-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- F I N A L F A N T A S Y X Yojimbo FAQ v1.2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This FAQ is copyright 2002 by Azure Edge (azure_edge@hotmail.com). It may not be copied without consent of the author, and all sections including this copyright must remain in their full, unaltered content. It may not be used or distributed for any commercial purpose. This FAQ is granted for use solely by GameFAQs or any sites created by the author. **NOTE** The information in this FAQ was NOT discovered by myself; it was not a discovery in the first place. It was originally printed in the Official Ultimania Guide, and is of such a complexity that we would not know about it had it not been for Ultimania. A resounding THANKS! to Ultimania. Also, great thanks go to the posters on GameFAQs's FFX message board, specifically Oliver Hague, Dual Zero, and Shinryu, who I would know none of this without, due to a lack of knowledge of Japanese and a lack of ownership of the Brady guide. This FAQ should be under their names, not mine. -=-Sections-=- 1.0 -=- Introduction 1.01 - Version History 1.02 - About Yojimbo 2.0 -=- Yojimbo 2.01 - Obtaining Yojimbo 2.02 - Special Attacks 2.03 - Attack Mathematics 3.0 -=- Closing 3.01 - E-Mail Policy 3.02 - Credits -=-=-=-=- 1 . 0 - I N T R O D U C T I O N -=-=-=-=- -=- 1.01 - Version History -=- 1.2 (7/30/02) - Corrected typographical errors. Added to the Obtaining Yojimbo section. 1.1 (7/29/02) - Corrected errors in the mathematics and a date error in the version history. Added more information on Yojimbo's attacks. Corrected typographical errors in the mathematics section. Added to Shinryu's section in the Credits section. Added Dual Zero to the Credits section. Corrected errors in the Zanmato Level section. 1.0 (7/21/02) - First version. Original content placed. -=- 1.02 - About Yojimbo -=- Yojimbo is one of the three secret summons of Final Fantasy X. Some people consider him the most useless of them, because of his randomness - you don't control Yojimbo directly, but instead you pay him Gil and he performs one of four attacks - Daigoro, Kozuka, Wakizashi, or Zanmato. Naturally, the more you pay, the better his attack. The attacks Yojimbo uses are named for their weapons, except for Zanmato. Yojimbo's name has roots in Japaese histoy. A yojimbo is a hired bodyguard (coincedence? No). From his look and his summon sequence, his Japanese roots are obvious. This is a nice touch, since despite FF's origination in Japan, relatively few of the summons are really based in Japanese history and mythology. Please note that all following information is for the NTSC version, and may be different in other versions. -=-=-=-=- 2 . 0 - Y O J I M B O -=-=-=-=- -=- 2.01 - Obtaining Yojimbo -=- Before you can do anything with Yojimbo, you have to obtain him. Go to the Calm Lands and head out through the northeastern exit, where you left when you came through here on the way to Zanarkand. Go across the first bridge, then go around and down the hill under the second. If you recall, when you tried to enter here after you fought Defender X, your other party members told you it was the wrong way and you were not allowed to enter. It only opens after you obtain the airship. The entrance to the Cavern of the Stolen Fayth is on the left. You will have a short scene, then your party will enter the cavern. Make your way to the back of the cave, where you will meet the last summoner Lulu guarded. The summoner will call Yojimbo, and you will do battle. -=BOSS BATTLE: Yojimbo=- HP: 30,000 MP: 0 This is not a very difficult battle. Yojimbo will use his Daigoro attack repeatedly at the beginning of the fight. To finish him off quickly, use your aeons' Overdrives. Before you step on the teleport pad in the room, be sure you have at least 250,000 gil. You can warp to the left and the right to get a few valuable items, but for now, go straight ahead into the Chamber of the Fayth. Now it's time to bid. If you ever triple his asking price, he'll offer two Teleport Spheres as well, so keep that in mind. He'll give you three options at the start; pick the third, as it causes him to give his lowest asking price (250,000 gil). Don't bid the whole