Final Fantasy X HD FAQ/Walkthrough
Table of Contents
Winner of GameFAQs's FAQ of the Month award for April 2014! A huge thanks goes out to every person who has helped me with this guide!! |
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_____ _ _ _____ | ___|_) | | | ___| _ | |__ _ _ __ __ _| | | |_____ _ _ __ | |_ __ _____ _ _ | __|| | '_ \ / _` | | | __/ _` | '_ \| _|/ _` / __| | | | | | | | | | | (_| | | | | | (_| | | | | |_| (_| \__ \ |_| | |_| |_|_| |_|\__,_|_| |_| \__,_|_| |_|\__|\__,_|___/\__, | |___/ __ __ _ _ ____ \ \ / / | | | | _ \ \ \/ / | |_| | | | | > < | _ | | | | / /\ \ | | | | |_| | /_/ \_\ |_| |_|____/
- Game: Final Fantasy X HD Remaster (from the Final Fantasy X/X-2 HD Remaster)
- Consoles: PlayStation 3, PlayStation Vita
- File Type: Formatted FAQ/Walkthrough
- Author: KeyBlade999 (a.k.a. Daniel Chaviers)
- Version: v1.10
- Time of Update: 12:25 AM 4/15/2015
- File Size: 1,093 KB
Notes on This FAQ
- Strategic Freedom: Some features of both games make strategy-writing a little difficult, be it the freedom of the Sphere Grids in FFX or the freedom of Dresspheres in X-2. Writing a walkthrough that directly states to go for certain things in either not only makes the game less fun, but it forces you to use this thing from start-to-finish and causes derailing for those not at the start. Thusly, I will not do that, but try to create strategies most people could adhere to in some way, which is generally quite possible. That said, I am open to alternative strategies or just other stuff I ought to note. After all, most characters tend to somehow fall on an intended path (like FFX's Yuna becoming a natural healer). In any case, just keep it in mind.
- Remake Details: Just to clear up some confusion... This newer release of Final Fantasy X and X-2 differ noticeably from the originals. Firstly, you can consider the HD graphics of the game to be understood as a change. Additionally, these are based off the international releases, made just after their original releases - basically, they're expansions of the originals, but still were released on the PlayStation 2. Just in case you find something confusing about the Dark Aeons or something. Specifically, Final Fantasy X HD is based off the PAL and International releases of Final Fantasy X on the PS2; Final Fantasy X-2 HD is based off the Japan-only release Final Fantasy X-2 International + Last Mission, also for the PS2.
Donations
While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the smallest donation amounts are appreciated, and they are a great way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed below. Thank you so very much for at least considering this!!
Donation/Contact E-Mail
keyblade999.faqs@gmail.com
Introduction
Hello, and welcome to my first PlayStation 3/Vita FAQ. This FAQ concerns the HD compilation of the two Final Fantasy X games, which is kind of fitting for a first FAQ, given that I poured much of my youth into these two games. (Granted, it's only my first FAQ for the console - I've gotten well over 300 on others.) They're very fun games to play, if but a bit lengthy, and perfect material for at least warming me up to the newer PlayStation consoles. After all, who knows, I might work on Kingdom Hearts 2.5. =P
This all said, I can't really offer much more than that for an intro. FFX and FFX-2 were great RPGs to begin Square Enix's FF series on the PlayStation 2, and they quickly became among of my favorite games on the console. While I still deem Final Fantasy V, VI, and VII more appropriate for remakes than these two, I still look forward to FAQing these. Hope you enjoy!
Walkthrough
Introduction
Sectional Flowchart
- A Blitzball Game
- The Transition...
- Unknown Temple (SPOILER: It's actually known as the Baaj Ruins/Baaj Temple later in the game.)
- The Salvage Ship
- Underwater Ruins
A Blitzball Game
TREASURES CHECKLIST |
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[_] Potion x2 |
After some of the introductory scenes, you'll regain control of the main character on what I've always assumed to be some kind of boat, though it's never been easy to tell. >_> <_< In any case, speak with mostly everyone around here to get some conversation done and a superficial background on the character you're controlling, who you also will get to name (probably Tidus, to make it easy on everyone involved). Afterwards, you'll end up on a highway overpass. Run along it for a while; as you go along, speak with everyone on the way - one (a girl in a pink shirt) should yield you two Potions, so long as you tell her you have some spare tickets. Which you probably don't, but there are bigger problems to come, regardless. Eventually, you'll be allowed to proceed into the blitzball stadium at the end.
Enjoy the awesome blitzball sequence there before things get really ... uh ... whoa.
The Transition...
TREASURES CHECKLIST |
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[_] Longsword |
+E LOCAL ENEMY BESTIARY | |||||||||||||
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Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Sinscale | 100 | 0 | 5 | 1 | 1 | 1 | 8 | 0 | 0 | 0 | 0 | 0 | None |
When you return to controlling Tidus, you'll have a pretty clear path to go along for a while. On the way, you'll meet up with Auron - he will ally you for a while, and he can be quite the physical powerhouse. In any case, continue along the path outside of the stadium; after a strange scene with the hooded child, continue along the path to Auron again. This scene will culminate in a battle with Sinscales - consider them the Goblins of other Final Fantasies: weak and they love death (we assume). You'll also get the Longsword weapon from Auron during that battle, which teaches you the basics of FFX battle. Continue along through the groups of Sinscales. As you do, you'll end up getting surrounded by them. While you could grind against them in normal RPGs (indeed, I did the same thing when I was younger and rash), they yield nothing, so don't bother - attack the ones directly blocking you and move on. Don't worry, they're too weak to cause legitimate damage. Eventually, you'll encounter something a bit ... bigger.
BOSS - Sinspawn Ammes
Sinspawn Ammes | Sinscales | |
---|---|---|
Maximum HP | 2,400 | 100 |
Maximum MP | 400 | 0 |
Strength | 1 | 5 |
Defense | 1 | 1 |
Magic | 5 | 1 |
Magic Defense | 1 | 1 |
Agility | 9 | 8 |
Luck | 10 | 0 |
Evade | 0 | 0 |
Accuracy | 0 | 0 |
Element Weakness | None | None |
Common Item Drops | None | None |
Rare Item Drops | None | None |
Common Steals | None | None |
Rare Steals | None | None |
AP Yield | 0 | 0 |
Gil Yield | 0 | 0 |
You've already dealt with the Sinscales thus far in the main game (and more than enough, I might add - they're annoying, eh?), so you should be familiar with their simplistic offense. Sinspawn Ammes is different: it relies ENTIRELY on Demi. Demi is in fact its weakness in this game: it eliminates 25% of the target's current HP. That seems like a huge problem, but worry not.
This battle opens up with Auron having his Overdrive as well. Overdrives are like the specialest - >_> - of attacks in this game. These attacks typically deal higher damage than normal, sometimes deal additional effects, and often can also hit multiple times so you can worry less about the 9,999-damage cap. In any case, Auron's Dragon Fang requires you to press a simple sequence of buttons to induce an attack on all enemies, which, if executed uncrappily, should kill all of the Sinscales.
And what does that mean? There's only Sinspawn Ammes left! And what does that mean? You'll only have to deal with Demi! And what does that mean? You can't die! ... No, seriously, you won't. Since it shaves off 25% of your current HP, the most it take is 1 HP (2~4 HP), and it rounds down for the damage, so at 1 HP, you take (0.25*1 = 0.25, floored = 0) damage. So, put them Potions away: eliminate any Sinscales that you somehow didn't kill - *throws Vita at you* - and then Attack the crap out of Ammes.
Though what happens if it hits zero MP is beyond me. >_> As far as is known, Demi is supposed to account for 32 MP in consumption, enough for 12 Demi castings. However, it's been noted that the boss does quite a few more than that, with no end known. Perhaps the boss is using a special variation of Demi specifically drawn up for it that costs very little MP (i.e. zero)? Whatever the case, don't expect it to actually run out as far as is known.
After the fight, continue along the highway overpass to the Save Sphere. Yay~! Examining one fully heals your party's HP/MP/status (and the HP pro'lly took a beating) as well as lets you save the game. Continue along again to a battle with some Sinscales and continue beating them off; eventually, Auron will suggest to attack the generator nearby. Attack it a few times without regard for the Sinscales to ... well.... In any case, a scene occurs and you end up floating elsewhere during it; during that part, just press Circle to go down to continue the scene.
You'll later end up somewhere ... else.
Unknown Temple
TREASURES CHECKLIST | |||||||
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[_] 200 Gil | [_] Potion x2 | [_] Hi-Potion | [_] X-Potion | [_] Flint | [_] Ether | [_] Withered Bouquet | [_] Hi-Potion |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Sahagin | 100 | 5 | 3 | 1 | 1 | 1 | 5 | 0 | 0 | 25 | 0 | 0 | Lightning |
Submerged Ruins: After the scenes, you'll end up in some kind of watery temple. Upon regaining control, go forward for a bit. (If you've beaten this game before, go left first and use the Al Bhed Compilation Sphere - Al Bhed is a simple dialect in this game involving the switching of letters around so that A is Q or some crap like that. You'll hear it more momentarily.) If you go to the right, you can try to read the language of Al Bhed on the glyph; even if it is mostly useless right now, you can find 200 Gil in the chest behind it. There are also two Potions to the south of the Sphere. Anyhow, once done, go north and into the next area.
Ruins: Underwater Hall: In this area, go along the path and left to a Hi-Potion, then along the main pathnorthward to a scene. The path will fall out beneath you, dropping you into the water. Swim forward a bit to engage in battle with some of those Sahagins before ... Whoa. Am I the only one reminded of a certain scene from Star Wars: Episode I here?
BOSS - Geosgaeno
Geosgaeno | |
---|---|
Maximum HP | 32,767 |
Maximum MP | 128 |
Strength | 36 |
Defense | 50 |
Magic | 40 |
Magic Defense | 50 |
Agility | 48 |
Luck | 15 |
Evade | 0 |
Accuracy | 50 |
Element Weakness | Everything |
Common Item Drops | None |
Rare Item Drops | None |
Common Steals | None |
Rare Steals | None |
AP Yield | 0 |
Gil Yield | 0 |
To the curious, 32,767 is just under half of the maximum HP most enemies would have been allowed in most earlier RPGs (i.e. 2000 or prior) for the most part. Most games then had statistics limited to a two- or four-byte system wherein the max for each stat was FF or FFFF in hexadecimal (256 or 65,536) respectively. 32,767 equates to 7FFF. Not like you care. >_>
You know, this wasn't something I figured out until I last played FFX about eighteen months ago, but this fight, while not winnable, actually doesn't produce a Game Over, either. See, Geosgaeno will only use one attack in this battle - yes, you'll see him again, probably in a blitzball game? =P - and this attack will take off 50% of your current HP. Again, like in the battle versus Ammes, you therefore can't die. Therefore, pocket those Potions (or repocket them if they floated off =P) and just Attack for a while.
(In theory, you could beat this guy. However, he defaults to ending the battle after a third hit. If you somehow cheat, you can't get anything for beating Geos this time, so don't bother. For that matter, if you're cheating, why are you using my FAQ?)
Ruins: Corridor: After the battle, head north and into the next, rather cold area. *huddles around a Charmander*
Ruins: Hall: In this large, spacious area (as in, no good for retaining heat), go to the center and you'll find the remains of a long-dead fire. You decide to light, since you'll probably spend eternity here or something and that is the most productive thing you can do at the moment. You know, other than that glaring Save Sphere to the southwest. If you head to the eastern door nearby, you'll find it unable to open; however, along a semi-hidden path nearby, you can get an X-Potion. As for the doors to the west?
Ruins: Small Room: Examine the nearby desk to find some Flint. Return into the main Hall and exit off to the north.
Ruins: Stairs: Here, go downstairs a bit to find an Ether, which will be useful for healing your MP waaaay down the road, at least for Tidus's sake. =P At the top of the stairs, you should be able to find a Withered Bouquet of flowers on the wall to use as tinder for the fire. Continue along and to the next area to find a Hi-Potion before returning.
Ruins: Hall: Go ahead and examine the fire. As your mind gets on food and stuff, some food conveniently walks on by. 'Cause, you know, that's ... Okay, this might be more expected.
BOSS - Klikk
Klikk | |
---|---|
Maximum HP | 1,500 * 1.5 |
Maximum MP | 5 |
Strength | 14 |
Defense | 1 |
Magic | 1 |
Magic Defense | 1 |
Agility | 4 |
Luck | 15 |
Evade | 0 |
Accuracy | 50 |
Element Weakness | None |
Common Item Drops | 1-2 Ability Spheres |
Rare Item Drops | 2-4 Ability Spheres |
Common Steals | 1-2 Grenades |
Rare Steals | None |
AP Yield | 5 |
Gil Yield | 50 |
The Klikk (I swear, I keep mispelling that) doesn't have much of an offense: mostly a basic physical attack for 75~125 damage or so. Not a lot, but note that it's not percentage-based - *gasp* it's the first boss in the game you can legitimately lose! (Sinscales don't count. If you lost to those, you may as well throw your console out the window. Now. Like, literally, stop reading this FAQ and just throw it.)
Annnyhow.... There's not a lot you can do at this point since you lack access to the Sphere Grid, and even if you had it, you couldn't do anything since this is also the first battle to give you AP. >_> So, you're basically left to Attack to your heart's desire, but keep in mind to use Potions when you hit 150 HP or so.
Halfway through the fight, there will be a scene in which some ... other people arrive. One of them, aptly named "?????" (such a pretty name), will ally you for now. She (yes, she) mostly specializing in Stealing from the enemy, then Using the Grenades (look under "Special"). Grenades ought to do 200~350 damage around now, so that's nice, even though you have to work through all of the Klikk's HP again. Yup, Tidus's effort was in vain, somehow. >_> Whether you want to Use the Grenades is up to you (since they hit all enemies, they'll have better use later on), but be sure to keep your HP up regardless.
After the scene, there will be a bit of talking in Al Bhed. I can't ... understand what ... they're sa-- Oh, that's pretty clear. Never mind.
The Salvage Ship
TREASURES CHECKLIST | |
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[_] Potion x3 | [_] Al Bhed Primer Vol. I |
Eventually, you'll end up on the deck of some Salvage Ship. There, speak with the girl from earlier and she'll speak about the Sphere Grid. As you probably already have gathered, there are two Sphere Grids in FFX HD (and, really, the PAL/International versions of the original PS2 release). The original Sphere Grid models the original, "easy" Sphere Grid American FFX players had before. It divided the characters into their specialized paths (like Tidus for fast, physical attacking) before forcing them to go elsewhere. The Expert Sphere Grid from which you could have also chosen looks different mostly because of the sheer freedom you can have: every character could become a Tidus if you dared, for example. In any case.... You'll go through the tutorial on how to use it. Basically, earning AP earns you Sphere Levels (SLVLs), which is currency for moving over the Sphere Grid (1 SLVL for untraveled paths, one node at a time, or four nodes on traveled paths). You'll get to use Spheres to place nodes or activate nodes to earn their benefits, such as stat boosts or new abilities. That's basically it. Be sure to use it yourself!
After, speak with the northwestern guy on the ship for three Potions, then examine the whitish object on the deck nearby to find Al Bhed Primer Vol. I - this will fill in some of the letters in Al Bhed conservation. You usually have to grab about 15 or so to be able to truly fill in the blanks, though. Anyhow, speak with the girl who gave the tutorial again to dive underwater.
INFINITE POTIONS!
As a notable footnote, when you dive in the water, you can approach the Salvage Ship again and press the Square Button to be let back on it. There's a slight bit of misprogramming (I think) with this sequence, in that you can speak with the guy who gave you the three Potions again for three more Potions, then do it again ad infinitum until you're full of Potions. It shouldn't take much more than half an hour to grab 99 (33 trips), though their utility is pretty bad - 50 or so (17 trips) will suffice for the while until you get more effective means of healing.
As a footnote to this footnote, though, I've gotten word that this glitch does not work in versions released in the U.K. I have also heard different reports that it does work in U.K. versions, so I'm not sure what to think: those reporting the legitimacy of the glitch in the U.K. did use downloadable versions. In any case, either way, it would be best for you to double-check.
Underwater Ruins
+E LOCAL ENEMY BESTIARY | |||||||||||||
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Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Piranha (x1) | 50 | 1 | 6 | 1 | 1 | 1 | 12 | 15 | 0 | 0 | 1 | 2 | Lightning |
Piranha (x2) | 100 | 2 | 8 | 1 | 1 | 1 | 9 | 15 | 0 | 0 | 1 | 3 | Lightning |
Piranha (x3) | 150 | 3 | 10 | 1 | 1 | 1 | 6 | 15 | 0 | 0 | 1 | 5 | Lightning |
Underwater: Just keep using Circle to dive into the ruins.
Underwater ruins: Here in the entry room, examine the control panel and you'll end up banging on it to open the door. [Disclaimer: Banging on stuff usually doesn't work. Trust me, it doesn't.] Afterwards, just continue along and you'll do a simple battle. Afterwards, there will be a scene; as you swim back, well... Examine the thing marked on the map and you'll find something.
A giant squid. How unique.
BOSS - Tros
Tros | |
---|---|
Maximum HP | 2,200 |
Maximum MP | 10 |
Strength | 10 |
Defense | 1 |
Magic | 1 |
Magic Defense | 1 |
Agility | 12 |
Luck | 15 |
Evade | 0 |
Accuracy | 20 |
Element Weakness | None |
Common Item Drops | None |
Rare Item Drops | None |
Common Steals | 1-3 Grenades |
Rare Steals | None |
AP Yield | 8 |
Gil Yield | 100 |
This battle can be a bit difficult for once. Tros's offense will mostly consist of a standard attack, Tentacles (single-target), and Nautilus Charge. The regular attacks usually ~75 damage. Nautilus Charge will take one noticeable turn to charge and it does 150~200 damage, so be sure to Defend on that turn!
At the start of the battle, there's not much special you'll need to worry about. For the most part, attack and heal if you get under 200 HP. After Tros takes 350 damage, things change a bit. Tros gets out of your range at that point.
Once Tros is out of range, you can't directly attack. You can have ????? use some Grenades on it, though! (Though how they manage to get the propulsion necessary to go through liquid and defy bouyancy is beyond me.) This is also a good time to heal. You can do that via Potions, or the Trigger Command Stand By (50 HP) if your stock is low. You could also stick to having Tidus use Cheer for Strength/Defense boosts.
After a bit in the out-of-range position, Tros will use Nautilus Charge. Whether you take the beating or do something else is up to you - 150 damage can be nasty, but at least Cheer helps some while boosting Strength. With each 350 damage he takes after the Nautilus Charge, Tros usually runs off. After three or so of these incidents, the Pincer Attack Trigger Command finally becomes apparent to you. Seriously? You didn't think of that before? Silly Tidus. The water pressure must be squeezing your poor little brains out.
Anyhow. That will negate Nautilus Charge for the remainder of the battle, but, since Tentacles becomes single-target, it will start doing about as much damage as Nautilus did. The main strategy before all of the running-away crap Tros did applies again: attack, blow stuff up, and heal when needed.
Once the fight is done, examine that thing in the middle of the room to begin a scene. Eventually, this culminates with some Sin-ful thoughts on Tidus's part. (You'll get the joke when you get there. Maybe. I dunno. I'm the king of bad jokes. Seriously, read my Luigi's Mansion: Dark Moon FAQ - that's what happens when I'm on pain meds. =P)
Besaid Island
Sectional Flowchart
Arrival on Besaid
TREASURES CHECKLIST | |||||||
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[_] Moon Crest | [_] Antidote x2 | [_] 200 Gil | [_] Potion x3 | [_] Potion x2 | [_] Hi-Potion | [_] Phoenix Down | [_] Hi-Potion |
[_] Antidote x2 | [_] 400 Gil | [_] Hi-Potion | [_] Potion x2 | [_] Phoenix Down | [_] Al Bhed Primer Vol. II |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Condor | 95 | 15 | 9 | 1 | 1 | 1 | 11 | 15 | 10 | 0 | 2 | 12 | Fire |
Dingo | 125 | 10 | 13 | 1 | 1 | 120 | 10 | 15 | 5 | 0 | 2 | 16 | Fire |
Garuda | 1,400 | 50 | 13 | 1 | 10 | 1 | 7 | 15 | 0 | 0 | 8 | 30 | None |
Water Flan | 315 | 30 | 3 | 120 | 15 | 1 | 5 | 15 | 0 | 0 | 2 | 18 | Lightning |
Beach: After arriving on the shores of Spira, you'll regain control after a brief scene. Immediately begin by heading to the southeast and into an alcove nearby. You'll find the Moon Crest within. This is used to help get Yuna's ultimate (Celestial) weapon a LOOOONG ways down the road, but might as well start now, eh? Return to the main beach and head west to find a chest with two Antidotes within, then go speak with the Aurochs and Wakka. Doing so will earn you 200 Gil, 3 Potions, 2 Potions, and a Hi-Potion in all. Also be sure to follow Wakka eastward towards the Crossroads.
Crossroads: Continue east after Wakka. Time for a swim!
Valley: In this aquatic area, simply head along the path before you. Be sure to dive underwater and look carefully for some chests: you'll find a Phoenix Down, Hi-Potion, and two Antidotes inside them - 'cause, you know, people drop stuff like this regularly. They're also missable, since you never return here.
Village Slope: Simply go left and along some more into the village.
Besaid Village: After the scene in the village, you're welcome to sit around and plunder as you please. Due west of the place where you regain control is a Phoenix Down. Now, take a look at the minimap and you ought to see a very, very narrow westbound path: use the minimap to navigate to it and follow it for 400 Gil, a Hi-Potion, and two Potions. Enter the large blue tent along the west side of the area; it's the main HQ for the Crusaders in Besaid. Not that we care: I just see an appetizing Save Sphere in there. *noms* Feel free to speak with the people here about why the Crusaders exist, though, and to pick up the Al Bhed Primer Vol. II on the floor.
That will just about do it for now. Have you noticed that big large gray temple at the north side of town yet? It's no mere background decoration: walk into it. There will be a brief scene there, after which you need to speak with Wakka in his hut and take a nap. There will be a bit more cutscene-stuff; just walk left during the cutscene that results. When you awaken, head back into the temple. There, after some scenes, you'll run off into the Cloister.
Besaid's Cloister of Trials
TREASURES CHECKLIST |
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[_] Rod of Wisdom |
The Cloister of Trials in regards to FFX is simply that: a set of trials that is meant to keep the unworthy from learning the all-powerful abilities to summon Aeons. (Though you won't get anything truly worthwhile until the last 1/4 of the game. >_>) As far as you ought to care, it's a puzzle. They get more annoying in later areas.
Anyhow, go north and examine the glyph on the wall before you; upon touching it, a path opens up nearby, so follow it. Examine the wall at the bottom and you can learn about the different spheres: the green Glyph Spheres that are used mostly to open doors and such, the purple Destruction Spheres that remove obstacles (often optional ones for treasure!), and then the "Place" Spheres (i.e. Besaid Spheres) that have effects depending on where you are.
Grab the Glyph Sphere after the brief tutorial, then go downstairs and shove it into the small space on the door at the bottom. Go through the newly-opened door, then re-examine the Sphere to take it back. (FYI, you can only hold one at a given time. Odd, as you have two hands and probably some kind of pockets, but whatever.) Go along the hallway and place the Glyph Sphere on the pedestal near the left wall. This will reveal a Destruction Sphere; leave it for now. Continue along to the glyph on the wall and touch it, then take the Besaid Sphere you find.
Pick up that Sphere and put it on the pedestal just to the left. Return to the Destruction Sphere you find moments ago and place it where the Besaid Sphere was to open a secret room; beyond is a Rod of Wisdom, a pretty decent weapon for Yuna, who will join our party momentarily. (It boosts Magic by +8% and has Sensor.) Return to the pedestal again, this time pushing it into the center of the room (just run into it with the Analog Stick): it will sink into the floor and make you an elevator. There will be a lengthy scene thereafter; enjoy.
Departure from Besaid
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Brotherhood | [_] Energy Blast Overdrive | [_] Map | [_] 400 Gil | [_] Remedy | [_] Ether | [_] Seeker's Ring |
[_] Phoenix Down x3 |
BESAID ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
BESAID WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Enchanted Rod | 150 Gil | Yuna | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Magical Mog | 150 Gil | Lulu | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Power Ball | 150 Gil | Wakka | Strength +3% | [no slot] | [no slot] | [no slot] |
Weapon | Warrior's Sword | 150 Gil | Tidus | Strength +3% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Armguard | 150 Gil | Wakka | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Bangle | 150 Gil | Lulu | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Ring | 150 Gil | Yuna | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Shield | 150 Gil | Tidus | HP +5% | [no slot] | [no slot] | [no slot] |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Condor | 95 | 15 | 9 | 1 | 1 | 1 | 11 | 15 | 10 | 0 | 2 | 12 | Fire |
Dingo | 125 | 10 | 13 | 1 | 1 | 120 | 10 | 15 | 5 | 0 | 2 | 16 | Fire |
Garuda | 1,400 | 50 | 13 | 1 | 10 | 1 | 7 | 15 | 0 | 0 | 8 | 30 | None |
Water Flan | 315 | 30 | 3 | 120 | 15 | 1 | 5 | 15 | 0 | 0 | 2 | 18 | Lightning |
Besaid Village: After the scene in the temple, you'll get to see what the heck an Aeon is. After, you also get to give it a name (by default, this Aeon is Valefor). At night, speak with Yuna and you'll get a question from Wakka, to which you can respond as desired. Speak with Wakka once more thereafter and you can finally get on with things.
To begin, Wakka will hand you the Brotherhood, a sword once used by his brother. It currently just has the Strength +5% ability (which makes it already better than the Longsword), but there's more to come with the sword later on (including Strength +10%!). Anyhow, after the gifting, head into the item shop. Speaking with the girl with the dog eventually yields something along the lines that "her dog found something". (Sorry, still running off of the Japanese version right now. >_>) Once that has happened, go into the third of the eastern houses of Besaid and speak with the dog to get a new Overdrive for Valefor, Energy Blast - he's the only one to get TWO Overdrives, so be happy! (You'll also see it in FFX-2, which can surprise some of you later. ;))
Don't forget to shop up in the item shop! The main thing you'll want in coming hours are Antidotes for Kilika, and maybe some Phoenix Downs - we've got Potions out the wazoo here, not to mention Yuna's Cure, so you ought to be fine on the HP front. Leave town and, as you do, you'll gain the Map.
Village Slope: As you leave Besaid, you'll be engaged in a battle against some enemies, and you'll be taught how to utilize your party members for their roles. Basically, it works like this - Tidus for fast monsters (wolves), Lulu for magically-weak or elementally-weak enemies (Flan), Wakka for flying enemies, and Yuna to summon to wreck s***. Or to heal. Yeah, that's helpful, too. The first battle emphasizes Tidus and Wakka. In the second, you'll use Lulu to hit weaknesses - Fire hurts Ice and Ice hurts Fire, while Water hurts Lightning and Lightning hurts Water. (Which means to use Thunder on the Water Flan.) Further east, there will be another scene.
Promontory: Pray if you wish here before moving on. Save as you go along to the Ancient Road because...
BOSS - ???? (Kimahri)
Kimahri | |
---|---|
Maximum HP | 750 |
Maximum MP | 10 |
Strength | 10 |
Defense | 15 |
Magic | 8 |
Magic Defense | 5 |
Agility | 15 |
Luck | 15 |
Evade | 0 |
Accuracy | 10 |
Element Weakness | None |
Common Item Drops | 2-4 Ability Spheres |
Rare Item Drops | None |
Common Steals | 1 Potion |
Rare Steals | None |
AP Yield | 3 |
Gil Yield | 100 |
Strategically speaking, you won't see a lot out of this fight. The boss in question will stick to a basic physical which hits for about 75 damage around now, while his Jump - occuring every three or four turns - deals closer to 125 damage. Even so, you can't do much about it. You mostly just get to hit back-'n'-forth, healing as needed, since it's just Tidus fighting here. Buffing yourself with Cheer might help, though.
After the battle, Kimahri will join the party as you earn a Hunter's Sword (a seemingly forced drop from the fight?). Continue on. (Be sure to revisit the shop in Besaid, since it now sells equipment! Don't bother with a Seeker's Ring, though, since you'll get a superior one momentarily!)
Waterfall Way: As you go along the linear path here, you'll end up walking into a fight with a Garuda. This first fight will make you have Yuna call upon her Aeon. You'll also be able to use Wakka's special abilities to deal with another Garuda further ahead (Dark Attack can blind the target, lowering their accuracy dramatically). Continue along the path to the crossroads, then southwest to the beach.
Beach/Dock: As you reach this area for your departure towards Kilika Island, speak with the peolpe wishing you good-bye: they'll also hand you items, including 400 Gil, a Remedy, an Ether, a Seeker's Ring (with HP +10%), and three Phoenix Downs. Continue aboard the ship.
The S.S. Liki
TREASURES CHECKLIST | ||
---|---|---|
[_] Remedy | [_] Potion x0~x20 | [_] Al Bhed Primer Vol. III |
When you arrive on the ... uh ... sh-- *vomits on Sin*
>_>
Anyhow, when you get on the ship, after the scene, be sure to look around the more obvious spots. You can find a Remedy in the cabin, for one. There, also, you can kick a suitcase to get a number of Potions - 0 to 20, in fact. Essentially, it works like this: you can get enough Potions to build your stock up to 20, but you will get no more Potions beyond that. For example, I have 15 Potions: I get 5 from the suitcase; I have 99 Potions, I get a sore foot from kicking the suitcase. There's also an Al Bhed Primer Vol. III in the middle of the power room.
As for stuff that matters? In the cabin of the ship, you'll O'aka XXIII. For now, he'll request some money from you, and will keep doing so for a while. If you manage to do so, you will end up lowering his prices closer to the middle of the game (along the Mushroom Rock Road). Here's how it works:
Amount Given | Price Change (from Baseline) |
---|---|
0 ~ 100 Gil | +100% (doubled) |
101 ~ 1,000 Gil | +50% (x 1.5) |
1,001 ~ 10,000 Gil | +20% (x 1.2) |
10,001 or more Gil | -30% (x 0.7) |
So, basically, pay him over 10,000 Gil or you will have to pay more money. It's up to you whether to do it, but you have time if you don't somehow have 10,001 Gil on-hand like everyone else at this point. =P
That actually about sums it up. Back on the deck, speak with Yuna, then with Wakka, then with Yuna again as you progress through some scenes ... to a boss!
BOSS - Sin, Sinscales
Sin | Sinscales | |
---|---|---|
Maximum HP | 2,000 | 200 |
Maximum MP | 100 | 0 |
Strength | 1 | 13 |
Defense | 1 | 1 |
Magic | 1 | 1 |
Magic Defense | 1 | 1 |
Agility | 6 | 12 |
Luck | 15 | 0 |
Evade | 0 | 0 |
Accuracy | 0 | 0 |
Element Weakness | None | None |
Common Item Drops | 1-2 Mana Spheres | 1-2 Power Spheres |
Rare Item Drops | None | None |
Common Steals | 1 Potion | 1 Potion |
Rare Steals | None | None |
AP Yield | 10 | 2 |
Gil Yield | 100 | 22 |
Sin himself won't do much to you in this fight: even though all it would take is him to simply dive waaay down into the ocean to kill you all, he'll move about on occasion to no effect. (That's one strong harpoon!) However, he does release Sinscales every now and then, which are slightly buffed-up versions of those from Zanarkand. They won't do excessive damage, maybe 75~100.
In any case, if you want, it wouldn't be too bad an idea to grind against the 'Scales. I mean, they're pretty easy to beat, right? With mild healing from Yuna's Cure on occasion, you could get quite a bit of AP and Gil. (FYI, to get the 10,001 Gil O'aka wants, you need to kill 455 Sinscales (450 if you throw Sin into the mix). =P) The 'Scales will come on and on endlessly for the most part; however, they only do so when you kill off three of them. If you kill off just two, you can stop their reproduction (?) and therefore make life a little easier on you.
Anyhow, whether you want to or not, you have to fight Sin eventually. To do this, there are three main methods: you can attack with Lulu's magic, with Wakka's Blitzball (stick to basic Attacks), or have Yuna Summon Valefor and attack from a distance with him. All work pretty well. I recommend Valefor simply because he's a bit more of a powerhouse, especially with that Overdrive. Shouldn't be a big problem of a fight even without Valefor, so long as you can heal ably.
That fight progresses into an underwater one that is legitimately difficult.
BOSS - Sinspawn Echuilles, Sinscales
Sinspawn Echuilles | Sinscales | |
---|---|---|
Maximum HP | 2,000 | 200 |
Maximum MP | 20 | 0 |
Strength | 10 | 13 |
Defense | 1 | 1 |
Magic | 15 | 1 |
Magic Defense | 1 | 1 |
Agility | 5 | 12 |
Luck | 15 | 0 |
Evade | 0 | 0 |
Accuracy | 15 | 0 |
Element Weakness | None | None |
Common Item Drops | 2-4 Ability Spheres | 1-2 Power Spheres |
Rare Item Drops | None | None |
Common Steals | 1 Potion | 1 Potion |
Rare Steals | None | None |
AP Yield | 12 | 2 |
Gil Yield | 115 | 22 |
Echuilles comes allied by ever-more of those annoying Sinscales. Granted, they're normally not annoying - no less than two minutes ago I recommended you grind on them =P - but when you're down to two characters that are already weakened, then, yeah, you have a problem. Echuilles mostly sticks to two attacks. Drain Attack is always used twice in a row, dealing around 50 damage to a character and healing Echuilles for the same. It will use Blender every three turns for about 100~125 damage as well.
So, how to go about this? Well, initially, you'll probably want Tidus Cheering a bit: this can help boost your Defense against Drain Touch and the 'Scales. Blender is considered magical, so it won't help that, though. You can also have Wakka hit Echuilles with Dark Attack and, in doing so, pretty much immunize yourself from Drain Touch. Once that's done, focus on healing before you get into an offense centered against Echuilles - once he dies, it's over, so don't worry about the endless array of Sinscales.
After the battle and a cutscene, you'll arrive on Kilika.
Kilika
Sectional Flowchart
Arrival in Kilika
TREASURES CHECKLIST | ||
---|---|---|
[_] Al Bhed Primer Vol. IV | [_] Ether | [_] Potion x3 |
KILIKA WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Cactuar Scope | 250 Gil | Lulu | Sensor | [no slot] | [no slot] | [no slot] |
Weapon | Hunter's Spear | 375 Gil | Kimahri | Sensor | Piercing | [no slot] | [no slot] |
Weapon | Hunter's Sword | 250 Gil | Tidus | Sensor | [no slot] | [no slot] | [no slot] |
Weapon | Rod of Wisdom | 250 Gil | Yuna | Sensor | [no slot] | [no slot] | [no slot] |
Weapon | Scout | 250 Gil | Wakka | Sensor | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Armguard | 150 Gil | Wakka | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Bangle | 150 Gil | Lulu | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Ring | 150 Gil | Yuna | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Shield | 150 Gil | Tidus | HP +5% | [no slot] | [no slot] | [no slot] |
After the scenes aboard the ship, use the Save Sphere and follow the people into the remains of Kilika. At the bar, head west and you'll find Yuna to watch the "sending". You'll find out more about that in the scene itself, but, anyhow... You'll awaken the next morning in the inn. Use the Save Sphere if desired, go outside and speak with Wakka to the east. Head into the local tavern at the "Y" fork for the Al Bhed Primer Vol. IV as well.
Along the southern part of the village is a weapon shop. Meanwhile, if you head west of the tavern, you can find a destroyed house with a girl in the ruins; save her, then go to the tavern again for an Ether chest. Continue west from the tavern along into the Woods, grabbing three Potions from the last house before reaching the woods.
Kilika Woods
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Mana Sphere x2 | [_] Scout | [_] Luck Sphere | [_] Remedy | [_] Antidote x4 | [_] Elixir | [_] Hi-Potion |
[_] NulBlaze Shield |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Dinonix | 140 | 25 | 14 | 1 | 1 | 120 | 13 | 15 | 5 | 0 | 9 | 27 | Ice |
Killer Bee | 110 | 5 | 8 | 1 | 1 | 1 | 8 | 15 | 10 | 0 | 9 | 23 | Ice |
Ragora | 780 | 15 | 18 | 1 | 1 | 1 | 15 | 8 | 0 | 0 | 20 | 48 | Fire |
Yellow Element | 300 | 100 | 1 | 120 | 18 | 1 | 5 | 15 | 5 | 0 | 9 | 33 | Water |
As you enter the Woods, you'll eventually run into a random encounter of some sort. This is supposed to be used to demonstrate Kimahri's abilities. Through Lancet, Kimahri is able to learn the various enemy attacks (called Ronso Rages in FFX) in the game: he's like the Blue Mage of this game, or the Enemy Skill materia wielder (ref. FFVII), or the Vampire (ref. Bravely Default). In doing so, he must simply use Lancet: nothing else is needed. So long as that enemy has a wieldable skill, Kimahri will learn it as an Overdrive and his Overdrive gauge will max out. In this particular battle, he'll learn Seed Cannon from a Ragora.
First go east of the entrance of the area to find two Mana Spheres. Glance at the minimap and go along the first narrow path heading north. This will take you to a Scout, a weapon for Wakka. Head north of the chest to a four-way; go north and along to the main central path, then go north and west to find a Luck Sphere. This creates a Luck +4 node on the Sphere Grid. While this is the highest degree of Luck, keep in mind placing it now will require backtracking later on, possibly, since you lack a Fortune Sphere with which to activate it.
Anyways, remember when the guards split up not long ago? Go speak with the woman guard and you'll get a Remedy. That does it for now; go back close to the entrance of the area, and just to the north, you'll probably have noticed that big plant thingy? Save and approach it if you dare. (It's not difficult!) Speak with Luzzu on the way to get four Antidotes, by the way, which can be helpful in the coming fight.
BOSS - Lord Ochu
Lord Ochu | |
---|---|
Maximum HP | 4,649 |
Maximum MP | 39 |
Strength | 15 |
Defense | 1 |
Magic | 23 |
Magic Defense | 1 |
Agility | 8 |
Luck | 20 |
Evade | 0 |
Accuracy | 10 |
Element Weakness | Fire |
Common Item Drops | 1-2 MP Spheres |
Rare Item Drops | 1-2 HP Spheres |
Common Steals | 1 Potion |
Rare Steals | None |
AP Yield | 40 |
Gil Yield | 420 |
Final Fantasy vets are probably familiar with this type of enemy: it LOVES to status you. Granted, it's not as bad as the Great Malboro you'll find later in the game (or SwagPlay Klefkis and Thunduruses in Pokémon >_<), but more on that later. Anyhow, Lord Ochu's main offensive attack is Water, which hits for about 250 damage. You'll also see Poison Claw (~100 damage), which may also poison the target. There's finally Earthquake. This attack hits everyone and removes half of their current HP. So it can't kill you if it just uses that move, but it has other ways to deal with you.
The strategy seems fairly clear, no? Throw Lulu out there for a lot of Fire spells, while Wakka's Silence Attack will help get rid of the Water. Yuna should be used first for NulTide (in case Silence Attack fails), then in the meantime for healing ailments that pop up. Once Yuna's duty is done with (when Water is effectively disabled), switch Tidus in for the boosted offense, and out again when healing is needed. Pretty simple.
Once the Lord Ochu falls to around 2,000 HP, it will suddenly fall asleep the next chance it gets: this will induce a bit of a Regen effect on it. Regen continually heals the target's HP for certain amounts (it's not technically variable - there's a formula for it, but it's WAAAY too complex for most of you), so it would seem that this is bad. Since the boss ends up inducing Sleep on itself in the meantime - reminds me of Rest from Pokémon - you could just strike it to wake it up, no? That could be a bad idea, though - it will counter this with Earthquake, which is nasty!
So, what do you do? You could have Lulu just use Fire on the Lord Ochu (and others, possbily, if you have the Expert Sphere Grid and opted for some Black Magic) - Magic won't awaken the Ochu, so that might work, though it could also take a while. You could also take the chance at waking it up and just multi-targeting Yuna's Cure after, or switch in a decoy group of party members, wake it up, and switch on the next turns.
My preferred route is this, though - have Yuna Summon Valefor! Haven't you noticed that Valefor is, y'know, flying? That kinda means an earthquake (or Earthquake) won't hurt it! Sonic Wings also should delay the boss a little, so continual usage of that works nicely. Valefor also should have Fire, so that works, or you can simply unSummon him once the Earthquake is evaded.
After the battle, speak with the nearby Luzzu (the red-head) for an Elixir. Nice! ^_^ You can also speak one of the nearby female soldiers to grab a Hi-Potion. Not as nice, but it's not that bad, either. Also speak with the woman who gave you the Remedy earlier for a NulBlaze Shield. Neat.
Continue south from where the battle was fought and use up the Save Sphere, then go far to the north and east and along to the stone stairs towards the temple. On the way...
BOSS - Sinspawn Geneaux
Sinspsawn Geneaux | Tentacles | |
---|---|---|
Maximum HP | 3,000 | 450 |
Maximum MP | 30 | 10 |
Strength | 15 | 14 |
Defense | 1 | 1 |
Magic | 10 | 1 |
Magic Defense | 1 | 1 |
Agility | 7 | 10 |
Luck | 0 | 15 |
Evade | 0 | 0 |
Accuracy | 100 | 20 |
Element Weakness | Fire | None |
Common Item Drops | 2-4 Power Spheres | 1-2 Ability Spheres |
Rare Item Drops | 3-6 Power Spheres | None |
Common Steals | 1 Potion | None |
Rare Steals | None | None |
AP Yield | 48 | 5 |
Gil Yield | 300 | 30 |
Something has always creeped me out about this boss since I was young. =/
Anyhow, there are three main units on the field: the main body of the Sinspawn, and two Tentacles. The Tentacles' main role is to automatically absorb ANY magic that is cast, so look out for this. Geneaux relies on several attacks. While in the shell, it only does Sigh (magic damage on all) every two turns. After, it will use Water, Staccato (hits all), and Venom (may poison; hits the highest-HP character), which gets pretty nasty. The Tentacles, other than their magic absorption, will rely on a basic physical. Each attack from either usually hits for 100~125 damage, so it can get nasty with three enemies on the field.
First things first. You'll want to get three big physical units - as in, Wakka, Tidus, and Kimahri - to start wailing on the Tentacles. Without them, Geneaux will no longer absorb magic and, since the shell is considered "Armored" (you'll learn more about that after Luca), it will then be finally vulnerable. The Tentacles shouldn't take long to go down, so long as you focus your efforts to a single one at a time. Using Cheer may also help that.
Once that's over with, switch in Yuna to have her Summon Valefor: Valefor should have the strongest Fire of the group, but if you can't use him (or don't want to), you can always use Lulu. Additionally, if Kimahri has the Hunter's Spear (or another Piercing-abiltiy weapon), he can help attack the main shell, too, since Piercing ignores the Armored nature of enemies. Around the time the Sinspawn hits 2,400 HP, it will burst out of the shell, revealing the much-uglier main body. Get rid of Valefor if you're using him, then switch the main offense to Lulu, Tidus, and Yuna: Yuna for healing the inevitably high damage, Lulu for the Fire weakness, and Tidus to cut stuff up. (As a note, you may want Yuna to lead with NulTide, as Water can get pretty bad. Or you can try to get Wakka to Silence Attack him.)
After the battle, continue along the path upstairs towards the temple. Approach the internal parts of the temple after a scene, then save the game within the temple. Pray with Wakka, then go north into the Cloister.
Kilika's Cloister of Trials
TREASURES CHECKLIST |
---|
[_] Red Armlet |
You'll have to wait around for the elevator before entering.
Once you enter the Cloister proper, go towards the flaming pedestal and retrieve the Kilika Sphere from it. Go to the door and put it on the right-side hole, then remove it again: flames will rise up, then be extinguished, burning away the door.
In the second room, put the Kilika Sphere into the slot on the northern wall, then take it out again and put it on the east wall. Examine the northern glyph to open the door. Head through it.
In this third room, take the Kilika Sphere out from the wall to the east. Go back into the previous room and put it on the west wall, then take the Glyph Sphere from the nearby pedestal. Go north to the larger room and place the Glyph Sphere back to the east, into the same slot from which you grabbed the Kilika Sphere. Backtrack a room and put one of the Kilika Spheres - which is irrelevant - onto the pedestal in the center.
Push the pedestral north into the large room, then east and north onto the glowing floor panel. Go west and downstairs after to the charred floor, then east to find another Kilika Sphere. Snatch it up (hot, hot, hoooot!) and go into the room to the south, placing the Kilika Sphere on the west side of the room. Back in the large room, go east and into the small room that opened up to find a Destruction Sphere within; go downstairs now and place it in the slot on the wall to the east (the same that held the Kilika Sphere moments ago) and you'll find a chest containing a Red Armlet for Kimahri.
Go back and snatch up just any Kilika Sphere you want, then return to the large room once more. Go downstairs, then up the eastern set of stairs. At the door there, place the Kilika Sphere into the wall, then take it out again to remove the door. Move on ahead. (It doesn't matter if you take the Sphere with you. Makes you wonder though: if you take it, would other summoners be unable to reach the Fayth? Hm.)
In the room after, you'll find the rest of your party. Speak with everyone and attempt to leave to make another scene start up.
Departure from Kilika: The S.S. Winno
TREASURES CHECKLIST | |
---|---|
[_] Hi-Potion | [_] Al Bhed Primer Vol. V |
Kilika: After the scene in the temple, and with the summon Ifrit learned, backtrack to the main village of Kilika: the woods should be simple to navigate with the Ochu out of the way. =P Simply head along to the dock at the southern part of the village and you can leave the island.
S.S. Winno: After you regain control, be sure to examine the chest for a Hi-Potion, then go east and out of the room to find O'aka again. As before, he's requesting you donate him some money to give you a discount on goods in the future. They're cumulative across the game as you give them out: here are the stats again, for reference...
Amount Given | Price Change (from Baseline) |
---|---|
0 ~ 100 Gil | +100% (doubled) |
101 ~ 1,000 Gil | +50% (x 1.5) |
1,001 ~ 10,000 Gil | +20% (x 1.2) |
10,001 or more Gil | -30% (x 0.7) |
Head up to the main deck after kicking O'aka in the gil-sack and speak with Yuna, found near the bow. Also be sure to loot the bridge on the way for Al Bhed Primer Vol. V. Go find Wakka and Lulu next: they're found towards the starboard side of the ship, up the stairs, and go up there several more times - these latter times are optional, but elaborative.
Anyhow, also head to the deck of the ship. (Note: You may want to save before this! It's a one-time (for now) chance to learn the Jecht Shot, invaluable for the upcoming Blitzball tourney! And there's a Trophy for it!) Examine the bumpy-looking blitzball and there will be a brief scene. When directed to, press X and a direction on the D-Pad inthe orientation of the message. Doing it correctly earns you the Jecht Shot, a great Blitzball skill, and a great aid for obtaining some stuff for Wakka in the late-game...
Anyhow, there will be some more scenery before reaching Luca. (God, I love Luca.)
Luca
Sectional Flowchart
Yeah, Luca doesn't last too long.
Before & During the Blitzball Tournament
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Al Bhed Primer Vol. VI | [_] Hi-Potion x2 | [_] Tidal Spear | [_] 600 Gil | [_] Phoenix Down x2 | [_] HP Sphere |
[_] Magic Sphere | [_] Al Bhed Primer Vol. VII | [_] 1,000 Gil | [_] Strength Sphere |
O'AKA'S ITEM SHOP & LUCA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
O'AKA'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Rulebreaker | 1,550 Gil | Wakka | Poisontouch | [no slot] | [no slot] | [no slot] |
Weapon | Stunning Steel | 3,050 Gil | Auron | Slowtouch | [no slot] | [no slot] | [no slot] |
Weapon | Thunder Spear | 1,125 Gil | Kimahri | Piercing | Lightningstrike | [no slot] | [no slot] |
Armor | Magic Bangle | 1,250 Gil | Lulu | MP +5% | [no slot] | [no slot] | [no slot] |
Armor | Magic Ring | 1,250 Gil | Yuna | MP +5% | [no slot] | [no slot] | [no slot] |
Armor | Red Armlet | 1,550 Gil | Kimahri | Fire Ward | [no slot] | [no slot] | [no slot] |
LUCA'S WEAPON/ARMOR SHOP (opens after Auron joins) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Enchanted Rod | 150 Gil | Yuna | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Halberd | 150 Gil | Kimahri | Piercing | Strength +3% | [no slot] | [no slot] |
Weapon | Magical Mog | 150 Gil | Lulu | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Power Ball | 150 Gil | Wakka | Strength +3% | [no slot] | [no slot] | [no slot] |
Weapon | Warrior's Sword | 150 Gil | Tidus | Strength +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Armguard | 250 Gil | Wakka | Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Armlet | 250 Gil | Kimahri | Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Bangle | 250 Gil | Lulu | Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Ring | 250 Gil | Yuna | Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Shield | 250 Gil | Tidus | Defense +3% | [no slot] | [no slot] | [no slot] |
After arriving in Luca, head to the Save Point and use it and stuff. Go northeast to the next area for a scene, after which you can end up getting a Blitzball tutorial. It's lengthy, but it will suffice better than most things I can put here for now. >_> <_< Anyhow, after the tutorial (or your ignorance thereof), Yuna will burst in, giving a good excuse to leave. (I mean, pretty girl and all. =P) Simply follow the linear path outside to the Main Gate area, then go west and down the other set of stairs; you can the Al Bhed Primer Vol. VI and two Hi-Potions at the end here, on the ground.
Backtrack outside again, and deal with the shops as desired. Head west and you'll return to the docking areas. You'll eventually find O'aka; go north to grab the chests with a Tidal Spear, with 600 Gil a bit to the southeast of it. Go northwest of there and opposite the ramp onto the ship to find two Phoenix Downs, then keep going along into the next docking area. At Dock #5, you'll find a ton of boxes; look at the minimap and you'll see a path going off from the northeast corner here, which leads to an HP Sphere and a Magic Sphere!
Once we're done with the docks, return back to where you started (just keep going 'round) and head north from there to the next area. Go northeast from this area to the Theater area, where you can find Al Bhed Primer Vol. VII. Backtrack a couple of area to the bridge, then go north to the Square and again to the Outskirts where you can find a 1,000 Gil chest. Return to the Square and you can buy some weapons and items from the people nearby. Go along the red carpet in the area and into the café for a scene.
After, you need to return to the docks: there, as you go along, give Kimahri a Thunder Spear from O'aka. You'll thank me later. As you go along the docks, you'll have to fight off some Workers or machina. In Dock #3, Workers can be found at random, which drop Hi- or X-Potions, by the way, which is great as you can't buy either yet! ^_^ The machines are weak to Lightning (e.g. Lightningstrike, Thunder) - it would be nice to have Rikku at this point, but oh well. Just keep goin' around and through the machina battles and you'll end up against a boss. Be sure to save before going east to it!
BOSS - Oblitzerator
Oblitzerator | Crane | |
---|---|---|
Maximum HP | 6,000 | 65,535 |
Maximum MP | 10 | 0 |
Strength | 16 | 1 |
Defense | 1 | 1 |
Magic | 1 | 1 |
Magic Defense | 1 | 1 |
Agility | 1 | 0 |
Luck | 0 | 0 |
Evade | 0 | 100 |
Accuracy | 10 | 20 |
Element Weakness | Lightning | None, but... |
Common Item Drops | 1-2 Elixirs | None |
Rare Item Drops | 2-4 Elixirs | None |
Common Steals | 1 Potion | None |
Rare Steals | None | None |
AP Yield | 36 | 0 |
Gil Yield | 580 | 0 |
Most of the Oblitzerator's attacks are geared towards preventing an offense from you. If you attack it physically, it will counter with Blind Ball: an attack for ~120 damage that may Blind. (Luckily, the Blind lasts only one turn.) If you attack magically (i.e. Thunder), you will get hit with Mute Ball: the exact same as Blind Ball, but to Silence. Sometimes, the Oblitzerator will use Blitzball Rush on its turn: it hits you twelve times at random, generally an average of 250~400 damage per character, depending on your luck.
... But this is all immaterial, really. This battle is more of a gimmick than anything. To begin with, have Tidus Haste Lulu. Lulu should then focus on Thundering up the Crane three times, while Kimahri sits on his butt or chases his tail or somethin' and Tidus ... well, probably should use Cheer, since there's nothing better to do unless you get hit. Eventually, after three Thunders, you can have Tidus use the "Use Crane" Trigger Command - in doing so, you will cut off a whopping 93.75% of the boss's HP - if you did nothing up to this point, you bring it down by 5,625 HP down to a low 375 HP!
After that, have Lulu just Thunder the Oblitzerator while the others attack. I mean, 375 is NOT a lot.
After this, you simply have to play the remainder of the Blitzball game, for which you get a Strength Sphere for winning the game. Go to Wakka in the Aurochs' locker room for that.
After the Blitzball Tournament
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Garuda | 1,800 | 10 | 18 | 1 | 12 | 1 | 10 | 15 | 0 | 20 | 28 | 0 | None |
Sahagin Chief | 170 | 5 | 12 | 1 | 1 | 1 | 8 | 0 | 0 | 25 | 2 | 20 | Lightning |
Vouivre | 225 | 1 | 20 | 1 | 1 | 1 | 3 | 0 | 0 | 25 | 14 | 50 | None |
After the Blitzball game is over - win or lose, it doesn't matter - you should save. Tidus and Wakka will get into battles against Sahagain Chiefs, around two dozen. Don't worry, it's not all at once; mostly in groups or two to four. Soon thereafter, you'll control Auron against a Vouivre; a simple attack will take care of this. The next fight against the Garuda (in which you have Tidus, Wakka, and Auron) is a bit more difficult. Have Wakka Dark Attack it, then the rest just Attack; it will counterattack, so look out for that. But, otherwise, it's pretty simple: there will be a scene thereafter, and then you can save.
Follow Auron all around to the center of town, then go north for a while along the red arrow on the minimap to the destination: there's nothing left here, really, unless you want to look into the shops, and there wasn't much to begin with. Ascend the stairs and, after some scenes, speak with Yuna to begin progressing to the next destination.
Mi'ihen Highroad
Sectional Flowchart
Progressing to the Travel Agency
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Ice Brand | [_] Seeker's/Echo Ring | [_] Hunter's Spear | [_] Remedy | [_] Red Ring | [_] Soft x3 |
[_] Lv. 1 Key Sphere | [_] Antidote x4 | [_] 2,000 Gil | [_] 600 Gil | [_] Hi-Potion | [_] Eye Drops x3 |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Bomb | 850 | 30 | 19 | 1 | 20 | 1 | 11 | 15 | 0 | 0 | 22 | 70 | Ice |
Dual Horn | 1,875 | 18 | 22 | 1 | 3 | 1 | 12 | 15 | 0 | 0 | 42 | 105 | None |
Floating Eye | 140 | 200 | 1 | 1 | 18 | 120 | 10 | 15 | 11 | 0 | 21 | 44 | Lightning |
Ipiria | 180 | 35 | 15 | 1 | 1 | 120 | 13 | 15 | 7 | 0 | 24 | 46 | Ice |
Mi'ihen Fang | 160 | 20 | 16 | 1 | 1 | 120 | 13 | 15 | 5 | 0 | 20 | 33 | Fire, Water |
Raldo | 240 | 10 | 19 | 1 | 1 | 120 | 5 | 15 | 0 | 0 | 20 | 42 | Ice |
Vouivre | 255 | 22 | 20 | 1 | 21 | 120 | 6 | 15 | 0 | 0 | 24 | 60 | Ice |
White Element | 390 | 120 | 1 | 120 | 22 | 1 | 5 | 15 | 0 | 0 | 20 | 48 | Fire |
Life is a hiiiighwa-- *ahem* >_>
Highroad: South End: Anyhow, in this area, as you go along, you'll be given an in-battle tutorial regarding armored enemies. Some enemies have armor on them that makes them tough to damage physically, and sometimes magic just is not viable for them. In that case, you have the Piercing ability: this allows you to ignore their armor and deal normal damage. In the late-game, this will become a mostly-pointless aspect, but it is critical for survival up until almost the end. Auron is the main one for this skill, usually having it on all of his weapons, and Kimahri helps with that, not to mention that you can add it to your weapons yourself ... but that's a ways down the road.
When you arrive on the Highroad, go ahead and save with the nearby Save Sphere, then head along the linear path for a bit. (By the way, you can play Blitzball via the Save Spheres now, just FYI.) As you go along the path, speak with the old man on the west side to learn a bit about the history of the statue. Further on down, you'll be stopped by him, after which you should go west and open the chest for an Ice Brand weapon.
Further to the north, you will find an alcove to the east where you can find a woman clothed in green. (Luigi?) This woman is Belgemine, also one of the summoners. She will often come to test you on the way and, in this fight, you'll use Valefor versus her Ifrit. (It would be nice to come into this fight with his Overdrive.) Basically just have Valefor go between Blizzard and Shield to live against Meteor Strike; hopefully you win. You'll get the Seeker's Ring for losing, and an Echo Ring for winning. Continue on into the next area - be sure to speak with the NPC near Belgemine on the way, as you'll get a Hunter's Spear.
Highroad: South: Continue along the main path. As you pass by the Chocobo (you know, the big yellow bird?), go past the bird northward to a Remedy. There are also a Red Ring and three Softs to locate across this part of the Highroad or to get from people, so look around.
Highroad: Central: Like with the area before, it's a linear path along which you can go into the obvious alcoves and speak with people for various treasures: Lv. 1 Key Sphere, four Antidotes, 2,000 Gil, 600 Gi, a Hi-Potion, and three Eye Drops. Moving along. >_>
The Travel Agency
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Lv. 1 Key Sphere | [_] Al Bhed Primer Vol. VIII | [_] Mega-Potion x2 |
RIN'S MI'IHEN HIGHROAD ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Grenade | 300 Gil | "Use" to deal 350 flat damage to all enemies |
Map | 50 Gil | View world map |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
RIN'S MI'IHEN HIGHROAD WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Enchanted Rod | 150 Gil | Yuna | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Halberd | 150 Gil | Kimahri | Piercing | Strength +3% | [no slot] | [no slot] |
Weapon | Magical Mog | 150 Gil | Lulu | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Power Ball | 150 Gil | Wakka | Strength +3% | [no slot] | [no slot] | [no slot] |
Weapon | Shimmering Blade | 225 Gil | Auron | Piercing | Strength +3% | [no slot] | [no slot] |
Weapon | Warrior's Sword | 150 Gil | Tidus | Strength +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Armguard | 250 Gil | Wakka | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Armlet | 250 Gil | Kimahri | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Bangle | 250 Gil | Lulu | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Bracer | 250 Gil | Auron | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Ring | 250 Gil | Yuna | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Shield | 250 Gil | Tidus | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Within the main building of the agency, you'll find several amendities, including a shop, inn, and a Save Sphere. There's also an Al Bhed Compilation Sphere, but I probably think you'd already have used one if you needed it back around Baaj. Save your game and leave for a scene.
Thereafter in the morning, there will be a brief encounter with a man who gives you a Lv. 1 Key Sphere - this is useful in removing blockades on the Sphere Grid. (On the Expert Sphere Grid, you could also backtrack and remove the blockade near the start so you can start accessing "Rikku's" abilities more readily.) If you leave, you'll run into Rin, the owner of this and other travel agencies across Spira; he's an Al Bhed, too. He'll hand over the Al Bhed Primer Vol. VIII and two Mega-Potions. Leave the agency after saving to find a boss!
BOSS - Chocobo Eater
Chocobo Eater | |
---|---|
Maximum HP | 10,000 |
Maximum MP | 5 |
Strength | 25 |
Defense | 25 |
Magic | 20 |
Magic Defense | 35 |
Agility | 12 |
Luck | 15 |
Evade | 0 |
Accuracy | 25 |
Element Weakness | Fire |
Common Item Drops | 2 Lv. 1 Key Spheres |
Rare Item Drops | None |
Common Steals | 1 Potion |
Rare Steals | None |
AP Yield | 90 |
Gil Yield | 970 |
Let's begin with a brief description of this fight's battlefield. The battle takes place on five slots, which you can effectively number 1-2-3-4-5. You will be in the second one, while the boss is in the third. If the boss pushes you off the edge of the first slot, then you don't have to deal with him, but gain no rewards and start immediately from the Oldroad. If you kill the boss outright or push him off the fifth slot's ledge, you win.
The Chocobo Eater is a bit of a physical powerhouse; his main attack typically hits for 250~300 damage. He can also use Fist of Fury - this will come after a "You're next!" message, showing who will be hit. It does easily 1,000+ damage, so expect to Phoenix Down that character on the next turn. He can also use Blizzard, Ice-elemental damage to a single target. And, finally, he can push everyone back: this will be through an attack hitting everyone, removing 18.75% of their current HP in the process. So it won't kill you, but it's 3/16 (almost 1/5) of your HP.
With this battle, you'll clearly want Lulu casting Fire a bunch to hit the boss's weak point. Wakka will make a great ally in this fight, too: this boss is suspectible to Darkness, so Dark Attack helps get rid of that pesky physical attack. Then also lead with Auron to use Power Break to get rid of some of the damage from the physical should it hit. Once Blinded and Broken, it will be best to switch immediately to Yuna and bring out Valefor, then have him be using Fire, since his Fire is most likely stronger than Lulu's. (Plus, the Overdrive.)
If you opt for a more orthodox offense, it will be best to keep it up with Lulu, Auron, and Yuna (for healing). With each 1,200 damage dealt, the boss will be knocked on its back, at this time only being able to use Blizzard. If you deal 500 damage to it, it goes back a slot. Just keep up the Fire and healing and you ought to be fine after this.
Continuing to Mushroom Rock
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Ice Brand | [_] Seeker's/Echo Ring | [_] Remedy | [_] Red Ring | [_] Soft x3 | [_] Lv. 1 Key Sphere | [_] Antidote x4 |
[_] 2,000 Gil | [_] 600 Gil | [_] Hi-Potion | [_] Eye Drops x3 |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Bomb | 850 | 30 | 19 | 1 | 20 | 1 | 11 | 15 | 0 | 0 | 22 | 70 | Ice |
Dual Horn | 1,875 | 18 | 22 | 1 | 3 | 1 | 12 | 15 | 0 | 0 | 42 | 105 | None |
Floating Eye | 140 | 200 | 1 | 1 | 18 | 120 | 10 | 15 | 11 | 0 | 21 | 44 | Lightning |
Ipiria | 180 | 35 | 15 | 1 | 1 | 120 | 13 | 15 | 7 | 0 | 24 | 46 | Ice |
Mi'ihen Fang | 160 | 20 | 16 | 1 | 1 | 120 | 13 | 15 | 5 | 0 | 20 | 33 | Fire, Water |
Raldo | 240 | 10 | 19 | 1 | 1 | 120 | 5 | 15 | 0 | 0 | 20 | 42 | Ice |
Vouivre | 255 | 22 | 20 | 1 | 21 | 120 | 6 | 15 | 0 | 0 | 24 | 60 | Ice |
White Element | 390 | 120 | 1 | 120 | 22 | 1 | 5 | 15 | 0 | 0 | 20 | 48 | Fire |
The outcome after the Chocobo Eater battle can differ a bit if you won or lost. If you won, see the "Newroad" bits; if you got pushed over the edge, see the "Oldroad" bits. However, we'll assume that you won the fight, and thusly the Oldroad section will be going backwards, since you can get to it at the end of the Newroad.
Newroad: South: If you won the battle, you get a free Chocobo ride if you wish. In doing so, though, you'll avoid encounters, so I don't recommend using the Chocobo (cute as the bugger is ;_;) since you need to be strong. *bulges Lulu's muscles* HOWEVER, don't get rid of it yet. >_> Anyhow, this first area is a simple linear trip.
Newroad: North: Here, look a bit more carefully as you run along to find some yellow feathers. If you examine them with the Chocobo, you can jump to some treasure; in this case, a Heat Lance. Snatch it up, then continue along to Al Bhed Primer Vol. IX, then further along to the next area.
Highroad: North End: Here, open the chest for two Hi-Potions, then go southeast to the Oldroad.
Oldroad: North: Simply run along the linear path. Along the way, you can use the feathers to find a Thunder Blade and a Scout, but, otherwise, it's just a linear path to the next area.
Oldroad: South: Continue along to find a Fortune Sphere from the Chocobo Feathers. "Kweh!" Yeah, that's right, you can finally put use to that Luck Sphere you found back on Kilika! Also go to the end of the Oldroad to find a Mars Crest, critical in the development of Auron's Celestial Weapon! Backtrack now to the crossroads at the northern end of the Highroad.
Highroad: North End: Speak with Dona here after dismounting your Chocobo for a scene. Approach the checkppint and you can speak with the guy on the left to make a donation: 100 Gil for a Scout, 1,000 for an Ice Lance, and 10,000 for a Moon Ring. Try going through the checkpoint properly to get an explanation of Operation Mi'ihen; since you can't get through, attempt to leave and a special someone will let you on through to the Mushroom Rock Road.
Mushroom Rock
Sectional Flowchart
To the Crusader Base
TREASURES CHECKLIST | |||||||
---|---|---|---|---|---|---|---|
[_] Hi-Potion | [_] Ether | [_] Hi-Potion | [_] Potion x10 | [_] 1,000 Gil | [_] Remedy | [_] Hi-Potion | [_] X-Potion |
[_] Serene Armlet | [_] Al Bhed Primer Vol. X | [_] Mega-Potion | [_] Tough Bangle |
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 35 Gil | Cures the Poison status ailment |
Echo Screen | 35 Gil | Cures the Silence status ailment |
Eye Drops | 35 Gil | Cures the Darkness status ailment |
Phoenix Down | 70 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 35 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
O'AKA'S WEAPON/ARMOR SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Ice Brand | 325 Gil | Tidus | Icestrike | [no slot] | [no slot] | [no slot] |
Weapon | Rod of Wisdom | 367 Gil | Yuna | Magic +3% | Sensor | [no slot] | [no slot] |
Armor | Light Bracer | 1,102 Gil | Auron | Slow Ward | Blank Slot | [no slot] | [no slot] |
Armor | Magic Bangle | 1,417 Gil | Lulu | HP +5% | MP +5% | [no slot] | [no slot] |
Armor | Magic Ring | 1,417 Gil | Yuna | HP +5% | MP +5% | [no slot] | [no slot] |
Armor | Metal Shield | 367 Gil | Tidus | HP +5% | Defense +3% | [no slot] | [no slot] |
Armor | NulFrost Armguard | 682 Gil | Wakka | HP +5% | SOS NulFrost | [no slot] | [no slot] |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Funguar | 540 | 60 | 1 | 1 | 26 | 1 | 4 | 15 | 0 | 0 | 44 | 42 | Fire |
Ganderwa | 148 | 160 | 1 | 1 | 23 | 120 | 9 | 15 | 12 | 0 | 32 | 62 | Water |
Garuda | 4,000 | 50 | 21 | 1 | 40 | 1 | 14 | 15 | 0 | 0 | 170 | 140 | None |
Lamashtu | 275 | 21 | 23 | 1 | 20 | 120 | 6 | 15 | 0 | 0 | 32 | 72 | Fire |
Raptor | 200 | 45 | 18 | 1 | 1 | 120 | 14 | 15 | 7 | 0 | 32 | 48 | Ice |
Red Element | 450 | 130 | 1 | 120 | 23 | 1 | 6 | 15 | 0 | 0 | 32 | 55 | Ice |
Thunder Flan | 450 | 50 | 1 | 120 | 17 | 1 | 6 | 15 | 0 | 0 | 24 | 50 | Water |
Mushroom Rock: When you arrive, go along the path and speak with the stationary guard to grab a Hi-Potion, and then to the one running around for an Ether. Further along, you'll meet up with Clasko, one of the Crusaders (as you ought to know), who will tell you where to to. Go northwest and speak with O'aka for some items if you want (Icestrike in particular can be useful). Also save and speak with the person near the Sphere for a Hi-Potion. After, go further along the path and onto the circular metal ... thingy in the gronud. You'll rise up and....
Valley: This area, while winding and linear (not to mention holding part of Rikku's ultimate weapon down below >_<), is pretty simple. When you reach the treasure chest, speak with the person next to it for ten Potions, then open the chest for 1,000 Gil. Go west and further along the main path; as you next turn north, open the chest for a Remedy, then just continue more and more along the path. As you go under the northwestern overhang, grab the Hi-Potion from the chest below, then continue on to the metal panel and the mystic elevator.
Precipice: Speak with the man nearby for an X-Potion, then head northeast. As you do, you'll spot out a path to the west; go along it and use the elevator to reach a Serene Armlet. Go back up and run-for-fun along some more of the path. Eventually, you'll see another path leading off to the west; follow this curving path to find Al Bhed Primer Vol. X on the ground. Return to the main path and continue along to the elevator. Go ahead and use the Save Sphere, then speak with the soldier for a Mega-Potion. Go south for a scene, then go on up the 'vator.
Plateau: Go south for a brief scene, then northeast to the main command center. (As a note, be sure to backtrack back from where the scene with Wakka and the machina occurred at the very entrance of Mushroom Rock: you can encounter a guard who will give you a Tough Bangle for Lulu, amazingly useful with the HP +20% ability!)
Operation Mi'ihen
TREASURES CHECKLIST | |
---|---|
[_] Mega-Potion | [_] Serene Bracer |
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 35 Gil | Cures the Poison status ailment |
Echo Screen | 35 Gil | Cures the Silence status ailment |
Eye Drops | 35 Gil | Cures the Darkness status ailment |
Phoenix Down | 70 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 35 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
O'AKA'S WEAPON/ARMOR SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Avenger | 2,835 Gil | Tidus | Counterattack | [no slot] | [no slot] | [no slot] |
Weapon | Sentry | 6,352 Gil | Auron | Piercing | Initiative | [no slot] | [no slot] |
Weapon | T.K.O. | 3,535 Gil | Wakka | Stonetouch | [no slot] | [no slot] | [no slot] |
Armor | Alert Armlet | 175 Gil | Kimahri | Sleep Ward | [no slot] | [no slot] | [no slot] |
Armor | Blue Bangle | 1,837 Gil | Lulu | Magic Defense +3% | Water Ward | [no slot] | [no slot] |
Armor | Lucid Armguard | 1,312 Gil | Wakka | Magic Defense +3% | Confuse Ward | [no slot] | [no slot] |
Armor | Pearl Ring | 175 Gil | Yuna | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Red Ring | 4,305 Gil | Yuna | Fire Ward | SOS NulTide | Blank Slot | [no slot] |
Armor | White Armlet | 1,085 Gil | Kimahri | Ice Ward | [no slot] | [no slot] | [no slot] |
When you reach the main HQ for the Operation, go northeast for the scene, after which you can go east to the Save Sphere. You'll also find O'aka there; there's a pretty nasty (for some) boss fight ahead, so prep up. You won't find any ailments or elements (other than Thunder) hitting you in this fight, so don't bother with the Wards or SOS's if you don't have a different reason to; personally, the shop back at the start of Mushroom Rock is better (often HP +5%).
Anyhow, after that, open the chest to the northeast for a Mega-Potion, then look for the rack of spears more to the southeast. Behind it, semi-visible, you'll find a Serene Bracer. Save at the Save Sphere, then speak with the guard to the southeast to confirm that you're ready. This, of course, leads to a boss!
BOSS - Sinspawn Gui
Main Body | Head | Arms | |
---|---|---|---|
Maximum HP | 12,000 | 4,000 | 800 |
Maximum MP | 30 | 200 | 1 |
Strength | 29 | 1 | 1 |
Defense | 1 | 1 | 1 |
Magic | 20 | 1 | 1 |
Magic Defense | 30 | 1 | 1 |
Agility | 10 | 15 | 0 |
Luck | 15 | 0 | 15 |
Evade | 0 | 0 | 0 |
Accuracy | 100 | 0 | 0 |
Element Weakness | None | None | None |
Common Item Drops | None | None | None |
Rare Item Drops | None | None | None |
Common Steals | 1 Potion | 1 Potion | 1 Potion |
Rare Steals | None | None | None |
AP Yield | 400 | 48 | 37 |
Gil Yield | 1,000 | 200 | 300 |
Okay, so let's discuss the boss as a whole. Your main target in this fight is the boss's lower torso, which has a quaint 12,000 HP. The main problem with this is that the arms of the boss (two total, off to the sides) tend to block physical strikes. The arms are a bit weak at only 800 HP each, but they are also considered Armored, so you need magic or Piercing to ably hurt them. Once they're done with, the main body is open, but only for a few turns.
As for their offense? The arms just sit there. The main body will focus on the usage of a basic physical (~500 damage) or Demi, which, like against the Sinspsawn Ammes from the start, cuts off 25% of your current HP: it can't kill you, but it will hurt nonetheless. It continually alternates between these two moves, so you can predict what's next. The head of the Gui is the main problem. It can use Thunder, which won't hit too hard (~150) due to the head's low Magic. However, when the head starts moving, you need to attack the head, and quick: it is about to use Venom, which can poison and deals around 350~450 damage.
So, what's first? Well, the head is a good start: once that's dead, the boss's largest threat (Venom) is permanently disabled, since the head doesn't regenerate. To hit it, you'll want to use Wakka's Blitzball or Lulu's Magics. You could have Tidus buff up the team with Cheer in this time, or have Auron work on the Arms, or have Yuna sit around to heal damage - whichever you pick for that time is up to you.
After the head's gone (it'll turn grayish), it's time to work on the main body. For this, you'll want to bring out Lulu again: the arms shouldn't be blocking her spells. They will block basic physical strikes, though - bring out Auron and/or Kimahri (whoever has Piercing) so they can chop up the arms. Then, once both arms are gone, bring your strongest out and just start wailing on him. Be sure to hit him with Power Break, though - that will largely aid in reducing the physical damage you take.
The main difficulties in this boss are Demi and Venom. Venom is easily taken care of in a few turns, and Demi with a simple Cura or Mega-Potion from Yuna.
Back from the grave, huh...
BOSS - Sinspawn Gui
Main Body | Head | Arms | |
---|---|---|---|
Maximum HP | 6,000 | 1,000 | 800 |
Maximum MP | 30 | 200 | 1 |
Strength | 15 | 1 | 1 |
Defense | 1 | 1 | 1 |
Magic | 20 | 1 | 1 |
Magic Defense | 30 | 1 | 1 |
Agility | 10 | 15 | 0 |
Luck | 15 | 0 | 15 |
Evade | 0 | 0 | 0 |
Accuracy | 100 | 0 | 0 |
Element Weakness | None | None | None |
Common Item Drops | 3-6 Lv. 1 Key Spheres | None | None |
Rare Item Drops | None | None | None |
Common Steals | 1 Potion | 1 Potion | 1 Potion |
Rare Steals | None | None | None |
AP Yield | 400 | 48 | 37 |
Gil Yield | 1,000 | 200 | 300 |
This boss has largely remained unchanged from the previous fight; the main thing is the reduction in HP for the body and head and the near-halved Strength from the main body. Even the offense is about the same. So expect about 200 damage or less from most attacks other than Demi.
You'll be fighting this fight only with Yuna, Auron, and Seymour. Seymour, as you can tell from his simply exorbitant HP and stuff, is pretty much a god (and it's a lot more noticeable later in the game ;)) Trust me, he is a good deal stronger than you, and this is also the only time you'll control him. If you manage, you can let him get hurt enough to use this Overdrive, which will easily hit 3,000+ damage. It's a bit worth it if you've never played this game and thusly never seen Anima's Overdrive.
Since you're limited to those three, you can quickly guess who to specialize where. Yuna will actually be detrimental to the offense if she Summons (Seymour is better than her Aeons, yes...), so focus on healing with her. Auron is best left to attacking the arms, then the main body, as before. And Seymour just needs to hit the head with a Black Magic spell or two before slaughtering the main body. (Even though this battle would be a LOT quicker if you focus straight on the main body, it's a nice idea, while it is easy, to beat up the head and arms for AP and Gil.)
The Aftermath
TREASURES CHECKLIST |
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[_] Hi-Potion |
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 35 Gil | Cures the Poison status ailment |
Echo Screen | 35 Gil | Cures the Silence status ailment |
Eye Drops | 35 Gil | Cures the Darkness status ailment |
Phoenix Down | 70 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 35 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
After fighting off the Sinspawn for the second time, there will be a bit of a scene. When you regain control, go north and you'll find another scene to watch. (Who lives and dies in that scene is irrelevant, but it basically is related to whether you told those involved to fight or not before the Operation began.)
After that, go west and save, then speak with everyone. Thereafter, go west some for a Hi-Potion and speak with Auron, then just follow your party as you walk along the road to the Djose region. Shop at O'aka's on the way if you want...
Djose
Sectional Flowchart
Djose Highroad
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Soft Ring | [_] Variable Steel | [_] Phoenix Down x2 | [_] Hi-Potion | [_] Al Bhed Primer Vol. XI | [_] Ether | [_] Mega-Potion |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Basilisk | 2,025 | 20 | 14 | 1 | 35 | 1 | 9 | 15 | 0 | 0 | 140 | 125 | None |
Bite Bug | 200 | 10 | 13 | 1 | 1 | 1 | 15 | 15 | 12 | 0 | 40 | 62 | Ice |
Bunyip | 400 | 15 | 22 | 1 | 1 | 120 | 6 | 15 | 0 | 0 | 48 | 97 | Water, Ice |
Garm | 240 | 35 | 17 | 1 | 1 | 120 | 16 | 15 | 7 | 0 | 48 | 88 | Fire, Lightning |
Simurgh | 200 | 27 | 13 | 1 | 1 | 1 | 17 | 15 | 0 | 0 | 48 | 73 | Fire |
Snow Flan | 600 | 120 | 1 | 120 | 19 | 1 | 7 | 15 | 0 | 0 | 48 | 93 | Fire |
As you reach the Djose Highroad, you should meet up with Shelinda; she'll freely heal your party, so take advantage of that now. Continue along the road and speak with the first man you meet to obtain a Soft Ring; this immunizes Yuna from the Basilisks' Petrifications, so equip it now! Continue along to the praying man for a Variable Steel, then go west for two Phoenix Downs. Speak with the nearby robed man (he may or may not be here yet) for a Hi-Potion.
Continue further along the path. As you go north, keep your eye to the east side of the path to find an Al Bhed Primer Vol. XI. There, you'll also see a chest nearby. You should see an alcove in the wall to the west, which you can follow to the Bright Bangle chest. Return to the main path and continue along to the brown-clothed man for an Ether, then to the soldier later for a Mega-Potion. Eventually, you'll reach a fork. To the northwest is the Moonflow, which we'll go along later - for now, go northeast to Djose Temple.
Arrival at Djose Temple
TREASURES CHECKLIST | ||||
---|---|---|---|---|
[_] Ability Sphere x4 | [_] 4,000 Gil | [_] Ether | [_] Remedy | [_] Mega Phoenix |
DJOSE TEMPLE ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 50 Gil | Cures the Petrification status ailment |
DJOSE TEMPLE WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Fencing Saber | 550 Gil | Tidus | Strength +5% | [no slot] | [no slot] | [no slot] |
Weapon | Halberd | 825 Gil | Kimahri | Piercing | Strength +5% | [no slot] | [no slot] |
Weapon | Hyper Ball | 550 Gil | Wakka | Strength +5% | [no slot] | [no slot] | [no slot] |
Weapon | Rune Mog | 550 Gil | Lulu | Magic +5% | [no slot] | [no slot] | [no slot] |
Weapon | Rune Rod | 550 Gil | Yuna | Magic +5% | [no slot] | [no slot] | [no slot] |
Weapon | Shimmering Blade | 825 Gil | Auron | Piercing | Strength +5% | [no slot] | [no slot] |
Armor | Metal Armguard | 550 Gil | Wakka | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Armlet | 550 Gil | Kimahri | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Bangle | 550 Gil | Lulu | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Bracer | 550 Gil | Auron | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Ring | 550 Gil | Yuna | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Shield | 550 Gil | Tidus | Defense +5% | [no slot] | [no slot] | [no slot] |
As you reach the main temple area, cross the bridge and you'll meet up with the Chocobo Knights. After the brief scene with them, continue along to the temple and, in the scene thereafter, speak with Yuna and the temple will open. Cool~! Anyhow, outside the temple, you'll find the shops in that building to the northeast, just next to the temple. There is a chest behind it with four Ability Spheres inside, while a chest in the westernmost part of the area yields 4,000 Gil. Enter the temple when you're ready.
Inside, there will be a scene with Isaaru before you regain control. Go left of the stairs to the Cloister to find an Ether and east for a Remedy. Then head into the room to the right of the stairs and open the chest for a Mega Phoenix. This is an extremely valuable item: it can revive your party from KO with full HP! Be sure to keep a tight, tight hold of it!
When you are done, head into the Cloister.
Djose's Cloister of Trials
TREASURES CHECKLIST |
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[_] Magic Sphere |
When you enter, take the two nearby Djose Spheres - one at a time, of course - and put them into the door to the north. Shock-ingly enough, it'll open!
Beyond, you'll see two spheres, one each on the oblique walls nearby. Take each and put them into the two slots on the east side of the area; the ceiling will glow after, so push the pedestal underneat the glowing thing. This, in turn, will give a charge to the Djose Sphere on the pedestal. Take this charged Sphere and place it into the slot of the northeast-oblique wall, just east of the northern door. Said door should open.
Now, go to the east side, where those two Djose Spheres are. Snatch each and put them on the pedestral, then go to the west side of the room and step on the glowing tile to reset the pedestal. Push the pedestal into the room to the north, then into the electrically-charged gap: the electromagnetism in the gap will hold the pedestal in place due to the Djose Spheres, making a viable way across. Simply jump on it, then push the pedestal northward on the other side of the game: doing so will end up revealing part of the main Djose glyph in the previous room.
Go back to that room and step on the glowing tile to the west to again regain your pedestal. Take the super-charged Djose Sphere that opened the room to the north, then place it on the wall to the west to reveal more of the Djose glyph. Take each of the Djose Spheres from the pedestal now and place them into the slots on the east and west wall of the first room of the Cloister. This will complete the Djose glyph, making an elevator: get on it, a la Mushroom Rock, to ascend.
In this area, go north and you'll find five pedestals. As logic would suggest, simply push each backward into the wall to complete some more electrical circuits. Go downstairs now and you'll see a glyph on the wall to the far west (it's whitish-grayish, not green): examine it to find a Destruction Sphere. Take it back upstairs to the newly-formed pedestal and place the Destruction Sphere atop it to find a Magic Sphere chest. After, go west and upstairs; the Cloister is done!
Leaving Djose
TREASURES CHECKLIST | |||
---|---|---|---|
[_] Switch Hitter | [_] Halberd | [_] Hi-Potion x2 | [_] Potion x10 |
After finishing the main part of the Cloister of Trials, there will be another scene, in which you can leave the chamber to proceed further. So, then, pat yourself on the back: you now have the lightning unicorn Aeon, Ixion! (Note of trivia: That's the name of the time-travelling train in Dark Cloud 2, another PS2 game like FFX originally was.)
Annnyhow... The next morning, go into the back of the shop to find a Switch Hitter, then return inside the temple. (The Switch Hitter is for Wakka, which is pretty good for this point: it has the Strength +3% and Strength +5% abilities.) After, go into to the room to the west from the main foyer. Speak with the woman next to the bed and there will be a scene as Yuna awakens. After, walk back towards the fork in the Djose Highroad to the southwest; as you walk along Pilgrimage Road from the temple, though, speak with everyone: you'll get a Halberd, two Hi-Potions, and ten Potions from various people along the way. Eventually, your party will reach the fork; Moonflow and Guadosalam are to the northwest, so let's go!
Moonflow
Sectional Flowchart
The Moonflow's South Side
TREASURES CHECKLIST | ||||
---|---|---|---|---|
[_] Lv. 1 Key Sphere x3 | [_] X-Potion | [_] Lv. 1 Key Sphere x3 | [_] Dragon Scale x2 / Smoke Bomb x6 | [_] Summoner's Soul |
[_] Magic Def. Sphere |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Bite Bug | 200 | 10 | 13 | 1 | 1 | 1 | 15 | 15 | 12 | 0 | 40 | 62 | Ice |
Bunyip | 400 | 15 | 22 | 1 | 1 | 120 | 6 | 15 | 0 | 0 | 48 | 97 | Water, Ice |
Funguar | 540 | 60 | 1 | 1 | 26 | 1 | 4 | 15 | 0 | 0 | 44 | 42 | Fire |
Ganderwa | 148 | 160 | 1 | 1 | 23 | 120 | 9 | 15 | 12 | 0 | 32 | 62 | Water |
Garm | 240 | 35 | 17 | 1 | 1 | 120 | 16 | 15 | 7 | 0 | 48 | 88 | Fire, Lightning |
Ochu | 7,200 | 35 | 22 | 1 | 14 | 1 | 6 | 15 | 0 | 0 | 180 | 520 | Fire |
Snow Flan | 600 | 120 | 1 | 120 | 19 | 1 | 7 | 15 | 0 | 0 | 48 | 93 | Fire |
South Bank Road: This area mostly delineates into a linear path. As you go forward, speak with Shelinda, then go along the nearby side-path for three Lv. 1 Key Spheres. Continue along and speak with the Ronso if you want, but mostly just go northeast of them for the X-Potion. As you continue along, there will be another small alcove to the right that contains three more Lv. 1 Key Spheres. (They're kinda encouraging ESG players to get Rikku's abilities, maybe? =P)
As you continue further along, you'll encounter Belgimine again. You can fight her with your Aeons; this time, she'll just use Ixion (leaving you with Ifrit and Valefor). Ifrit is clearly the better option since it can use Fire on itself for some healing, but other than that? Eh. You'll probably want to abuse your Boost command to build up an Overdrive. Winning the battle will net you two Dragon Scales, or losing will get you six Smoke Bombs. Winning OR losing grants you the Summoner's Soul, allowing you to teach abilities to your Aeons. More on that will be covered in later sections (once they're actually covered), but the tutorial should suffice: give your Aeons certain quantities of certain items to learn certain abilities and expand their prowess!
Just to the north of Belgy on the semi-hidden path to the left will be a useful Magic Def. Sphere, so grab that. Continue into the next area.
South Bank: After a scene here, continue on further.
Crossing the Moonflow
TREASURES CHECKLIST | |||
---|---|---|---|
[_] Phoenix Down x2 | [_] 5,000 Gil | [_] Al Bhed Primer Vol. XII | [_] Ether |
O'AKA'S ITEM SHOP * | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 50 Gil | Cures the Petrification status ailment |
NOTE (*): The other shops here have the same goods at higher prices (x1.5 for the woman, x2.0 for the man) |
O'AKA'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Double-Edge | 2,175 Gil | Tidus | Firestrike | Icestrike | [no slot] | [no slot] |
Weapon | Snakehead | 3,075 Gil | Yuna | Magic +5% | Poisontouch | [no slot] | [no slot] |
Weapon | Switch Hitter | 975 Gil | Wakka | Strength +5% | Strength +3% | [no slot] | [no slot] |
Armor | Emerald Bangle | 1,125 Gil | Lulu | Magic Defense +5% | Magic Defense +5% | [no slot] | [no slot] |
Armor | Mythril Ring | 1,575 Gil | Yuna | Magic Defense +5% | Defense +5% | [no slot] | [no slot] |
Armor | Serum Bracer | 1,425 Gil | Auron | Poison Ward | SOS NulShock | [no slot] | [no slot] |
MOONFLOW: SOUTH BANK (MAN STANDING OUTSIDE) WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Armor | Bright Armlet | 3,150 Gil | Kimahri | Magic Defense +5% | Dark Ward | [no slot] | [no slot] |
Armor | Emerald Bangle | 2,250 Gil | Lulu | Magic Defense +5% | Magic Defense +3% | [no slot] | [no slot] |
Armor | NulTide Ring | 3,150 Gil | Yuna | Magic Defense +5% | SOS NulTide | [no slot] | [no slot] |
Armor | Serum Shield | 2,850 Gil | Tidus | Magic Defense +5% | Poison Ward | [no slot] | [no slot] |
Armor | Soft Armguard | 5,250 Gil | Wakka | Magic Defense +5% | Stone Ward | [no slot] | [no slot] |
Armor | White Bracer | 6,150 Gil | Auron | Magic Defense +5% | Ice Ward | [no slot] | [no slot] |
MOONFLOW: SOUTH BANK (MAN INSIDE TENT) WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Blurry Moon | 6,150 Gil | Auron | Piercing | Darktouch | [no slot] | [no slot] |
Weapon | Flametongue | 3,750 Gil | Tidus | Strength +5% | Firestrike | [no slot] | [no slot] |
Weapon | Hunter's Sword | 2,250 Gil | Tidus | Strength +5% | Sensor | [no slot] | [no slot] |
Weapon | Ice Ball | 3,750 Gil | Wakka | Strength +5% | Icestrike | [no slot] | [no slot] |
Weapon | Twin Lance | 8,700 Gil | Kimahri | Piercing | Icestrike | Firestrike | [no slot] |
MOONFLOW: SOUTH BANK (WOMAN) WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Armor | Blue Bracer | 3,843 Gil | Auron | Defense +5% | Water Ward | [no slot] | [no slot] |
Armor | Bright Shield | 1,968 Gil | Tidus | Defense +5% | Dark Ward | [no slot] | [no slot] |
Armor | Danger Armguard | 1,968 Gil | Wakka | SOS NulShock | SOS NulBlaze | [no slot] | [no slot] |
Armor | Echo Bangle | 1,968 Gil | Lulu | Defense +5% | Silence Ward | [no slot] | [no slot] |
Armor | Serum Ring | 1,781 Gil | Yuna | Defense +5% | Poison Ward | [no slot] | [no slot] |
Armor | Soft Armlet | 3,281 Gil | Kimahri | Defense +5% | Stone Ward | [no slot] | [no slot] |
When you arrive in the shop-filled area that is the southern bank of the Moonflow, open the nearby chest for two Phoenix Downs, then speak with Auron and go west a while. Speak with the Chocobo Knights if you want, then head into the nearby enclosure where Lulu is; speak with her, then open the nearby chest for 5,000 Gil. Save the game and speak with Wakka.
As you progress back to the boarding area, consider plundering some of the shops for items: very imminently, we'll be fighting a boss with JUST Tidus and Wakka. It is not ideal to have anything but Lightningstrike and/or Strength +X% on your weapons since the boss resists all but Lightning, elementally. Status-wise, it will be vulnerable to Provoke, but that's about it. Anyhow, board ze Shoopuf and.... Well, what did I tell you?
BOSS - Extractor
Extractor | |
---|---|
Maximum HP | 4,000 |
Maximum MP | 10 |
Strength | 23 |
Defense | 1 |
Magic | 15 |
Magic Defense | 1 |
Agility | 15 |
Luck | 15 |
Evade | 0 |
Accuracy | 30 |
Element Weakness | Lightning |
Common Item Drops | 1-2 Mega Phoenixes |
Rare Item Drops | 2-4 Mega Phoenixes |
Common Steals | 1 Potion |
Rare Steals | None |
AP Yield | 660 |
Gil Yield | 2,400 |
The Extractor can be pretty annoying (and a bit of a wake-up call) to those who have been ignoring Tidus or Wakka for the majority of the game. It relies primarily on two attacks. There is Aqua Shooter for magical/Water damage to a single character, hitting for about 300 damage. The other is Depth Charges, which hits everyone for around 450 and can blind them for three turns. You'll notice that Depth Charges are about to be fired with the obvious "Readying Depth Charges" message appears; next turn, they'll fire, unless you cause 500 damage or Provoke the monster. (However, if Provoked, damage from Aqua Shooter is boosted by 50%!) The boss has a cyclical pattern from what I observed, using two Aqua Shooters before Depth Charges.
If possible, open this fight with both Slow on the boss, then Haste on yourself. After that, work up a simple brute-force offense with Tidus and Wakka, healing with Hi-Potions when the situation (<400 HP) calls for it. Eventually, the boss will charge up for its next turn, on which it uses Depth Charges: ignore even healing at this point to hurt the boss for 500+ damage. It's pretty simple.
There are two alternative strategies. The first is pretty simple. You can avoid the Depth Charges if you Provoke the Extractor. As to whether to do this is up to you; personally, I don't like this strategy. It boosts the damage from Aqua Shooter by 50%, making them almost as powerful as Depth Charges. Then again, Aqua Shooter is single, not multi, targeted. Plus, if you somehow have Water Ward armor, that can work really well.
The other pretty much requires the use of the Expert Sphere Grid and a lot of forethought. Had you started with an ESG game and backtracked from the start with either Tidus or Wakka to go along Lulu's "path" of the Grid for her elemental spells and magic boosts, you could've gotten Thunder/Thundara by now and a nice bit of Magic to compensate. While neither character could really replace Lulu, it's a thought for those ESG players who deviated from tradition, or just have no other strategy but to grind.
During the scene, you'll get docked on the other side of the Moonflow. Stock up with O'aka and save first; that battle was probably taxing on your Eye Drops or Phoenix Downs if you were unprepared. Ascend the nearby incline to grab the Al Bhed Primer Vol. XII, then go west for an Ether.
The Moonflow's North Side
TREASURES CHECKLIST | |
---|---|
[_] Antidote x4 | [_] Mega-Potion |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Bite Bug | 200 | 10 | 13 | 1 | 1 | 1 | 15 | 15 | 12 | 0 | 40 | 62 | Ice |
Bunyip | 400 | 15 | 22 | 1 | 1 | 120 | 6 | 15 | 0 | 0 | 48 | 97 | Water, Ice |
Funguar | 540 | 60 | 1 | 1 | 26 | 1 | 4 | 15 | 0 | 0 | 44 | 42 | Fire |
Ganderwa | 148 | 160 | 1 | 1 | 23 | 120 | 9 | 15 | 12 | 0 | 32 | 62 | Water |
Garm | 240 | 35 | 17 | 1 | 1 | 120 | 16 | 15 | 7 | 0 | 48 | 88 | Fire, Lightning |
Ochu | 7,200 | 35 | 22 | 1 | 14 | 1 | 6 | 15 | 0 | 0 | 180 | 520 | Fire |
Snow Flan | 600 | 120 | 1 | 120 | 19 | 1 | 7 | 15 | 0 | 0 | 48 | 93 | Fire |
North Bank: As you reach the northern bank of the Moonflow (outside of the wharf), you'll find a familiar character on the ground. Rather than letting Wakka batter her to death with a ball (seriously, how's that even a weapon?), we'll simply let this character - Rikku, as you may recall - join the party. As you go into random battles here, you'll learn about her primary skill, Steal - you can use it to take items from enemies and to defeat chests in battle. (The Omega Ruins is the main exception to that, but that's way down the road.) You can also learn about her Mix Overdrive: mix two items and you can get crazy effects. It is easily the best and most abusable Overdrive in the game, as you'll see in later battles.
After the tutorials (or in-between, whatever), go along the linear path northward. Open the chest on the way for four Antidotes, then head into the next area.
North Bank Road: Not much to say about this area. Go along the path and open the chest on the way for a Mega-Potion. Eventually, you'll hit Guadosalam.
Guadosalam & The Thunder Plains
Sectional Flowchart
Guadosalam
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Mega-Potion | [_] Al Bhed Primer Vol. XIII | [_] 3,000 Gil | [_] Hi-Potion x2 | [_] Elixir | [_] Lightning Marble x8 |
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 75 Gil | Cures the Poison status ailment |
Echo Screen | 75 Gil | Cures the Silence status ailment |
Eye Drops | 75 Gil | Cures the Darkness status ailment |
Phoenix Down | 150 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 75 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 75 Gil | Cures the Petrification status ailment |
GUADOSALAM WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 1,237 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 1,237 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 1,237 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 2,475 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 2,475 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 1,237 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 1,237 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armguard | 3,487 Gil | Wakka | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armlet | 3,487 Gil | Kimahri | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bangle | 3,487 Gil | Lulu | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bracer | 3,487 Gil | Auron | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Ring | 3,487 Gil | Yuna | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Shield | 3,487 Gil | Tidus | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Targe | 3,487 Gil | Rikku | Lightning Ward | Blank Slot | [no slot] | [no slot] |
As you enter Guadosalam, in the introductory scene, Rikku will give you a brief tutorial on customizing weapons. If you've been following my FAQ for a while, you've probably noticed how some of the weapons' and armors' abilities have been labeled with "[no slot]" or "Blank Slot" or something else. These represent the slots for abilities (or a lack thereof); if there is a slot that is blank, you can put an ability there so long as you have the right items. Under the right circumstances, this can be more easily abused than the Celestial Weapons themselves (the ultimate weapons of FFX), although the effort going into that is extraordinary. In any case, yeah, it helps to put some abilities on. If you've got plenty of spare items, feel free to check out the weapon/armor shop in Guadosalam: all equipment there has one blank slot for customization, conveniently enough.
Anyhow, once you regain control, go into the place on your right to find the inn. Speak with Shelinda there if you wish, but the main point is to save and heal up. Head towards the red door you can see (Maester Seymour's residence), but ignore it; to the east of it, there's a Mega-Potion to grab. Then head inside the house to the west and grab the Al Bhed Primer Vol. XIII within, then go to the back and open the semi-visible chest for 3,000 Gil. Go upstairs and grab the two Hi-Potions, then go downstairs and through the door for a scene.
Afterwards, speak with everyone back outside. After the party regroups, go east and up the ramp to the south. At the second building you can access, you'll find O'aka. He'll serve the normal shop duties of Guadosalam, but why there's a 50% price gouge is beyond me. =/ Go west and south to the southwest corner of Guadosalam. Speak with the two people blocking the way to the Thunder Plains; if you pass by the hooded one, you can snatch up an Elixir. Go back east and towards the incline up to the Farplane. On the winding road there, hug the left side to find eight Lightning Marbles in a hidden chest.
In the next area, speak with the party, then go into the Farplane proper. Speak with Wakka, Lulu, and Yuna for some conversations before returning Seymour's house and speaking with Lulu, then everyone else in the party. After this set of scenes, approach the entrance to Guadosalam; if you try to leave to the Thunder Plains (southwest from the main entrance you came through), Shelinda will speak with you. After that scene, speak with the party again, then leave to the Thunder Plains.
The Thunder Plains
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Phoenix Down x2 | [_] Hi-Potion x2 | [_] 5,000 Gil | [_] Water Ball | [_] Al Bhed Primer Vol. XIV | [_] Yellow Shield |
[_] X-Potion | [_] Ether | [_] 2,000 Gil |
THUNDER PLAINS TRAVEL AGENCY ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Grenade | 300 Gil | "Use" to deal 350 flat damage to all enemies |
Map | 50 Gil | View the world map; honestly a waste of money |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 52 Gil | Cures the Petrification status ailment |
THUNDER PLAINS TRAVEL AGENCY WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 825 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 825 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 825 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 1,650 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 1,650 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 825 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 825 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armguard | 2,475 Gil | Wakka | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armlet | 2,475 Gil | Kimahri | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bangle | 2,475 Gil | Lulu | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bracer | 2,475 Gil | Auron | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Ring | 2,475 Gil | Yuna | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Shield | 2,475 Gil | Tidus | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Targe | 2,475 Gil | Rikku | Lightning Ward | Blank Slot | [no slot] | [no slot] |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Aerouge | 200 | 220 | 1 | 1 | 16 | 120 | 11 | 15 | 13 | 0 | 92 | 144 | Water |
Buer | 230 | 250 | 1 | 1 | 22 | 120 | 12 | 15 | 12 | 0 | 92 | 132 | Water |
Gold Element | 1,200 | 180 | 1 | 120 | 32 | 1 | 7 | 15 | 0 | 0 | 92 | 107 | Water |
Iron Giant | 3,600 | 1 | 30 | 1 | 1 | 1 | 7 | 15 | 0 | 0 | 800 | 600 | None |
Kusariqqu | 445 | 31 | 32 | 1 | 35 | 120 | 7 | 15 | 0 | 0 | 92 | 112 | Water |
Larva | 1,498 | 1,000 | 10 | 40 | 19 | 45 | 10 | 15 | 0 | 0 | 262 | 330 | Water |
Melusine | 265 | 65 | 20 | 1 | 1 | 120 | 17 | 15 | 8 | 0 | 92 | 108 | Ice |
NOTE - BROTHERHOOD: By this point in the game was when I first noticed that Tidus's Brotherhood sword had changed in its abilities. Before, it was simply Strength +5%. Now it has Strength +5%, Strength +10% (a total of +15%), Sensor, and Waterstrike. The latter is very effective here in dealing with some of the Lightning-based enemies you'd expect in a region called the Thunder Plains.
NOTE - LIGHTNING: Just a footnote, but the lightning you'll find in the Thunder Plains won't hurt you. While you can dodge it by pressing X at the right time, this mostly has a use in obtaining Lulu's Venus Sigil, which won't even have a use until the very late-game. In any case, if you're finding the lightning bothersome to your progress (again, it miraculously doesn't hurt you, just knocks you back a bit), duck under the lightning rods you'll see scattered through the area. If you earnestly want to do this kind of stuff, see the Lightning Dodging sidequest for details.
NOTE - QACTUARS: Last note, I promise! In any case, you'll see several stones throughout the Thunder Plains that have pictures of Qactuars (or perhaps Cactuars) on them. These glowing stones, if you press Sqaure in front of them, allows you to battle Qactuars, not found in any other way. So, why beat it? You can steal Chocobo Feathers from it, for one thing. Also, if you beat it, you're very likely to obtain armors with the HP and MP Stroll abilities that let you heal HP/MP as you walk! Of course, like the Cactuars they represent (kinda), they are a bit difficult to beat, mostly due to their high Evasion and high Magic Defense. You can easily beat them with the Electro Marble item (stolen from most Thunder Plains enemies), which deals flat (even if elemental, although it's irrelevant on Qactuars), and it'll usually beat them,
South Thunder Plains: Begin by grabbing the two Phoenix Downs from the chest to the west when you regain control. Most of the Thunder Plains is just a simple journey northward otherwise. As you go, you'll quickly encounter a Save Sphere. Use it, then go northwest from thre to two Hi-Potions. Continue northward along the west side of the area to find one of those Qactuar statuses in addition to a hidden 5,000 Gil chest behind it. Go northeast from there into an alcove for a Water Ball; throw it on Wakka if you plan on using him a bit for the Plains. Further north of there is the next area.
Agency Front: At the agency, speak with Rikku before entering the agency. Within, speak with everyone else before going after Yuna (through the door to the northeast). When Rin arrives, give him the first answer to his question for Al Bhed Primer Vol. XIV. After, do what you want, but eventually you have to peek in on Yuna. ;) After the scene, go speak with Rikku in the morning and you'll eventually end up outside, much against her will. Examine the object you can see on the ground just a bit to the northeast of the Agency to find the Yellow Shield, then leave.
North Thunder Plains: About as non-descript as the first half. =/ After having left the agency area, go east and south to find an X-Potion. Continue northward for a bit to the overhang near the lightning rod in the distance and, after Yuna's special li'l scene there, snatch up the Ether, then go northeast of there for 2,000 Gil. East of the latter, you find a chest containing (I believe) a Remedy. From there, continue north into Macalania. (Or, as Tidus would say, Macarana.)
Macalania
Sectional Flowchart
- Macalania Woods
- Macalania Travel Agency
- Macalania Temple
- Macalania's Cloister of Trials
- Escape from Macalania
Macalania Woods
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Sleepy Cait Sith | [_] 2,000 Gil | [_] Phoenix Down x3 | [_] Remedy | [_] Al Bhed Primer Vol. XV | [_] Jecht's Sphere |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Blue Element | 1,500 | 220 | 1 | 120 | 27 | 1 | 9 | 15 | 0 | 0 | 240 | 180 | Lightning |
Chimera | 5,250 | 130 | 25 | 1 | 22 | 1 | 9 | 15 | 0 | 0 | 1,220 | 970 | None |
Iguion | 370 | 70 | 23 | 1 | 1 | 120 | 19 | 15 | 8 | 0 | 240 | 138 | Ice |
Murrusu | 580 | 20 | 25 | 1 | 1 | 120 | 7 | 15 | 0 | 0 | 240 | 165 | Fire, Lightning |
Xiphos | 2,700 | 5 | 20 | 1 | 1 | 1 | 17 | 15 | 0 | 0 | 520 | 220 | None |
Wasp | 360 | 30 | 17 | 1 | 1 | 1 | 18 | 15 | 13 | 0 | 240 | 142 | Ice |
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 75 Gil | Cures the Poison status ailment |
Echo Screen | 75 Gil | Cures the Silence status ailment |
Eye Drops | 75 Gil | Cures the Darkness status ailment |
Hi-Potion | 750 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Phoenix Down | 150 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 75 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 75 Gil | Cures the Petrification status ailment |
O'AKA'S WEAPON/ARMOR SHOP (after 25% price drop: tell him his items are too expensive without buying anything) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Force Knuckles | 2,362 Gil | Rikku | Strength +5% | Magic +5% | [no slot] | [no slot] |
Weapon | Ice Ball | 2,812 Gil | Wakka | Strength +5% | Icestrike | [no slot] | [no slot] |
Weapon | Rod of Darkness | 5,737 Gil | Yuna | Magic +5% | Darktouch | [no slot] | [no slot] |
Weapon | Shimmering Blade | 2,475 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Sonic Steel | 9,075 Gil | Tidus | First Strike | [no slot] | [no slot] | [no slot] |
Armor | Blue Armlet | 3,712 Gil | Kimahri | Water Ward | HP +5% | [no slot] | [no slot] |
Armor | White Bangle | 3,712 Gil | Lulu | Ice Ward | HP +5% | [no slot] | [no slot] |
South Woods: For now, the path to your east upon entrance will be blocked, as well as a more hidden one to the east. You'll see uses of both later in the game (a shortcut to Bevelle and the Celestial Weapons' quest, respectively). For now, save and head north some. As you go up the incline along the linear path, you'll find a semi-hidden chest as you turn for the second time; the chest contains a Sleepy Cait Sith for Lulu. Continue further along and open the chest at the bottom of the path for 2,000 Gil, then go northeast an area.
Central Woods: A pretty simple-to-navigate path again. As you go along it, you'll find a chest in the northeastern area containing three Phoenix Downs just before descending. Continue to the bottom and you'll find someone that will let you play some kind of butterfly minigame. Basically, the goal is to touch several multicolor butterflies in a limited time: you want the blue ones, but not the red ones. It's a pretty easy game, to be honest. In any case, it's a pretty pointless effort at this time; closer to the end-game, though, you can get a critical part to Kimahri's Celestial Weapon. Go east to the next area when you're done.
North Woods: As you go up the next incline, veer off to behind the tree to find a Remedy chest, then simply go along the linear path to the next area. Again, nothing special.
Lake Road: As you arrive, save and speak with O'aka. The MOMENT you speak with him, leave his shop and tell him his items are too expensive to lower their cost by 25%. Since we're here, the Blue Armlet and White Bangle are relatively decent purchases for our next elemental-focused boss, and Sonic Steel is always great due to the rare First Strike ability. What a shame we can't Customize anything else onto it, though. Anyhow, get the whitish thing (Al Bhed Primer Vol. XV) off of the ground to the southeast, then go north. After a scene, go north and approach Yuna to start up a boss.
BOSS - Spherimorph
Spherimorph | |
---|---|
Maximum HP | 12,000 |
Maximum MP | 100 |
Strength | 20 |
Defense | 100 |
Magic | 20 |
Magic Defense | 1 |
Agility | 15 |
Luck | 15 |
Evade | 0 |
Accuracy | 30 |
Element Weakness | Varies! |
Common Item Drops | 1-2 Lv. 2 Key Spheres |
Rare Item Drops | None |
Common Steals | 1 Ether |
Rare Steals | 1 Turbo Ether |
AP Yield | 3,240 |
Gil Yield | 4,000 |
BOSS ANALYSIS: Spherimorph has a few attacks that can be pretty nasty. It can use the four basic elemental spells - Fire, Water, Thunder, and Blizzard - each hitting for usually around 400 damage. They're mostly used as counterattackes, though. Other than that, it can use a basic physical (300~500) and Press. Press is a truly nasty attack: it will cut off 50% of your current HP. Granted, we've fought worse, and it won't kill you, but that's a lot when it basically puts you within a 2HKO range, right?
What makes this boss more interesting than most is Elemental Shift. Elemental Shift is used to change the boss's elemental affinities. Basically, it is weak to one element and absorbs the remaining three. Basically, that means you must be spot-on with the affinities and be flexible or you will be healing the boss rather than kicking its Jell-O butt. Shift will be used each time you hit it with the element it is weak to, and there is a random chance of any four elements being the one it changes into.
MAIN STRATEGY: A bit of set-up is always nice: you'll want Yuna to start throwing on the Nul-Element spells pretty quickly and throughout the battle; while they won't protect you from the main hazard that is Press, Press also can't kill. If by some miracle you have a Bomb Fragment, Bomb Core, Fire Gem, or their equivalents in other elements (those are Fire), you can have Rikku Mix one of them with a Hi-Potion to put NulAll on the party, which is the same thing as NulBlaze, NulShock, NulTide, and NulFrost, all in one, but they still only last the same duration (i.e. NulBlaze goes away when hit with Fire). It's probably best to save that for a pinch.
Other good set-up would likely include the use of Haste, Shell, and Focus, and to have Power Break be placed on Spherimorph: that will halve Press's damage to 25% of the current HP. You can also throw up Magic Break to further weaken the Magic counters.
Eventually, you'll have to put up an offense. Have someone Attack the boss with a non-elemental weapon (or, if you have to, a weak elemental weapon). The boss will counter with some spell after the Attack. This spell will be the boss's current element, and the opposite of the element is what you should attack with. In other words:
Boss Counters With... | Boss Is Weak To... | Boss Absorbs... |
---|---|---|
Fire (Fire) | Ice | Fire, Water, Lightning |
Blizzard (Ice) | Fire | Ice, Water, Lightning |
Water (Water) | Lightning | Water, Ice, Fire |
Thunder (Lightning) | Water | Lightning, Ice, Fire |
Got that? Have Lulu (preferably: just whoever has your best Magic stat is equally good) use the appropriate "-ra" spell to attack back. The boss will change element. Have your "bait" attacker attack, have Yuna heal him or restore a missing Nul-Element, and then Lulu attack once the proper spell is found. Loop from there, pretty much.
ALTERNATIVE STRATEGY (POISON): There's another more passive strategy you can use, so long as you can Poison the boss (Bio spell, Poisontouch/Poionstrike abilities, and a few other less-common ways). Basically, the boss is rather resistant to Poison; the odds of it hitting are about 1 in 10, which is kind of hard to inflict when only one person's doing the work. That said, you ought to be able to have Lulu using Bio at this point, since it's not much further away than her "-ra" spells. Once Poison is eventually instilled, the Spherimorph will lose 5% of its max HP (600 HP) per turn it takes, leaving you to live out 20 turns. If you can live out twenty turns on simply healing, that will do well - hell, you can Haste the boss to make things go faster! XD Other methods for instilling Poison include the Poison Fang item for the most part as well. Just saying.
ALTERNATIVE STRATEGY (ZOMBIE): This is purely theoretical. For it to be viable, you would have to have done an INSANE bunch of grinding - to the point that it is unlikely you'd need to bother with FAQs at all for this boss. It involves the Zombie Strike skill or Zombietouch/Zombiestrike abilities for your Aeons or weapons. Zombie Strike can't be learned without a Lv. 4 Key Sphere (Normal Sphere Grid) or a Lv. 3 Key Sphere (Expert Sphere Grid), though, and I don't know of a viable source for enough Holy Waters to apply the abilities. In any case, if you're cheating somehow or know something I don't, Spherimorph should be vulnerable to Zombification. If you can inflict Zombie on him, that will allow you to do massive damage with curative spells/items or death with a Phoenix Down or the like.
After the battle, you'll get one of Jecht's Spheres and Auron's Shooting Star Overdrive! Leave to the previous area and save, then go northwest an area.
Macalania Travel Agency
TREASURES CHECKLIST |
---|
[_] Al Bhed Primer Vol. XVI |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Evil Eye | 310 | 300 | 1 | 1 | 26 | 120 | 15 | 15 | 13 | 0 | 300 | 205 | Fire |
Ice Flan | 1,350 | 160 | 1 | 120 | 21 | 1 | 9 | 15 | 0 | 0 | 300 | 188 | Fire |
Mafdet | 710 | 25 | 29 | 1 | 1 | 120 | 9 | 15 | 0 | 0 | 300 | 172 | Ice, Lightning |
Snow Wolf | 400 | 50 | 20 | 1 | 1 | 120 | 20 | 15 | 8 | 0 | 300 | 192 | Fire |
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 75 Gil | Cures the Poison status ailment |
Echo Screen | 75 Gil | Cures the Silence status ailment |
Eye Drops | 75 Gil | Cures the Darkness status ailment |
Hi-Potion | 750 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Phoenix Down | 150 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 75 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 75 Gil | Cures the Petrification status ailment |
TRAVEL AGENCY ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Grenade | 300 Gil | "Use" to deal 350 flat damage to all enemies |
Hi-Potion | 750 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Map | 50 Gil | View the world map; honestly a waste of money |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 50 Gil | Cures the Petrification status ailment |
O'AKA'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Force Knuckles | 1,462 Gil | Rikku | Magic +5% | Strength +3% | [no slot] | [no slot] |
Weapon | Halberd | 2,925 Gil | Kimahri | Magic +5% | Magic +3% | Piercing | [no slot] |
Weapon | Sonic Steel | 13,837 Gil | Tidus | First Strike | Strength +5% | [no slot] | [no slot] |
Armor | Echo Armlet | 1,237 Gil | Kimahri | Silence Ward | Blank Slot | [no slot] | [no slot] |
Armor | Echo Bangle | 3,487 Gil | Lulu | HP +10% | Silence Ward | [no slot] | [no slot] |
Armor | Serum Ring | 3,262 Gil | Yuna | HP +10% | Poison Ward | [no slot] | [no slot] |
Armor | Soft Bracer | 2,812 Gil | Auron | Stone Ward | Blank Slot | [no slot] | [no slot] |
Armor | Soldier's Targe | 2,587 Gil | Rikku | HP +10% | HP +5% | [no slot] | [no slot] |
TRAVEL AGENCY WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 825 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 825 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 825 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 825 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Longsword | 50 Gil | Tidus | [no slot] | [no slot] | [no slot] | [no slot] |
Weapon | Shimmering Blade | 1,650 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 825 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 825 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armguard | 1,575 Gil | Wakka | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armlet | 1,575 Gil | Kimahri | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bangle | 1,575 Gil | Lulu | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bracer | 1,575 Gil | Auron | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Ring | 1,575 Gil | Yuna | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Shield | 1,575 Gil | Tidus | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Targe | 1,575 Gil | Rikku | HP +10% | Blank Slot | [no slot] | [no slot] |
When you arrive outside the Travel Agency on Lake Macalania, you'll find Clasko and a Chocobo outside. Speak with them if you want, but the main feature is the Al Bhed Primer Vol. XVI further to the west. And, of course, the Agency itself. Save and heal inside, and shop if you feel like it. (Most of the stuff you'll find - here or at O'aka's - isn't worth the money you'll spend on it, either because it's simply too expensive or it's simply inferior. Oh, and the Agency's item shop is better as it's cheaper.)
Once outside, go along the path further ahead onto the lake itself and, as you do, there will be a scene before you fight a good ol' machina.
BOSS - Crawler & Negator
Crawler | Negator | |
---|---|---|
Maximum HP | 16,000 | 1,000 |
Maximum MP | 1 | 1 |
Strength | 25 | 1 |
Defense | 100 | 1 |
Magic | 30 | 1 |
Magic Defense | 50 | 1 |
Agility | 20 | 0 |
Luck | 15 | 0 |
Evade | 0 | 0 |
Accuracy | 30 | 0 |
Element Weakness | Lightning | None |
Common Item Drops | 1-2 Elixirs | 1-2 Hi-Potions |
Rare Item Drops | 2-4 Elixirs | None |
Common Steals | 1-2 Lunar Curtains | 1 Hi-Potion |
Rare Steals | None | 2 Hi-Potions |
AP Yield | 4,400 | 220 |
Gil Yield | 7,000 | 300 |
BOSS ANALYSIS: Depending on you fight this, this can be the most annoying fight you've had so far. The Negator's main and only purpose here is to prevent any case of magic spell, even Aeon Summoning. Whether you choose to knock it out is up to you; it can make hitting the Crawler's weakness of Lightning with Thundara easier, but Mana Beam can happen, too... Hence, the two strategies below.
Anyhow, the Crawler's offense consists of several attacks. It can use Gatling Gun for eight random-targeting attacks, so expect each character to take at least 300 damage. That's all the Crawler will use... normally. With the Negator gone, it can counter anything you throw at it with Assault, which tends to hit for 750~950 damage. More importantly, if you eliminate the Negator, the Crawler will immediately begin to countdown to a Mana Beam (3 turns): it's a non-elemental magic attack to everyone that often hits for 1,000~1,500 damage, which is extremely nasty, if not outright deadly.
PHYSICAL STRATEGY: This is the strategy I recommend, as it gets rid of the worry regarding the Mana Beam. While you can be under threat from Gating Gun, that is a fair deal weaker than Assault or Mana Beam by several times. For this, it would be ideal to use Tidus, Auron, and Wakka or Kimahri; basically, whoever has the highest Strength and some Thundertouch/Thunderstrike weaponry. Rikku can also do some work with elemental mixes and the like. For the most part, it's an all-out offense in this fight: just wail on the Crawler until it's dead. Heal as needed. Et cetera. While the high Defense of the Crawler will make it take a while without Lightning weaponry, it's better than the potential OHKO of Mana Beam.
MAGICAL STRATEGY: Before we go on about this, it is of the utmost importance that either Lulu has more Agility than the Crawler (21 or more) so that she can get in multiple turns, or that someone else other than Lulu has Black Magic. This latter aspect is more abusable in the Expert Sphere Grid, especially with minor grinding and backtracking. This second magic-caster doesn't have to be good at it; it's simply to abuse a counter in the game.
Anyhow, begin your offense with Wakka: for the most part, he is the only one able to hit Negator, so do that. Have Tidus boost everyone with Cheer (mostly for the Defense boost) and Lulu use Focus for her Magic boost or Reflex for an Evasion boost, whichever you prefer. Once the Negator goes down, switch out Tidus for Yuna to do some healing and Wakka for your secondary magic-caster or Tidus if you're confident in Lulu.
This offense should basically have Lulu cast Thundara four times on the Crawler, an effort aided by Tidus's Haste/Hastega (or Slow on the Crawler, or both). After four magic attacks, a new Negator will be spit out. Normally, this would be bad since it negates your magic-oriented offense, right? However, Mana Beam - which the Crawler is charging up in the interim - will also be nulled! If you can get in the four Thundaras needed before the Crawler is done charging Mana Beam, you will negate Mana Beam. This would seem like the better strategy, but remember that you can suffer some pretty nasty damage from Assault. Be sure to keep Yuna healing or using Protect for this phase for sure. Once Negator number two pops out, revert to your original party and loop.
After the fight, there will be a few revealing scenes before you head off to the Temple.
Macalania Temple
TREASURES CHECKLIST | |||||||
---|---|---|---|---|---|---|---|
[_] Mega-Potion | [_] 400 Gil | [_] Shell Targe | [_] X-Potion x2 | [_] 5,000 Gil | [_] Remedy x2 | [_] Hi-Potion x2 | [_] Ether |
[_] Elixir | [_] Phoenix Down x3 |
Crevasse: Go along the path, pretty much. Open the chest on the way for a Mega-Potion and continue on.
Road: Go along the linear path again. Speak with the first person along it for 400 Gil, then continue to the Temple. After a scene, you'll enter.
Hall: Speak with Tromell for a Shell Targe and open the chests in the area for two X-Potions and 5,000 Gil. Approach the steps to the Cloister and someone will come out of the back rooms in horror; go into the room behind them for the reason as to why they're in horror. After the scene, open the chests in this room for two Remedies and speak with the person who came out of the room for two Hi-Potions. Go into the other set of backrooms for an Ether and an Elixir from the men in there, with three Phoenix Downs also in a chest. That's about it; enter the Cloister! (Save before doing so, because...)
