-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SPLIT INFINITY PRESENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- My YouTube channel: www.youtube.com/user/SplitPlaythru Come! Subscribe to my videos for better games' experience! '''o,_,, , ,_ OO ', ,,,;;;', , '' O'~O'' _,, ;';;,; ,,', ; o'' _,~' ;;;;,,;; ';;; _,,oo',, ,,;,';;;, ',;;;;, , ',,~' Oo,O,~' ;' ''';;',';;;;,;' ,,~'~,', , OOO,','~~ ';;;,';;;'; ; ' ,o,';o OOOOO ,;;;;, '';;;' ,,,''O;,oO''''' ''';''''''''; ' ',OOOOO @"@ @ @ @ @ @ @"@ @ @ @ @@@ @ 6"@ @ @ ; q p , OOOOO @,' @ @t@ @ @ @,' @ @t@ j@t @ ",' Y Y ;; q p o ',OOOO @@ @ @'@ ;"; @ @@ ;"; @'@ @ ;"; ", V ,;;; @ '',' ,OOOO' @' @ @ @ @,@ @ ; @' @,@ @ @ @ @,@ @ @ @ ;;; d b ,''o,o,',' O @ , @ @ @ @ @ @,@ , @ @ @ @ @ ~ @ @ @ ",9 @ ,, d b o, O ~',O =========================================================== , ,oO''~',OOOO OOOO,~, ;',',,' ,;;;;;,,'';, '''',;;;;;;' ' '~o'''' '~', ','',o'''o' ,' ;,oo',oo' ,,; ;;;;;;;;;;;;;;;;; , ,''O~,, ,, ' ' ,',OOO' ,' o,o',ooo, ' ';;;;,,;;;;;,,,;;;;' ,'' ,o',OO ' , OOOOO' ;',o,o,',o' ',;;' , ''''' ,OOO ,'OO''' ,,OOO', ,';,ooooooo' ;' '' o' ,' ,'', ,o ,o' ,o,ooooooo'' , ' ',',OOO',''''~~~oo,''', ''''o',o'''''' ' OO'O' ,OOOOOO''''O' ''' O' ,'oO' ,,,oO' ' 'o, (text art by Portable MK) ----------------------------------------------------------------------------- Name of game: Final Fantasy X (for PAL format, & NTSC-U/C friendly) Type of guide: Full Walkthrough / FAQ Platform: Playstation 2 Version: Yuna, released on 17th October 2010 Author: Damir Kolar (Split Infinity) Copyrighted to: (c) Damir Kolar - All rights reserved Made in: MS Word, Courier New, Font Size 10, Chrs/Line 79 Best viewed: MS Word, Courier New, Font Size 10, Chrs/Line 79 ----------------------------------------------------------------------------- If you like this guide, be sure to drop me an e-mail and tell me about it. The only thing this guide cannot do is play the game for you. ============================================================================= ============================================================================= 01.) LATEST UPDATES ============================================================================= ============================================================================= - Version Yuna (17th October 2010) # I merged the information from two parts into single file. ============================================================================= ============================================================================= 02.) LEGAL INFORMATION ============================================================================= ============================================================================= This document is copyrighted to me, Damir Kolar. It is intended for *PRIVATE* use only. It cannot be used in ANY form of printed or electronic media involved in a commercial business, in part or in whole, in any way, shape, or form. It cannot be given away freely, as bonus or prize, it can't be given away with the game and so on. It cannot be used for profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direct violation of copyright law. This document is protected by copyright law and international treaties. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law. Any characters, names, places, or miscellaneous objects are copyright of their respective companies. If you are a webmaster of the site that wishes to post this document, you may do so under one condition - you must e-mail me first for permission. If permission is granted, you cannot change a single character of this document, and you must leave it in txt format. Permission will *not be granted* to fan based websites. This FAQ can *only* appear on the following site(s): - http://www.gamefaqs.com - http://www.neoseeker.com - http://www.cheats.de (German site) - http://www.cheats-corner.de (German site) - http://www.ign.com - http://SPOnG.com - http://www.angelfire.com/anime5/a-dimension - http://www.pregaming.com - http://www.ComputerUnderground.com - http://www.squareenix.com - http://www.boundkingdom.com - http://ffspirit.net - http://www.ffslo.tk - http://www.ffworlds.net - http://www.1up.com - http://www.ffcompendium.com - http://www.psxextreme.com - http://www.rpglimits.com - http://www.supercheats.com ============================================================================= ============================================================================= TABLE OF CONTENTS ============================================================================= ============================================================================= SECTION NUMBER AND NAME WHAT IS IT ABOUT? ----------------------------------------------------------------------------- 01. Latest Updates | Read what was added in last update. 02. Legal information | Copyright protection and legal info. 03. Phrase Search Engine | Quick search engine of FFX phrases. 04. About characters | Learn about characters' backgrounds. 05. Charts and abbreviations | Understanding my charts and abbreviations. ----------------------------------------------------------------------------- 06. Basic Controls | Learn how to control your characters. 07. What's Sphere Grid? | Learn Sphere Grid's basics. 08. Standard Sphere Grid | Tips on how to best use Standard grid. 09. Expert SG (PAL/Int only!)| Tips on how to start using Expert grid. 10. About menus | Learn everything you need about menus. ----------------------------------------------------------------------------- 11. About battles | Learn the way of the warrior! 12. Walkthrough | Spoiler-free guide from start to finish! 13. About items | Detailed descriptions of all 112 items! 14. About key items | Key items, unlocked! 15. About aeons | Shiva, I choose you...? *becomes frozen* ----------------------------------------------------------------------------- 16. About overdrives | Learn everything about overdrives! 17. About overdrive modes | Learn everything about overdrive modes! 18. About White Magics | Which is better? Protection of white... 19. About Black Magics | ... or destruction of black? It's here. 20. About Specials | 22 specialists. Which to choose? ----------------------------------------------------------------------------- 21. About Skills | 22 skilled warriors. Which to choose? 22. About Steal | Steal or not to steal... what from whom? 23. About Bribe | Bribing done the 'funny' way. 24. About drop items | ABC of dropped items. 25. About weapons | Lionheart? Excalibur? Save The Queen? ----------------------------------------------------------------------------- 26. About weapon abilities | Learn everything about weapon abilities. 27. About armors | This armor is heavy... what do I need? 28. About armor abilities | Learn everything about armor abilities. 29. About statuses | What are those two lil stars and more... 30. About shops | Gone shopping? Learn what and where to! ----------------------------------------------------------------------------- 31. About blitzball | Everything you need about blitzball! 32. About monsters | Graaaawl! Be prepared for them. 33. About sidequests | Learn everything about sidequests. 34. About Monster Arena | T'is time to prove who's the strongest! 35. About dark aeons | Exorcise dark aeons! ----------------------------------------------------------------------------- 36. Standard SG stat maxing | Stat max to fullest on standard grid. 37. Expert SG stat maxing | Stat max to fullest on expert grid. 38. About affection | Get the lady of your choice to like you! 39. Tips and hints | Various advice I could fit only here. 40. Action Replay 2 | Cheat? Be my guest (for PAL only). ----------------------------------------------------------------------------- 41. Game mechanics | Learn about game's mechanics! 42. About FFX Bonus DVD | NTSC players, read what you have missed. 43. FAQ | Frequently Asked Questions. 44. Past Revisions | History of this guide resides here... 45. Credits | All who contributed... Thank you! ----------------------------------------------------------------------------- 46. Contact Info | Find out how to reach me. ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 03.) PHRASE SEARCH ENGINE ============================================================================= ============================================================================= Q1 - What is this? Why would I even need it? A1 - With the guide at current state it becomes difficult to find what you're looking for. This inspired me to create this phrase search engine (PSE). Q2 - Okay, sounds good. What am I going to find in it? A2 - What you will find here is an alphabetical list of every item, magic, enemy etc. etc. Q3 - Nothing special. I can make one of my own, if I wish... A3 - What will be so special about this alphabetical list, you ask? Let me tell you then. Each entry shall be given a specific code number. Q4 - How is that going to help me jump straight to what I need? A4 - Let's say you'd need a strategy to help defeat 'Optional boss'. So you look into this list... you look up 'Optional boss' which would appear like this: ... Optional Boss - XBOSS ... Take note of code number at the end. Now press CTRL + F at same time. In the pup-up window type in XBOSS and press Enter twice to be taken to what you're looking for. No hassle whatsoever. Speed satisfaction is guaranteed. Q5 - There are few phrases which mean different things...? A5 - No problem there. Such phrases will be marked by special code in parenthesis. Find what it is here. ----------------------------------------------------------------------------- BB - Blitz tech | C - Celestial wpn upgr. | SS - Special Sphere KI - Key item | WM - White magic | I - Item S - Status | OS - Overdrive skill | F - Fiend S1 - Special command | S2 - Skill command | ----------------------------------------------------------------------------- Q6 - Why are some phrases shortened to one letter only...? A6 - By throwing a quick view in the list, you may notice that some names are abbreviated. That's because these names are spoilers. The only way for these entries to be included was like this. ----------------------------------------------------------------------------- LETTER A ----------------------------------------------------------------------------- A. Aeon - A000 | Abaddon - A001 | Abaddon Flame - A682 Ability Dis. - A002 [I]| Ability Dis. - A732 [S]| Ability Sphere - A003 Abyss Worm - A004 | Accuracy Sphere - A005 | Achelous - A006 AR2 codes - A007 | Adamantoise - A008 | Aeon's Soul - A771 Aerospark - A736 | Aerouge - A009 | Affection guide - A837 Agility Sphere - A010 | Ahriman - A011 | Aim - A012 Airship coor. - A013 | Airship passes - A014 | Al Bhed Potion - A015 Al Bhed P. I - A788 | Al Bhed P. II - A789 | Al Bhed P. III - A790 Al Bhed P. IV - A791 | Al Bhed P. V - A792 | Al Bhed P. VI - A793 Al Bhed P. VII - A794 | Al Bhed P. VIII - A795 | Al Bhed P. IX - A796 Al Bhed P. X - A797 | Al Bhed P. XI - A798 | Al Bhed P. XII - A799 Al Bhed P. XIII - A800 | Al Bhed P. XIV - A801 | Al Bhed P. XV - A802 Al Bhed P. XVI - A803 | Al Bhed P. XVII - A804 | Al Bhed P. XVIII - A805 Al Bhed P. XIX - A806 | Al Bhed P. XX - A807 | Al Bhed P. XXI - A808 Al Bhed P. XXII - A809 | Al Bhed P. XXIII - A810| Al Bhed P. XXIV - A811 Al Bhed P. XXV - A812 | Al Bhed P. XXVI - A813 | Al Bhed P. again - A851 Al Bhed Ranks - A850 | Alchemy - A016 | Alcyone - A017 Ally - A018 | Amulet - A019 | Anacondaur - A020 Anima - A737 | Another Story - A465 | Antarctic Wind - A021 Antidote - A022 | Anti-Drain - A857 | Anti-Drain 2 - A858 Anti-Nap - A859 | Anti-Nap 2 - A860 | Anti-Venom - A861 Anti-Venom 2 - A862 | Anti-Wither - A863 | Anti-Wither 2 - A864 AP gaining fast - A840 | Aqua Breath - A023 | Aqua Flan - A024 Aqua Toxin - A691 | Arctic Wind - A025 | Armor Break - A026 [S2] Armor Break - A027 [S] | Armors lists - A825 | Attack Reels - A028 Attribute Sphere - A029 | Aurochs Reels - A030 | Aurochs Spirit - A865 Auron's Sphere - A667 | Auron's weapons - A823 | Auron's armors - A831 Auto-Haste - A031 | Auto-Life - A032 | Auto-Life - A033 Auto-Med - A034 | Auto-Phoenix - A035 | Auto-Potion - A036 Auto-Protect - A037 | Auto-Reflect - A038 | Auto-Regen - A039 Auto-Shell - A040 | Avenger - A041 | ----------------------------------------------------------------------------- LETTER B ----------------------------------------------------------------------------- Baaj Temple - A042 | Bad Breath - A043 | Bahamut - A738 Bandersnatch - A044 | Banishing Blade - A045 | Barbatos - A046 Bashura - A047 | Basilisk - A048 | Bat Eye - A049 Battle Mechanics - A856 | Behemoth - A050 | Behemoth King - A051 Berserk - A052 | Berserkproof - A053 | Berserk Ward - A054 Br. F. Aeon - A055 | Bio - A056 | Bite Bug - A057 Black Ice - A696 | Black Element - A058 | Black Hole - A699 Black Magic Sp. - A059 | Blaster Mine - A674 | Blessed Gem - A060 Blizzaga - A061 | Blizzara - A062 | Blizzard - A063 Blitz Ace - A064 | Blitzball info - A833 | Blossom Crown - A814 Blue Element - A065 | Bomb - A066 | Bomb Core - A067 Bomb Fragment - A068 | Bomb King - A069 | Bonus DVD - A841 Braska's Sphere - A667 | Brawler - A866 | Break Damage Limit - A070 Break HP Limit - A071 | Break MP Limit - A072 | Bribe - A073 Bribe info - A853 | Brimstone - A681 | B. Ronso - A074 Buer - A075 | Bunyip - A076 | Burning Soul - A680 Bushido - A077 | Butterfly Hunter - A078| ----------------------------------------------------------------------------- LETTER C ----------------------------------------------------------------------------- Cactuar - A079 | Cactuar Hunter - A080 | Cactuar King - A081 Caladbolg - A082 | Calamity Bomb - A676 | Camisade - A739 Candle of Life - A083 | Capture - A084 | Catastrophe - A085 Catoblepas - A086 | Cave Iguion - A087 | Cavern of the S. F. - A088 Celestial Mirror - A767 | Celestial Weap. - A089 | Chaos Grenade - A677 Cheer - A091 | Chimera - A092 | Chimera Brain - A093 Chimerageist - A094 | Chocobo Eater - A095 | Chocobo Feather - A096 Chocobo Trainer - A097 | Chocobo Wing - A098 | Clear Sphere - A099 Cloudy Mirror - A766 | Cluster Bomb - A672 | Coeurl - A100 Coeurlregina - A101 | Comrade - A102 | Condor - A103 Confuseproof - A104 | Confuse Ward - A105 | Confusion - A106 Copycat - A107 | Counter-Attack - A108 | Coward - A109 Crawler - A110 | Cura - A112 | Curaga - A113 Cure - A114 | Curse - A115 | Curseproof - A116 ----------------------------------------------------------------------------- LETTER D ----------------------------------------------------------------------------- Daigoro - A740 | Dancer - A117 | Daredevil - A118 Dark A. Aeon - A119 | Dark Attack - A120 | Dark B. Aeon - A121 Dark Buster - A122 | Dark Element - A123 | Dark Flan - A124 Dark If. Aeon - A125 | Dark Ix. Aeon - A126 | Dark M. S. Aeon - A127 Dark Matter - A128 | Dark Rain - A692 | Dark S. Aeon - A129 Darkness - A130 | Darkproof - A131 | Darkstrike - A132 Darktouch - A133 | Dark V. Aeon - A134 | Dark Y. Aeon - A135 Dark Ward - A136 | Death - A137 | Deathproof - A138 Deathstrike - A139 | Deathtouch - A140 | Death Ward - A141 Defence +3% - A142 | Defence +5% - A143 | Defence +10% - A144 Defence +20% - A145 | Defence Sphere - A146 | Defend - A845 Defender - A147 | Defender X - A148 | Defender Z - A149 Delay Attack - A150 | Delay Buster - A151 | Delta Attack - A741 Demi - A152 | Demonolith - A153 | Designer Wallet - A154 Diamond Dust - A742 | Dingo - A155 | Dinonix - A156 Dispel - A157 | Distil Ability - A158 | Distil Mana - A159 Distil Power - A160 | Distil Speed - A161 | Don Tonberry - A162 Doom - A163 | Doom - A164 | Door to Tomorrow - A165 Double AP - A166 | Doublecast - A167 | Double Overdrive - A168 Dragon Fang - A169 | Dragon Scale - A170 | Drain - A171 Drain Tackle - A867 | Drain Tackle 2 - A868 | Drain Tackle 3 - A869 Drop items info - A854 | Dream Powder - A172 | Dual Horn - A173 ----------------------------------------------------------------------------- LETTER E ----------------------------------------------------------------------------- Earth Eater - A174 | Eccentrick - A731 | Echo Screen - A175 Eject - A765 | Electro Marble - A176 | Electroshock - A686 Element Reels - A177 | Elite Defence - A870 | Elixir - A178 [I] Elixir - A706 [OS]| Energy Blast - A743 | Energy Rain - A179 Energy Ray - A744 | Entrust - A180 | Epaaj - A181 Espada - A182 | Esuna - A183 | Ether - A184 Evade & Counter - A185 | Evasion Sphere - A186 | Evil Eye - A187 Evrae - A188 | Evrae Altana - A189 | Exoray - A190 Expert SG - A838 | Exp. SG stat-max - A846| Extract Ability - A191 Extract Mana - A192 | Extractor - A193 | Extract Power - A194 Extract Speed - A195 | Eye Drops - A196 | ----------------------------------------------------------------------------- LETTER F ----------------------------------------------------------------------------- Fafnir - A197 | Fake chest - A666 | Fallen Monk - A198 Farplane Shadow - A199 | Farplane Wind - A200 | Fenrir - A201 Final Elixir - A709 | Final Phoenix - A705 | Fira - A202 Firaga - A203 | Fire - A204 | Fire Breath - A205 Fire Eater - A206 | Fire Gem - A207 | Fireproof - A208 Firestorm - A679 | Firestrike - A209 | Fire Ward - A210 First Strike - A211 | Fish Scale - A212 | Flame Flan - A213 Flare - A214 | Flash Flood - A689 | Flee - A215 Flint - A769 | Floating Death - A216 | Floating Eye - A217 Flower Sceptre - A815 | Focus - A218 | Fortune Sphere - A219 Frag Grenade - A220 | Frag Grenade - A669 | Freedom - A724 Freedom X - A725 | Freq. Asked Q. - A842 | Friend Sphere - A221 Full Break - A222 | Full-Life - A223 | Funguar - A224 Fury - A225 | | ----------------------------------------------------------------------------- LETTER G ----------------------------------------------------------------------------- Gamble - A871 | Gambler's Spirit - A226| Gandarewa - A227 Garm - A228 | Garuda - A229 | Gemini - A230 Geosgaeno - A231 | Ghost - A232 | Gillionare - A233 Godhand - A234 | Gold Element - A235 | Golden Arm - A872 Gold Hourglass - A236 | Good Morning! - A873 | Grand Summon - A237 Grat - A238 | Greater Sphere - A239 | Great Malboro - A240 Grenade - A241 [F]| Grenade - A242 [I]| Grenade - A668 [OS] Grendel - A243 | Grip Gloves - A874 | Grothia - A244 Guado Guardian - A245 | Guard - A246 [S1]| Guard - A843 [S] ----------------------------------------------------------------------------- LETTER H ----------------------------------------------------------------------------- Half MP Cost - A247 | Halma - A248 | Haste - A249 [S] Haste - A250 [WM]| Hastega - A251 | Hazardous Shell - A675 Healer - A252 | Healing Spring - A253 | Healing Water - A254 Heat Blaster - A678 | Heavenly Strike - A745 | Hellfire - A746 Hero - A255 | Hero Drink - A728 | Hints & Tips - A665 Hi-Potion - A256 | Hi-Risk - A875 | Holy - A257 Holy Water - A258 | Hornet - A259 | Hot Spurs - A730 HP +5% - A260 | HP +10% - A261 | HP +20% - A262 HP +30% - A263 | HP Sphere - A264 | HP Stroll - A265 Hypello Potion - A266 | Hyper Mana - A723 | Hyper Mighty G - A717 Hyper NulAll - A712 | Hyper Vitality - A720 | ----------------------------------------------------------------------------- LETTER I ----------------------------------------------------------------------------- Ice Eater - A267 | Icefall - A694 | Ice Flan - A268 Ice Gem - A269 | Iceproof - A270 | Icestrike - A271 Ice Ward - A272 | Ifrit - A747 | Iguion - A273 Imp - A274 | Impulse - A748 | Initiative - A275 Invisible Shot - A876 | Ipiria - A276 | Ironclad - A277 Iron Giant - A278 | Ixion - A749 | ----------------------------------------------------------------------------- LETTER J ----------------------------------------------------------------------------- Jecht Shot - A877 | Jecht Shot 2 - A878 | Jecht's Sphere - A772 [KI] Jecht's Sph. - A667 [SS]| Jinx - A279 | Jormungand - A280 Juggernaut - A281 | Jumbo Flan - A282 | Jump - A283 Jupiter Crest - A284 [C]| Jupiter Cr. - A782 [KI]| Jupiter Sigil - A285 [C] Jupiter Sig. - A783 [KI]| | ----------------------------------------------------------------------------- LETTER K ----------------------------------------------------------------------------- Killer Bee - A287 |Kimahri's weapons - A824| Kimahri's armors - A832 Klikk - A288 | KO - A289 | Kottos - A290 Kozuka - A750 | Krysta - A697 | Kusariqqu - A291 ----------------------------------------------------------------------------- LETTER L ----------------------------------------------------------------------------- Lancet - A292 | Lamashtu - A293 | Land Worm - A294 Larva - A295 | Left Fin - A296 | Lv. 1 Key Sphere - A297 Lv. 2 Key Sphere - A298 | Lv. 3 Key Sphere - A299| Lv. 4 Key Sphere - A300 Life - A301 | Light Curtain - A302 | Lightning Bolt - A685 Lightning Dodger - A303 | Lightning Eater - A304 | Lightning Gem - A305 Lightning Marble - A306 | Lightningproof - A307 | Lightningstrike - A308 Lightning Ward - A309 | Loner - A310 | Lord Ochu - A311 Luck - A312 | Luck Sphere - A313 | Lulu's weapons - A820 Lulu's armors - A828 | Lunar Curtain - A314 | ----------------------------------------------------------------------------- LETTER M ----------------------------------------------------------------------------- Machea - A315 | Maelspike - A316 | Mafdet - A317 Magic +3% - A318 | Magic +5% - A319 | Magic +10% - A320 Magic +20% - A321 | Magic Booster - A322 | Magic Break - A323 [S2] Magic Break - A324 [S]| Magic Counter - A325 | Magic Def. +3% - A326 Magic Def. +5% - A327 | Magic Def. +10% - A328 | Magic Def. +20% - A329 Magic Defence Sp. - A330| Magic Sphere - A332 | Magic Urn - A333 Magus Sisters - A751 | Malboro - A334 | Malboro Menace - A335 Mana - A721 | Mana Dist. - A331 [I]| Mana Dist. - A734 [S] Mana Sphere - A336 | Mana Spring - A337 | Mana Tablet - A338 Mana Tonic - A339 | Mandragora - A340 | Map - A341 Mark of Conquest - A816 | Mars Crest - A342 [C]| Mars Crest - A778 [KI] Mars Sigil - A343 [C]| Mars Sigil - A779 [KI]| Masamune - A344 Master Coeurl - A345 | Master Sphere - A346 | Master Thief - A347 Master Tonberry - A348 | Maze Larva - A349 | Mech Defender - A350 Mech Guard - A351 | Mech Gunner - A352 | Mech Hunter - A353 Mech Leader - A354 | Mech Scouter - A355 | Mega Flare - A752 Megalixir - A356 [I]| Megalixir - A707 [OS]| Mega Mana - A722 Mega NulAll - A711 | Mega Phoenix - A357 [I]| Mega Phoenix - A704 [OS] Mega-Potion - A358 | Mega Vitality - A719 | Melusine - A359 Mental Break - A360 [S2]| Mental Break - A361 [S]| Mercury Crest - A362 [C] Mercury Cr. - A786 [KI]| Mercury Sig. - A363 [C]| Mercury Sigil - A787 [KI] Meteor Strike - A753 | Mi'ihen Fang - A364 | Mighty G - A715 Mighty Guard - A365 | Mighty Wall - A714 | Mimic - A366 Miracle Drink - A729 | Mix - A367 | Monster Arena - A368 Monster enc. info - A834| Moon Crest - A369 [C]| Moon Crest - A776 [KI] Moon Sigil - A370 [C]| Moon Sigil - A777 [KI]| Mortibody - A531 Mortiorchis - A480 | Mortiphasm - A536 | Movie Spheres - A371 MP +5% - A372 | MP +10% - A373 | MP +20% - A374 MP +30% - A375 | MP Sphere - A376 | MP Stroll - A377 Mug - A378 | Murussu - A379 | Music Spheres - A380 Mushussu - A381 | Musk - A382 | ----------------------------------------------------------------------------- LETTER N ----------------------------------------------------------------------------- Nab Gil - A383 | Nap Pass - A879 | Nap Pass 2 - A880 Nap Pass 3 - A881 | Nap Shot - A882 | Nap Shot 2 - A883 Nap Shot 3 - A884 | Nap Tackle - A885 | Nap Tackle 2 - A886 Nap Tackle 3 - A887 | Nebiros - A384 | Nega Burst - A698 Nega Elemental - A385 | Negator - A111 | Nemesis - A386 Neslug - A387 | Nidhogg - A388 | Nirvana - A389 No AP - A390 | No Encounters - A391 | Nova - A392 NulAll - A710 | NulBlaze - A393 [S]| NulBlaze - A394 [WM] NulFrost - A395 [S]| NulFrost - A396 [WM]| NulShock - A397 [S] NulShock - A398 [WM]| NulTide - A399 [S]| NulTide - A400 [WM] ----------------------------------------------------------------------------- LETTER O ----------------------------------------------------------------------------- Oblitzerator - A401 | Oblivion - A754 | Ochu - A402 Octopus - A403 | Ogre - A404 | O. Ruins - A405 O. Ruins Treasure - A847| Omega Weapon - A406 | One-Eye - A407 One MP Cost - A408 | Onion Knight - A409 | Ornitholestes - A410 Osmose - A411 | Overdrive -> AP - A412 | ----------------------------------------------------------------------------- LETTER P ----------------------------------------------------------------------------- Pain - A755 | Panacea - A702 | Pass - A888 Passado - A756 | Penance - A413 | Pendulum - A414 Petrification - A415 | Petrify Grenade - A416 | Phlegyas - A417 Phoenix Down - A418 | Pickpocket - A419 | Piercing - A420 Pineapple - A670 | Pile Venom - A889 | Pile Wither - A890 Pilfer Gil - A421 | Piranha - A422 | Poison - A423 Poison Fang - A424 | Poisonproof - A425 | Poisonstrike - A426 Poisontouch - A427 | Poison Ward - A428 | Potato Masher - A671 Potion - A429 | Power Break - A430 [S2]| Power Break - A431 [S] Power Dist. - A432 [I]| Power Dist. - A735 [S]| Power Sphere - A433 Pray - A434 | Protect - A435 [S]| Protect - A436 [WM] Provoke - A437 [S1]| Provoke - A438 [S]| Pterya - A439 Pteryx - A440 | Purifying Salt - A441 | Puroboros - A442 ----------------------------------------------------------------------------- LETTER Q ----------------------------------------------------------------------------- Qactuar - A443 | Quartet of 9 - A726 | Quick Hit - A444 Quick Pockets - A445 | | ----------------------------------------------------------------------------- LETTER R ----------------------------------------------------------------------------- Ragora - A446 | Raldo - A447 | Raptor - A448 Razzia - A757 | Red Element - A449 | Reflect - A450 [S] Reflect - A451 [WM]| Reflex - A452 | Regen - A453 [S] Regen - A454 [WM]| Regen - A895 [BB]| Remedy - A455 Remiem Temple - A456 | Remora - A457 | Rename Card - A458 Return Sphere - A459 | Ribbon - A460 | Right Fin - A461 Rikku's weapons - A821 | Rikku's armors - A829 | Rolling Thunder - A684 Ronso Rage - A462 | Rook - A463 | Rusty Sword - A773 ----------------------------------------------------------------------------- LETTER S ----------------------------------------------------------------------------- S. - A464 | Sahagin - A466 | Sahagin Chief - A467 Sanctuary Keeper - A468 | Sandragora - A469 | Sand Wolf - A470 Sand Worm - A471 | Saturn Crest - A472 [C]| Saturn Crest - A780 [KI] Saturn Sigil - A473 [C]| Saturn Sig. - A781 [KI]| Scan - A855 [S] Scan - A474 [WM]| Seed Cannon - A475 | Self-Destruct - A476 Sensor - A477 | Sentinel - A478 [S1]| Sentinel - A844 [S] S. Flux - A479 | Shadow Gem - A481 | Shell - A482 [S] Shell - A483 [WM]| Shining Gem - A484 | Shining Thorn - A485 Shinryu - A486 | Shiva - A758 | Shooting Star - A487 Shops info - A835 | Shot - A891 | Shred - A488 Silence - A489 | Silence Attack - A490 | Silence Buster - A491 Silence Grenade - A492 | Silenceproof - A493 | Silencestrike - A494 Silencetouch - A495 | Silence Ward - A496 | Silver Hourglass - A497 Simurgh - A498 | Sin, first - A499 | Sin, second - A661 Sin, third - A662 | Sinscale - A500 | Sinspawn Ammes - A501 Sinspawn Echuill. - A502| Sinspawn Genais - A663 | Sinspawn Geneaux - A503 Sin. G.'s Tent. - A504 | Sinspawn Gui - A505 | Sin. Gui's Head - A506 Sin. Gui's Arm - A507 | Skill Sphere - A508 | Skoll - A509 Slayer - A510 | Sleep - A511 | Sleep Attack - A512 Sleep Buster - A513 | Sleeping Powder - A514 | Sleepproof - A515 Sleep Sprout - A516 | Sleepstrike - A517 | Sleeptouch - A518 Sleep Ward - A519 | Slice & Dice - A520 | Slots - A521 Slow - A522 [S]| Slow - A523 [WM]| Slowga - A524 Slowproof - A525 | Slowstrike - A526 | Slowtouch - A527 Slow Ward - A528 | Smoke Bomb - A529 | S. Natus - A530 Snow Flan - A532 | Snow Flurry - A693 | Snow Wolf - A533 Soft - A534 | S. Omnis - A535 | Sonic Wings - A759 SOS Haste - A537 | SOS NulBlaze - A538 | SOS NulFrost - A539 SOS NulShock - A540 | SOS NulTide - A541 | SOS Overdrive - A542 SOS Protect - A543 | SOS Reflect - A544 | SOS Regen - A545 SOS Shell - A546 | Soul Spring - A547 | Spare Change - A548 Spathi - A549 | Special Sphere - A550 | Spectral Keeper - A551 Speed Dist. - A552 [I]| Speed Dist. - A733 [S]| Speed Sphere - A553 Sphere Grid - A836 | Sphere Shot - A892 | Spherimorph - A554 Spin Ball - A893 | Spiral Cut - A555 | Spirit - A556 Spirit Lance - A557 | Splasher - A558 | Stamina Spring - A559 Stamina Tablet - A560 | Stamina Tonic - A561 | Standard SG guide - A849 Star Curtain - A562 | Stat-max info - A839 | Status Reels - A563 Steal - A564 | Steal info - A852 | Stoic - A565 Stone Breath - A566 | Stoneproof - A567 | Stonestrike - A568 Stonetouch - A569 | Stone Ward - A570 | Stratoavis - A571 Strength +3% - A572 | Strength +5% - A573 | Strength +10% - A574 Strength +20% - A575 | Strength Sphere - A576 | Sufferer - A577 Summoner's Soul - A770 | Sunburst - A700 | Sun Crest - A578 [C] Sun Crest - A774 [KI]| Sun Sigil - A579 [C]| Sun Sigil - A775 [KI] Super Elixir - A708 | Super Goalie - A894 | Super Mighty G - A716 Supreme Gem - A580 | Suteki Da Ne - A286 | Swamp Mafdet - A581 Swordplay - A582 | | ----------------------------------------------------------------------------- LETTER T ----------------------------------------------------------------------------- Tackle - A896 | Tackle Slip - A897 | Tackle Slip 2 - A898 Tactician - A583 | Tanket - A584 | Tallboy - A673 Tech Find - A899 | Teleport Sphere - A585 | Tetra Elemental - A586 Th'uban - A587 | Thorn - A588 | Thor's Hammer - A760 Threaten - A589 [S1]| Threaten - A590 [S]| Three Stars - A591 Thrust Kick - A592 | Thundaga - A593 | Thundara - A594 Thunder - A595 | Thunderblast - A687 | Thunderbolt - A683 Thunder Flan - A596 | Tidal Wave - A690 | Tidus' weapons - A818 Tidus' armors - A826 | Tips & Hints - A665 | Tonberry - A597 Tornado - A598 | Trio of 9999 - A727 | Triple AP - A599 Triple Foul - A600 | Triple Overdrive - A601| Tros - A602 Turbo Ether - A603 | Twin Stars - A604 | ----------------------------------------------------------------------------- LETTER U ----------------------------------------------------------------------------- Ultima - A605 | Ultima Buster - A606 | Ultima Weapon - A607 Ultra Cure - A703 | Ultra NulAll - A713 | Ultra Potion - A701 Underdog's Secret - A608| Use - A609 | ----------------------------------------------------------------------------- LETTER V ----------------------------------------------------------------------------- Valaha - A610 | Valefor - A761 | Varuna - A611 Venom Pass - A900 | Venom Pass 2 - A901 | Venom Pass 3 - A902 Venom Shot - A903 | Venom Shot 2 - A904 | Venom Shot 3 - A905 Venom Tackle - A906 | Venom Tackle 2 - A907 | Venom Tackle 3 - A908 Venus Crest - A612 [C]| Venus Crest - A784 [KI]| Venus Sigil - A613 [C] Venus Sigil - A785 [KI]| Victim - A614 | Victor - A615 Vidatu - A616 | Vitality - A718 | Volley Shot - A909 Volley Shot 2 - A910 | Volley Shot 3 - A911 | Vorban - A617 Vouivre - A618 | | ----------------------------------------------------------------------------- LETTER W ----------------------------------------------------------------------------- Wakizashi - A762 | Wakka's weapons - A822 | Wakka's armors - A830 Warrior Monk - A619 | Warrior - A620 | Warp Sphere - A621 Wasp - A622 | Water - A623 | Watera - A624 Water Eater - A625 | Waterfall - A688 | Water Flan - A626 Waterga - A627 | Water Gem - A628 | Waterproof - A629 Waterstrike - A630 | Water Ward - A631 | Weapons lists - A817 Wendigo - A632 | White Element - A634 | White Magic Sphere - A635 White Wind - A636 | Wings to Discov. - A637| Winning Formula - A638 Winter Storm - A695 | Wither Pass - A912 | Wither Pass 2 - A913 Wither Pass 3 - A914 | Wither Shot - A915 | Wither Shot 2 - A916 Wither Shot 3 - A917 | Wither Tackle - A918 | Wither Tackle 2 - A090 Wither Tackle 3 - A633 | Withered Bouquet - A768| Worker - A639 World Champion - A640 | Wraith - A641 | ----------------------------------------------------------------------------- LETTER X ----------------------------------------------------------------------------- X-Potion - A642 | Xiphos - A643 | ----------------------------------------------------------------------------- LETTER Y ----------------------------------------------------------------------------- Y. Aeon - A644 | YAT-97 - A645 | YAT-99 - A646 Yellow Element - A647 | YKT-11 - A648 | YKT-63 - A649 Yojimbo - A763 | Yojim.'s compat. - A848| Yowie - A650 Y. Ronso - A651 | Yuna's weapons - A819 | Yuna's armors - A827 Yu-Pagoda - A664 | Y. Woman - A652 | ----------------------------------------------------------------------------- LETTER Z ----------------------------------------------------------------------------- Zanmato - A764 | Zaurus - A653 | Zombie - A654 Zombie Attack - A654 | Zombieproof - A656 | Zombiestrike - A657 Zombietouch - A658 | Zombie Ward - A659 | Zu - A660 ============================================================================= ============================================================================= 04.) ABOUT CHARACTERS ============================================================================= ============================================================================= ----------------------------------------------------------------------------- TIDUS | AGE: 17 | JOINS: He's present from the beginning ----------------------------------------------------------------------------- BACKGROUND | Star player of the Zanarkand Abes, a famous team known throughout Zanarkand, is heading for the play that will decide the victor. During blitzball match, a mysterious force known as Sin destroys Zanarkand. In the chaos that ensues after the attack Tidus is swallowed up many years into the future... far away from Zanarkand he once knew. Torn up from everything and everybody he unwillingly sets foot on a pilgrimage throughout Spira as one of Yuna's guardians. During the trip he develops feelings for Yuna (but we already knew he would, right?:)). But there's one other thing on Tidus' mind: hatred for Jecht, his father. ----------------------------------------------------------------------------- FIGHTING STYLE | His main advantage is high dexterity, therefore making him an excellent choice for disposing of fast and agile enemies. However, he has trouble hitting flying enemies. For being bent on speed domination Tidus employs a variety of agility enhancing techniques, such as Haste and Hastega. As a countermeasure he uses Slow and delay techs to disallow fast enemies to even get a turn in. He is first character capable of fighting underwater. ----------------------------------------------------------------------------- OVERDRIVE | His overdrive is called Swordplay. Once selected, try to stop the marker in highlighted area of the bar for additional damage. New overdrives are learned thru repeated use of existing overdrives. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- YUNA | AGE: 17 | JOINS: Besaid island, after leaving Besaid vil. ----------------------------------------------------------------------------- BACKGROUND | Daughter of high summoner Braska, the last summoner who was able to defeat Sin 10 years ago. She has just recently became fully-fledged summoner after her prayers have been anwered at Besaid temple and she was entrusted with first aeon. Yuna has decided long ago that she will follow in her father's footsteps and become the next summoner, who will bring the Calm to Spira. For that to happen she must journey to many temples and pray to fayth inside each temple in order to obtain Final Aeon, the only means of destroying Sin. ----------------------------------------------------------------------------- FIGHTING STYLE | Yuna is one of the weakest characters on the battlefield, when it comes to taking physical damage (she makes up for lack of defence with high starting evasion). Her magical prowess is high, however. She can aid the party well with waste array of her white magic spells, most important being Esuna, Holy, Auto-Life, Protect, Shell and Reflect (there's many more spells, tho'). Her other strength lays in aeons - she's the only one who can summon. Is there a particularly strong enemy in your way that just won't go down? Call in Yuna and let the fiend have a taste of what it feels like to be outmatched. ----------------------------------------------------------------------------- OVERDRIVE | Her overdrive is called Grand Summon. When used, the aeon called enters the fray with full overdrive gauge. Once aeon uses the overdrive, overdrive gauge returns to previous level. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LULU | AGE: 22 | JOINS: Besaid island, after leaving Besaid vil. ----------------------------------------------------------------------------- BACKGROUND | One of Yuna's guardians. She considers Yuna like a younger sister, which needs to be protected. After Yuna becomes fully-fledged summoner, Lulu decides that she will protect her on the journey, no matter the costs. This is Lulu's third pilgrimage so far and since the third is usually the best... Lulu is calm and always seems to be in control of the situation. However, under the fierce outside appearance a gentle and compassionate heart beats. ----------------------------------------------------------------------------- FIGHTING STYLE | Much like Yuna, Lulu is also pretty weak when it comes to taking physical damage (her starting evasion is even higher than that of Yuna). She's fairly tough when it comes to taking heavy brunts of magic attacks. Her main specialty is black magic, the most important being Demi, Flare, Ultima and Death (there's many more). She is the fear of flan-type and element-type elements, for she can dispose of those using only one of many elemental spells she can learn. ----------------------------------------------------------------------------- OVERDRIVE | Her overdrive is called Fury. When selected, rotate the right stick as fast as you can. New Furies are available once Lulu learns respective spell. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- RIKKU | AGE: 15 | JOINS: Moonflow - North bank ----------------------------------------------------------------------------- BACKGROUND | A young Al Bhed girl, equivalent of FF7's Yuffie and FF8's Selphie, this cheerful individual will surely keep you in the good mood. There seems to be a certain relationship between her and Yuna... what it is about, I'll let you find out for yourself when playing the game. ----------------------------------------------------------------------------- FIGHTING STYLE | Another character that falls easily to physical attacks. She makes up for it with superior starting speed. Where she does come in useful are her special abilities, with which she can steal from enemies (stealing from most robot-type enemies will destroy those instantly), attack enemies using excessive gil or even bribe enemies and receive rare items in exchange. She is second character capable of fighting underwater. ----------------------------------------------------------------------------- OVERDRIVE | Her overdrive is called Mix. By combining two items from your inventory she can conjure up one of 64 ending results ranging from healing to attack. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- WAKKA | AGE: 22 | JOINS: Besaid beach ----------------------------------------------------------------------------- BACKGROUND | Captain of Besaid Aurochs, an unsuccessful blitz team, who is yearning for victory, even if just one. Wakka is easily recognizable with his trademark hairstyle. He introduces Tidus to the rest of the gang after Tidus washes up at the beach of Besaid. After this year's blitz tournament Wakka will retire and devote his time to be full-time guardian. Will he really...? ----------------------------------------------------------------------------- FIGHTING STYLE | Armed with a strange weapon, blitzball, he can take on flying enemies and enemies with high evasion. Thanks for this goes to his superior starting accuracy. Other field Wakka's good at are his skills, with which he can put enemies to sleep, silence or darkness them. He is third and final character capable of fighting underwater. ----------------------------------------------------------------------------- OVERDRIVE | His overdrive is called Slots. When activated, fruit machine with three reels will spin. Depending on the symbols shown a variety of attacks can be launched. More overdrives are available by winning blitz games. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- AURON | AGE: 35 | JOINS: Luca, during blitz tourney ----------------------------------------------------------------------------- BACKGROUND | Former guardian of Braska, Auron helped defeat Sin ten years ago. Now he joins forces with Yuna and other guardians to put a stop to Sin's terror once and for all. Rather than words he lets his huge sword do the talking. But there's something about Auron which just doesn't seem to be right... how the heck does he know so much about Sin? This and many other questions will be answered late in the game. ----------------------------------------------------------------------------- FIGHTING STYLE | A powerful melee fighter, Auron is primary choice for dealing with tough enemies, especially those who are armored. He is also known for his Break abilities, which cut down on enemy's attack and defence. Two downsides, low agility and weak magic defence make him susceptible to taking many hits (augmented by high HP). ----------------------------------------------------------------------------- OVERDRIVE | His overdrive is called Bushido. When activated, enter the commands in given time limit to enable additional damage or effects. New overdrives are learned by collecting Jecht spheres. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- KIMAHRI | AGE: 25 | JOINS: S.S. Liki ----------------------------------------------------------------------------- BACKGROUND | Member of the Ronso tribe, proud race of warriors who inhabit Gagazet mountain, Kimahri has watched over Yuna since she was small child. Like Auron, he doesn't speak much, instead focuses only on his job as the guardian. ----------------------------------------------------------------------------- FIGHTING STYLE | Another strong close combat expert, tearing thru armored enemies like they weren't even there. Fails to hit flying and agile enemies, though... in addition he's also somewhat slow and prone to magic damage. ----------------------------------------------------------------------------- OVERDRIVE | His overdrive is called Ronso Rage. When selected, choose one of enemy skills and use it against the enemies themselves. New Ronso Rages are learned by using Lancet on respective enemies. ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 05.) UNDERSTANDING CHARTS AND ABBREVIATIONS ============================================================================= ============================================================================= ***************************************************************************** 1 - BOSS / MONSTER CHART - OVERVIEW ***************************************************************************** Boss parts within the Walkthrough section, monster parts in 'About monsters' and any enemy I deem worthy enough to be examined will be listed: ----------------------------------------------------------------------------- 1. Name | 2. Hit Points | 5. Stats 3. Magic Points | 4. AP awarded | ----------------------------------------------------------------------------- 6. Steal items | 7. Dropped items 8. Gil reward | 9. Bribed items ----------------------------------------------------------------------------- 10. Status immune | 11. Status resist 12. Doom counter | 13. Poison % ----------------------------------------------------------------------------- 14. Element prop ----------------------------------------------------------------------------- 15. Equipment prop ----------------------------------------------------------------------------- 16. Sensor / Scan ----------------------------------------------------------------------------- 17. Attack prop ----------------------------------------------------------------------------- 18. Strategy ----------------------------------------------------------------------------- ***************************************************************************** 2 - BOSS / MONSTER CHART - IN-DEPTH EXPLANATION ***************************************************************************** Above chart alone doesn't explain much, does it? As you can see, it's set up in 8 aspect classes when it comes to boss / monster information. Abbr you see mentioned below terms are then found in place of their respective longer cousins. ----------------------------------------------------------------------------- ASPECT CLASS 1 - BOSS' / MONSTER'S VITAL INFORMATION ----------------------------------------------------------------------------- 1. Name: Name of the boss / monster 2. Hit Points: Hit Points boss / monster has - once they reach zero, HP boss / monster is defeated; the other value you'll see here after the slash is how much damage you must inflict to achieve Overkill NOTE: NO OV! mark means that Overkill can't be achieved. 3. Magic Points: Magic Points boss / monster has MP 4. AP awarded: as with HP you will see two figures, like this -> XX-YY; AP XX are AP you earn by defeating boss / monster normally and YY are AP gained for Overkill 5. Stats: Information on boss' / monster's statistics, which will go like this... Strength (St), Defence (Df), Magic (Mg), Magic Defence (Md), Agility (Ag), Luck (Lu), Evasion (Ev), Accuracy (Ac) ----------------------------------------------------------------------------- ASPECT CLASS 2 - BOSS' / MONSTER'S ITEM & GIL INFORMATION ----------------------------------------------------------------------------- 6. Steal items: First number and item listed denote common steal, second ST number and item denote rare steal; if there's only one item listed, then same item counts as both common and rare steal; two examples follow Same item for both steals -> 1x-2x Mana Sphere Different item -> 1x Power Sphere, 3x HP Sphere 7. Dropped items: First number and item listed denote common drop, second DR number and item denote rare drop; if there's only one item listed, then same item counts as both common and rare drop; if boss / monster is Overkilled, you usually receive double amount of that item; two examples follow Same item for both drops -> 2x-4x; 2x-4x Special Sphere Different item -> 1x-2x HP Sphere; 1x-2x MP Sphere 8. Gil reward: Amount of gil received at end of battle GIL 9. Bribed items: Item you get by successfully bribing *some* bosses and BR most monsters, followed by amount of gil you need to 'donate' to receive that item ----------------------------------------------------------------------------- ASPECT CLASS 3 - BOSS' / MONSTER'S STATUS INFORMATION* ----------------------------------------------------------------------------- 10. Status immune: All statuses boss / monster is immune to STIMM 11. Status resist: All statuses which can be inflicted upon a boss / STRESIS monster, but with a certain % probability 12. Doom counter: Some monsters / bosses have no immunity or resistance to DCOUNT Doom status. That's why this special entry is needed. Number here marks amount of turns fiend has remaining before being KO-ed. 13. Poison %: Some monsters / bosses have no immunity or resistance to POI% Poison status. That's why this special entry is needed. Number here marks percentage of MAX HP fiend loses for each turn it takes. * - if there is a status NOT mentioned, this means you can inflict that status with almost 100% prob. ----------------------------------------------------------------------------- ASPECT CLASS 4 - BOSS' / MONSTER'S ELEMENT INFORMATION ----------------------------------------------------------------------------- 14. Element prop: Information on boss' / monster's element affinities, ELEMWEAK which are fire, ice, lightning, water and holy; elements ELEMHALF not mentioned cause normal damage to the fiend, while ELEMIMM abbr to the left of this should be self-explanatory ELEMABS ----------------------------------------------------------------------------- ASPECT CLASS 5 - BOSS' / MONSTER'S EQUIPMENT INFORMATION ----------------------------------------------------------------------------- 15. Equipment prop: Information on how many slots you can expect to find on EQUIPMENT dropped pieces of equipment, how many abilities you can DWA expect to find forged into the equipment (DWA - weapons, DAA DAA - armors) weapon and finally prob. % of equipment piece being dropped ----------------------------------------------------------------------------- ASPECT CLASS 6 - BOSS' / MONSTER'S SENSOR & SCAN INFORMATION ----------------------------------------------------------------------------- 16. Sensor / Scan: What info do Sensor and Scan of target fiend hide? ----------------------------------------------------------------------------- ASPECT CLASS 7 - BOSS' / MONSTER'S ATTACK PROPERTIES ----------------------------------------------------------------------------- 17. Attack prop: Information on boss' / monster's attacks, like who they target etc.; if the attack inflicts any statuses, listed in parenthesis will be info for how many chr's turns (those not mentioned are permanently in effect) ----------------------------------------------------------------------------- ASPECT CLASS 8 - BOSS' / MONSTER'S STRATEGIC INFORMATION ----------------------------------------------------------------------------- 18. Strategy: Complete and in-depth strategy on how to defeat the boss; for monsters expect to find a quick hint on defeating a certain monster ----------------------------------------------------------------------------- IMPORTANT NOTE: IF YOU SEE A PART OF THE CHART NOT PRESENT, THAT MEANS THAT MONSTER / BOSS IN QUESTION DON'T PRESENT OR DON'T HAVE THAT PARTICULAR PART! Example 1: Most bosses are immune to Doom, so I'll be omitting DCOUNT part for such bosses. Example 2: Most bosses are immune to Bribe, so BR part will not be included. Example 3: Many regular enemies have no statuses they resist with certain %, so making STRESIS entry is not necessary. ***************************************************************************** 3 - ABBREVIATIONS USED IN THIS GUIDE ***************************************************************************** There will be a lot of abbrs. They're as follows... ----------------------------------------------------------------------------- WATT - water magic attack | WATTP - water based physical attack FATT - fire magic attack | FATTP - fire based physical attack LATT - lightning magic attack | LATTP - lightning based phys. attack IATT - ice magic attack | IATTP - ice based physical attack GRATT - gravity magic attack | GRATTP - gravity based physical attack HATT - holy magic attack | NATT - non-elemental magic attack CATT - counterattack | STATT - special type attack VS - versus | chr - single character chrs - multiple characters | phd - physical damage mgd - magic damage | std - special type damage fire phd - fire el. physical damage | lightning phd - light. el. phy. damage water phd - water el. physical damage| ice phd - ice el. physical damage holy phd - holy el. physical damage | fire mgd - fire el. magical damage lightning mgd - lig. el. mag. damage | water mgd - water el. magical damage ice mgd - ice el. magical damage | holy mgd - holy el. magical damage NS - nothing special | RAA - recommended armor abilities RWA - recommended weapon abilities | SG - Standard Sphere Grid ESG - Expert Sphere Grid | SIL - silence SLE - sleep | DAR - darkness POI - poison | PET - petrification SLO - slow | ZOM - zombie POW - power break | MAG - magic break ARM - armor break | MEN - mental break THR - threaten | DEA - death PRV - provoke | DOO - doom NUL - nul effects | SHE - shell PRT - protect | REF - reflect HAS - haste | REG - regen DIS - distil effects | SEN - sensor SCA - scan | DEM - demi DEL - delay effects | EJE - eject ST - steal from enemy | DR - drop after battle BR - item that can be bribed | STIMM - status immunity STRESIS - status resistance | DWA - dropped weapon abilities DAA - dropped armor abilities | prob. - probability ELEMWEAK - el. fiend is weak against | ELEMHALF - el. fiend is strong against ELEMIMM - el. fiend is immune to | ELEMABS - el. fiend absorbs as HP FIR - fire | LIG - lightning WAT - water | ICE - ice HOL - holy | na - not applicable DCOUNT - Doom counter | POI% - poison percentage per turn ----------------------------------------------------------------------------- ***************************************************************************** 4 - EXAMPLE OF BOSS / MONSTER CHART ***************************************************************************** ----------------------------------------------------------------------------- Chocobo Eater | HP: 10000-800 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 5 | AP: 90-135 | 25, 25, 20, 35, 12, 15, 0, 25 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 2x Lv.1 Key Sp. GIL: 970 | ----------------------------------------------------------------------------- STIMM: BER, BRI, CON, DEA, DEM, DOO | STRESIS: 50% Break sk., 40% POI EJE, PET, SIL, SLE, THR, ZOM | POI%: 5% ----------------------------------------------------------------------------- ELEMWEAK: FIR ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Mag+5%, Mag+10%, Piercing, Sensor, Str+5%, Str+10% DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Vulnerable to darkness. SCAN: Stick with piercing weapons until you knock him over... ----------------------------------------------------------------------------- a) 'Rush attack' - GRATTP VS all chrs - phd - tears off 18,75% of current HP b) You're next! - charge turn for Fist of Fury attack... ----------------------------------------------------------------------------- STRATEGY | An interesting battle. It's comprised of five 'slots'... ----------------------------------------------------------------------------- If you look at the chart with a deep-eye, you'll see few parts missing. As already said, this doesn't mean I forgot about them - IT MEANS THAT BOSS / MONSTER IN QUESTION DOESN'T OFFER THIS PARTICULAR PIECE OF INFO. Let's examine what's not mentioned: 1. Bribe part is missing. Reason? You don't get anything for Bribing Chocobo Eater, as it is immune to Bribe. 2. DCOUNT part is missing. Reason? If you look at STIMM part, you'll see DOO among the crowd - boss is immune to Doom, so no need to make DCOUNT part. 3. In element section only ELEMWEAK is present, others are missing. Reason? Chocobo Eater's only elemental affinity is fire - it's vulnerable to fire. Other four elements needn't be mentioned, as boss takes normal damage from those elements. ============================================================================= ============================================================================= 06.) BASIC CONTROLS ============================================================================= ============================================================================= BASIC CONTROL EXPLANATIONS I'll get you started by explaining what are the controls you'll be using when playing the game. There are four distinctive control modes you'll have to get used to. These are battle screen controls (inside random or boss battle), field screen controls (when walking about), menu screen controls (when inside many menus, accessible with triangle button; when shopping) and lastly Sphere Grid controls. May be hard for a start, but you'll get a grasp of it in ten minutes. I - BATTLE SCREEN CONTROLS Up/down dir.b. - move cursor Left analog stick - move cursor, change between command sets Left/right dir.b. - change between command sets Right analog stick - used only in Lulu's Overdrives Circle button - cancel selection, return to previous selection X button - confirm selection, advance to next selection Triangle button - character defends (also skips the turn) Square button - used only in some of Auron's Overdrives L1 button - display chr switch window, select character to switch L2 button - select character to switch R1 button - scroll CTB window up R2 button - scroll CTB window down Start button - not used Select button - turn help window on or off II - FIELD SCREEN Direct. buttons - move character about Left analog stick - move character about Right analog stick - not used Circle button - cancel selection, return to previous sel., walk (hold) X button - confirm selection, advance to next sel., talk, examine Triangle button - enter menu Square button - press near blitz players for their status (once it is available), used to trigger few special events L1 button - not used L2 button - not used R1 button - not used R2 button - not used Start button - pause the game (disabled during some scenes) Select button - not used III - MENU SCREEN Direct. buttons - move cursor Left analog stick - move cursor Right analog stick - not used Circle button - cancel selection, return to previous selection X button - confirm selection, advance to next selection Triangle button - not used Square button - not used L1 button - switch characters L2 button - scroll menu list backwards R1 button - switch characters R2 button - scroll menu list forwards Start button - not used Select button - not used IV - SPHERE GRID SCREEN Direct. buttons - move cursor Left analog stick - move cursor Right analog stick - not used Circle button - cancel selection, return to previous selection X button - call the basic menu (Move or Use), confirm selection, advance to next selection Triangle button - call up status info, scroll thru status info Square button - not used L1 button - change view L2 button - change view R1 button - switch to next character R2 button - switch to previous character Start button - not used Select button - zoom in or out Finally, pressing L1, L2, R1, R2, Select and Start buttons all together performs soft reset and returns you to start up sequence. Soft reset is disabled during certain sequences and during battle animations. ============================================================================= ============================================================================= 07.) WHAT'S SPHERE GRID? ---> A836 ============================================================================= ============================================================================= Q1 - What is Sphere Grid? A1 - Sphere Grid is what I would call an advancement system of sorts. If you haven't noticed already, there is no EXP or chrs' levels in FFX. Instead you get to use Sphere Grid, a rather big board with lots of circles, called nodes. These nodes are filled with all kind of stuff... black magic, white magic, special abilities etcetera. You are required to move across this grid, activating the nodes as you pass them in order to raise your characters. Q2 - Raise my characters? I'm not their mother! A2 - Bad wording.:P Anyway, by raising I mean raising chr's statistics, such as HP and Strength. Fighting alone will bring you nowhere, as it doesn't increase stats. You have to use Sphere Grid (SG from now on) in order to increase chr's stats to be able to defeat enemies late in the game. Q3 - So how do I that? A3 - You may have noticed something called S. Level (SLV from now on). This stands for Sphere Level. By having your chrs participate in a battle and defeating fiends any character that made at least one action in that battle (even if just defending for one turn) will gain AP (Ability points). Once you gain enough AP for certain chr's SLV to increase by say one level, that character can now move ahead or back on SG. By ahead I mean moving over SG on nodes character hasn't yet activated or been to, and by back I mean moving on nodes character has already activated or been to. Q4 - My SLV increased by five levels. Now what do I do? A4 - You have two options. Most common decision is to move forward, in which case the cost will be 1 SLV per one new node. In case you decide to move back, cost is 1 SLV for up to four old nodes. So in your case you'd be able to move 5 nodes forward, 20 nodes back or 12 nodes back, then 2 nodes forward. Remember, once you move on SG, that's it! SLV used for the process are lost for good. Q5 - I see a node that has something in it. What is that for? A5 - There's 16 different kinds of nodes you're able to find on SG. a) Empty node - wanna guess? b) Node with letter H - once activated, raises chr's HP c) Node with letter M - once activated, raises chr's MP d) Node with sword - once activated, raises chr's Str e) Node with shield - once activated, raises chr's Def f) Node with encircled triangle - once activated, raises chr's Mag g) Node with shielded triangle - once activated, raises chr's Mdef h) Node with arrow (points left)- once activated, raises chr's Agi i) Node with star - once activated, raises chr's Luck j) Node with 'yin-yang' symbol - once activated, raises chr's Eva k) Node with bulls-eye - once activated, raises chr's Acc l) Node with letter 'X' - once activated, chr can use this Skill m) Node with encircled + - once activated, chr can use this Special n) Node with white square - once activated, chr can use this Wht Magic o) Node with black square - once activated, chr can use this Blk Magic p) Node with L.* sign - this is a Lock node and prevents chrs from advancing past this node; it can be removed with appropriate Lv.* Key Sphere Note: * represents numbers 1, 2, 3 or 4 Q6 - Activate nodes? How do I do that? A6 - There's two requirements in order for a chr to activate a node. First, chr must be on or adjacent to the node you want to activate and second, you'll need spheres. Lots of them. All of such spheres and what they do is listed below: - POWER SPHERE - activates Strength, Defence and HP nodes - MANA SPHERE - activates Magic, Magic Defence and MP nodes - SPEED SPHERE - activates Agility, Accuracy and Evasion nodes - ABILITY SPHERE - activates Skill, Special, Wht Magic and Blk Magic nodes - FORTUNE SPHERE - activates Luck nodes - ATTRIBUTE SPHERE - activates attribute node already activated by ally - SPECIAL SPHERE - activates Special node already activated by ally - SKILL SPHERE - activates Skill node already activated by ally - WHT MAGIC SPHERE - activates White Magic node already activated by ally - BLK MAGIC SPHERE - activates Black Magic node already activated by ally - MASTER SPHERE - activates any node - LV.1 KEY SPHERE - removes Lv.1 Lock - LV.2 KEY SPHERE - removes Lv.2 Lock - LV.3 KEY SPHERE - removes Lv.3 Lock - LV.4 KEY SPHERE - removes Lv.4 Lock - HP SPHERE - turns empty node into HP+300 node - MP SPHERE - turns empty node into MP+40 node - STRENGTH SPHERE - turns empty node into Str+4 node - DEFENCE SPHERE - turns empty node into Def+4 node - MAGIC SPHERE - turns empty node into Mag+4 node - MAGIC DEF SPHERE - turns empty node into Mdef+4 node - AGILITY SPHERE - turns empty node into Agi+4 node - EVASION SPHERE - turns empty node into Eva+4 node - ACCURACY SPHERE - turns empty node into Acc+4 node - LUCK SPHERE - turns empty node into Luck+4 node - CLEAR SPHERE - removes nodes from SG** - RETURN SPHERE - returns to any previously activated node by current chr - FRIEND SPHERE - teleports to any ally's location - TELEPORT SPHERE - teleports to any activated node - WARP SPHERE - teleports to any node Note: ** Clear Spheres cannot erase Ability, White Magic, Black Magic, Skill and lock nodes. Q7 - OK, I get activation and that... btw, what are those small spots I see around every node on SG? A7 - These are used to quickly tell which chr has already activated which node. There are 7 spots, differently colored and representing one of each of playable chrs. Once certain chr has activated a certain node, that chr's spot around activated node will light up. This is a useful feature for quick reference without having to switch thru all chrs to see which chr has activated which node. Also, when chr is selected, you will see a colored line after or before that chr. Use this to see what path that chr has already walked on in order to avoid wasting SLV for trips over paths you've already been to. - LIGHT BLUE color belongs to Tidus - WHITE color belongs to Yuna - PURPLE color belongs to Lulu - GREEN color belongs to Rikku - RED color belongs to Auron - DARK BLUE color belongs to Kimahri - YELLOW color belongs to Wakka Q8 - I need advice on choosing the SG I would like to use during the game. A8 - If FFX is your very first FF or you're playing it for the first time, I highly suggest you choose Standard Sphere Grid. However, if you have already finished the game once, or are feeling daring enough to undertake the challenge of Expert Sphere Grid, be my guest. Expertize as you see fit. What is very good about Expert SG is that all chrs start very close, therefore if you want to have a party consisting of black mages only, this isn't a problem. The bad side is that you need to plan ahead on what path you'd like to take. Q9 - What are all those empty nodes for? I doubt they're there just for an eye- candy... A9 - *eats a candy* Nope. They're to be used late in the game, when you have access to Monster Arena. By defeating monsters there you can gain possession of special spheres that can be used to fill empty nodes. For example, by defeating Ironclad you'll get HP Sphere, which you can use anywhere on SG (as long as it's used on an empty node) in order to raise your HP by 300. The same applies for all other 9 statistics. Q10 - There's a lot of crappy +1 nodes on SG. And all spheres I use on empty nodes morph into +4 nodes, so I wanna get rid of all +3 and lesser nodes. A10 - Your help awaits in Monster Arena again. By unlocking Ultima Buster in Monster Arena you'll be able to buy Clear Spheres, which is used to remove any node (except Ability nodes) from SG permanently. Beware - if you remove say Str+3 node which has been activated by Lulu and Yuna, Str bonus that erased node carried is also 'lost' for Yuna and Lulu, ie their Str stat will drop by 3 when Str+3 node is erased. Q11 - What are new abilities added in FFX PAL version? A11 - Indeed we're lucky bastards... - PILFER GIL (steal gil from enemies) - NAB GIL (steal gil from enemies and deal damage at same time) - FULL BREAK (Power, Armor, Magic and Mental Break on one enemy) - QUICK POCKETS (use items quickly with reduced recovery time) - EXTRACT POWER (target fiend drops Power Spheres) - EXTRACT MANA (target fiend drops Mana Spheres) - EXTRACT SPEED (target fiend drops Speed Spheres) - EXTRACT ABILITY (target fiend drops Ability Spheres) Q12 - Any other tips you can give me? A12 - Let's see... Rather then collecting lots of SLV, use them to teach your characters new abilities or to increase their attributes. Finally, save your game when you enter SG. Thus, if you make a mistake, you can always reload. ============================================================================= ============================================================================= 08.) STANDARD SPHERE GRID ---> A849 ============================================================================= ============================================================================= In here you'll find info on how many Sphere Levels a certain character must reach in order to learn all abilities on his/her path before reaching the end of its path in case you chose Standard Sphere Grid (I'll make few exceptions of course). Don't understand what I mean? Don't worry, you'll soon get what I mean when you throw a look a bit below. Notes: --> Some abilities require a certain character to stray a bit off from his or her path (for example, Death). I'll include them as well. --> Info on how many Sp. L. you need to gain is based on Standard Sphere Grid --> It'll look like this example: Name of ability - Sphere Levels needed --> After you reach last ability on character's path, I'll suggest on what to do next, for example, send Tidus down Auron's path or something similar ----------------------------------------------------------------------------- I - TIDUS ----------------------------------------------------------------------------- Cheer - 2 | Flee - 5 | Extract Speed - 11 Haste - 14 | Provoke - 22 | Delay Attack - 27 Slow - 40 | Slowga - 53 | Delay Buster - 68 Hastega - 78 | Quick Hit - 105 | ----------------------------------------------------------------------------- WHERE TO NEXT?: Tidus finishes his stroll very close to first third of Yuna's path - which is the way I recommend to go. First wait a bit until you get Lv.3 Key Sp. to remove the annoying lock. Then move in to learn Shell, Protect and Cura. Afterwards proceed in Yuna's direction... ----------------------------------------------------------------------------- II - AURON ----------------------------------------------------------------------------- Power Break - learned | Extract Power - 7 | Guard - 10 Magic Break - 21 | Threaten - 40 | Armor Break - 48 Mental Break - 53 | Sentinel - 87 | ----------------------------------------------------------------------------- WHERE TO NEXT?: Auron finishes close to Tidus' path. While Auron has HP and Str, he lacks Agi and Eva, so I suggest going after Tidus. There's a small matter removing Lv.2 Lock first tho'. After it's gone, learn Delay Attack and Provoke, then proceed after Tidus' path. ----------------------------------------------------------------------------- III - WAKKA ----------------------------------------------------------------------------- Dark Attack - learned | Silence Attack - 7 | Extract Ability - 12 Aim - 20 | Sleep Attack - 27 | Dark Buster - 41 Drain - 44 | Silence Buster - 56 | Sleep Buster - 68 Osmose - 77 | Triple Foul - 105 | ----------------------------------------------------------------------------- WHERE TO NEXT?: Wakka's got the Acc, but not HP and sufficient Str. So Auron's is the way to go. Remove Lv.3 Lock first, then have Wakka learn Armor Break, after which go after Auron's path. ----------------------------------------------------------------------------- IV - KIMAHRI Oh boy, his is a little bit complicated. Namely, Kimahri's path does contain few abilities, but once you learn them all, you'll have to decide what you want Kimahri to be. White Mage, Black Mage, choice is yours... However, I'd suggest sending him down Rikku's path, as having two characters being able to steal always pays off. You may see a problem, tho'. Two Lv.1 Locks. Don't worry, by the time we send Kimahri on Rikku's path, you'll already have a bunch of Lv.1 Key Spheres. From Kimahri's position send him right first. My calculations are done based on that decision. ----------------------------------------------------------------------------- Lancet - learned | Scan - 6 | Extract Mana - 7 Jinx - 8* | At 45 Sp.L...** | Steal - 52 Use - 53*** | | ----------------------------------------------------------------------------- * - now send him past Lancet ability up and travel all over these stat nodes to improve Kimahri's stats ** - use your first Lv.1 Key Sp. to remove first lock and at 49 Sp.L. use your second Lv.1 Key Sp. to remove second lock - you're now on Rikku's path *** - Here use Lv.2 Key Sp. to remove the lock and accumulate additional 3 Sp.L. to learn Dispel, then return on the path Rikku took ----------------------------------------------------------------------------- V - LULU ----------------------------------------------------------------------------- Fire - learned | Water - learned | Thunder - learned Blizzard - learned | Focus - 12 | Fira - 26 Thundara - 27 | Watera - 27 | Blizzara - 28 Reflex - 36 | Bio - 52 | Demi - 68 Death - 75 | Waterga - 78 | Firaga - 79 Thundaga - 79 | Blizzaga - 79 | Flare - 104 ----------------------------------------------------------------------------- WHERE TO NEXT?: Lulu's got the Eva and Mag, but not HP or Agi, so I'd actually go for three choices. If you want to make her even more deadly, go after Yuna's path (in this case use one of Teleport Spheres). If you want to make her fare longer in battle, go after Auron's path (use Teleport Sphere as well). For Agi go down Rikku's path (use Teleport Sphere). ----------------------------------------------------------------------------- VI - RIKKU ----------------------------------------------------------------------------- Use - learned | Steal - learned | Luck - 11 Spare Change - 17 | Mug - 41 | Bribe - 71 ----------------------------------------------------------------------------- WHERE TO NEXT?: Tough call. Personally I'd make her HP bigger, so Auron's path would be the way to go. I've received an excellent tip from GamerZombie666 regarding Rikku. Once you regain her back when crossing a large body of water on a certain animal, you'll see that she starts very close to Reflect on the standard SG - there's only a matter of Lv.2 Lock in the way. First Lv.2 Key Sp. you can obtain after getting Rikku permanently is after beating Spherimorph boss in Macalania woods. So save Rikku's SLVL until after beating boss mentioned, then use her SLVL to move over SG toward Reflect node, use newly gained LV.2 Key Sp. to remove Lv.2 Lock and Reflect is yours. It will prove mightily useful for later battles. ----------------------------------------------------------------------------- VII - YUNA ----------------------------------------------------------------------------- Cure - learned | Esuna - learned | NulBlaze - 2 NulShock - 3 | NulFrost - 4 | NulTide - 5 Life - 14 | Pray - 19 | Cura - 37 Shell - 43 | Protect - 48 | Reflect - 59 Dispel - 64 | At 65th Sp.L...