + Shining Thorn to get Hyper NulAll so it doesn't take all those turns. Another benefit of this is that it gives Focus and Cheer (raises Str, Def, Mag, Mdef) for the fight. Auron just attacks, and then Yuna just heals with Hi-Potions or Mega-Potions, and if things get desperate: some Elixirs. Don't use Magic to heal Auron or herself, since they have Auto-Reflect on, remember? In next HP go-around, you have Tidus Provoke the bastard. What does this do? It makes him only do Break on Tidus. How does this help? Well, remember that Tidus has Stoneproof on his armor, thus, you never see Petrify or Shattering Claw. You only take damage which you heal with Hi-Potions (no megas since it's only one character getting beat up on). Auron can destroy him with Shooting Star in this form. Yuna just stays there being pretty and helping to heal Tidus. Auron should just attack now and save his Overdrive for later on in the bout. Oh, yeah, how could I forget!? Use Yuna to Dispel his Protect. In the next form, you are introduced to Flare, this is an easy one to avoid, as was Break. Still Desperado can still happen in the same way as it does in the last three forms, but we don't need to worry about that. Tidus, poor chap, he is the one that could possibly take damage from Flare. So, have Yuna Dispel the past Provoke off him. He and Auron attack and Overdrive. While Yuna again heals. If an aeon has Overdrive, use it (especially Bahamut). If Natus uses Flare to Yuna or Auron, it Reflects and then hits Natus for about 1600 damage. Killing Mortibody also does damage like this: First kill- 4000, Second Kill- 3000, Third Kill- 2000, all proceeding kills- 1000. ------------------------------------------------------------------------------- #25. Belgemine/Shiva (Calm Lands Central Area) -> HP: 15000 - 1432 -> MP: 900 -> AP: None -> Statistics: Str: 20, Mag: 20, Def: 180, Mdef: 180, Acc: 0, Agl: 21, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Heavenly Strike: When Shiva's Pverdrive Guage is filled up, she'll use this move to do physically-based damage as well as doing the Delay effect on your aeons. - Blizzara: This will do magic-type damage with the Ice elemental. - Attack: What this one does is that it does physical-type damage to your currently present aeon. #25?. Belgemine (Calm Lands Central Area) -> HP: 10 - 10 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sensor, Scan, Threaten -> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Strategy? Simple. Her three attacks are not anything to piss your pants about: attack only does about 200 damage; Blizzara - depends on the aeon (ie Ifrit); Heavenly Strike - about 400+Delay. But that's only on Overdrive. What, no Diamond Dust! (???) All I can say is "thank goodness". Anyway, we can take her out before Overdrive easily. How? Easy. You summon Ifrit and use his Fire based attacks on her for some decent damage (not too much more due to her not having a susceptibility to Fire, Fira, or Firaga). But the major benefit is that you can use him to use Fire spells on himself to restorate HP. Bahamut is also a top choice for this battle, one Mega Flare will annihilate her. And if need be, you can always back that up with Impulses. ------------------------------------------------------------------------------- #26. Defender X (Gorge Area) -> HP: 64000 - 4060 -> MP: 1 -> AP: 6600 - 9900 -> Statistics: Str: 42, Mag: 5, Def: 30, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- 4 Lunar Curtains, Uncommon- 4 Lunar Curtains -> Bribe: None -> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 3500 -> Immunities: Sleep, Silence, Poison, Petrify, Berserk, Slow, Zombie, Power Break, Demi, Death, Delay, Threaten, Confuse, Eject, Bribe -> Weaknesses: Darkness- 95 -> Elemental Affinities: None -> Armor Abilities: SOS Protect -> Weapon Abilities: Magic+3%, Strength+3%, Magic+5%, Strength+5%, Magic+10%, Strength+10%, Piercing (might be more) -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (25%) -> Abilities: Blast Punch- Occasional counter and physical, Gravity attack, takes away a percentage of 50 current HP, and will Delay your next turn of that one character. Attack- Physical damage to one person. Slowga- Puts the slow status on all people. Haymaker- Physical damage on one character. This attack never misses an attack. No matter what! Mighty Guard- NulAll, Shell, Protect on itself. ---> STRATEGICS: <--- Massive HP, huh? Well, don't let me fool you - this boss is a total pushover, loser of a boss. I mean, not even big stats to back up the large HP it's packing. The perfect party here would definitely have to be Tidus, Auron, and Yuna/Rikku. Lulu, Wakka, Kimahri won't be participating too much in the battle compared to the others. Armors need to have Auto-Protect and Auto-Haste as to not waste any precious turns. Here's how turns will go in the battle. Note that for this battle I'm doing things differently, as in I will list characters' name and then what they should do for turns each time they get their turns, Mm- kay...? - Auron: Armor Break for first turn so that its defenses are lowered, allowing for major damages. From then on out you use normal attacks with him. Overdrives with him are also a good idea. See, he really plays the weaken-DefenderX-so- that-others-can-obliterate-it role. Armor Break comes along later, also, but mainly do physical attacks. - Tidus: Since already Auto-Hasted, he can use 5x Cheer spells to where there's no notable stat increase. You also Provoke Defender X with Tidus so that it only attacks him (whose HP should be about 3500, with Auto-Potion on as well as Rikku's Trio of 9999. Provoke only lets Defender X use Blast Punch, not much worry. Then, from there you can have him use physical attacks and his strong Overdrives. - Yuna / Rikku: If you have Yuna in the beginning, she's really there for the casting of Protect among other protective spells perhaps. And if you get Slowga by it, use Dispel or Esuna with her. Other than that, her White Magic is good for healing purposes. But, if you had Rikku in there, she's only good for Trio of 9999 first, then, she should just Steal Lunar Curtains from it, and maybe physically strike it. Ok, now that that's out of the way with battle tactics, it's time to give feedback on when attacks occur so that you can tell when to do all that and emerge victorious: Unless Provoked, just about every turn you see is its regular physical attack which isn't anything to worry about in this point in the game (about 1550 dmg), but imagine earlier on in the game. If Provoke is in place, or on fourth normal turns, you'll see Haymaker for close to 3000 damage to one character. So have Protect in place! Then there's Blast Punch which is a counter attack, it does 50% of HP now plus Delay effect. Example: Your HP is 4120, so its BP would do 2060 damage. Ouch. Slowga after 5 Fire spells happens, but why the hell would you want to do that. Another effective thing is to have Lulu use Water magic spells. ------------------------------------------------------------------------------- #27a. Yenke Ronso (Gate of Mt. Gagazet) -> HP: Depends on Kimahri's HP - 2500 -> MP: 200 -> AP: 4500 - 6750 -> Statistics: Str- Half of Biran's Str, Mag- Based from Kimahri's HP, Def- 30, Mdef- 10, Acc- 100, Agl- -6 Kimahri's Agl, Eva- 0, Luck- 15 -> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres -> Bribe: None -> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 1500 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk -> Weaknesses: Doom- 20 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+20% -> Weapon Abilities: Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Haste- Cast Haste on itself. Bulldoze- Physical damage on one character. Fire Breath- Fire damage on one character. White Wind- On himself or Biran, it heals some of their HP. Aqua Breath- Water damage on one character. #27b. Biran Yonso (Gate of Mt. Gagazet) -> HP: Based on Kimahri's Mag and Str - 2500 -> MP: 200 -> AP: 4500 - 6750 -> Statistics: Str- Based on Kimahri's HP, Mag- Half of Yenke's Mag, Def- 30, Mdef- 10, Acc- 100, Agl- -4 Kimahri's Agl, Eva- 0, Luck- 15 -> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres -> Bribe: None -> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 1500 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk -> Weaknesses: Doom- 20 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+20% -> Weapon Abilities: Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Berserk- Berserk status on himself. Bulldoze- Physical damage. Mighty Guard- NulAll, Shell, Protect on himself. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- First some notes: You can use Lancet on Biran to get Thrust Kick, Mighty Guard (after used), Self-Destruct, Doom. You will get Aqua Breath, White Wind (after used), Stone Breath, Fire Breath from Yenke. They both have set attack patterns, making them easy*er* to deal with (thank goodness). First I'll do the attack pattern for Biran: Thunder Bulldoze Blizzard Bulldoze - Now, I am going to list out the attack pattern that is used by Yenke Ronso. He, in my opinion, isn't as hard...: Fire Breath Bulldoze Aqua Breath Bulldoze Remember, when both of the enemy Ronsos are right next to each other, do not attack with "Attack" command, that'll cut the normal damage done into about 1/4. Instead use any Ronso Rages after they're gained with Lancet. And, if you have Ultima from his grid already, it comes very handy indeed. Once you kill Biran (if done first), Yenke is Hasted, but don't take off as it's a waste of a turn. Once you kill Yenke (if done first), Biran is Berserked and forever uses Bulldoze. ------------------------------------------------------------------------------- #28. Seymour Flux (Mt. Gagazet Before Cave Area) -> HP: 70000 - 3500 -> MP: 512 -> AP: 10000 - 15000 -> Statistics: Str- 30, Mag- 15, Def- 40, Mdef- 40, Acc- 100, Agl- 38, Eva- 0, Luck- 15 -> Steal: Common- Elixir, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres -> Gil Received: 6000 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental Break, Armor Break, Magic Break -> Weaknesses: Poison- 90; 2%, Silence- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell -> Weapon Abilities: Piercing, Darkstrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Flare- Non-elemental magic damage on one person. Lance of Atrophy- Physical damage and Zombie status to one character. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Protect- Damage received by physical attacks is cut in half. Dispel- Nullifies all good status ailments from your entire group. Failed counterstrike- Seymour casts Flare on himself. Reflect- Reflects some spells on himself. Seymour watches... and waits- He skips a turn for now. #28.1. Mortiorchis (Mt. Gagazet Before Cave Area - Seymour Flux Fight) -> HP: 4000-4000-3000-2000-1000 [Note: There is no way that you can get Overkill on Mortibody.] -> MP: 512 -> AP: 0 -> Statistics: Str- 40, Mag- 40, Def- 100, Mdef- 1, Acc- 100, Agl- 38, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental Break, Armor Break, Magic Break, Silence, Poison -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will vary and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Cross-Cleave- Physical damage unto one character. Total Annihilation- It does non-elemental magical damage to all, then attacks varying anywhere from 6-8 hits. After that, it attacks again using non-elemental magic damage. Full-Life- Will kill one person that is under Zombie from Lance of Atrophy. Slowga- Puts the Slow status onto every character. Mortiorchis: Ready to annihilate!- Starts count for Total Annihilation. Mortiorchis: Auto-Attack mode!- It will begin to execute Total Annihilation. ---> STRATEGIC TACTICS: <--- Seymour Flux: This fight does not come without pandemonium. Here is what you truly need to stand a chance against him, An armor that has Zombieproof, and Auto-Potion. Your weapons are to be equipped with First-Strike. Have most stats at an average of 83. HP is to be in the range of 5000-6500, and MP does not really matter here. Head into battle with all overdrives full, even aeon's too. Use the first three characters of Tidus, Auron, and Lulu. What to do next?, oh yeah, have Tidus Hastega party, and then have Yuna Protect and Shell everyone. Have Auron perhaps use Shooting Star (not for Eject though)! Here is some of boss's attack pattern information that I've deciphered: - Boss goes Flux then Mortiorchis... repeat... - Here is for the first 'go-around' of HP; 52500 to maximum of 70000: Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel, Cross Cleave reapeat, reapeat, repeat... - Here is for the second 'go-around' of HP; 1/2 (35000) to 52499: Protect, Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel, Cross Cleave repeat, repeat, repeat... (Note: Protect won't be done again because it only happens right after first attack setting Flux's HP under 52500)... - Here is for third 'go-around' of HP; 1 to 34999: Reflect, Auto-attack mode, Flare (on Reflected self [I'll list trick to bypass this later;)]), Ready to annihilate., Seymour watches... and waits., Total Annihilation, Flare on Reflected self, Ready to annihilate., Seymour watches... and waits. Repeat, repeat, repeat... (Note: Reflect won't be done again because it only happens right after first attack setting Flux's HP under 35000)... Note: I've never encountered any discrepancies in these patterns. -> Now it's time for an overlook at how boss attacks: - Flare: Non-elemental magic damage on one person. - Slowga: Used as a counter attack and uses the spell Slowga on all of your characters. Triggered if you try and Delay Mortiorchis. - Lance of Atrophy: Physical damage and Zombie status to one character. - Banish: Counter attack on an aeon, and makes them get killed automatically no matter what. - Total Annihilation: Non-elemental magic damage to every character by sending a random amount of 6-8 attacks and then finishes move with an attack more powerful. - Protect: Damage received by physical attacks is cut in half. - Dispel: Nullifies all good status ailments from your entire group. - Failed counterstrike: Seymour casts Flare on himself. - Cross Cleave: Physical damage to all characters. - Mortiorchis: Ready to annihilate!: Starts count for Total Annihilation. - Mortiorchis: Auto-attack Mode!: Shows that it will begin Total Annihilation. - Reflect: Reflects some spells on himself. - Seymour watches... and waits: He skips a turn for now. - Mortibsorption: If it loses all of current HP, it'll recover fully by draining some of Flux's. Amounts vary; counts down from 3000 and lowers by 1000 until it stays at 1000 for remainder of battle. Now you know what you're in for, you're set! Now for the Trigger Command that Kimahri and Yuna can get I will list what they can gain: Yuna- +10 Magic Defense, Kimahri- +10 Strength. So starting out like before just continue that by double- checking that you have Haste status on everybody that is active (this is super important I cannot even begin to describe it to you). For Flux's first attack, he'll use none other than Lance of Atrophy which with recommended armor type will only deal out about 600 damage instead of also doing Zombification to one character. If you don't have the Zombieproof on armors, when Lanced, immediately use Holy Water to negate it! I recommend for following turn having Rikku conjure up Mighty G Mix. Now, for Mortiorchis' turn: it uses Full-Life on which ever character was a target of Lance of Atrophy, so if your Zombied with out Reflect beware, *Hint, hint*. Do the same again. For Flux's next turn he'll use a Dispel. He now only has one move remaining in first HP 'go-around' until he starts repeating the same predictable sequence. This move is Cross Cleave which does about 2300 physical damage to all characters. Heal, now all that you have to do is get boss' HP down to the minimal of 52499 to engage in next pattern sequence which is mentioned above. Here isn't any other pattern to be worried about though. First move that does damage under 52500 will trigger Flux to Protect himself. Just attack or heal until his upcoming turn which is like I show to the above, Lance of Atrophy, oh yeah, if you do get hit with LOA and then Full-Life you wait until this move to recover any fallen characters with Mega-Phoenix or if you have it with enough MP, use Full-Life of your own on them. For next turn boss gets Mortiorchis part will use Full-Life as expected, easily avoidable as touted by me earlier. Repeat what you have done. The next time Flux acts he will repeat those last two actions, so if the need to heal arises, do so. Next attack on the list *looks up*, oh, looks like Dispel and we do not want Reflect, Shell, Haste, Protect, and also Rikku's Mighty G removed do we? The way to avoid it is to use Wakka for Silencing (note the 50% chance of Silence working), so instead of a measly Silence Attack, do Silence Buster. This will most likely keep you good and ready to go. Next move to expect after hopefully failed attempt at Dispel is Cross Cleave which will be halved to about 1150 damage instead of normal about 2300 and then you can just heal fully by using Mega-Potion. Next hit to set him to 34999 or less HP will begin new attack pattern. Dispel his first move which is if you look up, Reflect so later moves don't eradicate your party. Next move is not that much of a worry until a little later on; Auto-attack Mode!. But the move after that is big issue (or can be if not handled properly). Here is a good advice on a way to avoid Flares (which are the move after): Just Dispel the Reflect status that I told you about earlier and he'll whack his own ass with Flare, hahaha!!! Anyway, skip through next two Seymour's turns without worrying about them, BUT, when the second turn is over have Yuna bring in Bahamut who should be in overdrive and hit Flux with Mega Flare. This should end battle right there, but if not, don't expect to block up and coming Total Annihilation with Bahamut, for he will be Banished and then have your party take the damage. If Auron's HP is about 6000+ he should be able to survive the onslaught and then administer Mega-Phoenix to revive everyone. Now have Tidus use Slice & Dice or have Yuna summon Shiva to use Diamond Dust to finish the fight once and for all. +-ALTERNATE STRATEGY-+ Tidus' STR stat should be high and everybody's HP rather high also. You must make sure that you have two Wings to Discovery in stock for this strategy to work effectively. You can gain 10 extra points in some stats for having Yuna and Kimahri 'Talk' to Flux. But that is not of any importance to us here, no, what you wanna do first is cast Haste, Protect, and Shell just in case you cannot defeat Flux in *two* moves (wow, huh?). First have Rikku Mix 2 Wings to Discovery to get Trio of 9999. Now have Tidus use Slice & Dice, each of 6 hits will do 9999 damage to Flux and reduce him to mere 10000. Just have Auron use physical attack for 9999 and then have Rikku attack to finish it. Don't worry about Lance of Atrophy/Full-Life combo, ok? You win! ------------------------------------------------------------------------------- #29. Sanctuary Keeper (Summit of Mt. Gagazet) -> HP: 40000 - 6400 -> MP: 256 -> AP: 11000 - 16500 -> Statistics: Str- 37, Mag- 40, Def- 100, Mdef- 100, Acc- 50, Agl- 32, Eva- 0, Luck- 15 -> Steal: Common- Turbo Ether, Uncommon- 2 Turbo Ethers -> Bribe: None -> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 6500 -> Immunities: Doom, Sleep, Petrify, Zombie, Demi, Delay, Confuse, Death, Eject, Provoke, Bribe -> Weaknesses: Power Break- 50, Poison- 90; 5%, Magic Break- 50, Darkness- 99~ 100 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+10% -> Weapon Abilities: Piercing, Half MP Cost -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Regen- Casts Regen on itself. Gradually restores HP. Esuna- Negates any statuses on itself. Curaga- Restores an impressive amount of HP back to itself. Mana Breath- Non-elemental magic damage on one person. Tail Sweep- It is a counter attack on all characters, and does Delay plus some physical damage. Reflect- Reflects some spells on itself. Attack- Physical damage on one person. Photon Wings- Induces Darkness, Sleep, Curse, Silence, Confuse on all, as a special attack. Haste- Casts the Haste status on itself in order to speed itself in the fight with you. Protect- Casts Protect on itself and cuts physical damage in 1/2. ---> STRATEGIC TACTICS: <--- This is not the kind of boss you wanna fight after using so many good items on fighting Seymour Flux, but it's not as hard, but still requires quite a bit of strategy. The bastard does have a pattern of attacking your party like few other of the bosses in the game. It goes like this: - It will be using Photon Wings on its first move, and it's not a pretty customer. Best Help: Have and armor with Confuseproof, and Curseproof. The other statuses aren't as bad and you can use Esuna. - The second turn it gets is where it'll use its normal attack, which isn't big fuss. Best Help: First, high Eva is great for missing it, but if you get hit with it, a Mega-Potion would do the job of healing. - The third turn is speant doing the same exact thing as what was done on the second turn, so... Best Help: First, high Eva is great for missing it, but if you get hit with it, a Mega-Potion would do the job of healing. Same as last time. - Now, we start big-timing it: Sanctuary Keeper's fourth turn will be used up by attacking for a good 3000 damage on one character. Best Help: Ok, no good Eva'll get you out of this one. A few things to help will be Shell and Mdef+20%, cutting damage to about 1000 only or so. And if you have that, all that's needed is Hi-Potion. But if not, have them Phoenix Downs ready. - Fifth Sanctuary Keeper's turn is the move where it uses the Curaga White Magic spell/Protect/Regen/Esuna Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses Protect. Regen may be done normally instead of Curaga. Armor Break-excluded negative status augmentation is on it, it uses Esuna. - Sixth Sanctuary Keeper's turn is the move where it uses the Curaga White Magic spell/Protect/Regen/Esuna Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses Protect. Regen may be done normally instead of Curaga. Armor Break-excluded negative status augmentation is on it, it uses Esuna. -> Now we get to a more non-pattern hit, but is still extremely predictable, and that is Tail Sweep. It does about 500 HPs deduction and is always done as a counter attack. Now is Haste spell which is done on itself if you decide to use Slow effect on it. Battle starts! Ok, we should have armors fitted with the abilities Auto-Haste, Auto-Shell, Confuseproof, and Curseproof. All very important. Wakka's weapon of choice should have Darkstrike customized onto it. Have Tidus' weapon have Slowstrike on it, as well. First move have Tidus use Cheer, and then have Yuna Reflect Keeper. We just have Wakka normally physical attack on it to Dark it. On Tidus' next go, have him use normal attack and that's how to keep it under Slow status forever. Next Yuna's turns have her use Protect on the whole party. Ok, now we've him right where we want him with his attacks doing virtually nothing that they're meant to do, and him under horrible statuses with no means to heal. So we take on Photon Wings first. You then take about 1000 damage along with Dark, Silence, Sleep - thank god you have that Confuse/Curse -proof armors, or else you'd be beating yourself, and if you ever got out of it, you couldn't use Overdrives. Esuna with Yuna on those statuses and then wither Mega-Potion or Curagas. Note If the boss uses Protect on itself throughout the skirmish tandem with beating on you, just use Dispel on it to take it away. Next 2 goes you get attacked with attacks, but they'll miss most certainly, but if they connect, heal the about 600 damage (remember Protect halves the normally 1200 damage) with a Hi-Potion. Next turn is Mana Breath, only one character gets about 1500 damage done (normally about 3000-3150), so heal with Curaga. Counters are Tail Sweep. Not much going on there, besides