BOSS - Seymour
Seymour | Guado Guardian | Anima | |
---|---|---|---|
Maximum HP | 6,000 * 2 | 2,000 | 18,000 |
Maximum MP | 100 * 2 | 10 | 50 |
Strength | 20 | 10 | 25 |
Defense | 1 | 1 | 1 |
Magic | 25, then 32 | 15 | 20 |
Magic Defense | 25 | 1 | 1 |
Agility | 20 | 12 | 25 |
Luck | 15 | 15 | 15 |
Evade | 0 | 0 | 0 |
Accuracy | 100 | 100 | 30 |
Element Weakness | None | None | None |
Common Item Drops | 1-2 Blk. Magic Sph. | 1-2 Ability Sph. | 1-2 Ability Sph. |
Rare Item Drops | 1-2 Special Sph. | None | None |
Common Steals | 1 Turbo Ether | 1 Hi-Potion | 3 Silence Grenades |
Rare Steals | 1 Elixir | 1 Ether | 1 Farplane Shadow |
AP Yield | 2,000 | 290 | 2,500 |
Gil Yield | 5,000 | 300 | 3,000 |
This boss can be divided into three individual phases, in the first of which you'll fight Seymour and two Guado Guardians. The Guados will focus on healing Seymour for 1,000 HP anytime he suffers any kind of damage and Remedy him if ailed. Otherwise, they can Protect themselves, use Shremedy to cause confusion, and use the standard Black Magic (Fire, Blizzard, Thunder, Water) on you. Seymour, meanwhile, will use Blizzara, Thundara, Watera, and Fira, in that order, each for around 500~700 damage. He'll open with a self-Shell.
For the first phase, you'll probably want to use the Talk Trigger Command - for Tidus, this is a Strength +10 boost, and a Magic Defense +10 boost on Yuna. Open with Hastega from Tidus as well until you get the Guados' Auto-Potion stopped: to stop it, simply have Rikku Steal from them! XD Once both enemies are stolen from, you can focus on brute-force elimination. Don't use Overdrives for now; mostly stick to focused, Magic-based (i.e. Lulu) offenses on them.
And, while all this is going on, Yuna still has to do something: nullify elements! Seymour has a big flaw in his strategy in that he'll use his spells in a consistent order: Blizzara, Thundara, Watera, and Fira; thusly, have Yuna set up NulFrost, NulShock, NulTide, and NulBlaze, in that order. This fight won't last long while the "focused offense" group wails on Seymour (who, by the way, should be fought physically due to his Shell), since, once 3,000 HP is gone...
Seymour summons Anima at 3,000 HP. Anima is a very powerful Summon, though this battle fails to show it. Anima will use her (yes, her) relatively typical skill: Pain. This is guaranteed Death, or around 1,000~2,000 damage if Deathproof'd, which is very impossible right now. You can also get hit her Overdrive, Oblivion, 16 random-targeting hits, which basically means 2,000+ damage to your party.
So, how to go about it? Trust me, Pain is not something you'll want to stand up against at this point in the game, assuming you somehow even have Deathproof on your armor. Have Yuna open up the fight with her new "????" Aeon, which is actually Shiva. Have Shiva stick to mostly Attack for now. (Heavenly Strike delays you more than Anima since Anima is immune to Delay effects. And Blizzara wastes MP.) If you need healing, cast Blizzara on Shiva, but mostly tough it out with Attack. Once Shiva's Overdrive is reached, wait for Anima to use Boost: since this boosts her damage intake by 50% or so, you can throw out the Overdrive then for a good 7,000 damage or so. (Or you can save it for later. Whatever.) Anima's not that difficult with self-curation.
After that, Seymour comes back fully healed and raring to avenge his Aeon! Or something. In any case, nothing's changed from the first phase of the battle other than Seymour will use his spells in a Multi-Sepll form now, able to use them twice now. This basically means Yuna really needs to keep up the work on the Nul-spells, but otherwise little to say.
Speaking of which, I will note that Seymour is suspectible to several ailments you may find useful - moreso in this part than the first (hence the note) due to his redoubled offense, Magic +28% boost, and how you now must eliminate his 6,000 HP in whole. Magic Break may hit (about 50% chance) and halve his Magic down to about 16 (64% of the starting Magic). If you Poison him (close to 50% chance), all you have to worry about is living out ten turns before the Poison kills him. (It takes off 10%, or 600, of his HP per turn.) Just some thoughts.
After the scene, go along to the Save Sphere and save, then head into the Cloister of Trials.
Macalania's Cloister of Trials
TREASURES CHECKLIST |
---|
[_] Luck Sphere |
Easily the most annoying of the Cloisters (yes, I include Bevelle), and the only one in which you already have the Summon from the Fayth before doing it.
Anyhow, head down the ramp to the middle of the three floors. (There's the bridge above and a basement below.) Take the Glyph Sphere from the central of the three pillars and put it on the pedestal nearby. Push the pedestal eastward to a block of ice that it breaks; after, push the pedestal north onto the ramp to the lower floor. Go down to the lower floor now and take the Glyph Sphere, then go west and put the Sphere into the left of the two slots. Go back up the ramp and go to the point below where you arrived; take the Macalania Sphere from there and place it onto the pedestal on the floor below. Slide the pedestal eastward and one segment of the path will be permanently completed (as we've no need to manipulate it further).
Go back up and grab the Macalania Sphere from the eastern slot, then go down the ramp. Place it on the western pillar, then go back to the top of the ramp and remove the Sphere. The ramp disappears as a result. Put the taken Sphere on the central pillar next (where the Glyph Sphere was) to complete the remainder of the walkway.
There's a bit more to be done before we leave (if you want, anyhow). Go up the ramp you came in from and step on the glowing panel at the top. Take the Macalania Sphere from the reappearing pedestal and push it down the slide. Place the Macalania Sphere into the slot below the entrance ramp, then the Macalania Sphere from the central pillar into the basement-ramp slot. Go to the lower-left and examine the flashing glyph, then take the Destruction Sphere. Take it downstairs and it put it on the rightmost of the left two slots; this reveals a chest with a Luck Sphere.
Take the Macalania Sphere from the entrance ramp and put it into the far eastern slot, then push the pedestal east into the ice block, then north and downstairs. Place the basement's Macalania Sphere on it, then push it east to fill a pillar. Ascend to the middle floor and take the Macalania Sphere next to the ramp you just used and put it into the middle pillar; this should recreate the upper walkway. Head up and leave.
Escape from Macalania
TREASURES CHECKLIST | ||
---|---|---|
[_] Lv. 1 Key Sphere | [_] Lv. 2 Key Sphere | [_] Avenger |
After leaving the Cloister of Trials, you'll basically be sent running from the area. On the road just outside the Temple, you'll be running from a few Guado Guardians; if they reach you, you fight them. They're little different than when they were with Seymour, so no real problems there. In any case, outside, continue across the large crevasse, picking up the Lv. 1 Key Sphere as you go. Once you reach Lake Macalania, there will be another scene with a boss to boot.
BOSS - Wendigo
Wendigo | Guado Guardian | |
---|---|---|
Maximum HP | 18,000 | 1,200 |
Maximum MP | 32 | 330 |
Strength | 40 | 1 |
Defense | 1 | 1 |
Magic | 1 | 14 |
Magic Defense | 1 | 1 |
Agility | 18 | 20 |
Luck | 15 | 15 |
Evade | 0 | 0 |
Accuracy | 0 | 100 |
Element Weakness | None | None |
Common Item Drops | 1-2 Power Spheres | 1-2 Ability Spheres |
Rare Item Drops | 2-4 Power Spheres | None |
Common Steals | 1 Hi-Potion | 1 Hi-Potion |
Rare Steals | 1 X-Potion | 1 X-Potion |
AP Yield | 2,000 | 290 |
Gil Yield | 3,000 | 480 |
Again, the Guardians tend to be supportive units in this fight to aid the Wendigo. They tend to use Protect and Shell on him to halve physical and magical damage, respectively. They also will Berserk it to buff his Strength, and can reinstill if it you get him out of it. Otherwise, they will use Auto-Potion for 1,000 HP healing on themselves and Thundara, Fira, and Blizzara to attack you. The Wendigo is much simpler, hitting with only basic physicals - however, once his HP falls under 50%, it will counter every attack with an attack that is 25% stronger than normal. It can also use a physical during this time that is 50% stronger than normal. That's nasty when you factor in the Berserk and 40 Strength, easily 1,500~2,500 damage.
So, how to start? Firstly, the Wendigo is NOT your priority. I recommend sending in Rikku as early as possible. You can do this by keeping her out of the initial party; then have Tidus come in with the Sonic Steel (First Strike) equipped and swap to Rikku. She ought to get the lead on one of the Guados; she can then steal from him to stop his healing, then the same with the other later. Meanwhile, have Tidus get sent back in for Hastega while Lulu or Auron or whoever's strongest begins to decimate the Guado Guardian. Once Rikku's done, switch her out for Lulu or another Black Magic user do she can shatter the other Guardian, and have Tidus go on the offensive after the Hastega. Hopefully, the Guardians got in minimal buffing on Wendigo before their deaths. Then again, they can cast Protect or Shell when they die.
With that out of the way, we can now get rid of Berserk in some fashion, and preferably Protect and Shell. Berserk can be removed by using a Remedy or Esuna on the best. Protect and Shell can be a bit more difficult without Dispel on hand; if you do, though, great. Otherwise, you'll have to have Yuna Summon Ixion and use Aerospark; that has a Dispel effect added to it.
So, now, all of the boss's buffs are gone, with no possibility of them coming back without extreme stupidity on your part. Weaken it further! This beast is still strong at 40 Strength, so why risk it? Use Power Break and Dark Attack/Buster on it; Power Break halves the Strength (to 20), and Darkness makes sure you are unlikely to be hit at all. (Darkness may take a few tries, as it is resisted.) If you want, throw in Armor and/or Mental Breaks to help your own offense.
The end result? Halved Strength, halved Defense, halved Magic Defense, and Blindness: its Strength is pitiful now, and that's assuming it hits. It's basically a quivering wimp. From there on out, it's pretty simple. Keep a healer on-hand to Cure whenever it's really needed, somehow, while you have two other offensive units do the work. When the boss raises his fists (under 9,000 HP), go for a more magical offense to avoid having to deal with counterattacks. (Note that if you get Sleep Attack/Sleep Buster to take effect here, Magic will not awaken the boss, and the Sleep lasts 20 turns, so you can work that in your favor as well.)
After the fight, you'll end up inside Sin after he attacks. Speak with Rikku, then go to Kimahri. Open the chest next to him for a Lv. 2 Key Sphere, speak with him, then go north and speak with Auron. Open the chest you saw in the cutscene for an Avenger (it's hard to see outside of the scene, though). Then go south to continue.
Sanubia Desert
Sectional Flowchart
Sand, Sand Everywhere...
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Al Bhed Primer Vol. I | [_] Remedy x4 | [_] Al Bhed Primer Vol. III | [_] Al Bhed Potion x8 | [_] Al Bhed Primer Vol. V | [_] Ether x2 |
[_] Al Bhed Potion x8 | [_] Hi-Potion x4 | [_] Al Bhed Primer Vol. XIV | [_] Hi-Potion x4 | [_] X-Potion x2 | [_] Mega-Potion x2 |
[_] Al Bhed Potion x8 | [_] Lv. 2 Key Sphere | [_] 10,000 Gil | [_] Al Bhed Primer Vol. XVII | [_] Elixir | [_] Al Bhed Primer Vol. XVIII |
[_] Mercury Crest | [_] Mega-Potion x2 | [_] Megalixir x3 | [_] X-Potion x2 | [_] Teleport Sphere x2 |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Alcyone | 430 | 42 | 16 | 1 | 1 | 1 | 26 | 15 | 15 | 0 | 310 | 240 | Fire |
Cactuar | 800 | 1 | 23 | 1 | 1 | 255 | 24 | 15 | 20 | 0 | 8,000 | 1,500 | None |
Mech Guard | 1,280 | 1 | 25 | 1 | 1 | 1 | 10 | 15 | 0 | 0 | 310 | 600 | Lightning, Steal |
Mech Gunner | 2,800 | 1 | 31 | 10 | 1 | 10 | 6 | 15 | 0 | 0 | 540 | 800 | Lightning, Steal |
Mushussu | 680 | 38 | 36 | 1 | 42 | 120 | 9 | 15 | 0 | 0 | 310 | 270 | Ice |
Sandragora | 12,750 | 3 | 25 | 1 | 1 | 1 | 12 | 15 | 0 | 0 | 540 | 336 | Fire |
Sand Wolf | 450 | 55 | 23 | 1 | 1 | 120 | 23 | 15 | 9 | 0 | 310 | 225 | Fire, Ice |
Sand Worm | 45,000 | 100 | 30 | 5 | 28 | 5 | 8 | 15 | 0 | 0 | 2,000 | 1,000 | Ice, Water |
Zu (first) | 12,000 | 50 | 32 | 20 | 30 | 20 | 8 | 15 | 0 | 0 | 1,200 | 1,200 | None |
Zu (others) | 18,000 | 50 | 37 | 20 | 35 | 20 | 20 | 15 | 0 | 0 | 1,200 | 1,200 | None |
Desert Oasis: After a rather nostalgic scene, leave the oasis water and save. Right now, all you have with you is Tidus; you'll find the others as you go along, though, trust me. To the right of the Save Sphere in the shade is Al Bhed Primer Vol. I if you missed it. In the southwest corner of the oasis is a chest with four Remedies. Go north from there and you'll soon run into a battle with the powerful Zu. (Not as strong as the others here, but still.) You CAN die with this fight, so Haste Tidus and Slow the bird, then be sure to keep your HP up as you wear it down. Eventually, Lulu and Auron will join you, making this a bit easier. After, go north and you'll find Wakka. Speak with him. You can find Al Bhed Primer Vol. III under his tent if you don't have it, and you can get eight Al Bhed Potions from the nearby chest. These are useful items that heal 1,000 HP and several status ailments when Used. Keep them handy; you can often steal them from enemies here (especially the machina that are one-hitted with Steal), so you may well end up with 99 by the end of this desert like I did. Anyhow, go along the path southwest to the next area.
East Desert: Here, go northeast to find Kimahri doing ... something. In any case, he's ours. Grab the nearby Al Bhed Primer Vol. V if you don't have it. Go northwest of where you entering the area and you'll quickly find Rikku as well. (Be sure to use her to one-hit machina with Steal, to Use Al Bhed Potions, and to open chests! ^_^ This is truly Rikku's homeland!) Open up the nearby chests (two Ethers, eight Al Bhed Potions), then save and follow Rikku northward. As you reach the slightly clearer ... clearing, you'll find a sign and a fork. Go southwest to find four Hi-Potions, then get the Al Bhed Primer Vol. XIV if you don't have it from the signpost. Go northeast to the next area.
Central Desert: Go north from the start and you'll find a chest with four Hi-Potions in it near a rock. Go southwest from there and you can find a long rock, near which you'll find two X-Potions. Go northwest from there to the fence to find two Mega-Potions, then northeast to the Save Sphere. Save there; the battles are probably getting a bit tolling, eh? Also grab the nearby eight Al Bhed Potions. Go northward and past the narrow path is a larger enclosure. The nearby broken structure yields a Lv. 2 Key Sphere and 10,000 Gil. To the far northeast, you can find Al Bhed Primer Vol. XVII on the ground, while to the far southwest you'll find an Elixir. Backtrack to the Save Sphere, then go north from there. As you near the exit to the next area, pick up Al Bhed Primer Vol. XVIII and continue on.
West Desert Here, go north for a bit. As you reach the area with the sandstorm to the east, you'll find a fair few quicksand pits with enemies at the bottom. Some of these enemies are actually guarding treasures. In these (among the regular chests you'll find here), you'll find a Mercury Crest (part of Rikku's Celestial Weapon), two Mega-Potions, three Megalixirs, two X-Potions, and two Teleport Spheres. Leave this area to the northwest.
Home, Sweet Home
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Al Bhed Primer Vol. XIX | [_] Hi-Potion x2 | [_] Al Bhed Potion x4 | [_] (varies) | [_] Friend Sphere | [_] Al Bhed Primer Vol. XX |
[_] Al Bhed Potion x6 | [_] Al Bhed Primer Vol. XXI | [_] Skill Sphere | [_] Special Sphere | [_] Lv. 2 Key Sphere | [_] Lv. 4 Key Sphere |
[_] 10,000 Gil |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Bomb | 2,200 | 45 | 20 | 1 | 17 | 1 | 11 | 15 | 0 | 0 | 620 | 470 | Ice |
Chimera | 9,000 | 200 | 30 | 1 | 25 | 1 | 10 | 15 | 0 | 0 | 2,000 | 990 | None |
Dual Horn | 3,795 | 22 | 27 | 1 | 8 | 1 | 17 | 15 | 0 | 0 | 820 | 520 | None |
Evil Eye | 430 | 310 | 1 | 1 | 25 | 120 | 17 | 15 | 13 | 0 | 480 | 280 | Fire |
Guado Guardian | 2,600 | 600 | 1 | 1 | 24 | 1 | 20 | 15 | 0 | 0 | 540 | 380 | None |
Outside: As you arrive at the Home of the Al Bhed, go west and grab Al Bhed Primer Vol. XIX. Approach the entrance; be sure to examine one of the dead bodies on the way for two Hi-Potions. (FFVII all over again: Cids and dead bodies with items all over the place. =/) Enter the building.
Entrance: Inside, you'll end up in a battle. After, go east and through the door for another battle.
Main Corridor: After the battles, grab the four Al Bhed Potions behind, then use the southern stairs. Go into the room on the left.
Living Quarters: After the fight, go to the chest. (I'm marking it in bold not to emphasize, but because the result is variable.) You'll basically have nine options to choose from: in order, a Bomb battle, Elixir, Hi-Potion, Mega-Potion, Soft, Chimera battle, Potion, Remedy, and Evil Eye battle. After getting your probable Elixir (=P), examine the other chest. There, pick the second option of the third row, the third option in the second row, and then the second option of the second row for a Friend Sphere. Get the Al Bhed Primer Vol. XX to the right of the chest, then leave the room.
Go downstairs and forward to find six Al Bhed Potions, then go back and right a little to find Al Bhed Primer Vol. XXI. Go into the door on the right. After the battle, example the chest on the right and answer the questions with the third, fourth, second, and first answers to get a Skill Sphere. Now, the other chest presents a math problem. You have to add the numbers given for the first number, subtract for the second, multiply for the third, and add again for the final one. For example, given the numbers 5 and 4 for each, the result would be "9" "1" "20" and "9". The numbers are random, but the operations (written in Al Bhed) are not.
After this, you'll get a Special Sphere. Leave the room and check the door on the left for a battle, then go downstairs for a Lv. 2 Key Sphere and a Lv. 4 Key Sphere. Go through the door.
Remainxer: After a scene here, snatch up the 10,000 Gil from the chest. Continue along to the airship!
Bevelle
Sectional Flowchart
- Aerial Battle!
- Landing in Bevelle
- Bevelle's Cloister of Trials
- Escape the Via Purifico - Yuna
- Escape the Via Purifico - Tidus
- Leaving Bevelle
Aerial Battle!
TREASURES CHECKLIST |
---|
[_] Al Bhed Potion x4 |
RIN'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 110 Gil | Makes the target drop Ability Spheres |
Antidote | 55 Gil | Cures the Poison status ailment |
Echo Screen | 55 Gil | Cures the Silence status ailment |
Eye Drops | 55 Gil | Cures the Darkness status ailment |
Grenade | 330 Gil | "Use" to deal 350 flat damage to all enemies |
Hi-Potion | 550 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 110 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 110 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 55 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 110 Gil | Makes the target drop Power Spheres |
Soft | 55 Gil | Cures the Petrification status ailment |
Speed Distiller | 110 Gil | Makes the target drop Speed Spheres |
RIN'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 907 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 907 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 907 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 1,815 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 1,815 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 907 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 907 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armguard | 1,732 Gil | Wakka | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armlet | 1,732 Gil | Kimahri | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bangle | 1,732 Gil | Lulu | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bracer | 1,732 Gil | Auron | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Ring | 1,732 Gil | Yuna | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Shield | 1,732 Gil | Tidus | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Targe | 1,732 Gil | Rikku | HP +10% | Blank Slot | [no slot] | [no slot] |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Bomb | 2,200 | 45 | 20 | 1 | 17 | 1 | 11 | 15 | 0 | 0 | 620 | 470 | Ice |
Chimera | 9,000 | 200 | 30 | 1 | 25 | 1 | 10 | 15 | 0 | 0 | 2,000 | 990 | None |
Dual Horn | 3,795 | 22 | 27 | 1 | 8 | 1 | 17 | 15 | 0 | 0 | 820 | 520 | None |
Evil Eye | 430 | 310 | 1 | 1 | 25 | 120 | 17 | 15 | 13 | 0 | 480 | 280 | Fire |
The airship is finally yours! ... Well, not yours to control, but eventually enough. Not to mention it's cool enough to fly for once rather than walk everywhere. After regaining control on the bridge, speak with everyone and feel free to explore the ship at your leisure, though note that, as you leave, the ship will be ambushed. Don't forget to speak with Rin to shop and stuff. Anyhow, go along the linear path in the ship's main hall and you'll eventually reach a deck near the top. Speak with some of the Al Bhed here for four Al Bhed Potions. Save, then go north of the area to the elevator to begin battle against the defender of Bevelle.
BOSS - Evrae
Evrae | |
---|---|
Maximum HP | 32,000 |
Maximum MP | 500 |
Strength | 36 |
Defense | 1 |
Magic | 30 |
Magic Defense | 1 |
Agility | 20 |
Luck | 15 |
Evade | 0 |
Accuracy | 100 |
Element Weakness | None |
Common Item Drops | 1-2 Blk. Magic Spheres |
Rare Item Drops | None |
Common Steals | 1-2 Water Gems |
Rare Steals | None |
AP Yield | 5,400 |
Gil Yield | 2,600 |
Evrae has a number of attacks. Like most enemies, it has a basic physical attack; expect this to hit for 750~1,000 damage. It can also use Poison Breath after a charge-up turn; it hits everyone for some damage and will Poison everyone, too. These two attacks are only used when the ship is close to Evrae. Stone Gaze can also be used when close to Petrify. When you're far off, it can use Photon Spray as well, which hits eight random targets; expect to suffer an average of 500 damage each. At low HP, he'll also use Swooping Scythe (sometimes as a counter) to get close and hit everyone for ~700 damage. This can also possibly Shatter a Petrified person - that means they're KO'ed and the slot is completely vacant, so you cannot revive them or switch someone in. o_o;
This battle is fought kind of like that Chocobo Eater one from way back. You can use Trigger Commands to tell Cid to move the ship to or from the Evrae. When you're close, you can attack any way you want; however, from afar, you must use ranged attacks (Blitzballs, magic, and the like).
Anyhow... Open the fight by making the ship move away. Once that's done, use this time to buff: Hastega, Protect, Cheer, Focus, and the like. Use each as much as you need to. If you have two Sphere Distiller-type items, Mix them with Rikku if you can to throw up Mighty G and speed that up (Haste, Shell, Protect). Buffing should be easy enough.
After, the fight begins. When you're still far off, focus the offense with Wakka, Rikku, and Lulu. Wakka should throw Blitzballs (Attack) and Lulu should use magic. Her magic won't be very effective (unless you buffed a lot or have Flare), though; if you have Wakka with Mental Break, that'd be a swell idea. (Or you can wait and let Auron do it.) After that Break (if applicable), have Wakka try Dark Buster, since there's a 50% chance to blind the Evrae. Rikku isn't there for offense; rather, she can use Al Bhed Potions for some nice healing. You got a ton of those back in Bikanel, so you won't have problems with supply: since they heal Poison and Petrification, too, that makes things extra nice. When she can't do anything ... I dunno, bring in Tidus for Cheer? Also note that Cid will fire 12 missiles at Evrae every now and then when far off, th+ree times total, each for about 2,000~2,500 damage total. Nice.
By the time you pass half-HP, Evrae will Haste itself and likely use Swooping Scythe soon, basically forcing you to bring out the physical offense, likely Tidus and Auron in lieu of Wakka and Lulu. Keep in Rikku, though, for healing. If you have someone with Dispel (probably Yuna >_<), have them Dispel the Evrae's Haste when you can to slow things down. (Alternatively, you can Reflect one of your allies and also Evrae, then have Slow bounce off the Reflected ally. The Evrae WILL counter this with a self-Haste, which would then bounce off of Reflect and ... heh. It's risky, though, since the character in question may need something beyond an Al Bhed Potion like a decent Cura/Curaga.)
As for the offense itself in close-quarters, Armor Break works well enough, and Power Break can manage to get rid of those attacks from the Darkness'd Evrae that do hit. Tidus can stick to simple physicals or further buffing of Auron with Cheer, and Rikku, again, to Al Bhed Potions. That's about it; this boss is actually quite easy with the healing kept up and sufficient starting buffs.
Landing in Bevelle
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Warrior Monk (flamethrower) | 1,400 | 20 | 1 | 20 | 1 | 17 | 15 | 0 | 0 | 420 | 460 | None | |
Warrior Monk (gun) | 1,400 | 20 | 20 | 1 | 20 | 1 | 19 | 15 | 0 | 0 | 420 | 460 | None |
YAT-99 | 2,700 | 1 | 40 | 1 | 32 | 120 | 9 | 15 | 0 | 0 | 1,870 | 1,300 | Fire, Water |
YKT-63 | 4,200 | 1 | 30 | 1 | 1 | 60 | 22 | 15 | 0 | 0 | 1,870 | 1,300 | Fire, Water |
After that epic entrance into Bevelle, you'll be forced to fight your way through a number of enemies. There's nothing special about any of the fights you deal with, but be sure to not leave the YKT-63 unit for last in any battle or it can Thrust Kick your party members off the field irreplacably, which is not a good thing. Otherwise, the general strategy in each is to have Rikku throw up some Al Bhed Potions to heal while your best physical and magical units tear the remainder up. Nothin' special, as I said. (NulBlaze is very effective here against the flame-throwing Monks, but it's really only viable to those with the Expert Sphere Grid.)
At the end of the path, you'll end up being taken into the Cloister.
Bevelle's Cloister of Trials
TREASURES CHECKLIST | ||
---|---|---|
[_] Al Bhed Primer Vol. XXII | [_] HP Sphere | [_] Knight Lance |
When you arrive and regain control, examine the nearby terminal to ride the stairs to the bottom. After a brief scene, head into the next area and get the Al Bhed Primer Vol. XXII from the ground, then save and continue into the Cloister proper.
In Bevelle, you'll basically move around on glyphs atop some kind of electromagnetic current. They move automatically in a set direction, but you can choose where to go at the junctions. To do so, you will need to press X while the glyph at the intersection glows, pointing in the desired direction. So long as you make a map or something, you ought to be fine. Or you can follow my FAQ. Anyhow, I tell you this now because it doesn't easily stop, and it's hard to look back and forth between an FAQ and the game.
Begin by examining the nearby pedestal to make a glyph platform and ride it to the intersection. Go right there, then grab the Bevelle Sphere at the end of the path. (It will not be on the pedestal; it's the one you just reached.) Grab it and put it, too, on the pedestal, then push the pedestal back into the current. Ride it and you'll make a right at the next junction automatically, but need to take another right manually. Once you do, put a Bevelle Sphere into the nearby recess.
Push the pedestal onto the current again and ride it for a loop back to the start. Go straight for the first intersection, and left at the second, then take the Bevelle Sphere from the wall and put it on the pedestal. Return into the current and loop back to the start. Go right at the first fork and left at the next. Go straight at the next two and, at the final junction of this "floor", go right. Put a Bevelle Sphere into the recess on the wall, then return the pedestal into the current. Loop back to the start.
Go right at the second intersection next (discounting the one you begin with) and you'll find a Glyph Sphere. Grab it, put it on the pedestal, and return into the current. Continue to the next junction and take a right (even though your GPS likely says left =P). Run across the solid path to the glyph, where you should place your newly-found Glyph Sphere to find a Destruction Sphere. Take it and put it on the pedestal.
Yet again, push the pedestal into the current and loop to the start, then take a right at the second intersection so you can place the Destruction Sphere where the Glyph Sphere started at. Go into the current and take the next right, then snatch up the Bevelle Sphere you put here earlier. Place it on the pedestal and use the current to make another loop. Go right at the first intersection (discounting the starting one). Push the pedestal across when you land so you can move further. ... Anyhow.
After landing, take a Bevelle Sphere from the pedestal and go upstairs. At the top, open the chest for an HP Sphere. Step on the sparkling floor panel nearby to get your pedestal as well; push the pedestal into the current to the left to get the chest with the Knight Lance.
Escape the Via Purifico - Yuna
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Mega-Potion | [_] White Magic Sphere | [_] Elixir | [_] Black Magic Sphere | [_] Lucid Ring | [_] Skill Sphere | [_] 10,000 Gil |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Aqua Flan | 2,025 | 1 | 1 | 100 | 22 | 1 | 9 | 15 | 0 | 0 | 240 | 340 | Lightning |
Bat Eye | 380 | 280 | 1 | 1 | 29 | 120 | 16 | 15 | 13 | 0 | 240 | 320 | Fire |
Cave Iguion | 550 | 1 | 24 | 1 | 1 | 120 | 21 | 15 | 9 | 0 | 240 | 300 | Ice |
Maze Larva | 2,222 | 1,111 | 11 | 40 | 24 | 45 | 14 | 15 | 0 | 0 | 1,850 | 620 | Lightning |
Sahagin | 1,380 | 20 | 28 | 15 | 24 | 1 | 15 | 15 | 0 | 0 | 200 | 180 | Lightning |
Swamp Mafdet | 850 | 1 | 30 | 1 | 1 | 120 | 6 | 15 | 0 | 0 | 240 | 290 | Lightning, Ice |
After all that in the Cloister, there will be some scenes in which only the expected occurs. (Well, other than executions, sadly. T_T) You'll be taken into the Via Purifico and control initially just Yuna. Yuna is now in control of the most powerful non-optional Aeon in the game, Bahamut - while not truly the strongest (*drools over Magus Sisters*), he can break the damage limit of 9,999, so, yeah...
Anyhow, when you regain control, save the game. Be careful in the random encounters here; you don't want Yuna to get too hurt, so she'll be relying on running or Aeons in those, and those Aeons are going to become CRUCIAL in about ten minutes. Go east at the fork and, then go north there to find Kimahri. There is also a Mega-Potion chest here. After grabbing it, go north along the path to find Auron and a Save Sphere. Go west from there, then south at the fork. Once you eventually reach the open area, go along the small hall to the east to find Lulu. Also open the chest behind her for a White Magic Sphere, then go to the southwest corner for an Elixir.
Examine the glyph amongst the rubble to warp, then go north and east at the fork to find the start again. Save if you want. Go north now past the glyph in the ground, then go down a hall to the east to find a Black Magic Sphere. Step on the glyph to move the warp panel; go west, north, and west to find a warp glyph with a moving pointer. When it points west, step on it to find a Lucid Ring and a Skill Sphere. Go east to find a 10,000-Gil chest, then warp back. Go east at the fork to the Save Sphere. Save, then go north to find Isaaru.
And he ain't happy.
BOSS - Isaaru's Aeons: Grothia (Ifrit), Pterya (Valefor), and Spathi (Bahamut)
Grothia | Pterya | Spathi | |
---|---|---|---|
Maximum HP | 8,000 | 12,000 | 20,000 |
Maximum MP | 600 | 1,000 | 1,500 |
Strength | 23 | 20 | 31 |
Defense | 10 | 10 | 1 |
Magic | 21 | 18 | 38 |
Magic Defense | 1 | 10 | 1 |
Agility | 18 | 21 | 20 |
Luck | 15 | 15 | 15 |
Evade | 0 | 0 | 0 |
Accuracy | 0 | 0 | 0 |
Element Weakness | Ice | None | None |
Common Item Drops | None | None | None |
Rare Item Drops | None | None | None |
Common Steals | None | None | None |
Rare Steals | None | None | None |
AP Yield | 2,000 | 2,000 | 2,000 |
Gil Yield | 2,000 | 2,000 | 2,000 |
Isaaru will fight using only his Aeons, and he will only use three: his Ifrit, Valefor, and Bahamut, named Grothia, Pterya, and Spathi, respectively. Only one will be used at a time, and their offenses can be expected. Grothia can use a basic physical, Meteor Strike (delays), Fira, and Hellfire for an overdrive. Pterya can use a basic physical, Sonic Wings (delay), and Energy Ray for its overdrive. Finally, Spathi just uses Mega Flare - it's overdrive - every five turns. Grothia's and Pterya's attacks are pretty expected in their damage range, usually 500~1,250 - it's dependent on your Aeons' stats, Yuna's stats (trust me on that), elemental affinities, and the like.
ALSO, TAKE EXTREME CARE THAT YUNA CAN BE HIT IN THIS BOSS FIGHT! Yes, Yuna can be hit by Isaaru's Aeons, and that is brutal on her if you followed typical tradition on your Sphere Grid (i.e. made her a healer). This is mostly when an Aeon is killed and the opponent is fast enough to get in a turn before Yuna can re-Summon. It's nasty, to say the least, especially if it's an overdrive. And, since she's alone in this fight ... *Pac-Man dying noise*
Anyhow, Isaaru opens with Grothia, which will be the easiest of the three. It tends to arrive with a full Overdrive, so expect Hellfire on the first turn. If you have NulBlaze on anyone, great, use them. Otherwise, DON'T bring in Shiva and simply Shield, then attack: your offense ought to be mostly just "-ra" magic or Attack. This Aeon (probably Valefor) will likely die, so bring in Shiva to counter to settle the rest.
Next comes Pterya, a rather cool name for Valefor. Don't waste any Overdrives here, but bringing in someone other than Shiva is a good idea. Bahamut works nicely; besides, you can't use this mighty Aeon in the next fight, so why not get in some practice, eh? Not much to say in the way of offense, though - blast 'em with all you got, Shield before Overdrives, etc.
Spathi is the nasty one of the bunch. All it will do is sit there and wait until its Overdrive gauge is full in five turns, then blast you with Mega Flare for well over 5,000 damage, which will likely one-hit your Aeons. Counter by bringing in anyone with an Overdrive, but don't use it immediately; rather, keep up a simple offense of Attack or a "-ra" spell. (The delay-inducing attacks slow you down slightly, too, and since Bahamut is immune to Delay, don't bother.) Use Overdrives as soon as possible, though, and be sure to Shield before Mega Flare - you might survive! =O If you do, heal up and keep battering Spathi.
It's mostly the kind of boss battle where you have to come in wielding Overdrives on all your Aeons, and maybe even a Grand Summon from Yuna. ... That, or some way to induce Doom (kills in five turns here), but that's unlikely to happen anytime soon. =P
That's basically it before you get control of Tidus.
Escape the Via Purifico - Tidus
TREASURES CHECKLIST | |
---|---|
[_] Avenger | [_] Rematch |
CHEST'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Octopus | 4,500 | 1 | 27 | 1 | 5 | 1 | 10 | 15 | 0 | 0 | 220 | 750 | Lightning |
Phlegyas | 1,680 | 50 | 26 | 1 | 33 | 20 | 12 | 15 | 0 | 0 | 650 | 410 | Lightning |
Remora | 3,000 | 22 | 30 | 30 | 25 | 1 | 11 | 15 | 0 | 0 | 830 | 535 | Lightning |
Sahagin | 380 | 20 | 13 | 1 | 1 | 1 | 18 | 15 | 0 | 0 | 560 | 200 | Lightning |
Wanna go for a swim? =P
In any case, here you'll take control of Tidus, Rikku, and Wakka, just 'cuz. Save when you gain control and use the nearby chest as a shop (WTF?), then go east and into the larger area. As you continue along, you'll have another Save Point. Guess what's beyond?
It ain't no Magikarp.
BOSS - Evrae Altana
Evrae Altana | |
---|---|
Maximum HP | 16,384 |
Maximum MP | 200 |
Strength | 32 |
Defense | 1 |
Magic | 27 |
Magic Defense | 1 |
Agility | 25 |
Luck | 15 |
Evade | 0 |
Accuracy | 100 |
Element Weakness | Holy |
Common Item Drops | 1-2 Blk. Magic Spheres |
Rare Item Drops | None |
Common Steals | 2 Water Gems |
Rare Steals | 1 Healing Spring |
AP Yield | 5,800 |
Gil Yield | 3,000 |
Evrae's offense is a lot more compact this time. It can use a basic physical, Photon Spray (remember, 8 random-target attacks?), and Stone Gaze (Petrify).
Anyhow, remember what I said earlier about this "ain't no Magikarp?" Scratch that. At least Magikarp can last a while in Pokémon. =P If you have Sensor on your weapons, you can quickly tell that the boss is a Zombie. You know what that means? Two Phoenix Downs or two X-Potions will kill this boss outright! X-Potions are more likely to hit than Phoenix Downs, so you may want to use those in desperation, but they're also more valuable.
After the battle, backtrack to the Save Point (since some poor person probably got hurt), then go along the path northward. Be sure to loot the ground-level chests for the Avenger and Rematch weapons - these are hugely valuable due to their abilities, Counterattack and Evade & Counter, respectively. ^_^;
Leaving Bevelle
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Warrior Monk (flamethrower) | 1,400 | 20 | 20 | 1 | 20 | 1 | 17 | 15 | 0 | 0 | 420 | 460 | None |
Warrior Monk (gun) | 1,400 | 20 | 20 | 1 | 20 | 1 | 19 | 15 | 0 | 0 | 420 | 460 | None |
YAT-99 | 2,700 | 1 | 40 | 1 | 32 | 120 | 9 | 15 | 0 | 0 | 1,870 | 1,300 | Fire, Water |
YKT-63 | 4,200 | 1 | 30 | 1 | 1 | 60 | 22 | 15 | 0 | 0 | 1,870 | 1,300 | Fire, Water |
So, the party has reunited and we're on the Highbridge. Speak with the conveniently-located O'aka to grab some items, and grind around here if you want, but there aren't too many features here worth note. Save, then go north and battle the oh-so-sexy Seymour.
... *vomits*
Sorry, gotta make terrible jokes every now and then. >_> <_<
BOSS - Seymour Natus
The asterisk beside the Mortibody's HP is used to note that it is not always 4,000 HP. When killed, it absorbs HP from Seymour to regain it. It will have 4,000 twice, 3,000, 2,000, then 1,000 from there on out. Just saying.
Seymour Natus | Mortibody | |
---|---|---|
Maximum HP | 36,000 | 4,000* |
Maximum MP | 200 | 50 |
Strength | 30 | 22 |
Defense | 1 | 50 |
Magic | 25 | 20 |
Magic Defense | 1 | 1 |
Agility | 21 | 28 |
Luck | 15 | 15 |
Evade | 0 | 0 |
Accuracy | 100 | 100 |
Element Weakness | None | None |
Common Item Drops | 2-4 Lv. 2 Key Spheres | None |
Rare Item Drops | None | None |
Common Steals | 2-3 Tetra Elementals | None |
Rare Steals | None | None |
AP Yield | 6,300 | 0 |
Gil Yield | 3,500 | 0 |
BOSS ANALYSIS: Seymour's offense will change throughout the battle. Early on, he'll stick to Multi-Blizzara, Multi-Thundara, Multi-Watera, and Multi-Fira, in that order, to hit two characters per turn for around 1,250 elemental damage. At the same time, the Mortibody will stick to Blizzard, Thunder, Water, and Fire, in that order. This phase lasts while Seymour is between 36,000 and 24,000 HP usually. Basically, consider the Mortibody as a foreteller of what Seymour will use.
From 24,000 to 12,000 HP, things become a lot simpler. Seymour opens with a Protect before going into only Break (petrifies you). To combo this, the Mortibody will use Shattering Claw every turn. This can damage, and if petrified, your character is immediately killed, cannot be revived, and no character comes into their slot (imagine it like Eject). THIS IS BAD. Well, obviously. >_> Anyhow, hope you have some Softs!
From 12,000 HP down, the Mortibody relies on Cures, and Seymour on Flare (1,500+ non-elemental damage).
Counterattack-wise, you'll only see them from the Mortibody, and only in the case of Desperado. Desperado is used if all three characters have the same positive status. For example, three characters have Haste, or three have Shell, or the like. It will NOT activate if, say, two characters have Protect and the third one has Haste, or if two characters have Haste and two have Shell (one being double-statused). It hits lightly, but can remove those statuses. You can also have Seymour use Banish one turn after an Aeon is brought into play.
MAIN STRATEGY: This is the main strategy you can expect to use in this fight. You'll probably want to open simply. Bring in Yuna and have her cyclically throw up NulFrost, NulShock, NulTide, and NulBlaze, in that order, to deal with the occurence of Seymour's elemental spells. If you have Reflect, use that on two characters (remember Desperado!) instead and simply heal the third one as time goes on. When she doesn't have anything to do, have her heal or induce Shell. Remember, only Shell two people or you'll risk Desperado! The other two units? You can have them probably just outright attack in any way you prefer. Hasting Tidus and Yuna works pretty nicely, or at least Yuna and someone (since she's likely the main healer).
When the 24,000 HP mark comes close, think about something. Try killing the Mortibody instead - if you do that, Seymour crosses 24,000 HP, loses 4,000 more (that's how the Mortibody revives the first time), and won't cast Protect. This is easily done with an Aeon's Overdrive. Bahamut, for example, can hit around 6,000 each with little problem, meaning 10,000 to Seymour (6,000+4,000). Granted, the Aeon will be Banished, but whatever. You can also just simply cross the 24,000 HP line, have Seymour cast Protect, then Dispel it yourself (or have Ixion use Aerospark).
Anyhow, second phase battle strategy: Seymour petrifies you and Mortibody kills you in near-perfect sync. Here, the key is to have as many turns as possible between the petrification and the shattering. Switch Yuna out for Rikku; there's no point in healing, so Rikku is probably best for the Al Bhed Potion, since it cures petrification and heals 1,000 HP for the whole party. (Shattering Claw still hurts, even if it doesn't shatter.) Other than that, maintain the offense.
Once the third phase rolls around, things get ... difficult. Flare is a pretty nasty spell to be hit with; 1,500+ damage is a bad day for that spell. There's also the fact that Mortibody Curas Seymouur. You can try to put Reflect on Seymour to bounce the Cura onto you (or at least Shell to weaken it if you lack Reflect). Flare is a different problem: you have to Reflect two of your characters and hope to Yevon the 2:1 odds work in your favor that the remaining person isn't hurt. Luckily, Flare makes Seymour slightly slower, so it's a bit easier than you think. The offense should be mostly outright blasting stuff.
ALTERNATIVE STRATEGY - POISON: This is a pretty simple strategy. Seymour is able to be Poisoned through Bio, Poisontouch/strike, the Poison Fang item, and other expected means. It only is induced half the time, but it can hit, and with each turn that passes, Seymour will lose 4% of his HP (1,440). So, if you can last out 25 turns like that, it's viable. The catch is that Seymour's offense may still change - but only if you attack him. That's right! Don't attack Seymour other than the Bio spell and, even past 24,000 or 12,000 HP, his offense remains the Multi-spells. That means you can keep looping the Nul-elemental spells for 25 turns while someone else heals the damage that is induced. A passive but completely legitimate strategy.
ALTERNATIVE STRATEGY - OVERDRIVES EN MASSE: Due to the nature of the Mortibody's HP-sucking way of staying alive, you can effectively begin to break the damage limit right here, right now, so long as you end up using attacks that hit both Seymour and the Mortibody. While it's not entirely perfect, and the cap is truly not broken (it's just sets of sequential damage), this works pretty well. Basically, a common tactic when people have trouble in FFX is to build up their Overdrives in the field and then unleash them in the battle. Here, do so with your Aeons. They'll get killed after they move, but they'll still get in some work with an Overdrive: if you exceed 4,000 damage on them, Mortibody sucks HP from Seymour (first 4,000, then 3,000, then 2,000, then 1,000 forevermore). That makes it pretty easy for Bahamut to come in and wreck Seymour for over 10,000 HP, and sequential Aeons can do pretty decently, too, since you have four others! On average, just to Seymour, they'll have to do about 7,200 damage, so you may have to fight this fight yourself a bit, but the Mortibody can ultimately be Seymour's demise. >:)
Eventually...
The Calm Lands
Sectional Flowchart
A Brief Stint in Macalania
TREASURES CHECKLIST | |
---|---|
[_] Lucid Ring | [_] Jecht's Sphere |
As hope begins to dwindle, speak with everyone while at the campsite. Go southward after Kimahri, then left at the Spring. You'll meet with Yuna as some "Suteki Da Ne" plays in the background. After that rather ... expressive cutscene, go back to the previous area, grab the Lucid Ring, then head to the crossroads. Go west two areas for a Jecht's Sphere. Go far to the east to find the lands of tranquility. Or something.
Welcome to the Calm Lands
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Aeon's Soul | [_] 30 Power/Speed Spheres | [_] Lv. 2 Key Sphere | [_] Al Bhed Primer Vol. XXIII | [_] 5,000 Gil | [_] 10,000 Gil |
RIN'S ITEM SHOP & MONSTER ARENA ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Clear Sphere | 10,000 Gil | Replaces non-Ability nodes on Sphere Grid with Empty Nodes (only from Monster Arena after certain point) |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
RIN'S WEAPON/ARMOR SHOP - WEST CALM LANDS (note the Buckler: armor normally can't have Magic Counter!) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Malleable Staff | 38,525 Gil | Yuna | Magic +10% | Magic +3% | Blank Slot | Blank Slot |
Weapon | Shapeshifter | 6,250 Gil | Kimahri | Magic +5% | Magic +3% | Strength +5% | Strength +3% |
Armor | Buckler | 25,050 Gil | Tidus | Magic Counter | [no slot] | [no slot] | [no slot] |
Armor | Curative Targe | 10,050 Gil | Rikku | Auto-Med | [no slot] | [no slot] | [no slot] |
Armor | Savior Bangle | 6,825 Gil | Lulu | Stoneproof | Silenceproof | [no slot] | [no slot] |
Armor | White Armguard | 15,750 Gil | Wakka | Ice Ward | Water Ward | HP +5% | Blank Slot |
Armor | Wizard Bracer | 76,250 Gil | Auron | MP +20% | MP +10% | MP +5% | Blank Slot |
RIN'S WEAPON/ARMOR SHOP - CENTRAL CALM LANDS | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 7,575 Gil | Tidus | Strength +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 7,575 Gil | Rikku | Strength +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 7,575 Gil | Yuna | Magic +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 15,150 Gil | Kimahri | Piercing | Strength +10% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 15,150 Gil | Auron | Piercing | Strength +10% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 7,575 Gil | Wakka | Strength +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 7,575 Gil | Lulu | Magic +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armguard | 1,575 Gil | Wakka | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armlet | 1,575 Gil | Kimahri | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bangle | 1,575 Gil | Lulu | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bracer | 1,575 Gil | Auron | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Ring | 1,575 Gil | Yuna | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Shield | 1,575 Gil | Tidus | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Targe | 1,575 Gil | Rikku | HP +10% | Blank Slot | [no slot] | [no slot] |
MONSTER ARENA WEAPON/ARMOR SHOP - EAST CALM LANDS | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Beastmaster | 9,075 Gil | Auron | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Catcher | 9,075 Gil | Wakka | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Herding Staff | 9,075 Gil | Yuna | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Iron Grip | 9,075 Gil | Rikku | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Taming Spear | 9,075 Gil | Kimahri | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Taming Sword | 9,075 Gil | Tidus | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Trapper Mog | 9,075 Gil | Lulu | Capture | Blank Slot | [no slot] | [no slot] |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Anacondaur | 5,800 | 70 | 27 | 1 | 48 | 1 | 16 | 15 | 0 | 0 | 1,380 | 750 | None |
Chimera Brain | 9,800 | 250 | 34 | 10 | 32 | 10 | 14 | 15 | 0 | 0 | 1,200 | 1,000 | None |
Coeurl | 6,000 | 480 | 38 | 1 | 26 | 40 | 18 | 15 | 0 | 0 | 1,300 | 1,100 | None |
Flame Flan | 1,500 | 200 | 1 | 180 | 20 | 1 | 6 | 15 | 0 | 0 | 480 | 448 | Ice |
Malboro | 27,000 | 1 | 32 | 1 | 32 | 1 | 10 | 15 | 0 | 0 | 2,200 | 1,500 | Fire |
Mech Scouter | 2,750 | 1 | 30 | 1 | 1 | 1 | 14 | 15 | 0 | 0 | 480 | 384 | Lightning, Steal |
Nebiros | 700 | 65 | 22 | 1 | 1 | 1 | 22 | 15 | 16 | 0 | 480 | 320 | Ice |
Ogre | 9,400 | 3 | 28 | 1 | 1 | 1 | 17 | 15 | 0 | 0 | 1,080 | 980 | Fire |
Shred | 1,950 | 30 | 35 | 1 | 1 | 180 | 10 | 15 | 0 | 0 | 480 | 368 | Fire |
Skoll | 1,000 | 60 | 28 | 1 | 1 | 180 | 28 | 15 | 10 | 0 | 480 | 420 | Fire, Lightning |
As you enter the vast Calm Lands (trust me, there's not a lot here, despite the space), head west. As you go through a scene and down the incline, you'll meet up with Rin. Consider strongly buying the Buckler and Curative Targe. The Buckler has the Magic Counter ability, normally only reserved for weaponry. While Tidus may not be able to get a lot of use from it, especially without an Expert Sphere Grid until the very end of the game, it's nice for when you start filling out his Sphere Grid, regardless of which that may be. The Curative Targe's Auto-Med is simply great since it auto-heals most ailments that hit you.
Anyhow, head northeast a while to the center of the Calm Lands to a Travel Agency. There, you can battle Belgemine's Shiva if you want (shouldn't be hard with five Aeons =P). You'll get the Aeon's Soul regardless of a win or loss; this helpful item allows direct augmentation of an Aeon's stats! You can also get 30 Power Spheres for winning, or 30 Speed Spheres for losing. Save in the Agency, and shop if you want. Speak with everyone, too, and grab the Lv. 2 Key Sphere behind the agency itself.
After, head to the northwestern Calm Lands where you ought to find a lady riding a Chocobo. ("Kweh!" *flutter*) You can train Chocobos with her; when you do so, at least do the first course properly (it'll teach you how) so you can ride it. Go to the northwesternmost part of the Calm Lands and you can find Al Bhed Primer Vol. XXIII. Now head to the far southeast corner of the area and plunder the chests there for 5,000 Gil and 10,000 Gil. (Seems kinda pointless to put them so close together, but not combine them...) Anyhow, there's also a Chocobo feather on the ground nearby. Examine it if you want and continue on into Remiem Temple.
Otherwise, far to the north of there in an alcove on the east wall is the Monster Arena. There, you really should NOT do anything; I'll cover it in a different section (when this FAQ is actually complete). Don't get me wrong; it's very rewarding, but you can't do much other than the Calm Lands' bit of it right now. Better to wait until we have the airship and traveling freedom.
Further north from there, we can work on Leaving the Calm Lands.
Remiem Temple
TREASURES CHECKLIST | ||||
---|---|---|---|---|
[_] Al Bhed Primer Vol. XXIV | [_] Cloudy Mirror | [_] Elixir | [_] Megalixir | [_] Wings to Discovery x30 |
When you arrive at Remiem Temple, save. I will note that it's a little pointless to bother with what's within the temple for now. While you can technically work on a new Summon here (and the best one at that), we're far off from being able to complete the quest. (By the way, it's a super-Belgemine gauntlet. =P) Another section, another time....
The main reason we're here, then? Left of the Save Sphere should be Al Bhed Primer Vol. XXIV. Also nearby should be a Chocobo! (Dunno why I love those cute li'l birds so much.) If you ride it, you get to do a race. While completely optional, the rewards are grand enough to warrant covering it now.
In any case, you will be in a race against another Chocobo in a set of winding, ever-smaller circles to the end. If you win, by definition you get the Cloudy Mirror. (Keep in mind that you cannot hit the poles on the way down.) Nice as that is, we still can't properly use it for now until we get the Airship and can work on the Celestial Weapons. However, you can open chests on the way to get other rewards: one chest yields an Elixir, two yields a Megalixir, and three yields 30 Wings to Discovery! ^_^; You can have Rikku Mix two of these to create the Trio of 9999 item, which makes every action your party does do 9,999 damage/healing (or more, if it normally would do more).
A brief sidequest, but it's well worth it if you get all three chests. ;)
Leaving the Calm Lands
So, then, you're done with the Calm Lands? Are you done shopping, grinding, beating Belgemine, and riding cute li'l Chocobos? Then there is not much else to do. From the Calm Lands proper, go north along the far eastern wall and you'll end up on a bridge near Mt. Gagazet. Save as you prepare to cross it, for as you cross it ...
BOSS - Defender X
Defender X | |
---|---|
Maximum HP | 64,000 |
Maximum MP | 1 |
Strength | 42 |
Defense | 30 |
Magic | 5 |
Magic Defense | 1 |
Agility | 20 |
Luck | 15 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | 1-2 Lv. 2 Key Spheres |
Rare Item Drops | 2-4 Lv. 2 Key Spheres |
Common Steals | 4 Lunar Curtains |
Rare Steals | None |
AP Yield | 6,600 |
Gil Yield | 3,500 |
BOSS ANALYSIS: Defender X is one of the most annoying bosses you'll probably ever encounter (outside of the Monster Arena): he hits hard and he takes a lot to bring down ably. Most of his attacks easily hit for 1,750 ~ 2,500 damage, typically enough to 1HKO/2HKO you with ease. It can use Blast Punch, which is just a counterattack that removes 50% of your HP. It can also use the very powerful Haymaker (expect 3,000 from it) and a basic physical (~1,500). It can also use Mighty Guard to nullify all elements against it once and to use Protect and Shell. It will also use Slowga with every five item or magical attacks that hit it.
MAIN STRATEGY: This battle will take a fair bit of buffing to finish properly; start with Tidus, Auron, and Yuna. Tidus should focus on Hastega, then lots and lots of Cheer for a while to buff up the party's Defense (since all of X's attacks are physical). Yuna needs to stick to Protect and simply Cura/Curaga thereafter, though she can be nice to Dispel Mighty Guard. And, finally, Auron is good for Armor Break. (Can't use Power Break due to an immunity. Crap.)
With all this set-up, there's not much left to say. Maintain what you can of it and be sure to revive and heal as soon as it's needed. With Armor Break in, Tidus will be good at throwing up an offense after those five Cheers, and so will Auron. (You'll want to stick to a physical offense as to not invoke Slowga. While Blast Punch is not appealing, Yuna should have ample time to cure it on her last turn before X gets his.) And Yuna's just there to heal and revive. Just batter him down, and use Aeons if you feel like it. (As a footnote, you can try to have Dark Buster take effect; the odds are only like 5%, though, so I don't recommend wasting time. However, the benefits are large.)
ALTERNATE STRATEGY - PROVOKE: As it so happens, the use of the Provoke ability creates a huge hole in the boss's offense. When you use Provoke, Defender X will only use - and ONLY use - Blast Punch on the Provoker. Blast Punch deals damage equal to 50% of your current HP, rounded down, meaning it can't kill you (1 HP * 0.5 = 0.5, round down = 0, 1-0=1) at all. So long as you don't remove the Provoker from the game somehow (like kill him yourself, use Summons, or the like), you'll be guaranteed to not lose!
ALTERNATE STRATEGY - TRIO OF 9999: Yeah, expect me to note something like this in every boss for a while... Anyhow, if you got the 30 Wings to Discovery from Remiem Temple, you are in luck. Mixing two of them together yields Trio of 9999, turning all actions' effects to 9,999 damage or healing. That includes, for example, Yuna's Pray. This is a set 9,999 damage - nothing affects it, so... Anyhow, if you have Rikku Mix those two, Tidus can follow with Blitz Ace or Lulu with a nice Spell Fury of any kind (7+ casts) for a quick win.
After the battle, continue on to Mt. Gagazet. Don't forget the Cavern of the Stolen Fayth if you want a good sidequest!
Mt. Gagazet
Sectional Flowchart
Climbing Mt. Gagazet
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] 20,000 Gil | [_] Mega-Potion x2 | [_] Braska's Sphere | [_] Defending Bracer | [_] Lv. 4 Key Sphere | [_] HP Sphere | [_] Saturn Crest |
RONSOS' & WANTZ'S ITEM SHOPS | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Holy Water | 300 Gil | Cures the Zombie and Curse status ailments |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
RONSOS' WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 22,725 Gil | Tidus | Strength +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Devastator | 22,725 Gil | Rikku | Strength +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Ductile Rod | 22,725 Gil | Yuna | Magic +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Shapeshifter | 37,875 Gil | Kimahri | Piercing | Strength +10% | Blank Slot | Blank Slot |
Weapon | Shiranui | 37,875 Gil | Auron | Piercing | Strength +10% | Blank Slot | Blank Slot |
Weapon | Switch Hitter | 22,725 Gil | Wakka | Strength +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Variable Mog | 22,725 Gil | Lulu | Magic +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Armguard | 4,725 Gil | Wakka | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Armlet | 4,725 Gil | Kimahri | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Bangle | 4,725 Gil | Lulu | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Bracer | 4,725 Gil | Auron | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Ring | 4,725 Gil | Yuna | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Shield | 4,725 Gil | Tidus | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Targe | 4,725 Gil | Rikku | HP +10% | Blank Slot | Blank Slot | [no slot] |
WANTZ'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Booster Cactuar | 112,750 Gil | Lulu | Magic Booster | Magic +10% | Magic +5% | Blank Slot |
Weapon | Conductor | 90,750 Gil | Yuna | Initiative | Blank Slot | Blank Slot | Blank Slot |
Weapon | Double-Edge | 4,350 Gil | Tidus | Firestrike | Icestrike | Blank Slot | [no slot] |
Weapon | Double Penalty | 18,150 Gil | Wakka | Sleeptouch | Darktouch | Silencetouch | [no slot] |
Weapon | Shimmering Blade | 16,650 Gil | Auron | Piercing | Strength +10% | Strength +5% | [no slot] |
Weapon | Survivor | 87,875 Gil | Rikku | Alchemy | Strength +10% | Blank Slot | Blank Slot |
Weapon | Trident | 6,450 Gil | Kimahri | Firestrike | Icestrike | Lightningstrike | [no slot] |
Armor | Blessed Bracer | 22,875 Gil | Auron | HP +10% | Zombie Ward | Blank Slot | Blank Slot |
Armor | Blessed Ring | 37,750 Gil | Yuna | Magic Defense +10% | Magic Defense +5% | Zombie Ward | Blank Slot |
Armor | Haste Targe | 90,225 Gil | Rikku | SOS Haste | Blank Slot | Blank Slot | [no slot] |
Armor | Shell Bangle | 18,225 Gil | Lulu | SOS Shell | Blank Slot | Blank Slot | [no slot] |
Armor | Tetra Armguard | 52,875 Gil | Wakka | HP +10% | MP +10% | Blank Slot | Blank Slot |
Armor | Tetra Armlet | 45,375 Gil | Kimahri | HP +10% | Defense +10% | Blank Slot | Blank Slot |
Armor | Tetra Shield | 45,375 Gil | Tidus | HP +10% | Defense +10% | Blank Slot | Blank Slot |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Achelous | 5,100 | 85 | 33 | 10 | 52 | 20 | 20 | 15 | 0 | 0 | 730 | 420 | Lightning |
Ahriman | 2,800 | 400 | 1 | 1 | 38 | 180 | 24 | 15 | 18 | 0 | 2,200 | 650 | None |
Bandersnatch | 1,800 | 75 | 32 | 1 | 1 | 180 | 32 | 15 | 11 | 0 | 820 | 880 | Fire |
Bashura | 17,000 | 5 | 34 | 45 | 1 | 1 | 16 | 15 | 0 | 0 | 1,860 | 730 | Fire |
Grat | 4,000 | 25 | 28 | 50 | 1 | 50 | 12 | 15 | 0 | 0 | 980 | 520 | Fire |
Grenade | 7,500 | 63 | 26 | 1 | 24 | 150 | 17 | 15 | 0 | 0 | 1,350 | 540 | Ice |
Grendel | 9,500 | 62 | 41 | 50 | 23 | 1 | 31 | 15 | 0 | 0 | 2,600 | 730 | None |
Mandragora | 31,000 | 120 | 34 | 12 | 40 | 15 | 13 | 15 | 0 | 0 | 6,230 | 1,200 | Fire |
Mech Defender | 8,700 | 1 | 40 | 15 | 1 | 10 | 7 | 15 | 0 | 0 | 950 | 880 | Lightning, Steal |
Mech Leader | 3,700 | 1 | 31 | 5 | 28 | 5 | 19 | 15 | 0 | 0 | 830 | 530 | Lightning, Steal |
Nidhogg | 2,000 | 46 | 43 | 1 | 50 | 180 | 10 | 15 | 0 | 0 | 810 | 602 | Ice |
Mountain Gate: As you arrive at the snow-covered (and Ronso-covered) Mt. Gagazet, go along the path before you. Watch the scene as you reach the clearing, then save and continue along the path to meet some ol' buddies.
BOSS - Biran Ronso & Yenke Ronso
Biran Ronso | Yenke Ronso | |
---|---|---|
Maximum HP | Variable | Variable |
Maximum MP | 200 | 200 |
Strength | Variable | Variable |
Defense | 30 | 30 |
Magic | Variable | Variable |
Magic Defense | 50 | 50 |
Agility | Variable | Variable |
Luck | 15 | 15 |
Evade | 0 | 0 |
Accuracy | 100 | 100 |
Element Weakness | None | None |
Common Item Drops | 1-2 Return Spheres | 1-2 Return Spheres |
Rare Item Drops | 1-2 Friend Spheres | 1-2 Friend Spheres |
Common Steals | 1-2 Lv. 3 Key Spheres | 1-2 Lv. 3 Key Spheres |
Rare Steals | None | None |
AP Yield | 4,500 | 4,500 |
Gil Yield | 1,500 | 1,500 |
As a brief note, take care the Biran has double Yenke's Strength, and Yenke has double Biran's Magic. They're both capable of using a variety of Ronso Rages, so be SURE to Lancet each guy a few times for free Overdrives and, in another sense, free Overdrives. Biran can use Thunder, Blizzard, and Berserk magic, nothing special. His Rages consist of Bulldoze (single target) and Mighty Guard (NulAll, Protect, Shell). Biran can also be Lanceted for the Doom, Thrust Kick, and Self-Destruct Rages Yenke uses Haste, but then it's just Rages - Fire Breath (fire to all), Bulldoze (single target), Aqua Breath (water to all), and White Wind (heals party for HP equal to the user's). He also should have a Stone Breath Rage, although he doesn't ever use the move (thank Yevon).
They have a set patthern of moves, too! Biran uses Thunder, Bulldoze, Blizzard, Bulldoze, and loops. Yenke uses Fire Breath, Bulldoze, Aqua Breath, Bulldoze, and loops. At under 25% HP, Biran will cast Mighty Guard, and Yenke will use White Wind; that's the only time they'll use them. Once their partner is dead, Biran uses Berserk (so he just Attacks) while Yenke uses Haste.
The strategy is pretty simple, though I do find it odd how they force Biran and Yenke to be weaker when Kimahri is. It's like Square expected you to not use Kimahri at all. =/ Anyhow, you'll be fighting with just Kimahri. For the most part, you'll want to open your offense with Lancet and Overdrives, especially Mighty Guard if you can get it (thus, start on Biran). When it comes to using the Overdrives you Lancet, remember you don't have to use the Lanceted one (and don't use Self-Destruct or you'll have a Game Over). Use whatever you want, and especially go for the Breaths when the enemies are together.
Overall, it's a pretty easy battle. Keep in mind these two are suspectible to the Doom Rage, which kills in 20 turns here. It's a while, but it's something to do if you're at a lower level and having trouble breaking those relatively high Defenses.
Speak with one of the Ronso nearby for a shop if you want, Save at the Save Sphere, then continue north an area.
Mountain Trail: As you go along the linear trail, stick to the right side for a bit and you'll eventually hit a ramp to the stone part of the path; you can go to the end to find a 20,000-Gil chest! ^_^ Go to the west side for another scene, then go to the northwest and behind some rocks (you should see a small path on the minimap) to find a semi-visible chest for two Mega-Potions. Continue along the linear path for a while.
Eventually, you'll come to an "A"-shaped fork (without the middle line in the "A"); go northwest along the thin path to find Braska's Sphere at the end. This should be able to get Auron Banishing Blade if you've gotten every sphere up to this point, too! ^_^ Go south and along the ever-linear path. At the stone object, examine it for a scene if you desire, then go west from it along the roundabout path to a Defending Bracer. Go northeast next and speak with Wantz, who's basically taking O'aka's place for now. (Good, his voice kinda annoyed me.) From him, you'll definitely want to buy Lulu's Booster Cactuar (if you can afford it: it literally more than doubles magic damage) and Rikku's Survivor (again, if you can: Alchemy is awesome); they're quite useful, clearly. You may also want the Blessed Ring and Bracer since the next fight has some Zombies to content with, though you should be able to also just buy Holy Waters and customize Zombie Ward/Proof onto your armor.
Shopping spree aside, go past Wantz along the path for a bit. Look at the minimap as you continue; you should see a hook-like path to the south; run along it for a Lv. 4 Key Sphere and an HP Sphere. Return to the main path and continue west to the gravestone. Examine it if you want, then contniue along the path to the Save Sphere. SAVE RIGHT NOW - quite possibly the hardest boss of the game is dead ahead!! Continue along and...
BOSS - Seymour Flux
The asterisk beside the Mortiorchis's HP is used to note that it is not always 4,000 HP. When killed, it absorbs HP from Seymour to regain it. It will have 4,000 twice, 3,000, 2,000, then 1,000 from there on out. Just saying.
Seymour Flux | Mortiorchis | |
---|---|---|
Maximum HP | 70,000 | 4,000* |
Maximum MP | 512 | 512 |
Strength | 30 | 40 |
Defense | 40 | 100 |
Magic | 15 | 40 |
Magic Defense | 40 | 1 |
Agility | 38 | 38 |
Luck | 15 | 15 |
Evade | 0 | 0 |
Accuracy | 100 | 100 |
Element Weakness | None | None |
Common Item Drops | 1-2 Lv. 4 Key Spheres | None |
Rare Item Drops | None | None |
Common Steals | 1 Elixir | None |
Rare Steals | None | None |
AP Yield | 10,000 | 0 |
Gil Yield | 6,000 | 0 |
BOSS ANALYSES: Yet again, these two will attack in a specific order, depending on Seymour's HP.
- 70,000 - 52,500 HP:
- Seymour: Lance of Atrophy. This does some 500~600 damage and induces Zombie. Heal the status ASAP.
- Mortiorchis: Full-Life. This will target a Zombie, and will kill them without Reflect on them. In theory, you could kill the Zombie first and then have then be Full-Lifed to full HP, but it is pure theory.
- Seymour: Lance of Atrophy. Same as before.
- Mortiorchis: Full-Life. Same as before.
- Seymour: Dispel. Probably to get rid of Reflect, but also removes good statuses. Nothing you can do about it.
- Mortiorchis: Cross Cleave. It hits everyone for 1,500~2,500 damage, so that's bad, especially if you have Zombie on ... Uh-oh.
- Loop from here.
- If one of them gets two consecutive turns (when considering the enemy party only), the second turn will have nothing occur.
- 52,500 - 35,000 HP:
- Seymour will open with Protect. Only time he uses it, and it halves physical damage. Dispel it.
- Loop of the previous phase - the only difference was Protect, which is only used after crossing 52,500 HP.
- If one of them gets two consecutive turns (when considering the enemy party only), the second turn will have nothing occur.
- 35,000 - 0 HP:
- Seymour: Reflect. You'll get why in a moment.
- Mortiorchis: Triggers "Auto-Attack mode". Does nothing but signify the coming of Total Annihilation.
- Seymour: Flare on himself; expect ~2,500 damage from this. Since he is Reflected, it bounces off to you ... unless you Dispel!
- Mortiorchis: "Ready to annihilate"
- Seymour: "Watches ... and waits"
- Mortiorchis: Total Annihilation. It is a single attack to all, then 6~8 random-target hits, then another attack to all. Expect easily 3,500+ magical damage from this; be sure to Shell beforehand!
- Seymour: Self-Flare again.
- Mortiorchis: "Ready to annihilate"
- Seymour: Reflect if you Dispelled it; otherwise "Watches ... and waits"
- Mortiorchis: Total Annihilation again
- It loops from the previous Self-Flare after this point.
- If one of them gets two consecutive turns (when considering the enemy party only), the second turn will have nothing occur.
- Counterattacks:
- Seymour: Counters with Banish one turn after an Aeon arrives.
- Mortiorchis: Counters with Slowga when you use a Delaying attack or try to induce Slow. However, if you kill it with Delay Attack or Delay Buster, it won't counter with Slowga.
MAIN STRATEGY: So, yeah, welcome to FFX hell. By far the hardest boss of the game, even exceeding some of the Monster Arena in difficulty (I'm NOT kidding), Seymour is a major threat that you will likely lose against at least once. When you begin, you'll want to open up with a lot of support. Kimahri should be in for Mighty Guard (or have Rikku Mix a Distiller and a Curtain for Mighty G - same thing). Tidus needs to dole out some Hastega as well while Yuna works on Reflect.
After this, switch out Kimahri/Rikku for Auron and Yuna for Rikku. Auron is great at maintaining an offense, while Rikku - especially with the Survivor weapon with Alchemy you could've gotten from Wantz (doubles items' effectiveness) - can heal through the Reflect via Al Bhed Potions. She'll serve as the main healer for this fight, using Phoenix Downs (KO), Holy Waters (Zombie), or the like. Unless you beat the first two phases in record time, be sure to switch her out regularly for Yuna to induce more Reflect. Reflect, in case you can't tell, is used to bounce back that annoying Full-Life; we have to heal through that with Al Bhed Potions, but first go for healing. And, since that turn healing Zombie is ... well, a turn, that's why I recommended getting Zombie Ward/Proof armors earlier.
Anyhow, offense. Initially, swap out Tidus for Wakka just after the Hastega, who ought to have Silence Buster by now. Seymour is suspectible to Silence, though only at a 50% rate - once Seymour is Silenced, Dispel goes away. Flare also may, but we'll worry about that later. Have Tidus back in and start he and Auron whacking at Seymour while Rikku heals what's needed or is swapped for Yuna to reinstill Reflect (if you didn't get Silence in before it). Keep a track of what the enemies do; you CAN predict when the deadly Cross Cleave will come, and you can thusly Defend before it, reducing the damage to 1/4 (with Mighty G in effect), which is closer to 400~750.
Keep this up through the second phase; just be sure to make Yuna Dispel his Protect when it arrives.
After crossing 50% HP, we get some trouble. If Silence is still not there, Seymour will Reflect himself, then begin bouncing Flare off himself to deal with any Reflect you may have. Whoever gets the first turn between Reflect and Flare, whatever the situation, needs to swap out for Yuna to use Dispel on him; he'll hit himself with Flare! Be sure to keep out your Mighty G'd party after this, though, or at least a Shelled one - eventually, Total Annihilation will occur, and that'll be heavy, easily 1,750+ under Shell (and approaching 4,000 without). You, in theory, could send out an Aeon as cannon fodder for it if you're worried; they'll go away the next turn, but whatever.
Just keep getting rid of his Reflect and attacking when you can and eventually he'll go down...
ALTERNATE STRATEGY - POISON: Yup, it looks like Seymour still has the possibility to be poisoned. The odds of it here are about 10%, though - it would be best to induce it with Bio Fury from Lulu, but otherwise you will have to run with Poisontouch/strike weaponry or Poison Fangs. Eventually, he WILL be poisoned; the Poison removes 2% of his HP (1,400) each turn, meaning he'll die in 50 turns. For that time, throw up a passive offense - in other words, just heal everyone, throw up self-buffs, et cetera. It will be a bit difficult to deal with, though, since you'll be dealing with the Lance of Atrophy/Full-Life combo the whole time (so long as you do not attack him - it's better than Flare/Total Annihilation).
ALTERNATE STRATEGY - AEON OVERDRIVES: This strategy is not that effective, mind you. It's mostly good for those who have no problem with the Lance/Full-Life combo, but have trouble with Total Annihilation. You probably only have five Aeons (Valefor, Ifrit, Ixion, Shiva, Bahamut) at this point. Even if you hit the damage cap on each, you'd only eliminate 60,995 HP, and that's assuming you kill Mortiorchis each time - and you only have that one turn, so you have to make it count. However, then again, think about it - the opening half of the battle is relatively easy. If you can manage to get Seymour down to below 50,000 HP or so (or preferably just above 35,000 to avoid Total Annihilation totally), you have a legitimate shot at using five Overdrives in a row and winning outright.
How does this work? Simply build up your Aeon's Overdrives before the fight and fight as you would normally through the first half. Around 35,000 HP or the time the Mortiorchis opens auto-attack mode, bring out Yuna and start Summoning each Aeon sequentially (and in descending order of power, for the sake of effectiveness), having each use their Overdrive before being Banished. Hopefully, you'll win. 35,000 HP is definitely within the range of five Aeons' Overdrives, after all, each having to only hit for about 5,000 damage, and that's not including the damage Mortiorchis does to Seymour to heal itself upon its death.
ALTERNATIVE STRATEGY - TRIO OF 9999: If you got the 30 Wings to Discovery from Remiem Temple, you are in luck. Mixing two of them with Rikku together yields Trio of 9999, turning all actions' effects to 9,999 damage or healing. That includes, for example, Yuna's Pray. This is a set 9,999 damage - nothing affects it, so Fire is just as good as Ultima, for example. Anyhow, if you have Rikku Mix those two, Tidus can follow with Blitz Ace or Lulu with a nice Spell Fury of any kind (8+ casts) for a quick win. Or you can simply maintain a very basic Hasted offense - I mean, eight hits is not a lot.
Congratulations on beating that boss. Here's a cookie.
Anyhow, after the scene, continue around the precipice to the other side. As you go down the pillared path, grab the Saturn Crest from behind one of them, then continue on.
Mt. Gagazet Cave
TREASURES CHECKLIST | ||||
---|---|---|---|---|
[_] Lv. 1 Key Sphere | [_] Fortune Sphere | [_] Recovery Ring | [_] Return Sphere | [_] Pep Talk |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Achelous | 5,100 | 85 | 33 | 10 | 52 | 20 | 20 | 15 | 0 | 0 | 730 | 420 | Lightning |
Ahriman | 2,800 | 400 | 1 | 1 | 38 | 180 | 24 | 15 | 18 | 0 | 2,200 | 650 | None |
Behemoth | 23,000 | 480 | 43 | 1 | 37 | 1 | 23 | 15 | 0 | 0 | 6,540 | 1,350 | None |
Dark Flan | 12,800 | 250 | 1 | 220 | 30 | 200 | 11 | 15 | 0 | 0 | 3,750 | 1,080 | None |
Maelspike | 10,000 | 35 | 40 | 50 | 33 | 1 | 14 | 15 | 0 | 0 | 600 | 330 | Lightning |
Splasher (1) | 200 | 2 | 14 | 1 | 1 | 1 | 20 | 15 | 10 | 0 | 140 | 100 | Lightning |
Splasher (2) | 400 | 4 | 19 | 1 | 1 | 1 | 17 | 15 | 8 | 0 | 300 | 140 | Lightning |
Splasher (3) | 600 | 6 | 24 | 1 | 1 | 1 | 15 | 15 | 6 | 0 | 440 | 200 | Lightning |
Once inside the Cave, reach the Save Sphere and save. (You do NOT want to fight Seymour Flux again. >_<;) We'll be using the Save Sphere as a hub for a while since the Gagazet Cave can be a little confusing, so expect to go back here a lot for the sake of navigational simplicity. Go northwest from there to a lake of water; go into it. (Note that you'll only control Tidus, Wakka, and Rikku at this point.) Go along the path to an object with some kind of barrier rotating around it. Time your button press right so that Wakka sends his Blitzball between the two barriers' gaps to hit the switch. Get the chest that appears for a Lv. 1 Key Sphere, then return to the Save Sphere.
From there, go northeast and left at the next fork. Swim along the lake to another ... thing. Basically, you need to make the characters look at the circles that basically are close to their size: Rikku for green, Tidus for blue, and Wakka for orange. (It mirrors their Sphere Grid colors, too.) Open the chest that appears for a Fortune Sphere, then return to the Save Sphere.
Go northeast from the Sphere and then right at the fork to find two more chests, a Recovery Ring and a Return Sphere. Backtrack to the Save Sphere.
From the Sphere, go northwest and along the small path to the right to find a Pep Talk. Go northeast of the Save Sphere again and go left at the fork, then go left at the next fork. Save as you go outside because ... well, you have another boss to fight. Though the boss looks cool!
BOSS - Sanctuary Keeper
Sanctuary Keeper | |
---|---|
Maximum HP | 40,000 |
Maximum MP | 256 |
Strength | 37 |
Defense | 100 |
Magic | 40 |
Magic Defense | 100 |
Agility | 32 |
Luck | 15 |
Evade | 0 |
Accuracy | 50 |
Element Weakness | None |
Common Item Drops | 1-2 Return Spheres |
Rare Item Drops | None |
Common Steals | 1-2 Turbo Ethers |
Rare Steals | None |
AP Yield | 11,000 |
Gil Yield | 6,500 |
BOSS ANALYSIS: It's always nice to have bosses with patterned movesets! ^_^
- Photon Wings - Damage to all characters, about 750~1,000. This also inflicts a variety of ailments: Curse, Confusion, Sleep, Silence, and Darkness - the latter three will last for three turns if uncured, but the other two will keep going until healed. Only thing you can do about this is a bunch of healing, or Proof Armors.
- Attack - Not much to say. Expect around 1,000 damage from this.
- Attack - Again.
- Mana Breath - High magical damage (~3,000) to a single character. Use Shell.
- Curaga, Protect, Regen, or Esuna - All of these go against the boss, basically as self-buffs. The earlier you can set up Reflect on him, the better. It mostly depends on what he has: Armor Breaking him causes Protect, and other ailments cause Esuna.
- Curaga, Protect, Regen, or Esuna - Same as above.
- Tail Sweep (500~1,000 to all) can be used at random, by the way. It will remove Haste and induce a Delay.
MAIN STRATEGY: You'll want to prepare for a long battle in this one. For the most part, you want to have everyone's Overdrives already full and the same for your Aeons. Why? Photon Wings - the boss's first move - induces Curse, preventing Overdrives effectively.
On the first turn of the battle, have Yuna OUT of the party so your faster units can switch to her and Summon someone. I don't care who, just use them as cannon fodder for Photon Wings since you likely don't have Curseproof or Ribbon on your Armor. The Aeon will suffer from Curse, though, which is why I recommend using up their Overdrive, suffering the Wings, and then switching them out - you want that cannon fodder to stay around for a while. Be sure to summon a different Aeon on later turns when you need cannon fodder (more Overdrives), after which you'll just have to repeat-Summon, which doesn't really matter. Better than getting Confused.
Once you're back, it's time to cast Reflect on the Keeper - this will keep it from using spells on itself later down the road. It will eventually Reflect you as well, so either switch that person out or Dispel it. Trust me, you do not want Curaga or Regen on that thing. You'll probably want to open with a few other buffs: Hastega and Mighty G(uard) come to mind, mostly. Keep up a pretty heavy offense after that, but there's little point in specializing in anything. You may be able to hit with Darkness (Dark Buster), but the odds are like ... 1%. Beyond that, heal and send in cannon fodder when needed.
ALTERNATE STRATEGY - POISON: As with a few more recent bosses *cough*Flux*cough*, the Sanctuary Keeper is suspectible to the Poison ailment with around a 10% success rate. You can induce it preferably through Bio Fury, or just Bio, Poisontouch, Poisonstrike, and Poison Fangs. Once induced, the boss loses 5% of its HP (2,000) per turn, causing death in 20 turns. From there on out, all you really need to do is heal any sustained damage and send out Aeon cannon fodder for Photon Wings.
... But there's a slight problem: the boss can use Esuna on itself! Oh noes! What will we ever do!? ... It's a good thing the boss usually only gets one turn for your three or four, then! As it so happens, you can also induce a Stat Break upon it - Power, Armor or Magic Break, specifically, which succeed half of the time. When the boss reaches those curative stages on its fifth/sixth turns of the loop, it will favor the removal of Breaks over other ailments. Problem is, it will only bother with Armor Break, and do so by casting Protect, not Esuna.
Anyhow, what does this mean? In addition to your passive offense after the induction of Poison (i.e. healing), you need someone to be constantly using Armor Break (preferably whilst under Haste for extra turns) so that they can inflict it (and some damage) to force the boss to not cure Poison. After this, since Protect is already up, you have to Dispel it (and Armor Break, coincidentally), and reintroduce Armor Break. In doing so, the Poison damage will continue on and on. >:)
ALTERNATIVE STRATEGY - TRIO OF 9999: If you got the 30 Wings to Discovery from Remiem Temple, you are in luck. Mixing two of them with Rikku together yields Trio of 9999, turning all actions' effects to 9,999 damage or healing. That includes, for example, Yuna's Pray. This is a set 9,999 damage - nothing affects it, so Fire is just as good as Ultima, for example. Anyhow, if you have Rikku Mix those two, Tidus can follow with Slice & Dice or Blitz Ace, or Lulu with a nice Spell Fury of any kind. Overall, you'll need five hits, so if you don't want to use Overdrives, a very basic offense also suffices.
After the battle, go along the path for a scene and pick up the sphere therafter. Continue on...
Zanarkand
Sectional Flowchart
Zanarkand, 1,000 Years Later
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Fortune Sphere | [_] Spiritual Targe | [_] 10,000 Gil | [_] Friend Sphere | [_] Lv. 3 Key Sphere | [_] Luck Sphere |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Ahriman | 2,800 | 400 | 1 | 1 | 38 | 180 | 24 | 15 | 18 | 0 | 2,200 | 650 | None |
Bashura | 17,000 | 5 | 34 | 45 | 1 | 1 | 16 | 15 | 0 | 0 | 1,860 | 730 | Fire |
Behemoth | 23,000 | 480 | 43 | 1 | 37 | 1 | 23 | 15 | 0 | 0 | 6,540 | 1,350 | None |
Dark Flan | 12,800 | 250 | 1 | 220 | 30 | 200 | 11 | 15 | 0 | 0 | 3,750 | 1,080 | None |
Defender Z | 42,300 | 1 | 45 | 70 | 5 | 70 | 16 | 15 | 0 | 0 | 6,000 | 2,400 | None |
Fallen Monk (rifle) | 3,300 | 1 | 28 | 40 | 33 | 40 | 27 | 15 | 0 | 0 | 1,200 | 540 | Healing |
Fallen Monk (flamethrower) | 3,300 | 1 | 28 | 40 | 33 | 40 | 22 | 15 | 0 | 0 | 1,200 | 540 | Healing |
Grendel | 9,500 | 62 | 41 | 50 | 23 | 1 | 31 | 15 | 0 | 0 | 2,600 | 730 | None |
Mandragora | 31,000 | 120 | 34 | 12 | 40 | 15 | 13 | 15 | 0 | 0 | 6,230 | 1,200 | Fire |
YAT-97 | 3,700 | 1 | 41 | 1 | 38 | 120 | 12 | 15 | 0 | 0 | 3,200 | 1,080 | Fire, Water |
YKT-11 | 6,200 | 1 | 34 | 1 | 1 | 60 | 25 | 15 | 0 | 0 | 3,200 | 1,080 | Fire, Ice |
Zanarkand Ruins: Go along the linear path for a bit. There will be a familiar scene as you progress to the next area.
Zanarkand Ruins: Overpass: Save after that scene and follow the party to the Overpass. Go along the path for a while; as you go around the left bend, look for the Fortune Sphere chest. In the next area, there will be a scene. As you go along the linear thereafter, look for a small "lump" on the minimap where you can find a Spiritual Targe. Continue along.
Dome: Save and enter.
Dome: Interior: Go along the path for a bit, descending ever-deeper. As you go beneath an overpass and just past it, go east and along the path there heading back the way you came along the overpass; you'll get 10,000 Gil at the end. Return to the ground and follow the path for a while more to a Save Sphere. Continue walking on past there to a fork. If you go east, you'll find a Friend Sphere. Grab it, then go along the other branch. As you go along, a bunch of spirits will pass by; at that point, look for a southwestbound path on the other side of the bridge at the end of which you'll find a Lv. 3 Key Sphere. Return to the mani path and keep going.
Dome: Corridor: As you go along the hall here, stick along the right side and you can get a Luck Sphere. Continue up to the Save Sphere, then into the Cloister.
Zanarkand's Cloister of Trials
NOTE
In case some of you are unaware, every Cloister thus far has had something to do with a single Destruction Sphere. This is no coincidence, especially if you plan on getting a certain Aeon from the Baaj Temple after the game gives you the airship. At the moment, Zanarkand will not yield a Destruction Sphere - it will LATER, just not now, and you will need it for the Aeon. In any case, if you are coming looking for how to get that Destruction Sphere, you must come back after grabbing the airship; the details for it are just above the section divider for Battling for the Fayth.
TREASURES CHECKLIST |
---|
[_] Magistral Rod |
When you enter the Cloister, you'll notice a diagram appearing on the screen in front of you. This diagram is made up of a number of "Tetris blocks", as I tend to call them. (Play Tetris and you'll understand.) Also note how there are a number of white dots on the tiles on the floor; stepping on them will make shapes appear. Use this tiled layout in conjunction with the picture below to make the images.
^l1|
After this, six pedestals will pop out in this, with the next room to the northwest opened up. By pushing in the four pedestals in the northeast, northwest, southwest, and southeast corners, you'll get more of these "Tetris block" puzzles to solve, just in a larger room. Go there and examine the screen to get the actual puzzle. Again, a diagram of the floor is below - remember to be careful to avoid stepping on unneeded tiles!
^l2|
After doing this, get the Kilika Sphere from the northern part of the larger room. Take it to the small room and place it in the left pedestal, then go back and take the Besaid Sphere and place it in the other pedestal. The middle of the larger room will begin to shine brightly and a Save Sphere will appear nearby. Be sure to use it. Go to Battling for the Fayth for the what's in the second room.
When you come back to this Cloister after grabbing the airship, you'll find the panels active again, and they are in the same positions as in the pictures above. In the first room, make the white squares appear (gray in the drawings above for obvious reasons). In the next room, do the same with the squares to grab a Destruction Sphere back in the first room. In the larger room, place it on the slot near the large screen where the Besaid Sphere was to reveal a Magistral Rod chest.
Battling for the Fayth
Once you've solved the puzzle comprising Zanarkand's Cloister of Trials, the area darkens except for the gap in the second, larger room. SAVE FIRST, then go in there.
BOSS - Spectral Keeper
Spectral Keeper | |
---|---|
Maximum HP | 52,000 |
Maximum MP | 500 |
Strength | 36 |
Defense | 100 |
Magic | 1 |
Magic Defense | 100 |
Agility | 36 |
Luck | 15 |
Evade | 0 |
Accuracy | 50 |
Element Weakness | None |
Common Item Drops | 1-2 Lv. 4 Key Spheres |
Rare Item Drops | None |
Common Steals | 1 Ether |
Rare Steals | 1 Turbo Ether |
AP Yield | 12,000 |
Gil Yield | 7,000 |
^sr3|
BATTLEFIELD ANALYSIS: Before we get anywhere with this fight, it will be prudent to understand the battlefield situation. This battle will take place with your allies on six different platforms around the boss, who is the center of the six. Look at the diagram to the right, for example: the red platforms are you, and the blue circle is the boss. At any given time, the boss is facing one platform, right? (Like in the picture, he's facing the lower-right one.) That platform and the two next to it are at risk from most attacks. (The whole region is divided by the dashed line, with "X" circles marking those in danger.) Use this information wisely - remember, you can switch platforms on a turn.
BOSS ANALYSIS: Spectral Keeper is actually pretty adamant in his offense, sticking to Berserk Tail most of the time. It will hit one character for 750~1,250 damage and induce Berserk. That's bad, even moreso than under normal circumstances. See, the Spectral Keeper will counter any action against it with an attack to the three tiles it is facing, typically hitting for over 1,250 damage. At times, he will also use Glyph Mine. Glyph Mine infects two of the six platforms (completely random - may or may not be yours) with explosives, causing them to KO anyone on them two turns later.
If you happen to summon an Aeon, just expect to see three turns of attacks and Glyph Mine every four. Aeons get their own separate platform, so it's basically one on one, but Glyph Mine will be implanted on the Aeon's platform and kill them ... if you don't Dismiss them! =P
MAIN STRATEGY: With this fight, you NEVER, EVER want your three characters together: keep one platform between each of them, always. Logic would say to put everyone behind him, but the boss is prepared for that: Berserk Tail allows a change in direction, and then that Berserk causes an uncontrolled attack, then comes a counterattack... >_<
Offense-wise, you will need to be very, very conservative as well. Bring in your strongest attackers, then two support units. I tend to use Auron for the offense, Yuna for the main support, then I swap around for the secondary support. Your support should open with Hastega and Protect on everyone, after which you're pretty much set: just keep someone able to use Esuna or Remedies with you. It's a slow and lengthy battle with only one offensive unit, but it's a lot better than getting screwed over by a Berserked character.
ALTERNATIVE STRATEGY - BERSERKPROOF: Berserkproof is an ability you can customize onto armor for 32 Hypello Potions. Hypello Potions are found on the enemies Mafdet, Murussu, and (the more recent, as in the Calm Lands) Shred. To get them from any of those three, though, you'll need the Bribe ability, which means a possible bit of grinding. In any case, you can Bribe a Shred for 19,500 Gil to get 25 Hypello Potions, so you'll need 39,000 to get more than 32 (50). Put it on some piece of armor for someone (preferably your whole party, actually).
Once this is done, you can go for a more traditional offense: two offensive units and one support. I still like to use Tidus, Auron, and Yuna for this. Tidus does good for Hastega and Yuna for Protect and Curaga. After this, Tidus and Auron go on the offensive while Yuna uses Curaga every chance she gets to deal with the myriad Berserk Tails and counterattacks. You won't have to worry about ailments due to Berserkproof; Glyph Mine will be the main problem, but you'll live through that - simply Move, then stop attacking until you can spread out the party once again.
This strategy works very well in conjunction with the Provoke skill. In doing so, every attack will go towards the Provoker, who ought to be your bulkiest character Defense/HP-wise. Buff them with some Protect and have them simply Defend every turn, quartering the damage they take down to 500 or less easily. Heal them every now and then while two others tear the boss from the rear.
ALTERNATE STRATEGY - AEON BATTLE: Honestly, this is the method I prefer most over all of them. You can easily fight well with Aeons here. It is recommended you open your battle with the human characters still with Hastega and Protect - you'll be Dismissing regularly, so it wouldn't be bad to insure those extra turns. When you Summon your Aeon, it's preferred to Summon Bahamut if he can heal himself, or Shiva if not. Shiva can do pretty nasty damage, and a self-Blizzara every two or three turns can suffice for healing. Just wail on the boss and Dismiss every four turns (of the boss) when Glyph Mine is implanted, then re-Summon after the mine blows, lpaying defense in the meantime. Simple, but it works, especially in conjunction with already-full Overdrive gauges and Grand Summon.
ALTERNATE STRATEGY - TRIO OF 9999: And this is the ultimate method of all of them, but only if you have the materials necessary. If you got the 30 Wings to Discovery from Remiem Temple, you are in luck. Mixing two of them with Rikku together yields Trio of 9999, turning all actions' effects to 9,999 damage or healing. That includes, for example, Yuna's Pray. This is a set 9,999 damage - nothing affects it, so Fire is just as good as Ultima, for example. Anyhow, if you have Rikku Mix those two, Tidus can follow with Slice & Dice or Blitz Ace, or Lulu with a nice Spell Fury of any kind. Overall, you'll need six hits, so if you don't want to use Overdrives, a very basic offense also suffices if you're careful about it due to the boss's countering.
After defeating the Spectral Keeper, use the elevator that appears down to the lower floors. There will be a cutscene before you can go on to the next area. Save and progress into the Chamber of the Fayth. There will be a scene there before you encounter what may well be the second-hardest main boss of the game.
BOSS - Yunalesca
First Form | Second Form | Third Form | |
---|---|---|---|
Maximum HP | 24,000 | 48,000 | 60,000 |
Maximum MP | 500 | 500 | 500 |
Strength | 20 | 20 | 20 |
Defense | 50 | 50 | 50 |
Magic | 30 | 30 | 30 |
Magic Defense | 50 | 50 | 50 |
Agility | 40 | 40 | 40 |
Luck | 20 | 20 | 20 |
Evade | 0 | 0 | 0 |
Accuracy | 0 | 0 | 0 |
Element Weakness | None | None | None |
Common Item Drops | 1-2 Lv. 3 Key Spheres | ||
Rare Item Drops | None | ||
Common Steals | 1 Stamina Tablet | ||
Rare Steals | 1 Farplane Wind | ||
AP Yield | 14,000 | ||
Gil Yield | 9,000 |
BOSS ANALYSIS - FIRST FORM: This boss will take place across three different battles, so you know. The first form is very status-heavy to most of you. Yunalesca's main offense reflies on two attacks - a basic physical that removes everything positive on you but Reflect. That's the big problem. You can also expect to see Absorb, which deals damage equal to 50% of your max HP, healing Yunalesca for the same; it's used on the highest-HP character. She'll alternate between these two attacks. If you happen to attack physically, you'll be hit with Blind; magically, you'll be hit with Silence; with anything else, Sleep.
MAIN STRATEGY: You'll want to open the fight with Yuna, Rikku, and a good offensive unit. Begin the fight by throwing up Reflect on everyone, and do NOTHING before that is achieved: Reflect will bounce back the Blind, Silence, and Sleep counters, making live a lot easier for you. From there on out, let Rikku take care of the healing (Al Bhed Potions + Alchemy = 2,000 HP) and your offensive unit Attack. You'll see a fair bit of the physical and Absorb, but the physical is weak (~400 damage), and the Al Bhed Potions should help in keeping the highest-HP character above 50% to prevent their death.
ALTERNATE STRATEGY - ZOMBIE: More of a side-note than anything, but if you happen to Zombify one of your own characters, Absorb will do brutal damage to Yunalesca - draining from Zombies hurts the drainer, after all! You'll be unable to actually heal them, though, so it's extremely risky, especially given you have to use Zombie Attack on your own characters to get it to work. In that case, try a very weak character for it, or Defending/Protecting before being hit.
BOSS ANALYSIS - SECOND FORM: For this form, you'll see an opener in Hellbiter. Hellbiter hits everyone and inflicts Zombie on them; the damage itself is around 600~1,000 if you're unlucky. It will be used again if your entire party is cured of Zombie. Thusly, keep your highest-HP unit in Zombie. You will also see Cura and Regen here to deal damage to Zombied units, and also the Absorb and basical physical from the previous form; same effects, too.
MAIN STRATEGY: Simple enough. After the opening Hellbiter, un-Zombie one or two of your characters. (Not all three or it'll just happen again - that is a good reason to NOT have Auto-Med on you.) The third character (the Zombie) at minimum needs to have Reflect on them; this will bounce back the boss's recurrent Cura and Regen. Admittedly, Yunalesca will be healed, but there's nothing you can really do about that - it's better than dying. If your offense is physically-oriented, you will benefit by simply Shelling Yunalesca to halve the effects of Cura. You can also Dispel Regen, of course.
So, for this battle, you'll want to keep a party of a support unit and two offensive units: for me, that meant Tidus, Yuna, and Auron. Tidus and Auron stuck for the main offense (plus, Hastega is always nice) while Yuna focused on healing, Reflect, Shell, Protect, and Dispel. You won't be able to heal the Zombied character, by the way, so try to Protect everyone; it'll help weaken that basic phyiscal attack.
Close to the end of the battle (<1,000 HP), be sure to de-Zombie everyone and heal them fully as much as you can. Hellbiter will be used on the next turn, hopefully weakened by Protect, and that will Zombie everyone. TRUST ME, IF YOU DO NOT KEEP AT LEAST ONE PERSON IN ZOMBIE, YOU WILL HAVE A GAME OVER!
BOSS ANALYSIS - THIRD FORM: Without exception, Yunalesca opens this battle with Megadeth - excuse me, Mega Death. As you might expect, this is Death against your entire party, and it is 100% accurate - the only way to avoid it is to be in Zombie, and if you're not in Zombie, then you lose outright. She will also use this periodically in the fight. You'll also see a number of familiar attacks: Hellbiter, Curaga, Regen, Absorb, and that basic physical. You will also see Mind Blast, which hits everyone pretty hard and inflicts Sleep, Confusion, and Curse.
There is a set pattern here, too. First is Mega Death. Second comes Hellbiter, or Curaga or Regen if there are no Zombies. Third is the same as the second, then there's Mind Blast, another Hellbiter/Curaga/Regen turn, and then Mega Death. It loops.
MAIN STRATEGY: If you only had one person in Zombie when the change in form occurred, hurry up and use a Mega Phoenix, then Phoenix Down the guy that went down and X-Potion him; if you had two, Phoenix Down the remaining one and hit 'em with an X-Potion. Reinstill any of the good statuses (Hastega, Reflect, Protect) that you can as well. As it stands, keeping your characters in Zombie is about the only thing worth doing; it takes far too much time to heal them all, so you'll just have to rough it. Hopefully Yunalesca will begin to favor some of your characters so not everyone dies simultaneously.
In any case, once Reflect is up, also Shell Yunalesca to stop Curaga from being so damn beneficial, and be sure to hit her with Dispel with Regen comes up. Revive anyone who dies and be sure to keep up a powerful offense.
CUMULATIVE ALTERNATE STRATEGY: What? Didn't expect me to do much about Trio of 9999? *scoff* Yeah, right. Anyways, this strategy does work across the bar with this fight, allowing you to simply Mix into any problematic situation two of the Wings of Discovery from Remiem Temple. And thus, Trio of 9999 is created, making all of your actions deal 9,999 damage or healing, regardless of their strength otherwise.
In this fight, that makes things a lot easier. In the first two forms of Yunalesca, all you really need is a speedy offense, Lulu's Furies, or Tidus's Slice & Dice or Blitz Ace. If you opt for this quick way of eliminating Yunalesca, be sure to get Zombied before the third form, as usual, since Mega Death will kill you. (You can alternatively try Deathproof on your armor - just bribe the Epaaj in the Cavern of the Stolen Fayth five times for 87,000 Gil each and you'll get enough Farplane Winds for one armor. =P) The third form won't be much harder than the others, so long as you keep up the high-power offense and Zombification.
Departure
TREASURES CHECKLIST |
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[_] Sun Crest |
After that fight versus Yunalesca, go atop the stairs to the north for a warping thingy; you should eventually notice a chest containing the Sun Crest for Tidus's Celestial Weapon if you go enough times. Backtrack outside of the Chamber for a scene with Auron, then backtrack out of the Dome. As you leave, you'll embark on the airship.
Sin
Sectional Flowchart
As a HUGE note, it is highly recommended you do some of the optional things in this game before bothering with Sin. (See Sidequests for the details.) Sin can be difficult to deal with, especially the bosses therein. While you don't need to 100% the Monster Arena or kill all of the Dark Aeons (=P), it is recommended to delve at least a little into the deals with the Celestial Weapons, for example. I mean, if you thought the Spectral Keeper and Yunalesca were difficult, Seymour Omnis and Braska's Final Aeon will do to you what you're about about to do to Sin.
Tearing Sin A New One
After getting access to the airship and doing as much or as little on the side as you so desire, go speak with Cid on the bridge and opt to go to Sin. There will be a scene, after which you need to reach the top of the ship. Save on the way, because you're fighting something a bit bigger than Evrae this time.
BOSS - Sin's Fins
In case you're curious, we're covering both Fins together here due to their huge similarities - it's enough to warrant the same strategy for both, I kid you not.
Left Fin | Right Fin | |
---|---|---|
Maximum HP | 65,000 | 65,000 |
Maximum MP | 999 | 999 |
Strength | 39 | 30 |
Defense | 100 | 100 |
Magic | 30 | 30 |
Magic Defense | 50 | 50 |
Agility | 20 | 20 |
Luck | 15 | 15 |
Evade | 0 | 0 |
Accuracy | 0 | 0 |
Element Weakness | None | None |
Common Item Drops | 1-2 HP Spheres | 1-2 Lv. 3 Key Spheres |
Rare Item Drops | None | None |
Common Steals | 1 Mega-Potion | 1 X-Potion |
Rare Steals | 1 Supreme Gem | 1 Shining Gem |
AP Yield | 16,000 | 17,000 |
Gil Yield | 10,000 | 10,000 |
BOSS ANALYSIS: Both Fins largely rely on the same attacks. They can use a physical attack to all characters - sometimes as a counter - to hit everyone for 1,000~1,500 damage and induce a Delay. There's also Negation to remove the Fin's negative statuses and to remove your positive statuses. Finally, there's Gravija, a move with a one-turn character the rips off 75% of your HP. Pretty simple. They tend to use that basic physical or nothing on the first three turns of their battle routines, then a charge turn, making Gravija occur every five turns.
MAIN STRATEGY: As it so happens, this battle is fought similarly to the Evrae boss - you can tell Cid to move in closer or far off. Being closer puts you at risk for more attacks, but also makes it easier to actually attack. Being far off can help you avoid attacks (i.e. Gravija), but if Cid can't get in a turn... Plus, there's a lot fewer options for distance attacking.
Anyhow, the main strategy is pretty simple. Stay far-off for a few turns to buff yourself up: Hastega, Mighty G(uard) (or Protect/Shell for the main benefits), and then just Cheer/Focus yourself from there until you're ready. If you want to start an offense before pulling in, pull out Wakka or Lulu for their Blitzball or Black Magic, respectively. (Or Yuna's Holy.) When you're ready, pull in close and just wail on the Fin, and I mean blast it with everything you've got. When you see the charge turn for Gravija coming up soon, you can either pull out of the combat for a bit and pull in after, or you can wail on the boss some more, just using Curaga after.
ALTERNATE STRATEGY - TRIO OF 9999: This is quite literally the quickest way to end both fights: two Wings of Discovery Mixed together by Rikku. (By the way, there are quite a few other combos, but this is mostly the one you'll use since you could have the 30 from Remiem. Whatever.) Have her send that in, then go for a multi-hit Overdrive (Slice & Dice (6), Blitz Ace (8), or Fury (typically 8+) for massive damage; if you can get in seven hits, you'll win. Or you can simply Mix it up as you pull in, Hastega everyone, and make a pretty quick offense (especially with Quick Hit) take down each Fin with little trouble.
Next, please.
BOSS - Sin's Core & Sinspawn Genais
Sin's Core | Sinspawn Genais | |
---|---|---|
Maximum HP | 36,000 | 20,000 |
Maximum MP | 999 | 200 |
Strength | 1 | 30 |
Defense | 100 | 80 |
Magic | 30 | 35 |
Magic Defense | 100 | 50 |
Agility | 20 | 25 |
Luck | 15 | 15 |
Evade | 0 | 0 |
Accuracy | 0 | 0 |
Element Weakness | None | Fire |
Common Item Drops | 1-2 MP Spheres | 1-2 Return Spheres |
Rare Item Drops | None | None |
Common Steals | 3-4 Stamina Springs | 1 Star Curtain |
Rare Steals | None | 1 Shining Gem |
AP Yield | 18,000 | 1,800 |
Gil Yield | 10,000 | 10,000 |
BOSS ANALYSIS: At the beginning, you'll want to mostly focus on the Sinspawn, who is used to absorb magical attacks from hitting Sin. It can use a few attacks, depending in part on whether it is in its shell. Overall, you'll see Thrashing (physical to all), Venom (magical to one; Poisons), Waterga, and Sigh (magical to all, Blinds). It will also Cura itself when in the shell. It actually has a set pattern outside of the shell: Venom, Venom, Thrashing, and a loop from there. Each hits for about 1,250 damage, so look out. Waterga is the counter spell, used when you use magic (other than Demi for some reason).
As for the core, which is Sin? It does nothing. Once the Sinspawn is gone, though... Anyhow, you'll see the basic elemental spells as a counterattack from it; they'll hit everyone. You can only hit the core with Wakka, though, and Lulu after beating Genais. Not much of a point to it anyhow. Meanwhile, it can charge up for Gravija, against ripping 75% of your HP off.
MAIN STRATEGY: Open up again with a nice bit of buffing, mostly Hastega and Mighty Guard (or Protect/Shell on everyone). (In case you thought about it, it's not a good idea to try Reflecting everyone and constantly magic-attacking Genais to try to get a lot of Waterga counters: it absorbs Water.) You'll also possibly want to try to use Silence Buster on it; Silence Buster will hold off the Waterga and Venom, which is nice. Otherwise, a simple offense will work: just wail on it and heal when you need to.
After Genais hits 10,000 HP or lower, it will go into its shell. Every time it is attack, it will hit itself with Cura, while it will attack with Sigh on regular turns. You'll also begin to see the Core charge for Gravija. Note that Gravija hits Genais, too - attack Genais weakly and it may just come out of its shell (due to the Cura raising it above 10,000 HP) long enough to be cut down to 2,500 HP or a little more by Gravija! =P Use Curaga from there and then just wail on Genais somehow; probably a small Overdrive or something, I dunno. Whatever you can do.
After this, the Core remains. It will counter with elemental spells at random, but they're pretty minor, rarely exceeding 400~600 damage. If you Reflect everyone, you ought to be fine until Negation hits, if it does. So, with Reflect up, all you'll get hit with is Gravija, which can't kill ... kinda reminiscent of Sinspawn Ammes, eh? Wail on it.
ALTERNATE STRATEGY FOR GENAIS: While there is not a real alternate strategy for just the core, you can definitely try one more thing on Genais. It resists the Zombie status, but is not fully immune to it; about 20% of time, you can inflict it with Zombie Attack or Zombietouch/strike. Once it's Zombified, it's like that fight against Evrae Altana: three Phoenix Downs or X-Potions and away he goes. >:)
ALTERNATE STRATEGY ON THE WHOLE - TRIO OF 9999: As usual, I'll note the quick way to end this fight: two Wings of Discovery Mixed together by Rikku. (By the way, there are quite a few other combos, but this is mostly the one you'll use since you could have the 30 from Remiem. Whatever.) Have her send that in, then go for a multi-hit Overdrive (Slice & Dice (6), Blitz Ace (8), or Fury (typically 8+) for massive damage. (Just avoid Furies if you haven't killed Genais or you'll have problems.) Or you can simply Mix it up while using Hastega for everyone, and make a pretty quick offense (especially with Quick Hit) take down each enemy with little trouble. To kill Genais, you need three hits, and four for the Core.
After the battle, speak with everyone and go to the top of the airship again, where you can speak with Yuna. Save on the way to the top of the ship for one last battle.
BOSS - Overdrive Sin
Overdrive Sin | |
---|---|
Maximum HP | 140,000 |
Maximum MP | 999 |
Strength | 30 |
Defense | 40 |
Magic | 30 |
Magic Defense | 40 |
Agility | 30 |
Luck | 15 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | 1-2 Lv. 3 Key Spheres |
Rare Item Drops | None |
Common Steals | 1 Ether |
Rare Steals | 1 Supreme Gem |
AP Yield | 20,000 |
Gil Yield | 12,000 |
BOSS ANALYSIS: There's not much Overdrive Sin will do to you. The main thing you'll see is some kind of counterattack that can Petrify, Confuse, and Zombify you. The Petrification is the main problem. To be honest, I've only seen it several times out of the several dozen times I've played this game (FFX HD being only like the third time), but it can be problematic without Stoneproof or the willingness to continue. Other than that, you can have 15 free turns, after which Giga-Graviton is used to end the game outright.
MAIN STRATEGY: Open with Wakka, Lulu, and Tidus. Since the former two are likely the only two able to put up a major offense, they can throw Blitzballs and high-level Black Magic. Tidus should be used for Hastega. After that, if Yuna knows Holy, bring her in, but otherwise stick to Cheer (since your offense is likely physical).
After three turns of being drawn to Sin, you can attack directly with your physical units. Switch the main party to Wakka, Auron, and Tidus. Have Auron use Armor Break to halve the beast's Defense, then begin absolutely wailing on it with everything you've got. Quick Hit especially is useful here to get yourself additional turns. If you somehow have Doublecast, use Lulu in lieu (lol) of Wakka and begin Doublecasting after a Mental Break. To be honest, there isn't much you can do but wail on it for a while and hope for the best. Over the course of 15 turns, you are expected to deal an average of about 9,333 damage per turn, so better pull out what you can.
ALTERNATE STRATEGY - TRIO OF 9999: This really only should be used in desperation or on low-level games, since this boss is waaay to easy to really warrant it otherwise. Have Rikku Mix together two Wings to Discovery (or another valid combo) to make Trio of 9999 as soon as you can in the fight. From there, you can simply have Lulu use a good Fire Fury for a ton of hits (it's easier on low-level magic, trust me) and then go for other stuff with Wakka. Or you can wait for the ship to be pulled in close and simply throw Blitzballs and Magic at it in the meantime; unless your Agility is absolutely abysmal, you ought to be getting in at least one attack per turn (and more likely four or five), which is already more than enough to finish off the boss.
Inside Sin
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Phantom Ring | [_] Special Sphere | [_] Elixir | [_] Wizard's Lance | [_] Lv. 3 Key Sphere | [_] Lv. 4 Key Sphere | [_] Four-on-One |
[_] Defending Bracer | [_] 20,000 Gil | [_] HP Sphere | [_] Defense Sphere | [_] Megalixir | [_] Laevatein | [_] Attribute Sphere |
[_] Hrunting | [_] Prism Ball | [_] White Magic Sphere | [_] Wicked Cait Sith | [_] Skill Sphere | [_] Mage's Staff | [_] Stillblade |
[_] Infinity | [_] Knight Lance |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Adamantoise | 54,400 | 40 | 38 | 90 | 31 | 90 | 15 | 15 | 0 | 0 | 12,500 | 2,200 | None |
Ahriman | 2,800 | 400 | 1 | 1 | 38 | 180 | 24 | 15 | 18 | 0 | 2,200 | 650 | None |
Barbatos | 95,000 | 480 | 42 | 90 | 38 | 15 | 28 | 15 | 0 | 0 | 17,500 | 1,550 | None |
Behemoth King | 67,500 | 700 | 46 | 24 | 44 | 25 | 27 | 15 | 0 | 0 | 16,800 | 1,850 | None |
Demonolith | 45,000 | 9,999 | 33 | 1 | 99 | 1 | 18 | 15 | 0 | 0 | 11,000 | 1,470 | Holy |
Exoray | 7,400 | 300 | 1 | 1 | 24 | 1 | 14 | 15 | 0 | 0 | 2,400 | 840 | Fire |
Gemini (club) | 36,000 | 1 | 33 | 50 | 1 | 30 | 21 | 15 | 0 | 0 | 7,800 | 1,111 | None |
Gemini (sword) | 36,000 | 1 | 33 | 50 | 1 | 30 | 21 | 15 | 0 | 0 | 7,800 | 1,111 | None |
Great Malboro | 64,000 | 1 | 36 | 1 | 42 | 1 | 18 | 15 | 0 | 0 | 21,000 | 1,900 | Fire |
Land Worm | 80,000 | 160 | 55 | 10 | 50 | 10 | 21 | 15 | 0 | 0 | 22,000 | 2,200 | None |
Varuna | 56,000 | 999 | 13 | 50 | 38 | 10 | 26 | 15 | 0 | 0 | 19,500 | 1,780 | None |
Wraith | 22,222 | 3,500 | 1 | 150 | 24 | 30 | 25 | 15 | 0 | 0 | 3,100 | 1,070 | Holy + variable |
Near Airship: Save and move on. ... Looks bigger from the inside than outside, eh?
Sea of Sorrow: God, I hate this area, with the whole "create your own map" thing. >_< Head north and east along the path. Keep an eye on the minimap as you head east as a path to the north should open up. Go north, then west there. Hug the north side of the path as you do to reveal a path. Go along it (unknowlingly passing a fork to the east - don't worry) to a "T"-junction with paths to the east and west. Go west first to another junction; hug the south side and you'll find the southern branch. Run along it to find another junction; hug the west side to find the west branch from it yielding a Phantom Ring, then go east from there to a Special Sphere.
Be especially careful next to the Sphere, since the waterfall next to it brings you down a bit; the map remains as-is, though, so you can navigate. Go back to the that " |-- " junction on the west side where we turned south earlier. Go north from it and you'll find a "Y"-shaped fork; go northwest from it to find an Elixir, then go northeast and south along the path. If you hug the east side, you'll eventually find yourself on a path to the east. Don't go along it yet - I'm just using that as a reference for our bearings. In reality, you're at a three-way intersection; to the south, you can grab a Wizard Lance for Kimahri first! Then go east and grab the Lv. 3 Key Sphere you can find by hugging the south side.
From there, go north for a bit. Save at the Save Sphere, then go up the stairs.
Motherf--
BOSS - Seymour Omnis
Seymour Omnis | |
---|---|
Maximum HP | 80,000 |
Maximum MP | 999 |
Strength | 20 |
Defense | 180 |
Magic | 35 |
Magic Defense | 100 |
Agility | 40 |
Luck | 20 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | Variable |
Common Item Drops | 1-2 Lv. 3 Key Spheres |
Rare Item Drops | None |
Common Steals | 1 Shining Gem |
Rare Steals | 1 Supreme Gem |
AP Yield | 24,000 |
Gil Yield | 12,000 |
BOSS ANALYSIS: Not much different than you'd expect, maybe. Seymour wields the main four elemental "-ra" and "-ga" spells, able to hit with each for about 1,500 damage or so. He can also use Ultima for over 3,000 damage, and Dispel to remove positive statuses from your whole party with every five actions against. What spells he uses is dependent on the Mortiphasm wheels behind him.
MAIN STRATEGY: This strategy allows pretty easy abuse of Seymour's Dispel - all you really need to do is bring in Hastega and use Armor Break on Seymour to halve his Defense to 90.
Now, it turns out that Seymour is a lot easier than you'd think here. You remember how I said earlier about Seymour using Dispel as a counter for every five actions you take against him? With sufficient Agility and Hastega, that can be warped to your advantage. Simply use a lot of attacks or something (Quick Hit works really well!) to get him hit five or more times between each of his turns and he will always use Dispel on his turn rather than actually attack. Reinstill Hastega after and continue attacking. Dispel will occur, you use Hastega, you attack... It loops! XD The only problem is when Ultima comes up; you'll have to heal for that, but it's not likely to kill at full HP.
Alternatively, you can just go for a real offense like most of you probably will. See that Mortiphasm wheel in the background? When it turns, you can tell EXACTLY what element Seymour will be using next; for the majority of the battle, you'll want Yuna preparing a Nul spell for the next element or Curagaing damage from Ultima. Early battle set-up otherwise ought to include Hastega, Mighty G(uard) (or at least Shell on all), and Armor/Mental Break (depending on whether your offense is aimed for physical or magical damage; you'll deal about 1.8x more damage through magic just based on Defenses).
After the set-up, begin doing whatever you want to do. If you were going physical, Quick Hit is the big thing to get in a lot of attacks, while pure offense works fine enough. If you were going magical - as you should - Flare and Ultima work well. If you don't have those, you can cast the opposite of whatever Seymour's going to cast. For example, if Seymour wants to cast Firaga, then Lulu should (double?)cast Blizzaga and Yuna should cast NulBlaze. Beyond that, reinstill at least Hastega whenever Dispel comes around - and it will - and heal when needed; it's mostly a long grind.
ALTERNATE STRATEGY - ELEMENTAL EATER: Simple enough. If you've managed to customize Fire, Ice, Lightning, and Water Eater onto all of your armors, you will end up absorbing all of the magical damage - other than Ultima - that Seymour sends at you. The consequences, then, should be very obvious: he pretty much heals you, except for Ultima, for which you can heal with Curaga. Simply do that: lots of attacking with a Curaga on occasion.
ALTERNATE STRATEGY - TRIO OF 9999: Have Rikku Mix together two Wings to Discovery (or another valid combo) to make Trio of 9999 as soon as you can in the fight. From there, you can simply have Lulu use a good Fire Fury for a ton of hits (it's easier on low-level magic, trust me), or Slice & Dice or Blitz Ace with Tidus. This battle gets ramped up pretty quickly, so it's not entirely ideal to sit there and just grind against Seymour with a simple offense (even if it is just 9 hits), so seriously consider building up Lulu's overdrive beforehand, since hers (or Tidus's, if you've gone crazy enough to get Blitz Ace) will likely OHKO Seymour.
City of Dying Dreams: This area is actually pretty linear, though there's that whole "make your own map" thing again. Anyhow, go north while hugging the east side of the path; you'll eventually go down a side path for. The wall to will you something about killing 10 fiends (you can kill them any way you want, but WITHOUT Aeons). Beyond there, after you come back, will be another 10-fiend wall, then a 15-fiend wall. After this, you find a Lv. 4 Key Sphere beyond. ... Really?
Go north some more on the main path and you'll find a bluish platform that rise you up to the Four-on-One weapon. Go back down and a bit northwest to find a pillar you can push down to find the Defending Bracer. Go north along the main path to find a hole in the ground where you can find a 20,000 Gil chest. Near to it is another rising platform you can use to go to another area. Go along the path there to find a dead-end (supposedly), but you can grab an HP Sphere and a Defense Sphere on the way. At the eastern part of the dead-end is another ridable platform that deposits you just north of the 20,000-Gil chest from before.
After disembarking, go far to the west of the 20,000-Gil hole for a good ol' wall. Examine it to find a Megalixir beyond. then finally head east a bit along a narrow eastbound path. As you reach the open area, the camera changes a bit; head south when it does and you can find some paths around a bit of a wall. At the back of this section is a slide you can use to go to a Laevatein chest. Examine the wall nearby and climb with the X Button and you'll eventually reach the next area.
Tower of the Dead: This will be the last Save Sphere you see for the rest of the game. Be sure you are the utmost prepared for whatever or whomever may come because, once you enter that tower, there is no turning back. It's do or die.
Nucleus: In this area of Sin, your goal is to collect the ten items that pop up from time to time. You will actually gain items from these, though not necessarily in the order I found them: Attribute Sphere, Hrunting, Prism Ball, White Magic Sphere, Wicked Cait Sith, Skill Sphere, Mage's Staff, Stillblade, Infinity, Knight Lance. If you touch the ice blades on the floor, by the way, you'll have a battle - try to be quick and to perserve your stats...!
The Final Battle!
Dream's End: So, it's all come to this. After going through the Nucleus and collecting the ten items there, go into the menu right now and make any Sphere Grid and equipment changes you need to. Heal up everyone as well as you can without sacrificing yourself. Finally, in the field, go north and approach the man to the north to end it all.
FINAL BOSS - Braska's Final Aeon
Regarding the asterisk next to the Yu Pagoda's HP... The Yu Pagoda is weird in how it eventually regenerates. Basically, the damage you dealt to it before its death is what it will come back with. If you hit it three times, one for 2,000 damage, one for 2,500 damage, and one for 501 damage, it would come back with 5,001 HP. If you hit it 16 times at 99,999 damage (a really good Fury), it would come back with 1,599,984 HP. Get me?
BFA - 1st Form | BFA - 2nd Form | Yu Pagoda | |
---|---|---|---|
Maximum HP | 60,000 | 120,000 | 5,000 * |
Maximum MP | 100 | 100 | 5,000 |
Strength | 45 | 50 | 0 |
Defense | 100 | 100 | 80 |
Magic | 50 | 50 | 50 |
Magic Defense | 100 | 100 | 80 |
Agility | 44 | 44 | 0 |
Luck | 15 | 15 | 15 |
Evade | 0 | 0 | 0 |
Accuracy | 10 | 10 | 0 |
Element Weakness | None | None | None |
Common Item Drops | None | None | None |
Rare Item Drops | None | None | None |
Common Steals | 1 Turbo Ether | 1 Turbo Ether | None |
Rare Steals | 1 Elixir | 1 Elixir | None |
AP Yield | 0 | 0 | 0 |
Gil Yield | 0 | 0 | 0 |
BOSS ANALYSES: Braska's Final Aeon (henceforth known as the BFA, because it's 5:00 AM and I don't feel confident I can type the long way a lot of times without screwing it up) can hit you pretty hard unless you went rather comprehensive on some of those sidequests. While it's by no means a Dark Aeon or Monster Arena creation, it can be hard to deal with without doing SOME kind of quest. BFA has a basic physical for about 2,000 damage and Triumphant Grasp (needs to charge) for about 3,000 damage and Zombie. It also has a Beam attack that hits for about 1,000 damage and can petrify. It will also a bombing attack against Aeons, and an Overdrive for about 4,000~6,000 damage to all. That Overdrive can be stopped twice through Tidus using Talk, but only twice. The Pagodas are there mostly to heal the BFA and to boost it's Overdrive gauge. They can also use Curse and Osmose. (Curse actually inflicts Curse AND Sleep, Silence, Poison, and Darkness.)