* | Steal - 68 Curaga - 82 | Regen - 89 | Holy - 106 ----------------------------------------------------------------------------- * have Yuna use Lv.2 Key Sp. to remove Lv.2 Lock - gain two more Sp.L. to learn Use WHERE TO NEXT?: If you keep going, you can get Full-Life for 12 SLVL ahead. Once you get hold of some of spheres that teleport you across the grid, return to start of Yuna's section (armed with LV.4 Key Sp. as well) and get Auto-Life. Same call as with Lulu, so take a look below Lulu's section - where Lulu's mentioned, substitute her name with Yuna's and you've got where you want to go. ============================================================================= ============================================================================= 09.) EXPERT SPHERE GRID ---> A838 ============================================================================= ============================================================================= This is an interesting section, especially for those who own PAL version. When I first purchased FFX, I chose Expert grid, only to find myself later in the game way underpowered since I didn't know how to utilize that grid. Instead of gaining insane amounts of AP to backtrack, I quit and started new game, this time with usual Sphere Grid. I finished the game with no problems that way (well, if I don't count times I died in boss fights). Q1 - What is Expert Sphere Grid (ESG)? A1 - Expert Sphere Grid (ESG) is additional Sphere Grid (SG) you can choose from when starting a new game. ESG is only available in FFX: PAL version and FFX: International. It's not in the NTSC version of FFX. Q2 - What are the differences between regular SG and ESG? A2 - First big difference is starting point of all characters. All chrs, sans Rikku start very close together. If you take a look at expert grid in your game, you will see that Lv.1 Lock is all that separates Rikku from the rest of the party (or vice versa, if you wish looking at it that way). According to my notes, first Lv.1 Key Sphere is obtained at start of Mi'ihen highroad - so only after that event you'll be able to remove the first (this one, if you like) Lv.1 Lock. Second difference is total amount of nodes available on ESG. ESG has 55 nodes less than ordinary SG. Third difference is 8 more abilities were added to PAL version. These abilities are also on ordinary SG, but it feels right to mention them again: - PILFER GIL (steal gil from enemies) - NAB GIL (steal gil from enemies and deal damage at same time) - FULL BREAK (Power, Armor, Magic and Mental Break on one enemy) - QUICK POCKETS (use items quickly with reduced recovery time) - EXTRACT POWER (target fiend drops Power Spheres) - EXTRACT MANA (target fiend drops Mana Spheres) - EXTRACT SPEED (target fiend drops Speed Spheres) - EXTRACT ABILITY (target fiend drops Ability Spheres) Q3 - Any recommendations on how to start with my characters when they join my party (when using ESG)? Note: For reference use the picture at following URL: http://splitinfinity.50megs.com/images/chr_start.jpg A3 - I'd suggest the following course of action when playing ESG: --> Tidus, Wakka, Lulu and Yuna learn Lancet - that way you'll be supplied with endless stream of HP and MP, both of which you'll be able to get from random enemies you'll encounter along the way --> if you can spare some time, also have Kimahri and Tidus learn Dark Attack --> then have Tidus, Wakka, Lulu and Kimahri learn Cure and Esuna --> around now I'll assume you're able to fight Lord Ochu - kill him (make sure you Overkill him) in order to receive 2x HP Sphere (if you get MP Spheres, reset and kill him again) - use those two HP Spheres on two empty nodes near Esuna and you'll gain quick 600 HP boost for all characters --> after that is learned, have Yuna and Kimahri follow the path that leads to Lulu's Thunder, Fire, Blizzard and Water spells - when you reach them, naturally have them learn those spells --> now you have a party of characters, all of which are able to cure status ailments (no longer you have to rely on Yuna only), all of which are able to restore lost HP (no longer you have to rely on Yuna only), all of which are able to restore HP and MP at same time while weakening the monsters with help of Lancet ability (no longer you have to rely on Save Points and Ethers, which are hard to find) and three formidable black mages (no longer you need to rely on Lulu only) --> after this preparations are accomplished, distribute the characters back to the way they used to be (you might want to have one more chr go up Tidus' path until both Tidus and that other chr learn Haste) This section remains as it is. I can't think of any reasonable way for the characters to go or recommend to go. There is always a chance that a certain skill is better in certain situation etc. I just can't. Apart from starting tips I provided a bit up I leave you on your own path of choosing what's the best for you. ============================================================================= ============================================================================= 10.) ABOUT MENUS ============================================================================= ============================================================================= In this part I'll do my best to thoroughly explain each menu, submenu, mastermenu and god knows what menus are there left. I'll decipher in-battle menus first, then those that appear once a battle is over, then those you come by when shopping or selling stuff, and finally the mastermind behind them all - famous Bermuda Triangle, which appears once you press Triangle button whenever on a field screen. *Shoots down UFO*. Better start before the invasion begins... ***************************************************************************** 1A - BATTLE MENUS - MAIN COMMAND WINDOW ***************************************************************************** This is the command menu you'll be using the most when in battle. It is located in lower left of battle screen. It houses seven different commands you can choose from. Not all are available from the start of game. But once you learn a specific ability that falls into one of the command categories, that command will become selectable. Each command, when chosen, will as next step require you to select a target, or lead you to a submenu where even more options await you. Have no fear, the explanations are here. ----------------------------------------------------------------------------- ATTACK | attack an enemy with equipped weapon Very simple. After you select Attack command, you'll be prompted to select one of the targets on the battlefield. By default marker (which will be either a red triangle [meaning you're targeting a fiend] or green triangle [meaning you're targeting one of the party members]) will point to one of the fiends on the battlefield. Choose carefully who you want to attack. If help window is enabled (you'll know so by the additional line at top of the screen), it'll show the name of the target you're attempting to attack. Once the target is selected, the chr performing the action will try to physically attack the target. What may happen is explained below. ----------------------------------------------------------------------------- SUMMON | summon an aeon This command is exclusive to Yuna, for she's the only one who can summon. Select this command to be taken to a submenu. Choose one of the available aeons, press X and aeon is summoned to be used in battle. There are occasions when aeons can't be summoned, or certain aeons are unavailable. ----------------------------------------------------------------------------- SKILL | use Skills Here are stored abilities, which help you alter the flow of battle to your advantage. If you select this command, you'll be taken to another submenu. In here you can find up to 22 additional commands, ie Skills which you can choose from to be used either on your enemies or your comrades. Each Skill when selected, will prompt you to select a target. Do so, confirm with X and ability will be executed. All Skills require certain amount of MP. If that amount of MP is not available, then you won't be able to use that skill. What may happen is explained below. - Sleep Attack - select this, choose a target, press X - Silence Attack - select this, choose a target, press X - Dark Attack - select this, choose a target, press X - Sleep Buster - select this, choose a target, press X - Silence Buster - select this, choose a target, press X - Dark Buster - select this, choose a target, press X - Zombie Attack - select this, choose a target, press X - Triple Foul - select this, choose a target, press X - Delay Attack - select this, choose a target, press X - Delay Buster - select this, choose a target, press X - Power Break - select this, choose a target, press X - Magic Break - select this, choose a target, press X - Armor Break - select this, choose a target, press X - Mental Break - select this, choose a target, press X - Extract Power - select this, choose a target fiend, press X - Extract Mana - select this, choose a target fiend, press X - Extract Speed - select this, choose a target fiend, press X - Extract Ability - select this, choose a target fiend, press X - Full Break - select this, choose a target, press X - Mug - select this, choose a target fiend, press X - Nab Gil - select this, choose a target fiend, press X - Quick Hit - select this, choose a target, press X ----------------------------------------------------------------------------- SPECIAL | use Special Abilities Here you will find abilities, which help you in battle either by altering certain stats or putting enemies into unfavourable positions. There are 22 Specials, some of which will need further detailed explanations, which will issue immediately. What distinguishes Specials from Skills is, that Specials can be used either on enemies, or allies. No Special ability can target both. Some Specials require MP. If you don't have that, certain Special can't be chosen. What may happen is explained below. - Flee - select this, press X - Steal - select this, then select enemy to steal from, press X - Use - select this to be taken to a submenu, here select one of available items (check what it does using help window at top of the screen), then select whom to use it on (some items can only be used on enemies, some only on allies, and some can be used on either target party) - Pray - select this, press X - Cheer - select this, press X - Aim - select this, press X - Focus - select this, press X - Reflex - select this, press X - Luck - select this, press X - Jinx - select this, press X - Lancet - select this, then select enemy you'll Lancet, press X - Guard - select this, press X - Sentinel - select this, press X - Spare Change - select this and another window will appear with two lines; 'How much?' prompts you to input the amount of Gil you'd like to use; you can use as less as 0 and as much as 100000 Gil; 'Gil left:' shows amount of money left after Gil chosen to spent will be used; once satisfied with decision, press X; now choose the enemy you want to attack; damage done is amount of Gil thrown divided by 10 - Threaten - select this, choose an enemy, press X - Provoke - select this, choose an enemy, press X - Entrust - select this, choose an ally (may choose yourself, but it is useless), press X - Copycat - select this, press X (can't copy Overdrives and summons) - Pilfer Gil - select this, choose an enemy, press X - Quick Pockets - select this to be taken to a submenu, choose item to be used, choose a target on which you want to use item chosen, press X - Doublecast - select this to be taken to black magic submenu of that chr; select one of black magics available, then select the target for that black magic to be used on; again you'll see black magic submenu of that chr, so just repeat the exercise; finally press X for the execution - Bribe - select this and another window will appear with two lines; 'How much?' prompts you to input the amount of Gil you'd like to use; you can use as less as 0 and as much as all Gil you currently hold; 'Gil left:' shows amount of money left after Gil chosen to spent will be used; once satisfied with decision, press X; now choose the enemy you want to Bribe; Bribe is successful if you use enemy's MAX HP multiplied by 10 Gil; if it still fails, keep giving that fiend 1 gil until it goes away ----------------------------------------------------------------------------- BLK MAGIC | use black magic spells Sanctum for black mages, this is where you will find all 19 of available black magic spells. Once you select Blk Magic command, a submenu with available spells will appear. Pick one of the magics, then select target to use it on (may be an enemy or ally), and press X for final time for spell to be executed. All black magics (sans Osmose) require MP to be cast. Insufficient MP means no black magics. Only Ultima and Demi are multi-target spells. What may happen is explained below. ----------------------------------------------------------------------------- WHT MAGIC | use white magic spells Sanctum for white mages, this is where you will find all 22 of available white magic spells. Once you select Wht Magic command, a submenu with available spells will appear. Pick one of the magics, then select target to use it on (may be an enemy or ally), and press X for final time for spell to be executed. All white magics require MP to be cast. Insufficient MP means no white magics. What may happen is explained below. ----------------------------------------------------------------------------- ITEM | use an item Select this to be taken to another submenu, where you select an item, then select the target to use that item on and press X for one final time. ----------------------------------------------------------------------------- ***************************************************************************** 1B - BATTLE MENUS - SUB COMMAND WINDOW ***************************************************************************** This screen is also found in lower left of battle screen. But to access it, you must press right when in main command screen. It houses three different commands you can choose from. ----------------------------------------------------------------------------- WEAPON | change equipped weapon Select it to be taken to a submenu, which will display a list of available weapons for that chr; moving a yellow arrow over names of weapons will display abilities integrated in that weapon in another window just a bit to the right; select appropriate weapon you'd like to use and press X to accomplish the change ----------------------------------------------------------------------------- ARMOR | change equipped armor Select it to be taken to a submenu, which will display a list of available armors for that chr; moving a yellow arrow over names of armors will display abilities integrated in that armor in another window just a bit to the right; select appropriate armor you'd like to use and press X to accomplish the change ----------------------------------------------------------------------------- ESCAPE | run away from battle Select it, and then press X for chr to attempt to escape; he/she may or may not succeed in escaping; you can't escape from boss fights ----------------------------------------------------------------------------- ***************************************************************************** 1C - BATTLE MENUS - SPECIAL COMMAND WINDOW ***************************************************************************** This screen is also found in lower left of battle screen. But to access it, you must press left when in main command screen. Also, this command screen is only available if chr in question has an Overdrive available or is able to choose a trigger command. It houses different amount of commands you can choose from, depending on circumstances. ----------------------------------------------------------------------------- NAME OF CHR'S OVERDRIVE Thorough explanations for this command can be found in section, 'About overdrives'. ----------------------------------------------------------------------------- TRIGGER COMMAND Depending on circumstances, chr may be able to choose from one of trigger commands, that appear below overdrive name. Use the help window to find out what trigger command will do, and then select it if you feel it is helpful. You may also be prompted to choose a target of this trigger command. After you do so, press X for final time to complete the procedure. ----------------------------------------------------------------------------- ***************************************************************************** 1D - BATTLE MENUS - SENSOR WINDOW ***************************************************************************** This helpful guy appears in upper left of battle screen in one of three cases: someone in battle party has weapon with Sensor ability equipped, the fiend targeted has been Scanned beforehand or aeon is summoned (aeons have innate sensor ability). There are six lines of info that are helpful to your planning of battle strategy. ----------------------------------------------------------------------------- HP This shows two numbers. First one is fiend's current HP, and the other is fiend's MAX HP. By depleting first one to zero fiend is defeated. ----------------------------------------------------------------------------- x1,5 SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the elements fiend is weak against. Elements have following colors: fire - red, lightning - yellow, water - blue, ice - white. So if you'd find a red-filled circle in this line, this would mean that fiend is weak to fire attacks and you should proceed using those attacks. ----------------------------------------------------------------------------- + SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the elements fiend absorbs in shape of HP. You should avoid using element attacks whose symbols appear in this line. ----------------------------------------------------------------------------- / SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the elements fiend takes no damage from. While not beneficial to anyone, avoid using element attacks whose symbols appear in this line. ----------------------------------------------------------------------------- 1/2 SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the element fiend is strong against, meaning it takes only half damage from those element attacks. With only half as useful, also avoid using element attacks whose symbols appear in this line. ----------------------------------------------------------------------------- BLUE WINDOW WITH STATUS AFFLICTIONS This window shows names of all statuses fiend is currently afflicted with. If more than one status is afflicted, it switches between them in one second intervals. ----------------------------------------------------------------------------- SENSOR HELP WINDOW This window appears on top of screen and shows two types of info: name of the fiend, and a bit to the right a quick tip about fiend itself (may contain info on fiend's attacks, fiend's weaknesses, or what to look out for...). ----------------------------------------------------------------------------- * - If certain element's color doesn't appear in any line, fiend takes normal damage from that element. However, there is hidden fifth element, holy element (only manifested thru Holy white magic or Blessed Gem). Fiends that resist, absorb, nullify or are weak to holy element also exist. You can learn of these elemental affinities only thru trial end error. ----------------------------------------------------------------------------- ***************************************************************************** 1E - BATTLE MENUS - SCAN WINDOW ***************************************************************************** Can't be missed. Cast Scan at any target in battle screen to have scan screen appear with following data, going from left to right, top to bottom... ----------------------------------------------------------------------------- NAME Simple. Name of target you scanned. ----------------------------------------------------------------------------- HP This shows two numbers. First one is target's current HP, and the other is target's MAX HP. By depleting first one to zero fiend is defeated/chr KO-ed. ----------------------------------------------------------------------------- STR / MAG Shows physical strength and magic power of the target. ----------------------------------------------------------------------------- x1,5 SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the elements target is weak against. Elements have following colors: fire - red, lightning - yellow, water - blue, ice - white. So if you'd find a red-filled circle in this line, this would mean that target is weak to fire attacks and you should proceed using those attacks. ----------------------------------------------------------------------------- + SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the elements target absorbs in shape of HP. You should avoid using element attacks whose symbols appear in this line. ----------------------------------------------------------------------------- / SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the elements target takes no damage from. While not beneficial to anyone, avoid using element attacks whose symbols appear in this line. ----------------------------------------------------------------------------- 1/2 SYMBOL, FOLLOWED BY FOUR CIRCLES* This shows the elements target is strong against, meaning it takes only half damage from those element attacks. With only half as useful, also avoid using element attacks whose symbols appear in this line. ----------------------------------------------------------------------------- IMMUNITIES Shows all possible statuses target is immune to, meaning it can't be afflicted with them no way whatsoever, even if hell freezes over... but as there have always been exceptions, so are here. ----------------------------------------------------------------------------- SCAN INFORMATION Just a bit of information about target. Try scanning your party members! ----------------------------------------------------------------------------- * - If certain element's color doesn't appear in any line, target takes normal damage from that element. However, there is hidden fifth element, holy element. Fiends that resist, absorb, nullify or are weak to holy element also exist. You can learn of these elemental affinities only thru thru trial end error. ----------------------------------------------------------------------------- ***************************************************************************** 1F - BATTLE MENUS - CTB WINDOW ***************************************************************************** Always visible in top right corner of battle screen, it is your pointer to when will which target's turn come. Turns displayed in this window are as if each target would choose 'Attack' command. But alas this is only *if*. Nearly all commands will alter CTB order, with Overdrives having the biggest recharge time, and Quick Pockets having the quickest recharge time. There are abilities available that can speed up your party's turns (Haste), slow down enemy's (Slow), or delay enemy's (Delay Attack). Careful planning of what to use is important, so that you don't find yourself open to multiple repeated enemy attacks. ***************************************************************************** 1G - BATTLE MENUS - SWITCH WINDOW ***************************************************************************** Available by pressing L1 button while in any of three of following menus: Main command screen, sub command screen or special command screen. You also must have more than three chrs available. This screen allows you to switch members freely in battle, suiting your needs for enemy eradication. It will show you list of available party members that can be switched in for a chr you currently think is not useful. Select one of other chrs and press X. Chr that is not needed will exit the screen and chr you selected will join the battle. Note that no turns are lost during the switch, so you can switch members as many times as you want. You cannot switch members that are KO-ed, were petrified/shattered, or have escaped from battle. ***************************************************************************** 1H - BATTLE MENUS - CHARACTER STATUS WINDOW ***************************************************************************** Cosily situated in lower right of battle screen, it shows info for your frontline party, ie the one currently battling. It shows following info: ----------------------------------------------------------------------------- NAME Name of character. ----------------------------------------------------------------------------- HP Amount of current HP. If you'd like to find out what is the MAX HP for chr, target that chr with an item or magic that restores HP. If this number drops to 0, chr is KO-ed. ----------------------------------------------------------------------------- MP Amount of current MP. If you'd like to find out what is the MAX MP for chr, target that chr with an item that restores MP. If this number drops to 0, chr is unable to use magic, and skills/specials that require MP. ----------------------------------------------------------------------------- OVERDRIVE GAUGE Located underneath HP and MP numbers for each chr, this gauge fills each time a certain condition is met (for these conditions check out About Overdrive modes section). Once the gauge is full, chr's Overdrive becomes available. ----------------------------------------------------------------------------- ***************************************************************************** 1I - BATTLE MENUS - POST BATTLE WINDOW ***************************************************************************** Once you win a battle, post-battle window will be displayed. Advance thru them by pressing X button. ----------------------------------------------------------------------------- AP EARNED When you win the battle, two more screens will be displayed. First one will show AP earned in that battle. You receive AP for each enemy defeated. You have to defeat the enemy to receive AP for it. You won't get any AP for partially damaging the enemy and the escaping. Each member that performed at least one action (Defend counts) inside the battle will receive AP. Here's how to 'read' one of the lines that appear in this window... Yuna (1) 500 AP (2) S.LVL 50 (3) Next 5000 AP (4) 1 - Character's name 2 - Amount of AP that character has gained for performing in battle 3 - Current Sphere Level (Max S.LVL is 99) 4 - Amount of AP needed to reach next Sphere Level (max AP needed is 22000) ----------------------------------------------------------------------------- ITEMS, EQUIPMENT AND GIL EARNED After satisfied with info you viewed on AP Earned screen, press X to be taken to this screen. Here you can view all of the spoils you earned for winning... In top left items you earned for winning will be displayed - first name of item and in black circle following the item's name amount of that items won. In top right pieces of equipment you earned for winning will be displayed [if you have more than 178 pieces of equipment, you'll be asked to discard some in order to take place for new ones]. In bottom left you will see two lines, first one shows amount of Gil earned for winning, and the line below is total sum of Gil in your possession. Once you've viewed everything viewable, press X to exit this screen and be returned to Field screen. ----------------------------------------------------------------------------- ***************************************************************************** 2A - SHOP MENUS - WEAPON / ARMOR SHOP MENU - BUYING ***************************************************************************** Approach the shop that sells weapons / armors and pick that option. You'll be taken to weapon / armor menu, where you can buy or sell weapons / armors and finish shopping. ----------------------------------------------------------------------------- a) In top left corner you will see three choices: Buy (buy weapons / armors), Sell (sell weapons / armors) and Done (finish shopping). We don't need this one, since you selected Buy, so moving along. ----------------------------------------------------------------------------- b) Below this line a character's name, HP and MP will appear. Whose name appears here depends on the piece of equipment pointer is showing to. Use that to instantly know for which chr which piece of equipment is. ----------------------------------------------------------------------------- c) In top right amount of total Gil in your possession is displayed. This number decreases each time you buy something. ----------------------------------------------------------------------------- d) Almost whole left of the screen is reserved for shop's wares, that is weapons / armors you can buy in this shop. Move the cursor with Up and Down directionals, or press L2/R2 buttons to move the menu for up to 9 items in case shop has more than 9 weapons / armors available. Position a yellow triangle at the weapon / armor you want to buy. Listed are in this order: - weapon's / armor's symbol for helping you decipher which chr will use the weapon / armor - weapon's / armor's name - weapon's / armor's cost in Gil In case you're not familiar with symbols yet, chr's name (ie, chr that will use the weapon / armor) will appear below 'Buy-Sell-Done' line, thus helping you decide whether or not to buy the weapon / armor ----------------------------------------------------------------------------- e) Once one of the weapons is pointed at, two more sections of screen are filled... - in lower right you can see auto-abilities integrated in the weapon / armor you want to buy - in middle right you can see name of the weapon / armor chr is equipped with and auto-abilities integrated in currently equipped weapon / armor Use these two bits of information to help you further decide if you want this weapon / armor or not. ----------------------------------------------------------------------------- f) Once you decide you want to buy the weapon / armor, position the pointer at weapon / armor you want to buy and press X. Another window will appear asking you if you're sure. Below this window another one will appear - it contains name of weapon / armor you want to buy, amount of Gil that'll be spent, and amount of Gil left after the purchase. Select Yes to complete the purchase or select No to cancel. When you select Yes, another window appears asking you if you'd like to equip lastly bought weapon / armor. Select Yes to equip or select No to not equip [if you're buying armor piece, whose equipping might reduce chr's current HP and/or MP, this window will rephrase the question accordingly]. Note: You can only buy one piece of weapon / armor per time. You cannot buy weapons / armors if you don't have enough Gil (such weapons / armors will be greyed out) and/or already have 178 pieces of equipment in your inventory (all shop's wares will be greyed out and alert window saying 'You can't carry any more.' will be displayed). ----------------------------------------------------------------------------- Congratulations! You've completed weapon / armor buy process. Once you're satisfied with wares, select Done or continually press Circle to be taken to Field screen. ----------------------------------------------------------------------------- ***************************************************************************** 2B - SHOP MENUS - WEAPON / ARMOR SHOP MENU - SELLING ***************************************************************************** Approach the shop that sells weapons / armors and pick that option. You'll be taken to weapon / armor menu, where you can buy or sell weapons / armors and finish shopping. ----------------------------------------------------------------------------- a) In top left corner you will see three choices: Buy (buy weapons / armors), Sell (sell weapons / armors) and Done (finish shopping). We don't need this one, since you selected Sell, so moving along. ----------------------------------------------------------------------------- b) Below this line a character's name, HP and MP will appear. Whose name appears here depends on the piece of equipment pointer is showing to. Use that to instantly know for which chr which piece of equipment is. ----------------------------------------------------------------------------- c) In top right amount of total Gil in your possession is displayed. This number increases each time you sell something. ----------------------------------------------------------------------------- d) Almost whole left of the screen is reserved for your wares, that is weapons / armors you can sell. Move the cursor with Up and Down directionals, or press L2/R2 buttons to move the menu for up to 9 items in case you have more than 9 weapons / armors available. Position a yellow triangle at the weapon / armor you want to sell. Listed are in this order: - weapon's / armor's symbol for helping you decipher which chr uses the weapon / armor - weapon's / armor's name - weapon's / armor's sell cost in Gil In case you're not familiar with symbols yet, chr's name (ie, chr that uses the weapon / armor) will appear below 'Buy-Sell-Done' line, thus helping you decide whether or not to sell the weapon / armor ----------------------------------------------------------------------------- e) Once one of the weapons is pointed at, two more sections of screen are filled... - in lower right you can see auto-abilities integrated in the weapon / armor you want to sell - in middle right you can see name of the weapon / armor chr is equipped with and auto-abilities integrated in currently equipped weapon / armor Use these two bits of information to help you further decide if you want o sell this weapon / armor or not. ----------------------------------------------------------------------------- f) Once you decide you want to sell the weapon / armor, position the pointer at weapon / armor you want to sell and press X. Another window will appear asking you if you're sure. Below this window another one will appear - it contains name of weapon / armor you want to sell, amount of Gil that'll be gained, and amount of Gil left after the sell process. Select Yes to complete the process or select No to cancel. Note: You can only sell one piece of weapon per time. You cannot sell certain weapons. You cannot sell weapons / armors chrs are equipped with. ----------------------------------------------------------------------------- Congratulations! You've completed weapon / armor sell process. Once you're satisfied with wares, select Done or continually press Circle to be taken to Field screen. ----------------------------------------------------------------------------- ***************************************************************************** 2C - SHOP MENUS - ITEM SHOP MENU - BUYING ***************************************************************************** Approach the shop that sells items and pick that option. You'll be taken to item menu, where you can buy or sell items and finish shopping. ----------------------------------------------------------------------------- a) In top left corner you will see three choices: Buy (buy items), Sell (sell items) and Done (finish shopping). We don't need this one, since you selected Buy, so moving along. ----------------------------------------------------------------------------- b) In top right corner total Gil number is displayed. Number decreases each time you buy something. ----------------------------------------------------------------------------- c) On the left of the screen you'll see items shop is offering. Move the cursor with Up and Down directionals, or press L2/R2 buttons to move the menu for up to 9 items in case you have more than 9 items available. Position a yellow triangle at the item you want to buy. Listed are like this: - item's symbol (totally irrelevant) - item's name (at extreme top a help line resides, in which you can find description of what the item selected does) - item's cost in Gil ----------------------------------------------------------------------------- d) Once you position a yellow triangle at the item (say Potion) you want to buy, in lower right corner a certain number will be displayed. If it is 0, that means you don't have any Potions yet. If it is 99, it means you have max amount of Potions already in your inventory (in that case you won't be able to buy anymore Potions). If it is say 35, that means you have 35 Potions in your inventory and are able to buy 64 more Potions. ----------------------------------------------------------------------------- Once you decide to buy an item, new window appears showing following information: - name of item you're buying - first black circle with a number inside shows the amount of that item you're buying (number ranges from anywhere between 1-99); press Left/Right to decrease/increase the amount per one, or Up/Down to increase/decrease the amount per 10 - second black circle with a number inside shows total stock number of that item, that will be in your inventory after you complete the purchase - first Gil line shows amount of Gil that will be spent - second Gil line shows amount of Gil that will be left after purchase ----------------------------------------------------------------------------- Press X to complete the purchase, thus successfully finishing this part of crash course. Once you're satisfied with wares, select Done or continually press Circle to be taken to Field screen. ----------------------------------------------------------------------------- ***************************************************************************** 2D - SHOP MENUS - ITEM SHOP MENU - SELLING ***************************************************************************** Approach the shop that sells items and pick that option. You'll be taken to item menu, where you can buy or sell items and finish shopping. ----------------------------------------------------------------------------- a) In top left corner you will see three choices: Buy (buy items), Sell (sell items) and Done (finish shopping). We don't need this one, since you selected Sell, so moving along. ----------------------------------------------------------------------------- b) In top right corner total Gil number is displayed. Number increases each time you sell something. ----------------------------------------------------------------------------- c) Almost whole screen will be taken by the items you possess. Move the cursor with Directional buttons, or press L2/R2 buttons to move the menu for up to 20 items in case you have more than 20 items available. Position a yellow triangle at the item you want to sell. Listed are like this: - item's symbol (totally irrelevant) - item's name (at extreme top a help line resides, in which you can find description of what the item selected does) - black circle with number inside, showing you have that much of selected item in your inventory ----------------------------------------------------------------------------- d) Once you position a yellow triangle at item (say Potion) you want to sell, new window appears showing following information: - name of item you're selling - first black circle with a number inside shows the amount of that item you're selling (number ranges from anywhere between 1-99); press Left/Right to decrease/increase the amount per one, or Up/Down to increase/decrease the amount per 10 - second black circle with a number inside shows total stock number of that item, that will be in your inventory after you complete the sell process - first Gil line shows amount of Gil that will be gained - second Gil line shows amount of Gil that will be left after sell process ----------------------------------------------------------------------------- Press X to complete the process, thus successfully finishing this part of crash course. Once you're satisfied with wares, select Done or continually press Circle to be taken to Field screen. ----------------------------------------------------------------------------- ***************************************************************************** 3 - TRIANGLE BUTTON MENU - GENERAL INFO ***************************************************************************** Access the menu by pressing Triangle button anytime when on Field screen. ----------------------------------------------------------------------------- In top row help line is displayed, showing information on what does selected part of Triangle menu do ----------------------------------------------------------------------------- In central left part party members' data is displayed, containing info on chr's name, current / MAX HP, current / MAX MP and current Sphere level ----------------------------------------------------------------------------- In central right part eleven headings are displayed (they're explained in deeper depths a bit below) ----------------------------------------------------------------------------- In lower left corner time you've played FFX so far, amount of Gil and your current location are displayed ----------------------------------------------------------------------------- ***************************************************************************** 3A - TRIANGLE BUTTON MENU - SPHERE GRID HEADING ***************************************************************************** Check out Sphere Grid section for all aspects of SG. ***************************************************************************** 3B - TRIANGLE BUTTON MENU - ITEM HEADING ***************************************************************************** You'll spend quite a bit of time with your best friends, the items. What follows is explanation of Item screen... ----------------------------------------------------------------------------- - as usual, the top of the screen is reserved for help line that tells you what a selected item does when used ----------------------------------------------------------------------------- - below is a line with four commands: USE: Let's you use items in your inventory. Note that only a fraction of items is usable, ie those that restore HP and MP - items that cannot be used are greyed out. To use say Potion, place the cursor on it and press X button. A small window containing all currently available chrs will appear, for each showing current HP and MP. Select chr you want to use Potion on and press X to complete the healing. Reapply as necessary, and press Circle to exit this submenu. SORT: Let's you sort out items in your inventory, either Auto or Manual. By selecting Auto items will be arranged automatically, and by selecting Manual you're in the control. Place the cursor at an item you wish to put somewhere else and press X. Blinking cursor will appear near first selected item. What you do now is position another cursor at the second item. When X is pressed again, these two items will switch places. Note: The order in which items are arranged also affects order of items when accessed in battles. EQUIPMENT: Let's you view the equipment you've acquired so far and, similar to items, enable you to sort them manually or automatically. When Auto is selected, equipment is sorted in 'chr fashion', ie first weapons and then armors for a certain chr. For Manual place the cursor at an eq. piece you wish to put somewhere else and press X. Blinking cursor will appear near first selected eq. piece. What you do now is position another cursor at the second eq. piece. When X is pressed again, these two eq. pieces will switch places. KEY ITEMS: Simple enough. Phew. In this submenu all you can do is view key items you've acquired so far ----------------------------------------------------------------------------- - and lastly, most of the rest of the screen is reserved for items you currently possess; first a name of the item, then in the black circle amount of that particular item ----------------------------------------------------------------------------- ***************************************************************************** 3C - TRIANGLE BUTTON MENU - ABILITY HEADING ***************************************************************************** Yippee. Another easy one. Once you select this heading, select one of the chrs whose abilities you want to see. Once done, a list of abilities chr has learned so far is displayed. As usual, top line is helpful information on what the ability does. While here, you can also use Cure, Cura and Curaga to heal chrs in need of HP - process is much the same as when selecting an item you wish to use (but you do need a sufficient MP). That's all. ***************************************************************************** 3D - TRIANGLE BUTTON MENU - OVERDRIVE HEADING ***************************************************************************** Pick this, then select a chr you wish to view overdrive info for. Screen is outlined like this... ----------------------------------------------------------------------------- - top of the screen is reserved for help line telling what a selected overdrive or ov. mode does ----------------------------------------------------------------------------- - below is line with two commands: VIEW: Let's you view all of chr's overdrives he/she has acquired so far. SET MODE: In here you can view all of chr's ov. modes he/she learned so far. Move around available modes with directional buttons and press X on selected mode to have chr switch to that ov. mode. For example, Lulu is using Stoic mode, but you'd like her to switch to Victor. So in Set Mode screen seek out Victor entry, press X when mode is selected and voila! Lulu's ov. gauge now fills according to Victor. ----------------------------------------------------------------------------- - then chr's info with name, HP, MP and SLVL ----------------------------------------------------------------------------- - then name of chr's Overdrive, ov. gauge (shows how full it currently is) and name of ov. mode currently set by that chr ----------------------------------------------------------------------------- - lastly list of all available overdrives (move around with directionals) ----------------------------------------------------------------------------- ***************************************************************************** 3E - TRIANGLE BUTTON MENU - EQUIP HEADING ***************************************************************************** Use this to properly outfit the characters so that they can win easily. First the explanation of Equip screen. ----------------------------------------------------------------------------- - top line is help line ----------------------------------------------------------------------------- - below is chr's line with name, HP, MP and SLVL ----------------------------------------------------------------------------- - then chr's picture, ov. gauge and ov. mode currently in use by that chr ----------------------------------------------------------------------------- - then currently equipped weapon and armor (note that you cannot de-equip a weapon, but you can de-equip an armor) ----------------------------------------------------------------------------- - bottom left of the screen is where all pieces of equipment for selected chr will appear ----------------------------------------------------------------------------- - bottom right of the screen lists auto-abilities of currently selected weapon or armor ----------------------------------------------------------------------------- First choice to be done is to choose what you want to change, weapon or armor. Let's say you'd like to change Lulu's armor. Move the cursor down and press X. Cursor will move to bottom left of the screen, where all available armors for Lulu will appear. Move between them with Up/Down directions. You will see a small purple triangle by the name of one of the armors - use this to identify the armor Lulu is currently equipped with. Use bottom right of the screen to view auto-abilities of armors as you browse thru them. Once you know which armor you want to equip, press X to complete the change (note that when equipping armor whose abilities might cause MAX HP and/or MP to be reduced, you'll be asked to confirm the change). Same procedure is used when equipping weapons. That's it for this section. ***************************************************************************** 3F - TRIANGLE BUTTON MENU - STATUS HEADING ***************************************************************************** Once picked, select chr whose status you'd like to see. There are six screens you can browse thru, each of them explained below. ----------------------------------------------------------------------------- 1ST SCREEN CONTAINS - chr's name, HP, MP and SLVL - chr's pic, how full ov. gauge is, ov. mode selected, and current equipment - finally listed are chr's statistics ----------------------------------------------------------------------------- 2NS SCREEN CONTAINS - let's you view auto-abilities of currently equipped weapon and armor ----------------------------------------------------------------------------- 3RD SCREEN CONTAINS - let's you view skills selected chr has learned so far ----------------------------------------------------------------------------- 4TH SCREEN CONTAINS - let's you view specials selected chr has learned so far ----------------------------------------------------------------------------- 5TH SCREEN CONTAINS - let's you view white magic selected chr has learned so far ----------------------------------------------------------------------------- 6TH SCREEN CONTAINS - let's you view black magic selected chr has learned so far ----------------------------------------------------------------------------- ***************************************************************************** 3G - TRIANGLE BUTTON MENU - AEONS HEADING ***************************************************************************** This one is huge and a pain to do. Explanation follows... ----------------------------------------------------------------------------- - top line is help line, as usual by now ----------------------------------------------------------------------------- - then command line with three choices: Status, Abilities and Attributes (note that only Status is available from the start, you have to earn Abilities and Attributes). Look for 1* mark a little below to find thorough explanation for these three commands. ----------------------------------------------------------------------------- - most of right side of the screen is reserved for aeons you've acquired so far, showing their name and HP/MP ----------------------------------------------------------------------------- - by placing a cursor over one of the names small picture of selected aeon will appear on the left ----------------------------------------------------------------------------- 1* - Hey! At this place I will teach you how to utilize Status, Abilities and Attributes commands, which are selectable in Aeons heading. --> STATUS Shows you status of a selected aeon. Aeon's has 5 screens, with only the first being a little different, and the rest being exactly the same as by chr's. Aeon's first status screen looks like this: - help line at top, with command line below it - then aeon's name, HP, MP and how full ov. gauge is - then aeon's pic, name of special attack and name of overdrive - finally aeon's stats By pressing X up to four times you can view skills, specials, white and black magic selected aeon has learned so far. That's it for Status part. --> ABILITIES Use this to teach your aeons new abilities, like Full Break and Ultima. Once Abilities command is selected, select an aeon you wish to bring by something new (some aeons can't be taught new abilities). Another rather complicated submenu will appear with following entries... - help line at top, with 3-commands line below it - aeon's name, HP/MP and ov. gauge - in lower left a list of abilities available for learning is displayed - in middle right item cost for selected ability to be taught is displayed - and finally, by pressing Triangle you can scroll thru abilities aeon has already learned so far There's something I have to warn you about. Here's the example. Dark Attack is first ability that is listed in 'Ability to learn' menu. But in order to learn it, you need 6 Smoke Bombs. Which brings me to my 'warning': Dark Attack will appear as available ability to be learned only after you've acquired some Smoke Bombs. If you have no Smoke Bombs in your inventory, Dark Attack ability will not be shown. Item cost entry looks like this: first you'll see name of the item you need for selected ability to be learned, followed by two black circles. In first total amount of item currently in your inventory is shown, and in second amount of item that will be left after learning is done. Subtract second number from first to get the amount of items needed for ability to be learned. So how do you learn an ability? Step by step guide: 1. Select Abilities in 3-commands line. 2. Select an aeon to be taken into protective custody of Dr. Tidus (Shiva). 3. Scroll Up/Down on the list of abilities available (use help line for info on what the ability does). Abilities your aeon already knows or you don't have enough items for will be greyed out (also, a warning window will pop up telling you what is the reason that the ability can't be learned). 4. Let's say you'd like to teach Shiva Dark Attack. Press X (check in Item Cost section to see how many items will be spent) and confirmation window will pop up asking to confirm the process. Move cursor to yes and Shiva has learned Dark Attack. Repeat as needed for other aeons/abilities and you've mastered the art of disguise... erm, I mean teaching. --> ATTRIBUTES Use this to raise aeons' stats, like HP and MP. Once Attributes command is selected, select an aeon you wish to improve. Another rather complicated submenu will appear with following entries... - help line at top, with 3-commands line below it - aeon's name, HP/MP and ov. gauge - in lower left a list of stats will appear (10 stats can be increased) - in middle right item cost for selected stat to be raised is displayed Item cost entry looks like this: first you'll see name of the item you need for selected stat to be raised, followed by two black circles. In first total amount of item currently in your inventory is shown, and in second amount of item that will be left after raising is done. Subtract second number from first to get the amount of items needed for a stat to be raised. HP is raised in increments of 100, MP in increments of 10, and the rest of the staff will be satisfied by 1 point increment. So how do you raise a stat? Step by step guide: 1. Select Attributes in 3-commands line. 2. Select an aeon to be taken into learning custody of Dr. Tidus (Shiva). 3. Scroll Up/Down on the list of stats. Stats you don't have enough items for or if aeon has already reached max value for that stat (HP 99999, MP 9999, the rest 255) will be greyed out (also, a warning window will pop up telling you what is the reason that the stat can't be increased). 4. Let's say you'd like to increase Shiva's HP. Press X (check in Item Cost section to see how many items will be spent) and confirmation window will pop up asking to confirm the process. Move cursor to yes and Shiva/s HP has increased by 100. Repeat as needed for other aeons/stats and you've mastered the art of raising stats. ***************************************************************************** 3H - TRIANGLE BUTTON MENU - FORMATION HEADING ***************************************************************************** This option allows you to switch between members who will appear in frontline party when the battle begins. Pick chr you'd like to switch out and press X for a blinking cursor to appear. Then search out chr you'd like to switch in and press X again to complete the switch process. That's it! Note: No character enjoys and benefits from occupying first, second or third position. ***************************************************************************** 3I - TRIANGLE BUTTON MENU - CUSTOMIZE HEADING ***************************************************************************** Okay, last big bastard and then I'm outta here. First an overview of how Customize screen looks like... ----------------------------------------------------------------------------- - who wants to make a really wild guess what's at the top? ----------------------------------------------------------------------------- - in next line chr's name will appear, HP, MP and SLVL Note: Name that appears depends on piece of equipment you're having selected ----------------------------------------------------------------------------- - in lower left list of all pieces of equipment you currently have in your possession will be shown (small purple triangle denotes that a certain piece of equipment is equipped by a certain character) ----------------------------------------------------------------------------- - once you place the pointer at one piece of equipment, take a look at lower right of the screen to learn what kind of abilities have been melted into it ----------------------------------------------------------------------------- Let's make an example of putting Curseproof on Lulu's Tetra Bangle in this following step-by-step guide. 1. Pick Customize heading. 2. Find Tetra Bangle and select it. 3. You'll be taken to another submenu with a handful of available armor auto- abilities, found in leftmost part of the screen. As you scroll thru abilities, middle right of the screen will show name and amount of items needed for specific ability to be added. Lower right shows name of selected equipment (Tetra Bangle in this case) and names of abilities that may have already been added, as well as any remaining empty slots (in this case no abilities have been added yet, and four empty slots are available). 4. Find Curseproof. Take a look at Item Cost window. As you see, you'll need Tetra Elemental item for this ability. How much? This is what numbers in two black circles below will tell you. Subtract second number from first and you get amount of items needed (if second circle has a minus inside, that means you don't have enough items available). 5. Select Curseproof and confirmation window will pop up asking you to complete the process. Do so by selecting yes and process is complete (note that in most cases adding an ability to piece of equipment might change its name - in this case Tetra Bangle changes to Medical Bangle). 6. Exact same procedure applies for weapon upgrading. 7. Here are some exceptions you need to be aware of: - you can't upgrade certain weapons at all - you can't upgrade a weapon with a certain ability if you don't have enough items to add that ability, if superior ability is already present (you can't add Darkward if armor already has Darkproof), if ability is already present on a piece of equipment or if there are no free slots left - for Curseproof you need Tetra Elementals... but as long as you don't have any Tetra Elementals in your stock, Curseproof ability will not be displayed; once you lay your hands on few Tetra Elementals, Curseproof ability will show up for you to choose With this I hand over the goods you need to know about successfully upgrading your equipment. ***************************************************************************** 3J - TRIANGLE BUTTON MENU - CONFIG HEADING ***************************************************************************** Select this to be taken to eight-part submenu with these entries... ----------------------------------------------------------------------------- SOUND - let's you switch between stereo and monaural ----------------------------------------------------------------------------- SUBTITLE - let's you turn subtitles that appear whenever character talks on or off; subtitles still appear when talking to NPC-s ----------------------------------------------------------------------------- NAMES - select ON to see the name of the person speaking during a dialogue sequence ----------------------------------------------------------------------------- CURSOR - let's you switch between default and memory cursor; default cursor will always appear at the start of any menus and submenus when selecting an entry in random battle; memory cursor will remain at the last heading you picked when in random battle ----------------------------------------------------------------------------- HELP - let's you turn help window you see during battles on or off ----------------------------------------------------------------------------- AEONS - let's you turn aeon sequences (summon and overdrives) to be at default (view full sequence) or short (view shortened version of sequence) ----------------------------------------------------------------------------- MAP - let's you turn mini-map you see when in field screen on or off ----------------------------------------------------------------------------- VIBRATION - let's you turn vibration function on or off ----------------------------------------------------------------------------- ***************************************************************************** 3K - TRIANGLE BUTTON MENU - HELP HEADING ***************************************************************************** This is a help menu of a help menu, heh. Enter this section to be taken to detailed explanations of controls, basic battle terms and explanations of Overdrives, Overdrive Modes, auto-abilities and command abilities. ============================================================================= ============================================================================= 11.) ABOUT BATTLES ============================================================================= ============================================================================= ***************************************************************************** PART 1 - BATTLE PREPARATIONS ***************************************************************************** 1. First select three characters you'll be using (exceptions apply for battles where you have less than three characters or you're forced to be using certain chr/s). Until comfortable with all chrs, I suggest having one heavy hitter (Auron/Kimahri/Wakka), mage (if going offensively Lulu/if going defensively Yuna) and a speedy character (Rikku/Tidus). 2. Equip your chrs prior to battles. ALWAYS wear a piece of armor. Weapon is a mandatory piece of equipment, so don't bother trying to be weaponless, cos you can't. Yes, I know that you can't predict what lies in future battle, but you're better off having at least something equipped than having nothing. 3. Always save whenever you see Save Sphere. They are invaluable to your progress. Not only do they restore party's and aeons' HP/MP to full, but once you're after a certain tough spot in the game, you'll have a deep Phew! after not having to repeat it again, should you encounter a game over afterwards. ***************************************************************************** PART 2 - BATTLE START ***************************************************************************** As you wander around in Field screen, suddenly a TV screen will shatter! Not literally, but it is your warning that random battle has just issued! One of three possible encounter setups await you: 1. Your party encounters enemy party and CTB window is outlined based on every member's and fiend's Agi stat. Further divisions are possible. - if every member's Agi is higher than Agi of fastest fiend, all your party members will have a turn before fiends or may even have multiple turns before first fiend even gets to act Example 1: Party is Yuna with 30 Agi, Lulu with 33 Agi and Rikku with 45 Agi. Enemy party consists of Dingo with 25 Agi. As you see, Dingo is slower than three gals, so each of them will get a shot at it. Example 2: Party is Yuna with 30 Agi, Lulu with 33 Agi and Rikku with 45 Agi. Enemy party consists of Killer Bee with 14 Agi. As you see, Killer Bee is much slower than three gals, so each of them will get two turns, Rikku even three before Killer Bee even gets to act. - if every members' Agi is lower than Agi of slowest fiend, each fiend will get a turn before your fastest member gets to act; fiends may get to act multiple times in case their Agi is enormous Example 3: Party is Yuna with 30 Agi, Lulu with 33 Agi and Rikku with 45 Agi. Enemy party consists of Dingo with 50 Agi. As you see, Dingo is faster than three gals, so Dingo will act first. Example 4: Party is Yuna with 30 Agi, Lulu with 33 Agi and Rikku with 45 Agi. Enemy party consists of Killer Bee with 90 Agi. As you see, Killer Bee is much faster than three gals, Killer Bee will get two turns before first member (Rikku in this case) gets to act. - if members' and fiends' Agi is a mixed bag, then CTB order goes from fastest Agi to slowest Agi Example 5: Party is Yuna with 30 Agi, Lulu with 33 Agi and Rikku with 45 Agi. Enemy party consists of Dingo with 40 Agi. As you see, Rikku goes first, then Dingo, then Lulu and finally Yuna. 2. Your party is ambushed by enemy party. You'll know so by word 'Ambushed!' that appears at the top of battle screen. All fiends will act first. It doesn't matter how high member's Agi is, fiends will always get to act first. Once fiends use the advantage of free attack, CTB order returns to regular program, ie calculating Agi of every member/fiend and outlining CTB order based on that. For more info on how that is done look at point 1. of this section. 3. Your party ambushes enemy party. You'll know so by words 'Pre-emptive strike!' that appears at top of battle screen. All members will go first, regardless of Agi stat of the fiends. Once members use the advantage of free attack, CTB order returns to regular program, ie calculating Agi of every member/fiend and outlining CTB order based on that. For more info on how that is done look at point 1. of this section. 4. Initiative ability Increases your chances of gaining 'Pre-emptive strike!' advantage and reduces enemy's chances of getting 'Ambushed!' advantage. 5. First Strike ability Allows wielder to act first at beginning of any battle, regardless of Agi stat of members/fiends and regardless of being ambushed. Only exception to this rule is Varuna's Haste, in case you encounter it in O. Ruins. ***************************************************************************** PART 3 - MEMBER'S TURN ***************************************************************************** So a member of your party gets a turn. There's many things you can do now, each explained below. 1. Select Attack to attack your enemy with equipped weapon. Once you have confirmed the target fiend you want to attack, one of these outcomes may occur (say damage done is 100 to make things easier for me to explain): - fiend struck takes 100 damage; this is the outcome that'll occur the most - fiend struck takes 200 damage (followed by a small screen flash); denotes that fiend took a critical strike; chances of critical strike are increased with higher Luck - fiend struck takes 200 damage; denotes that fiend was struck with weapon bearing an element fiend is weak against / fiend is Armor Breaked; continue using that weapon / continue using any weapon - fiend evades the attack; denotes that fiend's Eva is superior to member's Acc; either use the character with higher Acc or improve member's Acc - fiend is struck, but absorbs damage as 100 HP restored; denotes that fiend was struck with weapon bearing an element fiend absorbs; discontinue using that weapon or try other element attacks - fiend is struck, but takes 0 damage or word Immune appears; denotes that fiend was struck with weapon bearing an element fiend is immune to / status ability enemy is immune to; discontinue using that element or try other element attacks / try other statuses - fiend is struck, but takes 50 damage; denotes that fiend was struck with weapon bearing an element fiend is strong against / fiend is armored; discontinue using that element or try other element attacks / use weapons with Piercing ability, try Armor Break or switch to magic attacks - fiend is struck, but a blue multi-hexagon barrier appears reducing damage done by 50%; denotes fiend is under Protect; use Dispel or switch to magic attacks - fiend is struck, takes damage, but then the fiend responds to the attacker by attacking him/her (note that this doesn't require a turn); denotes fiend is capable of countering physical attacks; switch to magic attacks 2. Select Skill or Special and then choose one of abilities displayed to either improve party's status or cripple enemy's. Note that most Skills have longer recharge time (in aspect to selecting Attack) and most Specials have shorter recharge time (in aspect to selecting Attack). - Skills are used mainly to inflict fiends with status disorder and at same time dealing some damage. Use them as needed, but take care of MP. Also take note that element properties of weapons used still come into play, meaning even if you successfully Full Break a Bomb, if weapon you used has Firestrike, damage done will be absorbed. - Specials are mostly used to aid party's status. Most are free of MP charge, so fire away at them. 3. White Magic and Black Magic are core of existence for magic wielders. Black magic is to be used against enemies, whilst white magic aids party members. When black magic is used (also count Holy here), following can happen... (say damage done is 100 to make things easier for me to explain): - fiend struck takes 100 damage; this is the outcome that'll occur the most - fiend struck takes 200 damage; denotes that fiend was struck with element magic fiend is weak against / fiend is Mental Breaked; continue using that magic / continue using any magic - fiend is struck, but absorbs damage as 100 HP restored; denotes that fiend was struck with element magic bearing an element fiend absorbs; discontinue using that element magic - fiend is struck, but takes 0 damage or word Immune appears; denotes that fiend was struck with element magic bearing an element fiend is immune to / status magic enemy is immune to; discontinue using that element magic / try other status magic - fiend is struck, but takes 50 damage; denotes that fiend was struck with element magic bearing an element fiend is strong against; discontinue using that element magic, try Mental Break or switch to other element magic - fiend is struck, but a red three-circle barrier appears reducing damage done by 50%; denotes fiend is under Shell; use Dispel or switch to physical attacks - fiend is struck, takes damage, but then the fiend responds to the attacker by attacking him/her (note that this doesn't require a turn); denotes fiend is capable of countering magic attacks; switch to physical attacks - just as fiend is to be struck, a 'half-of-the-blue-ball' barrier appears and magic caster is struck instead; denotes fiend is under Reflect; use Dispel or switch to physical attacks White magic works just a bit differently: - instead of restoring HP, member being healed takes damage; denotes member is under Zombie; remove Zombie - member is aided, but a red three-circle barrier appears reducing the healing effect by 50%; denotes member is under Shell; use Dispel or switch to other means of aiding, like items - just as member is to be aided, a 'half-of-the-blue-ball' barrier appears and one of the fiends is aided instead; denotes member is under Reflect; use Dispel or switch to other means of aiding, like items 4. Items are to be used mainly for healing party members and restoring status. Recharge time for item command is shorter than that of selecting Attack. 5. Summon (Yuna only) allows you to summon an aeon, who will take the fighting all for himself (or herself!). Aeon's menu works much like member's. 6. Overdrive (available only if ov. gauge is full) allows chrs to perform especially strong techs. Overdrives also have longest recharge time, so know CTB well before you use them. 7. Switch equipment allows you to switch between weapons and armor to suit your battle needs. Couple of examples below. --> If you have Firestrike weapon and your opponent is a Bomb, you won't do well against it. In fact, you'll restore HP to Bomb as it absorbs fire element. But Bomb is weak versus ice and if you have Icestrike weapon in your stock, switch to it and your odds have just improved dramatically. --> If enemy Dingo is constantly putting you to sleep, that means you don't have Sleepproof armor on yourself. Check the stock to see if you have such armor available. If yes, equip it and Dingo's status changing attacks have just been exterminated. See? By experimenting and proceeding further in the game it won't take long before you become an expert in the field. 8. Escape lets one chr flee from battle in case you believe 'Odds are against us...'. You may not always succeed and you can't flee from most boss battles. 9. Switch is used when you believe that chr who is currently up, isn't quite useful according to battle situation. Press L1 and select more appropriate chr, and finally press X to complete the switch. Example follows. - Your party is Yuna, Lulu and Rikku against Bunyip (armored mole enemy type). It's Rikku's turn before Bunyip's. Not too good. Why? None of the gals have particularly high Str and Bunyip is quite strong vs magic. Chr that is good against armored mole enemies is Auron. So press L1, seek out Auron and switch him in. Select Attack and point to Bunyip, who disappears in cloud of pyreflies. 10. Defend is used when you can't think of anything particularly useful to be done. Defend reduces physical damage done until next turn for 50%, but chr defending still takes full magic damage. ***************************************************************************** PART 4 - FIEND'S TURN ***************************************************************************** Now for some of possible outcomes when fiend physically attacks a member. - member struck takes 100 damage; this is the outcome that'll occur the most - member struck takes 200 damage (followed by a small screen flash); denotes member took a critical strike - member is struck and takes 200 damage; denotes member is Armor Breaked; cast Dispel on that member - member evades the attack; denotes member's Eva is superior to fiend's Acc - member is struck, but absorbs damage as 100 HP restored; denotes member was struck with element attack bearing an element member absorbs (only fiend's attack so far that falls in this category is Bomb's Self-Destruct) - member is struck, but takes 0 damage or word Immune appears; denotes member was struck with element attack (Bomb's Self-Destruct) bearing an element member is immune to / status attack member is immune to - member is struck, but takes 50 damage; denotes member was struck with element attack (Bomb's Self-Destruct) bearing an element member is strong against - member is struck, but a blue multi-hexagon barrier appears reducing damage done by 50%; denotes member is under Protect - member is struck, takes damage, but then the member responds to the fiend attacker by attacking it (note that this doesn't require a turn); denotes member is capable of countering physical attacks And the outcomes that'll occur by magical attack... - member struck takes 100 damage; this is the outcome that'll occur the most - member struck takes 200 damage; member is Mental Breaked; cast Dispel on that member - member is struck, but absorbs damage as 100 HP restored; denotes member was struck with element magic bearing an element member absorbs - member is struck, but takes 0 damage or word Immune appears; denotes member was struck with element magic bearing an element member is immune to / status magic member is immune to - member is struck, but takes 50 damage; denotes member was struck with element magic bearing an element member is strong against - member is struck, but a red three-circle barrier appears reducing damage done by 50%; denotes member is under Shell - member is struck, takes damage, but then the member responds to the fiend attacker by attacking it (note that this doesn't require a turn); denotes member is capable of countering magic attacks - just as member is to be struck, a 'half-of-the-blue-ball' barrier appears and magic caster is struck instead; denotes member is under Reflect ***************************************************************************** PART 5 - MISCELLANEOUS INFORMATION AND GOOD-TO-KNOW-STUFF ***************************************************************************** In here I'll list down any helpful info or hints I can think of to ease the suffering of poor fiends that try to get in your way... and in case they succeed, what to do to fix the situation. 1. You lose control of a chr if he/she is berserked, confused, petrified, KO- ed. Berserk is not necessarily bad, as chr continues to attack fiends with increased Str, you just can't control that chr. Confused chr will always attack allies, so quickly use Esuna or Remedy on such chr. Petrified chr is a mixed bag... if chr receives an attack whose damage is greater than current HP (there are exceptions), such chr will shatter and be gone from this battle permanently - Soft OR Esuna used quickly will ensure that will never happen. KO-ed chr is of no use to you, therefore Phoenix Down or Life will give that chr a new chance. 2. Increase your party's amount of turns available by increasing Agi. You can do so in many ways: Haste, Hastega, Chocobo Feather, Chocobo Wing. 3. Decrease enemy party's amount of turns available by decreasing their Agi or incurring certain statuses. Decrease fiends' Agi with Slow or Slowga, or use Delay skills to let fiends never even get the attack in. Putting fiends to sleep and then whacking them with magic attacks is also an excellent way of winning the battle. 4. Augment your Def and Mdef with Protect and Shell respectively (both increase the resistance by 50%). 5. Make enemies hit themselves with magic by having Reflect on (for permanent effect wear Auto-Reflect armor). 6. Each attack enemy does to you will make them feel the pain right back with help of Counter-Attack and Magic Counter weapons (Sentinel and Counter-Attack make a very good combo). Note that you cannot counter multi-target attacks. 7. Steal from enemies often. You will need a lot of items later in the game which will help you in tougher fights or you'll need them to make a proper weapon or armor. 8. Always try to have chr who is good against specific enemies kill that enemy, therefore ending the battle as quickly as possible. That means like this... Rikku - robotic enemies Lulu - flan enemies and element enemies Yuna - super-strong enemies (like Land Worm and Zu), for she can summon Tidus - nimble enemies (wolf and lizard enemies) Wakka - flying enemies Auron, Kimahri - armored enemies ***************************************************************************** PART 6 - BATTLE END ***************************************************************************** Battle is over when: - all of the fiends are killed and / or have escaped - your party fled the battle - your party was killed or petrified (but as long as at least one chr manages to escape, you do not get Game Over) ***************************************************************************** PART 7 - POST BATTLE ***************************************************************************** So enemies have been toasted, AP distributed and items, equipment and Gil received. What to do before next battle? 1. First, heal up any members who suffered heavy wounds (any KO-ed or shattered allies are restored with 1 HP; also any status changes chr was afflicted with at end of battle are gone). 2. Check the equipment your chrs wear. If you feel it doesn't do well against enemies you fought, make proper changes. Hopefully you were 'lucky' enough to get a taste of everything possible fiend can throw at you, therefore making your decision what to use in next battles easier. Aside making equipment changes in triangle menu you can also change equipment inside battles, you know. 3. Practice makes perfect! Keep in mind that there are many generic type enemies you'll meet thru the game. They are no different from their brethren other than in name, color and stats. Once you encounter another enemy of say wolf-type, you'll already know that Tidus is the best option to dispose of it. 4. Keep your eyes peeled! At top left corner of the screen you'll see a mini- map. Red arrow will be pointing you in the right direction. Green squares mark entrances and exits, white squares show save spheres. Also remember to check everywhere and to talk to as many people as you can - doing so may yield many useful items and equipment. ============================================================================= ============================================================================= 12.) WALKTHROUGH -> A9999 ============================================================================= ============================================================================= *Better save than sorry!* ***************************************************************************** 701 - ZANARKAND Enemies: Sinscale, Sinspawn Ammes (BOSS) Items: 2x Potion Equipment: Longsword Key Items: None ***************************************************************************** When you have control of main character, move to the bunch of people you'll see on the pier. Talk with three kids, name your character, then talk with two girls. Talk with left one again to hit (on) her. When done, just wait a bit. You're now on a long driveway. Go along it until the end. Talk to every person you see for some funny responses. One of the gals (pink top, yellow tights) you talk to on this highway will give you 2x Potion (when asked if you have some spare tickets, say that you do). Have a laugh or two (heh), then proceed inside (if you wait long enough, Tidus will go in by himself). You'll now view an amazing blitzball sequence. But everything that looks like a ball is not friendly... Some flying 'balls' mean trouble. Your new ally will hand Tidus Longsword (no abilities) and it's battle time. As this is first battle of the game, it's easy - enemy doesn't attack you. BTW, your item stock is currently composed of 10x Potion (12x Potion if you offered tickets to the gal on the road) and 3x Phoenix Down. I'd advise you to KO your ally for this battle and cripple Tidus' HP in yellow, ie below 50% MAX HP. Once you do that, continuously defend with Tidus until he learns Daredevil and Loner overdrive modes. Once both modes are learned, use Phoenix Down on your comrade, have him KO Tidus and continuously defend as well until he too learns Daredevil and Loner modes. When done, use Phoenix Down on Tidus and kill that lonely enemy. When this battle ends, it's not over yet. Another awaits you. This time you're attacked from both sides, 3x Sinscale in front and 2x Sinscale behind your back. Listen to the advice of your comrade-in-arms and attack Sinscales that block your path forward. These five Sinscales still do not attack and this is also a perfect opportunity for both chrs to learn Slayer mode (but make sure that you only target Sinscales behind your back; if you kill the three in front, battle will end). It may be boring a bit, but do persevere, for you'll see that Slayer mode is among the best ones. After three Sincales in front are defeated, you'll reach your goal: first boss! ----------------------------------------------------------------------------- BOSS ENTRY ---> A501 ----------------------------------------------------------------------------- Sinspawn Ammes | HP: 2400-1000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 400 | AP: na | 1, 1, 5, 1, 9, 10, 0, 0 ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: BER, CON, DEA, DEM, DOO, EJE, PET, POI, SLE, THRE, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) Demi - GRATT VS all chrs - mgd - tears off 25% of current HP ----------------------------------------------------------------------------- STRATEGY | A boss already (with five soon-to-be-killed Sinscales) and we haven't had a chance to save yet. Fret not, you can't die in this battle if you swing your joypad right (picks up few teeth scattered around...). Take a look: Your other party member will have an Overdrive ready. Press left in command window to bring up Overdrive command. Select it, then select Dragon Fang. If you accidentally mess up, Dragon Fang will take care of all Sinscales anyway. So that leaves only Ammes. Demi, Demi, Demi. Even if you're really low on HP, you can't die. All you have to do is repeatedly attack Ammes until it bites the flies. ----------------------------------------------------------------------------- 'Zanarkand: Overpass' Yay. Save sphere. Save! Then go to right of the screen. After a bit of running you'll again fall into a battle against Sinscales. Yawn. Rinse and repeat the last fight you had with them - attack the ones whose turn will come up soonest, but make priority on the ones whose wings start to flicker. After a while your comrade will suggest attacking the generator which will now become a legit target. Attack it a few times (ignore Sinscales!) and generator will take care of the rest... ***************************************************************************** 702 - SUBMERGED RUINS Enemies: Sahagin, Geosgaeno (BOSS), Klikk (BOSS) Items: 200 gil, 2x Potion, 1x Hi-Potion, 1x X-Potion, 1x Ether, 1x Hi-Potion Equipment: None Key Items: Flint, Withered Bouquet ***************************************************************************** 'Submerged ruins' Where are we? Press Circle to dive until game takes over. Where are we now? Geez, swimming again. Before you exit this area in the far north exit, explore the ruins. You'll find two treasure chests (one containing 200 Gil, the other 2x Potion), and Al Bhed Compilation Sphere (useless if you're playing for the first time, BUT if that's your second time thru the game, do examine that compilation sphere and choose to pull Al Bhed Primers from your other save/s into your current game) and a strange insignia on the pillar written in funny language. Done all that? We have nothing left to do here, so swim to far north exit. 'Ruins: Underwater hall' As you enter make left turns until you reach a chest with Hi-Potion. Backtrack and take the other path. Dive and swim in obvious direction... all this to pick a fight? Three Sahagins will try to make short work of you. ----------------------------------------------------------------------------- BOSS ENTRY ---> A231 ----------------------------------------------------------------------------- Geosgaeno | HP: 32767-32767 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 128 | AP: na | 36, 50, 40, 50, 48, 15, 0, 50 ----------------------------------------------------------------------------- ST: 1x-2x Water Gem* ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA | STRESIS: 95% POI Delay sk., DEM, DOO, EJE, PET, PRV | SIL, SLE, SLO, THR, ZOM | POI%: 10% ----------------------------------------------------------------------------- ELEMWEAK: FIR, LIG, WAT, ICE, HOL ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- SENSOR: Covered with thick scales. Vulnerable to magic. Immune to SCAN! ----------------------------------------------------------------------------- a) 'Punch' - GRATTP VS one chr - phd - tears off 50% current HP ----------------------------------------------------------------------------- STRATEGY | After two Sahagins kick the bucket, Geosgaeno shows up. It'll kill remaining Sahagin and then turn on you. An intimidating amount of HP VS Tidus' puny amount of HP. A battle that cannot be won? Indeed it is. So what do you do? Just exchange blows with each other. Don't use any Potions! Geo's punch is gravity based and cannot kill you, ever. After Geo hits you for the third time, battle is over.** * - Acquired with help of AR2. ** - With help of cheats it is possible to defeat Geosgaeno. However, you don't get anything for it. ----------------------------------------------------------------------------- 'Ruins: Corridor' Cough, cough. If I never see another fish, it'll be too soon. Drat, trapped again. Simply go up the stairs. 'Ruins: Hall' You've reached a big room with dead campfire in the middle. Right doors can't be opened... but push to the right of this door to have the screen shift a bit in order to find an area with a chest containing X-Potion! Now what would MacGyver do? Left doors lead to a messed up room... 'Ruins: Small Room' Examine the crushed desk where you must pick up a Flint *KEY ITEM*. Exit to previous big room and go in the back. 'Ruins: Stairs' When on this new screen, check the bottom of the screen for Ether. Climb the stairs and pick up Withered Bouquet *KEY ITEM*. Don't go back yet. You'll reach the balcony of 'Ruins: Hall'. On the end is another chest with Hi-Potion. You've done all you can for now. Return to campfire and press X... ----------------------------------------------------------------------------- BOSS ENTRY ---> A288 ----------------------------------------------------------------------------- Klikk | HP: 1500 - 400 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 5 | AP: 5 - 7 | 14, 1, 1, 1, 4, 15, 0, 50 ----------------------------------------------------------------------------- ST: 1x-2x Grenade | DR: 1x-2x; 2x-4x Ability Sp. GIL: 50 | ----------------------------------------------------------------------------- STIMM: POI, SLE | DCOUNT: 3 ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) 'Swipe' - VS one chr - phd ----------------------------------------------------------------------------- STRATEGY | Keep Potions handy. Your first boss battle where you have to be a bit careful! Well, you still can't pull off any fancy moves, so you're left with tried-and-tested strategy of hitting Klikk and using a Potion when your HP is at 150. Klikk can hit you for about 100 damage. Once Klikk loses 750 HP... hmm, who's this? Reinforcements have arrived! Now you can try out a few new tricks. BTW, Klikk's HP is restored to 1500. (Thanks to Gestahl for this.) New comrade's commands include Use (allows you to use items you cannot use with Item command) and Steal (character will attempt to steal from the enemy). Have your comrade Use Grenades on Klikk and have Tidus attack as usual (remember to heal yourself if damaged badly). If you run out of Grenades, you can steal some from Klikk. And 'Give what you get!'