=============================================================================== ------------------------------------------------------------------------------- Final Fantasy X FAQ/Walkthrough For the Playstation2 Video Game Console Version- 3.4 (Most Recent Update: 2/4/07) By Nicholas Henson aka SinirothX (InfiniteZero000@aol.com) Copyright © 2003; Nick Henson ------------------------------------------------------------------------------- =============================================================================== :.=@+- -:- :. = : *#% . . + %# +* # . .= - #*%*# *= * -. +% #%. +*-*%*.# %: #*= %# ##@+= .#+@# = .# #. #- # .##. # .= :*.# %= %-* =*- .+ @ @## -# % # =:.-= .+ #. ...:: @% +@@ + - ##:: * .:*% =--+*%. :. = +#*##@ =*. :%%#-.**@#= +**=@ =- : #*### ##.%++@ =- #+-% @*=@:= : # =+#@: @ * - :# = %+*== - =::@+@. . **+-=@+:#- %*+% -**-+ # @# . = - #*+# : =-%- =#++ # % :#-::. #%=@* + :+@-=% ++@= +=+@. *%*@*= ..=+*+--* ==. - #### ##+#% * + = : # =.: : - # - . - :+-= #:*= =+ %= :: # #* -+ #%# # ### ## # #@# ## # # ###% ## .##. #=#-: # # + #-.:= # # # ### ## # # # #* # # #%.: ## :##- #@.-+ # # * #@=*@ # = # ### ## # # * #@ # # %#.# ## :#-. ## *- ## -# +%* =% ##= # ### ## # ## ## #@% #. ## .# .*# *+@ ## # --*-# ##= # #@# ## # ## ## ##@ # ## - # :.# +-# ## . # -=-%= # # # # ## # # # =%# *#@ # ## :#=: # **+ ## - #+%: .#**% # # # # ## # # # ## %#@ # =## # # # +% #+-# *#: -# #= # + # # # ## # # # :*+# ### # :-+# # # .# : # # + .####-+. +:# * # # # %%# ### -=# +# # #%# #-=#.# ##=:+# @ %# ## * #=:= *%. .# =. . . . - : #= @ =#+#@###@%################%@###%%%%########################### = -*###*--%*++ =**= = . .-*+: - -- .::::-:. -#+:@ -####-=:@###=* : =@ @ ###*+ #-@ @+ :*====%- # #*#*@%- ++ #=#@ :++### # -=#%#.##- = @*-+=-%###%*===+# . % :@* - *####* # -#*+ *@ ..-.+ #+**+:. -==%= :. :-:%#. . -= ++#* +@ # @= @*#*:- :+:#-=###@****++*%# #=. * -##: . :+@## # # %= =@#: : %:#*-: -@#####*. * .#.@#* +.. ##%#% # .#.#: =# =:: ##* -: @%# . ######* ##+#. .* :#+@*+*## . #% ##*. #### # #- *%+#-= :-+=%**+*%#= +#@ # ## # +#. +- @ : @@@@+*### .%# # @* # @#- ### %###%%%*@. +@+-. - #+@+%#+#%@#@-:-. .. .###*@=-#######@.. -@=*+: # #@=#- :@###%##+ :#= -- -+ *@ #=:= =##+# -######=%:-#- + . : .=- ## # ##= @# #. ##% @#%##+ # *:.# :: # @* "The world lies on the brink of destruction. Only a select few may be able to save it." [Part 2/2] ------------------------------------------------------------------------------- COMING SOON & HOW YOU CAN CONTRIBUTE TO THIS FAQ ------------------------------------------------------------------------------- * - As of Version 3.4, I will again be accepting e-mail questions and -ANY- contributions/information you have to offer, and in fact ENCOURAGE it. -> E-mail everything to InfiniteZero000@aol.com * - Right now I'm looking -particularly- for someone to help translate and write up all enemy AI/attack patterns and attack statistics from the Ultimania guide. Credit will be given to anyone who helps me get it all done, and probably some form of real life compensation (like money). * - Also, anyone that can either provide me with the formulae for Blitzball players individual stats, or a program/app that can yield me the formulae by inputting the linear data. - Symbol Key: ------------- [x] - Is started, but needs to be finished. [?] - Needs to be started and finished. As of 1/20/07... [x] Finish bestiary with AI entries and Pilfer Gil. [?] Include more info about each weapon, armor, and item. [?] Game Script.. I've almost completed it; currently not included. [x] Add general notes, tips for various game "challenges." ------------------------------------------------------------------------------- MOST RECENT UPDATE - 2/4/07 ------------------------------------------------------------------------------- Special Notice: since the last update of this guide in 2004, I've purchased all three books in the Ultimania series, a benefit I did not have prior. A lot of corrections and additions made from this point on will be made based on the translations of those guides and my testing. --> Version 3.4: - Had to divide the FAQ into two parts in order to continue updating. Don't worry, all the content remains (and will keep being added to), but the table of contents for the first half ends at the end of 17. Mini-Quests. - You'll also notice a slight change in layout. I've attempted to make it crisper and more "together." - New ASCII art at the top. - Began work on adding further information on enemy's attacks. - Tested a lot and finally added more mechanics information, on just about everything throughout the guide. - Added some more enemies in (all dummied or activation). - Updated some strategies and corrected some data here and there. - Finally got all of Yojimbo's mathematics for both versions and compiled it into his listing. - Magus Sisters intelligence data from Ultimanias. - The Affection section has been expanded on thanks solely to the Ultimanias list of scenes and my 50+ hours of testing. - Timeline of Spira. - Almost done with my Game Script (a somewhat unconventional one, at that). Let's just say, -never- again... and that I have a new found respect for those who write them adamantly. This script will take into full account Affection routes, the fates of Gatta and Luzza, special scenes, NPC's, all question answers. Not in this guide yet. - Finished the stats charts for every Blitzball player Lvls 1-99. Might add the stat equations later on. - Completed the Weapons section, for now/fixed error I spotted with Brunhilde. - Completed the Armors section, for now. - Fixed random typos and malapropisms here and throughout. - All enemy attack info is now added. =============================================================================== ------------------------------------------------------------------------------- TABLE OF CONTENTS ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- USING "SECTION CODED" TABLE OF CONTENTS ------------------------------------------------------------------------------- - Yes, admittedly this is a colossal text file, and I'm sure the majority of people viewing it don't want to scroll through every section ad nauseum. - I've therefore implemented the cliche "section coding" into this FAQ. - Simply press CTRL+F, and in the box that appears, type in the "S---" code located to the far right of the Table of Contents. - Press enter, and from there you will be immediately relocated to the desired section of the FAQ. Happy hunting. [preceded by Part 1/2 of this FAQ] 18. Blitzball ..................................... [Sblz8] 18a. Basics & Stats........................... [sbast8] 18b. The Teams................................ [steam8] 18c. General Controlling...................... [scont8] 18d. Techniques 101........................... [stech8] 18e. Scouting................................. [sscot8] 18f. Status Ailments.......................... [sstal8] 18g. Player Positions......................... [splyp8] 18h. Locating Team Players.................... [stamp8] 18i. Locating Free Agents..................... [sfrag8] 18j. Special Tech Info........................ [ssptc8] 18k. Miscellaneous Techniques................. [smist8] 18l. Key Techniques........................... [skytc8] 18m. Starting Techniques...................... [ssttc8] 18n. Statistics Charts........................ [sstch8] 18o. Speedy Reels Obtainment.................. [sspro8] 18p. Statistic Maximization/Team Strategies .. [stmst8] 19. Monster Arena ................................. [Smna9] 20. Penance & Dark Aeons .......................... [Spda0] 21. Special Challenges ............................ [Ssch1] 22. Stat Maxing ................................... [Sstm2] 22a. Original Sphere Grid .................... [sogsg2] 22b. Expert Sphere Grid ...................... [sexsg2] 23. The Sphere Grid ............................... [Sspg3] 23a. Original Sphere Grid .................... [sogsg3] 23b. Expert Sphere Grid ...................... [sexsg3] 24. Monster Encyclopedia .......................... [Smne4] 24a. Normal & Dummied Enemies ................ [snade4] 24b. Bosses .................................. [sboss4] 24c. Formations .............................. [sform4] 25. Tips/Tricks/Secrets ........................... [Stts5] 26. Mechanics ..................................... [Smec6] 27. Timeline and Story of Spira ................... [Stas7] 27a. History of Spira/Pre-FFX ................ [shffx7] 27b. Post-FFX/Pre-FFX-2 ...................... [spffx7] 28. Coding ........................................ [Scod8] 28a. Gameshark ............................... [sgshk8] 28b. Pro Action Replay ....................... [sparc8] 29. Game Music/Lyrics ............................. [Sgml9] 30. Acknowledgments ............................... [Sthx0] =============================================================================== ------------------------------------------------------------------------------- 18. BLITZBALL [Sblz8] ------------------------------------------------------------------------------- =============================================================================== 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. :\ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18a. Basics & Stats [sbast8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-= INTRODUCTION TO STATS =-=-=-=-=-=-=-=-=-=-= Stats in the game of blitzball are used a lot 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. a lot 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 a lot 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 for Blitz Map<- Red = Opposing team's players Green = Your team's players Black = Asleep =-=-=-=-=-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18b. The Teams [steam8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18c. General Controlling [scont8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18d. Techniques 101 [stech8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18e. Scouting [sscot8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18f. Status Ailments [sstal8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18g. Player Positions [splyp8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18h. Locating Team Players [stamp8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18i. Locating Free Agents [sfrag8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18j. Special Tech Info [ssptc8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This calls for a 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18k. Miscellaneous Techs [smist8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18l. Key Techniques [skytc8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18m. Starting Techniques [ssttc8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18n. Statistics Charts [sstch8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ++++++++++++++++++++++++ BESAID AUROCHS ++++++++++++++++++++++++ ----------- Botta ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 105 60 3 6 1 10 5 1 5 304 60 4 7 2 11 7 2 10 573 60 5 8 3 12 9 3 15 864 60 6 9 4 13 11 4 20 1177 60 7 10 5 14 13 5 25 1514 60 8 11 6 16 16 6 30 1873 60 10 13 7 17 18 7 35 2254 60 11 14 8 19 21 8 40 2658 60 12 15 9 21 24 9 45 3084 60 14 17 11 22 27 10 50 3533 60 16 18 12 24 30 11 60 4498 60 19 21 15 28 36 13 70 5553 60 22 24 17 32 42 15 80 6698 60 26 27 20 37 49 17 90 7933 60 30 30 23 41 57 19 99 9121 60 34 33 26 46 64 20 ----------- Datto ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 90 60 12 4 8 2 2 1 5 205 63 15 5 10 2 2 2 10 376 67 18 7 13 3 2 3 15 578 70 21 8 16 4 3 4 20 811 74 24 10 19 5 3 5 25 1074 76 27 11 21 6 4 6 30 1368 79 30 13 24 7 5 7 35 1693 81 32 14 27 8 6 8 40 2049 84 35 16 30 9 7 9 45 2435 85 38 17 32 10 8 10 50 2852 87 41 19 35 12 9 11 60 3779 90 46 22 41 14 12 13 70 4828 91 51 25 46 17 15 15 80 6001 92 56 28 52 20 18 17 90 7296 91 61 31 57 23 22 19 99 8567 90 65 34 62 26 26 20 ----------- Jassu ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 63 7 7 1 10 5 1 5 239 63 10 8 2 11 6 2 10 448 63 13 10 3 12 7 3 15 695 63 16 12 4 13 9 4 20 982 64 19 14 5 15 10 5 25 1307 64 21 16 6 16 12 6 30 1672 64 24 18 7 18 13 7 35 2075 64 26 20 8 19 15 8 40 2518 65 28 23 9 21 17 9 45 2999 65 30 25 10 23 19 10 50 3520 65 31 27 11 25 21 11 60 4678 66 34 32 13 29 25 13 70 5992 66 36 37 15 34 29 15 80 7462 67 37 42 17 39 34 17 90 9088 67 37 47 19 45 39 19 99 9999 67 37 52 20 50 44 20 ----------- Keepa ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 90 54 4 2 1 2 4 5 5 260 54 5 3 1 2 4 8 10 391 54 7 4 1 2 4 11 15 742 54 8 5 1 2 5 14 20 1014 54 10 6 1 2 6 17 25 1306 54 12 7 1 3 7 20 30 1619 54 14 8 1 3 8 22 35 1952 54 15 9 1 4 10 25 40 2306 54 17 10 2 5 12 27 45 2680 54 19 11 2 6 15 29 50 3075 54 22 13 4 7 17 31 60 3926 53 26 15 9 9 23 34 70 4859 53 30 17 18 12 30 36 80 5874 53 35 19 35 15 39 38 90 6971 53 40 21 63 18 48 39 99 8028 53 45 23 99 22 57 39 ----------- Letty ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 95 60 7 10 4 5 5 1 5 223 60 8 13 5 6 6 2 10 411 60 10 16 6 7 8 3 15 633 60 12 19 8 8 10 4 20 887 60 14 22 9 9 12 5 25 1173 60 16 25 11 10 13 6 30 1492 60 19 29 12 12 15 7 35 1843 60 21 32 14 13 17 8 40 2227 60 24 36 16 15 19 9 45 2643 60 26 39 17 16 20 10 50 3092 60 29 43 19 18 22 11 60 4087 60 35 51 23 21 26 13 70 5215 60 41 58 27 25 29 15 80 6467 60 47 66 31 29 33 17 90 7852 60 54 75 35 33 36 19 99 9209 60 61 83 39 37 39 20 ----------- Tidus ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 132 60 10 3 10 3 2 1 5 237 60 13 4 13 4 2 2 10 441 60 16 6 17 5 3 3 15 679 61 19 8 21 6 4 4 20 954 61 23 10 25 7 5 5 25 1264 61 27 12 29 8 6 6 30 1609 62 30 14 33 9 7 7 35 1990 62 34 16 37 10 8 8 40 2407 63 37 18 41 11 9 9 45 2859 63 41 20 44 12 10 10 50 3347 64 45 23 48 13 11 11 60 4429 64 52 27 55 15 12 13 70 5653 65 59 32 61 17 14 15 80 7020 66 66 38 67 19 16 17 90 8529 67 73 44 73 21 18 19 99 9999 67 80 49 78 23 19 20 ++++++++++++++++++++ LUCA GOERS ++++++++++++++++++++ ---------- Abus ---------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 130 60 9 4 13 3 1 1 5 297 60 19 5 15 4 1 2 10 520 60 17 7 18 5 2 3 15 757 60 21 8 21 6 3 4 20 1010 60 24 9 23 7 4 5 25 1277 60 28 11 26 8 5 6 30 1560 60 31 12 28 9 5 7 35 1857 60 33 13 30 10 6 8 40 2170 60 36 14 32 11 7 9 45 2497 60 38 15 34 12 8 10 50 2840 61 40 17 35 13 9 11 60 3570 61 43 19 38 15 10 13 70 4360 61 45 20 40 17 12 15 80 5210 61 45 22 41 19 13 17 90 6120 61 45 23 42 21 15 19 99 6990 61 44 24 43 23 16 20 -------------- Balgerda -------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 141 60 5 9 1 9 8 1 5 285 60 6 11 1 11 9 2 10 541 60 7 14 2 14 11 3 15 817 60 8 17 2 17 14 4 20 1114 60 9 20 3 20 16 5 25 1431 60 10 23 4 23 18 6 30 1769 60 12 25 5 25 19 7 35 2127 60 13 27 5 27 21 8 40 2506 60 14 29 6 29 23 9 45 2905 60 16 31 7 31 24 10 50 3325 60 18 32 8 33 25 11 60 4226 60 21 35 10 35 27 13 70 5209 60 24 36 12 37 28 15 80 6274 60 28 37 14 38 23 17 90 7421 60 32 37 17 38 23 19 99 8523 60 36 36 19 38 23 20 ------------- Bickson ------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 140 60 12 5 12 3 2 1 5 307 60 15 6 15 4 2 2 10 530 60 18 8 18 5 3 3 15 767 60 21 9 22 6 4 4 20 1020 60 24 10 25 7 5 5 25 1287 60 26 12 27 8 6 6 30 1570 60 29 13 30 9 7 7 35 1867 60 31 14 32 11 8 8 40 2180 60 33 15 35 12 9 9 45 2507 60 34 16 36 14 10 10 50 2850 60 36 18 38 15 11 11 60 3580 60 38 20 41 18 12 13 70 4370 60 40 21 43 22 14 15 80 5220 60 41 23 44 26 16 17 90 6130 60 40 24 45 29 18 19 99 7000 60 40 25 45 33 19 20 ----------- Doram ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 142 60 3 7 1 9 5 1 5 312 60 4 9 2 11 8 2 10 542 60 6 12 3 14 11 3 15 792 60 7 15 4 17 14 4 20 1062 60 9 18 5 19 17 5 25 1352 60 10 20 6 22 19 6 30 1662 60 12 23 7 24 22 7 35 1992 60 13 25 8 26 24 8 40 2342 60 15 27 9 28 26 9 45 2712 60 16 29 10 29 28 10 50 3102 60 18 31 11 31 29 11 60 3942 60 21 34 13 34 32 13 70 4862 60 24 37 15 36 34 15 80 5862 60 27 39 17 37 35 17 90 6942 60 30 41 19 38 36 19 99 7982 60 32 42 20 38 36 20 ----------- Graav ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 207 60 9 13 8 8 8 2 5 302 60 10 14 9 9 9 3 10 550 60 13 18 12 11 13 4 15 812 60 16 21 14 13 16 5 20 1090 60 19 25 17 15 20 6 25 1382 60 22 28 19 17 22 7 30 1690 60 25 30 21 19 25 8 35 2012 61 27 33 22 20 27 9 40 2350 61 30 35 24 22 30 10 45 2702 61 32 37 26 23 31 11 50 3070 61 34 39 27 24 33 12 60 3850 61 38 42 29 26 36 14 70 4690 62 41 43 31 27 37 16 80 5590 62 43 44 32 28 38 18 90 6550 62 45 44 33 28 37 20 99 7465 62 46 44 33 28 36 21 ----------- Raudy ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 142 60 4 2 1 2 4 8 5 309 60 5 6 2 2 5 10 10 532 61 6 4 4 2 7 12 15 769 61 7 5 5 2 9 14 20 1022 62 9 6 7 2 10 16 25 1289 62 11 7 8 3 12 19 30 1572 63 13 8 10 3 14 21 35 1869 63 15 9 11 4 15 23 40 2182 64 18 10 13 4 17 25 45 2509 64 21 11 14 5 19 27 50 2852 65 24 12 16 6 21 29 60 3582 66 30 14 19 7 24 33 70 4372 67 37 16 22 9 27 37 80 5222 68 45 18 25 11 31 41 90 6132 69 54 20 28 14 34 45 99 7002 69 63 21 30 16 37 48 +++++++++++++++++++++++ KILIKA BEASTS +++++++++++++++++++++++ ---------- Deim ---------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 122 60 4 5 1 8 6 1 5 204 60 5 7 1 9 7 2 10 374 60 7 9 1 12 8 3 15 590 60 9 12 2 15 9 4 20 849 60 10 14 2 18 11 5 25 1152 60 12 17 3 20 13 6 30 1499 60 14 21 4 23 15 7 35 1890 60 15 24 4 25 17 8 40 2325 60 17 28 5 27 20 9 45 2804 60 19 32 6 29 22 10 50 3327 60 21 36 7 32 25 11 60 4505 60 24 45 8 35 31 13 70 5859 60 27 55 10 39 38 15 80 7389 60 31 66 12 42 46 17 90 9095 60 34 78 14 44 54 19 99 9999 60 37 89 16 46 69 20 ----------- Isken ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 136 60 11 4 8 4 5 1 5 189 60 12 5 9 5 5 2 10 354 60 15 6 11 7 6 3 15 565 60 19 8 14 8 7 4 20 823 60 22 9 17 10 7 5 25 1127 60 26 10 20 11 8 6 30 1478 60 29 12 23 13 9 7 35 1875 60 33 13 26 14 9 8 40 2319 60 38 14 30 16 10 9 45 2809 60 42 16 33 17 11 10 50 3346 60 47 17 37 19 12 11 60 4559 60 56 20 45 22 13 13 70 5958 60 67 22 53 25 14 15 80 7843 60 78 25 63 28 16 17 90 9314 60 91 28 72 31 17 19 99 9999 60 99 30 81 33 18 20 ------------- Kulukan ------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 0 0 0 0 0 0 0 0 5 316 60 4 15 1 9 6 1 10 439 60 4 16 2 11 7 1 15 668 60 4 19 2 13 8 1 20 931 60 5 21 3 15 10 1 25 1225 60 6 24 4 17 12 2 30 1551 60 6 28 4 20 14 2 35 1909 60 8 31 5 22 16 2 40 2299 60 9 35 6 25 19 3 45 2721 60 10 39 7 28 22 3 50 3175 60 12 43 8 31 25 4 60 4179 60 15 52 9 37 31 5 70 5311 60 20 62 11 43 38 7 80 6571 60 25 73 14 50 46 9 90 7959 60 30 85 16 57 55 10 99 9317 60 36 96 18 64 64 12 --------------- Larbeight --------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 129 60 10 2 9 2 2 1 5 181 60 11 3 10 3 2 2 10 245 60 14 4 12 6 2 3 15 557 60 17 5 15 8 3 4 20 819 60 20 6 18 11 3 5 25 1129 60 23 7 21 13 4 6 30 1489 60 26 8 24 16 5 7 35 1897 60 30 9 28 18 6 8 40 2355 60 33 10 32 21 7 9 45 2861 60 37 11 36 23 8 10 50 3417 60 41 12 40 26 9 11 60 4675 60 49 14 50 31 12 13 70 6129 60 58 16 60 36 15 15 80 7779 60 68 18 72 41 18 17 90 9625 60 78 20 84 46 22 19 99 9999 60 87 22 96 50 26 20 ------------- Nizarut ------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 90 57 2 6 3 2 4 6 5 222 57 3 8 3 2 4 7 10 410 57 5 10 3 2 4 9 15 622 57 7 12 3 3 5 11 20 860 57 9 14 3 4 6 13 25 1122 57 11 16 3 5 7 15 30 1410 57 14 18 3 6 9 18 35 1722 57 16 20 3 8 11 20 40 2060 57 19 22 3 10 13 23 45 2422 57 21 24 3 12 16 25 50 2810 57 24 26 4 14 19 28 60 3660 57 30 30 6 20 25 34 70 4610 57 36 34 11 26 33 40 80 5660 57 42 38 19 34 42 46 90 6810 57 49 42 32 42 52 53 99 7930 57 56 45 50 51 62 60 ------------ Vuroja ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 139 60 7 9 4 6 6 1 5 191 60 8 10 5 7 7 2 10 355 60 10 13 6 9 8 3 15 567 60 12 16 7 11 9 4 20 829 60 14 20 9 13 11 5 25 1139 60 17 23 10 15 13 6 30 1499 60 19 27 11 17 15 7 35 1907 60 22 31 12 20 17 8 40 2365 60 25 36 14 22 20 9 45 2871 60 28 40 15 25 23 10 50 3427 60 32 45 16 27 26 11 60 4685 60 39 56 19 32 32 13 70 6139 60 41 67 21 37 39 15 80 7789 60 56 80 24 43 47 17 90 9635 60 66 93 26 49 56 19 99 9999 60 75 99 28 54 65 20 +++++++++++++++++++++++++ AL BHED PSYCHES +++++++++++++++++++++++++ ------------ Berrik ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 205 60 8 12 4 10 11 1 5 275 60 9 14 5 11 12 2 10 473 60 12 18 7 14 15 3 15 701 60 15 22 8 16 18 4 20 962 60 18 26 10 19 21 5 25 1253 60 21 30 11 21 23 6 30 1577 60 24 34 13 23 25 7 35 1931 60 26 37 14 25 28 8 40 2318 60 29 41 16 27 30 9 45 2735 60 31 44 17 29 32 10 50 3185 60 34 47 19 31 34 11 60 4178 60 39 53 22 34 38 13 70 5297 60 44 58 25 37 41 15 80 6542 60 48 62 28 40 44 17 90 7913 60 52 66 31 42 46 19 99 9254 60 56 69 33 43 48 20 ------------ Blappa ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 186 60 13 9 13 5 11 1 5 257 60 14 11 16 6 12 1 10 459 60 17 15 21 8 15 1 15 697 60 21 19 25 10 17 1 20 970 60 24 22 29 11 19 2 25 1277 60 27 25 32 13 22 2 30 1620 60 30 28 34 14 24 2 35 1997 60 33 31 37 15 26 3 40 2410 60 35 33 39 15 27 3 45 2857 60 38 35 41 16 29 4 50 3340 60 41 37 43 17 31 5 60 4410 60 45 39 47 19 33 6 70 5620 60 50 40 50 20 35 8 80 6970 60 54 40 54 21 37 9 90 8460 60 57 39 57 22 38 11 99 9920 60 60 37 59 23 38 13 ------------ Eigaar ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 186 60 13 9 12 3 12 1 5 258 60 15 11 15 4 13 1 10 463 60 19 16 20 6 16 1 15 704 60 22 20 25 9 19 1 20 982 60 24 24 28 11 21 1 25 1296 60 27 28 32 13 23 2 30 1647 60 28 31 34 15 26 2 35 2034 60 30 34 37 17 28 2 40 2458 60 32 37 39 18 30 3 45 2918 60 33 39 42 20 32 3 50 3415 60 35 42 44 22 34 4 60 4518 60 37 45 48 24 38 5 70 5767 60 40 47 52 27 41 7 80 7162 60 42 48 55 29 43 9 90 8703 60 44 48 58 30 46 10 99 9999 60 46 47 61 31 47 12 ----------- Judda ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 125 60 9 7 1 11 10 3 5 276 60 12 11 1 13 10 4 10 494 60 16 15 2 16 10 5 15 742 60 20 20 2 19 11 6 20 1023 60 23 24 3 22 12 7 25 1334 60 27 28 3 24 14 8 30 1678 60 30 32 4 27 15 9 35 2052 60 33 36 4 29 17 10 40 2459 60 36 39 5 31 19 11 45 2896 60 39 43 5 33 21 12 50 3366 60 42 47 6 36 24 13 60 4399 60 46 53 7 39 90 15 70 5558 60 51 60 8 43 97 17 80 6843 60 55 66 9 46 44 19 90 8254 60 58 71 10 48 53 21 99 9631 60 60 76 10 50 61 22 ------------ Lakkam ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 60 6 13 1 10 10 1 5 237 60 7 20 1 12 10 1 10 441 60 9 25 1 15 11 1 15 679 60 11 30 2 17 11 1 20 954 60 14 33 3 20 13 2 25 1264 60 16 37 3 22 14 3 30 1609 60 19 39 4 25 16 3 35 1990 60 21 42 5 27 18 4 40 2407 60 24 44 6 29 20 5 45 2859 60 27 47 7 31 23 6 50 3347 60 31 49 8 33 26 7 60 4429 60 37 53 10 37 32 9 70 5653 60 45 57 13 41 40 12 80 7020 60 53 60 16 44 49 15 90 8529 60 61 63 19 47 59 18 99 9999 60 70 66 22 49 68 21 ------------- Nimrook ------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 95 60 5 2 1 10 4 18 5 237 60 6 3 1 13 4 19 10 439 60 8 5 2 16 4 20 15 669 60 11 6 3 17 4 21 20 927 60 13 8 4 18 5 23 25 1213 60 16 9 5 19 5 24 30 1527 60 19 11 6 20 6 26 35 1869 60 22 12 7 21 7 28 40 2239 60 26 14 8 22 8 30 45 2637 60 29 15 9 22 10 33 50 3063 60 33 17 11 23 11 35 60 3999 60 42 20 13 24 14 40 70 5047 60 51 23 16 25 18 46 80 6207 60 61 26 18 25 23 53 90 7479 60 72 29 21 26 28 60 99 8719 60 83 31 24 27 33 67 +++++++++++++++++++++ RONSO FANGS +++++++++++++++++++++ ----------------- Argai Ronso ----------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 329 40 16 5 10 5 4 1 5 476 40 17 6 13 6 4 1 10 836 40 19 7 19 8 6 1 15 1186 40 21 9 25 9 8 2 20 1526 40 23 10 31 11 9 2 25 1856 40 26 12 36 12 11 3 30 2176 40 28 13 41 14 13 3 35 2486 41 31 14 46 15 14 4 40 2786 41 34 16 50 17 16 5 45 3076 41 37 17 54 18 18 5 50 3356 41 41 19 58 20 20 6 60 3886 41 48 21 65 23 23 8 70 4376 42 56 24 70 26 26 10 80 4826 42 65 27 75 29 30 12 90 5236 42 75 30 78 32 33 14 99 5570 42 84 32 80 34 36 16 ----------------- Basik Ronso ----------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 274 40 17 3 9 5 2 1 5 421 40 18 3 11 6 3 1 10 781 40 20 4 16 8 5 1 15 1131 40 22 5 21 10 6 1 20 1471 40 24 5 26 12 8 1 25 1801 41 26 6 31 15 9 2 30 2121 41 29 7 35 17 11 2 35 2431 41 32 7 40 19 12 2 40 2731 41 35 8 44 21 14 3 45 3021 41 38 9 48 23 15 3 50 3301 42 42 10 52 26 17 4 60 3831 42 50 11 59 30 20 5 70 4321 42 58 12 65 34 23 7 80 4771 43 68 14 71 39 26 9 90 5181 43 78 15 76 43 29 10 99 5515 43 88 16 80 47 31 12 ----------------- Gazna Ronso ----------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 389 40 20 11 4 7 5 1 5 547 40 20 12 5 8 5 2 10 936 40 20 15 6 9 7 3 15 1917 40 20 17 7 10 9 4 20 1691 40 21 20 8 12 11 5 25 2057 40 22 22 9 13 13 6 30 2416 40 23 25 10 15 15 7 35 2767 41 24 27 11 17 17 8 40 3111 41 26 30 12 19 19 9 45 3447 41 28 32 13 22 21 10 50 3776 41 30 35 14 24 23 11 60 4411 41 34 40 16 29 28 13 70 5016 42 39 45 18 35 32 15 80 5591 42 45 50 20 42 37 17 90 6136 42 52 55 22 49 42 19 99 6600 42 59 59 24 56 47 20 ---------------- Irga Ronso ---------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 230 40 14 7 1 9 8 1 5 528 40 14 8 1 10 11 2 10 896 40 14 10 2 12 14 3 15 1258 40 15 12 3 14 17 4 20 1616 40 17 15 4 16 20 5 25 1968 40 19 17 5 18 23 6 30 2316 40 21 20 6 20 26 7 35 2658 41 23 23 6 22 29 8 40 2996 41 26 27 7 25 31 9 45 3328 41 30 30 8 28 34 10 50 3656 41 34 34 9 31 36 11 60 4296 41 42 43 11 37 41 13 70 4916 42 53 52 12 44 45 15 80 5516 42 65 62 14 51 49 17 90 6096 42 78 74 16 59 52 19 99 6600 42 92 85 17 67 55 20 ---------------- Nuvy Ronso ---------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 214 40 11 7 1 12 4 1 5 472 40 12 9 1 13 6 1 10 788 40 13 12 1 14 8 1 15 1098 40 15 15 2 15 11 2 20 1402 40 17 17 2 17 13 3 25 1700 40 19 20 3 18 15 3 30 1992 40 21 24 4 20 18 4 35 2278 41 24 27 4 22 20 5 40 2558 41 27 30 5 24 22 5 45 2832 41 30 34 6 27 24 6 50 3100 41 33 37 7 29 26 7 60 3618 41 41 45 8 35 30 9 70 4112 42 49 53 10 41 34 11 80 4582 42 59 61 12 47 37 13 90 5028 42 69 70 14 55 40 16 99 5408 42 79 79 16 62 43 18 ----------------- Zamzi Ronso ----------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 339 40 15 2 1 2 7 9 5 488 40 15 3 1 2 9 10 10 854 40 15 4 1 2 12 11 15 1214 40 15 5 1 2 15 13 20 1568 40 16 6 1 2 18 15 25 1916 40 16 7 1 2 21 17 30 2258 40 17 8 2 3 24 19 35 2594 40 18 9 2 3 26 21 40 2924 40 19 10 2 3 29 23 45 3248 40 21 11 3 4 31 25 50 3566 40 22 12 3 5 34 27 60 4184 40 25 14 4 6 38 32 70 4778 40 29 16 5 7 42 37 80 5348 40 34 18 6 9 45 43 90 5894 40 39 20 8 11 48 49 99 6364 40 44 22 9 13 50 55 +++++++++++++++++++++++ GUADO GLORIES +++++++++++++++++++++++ ---------------- Auda Guado ---------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 95 70 7 11 1 8 10 4 5 212 70 7 14 1 9 11 5 10 391 70 7 18 1 10 12 6 15 604 70 8 22 2 11 14 7 20 854 70 9 25 2 13 16 8 25 1139 70 10 29 3 14 18 9 30 1459 70 12 32 3 16 20 10 35 1815 71 14 35 4 18 23 11 40 2207 71 16 37 4 20 26 12 45 2634 71 19 40 5 23 29 13 50 3097 71 22 43 5 25 32 14 60 4129 71 28 47 6 30 40 16 70 5303 72 36 51 7 36 48 18 80 6620 72 45 54 8 43 58 20 90 8079 72 55 56 9 50 68 22 99 9513 72 65 57 9 57 78 23 ----------------- Giera Guado ----------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 110 75 12 10 11 3 6 1 5 245 75 12 13 14 4 10 1 10 440 75 12 17 17 5 14 1 15 665 75 12 20 20 6 17 1 20 920 75 13 24 23 7 19 1 25 1205 75 14 27 26 8 22 2 30 1520 75 15 31 29 9 23 2 35 1865 76 16 34 32 10 25 2 40 2240 76 18 38 35 11 37 3 45 2645 76 20 41 38 12 28 3 50 3080 76 22 45 41 13 30 4 60 4040 76 26 52 47 15 32 5 70 5120 77 31 59 53 17 35 7 80 6320 77 37 66 59 19 37 9 90 7640 77 44 73 65 21 39 10 99 8930 77 51 79 70 22 41 12 ------------------ Navara Guado ------------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 90 57 7 16 4 5 14 1 5 221 57 7 20 5 6 14 1 10 404 57 7 24 7 7 14 1 15 611 57 8 28 8 8 15 1 20 840 58 9 32 10 10 16 1 25 1091 58 10 36 11 11 18 2 30 1365 59 12 39 13 13 20 2 35 1661 60 14 42 14 15 22 2 40 1980 61 16 45 16 17 25 3 45 2321 62 19 48 17 20 28 3 50 2685 64 22 51 19 22 31 4 60 3480 67 28 55 22 27 39 5 70 4365 70 36 59 25 33 48 7 80 5340 74 45 62 28 40 58 9 90 6405 79 55 64 31 47 70 10 99 7440 84 65 65 33 54 82 12 --------------- Noy Guado --------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 62 2 2 1 2 4 9 5 237 62 2 3 5 2 4 11 10 441 62 2 5 9 2 4 14 15 679 62 3 6 13 2 4 16 20 954 62 4 8 16 3 4 19 25 1264 62 5 9 19 4 5 21 30 1609 62 7 11 21 5 5 23 35 1990 63 9 12 23 6 6 25 40 2407 63 11 14 24 8 7 27 45 2859 63 14 15 25 10 8 29 50 3347 63 17 17 25 12 9 31 60 4429 63 23 20 24 16 11 34 70 5659 64 31 23 21 21 13 37 80 7020 64 40 26 16 27 16 40 90 8529 64 50 29 9 34 20 42 99 9999 64 60 31 1 41 23 43 --------------- Pah Guado --------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 90 65 3 13 1 10 7 3 5 190 66 3 16 1 10 8 3 10 351 61 3 19 1 10 9 4 15 554 61 3 23 1 10 11 4 20 798 68 4 26 1 11 13 5 25 1082 68 5 29 1 12 15 5 30 1408 68 6 32 2 13 17 6 35 1774 68 7 34 2 15 20 6 40 2182 68 9 37 2 17 23 7 45 2630 68 11 39 3 18 26 7 50 3120 69 13 42 3 21 29 8 60 4222 69 17 46 4 25 37 9 70 5488 69 22 50 5 31 45 10 80 6918 69 28 53 6 38 55 11 90 8512 69 35 56 8 45 65 12 99 9999 69 42 58 9 53 75 12 ---------------- Zazi Guado ---------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 120 75 12 11 12 3 7 1 5 253 75 12 14 14 3 11 1 10 445 75 12 18 17 4 14 2 15 669 75 12 22 19 4 16 2 20 910 75 13 26 22 5 18 3 25 1183 75 14 29 25 5 20 4 30 1485 75 15 33 27 6 22 5 35 1813 76 16 36 30 6 23 6 40 2170 76 18 39 33 7 24 7 45 2553 76 20 42 35 7 26 7 50 2965 76 22 46 38 8 27 9 60 3870 76 26 51 43 9 29 11 70 4885 77 31 57 49 10 31 13 80 6010 77 37 62 54 11 33 16 90 7245 77 44 66 59 12 35 19 99 8450 77 51 70 64 12 36 21 +++++++++++++++++++++ FREE AGENTS +++++++++++++++++++++ ----------- Biggs ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 80 57 10 3 11 5 2 1 5 217 57 14 3 11 6 3 2 10 421 57 18 3 11 8 5 3 15 659 57 23 3 12 10 7 4 20 934 57 27 3 13 11 9 5 25 1244 57 31 3 14 13 10 6 30 1589 57 35 4 16 15 12 7 35 1970 57 39 5 18 16 13 8 40 2387 57 43 6 20 18 14 9 45 2839 57 47 7 23 20 15 10 50 3327 57 50 9 26 22 17 11 60 4409 57 57 13 32 25 18 13 70 5633 57 64 20 40 28 20 15 80 7000 57 71 28 49 32 21 17 90 8509 57 77 39 59 35 21 19 99 9988 57 82 51 69 38 21 20 ------------- Brother ------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 105 75 8 14 14 6 13 1 5 265 75 11 17 15 7 18 1 10 500 75 15 20 16 9 21 1 15 775 76 18 23 17 10 23 1 20 1090 76 21 26 18 12 26 1 25 1445 77 25 29 19 14 28 2 30 1840 78 28 31 20 16 29 2 35 2275 79 31 33 22 18 31 3 40 2750 80 34 35 23 21 32 4 45 3265 81 36 37 24 23 34 5 50 3820 83 39 39 26 25 35 6 60 5050 85 44 41 29 30 37 8 70 6440 89 49 43 32 36 40 10 80 7990 92 53 44 35 42 42 13 90 9700 96 56 44 39 48 44 17 99 9999 99 59 44 42 54 45 20 ------------ Durren ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 60 9 5 1 3 7 12 5 235 60 9 5 1 3 10 14 10 430 60 9 5 1 3 13 17 15 655 60 9 5 1 3 15 19 20 910 60 9 5 1 3 17 22 25 1195 60 10 6 2 4 19 24 30 1510 60 10 6 2 5 20 25 35 1855 60 11 7 2 5 21 27 40 2230 60 12 8 2 6 22 28 45 2635 60 13 9 2 7 24 29 50 3070 60 14 10 3 8 25 30 60 4030 60 16 12 3 11 27 30 70 5110 60 18 14 3 14 29 30 80 6310 60 21 17 4 17 30 29 90 7630 60 25 21 4 21 32 27 99 8920 60 28 24 4 25 33 24 ----------- Jumal ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 60 8 5 1 1 4 14 5 237 60 8 5 2 1 4 14 10 441 60 9 5 3 1 4 15 15 679 60 10 6 4 2 4 16 20 954 60 10 8 5 3 4 18 25 1264 60 11 10 6 4 5 19 30 1609 60 12 12 7 6 5 20 35 1990 60 13 14 8 8 5 21 40 2407 60 14 17 9 10 6 22 45 2859 60 15 21 10 13 6 24 50 3347 60 16 25 11 16 7 25 60 4429 60 18 33 13 22 8 28 70 5653 60 21 44 15 30 10 31 80 7020 60 24 56 17 39 12 34 90 8529 60 26 69 19 49 14 38 99 9999 60 29 83 20 59 16 41 ------------ Kiyuri ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 81 60 8 8 1 8 2 1 5 151 60 10 11 2 8 3 2 10 379 60 12 14 4 9 5 3 15 451 60 14 18 6 10 6 4 20 669 60 16 22 9 12 8 5 25 931 60 19 25 11 13 10 6 30 1239 60 21 29 13 15 12 7 35 1591 60 24 33 16 17 14 8 40 1989 60 27 37 18 20 17 9 45 2431 60 30 41 21 22 19 10 50 2919 60 33 45 24 25 22 11 60 4029 60 39 53 29 32 27 13 70 5319 60 46 62 36 39 32 15 80 6789 60 54 71 42 48 38 17 90 8439 60 61 81 49 57 45 19 99 9999 60 69 90 56 66 51 20 ---------- Kyou ---------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 104 63 9 8 1 15 6 12 5 166 64 12 8 2 15 6 13 10 353 65 17 10 3 15 6 15 15 583 65 22 13 4 15 7 16 20 857 66 27 15 5 16 8 18 25 1175 67 31 18 6 16 9 19 30 1537 67 35 21 7 17 11 21 35 1943 67 38 25 8 18 13 23 40 2393 68 41 28 9 19 15 24 45 2887 68 44 32 10 21 18 26 50 3425 69 46 36 11 22 21 28 60 4633 69 48 45 13 25 27 31 70 6017 70 49 55 15 29 35 35 80 7577 70 48 66 17 34 44 39 90 9313 71 45 78 19 39 54 43 99 9999 71 41 89 20 44 65 46 ----------- Linna ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 0 0 0 0 0 0 0 0 5 314 59 10 8 10 8 12 3 10 441 59 10 9 13 8 12 3 15 679 59 12 12 17 9 13 3 20 954 59 13 15 21 10 14 4 25 1264 59 14 18 25 11 15 4 30 1609 59 16 22 29 12 16 4 35 1990 59 17 26 33 14 18 5 40 2407 59 18 30 38 16 20 6 45 2859 59 19 35 42 18 22 6 50 3347 59 20 40 47 21 24 7 60 4429 59 22 50 55 27 30 9 70 5653 59 24 62 64 34 36 11 80 7020 59 25 75 74 42 44 14 90 8529 59 26 89 83 51 52 16 99 9999 59 27 99 92 60 61 19 --------- Mep --------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 60 60 9 5 7 6 19 1 5 307 60 10 6 11 9 19 2 10 630 60 11 7 15 12 20 3 15 967 60 12 9 19 15 21 4 20 1320 60 13 11 23 18 22 5 25 1687 60 15 13 27 21 22 6 30 2070 60 16 15 30 24 23 7 35 2467 60 18 17 33 26 23 8 40 2880 60 19 20 36 29 23 9 45 3307 60 21 22 39 31 23 10 50 3750 60 23 25 42 33 24 11 60 4680 60 27 31 46 37 23 13 70 5670 60 31 37 50 40 23 15 80 6720 60 36 45 53 42 22 17 90 7830 60 41 52 55 44 20 19 99 8880 60 46 60 56 45 19 20 ------------- Mifurey ------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 85 20 8 5 10 8 3 2 5 186 20 11 8 14 9 3 2 10 338 20 14 12 19 11 3 2 15 516 21 17 15 23 12 4 3 20 723 22 20 19 28 14 5 3 25 956 23 24 23 31 16 6 4 30 1218 24 27 27 35 18 7 4 35 1506 26 31 31 38 20 9 5 40 1823 28 35 35 42 22 11 6 45 2166 30 39 39 44 24 13 6 50 2538 32 43 44 47 26 15 7 60 3363 38 51 52 52 31 21 8 70 4298 44 60 61 55 36 27 10 80 5343 52 70 71 58 41 35 11 90 6498 60 79 80 59 47 43 13 99 7631 69 88 89 59 52 52 14 ---------- Miyu ---------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 60 15 2 4 14 2 11 5 307 60 17 2 4 14 2 13 10 580 60 19 2 5 14 2 16 15 867 60 21 2 5 15 2 19 20 1170 61 23 3 6 16 3 21 25 1487 61 26 3 6 17 3 23 30 1820 61 28 4 7 18 3 25 35 2167 62 31 4 7 20 3 27 40 2530 62 34 5 8 22 4 29 45 2907 62 37 6 8 24 4 31 50 3300 63 40 7 9 26 4 32 60 4130 63 46 8 10 32 5 34 70 5020 64 52 10 11 38 5 36 80 5970 64 59 12 12 46 6 37 90 6980 65 67 14 13 54 7 37 99 7940 65 74 16 14 63 7 37 ----------- Naida ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 72 6 12 4 5 12 1 5 237 72 7 14 4 8 13 2 10 441 72 9 16 5 12 14 3 15 679 72 10 18 6 15 15 4 20 954 73 12 21 6 19 17 5 25 1264 73 14 23 7 21 18 6 30 1609 73 15 26 8 24 20 7 35 1990 74 17 29 9 26 22 8 40 2407 74 19 32 10 29 24 9 45 2859 74 21 36 11 30 27 10 50 3347 75 23 39 12 32 29 11 60 4429 75 27 46 14 35 34 13 70 5659 76 31 54 17 36 40 15 80 7020 76 36 63 20 37 47 17 90 8529 77 41 72 22 36 54 19 99 9999 77 45 81 25 35 61 20 ----------- Nedus ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 30 12 3 10 2 2 3 5 235 30 16 4 12 3 2 3 10 430 30 20 6 15 4 3 3 15 655 30 24 7 17 5 3 3 20 910 30 28 9 20 6 4 3 25 1195 30 32 10 23 7 4 4 30 1510 30 36 12 26 8 5 4 35 1855 31 39 13 29 10 5 4 40 2230 34 43 15 32 11 6 5 45 2635 38 46 16 35 12 6 5 50 3070 45 49 18 38 13 7 6 60 4030 76 55 21 45 15 8 7 70 5110 99 60 24 52 18 9 9 80 6310 99 64 27 59 20 10 11 90 7630 99 68 30 67 22 11 12 99 8920 99 71 33 74 24 11 14 --------- Rin --------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 0 0 0 0 0 0 0 0 5 242 60 9 12 5 5 5 1 10 446 60 12 15 7 5 6 1 15 684 60 14 17 8 5 8 1 20 959 60 17 20 10 6 10 1 25 1269 60 20 22 11 7 12 2 30 1614 60 22 25 13 8 14 2 35 1995 60 25 27 14 9 17 2 40 2412 60 28 30 16 11 20 3 45 2864 60 31 32 17 13 23 3 50 3352 60 34 35 19 15 26 4 60 4434 60 40 40 22 19 34 5 70 5658 60 46 45 25 24 42 7 80 7025 60 53 50 28 30 52 9 90 8534 60 60 55 31 37 62 10 99 9999 60 66 59 33 44 72 12 ---------- Ropp ---------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 0 0 0 0 0 0 0 0 5 191 60 9 10 1 11 15 2 10 365 60 11 12 2 12 16 3 15 571 60 14 15 2 14 17 4 20 810 60 16 18 3 15 18 5 25 1081 60 18 20 3 17 20 6 30 1385 60 21 24 4 20 21 7 35 1721 60 23 27 4 22 23 8 40 2090 60 25 31 5 25 25 9 45 2491 60 27 35 5 28 27 10 50 2925 60 29 39 6 31 29 11 60 3890 60 33 49 7 38 33 13 70 4985 60 37 59 8 46 37 15 80 6210 60 40 71 9 54 42 17 90 7565 60 49 84 10 64 48 19 99 8895 60 46 96 11 73 53 20 ------------ Shaami ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 58 11 5 10 4 2 2 5 235 58 14 5 12 8 2 2 10 430 58 18 6 15 12 3 2 15 655 59 22 6 18 15 3 3 20 910 59 25 7 21 17 4 3 25 1195 60 29 8 24 20 5 4 30 1510 60 32 9 27 21 6 4 35 1855 61 35 10 31 23 7 5 40 2230 61 39 12 34 25 9 6 45 2635 62 42 13 38 26 10 6 50 3070 62 45 15 42 28 12 7 60 4030 63 50 18 50 30 15 8 70 5110 64 55 21 59 33 18 10 80 6310 65 60 25 69 35 22 11 90 7630 66 65 30 79 37 27 13 99 8920 66 68 34 88 39 31 14 ---------- Shuu ---------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 215 60 10 4 10 4 9 1 5 313 60 11 5 11 5 10 1 10 570 60 13 8 12 8 11 1 15 845 60 15 11 13 11 12 1 20 1138 60 18 14 14 14 13 1 25 1449 60 20 16 15 16 15 2 30 1778 60 22 19 16 19 16 2 35 2125 60 24 22 16 22 17 2 40 2490 60 27 25 17 25 18 3 45 2873 60 29 27 17 27 19 3 50 3274 60 31 30 17 30 21 4 60 4130 60 36 36 17 36 23 5 70 5058 60 40 41 16 41 25 7 80 6058 60 45 47 14 47 28 9 90 7130 60 49 52 12 52 30 10 99 8156 60 53 57 10 57 32 12 ------------ Svanda ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 60 10 8 14 10 15 4 5 235 60 12 10 15 10 15 4 10 430 60 14 12 17 10 15 4 15 655 60 17 15 19 10 15 4 20 910 60 20 17 21 11 15 4 25 1195 60 23 20 23 12 16 5 30 1510 60 26 24 25 12 17 5 35 1855 60 30 27 26 14 17 5 40 2230 60 33 31 28 15 18 6 45 2635 60 37 35 30 16 19 6 50 3070 60 41 39 32 18 21 7 60 4030 60 49 48 36 21 23 8 70 5110 60 57 58 39 26 26 10 80 6310 60 66 69 43 31 30 12 90 7630 60 76 81 47 36 34 13 99 8920 60 85 92 50 42 38 15 ----------- Tatts ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 0 0 0 0 0 0 0 0 5 215 65 10 14 5 6 6 1 10 400 65 13 18 7 7 9 1 15 625 66 16 22 8 8 11 2 20 890 67 19 26 10 10 14 2 25 1195 67 23 29 12 12 16 2 30 1540 67 26 33 14 13 19 3 35 1925 68 29 36 16 15 21 3 40 2350 68 33 39 18 17 24 4 45 2815 69 37 42 20 19 26 4 50 3320 69 41 46 22 21 29 5 60 4450 69 48 51 27 26 34 6 70 5740 70 56 57 32 30 39 7 80 7190 71 65 62 37 36 44 9 90 8800 71 73 66 43 41 49 10 99 9999 71 82 70 48 47 53 11 ------------- Vilucha ------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 201 60 11 4 14 9 10 3 5 237 60 12 5 15 9 10 3 10 441 60 14 6 18 9 13 3 15 679 60 17 7 21 9 15 4 20 954 60 20 8 24 9 17 4 25 1264 60 23 10 28 9 19 5 30 1609 60 26 11 31 10 20 5 35 1990 60 29 13 35 10 21 6 40 2407 60 32 15 39 11 22 7 45 2859 60 36 17 43 12 24 7 50 3347 60 40 19 47 12 25 8 60 4429 60 47 23 55 14 27 9 70 5653 60 56 27 63 16 29 11 80 7020 60 65 32 72 18 30 12 90 8529 60 74 38 82 21 32 14 99 9999 60 83 43 91 23 33 15 ----------- Wakka ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 150 60 11 3 13 3 2 1 5 210 60 12 4 14 3 2 2 10 383 60 15 6 17 4 3 3 15 589 60 18 7 21 5 3 4 20 825 60 21 9 24 5 4 5 25 1095 60 24 11 28 6 4 6 30 1396 60 27 12 32 7 5 7 35 1729 60 30 14 35 7 5 8 40 2094 60 33 16 39 8 6 9 45 2491 60 36 17 42 9 6 10 50 2920 60 40 19 46 10 7 11 60 3874 60 47 22 53 11 8 13 70 4956 60 54 26 60 12 9 15 80 6166 60 62 29 67 14 10 17 90 7504 60 70 32 74 15 11 19 99 8817 60 78 35 80 16 11 20 ----------- Wedge ----------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 80 65 9 3 17 6 5 2 5 217 65 13 3 17 11 8 2 10 421 65 17 3 18 15 11 2 15 659 65 21 3 19 18 13 3 20 934 65 25 3 20 20 15 4 25 1244 65 29 4 20 23 17 6 30 1589 65 33 4 21 25 18 8 35 1970 65 36 5 21 26 19 10 40 2387 65 40 7 21 28 20 12 45 2839 65 43 9 21 30 22 15 50 3327 66 46 11 22 31 23 18 60 4409 66 52 17 21 34 25 24 70 5633 66 57 26 21 37 27 32 80 7000 66 61 37 20 39 28 42 90 8509 66 65 52 18 41 30 52 99 9988 66 68 68 17 43 31 62 ---------------- Yuma Guado ---------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 115 60 8 5 4 5 2 8 5 250 60 8 5 4 6 2 10 10 445 60 8 5 5 7 2 12 15 670 60 8 6 5 8 2 15 20 925 61 8 7 6 9 3 17 25 1210 61 8 7 6 10 3 19 30 1525 61 9 8 7 11 4 22 35 1870 62 9 10 7 13 4 24 40 2245 62 9 11 8 14 5 26 45 2650 62 10 12 8 15 6 28 50 3085 63 11 14 9 16 7 30 60 4045 63 12 18 10 18 8 34 70 5125 64 13 22 11 21 10 38 80 6325 64 15 27 12 23 12 42 90 7645 65 17 32 13 25 14 45 99 8935 65 19 38 13 27 16 48 ------------ Zalitz ------------ Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 100 59 6 5 3 15 11 1 5 235 59 6 6 4 16 12 2 10 430 59 6 7 5 17 13 3 15 655 59 6 9 6 19 14 4 20 910 59 7 11 7 20 16 5 25 1195 59 8 13 8 21 18 6 30 1510 59 9 15 9 23 20 7 35 1855 59 10 17 10 24 22 8 40 2230 59 12 20 11 25 25 9 45 2635 59 14 22 12 26 28 10 50 3070 59 16 25 13 27 31 11 60 4030 59 20 31 15 29 37 13 70 5110 59 25 37 17 31 44 15 80 6310 59 31 45 19 32 52 17 90 7630 59 38 52 21 33 61 19 99 8920 59 45 60 22 34 70 20 --------------- Zev Ronso --------------- Lv HP SP EN PA SH AT BL CA --------------------------------------- 1 230 52 12 7 11 7 7 1 5 547 52 14 10 13 7 13 1 10 936 52 16 13 15 7 18 1 15 1917 52 18 17 17 8 21 2 20 1691 53 20 20 19 9 24 2 25 2057 53 23 23 21 10 27 3 30 2416 53 25 26 22 12 29 3 35 2767 54 28 28 24 14 31 4 40 3111 54 31 31 25 16 33 5 45 3447 54 34 34 27 19 35 5 50 3776 55 37 36 28 22 36 6 60 4411 55 43 41 30 28 40 7 70 5016 56 50 45 32 36 43 9 80 5591 56 58 48 34 45 45 10 90 6136 57 65 52 35 55 48 12 99 6600 57 73 54 35 65 50 13 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18o. Speedy Reels Obtainment [sspro8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 18p. Statistic Maximization/Team Strategies [stmst8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 a lot 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. =============================================================================== ------------------------------------------------------------------------------- 19. MONSTER ARENA [Smna9] ------------------------------------------------------------------------------- =============================================================================== Go to East side of Calm Lands, that's where we will be spending a lot of our time with this quest. =============================================================================== The Main Monster Screen =============================================================================== 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. =============================================================================== Fight Monsters Menu =============================================================================== 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. =============================================================================== Gil Required to Fight Monsters =============================================================================== =-=-=-=-=-=-=-=-= 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 =============================================================================== Capture Requirements =============================================================================== =-=-=-=-=-=-=- 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. =============================================================================== Retrobution for Unlocking =============================================================================== =-=-=-=-=-=-=- 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 =============================================================================== Original Creation Strategies =============================================================================== 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Megaton Punch: Target (1), Type (str), Protect (no), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Death (100%)] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - "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. - "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. -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Hydraulic Press: Target (all), Type (grav), Protect (yes), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [MaxHP x 15/16] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - 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. -> Sensor: None -> Scan: None ---> 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 use 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 -> Inherent Statuses: A(6) -> 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 Cloud: Target (all), Type (mag), Protect (no), Shell (yes), Power (43), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Confusion (254%)], [Poison (254%)], [Curse (100%)] - Toxic Spray: Target (1), Type (mag), Protect (yes), Shell (no), Power (52), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [FullBreak (254%)] - Hundred Thorns: Target (all), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/4] - "Look At Me!": After inflicting certain amount of damage (over 450000,) it comes out of its shell and has new moves. -> Sensor: None -> Scan: None ---> 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 dead. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Condemn: Target (all), Type (str), Protect (yes), Shell (no), Power (12), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Delay Buster (100%)], [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove Auto-Life] - Rainbow: Target (all), Type (str), Protect (no), Shell (no), Power (14), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Silence - 3 turns (50%)], [Slow - 3 turns (50%)], [Darkness - 3 turns (50%)], [Confusion (25%)], [Curse (100%)] - Covergence: Target (1), Type (mag), Protect (no), Shell (yes), Power (63), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [ignore Def] - Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Haste (100%)] - Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Shell (100%)] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Regen - 10 turns (100%)] -> Sensor: None -> Scan: None ---> 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-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 not sustain a counter action from Th'uban. Time for some more technical data: 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 then 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.] 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 -> Inherent Statuses: A(6), Phys.Imm. (in shell) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Megaton: Target (1), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Confusion (254%)] - Slime: Target (all), Type (mag), Protect (no), Shell (no), Power (60), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Silence - 0 turns (254%)], [Slow - 0 turns (254%)], [Poison (254%)], [Curse (100%)], [Delay Buster (100%)], [Armor Break (always)], [Mental Break (254%)] - Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - "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. -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Contamination: Target (1), Type (mag), Protect (no), Shell (no), Power (75), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Slow (254%)], [Confusion (254%)], [Zombie (always)], [Poison (always)], [FullBreak (254%)] - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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. -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 5 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: None -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Contamination: Target (1), Type (mag), Protect (no), Shell (no), Power (75), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Slow (254%)], [Confusion (254%)], [Zombie (always)], [Poison (always)], [FullBreak (254%)] - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - "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. -> Sensor: None -> Scan: None ---> 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. 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 guarenteed 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Shining: Target (random), Type (mag), Protect (no), Shell (yes), Power (8x9), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Eraser: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Petrification (always)] -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Armageddon: Target (1), Type (mag), Protect (no), Shell (yess), Power (255), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [99999 fix dmg] - Ultra Spark: Target (all), Type (str), Protect (no), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Slow (254%)], [Poison (254%)], [Curse (100%)], [Power Break (254%)] - Armageddon: Target (1), Type (str), Protect (yes), Shell (no), Power (36), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [ignore Def] - Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 persistant Quick Hits. Now Nemesis, undeterred will use yet another Ultra Spark (ugh)! Regain 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 dilapidating 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.. =============================================================================== Species Creations Strategies =============================================================================== 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 -> Inherent Statuses: A(6) -> 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 Ruin: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Fangs of Chaos: Target (1), Type (grav), Protect (yes), Shell (no), Power(-), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [HP x 15/16], [Confuse (254%)] - Fangs of Hell: Target (1), Type (str), Protect (yes), Shell (no), Power (-), Element (-), Range (close), Accuracy (200), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [KO (always)] -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Drain Touch: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Poison Touch: Target (1), Type (grav), Protect (yes), Shell (no), Power(-), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [HP x 3/4], [Poison (254%)] -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6), Regen -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [Delay Buster (100%)] - Beak of Woe: Target (1), Type (str), Protect (no), Shell (no), Power (8), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Curse (100%)] -> Sensor: None -> Scan: None ---> 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-a lot 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. Now, onto much harder Species...! Note: It has auto/irremovable Regen status. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #4. Hornet (Monster Arena) -> HP: 620000 - 50000 -> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [Sleep - 3 turns (80%)], [Silence - 3 turns (80%)], [Darkness - 3 turns (80%)], [Death (100%)] - Venomous Stab: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Poison (254%)], [Poison Dmg = HP x 67%] - Bewitching Stab: Target (1), Type (str),Protect (yes), Shell (no), Power(16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Confuse (254%)] - Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] -> Sensor: None -> Scan: None ---> 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 formidable 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 -> Inherent Statuses: A(6), NulAll, Regen -> 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: - Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (10), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain MP] - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (60), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Curse (100%)] - Shockwave: Target (all), Type (mag), Protect (yes), Shell (no), Power (30), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Sleep - 10 turns (254%)], [Darkness - 10 turns (254%)], [Silence - 10 turns (254%)], [Slow (254%)], [Confuse (254%)] -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6), Phys.Imm., Reflect -> 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: - Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Reflect (100%)] - Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Regen - 10 turns (100%)] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #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 -> Inherent Statuses: A(6) -> 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: - Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Reflect (100%)] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Bio: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Poison (254%)] - Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain HP] - Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (10), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain MP] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [Berserk (254%)], [Delay Attack (100%)] - Rush Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Berserk (254%)], [Delay Buster (100%)] -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Triple Attack (first hit): Target (1), Type (str), Protect (no), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Triple Attack (second hit): Target (1), Type (str), Protect (no), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Triple Attack (third hit): Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Fire Breath: Target (all), Type (mag), Protect (no), Shell (no), Power (22), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Lightning Breath: Target (all), Type (str), Protect (no), Shell (no), Power (22), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Ice Breath: Target (all), Type (str), Protect (no), Shell (no), Power (22), Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6), Regen -> 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: - Goodnight: Target (all), Type (mag), Protect (no), Shell (yes), Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Sleep - 99 turns (254%)], [Poison (254%)], [Berserk (254%)], [Armor Break (254%)], [Power Break (254%)] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (fire), Range (infinite), Accuracy (-), Shatter(10),Critical (no),Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Inflate: Every one of 3rd damaging turns that Bomb King receives, he inflates like other Bombs; but at the end, it doesn't blow. -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6), Mag.Imm. -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Crush Spike: Target (1), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Death (254%)] - Charging: Starts the count to Salvo attack. - Salvo: After Juggernaut has gone through one turn of Charging, it will do this which does Fire damage to all. -> Sensor: None -> Scan: None ---> 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-+ 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 -> Inherent Statuses: A(6) -> 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: - Reppageki: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (-), Accuracy (200), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Bushinzan: Target (all), Type (str), Protect (yes), Shell (no), Power (14), Element (-), Range (-), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [damage HP and HP] - Shinryudan: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element (-), Range (-), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 =============================================================================== Area Creation Strategies =============================================================================== 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 -> Inherent Statuses: A(6) -> 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: - Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (120), Shatter (100), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10), Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Paean of the Heavens: Target (all), Type (grav), Protect (yes), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [HP x 15/16], [Delay Buster (100%)], [Darkness - 30 turns (254%)] - "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. -> Sensor: None -> Scan: None ---> 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). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #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 -> Inherent Statuses: A(6) -> Weaknesses: Doom- 200 -> Elemental Affinities: [Absorption] Water [1.5 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: - Chow Time: Target (1), Type (str), Protect (yes), Shell (no), Power (50), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Mega Gastric Juice: Target (1), Type (str), Protect (no), Shell (no), Power (22), Element (-), Range (far), Accuracy (240), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [ignore Def], [FullBreak (254%)] - Gastric Juice Blast: Target (all), Type (str), Protect (yes), Shell (no), Power (22), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [ignore Def], [Petrification (50%)] - Putrid Breath: Target (all), Type (mag), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Silence - 8 turns (254%)], [Darkness - 8 turns (254%)], [Slow (254%)], [Confusion (254%)], [Poison (254%)] -> Sensor: None -> Scan: None ---> 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. Its 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 -> Inherent Statuses: A(6) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Chaos: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Curse (100%)], [Confusion (254%)], [Doom (100%)] - Hyper Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Death (always)] - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain HP] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (150), Shatter (100), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Cold Stare: Target (1), Type (mag), Protect (no), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Petrification (254%)] - Space-Time Vorpal: Target (all), Type (mag), Protect (no), Shell (yes), Power (40), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - 10,000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [10000 fix dmg] - 99,999 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [99999 fix dmg] - Run Away: This move is when Cactuar King runs away from the scene of the battle. -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6), Regen -> 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: - Hades Claw: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (180), Shatter (100), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Poison (254%)], [Death (254%)] - Blade Shower: Target (1), Type (str), Protect (yes), Shell (no), Power (60), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Attack (100%)] - Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [character unusable] - Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Buster (100%)] - Readying Quake: Starts count to Earthquake attack. -> Sensor: None -> Scan: None ---> 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. Prognosticatable, 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35), Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Ignores Def] -> Sensor: None -> Scan: None ---> STRATEGIC TACTICS: <--- 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 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 -> Inherent Statuses: A(6) -> 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). - Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Voodoo: Target (1), Type (mag), Protect (no), Shell (no), Power (255), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [always 99999 damage] - Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Dmg = enemies killed x 100] 1 - 100 3267 - 326700 6534 - 653400 99 - 9900 3366 - 336600 6633 - 663300 198 - 19800 3465 - 346500 6732 - 673200 297 - 29700 3564 - 356400 6831 - 683100 396 - 39600 3663 - 366300 6930 - 693000 495 - 49500 3762 - 376200 7029 - 702900 594 - 59400 3861 - 386100 7128 - 712800 693 - 69300 3960 - 396000 7227 - 722700 792 - 79200 4059 - 405900 7326 - 732600 891 - 89100 4158 - 415800 7425 - 742500 990 - 99000 4257 - 425700 7524 - 752400 1089 - 108900 4356 - 435600 7623 - 762300 1188 - 118800 4455 - 445500 7722 - 772200 1287 - 128700 4554 - 455400 7821 - 782100 1386 - 138600 4653 - 465300 7920 - 792000 1485 - 148500 4752 - 475200 8019 - 801900 1584 - 158400 4851 - 485100 8118 - 811800 1683 - 168300 4950 - 495000 8217 - 821700 1782 - 178200 5049 - 504900 8316 - 831600 1881 - 188100 5148 - 514800 8415 - 841500 1980 - 198000 5247 - 524700 8514 - 851400 2079 - 207900 5346 - 534600 8613 - 861300 2178 - 217800 5445 - 544500 8712 - 871200 2277 - 227700 5544 - 554400 8811 - 881100 2376 - 227600 5643 - 564300 8910 - 891000 2475 - 247500 5742 - 574200 9009 - 900900 2574 - 257400 5841 - 584100 9108 - 910800 2673 - 267300 5940 - 594000 9207 - 920700 2772 - 277200 6039 - 603900 9306 - 930600 2871 - 287100 6138 - 613800 9405 - 940500 2970 - 297000 6237 - 623700 9504 - 950400 3069 - 306900 6336 - 633600 9603 - 960300 3168 - 316800 6435 - 643500 9702 - 970400 (note: some of these figures are very unrealistic, and 9801 - 980100 impossible to achieve, such as 1...it's impossible to 9900 - 990000 only have one kill in total by this point in the game.) 9999 - 999990 # also note that once you get to 1000 kills, damage stops going up, I'm just giving a visual!!! -> Sensor: None -> Scan: None ---> 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. Appearently 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Pop Fly: Target (1), Type (str), Protect (yes), Shell (no), Power (36), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Delay Buster (100%)] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Ultima: Target (all), Type (mag), Protect (no), Shell (no), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)], [Curse (100%)], [Poison (130%)] - Emblem of the Cosmos: Target (all), Type (mag), Protect (no), Shell (yes), Power (34), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/4] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Mana Focus: Starts count to Emblem of the Cosmos attack. -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Body Splash: Target (all), Type (str), Protect (yes), Shell (no), Power (10), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Mortar: Target (all), Type (mag), Protect (no), Shell (yes), Power (24), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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. =============================================================================== ------------------------------------------------------------------------------- 20. PENANCE & DARK AEONS [Spda0] ------------------------------------------------------------------------------- =============================================================================== 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. =============================================================================== Dark Aeons =============================================================================== #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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (20),Element (-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Sonic Wings: Target (1), Type (str), Protect (yes), Shell (no), Power (8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Attack (100%)] - Energy Ray: Target (all), Type (mag), Protect (no), Shell (yes), Power (26), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Energy Blast: Target (all), Type (spmag), Protect (no), Shell (no), Power (4), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Meteor Strike: Target (1), Type (spmag), Protect (no), Shell (yes), Power (2), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Delay Buster (100%)] - Hellfire: Target (all), Type (spmag), Protect (no), Shell (no), Power (3), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4) -> 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: - Attack 1: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (254), Shatter (100), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [Sleep - 99 turns (254%)], [Armor Break (254%)], [Mental Break (254%)] - Attack 2: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (254), Shatter (100), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [Confusion - 99 turns (254%)], [Armor Break (254%)], [Mental Break (254%)] - Thundaja: Target (1), Type (mag), Protect (no), Shell (yes), Power (200), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Delay Buster (100%)] - Aerospark: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove Auto-Life] - Thor's Hammer: Target (all), Type (spmag), Protect (no), Shell (no), Power (3), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [FullBreak (254%)] -> Sensor: None -> Scan: None ---> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4), Quick Hit -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove Auto-Life] - Heavenly Strike: Target (1), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Confusion (254%)], [Death (254%)], [Power Break (254%)] - Diamond Dust: Target (all), Type (spmag), Protect (no), Shell (no), Power (3), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Impulse: Target (all), Type (str), Protect (no), Shell (no), Power (8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Slow (always)], [Petrification (254%)], [Delay Buster (100%)], [FullBreak (254%)] - Mega Flare: Target (all), Type (spmag), Protect (no), Shell (no), Power (2), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Delay Buster (100%)], [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect] -> Sensor: None -> Scan: None ---> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [Poison (254%)], [Zombie (254%)], [Petrification (254%)], [Curse (100%)] - Pain: Target (1), Type (mag), Protect (no), Shell (yes), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Death (always)] - Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99 turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)] - Oblivion: Target (all), Type (mag), Protect (no), Shell (no), Power (16x2), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [ignore Def], [damages HP and MP], [Delay Buster (100%)], [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect] -> Sensor: None -> Scan: None ---> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4) -> 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: - Attack: Target (1), Type (str), Protect (no), Shell (no), Power (8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Petrification (254%)], [Poison (254%)] - Kozuka: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Slow (254%)], [FullBreak (254%)] - Wakizashi: Target (all), Type (str), Protect (yes), Shell (no), Power (28), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Zanmato: Target (all), Type (str), Protect (no), Shell (no), Power (250), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [remove Auto-Life] -> Sensor: None -> Scan: None ---> 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, Nullification, 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, Nullification, 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: Dark Sandy: A(6), B(7), 1(4); Dark Cindy: A(6), B(7), 1(4); Dark Mindy: A(6), B(7), 1(4) -> 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: --- Dark Cindy --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove Auto-Life] - Camisade: Target (1), Type (mag), Protect (yes), Shell (no), Power (100), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [ignore Def], [damages HP and MP] - Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99 turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)] - Delta Attack: Target (all), Type (spmag), Protect (no), Shell (no), Power (6x8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [remove Auto-Life] --- Dark Sandy --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36), Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [Petrification (254%)] - Razzia: Target (1), Type (mag), Protect (yes), Shell (no), Power (100), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [ignore Def], [remove Auto-Life] - Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99 turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)] --- Dark Mindy --- - Passado: Target (1), Type (str), Protect (no), Shell (no), Power (15x4), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Death (254%)] - Calamity: Target (1), Type (mag), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Silence - 254 turns (254%)], [Darkness - 254 turns (254%)], [Poison (254%)], [Curse (100%)], [FullBreak (254%)] - Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99 turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)] -> Sensor: None/ None/ None -> Scan: None/ None/ None ---> 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 pleasureable 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 perversely 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. =============================================================================== Showdown with Penance =============================================================================== #9. Penance aka Der Richter (Airship Location: "Penance") Note: everything after "/" show second form Penance -> HP: 3000000/9000000 - 99999/99999 -> MP: 999/999 -> AP: 60000/60000 - 60000/60000 -> Statistics: Str: 255, Mag: 255, Def: 240, Mdef: 200, Acc: 255, Agl: 255, Eva: 0, Luck: 10/ 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe/ Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 1(4)/A(6), B(7), 1(4) -> Weaknesses: None/None -> Elemental Affinities: [Absorption] Water, Lightning, Holy, Fire, Ice/ [Absorption] Water, Lightning, Holy, Fire, Ice -> Zanmato Lv: 5/5 -> 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: - Obliteration: Target (all), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Slow (254%)] - Immolation: Target (1), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Judgement Day: Target (all), Type (fixed), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [99999 fix damage to HP and MP] -> Sensor: None/None -> Scan: None/None #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, Nullification, 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: (both arms) = A(6), B(7), Quick Hit -> 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 --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [uses Penance's Str], [Petrification (254%)] - Calamity: Target (1), Type (mag), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Silence - 254 turns (254%)], [Darkness - 254 turns (254%)], [Poison (254%)], [Curse (100%)], [FullBreak (254%)] - Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Shell (255%)], [Protect (255%)], [Regen (255%)] --- Left Arm --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no), [uses Penance's Str], [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove Auto-Life] - Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [MaxHP x 3/4], [Silence - 99 turns (254%)], [Sleep - 99 turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)] - Slowga: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Slow (100%)] -> Sensor: None/None -> Scan: None/None ---> 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 lets 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 (preferrably 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) ---> Another strategy, if it suits you better. 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 charcaters 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 presise 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 charcaters "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 whose 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 (darn). 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 rounds, it should be done with. =============================================================================== ------------------------------------------------------------------------------- 21. SPECIAL CHALLENGES [Ssch1] ------------------------------------------------------------------------------- =============================================================================== COMING SOON!!! =============================================================================== ------------------------------------------------------------------------------- 22. STAT MAXING [Sstm2] ------------------------------------------------------------------------------- =============================================================================== There are a lot of similarities in all the stat maxing processes, but a lot of distinctions, as well. Here I detail them, and you get my opinions. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 22a. Original Sphere Grid [sogsg2] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In this extremely long and extensive section, I will provide you, the reader, with 2 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. =============================================================================== Method 1 =============================================================================== 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 a lot 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: [1.5 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. -> Sensor: Covered with thick scales. Vulnerable to magic. -> Scan: None ---> 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 a lot of overdrives, Mugs, or Quick Hits until death. Now, I have done a lot 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 Belgemine'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 Belgemine 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 a lot 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 a lot 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 =============================================================================== Method 2 =============================================================================== 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 a lot 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 a lot 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: [1.5 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. -> Sensor: Covered with thick scales. Vulnerable to magic. -> Scan: None ---> 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 a lot of overdrives, Mugs, or Quick Hits until death. Now, I have done a lot 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 Belgemine'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 Belgemine then you shall receive the games most destructive aeon(s). =-=-=-=-=-=-=-=-=-=-=-=- Optimum HP (aka Ironclad) =-=-=-=-=-=-=-=-=-=-=-=- Ironclad: This fight will require a lot 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 a lot 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-a lot 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! Here's something I've actually taken time to add as of version 3.3. It includes the exact amount of Sphere Levels needed to get to certain ability of grid from each characters' original starting points on grid. Here goes. (note: some extra abilities that aren't in NTSC version are listed, [they receive *'s], and are only in other versions - such as the PAL/International versions) ------------------------------------ Tidus ------------------------------------ | Cheer : 2 | Flee : 5 | Extract Speed : 11 | Haste : 14 | Provoke : 22 | | Delay Attack : 27 | Slow : 40 | Slowga : 53 | Delay Buster : 68 | Hastega : | 78 | Quick Hit : 105 | ------------------------------------ Wakka ------------------------------------ | Dark Attack : Start | Silence Attack : 7 | Extract Ability : 12 | Aim : 20 | | Sleep Attack : 27 | Dark Buster : 41 | Drain : 44 | Silence Buster : 56 | | Sleep Buster : 68 | Osmose : 77 | Triple Foul : 105 | ------------------------------------- Yuna ------------------------------------ | Cure : Start | Esuna : Start | NulBlaze : 2 | NulShock : 3 | NulFrost : 4 | | NulTide : 5 | Life : 14 | Pray : 19 | Cura : 37 | Shell : 43 | Protect : 48 | | Reflect : 59 | Dispel : 64 | Curaga : 82 | Regen : 89 | Holy : 106 | ------------------------------------ Auron ------------------------------------ | Power Break : Start | Extract Power : 7 | Guard : 10 | Magic Break : 21 | | Threaten : 40 | Armor Break : 48 | Mental Break : 53 | Sentinel : 87 | ------------------------------------- Lulu ------------------------------------ | Fire : Start | Thunder : Start | Blizzard : Start | Water : Start | Focus : | 12 | Fira : 26 | Watera : 27 | Thundara : 27 | Blizzara : 28 | Reflex : 36 | | Bio : 52 | Demi : 68 | Death : 75 | Waterga : 78 | Thundaga : 79 | Blizzaga : | 79 | Firaga : 79 | Flare : 104 | Doublecast : 77 [need Lv4 Key Sphere x3, Lv3 | Key Sphere x1 | ------------------------------------ Rikku ------------------------------------ | Use : Start | Steal : Start | Luck : 11 | Spare Change : 17 | Mug : 41 | | Bribe: 71 | ----------------------------------- Kimahri ----------------------------------- | Lancet : Start | Jinx : 8 | Scan : 10 | Dark Attack : 14 [must get Lv1 Key | Sph. x1] | Ultima : 28 [must get Lv4 Key Sphere x3] | (- note: Kimahri calculations were done based on going left from his start) ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 22b. Original Sphere Grid [sexsg2] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =============================================================================== Method 1 =============================================================================== 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 black Mag/white 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 a lot 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: [1.5 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. -> Sensor: Covered with thick scales. Vulnerable to magic. -> Scan: None ---> 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 a lot of overdrives, Mugs, or Quick Hits until death. Now, I have done a lot 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 Belgemine'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 Belgemine 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 a lot 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 a lot 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-a lot 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 =============================================================================== Method 2 =============================================================================== +----------------------+ - 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 black Mag/white 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 a lot 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: [1.5 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. -> Sensor: Covered with thick scales. Vulnerable to magic. -> Scan: None ---> 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 a lot of overdrives, Mugs, or Quick Hits until death. Now, I have done a lot 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 Belgemine'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 Belgemine 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 a lot 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 a lot 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 a lot 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-a lot 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. =============================================================================== ------------------------------------------------------------------------------- 23. THE SPHERE GRID [Sspg3] ------------------------------------------------------------------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 23a. Original Sphere Grid [sogsg3] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 Grueling 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 23b. Expert Sphere Grid [sexsg3] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =============================================================================== ------------------------------------------------------------------------------- 24. MONSTER ENCYCLOPAEDIA [Smne4] ------------------------------------------------------------------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 24a. Normal & Dummied Enemies [snade4] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Note: This section goes in alphabetical order. Here's an example of the monster entry template: ------------------------------------------------ #?. Shows monster's name (shows where monster can be found) --> HP: shows monster's max HP - shows damage final hit needs to do for Overkill (HP stands for Hit Points, or the amount of damage an enemy can take before being KO'd -> corresponds to damage) - both are listed as positive integers - not all enemies have an Overkill amount, but they'll occasionally have a value for them, anyway, that was hacked from the data --> MP: shows monster's max MP (MP stands for Magic Points) - listed as either 0, or a positive integer --> AP: shows AP monster rewards (stands for Ability Points - by gaining AP you gain Sphere Levels. Sphere Levels are how you move about on the Sphere Grid. - listed as a positive integer ------------------------------------------------------------------------------- --> Statistics: shows all vital/core statistics of monster - Str = Strength, or a monster's physical attack power - Mag = Magic, or a monster's magical attack power - Def = Defense, or a monster's resistance to physical attacks - Mdef = Magic Defense, or a monster's resistance to magical attacks - Acc = Accuracy, or the precision of monster's physical attacks (note: there is no MAcc type stat because all magics have Infinite range) - Eva = Evasion, or a monster's ability to dodge physical attacks (note: there is no MEva type stat because all magics have Infinite range) - Luck = Luck, which affects your Critical Hit rate, and ties into the Eva Acc scenario. [LOOK UNDER ABILITIES FOR MORE INFORMATION ON THESE 7 STATS] - Agl = Agility, or a monster's speed, which has bearing on Tick Speed and CTB. Here's a chart, where Agility = 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 Tick Speed is part of a formula that determines a Counter (a Counter that once at a value of 0, a character/enemy can act). That formula is: [Tick Speed x Rank x speed status] - where, Rank is a variable every attack has, and speed status = 1/2 if Haste, 1 if normal, 2 if Slow. There is also an ICV, or Initial Counter Value (the aforementioned Counter at the start of battle). In a Preemptive Strike/Ambush, this value is [Tickspeed x 3], while in normal battles that is only the maximum. If the maximum does not occur, then it is determined as such (note only enemy ICV's will be listed for each grouping of Agl; for all of them, please refer to my Stat Mechanics FAQ), where Agl range = ICV range. 