MAIN STRATEGY: Simple enough: begin with the basics like Hastega, Mighty Guard (or Shell/Protect), and other stuff you want. You'll probably want to focus your offenses first on one of the Yu Pagodas; that Overdrive is nothing to laugh at for most of you looking at an FAQ. Whether you want to kill off the second is up to you. If you have Auto-Med on, you will have to manually heal the Curse via Holy Water, but otherwise are fine. If you have the Ribbon ability, no problem leaving the second one alive and alternating between killing them. Otherwise, you'll likely want to equalize your offense between the two ... Aeon Overdrive, anyone? =P
It won't take long to focus on BFA - I mean, 5,000 isn't much. Have someone throw up Power Break on BFA, and whenever the status needs to be reinstilled. Combined with Protect, you'll only have around 11 Strength to contend with after that, which is great! (Granted, the Pagodsa can heal the Break, but that's only if they're both alive, hint hint.) There's also Armor and Mental Breaks for your offense; overall, if you have Full Break (Expert Sphere Grid only) or Banishing Blade available, you've got something good for you. ;) Beyond there, it ought to be your typical offense: Quick Hit if possible, and just basic physicals or high-power Magic (Ultima recommended obviously!) otherwise. Heal when needed, of course, and be sure to remove any ailments that pop up (and remove Zombie before healing!).
The second form (after the 60,000 HP) isn't much different: there's an 11% boost in Strength and doubled HP, but that's about it. You'll also begin to see that Overdrive more since it's likely you'll have used Tidus's two Talks by then, especially if you're not vigilant in eliminate Pagodas. When you do see it coming, send out an Aeon as cannon fodder (remember to Shield), and then Dismiss then lest it get used again later. So, in effect, a longer, slightly-harder grind.
ALTERNATE STRATEGY - POISON: Goodness, this is the type of strategy you use when you're REALLLLLLLY desperate. Yes, the BFA can be Poisoned. The odds of it are pretty abysmal at around 1%, though, so it can take a while to put it up, and the maintenance to KEEP it up is also a downside. (Remember, when both Pagodas are alive, they heal the boss's ailments and bit of its HP - you have to keep one Pagoda constantly dead for this to work.) Once the status is instilled, the BFA will lose 1% of its max HP per turn (600 or 1,200), meaning you'll win the game in 200 turns. It's a long shot, clearly, but may as well note it.
ALTERNATE STRATEGY - ZOMBIE: Unlike the Poison strategy, Zombification works a lot better, but only if you can keep a Pagoda dead for a while. As usual, you'll need to have Zombie Attack or Zombietouch/strike to inflict the Zombie status. From there on out, keep someone blasting the Pagoda with whatever they can. Other than that, you can attack the Zombie in the obvious ways: Regen, Curaga, X-Potions, and the like work exceptionally well - especially Curaga under the Break Damage Limit ability!
ALTERNATE STRATEGY - TRIO OF 9999: As usual, you can have Rikku Mix together two Wings to Discovery for the usual results: Trio of 9999, making every bit of damage or healing you heal work for 9,999 damage (or more, if it normally does more). This works really well in this fight since a lot of healing will be needed. Rikku can use Al Bhed Potions for 9,999 HP recovery. Lulu can use Spell Furies at the BFA for at least 8+ casts with little trouble (79,992 damage), Tidus with Blitz Ace for (79,992 damage), or the like. Even a simple offense boosted by Hastega can quickly eliminate the BFA in a mere few minutes: 7 hits for the first form, and 13 for the second. =P
And that, dear readers, sums up the main walkthrough of Final Fantasy X HD. After having gone beyond the fight with Braska's Final Aeon, you will then end up fighting your Aeons, even optional ones and Yu Yevon in sequential order. However, these fights are impossible to lose as you will always be in the Auto-Life state for these fights, even after revival, so it's just a super-long grind at even the lowest of levels. You can manage more than enough, I assure you.
And with that, congratulations on beating Final Fantasy X HD! =D
Sidequests
The Celestial Weapons
Sectional Flowchart
- Introduction to the Quest:
- A Bit About The Weapons (more than a mere bit, important to read!!)
- The Celestial Mirror
- The Weapons' Crests:
- The Weapons' Sigils:
- The Weapons Themselves:
A Bit About The Weapons
What are the Celestial Weapons? On a general level, they are considered to be the ultimate weapons one can get in Final Fantasy X, one for each of the seven characters in the game. While there are some weapons you can outright customize to have better abilities, these weapons have special properties that can make them exceed even those weapons for general combat.
As I view it, each Celestial Weapon has three components: the base weapon, a Sigil, and a Crest. Each alone is useless, and any two together almost as much so. But when three come together and are powered up, you can unleash the weapon's full potential! Within the scope of this section - the most important of the sidequests - we will discuss several things. These include how to start the quest and how to find each component of the weapon. But first, you may as well finish reading this section, for it contains a further overview of the weapons.
When you get the main weapon, it sucks. It outright sucks. All it has is a No AP ability, prohibiting your growth. This is pointless, right? Well, you can upgrade it! When you later get the Celestial Mirror, you can return to the place where obtained the Mirror - if you have a Crest, you can upgrade the weapon to have No AP and Double Overdrive. *sarcastic gasp* And, yes, you must give up the Crest before the Sigil. But once you give the Sigil as well (you must speak with the ... thing twice), you unlock the weapon's full potential, including its unique abilities and HP/MP damage mechanics! Below, I will discuss those!
CELESTIAL WEAPONS' ABILITIES | |||||
---|---|---|---|---|---|
Character | Weapon | Ability #1 | Ability #2 | Ability #3 | Ability #4 |
Tidus | Caladbolg | Triple Overdrive | Break Damage Limit | Magic Counter | Evade & Counter |
Yuna | Nirvana | Triple Overdrive | Break Damage Limit | One MP Cost | Double AP |
Rikku | Godhand | Triple Overdrive | Break Damage Limit | Double AP | Gillionaire |
Lulu | Onion Knight | Triple Overdrive | Break Damage Limit | Magic Booster | One MP Cost |
Auron | Masamune | Triple Overdrive | Break Damage Limit | Counterattack | First Strike |
Wakka | World Champion | Triple Overdrive | Break Damage Limit | Double AP | Evade & Counter |
Kimahri | Spirit Lance | Triple Overdrive | Break Damage Limit | Double AP | Evade & Counter |
CELESTIAL WEAPONS' SPECIAL DAMAGE MECHANICS | ||
---|---|---|
Character | Weapon | Special Mechanic (Exact Formulas Below) |
Tidus | Caladbolg | More HP for user = More damage |
Yuna | Nirvana | More MP for user = More damage |
Rikku | Godhand | More HP for user = More damage |
Lulu | Onion Knight | More MP for user = More damage |
Auron | Masamune | Less HP for user = More damage |
Wakka | World Champion | More HP for user = More damage |
Kimahri | Spirit Lance | More HP for user = More damage |
By the by, when you look at the below formulas, note the distinction between percent and the amount of HP/MP you have - 50/100 HP is the same as 5/10 HP or 45/90 HP or 45,000/90,000 HP. Also note the very small change between 1/999 and 1/9999 for MP and 1/9999 and 1/99999 for HP - you don't need a lot of HP/MP to get the full use out of the weapons, mechanics-wise. I mean, the difference is only about 1 point of damage per 1,000 HP or something; 100 damage at the most is not something to worry about, so don't use the Break HP/MP Limit abilities JUST for this.
DAMAGE MULTIPLIER FOR HIGHER HP/MP WEAPONS: M = (10 + (100 * A/B)) / 110 -or- M = (10 + (100 * C)) / 110 A = Current HP or MP of user B = Maximum HP or MP or user C = Percentage of HP or MP remaining of user, represented as a decimal M = Damage multiplier (some stats below): (asymptotically approaching) 0.09090909090909090909090909090909x at 1/infinity HP (in theory only) 0.09091818190909181819090918181909x at 1/99,999 HP 0.09100000909181827273636454554546x at 1/9,999 HP/MP 0.09181909181909181909181909181909x at 1/999 MP (or HP, too) 0.18181818181818181818181818181818x at 10% HP/MP 0.31818181818181818181818181818182x at 25% HP/MP 0.50000000000000000000000000000000x at 45% HP/MP 0.54545454545454545454545454545455x at 50% HP/MP 0.77272727272727272727272727272727x at 75% HP/MP 1.00000000000000000000000000000000x at 100% HP/MPEssentially, this first formula presents the idea that your percentage of HP or MP remaining (percentage, not amount) influences your damage. It is at it highest at maximum HP/MP (10 + 100 = 110, 110/110 = x1). Thusly, keeping your character at full HP at all times (especially in a low-level game) is crucial to maintaining damage. It also explemifies why I don't like using Celestial Weapons on the general since some of the abilities or the sets thereof can be improved upon, but the max multiplier is x1, you see? Same-or-inferior damage, inferior abilities.
DAMAGE MULTIPLIER FOR AURON'S MASAMUNE: M = (130 - (100 * A/B)) / 60 -or- M = (130 - (100 * C)) / 60 A = Current HP of user B = Maximum HP or user C = Percentage of HP remaining of user, represented as a decimal M = Damage multiplier (some stats below): 0.5000000000000000000000000000000x at 100% HP 0.9166666666666666666666666666667x at 75% HP 1.0000000000000000000000000000000x at 70% HP 1.3333333333333333333333333333333x at 50% HP 1.7500000000000000000000000000000x at 25% HP 2.0000000000000000000000000000000x at 10% HP 2.1664999833316664999833316665000x at 1/9,999 HP 2.1666499998333316666499998333317x at 1/99,999 HP (asymptotically approaching) 2.1666666666666666666666666666667x at 1/infinity HP (in theory only)This formula for Auron's Masamune is a bit different, as the weapon itself relies on having lower HP to deal more damage. Again, it's a percentage, not a pure number, so be sure to note that. Notably, the modifier is its lowest at full HP (A/B = C = 1), which halves the damage you dole out. At very low HP (1/9999 is 0.0100010001...%), your modifier is its max at 2.1665x more damage. Being 1/99999 HP is barely more, though, closer to 2.1666x. I showed the exact values for some above, by the way. Thusly, I do like using Auron's Masamune weapon due to some possible Auto-Life abuse, but that's the only one.
The Celestial Mirror
TREASURES CHECKLIST | |
---|---|
[_] Cloudy Mirror | [_] Celestial Mirror |
Before you bother with gathering the Celestial Weapons and beating the crap out of some enemies with them (Omega Ruins, anyone?), you must begin by getting the Celestial Mirror. And, for that, you must first get the Cloudy Mirror - without it, this whole quest is meaningless. Begin by going to the Calm Lands and getting a Chocobo from the lady riding one around there. Then head to the southeastern portion of the area, just east of the entrance to Macalania - you should find a Chocobo feather on the ground there. Press X near it and you'll flutter to Remiem Temple.
There, you'll see two more Chocobos on the other side of the bridge. Examine the sphere near the left Chocobo, and then mount the Chocobo on the right. There will be a brief race in which you run along a series of platforms and get rewards based on the number of chests you open on the way. These extra rewards are relatively immaterial (although the 30 Wings to Discovery for 3 chests is insanely valuable) - the Cloudy Mirror will always end up being yours.
So, the Cloudy Mirror is yours now, eh? Problem is, it's useless in its current state. Head to the entrance of Macalania Woods and speak with the woman nearby; it turns out her husband is missing. (Trust me, there's a purpose to all of this.) Go east two areas from here to the four-way intersection and you'll find him. Speak with him and return to the entrance to learn that their son is missing, too.... See that sparkling path nearby? Follow it and go north/northwest when you reach the fork near the ambrosia-looking plant. Speak with the boy and you'll be prompted to use the Cloudy Mirror, turning it into the Celestial Mirror.
Good, now we're all set ... except that we don't have the Crests, Sigils, or Weapons. T_T
Crests
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Sun Crest | [_] Moon Crest | [_] Mercury Crest | [_] Venus Crest | [_] Mars Crest | [_] Jupiter Crest | [_] Saturn Crest |
Tidus - Sun Crest
- Location: This is found in the room where you fought Yunalesca in Zanarkand. Just go up the stairs until you see the chest with it inside. (Note: If you don't get it on your first trip here, you will have to fight Dark Bahamut first.)
Yuna - Moon Crest
- Location: As it so happens, this is the earliest of the available Crests - so early, in fact, it was even available in the original FFX PS2 demo, as I recall! On the beaches of Besaid where you first met Wakka, go southeast into the water. Along the eastern wall is an alcove in which you'll find this.
Rikku - Mercury Crest
- Location: In the East Sanubia Desert, inside a chest at the bottom of a quicksand pit.
Lulu - Venus Crest
- Location: Simply revisit the Farplane in Guadosalam; you'll find it there. And, no, it's not available on your first trip there; only after getting the airship can you find this one.
Auron - Mars Crest
- Location: You may already have this one. Remember when you fought the Chocobo Eater? If he knocked you off the ledge during that fight, you ended up very near to this Crest's chest! If not, go to the end of the Mi'ihen Highroad, near the entrance to Mushroom Rock. Go southeast and along to the end of the Mi'ihen Oldroad to find this.
Wakka - Jupiter Crest
- Location: This can be found in Luca, in the Auroch's locker room. Look around the lockers for the chest; it's somewhat hidden.
Kimahri - Saturn Crest
- Location: This can be found atop Mt. Gagazet. Do you remember that promontory where you battled Seymour Flux? It's the area just past the only Save Sphere on the long, linear mountain trail. As you leave this promontory towards the Gagazet caverns, look behind one of the pillars on the path; behind one, you'll find the Crest in a chest.
Sigils
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Sun Sigil | [_] Moon Sigil | [_] Mercury Sigil | [_] Venus Sigil | [_] Mars Sigil | [_] Jupiter Sigil | [_] Saturn Sigil |
Tidus - Sun Sigil
- Location: This is perhaps the most annoying of all the Sigils to get. Head to the Calm LAnds and speak with the Chocobo-riding lady there. You'll have to do some training with a Chocobo, possibly; most of those are really easy, though. Eventually, you'll get the option to race here, and, during the race, get a negative time (under 0:0.0, and not including it). It IS possible. During the race, you simply must hit as many balloons as you can (-3 seconds each), but avoid the birds (+3 seconds each). Ultimately, it's just a lot of practice. Once hit hit under 0 seconds, you get the Sun Sigil.
Yuna - Moon Sigil
- Location: See the Remiem Temple (in full) section for proper details. Basically, after getting the Magus Sisters, speak with Belgemine in the Remiem Temple and opt to Send her.
Rikku - Mercury Sigil
- Location: Get into the Cactuar Village in the Bikanel desert. See the Cactuar Village section for more details on this lengthy quest.
Lulu - Venus Sigil
- Location: Dodge 200 consecutive thunderbolts in the Thunder Plains, then visit the Travel Agency there. See the Lightning Dodging section for details.
Auron - Mars Sigil
- Location: You have to unlock 10 total of Species and/or Area Creations at the Monster Arena. This is essentially done by using Capture weapons to defeat enemies, which Captures them for the Monster Arena. To unlock a Species Creation, you must Capture all of the enemies of a particular species (e.g. all Flans, all Elements, all Insects, etc.). To unlock an Area Creation, you must Capture all of the enemies of a particular area (e.g. all from Besaid, all from Mi'ihen, all from Sin, etc.). You do NOT have to beat them, simply unlock them, and the manager will give you the Sigil.
Wakka - Jupiter Sigil
- Location: This can only be gotten after getting all of Wakkas Overdrives; see Wakka - Slots for details. After getting all of them, this can appear as a prize for winning a Blitzball league.
Kimahri - Saturn Sigil
- Location: Go to Macalania Woods. As you go through the main dungeon, you'll be able to see a man and can speak with him to play a butterfly-hunting minigame; simply hunt down all of the blue butterflies within the time allotted to win. You must play both minigames offered as well to get the Sigil. It's simple enough, probably the simplest of the Sigils.
Weapons
TREASURES CHECKLIST | ||||||
---|---|---|---|---|---|---|
[_] Caladbolg | [_] Nirvana | [_] Godhand | [_] Onion Knight | [_] Masamune | [_] World Champion | [_] Spirit Lance |
Tidus - Caladbolg
- Location: You remember how you had to get the Sun Sigil, right? Go to the Calm Lands, speak with the Chocobo Lady, train a Chocobo if necessary, then race her and try to get a negative time? Basically, if you've done that, you've already done the main part of this quest - if not, you simply need to beat her in regards to your time. It need not be negative, but having the Sun Sigil signifies that you're already okay. Anyhow, in the northern part of the Calm Lands, run from west to east along the northern border to find a small hidden path to this weapon.
Yuna - Nirvana
- Location: For this, you need to Capture one of every fiend in the Calm Lands. To capture fiends, you must have the Capture ability on your weapon and physically defeat the enemy with said weapon. Then go back to the Monster Arena and speak with the dude; a chest should appear, inside which is the Nirvana.
Rikku - Godhand
- Location: Literally the easiest of them all to find! When you gain control of the airship, you can opt to enter a password to unlock a location. Enter "GODHAND" as your password - note that it is case-sensitive, and don't include the quotes. Once inputted, you can go to the new "Mushroom Rock" area and simply go along the linear path to find the Godhand's chest.
Lulu - Onion Knight
- Location: Return to Baaj Temple. (See the linked-to section for details - I'll assume this is a second trip, discounting the beginning-of-the-game one.) After having beaten Geosgaeno, go into the water where you fought him and you can go underwater to find the chest containing this. It's a little difficult to see (PS3 users may have some luck brightening their TV or increasing the contrast), so you'll probably have to dive and just mash the X Button. You ought to find it somewhere in the southwestern part of the area.
Auron - Masamune
- Location: First, get the Rusty Sword. This can be found just outside of the Cavern of the Stolen Fayth, to the east and at the end of the path. Take it, then return to the airship and fly to the Djose Highroad, then go to the entrance of the Mushroom Rock Road area. Go north at the first fork - rmemeber, the first time you came here, you were blocked from coming this way. Go north and laong to find an elevator to ride to a statue of Lord Mi'ihen, which you can examine to get the Rusty Sword transformed into the Masamune.
Wakka - World Champion
- Location: After winning a number of Blitzball games (10 or so should suffice) and having obtained the airship, head back to the café in Luca where you first meet Biran and Yenke Ronso. Speak with the bartender. You should receive the World Champion there; if not, you'll be told something about getting better, meaning to win more Blitzball.
Kimahri - Spirit Lance
- Location: Throughout the Thunder Plains, there are three glowing stones you can press Square in front of to pray. In doing so, the Qactuars will appear in the area. (If you've fought one - they look just like Cactuars - you've already done this.) In the southern half of the Plains, there is a broken lightning rod to the east; examine it with Square to find the Spirit Lance.
Lightning Dodging
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] X-Potion x2 | [_] Mega-Potion x2 | [_] MP Sphere x2 | [_] Strength Sphere x3 | [_] HP Sphere x3 | [_] Megalixir x4 |
[_] Venus Sigil | [_] Ether | [_] Elixir |
The first of the available "true" sidequests, you can do this quest as soon as you reach the Thunder Plains. As you cross the Thunder Plains, lightning loves to strike from above. There is actually a minigame integrated here wherein you get prizes for dodging the lightning - in fact, dodging enough bolts of lightning gets you part of Lulu's ultimate weapon! By pressing X the moment you see the whitish flash, you can dodge the bolt of lightning. An internal counter in the game will count up how many bolts you've dodged or been hit by, and you get rewarded by chests at Rin's agency (halfway through the Thunder Plains) when you get enough in either.
Just note that the counter resets if you get hit by lightning (yes, it must be consecutive), save the game, leave the area, or get too close to a lightning rod. Anyhow, you'll want to have some time on your hands, and probably a No Encounters armor, too, just so you don't fight weakling enemies. The rewards?
- Bolt-Dodging:
- Dodge 5 - X-Potion x2
- Dodge 10 - Mega-Potion x2
- Dodge 20 - MP Sphere x2
- Dodge 50 - Strength Sphere x3
- Dodge 100 - HP Sphere x3
- Dodge 150 - Megalixir x4
- Dodge 200 - Venus Sigil
- Get Hit By Lightning:
- 30 times - Ether
- 80 times - Elixir
Cavern of the Stolen Fayth
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Megalixir | [_] Lv. 2 Key Sphere | [_] Fortune Sphere | [_] Al Bhed Primer Vol. XXV | [_] Mega-Potion x2 | [_] MP Sphere |
[_] X-Potion | [_] Flexible Arm |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Dark Element | 1,800 | 280 | 1 | 180 | 30 | 1 | 11 | 15 | 0 | 0 | 810 | 520 | None |
Defender | 12,000 | 1 | 40 | 1 | 5 | 1 | 11 | 15 | 0 | 0 | 2,700 | 1,300 | None |
Epaaj | 8,700 | 25 | 28 | 20 | 1 | 20 | 28 | 15 | 0 | 0 | 970 | 950 | None |
Ghost | 9,999 | 350 | 1 | 120 | 33 | 1 | 14 | 15 | 0 | 0 | 1,450 | 840 | Holy + Variable |
Imp | 880 | 330 | 1 | 1 | 25 | 180 | 24 | 15 | 16 | 0 | 770 | 610 | Water |
Magic Urn | 999,999 | 9,999 | 1 | 255 | 40 | 255 | 0 | 0 | 0 | 0 | 0 | 0 | None |
Malboro | 27,000 | 1 | 32 | 1 | 32 | 1 | 10 | 15 | 0 | 0 | 2,200 | 1,500 | Fire |
Mech Hunter | 5,500 | 1 | 36 | 10 | 1 | 10 | 8 | 15 | 0 | 0 | 820 | 673 | Lightning, Steal |
Nidhogg | 2,000 | 46 | 43 | 1 | 50 | 180 | 10 | 15 | 0 | 0 | 810 | 602 | Ice |
Thorn | 4,080 | 120 | 1 | 1 | 25 | 1 | 8 | 15 | 0 | 0 | 830 | 530 | Fire |
Tonberry | 13,500 | 1 | 40 | 10 | 43 | 10 | 14 | 15 | 0 | 0 | 6,500 | 2,000 | None |
Valaha | 8,700 | 29 | 36 | 1 | 21 | 1 | 23 | 15 | 0 | 0 | 1,320 | 720 | None |
Yowie | 900 | 95 | 26 | 1 | 1 | 180 | 29 | 15 | 10 | 0 | 810 | 480 | Ice |
DUNGEON LOCATION: You know where you fought Defender X just northeast of the Calm Lands, right? (If you don't, you probably haven't fought him and are thus in the wrong section.) To the west of there is a small path that takes you around linearly towards the Cavern of the Stolen Fayth in the next area. When you come, you'll need about 300,000 Gil to assure that you get the Yojimbo Aeon as well. If you want him. To be honest, I've always found him rather crappy and luck-based.
MONSTER NOTES: There are a few particular monsters of note here. The Magic Urn is one where you cannot win (without Yojimbo's Zanmato attack, and that's pretty pointless). You're instead meant to simply attack it and hope to Yevon you get the correct eye of the seven there; you can get a prize for doing so (such as Elixirs - that's the main highlight, though...). If you're wrong, you get attacked. The odds for the eye being correct is unknown; I'm an advocate of the theory that it's simply a 1/5 (20%) chance per attack. (That means the odds for all seven hits is (1/5)^7, or 1 in 78,125. That's a 0.00128% chance. You're over 12 times more likely to find Shiny Pokémon in Pokémon X/Y (12/65,536).) In any case, the other monster of note is the Tonberry; if you attack, it counters with Karma, dealing damage equal to the number of monsters the attacker has killed ... times ten. Ouch. After four turns, the Tonberry will begin to simply outright attack you and not bother with Karma, though. Phew.
WALKTHROUGH: When you arrive in the first room, go east for a bit. As you go through the hall, go east at the fork for a Megalixir, then north into another room. After a brief scene there, go north to a "T"-shaped intersection; first go east and grab the Lv. 2 Key Sphere, then go west to find a four-way intersection. Go north to find a Fortune Sphere, then go west of the fork for another four-way. There, go west and grab Al Bhed Primer Vol. XXV from the ground, and north to get two Mega-Potions.
Now head east and save with the Save Sphere on the way. Go to the clearing at the end of the path, then into the chamber beyond...
BOSS - Yojimbo
Yojimbo | |
---|---|
Maximum HP | 33,000 |
Maximum MP | 2,000 |
Strength | 34 |
Defense | 80 |
Magic | 35 |
Magic Defense | 1 |
Agility | 32 |
Luck | 15 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | None |
Rare Item Drops | None |
Common Steals | None |
Rare Steals | None |
AP Yield | 0 |
Gil Yield | 0 |
BOSS ANALYSIS: Yojimbo is a pretty simple boss to fight, seeing as how he's an Aeon and all. I mean, they have pretty limited offenses when they start, eh? Daigoro and Kozuka are his main attacks for physical damage, and the rare Zanmato is an outright kill. Don't expect over 500~1,000 damage from the former two, though it's pretty dependent on when you came here. I mean, grinding for 300,000 Gil is no mean feat in the early game, eh?
MAIN STRATEGY: Nothing complicated. Have someone open with a Protect on everyone or Mighty G/[[Mighty Guard]] to speed things up, and Hastega if desired. After that, it's simply wailing on Yojimbo until he goes down, with some healing-between.
ALTERNATE STRATEGY - DOOM: By this point, the Doom status can be induced a number of ways, including Kimahri's Doom Ronso Rage (earned from the Ghosts around here) and Candles of Life, if you have them. Regardless, once the status is induced, Yojimbo dies in five turns. All you have to do is protect yourself until then by healing and the like. Not like it's truly necessary, though - Yojimbo is extremely unlikely to use three Zanmatos in five turns, and his other two attacks are rather painless.
After the battle, step on the warp panel and face east. (Sound familiar from the Via Purifico?) Press X to go to a room, then open the chests for an MP Sphere and a X-Potion. Go west if you want a Flexible Arm weapon. Return north to chamber where you fought Yojimbo. In the following scene, respond however you want to Yojimbo, then you'll have to pay him. You'll probably want to pay him want he asks... If you pay him half of the money he asks, plus a little more, he'll haggle you down. Do it two times or so and then fork over what he wants (typically 200,000~300,000 Gil).
That's it.
Cactuar Village
TREASURES CHECKLIST | |
---|---|
[_] Mercury Sigil | [_] Potion, Elixir, Megalixir, or Friend Sphere |
As you went through the Bikanel desert about halfway through the game, you probably recall that one area with all of the quicksand pits, right? And how to the east there was an area completely blowing with sand? Within that area is the Cactuar Village, protected by the sandstorm. And, in this quest, we will access it! (Note that this can only be done after returning to Bikanel after getting the airship. You may also want No Encounters, just to make this a helluva faster.)
In the area named, you should be able to find a stone with a Cactuar engraved on it. Examine it with X and you will be given the general location of one of the Cactuars, of which there are ten. By the way, when you find one, sneak up on it from behind. If you don't, you'll get the "Sphere del Perdedor" which, if I remember my Spanish right (and I likely don't), translates to "Sphere of the Loser" or "Loser's Sphere". If you do sneak up on it within the time given, you'll get their own special sphere. More special spheres = better rewards. Clearly. Anyhow.
Once you sneak up on them, you'll battle them, and then you can return to the Cactuar stone, give 'em the sphere, and then go for the next one. Finally, below are the locations of the Cactuars.
In case you don't want to look at your menu, going from the Oasis towards Home, you'll have the Oasis (1st area), Sanubia Desert - West (2nd area), Sanubia Desert - Central (3rd area), and Sanubia Desert - East (4th area)
- Tomay: This first of the Cactuars is found at the Oasis.
- Rovivea: East Sanubia Desert, at the far west side.
- Chava: West Sanubia Desert, near the rock sign with the "20% off" thingy on it.
- Alek & Aloja: Central Sanubia Desert, near the ruins here.East Sanubia Desert, near the Save Sphere.
- Vachella: Go to the East Sanubia Desert and examine the Save Sphere.
- Robeya: Central Sanubia Desert, in the treasure chest to the west.
- Issra: West Sanubia Desert, in one of the quicksand pits.
- Elio: Go to the Oasis, then return to the airship and go to the top (like where you fought Evrae).
- Flaile: Return to the stone and he'll appear behind you.
After this, depending on how many personalized spheres you got, you'll get two chests. One is always a Mercury Sigil, used as a part of Rikku's Celestial Weapon. The other varies upon how many personal spheres: 1 or 2 for a Potion; 3, 4, or 5 for an Elixir; 6 or 7 for a Megalixir; and 8 or 9 for a Friend Sphere. Meh.
Revisiting the Temples
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Evasion Sphere | [_] Wht. Magic Sphere | [_] Potion x2 | [_] Hi-Potion | [_] Elixir | [_] Luck Sphere |
[_] Accuracy Sphere | [_] Defense Sphere | [_] Agility Sphere | [_] Luck Sphere | [_] Magic Defense Sphere | [_] Agility Sphere |
[_] Magic Sphere | [_] Magic Defense Sphere | [_] Accuracy Sphere | [_] Strength Sphere | [_] Defense Sphere |
Note that this quest is not available, really, until you get control of the airship. Also note that you will have a few problems outside some of the Temples, to be discussed more in-depth later in the guide. Just know that Dark Valefor and Dark Shiva are likely not worth the fight right now. In any case, when you get control of the airship, go to the Highbridge and to the end of the path there for a scene. Then you can go back to the temples!
When you return to the temples and go through them again, you can get a number of rewards:
- Besaid - Evasion Sphere, White Magic Sphere, two Potions, Hi-Potion, Elixir
- Kilika - Luck Sphere, Accuracy Sphere, Defense Sphere, Agility Sphere
- Djose - Luck Sphere, Magic Defense Sphere, Agility Sphere
- Macalania - Magic Sphere, Magic Defense Sphere, Accuracy Sphere
- Bevelle - Cannot return
- Cavern of the Stolen Fayth - Strength Sphere
- Baaj - Nothing
- Remiem Temple - Defense Sphere
Auron's Special Spheres
If you look across the world throughout your journey, you'll find several special video spheres, all of which are associated with Auron's Overdrives - get more of these to unlock more of his Overdrives. (See Auron - Bushido for more details.) Below, I will simply list where you can find most of these Auron's/Jecht's/Braska's Spheres. Note that you'll need the airship for the majority of these.
- Jecht's Sphere: Found as a part of the plot just after beating the Spherimorph.
- Jecht's Sphere: Look beside the temple in Besaid Village.
- Jecht's Sphere: Look on the main deck of the S.S. Liki.
- Jecht's Sphere: In Luca, head to towards the Auroch's locker room. Remember, from the main hub of the area, that's the area on the right side of stairs at the back. The sphere is just outside.
- Jecht's Sphere: At the end of the Mi'ihen Oldroad, near where the Mars Crest chest is. You'll have to access it from the Mi'ihen/Mushroom Rock checkpoint and go southeast from there.
- Jecht's Sphere: Near the tent in the Moonflow's South Wharf with the Save Sphere.
- Jecht's Sphere: Just run along the eastern part of the southern Thunder Plains. It's near a lightning rod.
- Jecht's Sphere: When you enter Macalania Woods, go east from the entrance.
- Auron's Sphere: On Mushroom Rock Road, south of the large elevator.
- Braska's Sphere: Down the thin northwestern path on the Mt. Gagazet Trail.
Hidden Airship Areas
Once you gain control of the airship after the events in Zanarkand, you can unlock a number of areas in two ways: manually searching the map for the X/Y positions of the areas, and others via passwords. Here, I will cover most of these areas, though only the minor areas are covered in the scope of this particular section - see the links for the larger areas.
PASSWORDS | ||
---|---|---|
Password (CASE-SENSITIVE) | Area Unlocked | Details |
GODHAND | Mushroom Rock | Go north to find Rikku's Celestial Weapon, the Godhand. |
MURASAME | Besaid Ruins 2 | Open the chest nearby for Auron's Murasama katana. |
VICTORIOUS | Besaid Ruins 1 | Go around the structure to find Rikku's Victorious armor. |
(X,Y) POSITION COORDINATES (approximate) | |||
---|---|---|---|
X | Y | Area Unlocked | Details |
12~14 | 58~61 | Baaj Temple | See Baaj Temple for more. |
40~42 | 57~59 | Battle Site | Easily grab the Phantom Bangle for Lulu here. It has Fire/Ice/Water Eater. |
30~32 | 73~76 | Besaid Falls | Easily grab the Dragoon Lance for Kimahri here. It has Magic Counter and Evade & Counter. |
34~36 | 56~58 | Mi'ihen Ruins | Easily grab the Sonar here, which has Initiative and Poisonstrike. |
71~73 | 35~36 | Omega Ruins | See The Omega Ruins for more. |
13~15 | 42~44 | Sanubia Sands | Easily grab the Ascalon for Tidus here. It has Double AP! |
Baaj Temple
TREASURES CHECKLIST | |
---|---|
[_] Mega Phoenix | [_] Megalixir |
LOCATION: In case you don't know, the Baaj Temple is the area in the game where Tidus arrives at just after the events in the dream Zanarkand - you know, that watery temple where you met Geosgaeno? Anyhow, if you haven't found it, it's found by searching the map on the airship for certain coordinates - X from 12~14, and Y from 58~61. (By the by, you'll really want Stone Ward/Proof on your armor. Just sayin'.)
WALKTHROUGH: When you arrive here, go north to the end of the path and leap into the water; hopefully, you already grabbed the items the first time you were here, so I won't have to cover them. Anyhow, cannonballllll~! Once you land, you will need to go northeast for a scene and a battle.
BOSS - Geosgaeno
Geosgaeno | |
---|---|
Maximum HP | 32,767 |
Maximum MP | 128 |
Strength | 36 |
Defense | 50 |
Magic | 40 |
Magic Defense | 50 |
Agility | 48 |
Luck | 15 |
Evade | 0 |
Accuracy | 50 |
Element Weakness | Everything |
Common Item Drops | None |
Rare Item Drops | None |
Common Steals | None |
Rare Steals | None |
AP Yield | 0 |
Gil Yield | 0 |
BOSS ANALYSIS: Yeah, this looks familiar... Anyhow, Geosgaeno's offense is a bit different from before. It can use Stone and KO Punch attacks for the obvious statuses (Stone and KO, respectively). You will also see Geosgaeno Swallow your characters. When this happens, their good statuses (Haste, Protect, et cetera) and bad statuses (e.g. Poison, Zombie!) will be given to Geosgaeno. (He won't Swallow KO'ed/Petrified characters ... don't bother. =P) The character will get Regurgitated eventually, though. Depending on the situation, different damage is dealt.
- Scenario A: Geosgaeno gets a turn before the trapped character and Regurgitates, or you get a turn beforehand, but Defend. In this case, the character is spit out and damage is dealt to all characters equal to that character's current HP minus 1. (For a 2,500 HP character, for example, that's 2,499 damage to all.) Thusly, you have one character with 1 HP and the other two in a state varying upon your HP going in.
- Scenario B: You get a turn before Geosgaeno and opt to Struggle, but Geosgaeno lives. Geosgaeno thusly counters with Regurgitate. The character will be spit-out and KO'ed by the damage.
- Scenario C: You get a turn before Geosgaeno and use Struggle. Geosgaeno dies, but in one last act of desperation, Regurgitates. This will do 9,999 damage to everyone! Without Auto-Life and/or Break HP Limit (and 10,000+ HP, of course), you will die! You are likely to get a Game Over from this one, so be very careful if you suspect Geosgaeno to have low HP; just Defend if you do.
MAIN STRATEGY: A simple offense works well enough here. Don't bother buffing your characters up because you'll likely see one Swallow during this fight, and you don't want Geosgaeno getting, say, Protect, Shell, Reflect, Regen, Haste, and NulAll, do you? =P I'd rather take a bit of extra damage (given all damage here is statusing you or KO'ing you or fixed, really) than halve the damage I deal here. You'll want one character designated for your revival stuff (unless you have Deathproof and Stoneproof or Ribbon on your armors), too, since you'll be doing that a lot. Heal when needed and so on - it's not that complicated of an offense, but you are going to be healing a lot.
ALTERNATE STRATEGY - SWALLOW ABUSE: Under normal circumstances, Geosgaeno is immune to most statuses but Poison. However, a slight flaw in the programming of this game allows you to put other ailments on him. It kinda mirrors a certain problem with Rage in Final Fantasy VI (I think it was) - even though you could be immune to an ailment, if you got it on via a Rage, it would be permanent. Anyhow, same thing here. Geosgaeno is immune to most ailments, and the most abusable of them here is Zombie, right? If you get Zombie on one or all of your party somehow (Zombie Attack, Zombietouch, Zombiestrike), they can be Swallowed.
In turn, Geosgaeno will absorb their status and thusly also be Zombied. At that point, it won't take long to kill him: throw X-Potions, Phoenix Downs, Curagas, and the like at him until he goes down. =P
ALTERNATE STRATEGY - POISON: Poison can be induced on Geosgaeno in pretty much any way you want to; you can do it via Swallow or via the usual means (Poisontouch/strike/Fang); it'll hit most of the time. From there on out, you simply need to stay alive for 10 turns; each turn, Geosgaeno loses 10% of his HP, almost 3,300 per turn.
ALTERNATE STRATEGY - TRIO OF 9999: And, of course, Trio of 9999 can be abused here since you have Rikku with you! ^_^ Have her Mix up one however you wish and all actions you do will cause 9,999 damage - that's a four-turn death from Geosgaeno. If you cast Hastega, you'll be pretty certain to never see Swallow in this fight, especially if Tidus can use Slice & Dice or Blitz Ace.
After the fight, go into the building nearby and through the door. Go up the rock and through the double doors. In the room beyond with the statues, go to the southwest corner for a Mega Phoenix and to the southeast one for a Megalixir. Now, go north. Each of these statues will light up depending on whether you've gotten the Destruction Sphere treasure from each area. The are six emblems: Besaid is in the top-left, Kilika in the bottom-right, Djose in the middle-right, Macalania in the middle-left, Bevelle in the top-right, and Zanarkand in the bottom-left. If not all six are lighting up, then use the links below and return to the Cloisters - all those puzzles have been covered!
- Besaid's Cloister of Trials
- Kilika's Cloister of Trials
- Djose's Cloister of Trials
- Macalania's Cloister of Trials
- Bevelle's Cloister of Trials - you can't miss this one, though, so there's no point in worrying over it
- Zanarkand's Cloister of Trials - this is below the main walkthrough for the area
When you've found all the Cloisters' treasures, go to the room beyond the statue room in Baaj to get the Anima Aeon - and some interesting info about Seymour.
Remiem Temple (in full)
TREASURES CHECKLIST | |||||
---|---|---|---|---|---|
[_] Lightning Gem x4 | [_] X-Potion x30 | [_] Chocobo Feather x10 | [_] Mega-Potion x60 | [_] Flower Scepter | [_] Shadow Gem x8 |
[_] Stamina Spring x60 | [_] Shining Gem x40 | [_] Moon Sigil | [_] Blossom Crown |
Remiem Temple can be found the Calm Lands. Get a Chocobo and to the southeast side of it, just east of the entrance from Macalania Woods. There, you can find a Chocobo feather on the ground, which will prompt the Chocobo to flutter-jump over to Remiem Temple. A few details you can do before the airship is obtained are discussed in Remiem Temple, a sub-section of the Calm Lands walkthrough. This mostly discussed Al Bhed Primer Vol. XXIV, the Chocobo races, and the 30 Wings of Discovery.
Within the Temple itself, you can meet up with Belgemine. She is here to challenge you in a consecutive battle against her numerous Aeons - you'll have to beat Valefor, Ifrit, Ixion, Shiva, and Bahamut in order. You can also fight Yojimbo and Anima as you get them, and the Magus Sisters after all this is done. They're all easy battles, especially with the prowess you are given from teaching Aeons abilities. Just match up elements or go for sheer power with Anima. =P By the way, items are rewarded for winning:
- Valefor - Four Lightning Gems, or the Summoner's Soul if you don't have it; four Power Spheres thereafter
- Ifrit - 30 X-Potions, or the Aeon's Soul if you don't have it; five Mana Spheres thereafter
- Ixion - 10 Chocobo Feathers; eight Power Spheres thereafter
- Shiva - 60 Mega-Potions; six Star Curtains thereafter
- Bahamut - Flower Scepter; eight Mana Spheres thereafter
- Yojimbo - 8 Shadow Gems; ten Power Spheres thereafter
- Anima - 60 Stamina Springs; ten Mana Spheres thereafter
- Magus Sisters - 40 Shining Gems; twelve Power Spheres thereafter
After defeating the Magus Sisters, you can opt to Send Belgemine, and in doing so earn the Moon Sigil.
As for earning the Magus Sisters? That's a bit harder. You need two things. One is the Flower Scepter you can earn here. To earn the Blossom Crown, you need to go to Mt. Gagazet and capture every fiend there and within the cave. Then, after getting the Flower Scepter and Blossom Crown, you also need to get Yojimbo (see Cavern of the Stolen Fayth) and Anima (see Baaj Temple). Then you can return to Remiem Temple and go to the sealed door in the back to obtain the ultimate Aeons - the Magus Sisters!
The Omega Ruins
- "The roiling skies let loose a vile beast without a soul; Omega was its name"
- ~ Quoted: from a tome in Final Fantasy V ~
TREASURES CHECKLIST | ||||
---|---|---|---|---|
[_] Al Bhed Primer Vol. XXVI | [_] Teleport Sphere | [_] Friend Sphere | [_] Magic Sphere | [There are also various randomized treasures!] |
+E LOCAL ENEMY BESTIARY | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
Black Element | 7,600 | 500 | 1 | 240 | 28 | 1 | 20 | 15 | 0 | 0 | 3,150 | 1,040 | None |
Floating Death | 6,700 | 520 | 1 | 1 | 45 | 120 | 33 | 15 | 0 | 0 | 7,100 | 1,265 | None |
Great Malboro | 64,000 | 1 | 36 | 1 | 42 | 1 | 18 | 15 | 0 | 0 | 21,000 | 1,900 | Fire |
Halma | 13,000 | 1 | 46 | 1 | 1 | 120 | 23 | 15 | 0 | 0 | 5,300 | 1,030 | Fire |
Machea | 18,000 | 59 | 35 | 55 | 1 | 10 | 39 | 15 | 0 | 0 | 8,300 | 1,450 | None |
Master Coeurl | 13,000 | 540 | 42 | 1 | 38 | 40 | 23 | 15 | 0 | 0 | 6,500 | 2,030 | None |
Master Tonberry | 48,000 | 1 | 47 | 10 | 52 | 1 | 18 | 15 | 0 | 0 | 20,000 | 2,400 | None |
Mimic (Basilisk) | 40,000 | 10 | 42 | 1 | 58 | 255 | 22 | 15 | 0 | 0 | 0 | 50,000 | None |
Mimic (Dual Horn) | 60,000 | 10 | 54 | 1 | 26 | 1 | 25 | 15 | 0 | 0 | 0 | 50,000 | None |
Mimic (Garuda) | 40,000 | 10 | 42 | 255 | 12 | 1 | 22 | 15 | 0 | 0 | 0 | 50,000 | None |
Mimic (Machina) | 40,000 | 10 | 33 | 150 | 38 | 150 | 29 | 15 | 0 | 0 | 0 | 50,000 | None |
Puroboros | 20,000 | 180 | 40 | 60 | 32 | 20 | 28 | 15 | 0 | 0 | 3,200 | 970 | None |
Spirit | 10,000 | 700 | 1 | 60 | 42 | 1 | 24 | 15 | 0 | 0 | 4,300 | 1,300 | None |
Varuna | 56,000 | 999 | 13 | 50 | 38 | 10 | 26 | 15 | 0 | 0 | 19,500 | 1,780 | None |
Zaurus | 7,850 | 1 | 38 | 30 | 1 | 120 | 46 | 15 | 14 | 0 | 5,000 | 950 | None |
FINDING THE OMEGA RUINS: In case you don't know, to find the Omega Ruins, you need to go to the bridge of the airship after getting it. When searching the map of Spira manually (like the X,Y,Z coordinates), look for X from 71~73 and Y from 35~36 and press X to find the Omega Ruins.
SOME PREPARATORY NOTES: Note that the Omega Ruins are THE hardest dungeon of the game. While the Monster Arena is admittedly better than these guys, and the Dark Aeons are absolutely BRUTAL, the Omega Ruins can best even the best while unprepared. At the ULTIMATE least, I would recommend having someone with Flee and a First Strike weapon; unless you're rather powerful, the Great Malboros here will always ambush you, always use Bad Breath, and then basically let you kill yourself - you need to flee from that battle, pretty much, in my opinion. You will also want a No-Encounters piece of equipment (such as the one dropped by Geosgaeno in the Baaj Temple). Why? Well, if you're underleveled, you can at least get some treasures. If you're like me, you'll play without it up to the near-end, then equip it to go to the Save Sphere and back, then beat the boss at the end. =P Just sayin'.
EXPLANATION OF RANDOMIZED CHESTS: As far as I understand it, according to the Ultimania guide from FFX on the PS2 (note - no evidence for presence in FFX HD), the chests are randomized and limited to 2~4 chests per room. In a room, the odds are 1 in (X+1) for a chest being trapped or none being trapped, "X" being the number of chests in a room. For example, in a 2-chest room, there's a 1/3 (33%) chance for one chest to trapped, 1/3 for another to be trapped, and 1/3 for none to be trapped. By extension, there's a 67% chance for one chest to be trapped in a 2-chest room, 75% for a 3-chest room, and 80% for a 4-chest room. So, what can these chests contain? As far as is known...
- Cactuar Wizard for Lulu (Half MP Cost)
- Defending Armlet for Kimahri (Stoneproof, Poisonproof, Blank Slot, Blank Slot)
- Defending Bracer for Auron (Silenceproof, Darkproof, Blank Slot, Blank Slot)
- Friend Sphere x2
- Lv. 3 Key Sphere x2
- Lv. 4 Key Sphere x1
- Phantom Ring for Yuna (Ice Eater, Fire Eater, Lightning Eater, Blank Slot)
- Turnover for Wakka (Magic Counter, Counterattack)
- Warmonger for Auron (Double AP, Double Overdrive)
- Warp Sphere x99 (holy crap!)
When you arrive, make quick use of that Save Sphere nearby - you will not - yes, will not - see another one for the remainder of the dungeon.
Just north of the start is a three-way fork. If you go east, you'll find some of those random treasures I noted earlier - they're random, so don't bother asking me. Go west of the start to find some more random chests, then go northwest from there. You'll soon come to a "T"-junction (you'll notice if you zig-zag along the path lol). Go west of there to find more randomized chests, then return to the fork and head east. As you go down the incline to some more random treasures, also note the Al Bhed Primer Vol. XXVI at the northeast side of the clearing. That'll be the last one if you've followed the guide insofar!
Go northwest from the clearing now and along the incline. Touch the glyph down at the bottom, then go back to the clearing. Go south and to the top of the ramp and touch that glyph on the stone panel. This will lead you southwest to a Teleport Sphere. Return to the clearing and go along the path to the east. Approach the platform and rise up, then continue along to find a boss!
BOSS - Ultima Weapon
Ultima Weapon | |
---|---|
Maximum HP | 99,999 |
Maximum MP | 99 |
Strength | 55 |
Defense | 50 |
Magic | 60 |
Magic Defense | 60 |
Agility | 32 |
Luck | 15 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | 3-6 Lv. 3 Key Spheres |
Rare Item Drops | None |
Common Steals | 10 Doors to Tomorrow |
Rare Steals | 20 Doors to Tomorrow |
AP Yield | 40,000 |
Gil Yield | 20,000 |
BOSS ANALYSIS: While "Ultima" can always be interpreted as a shortening of "Ultimate", this by no means is the strongest enemy of the Omega Ruins. Still, he has a pretty nasty moveset. There's a basic physical, Shimmering Rain (all; unblockable), Core Energy (targets one), and Holy for his damaging offense. Expected damages are hugely variable, mostly because people have done different things by this point, like some may have done the Monster Arena or Dark Aeon quests or something or not. However, Holy is the strongest of the attacks, typically double or more the damage of his other attacks. Anyhow. Ultima Weapon also can use Break, Sleep, Silence, and Confuse on you to induce ailments, so Auto-Med or Ribbon armors are nice. ... Oh, and by the by, Ultima has a set move pattern:
- Basic Attack
- Silence or Break (50/50 chance)
- Core Energy
- Holy, Confuse, or Sleep (33/33/33 chances)
- Basic Attack
- Shimmering Rain
- Loop from here
MAIN STRATEGY: Usual stuff to begin with - Hastega, Protect, and Shell. Mighty G or Super Mighty G also work nice enough and save a couple of turns. Reflect is also worth consideration to bounce back Confuse, Sleep, and Silence. You'll generally want to begin a generic offense like you would against the normal enemies in this area: just your best hitting people (or the Magus Sisters). From there, not a lot to say, other than to heal when needed. You may want to consider throwing up Dark/Silence buster, too, to help in the prevention of physical and magical attacks.
ALTERNATE STRATEGY - DOOM: Not a lot to say about this reaaaaaaally slow strategy. This boss is vulnerable to Doom, which you can give out through Candles of Life, mostly. This boss will die in 99 turns that way. It's extremely slow, but it gives you a great chance to win so long as you apply one of the Mighty G's and keep your HP high, since you don't need to keep an offense up.
ALTERNATE STRATEGY - BRIBE: I kid you not, this is pretty much the one boss vulnerable to Bribe. To Bribe Ultima Weapon, you need to give it no less than 1,000,000 (one million) Gil. That's quite a bit, eh? In any case, that will be an instant win, and it also lets you get 99 Pendulum items, which are useful enough in themselves to be worth the 1,000,000 Gil.
ALTERNATE STRATEGY - TRIO OF 9999: And, of course, all roads lead back to the Trio of 9999 Mix. If you don't want to fight, wait 99 turns, or spend 1,000,000 Gil, this is pretty much all you've got. With Trio of 9999, all attacks hit for 9,999 or higher damage, killing this boss in 11 hits (10 if you do minor damage beforehand). That means a Blitz Ace from Tidus or a good Fire Fury from Lulu will kill in a single hit. And, of course, you can always just throw up Hastega and use Quick Hit or Attack a bunch until you inevitably kill him. ... I swear, this is the most broken thing ever.
After the battle, heal up (maybe?) and go forward to the next (and brighter) part of the ruins.
This area is basically a winding spiral of platforms connected by bridges, heading all down to the boss. Begin by going west to grab a Friend Sphere, then simply go along the platforms to the east for a long while ... to the bottom.
BOSS - Omega Weapon
Omega Weapon | |
---|---|
Maximum HP | 999,999 |
Maximum MP | 999 |
Strength | 64 |
Defense | 90 |
Magic | 57 |
Magic Defense | 80 |
Agility | 38 |
Luck | 15 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | 3-6 Lv. 3 Key Spheres |
Rare Item Drops | None |
Common Steals | 30 Gambler's Spirits |
Rare Steals | None |
AP Yield | 50,000 |
Gil Yield | 20,000 |
BOSS ANALYSIS: This boss will be nothing short of a b****-slap to the face of those who played the original U.S. version of FFX (such as yours truly) and assumed outright they could come here at the same levels as they did then. Hell no. The International Omega Weapon was much harder, boasting just over 10 times more HP and stat boosts ranging from 10% (Defense) to ~20% (Strength) to 300% (Magic Defense). Yeah. You've got trouble.
Anyhow, my sentimental rage aside. Unlike the similar-looking Ultima Weapon, most of Omega's offense is different and is random. It can use a basic physical, Shimmering Rain, Core Energy, Ultima, and Nova (non-elemental to all, like Ultima) for some severe damage. Notably, Nova can be Lanceted by Kimahri as it is an Overdrive for him. You'll also see Demi to cut off 25% of your current HP, Break to petrify, and Confuse to confuse.
MAIN STRATEGY: There's no real way to cut corners here. You can cast Doom and wait out 222 turns, but that's going to take a while. There's also Trio of 9999, but that's essentially 101 turns of combat. When you fight Omega, expect to come in with stats of 110+ and Break Damage Limit/Celestial Weapons. Otherwise, don't bother with him.
Open with the usual stuff: Protect, Shell, Regen, and Hastega. Super Mighty G and Hyper Mighty G are recommended as opening Mixes for this stuff. Have Kimahri open the fight with Lancet, and then Nova if he's decent; otherwise, just swap him out for someone else. After that point, just wail on the boss. Avoid elemental attacks, since he absorbs those, and simply just keep up an offense with a Curaga and Auto-Life as necessary. From there on out, I can't really say much in the way of strategy, simply because your generic "attack-'n'-heal" offense is all you're really given.
You can try Trio of 9999 with some various multi-hit attacks for some nice damage. Flare Fury still works, and Blitz Ace also is good, each hitting for about 80,000~90,000 damage, which is about 10%. Attack Reels from Wakka is the best if you can manage to line up 2x-2x-2x for twelve attacks (nearly 120,000 damage). If Rikku gets another Mix (like by Entrust), you might be able to get one of her nine-hit Mixes (like Lightning Bolt) to work for about 90,000 damage. If you're going to opt for such a Trio of 9999-oriented offense, be sure to have the Entrust ability and the Overdrive mode Comrade (easier gauge buildup than simply Stoic). It can work, but it will still be a bit difficult.
You also might have some luck just using the Magus Sisters. But, basically, anything you can get to do a ton of damage is a good idea, but never let your HP fall too low!
After that, you can pat yourself on the back - short of the Monster Arena and Dark Aeons, you've beaten one of the hardest bosses in FFX! Remember to go back to the area where you fought Omega for the almighty ... Magic Sphere?
... *throws Vita at a wall*
Monster Arena
Sectional Flowchart
- Introduction: *flips sign to "Open"*
- An Introduction to the Mosnter Arena and How it Works
- Unlocking Unique Creations (contains a list of monsters by area and by species!!)
- Preparing to Fight!
- Area Creations: The Minor Leagues of the Monster Arena.
- Species Creations: The Major Leagues of the Monster Arena.
- "Original" Creations: Winning the World Series of baseball with only a single player in four no-hitter games with two broken arms while blindfolded and drunk at night during a power outage, all whilst underwater during an earthquake. ... Maybe I'm exaggerating. >_>
An Introduction to the Mosnter Arena and How it Works
The Monster Arena is perhaps the most expansive sidequest of Final Fantasy X, and, barring the Dark Aeons (to some), the most difficult. Hence, I have left it for near-last, not only because it's a pain in the ass to scroll through abougt 150 KB of text (just a guess), but because you should do it last (or second before last). The bosses here are the most difficult ones of the original US FFX, and second to just one, really, in other releases, including HD.
The Monster Arena is located in the Calm Lands at the east side. The manager there appearently had all sorts of monsters within his small room in the back, and they've (surprisingly!) gotten loose! He also happens to be old and lazy and thusly tasks you to get them back. In return, he will let you fight them (albeit not for free), let you buy Capture weapons (albeit not for free), and give you tons of valuable items for capturing ever-so-many (which makes it all worth it - really, it does!).
To Capture a monster you find in battle (you can capture most of them), you need a weapon with the Capture ability, and must defeat an enemy using that weapon. This means Attack or Skills (Overdrives don't count). It kinda sucks, though - these weapons have only one slot (Capture), and you cannot Customize Capture onto weapons ... I really wanted Deathstrike...
You can capture up to ten of any enemy, and any random-encounter enemy (barring a few) from every area. As you capture all the enemies of a particular species or from a particular area, special new monsters called "Creations" will be made available for you to combat, the strategies for which comprise the majority of this section, mostly because they're so hard. As time goes on, you'll also have to Capture, say, five and ten of every enemy to unlock the biggest bad boys (such as the 10,000,000 HP Nemesis) - ever-more time-consuming, but is it worth it?
Perhaps. Whatever the case - whether you're here simply for a few Celestial Weapon thingies or here to slaughter Nemesis in twain - good luck!
Unlocking Unique Creations
As described in the previous section, your capture of particular enemies (by area and by species) will be tracked by the game. After meeting milestones in that regard (all from an area or all of a species), new monsters will be unlocked at the Monster Arena for you to fight, and you will also be given a special set of items! Below discusses details on the unlocking these Creations and the rewards for doing so.
By the by, the Sunken Cave is really the Cavern of the Stolen Fayth.
AREA CREATIONS | |||
---|---|---|---|
Area | Area Creation | Prize | Monsters to Capture |
Besaid | Stratoavis | Stamina Tonic x99 | Dingo, Condor, Water Flan |
Kilika | Malboro Menace | Poison Fang x99 | Dinonix, Killer Bee, Yellow Element, Ragora |
Mi'ihen Highroad | Kottos | Soul Spring x99 | Mi'ihen Fang, Ipiria, Floating Eye, White Element, Raldo, Vouivre, Bomb, Dual Horn |
Mushroom Rock Road | Coeurlregina | Candle of Life x99 | Raptor, Gandarewa, Thunder Flan, Red Element, Lamashtu, Funguar, Garuda |
Djose Highroad | Jormungand | Petrify Grenade x99 | Garm, Simurgh, Bite Bug, Snow Flan, Bunyip, Basilisk, Ochu (south Moonflow) |
Thunder Plains | Cactuar King | Chocobo Wing x99 | Melusine, Aerouge, Buer, Gold Element, Kusariqqu, Larva, Iron Giant, Qactuar |
Macalania | Espada | Shining Gem x60 | Snow Wolf, Iguion, Wasp, Evil Eye, Ice Flan, Blue Element, Murssu, Mafdet, Xiphos, Chimera |
Bikanel | Abyss Worm | Shadow Gem x99 | Sand Wolf, Alcyone, Mushussu, Zu, Sand Worm, Cactuar |
Calm Lands | Chimerageist | Farplane Wind x60 | Skoll, Nebiros, Flame Flan, Shred, Anacondaur, Ogre, Coeurl, Chimera Brain, Malboro |
Sunken Cave | Don Tonberry | Silver Hourglass x40 | Yowie, Imp, Dark Element, Nidhogg, Thorn, Valaha, Epaaj, Ghost, Tonberry |
Mt. Gagazet | Catoblepas | Blossom Crown | Bandersnatch, Ahriman, Dark Flan, Grenade, Grat, Grendel, Bashura, Mandragora, Behemoth, Splasher, Achelous, Maelspike |
Inside Sin | Abaddon | Light Curtain x99 | Exoray, Wraith, Gemini (club), Gemini (sword), Demonolith, Great Malboro, Barbatos, Adamantoise, King Behemoth |
Omega Ruins | Vorban | Designer Wallet x60 | Zaurus, Floating Death, Black Element, Halma, Puroboros, Spirit, Machea, Master Coeurl, Master Tonberry, Varuna |
SPECIES CREATIONS | ||
---|---|---|
Species Creation | Prize | Monsters to Capture |
Fenrir | Chocobo Feather x99 | 3 each of: Dingo, Mi'ihen Fang, Garm, Snow Wolf, Sand Wolf, Skoll, Bandersnatch |
Ornitholestes | Stamina Spring x99 | 3 each of: Dinonix, Ipiria, Raptor, Melusine, Iguion, Yowie, Zaurus |
Pteryx | Mega Phoenix x99 | 4 each of: Condor, Simurgh, Alcyone |
Hornet | Mana Tonic x99 | 4 each of: Killer Bee, Bite Bug, Wasp, Nebiros |
Vidatu | Mana Spring x99 | 4 each of: Gandarewa, Aerouge, Imp |
One-Eye | Stamina Tablet x60 | 4 each of: Floating Eye, Buer, Evil Eye, Ahriman, Floating Death |
Jumbo Flan | Twin Star x60 | 3 each of: Water Flan, Thunder Flan, Snow Flan, Ice Flan, Flame Flan, Dark Flan |
Nega Elemental | Star Curtain x99 | 3 each of: Yellow Element, White Element, Red Element, Gold Element, Blue Element, Dark Element, Black Element |
Tanket | Gold Hourglass x99 | 3 each of: Raldo, Bunyip, Murussu, Mafdet, Shred, Halma |
Fafnir | Purifying Salt x99 | 4 each of: Vouivre, Lamashtu, Kusariqqu, Mushussu, Nidhogg |
Sleep Sprout | Healing Spring x99 | 5 each of: Funguar, Thorn, Exoray |
Bomb King | Turbo Ether x60 | 5 each of: Bomb, Grenade, Puroboros |
Juggernaut | Light Curtain x99 | 5 each of: Dual Horn, Valaha, Grendel |
Ironclad | Mana Tablet x60 | 10 each of: Iron Giant, Gemini (club), Gemini (sword) |
ORIGINAL CREATIONS | ||
---|---|---|
Original Creation | Prize | What To Do |
Earth Eater | Three Star x60 | Unlock two Area Creations |
Greater Sphere | Supreme Gem x60 | Unlock two Species Creations |
Catastrophe | Door to Tomorrow x99 | Unlock six Area Creations |
Th'uban | Gambler's Spirit x99 | Unlock six Species Creations |
Neslug | Winning Formula x99 | Unlock every Area Creation |
Ultima Buster | Dark Matter x99; Clear Sphere sold at Monster Arena | Capture five of every monster |
Shinryu | Megalixir x30 | Capture two each of Splasher, Achelous, and Maelspike |
Nemesis | Master Sphere x10 | Capture ten of all monsters and defeat all other Creations |
Preparing to Fight!
When it comes to fighting any of the Creations here, you've got a handful to deal with - unless you've fought some of the Dark Aeons already, these will be the hardest bosses you'll fight in the game, and are among the hardest I've ever fought. Then again, I didn't intentionally grind myself to 255 in all stats, although ... that would work. =P Here's a general level of what I think you ought to have:
- Sphere Grid: Likely a good 75+% completion rate or so should give you statistics like the below. Having all abilities is highly recommended, especially in the case of everyone having White and Black Magic and some other similar skills. Essential skills include Doublecast, Holy, Flare, Ultima, Curaga, Auto-Life, Full Life, and Quick Hit, for the most part. Copycat can help reduce MP costs and is nice just when looping stuff your other characters don't have. Quick Pockets on the Expert Sphere Grid is also really helpful for item usage.
- Overdrives: Simple enough - have the best everyone can get. If they get better ones. That means Blitz Ace for Tidus, Attack Reels for Wakka (yes, not the best in order, but definitely the best anyhow), Tornado for Auron, Nova for Kimahri, some stuff to do some crazy Mixing with Rikku, and ... well, you REALLY ought to have the Magus Sisters by now, but your use of them will likely be limited.
- Items: As many you can get of Remedies (if you don't use the Ribbon ability on everyone), Phoenix Downs (for Auto Phoenix), X-Potions (for Auto-Potion - trash all other Potions!!), Elixirs, and Megalixirs. Plus, there are a ton of good Mix combos for Rikku.
- Statistics: Likely around 150+ for Area Creations, 200+ for Species and Original Creations for your base stats like Strength and Defense. You do not need to exceed 9,999/999 on HP/MP - if you do, fine by me, but it's not needed, for reasons explained later. You'll want 9,999 HP/999 MP without breaking their limits. With, you'll want 15,000~20,000 HP for the Area Creations, 30,000~40,000 for the Species Creations, and as high as you can get it for the Originals. MP is basically estimated at 1/10 HP, by the way. Granted, those are pretty exorbitant estimations - to be honest, I went by these without Break HP/MP Limit. >_> <_<
- Weapons: The Celestial Weapons can suffice for this set of battles, but, to be honest, they're rather inferior except in the case of Auron - with him, having a lower percentage of HP can provide a damage boost of just over 210% at its lowest levels. (See the section A Bit About The Weapons for details.) With your self-made weapons, you'll likely want Break Damage Limit, Triple Overdrive, One MP Cost, and something else for the fourth slot. I'd go for Evade & Counter, Magic Counter, Magic Booster (works well with One MP Cost!), or Strength/Magic +20% (whichever your character will specialize in).
- Armor: Ribbon by far would be a great ability, though its use would be limited - plus, 297+ Dark Matters are hard to come by, but, damn, is the ability effective when you need it. Auto-Haste is also great, as is Auto-Potion and Auto-Phoenix. (Just be sure to trash all your Potions/Hi-Potions with the former!) Ultimately, those four abilities are the ones I recommend for a superb armor: Auto-Potion (with X-Potions only), Auto-Phoenix, Auto-Haste, and Ribbon - you'll be taking away every status but a few (but including KO), always halving physical damage (which comes a lot), always at doubled Agility, and healing for 9,999 HP when you take damage. Whether you want Break HP/MP Limit is up to you. Honestly, I got by without Break HP Limit (but 9,999 HP) - plus, NO attack exists that will exceed 9,999 damage that you cannot predict or counter or send in Aeons as cannon fodder for. One MP Cost defeats the purposes of Break MP Limit (unless you're casting over 1,000 spells per battle - what?), too.
Stratoavis
BOSS - Stratoavis
Stratoavis | |
---|---|
Maximum HP | 320,000 |
Maximum MP | 115 |
Strength | 73 |
Defense | 41 |
Magic | 32 |
Magic Defense | 82 |
Agility | 32 |
Luck | 15 |
Evade | 5 |
Accuracy | 100 |
Element Weakness | None |
Common Item Drops | 2-4 Amulets |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 3 Smoke Bombs |
Rare Steals | 2 Stamina Springs |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Stratoavis has a set pattern of moves. He will Attack twice, then charge for Paean of the Heavens, which is to be used on the next turn. Paean of the Heavens knocks off 93.75% of your maximum HP (since it's the max HP, it CAN kill), induces a Delay, and blinds, so you need to fully heal on the turn before AND after it. Stratoavis will land after losing 2/3 of its HP (hits 106,667), only using his Attack thereafter.
MAIN STRATEGY: Auto-Protect is great for this fight, for the most part, since you'll be seeing a lot of Attacks. Auto-Med and Remedy also work well to counteract the ailments from the Paean. Anyways, this boss isn't much special, since you know his routine. Attack on the first few turns. Next, Defend or heal on the charging turn. Protect and Defend quarters the damage taken from Paean, reducing it to almost 23.5% of your max HP. Heal on the next turn, then just keep up the attacking.
By the by, keep in mind that the boss is vulnerable to all four types of Breaks. Full Break or Banishing Blade can get in all four at once, and Power Break at least is recommended (and Armor Break and Mental Break for increasing your damage, of course). You can also Slow the boss (90% chance) if you feel like he's moving too much, though it's not really needed.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: This boss can easily be two-turned with some abilities. If your spells from Lulu aren't doing over 20,000 damage (I'm talking like Fire and Water), then you will want Rikku to Mix Trio of 9999 for this. You'll also want three people with maxed Overdrive gauges, with the third person (other than Lulu/Rikku) to have Entrust. Have Rikku Mix Trio of 9999, then go into the Fire Fury - you ought to be able to deal as high as 16 hits, nearly 160,000 damage. Have the third character Entrust their gauge to Lulu and repeat; you then only have to hit for 32 damage after that.
This strategy can also work with Tidus's Blitz Ace (9 hits at best), but that has to deal at least 160,000 damage per Overdrive (nearly 18,000 damage per hit with a perfect Overdrive) for a two-use kill. You can also try two Entrusts with this strategy and deal just over 11,850 per hit to get it with three Blitz Aces.
And, of course, all these tactics work well with a 2x-2x-2x slot row on Wakka's Attack Reels (12 hits). At that level, you'd need to break the damage limit though by dealing over 13,333 damage per hit. If you try with two Entrusts, you need only 8,889 or more damage per hit to make it. Attack Reels is rather luck-based, but it's all a thought.
Malboro Menace
BOSS - Malboro Menace
Malboro Menace | |
---|---|
Maximum HP | 640,000 |
Maximum MP | 200 |
Strength | 60 |
Defense | 24 |
Magic | 53 |
Magic Defense | 63 |
Agility | 34 |
Luck | 15 |
Evade | 0 |
Accuracy | 120 |
Element Weakness | Fire |
Common Item Drops | 2-4 Mana Tonics |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Remedies |
Rare Steals | 2 Mana Springs |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Every time on the first turn, you will be ambushed; unless you have First Strike and 35+ Agility, you will be hit. Granted, you REALLY ought to have more than 35+ Agility, and Auron's Masamune has First Strike. Anyhow, expect Putrid Breath from this - it hits you with some damage, Darkness, Silence, Slow, Breserk, Poison, and Confusion, all at once. Expect to have a LOT of trouble if you don't have Ribbon. Anyhow, there's also Chow Time (physical damage to one), Gastric Juice Blast (physical damage to all, may Petrify), and Mega Gastic Juice (damage to one plus Power/Armor/Magic/Mental Break).
MAIN STRATEGY: How does one survive the first turn? You need either two things. I highly recommend having Ribbon on your armor and you won't have a worry, really. Otherwise, Confuseproof, Berserkproof, and Auto-Med also suffice ... but that's a lot of slots, no? Alternatively, you can have 35+ Agility and First Strike on your weapon, AND keep Yuna out of the opening party - switch to her on the first turn and bring out an Aeon for some cannon fodder. It also helps you keep your Ribbon/Auto-Potion/Auto-Haste/Auto-Protect armor and avoid damage.
After that, it's pretty simple - damage and heal. Putrid Breath is pretty unpredictable, so if you don't have any of the two set-ups noted above, you need to fight with Aeons or quickly obliterate the boss with Overdrives, somehow. Ifrit or the Magus Sisters are recommended (since this boss is weak to Fire, and the Magus Sisters are strong). It's simple once you're past the first turn, really.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 71,112 | 35,556 | 23,703 |
Attack Reels | 12 | 53,334 | 26,667 | 17,777 |
Low-level Furies | 16 | 40,000 | 20,000 | 13,334 |
Kottos
BOSS - Kottos
Kottos | |
---|---|
Maximum HP | 440,000 |
Maximum MP | 20 |
Strength | 88 |
Defense | 60 |
Magic | 12 |
Magic Defense | 1 |
Agility | 36 |
Luck | 15 |
Evade | 0 |
Accuracy | 150 |
Element Weakness | None |
Common Item Drops | 20-40 Healing Springs |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Stamina Springs |
Rare Steals | 2 Soul Springs |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Kottos doesn't have much of an offense to give. He'll use basic physicals throughout the whole battle, really, and always as a counterattack. That's about it.
MAIN STRATEGY: Throw up Protect/Auto-Protect and Hastega/Auto-Haste, and simply tread carefully here. Don't attack too much or you'll get countered too much (Protect only halves physical damage), and be sure to heal when needed. Auto-Potion with X-Potions really ought to suffice for that here, though.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 48,889 | 24,445 | 16,297 |
Attack Reels | 12 | 36,667 | 18,889 | 12,223 |
Low-level Furies | 16 | 27,500 | 13,750 | 9,167 |
Coeurlregina
BOSS - Coeurlregina
Coeurlregina | |
---|---|
Maximum HP | 380,000 |
Maximum MP | 80 |
Strength | 1 |
Defense | 40 |
Magic | 70 |
Magic Defense | 40 |
Agility | 75 |
Luck | 15 |
Evade | 0 |
Accuracy | 100 |
Element Weakness | None |
Common Item Drops | 3-6 Shining Gems |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 2 Farplane Winds |
Rare Steals | 1 Blessed Gem |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: There is no set pattern to this boss's moves like the last few; even so, Chaos is used quite often, but it simply inflicts Confusion, Curse, and Doom, no damage. You can also see the Drain and Thundaga spells, and finally, there's Hyper Blaster - that's instant-death to a character that defies Deathproof.
MAIN STRATEGY: Ribbon and Confuseproof/Auto-Med will suffice a lot for dealing with the oft-used Chaos; you won't deal with the Doom, though, which causes KO 5 turns later; hope you have Auto-Phoenix/Auto-Life! Curse can also be a bit debilitating, so if you're using Overdrives, you should simply open the fight up with them and don't let up. And you can't do anything about Hyper Blaster other than sending in an Aeon (and it's not predictable, so you'd effectively fight with that Aeon) or Auto-Phoenix.
Still, Ribbon and Auto-Phoenix make the fight laughable. With those two (or the suitable alternates named above), you shouldn't have trouble with this one.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 42,223 | 21,112 | 14,075 |
Attack Reels | 12 | 31,667 | 15,834 | 10,556 |
Low-level Furies | 16 | 23,750 | 11,875 | 7,916 |
Jormungand
BOSS - Jormungand
Jormungand | |
---|---|
Maximum HP | 520,000 |
Maximum MP | 63 |
Strength | 77 |
Defense | 33 |
Magic | 80 |
Magic Defense | 186 |
Agility | 53 |
Luck | 15 |
Evade | 6 |
Accuracy | 130 |
Element Weakness | None |
Common Item Drops | 2-4 Supreme Gems |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Petrify Grenades |
Rare Steals | 1 Three Stars |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Not a lot to this boss fight. The most dangerous attack you'll see is Cold Stare, which hits a character for unblockable damage that can also Petrify them. You'll see it somewhere around 25% ~ 40% of the time if you're me. Which you're not, but whatever. There's also a basic physical and Spacetime Vorpal (magical damage to all). That doesn't seem too bad, but a basic physical here will shatter a Petrified character, eliminating 33% of your party outright.
MAIN STRATEGY: Stoneproof or Ribbon are crucial for this battle. With either one, Cold Stare is just mild damage, and the other two attacks are barely moreso. Open with your usual blockades if you must (Hastega/Protect/Shell) and simply attack and heal as needed. It's noteworthy that this boss is resistant to Slow and all of the statistic breaks; the latter is very helpful if you prefer a magic-oriented offense because this guy will tank through those.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 57,778 | 28,889 | 19,260 |
Attack Reels | 12 | 43,334 | 21,667 | 14,448 |
Low-level Furies | 16 | 32,500 | 16,250 | 10,834 |
Cactuar King
BOSS - Cactuar King
Cactuar King | |
---|---|
Maximum HP | 100,000 |
Maximum MP | 0 |
Strength | 255 |
Defense | 100 |
Magic | 255 |
Magic Defense | 255 |
Agility | 80 |
Luck | 15 |
Evade | 240 |
Accuracy | 180 |
Element Weakness | None |
Common Item Drops | 3-6 Blessed Gems |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 2 Chocobo Wings |
Rare Steals | 1 Designer Wallet |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Nothing beyond what you'd expect from a Cactuar - 10,000 Needles deals 10,000 damage (instant-kill to those without Break HP Limit), and 99,999 Needles deals 99,999 damage (instant-kill no matter what). Both are also painfully unblockable without Aeon cannon fodder, and they won't last long enough to matter.
MAIN STRATEGY: There's pretty much no chance of fighting this guy without 200+ Accuracy - that 240 Evade is essentially a 94% evasion rate (240/255), at least to me. Don't really know how it works, but whatever. That Agility is also pretty hard to get by without a First Strike set of weapons, which you'll probably need at lower levels. There's also Auto-Haste and 41+ Agility, though.
Anyhow, let's assume you can hit this cactus. Auto-Haste and Auto-Phoenix will be very crucial here. Auto-Phoenix will stop you from dying for 99 of the boss's turns - for that matter, if you plan on fighting this guy, don't bother healing. 99,999 Needles is too unpredictable for healing to be worthwhile. ... Honestly, I'd really go for the Overdrive strategies or Trio of 9999 as mentioned below - 100 Defense and 255 Magic Defense is DIFFICULT to pierce without maxing your stats (and, even this, this boss is immune to all elements). In essence, hit when you can and hope to Yevon your 99 Phoenix Downs last.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it! ... Though, to be honest, you better cast Auto-Life a LOT, as 99 Phoenix Downs can wear down quickly.
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 11,112 | 5,556 | 3,703 |
Attack Reels | 12 | 8,334 | 4,167 | 2,778 |
Low-level Furies | 16 | 6,250 | 3,125 | 2,084 |
Espada
BOSS - Espada
Espada | |
---|---|
Maximum HP | 280,000 |
Maximum MP | 120 |
Strength | 44 |
Defense | 100 |
Magic | 31 |
Magic Defense | 160 |
Agility | 51 |
Luck | 15 |
Evade | 12 |
Accuracy | 100 |
Element Weakness | None |
Common Item Drops | 1-2 Rename Cards |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Farplane Shadows |
Rare Steals | 1 Farplane Wind |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: The boss will only use two attacks: Hades Claws and Blade Shower. Hades Claws will damage you and restore some of the Espada's HP; it will also automatically KO you, or Poison you if you survive via Deathproof/Ribbon. It also used as a counterattack. Ouch. Blades Shower is just high physical damage to a single character, used after every four Hades Claws (including those from counterattacking).
MAIN STRATEGY: Come in with Ribbon or Deathproof, and don't come back until you do.
Anyways, this boss heavily relies on HP restoration to survive (as if 280,000 HP wasn't enough) - Hades Claws restores it, and he regains more via Regen. (And, no, you cannot Zombie him.) To beat that, you pretty much have to get at the boss before he can get at you. Thusly, the fewer turns you spend healing, the better - thus, Auto-Potion with X-Potions and Auto-Phoenix also work very well here to save myriad turns. And rounding out with Auto-Haste helps you outspeed the boss.
When the fight opens, you'll want to begin with two things: Slow on the boss, and Full Break or Banishing Blade. This will halve its nasty Agility (to 26), Strength (22), Defense (50), Magic (16 - not that it's used), and Magic Defense (80). That's MUCH more managable, no? I mean, granted, Hades Claws can still kill you, but it's not going hurt as much when you have Ribbon/Deathproof on, and even less if you happen to have Auto-Protect or instill Protect via Mighty G(uard) or something.
Once the boss's stats are depleted, you simply attack and heal from there on out. Try to favor physicals, since the boss takes 1.6x more damage from them than magical attacks.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 31,112 | 15,556 | 10,371 |
Attack Reels | 12 | 23,334 | 11,667 | 7,777 |
Low-level Furies | 16 | 17,500 | 8,750 | 5,834 |
Abyss Worm
BOSS - Abyss Worm
Abyss Worm | |
---|---|
Maximum HP | 480,000 |
Maximum MP | 200 |
Strength | 60 |
Defense | 24 |
Magic | 93 |
Magic Defense | 63 |
Agility | 22 |
Luck | 15 |
Evade | 0 |
Accuracy | 120 |
Element Weakness | None |
Common Item Drops | 1-2 Stamina Tonic |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Shadow Gems |
Rare Steals | 1 Stamina Tablet |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: If you've fought these Worm-species enemies for extended periods of time (like your first trip through Bikanel), you know what to expect. It's signature move is to Swallow a character (only after being hit five times, as a counter to the fifth attacker) - they'll be Regurgitated after being hit twice more, with the Regurgitated character taking 9,999 damage (5,000 with Protect). There's also a basic physical and Earthquake, which takes a turn to charge-up before magical damage to everyone.
MAIN STRATEGY: Not a lot to say. When you begin the fight, it's nice to open with Protect on everyone if you don't have Auto-Protect - in doing so, you ought to be able to prevent Regurgitate from killing you. You'll also want to open with Haste if you don't already have Auto-Haste. From there on out, attack the boss a lot and it'll eventually Swallow the fifth attacker. Take time to heal everyone you can and do other buffing if you wish (the boss will not do anything until being hit twice, which causes Regurgitate). Shell is something you'll want to throw up in that time, since Earthquake is halved that way. Beyond this, it's a simple attack-and-heal fight, really.
ALTERNATE STRATEGY - REGURGITATE ABUSE: A little glitch is in the system, though - as it turns out, counterattacks don't seem to count towards the Regurgitate counter. This includes two examples to be discussed: self-Reflect and Evade & Counter. First is self-Reflect. Carefully time your attacks such that your Swallowed character just so happens to not be your main magic caster; in the meantime, put Reflect on the magic caster. After the Swallow, but before Regurgitate, you can (Double)cast Flare on yourself (preferably - most others work) to hit the Abyss Worm, and it won't trigger Regurgitate. Since the Worm doesn't bother with anything until Regurgitating ... there you go.
Do you prefer to use Evade & Counter? In this case, do absolutely nothing at all during the battle, really, while having Evade & Counter on everyone's weapons. Only two things will occur during the fight: either a basic physical (where you counter - but the counter for Swallow fails to go up) or Earthquake (in which you can know ahead of time and switch to Yuna to summon Valefor as cannon fodder). Dismiss Valefor after Earthquakes and simply sit there and Defend. Hell, cast Protect and Slow on your party and Haste on the Worm to increase efficiency! (Just leave Yuna out of your main party or you might not have time to get to her in the CTB before the Earthquake hits.)
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 53,334 | 26,667 | 17,778 |
Attack Reels | 12 | 40,000 | 20,000 | 16,667 |
Low-level Furies | 16 | 30,000 | 15,000 | 10,000 |
Chimerageist
BOSS - Chimerageist
Chimerageist | |
---|---|
Maximum HP | 120,000 |
Maximum MP | 30 |
Strength | 66 |
Defense | 10 |
Magic | 68 |
Magic Defense | 10 |
Agility | 29 |
Luck | 15 |
Evade | 0 |
Accuracy | 180 |
Element Weakness | None |
Common Item Drops | 1-2 Return Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 2 Mana Springs |
Rare Steals | 2 Stamina Springs |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: This boss loves elemental attacks! (Quelle surprise. It's a Chimera. Duh.) It's basically uses elementals whose strength are on the level of the "-ra" spells - Megiddo Flame (basically Fira), Blizzara, Thundara, and Aqua Breath (basically Watera to all). There's also a basic physical.
There is also a set pattern to the moves: Megiddo Flame, Blizzara/Thundara, Attack, and Aqua Breath, looping from there.
MAIN STRATEGY: This battle is ridiculously easy - then again, it's actually the first of the Area Creations made available to you, fightable before even leaving the Calm Lands the first time. In any case, you'll likely want to open with the Mix Mighty G if you're having trouble; this puts up Protect and Shell, halving the boss's attacks' damage entirely. From there, you'll want to cyclically cast NulBlaze, NulFrost or NulShock, and NulTide. After the first round, you'll know which of the NulFrost/NulShock to cast, since one will always be missing for you to fill in. ;) From there, heal whatever damage the basic physical does and wipe the floor with 'im. Just don't bother with a magical offense (barring Flare/Ultima/Holy) since he is immune to all elements.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 13,334 | 6,667 | 4,445 |
Attack Reels | 12 | 10,000 | 5,000 | 3,334 |
Low-level Furies | 16 | 7,500 | 3,750 | 2,500 |
Don Tonberry
BOSS - Don Tonberry
Don Tonberry | |
---|---|
Maximum HP | 480,000 |
Maximum MP | 120 |
Strength | 95 |
Defense | 100 |
Magic | 75 |
Magic Defense | 100 |
Agility | 37 |
Luck | 15 |
Evade | 0 |
Accuracy | 80 |
Element Weakness | None |
Common Item Drops | 3-6 Farplane Winds |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 2 Candles of Life |
Rare Steals | 1 Designer Wallet |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: This boss is extemely abusable for gaining AP ... but that's another section. Anyhow, he's basically a buffed Tonberry. Karma will be his main counterattack for when he's far-off (i.e. first four turns) - it will deal damage to the attacker equal to the number of monsters they've killed times 100. It's easier to say instant-kill, since it would've taken on hell of a low-level game to avoid killing any monsters. I mean, there's like 60 required fights in the game alone, aren't there? That's 6,000 damage by itself. *ahem* You'll also see a basic physical attack every turn after the four turns are up, which is a bit nasty.
MAIN STRATEGY: Auto-Phoenix is essential for the first four turns, and Auto-Potion with X-Potions for the remainder. That's about it, really - he's no different than any other Tonberry, other than the buffed stats and hole-tearing Karma. Attack and heal when needed.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 53,334 | 26,667 | 17,778 |
Attack Reels | 12 | 40,000 | 20,000 | 16,667 |
Low-level Furies | 16 | 30,000 | 15,000 | 10,000 |
Catoblepas
BOSS - Catoblepas
Catoblepas | |
---|---|
Maximum HP | 550,000 |
Maximum MP | 160 |
Strength | 76 |
Defense | 33 |
Magic | 58 |
Magic Defense | 27 |
Agility | 47 |
Luck | 15 |
Evade | 0 |
Accuracy | 180 |
Element Weakness | None |
Common Item Drops | 1-2 Three Stars |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 3 Healing Springs |
Rare Steals | 3 Stamina Tonics |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: This boss can be a bit nasty to deal with. It has a basic physical and Pop Fly (physical damage + delay) - that's nothing much to care about. He can, however, cast Flare and Ultima. Ultima comes as a final attack at least, but it's very powerful and non-Reflectable.
MAIN STRATEGY: A lot of expectations during the majority of the fight - open with Protect and Shell (or Reflect, if you have Auto-Potion and only X-Potions - that means no Curaga will be needed) if they're not Auto'd on your armor, then work on weakening the boss, too! Full Break and Banishing Blade are good to halve his defenses and his damage further to a now 1/4 of the norm (we're talking 19 Strength and 15 Magic with Protect/Shell on). From there on out, it's simply healing and attacking, though.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 61,112 | 30,556 | 20,703 |
Attack Reels | 12 | 45,834 | 22,917 | 15,778 |
Low-level Furies | 16 | 34,375 | 17,188 | 11,459 |
Abaddon
BOSS - Abaddon
Abaddon | |
---|---|
Maximum HP | 380,000 |
Maximum MP | 780 |
Strength | 40 |
Defense | 180 |
Magic | 95 |
Magic Defense | 160 |
Agility | 120 |
Luck | 15 |
Evade | 0 |
Accuracy | 130 |
Element Weakness | None |
Common Item Drops | 1-2 Mana Tablets |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 3 Purifying Salts |
Rare Steals | 1 Shining Gems |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Abaddon relies on a magic-heavy offense: you'll see Firaga, Waterga, Thundaga, Blizzaga, Flare, and Demi for the most recognizable of these. You'll also see Pharaoh's Curse to cause Darkness, Silence, Curse, and Poison, and Emblem of the Cosmos, which requires a noticeable turn to charge (Mana Focus) before there's heavy physical damage to a single target.
MAIN STRATEGY: You'll want to open this battle with the usual - Hastega/Auto-Haste, Protect/Auto-Protect, and Reflect with Auto-X-Potions going around to make healing a lot easier. Hyper Mighty G is a good Mix to use to open the fight as well, as is Super Mighty G if you don't really want to throw up super-valuable items - this will do Protect, Shell, Regen, Haste, and Auto-Life (latter for the Hyper), so, yeah, it saves plenty of time! Granted, Reflect is still superior to Shell in this instance since you ought to be able to use Auto-Potion, which is a 9,999-HP heal with only X-Potions in stock, but to each their own.
This takes care of most of his magical offense. Demi, you'll just have to live with; the rest of the Black Magic is reflected. Granted, none but Flare will do damage (he's immune to all elements due to an eternal NulAll - plus, he, too, has Reflect), but better to take no damage than half-damage. To take care of Pharaoh's Curse, you can have Ribbon or Auto-Med or just have a Remedy ready for after it hits.
For your offense, you'll want to probably rely on physical attacks - Abaddon always has Reflect and NulAll, so the only thing that you can hit him with magically is Ultima, unless you Reflect magic off of yourself. That's also a viable strategy; in fact, you'll do about 12% more damage that way since his Magic Defense is lower - so, basically, Doublecast Flare. If you prefer to go physical, use a lot of Quick Hits.
ALTERNATE STRATEGY - EMLBEM OF THE COSMOS ABUSE: Maybe this is pure coincidence, but it's worked both times I've fought Abaddon on FFX HD. In essence, it seems that, when you get in about six or seven attacks, Abaddon will use Mana Focus on his next turn as a charge-up for Emblem of the Cosmos; this seems to disregard the distance between the turns. That means you can, in effect, force him to always use Emblem of the Cosmos every two of his turns.
This would require Hastega and Quick Hit except at rather high Agility levels. In essense, simply get Hasted and start using Quick Hit; after six or seven hits, you'll succeed and Abaddon will use Mana Focus next chance he gets. In the next turn, either do some Protecting (EotC is physical) or Summon an Aeon as cannon fodder and let it stay until the attack passes. Dismiss the Aeon or heal, whichever the case is, then Quick Hit some more. Of course, attack more between Mana Focus and EotC if you have enough turns (always check the CTB!) - you only need that last turn or so to be the Summoning or Defending or whatever it is you do.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 42,223 | 21,112 | 14,075 |
Attack Reels | 12 | 31,667 | 15,834 | 10,556 |
Low-level Furies | 16 | 23,750 | 11,875 | 7,917 |
Vorban
BOSS - Vorban
Vorban | |
---|---|
Maximum HP | 630,000 |
Maximum MP | 120 |
Strength | 95 |
Defense | 100 |
Magic | 75 |
Magic Defense | 100 |
Agility | 33 |
Luck | 15 |
Evade | 0 |
Accuracy | 18 |
Element Weakness | None |
Common Item Drops | 1-2 Friend Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 2 Healing Springs |
Rare Steals | 1 Stamina Tablet |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Vorban's offense shouldn't be much of a surprise to you; just look at him! He can use a basic physical attack, Body Splash (hits all), and Mortar. Mortar is used as a counterattack only for non-elemental magical damage to everyone; it seems to be used with every 1~4 attacks against the boss.
MAIN STRATEGY: Clearly enough, you need Protect and Shell (Auto-Protect/Auto-Shell) from the start. Mighty G, Super Mighty G, and Hyper Mighty G all work well enough for this bit of it, though all you really need is Mighty G then Hastega/Auto-Haste. From there on, just keep attacking with whatever you've got. Quick Hit is the main recommendation since it can give you can extra turn on the off-chance Mortar is fired so you can quickly throw up Curaga if needed. Nothing beyond this.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 70,000 | 35,000 | 23,334 |
Attack Reels | 12 | 52,500 | 26,250 | 13,125 |
Low-level Furies | 16 | 39,375 | 19,686 | 13,125 |
Fenrir
BOSS - Fenrir
Fenrir | |
---|---|
Maximum HP | 850,000 |
Maximum MP | 300 |
Strength | 73 |
Defense | 40 |
Magic | 12 |
Magic Defense | 165 |
Agility | 200 |
Luck | 30 |
Evade | 60 |
Accuracy | 200 |
Element Weakness | None |
Common Item Drops | 1-2 Agility Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 2 Chocobo Feathers |
Rare Steals | 1 Chocobo Wing |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Ugh, I hate these guys... One of his attacks is Fangs of Ruin, which is just nasty physical damage. Then there's Fangs of Chaos - it will Confuse you and rip off 93.75% of your current HP. So it won't kill you, but let you kill yourself. >_< Finally, there's Fangs of Hell, which is an instant KO to you, regardless if you have Deathproof or Ribbon. Yup, 297+ Dark Matters for nothing ... well, there's Confusion. >_>
MAIN STRATEGY: Basically, expect to lose this fight without Ribbon/Confuseproof and Auto-Phoenix in your armor. Ribbon is good to stop Chaos Fangs' Confusion to result in a self-death, and Auto-Phoenix stops Fangs of Hell. You'll also likely want Auto-Potion and Auto-Protect - Auto-Potion with X-Potions helps to ward off Fangs of Ruin, and Auto-Protect more so.
Anyhow, open the fight with what you don't have of Hastega and Protect before you start to wail on it. Hitting it hard is pretty impossible, especially if you go the magical route - and that's assuming you had enough Accuracy to hit him in the first place. I kept missing when I had 220+. >_> About the only way to hit it for me was a couple of high-Strength (~190) Blitz Aces that ended up slaughtering this puppy. If you earnestly expect to be able to put up a non-Overdrive offense, you need to go physically and hope to God some of your Quick Hits hit, because that's about the only way to do it - at least Quick Hit can give you a chance to respond after.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 94,445 | 47,223 | 31,481 |
Attack Reels | 12 | 70,834 | 35,417 | 23,612 |
Low-level Furies | 16 | 53,125 | 26,563 | 17,709 |
Ornitholestes
BOSS - Ornitholestes
Ornitholestes | |
---|---|
Maximum HP | 800,000 |
Maximum MP | 300 |
Strength | 83 |
Defense | 55 |
Magic | 30 |
Magic Defense | 170 |
Agility | 130 |
Luck | 20 |
Evade | 80 |
Accuracy | 200 |
Element Weakness | None |
Common Item Drops | 2-4 Gambler's Spirits |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Rename Card |
Rare Steals | 1 Chocobo Wing |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: There's not much to say about this guy's offense. You can expect Poison Touch; it's the worst of the two attacks, tearing off 75% of your current HP and inducing Poison if you can't prevent it. Drain Touch is basically a physical-damaging Drain spell.
MAIN STRATEGY: Not a lot to say about this one; you'll need a high-Accuracy, high-Agility offense to be able to get anywhere with this guy, though. Have Protect from the start to halve some of the nastier damage and then get someone to use Hastega - both, of course, only if you need them. You might actually benefit in this fight from having someone use Aim a few times to boost up your Accuracy, but, beyond this, heal when needed.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 88,889 | 44,445 | 29,630 |
Attack Reels | 12 | 66,667 | 33,334 | 22,223 |
Low-level Furies | 16 | 50,000 | 25,000 | 16,667 |
Pteryx
BOSS - Pteryx
Pteryx | |
---|---|
Maximum HP | 100,000 |
Maximum MP | 0 |
Strength | 90 |
Defense | 100 |
Magic | 5 |
Magic Defense | 100 |
Agility | 60 |
Luck | 15 |
Evade | 60 |
Accuracy | 200 |
Element Weakness | None |
Common Item Drops | 1-2 Evasion Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Smoke Bombs |
Rare Steals | 1 Candle of Life |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Yeah, this thing only has 100,000 HP. Must be a reason! ... No, not really. It uses two attacks. One of them is a basic Beak attack that hits a character and causes a delay in their next turn, while Beak of Woe can hit one or everyone and induce Curse. It also ignores Protect.
MAIN STRATEGY: You ought to be fine here, really, if you've been fighting other Species/Original Creations. It doesn't have exorbitant Evade or Strength (though Auto-Protect is nice), and the statuses are meager at best - relying on Overdrives is only really for the desperate, but at least they're 100% accurate. So, basically, do a lot of damage quickly: Quick Hit him to death.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 11,112 | 5,556 | 3,703 |
Attack Reels | 12 | 8,334 | 4,167 | 2,778 |
Low-level Furies | 16 | 6,250 | 3,125 | 2,083 |
Hornet
BOSS - Hornet
Hornet | |
---|---|
Maximum HP | 620,000 |
Maximum MP | 180 |
Strength | 63 |
Defense | 70 |
Magic | 88 |
Magic Defense | 95 |
Agility | 102 |
Luck | 33 |
Evade | 17 |
Accuracy | 160 |
Element Weakness | None |
Common Item Drops | 1-2 Accuracy Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Poison Fang |
Rare Steals | 2 Purifying Salt |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: A pretty expectable offense. You'll see a basic physical - it's main danger - that can deal damage and induce Silence, Darkness, and Sleep, each for three turns ... assuming you survive the instant-death part of it with Ribbon/Deathproof. Yeah, it'll kill you without those. It can also use Venomous Stab or Bewitching Stab for damage and Poison or Confusion, respectively. Then there's a self-Curaga.
MAIN STRATEGY: "Come in with Ribbon or die" - that's the motto of this boss. >_> *wields a flyswatter*
Begin by throwing up Hastega and Protect if they're not Auto'd on your weapons. Haste especially will be needed, since that 102 Agility is no joke; even with only 63 Strength, if he starts getting in multiple consecutive attacks, you are in TROUBLE. After that, throw up Reflect on the boss. You shouldn't be using a magical offense here anyhow; if you're going to anyways, be sure to hit it directly with Ultima or to Reflect magic from yourself. You can also Silence it (95% chance) if you prefer.
After that, go into using Full Break or Banishing Blade - this should halve its Strength, Defense, Magic ('cause that's all it relies on ), and Magic Defense to 32 (16 with Protect), 35, 44, and 48, respectively. Not so harmful now, is he? From there, just start throwing up Quick Hit and he'll go down semi-quickly.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 68,889 | 34,445 | 22,963 |
Attack Reels | 12 | 51,667 | 25,834 | 17,223 |
Low-level Furies | 16 | 38,750 | 19,375 | 12,917 |
Vidatu
BOSS - Vidatu
Vidatu | |
---|---|
Maximum HP | 95,000 |
Maximum MP | 840 |
Strength | 12 |
Defense | 230 |
Magic | 77 |
Magic Defense | 230 |
Agility | 33 |
Luck | 15 |
Evade | 80 |
Accuracy | 110 |
Element Weakness | None |
Common Item Drops | 1-2 MP Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Lightning Gems |
Rare Steals | 1 Mana Tonics |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: ...? All you'll see from the Vidatu are Osmose and Ultima. Osmose is probably just there to gather more MP for the Ultima since it is rather costly, but ... wow.
MAIN STRATEGY: Disconsidering the fact that you can OHKO this boss? When you begin your offense, keep in mind that it has NulAll, so nothing elemental ever hits it, and there's Regen, in case that surprises you. The main problem with this boss is its sheer bulk; 230 Defense and Magic Defense makes this the Shuckle of FFX HD. (No, seriously, even Shuckle has a base 230 Def./Sp.Def in Pokémon.) If you open with Full Break or Banishing Blade, you'll halve its Strength, Defense, Magic, and Magic Defense to more comfortable levels - 6, 115, 39, and 115, respectively, making Ultima laughable.
For the most part, just weaken him, put Hastega on yourself if you lack Auto-Haste, and use Quick Hit for a while.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 10,556 | 5,278 | 3,519 |
Attack Reels | 12 | 7,917 | 3,959 | 2,639 |
Low-level Furies | 16 | 5,938 | 2,969 | 1,980 |
One-Eye
BOSS - One-Eye
One-Eye | |
---|---|
Maximum HP | 150,000 |
Maximum MP | 270 |
Strength | 55 |
Defense | 58 |
Magic | 77 |
Magic Defense | 183 |
Agility | 38 |
Luck | 15 |
Evade | 10 |
Accuracy | 85 |
Element Weakness | None |
Common Item Drops | 1-2 Magic Def. Sphere |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 3 Lunar Curtains |
Rare Steals | 1 Blessed Gem |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: This boss only has two attacks. There's Black Stare, which hits for physical damage and can induce Curse to a single person. The other attack is Shockwave; it magically hits everyone and can induce Slow, Confusion, Sleep, Darkness, and Silence.
MAIN STRATEGY: Auto-Haste is imperative in this battle because the odds are basically 50% for this fiend using Shockwave to Slow you, and Ribbon is also imperative to stop the other ailments caused by it. After these two are installed onto your armor, all you have to worry about is simply damage that ... oh, wait, Auto-Potion with X-Potions. Okay, never mind, Quick Hit/Overdrive away!
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 16,667 | 8,334 | 5,556 |
Attack Reels | 12 | 12,500 | 6,250 | 4,167 |
Low-level Furies | 16 | 9,375 | 4,688 | 3,125 |
Jumbo Flan
BOSS - Jumbo Flan
Jumbo Flan | |
---|---|
Maximum HP | 1,300,000 |
Maximum MP | 999 |
Strength | 3 |
Defense | 255 |
Magic | 98 |
Magic Defense | 80 |
Agility | 60 |
Luck | 15 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | 1-2 Magic Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Lunar Curtains |
Rare Steals | 1 Mana Tablet |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: You can probably expect what you'll get under this offense: Firaga, Blizzaga, Thunderaga, Waterga, Flare, and Ultima are the main things you'll be hit with. The Jumbo Flan also semi-creatively uses Reflect on you, then later goes to bounce Regen or Curaga off of you onto it - don't bother trying to fool it either; Dispelling it just causes it to avoid healing itself. Crap. But, yeah, it's all magic here.
MAIN STRATEGY: I HATE this ... uh ... gelatinous blob thing! You cannot hit it physically (although Blitz Ace oddly worked), you cannot hit it elementally without hitting it, you cannot hit it directly with any magic without bouncing it off yourself due to its perma-Reflect, and it has 1.3 million HP. Geez...
Open with Hastega/Auto-Haste and, then hurry up and put Reflect on someone and begin Doublecasting Flare off of them. Also cast Slow on the Reflected person to bounce it to the Flan. After that, you can Dispel the Reflect on that someone and more properly Doublecast Ultima on the Flan, which pierces that Reflect; it's not a lot more damage (+17%), but it's something. From there on out, you basically have to just rely on Auto-Potion or Curaga for your healing while that 1,300,000 HP slowly grinds down ... down ... down ... down ... down ...
ALTERNATE STRATEGY - ANIMA: Before this battle, you will need to have Anima if you plan to use this strategy (obviously enough). It is also recommended for her to know Haste and Regen, and Shell as well if you've yet to boost her Magic Defense significantly. Curaga would also be nice for emergencies. Open the battle with Anima throwing up Regen and Haste, in that order, then Shell as is applicable; this will allow her to regenerate her HP over time (lessens the need for Curaga) and get in a lot of turns, offensively. So, what does one do on those turns?
As it happens, Anima's Pain is not classified as a physical (which would be nulled) or a magical (which would be Reflected) attack, allowing you to directly deal damage to the Jumbo Flan. Thus, it's as simple as that with a good-'nuff Anima: self-buff, Pain, Pain, Pain, Pain, Pain, Pain...
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with a Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 72,223 | 48,149 |
Attack Reels | 12 | - | 54,167 | 36,112 |
Low-level Furies | 16 | 81,250 | 40,625 | 27,084 |
Nega Elemental
BOSS - Nega Elemental
Nega Elemental | |
---|---|
Maximum HP | 1,300,000 |
Maximum MP | 20 |
Strength | 1 |
Defense | 140 |
Magic | 80 |
Magic Defense | 62 |
Agility | 44 |
Luck | 15 |
Evade | 0 |
Accuracy | 150 |
Element Weakness | None |
Common Item Drops | 2-4 Twin Stars |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Star Curtains |
Rare Steals | 1 Twin Stars |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: The Nega Elemental has a pretty basic, all-magic offense - Firaga, Blizzaga, Thundaga, Waterga, and Flare, with Ultima coming as a counterattack to anything you do to it.
MAIN STRATEGY: Without exception, open the fight with Reflect - this will send most of those painful spells back at Nega. He will be healed by most of them except Flare, but it's relatively minor; you should be able to out-damage that bit of it. Ultima you can't Reflect, so you'll need to heal after it. But, overall, not a lot to say - throw up Reflect, then Doublecast Flare/Ultima to death. Remember to bounce the Flares off yourself, though, as Nega can Reflect itself.
ALTERNATE STRATEGY - ANIMA: Before this battle, you will need to have Anima if you plan to use this strategy (obviously enough). It is also recommended for her to know Haste and Regen, and Shell as well if you've yet to boost her Magic Defense significantly. Curaga would also be nice for emergencies. Open the battle with Anima throwing up Regen and Haste, in that order, then Shell as is applicable; this will allow her to regenerate her HP over time (lessens the need for Curaga) and get in a lot of turns, offensively. So, what does one do on those turns?
As it happens, Anima's Pain is not classified as a physical or a magical attack, allowing you to directly deal damage to the Nega Elemental without fear of retaliation via Ultima! Thus, it's as simple as that with a good-'nuff Anima: self-buff, Pain, Pain, Pain, Pain, Pain, Pain...
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 72,223 | 48,149 |
Attack Reels | 12 | - | 54,167 | 36,112 |
Low-level Furies | 16 | 81,250 | 40,625 | 27,084 |
Tanket
BOSS - Tanket
Tanket | |
---|---|
Maximum HP | 900,000 |
Maximum MP | 0 |
Strength | 103 |
Defense | 100 |
Magic | 3 |
Magic Defense | 250 |
Agility | 41 |
Luck | 15 |
Evade | 0 |
Accuracy | 100 |
Element Weakness | None |
Common Item Drops | 1-2 Defense Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Light Curtains |
Rare Steals | 4 Lunar Curtains |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: What a crappy offense - it can do a basic physical and it can also doing a slightly-faster basic physical. Both of these, however, cause Berserk and delay your next turn. Ouch. They're also not too friendly at over 100 Strength.
MAIN STRATEGY: Well, first things first - without Berserkproof or Ribbon, you can have troubles here. Auto-Haste and Auto-Protect also very good. Beyond that, though, it's mostly one of those heal-and-attack battles. Evade & Counter can be useful for dodging the attacks, at least. Be sure to use Armor/Full Break, too, to halve the boss's 100 Defense to 50, then start barraging it with Quick Hit. This will become extremely vital at under 50% HP, too, as the boss will focus a lot on its Rush Attack, which seems to speed up its next turn like Quick Hit does, which will slowly kill you at low Agility if you can't keep up. >_< To be honest, the Overdrive set is the way to go for this one.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 71,112 | 35,556 | 23,703 |
Attack Reels | 12 | 53,334 | 26,667 | 17,777 |
Low-level Furies | 16 | 40,000 | 20,000 | 13,334 |
Fafnir
BOSS - Fafnir
Fafnir | |
---|---|
Maximum HP | 1,100,000 |
Maximum MP | 30 |
Strength | 76 |
Defense | 30 |
Magic | 109 |
Magic Defense | 130 |
Agility | 38 |
Luck | 15 |
Evade | 0 |
Accuracy | 160 |
Element Weakness | None |
Common Item Drops | 20-40 Light Curtains |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 2 Gold Hourglasses |
Rare Steals | 2 Stamina Springs |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Fafnir is a nasty guy, but at least he has a set pattern of moves. He opens first with a basic physical attack. On the next turn, he does an Attack to one guy, hits everyone for Ice damage, and then Attacks another guy, all in the same turn. On turn three, he uses the same thing, but using Fire damage; on turn four, then same thing, but Lightning damage; and an Attack on turn five and loop from there. We're talking an average of 2.2 attacks per turn.
MAIN STRATEGY: Due to the sheer amount of damage flying around, having Auto-Protect and Auto-Shell or opening with Hyper Mighty G (yes, nothing less than that type of opening) will be VITAL to your survival. Also open with Hastega and Auto-Life, and maybe Regen - though, honestly, the less time you can spend on this setting-up bit, the better. If you happen to already have Auto-Protect, Auto-Shell, and Auto-Haste, then Rikku opening with Ultra NulAll also saves a ton of time (NulAll, 5 each of Cheer, Focus, Aim, Reflex).
As you begin, start by blowing up NulFrost, NulBlaze, and NulShock, in that order, and refilling the empty holes when they come. This will take a load off of your damage since those Triple Attacks' elemental portions hit everyone. If you can keep up with him, you'll end up nullifying a lot of the damage yourself through the Nul-spells and Auto-X-Potions. You'll also want to open with Full Break or Banishing Blade to halve this beast's stats (38 Str or 19 with Protect, 15 Def, 55 Mag or 28 with Shell, 65 MDef). That done, you can get onto the real offense - due to the significantly smaller Defense, it will be better to use a lot of Quick Hit, since physical attacks here on average deal 333% more damage.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 61,112 | 40,741 |
Attack Reels | 12 | 91,667 | 45,834 | 30,556 |
Low-level Furies | 16 | 68,750 | 34,375 | 22,917 |
Sleep Sprout
BOSS - Sleep Sprout
Sleep Sprout | |
---|---|
Maximum HP | 98,000 |
Maximum MP | 820 |
Strength | 3 |
Defense | 167 |
Magic | 112 |
Magic Defense | 203 |
Agility | 26 |
Luck | 15 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | 1-2 Teleport Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Poison Fangs |
Rare Steals | 1 Farplane Wind |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: You'll learn to hate this guy in due time if you can't OHKO him. Why? The move Goodnight causes damage to everyone and puts Sleep, Poison, Berserk, and Armor/Power Break on them. (BTW, you don't block Breaks with Ribbon.) There's also a number of basic Black Magic spells you'll see: Firaga, Blizzaga, Thundaga, Waterga, Flare, and Ultima. So, nothing unexpected there, but all the damage here is magical and that's a pretty high Magic stat, wouldn't you say? Its main strategy is to halve your physical damage so that you can't really strike at its 167 Defense (Power Break, you see?), and you can't Break it, either...
MAIN STRATEGY: Anyhow, what to do when the battle begins? Well, you better have First Strike on someone and Yuna out of the initial party on the off-chance you're ambushed; if you are, there's the Goodnight attack and you're pretty screwed because, even with Ribbon, you'll still get your Strength and Defense halved through Power Break. (Though, now that I think about it, why does it bother with Armor Break if it has no physical attacks?) You'll also see Goodnight if you ever attack physically, so, ouch....
Open your fight with Aeon cannon fodder if you must, but otherwise throw up Shell and Hastega. Reflect wouldn't be too bad (in addition to Shell, since Goodnight is magical and nonreflectable, as is Ultima) to throw back some spells. Once that's done, go for Quick Hit if you have Ribbon and are willing to stand the Goodnight's damage (though you definitely won't Quick Hit again =P). Otherwise, Flare, Ultima, and the like work good. It won't take long to fall, I assure you ... you can just Trio of 9999 this guy away if you must!
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 10,889 | 5,445 | 3,630 |
Attack Reels | 12 | 8,167 | 4,084 | 2,723 |
Low-level Furies | 16 | 6,125 | 3,063 | 2,042 |
Bomb King
BOSS - Bomb King
Bomb King | |
---|---|
Maximum HP | 480,000 |
Maximum MP | 780 |
Strength | 73 |
Defense | 200 |
Magic | 71 |
Magic Defense | 200 |
Agility | 46 |
Luck | 15 |
Evade | 0 |
Accuracy | 150 |
Element Weakness | None |
Common Item Drops | 1-2 Door to Tomorrow |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Fire Gems |
Rare Steals | 1 Shining Gem |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: ... It's a Bomb, what'd'ya expect? It can use Fira and Firaga for its main elemental magic spells, as well as a physical attack. You'll also see Ultima, of course, though their power is mediocre for the Monster Arena Creations. You'll also see the boss grow like a normal Bomb in response to being hit (takes three hits here), although this is seemingly aesthetic as, unlike normal Bombs, the boss doens't blow up after the fourth hit. Growing does have a minor purpose, though, in advancing the boss's offense from Fira to Firaga to Ultima, so look out for that ... or abuse thereof, as to be discussed later.
MAIN STRATEGY: Nothing special to begin with. I seriously recommend opening the fight with three Quick Hits, before anything else. This will make the Bomb King grow once, changing his offense to Fira in lieu of his physical attack. We can nullify Fira, but not a physical attack - in fact, the whole strategy below relies on buffing up while nullifying any antagonizing attacks for the SOLE purpose of defeating this boss as fast as possible before a good Ultima can get in.
Since the Bomb King is limited to Fira and a basic physical at the start, take your sweet time buffing with Hastega, Shell, Protect, Regen, and Auto-Life - hey, may as well, since we rarely get such good chances. Heck, spamming NulBlaze may not even be too bad an idea. Or you can have Rikku throw up Hyper Mighty G or Ultra NulAll - depending on what your armor abilities are (nothing really important for HMG, and Auto-Haste/Protect/Shell/Regen for Ultra NulAll to get some stat boosts). Trust me, you'll be happy about this buffing time later, especially if you go around and throw up lots of Cheer and Focus, too...
I'm not kidding. Do it.
After it's done, begin to bash the crap out of the Bomb King - but wait until literally just after his turn to do so. Again, if you hit him, he grows and his offense increases to Firaga and then to Ultima - you don't want to be hit by Ultima in lieu of Fira just because you had to get in two Quick Hits, right? AFTER the boss's Fira, go into a Quick Hitting frenzy - do nothing but Quick Hit, as you'll not be countered until the boss eventually gets to use Ultima. Hopefully, with Break Damage Limit and some high Agility, you might not even have to SEE a non-nullified attack. =P
ALTERNATE STRATEGY - COUNTERATTACK ABUSE: For this strategy, basically have Evade & Counter on all of your weapons. During the first stage of the boss's growth (i.e. at the start), it will only be able to use a basic physical attack. Thusly, Evade & Counter, right? Evade it and strike back, right? As it turns out, this boss's internal counter will not counterattacks towards its growth - in other words, you can sit there and counterattack 479,999 times, and it will still use a basic physical attack before you deal that last 1 HP of damage to kill it.
And thus, the abuse! During your turns, do absolutely nothing but buff yourself up initially (the attack is weak - may as well go Cheer, right?) with Protect, Hastega, Regen, Auto-Life, Cheer, and Aim as much as you can. If you want, go ahead and Mix Trio of 9999 together to end this boss in 49 counterattacks. But this buffing is all unnecessary - on a general level, Evade & Counter will make you invincible, and the buffing is just insurance and speeding up the damn thing. You can Haste the boss and Slowga yourself if you want to really get it doing, then just keep mashing Triangle to Defend - 'cause, after all that buffing, there's nothing to do but Defend and quarter the damage you take.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 53,334 | 26,667 | 17,778 |
Attack Reels | 12 | 40,000 | 20,000 | 16,667 |
Low-level Furies | 16 | 30,000 | 15,000 | 10,000 |
Juggernaut
BOSS - Juggernaut
Juggernaut | |
---|---|
Maximum HP | 1,200,000 |
Maximum MP | 20 |
Strength | 98 |
Defense | 140 |
Magic | 70 |
Magic Defense | 62 |
Agility | 42 |
Luck | 15 |
Evade | 0 |
Accuracy | 150 |
Element Weakness | None |
Common Item Drops | 1-2 Strength Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Lunar Curtains |
Rare Steals | 1 Shining Gem |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: The Juggernaut uses only a few attacks. It can use a basic attack for some damage, and it can use Crush Spike to instantly kill, or to damage if you have Deathproof/Ribbon. There's also Salvo, which takes a turn to charge, and the charging begins after the Juggernaut uses its fourth Crush Spike. Salve is basically some nasty Fire-elemental damage to everyone.
MAIN STRATEGY: Ribbon/Deathproof and Fireproof/Eater are essential for this fight. ... Well, Fire Eater isn't really, but it's nice to absorb Salve, eh? In any case, you have enough time before it's fired to put up NulBlaze if you want. Anyhow, there's not much to say. Open with what you don't have Auto'd of Hastega/Protect, then simply go into some Quick Hits and heal as needed. (Don't expect to get in anything magical, since the Juggernaut is immune to all magic.) You may want to put up Full Break or Banishing Blade to halve his offenses and defenses, each quite significantly (49 Str, 70 Def, 35 Mag, 31 MDef). Be sure to use NulBlaze at some point before a Salvo is fired, and that's pretty much it - eventually, he'll go down.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 66,667 | 44,445 |
Attack Reels | 12 | - | 50,000 | 25,000 |
Low-level Furies | 16 | 75,000 | 37,500 | 25,000 |
Ironclad
BOSS - Ironclad
Ironclad | |
---|---|
Maximum HP | 2,000,000 |
Maximum MP | 0 |
Strength | 100 |
Defense | 220 |
Magic | 0 |
Magic Defense | 180 |
Agility | 65 |
Luck | 15 |
Evade | 0 |
Accuracy | 180 |
Element Weakness | None |
Common Item Drops | 1-2 HP Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 4 Light Curtains |
Rare Steals | 1 Stamina Tablet |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: The Ironclad is essence of bulkiness, boasting 220 Defense, 180 Magic Defense, and a whopping 2,000,000 HP, more than any other Species or Area Creation, any normal FFX enemy, some Dark Aeons, and ... ah, you get the message. Anyhow, the boss's attacks are rather weak: there's Reppageki (hits one), Bushinzan (all), and Shinryudan (one). He actually uses them in that order, too. The first two are about the same in power, with the Shinryudan being about 50% stronger. They're like 15~25 altogether in their base power, by the way; most good magic is stronger. It's not important, but it shows you how much this guy relies on tanking you rather than fighting mano a mano.
MAIN STRATEGY: Of course, when I fight a tank, regardless of the RPG, it almost always loses. =D Open the fight with what you lack of Hastega, Protect, Regen, and Auto-Life - if you must, Hyper Mighty G saves a few turns. (Shell isn't needed, since all the boss's attacks are outright physicals.) Also be sure to use Full Break or Banishing Blade on him to halve his Defenses; you won't get Power Break through (and Magic Break is useless), but it again saves some time. From there on out, use Quick Hit if you want the physical offense, though Flare and Ultima are smarter as they'll deal ~22% more damage and can be Doublecasted. =P A simple but lengthy fight, really.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. Also, since the boss has a ton of HP, this goes on a scale of 2-4 Overdrives, since you can't kill it with 1.)
Overdrive | Hits/OD | Min. Damage/Hit (2) | Min. Damage/Hit (3) | Min. Damage/Hit (4) |
---|---|---|---|---|
Blitz Ace | 9 | - | 74,075 | 55,556 |
Attack Reels | 12 | 83,334 | 55,556 | 41,667 |
Low-level Furies | 16 | 62,500 | 41,667 | 31,250 |
Earth Eater
BOSS - Earth Eater
Earth Eater | |
---|---|
Maximum HP | 1,300,000 |
Maximum MP | 30 |
Strength | 117 |
Defense | 200 |
Magic | 186 |
Magic Defense | 210 |
Agility | 47 |
Luck | 15 |
Evade | 0 |
Accuracy | 120 |
Element Weakness | None |
Common Item Drops | 1-2 Fortune Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Gambler's Spirit |
Rare Steals | 1 Lv. 1 Key Sphere |
AP Yield | 50,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Oh, God, I hate this guy... He will typically be seen using Megaton Punch. It can be used once as a counter for ANYTHING, and twice during his normal turns, and it can induce KO immediately, or physical damage if protected against. Like the Chocobo Eater it mimics, you can hit it for 100,000 damage and it'll fall down, after which it'll just cast Flare for two turns before getting back up.
MAIN STRATEGY: I'm not kidding when I say this - if you do not have Deathproof or Ribbon on ALL of your armors now, get out of here and grab the items necessary for it. They're virtually necessary to win this, unless you plan on every other turn being a Mega Phoenix. You will also want Auto-Haste, Auto-Shell, and Auto-Protect. Auto-Protect isn't that needed, but it can help you survive a Megaton Punch; if you're confident, swap for Auto-Potion with only X-Potions in stock since that'll help deal with Flare later in the fight.
The only way I could think to win was a high-damage, high-speed strategy - in this case, you NEED to exceed over 100,000 damage in a single attack. In doing so, you will knock him and cancel the Megaton Punch counter you had coming, and then the two Megatons you had coming for the battle-finisher. Granted, Ribbon/Deathproof would let you sit through them, but, at a 117 Strength, that's not a good idea, even with exorbitant (200+) Defense if you're running 9,999 HP like me. You need to have the ability to execute such an offense as many times as you can, which means seven full Overdrive gauges, each wielder with Entrust, all heading to Tidus for a Blitz Ace averaging 11,112 damage per hit - if you can manage that, you've got an effective free 15 turns.
Once the Earth Eater is on his ass, he will begin countering everything with Flare - this will be Reflected off him, so don't expect to block it, just have Shell/Auto-Shell/some kind of Mighty G up by then. Flare is a LOT more manageable than Deathproof'd Megaton Punch ... IF you have Shell. Otherwise, expect a lot worse to come from it - SHELL IS NECESSARY TO SURVIVE!
At this point, you'll want to be Quick Hitting as much as you can; you'll be hit by Flare, but it'll be halved by Shell and healed by Auto-Potion if you've got it. Keep Quick Hitting, too - the more turns you can get while the Earth Eater is on his back, the less you have you to deal with Megaton Punch. Screw that crap about not hitting a man while he's down - this ain't no man! =D
Eventually, Earth Eater will likely get up. Try to notice beforehand (keep a track on the CTB - it's third turn is when it gets up) and Entrust another Overdrive gauge to Tidus (if Stoic/Comrade hasn't already gotten him another lol) for another Blitz Ace. It gets up, you knock it back down in flashy style and Quick Hit it again and again to oblivion.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
Greater Sphere
BOSS - Greater Sphere
Greater Sphere | |
---|---|
Maximum HP | 1,500,000 |
Maximum MP | 999 |
Strength | 87 |
Defense | 130 |
Magic | 102 |
Magic Defense | 120 |
Agility | 55 |
Luck | 15 |
Evade | 0 |
Accuracy | 200 |
Element Weakness | Variable! |
Common Item Drops | 1-2 Luck Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Gambler's Spirit |
Rare Steals | 1 Return Sphere |
AP Yield | 50,000 |
Gil Yield | 0 |
BOSS ANALYSIS: The Greater Sphere is basically super-buffed Spherimorph. You can expect a simple physical attack if yuo do nothing at all. It will cast Ultima on you if hit it with most things - physical OR magical. If that thing happens to be an Overdrive, you will get hit with Hydraulic Press instead (also occurs at random), which rips off 93.75% of your max HP - not your current, your MAX. That means if you have less than 9,375 HP out of 9,999 left, you die. If you have less than 93,750 left of 99,999 left, you die. Ouch. (As a note of trivia, if you happen to deal 93,750 damage across each of 16 hits, you win.) Also, if you summon an Aeon, expect to see the basic "-ga" skills.
MAIN STRATEGY: This battle demands having no Break HP Limit, yet having Auto-Potion with only X-Potions in your stock. That way, you will heal fully after every attack, negating them all so long as you have enough Defense. Like with Spherimorph, this guy has a weakness, but it varies, and to know it you must get him to cast something ... or do you?