. ----------------------------------------------------------------------------- ***************************************************************************** 703 - SALVAGE SHIP Enemies: Piranha, Tros (BOSS) Items: 3x Potion Equipment: None Key Items: Primer I ***************************************************************************** 'Salvage Ship: Deck' Blah blah. It's time for you to learn how to use Sphere Grid, so pay attention. After tutorial is over, pick up a strange small object on the deck of ship. It turns out to be Al Bhed Primer Vol. I *KEY ITEM*. These books allow you to understand Al Bhed language once you have all of them. Talking with one of male Al Bheds will net you 3x Potion. Then talk to female Al Bhed and off we go. Let's salvage something... anything. Hint: It's very much advisable that you teach Tidus Flee and Haste ASAP. I'm not saying to push yourself hard right now to gain enough AP, I'm merely stating that getting these two Abilities in early stages of the game may save your life quite a few times. If you keep returning from 'Salvage Ship: Underwater' to the deck of Salvage Ship to talk to leftmost Al Bhed, who gives you 3x Potion, you can rack up to 99x Potions that way. 'Salvage Ship: Surface' While you're in water near the ship, press Circle to dive. 'Salvage Ship: Underwater' Keep diving. 'Underwater Ruins' When you reach a strange room, head to what appears to be control panel and press X. I never knew that banging on stuff would be a good thing to do... Anyway, continue on (follow the arrow in the mini-map until you reach an X mark indicated in the mini-map). As you enter the room, couple from Piranhas will charge from behind you. Defeat them, then examine the 'thing' by pressing X. Try to leave... another ambush! ----------------------------------------------------------------------------- BOSS ENTRY ---> A602 ----------------------------------------------------------------------------- Tros | HP: 2200-600 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 10 | AP: 8-12 | 10, 1, 1, 1, 12, 15, 0, 20 ----------------------------------------------------------------------------- ST: 1x-3x Grenade | DR: 2x-4x; 2x-4x Power Sp. GIL: 100 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, DEM, DOO | POI%: 0% EJE, PET, PRV, SIL, SLE, THR, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- SENSOR: Attacks with Nautilus Charge after backing away. SCAN: Retreats after the column after taking damage, where it cannot be attacked. Hits all targets with Nautilus Charge on the next turn, inflicting great damage. Use trigger commands to stop it from unleashing Nautilus Charge. ----------------------------------------------------------------------------- a) Nautilus Charge - VS all chrs - phd, requires one turn to charge b) 'Tentacle strike' - VS one chr - phd c) Tentacles - VS one chr - phd ----------------------------------------------------------------------------- STRATEGY | This battle introduces Trigger commands. Follow this strategy: Tidus attacks, girl Uses Grenades (if she runs out, she can steal some from Tros), heal with Potions when necessary. After you deal 350 damage to Tros, it'll get out of range. You can still hit it with Grenades, hehe. If Tidus already has Cheer learned, use it a few times to increase Str and Def. You have three options now. If your health is low, use Potion to heal. If you're quite healthy, use Trigger Command Stand By [restores 50 HP to user]. Or otherwise press Triangle to defend. Get ready for Nautilus Charge and take the punishment of about 170 HP (half less if you were defending). Attack Tros for further 350 damage until it gets out of range again. This time new Trigger Command Pincer Attack [attack an enemy from two sides] becomes available. Only Tidus is able to use it. So? Use it and Tros can't use Nautilus Charge anymore. Tidus attacks, girl grenadiers, but beware of Tros using stronger version of physical attack called Tentacles, heh. It takes off about 100 HP. Wave buh-bye to Tros, who'll disappear in a cloud of mist... ----------------------------------------------------------------------------- Go thru the hole Tros came in and then just keep following the girl. Game takes over again. Hm, I should go grab a snack before we move on. After a long sequence... ***************************************************************************** 704 - BESAID ISLAND Enemies: Piranha, Dingo, Water Flan, Condor, ???? (BOSS), Garuda Items: 200 gil, 2x Potion, 3x Potion, 1x Hi-Potion, 2x Antidote, 1x Phoenix Down, 1x Hi-Potion, 2x Antidote, 1x Phoenix Down, 2x Potion, 1x Hi-Potion, 400 gil, 1x Map, 1x Remedy, 400 Gil, 1x Ether, 3x Phoenix Down Equipment: Rod of Wisdom, Brotherhood, Seeker's Ring Key Items: Moon Crest, Primer II ***************************************************************************** 'Besaid: Beach' Water again. Meet the local blitz team and enjoy a bit of conversation. You'll get 200 Gil, 2x Potion, 3x Potion and 1x Hi-Potion from them. Before you follow their leader (who introduces himself as Wakka) off the beach, explore the area. Pick up Moon Crest *KEY ITEM* at all costs from the chest located on the east in a bay. Between the houses on southwest of the beach you can find a chest with 2x Antidote. 'Besaid: Crossroads' In this new area follow Wakka to the right. You've reached the end of the... 'Besaid: Valley' ...water? Follow the arrow. Don't forget to pick up chests (contain Phoenix Down, Hi-Potion and 2x Antidote) you'll pass across, as this area is one-time deal. Wakka is obviously hiding something and you'll get to learn soon what that is... That's all? No problem! 'Besaid: Village Slope' Simply go left. 'Besaid Village' Yay, our first village, originally called Besaid village. Not a big one, I might add. It has only 5 houses and one temple (which takes off 2/3 of the village). As another rule of RPGs states: Check everything, talk with everybody and check the shops (meanwhile ducks to avoid a Rocket Propelled Grenade). There's a hard-to-see hidden path behind one of the houses on the left, that leads to destroyed house with three chests. Loot them for 2x Potion, Hi-Potion and 400 Gil. Chest in front of item shop has Phoenix Down. Now head for the temple, which is on far north of Besaid village. Check the statues and a priest will explain about... nope, I said no spoilers. Return to Wakka's house and say that you want to sleep. Yawn... when you stand up, go left, as you can't go right very far... wakey, wakey! Go to the temple again. Tidus decides to go on a rescue mission. Welcome to the first Cloister of Trials. While there aren't many of them, these cloisters are annoying. Let's start. I also have pictures present to guide you thru the whole process, so that you won't get lost ever. Under each step will be picture provided so whenever you don't know what to do, copy/paste the link to your address bar and voila. ***************************************** LEVEL 1: Besaid Temple Cloister of Trials ***************************************** LEVEL 1 PRIZE: Rod of Wisdom STEP 1: As you enter first room, game will explain what is the purpose of Cloister of Trials (it conveniently forgets to mention that their other purpose is to annoy the heck out of us). http://splitinfinity.50megs.com/images/btemple01.jpg STEP 2: Approach spot A marked in previous picture and touch the glyph there. http://splitinfinity.50megs.com/images/btemple02.jpg STEP 3: Easy, huh? Now approach spot B marked two pictures back and touch second glyph. http://splitinfinity.50megs.com/images/btemple03.jpg STEP 4: Tadaah! Go down the stairs and when 'road' turns left, you'll see a recess on the wall to the right. Examine it and remove Glyph Sphere. http://splitinfinity.50megs.com/images/btemple04.jpg STEP 5: With Glyph Sphere in hand go down the stairs even more. A door will be in the way. What's this? Another recess. Put in Glyph Sphere... http://splitinfinity.50megs.com/images/btemple05.jpg STEP 6:... and door opens. Leave Glyph Sphere where it is and proceed down the corridor (ignore the recess you'll see on left wall between first and second turn). After two turns you will reach a spot with small white pillar on the left and a bunch of wall symbols on the right. Touch the symbols. http://splitinfinity.50megs.com/images/btemple06.jpg STEP 7: Aren't you a nice little wall destroyer? Enter the newly opened area. At the end is yet another recess (better get used to those). Inside is Besaid Sphere. Remove it. http://splitinfinity.50megs.com/images/btemple07.jpg STEP 8: With Besaid Sphere in hand turn around and stick it into the recess found on small pillar I mentioned before. Third wall gone... Leave the pillar as it is. *Don't move* it yet. http://splitinfinity.50megs.com/images/btemple08.jpg STEP 9: Remember the door we opened with Glyph Sphere. Return there and remove Glyph Sphere from the door. http://splitinfinity.50megs.com/images/btemple09.jpg STEP 10: Now I'll need you to remember the recess I mentioned in step 6. Maybe you tried inserting Besaid Sphere into it before, but it didn't do squat, right? That's because you need to insert Glyph Sphere into this recess like so... http://splitinfinity.50megs.com/images/btemple10.jpg STEP 11: Another wall gone. Enter this small room and remove Destruction Sphere that happily awaits to release its true potential. http://splitinfinity.50megs.com/images/btemple11.jpg STEP 12: Go to the room where you got Besaid Sphere (step 7!). In the recess insert Destruction Sphere. http://splitinfinity.50megs.com/images/btemple12.jpg STEP 13: Unlucky me.:) And another unlucky wall gets smithened. Weee, a treasure chest! Nail it and Rod of Wisdom (Mag+3%, Mag+5%, Sensor) is yours. You also broke Destruction sigil! 1/6 of your work is thus done! Work for what? It's explained in one of the sections waaaay more down in this guide. http://splitinfinity.50megs.com/images/btemple13.jpg STEP 14: I need to show you one more thing. If you look at this pic... http://splitinfinity.50megs.com/images/btemple14.jpg ... there are two points of interest. You need to push small pillar onto square shaped Spot D. If somehow you manage not to succeed into getting it there, step onto Spot C to reset pillar's default position. STEP 15: So stand to the right of pillar like so... http://splitinfinity.50megs.com/images/btemple15.jpg STEP 16:... and press left on directional buttons. Push it all the way down the corridor until pillar is pushed onto Spot D. Pillar will now sink into the floor. Floor will also change design into this... http://splitinfinity.50megs.com/images/btemple16.jpg ... meaning you have successfully completed first Cloister! Congratulations. After listening to another convo you'll be outside of temple. Head left and get a glimpse at what Yuna can do now. Honestly, I expected a known force and not a completely new one. Name this 'pet'. Later when the night falls, move left and talk with Yuna. When finished and Wakka asks you a question, answer whatever you like. Then talk to Wakka again and say you'd like to sleep. Good morning! Wakka will hand over Brotherhood (Str+5%, 3 FS), a sword that previously belonged to... oops, spoiler. Head for the Crusader's tent and nab Vol. II *KEY ITEM*. Now find the girl with the dog (she's in item shop) I bet you saw earlier and talk to her until she says 'that her dog found something'. Go in the third house on the right of the village and 'talk' to the dog inside. You'll get a special item, and somebody learns a new Overdrive. We're done in this village, so get ready to depart. You gain 1x Map item automatically. Equip function is now available in the Triangle menu. 'Besaid: Village Slope' On your way out of the village the game will now lead you by hand by teaching you how to best utilize your new party members. 'Besaid: Promontory' When you reach Promontory, pray or not. It doesn't affect anything later in the game. Proceed in arrow's direction. 'Besaid: Ancient Road' You want some of me? ----------------------------------------------------------------------------- BOSS ENTRY ----------------------------------------------------------------------------- ???? | HP: 750-300 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 10 | AP: 3-4 | 10, 15, 8, 5, 15, 15, 0, 10 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 2x-4x; 2x-4x Ability Sp. GIL: 100 | ----------------------------------------------------------------------------- STIMM: EJE, THR | DCOUNT: 3 POI%: 25% | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Sensor, Piercing DAA: Def+5% ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) 'Halberd' - VS one chr - phd b) Jump - VS one chr - phd ----------------------------------------------------------------------------- STRATEGY | Why must Tidus constantly prove himself? Exchange hits (as usual by now), taking care when your HP gets at 180 or so, which is when you should heal. Every three or so turns ???? will use Jump, which deals about 100 damage when it connects. Otherwise ???? should go down in 7 to 9 hits. ----------------------------------------------------------------------------- Besaid's item shop now sells equipment, so you might want to check them out. 'Besaid: Waterfall Way' Go thru another tutorial battle against Garuda. Call in Yuna, have her summon Valefor and let it rip. After the battle Formation function becomes available in Triangle menu. Another Garuda tutor battle awaits you further ahead. When done, you'll reach the 'Besaid: Crossroads'. Go to 'Besaid: Beach' and head for... 'Besaid: Dock' Talk with people to receive various items, which are: Remedy, 400 Gil, Ether, Seeker's Ring (HP+10%), 3x Phoenix Down. Board S.S. Liki... ***************************************************************************** 705 - SHIP S.S. LIKI Enemies: Sinscale, Sin (BOSS), Sinspawn Echuilles (BOSS) Items: 1x Remedy, [20 - amount of Potions in your stock = amount of Potions received] Potion suitcase Equipment: None Key Items: Primer III ***************************************************************************** More water? Tidus' eyesight sure wanders over interesting places...;) Explore the ship (there's Vol. III *KEY ITEM* in the ship's Power Room - where two chocobos are; you can pick up a Remedy from the chest in the cabin; then there's a suitcase you can kick for up to twenty potions - however, if you already have say 12 Potions, you'll get 8 of them by kicking the suitcase). For a quickie you need to: talk to Wakka, approach the crowd at end of the ship, talk to Wakka, talk to Yuna, talk to... RUN! ----------------------------------------------------------------------------- BOSS ENTRY ---> A499 ----------------------------------------------------------------------------- Sin | HP: 2000-1000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 100 | AP: 10-15 | 1, 1, 1, 1, 6, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 1x-2x; 1x-2x Mana Sp. GIL: 100 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, DOO, EJE, HAS, Nul sk., PET, POI, PRT, PRV, REF, REG, SHE, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Icest., Piercing DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Attack with magic and Wakka's ball. SCAN: Save Kilika! Hit Sin from a distance with Wakka' blitzball and Lulu's black magic. Valefor's attacks work well, too. ----------------------------------------------------------------------------- a) 'Move' - simply moves to another location, no harm done to your chrs ----------------------------------------------------------------------------- STRATEGY | Characters I recommend to use are Wakka, Lulu and Tidus. Let Tidus take care of Sinscales, but kill only two of them. If you waste all three, more will come. Naturally concentrate on Sinscales whose wings start to flicker. Otherwise Spines will hit for about 220 damage. Have Lulu use any offensive magic she has on Sin, and have Wakka attack Sin as well. Once two Sinscales are disposed of, switch Tidus out and assign Yuna as medic. Attack and attack until Sin goes down. Liam H. wrote to me: If you feel your guys and gals are strong enough to kill Sinscales with one hit, keep killing them and their reinforcements. Sinscale supply is endless. That way you can end this battle with way more AP than you ever wished for. ----------------------------------------------------------------------------- You're not out of the woods yet! You immediately fall into next boss battle! ----------------------------------------------------------------------------- BOSS ENTRY ---> A502 ----------------------------------------------------------------------------- Sinspawn Echuilles| HP: 2000-400 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 20 | AP: 12-18 | 10, 1, 15, 1, 5, 15, 0, 15 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 2x-4x; 2x-4x Ability Sp. GIL: 115 | ----------------------------------------------------------------------------- STIMM: BER, CON, DEA, EJE, PET, PRV | DCOUNT: 3 SLE, ZOM | POI%: 25% ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Piercing, Waterst. DAA: Waterward ----------------------------------------------------------------------------- SENSOR: Afflict it with darkness to make it miss. SCAN: Absorbs HP with its Drain Touch. Inflicting darkness is the way to go. But after two Drain Touches it will bring out the Blender, inflicting damage on all targets. ----------------------------------------------------------------------------- a) Blender - NATT VS all chrs - mgd - used every three turns b) Drain Touch - VS one chr - phd - amount of HP deducted from attacked chr is added to Echuilles' HP ----------------------------------------------------------------------------- STRATEGY | What the heck was Tidus thinking anyway? Only Tidus and somebody else are available for this battle. Hope you haven't used all Potions yet. Forget about Sinscales. I know they're annoying (inflict around 65 damage), but they come in infinite numbers, so concentrate your attacks on Echuilles. Drain Touch inflicts about 50 damage and Blender deals 120 damage to all. Take heed: Blender is used every three turns. However, by inflicting darkness (Dark Attack!) you can increase your odds significantly as Echuilles will have trouble connecting Drain Touch. Also have Tidus use Cheer a few times to increase Str and Def. I recommend counting the turns Echuilles uses Drain Touch so you'll know when Blender will come up and use that knowledge to heal yourself in time. Again, ignore Sinscales and concentrate on Echuilles only. Once you rip off 2000 HP it has, it bites the water. ----------------------------------------------------------------------------- ***************************************************************************** 706 - KILIKA Enemies: Ragora, Dinonix, Yellow Element, Killer Bee, Lord Ochu (BOSS), Sinspawn Geneaux (BOSS) Items: 3x Potion, 1x Ether, 1x Remedy, 1x Hi-Potion, 1x Luck Sphere, 2x Mana Sphere, 4x Antidote, 3x Phoenix Down, 1x Elixir Equipment: Scout, NulBlaze Shield, Red Armlet Key Items: Primer IV ***************************************************************************** As you get off the ship, go up and then left on next screen. After the movie go out of the inn, head right, talk to Wakka. There's Vol. IV *KEY ITEM* in 'Kilika - Tavern'. Exit the tavern and then go left all the time (last house you can enter before Kilika Woods has chest with 3x Potion; also, approach the destroyed house with little girl in it... return to tavern and open new chest with Ether). Leave this village until you reach Kilika Woods. 'Kilika Woods' In this next battle you get to see how Enemy Skill works in this game. Have Kimahri use Lancet on Ragora and he'll learn Seed Cannon, useless Ronso Rage (this is how Enemy Skill is renamed in FFX). As soon as Kimahri learns new Ronso Rage from specific enemy, this will fill up his Overdrive gauge to the max immediately, so you can test out new ability. Somewhere around now it's a good idea to have Tidus learn Haste. Explore the forest, open chests, talk to folks roaming around and you'll find/receive: Remedy, Hi-Potion, Luck Sphere, Scout, 2x Mana Sphere, 4x Antidote. If you approach Lord Ochu from the left, engage in battle, let Ochu take a swing or two at you, and then escape, a Crusader will come running and give you 3x Phoenix Down. Meet up with two acquaintances from Besaid village near the bridge you'll see up ahead. Further ahead you will see an enemy which you will instantly recognize if you're a veteran to FF - yep, it's Ochu, but not just any Ochu... ----------------------------------------------------------------------------- BOSS ENTRY ---> A311 ----------------------------------------------------------------------------- Lord Ochu | HP: 4649-800 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 39 | AP: 40-60 | 15, 1, 23, 1, 8, 20, 0, 10 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 1x-2x MP Sp.; 1x-2x HP Sp. GIL: 420 | BR: Remedy for 46490 gil ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, POI, PRV | DCOUNT: 1 ----------------------------------------------------------------------------- ELEMWEAK: FIR ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-3, 99% DWA: Mag+5%, Piercing, Poisontouch, Str+5% DAA: Berserkward, Darkward, Poisonward, Silenceward, Sleepward, Stoneward ----------------------------------------------------------------------------- SENSOR: Vulnerable to fire. SCAN: Its claws inflict poison. Restores lost HP by sleeping. Retaliates with Earthquake if awakened, so watch out. Being a plant, it burns easily. ----------------------------------------------------------------------------- a) Poison Claw - VS one chr - phd + Poison b) Water - WATT VS one chr - water d. c) 'Lord Ochu falls asleep.' - once sustaining 2500 or more damage, Ochu will go to sleep, receiving Regen status - wake it up and it will counter with Earthquake d) Earthquake - GRATT & CATT VS all chrs - tears off 50% current HP - used if awakened ----------------------------------------------------------------------------- STRATEGY | First boss battle where you get troubles with statuses - this time it's Poison that'll annoy you. Get those Antidotes handy. Ochu's Poison Claw will deal about 120 damage to single chr on top of poisoning it. It may also cast Water for about 300 damage. Shut it up with Wakka's Silence Attack. If you don't have that yet, casting NulTide is another solution. Also have Tidus use Cheer a few times to increase Str and Def. Further fighting this guy revealed a set attack pattern: Ochu will use one or two Poison Claws, and then Water, again one or two Poison Claws, then Water. Lulu is nearly a must in this fight. Her Fire will deal big damage to Ochu. Tidus can also be of use by casting Haste I hope you've learned so far (you'll need to gain 11 Sphere levels to get to Haste). Prior to the fight it is also recommended to equip Firestrike weapons, if you have any. I suggest not wasting Antidotes for Poison, but instead use Yuna's Esuna. Once you knock of 2500 or more of Ochu's HP, it'll fall asleep on first turn it'll get after that and at same time getting Regen status. Wake it up ASAP - this will also negate Ochu's Regen. It'll counter with Earthquake, but it cannot kill you cos it's a gravity attack based on current HP. You could also use Valefor to strike Ochu - as Valefor is a flying bastard, Earthquake misses (thanks to Gestahl for this). Once awakened, continue to repeat the advice I gave above and you'll win. Also, if you've followed my tip from start of this guide about Loner, use Slice and Dice on it for quick reduction of HP, hehe. ----------------------------------------------------------------------------- After you kick his lordy ass, go right from your current position and then up at next intersection. Also, one of two acquaintances I mentioned before will give you Elixir; and if you talk to one of both captain Falcons... er, I mean Crusader captains (more specifically, the one who mentions he can't believe you wasted Ochu), you'll receive NulBlaze Shield for Tidus. 'Kilika: Pilgrimage Road' Save and go up the stairs. ----------------------------------------------------------------------------- BOSS ENTRY ---> A503 ----------------------------------------------------------------------------- Sinspawn Geneaux | HP: 3000-900 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 30 | AP: 48-72 | 15, 1, 10, 1, 7, 0, 0, 100 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 2x-4x; 3x-6x Power Sp. GIL: 300 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, DEM, DOO, EJE, PET, POI, PRV, SLE, THR, ZOM ----------------------------------------------------------------------------- ELEMWEAK: FIR | ELEMABS: WAT ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Darktouch, Piercing DAA: Darkward ----------------------------------------------------------------------------- SENSOR: Vulnerable to magic. SCAN: Its shell deflects physical attacks well. Tentacles absorb magic attacks. Defeat tentacles first, then force it from its shell with fire magic. Absorbs water-based attacks. ----------------------------------------------------------------------------- a) Sigh - NATT VS all chr - mgd - used when Geneaux is still in its shell - used every second turn boss gets while in its shell b) Venom - VS one chr - phd + Poison - always used on chr whose current HP is the highest c) Water - WATT VS one chr - water mgd d) Staccato - VS all chrs - phd ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A504 ----------------------------------------------------------------------------- Geneaux's Tentacle| HP: 450-500 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 10 | AP: 5-7 | 14, 1, 1, 1, 10, 15, 0, 20 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 1x-2x; 1x-2x Ability Sp. GIL: 30 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, DOO, EJE, PET, POI, PRV, SIL, SLE, THR, ZOM ----------------------------------------------------------------------------- ELEMHALF: LIG, ICE | ELEMABS: WAT ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- SENSOR: Absorbs magical attacks against Geneaux. SCAN: Absorbs magic cast against Geneaux's body. Defeat tentacles first, then use magic attacks on the body. Tentacles have high magic defence, so physical attacks are the way to go. ----------------------------------------------------------------------------- a) 'Tentacles absorb magic!' - as long as tentacles live, ANY magic cast at main body is useless b) 'Tentacle strike' - VS one chr - phd ----------------------------------------------------------------------------- STRATEGY | Get rid of tentacles first. Why? ANY magic cast at the body will be absorbed by tentacles. Not only do you waste a turn, you also lose valuable MP. However, magic cast at tentacles themselves won't be absorbed. Element to use in this fight is fire. Body is vulnerable to it, and tentacles take normal damage from it. Tentacles deal about 100 damage on their turn. And there's two of them, so be careful. Heal if you're at 250 HP or less! Now what? Body is weak to magic, but resistant to physicals. Tentacles are resistant to magic, but weak to physicals. Have Tidus use Cheer a few times to increase Str and Def. Meanwhile attack tentacles (3-5 hits should take them down) and then blast away at the boss with Fire magic or Firestrike weapons. When Geneaux's HP falls is 2399 or less, it'll bust out of its shell. Alternatively summon Valefor at the start of battle (in Overdrive, if possible) and energize them to kingdom come (thanks to Gestahl for this). Geneaux uses Venom, Water and Staccato in that order. So use this big tip to plan ahead. When it breaks from shell, first attack it'll use is Venom (about 100 damage to single chr). So use Antidote or Esuna on character that's affected. Before Geneaux's second turn comes up when it casts Water (around 90 damage), cast NulTide. You can also Silence it! On third turn get ready for Staccato. Deals around 100 damage to all chrs. Either Defend or keep up your HP above 200. Then the roulette repeats... of course, you shall prevail. ----------------------------------------------------------------------------- 'Kilika Temple' You've reached the next temple. And you also reached next Cloister of Trials. 'I wanna scream, I wanna jump for joy...' Yeah right. Go inside the temple. Talk to Wakka and pick whichever choice. Wow! Go thru the door up the stairs and enter Cloister of Trials. When all others go, wait until platform comes back up. Then step on it... When down, go ahead and enter the door. ****************************************** LEVEL 2 - Kilika Temple Cloister of Trials ****************************************** LEVEL 2 PRIZE: Red Armlet KS - Kilika Sphere GS - Glyph Sphere DS - Destruction Sphere STEP 1: What you see on this pic is the first room of Kilika's Cloister. One pillar (marked with A) rests KS1. Take it out and stick it into recess found on right of the door (marked with B). http://splitinfinity.50megs.com/images/ktemple01.jpg STEP 2: Hot hot hot! Remove KS1 from the recess... http://splitinfinity.50megs.com/images/ktemple02.jpg STEP 3:... and with KS1 in hand proceed thru now 'broken' door until you reach next big room with four points of interest. C, D and E mark spots where there are recesses (into which you can insert spheres) on the walls. F marks second pillar with GS atop of it. http://splitinfinity.50megs.com/images/ktemple03.jpg STEP 4: Approach recess marked with D (as shown in above pic) and insert KS1. http://splitinfinity.50megs.com/images/ktemple04.jpg STEP 5: A glyph will appear. Now remove KS1. http://splitinfinity.50megs.com/images/ktemple05.jpg STEP 6: With KS1 in hand approach recess marked with E (as shown in step 3) in stick it in. http://splitinfinity.50megs.com/images/ktemple06.jpg STEP 7: Now approach the glyph you just caused to appear. Examine it and you will be able to touch it. http://splitinfinity.50megs.com/images/ktemple07.jpg STEP 8: Access granted. Shown on this pic are two points of interest. G marks the spot of shining glyph, which we shall use later. H marks a recess with KS2 inserted in it. http://splitinfinity.50megs.com/images/ktemple08.jpg STEP 9: Take out KS2 from recess marked with H as shown above. http://splitinfinity.50megs.com/images/ktemple09.jpg STEP 10: Return to recess marked with C (step 3 pic) in insert KS2. http://splitinfinity.50megs.com/images/ktemple10.jpg STEP 11: Now get near the second pillar (marked as F in step 3 pic) with GS atop of it. Remove the GS. http://splitinfinity.50megs.com/images/ktemple11.jpg STEP 12: Get moving to recess marked as H (step 8 pic) and insert GS into it. Wall will split, allowing access to another room, but that room doesn't interest us... yet. http://splitinfinity.50megs.com/images/ktemple12.jpg STEP 13: Now step on shining glyph, marked as G (step 8 pic). Pillar you saw one room back (marked as F in step 3 pic) will be magically teleported near your current position. http://splitinfinity.50megs.com/images/ktemple13.jpg STEP 14: Return to either of recesses marked as C or E (step 3 pic), doesn't matter. But for this guide I shall use recess C. Remove KS2 from that recess. http://splitinfinity.50megs.com/images/ktemple14.jpg STEP 15: Now go to the pillar you teleported before by stepping on shining glyph. Do you have KS2? If yes, insert it in recess found on that pillar. http://splitinfinity.50megs.com/images/ktemple15.jpg STEP 16: With KS2 inserted it's time to do a bit of pushing. Remember how you pushed the pillar found in Besaid temple? Repeat the exercise for this one, but you need to push the pillar onto shining glyph (mark G). http://splitinfinity.50megs.com/images/ktemple16.jpg STEP 17: Part of the floor will crumble, allowing access to yet another recess. From your current position go left, then down the stairs and to the right. You're now near the recess, so remove KS3. http://splitinfinity.50megs.com/images/ktemple17.jpg STEP 18: See another set of stairs leading up not far from here? At the end is a door with a recess on the right of it. Insert KS3 you just got into it. http://splitinfinity.50megs.com/images/ktemple18.jpg STEP 19: Recall the small room you were granted access back in step 12? Now this room does interest us. Go there and remove DS. http://splitinfinity.50megs.com/images/ktemple19.jpg STEP 20: Now go to recess where KS3 rested before. Insert DS into it. http://splitinfinity.50megs.com/images/ktemple20.jpg STEP 21: Kaboom... sort of. A chest. Nail it and Red Armlet is yours. You also just broke Destruction sigil! http://splitinfinity.50megs.com/images/ktemple21.jpg STEP 22: For coup de grace go up the stairs to your left. This is where you inserted KS3 in step 18. Now remove it and Kilika's Cloister of trials is finished. http://splitinfinity.50megs.com/images/ktemple22.jpg You've reached the Antechamber! Talk to Wakka and Lulu until they start repeating themselves. Nothing happens. Try to leave now and Yuna will appear. You have to backtrack all the way to Kilika now. Joy, for you can test out a new toy (if you skipped defeating Lord Ochu before, try your new toy on it). The ship is repaired, so get on it and head out to Luca. ***************************************************************************** 707 - SHIP S.S. WINNO Enemies: None Items: 1x Hi-Potion Equipment: None Key Items: Volume V ***************************************************************************** You'll find yourself in a cabin. Loot the chest for Hi-Potion. Find Yuna, talk to her (stupidos, I'll take ya all on next time we meet!). Pick up Vol. V *KEY ITEM* in ship's bridge. Now you need to find Wakka and Lulu. They're on the top deck of the ship. Go up the stairs that lead there four times. If you want to get one of best blitz techs for Tidus, you better save now. Go and touch the ball you'll find on the main deck. After a so-so explanation of 'controls' try to perform J. Shot. If you fail, don't feel bad about it. Enjoy more convo. ***************************************************************************** 708 - LUCA Enemies: Worker, Oblitzerator (BOSS), Sahagin Chief, Vouivre, Garuda Items: 2x Hi-Potion, 600 gil, 2x Phoenix Down, 1000 gil, 1x Strength Sphere, 1x HP Sphere, 1x Magic Sphere Equipment: Tidal Spear Key Items: Volume VI, Volume VII, Jupiter Crest (in Aurochs' locker room - return to get it later in the game) ***************************************************************************** View the movie. You've reached Luca, second largest city in Spira. You'll find yourself on 'Luca: Nr.2 Dock'. After blahblah is over move right to 'Luca: Nr.3 dock'. Go right a bit more... Sephiroth? Naaah.:) Time to prepare for the game. View the tutorial (or not, since it's rather large). Yuna will burst in, saying that she saw someone you've already met before... What? Let's go find this person. You'll be in 'Luca: Basement A'. Follow the arrow. 'Luca: Main Gate' welcomes you. Go a bit left and down the stairs to enter 'Luca: Basement B'. On the floor here is Vol. VI *KEY ITEM*. There's 2x Hi-Potion chest at end of basement. Turn back and enter 'Luca: Main Gate' again. Now let's go visit the docks. Nr.1 Dock - 600 gil, Tidal Spear Nr.2 Dock - 2x Phoenix Down Return to 'Luca: Main Gate' and go in only direction you haven't gone yet. On 'Luca: Bridge' go north first. Go all the way up until you reach 'Theatre: Reception'. There's Vol. VII *KEY ITEM* in here. Return to 'Luca: Bridge' and go right to find 'Luca: Square'. Climb the stairs on upper right of the screen to enter 'Luca: City Limits'. Nab 1000 Gil. Return to previous screen and enter the tavern. Now we have to look for somebody else. Kimahri, Lulu and Tidus will form a search party. You need to reach 'Luca: Nr.4 Dock'. You'll have to use the left side. Buy Thunder Spear for Kimahri from O'aka at 'Luca: Nr.1 dock'. As you reach 'Luca: Nr.2 dock', you'll get ambushed by some weirdos. New type of enemies... remember to follow Lulu's advice! Same thing will happen on Docks 3 and 4. Kick last few enemies into oblivion, save. Note that this is an excellent opportunity to stock up on Hi-Potions and X-Potions. How, you ask? Return to Dock 3 and you'll engage in random battles against Workers. If you can Overkill one, you'll get 2x Hi-Potion, or 2x X-Potion for rare drop. When bored, proceed to Dock 4 and go right... ----------------------------------------------------------------------------- BOSS ENTRY ---> A401 ----------------------------------------------------------------------------- Oblitzerator | HP: 6000-600 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 10 | AP: 36-54 | 16, 1, 1, 1, 1, 0, 0, 10 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 1x-2x; 2x-4x Elixir GIL: 580 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Distil sk., DOO, EJE, PET, POI, PRV, REG, SIL, SLE, THR, ZOM ----------------------------------------------------------------------------- ELEMWEAK: LIG | ELEMHALF: FIR, WAT, ICE, HOL ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Lightningst., Piercing DAA: Def+3% ----------------------------------------------------------------------------- SENSOR: Vulnerable to lightning. SCAN: Speeds up when damaged. Vulnerable to lightning, but chucks a Mute Ball at anyone casting Thunder. Use a nearby object to escape its mighty Blitzball Rush. ----------------------------------------------------------------------------- a) Blind Ball - CATT VS one chr - phd + Blind for one turn - used if attacked with physical attack b) Mute Ball - CATT VS one chr - phd + Silence for one turn - used if attacked with magical attack c) Blitzball Rush - STATT VS all chrs - std - 12 hits randomly distributed between targeted chrs ----------------------------------------------------------------------------- STRATEGY | Tidus will make a smartass comment... which actually pays off. As battle starts, have Tidus use Haste on Lulu. Have Lulu cast Thunder at the Crane three times. Meanwhile have Kimahri defend or use healing items on the party. Do whatever you wish, just leave Oblitzerator the hell alone. Also have Tidus use Cheer a few times to increase Str and Def. Thundering the crane will power it up and now Oblitzerator is doomed. Have Tidus use Trigger Command 'Use Crane' [activates crane]. Crane will move, pick up Oblitzerator and rip off its top part, dropping it in the water, at the same time reducing boss' HP by 93,75% of current HP. I forgot to mention that by ripping off Oblitzerator's top part it cannot attack anymore (thanks to Gestahl for this). Why is this the best way? If attacked with magic, boss counters with Mute Ball - deals about 70 damage and inflicts Silence. Blind Ball is used in case of physical attack. Expect 90 damage and Darkness. On its regular turn it'll use Blitzball Rush, which hits twelve times, each hit dealing around 35 damage. Also, the lower its health, faster it'll become. And there's no Haste involved. So it's best to go with Crane technique. ADDITIONAL STRATEGY (submitted by Terminal Velocity): I managed to defeat the Oblitzerator without using the crane. How so? Instead of wasting time on using the crane with Tidus, I had him Cheer to the point that there was no noticable increase in stats. Lulu shot off a Thunder every so often, with the turns in which she was Silenced by the Mute Ball counter she acted as healer. The biggest breakthrough came when I realized that Kimahri's Lancet would be countered by a Mute Ball, rather than a Blind Ball. This enabled me to Lancet, get Silenced, Attack, get Blinded, then Lancet until the blindness wore off, since Lancet is not afected by either status ailment. The increase in Oblitzerator's Agility wasn't noticable due to Kimahri being in Haste for more Lancet opportunities. ----------------------------------------------------------------------------- What looked impossible was just possibilized! Go to your locker room, then enter it again. Play a bit of blitzball. You obtain 1x Strength Sp. if you manage to win this game. If you don't win, don't sweat it... After that save when prompted. Sahagin Chiefs will litter the pool. Use a good cleansing on them. After you kill 17 of them, reinforcements arrive. Someone you know from before VS Vouivre. Bam! Dead Vouivre. Wakka, Tidus and SYKFB VS Garuda. Bam! Dead Garuda (use Wakka's Dark Attack skill for easier battle). Wakka, Tidus and SYKFB VS ALOE (A Lot Of Enemies). Bam! Dead ALOE. But your party didn't do it... someone else did. Surprise, surprise. SYKFB will now start spreading rumors.:) Alright, we needed that! From No.5 Dock head to 'Luca: City Limits'. After the scene talk with Yuna and then head off by following the arrow. *Before* you do that, tho', return to Nr.5 Dock and check the boxes thoroughly. Between some of them is a passage that leads to two chests containing HP Sphere and Magic Sphere. ***************************************************************************** 709 - HIGHROAD Enemies: Mi'ihen Fang, Bomb, Dual Horn, White Element, Floating Eye, Raldo, Thunder Flan, Ipiria, Vouivre, Chocobo Eater (BOSS) Items: 1x Hi-Potion, 2x Antidote, 1x Remedy, 3x Soft, 1x Lv.1 Key Sp., 4x Antidote, 2000 Gil, 600 Gil, Hi-Potion, 3x Eye Drops, 1x Ether, 1x Lv.1 Key Sp., 2x Mega-Potion, 2x Hi-Potion, 1x Fortune Sphere Equipment: Hunter's Spear, Ice Brand, Echo Ring (win vs Belgemine), Seeker's Ring (lose vs Belgemine), Red Ring, Heat Lance, Thunder Blade, Scout, Scout (donate 100 gil), Ice Lance (donate 1000 gil), Moon Ring (donate 10000 gil) Key Items: Volume VIII, Mars Crest, Volume IX ***************************************************************************** 'Highroad: South End' Welcome to the green. You'll be seeing green for a while and I'm not complaining. A tutor battle awaits you telling you about Auron's specialty. Talk with people you'll see walking around. Also remember to check every nook and cranny of the road. You can find/receive: Hi-Potion, Hunter's Spear, 2x Antidote, Ice Brand. You'll have a few historical lessons, encounter a few Chocobos (they're big in this game), find out more about what Crusaders are up to, kill next boss... wait, that comes later... umm, oh yeah, there's a woman called Belgemine you'll eventually meet before you leave first part of Highroad. She'll challenge Yuna to a game of Tetris. Jes, aj spik ruski. BTW, this isn't in Russian. ----------------------------------------------------------------------------- BELGEMINE'S CHALLENGE, ROUND 1 ----------------------------------------------------------------------------- 'Flameguy' | HP: 3500-560 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: na | 18, 0, 18, 0, 13, 15, 0, 0 ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: Just about everything. ----------------------------------------------------------------------------- ELEMABS: FIR ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) 'Swipe' - VS one chr - phd b) Meteor Strike - VS one chr - mgd c) Hell Fire - VS all chrs - fire mgd ----------------------------------------------------------------------------- Doesn't matter if you win or not, you get something either way: for winning you'll receive Echo Ring, for losing Seeker's Ring. Return on the main road and keep following the arrow. 'Highroad: South' Locate/receive: Remedy, Red Ring, 3x Soft (don't kick the blitzball!). 'Highroad: Central' Locate/receive: Lv.1 Key Sp., 4x Antidote, 2000 Gil, 600 Gil, Hi-Potion, 3x Eye Drops. After chocobo carriage moves out of the way, there's a nervous Crusader standing on the left of highroad. Talk to him for 1x Ether. 'Highroad: Agency, Front' You've reached first of many Rin's Agencies. Snort. Refresh your stock if you wish, then exit the Agency. Have a talk with Yuna. In the morning you'll receive Lv.1 Key Sp. Try to exit and you'll bump into Rin. He'll give you Vol. VIII *KEY ITEM* and 2x Mega-Potion. Save. Head outside and I bet you want to ride the big bird already... ----------------------------------------------------------------------------- BOSS ENTRY ---> A095 ----------------------------------------------------------------------------- Chocobo Eater | HP: 10000-800 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 5 | AP: 90-135 | 25, 25, 20, 35, 12, 15, 0, 25 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 2x Lv.1 Key Sp.* GIL: 970 | ----------------------------------------------------------------------------- STIMM: BER, CON, DEA, DEM, DOO, EJE, | STRESIS: 50% Break sk., 40% POI PET, SIL, SLE, THR, ZOM | POI%: 5% ----------------------------------------------------------------------------- ELEMWEAK: FIR ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Mag+5%, Mag+10%, Piercing, Sensor, Str+5%, Str+10% DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Vulnerable to darkness. SCAN: Stick with piercing weapons until you knock him over. After he says 'You're next!' he'll unleash a powerful attack. Casts Blizzard when HP is low, so stay warm with NulFrost. ----------------------------------------------------------------------------- a) 'Rush attack' - GRATTP VS all chrs - phd - tears off 18,75% of current HP b) You're next! - charge turn for Fist of Fury attack c) Fist of Fury - VS one chr - high phd - requires one turn to charge d) 'Smack' - VS one chr - phd e) Blizzard - CATT & IATT VS one chr - ice mgd ----------------------------------------------------------------------------- STRATEGY | An interesting battle. It's comprised of five 'slots'. From left to right, your party fills second slot, whilst CE fills third slot. If CE manages to push you out of first slot, you lose. If you manage to push CE out of fifth slot, you win. You also win if you defeat CE the normal way. Let's talk strategy now. Its normal attack deals around 300 damage to single chr. However, if you see 'You're next!' appear on screen, prepare to heal or revive that character on boss' next turn, as CE will unleash Fist of Fury, which deals up to 1000 damage. If you can use Provoke already, you will never see 'You're next!' and Fist of Fury. Having HP at about 500 is recommended, as you won't need to revive the chr who might get hit with normal attack. Of course, if chr is going to be hit with Fist of Fury, let that chr take it. 'Rush attack' can't kill you, as it deals damage based on your current HP, but it can knock you off the cliff, so either you knock CE off the cliff or defeat it. Lastly, when CE is on its back and if it has less than 45% HP, CE can cast Blizzard as a counter at one chr when attacked. For as long as CE is standing, it is armored, so only Piercing weapons do full damage. For as long as it's decked, it takes normal damage from any chr's physical attack. As CE is vulnerable to fire, you might want to employ Lulu. Have her use Fire (or Fira, if you've already gained at least 27 Sp. L. for her). Have Tidus cast Haste on the party, and Slow on CE (you'll need about 35 Sp. L. for Tidus to reach Slow, but it's worth it, believe me). Wakka will also be useful in this battle. Have him use Dark Attack or Dark Buster (you need about 38 Sp. L.). Auron? Power Break is very useful. You need to deal at least 1201 damage (not necessarily in one attack) to Chocobo Eater for it to fall over. Once you do that for first time, you could use the free turns to Cheer and Focus. Then when it's on the ground, deal at least 501 damage (not necessarily in one attack) to it and you'll push it back one slot. Watch out for this: when CE is down and if it has 4500 or less HP, it'll counter with Blizzard whenever attacked. It's a bit funny when you manage to push CE off the cliff, but it's not worth the effort IMO. Actually, I correct that: if you push CE off the cliff, you'll receive 2x Lv.1 Key Sp., which I cannot seem to obtain if I kill CE the normal way. It's okay if you lose the battle by being pushed off the cliff, but it's not okay if you lose the battle by having all of the party KO-ed. It'll be Game Over for you, so careful. * - You're awarded 2x Lv.1 Key Sp. only if you manage to push CE off the cliff. ----------------------------------------------------------------------------- If you lose by accident, you'll continue on 'Highroad: Oldroad, South'. You get a free ride if you won. Ride off into the sunset with Billy the Kid on the back... 'Highroad: Newroad, South' Nothing at all. Just go forward. 'Highroad: Newroad, North' Don't run all the time. Go slower and look for small yellow stripes on the ground - these are chocobo feathers. There's aren't many, but they do lead to some treasures. There's one in this part - it leads to Heat Lance. Back on the road look for Vol. IX *KEY ITEM* lying on the road. 'Highroad: North End' You've reached the end of Highroad. Kick the chest for 2x Hi-Potion. Take a right to enter Oldroad... 'Highroad: Oldroad, North' Look carefully for feather - it leads to Thunder Blade and Scout. 'Highroad: Oldroad, South' Feather here leads to Fortune Sphere. At the end of Oldroad you'll find a chest with Mars Crest *KEY ITEM*. Return all the way back to the last crossroads. Dismount Chocobo as you can't take it any further. Laugh at Dona's incompetence (heh, serves you right, you witch). Approach the carriage until it goes away. You can talk to Clasko here and he'll wonder where Elma and Lucile are. You'll be given the option of helping him look for them (carriage led by Gatta and Luzzu must be gone) or letting it be. I don't know yet what kind (if any at all) of consequences it might have to help Clasko out. Talk with everybody and then try going north (as the screen shifts, talk with person in lower left corner and decide how much you'd like to donate, if anything at all - depending on donation, you'll get an item (for 100 gil Scout, for 1000 Ice Lance and for 10000 Moon Ring). You won't be able to go thru as well. As you try to go back, someone will make the guards let you thru. ***************************************************************************** 710 - MUSHROOM ROCK Enemies: Bomb, Dual Horn, Ipiria, Vouivre, Thunder Flan, Floating Eye, Raptor, Red Element, Gandarewa, Garuda, Lamashtu, Funguar, Sinspawn Gui (BOSS) Items: 1x Remedy, 1x Ether, 1x Hi-Potion, 2x Phoenix Down, 1x Hi-Potion, 10x Potion, 1000 Gil, 1x Remedy, 1x Hi-Potion, 1x X-Potion, 400 Gil, 1x Mega- Potion, 1x Mega-Potion, 1x Hi-Potion, 4x Soft (available only after completing Djose temple trials - return to Mushroom Rock: Aftermath and cross to the next screen using the broken machine to reach this chest) Equipment: Tough Bangle, Serene Armlet, Serene Bracer Key Items: Volume X ***************************************************************************** QUICK TIP: If haven't done so already, have Lulu learn her Lv2 element spells: Fira, Blizzara, Thundara and Watera. QUICK TIP: You should train up Yuna until she learns Cura. 'Mushroom Rock' On this road your path further north will be blocked by Clasko guy who insists it's too dangerous to go forward. Yeah right. Talking with people will nab you: Remedy, Ether, Hi-Potion, 2x Phoenix Down. Backtrack a bit to where you entered Mushroom Rock - there will be a guy who hands over Tough Bangle (HP+20%, 1 FS). After all this you'll need to take the left path. 'Mushroom Rock: Valley' Person here will give you Hi-Potion. Then use the platform. After a lot of zig- zaging (during your trip thru here find/receive: 10x Potion, 1000 Gil, Remedy, Hi-Potion). You'll reach next platform. 'Mushroom Rock: Precipice' In new area find your way around. Find/receive: X-Potion, Serene Armlet, 400 Gil. Taking a big curve you'll see on the map leads to Vol. X *KEY ITEM*. Take another platform up. You'll get Mega-Potion from guy closest to mechanical lift. Go past the save point for a bit of story. Then use the lift. 'Mushroom Rock: Plateau' Nothing of interest. Proceed right. 'Mushroom Rock: Ridge' Talk to Gatta and choose whatever you wish. Talk to him again, again choose whatever you wish. You'll meet an old friend of Auron's. When done chatting, save. Loot two chests here for Serene Bracer and Mega-Potion. Look for the person on extreme right and say 'Yes'. ----------------------------------------------------------------------------- BOSS ENTRY ---> A505 ----------------------------------------------------------------------------- Sinspawn Gui | HP: 12000-800 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 30 | AP: 400-600 | 29, 1, 20, 30, 10, 15, 0, 100 ----------------------------------------------------------------------------- ST: 1x-1x Potion | GIL: 1000 ----------------------------------------------------------------------------- STIMM: ARM, BER, CON, DAR, DEA, Delay sk., DOO, EJE, MAG, MEN, Nul sk., PET, POI, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Piercing, Sleepstrike DAA: Sleepproof ----------------------------------------------------------------------------- SENSOR: Blocks attacks with both arms. SCAN: Blocks physical attacks with its toughened arms. Remove them with piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. ----------------------------------------------------------------------------- a) 'Punch' - VS one chr - phd b) Demi - GRATT VS all chrs - mgd - tears off 25% current HP ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A506 ----------------------------------------------------------------------------- Gui's Head | HP: 4000-800 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: 48-72 | 1, 1, 1, 1, 15, 0, 0, 0 ----------------------------------------------------------------------------- ST: 1x-1x Potion | GIL: 200 ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA, Delay sk., Distil sk., DOO, EJE, Nul sk., PET, POI, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 11% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Strike the head to disable its Venom. SCAN: Blocks physical attacks with its toughened arms. Remove them with piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. ----------------------------------------------------------------------------- a) 'The head is moving suspiciously!' - signifies a charge turn for Venom b) Venom - STATT VS one chr - std + Poison c) 'The head stops moving!' - hit it with magic or Wakka's ball d) Thunder - LATT VS one chr - lightning d. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A507 ----------------------------------------------------------------------------- Gui's Arm | HP: 800-500 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 1 | AP: 37-55 | 1, 1, 1, 1, 0, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x-1x Potion | GIL: 300 ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk., Distil sk., DOO, EJE, MAG, MEN, Nul sk., PET, POI, POW, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 11% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Protects the body with thick armor. SCAN: Blocks physical attacks with its toughened arms. Remove them with piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. ----------------------------------------------------------------------------- a) 'The arms regenerated!' - after few turns in which Gui is without its arms pass, they will regenerate ----------------------------------------------------------------------------- STRATEGY | Looks intimidating, but fear not! Another boss with set patterns of moves, hehe. Gui will alternate between 'Punch' (deals about 600 damage) and Demi. Head will go like this: Thunder (deals about 180 damage), 'The head is moving suspiciously!' and Venom (500 damage, unblockable, Poison). Anytime when head starts to move, hit it with anything that flies at a distance, ie Wakka's ball or Lulu's magic. Note that Auron's Dragon Fang will not stop the head. Strange indeed (thanks to Gestahl for this). Doing this will forfeit it's next turn. Otherwise you'll get hit by Venom, and damage dealt can't be halved in any way. Hitting the head when it's twitching will reset head's pattern to Thunder on next turn. Get rid of the head completely to stop the annoying Venom. Gui hits hard, so you should have your HP above 1000. Yuna's Cura will help you much - I hope you listened to my advice and had her learn it? And Gui is immune to Slow and Delay skills. As the battle starts, cast Haste at everyone that'll participate - I'd recommend Tidus, Yuna and Lulu. Tidus will provide Haste for members who might get knocked out. Yuna will heal members or revive them. Meanwhile Lulu will barrage Gui with spells. Take note that physically attacking Gui at any time with at least one arm still alive will not be a good idea - arm/s will move in the way and shield Gui. Damage dealt will be done to Gui, but it won't be much. So get rid of arms first - either by magic or by using piercing weapons. ----------------------------------------------------------------------------- I thought Crusaders will do all the job, not I! Oh well, after this movie is over, you'll understand why it had to be you that did the dirty job... ----------------------------------------------------------------------------- BOSS ENTRY ---> A505 ----------------------------------------------------------------------------- Sinspawn Gui | HP: 6000-800 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 30 | AP: 400-600 | 15, 1, 20, 30, 10, 15, 0, 100 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 3x-6x; 3x-6x Lv.1 Key Sp. GIL: 1000 | ----------------------------------------------------------------------------- STIMM: ARM, BER, CON, DAR, DEA, Delay sk., DOO, EJE, MAG, MEN, Nul sk., PET, POI, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 99% DWA: Piercing, Sleepstrike DAA: Sleepproof ----------------------------------------------------------------------------- SENSOR: Blocks attacks with both arms. SCAN: Blocks physical attacks with its toughened arms. Remove them with piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. ----------------------------------------------------------------------------- a) 'Punch' - VS one chr - phd b) Demi - GRATT VS all chrs - mgd - tears off 25% current HP ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A506 ----------------------------------------------------------------------------- Gui's Head | HP: 1000-800 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: 48-72 | 1, 1, 1, 1, 15, 0, 0, 0 ----------------------------------------------------------------------------- ST: 1x-1x Potion | GIL: 200 ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA, Delay sk., Distil sk., DOO, EJE, Nul sk., PET, POI, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 11% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Strike the head to disable its Venom. SCAN: Blocks physical attacks with its toughened arms. Remove them with piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. ----------------------------------------------------------------------------- a) 'The head is moving suspiciously!' - signifies a charge turn for Venom b) Venom - STATT VS one chr - std + Poison c) 'The head stops moving!' - hit it with magic or Wakka's ball d) Thunder - LATT VS one chr - lightning d. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A507 ----------------------------------------------------------------------------- Gui's Arm | HP: 800-500 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 1 | AP: 37-55 | 1, 1, 1, 1, 0, 0, 0, 0 ----------------------------------------------------------------------------- ST: 1x-1x Potion | GIL: 300 ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk., Distil sk., DOO, EJE, MAG, MEN, Nul sk., PET, POI, POW, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 11% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Protects the body with thick armor. SCAN: Blocks physical attacks with its toughened arms. Remove them with piercing weapons, and then strike the body. Hit the head when it starts twitching or else it will belch Venom at you. ----------------------------------------------------------------------------- a) 'The arms regenerated!' - after few turns in which Gui is without its arms pass, they will regenerate ----------------------------------------------------------------------------- STRATEGY | Same boss as before, only with lesser stats. Gui will alternate between 'Punch' (deals about 100 damage) and Demi. Head will go like this: Thunder (deals about 90 damage), 'The head is moving suspiciously!' and Venom (200 damage, unblockable, Poison). Anytime when head starts to move, hit it with ????'s magic. Doing this will forfeit it's next turn, which would be Venom and damage dealt can't be halved in any way. Gui doesn't hit hard anymore. ????'s healing magic will take care of tight situations. Strategy is pretty much the same as in previous fight, only things different are members you're using and boss' stats. Take note that physically attacking Gui at any time with at least one arm still alive will not be a good idea - arm/s will move in the way and shield Gui. Damage dealt will be done to Gui, but it won't be much. So get rid of arms first - either by magic or by using piercing weapons. When summing everything up, this battle isn't hard at all, esp of certain chr's stats. So what else remains? Winning! ----------------------------------------------------------------------------- 'Mushroom Rock: Beach' Wake up, Tidus! Explore the area. Find Gatta - depending on what you suggested him to do determines... 'Mushroom Rock: Aftermath' On extreme left is chest with Hi-Potion. Talk with Auron, buy few Softs from O'aka and then follow the arrow to new part of the world... ***************************************************************************** 711 - DJOSE HIGHROAD Enemies: Bite Bug, Basilisk, Garm, Bunyip, Simurgh, Funguar, Snow Flan, Lamashtu, Raptor, Gandarewa Items: 2x Phoenix Down, 1x Ether, 1x Hi-Potion, 1x Mega-Potion, 4x Ability Sphere, 4000 gil, 1x Ether, 1x Remedy, 1x Mega-Phoenix, 1x Magic Sphere, 2x Hi- Potion, 10x Potion Equipment: Soft Ring, Bright Bangle, Variable Steel, Switch Hitter, Halberd Key Items: Volume XI ***************************************************************************** 'Djose Highroad' Talk with people and loot chests to receive: Soft Ring (equip it on Yuna straight away as it has Stoneproof!), 2x Phoenix Down, Bright Bangle, Ether, Hi-Potion, Mega-Potion, Variable Steel. Be careful of Basilisks found in this area. They can petrify your chrs. Check behind stone pillars - one of them hides Vol. XI *KEY ITEM*. Path is pretty straightforward. At the end go right and you will reach another temple, another Cloister and another... well, I'm sure you know what you get at the end, so I won't write that down. 'Djose: Pilgrimage Road' Proceed north. 'Djose Temple' Chest behind the shop has 4x Ability Sphere. On extreme left nab 4000 Gil. Depending on what you replied to Gatta you'll find somebody to right of temple's entrance. Enter the shop, refreshing your own stock. Enter the temple. Inside are chests with Ether, Remedy, Mega Phoenix. Finally enter the Cloister. **************************************** LEVEL 3: Djose Temple Cloister of Trials **************************************** LEVEL 3 PRIZE: Magic Sphere DJS - Djose Sphere GS - Glyph Sphere DS - Destruction Sphere STEP 1: In this pic a part of first room is shown. R1 marks a recess in which DJS1 is inserted. Remove it and stick it in left recess found on the doors (marked with X). http://splitinfinity.50megs.com/images/dtemple01.jpg STEP 2: Repeat the exercise. Remove DJS1 inserted in R2 recess and stick it in other recess found on the doors (again marked with X). Doors will disengage the lock and you're now able to go thru. http://splitinfinity.50megs.com/images/dtemple02.jpg STEP 3: Lots of spheres again. R3 is a recess with DJS3 inside. R4 has DJS4. P1 is a pillar atop which DJS5 rests. http://splitinfinity.50megs.com/images/dtemple03.jpg STEP 4: On this pic Tidus is standing between two recesses. Left one is R5, right one R6. Strange contraption on the ceiling (marked with CON) is activated... http://splitinfinity.50megs.com/images/dtemple04.jpg STEP 5:... by removing DJS3 from R3 and inserting it into R5. Similarly remove DJS4 from R4 and insert it into R6. Contraption is activated! http://splitinfinity.50megs.com/images/dtemple05.jpg STEP 6: For what purpose? For that stand on the left of pillar (marked as P1) and push it to the right all the way you can. Contraption will electrify DJS5. http://splitinfinity.50megs.com/images/dtemple06.jpg STEP 7: At the opposite end of contraption is shining glyph. Step on it. http://splitinfinity.50megs.com/images/dtemple07.jpg STEP 8: Pillar (P1) will return to original position with charged DJS5 atop. Remove DJS5 and insert it into R4. Doing this will remove the door to the left, allowing access in further depths of Djose temple. http://splitinfinity.50megs.com/images/dtemple08.jpg STEP 9: Electrifying! To get across, do the following: Remove DJS3 from R5 and insert it in either one of recesses found on top of pillar (P1). Remove DJS4 from R6 and insert it in other recess found on pillar (P1). After all of this pillar should be in such position... http://splitinfinity.50megs.com/images/dtemple09.jpg STEP 10: Stand below it and push it up until it falls in the chasm. Magically it'll float back up... (red X shows position of pillar, which is otherwise not to be seen in this pic) http://splitinfinity.50megs.com/images/dtemple10.jpg STEP 11: Approach the chasm and Tidus will jump across. E1 marks a device near which you need to press X in order to activate it (you'll find a bunch of them later). So do that. http://splitinfinity.50megs.com/images/dtemple11.jpg STEP 12: After this jump back across. Step on shining glyph again (look at step 7 pic if you forgot its location). Pillar (P1) returns to its position. Remove DJS3 from atop of it and insert it into R1 (step 1 pic!). DJS4, when removed from pillar, must be inserted into R2 (step 2 pic!). On this pic you see Tidus standing in corridor with two white lines (L1 and L2), one on each side. This means you have successfully completed this exercise. http://splitinfinity.50megs.com/images/dtemple12.jpg STEP 13: Only one part of picture remains to be completed. Remove charged DJS5 from R4... http://splitinfinity.50megs.com/images/dtemple13.jpg STEP 14:... and relocate it to R3. Pillar will disappear and will instead be replaced by a lift. http://splitinfinity.50megs.com/images/dtemple14.jpg STEP 15: What's that shining on the wall? Near shining glyph you will notice an insignia that glows every so often. Examine it and touch the glyph. http://splitinfinity.50megs.com/images/dtemple15.jpg STEP 16: Weeee. Destruction Sphere! http://splitinfinity.50megs.com/images/dtemple16.jpg STEP 17: Once you have it, board the lift shown on step 14 pic and up you go. On this pic you have E2, E3, E4, E5 and E6 (E2 and E6 I wasn't able to capture onto pics... they are located behind corners - E2 on left, and E6 on right). Approach all five of them and press X to activate them. Once they shoot down, final steps will become exposed and another pillar shall also arise (marked as P2). http://splitinfinity.50megs.com/images/dtemple17.jpg STEP 18: Approach this second pillar and make it happy with Destruction Sphere. http://splitinfinity.50megs.com/images/dtemple18.jpg STEP 19: Where wall previously existed, there's now a chest with Magic Sphere. Congrats, for you just broke another Destruction sigil... http://splitinfinity.50megs.com/images/dtemple19.jpg ... now all that is left is ascending the stairs to your left. You've reached the Antechamber. Talk to your members until they repeat themselves. Try to exit and Yuna pops out. Pick another name, then go to sleep. When you control Tidus again, head back to the shop. There's a chest with Switch Hitter. Back outside talk to everybody. Now enter the temple and enter leftmost room. Yuna is knocked out on the bed. Talking to the person next to her will prompt Yuna to wake up. Then head back to Djose Highroad. This time people on Pilgrimage Road will hand over items if you stick 'em up... I mean talk to them: Halberd, 2x Hi-Potion, 10x Potion. If you return all the way back to screen 'Mushroom Rock: Aftermath', you'll find a destroyed pieces of some machine in lower left of that screen. Climb the boxes near it and walk to the next screen. Chest you'll encounter contains 4x Soft. ***************************************************************************** 712 - MOONFLOW Enemies: Garm, Bunyip, Snow Flan, Ochu, Bite Bug, Gandarewa, Funguar, treasure chest, Extractor (BOSS) Items: 3x Lv.1 Key Sp., 1x X-Potion, 3x Lv.1 Key Sp., 1x Magic Def Sp., 6x Smoke Bomb (lose vs Belgemine), 2x Dragon Scale (win vs Belgemine), 2x Phoenix Down, 5000 gil, 1x Ether, 4x Antidote, 1x Mega-Potion Equipment: None Key Items: Summoner's Soul, Volume XII ***************************************************************************** 'Moonflow: South Bank Road' Loot the chests for: 3x Lv.1 Key Sp., X-Potion, 3x Lv.1 Key Sp., Magic Def Sp. You'll again run into Belgemine for a new game of badminton... you know the drill by know. It doesn't matter if you win or lose. ----------------------------------------------------------------------------- BELGEMINE'S CHALLENGE, ROUND 2 ----------------------------------------------------------------------------- 'Thunderguy' | HP: 6000-924 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 450 | AP: na | 22, 1, 23, 1, 17, 15, 0, 0 ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: Just about everything. ----------------------------------------------------------------------------- ELEMABS: LIG ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) 'Swipe' - VS one chr - phd b) Aerospark - VS one chr - phd + Dispel effect c) Haste - on itself - adds Haste d) Thor's Hammer - VS all chrs - lightning mgd ----------------------------------------------------------------------------- You'll receive Summoner's Soul *KEY ITEM* (in case you lose you get 6x Smoke Bomb, but for winning you get 2x Dragon Scale). New tutorial will pop up, telling you how to teach aeons new abilities. 'Moonflow: South Bank' Continue further north. Beautiful. Lol at Tidus. Go left. 'Moonflow: South Wharf' Chest has 2x Phoenix Down. Go left. Refresh your stock, but watch out which merchant you buy from. Buy lots of Potions and Eye Drops. Go left again. After the scene save. Nab 5000 Gil from chest. Talk to the strange driver of Shoopuf and embark on a journey over water. Can you guess what'll happen next? ----------------------------------------------------------------------------- BOSS ENTRY ---> A193 ----------------------------------------------------------------------------- Extractor | HP: 4000-600 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 10 | AP: 660-990 | 23, 1, 15, 1, 15, 15, 0, 30 ----------------------------------------------------------------------------- ST: 1x-1x Potion | DR: 1x-2x; 2x-4x Mega Phoenix GIL: 2400 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, DOO, EJE | STRESIS: 50% PRV PET, POI, REG, SIL, SLE, ZOM | ----------------------------------------------------------------------------- ELEMWEAK: LIG | ELEMHALF: FIR, WAT, ICE, HOL ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-3, 99% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide ----------------------------------------------------------------------------- SENSOR: Vulnerable to lightning. SCAN: After rising, it releases Depth Charges, inflicting darkness and damage on Tidus and Wakka. Hurt it as much as you can to bring it back down. ----------------------------------------------------------------------------- a) Aqua Shooter - WATT VS one chr - water mgd b) 'Readying Depth Charges' - signifies charge turn for 'Depth Charges' c) Depth Charges - STATT VS all chrs - std + Darkness (inflicted for three chr's turns) d) 'The Extractor comes back down!' - after dealing 500 damage to Extractor during its raised state, it'll come back down ----------------------------------------------------------------------------- STRATEGY | Yay? An underwater battle again with only two characters. One of priorities you have to give most importance to is keeping your HP at about 500 or higher. Why? Aqua Shooter deals around 200 damage. Depth Charges deal about 350 damage to each character, on top of it inflicting Darkness. As the battle starts, have Tidus cast Haste on both himself and Wakka. Slow works on boss, as do Delay skills! Extractor will use two turns for Aqua Shooter. On third turn it'll rise, and on fourth turn it'll release Depth Charges. During boss' third and fourth turn try your hardest to inflict at least 500 damage to boss, as you'll bring it back down, thus disabling its chance to use Depth Charges and resetting its attack pattern to Aqua Shooter, Aqua Shooter, 'Readying Depth Charges', etc... If somehow you're too late or don't deal enough damage, use Eye Drops to heal Darkness you might've been inflicted with. Otherwise use Hi-Potions you might have left. By Hasting your chrs and Slowing the boss (at least Haste is recommended to have already) your odds can increase greatly in this battle. Remember to attack as much as you can during its raised state and you will win easily. ADDITIONAL STRATEGY: See two Aqua Shooters and allow the boss to rise - naturally, don't forget to hit the boss. Just before Extractor is about to use Depth Charges, have Tidus use Provoke on Extractor. It'll come back down and two messages will pop up. 'The Extractor is provoked!' and 'Aqua Shooter damage increases!' Don't be alarmed at the latter message, this is actually better that getting hit with Depth Charges. AS' damage increases only by 50% anyway, so why worry? Provoked Extractor will use two powered-up AS. After it has done so, first turn Extractor gets after that, two new messages appear. 'The Extractor cools down' and 'Aqua Shooter damage decreases'. Cool! From now on you'll see regular pattern: AS, AS, rise, Depth Charges, repeat. Just remember to use Provoke before Depth Charges phase and you win. ----------------------------------------------------------------------------- 'Moonflow: North Wharf' Talk to everybody and head left. On this screen pick up Vol. XII *KEY ITEM* - it's a bit hard to see. Left. Open the chest for Ether. Left again. 'Moonflow: North Bank' Recognize this person? I bet you know what follows. Yep, a tutor battle. Open the chest for 4x Antidote. Proceed north. I've received an excellent tip from GamerZombie666 regarding Rikku. Once you regain her back when crossing a large body of water on a certain animal, you'll see that she starts very close to Reflect on the standard SG - there's only a matter of Lv.2 Lock in the way. First Lv.2 Key Sp. you can obtain after getting Rikku permanently is after beating Spherimorph boss in Macalania woods. So save Rikku's SLVL until after beating boss mentioned, then use her SLVL to move over SG toward Reflect node, use newly gained LV.2 Key Sp. to remove Lv.2 Lock and Reflect is yours. It will prove mightily useful for later battles. 'Moonflow: North Bank Road' You're not far from next 'city'. Next chest on your way has Mega-Potion. You're now entering city of... ***************************************************************************** 713 - GUADOSALAM Enemies: None Items: 1x Mega-Potion, 1x Elixir, 3000 gil, 2x Hi-Potion, 8x Lightning Marble Equipment: None Key Items: Volume XIII, Venus Crest (appears in Farplane, but only after you set foot in Thunder plains ahead) ***************************************************************************** Bla bla bla. I sure wish you could press Start to skip the sequences. Last option will appear in Main menu - Customize. Yep, with this command you can shape weapons and armor to your liking. A handy tutorial will show you how to do just that. I told you Rikku rocks. There're two chests you can loot for Mega-Potion and Elixir. One of the houses (with four people and 3000 gil chest) has Vol. XIII *KEY ITEM* lying on the floor. Enter the main building. Before doing anything here, go up the stairs and open the chest for 2x Hi-Potion. Approach the big doors, then enter them. Talk to your members, then listen to more convo. Exit the manor, and go a bit down. Yuna is all mine, you know! Head for the Farplane. On screen 'Road to Farplane' there's a chest with 8x Lightning Marble. Go north. Chat, chat again, the go thru the portal. Talk to Wakka, then Lulu, then Yuna. At this point Brotherhood weapon for Tidus is upgraded with following abilities: Str+5%, Str+10%, Waterstrike, Sensor. Exit the Farplane and approach the manor. Chat. Go down the slope and talk to Lulu again and again (or if Rikku's affection for Tidus is higher, you'll have a chat with Rikku). Then try to exit Guadosalam in direction of Thunder Plains. Go back to front of the manor. Finally you can leave. ***************************************************************************** 714 - THUNDER PLAINS Enemies: Gold Element, Larva, Qactuar, Melusine, Kusariqqu, Aerouge, Buer, Iron Giant Items: 2x Phoenix Down, 5000 gil, 2x Hi-Potion, 1x Ether, 2000 gil, 1x X- Potion, 1x Remedy Equipment: Water Ball, Yellow Shield Key Items: Volume XIV ***************************************************************************** Gandof Thunder Plains is the full name. While here, have Rikku steal from enemies items that allow weapons to be customized with Lightningstrike. Now you can also return to the Farplane, where chest has appeared containing Venus Crest *KEY ITEM*. 'Thunder Plains: South' Don't worry if lightning strikes you. It doesn't cause any damage to you. You will see a bunch of strange stones that glow with a picture of Cactuar. Press *Square* button in front of three such stones (when they're glowing) to be able to encounter Qactuars. If Wakka's Acc and Str are high enough, he will hit and kill one with ease. Steal few Chocobo Feathers from them. They'll be useful later. I also recommend trying to dodge 20 lightning bolts. Once you do this, there will be a chest containing 2x MP Sphere in front of Rin's Agency which is located just further ahead. Chests in this area on the left contain: 2x Phoenix Down, 5000 gil and 2x Hi-Potion. On the right side you'll find a chest with Water Ball (this one is hidden in an 'alcove' you'll see in minimap). You must go all the way north until a cutscene... 'Thunder Plains: Agency Front' Talk to Rikku.;) Enter the Agency. Talk to everybody (do NOT follow Yuna yet!) and Rin will show up eventually. Pick the first option and you'll receive Vol. XIV *KEY ITEM*. Follow Yuna. After the scene talk to Rikku. There's also a book with a hint about Cactuar stones you saw outside, which is located on the counter between save sphere and Mifurey (Rin's attendant in this Agency). Outside pick up Yellow Shield, then proceed north. 'Thunder Plains: North' Half more way to go. There're are chests with Ether, 2000 gil, X-Potion and Remedy scattered over north Thunder Plains. Then proceed north even more. ***************************************************************************** 715 - MACALANIA WOODS Enemies: Chimera, Xiphos, Wasp, Iguion, Murussu, Blue Element, Chimera, Spherimorph (BOSS) Items: 2000 gil, 3x Phoenix Down, 1x Remedy, 1x Ether (butterfly game before defeating Spherimorph), 1x MP Sphere (butterfly game before defeating Spherimorph), 2x Elixir (butterfly game after defeating Spherimorph), 2x Megalixir (butterfly game after defeating Spherimorph) Equipment: Sleepy Cait Sith Key Items: Volume XV, Jecht's Sphere ***************************************************************************** 'Macalania Woods: South' Path to the right is blocked, which means you can only go north again. Once you take first left turn, go until you hit first right turn and stop here. Keep walking to the left and press X. You'll get Sleepy Cait Sith. At the end of this part of the forest there's a chest with 2000 Gil. 'Macalania Woods: Central' Halfway thru loot the chest for 3x Phoenix Down. Skip the butterfly game for now, if you don't want to be bothered by it. 'Macalania Woods: North' There's a hard-to-see chest with Remedy here. 'Macalania Woods: Lake Road' Save. *Buy Sonic Steel from O'aka!* Finally you can buy Hi-Potions! Buy a few of them at all costs. On the path to the right is Vol. XV *KEY ITEM*. Go thru the path Auron created... 'Macalania Woods: Spring' Go forward... ----------------------------------------------------------------------------- BOSS ENTRY ---> A554 ----------------------------------------------------------------------------- Spherimorph | HP: 12000-2000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 100 | AP: 3240-4860 | 20, 100,20, 1, 15, 15, 0, 30 ----------------------------------------------------------------------------- ST: 1x Ether - 1x Turbo Ether | DR: 1x-2x; 1x-2x Lv.2 Key Sp. GIL: 4000 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk. | STRESIS: 90% POI, 75% THR EJE, PET, PRV, SIL, SLE, SLO | DCOUNT: 20 | POI%: 5% ----------------------------------------------------------------------------- Elemental affinities vary! ----------------------------------------------------------------------------- EQUIPMENT: 2-3, 1-3, 99% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) Elemental Shift - once boss is hit with an element it is currently weak against, boss'll change its elemental properties b) 'Slam' - VS one chr - phd c) Fire - FATT VS one-all chr-s - fire mgd - used as counterattack in certain situations d) Thunder - LATT VS one-all chr-s - lightning mgd - used as counterattack in certain situations e) Water - WATT VS one-all chr-s - water mgd - used as counterattack in certain situations f) Blizzard - IATT VS one-all chr-s - ice mgd - used as counterattack in certain situations g) Press - GRATTP VS all chrs - phd - tears off 50% current HP ----------------------------------------------------------------------------- STRATEGY | Challenging boss indeed, but not hard to defeat. Characters to be brought into this fight are Tidus, Yuna and Lulu (hopefully you've learned her Lv2 spells already). First cast Haste on all three so you'll get more turns in. Have Yuna defend for the time being. Have Lulu use Focus a few times to increase Mag and Mdef. It's also recommended to bring in Auron for one turn and use Power Break on Spherimorph - doing this will halve the damage Spherimorph is doing with Press - instead of 50% it'll rip off 25% current HP. At any time Spherimorph is weak to one element, and absorbs other three elements. Example: Boss is weak to fire, but absorbs other three. Now when Tidus is done inflicting Haste, have him attack Spherimorph with a physical attack (make sure he doesn't have a weapon with element attack equipped) and take note with which spell boss will counter. If it's Fire / Ice, this means that boss is vulnerable to ice / fire element. If it's Water / Thunder, this means that boss is weak to lightning / water. Okay! Now that you've seen what magic boss has used as a counter, have Lulu cast the correct countermeasure - so if boss used Fire, have Lulu use Blizzard. Boss will use Elemental Shift - its weaknesses will change. I tried figuring out if it has a certain pattern which dictates what will be its next elemental weakness, but it turned out that it's completely random. One last note: Spherimorph *doesn't* always start with Fire spells. First spell it'll use against you is completely random. Again have Tidus attack Spherimorph, memorising which spell it'll use. Then have Lulu use the right counterpart. Rinse and repeat. Should somehow your HP get low... that's why Yuna is here for. Let's assume Spherimorph is currently using Fire. Here's description on how it will act (re-apply for other element magic): - if attacked with fire, water or lightning based attacks (these are all elements boss currently absorbs), boss'll counter with that Fire spell cast at whole party; it'll also counter like that if non-element magic (healing, for example) is used on it - if attacked with physical, boss counters with Fire cast at the attacker - on boss' turn, it'll use 'Slam', which deals about 200 damage, or Press Note: Funnily this boss can be Zombied. Too bad you don't have that ability by now... unless you were really leveling up. ----------------------------------------------------------------------------- You'll get Jecht's Sphere *KEY ITEM*. 