lot, yet, however; bid half his asking price, plus one (if you picked the third option, that would be 125,001 gil). Raise your offer by one gil each time to lower his asking price. Once his price gets to 205,000 gil, that's about as low as you can reliably take him, so bid around 190k-200k to get him in your party. Unlike the other secret aeons, Yojimbo cannot initially break the damage limit. You must acquire and power up Auron's ultimate weapon, the Masamune, to allow Yojimbo to exceed 9,999 damage. To do this, you need three items: The Mars Crest, the Mars Sigil, and the Masamune itself. The Mars Crest can be found in the Mi'ihen Oldroad. Head to the end of the Highroad, to the junction before Mushroom Rock road, where you met Seymour for the first time before Operation Mi'ihen. Get a chocobo if you like, and head down the lower path. Follow this path all the way to its end, and there you will find a chest with the Mars Crest. To obtain the Mars Sigil, you must unlock any ten Area Creations or Species Creations. Refer to CB!'s excellent Monster Arena guide for help on this. The Masamune, the final piece, cannot be obtained directly. First you need the Rusty Sword, which is found on the path just east of the entrance to the Cavern of the Stolen Fayth. Once you have this, return to the junction between the Mi'ihen Highroad, Mi'ihen Oldroad, and Mushroom Rock Road. Go into Mushroom Rock, but instead of going left as you did when you came through to Operation Mi'ihen, go straight. You will see a path to the left on your map. Go into it and ride the elevator up to the statue of Lord Mi'ihen standing over a slain Behemoth. Press X in front of the statue and you will place the Rusty Sword. If you have the Celestial Mirror in your inventory, you will receive the Masamune. -=- 2.02 - Special Attacks -=- Yojimbo's repertoire of attacks is far lower than most other aeons - just four. However, they are all quite powerful, especially if you max out his strength. Wakizashi is probably his best attack, when comparing attack strength and gil economics. If you've got the gold, however, Zanmato is an instant kill to anything. -Daigoro- Yojimbo's dog, named Daigoro, attacks the enemy. This can be done for very little gil, but it is weak. -Kozuka- This is Yojimbo's 'Three Daggers' attack. He withdraws three small daggers (kozukas) and hurls them at the enemy for moderate to high damage. This is also a fairly cheap attack, and Yojimbo will reliably perform it for anywhere above three hundred or so gil. -Wakizashi- Yojimbo withdraws his sword, ironically called a wakizashi, and slashes the enemy for high damage. This is arguably Yojimbo's best attack, because it can be reliably performed for one thousand or greater gil, and it also reliably does 99,999 damage at full strength. -Zanmato- The infamous, elusive Zanmato, which roughly means "Demon Edge" in Japanese. Yojimbo calls a sword up to his hands and attacks the enemy at blinding speed, slicing them in half. This is an instant kill to ANY fiend, including ALL bosses, even those immune to instant death. It is also insanely expensive, even if you have high compatibility with Yojimbo. There is a slightly higher chance of Yojimbo performing Zanmato if his overdrive meter is full. -=- 2.03 - Attack Mathematics -=- There is a complex set of mathematics involved with Yojimbo's attacks. They involve five different factors: compatibility, gil paid, Overdrive, the random factor, and Zanmato level. Motivation is the sixth factor, and arguably the most important, because it determines what attack Yojimbo will use. Motivation is a scale of points, starting at 0. The higher the motivation, the better the attack. The five factors are used to calculate the motivation level. After the initial calculations are done, if motivation is 80 or greater, Yojimbo will perform Zanmato. If not, the calculation is made again, this time assuming that the enemy's Zanmato Level is One. So, in essence, first the game finds out if Yojimbo will do Zanmato; if not, then it selects another attack. Motivation resets every turn, so if you pay him 5000 gil one turn and another 5000 the next, he will only have the motivation count of one payment for the second turn. The in-game equation rounds by