As usual, there's a slight flaw in the system regarding Elemental Shift, which we couldn't abuse back against Spherimorph. Basically, like a number of other fights we've seen, Elemental Shift seems to not count counterattacks (including Reflected ones from you to it) for some reason. Thusly, hurry up and put Reflect on your party and have someone throw Fire against an ally. (Like usual, the Greater Sphere is weak to one element and absorbs the rest.) If it's absorbed, big deal; if you dealt damage, though, you've found the weakness. And no Elemental Shift has occured! =O
You know what that means, right? A foolproof strategy! At 9,999 HP with 99 X-Potions (only kind of Potions you have in stock), you'll get hit with a basic physical or Hydraulic Press, likely not die, and then fully heal yourself. Your offense? Doublecast the "-ga" spell the Greater Sphere is weak to on yourself and it'll go to the GS Ball (lol), with no Elemental Shift triggered. Then you can Copycat it around and around and basically be invincible until you run out of X-Potions, which probably won't happen if you have Hastega already on and decent Agility.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)
The only problem with this Overdrive strategy is that you'll be hit with Hydraulic Press after one Overdrive! If you go multi-Overdrive, you MUST heal in-between the Overdrives, since Hydraulic Press is based on maximum HP and takes away HP from the party equal to 93.75% of that.
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 83,334 | 55,556 |
Attack Reels | 12 | - | 62,500 | 41,667 |
Low-level Furies | 16 | 93,750 | 46,875 | 31,250 |
Catastrophe
BOSS - Catastrophe
Catastrophe | |
---|---|
Maximum HP | 2,200,000 |
Maximum MP | 380 |
Strength | 120 |
Defense | 80 |
Magic | 77 |
Magic Defense | 80 |
Agility | 34 |
Luck | 15 |
Evade | 0 |
Accuracy | 150 |
Element Weakness | None |
Common Item Drops | 1-2 Designer Wallet |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Gambler's Spirit |
Rare Steals | 1 Lv. 2 Key Sphere |
AP Yield | 50,000 |
Gil Yield | 0 |
If it matters to anyone, this is probably the easiest of the Original Creations ... or at least the first one I ever beat. >_>
BOSS ANALYSIS: The boss will stay in its shell for a good while, like the Sinspawn Geneaux we fought at Kilika, until we get rid of so-much (450,000) HP. Every two turns, it will use the Toxic Cloud attack: this can do some magical damage to all and inflict Poison, Confusion, and Curse. It will skip every other turn.
After breaking dat shell, it will use Toxic Spray as its first move. It will always hit the highest-HP character and inflict physical damage as well as Power, Armor, Magic, and Mental Break - you'll need to Dispel them to get anything good from them. Next comes Demi, which you're familiar with, then Hundred Thorns for some semi-nasty physical damage to everyone.
MAIN STRATEGY: For this battle, you'll want to have Ribbon, Auto-Haste, Auto-Protect/Auto-Shell, and Auto-Potion (only X-Potions in stock) on your armor with pretty much no exception. Ribbon stops Toxic Cloud from making you kill yourself (though you have to manually heal Curse), Auto-Haste is nice, and Auto-Potion heals. Auto-Protect/Shell/Haste are used rather than simply instilling them in the battle solely because of Toxic Spray. The only way to rid yourself of the Full Break is Dispel, which would also get rid of Protect, Shell, Haste... You get me? If they're Auto'd, then they don't go away when you Dispel. Dispel is still a turn, but it could be a lot worse.
Anyhow, the battle strategy? Since Toxic Cloud's main problem is prevented via Ribbon, you have nothing to worry about during this phase. Spend this time buffing up and even bringing on Cheer and Focus and all that good stuff before even bothering with the offense.
From 1.75 million HP on, you'll have to deal with the real thing. Dispel any Breaks you get, but that will be the main thing you have to worry about short of the occasional healing.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.
(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 2-4 Overdrives to accomodate - there's no killing below that number.)
Overdrive | Hits/OD | Min. Damage/Hit (2) | Min. Damage/Hit (3) | Min. Damage/Hit (4) |
---|---|---|---|---|
Blitz Ace | 9 | - | 81,482 | 61,112 |
Attack Reels | 12 | 91,667 | 61,112 | 45,834 |
Low-level Furies | 16 | 68,750 | 45,834 | 34,375 |
Th'uban
BOSS - Th'uban
Th'uban | |
---|---|
Maximum HP | 3,000,000 |
Maximum MP | 85 |
Strength | 102 |
Defense | 80 |
Magic | 212 |
Magic Defense | 80 |
Agility | 53 |
Luck | 15 |
Evade | 0 |
Accuracy | 180 |
Element Weakness | None |
Common Item Drops | 1-2 Underdog's Secret |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Gambler's Spirit |
Rare Steals | 1 Teleport Sphere |
AP Yield | 50,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Th'uban thankfully has a regular move pattern.
- It first will open with a basic physical attack.
- Next comes Rainbow, which is physical damage to all. You'll also get Confusion, Curse, Sleep, Darkness, and Silence.
- The boss will then use Protect; if that's on, then Shell; if that's on, then Regen; if that's on, turn is skipped.
- Fourth is Convergence, which is nasty magical damage to one character. Like a set 99,999, or 50,000 with Shell - expect it to kill without Break HP Limit.
- It loops from there.
- You'll also see Condemn - physical damage to all, plus Dispel that removes even Auto-Life to counter most things.
- You will see Haste as a counter to statusing attacks.
MAIN STRATEGY: Beforehand, if you want a positive status, you had best let it be an Auto-thingy in your armor. I recommend Ribbon, Auto-Haste, Auto-Protect or Auto-Shell (whichever you want - personally, I stuck with my Auto-Phoenix armor), and Auto-Potion. Ribbon deals with that pesky Rainbow, the Auto-abilities to save time, and Auto-Potion with a X-Potion-only stock to heal.
As it turns out, Condemn is NOT triggered by Reflecting attacks off of yourself, so if you want to go this route (the only really logical one), you'll want to open by putting Reflect on everyone and, from there, simply Doublecasting Flare off your allies for a while. You'll have to deal with some attacks and have to heal from them - hopefully Auto-Potion/Auto-Phoenix come into action! It's simply that, really - let your armor heal you while you endless go on a Doublecasted Flare rampage. That's about it - Dispel the Th'uban every two rounds of his loop (since that's when he puts up Shell - Protect is irrelevant) and keep Flaring.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.
(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 2-4 Overdrives to accomodate - there's no killing below that number.)
Overdrive | Hits/OD | Min. Damage/Hit (2) | Min. Damage/Hit (3) | Min. Damage/Hit (4) |
---|---|---|---|---|
Blitz Ace | 9 | - | - | 83,334 |
Attack Reels | 12 | - | 83,334 | 62,500 |
Low-level Furies | 16 | 93,750 | 62,500 | 46,875 |
Neslug
BOSS - Neslug
Neslug | |
---|---|
Maximum HP | 4,000,000 |
Maximum MP | 999 |
Strength | 130 |
Defense | 80 |
Magic | 130 |
Magic Defense | 80 |
Agility | 43 |
Luck | 20 |
Evade | 0 |
Accuracy | 0 |
Element Weakness | None |
Common Item Drops | 1-2 Pendulums |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Gambler's Spirit |
Rare Steals | 1 Friend Sphere |
AP Yield | 50,000 |
Gil Yield | 0 |
In case you're curious, the Neslug is the only enemy that can legitimately be called an "original" Creation, as everyone else is just based off other enemies' sprites.
BOSS ANALYSIS: Neslug doens't have a lot of attacks, to be honest. Outside of his shell, you'll see a basic physical. You can also see Megaton then - it's kinda like the Megaton Punch from Earth Eater, as it can KO, or Confuse if you have Deathproof (and neither if you have Ribbon). But even worse than that (o_o;) is Slime. It hits your whole party and will inflict Curse, Poison, Armor Break, and Mental Break, and its damage is not halvable. You'll also see Curaga whilst the thing is in its shell, and nothing else.
MAIN STRATEGY: Open the battle with what you lack of Protect and Hastega on everyone (although you ought to have Ribbon, Auto-Protect, Auto-Haste, and Auto-Potion, perhaps, on your armor). WHATEVER you do - I repeat, WHATEVER YOU DO - do NOTHING until you Silence Neslug. I don't care how you go about it - I went Silence Buster - but if you do not, your life will become a living hell after you deal 2,000,000 damage.
After getting your buffs and Silence up, carefully keep track of the damage your moves deal for the next 25 turns or so. If you don't, everything can go to hell. Granted, this strategy is not completely needed, but it makes it a LOT easier. Neslug starts with 4,000,000 HP - manually keep track on a piece of paper how damage you dealt and with whom; try to focus your offense to Quick Hit to make things a bit easier on you. Also grab a calculator to manually find out the boss's EXACT HP each turn, and with each turn take a general estimate of his HP after the next attack. (Assume the next attack will be critical. Again, you have to be careful here.)
As a footnote, I had about 200 Strength on everyone and was rather consistent in 99,999 damage-dealing, which means 20 turns later, 2,000,020 HP was left.
As you near 2,000,000 HP gone or left - whichever you prefer, it's the same thing =P - be extremely careful. When you are certain the next Quick Hit will exceed 2,000,000 HP taken (or lower the Neslug below 2,000,000 HP), STOP. At that point, have Tidus go into Blitz Ace, or Wakka into Attack Reels (which is less certain but more effective).
What you want to do at this point is to deal over 1,000,000 damage in a single hit. This will skip a LOT of hell the second phase gives you (and yuor potential failure is part of the reason we did Silence earlier). For Tidus to finish off Blitz Ace perfectly for this, he needs to hit for 99,999 damage for each of the nine hits, and no less - even then, it won't work exactly, but you'll be close enough to Entrust another Overdrive to him that it won't matter. (For 2 perfect Overdrives, it's 55,556+ per hit.) If you opt to use Wakka instead, it's a bit more luck-based, but landing 2x-2x-2x on the Attack Reels is 12 hits, not 9. That means you CAN do it with a single Overdrive dealing 83,334+ per hit, or two for 41,667+ per hit.
If you happen to get stuck in the second phase, you might want to run unless it was a semi-failed Overdrive that brought you there. During this phase, Neslug becomes impervious to all physical attacks (except Overdrives), and can heal between 1 and 65,535 HP per turn through Regen. Ouch. There's also a self-Curaga (which I could've sworn broke even the 99,999 healing limit once), but if you Silenced the boss earlier, no worries there. Basically, for this phase, you MUST keep Doublecasting Ultima with everyone in the party, stopping ONLY to use Slice & Dice, Blitz Ace, or Attack Reels again. You must deal 1,000,000+ damage in this phase, reducing the boss below 1,000,000 HP, to get this to end.
DO NOT SUMMON AN AEON DURING THIS PHASE! I did that and had miscalculated my HP (my handwriting sucks), and it turns out 99,999 damage form the Magus Sisters wasn't enough. You know what I saw in return? Over 150,000 HP healed by Regen - which means it CAN break the 99,999 healing limit, and it's about ten times what you'd get from not having an Aeon.
After that, in the third phase, you'll be back as you were with the first phase, really - same attacks, same way to respond and everything. Though this time, if you get an Overdrive like Blitz Ace one last time ... use it. 1,000,000 damage is reachable here, especially if you broke the shell the first time.
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.
(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 3-5 Overdrives to accomodate - there's no killing below that number.)
Overdrive | Hits/OD | Min. Damage/Hit (3) | Min. Damage/Hit (4) | Min. Damage/Hit (5) |
---|---|---|---|---|
Blitz Ace | 9 | - | - | 88,889 |
Attack Reels | 12 | - | 83,334 | 66,667 |
Low-level Furies | 16 | 83,334 | 62,500 | 50,000 |
Ultima Buster
BOSS - Ultima Buster
Main Body | Head | Arm | |
---|---|---|---|
Maximum HP | 5,000,000 | 80,000 | 80,000 |
Maximum MP | 140 | 1 | 1 |
Strength | 168 | 1 | 1 |
Defense | 60 | 1 | 1 |
Magic | 178 | 1 | 1 |
Magic Defense | 71 | 1 | 1 |
Agility | 72 | 80 | 80 |
Luck | 15 | 15 | 15 |
Evade | 0 | 0 | 0 |
Accuracy | 80 | 0 | 0 |
Element Weakness | None | None | None |
Common Item Drops | 1-2 Winning Formula | None | None |
Rare Item Drops | 1-2 Dark Matter | None | None |
Common Steals | 1 Gambler's Spirit | None | None |
Rare Steals | 1 Lv. 3 Key Sphere | None | None |
AP Yield | 50,000 | 0 | 0 |
Gil Yield | 0 | 0 | 0 |
BOSS ANALYSIS: During this fight from Ultima Buster (look familiar, no?), you'll be able to exepct a basic physical as well as its namesake Ultima. When the head begins to move, the next turn will be Contamination, which is a TON of ailments to one character: Poison, Confuse, Slow, Zombie, Armor Break, Power Break, Magic Break, and Mental Break. That means that you'll need Ribbon and some Holy Waters to stop the Zombie from REALLY getting hurt, and Dispel to remove the halved stats. Unlike normal, this can also hit Aeons, too - yeah, Zombified Aeons. O_O
There is a regular pattern at least. When the head acts, it will sacrifice its turn to the main body to do a basic physical, charge turn, Contamination or nothing if the head is dead. With the main body, it's a bit more complex, but it essentially can be Ultima or a basic physical every turn, or both. If the head is dead, then it's always Ultima, with basic Attacks also occuring every other turn.
MAIN STRATEGY: After Sinspawn Gui, you'd be tempted to kill the head.
... *smacks you with newspaper* No, bad boy!
See, the problem with killing the head is that you're going to be hit with Ultima every turn, and it pierces protection, remember? With the head alive, you'll be seeing a lot of Attacks and the occasional Contamination, sure. However, Auto-Protect/Auto-X-Potion covers the Attacks aptly, and Auto-Med/Ribbon and Dispel/Remedy thereafter cover Contamination. It's slightly more management, but Ultima every turn is not something you really want to deal with. Not to mention you can just hit the head when it starts moving to shut it up.
So, what do you want on your tombst-- I mean armor? Ribbon, Auto-Haste, Auto-Potion, and Auto-Phoenix/Auto-Protect work well and keep things nice and quick.
As for attacking the arms? Yeah, sic 'im with some Quick Hits when you begin the fight and you'll get rid of the main protection of the main body. Quick Hit the main body thereafter. If you're at around 200+ Strength, you'll also see the head begin moving by this time, if not before - get Wakka in and Quick Hit it, or just hit it with some weak magic. Weak magic is probably better since the head could be one-hitted at 200 Strength and you want it alive. (I know, still sounds crazy typing it.) You'll have to rekill the arms every three or four turns, so all the more reason for Quick Hit, no?
That really sums it up. Kill the arms, DON'T kill the head, and Quick Hit-and-heal-when-needed will manage to work.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it! ... If it matters at all, the arms and head die in 3 turns from Doom.
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.
(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 4-6 Overdrives to accomodate - there's no killing below that number.)
Overdrive | Hits/OD | Min. Damage/Hit (4) | Min. Damage/Hit (5) | Min. Damage/Hit (6) |
---|---|---|---|---|
Blitz Ace | 9 | - | - | 92,593 |
Attack Reels | 12 | - | 83,334 | 69,445 |
Low-level Furies | 16 | 78,125 | 62,500 | 53,764 |
Shinryu
BOSS - Shinryu
Shinryu | |
---|---|
Maximum HP | 2,000,000 |
Maximum MP | 72 |
Strength | 92 |
Defense | 60 |
Magic | 86 |
Magic Defense | 98 |
Agility | 70 |
Luck | 15 |
Evade | 0 |
Accuracy | 200 |
Element Weakness | None |
Common Item Drops | 1-2 Wings to Discovery |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Gambler's Spirit |
Rare Steals | 1 Three Stars |
AP Yield | 50,000 |
Gil Yield | 0 |
Ah, Final Fantasy V nostalgia all over again.
BOSS ANALYSIS: Did any of you play Final Fantasy VII? If you did, you'll find this guy to play a lot like the Ruby Weapon from those days whose main strategy was to quickly eliminate two of your characters and pummel the third. The main way this is achieved is through Eraser, which Petrifies the target - AND it cannot be blocked, even if you have Ribbon or Stoneproof (or both, like it'd make a difference lol), so you might as well call 'em Shattered since you're underwater. What does this mean? Shinryu can use Eraser to eliminate your party one by one, until you have just one left.
Now you see Shinryu's strategy, right? Use Eraser and someone's gone. Do it again. Then hit 'em with Shining - that's 4.5x more powerful than a normal attack when you only have one person being hit. If the AI was programmed so that he simply did Eraser - Eraser - Shining, you'd actually have an interesting problem. Sad he can be OD'd to death. ... I meant Overdrive'd. >_>
MAIN STRATEGY: Essentially, nothing short of high damage in a short time period will win this fight. If you can manage, bring in everyone with full Overdrive gauges and 180+ Strength, or at least enough to deal 99,999 damage in a single hit against this thing or whatever the below tactics say. You have several ways to go about it without being hit by Eraser (and, frankly, they're the only ways I know to win this fight - any ideas?).
- Have Tidus use Blitz Ace, and Wakka use Attack Reels. If you get perfect on both (2x-2x-2x for Attack Reels), you need to deal 95,239 or more damage per the 21 attacks on average to win.
- This strategy takes a bit longer, but is less luck-based. Have Tidus use Blitz Ace, then someone Entrust him an Overdrive gauge, Blitz Ace, Entrust, Blitz Ace. You'll need to deal 74,075+ damage per hit of the 27 attacks to win.
- This is the most luck-based of all, but requires the least Strength: essentially, it's the same as the previous strategy, but with Wakka getting the Overdrives. With three perfect 2x-2x-2x Attack Reels, you get 36 hits. On average, you must 55,556+ damage with each to win.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. I'm only noting it out of an obligation to note it and that it'll work about 0.000000000000000000000000000000000000000000001249478940926% of the time. Yes, I did the math: 2/3 chance to not see Eraser, right? Across 255 turns, that's (2/3)^255 odds to never see it, or (2^255 / 3^255), or around (5*(10^76) / 4*(10^121)). Those odds are not great - it's like finding 11 Shiny Pokémon in a row in the wild without any kind of aide (base odds: 1/4096 as of 2011).
Nemesis
BOSS - Nemesis
Nemesis | |
---|---|
Maximum HP | 10,000,000 |
Maximum MP | 9,999 |
Strength | 255 |
Defense | 150 |
Magic | 255 |
Magic Defense | 150 |
Agility | 200 |
Luck | 0 |
Evade | 0 |
Accuracy | 150 |
Element Weakness | None |
Common Item Drops | 1-2 Warp Spheres |
Rare Item Drops | 1-2 Dark Matter |
Common Steals | 1 Lv. 4 Key Sphere |
Rare Steals | 1 Warp Sphere |
AP Yield | 55,000 |
Gil Yield | 0 |
BOSS ANALYSIS: For the ultimate boss of the US FFX on the PS2, this guy has a simpler offense than would be expected. Nemesis can use a basic physical, Ethereal Cannon (non-elemental magic to one character), Ultima, and Armgageddon. Armageddon always hits for 99,999 damage, so you have a problem there... There's also Ultra Spark, which hits everyone and induces Power Break, Slow, Curse, and Poison; the damage is unhalvable, and Power Break, Slow, and Curse break through Ribbon. CRAP! All of these attacks are also extremely nasty at 255 Strength/Magic.
MAIN STRATEGY: Don't bother coming here without maxed (255) stats or nearly so, or Nemesis will wipe the floor with your remains. I'm not kidding - short of Penance, this is the worst guy of the bunch. 255 Strength and Magic regularly will hit you for 10,000+ damage even then, and likely 99,999 without; 200 Agility is almost impossible to outspeed; 150 Defense/Magic Defense is the definition of sturdy in the Monster Arena; and he can absorb every element as well...
As for your armor? Auto-Potion with X-Potions only in the stock is critical; Auto-Haste keeps you fast without the need for Hastega; Auto-Protect and Auto-Shell will halve most of the damage, other than Ultra Spark and Armageddon, that come at you. Auto-Phoenix and Ribbon have their uses, but since your ultimate goal ought to be simply not dying, don't really bother wasting that slot; all Ribbon helps with anyhow is Poison.
When the battle begins, you HAVE to open slowly - if you attack too early, you'll likely get blasted by an Ultima (yes, it's a counterattack), and there goes the neighborhood. With max stats, your only real worry is Armageddon, a nonblockable kill to everyone. To prepare for that, there's little that can be done. Armageddon IS predictable, but the boss has a number of move routines. Basically, you can keep track of the moves he does from the start on his own turns and, after Armageddon (protect from it via the below methods before its 9th-12th turns), it loops.
One option is Auto-Life. With Auto-Life placed, you won't die from the Armageddon, which used generally every ten of the boss's turns. Auto-Life is most quickly instilled via Hyper Mighty G - if you have seven characters with Overdrive gauges, then you are essentially free for 70 turns; alternatively, you can keep some people in the main battle to use their Overdrives while the remainnig four sit in the back row to swap in and Entrust when Rikku needs to Mix.
Alternatively, you can Summon an Aeon to take the brunt of the blow; this also grants you about 80 free turns (since nothing else other than this needs worrying) if you have all of the Aeons. When you Summon them, it's best that you do it just before the boss's 9th turn and simply open with their Overdrive; it's slightly random on when Armageddon is used, but they'll likely absorb the brunt of the blows dealt between the Overdrive and that if needed, especially the Magus Sisters.
Anyhow, once you are buffed - that means what you don't have Auto'd of Haste, Protect, Shell, and Auto-Life - you need to continue buffing. Trust me on this - Cheer and Focus, each five times, will be a huge boost to your main statistics. (That's +25 points to Str/Def/Mag/MDef, defying even the 255 limit, which is a 10% boost at those levels - not a lot, but it can be amazingly helpful to those running without Break HP Limit, as I recommend.) This is quickly done with Ultra NulAll as a Mix, which provides some other optional-but-helpful benefits.
So, then, onto killing Nemesis. Since you're not breaking the 9,999 HP limit, you'll be fine by getting Auto-Potion or Auto-Life whenever you are attacked, so that's nice. For the most part, keep up a lot of Quick Hits and revive anyone who dies (Quick Pockets + Phoenix Down), then instill Auto-Life on them again. The only thing to keep in mind is to keep track of the boss's moves and send in an Aeon or something as cannon fodder for when Armageddon is about to be used. Hopefully, you'll win and get that Mark of Conquest to mark that you have "surpassed mortal bounds" ... almost. Just one more thing left - the Dark Aeons!
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it - it may actually be the preferred strategy in this case since it simply lets you heal, though how to deal with the Armageddons when your Aeons are gone gets a bit tedious since there's going to be a lot of Hyper Mighty G's going around (set up a Comrade Overdrive Mode party to boost Rikku's gauge faster) or Auto-Life (Haste, Haste, Haste), but it can work unless you intend to GRIND against this guy.
ALTERNATE STRATEGY - OVERDRIVES: It's not possible to use this as your sole tactic, really, since even 7 16-hit Overdrives from Lulu needs 89,286+ damage per hit to work, and that's stuff like Fire; it's harder when you're forced to use Flare, closer to 8 hits. That said, the most reliable tactic here is Tidus's Blitz Ace - use Entrust to bring everyone's Overdrives to him and go for 7 9-hit Overdrives, which equates to 6,299,937 if you hit max damage. Similarly, Wakka's 2x-2x-2x Attack Reels hits for 7 12-hitters, 8,399,916 damage, both of which are pretty good at shortening this fight if needed. From there, you can simply turn on Comrade and keep everyone alive until more Overdrives are filled, Entrust them, and keep going.
The Dark Aeons
Sectional Flowchart
- Introduction to the Quest
- Preparations to Make
- The Aeons' Locations
- Dark Valefor
- Dark Ifrit
- Dark Ixion
- Dark Shiva
- Dark Bahamut
- Dark Yojimbo
- Dark Anima
- The Dark Magus Sisters
- Penance
Introduction to the Quest
If you're from the US, welcome to uncharted territory, for you, like me, have never fought the Dark Aeons before, more than likely. The Dark Aeons were bosses exclusive to the International/PAL releases of Final Fantasy X over a decade ago; luckily for us, they're in the HD releases of the game.
So, what ARE the Dark Aeons? That, I cannot really answer, since there's not a lot given out in the plot about them. (Or at least anything I'll give out up front - you'll learn what you can in due time.) What I can answer without spoiling a lot is that they're the best of the best of the bosses in this game, sort of. They noticeably go up in difficulty from Dark Valefor (kinda like the Area Creations of the Monster Arena) to Dark Shiva-ish (the Species Creations) to the rest (Originals) to the one to end it all, Penance, who is Nemesis on steroids. Ultimately, beating Penance is the goal of this quest, and what makes it so difficult ...
... but being able to achieve this is the true mark of a Final Fantasy X master. Being able to beat Penance signifies you are among the elite in FFX, for so few are able to beat a beast whose stats mark near the maximum allowable by the game. For that is why this, of all the Sidequests sections is left for last - it may not be the longest, but it is definitely the hardest.
In the following sections, I will construct analyses on how you should prepare, how to find the Dark Aeons, their mechanical data, and, finally, how to cut them in twain. Enjoy.
Preparations to Make
Depending on which Aeon(s) you want to fight, you can always shift this around a little; generally, the later the Aeon is available, the harder the boss. In general, if you already beat most of the Original Creations in the Monster Area, you should be fine, but here are some specifics.
- Overdrives: Simple enough - have the best everyone can get. If they get better ones. That means Blitz Ace for Tidus, Attack Reels for Wakka (yes, not the best in order, but definitely the best anyhow), Tornado for Auron, Nova for Kimahri, some stuff to do some crazy Mixing with Rikku, and ... well, you REALLY ought to have the Magus Sisters by now, but your use of them will likely be limited.
- Items: As many you can get of Remedies (if you don't use the Ribbon ability on everyone), Phoenix Downs (for Auto Phoenix), X-Potions (for Auto-Potion - trash all other Potions!!), Elixirs, and Megalixirs. Plus, there are a ton of good Mix combos for Rikku.
- Statistics: It varies. You'll want 175+ on your stats most likely if you're fighting in order, and simply bump up to 200+ once you pass Dark Ixion. Dark Bahamut on will require stats in the range of 225+, and Penance demands an effective set of maxed-out characters. There's no need to exceed 9,999 HP here, so don't bother, really. MP isn't much to worry over due to One MP Cost, but 999 is probably already yours if you have suitable stats to fight these guys.
- Weapons: The Celestial Weapons can suffice for this set of battles, but, to be honest, they're rather inferior except in the case of Auron - with him, having a lower percentage of HP can provide a damage boost of just over 210% at its lowest levels. (See the section A Bit About The Weapons for details.) With your self-made weapons, you'll likely want Break Damage Limit, Triple Overdrive, One MP Cost, and something else for the fourth slot. I'd go for Evade & Counter, Magic Counter, Magic Booster (works well with One MP Cost!), or Strength/Magic +20% (whichever your character will specialize in).
- Armor: Ribbon by far would be a great ability, though its use would be limited - plus, 297+ Dark Matters are hard to come by, but, damn, is the ability effective when you need it. Auto-Haste is also great, as is Auto-Potion and Auto-Phoenix. (Just be sure to trash all your Potions/Hi-Potions with the former!) Ultimately, those four abilities are the ones I recommend for a superb armor: Auto-Potion (with X-Potions only), Auto-Phoenix, Auto-Haste, and Ribbon - you'll be taking away every status but a few (but including KO), always halving physical damage (which comes a lot), always at doubled Agility, and healing for 9,999 HP when you take damage. Whether you want Break HP/MP Limit is up to you. Honestly, I got by without Break HP Limit (but 9,999 HP) - plus, NO attack exists that will exceed 9,999 damage that you cannot predict or counter or send in Aeons as cannon fodder for. One MP Cost defeats the purposes of Break MP Limit (unless you're casting over 1,000 spells per battle - what?), too.
The Aeons' Locations
None of these will appear until after the airship is obtained. ... Well, they will appear around the time you hit Macalania, but don't bother with them until you get the airship.
- Dark Valefor - In front of the village of Besaid. As you enter, a man will appear and summon him.
- Dark Ifrit - Go to the final area of the Sanubia Desert; near one of the quicksand pits is a woman looking for her daught. When prompted to search, go north an area.
- Dark Ixion - In the Thunder Plains, go to the northern half of the area. You'll see a man standing below one of the lightning rods; speak with him.
- Dark Shiva - Simply return to Macalania Temple and speak with the Guado summoner as you approach.
- Dark Bahamut - In the Zanarkand Ruins, in the room where you fought Yunalesca and where the Sun Crest is found.
- Dark Yojimbo - After having gotten Yojimbo, go to the end of the Cavern of the Stolen Fayth and to the Fayth itself. Things become a bit tedious then, since you'll fight the guy five times; just never leave the Cave and never use the teleporter (unless you need to).
- Dark Anima - Go to the cave atop Mt. Gagazet. Go to the room where you threw Wakka's Blitzball at the thingy that had two shields around; repeat this there and win to fight this guy.
- The Dark Magus Sisters - Head to Mushroom Rock Road's entrance area; you'll see a woman speaking with a child there. Flee from them; as you go along running away, you will be caught up to by the summoners. If you make it to the other side without being caught, you'll fight the Magi one by one; otherwise, altogether.
- Penance - Defeat the other Dark Aeons and you can simply choose him from the NavMap on the airship.
Dark Valefor
BOSS - Dark Valefor
Dark Valefor | |
---|---|
Maximum HP | 800,000 |
Maximum MP | 999 |
Strength | 148 |
Defense | 120 |
Magic | 186 |
Magic Defense | 220 |
Agility | 105 |
Luck | 48 |
Evade | 10 |
Accuracy | 250 |
Element Weakness | None |
Common Item Drops | 1-2 Dark Matters |
Rare Item Drops | 1-2 Master Spheres |
Common Steals | 2 X-Potions |
Rare Steals | 1 Elixir |
AP Yield | 10,000 |
Gil Yield | 0 |
BOSS ANALYSIS: With Dark Valefor you know what to expect from the offense. There's a basic Attack, Sonic Wings (damage + Delay), and both of his Overdrives will make an appearance, each dealing damage to all. Energy Ray can be halved with Shell, but Energy Blast you'll just have eto take.
MAIN STRATEGY: Having Protect on from the start will halve most of the damage you take, and Haste ought to give you 4~7 turns before Valefor gets a move in. Instill whatever you don't have Auto'd among those with the appropriate spells or Super Mighty G. Auto-Life can be valuable if you don't trust your Aeons with cannon fodder duty, but otherwise not - you should be able to survive or "cannon fodder" your way through everything.
Your offense is pretty simple, at least - lots and lots of Quick Hit. Quick Hit is about the only way to deal damage, since it is on average 83% more powerful than magic (taking Valefor's Defenses only into account). Beyond this, heal when needed (though Auto-X-Potion ought to suffice) and send in Aeons to block for Valefor's Overdrives when his gauge is maxed.
ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | 88,889 | 44,445 | 29,630 |
Attack Reels | 12 | 66,667 | 33,334 | 22,223 |
Low-level Furies | 16 | 50,000 | 25,000 | 16,667 |
Dark Ifrit
BOSS - Dark Ifrit
Dark Ifrit | |
---|---|
Maximum HP | 1,400,000 |
Maximum MP | 999 |
Strength | 220 |
Defense | 173 |
Magic | 177 |
Magic Defense | 163 |
Agility | 124 |
Luck | 27 |
Evade | 8 |
Accuracy | 230 |
Element Weakness | None |
Common Item Drops | 1-2 Dark Matters |
Rare Item Drops | 1-2 Master Spheres |
Common Steals | 2 Mega Phoenixes |
Rare Steals | 1 Elixir |
AP Yield | 20,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Again, nothing much to be worried about, at least as far as the unknown - 220 Strength makes these brutal. >_> Anyhow, you'll see a basic Attack and Meteor Strike, the latter of which is magical and Delays. The Attack is only really used as a counter attack in my experience. Of course, you'll also see Hellfire after the gauge maxes, which is unblockable and seemingly non-elemental. That, or I didn't have NulBlaze up as I thought I did - thank Yevon for Auto-Life!
MAIN STRATEGY: Auto-Haste is a must in this battle so you can avoid being Delayed every freakin' turn - without exception, other than Hellfire, you'll see Meteor Strike every turn. For that matter, Auto-Protect and Auto-Shell (or Shell ASAP and Protect soon thereafter, or an initial Super Mighty G/Hyper Mighty G) also help by halving all but Hellfire. Meteor Strike will still likely hit for 10,000+ damage, so if you have already put on Haste, Protect, and Shell, you'll want to throw up Ultra NulAll as well - there isn't any use from the NulAll, but five Cheers and Focuses will boost your Defense and Magic Defense (and Strength and Magic) by 25 points, at least allowing you to survive its attacks. In fact, your Auto-X-Potion will then basically kick in and nullify that damage, leaving only Hellfire, for which you can bring in Aeons as cannon fodder. =P
So, that's basically the summation of the battle opening - Hyper Mighty G, Entrust, then Ultra NulAll to get a lot of buffs in quickly. From there on out, Quick Hit is the best way to deal with things since it further helps to counteract the Delay effect of Meteor Strike alongside Haste. If it matters to you, magic is about 6% stronger than physical attacks against Ifrit, so Doublecasting Flare or Ultima also can work out.
Since you're basically auto-healed with Ifrit's main offense, it's simply Quick Hit or Doublecast, Summoning an Aeon as cannon fodder for when Hellfire eventually comes.
ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 77,778 | 51,852 |
Attack Reels | 12 | - | 58,334 | 38,889 |
Low-level Furies | 16 | 87,500 | 43,750 | 29,167 |
Dark Ixion
BOSS - Dark Ixion
Dark Ixion | |
---|---|
Maximum HP | 1,200,000 |
Maximum MP | 999 |
Strength | 176 |
Defense | 220 |
Magic | 133 |
Magic Defense | 188 |
Agility | 180 |
Luck | 36 |
Evade | 0 |
Accuracy | 250 |
Element Weakness | None |
Common Item Drops | 1-2 Dark Matters |
Rare Item Drops | 1-2 Master Spheres |
Common Steals | 2 Stamina Tablets |
Rare Steals | 1 Elixir |
AP Yield | 20,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Dark Ixion begins to throw some interesting things into the mix when you battle him. He has two main Attacks. The first is his usual Attack; it will do some physical damage and cause Confusion, Armor Break, and Mental Break, doubling the damage you take. Ouch. You can also see a different one as a counterattack; it's the same, but causes Sleep, not Confusion. You can also see Aerospark (physical damage + Dispel (removes Auto-Life too)), Thundaja (non-elemental-Thundaga, really, to all - has a delay effect). Of course, it's Overdrive - Thor's Hammer - will come, too - it's unblockable and non-elemental and also induces Power, Armor, Magic, and Mental Break. Ouch.
MAIN STRATEGY: If you plan on buffing any whatsoever, it pretty much has to be through armor Auto-abilities: key ones include Ribbon, Auto-Protect, and Auto-Haste. Auto-X-Potion (as I effectively call it) also works well here due to the myriad attacks flying around. When the battle opens, Shell would be a great thing to get on everyone to help deal with the prominently-powerful Thundaja - either cast it one by one, or simply go for Mighty G. Beyond that, you shouldn't need much for this fight; if you're having trouble when it comes to constant 10,000+ damage, though, try Mixing Ultra NulAll for the various stat boosts that come with it.
Anyhow, as for an offense? The faster this guy goes down, the better; nothing here is really worth being hit by, so Quick Hit is by far the recommendation. If you're going to go for a magical offense (which is about 17% stronger), you should Doublecast Flare and Ultima a lot. But, basically, once you've halved the damage you take and immunized yourself from the ailments, Auto-Potion should be able to take care of the boss's main offense (other than the Breaking Attack; you might have to Dispel to live through some attacks after that). Just remember to send in an Aeon to deal with Thor's Hammer when it comes up so as to avoid a ton of Breaks - or that death, of course.
You will have to fight Dark Ixion twice, by the way. It's clear how to do so, though.
ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 66,667 | 44,445 |
Attack Reels | 12 | - | 50,000 | 33,334 |
Low-level Furies | 16 | 75,000 | 37,500 | 25,000 |
Dark Shiva
BOSS - Dark Shiva
Dark Shiva | |
---|---|
Maximum HP | 1,100,000 |
Maximum MP | 999 |
Strength | 173 |
Defense | 163 |
Magic | 244 |
Magic Defense | 255 |
Agility | 255 |
Luck | 73 |
Evade | 0 |
Accuracy | 250 |
Element Weakness | None |
Common Item Drops | 1-2 Dark Matters |
Rare Item Drops | 1-2 Master Spheres |
Common Steals | 2 Mana Tablets |
Rare Steals | 1 Elixir |
AP Yield | 20,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Not much that will be unexpected here. Dark Shiva's physical Attack seems to have a Dispel effect attached to it that will even get rid of Auto-Life, so that's not nice. There's also Heavenly Strike, the biggest danger of the bunch: it will inflict KO, Berserk, and Confuse in addition to some damage; obviously, if you don't have Ribbon/Deathproof, you'll only get KO'ed. Finally, Diamond Dust is non-elemental and hits everyone; for once, it has nothing special attached to it, other than being unhalvable, but still very predictable.
MAIN STRATEGY: You will pretty much NEED Ribbon for this battle, or a combination of Death-, Berserk-, and Confuseproof; otherwise, Dark Shiva will likely just keeping bashing ice against your head until you die. Auto-Protect is also invaluable as it halves the damage from both the basic attack (which won't get rid of an Auto'd ability) and Heavenly Strike, putting them within a survivable range. And, of course, Auto-X-Potion will basically nullify that after with sufficient Defense such that you live.
If you don't have Auto-Protect, then it's wise to open the battle with Mighty G. Don't bother with anything more in that regard, as Dark Shiva's likely just to kick you to remove it. Even so, Auto-Haste will also be invaluable; it's the only way to beat Shiva's 255 Agility without having to put it back on every other turn. And, even then, you might not outspeed her - it seems her attacks have an advanced recovery rate like Quick Hit/Pockets does, so the higher your base Agility coming into this fight, the better ... too low and she'll get all of the turns she needs before you can open your mouth to complain about all that red in the CTB window.
... Wait, you got a turn? Great! Throw up Mighty G or Hyper Mighty G (whose utility is likely to be wasted over Mighty G's, but whatever, it gives us a fighting chance), then go into an infinite series of Quick Hits. Hopefully, you'll manage to get her down at least a significant amount before her next turn rolls around.
Basically, all this fight is about is avoiding Heavenly Strike's ailments and maximizing your efficiency on the turns you happen to get. Just remember to send in cannon fodder Aeons before Diamond Dust, as usual.
ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.
Overdrive | Hits/OD | Min. Damage/Hit (1) | Min. Damage/Hit (2) | Min. Damage/Hit (3) |
---|---|---|---|---|
Blitz Ace | 9 | - | 61,112 | 40,741 |
Attack Reels | 12 | 91,667 | 45,834 | 30,556 |
Low-level Furies | 16 | 68,750 | 34,375 | 22,917 |
Dark Bahamut
BOSS - Dark Bahamut
Dark Bahamut | |
---|---|
Maximum HP | 4,000,000 |
Maximum MP | 999 |
Strength | 245 |
Defense | 234 |
Magic | 222 |
Magic Defense | 233 |
Agility | 255 |
Luck | 102 |
Evade | 0 |
Accuracy | 250 |
Element Weakness | None |
Common Item Drops | 1-2 Dark Matters |
Rare Item Drops | 1-2 Master Spheres |
Common Steals | 2 Twin Stars |
Rare Steals | 1 Elixir |
AP Yield | 30,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Again, nothing new comin' from Dark Bahamut, other than attachments to his attacks. There is the usual basic physical, which will be his main attack. After every five attacks that hits Dark Bahamut (excluding counters, to be noted more momentarily), he'll use Impulse - this is unblockable damage to everyone, and it will also dole out Slow, Petrification, and the Power, Armor, Mental, and Magic Breaks to halve your stats. As predictable as ever, Dark Bahamut will use Mega Flare when his Overdrive gauge is full, hitting everyone very heavily with a basic Dispel effect.
MAIN STRATEGY: Either you have Ribbon, abuse counterattacks (to be mentioned), or die. That's it. You can't win in five Attacks unless you somehow manage to hit for 800,000 HP each time. And while that's readily possible through Wakka's 2x-2x-2x Attack Reels (12 hits), you'll need to exceed 66,667 damage on EACH of those hits, all against an enemy with 234 Defense. Any less than that twelve from Wakka equals a failure there. So, yeah, multi-Overdrive works, but that's not very reliable, especially against a 255-Agility enemy.
So, you don't wanna super-duper-mega-Overdrive this guy, and you don't want to go for counterattack abuse. Fine then. Be my guest. Auto-Protect will be great for this battle, or at least a regular Protect - the only thing that'll get rid of it is Mega Flare, and you can predict that; Impulse nullifies it, but you can Dispel it (and reinstill Protect if it's not Auto'd). Hyper Mighty G is sa nice way to open for quick Protect, Haste, Regen, and Auto-Life to all; if you would prefer to instill those manually or already have them Auto'd, then you need to go for Ultra NulAll, as those five Cheers will be hugely helpful in lessening the damage from the Attacks you'll be pummeled with. It makes Attack survivable, and Impulse already is, so there's Auto-X-Potion doing its work for you.
So, basically, all you have to do after that buffing is to use lots and lots of Quick Hit, and Dispel any Breaks you get hit with, and send in Aeon fodder when Mega Flare's comin'.
ALTERNATE METHOD - COUNTERATTACK ABUSE: Simple enough, since you've probably used this strategy once before if you've used this FAQ. As you know, Impulse is triggered whenever five attacks are sent Dark Bahamut's way, right? With Ribbon and Auto-Haste, it's a bit of an inconvenience since you have to deal with the Full Break, although it's a LOT worse without Ribbon (instant Game Over). If you're unwilling to bother with 297 of Dark Matters for Ribbon on the party, or don't have the Defense/HP necessary to stand up to Attack, or the Agility to get in the buffs needed to stand up to Attack first, then this is for you!
Evade & Counter. Yup. That's it. That really ought to work. You can also try working Sentinel Specials with a Counterattack character that has Auto-Potion (with X-Potions), Auto-Protect, and a nice bit of Defense to see how that works; it basically quarters the damage, which is better for those of you with lower HP/Defense. Either way, the counterattacks won't trigger Impulse, meaning Dark Bahamut is essentially killing himself. Just keep Yuna out of the main party so you can switch to her when Dark Bahamut's Overdrive is full to provide some cannon fodder for Mega Flare.
ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.
Overdrive | Hits/OD | Min. Damage/Hit (3) | Min. Damage/Hit (4) | Min. Damage/Hit (5) |
---|---|---|---|---|
Blitz Ace | 9 | - | - | 88,889 |
Attack Reels | 12 | - | 83,334 | 66,667 |
Low-level Furies | 16 | 83,334 | 62,500 | 50,000 |
Dark Yojimbo
BOSS - Dark Yojimbo
Dark Yojimbo | |
---|---|
Maximum HP | 1,600,000 |
Maximum MP | 999 |
Strength | 244 |
Defense | 210 |
Magic | 131 |
Magic Defense | 144 |
Agility | 243 |
Luck | 114 |
Evade | 0 |
Accuracy | 255 |
Element Weakness | None |
Common Item Drops | 1-2 Dark Matters |
Rare Item Drops | 1-2 Master Spheres |
Common Steals | 2 Stamina Tonics |
Rare Steals | 1 Elixir |
AP Yield | 8,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Little that you wouldn't expect except (surprise!) additional effects added to moves. Wakizashi - his most-used move for me - is a simple physical to all; it still hits hard at 244 Strength, though. For Daigoro, you'll see Poison and Petrification alongside single-target non-reducable physical damage. Kozuka is blockable and physical and single-target, and it causes all the Breaks and Slow. Finally, there's the Overdrive, Zanmato - this is an instant-KO to everyone with an Auto-Life removal, the KO is regardless of Deathproof or Ribbon, meaning the only way to survive is Aeon cannon fodder.
MAIN STRATEGY: Even though Ribbon doesn't prevent Zanmato, you'll want it to help stop Daigoro dead. Auto-Haste is also nice to deal with Kozuka, and to prevent the Haste from being Dispelled when you get rid of the Breaks. Auto-Protect is less usable (only good for Wakizashi/Kozuka), but it can be nice to have nonetheless. With that buffing, you ought to be getting hit for under 10,000 HP when not Broken, so Auto-X-Potion also works well.
There's not a lot to open the battle with; instill Super Mighty G if you don't have Haste AND Protect on yet (Mighty G for just Protect, Hastega for just Haste), and that might as well suffice for the buffing. As usual, Ultra NulAll's stat boosts can also be nice to lower the damage from Dark Yojimbo further if need be.
After that, your offense is pretty simple - Quick Hits, due to the faster recovery rate, further aided by Auto-Haste. A magical offensive is another way to go, since magic is about 46% stronger than physicals on Yojimbo, in which case you can simply Doublecast Flare/Ultima instead, whichever you prefer, really!
After the fight, you will have to chase after the summmoner in the cave, and on foot into another room. Since you have to fight Dark Yojimbo five times total, having some back-up allies from the start to induce Overdrives with (mostly those opening Mixes) via Entrust can help a lot.
ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.
Overdrive | Hits/OD | Min. Damage/Hit (2) | Min. Damage/Hit (3) | Min. Damage/Hit (4) |
---|---|---|---|---|
Blitz Ace | 9 | 88,889 | 59,260 | 29,630 |
Attack Reels | 12 | 66,667 | 44,445 | 33,334 |
Low-level Furies | 16 | 50,000 | 33,334 | 25,000 |
Dark Anima
BOSS - Dark Anima
Dark Anima | |
---|---|
Maximum HP | 8,000,000 |
Maximum MP | 999 |
Strength | 155 |
Defense | 230 |
Magic | 255 |
Magic Defense | 255 |
Agility | 183 |
Luck | 85 |
Evade | 0 |
Accuracy | 255 |
Element Weakness | None |
Common Item Drops | 1-2 Dark Matters |
Rare Item Drops | 1-2 Master Spheres |
Common Steals | 2 Three Stars |
Rare Steals | 1 Elixir |
AP Yield | 30,000 |
Gil Yield | 0 |
BOSS ANALYSIS: Dark Anima throws a little bit extra into the mix, mostly via side-effects of moves, and quite a few at that! Her Attack consists of damage, Poison, Petrification (then Shatter), Curse, and Zombie to a single person. Her usual Pain move causes death, which is unblockable via Ribbon or Deathproof. There's Mega-Graviton, a new one for her; it's really just a loss of 43.75% (nearly half) of your maximum HP as well as Slow, Silence, Darkness, Sleep, and a 5-turn Doom. Ugh. And, finally, we have her Overdrive, Oblivion - that's 16 hits to everyone, plus an MP-draining effect and a Dispel effect. Basically, expect death from that.
MAIN STRATEGY: Ribbon, Ribbon, RIBBON! You will need that ability a LOT for this fight. With it, you'll nullify most of her annoying ailments, including Attack's Petrify-Shatter combo. Auto-Haste will ward off the Slow effects, and Auto-Protect can help to lessen the damage you get. Auto-Phoenix will be essential as well, since it's basically the only way to circumvent Pain's Death effect without casting Auto-Life every few turns.
So, basically, come in, all guns blazing - the faster you get started, the less time you have to worry about Pain. While, sure, Auto-Phoenix > Pain, Pain > 0 Phoenix Downs, you dig? If anything, that should keep you close to alive for Mega-Graviton; if not (basically, under 5,000 HP, or under 4,376/9,999 technically), Curaga needs to be used, and quickly. Basically try to prepare for anything that can come on the next turn.
In the end, though, you will have to Quick Hit, and Quick Hit a LOT. 8,000,000 HP is a ton to take down, and you only have 7 Aeons with which to deflect Oblivion with; 1,145,000 damage between Oblivions is your main target. A likely-unreachable target, but it's something to aim for; with a ton of Quick Hits, high Strength, high base Agility, and Auto-Haste, you might actually have a shot at that. If not, when Overdrives come, you'll have to send out Auto-Life or Hyper Mighty G quickly in lieu of your Aeons. If you have to get hit by the eighth-and-on Oblivions, be sure to recover your MP via Megalixirs.
It's ultimately a very simple fight to deal with once you prevent the main ailments and throw up a few good abilities on your armor ... albeit a LENGTHY fight.
ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. In any case, there's pretty much no hope of doing it with under nine or ten Overdrives, so it will take a while, but it's probably worth it if you're desperate.
The Dark Magus Sisters
In case you didn't read the The Aeons' Locations section earlier, when you encounter the Dark Magus Sisters on Mushroom Rock Road, there will be a brief scene and "minigame" beforehand. Basically, if you can outrun the summoners chasing you, you get to fight the three Magi one by one rather than altogether. It's a HUUUGE benefit for this battle, as you can tell if you've ever used the Magus Sisters. I'll end up assuming that you are fighting each one by one, since it's a simple-to-win game.
BOSS - Dark Magus Sisters
Dark Sandy | Dark Mindy | Dark Cindy | |
---|---|---|---|
Maximum HP | 2,500,000 | 2,000,000 | 2,500,000 |
Maximum MP | 999 | 999 | 999 |
Strength | 186 | 148 | 175 |
Defense | 201 | 187 | 223 |
Magic | 207 | 248 | 171 |
Magic Defense | 168 | 132 | 104 |
Agility | 201 | 233 | 185 |
Luck | 80 | 130 | 40 |
Evade | 100 | 240 | 0 |
Accuracy | 255 | 255 | 255 |
Element Weakness | None | None | None |
Common Item Drops | 3-6 Dark Matters (total) | ||
Rare Item Drops | 3-6 Master Spheres (total) | ||
Common Steals | 1 Friend Sphere | 1 Teleport Sphere | 1 Return Sphere |
Rare Steals | 1 Elixir (from each) | ||
AP Yield | 10,000 (total) | ||
Gil Yield | 0 (total) |
OVERALL BATTLE PREP: Yeah, with three varied enemies to fight, you'll going to need a decent set of skills. Basically, it all comes down to the armor for this section; your stats ought to be 250~255 by now, or you probably wouldn't even want to bother. Ribbon is very key to preventing the myriad ailments you will see throughout the battle; Auto-Potion with an X-Potion-only stock to heal; and Auto-Protect and Auto-Shell to halve a lot of the damage so that Auto-Potion can take effect at under 9,999 HP to basically nullify damage. Since most attacks here are physical, it may be wise to swap Auto-Shell for Auto-Haste because of the high Agility you'll see here (mostly Mindy), but that's up to you - it also helps stop Slow effects from the Mega-Graviton everyone has.
DARK SANDY ANALYSIS: Dark Sandy isn't a whole lot to be surprised at, especially if you've fought Dark Anima already. There's a basic physical Attack, which does some damage and will Petrify. You'll also see her signature Razzia, which is damage plus the removal of Auto-Life. >_<; There's also the Mega-Graviton you saw against Dark Anima; it removes 43.75% of your max HP and causes Sleep, Silence, Darkness (the three of which are Ribbon-stopped), Slow (Auto-Haste-stopped), and Doom (damn) in five turns.
Mega-Graviton will only be used if the lone sister's Overdrive is full at least. If the three sisters are together and have full Overdrives, then there's trouble - Delta Attack. This will be six non-elemental, non-reducable attacks to everyone; it also has a Dispel effect and can remove Auto-Life, meaning that you have to send in Aeon cannon fodder when the three sisters are at max Overdrives or you basically lose.
MAIN DARK SANDY STRATEGY: Assuming you're running Ribbon/Auto-Haste/Auto-Protect/Auto-Potion armor, you won't have much to worry about here when you begin the fight. Mighty G for Shell might be useful if you don't expect to kill her before her Overdrive fills up, though that's likely better used just before rather than do something that might be a total waste (especially if you already have Auto-Shell, too). But, basically, once you've got those up, it's Quick Hit a bunch of times for the most part. You'll have to use Auto-Life a while after Mega-Graviton hits (a Doom counter of 1, to avoid its removal by Razzia), or just send in Aeon fodder beforehand (the recommendation).
DARK MINDY ANALYSIS: Not much to be surprised at from Dark Mindy, either. There's Passado, which is an instant-KO to a single character via unblockable physical damage; the KO effect is blockable, though. There's also Calamity, which is Silence, Darkness, Poison, Curse, and all four Breaks; Ribbon protects from three of these, but the rest are either "deal with it" or "Holy Water/Dispel". Like Sandy, she can use Mega-Graviton or Delta Attack if needed.
MAIN DARK MINDY STRATEGY: A great day to have Ribbon armor, no? That will get rid of most of the threat from Dark Mindy, anyhow. The Breaks are inconvenient when you're hit by Calamity, though, so you'll be Dispelling every few turns. Other than that, (Auto-)Protect ought to make Passado survivable and then nulled by Auto-Potion, so long as you're not in Armor Break. Calamity, you use holy Water or live with Curse, and regardless use Dispel so you don't die. And Mega-Graviton and Delta Attack are Aeon fodder attacks you can predict.
And your offense is predictable, too - Quick Hits, with whatever healing is needed. Doublecasting Flare/Ultima might be preferable, though, since they are ~42% stronger than a physical offense; that part's up to you.
DARK CINDY ANALYSIS: And, surprise, Dark Cindy won't vary much from her normal un-Dark counterpart. There's a basic attack, which happens have a Dispel side-effect that removes Auto-Life. She can also use her signature Camisade, which hits your HP and MP, so you'll probably use (Mega)Elixirs a few times in this fight. Other than that, she has the same Mega-Graviton and Delta Attack as everyone else.
MAIN DARK CINDY STRATEGY: Same general thought pattern should continue here. Auto-Protect and Auto-Haste work well here since Dark Cindy cannot get rid of them and they halve most of the damage you'll deal; the only threat here, really, is Camisade's Osmose. Quick Hit or - much preferred - Doublecasting Flare or Ultima. (With 223 Defense and 105 Magic Defense, magic is generally 2.12x stronger.) It's not complicated; it's just that Dark Cindy is bulky. Attack, heal your MP every now and again, and send in cannon fodder for Overdrives.
Penance
BOSS - Penance
Main Body | Each Arm | |
---|---|---|
Maximum HP | 12,000,000 | 500,000 |
Maximum MP | 9,999 | 999 |
Strength | 255 | 200 |
Defense | 240 | 200 |
Magic | 255 | 150 |
Magic Defense | 200 | 200 |
Agility | 255 | 150 |
Luck | 10 | 10 |
Evade | 0 | 120 |
Accuracy | 255 | 255 |
Element Weakness | None | None |
Common Item Drops | 3-6 Master Spheres | 1 Dark Matter |
Rare Item Drops | None | 1 Master Sphere |
Common Steals | 1 Elixir | 1 Elixir |
Rare Steals | 2 Megalixirs | None |
AP Yield | 60,000 | 10,000 |
Gil Yield | 0 | 0 |
BOSS ANALYSIS: Penance is, in essence, the strongest boss you'll ever fight in Final Fantasy X. While it is not the strongest possible, with stats nearing their maximums of 255 in most stats, Penance will NOT let you get by with anything short of 255 in all stats except - maybe - Luck. Even at maximum Defenses, Penance's attacks can still pierce 10,000+ damage without buffing. More on that kind of stuff in a moment.
Anyhow, the main body of Penance is clearly the main threat. It knows three moves. There's Obliteration for physical damage to everyone and Slow. There's also Immolation for physical damage to everyone, an Osmose effect (MP loss for you), and Armor and Mental Breaks (halved Defenses). Finally, there's Judgment Day, his most volatile move, but only used after taking 3,000,000+ damage (<9,000,000 HP) and whilst having both arms. It deals an unblockable, unhalvable 99,999 damage to everyone and drains their MP like Osmose does; in essence, it takes everything away from you, but you can prevent it by keeping both arms down or circumvent the death via Auto-Life or Aeon cannon fodder.
The arms also get their own moves. Both are able to use a basic physical attack, although the effects differ upon the arm. The Left Arm will be able to Dispel all of your positive statuses (and ONLY positive - can't get rid of the Immolation's Breaks this way), and this includes Auto-Life. The Right Arm can Petrify you instead. The Left Arm can also use Mega-Graviton; in this instance, it rips off 75% of your maximum HP and doles out Silence, Darkness, Sleep, Slow, and Doom (5 turn). The Left Arm can use Slowga as well for the obvious effects. All of the Left Arm's moves seem to have an inherent Quick Hit/Pockets-like side effect of boosted recovery rates as well.
The Right Arm has attacks other than the basic Petrifying physical and, like the Left Arm, they also have a Quick side-effect. Calamity should be familiar; this hits you with Curse, Darkness, Silence, Poison, and all four statistical breaks.
The largest danger is Mighty Guard, really, used by the Right Arm - it will put Protect, Shell, and Regen on all of Penance, essentially halving all damage they take and restoring lots of HP for ten turns, based on the CTB's tick system. The "tick" system is hard to describe, but let's just say it does work on percentages of the max HP. It's a lot here, too - one "tick" equals 46,975 HP of recovery, and there's almost always 9 ticks between Penance's turns, so we're talking about 422,775 HP of recovery per turn for Penance for ten turns, which equates to just over a 35% recovery rate if left alone. Granted, all this was mathematical extrapolation from known formulas; I actually would never let him sit there even a single turn before a Dispel, just knowing the math.
MAIN STRATEGY (12,000,000 -> 9,000,000 HP): Before the battle, there are several abilities you'll want on your armor, mostly if you're playing without breaking 9,999 HP as I recommend. Ribbon is vital here to deal with a ton of the ailments you'll be pummeled with. Also important is Auto-Protect, as it cannot be Dispelled and halves most of the damage you'll take. Auto-Haste is essential to keep up with this guy as you'll be outsped otherwise. And, finally, it comes down to Auto-Potion with an X-Potion-only stock, Auto-Phoenix, or Defense +20%. Yes, Defense +20% has its uses, since, coupled with Auto-Protect, you'll only take 40% of the damage you'd normally take. It's up to you there. All my armors had Ribbon, Auto-Haste, Auto-Protect, and Auto-Potion.
Without exception, you will want to begin by Mix-buffing. If you have the auto-abilities named previously, all you should do is open with Ultra NulAll. As usual, this is for the 5 Cheers, Reflexes, Focuses, and Aims; despite the lack of need to nullify elements, this will exceed your 255 limit on stats, bringing them up by about 10% from there (+25). This makes most attacks hit for under 9,000 damage with Auto-Protect easily enough, meaning Auto-X-Potion should suffice for curing, or Full Life under One MP Cost.
Your priority is NOT a direct offense against Penance; for the most part, that will just get you killed. While being under 10,000 HP is recommended for that extra armor slot, extreme care must be taken to keep your item stocks high, after all.
During the battle, after buffing, you'll always want to focus on attacking the Arms, and specifically the Left Arm first; Mega-Graviton will be deadly, probably. Do this via Quick Hits, and you should have enough time to take out the Right Arm before anyone gets a turn. The point of attacking the arms first is to - other than to grind up Master Spheres =P - is to prevent the unpredictable Judgment Day that could result anyways.
Even if you didn't get rid of the Right Arm, don't worry. Penance itself will use Obliteration, which is mostly damage. Since the Arms' Agility is lower, so you can go ahead 'n' Quick Hit the Right Arm to death before it gets in its attack. Heal whatever you need top after, then blast Penance's main body after. If you can, this is a GREAT time to throw Blitz Ace at Penance; otherwise, more and more Quick Hits. Doublecasting some kind of magic (Flare/Ultima) also is a bit viable since magic is generally 20% more powerful here versus Penance, though the strength is equal versus the arms (hence Quick Hit then - do whatever you want here).
Loop as needed.
MAIN STRATEGY (9,000,000 -> 0 HP): You'll notice that this part begins when Penance's lower half falls off. It's pretty easy to notice. =P Anyhow, Penance will open this in the Haste status and that's NOT good; we're talking 510 Agility, really. Hit 'im with a Purifying Salt or Dispel to get rid of it (Purifying Salts do damage - every bit counts!).
During this phase, you'll begin to see Immolation coming from Penance; expect this to take off a chunk of HP and MP, so you'll probably want to hit up with Megalixir (via Quick Pockets, of course) unless a fair amount of MP is left, like 50~100 or something like that, since you SHOULD have One MP Cost. Also be sure to hit the afflicted with Dispel at some point to get rid of the Breaks.
Beyond that, really, it's the same as before - Quick Hit the arms, heal before Penance moves, and then Quick Hit/Doublecast Penance. Hopefully you'll never see Judgment Day, which - with 255 Defense + 50% from Auto-Protect + 25 from Cheer x5 - will be the only legitimate threat.
Enemy Bestiary
Monster Stats
Monster Name | Max HP | Max MP | STR | DEF | MAG | M. DEF | AGI | LUCK | EVD | ACC | AP | Gil | Weaknesses |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
???? (Kimahri) | 750 | 10 | 10 | 15 | 8 | 5 | 15 | 15 | 0 | 10 | 3 | 100 | None |
Abaddon | 380,000 | 780 | 40 | 180 | 95 | 160 | 120 | 15 | 0 | 130 | 8,000 | 0 | None |
Abyss Worm | 480,000 | 200 | 60 | 24 | 93 | 63 | 22 | 15 | 0 | 120 | 8,000 | 0 | None |
Achelous | 5,100 | 85 | 33 | 10 | 52 | 20 | 20 | 15 | 0 | 0 | 730 | 420 | Lightning |
Adamantoise | 54,400 | 40 | 38 | 90 | 31 | 90 | 15 | 15 | 0 | 0 | 12,500 | 2,200 | None |
Ahriman | 2,800 | 400 | 1 | 1 | 38 | 180 | 24 | 15 | 18 | 0 | 2,200 | 650 | None |
Alcyone | 430 | 42 | 16 | 1 | 1 | 1 | 26 | 15 | 15 | 0 | 310 | 240 | Fire |
Anacondaur | 5,800 | 70 | 27 | 1 | 48 | 1 | 16 | 15 | 0 | 0 | 1,380 | 750 | None |
Anima (Macalania) | 18,000 | 50 | 25 | 1 | 20 | 1 | 25 | 15 | 0 | 30 | 2,500 | 3,000 | None |
Aqua Flan | 2,025 | 1 | 1 | 100 | 22 | 1 | 9 | 15 | 0 | 0 | 240 | 340 | Lightning |
Bandersnatch | 1,800 | 75 | 32 | 1 | 1 | 180 | 32 | 15 | 11 | 0 | 820 | 880 | Fire |
Barbatos | 95,000 | 480 | 42 | 90 | 38 | 15 | 28 | 15 | 0 | 0 | 17,500 | 1,550 | None |
Bashura | 17,000 | 5 | 34 | 45 | 1 | 1 | 16 | 15 | 0 | 0 | 1,860 | 730 | Fire |
Basilisk | 2,025 | 20 | 14 | 1 | 35 | 1 | 9 | 15 | 0 | 0 | 140 | 125 | None |
Bat Eye | 380 | 280 | 1 | 1 | 29 | 120 | 16 | 15 | 13 | 0 | 240 | 320 | Fire |
Behemoth | 23,000 | 480 | 43 | 1 | 37 | 1 | 23 | 15 | 0 | 0 | 6,540 | 1,350 | None |
Behemoth King | 67,500 | 700 | 46 | 24 | 44 | 25 | 27 | 15 | 0 | 0 | 16,800 | 1,850 | None |
Biran Ronso | Varies | 200 | Varies | 30 | Varies | 50 | Varies | 15 | 0 | 100 | 4,500 | 1,500 | None |
Bite Bug | 200 | 10 | 13 | 1 | 1 | 1 | 15 | 15 | 12 | 0 | 40 | 62 | Ice |
Black Element | 7,600 | 500 | 1 | 240 | 28 | 1 | 20 | 15 | 0 | 0 | 3,150 | 1,040 | None |
Blue Element | 1,500 | 220 | 1 | 120 | 27 | 1 | 9 | 15 | 0 | 0 | 240 | 180 | Lightning |
Bomb (Home) | 2,200 | 45 | 20 | 1 | 17 | 1 | 11 | 15 | 0 | 0 | 620 | 470 | Ice |
Bomb (Mi'ihen) | 850 | 30 | 19 | 1 | 20 | 1 | 11 | 15 | 0 | 0 | 22 | 70 | Ice |
Bomb King | 480,000 | 780 | 73 | 200 | 71 | 200 | 46 | 15 | 0 | 150 | 10,000 | 0 | None |
Braska's Final Aeon (1st) | 60,000 | 100 | 45 | 100 | 50 | 100 | 44 | 15 | 0 | 10 | 0 | 0 | None |
Braska's Final Aeon (2nd) | 120,000 | 100 | 50 | 100 | 50 | 100 | 44 | 15 | 0 | 10 | 0 | 0 | None |
Bunyip | 400 | 15 | 22 | 1 | 1 | 120 | 6 | 15 | 0 | 0 | 48 | 97 | Water, Ice |
Cactuar | 800 | 1 | 23 | 1 | 1 | 255 | 24 | 15 | 20 | 0 | 8,000 | 1,500 | None |
Cactuar King | 100,000 | 0 | 255 | 100 | 255 | 255 | 80 | 15 | 240 | 180 | 8,000 | 0 | None |
Catastrophe | 2,200,000 | 380 | 120 | 80 | 77 | 80 | 34 | 15 | 0 | 150 | 50,000 | 0 | None |
Catoblepas | 550,000 | 160 | 76 | 33 | 58 | 27 | 47 | 15 | 0 | 180 | 8,000 | 0 | None |
Cave Iguion | 550 | 1 | 24 | 1 | 1 | 120 | 21 | 15 | 9 | 0 | 240 | 300 | Ice |
Chimera (Home) | 9,000 | 200 | 30 | 1 | 25 | 1 | 10 | 15 | 0 | 0 | 2,000 | 990 | None |
Chimera (Macalania Woods) | 5,250 | 130 | 25 | 1 | 22 | 1 | 9 | 15 | 0 | 0 | 1,220 | 970 | None |
Chimera Brain | 9,800 | 250 | 34 | 10 | 32 | 10 | 14 | 15 | 0 | 0 | 1,200 | 1,000 | None |
Chimerageist | 120,000 | 30 | 66 | 10 | 68 | 10 | 29 | 15 | 0 | 180 | 8,000 | 0 | None |
Chocobo Eater | 10,000 | 5 | 25 | 25 | 20 | 35 | 12 | 15 | 0 | 25 | 90 | 970 | Fire |
Coeurl | 6,000 | 480 | 38 | 1 | 26 | 40 | 18 | 15 | 0 | 0 | 1,300 | 1,100 | None |
Coeurlregina | 380,000 | 80 | 1 | 40 | 70 | 40 | 75 | 15 | 0 | 100 | 8,000 | 0 | None |
Condor | 95 | 15 | 9 | 1 | 1 | 1 | 11 | 15 | 10 | 0 | 2 | 12 | Fire |
Crane | 65,535 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 100 | 20 | 0 | 0 | None |
Crawler | 16,000 | 1 | 25 | 100 | 30 | 50 | 20 | 15 | 0 | 30 | 4,400 | 7,000 | Lightning |
Dark Anima | 8,000,000 | 999 | 155 | 230 | 255 | 255 | 183 | 85 | 0 | 255 | 30,000 | 0 | None |
Dark Bahamut | 4,000,000 | 999 | 245 | 234 | 222 | 233 | 255 | 102 | 0 | 250 | 30,000 | 0 | None |
Dark Cindy | 3,000,000 | 999 | 175 | 233 | 171 | 105 | 185 | 40 | 0 | 255 | 10,000 | 0 | None |
Dark Element | 1,800 | 280 | 1 | 180 | 30 | 1 | 11 | 15 | 0 | 0 | 810 | 520 | None |
Dark Flan | 12,800 | 250 | 1 | 220 | 30 | 200 | 11 | 15 | 0 | 0 | 3,750 | 1,080 | None |
Dark Ifrit | 1,400,000 | 999 | 220 | 173 | 177 | 163 | 124 | 27 | 8 | 230 | 20,000 | 0 | None |
Dark Ixion | 1,200,000 | 999 | 176 | 220 | 133 | 188 | 180 | 36 | 0 | 250 | 20,000 | 0 | None |
Dark Mindy | 2,000,000 | 999 | 148 | 187 | 248 | 132 | 233 | 130 | 240 | 255 | 10,000 | 0 | None |
Dark Sandy | 2,500,000 | 999 | 196 | 201 | 207 | 168 | 201 | 80 | 100 | 255 | 10,000 | 0 | None |
Dark Shiva | 1,100,000 | 999 | 173 | 163 | 244 | 255 | 255 | 73 | 0 | 250 | 20,000 | 0 | None |
Dark Valefor | 800,000 | 999 | 148 | 120 | 186 | 220 | 105 | 48 | 10 | 250 | 10,000 | 0 | None |
Dark Yojimbo | 1,600,000 | 999 | 244 | 210 | 131 | 144 | 243 | 114 | 0 | 255 | 8,000 | 0 | None |
Defender | 12,000 | 1 | 40 | 1 | 5 | 1 | 11 | 15 | 0 | 0 | 2,700 | 1,300 | None |
Defender X | 64,000 | 1 | 42 | 30 | 5 | 1 | 20 | 15 | 0 | 0 | 6,600 | 3,500 | None |
Defender Z | 42,300 | 1 | 45 | 70 | 5 | 70 | 16 | 15 | 0 | 0 | 6,000 | 2,400 | None |
Demonolith | 45,000 | 9,999 | 33 | 1 | 99 | 1 | 18 | 15 | 0 | 0 | 11,000 | 1,470 | Holy |
Dingo | 125 | 10 | 13 | 1 | 1 | 120 | 10 | 15 | 5 | 0 | 2 | 16 | Fire |
Dinonix | 140 | 25 | 14 | 1 | 1 | 120 | 13 | 15 | 5 | 0 | 9 | 27 | Ice |
Don Tonberry | 480,000 | 120 | 95 | 100 | 75 | 100 | 37 | 15 | 0 | 80 | 8,000 | 0 | None |
Dual Horn (Home) | 1,875 | 18 | 22 | 1 | 3 | 1 | 12 | 15 | 0 | 0 | 42 | 105 | None |
Dual Horn (Home) | 3,795 | 22 | 27 | 1 | 8 | 1 | 17 | 15 | 0 | 0 | 820 | 520 | None |
Earth Eater | 1,300,000 | 30 | 117 | 200 | 186 | 210 | 47 | 15 | 0 | 120 | 50,000 | 0 | None |
Epaaj | 8,700 | 25 | 28 | 20 | 1 | 20 | 28 | 15 | 0 | 0 | 970 | 950 | None |
Espada | 280,000 | 120 | 44 | 100 | 31 | 160 | 51 | 15 | 12 | 100 | 8,000 | 0 | None |
Evil Eye (Home) | 430 | 310 | 1 | 1 | 25 | 120 | 17 | 15 | 13 | 0 | 480 | 280 | Fire |
Evil Eye (Macalania Lake) | 310 | 300 | 1 | 1 | 26 | 120 | 15 | 15 | 13 | 0 | 300 | 205 | Fire |
Evrae | 32,000 | 500 | 36 | 1 | 30 | 1 | 20 | 15 | 0 | 100 | 5,400 | 2,600 | None |
Evrae Altana | 16,384 | 200 | 32 | 1 | 27 | 1 | 25 | 15 | 0 | 100 | 5,800 | 3,000 | Holy |
Exoray | 7,400 | 300 | 1 | 1 | 24 | 1 | 14 | 15 | 0 | 0 | 2,400 | 840 | Fire |
Extractor | 4,000 | 10 | 23 | 1 | 15 | 1 | 15 | 15 | 0 | 30 | 2,400 | 660 | Lightning |
Fafnir | 1,100,000 | 30 | 76 | 30 | 109 | 130 | 38 | 15 | 0 | 160 | 10,000 | 0 | None |
Fallen Monk (flamethrower) | 3,300 | 1 | 28 | 40 | 33 | 40 | 22 | 15 | 0 | 0 | 1,200 | 540 | Healing |
Fallen Monk (rifle) | 3,300 | 1 | 28 | 40 | 33 | 40 | 27 | 15 | 0 | 0 | 1,200 | 540 | Healing |
Fenrir | 850,000 | 300 | 73 | 40 | 12 | 165 | 200 | 30 | 60 | 200 | 10,000 | 0 | None |
Flame Flan | 1,500 | 200 | 1 | 180 | 20 | 1 | 6 | 15 | 0 | 0 | 480 | 448 | Ice |
Floating Death | 6,700 | 520 | 1 | 1 | 45 | 120 | 33 | 15 | 0 | 0 | 7,100 | 1,265 | None |
Floating Eye | 140 | 200 | 1 | 1 | 18 | 120 | 10 | 15 | 11 | 0 | 21 | 44 | Lightning |
Funguar | 540 | 60 | 1 | 1 | 26 | 1 | 4 | 15 | 0 | 0 | 44 | 42 | Fire |
Ganderwa | 148 | 160 | 1 | 1 | 23 | 120 | 9 | 15 | 12 | 0 | 32 | 62 | Water |
Garm | 240 | 35 | 17 | 1 | 1 | 120 | 16 | 15 | 7 | 0 | 48 | 88 | Fire, Lightning |
Garuda (Besaid) | 1,400 | 50 | 13 | 1 | 10 | 1 | 7 | 15 | 0 | 0 | 8 | 30 | None |
Garuda (Luca) | 1,800 | 10 | 18 | 1 | 12 | 1 | 10 | 15 | 0 | 20 | 28 | 0 | None |
Garuda (Mushroom Rock) | 4,000 | 50 | 21 | 1 | 40 | 1 | 14 | 15 | 0 | 0 | 170 | 140 | None |
Gemini (club) | 36,000 | 1 | 33 | 50 | 1 | 30 | 21 | 15 | 0 | 0 | 7,800 | 1,111 | None |
Gemini (sword) | 36,000 | 1 | 33 | 50 | 1 | 30 | 21 | 15 | 0 | 0 | 7,800 | 1,111 | None |
Geneaux Tentacle | 500 | 10 | 14 | 1 | 1 | 1 | 10 | 15 | 0 | 20 | 5 | 30 | None |
Geosgaeno | 32,767 | 128 | 36 | 50 | 40 | 50 | 48 | 15 | 0 | 50 | 0 | 0 | Practically all |
Ghost | 9,999 | 350 | 1 | 120 | 33 | 1 | 14 | 15 | 0 | 0 | 1,450 | 840 | Holy + Variable |
Grat | 4,000 | 25 | 28 | 50 | 1 | 50 | 12 | 15 | 0 | 0 | 980 | 520 | Fire |
Great Malboro | 64,000 | 1 | 36 | 1 | 42 | 1 | 18 | 15 | 0 | 0 | 21,000 | 1,900 | Fire |
Greater Sphere | 1,500,000 | 999 | 87 | 130 | 102 | 120 | 55 | 15 | 0 | 200 | 50,000 | 0 | Varies |
Grenade | 7,500 | 63 | 26 | 1 | 24 | 150 | 17 | 15 | 0 | 0 | 1,350 | 540 | Ice |
Grendel | 9,500 | 62 | 41 | 50 | 23 | 1 | 31 | 15 | 0 | 0 | 2,600 | 730 | None |
Grothia | 8,000 | 600 | 23 | 10 | 21 | 1 | 18 | 15 | 0 | 0 | 2,000 | 2,000 | Ice |
Guado Guardian (Home) | 2,600 | 600 | 1 | 1 | 24 | 1 | 20 | 15 | 0 | 0 | 540 | 380 | None |
Guado Guardian (w/Seymour) | 2,000 | 10 | 10 | 1 | 15 | 1 | 12 | 15 | 0 | 100 | 290 | 300 | None |
Guado Guardian (w/Wendigo) | 1,200 | 330 | 1 | 1 | 14 | 1 | 20 | 15 | 0 | 0 | 290 | 480 | None |
Halma | 13,000 | 1 | 46 | 1 | 1 | 120 | 23 | 15 | 0 | 0 | 5,300 | 1,030 | Fire |
Hornet | 620,000 | 180 | 63 | 70 | 88 | 95 | 102 | 33 | 17 | 160 | 10,000 | 0 | None |
Ice Flan | 1,350 | 160 | 1 | 120 | 21 | 1 | 9 | 15 | 0 | 0 | 300 | 188 | Fire |
Iguion | 370 | 70 | 23 | 1 | 1 | 120 | 19 | 15 | 8 | 0 | 240 | 138 | Ice |
Imp | 880 | 330 | 1 | 1 | 25 | 180 | 24 | 15 | 16 | 0 | 770 | 610 | Water |
Ipiria | 180 | 35 | 15 | 1 | 1 | 120 | 13 | 15 | 7 | 0 | 24 | 46 | Ice |
Ironclad | 2,000,000 | 0 | 100 | 220 | 0 | 180 | 65 | 15 | 0 | 180 | 10,000 | 0 | None |
Jormungand | 520,000 | 63 | 77 | 33 | 80 | 186 | 53 | 15 | 6 | 130 | 8,000 | 0 | None |
Juggernaut | 1,200,000 | 20 | 98 | 140 | 70 | 62 | 42 | 15 | 0 | 150 | 10,000 | 0 | None |
Jumbo Flan | 1,300,000 | 999 | 3 | 255 | 98 | 80 | 60 | 15 | 0 | 0 | 10,000 | 0 | None |
Killer Bee | 110 | 5 | 8 | 1 | 1 | 1 | 8 | 15 | 10 | 0 | 9 | 23 | Ice |
Klikk | 1,500 | 5 | 14 | 1 | 1 | 1 | 4 | 15 | 0 | 50 | 50 | 5 | None |
Kottos | 440,000 | 20 | 88 | 60 | 12 | 1 | 36 | 15 | 0 | 150 | 8,000 | 0 | None |
Lamashtu | 275 | 21 | 23 | 1 | 20 | 120 | 6 | 15 | 0 | 0 | 32 | 72 | Fire |
Land Worm | 80,000 | 160 | 55 | 10 | 50 | 10 | 21 | 15 | 0 | 0 | 22,000 | 2,200 | None |
Left Fin | 65,000 | 999 | 30 | 100 | 30 | 50 | 20 | 15 | 0 | 0 | 16,000 | 10,000 | None |
Lord Ochu | 4,649 | 39 | 15 | 1 | 23 | 1 | 8 | 20 | 0 | 10 | 40 | 420 | Fire |
Machea | 18,000 | 59 | 35 | 55 | 1 | 10 | 39 | 15 | 0 | 0 | 8,300 | 1,450 | None |
Maelspike | 10,000 | 35 | 40 | 50 | 33 | 1 | 14 | 15 | 0 | 0 | 600 | 330 | Lightning |
Mafdet | 710 | 25 | 29 | 1 | 1 | 120 | 9 | 15 | 0 | 0 | 300 | 172 | Ice, Lightning |
Magic Urn | 999,999 | 9,999 | 1 | 255 | 40 | 255 | 0 | 0 | 0 | 0 | 0 | 0 | None |
Malboro | 27,000 | 1 | 32 | 1 | 32 | 1 | 10 | 15 | 0 | 0 | 2,200 | 1,500 | Fire |
Malboro Menace | 640,000 | 200 | 60 | 24 | 53 | 63 | 34 | 15 | 0 | 100 | 8,000 | 0 | None |
Mandragora | 31,000 | 120 | 34 | 12 | 40 | 15 | 13 | 15 | 0 | 0 | 6,230 | 1,200 | Fire |
Master Coeurl | 13,000 | 540 | 42 | 1 | 38 | 40 | 23 | 15 | 0 | 0 | 6,500 | 2,030 | None |
Master Tonberry | 48,000 | 1 | 47 | 10 | 52 | 1 | 18 | 15 | 0 | 0 | 20,000 | 2,400 | None |
Maze Larva | 2,222 | 1,111 | 11 | 40 | 24 | 45 | 14 | 15 | 0 | 0 | 1,850 | 620 | Lightning |
Mech Defender | 8,700 | 1 | 40 | 15 | 1 | 10 | 7 | 15 | 0 | 0 | 950 | 880 | Lightning, Steal |
Mech Guard | 1,280 | 1 | 25 | 1 | 1 | 1 | 10 | 15 | 0 | 0 | 310 | 600 | Lightning, Steal |
Mech Gunner | 2,800 | 1 | 31 | 10 | 1 | 10 | 6 | 15 | 0 | 0 | 540 | 800 | Lightning, Steal |
Mech Hunter | 5,500 | 1 | 36 | 10 | 1 | 10 | 8 | 15 | 0 | 0 | 820 | 673 | Lightning, Steal |
Mech Leader | 3,700 | 1 | 31 | 5 | 28 | 5 | 19 | 15 | 0 | 0 | 830 | 530 | Lightning, Steal |
Mech Scouter | 2,750 | 1 | 30 | 1 | 1 | 1 | 14 | 15 | 0 | 0 | 480 | 384 | Lightning, Steal |
Mi'ihen Fang | 160 | 20 | 16 | 1 | 1 | 120 | 13 | 15 | 5 | 0 | 20 | 33 | Fire, Water |
Mimic (Basilisk) | 40,000 | 10 | 42 | 1 | 58 | 255 | 22 | 15 | 0 | 0 | 0 | 50,000 | None |
Mimic (Dual Horn) | 60,000 | 10 | 54 | 1 | 26 | 1 | 25 | 15 | 0 | 0 | 0 | 50,000 | None |
Mimic (Garuda) | 40,000 | 10 | 42 | 255 | 12 | 1 | 22 | 15 | 0 | 0 | 0 | 50,000 | None |
Mimic (Machina) | 40,000 | 10 | 33 | 150 | 38 | 150 | 29 | 15 | 0 | 0 | 0 | 50,000 | None |
Mortibody | 4,000 | 50 | 22 | 50 | 20 | 1 | 28 | 15 | 0 | 100 | 0 | 0 | None |
Mortiorchis | 4,000 | 512 | 40 | 100 | 40 | 1 | 38 | 15 | 0 | 100 | 0 | 0 | None |
Murrusu | 580 | 20 | 25 | 1 | 1 | 120 | 7 | 15 | 0 | 0 | 240 | 165 | Fire, Lightning |
Mushussu | 680 | 38 | 36 | 1 | 42 | 120 | 9 | 15 | 0 | 0 | 310 | 270 | Ice |
Nebiros | 700 | 65 | 22 | 1 | 1 | 1 | 22 | 15 | 16 | 0 | 480 | 320 | Ice |
Nega Elemental | 1,300,000 | 20 | 1 | 140 | 80 | 62 | 44 | 15 | 0 | 150 | 10,000 | 0 | None |
Negator | 1,000 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 220 | 300 | None |
Nemesis | 10,000,000 | 9,999 | 255 | 150 | 255 | 150 | 200 | 0 | 0 | 150 | 55,000 | 0 | None |
Neslug | 4,000,000 | 999 | 130 | 80 | 130 | 80 | 43 | 20 | 0 | 0 | 50,000 | 0 | None |
Nidhogg | 2,000 | 46 | 43 | 1 | 50 | 180 | 10 | 15 | 0 | 0 | 810 | 602 | Ice |
Oblitzerator | 6,000 | 10 | 16 | 1 | 1 | 1 | 1 | 0 | 0 | 10 | 36 | 580 | Lightning |
Ochu | 7,200 | 35 | 22 | 1 | 14 | 1 | 6 | 15 | 0 | 0 | 180 | 520 | Fire |
Octopus | 4,500 | 1 | 27 | 1 | 5 | 1 | 10 | 15 | 0 | 0 | 220 | 750 | Lightning |
Ogre | 9,400 | 3 | 28 | 1 | 1 | 1 | 17 | 15 | 0 | 0 | 1,080 | 980 | Fire |
Omega Weapon | 999,999 | 999 | 64 | 90 | 57 | 80 | 38 | 15 | 0 | 0 | 50,000 | 20,000 | None |
One-Eye | 150,000 | 270 | 55 | 58 | 77 | 183 | 38 | 15 | 10 | 85 | 10,000 | 0 | None |
Orrnitholestes | 800,000 | 300 | 83 | 55 | 30 | 170 | 130 | 20 | 80 | 200 | 10,000 | 0 | None |
Overdrive Sin | 140,000 | 999 | 30 | 40 | 30 | 40 | 30 | 15 | 0 | 0 | 20,000 | 12,000 | None |
Penance - Each Arm | 500,000 | 999 | 200 | 200 | 150 | 200 | 150 | 10 | 120 | 255 | 10,000 | 0 | None |
Penance - Main Body | 12,000,000 | 999 | 255 | 240 | 255 | 240 | 255 | 10 | 0 | 255 | 60,000 | 0 | None |
Phlegyas | 1,680 | 50 | 26 | 1 | 33 | 20 | 12 | 15 | 0 | 0 | 650 | 410 | Lightning |
Piranha (x1) | 50 | 1 | 6 | 1 | 1 | 1 | 12 | 15 | 0 | 0 | 1 | 2 | Lightning |
Piranha (x2) | 100 | 2 | 8 | 1 | 1 | 1 | 9 | 15 | 0 | 0 | 1 | 3 | Lightning |
Piranha (x3) | 150 | 3 | 10 | 1 | 1 | 1 | 6 | 15 | 0 | 0 | 1 | 5 | Lightning |
Pterya | 12,000 | 1,000 | 20 | 10 | 18 | 10 | 21 | 15 | 0 | 0 | 2,000 | 2,000 | None |
Pteryx | 100,000 | 0 | 90 | 90 | 100 | 5 | 100 | 60 | 15 | 200 | 10,000 | 0 | None |
Puroboros | 20,000 | 180 | 40 | 60 | 32 | 20 | 28 | 15 | 0 | 0 | 3,200 | 970 | None |
Ragora | 780 | 15 | 18 | 1 | 1 | 1 | 15 | 8 | 0 | 0 | 20 | 48 | Fire |
Raldo | 240 | 10 | 19 | 1 | 1 | 120 | 5 | 15 | 0 | 0 | 20 | 42 | Ice |
Raptor | 200 | 45 | 18 | 1 | 1 | 120 | 14 | 15 | 7 | 0 | 32 | 48 | Ice |
Red Element | 450 | 130 | 1 | 120 | 23 | 1 | 6 | 15 | 0 | 0 | 32 | 55 | Ice |
Remora | 3,000 | 22 | 30 | 30 | 25 | 1 | 11 | 15 | 0 | 0 | 830 | 535 | Lightning |
Right Fin | 65,000 | 999 | 30 | 100 | 30 | 50 | 20 | 15 | 0 | 0 | 17,000 | 10,000 | None |
Sahagin (Via Purifico: Tidus) | 380 | 20 | 13 | 1 | 1 | 1 | 18 | 15 | 0 | 0 | 560 | 200 | Lightning |
Sahagin (Via Purifico: Yuna) | 1,380 | 20 | 28 | 15 | 24 | 1 | 15 | 15 | 0 | 0 | 200 | 180 | Lightning |
Sahagin Chief | 170 | 5 | 12 | 1 | 1 | 1 | 8 | 0 | 0 | 25 | 2 | 20 | Lightning |
Sanctuary Keeper | 40,000 | 256 | 37 | 100 | 40 | 100 | 32 | 15 | 0 | 50 | 11,000 | 6,500 | None |
Sand Wolf | 450 | 55 | 23 | 1 | 1 | 120 | 23 | 15 | 9 | 0 | 310 | 225 | Fire, Ice |
Sand Worm | 45,000 | 100 | 30 | 5 | 28 | 5 | 8 | 15 | 0 | 0 | 2,000 | 1,000 | Ice, Water |
Sandragora | 12,750 | 3 | 25 | 1 | 1 | 1 | 12 | 15 | 0 | 0 | 540 | 336 | Fire |
Seymour | 6,000 | 100 | 20 | 1 | 25/32 | 25 | 20 | 15 | 0 | 100 | 2,000 | 5,000 | None |
Seymour Flux | 70,000 | 512 | 30 | 40 | 15 | 40 | 38 | 15 | 0 | 100 | 10,000 | 6,000 | None |
Seymour Natus | 36,000 | 200 | 30 | 1 | 25 | 1 | 21 | 15 | 0 | 100 | 6,300 | 3,500 | None |
Seymour Omnis | 80,000 | 999 | 20 | 180 | 35 | 100 | 40 | 20 | 0 | 0 | 24,000 | 12,000 | Variable |
Shinryu | 2,000,000 | 72 | 92 | 60 | 96 | 98 | 70 | 15 | 0 | 200 | 50,000 | 0 | None |
Shred | 1,950 | 30 | 35 | 1 | 1 | 180 | 10 | 15 | 0 | 0 | 480 | 368 | Fire |
Simurgh | 200 | 27 | 13 | 1 | 1 | 1 | 17 | 15 | 0 | 0 | 48 | 73 | Fire |
Sin (SS Liki) | 2,000 | 100 | 1 | 1 | 1 | 1 | 6 | 15 | 0 | 0 | 10 | 100 | None |
Sin's Core | 36,000 | 999 | 1 | 100 | 30 | 100 | 20 | 15 | 0 | 0 | 18,000 | 10,000 | None |
Sinscale (SS Liki) | 200 | 0 | 13 | 1 | 1 | 1 | 12 | 0 | 0 | 0 | 2 | 22 | None |
Sinscale (Zanarkand) | 100 | 0 | 5 | 1 | 1 | 1 | 8 | 0 | 0 | 0 | 0 | 0 | None |
Sinspawn Ammes | 2,400 | 400 | 1 | 1 | 5 | 1 | 9 | 10 | 0 | 0 | 0 | 0 | None |
Sinspawn Echuilles | 2,000 | 20 | 10 | 1 | 15 | 1 | 5 | 15 | 0 | 15 | 12 | 115 | None |
Sinspawn Genais | 20,000 | 200 | 30 | 80 | 35 | 50 | 25 | 15 | 0 | 0 | 1,800 | 10,000 | None |
Sinspawn Geneaux | 3,000 | 30 | 15 | 1 | 10 | 1 | 7 | 0 | 0 | 100 | 48 | 300 | Fire |
Sinspawn Gui #1 - Arms | 800 | 1 | 1 | 1 | 1 | 1 | 0 | 15 | 0 | 0 | 37 | 300 | None |
Sinspawn Gui #1 - Body | 12,000 | 30 | 29 | 1 | 20 | 30 | 10 | 15 | 0 | 100 | 400 | 1,000 | None |
Sinspawn Gui #1 - Head | 4,000 | 200 | 1 | 1 | 1 | 1 | 1 | 15 | 0 | 0 | 48 | 200 | None |
Sinspawn Gui #2 - Arms | 800 | 1 | 1 | 1 | 1 | 1 | 0 | 15 | 0 | 0 | 37 | 300 | None |
Sinspawn Gui #2 - Body | 6,000 | 30 | 15 | 1 | 20 | 30 | 10 | 15 | 0 | 100 | 400 | 1,000 | None |
Sinspawn Gui #2 - Head | 1,000 | 200 | 1 | 1 | 1 | 1 | 1 | 15 | 0 | 0 | 48 | 200 | None |
Skoll | 1,000 | 60 | 28 | 1 | 1 | 180 | 28 | 15 | 10 | 0 | 480 | 420 | Fire, Lightning |
Sleep Sprout | 98,000 | 820 | 3 | 167 | 112 | 203 | 26 | 15 | 0 | 0 | 10,000 | 0 | None |
Snow Flan | 600 | 120 | 1 | 120 | 19 | 1 | 7 | 15 | 0 | 0 | 48 | 93 | Fire |
Snow Wolf | 400 | 50 | 20 | 1 | 1 | 120 | 20 | 15 | 8 | 0 | 300 | 192 | Fire |
Spathi | 20,000 | 1,500 | 31 | 1 | 38 | 1 | 20 | 15 | 0 | 0 | 2,000 | 2,000 | None |
Spectral Keeper | 52,000 | 500 | 36 | 100 | 1 | 100 | 36 | 15 | 0 | 50 | 12,000 | 7,000 | None |
Spherimorph | 12,000 | 100 | 20 | 100 | 20 | 1 | 15 | 15 | 0 | 30 | 4,000 | 3,240 | Variable |
Spirit | 10,000 | 700 | 1 | 60 | 42 | 1 | 24 | 15 | 0 | 0 | 4,300 | 1,300 | None |
Splasher (1) | 200 | 2 | 14 | 1 | 1 | 1 | 20 | 15 | 10 | 0 | 140 | 100 | Lightning |
Splasher (2) | 400 | 4 | 19 | 1 | 1 | 1 | 17 | 15 | 8 | 0 | 300 | 140 | Lightning |
Splasher (3) | 600 | 6 | 24 | 1 | 1 | 1 | 15 | 15 | 6 | 0 | 440 | 200 | Lightning |
Stratoavis | 320,000 | 115 | 73 | 41 | 32 | 82 | 32 | 15 | 5 | 100 | 8,000 | 0 | None |
Swamp Mafdet | 850 | 1 | 30 | 1 | 1 | 120 | 6 | 15 | 0 | 0 | 240 | 290 | Lightning, Ice |
Tanket | 900,000 | 0 | 103 | 100 | 3 | 250 | 41 | 15 | 0 | 100 | 10,000 | 0 | None |
Thorn | 4,080 | 120 | 1 | 1 | 25 | 1 | 8 | 15 | 0 | 0 | 830 | 530 | Fire |
Th'uban | 3,000,000 | 85 | 102 | 80 | 212 | 80 | 53 | 15 | 0 | 180 | 50,000 | 0 | None |
Thunder Flan | 450 | 50 | 1 | 120 | 17 | 1 | 6 | 15 | 0 | 0 | 24 | 50 | Water |
Tonberry | 13,500 | 1 | 40 | 10 | 43 | 10 | 14 | 15 | 0 | 0 | 6,500 | 2,000 | None |
Tros | 2,200 | 10 | 10 | 1 | 1 | 1 | 12 | 15 | 0 | 20 | 8 | 100 | None |
Ultima Buster - Arm | 80,000 | 1 | 1 | 1 | 1 | 1 | 80 | 15 | 0 | 0 | 0 | 0 | None |
Ultima Buster - Body | 5,000,000 | 140 | 168 | 60 | 178 | 71 | 72 | 15 | 0 | 82 | 50,000 | 0 | None |
Ultima Buster - Head | 80,000 | 1 | 1 | 1 | 1 | 1 | 80 | 15 | 0 | 0 | 0 | 0 | None |
Ultima Weapon | 99,999 | 99 | 55 | 50 | 60 | 60 | 32 | 15 | 0 | 0 | 40,000 | 20,000 | None |
Valaha | 8,700 | 29 | 36 | 1 | 21 | 1 | 23 | 15 | 0 | 0 | 1,320 | 720 | None |
Varuna | 56,000 | 999 | 13 | 50 | 38 | 10 | 26 | 15 | 0 | 0 | 19,500 | 1,780 | None |
Vidatu | 95,000 | 840 | 12 | 230 | 77 | 230 | 33 | 15 | 80 | 110 | 10,000 | 0 | None |
Vorban | 630,000 | 120 | 95 | 100 | 75 | 100 | 33 | 15 | 0 | 80 | 8,000 | 0 | None |
Vouivre (Luca) | 225 | 1 | 20 | 1 | 1 | 1 | 3 | 0 | 0 | 25 | 14 | 50 | None |
Vouivre (Mi'ihen) | 255 | 22 | 20 | 1 | 21 | 120 | 6 | 15 | 0 | 0 | 24 | 60 | Ice |
Warrior Monk (flamethrower) | 1,400 | 20 | 20 | 1 | 20 | 1 | 17 | 15 | 0 | 0 | 420 | 460 | None |
Warrior Monk (gun) | 1,400 | 20 | 20 | 1 | 20 | 1 | 19 | 15 | 0 | 0 | 420 | 460 | None |
Wasp | 360 | 30 | 17 | 1 | 1 | 1 | 18 | 15 | 13 | 0 | 240 | 142 | Ice |
Water Flan | 315 | 30 | 3 | 120 | 15 | 1 | 5 | 15 | 0 | 0 | 2 | 18 | Lightning |
Wendigo | 18,000 | 32 | 40 | 1 | 1 | 1 | 18 | 15 | 0 | 0 | 2,000 | 3,000 | None |
White Element | 390 | 120 | 1 | 120 | 22 | 1 | 5 | 15 | 0 | 0 | 20 | 48 | Fire |
Wraith | 22,222 | 3,500 | 1 | 150 | 24 | 30 | 25 | 15 | 0 | 0 | 3,100 | 1,070 | Holy + variable |
Xiphos | 2,700 | 5 | 20 | 1 | 1 | 1 | 17 | 15 | 0 | 0 | 520 | 220 | None |
YAT-97 | 3,700 | 1 | 41 | 1 | 38 | 120 | 12 | 15 | 0 | 0 | 3,200 | 1,080 | Fire, Water |
YAT-99 | 2,700 | 1 | 40 | 1 | 32 | 120 | 9 | 15 | 0 | 0 | 1,870 | 1,300 | Fire, Water |
Yellow Element | 300 | 100 | 1 | 120 | 18 | 1 | 5 | 15 | 5 | 0 | 9 | 33 | Water |
Yenke Ronso | Varies | 200 | Varies | 30 | Varies | 50 | Varies | 15 | 0 | 100 | 4,500 | 1,500 | None |
YKT-11 | 6,200 | 1 | 34 | 1 | 1 | 60 | 25 | 15 | 0 | 0 | 3,200 | 1,080 | Fire, Ice |
YKT-63 | 4,200 | 1 | 30 | 1 | 1 | 60 | 22 | 15 | 0 | 0 | 1,870 | 1,300 | Fire, Water |
Yojimbo | 33,000 | 2,000 | 34 | 80 | 35 | 1 | 32 | 15 | 0 | 0 | 0 | 0 | None |
Yowie | 900 | 95 | 26 | 1 | 1 | 180 | 29 | 15 | 10 | 0 | 810 | 480 | Ice |
Yu Pagoda | 5,000 | 5,000 | 0 | 80 | 50 | 80 | 40 | 15 | 0 | 0 | 0 | 0 | None |
Yunalesca (1st) | 24,000 | 500 | 20 | 50 | 30 | 50 | 40 | 20 | 0 | 0 | 0 | 0 | None |
Yunalesca (2nd) | 48,000 | 500 | 20 | 50 | 30 | 50 | 40 | 20 | 0 | 0 | 0 | 0 | None |
Yunalesca (3rd) | 60,000 | 500 | 20 | 50 | 30 | 50 | 40 | 20 | 0 | 0 | 14,000 | 7,000 | None |
Zaurus | 7,850 | 1 | 38 | 30 | 1 | 120 | 46 | 15 | 14 | 0 | 5,000 | 950 | None |
Zu (first) | 12,000 | 50 | 32 | 20 | 30 | 20 | 8 | 15 | 0 | 0 | 1,200 | 1,200 | None |
Zu (others) | 18,000 | 50 | 37 | 20 | 35 | 20 | 20 | 15 | 0 | 0 | 1,200 | 1,200 | None |
Monster Drops & Steals
This section has been restricted such that any monster without a Drop or a Steal is not listed here, and that monsters that differ upon the area found also are listed as a single monster (if the steals and drops do not differ). See nothing about them? They don't drop anything and cannot have anything stolen from them (to my knowledge).
Also, if a monster has "N/A" listed for a "Rare" something, the game will default to using the "Common" form of it.
Monster | Common Drop | Rare Drop | Common Steal | Rare Steal |
---|---|---|---|---|
???? (Kimahri) | 2~4 Ability Spheres | N/A | 1 Potion | N/A |
Abaddon | 1~2 Mana Tablet | 1~2 Dark Matter | 3 Purifying Salts | 1 Shining Gem |
Abyss Worm | 1~2 Stamina Tonic | 1~2 Dark Matter | 4 Shadow Gems | 1 Stamina Tablet |
Achelous | 1~2 Power Spheres | N/A | 2 Water Gems | 1 Healing Spring |
Adamantoise | 2~4 Power Spheres | 4~8 Power Spheres | 1 Healing Water | 1 Stamina Tablet |
Aerouge | 1~2 Mana Spheres | N/A | 1 Electro Marble | 1 Lightning Marble |
Ahriman | 1~2 Speed Spheres | N/A | 2 Musks | 3 Musks |
Alcyone | 1~2 Speed Spheres | N/A | 1 Smoke Bomb | 2 Smoke Bombs |
Anacondaur | 1~2 Power Spheres | N/A | 1 Petrify Grenade | 2 Petrify Grenades |
Anima | 1~2 Ability Spheres | N/A | 3 Silence Grenades | 1 Farplane Shadow |
Aqua Flan | 1~2 Mana Spheres | N/A | 2 Fish Scales | 2 Dragon Scales |
Bandersnatch | 1~2 Power Spheres | N/A | 2 Dream Powders | 3 Dream Powders |
Barbatos | 1~2 Power Spheres | 1~2 Return Spheres | 1 Star Curtain | 1 Blessed Gem |
Bashura | 1~2 Power Spheres | 2~4 Power Spheres | 1 Soul Spring | 2 Soul Springs |
Basilisk | 1~2 Ability Spheres | 2~4 Ability Spheres | 1 Petrify Grenade | N/A |
Bat Eye | 1~2 Speed Spheres | N/A | 1 Hi~Potion | 2 Silence Grenades |
Behemoth | 1~2 Power Spheres | 1~2 Power Spheres | 1 Ether | 1 Mana Tablet |
Behemoth King | 1~2 Power Spheres | 1~2 Lv. 3 Key Spheres | 1 Healing Spring | 2 Twin Stars |
Biran Ronso | 1~2 Return Spheres | 1~2 Friend Spheres | 1 Lv. 3 Key Sphere | 2 Lv. 3 Key Spheres |
Bite Bug | 1~2 Speed Spheres | N/A | 1 Antidote | 1 Poison Fang |
Black Element | 1~2 Mana Spheres | 1~2 Return Spheres | 1 Hi~Potion | 4 Shining Gems |
Blue Element | 1~2 Mana Spheres | N/A | 2 Fish Scales | 3 Fish Scales |
Bomb (Home) | 1~2 Power Spheres | N/A | 2 Bomb Cores | 3 Bomb Cores |
Bomb (Mi'ihen) | 1~2 Power Spheres | N/A | 2 Bomb Fragments | 3 Bomb Fragments |
Bomb King | 1~2 Doors to Tomorrow | 1~2 Power Spheres | 4 Fire Gems | 1 Shining Gem |
Braska'a Final Aeon | N/A | N/A | 1 Turbo Ether | 1 Elixir |
Buer | 1~2 Speed Spheres | N/A | 1 Hi~Potion | 1 Musk |
Bunyip | 1~2 Power Spheres | N/A | 1 Hi~Potion | 1 Hypello Potion |
Cactuar | 2~4 Speed Spheres | 3~6 Speed Spheres | 1 Chocobo Feather | 1 Chocobo Wing |
Cactuar King | 3~6 Blessed Gems | 1~2 Dark Matters | 2 Chocobo Wings | 1 Designer Wallet |
Catastrophe | 1~2 Designer Wallets | 1~2 Dark Matters | 1 Gambler's Spirit | 1 Lv. 2 Key Spheres |
Catoblepas | 1~2 Three Stars | 1~2 Dark Matters | 3 Healing Springs | 1 Stamina Tonic |
Cave Iguion | 1~2 Speed Spheres | 1~2 Power Spheres | 1 Soft | 1 Petrify Grenade |
Chimera (Home) | 1~2 Ability Spheres | 2~4 Ability Spheres | 3 Arctic Winds | 3 Lightning Marbles |
Chimera (Macalania) | 1~2 Ability Spheres | 2~4 Ability Spheres | 1 Artic Wind | 1 Lightning Marble |
Chimera Brain | 1~2 Ability Spheres | 2~4 Ability Spheres | 1 Ice Gem | 2 Lightning Gems |
Chimerageist | 1~2 Return Sphere | 1~2 Dark Matter | 2 Mana Springs | 2 Stamina Springs |
Chocobo Eater | 2 Lv. 1 Key Spheres | N/A | 1 Potion | N/A |
Coeurl | 1~2 Mana Spheres | 2~4 Mana Spheres | 1 Mana Spring | N/A |
Coeurlregina | 3~6 Shining Gems | 1~2 Dark Matters | 2 Farplane Winds | 1 Blessed Gem |
Condor | 1~2 Speed Spheres | N/A | 1 Phoenix Down | 1 Smoke Bomb |
Crawler | 1~2 Elixirs | 2~4 Elixirs | 1 Lunar Curtain | 2 Lunar Curtains |
Dark Anima | 1~2 Dark Matters | 1~2 Master Spheres | 2 Three Stars | 1 Elixir |
Dark Bahamut | 1~2 Dark Matters | 1~2 Master Spheres | 2 Twin Stars | 1 Elixir |
Dark Cindy | 1~2 Dark Matters | 1~2 Master Spheres | 1 Return Sphere | 1 Elixir |
Dark Element | 1~2 Mana Spheres | N/A | 1 Shining Thorn | 2 Shining Thorns |
Dark Flan | 1~2 Mana Spheres | N/A | 1 Star Curtain | 2 Star Curtains |
Dark Ifrit | 1~2 Dark Matters | 1~2 Master Spheres | 2 Mega Phoenixes | 1 Elixir |
Dark Ixion | 1~2 Dark Matters | 1~2 Master Spheres | 2 Stamina Tablets | 1 Elixir |
Dark Mindy | 1~2 Dark Matters | 1~2 Master Spheres | 1 Teleport Sphere | 1 Elixir |
Dark Sandy | 1~2 Dark Matters | 1~2 Master Spheres | 1 Friend Sphere | 1 Elixir |
Dark Shiva | 1~2 Dark Matters | 1~2 Master Spheres | 2 Mana Tablets | 1 Elixir |
Dark Valefor | 1~2 Dark Matters | 1~2 Master Spheres | 2 X~Potions | 1 Elixir |
Dark Yojimbo | 1~2 Dark Matters | 1~2 Master Spheres | 2 Stamina Tonics | 1 Elixir |
Defender | 2~4 Power Spheres | N/A | 1 Lunar Curtain | 2 Lunar Curtains |
Defender X | 1~2 Lv. 2 Key Spheres | 2~4 Lv. 2 Key Spheres | 4 Lunar Curtains | N/A |
Defender Z | 1~2 Lv. 2 Key Spheres | 1~2 Lv. 3 Key Spheres | 2 Lunar Curtains | N/A |
Demonolith | 1~2 Mana Spheres | 1~2 Lv. 3 Key Spheres | 2 Petrify Grenades | N/A |
Dingo | 1~2 Power Spheres | N/A | 1 Potion | 1 Sleeping Powder |
Dinonix | 1~2 Speed Spheres | 1~2 Power Sphere | 1 Soft | 1 Petrify Grenade |
Don Tonberry | 3~6 Farplane Winds | 1~2 Dark Matters | 2 Candles of Life | 1 Designer Wallet |
Dual Horn (Home) | 1~2 Ability Spheres | N/A | 1 Hi~Potion | 1 Mega~Potion |
Dual Horn (Mi'ihen) | 1~2 Ability Spheres | N/A | 1 Potion | 1 Hi~Potion |
Earth Eater | 1~2 Fortune Spheres | 1~2 Dark Matters | 1 Gambler's Spirit | 1 Lv. 1 Key Sphere |
Epaaj | 1~2 Ability Spheres | 2~4 Ability Spheres | 1 Hi~Potion | 2 Hi~Potions |
Espada | 1~2 Rename Cards | 1~2 Dark Matters | 4 Farplane Shadows | 1 Farplane Wind |
Evil Eye (Home) | 1~2 Speed Spheres | N/A | 1 Musk | 2 Musks |
Evil Eye (Mi'ihen) | 1~2 Speed Spheres | N/A | 1 Hi~Potion | 1 Musk |
Evrae | 1~2 Black Magic Spheres | N/A | 1 Water Gem | 2 Water Gems |
Evrae Altana | 1~2 Black Magic Spheres | N/A | 2 Water Gems | 1 Healing Spring |
Exoray | 1~2 Mana Spheres | N/A | 3 Silence Grenades | 1 Ether |
Extractor | 1~2 Mega Phoenixes | 2~4 Mega Phoenixes | 1 Potion | N/A |
Fafnir | 20~40 Light Curtains | 1~2 Dark Matters | 2 Gold Hourglasses | 2 Stamina Springs |
Fallen Monk | 1~2 Ability Spheres | N/A | 2 Candles of Life | 1 Purifying Salt |
Fenrir | 1~2 Agility Spheres | 1~2 Dark Matters | 2 Chocobo Feathers | 1 Chocobo Wing |
Flame Flan | 1~2 Mana Spheres | N/A | 1 Fire Gem | 2 Fire Gems |
Floating Death | 2~4 Mana Spheres | 3~6 Mana Spheres | 4 Musks | 5 Musks |
Floating Eye | 1~2 Speed Spheres | N/A | 1 Echo Screen | 1 Musk |
Funguar | 1~2 Mana Spheres | N/A | 1 Silence Grenade | 1 Ether |
Gandarewa | 1~2 Mana Spheres | N/A | 1 Electro Marble | 2 Electro Marbles |
Garm | 1~2 Power Spheres | N/A | 1 Hi~Potion | 1 Sleeping Powder |
Garuda (Besaid) | 1~2 Power Spheres | N/A | 1 Smoke Bomb | 2 Smoke Bombs |
Garuda (Luca) | 1~2 Power Spheres | N/A | 1 Potion | N/A |
Garuda (Mushroom Rock) | 1~2 Power Spheres | N/A | 1 Smoke bomb | 2 Smoke Bombs |
Gemini | 1~2 Power Spheres | 2~4 Power Spheres | 1 Light Curtain | 2 Light Curtains |
Geneaux's Tentacle | 1~2 Ability Spheres | N/A | N/A | N/A |
Geosgaeno | 2~4 Power Spheres | N/A | 1 Water Gem | 2 Water Gems |
Ghost | 1~2 Mana Spheres | N/A | 2 Phoenix Downs | 1 Farplane Shadow |
Gold Element | 1~2 Mana Spheres | N/A | 1 Electro Marble | 2 Electro Marbles |
Grat | 1~2 Mana Spheres | N/A | 4 Antidotes | 3 Remedies |
Great Malboro | 1~2 Mana Spheres | N/A | 1 Remedy | 1 Mana Tonic |
Greater Sphere | 1~2 Luck Spheres | 1~2 Dark Matters | 1 Gambler's Spirit | 1 Return Sphere |
Grenade | 1~2 Power Spheres | N/A | 2 Fire Gems | 3 Fire Gems |
Grendel | 1~2 Ability Spheres | 2~4 Ability Spheres | 1 Hi~Potion | 1 Mega~Potion |
Guado Guardian (Home) | 1~2 Ability Spheres | N/A | 1 Hi~Potion | 2 X~Potions |
Guado Guardian (w/Seymour) | 1~2 Ability Spheres | N/A | 1 Hi~Potion | 1 Ether |
Guado Guardian (w/Wendigo) | 1~2 Ability Spheres | N/A | 1 Hi~Potion | 1 X~Potion |
Halma | 1~2 Power Spheres | 2~4 Power Spheres | 3 Hypello Potions | 2 Shadow Gems |
Hornet | 1~2 Accuracy Spheres | 1~2 Dark Matters | 4 Poison Fangs | 2 Purifying Salts |
Ice Flan | 1~2 Mana Spheres | N/A | 1 Arctic Wind | 2 Arctic Winds |
Iguion | 1~2 Speed Spheres | 1~2 Power Spheres | 1 Soft | 1 Petrify Grenade |
Imp | 1~2 Mana Spheres | N/A | 1 Lightning Gem | 2 Lightning Gems |
Ipiria | 1~2 Speed Spheres | 1~2 Power Spheres | 1 Soft | 1 Petrify Grenade |
Iron Giant | 2~4 Power Spheres | 3~6 Power Spheres | 1 Light Curtain | N/A |
Ironclad | 1~2 HP Spheres | 1~2 Dark Matters | 4 Light Curtains | 1 Stamina Tablet |
Jormungand | 2~4 Supreme Gems | 1~2 Dark Matters | 4 Petrify Grenades | 1 Three Stars |
Jumbo Flan | 1~2 Magic Spheres | 1~2 Dark Matters | 4 Lunar Curtains | 1 Mana Tablet |
Killer Bee | 1~2 Speed Spheres | N/A | 1 Antidote | 1 Poison Fang |
Klikk | 1~2 Ability Spheres | 2~4 Ability Spheres | 1 Grenade | 2 Grenades |
Kottos | 20~40 Healing Springs | 1~2 Dark Matters | 4 Stamina Springs | 2 Soul Springs |
Kusariqqu | 1~2 Power Spheres | N/A | 1 Hi~Potion | 1 Silver Hourglass |
Lamashtu | 1~2 Power Spheres | N/A | 1 Potions | 1 Silver Hourglass |
Land Worm | 1~2 Power Spheres | 1~2 Lv. 4 Key Spheres | 1 Stamnia Spring | N/A |
Larva | 1~2 Ability Spheres | N/A | 1 Lunar Curtain | 2 Lunar Curtains |
Lord Ochu | 1~2 MP Spheres | 1~2 HP Spheres | 1 Potion | N/A |
Machea | 1~2 Mana Spheres | 1~2 Lv. 3 Key Spheres | 2 Hi~Potions | 1 Stamina Tonic |
Maelspike | 1~2 Mana Spheres | N/A | 2 Water Gems | 3 Water Gems |
Mafdet | 1~2 Power Spheres | N/A | 1 Hi~Potion | 1 Hypello Potion |
Malboro | 2~4 Mana Spheres | N/A | 1 Remedy | 1 Remedy |
Malboro Menace | 2~4 Mana Tonics | 1~2 Dark Matters | 4 Remedies | 2 Mana Springs |
Mandragora | 1~2 Mana Spheres | N/A | 2 Remedies | 3 Remedies |
Master Coeurl | 1~2 Lv. 1 Key Spheres | 1~2 Friend Spheres | 2 Farplane Shadows | 4 Farplane Shadows |
Master Tonberry | 1~2 Power Spheres | 1~2 Teleport Spheres | 1 Mana Spring | 1 Tetra Elemental |
Maze Larva | 1~2 Ability Spheres | N/A | 2 Fish Scales | 2 Dragon Scales |
Mech Defender | 1~2 Phoenix Downs | 1~2 Mega Phoenixes | 2 Al Bhed Potions | 3 Al Bhed Potions |
Mech Guard | 1~2 Hi~Potions | N/A | 2 Grenades | 3 Grenades |
Mech Gunner | 2~4 Hi~Potions | N/A | 1 Al Bhed Potion | 2 Al Bhed Potions |
Mech Hunter | 1~2 Phoenix Downs | 1~2 Mega Phoenixes | 1 Al Bhed Potion | 2 Al Bhed Potions |
Mech Leader | 1~2 Hi~Potions | 1~2 Mega~Potions | 2 Grenades | 2 Frag Grenades |
Mech Scouter | 1~2 Hi~Potions | 1~2 Mega~Potions | 3 Grenades | 4 Grenades |
Melusine | 1~2 Speed Spheres | 1~2 Power Spheres | 1 Soft | 1 Petrify Grenade |
Mi'ihen Fang | 1~2 Power Spheres | N/A | 1 Potion | 1 Sleeping Powder |
Murussu | 1~2 Power Spheres | N/A | 1 Hi~Potion | 1 Hypello Potion |
Mushussu | 1~2 Power Spheres | N/A | 1 Hi~Potion | 1 Silver Hourglass |
Nebiros | 1~2 Mana Spheres | N/A | 1 Poison Fang | 2 Poison Fangs |
Nega Elemental | 2~4 Twin Stars | 1~2 Dark Matters | 4 Star Curtains | 1 Twin Stars |
Negator | 1~2 Potions | 1~2 Hi~Potions | 1 Hi~Potion | 2 Hi~Potions |
Nemesis | 1~2 Warp Spheres | 1~2 Dark Matters | 1 Lv. 4 Key Spheres | 1 Warp Sphere |
Neslug | 1~2 Pendulums | 1~2 Dark Matters | 1 Gambler's Spirit | 1 Friend Sphere |
Nidhogg | 1~2 Power Spheres | N/A | 1 Hi~Potion | 1 Gold Hourglass |
Oblitzerator | 1~2 Elixirs | 2~4 Elixirs | 1 Potion | N/A |
Ochu | 1~2 Power Spheres | 2~4 Mana Spheres | 1 Remedy | 2 Remedies |
Octopus | 1~2 Mana Spheres | N/A | 2 Dragon Scales | 2 Water Gems |
Ogre | 1~2 Power Spheres | N/A | 1 Stamina Spring | 2 Stamina Springs |
Omega Weapon | 3~6 Lv. 4 Key Spheres | N/A | 30 Gamblers' Spirits | N/A |
One~Eye | 1~2 Magic Defense Spheres | 1~2 Dark Matters | 3 Lunar Curtains | 1 Blessed Gem |
Ornitholestes | 1~2 Gamblers' Spirits | 1~2 Dark Matters | 1 Rename Card | 1 Chocobo Wing |
Overdrive Sin | 1~2 Lv. 3 Key Spheres | N/A | 1 Ether | 1 Supreme Gem |
Penance - Left Arm | 1 Dark Matter | 1 Master Sphere | 1 Elixir | 1 Elixir |
Penance - Main Body | 3 Master Spheres | 6 Master Spheres | 1 Elixir | 2 Megalixirs |
Penance - Right Arm | 1 Dark Matter | 1 Master Sphere | 1 Elixir | 1 Elixir |
Phlgyas | 1~2 Power Spheres | N/A | 2 Dragon Sclaes | 1 Water Gem |
Piranha (x1) | 1~2 Power Spheres | 1~2 Ability Spheres | 1 Grenade | 2 Grenades |
Piranha (x2) | 1~2 Mana Spheres | 1~2 Ability Spheres | 1 Grenade | 2 Grenades |
Piranha (x3) | 1~2 Speed Spheres | 1~2 Ability Spheres | 1 Grenade | 2 Grenades |
Pteryx | 1~2 Evasion Spheres | 1~2 Dark Matters | 4 Smoke Bombs | 1 Candle of Life |
Puroboros | 1~2 Mana Spheres | 1~2 Lv. 1 Key Spheres | 3 Fire Gems | 4 Fire Gems |
Qactuar | 1~2 Speed Spheres | 2~4 Speed Spheres | 1 Chocobo Feather | N/A |
Ragora | 1~2 Mana Spheres | N/A | 1 Antidote | 1 Remedy |
Raldo | 1~2 Power Spheres | N/A | 1 Potion | 1 Hypello Potion |
Raptor | 1~2 Speed Spheres | 1~2 Power Spheres | 1 Soft | 1 Petrify Grenade |
Red Element | 1~2 Mana Spheres | N/A | 1 Bomb Fragment | 2 Bomb Fragments |
Remora | 1~2 Mana Spheres | N/A | 1 Dragon Scale | 2 Dragon Scales |
Sahagin | 1~2 Power Spheres | N/A | 2 Fish Scales | 1 Dragon Scale |
Sahagin Chief | 1~2 Power Spheres | N/A | 1 Potion | N/A |
Sanctuary Keeper | 1~2 Return Spheres | N/A | 1 Turbo Ether | 2 Turbo Ethers |
Sand Wolf | 1~2 Power Spheres | N/A | 2 Sleeping Powders | N/A |
Sand Worm | 2~4 Ability Spheres | 1~2 Lv. 1 Key Spheres | 2 Shadow Gems | 2 Stamina Springs |
Sandragora | 1~2 Mana Spheres | N/A | 2 Remedies | 10 Musks |
Seymour | 1~2 Black Magic Spheres | 1~2 Special Spheres | 1 Turbo Ether | 1 Elixir |
Seymour Flux | 1~2 Lv. 4 Key Spheres | N/A | 1 Elixir | N/A |
Seymour Natus | 2~4 Lv. 2 Key Spheres | N/A | 2 Tetra Elementals | 3 Tetra Elementals |
Seymour Omnis | 1~2 Lv. 3 Key Spheres | N/A | 1 Shining Gem | 1 Supreme Gem |
Shinryu | 1~2 Wings to Discovery | 1~2 Dark Matters | 1 Gambler's Spirit | 1 Three Stars |
Shred | 1~2 Speed Spheres | N/A | 1 Hypello Potion | 2 Hypello Potions |
Simurgh | 1~2 Speed Spheres | N/A | 1 Smoke Bomb | 2 Smoke Bombs |
Sin - Core | 1~2 MP Spheres | N/A | 3 Stamina Springs | 4 Stamina Springs |
Sin - Left Fin | 1~2 HP Spheres | N/A | 1 Mega~Potion | 1 Supreme Gem |
Sin - Right Fin | 1~2 Lv. 3 Key Spheres | N/A | 1 X~Potion | 1 Shining Gem |
Sin (SS Liki) | 1~2 Mana Spheres | N/A | 1 Potion | N/A |
Sinscale | 1~2 Power Spheres | N/A | 1 Potion | N/A |
Sinspawn Echuilles | 2~4 Ability Spheres | N/A | 1 Potion | N/A |
Sinspawn Genais | 1~2 Return Spheres | N/A | 1 Star Curtain | 1 Shining Gem |
Sinspawn Geneaux | 2~4 Power Spheres | 3~6 Power Spheres | 1 Potion | N/A |
Sinspawn Gui | 3~6 Lv. 1 Key Spheres | N/A | 1 Potion | N/A |
Skoll | 1~2 Power Spheres | N/A | 1 Dream Powder | 2 Dream Powders |
Sleep Sprout | 1~2 Teleport Spheres | 1~2 Dark Matters | 4 Poison Fangs | 1 Farplane Wind |
Snow Flan | 1~2 Mana Spheres | N/A | 2 Antarctic Winds | N/A |
Snow Wolf | 1~2 Power Spheres | N/A | 1 Sleeping Powder | 2 Sleeping Powders |
Spectral Keeper | 1~2 Lv. 4 Key Spheres | N/A | 1 Ether | 1 Turbo Ether |
Spherimorph | 1~2 Lv. 2 Key Spheres | N/A | 1 Ether | 1 Turbo Ether |
Spirit | 1~2 Mana Spheres | 1~2 Friend Spheres | 1 Stamina Spring | 2 Stamina Springs |
Splasher | 1~2 Power Spheres | N/A | 1 Grenade | 1 Frag Grenade |
Stratoavis | 2~4 Amulets | 1~2 Dark Matters | 3 Smoke Bombs | 2 Stamina Springs |
Swamp Mafdet | 1~2 Power Sphere | N/A | 1 Hi~Potion | 1 Hypello Potion |
Tanket | 1~2 Defense Spheres | 1~2 Dark Matters | 4 Light Curtains | N/A |
Thorn | 1~2 Mana Spheres | N/A | 2 Silence Greandes | 1 Ether |
Th'uban | 1~2 Underdogs' Secrets | 1~2 Dark Matters | 1 Gambler's Spirit | 1 Teleport Sphere |
Thunder Flan | 1~2 Mana Spheres | N/A | 1 Electro Marble | 2 Electro Marbles |
Tonberry | 1~2 Power Spheres | 1~2 Lv. 2 Key Spheres | 1 Hi~Potion | 1 Farplane Shadow |
Tros | None | N/A | 1 Grenade | 3 Grenades |
Ultima Buster | 1~2 Winning Formulas | 1~2 Dark Matters | 1 Gambler's Spirit | 1 Lv. 3 Key Sphere |
Ultima Weapon | 3~6 Lv. 3 Key Spheres | N/A | 10 Doors to Tomorrow | 20 Doors to Tomorrow |
Valaha | 1~2 Ability Spheres | N/A | 1 Hi~Potion | 2 Hi~Potions |
Varuna | 1~2 Mana Spheres | 1~2 Lv. 2 Key Spheres | 1 Farplane Wind | 1 Shining Gem |
Vidatu | 1~2 MP Spheres | 1~2 Dark Matters | 4 Lightning Gems | 1 Mana Tonic |
Vorban | 1~2 Friend Spheres | 1~2 Dark Matters | 2 Healing Springs | 1 Stamina Tablet |
Vouivre | 1~2 Power Spheres | N/A | 1 Potion | 1 Silver Hourglass |
Warrior Monk | 1~2 Ability Spheres | N/A | 2 Hi~Potions | 1 Purifying Salt |
Wasp | 1~2 Speed Spheres | N/A | 1 Hi~Potion | 1 Poison Fang |
Water Flan | 1~2 Mana Spheres | N/A | 1 Fish Scale | 2 Dragon Scales |
Wendigo | 1~2 Power Spheres | 2~4 Power Spheres | 1 Hi~Potion | 1 X~Potion |
White Element | 1~2 Mana Spheres | N/A | 1 Antarctic wind | 2 Antarctic Winds |
Wraith | 1~2 Mana Spheres | 2~4 Mana Spheres | 1 Farplane Shadow | 1 Farplane Wind |
Xiphos | 1~2 Ability Spheres | 2~4 Ability Spheres | 1 Hi~Potion | 1 Mega~Potion |
YAT-97 | 2~4 Phoenix Downs | 1~2 Mega Phoenixes | 3 Holy Waters | 2 Ethers |
YAT-99 | 1~2 Phoenix Downs | 1~2 Mega Phoenixes | 1 Remedy | 1 Ether |
Yellow Element | 1~2 Mana Spheres | N/A | 1 Electro Marble | 1 Lightning Marble |
Yenke Ronso | 1~2 Return Spheres | 1~2 Friend Spheres | 1 Lv. 3 Key Sphere | 2 Lv. 3 Key Spheres |
YKT-11 | 2~4 Hi~Potions | 1~2 Mega~Potions | 3 Holy Waters | 2 Ethers |
YKT-63 | 1~2 Hi~Potions | 1~2 Mega~Potions | 1 Remedy | 1 Ether |
Yowie | 1~2 Speed Spheres | N/A | 1 Soft | 1 Petrify Grenade |
Yunalesca | 1~2 Lv. 3 Key Spheres | N/A | 1 Stamina Tablet | 1 Farplane Wind |
Zaurus | 1~2 Speed Spheres | 2~4 Speed Spheres | 2 Petrify Grenades | 3 Petrify Grenades |
Zu | 1~2 Power Spheres | N/A | 3 Smoke Bombs | 4 Smoke Bombs |
Monster Bribes
To Bribe a fiend, you must have the Bribe command available; it is obtained on the Sphere Grid. The Bribe command allows you to give an enemy monster to make it go away. In addition to that, giving enough money - 10x the monster's max HP - will also get you certain rewards, the primary purpose of using the command, really. Below, you will find a chart detailing what you get for how much from what monster; of course, any monster not listed is either immune to the command or will give nothing, regardless of how much you Bribe it for.