'Macalania Woods: Lake Road' Back on track. Save. Then proceed north as usual. Check your equipment and see if you have weapons with Lightningstrike ability for Wakka, Auron and Tidus. If not, I suggest returning to Thunder Plains and steal some items that allow you to customize weapons with Lightningstrike. ***************************************************************************** 716 - LAKE MACALANIA Enemies: Snow Wolf, Ice Flan, Mafdet, Evil Eye, Crawler (BOSS), S. (BOSS), Guado Guardian, A. (BOSS), Wendigo (BOSS) Items: 4000 gil, 400 gil, 5000 gil, 2x X-Potion, 1x Ether, 1x Elixir, 3x Phoenix Down, 2x Remedy, 2x Hi-Potion, 1x Luck Sp., 1x Mega-Potion, 1x Lv.1 Key Sp., 1x Lv.2 Key Sphere Equipment: Shell Targe, Avenger Key Items: Volume XVI ***************************************************************************** 'Lake Macalania: Agency Front' Pick up Vol. XVI *KEY ITEM* to the left of Agency. You'll find a Chocobo to the right of Agency. Pick the second option (you can loot the chest you see after you defeat next boss; it contains 4000 gil, BTW). Then enter the Agency. Refresh your stock - buy at least two dozens of Hi-Potions! Exit the Agency and head left. After the scene go down a bit and get ready! ----------------------------------------------------------------------------- BOSS ENTRY ---> A110 ----------------------------------------------------------------------------- Crawler | HP: 16000-4000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 1 | AP: 4400-6600 | 25, 100,30, 50, 20, 15, 0, 30 ----------------------------------------------------------------------------- ST: 1x Lunar Curtain-2x Lunar Curtain| DR: 1x-2x; 2x-4x Elixir GIL: 7000 | ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA, DOO, EJE, PET, POI, PRV, REG, SIL, SLE, THR, ZOM ----------------------------------------------------------------------------- ELEMWEAK: LIG | ELEMHALF: FIR, WAT, ICE, HOL ----------------------------------------------------------------------------- EQUIPMENT: 2-4, 1-3, 99% DWA: Alchemy, Firest., Icest., Lightningst., Piercing, Waterst. DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Vulnerable to lightning. Negator disables all magic and summoning. SCAN: Shoots all targets with Gatling Gun. Vulnerable to lightning. Starts countdown to Mana Beam once the Negator is destroyed. Retaliates when hit by lightning magic during countdown. Restores Negator after being hit by magic four times. ----------------------------------------------------------------------------- a) Gatling Gun - VS all chrs - phd - deals 8 hits to random targets b) Assault - CATT VS one chr - heavy phd - used as counterattack if attacked in any way c) 'Mana beam in 3-2-1 turn-s!' - signifies countdown to Mana Beam d) Mana Beam - NATT VS all chrs - mgd - requires three turns to charge e) 'Mana Beam interrupted!' - message pops up if Crawler releases another Negator while counting down to Mana Beam - forfeits use of Mana Beam ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A111 ----------------------------------------------------------------------------- Negator | HP: 1000-1000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 1 | AP: 220-330 | 1, 1, 1, 1, 0, 0, 0, 0 ----------------------------------------------------------------------------- ST: 1x Hi-Potion-2x Hi-Potion | DR: 1x-2x Potion; 1x-2x Hi-Potion GIL: 300 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, DOO, EJE, PET, POI, PRV, REG, SIL, SLE, THR, ZOM ----------------------------------------------------------------------------- ELEMHALF: FIR, WAT, ICE, HOL ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-2, 15% DWA: Lightningst., Piercing DAA: Fireward, Iceward, Lightningward, Waterward ----------------------------------------------------------------------------- SENSOR: Disables magic and summoning. Attack it with items and Wakka's ball. Immune to SCAN! ----------------------------------------------------------------------------- a) 'Negator disables all magic and summoning!' - if Negator is present in battle, no chr can use magic based attacks nor can aeons be summoned ----------------------------------------------------------------------------- STRATEGY | Although by taking a look at boss' HP it may seem a hard boss, it's not. Use Wakka, Auron and Tidus. Got lightning based weapons in your stock? Good, unload at the boss until it bites the dust. If you don't have these, it's quite alright, but the battle will take longer. Why is this better strategy than getting rid of Negator? - boss counters almost every attack with Assault, which deals about 800 damage to attacker - on each fourth turn it'll use Mana Beam, which deals about 1300 damage to all chrs (you can check how many turns left by blinking lights on boss' turret gun) - I'd rather get hit by Gatling Gun (with Negator around), which hits 8 times, but it deals less damage than single Assault (each hit scores for about 50 damage) - plus boss doesn't counter at all with Negator around Lastly, use Hi-Potions to heal yourself when need be. ADDITIONAL STRATEGY: Start battle with Tidus, Wakka and Auron. Have Wakka attack Negator until it's killed. For that time being have Tidus and Auron attack Crawler or heal if wounds get severe (if you wish, use Tidus' Cheer to increase Str and Def). Once Negator is down, swap Wakka for Lulu and Auron for Yuna. Now Crawler starts countdown to Mana Beam and will *not* attack for three turns. Mana Beam is released on fourth turn. Tidus now casts Haste at all three, and (if possible) Slow at Crawler. As Scan indicates, Crawler spits out another Negator once Crawler has been hit with four magic attacks. All three of your chrs are now getting two turns in a row before Crawler gets one (or even up to four turns per one Crawler's in case you Slow-ed it down). Your main goal here is to have Lulu throw four magic attacks at Crawler as quickly as she can. Heal her each time she will get countered by Assault. It's also a good thing to cast Yuna's protective spells on the party, if she has learned them already. Once that is accomplished, another Negator pops out. Swap to your original team: Lulu and Yuna out, Auron and Wakka in. Crawler will continue countdown to Mana Beam, but when it reaches the time to be released, nothing will happen cos of Negator around.:) Again have Wakka attack Negator until it's down, Auron and Tidus attack Crawler... etc etc. Simply rinse and repeat and you will win with no difficulties. If Rikku had stolen any elemental-based items so far, you can have her use them on Crawler - highly recommended are Electro Marbles. BIG TIP: If Rikku got lucky and she stole Silver Hourglass from one of these enemies: Lamashtu or Vouivre, have her use it on Crawler. Slow effect works 100% of the time, unless the fiend is immune to it. ----------------------------------------------------------------------------- 'Lake Macalania: Crevasse' Just go down the steps you'll see. 'Macalania: Road' Talk to first person you see for 400 Gil. At the end there'll be a scene. Enter the temple. 'Macalania: Hall' Talk to Tromell for Shell Targe. Loot chests for 5000 gil, 2x X-Potion. Two guys in Monk's Chambers will give you Ether and Elixir (in the back is also a chest with 3x Phoenix Down). Chest in Nun's Chambers has 2x Remedy. Talk to both people to receive 2x Hi-Potion. Now save and enter the Cloister. 'Macalania Temple Trials' Just press forward. Then go a bit right. ----------------------------------------------------------------------------- BOSS ENTRY ---> A464 ----------------------------------------------------------------------------- S. | HP: 6000-1400 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 100 | AP: 2000-3000 | 20, 1, 25*,25, 20, 15, 0, 100 ----------------------------------------------------------------------------- ST: 1x Turbo Ether-1x Elixir DR: 1x-2x Black Magic Sp.; 1x-2x Special Sp. GIL: 5000 ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk. | STRESIS: 40% POI, 50% MAG DEM, DOO, EJE, PET, POW, PRV, SIL | SLE, THR, ZOM | POI%: 10% ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-4, 1-2, 99% DWA: Piercing, Silencetouch DAA: Silenceproof ----------------------------------------------------------------------------- SENSOR: Casts ice, lightning, water, and fire, in that order. SCAN: Casts ice, lightning, water, and fire spells in that order, so have Yuna cast NulFrost, NulShock, NulTide, and NulBlaze. He'll summon when cornered. Beware! ----------------------------------------------------------------------------- a) Shell - on oneself - magical damage is halved b) Blizzara - IATT VS one chr - ice mgd c) Thundara - LATT VS one chr - lightning mgd d) Watera - WATT VS one chr - water mgd e) Fira - FATT VS one chr - fire mgd f) Multi-Blizzara - IATT VS two chrs - ice mgd g) Multi-Thundara - LATT VS two chrs - lightning mgd h) Multi-Watera - WATT VS two chrs - water mgd i) Multi-Fira - FATT VS two chrs - fire mgd ----------------------------------------------------------------------------- * - Mag stat increases to 32 once you enter third phase of battle. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- BOSS ENTRY ---> A245 ----------------------------------------------------------------------------- Guado Guardian | HP: 2000-2000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 10 | AP: 290-435 | 10, 1, 15, 1, 12, 15, 0, 100 ----------------------------------------------------------------------------- ST: 1x Hi-Potion-1x Ether | DR: 1x-2x; 1x-2x Ability Sp. GIL: 300 | BR: Ether for 20000 gil ----------------------------------------------------------------------------- STIMM: BER, CON, DOO, PRV, SLE | STRESIS: 10% DEA, 20% SIL POI%: 25% | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-3, 99% DWA: Mag+3%, Mag+5%, Piercing, Sensor, Str+3%, Str+5% DAA: HP+5%, Mdef+3%, MP+5% ----------------------------------------------------------------------------- SENSOR: Protects S. SCAN: Attacks and defends with items, using Auto-Potion and confusion-inducing Shremedies. He restores S.'s HP too, so stop him from using items somehow. ----------------------------------------------------------------------------- a) Protect - on oneself - physical damage is halved b) Auto-Potion - CATT on oneself - any type of attack is done on Guado G., it'll heal himself for 1000 HP c) Shremedy - VS one chr - inflicts Confusion d) Fire - FATT VS one chr - fire d. e) Thunder - LATT VS one chr - lightning d. f) Water - WATT VS one chr - water d. g) Blizzard - IATT VS one chr - ice d. h) Remedy - if main enemy is suffering from bad status, Guado G. will use Remedy on him i) Hi-Potion - if main enemy is missing some HP, Guado G. will use Hi-Potion on him ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A000 ----------------------------------------------------------------------------- A. aeon | HP: 18000-1400 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 50 | AP: 2500-3750 | 25, 1, 20, 1, 25, 15, 0, 30 ----------------------------------------------------------------------------- ST: 3x Silence Gren.-1x Farplane Sh. | DR: 1x-2x; 1x-2x Ability Sp. GIL: 3000 | ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA, Delay sk., DOO, EJE, PET, POI, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-4, 1-3, 99% DWA: Darktouch, Piercing, Silencetouch, Sleeptouch DAA: Darkward, Silenceward, Sleepward ----------------------------------------------------------------------------- SENSOR: Goes into Overdrive when its gauge charges up. Immune to SCAN! ----------------------------------------------------------------------------- a) Boost - fills up an Overdrive gauge a bit b) Pain - NATT VS one chr - mgd + Death c) Oblivion - VS all chrs - deals 16 hits to random targets ----------------------------------------------------------------------------- STRATEGY | First things first! Use Tidus, Yuna and *Rikku*. As battle starts, Guado Guardians will cast Protect on themselves and S. will Shell himself. Have Yuna use Trigger Command Talk (talk to enemy). Doing this will increase her Magic Def for 10 points (same for Wakka, but I don't find him useful for this fight). Choosing Talk for Tidus will increase his Str for 10 points. Even if KO-ed, stat increases remain in effect for duration of this battle. As usual cast Haste on all three chrs. Meanwhile have Rikku Steal from Guado Guardians to stop them using Auto-Potion.;) Once she stole from each one once, swap her for Lulu (Haste her as well) and use Lulu's Focus a few times. GG are susceptible to Armor Break. But *even* if Auron uses Armor Break on each once, there still won't be any efficient increase in damage you do. Now one thing to memorize is that S. uses element magic in certain order, starting with ice. It goes like this: ice, lightning, water, fire. So each turn before S. gets to act, have Yuna cast respective NulElement on party, ie if S. is about to use Fira, cast NulBlaze. Otherwise S.'s spells deal around 600 damage a pop. Beware of Guado G.'s Shremedy - it inflicts Confusion. Either hit Confused chr or use Remedy on it. On turns Yuna gets to 'waste' have her cast Shell on your members if you have it by now. Use magic attacks on Guado G. until they're gone. Next use physicals against S. until his HP fall below 3000, at which point reinforcements will arrive. I hope you have lots of Phoenix Downs. Don't bother casting Haste over chr you'll revive as they may just get knocked out again. Instead keep attacking S.'s new ally. Her Pain carries Death, but it cannot bypass Deathproof (found out with help of AR2, don't worry about it). If her Overdrive gets full, summon an aeon to shield yourself from Oblivion, which deals massive damage. Personal observation: I've seen some strategies about summoning new Aeon and using Heavenly Strike in order to delay next turn of this enemy. This is a bad suggestion. Why? First it delays new aeon's next turn a bit (you know, being a special attack) and second, this enemy is immune to Delay skills. Take a look. She mostly uses Boost. Now what does Boost do if you choose that command for your aeons? That's right, damage done to them is greater. Same applies here. Remember to summon an aeon if Overdrive is imminent! Tidus' Slice & Dice might come in handy. Once she is disposed of, S. steps back into the fray, mightily improved. His HP is restored and he now casts Multi version spells that hit two chrs at once. Plus they're almost three times stronger. If only one is alive, that chr will get double dose. But again he goes in known order of ice, lightning, water and fire - so Yuna again to the rescue. He will start with whatever element was last used before he summoned. Recast Haste on Yuna is she's too slow to keep up with S. He also falls easily to Slow and is susceptible to Magic Break. With no-one to shield him now he bites the dust. ----------------------------------------------------------------------------- Save your game. Go left. Now you really have to do that dang Cloister of Trials... ******************************************** LEVEL 4: Macalania Temple Cloister of Trials ******************************************** LEVEL 4 PRIZE: Luck Sphere MS - Macalania Sphere GS - Glyph Sphere DS - Destruction Sphere STEP 1: Wow... it's a long way across. And a long exercise awaits you, too. http://splitinfinity.50megs.com/images/mtemple01.jpg STEP 2: Stop for a while at this screen. I need to explain few thingies. R1 is a recess with MS1. R2 is recess with MS2. P1 is pillar with one recess atop of it. R3 marks a recess with GS. SG1 marks shining glyph we'll use few times. http://splitinfinity.50megs.com/images/mtemple02.jpg STEP 3: See pillar (P1)...? http://splitinfinity.50megs.com/images/mtemple03.jpg Stand on its left and push it into an iceberg (marked with IC1). After this push, stand below pillar and push it up into another iceberg (IC2). Pillar will slide down the slope past R1. STEP 4: Picture should look like this now, if you successfully got rid of both icebergs. http://splitinfinity.50megs.com/images/mtemple04.jpg STEP 5: Let's beging inputting those spheres. First remove GS from R3. http://splitinfinity.50megs.com/images/mtemple05.jpg STEP 6: Go past R1 down the icy slope. You'll reach lowest level of this Cloister and bump into pillar (P1), but that doesn't interest us yet. Go as far left as you can and insert GS into far-left recess found on wall. You'll know you hit the right one if a portion of the floor rises on upper level. http://splitinfinity.50megs.com/images/mtemple06.jpg STEP 7: Back on middle level approach newly discovered recess. Surprise, surprise. MS3... remove it. http://splitinfinity.50megs.com/images/mtemple07.jpg STEP 8: Back on lower level you may have noticed two bottom parts of two of three huge pillars that supported ice path which crumbled away once you tried to exit the temple after you defeated last boss. One is very close to recess into which you inserted GS and the other is all way to the right. Left huge- pillar-bottom part has a recess. Into this recess insert MS3. One third of path is created. http://splitinfinity.50megs.com/images/mtemple08.jpg STEP 9: Back on middle level take out MS2 from R2. http://splitinfinity.50megs.com/images/mtemple09.jpg STEP 10: Back on lower level insert MS2 into free recess found on top of pillar (P1). http://splitinfinity.50megs.com/images/mtemple10.jpg STEP 11: After MS2 is in, push this pillar to the right. It'll slide right under huge-pillar-bottom part and create second third of path. It must look like this... http://splitinfinity.50megs.com/images/mtemple11.jpg STEP 12: Back on middle level remove MS1 from R1. http://splitinfinity.50megs.com/images/mtemple12.jpg STEP 13: Finally insert MS1 into R3. Path complete! http://splitinfinity.50megs.com/images/mtemple13.jpg STEP 14: Once you're back to the top... hm, another shining glyph? What does it do? Step on it. http://splitinfinity.50megs.com/images/mtemple14.jpg STEP 15: Oooops. But it is necessary if you want to break Destruction sigil for this temple. *Push* pillar (P1) that materialized near you down the slope. Do not remove MS2 from the pillar! Pillar'll be shot across into some light beam... http://splitinfinity.50megs.com/images/mtemple15.jpg STEP 16:... see the light? MS2 became DS. Step on SG (shining glyph, if you forgot). http://splitinfinity.50megs.com/images/mtemple16.jpg STEP 17: At same level remove MS1 from R3. http://splitinfinity.50megs.com/images/mtemple17.jpg STEP 18: Insert MS1 into R1 to create a path to lower level. http://splitinfinity.50megs.com/images/mtemple18.jpg STEP 19: Remove DS from pillar (P1) that teleported to its default position. http://splitinfinity.50megs.com/images/mtemple19.jpg STEP 20: Go down onto lower level (we recreated the path). I'm sure you've noticed another recess to the right of recess we fed earlier with GS. This recess can be fed with DS... http://splitinfinity.50megs.com/images/mtemple20.jpg STEP 21: A part of floor will crumble away, revealing chest with Luck Sphere. You also broke Destruction sigil for this temple as well. http://splitinfinity.50megs.com/images/mtemple21.jpg STEP 22: Remove DS from recess you put it into. http://splitinfinity.50megs.com/images/mtemple22.jpg STEP 23: Return DS onto its original position on pillar (P1). http://splitinfinity.50megs.com/images/mtemple23.jpg STEP 24: Retrieve MS1 from R1... http://splitinfinity.50megs.com/images/mtemple24.jpg STEP 25:... and put it into R2. http://splitinfinity.50megs.com/images/mtemple25.jpg STEP 26: Return to top floor and step on this shining glyph again. http://splitinfinity.50megs.com/images/mtemple26.jpg STEP 27: Familiar? As before do not remove DS! Push pillar down the slope. http://splitinfinity.50megs.com/images/mtemple27.jpg STEP 28: Go down the slope on middle level and approach SG. Also step on it. DS changed back into MS2. http://splitinfinity.50megs.com/images/mtemple28.jpg STEP 29: Again stand on pillar's left and push it to the right. http://splitinfinity.50megs.com/images/mtemple29.jpg STEP 30: Remove MS1 from R2. http://splitinfinity.50megs.com/images/mtemple30.jpg STEP 31: Insert MS1 into R1. http://splitinfinity.50megs.com/images/mtemple31.jpg STEP 32: Now stand below pillar and push it up, so that is slides to lower level. http://splitinfinity.50megs.com/images/mtemple32.jpg STEP 33: Go after the pillar to lower level. Push it to the right, just like before. Second third of path is again created. http://splitinfinity.50megs.com/images/mtemple33.jpg STEP 34: One last touch... remove MS1 from R1. http://splitinfinity.50megs.com/images/mtemple34.jpg STEP 35: Insert MS1 into R3... http://splitinfinity.50megs.com/images/mtemple35.jpg ... and you're home free. Just be careful that you don't step on shining glyph found on upper level, otherwise you'll have to do some stuff again! Proceed north to exit this Cloister. 'Macalania: Road' Shopping at a time like this? Buy Hi-Potions! They are a must! Then run as fast as you can - if Guado Guardians catch up with you (and they will around three times or so), you can just flee. 'Lake Macalania: Crevasse' Nab Mega-Potion I forgot earlier. Oops. At the end of eastern path there's Lv.1 Key Sp. Make sure that you save your progress! ----------------------------------------------------------------------------- BOSS ENTRY ---> A632 ----------------------------------------------------------------------------- Wendigo | HP: 18000-1432 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 32 | AP: 2000-3000 | 40, 1, 1, 1, 18, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x Hi-Potion-1x X-Potion | DR: 1x-2x Power Sp.; 2x-4x Power Sp. GIL: 3000 | ----------------------------------------------------------------------------- STIMM: CON, DEA, EJE, PET, POI, REF | STRESIS: 20% DAR, 20% SIL, 20% SLE SLO, ZOM | DCOUNT: 5 ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-2, 1-2, 50% DWA: Counter-Attack, Piercing DAA: HP+10%, SOS Haste ----------------------------------------------------------------------------- SENSOR: Only uses physical attacks. Curing its berserk status will lower its strength... SCAN: Uses physical attacks only. Once it puts up its dukes, it'll retaliate to any physical attacks with a deadly counter-attack. ----------------------------------------------------------------------------- a) 'Punch' - VS one chr - phd b) 'Ready punch' - CATT VS one chr - phd - any type of physical damage done to Wendigo while its hands are put up will prompt it to counterattack - occurs when Wendigo's HP fall below 50% ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A245 ----------------------------------------------------------------------------- Guado Guardian | HP: 1200-1432 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 330 | AP: 290-580 | 1, 1, 14, 1, 20, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x Hi-Potion-1x X-Potion DR: 1x-2x Ability Sp.; 1x-2x Ability Sp. GIL: 480 ----------------------------------------------------------------------------- STIMM: BER, CON, MAG, SIL, SLE, SLO | STRESIS: 25% DEA, 25% PET, 25% POI THR | DCOUNT: 5 | POI%: 25% ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-3, 3% DWA: Mag+3%, Mag+5%, Piercing, Sensor, Str+3%, Str+5% DAA: HP+5%, Mdef+3%, MP+5% ----------------------------------------------------------------------------- SENSOR: Heals himself with Auto-Potion, so stop him from using items. SCAN: Try to stop him from healing himself with Auto-Potion. He sometimes casts Berserk on other enemies, making them stronger. ----------------------------------------------------------------------------- a) Protect - on Wendigo - physical damage is halved b) Shell - on Wendigo - magical damage is halved c) Auto-Potion - CATT on oneself - any type of attack is done on Guado G., it'll heal himself for 1000 HP d) Berserk - on Wendigo - this will increase Wendigo's Str - each turn Wendigo doesn't spend in Berserk, Guado G. may try inflicting Berserk on it again e) Thundara - LATT VS one chr - lightning mgd f) Blizzara - IATT VS one chr - ice mgd ----------------------------------------------------------------------------- STRATEGY | Ouch. Wendigo's Punch under Berserk deals about 2500 damage. Otherwise you're looking at around 1800 damage when not under Berserk. Yet again you have annoying Guado G. to deal with. First have Rikku steal from them so they can't use Auto-Potion anymore. Then have Tidus cast Haste on himself, Wakka and Yuna. When this is done, use Wakka's Dark Attack (or Buster, if you're that far) on Wendigo to blind it, thus decreasing its chances to hit you. Meanwhile have Yuna cast Protect on Tidus (switch him out and bring Auron in), then Wakka, then Auron. On Yuna's next turn switch her out and bring Tidus in. Now lastly cast Haste on Auron and you're set. With Auron Power Break Wendigo. Wakka should keep using Dark Attack or Buster. Use Tidus to dispose of Guado G. You can also Threaten Wendigo, freezing it up and forfeiting its next turn. Once those two are gone, they'll cast Protect and Shell on Wendigo. Just beautiful. If Yuna is far enough already to use Dispel, then by all means use it. Or call Ixion and use his Aerospark which carries Dispel effect. Otherwise battle is still easy, it'll just take longer. Finally heal that Berserk on Wendigo if it's still affected. Now pay attention. Keep attacking with Tidus, Auron and Wakka (have the latter use Sleep Attack - Buster!) - but as soon as Wendigo puts up its hands - stop. Bring in Lulu and shell Wendigo to oblivion with her spells. You might also consider bringing in Rikku and have her Use attack items in your inventory. Wendigo will alternate between three turns of 'Ready punch' and 'Punch'. That's all you need to know to kick its ass. ----------------------------------------------------------------------------- 'Lake Macalania: Lake Bottom' Talk to Lulu, then Auron, Wakka, Rikku. Talk to Yuna, Wakka, Lulu. There's a Lv.2 Key Sp. chest found near Kimahri. Talk to Kimahri, Yuna, Rikku, Auron. A chest with Avenger is near Auron. Move down. ***************************************************************************** 717 - SANUBIA DESERT Enemies: Zu, Mech Guard, Mech Gunner, Cactuar, Alcyone, Sand Wolf, Sand Worm, Mushussu, treasure chest, Sandragora Items: 4x Remedy, 8x Al Bhed Potion, 8x Al Bhed Potion, 2x Ether, 4x Hi-Potion, 4x Hi-Potion, 8x Al Bhed Potion, 2x Mega-Potion, 2x X-Potion, 1x Elixir, 1x Lv.2 Key Sp., 10000 Gil, 2x Teleport Sphere, 3x Megalixir, 8x Hi-Potion, 3x Mega-Potion, 2x X-Potion Equipment: None Key Items: Volume I, Volume III, Volume V, Volume XIV, Volume XVII, Volume XVIII, Mercury Crest ***************************************************************************** 'Oasis' Yay. Dessert! Not a typo.:) Get out of water, then go back in the water. Get a chest with 4x Remedy. If you missed Primer I at start of game, you can now find it to the right of the save sphere in the shades. Let's go for a stroll in desert. In first battle two others join you. Go up a bit and find third one. Near is chest with 8x Al-Bhed Potion. Also, if you missed getting Primer III before, nail it now. It is under the same tent where you found third one. 'Sanubia Desert: East' On this screen first go right to find fourth one - near this spot you may nail Primer V, but only if you missed getting it earlier in the game. Then go in other direction to find fifth one. Nab two chests for 8x Al-Bhed Potion and 2x Ether. Who's leading the way anyway? A tutor battle will issue introducing how Rikku can dispose of robotic enemies fast. At intersection leading on the left is chest with 4x Hi-Potion. To the right of this chest you can nail Primer XIV, but only if you missed getting it earlier in the game. Follow Rikku into next section of desert... 'Sanubia Desert: Central' Kick the chests for: 4x Hi-Potion, 8x Al-Bhed Potion, 2x Mega-Potion and 2x X- Potion. Save at save sphere found in this part of desert. Further ahead you will see a sign saying 'This way to Home.'. Before it is Vol. XVIII *KEY ITEM*. Backtrack to save sphere and go left. You'll see a lot of ruins. Here you can find Vol. XVII *KEY ITEM* (inside one of ruined houses) as well as few more chests with Elixir, Lv.2 Key Sp., 10000 Gil. Continue on to last part of desert. 'Sanubia Desert: West' There's a few nice goodies here, but you'll need to defeat their guardians in sandtraps. Doing this yields 2x Teleport Sphere, 3x Megalixir. In 'regular chests' you'll find 8x Hi-Potion, Mercury Crest *KEY ITEM*, 3x Mega-Potion, 2x X-Potion. Forget about part of desert with sandstorms - you can't do anything about it. ***************************************************************************** 718 - HOME Enemies: Bomb, Dual Horn, Chimera, Evil Eye, Guado Guardian Items: 2x Hi-Potion, 4x Al-Bhed Potion, 1x Elixir OR 1x Hi-Potion OR 1x Mega- Potion OR 1x Soft OR 1x Potion OR 1x Remedy, 1x Friend Sp., 6x Al Bhed Potion, 1x Special Sp., 1x Skill Sp., 1x Lv.4 Key Sp, 1x Lv.2 Key Sp., 10000 gil Equipment: None Key Items: Volume XIX, Volume XX, Volume XXI ***************************************************************************** 'Home' There's Vol. XIX *KEY ITEM* on left of this screen. Check one of dead bodies for 2x Hi-Potion. 'Home: Entrance' Win a battle. Then proceed right. 'Home: Main Corridor' Careful now! First win a battle. Then go down the stairs and when screen shifts, examine the chest under stream of smoke to your immediate left. You'll receive 4x Al Bhed Potion. Go back up the stairs you just descended and enter first door on the left. 'Home: Living Quarters' Win a battle. Examine the left chest and pick... First row: Bomb, Elixir, Hi-Potion Second row: Mega-Potion, Soft, Chimera Third row: Potion, Remedy, Evil Eye As you can see, it's a bad thing if you choose either: first choice in first row, third choice in second row, or third choice in third row. Chest will open, but you'll have to defeat the respective fiend. The *best* choice is second choice in first row - you get 1x Elixir. Then examine right chest. First pick second option in third row, then third option in second row, then second option in second row. You'll get Friend Sphere. There's also Vol. XX *KEY ITEM* to the right of this chest (hard to see, keep mashing X to pick it up). Exit the room, go down the stairs and go forward. In chest you'll find 6x Al-Bhed Potion. Backtrack a little and head right. There's Vol. XXI *KEY ITEM* at the end of this hallway. Then enter door on the right. 'Home: Living Quarters' Win a battle. Examine the left chest (other hardly visible). A password, eh. First number is sth *plus* sth. Second is sth *minus* sth. Third is sth *times* sth. Last is sth *plus* sth. You'll get Special Sphere. Examine the chest on right of the screen. 'Who wants to be a gillionare?' Pick third choice, then fourth, then second, then first. Skill Sphere is yours! Exit this room and go in only direction you haven't checked yet. Enter door on your left. Win another battle. What the...??? Downstairs there are two chests with Lv.4 Key Sp. and Lv.2 Key Sp. Enter the door. 'Home: Environment Controls' After the scene loot the chest for 10000 Gil and then go thru the exit. 'Home: Airship Dock' Go the only way available. ***************************************************************************** 719 - AIRSHIP Enemies: Dual Horn, Evil Eye, Bomb, Evrae (BOSS) Items: 4x Al Bhed Potion Equipment: None Key Items: None ***************************************************************************** Talk to Rikku's father, then explore the ship. Refresh your stock by Rin. After done talking to everybody, head for the bridge. Talk to everyone on the bridge again, then talk to Brother. Save. Try to exit the cabin... Ambush! Head for the top of the airship and get ready! One of two Al Bhed up here will hand over 4x Al Bhed Potion. Buy any last minute stocks by Rin, but make sure you stock up on Softs and Antidotes. ----------------------------------------------------------------------------- BOSS ENTRY ---> A188 ----------------------------------------------------------------------------- Evrae | HP: 32000-2000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 500 | AP: 5400-8100 | 36, 1, 30, 1, 20, 15, 0, 100 ----------------------------------------------------------------------------- ST: 1x Water Gem-2x Water Gem | DR: 1x-2x; 1x-2x Black Magic Sp. GIL: 2600 | ----------------------------------------------------------------------------- STIMM: ARM, BER, CON, DEA, DEM, EJE | STRESIS: 50% DAR, 50% SLO MAG, PET, POI, PRV, SLE, SIL, THR | ZOM | DCOUNT: 30 ----------------------------------------------------------------------------- ELEMHALF: FIR, LIG, WAT, ICE ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-2, 99% DWA: Piercing, Stonetouch DAA: Stoneward ----------------------------------------------------------------------------- SENSOR: Releases Poison Breath after inhaling. SCAN: High magic defence. No elemental weaknesses. Exhales Poison Breath if hit repeatedly by melee attacks. Ask Cid to move the airship away and he'll launch a volley of Guided Missiles for you. ----------------------------------------------------------------------------- a) Poison Breath - NATT VS all chrs - mgd + Poison - requires one turn to charge b) 'Swipe' - VS one chr - phd c) Photon Spray - NATT VS all chrs - mgd - deals 8 hits between random targets - used only if ship is far away from Evrae d) 'Inhale' - signifies charge turn for Poison Breath e) Haste - CATT on oneself - once Evrae is down to about 40% health, it'll use Haste on itself - used as counterattack f) Stone Gaze - VS one chr - inflicts Petrify and Slow (Slow is inflicted regardless of protections!) - used after Evrae suffers from certain attack combos (fully explained in strategy) g) Swooping Scythe - (CATT sometimes) VS all chrs - phd - used if ship is far away *and* if Evrae is low on HP h) 'Out of breath range.' - signifies you've successfully evaded Evrae's Poison Breath ----------------------------------------------------------------------------- STRATEGY | Its 'Swipe' will strike for roughly 1200 damage. Photon Spray deals 100 damage per hit. Poison Breath strikes for 1300 damage to all chrs and inflicts Poison. If ship is close to Evrae, it'll attack like this - 'Swipe', 'Swipe', 'Inhale', Poison Breath, repeat. Never use Delay skills on it. Although they work, Evrae counters with Haste on itself (after three Delay Attacks - after one Delay Buster). If you're able to keep attacking with Delay Attack/Buster and Evrae doesn't manage to get a move in, you've just found your victory. If ship is far away from Evrae, it'll use only Photon Spray. Then later when it's low on HP (that means it is under 10665 HP and hit Haste phase), it'll be using Swooping Scythe for about 700 damage to everyone (if ship is far away and Evrae's turn is not up yet, and you attack it with say Fira, Evrae will *counter* by using Swooping Scythe... in fact, everything you try to use on Evrae will prompt it to counter). Last obstacle fell! I figured out when to expect Stone Gaze move! Hahah, there's not a secret I cannot uncover *ego-talk*. Shhhh! Anyway, you know already of Evrae's attack pattern if close to it. But it may happen that instead of 'swipe'-s you'll see Stone Gaze. Let's say that Stone Gaze has a counter of six points. Stone Gaze will be used after: - Evrae has been target of three physical attacks that dealt damage - Evrae has been target of six magical attacks that dealt damage - Evrae has been target of say... four magical and one physical attack - as you can easily see, physical attack adds two points, and magical attack adds one point to the counter (Special skills do not count) - Stone Gaze is not used anymore after Evrae used Haste on itself (ie after its HP falls below 10665) - I noticed a glitch here: I had Tidus with Ribbon armor be the target of Stone Gaze. He wasn't petrified, but he was slowed. Even more, I wasn't able to input anymore commands for him (he wasn't even in ATB bar, heh). Let's talk strategy - use Tidus, Auron and Lulu for now. Start by having Tidus cast Haste-ga on party, then using Auron's Mental Break on Evrae, followed by Lulu's Focus. Take first swipe. Then Auron uses Power Break, Lulu chucks another Focus and Tidus is switched for Rikku. With her use Silver Hourglass you might have obtained on your trips so far. If not, select to Pull Back. About now Evrae will probably inhale. You're set. Now you'll be shelled continuously with Photon Spray (or get to see a turn of Evrae missing with Poison Breath) - each chr will take between 300 and 500 damage, but this is nothing dangerous yet. I bet you've accumulated a bunch of Al Bhed Potions during your desert trip. And it just so happens that Rikku can use them. So do that. After each Photon Spray have Rikku use Al Bhed Potion. Meanwhile switch out Lulu and Auron bring in Wakka and Tidus. Tidus Hastes Wakka and Rikku as well, then have Wakka attack, and Rikku be on healing duty. Alternatively, have Rikku Mix two Distillers (bought any so far?) to get Mighty G - this will bestow current frontline party with Haste, Shell and Protect! On Tidus' next turn switch him out and bring Lulu back. Now have Wakka attack, Lulu cast spells (or use Focus again for up to 5 times) and Rikku use Al Bhed Potion after each Photon Spray (or two Photon Sprays in case you didn't take much damage from first one). Each turn Cid gets in his ship away from Evrae, he'll use Homing Missiles - 12 hits VS Evrae, each for about 200 damage. It can only do so 3 times, tho', before running out of ammo. Heh. After Evrae has 10665 or less HP remaining, it'll use Haste on itself. Photon Spray is no longer used, instead you face Swooping Scythe (sometimes it is used as a counter, so watch out - thanks to Gestahl for this). You'll need to get close and personal! Wakka's Dark Attack will take care of Evrae's 'Swipe' and Swooping Scythe attacks. As Stone Gaze doesn't deal any damage, you'll only need to use a Soft or even better, Al Bhed Potion. This item will also heal your problems after Poison Breath. To negate Evrae's Haste status, you'll need to Dispel it. If none of your chrs know it, that's quite alright. Do *not* try to Slow it, as it'll automatically counter with Haste. The *only* way to Slow it down again is Reflecting Evrae and one of your chrs, then casting Slow on that reflected chr. Evrae will get Slow and automatically counter with Haste on itself. Newsflash, hehe. As Evrae is under Reflect, it'll bounce off and Evrae will remain Slow-ed for remainder of the battle. Do not remove Reflect! Any action you take against Evrae will prompt it to counter with Haste on itself. As long as Evrae is under Reflect, you have nothing to fear. So, remember to heal Petrify status, to slow Evrae down (at least until Haste phase) and to heal when necessary! ----------------------------------------------------------------------------- ***************************************************************************** 720 - BEVELLE Enemies: YAT-99, YKT-63, Warrior Monk (flamethrower), Warrior Monk (rifle) Items: HP Sphere Equipment: Knight Lance Key Items: Volume XXII ***************************************************************************** 'Bevelle: Tower of Light' Chaaaarge! Win five battles. 'Bevelle: Priests' Passage' Pick up Vol. XXII *KEY ITEM*, then enter the Cloister. ****************************************** LEVEL 5: Bevelle Temple Cloister of Trials ****************************************** LEVEL 5 PRIZE: HP Sphere BS - Bevelle Sphere DS - Destruction Sphere GS - Glyph Sphere STEP 1: This is a general rule. Whenever I say push pillar back, it means you'll have to push it into the electric (?) current, which will cause pillar to disappear and form a platform, which Tidus will use to be transported to various ends. You're currently on level 1. For this pic push pillar ahead. Do not toy around with BS1 already inserted into it. You won't need it. And any BS must be inserted into this pillar anyway, otherwise you cannot use it. http://splitinfinity.50megs.com/images/betemple01.jpg STEP 2: As you see, Tidus is on a green glyph that points out a green arrow. This green glyph only has one direction. There are green glyphs with two directions and one with three. Fret not, all will be explained. Press X to be 'shot' in arrow's direction. http://splitinfinity.50megs.com/images/betemple02.jpg STEP 3: This will be called level 2. There are three green glyphs ahead, marked with G1, G2 and G3. G1 has directions of forward (leads to G2, G3 and DE) and to the right (leads to level 3). G2 has directions to left and right. G3 has directions of forward and backward. DE marks dead end. If you'll be shot into DE, you won't die, you'll simply reappear a bit before G1. http://splitinfinity.50megs.com/images/betemple03.jpg Oh yeah, look at green glyphs' arrow directions. For example, if you travel over G1, Tidus will continue going forward. However, if you travel over G1 and arrow points to the right as you press X button, Tidus' path will change. Understood? Okay, aim for G2, direction left. STEP 4: Retrieve BS2 from recess. http://splitinfinity.50megs.com/images/betemple04.jpg STEP 5: Push pillar back in and travel thru DE. Now aim for G2, direction right. Here insert BS2 into the recess. http://splitinfinity.50megs.com/images/betemple05.jpg STEP 6: Push pillar back in and travel thru DE. Now aim for G1, direction right. http://splitinfinity.50megs.com/images/betemple06.jpg STEP 7: This is main green glyph of level 3. I'll mark it as G4. Number 1 marks right direction, number 2 marks forward direction and number 3 marks left direction. http://splitinfinity.50megs.com/images/betemple07.jpg STEP 8: As you arrive onto G4, you have all the time in the world to make a choice. Choose direction 1! http://splitinfinity.50megs.com/images/betemple08.jpg STEP 9: You will arrive onto level 4 platform. Retrieve BS3 from recess. http://splitinfinity.50megs.com/images/betemple09.jpg STEP 10: Push pillar back and you arrive onto G4 again. Choose direction 2 now and let it carry you all way to the end, so that you will reappear at G4, as showed on this pic... http://splitinfinity.50megs.com/images/betemple10.jpg ... notice G5 further ahead? It has directions of forward and right. You're standing on G4 now, so choose direction 2 again. Don't do anything yet. STEP 11: Showed on this pic are G6 and G7, DE as well. Both G6 and G7 have direction of forward and right. Fall thru DE to reappear at G4. Aim for G7, direction right. http://splitinfinity.50megs.com/images/betemple11.jpg STEP 12: Here insert BS3 into the recess. Push pillar back and fall thru DE. http://splitinfinity.50megs.com/images/betemple12.jpg STEP 13: Aim for G6, direction right. Remove GS from the recess. Push pillar back and fall thru DE. http://splitinfinity.50megs.com/images/betemple13.jpg STEP 14: Aim for G7, direction right. Once you arrive at the place where you inserted BS3 before, a path was created. Proceed down this path and insert GS into recess found on invisible wall. http://splitinfinity.50megs.com/images/betemple14.jpg STEP 15: Retrieve DS. Push pillar back and fall thru DE. http://splitinfinity.50megs.com/images/betemple15.jpg STEP 16: Aim for G6, direction right. Insert DS into the recess. Push pillar back and fall thru DE. http://splitinfinity.50megs.com/images/betemple16.jpg STEP 17: Aim for G7, direction right. Retrieve BS3 you inserted before. Push pillar back and fall thru DE. http://splitinfinity.50megs.com/images/betemple17.jpg STEP 18: Aim for G5, direction right. Careful now! Push pillar further ahead (on this pic this would mean down) to continue. http://splitinfinity.50megs.com/images/betemple18.jpg STEP 19: Back at level 1, but this time near the exit. Insert BS3 you're carrying into the recess found up the stairs. http://splitinfinity.50megs.com/images/betemple19.jpg STEP 20: To your right is a chest with HP Sphere. Congrats, for you just broke Destruction sigil for this temple. Only one more to go! http://splitinfinity.50megs.com/images/betemple20.jpg STEP 21: Step on shining glyph that was below the chest to teleport the pillar (you were using so far for travelling) near your position. http://splitinfinity.50megs.com/images/betemple21.jpg STEP 22: Push the pillar to the left. After traversing thru small tunnel, you'll get Knight Lance. Tidus returns automatically... http://splitinfinity.50megs.com/images/betemple22.jpg ... all that you need to do is to go right past shining glyph to complete this boring Cloister. Long story sequence. ***************************************************************************** 721 - VIA PURIFICO AND HIGHBRIDGE Enemies: Aqua Flan, Cave Iguion, Sahagin, Bat Eye, Maze Larva, Cave Iguion, Swamp Mafdet, Grothia (BOSS), Pterya (BOSS), Spathi (BOSS), Octopus, Phlegyas, Remora, Sahagin (this isn't same one!), Evrae Altana (BOSS), YAT-99, YKT-63, Warrior Monk (flamethrower), Warrior Monk (rifle), S. Natus (BOSS) Items: 1x Elixir, 1x White Mag Sp., 1x Black Mag Sp., 1x Skill Sp., 10000 Gil, 1x Mega-Potion Equipment: Lucid Ring, Avenger, Rematch Key Items: None ***************************************************************************** Ugh, a maze. I hate these. You start with Yuna only (next to a save sphere), so you need to be careful at least until you collect your reinforcements. In this small room you'll see a teleporter with blinking arrow. It will blink in one direction two times, then move one spot counter-clockwise. Let's say arronw is blinking up (ie north). Step on teleporter at this point and you'll be moved to another teleporter (tel. from now on). There's a total of six tel. found in this dungeon: - first at extreme south (can get to sixth) - second at extreme east (can get to sixth) - third at extreme north (can get to sixth) - fourth at extreme north-west corner (unavailable yet) - fifth at extreme west (can get to sixth) - sixth in the middle of the dungeon (can get to first, second, third, fifth) Furthermore, only one tel. is active at any given time, starting with first tel. For example, you use first tel. to warp to sixth. Sixth is now the one active. If you try to use say third tel. to warp to sixth, it won't work. There's a total of eight rooms you visit during your trek thru Via Purifico: - first at extreme south (contains save sphere and first tel.); this room is linked to second, fifth, sixth and seventh - second at extreme east (contains second tel.); this room is linked to first and third - third at extreme north (contains third tel. and save sphere); this room is linked to second and fifth - fourth at extreme north-west corner (unavailable yet, but you can't enter it due to some steel bars blocking the path) - fifth at extreme west (contains fifth tel.); this room is linked to first, third and sixth - sixth at extreme south-west corner (contains tel. release seal); this room is linked to first and fifth - seventh in the middle of the dungeon (contains sixth tel.); this room is linked to first, third and eighth - eighth to the right of seventh room (contains sealed tel.); this room is linked to seventh As I said, you start in first room. Go east to reach second room. In here you'll find Kimahri, as well as chest with 1x Mega-Potion. Continue up north and follow the path until you reach third room. Here you'll get Auron back. Go west now. At next intersection go south (west path is blocked by some bars), then south again and you will reach fifth room. Taking east tunnel here will lead you to Lulu and 1x White Magic Sp. chest. Take south tunnel again, and go south yet again to reach sixth room. In one corner you will receive 1x Elixir from a friendly chest, in the other examine a strange glyph... you've broken the seal! Now go north, at intersection go east and you're back in first room. Go north now to reach seventh room. From this room take north tunnel again, but at intersection take east path to arrive in eighth room. Here nail 1x Black Magic Sp., and step on formerly inactive tel. Sixth tel. will go wacky, destroy the bars blocking access between third and seventh room, and reposition itself just to the right of fourth room (the one you cannot get inside because of some bars). From eighth room go west, at intersection north to arrive in third room. Take west path now and you will soon find tel. escapee.:) Step on it when the arrow is pointing west. You're finally inside fourth room. Loot the chests for Lucid Ring (Silenceward, Confuseward, Poisonward), 1x Skill Sphere, 10000 Gil. When done, step on tel. when the arrow is pointing east. When warping is complete, go east to arrive in third room again. Finally take north tunnel... beware, you cannot escape from random battles inside this red glowing tunnel! ----------------------------------------------------------------------------- BOSS ENTRY ---> A244 ----------------------------------------------------------------------------- Grothia | HP: 8000-2550 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 600 | AP: 2000-2000 | 23, 10, 21, 1, 18, 15, 0, 0 ----------------------------------------------------------------------------- GIL: 2000 ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA | DCOUNT: 5 Delay sk., DEM, Distil sk., EJE, PET | POI, PRV, SIL, SLE, SLO, THR, ZOM | ----------------------------------------------------------------------------- ELEMABS: FIR ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) 'Strike' - VS one chr - phd b) Meteor Strike - NATT VS one chr - mgd c) Fira - FATT VS one chr - fire mgd d) Hell Fire - FATT VS all chrs - fire mgd ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- NEXT BOSS ENTRY ---> A439 ----------------------------------------------------------------------------- Pterya | HP: 12000-2550 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 1000 | AP: 2000-2000 | 20, 10, 18, 10, 21, 15, 0, 0 ----------------------------------------------------------------------------- GIL: 2000 ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA | DCOUNT: 5 Delay sk., DEM, Distil sk., EJE, PET | POI, PRV, SIL, SLE, SLO, THR, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) Sonic Wings - VS one chr - phd + delays chr's next turn b) 'Strike' - VS one chr - phd c) Energy Ray - NATT VS one chr - mgd ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- NEXT BOSS ENTRY ---> A549 ----------------------------------------------------------------------------- Spathi | HP: 20000-2550 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 1500 | AP: 2000-2000 | 31, 1, 38, 1, 20, 15, 0, 0 ----------------------------------------------------------------------------- GIL: 2000 ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA | DCOUNT: 5 Delay sk., DEM, Distil sk., EJE, PET | POI, PRV, SIL, SLE, SLO, THR, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) 'Countdown' - uses turns charging for Overdrive b) Mega Flare - NATT VS all chrs - mgd ----------------------------------------------------------------------------- STRATEGY | For starters I suggest getting both Yuna and Bahamut into full Overdrive. First battle is against Grothia. As it starts with full Overdrive, *Grand Summon* Bahamut and use Shield. Take about 500 or so damage. Unleash Mega Flare. Grothia goes aaaargh. If Grothia still lives, finish off with Impulse. Second battle is against Pterya. Summon Bahamut and have him unleash another Mega Flare. If this doesn't kill Pterya, later pound away with physical attacks. Lastly it's Spathi. Easy! It'll use four turns to Countdown to its Overdrive. I suggest summoning Shiva for she'll most likely be fastest Aeon you have. Once Spathi's Overdrive is about to hit, use Shield and I guarantee that Shiva will survive. Then Spathi returns to Countdown... yawn. Kick its ass. ----------------------------------------------------------------------------- Now it's down to three remaining party members. There's a save sphere on your left and tresure chest shop on your right (what's a shop doing down here anyway?). After your stocks are refreshed, proceed east, then north up to the next save sphere. Oh, an old friend... ----------------------------------------------------------------------------- BOSS ENTRY ---> A189 ----------------------------------------------------------------------------- Evrae Altana | HP: 16384-2000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: 5800-8700 | 32, 1, 27, 1, 25, 15, 0, 100 ----------------------------------------------------------------------------- ST: 2x Water Gem-1x Healing Spring | DR: 1x-2x; 1x-2x Black Magic Sp. GIL: 3000 | ----------------------------------------------------------------------------- STIMM: BER, CON, DEA, DOO, EJE, PRV | STRESIS: 50% DAR, 50% SLO PET, POI, SLE, SIL, THR | ----------------------------------------------------------------------------- ELEMWEAK: HOL ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-2, 99% DWA: Piercing, Stonetouch DAA: Stoneward ----------------------------------------------------------------------------- SENSOR: Weak against healing effects. SCAN: Beware its Stone Gaze and nasty counter-attacks. Open the gate locks to get some distance. Since it's a zombie, healing magic and items are the way to go. ----------------------------------------------------------------------------- a) Stone Gaze - NATT VS one chr - mgd + inflicts Petrify b) Photon Spray - NATT VS all chrs - mgd - deals 8 hits to random targets c) 'Swipe' - (CATT) VS one chr - phd ----------------------------------------------------------------------------- STRATEGY | Easy! Just use two Phoenix Downs on Evrae and you win! Why would you complicate things if you don't have to?;) Well, it's most likely that Evrae will get first turn, in which it'll use Stone Gaze. Chances are high you're down by one chr. Still want challenge? Any attack you do to Evrae, it'll counter with 'Swipe' for about 800 damage. Photon Spray will hit 8 times, each hit dealing about 100 damage. Two Phoenix Downs is still fastest way to go. Do not destroy gate locks during battle or you'll miss out on two counterattack weapons! ----------------------------------------------------------------------------- Once doors are opened, loot two chests you'll come across for Avenger (Counter- Attack) and Rematch (Evade & Counter). Then swim thru the exit... 'Highbridge' Buy at O'aka. How does this guy know where to be, hehe? Reflect will be your best friend in the next boss battle! LEARN IT! Enemies here guarantee that you'll have Yuna learn Reflect faster than a speeding chocobo! After taking a sprint down the bridge you'll approach a save sphere. Few more steps forward and... ----------------------------------------------------------------------------- BOSS ENTRY ---> A530 ----------------------------------------------------------------------------- S. Natus | HP: 36000-3500 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: 6300-9450 | 30, 1, 25, 1, 21, 15, 0, 100 ----------------------------------------------------------------------------- ST: 2x-3x Tetra Elemental | DR: 2x-4x; 2x-4x Lv.2 Key Sp. GIL: 3500 | ----------------------------------------------------------------------------- STIMM: ARM, BER, CON, DAR, DEA, Delay| STRESIS: 50% POI, 10% PRV sk., DEM, DOO, EJE, MAG, MEN, PET | SIL, SLE, SLO, THR, ZOM | POI%: 4% ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-3, 1-2, 99% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: SOS Shell ----------------------------------------------------------------------------- SENSOR: Casts elemental magic, Break, and Flare. SCAN: Still uses elemental magic, but now uses multi-spells. When HP is low, he'll petrify with Break and cast the non-elemental spell Flare. ----------------------------------------------------------------------------- a) Multi-Blizzara - IATT VS two chrs - ice d. b) Multi-Thundara - LATT VS two chrs - lightning d. c) Multi-Watera - WATT VS two chrs - water d. d) Multi-Fira - FATT VS two chrs - fire d. e) Break - VS one chr - inflicts Petrify f) Flare - NATT VS one chr - mgd g) Protect - CATT on oneself - physical damage is halved h) Banish - CATT VS an Aeon - KO-es Aeon ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A531 ----------------------------------------------------------------------------- Mortibody | HP: 4000*-NO OV! | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 50 | AP: na | 22, 50, 20, 1, 28, 15, 0, 100 * Its HP drops like this: 4000 / 4000 / 3000 / 2000 / 1000 / 1000 from now on ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, DEM | STRESIS: 50% ARM Distil sk., DOO, EJE, MAG, MEN, PET | POI, PRV, SIL, SLE, SLO, THR, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- SENSOR: Watch out for their combo attacks. SCAN: Its Shattering Claw hits petrified characters, smashing them to smithereens. Beware the Desperado, which inflicts damage and negates any magical augmentations. ----------------------------------------------------------------------------- a) Mortibsorption - VS ally - once Mortibody loses its HP, it will drain its ally to replenish HP - first 4000, then 3000, 2000, 1000, and 1000 from now on b) Blizzard - IATT VS all chrs - ice d. c) Thunder - LATT VS all chrs - lightning d. d) Water - WATT VS all chrs - water d. e) Fire - FATT VS all chrs - fire d. f) Desperado - VS all chrs - mgd + removes positive statuses g) Shattering Claw - VS one chr - phd + shatters target chr if he-she was petrified h) Cura - on ally - restores medium amount of HP ----------------------------------------------------------------------------- STRATEGY | This is entirely a strategic boss battle. Remember last encounter with this guy? The battle starts with Tidus, Yuna and Kimahri. As soon as Kimahri gets his first turn, throw him out and bring in Auron. Characters are set, now let's talk strategy. First I'll present a three stage overview on how the boss attacks, that looks like this... ---> Round 1 (Natus' HP range is between 36000 and 24000 HP): Mortibody - Blizzard / Desperado (in case all three chrs are under Haste) Natus - Multi-Blizzara Mortibody - Thunder / Desperado (in case all three chrs are under Haste) Natus - Multi-Thundara Mortibody - Water / Desperado (in case all three chrs are under Haste) Natus - Multi-Watera Mortibody - Fire / Desperado (in case all three chrs are under Haste) Natus - Multi-Fira After this the cycle repeats... ---> Round 2 (Natus' HP range is between 23999 and 12000 HP): Natus - Protect (triggered by first attack that crosses 24000 HP limit) Mortibody - Shattering Claw / Desperado (in case all three chrs are under Haste) Natus - Break ---> Round 3 (Natus' HP range is between 11999 and 0 HP): Mortibody - Cura / Desperado (in case all three chrs are under *same* status, say all three are Protected etc.) Natus - Flare (good thing about it is great delay of Natus' next turn) Pay attention on what spell Mortibody uses. It starts with Blizzard. If it uses Fire (or any level 1 spell for that matter - deals about 250 damage to all chrs), Natus will use Multi-Fira (hits two chrs for 1400 damage each). So it's advised that Yuna goes after Mortibody, but before Natus so that she can cast respective Nul spell. If she can't do that, have her switch weapons or do anything else that might bring her a turn before Natus gets one. If you don't want to be bothered by that, Shell all chrs. Heal with help of Mega-Potions or Hi-Potions. Don't forget to talk to Natus with Tidus and Auron to increase their Str for 10 points. Cheer will increase Str and Def even more, while Focus will help increasing Mag and Mdef. Besides Shell cast Haste on two and only *two* characters. Don't Haste all three of your chrs, as Mortibody is very allergic to three hasted chrs and will use Desperado on first turn he gets (in later stages of battle I figured Mortibody will use Desperado even in cases all three of my chrs are under Reflect or Protect; however, it won't Desperado if two chr are under Reflect, and third under Protect; so as long as only two chrs are affected with same positive status, you're safe from Desperado). Auron is here for physical power - he'll by far be your strongest character. Don't bother with Break skills as Mortibody is immune to them, while Natus can only be Power Breaked, but it is useless, as he doesn't attack physically. Once Natus' HP is 23999 or less, he'll use Protect. Really? Use Dispel. If you don't have that, it'll be harder and longer. BIG TIP: Dispel Protect effect by calling Ixion and using Aerospark on Natus. DO NOT Overdrive. Lately I found out this: If you 'kill' Mortiorchis, ie freeing it of all its HP, it will drain HP from its ally. However, if by doing that Natus crosses 23999 HP remaining limit, he will not use Protect! Or you could reload and fight random enemies some more on the Highbridge until Yuna learns Dispel. Mortibody and Natus no longer use element spells in this stage of battle. Now you'll be shelled with Break, which petrifies one chr. Use Esuna or Soft immediately - do not let Mortibody get his turn before you. Why? It'll use Shattering Claw, which shatters petrified chr and removes that chr from battle. Randomly it may happen that you get lucky and Mortibody uses Shattering Claw against character who isn't petrified. After Natus' HP is 11999 or less, he gets to test out Flare - hits for around 2000. Mortibody will now use Cura on its partner. The good thing about Flare is that it greatly delays Natus' next turn. Recast Shell if it was removed cos of Desperado (in case you accidentally Hasted all of your chrs) to halve Flare damage. Also remember to cure the chr that got hit. Attack with the rest of chrs until Natus bites the dust. Again, hehe. Summoning Aeons? Go ahead, but note that they'll be Banished immediately, so bring one in with full Overdrive and fire away. As I said, Reflect is your best friend in this battle. If you have Yuna cast it at everybody, it'll bounce back *every* spell Natus will chuck at you, including Break and Flare! Only way you can get dispeled is Desperado. Additional strategic tips: Natus can be poisoned. Each turn he'll spend doing something will rip off 1440 HP. And lastly, if you have Stoneproof armor in your stock for chr that has Provoke (most likely Tidus) - here's a great tip: in second part of battle use Provoke with whoever is wearing Stoneproof armor. Natus will be using Break on that character only (and in third part of battle Flare). So now you have two free characters which can easily smite down Natus, while character-who-did-Provoke's only job is healing him/herself. BIG BREAKTHRU: Poison Natus. And then only heal yourself. DON'T ATTACK HIM AT ALL COSTS. Whatever you do, DO NOT ATTACK HIM whatsoever during the fight. Nor try anything else!!! Just leave him alone! When Natus is poisoned, every turn he'll spend will cause him to lose 1440 HP. Wait 25 turns and he is defeated! The biggest catch is that even when he's over 24000 and 12000 HP limits, he'll continue to use Multi-spells. Now if this isn't better than Break and Flare... ----------------------------------------------------------------------------- ***************************************************************************** 722 - MACALANIA WOODS, REVISITED Enemies: None Items: None Equipment: Lucid Ring Key Items: None ***************************************************************************** 'Macalania Woods: Campsite' Talk to everybody, then leave. 'Macalania Woods: To Thunder' Go down. 'Macalania Woods: Spring' 'Talk' to Kimahri, then proceed left. After the sequence go right. Wheee. Go back to previous screen. Nab the Lucid Ring, then backtrack and now go right. 'Macalania Woods: North' Just proceed further. ***************************************************************************** 723 - CALM LANDS Enemies: Malboro, Coeurl, Mech Scouter (on fire), Chimera Brain, Nebiros, Skoll, Mech Scouter, Flame Flan, Anacondaur, Shred, Ogre, Defender X (BOSS), Epaaj Items: 30x Power Sphere (win vs Belgemine), 30x Speed Sphere (lose vs Belgemine), 1x Lv.2 Key Sp., 10000 Gil, 5000 Gil Equipment: nothing Key Items: Aeon's Soul, Volume XXIII ***************************************************************************** Yay. In this area you get to meet the most annoying enemy - Malboro and its Bad Breath. Yippee. *Equip at least one chr with First Strike weapon - preferably Tidus.* If you get ambushed by Malboro, you still get first turn with Tidus, so flee. When you enter Calm Lands, head left. After the scene go left a little bit more. Refresh your stock (guy sells glitched Magic Counter shield for Tidus). In the middle of Calm Lands is another Rin Agency. There's still more - you'll meet Belgemine again to the left of Agency - this time after the 'match' you get Aeon's Soul *KEY ITEM*, which allows you to improve your Aeons' stats. If you win, you'll get 30x Power Sphere as well. If you get wasted, you receive 30x Speed Sphere instead. ----------------------------------------------------------------------------- BELGEMINE'S CHALLENGE, ROUND 3 ----------------------------------------------------------------------------- 'Icegirl' | HP: 15000-1432 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 900 | AP: na | 20, 180,20, 180,21, 15, 0, 0 ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: Just about everything. ----------------------------------------------------------------------------- ELEMABS: ICE ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- a) 'Kick' - VS one chr - phd b) Blizzara - IATT VS one chr - ice mgd c) Heavenly Strike - VS one chr - phd + Delay effect - used only on full overdrive ----------------------------------------------------------------------------- Make a stop at Agency now. After the scene talk to everybody, refresh your stock, then proceed to northwestern part of Calm Lands. Find a chocobo lady in here somewhere (she's located directly north of Rin's shop in Calm Lands). At extreme northwest there is Vol. XXIII *KEY ITEM*. Train a chocobo by completing a first course, then choose to quit. After you've trained the chocobo, prompt the lady to ride one. Now loot the chests found in these parts. They contain: Lv.2 Key Sp., 10000 Gil, 5000 Gil. Go back to where you came to Calm Lands and go right. There's a chocobo feather in the ground here, that leads to Remiem temple. 'Remiem Temple' Save at the entrance. Go left and examine sphere on the floor. Further ahead is Vol. XXIV *KEY ITEM*. Now go all the way right and mount the chocobo. Win the race with: - first win will nab Cloudy Mirror *KEY ITEM* - with one opened chest: Elixir - with two: Megalixir - with three: 30x Wings to Discovery!!! This is why we came here! Forget about Belgemine inside the temple for now and exit this area back to Calm Lands. Mount the chocobo and use chocobo feather found here. There's a place called Arena here in the east. I suggest letting it be for now, but do buy weapons with Capture ability for later usage. Proceed for northeastern part where the exit is. 'Calm Lands: Near Bridge' Save. ----------------------------------------------------------------------------- BOSS ENTRY ---> A148 ----------------------------------------------------------------------------- Defender X | HP: 64000-4060 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 1 | AP: 6600-9900 | 42, 30, 5, 1, 20, 15, 0, 0 ----------------------------------------------------------------------------- ST: 4x Lunar Curtain-4x Lunar Curtain DR: 1x-2x Lv.2 Key Sp.; 2x-4x Lv.2 Key Sp. GIL: 3500 ----------------------------------------------------------------------------- STIMM: CON, DEA, Delay sk., DEM, EJE | STRESIS: 95% DAR PET, POI, POW, SIL, SLE, SLI, THR | ZOM | DCOUNT: 10 ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 1-3, 1-3, 23% DWA: Mag+3%, Mag+5%, Mag+10%, Piercing, Str+3%, Str+5%, Str+10% DAA: SOS Protect ----------------------------------------------------------------------------- SENSOR: Made of stone. Resistant to physical attacks. SCAN: Boasts very high physical attack and defence. Its counter-attack Blast Punch delays target and causes damage. Casts Mighty Guard and Slowga. ----------------------------------------------------------------------------- a) Blast Punch - CATT & GRATTP VS one chr - phd - tears off 50% current HP + delays next turn b) Mighty Guard - on oneself - gains NulAll, Protect, Shell c) 'Punch' - VS one chr - phd d) Haymaker - VS one chr - heavy phd e) Slowga - CATT VS all chrs - inflicts Slow - used as a counter after Defender X has been a target five consecutive magical attacks, or five items have been used on it, or after many other possible combos ----------------------------------------------------------------------------- STRATEGY | Start the battle with Tidus, Yuna and Auron. Tidus uses Haste/ga first on all characters (and maybe few Cheers as well), Yuna casts Protect, Auron uses Armor Break. Boss will usually physically attack you with 'Punch' for about 1700 damage. Each fourth turn it will use Haymaker (this attack always connects!) for about 3200 damage. Blast Punch is its countermove - beside ripping off 50% of current health it also delays target's next turn. Blast Punch is used after any of following combinations: two physical attacks (rarely three), three magical attacks, combo consisting of one *or* two magical and one physical attack (and many more combinations... after figuring out what triggers Slowga counter in some cases I found it impossible to figure out all examples of triggering Blast Punch counter). So if you're going physical on it, expect Blast Punch each second attack you do on it. I've also figured out when to expect Slowga counter. If you target X with five fire spells consecutively, you'll see Slowga counter after fifth fire spell you chuck at it. I also managed to be Slowga-ed after I used three Bomb Cores on DX, among other things. Easy. Use Provoke with Tidus. DX will only use Blast Punch from now on. Meanwhile have your chrs bomb away at the boss until it's gone. Hard. Once Auron has Armor Breaked DX, switch him out and bring in Wakka. Have him use Dark Attack or Buster on DX to blind it. Its regular 'Punch' will miss most of the time now. Haymaker can't be avoided. Of course, don't forget to put Wakka on Haste and Protect. Once done, switch Tidus for Auron and proceed to pummel at the boss. And how to keep up your HP? With following summary it should be easy - Wakka keeps using Dark Attack (or Buster, since it will almost always inflict Darkness), Auron attacks normally, and Yuna is assigned as healer should some of DX's attacks connect. Absolutely heal before and after Haymaker. Once DX's HP fall below 25%, it may decide to cast Mighty Guard on itself (this is also an impossible task, for I cannot figure out what triggers it). Easy. Just Dispel it. Armor Break DX again cos Dispel you just use removed Armor Break as well. Continue as usual and DX bites the dust. But why bother with complicate strategy when you can just use Provoke with Tidus and boss goes buh-bye before you know it. ----------------------------------------------------------------------------- After it's defeated, cross the other bridge and enter... ***************************************************************************** 724 - MT GAGAZET Enemies: Mech Leader, Mech Defender, Grat, Grenade, Bashura, Imp, Bandersnatch, Nidhogg, Behemoth, Dark Flan, Mandragora, Grendel, Ahriman, Splasher, Maelspike, Achelous, B. Ronso (BOSS), Y. Ronso (BOSS), S. Flux (BOSS), Sanctuary Keeper (BOSS) Items: 20000 gil, 2x Mega-Potion, 1x HP Sphere, 1x Lv.4 Key Sp., 1x Lv.1 Key Sp., 1x Fortune Sp., 1x Return Sp. Equipment: Defending Bracer, Pep Talk, Recovery Ring Key Items: Braska's Sphere, Saturn Crest ***************************************************************************** 'Gagazet: Mountain Gate' Up you go. After the scene save. Then continue on further north. ----------------------------------------------------------------------------- BOSS ENTRY ---> A074 ----------------------------------------------------------------------------- B. Ronso | HP: ****-2500 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: 4500-6750 | *, 30, **, 50, ***,15, 0, 100 * - Depends on Kimahri's HP ** - 1/2 of Y.'s Mag value *** - Kimahri's Agi stat minus 4 **** - Rises in tandem with Kimahri's Str and Mag ----------------------------------------------------------------------------- ST: 1x-2x Lv.3 Key Sp. | DR: 1x-2x Return Sp.; 1x-2x Friend Sp. GIL: 1500 | ----------------------------------------------------------------------------- STIMM: CON, DAR, DEA, Delay sk., EJE | DCOUNT: 20 PET, POI, PRV, REF, SLO, SIL, SLE | THR, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-3, 1, 99% DWA: Piercing DAA: MP+20% ----------------------------------------------------------------------------- SENSOR: Covers Y. when together. SCAN: Blocks attacks on Y. with Guard, except when separated after performing a Bulldoze. Casts Mighty Guard just once after losing HP. Kimahri can learn many techniques. ----------------------------------------------------------------------------- a) Thunder - LATT VS one chr - lightning mgd b) Bulldoze - VS one chr - phd c) Blizzard - IATT VS one chr - ice mgd d) Mighty Guard - CATT on all allies - adds NulAll, Protect and Shell - used once Y or B lose 75% of HP e) Berserk - on oneself - inflicts Berserk ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- NEXT-BOSS ENTRY ---> A651 ----------------------------------------------------------------------------- Y. Ronso | HP: ****-2500 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: 4500-6750 | *, 30, **, 50, ***,15, 0, 100 * - 1/2 of B.'s Str ** - Depends on Kimahri's HP *** - Kimahri's Agi minus 6 **** - rises with Kimahri's Str and Mag ----------------------------------------------------------------------------- ST: 1x-2x Lv.3 Key Sp. | DR: 1x-2x Return Sp.; 1x-2x Friend Sp. GIL: 1500 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk. | DCOUNT: 20 EJE, PET, POI, PRO, REF, SIL, SLE | SLO, THR, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-3, 1, 99% DWA: Piercing DAA: MP+20% ----------------------------------------------------------------------------- SENSOR: Covers B. when together. SCAN: Blocks attacks on B. with Guard, except when separated after performing a Bulldoze. Casts White Wind just once after losing HP. Kimahri can learn many techniques. ----------------------------------------------------------------------------- a) Fire Breath - FATT VS all chrs - fire d. b) Bulldoze - VS one chr - phd c) Aqua Breath - WATT VS all chrs - water d. d) White Wind - CATT on all allies - restores HP - used once either Y or B lose 75% of HP e) Haste - on oneself - adds Haste ----------------------------------------------------------------------------- STRATEGY | Long, but easy. For starters, don't physically attack them if they're both on same Kimahri's side. If you do that, the other one will block the attack and greatly reduce damage done. I suggest using magical attacks or attack items from your stock with Use (in case you took Kimahri down Rikku's path like I suggested). Wait! Don't kill them too fast. Each of these two can be used to get Kimahri four Overdrives. One (I'll call him Y-guy) can be Lancet-ed for Stone Breath, Aqua Breath, Fire Breath and White Wind (White Wind must be used by Y-guy first, otherwise you won't learn it). The other (B-guy) has Self-Destruct, Thrust Kick, Doom and Mighty Guard (like with Y-guy, Mighty G must be used by B-guy first). Y goes like this: Fire Breath, Bulldoze, Aqua Breath, Bulldoze, repeat. Damage done ranges from 70 to 120. B goes like this: Thunder, Bulldoze, Blizzard, Bulldoze, repeat. You're looking for damage done from 50 to 100. As the fight progresses, there will be a point at which either Y or B will lose over 75% of HP. At this point both of them will make an action: Y will use White Wind and B will use Mighty Guard. Both moves are used as a counter only once. Once you kill off Y, B will cast Berserk on himself and only use Bulldoze from now on. If you kill off B, Y will Haste himself. Don't bother dispelling, as he'll recast it again. So better idea is to kill off Y first. In case you accidentally kill either one of them off without learning Mighty Guard and White Wind, don't reload and try again. Soon thereafter there are enemies which you can learn these two skills from. All in all, this is not a hard battle. ----------------------------------------------------------------------------- After you're done defeating those two suckers (finally, I might add), proceed further north. 'Gagazet: Mountain Trail' Straight at beginning go all the way up and back to nail a chest with 20000 gil. Nabbing the rest of the chests will get you: 2x Mega-Potion, Defending Bracer, HP Sphere, Lv.4 Key Sp. - use this to unlock way to Zombie Attack on Auron's path. When you see a small path branching off to the right, take it. You'll find Braska's Sphere *KEY ITEM*. When you run into Wantz, buy Zombie Ward armors for Yuna and Auron. You should also customize five Zombie Ward armors by buying respective amount of Holy Waters. After a long trek thru the outer part of Gagazet, save. 