it happening and you seeing "Miss" above all your characters. If it hits even with Darkness status effect in place, cure it with Potion (it'll do 500 damage normally and about 200-260 with Protect there). Note: Once its HP is at least 1 HP point below 20000, it'll take away Protect, but until then you'll be healed or fixed up by any White Magics it decides to use. Note: I've recently been told that you can use Magic Break on it in conjunction with Shell to make damage done by Mana Breath a meer 800!! Same goes with if you let it use Curaga, it does only about 4999-5000 HP recovery on itself. Now, you may wonder what I meant by "let it use Curaga". What I meant was that if you Dark it with Wakka's ball, it won't do it, instead you'll see pointless Esuna which is bounced back to you because of earlier Reflect, heh. ------------------------------------------------------------------------------- #30. Spectral Keeper (Zanarkand Ruins' Cloister of Trials) -> HP: 52000 - 8000 -> MP: 500 -> AP: 12000 - 18000 -> Statistics: Str- 36, Mag- 1, Def- 100, Mdef- 100, Acc- 50, Agl- 36, Eva- 0, Luck- 15 -> Steal: Common- Ether, Uncommon- Turbo Ether -> Bribe: None -> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres -> Gil Received: 7000 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Confuse, Threaten, Berserk, Armor Break, Demi, Delay, Death, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Iceproof, Waterproof, Fireproof, Lightningproof -> Weapon Abilities: Icestrike, Waterstrike, Piercing, Firestrike, Lightning- strike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Counter attack against 3 people as long as their platforms are running side-by-side. Glyph Mine- Detonates a mine on a certain platform, only receive damage if a person is currently on the platform. Berserk Tail- Physical damage on one person, and Berserk. #30?. "Emblem" (Yevon Dome - Spectral Keeper fight) -> HP: 10000 - 10000 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Death, Zombie, Petrification, Poison, Power Break, Magic Break, Armor Break, Mental Break, Confusion, Berserk, Provoke, Sensor, Scan, Demi, Eject, Threaten, Doom --> nulls physical and magical damage -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Boss is neither tough nor easy. There are many glyph platforms surrounding Spectral Keeper, all of which we're going to be using strategically throughout the fight. You should have Auto-Haste and Berserkproof abilities on your armors primarily (you get Hypello Potions for BP from Shred in Calm Lands). The best possible party for this bout is Yuna, Tidus, and Auron. And Rikku might be used later on in the fight if needed or if wanted. Now, we will take a look at a bit of notes for the fight and good-stuff-to-know: - It uses a normal physical attack as a counter on 3 platforms next to each other, for about 700 or so damage. - The Berserk Tail move is its most dangerous and character-crippling attack. It does Berserk plus an extra of 1100 damage or so to one character. - Glyph Mine is used on two platforms. What it does is KOs two characters that are on them *if* they're on them. Ok, we begin battle. Hopefully you have high Eva as to maybe be able to evade its counter attack which is done after anything. It doesn't have an attack pattern, but you can tell when things happen: It uses Berserk Tail on every turn it gets. After you actually damage it 4 hits and get countered, you see Glyph Mine afterwards. A good word of caution is to *never* have your characters 1-2-3 on platforms, that's bad, and it will be your biggest downfall, so Move away before anything. I recommend follwing platform formation: Big HPed character should be in front of Keeper (Auron, probably). Then, Tidus and Yuna behind it. If you're on about-to-be-Glyph-Mined platform, Move away no matter what. If any characters ever get hit with Berserk Tail, all you do is heal damage done with Yuna's Curaga since you have Berserkproof on. All you do to heal a counter attack is use Hi-Potion. If you ever get KOed by Glyph Mine (hopefully you don't), just revive with Phoenix Down or Life. Summon aeons for overdrives for lots of damage if you want. But, onto main strategy. Once you take heed to my recommended platform formation, have Yuna do Protect on character in front of Keeper so they can withstand more, and then it gets easy: Have Tidus use Provoke on Keeper. Now, every turn Tidus gets, he Guards with Triangle button. All the while, you have Auron attacking and Overdriving and you switch Yuna for Wakka. Like this he can attack and Overdrive as well. ------------------------------------------------------------------------------- #31. Yunalesca (Zanarkand Dome: Chamber of the Fayth) -> HP: Form 1: 24000 - None; Form 2: 48000 - None; Form 3: 60000 - 10000 -> MP: 500 -> AP: 14000 - 21000 -> Statistics: Str- 20, Mag- 30, Def- 50, Mdef- 50, Acc- 0, Agl- 40, Eva- 0, Luck- 20 -> Steal: Common- Stamina Tablet, Uncommon- Farplane Wind -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 9000 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Armor Break, Mental Break, Magic Break, Demi, Delay, Provoke, Eject, Death,Power Distiller, Mana Distiller,Speed Distiller, Ability Distiller, Bribe Confuse, Extract Power, Extract Mana, Berserk, Exrtact Speed, Extract Ability, -> Weaknesses: Threaten- 75 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Zombieproof -> Weapon Abilities: Zombiestrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Counter physical damage, and nullifies all good statuses on one person but not Reflect status. (all forms) Drain- Drains some HP from an aeon and adds it to Yunalesca's. (all forms) Silence- If attacked with a magic, inflicts Silence on one person. (1st form) Hell Biter- Physical damage and Zombie on everbody. (2nd, 3rd forms) Osmose- Drains some MP from an aeon and adds it to Yunalesca's. (all forms) Curaga- Restores an impressive amount of HP back to Yunalesca. (3rd form) Cura- Restores a mediocre amount of HP back to Yunalesca. (2nd form) Absorb- Takes away 50% of current HP of one character and then adds that 50% of HP to Yunalesca's HP. (all forms) Regen- Restores HP gradually on one character when under Zombie from Hell Biter. (2nd, 3rd form) Blind- When attacked in a physical manner, she counters by inflicting one character with Darkness. (1st form) Mind Blast- Non-elemental magic attack that afflicts all people with Sleep, Confuse, or Curse. (3rd form) Sleep- When attacked with a special, she counters by inflicting one character with Sleep. (1st form) Mega Death- KO's every character. (3rd form) ---> STRATEGIC TACTICS: <--- Very hard boss that had me stumped for a very long time, but I've found out alot about this boss within getting beaten so many times. It's all formulated in this strategy. Anyway, here's a great armor set-up for you: Auto-Med (with 30+ Remedies), Curseproof, Deathproof, and Auto-Reflect. Make sure that's on everybody and you can negate any bad statuses sent your way. Best party for this fight is certainly Tidus, Yuna, and Auron. This boss is predictable, in each form there's a pattern: - #1 Form (First 24000 HP): Switches with attack or Absorb. Seeing what Absorb does at the top, here's an example: your max HP is 8500, so the damage done by this attack is 4250. Attack does about 400 damage in general. In this form, she counters Physical attacks with Blind (inflicts Dark), Special attacks with Sleep (puts to sleep), and Magical attacks with Silence (disables magics). - #2 Form (Second 48000 HP): Not as much as a set pattern here, but it's enough of one to mention. Her first move here is Hell Biter, which won't take Zombie effect because of Auto-Med + Remedies. This promts her (only if under the Zombification), top only use Regen and Cura spells on you. Too bad it doesn't work like that without Zombie, because then you'd be healed. But not being in Zombie means her using Hell Biter over and over again; who cares? We'll not be getting Zombie, only minor damage (about 200), which we can heal with a Potion. She counters with attack for same 400 damage. She also uses Regen on herself as well as Curaga and Cura which you can Reflect her and get for yourself. - #3 Form (Second 60000 HP): Don't worry, I'll be getting to strategy in a bit. But, for now, I'm still on patterns.;) This form has truly sey pattern of attacks, and it goes in this order: Mega Death, Regen or Curaga or Hell Biter, Regen or Curaga or Hell Biter, Mind Blast, Regen or Curaga or Hell Biter, do over... Ok, the strategy for the first form of Yunalesca is simple, though it doesn't always work: Yuna first casts Protect, and Shell on everyone, and Tidus casts Hastega. Now Tidus and Auron work to attack her and get Blind (status negated because of Auto-Med + Remedy). Alot of their hits will miss, but when they land, it'll only take three hits to take out of this form. A good tip here is to Threaten her (25% likely chance), and then get in those three hits easily. Next form, she now is packing 480000 HP to deal with. Not difficult. Now, in this next form she starts using Hell Biter, which you won't be affected with Zombification, but still have to heal with Potion. Cast Shell on Yunalesca in this form so Cura and Curaga only take 1/2 effect. If you summon an aeon, she uses Drain and Osmose on them to take MP and HP, so use their Overdrives quickly, and try to summon Bahamut with Grand Summon and Overdrive already full (but in next form, I'm just informing you now because it seems appropriate). If she uses counter attack, just heal with Potion and restore any positive status effects you need on your party that were there before. Final form, she starts out with Mega Death; not as bad as it may seem. Even though we're immune to it with Deathproof, even if we didn't, it has extremely low Acc and frequency of hitting. If it does... bye. Next time it might be Hell Biter which you only need to heal with a Potion or Mega-Potion (to get everybody at one time); Regen on you if you're Zombied, or on her if not which you must Dispel off of her; Curaga maybe on you if you're Zombies, but on her ownself if otherwise, which healing is 1/2ed because you placed Shell on her earlier. Next time it's the same thing as the turn previously. Now it's time for Mind Blast to occur for the first time. It does about 650 damage (heal it with Mega-Potions), and other statuses which'll either be negated with Auto-Med or "Immune" will appear because of Curseproof. Afterwards it's same as turn before Mind Blast, and then it starts over... That's all that's needed to beat Yunalesca. ------------------------------------------------------------------------------- #32. Left Fin (On Top Of Airship - Many Sin Fights) -> HP: 65000 - 10000 -> MP: 999 -> AP: 16000 - 24000 -> Statistics: Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- Mega-Potion, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 HP Spheres, Uncommon- 1 or 2 HP Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Poisonproof -> Weapon Abilities: Poisonstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ---> STRATEGIC TACTICS: <--- I'll do things a bit differently here; first I'll do strategy, and then after that I'll provide you with any good technical info. Ok, what you'll want to do is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for Yuna, but only if she's learned Holy from her part of the Sphere Grid already. First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use Attack Reels Overdrive, or to simply attack it afterwards physically. If you have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in the party. Lulu's role is to cause major damage by Doublecastings of Ultima, or, if she doesn't have that, Flare. Ultima Fury is also quite effective. You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when you're up close, strategy completely changes: Have a party of Tidus, Kimahri, and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can annihilate the Fin with Slice & Dice, or if obtained already, he can also use Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical attacks, but Rikku can also do this if she's been powered up strong enough on the Sphere Grid. Ok, now for the tech data: When you're close up, you can either catch a break for the beginning three turns (more likely this way) with Sin remains Motionless, or you can get about 1700 damage done with its physical attack. The next turn will always be Core gathers energy! after which turn it'll unleash a devastating Gravija, taking away 75% current hit points. Example: You have 10000 HP currently, this attack would do 7500 HP away, leaving you with meer 2500! After that, on the 6th attack it gets, it uses Negation, which at close up range takes away all good statuses on your party members. Then the pattern repeats. Damage done at close- up range is greater than that of far-away range. Gravija will never be used at far distance. Ok, what's next? Oh yeah! Now, for far away distance attack pattern: Everytime you deal five turns to it (that *do* damage. This is a must), it will attack with an attack similar to that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation (on random turns) from far away, it takes off any bad statuses that you may've inflicted on it. ------------------------------------------------------------------------------- #33. Right Fin (On Top Of Airship - Many Sin Fights) -> HP: 65000 - 10000 -> MP: 999 -> AP: 17000 - 25500 -> Statistics: Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- X-Potion, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Stoneproof -> Weapon Abilities: Stoneproof, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ---> STRATEGIC TACTICS: <--- I'll do things a bit differently here; first I'll do strategy, and then after that I'll provide you with any good technical info. Ok, what you'll want to do is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for Yuna, but only if she's learned Holy from her part of the Sphere Grid already. First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use Attack Reels Overdrive, or to simply attack it afterwards physically. If you have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in the party. Lulu's role is to cause major damage by Doublecastings of Ultima, or, if she doesn't have that, Flare. Ultima Fury is also quite effective. You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when you're up close, strategy completely changes: Have a party of Tidus, Kimahri, and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can annihilate the Fin with Slice & Dice, or if obtained already, he can also use Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical attacks, but Rikku can also do this if she's been powered up strong enough on the Sphere Grid. Ok, now for the tech data: When you're close up, you can either catch a break for the beginning three turns (more likely this way) with Sin remains Motionless, or you can get about 1700 damage done with its physical attack. The next turn will always be Core gathers energy! after which turn it'll unleash a devastating Gravija, taking away 75% current hit points. Example: You have 10000 HP currently, this attack would do 7500 HP away, leaving you with meer 2500! After that, on the 6th attack it gets, it uses Negation, which at close up range takes away all good statuses on your party members. Then the pattern repeats. Damage done at close- up range is greater than that of far-away range. Gravija will never be used at far distance. Ok, what's next? Oh yeah! Now, for far away distance attack pattern: Everytime you deal five turns to it (that *do* damage. This is a must), it will attack with an attack similar to that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation (on random turns) from far away, it takes off any bad statuses that you may've inflicted on it. ------------------------------------------------------------------------------- #34a. Sin's Core (On Top Of Airship - Many Sin Fights) -> HP: 36000 - 3000 -> MP: 999 -> AP: 18000 - 27000 -> Statistics: Str- 1, Mag- 30, Def- 100, Mdef- 100, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- 3 Stamina Springs, Uncommon- 4 Stamina Springs -> Bribe: None -> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 MP Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Reflect Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Slowproof -> Weapon Abilities: Slowstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic on everyone including its ownself but only you take damage if it is in it's shell at the particular point in time. Negation- Takes off bad statuses from itself, and good statuses from your whole entire party. Core is innactive- If Genais is in, it does not act. Core gathers energy- Starts count to Graviga. Blizzard- Ice based magic counter attack on all characters. Water- Water based magic counter attack on all characters. Thunder- Lightning based magic counter attack on all characters. Fire- Fire based magic counter attack on all characters. #34b. Sinspawn Genais (On Top Of Airship - Many Sin Fights - Core) -> HP: 20000 - 2000 -> MP: 200 -> AP: 1800 - 2700 -> Statistics: Str- 30, Mag- 35, Def- 80, Mdef- 50, Acc- 0, Agl- 25, Eva- 0, Luck- 15 -> Steal: Common- Star Curtain, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 10000 -> Immunities: Threaten, Sleep, Provoke, Poison, Petrify, Mental Break, Haste, Efect, Doom, Delay, Confuse, Berserk, Death, Darkness, Armor Break, Bribe, Is immune to Demi when it's in its shell -> Weaknesses: Zombie- 80, Silence- 99 -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Zombieproof -> Weapon Abilities: Zombiestrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Cura- Restores a mediocre amount of HP to itself. Thrashing- Physical damage to everyone. Venom- Non-elemental magic damage as well as Poison to one person. Sigh- Non-elemental magic damage as well as Darkness to every character. Magic absorbed- It absorbs all magic directed a the Core. Waterga- Water based magic attack on one character. ---> STRATEGIC TACTICS: <--- Sinspawn Genais, this son of a ***** absorbs any magic that you may happen to cast at the Core's way, which is very annoying, so, we're going to first focus on dropping its ass. So first cast Hastega on everybody (unless you don't already have it on your armors). Now, now, Yuna then Shells the entire party as well as Reflecting them. First, before any strategy, we have to take care of looking at bosses pattern: Venom -> Venom -> Thrashing; counters all magic excluding Demi with Waterga, but that's why we've Shell and Reflect. You might want Protect before Thrashing. Ok, kill Genais with Overdrives and physical attacks (20000 HP isn't hard to take away), you move onto Sin's Core. Now it starts acting, because when Genais was out, it was being little pansy and not doing anything. Note: G does into its shell after 1/2 HP is gone, and it'll counter everything with Cura, so Reflect it to get the Cura. And when its turns on the CTB are up, it uses Sigh (look up for details). Esuna on the Darkness statuses. When Genais is in its shell, Core gathers energy. Then, it uses Gravija, but unlike Fins', it also takes out 75% of its own HP. So heal up with Mega-Potion or X-Potions, and then unleash an Overdrive to kill it. ------------------------------------------------------------------------------- #35. Sin (On Top Of Airship - Many Sin Fights) -> HP: 140000 - 16000 -> MP: 999 -> AP: 20000 - 30000 -> Statistics: Str- 30, Mag- 30, Def- 40, Mdef- 40, Acc- 0, Agl- 30, Eva- 0, Luck- 15 -> Steal: Common- Ether, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 12000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Silenceproof -> Weapon Abilities: Slowstrike, Sleepstrike, Silencestrike, Darkstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Petrification or Confuse on one character, as a counter and as a some what of a special. Drawn to Sin- Your ship gets pulled towards Sin, like an orbit. Giga-Graviton- Game Over. ---> STRATEGIC TACTICS: <--- Final Sin Form: Wow, you're finally here... it is time to prove to all of Spira and to yourself that you can banish Sin for good, do you have what it takes to do it? Well even if you don't, you can get it done with ultimate strategy that I provide here. Ok, in stats-talk you must should have all of the core statistics at about 85-90 to guide you through virtually unscathed, and for HP it should at least be around 7000-9999. Next, is the need for a good armor, this, for this fight is an armor that has Zombieproof, Confuseproof, and Stoneproof to stand against its normal attack which can inflict them all at the same time (but it usually doesn't get them all off). You're set! For the first three turns of the battle you're in the clear because all it will do is get closer to the airship by using "Drawn to Sin." Get all the licks in that you can and then prepare for the rest of the fight by maybe doing any necessary healing. While Sin is out there you can damage it by using Lulu's Fury spells, Wakka's blitzball (not really recommended), and my favorite only because I had so much to spare, tossing 100000 gil for 9999 damage. Once Sin is as close as it's gonna get I think I should now describe your main desideratum: - You see, Sin has this move, Giga-Graviton, which on Sin's 13th or 12th (I don't know which yet) and it will cause no-matter-what Game Over and cannot be blocked by spells, aeons, nor can be negated by Auto-Life. - So needless to say, you must kill off all 140000 of Sin's HP before it has the chance to unleash it's cataclysmic attack. Now once Sin is as close as it's going to get, have Tidus start by casting Hastega to speed things up if he didn't do it while it was far. You will also want to have Yuna use many Holys over and over again, in conjunction with Lulu doing Doublecasts of Ultima and Flare, she can also use her to unleash some Furys of those spells too. Now after you think you've done substancial enough damage bring in Auron instead of Lulu. Now continue... Have Auron either use Banishing Blade or if you have been to lazy to collect all of those 5 Jecht Spheres, you can improvise with Armor Breaking it. If you have the correct armor I suggested you have nothing to fret about other than about 800 damage from its normal attack which you can heal if you want with a few Potions or Mega-Potion. Now just finish it off by using Tidus' Slice & Dice overdrive and Wakka's Attack Reels if you've already gotten into blitzball. You can also use Quick Hits if learned. I also seriously recommend that you Mix up a Trio of 9999 using many of the combos found in that part of Abilities section and then using physical attacks or Mug with Rikku for some 9999 damage each time as well as accumulating some Ethers or Supreme Gems. ------------------------------------------------------------------------------- #36. Seymour Omnis (Sin: Garden of Pain) -> HP: 80000 - 15000 -> MP: 999 -> AP: 24000 - 36000 -> Statistics: Str- 20, Mag- 35, Def- 180, Mdef- 100, Acc- 0, Agl- 40, Eva- 0, Luck- 20 -> Steal: Common- Shining Gem, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 12000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Mana, Extract Power, Extract Speed, Extract Ability, Berserk, Demi, Delay, Threaten, Eject, Provoke, Death, Bribe -> Weaknesses: None -> Elemental Affinities: Depends on the Mortiphasms. -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell, SOS Protect, SOS Haste -> Weapon Abilities: Magic+20%, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Dispel- Nullifies all good status ailments from your entire group. Ultima- Non-elemental magic damage on every person. Thundara- Lightning based magic attack on one character. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack on one character. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Blizzaga- Ice based magic attack on one character. #36.1. Mortiphasm (Sin: Garden of Pain - Seymour Omnis) -> HP: 6000 - 1000 -> MP: 30 -> AP: 0 -> Statistics: Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 30, Agl- 10, Eva- 0, Luck- 20 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Doom, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Darkness, Silence, Confuse, Provoke, Power Break, Armor Break, Magic Break, Mental Break, Poison, Berserk, Petrify, Eject -> Weaknesses: None -> Elemental Affinities: Sorta Depends -> Zanmato Lv: 4 (???) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Seymour Omnis: This will be your final confrontation against the obdurate Seymour. Start out with core stats of about or near 100. HP should be nearing 7000-7500 and MP better be at least 300-350. For armor have Fire Eater, Water Eater, Ice Eater, Lightning Eater on everybody. Weapons should have First Strike, and Strength+10-20%. Now head into the heat of battle with an active party that has Auron, Tidus, and Lulu. Have Tidus cast Hastega now, then use Auron to use a physical strike at the main body, now have Lulu cast a magic attack that is corresponding to the current color of the disks or Mortiphasms behind him (Red- Fire, Blue- Water, Yellow- Lightning, White- Ice). After that is done he will use a multi spell, any of which will actually heal you through out the fight rather than administrating some serious hurt. After that period of nothingness order Tidus to use a Slice & Dice or if available a Blitz Ace, the BA might finish him off for good. If not, continue to have Auron attack him, then cast Ultima on him for some 9999 damage. Do this again. He might then use an Ultima spell on you, after it, heal right away immediately. Now on your next turns it matters not what you do as long as you bring Yuna in so she can any aeon, so long as it's in the range of Yojimbo, Anima, or the Magus Sisters. I used Anima, so I'll describe how it went with her, first have her use Pain or her overdrive it might or it might not finish things, if it does then you needn't read on any further, but if he survives read on. Anima will now get Banished, so next have Tidus and Auron attack and have Yuna cast Auto-Life on Tidus if at all possible. For the next move you take, use Tidus to attack and Auron to attack too, then have Yuna switch to Lulu. Then your tactics from now on will be to, Tidus- physical attack, Auron- physical attack, and Lulu- Ultima and heal when it is needed. Finally, you're done with Seymour forever. ------------------------------------------------------------------------------- #37. Braska's Final Aeon (Sin: Dream's End) -> HP: Form 1: 60000 - None; Form 2: 120000 - 20000 -> MP: Form 1: 100; Form 2: ??? -> AP: 0 -> Statistics: Form 1: Str- 45, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15 Form 2: Str- 50, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15 -> Steal: Common- Turbo Ether, Uncommon- Elixir -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability, Death, Demi, Threaten, Darkness, Slow, Sleep, Doom, Regen, Petrify, Eject, Bribe -> Weaknesses: Poison- ???; 1% -> Elemental Affinities: None -> Zanmato Lv: 5 (6 in Int FFX version) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Form 1: Triumphant Grasp- This attack will do Zombie status effect as well as do phys- type damage to one character. Jecht Bomber- This attack does special damage, but is only used when an aeon is present in battle. Jecht Beam- It does the Petrification status ailment, and it even backs it up with non-elemental magic-type damage. Attack- This will be doing phsical damage to only one person. - Form 2: Triumphant Grasp- This attack will do physical-type damage to one character. Jecht Bomber- This attack does special damage, but is only used when an aeon is present in battle. Jecht Beam- It does the Petrification status ailment, and it even backs it up with non-elemental magic-type damage. Attack- This will be doing phsical damage to only one person and Delay. Attack2- This will be doing phsical damage to only one person and Delay. Ultimate Jecht Shot- This does big special-type damage when used. And is on all party members. #37?. Braska's Sword (Sin: Dream's End - Braska's Final Aeon - Second Form) -> HP: 1 - 1 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Agl- 0, Luck- 0 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None #37.1. Yu Pagoda Right (Sin: Dream's End - Braska's Final Aeon) -> HP: 5000 - None -> MP: 5000 -> AP: 0 -> Statistics: Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break, Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom, Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie, Sleep, Silence, Bribe -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Curse- This attack does Poison, Silence (3 turns), Curse, Sleep (3 turns), Darkness (3 turns). As well as doing non-elemental magical-type damage to one party member. Osmose- This takes away all of the MP to one random character. Power Wave- If both Yu Pagodas are active currently, they will sometimes use this on Braska's Final Aeon which removes bad status effects, gives 1500 HP and charges its Overdrive Meter slightly. Will be done two in a row. #37.2. Yu Pagoda Left (Sin: Dream's End - Braska's Final Aeon) -> HP: 5000 - None -> MP: 5000 -> AP: 0 -> Statistics: Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break, Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom, Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie, Sleep, Silence, Bribe -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Curse- This attack does Poison, Silence (3 turns), Curse, Sleep (3 turns), Darkness (3 turns). As well as doing non-elemental magical-type damage to one party member. Osmose- This takes away all of the MP to one random character. Power Wave- If both Yu Pagodas are active currently, they will sometimes use this on Braska's Final Aeon which removes bad status effects, gives 1500 HP and charges its Overdrive Meter slightly. Will be done two in a row. ---> STRATEGIC TACTICS: <--- Braska's Final Aeon: Have basic statistics at about 105-115 for this fight. HP near 8000-9999. Armor should be fit with Defense+20%, Zombieproof, Stoneproof. You should go ahead and have your weapons either be the character's you are planning on using here's celestial weapons or weapons that have the abilities First Strike, Strength+20%, and maybe Break Damage Limit and then you'll be fine in the weapons category. Now you should have everyone's including aeon's overdrive guage filled. Check that off in your imaginary check list. So now you should be adequetly prepared to take on this nasty foe, and one of the most adrenaline filled fights in the entire game thus far. Go into the battle with an active starting party that is consisted of the characters Tidus, Yuna, and of course the man, Auron. Begin by making Tidus execute a Hastega. Now use Auron to get in an attack physically, Yuna should now take her turn to cast an Auto-Life on herself. Now take Tidus and get in about two or maybe even three Quick Hits. Once at this point have Auron use a Power Break to reduce the BFA's strength more and more. Every once in awhile the Yu Pagodas will heal its HP by 1500 and raise its overdrive bar little by little. And if BFA has any statuses upon it a that particular moment in time when they "Power Wave" BFA, all of them will be negated. Don't worry about killing them yet, for the main BFA is your primary concern as of now. Now on Yuna's next turn use her to cast Protect on herself as well (boy, she is selfish?). BFA's turn to attack you now, it'll use just an attack with a punch for normal physical damage, no need for despair. Once it executes this, use any next person to heal that certain person who got attacked with a X-Potion or if it is Yuna, have her do Curaga. Now have Auron continue with Power Breaks and Tidus to use about 3-4 Quick Hits and that will probably be the end of its first form or stage if you will, this happens and is signified by knocking 60000 of its HP down the perverbial drain. The next half begins and now it has a sword and 120000 HP to contend with. Have Tidus use the Trigger Command "Talk" to deplete its overdrive bar to zero. Now use Auron to do another Power Break yet again. Now if you want, have Yuna switch out for a while for Lulu and then have Lulu cast an Ultima spell to render the Yu Pagodas obsolete for a while. Use Tidus' Quick Hits for a spell (2 or 3 times), then Auron to either Power Break or an overdrive hopefully, the overdrive is better when it is Banishing Blade for now. Once BFA takes its next turn either a sword attack normally, Ultimate Jecht Shot (if OD guage is full), Jecht Beam (if OD guage is full), or a Triumphant Grasp (if OD guage is full). Alot of status will be negated from these because of your armor. Now, bring in Yuna for Lulu again, have her summon Bahamut. Keep using Bahamut's Impulse after Mega-Flare. BFA's overdrive will fill and he'll use Jecht Beam for some exorbitant damage to Bahamut. If it doesn't die than keep using Impulses. Once Bahamut dies, and by this time the Yu Pagodas will be back (drat), so now just have Tidus use a Blitz Ace or if unavailable, a Slice & Dice will do just fine. Have Auron attack physically and heal with Yuna. These will be your battle politics for the remainder of the bout. - I have received following info on the Yu Pagodas from Arkbeetle1 and then confirmed it with others: This isn't much to worry about since you won't be spending too much of your time with the Yu Pagodas but it just feels right to mention it being this guide must contain any and all info. Basically it goes something like this: Yu Pagoda has 5000 HP in beginning, you attack it for 6000 damage and put it out of commission for a while and then it comes back, it now has new HP value of 6000. Now let us say that you're first hit did not take it out at once; one of your characters hit it for 4231 and then another hits for 8512; it goes down for little period and comes back with added quantum of 4231 + 8521 = 12752 new max HP. Hope that proves useful somehow. You win the fight! Now move on to rest of the best game ever! --------------------------------------------------------- Beating Braska's Aeon With Expedience by Emmiyeh | Thanks --------------------------------------------------------- I had just gotten the Magus Sisters and realized that they were insanely powerful, so I decided, "What the heck, I'll see if I can beat BFA with them." So I used this "strategy" to beat BFA in all of 5 minutes: I had everone's HP around 4000 - 6000. The Sisters' HP were around 11000, 10000, and 8000. I did not gain anymore HP after getting them, so they were the same strength as when I first aquired them. I had Yuna's ultimate weapon and nothing else of great importance. Before the battle I got the Magus Sisters' Overdrive gagues filled. I got into the battle with BFA, used Tidus's Hasteaga (I don't think it mattered. I just needed Tidus to do something) and summoned the Sisters. I used their overdrive and killed the first form in one hit. Then came the second form. BFA got to do two hits before it was my turn again. I then had each of the Sisters attack (And fortunatly they obeyed!) and they killed him. That was that. BFA killed in 5 minutes. ------------------------------------------------------------------------------- 1. Valefor -- HP: Variable - 1000 MP: 1 -- "Strike me down." So, we get to the first of your aeons that you've to dispatch. Watch the small scene with the aeon being possessed by Yu Yevon and you have to fight a silver, dark looking Valefor. The best party I can recommend is this: Tidus, Wakka, and Lulu. Tidus' swift movements and hits should be able to land a hit on Valefor, but if not, use and Overdrive. Ok, first move of the battle's to have Tidus Hastega the whole party. Wakka uses his ball to attack Valefor. Lulu, can Doublecast and/or Fury Ultimas and Flares. Tidus from then on out uses an Overdrive or Quick Hits. ------------------------------------------------------------------------------- 2. Ifrit -- HP: Variable - 2000 MP: 1 -- "Extinguish me." Alright, watch the same kind of little scene with Yu Yevon possessing the aeon and get ready to annihilate another one of your aeons. Yuna's devastated yadaa, yadaa. Ok, best suggested party would be Tidus, Auron, and Lulu. Ifrit's Eva's probably high, but not as high as Valefor's so Tidus and Auron should be able to land hits with no problem. Ok, so, start match with same old Hastega and then Tidus and Auron attack. Lulu uses Ultima, Flare again, or, if you haven't enough MP for those, you can use Blizzaga. ------------------------------------------------------------------------------- 3. Ixion -- HP: Variable - 3000 MP: 1 -- "End it right here." To me, this is easiest of the many final aeon battles, but that's just me. It may not be to you, but who knows? Anyhow, the ultimate party for this battle's Lulu, Tidus, Rikku (!!!) Yup, Rikku. Ok, for the start of the match, you have Tidus yet again cast Hastega. His roles for the rest of battle is to simply just attack physically (and maybe heal). Lulu, like the other battles, is used to Flare and Ultima (and for this battle Waterga) the aeon. Rikku, should Mix together a Fish Scale + Strength Sphere (etc) to get powerful (about 2000) damage to Ixion. She can also heal using Al Bhed Potions or other high-curing special items with Use. ------------------------------------------------------------------------------- 4. Shiva -- HP: Variable - 4000 MP: 1 -- "Please... Defeat me." Well, she is a fast one, that she is. But, she's manageable, trust me. Alright, I will start out same as always and recommend the best possible party for picking apart Shiva limb from limb: Tidus, Lulu, [someone with Acc, Agl 100+]. Tidus starts off Hastega -ing the whole entire party for quicker turns. From then on out you use him for Quick Hitting. Lulu's same as always; Ultima or Flare or now Firaga. The other character can unleash Overdrives or normal hits if they're fast enough. ------------------------------------------------------------------------------- 5. Bahamut -- HP: Variable - 5000 MP: 1 -- "Soon... Eternal rest." So we've finally come upon the hardest one of the engulfed aeons. He'll take a bit of time, and you'll probably die about 1-3 times, but that's mostly depending on how you leveled him. Anyway, the best party is a matter of who's the strongest all-around. But, there's one party that usually seems to get the job done the quickest: Yuna, Tidus, Lulu. Uh-huh, they're the group that's gonna defeat final aeon. Here's how: Tidus, first off, casts Hastega to the whole entire party of yours. Next turn characters get, if it's Yuna that gets it, she has basically two options that'll hurt Bahamut pretty badly: first is she can cast Holy for some massive damage (around 3000-4000), and next one is she can, if a secret aeon's been obtained (in which case you have to fight that one after), *Grand* Summon that aeon and finish Bahamut with its Overdrive move. You here me right, you can Grand Summon (if there's an aeon left), and use an aeon against it without it being possessed! If you ever get hit by Bahamut, and HPs are yellow (denotes that HP is 1/2 of maximum), you can have Yuna Curaga it, but it's not necessary because of Auto-Life always. Lulu, is to Doublecast Flares and Ultimas the whole time. Don't bother with other spells since it's either immune to them, or it just woudn't do any significant damage. If Tidus gets his Overdrive Guage full, use his Slice & Dice Overdrive attack. ------------------------------------------------------------------------------- --> Note: the following aeons are optional (since they're the secret aeons), and only have to be dispatched if you attained any one of them. <-- ------------------------------------------------------------------------------- 6. Yojimbo -- HP: Variable - 169 MP: 1 -- "Take my life." We have a long battle ahead of us if you trained him high. He has his basic attacks Kozuka, Wakizashi and Daigoro. As well as Zanmato. If he uses Zanmato, you're not gone, as Auto-Life restores you back. Kozuka isn't much in way of threat, neither is Daigoro. You don't have to worry about healing afterwards proceed said attacks either. If you're low on HPs and Yoji uses multi-Wakizashi it could kill all chars, but you'll be revived there afterwards. Note that is VERY rare to even witness Zanmato here (I myself have only seen it once), so there is NO need to fret over it. ------------------------------------------------------------------------------- 7. Anima -- HP: Variable - 168 MP: 1 -- "Thus I atone." Second hardest final aeon boss fight there is and that's not saying much since you can't die (unless you Petrify all characters). Pain will take down one character unless Deathproof is present, and if it does, kiss your ass hello after Auto-Life takes effect. Obliteration is nothing to worry about, and only there for show once more; after the many strikes by Anima's lower unit, you'll pretty much be totally functional once again proceeding the ravaging onslaught. This is another aeon which I recommend using Overdrives against as in most general cases, Anima has high high HP rank. I'd say a Blitz Ace would put it away with expedience usually. You can also follow the lower portion of the strategy I give for this final Bahamut battle (the one about using your own aeon against it - at this point probably only MS) -> if available! Once Anima is dead, continue on to your last opponents. ------------------------------------------------------------------------------- 8a. Sandy -- HP: Variable - 2000 MP: 1 -- "Don't cry." 8b. Cindy -- HP: Variable - 2000 MP: 1 -- "Stop the suffering." 8c. Mindy -- HP: Variable - 2000 MP: 1 -- "Gotta say goodbye." Final dark bastards to deal with. Their attacks? Same as yours (always): - Camisade: Physical damage to one opposition. (Cindy uses this only). - Razzia: Physical damage to one opposition. (Sandy uses this only). - Passado: 15 instantaneous hits to one opposition, all of them doing physical damage. (Mindy uses this only). - Delta Attack: When all of them are active with full Overdrive Bars each, this attack does 6 instantaneous hits to random oppositions, each of which are doing Special-type damage, by the way. (all MS must be alive). I don't recommend straying too far from any other strategies I've offered thus far to you (against these summons). Overdrives are definitely a swell idea here. And thank the lord for blessing you with this ubiquit Auto-Life, as you'll definitely be needing it in this fight!!! ------------------------------------------------------------------------------- 9. Final Boss -> Yu Yevon | Difficulty: 1 HP: 99999 - 99999 MP: 1 AP: 0 - 0 -- "Possesses aeons." Immunities: Sleep, Silence, Petrify, Darkness, Scan, Threaten, Provoke, Bribe, Confuse, Berserk, Death, Eject Weaknesses: Poison- 0; 5%, Doom- 3 Statistics: Str: 1, Mag: 200, Def: 1, Mdef: 1, Acc: 0, Agl: 44, Eva: 0, Luck: 0 - So, we've finally reached the very ending of the game, and the final boss (who should've been Braska's Final Aeon), is a total wussy pushover who's completely susceptible to some of the worst statuses. I suggest a party now: Auron, Yuna, Tidus. My three favorite characters are the best for the final fight together, so it's time to kick some Yu Yevon ass. All right, we start out as usual with Tidus using Hastega at the whole group. Now, we look at Yu's attacks: - Osmose: Takes MP from all three of your chosen characters to fight. - Curaga: When ever you do any sort of damage to Yu Yevon, he does this as a counter-action to get back HP. - Gravija: Takes away 75% of your characters' current HP, but it also does damage to Yu Yevon as well. - Ultima: Does about 3000 damage to all characters. This attack is not able of being cut down in damage. Sure, he's the last boss, but he's also the easiest boss in the entire game. There are four best ways to kill him: 1) You can cast Doom spell on him with Rikku's items and then he'll die in just three turns after that. 2) Put him under the Zombie status with Auron's Zombie Attack. Now have Yuna use restorative magic and when he takes damage, he uses Curaga, hehe. 3) You cast Reflect on him, so that way you can do damage to him, and every time he uses Curaga, you are healed. 4) Have Auron use his Banishing Blade Overdrive to put the Breaks on Yu Yevon, this greatly reduces his stats, and lets you do more damage with your attacks. =============================================================================== <-----------------------------------------------------------------------------> 53.0. MONSTER SCAN INFO #SC4M <-----------------------------------------------------------------------------> =============================================================================== #1. Achelous: It starts glowing when hit. After the 3rd pulse, it attacks with a Sonic Wave. Put it to sleep to prevent it from glowing. It takes no damage from water, but is weak against lightning. #2. Adamantoise: Protected by a hard shell. Attacks multiple targets with its fire-based Breath. Armor Break and Mental Break are the way to go. #3. Aerouge: Aerial and hard to hit. It's weak against Water, but has high Magic Defense. The only attack it has is Thundara, so inflict Silence to leave it powerless. #4. Ahriman: Aerial and hard to hit. It has high Magic Defense and no elemental weaknesses. Its Gaze may cause Confusion. It also has Ultrasonics, which strikes all characters. #5. Alcyone: Aerial and hard to hit. Magic attacks are effective. It's vulenrable to Fire, so use Fira to achieve Overkill. Attacks may inflict Darkness. #6. Anacondaur: The third eye's Stone Gaze often causes Petrification. After taking multiple hits, it retaliates with Sonic Tail, which strikes all. Kimahri can learn Stone Breath. #7. Anima: Immune #8. Aqua Flan: Water-based. So soft, it's hard to damage physically. Weak against Lightning, so blast it with Thunder. Water attacks heal it, so avoid using them. #9. Arms (Sinspawn Gui): Blocks physical attacks with its toughened arms. Remove them with Piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. #10. Bandersnatch: Very nimble and hard to hit. Magic Defense is also high. Defeat it quickly to avoid damage. Vulnerable to Fire. Its attacks may cause Sleep and Silence. #11. Barbatos: Covered in thick armor. Armor Break works well, but watch out for a powerful counter-attack. All of its attacks deal great damage, so beware. #12. Bashura: When it puts up its dukes, it will respond to physical attacks with a mighty counter. Use magic and Poison to soften it up. #13. Basilisk: Beware the third eye. Its Stone Gaze may cause Petrification. If Petrified, restore with Esuna or Soft. Kimahri can learn Stone Breath. #14. Bat Eye: Aerial and hard to hit. Vulnerable to Fire, but has high Magic Defense. Its Gaze can inflict Confusion. #15. Behemoth: Its Thundara, Heave, and claw attacks are deadly. One good hit will knock you out. Kimahri can learn Mighty Guard. #16. Behemoth King: Its claws, lightning and Heave attacks are deadly. Watch out for Meteor it casts before it dies. Cast Protect, or defend with the triangle button to survive. Kimahri can learn Mighty Guard. #17. Biran: Blocks attacks on Yenke with Guard, except when separated after performing a Bulldoze. Casts Mighty Guard just once after losing HP. Kimahri can learn many techniques. #18. Bite Bug: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to Ice, so cast Blizzard to achieve Overkill. Attacks may inflict Poison. #19. Black Element: Immune #20. Blue Element: Casts Watera. Physical attacks hardly hurt it. Absorbs Water, so Thundara is the way to go. #21. Bomb: Retaliates with Self-Destruct against whoever attacks it a third time. Use NulBlaze if you can't defeat it before then. Vulnerable to Ice, so use Blizzard. Kimahri can learn Self-Destruct. #22. Bomb: Retaliates with Self-Destruct against whoever attacks it a third time. Use NulBlaze if you can't defeat it before then. Vulnerable to Ice, so use Blizzard. Kimahri can learn Self-Destruct. #23. Bomb: Retaliates with Self-Destruct against whoever attacks it a third time. Use NulBlaze if you can't defeat it before then. Vulnerable to Ice, so use Blizzard. Kimahri can learn Self-Destruct. #24. Buer: Aerial and hard to hit. Its weakness is water, but it has high Magic Defense. Its Gaze may