Note that the Rewards given can be a bit variable in my experience; below is just an approximation of what I tend to get. Also, it seems more Gil = more Rewards. The item given won't change, just the quantity thereof.
Monster | Maximum HP | Base Bribe Amount (HPx10) | Approximate Rewards |
---|---|---|---|
Achelous | 5,100 | 51,000 Gil | 8 Healing Springs |
Adamantoise | 54,400 | 544,000 Gil | 3 Special Spheres |
Aerouge | 200 | 2,000 Gil | 2 Lightning Marbles |
Ahriman | 2,800 | 28,000 Gil | 3 Farplane Winds |
Alcyone | 430 | 4,300 Gil | 1 Mega Phoenix |
Anacondaur | 5,800 | 58,000 Gil | 8 Healing Waters |
Aqua Flan | 2,025 | 20,250 Gil | 8 Water Gems |
Bandersnatch | 1,800 | 18,000 Gil | 10 Dream Powders |
Barbatos | 95,000 | 950,000 Gil | 10 Teleport Spheres |
Bashura | 17,000 | 170,000 Gil | 40 Stamina Springs |
Basilisk | 2,025 | 20,250 Gil | 12 Petrify Grenades |
Bat Eye | 380 | 3,800 Gil | 6 Silence Grenades |
Behemoth | 23,000 | 230,000 Gil | 15 Lv. 2 Key Spheres |
Behemoth King | 67,500 | 675,000 Gil | 7 Three Stars |
Bite Bug | 200 | 2,000 Gil | 1 Poison Fang |
Black Element | 7,600 | 76,000 Gil | 1 Black Magic Sphere |
Blue Element | 1,500 | 15,000 Gil | 5 Water Gems |
Bomb (Home) | 2,200 | 22,000 Gil | 7 Fire Gems |
Bomb (Mi'ihen) | 850 | 8,500 Gil | 8 Bomb Cores |
Buer | 230 | 2,300 Gil | 1 Musk |
Bunyip | 400 | 4,000 Gil | 8 Hypello Potions |
Cave Iguion | 550 | 5,500 Gil | 3 Petrify Grenades |
Chimera (Home) | 9,000 | 90,000 Gil | 8 Underdog's Secrets |
Chimera (Macalania) | 5,250 | 52,500 Gil | 5 Mana Tablets |
Chimera Brain | 9,800 | 98,000 Gil | 1 Lv. 4 Key Spheres |
Coeurl | 6,000 | 60,000 Gil | 1 Friend Spheres |
Condor | 95 | 950 Gil | 2 Smoke Bombs |
Dark Element | 1,800 | 18,000 Gil | 2 Return Spheres |
Dark Flan | 12,800 | 128,000 Gil | 1 White Magic Sphere |
Defender | 12,000 | 120,000 Gil | 10 Stamina Tablets |
Defender Z | 42,300 | 423,000 Gil | 3 Designer Wallets |
Demonolith | 45,000 | 450,000 Gil | 20 Lv. 3 Key Spheres |
Dingo | 125 | 1,250 Gil | 2 Sleeping Powders |
Dinonix | 140 | 1,400 Gil | 1 Petrify Grenade |
Dual Horn (Mi'ihen) | 1,875 | 18,750 Gil | 30 Hi-Potions |
Dual Horn (Home) | 3,795 | 37,950 Gil | 12 Mega-Potions |
Epaaj | 8,700 | 87,000 Gil | 12 Farplane Winds |
Evil Eye (Home) | 430 | 4,300 Gil | 2 Musks |
Evil Eye (Macalania) | 310 | 3,100 Gil | 2 Musks |
Exoray | 7,400 | 74,000 Gil | 15 Turbo Ethers |
Flame Flan | 1,500 | 15,000 Gil | 5 Fire Gems |
Floating Death | 6,700 | 67,000 Gil | 5 Gambler's Spirits |
Floating Eye | 140 | 1,400 Gil | 1 Musk |
Funguar | 540 | 5,400 Gil | 1 Turbo Ether |
Gandarewa | 148 | 1,480 Gil | 2 Lightning Marbles |
Garm | 240 | 2,400 Gil | 4 Sleeping Powders |
Garuda (Mushroom Rock) | 4,000 | 40,000 Gil | 50 Smoke Bombs |
Gemini (club) | 36,000 | 360,000 Gil | 5 Mana Tonics |
Gemini (sword) | 36,000 | 360,000 Gil | 5 Stamina Tonics |
Ghost | 9,999 | 99,990 Gil | 20 Mega Phoenixes |
Gold Element | 1,200 | 12,000 Gil | 10 Lightning Marbles |
Grat | 4,000 | 40,000 Gil | 20 Remedies |
Great Malboro | 64,000 | 640,000 Gil | 4 Wings to Discovery |
Grenade | 7,500 | 75,000 Gil | 6 Shining Gems |
Grendel | 9,500 | 95,000 Gil | 30 Mega-Potions |
Guado Guardian (Home) | 2,600 | 26,000 Gil | 15 X-Potions |
Guado Guardian (w/Seymour) | 2,000 | 20,000 Gil | 5 Ethers |
Halma | 13,000 | 130,000 Gil | 10 Supreme Gems |
Ice Flan | 1,350 | 13,500 Gil | 5 Ice Gems |
Iguion | 370 | 3,700 Gil | 3 Petrify Grenades |
Imp | 880 | 8,800 Gil | 2 Lv. 1 Key Spheres |
Ipiria | 180 | 1,800 Gil | 2 Petrify Grenades |
Iron Giant | 3,600 | 36,000 Gil | 1 Stamina Tonic |
Killer Bee | 110 | 1,100 Gil | 1 Poison Fang |
Kusariqqu | 445 | 4,450 Gil | 10 Silver Hourglasses |
Lamashtu | 275 | 2,750 Gil | 5 Silver Hourglasses |
Land Worm | 80,000 | 800,000 Gil | 1 Dark Matter |
Larva | 1,498 | 14,980 Gil | 5 Shining Thorns |
Lord Ochu | 4,649 | 46,490 Gil | 40 Remedies |
Machea | 18,000 | 180,000 Gil | 30 Chocobo Wings |
Maelspike | 10,000 | 100,000 Gil | 1 Attribute Sphere |
Mafdet | 710 | 7,100 Gil | 15 Hypello Potions |
Malboro | 27,000 | 270,000 Gil | 2 Wings to Discovery |
Mandragora | 31,000 | 310,000 Gil | 12 Return Spheres |
Master Coeurl | 13,000 | 130,000 Gil | 1 Warp Sphere |
Master Tonberry | 48,000 | 480,000 Gil | 2 Pendulums |
Maze Larva | 2,222 | 22,220 Gil | 7 Water Gems |
Mech Defender | 8,700 | 87,000 Gil | 50 Al Bhed Potions |
Mech Guard | 1,280 | 12,800 Gil | 25 Grenades |
Mech Gunner | 2,800 | 28,000 Gil | 20 Al Bhed Potions |
Mech Hunter | 5,500 | 55,000 Gil | 30 Al Bhed Potions |
Mech Leader | 3,700 | 37,000 Gil | 1 Door to Tomorrow |
Mech Scouter | 2,750 | 27,500 Gil | 1 Door to Tomorrow |
Melusine | 265 | 2,650 Gil | 2 Petrify Grenades |
Mi'ihen Fang | 160 | 1,600 Gil | 3 Sleeping Powders |
Murussu | 580 | 5,800 Gil | 12 Hypello Potions |
Mushussu | 680 | 6,800 Gil | 3 Gold Hourglasses |
Nebiros | 700 | 7,000 Gil | 3 Poison Fangs |
Nidhogg | 2,000 | 20,000 Gil | 6 Gold Hourglasses |
Ochu | 7,200 | 72,000 Gil | 35 Remedies |
Octopus | 4,500 | 45,000 Gil | 10 Healing Springs |
Ogre | 9,400 | 94,000 Gil | 25 Stamina Springs |
Phlegyas | 1,680 | 16,800 Gil | 3 Healing Springs |
Piranha (x1) | 50 | 500 Gil | 1 Water Gem |
Piranha (x2) | 100 | 1,000 Gil | 1 Water Gem |
Piranha (x3) | 150 | 1,500 Gil | 1 Water Gem |
Puroboros | 20,000 | 200,000 Gil | 18 Shining Gems |
Ragora | 780 | 7,800 Gil | 4 Remedys |
Raldo | 240 | 2,400 Gil | 5 Hypello Potions |
Raptor | 200 | 2,000 Gil | 2 Petrify Grenades |
Red Element | 450 | 4,500 Gil | 4 Bomb Cores |
Remora | 3,000 | 30,000 Gil | 10 Water Gems |
Sahagin (Via Purifico: Tidus) | 380 | 3,800 Gil | 4 Water Gems |
Sahagin (Via Purifico: Yuna) | 1,380 | 13,800 Gil | 4 Water Gems |
Sand Wolf | 450 | 4,500 Gil | 6 Sleeping Powders |
Sand Worm | 45,000 | 450,000 Gil | 8 Winning Formulas |
Sandragora | 12,750 | 127,500 Gil | 50 Remedies |
Shred | 1,950 | 19,500 Gil | 25 Hypello Potions |
Simurgh | 200 | 2,000 Gil | 3 Smoke Bombs |
Sinscale | 200 | 2,000 Gil | 5 Potions |
Skoll | 1,000 | 10,000 Gil | 6 Dream Powders |
Snow Flan | 600 | 6,000 Gil | 5 Arctic Winds |
Snow Wolf | 400 | 4,000 Gil | 6 Sleeping Powders |
Spirit | 10,000 | 100,000 Gil | 5 Twin Starss |
Splasher (x1) | 200 | 2,000 Gil | 2 Dragon Scales |
Splasher (x2) | 400 | 4,000 Gil | 4 Dragon Scales |
Splasher (x3) | 600 | 6,000 Gil | 6 Dragon Scales |
Swamp Mafdet | 850 | 8,500 Gil | 17 Hypello Potions |
Thorn | 4,080 | 40,800 Gil | 8 Turbo Ethers |
Thunder Flan | 450 | 4,500 Gil | 4 Lightning Marbles |
Tonberry | 13,500 | 135,000 Gil | 1 Amulet |
Ultima Weapon | 99,999 | 999,990 Gil | 50 Pendulums |
Valaha | 8,700 | 87,000 Gil | 30 X-Potions |
Varuna | 56,000 | 560,000 Gil | 10 Megalixirs |
Vouivre | 255 | 2,550 Gil | 5 Silver Hourglasses |
Wasp | 360 | 3,600 Gil | 2 Poison Fangs |
Water Flan | 315 | 3,150 Gil | 1 Water Gems |
White Element | 390 | 3,900 Gil | 4 Arctic Winds |
Wraith | 22,222 | 222,220 Gil | 30 Farplane Winds |
Xiphos | 2,700 | 27,000 Gil | 1 Megalixir |
YAT-97 | 3,700 | 37,000 Gil | 8 Ethers |
YAT-99 | 2,700 | 27,000 Gil | 5 Ethers |
Yellow Element | 300 | 3,000 Gil | 3 Lightning Marbles |
YKT-11 | 6,200 | 62,000 Gil | 6 Elixirs |
YKT-63 | 4,200 | 42,000 Gil | 4 Elixirs |
Yowie | 900 | 9,000 Gil | 6 Petrify Grenades |
Zaurus | 7,850 | 78,500 Gil | 5 Rename Cards |
Zu | 18,000 | 180,000 Gil | 1 Skill Sphere |
Blitzball
A General Note
I don't know how many of you regularly read my FAQs, so I had best say something really important here. While I like the sport of Blitzball, by no means am I good FAQer of sports. I can make RPGs and strategy games like Pokémon, Final Fantasy Tactics, and Shin Megami Tensei work amazing well ... and then we hit the sports and it all goes waaay downhill. I basically have what info I have here out of obligation, not because what's here is good. If you have ANYTHING to add, to say, or think I should add to this section - or any other! - please e-mail me in the Legalities section. I can't promise that I can (or will) do everything and anything, but it will go into consideration at the very least.
The Basics of Blitz
Blitzball is essentially the (European) football of the FFX universe; it is a fun sport - at least to me; I dunno why most hate it - in which you control a team of players underwater. Its purpose is to get a bump-covered Blitzball into the opposing team's goal, although that's not very easy due to the enemy team, the viscosity of water, and the inability to use extra-large potato launchers. =/
Anyhow, a Blitzball game takes place in a spherical ball of water (don't ask me how it's held up); you, however, will only control yourself on the two-dimensional great circle in the middle. If you look at the map nearby, you (green) will always be the left side, and your opponents (red) the right. You control one of the players using the Analog Stick, if you want - there are three controlling methods: Auto (clear definition), Manual A (based on the map), and Manual B (based on the direction of the opposing goal to you). Generally, you should use Manual, and Manual A is the easiest to grasp.
Each player on a team has a set of stats, as follows:
- HP - Used as currency for actions, and lowers as you hold the ball; if you lack the HP, you cannot some things, but HP is regained when the character goes not have the ball
- SP - Speed
- AT - Attack, used in encounters and breaking through
- EN - Your true HP, used in encounters
- SH - Basically, the strength of a shot - more on this later
- PA - Strength of passes - more later
- BL - Strength of blocking - more later
- CA - Strength of the catcher, essentially the final "block" - more later
Let's move on to the topic of encounters.
Essentially, when you and an opponent - or multiple opponents - get near each other, you will take place in a sort of "battle". In this, the enemies are effectively lined up as a tiered wall, like a single-file line. When you encounter enemy opponents, you can choose to break through to a certain one of the opponents (tackle through them and stop before so-and-so). You can also opt to simply "No Break" - that is, go straight to a pass or a shot.
If you opt to break through enemies, then your EN and their AT is considered. Basically, they will tackle you and their AT will be subtracted from your EN - HOWEVER, there can be up to a 50% variance in their AT! For example, a 8 AT person tackles an 8 EN person. Generally, you'd assume the one tackled would go down to 0 EN (and thus, the ball is taken away). However, that person's AT can also be as low as 4, in which case the tackled person is fine, or at high as 12. It's variable, understand? Anyhow, if you are tackled and your EN remains above 0 for all of the times, you can pass or shoot (more later); if it hits 0, then your ball is lost.
If you opt to pass, then your PA and the opponents' BL is considered. It's essentially the same thing as being tackled - their BL subtracts from the PA as the ball flies. For example, people with 5, 6, and 10 BL are encountering a 14 PA person. The RNG favors that person for the first two blocks, leaving them with 3 PA and ... uh-oh, as 3-10 = -7 (or 3-5 = -2, even under your best circumstances), the ball is taken. (Yes, there is a +/- 50% variance here too!) Thus, the ball is taken from you, and you can understand why it is recommended to break through at least a few players, right? Okay, now let's say you had 18 PA and the RNG favors you by leaving you with 2 PA (18-5-6-5). PA will decrease over the distance, however, so the ball could still be taken from you if the target is too far off, which means it's ideal to pass to close-by people, especially in heavy encounters.
If you opt to shoot, then your SH and the opponents' BL is considered in addition to their catcher's CA. If you opt instead to shoot before an encounter, then all you worry about is the catcher's CA. This is essentially the same thing as a pass to the goal, as it were - the opponents will subtract from your SH with their BL (+/- 50%), then the catcher gets a chance with his +/- 50%. If you still win out (>0 SH after the CA subtraction), then a goal is scored!
Keep in mind with these three situations that Techs can be used, which can augment the stats of the actions in various ways. Techs will be discussed more in-depth later. Essentially, they're special abilities. To learn one, you must have someone Mark a person with the desired technique during halftime; during the second half, then, when the person uses that technique, the word "Techcopy" appears and flashes: press X to learn the tech. (Your level cannot be too low, however.) Players have a limited number of tech slots, though, when you equip them - 1 at Level 3, then new ones are gained at Levels 7, 12, 20, and 30, for a max of five.
Techs can also cause status ailments, as below:
- Nap: Essentially, the character is asleep and inactive for around a minute.
- Poison: Poisoned character lose HP when in possession of the ball much faster than normal, with a loss of some HP every 0.6 seconds. Poison can stack, too, via Pile Venom, affecting the rate of HP loss: essentially, you will lose (4^x) HP per 0.6 seconds (5*(4^x)/3 per second) where x equals the number of times poison has been applied: this is 4 for once, 16 twice, 64 thrice, 256 four times, and 1,024 five times. You will lose ability usage, too - one poisoning causes the loss of shot techs, two makes you lose tackle techs, and three makes you lose pass techs.
- Wither: Essentially, the character's stats are halved, depending on how it was induced. If this was from a shot tech, your BL and CA are halved; from a tackle tech, your EN, PA, and SH; from a pass tech, your PA, AT, or BL. This lasts for about half a minute.
Scouting
Of course, you need people for your team, and how are you going to get them? I doubt those monsters from the Monster Arena really wanna participate... Anyhow, you can press the Square Button in front of some people and you will be able to offer them Gil to play. Firstly, there are certain "Scout" levels you can have:
- Scout Level 1: Initial level, which allows you to see the player's name, level, and Gil fee per game.
- Scout Level 2: Get 10 wins for this level, which now lets you see the player's stats.
- Scout Level 3: Get 20 wins for this level, which now lets you see the player's current techs and slots of them.
- Scout Level 4: Get 30 wins for this level, which now lets you see the player's key techs and all learned techs.
Below, you'll find the list of Scoutable players. Note that you may already have some of them, and that sometimes they are already recruited by other teams.
- Abus: The Aurochs' locker room in Luca.
- Argai: The corridors on the airship.
- Auda: External portions of Guadosalam.
- Balgerda: The Aurochs' locker room in Luca.
- Basik: Dock 4 in Luca.
- Berrik: The corridors on the airship.
- Bickson: Dock 3 in Luca.
- Biggs: The main gate to Luca Stadium.
- Blappa: The corridors on the airship.
- Botta: The Aurochs' locker room in Luca.
- Brother: The bridge of the airship.
- Datto: The Aurochs' locker room in Luca.
- Deim: The main hall of the Kilika temple.
- Doram: The Aurochs' locker room in Luca.
- Durren: At the bottom of the gorge in the Calm Lands.
- Eigaar: The corridors on the airship.
- Gazna: The corridors on the airship.
- Giera: External portions of Guadosalam.
- Graav: The Aurochs' locker room in Luca.
- Irga: The corridors on the airship.
- Isken: The house in Kilika's port area.
- Jassu: The Aurochs' locker room in Luca.
- Judda: The corridors on the airship.
- Jumal: The square in the Luca seaport.
- Keppa: The Aurochs' locker room in Luca.
- Kiyuri: On the deck of the SS Winno
- Kulukan: The tavern in Kilika.
- Kyou: In the Djose Temple.
- Lakkam: The corridors on the airship.
- Larbeight: The docking area in Kilika.
- Letty: The Aurochs' locker room in Luca.
- Linna: Inside Macalania Temple.
- Mep: Inside Kilika Temple.
- Mifurey: The Travel Agency in the Thunder Plains.
- Miyu: The north side of the Moonflow.
- Naida: The shop in the center of the Calm Lands.
- Nedus: Dock 1 in Luca.
- Nimrook: The corridors on the airship.
- Noy: The inn in Guadosalam.
- Nuvy: The corridors on the airship.
- Raudy: The Aurochs' locker room in Luca.
- Rin: The corridors of the airship.
- Ropp: The Mi'ihen Highroad Travel Agency.
- Shaami: The bridge of Luca Harbor.
- Shuu: The café in Luca.
- Svanda: She's the Chocobo Trainer in the Calm Lands. Surprised?
- Tatts: The docks in Kilika.
- Vilucha: A house in Besaid.
- Vuroja: The docking area in Kilika.
- Wakka: The bridge of the airship.
- Wedge: The main gate to Luca Stadium.
- Zalitz: The Sphere Theater in Luca.
- Zamzi: The corridors on the airship.
- Zazi: Inside the house in Guadosalam.
- Zev: Dock 5 in Luca.
Techs
- Anti-Drain:
- HP Cost: 10 HP
- Effects: Prevents HP drainage 50% of the time
- Learned: Techcopy
- Anti-Drain 2:
- HP Cost: 50 HP
- Effects: Prevents HP drainage 100% of the time
- Learned: Techcopy
- Anti-Nap:
- HP Cost: 40 HP
- Effects: Gain a 50% resistance to Nap
- Learned: Techcopy
- Anti-Nap 2:
- HP Cost: 210 HP
- Effects: Gain full immunity to Nap
- Learned: Techcopy
- Anti-Venom:
- HP Cost: 5 HP
- Effects: Gain a 50% resistance to Poison
- Learned: Techcopy
- Anti-Venom 2:
- HP Cost: 50 HP
- Effects: Gain a full immunity to Poison
- Learned: Techcopy
- Anti-Wither:
- HP Cost: 30 HP
- Effects: Gain a 50% resistance to Wither
- Learned: Techcopy
- Anti-Wither 2:
- HP Cost: 200 HP
- Effects: Gain full immunity to Wither
- Learned: Techcopy
- Aurochs Spirit:
- HP Cost: 600 HP
- Effects: The original SH of the entire Aurochs team is added to Wakka's SH, and SH +10 is applied
- Learned: Prize from a Tournament if Wakka has all his key techs
- Brawler:
- HP Cost: 10 HP
- Effects: Increases the range for encounters to occur
- Learned: Prize from Tournaments and Leagues
- Drain Tackle:
- HP Cost: 30 HP
- Effects: Gain HP from the opposition 40% of the time
- Learned: Techcopy
- Drain Tackle 2:
- HP Cost: 150 HP
- Effects: Gain HP from the opposition 70% of the time
- Learned: Techcopy
- Drain Tackle 3:
- HP Cost: 500 HP
- Effects: Gain HP from the opposition every time
- Learned: Techcopy
- Elite Defense:
- HP Cost: 5 HP
- Effects: Increases the range for finding the ball-carrier
- Learned: Win from Tournaments and Leagues
- Gamble:
- HP Cost: 300 HP
- Effects: Half of the time after losing the Nap status, you get randomized stats
- Learned: Win from Tournaments and Leagues
- Golden Arm:
- HP Cost: 30 HP
- Effects: Halves HP reduction from shots and passes
- Learned: Win from Tournaments and Leagues
- Good Morning!:
- HP Cost: 180 HP
- Effects: You get stronger stats 50% of the time after waking up from Naps
- Learned: Win from Tournaments and Leagues
- Grip Gloves:
- HP Cost: 30 HP
- Effects: Effectively - but hiddenly - increases the catcher's CA
- Learned: Techcopy
- High Risk:
- HP Cost: 300 HP
- Effects: Doubles your EXP. earnings, but your stats will be halved
- Learned: Win from Tournaments and Leagues
- Invisible Shot:
- HP Cost: 220 HP
- Effects: The ball is invisible on the way to the goal when shot, which you can control with the Left Analog Stick; also, SH +3
- Learned: Techcopy
- Jecht Shot:
- HP Cost: 120 HP
- Effects: Ignores the first two foes in an encounter; SH +5
- Learned: Complete the Jecht Shot thingy with the Blitzball on the SS Winno's deck
- Jecht Shot 2:
- HP Cost: 999 HP
- Effects: Ignores the first three foes in an encounter; SH +10; "Invisible Shot" tech effect
- Learned: Get Tidus's three Key Techs, then you can win it from Tournaments
- Nap Pass:
- HP Cost: 40 HP
- Effects: Those blocking your pass get Napped 30% of the time; PA +3
- Learned: Techcopy
- Nap Pass 2:
- HP Cost: 200 HP
- Effects: Those blocking your pass get Napped 70% of the time; PA +5
- Learned: Techcopy
- Nap Pass 3:
- HP Cost: 510 HP
- Effects: Those blocking your pass get Napped all of the time; PA +7
- Learned: Techcopy
- Nap Shot:
- HP Cost: 45 HP
- Effects: Those blocking your shot (Goalie included) get Napped 40% of the time; SH +3
- Learned: Techcopy
- Nap Shot 2:
- HP Cost: 80 HP
- Effects: Those blocking your shot (Goalie included) get Napped 70% of the time; SH +5
- Learned: Techcopy
- Nap Shot 3:
- HP Cost: 350 HP
- Effects: Those blocking your shot (Goalie included) get Napped all of the time; SH +7
- Learned: Techcopy
- Nap Tackle:
- HP Cost: 40 HP
- Effects: Tackled players get Napped 40% of the time; AT +3
- Learned: Techcopy
- Nap Tackle 2:
- HP Cost: 90 HP
- Effects: Tackled players get Napped 70% of the time; AT +5
- Learned: Techcopy
- Nap Tackle 3:
- HP Cost: 180 HP
- Effects: Tackled players get Napped all of the time; AT +7
- Learned: Techcopy
- Pile Venom:
- HP Cost: 30 HP
- Effects: Allows Poison status to stack, increasing HP loss of the afflicted and the amount of abilities lost
- Learned: Win from Tournaments and Leagues
- Pile Wither:
- HP Cost: 70 HP
- Effects: Allows Wither status to stack, further reducing stats on the afflicted
- Learned: Win from Tournaments and Leagues
- Regen:
- HP Cost: 50 HP
- Effects: You restore HP much faster when you're not holding the ball
- Learned: Win from Tournaments and Leagues
- Sphere Shot:
- HP Cost: 90 HP
- Effects: SH +3 and another random number
- Learned: Techcopy (Tidus has it from the start)
- Spin Ball:
- HP Cost: 30 HP
- Effects: The ball will have spin when shot, making it tougher to block somehow
- Learned: Techcopy
- Super Goalie:
- HP Cost: 30 HP
- Effects: Adds a random number to your CA 60% of the time
- Learned: Techcopy
- Tackle Slip:
- HP Cost: 40 HP
- Effects: Allows you to dodge 40% of tackles, but you may become disoriented
- Learned: Techcopy
- Tackle Slip 2:
- HP Cost: 170 HP
- Effects: Allows you to dodge 80% of tackles, but you may become disoriented
- Learned: Techcopy
- Tech Find:
- HP Cost: 0 HP
- Effects: You can chosoe an empty slot in your ability list and press X to Techcopy it
- Learned: Win from Tournaments and Leagues
- Venom Pass:
- HP Cost: 40 HP
- Effects: Poisons those blocking your pass 30% of the time; PA +3
- Learned: Techcopy
- Venom Pass 2:
- HP Cost: 120 HP
- Effects: Poisons those blocking your pass 60% of the time; PA +5
- Learned: Techcopy
- Venom Pass 3:
- HP Cost: 250 HP
- Effects: Poisons those blocking your pass 100% of the time; PA +7
- Learned: Techcopy
- Venom Shot:
- HP Cost: 20 HP
- Effects: Poisons those blocking your shot (and the Goalie) 40% of the time; SH +3
- Learned: Techcopy
- Venom Shot 2:
- HP Cost: 65 HP
- Effects: Poisons those blocking your shot (and the Goalie) 70% of the time; SH +5
- Learned: Techcopy
- Venom Shot 3:
- HP Cost: 100 HP
- Effects: Poisons those blocking your shot (and the Goalie) 100% of the time; SH +7
- Learned: Techcopy
- Venom Tackle:
- HP Cost: 30 HP
- Effects: Those you tackle are Poisoned 40% of the time; AT +3
- Learned: Techcopy
- Venom Tackle 2:
- HP Cost: 70 HP
- Effects: Those you tackle are Poisoned 70% of the time; AT +5
- Learned: Techcopy
- Venom Tackle 3:
- HP Cost: 160 HP
- Effects: Those you tackle are Poisoned 100% of the time; AT +7
- Learned: Techcopy
- Volley Shot:
- HP Cost: 10 HP
- Effects: You can intercept loose balls and shoot them with blockage 50% of the time
- Learned: Techcopy
- Volley Shot 2:
- HP Cost: 40 HP
- Effects: You can intercept loose balls and shoot them with blockage 75% of the time
- Learned: Techcopy
- Volley Shot 3:
- HP Cost: 250 HP
- Effects: You can intercept loose balls and shoot them with blockage 100% of the time
- Learned: Techcopy
- Wither Pass:
- HP Cost: 40 HP
- Effects: Withers those blocking your pass 30% of the time; PA +3
- Learned: Techcopy
- Wither Pass 2:
- HP Cost: 180 HP
- Effects: Withers those blocking your pass 70% of the time; PA +5
- Learned: Techcopy
- Wither Pass 3:
- HP Cost: 440 HP
- Effects: Withers those blocking your pass all of the time; PA +7
- Learned: Techcopy
- Wither Shot:
- HP Cost: 30 HP
- Effects: Withers those blocking your shot (and the Goalie) 40% of the time; SH +3
- Learned: Techcopy
- Wither Shot 2:
- HP Cost: 180 HP
- Effects: Withers those blocking your shot (and the Goalie) 70% of the time; SH +5
- Learned: Techcopy
- Wither Shot 3:
- HP Cost: 390 HP
- Effects: Withers those blocking your shot (and the Goalie) 100% of the time; SH +7
- Learned: Techcopy
- Wither Tackle:
- HP Cost: 8 HP
- Effects: Withers those you tackle 40% of the time; AT +3
- Learned: Techcopy
- Wither Tackle 2:
- HP Cost: 80 HP
- Effects: Withers those you tackle 70% of the time; AT +5
- Learned: Techcopy
- Wither Tackle 3:
- HP Cost: 250 HP
- Effects: Withers those you tackle 100% of the time; AT +7
- Learned: Techcopy
Key Techs
Player | Key Tech #1 | Key Tech #2 | Key Tech #3 |
---|---|---|---|
Abus | Grip Gloves | Venom Shot 3 | Venom Tackle 2 |
Argai | Anti-Drain | Venom Pass 2 | Wither Tackle |
Auda | Anti-Nap | Anti-Venom | Anti-Wither |
Balgerda | Anti-Wither | Drain Tackle | Nap Tackle |
Basik | Invisible Shot | Nap Shot | Venom Tackle |
Berrik | Elite Defense | Venom Tackle | Wither Tackle 2 |
Bickson | Anti-Nap | Nap Pass | Wither Shot |
Biggs | Nap Tackle 2 | Spin Ball | Wither Shot |
Blappa | Drain Tackle | Elite Defense | Nap Shot |
Botta | Nap Tackle | Venom Pass 2 | Venom Shot |
Brother | Nap Tackle | Sphere Shot | Wither Tackle 2 |
Datto | Anti-Venom | Wither Shot | Wither Shot 2 |
Deim | Pile Wither | Venom Tackle | Wither Pass |
Doram | Nap Tackle | Volley Shot | Wither Tackle |
Durren | Anti-Nap | Nap Pass | Nap Pass 2 |
Eigaar | Spin Ball | Venom Tackle | Volley Shot 3 |
Gazna | Drain Tackle | Venom Pass | Volley Shot 2 |
Giera | Nap Shot | Pile Venom | Venom Shot |
Graav | Drain Tackle 2 | Tackle Slip | Venom Pass |
Irga | Pile Wither | Super Goalie | Wither Tackle 3 |
Isken | Wither Pass | Wither Tackle | Wither Tackle 2 |
Jassu | Nap Tackle 2 | Wither Tackle | Wither Tackle 2 |
Judda | Anti-Nap | Anti-Wither | Wither Tackle |
Jumal | Spin Ball | Tackle Slip | Tackle Slip 2 |
Keepa | Anti-Wither | Super Goalie | Volley Shot |
Kiyuri | Sphere Shot | Volley Shot 2 | Wither Shot |
Kulukan | Drain Tackle | Nap Pass | Venom Tackle 3 |
Kyou | Nap Tackle 2 | Venom Pass | Volley Shot |
Lakkam | Nap Pass | Tackle Slip | Venom Tackle |
Larbeight | Anti-Nap | Tackle Slip 2 | Wither Shot |
Letty | Nap Pass | Venom Pass 3 | Wither Tackle |
Linna | Drain Tackle | Nap Shot | Nap Tackle |
Mifurey | Nap Pass | Super Goalie | Wither Tackle |
Miyu | Gamble | High Risk | Super Goalie |
Naida | Nap Tackle 2 | Spin Ball | Wither Shot |
Navara | Drain Tackle | Nap Tackle 2 | Super Goalie |
Nedus | Anti-Wither | Volley Shot | Volley Shot 2 |
Nimrook | Anti-Drain | Venom Tackle | Venom Tackle 2 |
Nizarut | Anti-Nap | Anti-Wither | Venom Shot |
Noy | Anti-Nap | Elite Defense | Wither Pass 2 |
Nuvy | Venom Tackle | Volley Shot | Tackle Slip |
Pah | Drain Tackle | Gamble | Venom Tackle 2 |
Raudy | Gamble | Grip Gloves | Tackle Slip 2 |
Rin | Anti-Venom | Venom Pass | Venom Tackle |
Ropp | Anti-Venom 2 | Nap Tackle | Venom Pass 3 |
Shaami | Venom Pass 3 | Wither Pass | Wither Shot |
Shuu | Anti-Venom | Pile Venom | Venom Tackle 2 |
Svanda | Nap Shot | Regen | Venom Tackle 2 |
Tatts | Nap Tackle | Nap Tackle 2 | Venom Tackle |
Tidus | Anti-Venom 2 | Drain Tackle | Venom Tackle |
Vilucha | Anti-Venom 2 | Tackle Slip | Volley Shot |
Vuroja | Anti-Nap | Nap Pass | Wither Tackle |
Wakka | Drain Tackle | Tackle Slip | Wither Shot |
Wedge | Anti-Venom 2 | Nap Tackle | Wither Tackle |
Yuma | Anti-Wither | Nap Tackle 2 | Venom Tackle |
Zalitz | Anti-Venom | Tackle Slip | Venom Pass |
Zamzi | Invisible Shot | Spin Ball | Super Goalie |
Zazi | Anti-Venom | Anti-Venom 2 | Wither Shot 2 |
Zev | Anti-Wither | Pile Venom | Volley Shot |
Special Abilities
White Magic
- Auto-Life:
- MP Cost: 97 MP
- Effects: Puts Auto-Life status on the target, automatically reviving them with ~25% of their max HP when their HP hits zero. This cannot be removed other than through KO and some specialized attacks you'll see against - mostly - [[Dark Aeons]].
- Cura:
- MP Cost: 10 MP
- Effects: Heals a moderate amount of HP to the target, or damages them if they're a Zombie. (Effect is double that of Cure.) It is affected by Shell and Reflect.
- Curaga:
- MP Cost: 20 MP
- Effects: Heals a large amount of HP to the target, or damages them if they're a Zombie. (Effect is 1.75x that of Cura, and 3.50x that of Cure.) It is affected by Shell and Reflect.
- Cure:
- MP Cost: 4 MP
- Effects: Heals a little HP to the target, or damages them if they're a Zombie. Its effects are halved by Shell and are Reflectable.
- Dispel:
- MP Cost: 12 MP
- Effects: Removes certain statuses from the target: Protect, Shell, Reflect, Haste, Regen, NulBlaze, NulShock, NulTide, NulFrost, Power Break, Armor Break, Magic Break, and Mental Break. It will defy Reflect (obviously), but it will not remove Auto-type abilities.
- Esuna:
- MP Cost: 5 MP
- Effects: Heals most ailments from the target - Darkness, Silence, Slee, Poison, Petrification, Confusion, Berserk, and Slow. (This will not affect Power Break, Armor Break, Magic Break, Mental Break, Zombie, Curse, Doom, or KO.) It can be Reflected.
- Full-Life:
- MP Cost: 60 MP
- Effects: Revives the target from KO with full HP. Zombies can be KO'ed by this, though, or hit with damage based on your Break Damage Limit status (9,999 without, 99,999 with). It can be Reflected.
- Haste:
- MP Cost: 8 MP
- Effects: Doubles the target's Agility - increasing the number of turns they get - until the status is Dispelled, Slow is inflicted, or the target is KO'ed, or the battle ends. It can be Reflected.
- Hastega:
- MP Cost: 30 MP
- Effects: Doubles the target party's Agility - increasing the number of turns they get - until the status is Dispelled, Slow is inflicted, the target is KO'ed, or the battle ends. It can be Reflected.
- Holy:
- MP Cost: 85 MP
- Effects: Holy is the only intentionally-damaging White Magic spell, using a hidden fifth "Holy" elemental affinity to determine its magical damage, though it's rarely used. It can be Reflected and is affected by Shell.
- Life:
- MP Cost: 18 MP
- Effects: Revives the target from KO with ~50% of their max HP. Zombies can be KO'ed by this, though, or hit with damage based on your Break Damage Limit status (9,999 without, 99,999 with). It also can be Reflected.
- NulBlaze:
- MP Cost: 2 MP
- Effects: Nullifies the next Fire attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.
- NulFrost:
- MP Cost: 2 MP
- Effects: Nullifies the next Ice attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.
- NulShock:
- MP Cost: 2 MP
- Effects: Nullifies the next Lightning attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled and Reflected.
- NulTide:
- MP Cost: 2 MP
- Effects: Nullfies the next Water attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.
- Protect:
- MP Cost: 12 MP
- Effects: Doubles the target's Defense - halving most physical damage taken - until it is Dispelled, the target is KO'ed, or the battle ends. It is affected by Reflect.
- Reflect:
- MP Cost: 14 MP
- Effects: Puts the Reflect status on the target, bouncing most magic from the afflicted to the opposite party (allies to enemies or vice versa). Reflect doesn't work on Dispel, Auto-Life, Ultima, and Demi, and it can be Dispelled. It can also be Reflect, semi-ironically.
- Regen:
- MP Cost: 40 MP
- Effects: Puts Regen on the target for ten of the target's turns, or until KO'd, Dispelled, or the battle ends. Regen works based on a "tick" system in the game - it's like an advanced version of the CTB system. Basically, the less turns you get with Regen, the more HP that is healed, and, of course, Zombies get damaged by this. This spell can be Reflected.
- Scan:
- MP Cost: 1 MP
- Effects: Allows you to see the stats and affinities and a brief blurb on the target. Not all enemies (typically bosses) can be Scanned, though. Its effects can be Reflected.
- Shell:
- MP Cost: 10 MP
- Effects: Doubles the target's Magic Defense - halving most magic damage taken - until it is Dispelled, the target is KO'ed, or the battle ends. It is affected by Reflect
- Slow:
- MP Cost: 12 MP
- Effects: Halves the target's Agility - reducing the number of turns they get - until it's Esuna'd, the target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on those with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected by Reflect.
- Slowga:
- MP Cost: 20 MP
- Effects: Halves the target party's Agility - reducing the number of turns they get - until it's Esuna'd, the target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on those with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected by Reflect.
Black Magic
- Bio:
- MP Cost: 10 MP
- Effects: Hits the target with the Poison status ailments, so long as they're not immune to Poison or have Poisonproof (or a lucky Poison Ward) armor. The amount of damage taken by Poison each turn varies for enemies, though it is always 25% of your max HP for you. It is affected by Reflect.
- Blizzaga:
- MP Cost: 20 MP
- Effects: Hits the target for heavy Ice-elemental damage. (It is 1.75x the strength of Blizzara, and 3.5x the strength of Blizzard.) It is affected by Shell and Reflect and the target's elemental affinities.
- Blizzara:
- MP Cost: 8 MP
- Effects: Hits the target for moderate Ice-elemental damage. (It is twice the strength of Ice.) It is affected by Shell and Reflect and the target's elemental affinities.
- Blizzard:
- MP Cost: 4 MP
- Effects: Hits the target for minor Ice-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Death:
- MP Cost: 20 MP
- Effects: KO's the target instantly. It may not work on those with a resistance to Death or the Death Ward ability, and it will not on Zombies, those immune to Death (most bosses), and those with Deathproof armor. It is also affected by Reflect.
- Demi:
- MP Cost: 32 MP
- Effects: Reduces the HP of the target party by 25% of their current HP, or by 12.5% if Shell is effect. It cannot kill, however, and is still under the rules of damage limits (9,999 without Break Damage Limit, and 99,999 with). Some enemies cannot be affected by such gravity damage.
- Drain:
- MP Cost: 12 MP
- Effects: Damages a chosen target, restoring the user's HP equal to the damage dealt. If you Drain a Zombie, the effect is reversed: they gain HP while the user loses. It is affected by both Shell and Reflect.
- Fira:
- MP Cost: 8 MP
- Effects: Hits the target for moderate Fire-elemental damage. (It is twice the strength of Fire.) It is affected by Shell and Reflect and the target's elemental affinities.
- Firaga:
- MP Cost: 20 MP
- Effects: Hits the target for heavy Fire-elemental damage. (It is 1.75x the strength of Fira, and 3.5x the strength of Fire.) It is affected by Shell and Reflect and the target's elemental affinities.
- Fire:
- MP Cost: 4 MP
- Effects: Hits the target for minor Fire-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Flare:
- MP Cost: 54 MP
- Effects: Hits the target for major non-elemental damage. (This is 5x the power of the regular elementals, 2.5x that of the "-ras", and ~1.43x that of the "-gas".) It is affected by Shell and Reflect.
- Osmose:
- MP Cost: 0 MP
- Effects: Damages the target's MP, restoring the user's MP by the amount of MP damage dealt. The effect is reversed if you hit a Zombie: they gain MP while you lose it. Note that the only purpose for either is simply MP restoration of yourself, since even 0 MP fiends (most notably possible in the Sinspawn Ammes fight in the beginning of the game) can be able to cast magic. Also, this is Reflectable.
- Thundaga:
- MP Cost: 20 MP
- Effects: Hits the target for heavy Lightning-elemental damage. (It is 1.75x the strength of Thundara, and 3.5x the strength of Thunder.) It is affected by Shell and Reflect and the target's elemental affinities.
- Thundara:
- MP Cost: 8 MP
- Effects: Hits the target for moderate Lightning-elemental damage. (It is twice the strength of Thunder.) It is affected by Shell and Reflect and the target's elemental affinities.
- Thunder:
- MP Cost: 4 MP
- Effects: Hits the target for minor Lightning-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Ultima:
- MP Cost: 90 MP
- Effects: Hits the target party for extreme non-elemental damage. The power is about 5.83x that of the basic elemental spells, about 2.92x that of the "-ras", about 1.67x that of the "-gas", 3.5x that of Drain, or 1.17x that of Flare. It notably defies Reflect, but not Shell.
- Water:
- MP Cost: 4 MP
- Effects: Hits the target for minor Water-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Watera:
- MP Cost: 8 MP
- Effects: Hits the target for moderate Water-elemental damage. (It is twice the strength of Water.) It is affected by Shell and Reflect and the target's elemental affinities.
- Waterga:
- MP Cost: 20 MP
- Effects: Hits the target for heavy Water-elemental damage. (It is 1.75x the strength of Watera, and 3.5x the strength of Water.) It is affected by Shell and Reflect and the target's elemental affinities.
Skills
- Armor Break:
- MP Cost: 8 MP
- Effects: Damages the target and halves their Defense, if they're able to be affected by Armor Break as an ailment.
- Dark Attack:
- MP Cost: 5 MP
- Effects: Damages the target and has a 50% chance to put the target in Darkness for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Darkness, and similar logic for the respective Ward and Proof armor abilities.
- Dark Buster:
- MP Cost: 10 MP
- Effects: Damages the target with a base 100% success rate to put the target in the Darkness ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Darkness, and similar logic for the respective Ward and Proof armor abilities.
- Delay Attack:
- MP Cost: 8 MP
- Effects: Damages the target and delays their next turn (if the target is suspectible to Delay).
- Delay Buster:
- MP Cost: 18 MP
- Effects: Damages the target and greatly delays their next turn (if the target is suspectible to Delay).
- Extract Ability - Expert Sphere Grid only:
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Ability Spheres (if they're vulnerable to the Ability Distil ailment and are afflicted).
- Extract Mana - Expert Sphere Grid only:
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Mana Spheres (if they're vulnerable to the Mana Distil ailment and are afflicted).
- Extract Power - Expert Sphere Grid only:
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Power Spheres (if they're vulnerable to the Power Distil ailment and are afflicted).
- Extract Speed - Expert Sphere Grid only:
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Speed Spheres (if they're vulnerable to the Speed Distil ailment and are afflicted).
- Full Break - Expert Sphere Grid only!:
- MP Cost: 99 MP
- Effects: Damages the target and halves their Strength, Defense, Magic, and/or Magic Defense if they're able to be affected by Power Break, Armor Break, Magic Break, and/or Mental Break (respectively) as an ailment.
- Magic Break:
- MP Cost: 8 MP
- Effects: Damages the target and halves their Magic, if they're able to be affected by Magic Break as an ailment.
- Mental Break:
- MP Cost: 8 MP
- Effects: Damages the target and halves their Magic Defense, if they're able to be affected by Mental Break as an ailment.
- Mug:
- MP Cost: 10 MP
- Effects: Attacks the target with a "Steal" side effect. Steal allows you to take an item from the target. With each use of it, the probability of success if represented by 1/x, where x = the number of attempts, making the rate progressively decline from 100% to 50% to 33% to 25% to 20% and so on. See Monster Drops & Steals for what you can steal.
- Nab Gil - Expert Sphere Grid only!:
- MP Cost: 30 MP
- Effects: Attacks the target with a "Pilfer Gil" side effect. That allows you to take Gil from the target. With each use of it, the probability of success if represented by 1/x, where x = the number of attempts, making the rate progressively decline from 100% to 50% to 33% to 25% to 20% and so on.
- Power Break:
- MP Cost: 8 MP
- Effects: Damages the target and halves their Strength, if they're able to be affected by Power Break as an ailment.
- Quick Hit:
- MP Cost: 36 MP
- Effects: Damages the target with the user able to get their next turn faster.
- Silence Attack:
- MP Cost: 5 MP
- Effects: Damages the target and has a 50% chance to put the target in Silence for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Silence, and similar logic for the respective Ward and Proof armor abilities.
- Silence Buster:
- MP Cost: 10 MP
- Effects: Damages the target with a base 100% success rate to put the target in the Silence ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Silence, and similar logic for the respective Ward and Proof armor abilities.
- Sleep Attack:
- MP Cost: 5 MP
- Effects: Damages the target and has a 50% chance to put the target to Sleep for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Sleep, and similar logic for the respective Ward and Proof armor abilities.
- Sleep Buster:
- MP Cost: 10 MP
- Effects: Damages the target with a base 100% success rate to put the target in the Sleep ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Sleep, and similar logic for the respective Ward and Proof armor abilities.
- Triple Foul:
- MP Cost: 24 MP
- Effects: Damages the target with a base 100% success rate each for inducing Darkness, Silence, or Sleep. The success rate for each is affected by the monster's resistance/immunity (may/will not work) to each ailment, and similar logic for the respective Ward and Proof armor abilities.
- Zombie Attack:
- MP Cost: 10 MP
- Effects: Damages the target and has a 50% chance to put the target in the Zombie status The success rate is affected by the monster's resistance/immunity (may/will not work) to Zombie, and similar logic for the respective Ward and Proof armor abilities.
Specials
- Aim:
- MP Cost: 0 MP
- Effects: Boosts the party's Accuracy by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
- Bribe:
- MP Cost: 0 MP
- Effects: You pay enemies Gil to flee, and some will give you certain amounts of items for the payment. The minimum 100%-success payment is equal to ten times the monster's maximum HP. Not all enemies (mostly bosses) can be afflicted by this. See Monster Bribes for the details.
- Cheer:
- MP Cost: 0 MP
- Effects: Boosts the party's Strength and Defense by 1~5 points each until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
- Copycat:
- MP Cost: 28 MP
- Effects: The user does the exact same thing the last action an ally did - this excludes Summoning, equipment usage, Overdrives, and items if you fail to have enough items. However, spells and anything costing MP will be done for free, making this invaluable for continuing to cast lots and lots of, say, Ultima.
- Doublecast:
- MP Cost: 0 MP
- Effects: Allows you to use two Black Magic spells in the same turn. However, their MP costs will not be augmented; Doublecasting two Ultimas, for example, costs you 90+90, or 180 MP.
- Entrust:
- MP Cost: 0 MP
- Effects: Adds the user's Overdrive gauge to that of the target. If the Overdrive gauge is filled up in the process, there is no leftovers to be gained post-Overdrive; it's simply lost.
- Flee:
- MP Cost: 0 MP
- Effects: Allows you to Flee battles with 100% success (rather than relying on the Agility-based Escape), and it affects all of the party, too. It will not work in most boss battles and some others, however.
- Focus:
- MP Cost: 0 MP
- Effects: Boosts the party's Magic and Magic Defense by 1~5 points each until KO'ed or the battle ends.
- Guard:
- MP Cost: 0 MP
- Effects: Allows the user to take damage for an ally that is targeted by a single-target physical attack.
- Jynx:
- MP Cost: 0 MP
- Effects: Lowers the target party's Luck by 1~5 points until KO'ed or the battle ends.
- Lancet:
- MP Cost: 0 MP
- Effects: Does meager HP and MP damage to the target and restores the user's HP and MP by the same amounts: on Zombies, the effect is reversed (you are hurt, they are healed). The main use is for Kimahri to learn certain Ronso Rages for his Overdrives.
- Luck:
- MP Cost: 0 MP
- Effects: Boosts the party's Luck by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
- Pilfer Gil - Expert Sphere Grid only!:
- MP Cost: 20 MP
- Effects: Steals Gil from the target. The rate of success is equal to 1/x, where x = the number of times you've stolen. Thusly, the rate of success goes from 100% to 50% to 33% to 25% to 20% and so on. You also get less Gil as time goes on.
- Pray:
- MP Cost: 0 MP
- Effects: Restores a very small amount of HP to the party.
- Provoke:
- MP Cost: 4 MP
- Effects: The Provoked enemy will only attack the user of the Provoke skill, assumed the target can be Provoked. This is good for aiming enemies toward certain characters that have certain immunities or to keep damage narrowed.
- Quick Pockets - Expert Sphere Grid only!:
- MP Cost: 70 MP
- Effects: Allows you to use an item and get the next turn quicker - only works with items you can use via the Items command, though, not Use.
- Reflex:
- MP Cost: 0 MP
- Effects: Boosts the party's Evasion by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
- Sentinel:
- MP Cost: 0 MP
- Effects: The user can take damage for an ally who is the target of a single-target physical attack. The user of this skill will take the hit, but their damage will be halved (this part stacks with Protect for damage quartering).
- Spare Change:
- MP Cost: 0 MP
- Effects: You throw a chosen amount of the Gil at the enemy to deal a flat amount of damage. The damage equals the amount of Gil thrown divided by 10 - for example, 12,340 Gil equals 1,234 damage. This will ignore Protect, Shell, and the like, and is still affected by Break Damage Limit rules and restrictions.
- Steal:
- MP Cost: 0 MP
- Effects: Allows you to take an item from the enemy. The odds of a successful Steal are "1/x", where "x" equals the number of Steals you've done insofar, so it progressively goes from 100% to 50% to 33% to 25% to 20% and so on. It also instantly kills machina enemies. See Monster Drops & Steals for lists of stealable-from enemies.
- Threaten:
- MP Cost: 12 MP
- Effects: Essentially delays the target's next turn (if vulnerable to Threaten).
- Use:
- MP Cost: 0 MP
- Effects: Allows you to use certain items that you can't usually use.
Overdrives
Tidus - Swordplay
Description: Tidus's Overdrive is Swordplay, which consists of a variety of speedy attacks that naturally fit Tidus's speedy nature. When you start up the Overdrive, a cursor will be moving over a gauge, and your goal is to stop the cursor with the X Button in the middle of the gauge. If you do so, you get your damage multiplied:MULTIPLIER = 1 + (X / (2 * Y)) "X" = Time left, in seconds "Y" = Time given total, in seconds Multiplier > 1 or equal to it, always; minimum is 1.00125 (0.01 seconds with a 4-second Overdrive)This multiplier is at it highest in practice on the first pass through the middle of the gauge, usually ~0.5 seconds after starting the Overdrive. That usually means skilled players will get a ~40% damage boost. In pure theory, the highest the boost one can get is +50% (X = Y). In any case, you do not need to succeed at this minor game to get the Overdrive; you just won't get the damage multiplier, can have a power loss (different from the multiplier), and, in the case of Blitz Ace, one of your hits.
- Overdrive #1 - Spiral Cut:
- Learned: Initially
- Time Given: 3 seconds
- Effects: Attack on a single enemy. Attack is 33% stronger on a base level if the overdrive succeeds.
- Overdrive #2 - Slice & Dice:
- Learned: Have Tidus do 10 Overdrives, regardless of success
- Time Given: 3 seconds
- Effects: Attack randomly-targeted enemies six times. Damage is restricted to three targets if you fail, and the attack can go for up to four enemies and is 33% stronger if you succeed.
- Overdrive #3 - Energy Rain:
- Learned: Have Tidus do 30 Overdrives, regardless of success
- Time Given: 3 seconds
- Effects: Attacks all enemies. Attack is 30% stronger if Overdrive succeeds.
- Overdrive #4 - Blitz Ace:
- Learned: Have Tidus do 80 Overdrives, regardless of success
- Time Given: 2 seconds
- Effects: Attacks a single enemy 8 times. If you succeed, you follow up with an attack that is six times more powerful than the others dealt during this Overdrive, for a maximum of 9 hits (and effectively 14).
Wakka - Slots
Description: Feeling lucky? Wakka's Overdrive relies on matching a number of slot combinations, and it's as simple as that!
- Overdrive #1 - Element Reels:
- Learned: Initially
- Effects: With this, you are given three slots to line up. When you line them up, you get an attack. If you line up three emblems of the same coloration, the attack will be of that element (White = Ice, Red = Fire, Blue = Water, Yellow = Lightning), and it will go to all enemies. If you get two of one color and one of another, you get an elemental attack to one enemy based on which color you had more of. If you have three different colors, you get a non-elemental-but-always-critical attack to a single enemy. Elemental affinities and critical hits aside, all attacks have the same power, anyhow.
- Overdrive #2 - Attack Reels:
- Learned: Win from a Blitzball tournament
- Effects: The main thing you'll see on this slot machine are "1x hit", "2x hit", and "Miss" - these determine the order of attacks you take. The "hits" are additionally cumulative; that is to say getting a 1x hit, 2x hit, and 1x hit yields (1+2+1) or 4 hits. If you miss, consider it a "0x hit". There are two exceptions to this rule. Getting three "1x hit" slots yields six hits, and getting three "2x hit" slots yields twelve hits. As for each attack's power? It's equal to the number of hits, multiplied by ten. That means it can be 10 (1x-miss-miss) to 120 (2x-2x-2x).
- Overdrive #3 - Status Reels:
- Learned: Win from a Blitzball league after fighting 250 battles with Wakka
- Effects: This is basically the status version of Element Reels. Here, you can have three ailments afflicted: Full Break (down-pointing arrow - Armor/Power/Mental/Magic Breaks), Petrification (hourglass), and Darkness, Poison, Silence, and Sleep (skull). As usual, it's majority-rule for the slots' effect, but matching three slots up gives the effect to all enemies. If you fail to make a majority, it's simply a critical hit.
- Overdrive #4 - Aurochs Reels:
- Learned: Win from a Blitzball tournament after fighting 450 battles with Wakka
- Effects: This set of slots is pretty odd. Basically, imagine that the Element and Status Reels are pooled together, with the same rules governing them. The only differnce is that a majority involving two statuses/elements of the same type and one element/status yields the critical hit, while three non-matching things is just an Attack. However, for every one of the original Besaid Aurochs on your team, you'll get an Aurochs emblem on the slots. Line up three of those for an attack to all enemies that is ~112% stronger than the other attacks this Reels does.
Yuna - Grand Summon
Description: Yuna's Overdrive is the simplest of all, but perhaps also one of the strongest. Her Overdrive allows you to Summon any Aeon (except the same as your opponent's and it cannot be KO'ed) with a full Overdrive gauge, allowing you to use their Overdrive instantly! Additionally, if the Aeon already had their Overdrive, you could use it twice in a row!Lulu - Fury
Description: Lulu's Overdrive is the quintessial of Black Magic overdrives: Fury, allowing you to cast many of the same spell in a row! Additionally, this ignores both Reflect and Shell, is affected by Trio of 9999 and the like, and can hit up to 16 times. To induce hits, you rotate the Right Analog Stick repeatedly in the brief time given to you. Note that stronger spells will take longer to get enough rotations for, but higher Magic lowers the need as well. Each spell is a bit less powerful than normal, however:POWER DIFFERENCES | ||||
---|---|---|---|---|
Spell | Normal Power | Fury Power | Percentage | With-16-Hits Power |
Fire | 12 | 5 | 41.667% | 80 |
Thunder | 12 | 5 | 41.667% | 80 |
Water | 12 | 5 | 41.667% | 80 |
Blizzard | 12 | 5 | 41.667% | 80 |
Fira | 24 | 10 | 41.667% | 160 |
Thundara | 24 | 10 | 41.667% | 160 |
Watera | 24 | 10 | 41.667% | 160 |
Blizzara | 24 | 10 | 41.667% | 160 |
Firaga | 42 | 18 | 42.857% | 288 |
Thundaga | 42 | 18 | 42.857% | 288 |
Waterga | 42 | 18 | 42.857% | 288 |
Blizzaga | 42 | 18 | 42.857% | 288 |
Bio | 80% chance to Poison target | ~98.2% chance to Poison those vulnerable | ||
Demi | HP cut by 25% | HP cut by 12.5% | 50% | HP cut by ~88.2% |
Death | 80% chance to kill non-Zombied targets | ~98.2% chance to kill those vulnerable | ||
Drain | 20 | 9 | 45% | 144 |
Osmose | 10 | 4 | 40% | 64 |
Flare | 60 | 22 | 36.667% | 352 |
Ultima | 70 | 28 | 40% | 448 |
Kimahri - Ronso Rage
Description: Kimahri takes the role of the ever-flexible Blue Mage in Final Fantasy X, most notably through hit Ronso Rage Overdrive. Kimahri is able to use a skill called Lancet. Normally, that can drain a mild amount of HP/MP; however, for Kimahri, it has one more effect. If the enemy happens to know one of a certain set of attacks, Kimahri's Overdrive gauge fills, and he can use that attack (or any other of his Rages). While most of these are complete crap, like the usual with Blue Magic, a few shine brightly ... like Nova. =P- Ronso Rage - Aqua Breath:
- Effects: Magical Water-based damage to all enemies.
- Learned From:
- Chimera - located in Macalania Woods & Home
- Chimera Brain - located in the Calm Lands
- Yenke Ronso - forced boss at Mt. Gagazet
- Ronso Rage - Bad Breath:
- Effects: Can inflict Darkness, Poison, Silence, and Sleep on all enemies. Darkness, Silence, and Sleep will last for ten turns if not removed.
- Learned From:
- Great Malboro - located in the Omega Ruins
- Malboro - located in the Calm Lands
- Ronso Rage - Doom:
- Effects: Inflicts Doom on an enemy, causing them to die after a certain number of turns (which is dependent on the enemy in question, usually 3~255).
- Learned From:
- Biran Ronso - forced boss at Mt. Gagazet
- Ghost - located in the Cavern of the Stolen Fayth
- Wraith - located in Sin
- Ronso Rage - Fire Breath:
- Effects: Magical Fire-elemental damage to all enemies.
- Learned From:
- Dual Horn - located at the Mi'ihen Highroad & Home
- Grendel - located in Mt. Gagazet and in Zanarkand
- Yenke Ronso - forced boss at Mt. Gagazet
- Ronso Rage - Jump:
- Effects: Physical damage to one enemy.
- Learned From:
- Already learned
- Ronso Rage - Mighty Guard:
- Effects: Applies Protect, Shell, NulBlaze, NulFrost, NulShock, and NulTide on all allies, halving damage from physical and magical attacks and nullifying the next elemental attack to hit them. The Nul spells are not permanent, going away after one nullification in their respective element, and they all can be dispelled away together.
- Learned From:
- Behemoth - located in Mt. Gagazet and in Zanarkand
- Behemoth King - located in Sin
- Biran Ronso - forced boss at Mt. Gagazet
- Ronso Rage - Nova:
- Effects: Magical damage to all enemies.
- Learned From:
- Nemesis - "final boss" of the Monster Arena
- Omega Weapon - boss at the end of the Omega Ruins
- Ronso Rage - Seed Cannon:
- Effects: Physical damage to one enemy.
- Learned From:
- Part of the plot in Kilika
- Ronso Rage - Self Destruct:
- Effects: Deals damage to a single target equal to triple Kimahri's maximum HP. Afterwards, Kimahri is effectively "ejected" from the battle - he is KO'ed and unusable, but no character will take his place in battle.
- Learned From:
- Biran Ronso - forced boss at Mt. Gagazet
- Bomb - located at the Mi'ihen Highroad & Home
- Grenade - located in Mt. Gagazet
- Puroboros - located in the Omega Ruins
- Ronso Rage - Stone Breath:
- Effects: Can petrify every enemy.
- Learned From:
- Anacondaur - located in the Calm Lands
- Basilisk - located on the Djose Highroad
- Demonolith - located in Sin and the Omega Ruins
- Yenke Ronso - forced boss at Mt. Gagazet
- Ronso Rage - Thrust Kick:
- Effects: Physical damage to one enemy.
- Learned From:
- Biran Ronso - forced boss at Mt. Gagazet
- YKT-11 - located in Zanarkand
- YKT-63 - located in Bevelle
- Ronso Rage - White Wind:
- Effects: Heals all allies' HP, and damages Zombies.
- Learned From:
- Dark Flan - located in Mt. Gagazet and Zanarkand
- Spirit - located in the Omega Ruins
Auron - Bushido
Description: Auron's Bushido is a pretty simple set of Overdrives, mostly reliant on dealing high damage, though some of them are able to also deal debilitating ailments to the targets. When you are executing Auron's Overdrives, you will be given a set combination of buttons to press; pressing them fast enough gives you a fair few bonuses, including a damage multiplier, as below.MULTIPLIER = 1 + (X / (2 * Y)) "X" = Time left, in seconds "Y" = Time given total, in seconds Multiplier > 1 or equal to it, always; minimum is 1.00125 (0.01 seconds with a 4-second Overdrive)This multiplier is at it highest in practice if you're quick on the draw with the sequence (~1 second). That usually means skilled players will get a 30%~40% damage boost. In pure theory, the highest the boost one can get is +50% (X = Y). In any case, you do not need to succeed at this minor game to get the Overdrive; you just won't get the damage multiplier, can have a power loss (different from the multiplier), and lose the statuses induced.
- Overdrive #1 - Dragon Fang:
- Learned: Initially
- Time Given: 4 seconds
- Button Combo: Down, Left, Up, Right, L1, R1, Circle, X
- Effects: Attack all enemies. If successful, you get a 6.25% damage boost, and can inflict a Delay on those hit. If you are successful and the target is immune to Delay, you will get a 18.75% damage boost instead.
- Overdrive #2 - Shooting Star:
- Learned: Automatically through the story, after beating the Spherimorph
- Time Given: 4 seconds
- Button Combo: Triangle, Circle, Square, Circle, Left, Right, X
- Effects: Attack one enemy. If successful, the enemy may be Ejected from battle (effectively the same as an outright KO). If you are successful, and the enemy is immune to Eject, you get a 12.5% damage boost instead.
- Overdrive #3 - Banishing Blade:
- Learned: Collect three of the Jecht's/Auron's/Braska's Spheres (see Auron's Special Spheres for locations)
- Time Given: 4 seconds
- Button Combo: Up, L1, Down, R1, Right, Left, Triangle
- Effects: Attacks a single enemy. If successful, the enemy can be afflicted with Power, Armor, Magic, and Mental Breaks, halving their Strength, Defense, Magic, and Magic Defense. If you are successful, but the target is immune to one or more of these Breaks, then you will get a ~7.14% damage boost.
- Overdrive #4 - Tornado:
- Learned: Collect all ten of the Jecht's/Auron's/Braska's Spheres (see Auron's Special Spheres for locations)
- Timer: 3 seconds
- Button Combo: X, Right, R1, Left, Triangle
- Effects: Hits all enemies twice. If successful, there is a 33% damage boost.
Rikku - Mix
Sectional Flowchart
- Overview of Mix
- Compounding Effects & Quick-Jump
- The Full List <- the main reason we need links here
Overview of Mix
Rikku's Mix Overdrive is by far the best in the game for you to use, for it is the most abusable like pretty much any other compounding-based job, such as the Chemist in FFV or the Salve-Maker in Bravely Default. When Rikku's Overdrive gauge is filled, she can take almost any two of your items and combine them for what is typically a greater effect than you normally would get from the two alone (if you would even get an effect). Within this scope of this rather large section, you can expect to see the effects of Rikku's Mixes and how to bring them together!
Compounding Effects & Quick-Jump
Each Mix name below links to the name of the Mix combination list for that item. These effects will be reiterated in the The Full List section for your convenience as well.
- Abaddon Flame - Three random-targeting Fire-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
- Aqua Toxin - Three random-targeting Water-elemental hits, each for 400 damage (1,200 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
- Black Hole - Removes 93.75% of all enemies' current HP, if they are vulnerable to gravity attacks. Maxes at 9,999 damage without Break Damage Limit on Rikku, and 99,999 with.
- Black Ice - Three random-targeting Ice-elemental hits, each for 400 damage (1,200 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
- Blaster Mine - Hits all enemies for 1,100 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for three turns each or until cured.
- Brimstone - Three random-targeting Fire-elemental hits, each for 400 damage (1,200 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
- Burning Soul - Nine random-targeting Fire-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
- Calamity Bomb - Hits all enemies for 3,600 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for five turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve the target's Strength, Defense, Magic, and Magic Defense.
- Chaos Grenade - Hits all enemies for 7,250 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for eight turns or until cured; inflicts Poison until cured; inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve the target's Strength, Defense, Magic, and Magic Defense; and inflicts Slow (if possible). Rikku must have a Break Damage Limit weapon for the critical hit to exceed 9,999 damage (14,500).
- Cluster Bomb - Hits all enemies for 4,800 damage.
- Dark Rain - Three random-targeting Water-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Powjer, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
- Eccentrick - The Overdrive gauges of the party fill up at double the normal speed (until KO'ed or the battle ends). This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor abilities.
- Electroshock - Three random-targeting Lightning-elemental hits, each for 400 damage (1,200 damagoe to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
- Elixir - Fully restores one ally's HP/MP (up to 9,999/999). KO's Zombied characters with under 10,000 HP.
- Final Elixir - Fully restores the party's HP/MP (up to 99,999/9,999). It also cures Berserk, Confusion, Curse, Darkness, Petrification, Silence, Sleep, Slow, and Zombie (supposedly), but does not cure Doom, KO, or status Breaks. Note that, while this claims to cure Zombie, it's doesn't really: HP healing takes place before status healing, so Zombies will be KO'ed before their Zombification can be removed.
- Final Phoenix - Revives all KO'ed party members with full HP (no matter how high). Zombied characters will be KO'ed, however.
- Firestorm - Six random-targeting Fire-elemental hits, each for 700 damage. (4,200 damage to a single target.)
- Flash Flood - Six random-targeting Water-elemental hits, each for 700 damage. (4,200 damage to a lone target.)
- Frag Grenade - Hits all enemies for 800 damage and hits them with Armor Break (if possible) to halve their Defense.
- Freedom - MP costs for the target are zero until they are KO'ed or the battle ends.
- Freedom X - MP costs for the party are zero until KO'ed or the battle ends.
- Grenade - Hits all enemies for 350 damage.
- Hazardous Shell - Hits all enemies for 2,300 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for four turns each until cured, and Poison until cured.
- Heat Blaster - Five random-targeting Fire-elemental hits, each for 400 damage. (2,000 damage to a single target.)
- Hero Drink - The actions of the target character will always be critical. That is to say, the actions they take will be doubly effective (attack-wise) if they wouldn't normally be.
- Hot Spurs - The Overdrive gauges of the party fill up 50% faster than normal (until KO'ed or the battle ends). This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor abilities.
- Hyper Mana - Doubles the max MP of the entire party until they are KO'ed or the battle ends. (The highest this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.) Also places Focus (Magic/Magic Defense boost) on the party until they are KO'ed or the battle ends.
- Hyper Mighty G - Places Protect, Shell, Haste, Regen, and Auto-Life on the party. This will heave physical and magical damage, double Agility, and continually restore HP until KO'ed or Dispelled. (Regen will damage Zombies, however.) Auto-Life will not go away until KO'ed, reviving you with some HP after.
- Hyper NulAll - Places NulBlaze, NulShock, NulTide, NulFrost, Cheer (Strength/Defense boost), and Focus (Magic/Magic Defense boost) on the entire party. Each Nul-spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed. Cheer and Focus will remain in until the battle ends or until KO'ed.
- Hyper Vitality - Doubles the max HP of the entire party until they are KO'ed or the battle ends. (The highest this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such effects.) Also puts Cheer (Strength/Defense boost) on the entire party until KO'ed or the battle ends.
- Icefall - Six random-targeting Ice-elemental hits, each for 700 damage. (4,200 damage to a single target.)
- Krysta - Three random-targeting Ice-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
- Lightning Bolt - Nine random-targeting Lightning-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
- Mana - Doubles the max MP of one character until they are KO'ed or the battle ends. (The highest this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.)
- Megalixir - Fully restores all allies' HP and MP (up to 9,999/999). However, it will KO Zombied characters with under 10,000 HP.
- Mega Mana - Doubles the max MP of the entire party until they are KO'ed or the battle ends. (The highest this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.)
- Mega NulAll - Places NulBlaze, NulShock, NulTide, and NulFrost on the entire party. Each spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed.
- Mega Phoenix - Revives all KO'ed party members with 50% of their maximum HP (up to 9,999). Zombied characters will be KO'ed, however.
- Mega Vitality - Doubles the max HP of the entire party until they are KO'ed or the battle ends. The highest this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such effects.
- Mighty G - Places Protect, Shell, and Haste on the party. This will heave physical and magical damage, and double Agility, each until KO'ed or Dispelled.
- Mighty Wall - Places Protect and Shell on the party, halving physical and magical damage until KO'ed or Dispelled.
- Miracle Drink - The actions of the party always be critical. That is to say, the actions they take will be doubly effective (attack-wise) if they wouldn't normally be.
- Nega Burst - Eliminates 75% of all enemies' current HP, if they are vulnerable to gravity attacks. Maxes at 9,999 damage without Rikku having Break Damage Limit, and 99,999 with.
- NulAll - Places NulBlaze, NulShock, NulTide, and NulFrost on a single character. Each spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed.
- Panacea - In effect, a Remedy with a slightly better effect (Curse/Zombie). It will cures Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow, and Zombie from the party. However, note that Doom, KO, or a status Break will remain.
- Pineapple - Hits all enemies for 1,250 damage.
- Potato Masher - Hits all enemies for 2,500 damage.
- Quartet of 9 - The target's actions always have "9,999" attributed to them - that means whatever they do, no matter how weak normally, will inflict 9,999 damage or 9,999 healing. However, if the character has Break Damage Limit and their action normally would do 10,000 or more damage, then that damage will not be dealt - don't worry, this will not LOWER your damage! =D
- Rolling Thunder - Six random-targeting Lightning-elemental hits, each for 700 damage. (4,200 damage to a lone target.)
- Snow Flurry - Five random-targeting Ice-elemental hits, each for 400 damage. (2,000 damage to a lone target.)
- Sunburst - A single hit for 19,998 (as in, 9,999 times 2) damage to all enemies. Maxes at 9,999 damage without Break Damage Limit on Rikku.
- Super Elixir - Fully restores the party's HP/MP (up to 9,999/999). It also cures Berserk, Confusion, Curse, Darkness, Petrification, Silence, Sleep, Slow, and Zombie (supposedly), but does not cure Doom, KO, or status Breaks. Note that, while this claims to cure Zombie, it's doesn't really: HP healing takes place before status healing, so Zombies will be KO'ed before their Zombification can be removed.
- Super Mighty G - Places Protect, Shell, Haste, and Regen on the party. This will heave physical and magical damage, double Agility, and continually restore HP until KO'ed or Dispelled. (Regen will damage Zombies, however.)
- Tallboy - Hits all enemies for 9,250 damage. Rikku must have a Break Damage Limit weapon on for the critical hit to exceed 9,999 damage (18,500).
- Thunderblast - Three random-targeting Lightning-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
- Thunderbolt - Five random-targeting Lightning-elemental hits, each for 400 damage. (2,000 damage to a lone target.)
- Tidal Wave - Nine random-targeting Water-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
- Trio of 9999 - The party's actions always have "9,999" attributed to them - that means whatever they do, no matter how weak normally, will inflict 9,999 damage or 9,999 healing. However, if a character has Break Damage Limit and their action normally would do 10,000 or more damage, then that damage will not be dealt - don't worry, this will not LOWER your damage! =D
- Ultra Cure - Heals the party's HP by 1/2 their maximum HP (up to 9,999 without Break Damage Limit). Also cures Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow, and Zombie, but not Doom, KO, and status Breaks. Note that the HP restoration takes place before status healing, so Zombied characters will be killed if their HP is not above 50% (and they gain no HP after).
- Ultra NulAll - Places NulBlaze, NulShock, NulTide, NulFrost, 5 Cheers (Strength/Defense boost), 5 Focuses (Magic/Magic Defense boost) , 5 Aims (Accuracy boost), and 5 Reflexes (Evasion boost) on the entire party. Each Nul-spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed. Cheer, Focus, Aim, and Reflex will remain in until the battle ends or until KO'ed.
- Ultra Potion - Fully restores the party's HP (up to 9,999 without Break Damage Limit). Will kill any Zombied characters, however.
- Vitality - Doubles the max HP of a single character until they are KO'ed or the battle ends. The highest this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such effects.
- Waterfall - Five random-targeting Water-elemental hits, each for 400 damage. (2,000 damage to a lone target.)
- Winter Storm - Nine random-targeting Ice-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
The Full List
Abaddon Flame
- Effects: Three random-targeting Fire-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Bomb Core | Chocobo Feather | Fire Gem | Healing Spring | |
Bomb Core | Chocobo Wing | Fire Gem | Hypello Potion | |
Bomb Core | Dream Powder | Fire Gem | Mana Spring | |
Bomb Core | Farplane Shadow | Fire Gem | Musk | |
Bomb Core | Farplane Wind | Fire Gem | Petrify Grenade | |
Bomb Fragment | Chocobo Feather | Fire Gem | Poison Fang | |
Bomb Fragment | Chocobo Wing | Fire Gem | Purifying Salt | |
Fire Gem | Candle of Life | Fire Gem | Shining Thorn | |
Fire Gem | Chocobo Feather | Fire Gem | Silence Grenade | |
Fire Gem | Chocobo Wing | Fire Gem | Silver Hourglass | |
Fire Gem | Dream Powder | Fire Gem | Sleeping Powder | |
Fire Gem | Farplane Shadow | Fire Gem | Smoke Bomb | |
Fire Gem | Farplane Wind | Fire Gem | Soul Spring | |
Fire Gem | Gold Hourglass | Fire Gem | Stamina Spring |
Aqua Toxin
- Effects: Three random-targeting Water-elemental hits, each for 400 damage (1,200 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Dragon Scale | Candle of Life | Dragon Scale | Silver Hourglass | Fish Scale | Hypello Potion | ||
Dragon Scale | Chocobo Feather | Dragon Scale | Sleeping Powder | Fish Scale | Mana Spring | ||
Dragon Scale | Chocobo Wing | Dragon Scale | Smoke Bomb | Fish Scale | Musk | ||
Dragon Scale | Gold Hourglass | Dragon Scale | Soul Spring | Fish Scale | Petrify Grenade | ||
Dragon Scale | Healing Spring | Dragon Scale | Stamina Spring | Fish Scale | Poison Fang | ||
Dragon Scale | Hypello Potion | Fish Scale | Candle of Life | Fish Scale | Purifying Salt | ||
Dragon Scale | Mana Spring | Fish Scale | Chocobo Feather | Fish Scale | Shining Thorn | ||
Dragon Scale | Musk | Fish Scale | Chocobo Wing | Fish Scale | Silence Grenade | ||
Dragon Scale | Petrify Grenade | Fish Scale | Dream Powder | Fish Scale | Silver Hourglass | ||
Dragon Scale | Poison Fang | Fish Scale | Farplane Shadow | Fish Scale | Sleeping Powder | ||
Dragon Scale | Purifying Salt | Fish Scale | Farplane Wind | Fish Scale | Smoke Bomb | ||
Dragon Scale | Shining Thorn | Fish Scale | Gold Hourglass | Fish Scale | Soul Spring | ||
Dragon Scale | Silence Grenade | Fish Scale | Healing Spring | Fish Scale | Stamina Spring |
Black Hole
- Effects: Removes 93.75% of all enemies' current HP, if they are vulnerable to gravity attacks. Maxes at 9,999 damage without Break Damage Limit on Rikku, and 99,999 with.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Shadow Gem | Amulet | Shadow Gem | Underdog's Secret | |
Shadow Gem | Door to Tomorrow | Shadow Gem | Warp Sphere | |
Shadow Gem | Gambler's Spirit | Shadow Gem | Wings to Discovery | |
Shadow Gem | Master Sphere | Shadow Gem | Winning Formula | |
Shadow Gem | Pendulum |
Black Ice
- Effects: Three random-targeting Ice-elemental hits, each for 400 damage (1,200 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Antarctic Wind | Candle of Life | Antarctic Wind | Purifying Salt | Arctic Wind | Hypello Potion | ||
Antarctic Wind | Chocobo Feather | Antarctic Wind | Shining Thorn | Arctic Wind | Mana Spring | ||
Antarctic Wind | Chocobo Wing | Antarctic Wind | Silence Grenade | Arctic Wind | Musk | ||
Antarctic Wind | Dream Powder | Antarctic Wind | Silver Hourglass | Arctic Wind | Petrify Grenade | ||
Antarctic Wind | Farplane Shadow | Antarctic Wind | Sleeping Powder | Arctic Wind | Poison Fang | ||
Antarctic Wind | Farplane Wind | Antarctic Wind | Smoke Bomb | Arctic Wind | Purifying Salt | ||
Antarctic Wind | Gold Hourglass | Antarctic Wind | Soul Spring | Arctic Wind | Shining Thorn | ||
Antarctic Wind | Healing Spring | Antarctic Wind | Stamina Spring | Arctic Wind | Silence Grenade | ||
Antarctic Wind | Hypello Potion | Arctic Wind | Candle of Life | Arctic Wind | Silver Hourglass | ||
Antarctic Wind | Mana Spring | Arctic Wind | Chocobo Feather | Arctic Wind | Sleeping Powder | ||
Antarctic Wind | Musk | Arctic Wind | Chocobo Wing | Arctic Wind | Smoke Bomb | ||
Antarctic Wind | Petrify Grenade | Arctic Wind | Gold Hourglass | Arctic Wind | Soul Spring | ||
Antarctic Wind | Poison Fang | Arctic Wind | Healing Spring | Arctic Wind | Stamina Spring |
Blaster Mine
- Effects: Hits all enemies for 1,100 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for three turns each or until cured.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Frag Grenade | Grenade | Gold Hourglass | Poison Fang | Rename Card | ||
Ability Distiller | Grenade | Grenade | Hypello Potion | Poison Fang | Speed Sphere | ||
Ability Sphere | Hypello Potion | Grenade | Mana Sphere | Power Distiller | Frag Grenade | ||
Ability Sphere | Musk | Grenade | Mana Spring | Power Distiller | Grenade | ||
Ability Sphere | Shining Thorn | Grenade | Musk | Power Sphere | Hypello Potion | ||
Al Bhed Potion | Frag Grenade | Grenade | Petrify Grenade | Power Sphere | Musk | ||
Al Bhed Potion | Grenade | Grenade | Poison Fang | Power Sphere | Shining Thorn | ||
Antidote | Frag Grenade | Grenade | Power Sphere | Remedy | Frag Grenade | ||
Antidote | Grenade | Grenade | Purifying Salt | Remedy | Grenade | ||
Candle of Life | Ability Sphere | Grenade | Shining Thorn | Silence Grenade | Ability Sphere | ||
Candle of Life | Mana Sphere | Grenade | Silence Grenade | Silence Grenade | Mana Sphere | ||
Candle of Life | Map | Grenade | Silver Hourglass | Silence Grenade | Power Sphere | ||
Candle of Life | Power Sphere | Grenade | Sleeping Powder | Silence Grenade | Speed Sphere | ||
Candle of Life | Rename Card | Grenade | Smoke Bomb | Silver Hourglass | Ability Sphere | ||
Candle of Life | Speed Sphere | Grenade | Soul Spring | Silver Hourglass | Mana Sphere | ||
Dream Powder | Ability Sphere | Grenade | Speed Sphere | Silver Hourglass | Map | ||
Dream Powder | Mana Sphere | Grenade | Stamina Spring | Silver Hourglass | Power Sphere | ||
Dream Powder | Power Sphere | Holy Water | Frag Grenade | Silver Hourglass | Rename Card | ||
Dream Powder | Speed Sphere | Holy Water | Grenade | Silver Hourglass | Speed Sphere | ||
Echo Screen | Frag Grenade | Mana Distiller | Frag Grenade | Sleeping Powder | Ability Sphere | ||
Echo Screen | Grenade | Mana Distiller | Grenade | Sleeping Powder | Mana Sphere | ||
Eye Drops | Frag Grenade | Mana Sphere | Hypello Potion | Sleeping Powder | Power Sphere | ||
Eye Drops | Grenade | Mana Sphere | Musk | Sleeping Powder | Speed Sphere | ||
Gold Hourglass | Ability Sphere | Mana Sphere | Shining Thorn | Smoke Bomb | Ability Sphere | ||
Gold Hourglass | Mana Sphere | Petrify Grenade | Ability Sphere | Smoke Bomb | Mana Sphere | ||
Gold Hourglass | Map | Petrify Grenade | Mana Sphere | Smoke Bomb | Power Sphere | ||
Gold Hourglass | Power Sphere | Petrify Grenade | Map | Smoke Bomb | Speed Sphere | ||
Gold Hourglass | Rename Card | Petrify Grenade | Power Sphere | Soft | Frag Grenade | ||
Gold Hourglass | Speed Sphere | Petrify Grenade | Rename Card | Soft | Grenade | ||
Grenade | Ability Sphere | Petrify Grenade | Speed Sphere | Speed Distiller | Frag Grenade | ||
Grenade | Candle of Life | Poison Fang | Ability Sphere | Speed Distiller | Grenade | ||
Grenade | Chocobo Feather | Poison Fang | Mana Sphere | Speed Sphere | Hypello Potion | ||
Grenade | Chocobo Wing | Poison Fang | Map | Speed Sphere | Musk | ||
Grenade | Dream Powder | Poison Fang | Power Sphere | Speed Sphere | Shining Thorn |
Brimstone
- Effects: Three random-targeting Fire-elemental hits, each for 400 damage (1,200 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Bomb Core | Candle of Life | Bomb Core | Sleeping Powder | Bomb Fragment | Musk | ||
Bomb Core | Gold Hourglass | Bomb Core | Smoke Bomb | Bomb Fragment | Petrify Grenade | ||
Bomb Core | Healing Spring | Bomb Core | Soul Spring | Bomb Fragment | Poison Fang | ||
Bomb Core | Hypello Potion | Bomb Core | Stamina Spring | Bomb Fragment | Purifying Salt | ||
Bomb Core | Mana Spring | Bomb Fragment | Candle of Life | Bomb Fragment | Shining Thorn | ||
Bomb Core | Musk | Bomb Fragment | Dream Powder | Bomb Fragment | Silence Grenade | ||
Bomb Core | Petrify Grenade | Bomb Fragment | Farplane Shadow | Bomb Fragment | Silver Hourglass | ||
Bomb Core | Poison Fang | Bomb Fragment | Farplane Wind | Bomb Fragment | Sleeping Powder | ||
Bomb Core | Purifying Salt | Bomb Fragment | Gold Hourglass | Bomb Fragment | Smoke Bomb | ||
Bomb Core | Shining Thorn | Bomb Fragment | Healing Spring | Bomb Fragment | Soul Spring | ||
Bomb Core | Silence Grenade | Bomb Fragment | Hypello Potion | Bomb Fragment | Stamina Spring | ||
Bomb Core | Silver Hourglass | Bomb Fragment | Mana Spring |
Burning Soul
- Effects: Nine random-targeting Fire-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Bomb Core | Accuracy Sphere | Bomb Fragment | Door to Tomorrow | Fire Gem | Black Magic Sphere | ||
Bomb Core | Agility Sphere | Bomb Fragment | Evasion Sphere | Fire Gem | Defense Sphere | ||
Bomb Core | Defense Sphere | Bomb Fragment | Friend Sphere | Fire Gem | Evasion Sphere | ||
Bomb Core | Evasion Sphere | Bomb Fragment | Gambler's Spirit | Fire Gem | Friend Sphere | ||
Bomb Core | Friend Sphere | Bomb Fragment | HP Sphere | Fire Gem | HP Sphere | ||
Bomb Core | HP Sphere | Bomb Fragment | Lv. 3 Key Sphere | Fire Gem | Lv. 1 Key Sphere | ||
Bomb Core | Lv. 2 Key Sphere | Bomb Fragment | Lv. 4 Key Sphere | Fire Gem | Lv. 2 Key Sphere | ||
Bomb Core | Lv. 3 Key Sphere | Bomb Fragment | Magic Defense Sphere | Fire Gem | Lv. 3 Key Sphere | ||
Bomb Core | Lv. 4 Key Sphere | Bomb Fragment | Magic Sphere | Fire Gem | Lv. 4 Key Sphere | ||
Bomb Core | Magic Defense Sphere | Bomb Fragment | Master Sphere | Fire Gem | Magic Defense Sphere | ||
Bomb Core | Magic Sphere | Bomb Fragment | MP Sphere | Fire Gem | Magic Sphere | ||
Bomb Core | Master Sphere | Bomb Fragment | Pendulum | Fire Gem | Master Sphere | ||
Bomb Core | MP Sphere | Bomb Fragment | Return Sphere | Fire Gem | MP Sphere | ||
Bomb Core | Return Sphere | Bomb Fragment | Strength Sphere | Fire Gem | Return Sphere | ||
Bomb Core | Strength Sphere | Bomb Fragment | Teleport Sphere | Fire Gem | Skill Sphere | ||
Bomb Core | Teleport Sphere | Bomb Fragment | Underdog's Secret | Fire Gem | Special Sphere | ||
Bomb Core | Warp Sphere | Bomb Fragment | Warp Sphere | Fire Gem | Strength Sphere | ||
Bomb Fragment | Accuracy Sphere | Bomb Fragment | Wings to Discovery | Fire Gem | Teleport Sphere | ||
Bomb Fragment | Agility Sphere | Bomb Fragment | Winning Formula | Fire Gem | Warp Sphere | ||
Bomb Fragment | Amulet | Fire Gem | Accuracy Sphere | Fire Gem | White Magic Sphere | ||
Bomb Fragment | Defense Sphere | Fire Gem | Agility Sphere |
Calamity Bomb
- Effects: Hits all enemies for 3,600 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for five turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve the target's Strength, Defense, Magic, and Magic Defense.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Attribute Sphere | Hypello Potion | Farplane Wind | Lunar Curtain | Shining Gem | Lunar Curtain | ||
Attribute Sphere | Musk | Farplane Wind | Mana Spring | Shining Gem | Mana Spring | ||
Attribute Sphere | Shining Thorn | Farplane Wind | Musk | Shining Gem | Petrify Grenade | ||
Black Magic Sphere | Hypello Potion | Farplane Wind | Purifying Salt | Shining Gem | Poison Fang | ||
Black Magic Sphere | Musk | Farplane Wind | Shining Thorn | Shining Gem | Purifying Salt | ||
Black Magic Sphere | Shining Thorn | Farplane Wind | Soul Spring | Shining Gem | Silver Hourglass | ||
Blessed Gem | Candle of Life | Farplane Wind | Stamina Spring | Shining Gem | Soul Spring | ||
Blessed Gem | Chocobo Feather | Farplane Wind | Star Curtain | Shining Gem | Stamina Spring | ||
Blessed Gem | Chocobo Wing | Farplane Wind | Three Stars | Shining Gem | Star Curtain | ||
Blessed Gem | Gold Hourglass | Frag Grenade | Attribute Sphere | Silence Grenade | Attribute Sphere | ||
Blessed Gem | Healing Spring | Frag Grenade | Black Magic Sphere | Silence Grenade | Black Magic Sphere | ||
Blessed Gem | Light Curtain | Frag Grenade | Clear Sphere | Silence Grenade | Clear Sphere | ||
Blessed Gem | Lunar Curtain | Frag Grenade | Lv. 1 Key Sphere | Silence Grenade | Farplane Shadow | ||
Blessed Gem | Mana Spring | Frag Grenade | Lv. 2 Key Sphere | Silence Grenade | Farplane Wind | ||
Blessed Gem | Petrify Grenade | Frag Grenade | Skill Sphere | Silence Grenade | Lv. 1 Key Sphere | ||
Blessed Gem | Poison Fang | Frag Grenade | Special Sphere | Silence Grenade | Lv. 2 Key Sphere | ||
Blessed Gem | Purifying Salt | Frag Grenade | White Magic Sphere | Silence Grenade | Skill Sphere | ||
Blessed Gem | Silver Hourglass | Gold Hourglass | Attribute Sphere | Silence Grenade | Special Sphere | ||
Blessed Gem | Soul Spring | Gold Hourglass | Black Magic Sphere | Silence Grenade | Three Stars | ||
Blessed Gem | Stamina Spring | Gold Hourglass | Clear Sphere | Silence Grenade | White Magic Sphere | ||
Blessed Gem | Star Curtain | Gold Hourglass | Farplane Shadow | Silver Hourglass | Attribute Sphere | ||
Candle of Life | Attribute Sphere | Gold Hourglass | Farplane Wind | Silver Hourglass | Black Magic Sphere | ||
Candle of Life | Black Magic Sphere | Gold Hourglass | Lv. 1 Key Sphere | Silver Hourglass | Clear Sphere | ||
Candle of Life | Clear Sphere | Gold Hourglass | Lv. 2 Key Sphere | Silver Hourglass | Farplane Shadow | ||
Candle of Life | Farplane Shadow | Gold Hourglass | Skill Sphere | Silver Hourglass | Farplane Wind | ||
Candle of Life | Farplane Wind | Gold Hourglass | Special Sphere | Silver Hourglass | Lv. 1 Key Sphere | ||
Candle of Life | Lv. 1 Key Sphere | Gold Hourglass | Three Stars | Silver Hourglass | Lv. 2 Key Sphere | ||
Candle of Life | Lv. 2 Key Sphere | Gold Hourglass | White Magic Sphere | Silver Hourglass | Skill Sphere | ||
Candle of Life | Skill Sphere | Grenade | Lv. 3 Key Sphere | Silver Hourglass | Special Sphere | ||
Candle of Life | Special Sphere | Grenade | Lv. 4 Key Sphere | Silver Hourglass | Three Stars | ||
Candle of Life | Three Stars | Grenade | Master Sphere | Silver Hourglass | White Magic Sphere | ||
Candle of Life | White Magic Sphere | Lv. 1 Key Sphere | Hypello Potion | Skill Sphere | Hypello Potion | ||
Clear Sphere | Hypello Potion | Lv. 1 Key Sphere | Musk | Skill Sphere | Musk | ||
Clear Sphere | Musk | Lv. 1 Key Sphere | Shining Thorn | Skill Sphere | Shining Thorn | ||
Clear Sphere | Shining Thorn | Lv. 2 Key Sphere | Hypello Potion | Sleeping Powder | Attribute Sphere | ||
Dream Powder | Attribute Sphere | Lv. 2 Key Sphere | Musk | Sleeping Powder | Black Magic Sphere | ||
Dream Powder | Black Magic Sphere | Lv. 2 Key Sphere | Shining Thorn | Sleeping Powder | Clear Sphere | ||
Dream Powder | Clear Sphere | Petrify Grenade | Attribute Sphere | Sleeping Powder | Farplane Shadow | ||
Dream Powder | Farplane Shadow | Petrify Grenade | Black Magic Sphere | Sleeping Powder | Farplane Wind | ||
Dream Powder | Farplane Wind | Petrify Grenade | Clear Sphere | Sleeping Powder | Lv. 1 Key Sphere | ||
Dream Powder | Lv. 1 Key Sphere | Petrify Grenade | Farplane Shadow | Sleeping Powder | Lv. 2 Key Sphere | ||
Dream Powder | Lv. 2 Key Sphere | Petrify Grenade | Farplane Wind | Sleeping Powder | Skill Sphere | ||
Dream Powder | Skill Sphere | Petrify Grenade | Lv. 1 Key Sphere | Sleeping Powder | Special Sphere | ||
Dream Powder | Special Sphere | Petrify Grenade | Lv. 2 Key Sphere | Sleeping Powder | Three Stars | ||
Dream Powder | Three Stars | Petrify Grenade | Petrify Grenade | Sleeping Powder | White Magic Sphere | ||
Dream Powder | White Magic Sphere | Petrify Grenade | Skill Sphere | Smoke Bomb | Attribute Sphere | ||
Farplane Shadow | Chocobo Feather | Petrify Grenade | Special Sphere | Smoke Bomb | Black Magic Sphere | ||
Farplane Shadow | Chocobo Wing | Petrify Grenade | Three Stars | Smoke Bomb | Clear Sphere | ||
Farplane Shadow | Farplane Shadow | Petrify Grenade | White Magic Sphere | Smoke Bomb | Farplane Shadow | ||
Farplane Shadow | Farplane Wind | Poison Fang | Attribute Sphere | Smoke Bomb | Farplane Wind | ||
Farplane Shadow | Healing Spring | Poison Fang | Black Magic Sphere | Smoke Bomb | Lv. 1 Key Sphere | ||
Farplane Shadow | Hypello Potion | Poison Fang | Clear Sphere | Smoke Bomb | Lv. 2 Key Sphere | ||
Farplane Shadow | Light Curtain | Poison Fang | Farplane Shadow | Smoke Bomb | Skill Sphere | ||
Farplane Shadow | Lunar Curtain | Poison Fang | Farplane Wind | Smoke Bomb | Special Sphere | ||
Farplane Shadow | Mana Spring | Poison Fang | Lv. 1 Key Sphere | Smoke Bomb | Three Stars | ||
Farplane Shadow | Musk | Poison Fang | Lv. 2 Key Sphere | Smoke Bomb | White Magic Sphere | ||
Farplane Shadow | Purifying Salt | Poison Fang | Skill Sphere | Special Sphere | Hypello Potion | ||
Farplane Shadow | Shining Thorn | Poison Fang | Special Sphere | Special Sphere | Musk | ||
Farplane Shadow | Soul Spring | Poison Fang | Three Stars | Special Sphere | Shining Thorn | ||
Farplane Shadow | Stamina Spring | Poison Fang | White Magic Sphere | Supreme Gem | Ability Sphere | ||
Farplane Shadow | Star Curtain | Shadow Gem | Three Stars | Supreme Gem | Mana Sphere | ||
Farplane Shadow | Three Stars | Shining Gem | Candle of Life | Supreme Gem | Power Sphere | ||
Farplane Wind | Chocobo Feather | Shining Gem | Chocobo Feather | Supreme Gem | Speed Sphere | ||
Farplane Wind | Chocobo Wing | Shining Gem | Chocobo Wing | White Magic Sphere | Hypello Potion | ||
Farplane Wind | Healing Spring | Shining Gem | Gold Hourglass | White Magic Sphere | Musk | ||
Farplane Wind | Hypello Potion | Shining Gem | Healing Spring | White Magic Sphere | Shining Thorn | ||
Farplane Wind | Light Curtain | Shining Gem | Light Curtain |
Chaos Grenade
- Effects: Hits all enemies for 7,250 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for eight turns or until cured; inflicts Poison until cured; inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve the target's Strength, Defense, Magic, and Magic Defense; and inflicts Slow (if possible). Rikku must have a Break Damage Limit weapon for the critical hit to exceed 9,999 damage (14,500).
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Accuracy Sphere | Hypello Potion | Frag Grenade | HP Sphere | Poison Fang | Magic Defense Sphere | ||
Accuracy Sphere | Musk | Frag Grenade | Lv. 3 Key Sphere | Poison Fang | Magic Sphere | ||
Accuracy Sphere | Shining Thorn | Frag Grenade | Lv. 4 Key Sphere | Poison Fang | Master Sphere | ||
Agility Sphere | Hypello Potion | Frag Grenade | Magic Defense Sphere | Poison Fang | MP Sphere | ||
Agility Sphere | Musk | Frag Grenade | Magic Sphere | Poison Fang | Pendulum | ||
Agility Sphere | Shining Thorn | Frag Grenade | Master Sphere | Poison Fang | Return Sphere | ||
Blessed Gem | Farplane Shadow | Frag Grenade | MP Sphere | Poison Fang | Strength Sphere | ||
Blessed Gem | Farplane Wind | Frag Grenade | Return Sphere | Poison Fang | Teleport Sphere | ||
Candle of Life | Accuracy Sphere | Frag Grenade | Strength Sphere | Poison Fang | Underdog's Secret | ||
Candle of Life | Agility Sphere | Frag Grenade | Teleport Sphere | Poison Fang | Warp Sphere | ||
Candle of Life | Amulet | Frag Grenade | Warp Sphere | Poison Fang | Wings to Discovery | ||
Candle of Life | Defense Sphere | Friend Sphere | Hypello Potion | Poison Fang | Winning Formula | ||
Candle of Life | Door to Tomorrow | Friend Sphere | Musk | Return Sphere | Hypello Potion | ||
Candle of Life | Evasion Sphere | Friend Sphere | Shining Thorn | Return Sphere | Musk | ||
Candle of Life | Friend Sphere | Gold Hourglass | Accuracy Sphere | Return Sphere | Shining Thorn | ||
Candle of Life | Gambler's Spirit | Gold Hourglass | Agility Sphere | Shining Gem | Farplane Shadow | ||
Candle of Life | HP Sphere | Gold Hourglass | Amulet | Shining Gem | Farplane Wind | ||
Candle of Life | Lv. 3 Key Sphere | Gold Hourglass | Defense Sphere | Shining Thorn | Amulet | ||
Candle of Life | Lv. 4 Key Sphere | Gold Hourglass | Door to Tomorrow | Shining Thorn | Door to Tomorrow | ||
Candle of Life | Magic Defense Sphere | Gold Hourglass | Evasion Sphere | Shining Thorn | Gambler's Spirit | ||
Candle of Life | Magic Sphere | Gold Hourglass | Friend Sphere | Shining Thorn | Pendulum | ||
Candle of Life | Master Sphere | Gold Hourglass | Gambler's Spirit | Shining Thorn | Underdog's Secret | ||
Candle of Life | MP Sphere | Gold Hourglass | HP Sphere | Shining Thorn | Wings to Discovery | ||
Candle of Life | Pendulum | Gold Hourglass | Lv. 3 Key Sphere | Shining Thorn | Winning Formula | ||
Candle of Life | Return Sphere | Gold Hourglass | Lv. 4 Key Sphere | Silence Grenade | Accuracy Sphere | ||
Candle of Life | Strength Sphere | Gold Hourglass | Magic Defense Sphere | Silence Grenade | Agility Sphere | ||
Candle of Life | Teleport Sphere | Gold Hourglass | Magic Sphere | Silence Grenade | Defense Sphere | ||
Candle of Life | Underdog's Secret | Gold Hourglass | Master Sphere | Silence Grenade | Evasion Sphere | ||
Candle of Life | Warp Sphere | Gold Hourglass | MP Sphere | Silence Grenade | Friend Sphere | ||
Candle of Life | Wings to Discovery | Gold Hourglass | Pendulum | Silence Grenade | HP Sphere | ||
Candle of Life | Winning Formula | Gold Hourglass | Return Sphere | Silence Grenade | Lv. 3 Key Sphere | ||
Defense Sphere | Hypello Potion | Gold Hourglass | Strength Sphere | Silence Grenade | Lv. 4 Key Sphere | ||
Defense Sphere | Musk | Gold Hourglass | Teleport Sphere | Silence Grenade | Magic Defense Sphere | ||
Defense Sphere | Shining Thorn | Gold Hourglass | Underdog's Secret | Silence Grenade | Magic Sphere | ||
Dream Powder | Accuracy Sphere | Gold Hourglass | Warp Sphere | Silence Grenade | Master Sphere | ||
Dream Powder | Agility Sphere | Gold Hourglass | Wings to Discovery | Silence Grenade | MP Sphere | ||
Dream Powder | Defense Sphere | Gold Hourglass | Winning Formula | Silence Grenade | Return Sphere | ||
Dream Powder | Evasion Sphere | Grenade | Accuracy Sphere | Silence Grenade | Strength Sphere | ||
Dream Powder | Friend Sphere | Grenade | Agility Sphere | Silence Grenade | Teleport Sphere | ||
Dream Powder | HP Sphere | Grenade | Defense Sphere | Silence Grenade | Warp Sphere | ||
Dream Powder | Lv. 3 Key Sphere | Grenade | Evasion Sphere | Silver Hourglass | Accuracy Sphere | ||
Dream Powder | Lv. 4 Key Sphere | Grenade | Friend Sphere | Silver Hourglass | Agility Sphere | ||
Dream Powder | Magic Defense Sphere | Grenade | HP Sphere | Silver Hourglass | Amulet | ||
Dream Powder | Magic Sphere | Grenade | Magic Defense Sphere | Silver Hourglass | Defense Sphere | ||
Dream Powder | Master Sphere | Grenade | Magic Sphere | Silver Hourglass | Door to Tomorrow | ||
Dream Powder | MP Sphere | Grenade | MP Sphere | Silver Hourglass | Evasion Sphere | ||
Dream Powder | Return Sphere | Grenade | Return Sphere | Silver Hourglass | Friend Sphere | ||
Dream Powder | Strength Sphere | Grenade | Strength Sphere | Silver Hourglass | Gambler's Spirit | ||
Dream Powder | Teleport Sphere | Grenade | Teleport Sphere | Silver Hourglass | HP Sphere | ||
Dream Powder | Warp Sphere | Grenade | Warp Sphere | Silver Hourglass | Lv. 3 Key Sphere | ||
Evasion Sphere | Hypello Potion | HP Sphere | Hypello Potion | Silver Hourglass | Lv. 4 Key Sphere | ||
Evasion Sphere | Musk | HP Sphere | Musk | Silver Hourglass | Magic Defense Sphere | ||
Evasion Sphere | Shining Thorn | HP Sphere | Shining Thorn | Silver Hourglass | Magic Sphere | ||
Farplane Shadow | Accuracy Sphere | Hypello Potion | Amulet | Silver Hourglass | Master Sphere | ||
Farplane Shadow | Agility Sphere | Hypello Potion | Door to Tomorrow | Silver Hourglass | MP Sphere | ||
Farplane Shadow | Amulet | Hypello Potion | Gambler's Spirit | Silver Hourglass | Pendulum | ||
Farplane Shadow | Attribute Sphere | Hypello Potion | Pendulum | Silver Hourglass | Return Sphere | ||
Farplane Shadow | Black Magic Sphere | Hypello Potion | Underdog's Secret | Silver Hourglass | Strength Sphere | ||
Farplane Shadow | Clear Sphere | Hypello Potion | Wings to Discovery | Silver Hourglass | Teleport Sphere | ||
Farplane Shadow | Defense Sphere | Hypello Potion | Winning Formula | Silver Hourglass | Underdog's Secret | ||
Farplane Shadow | Door to Tomorrow | Lv. 3 Key Sphere | Hypello Potion | Silver Hourglass | Warp Sphere | ||
Farplane Shadow | Evasion Sphere | Lv. 3 Key Sphere | Musk | Silver Hourglass | Wings to Discovery | ||
Farplane Shadow | Friend Sphere | Lv. 3 Key Sphere | Shining Thorn | Silver Hourglass | Winning Formula | ||
Farplane Shadow | Gambler's Spirit | Lv. 4 Key Sphere | Hypello Potion | Sleeping Powder | Accuracy Sphere | ||
Farplane Shadow | HP Sphere | Lv. 4 Key Sphere | Musk | Sleeping Powder | Agility Sphere | ||
Farplane Shadow | Lv. 1 Key Sphere | Lv. 4 Key Sphere | Shining Thorn | Sleeping Powder | Defense Sphere | ||
Farplane Shadow | Lv. 2 Key Sphere | Magic Defense Sphere | Hypello Potion | Sleeping Powder | Evasion Sphere | ||
Farplane Shadow | Lv. 3 Key Sphere | Magic Defense Sphere | Musk | Sleeping Powder | Friend Sphere | ||
Farplane Shadow | Lv. 4 Key Sphere | Magic Defense Sphere | Shining Thorn | Sleeping Powder | HP Sphere | ||
Farplane Shadow | Magic Defense Sphere | Magic Sphere | Hypello Potion | Sleeping Powder | Lv. 3 Key Sphere | ||
Farplane Shadow | Magic Sphere | Magic Sphere | Musk | Sleeping Powder | Lv. 4 Key Sphere | ||
Farplane Shadow | Master Sphere | Magic Sphere | Shining Thorn | Sleeping Powder | Magic Defense Sphere | ||
Farplane Shadow | MP Sphere | Master Sphere | Hypello Potion | Sleeping Powder | Magic Sphere | ||
Farplane Shadow | Pendulum | Master Sphere | Musk | Sleeping Powder | Master Sphere | ||
Farplane Shadow | Return Sphere | Master Sphere | Shining Thorn | Sleeping Powder | MP Sphere | ||
Farplane Shadow | Skill Sphere | MP Sphere | Hypello Potion | Sleeping Powder | Return Sphere | ||
Farplane Shadow | Special Sphere | MP Sphere | Musk | Sleeping Powder | Strength Sphere | ||
Farplane Shadow | Strength Sphere | MP Sphere | Shining Thorn | Sleeping Powder | Teleport Sphere | ||
Farplane Shadow | Teleport Sphere | Musk | Amulet | Sleeping Powder | Warp Sphere | ||
Farplane Shadow | Underdog's Secret | Musk | Door to Tomorrow | Smoke Bomb | Accuracy Sphere | ||
Farplane Shadow | Warp Sphere | Musk | Gambler's Spirit | Smoke Bomb | Agility Sphere | ||
Farplane Shadow | White Magic Sphere | Musk | Pendulum | Smoke Bomb | Defense Sphere | ||
Farplane Shadow | Wings to Discovery | Musk | Underdog's Secret | Smoke Bomb | Evasion Sphere | ||
Farplane Shadow | Winning Formula | Musk | Wings to Discovery | Smoke Bomb | Friend Sphere | ||
Farplane Wind | Accuracy Sphere | Musk | Winning Formula | Smoke Bomb | HP Sphere | ||
Farplane Wind | Agility Sphere | Pendulum | Amulet | Smoke Bomb | Lv. 3 Key Sphere | ||
Farplane Wind | Amulet | Pendulum | Pendulum | Smoke Bomb | Lv. 4 Key Sphere | ||
Farplane Wind | Attribute Sphere | Petrify Grenade | Accuracy Sphere | Smoke Bomb | Magic Defense Sphere | ||
Farplane Wind | Black Magic Sphere | Petrify Grenade | Agility Sphere | Smoke Bomb | Magic Sphere | ||
Farplane Wind | Clear Sphere | Petrify Grenade | Amulet | Smoke Bomb | Master Sphere | ||
Farplane Wind | Defense Sphere | Petrify Grenade | Defense Sphere | Smoke Bomb | MP Sphere | ||
Farplane Wind | Door to Tomorrow | Petrify Grenade | Door to Tomorrow | Smoke Bomb | Return Sphere | ||
Farplane Wind | Evasion Sphere | Petrify Grenade | Evasion Sphere | Smoke Bomb | Strength Sphere | ||
Farplane Wind | Farplane Wind | Petrify Grenade | Friend Sphere | Smoke Bomb | Teleport Sphere | ||
Farplane Wind | Friend Sphere | Petrify Grenade | Gambler's Spirit | Smoke Bomb | Warp Sphere | ||
Farplane Wind | Gambler's Spirit | Petrify Grenade | HP Sphere | Strength Sphere | Hypello Potion | ||
Farplane Wind | HP Sphere | Petrify Grenade | Lv. 3 Key Sphere | Strength Sphere | Musk | ||
Farplane Wind | Lv. 1 Key Sphere | Petrify Grenade | Lv. 4 Key Sphere | Strength Sphere | Shining Thorn | ||
Farplane Wind | Lv. 2 Key Sphere | Petrify Grenade | Magic DefenseSphere | Supreme Gem | Candle of Life | ||
Farplane Wind | Lv. 3 Key Sphere | Petrify Grenade | Magic Sphere | Supreme Gem | Chocobo Feather | ||
Farplane Wind | Lv. 4 Key Sphere | Petrify Grenade | Master Sphere | Supreme Gem | Chocobo Wing | ||
Farplane Wind | Magic Defense Sphere | Petrify Grenade | MP Sphere | Supreme Gem | Farplane Shadow | ||
Farplane Wind | Magic Sphere | Petrify Grenade | Pendulum | Supreme Gem | Farplane Wind | ||
Farplane Wind | Master Sphere | Petrify Grenade | Return Sphere | Supreme Gem | Gold Hourglass | ||
Farplane Wind | MP Sphere | Petrify Grenade | Strength Sphere | Supreme Gem | Healing Spring | ||
Farplane Wind | Pendulum | Petrify Grenade | Teleport Sphere | Supreme Gem | Light Curtain | ||
Farplane Wind | Return Sphere | Petrify Grenade | Underdog's Secret | Supreme Gem | Lunar Curtain | ||
Farplane Wind | Skill Sphere | Petrify Grenade | Warp Sphere | Supreme Gem | Mana Spring | ||
Farplane Wind | Special Sphere | Petrify Grenade | Wings to Discovery | Supreme Gem | Petrify Grenade | ||
Farplane Wind | Strength Sphere | Petrify Grenade | Winning Formula | Supreme Gem | Poison Fang | ||
Farplane Wind | Teleport Sphere | Poison Fang | Accuracy Sphere | Supreme Gem | Purifying Salt | ||
Farplane Wind | Underdog's Secret | Poison Fang | Agility Sphere | Supreme Gem | Silver Hourglass | ||
Farplane Wind | Warp Sphere | Poison Fang | Amulet | Supreme Gem | Soul Spring | ||
Farplane Wind | White Magic Sphere | Poison Fang | Defense Sphere | Supreme Gem | Stamina Spring | ||
Farplane Wind | Wings to Discovery | Poison Fang | Door to Tomorrow | Supreme Gem | Star Curtain | ||
Farplane Wind | Winning Formula | Poison Fang | Evasion Sphere | Teleport Sphere | Hypello Potion | ||
Frag Grenade | Accuracy Sphere | Poison Fang | Friend Sphere | Teleport Sphere | Musk | ||
Frag Grenade | Agility Sphere | Poison Fang | Gambler's Spirit | Teleport Sphere | Shining Thorn | ||
Frag Grenade | Defense Sphere | Poison Fang | HP Sphere | Warp Sphere | Hypello Potion | ||
Frag Grenade | Evasion Sphere | Poison Fang | Lv. 3 Key Sphere | Warp Sphere | Musk | ||
Frag Grenade | Friend Sphere | Poison Fang | Lv. 4 Key Sphere | Warp Sphere | Shining Thorn |
Cluster Bomb
- Effects: Hits all enemies for 4,800 damage.