1 = 84-93 23-28 = 27-30 2 = 78-86 29-34 = 24-26 3 = 72-80 35-43 = 21-23 4 = 60-66 44-61 = 18-20 5-6 = 48-53 62-97 = 15-16 7-9 = 45-50 98-169 = 12-13 10-11 = 42-56 170-255 = 9-11 12-14 = 39-43 15-16 = 36-40 17-18 = 33-36 19-22 = 30-33 Monster ICV's range from (TV x 3) to [(30 x TV) / 9]. Where, TV = Tick Value Immediate actions that are done at the start of battle occur one Tick before Preemptive Strikes or Ambushes (or characters with First Strike weapon ability). The monster that does the action's Counter is reduced. Immediate actions negate the inherent property of Ambushes Counter = 0 (for monsters), therefore the battle proceeds as normal. All enemies with 0 Agl, if you notice, never receive a proper turn (these include such things as Magic Urn, Negator, Sinspawn Gui Arms, and battle objects [such as Kimahri's Lance, Crane, and Isaaru]) to attack you, or no turn at all. - all stats listed as either 0, or positive integers ------------------------------------------------------------------------------- --> Steal: Shows the items you can steal from enemies. -> Common steal items: 3/4 chance -> Rare steal items: 1/4 chance -> Percent chances of steal: 1st - 100% 2nd - 50% 3rd - 25% 4th - 12.5% 5th - 6.25% As you can see, each successful Steal you make, the next time you try to steal from that enemy, the chances are halved. --> Steal Gil: Shows the Gil you can Pilfer/Nab (steal) from enemies.* There is only one amount of Gil per any enemy (no common or rare) The chances work the same with Steal Gil as with Steal, except with each successful Steal Gil, the Variance also decreases. -> 1st Steal - 100% Chance - 50% ~ 100% Variance -> 2nd Steal - 50% Chance - 25% ~ 49% Variance -> 3rd Steal - 25% Chance - 12.5% ~ 24% Variance [ENTRIES FOR THIS COMING SOON] * - Pilfer/Nab Gil are only available in the PAL/Int versions of FFX. --> Bribe: shows gil needed to bribe monster away, and item you get for it -> In the JP/NA versions, the set amount to pay is [EnemyHP x 20] -> In the PAL/Int versions, the set amount to pay is [EnemyHP x 10] pay 10x MaxHP: 25% chance for successful bribe pay 15x MaxHP: 50% chance for successful bribe pay 20x MaxHP: 75% chance for successful bribe pay 25x MaxHP: 100% chance for successful bribe pay 40x MaxHP: 100% chance for at least the set amount of items, but usually more --> Win: shows common/rare items monster drops when killed. -> Common drop: 7/8 chance -> Rare drop: 1/8 chance --> Gil Received: shows gil monster drops when you kill it. -> always a set value ------------------------------------------------------------------------------- --> Immunities: shows any immunities to status ailments the monster may have. --> Inherent Statuses: shows any status effect monster ALWAYS has [note: only select few monsters will get this entry] -> these statuses will be listed as x(#) -> Most of them are just in the data, others are used for activations, and there are those that are common for all enemies with particular qualities/conditions -> A(6) is commonly referred to as "Lifeproof" --> Weaknesses: this shows any status weaknesses monster may have --> Elemental Affinities: shows what preferences to Fire, Ice, Water, Lightning, or Holy monster possesses ------------------------------------------------------------------------------- --> Zanmato Lv: shows the enemies Zanmato Level stat/modifier. -> all enemies have a Zanmato Lv., even those that you can only encounter before obtaining Yojimbo -> How to incorporate Zanmato Lv if you chose the third option in the Cavern of the Stolen Fayth: - Zanmato Lv =< 3, then M4 = [M3 x 0.8] - Zanmato Lv >= 4, then M4 = [M3 x 0.4] -> How to incorporate Zanmato Lv if you chose the first or second options in Cavern of the Stolen Fayth: - Zanmato Lv = 1, then M4 = [M3 x 1]* - Zanmato Lv = 2, then M4 = [M3 x 0.5] - Zanmato Lv = 3, then M4 = [M3 x 0.33] - Zanmato Lv = 4, then M4 = [M3 x 0.25] - Zanmato Lv = 5, then M4 = [M3 x 0.2] - Zanmato Lv = 6, then M4 = [M3 x 0.16]* * - only in the case of PAL/Int versions. Note: "M4" refers to Yojimbo's Motivation after the fourth step of the calculation. -> These can only be incorporated into Yojimbo's decisions after a series of other calculations, detailed in my full FAQ/ Walkthrough for FFX. ------------------------------------------------------------------------------- --> Armor Abilities: shows any abilities on armor that monster drops --> Weapon Abilities: shows any abilities on weapon that monster drops --> Armor/Weapon Dropped: shows # of slots, # of pre-custom. abilities, and drop ratio of equipment monster drops ------------------------------------------------------------------------------- --> Abilities: shows any and all abilities that monster has + their effects -> Target denotes the number of allies/enemies the attack will affect. - 1: one target (can mean itself, an accomplice, or a member of your party). - all: can mean all party members, or all accomplices + caster - random: random party members (1, 2, or all) - allsans: all targets sans the caster - bothall: all targets -> Type denotes which formula the attack uses for its effects/ - str = Strength: {[(Str^3 / 32) + 32] x Power / 16} x [DefRd] Where, Power = a constant (outlined below) and DefRd = Defense Reduction (outlined below) - mag = Magic: (Mag^2 / 6 + Power) x (Power / 4) x (MdefRd) Where, MdefRd = Mdef reduction (outlined below as DefRd) - heal = Heal: (Mag + Power) / 2 x Power - pheal = Proportional Heal: HP x fraction or MP x fraction Where, "fraction" is a set fraction (ie. 1/2, 1/4, etc) - grav = Gravity: HP x fraction or MP x fraction - spmag = Special Magic: (Mag^3 / 32 + 30) x (Power / 16 - fixed = Fixed: the damage or the formula for the damage is fixed or with one external variable (ie. enemy's killed) - fheal = Fixed Heal: the amount healed or the formula for the amount healed is fixed or with one external variable - random = Random: random damage that ignores stats -> Base damage (DefRd and MdefRd): Using the same formula, (730 - (Def x 51 - Def^2 / 11) / 10) / 730 x (15 - Cheer) / 15, reduce both Str based attacks and Mag based attacks, respectively (Mdef can replace Def in this formula and Focus can replace Cheer). -> Random Variance: Denoted by the Rnd[#..##] convention. Sans pheal, fheal, grav, fixed attacks, you multiply the base damage by Rnd[240..271]/256 - this means that a random number is chosen between 240 and 271 and then divided by 256. Whatever the resultant, it's multipled by the calculated base damage. -> Reduction by certain physical and magical variables is now taken into acount. - Protect & Shell: Dmg x 1/2 or Dmg/2 - Critical Hits: Dmg x 2 - Berserk & Magic Booster: Dmg x 3/2 - Str +#% & Mag +#%: [Dmg x (100% + sum of %'s)] - Def +#? & Mag +#%: same as above but using negative %'s to denote a decrease in damage received. - Elemental Affinities: - Nul: Dmg x 0 - Weak: Dmg x 3/2 - Resistance: Dmg x 1/2 - Absorb: heals based on Dmg after random variance - Armored: Dmg x 1/3 - Defend (triangle) & Sentinel: Dmg x 1/2 or Dmg/2 - Power Break & Magic Break: Dmg x 1/2 or Dmg/2 - Armor Break & Mental Break: Dmg x 3/2 -> If the current party member is an Aeon, then Shield and Boost are taken into account when determining damage (however, enemy Aeons throughout the game do not use either ability. - Boost: (FinalDmg x 3/2) (this is to calculate dealt damage) - Shield: (FinalDmg x 1/4) or (FinalDmg/4) (to calculate received damage) -> Damage cap (or maximum damage possible) is either 9999 or 99999 (only if Break Damage Limit) -> Zombie effect: Attacks listed as "Heal" do damage to characters when under Zombie. HP/MP draining attacks will perform the opposite function when either the caster or the recipient are under Zombie (however - the affect is the same if both are under Zombie). -> Celestial Weapon Modifiers (for characters only): - Calabolg/World Champ/Godhand/Spirit Lance: [10 + (100 x CurHP / MaxHP)] / 110 - Nirvana/Onion Knight: [10 + (100 x CurMP / MaxMP)] / 110 - Masamune: [130 - (100 x CurHP / MaxHP)] / 60 -> Protect (---), Shell (---): Tells you whether or not the attack's damage can be reduced by Protect or Shell (damage x 1/2, generally). -> Power: Is the constant of the attack used to calculate base damage in respective formulae. - either listed as a single positive integer, or - as the number of individual hits the attack does multiplied by the single positive integer constant (ie. 16x2 - 2 is the constant). -> Element: Any elemental property the attack has (either fire, lightning, water, ice, or Holy) -> Range: Is the spectrum in which the attack can be executed. It's either close (close range attacks), far (far range attactks), infinite (can hit all spectrums). -> Accuracy: A constant (represented as a positive integer), used to plug into the formula (Accuracy + MonsterLuck - TargetEva - TargetLuck). - either listed as a positive integer, or - as "-," meaning the attack hits regardless of anything, including Evade & Counter. -> Shatter: Is the percent chance that the attack will shatter a character if they are under Petrification. If this happens to all three characters, it's Game Over. All attacks have this percentage, whether it's 0 or higher. -> Critical: Tells whether or not an attack can do Critical Attack damage. -> Silence: Tells whether or not an attack can be prevented by means of Silence on the enemy. -> Darkness: Tells whether or not an attack can be Evaded by means of Darkness on the enemy. -> Reflect: Tells whether or not an attack can be bounced back by means of Reflect on the enemy. -> Break Dmg Limit: Tells whether an attack can do more than 9999 damage. -> Provoke: Tells you whether the monster can perform the attack under Provoke status. -> Appear: Tells you whether or not the attack name appears on screen when it is used. If not, I've named the attacks (usually "Attack"). -> Other important info: Lists the other information of the attack, if applicable. - The number is listed as a positive integer or "always." Always denotes the status takes place regardless of immunity or armor abilities. - The positive integer is determined without the presence of [Status]ward or [Status]proof armors. [Status]ward subtracts 50% from the number present while [Status]proof completely negates the status effect (unless "always"). If after [Status]ward is calculated the number is a negative integer, the status is negated totally, otherwise the % is just reduced. - If there is no "- # turns" listed with the status effect, it means that it it is in place until its manually removed or the battle ends. - Note: the difference between Delay Attack and Delay Buster is that Delay Buster is more impactful (Delays for longer). - Any statuses that are removed (ie. Regen, NulAll, etc.) are also listed in this space. - Also, this space will tell you such things (as in the case of grav attacks) as how much HP will be ripped off, or any other pertinent formulae (such as the case for Karma). ------------------------------------------------------------------------------- -> Sensor: shows the sensor bar text of the monster -> Scan: shows the scan screen text of the monster -> AI/Attack Patterns: shows what determines the attacks monster uses, their odds, and what counter- actions it may use, etc -> there are quite a few different AI paths that an enemy can follow [ENTRIES FOR THIS COMING SOON] ---> STRATEGIC TACTICS: <--- shows best possible means and route for defeating an enemy, and should be used in conjunction with any other data listed above, especially "abilities" and "AI." ------------------------------------------------------------------------------- Note: This section goes in alphabetical order. Some enemies are contained within other entries, however, and may not be ABC order then. ------------------------------------------------------------------------------- #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: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Sonic Wave: Target (all), Type (mag), Protect (no), Shell (yes), Power (14), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Charging: After you attack it, it will start with the count to Sonic Wave. -> Sensor: Watch out when it starts glowing. It releases Sonic Wave after the third pulse. -> Scan: 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. ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Earthquake: Target (all), Type (str), Protect (yes), Shell (no), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Buster (100%)] - Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (34), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Covered by a hard shell. -> Scan: Protected by a hard shell. Attacks mutliple targets with its fire-based Breath. Armor Break and Mental Break are the way to go. ---> 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Aerial. Resistant to magic. -> Scan: Aerial and hard to hit. It's weak against water, but has high magic defence. The only attack it has is Thundara, so inflict silence to leave it powerless. ---> 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: - Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0),Critical (no), Silence(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Confusion (30%)] - Sonic Waves: Target (1), Type (mag), Protect (no), Shell (yes), Power (18), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Aerial. Resistant to magic. Watch out for confusion. -> Scan: Aerial and hard to hit. It has high magic defence and no elemental weaknesses. Its Gaze may cause confusion. It also has Ultrasonics, which strikes all characters. ---> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Darkness - 3 turns (30%)] -> Sensor: Aerial. Magic attacks are the way to go. Watch out for darkness. -> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to fire, so use Fira to achieve Overkill. Attacks may inflict darkness. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Stone Gaze: Target (1), Type (mag), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [Petrification (100%)] - Sonic Tail: Target (all), Type (mag), Protect (no), Shell (yes), Power (17), Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Watch out for its Stone Gaze -> Scan: 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. ---> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Water elemental. Vulnerable to opposing element. Resistant to physical attacks. -> Scan: 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. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Silence - 3 turns (30%)], [Sleep - 3 turns (30%)] -> Sensor: Very nimble. Resistant to magic. Watch out for sleep and silence. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire. Its attacks may cause sleep and silence. ---> STRATEGIC TACTICS: <--- Bandersnatch: Stats, 50 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Body Splash: Target (all), Type (str), Protect (yes), Shell (no), Power (10), Element(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Mortar: Target all), Type (mag), Protect (no), Shell (yes), Power (24),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Protected by tough armor. Try Armor Break. -> Scan: 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. ---> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Attack (two hands): Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Dukes Up: It is used as a counter after it has sustained about 9501 of damage. -> Sensor: Be careful if it puts up its dukes. -> Scan: Be careful if it puts up its dukes. When it puts up its dukes, it will respond to physical attacks with a mighty counter. Use magic and poison to soften it up. ---> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Stone Gaze: Target (1), Type (-), Protect (-), Shell (-), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [Petrification (100%)] -> Sensor: Watch out for its Stone Gaze. -> Scan: Beware the third eye. Its Stone Gaze may cause petrification. If petrified, restore with Esuna or Soft. Kimahri can learn Stone Breath. ---> 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Confusion (30%)] -> Sensor: Aerial. Resistant to magic. -> Scan: Aerial and hard to hit. Vulnerable to fire, but has high magic defence. Its Gaze can inflict confusion. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Heave: Target (1), Type (str), Protect (yes), Shell (no), Power (28),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Watch out for its Heave. -> Scan: Its Thundara, Heave, and claw attacks are deadly. One good hit will knock you out. Kimahri can learn Mighty Guard. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Heave: Target (1), Type (str), Protect (yes), Shell (no), Power (28), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Tail: Target (all), Type (str), Protect (yes), Shell (no), Power (23), Element (-), Range (far), Accuracy (160), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [NulAll (255%)], [Shell (255%)], [Protect (255%)] - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Meteor: Target (all), Type (str), Protect (yes), Shell (no), Power (45), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Retaliates with Meteor when defeated. -> Scan: Its claws, lightning, and Heave attacks are deadly. Watch out for the Meteor it casts before it dies. Cast Protect, or defend with the Triangle button to survive. Kimahri can learn Mighty Guard. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Poison (40%)] -> Sensor: Aerial. Vulnerable to ice. Watch out for poison. -> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to ice, so cast Blizzard to achieve Overkill. Attacks may inflict poison. ---> 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: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [HP x 1/4] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Berserk (100%)] -> Sensor: Can't scan. -> Scan: Can't scan. ---> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Water elemental. Vulnerable to opposing element. -> Scan: Casts Watera. Physical attacks hardly hurt it. Absorbs water, so Thundara is the way to go. ---> 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 (A) (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 [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (fire), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Self-Destruct: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [600 fix dmg] - Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (fire), Range (infinite), Accuracy (-), Shatter(10),Critical (no),Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Swell Up: Grows larger after every damage or rejuvenation it takes. -> Sensor: Retaliates with Self-Destruct when attacked three times. -> Scan: 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. ---> 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 (B) (Home [can be summoned by Guado Guardian]) -> 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 [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (fire), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Self-Destruct: Target (1), Type (fixed), Protect (yes), Shell (no), Power (-), Element (fire), Range (far), Accuracy (-), Shatter 10), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [1000 fix dmg] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Swell Up: Grows larger after every damage or rejuvenation it takes. -> Sensor: Retaliates with Self-Destruct when attacked three times. -> Scan: 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. ---> 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 (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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0),Critical (no), Silence(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Confusion (10%)] -> Sensor: Aerial. Resistant to magic. Watch out for confusion. -> Scan: Aerial and hard to hit. Its weakness is water, but it has high magic defence. Its Gaze may cause confusion. ---> 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 Highroad) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. -> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to ice and water. Falls easily to piercing weapons. ---> 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. ------------------------------------------------------------------------------- #21??. Bunyip (Moonflow - tutorial) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. -> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to ice and water. Falls easily to piercing weapons. ---> STRATEGIC TACTICS: <--- Do as the tutorial tells you to do. ------------------------------------------------------------------------------- #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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - 10000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Run Away: Flees from battle. -> Sensor: You'll get a treat if you can defeat it before it gets away. -> Scan: 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. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Silence - 3 turns (10%)], [Petrification (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. It has high magic defence and takes half damage from fire and water. Sometimes inflicts petrification and silence. ---> 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 (A) (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: - Attack: Target (1), Type (grav), Protect (yes), Shell (no), Power (-),Element (-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [HP x 1/4] - Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35), Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Ignores Def] - Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes), Appear (yes) -> Sensor: Darkness and silence work well. Vulnerable to Threaten. -> Scan: 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. ---> 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 (B) (Home [can be summoned by Guado Guardians]) -> 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: - Attack: Target (1), Type (grav), Protect (yes), Shell (no), Power (-),Element (-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [HP x 1/4] - Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35), Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Ignore Def] - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power(42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes), Appear (yes) -> Sensor: Darkness and silence work well. Vulnerable to Threaten. -> Scan: 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. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [HP x 1/4] - Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35), Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [ignore Def] - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power(42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes), Appear (yes) -> Sensor: Darkness and silence work well. Vulnerable to Threaten. -> Scan: 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. ---> 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain HP] - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (150%)] - Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [Petrification (180%)] -> Sensor: Casts Drain and Blaster when low on HP. -> Scan: High magic attack and defence. Casts Thundara and Blizzara. Also casts Drain when HP is low. Beware of Blaster, since it's unblockable and causes petrification. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Aerial. Magic attacks are the way to go. -> Scan: 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. ---> STRATEGIC TACTICS: <--- Condor: At this point just attack once with Wakka. ------------------------------------------------------------------------------- 28??. Condor (Besaid - tutorial) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Aerial. Magic attacks are the way to go. -> Scan: 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. ---> STRATEGIC TACTICS: <--- Do as the tutorial tells you to do. ------------------------------------------------------------------------------- #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: - Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Reflect (100%)] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Bio: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Poison (100%)] - Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain HP] - Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain MP] -> Sensor: No elemental weaknesses. Casts Reflect on itself. -> Scan: 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. ---> 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: - White Wind: Target (1), Type (p-heal), Protect (no), Shell (no), Power (80), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP x 1/2], [remove Sleep], [remove Silence], [remove Poison], [remove Petrification], [remove Slow], [remove Poison], [remove Confusion], [remove Threaten], [remove Zombie], [remove Provoke], [remove Berserk] - Bio: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Poison (254%)] - Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/4] - Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain HP] - Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain MP] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: No elemental weaknesses. Resistant to physical attacks. -> Scan: 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. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Haymaker: Target (1), Type (str), Protect (yes), Shell (no), Power (30), Element (-), Range (far), Accuracy (-), Shatter (35), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Low magic defence. -> Scan: Strength and defence are high. There is a 1/2 chance of the monster using Haymaker, so be sure to raise your defence. Use magic often, since its magic defence is low. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Haymaker: Target (1), Type (str), Protect (yes), Shell (no), Power (30), Element (-), Range (far), Accuracy (-), Shatter (35), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Blast Punch: Target (1), Type (grav), Protect (no), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [HP x 1/2], [Delay Attack (100%)] -> Sensor: Mental Break works well. -> Scan: Strength, physical, and magic defence 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. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (120), Shatter (30), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Zombie (120%)], [Curse (100%)] - Breath: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Petrification (80%)] - Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)], [Poison (130%)], [Curse (100%)] -> Sensor: Beware of its Breath, which can petrify you. -> Scan: 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. ---> STRATEGIC TACTICS: <--- Demonolith: Have high stats, period. 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. ------------------------------------------------------------------------------- #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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) [Sleep - 3 turns (10%)], [Silence - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. Try to defeat it quickly to avoid damage. Attack swiftly with Tidus. ---> STRATEGIC TACTICS: <--- Dingo: At this point just attack once with Tidus physically, and it will die. ------------------------------------------------------------------------------- #34??. Dingo (Besaid - tutorial) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) [Sleep - 3 turns (10%)], [Silence - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. Try to defeat it quickly to avoid damage. Attack swiftly with Tidus. ---> STRATEGIC TACTICS: <--- Do as the tutorial tells you to do. ------------------------------------------------------------------------------- #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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Silence - 3 turns (10%)], [Petrification (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to ice. ---> STRATEGIC TACTICS: <--- Dinonix: Have stats between 10-13. Just attack normally once or twice. But, you can also Lulu cast fire. ------------------------------------------------------------------------------- #36. Dual Horn (A) (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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element (-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Inflict darkness to evade its attacks. -> Scan: Its Gore is powerful, but inflict darkness or use Sleep Attack to avoid it easily. Kimahri can learn Fire Breath. ---> 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 (B) (Home [can be summoned by Guado Guardian]) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element (-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Inflict darkness to evade its attacks. -> Scan: Its Gore is powerful, but inflict darkness or use Sleep Attack to avoid it easily. Kimahri can learn Fire Breath. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Poison (80%)] - Blades: Target (1), Type (str), Protect (yes), Shell (no), Power (36),Element (-), Range (far), Accuracy (180), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Watch out for poison. -> Scan: Very nimble. Its claws can inflict poison. Inflicting darkness or Threaten on it are the way to go. ---> 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 (A) (Lake Macalania [can be summoned by Guado Guardian]) -> 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Confusion (30%)] -> Sensor: Aerial. Resistant to magic. Watch out for confusion. -> Scan: Aerial and hard to hit. Its weakness is fire, but it has high magic defence. Its Gaze may cause confusion. ---> 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 (B) (Home [can be summoned by Guado Guardian], 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Confusion (30%)] -> Sensor: Aerial. Resistant to magic. Watch out for confusion. -> Scan: Aerial and hard to hit. Its weakness is fire, but it has high magic defence. Its Gaze may cause confusion. ---> 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 [1.5 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: - Pollen: Target (all), Type (-), Protect (-), Shell (-), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 3 turns (80%)], [Silence - 3 turns (80%)], [Poison (80%)] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Counters physical attacks with Pollen, which induces poison, silence, and darkness. -> Scan: Casts Firaga. Silence is the way to go. Releases poison, silence, and darkness-inducing Pollen when hit by a weapon. Vulnerable to fire. ---> 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: [1.5 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: - Flamethrower Attack: Target (all), Type (mag), Protect (no), Shell (yes),Power (22), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Zombie. Vulnerable to healing magic and items. -> Scan: A soldier who continues to protect the Yevon Dome even after death. Attacks all targets with his flamethrower for fire-based damage. ---> 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?. Flamethrower (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, Nullification, 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 -> Sensor: None -> Scan: None ------------------------------------------------------------------------------- #43. Fallen Monk --> Rifle* (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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (140), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Zombie (80%)] -> Sensor: Zombie. Vulnerable to healing magic and items. -> Scan: 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. ---> 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, Nullification, 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 -> Sensor: None -> Scan: 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Fire elemental. Vulnerable to opposing element. Resistant to physical attacks. -> Scan: Fire elemental. Vulnerable to opposing element. Resistant to physical attacks. ---> 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: - Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Confusion (30%)] - Sonic Waves: Target (all), Type (mag), Protect (no), Shell (yes), Power (18), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: None -> Scan: None ---> 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: [1.5 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: - Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Confuse (10%)] -> Sensor: Aerial. Resistant to magic. -> Scan: Aerial and hard to hit. Its weakness is lightning, but it has high magic defence. Use Wakka's attack to defeat it. ---> 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 [1.5 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: - Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (fire), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Pollen: Target (all), Type (-), Protect (-), Shell (-), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Sleep - 2 turns (80%)] -> Sensor: Occassionally counters with Pollen, which induces sleep. -> Scan: Casts Fire, so it's best to silence it. Occassionally retaliates with sleep-inducing Pollen. Putting it to sleep is effective. Vulnerable to fire. ---> 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Aerial. Resistant to magic. -> Scan: Aerial and hard to hit. Casts Thunder. It's vulnerable to water, but has high magic defence. Use Wakka to knock it out of the sky. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Silence - 3 turns (10%)], [Sleep - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. It's vulnerable to lightning and fire. ---> 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 (A) (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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (8), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Dodging its attacks is easier after inflicting darkness. -> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits all characters. Dodge its attacks more easily by inflicting 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. ------------------------------------------------------------------------------- #50??. Garuda (A) (Besaid - tutorial) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (8), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Dodging its attacks is easier after inflicting darkness. -> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits all characters. Dodge its attacks more easily by inflicting darkness. ---> STRATEGIC TACTICS: <--- Do as the tutorial tells you to do. ------------------------------------------------------------------------------- #51. Garuda (B) (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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (12), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Dodging its attacks is easier after inflicting darkness. -> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits all characters. Dodge its attacks more easily by inflicting 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 (C) (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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Darkness - 3 turns (10%)] - Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (12), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Dodging its attacks is easier after inflicting darkness. -> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits all characters. Dodge its attacks more easily by inflicting 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 - Mace/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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power (13),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Leaping Swing: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element (-), Range (far), Accuracy (95), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Double Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [ignore Def], [Delay Attack (100%)] -> Sensor: Together they unleash Double Reaper. Focus your attacks to defeat one quickly. -> Scan: 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. ---> 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 - Sword/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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power (13),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Leaping Swing: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element (-), Range (far), Accuracy (95), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Double Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [ignore Def], [Delay Attack (100%)] -> Sensor: Together they unleash Double Reaper. Focus your attacks to defeat one quickly. -> Scan: 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. ---> 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: - Doom: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no), [Doom (254%)] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) -> Sensor: Casts Doom at the beginning of battle. -> Scan: 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. ---> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Lightning elemental. Vulnerable to opposing element. -> Scan: Casts Thunder. Physical attacks hardly hurt it. Absorbs lightning, so use Watera for an Overkill. ---> 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 [1.5 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 Cannon: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Seed Burst: Target (1), Type (str), Protect (yes), Shell (no), Power (9), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [Confusion (100%)] -> Sensor: Vulnerable to fire. -> Scan: 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. ---> STRATEGIC TACTICS: <--- Grat: Have (FAQ) stats around 50 for these critters. (is) Using Fire is (copy-) a good idea, (righted) but (property) using Water is (of) not. So keep doing (Si) that. (ni) Attacking it (ro) physically is (thX) 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 -> Inherent Statuses: A(6) -> Weaknesses: Doom- 5, Power Break- 50, Magic Break- 50, Armor Break- 50, Mental Break- 50 -> Elemental Affinities: [1.5 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: - Gastric Juice: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [ignore Def] - Chow Time: Target (1), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Bad Breath: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)], [Darkness - 3 turns (100%)], [Slow - 3 turns (30%)], [Poison (150%)], [Confusion (80%)], [Berserk (30%)] - Staccato: Target (all), Type (mag), Protect (no), Shell (yes), Power (10), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [ignore Def] -> Sensor: Breathes Bad Breath 1/3 of the time. Be ready for anything. -> Scan: 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. ---> 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 [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (fire), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Self-Destruct: Target (1), Type (fixed), Protect (yes), Shell (no), Power (-), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [600 fix dmg] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Swell Up: Grows larger after every damage or rejuvenation it takes. -> Sensor: Retaliates with Self-Destruct when attacked three times. -> Scan: Retaliates with Self-Destruct against whoever attacks it a third time. Weak against ice, but has high magic defence, so use Mental Break and your best ice magic. Kimahri can learn Self-Destruct. ---> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25),Element (-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Flame Ball: Target (all), Type (mag), Protect (no), Shell (yes), Power (19), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Charging: Starts count to Flame Ball. -> Sensor: Inflict darkness to evade its attacks. Piercing weapons are the way to go. -> Scan: 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. ---> 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 (A) (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: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (100%)] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [NulFrost] - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)] Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Reflect (100%)] -> Sensor: Heals himself with Auto-Potion, so stop him from using items. -> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes casts Berserk on other enemies, making them stronger. ---> 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 (B) (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: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (100%)] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [NulFrost] - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)] - Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Shell (100%)] -> Sensor: Heals himself with Auto-Potion, so stop him from using items. -> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes casts Berserk on other enemies, making them stronger. ---> 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 (A) (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: - Shremedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (50%)] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Blizzard: Target (1), Type (mag), Protect(no), Shell (yes), Power (12),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-), Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restore 1000 HP] - Remedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Sleep], [remove Darkness], [remove Poison], [remove Slow], [remove Silence], [remove Berserk], [remove Confusion], [remove Petrification] - Auto-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Protects Seymour. -> Scan: 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. ---> 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 (B) (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: - Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical(no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Shell (100%)] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Berserk (100%)] - Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-), Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restore 1000 HP] - Eyedrop: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Darkness] -> Sensor: Protects Seymour. -> Scan: 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. ---> 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 (B) (Macalania Temple - being chased) -> 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: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (100%)] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [NulFrost] - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)] - Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Shell (100%)] - Summon: Can summon forth fiends into battle [Evil Eye, Snow Wolf, Snow Flan, Mafdet] -> Sensor: Heals himself with Auto-Potion, so stop him from using items. -> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes casts Berserk on other enemies, making them stronger. ---> 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 (D) (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: - Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Reflect (100%)] - NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [NulFrost] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)] - Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (100%)] - Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Summon: Can summon forth fiends into battle [Dual Horn, Evil Eye, Chimera, Bomb] -> Sensor: Tries to nullify Lulu's magic. -> Scan: 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. ---> 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. He summons fiends, as well. ------------------------------------------------------------------------------- #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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (30%)] -> Sensor: None -> Scan: None ---> 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 [1.5 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: Target (1), Type (mag), Protect (no),Shell (yes), Power (24),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Ice elemental. Vulnerable to opposing element. Resistant to physical attacks. -> Scan: Ice-based. So soft, it's hard to damage physically. Weak against fire, but will absorb HP from ice. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Petrification (30%)], [Silence - 3 turns (30%)] -> Sensor: Very nimble. Resistant to magic. Watch out for petrification and silence. -> Scan: Very nimble and hard to hit. Magic defence is also high. Takes only half damage from fire and water. Attacks may cause petrification and silence. ---> 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power(42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Aerial. Resistant to magic. -> Scan: Aerial and hard to hit. It's weak against water, but has high magic defence. The only attack it has is Thundaga, so inflict silence to leave it powerless. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Petrification - 3 turns (10%)], [Silence - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Takes only half damage from fire, but vulnerable to ice. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power (13),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Leaping Swing: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element (-), Range (far), Accuracy (95), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Dark Buster is effective, but beware its Reaper attack. -> Scan: 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. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Poison - (40%)] -> Sensor: Aerial. Vulnerable to ice. Watch out for poison. -> Scan: 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. ---> 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 (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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] - Thunder Breath: Target (all), Type (mag), Protect (no),Shell (yes), Power(18), Element (lightning), Range (far), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Covered with hard scales. Piercing weapons are the way to go. Watch out for slow. -> Scan: Covered with hard scales. Physical and magic defence are high, but it's weak against water. Its attack may cause slow. Watch out for its lightning- based Breath, which hits all. ---> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] - Flame Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (18), Element (fire), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Covered with hard scales. Piercing weapons are the way to go. -> Scan: Covered with hard scales. Physical and magic defence are high, but it's weak against fire. Its attack may cause slow. Watch out for its ice-based Breath, which hits all. ---> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Attack (100%)] - Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [character unusable] - Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Buster (100%)] -> Sensor: Watch out for Earthquake, which hits all. It'll be a long battle, so keep an eye on your HP. -> Scan: Beware of its Earthquake, which hits all. Inflict sleep and darkness on it to hinder its attacks. Both its physical and magic defence are high, so use Armor Break and Mental Break. ---> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Casts Thundara on itself to replenish HP and grow even more powerful. -> Scan: 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. ---> 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 (int) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Poison (80%)] - Blades: Target (1), Type (str), Protect (yes), Shell (no), Power (36), Element (-), Range (far), Accuracy (180), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: None -> Scan: None ---> 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 [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Rush: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Maelstrom: Target (all), Type (mag), Protect (no), Shell (yes), Power (32), Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Watch out for Maelstrom. -> Scan: 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. ---> 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 (Macalania [can be summoned by Guado Guardian]) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. -> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to lightning and ice. Its Bash may inflict 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 - 999999 -> MP: 9999 -> AP: 0 - 0 -> 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: 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 -> Inherent Statuses: A(1), B(7) -> Weaknesses: Doom- 200 -> Elemental Affinities: None -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Wrong!: Target (all), Type (mag), Protect (no), Shell (yes),Power (30),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [self-destruct] - 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. -> Sensor: Hit the correct eye for prizes! -> Scan: Hit the correct target to win items. The wrong target ends the battle with a bang. Damage is substantial, so be sure to heal. Seven fabulous prizes in all, while supplies last. #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: <--- There are two ways of actually 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 recerved 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. (like final seventh prize??) - 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 [1.5 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: - Gastric Juice: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [ignore Def] - Bad Breath: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)], [Darkness - 3 turns (100%)], [Poison (150%)], [Confusion (80%)], [Slow - 3 turns (30%)], [Berserk (30%)] -> Sensor: Watch out for its Bad Breath attack, which causes multiple status effects. -> Scan: Its Bad Breath inflicts multiple status effects on all characters. Guard against the status effects with armor, and attack with fire. Kimahri can learn Bad Breath. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Poison (80%)] - Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (22), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Attack (100%)] - Ochu Dance: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [Darkness - 3 turns (80%)], [Slow - 5 turns (20%)], [Silence - 3 turns (80%)], [Confusion (20%)] -> Sensor: Vulnerable to fire. -> Scan: The more damage it takes, the sooner it uses Earthquake. Its Ochu Dance inflicts darkness, silence, confusion, and slow. Also beware of poison. Vulnerable to fire. ---> 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42), Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain HP] - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (150%)] - Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (100%)] - Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (0), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [Death (always)] -> Sensor: Casts Drain, Confusion, and Blaster when low on HP. -> Scan: High magic attack and defence. Casts Thundaga and Blizzaga. Also casts Drain and Confuse when HP is low. Beware of Blaster, since it's unblockable and causes instant death. ---> 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 -> Inherent Statuses: A(6) -> 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: - Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (10),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Dmg = enemies killed x 10] - Voodoo: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [10000 fix dmg] - Move Closer: It will move closer to your party for 4 turns, then you'll see a Chef's Knife. -> Sensor: Advances closer four times. Defeat it before then, or else... -> Scan: After four waddles, he stabs with his Chef's Knife. His counter-attack Karma deals damage based on the number of enemies that character has defeated. ---> 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. Here's a Karma damage chart I decided to put together for enemies killed-to- damage done ratio: 1 - 10 3267 - 32670 6534 - 65340 99 - 990 3366 - 33660 6633 - 66330 198 - 1980 3465 - 34650 6732 - 67320 297 - 2970 3564 - 35640 6831 - 68310 396 - 3960 3663 - 36630 6930 - 69300 495 - 4950 3762 - 37620 7029 - 70290 594 - 5940 3861 - 38610 7128 - 71280 693 - 6930 3960 - 39600 7227 - 72270 792 - 7920 4059 - 40590 7326 - 73260 891 - 8910 4158 - 41580 7425 - 74250 990 - 9900 4257 - 42570 7524 - 75240 1089 - 10890 4356 - 43560 7623 - 76230 1188 - 11880 4455 - 44550 7722 - 77220 1287 - 12870 4554 - 45540 7821 - 78210 1386 - 13860 4653 - 46530 7920 - 79200 1485 - 14850 4752 - 47520 8019 - 80190 1584 - 15840 4851 - 48510 8118 - 81180 1683 - 16830 4950 - 49500 8217 - 82170 1782 - 17820 5049 - 50490 8316 - 83160 1881 - 18810 5148 - 51480 8415 - 84150 1980 - 19800 5247 - 52470 8514 - 85140 2079 - 20790 5346 - 53460 8613 - 86130 2178 - 21780 5445 - 54450 8712 - 87120 2277 - 22770 5544 - 55440 8811 - 88110 2376 - 22760 5643 - 56430 8910 - 89100 2475 - 24750 5742 - 57420 9009 - 90090 2574 - 25740 5841 - 58410 9108 - 91080 2673 - 26730 5940 - 59400 9207 - 92070 2772 - 27720 6039 - 60390 9306 - 93060 2871 - 28710 6138 - 61380 9405 - 94050 2970 - 29700 6237 - 62370 9504 - 95040 3069 - 30690 6336 - 63360 9603 - 96030 3168 - 31680 6435 - 64350 9702 - 97040 (note: some of these figures are very unrealistic, and 9801 - 98010 impossible to achieve, such as 1... it's impossible to 9900 - 99000 only have one kill in total by this point in the game.) 9999 - 99990 ------------------------------------------------------------------------------- #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 [1.5 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: - Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Casts Watera on itself to replenish HP and grow even more powerful. -> Scan: When HP is halved, it casts Watera on itself to recover HP and raise magic power. Use Silence Attack to silence it. Vulnerable to lightning, so Thundaga is the way to go. ---> STRATEGIC TACTICS: <--- Maze Larva: Have your stats closer to 40 for this battle. Just use Lulu to strike it with a Lightning affinity. 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Steal to inflict terminal malfunction. -> Scan: Abandoned machina from ages past. Higher HP and defence than the Mech Leader. Steal to cause a terminal malfunction. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Steal to inflict terminal malfunction. -> Scan: Same type of machina as the Workers at Luca. Stealing will cause a terminal malfunction, so leave it to Rikku. Vulnerable to lightning. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Steal to inflict terminal malfunction. -> Scan: Ancient machina. Has higher HP than the Mech Guard, but Stealing parts will destroy it in one shot, so leave it to Rikku. Weak against lightning. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Steal to inflict terminal malfunction. -> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to cause a terminal malfunction. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Electrocute: Target (1), Type (mag), Protect (no), Shell (yes), Power (32), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Steal to inflict terminal malfunction. -> Scan: Abandoned machina from ages past. Its Electrocute attack inflicts severe lightning damage. Steal to terminate immediately. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Steal to inflict terminal malfunction. -> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to cause a terminal malfunction. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Steal to inflict terminal malfunction. -> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to cause a terminal malfunction. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Silence - 3 turns (10%)], [Petrification (10%)] -> Sensor: Very nimble. Resistant to magic. Watch out for petrification and silence. -> Scan: Very nimble and hard to hit. Magic defence is also high. Takes only half damage from fire and lightning. Attacks may cause petrification and silence. ---> 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. 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Sleep - 3 turns (10%)], [Silence - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. It's vulnerable to fire and water-based attacks, so use weapons with these elements to inflict greater damage. ---> 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. ------------------------------------------------------------------------------- #91. Mimic (Omega Ruins) -> HP: Horned Beast: 60000 - 13560 Petrifying Snake: 40000 - 13560 Mech: 40000 - 13560 Winged Beast: 40000 - 13560 -> MP: Horned Beast: 10 Petrifying Snake: 10 Mech: 10 Winged Beast: 10 -> AP: Horned Beast: 0 - 0 Petrifying Snake: 0 - 0 Mech: 0 - 0 Winged Beast: 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 Mech: 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 Mech: None Winged Beast: None -> Bribe: Horned Beast: None Petrifying Snake: None Mech: None Winged Beast: None -> Win: Horned Beast: None Petrifying Snake: None Mech: None Winged Beast: None -> Gil Received: Horned Beast: 50000 Petrifying Snake: 50000 Mech: 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 Mech: 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 Mech: 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 Mech: [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 Mech: 4 Winged Beast: 4 -> Armor Abilities: Horned Beast: None Petrifying Snake: None Mech: None Winged Beast: None -> Weapon Abilities: Horned Beast: None Petrifying Snake: None Mech: None Winged Beast: None -> Armor/Weapon Dropped: All N/A -> Abilities: --- Horned Beast --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) --- Petrifying Snake --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) --- Mech --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) --- Winged Beast --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Horned Beast: Immune Petrifying Snake: Immune Mech: Immune Winged Beast: Immune -< Scan: Horned Beast: Immune Petrifying Snake: Immune Mech: Immune Winged Beast: Immune ---> 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 (Mech): 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: #91.1. ??? [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, Stamina Tablet 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 -> Inherent Statuses: 0(1), 0(2), 0(4), 1(3), 1(4), 1(5), 1(6) -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None -> Sensor: Steal to get the stuff inside. -> Scan: None #91.1??. ??? [treasure chest] (Moonflow - tutorial) -> 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 (Tutorial)- Bomb Core -> 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 -> Sensor: Steal to get the stuff inside. -> Scan: None #91???. Mimic's Scraps (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 -> Sensor: None -> Scan: None ------------------------------------------------------------------------------- #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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. -> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to fire and lightning. Its Bash may inflict slow. ---> 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: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] - Flame Breath: Target (1), Type (mag), Protect (no), Shell (yes), Power (19), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Covered with hard scales. Piercing weapons are the way to go. Watch out for slow. -> Scan: Covered with hard scales. Physical and magic defence are high. It only takes half damage from fire, but it's weak against ice. Its attack may cause slow. Beware of its fire-based Breath, which hits all. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Poison (40%)] -> Sensor: Aerial. Vulnerable to ice. Watch out for poison. -> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to ice, so cast Blizzaga to achieve Overkill. Attacks may inflict poison. ---> 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: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (30%)] - Flame Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (19), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Covered with hard scales. Piercing weapons are the way to go. Watch out for slow. -> Scan: Covered with hard scales. Physical and magic defence are high. It only takes half damage from fire, but it's weak against ice. Its attack may cause slow. Beware of its fire-based Breath, which hits all. ---> 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 [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Poison (80%)] - Ochu Dance: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [Darkness - 3 turns (80%)], [Slow - 5 turns (20%)], [Silence - 3 turns (80%)], [Confusion (20%)] -> Sensor: Vulnerable to fire. -> Scan: When HP is low, it performs Ochu Dance, which inflicts darkness, silence, confusion, and slow. Beware of its poison claws. Vulnerable to fire. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Tentacles Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Slow - 3 turns (100%)] -> Sensor: Head is covered by a hard shell. -> Scan: Since it's covered by a hard shell, piercing weapons are the way to go. Magic defence is low, and it's also weak against lightning. Its attacks may inflict 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Attack (two hands): Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Dukes Up: It is used sorta as a counter after it has sustained about 4801 of damage or more. -> Sensor: Be careful if it puts up its dukes. -> Scan: When it puts up its dukes, it will respond to physical attacks with a mighty counter-attack. Fire-based attacks are the way to go. ---> 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 [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Sonic Wave: Target (all), Type (mag), Protect (no), Shell (yes), Power (14), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Charging: After you attack it, it will start with the count to Sonic Wave. -> Sensor: Watch out when it starts glowing. It releases Sonic Wave after the third pulse. -> Scan: It starts glowing when hit. After the 3rd pulse, it attacks with a Sonic Wave that hits all. Put it to sleep to prevent it from glowing. It takes only half damage from water. Weak against lightning. ---> 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 [1.5 damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Low attack and HP. -> Scan: Attacks by biting. Low HP and strength. It should be an easy enemy to handle. ---> 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 [1.5 damage] Lightning [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) ---> 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. -> Sensor: Attacks in packs of two. -> Scan: Attacks by biting. Both HP and attack power are higher when they appear in pairs. 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 [1.5 damage] Lightning [Immune] Water -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Attacks in packs of three. -> Scan: Attacks by biting. Both HP and attack power are higher when they appear in groups of three. ---> 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 -> Sensor: None -> Scan: 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, Petrify- 120 (Int.), Death- 120 (Int.), Poison- 0; 25% -> Elemental Affinities: [Absorption] Fire (Int only) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (fire), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Self-Destruct: Target (1), Type (fixed), Protect (yes), Shell (no), Power (-), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [2500 fix dmg] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Swell Up: Grows larger after every damage or rejuvenation it takes. -> Sensor: None -> Scan: None ---> 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 -> Inherent Statuses: A(6) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - 1000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [1000 fix dmg] Run away- Flees from battle. -> Sensor: You'll get a treat if you can defeat it before it gets away. -> Scan: Beware of 1000 Needles, as it inflicts 1000 points of damage. Resistant to both physical and magical attacks. Runs away when HP is low. Threaten is recommended. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Vulnerable to fire. -> Scan: Watch out for its powerful Seed Cannon. One bad hit will knock characters out. Plants tend to be weak against fire, so have Lulu cast Fira. Kimahri can learn Seed Cannon. ---> 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. ------------------------------------------------------------------------------- #103??. Ragora (Kilika Woods - tutorial) -> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Vulnerable to fire. -> Scan: Watch out for its powerful Seed Cannon. One bad hit will knock characters out. Plants tend to be weak against fire, so have Lulu cast Fira. Kimahri can learn Seed Cannon. ---> STRATEGIC TACTICS: <--- Do as the tutorial tells you to do. ------------------------------------------------------------------------------- #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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. -> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic defense. Vulnerable to ice. Falls easily to piercing weapons. Have Auron slice it down the middle. ---> 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. ------------------------------------------------------------------------------- #104??. Raldo (Mi'ihen Highroad - tutorial) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. -> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic defense. Vulnerable to ice. Falls easily to piercing weapons. Have Auron slice it down the middle. ---> STRATEGIC TACTICS: <--- Do as the tutorial tells you to do. ------------------------------------------------------------------------------- #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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Petrification - 3 turns (10%)], [Silence - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Takes only half damage from fire and lightning, but is vulnerable to ice. ---> 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (fire), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Fire elemental. Vulnerable to opposing element. -> Scan: Casts Fire. Physical attacks hardly hurt it. Absorbs fire, so Blizzard is the way to go. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Rush: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Maelstrom: Target (all), Type (mag), Protect (no), Shell (yes), Power (32), Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Watch out for Maelstrom. -> Scan: The more you attack it the sooner it casts Maelstrom. Takes half damage from water. Weak against lightning. Darkness and poison are the way to go. ---> 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: [1.5 damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: None -> Scan: None ---> 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. ------------------------------------------------------------------------------- #109a. Sahagin (Via Purifico)(pink) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Vulnerable to lightning. Slow on land. -> Scan: Very nimble, but attacks are weak. HP is also low, so it's no threat when it appears alone. Vulnerable to lightning. Cripple it early by inflicting darkness or sleep on it. ---> 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. #109b. Sahagin (Via Purifico)(land) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Squirt: Target (1), Type (mag), Protect (no), Shell (yes), Power (22),Element (water), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Vulnerable to lightning. Slow on land. -> Scan: Very nimble, but attacks are weak. HP is also low, so it's no threat when it appears alone. Vulnerable to lightning. Cripple it early by inflicting darkness or sleep on it. ---> 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: [1.5 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 -> Sensor: None -> Scan: None ------------------------------------------------------------------------------- #110. Sahagin Chief (Invaded 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: [1.5 damage] Lightning -> Zanmato Lv: 1 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Vulnerable to lightning. -> Scan: Nimble, but has low HP and strength. Just one is nothing to write home about. Vulnerable to lightning, darkness, and sleep. ---> 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 [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (9), Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Confusion (100%)] -> Sensor: Absorbs water. -> Scan: Its Seed Burst doesn't hurt much, but may cause confusion. As a desert plant it absorbs water, but burns easily. ---> 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-GREAT TIP!: On my most recent playthru, 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. (unless SS misses) ------------------------------------------------------------------------------- #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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Sleep - 3 turns (10%)], [Silence - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. Watch out for sleep and silence. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire and ice. Its attacks may cause sleep and silence. ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Attack (100%)] - Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [character unusable] - Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Buster (100%)] -> Sensor: Watch out for Earthquake, which hits all. Inflict darkness to avoid its head butt. -> Scan: Watch out for its Earthquake, which hits all characters. If a character is Swallowed, he will be unavailable until the worm Regurgitates him back out. Try inflicting darkness and sleep. ---> 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 (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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. -> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to fire, but takes only half damage from other elements. Its Bash may inflict 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 Highroad) -> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Darkness - 3 turns (30%)] -> Sensor: Aerial. Magic attacks are the way to go. Watch out for darkness. -> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to fire, so use Fira to achieve Overkill. Attacks may inflict 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 (green) (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: 4 (that should put an end to confusion) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Spines: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element (none), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Wings start to flicker: Starts charge for Spines. -> Sensor: None -> Scan: None ---> 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 (blue) (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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Spines: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Wings start to flicker: Starts charge for Spines. -> Sensor: They just keep coming. -> Scan: Launched from Sin's body. They unleash Spines once their wings flicker, so dispatch them quickly. ---> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [no longer in battle] - Reappear: More Sinscales appear after other ones have attacked. -> Sensor: They just keep coming. -> Scan: Disappears after each attack, but more keep coming with no end in sight. ---> STRATEGIC TACTICS: <--- Sinscale: Use Tidus and Wakka to simply attack them. ------------------------------------------------------------------------------- #???. 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 -> Sensor: None -> Scan: 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 -> Inherent Statuses: B(7) -> 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 -> Sensor: None -> Scan: 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 -> Sensor: None -> Scan: None ------------------------------------------------------------------------------- #119. Skoll (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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Sleep - 3 turns (30%)], [Silence - 3 turns (30%)] -> Sensor: Very nimble. Resistant to magic. Watch out for sleep and silence. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire and lightning. Its attacks may cause 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, Macalania [can be summoned by Guado Guardian]) -> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes),Power (12),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Ice elemental. Vunerable to opposing element. Resistant to physical attacks. -> Scan: Ice-based. So soft, it's hard to damage physically. Weak against fire, but will absorb HP from ice. Casts Blizzard. ---> 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 [can be summoned by Guado Guardian]) -> 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 Received: 192 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Silence - 3 turns (10%)], [Sleep - 3 turns (10%)] -> Sensor: Very nimble. Resistant to magic. -> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire. ---> 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: Target (all), Type (mag), Protect (no), Shell (yes), Power (12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (50%)], [Poison (130%)] - White Wind: Target (all), Type (pheal), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [restore HP x 1/2] [remove Sleep], [remove Darkness], [remove Slow], [remove Confusion], [remove Silence], [remove Poison], [remove Petrification], [remove Zombie], [remove Berserk], [remove Threaten], [remove Provoke] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Self-Destruct: Target (1), Type (str), Protect (yes), Shell (no), Power (30), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [used by only one fish at a time] ---> STRATEGIC TACTICS: <--- Splasher: Have stats about 45. Just attack once with either Tidus, Wakka, or Rikku. -> Sensor: Watch out for Self-Destruct. -> Scan: When defeated, it sometimes inflicts damage on its attacker with Self- Destruct. #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: [1.5 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: - Bite: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Poison (100%)], [used by two or three fish at a time] -> Sensor: Watch out for poison. -> Scan: Acts in pairs. May inflict poison when it bites. ---> 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: [1.5 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: - Bite: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Poison (100%)], [used by two or three fish at a time] -> Sensor: Watch out for poison. -> Scan: Acts in groups of three. May inflict poison when it bites. ---> 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: None* * - In International version, 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: None** ** - In International version, 290 -> Immunities: None -> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20 -> Elemental Affinities: [1.5 damage] Ice, Lightning -> Zanmato Lv: 1 -> Armor Abilities: None*** *** - In International version, Defense+5%, Berserk Ward -> Weapon Abilities: None**** **** - In International version, 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - 3 turns (10%)] -> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. -> Scan: Covered by a hard shell. Slow-moving, but has high magic physical and magic defence. Vulnerable to lightning and ice. Its Bash sometimes inflicts slow. ---> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: B(7), 0(1), 0(2), 1(3), 1(5), 1(4) -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Dropped: N/A -> Abilities: None -> Sensor: -> Scan: 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 -> Sensor: None -> Scan: 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 [1.5 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: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Sleep - 3 turns (80%)], [Darkness - 3 turns (80%)] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Counters physical attacks with Pollen, which induces sleep and darkness. -> Scan: Casts Fira. Putting it to sleep is effective. Releases sleep and darkness-inducing Pollen when hit by a weapon. Vulnerable to fire. ---> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Lightning elemental. Vulnerable to opposing element. Resistant to physical attacks. -> Scan: Lightning-based. So soft, it's hard to damage physically. Weak against water, so blast it with Water. Don't use lightning, or it will recover HP. ---> 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 -> Inherent Statuses: A(6) -> 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: - Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (10),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Dmg = enemies killed x 10] - Voodoo: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [10000 fix dmg] - Move Closer: It will move closer to your party for 4 turns, then you'll see a Chef's Knife. -> Sensor: Advances closer four times. Defeat it before then or else... -> Scan: After four waddles, he stabs with his Chef's Knofe. His counter-attack Karma deals damage based on the number of enemies that character has defeated. ---> 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. Here's a Karma damage chart I decided to put together for enemies killed-to- damage done ratio: 1 - 10 3267 - 32670 6534 - 65340 99 - 990 3366 - 33660 6633 - 66330 198 - 1980 3465 - 34650 6732 - 67320 297 - 2970 3564 - 35640 6831 - 68310 396 - 3960 3663 - 36630 6930 - 69300 495 - 4950 3762 - 37620 7029 - 70290 594 - 5940 3861 - 38610 7128 - 71280 693 - 6930 3960 - 39600 7227 - 72270 792 - 7920 4059 - 40590 7326 - 73260 891 - 8910 4158 - 41580 7425 - 74250 990 - 9900 4257 - 42570 7524 - 75240 1089 - 10890 4356 - 43560 7623 - 76230 1188 - 11880 4455 - 44550 7722 - 77220 1287 - 12870 4554 - 45540 7821 - 78210 1386 - 13860 4653 - 46530 7920 - 79200 1485 - 14850 4752 - 47520 8019 - 80190 1584 - 15840 4851 - 48510 8118 - 81180 1683 - 16830 4950 - 49500 8217 - 82170 1782 - 17820 5049 - 50490 8316 - 83160 1881 - 18810 5148 - 51480 8415 - 84150 1980 - 19800 5247 - 52470 8514 - 85140 2079 - 20790 5346 - 53460 8613 - 86130 2178 - 21780 5445 - 54450 8712 - 87120 2277 - 22770 5544 - 55440 8811 - 88110 2376 - 22760 5643 - 56430 8910 - 89100 2475 - 24750 5742 - 57420 9009 - 90090 2574 - 25740 5841 - 58410 9108 - 91080 2673 - 26730 5940 - 59400 9207 - 92070 2772 - 27720 6039 - 60390 9306 - 93060 2871 - 28710 6138 - 61380 9405 - 94050 2970 - 29700 6237 - 62370 9504 - 95040 3069 - 30690 6336 - 63360 9603 - 96030 3168 - 31680 6435 - 64350 9702 - 97040 (note: some of these figures are very unrealistic, and 9801 - 98010 impossible to achieve, such as 1...it's impossible to 9900 - 99000 only have one kill in total by this point in the game.) 9999 - 99990 ------------------------------------------------------------------------------- #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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25),Element (-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Flame Ball: Target (all), Type (mag), Protect (no), Shell (yes), Power (19), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Charging: Starts count to Flame Ball. -> Sensor: Inflict darkness to evade its attacks. -> Scan: 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. Kimahri can learn Fire Breath. ---> 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 [1.5 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: - Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)], [Poison (130%)], [Curse (100%)] - Emblem of Fate: Target (1), Type (mag), Protect (no), Shell (yes), Power (34), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Haste (100%)] [immediate action] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/4] - Death: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no), [Death (80%)] - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)] - Dispel: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove NulAll] - Mana Focus: Starts count to Emblem of Fate. -> Sensor: Resistant to all four elements. -> Scan: Casts Haste on himself and attacks with magic, so use Dispel on him. After his Mana Focus, he'll cast Emblem of Fate. You can reduce damage with Shell, but he can cast Dispel on you, too. ---> 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 -> Sensor: None -> Scan: 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 -> Sensor: None -> Scan: 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 -> Sensor: None -> Scan: None ------------------------------------------------------------------------------- #130. Vouivre (A) (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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Covered with hard scales. Piercing weapons are the way to go. -> Scan: Covered with hard scales. Physical and magic defence are high, but it's weak against fire. Its attack may cause slow. Watch out for its ice-based Breath, which hits all. ---> STRATEGIC TACTICS: <--- Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the same purposes. ------------------------------------------------------------------------------- #131. Vouivre (B) (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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Slow - turn turns (10%)] - Flame Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (18), Element (fire), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Covered with hard scales. Piercing weapons are the way to go. -> Scan: Covered with hard scales. Physical and magic defence are high, but it's weak against fire. Its attack may cause slow. Watch out for its ice-based Breath, which hits all. ---> 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 -> Sensor: None -> Scan: 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: - Flamethrower Attack: Target (all), Type (mag), Protect (no), Shell (yes),Power (22), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Attacks multiple targets with flamethrower. -> Scan: St. Bevelle sentry and soldier of Yevon. Attacks multiple targets with his flamethrower for fire-based damage. Sleep attacks are the way to go. ---> 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?. Flamethrower (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, Nullification, 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 -> Sensor: None -> Scan: None ------------------------------------------------------------------------------- #133. Warrior Monk --> Rifle* (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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Attacks single targets with Rifle. -> Scan: St. Bevelle sentry and soldier of Yevon. Attacks single targets with his rifle. Sleep attacks are the way to go. ---> 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?. Bayonett (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, Nullification, 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 -> Sensor: None -> Scan: 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: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Poison (40%)] -> Sensor: Aerial. Vulnerable to ice. Watch out for poison. -> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to ice, so cast Blizzara to achieve Overkill. Attacks may inflict poison. ---> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Water elemental. Vulnerable to opposing element. Resistant to physical attacks. -> Scan: Water-based. So soft, it's hard to damage physically. Weak against lightning, so blast it with Lulu's Thunder spell. Don't use Water or it will recover HP. ---> STRATEGIC TACTICS: <--- Water Flan: Have youe stats in the 30's. Now have your black mage, use Lightning magic against it. ------------------------------------------------------------------------------- #135. Water Flan (Besaid - tutorial) -> 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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Water elemental. Vulnerable to opposing element. Resistant to physical attacks. -> Scan: Water-based. So soft, it's hard to damage physically. Weak against lightning, so blast it with Lulu's Thunder spell. Don't use Water or it will recover HP. ---> STRATEGIC TACTICS: <--- Do as the tutorial tells you to do. ------------------------------------------------------------------------------- #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 [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes) -> Sensor: Ice elemental. Vulnerable to opposing element. -> Scan: Casts Blizzard. Physical attacks hardly hurt it. Absorbs ice, so Fire is the way to go. ---> 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 -> Inherent Statuses: A(6) -> Weaknesses: None -> Elemental Affinities: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Vulerable to lightning. -> Scan: Ancient machina restored by the Al Bhed. Not a war machine, but hits hard with its tool arm. Vulnerable to lightning, so Thunder is the way to go. ---> 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: - Doom: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no), [Doom (254%)] - Death: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no), [Death (254%)] - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) -> Sensor: Casts Doom at the beginning of battle. -> Scan: Elemental strengths/weaknesses are different each encounter. Casts Doom in battle. If nobody is Doomed, it may unleash Death, so watch out. Kimahri can learn Doom. ---> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) -> Sensor: Occasionally succumbs to darkness. -> Scan: Very nimble. Darkness works, but Threaten is the way to go. ---> 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: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Upward Attack: Target (all), Type (mag), Protect (no), Shell (yes), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Close in to melee range by defeating front-line enemies first. -> Scan: Hits multiple targets when firing from a distance. Immune to delay skills. ---> 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: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Upward Attack: Target (all), Type (mag), Protect (no), Shell (yes), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: Close in to melee range by defeating front-line enemies first. -> Scan: Forbidden machina secretly used by Yevon. Hits multiple targtes when firing from a distance. ---> 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: [1.5 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: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-),Shatter (10), Critical (no),Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Lightning elemental. Vulnerable to opposing element. -> Scan: Casts Thunder. Physical attacks hardly hurt it. Absorbs lightning, so Water is the way to go. ---> 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: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Thrust Kick: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Eject (100%)] -> Sensor: If it's the last enemy standing, it will unleash a vicious Thrust Kick. -> Scan: If it's the last enemy standing, it throws a mean Thrust Kick that ejects the target from battle. Immune to delay techniques. Kimahri can learn Thrust Kick. ---> 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: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Thrust Kick: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Eject (100%)] -> Sensor: If it's the last enemy standing, it will unleash vicious Thrust Kick. -> Scan: Forbidden machina secretly used by Yevon. If it's the last enemy standing, it throws a mean Thrust Kick that ejects the target from battle. Kimahri can learn Thrust Kick. ---> 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 [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Petrification (30%)], [Silence - 3 turns (30%)] -> Sensor: Very nimble. Resistant to magic. Watch out for petrification and silence. -> Scan: Very nimble and hard to hit. Magic defence is also high. Takes only half damage from fire, lightning and water. Attacks may cause 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (120), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Silence - 3 turns (30%)], [Petrification - (30%)] -> Sensor: None -> Scan: None ---> 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 (A) (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 -> Inherent Statuses: A(6) -> 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: - Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (120), Shatter (100), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Darkness - 3 turns (30%)] - Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10), Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Sonic Boom: Target (1), Type (str), Protect (yes), Shell (no), Power (13), Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - 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. -> Sensor: Beware the Sonic Boom when its wings glow. -> Scan: 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... ---> 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 (B) (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 -> Inherent Statuses: A(6) -> 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: - Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Darkness - 3 turns (30%)] - Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10), Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Sonic Boom: Target (1), Type (str), Protect (yes), Shell (no), Power (13), Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - 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. -> Sensor: Beware the Sonic Boom when its wings glow. -> Scan: 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... ---> 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 24b. Bosses [sboss4] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section will not be in ABC order. Instead, it'll be in the 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 -> Initial Counter Value: 45-50 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Zombie, Threaten, Poison, Sleep, Petrify, Eject, Doom, Demi, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Demi: Target (1), Type (Grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/4] -> Sensor: None -> Scan: None ---> 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 diminished, 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 -> Initial Counter Value: 18-20 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: Target (1), Type (Grav), Protect (yes), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/2] -> Sensor: Covered with thick scales. Vulnerable to magic. -> Scan: None ---> 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 -> Initial Counter Value: 60-66 -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) -> Sensor: None -> Scan: None ---> 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 -> Initial Counter Value: 39-43 -> 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] -> Inherent Statuses: A(6), B(7) -> Weaknesses: Poison- 0 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Tentacles: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (far), Accuracy (90), Shatter (10), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Nautilus Charge: Target (all), Type (str), Protect (yes), Shell (no), Power (48), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Attacks with Nautilus Charge after backing away. -> Scan: Retreats after the column after taking damage, where it cannot be attacked. Hits all targets with Nautilus Charge on the next turn, inflicting great damage. Use trigger commands to stop it from unleashing Nautilus Charge. ---> 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 -> Initial Counter Value: 36-40 -> 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 -> Inherent Statuses: B(7) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Jump: Target (1), Type (str), Protect (no), Shell (no), Power (32), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None #5?. Kimahri Weapon (Lance) (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 -> Initial Counter Value: None -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Scan, Threaten, Sensor -> Inherent Statuses: B(7) -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None -> Sensor: None -> Scan: 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 -> Initial Counter Value: 48-53 -> 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 -> Inherent Statuses: B(7) -> 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. -> Sensor: Attack with magic and Wakka's ball. -> Scan: Save Kilika! Hit Sin from a distance with Wakka's blitzball and Lulu's black magic. Valefor's attacks work well, too. ---> 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. ------------------------------------------------------------------------------- #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 -> Initial Counter Value: 48-53 -> 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 -> Inherent Statuses: B(7) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Drain - HP recovery] - Blender: Target (all), Type (mag), Protect (no), Shell (yes), Power (10), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Afflict it with darkness to make it miss. -> Scan: Absorbs HP with its Drain Touch. Inflicting darkness is the way to go. But after two Drain Touches it will bring out the Blender, inflicting damage on all targets. ---> 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 -> Initial Counter Value: 45-50 -> 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: [1.5 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: - Poison Claw: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Poison (100%)] - Earthquake: Target (all), Type (grav), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/2] - Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Lord Ochu Falls Asleep: Target (1), Type (-), Protect (-), Shell (-), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Sleep - 3 turns] -> Sensor: Vulnerable to fire. -> Scan: Its claws inflict poison. Restores lost HP by sleeping. Retaliates with Earthquake if awakened, so watch out. Being a plant, it burns easily. ---> 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. - SPECIAL NOTICE: first approach Ochu from left side, take few hits and run. Crusader will reward you with 3x Phoenix Down as compensation. ------------------------------------------------------------------------------- #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 -> Initial Counter Value: 45-50 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: None -> Elemental Affinities: [1.5 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: - Sigh: Target (all), Type (mag), Protect (no), Shell (yes), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Venom: Target (1), Type (mag), Protect (no), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Poison (100%)] - Staccato: Target (all), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Vulerable to magic. -> Scan: Its shell deflects physical attacks well. Tentacles absorb magic attacks. Defeat tentacles first, then force it from its shell with fire magic. Absorbs water-based attacks. #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 -> Initial Counter Value: 42-56 -> 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 -> Inherent Statuses: B(7) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Tentacles absorb magic!: While alive, they aborb any magic directed at Geneaux. -> Sensor: Absorbs magical attacks against Geneaux. -> Scan: Absorbs magic cast against Geneaux's body. Defeat tentacles first, then use magic attacks on the body. Tentacles have high magic defence, so physical attacks are the way to go. ---> 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 -> Initial Counter Value: 84-93 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Lightning, Holy, Ice, Water [1.5 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: Target (random), Type (str), Protect (no), Shell (no), Power (10x4), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Sleep Ball: Target (1), Type (str), Protect (no), Shell (no), Power (7), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Sleep - 1 turn (254%)] - Mute Ball: Target (1), Type (str), Protect (no), Shell (no), Power (7), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 1 turn (254%)] - Blind Ball: Target (1), Type (str), Protect (no), Shell (no), Power (10), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 1 turn (254%)] -> Sensor: Vulnerable to lightning. -> Scan: Speeds up when damaged. Vulnerable to lightning, but chucks a Mute Ball at anyone casting Thunder. Use a nearby object to escape its mighty Blitzball Rush. #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 -> Initial Counter Value: None -> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 0(1), 0(2), -> 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 -> Sensor: -> Scan: 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. From the point that you destroy the Oblitzerator's upper portion, it can no longer perform attacks on you. There's also a rather easy way to beat the thing without attacking the Crane and tearing off top part of Oblitzerator. The way to do this is have Lulu just use Lightning magic, and after the first Thunder spell, she'll be Silenced. Well, new easy tactic to do with Lulu until Silence effect wears off. SHE CAN HEAL! This is comes in very handy if other characters are damaged, or if she is. This would be by utilization of items (hope you have healthy supply of potion and/or hi-potions). Tidus should Cheer the party 5 times. Afterwards, have him simply attack Oblitzerator or heal too. Then, have Kimahri use Lancet. This triggers Mute Ball rather than Blind Ball. So, Lancet, get Silenced. When Silenced, use a physical attack by Kimahri, then get Darked, and when you're Darked, use another Lancet, and keep executing that in perpetual isochronism. Note it is impossible to "beat" Crane without use of cheat device. ------------------------------------------------------------------------------- #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 -> Initial Counter Value: 39-43 -> 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, Nullification, 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Hellfire: Target (all), Type (mag), Protect (no), Shell (no), Power (70), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Meteor Strike: Target (1), Type (str), Protect (yes), Shell (no), Power (18), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None #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 -> Initial Counter Value: 89-93 -> 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 -> Sensor: None -> Scan: 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 -> Initial Counter Value: 39-43 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: Poison- 40; 5%, Armor Break- 50, Mental Break- 50, Power Break- 50, Magic Break- 50 -> Elemental Affinities: [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Attack 2: Target (all), Type (grav), Protect (yes), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [HP x 3/16], [pushes characters back] - Fists of Fury: Target (1), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (90), Shatter (10), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Blizzard: Target (1), Type (str), Protect (no),Shell (yes), Power (12),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - You're Next!: Charges once on a turn and then unleashes Fist of Fury. -> Sensor: Vulnerable to darkness. -> Scan: 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. ---> 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 -> Initial Counter Value: 42-56 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Demi: Target (1), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [HP x 1/4] -> Sensor: Blocks attacks with both arms. -> Scan: 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. #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 -> Initial Counter Value: None -> 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 -> Inherent Statuses: B(7) -> 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 turns after killed off arms regenerate. -> Sensor: Protects the body with thick armor. -> Scan: 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. #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 -> Initial Counter Value: 36-40 -> 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] -> Inherent Statuses: B(7) -> 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: - Venom: Target (1), Type (mag), Protect (no), Shell (no), Power (24), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Slow - 0 turns (100%)], [Poison (100%)] - Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-),Shatter (10), Critical (no),Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - 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. -> Sensor: Strike the head to disable its Venom. -> Scan: 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. ---> 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. Sinspawn Gui (again) (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 -> Initial Counter Value: 42-56 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Demi: Target (1), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [HP x 1/4] -> Sensor: Blocks attacks with both arms. -> Scan: 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. #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 -> Initial Counter Value: None -> 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 -> Inherent Statuses: B(7) -> 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. -> Sensor: Protects the body with thick armor. -> Scan: 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. #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 -> Initial Counter Value: 36-40 -> 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] -> Inherent Statuses: B(7) -> 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: - Venom: Target (1), Type (mag), Protect (no), Shell (no), Power (24), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Slow - 0 turns (100%)], [Poison (100%)] - Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-),Shatter (10), Critical (no),Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - 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. -> Sensor: Strike the head to disable its Venom. -> Scan: 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. ---> 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 -> Initial Counter Value: 33-36 -> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: [Absorption] Lightning -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Aerospark: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove Auto-Life] - Thor's Hammer: Target (all), Type (mag), Protect (no), Shell (yes), Power (40), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Haste (100%)] -> Sensor: None -> Scan: None #15?. Belgemine (Moonflow/Djose 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 -> Initial Counter Value: 84-93 -> 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 -> Sensor: None -> Scan: 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 -> Initial Counter Value: 36-40 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: None -> Elemental Affinities: [Absorption] Water [1.5 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: - Aqua Shooter: Target (1), Type (mag), Protect (no), Shell (yes), Power (16), Element (water), Range (far), Accuracy (-), Shatter(0), Critical (yes),Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes) - Depth Charges: Target (1), Type (str), Protect (no), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 3 turns (50%)] - Readying Depth Charges- Starts count for Depth Charges. - The Extractor comes back down!: When Extractor is up, do 500 dmg to it, it will again descend - The Extractor is provoked!: When it's up, use Provoke on it and it comes back down sans use of Depth Charges - Aqua Shooter damage increases!: Increases Aqua Shooter damage by 50% - The Extractor cools down: Provoke effect wears off of it - Aqua Shooter damage decreases: Aqua Shooter damage returns to normal -> Sensor: Vulnerable to lightning. -> Scan: 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. ---> 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. Another effective means of killing Extractor is to wait for it to rise, and then use Provoke on it before it uses Depth Charges. Just prepare for harder-hitting Aqua Shooter (fair trade-in, IMO, though). ------------------------------------------------------------------------------- #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 -> Initial Counter Value: 36-40 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Press: Target (1), Type (grav), Protect (yes), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/2] - Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzard: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Fire: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thunder: Target (all), Type (mag), Protect (no), Shell (yes), Power(16),Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Water: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzard: Target (all), Type (mag), Protect (no), Shell (yes), Power (16), Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Elemental Shift: If you hit it with the correct corresponding element, it'll change to a different one. -> Sensor: None -> Scan: None ---> 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 -> Initial Counter Value: 30-33 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Water, Holy, Ice, Fire [1.5 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (32),Element (-), Range (close), Accuracy (120), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Gatling Gun: Target (random), Type(str), Protect (yes), Shell (no),Power (8x4), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Mana Beam: Target (all), Type (mag), Protect (no), Shell (yes), Power (36), Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - 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. -> Sensor: Vulnerable to lightning. Negator disables all magic and summoning. -> Scan: 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. #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 -> Initial Counter Value: None -> 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 -> Inherent Statuses: B(7), A(6) -> 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. -> Sensor: Disables magic and summoning. Attack it with items and Wakka's ball. -> Scan: None ---> 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 (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 -> Initial Counter Value: 30-33 (After Anima) Str: 20, Mag: 32, Def: 1, Mdef: 25, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Initial Counter Value: 30-33 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Shell (100%)] - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Multi-Fira: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Multi-Thundara: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Multi-Watera: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Multi-Blizzara: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Summon Anima: Summons the aeon Anima after killing both Guado Guardians. -> Sensor: Casts ice, lightning, water, and fire, in that order. -> Scan: Casts ice, lightning, water, and fire spells in that order, so have Yuna cast NulFrost, NulShock, NulTide, and NulBlaze. He'll summon when cornered. Beware! #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 -> Initial Counter Value: 27-30 -> 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 -> Inherent Statuses: B(7) -> 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: Target (all), Type (str), Protect (no), Shell (yes), Power (75), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Pain: Target (1), Type (mag), Protect (no), Shell (yes), Power (40), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Death (100%)] - Boost: [Dmg x 3/2] -> Sensor: Goes into Overdrive when its gauge charges up. -> Scan: None #19.2. Guado Guardian (A) (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 -> Initial Counter Value: 39-43 -> 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: - Shremedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Confusion (50%)] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Blizzard: Target (1), Type (mag), Protect(no), Shell (yes), Power (12),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-), Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restore 1000 HP] - Remedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Sleep], [remove Darkness], [remove Poison], [remove Slow], [remove Silence], [remove Berserk], [remove Confusion], [remove Petrification] - Auto-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Protects Seymour. -> Scan: 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. #19.3. Guado Guardian (B) (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 -> Initial Counter Value: 39-43 -> 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: - Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical(no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Shell (100%)] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Berserk (100%)] - Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-), Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restore 1000 HP] - Eyedrop: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Darkness] -> Sensor: Protects Seymour. -> Scan: 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. ---> 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 star 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 diabolical 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 -> Initial Counter Value: 33-36 -> 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 -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no) - Attack (two hands): Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - 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. -> Sensor: Only uses physical attacks. Curing its berserk status will lower its strength... -> Scan: Uses physical attacks only. Once it puts up its dukes, it'll retaliate to any physical attacks with a deadly counter-attack. #20.1. Guado Guardian (A) (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 -> Initial Counter Value: 30-33 -> 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. -> Sensor: Heals himself with Auto-Potion, so stop him from using items. -> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes casts Berserk on other enemies, making them stronger. #20.2. Guado Guardian (B) (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 -> Initial Counter Value: 30-33 -> 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. -> Sensor: Heals himself with Auto-Potion, so stop him from using items. -> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes casts Berserk on other enemies, making them stronger. ---> 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 (Airship - Deck) -> 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 -> Initial Counter Value: 30-33 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Swooping Scythe: Target (all), Type (str), Protect (yes), Shell (no), Power (8), Element (-), Range (infinite), Accuracy (100), Shatter (50), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no),Provoke (no), Appear (yes) - Photon Spray: Target (random), Type (mag), Protect (no), Shell (yes), Power (8x3), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Stone Gaze: Target (1), Type (mag), Protect (no), Shell (yes), Power (10), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Petrification (100%)], Slow - 100 turns (always)], [even if Petrification is not successful, Slow remains and characters do affected do not receive turns] - Poison Breath: Target (all), Type (mag), Protect (no),Shell (yes), Power(36), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Poison (100%)] - Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Haste (100%)] - Inhale: Starts the count for it's Poison Breath attack. - Too Far For Breath: Means you are too far from Evrae for it to execute Poison Breath. -> Sensor: Releases Poison Breath after inhaling. -> Scan: High magic defence. 