'Gagazet: Prominence' Move along and... ----------------------------------------------------------------------------- BOSS ENTRY ---> A479 ----------------------------------------------------------------------------- S. Flux | HP: 70000-3500 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 512 | AP: 10000-15000 | 30, 40, 15, 40, 38, 15, 0, 100 ----------------------------------------------------------------------------- ST: 1x-1x Elixir | DR: 1x-2x; 1x-2x Lv4. Key Sp. GIL: 6000 | ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA | STRESIS: 90% POI, 50% SIL Delay sk., DEM, DOO, EJE, PET, PRV | SLE, SLO, THR, ZOM | POI%: 2% ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-4, 1-2, 99% DWA: Darkstrike, Piercing DAA: SOS Shell ----------------------------------------------------------------------------- SENSOR: Watch out for their combo attacks. SCAN: Predict the Mortiorchis's actions by watching S.'s. His Lance of Atrophy causes zombie, and Mortiorchis follows with Full-Life. Together they unleash Total Annihilation. ----------------------------------------------------------------------------- a) Lance of Atrophy - VS one chr - phd + inflicts Zombie b) Protect - CATT on oneself - physical damage is halved c) Reflect - CATT on oneself - certain spells are reflected d) Flare - NATT VS one chr - mgd e) Banish - STATT & CATT VS an Aeon - Aeon is KO-ed f) Dispel - VS all chrs - negates positive statuses g) 'S. watches... and waits.' - Flux skips a turn h) 'Failed counterstrike.' - appears when Flux casts Flare on himself ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A480 ----------------------------------------------------------------------------- Mortiorchis | HP: 4000*-NO OV! | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 512 | AP: na | 40, 100,40, 1, 38, 15, 0, 100 * Its HP drops like this: 4000 / 4000 / 3000 / 2000 / 1000 / 1000 from now on ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA, Delay sk., DEM, DOO, EJE, HAS, PET, POI, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- SENSOR: Watch out for their combo attacks. SCAN: Beware its combo attacks. If a character is zombified by S.'s Lance of Atrophy, it will cast Full-Life, causing instant KO. Cast Protect to help survive Cross Cleave. ----------------------------------------------------------------------------- a) Full-Life - VS one chr - KO-es chr under Zombie b) Cross-Cleave - VS all chrs - phd c) Mortibsorption - VS ally - once Mortiorchis loses its HP, it will drain its ally to replenish HP - first 4000, then 3000, 2000, 1000, and 1000 from now on d) 'Mortiorchis: Auto-Attack mode!' - signifies Mortiorchis will start to use Total Annihilation e) 'Mortiorchis: Ready to annihilate!' - signifies charge turn for Total Annihilation f) Total Annihilation - NATT VS all chrs - mgd - strikes all chrs, then delivers six to eight random hits, and again strikes all chrs g) Slowga - CATT VS all chrs - inflicts Slow ----------------------------------------------------------------------------- STRATEGY | This is entirely a strategic boss battle. Start battle with Tidus, Yuna and Kimahri. Characters are set, now let's talk strategy. First I'll present a three stage overview on how the boss attacks, that looks like this... ---> Round 1 (Flux's HP range is between 70000 and 52500 HP): Flux - Lance of Atrophy Mortiorchis - Full-Life Flux - Lance of Atrophy Mortiorchis - Full-Life Flux - Dispel Mortiorchis - Cross Cleave After this the cycle repeats... ---> Round 2 (Flux's HP range is between 52499 and 35000 HP): Flux - Protect (triggered by first attack that crosses 52500 HP limit) Flux - Lance of Atrophy Mortiorchis - Full-Life Flux - Lance of Atrophy Mortiorchis - Full-Life Flux - Dispel Mortiorchis - Cross Cleave After this the cycle repeats except for Protect part... ---> Round 3 (Flux's HP range is between 34999 and 0 HP): Flux - Reflect (triggered by first attack that crosses 35000 HP limit) Mortiorchis - 'Auto-attack mode' Flux - Flare on himself Mortiorchis - 'Ready to annihilate.' Flux - 'S. watches... and waits.' Mortiorchis - Total Annihilation Flux - Flare on himself Mortiorchis - 'Ready to annihilate.' Flux - Reflect (if you removed it with Dispel) / 'S. watches... and waits.' After this the cycle repeats... Want an easy way? Have Rikku mix 2x Wings to Discovery for Trio of 9999. Attack 8 times and Flux is gone. Hard, eh? Start with Tidus (Hastega!), Yuna (Reflect!) and Kimahri (Mighty Guard!). If you Talk to Flux with Yuna, her Mag Def will increase for 10 points. You can increase Kimahri's Str for 10 points by doing the same (although forget it, cos you need heavy hitters for this battle). Once Kimahri made his magic with Mighty G., switch him out for Auron. Haste, Protect, Shell and Reflect him, in that order. Now you're set. Reflect is recommended, but not necessary - namely, sole purpose is to have it assist you bounce back Full- Lives that Mortiorchis will be casting at you. You can easily predict what Mortiorchis will do by following Flux's actions. Flux will be using Lance of Atrophy two times, then Dispel. The pattern then repeats itself until his health reaches 52499. Lance deals about 500 damage and causes Zombie. I hope you bought and customized those Zombie Ward armors. Each turn you spend not healing Zombie is a good turn. As soon as Mortiorchis gets a turn after Flux, it'll cast Full-Life on zombied chr, KO-ing him/her. On each third turn Mortiorchis will use Cross Cleave for about 2500 damage to everyone - that's why we're Protected. After this turn *heal* everyone up. *Never* attack Morti. with Delay Attack/Buster or try to cast Slow on it. It won't work, and it will counter with Slowga (however, I noticed that by 'killin' Morti., ie forcing it to use Mortibsorption on its ally at least once will remove Slowga counter). Then pattern repeats itself. Interesting note - this boss will always go like this: Flux, Morti., Flux, Morti., Flux, Morti. Even if Flux gets another turn before Morti., he *won't* do anything productive. So what to do in this part of battle? First, Haste, Protect, Shell and Reflect everyone you'll be using. Attack normally until Morti. used two Full-Lives, meaning it'll use Cross Cleave on its third turn. Before that we must take care that Flux won't Dispel what we worked hard to achieve. Bring in Wakka and have him use Silence Attack or Buster on Flux. He won't be able to use Dispel, hehe. Switch Wakka out and bring back whoever you threw out (Wakka probably isn't under Protect). Then have everybody Defend - with this (and help of Protect) damage Cross Cleave does will be lessened by 75%. Okay, you're set until Flux reaches next phase. It's also recommended to Bio Flux, so he'll get poisoned. When Flux goes in 52K, he'll Protect himself. Yawn. Use Dispel and no Protect for him. Later he'll continue to repeat Lance/Full-Life combo, with Cross Cleave on third turn. When Flux goes over 50% HP lost - first it'll use Reflect as a counter (use Dispel!!!), and then use Flare on next turn. If Flux is under Reflect at time he casts Flare, he'll use it on himself to be reflected at your party. But if you remove Reflect prior to that... hehehe.;) First turn Mortiorchis gets after 50% limit, it'll enter Auto-Attack mode. On second turn it'll be 'Ready to annihilate!'. On third turn you'll get Total Annihilation. Each character will receive about 4000 damage, 2000 if under Shell. Then Morti. needs only two turns to get ready for another TA. Also you won't see Lance of Atrophy anymore, so heal any zombies you still have! What does Flux do during this time? After TA first turn Flux gets will use to cast Flare on himself. If he's still Reflected, receive the punishment. If Reflect is missing, however, he'll nail himself for about 2000 damage. On his next turn he'll either skip it or Reflect himself again if you dispeled it before. Now the only danger that is left is Morti.'s TA. You can take care of Flare by dispeling Reflect Flux casts on himself, but all you need to do to make it thru TA is have at least 3200 HP and be under Shell. I guarantee you'll survive. Even better: A single chr in battle against Flux with 3000 HP, really low Mag Def and under Shell (Haste is also welcome) will be hit only *five* times. This means chr will only take 2400 damage or less. This is tried and tested. If you haven't been neglecting agility, you're bound to kick his ass with only one chr alive. Is it still so hard beating this boss? Oh yeah, in case you'll be summoning Aeons: it's best to hit Flux with their Overdrives, as he'll Banish them as soon as you throw anything at him. BIG BREAKTHRU: As with previous fight with this guy, cast Haste, THEN Bio on him and then STOP ALL ATTACKS ON HIM. Wait 50 turns for him to do his actions - each will rip off 1400 of his health, including on turns he skips cos he got a turn in faster than Mortiorchis. During this time you mustn't do anything to him, not even Scan him. As soon as you do, bang! He'll start using Total Annihilation and Flare... but if you don't touch him at all, all you'll be seeing are Lance of Atrophy, Full-Life, Dispel and Cross Cleave. ----------------------------------------------------------------------------- Bye! Hope I've seen you one last time. Continue on. Before saving at next save sphere check between the pillars on the left. You'll find Saturn Crest *KEY ITEM*. You'll enter... 'Gagazet: Fayth Cluster' Story. When you wake up, go up, then enter the door. Back outside climb stairs on the right. Finally go up. 'Gagazet: Mountain Cave' Aaaargh. Strategic walkthru goes like this... First go up and then take a left at intersection. 'Gagazet: Submerged Passage' At intersection go forward. Hit the centre with Wakka's ball. Collect Lv.1 Key Sp. Then go back out. 'Gagazet: Mountain Cave' Proceed up the stairs. At next intersection go left and into the water. 'Gagazet: Submerged Passage 2' At the end send Rikku in green hole and Tidus in blue hole (in case you don't get it - colors correspond to chr's color on the Sphere Grid). Collect Fortune Sphere. Then back you go. 'Gagazet: Mountain Cave' Return to known save sphere now. At first intersection on Mountain Cave go left again, then immediately right. Nab Pep Talk. At second intersection I mentioned earlier now go right. Path leads to Recovery Ring and Return Sphere. Back to Mountain Cave. At second intersection go left again. Now look for a set of 'stairs' that appeared. Save! 'Gagazet: Summit Region' ----------------------------------------------------------------------------- BOSS ENTRY ---> A468 ----------------------------------------------------------------------------- Sanctuary Keeper | HP: 40000-6400 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 256 | AP: 11000-16500 | 37, 100,40, 100,32, 15, 0, 50 ----------------------------------------------------------------------------- ST: 1x-2x Turbo Ether | DR: 1x-2x; 1x-2x Return Sp. GIL: 6500 | ----------------------------------------------------------------------------- STIMM: CON, DEA, Delay sk., DEM, DOO | STRESIS: 99% DAR, 50% MAG, 90% POI EJE, PET, PRV, SIL, SLE, ZOM | 50% POW POI%: 5% | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-3, 1-2, 99% DWA: Half MP Cost, Piercing DAA: MP+10% ----------------------------------------------------------------------------- SENSOR: High physical and magic defence. SCAN: Its Photon Wings attack causes confusion, sleep, silence, darkness, curse, and other status effects. Tail Sweep negates Haste and delays target's next turn. Uses healing magic and Reflect, among other spells. ----------------------------------------------------------------------------- a) Reflect - on oneself - certain spells are reflected b) Curaga - on oneself - restores big amount of HP c) Photon Wings - STATT VS all chrs - std + inflicts Sleep, Silence, Darkness, Curse, Confusion (Sleep, Silence and Darkness are inflicted for three chr's turns) d) Mana Breath - NATT VS one chr - mgd e) Regen - on oneself - regenerates HP for 10 of SK's turns f) Tail Sweep - CATT VS all chrs - phd + delays next turn g) Protect - on oneself - physical damage is halved h) Esuna - on oneself - nullifies most negative statuses i) 'Swipe' - VS one chr - phd j) Haste - CATT on oneself - agility is increased ----------------------------------------------------------------------------- STRATEGY | A boss with set pattern of moves with few distinctions? Yes please! What to do prior to battle? Get at least *one* armor with Confuseproof (steal Musks from floating one-eye enemies) - best would be three such armors for these chrs - Tidus, Yuna, Wakka. Easy way? Rikku's Mix of two Wings to Discovery for Trio of 9999, which allows any character to hit for 9999 damage. Hard way? It's also an easy way, but with a bit of strategy involved. SK opens the battle by using Photon Wings on its first turn. It causes 1000 damage to all and sleep, silence, darkness, curse, confusion - you're bound to get a few of these babies. I don't mind first four, but confusion is an absolute killer, so I really suggest getting Confuseproof armors. SK's second and third turn are 'Swipe'-s for about 1300 damage to one chr. On fourth turn it'll use Mana Breath for 3000 damage to one. Now it gets annoying. SK's fifth and sixth turns are Curaga on itself. You can tamper with it a bit and have it cast something else with following actions: - if you Reflect SK, then it will use Reflect on you in order to be able to heal itself; not recommended - if Armor Break is used on SK, it will cast Protect - if you put additional negative statuses on SK (except Slow!), Armor Break takes first priority, ie SK will use Protect instead of Curaga; very recommended - if under bad statuses, but Armor Break is not included, it will cast Esuna - it may not necessarily use Curaga, it may choose to use Regen Does SK have any other attacks in its arsenal? Yep. Sometimes during battle it may Protect itself (only if Armor Broken) - remove that with Dispel. Yawn. Lastly you have Tail Sweep. Don't worry, I have it all figured out.;) This is its nasty countermove - hits everybody for about 600 damage, removes Haste and delays next turn. If however, you put Blind on SK, chances of Tail Sweep dealing damage to all chrs in decreased. There's more: it'll be used as a counterattack to anything that would tamper with SK's HP (White magic, Black, Skills), but never sooner than third such attack, and never later than sixth attack. In other words, as soon as you attack SK for third time dealing damage (up to sixth attack), expect Tail Sweep counter. Oh yeah, don't try to use Slow on SK by casting it (SK will automatically counter with Haste). You can inflict Slow on SK only like this... First have Yuna cast Reflect on SK, then have Rikku follow with Silver or Gold Hourglass being used on SK. Ta-daah! You just Slowed SK down significantly. Of course SK will counter by casting Haste on itself, but it will bounce off cos of Reflect we put into place. Much like Evrae, each and every attack you land on SK will now prompt it to counter with Haste on itself, hehe. You can toy with him until it gets down to 19999 HP, at which point it becomes smart enough to cast Reflect on your party members, and then casting Esuna (or whatever suits the situation) on that reflected member to heal itself of bad statuses. So Yuna, Tidus and Wakka. What to do with you three? Tidus casts Hastega for starters. Yuna follows with Shell on everyone, and Wakka keeps attacking with Dark Attack or Buster. Wakka uses only Dark Attack or Buster!!! This is to ensure that you'll never see Curaga. You'll get hit by Photon Wings - use Remedy, Esuna or whatever is needed to get back in fighting shape (give priority to confused chrs). Then it's two turns of 'Swipe', which should miss thanks to SK being blinded. Same goes for Tail Sweep.;) Get Mana Breathed upon. Heal character that got hit. Wakka still uses Dark Attack. Now if you did as I suggested, instead of two Curagas you'll see two Esunas. Pattern than repeats itself... You can help yourself more, if you wish: Using Magic Break on SK will significantly lower his magic abilities - instead of 9999 HP it will heal itself for 5000 or so. Mana Breath will deal about 1600 damage. Take note that casting Dispel removes positive statuses *as well as any Breaks* you already inflicted on SK. Casting Reflect on SK at start of battle is very helpful as well - as it'll try to use curative magic on itself (Protect, Regen, Curaga, Esuna) all of that will bounce of to your chrs (at least until the 19999-HP- remaining-point as explained above). This is all you'll have to know to subdue this sucker. ----------------------------------------------------------------------------- Go away. Proceed further to the left. Don't worry, I'll soon stop saying that. Pick up the sphere... 'Road to the Zanarkand Ruins' Simply follow the path. ***************************************************************************** 725 - ZANARKAND Enemies: Dark Flan, Behemoth, Mandragora, Grendel, Ahriman, Bashura, YAT-97, Fallen Monk (rifle), YKT-11, Fallen Monk (flamethrower), Defender Z, Spectral Keeper (BOSS), Y. Woman (BOSS) Items: 1x Fortune Sp., 10000 gil, 1x Friend Sp., 1x Lv.3 Key Sp., 1x Luck Sp. Equipment: Spiritual Targe, Magistral Rod (available only after you have airship permanently) Key Items: Sun Crest ***************************************************************************** 'Zanarkand Ruins' Ahead you go. Story. Save, then proceed ahead again. 'Zanarkand Ruins: Overpass' Follow the road. Meanwhile nab Fortune Sphere and Spiritual Targe. 'Dome' Uuuh, enter? 'Dome: Interior' Defenders Z fought here drop Lv.2 or Lv.3 Key Spheres. Follow the road. Once you exit from first 'tunnel', climb the slope immediately to the right of the exit from this 'tunnel'. You'll reach a chest with 10000 gil. Then backtrack and keep going ahead. When you reach save sphere, save. Collect Friend Sphere and Lv.3 Key Sp. 'Dome: Corridor' Nab Luck Sphere, then proceed further down. 'Dome Trials' ******************************************** LEVEL 6: Zanarkand Temple Cloister of Trials ******************************************** LEVEL 6 PRIZE: Magistral Rod KS - Kilika Sphere DS - Destruction Sphere BS - Besaid Sphere STEP 1: This will be called Room 1. Step on square marked with X in this pic to initiate the puzzles. http://splitinfinity.50megs.com/images/ztemple01.jpg STEP 2: To solve first puzzle, you need to step on these five tiles. If you mess up, puzzle resets and all tiles you may have stepped on so far reset as well. http://splitinfinity.50megs.com/images/ztemple02.jpg STEP 3: Once first matter is take care of, bunch of doors rise. On this pic E marks exit to Room 2, P2 marks puzzle two, P3 puzzle three and P4 puzzle four. http://splitinfinity.50megs.com/images/ztemple03.jpg STEP 4: P5, P6 and P7 mark respective puzzles... http://splitinfinity.50megs.com/images/ztemple04.jpg ... okay, approach P2 and press X. It'll slide back against the wall, a strange symbol will appear and you'll get to see what tiles are needed to solve puzzle two. Proceed thru exit (marked with E in previous pic) to reach Room 2. STEP 5: Ta-dah! You need to step on these tiles to solve puzzle two... http://splitinfinity.50megs.com/images/ztemple05.jpg ... after you do this, one of six symbols will appear near centre gap. Return to Room 1 and press X near P4. STEP 6: You need to step on these tiles to solve puzzle four... http://splitinfinity.50megs.com/images/ztemple06.jpg ... return to Room 1 and press X near P5. STEP 7: You need to step on these tiles to solve puzzle five... http://splitinfinity.50megs.com/images/ztemple07.jpg ... return to Room 1 and press X near P7. STEP 8: You need to step on these tiles to solve puzzle seven... http://splitinfinity.50megs.com/images/ztemple08.jpg STEP 9: Sphere business at last. Remove KS from recess to the left of monitor found in Room 2. http://splitinfinity.50megs.com/images/ztemple09.jpg STEP 10: Return to Room 1 and insert KS into P3. http://splitinfinity.50megs.com/images/ztemple10.jpg STEP 11: Return to Room 2 and remove BS from recess found to the right of monitor. http://splitinfinity.50megs.com/images/ztemple11.jpg STEP 12: Return to Room 1 and insert BS into P6... http://splitinfinity.50megs.com/images/ztemple12.jpg Mission accomplished! Be warned, save immediately. Do not proceed to Room 2 yet, or you may be sorry. Also, you cannot get DS yet. You can, however, do so, after you have defeated next two storyline bosses. ----------------------------------------------------------------------------- Note: Following steps are done after you return to Zanarkand temple. You'll know when you can do so after you progress far enough in the story. STEP 13: As you have re-entered Room 1, I bet you saw seven white squares at the monitor? Yap, another puzzle. This pic shows tiles you need to step on in Room 2... http://splitinfinity.50megs.com/images/ztemple13.jpg STEP 14:... and this one does the same for Room 1. http://splitinfinity.50megs.com/images/ztemple14.jpg STEP 15: Cool! DS was hidden behind the monitor. Retrieve it. http://splitinfinity.50megs.com/images/ztemple15.jpg STEP 16: Go to Room 2 and insert DS into right recess. http://splitinfinity.50megs.com/images/ztemple16.jpg STEP 17: This monitor will also get out of the way, revealing a chest with Magistral Rod. Congratulations. You have successfully broken all Destruction sigils, thus granting you access to another ally... you know which, otherwise you wouldn't be revisiting here.;) http://splitinfinity.50megs.com/images/ztemple17.jpg ----------------------------------------------------------------------------- Do not exit the trials until not finished, otherwise you'll have to go from start again. There's a boss ahead, so you know what to do prior to that. ----------------------------------------------------------------------------- BOSS ENTRY ---> A551 ----------------------------------------------------------------------------- Spectral Keeper | HP: 52000-8000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 500 | AP: 12000-18000 | 36, 100,1, 100,36, 15, 0, 50 ----------------------------------------------------------------------------- ST: 1x Ether-1x Turbo Ether | DR: 1x-2x; 1x-2x Lv.4 Key Sp. GIL: 7000 | ----------------------------------------------------------------------------- STIMM: ARM, BER, CON, DAR, DEA, DEM, Delay sk., DOO, EJE, MAG, PET, POI, POW, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-3, 1-3, 99% DWA: Firest., Icest., Lightningst., Piercing, Waterst. DAA: Fireproof, Iceproof, Lightningproof, Waterproof ----------------------------------------------------------------------------- SENSOR: Attacks all frontal targets when hit. SCAN: Attacks all frontal targets when hit. It will plant a Glyph Mine upon a circle, causing instant KO when detonated. Use the trigger command Move to transfer to another circle. ----------------------------------------------------------------------------- a) Berserk Tail - VS one chr - phd + Berserk b) 'Swipe' - CATT VS three tiles c) Glyph Mine - plants a mine on two glyphs - if detonated while your chr is standing on one, this chr is KO ----------------------------------------------------------------------------- STRATEGY | His only regular attack is Berserk Tail - does 1000 damage plus Berserk. That's bad. Anything you do to it will prompt SK to counter with 'Swipe', that covers glyph SK is facing to plus glyphs on right and left, deals 1500 damage to everyone caught in this counterattack. There's six glyphs surrounding SK. Put your characters with command Move on glyphs 1, 3, 5 or 2, 4, 6. Main thing is that none of your chrs are together. That way SK's counter won't reach them all. Lastly, SK may use Glyph Mine on first turn he gets after sustaining damage for fourth time, on two glyphs, not necessarily ones you're standing on. If you are, Move away. When Glyph Mine detonates, it's sure KO for chr standing on it. So what to do? Cure Berserk ASAP (or if you have Berserkproof armor, you have nothing to worry about). Only attack with your strongest character - Auron is possibly your strongest one. Well, bring in Yuna, Tidus and Auron. Hastega and Protect are basically all you need. And few Esunas on the way. Remember to Move away from glyphs that are about to explode - check the turn chart in upper right screen to see when glyph's turn comes up. Or if you want to play safe... You'll still need to cure Berserk sometimes, but this way involves aeons. Have Yuna summon an aeon, but don't use aeon's overdrive. Have aeon attack regularly. It takes SK three turns of doing 'Swipe', and on fourth it'll plant Glyph Mine. If you dismiss an aeon before that happens, hehehe... (:P at SK) After mine explodes, have Yuna summon again and repeat until SK is defeated. Additional strategy: Have a chr with Berserkproof armor and have that chr use Provoke on Spectral Keeper. Now continuously defend with Provoker while other two members hack away at the boss until it's dead. ----------------------------------------------------------------------------- 'Dome: Chamber of the Fayth' After Spectral Keeper is defeated, lift will be used. Save at the save sphere found below. Then keep going north. After a long story sequence you will get challenged by none other than... ----------------------------------------------------------------------------- BOSS ENTRY ---> A652 ----------------------------------------------------------------------------- Y. woman | HP: *-10000 (3rd)| St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 500 | AP: 14000-21000 | 20, 50, 30, 50, 40, 20, 0, 0 * - 1st form has 24000, 2nd 48000, and 3rd 60000 HP. ----------------------------------------------------------------------------- ST: 1x Stam. Tablet-1x Farplane Wind | DR: 1x-2x; 1x-2x Lv.3 Key Sp. GIL: 9000 | ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA | STRESIS: 75% THR Delay sk., DEM, Distil sk., DOO, EJE | PET, POI, PRV, SIL, SLE, SLO, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 2-4, 1-2, 99% DWA: Piercing, Zombiestrike DAA: Zombieproof ----------------------------------------------------------------------------- SENSOR: Reaper of souls. Vulnerable to holy magic. SCAN: Casts Curaga and Regen on zombified characters. Cure zombie with Holy Water. Her counter-attacks dispel support magic. She also curses aeons with her Mind Blast. ----------------------------------------------------------------------------- 1st form: a) Blind - CATT VS one chr - inflicts Darkness (inflicted for three chr's turns) - used as countermove if attacked physically b) Silence - CATT VS one chr - inflicts Silence (inflicted for three chr's turns) - used as countermove if attacked magically c) Sleep - CATT VS one chr - inflicts Sleep (inflicted for three chr's turns) - used as countermove if attacked with Special ability d) Absorb - GRATT VS one chr - tears off 50% MAX HP and heals Y. for same amount - used on chr's with most HP e) 'Punch' - VS one chr - phd - removes positive statuses except Reflect ----------------------------------------------------------------------------- 2nd form: a) Hell Biter - VS all chrs - phd + inflicts Zombie b) Cura - VS one chr - restores medium amount of HP c) Regen - VS one chr - regenerates HP for certain amount of time d) Absorb - GRATT VS one chr - tears off 50% MAX HP and heals Y. for same amount - used on chr with most HP e) 'Punch' - CATT VS one chr - phd - removes positive statuses except Reflect ----------------------------------------------------------------------------- 3rd form: a) Mega Death - VS all chrs - KO-es all chrs b) Hell Biter - VS all chrs - phd + inflicts Zombie c) Mind Blast - NATT VS all chrs - mgd + inflicts Confusion, Sleep, Curse d) Curaga - VS one chr - restores big amount of HP e) Absorb - GRATT VS one chr - tears off 50% MAX HP and heals Y. for same amount - used on chr with most HP f) 'Punch' - CATT VS one chr - phd - removes positive statuses except Reflect g) Osmose - VS an Aeon - mgd - MP deducted from Aeon is added to Y. MP i) Regen - VS one chr - regenerates HP for certain amount of time ----------------------------------------------------------------------------- STRATEGY | Get those Confuseproof armors out for one more time. Y. woman is another boss with set pattern with few exceptions. Only status worth having in this battle is Reflect. Round 1: When Y. gets her normal turns, she'll alternate between Absorb and 'Punch'. Absorb removes 50% of MAX HP of chr targeted and gives same amount to Y., also healing her (remember that it always targets chr with most current HP). 'Punch' removes any positive status, but it's unable to remove Reflect. It also deals about 300 damage. Y. also has a countermove for anything you do to her - Sleep for specials, Blind for physicals and Silence for magic. You could try zombifying your chrs if you have Zombie Attack - then Y. will kill herself for the first round. As battle starts, have Yuna cast Reflect on everybody. Now just proceed hacking away at Y., laughing as none of her counters will hit you. Remember to heal the member that gets hit with Absorb with items. Y. dies... Round 2: Hellbiter will be used straight away. Nothing you can do about that. *Stay as zombie for this round!* If you cure any / all zombies, you'll just get Hellbiter-ed again. Waste of time? Certainly. If all (or at least one member) is zombie, Y. will mostly be using Cura and Regen. That's bad for zombies, you'll say. Nuh-uh, that's why we have Reflect on.;) True, it'll heal her (cast Shell on Y. to halve healing effect), but better that than be dead. So can you use any other status like Haste? Nope. As soon as you attack Y., she may counter with 'Punch', which removes all positive statuses except Reflect. Nothing dangerous left here, eh? Keep hacking away at the boss. If she gets Regened, Dispel it. As long as you deal more damage to her than she restores each round, you'll be okay. If she happens to kill one of your chrs, revive that chr ASAP, then heal him/her, and Reflect it. Also cure all zombies now and restore their health. Next attack Y. uses will almost surely be Hellbiter, which again puts all three chrs in Zombie. Good thing? All three are at nearly full HP. After all this Y. dies... Round 3: Mega Death to all. Zombies too? Nope. Hehe. In this round Y. has a set pattern - Mega Death, Hellbiter / Curaga / Regen, Hellbiter / Curaga / Regen, Mind Blast (600 damage to all + Confusion, Curse or Sleep), Hellbiter / Curaga / Regen, Mega Death, then repeat. Hellbiter does 250 damage to all chrs. Naturally, keep all chrs as zombies so Mega Death won't kill you. Neither will Curaga, cos it will be Reflected on Y. (remember to use Shell in order to halve healing effect). You still shouldn't bother with Haste or anything else cos of... yep, 'Punch' counter still removes everything sans Reflect. Mind Blast will be her most dangerous move - 600 damage to everybody and Confusion (also Sleep [inflicted very rarely] and Curse [also low rate of connecting]). But if you got Confuseproof armors like I suggested, you won't be affected. Y. dies for the third and final time. Finally, if at any time you'll be calling aeons for Overdrives obviously, be warned. During phases one Y. alternates between 'Punch' and Absorb. During phase two Y. alternates between Absorb and Hell Biter. In phase three she gets even nastier. She uses Mind Blast (curses an aeon, thus disabling Overdrives), then Absorb, then Osmose, then Absorb, and starts again with Mind Blast (pattern is then repeated). Thanks to MrVandal for confirming Osmose used by Y. in phase three). Of course, she still counters anything you chuck at her with your Aeons. Y. can be Threatened, but don't count on it too often. ----------------------------------------------------------------------------- After she's defeated, go down the stairs in the back. This should make a chest appear in far left corner of this room. If not, go down same stairs again. In the chest is Sun Crest *KEY ITEM*. Exit the Dome. Don't worry, Auron, I kinda figured it out already... Whoa! ***************************************************************************** 726 - AIRSHIP Enemies: Left Fin (BOSS), Right Fin (BOSS), Sin's Core (BOSS), Sin (BOSS) Items: None Equipment: None Key Items: None ***************************************************************************** Now is the time for sidequests, but I'll save this for later. Talk to all aboard, then go to the Cabin. Talk to Yuna, then return to bridge. Talk to Cid, and select Highbridge as new destination. Go up a bit. Story. When back on the ship, go to bridge. Pick the first destination on the NavMap's list. Then head for top of the airship. Save in the Cabin. Get ready! ----------------------------------------------------------------------------- BOSS ENTRY ---> A296 ----------------------------------------------------------------------------- Left Fin | HP: 65000-10000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 999 | AP: 16000-24000 | 30, 100,30, 50, 20, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x Mega-Potion-1x Supreme Gem | DR: 1x-2x; 1x-2x HP Sp. GIL: 10000 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk., DEM, DOO, EJE, HAS, MAG, PET, POI, POW, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 3-4, 1-2, 99% DWA: Piercing, Poisonstrike DAA: Poisonproof ----------------------------------------------------------------------------- SENSOR: Gathers energy to cast Gravija. Avoid with trigger command Pull Back. SCAN: Unleashes Gravija once the core is energized, reducing all characters' HP by 3/4. To avoid this, get Cid to back off. Dispels with Negation and sometimes attacks all with a physical attack. ----------------------------------------------------------------------------- a) 'Core gathers energy.' - signifies charge turn for Gravija b) Gravija - GRATT VS all chrs - mgd - tears off 75% current HP c) 'Strike' - (sometimes CATT) VS all chrs - phd - delays next turn of all chrs d) 'Sin remains motionless.' - skips its turn e) Negation - (sometimes CATT) on oneself *or* VS everything - nullifies negative statuses on itself *or* nullifies negative statuses on itself and removes positive statuses of your party ----------------------------------------------------------------------------- STRATEGY | Far away? Use Lulu's magic, Wakka's ball, or any other chr's magic if you had them learn some so far (hopefully). It may attack your party with 'Strike' for about 1800 damage to every chr. Here's when to expect this attack - after you've dealt damage to Sin for five times, first turn Sin gets after that, 'Strike' will be used. If amount of times damage is dealt is four times or less, Sin will remain motionless. Sometimes it may use Negation, which nullifies any bad statuses you might have inflicted on it if you're far away. If you're close when boss does Negation, it'll also remove any helpful statuses on your party. Close and personal? First it'll use three turns for either: 'Strike', which deals about 1300 damage to all chrs or 'Sin remains motionless.'. On each fourth turn core will get energized. Unload everything you have, but take heed that you may get countered with Negation. Fifth turn will be Gravija, which cannot kill you - you can avoid it altogether by selecting Pull Back in Trigger Command window, but I find this to be a waste of time. Cid may not have a move before Sin does. Stop all attacks now, and heal yourself to full. Negation counter is expected as soon as second attack and as late as sixth attack received. Again you'll either get attacked or Sin will remain motionless. So wait (Defend!) for three such moves and once core energizes, attack! Repeat and you win. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- BOSS ENTRY ---> A461 ----------------------------------------------------------------------------- Right Fin | HP: 65000-10000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 999 | AP: 17000-25500 | 30, 100,30, 50, 20, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x X-Potion-1x Shining Gem | DR: 1x-2x; 1x-2x Lv.3 Key Sp. GIL: 10000 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk., DEM, DOO, EJE, HAS, MAG, PET, POI, POW, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 3-4, 1-2, 99% DWA: Piercing, Stonestrike DAA: Stoneproof ----------------------------------------------------------------------------- SENSOR: Gathers energy to cast Gravija. Avoid with trigger command Pull Back. SCAN: Unleashes Gravija once the core is energized, reducing all characters' HP by 3/4. To avoid this, get Cid to back off. Dispels with Negation and sometimes attacks all with a physical attack. ----------------------------------------------------------------------------- a) 'Core gathers energy.' - signifies charge turn for Gravija b) Gravija - GRATT VS all chrs - mgd - tears off 75% current HP c) 'Strike' - (sometimes CATT) VS all chrs - phd - delays next turn of all chrs d) 'Sin remains motionless.' - skips its turn e) Negation - (sometimes CATT) on oneself *or* VS everything - nullifies negative statuses on itself *or* nullifies negative statuses on itself and removes positive statuses of your party ----------------------------------------------------------------------------- STRATEGY | Far away? Use Lulu's magic, Wakka's ball and-or any chr's magic he-she may have learned so far. It may attack your party with 'Strike' for about 1800 damage to every chr. Here's when to expect this attack - after you've dealt damage to Sin for five times, first turn Sin gets after that, 'Strike' will be used. If amount of times damage is dealt is four times or less, Sin will remain motionless. Sometimes it may use Negation, which nullifies any bad statuses you might have inflicted on it if you're far away. If you're close when boss does Negation, it'll also remove any helpful statuses on your party. Close and personal? First it'll use three turns for either: 'Strike', which deals about 1300 damage to all chrs or 'Sin remains motionless.'. On each fourth turn core will get energized. Unload everything you have, but take heed that you may get countered with Negation. Fifth turn will be Gravija, which cannot kill you - you can avoid it altogether by selecting Pull Back in Trigger Command window, but I find this to be a waste of time. Cid may not have a move before Sin does. Stop all attacks now, and heal yourself to full. Negation counter is expected as soon as second attack and as late as sixth attack received. Again you'll either get attacked or Sin will remain motionless. So wait (Defend!) for three such moves (beware - if you're under positive status and you attack Sin when close, it may counter with Negation) and once core energizes, attack! Repeat and you win. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- BOSS ENTRY ---> A661 ----------------------------------------------------------------------------- Sin | HP: 36000-3000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 999 | AP: 18000-27000 | 1, 100,30, 100,20, 15, 0, 0 ----------------------------------------------------------------------------- ST: 3x-4x Stamina Spring | DR: 1x-2x; 1x-2x MP Sp. GIL: 10000 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk., DEM, DOO, EJE, HAS, MAG, PET, POI, POW, PRV, REF, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 3-4, 1-2, 99% DWA: Piercing, Slowstrike DAA: Slowproof ----------------------------------------------------------------------------- SENSOR: Gathers energy when Genais enters its shell. SCAN: When Genais enters its shell, the core begins to energize, unleashing Gravija, which reduces HP of all targets by 3/4. Also dispels positive status effects with Negation. ----------------------------------------------------------------------------- a) Fire - CATT & FATT VS all chrs - fire mgd b) Thunder - CATT & LATT VS all chrs - lightning mgd c) Water - CATT & WATT VS all chrs - water mgd d) Blizzard - CATT & IATT VS all chrs - ice mgd e) 'Core gathers energy.' - signifies charge turn for Gravija f) Gravija - GRATT VS all chrs and Genais - mgd - tears off 75% of current HP - if Genais is in its shell when Gravija strikes, it'll take no damage g) Negation - CATT VS everything - nullifies negative statuses on itself and removes positive statuses of your party h) 'Core is inactive.' - any turn Sin gets while Genais is outside, it'll skip its turn ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A663 ----------------------------------------------------------------------------- Sinspawn Genais | HP: 20000-2000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 200 | AP: 1800-2700 | 30, 80, 35, 50, 25, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x Star Curtain-1x Shining Gem | DR: 1x-2x; 1x-2x Return Sp. GIL: 10000 | ----------------------------------------------------------------------------- STIMM: ARM, BER, CON, DAR, DEA, Delay| STRESIS: 99% SIL, 80% ZOM sk., DEM*, DOO, EJE, HAS, MEN, PET | POI, PRV, SLE, THR | * - only when inside its shell ----------------------------------------------------------------------------- ELEMWEAK: FIR | ELEMABS: WAT ----------------------------------------------------------------------------- EQUIPMENT: 3-4, 1-2, 99% DWA: Piercing, Zombiestrike DAA: Zombieproof ----------------------------------------------------------------------------- SENSOR: Absorbs magical attacks against Sin. SCAN: After losing half its HP, it enters its shell on its next turn. If hit there, it recovers with Cura and exits the shell on its next turn. Protected from Gravija when inside the shell. ----------------------------------------------------------------------------- a) Venom - NATT VS one chr - mgd + inflicts Poison b) Thrashing - VS all chrs - phd c) Waterga - CATT & WATT VS one chr - water mgd - used as countermove if any magic is used on Genais d) Cura - on oneself - restores medium amount of HP e) Sigh - NATT VS all chrs - mgd + inflicts Darkness (inflicted for three chr's turns) f) 'Magic absorbed.' - any type of magic is used against Sin with Genais around, it'll be absorbed by Genais ----------------------------------------------------------------------------- STRATEGY | Easy way? Rikku's Mix of two Wings to Discovery. It'll allow your members to deal 9999 damage with *anything*. So just pound away, hehe. Hard way? Not dangerous really. I suggest Tidus, Yuna and Auron. Hastega with Tidus, then have Yuna Shell each member and finally have Auron attack. After Yuna Shells everybody, also include Protect, if you wish. Genais has set pattern - Venom, Venom, Thrashing. Venom deals about 1600 damage and incurs Poison (Esuna!), whereas Thrashing deals about 1600 damage to all chrs. Use Shell and Protect respectively. Don't use magic on Genais (it doesn't counter Demi), otherwise it'll counter with Waterga for 2500 damage on the attacker. What about the core? As long as Genais is out, core will not act at all. It'll only act if you attack it physically - the only way is by Wakka. But that's a waste of time and also you may get countered by level 1 spell or Negation. Genais must die! My thoughts exactly. Slow and Silence it! Once you knock off 50% of its health (9999 HP and lower), it'll go in its shell on first turn Genais gets. Now anything you do to Genais while in its shell will prompt it to counter with Cura. On its regular turn it'll use Sigh, which does about 1000 damage to all chrs and adds Darkness. Meanwhile core will also start to act. First turn core gets (with Genais in its shell) will get it energized. On next turn it'll unleash Gravija. It strikes all chrs AND Genais, but if it's still in the shell, Genais is immune to Gravija. So hit Genais once (just once is enough), see Cura counter and hope that Genais will exit its core before Gravija. Bam, Genais is down to mere few thousands. Use Mega-Potion to heal bad wounds and then unload everything you have at Genais until it kicks the bucket. Only core remains! It'll alternate turns between energizing core and Gravija. It may randomly counterattack with level 1 elemental spells aimed at whole party, so beware. Each spell deals about 500 damage to each chr. Sometimes it also counters with Negation. Anyway, if you're careful not to let your HP drop below 500 (or 1000 just to be extra safe), core is as good as dead, right? Right! ----------------------------------------------------------------------------- Talk to everyone, then head for top of the ship. Here talk to Yuna. Who's the girl you have highest affection with? Following sequence will answer that... Lulu (Let's go! Just you and me.), Rikku (Don't worry. I'll cover you.) or Yuna? Again head for top of the ship. Save. ----------------------------------------------------------------------------- BOSS ENTRY ---> A662 ----------------------------------------------------------------------------- Sin | HP: 140000-16000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 999 | AP: 20000-30000 | 30, 40, 30, 40, 30, 15, 0, 0 ----------------------------------------------------------------------------- ST: 1x Ether-1x Supreme Gem | DR: 1x-2x; 1x-2x Lv.3 Key Sp. GIL: 12000 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk., DEM, DOO, EJE, HAS, MAG, PET, POI, POW, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- EQUIPMENT: 3-4, 1-3, 99% DWA: Darkstrike, Piercing, Silencestrike, Sleepstrike, Slowstrike DAA: Silenceproof ----------------------------------------------------------------------------- SENSOR: Finish him before he opens his mouth all the way. SCAN: Pulls the airship in while gathering all his strength to cast the ultimate terror, Giga-Graviton. Stop him before he wipes everyone out! ----------------------------------------------------------------------------- a) 'Drawn to Sin.' - ship is drawn closer to Sin b) Giga-Graviton - VS all chrs - Game over! c) 'Flash attack' - STATT & CATT VS all chrs - std + inflicts Petrify, Confusion and Zombie ----------------------------------------------------------------------------- STRATEGY | I recommend getting Stoneproof and Confuseproof armors for whoever you'll be using. It rarely happens, but I did get my guys petrified, zombified and confused during this battle. First it'll use 'Drawn to Sin.' three times. 'Flash attack', which is used as a counterattack after Sin sustains damage for six times *or* on its regular turns - not very often, deals 700 damage to all chrs along with a small chance to deal nasty status effects, like Petrify and Confusion. Once Sin's Overdrive charges up, you have one more turn to defeat it, otherwise you get Game Over. So how to win? Easy way would be: Bring in Rikku, Wakka, and Lulu. Rikku's Mix of two Wings to Discovery will allow everyone to deal 9999 damage. So after 15 hits Sin is gone. Hard way? Start with Wakka, Lulu and Tidus. First have Tidus use Hastega on everyone. Now have Lulu cast her level 3 spells and Wakka attack normally. If Yuna's far enough to have learned Holy, use her instead of Wakka. When three turns of 'Drawn to Sin' pass, change Lulu for Auron and Yuna for Wakka. Again use Hastega with Tidus, Auron should Armor Break the thing. Now you're set. You'll also be more set if you've reached end of Tidus' path, where he learns Quick Hit. Then use Friend / Teleport Spheres to teleport other chrs here (specifically Auron and Wakka) and have them learn Quick Hit as well. Just pummel away at the boss - or use Quick Hit continuously. If you've customized Confuseproof and Stoneproof armors, you have nothing to fear. Note that you cannot halve damage done by 'Flash attack' in any way. You also can't block Giga-Graviton with an aeon. ----------------------------------------------------------------------------- ***************************************************************************** 727 - INSIDE SIN Enemies: Gemini (there're two kinds), Behemoth King, Exoray, Ahriman, Adamantoise, Great Malboro, Barbatos, Wraith, Demonolith, Land Worm, Varuna Items: 1x Special Sp., 1x Elixir, 1x Lv.3 Key Sp., 1x Lv.4 Key Sp., 1x Megalixir, 20000 gil, 1x HP Sphere, 1x Defence Sphere, 1x White Magic Sp., 1x Skill Sp., 1x Attribute Sp. (these last three items are obtained past the point of no return) Equipment: Phantom Ring, Wizard Lance, Four-on-One, Defending Bracer, Laevatein, Stillblade, Wicked Cait Sith, Infinity, Prism Ball, Mage's Staff, Hrunting, Knight Lance (these last seven weapons are obtained past the point of no return) Key Items: None ***************************************************************************** 'Inside Sin: Near Airship' Yes. We've done it. We're inside! 'Sin: Sea of Sorrow' Explore the area and collect stuff. You can find: 1x Special Sp., Phantom Ring (Water Eater, Fire Eater, Lightning Eater, 1 FS), 1x Elixir, Wizard Lance (Mag+ 3%, Mag+5%, Mag+10%, 1 FS), 1x Lv.3 Key Sp. Save at the end! 'Sin: Garden of Pain' Don't tell me... ----------------------------------------------------------------------------- BOSS ENTRY ---> A535 ----------------------------------------------------------------------------- S. Omnis | HP: 80000-15000 | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 999 | AP: 24000-36000 | 20, 180,35, 100,40, 20, 0, 0 ----------------------------------------------------------------------------- ST: 1x Shining Gem-1x Supreme Gem | DR: 1x-2x; 1x-2x Lv.3 Key Sp. GIL: 12000 | ----------------------------------------------------------------------------- STIMM: BER, CON, DAR, DEA, Delay sk., DEMI, Distil sk., DOO, EJE, MAG, PET, POI, POW, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- Elemental affinities vary! ----------------------------------------------------------------------------- EQUIPMENT: 3-4, 1-2, 99% DWA: Mag+20%, Piercing DAA: SOS Haste, SOS Protect, SOS Shell ----------------------------------------------------------------------------- SENSOR: Energized by the Mortiphasms. SCAN: Casts spells once energized by the four Mortiphasms behind him. Their positions somehow affect his actions. Physical attacks turn the Mortiphasms to the left, while magic turns them to the right. ----------------------------------------------------------------------------- a) Fira - FATT VS one chr - fire mgd b) Thundara - LATT VS one chr - lightning mgd c) Watera - WATT VS one chr - water mgd d) Blizzara - IATT VS one chr - ice mgd e) Firaga - FATT VS one chr - fire mgd f) Thundaga - LATT VS one chr - lightning mgd g) Waterga - WATT VS one chr - water mgd h) Blizzaga - IATT VS one chr - ice mgd i) Dispel - VS all chrs - negates positive statuses on your party j) Ultima - STATT VS all chrs - std ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A536 ----------------------------------------------------------------------------- Mortiphasm | HP: 6000* | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 30* | AP: na | 20, 1, 20, 1, 10, 20, 0, 30 * - These two stats were hacked out of the game. ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA, Delay sk., DEM, DOO, EJE, PET, POI, PRV, SIL, SLE, SLO, THR, ZOM ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- Immune to SENSOR and SCAN! ----------------------------------------------------------------------------- Has no attacks, but depending on how each Mortiphasm is turned dictates what attacks Natus will use and his elemental properties. ----------------------------------------------------------------------------- STRATEGY | Easy way? Rikku's Mix of two Wings to Discovery. It'll allow your members to deal 9999 damage with *anything*. So just pound away, hehe. Customize empty armors with SOS Nul abilities and have everyone who will participate in battle in yellow HP prior to commencing actual battle. Why? SOS Nul abilities *cannot* be dispeled nor do they disappear after a chr affected with it has been struck with respective element attack. *wink* Die, Omnis! Hard way? Easy as well. On first turns Omnis will use either level 2 (deals 1000 damage) or level 3 (deals 2500 damage) elemental spells, depending on how Mortiphasms are turned. Halve the damage with Shell. Reflect is a bad idea, cos Omnis may absorb the element he's currently using. As Omnis starts with Fire element, I suggest equipping all chrs you'll be using with Fireward-proof-eater ability. Thus you'll greatly lessen the damage he'll do to you at the start of the battle. If you have Shell on top of it - great. Also, if you'll follow the below strategy and you have sufficient Agility, I assure you won't see any spells again except Dispel and Ultima. Start battle with Tidus, Yuna and Auron. Tidus goes Hastega, Yuna goes way of the Shell (or cast NulBlaze if you lack fire reducing armors) and Auron goes Armor Break. Forget about squeaking around with Mortiphasms - it's complete waste of time. Let's talk about how Omnis attacks can be turned to your advantage. If you don't attack him, all Omnis will be doing is casting four Firagas on his turn. Recast NulBlaze after each Omnis' move until following happens... Once you attack Omnis for *five* times (if you heal Omnis this is considered as an 'attack' - same deal was with Sanctuary Keeper; even Stealing from Omnis will count), Omnis will use Dispel on the first round he gets after your fifth attack. Dispel hits everyone and removes their positive statuses. Use Hastega immediately. Also make sure that Yuna gets a turn before Omnis does. Why? I'll tell you. Damage Ultima does is about 4000, and *cannot* be halved, not even with Shell (odd, I know, but I'm sure of what I've written - Shell does *not* halve the damage). So unless all chrs that are fighting don't have over 4500 HP, you'll meet your end. That's why Yuna should... no, *must* get a turn before Omnis can cast Ultima. Have her summon Aeon, then use Shield with that Aeon. Ultima's damage will now be no bigger than summer's breeze. After Ultima dismiss the Aeon! Funny thing about aeons I noticed the other day... Mortiphasms can't be targetted for Overdrives! I tried using Shiva's Diamond Dust on them, but it said they were out of range. WTF? Heheh. As an alternative you could check if you have any Stamina Tonics in your inventory - this item *doubles* MAX HP of all chrs in frontline party for one battle. Next turn Omnis gets he will use it to rotate Mortiphasms until they all point to ice element - meaning he'll be using Blizzagas. This is Omnis' turn, meaning he'll have to wait until next one to use Blizzagas. During this time I hope you're fast enough with help of Hastega to inflict damage on him five times, so you'll forfeit his Blizzagas and *force* him to use Dispel. If you're not that fast, remember to cast NulFrost to at least nullify two to three Blizzagas. Again, after Dispel, Hastega immediately, assure that Yuna goes before Omnis next turn comes up, summon Aeon, use Shield, wait until Ultima hits, dismiss an Aeon, Omnis wastes a turn, you attack him five times, ad infinitum... or at least until all 80000 HP are gone down the potty. Yay, now Omnis is finally pushing up the daisies. ----------------------------------------------------------------------------- 'Sin: City of Dying Dreams' Oh woman. Enemies here sure put up a challenge. Equip First Strike weapons cos of Great Malboros around - you can easily get ambushed by them and then watch helplessly as your chrs strike each other down. Use Silence Buster on Demonoliths to disable Pharaoh's Curse counter. Slay Behemoth King with counterattacks to have it not use Meteor. As you set foot in here, go a bit forward and examine the wall on the right. It'll tell you a sob story about 10 fiends that need to be killed. Once you have killed 10 enemies - doesn't matter what kind (if you kill them with aeons, enemies killed *will not* count - you must dirty your hands instead; thanks to Dominic for this piece of info), examine the wall again and it will move away. Another must-kill-10-fiends wall. Kill next 10 fiends, examine this second wall and buh-bye to it, too. What? *Another wall?* And this time I must waste 15 fiends? Oh well, let's do it. Once also this matter is taken care of, examine the wall to have it removed. Can you guess what's in the chest? It's a crappy 1x Lv.4 Key Sp. Once you get to a hole in the floor, and the other side is accessible over a blue square-shaped stone, press Circle to get access to Four-On-One weapon for Wakka (Lightningstrike, Firestrike, Icestrike, Waterstrike). There's a hard-to- miss pillar that can be pushed down, granting you access to one chest with Defending Bracer (Darkproof, Deathproof, 2 FS). Continue on. Take a left as soon as you can... a dead end? Not really. Examine the wall and it will move away, revealing a chest with 1x Megalixir. Backtrack a bit, then proceed further. You'll find a sort of a hole in the floor. Enter it and open another chest for 20000 gil. Stepping on blue square found in this hole will launch you to a chest with 1x HP Sp., then by taking a stroll down the slope to another chest with 1x Defence Sp. Step on hovering blue square nearby to be safely transported back to the ground. Carry on. You'll reach a wide area with pillars rising from floor, disabling you to proceed further at certain points. Once you reach a chasm, Tidus will look down. Another chest? Turn back a bit and try to get into lower right corner of this open area. You'll notice a tunnel. Enter it and slide down all the way. Chest you saw before contains Laevatein (SOS Overdrive). Climb the stone steps nearby when prompted with an action command as shown in lower right of screen, then proceed in arrow's direction. 'Sin: Tower of the Dead' You've reached last save point. Once you enter the tower that just appeared, there's no turning back... 'Sin: Nucleus' If you touch ice blades coming out of the ground, you'll enter a battle. Your goal here is to collect 10 gems that pop around. Each one collected will nail you: Stillblade, Wicked Cait Sith, Infinity, Prism Ball, White Magic Sp., Skill Sp., Mage's Staff, Hrunting, Knight Lance, Attribute Sp. Items you get aren't necessarily in this order. And they all suck except for spheres. 'Sin: Dream's End' Finally. Make any last weapon/armor changes and commence final battle. ----------------------------------------------------------------------------- BOSS ENTRY ---> A055 ----------------------------------------------------------------------------- Br. F. Aeon | HP:**-20000 (2nd)| St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 100*** | AP: na | 45*,100,50, 100,44, 15, 0, 10 * - In second phase of battle Str stat rises to 50. ** - 1st form has 60000 HP, 2nd form has 120000 HP. *** - Both forms share 100 MP. ----------------------------------------------------------------------------- ST: 1x Turbo Ether-1x Elixir ----------------------------------------------------------------------------- STIMM: DAR, DEA, DEM, Distil sk., DOO| STRESIS: 99% POI, 75% SIL, 50% ZOM EJE, PET, REG, SLE, SLO, THR | POI%: 1% ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- SENSOR: Use the trigger command to talk. SCAN: Draws power from the Yu Pagodas and unleashes Overdrive attacks once his gauge is charged. Stop him from using Overdrives. Have Tidus talk to lower the gauge. ----------------------------------------------------------------------------- 1st form: a) J. Beam - NATT VS one chr - mgd + Petrify b) Triumphant Grasp - VS one chr - phd + Zombie c) 'Punch' - VS one chr - phd d) J. Bomber - VS an Aeon ----------------------------------------------------------------------------- 2nd form: a) J. Beam - NATT VS one chr - mgd + Petrify b) Triumphant Grasp - VS one chr - phd + Zombie c) 'Sword swipe' - VS all chrs - phd + delays next turn d) Almighty J. Shot - STATT VS all chrs - std e) J. Bomber - VS an Aeon f) 'Slam' - VS one chr - phd + delays chr's next turn ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUB-BOSS ENTRY ---> A664 ----------------------------------------------------------------------------- Yu Pagoda | HP: 5000*-NO OV! | St, Df, Mg, Md, Ag, Lu, Ev, Ac MP: 5000 | AP: na | 0, 80, 50, 80, 40, 15, 0, 0 * - If you kill Yu with attacks that dealt say 4500 and 3500 damage, it'll come back with 8000 HP as its MAX HP. As you can see, Yu Pagodas add together amounts of damage dealt to them and then come back with combined total of the attacks. I'll present an example: Yu Pagoda has 5000 HP at start. Attack it once for 3500 damage. Yu adds that to its damage total. Attack it again for 5500 damage. Yu adds that to its damage total, now totalled at 9000. Yu is disabled for few turns. When revived, 9000 HP will be Yu's new MAX HP. Yu's damage total resets to zero. Attack it once for 8500 HP. Yu's damage total is 8500. Attack it again for 99000 damage. Yu's damage total is now 107500. Yu is disabled for few turns. When revived it will have 107500 MAX HP etc. ----------------------------------------------------------------------------- No items acquired! ----------------------------------------------------------------------------- STIMM: BER, Break sk., CON, DAR, DEA | STRESIS: 50% SLO DOO, EJE, Nul sk., PET, POI, PRV, PRT| REF, REG, SHE, SIL, SLE, THR, ZOM | ----------------------------------------------------------------------------- No elemental affinities! ----------------------------------------------------------------------------- No equipment acquired! ----------------------------------------------------------------------------- SENSOR: Inflict damage to halt its actions. Immune to SCAN! ----------------------------------------------------------------------------- Left: a) Power Wave - on ally - restores 1500 HP, removes negative statuses, and fills up something - possible only if both Yu Pagodas are alive b) Osmose - VS one chr - rips one chr of all MP c) Curse - NATT VS one chr - mgd + Curse, Poison, Sleep, Silence, Darkness (Sleep, Silence and Darkness are inflicted for three chr's turns) ----------------------------------------------------------------------------- Right: a) Power Wave - on ally - restores 1500 HP, removes negative statuses, and fills up something - possible only if both Yu Pagodas are alive b) Osmose - VS one chr - rips one chr of all MP c) Curse - NATT VS one chr - mgd + Curse, Poison, Sleep, Silence, Darkness (Sleep, Silence and Darkness are inflicted for three chr's turns) ----------------------------------------------------------------------------- STRATEGY | 'Punch' does about 2500 damage. Triumphant Grasp does 2000 damage to one chr two times and inflicts Zombie. Beam does about 1000 damage and petrifies chr - either you bring Stoneproof armors with you or quickly use Esuna or Soft on petrified chr. Don't ignore it or you'll have one chr less to fight with. Following two attacks need to charge: Triumphant Grasp will strike single chr twice and inflict Zombie, so you better not forget to heal that. Bomber is used if Aeon is present in battle. If both Yu Pagodas are 'alive', they'll use Power Wave on their ally. This'll restore 1500 HP to him and fill up something. When it's almost full, have Tidus use Talk command - doing this will cause that something to empty and also forfeit main boss' next turn. Talk command will be effective only twice. Third time it is used it won't have any effect anymore. If Yu Pagoda is under positive status when you shut it offline, that same status will still be present when Yu goes back online. The same doesn't apply for negative statuses. If you kill off left Yu, right one will be using Curse and Osmose. Same applies when killing right Yu. Any status you inflict on Br. F. Aeon will be cured by Power Wave. Let's talk battle: Tidus, Yuna and Auron are of course recommended. Tidus uses Hastega, Yuna Protect and Auron Power Break (continue using Power Break throughout the battle, cos Power Wave will remove that status. Note that it is possible to Slow Yu Pagodas - hard to connect, but not impossible (use Silver or Gold Hourglass). When hit by J. Beam, Esuna or Soft immediately. His 'Punch' will be halved by Protect. When hit with Triumphant Grasp, first cure zombie status, *then* heal. To get two free chrs to do the attacking, equip one chr with Stoneproof armor and then have that chr use Provoke on boss. Power Wave doesn't remove that - yahoo. Beam, Grasp and 'Punch' will all be directed at Provoker. So what do you do? Two chrs attack relentlessly, while Provoker only takes care he/she doesn't die. After we reach second halftime, game gets more dangerous. 'Sword swipe' deals about 2500 damage to everyone and delays all chrs' next turn as well! Hastega will be vitally important here. 'Slam' deals about 1200 damage to one chr. Beam is still used - Soft or Esuna immediately! Get out those Protects. If Provoked in first half of battle, boss will *still* be affected, but doesn't do you much good anyway cos of hit-all 'Sword swipe'. After you knock boss' HP under 60000, be well prepared. This time instead of Triumphant Grasp (it should be known that Triumphant Grasp used during this part of battle doesn't inflict Zombie anymore!) you'll see sth else - Almighty J. Shot - deals about 4500 damage to everyone and is unblockable. Use that Talk command now! Or as last resort call an aeon and use Shield (I believe that only Shield can lessen the damage done by special type attacks by 75%). Killing off Yus sounds a good idea, but I suggest Slowing them down instead. If you do kill one of them, the other Yu will either Curse you or Osmose you - both of which are pretty annoying. So either you Slow them or kill them. Fast way to kill this boss is to make him a Zombie. Then shell out that Hi- Potions, Mega-Potions and whatnot (X-Potions and Elixirs won't work well). Sooner or later boss will wave goodbye. Or use Quick Hits. Or Mix 2x Wings to Discovery. Bye-bye! ----------------------------------------------------------------------------- What? Strategy for the very last boss? You really (trust me) do not need one except for these three tips: #1 - You're always in Auto-Life status. #2 - Only way you can lose this battle is if you Petrify yourself. #3 - Cast Reflect on very final boss. Sensors of last bosses: 'Strike me down.' V. 'Extinguish me.' I. (absorbs fire) 'End it right here.' I. (absorbs lightning) 'Please... Defeat me.' S. (absorbs ice) 'Soon... Eternal rest.' B. 'Thus I atone.' A. 'Take my life.' Y. 'Stop the suffering.' C. 'Don't cry.' S. 'Gotta say goodbye.' M. 'Possesses aeons.' YY. Oh well, I guess I can provide you with few infos on last boss: It has 99999 HP and 1 MP. Boss can be inflicted with following statuses: Doom (will get KO-ed in 3 turns), Full Break, Zombie, Poison (rips off 10% MAX HP), Slow, Nul spells, Haste, Protect, Shell, Reflect, Regen, Distil effects. Attacks it uses are Gravija (with which it hurts itself, too), Osmose (when it's used, it works on all three chrs), Ultima (you should kinda beware since you can't halve it with Shell... but why bother? Auto-Life is here to save the day) and Curaga, which is used as counter to any damage boss sustains from your chrs' side. Boss sometimes also skips its turn. Two quick ways to defeat it is casting Reflect on it, then it's just a matter of time before it goes down. Or zombify it and then use Life spell on it. Bam! Boss is defeated. BTW, is it just me or does boss' dying sequence make you remember one scene from Tomb Raider the movie?:) Also, killing this final boss was so much satisfactory, ever since I had to fight final boss of FFIX (hates N's guts). You've just beaten the game. CONGRATULATIONS! And I really mean it. Enjoy the ending sequence and cross your fingers that the sequel to this great game will be even in every field if not even surpassing it. Now that you've finished the game, many challenges still await you. Let me name some: - Celestial weapons and their upgrades - Monster Arena - Chocobo racing - Secret aeons - Dark aeons (ONLY in PAL and International version!) - Statistic maxing - Etcetera, etcetera, etcetera... Just about anything you need to know is contained in sections you will find below the walkthrough. ============================================================================= ============================================================================= 13.) ABOUT ITEMS ============================================================================= ============================================================================= In this section you'll find info on all regular items you can find throughout the world of FFX. Listed first will be name of item, then what it does and for items that are harder to come by, also some info on where to get it in big amounts. I know there are more options available to get certain items, but they suck in my opinion and/or are waaaay too slow. They tell me I make incomprehensible lists... okay than, I'll let you have it. ***************************************************************************** 1A - RESTORATIVE ITEMS & DISTILLERS - OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- 1. Name & description ----------------------------------------------------------------------------- 2. Obtain in large amounts where and how? ----------------------------------------------------------------------------- 3. Can customize weapon/armor abilities? ----------------------------------------------------------------------------- 4. Can teach aeon abilities & skills? ----------------------------------------------------------------------------- ***************************************************************************** 1B - RESTORATIVE ITEMS & DISTILLERS - CHART EXPLANATION ***************************************************************************** 1. Name and description Name of the item in question and what does this item actually do. 2. Obtain in large amounts where and how For harder-to-come-by items I may list some fast ways to obtain multitude of item in question. 3. Can customize weapon/armor abilities? If item in question can be used to customize weapon/armor abilities, then find out here how many units of item you need for that ability. 4. Can teach aeon abilities & skills? If item in question can be used to teach aeons abilities, then find out here how many units of item you need for that ability. Like with boss charts from walkthru part above, I will omit sections not necessary. An example will follow soon just a bit below for Potion item - there are many ways to get truckloads of Potions, and it cannot be used for any ability to be customized or taught. ***************************************************************************** 1C - RESTORATIVE ITEMS & DISTILLERS - ITEM OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- POTION ---> A429 - restores 200 HP to one target, deals 200 damage to zombied targets ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- HI-POTION ---> A256 - restores 1000 HP to one target, deals 1000 damage to zombied targets ----------------------------------------------------------------------------- 99x Hi-Potion to teach an aeon Cure ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- X-POTION ---> A642 - restores target's MAX HP when used in battle, but HP restored this way doesn't exceed 9999; restores MAX HP to one chr if used in Item menu; deals 9999 damage to Zombied targets ----------------------------------------------------------------------------- Bribe Valaha ----------------------------------------------------------------------------- 1x X-Potion to install HP+5% armor ability ----------------------------------------------------------------------------- 30x X-Potion to teach an aeon Cura ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MEGA-POTION ---> A358 - restores 2000 HP to target party; deals 2000 damage to Zombied targets ----------------------------------------------------------------------------- Bribe Grendel ----------------------------------------------------------------------------- 60x Mega-Potion to teach an aeon Curaga ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ETHER ---> A184 - restores 100 MP to one target; lowers MP of Zombied targets by 100 ----------------------------------------------------------------------------- 1x Ether to install MP+5% armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- TURBO ETHER ---> A603 - restores 500 MP to one target; lowers MP of Zombied targets by 500 ----------------------------------------------------------------------------- Bribe Funguar, Thorn, Exoray ----------------------------------------------------------------------------- 30x Turbo Ether to install Magic Booster weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ELIXIR ---> A178 - restores all HP/MP to one target when used in battle, but HP restored this way doesn't exceed 9999 and MP restored this way doesn't exceed 999; lowers MP of Zombied targets by 999 and deals 9999 damage; restores MAX HP/MP to one chr if used in Item menu ----------------------------------------------------------------------------- Bribe YKT-11 ----------------------------------------------------------------------------- 5x Elixir to install HP+20% armor ability 5x Elixir to install MP+20% armor ability ----------------------------------------------------------------------------- 8x Elixir to teach an aeon Life ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MEGALIXIR ---> A356 - restores all HP/MP to party when used in battle, but HP restored this way doesn't exceed 9999 and MP restored this way doesn't exceed 999; lowers MP of Zombied targets by 999 and deals 9999 damage; restores MAX HP/MP to all chrs if used in Item menu ----------------------------------------------------------------------------- Bribe Xiphos, Varuna ----------------------------------------------------------------------------- 20x Megalixir to install Double AP weapon ability ----------------------------------------------------------------------------- 1x Megalixir to teach an aeon Full-Life ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- PHOENIX DOWN ---> A418 - revives KO-ed ally with 50% MAX HP restored, but HP restored this way doesn't exceed 9999; - deals KO to zombied targets ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MEGA PHOENIX ---> A357 - revives KO-ed allies with MAX HP restored, but HP restored this way doesn't exceed 9999; deals KO to zombied targets ----------------------------------------------------------------------------- Bribe Ghost ----------------------------------------------------------------------------- 20x Mega Phoenix to install Auto-Phoenix armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ANTIDOTE ---> A022 - removes Poison from one target ----------------------------------------------------------------------------- 99x Antidote to install Poisontouch weapon ability 40x Antidote to install Poisonward armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SOFT ---> A534 - removes Petrify from one target ----------------------------------------------------------------------------- 30x Soft to install Stoneward armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- EYE DROPS ---> A196 - removes Darkness from one target ----------------------------------------------------------------------------- 60x Eye Drops to install Darktouch weapon ability 40x Eye Drops to install Darkward armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ECHO SCREEN ---> A175 - removes Silence from one target ----------------------------------------------------------------------------- 60x Echo Screen to install Silencetouch weapon ability 30x Echo Screen to install Silenceward armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- HOLY WATER ---> A258 - removes Zombie and Curse from one target ----------------------------------------------------------------------------- 70x Holy Water to install Zombietouch weapon ability 30x Holy Water to install Zombieward armor ability ----------------------------------------------------------------------------- 99x Holy Water to teach an aeon Zombie Attack ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- REMEDY ---> A455 - removes Poison, Petrify, Darkness, Silence, Confuse, Berserk, Slow and Zombie from one target ----------------------------------------------------------------------------- 20x Remedy to install Auto-Med armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- POWER DISTILLER ---> A432 - makes one enemy drop Power Spheres after battle with 100% probability; lastly used Distiller will decide what type of spheres you'll get ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MANA DISTILLER ---> A331 - makes one enemy drop Mana Spheres after battle with 100% probability; lastly used Distiller will decide what type of spheres you'll get ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SPEED DISTILLER ---> A552 - makes one enemy drop Speed Spheres after battle with 100% probability; lastly used Distiller will decide what type of spheres you'll get ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ABILITY DISTILLER ---> A002 - makes one enemy drop Ability Spheres after battle with 100% probability; lastly used Distiller will decide what type of spheres you'll get ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- AL BHED POTION ---> A015 - restores 1000 HP to frontline party, removes Poison, Silence, Petrify; deals 1000 damage to Zombied targets ----------------------------------------------------------------------------- Bribe Mech Gunner, Mech Hunter, Mech Defender ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- HEALING WATER ---> A254 - restores all HP to frontline party if used in battle, but HP restored this way doesn't exceed 9999 ----------------------------------------------------------------------------- Bribe Anacondaur ----------------------------------------------------------------------------- 4x Healing Water to install Alchemy weapon ability ----------------------------------------------------------------------------- 5x Healing Water to teach an aeon Pray ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- TETRA ELEMENTAL ---> A586 - restores all HP and adds NulAll status to one chr, but HP restored this way doesn't exceed 9999; there's a mistake in item's description, where it says it restores all HP to -->all<-- chrs... that 'all' is wrong, it restores HP to only one chr ----------------------------------------------------------------------------- Rare Steal of Master Tonberry ----------------------------------------------------------------------------- 12x Tetra Elemental to install Curseproof armor ability ----------------------------------------------------------------------------- ***************************************************************************** 2A - ELEMENT GEMS, ATTACK ITEMS, STATUS CHANGING ITEMS - OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- 1. Name & description ----------------------------------------------------------------------------- 2. Obtain in large amounts where and how? ----------------------------------------------------------------------------- 3. Can customize weapon/armor abilities? ----------------------------------------------------------------------------- 4. Can teach aeon abilities & skills? ----------------------------------------------------------------------------- ***************************************************************************** 2B - ELEMENT GEMS, ATTACK ITEMS, STATUS CHANGING ITEMS - CHART EXPLANATION ***************************************************************************** 1. Name and description Name of the item in question and what does this item actually do. For element gems expect the results to vary - this is mainly thanks to target's element affinities, which can halve the damage (HALF), nullify it (NULL), absorb as HP (ABS) or take double damage (WKN). 2. Obtain in large amounts where and how For harder-to-come-by items I may list some fast ways to obtain multitude of item in question. 3. Can customize weapon/armor abilities? If item in question can be used to customize weapon/armor abilities, then find out here how many units of item you need for that ability. 