- |c Black Magic Sphere |c Strength Sphere ||c Magic Sphere |c Warp Sphere ||c Special Sphere |c Magic Sphere |
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Sphere | Accuracy Sphere | Ice Gem | Blessed Gem | Power Sphere | Defense Sphere | ||
Ability Sphere | Agility Sphere | Ice Gem | Shining Gem | Power Sphere | Door to Tomorrow | ||
Ability Sphere | Amulet | Lightning Gem | Blessed Gem | Power Sphere | Evasion Sphere | ||
Ability Sphere | Defense Sphere | Lightning Gem | Shining Gem | Power Sphere | Friend Sphere | ||
Ability Sphere | Door to Tomorrow | Lightning Marble | Blessed Gem | Power Sphere | Gambler's Spirit | ||
Ability Sphere | Evasion Sphere | Lightning Marble | Shining Gem | Power Sphere | HP Sphere | ||
Ability Sphere | Friend Sphere | Lv. 1 Key Sphere | Accuracy Sphere | Power Sphere | Lv. 3 Key Sphere | ||
Ability Sphere | Gambler's Spirit | Lv. 1 Key Sphere | Agility Sphere | Power Sphere | Lv. 4 Key Sphere | ||
Ability Sphere | HP Sphere | Lv. 1 Key Sphere | Defense Sphere | Power Sphere | Magic Defense Sphere | ||
Ability Sphere | Lv. 3 Key Sphere | Lv. 1 Key Sphere | Evasion Sphere | Power Sphere | Magic Sphere | ||
Ability Sphere | Lv. 4 Key Sphere | Lv. 1 Key Sphere | Friend Sphere | Power Sphere | Master Sphere | ||
Ability Sphere | Magic Defense Sphere | Lv. 1 Key Sphere | HP Sphere | Power Sphere | MP Sphere | ||
Ability Sphere | Magic Sphere | Lv. 1 Key Sphere | Lv. 2 Key Sphere | Power Sphere | Pendulum | ||
Ability Sphere | Master Sphere | Lv. 1 Key Sphere | Lv. 3 Key Sphere | Power Sphere | Return Sphere | ||
Ability Sphere | MP Sphere | Lv. 1 Key Sphere | Magic Defense Sphere | Power Sphere | Strength Sphere | ||
Ability Sphere | Pendulum | Lv. 1 Key Sphere | Magic Sphere | Power Sphere | Teleport Sphere | ||
Ability Sphere | Return Sphere | Lv. 1 Key Sphere | MP Sphere | Power Sphere | Underdog's Secret | ||
Ability Sphere | Strength Sphere | Lv. 1 Key Sphere | Return Sphere | Power Sphere | Warp Sphere | ||
Ability Sphere | Teleport Sphere | Lv. 1 Key Sphere | Strength Sphere | Power Sphere | Wings to Discovery | ||
Ability Sphere | Underdog's Secret | Lv. 1 Key Sphere | Teleport Sphere | Power Sphere | Winning Formula | ||
Ability Sphere | Warp Sphere | Lv. 2 Key Sphere | Accuracy Sphere | Rename Card | Amulet | ||
Ability Sphere | Wings to Discovery | Lv. 2 Key Sphere | Agility Sphere | Rename Card | Door to Tomorrow | ||
Ability Sphere | Winning Formula | Lv. 2 Key Sphere | Defense Sphere | Rename Card | Gambler's Spirit | ||
Accuracy Sphere | Accuracy Sphere | Lv. 2 Key Sphere | Evasion Sphere | Rename Card | Pendulum | ||
Accuracy Sphere | Friend Sphere | Lv. 2 Key Sphere | Friend Sphere | Rename Card | Underdog's Secret | ||
Accuracy Sphere | Return Sphere | Lv. 2 Key Sphere | HP Sphere | Rename Card | Wings to Discovery | ||
Accuracy Sphere | Teleport Sphere | Lv. 2 Key Sphere | Lv. 2 Key Sphere | Rename Card | Winning Formula | ||
Accuracy Sphere | Warp Sphere | Lv. 2 Key Sphere | Lv. 3 Key Sphere | Return Sphere | Friend Sphere | ||
Agility Sphere | Accuracy Sphere | Lv. 2 Key Sphere | Magic Defense Sphere | Return Sphere | Return Sphere | ||
Agility Sphere | Agility Sphere | Lv. 2 Key Sphere | Magic Sphere | Return Sphere | Teleport Sphere | ||
Agility Sphere | Evasion Sphere | Lv. 2 Key Sphere | MP Sphere | Return Sphere | Warp Sphere | ||
Agility Sphere | Friend Sphere | Lv. 2 Key Sphere | Return Sphere | Shining Gem | Map | ||
Agility Sphere | Return Sphere | Lv. 2 Key Sphere | Strength Sphere | Shining Gem | Rename Card | ||
Agility Sphere | Teleport Sphere | Lv. 2 Key Sphere | Teleport Sphere | Silence Grenade | Blessed Gem | ||
Agility Sphere | Warp Sphere | Lv. 3 Key Sphere | Accuracy Sphere | Silence Grenade | Pendulum | ||
Antarctic Wind | Blessed Gem | Lv. 3 Key Sphere | Agility Sphere | Silence Grenade | Shining Gem | ||
Antarctic Wind | Shining Gem | Lv. 3 Key Sphere | Defense Sphere | Skill Sphere | Accuracy Sphere | ||
Arctic Wind | Blessed Gem | Lv. 3 Key Sphere | Evasion Sphere | Skill Sphere | Agility Sphere | ||
Arctic Wind | Shining Gem | Lv. 3 Key Sphere | Friend Sphere | Skill Sphere | Defense Sphere | ||
Attribute Sphere | Accuracy Sphere | Lv. 3 Key Sphere | HP Sphere | Skill Sphere | Evasion Sphere | ||
Attribute Sphere | Agility Sphere | Lv. 3 Key Sphere | Lv. 3 Key Sphere | Skill Sphere | Friend Sphere | ||
Attribute Sphere | Defense Sphere | Lv. 3 Key Sphere | Magic Defense Sphere | Skill Sphere | HP Sphere | ||
Attribute Sphere | Evasion Sphere | Lv. 3 Key Sphere | Magic Sphere | Skill Sphere | Lv. 2 Key Sphere | ||
Attribute Sphere | Friend Sphere | Lv. 3 Key Sphere | MP Sphere | Skill Sphere | Lv. 3 Key Sphere | ||
Attribute Sphere | HP Sphere | Lv. 3 Key Sphere | Return Sphere | Skill Sphere | Magic Defense Sphere | ||
Attribute Sphere | Lv. 2 Key Sphere | Lv. 3 Key Sphere | Strength Sphere | Skill Sphere | Magic Sphere | ||
Attribute Sphere | Lv. 3 Key Sphere | Lv. 3 Key Sphere | Teleport Sphere | Skill Sphere | MP Sphere | ||
Attribute Sphere | Magic Defense Sphere | Lv. 4 Key Sphere | Map | Skill Sphere | Return Sphere | ||
Attribute Sphere | Magic Sphere | Lv. 4 Key Sphere | Rename Card | Skill Sphere | Strength Sphere | ||
Attribute Sphere | MP Sphere | Magic Defense Sphere | Accuracy Sphere | Skill Sphere | Teleport Sphere | ||
Attribute Sphere | Return Sphere | Magic Defense Sphere | Agility Sphere | Sleeping Powder | Blessed Gem | ||
Attribute Sphere | Strength Sphere | Magic Defense Sphere | Evasion Sphere | Sleeping Powder | Pendulum | ||
Attribute Sphere | Teleport Sphere | Magic Defense Sphere | Friend Sphere | Sleeping Powder | Shining Gem | ||
Black Magic Sphere | Accuracy Sphere | Magic Defense Sphere | Magic Defense Sphere | Smoke Bomb | Blessed Gem | ||
Black Magic Sphere | Agility Sphere | Magic Defense Sphere | Return Sphere | Smoke Bomb | Pendulum | ||
Black Magic Sphere | Defense Sphere | Magic Defense Sphere | Teleport Sphere | Smoke Bomb | Shining Gem | ||
Black Magic Sphere | Evasion Sphere | Magic Defense Sphere | Warp Sphere | Special Sphere | Accuracy Sphere | ||
Black Magic Sphere | Friend Sphere | Magic Sphere | Accuracy Sphere | Special Sphere | Agility Sphere | ||
Black Magic Sphere | HP Sphere | Magic Sphere | Agility Sphere | Special Sphere | Defense Sphere | ||
Black Magic Sphere | Lv. 2 Key Sphere | Magic Sphere | Evasion Sphere | Special Sphere | Evasion Sphere | ||
Black Magic Sphere | Lv. 3 Key Sphere | Magic Sphere | Friend Sphere | Special Sphere | Friend Sphere | ||
Black Magic Sphere | Magic Defense Sphere | Magic Sphere | Magic Defense Sphere | Special Sphere | HP Sphere | ||
Black Magic Sphere | Magic Sphere | Magic Sphere | Magic Sphere | Special Sphere | Lv. 2 Key Sphere | ||
Black Magic Sphere | MP Sphere | Magic Sphere | Return Sphere | Special Sphere | Lv. 3 Key Sphere | ||
Black Magic Sphere | Return Sphere | Magic Sphere | Teleport Sphere | Special Sphere | Magic Defense Sphere | ||
Black Magic Sphere | Teleport Sphere | Mana Sphere | Accuracy Sphere | Special Sphere | MP Sphere | ||
Blessed Gem | Map | Mana Sphere | Agility Sphere | Special Sphere | Return Sphere | ||
Blessed Gem | Rename Card | Mana Sphere | Amulet | Special Sphere | Strength Sphere | ||
Bomb Core | Blessed Gem | Mana Sphere | Defense Sphere | Special Sphere | Teleport Sphere | ||
Bomb Core | Shining Gem | Mana Sphere | Door to Tomorrow | Speed Sphere | Accuracy Sphere | ||
Bomb Fragment | Blessed Gem | Mana Sphere | Evasion Sphere | Speed Sphere | Agility Sphere | ||
Bomb Fragment | Shining Gem | Mana Sphere | Friend Sphere | Speed Sphere | Amulet | ||
Clear Sphere | Friend Sphere | Mana Sphere | Gambler's Spirit | Speed Sphere | Defense Sphere | ||
Clear Sphere | Return Sphere | Mana Sphere | HP Sphere | Speed Sphere | Door to Tomorrow | ||
Clear Sphere | Teleport Sphere | Mana Sphere | Lv. 3 Key Sphere | Speed Sphere | Evasion Sphere | ||
Clear Sphere | Warp Sphere | Mana Sphere | Lv. 4 Key Sphere | Speed Sphere | Friend Sphere | ||
Defense Sphere | Accuracy Sphere | Mana Sphere | Magic Defense Sphere | Speed Sphere | Gambler's Spirit | ||
Defense Sphere | Agility Sphere | Mana Sphere | Magic Sphere | Speed Sphere | HP Sphere | ||
Defense Sphere | Defense Sphere | Mana Sphere | Master Sphere | Speed Sphere | Lv. 3 Key Sphere | ||
Defense Sphere | Evasion Sphere | Mana Sphere | MP Sphere | Speed Sphere | Lv. 4 Key Sphere | ||
Defense Sphere | Friend Sphere | Mana Sphere | Pendulum | Speed Sphere | Magic Defense Sphere | ||
Defense Sphere | Magic Defense Sphere | Mana Sphere | Return Sphere | Speed Sphere | Magic Sphere | ||
Defense Sphere | Magic Sphere | Mana Sphere | Strength Sphere | Speed Sphere | Master Sphere | ||
Defense Sphere | Return Sphere | Mana Sphere | Teleport Sphere | Speed Sphere | MP Sphere | ||
Defense Sphere | Teleport Sphere | Mana Sphere | Underdog's Secret | Speed Sphere | Pendulum | ||
Defense Sphere | Warp Sphere | Mana Sphere | Warp Sphere | Speed Sphere | Return Sphere | ||
Dragon Scale | Blessed Gem | Mana Sphere | Wings to Discovery | Speed Sphere | Strength Sphere | ||
Dragon Scale | Shining Gem | Mana Sphere | Winning Formula | Speed Sphere | Teleport Sphere | ||
Dream Powder | Blessed Gem | Map | Amulet | Speed Sphere | Underdog's Secret | ||
Dream Powder | Pendulum | Map | Door to Tomorrow | Speed Sphere | Warp Sphere | ||
Dream Powder | Shining Gem | Map | Gambler's Spirit | Speed Sphere | Wings to Discovery | ||
Electro Marble | Blessed Gem | Map | Pendulum | Speed Sphere | Winning Formula | ||
Electro Marble | Shining Gem | Map | Underdog's Secret | Strength Sphere | Accuracy Sphere | ||
Evasion Sphere | Accuracy Sphere | Map | Wings to Discovery | Strength Sphere | Agility Sphere | ||
Evasion Sphere | Evasion Sphere | Map | Winning Formula | Strength Sphere | Defense Sphere | ||
Evasion Sphere | Friend Sphere | Master Sphere | Accuracy Sphere | Strength Sphere | Evasion Sphere | ||
Evasion Sphere | Return Sphere | Master Sphere | Agility Sphere | Strength Sphere | Friend Sphere | ||
Evasion Sphere | Teleport Sphere | Master Sphere | Defense Sphere | Strength Sphere | Magic Defense Sphere | ||
Evasion Sphere | Warp Sphere | Master Sphere | Evasion Sphere | Strength Sphere | Magic Sphere | ||
Fire Gem | Blessed Gem | Master Sphere | Friend Sphere | Strength Sphere | Return Sphere | ||
Fire Gem | Shining Gem | Master Sphere | HP Sphere | Strength Sphere | Strength Sphere | ||
Fish Scale | Blessed Gem | Master Sphere | Lv. 2 Key Sphere | Strength Sphere | Teleport Sphere | ||
Fish Scale | Shining Gem | Master Sphere | Lv. 3 Key Sphere | Strength Sphere | Warp Sphere | ||
Frag Grenade | Blessed Gem | Master Sphere | Magic Defense Sphere | Supreme Gem | Map | ||
Frag Grenade | Pendulum | Master Sphere | Magic Sphere | Supreme Gem | Rename Card | ||
Frag Grenade | Shining Gem | Master Sphere | MP Sphere | Teleport Sphere | Teleport Sphere | ||
Friend Sphere | Friend Sphere | Master Sphere | Return Sphere | Teleport Sphere | Warp Sphere | ||
Friend Sphere | Teleport Sphere | Master Sphere | Strength Sphere | Warp Sphere | Warp Sphere | ||
Friend Sphere | Warp Sphere | Master Sphere | Teleport Sphere | Water Gem | Blessed Gem | ||
Grenade | Blessed Gem | MP Sphere | Accuracy Sphere | Water Gem | Shining Gem | ||
Grenade | Pendulum | MP Sphere | Agility Sphere | White Magic Sphere | Accuracy Sphere | ||
Grenade | Shining Gem | MP Sphere | Defense Sphere | White Magic Sphere | Agility Sphere | ||
HP Sphere | Accuracy Sphere | MP Sphere | Evasion Sphere | White Magic Sphere | Defense Sphere | ||
HP Sphere | Agility Sphere | MP Sphere | Friend Sphere | White Magic Sphere | Evasion Sphere | ||
HP Sphere | Defense Sphere | MP Sphere | Magic Defense Sphere | White Magic Sphere | Friend Sphere | ||
HP Sphere | Evasion Sphere | MP Sphere | Magic Sphere | White Magic Sphere | HP Sphere | ||
HP Sphere | Friend Sphere | MP Sphere | MP Sphere | White Magic Sphere | Lv. 2 Key Sphere | ||
HP Sphere | HP Sphere | MP Sphere | Return Sphere | White Magic Sphere | Lv. 3 Key Sphere | ||
HP Sphere | Magic Defense Sphere | MP Sphere | Strength Sphere | White Magic Sphere | Magic Defense Sphere | ||
HP Sphere | Magic Sphere | MP Sphere | Teleport Sphere | White Magic Sphere | Magic Sphere | ||
HP Sphere | MP Sphere | MP Sphere | Warp Sphere | White Magic Sphere | MP Sphere | ||
HP Sphere | Return Sphere | Power Sphere | Accuracy Sphere | White Magic Sphere | Return Sphere | ||
HP Sphere | Strength Sphere | Power Sphere | Agility Sphere | White Magic Sphere | Strength Sphere | ||
HP Sphere | Teleport Sphere | Power Sphere | Amulet | White Magic Sphere | Teleport Sphere | ||
HP Sphere | Warp Sphere |
Dark Rain
- Effects: Three random-targeting Water-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Powjer, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Dragon Scale | Dream Powder | Water Gem | Mana Spring | |
Dragon Scale | Farplane Shadow | Water Gem | Musk | |
Dragon Scale | Farplane Wind | Water Gem | Petrify Grenade | |
Water Gem | Candle of Life | Water Gem | Poison Fang | |
Water Gem | Chocobo Feather | Water Gem | Purifying Salt | |
Water Gem | Chocobo Wing | Water Gem | Shining Thorn | |
Water Gem | Dream Powder | Water Gem | Silence Grenade | |
Water Gem | Farplane Shadow | Water Gem | Silver Hourglass | |
Water Gem | Farplane Wind | Water Gem | Sleeping Powder | |
Water Gem | Gold Hourglass | Water Gem | Smoke Bomb | |
Water Gem | Healing Spring | Water Gem | Soul Spring | |
Water Gem | Hypello Potion | Water Gem | Stamina Spring |
Eccentrick
- Effects: The Overdrive gauges of the party fill up at double the normal speed (until KO'ed or the battle ends). This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor abilities.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Amulet | Amulet | Megalixir | Black Magic Sphere | Megalixir | Underdog's Secret | ||
Amulet | Door to Tomorrow | Megalixir | Clear Sphere | Megalixir | Warp Sphere | ||
Amulet | Gambler's Spirit | Megalixir | Dark Matter | Megalixir | White Magic Sphere | ||
Amulet | Underdog's Secret | Megalixir | Defense Sphere | Megalixir | Wings to Discovery | ||
Amulet | Wings to Discovery | Megalixir | Door to Tomorrow | Megalixir | Winning Formula | ||
Amulet | Winning Formula | Megalixir | Evasion Sphere | Pendulum | Door to Tomorrow | ||
Elixir | Amulet | Megalixir | Friend Sphere | Pendulum | Gambler's Spirit | ||
Elixir | Dark Matter | Megalixir | Gambler's Spirit | Pendulum | Underdog's Secret | ||
Elixir | Door to Tomorrow | Megalixir | HP Sphere | Pendulum | Wings to Discovery | ||
Elixir | Gambler's Spirit | Megalixir | Lv. 1 Key Sphere | Pendulum | Winning Formula | ||
Elixir | Underdog's Secret | Megalixir | Lv. 2 Key Sphere | Stamina Tonic | Amulet | ||
Elixir | Wings to Discovery | Megalixir | Lv. 3 Key Sphere | Stamina Tonic | Door to Tomorrow | ||
Elixir | Winning Formula | Megalixir | Lv. 4 Key Sphere | Stamina Tonic | Gambler's Spirit | ||
Mana Tablet | Amulet | Megalixir | Magic Defense Sphere | Stamina Tonic | Underdog's Secret | ||
Mana Tablet | Door to Tomorrow | Megalixir | Magic Sphere | Stamina Tonic | Wings to Discovery | ||
Mana Tablet | Gambler's Spirit | Megalixir | Mana Tablet | Stamina Tonic | Winning Formula | ||
Mana Tablet | Underdog's Secret | Megalixir | Mana Tonic | Three Stars | Amulet | ||
Mana Tablet | Wings to Discovery | Megalixir | Master Sphere | Three Stars | Door to Tomorrow | ||
Mana Tablet | Winning Formula | Megalixir | MP Sphere | Three Stars | Gambler's Spirit | ||
Mana Tonic | Amulet | Megalixir | Pendulum | Three Stars | Underdog's Secret | ||
Mana Tonic | Door to Tomorrow | Megalixir | Return Sphere | Three Stars | Wings to Discovery | ||
Mana Tonic | Gambler's Spirit | Megalixir | Skill Sphere | Three Stars | Winning Formula | ||
Mana Tonic | Underdog's Secret | Megalixir | Special Sphere | Twin Stars | Amulet | ||
Mana Tonic | Wings to Discovery | Megalixir | Stamina Tablet | Twin Stars | Door to Tomorrow | ||
Mana Tonic | Winning Formula | Megalixir | Stamina Tonic | Twin Stars | Gambler's Spirit | ||
Megalixir | Accuracy Sphere | Megalixir | Strength Sphere | Twin Stars | Underdog's Secret | ||
Megalixir | Agility Sphere | Megalixir | Teleport Sphere | Twin Stars | Wings to Discovery | ||
Megalixir | Amulet | Megalixir | Three Stars | Twin Stars | Winning Formula | ||
Megalixir | Attribute Sphere | Megalixir | Twin Stars |
Electroshock
- Effects: Three random-targeting Lightning-elemental hits, each for 400 damage (1,200 damagoe to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if possible) until cured.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Electro Marble | Candle of Life | Electro Marble | Purifying Salt | Lightning Marble | Hypello Potion | ||
Electro Marble | Chocobo Feather | Electro Marble | Shining Thorn | Lightning Marble | Mana Spring | ||
Electro Marble | Chocobo Wing | Electro Marble | Silence Grenade | Lightning Marble | Musk | ||
Electro Marble | Dream Powder | Electro Marble | Silver Hourglass | Lightning Marble | Petrify Grenade | ||
Electro Marble | Farplane Shadow | Electro Marble | Sleeping Powder | Lightning Marble | Poison Fang | ||
Electro Marble | Farplane Wind | Electro Marble | Smoke Bomb | Lightning Marble | Purifying Salt | ||
Electro Marble | Gold Hourglass | Electro Marble | Soul Spring | Lightning Marble | Shining Thorn | ||
Electro Marble | Healing Spring | Electro Marble | Stamina Spring | Lightning Marble | Silence Grenade | ||
Electro Marble | Hypello Potion | Lightning Marble | Candle of Life | Lightning Marble | Silver Hourglass | ||
Electro Marble | Mana Spring | Lightning Marble | Chocobo Feather | Lightning Marble | Sleeping Powder | ||
Electro Marble | Musk | Lightning Marble | Chocobo Wing | Lightning Marble | Smoke Bomb | ||
Electro Marble | Petrify Grenade | Lightning Marble | Gold Hourglass | Lightning Marble | Soul Spring | ||
Electro Marble | Poison Fang | Lightning Marble | Healing Spring | Lightning Marble | Stamina Spring |
Elixir
- Effects: Fully restores one ally's HP/MP (up to 9,999/999). KO's Zombied characters with under 10,000 HP.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Antidote | Ability Sphere | Eye Drops | Ability Sphere | |
Antidote | Mana Sphere | Eye Drops | Mana Sphere | |
Antidote | Power Sphere | Eye Drops | Power Sphere | |
Antidote | Speed Sphere | Eye Drops | Speed Sphere | |
Echo Screen | Ability Sphere | Soft | Ability Sphere | |
Echo Screen | Mana Sphere | Soft | Mana Sphere | |
Echo Screen | Power Sphere | Soft | Power Sphere | |
Echo Screen | Speed Sphere | Soft | Speed Sphere |
Final Elixir
- Effects: Fully restores the party's HP/MP (up to 99,999/9,999). It also cures Berserk, Confusion, Curse, Darkness, Petrification, Silence, Sleep, Slow, and Zombie (supposedly), but does not cure Doom, KO, or status Breaks. Note that, while this claims to cure Zombie, it's doesn't really: HP healing takes place before status healing, so Zombies will be KO'ed before their Zombification can be removed.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Dark Matter | Mega Phoenix | Lv. 2 Key Sphere | Phoenix Down | Supreme Gem | ||
Ability Distiller | Lv. 3 Key Sphere | Mega Phoenix | Lv. 3 Key Sphere | Potion | Dark Matter | ||
Ability Distiller | Lv. 4 Key Sphere | Mega Phoenix | Lv. 4 Key Sphere | Power Distiller | Dark Matter | ||
Ability Distiller | Master Sphere | Mega Phoenix | Magic Defense Sphere | Power Distiller | Lv. 3 Key Sphere | ||
Ability Distiller | Three Stars | Mega Phoenix | Magic Sphere | Power Distiller | Lv. 4 Key Sphere | ||
Al Bhed Potion | Dark Matter | Mega Phoenix | Master Sphere | Power Distiller | Master Sphere | ||
Al Bhed Potion | Lv. 3 Key Sphere | Mega Phoenix | MP Sphere | Power Distiller | Three Stars | ||
Al Bhed Potion | Lv. 4 Key Sphere | Mega Phoenix | Pendulum | Purifying Salt | Amulet | ||
Al Bhed Potion | Master Sphere | Mega Phoenix | Return Sphere | Purifying Salt | Door to Tomorrow | ||
Antidote | Dark Matter | Mega Phoenix | Skill Sphere | Purifying Salt | Gambler's Spirit | ||
Antidote | Master Sphere | Mega Phoenix | Special Sphere | Purifying Salt | Pendulum | ||
Antidote | Three Stars | Mega Phoenix | Strength Sphere | Purifying Salt | Underdog's Secret | ||
Echo Screen | Dark Matter | Mega Phoenix | Supreme Gem | Purifying Salt | Wings to Discovery | ||
Echo Screen | Master Sphere | Mega Phoenix | Teleport Sphere | Purifying Salt | Winning Formula | ||
Echo Screen | Three Stars | Mega Phoenix | Underdog's Secret | Remedy | Dark Matter | ||
Elixir | Blessed Gem | Mega Phoenix | Warp Sphere | Remedy | Master Sphere | ||
Elixir | Farplane Wind | Mega Phoenix | White Magic Sphere | Remedy | Three Stars | ||
Elixir | Shining Gem | Mega Phoenix | Wings to Discovery | Soft | Dark Matter | ||
Elixir | Supreme Gem | Mega Phoenix | Winning Formula | Soft | Master Sphere | ||
Ether | Dark Matter | Megalixir | Antarctic Wind | Soft | Master Sphere | ||
Eye Drops | Dark Matter | Megalixir | Arctic Wind | Soft | Three Stars | ||
Eye Drops | Master Sphere | Megalixir | Blessed Gem | Soul Spring | Amulet | ||
Eye Drops | Three Stars | Megalixir | Bomb Core | Soul Spring | Door to Tomorrow | ||
Healing Water | Amulet | Megalixir | Bomb Fragment | Soul Spring | Gambler's Spirit | ||
Healing Water | Dark Matter | Megalixir | Candle of Life | Soul Spring | Pendulum | ||
Healing Water | Door to Tomorrow | Megalixir | Chocobo Feather | Soul Spring | Underdog's Secret | ||
Healing Water | Farplane Wind | Megalixir | Chocobo Wing | Soul Spring | Wings to Discovery | ||
Healing Water | Gambler's Spirit | Megalixir | Dragon Scale | Soul Spring | Winning Formula | ||
Healing Water | Lv. 3 Key Sphere | Megalixir | Dream Powder | Speed Distiller | Dark Matter | ||
Healing Water | Lv. 4 Key Sphere | Megalixir | Electro Marble | Speed Distiller | Lv. 3 Key Sphere | ||
Healing Water | Master Sphere | Megalixir | Farplane Shadow | Speed Distiller | Lv. 4 Key Sphere | ||
Healing Water | Pendulum | Megalixir | Farplane Wind | Speed Distiller | Master Sphere | ||
Healing Water | Teleport Sphere | Megalixir | Fire Gem | Speed Distiller | Three Stars | ||
Healing Water | Underdog's Secret | Megalixir | Fish Scale | Stamina Spring | Amulet | ||
Healing Water | Warp Sphere | Megalixir | Gold Hourglass | Stamina Spring | Door to Tomorrow | ||
Healing Water | Wings to Discovery | Megalixir | Healing Spring | Stamina Spring | Gambler's Spirit | ||
Healing Water | Winning Formula | Megalixir | Healing Water | Stamina Spring | Pendulum | ||
Hi-Potion | Accuracy Sphere | Megalixir | Hypello Potion | Stamina Spring | Underdog's Secret | ||
Hi-Potion | Agility Sphere | Megalixir | Ice Gem | Stamina Spring | Wings to Discovery | ||
Hi-Potion | Attribute Sphere | Megalixir | Light Curtain | Stamina Spring | Winning Formula | ||
Hi-Potion | Black Magic Sphere | Megalixir | Lightning Gem | Stamina Tablet | Amulet | ||
Hi-Potion | Clear Sphere | Megalixir | Lightning Marble | Stamina Tablet | Door to Tomorrow | ||
Hi-Potion | Dark Matter | Megalixir | Lunar Curtain | Stamina Tablet | Gambler's Spirit | ||
Hi-Potion | Defense Sphere | Megalixir | Mana Spring | Stamina Tablet | Pendulum | ||
Hi-Potion | Door to Tomorrow | Megalixir | Musk | Stamina Tablet | Underdog's Secret | ||
Hi-Potion | Evasion Sphere | Megalixir | Petrify Grenade | Stamina Tablet | Wings to Discovery | ||
Hi-Potion | Friend Sphere | Megalixir | Poison Fang | Stamina Tablet | Winning Formula | ||
Hi-Potion | Gambler's Spirit | Megalixir | Purifying Salt | Tetra Elemental | Amulet | ||
Hi-Potion | HP Sphere | Megalixir | Shadow Gem | Tetra Elemental | Dark Matter | ||
Hi-Potion | Lv. 1 Key Sphere | Megalixir | Shining Gem | Tetra Elemental | Door to Tomorrow | ||
Hi-Potion | Lv. 2 Key Sphere | Megalixir | Shining Thorn | Tetra Elemental | Farplane Wind | ||
Hi-Potion | Lv. 3 Key Sphere | Megalixir | Silence Grenade | Tetra Elemental | Gambler's Spirit | ||
Hi-Potion | Lv. 4 Key Sphere | Megalixir | Silver Hourglass | Tetra Elemental | Lv. 3 Key Sphere | ||
Hi-Potion | Magic Defense Sphere | Megalixir | Sleeping Powder | Tetra Elemental | Lv. 4 Key Sphere | ||
Hi-Potion | Magic Sphere | Megalixir | Smoke Bomb | Tetra Elemental | Master Sphere | ||
Hi-Potion | Master Sphere | Megalixir | Soul Spring | Tetra Elemental | Pendulum | ||
Hi-Potion | MP Sphere | Megalixir | Stamina Spring | Tetra Elemental | Teleport Sphere | ||
Hi-Potion | Return Sphere | Megalixir | Star Curtain | Tetra Elemental | Underdog's Secret | ||
Hi-Potion | Skill Sphere | Megalixir | Supreme Gem | Tetra Elemental | Warp Sphere | ||
Hi-Potion | Special Sphere | Megalixir | Tetra Elemental | Tetra Elemental | Wings to Discovery | ||
Hi-Potion | Strength Sphere | Megalixir | Water Gem | Tetra Elemental | Winning Formula | ||
Hi-Potion | Teleport Sphere | Mega-Potion | Accuracy Sphere | Turbo Ether | Dark Matter | ||
Hi-Potion | Underdog's Secret | Mega-Potion | Agility Sphere | X-Potion | Accuracy Sphere | ||
Hi-Potion | Warp Sphere | Mega-Potion | Amulet | X-Potion | Agility Sphere | ||
Hi-Potion | White Magic Sphere | Mega-Potion | Attribute Sphere | X-Potion | Amulet | ||
Hi-Potion | Wings to Discovery | Mega-Potion | Black Magic Sphere | X-Potion | Attribute Sphere | ||
Hi-Potion | Winning Formula | Mega-Potion | Clear Sphere | X-Potion | Black Magic Sphere | ||
Holy Water | Dark Matter | Mega-Potion | Dark Matter | X-Potion | Clear Sphere | ||
Holy Water | Master Sphere | Mega-Potion | Defense Sphere | X-Potion | Dark Matter | ||
Holy Water | Three Stars | Mega-Potion | Door to Tomorrow | X-Potion | Defense Sphere | ||
Mana Distiller | Dark Matter | Mega-Potion | Evasion Sphere | X-Potion | Door to Tomorrow | ||
Mana Distiller | Lv. 3 Key Sphere | Mega-Potion | Friend Sphere | X-Potion | Evasion Sphere | ||
Mana Distiller | Lv. 4 Key Sphere | Mega-Potion | Gambler's Spirit | X-Potion | Friend Sphere | ||
Mana Distiller | Master Sphere | Mega-Potion | HP Sphere | X-Potion | Gambler's Spirit | ||
Mana Distiller | Three Stars | Mega-Potion | Lv. 1 Key Sphere | X-Potion | HP Sphere | ||
Mana Spring | Amulet | Mega-Potion | Lv. 2 Key Sphere | X-Potion | Lv. 1 Key Sphere | ||
Mana Spring | Door to Tomorrow | Mega-Potion | Lv. 3 Key Sphere | X-Potion | Lv. 2 Key Sphere | ||
Mana Spring | Gambler's Spirit | Mega-Potion | Lv. 4 Key Sphere | X-Potion | Lv. 3 Key Sphere | ||
Mana Spring | Pendulum | Mega-Potion | Magic Defense Sphere | X-Potion | Lv. 4 Key Sphere | ||
Mana Spring | Underdog's Secret | Mega-Potion | Magic Sphere | X-Potion | Magic Defense Sphere | ||
Mana Spring | Wings to Discovery | Mega-Potion | Master Sphere | X-Potion | Magic Sphere | ||
Mana Spring | Winning Formula | Mega-Potion | MP Sphere | X-Potion | Master Sphere | ||
Mega Phoenix | Accuracy Sphere | Mega-Potion | Pendulum | X-Potion | MP Sphere | ||
Mega Phoenix | Agility Sphere | Mega-Potion | Return Sphere | X-Potion | Pendulum | ||
Mega Phoenix | Amulet | Mega-Potion | Skill Sphere | X-Potion | Return Sphere | ||
Mega Phoenix | Attribute Sphere | Mega-Potion | Special Sphere | X-Potion | Skill Sphere | ||
Mega Phoenix | Black Magic Sphere | Mega-Potion | Strength Sphere | X-Potion | Special Sphere | ||
Mega Phoenix | Clear Sphere | Mega-Potion | Supreme Gem | X-Potion | Strength Sphere | ||
Mega Phoenix | Dark Matter | Mega-Potion | Teleport Sphere | X-Potion | Supreme Gem | ||
Mega Phoenix | Defense Sphere | Mega-Potion | Underdog's Secret | X-Potion | Teleport Sphere | ||
Mega Phoenix | Door to Tomorrow | Mega-Potion | Warp Sphere | X-Potion | Underdog's Secret | ||
Mega Phoenix | Evasion Sphere | Mega-Potion | White Magic Sphere | X-Potion | Warp Sphere | ||
Mega Phoenix | Friend Sphere | Mega-Potion | Wings to Discovery | X-Potion | White Magic Sphere | ||
Mega Phoenix | Gambler's Spirit | Mega-Potion | Winning Formula | X-Potion | Wings to Discovery | ||
Mega Phoenix | HP Sphere | Phoenix Down | Dark Matter | X-Potion | Winning Formula | ||
Mega Phoenix | Lv. 1 Key Sphere |
Final Phoenix
- Effects: Revives all KO'ed party members with full HP (no matter how high). Zombied characters will be KO'ed, however.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Elixir | Mega Phoenix | Mega Phoenix | Poison Fang | Phoenix Down | Evasion Sphere | ||
Hi-Potion | Mega Phoenix | Mega Phoenix | Power Distiller | Phoenix Down | Farplane Shadow | ||
Mega Phoenix | Ability Distiller | Mega Phoenix | Power Sphere | Phoenix Down | Farplane Wind | ||
Mega Phoenix | Ability Sphere | Mega Phoenix | Purifying Salt | Phoenix Down | Friend Sphere | ||
Mega Phoenix | Al Bhed Potion | Mega Phoenix | Remedy | Phoenix Down | Gambler's Spirit | ||
Mega Phoenix | Antidote | Mega Phoenix | Shadow Gem | Phoenix Down | HP Sphere | ||
Mega Phoenix | Blessed Gem | Mega Phoenix | Shining Gem | Phoenix Down | Lv. 1 Key Sphere | ||
Mega Phoenix | Candle of Life | Mega Phoenix | Shining Thorn | Phoenix Down | Lv. 2 Key Sphere | ||
Mega Phoenix | Chocobo Feather | Mega Phoenix | Silence Grenade | Phoenix Down | Lv. 3 Key Sphere | ||
Mega Phoenix | Chocobo Wing | Mega Phoenix | Silver Hourglass | Phoenix Down | Lv. 4 Key Sphere | ||
Mega Phoenix | Dream Powder | Mega Phoenix | Sleeping Powder | Phoenix Down | Magic Defense Sphere | ||
Mega Phoenix | Echo Screen | Mega Phoenix | Smoke Bomb | Phoenix Down | Magic Sphere | ||
Mega Phoenix | Eye Drops | Mega Phoenix | Soft | Phoenix Down | Master Sphere | ||
Mega Phoenix | Farplane Shadow | Mega Phoenix | Soul Spring | Phoenix Down | Mega Phoenix | ||
Mega Phoenix | Farplane Wind | Mega Phoenix | Speed Distiller | Phoenix Down | MP Sphere | ||
Mega Phoenix | Frag Grenade | Mega Phoenix | Speed Sphere | Phoenix Down | Pendulum | ||
Mega Phoenix | Gold Hourglass | Mega Phoenix | Stamina Spring | Phoenix Down | Return Sphere | ||
Mega Phoenix | Grenade | Mega Phoenix | Star Curtain | Phoenix Down | Shining Gem | ||
Mega Phoenix | Healing Spring | Mega Phoenix | Tetra Elemental | Phoenix Down | Skill Sphere | ||
Mega Phoenix | Healing Water | Mega-Potion | Mega Phoenix | Phoenix Down | Special Sphere | ||
Mega Phoenix | Holy Water | Phoenix Down | Accuracy Sphere | Phoenix Down | Strength Sphere | ||
Mega Phoenix | Hypello Potion | Phoenix Down | Agility Sphere | Phoenix Down | Teleport Sphere | ||
Mega Phoenix | Light Curtain | Phoenix Down | Amulet | Phoenix Down | Underdog's Secret | ||
Mega Phoenix | Lunar Curtain | Phoenix Down | Attribute Sphere | Phoenix Down | Warp Sphere | ||
Mega Phoenix | Mana Distiller | Phoenix Down | Black Magic Sphere | Phoenix Down | White Magic Sphere | ||
Mega Phoenix | Mana Sphere | Phoenix Down | Blessed Gem | Phoenix Down | Wings to Discovery | ||
Mega Phoenix | Mana Spring | Phoenix Down | Clear Sphere | Phoenix Down | Winning Formula | ||
Mega Phoenix | Mega Phoenix | Phoenix Down | Defense Sphere | Potion | Mega Phoenix | ||
Mega Phoenix | Musk | Phoenix Down | Door to Tomorrow | X-Potion | Mega Phoenix | ||
Mega Phoenix | Petrify Grenade |
Firestorm
- Effects: Six random-targeting Fire-elemental hits, each for 700 damage. (4,200 damage to a single target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Fire Gem | Bomb Fragment | Bomb Fragment | Fire Gem | Speed Sphere | ||
Al Bhed Potion | Bomb Core | Bomb Fragment | Clear Sphere | Healing Water | Bomb Core | ||
Al Bhed Potion | Fire Gem | Bomb Fragment | Fire Gem | Healing Water | Bomb Fragment | ||
Antidote | Fire Gem | Bomb Fragment | Lv. 2 Key Sphere | Healing Water | Fire Gem | ||
Bomb Core | Black Magic Sphere | Echo Screen | Fire Gem | Holy Water | Fire Gem | ||
Bomb Core | Bomb Core | Eye Drops | Fire Gem | Mana Distiller | Fire Gem | ||
Bomb Core | Clear Sphere | Fire Gem | Ability Sphere | Power Distiller | Fire Gem | ||
Bomb Core | Fire Gem | Fire Gem | Attribute Sphere | Remedy | Bomb Core | ||
Bomb Core | Frag Grenade | Fire Gem | Clear Sphere | Remedy | Fire Gem | ||
Bomb Core | Lv. 1 Key Sphere | Fire Gem | Fire Gem | Soft | Fire Gem | ||
Bomb Core | Skill Sphere | Fire Gem | Frag Grenade | Speed Distiller | Fire Gem | ||
Bomb Core | Special Sphere | Fire Gem | Grenade | Tetra Elemental | Bomb Core | ||
Bomb Core | Three Stars | Fire Gem | Mana Sphere | Tetra Elemental | Bomb Fragment | ||
Bomb Core | White Magic Sphere | Fire Gem | Power Sphere | Tetra Elemental | Fire Gem | ||
Bomb Fragment | Bomb Core |
Flash Flood
- Effects: Six random-targeting Water-elemental hits, each for 700 damage. (4,200 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Antidote | Water Gem | Tetra Elemental | Fish Scale | Dragon Scale | Black Magic Sphere | ||
Soft | Water Gem | Tetra Elemental | Dragon Scale | Dragon Scale | Lv. 1 Key Sphere | ||
Eye Drops | Water Gem | Tetra Elemental | Water Gem | Dragon Scale | Clear Sphere | ||
Echo Screen | Water Gem | Fish Scale | Fish Scale | Water Gem | Water Gem | ||
Holy Water | Water Gem | Fish Scale | Dragon Scale | Water Gem | Grenade | ||
Remedy | Dragon Scale | Fish Scale | Water Gem | Water Gem | Frag Grenade | ||
Remedy | Water Gem | Fish Scale | Lv. 2 Key Sphere | Water Gem | Power Sphere | ||
Power Distiller | Water Gem | Fish Scale | Clear Sphere | Water Gem | Mana Sphere | ||
Mana Distiller | Water Gem | Dragon Scale | Dragon Scale | Water Gem | Speed Sphere | ||
Speed Distiller | Water Gem | Dragon Scale | Water Gem | Water Gem | Ability Sphere | ||
Ability Distiller | Water Gem | Dragon Scale | Frag Grenade | Water Gem | Attribute Sphere | ||
Al Bhed Potion | Dragon Scale | Dragon Scale | Three Stars | Water Gem | Clear Sphere | ||
Al Bhed Potion | Water Gem | Dragon Scale | Special Sphere | Grenade | Grenade | ||
Healing Water | Fish Scale | Dragon Scale | Skill Sphere | Grenade | Frag Grenade | ||
Healing Water | Dragon Scale | Dragon Scale | White Magic Sphere | Frag Grenade | Frag Grenade | ||
Healing Water | Water Gem |
Frag Grenade
- Effects: Hits all enemies for 800 damage and hits them with Armor Break (if possible) to halve their Defense.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Ability Sphere | Ability Sphere | Mana Sphere | Mana Sphere | |
Ability Sphere | Ability Sphere | Mana Sphere | Speed Sphere | |
Mana Sphere | Ability Sphere | Mana Sphere | Speed Sphere | |
Mana Sphere | Ability Sphere | Power Sphere | Ability Sphere | |
Mana Sphere | Mana Sphere | Power Sphere | Ability Sphere |
Freedom
- Effects: MP costs for the target are zero until they are KO'ed or the battle ends.
VALID MIX COMBINATIONS | |
---|---|
Item #1 | Item #2 |
Ether | Farplane Wind |
Ether | Mega Phoenix |
Ether | Remedy |
Freedom X
- Effects: MP costs for the party are zero until KO'ed or the battle ends.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Twin Stars | Power Distiller | Twin Stars | Turbo Ether | Gambler's Spirit | ||
Al Bhed Potion | Twin Stars | Purifying Salt | Twin Stars | Turbo Ether | Mega Phoenix | ||
Antarctic Wind | Twin Stars | Remedy | Twin Stars | Turbo Ether | Musk | ||
Antidote | Twin Stars | Shadow Gem | Twin Stars | Turbo Ether | Pendulum | ||
Arctic Wind | Twin Stars | Silence Grenade | Twin Stars | Turbo Ether | Remedy | ||
Bomb Core | Twin Stars | Silver Hourglass | Twin Stars | Turbo Ether | Shining Gem | ||
Bomb Fragment | Twin Stars | Sleeping Powder | Twin Stars | Turbo Ether | Stamina Tablet | ||
Candle of Life | Twin Stars | Smoke Bomb | Twin Stars | Turbo Ether | Supreme Gem | ||
Chocobo Feather | Twin Stars | Soft | Twin Stars | Turbo Ether | Twin Stars | ||
Chocobo Wing | Twin Stars | Soul Spring | Twin Stars | Turbo Ether | Underdog's Secret | ||
Dragon Scale | Twin Stars | Speed Distiller | Twin Stars | Turbo Ether | Wings to Discovery | ||
Dream Powder | Twin Stars | Stamina Spring | Twin Stars | Turbo Ether | Winning Formula | ||
Echo Screen | Twin Stars | Star Curtain | Twin Stars | Twin Stars | Ability Sphere | ||
Electro Marble | Twin Stars | Tetra Elemental | Twin Stars | Twin Stars | Accuracy Sphere | ||
Elixir | Twin Stars | Three Stars | Ability Sphere | Twin Stars | Agility Sphere | ||
Ether | Amulet | Three Stars | Accuracy Sphere | Twin Stars | Attribute Sphere | ||
Ether | Blessed Gem | Three Stars | Agility Sphere | Twin Stars | Black Magic Sphere | ||
Ether | Door to Tomorrow | Three Stars | Attribute Sphere | Twin Stars | Clear Sphere | ||
Ether | Gambler's Spirit | Three Stars | Black Magic Sphere | Twin Stars | Defense Sphere | ||
Ether | Musk | Three Stars | Clear Sphere | Twin Stars | Designer Wallet | ||
Ether | Pendulum | Three Stars | Defense Sphere | Twin Stars | Evasion Sphere | ||
Ether | Shining Gem | Three Stars | Evasion Sphere | Twin Stars | Friend Sphere | ||
Ether | Stamina Tablet | Three Stars | Friend Sphere | Twin Stars | HP Sphere | ||
Ether | Supreme Gem | Three Stars | HP Sphere | Twin Stars | Hypello Potion | ||
Ether | Twin Stars | Three Stars | Hypello Potion | Twin Stars | Lv. 1 Key Sphere | ||
Ether | Underdog's Secret | Three Stars | Lv. 1 Key Sphere | Twin Stars | Lv. 2 Key Sphere | ||
Ether | Wings to Discovery | Three Stars | Lv. 2 Key Sphere | Twin Stars | Lv. 3 Key Sphere | ||
Ether | Winning Formula | Three Stars | Lv. 3 Key Sphere | Twin Stars | Lv. 4 Key Sphere | ||
Eye Drops | Twin Stars | Three Stars | Lv. 4 Key Sphere | Twin Stars | Magic Defense Sphere | ||
Farplane Shadow | Twin Stars | Three Stars | Magic Defense Sphere | Twin Stars | Magic Sphere | ||
Farplane Wind | Twin Stars | Three Stars | Magic Sphere | Twin Stars | Mana Sphere | ||
Fire Gem | Twin Stars | Three Stars | Mana Sphere | Twin Stars | Map | ||
Fish Scale | Twin Stars | Three Stars | Map | Twin Stars | Master Sphere | ||
Frag Grenade | Twin Stars | Three Stars | Master Sphere | Twin Stars | MP Sphere | ||
Gold Hourglass | Twin Stars | Three Stars | MP Sphere | Twin Stars | Musk | ||
Grenade | Twin Stars | Three Stars | Musk | Twin Stars | Pendulum | ||
Healing Spring | Twin Stars | Three Stars | Pendulum | Twin Stars | Power Sphere | ||
Healing Water | Twin Stars | Three Stars | Power Sphere | Twin Stars | Rename Card | ||
Hi-Potion | Twin Stars | Three Stars | Rename Card | Twin Stars | Return Sphere | ||
Holy Water | Twin Stars | Three Stars | Return Sphere | Twin Stars | Shining Thorn | ||
Ice Gem | Twin Stars | Three Stars | Shining Thorn | Twin Stars | Skill Sphere | ||
Light Curtain | Twin Stars | Three Stars | Skill Sphere | Twin Stars | Special Sphere | ||
Lightning Gem | Twin Stars | Three Stars | Special Sphere | Twin Stars | Speed Sphere | ||
Lightning Marble | Twin Stars | Three Stars | Speed Sphere | Twin Stars | Strength Sphere | ||
Lunar Curtain | Twin Stars | Three Stars | Strength Sphere | Twin Stars | Teleport Sphere | ||
Mana Distiller | Twin Stars | Three Stars | Teleport Sphere | Twin Stars | Three Stars | ||
Mana Spring | Twin Stars | Three Stars | Warp Sphere | Twin Stars | Twin Stars | ||
Mega-Potion | Twin Stars | Three Stars | White Magic Sphere | Twin Stars | Warp Sphere | ||
Petrify Grenade | Twin Stars | Turbo Ether | Amulet | Twin Stars | White Magic Sphere | ||
Phoenix Down | Twin Stars | Turbo Ether | Blessed Gem | Water Gem | Twin Stars | ||
Poison Fang | Twin Stars | Turbo Ether | Door to Tomorrow | X-Potion | Twin Stars | ||
Potion | Twin Stars | Turbo Ether | Farplane Wind |
Grenade
- Effects: Hits all enemies for 350 damage.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Bomb Core | Arctic Wind | |||
Bomb Fragment | Antarctic Wind | |||
Electro Marble | Fish Scale | |||
Fire Gem | Ice Gem | |||
Lightning Gem | Water Gem | |||
Lightning Marble | Dragon Scale |
Hazardous Shell
- Effects: Hits all enemies for 2,300 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for four turns each until cured, and Poison until cured.
+B VALID MIX COMBINATIONS | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | |||
Blessed Gem | Ability Sphere | Frag Grenade | Farplane Wind | Petrify Grenade | Hypello Potion | Silver Hourglass | Chocobo Wing | |||
Blessed Gem | Mana Sphere | Frag Grenade | Gold Hourglass | Petrify Grenade | Light Curtain | Silver Hourglass | Gold Hourglass | |||
Blessed Gem | Power Sphere | Frag Grenade | Hypello Potion | Petrify Grenade | Lunar Curtain | Silver Hourglass | Healing Spring | |||
Blessed Gem | Speed Sphere | Frag Grenade | Mana Sphere | Petrify Grenade | Mana Spring | Silver Hourglass | Hypello Potion | |||
Candle of Life | Candle of Life | Frag Grenade | Mana Spring | Petrify Grenade | Musk | Silver Hourglass | Light Curtain | |||
Candle of Life | Chocobo Feather | Frag Grenade | Map | Petrify Grenade | Purifying Salt | Silver Hourglass | Lunar Curtain | |||
Candle of Life | Chocobo Wing | Frag Grenade | Musk | Petrify Grenade | Shining Thorn | Silver Hourglass | Mana Spring | |||
Candle of Life | Healing Spring | Frag Grenade | Petrify Grenade | Petrify Grenade | Soul Spring | Silver Hourglass | Musk | |||
Candle of Life | Hypello Potion | Frag Grenade | Poison Fang | Petrify Grenade | Stamina Spring | Silver Hourglass | Petrify Grenade | |||
Candle of Life | Light Curtain | Frag Grenade | Power Sphere | Petrify Grenade | Star Curtain | Silver Hourglass | Purifying Salt | |||
Candle of Life | Lunar Curtain | Frag Grenade | Purifying Salt | Poison Fang | Candle of Life | Silver Hourglass | Shining Thorn | |||
Candle of Life | Mana Spring | Frag Grenade | Rename Card | Poison Fang | Chocobo Feather | Silver Hourglass | Silver Hourglass | |||
Candle of Life | Musk | Frag Grenade | Shining Thorn | Poison Fang | Chocobo Wing | Silver Hourglass | Soul Spring | |||
Candle of Life | Petrify Grenade | Frag Grenade | Silence Grenade | Poison Fang | Gold Hourglass | Silver Hourglass | Stamina Spring | |||
Candle of Life | Purifying Salt | Frag Grenade | Silver Hourglass | Poison Fang | Healing Spring | Silver Hourglass | Star Curtain | |||
Candle of Life | Shining Thorn | Frag Grenade | Sleeping Powder | Poison Fang | Hypello Potion | Sleeping Powder | Candle of Life | |||
Candle of Life | Soul Spring | Frag Grenade | Smoke Bomb | Poison Fang | Light Curtain | Sleeping Powder | Chocobo Feather | |||
Candle of Life | Stamina Spring | Frag Grenade | Soul Spring | Poison Fang | Lunar Curtain | Sleeping Powder | Chocobo Wing | |||
Candle of Life | Star Curtain | Frag Grenade | Speed Sphere | Poison Fang | Mana Spring | Sleeping Powder | Dream Powder | |||
Dream Powder | Candle of Life | Frag Grenade | Stamina Spring | Poison Fang | Musk | Sleeping Powder | Gold Hourglass | |||
Dream Powder | Chocobo Feather | Gold Hourglass | Candle of Life | Poison Fang | Petrify Grenade | Sleeping Powder | Healing Spring | |||
Dream Powder | Chocobo Wing | Gold Hourglass | Chocobo Feather | Poison Fang | Poison Fang | Sleeping Powder | Hypello Potion | |||
Dream Powder | Dream Powder | Gold Hourglass | Chocobo Wing | Poison Fang | Purifying Salt | Sleeping Powder | Mana Spring | |||
Dream Powder | Gold Hourglass | Gold Hourglass | Gold Hourglass | Poison Fang | Shining Thorn | Sleeping Powder | Map | |||
Dream Powder | Healing Spring | Gold Hourglass | Healing Spring | Poison Fang | Silver Hourglass | Sleeping Powder | Musk | |||
Dream Powder | Hypello Potion | Gold Hourglass | Hypello Potion | Poison Fang | Soul Spring | Sleeping Powder | Petrify Grenade | |||
Dream Powder | Mana Spring | Gold Hourglass | Light Curtain | Poison Fang | Stamina Spring | Sleeping Powder | Poison Fang | |||
Dream Powder | Map | Gold Hourglass | Lunar Curtain | Poison Fang | Star Curtain | Sleeping Powder | Purifying Salt | |||
Dream Powder | Musk | Gold Hourglass | Mana Spring | Rename Card | Hypello Potion | Sleeping Powder | Rename Card | |||
Dream Powder | Petrify Grenade | Gold Hourglass | Musk | Rename Card | Musk | Sleeping Powder | Shining Thorn | |||
Dream Powder | Poison Fang | Gold Hourglass | Petrify Grenade | Rename Card | Shining Thorn | Sleeping Powder | Silence Grenade | |||
Dream Powder | Purifying Salt | Gold Hourglass | Purifying Salt | Shining Gem | Ability Sphere | Sleeping Powder | Silver Hourglass | |||
Dream Powder | Rename Card | Gold Hourglass | Shining Thorn | Shining Gem | Mana Sphere | Sleeping Powder | Sleeping Powder | |||
Dream Powder | Shining Thorn | Gold Hourglass | Soul Spring | Shining Gem | Power Sphere | Sleeping Powder | Smoke Bomb | |||
Dream Powder | Silence Grenade | Gold Hourglass | Stamina Spring | Shining Gem | Speed Sphere | Sleeping Powder | Soul Spring | |||
Dream Powder | Silver Hourglass | Gold Hourglass | Star Curtain | Silence Grenade | Candle of Life | Sleeping Powder | Stamina Spring | |||
Dream Powder | Smoke Bomb | Grenade | Attribute Sphere | Silence Grenade | Chocobo Feather | Smoke Bomb | Candle of Life | |||
Dream Powder | Soul Spring | Grenade | Black Magic Sphere | Silence Grenade | Chocobo Wing | Smoke Bomb | Chocobo Feather | |||
Dream Powder | Stamina Spring | Grenade | Clear Sphere | Silence Grenade | Gold Hourglass | Smoke Bomb | Chocobo Wing | |||
Farplane Shadow | Ability Sphere | Grenade | Farplane Shadow | Silence Grenade | Healing Spring | Smoke Bomb | Gold Hourglass | |||
Farplane Shadow | Mana Sphere | Grenade | Farplane Wind | Silence Grenade | Hypello Potion | Smoke Bomb | Healing Spring | |||
Farplane Shadow | Map | Grenade | Lv. 1 Key Sphere | Silence Grenade | Mana Spring | Smoke Bomb | Hypello Potion | |||
Farplane Shadow | Power Sphere | Grenade | Lv. 2 Key Sphere | Silence Grenade | Map | Smoke Bomb | Mana Spring | |||
Farplane Shadow | Rename Card | Grenade | Map | Silence Grenade | Musk | Smoke Bomb | Map | |||
Farplane Shadow | Speed Sphere | Grenade | Rename Card | Silence Grenade | Petrify Grenade | Smoke Bomb | Musk | |||
Farplane Wind | Ability Sphere | Grenade | Skill Sphere | Silence Grenade | Poison Fang | Smoke Bomb | Petrify Grenade | |||
Farplane Wind | Mana Sphere | Grenade | Special Sphere | Silence Grenade | Purifying Salt | Smoke Bomb | Poison Fang | |||
Farplane Wind | Map | Grenade | White Magic Sphere | Silence Grenade | Rename Card | Smoke Bomb | Purifying Salt | |||
Farplane Wind | Power Sphere | Healing Water | Frag Grenade | Silence Grenade | Shining Thorn | Smoke Bomb | Rename Card | |||
Farplane Wind | Rename Card | Healing Water | Grenade | Silence Grenade | Silence Grenade | Smoke Bomb | Shining Thorn | |||
Farplane Wind | Speed Sphere | Map | Hypello Potion | Silence Grenade | Silver Hourglass | Smoke Bomb | Silver Hourglass | |||
Frag Grenade | Ability Sphere | Map | Musk | Silence Grenade | Smoke Bomb | Smoke Bomb | Smoke Bomb | |||
Frag Grenade | Candle of Life | Map | Shining Thorn | Silence Grenade | Soul Spring | Smoke Bomb | Soul Spring | |||
Frag Grenade | Chocobo Feather | Petrify Grenade | Chocobo Feather | Silence Grenade | Stamina Spring | Smoke Bomb | Stamina Spring | |||
Frag Grenade | Chocobo Wing | Petrify Grenade | Chocobo Wing | Silver Hourglass | Candle of Life | Tetra Elemental | Frag Grenade | |||
Frag Grenade | Dream Powder | Petrify Grenade | Healing Spring | Silver Hourglass | Chocobo Feather | Tetra Elemental | Grenade | |||
Frag Grenade | Farplane Shadow |
Heat Blaster
- Effects: Five random-targeting Fire-elemental hits, each for 400 damage. (2,000 damage to a single target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Bomb Core | Bomb Fragment | Black Magic Sphere | Eye Drops | Bomb Fragment | ||
Ability Distiller | Bomb Fragment | Bomb Fragment | Frag Grenade | Fire Gem | Antarctic Wind | ||
Al Bhed Potion | Bomb Fragment | Bomb Fragment | Grenade | Fire Gem | Arctic Wind | ||
Antidote | Bomb Core | Bomb Fragment | Lv. 1 Key Sphere | Fire Gem | Map | ||
Antidote | Bomb Fragment | Bomb Fragment | Mana Sphere | Fire Gem | Rename Card | ||
Bomb Core | Ability Sphere | Bomb Fragment | Map | Holy Water | Bomb Core | ||
Bomb Core | Antarctic Wind | Bomb Fragment | Power Sphere | Holy Water | Bomb Fragment | ||
Bomb Core | Attribute Sphere | Bomb Fragment | Rename Card | Mana Distiller | Bomb Core | ||
Bomb Core | Grenade | Bomb Fragment | Skill Sphere | Mana Distiller | Bomb Fragment | ||
Bomb Core | Mana Sphere | Bomb Fragment | Special Sphere | Power Distiller | Bomb Core | ||
Bomb Core | Map | Bomb Fragment | Speed Sphere | Power Distiller | Bomb Fragment | ||
Bomb Core | Power Sphere | Bomb Fragment | Three Stars | Remedy | Bomb Fragment | ||
Bomb Core | Rename Card | Bomb Fragment | White Magic Sphere | Soft | Bomb Core | ||
Bomb Core | Speed Sphere | Echo Screen | Bomb Core | Soft | Bomb Fragment | ||
Bomb Fragment | Ability Sphere | Echo Screen | Bomb Fragment | Speed Distiller | Bomb Core | ||
Bomb Fragment | Attribute Sphere | Eye Drops | Bomb Core | Speed Distiller | Bomb Fragment |
Hero Drink
- Effects: The actions of the target character will always be critical. That is to say, the actions they take will be doubly effective (attack-wise) if they wouldn't normally be.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Designer Wallet | Fortune Sphere | Shining Thorn | Potion | Luck Sphere | ||
Ability Distiller | Fortune Sphere | Frag Grenade | Fortune Sphere | Power Distiller | Designer Wallet | ||
Ability Distiller | Luck Sphere | Grenade | Designer Wallet | Power Distiller | Fortune Sphere | ||
Ability Sphere | Fortune Sphere | Grenade | Fortune Sphere | Power Distiller | Luck Sphere | ||
Ability Sphere | Luck Sphere | Healing Water | Designer Wallet | Power Sphere | Fortune Sphere | ||
Al Bhed Potion | Designer Wallet | Healing Water | Fortune Sphere | Power Sphere | Luck Sphere | ||
Al Bhed Potion | Fortune Sphere | Healing Water | Luck Sphere | Purifying Salt | Fortune Sphere | ||
Al Bhed Potion | Luck Sphere | Hi-Potion | Designer Wallet | Remedy | Designer Wallet | ||
Antarctic Wind | Fortune Sphere | Hi-Potion | Fortune Sphere | Remedy | Fortune Sphere | ||
Antidote | Designer Wallet | Hi-Potion | Luck Sphere | Remedy | Luck Sphere | ||
Antidote | Fortune Sphere | Holy Water | Designer Wallet | Shadow Gem | Fortune Sphere | ||
Antidote | Luck Sphere | Holy Water | Fortune Sphere | Silence Grenade | Fortune Sphere | ||
Bomb Fragment | Fortune Sphere | Holy Water | Luck Sphere | Sleeping Powder | Fortune Sphere | ||
Chocobo Feather | Fortune Sphere | Light Curtain | Fortune Sphere | Smoke Bomb | Fortune Sphere | ||
Chocobo Wing | Fortune Sphere | Lunar Curtain | Fortune Sphere | Soft | Designer Wallet | ||
Dream Powder | Fortune Sphere | Mana Distiller | Designer Wallet | Soft | Fortune Sphere | ||
Echo Screen | Designer Wallet | Mana Distiller | Fortune Sphere | Soft | Luck Sphere | ||
Echo Screen | Fortune Sphere | Mana Distiller | Luck Sphere | Soul Spring | Fortune Sphere | ||
Echo Screen | Luck Sphere | Mana Sphere | Fortune Sphere | Speed Distiller | Designer Wallet | ||
Electro Marble | Fortune Sphere | Mana Sphere | Luck Sphere | Speed Distiller | Fortune Sphere | ||
Elixir | Fortune Sphere | Mana Spring | Fortune Sphere | Speed Distiller | Luck Sphere | ||
Ether | Fortune Sphere | Mega-Potion | Designer Wallet | Speed Sphere | Fortune Sphere | ||
Eye Drops | Designer Wallet | Mega-Potion | Fortune Sphere | Speed Sphere | Luck Sphere | ||
Eye Drops | Fortune Sphere | Mega-Potion | Luck Sphere | Stamina Spring | Fortune Sphere | ||
Eye Drops | Luck Sphere | Petrify Grenade | Fortune Sphere | Star Curtain | Fortune Sphere | ||
Fish Scale | Fortune Sphere | Phoenix Down | Designer Wallet | Tetra Elemental | Designer Wallet | ||
Fortune Sphere | Fortune Sphere | Phoenix Down | Fortune Sphere | Tetra Elemental | Fortune Sphere | ||
Fortune Sphere | Hypello Potion | Phoenix Down | Luck Sphere | Tetra Elemental | Luck Sphere | ||
Fortune Sphere | Map | Poison Fang | Fortune Sphere | X-Potion | Designer Wallet | ||
Fortune Sphere | Musk | Potion | Designer Wallet | X-Potion | Fortune Sphere | ||
Fortune Sphere | Rename Card | Potion | Fortune Sphere | X-Potion | Luck Sphere |
Hot Spurs
- Effects: The Overdrive gauges of the party fill up 50% faster than normal (until KO'ed or the battle ends). This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor abilities.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Blessed Gem | Lv. 4 Key Sphere | Elixir | Magic Defense Sphere | Mega Phoenix | Mana Tonic | ||
Blessed Gem | Stamina Tonic | Elixir | Magic Sphere | Mega Phoenix | Stamina Tablet | ||
Blessed Gem | Twin Stars | Elixir | Master Sphere | Mega Phoenix | Stamina Tonic | ||
Elixir | Accuracy Sphere | Elixir | MP Sphere | Mega Phoenix | Three Stars | ||
Elixir | Agility Sphere | Elixir | Pendulum | Mega Phoenix | Twin Stars | ||
Elixir | Attribute Sphere | Elixir | Return Sphere | Megalixir | Megalixir | ||
Elixir | Black Magic Sphere | Elixir | Skill Sphere | Shining Gem | Mana Tablet | ||
Elixir | Clear Sphere | Elixir | Special Sphere | Shining Gem | Mana Tonic | ||
Elixir | Defense Sphere | Elixir | Strength Sphere | Shining Gem | Stamina Tonic | ||
Elixir | Evasion Sphere | Elixir | Teleport Sphere | Shining Gem | Twin Stars | ||
Elixir | Friend Sphere | Elixir | Warp Sphere | Supreme Gem | Friend Sphere | ||
Elixir | HP Sphere | Elixir | White Magic Sphere | Supreme Gem | Lv. 3 Key Sphere | ||
Elixir | Lv. 1 Key Sphere | Fire Gem | Three Stars | Supreme Gem | Stamina Tonic | ||
Elixir | Lv. 2 Key Sphere | Ice Gem | Three Stars | Supreme Gem | Teleport Sphere | ||
Elixir | Lv. 3 Key Sphere | Lightning Gem | Three Stars | Supreme Gem | Twin Stars | ||
Elixir | Lv. 4 Key Sphere | Mega Phoenix | Mana Tablet | Water Gem | Three Stars |
Hyper Mana
- Effects: Doubles the max MP of the entire party until they are KO'ed or the battle ends. (The highest this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.) Also places Focus (Magic/Magic Defense boost) on the party until they are KO'ed or the battle ends.
+B VALID MIX COMBINATIONS | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | |||
Ability Distiller | Mana Tablet | Healing Spring | Mana Tonic | Mana Tablet | Shining Thorn | Mega-Potion | Mana Tonic | |||
Ability Distiller | Mana Tonic | Healing Water | Mana Tablet | Mana Tablet | Skill Sphere | Petrify Grenade | Mana Tablet | |||
Al Bhed Potion | Mana Tablet | Healing Water | Mana Tonic | Mana Tablet | Special Sphere | Petrify Grenade | Mana Tonic | |||
Al Bhed Potion | Mana Tonic | Hi-Potion | Mana Tablet | Mana Tablet | Speed Sphere | Phoenix Down | Mana Tablet | |||
Antarctic Wind | Mana Tablet | Hi-Potion | Mana Tonic | Mana Tablet | Stamina Tonic | Phoenix Down | Mana Tonic | |||
Antarctic Wind | Mana Tonic | Holy Water | Mana Tablet | Mana Tablet | Strength Sphere | Poison Fang | Mana Tablet | |||
Antidote | Mana Tablet | Holy Water | Mana Tonic | Mana Tablet | Teleport Sphere | Poison Fang | Mana Tonic | |||
Antidote | Mana Tonic | Ice Gem | Mana Tablet | Mana Tablet | Three Stars | Potion | Mana Tablet | |||
Arctic Wind | Mana Tablet | Ice Gem | Mana Tonic | Mana Tablet | Twin Stars | Potion | Mana Tonic | |||
Arctic Wind | Mana Tonic | Light Curtain | Mana Tablet | Mana Tablet | Warp Sphere | Power Distiller | Mana Tablet | |||
Bomb Core | Mana Tablet | Light Curtain | Mana Tonic | Mana Tablet | White Magic Sphere | Power Distiller | Mana Tonic | |||
Bomb Core | Mana Tonic | Lightning Gem | Mana Tablet | Mana Tonic | Ability Sphere | Purifying Salt | Mana Tablet | |||
Bomb Fragment | Mana Tablet | Lightning Gem | Mana Tonic | Mana Tonic | Accuracy Sphere | Purifying Salt | Mana Tonic | |||
Bomb Fragment | Mana Tonic | Lightning Marble | Mana Tablet | Mana Tonic | Agility Sphere | Remedy | Mana Tablet | |||
Candle of Life | Mana Tablet | Lightning Marble | Mana Tonic | Mana Tonic | Attribute Sphere | Remedy | Mana Tonic | |||
Candle of Life | Mana Tonic | Lunar Curtain | Mana Tablet | Mana Tonic | Black Magic Sphere | Shadow Gem | Mana Tablet | |||
Chocobo Feather | Mana Tablet | Lunar Curtain | Mana Tonic | Mana Tonic | Clear Sphere | Shadow Gem | Mana Tonic | |||
Chocobo Feather | Mana Tonic | Mana Distiller | Mana Tablet | Mana Tonic | Defense Sphere | Silence Grenade | Mana Tablet | |||
Chocobo Wing | Mana Tablet | Mana Distiller | Mana Tonic | Mana Tonic | Designer Wallet | Silence Grenade | Mana Tonic | |||
Chocobo Wing | Mana Tonic | Mana Spring | Mana Tablet | Mana Tonic | Evasion Sphere | Silver Hourglass | Mana Tablet | |||
Dragon Scale | Mana Tablet | Mana Spring | Mana Tonic | Mana Tonic | Friend Sphere | Silver Hourglass | Mana Tonic | |||
Dragon Scale | Mana Tonic | Mana Tablet | Ability Sphere | Mana Tonic | HP Sphere | Sleeping Powder | Mana Tablet | |||
Dream Powder | Mana Tablet | Mana Tablet | Accuracy Sphere | Mana Tonic | Hypello Potion | Sleeping Powder | Mana Tonic | |||
Dream Powder | Mana Tonic | Mana Tablet | Agility Sphere | Mana Tonic | Lv. 1 Key Sphere | Smoke Bomb | Mana Tablet | |||
Echo Screen | Mana Tablet | Mana Tablet | Attribute Sphere | Mana Tonic | Lv. 2 Key Sphere | Smoke Bomb | Mana Tonic | |||
Echo Screen | Mana Tonic | Mana Tablet | Black Magic Sphere | Mana Tonic | Lv. 3 Key Sphere | Soft | Mana Tablet | |||
Electro Marble | Mana Tablet | Mana Tablet | Clear Sphere | Mana Tonic | Lv. 4 Key Sphere | Soft | Mana Tonic | |||
Electro Marble | Mana Tonic | Mana Tablet | Defense Sphere | Mana Tonic | Magic Defense Sphere | Soul Spring | Mana Tablet | |||
Elixir | Mana Tablet | Mana Tablet | Designer Wallet | Mana Tonic | Magic Sphere | Soul Spring | Mana Tonic | |||
Elixir | Mana Tonic | Mana Tablet | Evasion Sphere | Mana Tonic | Mana Sphere | Speed Distiller | Mana Tablet | |||
Ether | Mana Tablet | Mana Tablet | Friend Sphere | Mana Tonic | Mana Tonic | Speed Distiller | Mana Tonic | |||
Ether | Mana Tonic | Mana Tablet | HP Sphere | Mana Tonic | Map | Stamina Spring | Mana Tablet | |||
Ether | Three Stars | Mana Tablet | Hypello Potion | Mana Tonic | Master Sphere | Stamina Spring | Mana Tonic | |||
Eye Drops | Mana Tablet | Mana Tablet | Lv. 1 Key Sphere | Mana Tonic | MP Sphere | Stamina Tablet | Mana Tablet | |||
Eye Drops | Mana Tonic | Mana Tablet | Lv. 2 Key Sphere | Mana Tonic | Musk | Stamina Tablet | Mana Tonic | |||
Farplane Shadow | Mana Tablet | Mana Tablet | Lv. 3 Key Sphere | Mana Tonic | Pendulum | Stamina Tablet | Three Stars | |||
Farplane Shadow | Mana Tonic | Mana Tablet | Lv. 4 Key Sphere | Mana Tonic | Power Sphere | Stamina Tablet | Twin Stars | |||
Farplane Wind | Mana Tablet | Mana Tablet | Magic Defense Sphere | Mana Tonic | Rename Card | Star Curtain | Mana Tablet | |||
Farplane Wind | Mana Tonic | Mana Tablet | Magic Sphere | Mana Tonic | Return Sphere | Star Curtain | Mana Tonic | |||
Fire Gem | Mana Tablet | Mana Tablet | Mana Sphere | Mana Tonic | Shining Thorn | Tetra Elemental | Mana Tablet | |||
Fire Gem | Mana Tonic | Mana Tablet | Mana Tablet | Mana Tonic | Skill Sphere | Tetra Elemental | Mana Tonic | |||
Fish Scale | Mana Tablet | Mana Tablet | Mana Tonic | Mana Tonic | Special Sphere | Turbo Ether | Mana Tablet | |||
Fish Scale | Mana Tonic | Mana Tablet | Map | Mana Tonic | Speed Sphere | Turbo Ether | Mana Tonic | |||
Frag Grenade | Mana Tablet | Mana Tablet | Master Sphere | Mana Tonic | Strength Sphere | Turbo Ether | Three Stars | |||
Frag Grenade | Mana Tonic | Mana Tablet | MP Sphere | Mana Tonic | Teleport Sphere | Water Gem | Mana Tablet | |||
Gold Hourglass | Mana Tablet | Mana Tablet | Musk | Mana Tonic | Three Stars | Water Gem | Mana Tonic | |||
Gold Hourglass | Mana Tonic | Mana Tablet | Pendulum | Mana Tonic | Twin Stars | X-Potion | Mana Tablet | |||
Grenade | Mana Tablet | Mana Tablet | Power Sphere | Mana Tonic | Warp Sphere | X-Potion | Mana Tonic | |||
Grenade | Mana Tonic | Mana Tablet | Rename Card | Mana Tonic | White Magic Sphere | |||||
Healing Spring | Mana Tablet | Mana Tablet | Return Sphere | Mega-Potion | Mana Tablet |
Hyper Mighty G
- Effects: Places Protect, Shell, Haste, Regen, and Auto-Life on the party. This will heave physical and magical damage, double Agility, and continually restore HP until KO'ed or Dispelled. (Regen will damage Zombies, however.) Auto-Life will not go away until KO'ed, reviving you with some HP after.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Chocobo Wing | Amulet | Healing Spring | Wings to Discovery | Lunar Curtain | Pendulum | ||
Chocobo Wing | Door to Tomorrow | Healing Spring | Winning Formula | Lunar Curtain | Underdog's Secret | ||
Chocobo Wing | Gambler's Spirit | Light Curtain | Amulet | Lunar Curtain | Wings to Discovery | ||
Chocobo Wing | Pendulum | Light Curtain | Door to Tomorrow | Lunar Curtain | Winning Formula | ||
Chocobo Wing | Underdog's Secret | Light Curtain | Gambler's Spirit | Star Curtain | Amulet | ||
Chocobo Wing | Wings to Discovery | Light Curtain | Pendulum | Star Curtain | Door to Tomorrow | ||
Chocobo Wing | Winning Formula | Light Curtain | Underdog's Secret | Star Curtain | Gambler's Spirit | ||
Healing Spring | Amulet | Light Curtain | Wings to Discovery | Star Curtain | Pendulum | ||
Healing Spring | Door to Tomorrow | Light Curtain | Winning Formula | Star Curtain | Underdog's Secret | ||
Healing Spring | Gambler's Spirit | Lunar Curtain | Amulet | Star Curtain | Wings to Discovery | ||
Healing Spring | Pendulum | Lunar Curtain | Door to Tomorrow | Star Curtain | Winning Formula | ||
Healing Spring | Underdog's Secret | Lunar Curtain | Gambler's Spirit |
Hyper NulAll
- Effects: Places NulBlaze, NulShock, NulTide, NulFrost, Cheer (Strength/Defense boost), and Focus (Magic/Magic Defense boost) on the entire party. Each Nul-spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed. Cheer and Focus will remain in until the battle ends or until KO'ed.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Hypello Potion | Hypello Potion | Mana Spring | Shining Thorn | Soul Spring | Shining Thorn | ||
Hypello Potion | Shining Thorn | Mana Spring | Soul Spring | Soul Spring | Soul Spring | ||
Light Curtain | Mana Spring | Mana Spring | Stamina Spring | Stamina Spring | Hypello Potion | ||
Light Curtain | Purifying Salt | Musk | Hypello Potion | Stamina Spring | Musk | ||
Light Curtain | Soul Spring | Musk | Musk | Stamina Spring | Purifying Salt | ||
Light Curtain | Stamina Spring | Musk | Shining Thorn | Stamina Spring | Shining Thorn | ||
Lunar Curtain | Mana Spring | Purifying Salt | Hypello Potion | Stamina Spring | Soul Spring | ||
Lunar Curtain | Purifying Salt | Purifying Salt | Musk | Stamina Spring | Stamina Spring | ||
Lunar Curtain | Soul Spring | Purifying Salt | Purifying Salt | Star Curtain | Mana Spring | ||
Lunar Curtain | Stamina Spring | Purifying Salt | Shining Thorn | Star Curtain | Purifying Salt | ||
Mana Spring | Hypello Potion | Shining Thorn | Shining Thorn | Star Curtain | Soul Spring | ||
Mana Spring | Mana Spring | Soul Spring | Hypello Potion | Star Curtain | Stamina Spring | ||
Mana Spring | Musk | Soul Spring | Musk | Star Curtain | Star Curtain | ||
Mana Spring | Purifying Salt | Soul Spring | Purifying Salt |
Hyper Vitality
- Effects: Doubles the max HP of the entire party until they are KO'ed or the battle ends. (The highest this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such effects.) Also puts Cheer (Strength/Defense boost) on the entire party until KO'ed or the battle ends.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Stamina Tonic | Lunar Curtain | Stamina Tonic | Stamina Tonic | Lv. 1 Key Sphere | ||
Al Bhed Potion | Stamina Tonic | Mana Distiller | Stamina Tonic | Stamina Tonic | Lv. 2 Key Sphere | ||
Antarctic Wind | Stamina Tonic | Mana Spring | Stamina Tonic | Stamina Tonic | Lv. 3 Key Sphere | ||
Antidote | Stamina Tonic | Mega-Potion | Stamina Tonic | Stamina Tonic | Lv. 4 Key Sphere | ||
Arctic Wind | Stamina Tonic | Petrify Grenade | Stamina Tonic | Stamina Tonic | Magic Defense Sphere | ||
Bomb Core | Stamina Tonic | Phoenix Down | Stamina Tonic | Stamina Tonic | Magic Sphere | ||
Bomb Fragment | Stamina Tonic | Poison Fang | Stamina Tonic | Stamina Tonic | Mana Sphere | ||
Candle of Life | Stamina Tonic | Potion | Stamina Tonic | Stamina Tonic | Mana Tonic | ||
Chocobo Feather | Stamina Tonic | Power Distiller | Stamina Tonic | Stamina Tonic | Map | ||
Chocobo Wing | Stamina Tonic | Purifying Salt | Stamina Tonic | Stamina Tonic | Master Sphere | ||
Dragon Scale | Stamina Tonic | Remedy | Stamina Tonic | Stamina Tonic | MP Sphere | ||
Dream Powder | Stamina Tonic | Shadow Gem | Stamina Tonic | Stamina Tonic | Musk | ||
Echo Screen | Stamina Tonic | Silence Grenade | Stamina Tonic | Stamina Tonic | Pendulum | ||
Electro Marble | Stamina Tonic | Silver Hourglass | Stamina Tonic | Stamina Tonic | Power Sphere | ||
Elixir | Stamina Tonic | Sleeping Powder | Stamina Tonic | Stamina Tonic | Rename Card | ||
Ether | Stamina Tonic | Smoke Bomb | Stamina Tonic | Stamina Tonic | Return Sphere | ||
Eye Drops | Stamina Tonic | Soft | Stamina Tonic | Stamina Tonic | Shining Thorn | ||
Farplane Shadow | Stamina Tonic | Soul Spring | Stamina Tonic | Stamina Tonic | Skill Sphere | ||
Farplane Wind | Stamina Tonic | Speed Distiller | Stamina Tonic | Stamina Tonic | Special Sphere | ||
Fire Gem | Stamina Tonic | Stamina Spring | Stamina Tonic | Stamina Tonic | Speed Sphere | ||
Fish Scale | Stamina Tonic | Stamina Tablet | Stamina Tonic | Stamina Tonic | Stamina Tonic | ||
Frag Grenade | Stamina Tonic | Stamina Tonic | Ability Sphere | Stamina Tonic | Strength Sphere | ||
Gold Hourglass | Stamina Tonic | Stamina Tonic | Accuracy Sphere | Stamina Tonic | Teleport Sphere | ||
Grenade | Stamina Tonic | Stamina Tonic | Agility Sphere | Stamina Tonic | Three Stars | ||
Healing Spring | Stamina Tonic | Stamina Tonic | Attribute Sphere | Stamina Tonic | Twin Stars | ||
Healing Water | Stamina Tonic | Stamina Tonic | Black Magic Sphere | Stamina Tonic | Warp Sphere | ||
Healing Water | Three Stars | Stamina Tonic | Clear Sphere | Stamina Tonic | White Magic Sphere | ||
Hi-Potion | Stamina Tonic | Stamina Tonic | Defense Sphere | Star Curtain | Stamina Tonic | ||
Holy Water | Stamina Tonic | Stamina Tonic | Designer Wallet | Tetra Elemental | Stamina Tonic | ||
Ice Gem | Stamina Tonic | Stamina Tonic | Evasion Sphere | Tetra Elemental | Three Stars | ||
Light Curtain | Stamina Tonic | Stamina Tonic | Friend Sphere | Turbo Ether | Stamina Tonic | ||
Lightning Gem | Stamina Tonic | Stamina Tonic | HP Sphere | Water Gem | Stamina Tonic | ||
Lightning Marble | Stamina Tonic | Stamina Tonic | Hypello Potion | X-Potion | Stamina Tonic |
Icefall
- Effects: Six random-targeting Ice-elemental hits, each for 700 damage. (4,200 damage to a single target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Ice Gem | Arctic Wind | Skill Sphere | Ice Gem | Grenade | ||
Al Bhed Potion | Arctic Wind | Arctic Wind | Special Sphere | Ice Gem | Ice Gem | ||
Al Bhed Potion | Ice Gem | Arctic Wind | Three Stars | Ice Gem | Mana Sphere | ||
Antarctic Wind | Antarctic Wind | Arctic Wind | White Magic Sphere | Ice Gem | Power Sphere | ||
Antarctic Wind | Arctic Wind | Echo Screen | Ice Gem | Ice Gem | Speed Sphere | ||
Antarctic Wind | Clear Sphere | Eye Drops | Ice Gem | Mana Distiller | Ice Gem | ||
Antarctic Wind | Ice Gem | Healing Water | Antarctic Wind | Power Distiller | Ice Gem | ||
Antarctic Wind | Lv. 2 Key Sphere | Healing Water | Arctic Wind | Remedy | Arctic Wind | ||
Antidote | Ice Gem | Healing Water | Ice Gem | Remedy | Ice Gem | ||
Arctic Wind | Arctic Wind | Holy Water | Ice Gem | Soft | Ice Gem | ||
Arctic Wind | Black Magic Sphere | Ice Gem | Ability Sphere | Speed Distiller | Ice Gem | ||
Arctic Wind | Clear Sphere | Ice Gem | Attribute Sphere | Tetra Elemental | Antarctic Wind | ||
Arctic Wind | Frag Grenade | Ice Gem | Clear Sphere | Tetra Elemental | Arctic Wind | ||
Arctic Wind | Ice Gem | Ice Gem | Frag Grenade | Tetra Elemental | Ice Gem | ||
Arctic Wind | Lv. 1 Key Sphere |
Krysta
- Effects: Three random-targeting Ice-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Arctic Wind | Dream Powder | Ice Gem | Mana Spring | |
Arctic Wind | Farplane Shadow | Ice Gem | Musk | |
Arctic Wind | Farplane Wind | Ice Gem | Petrify Grenade | |
Ice Gem | Candle of Life | Ice Gem | Poison Fang | |
Ice Gem | Chocobo Feather | Ice Gem | Purifying Salt | |
Ice Gem | Chocobo Wing | Ice Gem | Shining Thorn | |
Ice Gem | Dream Powder | Ice Gem | Silence Grenade | |
Ice Gem | Farplane Shadow | Ice Gem | Silver Hourglass | |
Ice Gem | Farplane Wind | Ice Gem | Sleeping Powder | |
Ice Gem | Gold Hourglass | Ice Gem | Smoke Bomb | |
Ice Gem | Healing Spring | Ice Gem | Soul Spring | |
Ice Gem | Hypello Potion | Ice Gem | Stamina Spring |
Lightning Bolt
- Effects: Nine random-targeting Lightning-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Electro Marble | Accuracy Sphere | Electro Marble | Wings to Discovery | Lightning Gem | Teleport Sphere | ||
Electro Marble | Agility Sphere | Electro Marble | Winning Formula | Lightning Gem | Warp Sphere | ||
Electro Marble | Amulet | Lightning Gem | Accuracy Sphere | Lightning Gem | White Magic Sphere | ||
Electro Marble | Defense Sphere | Lightning Gem | Agility Sphere | Lightning Marble | Accuracy Sphere | ||
Electro Marble | Door to Tomorrow | Lightning Gem | Black Magic Sphere | Lightning Marble | Agility Sphere | ||
Electro Marble | Evasion Sphere | Lightning Gem | Defense Sphere | Lightning Marble | Defense Sphere | ||
Electro Marble | Friend Sphere | Lightning Gem | Evasion Sphere | Lightning Marble | Evasion Sphere | ||
Electro Marble | Gambler's Spirit | Lightning Gem | Friend Sphere | Lightning Marble | Friend Sphere | ||
Electro Marble | HP Sphere | Lightning Gem | HP Sphere | Lightning Marble | HP Sphere | ||
Electro Marble | Lv. 3 Key Sphere | Lightning Gem | Lv. 1 Key Sphere | Lightning Marble | Lv. 2 Key Sphere | ||
Electro Marble | Lv. 4 Key Sphere | Lightning Gem | Lv. 2 Key Sphere | Lightning Marble | Lv. 3 Key Sphere | ||
Electro Marble | Magic Defense Sphere | Lightning Gem | Lv. 3 Key Sphere | Lightning Marble | Lv. 4 Key Sphere | ||
Electro Marble | Magic Sphere | Lightning Gem | Lv. 4 Key Sphere | Lightning Marble | Magic Defense Sphere | ||
Electro Marble | Master Sphere | Lightning Gem | Magic Defense Sphere | Lightning Marble | Magic Sphere | ||
Electro Marble | MP Sphere | Lightning Gem | Magic Sphere | Lightning Marble | Master Sphere | ||
Electro Marble | Pendulum | Lightning Gem | Master Sphere | Lightning Marble | MP Sphere | ||
Electro Marble | Return Sphere | Lightning Gem | MP Sphere | Lightning Marble | Return Sphere | ||
Electro Marble | Strength Sphere | Lightning Gem | Return Sphere | Lightning Marble | Strength Sphere | ||
Electro Marble | Teleport Sphere | Lightning Gem | Skill Sphere | Lightning Marble | Teleport Sphere | ||
Electro Marble | Underdog's Secret | Lightning Gem | Special Sphere | Lightning Marble | Warp Sphere | ||
Electro Marble | Warp Sphere | Lightning Gem | Strength Sphere |
Mana
- Effects: Doubles the max MP of one character until they are KO'ed or the battle ends. (The highest this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ether | Ability Distiller | Ether | Fish Scale | Ether | Power Sphere | ||
Ether | Ability Sphere | Ether | Frag Grenade | Ether | Soft | ||
Ether | Al Bhed Potion | Ether | Grenade | Ether | Speed Distiller | ||
Ether | Antarctic Wind | Ether | Holy Water | Ether | Speed Sphere | ||
Ether | Antidote | Ether | Mana Distiller | Hi-Potion | Ether | ||
Ether | Bomb Fragment | Ether | Mana Sphere | Mega-Potion | Ether | ||
Ether | Echo Screen | Ether | Phoenix Down | Potion | Ether | ||
Ether | Electro Marble | Ether | Power Distiller | X-Potion | Ether | ||
Ether | Eye Drops |
Megalixir
- Effects: Fully restores all allies' HP and MP (up to 9,999/999). However, it will KO Zombied characters with under 10,000 HP.
+B VALID MIX COMBINATIONS | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | |||
Ability Distiller | Blessed Gem | Elixir | Holy Water | Holy Water | Gold Hourglass | Remedy | Musk | |||
Ability Distiller | Healing Water | Elixir | Mana Distiller | Holy Water | Healing Spring | Remedy | Power Sphere | |||
Ability Distiller | Shining Gem | Elixir | Mana Sphere | Holy Water | Healing Water | Remedy | Rename Card | |||
Ability Distiller | Supreme Gem | Elixir | Map | Holy Water | Hypello Potion | Remedy | Shining Thorn | |||
Ability Distiller | Tetra Elemental | Elixir | Phoenix Down | Holy Water | Mana Sphere | Remedy | Speed Sphere | |||
Al Bhed Potion | Ability Sphere | Elixir | Power Distiller | Holy Water | Mana Spring | Shadow Potion | Farplane Wind | |||
Al Bhed Potion | Blessed Gem | Elixir | Power Sphere | Holy Water | Map | Soft | Blessed Gem | |||
Al Bhed Potion | Healing Spring | Elixir | Rename Card | Holy Water | Musk | Soft | Candle of Life | |||
Al Bhed Potion | Healing Water | Elixir | Soft | Holy Water | Petrify Grenade | Soft | Chocobo Feather | |||
Al Bhed Potion | Mana Sphere | Elixir | Speed Distiller | Holy Water | Poison Fang | Soft | Chocobo Wing | |||
Al Bhed Potion | Mana Spring | Elixir | Speed Sphere | Holy Water | Power Sphere | Soft | Dream Powder | |||
Al Bhed Potion | Map | Eye Drops | Blessed Gem | Holy Water | Purifying Salt | Soft | Farplane Shadow | |||
Al Bhed Potion | Power Sphere | Eye Drops | Candle of Life | Holy Water | Rename Card | Soft | Farplane Wind | |||
Al Bhed Potion | Purifying Salt | Eye Drops | Chocobo Feather | Holy Water | Shadow Gem | Soft | Gold Hourglass | |||
Al Bhed Potion | Rename Card | Eye Drops | Chocobo Wing | Holy Water | Shining Gem | Soft | Healing Spring | |||
Al Bhed Potion | Shining Gem | Eye Drops | Dream Powder | Holy Water | Shining Thorn | Soft | Healing Water | |||
Al Bhed Potion | Soul Spring | Eye Drops | Farplane Shadow | Holy Water | Silence Grenade | Soft | Hypello Potion | |||
Al Bhed Potion | Speed Sphere | Eye Drops | Farplane Wind | Holy Water | Silver Hourglass | Soft | Mana Spring | |||
Al Bhed Potion | Stamina Spring | Eye Drops | Gold Hourglass | Holy Water | Sleeping Powder | Soft | Map | |||
Al Bhed Potion | Supreme Gem | Eye Drops | Healing Spring | Holy Water | Smoke Bomb | Soft | Musk | |||
Al Bhed Potion | Tetra Elemental | Eye Drops | Healing Water | Holy Water | Soul Spring | Soft | Petrify Grenade | |||
Al Bhed Potion | Three Stars | Eye Drops | Hypello Potion | Holy Water | Speed Sphere | Soft | Poison Fang | |||
Antidote | Blessed Gem | Eye Drops | Mana Spring | Holy Water | Stamina Spring | Soft | Purifying Salt | |||
Antidote | Candle of Life | Eye Drops | Map | Holy Water | Supreme Gem | Soft | Rename Card | |||
Antidote | Chocobo Feather | Eye Drops | Musk | Holy Water | Tetra Elemental | Soft | Shadow Gem | |||
Antidote | Chocobo Wing | Eye Drops | Petrify Grenade | Mana Distiller | Blessed Gem | Soft | Shining Gem | |||
Antidote | Dream Powder | Eye Drops | Poison Fang | Mana Distiller | Healing Water | Soft | Shining Thorn | |||
Antidote | Farplane Shadow | Eye Drops | Purifying Salt | Mana Distiller | Shining Gem | Soft | Silence Grenade | |||
Antidote | Farplane Wind | Eye Drops | Rename Card | Mana Distiller | Supreme Gem | Soft | Silver Hourglass | |||
Antidote | Gold Hourglass | Eye Drops | Shadow Gem | Mana Distiller | Tetra Elemental | Soft | Sleeping Powder | |||
Antidote | Healing Spring | Eye Drops | Shining Gem | Mana Spring | Ability Sphere | Soft | Smoke Bomb | |||
Antidote | Healing Water | Eye Drops | Shining Thorn | Mana Spring | Mana Sphere | Soft | Soul Spring | |||
Antidote | Hypello Potion | Eye Drops | Silence Grenade | Mana Spring | Map | Soft | Stamina Spring | |||
Antidote | Mana Spring | Eye Drops | Silver Hourglass | Mana Spring | Power Sphere | Soft | Supreme Gem | |||
Antidote | Map | Eye Drops | Sleeping Powder | Mana Spring | Rename Card | Soft | Tetra Elemental | |||
Antidote | Musk | Eye Drops | Smoke Bomb | Mana Spring | Speed Sphere | Soul Spring | Ability Sphere | |||
Antidote | Petrify Grenade | Eye Drops | Soul Spring | Mega Phoenix | Map | Soul Spring | Mana Sphere | |||
Antidote | Poison Fang | Eye Drops | Stamina Spring | Mega Phoenix | Rename Card | Soul Spring | Map | |||
Antidote | Purifying Salt | Eye Drops | Supreme Gem | Mega-Potion | Blessed Gem | Soul Spring | Power Sphere | |||
Antidote | Rename Card | Eye Drops | Tetra Elemental | Mega-Potion | Candle of Life | Soul Spring | Rename Card | |||
Antidote | Shadow Gem | Healing Spring | Ability Sphere | Mega-Potion | Chocobo Feather | Soul Spring | Speed Sphere | |||
Antidote | Shining Gem | Healing Spring | Mana Sphere | Mega-Potion | Chocobo Wing | Speed Distiller | Blessed Gem | |||
Antidote | Shining Thorn | Healing Spring | Power Sphere | Mega-Potion | Dream Powder | Speed Distiller | Healing Water | |||
Antidote | Silence Grenade | Healing Spring | Speed Sphere | Mega-Potion | Elixir | Speed Distiller | Shining Gem | |||
Antidote | Silver Hourglass | Healing Water | Ability Sphere | Mega-Potion | Frag Grenade | Speed Distiller | Supreme Gem | |||
Antidote | Sleeping Powder | Healing Water | Mana Sphere | Mega-Potion | Gold Hourglass | Speed Distiller | Tetra Elemental | |||
Antidote | Smoke Bomb | Healing Water | Map | Mega-Potion | Grenade | Stamina Spring | Ability Sphere | |||
Antidote | Soul Spring | Healing Water | Power Sphere | Mega-Potion | Healing Spring | Stamina Spring | Mana Sphere | |||
Antidote | Stamina Spring | Healing Water | Rename Card | Mega-Potion | Healing Water | Stamina Spring | Map | |||
Antidote | Supreme Gem | Healing Water | Speed Sphere | Mega-Potion | Hypello Potion | Stamina Spring | Power Sphere | |||
Antidote | Tetra Elemental | Hi-Potion | Amulet | Mega-Potion | Light Curtain | Stamina Spring | Rename Card | |||
Echo Screen | Blessed Gem | Hi-Potion | Blessed Gem | Mega-Potion | Lunar Curtain | Stamina Spring | Speed Sphere | |||
Echo Screen | Candle of Life | Hi-Potion | Candle of Life | Mega-Potion | Mana Spring | Tetra Elemental | Ability Sphere | |||
Echo Screen | Chocobo Feather | Hi-Potion | Chocobo Feather | Mega-Potion | Mega-Potion | Tetra Elemental | Mana Sphere | |||
Echo Screen | Chocobo Wing | Hi-Potion | Chocobo Wing | Mega-Potion | Musk | Tetra Elemental | Map | |||
Echo Screen | Dream Powder | Hi-Potion | Dream Powder | Mega-Potion | Petrify Grenade | Tetra Elemental | Power Sphere | |||
Echo Screen | Farplane Shadow | Hi-Potion | Elixir | Mega-Potion | Poison Fang | Tetra Elemental | Rename Card | |||
Echo Screen | Farplane Wind | Hi-Potion | Farplane Shadow | Mega-Potion | Purifying Salt | Tetra Elemental | Speed Sphere | |||
Echo Screen | Gold Hourglass | Hi-Potion | Farplane Wind | Mega-Potion | Shadow Gem | X-Potion | Blessed Gem | |||
Echo Screen | Healing Spring | Hi-Potion | Gold Hourglass | Mega-Potion | Shining Gem | X-Potion | Candle of Life | |||
Echo Screen | Healing Water | Hi-Potion | Healing Spring | Mega-Potion | Shining Thorn | X-Potion | Chocobo Feather | |||
Echo Screen | Hypello Potion | Hi-Potion | Healing Water | Mega-Potion | Silence Grenade | X-Potion | Chocobo Wing | |||
Echo Screen | Mana Spring | Hi-Potion | Hypello Potion | Mega-Potion | Silver Hourglass | X-Potion | Dream Powder | |||
Echo Screen | Map | Hi-Potion | Light Curtain | Mega-Potion | Sleeping Powder | X-Potion | Elixir | |||
Echo Screen | Musk | Hi-Potion | Lunar Curtain | Mega-Potion | Smoke Bomb | X-Potion | Frag Grenade | |||
Echo Screen | Petrify Grenade | Hi-Potion | Mana Spring | Mega-Potion | Soul Spring | X-Potion | Gold Hourglass | |||
Echo Screen | Poison Fang | Hi-Potion | Musk | Mega-Potion | Stamina Spring | X-Potion | Grenade | |||
Echo Screen | Purifying Salt | Hi-Potion | Pendulum | Mega-Potion | Star Curtain | X-Potion | Healing Spring | |||
Echo Screen | Rename Card | Hi-Potion | Petrify Grenade | Mega-Potion | Tetra Elemental | X-Potion | Healing Water | |||
Echo Screen | Shadow Gem | Hi-Potion | Poison Fang | Potion | Blessed Gem | X-Potion | Hypello Potion | |||
Echo Screen | Shining Gem | Hi-Potion | Purifying Salt | Potion | Elixir | X-Potion | Light Curtain | |||
Echo Screen | Shining Thorn | Hi-Potion | Shadow Gem | Potion | Farplane | X-Potion | Lunar Curtain | |||
Echo Screen | Silence Grenade | Hi-Potion | Shining Gem | Potion | Purifying Salt | X-Potion | Mana Spring | |||
Echo Screen | Silver Hourglass | Hi-Potion | Shining Thorn | Potion | Shining Gem | X-Potion | Mega-Potion | |||
Echo Screen | Sleeping Powder | Hi-Potion | Silence Grenade | Potion | Soul Spring | X-Potion | Musk | |||
Echo Screen | Smoke Bomb | Hi-Potion | Silver Hourglass | Power Distiller | Blessed Gem | X-Potion | Petrify Grenade | |||
Echo Screen | Soul Spring | Hi-Potion | Sleeping Powder | Power Distiller | Healing Water | X-Potion | Poison Fang | |||
Echo Screen | Stamina Spring | Hi-Potion | Smoke Bomb | Power Distiller | Shining Gem | X-Potion | Purifying Salt | |||
Echo Screen | Supreme Gem | Hi-Potion | Soul Spring | Power Distiller | Supreme Gem | X-Potion | Shadow Gem | |||
Echo Screen | Tetra Elemental | Hi-Potion | Stamina Spring | Power Distiller | Tetra Elemental | X-Potion | Shining Gem | |||
Elixir | Ability Distiller | Hi-Potion | Star Curtain | Purifying Salt | Ability Sphere | X-Potion | Shining Thorn | |||
Elixir | Ability Sphere | Hi-Potion | Tetra Elemental | Purifying Salt | Mana Sphere | X-Potion | Silence Grenade | |||
Elixir | Al Bhed Potion | Holy Water | Ability Sphere | Purifying Salt | Map | X-Potion | Silver Hourglass | |||
Elixir | Antidote | Holy Water | Blessed Gem | Purifying Salt | Power Sphere | X-Potion | Sleeping Powder | |||
Elixir | Echo Screen | Holy Water | Candle of Life | Purifying Salt | Rename Card | X-Potion | Smoke Bomb | |||
Elixir | Elixir | Holy Water | Chocobo Feather | Purifying Salt | Speed Sphere | X-Potion | Soul Spring | |||
Elixir | Eye Drops | Holy Water | Chocobo Wing | Remedy | Ability Sphere | X-Potion | Stamina Spring | |||
Elixir | Frag Grenade | Holy Water | Dream Powder | Remedy | Hypello Potion | X-Potion | Star Curtain | |||
Elixir | Grenade | Holy Water | Farplane Shadow | Remedy | Mana Sphere | X-Potion | Tetra Elemental | |||
Elixir | Healing Water | Holy Water | Farplane Wind | Remedy | Map |
Mega Mana
- Effects: Doubles the max MP of the entire party until they are KO'ed or the battle ends. (The highest this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.)
+B VALID MIX COMBINATIONS | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | |||
Ether | Accuracy Sphere | Ether | Master Sphere | Turbo Ether | Black Magic Sphere | Turbo Ether | Magic Sphere | |||
Ether | Agility Sphere | Ether | MP Sphere | Turbo Ether | Bomb Core | Turbo Ether | Mana Distiller | |||
Ether | Arctic Wind | Ether | Petrify Grenade | Turbo Ether | Bomb Fragment | Turbo Ether | Mana Sphere | |||
Ether | Attribute Sphere | Ether | Poison Fang | Turbo Ether | Candle of Life | Turbo Ether | Mana Spring | |||
Ether | Black Magic Sphere | Ether | Purifying Salt | Turbo Ether | Chocobo Feather | Turbo Ether | Map | |||
Ether | Bomb Core | Ether | Rename Card | Turbo Ether | Chocobo Wing | Turbo Ether | Master Sphere | |||
Ether | Candle of Life | Ether | Return Sphere | Turbo Ether | Clear Sphere | Turbo Ether | MP Sphere | |||
Ether | Chocobo Feather | Ether | Shadow Gem | Turbo Ether | Defense Sphere | Turbo Ether | Petrify Grenade | |||
Ether | Chocobo Wing | Ether | Shining Thorn | Turbo Ether | Dragon Scale | Turbo Ether | Phoenix Down | |||
Ether | Clear Sphere | Ether | Silence Grenade | Turbo Ether | Dream Powder | Turbo Ether | Poison Fang | |||
Ether | Defense Sphere | Ether | Silver Hourglass | Turbo Ether | Echo Screen | Turbo Ether | Power Distiller | |||
Ether | Dragon Scale | Ether | Skill Sphere | Turbo Ether | Electro Marble | Turbo Ether | Power Sphere | |||
Ether | Dream Powder | Ether | Sleeping Powder | Turbo Ether | Elixir | Turbo Ether | Purifying Salt | |||
Ether | Elixir | Ether | Smoke Bomb | Turbo Ether | Evasion Sphere | Turbo Ether | Rename Card | |||
Ether | Ether | Ether | Soul Spring | Turbo Ether | Eye Drops | Turbo Ether | Return Sphere | |||
Ether | Evasion Sphere | Ether | Special Sphere | Turbo Ether | Farplane Shadow | Turbo Ether | Shadow Gem | |||
Ether | Farplane Shadow | Ether | Stamina Spring | Turbo Ether | Fire Gem | Turbo Ether | Shining Thorn | |||
Ether | Fire Gem | Ether | Star Curtain | Turbo Ether | Fish Scale | Turbo Ether | Silence Grenade | |||
Ether | Friend Sphere | Ether | Strength Sphere | Turbo Ether | Frag Grenade | Turbo Ether | Silver Hourglass | |||
Ether | Gold Hourglass | Ether | Teleport Sphere | Turbo Ether | Friend Sphere | Turbo Ether | Skill Sphere | |||
Ether | Healing Spring | Ether | Tetra Elemental | Turbo Ether | Gold Hourglass | Turbo Ether | Sleeping Powder | |||
Ether | Healing Water | Ether | Turbo Ether | Turbo Ether | Grenade | Turbo Ether | Smoke Bomb | |||
Ether | HP Sphere | Ether | Warp Sphere | Turbo Ether | Healing Spring | Turbo Ether | Soft | |||
Ether | Hypello Potion | Ether | Water Gem | Turbo Ether | Healing Water | Turbo Ether | Soul Spring | |||
Ether | Ice Gem | Ether | White Magic Sphere | Turbo Ether | Holy Water | Turbo Ether | Special Sphere | |||
Ether | Light Curtain | Hi-Potion | Turbo Ether | Turbo Ether | HP Sphere | Turbo Ether | Speed Distiller | |||
Ether | Lightning Gem | Mega-Potion | Turbo Ether | Turbo Ether | Hypello Potion | Turbo Ether | Speed Sphere | |||
Ether | Lightning Marble | Potion | Turbo Ether | Turbo Ether | Ice Gem | Turbo Ether | Stamina Spring | |||
Ether | Lunar Curtain | Turbo Ether | Ability Distiller | Turbo Ether | Light Curtain | Turbo Ether | Star Curtain | |||
Ether | Lv. 1 Key Sphere | Turbo Ether | Ability Sphere | Turbo Ether | Lightning Gem | Turbo Ether | Strength Sphere | |||
Ether | Lv. 2 Key Sphere | Turbo Ether | Accuracy Sphere | Turbo Ether | Lightning Marble | Turbo Ether | Teleport Sphere | |||
Ether | Lv. 3 Key Sphere | Turbo Ether | Agility Sphere | Turbo Ether | Lunar Curtain | Turbo Ether | Tetra Elemental | |||
Ether | Lv. 4 Key Sphere | Turbo Ether | Al Bhed Potion | Turbo Ether | Lv. 1 Key Sphere | Turbo Ether | Turbo Ether | |||
Ether | Magic Defense Sphere | Turbo Ether | Antarctic Wind | Turbo Ether | Lv. 2 Key Sphere | Turbo Ether | Warp Sphere | |||
Ether | Magic Sphere | Turbo Ether | Antidote | Turbo Ether | Lv. 3 Key Sphere | Turbo Ether | Water Gem | |||
Ether | Mana Spring | Turbo Ether | Arctic Wind | Turbo Ether | Lv. 4 Key Sphere | Turbo Ether | White Magic Sphere | |||
Ether | Map | Turbo Ether | Attribute Sphere | Turbo Ether | Magic Defense Sphere | X-Potion | Turbo Ether |
Mega NulAll
- Effects: Places NulBlaze, NulShock, NulTide, and NulFrost on the entire party. Each spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Dream Powder | Light Curtain | Mega Phoenix | Bomb Fragment | Sleeping Powder | Light Curtain | ||
Dream Powder | Lunar Curtain | Mega Phoenix | Dragon Scale | Sleeping Powder | Lunar Curtain | ||
Dream Powder | Star Curtain | Mega Phoenix | Electro Marble | Sleeping Powder | Star Curtain | ||
Hi-Potion | Antarctic Wind | Mega Phoenix | Fire Gem | Smoke Bomb | Light Curtain | ||
Hi-Potion | Arctic Wind | Mega Phoenix | Fish Scale | Smoke Bomb | Lunar Curtain | ||
Hi-Potion | Bomb Core | Mega Phoenix | Ice Gem | Smoke Bomb | Star Curtain | ||
Hi-Potion | Bomb Fragment | Mega Phoenix | Lightning Gem | Star Curtain | Ability Sphere | ||
Hi-Potion | Dragon Scale | Mega Phoenix | Lightning Marble | Star Curtain | Hypello Potion | ||
Hi-Potion | Electro Marble | Mega Phoenix | Water Gem | Star Curtain | Mana Sphere | ||
Hi-Potion | Fire Gem | Mega-Potion | Antarctic Wind | Star Curtain | Map | ||
Hi-Potion | Fish Scale | Mega-Potion | Arctic Wind | Star Curtain | Musk | ||
Hi-Potion | Ice Gem | Mega-Potion | Bomb Core | Star Curtain | Power Sphere | ||
Hi-Potion | Lightning Gem | Mega-Potion | Bomb Fragment | Star Curtain | Rename Card | ||
Hi-Potion | Lightning Marble | Mega-Potion | Dragon Scale | Star Curtain | Shining Thorn | ||
Hi-Potion | Water Gem | Mega-Potion | Electro Marble | Star Curtain | Speed Sphere | ||
Light Curtain | Hypello Potion | Mega-Potion | Fire Gem | X-Potion | Antarctic Wind | ||
Light Curtain | Map | Mega-Potion | Fish Scale | X-Potion | Arctic Wind | ||
Light Curtain | Musk | Mega-Potion | Ice Gem | X-Potion | Bomb Core | ||
Light Curtain | Rename Card | Mega-Potion | Lightning Gem | X-Potion | Bomb Fragment | ||
Light Curtain | Shining Thorn | Mega-Potion | Lightning Marble | X-Potion | Dragon Scale | ||
Lunar Curtain | Hypello Potion | Mega-Potion | Water Gem | X-Potion | Electro Marble | ||
Lunar Curtain | Map | Shadow Gem | Light Curtain | X-Potion | Fire Gem | ||
Lunar Curtain | Musk | Shadow Gem | Lunar Curtain | X-Potion | Fish Scale | ||
Lunar Curtain | Rename Card | Shadow Gem | Star Curtain | X-Potion | Ice Gem | ||
Lunar Curtain | Shining Thorn | Silence Grenade | Light Curtain | X-Potion | Lightning Gem | ||
Mega Phoenix | Antarctic Wind | Silence Grenade | Lunar Curtain | X-Potion | Lightning Marble | ||
Mega Phoenix | Arctic Wind | Silence Grenade | Star Curtain | X-Potion | Water Gem | ||
Mega Phoenix | Bomb Core |
Mega Phoenix
- Effects: Revives all KO'ed party members with 50% of their maximum HP (up to 9,999). Zombied characters will be KO'ed, however.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Hi-Potion | Phoenix Down | Phoenix Down | Hypello Potion | Phoenix Down | Shining Thorn | ||
Mega-Potion | Phoenix Down | Phoenix Down | Light Curtain | Phoenix Down | Silence Grenade | ||
Phoenix Down | Ability Distiller | Phoenix Down | Lunar Curtain | Phoenix Down | Silver Hourglass | ||
Phoenix Down | Ability Sphere | Phoenix Down | Mana Distiller | Phoenix Down | Sleeping Powder | ||
Phoenix Down | Al Bhed Potion | Phoenix Down | Mana Sphere | Phoenix Down | Smoke Bomb | ||
Phoenix Down | Candle of Life | Phoenix Down | Mana Spring | Phoenix Down | Soul Spring | ||
Phoenix Down | Chocobo Feather | Phoenix Down | Musk | Phoenix Down | Speed Distiller | ||
Phoenix Down | Chocobo Wing | Phoenix Down | Petrify Grenade | Phoenix Down | Speed Sphere | ||
Phoenix Down | Dream Powder | Phoenix Down | Phoenix Down | Phoenix Down | Stamina Spring | ||
Phoenix Down | Frag Phoenix | Phoenix Down | Poison Fang | Phoenix Down | Star Curtain | ||
Phoenix Down | Gold Hourglass | Phoenix Down | Power Distiller | Phoenix Down | Tetra Elemental | ||
Phoenix Down | Grenade | Phoenix Down | Power Sphere | Potion | Phoenix Down | ||
Phoenix Down | Healing Spring | Phoenix Down | Purifying Salt | X-Potion | Phoenix Down | ||
Phoenix Down | Healing Water | Phoenix Down | Shadow Gem |
Mega Vitality
- Effects: Doubles the max HP of the entire party until they are KO'ed or the battle ends. The highest this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such effects.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Stamina Tablet | Lightning Marble | Stamina Tablet | Stamina Tablet | Evasion Sphere | ||
Al Bhed Potion | Stamina Tablet | Lunar Curtain | Stamina Tablet | Stamina Tablet | Friend Sphere | ||
Antarctic Wind | Stamina Tablet | Mana Distiller | Stamina Tablet | Stamina Tablet | HP Sphere | ||
Antidote | Stamina Tablet | Mana Spring | Stamina Tablet | Stamina Tablet | Hypello Potion | ||
Arctic Wind | Stamina Tablet | Mega-Potion | Stamina Tablet | Stamina Tablet | Lv. 1 Key Sphere | ||
Blessed Gem | Stamina Tablet | Mega-Potion | Three Stars | Stamina Tablet | Lv. 2 Key Sphere | ||
Bomb Core | Stamina Tablet | Petrify Grenade | Stamina Tablet | Stamina Tablet | Lv. 3 Key Sphere | ||
Bomb Fragment | Stamina Tablet | Phoenix Down | Stamina Tablet | Stamina Tablet | Lv. 4 Key Sphere | ||
Candle of Life | Stamina Tablet | Phoenix Down | Three Stars | Stamina Tablet | Magic Defense Sphere | ||
Chocobo Feather | Stamina Tablet | Poison Fang | Stamina Tablet | Stamina Tablet | Magic Sphere | ||
Chocobo Wing | Stamina Tablet | Potion | Stamina Tablet | Stamina Tablet | Mana Sphere | ||
Dragon Scale | Stamina Tablet | Potion | Three Stars | Stamina Tablet | Map | ||
Dream Powder | Stamina Tablet | Power Distiller | Stamina Tablet | Stamina Tablet | Master Sphere | ||
Echo Screen | Stamina Tablet | Purifying Salt | Stamina Tablet | Stamina Tablet | MP Sphere | ||
Electro Marble | Stamina Tablet | Remedy | Stamina Tablet | Stamina Tablet | Musk | ||
Elixir | Stamina Tablet | Shadow Gem | Stamina Tablet | Stamina Tablet | Power Sphere | ||
Elixir | Three Stars | Shining Gem | Stamina Tablet | Stamina Tablet | Rename Card | ||
Eye Drops | Stamina Tablet | Silence Grenade | Stamina Tablet | Stamina Tablet | Return Sphere | ||
Farplane Shadow | Stamina Tablet | Silver Hourglass | Stamina Tablet | Stamina Tablet | Shining Thorn | ||
Farplane Wind | Stamina Tablet | Sleeping Powder | Stamina Tablet | Stamina Tablet | Skill Sphere | ||
Fire Gem | Stamina Tablet | Smoke Bomb | Stamina Tablet | Stamina Tablet | Special Sphere | ||
Fish Scale | Stamina Tablet | Soft | Stamina Tablet | Stamina Tablet | Speed Sphere | ||
Frag Grenade | Stamina Tablet | Soul Spring | Stamina Tablet | Stamina Tablet | Stamina Tablet | ||
Gold Hourglass | Stamina Tablet | Speed Distiller | Stamina Tablet | Stamina Tablet | Strength Sphere | ||
Grenade | Stamina Tablet | Stamina Spring | Stamina Tablet | Stamina Tablet | Teleport Sphere | ||
Healing Spring | Stamina Tablet | Stamina Tablet | Ability Sphere | Stamina Tablet | Warp Sphere | ||
Healing Water | Stamina Tablet | Stamina Tablet | Accuracy Sphere | Stamina Tablet | White Magic Sphere | ||
Hi-Potion | Stamina Tablet | Stamina Tablet | Agility Sphere | Star Curtain | Stamina Tablet | ||
Hi-Potion | Three Stars | Stamina Tablet | Attribute Sphere | Supreme Gem | Stamina Tablet | ||
Holy Water | Stamina Tablet | Stamina Tablet | Black Magic Sphere | Tetra Elemental | Stamina Tablet | ||
Ice Gem | Stamina Tablet | Stamina Tablet | Clear Sphere | Water Gem | Stamina Tablet | ||
Light Curtain | Stamina Tablet | Stamina Tablet | Defense Sphere | X-Potion | Stamina Tablet | ||
Lightning Gem | Stamina Tablet | Stamina Tablet | Designer Wallet | X-Potion | Three Stars |
Mighty G
- Effects: Places Protect, Shell, and Haste on the party. This will heave physical and magical damage, and double Agility, each until KO'ed or Dispelled.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Ability Distiller | Electro Marble | Star Curtain | Power Distiller | Mana Distiller | ||
Al Bhed Potion | Hypello Potion | Fish Scale | Light Curtain | Power Distiller | Power Distiller | ||
Al Bhed Potion | Light Curtain | Fish Scale | Lunar Curtain | Power Distiller | Speed Distiller | ||
Al Bhed Potion | Lunar Curtain | Fish Scale | Star Curtain | Remedy | Light Curtain | ||
Al Bhed Potion | Musk | Healing Water | Hypello Potion | Remedy | Lunar Curtain | ||
Al Bhed Potion | Shining Thorn | Healing Water | Light Curtain | Remedy | Star Curtain | ||
Al Bhed Potion | Star Curtain | Healing Water | Lunar Curtain | Speed Distiller | Ability Distiller | ||
Antarctic Wind | Light Curtain | Healing Water | Musk | Speed Distiller | Speed Distiller | ||
Antarctic Wind | Lunar Curtain | Healing Water | Shining Thorn | Tetra Elemental | Hypello Potion | ||
Antarctic Wind | Star Curtain | Healing Water | Star Curtain | Tetra Elemental | Light Curtain | ||
Bomb Fragment | Light Curtain | Mana Distiller | Ability Distiller | Tetra Elemental | Lunar Curtain | ||
Bomb Fragment | Lunar Curtain | Mana Distiller | Mana Distiller | Tetra Elemental | Musk | ||
Bomb Fragment | Star Curtain | Mana Distiller | Speed Distiller | Tetra Elemental | Shining Thorn | ||
Electro Marble | Light Curtain | Power Distiller | Ability Distiller | Tetra Elemental | Star Curtain | ||
Electro Marble | Lunar Curtain |
Mighty Wall
- Effects: Places Protect and Shell on the party, halving physical and magical damage until KO'ed or Dispelled.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Ability Sphere | Eye Drops | Light Curtain | Mana Distiller | Power Sphere | ||
Ability Distiller | Light Curtain | Eye Drops | Lunar Curtain | Mana Distiller | Speed Sphere | ||
Ability Distiller | Lunar Curtain | Eye Drops | Star Curtain | Mana Distiller | Star Curtain | ||
Ability Distiller | Mana Sphere | Grenade | Light Curtain | Power Distiller | Ability Sphere | ||
Ability Distiller | Power Sphere | Grenade | Lunar Curtain | Power Distiller | Light Curtain | ||
Ability Distiller | Speed Sphere | Grenade | Star Curtain | Power Distiller | Lunar Curtain | ||
Ability Distiller | Star Curtain | Holy Water | Light Curtain | Power Distiller | Mana Sphere | ||
Antidote | Light Curtain | Holy Water | Lunar Curtain | Power Distiller | Power Sphere | ||
Antidote | Lunar Curtain | Holy Water | Star Curtain | Power Distiller | Speed Sphere | ||
Antidote | Star Curtain | Light Curtain | Ability Sphere | Power Distiller | Star Curtain | ||
Chocobo Feather | Ability Sphere | Light Curtain | Mana Sphere | Soft | Light Curtain | ||
Chocobo Feather | Mana Sphere | Light Curtain | Power Sphere | Soft | Lunar Curtain | ||
Chocobo Feather | Power Sphere | Light Curtain | Speed Sphere | Soft | Star Curtain | ||
Chocobo Feather | Speed Sphere | Lunar Curtain | Ability Sphere | Speed Distiller | Ability Sphere | ||
Chocobo Wing | Ability Sphere | Lunar Curtain | Mana Sphere | Speed Distiller | Light Curtain | ||
Chocobo Wing | Mana Sphere | Lunar Curtain | Power Sphere | Speed Distiller | Lunar Curtain | ||
Chocobo Wing | Power Sphere | Lunar Curtain | Speed Sphere | Speed Distiller | Mana Sphere | ||
Chocobo Wing | Speed Sphere | Mana Distiller | Ability Sphere | Speed Distiller | Power Sphere | ||
Echo Screen | Light Curtain | Mana Distiller | Light Curtain | Speed Distiller | Speed Sphere | ||
Echo Screen | Lunar Curtain | Mana Distiller | Lunar Curtain | Speed Distiller | Star Curtain | ||
Echo Screen | Star Curtain | Mana Distiller | Mana Sphere |
Miracle Drink
- Effects: The actions of the party always be critical. That is to say, the actions they take will be doubly effective (attack-wise) if they wouldn't normally be.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Sphere | Designer Wallet | Fortune Sphere | Lv. 2 Key Sphere | Mana Spring | Luck Sphere | ||
Accuracy Sphere | Designer Wallet | Fortune Sphere | Lv. 3 Key Sphere | Mana Tablet | Fortune Sphere | ||
Accuracy Sphere | Luck Sphere | Fortune Sphere | Lv. 4 Key Sphere | Mana Tablet | Luck Sphere | ||
Agility Sphere | Designer Wallet | Fortune Sphere | Magic Defense Sphere | Mana Tonic | Fortune Sphere | ||
Agility Sphere | Luck Sphere | Fortune Sphere | Magic Sphere | Mana Tonic | Luck Sphere | ||
Amulet | Designer Wallet | Fortune Sphere | Master Sphere | Map | Designer Wallet | ||
Antarctic Wind | Designer Wallet | Fortune Sphere | MP Sphere | Master Sphere | Designer Wallet | ||
Antarctic Wind | Luck Sphere | Fortune Sphere | Pendulum | Master Sphere | Luck Sphere | ||
Arctic Wind | Designer Wallet | Fortune Sphere | Return Sphere | Mega Phoenix | Designer Wallet | ||
Arctic Wind | Fortune Sphere | Fortune Sphere | Skill Sphere | Mega Phoenix | Fortune Sphere | ||
Arctic Wind | Luck Sphere | Fortune Sphere | Special Sphere | Mega Phoenix | Luck Sphere | ||
Attribute Sphere | Designer Wallet | Fortune Sphere | Strength Sphere | Megalixir | Designer Wallet | ||
Attribute Sphere | Luck Sphere | Fortune Sphere | Teleport Sphere | Megalixir | Fortune Sphere | ||
Black Magic Sphere | Designer Wallet | Fortune Sphere | Underdog's Secret | Megalixir | Luck Sphere | ||
Black Magic Sphere | Luck Sphere | Fortune Sphere | Warp Sphere | MP Sphere | Designer Wallet | ||
Blessed Gem | Designer Wallet | Fortune Sphere | White Magic Sphere | MP Sphere | Luck Sphere | ||
Blessed Gem | Fortune Sphere | Fortune Sphere | Wings to Discovery | Musk | Designer Wallet | ||
Blessed Gem | Luck Sphere | Fortune Sphere | Winning Formula | Pendulum | Designer Wallet | ||
Bomb Core | Designer Wallet | Frag Grenade | Designer Wallet | Petrify Grenade | Designer Wallet | ||
Bomb Core | Fortune Sphere | Frag Grenade | Luck Sphere | Petrify Grenade | Luck Sphere | ||
Bomb Core | Luck Sphere | Friend Sphere | Designer Wallet | Poison Fang | Designer Wallet | ||
Bomb Fragment | Designer Wallet | Gold Hourglass | Designer Wallet | Poison Fang | Luck Sphere | ||
Bomb Fragment | Luck Sphere | Gold Hourglass | Fortune Sphere | Power Sphere | Designer Wallet | ||
Candle of Life | Designer Wallet | Gold Hourglass | Luck Sphere | Purifying Salt | Designer Wallet | ||
Candle of Life | Fortune Sphere | Grenade | Luck Sphere | Purifying Salt | Luck Sphere | ||
Candle of Life | Luck Sphere | Healing Spring | Designer Wallet | Rename Card | Designer Wallet | ||
Chocobo Feather | Designer Wallet | Healing Spring | Fortune Sphere | Return Sphere | Designer Wallet | ||
Chocobo Feather | Luck Sphere | Healing Spring | Luck Sphere | Shadow Gem | Designer Wallet | ||
Chocobo Wing | Designer Wallet | HP Sphere | Designer Wallet | Shadow Gem | Luck Sphere | ||
Chocobo Wing | Luck Sphere | HP Sphere | Luck Sphere | Shining Gem | Designer Wallet | ||
Clear Sphere | Designer Wallet | Hypello Potion | Designer Wallet | Shining Gem | Fortune Sphere | ||
Defense Sphere | Designer Wallet | Ice Gem | Designer Wallet | Shining Gem | Luck Sphere | ||
Defense Sphere | Luck Sphere | Ice Gem | Fortune Sphere | Shining Thorn | Designer Wallet | ||
Designer Wallet | Designer Wallet | Ice Gem | Luck Sphere | Silence Grenade | Designer Wallet | ||
Designer Wallet | Door to Tomorrow | Light Curtain | Designer Wallet | Silence Grenade | Luck Sphere | ||
Designer Wallet | Gambler's Spirit | Light Curtain | Luck Sphere | Silver Hourglass | Designer Wallet | ||
Designer Wallet | Underdog's Secret | Lightning Gem | Designer Wallet | Silver Hourglass | Fortune Sphere | ||
Designer Wallet | Wings to Discovery | Lightning Gem | Fortune Sphere | Silver Hourglass | Luck Sphere | ||
Designer Wallet | Winning Formula | Lightning Gem | Luck Sphere | Skill Sphere | Designer Wallet | ||
Dragon Scale | Designer Wallet | Lightning Marble | Designer Wallet | Skill Sphere | Luck Sphere | ||
Dragon Scale | Fortune Sphere | Lightning Marble | Fortune Sphere | Sleeping Powder | Designer Wallet | ||
Dragon Scale | Luck Sphere | Lightning Marble | Luck Sphere | Sleeping Powder | Luck Sphere | ||
Dream Powder | Designer Wallet | Luck Sphere | Amulet | Smoke Bomb | Designer Wallet | ||
Dream Powder | Luck Sphere | Luck Sphere | Clear Sphere | Smoke Bomb | Luck Sphere | ||
Electro Marble | Designer Wallet | Luck Sphere | Designer Wallet | Soul Spring | Designer Wallet | ||
Electro Marble | Luck Sphere | Luck Sphere | Door to Tomorrow | Soul Spring | Luck Sphere | ||
Elixir | Designer Wallet | Luck Sphere | Friend Sphere | Special Sphere | Designer Wallet | ||
Elixir | Luck Sphere | Luck Sphere | Gambler's Spirit | Special Sphere | Luck Sphere | ||
Ether | Designer Wallet | Luck Sphere | Hypello Potion | Speed Sphere | Designer Wallet | ||
Ether | Luck Sphere | Luck Sphere | Luck Sphere | Stamina Spring | Designer Wallet | ||
Evasion Sphere | Designer Wallet | Luck Sphere | Map | Stamina Spring | Luck Sphere | ||
Evasion Sphere | Luck Sphere | Luck Sphere | Musk | Stamina Tablet | Fortune Sphere | ||
Farplane Shadow | Designer Wallet | Luck Sphere | Pendulum | Stamina Tablet | Luck Sphere | ||
Farplane Shadow | Fortune Sphere | Luck Sphere | Rename Card | Stamina Tonic | Fortune Sphere | ||
Farplane Shadow | Luck Sphere | Luck Sphere | Return Sphere | Stamina Tonic | Luck Sphere | ||
Farplane Wind | Designer Wallet | Luck Sphere | Shining Thorn | Star Curtain | Designer Wallet | ||
Farplane Wind | Fortune Sphere | Luck Sphere | Teleport Sphere | Star Curtain | Luck Sphere | ||
Farplane Wind | Luck Sphere | Luck Sphere | Underdog's Secret | Strength Sphere | Designer Wallet | ||
Fire Gem | Designer Wallet | Luck Sphere | Warp Sphere | Strength Sphere | Luck Sphere | ||
Fire Gem | Fortune Sphere | Luck Sphere | Wings to Discovery | Supreme Gem | Designer Wallet | ||
Fire Gem | Luck Sphere | Luck Sphere | Winning Formula | Supreme Gem | Fortune Sphere | ||
Fish Scale | Designer Wallet | Lunar Curtain | Designer Wallet | Supreme Gem | Luck Sphere | ||
Fish Scale | Luck Sphere | Lunar Curtain | Luck Sphere | Teleport Sphere | Designer Wallet | ||
Fortune Sphere | Accuracy Sphere | Lv. 1 Key Sphere | Designer Wallet | Three Stars | Designer Wallet | ||
Fortune Sphere | Agility Sphere | Lv. 1 Key Sphere | Luck Sphere | Three Stars | Fortune Sphere | ||
Fortune Sphere | Amulet | Lv. 2 Key Sphere | Designer Wallet | Three Stars | Luck Sphere | ||
Fortune Sphere | Attribute Sphere | Lv. 2 Key Sphere | Luck Sphere | Turbo Ether | Designer Wallet | ||
Fortune Sphere | Black Magic Sphere | Lv. 3 Key Sphere | Designer Wallet | Turbo Ether | Fortune Sphere | ||
Fortune Sphere | Clear Sphere | Lv. 3 Key Sphere | Luck Sphere | Turbo Ether | Luck Sphere | ||
Fortune Sphere | Defense Sphere | Lv. 4 Key Sphere | Designer Wallet | Twin Stars | Fortune Sphere | ||
Fortune Sphere | Designer Wallet | Lv. 4 Key Sphere | Luck Sphere | Twin Stars | Luck Sphere | ||
Fortune Sphere | Door to Tomorrow | Magic Defense Sphere | Designer Wallet | Warp Sphere | Designer Wallet | ||
Fortune Sphere | Evasion Sphere | Magic Defense Sphere | Luck Sphere | Water Gem | Designer Wallet | ||
Fortune Sphere | Friend Sphere | Magic Sphere | Designer Wallet | Water Gem | Fortune Sphere | ||
Fortune Sphere | Gambler's Spirit | Magic Sphere | Luck Sphere | Water Gem | Luck Sphere | ||
Fortune Sphere | HP Sphere | Mana Sphere | Designer Wallet | White Magic Sphere | Designer Wallet | ||
Fortune Sphere | Luck Sphere | Mana Spring | Designer Wallet | White Magic Sphere | Luck Sphere | ||
Fortune Sphere | Lv. 1 Key Sphere |
Nega Burst
- Effects: Eliminates 75% of all enemies' current HP, if they are vulnerable to gravity attacks. Maxes at 9,999 damage without Rikku having Break Damage Limit, and 99,999 with.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Shadow Gem | Shadow Gem | Candle of Life | Shadow Gem | Musk | ||
Al Bhed Potion | Shadow Gem | Shadow Gem | Chocobo Feather | Shadow Gem | Petrify Grenade | ||
Antarctic Wind | Shadow Gem | Shadow Gem | Chocobo Wing | Shadow Gem | Poison Fang | ||
Arctic Wind | Shadow Gem | Shadow Gem | Clear Sphere | Shadow Gem | Power Sphere | ||
Bomb Core | Shadow Gem | Shadow Gem | Defense Sphere | Shadow Gem | Purifying Salt | ||
Bomb Fragment | Shadow Gem | Shadow Gem | Evasion Sphere | Shadow Gem | Rename Card | ||
Dragon Scale | Shadow Gem | Shadow Gem | Farplane Shadow | Shadow Gem | Return Sphere | ||
Dream Powder | Shadow Gem | Shadow Gem | Farplane Wind | Shadow Gem | Shadow Gem | ||
Electro Marble | Shadow Gem | Shadow Gem | Friend Sphere | Shadow Gem | Shining Thorn | ||
Fire Gem | Shadow Gem | Shadow Gem | Gold Hourglass | Shadow Gem | Silver Hourglass | ||
Fish Scale | Shadow Gem | Shadow Gem | Healing Spring | Shadow Gem | Skill Sphere | ||
Frag Grenade | Shadow Gem | Shadow Gem | HP Sphere | Shadow Gem | Soul Spring | ||
Grenade | Shadow Gem | Shadow Gem | Hypello Potion | Shadow Gem | Special Sphere | ||
Ice Gem | Shadow Gem | Shadow Gem | Lv. 1 Key Sphere | Shadow Gem | Speed Sphere | ||
Lightning Gem | Shadow Gem | Shadow Gem | Lv. 2 Key Sphere | Shadow Gem | Stamina Spring | ||
Lightning Marble | Shadow Gem | Shadow Gem | Lv. 3 Key Sphere | Shadow Gem | Strength Sphere | ||
Mana Distiller | Shadow Gem | Shadow Gem | Lv. 4 Key Sphere | Shadow Gem | Teleport Sphere | ||
Power Distiller | Shadow Gem | Shadow Gem | Magic Defense Sphere | Shadow Gem | White Magic Sphere | ||
Shadow Gem | Ability Sphere | Shadow Gem | Magic Sphere | Silence Grenade | Shadow Gem | ||
Shadow Gem | Accuracy Sphere | Shadow Gem | Mana Sphere | Sleeping Powder | Shadow Gem | ||
Shadow Gem | Agility Sphere | Shadow Gem | Mana Spring | Smoke Bomb | Shadow Gem | ||
Shadow Gem | Attribute Sphere | Shadow Gem | Map | Speed Distiller | Shadow Gem | ||
Shadow Gem | Black Magic Sphere | Shadow Gem | MP Sphere | Water Gem | Shadow Gem |
NulAll
- Effects: Places NulBlaze, NulShock, NulTide, and NulFrost on a single character. Each spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Phoenix Down | Antarctic Wind | Potion | Antarctic Wind | |
Phoenix Down | Arctic Wind | Potion | Arctic Wind | |
Phoenix Down | Bomb Core | Potion | Bomb Core | |
Phoenix Down | Bomb Fragment | Potion | Bomb Fragment | |
Phoenix Down | Dragon Scale | Potion | Dragon Scale | |
Phoenix Down | Electro Marble | Potion | Electro Marble | |
Phoenix Down | Fire Gem | Potion | Fire Gem | |
Phoenix Down | Fish Scale | Potion | Fish Scale | |
Phoenix Down | Ice Gem | Potion | Ice Gem | |
Phoenix Down | Lightning Gem | Potion | Lightning Gem | |
Phoenix Down | Lightning Marble | Potion | Lightning Marble | |
Phoenix Down | Water Gem | Potion | Water Gem |
Panacea
- Effects: In effect, a Remedy with a slightly better effect (Curse/Zombie). It will cures Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow, and Zombie from the party. However, note that Doom, KO, or a status Break will remain.