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. #21?. Cid (During Evrae fight - from inside airship) -> HP: 410 - 1 -> MP: 1 -> AP: 0 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 16, Eva: 0, Luck: 0 -> Initial Counter Value: 36-40 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Scan, Threaten, Sensor, Provoke, Eject -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None -> Sensor: None -> Scan: None ---> STRATEGIC TACTICS: <--- Well, 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. ------------------------------------------------------------------------------- #22?. Isaaru (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 -> Initial Counter Value: None -> 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 -> Sensor: None -> Scan: None #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 -> Initial Counter Value: 33-36 -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Hellfire: Target (all), Type (mag), Protect (no), Shell (no), Power (70), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Meteor Strike: Target (1), Type (str), Protect (yes), Shell (no), Power (18), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> STRATEGIC TACTICS: <--- Remember, do not be surprised that you fight Grothia 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 -> Initial Counter Value: 30-33 -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Sonic Wings: Target (1), Type (str), Protect (yes), Shell (no), Power (9), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Attack (100%)] - Energy Ray: Target (all), Type (mag), Protect (no), Shell (yes), Power (26), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: None -> Scan: None ---> 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 -> Initial Counter Value: 30-33 -> 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: Target (all), Type (mag), Protect (no), Shell (no), Power (44), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Countdown: Charges for Mega Flare. -> Sensor: None -> Scan: None ---> 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! ------------------------------------------------------------------------------- #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 -> Initial Counter Value: 27-30 -> 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 -> Inherent Statuses: A(6), B(7), Zombie -> Weaknesses: Slow- 50, Darkness- 50 -> Elemental Affinities: [1.5 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: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (90), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Photon Spray: Target (random), Type (mag), Protect (no), Shell (yes), Power (8x4), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Stone Gaze: Target (1), Type (mag), Protect (no), Shell (yes), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Petrification (50%)] -> Sensor: Weak against healing effects. -> Scan: 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. #24.1. Gate Lock Type 1 (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 -> Initial Counter Value: None -> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: A(6), B(7), 0(1), 0(2), 1(3), 1(4), 1(5) -> 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 -> Sensor: -> Scan: None #24.2. Gate Lock Type 2 (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 -> Initial Counter Value: None -> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: B(7), 0(1), 0(2), 1(3), 1(4), 1(5) -> 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 -> Sensor: -> Scan: 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 -> Initial Counter Value: 30-33 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Banish: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Death (always)], [only on aeons] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Break: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Petrification (100%)] - Multi-Fira: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Multi-Thundara: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Multi-Watera: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Multi-Blizzara: Target (random), Type (mag), Protect (no), Shell (yes),Power (2x36), Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) -> Sensor: Casts elemental magic, Break, and Flare. -> Scan: Still uses elemental magic, but now uses multi-spells. When HP is low, he'll petrify with Break and cast the non-elemental spell Flare. #24.1. Mortibody (Bevelle Highbridge - Seymour Natus) -> HP: 4000-4000-3000-2000-1000 - 36000 [note: overkill value is in data, but there is no way to achieve overkill on it] -> MP: 50 -> AP: 0 -> Statistics: Str: 22, Mag: 20, Def: 50, Mdef: 1, Acc: 100, Agl: 28, Eva: 0, Luck: 15 -> Initial Counter Value: 27-30 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: Armor Break- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Shattering Claw: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (90), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Desperado: Target (all), Type (random), Protect (no), Shell (no), Power(10), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove Reflect], [remove Haste], [remove Regen] - Mortibsorption: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Drain] [HP restore 1) 4000, 2) 3000, 3) 2000, 4 and on) 1000] - Fire: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thunder: Target (all), Type (mag), Protect (no), Shell (yes), Power(16),Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Water: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzard: Target (all), Type (mag), Protect (no), Shell (yes), Power (16), Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] -> Sensor: Watch out for their combo attacks. -> Scan: Its Shattering Claw hits petrified characters, smashing them to smitherines. Beware the Desperado, which inflicts damage and negates any magical augmentations. ---> 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 Now it's time for second round of HP Natus has. _ - This is for the second go-around of HP; 12000 to ~66.6638% 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 ~33.3305% 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 -> Initial Counter Value: 30-33 -> 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, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Inherent Statuses: B(7) -> 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. -> Sensor: None -> Scan: None #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 -> Initial Counter Value: 84-93 -> 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 -> Sensor: None -> Scan: 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 (Calm Lands 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 -> Initial Counter Value: 30-33 -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (160), Shatter (10), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Haymaker: Target (1), Type (str), Protect (yes), Shell (no),Power (30),Element (-), Range (far), Accuracy (-), Shatter (35), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Blast Punch: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes), [HP x 1/2], [Delay Attack (100%)] - Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [NulAll (255%)], [Shell (255%)], [Protect (255%)] - Slowga: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Slow (100%)] -> Sensor: Made of stone. Resistant to physical attacks. -> Scan: Strength and defence are high. There is a 1/2 chance of the monster using Haymaker, so be sure to raise your defence. Use magic often, since its magic defence is low. ---> 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 (Gates of Mt. Gagazet) -> HP: Depends on Kimahri's Mag and Str - 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 -> Initial Counter Value: Depends on Kimahri's Agl -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Bulldoze: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)k. - Flame Breath: Target (1), Type (str), Protect (no), Shell (yes), Power (16), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Aqua Breath: Target (1), Type (str), Protect (no), Shell (yes), Power (19), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - White Wind: Target (1), Type (heal), Protect (no), Shell (no), Power (80), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Haste (100%)] -> Sensor: Covers Biran when together. -> Scan: Blocks attacks on Biran with Guard, except when separated after performing a Bulldoze. Casts White Wind just once after losing HP. Kimahri can learn many techniques. #27b. Biran Ronso (Gates 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 -> Initial Counter Value: Depends on Kimahri's Agl -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Bulldoze: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [NulAll (255%)], [Shell (255%)], [Protect (255%)] - Thunder: Target (1), Type (mag), Protect (no), Shell (yes),Power (12), Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Blizzard: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Berserk (100%)] -> Sensor: Covers Yenke when together. -> Scan: 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. Here's a representation of all variable stats of Yenke and Biran and how to calculate them: Biran/Yenke Hit Points-------------------------------------- A = (Kimahri's Strength)^3 B = (Kimahri's Magic)^3 C = (A+B) / (2*16) / 15 D = [{(C / 32) + 30} * 586] / 730 Biran HP = D*8 [Biran MAX = 3598967] Yenke HP = D*6 [Yenke MAX = 2662250] Example: A = 35^3 = 42875 B = 25^3 = 15625 C = (42875 + 15625) / (2 * 16) / 15 = 31200 D = [(31200 / 32+30) * 586] / 730 = 806 Biran HP = 806 * 8 = 6448 Yenke HP = 806 * 6 = 4836 Biran/Yenke Agility----------------------------------------- Biran Agi = Kimahri Speed - 4 Yenke Agi = Kimahri Speed - 6 Biran/Yenke Str/Mag----------------------------------------- A = (Kimahri HP - 644) / 200 Example: Kimahri's HP = 2500 (2500 - 644) / 200 = [9.28] = 9 Yenke Str = 1/2 Biran Biran Mag = 1/2 Yenke A--BiranStrMag--YenkeStrMag 0 11 4 5 8 1 12 4 6 8 2 13 4 6 9 3 15 5 7 10 4 17 6 8 12 5 19 7 9 14 6 21 8 10 16 7 22 8 11 17 8 23 9 11 19 9 24 10 12 20 10 25 10 12 21 11+ 27 11 13 22 ---> 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 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: B(7) -> 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: - Lance of Atrophy: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (120), Shatter (30), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Zombie (100%)] - Banish: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Death (always)], [only on aeons] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Reflect (100%)] - Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes) - Dispel: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove Reflect], [remove Regen] - Failed counterstrike: Seymour casts Flare on himself. - Seymour watches... and waits: He skips a turn for now. -> Sensor: Watch out for their combo attacks. -> Scan: Predict the Mortiorchis's actions by watching Seymour's attacks. His Lance of Atrophy causes zombie, and Mortiorchis follows with Full-Life. Together they unleash Total Annihilation. #28.1. Mortiorchis (Mt. Gagazet Before Cave Area - Seymour Flux Fight) -> HP: 4000-4000-3000-2000-1000 on [Note: There is no way that you can get Overkill on Mortiorchis - 36000] -> MP: 512 -> AP: 0 -> Statistics: Str- 40, Mag- 40, Def- 100, Mdef- 1, Acc- 100, Agl- 38, Eva- 0, Luck- 15 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Cross-Cleave: Target (all), Type (str), Protect (yes), Shell (no), Power (52), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Buster (100%)] - Slowga: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Slow (254%)] - Total Annihilation: Target (all), Type (mag), Protect (no), Shell (yes), Power (44), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Mortibsorption: Target (1), Type (fixed), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Drain] [HP restore 1) 4000, 2) 3000, 3) 2000, 4 and on) 1000] - Full-Life: Target (1), Type (heal), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] [revive KO], [however, in terms of this battle, only is used to damage characters under Zombie] - Mortiorchis: Ready to annihilate!:- Starts count for Total Annihilation. - Mortiorchis: Auto-Attack mode!:- It will begin to execute Total Annihilation. -> Sensor: Watch out for their combo attacks. -> Scan: Beware its combo attacks. If a character is zombified by Seymour's Lance of Atrophy, it will cast Full-Life, causing instant KO. Cast Protect to help survive Cross Cleave. ---> 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! ---> 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. ------------------------------------------------------------------------------- #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 -> Initial Counter Value: 24-26 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Tail Sweep: Target (all), Type (str), Protect (yes), Shell (no), Power (12), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Delay Buster (100%)], [remove Haste] - Photon Wings: Target (all), Type (random), Protect (no), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Sleep - 3 turns (50%)], [Darkness - 3 turns (50%)], [Confuse (25%)], [Silence - 3 turns (50%)], [Curse (100%)] - Mana Breath: Target (1), Type (mag), Protect (no), Shell (yes), Power (48), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP (100%)] - Esuna: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Darkness], [remove Silence], [remove Poison], [remove Berserk], [remove Slow] - Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Protect (100%)] - Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Reflect (100%)] - Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Regen - 10 turns (100%)] -> Sensor: High physical and magic defence. -> Scan: Its Photon Wings attack causes confusion, sleep, silence, darkness, curse, and other status effects. Tail Sweep negates Haste and delays target's next turn. Uses healing magic and Reflect, among other spells. ---> 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 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Berserk Tail: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no), [Berserk (50%)] - Attack: Target (all*), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (126), Shatter (120), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) * - only if all three characters are on adjacent platforms - Attack (aeons): Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (yes), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Glyph Mine: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit(no), Provoke (no), Appear(no) -> Sensor: Attacks all frontal targets when hit. -> Scan: Attacks all frontal targets when hit. It will plant a Glyph Mine upon a circle, causing instant KO when detonated. Use the trigger command Move to transfer to another circle. #30?. Emblem Platform (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 -> Initial Counter Value: None -> 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 -> Inherent Statuses: A(1), A(6), B(7) -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: ??? -> Armor Abilities: N/A -> Weapon Abilities: N/A -> Armor/Weapon Abilities: N/A -> Abilities: None -> Sensor: None -> Scan: 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 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: --- First Form --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [remove Shell], [remove Protect], [remove Haste] - Absorb: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/2], [restores HP] - Sleep: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Sleep - 3 turns (100%)] - Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)] - Blind: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 3 turns (100%)] --- Second Form --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [remove Shell], [remove Protect], [remove Haste] - Absorb: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/2], [restores HP] - Hell Biter: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Zombie (100%)] - Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Regen - 10 turns (100%)], [in this case, on a character under Zombie] --- Third Form --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [remove Shell], [remove Protect], [remove Haste] - Absorb: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 1/2], [restores HP] - Hell Biter: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Zombie (100%)] - Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [Regen - 10 turns (100%)], [in this case, on a character under Zombie] - Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (10),Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain MP] - Mind Blast: Target (all), Type (mag), Protect (no), Shell (yes), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [if on character, Confusion (50%)], [if on Aeon, Curse (100%)] - Mega Death: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (?), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Death (100%)] -> Sensor: Reaper of souls. Vulnerable to holy magic. -> Scan: Casts Curaga and Regen on zombified characters. Cure zombie with Holy Water. Her counter-attacks dispel support magic. She also curses aeons with her Mind Blast. ---> 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 -> Initial Counter Value: 30-33 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Attack: Target (all), Type (str), Protect (yes), Shell (no), Power (34), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Fin Bash: Target (all), Type (str), Protect (yes), Shell (no), Power (28), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Delay Buster (100%)] - Gravija: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 3/4] - Negation: Target (bothall), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Sleep], [remove Darkness], [remove Petrification], [remove Poison], [remove Silence], [remove Berserk], [remove Zombie], [remove Slow], [remove Confusion], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove NulAll], [remove Provoke], [remove Threaten], [remove FullBreak] - Core gathers energy!: Starts count for Gravija. - Sin remains motionless: It does not take its current respective turn. -> Sensor: Gathers energy to cast Gravija. Avoid with trigger command Pull Back. -> Scan: Unleashes Gravija once the core is energized, reducing all characters' HP by 3/4. To avoid this, get Cid to back off. Dispels with Negation and sometimes attacks all with a physical attack. ---> 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 mere 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 -> Initial Counter Value: 30-33 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Attack: Target (all), Type (str), Protect (yes), Shell (no), Power (34), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Fin Bash: Target (all), Type (str), Protect (yes), Shell (no), Power (28), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Delay Buster (100%)] - Gravija: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 3/4] - Negation: Target (bothall), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Sleep], [remove Darkness], [remove Petrification], [remove Poison], [remove Silence], [remove Berserk], [remove Zombie], [remove Slow], [remove Confusion], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove NulAll], [remove Provoke], [remove Threaten], [remove FullBreak] - Core gathers energy!: Starts count for Gravija. - Sin remains motionless: It does not take its current respective turn. -> Sensor: Gathers energy to cast Gravija. Avoid with trigger command Pull Back. -> Scan: Unleashes Gravija once the core is energized, reducing all characters' HP by 3/4. To avoid this, get Cid to back off. Dispels with Negation and sometimes attacks all with a physical attack. ---> 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 mere 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 -> Initial Counter Value: 30-33 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: Target (allsans), Type (grav), Protect (no), Shell (yes), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 3/4] - Negation: Target (bothall), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Sleep], [remove Darkness], [remove Petrification], [remove Poison], [remove Silence], [remove Berserk], [remove Zombie], [remove Slow], [remove Confusion], [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove NulAll], [remove Provoke], [remove Threaten], [remove FullBreak] - Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzard: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Core is innactive: If Genais is in, it does not act. - Core gathers energy: Starts count to Graviga. -> Sensor: Gathers energy when Genais enters its shell. -> Scan: When Genais enters its shell, the core begins to energize, unleashing Gravija, which reduces HP of all targets by 3/4. Also dispels positive status effects with Negation. #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 -> Initial Counter Value: 27-30 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: Zombie- 80, Silence- 99 -> Elemental Affinities: [Absorption] Water [1.5 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: - Sigh: Target (all), Type (mag), Protect (no), Shell (yes), Power (24), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Darkness - 3 turns (100%)] - Venom: Target (1), Type (mag), Protect (no), Shell (yes), Power (32), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Poison (100%)] - Thrashing: Target (all), Type (str), Protect (yes), Shell (no), Power (32), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Magic absorbed: It absorbs all magic directed a the Core. -> Sensor: Absorbs magical attacks against Sin. -> Scan: After losing half its HP, it enters its shell on its next turn. If hit there, it recovers with Cura and exits the shell on its next turn. Protected from Gravija when inside the shell. ---> 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. ------------------------------------------------------------------------------- #35. Overdrive 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 -> Initial Counter Value: 24-26 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Gaze: Target (1), Type (mag), Protect (no), Shell (no), Power (50), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no) - Petrify Gaze: Target (1), Type (mag), Protect (no), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Petrification (30%)] - Confuse Gaze: Target (1), Type (mag), Protect (no), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Confusion (30%)] - Zombie Gaze: Target (1), Type (mag), Protect (no), Shell (no), Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Zombie (30%)] - Giga-Graviton: Target (-), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Game Over] - Drawn to Sin: Your airship gets pulled toward Sin. -> Sensor: Finish him before he opens his mouth all the way. -> Scan: Pulls the airship in while gathering all his strength to cast the ultimate terror, Giga-Graviton. Stop him before he wipes everyone out! ---> 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 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: - Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no), Appear (yes) - Ultima: Target (all), Type (mag), Protect (no), Shell (no), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) - Dispel: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [remove Shell], [remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove NulAll] -> Sensor: Energized by the Mortiphasms. -> Scan: Casts spells once energized by the four Mortiphasms behind him. Their positions somehow affect his actions. Physical attacks turn the Mortiphasms to the left, while magic turns them to the right. #36.1. Mortiphasm (Sin: Garden of Pain - Seymour Omnis) -> HP: 6000 - 1000 [Cannot overkill] -> MP: 30 -> AP: 0 -> Statistics: Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 30, Agl- 10, Eva- 0, Luck- 20 -> Initial Counter Value: 42-56 -> 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 -> Inherent Statuses: A(1), A(6), B(7), 0(1), 0(2), 1(3), 1(4), 1(5) -> Weaknesses: None -> Elemental Affinities: Sorta Depends -> Zanmato Lv: 4 (???) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None -> Sensor: None -> Scan: 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 -> Initial Counter Value: 21-23 Form 2: Str- 50, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: A(6), B(7) -> 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: --- First Form --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Jecht Beam: Target (1), Type (mag), Protect (no), Shell (yes), Power (8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Petrification (100%)] - Triumphant Grasp: Target (1), Type (str), Protect (no), Shell (no), Power (2x12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Zombie (100%)] - Jecht Bomber: Target (1), Type (str), Protect (no), Shell (no), Power (24), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) --- Second Form --- - Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no) - Jecht Beam: Target (1), Type (mag), Protect (no), Shell (yes), Power (8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes), [Petrification (100%)] - Triumphant Grasp: Target (1), Type (str), Protect (no), Shell (no), Power (2x14), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Jecht Bomber: Target (1), Type (str), Protect (no), Shell (no), Power (24), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes) - Swipe: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element (-), Range (far), Accuracy (150), Shatter (0), Critical (no), Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no), [Delay Attack (100%)] - Ultimate Jecht Shot: Target (all), Type (str), Protect (no), Shell (no), Power (22), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Use the trigger command to talk. -> Scan: Draws power from the Yu Pagodas and unleashes Overdrive attacks once his gauge is charged. Stop him from using Overdrives. Have Tidus talk to lower the gauge. #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 -> Initial Counter Value: None -> 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, Nullification, 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 -> Sensor: None -> Scan: 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 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Power Wave: Target (1), Type (fixed), Protect (no), Shell (no), Power (30), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restore 1500 fix HP] - Osmose: Target (1), Type (grav), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain 100% of MP] - Curse: Target (1), Type (mag), Protect (no), Shell (yes), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)], [Sleep - 3 turns (100%)], [Poison - 3 turns (100%)], [Darkness - 3 turns (100%)], [Curse (100%)] -> Sensor: Inflict damage to halt its actions. -> Scan: None #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 -> Initial Counter Value: 21-23 -> 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 -> Inherent Statuses: A(6), B(7) -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Power Wave: Target (1), Type (fixed), Protect (no), Shell (no), Power (30), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [restore 1500 fix HP] - Osmose: Target (1), Type (grav), Protect (no), Shell (no), Power (-),Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [drain 100% of MP] - Curse: Target (1), Type (mag), Protect (no), Shell (yes), Power (16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [Silence - 3 turns (100%)], [Sleep - 3 turns (100%)], [Poison - 3 turns (100%)], [Darkness - 3 turns (100%)], [Curse (100%)] -> Sensor: Inflict damage to halt its actions. -> Scan: None ---> 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. Now, here's some data I discovered regarding Yu Pagoda's varying Hit Points: 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. From there, you take four hits to kill it, say with one hit doing 2000, another doing 4895, another doing 3277, and the last doing 9999. Its return-HP is 20171. Hope that proves somehow useful. You win the fight! Now move on to rest of the this glorious game! The following strategy was sent in by Emmiyeh. 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. ------------------------------------------------------------------------------- Note: Yu Pagodas are in following aeon fights and with Yu Yevon (the same info) Note: If anyone can provide me with the specific attack effects of Aeon attacks during these battles it would be greatly appreciated ------------------------------------------------------------------------------- 1. Valefor (Finale) -> HP: Variable - 1000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Does physical damage against one character. - Sonic Wings: Puts delay on one character for next turn + physical damage. - Energy Ray: Does non-elemental damage against each and every one of the characters in your party. - Energy Blast: Does high non-elemental damage against each character in your party - only used when Overdrive bar reaches full. -> Sensor: Strike me down. -> Scan: None ---> STRATEGIC TACTICS: <--- 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 (Finale) -> HP: Variable - 2000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Does physical damage against one character. - Meteor Strike: Does delay for next characters' turn as well as physical damage. - Hellfire: Does high Fire-based-elemental damage vs. all characters - only when Overdrive meter elevates to the max position. -> Sensor: Extinguish me. -> Scan: None ---> STRATEGIC TACTICS: <--- 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 (Finale) -> HP: Variable - 3000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: [Absorption] Lightning -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Does physical damage against one character. - Aerospark: Does physical damage against one character. - Thor's Hammer: Does high Lightning based elemental damage against all party members. -> Sensor: End it right here. -> Scan: None ---> STRATEGIC TACTICS: <--- 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 (Finale) -> HP: Variable - 4000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: [Absorption] Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: Does physical damage against one character. - Heavenly Strike: Physical damage to one. - Diamond Dust: Does high Ice based elemental damage against all characters. -> Sensor: Please... Defeat me. -> Scan: None ---> STRATEGIC TACTICS: <--- 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 (Finale) -> HP: Variable - 5000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> 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. Countdown: 2- Displays that Bahamut will unleash a very power Mega Flare in just 2 turns. Countdown: 3- Displays that Bahamut will unleash a very power Mega Flare in just 3 turns. Countdown: 4- Displays that Bahamut will unleash a very power Mega Flare in just 4 turns. Countdown: 5- Displays that Bahamut will unleash a very power Mega Flare in just 5 turns. 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. -> Sensor: Soon... Eternal rest. -> Scan: None ---> STRATEGIC TACTICS: <--- 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 (Finale) -> HP: Variable - 5000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> 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. -> Sensor: Take my life. -> Scan: None ---> STRATEGIC TACTICS: <--- 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 (Finale) -> HP: Variable - 168 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> 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. Oblivion- Let's 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. -> Sensor: Thus I atone. -> Scan: None ---> STRATEGIC TACTICS: <--- 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. Oblivion 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 (Finale) -> HP: Variable - 2000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> 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. -> Sensor: Don't cry. -> Scan: None 8b. Cindy (Finale) -> HP: Variable - 2000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> 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. -> Sensor: Stop the suffering. -> Scan: None 8c. Mindy (Finale) -> HP: Variable - 2000 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary, Luck- Vary -> Initial Counter Value: Vary -> Steal: None -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: All except Curse -> Inherent Statuses: B(7) -> 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. -> Sensor: Gotta say goodbye. -> Scan: None ---> STRATEGIC TACTICS: <--- 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 (Finale) -> HP: 99999 - 99999 -> MP: 1 -> AP: 0 - 0 -> Statistics: Str: 1, Mag: 200, Def: 1, Mdef: 1, Acc: 0, Agl: 44, Eva: 0, Luck: 0 -> Steal: None -> Initial Counter Value: 18-20 -> Steal Gil: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Silence, Petrify, Darkness, Scan, Threaten, Provoke, Bribe, Confuse, Berserk, Death, Eject -> Inherent Statuses: B(7) -> Weaknesses: Poison- 0; 5%, Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Osmose: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [absorb 100% MP] - Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes), [restores HP] - Gravija: Target (allsans), Type (grav), Protect (no), Shell (yes), Power (80), Element(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes), [HP x 3/4] - Ultima: Target (all), Type (mag), Protect (no), Shell (no), Power (70), Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes) -> Sensor: Possesses aeons. -> Scan: None ---> STRATEGIC TACTICS: <--- - 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 23b. Formations [sform4] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============================================================================== The Formations =============================================================================== In this section I will list EVERY single monster formation for every single area and subarea in the game. Encounters are classified into 6 groups, which include "random", "boss", "event", "tutorial", "again boss", and "visible". - Random - random encounter on a terrain (ie. Ragora) - Boss - forced/optional boss battle (ie. Oblitzerator/Shinryu) - Event - non-boss forced battle (ie. Sahagin Kings during Luca siege) - Tutorial - a forced battle teaching you things, usually random encounters (ie. Garuda in Besaid at the beginning) - Again Boss - a forced boss battle you have to fight again (ie. Sinspawn Gui) - Visible - a fiend you can see clearly on the terrain (ie. Sandragora) Well, without further adieu, let's begin. ---------------------------------> Zanarkand <--------------------------------- Sinscale [9310] x? (event) | Sinspawn Ammes, Sinscale [9410] x5 (boss) | Tanker, Sinscale [9310] x? (event) | --------------------------------> Baaj Temple <-------------------------------- Sahagin x3 (event) | Geosgaeno (boss) | Geosgaeno (boss) | Klikk [before Al Bhed] (boss) | Klikk [after Al Bhed] (boss) | ----------------------------> Al Bhed/Sunken Ship <---------------------------- Piranha [1], Piranha [2] (random) | Piranha [3] (random) | Tros (boss) | Piranha [3] x2 (random) | Piranha [1], Piranha [2] (random) | Piranha [2], Piranha [1], Piranha [3] (random) | Piranha [2], Piranha [1] x3 (random) | -----------------------------------> Besaid <---------------------------------- Dingo, Water Flan (random) | Dingo, Condor (random) | Condor, Water Flan (random) | Dingo, Condor (tutorial) | Water Flan (tutorial) | ??? [Kimahri], Kimahri Weapon (boss) | Dingo, Water Flan (random) | Dingo, Condor (random) | Condor, Dingo (random) | Dingo, Water Flan, Condor (random) | Garuda (tutorial) | Garuda (tutorial) | Condor, Dingo, Water Flan (tutorial) | Dark Valefor (boss) (after you gain full command of Airship) | ----------------------------------> SS Liki <---------------------------------- Sinscale x3?/infinite, Sin [fin] (boss) | Sinspawn Echuilles, Sinscale x?/infinite (boss) | -----------------------------------> Kilika <---------------------------------- Lord Ochu (boss) | Dinonix, Yellow Element (random) | Dinonix, Killer Bee (random) | Yellow Element, Killer Bee (random) | Dinonix, Yellow Element, Killer Bee (random) | Ragora (random) | Ragora x2 (random) | Ragora, Killer Bee x2 (random) | Ragora (tutorial) | Sinspawn Geneaux, Geneaux's Tentacle x2 (boss) | -------------------------------------> Luca <---------------------------------- Worker x2 (event) | Worker x2 (event) | Worker x2 (event) | Oblitzerator, Crane (boss) | Sahagin Chief ?/keep coming (event) | Vouivre (event) | Garuda (event) | --------------------------------> Mi'ihen Highroad <--------------------------- Mi'ihen Fang, White Element, Floating Eye (random) | Mi'ihen Fang, White Element, Raldo (random) | Floating Eye, Mi'ihen Fang, Raldo (random) | Raldo, White Element, Floating Eye (random) | Bomb (random) | Dual Horn (random) | Mi'ihen Fang (random) | Mi'ihen Fang x2 (random) | Mi'ihen Fang x3 (random) | Dual Horn, Mi'ihen Fang (random) | Raldo (tutorial) | Belgemine, Ifrit (summon) | White Element, Mi'ihen Fang, Floating Eye (random) | Mi'ihen Fang, White Element, Raldo (random) | Mi'ihen Fang, Raldo, Floating Eye (random) | Raldo, White Element, Floating Eye (random) | Dual Horn, Mi'ihen Fang (random) | Bomb x2, Dual Horn (random) | Floating Eye x2, Bomb (random) | Bomb x3 (random) | Mi'ihen Fang (random) | Mi'ihen Fang x2 (random) | Mi'ihen Fang x3 (random) | Mi'ihen Fang, Dual Horn (random) | Chocobo Eater (boss) | Mi'ihen Fang, White Element, Floating Eye (random) | Mi'ihen Fang, White Element, Raldo (random) | Mi'ihen Fang, Raldo, Floating Eye (random) | Raldo, White Element, Floating Eye (random) | Dual Horn, Raldo (random) | Bomb x2, Dual Horn (random) | Bomb, Floating Eye x2 (random) | Bomb x3 (random) | ------------------------------> Mushroom Rock Road <--------------------------- Vouivre, Ipiria, Thunder Flan (random) | Ipiria, Vouivre, Floating Eye (random) | Vouivre, Floating Eye, Thunder Flan (random) | Vouivre, Thunder Flan (random) | Thunder Flan, Bomb x2 (random) | Dual Horn, Thunder Flan (random) | Vouivre, Dual Horn x2 (random) | Bomb x2, Dual Horn (random) | Vouivre, Ipiria, Thunder Flan (random) | Vouivre, Ipiria, Floating Eye (random) | Thunder Flan, Floating Eye, Vouivre (random) | Thunder Flan, Bomb x2 (random) | Bomb x2, Dual Horn (random) | Dual Horn x2, Vouivre (random) | Garuda (random) | Red Element, Raptor, Lamashtu (random) | Lamashtu, Gandarewa, Red Element (random) | Raptor, Red Element, Gandarewa (random) | Raptor, Funguar x2 (random) | Raptor, Funguar, Red Element (random) | Funguar, Red Element, Gandarewa (random) | Garuda (random) | Lamashtu, Raptor, Red Element (random) | Lamashtu, Gandarewa, Red Element (random) | Raptor, Funguar x2 (random) | Raptor, Funguar, Red Element (random) | Funguar, Red Element, Gandarewa (random) | Garuda (random) | Garuda, Funguar x2 (random) | Sinspawn Gui, Head, Arm x2 (boss) | Lamashtu, Raptor, Red Element (random) | Lamashtu, Gandarewa, Red Element (random) | Raptor, Red Element, Gandarewa (random) | Raptor, Funguar x2 (random) | Raptor, Funguar, Red Element (random) | Funguar, Red Element, Gandarewa (random) | Sinspawn Gui, Head, Arm x2 (again boss) | Dark Magus Sisters (boss) (after you gain full command of Airship) | --------------------------------> Djose Highroad <----------------------------- Lamashtu, Raptor, Simurgh (random) | Raptor, Simurgh, Funguar (random) | Bite Bug x2, Funguar (random) | Bite Bug x2, Basilisk (random) | Basilisk x2 (random) | Lamashtu, Raptor, Funguar (random) | Garm, Bunyip, Snow Flan (random) | Garm, Bunyip, Simurgh (random) | Gandarewa x2, Funguar (random) | Gandarewa x2, Snow Flan (random) | Basilisk, Funguar x2 (random) | Simurgh, Bite Bug x2 (random) | Basilisk x2 (random) | -----------------------------------> Moonflow <-------------------------------- Ochu (random) | Bunyip, Garm, Bite Bug (random) | Ochu, Bite Bug x2 (random) | Ochu, Garm (random) | Ochu (random) | Garm, Bunyip, Snow Flan (random) | Gandarewax 2, Funguar (random) | Belgemine, Ixion (summon) | Extractor (random) | ??? [chest], Garm, Bunyip (random) | ??? [chest], Bite Bug x2 (random) | ??? [chest], Bunyip, Bite Bug x2 (random) | Ochu, Garm (random) | Garm, Bunyip, Snow Flan (random) | ??? [chest], Bunyip (tutorial) | --------------------------------> Thunder Plains <----------------------------- Larva, Gold Element (random) | Melusine, Kusariqqu, Aerouge (random) | Gold Element, Buer, Melusine (random) | Larva, Aerouge x2 | Gold Element, Buer, Aerouge (random) | Qactuar (random) | Qactuar x2 (random) | Qactuar x3 (random) | Iron Giant (random) | Iron Giant, Buer x2 (random) | Larva x2 (random) | Melusine, Kusariqqu, Aerouge (random) | Gold Element, Buer, Kusariqqu (random) | Qactuar (random) | Qactuar x2 (random) | Qactuar x3 (random) | Dark Ixion (boss) (after you gain full command of Airship) | -------------------------------> Macalania Forest <---------------------------- Iguion, Murussu, Wasp (random) | Iguion, Murussu, Blue Element (random) | Wasp, Blue Element x2 (random) | Xiphos (random) | Wasp x2, Xiphos (random) | Chimera (random) | Spherimorph (boss) | --------------------------------> Lake Macalania <----------------------------- Evil Eye, Ice Flan, Snow Wolf (random) | Snow Wolf, Ice Flan, Mafdet (random) | Snow Wolf x2, Ice Flan (random) | Crawler, Negator (boss) | ------------------------------> Macalania Temple <----------------------------- Guado Guardian x2, Seymour, Anima (boss) | Guado Guardian [???], Snow Wolf, Mafdet (random) | Guado Guardian [???], Evil Eye x2 (random) | Guado Guardian [???], Ice Flan, Mafdet (random) | Dark Shiva (boss) (after you gain full command of Airship) | ---------------------------------> Macalania <--------------------------------- Snow Wolf, Ice Flan, Evil Eye (random) | Snow Wolf, Ice Flan, Mafdet (random) | Evil Eye x2, Mafdet (random) | Evil Eye, Snow Wolf, Ice Flan (random) | Mafdet, Snow Wolf, Ice Flan (random) | Mafdet, Evil Eye x2 (random) | Guado Guardian [???], Snow Wolf, Mafdet (random) | Guado Guardian [???], Evil Eye x2 (random) | Guado Guardian [???], Ice Flan, Mafdet (random) | Guado Guardian x2, Wendigo (boss) | -----------------------------> Bikanel Desert <-------------------------------- Zu (event) | Zu, ??? [chest] (tutorial) | Cactuar (random) | Sand Wolf, Mushussu, Alcyone (random) | Sand Wolf, Alcyone x2 (random) | Mech Guard x2 (random) | Zu (random) | Sand Worm (random) | Cactuar (random) | Mech Guard x2 (random) | Cactuar (random) | Cactuar (random) | Sand Wolf, Mushussu, Alcyone (random) | Alcyone x2, Sand Wolf (random) | Mech Guard x2 (random) | Zu (random) | Sand Worm (random) | Cactuar (random) | Cactuar (random) | Sand Worm (random) | Zu, ??? [chest] (random) | Zu, ??? [chest] x2 (random) | Sand Wolf x3, ??? [chest] (random) | Cactuar (random) | Cactuar x2 (random) | Mushussu, Sand Wolf, Alcyone (random) | Mushussu, Alcyone x2 (random) | Mech Guard x2 (random) | Mech Gunner, Mech Guard x2 (random) | Zu (random) | Sand Worm (random) | Cactuar (random) | Cactuar (random) | Cactuar x2 (random) | Cactuar x3 (random) | Zu (random) | Zu, Cactuar x2 (random) | Sand Worm (random) | Sandragora (visible) | Cactuar (random) | Cactuar (random) | Cactuar (random) | Dark Ifrit (boss) (after you gain full command of Airship) | ----------------------------------> Al Bhed Home <----------------------------- Guado Guardian [DE], Bomb [E2] x3 (random) | Guado Guardian [DE], Evil Eye [E1] x2 (random) | Dual Horn [E4] x2, Guado Guardian [DE] (random) | Chimera [E3] x2, Guado Guardian [DE] (random) | -----------------------------------> Airship <--------------------------------- Bomb [E2] x3 (random) | Evil Eye [E1] x2 (random) | Dual Horn [E4] x2 (random) | Evrae, Cid, Dummy (boss) | -----------------------------------> Bevelle <--------------------------------- Warrior Monk [C5] x2, Warrior Monk [C7], Rifle x2, Fire Rifle (random) | YKT-63, Warrior Monk [C7] x2, Fire Rifle x2 (random) | Warrior Monk [C5] x2, YAT-99, Rifle x2 (random) | Sahagin [land] x3 (random) | Cave Iguion x2, Sahagin [land] (random) | Bat Eye x2 (random) | Aqua Flan, Sahagin [land] x2 (random) | Aqua Flan, Cave Iguion x2 (random) | Swamp Mafdet, Bat Eye (random) | Maze Larva (random) | Isaaru, Ifrit/Grothia [1C] (summon) | Isaaru, Valefor/Pterya [FE] (summon) | Isaaru, Bahamut/Spathi [1F] (summon) | Phlegyas x2 (random) | Remora x2, Phlegyas (random) | Remora, Sahagin [pink] (random) | Sahagin [pink] x2, Octopus (random) | Octopus x2 (random) | Evrae Altana, Gate Lock [A2], Gate Lock [AB], Dummy (boss) | Evrae Altana, Gate Lock [A2], Gate Lock [AB], Dummy (boss) | Evrae Altana, Dummy x? (boss) | YKT-63, Warrior Monk [C7] x2, Fire Rifle x2 (random) | YKT-63 x2, YAT-99 (random) | YAT-99 x2, YKT-63 (random) | Seymour Natus, Mortibody (boss) | ---------------------------------> Calm Lands <-------------------------------- Skoll, Flame Flan, Mech Scouter (random) | Mech Scouter [flaming] x2, Ghost (random) | Nebiros, Shred, Flame Flan (random) | Mech Scouter, Nebiros x2, Skoll (random) | Chimera Brain x2 (random) | Malboro (random) | Mech Scouter [flaming] x2, Coeurl (random) | Belgemine, Shiva [1E11] (summon) | Skoll, Flame Flan, Mech Scouter (random) | Mech Scouter [flaming], Ghost (random) | Nebiros, Shred, Flame Flan (random) | Nebiros, Skoll, Mech Scouter (random) | Chimera Brain x2 (random) | Malboro (random) | Anacondaur x2 (random) | Ogre, Skoll x2 (random) | Mech Scouter [flaming] x2, Coeurl (random) | Coeurl x2 (random) | Skoll, Flame Flan, Mech Scouter (random) | Ghost, Mech Scouter [flaming] x2 (random) | Nebiros, Shred, Flame Flan (random) | Mech Scouter, Nebiros x2, Skoll (random) | Chimera Brain x2 (random) | Malboro (random) | Anacondaur x2 (random) | Ogre, Skoll x2 (random) | Mech Scouter [flaming] x2, Coeurl (random) | Coeurl x2 (random) | Skoll, Flame Flan, Mech Scouter (random) | Ghost, Mech Scouter [flaming] x2 (random) | Nebiros, Shred, Flame Flan (random) | Mech Scouter, Nebiros x2, Skoll (random) | Chimera Brain (random) | Malboro (random) | Anacondaur x2 (random) | Ogre, Skoll x2 (random) | Mech Scouter [flaming] x2, Coeurl (random) | Coeurl x2 (random) | Defender X (boss) | Epaaj x2 (random) | Mech Scouter [flaming] x2, Epaaj (random) | Mech Scouter x2, Epaaj (random) | --------------------------> Cavern of the Stolen Fayth <----------------------- Yowie x3 (random) | Nidhogg, Dark Element x2 (random) | Imp, Mech Hunter, Epaaj (random) | Thorn x3 (random) | Ghost (random) | Valaha, Epaaj (random) | Magic Urn [CA10] ? (random) | Mira, Yojimbo, Koma Inu (boss) | Ghost (random) | Valaha, Epaaj (random) | Malboro (random) | Defender (random) | Tonberry (random) | Coeurl x2 (random) | Magic Urn [CA10] ? (random) | Dark Yojimbo (boss) (after you gain full command of Airship) | ------------------------------> Mount Gagazet <-------------------------------- Bandersnatch, Nidhogg, Mech Leader (random) | Grenade x2, Imp (random) | Mech Defender x2, Mech Leader (random) | Grat x2, Bashura (random) | Grat x2, Grenade (random) | Imp x2, Grat x2 (random) | Biran Ronso, Yenke Ronso (boss) | Seymour Flux, Mortiorchis (boss) | Bandersnatch, Mech Leader, Nidhogg (random) | Mech Defender x2, Mech Leader (random) | Dark Flan (random) | Mandragora (random) | Grendel, Ahriman (random) | Bashura x2 (random) | Behemoth (random) | Maelspike x2, Splasher [3] (random) | Maelspike, Achelous x2 (random) | Achelous x2, Splasher [2], Splasher [3] (random) | Splasher [2], Splasher [3], Splasher [1] x2 (random) | Sanctuary Keeper (boss) | Dark Anima (boss) (after you gain full command of Airship) | ----------------------------> Zanarkand Ruins <-------------------------------- Dark Flan (random) | Mandragora (random) | Grendel, Ahriman (random) | Bashura, Ahriman (random) | Behemoth (random) | Defender Z (random) | Fallen Monk [C6] x2, Fallen Monk [C8], Rifle x2, Fire Rifle (random) | Fallen Monk [C6] x3, YAT-97, Rifle x2 (random) | YKT-11, Fallen Monk [C8] x2, Fire Rifle x2 (random) | YKT-11 x2, YAT-97 (random) | YAT-97 x2, YKT-11 (random) | Spectral Keeper, Circle ? (boss) | Yunalesca [form 1] (boss) | Yunalesca [form 2] (boss) | Yunalesca [form 3] (boss) | Dark Bahamut (boss) (after you gain full command of Airship) | ------------------------------> Airship (again) <------------------------------ Left Fin, Cid (boss) | Right Fin, Cid (boss) | Sinspawn Genais, Sin [8A] (boss) | Sin [8C] (boss) | Penance (boss) (after you gain full command of Airship / after all Dark Aeons | defeated) | ----------------------------------> Sin <-------------------------------------- Ahriman x3 (random) | Exoray x2, Ahriman (random) | Adamantoise (random) | Gemini [mace], Gemini [sword] (random) | Behemoth King (random) | Seymour Omnis, Mortiphasm [6A] x4 (boss) | Exoray x2, Ahriman (random) | Adamantoise (random) | Gemini [mace], Gemini [sword] (random) | Demonolith (random) | Behemoth King (random) | Great Malboro (random) | Barbatos (random) | Wraith (random) | Behemoth King (random) | Barbatos (random) | Great Malboro (random) | Demonolith (random) | Demonolith x3 (random) | Land Worm (random) | Wraith (random) | Varuna (random) | Braska's Final Aeon, Yu Pagoda [AE], Yu Pagoda [AD], Sword (boss) | Valefor [A3], Yu Pagoda [AE], Yu Pagoda [AD], Nishida (boss) | Ifrit [A4], Yu Pagoda [AE], Yu Pagoda [AD], Nishida (boss) | Ixion [A5], Yu Pagoda [AE], Yu Pagoda [AD], Nishida (boss) | Shiva [A6], Yu Pagoda [AE], Yu Pagoda [AD], Nishida (boss) | Bahamut [A7], Yu Pagoda [AE], Yu Pagoda [AD], Nishida (boss) | Anima [A8], Yu Pagoda [AE], Yu Pagoda [AD], Nishida (boss) | Yojimbo [A9], Yu Pagoda [AE], Yu Pagoda [AD], Sinscale [74], Nishida (boss) | Mindy [B4],Sandy [B3],Cindy [B2],Yu Pagoda [AE], Yu Pagoda [AD],Nishida (boss)| Yu Yevon, Yu Pagoda [AE], Yu Pagoda [AD] (final boss) | ---------------------------------> Remiem Temple <----------------------------- Belgemine, Valefor [FE10] (summon) | Belgemine, Ifrit [1C11] (summon) | Belgemine, Ixion [1D11] (summon) | Belgemine, Shiva [1E11] (summon) | Belgemine, Bahamut [1F11] (summon) | Belgemine, Yojimbo [2011], Koma Inu (summon) | Belgemine, Anima [0911] (summon) | Belgemine, Mindy [2311], Sandy [2111], Cindy [2211] (summon) | Guado Guardian [DE10], Bomb [E210] x3 (random) | Guado Guardian [DE10], Evil Eye [E110] x2 (random) | Dual Horn [E410] x2, Guado Guardian [DE10] (random) | Chimera [E310] x2, Guado Guardian [DE10] (random) | -------------------------------> Omega Dungeon <------------------------------- Master Coeurl x2, Floating Death (random) | Halma x2, Spirit (random) | Zaurus x2, Floating Death (random) | Black Element x2, Spirit (random) | Varuna (random) | Master Tonberry (random) | Adamantoise (random) | Machea x2 (random) | Defender Z x2 (random) | Demonolith x2 (random) | Great Malboro (random) | Zaurus, ??? [chest] (random) | Zaurus, ??? [chest] --> Mimic [mech] (random) | Zaurus, ??? [chest] --> Mimic [winged beast] (random) | Zaurus, ??? [chest] --> Mimic [petrifying snake] (random) | Zaurus, ??? [chest] --> Mimic [horned beast] (random) | Puroboros x3 (random) | Wraith (random) | Ultima Weapon (boss) | Demonolith x2 (random) | Varuna (random) | Great Malboro (random) | Master Tonberry (random) | Gemini [mace], Gemini [sword] (random) | Defender Z x2 (random) | Wraith x2, ??? [chest] (random) | Adamantoise (random) | Puroboros x3 (random) | Omega Weapon (random) | ----------------------------> Area Creations <--------------------------------- Stratoavis (boss) | Malboro Menace (boss) | Kottos (boss) | Coeurlregina (boss) | Jormungand (boss) | Cactuar King (boss) | Espada (boss) | Abyss Worm (boss) | Chimerageist (boss) | Don Tonberry (boss) | Catoblepas (boss) | Abaddon (boss) | Vorban (boss) | ---------------------------> Species Creations <------------------------------- Fenrir (boss) | Ornitholestes (boss) | Pteryx (boss) | Hornet (boss) | Vidatu (boss) | One-Eye (boss) | Jumbo Flan (boss) | Nega Elemental (boss) | Tanket (boss) | Fafnir (boss) | Sleep Sprout (boss) | Bomb King (boss) | Juggernaut (boss) | Ironclad (boss) | ---------------------------> Original Creations <------------------------------ Earth Eater (boss) | Greater Sphere (boss) | Catastrophe (boss) | Th'uban (boss) | Neslug (boss) | Ultima Buster (boss) | Shinryu (boss) | Nemesis (boss) | (NOTE---THAT YOU CAN FIGHT ALL OF SPIRA'S FIENDS BY THEMSELVES IN THE ARENA; | THEY'RE ALL LISTED UNDER THEIR SPECIFIC LOCATIONS (IE. BESAID, DJOSE, ETC | ------------------------------------------------------------------------------- =============================================================================== General Formation Battle Tips =============================================================================== Note-> This section will be updated in the future to encompass ALL formations. I. AL BHED/SUNKEN SHIP ---------------------- 1. Piranha (group of 3) = Use Tidus and/or ???? to attack 2. Piranha (group of 1) + Piranha (group of 2) = Use Tidus for group of 2, use ???? for group of 1 II. BESAID ---------- 1. Piranha (group of 2) + Piranha x 3 (group of 1) = Use Tidus for group of 2, use Wakka for groups of 1 2. Piranha (group of 1) + Piranha (group of 2) = Use Tidus for group of 2, use Wakka for group of 1 3. Piranha (group of 2) + Piranha (group of 1) + Piranha (group of 3) = use Tidus for group of 2, use Wakka for group of 1, use both for group of 3 4. Dingo + Condor + Water Flan = use Tidus for Dingo, use Wakka for Condor, use Lulu for Water Flan 5. Dingo + Condor = Use Tidus for Dingo, use Wakka for Condor 6. Condor + Water Flan = Use Wakka for Condor, use Lulu for Water Flan 7. Dingo + Water Flan = Use Tidus for Dingo, use Lulu for Water Flan III. KILIKA FOREST ------------------ 1. Dinonix + Killer Bee + Yellow Element = Use Tidus for Dinonix, use Wakka for Killer Bee, use Lulu for Yellow Element 2. Ragora x 2 = Use Kimahri and Lulu 3. Dinonix + Yellow Element = Use Tidus for Dinonix, use Lulu for Yellow Element 4. Ragora = Use Kimahri 5. Killer Bee + Dinonix = Use Wakka for Killer Bee, use Tidus for Dinonix IV. MI'IHEN HIGHROAD -------------------- 1. Mi'ihen Fang + Dual Horn = Use Tidus for Mi'ihen Fang, use Auron and Kimahri for Dual Horn 2. Bomb = Use Kimahri or Lulu 3. Dual Horn = Use Auron and Kimahri 4. Mi'ihen Fang x 2 = Use Tidus 5. Raldo + Floating Eye + White Element = Use Auron for Raldo, use Wakka for Floating Eye, use Lulu for White Element 6. Mi'ihen Fang = Use Tidus 7. Floating Eye + Mi'ihen Fang + Raldo = Use Wakka for Floating Eye, use Tidus for Mi'ihen Fang, use Auron for Raldo 8. Dual Horn + Mi'ihen Fang = Use Auron and Kimahri for Dual Horn, use Tidus for Mi'ihen Fang 9. Bomb + Floating Eye x 2 = Use Kimahri or Lulu for Bomb, use Wakka for the Floating Eyes 10. White Element + Mi'ihen Fang + Floating Eye = Use Lulu for White Element, use Tidus for Mi'ihen Fang, use Wakka for Floating Eye 11. Raldo + White Element + Mi'ihen Fang = Use Auron for Raldo, use Lulu for White Element, use Tidus for Mi'ihen Fang 12. Bomb x 3 = Use Kimahri and/or Lulu 13. Dual Horn + Bomb x 2 = Use Kimahri and Auron for Dual Horn, use Kimahri and Lulu for Bombs V. MUSHROOM ROCK ROAD --------------------- 1. Thunder Flan + Bomb x 2 = Use Lulu for Thunder Flan, use Kimahri or Lulu for Bombs 2. Ipiria + Vouivre + Thunder Flan = Use Tidus for Ipiria, use Auron or Kimahri for Vouivre, use Lulu for Thunder Flan 3. Floating Eye + Vouivre + Thunder Flan = Use Wakka for Floating Eye, use Auron or Kimahri for Vouivre, use Lulu for Thunder Flan 4. Dual Horn x 2 + Vouivre = Use Auron and Kimahri for Dual Horns, use Auron or Kimahri for Vouivre 5. Bomb x 2 + Dual Horn = Use Kimahri or Lulu for Bombs, use Auron and Kimahri for Dual Horn 6. Ipiria + Vouivre + Floating Eye = Use Tidus for Ipiria, use Auron or Kimahri for Vouivre, use Wakka for Floating Eye 7. Garuda = Use Yuna 8. Red Element + Lamashtu + Raptor = Use Lulu for Red Element, use Auron or Kimahri for Lamashtu, use Tidus for Raptor 9. Gandarewa + Red Element + Funguar = Use Wakka or Tidus for Gandarewa, use Lulu for Red Element, use Lulu or Tidus for Funguar 10. Lamashtu + Red Element + Gandarewa = Use Auron or Kimahri for Lamashtu, use Lulu for Red Element, use Tidus or Wakka for Gandarewa 11. Raptor + Gandarewa + Red Element = Use Tidus for Raptor, use Tidus for Wakka for Gandarewa, use Lulu for Red Element 12. Raptor + Funguar + Red Element = Use Tidus for Raptor, use Lulu or Tidus for Funguar, use Lulu for Red Element 13. Raptor + Funguar x 2 = Use Tidus for Raptor, use Lulu or Tidus for Funguars VI. DJOSE --------- 1. Bite Bug x 2 + Funguar = Use Wakka for Bite Bugs, use Lulu or Tidus for Funguars 2. Basilisk x 2 = Use Kimahri or Auron 3. Snow Flan + Bunyip + Garm = Use Lulu for Snow Flan, use Auron for Bunyip, use Tidus for Garm 4. Bite Bug x 2 + Simurgh = Use Wakka for Bite Bugs, use Wakka for Simurgh 5. Raptor + Lamashtu + Funguar = Use Tidus for Raptor, use Auron or Kimahri for Lamashtu, use Tidus or Lulu for Funguar 6. Funguar x 2 + Basilisk = Use Lulu or Tidus for Funguars, use Kimahri or Auron for Basilisk 7. Snow Flan + Gandarewa x 2 = Use Lulu for Snow Flan, use Wakka or Tidus for Gandarewa 8. Basilisk + Bite Bug x 2 = Use Kimahri or Auron for Basilisk, use Wakka for Bite Bugs 9. Bunyip + Simurgh + Garm = Use Auron for Bunyip, use Wakka for Simurgh, use Tidus for Garm 10. Basilisk x 2 = Use Kimahri and Auron VII. THE MOONFLOW ----------------- 1. Ochu + Garm = Use Lulu and Auron and Kimahri or Yuna for Ochu, use Tidus for Garm 2. Funguar + Gandarewa x 2 = Use Lulu or Tidus for Funguar, use Wakka or Tidus for Gandarewas 3. Ochu = Use Lulu and Auron and Kimahri or Yuna (basically whole party too) 4. Ochu + Bite Bug x 2 = Use Lulu and Auron and Kimahri or Yuna for Ochu, use Wakka for Bite Bugs 5. Garm + Snow Flan + Bunyip = Use Tidus for Garm, use Auron for Bunyip 6. Bunyip + Garm + Bite Bug = Use Auron for Bunyip, use Tidus for Garm, use Rikku for Treasure Chest 7. Bite Bug + Bunyip + Treasure Chest = Use Wakka for Bite Bug, use Auron for Bunyip, use Rikku for Treasure Chest 8. Bite Bug x 2 + Treasure Chest = Use Wakka for Bite Bugs, use Rikku for Treasure Chest 9. Treasure Chest + Bite Bug x 2 + Bunyip = Use Rikku for Treasure Chest, use Wakka for Bite Bugs, use Auron for Bunyip VIII. THUNDER PLAINS -------------------- 1. Larva + Aerouge x 2 = Use Lulu for Larva, use Wakka or Tidus for Aerouges 2. Larva + Gold Element = Use Lulu for Larva, use Lulu for Gold Element 3. Melusine + Gold Element + Buer = Use Tidus for Melusine, use Lulu for Gold Element, use Wakka for Buer 4. Aerouge + Buer + Gold Element = Use Tidus or Wakka for Aerouge, use Wakka for Buer, use Lulu for Gold Element 5. Melusine + Aerouge + Kusariqqu = Use Tidus for Melusine, use Tidus or Wakka for Aerouge, use Auron or Kimahri for Kusariqqu 6. Qactuar = Use Tidus or Lulu or Yuna 7. Qactuar x 2 = Use Tidus or Lulu or Yuna 8. Qactuar x 3 = Use Tidus or Lulu or Yuna 9. Buer x 2 + Iron Giant = Use Wakka for Buers, use entire party for Iron Giant 10. Iron Giant = Use entire party 11. Larva x 2 = Use Lulu for Larvas (magic battle) IX. MACALANIA ------------- 1. Xiphos = Use Tidus and Auron (maybe Kimahri) 2. Wasp x 2 + Xiphos = Use Wakka for Wasps, use Tidus and Auron (maybe Kimahri) for Xiphos 3. Wasp + Iguion + Murussu = Use Wakka for Wasp, use Tidus for Iguion, use Auron for Murussu 4. Chimera = Use entire party (especially Yuna) 5. Blue Element x 2 + Wasp = Use Lulu for Blue Elements, use Wakka for Wasp 6. Murussu + Blue Element + Iguion = Use Auron for Murussu, use Lulu for Blue Element, use Tidus for Iguion 7. Snow Wolf x 2 + Ice Flan = Use Tidus for Snow Wolves, use Lulu for Ice Flan 8. Snow Wolf + Ice Flan + Mafdet = Use Tidus for Snow Wolf, use Lulu for Ice Flan, use Auron for Mafdet 9. Evil Eye + Mafdet + Snow Wolf = Use Wakka for Evil Eye, use Auron for Mafdet, use Tidus for Snow Wolf X. BIKANEL DESERT ----------------- 1. Zu = Use Yuna 2. Cactuar = Use Tidus and or Lulu or Yuna 3. Sand Worm = Use entire party 4. Mech Guard x 2 = Use Rikku 5. Alcyone + Sand Wolf + Mushussu = Use Wakka for Alcyone, use Tidus for Snow Wolf, use Auron or Kimahri for Mushussu 6. Alcyone x 2 + Sand Wolf = Use Wakka for Alcyones, use Tidus for Sand Wolf 7. Mech Gunner + Mech Guard x 2 = Use Rikku for Mech Gunner, use Rikku for Mech Guards 8. Zu + Treasure Chest = Use Rikku FIRST for Treasure Chest, use Yuna for Zu 9. Treasure Chest x 2 + Zu = Use Rikku FIRST for Treasure Chests, use Yuna for Zu 10. Sand Wolf x 3 + Treasure Chest = Use Rikku FIRST for Treasure Chest, use Tidus for Sand Wolves 11. Cactuar x 2 + Zu = Use Tidus or Lulu or Yuna for Cactuars, use Yuna for Zu 12. Mech Gunner x 2 + Mech Guard = Use Rikku for Mech Gunners, use Rikku for Mech Guard 13. Mushussu + Alcyone x 2 = Use Auron or Kimahri for Mushussu, use Wakka for Alcyones 14. Cactaur x 3 = Use Tidus or Lulu or Yuna 15. Cactuar x 2 = Use Tidus or Lulu or Yuna XI. AL BHED HOME ---------------- 1. Dual Horn x 2 + Guado Guardian = Use Auron and Kimahri for Dual Horns, use Rikku and others for Guado Guardian 2. Bomb x 3 + Guado Guardian = Use Kimahri and Lulu for Bombs, use Rikku and others for Guado Guardian 3. Evil Eye x 2 + Guado Guardian = Use Wakka for Evil Eyes, use Rikku and others for Guado Guardian 4. Chimera x 2 + Guado Guardian = Use entire party XII. THE AIRSHIP ---------------- 1. Bomb x 3 = Use Kimahri and Lulu 2. Evil Eye x 2 = Use Wakka 3. Dual Horn X 2 = Use Kimahri and Auron XIII. BEVELLE, VIA PURIFICO --------------------------- 1. Sahagin x 3 = Use Tidus for the most part 2. Bat Eye x 2 = Use Wakka 3. Bat Eye + Swamp Mafdet = Use Wakka for Bat Eye, use Auron for Swamp Mafdet 4. Aqua Flan + Cave Iguion x 2 = Use Lulu for Aqua Flan, use Tidys for Cave Iguions 5. Maze Larva = Use Lulu 6. Cave Iguion x 2 + Sahagin = Use Tidus for Cave Iguions, use Tidus for Sahagin 7. Sahagin x 2 + Aqua Flan = Use Tidus for Sahagins, use Lulu for Aqua Flan 8. Phlegyas x 2 = Use Tidus or Wakka or Rikku 9. Sahagin x 2 + Remora x 2 = Use Rikku for Sahagins, use Wakka and Tidus for Remoras 10. Octopus x 2 = Use Tidus and Rikku and Wakka 11. Sahagin x 2 + Octopus = Use Tidus to take out Sahagins, then use entire underwater party for Octopus 12. Phlegyas + Remora x 2 = Use entire underwater party... XIV. BEVELLE, HIGHBRIDGE ------------------------ 1. YKT-63 x 2 + YAT-99 = Use Rikku and Auron and Lulu 2. YAT-99 x 2 + YKT-63 = Use Rikku and Auron and Lulu 3. YKT-63 + Warrior Monk x 2 = Use Lulu and Auron for YKT-63, use Tidus for Warrior Monks XV. THE CALM LANDS ------------------ 1. Anacondaur x 2 = Use Tidus and Kimahri and Auron 2. Coeurl x 2 = Anyone in party is pretty much adequate for this job 3. Chimera Brain x 2 = Use Yuna 4. Malboro = Use Yuna or Auron (Shooting Star Overdrive) 5. Flame Flan + Skoll + Mech Scouter = Use Lulu for Flame Flan, use Tidus for Skoll, use Rikku for Mech Scouter 6. (Blazing) Mech Scouter x 2 + Coeurl = Use Rikku for (Blazing) Mech Scouters, use pretty much anyone to take on Coeurl 7. Ogre + Skoll x 2 = Use Auron and Kimahri and Tidus for Ogre, use Tidus for the Skolls 8. Nebiros + Flame Flan + Shred = Use Wakka for Nebiros, use Lulu for Flame Flan, use Auron for Shred 9. Skoll + Nebiros x 2 + Mech Scouter = Use Tidus for Skoll, use Wakka for Nebiroses, use Rikku for Mech Scouter XVI. CALM LANDS GORGE --------------------- 1. (Blazing) Mech Scouter x 2 + Epaaj = Use Rikku for (Blazing) Mech Scouter, use Tidus and Auron (maybe Kimahri) for Epaaj 2. Epaaj + Mech Scouter x 2 = Use Tidus and Auron (maybe Kimahri) for Epaaj, use Rikku for Mech Scouters 3. Epaaj x 2 = Use Tidus and Auron (maybe Kimahri) for Epaajs XX. SUNKEN CAVE --------------- 1. Ghost = You can take it on with pretty much everyone 2. Thorn x 3 = Use Tidus or Lulu 3. Epaaj + Valaha = Use Tidus and Auron (maybe Kimahri) for Epaaj, use Auron and Kimahri for Valaha 4. Malboro = Use Yuna or Auron (Shooting Star overdrive usage) 5. Yowie x 3 = Use Tidus for Yowies 6. Tonberry = Use Auron or Kimahri or Tidus for Tonberry 7. Nidhogg + Dark Element x 2 = Use Auron or Kimahri for Nidhogg, use Lulu or Yuna for Dark Element 8. Defender = Use everyone (especially Tidus with Provoke) for Defender 9. Magic Urn = ??? 10. Epaaj + Mech Hunter + Imp = Use Tidus and Auron (maybe Kimahri) for Epaaj, use Rikku for Mech Hunter, use Wakka or Tidus for Imp 11. Coeurl x 2 = Pretty much anyone is well-suited for this fight formation XXI. GAGAZET MOUNTAIN --------------------- 1. Imp + Grenade x 2 = Use Tidus or Wakka for Imp, use Kimahri or Lulu for Grenades 2. Grat x 2 + Bashura = Use Kimahri or Lulu for Grats, use Auron and Kimahri and Lulu for Bashura (maybe Yuna) 3. Mech Defender x 2 + Mech Leader = Use Rikku 4. Mech Leader + Nidhogg + Bandersnatch = Use Rikku for Mech Leader, use Auron or Kimahri for Nidhogg, use Tidus for Bandersnatch 5. Grat x 2 + Grenade = Use Lulu and Kimahri 6. Mandragora = Use entire party (especially Yuna OR Lulu)/Auron (Shooting Star?) 7. Ahriman + Grendel = Use Wakka for Ahriman, use Auron and Kimahri for Grendel 8. Bashura x 2 = Use Auron and Kimahri and Lulu for Bashura (maybe Yuna) 9. Behemoth = Use Yuna 10. Dark Flan = Use entire party (especially Yuna) 11. Achelous x 2 + Maelspike = Use entire underwater party strategically 12. Maelspike x 2 + Splasher (group of 3) = Use Tidus and Wakka and Rikku for Maelspikes, then use Tidus or Wakka for group of 3 Splasher 13. Splasher (group of 2) + Splasher (group of 3) + Achelous x 2 = Use Wakka for Splasher group of 3, use Rikku for Splasher group of 2, use Tidus for Achelouses 14. Splasher (group of 2) + Splasher (group of 3) x 2 Splasher (group of 1) = Use Wakka for Splasher group of 2, use Rikku for Splasher group of 1, use Tidus for Splasher group of 3 XXII. ZANARKAND RUINS --------------------- 1. Dark Flan = Use entire party (especially Yuna) 2. Ahriman + Grendel = Use Wakka for Ahriman, use Auron and Kimahri for Grendel 3. Behemoth = Use Yuna 4. Bashura + Ahriman = Use Auron and Kimahri and Lulu (maybe Yuna) for Bashura, use Wakka for Ahriman 5. Mandragora = Use entire party (especially Yuna OR Lulu)/Auron (Shooting Star?) 6. Defender Z = Use entire party (especially Tidus with Provoke) 7. YAT-97 x 2 + YKT-97 = Use Tidus and Auron and Lulu 8. Fallen Monk + Fallen Monk x 2 = Use Tidus for Fallen Monks (or use anyone to restorate them) 9. YKT-97 x 2 + YAY-97 = Use Tidus and Auron and Lulu 10. Fallen Monk x 2 + YAT-97 = Use anyone to restorate Fallen Monks, use Tidus and Auron or Lulu for YAT-97 11. Fallen Monk x 2 + YKT-11 = Use anyone to restorate Fallen Monks, use Tidus and Auron or Lulu for YKT-11 XXIII. INSIDE OF SIN -------------------- 1. Ahriman x 3 = Use Wakka or Yuna for Ahrimans 2. Adamantoise = Use Yuna OR Tidus and Auron and Kimahri 3. Gemini + Gemini = Use Tidus and Auron and Kimahri 4. Ahriman + Exoray x 2 = Use Wakka for Ahrimans, use Tidus and Lulu for Exorays 5. Behemoth King = Use entire party (especially Yuna) 6. Wraith = Pretty much anyone at all 7. Great Malboro = Use Yuna or Auron (Shooting Star) 8. Demonolith = Use entire party (mainly Auron for Silencestrike) 9. Barbatos = Use Yuna 10. Varuna = Use entire party if needed 11. Land Worm = Use Yuna 12. Demonolith x 3 = Use entire party (mainly Auron for Silencestrike) XXIV. THE OMEGA RUINS --------------------- 1. Defender Z x 2 = Use entire party (especially Tidus with Provoke) 2. Machea x 2 = Use Tidus and Auron (maybe Kimahri too) for Macheas 3. Wraith = Pretty much anyone at all 4. Varuna = Use party in its entirety should it be needed 5. Master Coeurl x 2 + Floating Death = Use Wakka for Floating Death, use Lulu and Auron (maybe Tidus, as well) for Master Coeurls 6. Great Malboro = Use Auron or Yuna (WITH FIRST STRIKE ABILITY!!!) 7. Adamantoise = Use Yuna OR Tidus and Auron and Kimahri 8. Puroboros x 3 = Use Kimahri or Lulu for the Puroboroses 9. Spirit + Black Element x 2 = Use Lulu or Auron for Spirit, use Yuna or Lulu for Black Elements 10. Master Tonberry = Use Yuna or Auron (Shooting Star Overdrive) 11. Demonolith x 2 = Use entire party (mainly Auron for Silencestrike) 12. Zaurus x 2 + Floating Death = Use Tidus for Zauruses, use Wakka for Floating Death 13. Spirit + Halma x 2 = Use Lulu or Auron for Spirit, use Auron for Halmas 14. Zaurus + Treasure Chest (could be an item or a Mimic) = Use Tidus for Zaurus, use Rikku for Treasure Chest - if TC is item battle ends, if it's a Mimic move to following tactics - Mech: Use Rikku - Winged Beast: Use entire party (mainly Yuna) - Horned Beast: Use Kimahri and Auron (and maybe Tidus also) - Petrifying Snake: Use Tidus and Kimahri and Auron =============================================================================== ------------------------------------------------------------------------------- 25. TIPS/TRICKS/SECRETS [Stts5] ------------------------------------------------------------------------------- =============================================================================== In this section I shall help you to gain a lot 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 Tricks =============================================================================== 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 Combos =============================================================================== 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 =============================================================================== ------------------------------------------------------------------------------- 26. MECHANICS [Smec6] ------------------------------------------------------------------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 <-- ------------ +--------------------------+------------------------+ | Command | Rank | +--------------------------+------------------------+ | Attack | 3 | +--------------------------+------------------------+ | Defend | 2 | +--------------------------+------------------------+ | Summon | 3 | +--------------------------+------------------------+ | Item | 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Mechanics Topic #2: Equipment Prices =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Price of Weamor with 1 Slot and 1 ability = Ability price + 12 Price of Weamor with 2 Slot and 1 ability = (Ability price x 1.5) + 18 Price of Weamor with 3 Slot and 1 ability = (Ability price x 4.5) + 56 Price of Weamor with 4 Slot and 1 ability = (Ability price x 15) + 187 X = Ability Price S = Number of Slots A = Number of Abilities 1S/1A = x+12 2S/2A = 1.5x+18 2S/2A = 1.5x +18 3S/1A = 4.5x+56 3S/2A = (4.5x+56 )/1.5 3S/3A = (4.5x+56)/1.5 4S/1A = 15x+187 4S/2A = (15x+187)/2 4S/3A = (15x+187)/3 4S/4A = (15x+187)/3 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Battle Mechanics Topic #4: Damage/Stats =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ++++++++++++++++++++ STRENGTH AND DEFENSE ++++++++++++++++++++ The following formula is the basis for figuring the damage that will be caused by a physical attack. Note: this does not just include the 'Attack' command, but also any other attack with physical properities: [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Where... 'Stat' = Strength + Cheer [*] 'DmCon' = Damage Constant [**] [*] -> The lowest value possible for Str stat is 0, while it can also be situated anywhere after that =< 255 [=< is to be read as less than or equal to]. [**] -> The 'Attack' command has DmCon of 16. Other attacks have different ones which obviously are used to modify the damage done. So...here is an example using simply the 'Attack' command and an Str stat of 127. Note: Cheer is not in effect. Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 While covering base effect, it's impossible to overlook the other types of attacks in the game. The base damage/healing for the rest of them is: Magic -> (Mag^2 / 6 + Power) * Power / 4 * (Defense reduction) Healing -> (Mag + Power) / 2 * Power Special Magic -> (Mag^3 / 32 + 30) * Power / 16 Gravity -> (HP or MP) * fraction Gradual Heal -> (HP or MP) * fraction And, on that note, Critical damage is calculated as such: [Character's Luck + weapon critical % boost - enemy's Luck] However...there is another aspect to take into consideration when determining final damage, covered in the subsequent subsection. ______________________________ / b) 'Base Damage' Reduction \ =============================================================================== Note: Magic Defense will have nothing to do with this section. It simply uses the same formula as Defense, therefore it is at least mentioned. Putting it more simply, reduction of base damage due to Defense/Magic Defense. The defensive stat is converted to an integer between 0 and 730 (called "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. Now, to figure out the integer for DefNum (briefly mentioned to the above), you would utilize the following formula. [{(Def - 280.4)^2} ÷ 110] + 16 In that formula, Def = Defense stat. - Ok, once you have purposively calculated DefNum (using that formula), it is to be inserted into this Damage formula: [Dmg * DefNum ÷ 730] Another factor that we cannot disregard when figuring the reduction of base damage. That, of course, is the Cheer/Focus damage reduction, determined by the following formula. [Dmg * (15 - Cheer) ÷ 15] Effect of Defense or Magic Def: Final Damage = Base Damage * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 * - substitute MDef for Def accordingly. Now let's follow these formulae, and formulate them into a flowchart, using the following example (of course, highly variable), and figure out the Final Damage. Str = 127, no Cheer, 'Attack' command used, enemy Def = 34. Starting from the end of last time: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 ___________________________ / c) Damage Modifications \ =============================================================================== For the below list of modifiers, I will be using 'Base Damage 2' listed above, and consider it as if it were 'Final Damage.' ------------------------------------------------------------------------------- | Strength +x% (3%, 5%, 10%, 20%) | 49655 + 3%[1489] = 51144 | |---------------------------------| 49655 + 5%[2482] = 52137 | | Increases physical damage by x% | 49655 + 10%[4965] = 54620 | | | 49655 + 20%[9931] = 59586 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Inherent Armor property | 49655 ÷ 3 = 16551 | |---------------------------------|-------------------------------------------| | Cuts physical damage to 1/3 if | Note: that Celestial weapons do not deal | | attack is not Piercing. Armor | piercing damage, however, an attack | | Break removes Armor reduces Def | performed by an Aeon will indeed be a | | to zero. | piercing attack. | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Defend (Triangle or Sentinel) | 49655 ÷ 2 = 24827 | |---------------------------------| | | Cuts physical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Protect | 49655 ÷ 2 = 24827 | |---------------------------------| | | Cuts physical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Power Break | 49655 ÷ 2 = 24827 | |---------------------------------| | | Cuts physical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Defense +x% (3%, 5%, 10%, 20%) | 49655 - 3%[1489] = 48166 | |---------------------------------| 49655 - 5%[2482] = 47173 | | Decreases physical damage by x% | 49655 - 10%[4965] = 44690 | | | 49655 - 20%[9931] = 39724 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Cheer | First Use: 49655 - 3310 = 46345 | |---------------------------------| Second Use: 49655 - 4137 = 45518 | | Cuts damage that defense is | Third Use: 49655 - 5517 = 44138 | | considered in by 1/15th each | Fourth Use: 49655 - 8275 = 41380 | | time (note: can be used 5 times)| Fifth Use: 49655 - 16551 = 33104 | ------------------------------------------------------------------------------- ********************************************************* * Celestial Modifiers (applies to physical damage only) * ********************************************************* ------------------------------------------------------------------------------- | For Caladbolg, World Champion, Spirit Lance and Godhand | |-----------------------------------------------------------------------------| | (10 + [100 * User's current HP ÷ User's Max HP]) ÷ 110 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | For Nirvana and Onion Knight | |-----------------------------------------------------------------------------| | (10 + [100 * User's current MP ÷ User's Max MP]) ÷ 110 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | For Masamune | |-----------------------------------------------------------------------------| | (130 - [100 * Auron's current HP ÷ Auron's Max HP]) ÷ 60 | ------------------------------------------------------------------------------- * Multiply modifiers together to get final result (but add together all Strength/Defense +x% modifiers before mutliplying). ____________________ / d) Various Notes \ =============================================================================== Thanks to many on the FFX message board for this: Note that unlike the previous modifiers, Cheer does not apply to physical type damage specifically - it applies to anything affected by Defense. Many people assume anything that uses Strength is physical, but this is not so. (Note the "physical" formula" is not exclusively used for "physical" damage). There are many litmus tests for physical, but the simplest is probably that if Protect affects it, then it's physical. In most cases physical attacks and Strength- based attacks are the same but there are many exceptions (overdrives never do physical damage). This means that Cheer will work against non-physical attacks like overdrives (e.g. Triumphant Grasp) but not physicals that ignore Defense (e.g. Fangs of Chaos). Similarly, all the other modifiers will work against physicals that ignore Defense (even Defense +x%), but not against non-physicals, even if they are affected by Defense. +++++++++++++++++++++++ MAGIC AND MAGIC DEFENSE +++++++++++++++++++++++ ________________________ / a) The Magic Formula \ =============================================================================== The following formula is the basis for figuring the damage that will be caused by a magical attack: [DmCon * ([Stat ^ 2 ÷ 6] + DmCon) ÷ 4] Where... 'Stat' = Magic + Focus [*] 'DmCon' = Damage Constant [**] [*] -> The lowest value possible for Mag stat is 0, while it can also be situated anywhere after that =< 255 [=< is to be read as less than or equal to]. [**] -> All magics have what is called a Damage Constant. It's a constant value used in the formula and adjusts the amount of damage said magic will do. So...here is an example of using Fira with 255 Magic. Note: Focus is not in effect. Step 1 --------------------------------- [DmCon * ([Stat ^ 2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [24 * {[255^2 ÷ 6] + 24) ÷ 4] Step 3 ------------------------------------------ [24 * ([65025 ÷ 6] + 24) ÷ 4] Step 4 ------------------------------------------------ [24 * (10837 + 24) ÷ 4] Step 5 ----------------------------------------------------- [24 * (10861) ÷ 4] Step 6 ----------------------------------------------------------- [260676 ÷ 4] Step 7 ---------------------------------------------------- Base Damage = 65169 However...there is another aspect to take into consideration when determining final damage, covered in the subdivision 'c)' of this section titled 'Defense & Magic Defense Effects.' __________________________ / b) The Healing Formula \ =============================================================================== The following formula is the basis for figuring the amount of HP that would be recovered should you choose to utilize a healing spell (such as Curaga) during battle, should situations become dire. HlCon * [(Stat + HlCon) ÷ 2] Where... 'Stat' = Magic + Focus [*] 'HlCon' = Healing Constant [**] [*] -> The lowest value possible for Mag stat is 0, while it can also be situated anywhere after that =< 255 [=< is to be read as less than or equal to]. [**] -> All healing magics have what is called a Damage Constant. It's a constant value used in the formula and adjusts the amount of health said magic will cure. So...here is an example of using Curaga with 240 Magic. Note: Focus is not in effect. Step 1 ------------------------------------------- HlCon * [(Stat + HlCon) ÷ 2] Step 2 -------------------------------------------------- 80 * [(240 + 80) ÷ 2] Step 3 ------------------------------------------------------- 80 * [(320) ÷ 2] Step 4 ----------------------------------------------------------- 80 * [(160)] Step 5 -------------------------------------------------- Base Recovery = 12800 ________________________________________ / c) Defense & Magic Defense Reduction \ =============================================================================== Note: Defense is completely irrelevant in this section. However, it does use the same formula, therefore it's at least given a mention. Putting it more simply, reduction of base damage due to Defense/Magic Defense. The defensive stat is converted to an integer between 0 and 730 (called "MDefNum"), 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. Now, to figure out the integer for DefNum (briefly mentioned to the above), you would utilize the following formula. [{(MDef - 280.4)^2} ÷ 110] + 16 In that formula, Def = Defense stat. - Ok, once you have purposively calculated DefNum (using that formula), it is to be inserted into this Damage formula: [Dmg * MDefNum ÷ 730] Another factor that we cannot disregard when figuring the reduction of base damage. That, of course, is the Cheer/Focus damage reduction, determined by the following formula. [Dmg * (15 - Cheer) ÷ 15] Effect of Defense or Magic Def: Final Damage = Base Damage * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 * - substitute MDef for Def accordingly. Now let's follow these formulae, and formulate them into a flowchart, using the following example (of course, highly variable), and figure out the Final Damage. Mag = 255, no focus, Ultima is used, enemy MDef = 1 (we're not picking up where we left off in 'The Magic Formula' this time): Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 Please, note: Nova possesses base 70 and does Magic damage, however it uses the physical damage formula. ___________________________ / d) Damage Modifications \ =============================================================================== ------------------------------------------------------------------------------- | Magic Booster | 3542 ÷ 2 = 1771 | |------------------------------------| | | Increases magical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Strength +x% (3%, 5%, 10%, 20%) | 3542 + 3%[106] = 3648 | |---------------------------------| 3542 + 5%[177] = 3719 | | Increases physical damage by x% | 3542 + 10%[354] = 3896 | | | 3542 + 20%[708] = 4250 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Shell | 3542 ÷ 2 = 1771 | |---------------------------------| | | Cuts magical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Mental Break | 3542 ÷ 2 = 1771 | |---------------------------------| | | Cuts magical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | MDefense +x% (3%, 5%, 10%, 20%) | 3542 - 3%[106] = 3436 | |---------------------------------| 3542 - 5%[177] = 3365 | | Decreases magical damage by x% | 3542 - 10%[354] = 3188 | | | 3542 - 20%[708] = 2834 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Focus | First Use: 3542 - 236 = 3306 | |---------------------------------| Second Use: 3542 - 295 = 3247 | | Cuts damage that MagicDefense is| Third Use: 3542 - 393 = 3149 | | considered in by 1/15th each | Fourth Use: 3542 - 590 = 2952 | | time (note: can be used 5 times)| Fifth Use: 3542 - 1180 = 2362 | ------------------------------------------------------------------------------- Mental Break reduces Magic Def to 0. Note magical "damage" includes healing. Like with physicals, "magical" damage applies only to stuff affected by Shell, not stuff affected by Magic Def in general. So Fury does not do magical damage. ++++++++++++++++++++ EVASION AND ACCURACY ++++++++++++++++++++ Suppose that there is an integer called Accuracy%. This is the percentage chance of an attack hitting the target, considering only Accuracy and Evasion. Accuracy% is calculated in different ways for "character attacks" (made by your party) and "monster attacks" (made by the enemy). For character attacks, the game makes an intermediate calcluation of an integer that we'll call "AcNum": AcNum = [AttackerAccuracy * 0.4 - TargetEvasion + 9] "AcNum" is then converted to Accuracy% using the following schedule: AcNum.......................Accuracy% 0 or less..........................25 1-2................................30 3-4................................40 5..................................50 6..................................60 7..................................80 8 or greater......................100 One thing that should be majorly noted about that list. Say a character is AcNum 7, but is currently augmented by Darkness. Normally, you'd think their Acc% would be 80...however, with the affliction of Darkness it becomes 10 automatically. This is the same with all AcNums..if a character experiences Darkness, their Acc% is right away 10 until Darkness is dispelled, and then once again becomes normal. For monster attacks, the calculation of Accuracy% is a bit simpler: Accuracy% = (SkillAccuracy - TargetEvasion) Where... SkillAccuracy -> An integer based on an enemy's attack. Under whichever insinuendo, enemy or character, at this point, Accuracy% has been calculated Hit% = Accuracy% + AttackerLuck - TargetLuck Where... 