4. Can teach aeon abilities & skills? If item in question can be used to teach aeons abilities, then find out here how many units of item you need for that ability. Remember that I will omit sections not necessary. ***************************************************************************** 2C - ELEMENT GEMS, ATTACK ITEMS, STATUS CHANGING ITEMS - ITEM OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- BOMB FRAGMENT ---> A068 - one fire hit for 600 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulBlaze, hit is neutralized ----------------------------------------------------------------------------- 4x Bomb Fragment to install Firestrike weapon ability 4x Bomb Fragment to install Fireward armor ability ----------------------------------------------------------------------------- 2x Bomb Fragment to teach an aeon NulBlaze ability 1x Bomb Fragment to teach an aeon Fire ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- BOMB CORE ---> A067 - one fire hit for 1000 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulBlaze, hit is neutralized ----------------------------------------------------------------------------- 8x Bomb Core to install Fireproof armor ability 1x Bomb Core to install SOS NulBlaze armor ability ----------------------------------------------------------------------------- 2x Bomb Core to teach an aeon Fira ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FIRE GEM ---> A207 - five fire hits, each for 600 damage, on random targets in target party - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulBlaze, only first hit is neutralized ----------------------------------------------------------------------------- Bribe Flame Flan ----------------------------------------------------------------------------- 20x Fire Gem to install Fire Eater armor ability ----------------------------------------------------------------------------- 4x Fire Gem to teach an aeon Firaga ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ELECTRO MARBLE ---> A176 - one lightning hit for 600 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulShock, hit is neutralized ----------------------------------------------------------------------------- 4x Electro Marble to install Lightningstrike weapon ability 4x Electro Marble to install Lightningward armor ability ----------------------------------------------------------------------------- 2x Electro Marble to teach an aeon NulShock ability 1x Electro Marble to teach an aeon Thunder ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LIGHTNING MARBLE ---> A306 - one lightning hit for 1000 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulShock, hit is neutralized ----------------------------------------------------------------------------- 8x Lightning Marble to install Lightningproof armor ability 1x Lightning Marble to install SOS NulShock armor ability ----------------------------------------------------------------------------- 2x Lightning Marble to teach an aeon Thundara ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LIGHTNING GEM ---> A305 - five lightning hits, each for 600 damage, on random targets in target party - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulShock, only first hit is neutralized ----------------------------------------------------------------------------- Steal from Imp ----------------------------------------------------------------------------- 20x Lightning Gem to install Lightning Eater armor ability ----------------------------------------------------------------------------- 4x Lightning Gem to teach an aeon Thundaga ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FISH SCALE ---> A212 - one water hit for 600 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulTide, hit is neutralized ----------------------------------------------------------------------------- 4x Fish Scale to install Waterstrike weapon ability 4x Fish Scale to install Waterward armor ability ----------------------------------------------------------------------------- 2x Fish Scale to teach an aeon NulTide ability 1x Fish Scale to teach an aeon Water ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- DRAGON SCALE ---> A170 - one water hit for 1000 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulTide, hit is neutralized ----------------------------------------------------------------------------- 8x Dragon Scale to install Waterproof armor ability 1x Dragon Scale to install SOS NulTide armor ability ----------------------------------------------------------------------------- 2x Dragon Scale to teach an aeon Watera ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- WATER GEM ---> A628 - five water hits, each for 600 damage, on random targets in target party - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulTide, only first hit is neutralized ----------------------------------------------------------------------------- Bribe Water Flan, Blue Element ----------------------------------------------------------------------------- 20x Water Gem to install Water Eater armor ability ----------------------------------------------------------------------------- 4x Water Gem to teach an aeon Waterga ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ANTARCTIC WIND ---> A021 - one ice hit for 600 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulFrost, hit is neutralized ----------------------------------------------------------------------------- 4x Antarctic Wind to install Icestrike weapon ability 4x Antarctic Wind to install Iceward armor ability ----------------------------------------------------------------------------- 2x Antarctic Wind to teach an aeon NulFrost ability 1x Antarctic Wind to teach an aeon Blizzard ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ARCTIC WIND ---> A025 - one ice hit for 1000 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulFrost, hit is neutralized ----------------------------------------------------------------------------- 8x Arctic Wind to install Iceproof armor ability 1x Arctic Wind to install SOS NulFrost armor ability ----------------------------------------------------------------------------- 2x Arctic Wind to teach an aeon Blizzara ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ICE GEM ---> A269 - five ice hits, each for 600 damage, on random targets in target party - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect and Mental Break statuses do not alter damage done - target's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if target is under NulFrost, only first hit is neutralized ----------------------------------------------------------------------------- Bribe Ice Flan ----------------------------------------------------------------------------- 20x Ice Gem to install Ice Eater armor ability ----------------------------------------------------------------------------- 4x Ice Gem to teach an aeon Blizzaga ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- GRENADE ---> A242 - one hit for 350 damage (CRIT-700) VS all members in target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FRAG GRENADE ---> A220 - one hit for 800 damage (CRIT-1600) + Armor Break status VS target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SLEEPING POWDER ---> A514 - one hit for 750 damage + Sleep status VS target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - if target is immune or has a certain % resistance to statuses listed, status change may not succeed; status lasts for eight of afflicted target's turns ----------------------------------------------------------------------------- Bribe most wolf-type enemies ----------------------------------------------------------------------------- 10x Sleeping Powder to install Sleeptouch weapon ability 6x Sleeping Powder to install Sleepward armor ability ----------------------------------------------------------------------------- 3x Sleeping Powder to teach an aeon Sleep Attack ability 10x Sleeping Powder to teach an aeon Sleep Buster ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- DREAM POWDER ---> A172 - one hit for 1000 damage + Sleep status VS target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - if target is immune or has a certain % resistance to statuses listed, status change may not succeed; status lasts for eight of afflicted target's turns ----------------------------------------------------------------------------- Bribe Skoll, Bandersnatch ----------------------------------------------------------------------------- 16x Dream Powder to install Sleepstrike weapon ability 8x Dream Powder to install Sleepproof armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SILENCE GRENADE ---> A492 - one hit for 750 damage + Silence status VS target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - if target is immune or has a certain % resistance to statuses listed, status change may not succeed; status lasts for eight of afflicted target's turns ----------------------------------------------------------------------------- Steal from fungus-type enemies ----------------------------------------------------------------------------- 20x Silence Grenade to install Silencestrike weapon ability 10x Silence Grenade to install Silenceproof armor ability ----------------------------------------------------------------------------- 3x Silence Grenade to teach an aeon Silence Attack ability 10x Silence Grenade to teach an aeon Silence Buster ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SMOKE BOMB ---> A529 - one hit for 750 damage + Darkness status VS target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - if target is immune or has a certain % resistance to statuses listed, status change may not succeed; status lasts for eight of afflicted target's turns ----------------------------------------------------------------------------- 20x Smoke Bomb to install Darkstrike weapon ability 10x Smoke Bomb to install Darkproof armor ability ----------------------------------------------------------------------------- 6x Smoke Bomb to teach an aeon Dark Attack ability 12x Smoke Bomb to teach an aeon Dark Buster ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SHADOW GEM ---> A481 - one gravity-based hit VS target party, reduces HP by 1/2 - if target is immune to gravity attacks, no damage is done ----------------------------------------------------------------------------- Steal from Sand Worm ----------------------------------------------------------------------------- 8x Shadow Gem to teach an aeon Demi ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SHINING GEM ---> A484 - one non-elemental hit for 6000 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect, Mental Break statuses do not alter damage done ----------------------------------------------------------------------------- Bribe Grenade, defeat Coeurlregina ----------------------------------------------------------------------------- 16x Shining Gem to install Magic Counter weapon ability ----------------------------------------------------------------------------- 60x Shining Gem to teach an aeon Flare ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- BLESSED GEM ---> A060 - one holy hit for 7500 damage on one target - user's Str or Mag statistics, target's Mdef statistic, or target's Shell, Reflect, Mental Break statuses do not alter damage done - target's holy affinities may alter damage done (HALF, NULL, ABS, WKN) ----------------------------------------------------------------------------- Rare Steal from Barbatos, defeat Cactuar King ----------------------------------------------------------------------------- 4x Blessed Gem to install Def+20% armor ability 4x Blessed Gem to install Mdef+20% armor ability ----------------------------------------------------------------------------- 60x Blessed Gem to teach an aeon Holy ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SUPREME GEM ---> A580 - one non-elemental hit for 9999 damage VS target party - user's Str or Mag statistics, target's or Mdef statistic, or target's Shell, Reflect, Mental Break statuses do not alter damage done ----------------------------------------------------------------------------- Bribe Halma, defeat Jormungand ----------------------------------------------------------------------------- 4x Supreme Gem to install Str+20% weapon ability 4x Supreme Gem to install Mag+20% weapon ability ----------------------------------------------------------------------------- 99x Supreme Gem to teach an aeon Ultima ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- POISON FANG ---> A424 - one hit for 2000 damage + Poison status on one target - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Bribe Killer Bee, Bite Bug, Wasp, Nebiros ----------------------------------------------------------------------------- 24x Poison Fang to install Poisonstrike weapon ability 12x Poison Fang to install Poisonproof armor ability ----------------------------------------------------------------------------- 8x Poison Fang to teach an aeon Bio ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SILVER HOURGLASS ---> A497 - Slow status VS target party - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Bribe Vouivre, Lamashtu, Kusariqqu ----------------------------------------------------------------------------- 16x Silver Hourglass to install Slowtouch weapon ability 10x Silver Hourglass to install Slowward armor ability ----------------------------------------------------------------------------- 20x Silver Hourglass to teach an aeon Delay Attack ability 4x Silver Hourglass to teach an aeon Slow ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- GOLD HOURGLASS ---> A236 - one hit for 1000 damage + Slow status VS target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Bribe Mushussu, Nidhogg ----------------------------------------------------------------------------- 30x Gold Hourglass to install Slowstrike weapon ability 20x Gold Hourglass to install Slowproof armor ability ----------------------------------------------------------------------------- 30x Gold Hourglass to teach an aeon Delay Buster ability 8x Gold Hourglass to teach an aeon Slowga ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- CANDLE OF LIFE ---> A083 - Doom status on one target - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Steal from Fallen Monk ----------------------------------------------------------------------------- 30x Candle of Life to install Zombiestrike weapon ability 10x Candle of Life to install Zombieproof armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- PETRIFY GRENADE ---> A416 - Petrify status VS all enemies - if enemy is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Bribe most of lizard-type enemies ----------------------------------------------------------------------------- 10x Petrify Grenade to install Stonetouch weapon ability 60x Petrify Grenade to install Stonestrike weapon ability 20x Petrify Grenade to install Stoneproof armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FARPLANE SHADOW ---> A199 - Death (KO) status on one target - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- 30x Farplane Shadow to install Deathtouch weapon ability 15x Farplane Shadow to install Deathward armor ability ----------------------------------------------------------------------------- 30x Farplane Shadow to teach an aeon Death ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FARPLANE WIND ---> A200 - Death (KO) status VS target party (4 attempts) - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Bribe Epaaj, defeat Don Tonberry ----------------------------------------------------------------------------- 60x Farplane Wind to install Deathstrike weapon ability 60x Farplane Wind to install Deathproof armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- DARK MATTER ---> A128 - one non-elemental hit for 13000 damage VS target party - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done ----------------------------------------------------------------------------- Fight in Monster Arena, get 99 of these by unlocking Ultima Buster ----------------------------------------------------------------------------- 60x Dark Matter to install Break Damage Limit weapon ability 99x Dark Matter to install Ribbon armor ability ----------------------------------------------------------------------------- 2x Dark Matter to teach an aeon Full Break ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- CHOCOBO FEATHER ---> A096 - Haste status on one target (can Dispel) - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Steal from Qactuar, Cactuar ----------------------------------------------------------------------------- 6x Chocobo Feather to install Initiative weapon ability 20x Chocobo Feather to install SOS Haste armor ability ----------------------------------------------------------------------------- 10x Chocobo Feather to teach an aeon Haste ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- CHOCOBO WING ---> A098 - Haste status on target party (can Dispel) - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Rare steal from Cactuar, Bribe Machea ----------------------------------------------------------------------------- 80x Chocobo Wing to install Auto-Haste armor ability ----------------------------------------------------------------------------- 16x Chocobo Wing to teach an aeon Hastega ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LUNAR CURTAIN ---> A314 - Shell status on one target (can Dispel) - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Steal from Defender, Defender Z, Larva ----------------------------------------------------------------------------- 8x Lunar Curtain to install SOS Shell armor ability 80x Lunar Curtain to install Auto-Shell armor ability ----------------------------------------------------------------------------- 4x Lunar Curtain to teach an aeon Shell ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LIGHT CURTAIN ---> A302 - Protect status on one target (can Dispel) - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Steal from Iron Giant, Gemini ----------------------------------------------------------------------------- 8x Light Curtain to install SOS Protect armor ability 70x Light Curtain to install Auto-Protect armor ability ----------------------------------------------------------------------------- 6x Light Curtain to teach an aeon Protect ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- STAR CURTAIN ---> A562 - Reflect status on one target (can Dispel) - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Steal from Dark Flan ----------------------------------------------------------------------------- 8x Star Curtain to install SOS Reflect armor ability 40x Star Curtain to install Auto-Reflect armor ability ----------------------------------------------------------------------------- 3x Star Curtain to teach an aeon Reflect ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- HEALING SPRING ---> A253 - Regen status on one target (can Dispel), which lasts for 10 target's turns - if target is immune or has a certain % resistance to statuses listed, status change may not succeed ----------------------------------------------------------------------------- Bribe Achelous, defeat Kottos ----------------------------------------------------------------------------- 12x Healing Spring to install SOS Regen armor ability 80x Healing Spring to install Auto-Regen armor ability ----------------------------------------------------------------------------- 60x Healing Spring to teach an aeon Regen ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MANA SPRING ---> A337 - absorbs up to 1000 MP from one enemy ----------------------------------------------------------------------------- Steal from Coeurl ----------------------------------------------------------------------------- 2x Mana Spring to install Mag+5% weapon ability 2x Mana Spring to install Mdef+5% armor ability ----------------------------------------------------------------------------- 4x Mana Spring to teach an aeon Magic Break ability 10x Mana Spring to teach an aeon Osmose ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- STAMINA SPRING ---> A559 - absorbs up to 400 HP from one enemy ----------------------------------------------------------------------------- Bribe Ogre, Bashura ----------------------------------------------------------------------------- 2x Stamina Spring to install Str+5% weapon ability 2x Stamina Spring to install Def+5% armor ability ----------------------------------------------------------------------------- 8x Stamina Spring to teach an aeon Power Break ability 60x Stamina Spring to teach an aeon Drain ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SOUL SPRING ---> A547 - absorbs up to 1500 HP and up to 1500 MP from one enemy ----------------------------------------------------------------------------- Steal from Bashura ----------------------------------------------------------------------------- 3x Soul Spring to install HP+10% armor ability 3x Soul Spring to install MP+10% armor ability ----------------------------------------------------------------------------- 20x Soul Spring to teach an aeon Lancet ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- PURIFYING SALT ---> A441 - one hit for 1100 damage + Dispel effect on one target - user's Str or Mag statistics, target's Def or Mdef statistic, or target's Shell, Protect, Reflect, Armor Break, Mental Break statuses do not alter damage done - Dispel effect works 100% of the time, unless target has nothing to dispel ----------------------------------------------------------------------------- Rare Steal from Fallen Monk or Hornet, usual steal from Abaddon ----------------------------------------------------------------------------- 30x Purifying Salt to install No Encounters armor ability ----------------------------------------------------------------------------- 3x Purifying Salt to teach an aeon Dispel ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- STAMINA TABLET ---> A560 - target chr's MAX HP is doubled for one battle or until KO-ed - can still use this item after, but effects DO NOT stack ----------------------------------------------------------------------------- Bribe Defender ----------------------------------------------------------------------------- 4x Stamina Tablet to install Auto-Potion armor ability 2x Stamina Tablet to install HP Stroll armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MANA TABLET ---> A338 - target chr's MAX MP is doubled for one battle or until KO-ed - can still use this item after, but effects DO NOT stack ----------------------------------------------------------------------------- Bribe Chimera ----------------------------------------------------------------------------- 2x Mana Tablet to install MP Stroll armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- STAMINA TONIC ---> A561 - front-line party's MAX HP is doubled for one battle or until KO-ed - can still use this item after, but effects DO NOT stack ----------------------------------------------------------------------------- Bribe Iron Giant, Gemini ----------------------------------------------------------------------------- 1x Stamina Tonic to install HP+30% armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MANA TONIC ---> A339 - front-line party's MAX MP is doubled for one battle or until KO-ed - can still use this item after, but effects DO NOT stack ----------------------------------------------------------------------------- Rare Steal from Great Malboro, defeat Malboro Menace ----------------------------------------------------------------------------- 1x Mana Tonic to install MP+30% armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- TWIN STARS ---> A604 - reduces MP cost of black magic, white magic, skills and specials for one chr to 0 for one battle or until KO-ed ----------------------------------------------------------------------------- Bribe Spirit ----------------------------------------------------------------------------- 20x Twin Stars to install Half MP Cost weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- THREE STARS ---> A591 - reduces MP cost of black magic, white magic, skills and specials for whole front-line party to 0 for one battle or until KO-ed ----------------------------------------------------------------------------- Bribe Behemoth King ----------------------------------------------------------------------------- 20x Three Stars to install One MP Cost weapon ability 30x Three Stars to install Break MP Limit armor ability ----------------------------------------------------------------------------- 5x Three Stars to teach an aeon Doublecast ability ----------------------------------------------------------------------------- ***************************************************************************** 3A - SPHERES - OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- 1. Name & description ----------------------------------------------------------------------------- 2. Obtain in large amounts where and how? ----------------------------------------------------------------------------- 3. Can customize weapon/armor abilities? ----------------------------------------------------------------------------- 4. Can teach aeon abilities & skills? ----------------------------------------------------------------------------- 5. Can raise aeon's stats? ----------------------------------------------------------------------------- ***************************************************************************** 3B - SPHERES - CHART EXPLANATION ***************************************************************************** 1. Name and description Name of the item in question and what does this item actually do. 2. Obtain in large amounts where and how For harder-to-come-by items I may list some fast ways to obtain multitude of item in question. 3. Can customize weapon/armor abilities? If item in question can be used to customize weapon/armor abilities, then find out here how many units of item you need for that ability. 4. Can teach aeon abilities & skills? If item in question can be used to teach aeons abilities, then find out here how many units of item you need for that ability. 5. Can raise aeon's stats? Some of the spheres you obtain can raise aeon's stats. I'll tell you if the sphere in question raises any stats in this part. Remember that I will omit sections not necessary. ***************************************************************************** 3C - SPHERES - ITEM OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- POWER SPHERE ---> A433 - activates Strength, Defence and HP nodes on SG ----------------------------------------------------------------------------- 2x Power Sphere to install Distil Power weapon ability 3x Power Sphere to install Str+3% weapon ability 3x Power Sphere to install Def+3% armor ability ----------------------------------------------------------------------------- 20x Power Sphere to teach an aeon Extract Power ability 5x Power Sphere to teach an aeon Cheer ability ----------------------------------------------------------------------------- Power Sphere/s to raise aeon's HP, Str and Def ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MANA SPHERE ---> A336 - activates Magic, Magic Defence and MP nodes on SG ----------------------------------------------------------------------------- 2x Mana Sphere to install Distil Mana weapon ability 3x Mana Sphere to install Mag+3% weapon ability 3x Mana Spher to install Mdef+3% armor ability ----------------------------------------------------------------------------- 20x Mana Sphere to teach an aeon Extract Mana ability 10x Mana Sphere to teach an aeon Focus ability ----------------------------------------------------------------------------- Mana Sphere/s to raise aeon's MP, Mag and Mdef ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SPEED SPHERE ---> A553 - activates Agility, Accuracy and Evasion nodes on SG ----------------------------------------------------------------------------- 2x Speed Sphere to install Distil Speed weapon ability 20x Speed Sphere to teach an aeon Extract Speed ability ----------------------------------------------------------------------------- 5x Speed Sphere to teach an aeon Aim ability 10x Speed Sphere to teach an aeon Reflex ability ----------------------------------------------------------------------------- Speed Sphere/s to raise aeon's Agi, Acc and Eva ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ABILITY SPHERE ---> A003 - activates Ability nodes on SG ----------------------------------------------------------------------------- 2x Ability Sphere to install Sensor weapon ability 2x Ability Sphere to install Distil Ability weapon ability ----------------------------------------------------------------------------- 20x Ability Sphere to teach an aeon Extract Ability ability 10x Ability Sphere to teach an aeon Scan ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FORTUNE SPHERE ---> A219 - activates Luck nodes on SG ----------------------------------------------------------------------------- Defeat Earth Eater ----------------------------------------------------------------------------- Fortune Sphere/s to raise aeon's Luck ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ATTRIBUTE SPHERE ---> A029 - activates attribute node already activated by ally ----------------------------------------------------------------------------- Bribe Maelspike ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SPECIAL SPHERE ---> A550 - activates Special node already activated by ally ----------------------------------------------------------------------------- Bribe Adamantoise ----------------------------------------------------------------------------- 1x Special Sphere to install Def+10% armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SKILL SPHERE ---> A508 - activates Skill node already activated by ally ----------------------------------------------------------------------------- Bribe Zu ----------------------------------------------------------------------------- 1x Skill Sphere to install Str+10% weapon ability ----------------------------------------------------------------------------- 4x Skill Sphere to teach an aeon Triple Foul ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- WHT MAGIC SPHERE ---> A635 - activates White Magic node already activated by ally ----------------------------------------------------------------------------- Bribe Dark Flan ----------------------------------------------------------------------------- 1x Wht Magic Sphere to install Mdef+10% armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- BLK MAGIC SPHERE ---> A059 - activates Black Magic node already activated by ally ----------------------------------------------------------------------------- Bribe Black Element ----------------------------------------------------------------------------- 1x Blk Magic Sphere to install Mag+10% weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MASTER SPHERE ---> A346 - activates any node ----------------------------------------------------------------------------- Receive 10 for unlocking Nemesis, rare drops of Dark Aeons ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LV.1 KEY SPHERE ---> A297 - removes Lv.1 Lock ----------------------------------------------------------------------------- Bribe Imp, common drop of Master Coeurl ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LV.2 KEY SPHERE ---> A298 - removes Lv.2 Lock ----------------------------------------------------------------------------- Bribe Behemoth, common drop of Defender Z ----------------------------------------------------------------------------- 1x Lv.2 Key Sphere to install Piercing weapon ability ----------------------------------------------------------------------------- 2x Lv.2 Key Sphere to teach an aeon Armor Break ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LV.3 KEY SPHERE ---> A299 - removes Lv.3 Lock ----------------------------------------------------------------------------- Bribe Demonolith, rare drop of Defender Z ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LV.4 KEY SPHERE ---> A300 - removes Lv.4 Lock ----------------------------------------------------------------------------- Bribe Chimera Brain ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- HP SPHERE ---> A264 - turns empty node into HP+300 ----------------------------------------------------------------------------- Defeat Ironclad ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MP SPHERE ---> A376 - turns empty node into MP+40 ----------------------------------------------------------------------------- Defeat Vidatu ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- STRENGTH SPHERE ---> A576 - turns empty node into Str+4 ----------------------------------------------------------------------------- Defeat Juggernaut ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- DEFENCE SPHERE ---> A146 - turns empty node into Def+4 ----------------------------------------------------------------------------- Defeat Tanket ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MAGIC SPHERE ---> A332 - turns empty node into Mag+4 ----------------------------------------------------------------------------- Defeat Jumbo Flan ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MAGIC DEF SPHERE ---> A330 - turns empty node into Mdef+4 ----------------------------------------------------------------------------- Defeat One-Eye ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- AGILITY SPHERE ---> A010 - turns empty node into Agi+4 ----------------------------------------------------------------------------- Defeat Fenrir ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- EVASION SPHERE ---> A186 - turns empty node into Eva+4 ----------------------------------------------------------------------------- Defeat Pteryx ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ACCURACY SPHERE ---> A005 - turns empty node into Acc+4 ----------------------------------------------------------------------------- Defeat Hornet ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- LUCK SPHERE ---> A313 - turns empty node into Luck+4 ----------------------------------------------------------------------------- Defeat Greater Sphere ----------------------------------------------------------------------------- 2x Luck Sphere to teach an aeon Luck ability 2x Luck Sphere to teach an aeon Jinx ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- CLEAR SPHERE ---> A099 - removes nodes from SG, except Ability, White Magic, Black Magic and Skill nodes ----------------------------------------------------------------------------- Buy in Monster Arena once you unlock Ultima Buster ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- RETURN SPHERE ---> A459 - return to any previously activated node ----------------------------------------------------------------------------- Bribe Dark Element, defeat Chimerageist ----------------------------------------------------------------------------- 1x Return Sphere to install First Strike weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FRIEND SPHERE ---> A221 - teleport to any ally's location ----------------------------------------------------------------------------- Bribe Coeurl, defeat Vorban ----------------------------------------------------------------------------- 1x Friend Sphere to install Counter-attack weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- TELEPORT SPHERE ---> A585 - teleport to any activated node ----------------------------------------------------------------------------- Bribe Barbatos, defeat Sleep Sprout ----------------------------------------------------------------------------- 1x Teleport Sphere to install Evade&Counter weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- WARP SPHERE ---> A621 - teleport to any node ----------------------------------------------------------------------------- Rare Steal from Nemesis, Bribe Master Coeurl ----------------------------------------------------------------------------- ***************************************************************************** 4A - MISCELLANEOUS ITEMS - OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- 1. Name & description ----------------------------------------------------------------------------- 2. Obtain in large amounts where and how? ----------------------------------------------------------------------------- 3. Can customize weapon/armor abilities? ----------------------------------------------------------------------------- 4. Can teach aeon abilities & skills? ----------------------------------------------------------------------------- ***************************************************************************** 4B - MISCELLANEOUS ITEMS - CHART EXPLANATION ***************************************************************************** 1. Name and description Name of the item in question and what does this item actually do. 2. Obtain in large amounts where and how For harder-to-come-by items I may list some fast ways to obtain multitude of item in question. 3. Can customize weapon/armor abilities? If item in question can be used to customize weapon/armor abilities, then find out here how many units of item you need for that ability. 4. Can teach aeon abilities & skills? If item in question can be used to teach aeons abilities, then find out here how many units of item you need for that ability. Remember that I will omit sections not necessary. ***************************************************************************** 4C - MISCELLANEOUS ITEMS - ITEM OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- MAP ---> A341 - displays world map ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- RENAME CARD ---> A458 - rename an Aeon ----------------------------------------------------------------------------- Bribe Zaurus ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- MUSK ---> A382 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Floating Eye, Buer ----------------------------------------------------------------------------- 16x Musk to install Confuseward armor ability 48x Musk to install Confuseproof armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- HYPELLO POTION ---> A266 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Murussu, Mafdet, Shred ----------------------------------------------------------------------------- 8x Hypello Potion to install Berserkward armor ability 32x Hypello Potion to install Berserkproof armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- SHINING THORN ---> A485 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Larva ----------------------------------------------------------------------------- 4x Shining Thorn to teach an aeon Mental Break ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- PENDULUM ---> A414 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Ultima Weapon, Master Tonberry ----------------------------------------------------------------------------- 30x Pendulum to install Master Thief armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- AMULET ---> A019 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Tonberry, defeat Stratoavis ----------------------------------------------------------------------------- 30x Amulet to install Pickpocket armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- DESIGNER WALLET ---> A154 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Defender Z ----------------------------------------------------------------------------- 30x Designer Wallet to install Gillionare weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- DOOR TO TOMORROW ---> A165 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Mech Scouter, Mech Leader ----------------------------------------------------------------------------- 10x Door to Tomorrow to install Overdrive->AP weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- WINGS TO DISCOVERY ---> A637 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Malboro, Great Malboro ----------------------------------------------------------------------------- 50x Wings to Discovery to install Triple AP weapon ability 30x Wings To Discovery to install Break HP Limit armor ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- GAMBLER'S SPIRIT ---> A226 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Floating Death ----------------------------------------------------------------------------- 20x Gambler's Spirit to install SOS Overdrive weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- UNDERDOG'S SECRET ---> A608 - used in Mix and customization ----------------------------------------------------------------------------- receive 99 from Rin once you have all 26 Primers, defeat Th'uban ----------------------------------------------------------------------------- 30x Underdog's Secret to install Double Overdrive weapon ability ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- WINNING FORMULA ---> A638 - used in Mix and customization ----------------------------------------------------------------------------- Bribe Sand Worm, defeat Ultima Buster ----------------------------------------------------------------------------- 30x Winning Formula to install Triple Overdrive weapon ability ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 14.) ABOUT KEY ITEMS ============================================================================= ============================================================================= ***************************************************************************** KEY ITEMS - CHART OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- 1. Name & in-game description ----------------------------------------------------------------------------- 2. Obtain where? ----------------------------------------------------------------------------- 3. True purpose? ----------------------------------------------------------------------------- 4. Picture URL? ----------------------------------------------------------------------------- ***************************************************************************** KEY ITEMS - CHART EXPLANATION ***************************************************************************** 1. Name and description Name of the key item in question and its description as viewed on key item screen accessed thru Item menu. 2. Obtain where? Few words on place where you can find this key item. 3. True purpose? Besides its description what's the true purpose of key item in question? 4. Picture URL? For some key items I provided a pic. Copy/paste URL provided in your browser address bar and you will be taken to it. Remember I will omit sections not necessary. ***************************************************************************** KEY ITEMS - ITEM OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- #1 - CLOUDY MIRROR ---> A766 - The surface is dark and clouded. - Win a chocobo race at Remiem Temple. - Needed to gain Celestial Mirror. ----------------------------------------------------------------------------- #2 - CELESTIAL MIRROR ---> A767 - The surface is shiny and bright. - Obtain by powering up Cloudy Mirror at the great sphere in Macalania Woods. - Needed to obtain Celestial Weapons. ----------------------------------------------------------------------------- #3 - WITHERED BOUQUET ---> A768 - Someone put heart and soul into making this. - Found in 'Ruins: Stairs' screen in the Underwater Ruins. - Needed to start a fire. ----------------------------------------------------------------------------- #4 - FLINT ---> A769 - Used to start fires. - Found in 'Ruins: Small Room'. - Needed to start a fire. ----------------------------------------------------------------------------- #5 - SUMMONER'S SOUL ---> A770 - Allows the aeons to learn abilities. - Obtained from Belgemine after you defeat her for second time. ----------------------------------------------------------------------------- #6 - AEON'S SOUL ---> A771 - Allows you to raise aeons' attributes. - Obtained from Belgemine after you defeat her for third time at Calm Lands. ----------------------------------------------------------------------------- #7 - JECHT'S SPHERE ---> A772 - A sphere recorded by Jecht ten years ago. - Obtained after defeating Spherimorph. - It allows you to start collecting special spheres for Auron's Overdrive. ----------------------------------------------------------------------------- #8 - RUSTY SWORD ---> A773 - An old, rusty sword. - Found in 'Calm Lands: Gorge Bottom'. - Needed to obtain Auron's Masamune. ----------------------------------------------------------------------------- #9 - SUN CREST ---> A774 - A Celestial Token, fashioned in the shape of Sun. - Obtained after defeating Y. Woman. - Needed to power up Tidus' celestial weapon. ----------------------------------------------------------------------------- #10 - SUN SIGIL ---> A775 - A Celestial Token, fashioned in the shape of Sun. - Obtained after getting time faster than 0.0.0 at chocobo race in Calm Lands. - Needed to power up Tidus' celestial weapon. ----------------------------------------------------------------------------- #11 - MOON CREST ---> A776 - A Celestial Token, fashioned in the shape of Moon. - Found on Besaid's beach near where you met Wakka for first time. - Needed to power up Yuna's celestial weapon. ----------------------------------------------------------------------------- #12 - MOON SIGIL ---> A777 - A Celestial Token, fashioned in the shape of Moon. - Obtained after defeating all of Belgemine's aeons and 'dismissing' her. - Needed to power up Yuna's celestial weapon. ----------------------------------------------------------------------------- #13 - MARS CREST ---> A778 - A Celestial Token, fashioned in the shape of Mars. - Go to the place where S. convinced few guards to let you thru barricade. There's a path leading down and right. Enter it and you'll be on Oldroad. Go all the way to the end and you'll find Mars Crest in the chest. - Needed to power up Auron's celestial weapon. ----------------------------------------------------------------------------- #14 - MARS SIGIL ---> A779 - A Celestial Token, fashioned in the shape of Mars. - Unlock combined total of 10 Area and/or Species creations. - Needed to power up Auron's celestial weapon. ----------------------------------------------------------------------------- #15 - SATURN CREST ---> A780 - A Celestial Token, fashioned in the shape of Saturn. - Found on same screen where you fought Flux. There's a bunch of pillars. Between third and fourth on the left is a chest with this item. - Needed to power up Kimahri's celestial weapon. ----------------------------------------------------------------------------- #16 - SATURN SIGIL ---> A781 - A Celestial Token, fashioned in the shape of Saturn. - Complete both butterfly games in Macalania Woods after you get permanent control of the airship. - Needed to power up Kimahri's celestial weapon. ----------------------------------------------------------------------------- #17 - JUPITER CREST ---> A782 - A Celestial Token, fashioned in the shape of Jupiter. - Found in Auroch's locker room by examining one of the lockers. You *cannot* get it on first visit to Luca. - Needed to power up Wakka's celestial weapon. ----------------------------------------------------------------------------- #18 - JUPITER SIGIL ---> A783 - A Celestial Token, fashioned in the shape of Jupiter. - Once Wakka has appeared in 450 battles against fiends and you have all Overdrives for him, Sigil may appear as a league prize. - Needed to power up Wakka's celestial weapon. ----------------------------------------------------------------------------- #19 - VENUS CREST ---> A784 - A Celestial Token, fashioned in the shape of Venus. - Found in the Farplane. - Needed to power up Lulu's celestial weapon. ----------------------------------------------------------------------------- #20 - VENUS SIGIL ---> A785 - A Celestial Token, fashioned in the shape of Venus. - Dodge 200 lightning bolts consecutively. Sigil will then be in the chest in front of Rin's Agency in Thunder Plains. - Needed to power up Lulu's celestial weapon. ----------------------------------------------------------------------------- #21 - MERCURY CREST ---> A786 - A Celestial Token, fashioned in the shape of Mercury. - Found in western part of Sanubia desert. - Needed to power up Rikku's celestial weapon. ----------------------------------------------------------------------------- #22 - MERCURY SIGIL ---> A787 - A Celestial Token, fashioned in the shape of Mercury. - Complete Cactuar Village sidequest in Sanubia Desert. Sigil is inside one of the chests in newly accessible part of desert. - Needed to power up Rikku's celestial weapon. ----------------------------------------------------------------------------- #23 - AL BHED PRIMER I ---> A788 - Teaches the letter A in Al Bhed. - On first Al Bhed ship. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer01.jpg ----------------------------------------------------------------------------- #24 - AL BHED PRIMER II ---> A789 - Teaches the letter B in Al Bhed. - In Crusader's hut in Besaid. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer02.jpg ----------------------------------------------------------------------------- #25 - AL BHED PRIMER III ---> A790 - Teaches the letter C in Al Bhed. - On Liki ship, in the Power Room. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer03.jpg ----------------------------------------------------------------------------- #26 - AL BHED PRIMER IV ---> A791 - Teaches the letter D in Al Bhed. - In Kilika's Tavern. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer04.jpg ----------------------------------------------------------------------------- #27 - AL BHED PRIMER V ---> A792 - Teaches the letter E in Al Bhed. - On Winno ship, on the bridge. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer05.jpg ----------------------------------------------------------------------------- #28 - AL BHED PRIMER VI ---> A793 - Teaches the letter F in Al Bhed. - In Basement B of Luca Stadium. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer06.jpg ----------------------------------------------------------------------------- #29 - AL BHED PRIMER VII ---> A794 - Teaches the letter G in Al Bhed. - In Luca's Theater reception. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer07.jpg ----------------------------------------------------------------------------- #30 - AL BHED PRIMER VIII ---> A795 - Teaches the letter H in Al Bhed. - Get it from Rin in first Rin's Agency. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer08.jpg ----------------------------------------------------------------------------- #31 - AL BHED PRIMER IX ---> A796 - Teaches the letter I in Al Bhed. - Get it on Mi'ihen Highroad (look closely on the path). Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer09.jpg ----------------------------------------------------------------------------- #32 - AL BHED PRIMER X ---> A797 - Teaches the letter J in Al Bhed. - Get it in Mushroom Rock on the screen with mechanical lift (you'll need to take a path that makes nearly full circle). Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer10.jpg ----------------------------------------------------------------------------- #33 - AL BHED PRIMER XI ---> A798 - Teaches the letter K in Al Bhed. - On Djose Road, behind one of stalactites... or is it stalagmites?:) Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer11.jpg ----------------------------------------------------------------------------- #34 - AL BHED PRIMER XII ---> A799 - Teaches the letter L in Al Bhed. - Get it in Moonflow, North Wharf. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer12.jpg ----------------------------------------------------------------------------- #35 - AL BHED PRIMER XIII ---> A800 - Teaches the letter M in Al Bhed. - Get it in Guadosalam, inside the house with chest with some money. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer13.jpg ----------------------------------------------------------------------------- #36 - AL BHED PRIMER XIV ---> A801 - Teaches the letter N in Al Bhed. - Get it from Rin in T. Plains' Agency by saying 'Okay.' to him. Pictures showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer14a.jpg http://splitinfinity.50megs.com/images/primer14b.jpg ----------------------------------------------------------------------------- #37 - AL BHED PRIMER XV ---> A802 - Teaches the letter O in Al Bhed. - In 'Macalania Woods: Lake Road', on the path to the right. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer15.jpg ----------------------------------------------------------------------------- #38 - AL BHED PRIMER XVI ---> A803 - Teaches the letter P in Al Bhed. - In front of Rin's Agency in Macalania Lake. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer16.jpg ----------------------------------------------------------------------------- #39 - AL BHED PRIMER XVII ---> A804 - Teaches the letter Q in Al Bhed. - Inside one of the ruins found in 'Sanubia Desert: Central'. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer17.jpg ----------------------------------------------------------------------------- #40 - AL BHED PRIMER XVIII ---> A805 - Teaches the letter R in Al Bhed. - Found before the sign 'This way to Home' in 'Sanubia Desert: Central'. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer18.jpg ----------------------------------------------------------------------------- #41 - AL BHED PRIMER XIX ---> A806 - Teaches the letter S in Al Bhed. - Found on first screen of Home (after you find out who Rikku's father is). Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer19.jpg ----------------------------------------------------------------------------- #42 - AL BHED PRIMER XX ---> A807 - Teaches the letter T in Al Bhed. - When in 'Home: Main Corridor', first win a battle. Then go down the stairs and when screen shifts, go back up. Enter first door on the left. Win a battle. This primer is to the right of rightmost chest. Pictures showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer20a.jpg http://splitinfinity.50megs.com/images/primer20b.jpg http://splitinfinity.50megs.com/images/primer20c.jpg http://splitinfinity.50megs.com/images/primer20d.jpg ----------------------------------------------------------------------------- #43 - AL BHED PRIMER XXI ---> A808 - Teaches the letter U in Al Bhed. - Found on the floor in rightmost section of 'Home: Main Corridor'. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer21.jpg ----------------------------------------------------------------------------- #44 - AL BHED PRIMER XXII ---> A809 - Teaches the letter V in Al Bhed. - Inside Bevelle Temple, specifically 'Bevelle: Priest's Passage' just before the save sphere. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer22.jpg ----------------------------------------------------------------------------- #45 - AL BHED PRIMER XXIII ---> A810 - Teaches the letter W in Al Bhed. - Found in northwestern part of Calm Lands. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer23.jpg ----------------------------------------------------------------------------- #46 - AL BHED PRIMER XXIV ---> A811 - Teaches the letter X in Al Bhed. - Found in Remiem Temple, on the path after chocobo on the left. Pictures showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer24a.jpg http://splitinfinity.50megs.com/images/primer24b.jpg ----------------------------------------------------------------------------- #47 - AL BHED PRIMER XXV ---> A812 - Teaches the letter Y in Al Bhed. - Found inside Cavern of S. F. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer25.jpg ----------------------------------------------------------------------------- #48 - AL BHED PRIMER XXVI ---> A813 - Teaches the letter Z in Al Bhed. - Found inside O. Ruins in X-marks-the-spot room beside left blue lamp you'll see in the background. Picture showing location of this Primer available at following URL: http://splitinfinity.50megs.com/images/primer26.jpg ----------------------------------------------------------------------------- #49 - BLOSSOM CROWN ---> A814 - Seems to have some connection with a hidden aeon... - Capture at least one of each fiend on Mt. Gagazet. Return to Monster Arena and you'll get it from manager. - Needed to obtain 8th aeon. ----------------------------------------------------------------------------- #50 - FLOWER SCEPTRE ---> A815 - Seems to have some connection with a hidden aeon... - Trample Belgemine's fifth aeon when duelling her in Remiem Temple. - Needed to obtain 8th aeon. ----------------------------------------------------------------------------- #51 - MARK OF CONQUEST ---> A816 - Given to those who have surpassed mortal bounds. - Given to you by Monster Arena manager after you defeat Nemesis. ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 15.) ABOUT AEONS ============================================================================= ============================================================================= O fayth, welcome this section! In here there will be all information one desires about you guys. Where to obtain you, what are your attacks, your Overdrives, how to upgrade you etc. ***************************************************************************** 1 - AEON'S CHART OVERVIEW ***************************************************************************** Roman Number - Name of an aeon 1 - Where and how to obtain 2 - What are aeon's attacks to be used in battle... each aeon (except two) has normal physical attack, a special attack and an Overdrive attack (except one) 3 - Then information on what do you need in order to teach aeon new abilities (after you acquire Summoner's Soul) Note: All but two aeons can be taught new abilities. 4 - Then information on what do you need in order to raise aeon's attributes (after you acquire Aeon's Soul) 5 - Any other specific/interesting info on an aeon, if applicable 6 - What do you have to do to allow an aeon to exceed 9999 damage limit ***************************************************************************** 2 - AEON'S IN-DEPTH INFORMATION ***************************************************************************** ----------------------------------------------------------------------------- I - VALEFOR ---> A761 ----------------------------------------------------------------------------- 1. You'll get her after you complete Besaid Village's Cloister of Trials. ----------------------------------------------------------------------------- 2. Special attacks: - Sonic Wings [---> A759]- VS one enemy - phd + delays enemy's next turn - Energy Ray (Overdrive) [---> A744] - STATT VS all enemies - std - Energy Blast (Overdrive) [---> A743] - STATT VS all enemies - std ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: Dark Attack - 6x Smoke Bomb | Silence Attack - 3x Silence Grenade Sleep Attack - 3x Sleeping Powder | Dark Buster - 12x Smoke Bomb Silence Buster - 10x Silence Grenade | Sleep Buster - 10x Sleeping Powder Zombie Attack - 99x Holy Water | Triple Foul - 4x Skill Sphere Delay Attack - 20x Silver Hourglass| Delay Buster - 30x Gold Hourglass Extract Power - 20x Power Sphere | Extract Mana - 20x Mana Sphere Extract Speed - 20x Speed Sphere | Extract Ability - 20x Ability Sphere Power Break - 8x Stamina Spring | Magic Break - 4x Mana Spring Armor Break - 2x Lv.2 Key Sphere | Mental Break - 4x Shining Thorn Full Break - 2x Dark Matter | Pray - 5x Healing Water Cheer - 5x Power Sphere | Aim - 5x Speed Sphere Focus - 10x Mana Sphere | Reflex - 10x Speed Sphere Luck - 2x Fortune Sphere | Jinx - 2x Fortune Sphere Lancet - 20x Soul Spring | Doublecast - 5x Three Stars Cure - 99x Hi-Potion | Cura - 30x X-Potion Curaga - 60x Mega-Potion | NulBlaze - 2x Bomb Fragment NulShock - 2x Electro Marble | NulTide - 2x Fish Scale NulFrost - 2x Antarctic Wind | Scan - 10x Ability Sphere Life - 8x Elixir | Full-Life - 1x Megalixir Haste - 10x Chocobo Feather | Hastega - 16x Chocobo Wing Slow - 4x Silver Hourglass | Slowga - 8x Gold Hourglass Shell - 4x Lunar Curtain | Protect - 6x Light Curtain Reflect - 3x Star Curtain | Dispel - 3x Purifying Salt Regen - 60x Healing Spring | Holy - 60x Blessed Gem Fire - 1x Bomb Fragment | Thunder - 1x Electro Marble Water - 1x Fish Scale | Blizzard - 1x Antarctic Wind Fira - 2x Bomb Core | Thundara - 2x Lightning Marble Watera - 2x Dragon Scale | Blizzara - 2x Arctic Wind Firaga - 4x Fire Gem | Thundaga - 4x Lightning Gem Waterga - 4x Water Gem | Blizzaga - 4x Ice Gem Bio - 8x Poison Fang | Demi - 8x Shadow Gem Death - 30x Farplane Shadow | Drain - 60x Stamina Spring Osmose - 10x Mana Spring | Flare - 60x Shining Gem Ultima - 99x Supreme Gem | ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere ----------------------------------------------------------------------------- 5. Valefor may prove very valuable ally in beginning stages of the game, especially because of her Sonic Wings, which have Delay effect. Also, as she is a flying Aeon, some fiends cannot reach her (example: Dual Horns on Highroad). She doesn't belong to any element, therefore you aren't able to heal her with elemental spells. In order to obtain her second Overdrive Energy Blast: just before you're about to leave Besaid Village for the first time, find the girl with the dog (she's now in item shop) I bet you saw earlier and talk to her until she says 'that her dog found something'). Go in the third house on the right of the village and 'talk' to the dog inside. You'll get a special item, and Valefor gains Energy Blast. Listed below are three URL-s showing exactly what you must do: http://splitinfinity.50megs.com/images/valefor01.jpg http://splitinfinity.50megs.com/images/valefor02.jpg http://splitinfinity.50megs.com/images/valefor03.jpg Lately, I've been toying around with various aspects and have discovered following: if you return to Besaid village after completing Djose temple trials, enter the shop. Inside you'll find owner's sister together with the dog. Talk to her and she'll mention that dog gave something to her. She'll give that something to you instead (Energy Blast learned). ----------------------------------------------------------------------------- 6. Valefor exceeds 9999 damage limit after you acquire Yuna's Nirvana *and* power it up with Moon Crest. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- II - IFRIT ---> A747 ----------------------------------------------------------------------------- 1. You'll get him after you complete Kilika's Cloister of Trials. ----------------------------------------------------------------------------- 2. Special attacks: - Meteor Strike [---> A753] - STATT VS one enemy - std - Hellfire (Overdrive) [---> A746] - FATT VS all enemies - fire mgd ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: For this please look under Valefor's section, where you'll find full and complete listing. ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere ----------------------------------------------------------------------------- 5. Ifrit is fire elemental Aeon, thus allowing you to heal him with fire-based attacks. This is about his only advantage over Valefor. He's also very useful for one particular fiend - Jumbo Flan. Ifrit's Meteor Strike is special type attack, not magical, not physical. I know this is strange, but I have proof. Jumbo Flan is immune to physicals, and Juggernaut to magicals. Guess what? Meteor Strike works on both of them. So, in case you're tired of seeing Anima's Pain, Ifrit is the guy to use.:) ----------------------------------------------------------------------------- 6. Ifrit exceeds 9999 damage limit after you acquire Wakka's World Champion *and* power it up with Jupiter Crest. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- III - IXION ---> A749 ----------------------------------------------------------------------------- 1. You'll get him after you complete Djose's Cloister of Trials. ----------------------------------------------------------------------------- 2. Special attacks: - Aerospark [---> A736] - VS one enemy - phd + Dispel effect - Thor's Hammer (Overdrive) [---> A760] - LATT VS all enemies - lightning mgd ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: For this please look under Valefor's section, where you'll find full and complete listing. ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere ----------------------------------------------------------------------------- 5. Ixion is much the same league as Ifrit. Ixion is lightning elemental, thus he can be healed with lightning based attacks. His other useful feature is Aerospark, as it carries Dispel effect. Otherwise I see no other beneficial feature which might prompt you to use Ixion often. ----------------------------------------------------------------------------- 6. Ixion exceeds 9999 damage limit after you acquire Kimahri's Spirit Lance *and* power it up with Saturn Crest. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- IV - SHIVA ---> A758 ----------------------------------------------------------------------------- 1. You'll get her after you defeat S. and his cronies for first time. ----------------------------------------------------------------------------- 2. Special attacks: - Heavenly Strike [---> A745] - VS one enemy - phd + delays enemy's next turn - Diamond Dust (Overdrive) [---> A742] - IATT VS all enemies - ice mgd ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: For this please look under Valefor's section, where you'll find full and complete listing. ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere ----------------------------------------------------------------------------- 5. Ah, my *favorite* Aeon. Her being ice elemental means she could use some icing on the cake... er, I mean she can be healed with ice based attacks. Shiva also possesses tremendous Agility, which will be main reason you'll want to use her. And her special attack has Delay effect. Beware of her low HP and Def, tho'. In a cinch she may fall easily. ----------------------------------------------------------------------------- 6. Shiva exceeds 9999 damage limit after you acquire Lulu's Onion Knight *and* power it up with Venus Crest. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- V - BAHAMUT ---> A738 ----------------------------------------------------------------------------- 1. You'll get him after you complete Bevelle's Cloister of Trials. ----------------------------------------------------------------------------- 2. Special attacks: - Impulse [---> A748] - VS all enemies - phd - Mega Flare (Overdrive) [---> A752] - STATT VS all enemies - std ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: For this please look under Valefor's section, where you'll find full and complete listing. ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere ----------------------------------------------------------------------------- 5. What the hell did they do to him in this game??? Okay, so he has big Str and Def, but he has low Agi. His Impulse hits every enemy on the field. But both this and Mega Flare need long to charge, so careful with them. Bahamut with Haste learned is a killing machine. He can only be healed by healing magic. ----------------------------------------------------------------------------- 6. Bahamut doesn't require a certain chr's celestial weapon to exceed 9999 damage limit. He can do so after he's strong enough. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- VI - ANIMA ---> A737 ----------------------------------------------------------------------------- 1. You'll get her after you complete Baaj Temple's Cloister of Trials. You must have opened all six treasures (one in each temple - Besaid, Kilika, Djose, Macalania, Bevelle and Zanarkand) in order for final seal in Baaj Temple to disappear. ----------------------------------------------------------------------------- 2. Special attacks: - Pain [---> A755] - NATT VS one enemy - mgd + KO - Oblivion (Overdrive) [---> A754] - STATT VS all enemies - 16 consecutive hits to all ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: For this please look under Valefor's section, where you'll find full and complete listing. ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere ----------------------------------------------------------------------------- 5. Yuck. But very useful. Pain carries KO. Oblivion is strongest attack in the game. She has big HP and Str. But special attacks take quite long to charge, so careful planning is needed. Don't forget to teach Anima Haste/ga. ----------------------------------------------------------------------------- 6. Anima doesn't require a certain chr's celestial weapon to exceed 9999 damage limit. She can do so after she's strong enough. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- VII - YOJIMBO ---> A763 ----------------------------------------------------------------------------- 1. You'll get him after you defeat optional boss in Cavern of S. F. ----------------------------------------------------------------------------- 2. Special attacks: - Daigoro [---> A740] - VS one enemy - phd - Kozuka [---> A750] - VS one enemy - phd - Wakizashi [---> A762] - VS one enemy OR all enemies - phd - Zanmato [---> A764] - VS all enemies - instant kill against *any* enemy in the game ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: Yojimbo cannot be taught any abilities. ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere Note: It is useless to raise Yojimbo's MP and Magic, as he doesn't use them. ----------------------------------------------------------------------------- 5. Money-eating-machine is the best I can describe this scrooge. He'll take money from you in order to execute one of his four special attacks. There are only two commands available for him: Pay and Dismiss. Pick Pay, then choose amount of Gil you want to give Yojimbo. Depending on how much he 'likes' you (don't ask, too complicated to explain), he will choose an attack, Daigoro being the crappiest, and Zanmato being the coolest. Daigoro and Kozuka attack only one enemy, Wakizashi attacks either one or all enemies, and Zanmato insta- kills *anything* in the game. If you pay him 0 gil at any time, he'll Dismiss automatically. Sometimes Yojimbo acts on his own and will choose an attack without your investment. Longest I had Yojimbo attack an enemy without me paying was three turns. Kylie T. reminded me about an interesting tidbit I neglect to mention: if you pay Yojimbo some gil and he nods his head, this means he'll launch Zanmato. If however, he shakes his head, this means Daigoro will be used. ----------------------------------------------------------------------------- 6. Yojimbo exceeds 9999 damage limit after you acquire Auron's Masamune *and* power it up with Mars Crest. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- VIII - MAGUS SISTERS ---> A751 ----------------------------------------------------------------------------- 1. You'll get them after you have Blossom Crown and Flower Scepter *KEY ITEMS* and after you have obtained Anima and Yojimbo in Remiem Temple. After you've done all that, examine barred doors in the back of Remiem temple. You'll be asked to use both Blossom Crown and Flower Scepter. Seals have been broken, so enter and they're yours. ----------------------------------------------------------------------------- 2. Special attacks: - Mindy's Passado [---> A756] - VS one enemy - 15 consecutive hits - phd - Sandy's Razzia [---> A757] - VS one enemy - phd - Cindy's Camisade [---> A739] - VS one enemy - phd - Delta Attack (Overdrive) [---> A741] - STATT VS all enemies - 6 consecutive hits to all enemies - std - usable only if all three are alive ----------------------------------------------------------------------------- 3. Amount of items needed in order to teach new abilities: Magus Sisters cannot be taught any abilities. ----------------------------------------------------------------------------- 4. Items needed in order to raise attributes: HP, Str and Def - Power Sphere | MP, Mag and Mdef - Mana Sphere Agi, Acc and Eva - Speed Sphere | Luck - Fortune Sphere ----------------------------------------------------------------------------- 5. Strongest aeons in the game, their Overdrive only surpassed by Oblivion. However, price comes high. As with Yojimbo, you can't control directly what they will use. You are, however, presented with at least two commands to choose from. When entered, Sister on the act may either execute an attack or 'Taking a break...'. I hate it so when that happens. Mindy: Passado, physical attack, all Lv2 element spells, all Lv3 element spells, Drain, Death, Bio, Flare, Ultima, Lancet. Sandy: Razzia, Reflect, Haste, Shell, Protect, physical attack, NulAll. Cindy: Camisade, physical attack, all Lv3 element spells, Auto-Life, Life, Full-Life, Pray, Cure, Cura, Curaga, Mighty Guard, Holy. ----------------------------------------------------------------------------- 6. Magus Sisters don't require a certain chr's celestial weapon to exceed 9999 damage limit. They can do so after they're strong enough. ----------------------------------------------------------------------------- ***************************************************************************** 3 - LAST MINUTE USEFUL AEON TIPS AND TRICKS ***************************************************************************** 1. List of commands is outlined like this: - Attack : launch a physical attack VS targeted enemy - *Special attack* : unleash aeon's special attack - White Magic : exactly the same as if you were controlling your regular characters - Black Magic : exactly the same as if you were controlling your regular characters - Skill : exactly the same as if you were controlling your regular characters - Special : exactly the same as if you were controlling your regular characters - Pay (only Yojimbo): pay money to Yojimbo so that he attacks your enemies - Overdrive : when aeon's Overdrive gauge is full, press left in command window, then pick the name of Overdrive and let it rip (GO Shiva!) - Shield : by pressing right in command window you can access this command, which reduces damage done to aeon until next turn by 75%, but Overdrive gauge doesn't charge - Boost : by pressing right in command window you can access this command, which increases damage done to aeon until next turn by 50%, but also charges Overdrive gauge faster - Dismiss : by pressing right in command window you can access this command, which sends an aeon away 2. Remember, Ifrit, Shiva and Ixion can also be healed with their natural element! Ifrit with fire, Shiva with ice and Ixion with lightning. 3. You should teach your aeons following abilities: Full Break, Lancet, Doublecast, Curaga, Hastega, Slowga, Shell, Protect, Reflect, Dispel, Regen, Holy, Flare, Ultima. 4. When raising aeon's attributes, take heed that after certain amount of times item requirement for certain stat may rise by one. For example: Anima needs 50 Power Spheres in order to raise her HP by 100. After you do so for about ten times, you will need *51 Power Spheres* for next HP improvement. Same applies for all of 10 statistics. Detailed formulas are further down. Also note that strength of an aeon is tied to that of the summoner. So, stronger Yuna gets, stronger aeons get, but there is aeon growth limit, ie a point behind which aeon's stats will stop growing no matter how much you train Yuna. The first increase in aeon's stats takes place after the 60th battle from the time the aeon was first available). From then on, the levels can increase up to 18 times at 30-battle intervals (thanks to piggyback). 5. If aeon is KO-ed in battle, that aeon will need certain amount of battles before his/her HP is restored. His/her Ov. gauge is also reset to zero. You can speed this up by finding a save sphere and examining it. Doing this instantly revives all aeons and restores everyone's HP/MP. ----------------------------------------------------------------------------- Valefor - 8 battles to go | Ifrit - 12 battles to go Ixion - 20 battles to go | Shiva - 20 battles to go Bahamut - 24 battles to go | Yojimbo - 24 battles to go Anima - 24 battles to go | Magus Sisters - 30 battles to go ----------------------------------------------------------------------------- 6. All aeons have inherent ability of Sensor. Whenever you summon one, you will see enemy's stats pop up on the screen when targeting that enemy. In addition to sensor aeons also have innate ability of Piercing (discovered by Terence). ***************************************************************************** 4 - YOJIMBO MATHEMATICS INFORMATOR, NTSC STYLE ---> A848 ***************************************************************************** Note: Information written was permitted to use by Azure Edge! This is a section where the information lies explaining just how exactly does game configure the probability of Yojimbo using Zanmato... and the rest of the attacks. To start, Yojimbo's attacks are involved with six different factors. They are motivation, compatibility, gil paid, Zanmato level of the fiend/s, Overdrive gauge and random factor (like you expected something else, heh). ----------------------------------------------------------------------------- FACTOR 1 - MOTIVATION Motivation is most important factor, for it decides what attack Yojimbo will use. Motivation is a points scale, starting at zero. Higher motivation means better attack. Zanmato is performed at motivation, that is higher than 80. The other five factors are used to calculate motivation. After the calculations are done and if motivation is higher than 80, you'll see Zanmato. If not, calculations are done again, this time assuming Zanmato level of the fiend is one. Basically, first the game will find out if Yojimbo will do Zanmato. If not, another attack is selected. Motivation is resetted every turn, so if you pay Yojimbo 5000 gil one turn and 10000 the next, he will only have the motivation count for that second payment. Because all motivation numbers are whole, in- game equation rounds by ignoring the decimals. Outlined below is small chart showing what motivation triggers what attacks: --> 0 - 31 motivation will trigger Daigoro --> 32 - 47 motivation will trigger Kozuka --> 48 - 63 motivation will trigger Wakizashi VS one enemy --> 64 (and beyond) motivation will trigger Wakizashi VS all enemies The other five factors add up to Yojimbo's final motivation thus determining which attack will be used. Discussed below is how these five factors apply to the attack used. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 2 - GIL Cash paid is nearly as important as motivation. Paying certain amounts of gil can add up to 56 points of motivation to Yojimbo's overall motivation. How much gil for how many motivation? This you will see below. Gil Paid | Motivation | Gil Paid | Motivation ----------------------------------------------------------------------------- 1 to 3 | 0 | 4 to 7 | 2 8 to 15 | 4 | 16 to 31 | 6 32 to 63 | 8 | 64 to 127 | 10 128 to 255 | 12 | 256 to 511 | 14 512 to 1023 | 16 | 1024 to 2047 | 18 2048 to 4095 | 20 | 4096 to 8191 | 22 8129 to 16383 | 24 | 16384 to 32767 | 26 32768 to 65535 | 28 | 65536 to 131071 | 30 131072 to 262143 | 32 | 262144 to 524287 | 34 524288 to 1048575 | 36 | 1048576 to 2097151 | 38 2097152 to 4194303 | 40 | 4194304 to 83886007 | 42 83886008 to 16777215 | 44 | 16777216 to 33554431 | 46 33554432 to 67108863 | 48 | 67108864 to 134217727 | 50 134217728 to 268435455 | 52 | 268435456 to 536870911 | 54 536870912 to 999999999 | 56 | | ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 3 - COMPATIBILITY When you acquire Yojimbo, he starts with a hidden affection for Yuna. Better watch out, Tidus, hehe. It starts at 50, and can raise all the way up to 255 heaven. The equation for compatibility factor is [c / 30 = m], where c = compatibility and m = motivation. Whaaat? Measly +8 motivation for highest compatibility? Sadly it is so. Also, certain actions, when performed, will raise or lower Yojimbo's compatibility. 'Chart' below will show action performed first, followed by compatibility change... --> Pay 0 gil - compatibility drops by 20 points --> Yojimbo is KO-ed - compatibility drops by 10 --> Yojimbo is dismissed without being payed once - compatibility drops by 3 --> Daigoro is used - compatibility drops by 1 --> Kozuka is used - compatibility is not changed --> Wakizashi VS one enemy is used - compatibility rises by 1 point --> Wakizashi VS all enemies is used - compatibility rises by 3 --> Zanmato is used - compatibility rises by 4 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 4 - ZANMATO LEVEL There are five Zanmato Levels, and each fiend is assigned to one, even the underwater fiends, which you can't Zanmato otherwise. These levels affect the rate of Zanmato being used on a particular fiend; the higher the Zanmato level, the lower the Zanmato rate becomes. This is also tied in with the answer you gave when you hired him, and the motivation from his compatibility. To find out the effect of Zanmato Level on Yojimbo's motivation, take the motivation added from his compatibility and apply it to the below formula. For this equation, c = motivation from compatibility, p = the amount you paid for the attack, and t = your total amount of gil. c * (0.75 + [{p * 0.5} / t]) Now, take the solution from the above formula and multiply it into the equation below, based on the answer you gave Yojimbo when you hired him. If you hired him to help with your training as a summoner, or if you hired him to destroy fiends... Level One - * 1 Level Two - * 0.5 Level Three - * 0.33 Level Four - * 0.25 Level Five - * 0.2 If you hired him to defeat very strong enemies... Level One to Three - * 0.8 Level Four or Five - * 0.4 Which enemy has what Zanmato level? Their list is below. --> Zanmato level 1 Achelous, Aerouge, Ahriman, Alcyone, Anacondaur, Aqua Flan, Bandersnatch, Bashura, Basilisk, Bat Eye, Bite Bug, Black Element, Blue Element, Bomb, Buer, Bunyip, Cave Iguion, Chimera, Chimera Brain, Coeurl, Condor, Dark Element, Dark Flan, Defender, Defender X, Defender Z, Demonolith, Dingo, Dinonix, Dual Horn, Epaaj, Evil Eye, Exoray, Fallen Monk, Flame Flan, Floating Death, Floating Eye, Funguar, Gandarewa, Garm, Garuda, Gemini, Ghost, Gold Element, Grat, Great Malboro, Grenade, Grendel, Grothia, Guado Guardian (Sometimes Level 4), Halma, Ice Flan, Iguion, Imp, Ipiria, Iron Giant, Killer Bee, Klikk, Kusariqqu, Lamashtu, Land Worm, Larva, Lord Ochu, Machea, Maelspike, Mafdet, Magic Urn, Malboro, Mandragora, Master Coeurl, Master Tonberry, Maze Larva, Mech Defender, Mech Guard, Mech Gunner, Mech Hunter, Mech Leader, Mech Scouter, Melusine, Mi'ihen Fang, Murussu, Mushussu, Nebiros, Nidhogg, Ochu, Octopus, Ogre, Phlegyas, Piranha, Puroboros, Ragora, Raldo, Raptor, Red Element, Remora, Sahagin, Sahagin Chief, Sandragora, Sand Wolf, Sand Worm, Shred, Simurgh, Sinscale (Underwater Sinscales are Level 4), Sinspawn: Ammes, Skoll, Snow Flan, Snow Wolf, Spathi, Spirit, Splasher, Swamp Mafdet, Thorn, Thunder Flan, Tonberry, Valaha, Varuna, Vouivre (2 Types), Warrior Monk (2 Types), Wasp, Water Flan, Wendigo, White Element, Worker, Wraith, Xiphos, YAT-97, YAT-99, Yellow Element, YKT-11, YKT-63, Yowie, Zaurus, Zuu. --> Zanmato level 2 Barbatos, Behemoth, Behemoth King, Cactuar, Qactuar. --> Zanmato level 3 Adamantoise, Anima. --> Zanmato level 4 All Monster Arena bosses (except Earth Eater, Greater Sphere, Catastrophe, Th'uban, Ultima Buster and Nemesis), Arms, Braska's Final Aeon, B. Ronso, Chocobo Eater, Crawler, dark aeons, Evrae, Evrae Altana, Extractor, Geneaux's Tentacle, Geosgaeno, Guado Guardian (Sometimes Level 1), Head, Kimahri, Left Fin, Mimic, Mortibody, Mortivessel, Negator, Neslug, Oblitzerator, Omega Weapon, Penance, Pterya, Right Fin, Sanctuary Keeper, S., S. Flux, S. Natus, S. Omnis, Shinryu, Sin's Fin, Sin's Core, Sin's Head, Sinspawn: Echuilles, Sinspawn: Genais, Sinspawn: Geneaux, Sinspawn Gui, Spectral Keeper, Spherimorph, Tros, Ultima Weapon, Underwater Sinscale, Y. Ronso, Y. Woman. --> Zanmato level 5 Earth Eater, Greater Sphere, Catastrophe, Th'uban, Ultima Buster, Nemesis ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 5 - OVERDRIVE This one is quick. If Yojimbo's overdrive gauge is full, this adds 2 points to his overall motivation. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 6 - RANDOM FACTOR Random factor will always determine whether or not you'll see Zanmato. It randomly adds anywhere from 0 to 63 points to Yojimbo's overall motivation. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FREE ATTACKS? There's also a chance that Yojimbo will attack free of charge. If c = compatibility, the chance is (c / 1024). When he does this, his motivation calculation is much simpler. If c = compatibility, the formula is (c / 4) + a random factor of 0 to 63. The result is: --> 0 - 31 motivation will trigger Daigoro --> 32 - 47 motivation will trigger Kozuka --> 48 - 63 motivation will trigger Wakizashi VS one enemy --> 64 - 79 motivation will trigger Wakizashi VS all enemies --> 80 (and beyond) will trigger Zanmato Free Zanmato is used if Zanmato level of the enemy is one. It's the most economic way of using Yojimbo, but it'll cost you a few truckloads of gil to get you all the way to 255 compatibility (counts few millions of dead Mimics). At 255 compatibility Yojimbo attacks for free 25% of the time and uses either Wakizashi or Zanmato. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- EXECUTING ZANMATO? Here are a few tips that may help you increase your chances to see Zanmato: - Don't let Yojimbo get KO-ed - Don't pay him zero gil, or dismiss him straight away - Pay him at least 1000 gil every turn you plan using him - Keep his overdrive gauge (near) full - Pay all money you have and hope that randomness is on your side for once - lastly, investing large amounts of gil until he has 255 compatibility ----------------------------------------------------------------------------- ***************************************************************************** 5 - YOJIMBO MATHEMATICS INFORMATOR, PAL / INTERNATIONAL STYLE ---> A848 ***************************************************************************** Info supplied by Olivier Hague on FFX message board. It all depends on Yojimbo's Motivation. It starts at 0, naturally. It is calculated as follows: ----------------------------------------------------------------------------- FACTOR 1: The money you paid him for the attack Motivation according to how much you paid him for the attack: ----------------------------------------------------------------------------- 1 ~3 Gil -> + 0 | 4 ~7 Gil -> + 4 8 ~15 Gil -> + 8 | 16 ~31 Gil -> + 12 32 ~63 Gil -> + 16 | 64 ~127 Gil -> + 20 128 ~255 Gil -> + 24 | 256 ~511 Gil -> + 28 512 ~1023 Gil -> + 32 | 1024 ~2047 Gil -> + 36 2048 ~4095 Gil -> + 40 | 4096 ~8191 Gil -> + 44 8192 ~16383 Gil -> + 48 | 16384 ~32767 Gil -> + 52 32768 ~65535 Gil -> + 56 | 65536 ~131071 Gil -> + 60 131072 ~262143 Gil -> + 64 | 262144 ~524287 Gil -> + 68 524288 ~1048575 Gil -> + 72 | 1048576 ~2097151 Gil -> + 76 2097152 ~4194303 Gil -> + 80 | 4194304 ~83886007 Gil -> + 84 8388608 ~16777215 Gil -> + 88 | 16777216 ~33554431 Gil -> + 92 33554432 ~67108863 Gil -> + 96 | 67108864 ~134217727 Gil -> + 100 134217728~268435455 Gil -> + 104 | 268435456~536870911 Gil -> + 108 536870912~999999999 Gil -> + 112 | ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 2: The Compatibility parameter This hidden parameter starts at 128. The minimum is 0, and the max is 255. It decreases by 20 points if you pay him 0 Gil. It decreases by 10 points if Yojimbo is KO-ed during battle. It decreases by 3 points if you dismiss him just after you summoned him. It decreases by 1 point when he attacks with Daigoro. It doesn't change when he uses Kozuka. It increases by 1 point when he uses Wakizashi VS one enemy. It increases by 3 points when he uses Wakizashi VS all enemies. It increases by 4 points when he uses Zanmato. It doesn't reset when the battle is over. Yojimbo's motivation according to his compatibility parameter when you paid him for the attack: + (Compatibility / 4) (round off by ignoring what's after the comma) ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 3: Your answer when you hired him, and the Zanmato Lv. of the enemy You chose you wanted to hire him as a part of your training as a Summoner: X [0.75 + (what you paid for the attack X 0.5 / the total amount of Gil you have)] (round off by ignoring what's after the comma) You chose you wanted to hire him as a part of your training as a Summoner, or to destroy fiends: Enemy is Zanmato Lv. 1 -> X 1 Enemy is Zanmato Lv. 2 -> X 0.5 Enemy is Zanmato Lv. 3 -> X 0.33 Enemy is Zanmato Lv. 4 -> X 0.25 Enemy is Zanmato Lv. 5 -> X 0.2 Enemy is Zanmato Lv. 6 -> X 0.16 (round off by ignoring what's after the comma) You chose you wanted to hire him to defeat really strong enemies: Enemy is Zanmato Lv. 1~3 -> X 0.8 Enemy is Zanmato Lv. 4~6 -> X 0.4 (round off by ignoring what's after the comma) ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 4: The Overdrive gauge If it was full when you paid him for the attack: + 20 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 5: The random factor That one is random: it can be anywhere between + 0-63 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FACTOR 6: So, how much does that make? If, after all that, Yojimbo's motivation is equal or superior to 80, he'll use Zanmato. If it isn't, the whole calculation will be made one more time, but the enemy's Zanmato Lv. will be considered to be 1 this time. And according to the new Motivation result... 