Final Fantasy X HD FAQ/Walkthrough

by KeyBlade999   Updated to v1.10 on
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!!

        _____ _             _       _____
       |  ___|_)           | |     |  ___|          _
       | |__  _ _ __   __ _| |     | |_____ _ _ __ | |_  __ _____ _   _
       |  __|| | '_ \ / _` | |     |  __/ _` | '_ \|  _|/ _` / __| | | |
       | |   | | | | | (_| | |     | | | (_| | | | | |_| (_| \__ \ |_| |
       |_|   |_|_| |_|\__,_|_|     |_|  \__,_|_| |_|\__|\__,_|___/\__, |
                                                                  |___/
                         __    __      _   _ ____
                         \ \  / /     | | | |  _ \
                          \ \/ /      | |_| | | | |
                           >  <       |  _  | | | |
                          / /\ \      | | | | |_| |
                         /_/  \_\     |_| |_|____/

  • 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


TREASURES CHECKLIST
[_] 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
[_] Longsword

+E LOCAL ENEMY BESTIARY
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
[_] 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
[_] 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
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
[_] 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
[_] 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
[_] 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
[_] 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
}c Qactuar |c 500 |c 1 |c 19 |c 1 |c 1 |c 255 |c 15 |c 15 |c 17 |c 0 |c 350 |c 1,500 |c None |

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



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!



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 Brain9,800 250 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 Defender8,700 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) 3,300 128 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
[_] 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 King67,500 700 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)36,0001 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









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/MP
Essentially, 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!


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 Element7,600 500 1 240 28 1 20 15 0 0 3,150 1,040 None
Floating Death6,700 520 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 Coeurl13,000 540 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









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



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 King67,500 700 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 Element7,600 500 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 15010 0 0 None
Braska's Final Aeon (2nd) 120,000 100 50 100 50 100 44 15010 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 Brain9,800 250 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) 3,300 128 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 Death6,700 520 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)36,0001 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 Sphere1,500,000999 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 Coeurl13,000 540 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 Defender8,700 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 Elemental1,300,000 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 10,000,0009,999 255 150 255 150 200 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 Weapon999,999 999 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
Orrnitholestes800,000 300 83 55 30 170 130 20 80 200 10,000 0 None
Overdrive Sin140,000 999 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 60,0000 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 Omnis80,000 999 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 20,000200 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 Keeper52,000500 36 100 1 100 36 15 0 50 12,0007,000 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 Weapon99,999 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



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).


  • 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.


  • 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 600Kimahri 300
Yuna 500Auron 450
Wakka 350Rikku 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 100Kimahri 100
Yuna 80 Auron 125
Wakka 100Rikku 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 300Kimahri 100
Yuna 240Auron 220
Wakka 100Rikku 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 600Kimahri 700
Yuna 900Auron 1,000
Wakka 400Rikku 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 250Kimahri 150
Yuna 200Auron 200
Wakka 200Rikku 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 170Kimahri 200
Yuna 90 Auron 260
Wakka 140Rikku 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 100Rikku 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 180Auron 35
Wakka 110Rikku 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 120Kimahri 120
Yuna 110Auron 120
Wakka 120Rikku 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 100Kimahri 120
Yuna 110Auron 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 120Kimahri 100
Yuna 100Auron 160
Wakka 110Rikku 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 100Auron 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 100Kimahri 130
Yuna 80 Auron 120
Wakka 100Rikku 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 120Kimahri 120
Yuna 150Auron 200
Wakka 150Rikku 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 150Kimahri 120
Yuna 200Auron 100
Wakka 160Rikku 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


  • 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


  • 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 < 152
When 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 had
Essentially, 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 * 0.16
So, 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.




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.


  • 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.

           ________________                                                  
          |  ____________  |                                                 
          | |            | |                                                 
          | |            | |                                                 
          | |____________| |________________________________________         
          | |____________| |_________________________               |        
          | |            | |                         | |\   /\   /| |        
          | |            | |                         | | \ /  \ / | |        
          | |____________| |                         | | (_)  (_) | |        
          |________________|                         |_|          |_|        
                          ___       ___       ___                            
                         /'__`\    /'__`\    /'__`\                          
                        /\ \_\ \  /\ \_\ \  /\ \_\ \                         
                        \ \___, \ \ \___, \ \ \___, \                        
                         \/__,/\ \ \/__,/\ \ \/__,/\ \                       
                              \ \_\     \ \_\     \ \_\                      
                               \/_/      \/_/      \/_/           KeyBlade999
(0.0936/d/www3)