cause Confusion. #25. Bunyip: Covered by a hard shell. Slow-moving, but has high physical and Magic Defense. Vulnerable to Ice and Water. Falls easily to piercing weapons. #26. Cactuar: Its 10000 Needles inflict 10000 points of damage. Resistant to both physical and magical attacks. Runs away when HP is low. Hard to defeat, but worth a lot of AP. #27. Cave Iguion: Very nimble and hard to hit. It has high Magic Defense and takes half damage from Fire and Water. Sometimes inflicts Petrification and Silence. #28. Chimera: The snake casts Thundara, the bull Assaults, the hawk uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to Threaten, Darkness, and Silence. Kimahri can learn Aqua Breath. #29. Chimera: The snake casts Thundara, the bull Assaults, the hawk uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to Threaten, Darkness, and Silence. Kimahri can learn Aqua Breath. #30. Chimera Brain: The snake casts Thundara, the bull Assaults, the hawk uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to Threaten, Darkness, and Silence. Kimahri can learn Aqua Breath. #31. Chocobo Eater: Stick with piercing weapons until you knock him over. After he says You're next!, he'll unleash a powerful attack. Casts Blizzard when HP is low, so stay warm with NulFrost. #32. Coeurl: High magic attack and defense. Casts Thundara and Blizzara. Also casts Drain when HP is low. Beware of Blaster, since it's unblockable and causes Petrification. #33. Condor: Aerial and hard to hit. Use Wakka's attack to knock it down. It's vulnerable to Fire, so you can also use Lulu's Fire spell. #34. Crawler: Shoots all targets with Gatling Gun. Vulnerable to Lightning. Starts countdown to Mana Beam once the Negator is destroyed. Retaliates when hit by Lightning magic during countdown. Restores Negator after being hit by magic four times. #35. Dark Element: No elemental weaknesses and physical attacks hardly hurt it. Casts Reflect on itself. If its Reflect is Dispelled, it retaliates with Bio, Osmose, and Drain. #36. Dark Flan: Resistant to physical attacks and cuts all elemental damage by half. Casts non-elemental magic like Demi, Bio, Flare, Osmose and Drain. Kimahri can learn White Wind. #37. Defender: Strength and Defense are high. There is a 1/2 chance of the monster using Haymaker, so be sure to raise your Defense. Use magic often, since its Magic Defense is low. #38. Defender X: Strength and Defense are high. There is a 1/2 chance of the monster using Haymaker, so be sure to raise your Defense. Use magic often, since its Magic Defense is low. #39. Defender Z: Strength, physical, and magic defense are high. There is a 1/2 chance of the monster using Haymaker. When HP is low, it also releases Blast Punch, which Delays turns. #40. Demonolith: Beware of its Pharaoh's Curse, which inflicts Poison, Silence, Darkness and Curse. If attacked when Petrified, the party member will be unable to return to battle. Also watch out for Zombie. #41. Dingo: Very nimble and hard to hit. Magic Defense is also high. Try to defeat it quickly to avoid damage. Attack swiftly with Tidus. #42. Dinonix: Very nimble and hard to hit. Magic Defense is also high. Defeat it quickly to avoid damage. Vulnerable to Ice. #43. Dual Horn: Its Gore is powerful, but inflict Darkness or use Sleep Attack to avoid it easily. Kimahri can learn Fire Breath. #44. Dual Horn: Its Gore is powerful, but inflict Darkness or use Sleep Attack to avoid it easily. Kimahri can learn Fire Breath. #45. Epaaj: Very nimble. Its claws can inflict Poison. Inflicting Darkness or Threaten on it are the way to go. #46. Evil Eye: Aerial and hard to hit. Its weakness is Fire, but it has high Magic Defense. Its Gaze may cause Confusion. #47. Evil Eye: Aerial and hard to hit. Its weakness is Fire, but it has high Magic Defense. Its Gaze may cause Confusion. #48. Evrae: High Magic Defense. No elemental weaknesses. Exhales Poison Breath if hit repeatedly by melee attacks. Ask Cid to move the airship away and he'll launch a volley of Guided Missiles for you. #49. Evrae Altana: Beware its Stone Gaze and nasty counter-attacks. Open the gate locks to get some distance. Since it's a Zombie, healing magic and items are the way to go. #50. Exoray: Casts Firaga. Silence is the way to go. Releases Poison, Silence, and Darkness inducing Pollen when hit by a weapon. Vulnerable to Fire. #51. Extractor: After rising, it releases Depth Charges, inflicting Darkness and damage on Tidus and Wakka. Hurt it as much as you can to bring it back down. #52. Fallen Monk: A soldier who continues to protect the Yevon Dome even after death. His rifle hits single targets. He can inflict Zombie status, so watch out. #53. Fallen Monk: A soldier who continues to protect the Yevon Dome even after death. His rifle hits single targets. He can inflict Zombie status, so watch out. #54. Flame Flan: Fire-based. So soft, it's hard to damage physically. Weak against Ice, but absorbs HP from Fire. Casts Firaga. #55. Floating Death: Immune #56. Floating Eye: Aerial and hard to hit. Its weakness is Lightning, but it has high Magic Defense. Its Gaze may cause Confusion. #57. Funguar: Casts Fire, so it's best to Silence it. Occassionally retaliates with sleep- inducing Pollen. Putting it to Sleep is effective. Vulnerable to Fire. #58. Gandarewa: Aerial and hard to hit. Casts Thunder. It's vulnerable to Water, but has high Magic Defense. Use Wakka to knock it out of the sky. #59. Garm: Very nimble and hard to hit. Magic Defense is also high. Defeat it quickly to avoid damage. It's vulnerable to Lightning and Fire. #60. Garuda: High HP. Aerial, but so big that it's easy to hit. Its wings will start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and strong attacks, or else... #61. Garuda: High HP. Aerial, but so big that it's easy to hit. Its wings will start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and strong attacks, or else... #62. Garuda: High HP. Aerial, but so big that it's easy to hit. Its wings will start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and strong attacks, or else... #63. Gemini: After receiving a certain amount of damage, they unleash a powerful synchronised attack, the Double Reaper. One absorbs Lightning and Fire, while the other absorbs Water and Ice. #64. Gemini: After receiving a certain amount of damage, they unleash a powerful synchronised attack, the Double Reaper. One absorbs Lightning and Fire, while the other absorbs Water and Ice. #65. Geneaux's Tentacles: Absorbs magic cast against Geneaux's body. Defeat the Tentacles first, then use magic attacks on the body. The Tentacles have high Magic Defense, so physical attacks are the way to go. #66. Geosgaeno: Immune #67. Ghost: Casts Doom at the beginning of battle. Defeat it before the countdown runs out to avoid KO. Its elemental weaknesses change every battle. Kimahri can learn Doom. #68. Gold Element: Casts Thunder. Physical attacks hardly hurt it. Absorbs Lightning, so use Watera for an Overkill. #69. Grat: Its Seed Cannon packs quite a punch. Seed Burst doesn't do much damage, but may inflict Confusion on characters. Vulnerable to Fire. Kimahri can learn Seed Cannon. #70. Great Malboro: Danger! There is a 1/3 chance of it attacking with Bad Breath. To avoid being wiped out, equip armor that guards against status effects and attack with Fire. Kimahri can learn Bad Breath. #71. Grenade: Retaliates with Self-Destruct against whoever attacks it a third time. Weak against Ice, but has high Magic Defense, so use Mental Break and your best Ice magic. Kimahri can learn Self-Destruct. #72. Grendel: Inflict Darkness to hinder its attacks. Its Flame Ball is a powerful Fire attack that hits all, but it needs to Charge before it's released. Use Poison and Piercing weapons. Kimahri can learn Fire Breath. #73. Grothia: Immune #74. Guado Guardian (Seymour Fight): Attacks and defends with items, using Auto-Potion and confusion-inducing Shremedies. He restores Seymour's HP, too, so stop him from using items somehow. #75. Guado Guradian (Wendigo Fight): Try to stop him from healing himself with Auto-Potion. He sometimes casts Berserk on other enemies, making them stronger. #76. Guado Guardian: Controls fiends like Bombs and Chimeras. Tries to stop Lulu's magic with Silence and Confuse. Hit him with Silence Attack first to leave him helpless. #77. Halma: Immune #78. Head: Blocks physical attacks with its toughened arms. Remove them with Piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. #79. Ice Flan: Ice-based. So soft, it's hard to damage physically. Weak against Fire, but will absorb HP from Ice. #80. Iguion: Very nimble and hard to hit. Magic Defense is also high. Takes only half damage from Fire and Water. Attacks may cause Petrification and Silence. #81. Imp: Aerial and hard to hit. It's weak against water, but has high magic defense. The only attack it has is Thundaga, so inflict silence to leave it powerless. #82. Ipiria: Very nimble and hard to hit. Magic Defense is also high. Takes only half damage from Fire and Water. Attacks may cause Petrification and Silence. #83. Iron Giant: Targets character with lowest HP. Beware its Reaper attack, which hits all characters. No elemental weaknesses. Takes half damage from lightning. Use piercing weapons and Dark Buster. #84. Killer Bee: Aerial and hard to hit. Use Wakka's attack to knock it down. It's vulnerable to ice, so Blizzard is also effective. Attacks may inflict Poison. #85. Kimahri: Immune #86. Klikk: Immune #87. Kusariqqu: Covered with hard scales. Physical and magic defense are high, but it's weak against Water. Its attack may cause Slow. Watch out for its Lightning-based Breath, which hits all. #88. Lamashtu: Covered with hard scales. Physical and magic defense are high, but it's weak against Water. Its attack may cause Slow. Watch out for its Lightning-based Breath, which hits all. #89. Land Worm: Beware of its Earthquake, which hits all. Inflict Sleep and Darkness to hinder its attacks. Both its physical and magic defense are high, so use Armor Break and Mental Break. #90. Larva: When HP is halved, it casts Thundara on itself to recover HP and increase magic power. Silence it with Silence Attack. It's vulnerable to Water, so Watera is the way to go. #91. Left Fin: Immune #92. Lord Ochu: Its claws inflict Poison. Restores lost HP by sleeping. Retaliates with Earthquake if awakened, so watch out. Being a plant, it burns easily. #93. Machea: Immune #94. Maelspike: The more you attack it the sooner it casts Maelstrom. Immune to Water and weak against Lightning. Darkness and Poison are the way to go. #95. =============================================================================== <-----------------------------------------------------------------------------> 54.0. MONSTER SENSOR INFO #SD5M <-----------------------------------------------------------------------------> =============================================================================== COMING SOON!!! =============================================================================== <-----------------------------------------------------------------------------> 55.0. SECRETS/TIPS #SE6S <-----------------------------------------------------------------------------> =============================================================================== In this section I shall help you to gain alot of AP fast so you can max stats quicker so you may be able to beat those incredibly hard bosses. Plus, info on how to get a whole lot 'o gil to get better weapons/armor to go into battle in, or to be enabled to bride which ever fiend you please... ---------- Gil Tricks ---------- The best way I found to be possible is to first equip everone with a weapon bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the treasure chests that occasionally appear in battles). If you do that you will receive 100000-110000 gil in just ONE fight. +-ALTERNATE METHOD-+ This one isn't as effective as the last one, but still a good method if you are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask if you can fight Kottos. When in battle simply cast Hastega and then pummel it with Quick Hits and overdrives til it is dead. Kottos will drop tons and tons of Healing Springs. Use them to customize to your armor, and sell them to the Monster Arena owner, it will cash in over 40000-50000 with just one armor. +-ALTERNATE METHOD-+ This one I have found to be the second most effective out of the three of these earn-gil-fast methods. What you do in this method is just consistantly over and over destroy pathetic and helpless One-Eye in the Monster Arena. Most of the time (I'm not saying always), it will drop armors with 4 slots in them, and sometimes one of which will be filled in by Triple AP. Alone you can sell this to the arena owner for nearly 65000 gil or so, you can also add some other good abilities such as Break HP Limit to increase this amount rather dramatically to nearly 150000!!! -------- AP Trick -------- Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Instead, just use the 2 stronger party members to attack it. Have the weak character just stand back and heal them after it uses Karma, and if they dies from Karma, she already has the "Auto Phoenix" ability... right? When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP (in other words, 99 sphere lvl's). +-ALTERNATE METHOD-+ Start with the character you wish to level up (one at a time for best results) and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and "Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix". Now, the other 2 characters you use in this should already be strong. Have their weapons have the "Break HP Limit", and have their armors have bear the "Break Hp Limit". Have your more weak character have the "Comrade" overdrive mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set. Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to find out the capture requirements to fight it). Don't follow the strategy which I present in that section though. Now have the character whom you wish to level up high, attack the Don Tonberry. Apparently that character will perish from Karma. Now run from battle, you will now receive just as much AP as before. ------------------------ 99 Potions Before Besaid ------------------------ This is the most safe out of the 3 tricks that I offer here, but also it is the most time consuming. First you have to talk to the guy on the Al Bhed ship in the very beginning of the game who gives you 2 potions for good luck. Once you have spoken to him, dive off the ship with Rikku. Now press the button to get back onto the ship and talk to him again, he will give you another set of potion x 2. Now dive off again and then come back up and do it again. Keep executing this same process until you have the desired the amount of potions, most likely 99, at least for me. Then you will be set for many of the first bosses that you encounter in the game. -------------- Suitcase Trick -------------- Well, this isn't really a trick, I just decided to put this information here because I did not want to take up this extra space in the SS Liki section of the Walkthrough. But anyway, aboard the very first ship (SS Liki), there is a suitcase which you may "kick" for anywhere in between 20 Potions which can be important for later on in the earlier stages of the game. Here is quick example of this: You have 7 Potions currently. You go up to the suitcase to start on kicking it like mad. The most Potions you can receive from kicking it is 13 (7 + 13 = 20). Same goes for all amounts. Note that if you have more than 20 Potions that this trick will not work, but that's why you have the above-this-trick trick.:) -------------- AP Combo Guide -------------- Contributed to FAQ by: Squall6Cloud Squall6Cloud's Combo FAQ GameFAQS Screen-name: Squall6Cloud Square's PlayOnline Screen-name: Squall6Cloud Email: Squall6Cloud@aol.com, aroe_90291@yahoo.com Link to original FAQ: http://db.gamefaqs.com/console/ps2/file/final_fantasy_ap_combo.txt This document Copyright 2002 Ali-Reza Okhovat-Esfahani. This document is not to be used for commercial purposes. This document is not to be plagiarized, in any way, shape or form be it in part or as a whole. If you are a GAMING MAGAZINE, OR PUBLISHER, you may not use this guide in anyway, shape or form, not in part, not altered, and certainly not as a whole. If you like to put this guide up on your site, you need to contact me via email for permission to put it up. If permission is granted, you need to have the most updated version up at all times, and you may in no shape or form alter this FAQ. Failure to abide by the aforementioned guidelines will result in litigation. Final Fantasy X is a trademark of SquareSoft. Playstation 2 is a trademark of Sony Computer Entertainment America. Consider all Trademarks or Copyrights not mentioned, as acknowledged. **This FAQ is tested for the U.S. version of Final Fantasy X, and while many things in one form or another may be consistent in all versions, some may not be, and may differ from the U.S. version.** **All tests on SOS Overdrive were done with critical HP** Introduction ------------- It all started from a question that was posted simultaneously on the GameFAQs, and PlayOnline messageboards. The question was: "Can I add Double and Triple on the same weapon?? What would happen? Will I get 6x or 5x AP?" Content ------- First of all let's get some fundamentals down, because some people may have problems in the first step. I will list the abilities in order of strength with the weakest on the left, and the strongest on the right. Double AP -> Triple AP SOS Overdrive -> Double Overdrive -> Triple Overdrive If you want to make a weapon with a combination of the above abilities that are on the same line, two scenarios happen. If you make a weapon with an ability and want to add another ability to it, you CANNOT go left on the table. It will say Superior ability present. So if you have a weapon that already has Triple Overdrive on it, then you can't add Double overdrive or SOS Overdrive. However, if you have a weapon with Double overdrive on it, you can add Triple overdrive to that weapon with no problem, but cannot add SOS-Overdrive. The effects of combining these different abilities are discussed further down. Second I conducted some tests. The tests were done on a Dingo in the Monster Arena. Wakka was the character that would perform the attack. His overdrive mode was set to Warrior. The damage done by him was 9,999. And obviously he would Overkill the Dingo. AP for Killing Dingo = 2 ap AP for Overkilling Dingo= 4 ap AP you get for Overdrive charge: 220 ap Overdrive to ap: 220 + 4= 224 ap Overdrive to ap + Double OD: 220 x2 + 4 = 444 ap Overdrive to ap + Triple OD: 220 x 3 = 664 ap Overdrive to ap + Double OD + Triple OD: 220x3 + 4 = 664 ap Overdrive to ap + Double OD + Triple OD + Double AP: (220x3 + 4) x 2= 1328 ap Overdrive to ap + Double AP: (220 + 4) x 2= 448 ap Overdrive to ap + Triple AP: (220 + 4) x 3= 672 ap Overdrive to ap + Double AP + Triple AP: 672 ap Overdrive to ap + Triple OD + Triple AP: (220x3 + 4) x 3= 1992 AP Overdrive to ap + SOS Overdrive: 220 x 2 + 4 = 444 ap Overdrive to ap + SOS Overdrive + Double OD = 220 x 2 + 4 = 444 ap Overdrive to ap (Toss Hot Spurs): 224 ap (Strange, huh? NO CHANGE with Hot Spurs!! LOL) Overdrive to ap + SOS Overdrive (Toss Hot Spurs): 664 ap (Works fine here!) Overdrive to ap + Double OD (Toss Hot Spurs): 664 ap (Works fine here!) Overdrive to ap + Triple OD (Toss Hot Spurs): 884 ap ((Strange, huh? WRONG RESULT with Hot Spurs!! LOL) Overdrive to ap (Toss Eccentrick): 444 ap Overdrive to ap + Double OD (Toss Eccentrick): 884 ap Overdrive to ap + Triple OD (Toss Eccentrick): 1324 ap Overdrive to ap + Triple OD + Triple AP (Toss Hot Spurs): 2652 ap Overdrive to ap + Triple OD + Triple AP (Toss Eccentrick): 3972 ap Overdrive to ap + Triple OD + Triple AP (Toss Hot spurs AND Eccentric): 5292 We learn a couple of things from all this: 1- We learn that Eccentric will always Double the overdrive amount, however HOT SPURS DOES NOT WORK THE WAY IT IS SUPPOSED TO!!! When you cast Hot Spurs on someone, it says 1.5 x Overdrive. From examining the results we see that Hot Spurs does the following: No Overdrive enhancing weapons present: Hot Spurs does = 1 x Overdrive With Double OD or (SOS Overdrive on weapon and Critical HP): Hot Spurs does = 1.5 x Overdrive With Triple OD on weapon: Hot Spurs does = 4/3 x Overdrive I thought the above was interesting, since it was obviously a GLITCH WITH HOT SPURS, since the game itself SAYS 1.5 x Overdrive, when you cast it. :) 2- Superior ability trait takes over: Double AP + Triple AP = Triple AP SOS Overdrive + Double Overdrive = Double Overdrive SOS Overdrive + Triple Overdrive = Triple Overdrive Double Overdrive + Triple Overdrive = Triple Overdrive SOS Overdrive + Double Overdrive + Triple Overdrive = Triple Overdrive 3- Best AP combo involves Triple AP + Triple Overdrive, and having tossed Hot Spurs and Eccentrick beforehand, which results in: (24 x Overdrive amount) + (3 x m x Fiend AP) This is not really recommended unless you are super hungry for AP, because you will have to use items. 