+B VALID MIX COMBINATIONS | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | |||
Antidote | Ability Distiller | Eye Drops | Remedy | Phoenix Down | Soft | Potion | Soft | |||
Antidote | Al Bhed Potion | Eye Drops | Speed Distiller | Potion | Antidote | Potion | Stamina Spring | |||
Antidote | Antidote | Hi-Potion | Antidote | Potion | Candle of Life | Potion | Star Curtain | |||
Antidote | Echo Screen | Hi-Potion | Echo Screen | Potion | Chocobo Feather | Potion | Tetra Elemental | |||
Antidote | Eye Drops | Hi-Potion | Eye Drops | Potion | Chocobo Wing | Remedy | Ability Distiller | |||
Antidote | Holy Water | Hi-Potion | Holy Water | Potion | Dream Powder | Remedy | Al Bhed Potion | |||
Antidote | Mana Distiller | Hi-Potion | Remedy | Potion | Echo Screen | Remedy | Mana Distiller | |||
Antidote | Power Distiller | Hi-Potion | Soft | Potion | Eye Drops | Remedy | Power Distiller | |||
Antidote | Remedy | Holy Water | Ability Distiller | Potion | Gold Hourglass | Remedy | Remedy | |||
Antidote | Soft | Holy Water | Al Bhed Potion | Potion | Healing Spring | Remedy | Speed Distiller | |||
Antidote | Speed Distiller | Holy Water | Holy Water | Potion | Healing Water | Soft | Ability Distiller | |||
Echo Screen | Ability Distiller | Holy Water | Mana Distiller | Potion | Holy Water | Soft | Al Bhed Potion | |||
Echo Screen | Al Bhed Potion | Holy Water | Power Distiller | Potion | Hypello Potion | Soft | Echo Screen | |||
Echo Screen | Echo Screen | Holy Water | Remedy | Potion | Light Curtain | Soft | Eye Drops | |||
Echo Screen | Holy Water | Holy Water | Speed Distiller | Potion | Lunar Curtain | Soft | Holy Water | |||
Echo Screen | Mana Distiller | Mega-Potion | Antidote | Potion | Mana Spring | Soft | Mana Distiller | |||
Echo Screen | Power Distiller | Mega-Potion | Echo Screen | Potion | Musk | Soft | Power Distiller | |||
Echo Screen | Remedy | Mega-Potion | Eye Drops | Potion | Petrify Grenade | Soft | Remedy | |||
Echo Screen | Speed Distiller | Mega-Potion | Holy Water | Potion | Poison Fang | Soft | Soft | |||
Eye Drops | Ability Distiller | Mega-Potion | Remedy | Potion | Remedy | Soft | Speed Distiller | |||
Eye Drops | Al Bhed Potion | Mega-Potion | Soft | Potion | Shadow Gem | X-Potion | Antidote | |||
Eye Drops | Echo Screen | Phoenix Down | Antidote | Potion | Shining Thorn | X-Potion | Echo Screen | |||
Eye Drops | Eye Drops | Phoenix Down | Echo Screen | Potion | Silence Grenade | X-Potion | Eye Drops | |||
Eye Drops | Holy Water | Phoenix Down | Eye Drops | Potion | Silver Hourglass | X-Potion | Holy Water | |||
Eye Drops | Mana Distiller | Phoenix Down | Holy Water | Potion | Sleeping Powder | X-Potion | Remedy | |||
Eye Drops | Power Distiller | Phoenix Down | Remedy | Potion | Smoke Bomb | X-Potion | Soft |
Pineapple
- Effects: Hits all enemies for 1,250 damage.
VALID MIX COMBINATIONS | ||||||||
---|---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | |||
Ability Distiller | Map | Dragon Scale | Antarctic Wind | Mana Sphere | Special Sphere | |||
Ability Distiller | Rename Card | Dragon Scale | Arctic Wind | Mana Sphere | White Magic Sphere | |||
Ability Sphere | Attribute Sphere | Electro Marble | Antarctic Wind | Power Distiller | Map | |||
Ability Sphere | Black Magic Sphere | Electro Marble | Arctic Wind | Power Distiller | Rename Card | |||
Ability Sphere | Lv. 1 Key Sphere | Electro Marble | Ice Gem | Power Sphere | Attribute Sphere | |||
Ability Sphere | Map | Fire Gem | Electro Marble | Power Sphere | Black Magic Sphere | |||
Ability Sphere | Rename Card | Fire Gem | Fish Scale | Power Sphere | Lv. 1 Key Sphere | |||
Ability Sphere | Skill Sphere | Fish Scale | Antarctic Wind | Power Sphere | Map | |||
Ability Sphere | Special Sphere | Fish Scale | Arctic Wind | Power Sphere | Rename Card | |||
Ability Sphere | White Magic Sphere | Fish Scale | Ice Gem | Power Sphere | Skill Sphere | |||
Agility Distiller | Map | Lightning Gem | Antarctic Wind | Power Sphere | Special Sphere | |||
Agility Distiller | Rename Card | Lightning Marble | Antarctic Wind | Power Sphere | White Magic Sphere | |||
Bomb Core | Dragon Scale | Lightning Marble | Arctic Wind | Speed Sphere | Attribute Sphere | |||
Bomb Core | Electro Marble | Mana Distiller | Map | Speed Sphere | Black Magic Sphere | |||
Bomb Core | Fish Scale | Mana Distiller | Rename Card | Speed Sphere | Lv. 1 Key Sphere | |||
Bomb Core | Lightning Marble | Mana Sphere | Attribute Sphere | Speed Sphere | Map | |||
Bomb Fragment | Dragon Scale | Mana Sphere | Black Magic Sphere | Speed Sphere | Rename Card | |||
Bomb Fragment | Electro Marble | Mana Sphere | Lv. 1 Key Sphere | Speed Sphere | Skill Sphere | |||
Bomb Fragment | Fish Scale | Mana Sphere | Map | Speed Sphere | Special Sphere | |||
Bomb Fragment | Lightning Gem | Mana Sphere | Rename Card | Speed Sphere | White Magic Sphere | |||
Bomb Fragment | Lightning Marble | Mana Sphere | Skill Sphere | Water Gem | Antarctic Wind | |||
Bomb Fragment | Water Gem |
Potato Masher
- Effects: Hits all enemies for 2,500 damage.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Sphere | Clear Sphere | Fire Gem | Water Gem | Power Sphere | Lv. 2 Key Sphere | ||
Ability Sphere | Lv. 2 Key Sphere | Friend Sphere | Map | Rename Card | Rename Card | ||
Accuracy Sphere | Clear Sphere | Friend Sphere | Rename Card | Return Sphere | Map | ||
Accuracy Sphere | Map | HP Sphere | Clear Sphere | Return Sphere | Rename Card | ||
Accuracy Sphere | Rename Card | HP Sphere | Map | Skill Sphere | Black Magic Sphere | ||
Agility Sphere | Clear Sphere | HP Sphere | Rename Card | Skill Sphere | Clear Sphere | ||
Agility Sphere | Map | Lightning Gem | Arctic Wind | Skill Sphere | Lv. 1 Key Sphere | ||
Agility Sphere | Rename Card | Lightning Gem | Ice Gem | Skill Sphere | Map | ||
Attribute Sphere | Attribute Sphere | Lightning Marble | Ice Gem | Skill Sphere | Rename Card | ||
Attribute Sphere | Black Magic Sphere | Lv. 1 Key Sphere | Clear Sphere | Skill Sphere | Skill Sphere | ||
Attribute Sphere | Clear Sphere | Lv. 1 Key Sphere | Lv. 1 Key Sphere | Skill Sphere | White Magic Sphere | ||
Attribute Sphere | Lv. 1 Key Sphere | Lv. 1 Key Sphere | Map | Special Sphere | Black Magic Sphere | ||
Attribute Sphere | Map | Lv. 1 Key Sphere | Rename Card | Special Sphere | Clear Sphere | ||
Attribute Sphere | Rename Card | Lv. 2 Key Sphere | Clear Sphere | Special Sphere | Lv. 1 Key Sphere | ||
Attribute Sphere | Skill Sphere | Lv. 2 Key Sphere | Map | Special Sphere | Map | ||
Attribute Sphere | Special Sphere | Lv. 2 Key Sphere | Rename Card | Special Sphere | Rename Card | ||
Attribute Sphere | White Magic Sphere | Lv. 3 Key Sphere | Clear Sphere | Special Sphere | Skill Sphere | ||
Black Magic Sphere | Black Magic Sphere | Lv. 3 Key Sphere | Map | Special Sphere | Special Sphere | ||
Black Magic Sphere | Clear Sphere | Lv. 3 Key Sphere | Rename Card | Special Sphere | White Magic Sphere | ||
Black Magic Sphere | Lv. 1 Key Sphere | Magic Defense Sphere | Clear Sphere | Speed Sphere | Clear Sphere | ||
Black Magic Sphere | Map | Magic Defense Sphere | Map | Speed Sphere | Lv. 2 Key Sphere | ||
Black Magic Sphere | Rename Card | Magic Defense Sphere | Rename Card | Strength Sphere | Clear Sphere | ||
Bomb Core | Lightning Gem | Magic Sphere | Clear Sphere | Strength Sphere | Map | ||
Bomb Core | Water Gem | Magic Sphere | Map | Strength Sphere | Rename Card | ||
Clear Sphere | Clear Sphere | Magic Sphere | Rename Card | Teleport Sphere | Map | ||
Clear Sphere | Map | Mana Sphere | Clear Sphere | Teleport Sphere | Rename Card | ||
Clear Sphere | Rename Card | Mana Sphere | Lv. 2 Key Sphere | Warp Sphere | Map | ||
Defense Sphere | Clear Sphere | Map | Map | Warp Sphere | Rename Card | ||
Defense Sphere | Map | Map | Rename Card | Water Gem | Arctic Wind | ||
Defense Sphere | Rename Card | Master Sphere | Clear Sphere | Water Gem | Ice Gem | ||
Dragon Scale | Ice Gem | Master Sphere | Lv. 1 Key Sphere | White Magic Sphere | Black Magic Sphere | ||
Evasion Sphere | Clear Sphere | Master Sphere | Map | White Magic Sphere | Clear Sphere | ||
Evasion Sphere | Map | Master Sphere | Rename Card | White Magic Sphere | Lv. 1 Key Sphere | ||
Evasion Sphere | Rename Card | MP Sphere | Clear Sphere | White Magic Sphere | Map | ||
Fire Gem | Dragon Scale | MP Sphere | Map | White Magic Sphere | Rename Card | ||
Fire Gem | Lightning Gem | MP Sphere | Rename Card | White Magic Sphere | White Magic Sphere | ||
Fire Gem | Lightning Marble | Power Sphere | Clear Sphere |
Quartet of 9
- Effects: The target's actions always have "9,999" attributed to them - that means whatever they do, no matter how weak normally, will inflict 9,999 damage or 9,999 healing. However, if the character has Break Damage Limit and their action normally would do 10,000 or more damage, then that damage will not be dealt - don't worry, this will not LOWER your damage! =D
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Accuracy Sphere | Amulet | Defense Sphere | Winning Formula | Lv. 1 Key Sphere | Door to Tomorrow | ||
Accuracy Sphere | Door to Tomorrow | Dragon Scale | Amulet | Lv. 1 Key Sphere | Gambler's Spirit | ||
Accuracy Sphere | Gambler's Spirit | Dragon Scale | Door to Tomorrow | Lv. 1 Key Sphere | Pendulum | ||
Accuracy Sphere | Pendulum | Dragon Scale | Gambler's Spirit | Lv. 1 Key Sphere | Underdog's Secret | ||
Accuracy Sphere | Underdog's Secret | Dragon Scale | Pendulum | Lv. 1 Key Sphere | Wings to Discovery | ||
Accuracy Sphere | Wings to Discovery | Dragon Scale | Underdog's Secret | Lv. 1 Key Sphere | Winning Formula | ||
Accuracy Sphere | Winning Formula | Dragon Scale | Wings to Discovery | Lv. 2 Key Sphere | Amulet | ||
Agility Sphere | Amulet | Dragon Scale | Winning Formula | Lv. 2 Key Sphere | Door to Tomorrow | ||
Agility Sphere | Door to Tomorrow | Dream Powder | Dark Matter | Lv. 2 Key Sphere | Gambler's Spirit | ||
Agility Sphere | Gambler's Spirit | Electro Marble | Dark Matter | Lv. 2 Key Sphere | Pendulum | ||
Agility Sphere | Pendulum | Evasion Sphere | Amulet | Lv. 2 Key Sphere | Underdog's Secret | ||
Agility Sphere | Underdog's Secret | Evasion Sphere | Door to Tomorrow | Lv. 2 Key Sphere | Wings to Discovery | ||
Agility Sphere | Wings to Discovery | Evasion Sphere | Gambler's Spirit | Lv. 2 Key Sphere | Winning Formula | ||
Agility Sphere | Winning Formula | Evasion Sphere | Pendulum | Magic Defense Sphere | Amulet | ||
Antarctic Wind | Dark Matter | Evasion Sphere | Underdog's Secret | Magic Defense Sphere | Door to Tomorrow | ||
Arctic Wind | Amulet | Evasion Sphere | Wings to Discovery | Magic Defense Sphere | Gambler's Spirit | ||
Arctic Wind | Door to Tomorrow | Evasion Sphere | Winning Formula | Magic Defense Sphere | Pendulum | ||
Arctic Wind | Gambler's Spirit | Fire Gem | Amulet | Magic Defense Sphere | Underdog's Secret | ||
Arctic Wind | Pendulum | Fire Gem | Door to Tomorrow | Magic Defense Sphere | Wings to Discovery | ||
Arctic Wind | Underdog's Secret | Fire Gem | Gambler's Spirit | Magic Defense Sphere | Winning Formula | ||
Arctic Wind | Wings to Discovery | Fire Gem | Pendulum | Magic Sphere | Amulet | ||
Arctic Wind | Winning Formula | Fire Gem | Underdog's Secret | Magic Sphere | Door to Tomorrow | ||
Bomb Core | Amulet | Fire Gem | Wings to Discovery | Magic Sphere | Gambler's Spirit | ||
Bomb Core | Door to Tomorrow | Fire Gem | Winning Formula | Magic Sphere | Pendulum | ||
Bomb Core | Gambler's Spirit | Fish Scale | Dark Matter | Magic Sphere | Underdog's Secret | ||
Bomb Core | Pendulum | Frag Grenade | Dark Matter | Magic Sphere | Wings to Discovery | ||
Bomb Core | Underdog's Secret | Gold Hourglass | Dark Matter | Magic Sphere | Winning Formula | ||
Bomb Core | Wings to Discovery | Grenade | Dark Matter | MP Sphere | Amulet | ||
Bomb Core | Winning Formula | HP Sphere | Amulet | MP Sphere | Door to Tomorrow | ||
Bomb Fragment | Dark Matter | HP Sphere | Door to Tomorrow | MP Sphere | Gambler's Spirit | ||
Candle of Life | Dark Matter | HP Sphere | Gambler's Spirit | MP Sphere | Pendulum | ||
Dark Matter | Ability Sphere | HP Sphere | Pendulum | MP Sphere | Underdog's Secret | ||
Dark Matter | Chocobo Feather | HP Sphere | Underdog's Secret | MP Sphere | Wings to Discovery | ||
Dark Matter | Chocobo Wing | HP Sphere | Wings to Discovery | MP Sphere | Winning Formula | ||
Dark Matter | Healing Spring | HP Sphere | Winning Formula | Petrify Grenade | Dark Matter | ||
Dark Matter | Hypello Potion | Ice Gem | Amulet | Poison Fang | Dark Matter | ||
Dark Matter | Light Curtain | Ice Gem | Door to Tomorrow | Shadow Gem | Dark Matter | ||
Dark Matter | Lunar Curtain | Ice Gem | Gambler's Spirit | Silence Grenade | Dark Matter | ||
Dark Matter | Mana Sphere | Ice Gem | Pendulum | Silver Hourglass | Dark Matter | ||
Dark Matter | Mana Spring | Ice Gem | Underdog's Secret | Sleeping Powder | Dark Matter | ||
Dark Matter | Map | Ice Gem | Wings to Discovery | Smoke Bomb | Dark Matter | ||
Dark Matter | Musk | Ice Gem | Winning Formula | Strength Sphere | Amulet | ||
Dark Matter | Power Sphere | Lightning Gem | Amulet | Strength Sphere | Door to Tomorrow | ||
Dark Matter | Purifying Salt | Lightning Gem | Door to Tomorrow | Strength Sphere | Gambler's Spirit | ||
Dark Matter | Rename Card | Lightning Gem | Gambler's Spirit | Strength Sphere | Pendulum | ||
Dark Matter | Shining Thorn | Lightning Gem | Pendulum | Strength Sphere | Underdog's Secret | ||
Dark Matter | Soul Spring | Lightning Gem | Underdog's Secret | Strength Sphere | Wings to Discovery | ||
Dark Matter | Speed Sphere | Lightning Gem | Wings to Discovery | Strength Sphere | Winning Formula | ||
Dark Matter | Stamina Spring | Lightning Gem | Winning Formula | Supreme Gem | Lv. 4 Key Sphere | ||
Dark Matter | Star Curtain | Lightning Marble | Amulet | Water Gem | Amulet | ||
Dark Matter | Three Stars | Lightning Marble | Door to Tomorrow | Water Gem | Door to Tomorrow | ||
Defense Sphere | Amulet | Lightning Marble | Gambler's Spirit | Water Gem | Gambler's Spirit | ||
Defense Sphere | Door to Tomorrow | Lightning Marble | Pendulum | Water Gem | Pendulum | ||
Defense Sphere | Gambler's Spirit | Lightning Marble | Underdog's Secret | Water Gem | Underdog's Secret | ||
Defense Sphere | Pendulum | Lightning Marble | Wings to Discovery | Water Gem | Wings to Discovery | ||
Defense Sphere | Underdog's Secret | Lightning Marble | Winning Formula | Water Gem | Winning Formula | ||
Defense Sphere | Wings to Discovery | Lv. 1 Key Sphere | Amulet |
Rolling Thunder
- Effects: Six random-targeting Lightning-elemental hits, each for 700 damage. (4,200 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Antidote | Lightning Gem | Healing Water | Lightning Gem | Lightning Marble | Skill Sphere | ||
Soft | Lightning Gem | Tetra Elemental | Electro Marble | Lightning Marble | White Magic Sphere | ||
Eye Drops | Lightning Gem | Tetra Elemental | Lightning Marble | Lightning Marble | Black Magic Sphere | ||
Echo Screen | Lightning Gem | Tetra Elemental | Lightning Gem | Lightning Marble | Lv. 1 Key Sphere | ||
Holy Water | Lightning Gem | Electro Marble | Electro Marble | Lightning Marble | Clear Sphere | ||
Remedy | Lightning Marble | Electro Marble | Lightning Marble | Lightning Gem | Lightning Gem | ||
Remedy | Lightning Gem | Electro Marble | Lightning Gem | Lightning Gem | Grenade | ||
Power Distiller | Lightning Gem | Electro Marble | Lv. 2 Key Sphere | Lightning Gem | Frag Grenade | ||
Mana Distiller | Lightning Gem | Electro Marble | Clear Sphere | Lightning Gem | Power Sphere | ||
Speed Distiller | Lightning Gem | Lightning Marble | Lightning Marble | Lightning Gem | Mana Sphere | ||
Ability Distiller | Lightning Gem | Lightning Marble | Lightning Gem | Lightning Gem | Speed Sphere | ||
Al Bhed Potion | Lightning Marble | Lightning Marble | Frag Grenade | Lightning Gem | Ability Sphere | ||
Al Bhed Potion | Lightning Gem | Lightning Marble | Three Stars | Lightning Gem | Attribute Sphere | ||
Healing Water | Electro Marble | Lightning Marble | Special Sphere | Lightning Gem | Clear Sphere | ||
Healing Water | Lightning Marble |
Snow Flurry
- Effects: Five random-targeting Ice-elemental hits, each for 400 damage. (2,000 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Antarctic Wind | Antarctic Wind | Three Stars | Echo Screen | Arctic Wind | ||
Ability Distiller | Arctic Wind | Antarctic Wind | White Magic Sphere | Eye Drops | Antarctic Wind | ||
Al Bhed Potion | Antarctic Wind | Antidote | Antarctic Wind | Eye Drops | Arctic Wind | ||
Antarctic Wind | Ability Sphere | Antidote | Arctic Wind | Holy Water | Antarctic Wind | ||
Antarctic Wind | Attribute Sphere | Arctic Wind | Ability Sphere | Holy Water | Arctic Wind | ||
Antarctic Wind | Black Magic Sphere | Arctic Wind | Attribute Sphere | Ice Gem | Map | ||
Antarctic Wind | Frag Grenade | Arctic Wind | Grenade | Ice Gem | Rename Card | ||
Antarctic Wind | Grenade | Arctic Wind | Mana Sphere | Mana Distiller | Antarctic Wind | ||
Antarctic Wind | Lv. 1 Key Sphere | Arctic Wind | Map | Mana Distiller | Arctic Wind | ||
Antarctic Wind | Mana Sphere | Arctic Wind | Power Sphere | Power Distiller | Antarctic Wind | ||
Antarctic Wind | Map | Arctic Wind | Rename Card | Power Distiller | Arctic Wind | ||
Antarctic Wind | Power Sphere | Arctic Wind | Speed Sphere | Remedy | Antarctic Wind | ||
Antarctic Wind | Rename Card | Bomb Core | Ice Gem | Soft | Antarctic Wind | ||
Antarctic Wind | Skill Sphere | Bomb Fragment | Arctic Wind | Soft | Arctic Wind | ||
Antarctic Wind | Special Sphere | Bomb Fragment | Ice Gem | Speed Distiller | Antarctic Wind | ||
Antarctic Wind | Speed Sphere | Echo Screen | Antarctic Wind | Speed Distiller | Arctic Wind |
Sunburst
- Effects: A single hit for 19,998 (as in, 9,999 times 2) damage to all enemies. Maxes at 9,999 damage without Break Damage Limit on Rikku.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Blessed Gem | Dark Matter | Dark Matter | Magic Defense Sphere | Master Sphere | Winning Formula | ||
Blessed Gem | Mana Tablet | Dark Matter | Magic Sphere | Shining Gem | Dark Matter | ||
Blessed Gem | Mana Tonic | Dark Matter | Master Sphere | Shining Gem | Supreme Gem | ||
Blessed Gem | Supreme Gem | Dark Matter | MP Sphere | Shining Gem | Three Stars | ||
Blessed Gem | Three Stars | Dark Matter | Return Sphere | Supreme Gem | Amulet | ||
Dark Matter | Accuracy Sphere | Dark Matter | Skill Sphere | Supreme Gem | Dark Matter | ||
Dark Matter | Agility Sphere | Dark Matter | Special Sphere | Supreme Gem | Door to Tomorrow | ||
Dark Matter | Amulet | Dark Matter | Strength Sphere | Supreme Gem | Gambler's Spirit | ||
Dark Matter | Attribute Sphere | Dark Matter | Teleport Sphere | Supreme Gem | Mana Tablet | ||
Dark Matter | Black Magic Sphere | Dark Matter | Underdog's Secret | Supreme Gem | Mana Tonic | ||
Dark Matter | Clear Sphere | Dark Matter | Warp Sphere | Supreme Gem | Supreme Gem | ||
Dark Matter | Dark Matter | Dark Matter | White Magic Sphere | Supreme Gem | Three Stars | ||
Dark Matter | Defense Sphere | Dark Matter | Wings to Discovery | Supreme Gem | Underdog's Secret | ||
Dark Matter | Designer Wallet | Dark Matter | Winning Formula | Supreme Gem | Warp Sphere | ||
Dark Matter | Door to Tomorrow | Fire Gem | Dark Matter | Supreme Gem | Wings to Discovery | ||
Dark Matter | Evasion Sphere | Gambler's Spirit | Underdog's Secret | Supreme Gem | Winning Formula | ||
Dark Matter | Fortune Sphere | Gambler's Spirit | Winning Formula | Three Stars | Three Stars | ||
Dark Matter | Friend Sphere | Ice Gem | Dark Matter | Underdog's Secret | Underdog's Secret | ||
Dark Matter | Gambler's Spirit | Lightning Gem | Dark Matter | Underdog's Secret | Winning Formula | ||
Dark Matter | HP Sphere | Master Sphere | Amulet | Water Gem | Dark Matter | ||
Dark Matter | Luck Sphere | Master Sphere | Door to Tomorrow | Wings to Discovery | Gambler's Spirit | ||
Dark Matter | Lv. 1 Key Sphere | Master Sphere | Gambler's Spirit | Wings to Discovery | Underdog's Secret | ||
Dark Matter | Lv. 2 Key Sphere | Master Sphere | Underdog's Secret | Wings to Discovery | Winning Formula | ||
Dark Matter | Lv. 3 Key Sphere | Master Sphere | Wings to Discovery | Winning Formula | Winning Formula | ||
Dark Matter | Lv. 4 Key Sphere |
Super Elixir
- Effects: Fully restores the party's HP/MP (up to 9,999/999). It also cures Berserk, Confusion, Curse, Darkness, Petrification, Silence, Sleep, Slow, and Zombie (supposedly), but does not cure Doom, KO, or status Breaks. Note that, while this claims to cure Zombie, it's doesn't really: HP healing takes place before status healing, so Zombies will be KO'ed before their Zombification can be removed.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Accuracy Sphere | Healing Water | Blessed Gem | Purifying Salt | Lv. 3 Key Sphere | ||
Ability Distiller | Agility Sphere | Healing Water | Candle of Life | Purifying Salt | Lv. 4 Key Sphere | ||
Ability Distiller | Amulet | Healing Water | Clear Sphere | Purifying Salt | Magic Defense Sphere | ||
Ability Distiller | Attribute Sphere | Healing Water | Defense Sphere | Purifying Salt | Magic Sphere | ||
Ability Distiller | Black Magic Sphere | Healing Water | Dream Powder | Purifying Salt | Master Sphere | ||
Ability Distiller | Clear Sphere | Healing Water | Evasion Sphere | Purifying Salt | MP Sphere | ||
Ability Distiller | Defense Sphere | Healing Water | Farplane Shadow | Purifying Salt | Return Sphere | ||
Ability Distiller | Door to Tomorrow | Healing Water | Friend Sphere | Purifying Salt | Skill Sphere | ||
Ability Distiller | Evasion Sphere | Healing Water | Gold Hourglass | Purifying Salt | Special Sphere | ||
Ability Distiller | Friend Sphere | Healing Water | Healing Spring | Purifying Salt | Strength Sphere | ||
Ability Distiller | Gambler's Spirit | Healing Water | Healing Water | Purifying Salt | Teleport Sphere | ||
Ability Distiller | HP Sphere | Healing Water | HP Sphere | Purifying Salt | Warp Sphere | ||
Ability Distiller | Lv. 1 Key Sphere | Healing Water | Lv. 1 Key Sphere | Purifying Salt | White Magic Sphere | ||
Ability Distiller | Lv. 2 Key Sphere | Healing Water | Lv. 2 Key Sphere | Remedy | Accuracy Sphere | ||
Ability Distiller | Magic Defense Sphere | Healing Water | Magic Defense Sphere | Remedy | Agility Sphere | ||
Ability Distiller | Magic Sphere | Healing Water | Magic Sphere | Remedy | Amulet | ||
Ability Distiller | MP Sphere | Healing Water | Mana Spring | Remedy | Attribute Sphere | ||
Ability Distiller | Pendulum | Healing Water | MP Sphere | Remedy | Black Magic Sphere | ||
Ability Distiller | Return Sphere | Healing Water | Petrify Grenade | Remedy | Blessed Gem | ||
Ability Distiller | Skill Sphere | Healing Water | Poison Fang | Remedy | Candle of Life | ||
Ability Distiller | Special Sphere | Healing Water | Purifying Salt | Remedy | Chocobo Feather | ||
Ability Distiller | Strength Sphere | Healing Water | Return Sphere | Remedy | Chocobo Wing | ||
Ability Distiller | Teleport Sphere | Healing Water | Shadow Gem | Remedy | Clear Sphere | ||
Ability Distiller | Underdog's Secret | Healing Water | Shining Gem | Remedy | Defense Sphere | ||
Ability Distiller | Warp Sphere | Healing Water | Silence Grenade | Remedy | Door to Tomorrow | ||
Ability Distiller | White Magic Sphere | Healing Water | Silver Hourglass | Remedy | Dream Powder | ||
Ability Distiller | Wings to Discovery | Healing Water | Skill Sphere | Remedy | Evasion Sphere | ||
Ability Distiller | Winning Formula | Healing Water | Sleeping Powder | Remedy | Farplane Shadow | ||
Al Bhed Potion | Accuracy Sphere | Healing Water | Smoke Bomb | Remedy | Farplane Wind | ||
Al Bhed Potion | Agility Sphere | Healing Water | Soul Spring | Remedy | Friend Sphere | ||
Al Bhed Potion | Amulet | Healing Water | Special Sphere | Remedy | Gambler's Spirit | ||
Al Bhed Potion | Attribute Sphere | Healing Water | Stamina Spring | Remedy | Gold Hourglass | ||
Al Bhed Potion | Black Magic Sphere | Healing Water | Strength Sphere | Remedy | Healing Spring | ||
Al Bhed Potion | Clear Sphere | Healing Water | Supreme Gem | Remedy | Healing Water | ||
Al Bhed Potion | Defense Sphere | Healing Water | Tetra Elemental | Remedy | HP Sphere | ||
Al Bhed Potion | Door to Tomorrow | Healing Water | White Magic Sphere | Remedy | Lv. 1 Key Sphere | ||
Al Bhed Potion | Evasion Sphere | Hi-Potion | Megalixir | Remedy | Lv. 2 Key Sphere | ||
Al Bhed Potion | Friend Sphere | Hi-Potion | Supreme Gem | Remedy | Lv. 3 Key Sphere | ||
Al Bhed Potion | Gambler's Spirit | Holy Water | Accuracy Sphere | Remedy | Lv. 4 Key Sphere | ||
Al Bhed Potion | HP Sphere | Holy Water | Agility Sphere | Remedy | Magic Defense Sphere | ||
Al Bhed Potion | Lv. 1 Key Sphere | Holy Water | Amulet | Remedy | Magic Sphere | ||
Al Bhed Potion | Lv. 2 Key Sphere | Holy Water | Attribute Sphere | Remedy | Mana Spring | ||
Al Bhed Potion | Magic DefenseSphere | Holy Water | Black Magic Sphere | Remedy | MP Sphere | ||
Al Bhed Potion | Magic Sphere | Holy Water | Clear Sphere | Remedy | Pendulum | ||
Al Bhed Potion | MP Sphere | Holy Water | Defense Sphere | Remedy | Petrify Grenade | ||
Al Bhed Potion | Pendulum | Holy Water | Door to Tomorrow | Remedy | Poison Fang | ||
Al Bhed Potion | Return Sphere | Holy Water | Evasion Sphere | Remedy | Purifying Salt | ||
Al Bhed Potion | Skill Sphere | Holy Water | Friend Sphere | Remedy | Return Sphere | ||
Al Bhed Potion | Special Sphere | Holy Water | Gambler's Spirit | Remedy | Shadow Gem | ||
Al Bhed Potion | Strength Sphere | Holy Water | HP Sphere | Remedy | Shining Gem | ||
Al Bhed Potion | Teleport Sphere | Holy Water | Lv. 1 Key Sphere | Remedy | Silence Grenade | ||
Al Bhed Potion | Underdog's Secret | Holy Water | Lv. 2 Key Sphere | Remedy | Silver Hourglass | ||
Al Bhed Potion | Warp Sphere | Holy Water | Lv. 3 Key Sphere | Remedy | Skill Sphere | ||
Al Bhed Potion | White Magic Sphere | Holy Water | Lv. 4 Key Sphere | Remedy | Sleeping Powder | ||
Al Bhed Potion | Wings to Discovery | Holy Water | Magic Defense Sphere | Remedy | Smoke Bomb | ||
Al Bhed Potion | Winning Formula | Holy Water | Magic Sphere | Remedy | Soul Spring | ||
Antidote | Accuracy Sphere | Holy Water | MP Sphere | Remedy | Special Sphere | ||
Antidote | Agility Sphere | Holy Water | Pendulum | Remedy | Stamina Spring | ||
Antidote | Amulet | Holy Water | Return Sphere | Remedy | Strength Sphere | ||
Antidote | Attribute Sphere | Holy Water | Skill Sphere | Remedy | Supreme Gem | ||
Antidote | Black Magic Sphere | Holy Water | Special Sphere | Remedy | Teleport Sphere | ||
Antidote | Clear Sphere | Holy Water | Strength Sphere | Remedy | Tetra Elemental | ||
Antidote | Defense Sphere | Holy Water | Teleport Sphere | Remedy | Underdog's Secret | ||
Antidote | Door to Tomorrow | Holy Water | Underdog's Secret | Remedy | Warp Sphere | ||
Antidote | Evasion Sphere | Holy Water | Warp Sphere | Remedy | White Magic Sphere | ||
Antidote | Friend Sphere | Holy Water | White Magic Sphere | Remedy | Wings to Discovery | ||
Antidote | Gambler's Spirit | Holy Water | Wings to Discovery | Remedy | Winning Formula | ||
Antidote | HP Sphere | Holy Water | Winning Formula | Soft | Accuracy Sphere | ||
Antidote | Lv. 1 Key Sphere | Mana Distiller | Accuracy Sphere | Soft | Agility Sphere | ||
Antidote | Lv. 2 Key Sphere | Mana Distiller | Agility Sphere | Soft | Amulet | ||
Antidote | Lv. 3 Key Sphere | Mana Distiller | Amulet | Soft | Attribute Sphere | ||
Antidote | Lv. 4 Key Sphere | Mana Distiller | Attribute Sphere | Soft | Black Magic Sphere | ||
Antidote | Magic Defense Sphere | Mana Distiller | Black Magic Sphere | Soft | Clear Sphere | ||
Antidote | Magic Sphere | Mana Distiller | Clear Sphere | Soft | Defense Sphere | ||
Antidote | MP Sphere | Mana Distiller | Defense Sphere | Soft | Door to Tomorrow | ||
Antidote | Pendulum | Mana Distiller | Door to Tomorrow | Soft | Evasion Sphere | ||
Antidote | Return Sphere | Mana Distiller | Evasion Sphere | Soft | Friend Sphere | ||
Antidote | Skill Sphere | Mana Distiller | Friend Sphere | Soft | Gambler's Spirit | ||
Antidote | Special Sphere | Mana Distiller | Gambler's Spirit | Soft | HP Sphere | ||
Antidote | Strength Sphere | Mana Distiller | HP Sphere | Soft | Lv. 1 Key Sphere | ||
Antidote | Teleport Sphere | Mana Distiller | Lv. 1 Key Sphere | Soft | Lv. 2 Key Sphere | ||
Antidote | Underdog's Secret | Mana Distiller | Lv. 2 Key Sphere | Soft | Lv. 3 Key Sphere | ||
Antidote | Warp Sphere | Mana Distiller | Magic DefenseSphere | Soft | Lv. 4 Key Sphere | ||
Antidote | White Magic Sphere | Mana Distiller | Magic Sphere | Soft | Magic Defense Sphere | ||
Antidote | Wings to Discovery | Mana Distiller | MP Sphere | Soft | Magic Sphere | ||
Antidote | Winning Formula | Mana Distiller | Pendulum | Soft | MP Sphere | ||
Echo Screen | Accuracy Sphere | Mana Distiller | Return Sphere | Soft | Pendulum | ||
Echo Screen | Agility Sphere | Mana Distiller | Skill Sphere | Soft | Return Sphere | ||
Echo Screen | Amulet | Mana Distiller | Special Sphere | Soft | Skill Sphere | ||
Echo Screen | Attribute Sphere | Mana Distiller | Strength Sphere | Soft | Special Sphere | ||
Echo Screen | Black Magic Sphere | Mana Distiller | Teleport Sphere | Soft | Strength Sphere | ||
Echo Screen | Clear Sphere | Mana Distiller | Underdog's Secret | Soft | Teleport Sphere | ||
Echo Screen | Defense Sphere | Mana Distiller | Warp Sphere | Soft | Underdog's Secret | ||
Echo Screen | Door to Tomorrow | Mana Distiller | White Magic Sphere | Soft | Warp Sphere | ||
Echo Screen | Evasion Sphere | Mana Distiller | Wings to Discovery | Soft | White Magic Sphere | ||
Echo Screen | Friend Sphere | Mana Distiller | Winning Formula | Soft | Wings to Discovery | ||
Echo Screen | Gambler's Spirit | Mana Spring | Accuracy Sphere | Soft | Winning Formula | ||
Echo Screen | HP Sphere | Mana Spring | Agility Sphere | Soul Spring | Accuracy Sphere | ||
Echo Screen | Lv. 1 Key Sphere | Mana Spring | Attribute Sphere | Soul Spring | Agility Sphere | ||
Echo Screen | Lv. 2 Key Sphere | Mana Spring | Black Magic Sphere | Soul Spring | Attribute Sphere | ||
Echo Screen | Lv. 3 Key Sphere | Mana Spring | Clear Sphere | Soul Spring | Black Magic Sphere | ||
Echo Screen | Lv. 4 Key Sphere | Mana Spring | Defense Sphere | Soul Spring | Clear Sphere | ||
Echo Screen | Magic Defense Sphere | Mana Spring | Evasion Sphere | Soul Spring | Defense Sphere | ||
Echo Screen | Magic Sphere | Mana Spring | Friend Sphere | Soul Spring | Evasion Sphere | ||
Echo Screen | MP Sphere | Mana Spring | HP Sphere | Soul Spring | Friend Sphere | ||
Echo Screen | Pendulum | Mana Spring | Lv. 1 Key Sphere | Soul Spring | HP Sphere | ||
Echo Screen | Return Sphere | Mana Spring | Lv. 2 Key Sphere | Soul Spring | Lv. 1 Key Sphere | ||
Echo Screen | Skill Sphere | Mana Spring | Lv. 3 Key Sphere | Soul Spring | Lv. 2 Key Sphere | ||
Echo Screen | Special Sphere | Mana Spring | Lv. 4 Key Sphere | Soul Spring | Lv. 3 Key Sphere | ||
Echo Screen | Strength Sphere | Mana Spring | Magic Defense Sphere | Soul Spring | Lv. 4 Key Sphere | ||
Echo Screen | Teleport Sphere | Mana Spring | Magic Sphere | Soul Spring | Magic Defense Sphere | ||
Echo Screen | Underdog's Secret | Mana Spring | Master Sphere | Soul Spring | Magic Sphere | ||
Echo Screen | Warp Sphere | Mana Spring | MP Sphere | Soul Spring | Master Sphere | ||
Echo Screen | White Magic Sphere | Mana Spring | Return Sphere | Soul Spring | MP Sphere | ||
Echo Screen | Wings to Discovery | Mana Spring | Skill Sphere | Soul Spring | Return Sphere | ||
Echo Screen | Winning Formula | Mana Spring | Special Sphere | Soul Spring | Skill Sphere | ||
Elixir | Antarctic Wind | Mana Spring | Strength Sphere | Soul Spring | Special Sphere | ||
Elixir | Arctic Wind | Mana Spring | Teleport Sphere | Soul Spring | Strength Sphere | ||
Elixir | Bomb Core | Mana Spring | Warp Sphere | Soul Spring | Teleport Sphere | ||
Elixir | Bomb Fragment | Mana Spring | White Magic Sphere | Soul Spring | Warp Sphere | ||
Elixir | Candle of Life | Megalixir | Ability Distiller | Soul Spring | White Magic Sphere | ||
Elixir | Chocobo Feather | Megalixir | Ability Sphere | Speed Distiller | Accuracy Sphere | ||
Elixir | Chocobo Wing | Megalixir | Al Bhed Potion | Speed Distiller | Agility Sphere | ||
Elixir | Dragon Scale | Megalixir | Antidote | Speed Distiller | Amulet | ||
Elixir | Dream Powder | Megalixir | Echo Screen | Speed Distiller | Attribute Sphere | ||
Elixir | Electro Marble | Megalixir | Eye Drops | Speed Distiller | Black Magic Sphere | ||
Elixir | Farplane Shadow | Megalixir | Frag Grenade | Speed Distiller | Clear Sphere | ||
Elixir | Fire Gem | Megalixir | Grenade | Speed Distiller | Defense Sphere | ||
Elixir | Fish Scale | Megalixir | Holy Water | Speed Distiller | Door to Tomorrow | ||
Elixir | Gold Hourglass | Megalixir | Mana Distiller | Speed Distiller | Evasion Sphere | ||
Elixir | Healing Spring | Megalixir | Mana Sphere | Speed Distiller | Friend Sphere | ||
Elixir | Hypello Potion | Megalixir | Map | Speed Distiller | Gambler's Spirit | ||
Elixir | Ice Gem | Megalixir | Mega Phoenix | Speed Distiller | HP Sphere | ||
Elixir | Light Curtain | Megalixir | Phoenix Down | Speed Distiller | Lv. 1 Key Sphere | ||
Elixir | Lightning Gem | Megalixir | Power Distiller | Speed Distiller | Lv. 2 Key Sphere | ||
Elixir | Lightning Marble | Megalixir | Power Sphere | Speed Distiller | Magic Defense Sphere | ||
Elixir | Lunar Curtain | Megalixir | Remedy | Speed Distiller | Magic Sphere | ||
Elixir | Mana Spring | Megalixir | Rename Card | Speed Distiller | MP Sphere | ||
Elixir | Megalixir | Megalixir | Soft | Speed Distiller | Pendulum | ||
Elixir | Musk | Megalixir | Speed Distiller | Speed Distiller | Return Sphere | ||
Elixir | Petrify Grenade | Megalixir | Speed Sphere | Speed Distiller | Skill Sphere | ||
Elixir | Poison Fang | Mega-Potion | Farplane Shadow | Speed Distiller | Special Sphere | ||
Elixir | Purifying Salt | Mega-Potion | Farplane Wind | Speed Distiller | Strength Sphere | ||
Elixir | Remedy | Mega-Potion | Megalixir | Speed Distiller | Teleport Sphere | ||
Elixir | Shadow Gem | Potion | Accuracy Sphere | Speed Distiller | Underdog's Secret | ||
Elixir | Shining Thorn | Potion | Agility Sphere | Speed Distiller | Warp Sphere | ||
Elixir | Silence Grenade | Potion | Amulet | Speed Distiller | White Magic Sphere | ||
Elixir | Silver Hourglass | Potion | Attribute Sphere | Speed Distiller | Wings to Discovery | ||
Elixir | Sleeping Powder | Potion | Black Magic Sphere | Speed Distiller | Winning Formula | ||
Elixir | Smoke Bomb | Potion | Clear Sphere | Stamina Spring | Accuracy Sphere | ||
Elixir | Soul Spring | Potion | Defense Sphere | Stamina Spring | Agility Sphere | ||
Elixir | Stamina Spring | Potion | Door to Tomorrow | Stamina Spring | Attribute Sphere | ||
Elixir | Star Curtain | Potion | Evasion Sphere | Stamina Spring | Black Magic Sphere | ||
Elixir | Tetra Elemental | Potion | Friend Sphere | Stamina Spring | Clear Sphere | ||
Elixir | Water Gem | Potion | Gambler's Spirit | Stamina Spring | Defense Sphere | ||
Ether | Megalixir | Potion | HP Sphere | Stamina Spring | Evasion Sphere | ||
Eye Drops | Accuracy Sphere | Potion | Lv. 1 Key Sphere | Stamina Spring | Friend Sphere | ||
Eye Drops | Agility Sphere | Potion | Lv. 2 Key Sphere | Stamina Spring | HP Sphere | ||
Eye Drops | Amulet | Potion | Lv. 3 Key Sphere | Stamina Spring | Lv. 1 Key Sphere | ||
Eye Drops | Attribute Sphere | Potion | Lv. 4 Key Sphere | Stamina Spring | Lv. 2 Key Sphere | ||
Eye Drops | Black Magic Sphere | Potion | Magic Defense Sphere | Stamina Spring | Lv. 3 Key Sphere | ||
Eye Drops | Clear Sphere | Potion | Magic Sphere | Stamina Spring | Lv. 4 Key Sphere | ||
Eye Drops | Defense Sphere | Potion | Master Sphere | Stamina Spring | Magic Defense Sphere | ||
Eye Drops | Door to Tomorrow | Potion | Megalixir | Stamina Spring | Magic Sphere | ||
Eye Drops | Evasion Sphere | Potion | MP Sphere | Stamina Spring | Master Sphere | ||
Eye Drops | Friend Sphere | Potion | Pendulum | Stamina Spring | MP Sphere | ||
Eye Drops | Gambler's Spirit | Potion | Return Sphere | Stamina Spring | Return Sphere | ||
Eye Drops | HP Sphere | Potion | Skill Sphere | Stamina Spring | Skill Sphere | ||
Eye Drops | Lv. 1 Key Sphere | Potion | Special Sphere | Stamina Spring | Special Sphere | ||
Eye Drops | Lv. 2 Key Sphere | Potion | Strength Sphere | Stamina Spring | Strength Sphere | ||
Eye Drops | Lv. 3 Key Sphere | Potion | Supreme Gem | Stamina Spring | Teleport Sphere | ||
Eye Drops | Lv. 4 Key Sphere | Potion | Teleport Sphere | Stamina Spring | Warp Sphere | ||
Eye Drops | Magic Defense Sphere | Potion | Underdog's Secret | Stamina Spring | White Magic Sphere | ||
Eye Drops | Magic Sphere | Potion | Warp Sphere | Tetra Elemental | Accuracy Sphere | ||
Eye Drops | MP Sphere | Potion | White Magic Sphere | Tetra Elemental | Agility Sphere | ||
Eye Drops | Pendulum | Potion | Wings to Discovery | Tetra Elemental | Attribute Sphere | ||
Eye Drops | Return Sphere | Potion | Winning Formula | Tetra Elemental | Black Magic Sphere | ||
Eye Drops | Skill Sphere | Power Distiller | Accuracy Sphere | Tetra Elemental | Blessed Gem | ||
Eye Drops | Special Sphere | Power Distiller | Agility Sphere | Tetra Elemental | Candle of Life | ||
Eye Drops | Strength Sphere | Power Distiller | Amulet | Tetra Elemental | Clear Sphere | ||
Eye Drops | Teleport Sphere | Power Distiller | Attribute Sphere | Tetra Elemental | Defense Sphere | ||
Eye Drops | Underdog's Secret | Power Distiller | Black Magic Sphere | Tetra Elemental | Dream Powder | ||
Eye Drops | Warp Sphere | Power Distiller | Clear Sphere | Tetra Elemental | Evasion Sphere | ||
Eye Drops | White Magic Sphere | Power Distiller | Defense Sphere | Tetra Elemental | Farplane Shadow | ||
Eye Drops | Wings to Discovery | Power Distiller | Door to Tomorrow | Tetra Elemental | Friend Sphere | ||
Eye Drops | Winning Formula | Power Distiller | Evasion Sphere | Tetra Elemental | Gold Hourglass | ||
Healing Spring | Accuracy Sphere | Power Distiller | Friend Sphere | Tetra Elemental | Healing Spring | ||
Healing Spring | Agility Sphere | Power Distiller | Gambler's Spirit | Tetra Elemental | HP Sphere | ||
Healing Spring | Attribute Sphere | Power Distiller | HP Sphere | Tetra Elemental | Lv. 1 Key Sphere | ||
Healing Spring | Black Magic Sphere | Power Distiller | Lv. 1 Key Sphere | Tetra Elemental | Lv. 2 Key Sphere | ||
Healing Spring | Clear Sphere | Power Distiller | Lv. 2 Key Sphere | Tetra Elemental | Magic Defense Sphere | ||
Healing Spring | Defense Sphere | Power Distiller | Magic Defense Sphere | Tetra Elemental | Magic Sphere | ||
Healing Spring | Evasion Sphere | Power Distiller | Magic Sphere | Tetra Elemental | Mana Spring | ||
Healing Spring | Friend Sphere | Power Distiller | MP Sphere | Tetra Elemental | MP Sphere | ||
Healing Spring | HP Sphere | Power Distiller | Pendulum | Tetra Elemental | Petrify Grenade | ||
Healing Spring | Lv. 1 Key Sphere | Power Distiller | Return Sphere | Tetra Elemental | Poison Fang | ||
Healing Spring | Lv. 2 Key Sphere | Power Distiller | Skill Sphere | Tetra Elemental | Purifying Salt | ||
Healing Spring | Lv. 3 Key Sphere | Power Distiller | Special Sphere | Tetra Elemental | Return Sphere | ||
Healing Spring | Lv. 4 Key Sphere | Power Distiller | Strength Sphere | Tetra Elemental | Shadow Gem | ||
Healing Spring | Magic Defense Sphere | Power Distiller | Teleport Sphere | Tetra Elemental | Shining Gem | ||
Healing Spring | Magic Sphere | Power Distiller | Underdog's Secret | Tetra Elemental | Silence Grenade | ||
Healing Spring | Map | Power Distiller | Warp Sphere | Tetra Elemental | Silver Hourglass | ||
Healing Spring | Master Sphere | Power Distiller | White Magic Sphere | Tetra Elemental | Skill Sphere | ||
Healing Spring | MP Sphere | Power Distiller | Wings to Discovery | Tetra Elemental | Sleeping Powder | ||
Healing Spring | Rename Card | Power Distiller | Winning Formula | Tetra Elemental | Smoke Bomb | ||
Healing Spring | Return Sphere | Purifying Salt | Accuracy Sphere | Tetra Elemental | Soul Spring | ||
Healing Spring | Skill Sphere | Purifying Salt | Agility Sphere | Tetra Elemental | Special Sphere | ||
Healing Spring | Special Sphere | Purifying Salt | Attribute Sphere | Tetra Elemental | Stamina Spring | ||
Healing Spring | Strength Sphere | Purifying Salt | Black Magic Sphere | Tetra Elemental | Strength Sphere | ||
Healing Spring | Teleport Sphere | Purifying Salt | Clear Sphere | Tetra Elemental | Supreme Gem | ||
Healing Spring | Warp Sphere | Purifying Salt | Defense Sphere | Tetra Elemental | Tetra Elemental | ||
Healing Spring | White Magic Sphere | Purifying Salt | Evasion Sphere | Tetra Elemental | White Magic Sphere | ||
Healing Water | Accuracy Sphere | Purifying Salt | Friend Sphere | Turbo Ether | Megalixir | ||
Healing Water | Agility Sphere | Purifying Salt | HP Sphere | X-Potion | Farplane Shadow | ||
Healing Water | Attribute Sphere | Purifying Salt | Lv. 1 Key Sphere | X-Potion | Farplane Wind | ||
Healing Water | Black Magic Sphere | Purifying Salt | Lv. 2 Key Sphere | X-Potion | Megalixir |
Super Mighty G
- Effects: Places Protect, Shell, Haste, and Regen on the party. This will heave physical and magical damage, double Agility, and continually restore HP until KO'ed or Dispelled. (Regen will damage Zombies, however.)
VALID MIX COMBINATIONS | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | Arctic Wind | Light Curtain | Chocobo Wing | Lv. 1 Key Sphere | Lightning Gem | Light Curtain | |||||
Arctic Wind | Lunar Curtain | Chocobo Wing | Lv. 2 Key Sphere | Lightning Gem | Lunar Curtain | |||||||||||
Arctic Wind | Star Curtain | Chocobo Wing | Lv. 3 Key Sphere | Lightning Gem | Star Curtain | |||||||||||
Bomb Core | Light Curtain | Chocobo Wing | Lv. 4 Key Sphere | Lightning Marble | Light Curtain | |||||||||||
Bomb Core | Lunar Curtain | Chocobo Wing | Magic Defense Sphere | Lightning Marble | Lunar Curtain | |||||||||||
Bomb Core | Star Curtain | Chocobo Wing | Magic Sphere | Lightning Marble | Star Curtain | |||||||||||
Chocobo Feather | Accuracy Sphere | Chocobo Wing | Mana Spring | Lunar Curtain | Accuracy Sphere | |||||||||||
Chocobo Feather | Agility Sphere | Chocobo Wing | Map | Lunar Curtain | Agility Sphere | |||||||||||
Chocobo Feather | Amulet | Chocobo Wing | Master Sphere | Lunar Curtain | Attribute Sphere | |||||||||||
Chocobo Feather | Attribute Sphere | Chocobo Wing | MP Sphere | Lunar Curtain | Black Magic Sphere | |||||||||||
Chocobo Feather | Black Magic Sphere | Chocobo Wing | Musk | Lunar Curtain | Clear Sphere | |||||||||||
Chocobo Feather | Chocobo Feather | Chocobo Wing | Purifying Salt | Lunar Curtain | Defense Sphere | |||||||||||
Chocobo Feather | Chocobo Wing | Chocobo Wing | Rename Card | Lunar Curtain | Evasion Sphere | |||||||||||
Chocobo Feather | Clear Sphere | Chocobo Wing | Return Sphere | Lunar Curtain | Friend Sphere | |||||||||||
Chocobo Feather | Defense Sphere | Chocobo Wing | Shining Thorn | Lunar Curtain | HP Sphere | |||||||||||
Chocobo Feather | Door to Tomorrow | Chocobo Wing | Skill Sphere | Lunar Curtain | Light Curtain | |||||||||||
Chocobo Feather | Evasion Sphere | Chocobo Wing | Soul Spring | Lunar Curtain | Lunar Curtain | |||||||||||
Chocobo Feather | Friend Sphere | Chocobo Wing | Special Sphere | Lunar Curtain | Lv. 1 Key Sphere | |||||||||||
Chocobo Feather | Gambler's Spirit | Chocobo Wing | Stamina Spring | Lunar Curtain | Lv. 2 Key Sphere | |||||||||||
Chocobo Feather | Healing Spring | Chocobo Wing | Star Curtain | Lunar Curtain | Lv. 3 Key Sphere | |||||||||||
Chocobo Feather | HP Sphere | Chocobo Wing | Strength Sphere | Lunar Curtain | Lv. 4 Key Sphere | |||||||||||
Chocobo Feather | Hypello Potion | Chocobo Wing | Teleport Sphere | Lunar Curtain | Magic Defense Sphere | |||||||||||
Chocobo Feather | Light Curtain | Chocobo Wing | Three Stars | Lunar Curtain | Magic Sphere | |||||||||||
Chocobo Feather | Lunar Curtain | Chocobo Wing | Warp Sphere | Lunar Curtain | Master Sphere | |||||||||||
Chocobo Feather | Lv. 1 Key Sphere | Chocobo Wing | White Magic Sphere | Lunar Curtain | MP Sphere | |||||||||||
Chocobo Feather | Lv. 2 Key Sphere | Dragon Scale | Light Curtain | Lunar Curtain | Return Sphere | |||||||||||
Chocobo Feather | Lv. 3 Key Sphere | Dragon Scale | Lunar Curtain | Lunar Curtain | Skill Sphere | |||||||||||
Chocobo Feather | Lv. 4 Key Sphere | Dragon Scale | Star Curtain | Lunar Curtain | Special Sphere | |||||||||||
Chocobo Feather | Magic Defense Sphere | Fire Gem | Light Curtain | Lunar Curtain | Star Curtain | |||||||||||
Chocobo Feather | Magic Sphere | Fire Gem | Lunar Curtain | Lunar Curtain | Strength Sphere | |||||||||||
Chocobo Feather | Mana Spring | Fire Gem | Star Curtain | Lunar Curtain | Teleport Sphere | |||||||||||
Chocobo Feather | Map | Frag Grenade | Healing Spring | Lunar Curtain | Three Stars | |||||||||||
Chocobo Feather | Master Sphere | Frag Grenade | Light Curtain | Lunar Curtain | Warp Sphere | |||||||||||
Chocobo Feather | MP Sphere | Frag Grenade | Lunar Curtain | Lunar Curtain | White Magic Sphere | |||||||||||
Chocobo Feather | Musk | Frag Grenade | Star Curtain | Mana Spring | Three Stars | |||||||||||
Chocobo Feather | Pendulum | Grenade | Healing Spring | Purifying Salt | Three Stars | |||||||||||
Chocobo Feather | Purifying Salt | Healing Spring | Three Stars | Soul Spring | Three Stars | |||||||||||
Chocobo Feather | Rename Card | Ice Gem | Light Curtain | Stamina Spring | Three Stars | |||||||||||
Chocobo Feather | Return Sphere | Ice Gem | Lunar Curtain | Star Curtain | Accuracy Sphere | |||||||||||
Chocobo Feather | Shining Thorn | Ice Gem | Star Curtain | Star Curtain | Agility Sphere | |||||||||||
Chocobo Feather | Skill Sphere | Light Curtain | Accuracy Sphere | Star Curtain | Attribute Sphere | |||||||||||
Chocobo Feather | Soul Spring | Light Curtain | Agility Sphere | Star Curtain | Black Magic Sphere | |||||||||||
Chocobo Feather | Special Sphere | Light Curtain | Attribute Sphere | Star Curtain | Clear Sphere | |||||||||||
Chocobo Feather | Stamina Spring | Light Curtain | Black Magic Sphere | Star Curtain | Defense Sphere | |||||||||||
Chocobo Feather | Star Curtain | Light Curtain | Clear Sphere | Star Curtain | Evasion Sphere | |||||||||||
Chocobo Feather | Strength Sphere | Light Curtain | Defense Sphere | Star Curtain | Friend Sphere | |||||||||||
Chocobo Feather | Teleport Sphere | Light Curtain | Evasion Sphere | Star Curtain | HP Sphere | |||||||||||
Chocobo Feather | Three Stars | Light Curtain | Friend Sphere | Star Curtain | Lv. 1 Key Sphere | |||||||||||
Chocobo Feather | Underdog's Secret | Light Curtain | HP Sphere | Star Curtain | Lv. 2 Key Sphere | |||||||||||
Chocobo Feather | Warp Sphere | Light Curtain | Light Curtain | Star Curtain | Lv. 3 Key Sphere | |||||||||||
Chocobo Feather | White Magic Sphere | Light Curtain | Lv. 1 Key Sphere | Star Curtain | Lv. 4 Key Sphere | |||||||||||
Chocobo Feather | Wings to Discovery | Light Curtain | Lv. 2 Key Sphere | Star Curtain | Magic Defense Sphere | |||||||||||
Chocobo Feather | Winning Formula | Light Curtain | Lv. 3 Key Sphere | Star Curtain | Magic Sphere | |||||||||||
Chocobo Wing | Accuracy Sphere | Light Curtain | Lv. 4 Key Sphere | Star Curtain | Master Sphere | |||||||||||
Chocobo Wing | Agility Sphere | Light Curtain | Magic Defense Sphere | Star Curtain | MP Sphere | |||||||||||
Chocobo Wing | Attribute Sphere | Light Curtain | Magic Sphere | Star Curtain | Return Sphere | |||||||||||
Chocobo Wing | Black Magic Sphere | Light Curtain | Master Sphere | Star Curtain | Skill Sphere | |||||||||||
Chocobo Wing | Chocobo Wing | Light Curtain | MP Sphere | Star Curtain | Special Sphere | |||||||||||
Chocobo Wing | Clear Sphere | Light Curtain | Return Sphere | Star Curtain | Strength Sphere | |||||||||||
Chocobo Wing | Defense Sphere | Light Curtain | Skill Sphere | Star Curtain | Teleport Sphere | |||||||||||
Chocobo Wing | Evasion Sphere | Light Curtain | Special Sphere | Star Curtain | Three Stars | |||||||||||
Chocobo Wing | Friend Sphere | Light Curtain | Star Curtain | Star Curtain | Warp Sphere | |||||||||||
Chocobo Wing | Healing Spring | Light Curtain | Strength Sphere | Star Curtain | White Magic Sphere | |||||||||||
Chocobo Wing | HP Sphere | Light Curtain | Teleport Sphere | Water Gem | Light Curtain | |||||||||||
Chocobo Wing | Hypello Potion | Light Curtain | Three Stars | Water Gem | Lunar Curtain | |||||||||||
Chocobo Wing | Light Curtain | Light Curtain | Warp Sphere | Water Gem | Star Curtain | |||||||||||
Chocobo Wing | Lunar Curtain | Light Curtain | White Magic Sphere |
Tallboy
- Effects: Hits all enemies for 9,250 damage. Rikku must have a Break Damage Limit weapon on for the critical hit to exceed 9,999 damage (18,500).
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Antarctic Wind | Supreme Gem | Friend Sphere | Winning Formula | Skill Sphere | Amulet | ||
Arctic Wind | Supreme Gem | Grenade | Amulet | Skill Sphere | Door to Tomorrow | ||
Attribute Sphere | Amulet | Grenade | Door to Tomorrow | Skill Sphere | Gambler's Spirit | ||
Attribute Sphere | Door to Tomorrow | Grenade | Gambler's Spirit | Skill Sphere | Lv. 4 Key Sphere | ||
Attribute Sphere | Gambler's Spirit | Grenade | Supreme Gem | Skill Sphere | Master Sphere | ||
Attribute Sphere | Lv. 4 Key Sphere | Grenade | Three Stars | Skill Sphere | Pendulum | ||
Attribute Sphere | Master Sphere | Grenade | Underdog's Secret | Skill Sphere | Supreme Gem | ||
Attribute Sphere | Pendulum | Grenade | Wings to Discovery | Skill Sphere | Underdog's Secret | ||
Attribute Sphere | Underdog's Secret | Grenade | Winning Formula | Skill Sphere | Warp Sphere | ||
Attribute Sphere | Warp Sphere | Ice Gem | Supreme Gem | Skill Sphere | Wings to Discovery | ||
Attribute Sphere | Wings to Discovery | Lightning Gem | Supreme Gem | Skill Sphere | Winning Formula | ||
Attribute Sphere | Winning Formula | Lightning Marble | Supreme Gem | Sleeping Powder | Amulet | ||
Black Magic Sphere | Amulet | Lv. 1 Key Sphere | Lv. 4 Key Sphere | Sleeping Powder | Door to Tomorrow | ||
Black Magic Sphere | Door to Tomorrow | Lv. 1 Key Sphere | Warp Sphere | Sleeping Powder | Gambler's Spirit | ||
Black Magic Sphere | Gambler's Spirit | Lv. 2 Key Sphere | Lv. 4 Key Sphere | Sleeping Powder | Supreme Gem | ||
Black Magic Sphere | Lv. 4 Key Sphere | Lv. 2 Key Sphere | Warp Sphere | Sleeping Powder | Underdog's Secret | ||
Black Magic Sphere | Master Sphere | Lv. 3 Key Sphere | Lv. 4 Key Sphere | Sleeping Powder | Wings to Discovery | ||
Black Magic Sphere | Pendulum | Lv. 3 Key Spphere | Warp Sphere | Sleeping Powder | Winning Formula | ||
Black Magic Sphere | Underdog's Secret | Lv. 4 Key Sphere | Accuracy Sphere | Smoke Bomb | Amulet | ||
Black Magic Sphere | Warp Sphere | Lv. 4 Key Sphere | Agility Sphere | Smoke Bomb | Door to Tomorrow | ||
Black Magic Sphere | Wings to Discovery | Lv. 4 Key Sphere | Clear Sphere | Smoke Bomb | Gambler's Spirit | ||
Black Magic Sphere | Winning Formula | Lv. 4 Key Sphere | Defense Sphere | Smoke Bomb | Supreme Gem | ||
Blessed Gem | Accuracy Sphere | Lv. 4 Key Sphere | Evasion Sphere | Smoke Bomb | Underdog's Secret | ||
Blessed Gem | Agility Sphere | Lv. 4 Key Sphere | Friend Sphere | Smoke Bomb | Wings to Discovery | ||
Blessed Gem | Attribute Sphere | Lv. 4 Key Sphere | HP Sphere | Smoke Bomb | Winning Formula | ||
Blessed Gem | Black Magic Sphere | Lv. 4 Key Sphere | Lv. 4 Key Sphere | Special Sphere | Amulet | ||
Blessed Gem | Blessed Gem | Lv. 4 Key Sphere | Magic Defense Sphere | Special Sphere | Door to Tomorrow | ||
Blessed Gem | Clear Sphere | Lv. 4 Key Sphere | Magic Sphere | Special Sphere | Gambler's Spirit | ||
Blessed Gem | Defense Sphere | Lv. 4 Key Sphere | MP Sphere | Special Sphere | Lv. 4 Key Sphere | ||
Blessed Gem | Evasion Sphere | Lv. 4 Key Sphere | Return Sphere | Special Sphere | Master Sphere | ||
Blessed Gem | Friend Sphere | Lv. 4 Key Sphere | Strength Sphere | Special Sphere | Pendulum | ||
Blessed Gem | HP Sphere | Lv. 4 Key Sphere | Teleport Sphere | Special Sphere | Underdog's Secret | ||
Blessed Gem | Hypello Potion | Lv. 4 Key Sphere | Warp Sphere | Special Sphere | Warp Sphere | ||
Blessed Gem | Lv. 1 Key Sphere | Master Sphere | Lv. 4 Key Sphere | Special Sphere | Wings to Discovery | ||
Blessed Gem | Lv. 2 Key Sphere | Master Sphere | Master Sphere | Special Sphere | Winning Formula | ||
Blessed Gem | Lv. 3 Key Sphere | Master Sphere | Pendulum | Supreme Gem | Accuracy Sphere | ||
Blessed Gem | Magic Defense Sphere | Master Sphere | Warp Sphere | Supreme Gem | Agility Sphere | ||
Blessed Gem | Magic Sphere | Return Sphere | Amulet | Supreme Gem | Attribute Sphere | ||
Blessed Gem | MP Sphere | Return Sphere | Door to Tomorrow | Supreme Gem | Black Magic Sphere | ||
Blessed Gem | Musk | Return Sphere | Gambler's Spirit | Supreme Gem | Clear Sphere | ||
Blessed Gem | Return Sphere | Return Sphere | Pendulum | Supreme Gem | Defense Sphere | ||
Blessed Gem | Shining Thorn | Return Sphere | Underdog's Secret | Supreme Gem | Evasion Sphere | ||
Blessed Gem | Skill Sphere | Return Sphere | Wings to Discovery | Supreme Gem | HP Sphere | ||
Blessed Gem | Special Sphere | Return Sphere | Winning Formula | Supreme Gem | Hypello Potion | ||
Blessed Gem | Strength Sphere | Shadow Gem | Blessed Gem | Supreme Gem | Lv. 1 Key Sphere | ||
Blessed Gem | Teleport Sphere | Shadow Gem | Shining Gem | Supreme Gem | Lv. 2 Key Sphere | ||
Blessed Gem | White Magic Sphere | Shadow Gem | Supreme Gem | Supreme Gem | Magic Defense Sphere | ||
Bomb Core | Supreme Gem | Shining Gem | Accuracy Sphere | Supreme Gem | Magic Sphere | ||
Bomb Fragment | Supreme Gem | Shining Gem | Agility Sphere | Supreme Gem | MP Sphere | ||
Clear Sphere | Amulet | Shining Gem | Attribute Sphere | Supreme Gem | Musk | ||
Clear Sphere | Door to Tomorrow | Shining Gem | Black Magic Sphere | Supreme Gem | Return Sphere | ||
Clear Sphere | Gambler's Spirit | Shining Gem | Blessed Gem | Supreme Gem | Shining Thorn | ||
Clear Sphere | Pendulum | Shining Gem | Clear Sphere | Supreme Gem | Special Sphere | ||
Clear Sphere | Underdog's Secret | Shining Gem | Defense Sphere | Supreme Gem | Strength Sphere | ||
Clear Sphere | Wings to Discovery | Shining Gem | Evasion Sphere | Supreme Gem | White Magic Sphere | ||
Clear Sphere | Winning Formula | Shining Gem | Friend Sphere | Teleport Sphere | Amulet | ||
Dragon Scale | Supreme Gem | Shining Gem | HP Sphere | Teleport Sphere | Door to Tomorrow | ||
Dream Powder | Amulet | Shining Gem | Hypello Potion | Teleport Sphere | Gambler's Spirit | ||
Dream Powder | Door to Tomorrow | Shining Gem | Lv. 1 Key Sphere | Teleport Sphere | Pendulum | ||
Dream Powder | Gambler's Spirit | Shining Gem | Lv. 2 Key Sphere | Teleport Sphere | Underdog's Secret | ||
Dream Powder | Supreme Gem | Shining Gem | Lv. 3 Key Sphere | Teleport Sphere | Wings to Discovery | ||
Dream Powder | Underdog's Secret | Shining Gem | Lv. 4 Key Sphere | Teleport Sphere | Winning Formula | ||
Dream Powder | Wings to Discovery | Shining Gem | Magic Defense Sphere | Warp Sphere | Amulet | ||
Dream Powder | Winning Formula | Shining Gem | Magic Sphere | Warp Sphere | Door to Tomorrow | ||
Electro Marble | Supreme Gem | Shining Gem | MP Sphere | Warp Sphere | Gambler's Spirit | ||
Fire Gem | Supreme Gem | Shining Gem | Musk | Warp Sphere | Pendulum | ||
Fish Scale | Supreme Gem | Shining Gem | Return Sphere | Warp Sphere | Underdog's Secret | ||
Frag Grenade | Amulet | Shining Gem | Shining Gem | Warp Sphere | Wings to Discovery | ||
Frag Grenade | Door to Tomorrow | Shining Gem | Shining Thorn | Warp Sphere | Winning Formula | ||
Frag Grenade | Gambler's Spirit | Shining Gem | Skill Sphere | Water Gem | Supreme Gem | ||
Frag Grenade | Supreme Gem | Shining Gem | Special Sphere | White Magic Sphere | Amulet | ||
Frag Grenade | Three Stars | Shining Gem | Strength Sphere | White Magic Sphere | Door to Tomorrow | ||
Frag Grenade | Underdog's Secret | Shining Gem | Teleport Sphere | White Magic Sphere | Gambler's Spirit | ||
Frag Grenade | Wings to Discovery | Shining Gem | White Magic Sphere | White Magic Sphere | Lv. 4 Key Sphere | ||
Frag Grenade | Winning Formula | Silence Grenade | Amulet | White Magic Sphere | Master Sphere | ||
Friend Sphere | Amulet | Silence Grenade | Door to Tomorrow | White Magic Sphere | Pendulum | ||
Friend Sphere | Door to Tomorrow | Silence Grenade | Gambler's Spirit | White Magic Sphere | Underdog's Secret | ||
Friend Sphere | Gambler's Spirit | Silence Grenade | Supreme Gem | White Magic Sphere | Warp Sphere | ||
Friend Sphere | Pendulum | Silence Grenade | Underdog's Secret | White Magic Sphere | Wings to Discovery | ||
Friend Sphere | Underdog's Secret | Silence Grenade | Wings to Discovery | White Magic Sphere | Winning Formula | ||
Friend Sphere | Wings to Discovery | Silence Grenade | Winning Formula |
Thunderblast
- Effects: Three random-targeting Lightning-elemental hits, each for 900 damage (2,700 damage to a lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic, and Magic Defense.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Lightning Gem | Candle of Life | Lightning Gem | Poison Fang | |
Lightning Gem | Chocobo Feather | Lightning Gem | Purifying Salt | |
Lightning Gem | Chocobo Wing | Lightning Gem | Shining Thorn | |
Lightning Gem | Dream Powder | Lightning Gem | Silence Grenade | |
Lightning Gem | Farplane Shadow | Lightning Gem | Silver Hourglass | |
Lightning Gem | Farplane Wind | Lightning Gem | Sleeping Powder | |
Lightning Gem | Gold Hourglass | Lightning Gem | Smoke Bomb | |
Lightning Gem | Healing Spring | Lightning Gem | Soul Spring | |
Lightning Gem | Hypello Potion | Lightning Gem | Stamina Spring | |
Lightning Gem | Mana Spring | Lightning Marble | Dream Powder | |
Lightning Gem | Musk | Lightning Marble | Farplane Shadow | |
Lightning Gem | Petrify Grenade | Lightning Marble | Farplane Wind |
Thunderbolt
- Effects: Five random-targeting Lightning-elemental hits, each for 400 damage. (2,000 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Electro Marble | Electro Marble | Rename Card | Lightning Marble | Fish Scale | ||
Ability Distiller | Lightning Marble | Electro Marble | Skill Sphere | Lightning Marble | Grenade | ||
Al Bhed Potion | Electro Marble | Electro Marble | Special Sphere | Lightning Marble | Mana Sphere | ||
Antidote | Electro Marble | Electro Marble | Speed Sphere | Lightning Marble | Map | ||
Antidote | Lightning Marble | Electro Marble | Three Stars | Lightning Marble | Power Sphere | ||
Echo Screen | Electro Marble | Electro Marble | White Magic Sphere | Lightning Marble | Rename Card | ||
Echo Screen | Lightning Marble | Eye Drops | Electro Marble | Lightning Marble | Speed Sphere | ||
Electro Marble | Ability Sphere | Eye Drops | Lightning Marble | Mana Distiller | Electro Marble | ||
Electro Marble | Attribute Sphere | Holy Water | Electro Marble | Mana Distiller | Lightning Marble | ||
Electro Marble | Black Magic Sphere | Holy Water | Lightning Marble | Power Distiller | Electro Marble | ||
Electro Marble | Frag Grenade | Lightning Gem | Dragon Scale | Power Distiller | Lightning Marble | ||
Electro Marble | Grenade | Lightning Gem | Fish Scale | Remedy | Electro Marble | ||
Electro Marble | Lv. 1 Key Sphere | Lightning Gem | Map | Soft | Electro Marble | ||
Electro Marble | Mana Sphere | Lightning Gem | Rename Card | Soft | Lightning Marble | ||
Electro Marble | Map | Lightning Marble | Ability Sphere | Speed Distiller | Electro Marble | ||
Electro Marble | Power Sphere | Lightning Marble | Attribute Sphere | Speed Distiller | Lightning Marble |
Tidal Wave
- Effects: Nine random-targeting Water-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Dragon Scale | Accuracy Sphere | Fish Scale | Door to Tomorrow | Water Gem | Black Magic Sphere | ||
Dragon Scale | Agility Sphere | Fish Scale | Evasion Sphere | Water Gem | Defense Sphere | ||
Dragon Scale | Defense Sphere | Fish Scale | Friend Sphere | Water Gem | Evasion Sphere | ||
Dragon Scale | Evasion Sphere | Fish Scale | Gambler's Spirit | Water Gem | Friend Sphere | ||
Dragon Scale | Friend Sphere | Fish Scale | HP Sphere | Water Gem | HP Sphere | ||
Dragon Scale | HP Sphere | Fish Scale | Lv. 3 Key Sphere | Water Gem | Lv. 1 Key Sphere | ||
Dragon Scale | Lv. 2 Key Sphere | Fish Scale | Lv. 4 Key Sphere | Water Gem | Lv. 2 Key Sphere | ||
Dragon Scale | Lv. 3 Key Sphere | Fish Scale | Magic Defense Sphere | Water Gem | Lv. 3 Key Sphere | ||
Dragon Scale | Lv. 4 Key Sphere | Fish Scale | Magic Sphere | Water Gem | Lv. 4 Key Sphere | ||
Dragon Scale | Magic Defense Sphere | Fish Scale | Master Sphere | Water Gem | Magic Defense Sphere | ||
Dragon Scale | Magic Sphere | Fish Scale | MP Sphere | Water Gem | Magic Sphere | ||
Dragon Scale | Master Sphere | Fish Scale | Pendulum | Water Gem | Master Sphere | ||
Dragon Scale | MP Sphere | Fish Scale | Return Sphere | Water Gem | MP Sphere | ||
Dragon Scale | Return Sphere | Fish Scale | Strength Sphere | Water Gem | Return Sphere | ||
Dragon Scale | Strength Sphere | Fish Scale | Teleport Sphere | Water Gem | Skill Sphere | ||
Dragon Scale | Teleport Sphere | Fish Scale | Underdog's Secret | Water Gem | Special Sphere | ||
Dragon Scale | Warp Sphere | Fish Scale | Warp Sphere | Water Gem | Strength Sphere | ||
Fish Scale | Accuracy Sphere | Fish Scale | Wings to Discovery | Water Gem | Teleport Sphere | ||
Fish Scale | Agility Sphere | Fish Scale | Winning Formula | Water Gem | Warp Sphere | ||
Fish Scale | Amulet | Water Gem | Accuracy Sphere | Water Gem | White Magic Sphere | ||
Fish Scale | Defense Sphere | Water Gem | Agility Sphere |
Trio of 9999
- Effects: The party's actions always have "9,999" attributed to them - that means whatever they do, no matter how weak normally, will inflict 9,999 damage or 9,999 healing. However, if a character has Break Damage Limit and their action normally would do 10,000 or more damage, then that damage will not be dealt - don't worry, this will not LOWER your damage! =D
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Arctic Wind | Dark Matter | Door to Tomorrow | Gambler's Spirit | Lv. 4 Key Sphere | Gambler's Spirit | ||
Blessed Gem | Amulet | Door to Tomorrow | Underdog's Secret | Lv. 4 Key Sphere | Pendulum | ||
Blessed Gem | Door to Tomorrow | Door to Tomorrow | Wings to Discovery | Lv. 4 Key Sphere | Underdog's Secret | ||
Blessed Gem | Gambler's Spirit | Door to Tomorrow | Winning Formula | Lv. 4 Key Sphere | Wings to Discovery | ||
Blessed Gem | Master Sphere | Dragon Scale | Dark Matter | Lv. 4 Key Sphere | Winning Formula | ||
Blessed Gem | Pendulum | Farplane Shadow | Dark Matter | Shining Gem | Amulet | ||
Blessed Gem | Underdog's Secret | Farplane Wind | Dark Matter | Shining Gem | Door to Tomorrow | ||
Blessed Gem | Warp Sphere | Gambler's Spirit | Gambler's Spirit | Shining Gem | Gambler's Spirit | ||
Blessed Gem | Wings to Discovery | Lightning Marble | Dark Matter | Shining Gem | Master Sphere | ||
Blessed Gem | Winning Formula | Lv. 3 Key Sphere | Amulet | Shining Gem | Pendulum | ||
Bomb Core | Dark Matter | Lv. 3 Key Sphere | Door to Tomorrow | Shining Gem | Underdog's Secret | ||
Dark Matter | Mana Tablet | Lv. 3 Key Sphere | Gambler's Spirit | Shining Gem | Warp Sphere | ||
Dark Matter | Mana Tonic | Lv. 3 Key Sphere | Pendulum | Shining Gem | Wings to Discovery | ||
Dark Matter | Pendulum | Lv. 3 Key Sphere | Underdog's Secret | Shining Gem | Winning Formula | ||
Dark Matter | Stamina Tablet | Lv. 3 Key Sphere | Wings to Discovery | Supreme Gem | Master Sphere | ||
Dark Matter | Stamina Tonic | Lv. 3 Key Sphere | Winning Formula | Supreme Gem | Pendulum | ||
Dark Matter | Twin Stars | Lv. 4 Key Sphere | Amulet | Wings to Discovery | Wings to Discovery | ||
Door to Tomorrow | Door to Tomorrow | Lv. 4 Key Sphere | Door to Tomorrow |
Ultra Cure
- Effects: Heals the party's HP by 1/2 their maximum HP (up to 9,999 without Break Damage Limit). Also cures Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow, and Zombie, but not Doom, KO, and status Breaks. Note that the HP restoration takes place before status healing, so Zombied characters will be killed if their HP is not above 50% (and they gain no HP after).
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Candle of Life | Al Bhed Potion | Smoke Bomb | Power Distiller | Musk | ||
Ability Distiller | Chocobo Feather | Mana Distiller | Candle of Life | Power Distiller | Petrify Grenade | ||
Ability Distiller | Chocobo Wing | Mana Distiller | Chocobo Feather | Power Distiller | Poison Fang | ||
Ability Distiller | Dream Powder | Mana Distiller | Chocobo Wing | Power Distiller | Purifying Salt | ||
Ability Distiller | Farplane Shadow | Mana Distiller | Dream Powder | Power Distiller | Shining Thorn | ||
Ability Distiller | Farplane Wind | Mana Distiller | Farplane Shadow | Power Distiller | Silence Grenade | ||
Ability Distiller | Gold Hourglass | Mana Distiller | Farplane Wind | Power Distiller | Silver Hourglass | ||
Ability Distiller | Healing Spring | Mana Distiller | Gold Hourglass | Power Distiller | Sleeping Powder | ||
Ability Distiller | Hypello Potion | Mana Distiller | Healing Spring | Power Distiller | Smoke Bomb | ||
Ability Distiller | Mana Spring | Mana Distiller | Hypello Potion | Power Distiller | Soul Spring | ||
Ability Distiller | Musk | Mana Distiller | Mana Spring | Power Distiller | Stamina Spring | ||
Ability Distiller | Petrify Grenade | Mana Distiller | Musk | Speed Distiller | Candle of Life | ||
Ability Distiller | Poison Fang | Mana Distiller | Petrify Grenade | Speed Distiller | Chocobo Feather | ||
Ability Distiller | Purifying Salt | Mana Distiller | Poison Fang | Speed Distiller | Chocobo Wing | ||
Ability Distiller | Shining Thorn | Mana Distiller | Purifying Salt | Speed Distiller | Dream Powder | ||
Ability Distiller | Silence Grenade | Mana Distiller | Shining Thorn | Speed Distiller | Farplane Shadow | ||
Ability Distiller | Silver Hourglass | Mana Distiller | Silence Grenade | Speed Distiller | Farplane Wind | ||
Ability Distiller | Sleeping Powder | Mana Distiller | Silver Hourglass | Speed Distiller | Gold Hourglass | ||
Ability Distiller | Smoke Bomb | Mana Distiller | Sleeping Powder | Speed Distiller | Healing Spring | ||
Ability Distiller | Soul Spring | Mana Distiller | Smoke Bomb | Speed Distiller | Hypello Potion | ||
Ability Distiller | Stamina Spring | Mana Distiller | Soul Spring | Speed Distiller | Mana Spring | ||
Al Bhed Potion | Candle of Life | Mana Distiller | Stamina Spring | Speed Distiller | Musk | ||
Al Bhed Potion | Chocobo Feather | Power Distiller | Candle of Life | Speed Distiller | Petrify Grenade | ||
Al Bhed Potion | Chocobo Wing | Power Distiller | Chocobo Feather | Speed Distiller | Poison Fang | ||
Al Bhed Potion | Dream Powder | Power Distiller | Chocobo Wing | Speed Distiller | Purifying Salt | ||
Al Bhed Potion | Farplane Shadow | Power Distiller | Dream Powder | Speed Distiller | Shining Thorn | ||
Al Bhed Potion | Farplane Wind | Power Distiller | Farplane Shadow | Speed Distiller | Silence Grenade | ||
Al Bhed Potion | Gold Hourglass | Power Distiller | Farplane Wind | Speed Distiller | Silver Hourglass | ||
Al Bhed Potion | Petrify Grenade | Power Distiller | Gold Hourglass | Speed Distiller | Sleeping Powder | ||
Al Bhed Potion | Poison Fang | Power Distiller | Healing Spring | Speed Distiller | Smoke Bomb | ||
Al Bhed Potion | Silence Grenade | Power Distiller | Hypello Potion | Speed Distiller | Soul Spring | ||
Al Bhed Potion | Silver Hourglass | Power Distiller | Mana Spring | Speed Distiller | Stamina Spring | ||
Al Bhed Potion | Sleeping Powder |
Ultra NulAll
- Effects: Places NulBlaze, NulShock, NulTide, NulFrost, 5 Cheers (Strength/Defense boost), 5 Focuses (Magic/Magic Defense boost), 5 Aims (Accuracy boost), and 5 Reflexes (Evasion boost) on the entire party. Each Nul-spell will go away after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed. Cheer, Focus, Aim, and Reflex will remain in until the battle ends or until KO'ed.
VALID MIX COMBINATIONS | ||||
---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | |
Healing Spring | Healing Spring | Healing Water | Chocobo Feather | |
Healing Spring | Hypello Potion | Healing Water | Chocobo Wing | |
Healing Spring | Mana Spring | Light Curtain | Healing Spring | |
Healing Spring | Musk | Lunar Curtain | Healing Spring | |
Healing Spring | Purifying Salt | Star Curtain | Healing Spring | |
Healing Spring | Shining Thorn | Tetra Elemental | Chocobo Feather | |
Healing Spring | Soul Spring | Tetra Elemental | Chocobo Wing | |
Healing Spring | Stamina Spring |
Ultra Potion
- Effects: Fully restores the party's HP (up to 9,999 without Break Damage Limit). Will kill any Zombied characters, however.
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Al Bhed Potion | Mega-Potion | Mana Distiller | Potion | Potion | ||
Al Bhed Potion | Al Bhed Potion | Mega-Potion | Mana Sphere | Potion | Power Distiller | ||
Hi-Potion | Ability Distiller | Mega-Potion | Map | Potion | Power Sphere | ||
Hi-Potion | Ability Sphere | Mega-Potion | Power Distiller | Potion | Rename Card | ||
Hi-Potion | Al Bhed Potion | Mega-Potion | Power Sphere | Potion | Speed Distiller | ||
Hi-Potion | Frag Grenade | Mega-Potion | Rename Card | Potion | Speed Sphere | ||
Hi-Potion | Grenade | Mega-Potion | Speed Distiller | Potion | X-Potion | ||
Hi-Potion | Mana Distiller | Mega-Potion | Speed Sphere | Power Distiller | Al Bhed Potion | ||
Hi-Potion | Mana Sphere | Phoenix Down | Map | Speed Distiller | Al Bhed Potion | ||
Hi-Potion | Map | Phoenix Down | Rename Card | X-Potion | Ability Distiller | ||
Hi-Potion | Mega-Potion | Potion | Ability Distiller | X-Potion | Ability Sphere | ||
Hi-Potion | Power Distiller | Potion | Ability Sphere | X-Potion | Al Bhed Potion | ||
Hi-Potion | Power Sphere | Potion | Al Bhed Potion | X-Potion | Mana Distiller | ||
Hi-Potion | Rename Card | Potion | Frag Grenade | X-Potion | Mana Sphere | ||
Hi-Potion | Speed Distiller | Potion | Grenade | X-Potion | Map | ||
Hi-Potion | Speed Sphere | Potion | Hi-Potion | X-Potion | Power Distiller | ||
Mana Distiller | Al Bhed Potion | Potion | Mana Distiller | X-Potion | Power Sphere | ||
Mega-Potion | Ability Distiller | Potion | Mana Sphere | X-Potion | Rename Card | ||
Mega-Potion | Ability Sphere | Potion | Map | X-Potion | Speed Distiller | ||
Mega-Potion | Al Bhed Potion | Potion | Mega-Potion | X-Potion | Speed Sphere |
Vitality
- Effects: Doubles the max HP of a single character until they are KO'ed or the battle ends. The highest this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such effects.
VALID MIX COMBINATIONS | |
---|---|
Item #1 | Item #2 |
Hi-Potion | Hi-Potion |
Hi-Potion | X-Potion |
X-Potion | X-Potion |
Waterfall
- Effects: Five random-targeting Water-elemental hits, each for 400 damage. (2,000 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Ability Distiller | Dragon Scale | Electro Marble | Water Gem | Fish Scale | Three Stars | ||
Ability Distiller | Fish Scale | Eye Drops | Dragon Scale | Fish Scale | White Magic Sphere | ||
Al Bhed Potion | Fish Scale | Eye Drops | Fish Scale | Holy Water | Dragon Scale | ||
Antidote | Dragon Scale | Fish Scale | Ability Sphere | Holy Water | Fish Scale | ||
Antidote | Fish Scale | Fish Scale | Attribute Sphere | Lightning Marble | Water Gem | ||
Dragon Scale | Ability Sphere | Fish Scale | Black Magic Sphere | Mana Distiller | Dragon Scale | ||
Dragon Scale | Attribute Sphere | Fish Scale | Frag Grenade | Mana Distiller | Fish Scale | ||
Dragon Scale | Grenade | Fish Scale | Grenade | Power Distiller | Dragon Scale | ||
Dragon Scale | Mana Sphere | Fish Scale | Lv. 1 Key Sphere | Power Distiller | Fish Scale | ||
Dragon Scale | Map | Fish Scale | Mana Sphere | Remedy | Fish Scale | ||
Dragon Scale | Power Sphere | Fish Scale | Map | Soft | Dragon Scale | ||
Dragon Scale | Rename Card | Fish Scale | Power Sphere | Soft | Fish Scale | ||
Dragon Scale | Speed Sphere | Fish Scale | Rename Card | Speed Distiller | Dragon Scale | ||
Echo Screen | Dragon Scale | Fish Scale | Skill Sphere | Speed Distiller | Fish Scale | ||
Echo Screen | Fish Scale | Fish Scale | Special Sphere | Water Gem | Map | ||
Electro Marble | Dragon Scale | Fish Scale | Speed Sphere | Water Gem | Rename Card |
Winter Storm
- Effects: Nine random-targeting Ice-elemental hits, each for 900 damage. (8,100 damage to a lone target.)
VALID MIX COMBINATIONS | |||||||
---|---|---|---|---|---|---|---|
Item #1 | Item #2 | Item #1 | Item #2 | Item #1 | Item #2 | ||
Antarctic Wind | Accuracy Sphere | Antarctic Wind | Wings to Discovery | Ice Gem | Black Magic Sphere | ||
Antarctic Wind | Agility Sphere | Antarctic Wind | Winning Formula | Ice Gem | Defense Sphere | ||
Antarctic Wind | Amulet | Arctic Wind | Accuracy Sphere | Ice Gem | Evasion Sphere | ||
Antarctic Wind | Defense Sphere | Arctic Wind | Agility Sphere | Ice Gem | Friend Sphere | ||
Antarctic Wind | Door to Tomorrow | Arctic Wind | Defense Sphere | Ice Gem | HP Sphere | ||
Antarctic Wind | Evasion Sphere | Arctic Wind | Evasion Sphere | Ice Gem | Lv. 1 Key Sphere | ||
Antarctic Wind | Friend Sphere | Arctic Wind | Friend Sphere | Ice Gem | Lv. 2 Key Sphere | ||
Antarctic Wind | Gambler's Spirit | Arctic Wind | HP Sphere | Ice Gem | Lv. 3 Key Sphere | ||
Antarctic Wind | HP Sphere | Arctic Wind | Lv. 2 Key Sphere | Ice Gem | Lv. 4 Key Sphere | ||
Antarctic Wind | Lv. 3 Key Sphere | Arctic Wind | Lv. 3 Key Sphere | Ice Gem | Magic Defense Sphere | ||
Antarctic Wind | Lv. 4 Key Sphere | Arctic Wind | Lv. 4 Key Sphere | Ice Gem | Magic Sphere | ||
Antarctic Wind | Magic Defense Sphere | Arctic Wind | Magic Defense Sphere | Ice Gem | Master Sphere | ||
Antarctic Wind | Magic Sphere | Arctic Wind | Magic Sphere | Ice Gem | MP Sphere | ||
Antarctic Wind | Master Sphere | Arctic Wind | Master Sphere | Ice Gem | Return Sphere | ||
Antarctic Wind | MP Sphere | Arctic Wind | MP Sphere | Ice Gem | Skill Sphere | ||
Antarctic Wind | Pendulum | Arctic Wind | Return Sphere | Ice Gem | Special Sphere | ||
Antarctic Wind | Return Sphere | Arctic Wind | Strength Sphere | Ice Gem | Strength Sphere | ||
Antarctic Wind | Strength Sphere | Arctic Wind | Teleport Sphere | Ice Gem | Teleport Sphere | ||
Antarctic Wind | Teleport Sphere | Arctic Wind | Warp Sphere | Ice Gem | Warp Sphere | ||
Antarctic Wind | Underdog's Secret | Ice Gem | Accuracy Sphere | Ice Gem | White Magic Sphere | ||
Antarctic Wind | Warp Sphere | Ice Gem | Agility Sphere |
Seymour - Requiem
Description: We're here, so why not? During only one battle in the game, you will gain control of Seymour; this is the second fight against the Sinspawn Gui at Mushroom Rock. Only then can he use his Overdrive, Requiem - short of a cheating device, of course. His Overdrive fills up, just like everyone else. Not much is known about it right now by me, other than it's brutal for the time you get it, typically around 3,000 damage.Overdrive Modes
Ally
Description: The gauge fills when an ally gets a turn, and fills 4% (1/25) of the way.How to Learn: Have allies get turns the below number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 600 | Kimahri | 300 |
Yuna | 500 | Auron | 450 |
Wakka | 350 | Rikku | 320 |
Lulu | 480 |
Avenger
Description: When one of the wielder's allies is KO'ed, their Overdrive gauge fills 1/3 of the way.How to Learn: Have your allies get KO'ed the below number of times. (Of course, revival is irrelevant, and Auto-Life and Auto-Phoenix should count.)
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 100 | Kimahri | 100 |
Yuna | 80 | Auron | 125 |
Wakka | 100 | Rikku | 100 |
Lulu | 150 |
Comrade
Description: Comrade fills the bar similar to Stoic, but it when one of your allies takes damage, not you. The portion filled is also slightly less (2/3) - (Damage*20)/(Max HP).How to Learn: Have your allies get damaged the below number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 300 | Kimahri | 100 |
Yuna | 240 | Auron | 220 |
Wakka | 100 | Rikku | 100 |
Lulu | 100 |
Coward
Description: The Overdrive gauge is filled by 10% when you flee from battle by Escape or Flee.How to Learn: Have the character be in the active party while Escaping or Fleeing the below number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 600 | Kimahri | 700 |
Yuna | 900 | Auron | 1,000 |
Wakka | 400 | Rikku | 450 |
Lulu | 950 |
Dancer
Description: The gauge fills 1/6 of the way each time the wielder evades an attack.How to Learn: Have characters evade attacks the below number of times. (This will be hard unless you can inflict Darkness on a physical-heavy enemy or don't have high Evasion.)
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 250 | Kimahri | 150 |
Yuna | 200 | Auron | 200 |
Wakka | 200 | Rikku | 200 |
Lulu | 300 |
Daredevil
Description: For each turn the wielder gets whilst under 50% HP, their Overdrive gauge fills 1/6 of the way.How to Learn: Have the following number of turns while under 50% HP.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 170 | Kimahri | 200 |
Yuna | 90 | Auron | 260 |
Wakka | 140 | Rikku | 110 |
Lulu | 150 |
Healer
Description: The Overdrive gauge will fill when the wielder heals allies. The amount filled is equal to (Healed HP*16)/(Max HP).How to Learn: Have the character heal their allies the below number of times. (Whether the target is at full HP is irrelevant.)
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 80 | Kimahri | 100 |
Yuna | 60 | Auron | 200 |
Wakka | 100 | Rikku | 70 |
Lulu | 170 |
Hero
Description: For each kill of an enemy whose HP is over 10,000 (or 20 times more than your usual damage), the gauge fills 1/5 of the way.How to Learn: Deal damage to an enemy whose max HP is ~20 times more than the damage you dealt. Kills of 10,000+ HP enemies also count, regardless of the damage you dealt.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 50 | Kimahri | 45 |
Yuna | 50 | Auron | 40 |
Wakka | 50 | Rikku | 50 |
Lulu | 70 |
Loner
Description: For each turn the character is the only one in the party (either the others have Escaped, Ejected/Shattered, are KO'ed or Petrified), their Overdrive gauge fills 1/6 of the way.How to Learn: Fight without your allies for the following number of turns.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 60 | Kimahri | 90 |
Yuna | 180 | Auron | 35 |
Wakka | 110 | Rikku | 170 |
Lulu | 45 |
Rook
Description: Each time you magically block an attack, the Overdrive gauge fills 10% of the way. This includes Protect, Shell, Reflect, NulBlaze, NulShock, NulTide, and NulFrost.How to Learn: Magically block attacks the following number of times. (This includes Protect, Shell, Reflect, NulBlaze, NulShock, NulTide, and NulFrost.)
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 120 | Kimahri | 120 |
Yuna | 110 | Auron | 120 |
Wakka | 120 | Rikku | 120 |
Lulu | 120 |
Slayer
Description: When the wielder defeats an enemy, the gauge is filled 1/5 of the way.How to Learn: Kill enemies the below number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 100 | Kimahri | 120 |
Yuna | 110 | Auron | 80 |
Wakka | 90 | Rikku | 100 |
Lulu | 130 |
Stoic
Description: Stoic fills based on the amount of damage the character takes - (Damage*30)/(Max HP) equals the percentage of the Overdrive bar filled.How to Learn: Every character will start with this Overdrive mode.
Sufferer
Description: The gauge fills 1/6 of the way for each turn the character gets while under the effect of a status ailment.How to Learn: Have the below number of turns whilst under status ailments.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 120 | Kimahri | 100 |
Yuna | 100 | Auron | 160 |
Wakka | 110 | Rikku | 125 |
Lulu | 130 |
Tactician
Description: The Overdrive gauge is filled 1/6 of the way whenever the character inflicts an ailment upon an enemy.How to Learn: Inflict ailments on enemies the below number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 75 | Kimahri | 60 |
Yuna | 100 | Auron | 110 |
Wakka | 80 | Rikku | 90 |
Lulu | 75 |
Victim
Description: Each time the wielder is hit with a negative status ailment, the gauge fills 1/6 of the way.How to Learn: Get hit with ailments the following number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 100 | Kimahri | 130 |
Yuna | 80 | Auron | 120 |
Wakka | 100 | Rikku | 90 |
Lulu | 110 |
Victor
Description: When you win a battle, the Overdrive gauge fills up 1/5 of the way, but only for characters in the active party at the time that are using Victor.How to Learn: Have characters be in victorious battles the below number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 120 | Kimahri | 120 |
Yuna | 150 | Auron | 200 |
Wakka | 150 | Rikku | 140 |
Lulu | 200 |
Warrior
Description: The Overdrive bar will fill based on the amount of damage inflicted on the enemy (more damage, more filling), up to 1/6 of the bar.How to Learn: Have a character damage the enemy the below number of times.
NUMBER NEEDED | |||
---|---|---|---|
Tidus | 150 | Kimahri | 120 |
Yuna | 200 | Auron | 100 |
Wakka | 160 | Rikku | 140 |
Lulu | 300 |
Aeon Analyses
An Introduction
Aeons are probably something you will come here already knowing; they are the physical manifestations of the Fayth across Spira, bestowed unto the Summoners that pray at the Fayth. For most beginning players, Aeons will be heavily used, as they often overpower the human party they would otherwise use. And why not? I mean, Aeons can have superior stats and are far more customizeable than a mere four-slot sword or shield, right?
In any case, despite the advantages - and disadvantages, of course - of using Aeons, the ability to know what they do, how, and why is always a good thing to at least read up on. Thus, we have this section. Within the following sections, I will describe everything about the Aeons: their stats, their abilities, their Overdrives, how to customize them, and more. Enjoy.
Aeon Base Stats
Note that these stats grow from after the time you obtain the Aeon, mostly by battling, increasing Yuna's stats, and the like. This is a good list to use for if you don't plan on boosting the Aeons manually, for it tells you who to specialize in what, kinda like the base stats in Pokémon.
Note that the rightmost two columns for the Magus Sisters' total stats (MST) and their average base stats (MSAvg.) - in case you don't know, Sandy, Mindy, and Cindy are all summoned together as a part of the Magus Sisters' Summon. A total and an average is included for that Summon for whoever wants to use it, depending on whichever they prefer.
Also at the bottom you'll see the totals of the base stats for the individual Aeons. (As mentioned earlier, the Magus Sisters' is to the right.) There's also a second base stat total (BST) for those preferring to remove the huge increase HP and MP tend to provide.
Valefor | Ifrit | Ixion | Shiva | Bahamut | Yojimbo | Anima | Sandy | Mindy | Cindy | MST | MSAvg. | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Max HP | 725 | 857 | 891 | 820 | 1,210 | 1,030 | 1,410 | 1,790 | 1,237 | 2,190 | 5,217 | 1,739 |
Max MP | 24 | 23 | 25 | 26 | 35 | 0 | 45 | 35 | 58 | 46 | 139 | 46.3 |
Strength | 18 | 19 | 20 | 19 | 23 | 29 | 33 | 42 | 23 | 28 | 93 | 31 |
Defense | 23 | 29 | 26 | 17 | 27 | 25 | 26 | 26 | 24 | 32 | 82 | 27.3 |
Magic | 21 | 21 | 20 | 23 | 18 | 16 | 22 | 24 | 28 | 21 | 73 | 24.3 |
Magic Defense | 23 | 21 | 29 | 24 | 28 | 23 | 23 | 28 | 28 | 28 | 84 | 28 |
Agility | 10 | 9 | 8 | 14 | 10 | 9 | 9 | 10 | 12 | 10 | 32 | 10.7 |
Luck | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 51 | 17 |
Evasion | 19 | 10 | 11 | 32 | 20 | 59 | 20 | 17 | 23 | 20 | 60 | 20 |
Accuracy | 11 | 11 | 12 | 11 | 11 | 19 | 11 | 13 | 12 | 11 | 36 | 12 |
BST (w/HP&MP) | 891 | 1,017 | 1,059 | 1,003 | 1,399 | 1,227 | 1,616 | 2,002 | 1,462 | 2,403 | 5,867 | 1,955.7 |
BST (w/o HP&MP) | 142 | 137 | 143 | 157 | 154 | 197 | 161 | 177 | 167 | 167 | 511 | 170.3 |
Learning New Abilities
For an Aeon to be able to learn a new ability, you must first obtain the Summoner's Soul item. This can be obtained after battling Belgemine on the Moonflow, not long after obtaining Ixion. If you're far enough in the game to where going back there is too long a ways or something, Belgemine appears in Remiem Temple after you get the airship. (See Remiem Temple (in full) for more on that.) In any case, after that point, giving an Aeon an ability is very similar to giving a weapon an ability, except that the abilities in question are essentially the stuff YOU get on the Sphere Grid. In the following sections, we will discuss the effects of Aeon White Magic, Aeon Black Magic, Aeon Skills, and Aeon Specials and the items needed to give them those abilities.+
Aeon White Magic
- Cura:
- To Learn: 30 X-Potions
- MP Cost: 10 MP
- Effects: Heals a moderate amount of HP to the target, or damages them if they're a Zombie. (Effect is double that of Cure.) It is affected by Shell and Reflect.
- Curaga:
- To Learn: 60 Mega-Potions
- MP Cost: 20 MP
- Effects: Heals a large amount of HP to the target, or damages them if they're a Zombie. (Effect is 1.75x that of Cura, and 3.50x that of Cure.) It is affected by Shell and Reflect.
- Cure:
- To Learn: 99 Hi-Potions
- MP Cost: 4 MP
- Effects: Heals a little HP to the target, or damages them if they're a Zombie. Its effects are halved by Shell and are Reflectable.
- Dispel:
- To Learn: 3 Purifying Salts
- MP Cost: 12 MP
- Effects: Removes certain statuses from the target: Protect, Shell, Reflect, Haste, Regen, NulBlaze, NulShock, NulTide, NulFrost, Power Break, Armor Break, Magic Break, and Mental Break. It will defy Reflect (obviously), but it will not remove Auto-type abilities.
- Full-Life:
- To Learn: 1 Megalixir
- MP Cost: 60 MP
- Effects: Revives the target from KO with full HP. Zombies can be KO'ed by this, though, or hit with damage based on your Break Damage Limit status (9,999 without, 99,999 with). It can be Reflected.
- Haste:
- To Learn: 10 Chocobo Feathers
- MP Cost: 8 MP
- Effects: Doubles the target's Agility - increasing the number of turns they get - until the status is Dispelled, Slow is inflicted, or the target is KO'ed, or the battle ends. It can be Reflected.
- Hastega:
- To Learn: 16 Chocobo Wings
- MP Cost: 30 MP
- Effects: Doubles the target party's Agility - increasing the number of turns they get - until the status is Dispelled, Slow is inflicted, the target is KO'ed, or the battle ends. It can be Reflected.
- Holy:
- To Learn: 60 Blessed Gems
- MP Cost: 85 MP
- Effects: Holy is the only intentionally-damaging White Magic spell, using a hidden fifth "Holy" elemental affinity to determine its magical damage, though it's rarely used. It can be Reflected and is affected by Shell.
- Life:
- To Learn: 8 Elixirs
- MP Cost: 18 MP
- Effects: Revives the target from KO with ~50% of their max HP. Zombies can be KO'ed by this, though, or hit with damage based on your Break Damage Limit status (9,999 without, 99,999 with). It also can be Reflected.
- NulBlaze:
- To Learn: 2 Bomb Fragments
- MP Cost: 2 MP
- Effects: Nullifies the next Fire attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.
- NulFrost:
- To Learn: 2 Antarctic Winds
- MP Cost: 2 MP
- Effects: Nullifies the next Ice attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.
- NulShock:
- To Learn: 2 Electro Marbles
- MP Cost: 2 MP
- Effects: Nullifies the next Lightning attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled and Reflected.
- NulTide:
- To Learn: 2 Fish Scales
- MP Cost: 2 MP
- Effects: Nullfies the next Water attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.
- Protect:
- To Learn: 6 Light Curtains
- MP Cost: 12 MP
- Effects: Doubles the target's Defense - halving most physical damage taken - until it is Dispelled, the target is KO'ed, or the battle ends. It is affected by Reflect.
- Reflect:
- To Learn: 3 Star Curtains
- MP Cost: 14 MP
- Effects: Puts the Reflect status on the target, bouncing most magic from the afflicted to the opposite party (allies to enemies or vice versa). Reflect doesn't work on Dispel, Auto-Life, Ultima, and Demi, and it can be Dispelled. It can also be Reflect, semi-ironically.
- Regen:
- To Learn: 60 Healing Springs
- MP Cost: 40 MP
- Effects: Puts Regen on the target for ten of the target's turns, or until KO'd, Dispelled, or the battle ends. Regen works based on a "tick" system in the game - it's like an advanced version of the CTB system. Basically, the less turns you get with Regen, the more HP that is healed, and, of course, Zombies get damaged by this. This spell can be Reflected.
- Scan:
- To Learn: 10 Ability Spheres
- MP Cost: 1 MP
- Effects: Allows you to see the stats and affinities and a brief blurb on the target. Not all enemies (typically bosses) can be Scanned, though. Its effects can be Reflected.
- Shell:
- To Learn: 4 Lunar Curtains
- MP Cost: 10 MP
- Effects: Doubles the target's Magic Defense - halving most magic damage taken - until it is Dispelled, the target is KO'ed, or the battle ends. It is affected by Reflect
- Slow:
- To Learn: 4 Silver Hourglasses
- MP Cost: 12 MP
- Effects: Halves the target's Agility - reducing the number of turns they get - until it's Esuna'd, the target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on those with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected by Reflect.
- Slowga:
- To Learn: 8 Gold Hourglasses
- MP Cost: 20 MP
- Effects: Halves the target party's Agility - reducing the number of turns they get - until it's Esuna'd, the target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on those with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected by Reflect.
Aeon Black Magic
- Bio:
- To Learn: 8 Poison Fangs
- MP Cost: 10 MP
- Effects: Hits the target with the Poison status ailments, so long as they're not immune to Poison or have Poisonproof (or a lucky Poison Ward) armor. The amount of damage taken by Poison each turn varies for enemies, though it is always 25% of your max HP for you. It is affected by Reflect.
- Blizzaga:
- To Learn: 4 Ice Gems
- MP Cost: 20 MP
- Effects: Hits the target for heavy Ice-elemental damage. (It is 1.75x the strength of Blizzara, and 3.5x the strength of Blizzard.) It is affected by Shell and Reflect and the target's elemental affinities.
- Blizzara:
- To Learn: 2 Arctic Winds
- MP Cost: 8 MP
- Effects: Hits the target for moderate Ice-elemental damage. (It is twice the strength of Ice.) It is affected by Shell and Reflect and the target's elemental affinities.
- Blizzard:
- To Learn: 1 Antarctic Wind
- MP Cost: 4 MP
- Effects: Hits the target for minor Ice-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Death:
- To Learn: 30 Farplane Shadows
- MP Cost: 20 MP
- Effects: KO's the target instantly. It may not work on those with a resistance to Death or the Death Ward ability, and it will not on Zombies, those immune to Death (most bosses), and those with Deathproof armor. It is also affected by Reflect.
- Demi:
- To Learn: 8 Shadow Gems
- MP Cost: 32 MP
- Effects: Reduces the HP of the target party by 25% of their current HP, or by 12.5% if Shell is effect. It cannot kill, however, and is still under the rules of damage limits (9,999 without Break Damage Limit, and 99,999 with). Some enemies cannot be affected by such gravity damage.
- Drain:
- To Learn: 60 Stamina Springs
- MP Cost: 12 MP
- Effects: Damages a chosen target, restoring the user's HP equal to the damage dealt. If you Drain a Zombie, the effect is reversed: they gain HP while the user loses. It is affected by both Shell and Reflect.
- Fira:
- To Learn: 2 Bomb Cores
- MP Cost: 8 MP
- Effects: Hits the target for moderate Fire-elemental damage. (It is twice the strength of Fire.) It is affected by Shell and Reflect and the target's elemental affinities.
- Firaga:
- To Learn: 4 Fire Gems
- MP Cost: 20 MP
- Effects: Hits the target for heavy Fire-elemental damage. (It is 1.75x the strength of Fira, and 3.5x the strength of Fire.) It is affected by Shell and Reflect and the target's elemental affinities.
- Fire:
- To Learn: 1 Bomb Fragment
- MP Cost: 4 MP
- Effects: Hits the target for minor Fire-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Flare:
- To Learn: 60 Shining Gems
- MP Cost: 54 MP
- Effects: Hits the target for major non-elemental damage. (This is 5x the power of the regular elementals, 2.5x that of the "-ras", and ~1.43x that of the "-gas".) It is affected by Shell and Reflect.
- Osmose:
- To Learn: 10 Mana Springs
- MP Cost: 0 MP
- Effects: Damages the target's MP, restoring the user's MP by the amount of MP damage dealt. The effect is reversed if you hit a Zombie: they gain MP while you lose it. Note that the only purpose for either is simply MP restoration of yourself, since even 0 MP fiends (most notably possible in the Sinspawn Ammes fight in the beginning of the game) can be able to cast magic. Also, this is Reflectable.