ignoring the decimal, since all motivation numbers are whole. Here is a chart of attacks and the motivation required to perform them in the second calculation: If Motivation Is | Attack Performed ------------------------------------ 0 to 31 | Daigoro 32 to 47 | Kozuka 48 to 63 |Wakizashi (single) 64 or greater | Wakizashi (all) The five factors of compatibilty, gil paid, random, Overdrive, and Zanmato Level all add up to create Yojimbo's final motivation, thus determining his attack. The following are the calculations that are made to determine those numbers. -Gil- This is the second largest factor in Yojimbo's attack calculations. Paying Yojimbo certain amounts of gil will add to his motivation. Gil can add up to 56 points to Yojimbo's overall motivation stat. The following lists the minimums and maximums to gain any certain amount of motivation on Yojimbo's scale. Gil Paid | Motivation --------------------------------------- 1 to 3 | 0 4 to 7 | 2 8 to 15 | 4 16 to 31 | 6 32 to 63 | 8 64 to 127 | 10 128 to 255 | 12 256 to 511 | 14 512 to 1023 | 16 1024 to 2047 | 18 2048 to 4095 | 20 4096 to 8191 | 22 8129 to 16383 | 24 16384 to 32767 | 26 32768 to 65535 | 28 65536 to 131071 | 30 131072 to 262143 | 32 262144 to 524287 | 34 524288 to 1048575 | 36 1048576 to 2097151 | 38 2097152 to 4194303 | 40 4194304 to 83886007 | 42 83886008 to 16777215 | 44 16777216 to 33554431 | 46 33554432 to 67108863 | 48 67108864 to 134217727 | 50 134217728 to 268435455 | 52 268435456 to 536870911 | 54 536870912 to 999999999 | 56 -Compatibility- Yojimbo has a hidden compatibility meter when he joins you. It starts at 50, and can increase up to 255. Compatibility adds an amount to Yojimbo's motivation depending on its value. If c = compatibility and m = motivation, then the equation for the compatibility factor is (c / 30 = m). So, if Yojimbo's compatibility was 50, then it would be divided by 30 in this part of the calculation, adding 1 to his motivation. As you can see, even 255 compatibility will not add much to his motivation. The two following factors are much greater influences. You can raise and lower Yojimbo's compatibility by performing certain actions. The chart lists these and the amount of compatibility gained or lost. Action | C. Change ------------------------------------------------- Pay 0 Gil | -20 Yojimbo dies | -10 Dismiss w/out paying | -3 Uses Daigoro | -1 Uses Kozuka | No Change Uses Wakizashi (single) | +1 Uses Wakizashi (all) | +3 Uses Zanmato | +4 -Zanmato Level- There are five Zanmato Levels, and each fiend is assigned to one, even the underwater, non-Zanmatoable (is that a word?) ones. These levels effect the rate of Zanmato use on a particular fiend; the higher the Zanmato Level, the lower the Zanmato rate becomes. This is also tied in with the answer you gave when you hired him, and the motivation from his compatibility. To find out the effect of Zanmato Level on Yojimbo's motivation, take the motivation added from his compatibility and apply it to the below formula. For this equation, c = motivation from compatibility, p = the amount you paid for the attack, and t = your total amount of gil. c * (0.75 + [{p * 0.5} / t]) Now, take the solution from the above formula and multiply it into the equation below, based on the answer you gave Yojimbo when you hired him. If you hired him to help with your training as a summoner, or if you hired him to destroy fiends... Level One - * 1 Level Two - * 0.5 Level Three - * 0.33 Level Four - * 0.25 Level Five - * 0.2 If you hired him to defeat very strong enemies... Level One to Three - * 0.8 Level Four or Five - * 0.4 The following is the Zanmato Level listing for ALL fiends and bosses in the game. .Level One.. Achelous Aerouge Ahriman Alcyone Anacondaur Aqua Flan Bandersnatch Bashura Basilisk Bat Eye Bite Bug Black Element Blue Element Bomb Buer Bunyip Cave Iguion Chimera Chimera Brain Coeurl Condor Dark Element Dark Flan Defender Defender X Defender Z Demonolith Dingo Dinonix Dual Horn Epaaj Evil Eye Exoray Fallen Monk Flame Flan Floating Death Floating Eye Funguar Gandarva Garm Garuda Gemini Ghost Gold Element Grat Great Malboro Grenade Grendel Grothia Guado Guardian (Sometimes Level 4) Halma Ice Flan Iguion Imp Ipiaria Iron Giant Killer Bee Klikk