4- Most efficient AP combo is using a weapon with Triple Overdrive + Triple AP, and no Hot Spurs and Eccentric. To summarize everything, I will end this with a nice nifty formula: n=1 for Standard, n=2 for Double overdrive or (SOS Overdrive + Critical HP), n=3 for Triple overdrive m=1 for Standard, m=2 for Overkill h=1 standard, h=2 for Double AP, h=3 for Triple AP k=1 Standard, k=2 for Eccentrick j=1 if (no Hot Spurs tossed), OR (Hot Spurs tossed but no Double overdrive OR Triple overdrive on weapon) j= 4/3 if Hot Spurs tossed, AND Triple overdrive on weapon j= 1.5 if Hot Spurs tossed, AND Double overdrive on weapon OR (SOS Overdrive on weapon and Critical HP) Total AP= ((j x k x n x Overdrive amount) + m x Fiend AP) x h =============================================================================== <-----------------------------------------------------------------------------> 56.0. LUCA THEATER #SF7L <-----------------------------------------------------------------------------> =============================================================================== There is a special theater that can be located at Luca. Here you can purchase movie spheres and music spheres. A movie sphere is a sphere that contains some of the CG cinemas you watch in the game. A music sphere is a sphere with the music you hear throughout the entire game. You can buy these from 2 little elf looking guys right inside the theater. Purple guy sells music and the red guy sells movies. So to cut to the chase, in this section I will go over the names spheres you can get here and how much they cost. By the way to get here go in the stadium then go out down from the save sphere by the reception desk. Keep going until you can go up, keep going up and your you're there. Music Spheres- The set cost- 136000 gil + special music spheres 176000 Individual costs- 2000 gil 71 altogether Names- Zanarkand Prelude Tidus' Theme Run!! Creep Battle Theme Enemy Attack Game Over Out of the frying pan Victory Fanfare Leap in the Dark Underwater Ruins The Blitzers Wandering Besaid Spira Unplugged Phantoms The Trials The Summoning Braska's Daughter Yuna's Theme Good Night Decision on the Dock Movement in Green A Fleeting Dream Calm Before the Storm Face Off Grand Maester Mika Luca The Splendid Performance Auron's Theme Blitz Off! Mi'ihen Highroad Chocobo Jam The Travel Agency Seymour's Theme Moment of Truth Djose Temple Ridess The Shoopuf? Rikku's Theme Oui Are Al Bhed Guadosalam Thunder Plains Jecht's Theme The Burning Sands The Wedding Assault Tragedy Believe Servants of the Mountain Macalania Woods Via Purifico Bravely Forward The Unsent Laugh Seymour's Ambition Illusion Yuna's Decision Nostalgia Peril Launch Challenge Beyond The Darkness The Void The Truth Revealed Pursuit Gloom Patricide The Temple Players Hum of the Fayth (special) Lulu's Theme (special) Wakka's Theme (special) Movie Spheres-The set cost- 250000 gil Individual costs- 5000 gil 50 altogether NOTE: You cannot get the final CG cinema here Names- Zanarkand We Called It "Sin" Sinspawn This Is It! Blitzball! A Summoner Is Born Lulu's Contempt Kimahri's Challenge Fear on the Sea Sin Arises Sin's Threat Futile Resistance Failure Kilika Dusk The Dance Luca Harbor Let The Games Begin! The Legend Lives The Dark Aeon No Better Plan Judgment Ex Machina Sin's Wake Reunion Metropolis Otherworld Sin Sleeps Homecoming Dry Dock Nayto Du Ku! Leaving Home The Glory of Yevon The Red Carpet False Vows Believe The Spring The Summit The Last Chapter Sinrise Departure The Approach Terra Graviton Gravity Sucks Heaven's Fall Vena! Machina Redux Sinfall Evenfall Faceoff Breaking Through =============================================================================== <-----------------------------------------------------------------------------> 57.0. SMALL QUESTS #SG8S <-----------------------------------------------------------------------------> =============================================================================== ---------------------------- 1. Friend Sphere From Clasko ---------------------------- Right when you are at the area in Macalania Lake, outside of the Travel Agency, and you see Clasko there tending to a chocobo with an inaccessible-at-the- moment chest behind them, talk to him (Longest. Sentence. Ever.). He then asks you your opinion about what he should do with his life later on in the future, either a Chocobo Knight or a chocobo breeder. Now, the only way that you'll receive this Friend Sphere that I mentioned is to tell him that he ought to become a chocobo breeder. Now, after you fight the Crawler and literally go through the rest of the game (see you in about 20 hrs), until you eventually have control over the airship. Now, you talk to Cid, and tell him to fly back over to the Besaid Beach area. From there, you hop aboard the SS Liki, where you were attacked by Sin in the very beginning. Now, you find him at the starboard of the ship. Now speak with him, and he hand over the item after the brief little conversation. The he runs off and you never see him again. ---------------------------------------- 2. Getting Items From Temples Over Again ---------------------------------------- When you get control of the airship, you can go back to just about all temples excluding one. Here's list of items at each by going into Chamber of Fayths. ---> Besaid Temple of the Fayth: Hi-Potion, White Magic Sphere, 2 Potions, Elixir, Evasion Sphere ---> Kilika Temple of the Fayth: Defense Sphere, Accuracy Sphere, Luck Sphere, Agility Sphere ---> Djose Temple of the Fayth: Agility Sphere, Magic Defense Sphere, Luck Sphere ---> Macalania Temple of the Fayth: Magic Defense Sphere, Accuracy Sphere, Magic Sphere ---> Bevelle Temple of the Fayth: Cannot return to this temple due to Bevelle's gates being ordered shut. ---> Remiem Temple of the Fayth: Defense Sphere. ---> Baaj Temple of the Fayth: You can return and get Anima and a talk with Seymour's mom, but that's it. ---> Cavern of the Stolen Fayth Temple of the Fayth: Strength Sphere =============================================================================== <-----------------------------------------------------------------------------> 58.0. SONG LYRICS #SH9S <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- Name: Otherworld Game: Final Fantasy X ------------------------------------------------------------------------------- Go now, if you want it An otherworld awaits you Don't you give up on it You bite the hand that feeds you All alone, cold fields you wander Memories of it, cloud your sight Fills your dreams, disturbs your slumber Lost your way, a fallen knight Hold now, aim is steady An otherworld awaits you One thousand years, you ready? The otherworld, it takes you Go into the sand, and the dust, and the sky Go now, there's no better plan, than to do or to die Free me, pray to the faith in the face of the light Feed me, fill me with sin, and get ready to fight You know you will You know you will You know it, you know it, you know it, you know it, that you will You know it, you know it, you know it, you know it, that you will You know you will... Fight, fight, fight Fight, fight, fight Fight, fight, fight Fight, fight, fight! Hope dies, and you wander The otherworld, it makes you Dreams, they rip asunder The otherworld, it hates you Free now, ride up on it Up to the heights, it takes you Go now, if you want it An otherworld awaits you ------------------------------------------------------------------------------- Name: Suteki Da Ne Game: Final Fantasy X ------------------------------------------------------------------------------- Suteki da ne Kaze ga yaseta kotobani Oyoida kokoro Kumoga hakobu ashitani Hatsunnda koe Tsukiga yureru kakamini Hurueta kokoro Hoshiga nagare koboreta Yawarakai namida Sutekidane Hutaritewotori aruketanara Ikitai yo Kiminomachi ie munenonaka Somomune Karadaazuke Yonhinimagire Yumemiru Kazewa tomari kotobaha Yasashi maboroshi Kumowa yabure ashitawa Tookuno koe Tsukiga nijimu kagamiwo Nagareta kokoro Hoshiga yurete koboreta Kakusenai namida Sutekidane Futaritewotoriaruketanara Ikitaiyo Kiminomachi ie munenonaka Sono kao Sottoyurete Asani tokeru Yumemiru Sutekidane Futaritewotoriaruketanara Ikitaiyo Kiminomachi ie munenonaka Sono mune Karadaazuke Yoninimagire yumemiru ------------------------------------------------------------------------------- Name: Isn't it Beautiful Game: English translation of Suteki Da Ne ------------------------------------------------------------------------------- Heart is swimming in words formed by the wind. Voice carried by a cloudy tommorrow. A mirror moved by the moon, trembled my heart. Soft tears filled with a stream of stars. Isn't it beautiful? Two of us walking hand in hand. I want to go to your town, your home, your arms. I dream of lying against your chest. My body in your clasp, disappearring into the evening. Words stopped by the wind are a gentle illsion. A cloud-torned tommorrow is a far-away voice. My heart has been in a moon-blocked flowing mirror. Stars that swayed and flowed can't hide my tears. Isn't it beautiful? Two of us walking hand in hand. I want to go to your town, your home, your arms. I dream of your face that softly melts in the morning. =============================================================================== <-----------------------------------------------------------------------------> 59.0. MECHANICS #SI0M <-----------------------------------------------------------------------------> =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Battle Mechanics Topic #1: The CTB System =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The CTB system works on a system of clock ticks, very similar to FFT. There are, of course, differences.... Each monster and party member have a counter. Every tick, this counter reduces by 1. At that point, anyone whose counter has dropped to 0 may take their next turn. It is not currently known exactly how the game resolves multiple characters reaching 0 at the same time. In addition to the counter, every battle object has a tick speed. This is an integer worked out from the character's Agility. Any action you take will be a multiple of this tick speed. When a turn is taken, it sets the counter to a value related to your tick speed and the ability used. Each ability has a Rank that designates exactly how fast the ability is. Lower ranked abilities take less time than higher ranked abilities, and the progression is linear: a Rank 8 ability will take eight times as long to recover from as opposed to a Rank 1 ability. The CTB window shows the next 16 turns that will be taken, in whatever order. It assumes that each character, when their next turn comes up, will select a Rank 3 move. Rank 3 is the default speed for any ability. Furthermore, the bar next to each character's 'turn' represents how many ticks away it is. With no bar showing, the turn is to be taken during the current tick. A full bright pink bar represents a turn 20 ticks away, and for each further color that is filled, another 20 ticks is added on. A full bar of the darkest color represents a turn that is 60 or more ticks away. Because of all this, there are very few formulas required to explain all this. We'll cover the most important one now: what the counter is set to when you take a turn. The exact value is: Counter = [Tick Speed*Rank*Haste Status] ...where Rank refers to the Rank of the ability used, and Haste Status is either 1/2 for Haste, 1 for Normal and 2 for Slow. Keep in mind that when under Haste status, your Counter will be rounded up if a fraction remains. This often results in abilities with odd-numbered Ranks used by characters with odd-numbered tick speeds being recovered from slightly faster than usual. Casting Haste and Slow also changes the current Counter. A successful casting of Haste on a character will halve their current Counter while rounding down, regardless of whether they were Slowed or not beforehand. The opposite happens with Slow; their Counter will be doubled regardless of whether they were in Haste or not. Also note that Dispelling either Haste or Slow will *NOT* change their Counter. Their Counter will continue to descend at the same high or low value until their next turn. Your tick speed is worked out via what appears to be a table. Your Agi is compared to the table, and depending on your Agi, you are allocated the appropriate tick speed: ------------------------+-------------------------+-------------------------- Agi = Tick Speed | Agi = Tick Speed | Agi = Tick Speed ------------------------+-------------------------+-------------------------- 170 - 255 = 3 | 19 - 22 = 10 | 4 = 20 ------------------------+-------------------------+-------------------------- 98 - 169 = 4 | 17 - 18 = 11 | 3 = 22 ------------------------+-------------------------+-------------------------- 62 - 97 = 5 | 15 - 16 = 12 | 2 = 24 ------------------------+-------------------------+-------------------------- 44 - 61 = 6 | 12 - 14 = 13 | 1 = 26 ------------------------+-------------------------+-------------------------- 35 - 43 = 7 | 10 - 11 = 14 | 0 = 28 ------------------------+-------------------------+-------------------------- 29 - 34 = 8 | 7 - 9 = 15 | ------------------------+-------------------------+-------------------------- 23 - 28 = 9 | 5 - 6 = 16 | ------------------------+-------------------------+-------------------------- (Note: As of this time, Agi 12 had to be worked out from Buers, 4 from Funguars and 0 from Magic Pots. The final three Agi scores (1 - 3) are extrapolated from points 4 and 0, and may not be correct.) From this, we can see that you will get your lowest (and best) tick speed of 3 at 170 Agi onwards. Higher Agi than that isn't necessarily wasted, but it won't make your turns come any faster. ----------------------------- --> SPECIFICS ABOUT REGEN <-- ----------------------------- Regen is very heavily tied into the clock tick system, more than most. Unlike Poison, which acts independently every time the poisoned victim takes a turn, Regen activates whenever *ANYONE* takes a turn. However, it takes its strength from the tick counter. Regen activates just before the next turn is taken, and it heals proportionally according to the number of clock ticks that have passed between the turns. The exact amount of HP healed is: [Clock Ticks Passed * Max HP / 256] + 100 So, if you had 9999 Max HP and 21 clock ticks pass between your turn and the next character in line (an enemy, an ally or even yourself), you would be healed for 920 HP just before the start of that turn. Obviously, the more HP you have, the more you heal. Also of note is the more turns that are taken, the more you'll heal over the same amount of clock ticks, since you get an extra 100 for each turn that is taken. THE ABILITIES As stated, your average ability is considered to be Rank 3. Here is a listing of every ability the player can use in normal combat and their associated rank. A few notes before we begin. The Overdrive categories sometimes have their own rank that differs from the individual abilities inside. The ranks of the categories are included for completeness, and appear to have no bearing on the actual time taken to recover from an Overdrive. Also, Summoning pauses the counter for all three party members, and sets Yuna's next counter to Rank 3. When the summon is killed or dismissed, their counters resume as normal from the moment the Aeon vanished. ------------ --> MAIN <-- ------------ ------------------------+------------------------+--------------------------- Attack: Rank 3 | Summon: Rank 3 | Item: Rank 2 ------------------------+------------------------+--------------------------- Defend: Rank 2 | | ------------------------+------------------------+--------------------------- ----------- --> SUB <-- ----------- ------------------------+------------------------+--------------------------- Weapon: Rank 1 | Armor: Rank 1 | Escape: Rank 1 ------------------------+------------------------+--------------------------- ------------- --> SKILL <-- ------------- ------------------------+------------------------+--------------------------- Sleep Attack: Rank 3 | Silence Attack: Rank 3 | Dark Attack: Rank 3 ------------------------+------------------------+--------------------------- Sleep Buster: Rank 3 | Silence Buster: Rank 3 | Dark Buster: Rank 3 ------------------------+------------------------+--------------------------- Zombie Attack: Rank 3 | Triple Foul: Rank 3 | Delay Attack: Rank 6 ------------------------+------------------------+--------------------------- Delay Buster: Rank 8 | Power Break: Rank 4 | Magic Break: Rank 4 ------------------------+------------------------+--------------------------- Armor Break: Rank 4 | Mental Break: Rank 4 | Extract Power: Rank 3 ------------------------+------------------------+--------------------------- Extract Mana: Rank 3 | Extract Speed: Rank 3 | Extract Ability: Rank 3 ------------------------+------------------------+--------------------------- Full Break: Rank 5 | Mug: Rank 3 | Nab Gil: Rank 3 ------------------------+------------------------+--------------------------- Quick Hit: Rank 2 | | ------------------------+------------------------+--------------------------- --------------- --> SPECIAL <-- --------------- ------------------------+------------------------+--------------------------- Flee: Rank 2 | Steal: Rank 3 | Use: Rank 2 ------------------------+------------------------+--------------------------- Pray: Rank 3 | Cheer: Rank 2 | Aim: Rank 2 ------------------------+------------------------+--------------------------- Focus: Rank 2 | Reflex: Rank 2 | Luck: Rank 2 ------------------------+------------------------+--------------------------- Jinx: Rank 2 | Lancet: Rank 2 | Guard: Rank 3 ------------------------+------------------------+--------------------------- Sentinel: Rank 3 | Spare Change: Rank 3 | Threaten: Rank 3 ------------------------+------------------------+--------------------------- Provoke: Rank 3 | Entrust: Rank 3 | Copycat: Rank 3 ------------------------+------------------------+--------------------------- Pilfer Gil: Rank 3 | Quick Pockets: Rank 1 | Doublecast: Rank 3 ------------------------+------------------------+--------------------------- Bribe: Rank 3 | | ------------------------+------------------------+--------------------------- ------------------- --> BLACK MAGIC <-- ------------------- ------------------------+------------------------+--------------------------- Fire: Rank 3 | Thunder: Rank 3 | Water: Rank 3 ------------------------+------------------------+--------------------------- Blizzard: Rank 3 | Fira: Rank 3 | Thundara: Rank 3 ------------------------+------------------------+--------------------------- Watera: Rank 3 | Blizzara: Rank 3 | Firaga: Rank 3 ------------------------+------------------------+--------------------------- Thundaga: Rank 3 | Waterga: Rank 3 | Blizzaga: Rank 3 ------------------------+------------------------+--------------------------- Bio: Rank 3 | Demi: Rank 3 | Death: Rank 3 ------------------------+------------------------+--------------------------- Drain: Rank 2 | Osmose: Rank 2 | Flare: Rank 5 ------------------------+------------------------+--------------------------- Ultima: Rank 6 | | ------------------------+------------------------+--------------------------- ------------------- --> WHITE MAGIC <-- ------------------- ------------------------+------------------------+--------------------------- Cure: Rank 3 | Cura: Rank 3 | Curaga: Rank 3 ------------------------+------------------------+--------------------------- Scan: Rank 3 | NulBlaze: Rank 2 | NulShock: Rank 2 ------------------------+------------------------+--------------------------- NulTide: Rank 2 | NulFrost: Rank 2 | Esuna: Rank 3 ------------------------+------------------------+--------------------------- Life: Rank 3 | Full-Life: Rank 3 | Haste: Rank 4 ------------------------+------------------------+--------------------------- Hastega: Rank 6 | Slow: Rank 3 | Slowga: Rank 4 ------------------------+------------------------+--------------------------- Shell: Rank 3 | Protect: Rank 3 | Reflect: Rank 3 ------------------------+------------------------+--------------------------- Dispel: Rank 3 | Regen: Rank 3 | Holy: Rank 4 ------------------------+------------------------+--------------------------- Auto-Life: Rank 3 | | ------------------------+------------------------+--------------------------- ----------------- --> OVERDRIVE <-- ----------------- ------------------------+------------------------+--------------------------- [Swordplay]: Rank 3 | Spiral Cut: Rank 3 | Slice & Dice: Rank 4 ------------------------+------------------------+--------------------------- Energy Rain: Rank 5 | Blitz Ace: Rank 7 | [Grand Summon]: Rank 5 ------------------------+------------------------+--------------------------- Actual GS: Rank 3 | [Bushido]: Rank 3 | Dragon Fang: Rank 5 ------------------------+------------------------+--------------------------- Shooting Star: Rank 5 | Banishing Blade: Rank 6| Tornado: Rank 7 ------------------------+------------------------+--------------------------- [Ronso Rage]: Rank 3 | Jump: Rank 3 | Fire Breath: Rank 3 ------------------------+------------------------+--------------------------- Seed Cannon: Rank 3 | Self-Destruct: Rank 3 | Thrust Kick: Rank 3 ------------------------+------------------------+--------------------------- Stone Breath: Rank 3 | Aqua Breath: Rank 3 | Doom: Rank 3 ------------------------+------------------------+--------------------------- White Wind: Rank 3 | Bad Breath: Rank 4 | Mighty Guard: Rank 4 ------------------------+------------------------+--------------------------- Nova: Rank 7 | [Slots]: Rank 5 | Element Reels: Rank 4 ------------------------+------------------------+--------------------------- Attack Reels: Rank 4 | Status Reels: Rank 4 | Auroch Reels: Rank 4 ------------------------+------------------------+--------------------------- [Fury]: Rank 3 | Fire Fury: Rank 5 | Thunder Fury: Rank 5 ------------------------+------------------------+--------------------------- Water Fury: Rank 5 | Blizzard Fury: Rank 5 | Fira Fury: Rank 5 ------------------------+------------------------+--------------------------- Thundara Fury: Rank 5 | Watera Fury: Rank 5 | Blizzara Fury: Rank 5 ------------------------+------------------------+--------------------------- Firaga Fury: Rank 5 | Thundaga Fury: Rank 5 | Waterga Fury: Rank 5 ------------------------+------------------------+--------------------------- Blizzaga Fury: Rank 5 | Bio Fury: Rank 5 | Demi Fury: Rank 6 ------------------------+------------------------+--------------------------- Death Fury: Rank 5 | Drain Fury: Rank 4 | Osmose Fury: Rank 4 ------------------------+------------------------+--------------------------- Flare Fury: Rank 7 | Ultima Fury: Rank 10 | [Mix]: Rank 5 ------------------------+------------------------+--------------------------- Actual Mix: Rank 6* | | ------------------------+------------------------+--------------------------- * Mix has currently only been tested with a couple of mixes; it is unknown for sure whether all of them are Rank 6 ------------- --> AEONS <-- ------------- ------------------------+------------------------+----------------------------- Attack: Rank 3 | Shield: Rank 3 | Boost: Rank 3 ------------------------+------------------------+----------------------------- Sonic Wings: Rank 2 | Energy Ray: Rank 8 | Energy Blast: Rank 9 ------------------------+------------------------+----------------------------- Meteor Strike: Rank 4 | Hellfire: Rank 8 | Aerospark: Rank 4 ------------------------+------------------------+----------------------------- Thor's Hammer: Rank 8 | Heavenly Strike: Rank 4| Diamond Dust: Rank 8 ------------------------+------------------------+----------------------------- Impulse: Rank 6 | Mega Flare: Rank 8 | Pain: Rank 6 ------------------------+------------------------+----------------------------- Oblivion: Rank 8 | Daigoro: Rank 3 | Kozuka: Rank 3 ------------------------+------------------------+----------------------------- Wakizashi: Rank 3 | Zanmato: N/A | Taking a break: Rank 3 ------------------------+------------------------+----------------------------- Camisade: Rank 5 | Razzia: Rank 5 | Passado: Rank 5 ------------------------+------------------------+----------------------------- Delta Attack: ** | | ------------------------+------------------------+----------------------------- **Resets counter for all three Sisters to Rank 5 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Battle Mechanics Topic #2: Equipment Prices =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The prices allocated to the different weapons and armors you find in the game is very straightforward. The base price for the item is controlled by three factors: (1) the number of slots in the item, (2) the number of blank slots in the item, and (3) the abilities on the item. The latter of these is the most important, so we shall cover that first. Each ability that can be found a weapon or armor has a base cost to it. The base costs of every ability will be listed after the mechanics have be explained. The base cost of the weapon itself is equal to the sum of the individual ability base costs plus 5 and then multiplied by 5. In formulaic terms, it is expressed like so: Weapon Base = (Sum of Ability Base + 5) * 5 The number of slots on the weapon and the number of blank slots on the weapon each add a multiplier to this. This is done by the following two tables: --------------------- 0 Slots: SltM = 2 1 Slot: SltM = 2 2 Slots: SltM = 3 3 Slots: SltM = 6 4 Slots: SltM = 10 0 Blanks: BlnkM = 1 1 Blank: BlnkM = 1 2 Blanks: BlnkM = 3/2 3 Blanks: BlnkM = 3 4 Blanks: BlnkM = 400 --------------------- The final cost of the weapon is equal to: [Weapon Base * SltM * BlnkM] The selling cost of a weapon is equal to 25% of the final cost. In addition, various merchants throughout the game will apply their own discounts and surcharges to the buying cost of weapons and items. As an example and a fun exercise, we will look at the Caladbolg, and work out how much it would sell for if you could actually sell it. Caladbolg has the abilities Break Damage Limit, Triple Overdrive, Evade & Counter and Magic Counter. These have the base costs of 0, 4000, 2200 and 2500 respectively. This gives us a base cost for the weapon of: (0 + 4000 + 2200 + 2500 + 5) * 5 = 43525 Now, the weapon has 4 Slots in total for a Slot Multiplier of 10, and no blank slots, giving a Blank Multiplier of 1. So the end result is: [43525 * 10 * 1] = 435250 Finally, since we want the selling price, we divide this by 4 to get: [435250 / 4] = 108812 Now, for the abilities and how much they're worth. ------------------------ --> WEAPON ABILITIES <-- ------------------------ ------------------------+------------------------+----------------------------- Sensor: 20 | Piercing: 0 | First Strike: 600 ------------------------+------------------------+----------------------------- Initiative: 600 | Firestrike: 70 | Lightningstrike: 70 ------------------------+------------------------+----------------------------- Waterstrike: 70 | Icestrike: 70 | Darktouch: 200 ------------------------+------------------------+----------------------------- Darkstrike: 400 | Silencetouch: 300 | Silencestrike: 800 ------------------------+------------------------+----------------------------- Sleeptouch: 100 | Sleepstrike: 800 | Poisontouch: 150 ------------------------+------------------------+----------------------------- Poisonstrike: 1000 | Stonetouch: 500 | Stonestrike: 1200 ------------------------+------------------------+----------------------------- Deathtouch: 800 | Deathstrike: 2000 | Zombietouch: 800 ------------------------+------------------------+----------------------------- Zombiestrike: 1200 | Slowtouch: 300 | Slowstrike: 700 ------------------------+------------------------+----------------------------- Distil Power: 1 | Distil Mana: 1 | Distil Speed: 1 ------------------------+------------------------+----------------------------- Distil Ability: 1 | Strength +3%: 10 | Strength +5%: 50 ------------------------+------------------------+----------------------------- Strength +10%: 500 | Strength +20%: 1000 | Magic +3%: 10 ------------------------+------------------------+----------------------------- Magic +5%: 50 | Magic +10%: 500 | Magic +20%: 1000 ------------------------+------------------------+----------------------------- Counter-Attack: 400 | Evade & Counter: 2200 | Magic Counter: 2500 ------------------------+------------------------+----------------------------- Magic Booster: 1700 | Alchemy: 800 | Half MP Cost: 2000 ------------------------+------------------------+----------------------------- One MP Cost: 3000 | No AP: [] | Double AP: 4000 ------------------------+------------------------+----------------------------- Triple AP: 6000 | Overdrive -> AP: 2500 | SOS Overdrive: 2000 ------------------------+------------------------+----------------------------- Double Overdrive: 3000 | Triple Overdrive: 4000 | Gillionaire: 0 ------------------------+------------------------+----------------------------- Break Damage Limit: 0 | Capture: 600 | ------------------------+------------------------+----------------------------- ----------------------- --> ARMOR ABILITIES <-- ----------------------- ------------------------+------------------------+----------------------------- Fire Ward: 150 | Fireproof: 300 | Fire Eater: 1000 ------------------------+------------------------+----------------------------- Lightning Ward: 150 | Lightningproof: 300 | Lightning Eater: 1000 ------------------------+------------------------+----------------------------- Water Ward: 150 | Waterproof: 300 | Water Eater: 1000 ------------------------+------------------------+----------------------------- Ice Ward: 150 | Iceproof: 300 | Ice Eater: 1000 ------------------------+------------------------+----------------------------- Dark Ward: 50 | Darkproof: 200 | Silence Ward: 50 ------------------------+------------------------+----------------------------- Silenceproof: 200 | Sleep Ward: 20 | Sleepproof: 80 ------------------------+------------------------+----------------------------- Poison Ward: 40 | Poisonproof: 150 | Stone Ward: 120 ------------------------+------------------------+----------------------------- Stoneproof: 250 | Death Ward: 200 | Deathproof: 400 ------------------------+------------------------+----------------------------- Zombie Ward: 200 | Zombieproof: 400 | Slow Ward: 100 ------------------------+------------------------+----------------------------- Slowproof: 300 | Confuse Ward: 100 | Confuseproof: 400 ------------------------+------------------------+----------------------------- Berserk Ward: 100 | Berserkproof: 400 | Curseproof: 800 ------------------------+------------------------+----------------------------- SOS NulBlaze: 50 | SOS NulShock: 50 | SOS NulTide: 50 ------------------------+------------------------+----------------------------- SOS NulFrost: 50 | SOS Shell: 400 | SOS Protect: 400 ------------------------+------------------------+----------------------------- SOS Reflect: 300 | SOS Haste: 2000 | SOS Regen: 2000 ------------------------+------------------------+----------------------------- Auto-Shell: 2200 | Auto-Protect: 2200 | Auto-Reflect: 1400 ------------------------+------------------------+----------------------------- Auto-Haste: 5000 | Auto-Regen: 6000 | Defence +3%: 20 ------------------------+------------------------+----------------------------- Defence +5%: 50 | Defence +10%: 500 | Defence +20%: 1000 ------------------------+------------------------+----------------------------- Magic Defence +3%: 20 | Magic Defence +5%: 50 | Magic Defence +10%: 500 ------------------------+------------------------+----------------------------- Magic Defence +20%: 1000| HP +5%: 10 | HP +10%: 100 ------------------------+------------------------+----------------------------- HP +20%: 600 | HP +30%: 1500 | MP +5%: 120 ------------------------+------------------------+----------------------------- MP +10%: 600 | MP +20%: 800 | MP +30%: 1800 ------------------------+------------------------+----------------------------- Auto-Potion: 1200 | Auto-Med: 1000 | Auto-Phoenix: 2000 ------------------------+------------------------+----------------------------- Pickpocket: 4000 | Master Thief: 6000 | HP Stroll: 600 ------------------------+------------------------+----------------------------- MP Stroll: 600 | No Encounters: 650 | Break HP Limit: 0 ------------------------+------------------------+----------------------------- Break MP Limit: 0 | Ribbon: 5000 | ------------------------+------------------------+----------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Battle Mechanics Topic #3: The AP System =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There is a stat that we will call Total Sphere Level or TSLv for short. It starts at different levels for various characters: Tidus |-> 0 Wakka |-> 2 Yuna |-> 2 Lulu: |-> 2 Kimahri |-> 6 Auron |-> 12 Rikku |-> 25 Every time you gain a Sphere Level, your TSLv increases by 1, to a practical maximum of 101. The amount of AP you require to reach your next Sphere Level is dictated by your Total Sphere Level. The formula for TSLvs 0-100 is: AP Req = 5*(TSL + 1) + [(TSL^3) / 50] If your TSLv is 101 (or more, but there's no proof that it ever increases past that), your AP Requirement will instead be 22000. AP GAINING During battle, each character has an AP pool. This pool begins at 0 when battle starts. Whenever an action occurs that merits an experience increase, it will immediately increment the pool. Everyone in the party earns AP from a defeated monster *immediately* which is applied to the pool. Double and Triple AP is applied here, not at the end of battle. To be able to use Double or Triple AP, however, the character must be in the current party and be active: a KOed character, for example, will not be able to receive Triple AP from a monster kill, even if he is raised before the battle is ended. Overdrive -> AP is also handled via the pool, and Triple AP is applied to it at the exact same time. Switching weapons to bring in a Triple AP *after* you have accumulated Overdrive -> AP points does not work. Once the battle has officially ended, either by killing all monsters in the field or successfully escaping, any character who completed a turn in battle and is still active is eligible to transfer all AP in their pool to themselves. Any character that never took a turn will gain no AP, even if their pool is not empty. Switching out to another character does not count as taking a turn. As stated, Double and Triple AP are applied as AP is added to the pool; they do not magically multiply the final result by 2 or 3. You must have the character in the active party and with the weapon equipped at all points where you earn the AP in order to benefit. OVERDRIVE -> AP Other than killing and overkilling fiends, Overdrive -> AP is the only other way to accumulate AP in battle. Your Overdrive meter is measured in percentage points, from 0 to 100. Fractions of a percentage point cannot be gained. Overdrive -> AP activates whenever you have a weapon equipped with it on it and your Overdrive charges. It converts Overdrive to AP based on your current AP requirement. The basic formula for this is: AP Earned = [Overdrive% * AP Requirement / 100] For example, if your Overdrive is charged by 3% and your current Total Sphere Level is 97 - giving you an AP Requirement of 18743 - then Overdrive -> AP would convert that to: [3 * 18743 / 100] = [562.29] = 562 However, Overdrive -> AP also has a penalty associated with it. In order to prevent you from continually charging your Overdrive to rake in the AP, each time your Overdrive is converted past the first time, a cumulative penalty will be applied to it. This occurs no matter what Overdrive Mode you are in. The only way to avoid it is to only have your Overdrive charge once per battle. The penalty is applied separately to each character; if two characters have weapons that have Overdrive -> AP on it, any one of them will only get penalised if their *own* Overdrive charges more than once. Only the number of times the individual character has charged *and* converted is looked at when working out the penalty. Charging your Overdrive on a weapon that does not have Overdrive -> AP is not counted towards the penalty. The penalty itself is a compounding 90% each time multiplied to the conversion rate. The exact formulas for each charge can be defined as follows: 1st Charge: AP = [Overdrive% * AP Requirement / 100] 2nd Charge: AP = [([Overdrive% * AP Requirement / 100] - 1) * 0.9] 3rd+ Charge: AP = [(Overdrive% * AP Requirement / 100) * (0.9^(Charge - 1))] Thus, the best way to get the most out of Overdrive -> AP is to choose Overdrive modes that can give you a large charge all in one go, not split up over several turns. In addition, there is no point in charging your Overdrive more than about 10 times; by that point, you've already collected 65% of the maximum amount of AP you could get out of this due to the compounding penalty. 22 charges are required to get 90% of the total amount out, by which point each charge will be giving you only 10% of what your first charge gave you. =============================================================================== <-----------------------------------------------------------------------------> 60.0. Q & A (FAQs) #SJ1Q <-----------------------------------------------------------------------------> =============================================================================== Q: Can I get the 6th chest in the Remiem Temple chocobo race? If so how? A: No I haven't, it is EXTREMELY hard, and frustrating. I don't think anyone world wide has done it... but I could be wrong. Q: How can I get 7 "bingos" against the Magic Urn? And what do I get? A: There is a special method and some basic calculations you have to make in order to achieve supremecy. I go over it in alot of detail in that section. I've never done this, though, and have only reached six chests Q: How can I complete the 12 chests of Omega quest? A: Well, let's just say it's *hard* and *complicated.* It is based on a series of counts mostly, and also doubling. I go over that in super detail with the help of Darryl in that very section addressing this matter. Q: Is that a model of some sort, of Leviathan in the monster arena? A: I believe, I also wondered that for a very long time. Q: Is it possible to fully max all of your stats... without the use of a cheat device? A: Yes, well... to some extent, and it also depends on what you mean by "fully". I go over it in greater detail in stat maxing sections. Q: What is up with Tidus swimming towards you after the credits? A: My current theory is that since Yuna was whistling at the end, off the pier, he somehow heard it, and is coming to her. Like he said earlier, "Just whistle and I'll come running". Q: You mention in your FAQ that you've to go back to where you fought Yunalesca to get Tidus' Sun Crest. I'm blocked by Dark Bahamut, is this preventable? A: Well first, this means you have the PAL/Int. version(s) of the game. There is a way to prevent this, and that's to get it *right after* you fight and beat her. Otherwise, when you come back later in airship, you're made to fight with it and it is a very tough battle. Strategy in Penance/Dark Aeons section. Q: I need to get Besaid Jecht Sphere - I'm blocked by Dark Shiva. HELP!!! A: Like I mentioned with last question, this means you have one of those v's of the game. No way to avoid this confrontation, so, if you want it, you've to fight her and beat her. Strategy in the same section. Q: How do I find Penance, it's pissing me off not being able to do so... A: Well, first off, you have to have beaten all other ten Dark Aeons *waits for you to check* And if you've done that, you're set, just go to the airship and go to destination "Penance". Q: I've done everything you said to do in your informator to unlock stupid Nemesis, but he's still not there...! A: Well... Ok, here's the really tough bastard to unlock, and even with all of steps, some people still have questions about Nemesis not showing up on the list to be fought in the Monster Area Original ranks. Well, time to clear up any and all confusion: First thing you are to do is to go out and capture 10 of every "capturable" fiend in Spira, *waits 50 hrs*... Back? Got 'em? Ok then, now go and beat every one of the Species Conquest and Area Conquest bosses. After that, you go on to open up a can of whoop-ass on all of the Original Creations. Here's where you might have a problem (well, a more confusing one, at that), you go to the Original Screen and see if you've successfully unlocked Nemesis (press right direction when here). If Nemi isn't there, leave the vicinity of the Monster Arena, then go back and check again. If Nemesis is not there, you did something wrong. That should answer all questions, and prevent and further confusion. The bottom few parts can be most important afterwards. Q: Hey, Nick, if I don't get Jecht Shot on the ship in the beginning, can I ever go back and get it again? A: Well, yeah, that happened to me on my first playthrough. Yes, you can. But, not just any time, but, after you get thr airship after Zanarkand Ruins later on in the game. After that, you can basically go all around every area of Spira except for places like Bevelle and Al Bhed Home. Q: Is there anyway that I could beat the Chocobo Race with trainer easier and without too much effort, since that race is really making me madder and madder? A: Well, there are a few tips. But, there IS the cheap way, but for that, i sure hope you own the Japanese version of FFX. Anyway, here's how it goes...: You must first, when racing, intentionally get caught on first turn until one minute fifty five seconds. Then, you leave there and let bird nail you at two minutes. If done good, the next choco race with her, birds go straight on through you like ghosts. Q: Damn, I keep screwing up with dodging 200 bolts. Any specific help? A: Yeah, sure, I have a good few advices. First off, the lightning strikes most often with frequency in some parts of Northern region. Also, you might want to equip some Encounters None to prevent running into any enemies while you are doing this here. Also, right when you see the white flashing light of the thunder, that's when you press X, and that should all work well. Q: Hey, I'm a huge an of the FF series, and I was just contemplating getting this game, since I've liked them all. I want to know if it compares to FF7, because that was my fave, and I just wanna know if it can compare to it. Thx. A: Ok. Yes, I do recommend that you purchase this game, and especially if you are a fan of the series, since it sort of revitalizes it, and adds new stuff, just like the others have. But, I don't like it as much as seven, but, do not let that stop you from getting it (since it's my second favorite). Q: I'm baffled. How in the hell do you pronounce "Tidus"? A: Ever since I got this game, I pronounced it "Tea Dus", but, I always got a tad confused when people were saying "Tie Dus". But, when there was no real proof nor evidence that either was correct, Kingdom Hearts was released, and it was confirmed by Wakka on Destiny Islands that his name was definitely to be pronounced as "Tea Dus". That's all for Q&A... Keep sending 'em in! =============================================================================== <-----------------------------------------------------------------------------> 61.0. EXTRAS/LINKS #SK2E <-----------------------------------------------------------------------------> =============================================================================== This is just some extra information to you, to make your experience with FFX even better, so here you go.... 1. Go here to support Squaresoft: www.squaresoft.com 2. Go to these locations to buy some Final Fantasy merchandise: www.artfx-kotobukiya.com www.eBay.com 3. To import Final Fantasy items go here: www.amazon.com 4. To learn the lyrics to alot of the Final Fantasy songs go here: www.animelyrics.com 5. Or to purchase the Final Fantasy X sound track: www.tokyopop.com =============================================================================== <-----------------------------------------------------------------------------> 62.0. CODES/SECRETS #SL3C <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 62.2. Gameshark #SL3C1 ------------------------------------------------------------------------------- NOTE: Only activate these codes after the Sphere Grid tutorial Rikku gives you near the beginning of the game. And also note that these codes are courtesy Gameshark.com and can only be used with the Gameshark cheat device. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (M) Must Be On This 2 line (M) code MUST be entered properly and activated for any of these codes to function properly! 0E3C7DF21645EBB3 0C08E7C3F8A9A297 (aka Master Code) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Al Bhed Fully Translated 3C28CDBFFBFFFFFF =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Infinite Gil 3C28CEF785F19EFF =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Infinite HP and MP In Battle: (9999, 999) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DE8FFFFEF8AC9BE7 DE8FFFFA480CFEE3 DE8FFF82CCAC9B8B DE8FFF8AE0ABC292 DE8FFF96680B9DFF DE8FFF92680B9D03 DE8FFFAAE0AC9BF3 DE8FFFB6C4B40739 DE914CCAC4AC9A43 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= No Random Battles 1C2870F6F8FCFEFE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-= In Party Codes: =-=-=-=-=-=-=-= Yuna In Party 1C28E73BF8FCFE01 Auron In Party 1C28E8CFF8FCFE01 Kimahri In Party 1C28E863F8FCFE01 Wakka In Party 1C28E9F7F8FCFE01 Lulu In Party 1C28E98BF8FCFE01 Rikku In Party 1C28EA1FF8FCFE01 Seymour In Party 1C28EAB3F8FCFE01 Aeon-Ifrit In Party 1C28ECDBF8FCFE01 Aeon-Ixion In Party 1C28EC6FF8FCFE01 Aeon-Shiva In Party 1C28ED03F8FCFE01 Aeon-Bahamut In Party 1C28ED97F8FCFE01 Aeon-Anima In Party 1C28EE2BF8FCFE01 Aeon-Yojimbo In Party 1C28EEBFF8FCFEF1 Aeon-Cindy Magus In Party 1C28EF53F8FCFE01 Aeon-Sandy Magus In Party 1C28F0E7F8FCFE01 Aeon-Mindy Magus In Party 1C28F07BF8FCFE01 =-=-=-=-=-=-=-=-= Max Stats: (All Stats Maxed) =-=-=-=-=-=-=-=-= ----- Tidus ----- Tidus-Max Stats 1C28E6AAF8FCFEFF 3C28E6ABFFFFFFFF 2C28E6AFF8FCFFFF 1C28E6B1F8FCFEFF ---- Yuna ---- Yuna-Max Stats 1C28E73EF8FCFEFF 3C28E73FFFFFFFFF 2C28E743F8FCFFFF 1C28E745F8FCFEFF ----- Auron ----- Auron-Max Stats 1C28E8D2F8FCFEFF 3C28E8D3FFFFFFFF 2C28E8D7F8FCFFFF 1C28E8D9F8FCFEFF ------- Kimahri ------- Kimahri-Max Stats 1C28E866F8FCFEFF 3C28E867FFFFFFFF 2C28E86BF8FCFFFF 1C28E86DF8FCFEFF ----- Wakka ----- Wakka-Max Stats 1C28E9FAF8FCFEFF 3C28E9FBFFFFFFFF 2C28E9FFF8FCFFFF 1C28E901F8FCFEFF ---- Lulu ---- Lulu-Max Stats 1C28E98EF8FCFEFF 3C28E98FFFFFFFFF 2C28E993F8FCFFFF 1C28E995F8FCFEFF ----- Rikku ----- Rikku-Max Stats 1C28EA22F8FCFEFF 3C28EA23FFFFFFFF 2C28EA27F8FCFFFF 1C28EA29F8FCFEFF ------- Seymour ------- Seymour-Max Stats 1C28EAB6F8FCFEFF 3C28EAB7FFFFFFFF 2C28EABBF8FCFFFF 1C28EABDF8FCFEFF ------- Valefor ------- Aeon-Valefor: Max Stats 1C28EB4AF8FCFEFF 3C28EB4BFFFFFFFF 2C28EB4FF8FCFFFF 1C28EB51F8FCFEFF ----- Ifrit ----- Aeon-Ifrit: Max Stats 1C28ECDEF8FCFEFF 3C28ECDFFFFFFFFF 2C28ECE3F8FCFFFF 1C28ECE5F8FCFEFF ----- Ixion ----- Aeon-Ixion: Max Stats 1C28EC72F8FCFEFF 3C28EC73FFFFFFFF 2C28EC77F8FCFFFF 1C28EC79F8FCFEFF ----- Shiva ----- Aeon-Shiva: Max Stats 1C28ED06F8FCFEFF 3C28ED07FFFFFFFF 2C28ED0BF8FCFFFF 1C28ED0DF8FCFEFF ------- Bahamut ------- Aeon-Bahamut: Max Stats 1C28ED9AF8FCFEFF 3C28ED9BFFFFFFFF 2C28ED9FF8FCFFFF 1C28EDA1F8FCFEFF ----- Anima ----- Aeon-Anima: Max Stats 1C28EE2EF8FCFEFF 3C28EE2FFFFFFFFF 2C28EE33F8FCFFFF 1C28EE35F8FCFEFF ------- Yojimbo ------- Aeon-Yojimbo: Max Stats 1C28EEC2F8FCFEFF 3C28EEC3FFFFFFFF 2C28EEC7F8FCFFFF 1C28EEC9F8FCFEFF ------------- Magus Sisters ------------- Aeon-Cindy Magus: Max Stats 1C28EF56F8FCFEFF 3C28EF57FFFFFFFF 2C28EF5BF8FCFFFF 1C28EF5DF8FCFEFF - Aeon-Sandy Magus: Max Stats 1C28F0EAF8FCFEFF 3C28F0EBFFFFFFFF 2C28F0EFF8FCFFFF 1C28F0F1F8FCFEFF - Aeon-Mindy Magus: Max Stats 1C28F07EF8FCFEFF 3C28F07FFFFFFFFF 2C28F083F8FCFFFF 1C28F085F8FCFEFF =-=-=-=-=-=-=-=-=-=-= Maxing Stats: (Certain Stats Only) =-=-=-=-=-=-=-=-=-=-= ----- Tidus ----- Tidus-Max Strength 1C28E6AAF8FCFEFF Tidus-Max Defense 1C28E6ABF8FCFEFF Tidus-Max Magic 1C28E6ACF8FCFEFF Tidus-Max Magic Defese 1C28E6ADF8FCFEFF Tidus-Max Agility 1C28E6AEF8FCFEFF Tidus-Max Luck 1C28E6AFF8FCFEFF Tidus-Max Evasion 1C28E6B0F8FCFEFF Tidus-Max Accuracy 1C28E6B1F8FCFEFF ---- Yuna ---- Yuna-Max Strength 1C28E73EF8FCFEFF Yuna-Max Defense 1C28E73FF8FCFEFF Yuna-Max Magic 1C28E740F8FCFEFF Yuna-Max Magic Defense 1C28E741F8FCFEFF Yuna-Max Agility 1C28E742F8FCFEFF Yuna-Max Luck 1C28E743F8FCFEFF Yuna-Max Evasion 1C28E744F8FCFEFF Yuna-Max Accuracy 1C28E745F8FCFEFF ----- Auron ----- Auron-Max Strength 1C28E8D2F8FCFEFF Auron-Max Defense 1C28E8D3F8FCFEFF Auron-Max Magic 1C28E8D4F8FCFEFF Auron-Max Magic Defense 1C28E8D5F8FCFEFF Auron-Max Agility 1C28E8D6F8FCFEFF Auron-Max Luck 1C28E8D7F8FCFEFF Auron-Max Evasion 1C28E8D8F8FCFEFF Auron-Max Accuracy 1C28E8D9F8FCFEFF ------- Kimahri ------- Kimahri-Max Strength 1C28E866F8FCFEFF Kimahri-Max Defense 1C28E867F8FCFEFF Kimahri-Max Magic 1C28E868F8FCFEFF Kimahri-Max Magic Defense 1C28E869F8FCFEFF Kimahri-Max Agility 1C28E86AF8FCFEFF Kimahri-Max Luck 1C28E86BF8FCFEFF Kimahri-Max Evasion 1C28E86CF8FCFEFF Kimahri-Max Accuracy 1C28E86DF8FCFEFF ----- Wakka ----- Wakka-Max Strength 1C28E9FAF8FCFEFF Wakka-Max Defense 1C28E9FBF8FCFEFF Wakka-Max Magic 1C28E9FCF8FCFEFF Wakka-Max Magic Defense 1C28E9FDF8FCFEFF Wakka-Max Agility 1C28E9FEF8FCFEFF Wakka-Max Luck 1C28E9FFF8FCFEFF Wakka-Max Evasion 1C28E900F8FCFEFF Wakka-Max Accuracy 1C28E901F8FCFEFF ---- Lulu ---- Lulu-Max Strength 1C28E98EF8FCFEFF Lulu-Max Defense 1C28E98FF8FCFEFF Lulu-Max Magic 1C28E990F8FCFEFF Lulu-Max Magic Defense 1C28E991F8FCFEFF Lulu-Max Agility 1C28E992F8FCFEFF Lulu-Max Luck 1C28E993F8FCFEFF Lulu-Max Evasion 1C28E994F8FCFEFF Lulu-Max Accuracy 1C28E995F8FCFEFF ----- Rikku ----- Rikku-Max Strength 1C28EA22F8FCFEFF Rikku-Max Defense 1C28EA23F8FCFEFF Rikku-Max Magic 1C28EA24F8FCFEFF Rikku-Max Magic Defense 1C28EA25F8FCFEFF Rikku-Max Agility 1C28EA26F8FCFEFF Rikku-Max Luck 1C28EA27F8FCFEFF Rikku-Max Evasion 1C28EA28F8FCFEFF Rikku-Max Accuracy 1C28EA29F8FCFEFF ------- Seymour ------- Seymour-Max Strength 1C28EAB6F8FCFEFF Seymour-Max Defense 1C28EAB7F8FCFEFF Seymour-Max Magic 1C28EAB8F8FCFEFF Seymour-Max Mag Defense 1C28EAB9F8FCFEFF Seymour-Max Agility 1C28EABAF8FCFEFF Seymour-Max Luck 1C28EABBF8FCFEFF Seymour-Max Evasion 1C28EABCF8FCFEFF Seymour-Max Accuracy 1C28EABDF8FCFEFF ------- Valefor ------- Valefor: Max Strength 1C28EB4AF8FCFEFF Valefor: Max Defense 1C28EB4BF8FCFEFF Valefor: Max Magic 1C28EB4CF8FCFEFF Valefor: Max Magic Defense 1C28EB4DF8FCFEFF Valefor: Max Agility 1C28EB4EF8FCFEFF Valefor: Max Luck 1C28EB4FF8FCFEFF Valefor: Max Evasion 1C28EB50F8FCFEFF Valefor: Max Accuracy 1C28EB51F8FCFEFF ----- Ifrit ----- Ifrit: Max Strength 1C28ECDEF8FCFEFF Ifrit: Max Defense 1C28ECDFF8FCFEFF Ifrit: Max Magic 1C28ECE0F8FCFEFF Ifrit: Max Magic Defense 1C28ECE1F8FCFEFF Ifrit: Max Agility 1C28ECE2F8FCFEFF Ifrit: Max Luck 1C28ECE3F8FCFEFF Ifrit: Max Evasion 1C28ECE4F8FCFEFF Ifrit: Max Accuracy 1C28ECE5F8FCFEFF ----- Ixion ----- Ixion: Max Strength 1C28EC72F8FCFEFF Ixion: Max Defense 1C28EC73F8FCFEFF Ixion: Max Magic 1C28EC74F8FCFEFF Ixion: Max Magic Defense 1C28EC75F8FCFEFF Ixion: Max Agility 1C28EC76F8FCFEFF Ixion: Max Luck 1C28EC77F8FCFEFF Ixion: Max Evasion 1C28EC78F8FCFEFF Ixion: Max Accuracy 1C28EC79F8FCFEFF ----- Shiva ----- Shiva: Max Strength 1C28ED06F8FCFEFF Shiva: Max Defense 1C28ED07F8FCFEFF Shiva: Max Magic 1C28ED08F8FCFEFF Shiva: Max Magic Defense 1C28ED09F8FCFEFF Shiva: Max Agility 1C28ED0AF8FCFEFF Shiva: Max Luck 1C28ED0BF8FCFEFF Shiva: Max Evasion 1C28ED0CF8FCFEFF Shiva: Max Accuracy 1C28ED0DF8FCFEFF ------- Bahamut ------- Bahamut: Max Strength 1C28ED9AF8FCFEFF Bahamut: Max Defense 1C28ED9BF8FCFEFF Bahamut: Max Magic 1C28ED9CF8FCFEFF Bahamut: Max Magic Defense 1C28ED9DF8FCFEFF Bahamut: Max Agility 1C28ED9EF8FCFEFF Bahamut: Max Luck 1C28ED9FF8FCFEFF Bahamut: Max Evasion 1C28EDA0F8FCFEFF Bahamut: Max Accuracy 1C28EDA1F8FCFEFF ----- Anima ----- Anima: Max Strength 1C28EE2EF8FCFEFF Anima: Max Defense 1C28EE2FF8FCFEFF Anima: Max Magic 1C28EE30F8FCFEFF Anima: Max Magic Defense 1C28EE31F8FCFEFF Anima: Max Agility 1C28EE32F8FCFEFF Anima: Max Luck 1C28EE33F8FCFEFF Anima: Max Evasion 1C28EE34F8FCFEFF Anima: Max Accuracy 1C28EE35F8FCFEFF ------- Yojimbo ------- Yojimbo: Max Strength 1C28EEC2F8FCFEFF Yojimbo: Max Defense 1C28EEC3F8FCFEFF Yojimbo: Max Magic 1C28EEC4F8FCFEFF Yojimbo: Max Magic Defense 1C28EEC5F8FCFEFF Yojimbo: Max Agility 1C28EEC6F8FCFEFF Yojimbo: Max Luck 1C28EEC7F8FCFEFF Yojimbo: Max Evasion 1C28EEC8F8FCFEFF Yojimbo: Max Accuracy 1C28EEC9F8FCFEFF ------------- Magus Sisters ------------- Cindy Magus: Max Strength 1C28EF56F8FCFEFF Cindy Magus: Max Defense 1C28EF57F8FCFEFF Cindy Magus: Max Magic 1C28EF58F8FCFEFF Cindy Magus: Max Magic Defense 1C28EF59F8FCFEFF Cindy Magus: Max Agility 1C28EF5AF8FCFEFF Cindy Magus: Max Luck 1C28EF5BF8FCFEFF Cindy Magus: Max Evasion 1C28EF5CF8FCFEFF Cindy Magus: Max Accuracy 1C28EF5DF8FCFEFF - Sandy Magus: Max Strength 1C28F0EAF8FCFEFF Sandy Magus: Max Defense 1C28F0EBF8FCFEFF Sandy Magus: Max Magic 1C28F0ECF8FCFEFF Sandy Magus: Max Magic Defense 1C28F0EDF8FCFEFF Sandy Magus: Max Agility 1C28F0EEF8FCFEFF Sandy Magus: Max Luck 1C28F0EFF8FCFEFF Sandy Magus: Max Evasion 1C28F0F0F8FCFEFF Sandy Magus: Max Accuracy 1C28F0F1F8FCFEFF - Mindy Magus: Max Strength 1C28F07EF8FCFEFF Mindy Magus: Max Defense 1C28F07FF8FCFEFF Mindy Magus: Max Magic 1C28F080F8FCFEFF Mindy Magus: Max Magic Defense 1C28F081F8FCFEFF Mindy Magus: Max Agility 1C28F082F8FCFEFF Mindy Magus: Max Luck 1C28F083F8FCFEFF Mindy Magus: Max Evasion 1C28F084F8FCFEFF Mindy Magus: Max Accuracy 1C28F085F8FCFEFF =-=-=-=-=-=-=-=-=-=-= Super MP and HP codes Super HP=9999 Super MP=999 =-=-=-=-=-=-=-=-=-=-= Tidus-Super HP 2C28E69FF8FC270F Tidus-Super MP 2C28E6A3F8FC270F Yuna-Super HP 2C28E733F8FC270F Yuna-Super MP 2C28E737F8FC270F Auron-Super HP 2C28E7C7F8FC270F Auron-Super MP 2C28E7CBF8FC270F Kimahri-Super HP 2C28E85BF8FC270F Kimahri-Super MP 2C28E85FF8FC270F Wakka-Super HP 2C28E9EFF8FC270F Wakka-Super MP 2C28E9F3F8FC270F Lulu-Super HP 2C28E983F8FC270F Lulu-Super MP 2C28E987F8FC270F Rikku-Super HP 2C28EA17F8FC270F Rikku-Super MP 2C28EA1BF8FC270F Seymour-Super HP 2C28EAABF8FC270F Seymour-Super MP 2C28EAAFF8FC270F Aeon-Valefor: Super HP 2C28EB3FF8FC270F Aeon-Valefor: Super MP 2C28EB43F8FC270F Aeon-Ifrit: Super HP 2C28ECD3F8FC270F Aeon-Ifrit: Super MP 2C28ECD7F8FC270F Aeon-Ixion: Super HP 2C28EC67F8FC270F Aeon-Ixion: Super MP 2C28EC6BF8FC270F Aeon-Shiva: Super HP 2C28EDFBF8FC270F Aeon-Shiva: Super MP 2C28EDFFF8FC270F Aeon-Bahamut: Super HP 2C28ED8FF8FC270F Aeon-Bahamut: Super MP 2C28ED93F8FC270F Aeon-Anima: Super HP 2C28EE23F8FC270F Aeon-Anima: Super MP 2C28EE27F8FC270F Aeon-Yojimbo: Super HP 2C28EEB7F8FC270F Aeon-Yojimbo: Super MP 1C28EEBBF8FC270F Aeon-Cindy Magus: Super HP 2C28EF4BF8FC270F Aeon-Cindy Magus: Super MP 2C28EF4FF8FC270F Aeon-Sandy Magus: Super HP 2C28F0DFF8FC270F Aeon-Sandy Magus: Super MP 2C28F0E3F8FC270F Aeon-Mindy Magus: Super HP 2C28F073F8FC270F Aeon-Mindy Magus: Super MP 2C28F077F8FC270F =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Full HP/MP Codes: These codes fill HP or MP to MAX before and after battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tidus-Full HP Before/After Battle 2C28E697F8FC270F Tidus-Full MP Before/After Battle 2C28E69BF8FC270F Yuna-Full HP Before/After Battle 2C28E72BF8FC270F Yuna-Full MP Before/After Battle 2C28E72FF8FC270F Auron-Full HP Before/After Battle 2C28E7BFF8FC270F Auron-Full MP Before/After Battle 2C28E7C3F8FC270F Kimahri-Full HP Before/After Battle 2C28E853F8FC270F Kimahri-Full MP Before/After Battle 2C28E857F8FC270F Wakka-Full HP Before/After Battle 2C28E9E7F8FC270F Wakka-Full MP Before/After Battle 2C28E9EBF8FC270F Lulu-Full HP Before/After Battle 2C28E97BF8FC270F Lulu-Full MP Before/After Battle 2C28E97FF8FC270F Rikku-Full HP Before/After Battle 2C28EA0FF8FC270F Rikku-Full MP Before/After Battle 2C28EA13F8FC270F Seymour-Full HP Before/After Battle 2C28EAA3F8FC270F Seymour-Full MP Before/After Battle 2C28EAA7F8FC270F Aeon-Valefor: Full HP Before/After Battle 2C28EB37F8FC270F Aeon-Valefor: Full MP Before/After Battle 2C28EB3BF8FC270F Aeon-Ifrit: Full HP Before/After Battle 2C28EBCBF8FC270F Aeon-Ifrit: Full MP Before/After Battle 2C28ECCFF8FC270F Aeon-Ixion: Full HP Before/After Battle 2C28EC5FF8FC270F Aeon-Ixion: Full MP Before/After Battle 2C28EC63F8FC270F Aeon-Shiva: Full HP Before/After Battle 2C28EDF3F8FC270F Aeon-Shiva: Full MP Before/After Battle 2C28EDF7F8FC270F Aeon-Bahamut: Full HP Before/After Battle 2C28ED87F8FC270F Aeon-Bahamut: Full MP Before/After Battle 2C28ED8BF8FC270F Aeon-Anima: Full HP Before/After Battle 2C28EE1BF8FC270F Aeon-Anima: Full MP Before/After Battle 2C28EE1FF8FC270F Aeon-Yojimbo: Full HP Before/After Battle 2C28EEAFF8FC270F Aeon-Yojimbo: Full MP Before/After Battle 2C28EEB3F8FC270F Aeon-Cindy Magus: Full HP Before/After Battle 2C28EF43F8FC270F Aeon-Cindy Magus: Full MP Before/After Battle 2C28EF47F8FC270F Aeon-Sandy Magus: Full HP Before/After Battle 2C28F0D7F8FC270F Aeon-Sandy Magus: Full MP Before/After Battle 2C28F0DBF8FC270F Aeon-Mindy Magus: Full HP Before/After Battle 2C28F06BF8FC270F Aeon-Mindy Magus: Full MP Before/After Battle 2C28F06FF8FC270F =-=-=-=-=-=-=-=-= Overdrive Codes: =-=-=-=-=-=-=-=-= All Characters - All Overdrives Available 3C28CE1BFFFFFFFF 3C28CE1FFFFFFFFF 3C28CE23FFFFFFFF Tidus-All Overdrive Modes 3C28E703F8FDFFFF Tidus-All Overdrive Modes 3C28E703F8FDFFFF Yuna-All Overdrive Modes 3C28E797F8FDFFFF Auron-All Overdrive Modes 3C28E82BF8FDFFFF Kimahri-All Overdrive Modes 3C28E8BFF8FDFFFF Wakka-All Overdrive Modes 3C28E953F8FDFFFF Lulu-All Overdrive Modes 3C28EAE7F8FDFFFF Rikku-All Overdrive Modes 3C28EA7BF8FDFFFF Tidus-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28E6B4F8FCFE52 - Yuna-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28E748F8FCFE52 - Auron-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28E8DCF8FCFE52 - Kimahri-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28E870F8FCFE52 - Wakka-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28E904F8FCFE52 - Lulu-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28E998F8FCFE52 - Rikku-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28EA2CF8FCFE52 - Seymour-Full Overdrive Before/After Battle This code allows the character to begin each battle with the 'Overdrive' option available. 1C28EAC0F8FCFE52 - Aeon-Valefor: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28EB54F8FCFE52 - Aeon-Ifrit: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28ECE8F8FCFE52 - Aeon-Ixion: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28EC7CF8FCFE52 - Aeon-Shiva: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28ED10F8FCFE52 - Aeon-Bahamut: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28EDA4F8FCFE52 - Aeon-Anima: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28EE38F8FCFE52 - Aeon-Cindy Magus: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28EF60F8FCFE52 - Aeon-Sandy Magus: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28F0F4F8FCFE52 - Aeon-Mindy Magus: Full Overdrive Before/After Battle This code allows the Aeon to begin each battle with the 'Overdrive' option available. 1C28F088F8FCFE52 =-=-=-=-=-= All Skills: =-=-=-=-=-= Tidus-All Skills 2C28E6B9F8FCFFFF 1C28E6BBF8FCFE3F - Yuna-All Skills 2C28E74DF8FCFFFF 1C28E74FF8FCFE3F - Auron-All Skills 2C28E8E1F8FCFFFF 1C28E8E3F8FCFE3F - Kimahri-All Skills 2C28E875F8FCFFFF 1C28E877F8FCFE3F - Wakka-All Skills 2C28E909F8FCFFFF 1C28E90BF8FCFE3F - Lulu-All Skills 2C28E99DF8FCFFFF 1C28E99FF8FCFE3F - Rikku-All Skills 2C28EA31F8FCFFFF 1C28EA33F8FCFE3F - Seymour-All Skills 2C28EAC5F8FCFFFF 1C28EAC7F8FCFE3F =-=-=-=-=-=-= All Specials: =-=-=-=-=-=-= Tidus-All Specials 3C28E6BB7FFFFFBE - Yuna-All Specials 3C28E74F7FFFFFBE - Auron-All Specials 3C28E8E37FFFFFBE - Kimahri-All Specials 3C28E8777FFFFFBE - Wakka-All Specials 3C28E90B7FFFFFBE - Lulu-All Specials 3C28E99F7FFFFFBE - Rikku-All Specials 3C28EA337FFFFFBE - Seymour-All Specials 3C28EAC77FFFFFBE =-=-=-=-=-=-=-=-=-= Celestial Weapons: (Ultimate Weapons) =-=-=-=-=-=-=-=-=-= Tidus' Celestial Weapon: Caladbolg Do NOT 'Auto Sort' Equipment with these codes active. These codes work best if codes are activated, game is saved, and restart/ reload game with them off. 3C28D54B84FD0EFE 3C28D54FF8FCFEFE 3C28D5538483CE01 3C28D55778953EF7 3C28D55B78807E0F 2C28D55FF8FC7EF5 - Wakka's Celestial Weapon: World Champion Do NOT 'Auto Sort' Equipment with these codes active. These codes work best if codes are activated, game is saved, and restart/ reload game with them off. 3C28D5A384FD0EFE 3C28D5A7F880FEF2 3C28D5AB8483CE01 3C28D5AF78953E2C 3C28D5B378927E0F 2C28D5B7F8FC7EF2 - Auron's Celestial Weapon: Masamune Do NOT 'Auto Sort' Equipment with these codes active. These codes work best if codes are activated, game is saved, and restart/ reload game with them off. 3C28D57784FD0EFE 3C28D57BF882FEF0 3C28D57F8483CE03 3C28D58378953E19 3C28D58778FD7E0F 2C28D58BF8FC7EF3 - Kimahri's Celestial Weapon: Spirit Lance Do NOT 'Auto Sort' Equipment with these codes active. These codes work best if codes are activated, game is saved, and restart/ reload game with them off. 2C28D58DF8FC0EFE 3C28D58FF883FAF1 3C28D593888DFEF3 3C28D597B8A0FAF3 3C28D59B788F7E19 3C28D59F78807E00 - Yuna's Celestial Weapon: Nirvana Do NOT 'Auto Sort' Equipment with these codes active. These codes work best if codes are activated, game is saved, and restart/ reload game with them off. 2C28D561F8FC0EFE 3C28D563F8FDFAF1 3C28D5678892FEF1 3C28D56BB88CFAF3 3C28D56F788F7E19 3C28D57378897E00 - Lulu's Celestial Weapon: Onion Knight Do NOT 'Auto Sort' Equipment with these codes active. These codes work best if codes are activated, game is saved, and restart/ reload game with them off. 2C28D5B9F8FC0EFE 3C28D5BBF881FAF1 3C28D5BF8892FEF5 3C28D5C3B8B4FAF3 3C28D5C7788F7E19 3C28D5CB78897EF4 - Rikku's Celestial Weapon: Godhand Do NOT 'Auto Sort' Equipment with these codes active. These codes work best if codes are activated, game is saved, and restart/ reload game with them off. 2C28D6CFF8FC0EFE 3C28D6D3F886FEF4 3C28D6D78483CE01 3C28D6DB78953E31 3C28D6DF78927E0F 2C28D6E3488B7E18 =-=-=-=-=-=-=-=-=-=--=-= White/Black Magic Codes: =-=-=-=-=-=-=--=-=-=-=-= Tidus-All Black Magic 1C28E6C3F8FCFE0F 2C28E6C1F8FCFFFC - Yuna-All Black Magic 1C28E757F8FCFE0F 2C28E755F8FCFFFC - Auron-All Black Magic 1C28E8EBF8FCFE0F 2C28E8E9F8FCFFFC - Kimahri-All Black Magic 1C28E87FF8FCFE0F 2C28E87DF8FCFFFC - Wakka-All Black Magic 1C28E913F8FCFE0F 2C28E911F8FCFFFC - Lulu-All Black Magic 1C28E9A7F8FCFE0F 2C28E9A5F8FCFFFC - Rikku-All Black Magic 1C28EA3BF8FCFE0F 2C28EA39F8FCFFFC - Seymour-All Black Magic 1C28EBCFF8FCFE0F 2C28EACDF8FCFFFC - Tidus-All White Magic 1C28E6BEF8FCFEE6 1C28E6C1F8FCFEF1 2C28E6BFF8FCFFFF - Yuna-All White Magic 1C28E752F8FCFEE6 1C28E755F8FCFEF1 2C28E753F8FCFFFF - Auron-All White Magic 1C28E8E6F8FCFEE6 1C28E8E9F8FCFEF1 2C28E8E7F8FCFFFF - Kimahri-All White Magic 1C28E87AF8FCFEE6 1C28E87DF8FCFEF1 2C28E87BF8FCFFFF - Wakka-All White Magic 1C28E90EF8FCFEE6 1C28E911F8FCFEF1 2C28E90FF8FCFFFF - Lulu-All White Magic 1C28E9A2F8FCFEE6 1C28E9A5F8FCFEF1 2C28E9A3F8FCFFFF - Rikku-All White Magic 1C28EA36F8FCFEE6 1C28EA39F8FCFEF1 2C28EA37F8FCFFFF - Seymour-All White Magic 1C28EACAF8FCFEE6 1C28EACDF8FCFEF1 2C28EACBF8FCFFFF =-=-=-=-=-=-=-=-=-=-=-=-=-= Battle Remaining Aeon Codes =-=-=-=-=-=-=-=-=-=-=-=-=-= Aeon-Anima: 0 Battles To Go Normally, if your Aeon is defeated in battle, you'll sometimes have to wait over 10 battles t summon them. This code will allow you to summon your Aeon the next time you're in battle instead of waiting for several battles to pass. 2C28EE3BF8FCFEFE - Aeon-Bahamut: 0 Battles To Go Normally, if your Aeon is defeated in battle, you'll sometimes have to wait over 10 battles to summon them. This code will allow you to summon your Aeon the next time you're in battle instead of waiting for several battles to pass. 2C28EDA7F8FCFEFE - Aeon-Ifrit: 0 Battles To Go Normally, if your Aeon is defeated in battle, you'll sometimes have to wait over 10 battles to summon them. This code will allow you to summon your Aeon the next time you're in battle instead of waiting for several battles to pass. 2C28ECEBF8FCFEFE - Aeon-Ixion: 0 Battles To Go Normally, if your Aeon is defeated in battle, you'll sometimes have to wait over 10 battles to summon them. This code will allow you to summon your Aeon the next time you're in battle instead of waiting for several battles to pass. 2C28EC7FF8FCFEFE - Aeon-Shiva: 0 Battles To Go Normally, if your Aeon is defeated in battle, you'll sometimes have to wait over 10 battles to summon them. This code will allow you to summon your Aeon the next time you're in battle instead of waiting for several battles to pass. 2C28ED13F8FCFEFE - Aeon-Valefor: 0 Battles To Go Normally, if your Aeon is defeated in battle, you'll sometimes have to wait over 10 battles to summon them. This code will allow you to summon your Aeon the next time you're in battle instead of waiting for several battles to pass. 2C28EB57F8FCFEFE =-=-=-=-=-=-=-= Blitzball Codes =-=-=-=-=-=-=-= Blitzball - Press L3 After 1st 1/2 or After Game For Max Team EXP The L3 button is located directly UNDER the left analog stick. (Press IN on the left analog stick to activate): EC6D1AD1F8FCFFFD 1CBF9DC3F8FCFEFF EC6D1AD1F8FCFFFD 1CBF9DC7F8FCFEFF EC6D1AD1F8FCFFFD 1CBF9DCBF8FCFEFF EC6D1AD1F8FCFFFD 1CBF9ECFF8FCFEFF EC6D1AD1F8FCFFFD 1CBF9ED3F8FCFEFF EC6D1AD1F8FCFFFD 1CBF9ED7F8FCFEFF Always Win 1C28A7EDF8FCFE53 1C28A750F8FCFE53 1C28A7EEF8FCFEFE Botta: 5 Tech Slots 1C28A632F8FCFEF5 Botta: All Tech Abilities 3C28A2AFFFFFFFFF 3C28A39FFFFFFFFF - Datto: 5 Tech Slots 1C28A62FF8FCFEF5 Datto: All Tech Abilities 3C28A2A3FFFFFFFF 3C28A393FFFFFFFF - Jassu: 5 Tech Slots 1C28A631F8FCFEF5 Jassu: All Tech Abilities 3C28A2ABFFFFFFFF 3C28A39BFFFFFFFF - Keepa: 5 Tech Slots 1C28A633F8FCFEF5 Keepa: All Tech Abilities 3C28A2B3FFFFFFFF 3C28A3A3FFFFFFFF - Letty: 5 Tech Slots 1C28A630F8FCFEF5 Letty: All Tech Abilities 3C28A2A7FFFFFFFF 3C28A397FFFFFFFF - Tidus: 5 Tech Slots 1C28A62DF8FCFEF5 Tidus: All Tech Abilities 3C28A29BFFFFFFFF 3C28A38BFFFFFFFF - Wakka: 5 Tech Slots 1C28A62EF8FCFEF5 Wakka: All Tech Abilities 3C28A29FFFFFFFFF 3C28A38FFFFFFFFF =-=-=-=-=-=-=-=-= Simple Boss Codes =-=-=-=-=-=-=-=-= Easy Chocobo Eater Battle ED02A49BF8FC270E 2D02A49BF8FCFEF1 - Easy Extractor Battle EDF8EC8BF8FCCF9E 2DF8EC8BF8FCFEF1 - Easy Oblitzerator Battle ECE18B1BF8FCD76E 2CE18B1BF8FCFEF1 - Easy Omega Weapon Battle ED0BAA9FF8FC789F 2D0BAA9FF8FCFEF1 - Easy Seymour Natus Battle - Mortibody (Before 2nd Respawn) ED1383BBF8FCC3A6 2D1383BBF8FCFEF1 - Easy Seymour Natus Battle - Mortibody (Before 4th Respawn) ED1383BBF8FCFBD6 2D1383BBF8FCFEF1 - Easy Seymour Natus Battle - Mortibody (Before 3rd Respawn) ED1383BBF8FCC7CE 2D1383BBF8FCFEF1 - Easy Seymour Natus Battle - Mortibody (Before 1st Respawn) ED1383BBF8FCCF9E 2D1383BBF8FCFEF1 - Easy Seymour Natus Battle - Seymour Natus ED13777BF8FC429E 2D13777BF8FCFEF1 - Easy Seymour Omnis Battle ECEB067BF8FD367E 3CEB067BF8FCFEF1 ECEB078FF8FD367E 3CEB078FF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Boss [1] Head (1st encounter) ED14C35BF8FCCF9E 2D14C35BF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Boss [1] Head (2nd encounter) ED0B820BF8FCFBD6 2D0B820BF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Boss [2] Arm (2nd encounter) ED0B8E4BF8FCFB1E 2D0B8E4BF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Boss [2] Arm (1st encounter) ED14CF9BF8FCFB1E 2D14CF9BF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Boss [3] Arm (2nd encounter) ED0B9A8BF8FCFB1E 2D0B9A8BF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Boss [3] Arm (1st encounter) ED14DCDBF8FCFB1E 2D14DCDBF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Gui (1st encounter) ED14B71BF8FC20DE 2D14B71BF8FCFEF1 - Easy SinSpawn Gui Battle - SinSpawn Gui (2nd encounter) ED0B75CB899007FA 2D0B75CBF8FCFEF1 - Easy Yunalesca Battle ECEA311BF8FC11BE 3CEA311BF8FCFEF1 ECEA311BF8FCB37E 3CEA311BF8FCFEF1 ECEA311BF8FCE45E 3CEA311BF8FCFEF1 =-=-=-=-=-= Item Codes =-=-=-=-=-= Have 99 Of Every Item (1-3) Must Enter/Activate All 3 sets of "Have 99 Of Every Item" codes to have 99 of every item. Use the "Have All Items" codes along with these to activate every item. This will also avoid having and entire inventory of "Potions" 3C28D17B5B631B53 3C28D17F5B631B53 3C28D1835B631B53 3C28D1875B631B53 3C28D18B5B631B53 3C28D18F5B631B53 3C28D1935B631B53 3C28D1975B631B53 3C28D19B5B631B53 3C28D19F5B631B53 3C28D1A35B631B53 Have 99 Of Every Item (2-3) Must Enter/Activate All 3 sets of "Have 99 Of Every Item" codes to have 99 of every item. Use the "Have All Items" codes along with these to activate every item. This will also avoid having and entire inventory of "Potions" 3C28D1A75B631B53 3C28D1AB5B631B53 3C28D1AF5B631B53 3C28D1B35B631B53 3C28D1B75B631B53 3C28D1BB5B631B53 3C28D1BF5B631B53 3C28D1C35B631B53 3C28D1C75B631B53 Have 99 Of Every Item (3-3) Must Enter/Activate All 3 sets of "Have 99 Of Every Item" codes to have 99 of every item. Use the "Have All Items" codes along with these to activate every item. This will also avoid having and entire inventory of "Potions" 3C28D1CB5B631B53 3C28D2CF5B631B53 3C28D2D35B631B53 3C28D2D75B631B53 3C28D2DB5B631B53 3C28D2DF5B631B53 3C28D2E35B631B53 3C28D2E75B631B53 Have All Items (1-6) All 6 sets of "Have All Items" codes must be active to fill the items list with everything. Use the "99 Of Every Item" codes with "Have All Items" to activate every item. 3C28CF7B98FDDEFE 3C28CF7F9883DEF0 3C28CF839881DEF2 3C28CF879887DEF4 3C28CF8B9885DEF6 3C28CF8F988BDE08 3C28CF939889DE0A 3C28CF97988FDE0C 3C28CF9B988DDE0E 3C28CF9F9893DE00 Have All Items (2-6) All 6 sets of "Have All Items" codes must be active to fill the items list with everything. Use the "99 Of Every Item" codes with "Have All Items" to activate every item. 3C28CFA39891DE02 3C28CFA79897DE04 3C28CFAB9895DE06 3C28CFAF989BDE18 3C28CFB39899DE1A 3C28CFB7989FDE1C 3C28CFBB989DDE1E 3C28CFBF98A3DE10 3C28CFC398A1DE12 3C28CFC798A7DE14 Have All Items (3-6) All 6 sets of "Have All Items" codes must be active to fill the items list with everything. Use the "99 Of Every Item" codes with "Have All Items" to activate every item. 3C28CFCB98A5DE16 3C28D0CF98ABDE28 3C28D0D398A9DE2A 3C28D0D798AFDE2C 3C28D0DB98ADDE2E 3C28D0DF98B3DE20 3C28D0E398B1DE22 3C28D0E798B7DE24 3C28D0EB98B5DE26 3C28D0EF98BBDE38 Have All Items (4-6) All 6 sets of "Have All Items" codes must be active to fill the items list with everything. Use the "99 Of Every Item" codes with "Have All Items" to activate every item. 3C28D0F398B9DE3A 3C28D0F798BFDE3C 3C28D0FB98BDDE3E 3C28D0FF9843DE30 3C28D0039841DE32 3C28D0079847DE34 3C28D00B9845DE36 3C28D00F984BDE48 3C28D0139849DE4A 3C28D017984FDE4C Have All Items (5-6) All 6 sets of "Have All Items" codes must be active to fill the items list with everything. Use the "99 Of Every Item" codes with "Have All Items" to activate every item. 3C28D01B984DDE4E 3C28D01F9853DE40 3C28D0239851DE42 3C28D0279857DE44 3C28D02B9855DE46 3C28D02F985BDE58 3C28D0339859DE5A 3C28D037985FDE5C 3C28D03B985DDE5E 3C28D03F9863DE50 Have All Items (6-6) All 6 sets of "Have All Items" codes must be active to fill the items list with everything. Use the "99 Of Every Item" codes with "Have All Items" to activate every item. 3C28D0439861DE52 3C28D0479867DE54 3C28D04B9865DE56 3C28D04F986BDE68 3C28D0539869DE6A 3C28D057986FDE6C Kimahri-Max Sphere Level 1C28E872F8FCFE53 Lulu-Max Sphere Level 1C28E99AF8FCFE53 Rikku-Max Sphere Level 1C28EA2EF8FCFE53 Tidus-Max Sphere Level 1C28E6B6F8FCFE53 Wakka-Max Sphere Level 1C28E906F8FCFE53 Yuna-Max Sphere Level 1C28E74AF8FCFE53 Auron Max Sphere Level 1C28E8DEF8FCFE53 ------------------------------------------------------------------------------- 62.2. Action Replay 2 #SL3C2 ------------------------------------------------------------------------------- NOTE: That these codes were provided by codejunkies.com. NOTE: These codes *only* work on the Pal version of FFX. =============================================================================== Master Code: (MUST BE ON!!!) 0E3C7DF2 1853E59E EE842FEE BCD67D0A =============================================================================== Infinite of All Items: F1FFFFFF BCA99B83 DE8FFFAE 529C9B83 DE8FFFB6 E21C9B83 DE8FFFB2 629C9B85 DE8FFFBE 4B4B9B83 DE8FFF46 C4B2CD38 DE9A34C2 C4AC9A4F DE9A35CA E0BA9BE6 DE9A35DE 5E7A9B83 DEAD2312 DCAABB83 =============================================================================== Infinite of Gil: F1FFFFFF BCA99B83 DEAD2C96 C19E5541 =============================================================================== Tidus Codes: - Tidus MAX HP F1FFFFFF BCA99B83 CEAD143E BCA9C292 - Tidus Full HP F1FFFFFF BCA99B83 CEAD1436 BCA9C292 - Tidus MAX MP F1FFFFFF BCA99B83 CEAD143A BCA99E6A - Tidus Full MP F1FFFFFF BCA99B83 CEAD1432 BCA99E6A NOTE: Don't change weapons/armor during a fight while these codes are on. - Tidus Max Stats F1FFFFFF BCA99B83 FEAD14C3 BCA99B82 DEAD14C2 BBA89A82 CEAD14CE BCA99A82 FEAD14C8 BCA99B82 - Tidus' all magic, special, skills F1FFFFFF BCA99B83 CEAD14D0 BCA99A82 DEAD14D2 BBA89A82 DEAD14DE BBA89A82 FEAD14DA BCA99A82 - Tidus Max Strength F1FFFFFF BCA99B83 FEAD14C3 BCA99B82 - Tidus Max Defense F1FFFFFF BCA99B83 FEAD14C2 BCA99B82 - Tidus Max Magic F1FFFFFF BCA99B83 FEAD14CD BCA99B82 - Tidus Max Magic Defense F1FFFFFF BCA99B83 FEAD14CC BCA99B82 - Tidus Max Agility F1FFFFFF BCA99B83 FEAD14CF BCA99B82 - Tidus Max Luck F1FFFFFF BCA99B83 FEAD14CE BCA99B82 - Tidus Max Evasion F1FFFFFF BCA99B83 FEAD14C9 BCA99B82 - Tidus Max Accuracy F1FFFFFF BCA99B83 FEAD14C8 BCA99B82 - Tidus with maximum sph.lvls. F1FFFFFF BCA99B83 FEAD14D7 BCA99B82 =============================================================================== Yuna Codes: - Yuna MAX HP F1FFFFFF BCA99B84 CEAD0B4A BCA9C292 - Yuna Full HP F1FFFFFF BCA99B84 CEAD9B42 BCA9C292 - Yuna MAX MP F1FFFFFF BCA99B84 CEAD0B56 BCA99E6A - Yuna Full MP F1FFFFFF BCA99B84 CEAD0B4E BCA99E6A NOTE: Don't change weapons/armor during a fight while these codes are on. - Yuna Max Stats F1FFFFFF BCA99B84 FEAD0B5F BCA99B82 DEAD0B5E BBA89A82 CEAD0B58 BCA99A82 FEAD0B5B BCA99B82 - Yuna's all magic special, skills F1FFFFFF BCA99B84 CEAD0B6C BCA99A82 DEAD0B6E BBA89A82 DEAD0B6A BBA89A82 CEAD0B76 BCA99A82 - Yuna Max Strength F1FFFFFF BCA99B84 FEAD0B5F BCA99B82 - Yuna Max Defense F1FFFFFF BCA99B84 FEAD0B5E BCA99B82 - Yuna Max Magic F1FFFFFF BCA99B84 FEAD0B59 BCA99B82 - Yuna Max Magic Defense F1FFFFFF BCA99B84 FEAD0B58 BCA99B82 - Yuna Max Agility F1FFFFFF BCA99B84 FEAD0B5B BCA99B82 - Yuna Max Luck F1FFFFFF BCA99B84 FEAD0B5A BCA99B82 - Yuna Max Evasion F1FFFFFF BCA99B84 FEAD0B65 BCA99B82 - Yuna Max Accuracy F1FFFFFF BCA99B84 FEAD0B64 BCA99B82 Yuna with maximum sph.lvls F1FFFFFF BCA99B84 FEAD0B63 BCA99B82 =============================================================================== Auron