- Thundaga:
- To Learn: 4 Lightning Gems
- MP Cost: 20 MP
- Effects: Hits the target for heavy Lightning-elemental damage. (It is 1.75x the strength of Thundara, and 3.5x the strength of Thunder.) It is affected by Shell and Reflect and the target's elemental affinities.
- Thundara:
- To Learn: 2 Lightning Marbles
- MP Cost: 8 MP
- Effects: Hits the target for moderate Lightning-elemental damage. (It is twice the strength of Thunder.) It is affected by Shell and Reflect and the target's elemental affinities.
- Thunder:
- To Learn: 1 Electro Marble
- MP Cost: 4 MP
- Effects: Hits the target for minor Lightning-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Ultima:
- To Learn: 99 Supreme Gems
- MP Cost: 90 MP
- Effects: Hits the target party for extreme non-elemental damage. The power is about 5.83x that of the basic elemental spells, about 2.92x that of the "-ras", about 1.67x that of the "-gas", 3.5x that of Drain, or 1.17x that of Flare. It notably defies Reflect, but not Shell.
- Water:
- To Learn: 1 Fish Scale
- MP Cost: 4 MP
- Effects: Hits the target for minor Water-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.
- Watera:
- To Learn: 2 Dragon Scales
- MP Cost: 8 MP
- Effects: Hits the target for moderate Water-elemental damage. (It is twice the strength of Water.) It is affected by Shell and Reflect and the target's elemental affinities.
- Waterga:
- To Learn: 4 Water Gems
- MP Cost: 20 MP
- Effects: Hits the target for heavy Water-elemental damage. (It is 1.75x the strength of Watera, and 3.5x the strength of Water.) It is affected by Shell and Reflect and the target's elemental affinities.
Aeon Skills
- Armor Break:
- To Learn: 2 Lv. 2 Key Spheres
- MP Cost: 8 MP
- Effects: Damages the target and halves their Defense, if they're able to be affected by Armor Break as an ailment.
- Dark Attack:
- To Learn: 6 Smoke Bombs
- MP Cost: 5 MP
- Effects: Damages the target and has a 50% chance to put the target in Darkness for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Darkness, and similar logic for the respective Ward and Proof armor abilities.
- Dark Buster:
- To Learn: 12 Smoke Bombs
- MP Cost: 10 MP
- Effects: Damages the target with a base 100% success rate to put the target in the Darkness ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Darkness, and similar logic for the respective Ward and Proof armor abilities.
- Delay Attack:
- To Learn: 20 Silver Hourglasses
- MP Cost: 8 MP
- Effects: Damages the target and delays their next turn (if the target is suspectible to Delay).
- Delay Buster:
- To Learn: 30 Gold Hourglasses
- MP Cost: 18 MP
- Effects: Damages the target and greatly delays their next turn (if the target is suspectible to Delay).
- Extract Ability:
- To Learn: 20 Ability Spheres
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Ability Spheres (if they're vulnerable to the Ability Distil ailment and are afflicted).
- Extract Mana:
- To Learn: 20 Mana Spheres
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Mana Spheres (if they're vulnerable to the Mana Distil ailment and are afflicted).
- Extract Power:
- To Learn: 20 Power Spheres
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Power Spheres (if they're vulnerable to the Power Distil ailment and are afflicted).
- Extract Speed:
- To Learn: 20 Speed Spheres
- MP Cost: 1 MP
- Effects: Damages the target and makes them more likely to drop Speed Spheres (if they're vulnerable to the Speed Distil ailment and are afflicted).
- Full Break:
- To Learn: 2 Dark Matters
- MP Cost: 99 MP
- Effects: Damages the target and halves their Strength, Defense, Magic, and/or Magic Defense if they're able to be affected by Power Break, Armor Break, Magic Break, and/or Mental Break (respectively) as an ailment.
- Magic Break:
- To Learn: 4 Mana Springs
- MP Cost: 8 MP
- Effects: Damages the target and halves their Magic, if they're able to be affected by Magic Break as an ailment.
- Mental Break:
- To Learn: 4 Shining Thorns
- MP Cost: 8 MP
- Effects: Damages the target and halves their Magic Defense, if they're able to be affected by Mental Break as an ailment.
- Power Break:
- To Learn: 8 Stamina Springs
- MP Cost: 8 MP
- Effects: Damages the target and halves their Strength, if they're able to be affected by Power Break as an ailment.
- Silence Attack:
- To Learn: 3 Silence Grenades
- MP Cost: 5 MP
- Effects: Damages the target and has a 50% chance to put the target in Silence for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Silence, and similar logic for the respective Ward and Proof armor abilities.
- Silence Buster:
- To Learn: 10 Silence Grenades
- MP Cost: 10 MP
- Effects: Damages the target with a base 100% success rate to put the target in the Silence ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Silence, and similar logic for the respective Ward and Proof armor abilities.
- Sleep Attack:
- To Learn: 3 Sleeping Powders
- MP Cost: 5 MP
- Effects: Damages the target and has a 50% chance to put the target to Sleep for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Sleep, and similar logic for the respective Ward and Proof armor abilities.
- Sleep Buster:
- To Learn: 10 Sleeping Powders
- MP Cost: 10 MP
- Effects: Damages the target with a base 100% success rate to put the target in the Sleep ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Sleep, and similar logic for the respective Ward and Proof armor abilities.
- Triple Foul:
- To Learn: 4 Skill Spheres
- MP Cost: 24 MP
- Effects: Damages the target with a base 100% success rate each for inducing Darkness, Silence, or Sleep. The success rate for each is affected by the monster's resistance/immunity (may/will not work) to each ailment, and similar logic for the respective Ward and Proof armor abilities.
- Zombie Attack:
- To Learn: 99 Holy Waters
- MP Cost: 10 MP
- Effects: Damages the target and has a 50% chance to put the target in the Zombie status The success rate is affected by the monster's resistance/immunity (may/will not work) to Zombie, and similar logic for the respective Ward and Proof armor abilities.
Aeon Specials
- Aim:
- To Learn: 5 Speed Spheres
- MP Cost: 0 MP
- Effects: Boosts the party's Accuracy by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
- Cheer:
- To Learn: 5 Power Spheres
- MP Cost: 0 MP
- Effects: Boosts the party's Strength and Defense by 1~5 points each until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
- Doublecast:
- To Learn: 5 Three Stars
- MP Cost: 0 MP
- Effects: Allows you to use two Black Magic spells in the same turn. However, their MP costs will not be augmented; Doublecasting two Ultimas, for example, costs you 90+90, or 180 MP.
- Focus:
- To Learn: 10 Mana Spheres
- MP Cost: 0 MP
- Effects: Boosts the party's Magic and Magic Defense by 1~5 points each until KO'ed or the battle ends.
- Jynx:
- To Learn: 2 Fortune Spheres
- MP Cost: 0 MP
- Effects: Lowers the target party's Luck by 1~5 points until KO'ed or the battle ends.
- Lancet:
- To Learn: 20 Soul Springs
- MP Cost: 0 MP
- Effects: Does meager HP and MP damage to the target and restores the user's HP and MP by the same amounts: on Zombies, the effect is reversed (you are hurt, they are healed).
- Luck:
- To Learn: 2 Fortune Spheres
- MP Cost: 0 MP
- Effects: Boosts the party's Luck by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
- Pray:
- To Learn: 5 Healing Waters
- MP Cost: 0 MP
- Effects: Restores a very small amount of HP to the party.
- Reflex:
- To Learn: 10 Speed Spheres
- MP Cost: 0 MP
- Effects: Boosts the party's Evasion by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.
Aeon Stat Augmentation
To be able to change your Aeon's stats, there are one of three ways in which to do so. The exact mechanics for this have not yet been confirmed from the FFX PS2 PAL version as of yet. If anyone is able to contribute some proof to this, please let me known in the Legalities section!
- Yuna's Stats: As it turns out, Yuna's stats also have an effect on those of her Aeons!
- Aeon's Soul: Get the Aeon's Soul and give the Aeon various kinds of Spheres to increase stats; the higher the stat, the more of a Sphere is needed.
- Battle!: Aeons' stats increase after the first 60 battles you fight, then every 30 thereafter, up to 600 battles. Exact values and formulas are unknown, but currently seem to be individualized to the Aeon.
Valefor
- Obtained When?: Your first Aeon ever, automatically obtained after the events in Besaid.
- Default Actions:
- Attack: A basic phyiscal strike.
- Sonic Wings: Physical damage plus a Delay effect to a single target.
- Shield: Damage taken is reduced to 25% most times, also lessening Overdrive gauge charging.
- Boost: Raises damage taken (and Overdrive gauge growth) by 50%.
- Dismiss: Aeon leaves the battlefield.
- Overdrives:
- Energy Ray: Default Overdrive, which is unblockable damage to all enemies.
- Energy Blast: This Overdrive is found after getting it from a girl near the item shop in Besaid who claims her dog found it. (Late-game players will likely have to beat Dark Valefor first.) It is also unblockable damage to all enemies, but is stronger than Energy Ray.
- Break Damage Limit?: Obtain the Nirvana Celestial Weapon and power it up via the Moon Crest.
- Other Notes: Valefor is immune to most ground-like attacks, due to flying. He is also the only Aeon to have two Overdrives, and has no particular element or affinities attributed to him - the only one like that for a while.
Ifrit
- Obtained When?: After the Kilika Cloister of Trials.
- Default Actions:
- Attack: A basic phyiscal strike.
- Meteor Strike: An unblockable attack to a single enemy that induces a Delay effect.
- Shield: Damage taken is reduced to 25% most times, also lessening Overdrive gauge charging.
- Boost: Raises damage taken (and Overdrive gauge growth) by 50%.
- Dismiss: Aeon leaves the battlefield.
- Overdrive - Hellfire: High Fire-elemental damage to all enemies.
- Break Damage Limit?: After getting the World Champion Celestial Weapon and powering it up with the Jupiter Crest.
- Other Notes: Absorbs Fire-elemental attacks and is weak to Ice-elemental ones.
Ixion
- Obtained When?: After finishing Djose's Cloister of Trials.
- Default Actions:
- Attack: A basic phyiscal strike.
- Aerospark: A physical attack that also has the side-effect of Dispel.
- Shield: Damage taken is reduced to 25% most times, also lessening Overdrive gauge charging.
- Boost: Raises damage taken (and Overdrive gauge growth) by 50%.
- Dismiss: Aeon leaves the battlefield.
- Overdrive - Thor's Hammer: High Lightning-elemental damage to all enemies.
- Break Damage Limit?: Obtain the Spirit Lance Celestial Weapon and power it up with the Saturn Crest.
- Other Notes: Absorbs Lightning-elemental attacks and is weak to Water-elemental ones. (By the way, no Aeon is Water-elemental.)
Shiva
- Obtained When?: After the events when you enter Macalania Temple and defeat Seymour - you'll be able to use her during that battle.
- Default Actions:
- Attack: A basic phyiscal strike.
- Heavenly Strike: A physical strike to a single enemy that has a Delay effect.
- Shield: Damage taken is reduced to 25% most times, also lessening Overdrive gauge charging.
- Boost: Raises damage taken (and Overdrive gauge growth) by 50%.
- Dismiss: Aeon leaves the battlefield.
- Overdrive - Diamond Dust: High Ice-elemental damage to all enemies.
- Break Damage Limit?: Obtain the Onion Knight Celestial Weapon and power it up with the Venus Crest.
- Other Notes: Being Ice-elemental, she absorbs Ice-elemental attacks and takes double-damage from Fire-elemental ones.
Bahamut
- Obtained When?: Complete Bevelle's Cloister of Trials.
- Default Actions:
- Attack: A basic phyiscal strike.
- Impulse: Physical damage to every enemy.
- Shield: Damage taken is reduced to 25% most times, also lessening Overdrive gauge charging.
- Boost: Raises damage taken (and Overdrive gauge growth) by 50%.
- Dismiss: Aeon leaves the battlefield.
- Overdrive - Mega Flare: High, non-elemental, nonreducable damage to all enemies.
- Break Damage Limit?: Automatically does.
- Other Notes: Bahamut is of no particular element or affinity thereof, and is also the first Aeon you can get that breaks the 9,999-damage cap, though you likely won't see it until you use his Overdrive; he's also the only one that does if you don't bother with the Sidequests.
Yojimbo
- Obtained When?: Go through the Cavern of the Stolen Fayth.
- Default Actions: Essentially, you pay him to do attacks. More on that in the Yojimbo Mechanics section.
- Daigoro: Physical damage to one enemy.
- Kozuka: Physical damage to one enemy. Stronger than Daigoro.
- Wakizashi: Physical damage to all enemies.
- Zanmato: Instant kill to all.
- Dismiss: Pay nothing and he'll leave.
- Overdrive: None. Zanmato is close, though.
- Break Damage Limit?: Get the Masamune Celestial Weapon and power it up via the Mars Crest.
- Other Notes: Yojimbo is not able to learn any abilities. Thus, it would be very, very pointless to boost his MP or Magic stats, since his attacks are all physical and cost zero MP.
Anima
- Obtained When?: Enter Baaj Temple's Cloister - see Baaj Temple for more on when and how.
- Default Actions:
- Attack: A basic phyiscal strike.
- Pain: Magical damage to a single enemy; also has an inherent Death side-effect.
- Shield: Damage taken is reduced to 25% most times, also lessening Overdrive gauge charging.
- Boost: Raises damage taken (and Overdrive gauge growth) by 50%.
- Dismiss: Aeon leaves the battlefield.
- Overdrive - Oblivion: 16 hits to all enemies. The damage cannot be reduced. So it hurts. A lot.
- Break Damage Limit?: Automatic.
- Other Notes: Nothing in particular.
The Magus Sisters
- Obtained When?: It's probably better to deal with the Remiem Temple (in full) section for that.
- Default Actions:
- Attack: A basic phyiscal strike.
- Razzia: Sandy's special attack - physical damage to one.
- Passado: Mindy's special attack - 15 physical hits to one enemy.
- Camisade: Cindy's special attack - physical damage to one enemy.
- Shield: Damage taken is reduced to 25% most times, also lessening Overdrive gauge charging.
- Boost: Raises damage taken (and Overdrive gauge growth) by 50%.
- Dismiss: Aeons leave the battlefield.
- Other: The Sisters have other attacks they can use that are already learned, but they're generic skills from the game:
- Sandy - NulAll, Protect, Shell, Reflect, Haste
- Mindy - Fira, Thundara, Blizzara, Watera, Firaga, Thundaga, Blizzaga, Waterga, Drain, Flare, Ultima, Bio, Death, Lancet
- Cindy - Firaga, Thundaga, Blizzaga, Waterga, Cure, Cura, Curaga, Life, Full Life, Auto-Life, Holy
- Overdrive - Delta Attack: Only usable when all three has a full Overdrive gauge whilst alive. This is six hits to all enemies; the damage cannot be halved or blocked.
- Break Damage Limit?: Automatic.
- Other Notes: You cannot teach them any abilities (though they do have some that most Aeons would need to be taught, as above). The Magus Sisters seem to work off a Motivation-like system similar to Yojimbo, just like in the original FFX - no confirmation has been reached as of yet, though.
Yojimbo Mechanics
MINOR NOTES
Simply expect me to get technical in this section, mathematically. Also note that this is currently only under investigation - insofar, everything I've seen correlates rightly to the PAL FFX PS2 release, but I haven't actually seen the in-game code for this. Mostly because I can't. Confirmations are always welcome!
Also keep in mind I will list the formulas in full as we go along - I will describe how to get the individual M1, M2, etc., type of things, and list the comprehensive formulas as you know it at the end of the marked-off sections. Those are usually not the complete formulas, though; they just illustrate the complex evolution of the formula.
MOTIVATION/COMPATIBILITY: Let's begin with why Yojimbo is always randomly acting - in fact, it is the main purpose of this section, and the only thing we REALLY get into, and, in essence, you can learn to use it to make everything nonrandom. The factor is known as "Motivation", represented by an integer from 0 to 112. It resets to 0 every turn. Another big factor is "Compatibility"; this is an integer from 0 to 255, and does not reset. It starts at 128 when you recruit Yojimbo.
Note that, below, M = Motivation and C = Compatibility, restricted to 0-112 and 0-255, respectively. This is applied ALL throughout the section.
AFFECTING COMPATIBILITY: To affect your Compatibility (C) is to affect the attacks Yojimbo can dole out, at least in one way. As said earlier, it ranges from 0 to 255, and can be raised or lowered in the following ways:
- C - 20: Dismiss Yojimbo by paying 0 Gil in battle
- C - 10: Yojimbo is KO'ed
- C - 3: Summon, then Dismiss Yojimbo immediately
- C - 1: Daigoro is used
- No change: Kozuka is used
- C + 1: Wakizashi is used and hits one target
- C + 3: Wakizashi is used and hits multiple targets
- C + 4: Zanmato is used
As you can see, it's hard to raise your Compatibility aptly, especially when your Compatibility determines some of those actions and end up lowering it thereafter. Ultimately, you can pay more Gil and force-execute some attacks at least.
ZANMATO ABUSE: Basically, this is an extrapolation from the formulas we later detail regarding the M5 use of Zanmato. Essentially, we rework the formula so that we work out "P" (paid Gil) and Compatibility such that you can determine the minimum Gil needed to use Zanmato at different levels of Compatibility. It depends on the various circumstances, though! Also note that I have yet to confirm the formulas for options other than the choice "To defeat the strongest of enemies" or "To gain the power to destroy fiends" at the time of publication. Sorry; if anyone can rework the "To train as a summoner" formulas (just solve for P in the M5 calculation section), I'd be glad to hear from you!
Non-Full Overdrive: o Zanmato Level 1-3 - P = 2 ^ (26 - C/16) o Zanmato Level 4-6 - P = 2 ^ (51 - C/16) - cannot obtain Zanmato Full Overdrive o Zanmato Level 1-3 - P = 2 ^ (20 - (C/16 + 0.25)) o Zanmato Level 4-6 - P = 2 ^ (39 - (C/16 + 0.50)) - fails if Compatibility < 152When knowing your compatibility under the named circumstances, then, you can find how much Gil you need to pay to guarantee Zanmato, if you can. It's something, anyhow, I thought you'd like to know.
FREE ATTACK DETERMINATION: Firstly, Yojimbo can attack freely. The odds for this are equal to C / 1024. This ranges from 0% (C=0) to ~24.9% (C=255). This is essentially an attack without you paying. But what kind of attack? A value is first obtained from the formula (C/4) + X, where X is an integer from 0 to 63. From there, we get...
(C/4) + X = ... | Free Attack Used |
---|---|
0 to 31 | Daigoro |
32 to 47 | Kozuka |
48 to 79 | Wakizashi |
80 to 126 | Zanmato if possible; Wakizahi otherwise |
The end idea? Lower compatibility means crappier free attacks, assuming you can get one at all!
PAYING ATTACK DETERMINATION - "M1": The meat of this stuff. After that free attack, whatever it was, if it was anything, you finally get to open your wallet and start affecting Motivation (M). Depending on how much you pay Yojimbo, the greater the change in Motivation. In case you can't tell, there's a pattern: the minimum and maximum ranges double for each entry after 1-3 Gil (then max is plus-one'd), and the increase in Motivation increases by 4 per stage. I kinda abused this pattern after the 65,535 Gil stage, so you know.
Specifics formulas are below. The table below stops you from doing a crapton of math, though.
- Minimum Gil = 2^x, where x = the "level", with the first two levels having x = 0, then x = 2, 3, ..., beyond
- Maximum Gil = (2^(x+1)) - 1; caps at 999,999,999 Gil
- Motivation Change = M + 4(x-1), again with the same definition for "x"
Gil Paid | Results |
---|---|
0 Gil | No change in Motivation, Compatibility -20, Dismissal |
1 - 3 Gil | No change in Motivation |
4 - 7 Gil | M + 4 |
8 - 15 Gil | M + 8 |
16 - 31 Gil | M + 12 |
32 - 63 Gil | M + 16 |
64 - 127 Gil | M + 20 |
128 - 255 Gil | M + 24 |
256 - 511 Gil | M + 28 |
512 - 1,023 Gil | M + 32 |
1,024 - 2,047 Gil | M + 36 |
2,048 - 4,095 Gil | M + 40 |
4,096 - 8,191 Gil | M + 44 |
8,192 - 16,383 Gil | M + 48 |
16,384 - 32,767 Gil | M + 52 |
32,768 - 65,535 Gil | M + 56 |
65,536 - 131,071 Gil | M + 60 |
131,072 - 262,143 Gil | M + 64 |
262,144 - 524,287 Gil | M + 68 |
524,288 - 1,048,575 Gil | M + 72 |
1,048,576 - 2,097,151 Gil | M + 76 |
2,097,152 - 4,194,303 Gil | M + 80 |
4,194,304 - 8,388,607 Gil | M + 84 |
8,388,608 - 16,777,215 Gil | M + 88 |
16,777,216 - 33,554,431 Gil | M + 92 |
33,554,432 - 67,108,863 Gil | M + 96 |
67,108,864 - 134,217,727 Gil | M + 100 |
134,217,728 - 268,435,455 Gil | M + 104 |
268,436,456 - 536,870,911 Gil | M + 108 |
536,870,912 - 999,999,999 Gil * | M + 112 |
In case it matters, the last entry, marked with an asterisk, would be 1,073,741,823 Gil (2^30) if the game didn't cap Gil at 999,999,999. Even then, Motivation is limited to 112 and resets to 0 each turn, so going beyond would be pointless or cause an overflow. (See some Final Fantasy III TASes on the NES for what exactly that could do to a game. =P)
The Motivation obtained after this step is referred to as M1 henceforth.
MATHEMATIC DETERMINATION (M2): After obtaining M1 from the above chart, we go to the following formula for M2: M2 = M1 + (C/4) - basically, one-quarter of the Compatibility plus M1, as determined above. Insofar, then, we have Motivation = M1 + C/4 - that's not the real formula, but expect me to expound upon it further rather than list everything as steps. M1 is determined, again, from the Gil paid.
MATHEMATIC DETERMINATION (M3): Now, there are a few formulas as to how to do this, depending on what you told Yojimbo at the Cavern regarding why you wanted him. Each of them will affect the formula for M3:
"To defeat the strongest of enemies" - M3 = M2 "To gain the power to destroy fiends" - M3 = M2 "To train as a summoner" - M3 = M2 * (0.75 + ((P / T) / 2)) P = Gil paid T = Total Gil you hadEssentially, if you told Yojimbo that you want to train as a summoner, one-half of the percentage of your Gil paid, in relation to all of your Gil, will be used to equalize the choices' effects. This could be good for you in those one-time uses. For example, pay 100 Gil of your 100 Gil. P/T = 1, 1/2 = 0.5, M3 = M2 * 1.25. You will have to pay 50% of your Gil or more to attain the same effect as the other two choices, though.
So, the full formula as we know it insofar is either:
Motivation = M1 + C/4 = (M1 + C/4) * (0.75 + ((P / T) / 2))
MATHEMATICAL DETERMINATION (M4): M4 uses the Zanmato level of the enemies on the battlefield; it is a hidden stat that depends on the enemy in front of you. I have yet to confirm all enemies' Zanmato levels, however, although Nemesis's is clearly Level 6. Anyhow, here's how it works, again depending on the choice you were using in the Cavern of the Stolen Fayth.
"To defeat the strongest of enemies" - if Zanmato Level is 1/2/3, then M4 = M3 * 0.8 if Zanmato Level is 4/5/6, then M4 = M3 * 0.4 "To gain the power to destroy fiends" - if Zanmato Level is 1/2/3, then M4 = M3 * 0.8 if Zanmato Level is 4/5/6, then M4 = M3 * 0.4 "To train as a summoner" - if Zanmato Level is 1, then M4 = M3 if Zanmato Level is 2, then M4 = M3 * 0.5 if Zanmato Level is 3, then M4 = M3 * 0.33 if Zanmato Level is 4, then M4 = M3 * 0.25 if Zanmato Level is 5, then M4 = M3 * 0.2 if Zanmato Level is 6, then M4 = M3 * 0.16So, the comprehensive formulas insofar:
"To defeat the strongest of enemies" / "To gain the power to destroy fiends" Zanmato Level 1/2/3 - Motivation = (M1 + C/4) * 0.8 Zanmato Level 4/5/6 - Motivation = (M1 + C/4) * 0.4 "To train as a Summoner" Zanmato Level 1 - Motivation = (M1 + C/4) * (0.75 + ((P / T) / 2)) Zanmato Level 2 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.5 Zanmato Level 3 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.33 Zanmato Level 4 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.25 Zanmato Level 5 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.2 Zanmato Level 6 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.16
OVERDRIVE-BASED CALCULATION (M5): Simple enough. Regardless of whichever formula for M4 you're using, the next bit is determined simply on the Overdrive gauge and then applied to M4. If the gauge is completely full, M5 = M4 + 20; otherwise, M5 = M4.
So, the comprehensive formulas insofar:
"To defeat the strongest of enemies" / "To gain the power to destroy fiends" Not-Full Overdrive o Zanmato Level 1/2/3 - Motivation = (M1 + C/4) * 0.8 o Zanmato Level 4/5/6 - Motivation = (M1 + C/4) * 0.4 Full Overdrive o Zanmato Level 1/2/3 - Motivation = ((M1 + C/4) * 0.8) + 20 o Zanmato Level 4/5/6 - Motivation = ((M1 + C/4) * 0.4) + 20 "To train as a Summoner" Not-Full Overdrive o Zanmato Level 1 - Motivation = (M1 + C/4) * (0.75 + ((P / T) / 2)) o Zanmato Level 2 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.5 o Zanmato Level 3 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.33 o Zanmato Level 4 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.25 o Zanmato Level 5 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.2 o Zanmato Level 6 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.16 Full Overdrive o Zanmato Level 1 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) + 20 o Zanmato Level 2 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.50) + 20 o Zanmato Level 3 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.33) + 20 o Zanmato Level 4 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.25) + 20 o Zanmato Level 5 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.20) + 20 o Zanmato Level 6 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.16) + 20
MATHEMATICAL DETERMINATION (M6): Next, we take M5 as from the Overdrive step and apply some random integer from 0 from 63. In case you don't know, the notation for this is [0..63].
So, the formulas after that...
"To defeat the strongest of enemies" / "To gain the power to destroy fiends" Not-Full Overdrive o Zanmato Level 1/2/3 - Motivation = ((M1 + C/4) * 0.8) + [0..63] o Zanmato Level 4/5/6 - Motivation = ((M1 + C/4) * 0.4) + [0..63] Full Overdrive o Zanmato Level 1/2/3 - Motivation = (((M1 + C/4) * 0.8) + 20) + [0..63] o Zanmato Level 4/5/6 - Motivation = (((M1 + C/4) * 0.4) + 20) + [0..63] "To train as a Summoner" Not-Full Overdrive o Zanmato Level 1 - Motivation = ((M1 + C/4) * (0.75 + ((P / T) / 2))) + [0..63] o Zanmato Level 2 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.50) + [0..63] o Zanmato Level 3 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.33) + [0..63] o Zanmato Level 4 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.25) + [0..63] o Zanmato Level 5 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.20) + [0..63] o Zanmato Level 6 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.16) + [0..63] Full Overdrive o Zanmato Level 1 - Motivation = (((M1 + C/4) * (0.75 + ((P / T) / 2))) + 20) + [0..63] o Zanmato Level 2 - Motivation = ((((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.50) + 20) + [0..63] o Zanmato Level 3 - Motivation = ((((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.33) + 20) + [0..63] o Zanmato Level 4 - Motivation = ((((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.25) + 20) + [0..63] o Zanmato Level 5 - Motivation = ((((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.20) + 20) + [0..63] o Zanmato Level 6 - Motivation = ((((M1 + C/4) * (0.75 + ((P / T) / 2))) * 0.16) + 20) + [0..63]
MOVE DETERMINATION: So, under the circumstances above, if your Motivation ends up equalling 80 or more, then you will use Zanmato.
Otherwise (M < 80), every calculation is redone. However, the option "To train as a summoner" is swapped with "To defeat the strongest of enemies" for the M4 calculation. Anyhow, the comprehensive formulas are basically the same as listed previously, other than the switch. From that point on, your Motivation will be found.
Motivation (M6) = ... | Executed Move |
---|---|
0 to 31 | Daigoro |
32 to 47 | Kozuka |
48 to 112 | Wakizashi |
That's all we have, folks. You have learned how Motivation and Compatibility and the amount of Gil paid work into the determination of Yojimbo's offense. Abuse at will.
Item Listings
Consumables
Item Name | Cost | Effects |
---|---|---|
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Elixir | - | Fully restores the target's HP/MP in field (up to 9,999 and 999 each in-battle); hurts Zombies for 9,999 HP and 999 MP |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Ether | - | Heals 100 MP to a single target; deals 100 MP of damage to Zombies |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Holy Water | 300 Gil | Cures the Zombie and Curse status ailments |
Megalixir | - | Fully restores the party's HP/MP in field (up to 9,999 and 999 each in-battle); hurts Zombies for 9,999 HP and 999 MP |
Mega Phoenix | - | Revives all allies from KO with full HP (up to 9,999); may kill Zombies |
Mega-Potion | - | Heals 2,000 HP to all allies or all enemies; deals 2,000 HP of damage to Zombiers |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Remedy | 1,500 Gil | Cures Poison, Petrification, Darkness, Silence, Confusion, Berserk, Slow, and Zombie from one target (not Doom/KO/Curse) |
Soft | 50 Gil | Cures the Petrification status ailment |
Turbo Ether | - | Heals 500 MP to a single target; deals 500 MP of damage to Zombies |
X-Potion | - | Fully restores the target's HP in field (up to 9,999 in battle); damages Zombies for 9,999 HP |
Battle Items
Item Name | Cost | Effects |
---|---|---|
Ability Distiller | 100 Gil | Makes the enemy drop Ability Spheres |
Al Bhed Potion | - | Use to heal the party for 1,000 HP (hurts Zombies equally) and cure Poison, Silence, and Petrification |
Antarctic Wind | - | Deals 600 flat Ice damage to a single target (changes based on elemental affinities) |
Arctic Wind | - | Deals 1,000 flat Ice damage to a single target (changes based on elemental affinities) |
Blessed Gem | - | Deals 7,500 flat damage to a single target |
Bomb Core | - | Deals 1,000 flat Fire damage to a single target (changes based on elemental affinities) |
Bomb Fragment | - | Deals 600 flat Fire damage to a single target (changes based on elemental affinities) |
Candle of Life | - | Inflicts Doom on the target |
Chocobo Feather | - | Inflicts Haste on the target |
Chocobo Wing | - | Inflicts Haste on the target party |
Dark Matter | - | Hits for 13,000 flat damage to all enemies (9,999 if without the Break Damage Limit ability) |
Dragon Scale | - | Deals 1,000 flat Water damage to a single target (changes based on elemental affinities) |
Dream Powder | - | Deals 1,000 damage to the enemy party and inflicts Sleep for eight turns |
Electro Marble | - | Deals 600 flat Lightning damage to a single target (changes based on elemental affinities) |
Farplane Shadow | - | Inflicts Death on a single target |
Farplane Wind | - | Inflicts Death on the enemy party |
Fire Gem | - | Five randomly-targeting hits each for 600 flat Fire damage (changes based on elemental affinities) |
Fish Scale | - | Deals 600 flat Water damage to a single target (changes based on elemental affinities) |
Frag Grenade | - | Use to deal 800 non-elemental damage to all enemies and to inflict Armor Break (lowers Defense) |
Gold Hourglass | - | Inflicts 1,000 damage and Slow to the enemy party |
Grenade | 300 Gil | Use to deal 350 non-elemental damage to all enemies |
Healing Spring | - | Inflicts Regen on the target for ten turns |
Healing Water | - | Use to heal the party's HP in battle fully (up to 9,999); hurts Zombies for 9,999 HP |
Ice Gem | - | Five randomly-targeting hits each for 600 flat Ice damage (changes based on elemental affinities) |
Light Curtain | - | Inflicts Protect on a single target |
Lightning Gem | - | Five randomly-targeting hits each for 600 flat Lightning damage (changes based on elemental affinities) |
Lightning Marble | - | Deals 1,000 flat Lightning damage to a single target (changes based on elemental affinities) |
Lunar Curtain | - | Inflicts Shell on a single target |
Mana Distiller | 100 Gil | Makes the enemy drop Mana Spheres |
Mana Spring | - | User absorbs up to 100 MP from the target like the Osmose spell |
Mana Tablet | - | Doubles the target's max MP (up to 999 without Break MP Limit, and 9,999 with) until KO'ed or battle ends; does not stack |
Mana Tonic | - | Doubles the party's max MP (up to 999 without Break MP Limit, and 9,999 with) until KO'ed or battle ends; does not stack |
Petrify Grenade | - | Use to inflict Petrification on all enemies |
Poison Fang | - | Deals 2,000 damage to a single target and inflict Poison |
Power Distiller | 100 Gil | Makes the enemy drop Power Spheres |
Purifying Salt | - | Deals 1,100 damage to a single target and inflicts Dispel |
Shadow Gem | - | Halves the enemy party's HP (may not work against some enemies, like bosses) |
Shining Gem | - | Deals 6,000 flat damage to a single target |
Silence Grenade | - | Deals 750 damage to all enemies and induces Silence for eight turns |
Silver Hourglass | - | Inflicts the enemy party with Slow |
Sleeping Powder | - | Deals 750 damage to all enemies and induces Sleep for eight turns |
Smoke Bomb | - | Deals 750 damage to all enemies and induces Darkness for eight turns |
Soul Spring | - | User absorbs up to 1,500 HP and up to 150 MP from the target, like a combined Drain and Osmose |
Speed Distiller | 100 Gil | Makes the enemy drop Speed Spheres |
Stamina Spring | - | User absorbs up to 400 HP from the target like the Drain spell |
Stamina Tablet | - | Doubles the target's max HP (up to 9,999 without Break HP Limit, and 99,999 with) until KO'ed or battle ends; does not stack |
Stamina Tonic | - | Doubles the party's max HP (up to 9,999 without Break HP Limit, and 99,999 with) until KO'ed or battle ends; does not stack |
Star Curtain | - | Inflicts Reflect on a single target |
Supreme Gem | - | Deals 9,999 flat damage against the entire enemy party |
Tetra Elemental | - | Use to heal one character's HP fully (up to 9,999) and to give them NulBlaze, NulShock, NulTide, and NulFrost |
Three Stars | - | The party's MP costs are zero until KO'ed or the battle ends |
Twin Stars | - | The target's MP costs are zero until KO'ed or the battle ends |
Water Gem | - | Five randomly-targeting hits each for 600 flat Water damage (changes based on elemental affinities) |
Sphere Grid Items
Item Name | Effects |
---|---|
Accuracy Sphere | Replaces an Empty Node with an Accuracy +4 node |
Agility Sphere | Replaces an Empty Node with an Agility +4 node |
Ability Sphere | Activates nodes for abilities (e.g. White/Black Magic, Specials, Skills) |
Attribute Sphere | Activates a stat node an ally has activated for you |
Blk. Magic Sphere | Activates a Black Magic Ability node an ally has already activated |
Clear Sphere | Replaces a node (except Ability nodes) with an Empty Node |
Defense Sphere | Replaces an Empty Node with a Defense +4 node |
Evasion Sphere | Replaces an Empty Node with an Evasion +4 node |
Fortune Sphere | Activates nodes for Luck |
Friend Sphere | Teleport to an ally's current location |
HP Sphere | Replaces an Empty Node with a HP +400 node |
Luck Sphere | Replaces an Empty Node with a Luck +4 node |
Lv. 1 Key Sphere | Removes Lv. 1 Lock nodes, replacing them with Empty Nodes |
Lv. 2 Key Sphere | Removes Lv. 2 Lock nodes, replacing them with Empty Nodes |
Lv. 3 Key Sphere | Removes Lv. 3 Lock nodes, replacing them with Empty Nodes |
Lv. 4 Key Sphere | Removes Lv. 4 Lock nodes, replacing them with Empty Nodes |
Magic Def. Sphere | Replaces an Empty Node with a Magic Defense +4 node |
Magic Sphere | Replaces an Empty Node with a Magic +4 node |
Mana Sphere | Activates nodes for MP, Magic, and Magic Defense |
Master Sphere | Activates a single node, regardless of the kind, so long as the user hasn't used it |
MP Sphere | Replaces an Empty Node with an MP +40 node |
Power Sphere | Activates nodes for HP, Strength, and Defense |
Return Sphere | Teleport to any node the user has activated |
Skill Sphere | Activates a Skill Ability node an ally has already activated |
Special Sphere | Activates a Special Ability node an ally has already activated |
Speed Sphere | Activates nodes for Agility, Accuracy, and Evasion |
Strength Sphere | Replaces an Empty Node with a Strength +4 node |
Teleport Sphere | Teleport to any node the user or one of their allies has activated |
Warp Sphere | Teleport to any node on the Sphere Grid, regardless of it being activated or not by anyone |
Wht. Magic Sphere | Activates a White Magic Ability node an ally has already activated |
Mix/Customize Items
These are items solely used for Rikku's Mix Overdrive and have no other real effects than Customization (like most other items). Note that other items across the board are allowed in Mix and Customize, but these have no other purpose than that.
Item | Effect |
---|---|
Armlet | Only used in Rikku's Mix and in Customization |
Designer Wallet | Only used in Rikku's Mix and in Customization |
Door to Tomorrow | Only used in Rikku's Mix and in Customization |
Gambler's Spirit | Only used in Rikku's Mix and in Customization |
Hypello Potion | Only used in Rikku's Mix and in Customization |
Musk | Only used in Rikku's Mix and in Customization |
Pendulum | Only used in Rikku's Mix and in Customization |
Underdog's Secret | Only used in Rikku's Mix and in Customization |
Wings to Discovery | Only used in Rikku's Mix and in Customization |
Winning Formula | Only used in Rikku's Mix and in Customization |
Misc. Items
Item | Effect |
---|---|
Map | View the world map (so pretty pointless) |
Rename Card | Allows you to rename an Aeon (has no real effects other than this) |
Equipment Abilities
Intro & Notes (READ!)
One of the most interesting features of Final Fantasy X is the weapon customization system. In every Final Fantasy released before it, and even some after, the data for weapons was always something concrete. The Apocalypse in FFVI was always "this", or the Blood Sword in Final Fantasy IIj always has a drain effect. Every weapon, every piece of armor, every accessory ... always set in from the start. While by no means a flaw, it also meant that going to late-game shops and spending a few hundred thousand Gil were the only way to get the best weapon ... that or some hugely difficult sidequests (the Ragnarok in FFV), or those with unknown consequences for going the other way (Ragnarok in FFVI =P).
So, while I normally provide a full listing of equipment in my FAQs when possible, FFX HD makes me do otherwise. That's NOT to say that I will not detail what I can, though! This happens to mean I will be detailing the abilities your equipment can have in the following sections.
As for why I strongly directed you to read this section? There are three things to take note of. The first I already mentioned: a full equipment list is impossible; at the base level, all weapons' statistics are actually the same, with the only influence being the abilities you add. Adding abilities also happens to change the weapon's name, in case you care.
Secondly comes the notion of "superior" abilities. As you can guess, some abilities (i.e. HP +20% over HP +10%) might be superior to others. How does the game handle this? If you happen to try to put an inferior ability on a weapon than what it has, you cannot. For example, you cannot put Poisontouch on a weapon after Poisonstrike. You can go the other way (-touch before -strike), but the effect of the Poisontouch - in this example - is nullified. HOWEVER, the exception to this is statistical abilities (Defense +%, HP +%, Strength +%, etc.); those are additively cumulative. That is to say, HP +5% and HP +10% makes HP +(5+10)% or HP +15%, just with two slots.
Below is a quick list of abilities you may not be able to put on due to "Superior ability" stuff. (Level 1 < Level 2 < Level 3 - lower level means only higher-level abilities can be added.) Also note that the Distil abilities are limited to one per weapon.
WEAPON ABILITY SUPERIORITY | ||
---|---|---|
Level 1 | Level 2 | Level 3 |
Darktouch | Darkstrike | - |
Counterattack | Evade & Counter | - |
Deathtouch | Deathstrike | - |
Double AP | Triple AP | - |
Half MP Cost | One MP Cost | - |
Poisontouch | Poisonstriek | - |
Silencetouch | Silencestrike | - |
Sleeptouch | Sleepstrike | - |
Slowtouch | Slowstrike | - |
SOS Overdrive | Double Overdrive | Triple Overdrive |
Stonetouch | Stonestrike | - |
Zombietouch | Zombiestrike | - |
ARMOR ABILITY SUPERIORITY | ||
---|---|---|
Level 1 | Level 2 | Level 3 |
Berserk Ward | Berserkproof | Ribbon |
Confuse Ward | Confuseproof | Ribbon |
Dark Ward | Darkproof | Ribbon |
Death Ward | Deathproof | Ribbon |
Fire Ward | Fireproof | Fire Eater |
Ice Ward | Iceproof | Ice Eater |
Lightning Ward | Lightningproof | Lightning Eater |
Pickpocket | Master Thief | - |
Poison Ward | Poisonproof | Ribbon |
Silence Ward | Silenceproof | Ribbon |
Sleep Ward | Sleepproof | Ribbon |
Slow Ward | Slowproof | Ribbon (Auto-Haste also nulls Slow, by the way) |
SOS Haste | Auto-Haste | - |
SOS Protect | Auto-Protect | - |
SOS Reflect | Auto-Reflect | - |
SOS Regen | Auto-Regen | - |
SOS Shell | Auto-Shell | - |
Stone Ward | Stoneproof | Ribbon |
Water Ward | Waterproof | Water Eater |
Zombie Ward | Zombieproof | Ribbon |
Weapon Abilities
- Alchemy:
- Items to Customize: 4 Healing Waters
- Effects of Ability: Restorative items will have double their effectiveness in regards to HP and MP restoration. For example, while a Hi-Potion normally restores 1,000 HP (or hurts for it on Zombies), the healing/damage will equal 2,000 HP under this. This is still limited to 9,999 HP or 999 MP of healing, however.
- Break Damage Limit:
- Items to Customize: 60 Dark Matters
- Effects of Ability: Normally, your damage or healing will cap at 9,999 HP and 999 MP for each. With this, the damage cap for each goes up to 99,999 HP and 9,999 MP. Nothing will let you go higher than 99,999 HP or 9,999 MP, however, short of hitting multiple times (Blitz Ace, for example).
- Capture:
- Items to Customize: Cannot customize
- Effects of Ability: This ability is only found on the weapons sold by the manager of the Monster Arena in the Calm Lands. The Capture ability is critical for filling up the Monster Arena. See, if a wielder of this ability defeats an enemy via Attack or a Skill, then the enemy will be sent to the Monster Arena, up to a total of ten monsters per species. Note that not every monster (mostly machina and bosses) can be captured.
- Counterattack:
- Items to Customize: 1 Friend Sphere
- Effects of Ability: When the wielder is attacked physically, they automatically respond with an Attack to their attacker. This counterattack will not consume any of the user's turns; however, they must live through the initial attack to counterattack. Note that some attacks cannot be counter-attacked, and you can never counterattack a counterattack or counterattack a multi-target attack.
- Darkstrike:
- Items to Customize: 20 Smoke Bombs
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause Darkness to them. This chance, however, is affected by their resistance or immunity to the status.
- Darktouch:
- Items to Customize: 60 Eye Drops
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause Darkness to them. This chance, however, is affected by their resistance or immunity to the status.
- Deathstrike:
- Items to Customize: 60 Farplane Winds
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause instant Death to them. This chance, however, is affected by their resistance or immunity to the status, and Zombies are immune by definition.
- Deathtouch:
- Items to Customize: 30 Farplane Shadows
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause instant Death to them. This chance, however, is affected by their resistance or immunity to the status, and Zombies are immune by definition.
- Distil Ability:
- Items to Customize: 2 Ability Spheres
- Effects of Ability: This gives you a baseline 100% chance to afflict the enemy with the Distil Ability ailment, making them drop additional Ability Spheres (regardless of whether they would normally or not). Note that this chance is affected by the enemy's resistance or immunity to the status, and also that you can only have one of these Distil abilities per weapon.
- Distil Mana:
- Items to Customize: 2 Mana Spheres
- Effects of Ability: This gives you a baseline 100% chance to afflict the enemy with the Distil Mana ailment, making them drop additional Mana Spheres (regardless of whether they would normally or not). Note that this chance is affected by the enemy's resistance or immunity to the status, and also that you can only have one of these Distil abilities per weapon.
- Distil Power:
- Items to Customize: 2 Power Spheres
- Effects of Ability: This gives you a baseline 100% chance to afflict the enemy with the Distil Power ailment, making them drop additional Power Spheres (regardless of whether they would normally or not). Note that this chance is affected by the enemy's resistance or immunity to the status, and also that you can only have one of these Distil abilities per weapon.
- Distil Speed:
- Items to Customize: 2 Speed Spheres
- Effects of Ability: This gives you a baseline 100% chance to afflict the enemy with the Distil Speed ailment, making them drop additional Speed Spheres (regardless of whether they would normally or not). Note that this chance is affected by the enemy's resistance or immunity to the status, and also that you can only have one of these Distil abilities per weapon.
- Double AP:
- Items to Customize: 20 Megalixirs
- Effects of Ability: The wielder gains double the normal AP after a battle; this does not stack with Triple AP. It does affect Overdrive -> AP, however.
- Double Overdrive:
- Items to Customize: 30 Underdogs' Secrets
- Effects of Ability: The wielder's Overdrive gauge charges at double-speed.
- Evade & Counter:
- Items to Customize: 1 Teleport Sphere
- Effects of Ability: When the wielder is attacked physically, they will automatically evade the attack, suffering no damage. (This excludes certain always-hit attacks.) They then automatically respond with an Attack to their attacker. This counterattack will not consume any of the user's turns; however, they must live through the initial attack (if it hits) to counterattack. Note that some attacks cannot be counter-attacked, and you can never counterattack a counterattack or counterattack a multi-target attack.
- Firestrike:
- Items to Customize: 4 Bomb Fragments
- Effects of Ability: Your physical attacks become Fire-elemental, and are thus affected by the enemy's elemental affinities. (If they're weak to it, +50%; if they resist it, -50%; if they're immune to it, no damage; if they absorb it, you heal them; if there is no affinity, normal damage.)
- First Strike:
- Items to Customize: 1 Return Sphere
- Effects of Ability: The wielder of this ability will be able to attack first, even during an enemy ambush (so long as they don't have an inherent First Strike-type of thing as well). In cases of multiple First Strike conflicts, it seems to be that the highest Agility goes first. In any case, this is only really useful for the Omega Ruins where you can easily get a Game Over from certain enemies ambushing you there and using certain attacks.
- Gillionaire:
- Items to Customize: 30 Designers' Wallets
- Effects of Ability: Doubles the amount of Gil you earn after the battle.
- Half MP Cost:
- Items to Customize: 20 Twin Stars
- Effects of Ability: The MP costs for any of the wielder's actions are halved (rounded up if needed).
- Icestrike:
- Items to Customize: 4 Antarctic Winds
- Effects of Ability: Your physical attacks become Ice-elemental, and are thus affected by the enemy's elemental affinities. (If they're weak to it, +50%; if they resist it, -50%; if they're immune to it, no damage; if they absorb it, you heal them; if there is no affinity, normal damage.)
- Initiative:
- Items to Customize: 6 Chocobo Feathers
- Effects of Ability: Makes you more likely to get a pre-emptive strike on the enemy (you get the first turn), and makes you less likely to be ambushed (where the enemy gets the first strike).
- Lightningstrike:
- Items to Customize: 4 Electro Marbles
- Effects of Ability: Your physical attacks become Lightning-elemental, and are thus affected by the enemy's elemental affinities. (If they're weak to it, +50%; if they resist it, -50%; if they're immune to it, no damage; if they absorb it, you heal them; if there is no affinity, normal damage.)
- Magic +3%:
- Items to Customize: 3 Mana Spheres
- Effects of Ability: Raises the wielder's Magic by 3%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Magic +5%:
- Items to Customize: 2 Mana Springs
- Effects of Ability: Raises the wielder's Magic by 5%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Magic +10%:
- Items to Customize: 1 Black Magic Sphere
- Effects of Ability: Raises the wielder's Magic by 10%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Magic +20%:
- Items to Customize: 4 Supreme Gems
- Effects of Ability: Raises the wielder's Magic by 20%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Magic Booster:
- Items to Customize: 30 Turbo Ethers
- Effects of Ability: When you cast White or Black Magic spells, the MP cost will double; however, the damage output is raised by 50%. The damage still caps at 9,999 without Break Damage Limit, and 99,999 with. Additionally, the MP cost is still affected by Half and One MP Costs (the latter keeps it at 1 MP, not 2).
- Magic Counter:
- Items to Customize: 16 Shining Gems
- Effects of Ability: When the character is attacked by a magical attack, they automatically respond with an Attack to their attacker. This counterattack will not consume any of the user's turns; however, they must live through the initial attack to counterattack. Note that some attacks cannot be counter-attacked, and you can never counterattack a counterattack or counterattack a multi-target attack. (Note: Through a glitch in the game, the Buckler you can buy from Rin at the west edge of the Calm Lands - which an armor, not a weapon - can have this ability on it. However, you cannot Customize Magic Counter onto armor normally.)
- No AP:
- Items to Customize: Cannot customize
- Effects of Ability: This ability is only found on Celestial Weapons when you get them and when you upgrade them one time via the Celestial Crest. This prevents the wielder from getting any AP after battles. Why you'd bother equipping a Celestial Weapon at either stage is beyond me, personally. >_>
- One MP Cost:
- Items to Customize: 20 Three Stars
- Effects of Ability: Whenever the wielder takes an action that consumes MP (e.g. White Magic, Black Magic, some Skills), the MP cost will simply be 1 MP.
- Overdrive -> AP:
- Items to Customize: 10 Doors to Tomorrow
- Effects of Ability: When the user's Overdrive gauge would normally be filling up, it is instead converted to AP. The amount of AP earned is equal to a percentage of the Overdrive gauge filled, represented as a decimal, multiplied by the AP you need to get to the start of the current Sphere Level to the next. With each time the Overdrive gauge fills, too, there is a mild penalty to the AP you earn from that charging: a multiplier of 0.9^(x-1), where x equals the number of times the gauge has fully charged already. Also note that Overdrive -> AP stacks alongside the other Overdrive and AP abilities, and that it prevents the use of Overdrives unless you have a full Overdrive gauge upon equipping the weapon.
- Piercing:
- Items to Customize: 1 Lv. 2 Key Sphere
- Effects of Ability: Some enemies are characterized as being "Armored"; that is to say, against non-Piercing weapons or attacks, their damage is reduced by a whopping 80%. Piercing bypasses that restriction. It can be helpful for the main game to have this on someone, though Auron or Kimahri will usually have this on shop-bought weapons anyhow.
- Poisonstrike:
- Items to Customize: 24 Poison Fangs
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause Poison to them. This chance, however, is affected by their resistance or immunity to the status.
- Poisontouch:
- Items to Customize: 60 Antidotes
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause Poison to them. This chance, however, is affected by their resistance or immunity to the status.
- Sensor:
- Items to Customize: 2 Ability Spheres
- Effects of Ability: Allows you view some info about the target: a brief blurb, their current and max HP, their elemental affinties, and current status afflictions, but only while you control the character with this and they must be battling. It's essentially inferior to Scan (and some details in this FAQ alongside basic math), and some enemies cannot be Sensored, but it can help keep track of HP and the like on weaker foes if you don't like following FAQs religiously. (Awww...)
- Silencestrike:
- Items to Customize: 20 Silence Grenades
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause Silence to them. This chance, however, is affected by their resistance or immunity to the status.
- Silencetouch:
- Items to Customize: 60 Echo Screens
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause Silence to them. This chance, however, is affected by their resistance or immunity to the status.
- Sleepstrike:
- Items to Customize: 16 Dream Powders
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause Sleep to them. This chance, however, is affected by their resistance or immunity to the status.
- Sleeptouch:
- Items to Customize: 10 Sleeping Powders
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause Sleep to them. This chance, however, is affected by their resistance or immunity to the status.
- Slowstrike:
- Items to Customize: 30 Gold Hourglasses
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause Slow to them and to nullify Haste at the same time. This chance, however, is affected by their resistance or immunity to the status, and those who are always under Haste will not be affected by the ailment.
- Slowtouch:
- Items to Customize: 16 Silver Hourglasses
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause Slow to them and to nullify Haste at the same time. This chance, however, is affected by their resistance or immunity to the status, and those who are always under Haste will not be affected by the ailment.
- SOS Overdrive:
- Items to Customize: 20 Gamblers' Spirits
- Effects of Ability: The wielder's Overdrive gauge charges at 1.5x speed, but only when under 50% of their maximum HP.
- Stonestrike:
- Items to Customize: 60 Petrify Grenades
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause Petrification to them. This chance, however, is affected by their resistance or immunity to the status.
- Stonetouch:
- Items to Customize: 10 Petrify Grenades
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause Petrification to them. This chance, however, is affected by their resistance or immunity to the status.
- Strength +3%:
- Items to Customize: 3 Power Spheres
- Effects of Ability: Raises the wielder's Strength by 3%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Strength +5%:
- Items to Customize: 2 Stamina Springs
- Effects of Ability: Raises the wielder's Strength by 5%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Strength +10%:
- Items to Customize: 1 Skill Sphere
- Effects of Ability: Raises the wielder's Strength by 10%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Strength +20%:
- Items to Customize: 4 Supreme Gems
- Effects of Ability: Raises the wielder's Strength by 20%. This can bypass the 255-point cap on your stats as well (it only affects your damage output, not the actual stat), and it adds together with other similar abilities. For example, the +3%, +5%, and +10% forms of this ability will give you a cumulative boost of +18% in this stat.
- Triple AP:
- Items to Customize: 50 Wings to Discovery
- Effects of Ability: Triples the AP the wielder gains after battles. This does not stack with Double AP, but it does with Overdrive -> AP and also affects that.
- Triple Overdrive:
- Items to Customize: 30 Winning Formulas
- Effects of Ability: The character's Overdrive gauge charges at triple speed.
- Waterstrike:
- Items to Customize: 4 Fish Scales
- Effects of Ability: Your physical attacks become Water-elemental, and are thus affected by the enemy's elemental affinities. (If they're weak to it, +50%; if they resist it, -50%; if they're immune to it, no damage; if they absorb it, you heal them; if there is no affinity, normal damage.)
- Zombiestrike:
- Items to Customize: 30 Candles of Life
- Effects of Ability: When you attack an enemy physically, you have a baseline 100% chance to cause Zombie to them. This chance, however, is affected by their resistance or immunity to the status.
- Zombietouch:
- Items to Customize: 70 Holy Waters
- Effects of Ability: When you attack an enemy physically, you have a baseline 50% chance to cause Zombie to them. This chance, however, is affected by their resistance or immunity to the status.
Armor Abilities
- Auto-Haste:
- Items to Customize: 80 Chocobo Wings
- Effects of Ability: The wielder will always be under the effects of Haste and their Agility thusly doubled. They also are not affected by Slow. This cannot be Dispelled or otherwise removed.
- Auto-Med:
- Items to Customize: 20 Remedies
- Effects of Ability: When you are afflicted by a single status ailment, you will respond by using the appropriate item to cure it without wasting a turn. If you are afflicted by multiple ailments, or do not possess the exact item for your ailment, you will respond by using a Remedy without wasting a turn, although it might not cure every status on you, in which case you will have to heal the rest manually. This takes no effect if you have not the appropriate status item or Remedies, and it will not work if you are afflicted by positive statuses you don't want (i.e. Regen on a Zombie), Power/Armor/Magic/Mental Break (no item-based cure), Sleep (cannot act), Confusion (no control), Berserk (no control), Petrify (no control), Death/KO (cannot act), or Doom (no cure).
- Auto-Phoenix:
- Items to Customize: 20 Mega Phoenixes
- Effects of Ability: When an ally - not the wielder, an ally - is KO'ed by any means, the wielder will automatically use a Phoenix Down on one of them. This can only be used once per KO'ing, so if two allies die, then the wielder only uses one Phoenix Down on a random one of the two. This will not work if the party is KO'ed without Auto-Life, and it will not work if you lack Phoenix Downs.
- Auto-Potion:
- Items to Customize: 4 Stamina Tablets
- Effects of Ability: When the character is attacked and brought below 50% of their maximum HP, yet not KO'ed, they will react by using a Potion-type item of the lowest value that you possess. First-used will be Potions; when those are out, Hi-Potions; when those are out, X-Potions; when those are out, you use nothing. This is especially abusable with an X-Potion-only stock (Potion-wise), since X-Potions are a full HP healing (when not breaking the HP limit). Of course, if you are a Zombie, you will sustain damage rather than be healed.
- Auto-Protect:
- Items to Customize: 80 Light Curtains
- Effects of Ability: The wielder will always be under the effects of Protect, halving the damage they take from most phyiscal attacks. This cannot be Dispelled or otherwise removed.
- Auto-Reflect:
- Items to Customize: 40 Star Curtains
- Effects of Ability: The wielder will always be under the effects of Reflect, bouncing most Black and White Magic to the opposite party (allies to enemies and vice versa). This cannot be Dispelled or otherwise removed.
- Auto-Regen:
- Items to Customize: 80 Healing Springs
- Effects of Ability: The wielder will always be under the effects of Regen, thusly restoring their HP a little every turn. (The restoration is based on a hidden "tick" system within the CTB that is too difficult to elaborate on in general here.) This restoration will still hurt Zombies. This cannot be Dispelled or otherwise removed.
- Auto-Shell:
- Items to Customize: 80 Lunar Curtains
- Effects of Ability: The wielder will always be under the effects of Shell, halving the damage they take from most magical attacks. This cannot be Dispelled or otherwise removed.
- Berserkproof:
- Items to Customize: 32 Hypello Potions
- Effects of Ability: The wielder cannot be Berserked.
- Berserk Ward:
- Items to Customize: 8 Hypello Potions
- Effects of Ability: The wielder has a 50% resistance to the Berserk ailment.
- Break HP Limit:
- Items to Customize: 30 Wings to Discovery
- Effects of Ability: The wielder can have their max HP as high as 99,999 instead of the usual 9,999. Note that the use of HP +% abilities will not make their HP go above 99,999. Also note that, if you activate HP-increasing nodes on the Sphere Grid before obtaining this and don't get an increase from them (i.e. HP +200 node activated at 9,950 HP), the gains will be still be applied after getting this ability, so there are no "lost" points.
- Break MP Limit:
- Items to Customize: 30 Three Stars
- Effects of Ability: The wielder can have their max MP as high as 9,999 instead of the usual 999. Note that the use of MP +% abilities will not make their MP go above 9,999. Also note that, if you activate MP-increasing nodes on the Sphere Grid before obtaining this and don't get an increase from them (i.e. MP +20 node activated at 990 MP), the gains will be still be applied after getting this ability, so there are no "lost" points.
- Confuseproof:
- Items to Customize: 48 Musks
- Effects of Ability: The wielder cannot be Confused.
- Confuse Ward:
- Items to Customize: 16 Musks
- Effects of Ability: The wielder has a 50% resistance to the Confusion ailment.
- Curseproof:
- Items to Customize: 12 Tetra Elementals
- Effects of Ability: The wielder cannot be Cursed.
- Darkproof:
- Items to Customize: 10 Smoke Bombs
- Effects of Ability: The wielder is immune to the Darkness ailment.
- Dark Ward:
- Items to Customize: 40 Eye Drops
- Effects of Ability: The wielder has a 50% resistance to the Darkness ailment.
- Deathproof:
- Items to Customize: 60 Farplane Winds
- Effects of Ability: The wielder is immune to instant Death. They can still be KO'ed by their HP reaching zero, but anything with a chance to inflict instantaneous Death will not afflict it.
- Death Ward:
- Items to Customize: 15 Farplane Shadows
- Effects of Ability: The wielder is 50% resistant to instant Death. They can still be KO'ed by their HP reaching zero, but anything with a chance to inflict instantaneous Death will be possibly ineffective in that.
- Defense +3%:
- Items to Customize: 3 Power Spheres
- Effects of Ability: The wielder's Defense is boosted by 3%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Defense +2%:
- Items to Customize: 2 Stamina Springs
- Effects of Ability: The wielder's Defense is boosted by 5%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Defense +10%:
- Items to Customize: 1 Special Sphere
- Effects of Ability: The wielder's Defense is boosted by 10%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Defense +20%:
- Items to Customize: 4 Blessed Gems
- Effects of Ability: The wielder's Defense is boosted by 20%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Fire Eater:
- Items to Customize: 20 Fire Gems
- Effects of Ability: The wielder will be healed by Fire-elemental attacks.
- Fireproof:
- Items to Customize: 8 Bomb Cores
- Effects of Ability: The wielder will not take damage from Fire-elemental attacks.
- Fire Ward:
- Items to Customize: 4 Bomb Fragments
- Effects of Ability: The wielder will take half-damage from Fire-elemental attacks.
- HP +5%:
- Items to Customize: 1 X-Potion
- Effects of Ability: The wielder's maximum HP is boosted by 5%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break HP Limit - it still cannot exceed 9,999 HP without it, and still not exceed 99,999 HP with it.
- HP +10%:
- Items to Customize: 3 Soul Springs
- Effects of Ability: The wielder's maximum HP is boosted by 10%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break HP Limit - it still cannot exceed 9,999 HP without it, and still not exceed 99,999 HP with it.
- HP +20%:
- Items to Customize: 5 Elixirs
- Effects of Ability: The wielder's maximum HP is boosted by 20%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break HP Limit - it still cannot exceed 9,999 HP without it, and still not exceed 99,999 HP with it.
- HP +30%:
- Items to Customize: 1 Stamina Tonic
- Effects of Ability: The wielder's maximum HP is boosted by 30%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break HP Limit - it still cannot exceed 9,999 HP without it, and still not exceed 99,999 HP with it.
- HP Stroll:
- Items to Customize: 2 Stamina Tablet
- Effects of Ability: Walking around in the field slowly restores the wielder's HP.
- Ice Eater:
- Items to Customize: 20 Ice Gems
- Effects of Ability: The wielder will be healed by Ice-elemental attacks.
- Iceproof:
- Items to Customize: 8 Arctic Winds
- Effects of Ability: The wielder will not take any damage from Ice-elemental attacks.
- Ice Ward:
- Items to Customize: 4 Antarctic Winds
- Effects of Ability: The wielder will take half-damage from Ice-elemental attacks.
- Lightning Eater:
- Items to Customize: 20 Lightning Gems
- Effects of Ability: The wielder will be healed by Lightning-elemental attacks.
- Lightningproof:
- Items to Customize: 8 Lightning Marbles
- Effects of Ability: The wielder will not take any damage from Lightning-elemental attacks.
- Lightning Ward:
- Items to Customize: 4 Electro Marbles
- Effects of Ability: The wielder will take half-damage from Lightning-elemental attacks.
- Magic Defense +3%:
- Items to Customize: 3 Mana Spheres
- Effects of Ability: The wielder's Magic Defense is boosted by 3%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Magic Defense +5%:
- Items to Customize: 2 Mana Springs
- Effects of Ability: The wielder's Magic Defense is boosted by 5%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Magic Defense +10%:
- Items to Customize: 1 White Magic Sphere
- Effects of Ability: The wielder's Magic Defense is boosted by 10%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Magic Defense +20%:
- Items to Customize: 4 Blessed Gems
- Effects of Ability: The wielder's Magic Defense is boosted by 20%. This is able to bypass the 255 limit on your stats, too, as this affects only the damage you receive, not the stat itself. Abilities of this type will also accumulate additively - for example, the +3%, +5%, and +10% forms of this ability will result in a +18% cumulative boost, although it takes three slots.
- Master Thief:
- Items to Customize: 30 Pendulums
- Effects of Ability: The wielder can only steal the rare items. See Monster Drops & Steals for more.
- MP +5%:
- Items to Customize: 1 Ether
- Effects of Ability: The wielder's maximum MP is boosted by 5%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break MP Limit - it still cannot exceed 999 MP without it, and still not exceed 9,999 MP with it.
- MP +10%:
- Items to Customize: 3 Soul Springs
- Effects of Ability: The wielder's maximum MP is boosted by 10%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break MP Limit - it still cannot exceed 999 MP without it, and still not exceed 9,999 MP with it.
- MP +20%:
- Items to Customize: 5 Elixirs
- Effects of Ability: The wielder's maximum MP is boosted by 20%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break MP Limit - it still cannot exceed 999 MP without it, and still not exceed 9,999 MP with it.
- MP +30%:
- Items to Customize: 1 Mana Tonic
- Effects of Ability: The wielder's maximum MP is boosted by 30%. Abilities of this type will also accumulate additively - for example, the +5%, +10%, and +20% forms of this ability will result in a +35% cumulative boost, although it takes three slots. Note that this is affected by you having or not having Break MP Limit - it still cannot exceed 999 MP without it, and still not exceed 9,999 MP with it.
- MP Stroll:
- Items to Customize: 2 Mana Tablets
- Effects of Ability: The wielder slowly restores MP while walking around in the field.
- No Encounters:
- Items to Customize: 30 Purifying Salts
- Effects of Ability: While the wielder has this ability on their equipped armor, you will not fight any random battles - forced ones, such as bosses, will still occur. As a footnote, through a mild glitch in the game, Geosgaeno - when you can battle him in the Baaj Temple - can drop a weapon with No Encounters; however, it is not found on weapons otherwise, even through Customization.
- Pickpocket:
- Items to Customize: 30 Amulets
- Effects of Ability: You are more likely to Steal rare items. See Monster Drops & Steals for what can/can't be stolen.
- Poisonproof:
- Items to Customize: 12 Poison Fangs
- Effects of Ability: The wielder is immune to being Poisoned.
- Poison Ward:
- Items to Customize: 40 Antidotes
- Effects of Ability: The wielder has a 50% resistance to being Poisoned.
- Ribbon:
- Items to Customize: 99 Dark Matters
- Effects of Ability: The wielder is immune to Silence, Sleep, Darkness, Poison, Petrification, Zombie, Confusion, Slow, Berserk, Doom, and instant-Death. (The wielder can still be KO'ed by their HP reaching zero - I'm speaking of instantaneous Death.)
- Silenceproof:
- Items to Customize: 10 Silence Grenade
- Effects of Ability: The wielder is immune to Silence.
- Silence Ward:
- Items to Customize: 30 Echo Screens
- Effects of Ability: The wielder has a 50% resistance to the Silence ailment.
- Sleepproof:
- Items to Customize: 8 Dream Powders
- Effects of Ability: The wielder is immune to Sleep.
- Sleep Ward:
- Items to Customize: 6 Sleeping Powders
- Effects of Ability: The wielder has a 50% resistance to the Sleep ailment.
- Slowproof:
- Items to Customize: 20 Gold Hourglasses
- Effects of Ability: The wielder cannot be Slowed. (This is basically Auto-Haste without the automatic doubled Agility Haste provides.)
- Slow Ward:
- Items to Customize: 10 Silver Hourglasses
- Effects of Ability: The wielder has a 50% resistance to becoming Slowed.
- SOS Haste:
- Items to Customize: 20 Chocobo Feathers
- Effects of Ability: While the wielder is under 50% HP, they will be under Haste and their Agility thusly doubled. They also are not affected by Slow. This cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS NulBlaze:
- Items to Customize: 1 Bomb Core
- Effects of Ability: While the wielder is under 50% HP, they will not take damage from Fire-elemental attacks. Cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS NulFrost:
- Items to Customize: 1 Arctic
- Effects of Ability: While the wielder is under 50% HP, they will not take damage from Ice-elemental attacks. Cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS NulShock:
- Items to Customize: 1 Lightning Marble
- Effects of Ability: While the wielder is under 50% HP, they will not take damage from Lightning-elemental attacks. Cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS NulTide:
- Items to Customize: 1 Dragon Scale
- Effects of Ability: While the wielder is under 50% HP, they will not take damage from Water-elemental attacks. Cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS Protect:
- Items to Customize: 8 Light Curtains
- Effects of Ability: While the wielder is under 50% HP, they will have Protect on them, halving the damage they take from most phyiscal attacks. This cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS Reflect:
- Items to Customize: 8 Star Curtains
- Effects of Ability: While the wielder is under 50% HP, they will have Reflect on them, bouncing most Black and White Magic to the opposite party (allies to enemies and vice versa). This cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS Regen:
- Items to Customize: 12 Healing Springs
- Effects of Ability: While the wielder is under 50% HP, they will restore their HP a little every turn. (The restoration is based on a hidden "tick" system within the CTB that is too difficult to elaborate on in general here.) This restoration will still hurt Zombies. This cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- SOS Shell:
- Items to Customize: 8 Lunar Curtains
- Effects of Ability: While the wielder is under 50% HP, they will have Shell on them, halving the damage they take from most magical attacks. This cannot be Dispelled or otherwise removed except by rising above 50% HP, after which this instantly goes away.
- Stoneproof:
- Items to Customize: 20 Petrify Grenades
- Effects of Ability: The wielder is immune to being Petrified.
- Stone Ward:
- Items to Customize: 30 Softs
- Effects of Ability: The wielder has a 50% resistance to being Petrified. (In case it matters, it doesn't protect them from being Shattered once they are Petrified.)
- Water Eater:
- Items to Customize: 20 Water Gems
- Effects of Ability: The wielder will be healed by Water-elemental attacks.
- Waterproof:
- Items to Customize: 8 Dragon Scales
- Effects of Ability: The wielder will not take any damage from Water-elemental attacks.
- Water Ward:
- Items to Customize: 4 Fish Scales
- Effects of Ability: The wielder will take half-damage from Water-elemental attacks.
- Zombieproof:
- Items to Customize: 10 Candles of Life
- Effects of Ability: The wielder is immune to becoming Zombified.
- Zombie Ward:
- Items to Customize: 30 Holy Waters
- Effects of Ability: The wielder has a 50% resistance to being Zombified.
Shop Details
Quick-Jump
This is used mostly just to keep the Table of Contents a bit shorter. Click on the links below that match the desired shop: they are listed here and in the Shop List section with regards to the order in which you find them throughout the game.
- Besaid Village
- Kilika Village
- Luca
- Mi'ihen Highroad
- Mushroom Rock: Pre-Operation Mi'ihen
- Mushroom Rock: During Operation Mi'ihen
- Mushroom Rock: Aftermath
- Djose
- Moonflow: South
- Guadosalam
- Thunder Plains
- Macalania Woods
- Macalania Lake
- Airship
- Via Purifico
- Highbridge
- Calm Lands
- Mt. Gagazet
Shop List
Besaid Village
BESAID ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
BESAID WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Enchanted Rod | 150 Gil | Yuna | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Magical Mog | 150 Gil | Lulu | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Power Ball | 150 Gil | Wakka | Strength +3% | [no slot] | [no slot] | [no slot] |
Weapon | Warrior's Sword | 150 Gil | Tidus | Strength +3% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Armguard | 150 Gil | Wakka | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Bangle | 150 Gil | Lulu | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Ring | 150 Gil | Yuna | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Shield | 150 Gil | Tidus | HP +5% | [no slot] | [no slot] | [no slot] |
Kilika Village
KILIKA WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Cactuar Scope | 250 Gil | Lulu | Sensor | [no slot] | [no slot] | [no slot] |
Weapon | Hunter's Spear | 375 Gil | Kimahri | Sensor | Piercing | [no slot] | [no slot] |
Weapon | Hunter's Sword | 250 Gil | Tidus | Sensor | [no slot] | [no slot] | [no slot] |
Weapon | Rod of Wisdom | 250 Gil | Yuna | Sensor | [no slot] | [no slot] | [no slot] |
Weapon | Scout | 250 Gil | Wakka | Sensor | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Armguard | 150 Gil | Wakka | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Bangle | 150 Gil | Lulu | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Ring | 150 Gil | Yuna | HP +5% | [no slot] | [no slot] | [no slot] |
Armor | Seeker's Shield | 150 Gil | Tidus | HP +5% | [no slot] | [no slot] | [no slot] |
Luca
O'AKA'S ITEM SHOP & LUCA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
O'AKA'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Rulebreaker | 1,550 Gil | Wakka | Poisontouch | [no slot] | [no slot] | [no slot] |
Weapon | Stunning Steel | 3,050 Gil | Auron | Slowtouch | [no slot] | [no slot] | [no slot] |
Weapon | Thunder Spear | 1,125 Gil | Kimahri | Piercing | Lightningstrike | [no slot] | [no slot] |
Armor | Magic Bangle | 1,250 Gil | Lulu | MP +5% | [no slot] | [no slot] | [no slot] |
Armor | Magic Ring | 1,250 Gil | Yuna | MP +5% | [no slot] | [no slot] | [no slot] |
Armor | Red Armlet | 1,550 Gil | Kimahri | Fire Ward | [no slot] | [no slot] | [no slot] |
LUCA'S WEAPON/ARMOR SHOP (opens after Auron joins) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Enchanted Rod | 150 Gil | Yuna | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Halberd | 150 Gil | Kimahri | Piercing | Strength +3% | [no slot] | [no slot] |
Weapon | Magical Mog | 150 Gil | Lulu | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Power Ball | 150 Gil | Wakka | Strength +3% | [no slot] | [no slot] | [no slot] |
Weapon | Warrior's Sword | 150 Gil | Tidus | Strength +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Armguard | 250 Gil | Wakka | Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Armlet | 250 Gil | Kimahri | Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Metal Bangle | 250 Gil | Lulu | Defense +3% | [no slot] | [no slot] | [no slot] |
Mi'ihen Highroad
RIN'S MI'IHEN HIGHROAD ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Grenade | 300 Gil | "Use" to deal 350 flat damage to all enemies |
Map | 50 Gil | View world map |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
RIN'S MI'IHEN HIGHROADWEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Enchanted Rod | 150 Gil | Yuna | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Halberd | 150 Gil | Kimahri | Piercing | Strength +3% | [no slot] | [no slot] |
Weapon | Magical Mog | 150 Gil | Lulu | Magic +3% | [no slot] | [no slot] | [no slot] |
Weapon | Power Ball | 150 Gil | Wakka | Strength +3% | [no slot] | [no slot] | [no slot] |
Weapon | Shimmering Blade | 225 Gil | Auron | Piercing | Strength +3% | [no slot] | [no slot] |
Weapon | Warrior's Sword | 150 Gil | Tidus | Strength +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Armguard | 250 Gil | Wakka | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Armlet | 250 Gil | Kimahri | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Bangle | 250 Gil | Lulu | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Bracer | 250 Gil | Auron | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Ring | 250 Gil | Yuna | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Pearl Shield | 250 Gil | Tidus | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Mushroom Rock: Pre-Operation Mi'ihen
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 35 Gil | Cures the Poison status ailment |
Echo Screen | 35 Gil | Cures the Silence status ailment |
Eye Drops | 35 Gil | Cures the Darkness status ailment |
Phoenix Down | 70 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 35 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
O'AKA'S WEAPON/ARMOR SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Ice Brand | 325 Gil | Tidus | Icestrike | [no slot] | [no slot] | [no slot] |
Weapon | Rod of Wisdom | 367 Gil | Yuna | Magic +3% | Sensor | [no slot] | [no slot] |
Armor | Light Bracer | 1,102 Gil | Auron | Slow Ward | Blank Slot | [no slot] | [no slot] |
Armor | Magic Bangle | 1,417 Gil | Lulu | HP +5% | MP +5% | [no slot] | [no slot] |
Armor | Magic Ring | 1,417 Gil | Yuna | HP +5% | MP +5% | [no slot] | [no slot] |
Armor | Metal Shield | 367 Gil | Tidus | HP +5% | Defense +3% | [no slot] | [no slot] |
Armor | NulFrost Armguard | 682 Gil | Wakka | HP +5% | SOS NulFrost | [no slot] | [no slot] |
Mushroom Rock: During Operation Mi'ihen
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 35 Gil | Cures the Poison status ailment |
Echo Screen | 35 Gil | Cures the Silence status ailment |
Eye Drops | 35 Gil | Cures the Darkness status ailment |
Phoenix Down | 70 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 35 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
O'AKA'S WEAPON/ARMOR SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Avenger | 2,835 Gil | Tidus | Counterattack | [no slot] | [no slot] | [no slot] |
Weapon | Sentry | 6,352 Gil | Auron | Piercing | Initiative | [no slot] | [no slot] |
Weapon | T.K.O. | 3,535 Gil | Wakka | Stonetouch | [no slot] | [no slot] | [no slot] |
Armor | Alert Armlet | 175 Gil | Kimahri | Sleep Ward | [no slot] | [no slot] | [no slot] |
Armor | Blue Bangle | 1,837 Gil | Lulu | Magic Defense +3% | Water Ward | [no slot] | [no slot] |
Armor | Lucid Armguard | 1,312 Gil | Wakka | Magic Defense +3% | Confuse Ward | [no slot] | [no slot] |
Armor | Pearl Ring | 175 Gil | Yuna | Magic Defense +3% | [no slot] | [no slot] | [no slot] |
Armor | Red Ring | 4,305 Gil | Yuna | Fire Ward | SOS NulTide | Blank Slot | [no slot] |
Armor | White Armlet | 1,085 Gil | Kimahri | Ice Ward | [no slot] | [no slot] | [no slot] |
Mushroom Rock: Aftermath
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal price!) | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 35 Gil | Cures the Poison status ailment |
Echo Screen | 35 Gil | Cures the Silence status ailment |
Eye Drops | 35 Gil | Cures the Darkness status ailment |
Phoenix Down | 70 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 35 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Djose
DJOSE TEMPLE ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 50 Gil | Cures the Petrification status ailment |
DJOSE TEMPLE WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Fencing Saber | 550 Gil | Tidus | Strength +5% | [no slot] | [no slot] | [no slot] |
Weapon | Halberd | 825 Gil | Kimahri | Piercing | Strength +5% | [no slot] | [no slot] |
Weapon | Hyper Ball | 550 Gil | Wakka | Strength +5% | [no slot] | [no slot] | [no slot] |
Weapon | Rune Mog | 550 Gil | Lulu | Magic +5% | [no slot] | [no slot] | [no slot] |
Weapon | Rune Rod | 550 Gil | Yuna | Magic +5% | [no slot] | [no slot] | [no slot] |
Weapon | Shimmering Blade | 825 Gil | Auron | Piercing | Strength +5% | [no slot] | [no slot] |
Armor | Metal Armguard | 550 Gil | Wakka | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Armlet | 550 Gil | Kimahri | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Bangle | 550 Gil | Lulu | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Bracer | 550 Gil | Auron | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Ring | 550 Gil | Yuna | Defense +5% | [no slot] | [no slot] | [no slot] |
Armor | Metal Shield | 550 Gil | Tidus | Defense +5% | [no slot] | [no slot] | [no slot] |
Moonflow: South
O'AKA'S ITEM SHOP * | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 50 Gil | Cures the Petrification status ailment |
NOTE (*): The other shops here have the same goods at higher prices (x1.5 for the woman, x2.0 for the man) |
O'AKA'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Double-Edge | 2,175 Gil | Tidus | Firestrike | Icestrike | [no slot] | [no slot] |
Weapon | Snakehead | 3,075 Gil | Yuna | Magic +5% | Poisontouch | [no slot] | [no slot] |
Weapon | Switch Hitter | 975 Gil | Wakka | Strength +5% | Strength +3% | [no slot] | [no slot] |
Armor | Emerald Bangle | 1,125 Gil | Lulu | Magic Defense +5% | Magic Defense +5% | [no slot] | [no slot] |
Armor | Mythril Ring | 1,575 Gil | Yuna | Magic Defense +5% | Defense +5% | [no slot] | [no slot] |
Armor | Serum Bracer | 1,425 Gil | Auron | Poison Ward | SOS NulShock | [no slot] | [no slot] |
MOONFLOW: SOUTH BANK (MAN STANDING OUTSIDE) WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Armor | Bright Armlet | 3,150 Gil | Kimahri | Magic Defense +5% | Dark Ward | [no slot] | [no slot] |
Armor | Emerald Bangle | 2,250 Gil | Lulu | Magic Defense +5% | Magic Defense +3% | [no slot] | [no slot] |
Armor | NulTide Ring | 3,150 Gil | Yuna | Magic Defense +5% | SOS NulTide | [no slot] | [no slot] |
Armor | Serum Shield | 2,850 Gil | Tidus | Magic Defense +5% | Poison Ward | [no slot] | [no slot] |
Armor | Soft Armguard | 5,250 Gil | Wakka | Magic Defense +5% | Stone Ward | [no slot] | [no slot] |
Armor | White Bracer | 6,150 Gil | Auron | Magic Defense +5% | Ice Ward | [no slot] | [no slot] |
MOONFLOW: SOUTH BANK (MAN INSIDE TENT) WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Blurry Moon | 6,150 Gil | Auron | Piercing | Darktouch | [no slot] | [no slot] |
Weapon | Flametongue | 3,750 Gil | Tidus | Strength +5% | Firestrike | [no slot] | [no slot] |
Weapon | Hunter's Sword | 2,250 Gil | Tidus | Strength +5% | Sensor | [no slot] | [no slot] |
Weapon | Ice Ball | 3,750 Gil | Wakka | Strength +5% | Icestrike | [no slot] | [no slot] |
Weapon | Twin Lance | 8,700 Gil | Kimahri | Piercing | Icestrike | Firestrike | [no slot] |
MOONFLOW: SOUTH BANK (WOMAN) WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Armor | Blue Bracer | 3,843 Gil | Auron | Defense +5% | Water Ward | [no slot] | [no slot] |
Armor | Bright Shield | 1,968 Gil | Tidus | Defense +5% | Dark Ward | [no slot] | [no slot] |
Armor | Danger Armguard | 1,968 Gil | Wakka | SOS NulShock | SOS NulBlaze | [no slot] | [no slot] |
Armor | Echo Bangle | 1,968 Gil | Lulu | Defense +5% | Silence Ward | [no slot] | [no slot] |
Armor | Serum Ring | 1,781 Gil | Yuna | Defense +5% | Poison Ward | [no slot] | [no slot] |
Armor | Soft Armlet | 3,281 Gil | Kimahri | Defense +5% | Stone Ward | [no slot] | [no slot] |
Guadosalam
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 75 Gil | Cures the Poison status ailment |
Echo Screen | 75 Gil | Cures the Silence status ailment |
Eye Drops | 75 Gil | Cures the Darkness status ailment |
Phoenix Down | 150 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 75 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 75 Gil | Cures the Petrification status ailment |
GUADOSALAM WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 1,237 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 1,237 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 1,237 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 2,475 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 2,475 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 1,237 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 1,237 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armguard | 3,487 Gil | Wakka | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armlet | 3,487 Gil | Kimahri | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bangle | 3,487 Gil | Lulu | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bracer | 3,487 Gil | Auron | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Ring | 3,487 Gil | Yuna | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Shield | 3,487 Gil | Tidus | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Targe | 3,487 Gil | Rikku | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Thunder Plains
THUNDER PLAINS TRAVEL AGENCY ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Grenade | 300 Gil | "Use" to deal 350 flat damage to all enemies |
Map | 50 Gil | View the world map; honestly a waste of money |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 50 Gil | Cures the Petrification status ailment |
THUNDER PLAINS TRAVEL AGENCY WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 825 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 825 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 825 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 1,650 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 1,650 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 825 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 825 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armguard | 2,475 Gil | Wakka | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Armlet | 2,475 Gil | Kimahri | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bangle | 2,475 Gil | Lulu | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Bracer | 2,475 Gil | Auron | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Ring | 2,475 Gil | Yuna | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Shield | 2,475 Gil | Tidus | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Armor | Yellow Targe | 2,475 Gil | Rikku | Lightning Ward | Blank Slot | [no slot] | [no slot] |
Macalania Woods
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 75 Gil | Cures the Poison status ailment |
Echo Screen | 75 Gil | Cures the Silence status ailment |
Eye Drops | 75 Gil | Cures the Darkness status ailment |
Hi-Potion | 750 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Phoenix Down | 150 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 75 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 75 Gil | Cures the Petrification status ailment |
O'AKA'S WEAPON/ARMOR SHOP (after 25% price drop: tell him his items are too expensive without buying anything) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Force Knuckles | 2,362 Gil | Rikku | Strength +5% | Magic +5% | [no slot] | [no slot] |
Weapon | Ice Ball | 2,812 Gil | Wakka | Strength +5% | Icestrike | [no slot] | [no slot] |
Weapon | Rod of Darkness | 5,737 Gil | Yuna | Magic +5% | Darktouch | [no slot] | [no slot] |
Weapon | Shimmering Blade | 2,475 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Sonic Steel | 9,075 Gil | Tidus | First Strike | [no slot] | [no slot] | [no slot] |
Armor | Blue Armlet | 3,712 Gil | Kimahri | Water Ward | HP +5% | [no slot] | [no slot] |
Armor | White Bangle | 3,712 Gil | Lulu | Ice Ward | HP +5% | [no slot] | [no slot] |
Macalania Lake
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 75 Gil | Cures the Poison status ailment |
Echo Screen | 75 Gil | Cures the Silence status ailment |
Eye Drops | 75 Gil | Cures the Darkness status ailment |
Hi-Potion | 750 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Phoenix Down | 150 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 75 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 75 Gil | Cures the Petrification status ailment |
TRAVEL AGENCY ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Grenade | 300 Gil | "Use" to deal 350 flat damage to all enemies |
Hi-Potion | 750 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Map | 50 Gil | View the world map; honestly a waste of money |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Soft | 50 Gil | Cures the Petrification status ailment |
O'AKA'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Force Knuckles | 1,462 Gil | Rikku | Magic +5% | Strength +3% | [no slot] | [no slot] |
Weapon | Halberd | 2,925 Gil | Kimahri | Magic +5% | Magic +3% | Piercing | [no slot] |
Weapon | Sonic Steel | 13,837 Gil | Tidus | First Strike | Strength +5% | [no slot] | [no slot] |
Armor | Echo Armlet | 1,237 Gil | Kimahri | Silence Ward | Blank Slot | [no slot] | [no slot] |
Armor | Echo Bangle | 3,487 Gil | Lulu | HP +10% | Silence Ward | [no slot] | [no slot] |
Armor | Serum Ring | 3,262 Gil | Yuna | HP +10% | Poison Ward | [no slot] | [no slot] |
Armor | Soft Bracer | 2,812 Gil | Auron | Stone Ward | Blank Slot | [no slot] | [no slot] |
Armor | Soldier's Targe | 2,587 Gil | Rikku | HP +10% | HP +5% | [no slot] | [no slot] |
TRAVEL AGENCY WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 825 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 825 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 825 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 825 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Longsword | 50 Gil | Tidus | [no slot] | [no slot] | [no slot] | [no slot] |
Weapon | Shimmering Blade | 1,650 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 825 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 825 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armguard | 1,575 Gil | Wakka | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armlet | 1,575 Gil | Kimahri | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bangle | 1,575 Gil | Lulu | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bracer | 1,575 Gil | Auron | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Ring | 1,575 Gil | Yuna | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Shield | 1,575 Gil | Tidus | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Targe | 1,575 Gil | Rikku | HP +10% | Blank Slot | [no slot] | [no slot] |
Airship
RIN'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 110 Gil | Makes the target drop Ability Spheres |
Antidote | 55 Gil | Cures the Poison status ailment |
Echo Screen | 55 Gil | Cures the Silence status ailment |
Eye Drops | 55 Gil | Cures the Darkness status ailment |
Grenade | 330 Gil | "Use" to deal 350 flat damage to all enemies |
Hi-Potion | 550 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 110 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 110 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 55 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 110 Gil | Makes the target drop Power Spheres |
Soft | 55 Gil | Cures the Petrification status ailment |
Speed Distiller | 110 Gil | Makes the target drop Speed Spheres |
RIN'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 907 Gil | Tidus | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 907 Gil | Rikku | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 907 Gil | Yuna | Magic +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 1,815 Gil | Kimahri | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 1,815 Gil | Auron | Piercing | Strength +5% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 907 Gil | Wakka | Strength +5% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 907 Gil | Lulu | Magic +5% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armguard | 1,732 Gil | Wakka | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armlet | 1,732 Gil | Kimahri | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bangle | 1,732 Gil | Lulu | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bracer | 1,732 Gil | Auron | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Ring | 1,732 Gil | Yuna | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Shield | 1,732 Gil | Tidus | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Targe | 1,732 Gil | Rikku | HP +10% | Blank Slot | [no slot] | [no slot] |
Via Purifico
CHEST'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
Highbridge
O'AKA'S ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
Calm Lands
RIN'S ITEM SHOP & MONSTER ARENA ITEM SHOP | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Clear Sphere | 10,000 Gil | Replaces non-Ability nodes on Sphere Grid with Empty Nodes (only from Monster Arena after certain point) |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
RIN'S WEAPON/ARMOR SHOP - WEST CALM LANDS (note the Buckler: armor normally can't have Magic Counter!) | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Malleable Staff | 38,525 Gil | Yuna | Magic +10% | Magic +3% | Blank Slot | Blank Slot |
Weapon | Shapeshifter | 6,250 Gil | Kimahri | Magic +5% | Magic +3% | Strength +5% | Strength +3% |
Armor | Buckler | 25,050 Gil | Tidus | Magic Counter | [no slot] | [no slot] | [no slot] |
Armor | Curative Targe | 10,050 Gil | Rikku | Auto-Med | [no slot] | [no slot] | [no slot] |
Armor | Savior Bangle | 6,825 Gil | Lulu | Stoneproof | Silenceproof | [no slot] | [no slot] |
Armor | White Armguard | 15,750 Gil | Wakka | Ice Ward | Water Ward | HP +5% | Blank Slot |
Armor | Wizard Bracer | 76,250 Gil | Auron | MP +20% | MP +10% | MP +5% | Blank Slot |
RIN'S WEAPON/ARMOR SHOP - CENTRAL CALM LANDS | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 7,575 Gil | Tidus | Strength +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Devastator | 7,575 Gil | Rikku | Strength +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Ductile Rod | 7,575 Gil | Yuna | Magic +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Halberd | 15,150 Gil | Kimahri | Piercing | Strength +10% | Blank Slot | [no slot] |
Weapon | Shimmering Blade | 15,150 Gil | Auron | Piercing | Strength +10% | Blank Slot | [no slot] |
Weapon | Switch Hitter | 7,575 Gil | Wakka | Strength +10% | Blank Slot | [no slot] | [no slot] |
Weapon | Variable Mog | 7,575 Gil | Lulu | Magic +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armguard | 1,575 Gil | Wakka | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Armlet | 1,575 Gil | Kimahri | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bangle | 1,575 Gil | Lulu | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Bracer | 1,575 Gil | Auron | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Ring | 1,575 Gil | Yuna | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Shield | 1,575 Gil | Tidus | HP +10% | Blank Slot | [no slot] | [no slot] |
Armor | Seeker's Targe | 1,575 Gil | Rikku | HP +10% | Blank Slot | [no slot] | [no slot] |
MONSTER ARENA WEAPON/ARMOR SHOP - EAST CALM LANDS | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Beastmaster | 9,075 Gil | Auron | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Catcher | 9,075 Gil | Wakka | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Herding Staff | 9,075 Gil | Yuna | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Iron Grip | 9,075 Gil | Rikku | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Taming Spear | 9,075 Gil | Kimahri | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Taming Sword | 9,075 Gil | Tidus | Capture | Blank Slot | [no slot] | [no slot] |
Weapon | Trapper Mog | 9,075 Gil | Lulu | Capture | Blank Slot | [no slot] | [no slot] |
Mt. Gagazet
RONSOS' & WANTZ'S ITEM SHOPS | ||
---|---|---|
Item Name | Cost | Effects |
Ability Distiller | 100 Gil | Makes the target drop Ability Spheres |
Antidote | 50 Gil | Cures the Poison status ailment |
Echo Screen | 50 Gil | Cures the Silence status ailment |
Eye Drops | 50 Gil | Cures the Darkness status ailment |
Hi-Potion | 500 Gil | Heals 1,000 HP to a single target; deals 1,000 HP of damage to Zombies |
Holy Water | 300 Gil | Cures the Zombie and Curse status ailments |
Mana Distiller | 100 Gil | Makes the target drop Mana Spheres |
Phoenix Down | 100 Gil | Revives the target from KO with ~50% of their max HP (up to 9,999); may kill Zombies |
Potion | 50 Gil | Heals 200 HP to a single target; deals 200 HP of damage to Zombies |
Power Distiller | 100 Gil | Makes the target drop Power Spheres |
Soft | 50 Gil | Cures the Petrification status ailment |
Speed Distiller | 100 Gil | Makes the target drop Speed Spheres |
RONSOS' WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Baroque Sword | 22,725 Gil | Tidus | Strength +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Devastator | 22,725 Gil | Rikku | Strength +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Ductile Rod | 22,725 Gil | Yuna | Magic +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Shapeshifter | 37,875 Gil | Kimahri | Piercing | Strength +10% | Blank Slot | Blank Slot |
Weapon | Shiranui | 37,875 Gil | Auron | Piercing | Strength +10% | Blank Slot | Blank Slot |
Weapon | Switch Hitter | 22,725 Gil | Wakka | Strength +10% | Blank Slot | Blank Slot | [no slot] |
Weapon | Variable Mog | 22,725 Gil | Lulu | Magic +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Armguard | 4,725 Gil | Wakka | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Armlet | 4,725 Gil | Kimahri | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Bangle | 4,725 Gil | Lulu | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Bracer | 4,725 Gil | Auron | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Ring | 4,725 Gil | Yuna | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Shield | 4,725 Gil | Tidus | HP +10% | Blank Slot | Blank Slot | [no slot] |
Armor | Glorious Targe | 4,725 Gil | Rikku | HP +10% | Blank Slot | Blank Slot | [no slot] |
WANTZ'S WEAPON/ARMOR SHOP | |||||||
---|---|---|---|---|---|---|---|
Type | Equipment Name | Cost | User | Ability Slot 1 | Ability Slot 2 | Ability Slot 3 | Ability Slot 4 |
Weapon | Booster Cactuar | 112,750 Gil | Lulu | Magic Booster | Magic +10% | Magic +5% | Blank Slot |
Weapon | Conductor | 90,750 Gil | Yuna | Initiative | Blank Slot | Blank Slot | Blank Slot |
Weapon | Double-Edge | 4,350 Gil | Tidus | Firestrike | Icestrike | Blank Slot | [no slot] |
Weapon | Double Penalty | 18,150 Gil | Wakka | Sleeptouch | Darktouch | Silencetouch | [no slot] |
Weapon | Shimmering Blade | 16,650 Gil | Auron | Piercing | Strength +10% | Strength +5% | [no slot] |
Weapon | Survivor | 87,875 Gil | Rikku | Alchemy | Strength +10% | Blank Slot | Blank Slot |
Weapon | Trident | 6,450 Gil | Kimahri | Firestrike | Icestrike | Lightningstrike | [no slot] |
Armor | Blessed Bracer | 22,875 Gil | Auron | HP +10% | Zombie Ward | Blank Slot | Blank Slot |
Armor | Blessed Ring | 37,750 Gil | Yuna | Magic Defense +10% | Magic Defense +5% | Zombie Ward | Blank Slot |
Armor | Haste Targe | 90,225 Gil | Rikku | SOS Haste | Blank Slot | Blank Slot | [no slot] |
Armor | Shell Bangle | 18,225 Gil | Lulu | SOS Shell | Blank Slot | Blank Slot | [no slot] |
Armor | Tetra Armguard | 52,875 Gil | Wakka | HP +10% | MP +10% | Blank Slot | Blank Slot |
Armor | Tetra Armlet | 45,375 Gil | Kimahri | HP +10% | Defense +10% | Blank Slot | Blank Slot |
Armor | Tetra Shield | 45,375 Gil | Tidus | HP +10% | Defense +10% | Blank Slot | Blank Slot |
Trophy Guide
Quick List
There are 34 Trophies for Final Fantasy X HD - 1 Platinum, 4 Gold, 8 Silver, and 21 Bronze. This section only lists the trophy conditions and type: if you need some additional help on them, see the Detailed Guide. Not a lot extra can be offered: most descriptions are self-explanatory and only require me to link to a different portion of the guide, though.
Trophy Name | Type | Official Description |
---|---|---|
A Journey's Catalyst | Silver | View "Eternal Calm" |
A Talent for Acquisition | Bronze | Steal successfully with Rikku 200 times |
All Together | Bronze | All party members come together |
Blitzball Master | Silver | Unlock all slot reels |
Chocobo License | Bronze | Pass all chocobo training |
Chocobo Master | Silver | Get 5 treasure chests during the Chocobo Race at Remiem Temple and win the race |
Chocobo Rider | Bronze | Win a race with a catcher chocobo with a total time of 0:0.0 |
Completion | Platinum | Obtain all available trophies |
Delta Attack! | Bronze | Obtain Magus Sisters |
Feel the Pain | Bronze | Obtain Anima |
Heartsrings | Bronze | View the "Underwater Date" scene |
It's All About the Money | Bronze | Obtain Yojimbo |
Learning! | Silver | Learn to use all enemy abilities |
Lightning Dancer | Bronze | Dodge 200 lightning strikes and obtain the reward |
Master Linguist | Gold | Find all 26 Al Bhed Primers |
Mega Strike | Silver | Deal 99,999 damage with one attack |
Messenger from the Past | Bronze | Obtain all Jecht Spheres |
Overcoming the Nemesis | Gold | Defeat Nemesis |
Overcoming the Past | Bronze | Defeat Yunalesca |
Perfect Sphere Master | Gold | Complete the Sphere Grid for all main characters |
Perserverance | Gold | Defeat Penance |
Power Strike | Bronze | Do 9,999 damage or more in a single attack |
Show Off! | Bronze | Win a Blitzball tournament |
Speaking in Tongues | Bronze | Find 1 Al Bhed Primer |
Sphere Master | Silver | Complete a Sphere Grid for one character |
Striker | Bronze | Learn the Jecht Shot |
Summon Master | Silver | Obtain all Aeons |
Teamwork! | Bronze | Win a Blitzball match |
The Destination of Hatred | Bronze | Defeat Seymour Omnis |
The Eternal Calm | Bronze | Defeat Yu Yevon |
The Right Thing | Bronze | Clear the Besaid Cloister of Trials |
Theater Enthusiast | Bronze | Buy every sphere at the Luca Theater |
Under the Table | Bronze | Spend 100,000 Gil or more in bribes |
Weapon Master | Silver | Obtain all Celestial Weapons |
Detailed Guide
- Trophy - A Journey's Catalyst:
- Trophy Type: Silver
- Official Description: "View 'Eternal Calm'"
- Personal Elaboration: It's a plot cutscene - you'll get there!
- Trophy - All Together:
- Trophy Type: Bronze
- Official Description: "All party members come together"
- Personal Elaboration: Basically a part of the plot; it'll happen not long after crossing the Moonflow.
- Trophy - A Talent for Acquisition:
- Trophy Type: Bronze
- Official Description: "Steal successfully with Rikku 200 times"
- Personal Elaboration: Nothing but a grinding thing. Stealing from the machina in the Bikanel Desert can be nice to grind up Al Bhed Potions and a small bit of EXP., though, since machina are regularly found there and are killed by Steal. (The same goes for Mt. Gagazet, but machina are found less regularly there.)
- Trophy - Blitzball Master:
- Trophy Type: Silver
- Official Description: "Unlock all slot reels"
- Personal Elaboration: It refers to Wakka's Overdrives - see Wakka - Slots for more.
- Trophy - Chocobo License:
- Trophy Type: Bronze
- Official Description: "Pass all chocobo training"
- Personal Elaboration: Speaking about the Chocobo Trainer in the Calm Lands.
- Trophy - Chocobo Master:
- Trophy Type: Silver
- Official Description: "Get 5 treasure chests during the Chocobo Race at Remiem Temple and win the race"
- Personal Elaboration: It's just practice, really.
- Trophy - Chocobo Rider:
- Trophy Type: Bronze
- Official Description: "Win a race with a catcher chocobo with a total time of 0:0.0"
- Personal Elaboration: This relates to the Chocobo Training in the Calm Lands. Winning that final race is nothing I can guide you through, other than to say to hit a LOT of balloons.
- Trophy - Completion:
- Trophy Type: Platinum
- Official Description: "Obtain all available trophies"
- Personal Elaboration: >_> If you want to get technical about it, it implies all other available trophies. Those playing the X/X-2 HD Remaster (where you have both games together on one disc or whatever) will probably want to note that this only applies to FFX HD trophies.
- Trophy - Delta Attack!:
- Trophy Type: Bronze
- Official Description: "Obtain Magus Sisters"
- Personal Elaboration: See the Remiem Temple (in full) section for how.
- Trophy - Feel the Pain:
- Trophy Type: Bronze
- Official Description: "Obtain Anima"
- Personal Elaboration: See the Baaj Temple section for how.
- Trophy - Heartstrings:
- Trophy Type: Bronze
- Official Description: "View the 'Underwater Date' scene"
- Personal Elaboration: This is a plot cutscene you'll see automatically as you go through the game.
- Trophy - It's All About the Money:
- Trophy Type: Bronze
- Official Description: "Obtain Yojimbo"
- Personal Elaboration: See the Cavern of the Stolen Fayth section for how.
- Trophy - Learning!:
- Trophy Type: Silver
- Official Description: "Learn to use all enemy abilities"
- Personal Elaboration: This refers to Kimahri's Ronso Rage Overdrives - see Kimahri - Ronso Rage for details.
- Trophy - Lightning Dancer:
- Trophy Type: Bronze
- Official Description: "Dodge 200 lightning strikes and obtain the reward"
- Personal Elaboration: It is referring to you essentially getting the Venus Sigil from the Thunder Plains. The Lightning Dodging section sums it up.
- Trophy - Master Linguist:
- Trophy Type: Gold
- Official Description: "Find all 26 Al Bhed Primers"
- Personal Elaboration: See the Al Bhed Guide for some help on this.
- Trophy - Mega Strike:
- Trophy Type: Silver
- Official Description: "Deal 99,999 damage with one attack"
- Personal Elaboration: If you need to do this, then you can do some of the following... Get Strength as high as you can get it (255 is the best, but maybe 100~150 will suffice), use Cheer five times during the battle, and inflict the enemy with Armor Break. Also be sure to fight a weak enemy, like those on Besaid Island or something. Using Auron is a good idea, since his Masamune Celestial Weapon has an HP-based damage modifier; generally, if his HP is at 1, you can expect to deal at least double damage. Strength +20% as an ability will also help, and the Break Damage Limit ability is required. Whether multi-hit attacks (such as Blitz Ace and Attack Reels) work is unknown to me: like, for example, nine attacks hitting for 12,000 damage summing to 108,000. Single-hit Overdrives should work, though, such as Tidus's Spiral Cut.
- Trophy - Messenger from the Past:
- Trophy Type: Bronze
- Official Description: "Obtain all Jecht Spheres"
- Personal Elaboration: See Auron's Special Spheres for the details.
- Trophy - Overcoming the Nemesis:
- Trophy Type: Gold
- Official Description: "Defeat Nemesis"
- Personal Elaboration: See the Monster Arena section if you have no idea what this means; see Nemesis if you need an actual strategy.
- Trophy - Overcoming the Past:
- Trophy Type: Bronze
- Official Description: "Defeat Yunalesca"
- Personal Elaboration: She is a forced boss you'll go through close to the end of the game's plot.
- Trophy - Perfect Sphere Master:
- Trophy Type: Gold
- Official Description: "Complete the Sphere Grid for all main characters"
- Personal Elaboration: Basically, it just takes a lot of AP for everyone - see AP Grinding for some help there.
- Trophy - Perserverance:
- Trophy Type: Gold
- Official Description: "Defeat Penance"
- Personal Elaboration: See the The Dark Aeons section for a general idea of the quest leading up to Penance, if you don't understand what Penance is about. If you simply need a strategy, see Penance.
- Trophy - Power Strike:
- Trophy Type: Bronze
- Official Description: "Do 9,999 damage or more in a single attack"
- Personal Elaboration: Essentially, just build up your Strength and do an Overdrive of some sort. You can also inflict more damage by putting Armor Break on the enemy, using Cheer five times, putting Strength +20% on your weapon, purposefully fighting a weak enemy, using Elemental Strike abilities, and the like. Using Auron's Masamune Celestial Weapon is also good when he's under 10% HP since the damage multiplier is over 2.0x then. Putting the Trio of 9999 Mix on your party is a sure-fire way to get this as well!
- Trophy - Show Off!:
- Trophy Type: Bronze
- Official Description: "Win a blitzball tournament"
- Personal Elaboration: None.
- Trophy - Speaking in Tongues:
- Trophy Type: Bronze
- Official Description: "Find 1 Al Bhed Primer"
- Personal Elaboration: There are 26 in all, most being quite easy to find; see the Al Bhed Guide for more.
- Trophy - Sphere Master:
- Trophy Type: Silver
- Official Description: "Complete a Sphere Grid for one character"
- Personal Elaboration: It's a lot of AP grinding, really. Conveniently, see AP Grinding. =P
- Trophy - Striker:
- Trophy Type: Bronze
- Official Description: "Learn the Jecht Shot"
- Personal Elaboration: On the deck of the SS Winno, you can examine the Blitzball and engage in a simple minigame where you use the D-Pad and X to "hit" the messages. This is first done when you head from Kilika to Luca. After that, you'll need to get the airship before you can do it again.
- Trophy - Summon Master:
- Trophy Type: Silver
- Official Description: "Obtain all Aeons"
- Personal Elaboration: There are five that are obtained automatically throughout the plot: Valefor, Ifrit, Ixion, Shiva, and Bahamut. Three more are optional, but required for the purpose of this Trophy. Yojimbo can be found at the end of the Cavern of the Stolen Fayth. For Anima, you'll have to get the airship and head to Baaj Temple - some details are in that section. Finally, the Magus Sisters will be the last you get; read the Remiem Temple (in full) section for more on that.
- Trophy - Teamwork!:
- Trophy Type: Bronze
- Official Description: "Win a blitzball match"
- Personal Elaboration: None
- Trophy - Theater Enthusiast:
- Trophy Type: Bronze
- Official Description: "Buy every sphere at the Luca Theater"
- Personal Elaboration: You know that square in Luca with the café‚ where you first met some of Kimahri's "old friends"? There's an area just off of there called the Sphere Theater where you can buy spheres to view most scenes and listen to most music in the game. You will probably have to wait until the end of the game to finish this, though. In any case, if you need the Gil, see the Gil Grinding section for more.
- Trophy - The Destination of Hatred:
- Trophy Type: Bronze
- Official Description: "Defeat Seymour Omnis"
- Personal Elaboration: He's a forced boss you'll go through near the end of the game.
- Trophy - The Eternal Calm:
- Trophy Type: Bronze
- Official Description: "Defeat Yu Yevon"
- Personal Elaboration: Essentially finish the game's plot and beat the final boss.
- Trophy - The Right Thing:
- Trophy Type: Bronze
- Official Description: "Clear the Besaid Cloister of Trials"
- Personal Elaboration: Simply a part of the game you'll go through.
- Trophy - Under the Table:
- Trophy Type: Bronze
- Official Description: "Spend 100,000 Gil or more in bribes"
- Personal Elaboration: If you need Gil, see the Gil Grinding section. If you need some expensive bribes, see the Monster Bribes section. (To those who haven't done The Omega Ruins - Ultima Weapon is great for this, both in terms of skipping a nasty boss if underleveled, one-Bribing this Trophy, and getting 99 Pendulums.)
- Trophy - Weapon Master:
- Trophy Type: Silver
- Official Description: "Obtain all Celestial Weapons"
- Personal Elaboration: For this, you only need to obtain the Celestial Weapons; see the The Celestial Weapons section for further details on that. It's a lot easier than having to fully upgrade them, trust me. ... So many Chocobo races. x_x
Miscellany
Al Bhed Guide
Essentially, here's a brief guide to tell you what letter is what with regards to Al Bhed. See, Al Bhed is simply a substitution of English letters, like A becoming Y - with this knowledge alone, you won't need to bother with grabbing all of the Al Bhed Primers. Even so, if you want to collect 'em all (there is a Trophy involved), I also link to the sections of the walkthrough where you'll find details on how to find the Primers as well.
English | Al Bhed | Learned From | Walkthrough Link to Find Primer |
---|---|---|---|
A | Y | Al Bhed Primer Vol. I | The Salvage Ship; Sand, Sand Everywhere... (in Bikanel if missed earlier) |
B | P | Al Bhed Primer Vol. II | Arrival on Besaid |
C | L | Al Bhed Primer Vol. III | The S.S. Liki; Sand, Sand Everywhere... (in Bikanel if missed earlier) |
D | T | Al Bhed Primer Vol. IV | Arrival in Kilika |
E | A | Al Bhed Primer Vol. V | Departure from Kilika: The S.S. Winno; Sand, Sand Everywhere... (in Bikanel if missed earlier) |
F | V | Al Bhed Primer Vol. VI | Before & During the Blitzball Tournament |
G | K | Al Bhed Primer Vol. VII | Before & During the Blitzball Tournament |
H | R | Al Bhed Primer Vol. VIII | The Travel Agency (in Mi'ihen, by the way) |
I | E | Al Bhed Primer Vol. IX | To the Crusader Base |
J | Z | Al Bhed Primer Vol. X | Djose Highroad |
K | G | Al Bhed Primer Vol. XI | Crossing the Moonflow |
L | M | Al Bhed Primer Vol. XII | Guadosalam |
M | S | Al Bhed Primer Vol. XIII | The Thunder Plains |
N | H | Al Bhed Primer Vol. XIV | Macalania Woods |
O | U | Al Bhed Primer Vol. XV | Macalania Travel Agency |
P | B | Al Bhed Primer Vol. XVI | Sand, Sand Everywhere... (Bikanel) |
Q | X | Al Bhed Primer Vol. XVII | Sand, Sand Everywhere... (Bikanel) |
R | N | Al Bhed Primer Vol. XVIII | Sand, Sand Everywhere... (Bikanel) |
S | C | Al Bhed Primer Vol. XIX | Home, Sweet Home |
T | D | Al Bhed Primer Vol. XX | Home, Sweet Home |
U | I | Al Bhed Primer Vol. XXI | Home, Sweet Home |
V | J | Al Bhed Primer Vol. XXII | Bevelle's Cloister of Trials |
W | F | Al Bhed Primer Vol. XXIII | Welcome to the Calm Lands |
X | Q | Al Bhed Primer Vol. XXIV | Remiem Temple |
Y | O | Al Bhed Primer Vol. XXV | Cavern of the Stolen Fayth |
Z | W | Al Bhed Primer Vol. XXVI | The Omega Ruins |
AP Grinding
Need to grind for AP in a short amount of time? Then I have the trick for you! This trick essentially abuses the nature of the AP and Overdrive -> AP systems so that you can gain AP en masse in single battles, maybe even enough to max out your Sphere Level at lower levels! You will need the following:
- Weapon Abilities: (best ones are listed first)
- Ability #1 - Overdrive -> AP (necessary)
- Ability #2 - Triple Overdrive, Double Overdrive, SOS Overdrive
- Ability #3 - Triple AP, Double AP
- Armor Abilities: (not needed, but it saves time)
- Ability #1 - Auto-Phoenix
- Ability #2 - Auto-Haste / SOS Haste
- Other:
- Have no HP-increasing abilities on your armor, as that lowers the efficiency of the Comrade Overdrive Mode.
- Unlock Don Tonberry in the Monster Arena by capturing all enemies from the Cavern of the Stolen Fayth
- Have the Flee command on everyone
THE PROCESS:
Rather simple, really. Go into the Monster Arena and fight the Don Tonberry. Attack any way you want and he'll counter with Karma which should deal insane damage to the attacker; 15,000+ is not uncommon. The attacker will likely die and, in the process, due to Comrade, their allies' Overdrive gauges will charge, and then be tripled by Triple Overdrive, with that converted to AP via Overdrive -> AP, and Triple AP makes that go to 9x AP than Overdrive -> AP alone. Essentially, with a good enough hit against the attacker, per the mechanics of Overdrive -> AP, that's 9 Sphere Levels. (Overdrive -> AP caps the gain at a single Sphere Level per Overdrive increment. If 5,000 damage got you 50% there, then 10,000 would get you one Sphere Level, as would 20,000, 30,000, or 99,999.)
Repeatedly Attack and let Auto-Phoenix do the reviving until the Don Tonberry gets close, and then Flee and sit there while a massive AP counter ticks down. ^_^ (I've been notified recently that Flee doesn't work for the AP: I'm not 100% certain on that, but, in that case, you may want to come prepared for a full battle versus the Don Tonberry.)
As a note, if you need to level-up neglected characters or they're your only Auto-Phoenix wielder, simply have them Defend (Triangle Button) rather than anything.
Gil Grinding
Need some Gil to Bribe some expensive items off enemies to make killer weapons and armor? (See Monster Bribes for stuff like that.) Or do you just want to max out your Gil counter and abuse Zanmato against Penance just to piss him off? (See Yojimbo Mechanics for that.) Then this is the stuff for you!
- Prerequisites: Have the Omega Ruins unlocked, and have someone with Steal. Ideally, you will also have someone with Gillionaire to maximize the process, and someone with First Strike to stop those Malboros from ambushing you in the meantime. If you have trouble finding weapons with those, Rikku's Godhand Celestial Weapon has Gillionaire and Auron's Masamune Celestial Weapon has First Strike.
- Method: Simple enough - FIGHT! The main reason you're here is to find the Mimic enemies, which look like chests and only appear with the Zaurus enemy. When you open the chest, you have a 50% chance or so of fighting some kind of Mimic monster, all of which drop 50,000 Gil, or 100,000 Gil with Gillionaire. It's as simple as that, really! It doesn't take much more than an hour (at lower levels) to rack up over 1,000,000 Gil, and those able to fight decently against the Monster Arena Creations will easily see closer to 2,500,000 ~ 5,000,000 Gil, depending on their luck with the fights and their own sheer Strength. I managed to get around 6,500,000 Gil when I tried just after fighting off Penance, myself.
Credits
In no particular order...
- GameFAQs, Neoseeker, and Supercheats:
- For being the most amazing FAQ-hosting sites I know.
- CJayC, SBAllen, and Devin Morgan:
- General sucking up to the GameFAQs admins. =P
- [Anonymous]:
- A real-life friend of mine who allowed me to borrow his Japanese FFX/X-2, then later his U.S. release of them, too. He has chosen to remain anonymous, and I will respect his wishes in that. But, nevertheless, thank you!!
- A I e x, SinirothX, & SplitInfinity:
- While they were never involved directly with this FAQ's creation, their FAQs for the original Final Fantasy X and X-2 were what made me able to 100% the original PS2 versions of those games. That level of knowledge is hopefully shown within this FAQ, and I am hugely indebted to them for that.
- Adam Javery:
- Noting that the Status Reels for Wakka are won from a Blitzball league, not a tourney.
- Adrian Chang:
- Noting the Provoke-based strategy for Defender X.
- Alexandre Caron:
- Noting that Tros drops nothing.
- Allan Moyse:
- The Anima-based strategy for fighting the Jumbo Flan.
- Amelia Bamber:
- Noting that Absorb (used by Yunalesca) does damage based off 50% of your maximum, not current, HP.
- Ben Broome:
- Noting that Kimahri gives you a Hunter's Sword in Besaid.
- Christopher Shepherd:
- A gifted Hi-Potion in Kilika after the Ochu fight.
- Noting that the secret, treasure-filled path in Luca was in Dock #5, not #3.
- Clayton & Jessica Bohlmann:
- Noting that I should've mentioned that hitting the poles in the Remiem Temple race prevents a win.
- dxbrea:
- Noting that I mistakenly put Anima down as not being able to learn any abilities.
- donnyblue17: (sent via e-mail, but no name given, so I'm assuming)
- Noting the little thing about the Potion suitcase onboard the S.S. Liki.
- drozdowski13:
- Noting that I had mixed up the rooms in which you find Yuna during the Djose Temple sequence. ... Why do I always get east and west mixed up!?
- Noting the Switch Hitter chest inside Djose Temple.
- Gem Bob:
- Noting that the Infinite Potions glitch doesn't work in (some?) U.K. releases of the game.
- Google Translate:
- A number of translations while I was working off of the Japanese release (3/16/2014 ~ 3/19/2014).
- Han Sun:
- Noting that Chava in the Cactuar Village sidequest is found in the West, not East, Sanubia Desert.
- IDoctrineIDark:
- Noting the Avenger chest found whilst under Lake Macalania.
- Jack Burton:
- Noting that the Infinite Potions glitch at the Salvage Ship does work in the U.K. version.
- Jacob Normington:
- Noting a 10,000-Gil chest you can find whilst controlling Yuna in the Via Purifico.
- Jeremy Kowalski:
- Noting that I should be more specific in the location for Lulu's Tough Bangle in Mushroom Rock.
- Jesse Lynds:
- Noting that I missed a Phoenix Down in the checklist for the initial arrival on Besaid.
- Jimmy Hill:
- Taking note of an interesting conundrum where Sinspawn Ammes never seems to run out of MP.
- Josh Campe:
- Confirming that the Weapon Master trophy only requires you to have gotten the Celestial Weapons; upgrading them is not necessary.
- Karzan Kadir:
- Noting the Hunter's Spear found on the southern Mi'ihen Highroad.
- Kory Gutierrez:
- Noting the Tough Bangle found just before Operation Mi'ihen.
- lordletmysoulfly1:
- Noting the east/west mix-up in the naming of the Sanubia Desert areas.
- Maggie Avilla:
- Noting the infinite Potions glitch you can execute aboard the Salvage Ship.
- Noting the Remedy and NulBlaze Shield you can get in Kilika.
- Microsoft & Microsoft Excel:
- For turning the full listing of Mix combinations into a 5-hour event rather than one taking a full week. -_-;; That's quite a few thousand combos, if you don't get it. To hell with typing THAT by hand!
- Also generally making the mathematics of the game lots easier to deal with before I had confirmed the damage formulas and Yojimbo formulas and the like to be the same as the PAL PS2 release (unless I REAAAAALY screwed up).
- MMX377:
- Noting that the Pilfer Gil skill costs 20 MP, not 0 MP.
- Correction on the button combo for Auron's Tornado Overdrive.
- Noting that Nemesis's common steal is a Lv. 4 Key Sphere, not Lv. 1.
- Muncher-420:
- Noting that I failed to include the Great Malboro in the The Omega Ruins section's Monster Bestiary, even though I prominently mentioned it in the walkthrough for the same.
- Ryan Pope:
- Noting that Luzzu gives you four Antidotes before the fight versus Lord Ochu.
- Scotty Nault:
- Correcting me on the location of the Switch Hitter.
- Shaun Hilligas:
- Noting the Anima strategy for Nega Elemental.
- Talahan:
- Grammatical correction in the late-game fight versus Geosgaeno.
- Warhawk:
- For fixing a formatting error in the Trophies section.
- William Allonsius:
- Noting the Mega Phoenix in Djose Temple.
- Zach Riley:
- The easy way to beat Qactuars in the Thunder Plains (Electro Marbles).
- The X-Potion and Remedy chests in the latter half of the Thunder Plains.
- Square Enix:
- For the excellent series that is Final Fantasy!
- Me (KeyBlade999):
- For making this FAQ. =P
- You, the reader:
- For hopefully enjoying this FAQ.
Version History
- v1.00:
- FAQ split up between FFX HD and FFX-2 HD due to massive size. This one - FFX HD - was already complete at its time in the walkthrough, sidequests, and pretty much every bit of side data.
- Time: 2:13 AM 4/11/2014.
- v1.05:
- The primary things with this update included a few error corrections, a few additions (mostly treasures I skipped over), a few confirmations of varying things, and a new Jumbo Flan strategy.
- Time: 10:29 PM 4/16/2014.
- v1.10:
- More minor additions, corrections, rewordings, and elaborations.
- Time: 10:09 PM 4/22/2014 ~ 12:25 AM 4/15/2015.
Legalities
This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
© 2014-2015 Daniel Chaviers (a.k.a. KeyBlade999).
If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.
Allowed sites for my FAQs | Forever-Banned Sites |
---|---|
GameFAQs (www.gamefaqs.com) | CheatCC (www.cheatcc.com) |
Neoseeker (www.neoseeker.com) | Cheat Database (www.cheat-database.com) |
SuperCheats (www.supercheats.com) | Cheat Index (www.cheatindex.com) |
Cheat Search (www.cheatsearch.com) | |
Cheatstop (www.panstudio.com/cheatstop) | |
Game Express (www.gameexpress.com) | |
Mega Games | |
Cheats Guru (www.cheatsguru.com) |
This is the end of KeyBlade999's Final Fantasy X HD Remaster FAQ/Walkthrough.
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