Kusariqqu Lamashtu Land Worm Larva Lord Ochu Macea Maelspike Mafdet Magic Urn Malboro Mandragora Master Coeurl Master Tonberry Maze Larva Mech Defender Mech Guard Mech Gunner Mech Hunter Mech Leader Mech Scouter Melusine Mi'ihen Fang Murussu Mushussu Nebiros Nidhogg Ochu Octopus Ogre Phlegyas Piranha Puroboros Ragora Raldo Raptor Red Element Remora Sahagin Sahagin Chief Sandragora Sand Wolf Sand Worm Shred Simurgh Sinscale (Underwater Sinscales are Level 4) Sinspawn: Ammes Skoll Snow Flan Snow Wolf Spathi Spirit Splasher Swamp Mafdet Thorn Thunder Flan Tonberry Valaha Varuna Vouivre (2 Types) Warrior Monk (2 Types) Wasp Water Flan Wendigo White Element Worker Wraith Xiphos YAT-97 YAT-99 Yellow Element YKT-11 YKT-63 Yowie Zaurus Zuu .Level Two.. Barbatos Behemoth Behemoth King Cactuar Qactuar .Level Three.. Adamantoise Anima .Level Four.. Arms Biran Ronso Chocobo Eater Crawler Evrae Evrae Altana Extractor Geneaux's Tentacle Geosgaeno Guado Guardian (Sometimes Level 1) Head Kimahri Left Fin Mimic Mortibody Mortivessel Negator Oblitzerator Omega Weapon Pterya Right Fin Sanctuary Keeper Seymour Seymour Flux Seymour Natus Seymour Omnis Sin's Fin Sin's Core Sin's Head Sinspawn: Echuilles Sinspawn: Genais Sinspawn: Geneaux Sinspawn Gui Spectral Keeper Spherimorph Tros Ultima Weapon Underwater Sinscale Yenke Ronso Yunalesca .Level Five.. All Monster Arena bosses, Dark Aeons, and Penance -Overdrive- The fourth factor, Overdrive, is very small, but nonetheless adds in. If Yojimbo's Overdrive gauge is full, it will add 2 to his motivation. -Random- The random factor is exactly that, random. Unfortunately, the random factor always determines whether you get Zanmato or not. It will randomly add anywhere from 0 to 63 to Yojimbo's motivation. Technically, you could pay Yojimbo a measly 1024 gil and have him perform Zanmato, but that is an incredibly rare feat. -Attacks For Free- There is a small chance that Yojimbo may attack without pay - he will do this automatically. If c = compatibility, the chance is (c / 1024). When he does this, his motivation calculation is much simpler. If c = compatibility, the formula is (c / 4) + a random factor of 0 to 63. The result is as follows: If Motivation Is | Attack Performed ------------------------------------ 0 to 31 | Daigoro 32 to 47 | Kozuka 48 to 63 |Wakizashi (single) 64 to 79 | Wakizashi (all) 80 or greater | Zanmato Note that Yojimbo will only perform Zanmato for free if the enemy is Zanmato Level One. This is the most economic way of using Yojimbo, though it costs A LOT OF GIL to get him there; if his compatibility is 255, he will attack for free 1 out of 4 times and use either Wakizashi or Zanmato. -Executing Zanmato- So, what does it take to actually execute Zanmato? Here are a few simple steps that should give you a better chance: -Never pay Yojimbo 0 gil. -Never let Yojimbo die. -Always keep his Overdrive full. -Never pay Yojimbo less than 1000 gil. -Pay him all your money and hope the random factor is on your side... -... or work with him, using VAST amounts of gil, until he has 255 compatibility. -=-=-=-=- 3 . 0 - C O N C L U S I O N -=-=-=-=- -=- 3.01 - E-Mail Policy -=- I can be contacted at azure_edge@hotmail.com if you have a pressing question that is not addressed in the FAQ. Please check the FAQ thoroughly before sending me an e-mail. Also, do not send me any e-mails saying 'I am bad at math, help me!' or 'I don't get this at all!'. They simply take up space in my inbox, and will be promptly deleted. Please do not contact me by MSN Messenger. -=- 3.02 - Credits -=- -The Official Ultimania Guide and the Brady Games guide, from which this information originates -Oliver Hague, who posted the information on the FFX board -Shinryu, who posted the Zanmato Levels from the Brady Games guide and contributed information about the names of Yojimbo's attacks, corrections to the Brady Zanmato Levels, and small corrections to the mathematics -Dual Zero, who posted heaping helpings of topics to gather all of the information in the first place -Everybody else who posted topics and foresuch about Yojimbo's attacks. This FAQ should be under their names, not mine! -CJayC, for hosting this FAQ, 'cause I'm an annoying little wretch and he happens to like my writing ^_^