Codes: - Auron MAX HP F1FFFFFF BCA99B85 CEAD0BE6 BCA9C292 - Auron Full HP F1FFFFFF BCA99B85 CEAD0BDE BCA9C292 - Auron MAX MP F1FFFFFF BCA99B85 CEAD0BE2 BCA99E6A - Auron Full MP F1FFFFFF BCA99B85 CEAD0BDA BCA99E6A Note: Don't change weapons/armor during a fight while these codes are on. - Auron Max Stats F1FFFFFF BCA99B85 FEAD0BEB BCA99B82 DEAD0BEA BBA89A82 CEAD0BF6 BCA99A82 FEAD0BF0 BCA99B82 - Auron's all magic, special, skills F1FFFFFF BCA99B85 CEAD0AF8 BCA99A82 DEAD0AFA BBA89A82 DEAD0A86 BBA89A82 CEAD0A80 BCA99A82 - Auron Max Strength F1FFFFFF BCA99B85 FEAD0BEB BCA99B82 - Auron Max Defense F1FFFFFF BCA99B85 FEAD0BEA BCA99B82 - Auron Max Magic F1FFFFFF BCA99B85 FEAD0BF5 BCA99B82 - Auron Max Magic Defense F1FFFFFF BCA99B85 FEAD0BF4 BCA99B82 - Auron Max Agility F1FFFFFF BCA99B85 FEAD0BF7 BCA99B82 - Auron Max Luck F1FFFFFF BCA99B85 FEAD0BF6 BCA99B82 - Auron Max Evasion F1FFFFFF BCA99B85 FEAD0BF1 BCA99B82 - Auron Max Accuracy F1FFFFFF BCA99B85 FEAD0BF0 BCA99B82 Auron with maximum sph.lvls F1FFFFFF BCA99B85 FEAD0BFF BCA99B82 =============================================================================== Wakka Codes: - Wakka MAX HP F1FFFFFF BCA99B88 CEAD098E BCA9C292 - Wakka Full HP F1FFFFFF BCA99B88 CEAD0986 BCA9C292 - Wakka MAX MP F1FFFFFF BCA99B88 CEAD098A BCA99E6A - Wakka Full MP F1FFFFFF BCA99B88 CEAD0982 BCA99E6A Note: Don't change weapons/armor during a fight while these codes are on. - Wakka Max Stats F1FFFFFF BCA99B88 FEAD0993 BCA99B82 DEAD0992 BBA89A82 CEAD099E BCA99A82 FEAD0998 BCA99B82 - Wakka's all magic, special, skills F1FFFFFF BCA99B88 CEAD09A0 BCA99A82 DEAD09A2 BBA89A82 DEAD09AE BBA89A82 CEAD09AA BCA99A82 - Wakka Max Strength F1FFFFFF BCA99B88 FEAD0993 BCA99B82 - Wakka Max Defense F1FFFFFF BCA99B88 FEAD0992 BCA99B82 - Wakka Max Magic F1FFFFFF BCA99B88 FEAD099D BCA99B82 - Wakka Max Magic Defense F1FFFFFF BCA99B88 FEAD099C BCA99B82 - Wakka Max Agility F1FFFFFF BCA99B88 FEAD099F BCA99B82 - Wakka Max Luck F1FFFFFF BCA99B88 FEAD099E BCA99B82 - Wakka Max Evasion F1FFFFFF BCA99B88 FEAD0999 BCA99B82 - Wakka Max Accuracy F1FFFFFF BCA99B88 FEAD0998 BCA99B82 Wakka with maximum sph.lvls F1FFFFFF BCA99B88 FEAD09A7 BCA99B82 =============================================================================== Rikku Codes: - Rikku MAX HP F1FFFFFF BCA99B8A CEAD08B6 BCA9C292 - Rikku Full HP F1FFFFFF BCA99B8A CEAD08AE BCA9C292 - Rikku MAX MP F1FFFFFF BCA99B8A CEAD08B2 BCA99E6A - Rikku Full MP F1FFFFFF BCA99B8A CEAD08AA BCA99E6A Note: Don't change weapons/armor during a fight while these codes are on. - Rikku Max Stats F1FFFFFF BCA99B8A FEAD08BB BCA99B82 DEAD08BA BBA89A82 CEAD0846 BCA99A82 FEAD0840 BCA99B82 - Rikku's all magic, special, skills F1FFFFFF BCA99B8A CEAD0848 BCA99A82 DEAD084A BBA89A82 DEAD0856 BBA89A82 CEAD0852 BCA99A82 - Rikku Max Strength F1FFFFFF BCA99B8A FEAD08BB BCA99B82 - Rikku Max Defense F1FFFFFF BCA99B8A FEAD08BA BCA99B82 - Rikku Max Magic F1FFFFFF BCA99B8A FEAD0845 BCA99B82 - Rikku Max Magic Defense F1FFFFFF BCA99B8A FEAD0844 BCA99B82 - Rikku Max Agility F1FFFFFF BCA99B8A FEAD0847 BCA99B82 - Rikku Max Luck F1FFFFFF BCA99B8A FEAD0846 BCA99B82 - Rikku Max Evasion F1FFFFFF BCA99B8A FEAD0841 BCA99B82 - Rikku Max Accuracy F1FFFFFF BCA99B8A FEAD0840 BCA99B82 Rikku with maximum sph.lvls F1FFFFFF BCA99B8A FEAD084F BCA99B82 =============================================================================== Kimahri Codes: - Kimahri MAX HP F1FFFFFF BCA99B87 CEAD0A72 BCA9C292 - Kimahri Full HP F1FFFFFF BCA99B87 CEAD0A6A BCA9C292 - Kimahri MAX MP F1FFFFFF BCA99B87 CEAD0A7E BCA99E6A - Kimahri Full MP F1FFFFFF BCA99B87 CEAD0A76 BCA99E6A Note: Don't change weapons/armor during a fight while these codes are on. - Kimahri Max Stats F1FFFFFF BCA99B87 FEAD0A07 BCA99B82 DEAD0A06 BBA89A82 CEAD0A02 BCA99A82 FEAD0A0C BCA99B82 - Kimahri's all magic, special, skills F1FFFFFF BCA99B87 CEAD0A14 BCA99A82 DEAD0A16 BBA89A82 DEAD0A12 BBA89A82 CEAD0A1E BCA99A82 - Kimahri Max Strength F1FFFFFF BCA99B87 FEAD0A07 BCA99B82 - Kimahri Max Defense F1FFFFFF BCA99B87 FEAD0A06 BCA99B82 - Kimahri Max Magic F1FFFFFF BCA99B87 FEAD0A01 BCA99B82 - Kimahri Max Magic Defense F1FFFFFF BCA99B87 FEAD0A00 BCA99B82 - Kimahri Max Agility F1FFFFFF BCA99B87 FEAD0A03 BCA99B82 - Kimahri Max Luck F1FFFFFF BCA99B87 FEAD0A02 BCA99B82 - Kimahri Max Evasion F1FFFFFF BCA99B87 FEAD0A0D BCA99B82 - Kimahri Max Accuracy F1FFFFFF BCA99B87 FEAD0A0C BCA99B82 Kimahri with maximum sph.lvls F1FFFFFF BCA99B87 FEAD0A0B BCA99B82 =============================================================================== Lulu Codes: - Lulu Full HP F1FFFFFF BCA99B89 CEAD0912 BCA9C292 - Lulu Full HP F1FFFFFF BCA99B89 CEAD0912 BCA9C292 - Lulu MAX MP F1FFFFFF BCA99B89 CEAD0926 BCA99E6A - Lulu Full MP F1FFFFFF BCA99B89 CEAD091E BCA99E6A Note: Don't change weapons/armor during a fight while these codes are on. - Lulu Max Stats F1FFFFFF BCA99B89 FEAD092F BCA99B82 DEAD092E BBA89A82 CEAD092A BCA99A82 FEAD0934 BCA99B82 - Lulu's all magic, special, skills F1FFFFFF BCA99B89 CEAD093C BCA99A82 DEAD093E BBA89A82 DEAD093A BBA89A82 CEAD09C6 BCA99A82 - Lulu Max Strength F1FFFFFF BCA99B89 FEAD092F BCA99B82 - Lulu Max Defense F1FFFFFF BCA99B89 FEAD092E BCA99B82 - Lulu Max Magic F1FFFFFF BCA99B89 FEAD0929 BCA99B82 - Lulu Max Magic Defense F1FFFFFF BCA99B89 FEAD0928 BCA99B82 - Lulu Max Agility F1FFFFFF BCA99B89 FEAD092B BCA99B82 - Lulu Max Luck F1FFFFFF BCA99B89 FEAD092A BCA99B82 - Lulu Max Evasion F1FFFFFF BCA99B89 FEAD0935 BCA99B82 - Lulu Max Accuracy F1FFFFFF BCA99B89 FEAD0934 BCA99B82 Lulu with maximum sph.lvls F1FFFFFF BCA99B89 FEAD0933 BCA99B82 =============================================================================== Blitzball Codes: - Always win blitzball game F1FFFFFF BCA99B83 FEAD4B8C BCA99BE6 FEAD4B69 BCA99BE6 FEADRB8F BCA99B83 - Tidus 5-tech slots F1FFFFFF BCA99B83 FEAD544C BCA99B88 - Datto 5-tech slots F1FFFFFF BCA99B83 FEAD544E BCA99B88 - Letty 5-tech slots F1FFFFFF BCA99B83 FEAD5449 BCA99B88 - Jassu 5-tech slots F1FFFFFF BCA99B83 FEAD5448 BCA99B88 - Botta 5-tech slots F1FFFFFF BCA99B83 FEAD544B BCA99B88 - Keepa 5-tech slots F1FFFFFF BCA99B83 FEAD544A BCA99B88 - Tidus MAX blitz level F1FFFFFF BCA99B83 FEAD5400 BCA99B82 - Tidus MAX EXP level F1FFFFFF BCA99B83 CEAD4A9A BCA9C292 =============================================================================== <-----------------------------------------------------------------------------> 63.0. REVIEW #SM4R <-----------------------------------------------------------------------------> =============================================================================== Okay, as a lot of people know, this game was scheduled to come out in January of 2002, but instead, Square decided to bust their rears to get this out by Christmas, and they did. I, unfortunately did not know about this until the day after Christmas, and I didn't even know until I went to the local Wal-Mart. I didn't have any money with me, just zipping through, and I saw the game in behind the case. I ask the guy to open thr case. He then walks off, and, I hide it under the a whole pile of crap so that it wouldn't sell out by the time I came back tomorrow to pick it up. God knows all copies were gone besides the one I hid, hehe.:) I must say, when I started playing it, the hiding and the risk was sure as hell worth it! Anyway, let's quick this small banter and chit- chat and let's move straight onto the actual review of this awesome game. Introduction This game, Final Fantasy X, as just about everybody knows, was created by Squaresoft (now Square Enix), and it's not just alone, but it comes from a very long and classic RPG series: Final Fantasy (a lot of people call it FF for short). It came out very late in year 2001, but it was originally scheduled to be released vert early in the year 2002 as I just got done saying. I guess some people were made extremely happy and content that Christmas...! I, instead, was unaware of this and had to get it two days after! Anyhow, again, I get too carried away in either repeating myself and talking about my life, so, now I promise to stop whining and complaining and then move onto the review finally. Graphics/Visuals - 10/10 When this game was first released in late 2001, the graphics Squaresoft had provided us with in this game toppled anything anyone had ever seen or had come to know when it came to graphics. Now, it's not like everyone didn't already know that the graphics in this game were superior to any game to ever come out, and a lot of the games to be released after it, but I don't think anyone truly expected to be blown away that much the graphic and visual quality of this game. Sure, all other Final Fantasies broke the boundaries and set new standards for graphics on their system with each and every installment. I really categorize this game into three graphics, because that's what it had. This game had its normal graphics like when you're just moving around the world and all areas and regions of Spira (FFX's world and place where it takes place), which is its lower quality graphics. Next, is when you're in a pretty semi-important cutscene the graphics are improved to PS2 standard and they look extremely realistic without having to go super and then into CG. And after that is of course the CG cinemas, which always take place when there's an extremely action-packed or important scene going on at that moment. There graphics, especially in this game, look so realistic and near perfect, that it's extremely easy to mistake if you're not paying attention. My favorite scene, where, in my opinion the graphics look best is "The Spring" CG cinema, which is the infamous romantic kissy-kissy scene between your two main characters which are of course Tidus and Yuna. I mean, look at the magical and peaceful looking background, look at the tranquility of the water, and then look at how real the characters look. Now, this is not only true for this scene, but also for just about every CG scene in the whole game. And it's not just the CG cinemas that look great and outstanding, but it's any scene in the whole entire game that makes you go "Wow! That's FFX for ya!". Also, they were the best graphics ever scene at the time, and now that I look at more current games' graphics (Kingdom Hearts, Onimusha 2, Wind Waker), I still think FFX's graphics own all. Storyline/Plot - 10/10 This I believe to be the most important and sacred category for a game, and I also think that this is the area of performance where Final Fantasy X was best in over all other categories, and over all other storylines in games (except for FF7's). I wish I could give it a 100/10 instead. Anyway, here's what the story's mainly about (WARNING: MAD SPOILERS!!!): The story of this great game, Final Fantasy X, takes place mostly in a far off and distant land called Spira. The time in which the events of this game take place are both 1000 years after the original birth and appearance of a dark and mysterious force known as "Sin", and 10 years after Auron, Jecht, and the Lord Braska defeated Sin later on down the timeline. The main character is named Tidus, who is actually the son of the great guardian, Jecht. One fateful day, however, Tidus is transported to the far off land of Spira from the bustling metropolis in which he lived, Zanarkand. He was playing a blitzball game final when this took place, as he is the star player of the blitzball team which is the Zanarkand Abes. He is transported by Sin with partial help from the very enigmatic Auron. When he arrives there in Spira, he eventually meets up with a group of people guarding Yuna, the beautiful summoner, on her pilgrimage to obtain the Final Aeon, and destroy Sin once more. These "Guardians" as they are called consist of a blitzball player named Wakka, and thief named Rikku, a Black Mage named Lulu, a Ronso named Kimahri, and eventually Auron; so you have a final party of 7 members. Through and throughout this massive and immersive adventure across over 20 regions, the gang encounters powerful enemies, malignant bosses, and magical phenomenons unlike what you have ever experienced. This all leads you up to the final destination in which you and the band fulfill their ultimate destiny to rid Spira of Sin forever. Sound Effects/Musical Score - 10/10 Hehe, well, I could just sum it all up in one word: marvelous. But, I'm not going to ^_^ First, let me go in the order of the title. Ok, the sound effects in this game were pretty damn amazing. A major example would be like when in the Kimahri battle CG cinema where he's jumping around in the trees and then he lands. It's not just a dull sound or anything, it's a very realistic and blood- pumping sound. He snarls, scratches, etc., and it all sounds so very real and life like. There's also very normal examples such as when your main character, Tidus, is running, it sounds perfect as the sounds his feet make always match the different terrain he may be on. Like if he's in place with tons of dirt and rocks and gravel, it'll make sort of a soft crunching sound under his feet. If he's on solid floor like when inside Temples or something like that, it just makes a tap, tap sound. Sometimes there's no footsteps heard like if you're in solid area but there's tons of people around so that there's no echo made from the footsteps. How realistic is that? If you're in a scene like near the end where there's your whole party walking, it makes sounds like all of their footsteps cluttered and joined together. It doesn't make much of a noise there, but in solid places, it does. Another good example of more natural sounds are like in the Thunder Plains, where the storms never, ever stop, the lightning sounds so very real, and the ground makes a sound that sounds wet when you walk over it, and that goes back to attention to terrain. Although it doesn't make any noises really when you're in water, everything just seems super-quiet like it really would be when you're underwater in real life. Now, the music in the game: This game's music was and still is amazing. It's definitely a show of true and beautiful Asian music. First, I'd like to thank the legendary Nobuo Uematsu for putting this prodigiously astounding music together in the game. In this game, music greatly varies from say normal music in the surroundings, to hard rock, and then to pure Japanese. My favorite music from places in the game is "A Fleeting Dream" from when you first enter Zanarkand later on in the game. My two other favorites from special CG scene are "Otherworld" from the first CG in the game, and "Suteki Da Ne" sung by Rikki during "The Spring" scene. This music stays in your head for a long time after listening to it, that you probably get on a lot of peoples' nerves when you don't stop singing it or humming it aloud. Now, that may pass off as a good thing or a bad thing... you be the judge of that... Controls/Gameplay - 10/10 Yet again, another perfect score for this game in another category. I think what made this game's controlling scheme and gamplay so spectacular was that it combined elements from past and classic Final Fantasies like Final Fantasy VII and Final Fantasy VIII, along with juicing it up with tons of new features, elements, and twists to old and great things as well. One thing that's apparent is that they take the old ATB system (Active Time Battle) from other Final Fantasy titles and they turn it into a more turn-based battle system called the CTB. In this, instead of there being a bar that when it fills up that character gets to take a turn, there's a window at the top right of the battle screen where you can see when an ally or an enemy is going to take a turn in battle. Also, they scrap the idea of gaining Exp and levels in this game. No longer do you have to get what stats raise at what levels for you. Nope, you get to choose how you level up with this game on the Sphere Grid. On it, you gain Sphere Lvls that you can "spend" on the grid as long as you have special spheres to fill in and activate the nodes on the grid. It's a huge grid (861 nodes on the Original and 805 on the Expert which is only in Pal/International versions). The moving around the world and areas of it has remained virtually unchanged in this FF installment. The main menu is also mainly unchanged except for a few options that change with every FF, those are the special leveling options like Materia (FF7), Junction (FF8), and with this game it's the Sphere Grid. More options like customizing weapons is available. And like FF7 and 8's Limit Breaks, this game has Overdrives instead which are very similar in concept. FF9 also had Trance which is also very much the same, only each game they had different features and all... like it should be; it keeps the series new, fresh, and always exciting. Summoning still remains, but this time they're called "aeons", and when you summon them, they don't do an eye-candy flyby, they actually stay and fight like a party member, and have basically the same controls. But, when this is done, your characters go away until aeon is "dismissed". Aeons also have special commands like Shield or Boost. This makes it one original like every other Final Fantasy title to date: uniqueness. It's the key to this series' success, IMO. Replayability - 10/10 This is yet another category of the game that I just wish I could give it a much higher score than a 10/10. This game, over just about all other games ever created has perhaps the most lifespan (or being able to play it over and over again without ever getting bored or tired of it). This is mainly do to its in- depth and deep fighting (like a lot of people still toy around with boss Defender X to see how and what activates Slowga counter - that's just one example), amazing and a tad confusing storyline that has people really trying to figure it out, the difficulty of the game, and the many, many sidequests. To list a few of the main ones: Monster Arena, Celestial Weapons, Stat Maxing, Secret Aeons, Secret Bosses, and there's *MANY* more. And one of them has never been done, and that's the Magic Pot/Urn Quest. Omega Ruins Treasure Chest Hunt is also a bugger and is very difficult to do. Some people play the game over just for that because if you mess up once, they're gone... forever. All in all, this game is very replayable, and it'll more than likely take you a hell of a long time to get bored of it. Hell, I have 2600+ hours invested in it over 29 files. Also, there's the special challenges like going through the game without using the Sphere Grid. Have fun! Overall Final Score - 10/10 Yup, this game, in my opinion, is perfect. If you don't have this game yet, I seriously and mightily suggest that you buy it, or at least consider buying it. You will not regret it, and I know for a fact that you will be playing it for years to come. This is the type of game that you want to pass down to your children. Boy, I wish I just got this game today and played it for the first time and I didn't know what I was in for. And, in a buy or rent scenario, I would seriously suggest that you buy it, because it's worth it, and I can assure you that you will not regret it. There's my review of FFX, and as you can see I give this game a perfect rating (10/10). Great job with this Square, and thanks for never rushing while making your games.:) Hopefully the rest of your Final Fantasy titles and/or future RPG titles are of this amazing and top-notch quality. Keep up the good work.:) Also, try to keep up the Final Fantasy series for a very long time, they've brought me a lot of great memories the last 10+ years that I have played them. =============================================================================== <-----------------------------------------------------------------------------> 64.0. CREDITS/ACKNOWLEDGEMENTS #SN5C <-----------------------------------------------------------------------------> =============================================================================== Let me just say that I always give credit where it is due, so if someone is not on here it means that they did not contribute to this FAQ. Let's cut the chit-chat and take a look at the legends who helped me out while making this FAQ, and which without, the FAQ couldn't be completed. Bow before them... CB!- For aiding me in the rememberence of some Mix combinations that I had not yet mixed (boy that takes some persistance). And some statistics data for Crawler, Earth Eater, and Biran and Yenke. Even info on rare encounters! thgink999- For letting me use some information from his guide in mine (Omega Ruins Chests). Raphsterrapper- For being the one who sent me the extra strategy for Abyss Worm. Oliver Hague- For originally posting some of the mathematics formulas for Yojimbo the Pal/International version of the game on the message boards. Split Infinity- For his awesome guide and being inspiration for my guide. And also for some info here and there that I had forgotten to add in a few areas. Azure Egde- For his enormous contribution to the Yojimbo's Formuals section. Hell, he was the one who gave me all of the NTSC information. JungleJim- For allowing me to use his Aeon Stat Formulas guide. Masamune3- For some information on why Break HP Limit was ultimately useless in creating the ultimate armor on the FFX boards. And for letting me use his ultimate armor guide in this. The blitzball message boards- For some great tips for first beating the Luca Goers. Squall6Cloud- For his AP Combo guide. PsychoNemon667- For a piece of info for Greater Sphere. Emmiyeh- For sending in very useful alternate strategy for Braska's Final Aeon to this FAQ. THETRISANTEREEAN- for an alternate Seymour/Anima strategy. Aantliff- For correcting a mistake I had in the Remiem Temple section of this FAQ, regarding Bahamut. Thank you very much. GARETHELTON- For his tip submission on Extractor. Terence Fergusson- For allowing me to use his Mechanics guide in my own guide to make it more complete. laminibraveknight- For sending my an alternate way of owning Stratoavis. cRaZyAzN2k2- For an awesome alt. strat. for killing Greater Sphere in the Monsters Arena. Sin Harvester- For Stratoavis action pattern. Harry Macdougall- for an alternate Seymour Flux-beating strategy. Arkbeetle1- For the most help on this guide and submitting extra strategies, and other info; too much to mention. So look for his name throughout the FAQ. enigmaopoeia- For some of the information in her Al Bhed Guide. Azarath- For sending me in good alternate strategy for beating the Jumbo Flan. Shockwave- For sending extra fast reels obtainment method on Blitzball section of this guide. Greg Moyle- thank you for submitting the alternative strategy to beating Crawler as it is quite helpful so thanks much. JetC2k- Well, for a great alternate strategy for beating on Nega Elemental. Imperial: For submitting an alt. strat on beating Seymour Natus. Everyone at FCB/FCSB: For supporting me and my work, and a lot of you just being stupendous friends. Thanks! CJayC- For making the best gaming site known to mankind. SquareSoft- For busting their you-know-whats to provide us with this top-notch game, Final Fantasy X. And the whole FF series for that matter. And of course to SinirothX for the rest of it. Without him (me), none of this guide would have been possible (not saying it would've really been possible nor even probable without the rest). But anyway that will bring this guide to its conclusion. Sayonnara, Adios, Goodbye... ------------------------------------------------------------------------------- _____ _ _ _ _ __ __ / ___(_) (_) | | | | \ \ / / \ `--. _ _ __ _ _ __ ___ | |_| |__ \ v / `--. \ | '_ \| | '__/ _ \| __| '_ \ / \ /\__/ / | | | | | | | (_) | |_| | | / /^\ \ \____/|_|_| |_|_|_| \___/ \__|_| |_\/ \/ Document © 2003; Nick Henson - SinirothX =============================================================================== =============================================================================== ================================= END OF FILE ================================= =============================================================================== ===============================================================================