0~31 -> Daigoro 32~47 -> Kozuka 48~63 -> Wakizashi (one enemy) 64+ -> Wakizashi (all enemies) ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FREE ATTACK? Yojimbo may also immediately attack for free when his turn comes. Odds are: Compatibility parameter / 1024 When he does attack for free, the kind of attack he does is decided as follows: [Compatibility parameter / 4] (round off by ignoring what's after the comma) + 0~63 (random) If the result is: 0~31 -> Yojimbo uses Daigoro 32~47 -> Yojimbo uses Kozuka 48~63 -> Yojimbo uses Wakizashi VS one enemy 64~79 -> Yojimbo uses Wakizashi VS all enemies 80+ -> Yojimbo uses Zanmato if the enemy's Zanmato Lv. is 1, otherwise, he uses Wakizashi VS all enemies ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 16.) ABOUT OVERDRIVES ============================================================================= ============================================================================= ***************************************************************************** 1 - TIDUS' OVERDRIVE - SWORDPLAY ---> A582 ***************************************************************************** Press button at the right time for extra damage! Once Tidus' Ov. gauge is full, press left in command window. A bar with brighter middle part will appear with fast moving marker moving across. You want to stop this marker while it's over that bright part to inflict additional damage. Also the quicker you are, the greater the damage. ----------------------------------------------------------------------------- A - Spiral cut (3 seconds timer) ---> A555 Unsuccessful stop - VS one enemy, 1 strike with attack power 24 Successful stop - VS one enemy, 1 strike with attack power 32 ----------------------------------------------------------------------------- B - Slice & Dice (3 seconds timer) ---> A520 Unsuccessful stop - VS 1-3 enemies, 3 strikes randomly distributed among enemies with attack power 8 Successful stop - VS 1-4 enemies, 6 strikes randomly distributed among enemies with attack power 6 Note - learned once you use previous Overdrive 10 times, regardless of success ----------------------------------------------------------------------------- C - Energy Rain (3 seconds timer) ---> A179 Unsuccessful stop - VS all enemies, 1 strike with attack power 20 Successful stop - VS all enemies, 1 strike with attack power 26 Note - learned once you use previous two Overdrives 30 times, regardless of success ----------------------------------------------------------------------------- D - Blitz Ace (2 seconds timer) ---> A064 Unsuccessful stop - VS one enemy, 8 strikes with attack power 4 Successful stop - VS one enemy, 8 strikes with attack power 4, and then 1 strike with attack power 24 Note - learned once you use previous Overdrives 80 times, regardless of success ----------------------------------------------------------------------------- ***************************************************************************** 2 - YUNA'S OVERDRIVE - GRAND SUMMON ---> A237 ***************************************************************************** Summon an Aeon in Overdrive! Once Yuna's Ov. gauge is full, press left in command window. Yuna can now use Grand Summon. Select an Aeon you want. Aeon she'll summon will come to battle with full Overdrive, instantly ready to be launched. The other cool catch is that if Aeon had full Overdrive prior to Grand Summon, he gets to keep it, meaning you can unleash two Mega Flares in a row, for example. ***************************************************************************** 3 - LULU'S OVERDRIVE - FURY ---> A225 ***************************************************************************** Unleash a barrage of spells on the enemy! Once Lulu's Ov. gauge is full, press left in command window. Pick Fury, then select the spell you want to use. Now rotate right analog stick as fast as you can. The more circles you successfully complete, the more number on screen will rise. Once time limit elapses, chosen spell will be thrown at the enemies. The harder the spell, the more circles you need to accomplish for one successful casting. Two good things about it are that it penetrates enemy's Reflect and is not affected by Shell. Bad thing is that damage done is merely a fraction of what it could be were it cast alone. Here's the order of spells as they're listed in Lulu's Overdrive screen: ----------------------------------------------------------------------------- Fire Fury (attack power 5) | Thunder Fury (attack power 5) Water Fury (attack power 5) | Blizzard Fury (attack power 5) Fira Fury (attack power 10) | Thundara Fury (attack power 10) Watera Fury (attack power 10) | Blizzara Fury (attack power 10) Firaga Fury (attack power 18) | Thundaga Fury (attack power 18) Waterga Fury (attack power 18) | Blizzaga Fury (attack power 18) Bio Fury | Demi Fury Death Fury | Drain Fury (attack power 9) Osmose Fury (attack power 4) | Flare Fury (attack power 22) Ultima Fury (attack power 28) | ----------------------------------------------------------------------------- Notes about Lulu's Furies: - Bio Fury has up to 80% chance of inflicting Poison - Demi Fury reduces current HP by 12,5% - Death Fury has up to 80% chance of inflicting Death - Fury's maximum is *sixteen* spells - available Furies appear as soon as Lulu learns the respective Black Magic ***************************************************************************** 4 - WAKKA'S OVERDRIVE - SLOTS ---> A521 ***************************************************************************** Get the right combination for the ultimate shot! Once Wakka's Ov. gauge is full, press left in command window. Slot machine will appear. His Overdrive is called Slots. Depending on type of reels you've obtained so far you can choose from following: ----------------------------------------------------------------------------- A - Element Reels ---> A177 These are Wakka's primary reels you'll have from the time he joins your party. Once selected, you'll have 20 secs to line up colors of the orbs. There's four kinds of them, each one for respective elemental damage: red for fire, blue for water, yellow for lightning and white for ice. There's multiple outcomes you may get depending on what was lined up. I'll explain them: - if you line up three red orbs successfully, Wakka will perform fire elemental physical attack VS all enemies with attack power 34 (same applies if you line up three blue, yellow or white orbs respectively) - if you line up say two red and one blue orb, Wakka will perform fire elemental physical attack VS one random enemy with attack power 34 (same applies for various other combinations) - if you line up say one red, one blue and one yellow orb, Wakka will perform an ordinary physical attack VS one random enemy for critical damage with attack power 34 ----------------------------------------------------------------------------- B - Attack Reels ---> A028 These are second reels Wakka can use and surprisingly, they're the best out of all four he can joke around with. Attack Reels may appear as a prize in Blitzball Tournament. Picture proving that available at: http://splitinfinity.50megs.com/images/attackreels.jpg Once you take Attack Reels for a spin, you have 20 secs to select among three choices: 1x hit, 2x hit, or Miss. Likewise, multiple outcomes are possible. - if you line up say '1x hit, 2x hit and Miss', Wakka will launch three physical attacks randomly distributed among all enemies on the screen - if you line up say '1x hit, 2x hit and 2x hit', Wakka will launch five physical attacks randomly distributed among all enemies on the screen - if you line up say '1x hit, 1x hit and 1x hit', Wakka will launch six physical attacks randomly distributed among all enemies on the screen - if you line up say '2x hit, 2x hit and 2x hit', Wakka will launch twelve(!) physical attacks randomly distributed among all enemies on the screen - this is the best outcome you can wish for - attack power taken into account is amount of hits multiplied by 10 ----------------------------------------------------------------------------- C - Status Reels ---> A563 These are third reels for Wakka... the least useful as well. Status Reels may appear as a prize in Blitzball League. Picture proving that available at: http://splitinfinity.50megs.com/images/statusreels.jpg Once you take Status Reels for a spin, you have 20 secs to select among three choices: 'Down' symbol, 'skull' symbol and... errr, 'sandclock' symbol. Yet again, multiple outcomes possible. - if you line up three 'Down'-s successfully, Wakka will perform one physical attack VS all enemies with attack power 34 and inflict Full Break at the same time (if you complete 'skull'-s, enemies will be inflicted with Poison, Sleep, Silence and Darkness; by lining up three 'sandclock'-s, Wakka will try to launch an attack which petrifies all enemies) - if you line up say two 'Down'-s and one 'skull', Wakka will launch a physical attack (carries Full Break as well) against one random enemy with attack power 34 (same applies for various other combinations) - if you line up one of each symbol, Wakka will perform an ordinary physical attack VS one random enemy for critical damage with attack power 34 - Wakka must appear in at least 250 battles against fiends before Status Reels become a prize ----------------------------------------------------------------------------- D - Aurochs Reels ---> A030 Last reels for Wakka and useless as well. They may appear as Tournament prize. Picture proving that available at: http://splitinfinity.50megs.com/images/aurochsreels.jpg Aurochs reels are combination of Element and Status Reels. Each slot is comprised of following symbols: red, blue, yellow and white orbs, 'skull', 'sandclock', 'Down' and three Aurochs symbols per one slot. Once activated, you have 20 seconds to line up the symbols. A myriad of outcomes is possible again. For lining up orbs and symbols look a bit above, but I do need to mention two outcomes: - if you line up say two red orbs and one 'Down', this will no longer cause fire elemental attack VS one random enemy - instead one random enemy is hit for critical damage - if you line up three Aurochs symbols, all enemies get hit once with attack power 72 - Wakka must appear in at least 450 battles against fiends before Aurochs Reels become a prize ----------------------------------------------------------------------------- ***************************************************************************** 5 - AURON'S OVERDRIVE - BUSHIDO ---> A077 ***************************************************************************** Enter commands for a lethal sword attack! Once Auron's Ov. gauge is full, press left in command window. Pick Bushido, then select one of four attacks you'd like to use. Timer will now appear on screen along with some buttons. Follow the instructions on screen to enter the commands. If successful, additional effects are added to the attack - however, if your opponent is immune to the additional effect, the status neutral 'variant' will automatically be used to attack (thanks to piggyback for this). Also the quicker you are, the greater the damage. ----------------------------------------------------------------------------- A - Dragon Fang (4 seconds timer) ---> A169 Commands - Down, Left, Up, Right, L1, R1, Circle, X Unsuccessful entry - damages all enemies once with attack power 16 Successful entry - damages all enemies once with attack power 17 and delay's their next turn a bit Variant - damages all enemies once with attack power 19 Note - initially available ----------------------------------------------------------------------------- B - Shooting Star (4 seconds timer) ---> A487 Commands - Triangle, Circle, Square, Circle, Left, Right, X Unsuccessful entry - damages one enemy once with attack power 24 Successful entry - damages one enemy once with attack power 24, attacked enemy is ejected Variant - damages one enemy once with attack power 27 Note - learned once you collect one of special spheres ----------------------------------------------------------------------------- C - Banishing Blade (4 seconds timer) ---> A045 Commands - Up, L1, Down, R1, Right, Left, Triangle Unsuccessful entry - damages one enemy once with attack power 28 Successful entry - damages one enemy once with attack power 28 and inflicts Full Break Variant - damages one enemy once with attack power 30 Note - learned once you collect three of special spheres ----------------------------------------------------------------------------- D - Tornado (3 seconds timer) ---> A598 Commands - X, Right, R1, Left, L1, Triangle Unsuccessful entry - damages all enemies once with attack power 15 Successful entry - damages all enemies twice with attack power 20 Variant - none Note - learned once you collect all ten of special spheres ----------------------------------------------------------------------------- For information where to find these spheres, please look in the Sidequests section or in FFX Enc. look up Auron's Sphere. ***************************************************************************** 6 - KIMAHRI'S OVERDRIVE - RONSO RAGE ---> A462 ***************************************************************************** Use fiends' skills against them! Once Kimahri's Ov. gauge is full, press left in command window. Pick Ronso Rage, then select one of twelve skills you'd like to use. Kimahri learns new Rages by using Lancet on specific enemies. ----------------------------------------------------------------------------- A - Jump ---> A283 VS one enemy, physical damage with attack power 32 Learn from? - Initially available ----------------------------------------------------------------------------- B - Fire Breath ---> A205 VS all enemies, fire mgd with attack power 24 Learn from? - Dual Horn, Grendel, Y. Ronso ----------------------------------------------------------------------------- C - Seed Cannon ---> A475 VS one enemy, physical damage with attack power 33 Learn from? - Ragora, Grat ----------------------------------------------------------------------------- D - Self-Destruct ---> A476 VS one enemy, std, Kimahri is gone for rest of battle, damage inflicted is Kimahri's MAX HP multiplied by three (can score critical damage) Learn from? - Bomb, Grenade, Puroboros, B. Ronso ----------------------------------------------------------------------------- E - Thrust Kick ---> A592 VS one enemy, physical damage with attack power 33 (Enemy *is not* ejected!) Learn from? - YKT-11, YKT-63, B. Ronso ----------------------------------------------------------------------------- F - Stone Breath ---> A566 VS all enemies, inflicts Petrify Learn from? - Basilisk, Anacondaur, Y. Ronso ----------------------------------------------------------------------------- G - Aqua Breath ---> A023 VS all enemies, water mgd with attack power 26 Learn from? - Chimera, Chimera Brain, Y. Ronso ----------------------------------------------------------------------------- H - Doom ---> A163 VS one enemy, inflicts Doom Learn from? - Ghost, Wraith, B. Ronso ----------------------------------------------------------------------------- I - White Wind ---> A636 on all allies, restores a fraction of HP with attack power 40 Learn from? - Dark Flan, Spirit, Y. Ronso ----------------------------------------------------------------------------- J - Bad Breath ---> A043 VS all enemies, inflicts status disorder on all enemies for 10 turns (so far I've seen Sleep, Silence, Darkness, Poison) Learn from? - Malboro, Great Malboro ----------------------------------------------------------------------------- K - Mighty Guard ---> A365 on all allies, adds NulAll, Shell, Protect Learn from? - Behemoth, Behemoth King, B. Ronso ----------------------------------------------------------------------------- L - Nova ---> A392 VS all enemies, extreme std with attack power 70 Learn from? - Omega Weapon, Nemesis ----------------------------------------------------------------------------- ***************************************************************************** 7 - RIKKU'S OVERDRIVE - MIX ---> A367 ***************************************************************************** Combine items for various effects! Once Rikku's Ov. gauge is full, press left in command window. Pick Mix, then select two of the items you'd like to use in combination. There's a total of 64 end products you can chuck around. Luckily Christine allowed me to use her combo mix list as a basis for this part. Since it's unnecessary for me to keep the full data, I'll only list up to 4 mix combos for particular Mix - I'll concentrate on mix combos with lowest available items. NOTE: CRIT abbr you will see by some Mixes denote damage by critical strike. ----------------------------------------------------------------------------- 1 - Grenade ---> A668 - one hit for 350 damage (CRIT - 700) VS all enemies - damage done is not affected by anyone's stats or statuses currently in effect MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Fragment + Antarctic Wind | Bomb Core + Arctic Wind Fire Gem + Ice Gem | Electro Marble + Fish Scale ----------------------------------------------------------------------------- 2 - Frag Grenade ---> A669 - one hit for 800 damage (CRIT - 1600) + Armor Break status VS all enemies - damage done is not affected by anyone's stats or statuses currently in effect - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Power Sphere + Power Sphere | Power Sphere + Mana Sphere Power Sphere + Speed Sphere | Power Sphere + Ability Sphere ----------------------------------------------------------------------------- 3 - Pineapple ---> A670 - one hit for 1250 damage (CRIT - 2500) VS all enemies - damage done is not affected by anyone's stats or statuses currently in effect MIX COMBOS WHICH WILL GET YOU THIS RESULT: Power Distiller + Map | Power Distiller + Rename Card Mana Distiller + Map | Mana Distiller + Rename Card ----------------------------------------------------------------------------- 4 - Potato Masher ---> A671 - one hit for 2500 damage (CRIT - 5000) VS all enemies - damage done is not affected by anyone's stats or statuses currently in effect MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Core + Lightning Gem | Bomb Core + Water Gem Fire Gem + Lightning Marble | Fire Gem + Lightning Gem ----------------------------------------------------------------------------- 5 - Cluster Bomb ---> A672 - one hit for 4800 damage (CRIT - 9600) VS all enemies - damage done is not affected by anyone's stats or statuses currently in effect MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Fragment + Shining Gem | Bomb Fragment + Blessed Gem Bomb Core + Shining Gem | Bomb Core + Blessed Gem ----------------------------------------------------------------------------- 6 - Tallboy ---> A673 - one hit for 9250 damage (CRIT - 18500) VS all enemies - damage done is not affected by anyone's stats or statuses currently in effect; you must, however, be equipped by Godhand or Break Damage Limit weapon to exceed 9999 limit MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Fragment + Supreme Gem | Bomb Core + Supreme Gem Fire Gem + Supreme Gem | Electro Marble + Supreme Gem ----------------------------------------------------------------------------- 7 - Blaster Mine ---> A674 - one hit for 1100 damage (CRIT - 2200) VS all enemies, also inflicts Sleep, Darkness, Silence (last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Grenade | Antidote + Frag Grenade Soft + Grenade | Soft + Frag Grenade ----------------------------------------------------------------------------- 8 - Hazardous Shell ---> A675 - one hit for 2300 damage (CRIT - 4600) VS all enemies, also inflicts Sleep, Darkness, Silence (these last for four fiend's turns) and Poison - damage done is not affected by anyone's stats or statuses currently in effect - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Healing Water + Grenade | Healing Water + Frag Grenade Tetra Elemental + Grenade | Tetra Elemental + Frag Grenade ----------------------------------------------------------------------------- 9 - Calamity Bomb ---> A676 - one hit for 3600 damage (CRIT - 7200) VS all enemies, also inflicts Sleep, Darkness, Silence (these last for five fiend's turns), Poison and Full Break - damage done is not affected by anyone's stats or statuses currently in effect - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Grenade + Master Sphere | Grenade + Lv.3 Key Sphere Grenade + Lv.4 Key Sphere | Frag Grenade + Attribute Sphere ----------------------------------------------------------------------------- 10 - Chaos Grenade ---> A677 - one hit for 7250 damage (CRIT - 14500) VS all enemies, also inflicts Sleep, Darkness, Silence (these last for eight fiend's turns), Poison, Full Break and Slow - damage done is not affected by anyone's stats or statuses currently in effect - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Grenade + HP Sphere | Grenade + MP Sphere Grenade + Strength Sphere | Grenade + Defence Sphere ----------------------------------------------------------------------------- 11 - Heat Blaster ---> A678 - five fire hits, each for 400 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulBlaze, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Bomb Fragment | Antidote + Bomb Core Soft + Bomb Fragment | Soft + Bomb Core ----------------------------------------------------------------------------- 12 - Firestorm ---> A679 - six fire hits, each for 700 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulBlaze, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Fire Gem | Soft + Fire Gem Eye Drops + Fire Gem | Echo Screen + Fire Gem ----------------------------------------------------------------------------- 13 - Burning Soul ---> A680 - nine fire hits, each for 900 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulBlaze, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Fragment + Master Sphere | Bomb Fragment + Lv.3 Key Sphere Bomb Fragment + Lv.4 Key Sphere | Bomb Fragment + HP Sphere ----------------------------------------------------------------------------- 14 - Brimstone ---> A681 - three fire hits, each for 400 damage, on random targets in enemy party, also inflicts Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulBlaze, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Fragment + Sleeping Powder | Bomb Fragment + Dream Powder Bomb Fragment + Silence Grenade | Bomb Fragment + Smoke Bomb ----------------------------------------------------------------------------- 15 - Abaddon Flame ---> A682 - three fire hits, each for 900 damage, on random targets in enemy party, also inflicts Full Break, Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulBlaze, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Fragment + Chocobo Feather | Bomb Fragment + Chocobo Wing Bomb Core + Dream Powder | Bomb Core + Farplane Shadow ----------------------------------------------------------------------------- 16 - Thunderbolt ---> A683 - five lightning hits, each for 400 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulShcok, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Electro Marble | Antidote + Lightning Marble Soft + Electro Marble | Soft + Lightning Marble ----------------------------------------------------------------------------- 17 - Rolling Thunder ---> A684 - six lightning hits, each for 700 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulShock, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Lightning Gem | Soft + Lightning Gem Eye Drops + Lightning Gem | Echo Screen + Lightning Gem ----------------------------------------------------------------------------- 18 - Lightning Bolt ---> A685 - nine lightning hits, each for 900 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulShock, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Electro Marble + Master Sphere | Electro Marble + Lv.3 Key Sphere Electro Marble + Lv.4 Key Sphere | Electro Marble + HP Sphere ----------------------------------------------------------------------------- 19 - Electroshock ---> A686 - three lightning hits, each for 400 damage, on random targets in enemy party, also inflicts Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulShock, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Electro Marble + Sleeping Powder | Electro Marble + Dream Powder Electro Marble + Silence Grenade | Electro Marble + Smoke Bomb ----------------------------------------------------------------------------- 20 - Thunderblast ---> A687 - three lightning hits, each for 900 damage, on random targets in enemy party, also inflicts Full Break, Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulShock, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Lightning Marble + Dream Powder | Lightning Marble + Farplane Shadow Lightning Marble + Farplane Wind | Lightning Gem + Sleeping Powder ----------------------------------------------------------------------------- 21 - Waterfall ---> A688 - five water hits, each for 400 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulTide, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Fish Scale | Antidote + Dragon Scale Soft + Fish Scale | Soft + Dragon Scale ----------------------------------------------------------------------------- 22 - Flash Flood ---> A689 - six water hits, each for 700 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulTide, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Water Gem | Soft + Water Gem Eye Drops + Water Gem | Echo Screen + Water Gem ----------------------------------------------------------------------------- 23 - Tidal Wave ---> A690 - nine water hits, each for 900 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulTide, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Fish Scale + Master Sphere | Fish Scale + Lv.3 Key Sphere Fish Scale + Lv.4 Key Sphere | Fish Scale + HP Sphere ----------------------------------------------------------------------------- 24 - Aqua Toxin ---> A691 - three water hits, each for 400 damage, on random targets in enemy party, also inflicts Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulTide, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Fish Scale + Sleeping Powder | Fish Scale + Dream Powder Fish Scale + Silence Grenade | Fish Scale + Smoke Bomb ----------------------------------------------------------------------------- 25 - Dark Rain ---> A692 - three water hits, each for 900 damage, on random targets in enemy party, also inflicts Full Break, Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's water affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulTide, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Dragon Scale + Dream Powder | Dragon Scale + Farplane Shadow Dragon Scale + Farplane Wind | Water Gem + Sleeping Powder ----------------------------------------------------------------------------- 26 - Snow Flurry ---> A693 - five ice hits, each for 400 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulFrost, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Antarctic Wind | Antidote + Arctic Wind Soft + Antarctic Wind | Soft + Arctic Wind ----------------------------------------------------------------------------- 27 - Icefall ---> A694 - six ice hits, each for 700 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulFrost, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Ice Gem | Soft + Ice Gem Eye Drops + Ice Gem | Echo Screen + Ice Gem ----------------------------------------------------------------------------- 28 - Winter Storm ---> A695 - nine ice hits, each for 900 damage, on random targets in enemy party - damage done is not affected by anyone's stats or statuses currently in effect - enemy's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if enemy is under NulFrost, only first hit is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antarctic Wind + Master Sphere | Antarctic Wind + Lv.3 Key Sphere Antarctic Wind + Lv.4 Key Sphere | Antarctic Wind + HP Sphere ----------------------------------------------------------------------------- 29 - Black Ice ---> A696 - three ice hits, each for 400 damage, on random targets in enemy party, also inflicts Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulFrost, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antarctic Wind + Sleeping Powder | Antarctic Wind + Dream Powder Antarctic Wind + Silence Grenade | Antarctic Wind + Smoke Bomb ----------------------------------------------------------------------------- 30 - Krysta ---> A697 - three ice hits, each for 900 damage, on random targets in enemy party, also inflicts Full Break, Poison, Sleep, Darkness, Silence (latter three statuses last for three fiend's turns) - damage done is not affected by anyone's stats or statuses currently in effect - enemy's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - if fiend is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - if enemy is under NulFrost, only first hit (and statuses) is neutralized MIX COMBOS WHICH WILL GET YOU THIS RESULT: Arctic Wind + Dream Powder | Arctic Wind + Farplane Shadow Arctic Wind + Farplane Wind | Ice Gem + Sleeping Powder ----------------------------------------------------------------------------- 31 - Nega Burst ---> A698 - one gravity hit VS all enemies, tears off 3/4 of current HP - if enemy is immune to gravity attacks, nothing will happen MIX COMBOS WHICH WILL GET YOU THIS RESULT: Power Distiller + Shadow Gem | Mana Distiller + Shadow Gem Speed Distiller + Shadow Gem | Ability Distiller + Shadow Gem ----------------------------------------------------------------------------- 32 - Black Hole ---> A699 - one gravity hit VS all enemies, tears off 15/16 of current HP - if enemy is immune to gravity attacks, nothing will happen MIX COMBOS WHICH WILL GET YOU THIS RESULT: Shadow Gem + Master Sphere | Shadow Gem + Warp Sphere Shadow Gem + Pendulum | Shadow Gem + Amulet ----------------------------------------------------------------------------- 33 - Sunburst ---> A700 - one hit for 19998 damage VS all enemies - damage done is not affected by anyone's stats or statuses currently in effect MIX COMBOS WHICH WILL GET YOU THIS RESULT: Gambler's Spirit + Underdog's Secret | Gambler's Spirit + Winning Formula Underdog's Secret + Underdog's Secret | Underdog's Secret + Winning Formula ----------------------------------------------------------------------------- 34 - Ultra Potion ---> A701 - restores frontline party's HP to full; maximum HP restored this way is 99999 HP - be careful not to use this if any/all of your characters are under zombie status, as it will KO them! MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Potion | Potion + Hi-Potion Potion + X-Potion | Potion + Mega-Potion ----------------------------------------------------------------------------- 35 - Panacea ---> A702 - cures frontline party of status ailments - Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow and Zombie statuses - Doom, KO, Armor Break, Power Break, Mental Break and Magic Break statuses cannot be healed this way MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Antidote | Potion + Soft Potion + Eye Drops | Potion + Echo Screen ----------------------------------------------------------------------------- 36 - Ultra Cure ---> A703 - restores frontline party's HP (for 1/2 MAX HP of each frontline member) and status; maximum HP restored this way is 49999 HP - heals Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow and Zombie* statuses (* - although Zombie is removed, character suffers damage as well, so take care that chr's HP is above 1/2 MAX HP) - Doom, KO, Armor Break, Power Break, Mental Break and Magic Break statuses cannot be healed this way MIX COMBOS WHICH WILL GET YOU THIS RESULT: Power Distiller + Sleeping Powder | Power Distiller + Dream Powder Power Distiller + Silence Grenade | Power Distiller + Smoke Bomb ----------------------------------------------------------------------------- 37 - Mega Phoenix ---> A704 - revives frontline party members (other than Rikku) from KO with 1/2 MAX HP restored; maximum HP restored this way is 9999 HP - if any chrs are under zombie status, this will KO them MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Phoenix Down | Hi-Potion + Phoenix Down X-Potion + Phoenix Down | Mega-Potion + Phoenix Down ----------------------------------------------------------------------------- 38 - Final Phoenix ---> A705 - revives frontline party members (other than Rikku) from KO with full HP restored, also heals remaining chrs to full HP; maximum HP restored this way is 99999 HP - if any chrs are under zombie status, this will KO them MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Mega Phoenix | Hi-Potion + Mega Phoenix X-Potion + Mega Phoenix | Mega-Potion + Mega Phoenix ----------------------------------------------------------------------------- 39 - Elixir ---> A706 - one chr's HP/MP are restored - max HP/MP restored this way is 9999 HP/999 MP - be careful when using this Mix if any chr/s are under Zombie status; chr/s must have over 9999 HP (that is 10000 HP minimum) to survive MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Power Sphere | Antidote + Mana Sphere Antidote + Speed Sphere | Antidote + Ability Sphere ----------------------------------------------------------------------------- 40 - Megalixir ---> A707 - frontline party's HP/MP are restored - maximum HP/MP restored this way is 9999 HP/999 MP - be careful when using this Mix if any chr/s are under Zombie status; chr/s must have over 9999 HP (that is 10000 HP minimum) to survive MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Elixir | Potion + Shining Gem Potion + Blessed Gem | Potion + Farplane Shadow ----------------------------------------------------------------------------- 41 - Super Elixir ---> A708 - frontline party's HP/MP are restored, status ailments removed - maximum HP/MP restored this way is 9999 HP/999 MP - heals Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow and Zombie statuses - Doom, KO, Armor Break, Power Break, Mental Break and Magic Break statuses cannot be healed this way - heh, it's funny that this Mix can heal Zombie status, but it doesn't matter as chr gets KO-ed anyway MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Megalixir | Potion + Supreme Gem Potion + Attribute Sphere | Potion + Special Sphere ----------------------------------------------------------------------------- 42 - Final Elixir ---> A709 - frontline party's HP/MP are restored, status ailments removed, any KO-ed frontline party members (other than Rikku) are restored with full HP/MP - maximum HP/MP restored this way is 99999 HP/9999 MP - heals Berserk, Confusion, Curse, Darkness, KO, Petrification, Poison, Silence, Sleep, Slow and Zombie statuses - Doom, Armor Break, Power Break, Mental Break and Magic Break statuses cannot be healed this way - heh, it's funny that this Mix can heal Zombie status, but it doesn't matter as chr gets KO-ed anyway MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Dark Matter | Hi-Potion + Dark Matter Hi-Potion + Attribute Sphere | Hi-Potion + Special Sphere ----------------------------------------------------------------------------- 43 - NulAll ---> A710 - one of frontline members gains NulBlaze, NulShock, NulTide and NulFrost statuses for duration of one battle or until KO-ed (can be dispeled!) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Bomb Fragment | Potion + Bomb Core Potion + Fire Gem | Potion + Electro Marble ----------------------------------------------------------------------------- 44 - Mega NulAll ---> A711 - frontline party gains NulBlaze, NulShock, NulTide and NulFrost statuses for duration of one battle or until KO-ed (can be dispeled!) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Hi-Potion + Bomb Fragment | Hi-Potion + Bomb Core Hi-Potion + Fire Gem | Hi-Potion + Electro Marble ----------------------------------------------------------------------------- 45 - Hyper NulAll ---> A712 - frontline party gains NulBlaze, NulShock, NulTide and NulFrost statuses, Cheer and Focus for duration of one battle or until KO-ed (Nul statuses can be dispeled!) - Cheer and Focus remain in effect until end of battle MIX COMBOS WHICH WILL GET YOU THIS RESULT: Lunar Curtain + Mana Spring | Lunar Curtain + Stamina Spring Lunar Curtain + Soul Spring | Lunar Curtain + Purifying Salt ----------------------------------------------------------------------------- 46 - Ultra NulAll ---> A713 - frontline party gains NulBlaze, NulShock, NulTide and NulFrost statuses, attributes are raised for duration of one battle or until KO-ed (Nul statuses can be dispeled!) - these are additional effects Ultra NulAll gives you: Cheer x 5, Aim x 5, Focus x 5 and Reflex x 5 - these remain in effect until end of battle MIX COMBOS WHICH WILL GET YOU THIS RESULT: Healing Water + Chocobo Feather | Healing Water + Chocobo Wing Tetra Elemental + Chocobo Feather | Tetra Elemental + Chocobo Wing ----------------------------------------------------------------------------- 47 - Mighty Wall ---> A714 - frontline party gains Shell and Protect for duration of one battle or until KO-ed (can be dispeled!) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Antidote + Lunar Curtain | Antidote + Light Curtain Antidote + Star Curtain | Soft + Lunar Curtain ----------------------------------------------------------------------------- 48 - Mighty G ---> A715 - frontline party gains Shell, Protect, Haste for duration of one battle or until KO-ed (can be dispeled!) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Power Distiller + Power Distiller | Power Distiller + Mana Distiller Power Distiller + Speed Distiller | Power Distiller + Ability Distiller ----------------------------------------------------------------------------- 49 - Super Mighty G ---> A716 - frontline party gains Shell, Protect, Haste, Regen for duration of one battle or until KO-ed (can be dispeled!) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Core + Lunar Curtain | Bomb Core + Light Curtain Bomb Core + Star Curtain | Fire Gem + Lunar Curtain ----------------------------------------------------------------------------- 50 - Hyper Mighty G ---> A717 - frontline party gains Shell, Protect, Haste, Regen, Auto-Life for duration of one battle or until KO-ed (all of the statuses [sans Auto-Life] can be dispeled!) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Chocobo Wing + Pendulum | Lunar Curtain + Door to Tomorrow Light Curtain + Gambler's Spirit | Light Curtain + Underdog's Secret ----------------------------------------------------------------------------- 51 - Vitality ---> A718 - one of frontline chr's MAX HP is doubled for duration of one battle or until KO-ed - to exceed 9999 HP limit when using this Mix, you need Break HP Limit armor - can still use this Mix after, but effects DO NOT stack MIX COMBOS WHICH WILL GET YOU THIS RESULT: Hi-Potion + Hi-Potion | Hi-Potion + X-Potion X-Potion + X-Potion | ----------------------------------------------------------------------------- 52 - Mega Vitality ---> A719 - frontline party's MAX HP is doubled for duration of one battle or until KO-ed - to exceed 9999 HP limit when using this Mix, you need Break HP Limit armor - can still use this Mix after, but effects DO NOT stack MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Stamina Tablet, | Potion + Three Stars Hi-Potion + Stamina Tablet | Hi-Potion + Three Stars ----------------------------------------------------------------------------- 53 - Hyper Vitality ---> A720 - frontline party's MAX HP is doubled, adds Cheer for duration of one battle or until KO-ed - to exceed 9999 HP limit when using this Mix, you need Break HP Limit armor - can still use this Mix after, but effects DO NOT stack - Cheer effect remains for whole battle MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Stamina Tonic | Hi-Potion + Stamina Tonic X-Potion + Stamina Tonic | Mega-Potion + Stamina Tonic ----------------------------------------------------------------------------- 54 - Mana ---> A721 - one of frontline chr's MAX MP is doubled for duration of one battle or until KO-ed - to exceed 999 MP limit when using this Mix, you need Break MP Limit armor - can still use this Mix after, but effects DO NOT stack MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Ether | Hi-Potion + Ether X-Potion + Ether | Mega-Potion + Ether ----------------------------------------------------------------------------- 55 - Mega Mana ---> A722 - frontline party's MAX MP is doubled for duration of one battle or until KO-ed - to exceed 999 MP limit when using this Mix, you need Break MP Limit armor - can still use this Mix after, but effects DO NOT stack MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Turbo Ether | Hi-Potion + Turbo Ether X-Potion + Turbo Ether | Mega-Potion + Turbo Ether ----------------------------------------------------------------------------- 56 - Hyper Mana ---> A723 - frontline party's MAX MP is doubled, adds Focus for duration of one battle or until KO-ed - to exceed 999 MP limit when using this Mix, you need Break MP Limit armor - can still use this Mix after, but effects DO NOT stack - Focus effect remains for whole battle MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Mana Tablet | Potion + Mana Tonic Hi-Potion + Mana Tablet | Hi-Potion + Mana Tonic ----------------------------------------------------------------------------- 57 - Freedom ---> A724 - one of frontline chr's abilities cost 0 MP to cast/use for duration of one battle or until KO-ed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Ether + Mega Phoenix | Ether + Remedy Ether + Farplane Wind | ----------------------------------------------------------------------------- 58 - Freedom X ---> A725 - frontline party's abilities cost 0 MP to cast/use for duration of one battle or until KO-ed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Twin Stars | Hi-Potion + Twin Stars X-Potion + Twin Stars | Mega-Potion + Twin Stars ----------------------------------------------------------------------------- 59 - Quartet of 9 ---> A726 - one of frontline chr's actions always deal 9999 damage for duration of one battle or until KO-ed - Potion used by chr under Quartet of 9 effect would heal 9999 HP instead of usual 200, Pray special would heal all chrs for 9999 etc., attacks VS enemies deal 9999 damage (however, attacks that already deal say 20000 damage will continue to do so - Quartet of 9 *doesn't* lower the damage) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Bomb Fragment + Dark Matter | Bomb Core + Pendulum Bomb Core + Amulet | Bomb Core + Door to Tomorrow ----------------------------------------------------------------------------- 60 - Trio of 9999 ---> A727 - frontline party's actions always deal 9999 damage for duration of one battle or until KO-ed - Potion used by chr under Trio of 9999 effect would heal 9999 HP instead of usual 200, Pray special would heal all chrs for 9999 etc, attacks VS enemies deal 9999 damage (however, attacks that already deal say 20000 damage will continue to do so - Trio of 9999 *doesn't* lower the damage) MIX COMBOS WHICH WILL GET YOU THIS RESULT: Door to Tomorrow + Wings to Discovery | Door to Tomorrow + Gambler's Spirit Door to Tomorrow + Underdog's Secret | Gambler's Spirit + Gambler's Spirit ----------------------------------------------------------------------------- 61 - Hero Drink ---> A728 - one of frontline chr's attacks always deal critical damage for duration of one battle or until KO-ed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Potion + Fortune Sphere | Potion + Luck Sphere Potion + Designer Wallet | Hi-Potion + Fortune Sphere ----------------------------------------------------------------------------- 62 - Miracle Drink ---> A729 - frontline party's attacks always deal critical damage for duration of one battle or until KO-ed MIX COMBOS WHICH WILL GET YOU THIS RESULT: Ether + Luck Sphere | Ether + Designer Wallet Turbo Ether + Fortune Sphere | Turbo Ether + Luck Sphere ----------------------------------------------------------------------------- 63 - Hot Spurs ---> A730 - frontline party's Ov. gauge fills up at 1,5x speed for duration of one battle or until KO-ed - this is one of only two Mixes that can stack in effect with other Mix: Hot Spurs and Eccentrick will make overdrive gauges fill even faster MIX COMBOS WHICH WILL GET YOU THIS RESULT: Elixir + Clear Sphere | Mega Phoenix + Stamina Tonic Shining Gem + Mana Tablet | Shining Gem + Stamina Tonic ----------------------------------------------------------------------------- 64 - Eccentrick ---> A731 - frontline party's Ov. gauge fills up twice as fast for duration of one battle or until KO-ed - this is one of only two Mixes that can stack in effect with other Mix: Hot Spurs and Eccentrick will make overdrive gauges fill even faster MIX COMBOS WHICH WILL GET YOU THIS RESULT: Megalixir + Strength Sphere | Megalixir + Defence Sphere Megalixir + Magic Sphere | Megalixir + Magic Def Sphere ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 17.) ABOUT OVERDRIVE MODES ============================================================================= ============================================================================= ***************************************************************************** 1 - OVERDRIVE MODES - CHART OVERVIEW ***************************************************************************** This section covers all the different Overdrive modes. In here you'll be able to learn conditions under which a character learns one mode, how many times must the character be in that condition and how many turns must character spend in that Overdrive mode for his/her gauge to fill up completely. First you'll see name of the mode, then what type of action fills the gauge, when does the mode become available, and lastly how many turns and/or whatever else is needed for OD gauge to fill up. So far 17 Overdrive modes have been discovered. ----------------------------------------------------------------------------- 1. Name & description? ----------------------------------------------------------------------------- 2. Learned? | TIDUS | YUNA | WAKKA LULU | KIMAHRI | AURON | RIKKU ----------------------------------------------------------------------------- 3. Fills how? 4. Fast way to obtain? ----------------------------------------------------------------------------- IMPORTANT NOTE: You *can't* learn new modes when fighting in Monster Arena. ***************************************************************************** 2 - OVERDRIVE MODES - CHART EXPLANATION ***************************************************************************** 1. Name & description?: Name of overdrive mode and conditions under which the mode causes ov. gauge to fill 2. Learned? : There will be seven entries here, one for each chr along with a number denoting amount of turns in which conditions for learning the mode are met 3. Fills how? : Amount of ov. gauge filled up when mode is selected 4. Fast way to obtain?: If there's a possibility to learn this mode in a fast way, find what it is here ***************************************************************************** 3 - OVERDRIVE MODES - IN-DEPTH OVERVIEW ***************************************************************************** ----------------------------------------------------------------------------- #1 - STOIC ---> A565 - when character receives damage Learned when? - Initially available Fills how? - Damage received x 30 / MAX HP Fast way to obtain this mode? - None, since you already start with it ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #2 - WARRIOR ---> A620 - when chr damages enemy (NOT by Overdrives or items) ----------------------------------------------------------------------------- Learned when? | Tidus - 150 | Yuna - 200 | Wakka - 160 Lulu - 300 | Kimahri - 120 | Auron - 100 | Rikku - 140 ----------------------------------------------------------------------------- Fills how? - Damage inflicted x 10 / Estimated Damage (*3), maximum 16 Fast way to obtain this mode? - No fast way but to fight lots of battles and you'll learn it eventually ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #3 - COMRADE ---> A102 - when chr's allies take damage ----------------------------------------------------------------------------- Learned when? | Tidus - 300 | Yuna - 240 | Wakka - 100 Lulu - 100 | Kimahri - 100 | Auron - 220 | Rikku - 100 ----------------------------------------------------------------------------- Fills how? - Damage received x 20 / Target's MAX HP Fast way to obtain this mode? - No fast way but to fight lots of battles and you'll learn it eventually ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #4 - HEALER ---> A252 - when chr heals allies ----------------------------------------------------------------------------- Learned when? | Tidus - 80 | Yuna - 60 | Wakka - 100 Lulu - 170 | Kimahri - 100 | Auron - 200 | Rikku - 70 ----------------------------------------------------------------------------- Fills how? - Healing amount x 16 / Target's Max HP Fast way to obtain this mode? - Engage in battle against Magic Pot. Have chr who wants to learn Healer (chr A) know Pray. Someone else (chr B) knows Demi. Chr B casts Demi over your party so your HP is reduced by 1/4. Chr A now uses Pray to restore HP to two chrs at once. I've been informed that actually you don't need to heal a damaged ally, which means that using Pray over and over on your allies (even those that are in top shape) will get you Healer mode. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #5 - TACTICIAN ---> A583 - chr inflicts status on the target (*1) ----------------------------------------------------------------------------- Learned when? | Tidus - 75 | Yuna - 100 | Wakka - 80 Lulu - 75 | Kimahri - 60 | Auron - 110 | Rikku - 90 ----------------------------------------------------------------------------- Fills how? - for one successful status attack gauge fills per 16% Fast way to obtain this mode? - Select any Flan enemy, let's choose Flame Flan. For chr A customize a weapon with Firestrike and Silencestrike. Chr B knows Esuna. Engage VS Flame Flan (kill other enemies around it). Chr A attacks Flame Flan, who gets Silenced, but not killed since we have Firestrike weapon. Chr B uses Esuna on that Flan to cure Silence. Repeat as needed until chr A learns Tactician. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #6 - DANCER ---> A117 - when chr evades physical attack ----------------------------------------------------------------------------- Learned when? | Tidus - 250 | Yuna - 200 | Wakka - 200 Lulu - 300 | Kimahri - 130 | Auron - 200 | Rikku - 200 ----------------------------------------------------------------------------- Fills how? - for each successful evasion gauge fills per 16% Fast way to obtain this mode? - Once your Eva is high enough so that most of physical attacks miss, find an enemy who has only physical attacks. I'd suggest fighting a battle with 3x Yowie in Cavern of S. F. Have all frontline members who will learn Dancer know Provoke (have Stoneproof just in case). Start battle, cast Hastega over Yowies, Slowga on yourself, then have each chr Provoke his/her Yowie. After required number of turns Dancer is learned. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #7 - AVENGER ---> A041 - when chr's allies are KO-ed ----------------------------------------------------------------------------- Learned when? | Tidus - 100 | Yuna - 80 | Wakka - 100 Lulu - 150 | Kimahri - 100 | Auron - 120 | Rikku - 90 ----------------------------------------------------------------------------- Fills how? - for each successful ally's KO gauge fills per 30% Fast way to obtain this mode? - Provoking Master Coeurl (found in Omega Ruins) guarantees a KO, since Provoked Master C. uses Blaster, which carries instant death effect. So keep doing it and soon you'll have Avenger. You can save turns reviving if two of frontline members have Auto-Phoenix. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #8 - SLAYER ---> A510 - when chr defeats an enemy ----------------------------------------------------------------------------- Learned when? | Tidus - 100 | Yuna - 110 | Wakka - 90 Lulu - 130 | Kimahri - 120 | Auron - 80 | Rikku - 100 ----------------------------------------------------------------------------- Fills how? - for each successful kill gauge fills per 20% Fast way to obtain this mode? - No fast way but to kill lots of enemies and you'll learn it eventually ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #9 - HERO ---> A255 - Kill enemy with 20x more HP than estimated damage (*3), or 10,000+ HP ----------------------------------------------------------------------------- Learned when? | Tidus - 50 | Yuna - 50 | Wakka - 50 Lulu - 70 | Kimahri - 45 | Auron - 40 | Rikku - 50 ----------------------------------------------------------------------------- Fills how? - for each such successful kill gauge fills per 20% Fast way to obtain this mode? - Go for the enemies that have over 10000 HP. Two places that are crawling with such enemies are Omega Ruins and final dungeon. Keep killing them and hope you won't get bored. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #10 - VICTOR ---> A615 - when party wins the battle (only chrs in frontline party benefit from this!) ----------------------------------------------------------------------------- Learned when? | Tidus - 120 | Yuna - 150 | Wakka - 160 Lulu - 200 | Kimahri - 120 | Auron - 200 | Rikku - 140 ----------------------------------------------------------------------------- Fills how? - for each successful victory gauge fills per 20% Fast way to obtain this mode? - No fast way but to fight lots of battles and you'll learn it eventually ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #11 - COWARD ---> A109 - when chr flees from battle ----------------------------------------------------------------------------- Fills how? | Tidus - 600 | Yuna - 900 | Wakka - 400 Lulu - 980 | Kimahri - 700 | Auron - 1000 | Rikku - 450 ----------------------------------------------------------------------------- Fills how? - for each successful escape gauge fills per 10% Fast way to obtain this mode? - No fast way but to escape lots of battles and you'll learn it eventually (if you select Flee, one turn is awarded to all three frontline chrs) ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #12 - ALLY ---> A018 - when chr gets a turn ----------------------------------------------------------------------------- Learned when? | Tidus - 600 | Yuna - 500 | Wakka - 350 Lulu - 480 | Kimahri - 300 | Auron - 450 | Rikku - 320 ----------------------------------------------------------------------------- Fills how? - for each successful get-a-turn gauge fills per 4% Fast way to obtain this mode? - No fast way but to fight lots of battles and you'll learn it eventually ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #13 - SUFFERER ---> A577 - chr gets a turn under negative status effects (*2) ----------------------------------------------------------------------------- Learned when? | Tidus - 120 | Yuna - 100 | Wakka - 110 Lulu - 130 | Kimahri - 100 | Auron - 160 | Rikku - 125 ----------------------------------------------------------------------------- Fills how? - for each such turn gauge fills per 16% Fast way to obtain this mode? - Cast Slowga over frontline party, than keep defending. Fight a Magic Pot, since it doesn't attack. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #14 - DAREDEVIL ---> A118 - while chr is fighting with 50% or less HP ----------------------------------------------------------------------------- Learned when? | Tidus - 170 | Yuna - 90 | Wakka - 140 Lulu - 150 | Kimahri - 200 | Auron - 260 | Rikku - 110 ----------------------------------------------------------------------------- Fills how? - for each successful get-a-turn gauge fills per 16% Fast way to obtain this mode? - Fight Magic Pot. Demi yourself until chrs are in yellow HP, then keep defending. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #15 - LONER ---> A310 - when chr fights alone (*5) ----------------------------------------------------------------------------- Learned when? | Tidus - 60 | Yuna - 180 | Wakka - 110 Lulu - 45 | Kimahri - 90 | Auron - 35 | Rikku - 170 ----------------------------------------------------------------------------- Fills how? - for each successful get-a-turn gauge fills per 16% Fast way to obtain this mode? - Fight Magic Pot. Kill two other chrs (or have them escape), then keep defending with remaining character. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #16 - ROOK ---> A463 - charges when character magically blocks attacks (*4) ----------------------------------------------------------------------------- Learned when? | Tidus - 120 | Yuna - 110 | Wakka - 120 Lulu - 120 | Kimahri - 120 | Auron - 120 | Rikku - 120 ----------------------------------------------------------------------------- Fills how? - for each successful 'deflection' gauge fills per 10% Fast way to obtain this mode? - For chr you want to learn Rook for make an armor with Auto-Shell and Auto-Protect. Then fight any enemy you want, as long as this enemy can hit you with either physical or magic attack. FYI, I had Yuna learn Rook while fighting Penance. He used Obliteration against me, and Yuna learned Rook after this attack (she had Auto-Protect in her armor). ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- #17 - VICTIM ---> A614 - hit by negative status (*2) from an enemy ----------------------------------------------------------------------------- Learned when? | Tidus - 100 | Yuna - 80 | Wakka - 100 Lulu - 110 | Kimahri - 130 | Auron - 120 | Rikku - 90 ----------------------------------------------------------------------------- Fills how? - for each successful attack versus your chr gauge fills per 16% Fast way to obtain this mode? - This one can be hard. Most appropriate enemies to learn this mode from are Malboro, Ochu or Mandragora, all of which can inflict multiple statuses. Get an armor with Confuseproof, Berserkproof and Poisonproof. The other statuses are manageable. Fight any of these fiends and wait until they throw their stuff at you. After statuses are inflicted, use Esuna. Repeat as needed. Don E. has sent me a great way to attain Victim mode. At the same time you're Provoking Master Coeurls and learning Avenger mode, you're also having KO-ed chrs' Victim counter slowly raising. Why? It appears that Death status is also considered to be one of statuses that counts towards learning Victim. So that means that as soon as Tidus has been killed 100 times by Blaster, he'll learn Victim mode. ----------------------------------------------------------------------------- *1 - Sleep, Silence, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Doom, Provoke *2 - Sleep, Silence, Darkness, Poison, Slow, Confuse, Zombie, Doom *3 - Damage dealt by Attack regardless of enemy DEF. When MAG > STR, MAG is put in place of STR. *4 - NulBlaze, NulShock, NulTide, NulFrost, Shell, Protect, Reflect *5 - All allies except self Petrified, KO-ed, Escaped, or Ejected ============================================================================= ============================================================================= 18.) ABOUT WHITE MAGICS ============================================================================= ============================================================================= Welcome to White Magic section. Listed first will be name of the ability (in parenthesis by the abilities there will be a number representing amount of MP needed), then what it does, and finally any additional helpful info. There's total of 22 White Magics you can learn in FFX. An mark by the magic means that spell can be reflected. An mark by the magic means that spell's effects are affected by Shell, ie spell's potency is reduced by 50% if target is under Shell. ----------------------------------------------------------------------------- #1 - CURE [4] ---> A114 - restores small amount of HP to target; deals damage to zombied targets - increase amount of HP restored by increasing chr's Mag stat ----------------------------------------------------------------------------- #2 - CURA [10] ---> A112 - restores medium amount of HP to target; deals damage to zombied targets - increase amount of HP restored by increasing chr's Mag stat ----------------------------------------------------------------------------- #3 - CURAGA [20] ---> A113 - restores large amount of HP to target; deals damage to zombied targets - increase amount of HP restored by increasing chr's Mag stat ----------------------------------------------------------------------------- #4 - SCAN [1] ---> A474 - displays vital information about the target, for example elemental affinities and status affinities ----------------------------------------------------------------------------- #5 - NULBLAZE [2] ---> A394 - bestows party with one-time protection from fire-based attack (gone after Dispel or one fire attack) - status indicator is red bubble circling around affected target ----------------------------------------------------------------------------- #6 - NULSHOCK [2] ---> A398 - bestows party with one-time protection from lightning-based attack (gone after Dispel or one lightning attack) - status indicator is yellow bubble circling around affected target ----------------------------------------------------------------------------- #7 - NULTIDE [2] ---> A400 - bestows party with one-time protection from water-based attack (gone after Dispel or one water attack) - status indicator is blue bubble circling around affected target ----------------------------------------------------------------------------- #8 - NULFROST [2] ---> A396 - bestows party with one-time protection from ice-based attack (gone after Dispel or one ice attack) - status indicator is white bubble circling around affected target ----------------------------------------------------------------------------- #9 - ESUNA [5] ---> A183 - removes status abnormalities from target: Darkness, Silence, Sleep, Poison, Petrify, Confuse, Berserk, Slow - cannot remove Break statuses, Curse, KO, Doom, Zombie ----------------------------------------------------------------------------- #10 - LIFE [18] ---> A301 - removes KO status from targeted ally and restores him/her with 50% MAX HP; deals KO to zombied target ----------------------------------------------------------------------------- #11 - FULL-LIFE [60] ---> A223 - removes KO status from targeted ally and restores him/her with MAX HP; deals KO to zombied target ----------------------------------------------------------------------------- #12 - HASTE [8] ---> A250 - heightens target's Agi (for one battle), allowing for more turns (gone after KO, Dispel or Slow) - status indicator is target's faster movement ----------------------------------------------------------------------------- #13 - HASTEGA [30] ---> A251 - heightens target party's Agi (for one battle), allowing for more turns (gone after KO, Dispel or Slow) - status indicator is target's faster movement - target under Hastega gets more turns in relevance to Haste ----------------------------------------------------------------------------- #14 - SLOW [12] ---> A523 - lowers target's Agi (for one battle), thus slowing it down (gone after KO, Esuna or Haste) - status indicator is target's slower movement ----------------------------------------------------------------------------- #15 - SLOWGA [20] ---> A524 - lowers target party's Agi (for one battle), thus slowing it down (gone after KO, Esuna or Haste) - status indicator is target's slower movement - target under Slowga loses more turns in relevance to Slow ----------------------------------------------------------------------------- #16 - SHELL [10] ---> A483 - target's Mdef is doubled (for one battle), meaning it'll receive 50% less damage from magic based attacks (gone after KO or Dispel) - status indicator of target being under Shell is few circles appearing each time target is hit with magical attack - there are enemy attacks in the game that ignore Shell ----------------------------------------------------------------------------- #17 - PROTECT [12] ---> A436 - target's Def is doubled (for one battle), meaning it'll receive 50% less damage from physical attacks (gone after KO or Dispel) - status indicator of target being under Protect is blue barrier appearing each time target is hit with physical attack - there are enemy attacks in the game that ignore Protect ----------------------------------------------------------------------------- #18 - REFLECT [14] ---> A451 - target reflects back most spells (for one battle), but target can't reflect already reflected spells (gone after KO or Dispel) - cannot reflect Demi, Ultima, Auto-Life, Dispel - status indicator of target being under Reflect is blue aura-like thing appearing each time target is hit with magical attack that can be reflected ----------------------------------------------------------------------------- #19 - DISPEL [12] ---> A157 - shatters most positive statuses and some negative statuses: Break statuses, Curse, Shell, Protect, Reflect, Haste, Regen, Nulspells ----------------------------------------------------------------------------- #20 - REGEN [40] ---> A454 - target restores a fraction of HP for 10 of target's turns (gone after KO or Dispel); Regening zombied target will produce Poison-like effect - status indicator of target being under Regen is purple stars appearing around target's body ----------------------------------------------------------------------------- #21 - HOLY [85] ---> A257 - deals holy damage to target - fiend's holy affinities may alter damage done (HALF, NULL, ABS, WKN) - increase amount of damage dealt by increasing chr's Mag stat or Mental Breaking target fiend beforehand ----------------------------------------------------------------------------- #22 - AUTO-LIFE [97] ---> A033 - target chr (& certain aeons) is auto-revived with 25% MAX HP when KO-ed - status indicator of target being under Auto-Life is angel circle above chr's head ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 19.) ABOUT BLACK MAGICS ============================================================================= ============================================================================= Welcome to Black Magic section. Listed first will be name of the ability (in parenthesis by the abilities there will be a number representing amount of MP needed), then what it does, and finally any additional helpful info. There's total of 19 Black Magics you can learn in FFX. An mark by the magic means that spell can be reflected. An mark by the magic means that spell's effects are affected by Shell, ie spell's potency is reduced by 50% if target is under Shell. ----------------------------------------------------------------------------- #1 - FIRE [4] ---> A204 - deals minor fire damage to target - target's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #2 - THUNDER [4] ---> A595 - deals minor lightning damage to target - target's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #3 - WATER [4] ---> A623 - deals minor water damage to target - target's water affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #4 - BLIZZARD [4] ---> A063 - deals minor ice damage to target - target's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #5 - FIRA [8] ---> A202 - deals medium fire damage to target - target's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #6 - THUNDARA [8] ---> A594 - deals medium lightning damage to target - target's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #7 - WATERA [8] ---> A624 - deals medium water damage to target - target's water affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #8 - BLIZZARA [8] ---> A062 - deals medium ice damage to target - target's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #9 - FIRAGA [16] ---> A203 - deals major fire damage to target - target's fire affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #10 - THUNDAGA [16] ---> A593 - deals major lightning damage to target - target's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #11 - WATERGA [16] ---> A627 - deals major water damage to target - target's water affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #12 - BLIZZAGA [16] ---> A061 - deals major ice damage to target - fiend's ice affinities may alter damage done (HALF, NULL, ABS, WKN) - increase damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #13 - BIO [10] ---> A056 - poisons one target with 100% probability - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed - target under Poison will lose set amount of MAX HP for each turn taken; by your chrs that percentage is set at 25% MAX HP ----------------------------------------------------------------------------- #14 - DEMI [32] ---> A152 - reduces HP of target party by 1/4 current HP ----------------------------------------------------------------------------- #15 - DEATH [20] ---> A137 - KO-es one target; zombied targets cannot be KO-ed with this spell ----------------------------------------------------------------------------- #16 - DRAIN [12] ---> A171 - drains HP from one target; Draining zombied targets makes zombied target regain HP - increase HP damage dealt by raising chr's Mag or Mental Breaking target ----------------------------------------------------------------------------- #17 - OSMOSE ---> A411 - drains MP from one target; Osmosing zombied targets makes zombied target regain MP - increase MP damage dealt by raising chr's Mag or Mental Breaking target - even if you drain all MP from a fiend, it will still be able to cast magic ----------------------------------------------------------------------------- #18 - FLARE [54] ---> A214 - deals major non-elemental damage to one target - increase damage dealt by raising chr's Mag or Mental Breaking target - extremely good magic to be used against fiends that are resistant, nullify or even absorb elemental magic ----------------------------------------------------------------------------- #19 - ULTIMA [90] ---> A605 - deals extreme non-elemental damage to target party - increase damage dealt by raising chr's Mag or Mental Breaking target - extremely good magic to be used against fiends that are resistant, nullify or even absorb elemental magic ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 20.) ABOUT SPECIAL ABILITIES ============================================================================= ============================================================================= Welcome to Special abilities section. Listed first will be name of the ability (in parenthesis by some of the abilities there will be a number representing amount of MP needed), then what it does, and finally any additional helpful info. There's total of 22 Specials you can learn in FFX. ----------------------------------------------------------------------------- #1 - FLEE ---> A215 - chr and any not KO-ed frontline allies will flee the battle with 100% success ----------------------------------------------------------------------------- #2 - STEAL ---> A564 - steal items from enemy - first steal is always 100% success, then prob. to steal successfully is 50%, then 25% and so on - each enemy has two items to be stolen, common item and rare item - some enemies' common and rare steals are the same - stealing from some machine type enemies can instantly destroy them ----------------------------------------------------------------------------- #3 - USE ---> A609 - use special attack, recovery and support items - items usable with Item command (Potion & Co.) *aren't* accessible here ----------------------------------------------------------------------------- #4 - PRAY ---> A434 - restore a fraction of HP to all allies - will deal damage if any of allies is under Zombie ----------------------------------------------------------------------------- #5 - CHEER ---> A091 - raises frontline party's Strength and Defence by one point up to a maximum of five points ----------------------------------------------------------------------------- #6 - AIM ---> A012 - raises frontline party's Accuracy by one point up to a maximum of five points ----------------------------------------------------------------------------- #7 - FOCUS ---> A218 - raises frontline party's Magic and Magic Defence by one point up to a maximum of five points ----------------------------------------------------------------------------- #8 - REFLEX ---> A452 - raises frontline party's Evasion by one point up to a maximum of five points ----------------------------------------------------------------------------- #9 - LUCK ---> A312 - raises frontline party's Luck, improving party's Acc, Eva and critical hit rate by one point up to a maximum of five points ----------------------------------------------------------------------------- #10 - JINX ---> A279 - lowers opposing party's Luck, decreasing their's Acc, Eva and critical hit rate by one point up to a maximum of five points ----------------------------------------------------------------------------- #11 - LANCET ---> A292 - absorb HP & MP from enemy - using Lancet against Zombied enemies is not a good idea - Kimahri can learn Ronso Rages if he Lancets right enemy ----------------------------------------------------------------------------- #12 - GUARD ---> A246 - take damage for an ally (can only intercept physical damage!) - doesn't work if all chrs are attacked ----------------------------------------------------------------------------- #13 - SENTINEL ---> A478 - take damage for an ally while in defensive stance, cutting physical damage received by 50% (can only intercept physical damage!) - doesn't work if all chrs are attacked ----------------------------------------------------------------------------- #14 - SPARE CHANGE ---> A548 - use excessive Gil to inflict special damage on enemies (amount of Gil thrown divided by 10 gives amount of damage inflicted) - example: you throw 50000 Gil for 5000 damage (max damage done is 9999) - ignores Shell, Protect and any other special protections ----------------------------------------------------------------------------- #15 - THREATEN [12] ---> A589 - delays Threatened enemy's next turn - Threatened enemy 'wakes' up on Threatener's next turn ----------------------------------------------------------------------------- #16 - PROVOKE [4] ---> A437 - forces Provoked enemy to be able to only attack chr who Provoked (there are exceptions to this rule) ----------------------------------------------------------------------------- #17 - ENTRUST [8] ---> A180 - transfers current Overdrive gauge to your ally ----------------------------------------------------------------------------- #18 - COPYCAT [28] ---> A107 - repeat last action of an ally (cannot copy Overdrives, Summons or equipment switching) - chr doing Copycat doesn't need to know the ability he/she is trying to Copycat (Note: at least two units of same item must be in your inventory i you decide to copycat item usage!) ----------------------------------------------------------------------------- #19 - PILFER GIL [20] ---> A421 - steal Gil from enemy - first steal is always 100% success, then prob. to steal successfully is 50%, then 25% and so on (more successful Pilfers you get, less Gil you get) ----------------------------------------------------------------------------- #20 - QUICK POCKETS [70] ---> A445 - use item with reduced recovery time - only items usable with Item command can be used with Quick Pockets ----------------------------------------------------------------------------- #21 - DOUBLECAST ---> A167 - cast two *black* magics at once ----------------------------------------------------------------------------- #22 - BRIBE ---> A073 - pay enemies Gil to force them to leave the battle (you need at least following amount: monster's MAX HP multiplied by 10) - once monster is successfully Bribed, you will receive items after battle - amount of items received *varies* ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 21.) ABOUT SKILLS ============================================================================= ============================================================================= Welcome to Skills section. Listed first will be name of the ability (in parenthesis there will be a number representing amount of MP needed), then what it does, and finally any additional helpful info. There's total of 22 Skills you can learn in FFX. ----------------------------------------------------------------------------- #1 - SLEEP ATTACK [5] ---> A512 - damage + Sleep on one target for 3 turns with a 50% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #2 - SILENCE ATTACK [5] ---> A490 - damage + Silence on one target for 3 turns with a 50% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #3 - DARK ATTACK [5] ---> A120 - damage + Darkness on one target for 3 turns with a 50% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #4 - SLEEP BUSTER [10] ---> A513 - damage + Sleep on one target for 3 turns with almost 100% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #5 - SILENCE BUSTER [10] ---> A491 - damage + Silence on one target for 3 turns with almost 100% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #6 - DARK BUSTER [10] ---> A122 - damage + Darkness on one target for 3 turns with almost 100% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #7 - ZOMBIE ATTACK [10] ---> A654 - damage + Zombie on one target for 3 turns with almost 100% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #8 - TRIPLE FOUL [24] ---> A600 - damage + Sleep, Darkness and Silence on one target for 3 turns with almost 100% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #9 - DELAY ATTACK [8] ---> A150 - damage + Delay effect on one target - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #10 - DELAY BUSTER [18] ---> A151 - damage + great Delay effect on one target - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #11 - POWER BREAK [8] ---> A430 - damage + Power Break on one target (physical attacks become less powerful) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #12 - MAGIC BREAK [8] ---> A323 - damage + Magic Break on one target (magical attacks become less powerful) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #13 - ARMOR BREAK [12] ---> A026 - damage + Armor Break on one target (physical attacks do more damage) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #14 - MENTAL BREAK [12] ---> A360 - damage + Mental Break on one target (magical attacks do more damage) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #15 - EXTRACT POWER [1] ---> A194 - damage + Power Distil on one enemy; makes enemy drop Power Spheres after battle - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #16 - EXTRACT MANA [1] ---> A192 - damage + Mana Distil on one enemy; makes enemy drop Mana Spheres after battle - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #17 - EXTRACT SPEED [1] ---> A195 - damage + Speed Distil on one enemy; makes enemy drop Speed Spheres after battle - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #18 - EXTRACT ABILITY [1] ---> A191 - damage + Ability Distil on one enemy; makes enemy drop Ability Spheres after battle - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #19 - FULL BREAK [99] ---> A222 - damage + Power, Magic, Armor and Mental Breaks on one target with almost 100% success - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #20 - MUG [10] ---> A378 - damage + item Steal on one enemy - first steal is always 100% success, then prob. to steal successfully is 50%, then 25% and so on - each enemy has two items to be stolen, common item and rare item - some enemies' common and rare steals are the same ----------------------------------------------------------------------------- #21 - NAB GIL [30] ---> A383 - damage + gil Steal on one enemy - first steal is always 100% success, then prob. to steal successfully is 50%, then 25% and so on (more successful Nabs you get, less Gil you get) ----------------------------------------------------------------------------- #22 - QUICK HIT [36] ---> A444 - use a physical attack with reduced recovery time, meaning that chr's next turn will come up sooner than usual ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 22.) ABOUT STEAL ---> A852 ============================================================================= ============================================================================= Q - What's this section about? A - About stealing, of course. Listed below will be two charts. First will be alphabetical chart of every enemy in the game you can steal items from - naturally what and amount of items will be added as well. Then I'll reverse the magic - first will be items listed alphabetically, then all enemies you can steal certain item from will be listed. Q - How do I get Steal? A - Rikku initially starts with it. You can have other chrs learn it by travelling all the way to Steal node (or simply use Warp Sphere), where they use Ability Sphere to learn Steal, or you use Special Sphere or Master Sphere in order to learn Steal from anywhere on the grid. Q - What's Mug? A - I'm sure you remember that ability from previous FFs.:) When executed, chr will try to steal and at same time deal damage to the enemy as well. Q - What is success rate of Steal / Mug? A - You can steal first item with 100% success. Each additional item has 50% less chance to be stolen. That means success % goes like this: 100%, 50%, 25%... understood? It is believed that enemy has infinite supply of items that can be stolen. Q - I got two different kinds of items from same enemy. What's up? A - That's because most of the enemies carry two types of items to be stolen. One is common, the other is rare. Q - Common items suck. I want rare ones! A - For this matter one must equip Pickpocket or Master Thief armors. Q - What do they do and how do I get those? A - Pickpocket increases chances of stealing rare items. You will still steal common ones, but at lower rate. To get Pickpocket ability, you need 30x Amulet (to get Amulets, Bribe Tonberry or kill Stratoavis). Master Thief allows you to steal rare items only. Likewise you need 30x Pendulum to get one Master Thief armor (to get Pendulums, Bribe Ultima Weapon or Master Tonberry, or you can kill Neslug repeatedly). ***************************************************************************** ALPHABETICAL MONSTER LIST ***************************************************************************** NOTE: If you don't find the enemy you're looking for, there is one simple explanation. That enemy doesn't have anything to be stolen. FIEND'S NAME | COMMON STEAL | RARE STEAL ----------------------------------------------------------------------------- A. aeon (Mac. t.) | 3x Silence Grenade | 1x Farplane Shadow Abaddon | 3x Purifying Salt | 1x Shining Gem Abyss Worm | 4x Shadow Gem | 1x Stamina Tablet Achelous | 2x Water Gem | 1x Healing Spring Adamantoise | 1x Healing Water | 1x Stamina Tablet Aerouge | 1x Electro Marble | 1x Lightning Marble ----------------------------------------------------------------------------- Ahriman | 2x Musk | 3x Musk Alcyone | 1x Smoke Bomb | 2x Smoke Bomb Anacondaur | 1x Petrify Grenade | 2x Petrify Grenade Aqua Flan | 2x Fish Scale | 2x Dragon Scale Bandersnatch | 2x Dream Powder | 3x Dream Powder Barbatos | 1x Star Curtain | 1x Blessed Gem ----------------------------------------------------------------------------- Bashura | 1x Soul Spring | 2x Soul Spring Basilisk | 1x Petrify Grenade | 1x Petrify Grenade Bat Eye | 1x Hi-Potion | 2x Silence Grenade Behemoth | 1x Ether | 1x Mana Tablet Behemoth King | 1x Healing Spring | 2x Twin Stars Bite Bug | 1x Antidote | 1x Poison Fang ----------------------------------------------------------------------------- Black Element | 1x Hi-Potion | 4x Shining Gem Blue Element | 2x Fish Scale | 3x Fish Scale Bomb (Mi'ihen road) | 2x Bomb Fragment | 3x Bomb Fragment Bomb (Home) | 2x Bomb Core | 3x Bomb Core Bomb King | 4x Fire Gem | 1x Shining Gem Br. F. A. (both forms) | 1x Turbo Ether | 1x Elixir ----------------------------------------------------------------------------- B. Ronso | 1x Lv.3 Key Sphere | 2x Lv.3 Key Sphere Buer | 1x Hi-Potion | 1x Musk Bunyip | 1x Hi-Potion | 1x Hypello Potion Cactuar | 1x Chocobo Feather | 1x Chocobo Wing Cactuar King | 2x Chocobo Wing | 1x Designer Wallet Catastrophe | 1x Gambler's Spirit | 1x Lv. 2 Key Sphere ----------------------------------------------------------------------------- Catoblepas | 3x Healing Spring | 1x Stamina Tonic Cave Iguion | 1x Soft | 1x Petrify Grenade Chimera (Macalania for.)