'Hit%' = the chance of the attack hitting. Note that if an enemy has 111+ Evasion, your Accuracy is irrelevant, your base chance of hitting will never be better than 25% before Luck is considered (the main reason why more Luck can be totally different from more Accuracy). ++++++++++++++++++++++++++++++++ AGILITY ++++++++++++++++++++++++++++++++ _____________________________________________ / a) Determining 'Tick Speed' Using Agility \ =============================================================================== First, you must be introduced to what Tick Speed is: From Terence's mechanics data: "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." Now, here's a chart relating Agility to 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 | ************************* ------------------------+-------------------------+-------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Battle Mechanics Topic #5: CTB - Before Battle =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (Posted on boards by Jobber - thanks also to Ultimania Omega and Terence) Actually, I have two things to share in this topic, but before I get to them, I need to define some terms here: Character - any of the seven main player-controlled units in battle (Tidus, Yuna, Auron, Wakka, Kimahri, Lulu, and Rikku). Seymour and Cid have not been tested at this time. Monster - any enemy unit encountered in battle normal start (1) - A battle that does not begin with a Pre-emptive Strike or an Ambush. normal start (2) - Condition of a character who does not have [First Strike] in a normal start (1) battle The first has to do with the Counter value assigned to each participant at the start of battle. We'll call this number "Inital Counter Value", or ICV for short. You may have noticed that the ICV for a given character (without Haste) is approximately [Tick Speed * 3]. For quick reference, here's the list of Tick Speed values for each range of Agility: Agi --------------------------------------------------> TS 0 ----------------------------------------------------> 28 1 ----------------------------------------------------> 26 2 ----------------------------------------------------> 24 3 ----------------------------------------------------> 22 4 ----------------------------------------------------> 20 5~6 --------------------------------------------------> 16 7~9 --------------------------------------------------> 15 10~11 ------------------------------------------------> 14 12~14 ------------------------------------------------> 13 15~16 ------------------------------------------------> 12 17~18 ------------------------------------------------> 11 19~22 ------------------------------------------------> 10 23~28 ------------------------------------------------> 9 29~34 ------------------------------------------------> 8 35~43 ------------------------------------------------> 7 44~61 ------------------------------------------------> 6 62~97 ------------------------------------------------> 5 98~169 -----------------------------------------------> 4 170~255 ----------------------------------------------> 3 In Pre-emptive Strikes and Ambushes, the ICVs of the disadvantaged side are indeed set to [TickSpeed * 3]. However, in a normal start, [TickSpeed * 3] is only the maximum ICV possible for characters and the minimum ICV possible for monsters. For characters, the range of possible ICVs varies greatly within each Tick Speed. In contrast, monsters have only one ICV range per Tick Speed. Here is the list of relevant Agility groupings (left column), their corresponding characater ICV ranges (right column), and monster ICV ranges ("M" entries) in a normal start: Agi------------------------------------ICV 1---------------------------------------83~84 M: 84~93 2---------------------------------------77~78 M: 78~86 3---------------------------------------71~72 M: 72~80 4---------------------------------------59~60 M: 60~66 5---------------------------------------47~48 6---------------------------------------46~48 M: 48~53 7---------------------------------------44~45 8---------------------------------------43~45 9---------------------------------------42~45 M: 45~50 10---------------------------------41~42 11---------------------------------40~42 M: 42~46 12---------------------------------38~39 13---------------------------------37~39 14---------------------------------36~39 M: 39~43 15---------------------------------35~36 16---------------------------------34~36 M: 36~40 17---------------------------------32~33 18---------------------------------31~33 M: 33~36 19---------------------------------29~30 20---------------------------------28~30 21---------------------------------27~30 22---------------------------------26~30 M: 30~33 23---------------------------------26~27 24---------------------------------25~27 25---------------------------------24~27 26---------------------------------23~27 27---------------------------------22~27 28---------------------------------21~27 M: 27~30 29---------------------------------23~24 30---------------------------------22~24 31---------------------------------21~24 32---------------------------------20~24 33---------------------------------19~24 34---------------------------------18~24 M: 24~26 35---------------------------------20~21 36---------------------------------19~21 37---------------------------------18~21 38---------------------------------17~21 39---------------------------------16~21 40---------------------------------15~21 41---------------------------------14~21 42---------------------------------13~21 43---------------------------------12~21 M: 21~23 44~45------------------17~18 46~47------------------16~18 48~49------------------15~18 50~51------------------14~18 52~53------------------13~18 54~55------------------12~18 56~57------------------11~18 58~59------------------10~18 60~61------------------9~18 M: 18~20 62~65------------------14~15 66~69------------------13~15 70~73------------------12~15 74~77------------------11~15 78~81------------------10~15 82~85------------------9~15 86~89------------------8~15 90~93------------------7~15 94~97------------------6~15 M: 15~16 98~105----------------11~12 106~113---------------10~12 114~121---------------9~12 122~129---------------8~12 130~137---------------7~12 138~145---------------6~12 146~153---------------5~12 154~161---------------4~12 162~169---------------3~12 M: 12~13 170~185---------------------8~9 186~201---------------------7~9 202~217---------------------6~9 218~233---------------------5~9 234~249---------------------4~9 250~255---------------------3~9 M: 9~10 Each single-spaced block of entries represents a distinctive Tick Speed. To get a monster's ICV range, find its Agility stat and look for the "M" entry directly below it. For example, Vorban (33 Agility) has an ICV range of 24~26. Of course, character ICV is halved with [Auto-Haste]. Note that 0 Agility is not covered by Ultimania; the only known 0 Agility unit in the game is Magic Urn, and it never gets a proper turn. So that's it for the first issue of this topic. Scroll down for the next part. (I promise that it will be shorter!) As you might already know, a few of the game's monsters will do something immediately after they appear, regardless of "Pre-emptive Strike"/normal start/"Ambush" or Agility. For lack of anything better to call them, I've named such occurences "immediate actions", and they are the second subject of this topic. Examples of them include Yunalesca[3]'s Mega Death and Varuna's Haste (when Varuna is encountered outside the Arena). Immediate actions that are done at the start of battle occur one tick before Pre-Emptive Strike/[First Strike]/Ambush turns are resolved. Character counters are not reduced during this tick, but the immediately-acting monster's Counter is reduced. In other words, when Kottos (Tick Speed 7) starts the battle by preparing its counterattack, its Counter is reset to 21, but the Counter goes down to 20 before the characters can take [First Strike]/Pre-emptive Strike turns (it will be 16 by the time that a 170 Agility + [Auto-Haste] character gets his/her first turn). I have not done any thorough testing with it yet, but it seems that immediate actions cancel out the "Monster Counter -> 0" property of Ambush (at least with Kottos). Ultimania Omega has a table that looks like a list of battle-opening immediate actions, but I do not know enough Japanese to read it all (yet). * - I've only tested this in battles with a single enemy, so I cannot say if this holds true for multiple enemies in a battle in which only one enemy has an immediate action. Monster ICV's appear to range from, yes, 3x Tick Value to [10*TV/9] inclusive, in all cases. Party ICV's... they appear to depend on how much Agi you have over the base value. For TVs 7+, it's a simple 1-to-1 basis (if MinAgi is the minimum Agi required to get a particular TV, then your ICV = (3*TV - 1 - (Agi-MinAgi)) to (3*TV)). Below that, though, the range uses a power of 2, transforming the formula to: ICV = (3*TV - 1 - [(Agi-MinAgi)/(2^(7-TV))]) to (3*TV) Slow merely doubles the Tick Counter; it doesn't change Tick Speeds. And I note I listed [10*TV/9] for monsters end value, which is clearly incorrect: I meant [30*TV/9] or [10*(3*TV)/9]. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Battle Mechanics Topic #6: In-Game Timing Routines =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (thgink999) 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. =============================================================================== ------------------------------------------------------------------------------- 27. TIMELINE AND STORY OF SPIRA [Stas7] ------------------------------------------------------------------------------- =============================================================================== ====================== PRE-FFX/SPIRAN HISTORY ====================== [Thanks go to pmog for this translation - if she posts an FAQ, look out for it, she's an incredible translator] Events taking place in Dream Zanarkand are marked with a '*'. Approximately 3000~1000 Years Ago - From Magic Civilisations To Machina Civilisations The first development that occurred in Spira was brought about by the power of magic. However, the use of magic was dependent on individual factors. Those who could use magic naturally had an advantage, while those who couldn't were discriminated against - the age of the magic civilisations was an age of inequality. Machina was invented soon after, and it was something revolutionary that did away with those inequalities. Anyone was able to use them, as they weren't dependent on the user's abilities. The convenience of machina was acknowledged, and it wasn't long before they spread all throughout Spira. Machina developed very quickly, and things that were once thought impossible in the past rapidly became possible. Vehicles that moved people around in an instant, and mountains of heavy-duty buildings that piled together, one atop another. The endless supply of electricity made "cities that never slept" - cities with neither night nor day - a reality. Machina was supposed to be an alternative for those who couldn't use magic, but when it surpassed the power of magic, new problems came into being. The advent of nations possessing outstanding machina technology and nations that didn't - it was the dawn of a new age of inequality. Countries that had power craved further power. It was foregone conclusion that countries began wars with one another, using machina. Approximately 1000 Years Ago - The Machina War And The Appearance Of Sin A war between the two city states of Zanarkand and Bevelle broke out during the height of the machina civilisations. The precise time period or catalyst for the war is unknown, but the only thing certain is that it was a large-scale affair, which primarily involved the usage of machina weapons. In the midst of the "Machina War", Sin appeared out of nowhere and, starting with both nations, went around indiscriminately destroying all the cities and weapons of the machina civilisations that had enjoyed the prosperity of those times. As if condemning and punishing the sins of the machina civilisations, Sin went on a rampage and showed no sign of settling down. Then, a summoner named Yunalesca rose up to the occasion. With the help of her husband Zaon, she defeated Sin with the Final Summoning. Thanks to her, Spira was spared from destruction, and those who narrowly survived set about working on its reconstruction, with the central focus on Bevelle. Approximately 1000 Years Ago~The Present - The Terror Of Sin And A New Salvation Although it was defeated once, Sin was soon reborn and destroyed the sparsely remaining machina facilities. The people attempting to start their lives afresh were driven to the depths of despair. Therein, teachings to counter the threat of Sin and bring salvation to the people - "Yevon's teachings" - came about. Yevon's teachings upheld an anti-machina stance, and atoning for the sins of the past was something that people in the present had to do. And the teachings preached that if summoners brought about the Calm with the Final Summoning, Sin would go away for a while and peace - though only brief in length - would arrive. These teachings gave the people hope, and instantly spread all throughout Spira. A priceless peace - although temporary - which the summoners bring, and a lasting peace, which would arrive once the people atoned for their sins. Dreaming of those calmer times, the people today offer their prayers to Yevon and live with the terror of Sin. Approximately 3000 years ago - The development of the magic civilization. - The invention of machina. - The use of machina spreads throughout Spira. - The appearance of machina which surpasses magic. - The machina civilization attains its prosperity. Approximately 1000 years ago - Zanarkand, mainly using summoning as a method of combat, fights with the machina-armed Bevelle. (Outbreak of the Machina War.) (Both countries are machina civilisations, but Bevelle, which mainly uses machina weapons, are dominant from the beginning. Zanarkand inevitably falls.) - Summoner Yevon, ruler of Zanarkand, turns the surviving citizens of Zanarkand into fayth. (The fayth statues are created at Mt Gagazet.) - Using the power of these fayth, Yevon summons Dream Zanarkand - the memory of Zanarkand. He himself becomes Yu Yevon, and creates the first Sin. (The birth of Sin.) (The first Sin is the only one that doesn't use an aeon as its core.) * The birth of Dream Zanarkand. - Starting with the abandoned city of Zanarkand and Bevelle, Sin destroys the machina civilisations. (The citizens of Bevelle at that time think that what Yevon had summoned from the Zanarkand fayth was Sin, and that Sin going around destroying everything is a sign of Yevon's violent anger.) - Yunalesca, a summoner from Zanarkand, turns her husband Zaon into a fayth and destroys Sin with the Final Summoning. She remains on Spira as an Unsent. (Yunalesca and Zaon are the only ones to escape during the fall of Zanarkand. She uses the Final Summoning with the knowledge that it will not fundamentally solve anything.) - The survivors start work on the reconstruction of Spira, focusing on Bevelle. - The second Sin appears publicly with Yunalesca's Final Aeon (Zaon) as its core. It destroys the remaining machina civilisations. (Because Sin attacks machina civilisations, there is a widening trend of people abandoning machina.) - The Yevon Temple is established in Bevelle. By propagating teachings - paying homage to Yevon and Yunalesca and preaching of machina prohibition - which are absorbed throughout the world, and seizing public sentiment, the Temples take complete psychological control of Spira.* - The Yevon Temple adds the concept that Sin is a punishment for people's sins into its doctrine. At the same time, it spreads the story that the Calm will arrive with the use of the Final Summoning. (People who express discontent that Sin will not disappear even if they believe in the teachings are dealt with harshly by the Temples. The Temples shift the root of why Sin will not disappear onto the people of Spira, and moreover, try to bring about stability to the public by leaving them with the hope that once they atone for their sins, Sin will also go away. The Temples also spread stories of the Final Summoning and the Calm in order to sustain the people's hope. Approximately 800 years ago - Mi'ihen founds the Crimson Blades (later known as the Crusaders) and heads to Bevelle to push for entry into the Yevon Temple. - Mi'ihen founds the Crusaders' Monster Arena in the Calm Lands. Approximately 700 years ago - The Yevon priest Omega is executed by the Temples for the sin of treason. Approximately 500 years ago - Mi'ihen Highroad (the old road) is destroyed by Sin and a new road is built. Approximately 400 years ago - Summoner Gandof defeats Sin with his Final Summoning and becomes the first high summoner in history. (This gives credence to Yevon's teachings, and doubts about the Temples subside.) GANDOF'S CALM - The third Sin appears publicly, with Gandof's Final Aeon as its core. Approximately 230 years ago - Summoner Ohalland, a former blitzball player, defeats Sin with his Final Summoning and becomes a high summoner. OHALLAND'S CALM - The fourth Sin appears publicly, with Ohalland's Final Aeon as its core. Approximately 100 years ago - Summoner Yocun, a former Crusader, defeats Sin with her Final Summoning and becomes a high summoner. YOCUN'S CALM - The fifth Sin appears publicly, with Yocun's Final Aeon as its core. 50 years ago - Yo Mika becomes Grand Maester of Yevon. 35 years ago - Auron is born. 28 years ago - Seymour Guado is born to Jyscal Guado and a human woman. Approximately 25 years ago - Jyscal becomes leader of the Guado and spreads Yevon's teachings to the tribe. - Kimahri Ronso is born. 23 years ago - Wakka is born. - The Besaid Aurochs lose in the first round of the blitzball tournament at Luca. This starts a 23 year losing streak. 22 years ago - Lulu is born. Approximately 20 years ago - Internal discord intensifies within the Guado tribe. Jyscal prevents disunity in the Guado by banishing his wife and child to Baaj. 18 years ago - Wakka begins playing blitzball. - Aware of her impending death, Seymour's mother travels to the Zanarkand Ruins along with her son and becomes the fayth for Seymour's Final Aeon, Anima. Seymour refuses to accept his mother's power and returns to Baaj. (Seymour's mother knows of the mechanics of the Final Summoning through Jyscal. It is thought that the Guado possess their own records, which tell of the sealed histories in fragments. Furthermore, it appears that Jyscal is aware of Seymour and his mother going to the Zanarkand Ruins, and privately supports it.) - A priest from Bevelle named Braska elopes with the younger sister of Cid of the Al Bhed tribe. (Braska becomes close to Cid's sister while visiting the Al Bhed Home to make contact with the Al Bhed. After their marriage, Braska's career prospects are completely derailed for wedding a Yevon opposer. Likewise, Cid severs all ties with his sister.) 17 years ago * Tidus is born to Jecht and his wife. - Yuna is born to Braska and Cid's sister. 13 years ago - While heading to the Al Bhed Home by ship, Yuna's mother is killed by Sin. Braska makes a firm decision to become a summoner. 10 years ago - Wakka joins the Besaid Aurochs. * While out training for blitzball at sea, Jecht touches the fifth Sin, and is transported to Spira. - The warrior monk Auron becomes the guardian of Summoner Braska. Braska also makes Jecht, who is imprisoned in Bevelle, his newest guardian, and the three leave on a pilgrimage to obtain the Final Summoning. - Summoner Braska defeats Sin using Jecht as the fayth for his Final Summoning, and becomes a high summoner. BRASKA'S CALM - Auron challenges Yunalesca by himself, and is mortally wounded. - Kimahri's horn is broken by Biran and he leaves Gagazet, unable to bear the shame. - A dying Auron entrusts Yuna to Kimahri on the outskirts of Bevelle and then passes away. He becomes an Unsent. - With the arrival of the Calm, the Guado's internal discord subsides. Following that trend, Seymour's exile is revoked. He returns to Guadosalam and assists his father as a priest. - Kimahri brings Yuna to Besaid Village. - Auron rides Jecht's Sin to Dream Zanarkand and begins to watch over Tidus. 9 years ago - Jyscal, leader of the Guado, and Kelk, leader of the Ronso, become maesters of Yevon. (As part of Mika's Sub-Races Appeasement Policy.) * Tidus' mother dies from a broken heart over Jecht's death. - The sixth Sin appears publicly, with Braska's Final Aeon (Jecht) as its core. 3 years ago - Wen Kinoc becomes a maester of Yevon. - Seymour assumes the post of high priest of Macalania Temple at Mika's nomination. He secretly travels to the Zanarkand Ruins to acquire Anima. He then transports its statue to Baaj and seals it up. (Seymour revisits Baaj many times. It is around this time that he makes a firm decision to carry out his 'plans.') 2 years ago - Yuna begins training as an apprentice summoner. - Lulu serves as a guardian to Summoner Ginnem, who dies on her pilgrimage. Lulu returns to Besaid. 1 year ago - Lulu becomes a guardian for Summoner Zuke. Wakka also promises to become Zuke's guardian after the blitzball tournament. - The Crusaders carry out a daring defense operation of the Djose Shore. Chappu is killed taking part in the battle as a Crusader. - Lulu and Wakka leave on a pilgrimage as Zuke's guardians. - (6 months ago) Zuke quits his pilgrimage in the Calm Lands. Lulu and Wakka return to Besaid. - (Right before game begins) Jyscal dies. His son Seymour assumes leadership of the Guado as well as the mantle of maester of Yevon. START OF THE GAME ====================== SUPPLEMENTARY TIMELINE ====================== Information contained in the characters' respective profiles in the FFX UOG, yet not included in the official timeline (excluding events taking place during the game). 17 years ago - Lulu's parents are killed by Sin. 15 years ago - Rikku is born to Cid and his wife. Unspecified time - Rikku's mother is killed by a rampaging machina. 10 years ago - (Before becoming Braska's guardian) Auron refuses marriage proposal offered by a senior official, and is denied a path to a successful career. - (After rescuing Jecht with Braska, and before leaving on the pilgrimage) Auron says his farewells to Kinoc. - (During the pilgrimage) Auron promises Braska to bring Yuna to Besaid. - (Right before Jecht becomes the fayth for Braska's Final Summoning) Auron promises Jecht to look after Tidus. - (After challenging Yunalesca and before arriving at Bevelle) Auron is taken care of by Rin at the Calm Lands Travel Agency, but disappears before daybreak. 1-2 years ago - Kimahri becomes Yuna's guardian. 1 year ago * Tidus debuts as a player for the Zanarkand Abes - (6 months ago or less) Lulu and Wakka become Yuna's guardians. ====================================================== MISCELLANEOUS: AGES OF BOTH MAJOR AND MINOR CHARACTERS ====================================================== Pacce - 10 Calli - 11 Rikku - 15 Gatta, Tidus, Yuna - 17 Botta, Brother, Datto - 18 Clasko, Elma, Jassu, Shelinda - 19 Chappu (at time of death) - late teens Keepa - 20 Letty - 21 Lulu, Maroda, Wantz - 22 Luzzu, Wakka - 23 Barthello, Dona - 24 Kimahri Ronso, Lucil - 25 Isaaru - 26 Seymour Guado - 28 Biran Ronso, Yenke Ronso, Yunalesca (at time of death) - late 20's O'aka XXIII - 30 Jecht (at time of becoming a fayth), Wen Kinoc - mid 30's Auron (25 at time of death), Braska (at time of death), Rin - 35 Cid - 37 Zuke - late 30's Jyscal Guado, Kelk Ronso - 50's Tromell Guado - 54 Yo Mika (unspecified when he became an Unsent) - 99 Belgemine, Maechen - ? ================= CHARACTER HEIGHTS ================= Rikku - 158 Yuna 161 Lulu - 167 (175 with heels and hair) Jyscal, Tidus - 175 Auron - 182 Seymour - 187 Wakka - 188 Jecht - 190 Cid - 192 Kimahri Ronso - 204 Yenke Ronso - 240 Biran Ronso - 250 Seymour's about 6'1 (about Wakka's height), and Kimahri's about 6'7. The apparent discrepancy could be an illusion because of depth perception, a graphical model/scale mistake, or just Seymour's hair. Jyscal's about Tidus' height (5'7). ========================================== POST FINAL FANTASY X/PRE-FINAL FANTASY X-2 ========================================== [Credits go to Ryu_Kaze for this translation - check out his Ultimania Translations FAQ for FFX-2] [Immediately after FFX] - Spira's Eternal Calm begins - Many groups begin to dissolve - Brother and Buddy discover the airship Celsius - Trema closes down the training facility on the Calm Lands. The depowered Yevon priests begin a motion to put forth the truth Half a year later [after FFX] - Sphere Hunters begin appearing at this time - Wakka and Lulu marry - Trema establishes the New Yevon party. He begins monopolizing the collection of spheres 1 year later [after FFX] - Nooj founds the Youth League - Trema enters the mausoleum of Saint Bevelle (after this, he disappears), and destroys the collected spheres - Kimahri becomes the elder of the Ronso Tribe - The Youth League begins rebuilding the port of Kilika - The New Yevon party's second generation chief ascends [to power] and his son is inaugurated as praetor - Gippal forms the Machine Faction - Buddy becomes a Sphere Hunter. He founds the Gullwings 2 years later [after FFX] [Eternal Calm] - Rikku shows Yuna the "Journey's Start Sphere" that Kimahri found. Yuna leaves Besaid - Yuna joins the Gullwings - A bloodless coup d'état occurs within the New Yevon party. The party chief and praetor falls from power, and Baralai is inaugurated as the [new] praetor START OF FFX-2 =============================================================================== ------------------------------------------------------------------------------- 28. CODING [Scod8] ------------------------------------------------------------------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 28a. Gameshark [sgshk8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 28b. Pro Action Replay [sparc8] - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 =============================================================================== ------------------------------------------------------------------------------- 29. GAME MUSIC/LYRICS [Sgml9] ------------------------------------------------------------------------------- =============================================================================== =============================================================================== Song Lyrics =============================================================================== ------------------------------------------------------------------------------- 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: Final Fantasy X/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. ------------------------------------------------------------------------------- Name: Hymn of the Fayth Game: Final Fantasy X ------------------------------------------------------------------------------- i e yu i no bo me no re n mi ri yo ju yo go ha sa te ka na e ku ta ma e These words mean nothing. They are, however, an anagram of actual Japanese words and would be transposed as: inore yo ebon ju yumemiyo inorigo hatenaku sakae tamae And that translated to english would be: Pray, Yu Yevon Dream, oh fayth Be forever prosperous (thanks to pmog for these lyrics) =============================================================================== Track Listing =============================================================================== === OST === Final Fantasy X - OST SSCX-10054 Disc 1 Play Time: 66:50 Disc 2 Play Time: 64:17 Disc 3 Play Time: 60:48 Disc 4 Play Time: 75:05 DISC 1 1 "I Want to Tell You Everything" 0:08 2 At Zanarkand 3:04 3 The Prelude 3:43 4 Tidus' Theme 3:33 5 Otherworld 3:15 6 Hurry!! 2:40 7 This is Your Story 2:20 8 Ominous 2:48 9 Normal Battle 3:21 10 Victory Fanfare 1:35 11 Game Over 0:34 12 No Hopes or Dreams 3:06 13 Secret Maneuverings 1:27 14 Deep-Sea Ruins 4:16 15 You Are Al Bhed 3:24 16 Enemy Attack 2:41 17 Men Staked on Blitz 3:53 18 Besaid Island 4:44 19 Spiran Scenery 2:49 20 Song of Prayer 0:43 21 Illusion 3:46 22 Place of Trials 3:33 23 Song of Prayer ~ Valefor 0:42 24 The Summoning 0:38 25 Daughter of the Great Summoner 3:45 26 Good Night 0:08 DISC 2 1 Yuna's Theme 3:30 2 Sprouting Alteration 3:16 3 Sending to Another World 1:33 4 Silence Before the Storm 3:10 5 Song of Prayer - Ifrit 0:41 6 Luca 3:41 7 Reception for Great Sage Mika 1:16 8 Unwavering Determination 1:12 9 The Splendid Performance 3:32 10 Confrontation 2:07 11 Blitz Off 3:32 12 Auron's Theme 2:44 13 Mi'ihen Highway 3:23 14 Brass de Chocobo 2:52 15 Travel Agency 3:05 16 Permitted Passage 1:10 17 Seymour's Theme 3:06 18 Twilight 4:40 19 Djose Temple 3:18 20 Song of Prayer ~ Ixion 0:40 21 Ride the Shoopuf? 4:12 22 Rikku's Theme 4:02 23 Guadosalam 3:23 DISC 3 1 Thunder Plains 3:44 2 Jecht's Theme 2:33 3 Macalania Forest 3:20 4 Misty Sea 2:19 5 Temple Band 2:22 6 Seymour's Ambition 2:14 7 Song of Prayer - Shiva 0:41 8 The Advancers 2:10 9 Blazing Desert 3:48 10 Crisis 4:03 11 Revealed Truth 4:06 12 Takeoff 3:29 13 The Wedding 1:12 14 Assault 4:06 15 Tragedy 4:03 16 I Can Fly 1:27 17 Path of Repentance 2:29 18 Song of Prayer - Bahamut 0:41 19 Time of Judgement 3:39 20 Father's Murderer 2:42 21 Isn't it Wonderful? 5:34 DISC 4 1 Yuna's Decision 3:42 2 Lulu's Theme 3:52 3 Brave Advancement 3:25 4 Song of Prayer - Yojimbo 0:42 5 People of the North Pole 4:42 6 Song of Prayer - Ronso Tribe 0:42 7 Wandering Flame 4:41 8 Someday the Dream Will End 4:24 9 Song of Prayer - Yunalesca 0:43 10 Challenge 4:18 11 To the End of the Abyss 4:38 12 Gloom 4:28 13 Song of Prayer - Spira 0:43 14 The Deceased Laugh 3:33 15 Seymour Battle 5:46 16 Song of Prayer - Anima 0:42 17 Summoned Beast Battle 5:56 18 Decisive Battle 5:50 19 Ending Theme 5:30 20 "Please Remember" 0:15 21 Isn't it Wonderful? (orchestra version) 6:19 ============= feel/Go Dream ============= 1 feel (Yuna's Theme) 4:36 2 Go Dream (Tidus' Theme) 4:40 3 Endless Love, Endless Road 5:40 4 feel (instrumental) 4:36 5 Go Dream (instrumental) 4:41 6 Endless Love, Endless Road (instrumental) 5:38 ================= Vocal Collections ================= Total Play Time: 42:14 1 Monologue / Yuna 1:59 2 After Tears - Vocal / Yuna 4:30 3 Monologue / Tidus 1:44 4 A Ray of Hope - Vocal / Tidus 4:21 5 Dialogue / Tidus, Wakka 1:42 6 And On We Go - Vocal / Tidus, Wakka 3:58 7 Monologue / Rikku 1:52 8 Get Happy! - Vocal / Rikku 3:44 9 Dialogue / Yuna, Rikku, Lulu 1:32 10 All the Way - Vocal / Yuna, Rikku, Lulu 4:04 11 Monologue / Auron 1:27 12 Spiral - Reading / Auron 4:57 13 Epilogue / Yuna, Tidus, Rikku, Wakka, Auron, Lulu, Kimahri 1:57 14 feel (remix) / Yuna 4:27 =================== Isn't it Wonderful? =================== Total Play Time: 20:31 1 Isn't it Wonderful? 5:36 2 The Moon - Utikisama**** 4:24 3 Pure Heart (Aeris'/Aerith's Theme) 4:54 4 Isn't it Wonderful? (instrumental) 5:37 **** --> doesn't have anything to do with FFX ================= Piano Collections ================= Total Play Time: 56:33 1 At Zanarkand 3:18 2 Tidus' Theme 4:07 3 Besaid Island 3:01 4 Song of Prayer 6:18 5 Travel Agency 3:00 6 Rikku's Theme 2:49 7 Guadosalam 3:08 8 Thunder Plains 3:21 9 Assault 3:28 10 Path of Repentance 3:13 11 Isn't it Wonderful? 4:17 12 Yuna's Decision 3:02 13 People of the North Pole 4:03 14 Decisive Battle 3:54 15 Ending Theme 5:34 ======= Sampler ======= Total Play Time: 7:09 1 Otherworld (edit version) 2:13 2 At Zanarkand (gameshow version) 1:41 3 Battle 1 [Normal Battle] 3:13 =============================================================================== Unused Songs =============================================================================== Numerous Otherworld Tracks - There are several non-streamed Otherworld tracks; basically, an attempted (and I must admit, pretty good) conversion of live recording to synth. Obviously, in the end, Square-Enix went with the live recording instead of pulling a One-Winged Angel again. Song of Prayer (Female Hum?) - I've found a Song of Prayer song that wasn't in the game or soundtrack. It's either Yuna's Japanese voice actor humming the prayer, or Rikku's English voice actor humming the prayer. Or maybe Rikku's Japanese voice actor, since I've never heard her voice. --> This is the Rikku/Yuna? humming of Song of Prayer. http://hometown.aol.com/balflear/mp3/FFX_-_Song_of_Prayer_Alternative.mp3 Revealed Truth - This song appeared in the game, but not this version of the song. Ironically, this version of the song is BETTER than the one in the game; I don't know why they didn't use it. The (original, not this version) song is used when Tidus 'finds out' in the Home of the Al Bhed. There are also various unnamed songs in the PSF's...here links to them. --> One of the unnamed songs. http://hometown.aol.com/balflear/mp3/FFX_-_Unnamed_1.mp3 --> This is the second unnamed songs. http://hometown.aol.com/balflear/mp3/FFX_-_Unnamed_2.mp3 =============================================================================== ------------------------------------------------------------------------------- 30. ACKNOWLEDGMENTS [Sthx0] ------------------------------------------------------------------------------- =============================================================================== 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 wouldn't be what is is. Ragnarokesper- For a huge contribution to the AI project. pmog- Timeline of Spira and Hymn of the Fayth lyrics, and for being a excellent translator of the Ultimanias. CB!- For independent varification of many Mixes. MWilson- allowed me the battle quotes. Ryu_Kaze- For the events between FFX and FFX-2. 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. Azure Egde- For his enormous contribution to the Yojimbo's Formuals section. shoecream- for creating a program which proved invaluable toward blitz section's completion JungleJim- For allowing me to use his Aeon Stat Formulas guide and being a very knowledgable source on the game. Vegnagun- For unused songs in the game's files. Darryl Knight (thgink999)- Information on the Omega Ruins chests game timing. 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. Split Infinity- for some info here and there that I had forgotten to add in a few areas. For helping sporadically on the boards, too. 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. Vegnagun- For the list of unused songs in the PSF's. Terence Fergusson- for an abundance of mechanics information. pmog- timeline of Spira and Hymn of the Fayth lyrics. laminibraveknight- For sending my an alternate way of owning Stratoavis. cRaZyAzN2k2- For an awesome alt. strat. for killing Greater Sphere in the Monsters Arena. Lord Skylark- For all of the info on 3x Vepars, Vulture, 3x Sinscale, Tentacle, Sahagin (dummies). Thanks to him also for an addition to the list of possible items from Magic Urn. He also sent me a list of the many [?(?}] mystery inherent statuses for enemies. He allowed me to use many scans/sensors from his list. Not only that, but he submitted a gargantuan formation list which helped add a few formations to my original list. Sin Harvester- For Stratoavis action pattern. christopher99999- For posting info about Bushido/Swordplay Variants in my topic. 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. Thundaka- knowledge and intelligent board posts. zzanmato- knowledge and intelligent board posts, and his guides on restrictive playthrough challenges. Informing as hell. KADFC- for general knowledge and impressive quick playthroughs. 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. Theoden- For a list of 9999 HP penetrating attacks. jobber2022497- For much info regarding CTB mechanics, as well as Acc/Eva mechanics. He also was a huge help with Bushido/Swordplay damage formulas. A lot of data for guaranteed Zanmato came from him, too. Scenario Ultimania/Ultimania Omega/Battle Ultimania- for being incredible info sources and the source of many translations and data. Studio BentStuff- For creating the Ultimania series. Brady Games Official Strategy Guide- varification of some stats and item locations throughout the game. Piggyback- info on PAL version of the game (mainly some monsters and variables for certain formulae. All of the FFX vets at the boards who continue to post intriguing topics and share knowledge. ShortGDawg- For reminding me of X-Potion you can get from main Baaj Temple room. 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 good 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. Centurion- He made the beautiful ASCII header. SinirothX for the entirety/longevity of it. Without him (me), none of this guide would have been possible. I have been playing and testing the game since its release in 2001, and the subsequent release of the PAL/International versions. But anyway, that will bring this guide to its timely conclusion. Sayonara, adios, goodbye... ------------------------------------------------------------------------------- _____ _ _ _ _ __ __ / ___(_) (_) | | | | \ \ / / \ `--. _ _ __ _ _ __ ___ | |_| |__ \ v / `--. \ | '_ \| | '__/ _ \| __| '_ \ / \ /\__/ / | | | | | | | (_) | |_| | | / /^\ \ \____/|_|_| |_|_|_| \___/ \__|_| |_\/ \/ Document © 2003; Nick Henson - SinirothX =============================================================================== =============================================================================== ================================= END OF FILE ================================= =============================================================================== ===============================================================================