| 1x Arctic Wind | 1x Lightning Marble Chimera (Home) | 3x Arctic Wind | 3x Lightning Marble Chimera Brain | 1x Ice Gem | 2x Lightning Gem Chimerageist | 2x Mana Spring | 2x Stamina Spring ----------------------------------------------------------------------------- Chocobo Eater | 1x Potion | 1x Potion Coeurl | 1x Mana Spring | 1x Mana Spring Coeurl Regina | 2x Farplane Wind | 1x Blessed Gem Condor | 1x Phoenix Down | 1x Smoke Bomb Crawler | 1x Lunar Curtain | 2x Lunar Curtain Dark Anima | 2x Three Stars | 1x Elixir ----------------------------------------------------------------------------- Dark Bahamut | 2x Twin Stars | 1x Elixir Dark Cindy | 1x Return Sphere | 1x Elixir Dark Element | 1x Shining Thorn | 2x Shining Thorn Dark Flan | 1x Star Curtain | 2x Star Curtain Dark Ifrit | 2x Mega Phoenix | 1x Elixir Dark Ixion | 2x Stamina Tablet | 1x Elixir ----------------------------------------------------------------------------- Dark Mindy | 1x Teleport Sphere | 1x Elixir Dark Sandy | 1x Friend Sphere | 1x Elixir Dark Shiva | 2x Mana Tablet | 1x Elixir Dark Valefor | 2x X-Potion | 1x Elixir Dark Yojimbo | 2x Stamina Tonic | 1x Elixir Defender | 1x Lunar Curtain | 2x Lunar Curtain ----------------------------------------------------------------------------- Defender X | 4x Lunar Curtain | 4x Lunar Curtain Defender Z | 2x Lunar Curtain | 2x Lunar Curtain Demonolith | 2x Petrify Grenade | 2x Petrify Grenade Dingo | 1x Potion | 1x Sleeping Powder Dinonix | 1x Soft | 1x Petrify Grenade Don Tonberry | 2x Candle of Life | 1x Designer Wallet ----------------------------------------------------------------------------- Dual Horn (Mi'ihen road)| 1x Potion | 1x Hi-Potion Dual Horn (Home) | 1x Hi-Potion | 1x Mega-Potion Earth Eater | 1x Gambler's Spirit | 1x Lv.1 Key Sphere Epaaj | 1x Hi-Potion | 2x Hi-Potion Espada | 4x Farplane Shadow | 1x Farplane Wind Evil Eye (Macalania l.) | 1x Hi-Potion | 1x Musk ----------------------------------------------------------------------------- Evil Eye (Home) | 1x Musk | 2x Musk Evrae | 1x Water Gem | 2x Water Gem Evrae Altana | 2x Water Gem | 1x Healing Spring Exoray | 3x Silence Grenade | 1x Ether Extractor | 1x Potion | 1x Potion Fafnir | 2x Gold Hourglass | 2x Stamina Spring ----------------------------------------------------------------------------- Fallen Monk (rifle) | 2x Candle of Life | 1x Purifying Salt Fallen Monk (flamethr.) | 2x Candle of Life | 1x Purifying Salt Fenrir | 2x Chocobo Feather | 1x Chocobo Wing Flame Flan | 1x Fire Gem | 2x Fire Gem Floating Death | 4x Musk | 5x Musk Floating Eye | 1x Echo Screen | 1x Musk ----------------------------------------------------------------------------- Funguar | 1x Silence Grenade | 1x Ether Gandarewa | 1x Electro Marble | 2x Electro Marble Garm | 1x Hi-Potion | 1x Sleeping Powder Garuda (Besaid island) | 1x Smoke Bomb | 2x Smoke Bomb Garuda (Luca stadium) | 1x Potion | 1x Potion Garuda (Mushroom Rock) | 1x Smoke Bomb | 2x Smoke Bomb ----------------------------------------------------------------------------- Gemini (both of them) | 1x Light Curtain | 2x Light Curtain Geosgaeno (both encoun.)| 1x Water Gem | 2x Water Gem Ghost | 2x Phoenix Down | 1x Farplane Shadow Gold Element | 1x Electro Marble | 2x Electro Marble Grat | 4x Antidote | 3x Remedy Great Malboro | 1x Remedy | 1x Mana Tonic ----------------------------------------------------------------------------- Greater Sphere | 1x Gambler's Spirit | 1x Return Sphere Grenade | 2x Fire Gem | 3x Fire Gem Grendel | 1x Hi-Potion | 1x Mega-Potion Guado Guardian (with S.)| 1x Hi-Potion | 1x Ether Guado Guardian (Wendigo)| 1x Hi-Potion | 1x X-Potion Guado Guardian (Home) | 1x Hi-Potion | 2x X-Potion ----------------------------------------------------------------------------- Halma | 3x Hypello Potion | 2x Shadow Gem Hornet | 4x Poison Fang | 2x Purifying Salt Ice Flan | 1x Arctic Wind | 2x Arctic Wind Iguion | 1x Soft | 1x Petrify Grenade Imp | 1x Lightning Gem | 2x Lightning Gem Ipiria | 1x Soft | 1x Petrify Grenade ----------------------------------------------------------------------------- Iron Giant | 1x Light Curtain | 1x Light Curtain Ironclad | 4x Light Curtain | 1x Stamina Tablet Jormungand | 4x Petrify Grenade | 1x Three Stars Juggernaut | 4x Lunar Curtain | 1x Shining Gem Jumbo Flan | 4x Lunar Curtain | 1x Mana Tablet Killer Bee | 1x Antidote | 1x Poison Fang ----------------------------------------------------------------------------- Klikk | 1x Grenade | 2x Grenade Kottos | 4x Stamina Spring | 2x Soul Spring Kusariqqu | 1x Hi-Potion | 1x Silver Hourglass Lamashtu | 1x Potion | 1x Silver Hourglass Land Worm | 1x Stamina Spring | 1x Stamina Spring Larva | 1x Lunar Curtain | 2x Lunar Curtain ----------------------------------------------------------------------------- Left Fin | 1x Mega-Potion | 1x Supreme Gem Lord Ochu | 1x Potion | 1x Potion Machea | 2x Hi-Potion | 1x Stamina Tonic Maelspike | 2x Water Gem | 3x Water Gem Mafdet | 1x Hi-Potion | 1x Hypello Potion Magic Urn | 1x Potion | 1x Potion ----------------------------------------------------------------------------- Malboro | 1x Remedy | 1x Remedy Malboro Menace | 4x Remedy | 2x Mana Spring Mandragora | 2x Remedy | 3x Remedy Master Coeurl | 2x Farplane Shadow | 4x Farplane Shadow Master Tonberry | 1x Mana Spring | 1x Tetra Elemental Maze Larva | 2x Fish Scale | 2x Dragon Scale ----------------------------------------------------------------------------- Mech Defender | 2x Al Bhed Potion | 3x Al Bhed Potion Mech Guard | 2x Grenade | 3x Grenade Mech Gunner | 1x Al Bhed Potion | 2x Al Bhed Potion Mech Hunter | 1x Al Bhed Potion | 2x Al Bhed Potion Mech Leader | 2x Grenade | 2x Frag Grenade Mech Scouter (regular) | 3x Grenade | 4x Grenade ----------------------------------------------------------------------------- Mech Scouter (burning) | 3x Grenade | 3x Grenade Melusine | 1x Soft | 1x Petrify Grenade Mi'ihen Fang | 1x Potion | 1x Sleeping Powder Murussu | 1x Hi-Potion | 1x Hypello Potion Mushussu | 1x Hi-Potion | 1x Silver Hourglass Nebiros | 1x Poison Fang | 2x Poison Fang ----------------------------------------------------------------------------- Nega Elemental | 4x Star Curtain | 1x Twin Stars Negator | 1x Hi-Potion | 2x Hi-Potion Nemesis | 1x Lv.4 Key Sphere | 1x Warp Sphere Neslug | 1x Gambler's Spirit | 1x Friend Sphere Nidhogg | 1x Hi-Potion | 1x Gold Hourglass Oblitzerator | 1x Potion | 1x Potion ----------------------------------------------------------------------------- Ochu | 1x Remedy | 2x Remedy Octopus | 2x Dragon Scale | 2x Water Gem Ogre | 1x Stamina Spring | 2x Stamina Spring Omega Weapon | 30x Gambler's Spirit | 30x Gambler's Spirit One-Eye | 3x Lunar Curtain | 1x Blessed Gem Ornitholestes | 1x Rename Card | 1x Chocobo Wing ----------------------------------------------------------------------------- Penance | 1x Elixir | 2x Megalixir Penance's arms | 1x Elixir | 1x Elixir Phlegyas | 2x Dragon Scale | 1x Water Gem Piranha (any pack) | 1x Grenade | 2x Grenade Pteryx | 4x Smoke Bomb | 1x Candle of Life Puroboros | 3x Fire Gem | 4x Fire Gem ----------------------------------------------------------------------------- Qactuar | 1x Chocobo Feather | 1x Chocobo Feather Ragora | 1x Antidote | 1x Remedy Raldo | 1x Potion | 1x Hypello Potion Raptor | 1x Soft | 1x Petrify Grenade Red Element | 1x Bomb Fragment | 2x Bomb Fragment Remora | 1x Dragon Scale | 2x Dragon Scale ----------------------------------------------------------------------------- Right Fin | 1x X-Potion | 1x Shining Gem S. (long haired guy) | 1x Turbo Ether | 1x Elixir Sahagin (Via Purifico) | 2x Fish Scale | 2x Dragon Scale Sahagin (Via P. underw.)| 2x Fish Scale | 1x Dragon Scale Sahagin Chief | 1x Potion | 1x Potion Sanctuary Keeper | 1x Turbo Ether | 2x Turbo Ether ----------------------------------------------------------------------------- Sand Wolf | 2x Sleeping Powder | 2x Sleeping Powder Sand Worm | 2x Shadow Gem | 2x Stamina Spring Sandragora | 2x Remedy | 10x Musk S. Flux | 1x Elixir | 1x Elixir Shinryu | 1x Gambler's Spirit | 1x Three Stars Shred | 1x Hypello Potion | 2x Hypello Potion ----------------------------------------------------------------------------- Simurgh | 1x Smoke Bomb | 2x Smoke Bomb Sin (first battle) | 1x Potion | 1x Potion Sin (humongous HP one) | 1x Ether | 1x Supreme Gem Sin's Core | 3x Stamina Spring | 4x Stamina Spring Sinscale (on S.S. Liki) | 1x Potion | 1x Potion Sinscale (under Liki) | 1x Potion | 1x Potion ----------------------------------------------------------------------------- Sinspawn: Echuilles | 1x Potion | 1x Potion Sinspawn: Genais | 1x Star Curtain | 1x Shining Gem Sinspawn: Geneaux (all) | 1x Potion | 1x Potion Sinspawn: Gui (1st, all)| 1x Potion | 1x Potion Sinspawn: Gui (2nd, all)| 1x Potion | 1x Potion Skoll | 1x Dream Powder | 2x Dream Powder ----------------------------------------------------------------------------- Sleep Sprout | 4x Poison Fang | 1x Farplane Wind S. Natus | 2x Tetra Elemental | 3x Tetra Elemental Snow Flan | 2x Antarctic Wind | 2x Antarctic Wind Snow Wolf | 1x Sleeping Powder | 2x Sleeping Powder S. Omnis | 1x Shining Gem | 1x Supreme Gem Spectral Keeper | 1x Ether | 1x Turbo Ether ----------------------------------------------------------------------------- Spherimorph | 1x Ether | 1x Turbo Ether Spirit | 1x Stamina Spring | 2x Stamina Spring Splasher (all packs) | 1x Grenade | 1x Frag Grenade Stratoavis | 3x Smoke Bomb | 2x Stamina Spring Swamp Mafdet | 1x Hi-Potion | 1x Hypello Potion Tanket | 4x Light Curtain | 4x Lunar Curtain ----------------------------------------------------------------------------- Thorn | 2x Silence Grenade | 1x Ether Th'uban | 1x Gambler's Spirit | 1x Teleport Sphere Thunder Flan | 1x Electro Marble | 2x Electro Marble Tonberry | 1x Hi-Potion | 1x Farplane Shadow Tros | 1x Grenade | 3x Grenade Ultima Buster | 1x Gambler's Spirit | 1x Lv. 3 Key Sphere ----------------------------------------------------------------------------- Ultima Weapon | 10x Door to Tomorrow | 20x Door to Tomorrow Valaha | 1x Hi-Potion | 2x Hi-Potion Varuna | 1x Farplane Wind | 1x Shining Gem Vidatu | 4x Lightning Gem | 1x Mana Tonic Vorban | 2x Healing Spring | 1x Stamina Tablet Vouivre (Luca stadium) | 1x Potion | 1x Potion ----------------------------------------------------------------------------- Vouivre (Mi'ihen road) | 1x Potion | 1x Silver Hourglass Warrior Monk (rifle) | 2x Hi-Potion | 1x Purifying Salt Warrior Monk (flamethr.)| 2x Hi-Potion | 1x Purifying Salt Wasp | 1x Hi-Potion | 1x Poison Fang Water Flan | 1x Fish Scale | 2x Dragon Scale Wendigo | 1x Hi-Potion | 1x X-Potion ----------------------------------------------------------------------------- White Element | 1x Antarctic Wind | 2x Antarctic Wind Worker | 1x Potion | 1x Potion Wraith | 1x Farplane Shadow | 1x Farplane Wind Xiphos | 1x Hi-Potion | 1x Mega-Potion YAT-97 | 3x Holy Water | 2x Ether YAT-99 | 1x Remedy | 1x Ether ----------------------------------------------------------------------------- Yellow Element | 1x Electro Marble | 1x Lightning Marble YKT-11 | 3x Holy Water | 2x Ether YKT-63 | 1x Remedy | 1x Ether Yowie | 1x Soft | 1x Petrify Grenade Y. Ronso | 1x Lv.3 Key Sphere | 2x Lv.3 Key Sphere Y. Woman | 1x Stamina Tablet | 1x Farplane Wind ----------------------------------------------------------------------------- Zaurus | 2x Petrify Grenade | 3x Petrify Grenade Zu (Zu fought by Tidus) | 3x Smoke Bomb | 4x Smoke Bomb Zu (any Zu fought after)| 3x Smoke Bomb | 4x Smoke Bomb ??? (treasure chest) | 1x Bomb Core | 1x Bomb Core | 1x Dragon Scale | 1x Dragon Scale | 1x Mega-Potion | 1x Mega-Potion | 1x X-Potion | 1x X-Potion | 1x Ether | 1x Ether | 1x Stamina Tablet | 1x Stamina Tablet ???? (dude that joins) | 1x Potion | 1x Potion ----------------------------------------------------------------------------- ***************************************************************************** ALPHABETICAL ITEM LIST ***************************************************************************** NOTE: Like with monster chart, listed here will be only items, that you can steal from enemies. If an item is not here, that means it *cannot* be stolen nowhere nohow. - C stands for common steal - R is for rare steal - Wherever you see SS, that means 'same steal', ie both common and rare steal come in same quantities LEGEND ITEM NAME ----------------------------------------------------------------------------- FIEND'S NAME | COMMON STEAL | RARE STEAL ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Al Bhed Potion ----------------------------------------------------------------------------- Mech Defender | C: 2x Al Bhed Potion | R: 3x Al Bhed Potion Mech Gunner | C: 1x Al Bhed Potion | R: 2x Al Bhed Potion Mech Hunter | C: 1x Al Bhed Potion | R: 2x Al Bhed Potion ----------------------------------------------------------------------------- Antidote ----------------------------------------------------------------------------- Bite Bug | C: 1x Antidote | Grat | C: 4x Antidote | Killer Bee | C: 1x Antidote | Ragora | C: 1x Antidote | ----------------------------------------------------------------------------- Antarctic Wind ----------------------------------------------------------------------------- Snow Flan | C: 2x Antarctic Wind | SS White Element | C: 1x Antarctic Wind | 2x Antarctic Wind ----------------------------------------------------------------------------- Arctic Wind ----------------------------------------------------------------------------- Chimera (Mac. woods) | C: 1x Arctic Wind | Chimera (Home) | C: 3x Arctic Wind | Ice Flan | C: 1x Arctic Wind | R: 2x Arctic Wind ----------------------------------------------------------------------------- Blessed Gem ----------------------------------------------------------------------------- Barbatos | | R: 1x Blessed Gem Coeurl Regina | | R: 1x Blessed Gem One-Eye | | R: 1x Blessed Gem ----------------------------------------------------------------------------- Bomb Core ----------------------------------------------------------------------------- Bomb (Home) | C: 2x Bomb Core | R: 3x Bomb Core ??? (treasure chest) | C: 1x Bomb Core | SS ----------------------------------------------------------------------------- Bomb Fragment ----------------------------------------------------------------------------- Bomb (Mi'ihen) | C: 2x Bomb Fragment | R: 3x Bomb Fragment Red Element | C: 1x Bomb Fragment | R: 2x Bomb Fragment ----------------------------------------------------------------------------- Candle of Life ----------------------------------------------------------------------------- Don Tonberry | C: 2x Candle of Life | Fallen Monk (both types)| C: 2x Candle of Life | Pteryx | | R: 1x Candle of Life ----------------------------------------------------------------------------- Chocobo Feather ----------------------------------------------------------------------------- Cactuar | C: 1x Chocobo Feather | Fenrir | C: 2x Chocobo Feather | Qactuar | C: 1x Chocobo Feather | SS ----------------------------------------------------------------------------- Chocobo Wing ----------------------------------------------------------------------------- Cactuar | | R: 1x Chocobo Wing Cactuar King | C: 2x Chocobo Wing | Fenrir | | R: 1x Chocobo Wing Ornitholestes | | R: 1x Chocobo Wing ----------------------------------------------------------------------------- Designer Wallet ----------------------------------------------------------------------------- Cactuar King | | R: 1x Designer Wallet Don Tonberry | | R: 1x Designer Wallet ----------------------------------------------------------------------------- Door to Tomorrow ----------------------------------------------------------------------------- Ultima Weapon | C: 10x Door to Tomorrow| R: 20x Door to Tomorrow ----------------------------------------------------------------------------- Dragon Scale ----------------------------------------------------------------------------- Aqua Flan | | R: 2x Dragon Scale Maze Larva | | R: 2x Dragon Scale Octopus | C: 2x Dragon Scale | Phlegyas | C: 2x Dragon Scale | Remora | C: 1x Dragon Scale | R: 2x Dragon Scale Sahagin (Via Purifico) | | R: 2x Dragon Scale x2 Sahagin (watery Via P.) | | R: 1x Dragon Scale x1 Water Flan | | R: 2x Dragon Scale x2 ??? (treasure chest) | C: 1x Dragon Scale | SS ----------------------------------------------------------------------------- Dream Powder ----------------------------------------------------------------------------- Bandersnatch | C: 2x Dream Powder | R: 3x Dream Powder Skoll | C: 1x Dream Powder | R: 2x Dream Powder ----------------------------------------------------------------------------- Echo Screen ----------------------------------------------------------------------------- Floating Eye | C: 1x Echo Screen | ----------------------------------------------------------------------------- Electro Marble ----------------------------------------------------------------------------- Aerouge | C: 1x Electro Marble | Gandarewa | C: 1x Electro Marble | R: 2x Electro Marble Gold Element | C: 1x Electro Marble | R: 2x Electro Marble Thunder Flan | C: 1x Electro Marble | R: 2x Electro Marble Yellow Element | C: 1x Electro Marble ----------------------------------------------------------------------------- Elixir ----------------------------------------------------------------------------- All Dark aeons | | R: 1x Elixir Br. F. A. | | R: 1x Elixir Penance | C: 1x Elixir | Penance's arms | C: 1x Elixir | SS S. | | R: 1x Elixir S. Flux | C: 1x Elixir | SS ----------------------------------------------------------------------------- Ether ----------------------------------------------------------------------------- Behemoth | C: 1x Ether | Exoray | | R: 1x Ether Funguar | | R: 1x Ether Guado Guardian (with S.)| | R: 1x Ether Sin (humongous HP one) | C: 1x Ether | Spectral Keeper | C: 1x Ether | Spherimorph | C: 1x Ether | Thorn | | R: 1x Ether YAT-97 | | R: 2x Ether YAT-99 | | R: 1x Ether YKT-11 | | R: 2x Ether YKT-63 | | R: 1x Ether ??? (treasure chest) | C: 1x Ether | SS ----------------------------------------------------------------------------- Farplane Shadow ----------------------------------------------------------------------------- Anima | | R: 1x Farplane Shadow Espada | C: 4x Farplane Shadow | Ghost | | R: 1x Farplane Shadow Master Coeurl | C: 2x Farplane Shadow | R: 4x Farplane Shadow Tonberry | | R: 1x Farplane Shadow Wraith | C: 1x Farplane Shadow | ----------------------------------------------------------------------------- Farplane Wind ----------------------------------------------------------------------------- Coeurlregina | C: 2x Farplane Wind | Espada | | R: 1x Farplane Wind Sleep Sprout | | R: 1x Farplane Wind Varuna | C: 1x Farplane Wind | Wraith | | R: 1x Farplane Wind Y. Woman | | R: 1x Farplane Wind ----------------------------------------------------------------------------- Fire Gem ----------------------------------------------------------------------------- Bomb King | C: 4x Fire Gem | Flame Flan | C: 1x Fire Gem | R: 2x Fire Gem Grenade | C: 2x Fire Gem | R: 3x Fire Gem Puroboros | C: 3x Fire Gem | R: 4x Fire Gem ----------------------------------------------------------------------------- Fish Scale ----------------------------------------------------------------------------- Aqua Flan | C: 2x Fish Scale | Blue Element | C: 2x Fish Scale | R: 3x Fish Scale Maze Larva | C: 2x Fish Scale | Sahagin B | C: 2x Fish Scale | Sahagin C | C: 2x Fish Scale | Water Flan | C: 1x Fish Scale | ----------------------------------------------------------------------------- Frag Grenade ----------------------------------------------------------------------------- Mech Leader | | R: 2x Frag Grenade Splasher (all packs) | | R: 1x Frag Grenade ----------------------------------------------------------------------------- Friend Sphere ----------------------------------------------------------------------------- Dark Sandy | C: 1x Friend Sphere | Neslug | | R: 1x Friend Sphere ----------------------------------------------------------------------------- Gambler's Spirit ----------------------------------------------------------------------------- Catastrophe | C: 1x Gambler's Spirit | Earth Eater | C: 1x Gambler's Spirit | Greater Sphere | C: 1x Gambler's Spirit | Neslug | C: 1x Gambler's Spirit | Omega Weapon | C: 30x Gambler's Spirit| SS Shinryu | C: 1x Gambler's Spirit | Th'uban | C: 1x Gambler's Spirit | Ultima Buster | C: 1x Gambler's Spirit | ----------------------------------------------------------------------------- Gold Hourglass ----------------------------------------------------------------------------- Fafnir | C: 2x Gold Hourglass | Nidhogg | | R: 1x Gold Hourglass ----------------------------------------------------------------------------- Grenade ----------------------------------------------------------------------------- Klikk | C: 1x Grenade | R: 2x Grenade Mech Guard | C: 2x Grenade | R: 3x Grenade Mech Leader | C: 2x Grenade | Mech Scouter | C: 3x Grenade | R: 4x Grenade Mech Scouter (burning) | C: 3x Grenade | SS Piranha | C: 1x Grenade | R: 2x Grenade Splasher (all packs) | C: 1x Grenade | Tros | C: 1x Grenade | R: 3x Grenade ----------------------------------------------------------------------------- Healing Spring ----------------------------------------------------------------------------- Achelous | | R: 1x Healing Spring Behemoth King | C: 1x Healing Spring | Catoblepas | C: 3x Healing Spring | Evrae Altana | | R: 1x Healing Spring Vorban | C: 2x Healing Spring | ----------------------------------------------------------------------------- Healing Water ----------------------------------------------------------------------------- Adamantoise | C: 1x Healing Water | ----------------------------------------------------------------------------- Hi-Potion ----------------------------------------------------------------------------- Bat Eye | C: 1x Hi-Potion | Black Element | C: 1x Hi-Potion | Buer | C: 1x Hi-Potion | Bunyip | C: 1x Hi-Potion | Dual Horn (Mi'ihen road)| | R: 1x Hi-Potion Dual Horn (Home) | C: 1x Hi-Potion | Epaaj | C: 1x Hi-Potion | R: 2x Hi-Potion Evil Eye (Macalania L.) | C: 1x Hi-Potion | Garm | C: 1x Hi-Potion | Grendel | C: 1x Hi-Potion | Guado Guar. (all types) | C: 1x Hi-Potion | Kusariqqu | C: 1x Hi-Potion | Machea | C: 2x Hi-Potion | Mafdet | C: 1x Hi-Potion | Murussu | C: 1x Hi-Potion | Mushussu | C: 1x Hi-Potion | Negator | C: 1x Hi-Potion | R: 2x Hi-Potion Nidhogg | C: 1x Hi-Potion | Swamp Mafdet | C: 1x Hi-Potion | Tonberry | C: 1x Hi-Potion | Valaha | C: 1x Hi-Potion | R: 2x Hi-Potion Warrior Monk (both) | C: 2x Hi-Potion | Wasp | C: 1x Hi-Potion | Wendigo | C: 1x Hi-Potion | Xiphos | C: 1x Hi-Potion | ----------------------------------------------------------------------------- Holy Water ----------------------------------------------------------------------------- YAT-97 | C: 3x Holy Water | YKT-11 | C: 3x Holy Water | ----------------------------------------------------------------------------- Hypello Potion ----------------------------------------------------------------------------- Bunyip | | R: 1x Hypello Potion Halma | C: 3x Hypello Potion | Mafdet | | R: 1x Hypello Potion Murussu | | R: 1x Hypello Potion Raldo | | R: 1x Hypello Potion Shred | C: 1x Hypello Potion | R: 2x Hypello Potion Swamp Mafdet | | R: 1x Hypello Potion ----------------------------------------------------------------------------- Ice Gem ----------------------------------------------------------------------------- Chimera Brain | C: 1x Ice Gem | ----------------------------------------------------------------------------- Lv.1 Key Sphere ----------------------------------------------------------------------------- Earth Eater | | R: 1x Lv.1 Key Sphere ----------------------------------------------------------------------------- Lv.2 Key Sphere ----------------------------------------------------------------------------- Catastrophe | | R: 1x Lv.2 Key Sphere ----------------------------------------------------------------------------- Lv.3 Key Sphere ----------------------------------------------------------------------------- B. Ronso | C: 1x Lv.3 Key Sphere | R: 2x Lv.3 Key Sphere Y. Ronso | C: 1x Lv.3 Key Sphere | R: 2x Lv.3 Key Sphere Ultima Buster | | R: 1x Lv.3 Key Sphere ----------------------------------------------------------------------------- Lv.4 Key Sphere ----------------------------------------------------------------------------- Nemesis | C: 1x Lv.4 Key Sphere | ----------------------------------------------------------------------------- Light Curtain ----------------------------------------------------------------------------- Gemini | C: 1x Light Curtain | R: 2x Light Curtain Iron Giant | C: 1x Light Curtain | SS Ironclad | C: 4x Light Curtain | Tanket | C: 4x Light Curtain | ----------------------------------------------------------------------------- Lightning Gem ----------------------------------------------------------------------------- Chimera Brain | | R: 2x Lightning Gem Imp | C: 1x Lightning Gem | R: 2x Lightning Gem Vidatu | C: 4x Lightning Gem | ----------------------------------------------------------------------------- Lightning Marble ----------------------------------------------------------------------------- Aerouge | | R: 1x Lightning Marble Chimera (Macalania) | | R: 1x Lightning Marble Chimera (Home) | | R: 3x Lightning Marble Yellow Element | | R: 1x Lightning Marble ----------------------------------------------------------------------------- Lunar Curtain ----------------------------------------------------------------------------- Crawler | C: 1x Lunar Curtain | R: 2x Lunar Curtain Defender | C: 1x Lunar Curtain | R: 2x Lunar Curtain Defender X | C: 4x Lunar Curtain | SS Defender Z | C: 2x Lunar Curtain | SS Juggernaut | C: 4x Lunar Curtain | Jumbo Flan | C: 4x Lunar Curtain | Larva | C: 1x Lunar Curtain | R: 2x Lunar Curtain One-Eye | C: 3x Lunar Curtain | Tanket | | R: 4x Lunar Curtain ----------------------------------------------------------------------------- Mana Spring ----------------------------------------------------------------------------- Chimerageist | C: 2x Mana Spring | Coeurl | C: 1x Mana Spring | SS Malboro Menace | | R: 2x Mana Spring Master Tonberry | C: 1x Mana Spring | ----------------------------------------------------------------------------- Mana Tablet ----------------------------------------------------------------------------- Behemoth | | R: 1x Mana Tablet Dark Shiva | C: 2x Mana Tablet | Jumbo Flan | | R: 1x Mana Tablet ----------------------------------------------------------------------------- Mana Tonic ----------------------------------------------------------------------------- Great Malboro | | R: 1x Mana Tonic Vidatu | | R: 1x Mana Tonic ----------------------------------------------------------------------------- Mega-Potion ----------------------------------------------------------------------------- Dual Horn (Home) | | R: 1x Mega-Potion Grendel | | R: 1x Mega-Potion Left Fin | C: 1x Mega-Potion | Xiphos | | R: 1x Mega-Potion ??? (treasure chest) | C: 1x Mega-Potion | SS ----------------------------------------------------------------------------- Musk ----------------------------------------------------------------------------- Ahriman | C: 2x Musk | R: 3x Musk Buer | | R: 1x Musk Evil Eye (Macalania) | | R: 1x Musk Evil Eye B | C: 1x Musk | R: 2x Musk Floating Death | C: 4x Musk | R: 5x Musk Floating Eye | | R: 1x Musk Sandragora | | R: 10x Musk ----------------------------------------------------------------------------- Petrify Grenade ----------------------------------------------------------------------------- Anacondaur | C: 1x Petrify Grenade | R: 2x Petrify Grenade Basilisk | C: 1x Petrify Grenade | SS Cave Iguion | | R: 1x Petrify Grenade Demonolith | C: 2x Petrify Grenade | SS Dinonix | | R: 1x Petrify Grenade Iguion | | R: 1x Petrify Grenade Ipiria | | R: 1x Petrify Grenade Jormungand | C: 4x Petrify Grenade | Melusine | | R: 1x Petrify Grenade Raptor | | R: 1x Petrify Grenade Yowie | | R: 1x Petrify Grenade Zaurus | C: 2x Petrify Grenade | R: 3x Petrify Grenade ----------------------------------------------------------------------------- Phoenix Down ----------------------------------------------------------------------------- Condor | C: 1x Phoenix Down | Ghost | C: 2x Phoenix Down | ----------------------------------------------------------------------------- Poison Fang ----------------------------------------------------------------------------- Bite Bug | | R: 1x Poison Fang Hornet | C: 4x Poison Fang | Killer Bee | | R: 1x Poison Fang Nebiros | C: 1x Poison Fang | R: 2x Poison Fang Sleep Sprout | C: 4x Poison Fang | Wasp | | R: 1x Poison Fang ----------------------------------------------------------------------------- Potion ----------------------------------------------------------------------------- Chocobo Eater | C: 1x Potion | SS Dingo | C: 1x Potion | Dual Horn (Mi'ihen) | C: 1x Potion | Extractor | C: 1x Potion | SS Garuda (Luca stadium) | C: 1x Potion | SS Lamashtu | C: 1x Potion | Lord Ochu | C: 1x Potion | SS Magic Urn | C: 1x Potion | SS Mi'ihen Fang | C: 1x Potion | Oblitzerator | C: 1x Potion | SS Raldo | C: 1x Potion | Sahagin Chief | C: 1x Potion | SS Sin (first encounter) | C: 1x Potion | SS Sinscale (onboard Liki) | C: 1x Potion | SS Sinspawn: Echuilles | C: 1x Potion | SS Sinsp.: Gene. (all tar.)| C: 1x Potion | SS Sinsp.: Gui (first) | C: 1x Potion | SS Sinsp.: Gui (second) | C: 1x Potion | SS Vouivre (Luca stadium) | C: 1x Potion | SS Vouivre (Mi'ihen road) | C: 1x Potion | SS Worker | C: 1x Potion | SS ???? (later joins you) | C: 1x Potion | SS ----------------------------------------------------------------------------- Purifying Salt ----------------------------------------------------------------------------- Abaddon | C: 3x Purifying Salt | Fallen Monk (both types)| | R: 1x Purifying Salt Hornet | | R: 2x Purifying Salt Warrior Monk (both typ.)| | R: 1x Purifying Salt ----------------------------------------------------------------------------- Remedy ----------------------------------------------------------------------------- Grat | | R: 3x Remedy Great Malboro | C: 1x Remedy | Malboro | C: 1x Remedy | SS Malboro Menace | C: 4x Remedy | Mandragora | C: 2x Remedy | R: 3x Remedy Ochu | C: 1x Remedy | R: 2x Remedy Ragora | | R: 1x Remedy Sandragora | C: 2x Remedy | YAT-99 | C: 1x Remedy | YKT-63 | C: 1x Remedy | ----------------------------------------------------------------------------- Rename Card ----------------------------------------------------------------------------- Ornitholestes | C: 1x Rename Card | ----------------------------------------------------------------------------- Return Sphere ----------------------------------------------------------------------------- Dark Cindy | C: 1x Return Sphere | Greater Sphere | | R: 1x Return Sphere ----------------------------------------------------------------------------- Shadow Gem ----------------------------------------------------------------------------- Abyss Worm | C: 4x Shadow Gem | Halma | | R: 2x Shadow Gem Sand Worm | C: 2x Shadow Gem | ----------------------------------------------------------------------------- Shining Gem ----------------------------------------------------------------------------- Abaddon | | R: 1x Shining Gem Black Element | | R: 4x Shining Gem Bomb King | | R: 1x Shining Gem Juggernaut | | R: 1x Shining Gem Right Fin | | R: 1x Shining Gem S. Omnis | C: 1x Shining Gem | Sinspawn: Genais | | R: 1x Shining Gem Varuna | | R: 1x Shining Gem ----------------------------------------------------------------------------- Shining Thorn ----------------------------------------------------------------------------- Dark Element | C: 1x Shining Thorn | R: 2x Shining Thorn ----------------------------------------------------------------------------- Silence Grenade ----------------------------------------------------------------------------- A. aeon (Macalania tem.)| C: 3x Silence Grenade | Bat Eye | | R: 2x Silence Grenade Exoray | C: 3x Silence Grenade | Funguar | C: 1x Silence Grenade | Thorn | C: 2x Silence Grenade | ----------------------------------------------------------------------------- Silver Hourglass ----------------------------------------------------------------------------- Kusariqqu | | R: 1x Silver Hourglass Lamashtu | | R: 1x Silver Hourglass Mushussu | | R: 1x Silver Hourglass Vouivre (Mi'ihen road) | | R: 1x Silver Hourglass ----------------------------------------------------------------------------- Sleeping Powder ----------------------------------------------------------------------------- Dingo | | R: 1x Sleeping Powder Garm | | R: 1x Sleeping Powder Mi'ihen Fang | | R: 1x Sleeping Powder Sand Wolf | C: 2x Sleeping Powder | SS Snow Wolf | C: 1x Sleeping Powder | R: 2x Sleeping Powder ----------------------------------------------------------------------------- Smoke Bomb ----------------------------------------------------------------------------- Alcyone | C: 1x Smoke Bomb | R: 2x Smoke Bomb Condor | | R: 1x Smoke Bomb Garuda (Besaid island) | C: 1x Smoke Bomb | R: 2x Smoke Bomb Garuda (Mushroom rock) | C: 1x Smoke Bomb | R: 2x Smoke Bomb Pteryx | C: 4x Smoke Bomb | Simurgh | C: 1x Smoke Bomb | R: 2x Smoke Bomb Stratoavis | C: 3x Smoke Bomb | Zu (both types) | C: 3x Smoke Bomb | R: 4x Smoke Bomb ----------------------------------------------------------------------------- Soft ----------------------------------------------------------------------------- Cave Iguion | C: 1x Soft | Dinonix | C: 1x Soft | Iguion | C: 1x Soft | Ipiria | C: 1x Soft | Melusine | C: 1x Soft | Raptor | C: 1x Soft | Yowie | C: 1x Soft | ----------------------------------------------------------------------------- Soul Spring ----------------------------------------------------------------------------- Bashura | C: 1x Soul Spring | R: 2x Soul Spring Kottos | | R: 2x Soul Spring ----------------------------------------------------------------------------- Stamina Spring ----------------------------------------------------------------------------- Chimerageist | | R: 2x Stamina Spring Fafnir | | R: 2x Stamina Spring Kottos | C: 4x Stamina Spring | Land Worm | C: 1x Stamina Spring | SS Ogre | C: 1x Stamina Spring | R: 2x Stamina Spring Sand Worm | | R: 2x Stamina Spring Sin's Core | C: 3x Stamina Spring | R: 4x Stamina Spring Spirit | C: 1x Stamina Spring | R: 2x Stamina Spring Stratoavis | | R: 2x Stamina Spring ----------------------------------------------------------------------------- Stamina Tablet ----------------------------------------------------------------------------- Abyss Worm | | R: 1x Stamina Tablet Adamantoise | | R: 1x Stamina Tablet Dark Ixion | C: 2x Stamina Tablet | Ironclad | | R: 1x Stamina Tablet Vorban | | R: 1x Stamina Tablet Y. Woman | C: 1x Stamina Tablet | ??? (treasure chest) | C: 1x Stamina Tablet | SS ----------------------------------------------------------------------------- Stamina Tonic ----------------------------------------------------------------------------- Catoblepas | | R: 1x Stamina Tonic Dark Yojimbo | C: 2x Stamina Tonic | Machea | | R: 1x Stamina Tonic ----------------------------------------------------------------------------- Star Curtain ----------------------------------------------------------------------------- Barbatos | C: 1x Star Curtain | Dark Flan | C: 1x Star Curtain | R: 2x Star Curtain Nega Elemental | C: 4x Star Curtain | Sinspawn: Genais | C: 1x Star Curtain | ----------------------------------------------------------------------------- Supreme Gem ----------------------------------------------------------------------------- Left Fin | | R: 1x Supreme Gem Sin (humongous HP one) | | R: 1x Supreme Gem S. Omnis | | R: 1x Supreme Gem ----------------------------------------------------------------------------- Teleport Sphere ----------------------------------------------------------------------------- Dark Mindy | C: 1x Teleport Sphere | Th'uban | | R: 1x Teleport Sphere ----------------------------------------------------------------------------- Tetra Elemental ----------------------------------------------------------------------------- Master Tonberry | | R: 1x Tetra Elemental S. Natus | C: 2x Tetra Elemental | R: 3x Tetra Elemental ----------------------------------------------------------------------------- Three Stars ----------------------------------------------------------------------------- Dark Anima | C: 2x Three Stars | Jormungand | | R: 1x Three Stars Shinryu | | R: 1x Three Stars ----------------------------------------------------------------------------- Turbo Ether ----------------------------------------------------------------------------- Br. F. A. (both forms) | C: 1x Turbo Ether | S. (the long haired guy)| C: 1x Turbo Ether | Sanctuary Keeper | C: 1x Turbo Ether | R: 2x Turbo Ether Spectral Keeper | | R: 1x Turbo Ether Spherimorph | | R: 1x Turbo Ether ----------------------------------------------------------------------------- Twin Stars ----------------------------------------------------------------------------- Behemoth King | | R: 2x Twin Stars Dark Bahamut | C: 2x Twin Stars | Nega Elemental | | R: 1x Twin Stars ----------------------------------------------------------------------------- Warp Sphere ----------------------------------------------------------------------------- Nemesis | | R: 1x Warp Sphere ----------------------------------------------------------------------------- Water Gem ----------------------------------------------------------------------------- Achelous | C: 2x Water Gem | Evrae | C: 1x Water Gem | R: 2x Water Gem Evrae Altana | C: 2x Water Gem | Geosgaeno (both fights) | C: 1x Water Gem | R: 2x Water Gem Maelspike | C: 2x Water Gem | R: 3x Water Gem Octopus | | R: 2x Water Gem Phlegyas | | R: 1x Water Gem ----------------------------------------------------------------------------- X-Potion ----------------------------------------------------------------------------- Dark Valefor | C: 2x X-Potion | Guado Guardian (past S.)| | R: 1x X-Potion Guado Guardian (Home) | | R: 2x X-Potion Right Fin | C: 1x X-Potion | Wendigo | | R: 1x X-Potion ??? (treasure chest) | C: 1x X-Potion | SS ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 23.) ABOUT BRIBE ---> A853 ============================================================================= ============================================================================= Q - What's this section about? A - About Bribing, of course. Listed below will be two charts. First will be alphabetical chart of every enemy in the game you can Bribe for items - added will also be amount of gil needed as well as an estimate number of items you will receive should Bribe succeed. Then I'll reverse the magic - first will be items listed alphabetically, then all enemies you can Bribe for certain item. Q - How do I get Bribe? A - It's on the end of Rikku's path. You can have other chrs learn it by travelling all the way to Bribe node (or you simply use Warp Sphere), where they use Ability Sphere to learn Steal, or you use Special Sphere or Master Sphere in order to learn Steal from anywhere on the grid. Q - How much gil do I need to pay? A - Read the following info carefully. For PAL version recommended Bribe amount is fiend's MAX HP multiplied by 10. For NTSC version recommended Bribe amount is fiend's MAX HP multiplied by 20. I dunno about very first release of FFX and International version. Q - What is success rate of Bribe? A - First take a look at fiend's HP. Multiply the amount by 10 (or 20) and you have the amount you need to pay (it'll be listed in here as well, so why bother?:)). Let's say you try to Bribe Malboro. For first bribing try 270001 gil. That's 10x times Malboro's MAX HP + 1. If Malboro goes away after that, cool! You did it. If it'll say 'Miss', keep giving 1 gil and 1 gil only. Eventually you will succeed. Q - I didn't get as many of this item from that enemy as last time I Bribed it. What's up with that? A - Amount of items you get is often randomly determined. I will offer info on estimated amount of item you'd receive should you decide to Bribe the fiend in case you offer '10x fiend's MAX HP' gil (or 20x times for NTSC). Q - Can I improve amount of items I get? A - Aside from increasing amount of gil, no. Q - This fiend/item is not listed in your list... did you forget it? A - If you can't find certain fiend or item to be put on display in these two lists, it means only one thing: this enemy can't be Bribed, or this item cannot be obtained thru Bribing. ***************************************************************************** ALPHABETICAL MONSTER LIST ***************************************************************************** NOTE 1: The amount of gil given and items received listed is legit for PAL version. If you have NTSC version and you're reading this, you must double the amount of gil that is displayed near fiend's name (Remember? Fiend's MAX HP x 20 for NTSC). You will also receive roughly twice the amount of items. NOTE 2: If you don't find the enemy you're looking for, there is one simple explanation. That enemy doesn't have anything to be bribed for. ----------------------------------------------------------------------------- ENEMY'S NAME MINIMUM GIL AMOUNT ITEM & AMOUNT RECEIVED ----------------------------------------------------------------------------- Achelous | 51000 | 8x Healing Spring Adamantoise | 544000 | 3x Special Sphere Aerouge | 2000 | 2x Lightning Marble Ahriman | 28000 | 3x Farplane Wind Alcyone | 4300 | 1x Mega Phoenix Anacondaur | 58000 | 8x Healing Water ----------------------------------------------------------------------------- Aqua Flan | 20250 | 8x Water Gem Bandersnatch | 18000 | 10x Dream Powder Barbatos | 950000 | 10x Teleport Sphere Bashura | 170000 | 40x Stamina Spring Basilisk | 20250 | 12x Petrify Grenade Bat Eye | 3800 | 6x Silence Grenade ----------------------------------------------------------------------------- Behemoth | 230000 | 15x Lv.2 Key Sphere Behemoth King | 675000 | 7x Three Stars Bite Bug | 2000 | 1x Poison Fang Black Element | 76000 | 1x Black Magic Sphere Blue Element | 15000 | 5x Water Gem Bomb (Mi'ihen Highroad) | 8500 | 8x Bomb Core ----------------------------------------------------------------------------- Bomb (Home) | 22000 | 7x Fire Gem Buer | 2300 | 1x Musk Bunyip | 4000 | 8x Hypello Potion Cave Iguion | 5500 | 3x Petrify Grenade Chimera (Macal. forest) | 52500 | 5x Mana Tablet Chimera (Home) | 90000 | 8x Underdog's Secret ----------------------------------------------------------------------------- Chimera Brain | 98000 | 1x Lv.4 Key Sphere Coeurl | 60000 | 1x Friend Sphere Condor | 950 | 2x Smoke Bomb Dark Element | 18000 | 2x Return Sphere Dark Flan | 128000 | 1x White Magic Sphere Defender | 120000 | 10x Stamina Tablet ----------------------------------------------------------------------------- Defender Z | 423000 | 3x Designer Wallet Demonolith | 450000 | 20x Lv.3 Key Sphere Dingo | 1250 | 2x Sleeping Powder Dinonix | 1400 | 1x Petrify Grenade Dual Horn (Mi'ihen road)| 18750 | 30x Hi-Potion Dual Horn B (Home) | 37950 | 12x Mega-Potion ----------------------------------------------------------------------------- Epaaj | 87000 | 12x Farplane Wind Evil Eye (Macal. Lake) | 3100 | 2x Musk Evil Eye (Home) | 4300 | 2x Musk Exoray | 74000 | 15x Turbo Ether Flame Flan | 15000 | 5x Fire Gem Floating Death | 67000 | 5x Gambler's Spirit ----------------------------------------------------------------------------- Floating Eye | 1400 | 1x Musk Funguar | 5400 | 1x Turbo Ether Gandarewa | 1480 | 2x Lightning Marble Garm | 2400 | 4x Sleeping Powder Garuda (Mushroom Rock) | 40000 | 50x Smoke Bomb Gemini (sword) | 360000 | 5x Stamina Tonic ----------------------------------------------------------------------------- Gemini (club) | 360000 | 5x Mana Tonic Ghost | 99990 | 19x Mega Phoenix Gold Element | 12000 | 10x Lightning Marble Grat | 40000 | 20x Remedy Great Malboro | 640000 | 4x Wings to Discovery Grenade | 75000 | 6x Shining Gem ----------------------------------------------------------------------------- Grendel | 95000 | 30x Mega-Potion Guado Guardian (with S.)| 20000 | 5x Ether Guado Guardian (Home) | 26000 | 15x X-Potion Halma | 130000 | 10x Supreme Gem Ice Flan | 13500 | 5x Ice Gem Iguion | 3700 | 3x Petrify Grenade ----------------------------------------------------------------------------- Imp | 8800 | 2x Lv.1 Key Sphere Ipiria | 1800 | 2x Petrify Grenade Iron Giant | 36000 | 1x Stamina Tonic Killer Bee | 1100 | 1x Poison Fang Kusariqqu | 4450 | 10x Silver Hourglass Lamashtu | 2750 | 5x Silver Hourglass ----------------------------------------------------------------------------- Land Worm | 800000 | 1x Dark Matter Larva | 14980 | 5x Shining Thorn Lord Ochu | 46490 | 40x Remedy Machea | 180000 | 30x Chocobo Wing Maelspike | 100000 | 1x Attribute Sphere Mafdet | 7100 | 14x Hypello Potion ----------------------------------------------------------------------------- Malboro | 270000 | 2x Wings to Discovery Mandragora | 310000 | 12x Return Sphere Master Coeurl | 130000 | 1x Warp Sphere Master Tonberry | 480000 | 2x Pendulum Maze Larva | 22220 | 7x Water Gem Mech Defender | 87000 | 50x Al Bhed Potion ----------------------------------------------------------------------------- Mech Guard | 12800 | 25x Grenade Mech Gunner | 28000 | 20x Al Bhed Potion Mech Hunter | 55000 | 30x Al Bhed Potion Mech Leader | 37000 | 1x Door to Tomorrow Mech Scouter (all types)| 27500 | 1x Door to Tomorrow Melusine | 2650 | 2x Petrify Grenade ----------------------------------------------------------------------------- Mi'ihen Fang | 1600 | 3x Sleeping Powder Murussu | 5800 | 12x Hypello Potion Mushussu | 6800 | 3x Gold Hourglass Nebiros | 7000 | 3x Poison Fang Nidhogg | 20000 | 6x Gold Hourglass Ochu | 72000 | 35x Remedy ----------------------------------------------------------------------------- Octopus | 45000 | 10x Healing Spring Ogre | 94000 | 25x Stamina Spring Phlegyas | 16800 | 3x Healing Spring Piranha (1-pack) | 500 | 1x Water Gem Piranha (2-pack) | 1000 | 1x Water Gem Piranha (3-pack) | 1500 | 1x Water Gem ----------------------------------------------------------------------------- Puroboros | 200000 | 18x Shining Gem Ragora | 7800 | 4x Remedy Raldo | 2400 | 5x Hypello Potion Raptor | 2000 | 2x Petrify Grenade Red Element | 4500 | 4x Bomb Core Remora | 30000 | 10x Water Gem ----------------------------------------------------------------------------- Sahagin (Via Purifico) | 13800 | 4x Water Gem Sahagin (Via P. underw.)| 3800 | 4x Water Gem Sand Wolf | 4500 | 6x Sleeping Powder Sand Worm | 450000 | 8x Winning Formula Sandragora | 127500 | 50x Remedy Shred | 19500 | 25x Hypello Potion ----------------------------------------------------------------------------- Simurgh | 2000 | 3x Smoke Bomb Sinscale (*on* Liki) | 2000 | 5x Potion Skoll | 10000 | 6x Dream Powder Snow Flan | 6000 | 5x Arctic Wind Snow Wolf | 4000 | 6x Sleeping Powder Spirit | 100000 | 5x Twin Stars ----------------------------------------------------------------------------- Splasher (1-pack) | 2000 | 2x Dragon Scale Splasher (2-pack) | 4000 | 4x Dragon Scale Splasher (3-pack) | 6000 | 6x Dragon Scale Swamp Mafdet | 8500 | 17x Hypello Potion Thorn | 40800 | 8x Turbo Ether Thunder Flan | 4500 | 4x Lightning Marble ----------------------------------------------------------------------------- Tonberry | 135000 | 1x Amulet Ultima Weapon | 999990 | 50x Pendulum Valaha | 87000 | 30x X-Potion Varuna | 560000 | 10x Megalixir Vouivre (Mi'ihen road) | 2550 | 5x Silver Hourglass Wasp | 3600 | 2x Poison Fang ----------------------------------------------------------------------------- Water Flan | 3150 | 1x Water Gem White Element | 3900 | 4x Arctic Wind Wraith | 222220 | 30x Farplane Wind Xiphos | 27000 | 1x Megalixir YAT-97 | 37000 | 8x Ether YAT-99 | 27000 | 5x Ether ----------------------------------------------------------------------------- Yellow Element | 3000 | 3x Lightning Marble YKT-11 | 62000 | 6x Elixir YKT-63 | 42000 | 4x Elixir Yowie | 9000 | 6x Petrify Grenade Zaurus | 78500 | 5x Rename Card Zu | 180000 | 1x Skill Sphere ----------------------------------------------------------------------------- ***************************************************************************** ALPHABETICAL ITEM LIST ***************************************************************************** Again, amount of gil given and items received is legit for PAL version. For NTSC you need to double the amount of gil given (you will also receive near double the amount of times). If the item you're looking for isn't displayed here, then it cannot be bribed for. LEGEND: Item's name ----------------------------------------------------------------------------- Amount - enemy - gil payed ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Al Bhed Potion ----------------------------------------------------------------------------- 50x from Mech Defender for 87000 | 20x from Mech Gunner for 28000 30x from Mech Hunter for 55000 | ----------------------------------------------------------------------------- Amulet ----------------------------------------------------------------------------- 1x from Tonberry for 135000 | ----------------------------------------------------------------------------- Arctic Wind ----------------------------------------------------------------------------- 5x from Snow Flan for 6000 | 4x from White Element for 3900 ----------------------------------------------------------------------------- Attribute Sphere ----------------------------------------------------------------------------- 1x from Maelspike for 100000 | ----------------------------------------------------------------------------- Black Magic Sphere ----------------------------------------------------------------------------- 1x from Black Element for 76000 | ----------------------------------------------------------------------------- Bomb Core ----------------------------------------------------------------------------- 8x from Bomb (Mi'ihen road) for 8500 | 4x from Red Element for 4500 ----------------------------------------------------------------------------- Chocobo Wing ----------------------------------------------------------------------------- 30x from Machea for 180000 | ----------------------------------------------------------------------------- Dark Matter ----------------------------------------------------------------------------- 1x from Land Worm for 800000 | ----------------------------------------------------------------------------- Designer Wallet ----------------------------------------------------------------------------- 3x from Defender Z for 423000 | ----------------------------------------------------------------------------- Door to Tomorrow ----------------------------------------------------------------------------- 1x from Mech Leader for 37000 | 1x from Mech Scouter (all) for 27500 ----------------------------------------------------------------------------- Dragon Scale ----------------------------------------------------------------------------- 2x from 1-pack-Splasher for 2000 | 4x from 2-pack-Splasher for 4000 6x from 3-pack-Splasher for 6000 | ----------------------------------------------------------------------------- Dream Powder ----------------------------------------------------------------------------- 10x from Bandersnatch for 18000 | 6x from Skoll for 10000 ----------------------------------------------------------------------------- Elixir ----------------------------------------------------------------------------- 6x from YKT-11 for 62000 | 4x from YKT-63 for 42000 ----------------------------------------------------------------------------- Ether ----------------------------------------------------------------------------- 5x Ether from Guado G. (S.) for 20000 | 8x from YAT-97 for 37000 5x from YAT-99 for 27000 | ----------------------------------------------------------------------------- Farplane Wind ----------------------------------------------------------------------------- 3x from Ahriman for 28000 | 12x from Epaaj for 87000 30x from Wraith for 222220 | ----------------------------------------------------------------------------- Fire Gem ----------------------------------------------------------------------------- 7x from Bomb (Home) for 22000 | 5x from Flame Flan for 15000 ----------------------------------------------------------------------------- Friend Sphere ----------------------------------------------------------------------------- 1x from Coeurl for 60000 | ----------------------------------------------------------------------------- Gambler's Spirit ----------------------------------------------------------------------------- 5x from Floating Death for 67000 | ----------------------------------------------------------------------------- Gold Hourglass ----------------------------------------------------------------------------- 3x from Mushussu for 6800 | 6x from Nidhogg for 20000 ----------------------------------------------------------------------------- Grenade ----------------------------------------------------------------------------- 25x from Mech Guard for 12800 | ----------------------------------------------------------------------------- Healing Spring ----------------------------------------------------------------------------- 8x from Achelous for 51000 | 10x from Octopus for 45000 3x from Phlegyas for 16800 | ----------------------------------------------------------------------------- Healing Water ----------------------------------------------------------------------------- 8x from Anacondaur for 58000 | ----------------------------------------------------------------------------- Hi-Potion ----------------------------------------------------------------------------- 30x from Dual Horn (Mi'ihen) for 18750| ----------------------------------------------------------------------------- Hypello Potion ----------------------------------------------------------------------------- 8x from Bunyip for 4000 | 14x from Mafdet for 7100 12x from Murussu for 5800 | 5x from Raldo for 2400 25x from Shred for 19500 | 17x from Swamp Mafdet for 8500 ----------------------------------------------------------------------------- Ice Gem ----------------------------------------------------------------------------- 5x from Ice Flan for 13500 | ----------------------------------------------------------------------------- Lightning Marble ----------------------------------------------------------------------------- 2x from Aerouge for 2000 | 2x from Gandarewa for 1480 10x from Gold Element for 12000 | 4x from Thunder Flan for 4500 3x from Yellow Element for 3000 | ----------------------------------------------------------------------------- Lv.1 Key Sphere ----------------------------------------------------------------------------- 2x from Imp for 8800 | ----------------------------------------------------------------------------- Lv.2 Key Sphere ----------------------------------------------------------------------------- 15x from Behemoth for 270000 | ----------------------------------------------------------------------------- Lv.3 Key Sphere ----------------------------------------------------------------------------- 20x from Demonolith for 450000 | ----------------------------------------------------------------------------- Lv.4 Key Sphere ----------------------------------------------------------------------------- 1x from Chimera Brain for 98000 | ----------------------------------------------------------------------------- Mana Tablet ----------------------------------------------------------------------------- 5x from Chimera (Macalania) for 52500 | ----------------------------------------------------------------------------- Mana Tonic ----------------------------------------------------------------------------- 5x from (club) Gemini for 360000 | ----------------------------------------------------------------------------- Megalixir ----------------------------------------------------------------------------- 10x from Varuna for 560000 | 1x from Xiphos for 27000 ----------------------------------------------------------------------------- Mega Phoenix ----------------------------------------------------------------------------- 1x from Alcyone for 4300 | 19x from Ghost for 99990 ----------------------------------------------------------------------------- Mega-Potion ----------------------------------------------------------------------------- 12x from Dual Horn (Home) for 37950 | 30x from Grendel for 95000 ----------------------------------------------------------------------------- Musk ----------------------------------------------------------------------------- 1x from Buer for 2300 | 2x from Evil Eye (Macalania) for 3100 2x from Evil Eye (Home) for 4300 | 1x from Floating Eye for 1400 ----------------------------------------------------------------------------- Pendulum ----------------------------------------------------------------------------- 2x from Master Tonberry for 480000 | 50x from Ultima Weapon for 999990 ----------------------------------------------------------------------------- Petrify Grenade ----------------------------------------------------------------------------- 12x from Basilisk for 20250 | 3x from Cave Iguion for 5500 1x from Dinonix for 1400 | 3x from Iguion for 3700 2x from Ipiria for 1800 | 2x from Melusine for 2650 2x from Raptor for 2000 | 6x from Yowie for 9000 ----------------------------------------------------------------------------- Poison Fang ----------------------------------------------------------------------------- 1x from Bite Bug for 2000 | 1x from Killer Bee for 1100 3x from Nebiros for 7000 | 2x from Wasp for 3600 ----------------------------------------------------------------------------- Potion ----------------------------------------------------------------------------- 5x from Sinscale (*on* Liki) for 2000 | ----------------------------------------------------------------------------- Remedy ----------------------------------------------------------------------------- 20x from Grat for 40000 | 40x Remedy from Lord Ochu for 46390 35x from Ochu for 72000 | 4x from Ragora for 7800 50x from Sandragora for 127500 | ----------------------------------------------------------------------------- Rename card ----------------------------------------------------------------------------- 5x from Zaurus for 78500 | ----------------------------------------------------------------------------- Return Sphere ----------------------------------------------------------------------------- 2x from Dark Element for 18000 | 12x from Mandragora for 310000 ----------------------------------------------------------------------------- Shining Gem ----------------------------------------------------------------------------- 6x from Grenade for 75000 | 18x from Puroboros for 200000 ----------------------------------------------------------------------------- Shining Thorn ----------------------------------------------------------------------------- 5x from Larva for 14980 | ----------------------------------------------------------------------------- Silence Grenade ----------------------------------------------------------------------------- 6x from Bat Eye for 3800 | ----------------------------------------------------------------------------- Silver Hourglass ----------------------------------------------------------------------------- 10x from Kusariqqu for 4450 | 5x from Lamashtu for 2750 5x from Vouivre (Mi'ihen) for 2550 | ----------------------------------------------------------------------------- Skill Sphere ----------------------------------------------------------------------------- 1x from Zu for 180000 | ----------------------------------------------------------------------------- Sleeping Powder ----------------------------------------------------------------------------- 2x from Dingo for 1250 | 4x from Garm for 2400 3x from Mi'ihen Fang for 1600 | 6x from Sand Wolf for 4500 6x from Snow Wolf for 4000 | ----------------------------------------------------------------------------- Smoke Bomb ----------------------------------------------------------------------------- 2x from Condor for 950 | 50x from Garuda (Mus. rock) for 40000 3x from Simurgh for 2000 | ----------------------------------------------------------------------------- Special Sphere ----------------------------------------------------------------------------- 3x from Adamantoise for 544000 | ----------------------------------------------------------------------------- Stamina Spring ----------------------------------------------------------------------------- 40x from Bashura for 170000 | 25x from Ogre for 94000 ----------------------------------------------------------------------------- Stamina Tablet ----------------------------------------------------------------------------- 10x from Defender for 120000 | ----------------------------------------------------------------------------- Stamina Tonic ----------------------------------------------------------------------------- 5x from (sword) Gemini for 360000 | 1x from Iron Giant for 36000 ----------------------------------------------------------------------------- Supreme Gem ----------------------------------------------------------------------------- 10x from Halma for 130000 | ----------------------------------------------------------------------------- Teleport Sphere ----------------------------------------------------------------------------- 10x from Barbatos for 950000 | ----------------------------------------------------------------------------- Three Stars ----------------------------------------------------------------------------- 7x from Behemoth King for 675000 | ----------------------------------------------------------------------------- Turbo Ether ----------------------------------------------------------------------------- 15x from Exoray for 74000 | 1x from Funguar for 5400 8x from Thorn for 40800 | ----------------------------------------------------------------------------- Twin Stars ----------------------------------------------------------------------------- 5x from Spirit for 100000 | ----------------------------------------------------------------------------- Underdog's Secret ----------------------------------------------------------------------------- 8x from Chimera (Home) for 90000 | ----------------------------------------------------------------------------- Warp Sphere ----------------------------------------------------------------------------- 1x from Master Coeurl for 130000 | ----------------------------------------------------------------------------- Water Gem ----------------------------------------------------------------------------- 8x from Aqua Flan for 20250 | 5x from Blue Element for 15000 7x from Maze Larva for 22220 | 1x from 1-pack-Piranha for 500 1x from 2-pack-Piranha for 1000 | 1x from 3-pack-Piranha for 1500 10x from Remora for 30000 | 4x from Sahagin (Via Pur.) for 13800 4x from Sahagin (water Puri.) for 3800| 1x from Water Flan for 3150 ----------------------------------------------------------------------------- White Magic Sphere ----------------------------------------------------------------------------- 1x from Dark Flan for 128000 | ----------------------------------------------------------------------------- Wings to Discovery ----------------------------------------------------------------------------- 4x from Great Malboro for 640000 | 2x from Malboro for 270000 ----------------------------------------------------------------------------- Winning Formula ----------------------------------------------------------------------------- 8x from Sand Worm for 450000 | ----------------------------------------------------------------------------- X-Potion ----------------------------------------------------------------------------- 15x from Guado Guar. (Home) for 26000 | 30x from Valaha for 87000 ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 24.) ABOUT DROP ITEMS ---> A854 ============================================================================= ============================================================================= Q - What's this section about? A - About items you get when you kill an enemy (normal or Overkill). Listed below will be two charts. First will be alphabetical chart of every enemy in the game that can be defeated for items, which you obtain by viewing post- battle screen (ie the one where you view AP gained, weapons obtained etc.). Then I'll reverse the magic - first will be items listed alphabetically, then all enemies you can defeat for those items. Q - Anything of utmost importance? A - Yes. You can often get double amount of items when you Overkill an enemy. Overkill means that you gave your enemy a finishing blow that dealt damage which exceeded Overkill limit for that fiend. Here's an example: You kill Master Tonberry with a blow dealing 9999 damage. You'd get 1x Teleport Sphere. Overkill limit for Mr T. is 13560 damage. So if you kill Master Tonberry with blow dealing say 20000 damage, word Overkill will appear, meaning you exceeded Overkill limit, in which case you'll receive 2x Teleport Sphere. Q - I received Power Spheres from Master T., but you wrote it drops Teleport Spheres... what's up? A - Some of the enemies, bosses included, drop two different kinds of items. One is common drop, the other is rare. Q - Are there any variables that work in my favor of getting only rare drops? A - Except having a little bit of luck on your part (this doesn't include Luck stat of your chrs), there is nothing you can do to increase your bets in getting rare drops. Q - This fiend/item is not listed in your list... did you forget it? A - If you can't find certain fiend or item to be put on display in these two lists, it means only one thing: this enemy doesn't drop anything, or this item cannot be obtained as battle spoils from any fiend. ***************************************************************************** ALPHABETICAL MONSTER LIST ***************************************************************************** ENEMY'S NAME | COMMON DROP | RARE DROP ----------------------------------------------------------------------------- ???? (guy who joins) | 2x/4x Ability Sphere | 2x/4x Ability Sphere A. aeon (Macalania t.) | 1x/2x Ability Sphere | 1x/2x Ability Sphere Abaddon | 1x/2x Mana Tablet | 1x/2x Dark Matter Abyss Worm | 1x/2x Stamina Tonic | 1x/2x Dark Matter Achelous | 1x/2x Power Sphere | 1x/2x Power Sphere Adamantoise | 2x/4x Power Sphere | 4x/8x Power Sphere ----------------------------------------------------------------------------- Aerouge | 1x/2x Mana Sphere | 1x/2x Mana Sphere Ahriman | 1x/2x Speed Sphere | 1x/2x Speed Sphere Alcyone[1] | 1x/2x Speed Sphere[1] | 1x/2x Speed Sphere[1] | 1x/2x Al Bhed Potion[1] | 1x/2x Al Bhed Potion[1] Anacondaur | 1x/2x Power Sphere | 1x/2x Power Sphere Aqua Flan | 1x/2x Mana Sphere | 1x/2x Mana Sphere ----------------------------------------------------------------------------- Bandersnatch | 1x/2x Power Sphere | 1x/2x Power Sphere Barbatos | 1x/2x Power Sphere | 1x/2x Return Sphere Bashura | 1x/2x Power Sphere | 2x/4x Power Sphere Basilisk | 1x/2x Ability Sphere | 2x/4x Ability Sphere Bat Eye | 1x/2x Speed Sphere | 1x/2x Speed Sphere Behemoth | 1x/2x Power Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Behemoth King | 1x/2x Power Sphere | 1x/2x Lv.3 Key Sphere B. Ronso | 1x/2x Return Sphere | 1x/2x Friend Sphere Bite Bug | 1x/2x Speed Sphere | 1x/2x Speed Sphere Black Element | 1x/2x Mana Sphere | 1x/2x Return Sphere Blue Element | 1x/2x Mana Sphere | 1x/2x Mana Sphere Bomb (Mi'ihen Highroad) | 1x/2x Power Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Bomb (Home) | 1x/2x Power Sphere | 1x/2x Power Sphere Bomb King | 1x/2x Door to Tomorrow | 1x/2x Dark Matter Buer | 1x/2x Speed Sphere | 1x/2x Speed Sphere Bunyip | 1x/2x Power Sphere | 1x/2x Power Sphere Cactuar | 2x/4x Speed Sphere | 3x/6x Speed Sphere Cactuar King | 3x/6x Blessed Gem | 1x/2x Dark Matter ----------------------------------------------------------------------------- Catastrophe | 1x/2x Designer Wallet | 1x/2x Dark Matter Catoblepas | 1x/2x Three Stars | 1x/2x Dark Matter Cave Iguion | 1x/2x Speed Sphere | 1x/2x Power Sphere Chimera (Macalania for.) | 1x/2x Ability Sphere | 2x/4x Ability Sphere Chimera (Home) | 1x/2x Ability Sphere | 2x/4x Ability Sphere Chimera Brain | 1x/2x Ability Sphere | 2x/4x Ability Sphere ----------------------------------------------------------------------------- Chimerageist | 1x/2x Return Sphere | 1x/2x Dark Matter Chocobo Eater | 2x Lv.1 Key Sphere* | 2x Lv.1 Key Sphere* Coeurl | 1x/2x Mana Sphere | 2x/4x Mana Sphere Coeurlregina | 3x/6x Shining Gem | 1x/2x Dark Matter Condor | 1x/2x Speed Sphere | 1x/2x Speed Sphere Crawler | 1x/2x Elixir | 2x/4x Elixir ----------------------------------------------------------------------------- Dark Anima | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Bahamut | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Cindy | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Element | 1x/2x Mana Sphere | 1x/2x Mana Sphere Dark Flan | 1x/2x Mana Sphere | 1x/2x Mana Sphere Dark Ifrit | 1x/2x Dark Matter | 1x/2x Master Sphere ----------------------------------------------------------------------------- Dark Ixion | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Mindy | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Sandy | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Shiva | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Valefor | 1x/2x Dark Matter | 1x/2x Master Sphere Dark Yojimbo | 1x/2x Dark Matter | 1x/2x Master Sphere ----------------------------------------------------------------------------- Defender | 2x/4x Power Sphere | 2x/4x Power Sphere Defender X | 1x/2x Lv.2 Key Sphere | 2x/4x Lv.2 Key Sphere Defender Z | 1x/2x Lv.2 Key Sphere | 1x/2x Lv.3 Key Sphere Demonolith | 1x/2x Mana Sphere | 1x/2x Lv.3 Key Sphere Dingo | 1x/2x Power Sphere | 1x/2x Power Sphere Dinonix | 1x/2x Speed Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Don Tonberry | 3x/6x Farplane Wind | 1x/2x Dark Matter Dual Horn (Mi'ihen road) | 1x/2x Ability Sphere | 1x/2x Ability Sphere Dual Horn (Home) | 1x/2x Ability Sphere | 1x/2x Ability Sphere Earth Eater | 1x/2x Fortune Sphere | 1x/2x Dark Matter Epaaj | 1x/2x Ability Sphere | 2x/4x Ability Sphere Espada | 1x/2x Rename Card | 1x/2x Dark Matter ----------------------------------------------------------------------------- Evil Eye (Macalania Lake)| 1x/2x Speed Sphere | 1x/2x Speed Sphere Evil Eye (Home) | 1x/2x Speed Sphere | 1x/2x Speed Sphere Evrae | 1x/2x Black Magic Sphere| 1x/2x Black Magic Sphere Evrae Altana | 1x/2x Black Magic Sphere| 1x/2x Black Magic Sphere Exoray | 1x/2x Mana Sphere | 1x/2x Mana Sphere Extractor | 1x/2x Mega Phoenix | 2x/4x Mega Phoenix ----------------------------------------------------------------------------- Fafnir | 20x/40x Light Curtain | 1x/2x Dark Matter Fallen Monk (both types) | 1x/2x Ability Sphere | 1x/2x Ability Sphere Fenrir | 1x/2x Agility Sphere | 1x/2x Dark Matter Flame Flan | 1x/2x Mana Sphere | 1x/2x Mana Sphere Floating Death | 2x/4x Mana Sphere | 3x/6x Mana Sphere Floating Eye | 1x/2x Speed Sphere | 1x/2x Speed Sphere ----------------------------------------------------------------------------- Funguar | 1x/2x Mana Sphere | 1x/2x Mana Sphere Gandarewa | 1x/2x Mana Sphere | 1x/2x Mana Sphere Garm | 1x/2x Power Sphere | 1x/2x Power Sphere Garuda (Besaid island) | 1x/2x Power Sphere | 1x/2x Power Sphere Garuda (Luca stadium) | 1x/2x Power Sphere | 1x/2x Power Sphere Garuda (Mushroom Rock) | 1x/2x Power Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Gemini (both of them) | 1x/2x Power Sphere | 2x/4x Power Sphere Geneaux's Tentacle (both)| 1x/2x Ability Sphere | 1x/2x Ability Sphere Geosgaeno (second fight) | 2x/4x Power Sphere | 2x/4x Power Sphere Ghost | 1x/2x Mana Sphere | 1x/2x Mana Sphere Gold Element | 1x/2x Mana Sphere | 1x/2x Mana Sphere Grat | 1x/2x Mana Sphere | 1x/2x Mana Sphere ----------------------------------------------------------------------------- Great Malboro | 1x/2x Mana Sphere | 1x/2x Mana Sphere Greater Sphere | 1x/2x Luck Sphere | 1x/2x Dark Matter Grenade | 1x/2x Power Sphere | 1x/2x Power Sphere Grendel | 1x/2x Ability Sphere | 2x/4x Ability Sphere Guado Guardian (with S.) | 1x/2x Ability Sphere | 1x/2x Ability Sphere Guado Gua. (with Wendigo)| 1x/2x Ability Sphere | 1x/2x Ability Sphere ----------------------------------------------------------------------------- Guado Guardian (Home) | 1x/2x Ability Sphere | 1x/2x Ability Sphere Halma | 1x/2x Power Sphere | 2x/4x Power Sphere Hornet | 1x/2x Accuracy Sphere | 1x/2x Dark Matter Ice Flan | 1x/2x Mana Sphere | 1x/2x Mana Sphere Iguion | 1x/2x Speed Sphere | 1x/2x Power Sphere Imp | 1x/2x Mana Sphere | 1x/2x Mana Sphere ----------------------------------------------------------------------------- Ipiria | 1x/2x Speed Sphere | 1x/2x Power Sphere Ironclad | 1x/2x HP Sphere | 1x/2x Dark Matter Iron Giant | 2x/4x Power Sphere | 3x/6x Power Sphere Jormungand | 2x/4x Supreme Gem | 1x/2x Dark Matter Juggernaut | 1x/2x Strength Sphere | 1x/2x Dark Matter Jumbo Flan | 1x/2x Magic Sphere | 1x/2x Dark Matter ----------------------------------------------------------------------------- Killer Bee | 1x/2x Speed Sphere | 1x/2x Speed Sphere Klikk | 1x/2x Ability Sphere | 2x/4x Ability Sphere Kottos | 20x/40x Healing Spring | 1x/2x Dark Matter Kusariqqu | 1x/2x Power Sphere | 1x/2x Power Sphere Lamashtu | 1x/2x Power Sphere | 1x/2x Power Sphere Land Worm | 1x/2x Power Sphere | 1x/2x Lv.4 Key Sphere ----------------------------------------------------------------------------- Larva | 1x/2x Ability Sphere | 1x/2x Ability Sphere Left Arm (Penance's) | 1x Dark Matter | 1x Master Sphere Left Fin (Sin's) | 1x/2x HP Sphere | 1x/2x HP Sphere Lord Ochu | 1x/2x MP Sphere | 1x/2x HP Sphere Machea | 1x/2x Mana Sphere | 1x/2x Lv.3 Key Sphere Maelspike | 1x/2x Mana Sphere | 1x/2x Mana Sphere ----------------------------------------------------------------------------- Mafdet | 1x/2x Power Sphere | 1x/2x Power Sphere Malboro | 2x/4x Mana Sphere | 2x/4x Mana Sphere Malboro Menace | 2x/4x Mana Tonic | 1x/2x Dark Matter Mandragora | 1x/2x Mana Sphere | 1x/2x Mana Sphere Master Coeurl | 1x/2x Lv.1 Key Sphere | 1x/2x Friend Sphere Master Tonberry | 1x/2x Power Sphere | 1x/2x Teleport Sphere ----------------------------------------------------------------------------- Maze Larva | 1x/2x Ability Sphere | 1x/2x Ability Sphere Mech Defender | 1x/2x Phoenix Down | 1x/2x Mega Phoenix Mech Guard | 1x/2x Hi-Potion | 1x/2x Hi-Potion Mech Gunner | 2x/4x Hi-Potion | 2x/4x Hi-Potion Mech Hunter | 1x/2x Phoenix Down | 1x/2x Mega Phoenix Mech Leader | 1x/2x Hi-Potion | 1x/2x Mega-Potion ----------------------------------------------------------------------------- Mech Scouter (both) | 1x/2x Hi-Potion | 1x/2x Mega-Potion Melusine | 1x/2x Speed Sphere | 1x/2x Power Sphere Mi'ihen Fang | 1x/2x Power Sphere | 1x/2x Power Sphere Murussu | 1x/2x Power Sphere | 1x/2x Power Sphere Mushussu[2] | 1x/2x Power Sphere[2] | 1x/2x Power Sphere[2] | 1x/2x Al Bhed Potion[2] | 1x/2x Al Bhed Potion[2] ----------------------------------------------------------------------------- Nebiros | 1x/2x Mana Sphere | 1x/2x Mana Sphere Nega Elemental | 2x/4x Twin Stars | 1x/2x Dark Matter Negator | 1x/2x Potion | 1x/2x Hi-Potion Nemesis | 1x/2x Warp Sphere | 1x/2x Dark Matter Neslug | 1x/2x Pendulum | 1x/2x Dark Matter Nidhogg | 1x/2x Power Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Oblitzerator | 1x/2x Elixir | 2x/4x Elixir Ochu | 1x/2x Power Sphere | 2x/4x Mana Sphere Octopus | 1x/2x Mana Sphere | 1x/2x Mana Sphere Ogre | 1x/2x Power Sphere | 1x/2x Power Sphere Omega Weapon | 3x/6x Lv.4 Key Sphere | 3x/6x Lv.4 Key Sphere One-Eye | 1x/2x Magic Defence Sp. | 1x/2x Dark Matter ----------------------------------------------------------------------------- Ornitholestes | 1x/2x Gambler's Spirit | 1x/2x Dark Matter Penance | 3x Master Sphere | 6x Master Sphere Phlegyas | 1x/2x Power Sphere | 1x/2x Power Sphere Piranha (1-pack) | 1x/2x Power Sphere | 1x/2x Ability Sphere Piranha (2-pack) | 1x/2x Mana Sphere | 1x/2x Ability Sphere Piranha (3-pack) | 1x/2x Speed Sphere | 1x/2x Ability Sphere ----------------------------------------------------------------------------- Pteryx | 1x/2x Evasion Sphere | 1x/2x Dark Matter Puroboros | 1x/2x Mana Sphere | 1x/2x Lv.1 Key Sphere Qactuar | 1x/2x Speed Sphere | 2x/4x Speed Sphere Ragora | 1x/2x Mana Sphere | 1x/2x Mana Sphere Raldo | 1x/2x Power Sphere | 1x/2x Power Sphere Raptor | 1x/2x Speed Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Red Element | 1x/2x Mana Sphere | 1x/2x Mana Sphere Remora | 1x/2x Mana Sphere | 1x/2x Mana Sphere Right Arm (Penance's) | 1x Dark Matter | 1x Master Sphere Right Fin (Sin's) | 1x/2x Lv.3 Key Sphere | 1x/2x Lv.3 Key Sphere S. (Macalania temple) | 1x/2x Black Magic Sphere| 1x/2x Special Sphere Sahagin (Via Purifico) | 1x/2x Power Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Sahagin (Via P. underw.) | 1x/2x Power Sphere | 1x/2x Power Sphere Sahagin Chief | 1x/2x Power Sphere | 1x/2x Power Sphere Sanctuary Keeper | 1x/2x Return Sphere | 1x/2x Return Sphere Sand Wolf[3] | 1x/2x Power Sphere[3] | 1x/2x Power Sphere[3] | 1x/2x Al Bhed Potion[3] | 1x/2x Al Bhed Potion[3] Sand Worm | 2x/4x Ability Sphere | 1x/2x Lv.1 Key Sphere ----------------------------------------------------------------------------- Sandragora[4] | 1x/2x Mana Sphere[4] | 1x/2x Mana Sphere[4] | 2x/4x Al Bhed Potion[4] | 2x/4x Al Bhed Potion[4] S. Flux | 1x/2x Lv.4 Key Sphere | 1x/2x Lv.4 Key Sphere S. Natus | 2x/4x Lv.2 Key Sphere | 2x/4x Lv.2 Key Sphere S. Omnis | 1x/2x Lv.3 Key Sphere | 1x/2x Lv.3 Key Sphere Shinryu | 1x/2x Wings to Discovery| 1x/2x Dark Matter ----------------------------------------------------------------------------- Shred | 1x/2x Speed Sphere | 1x/2x Speed Sphere Simurgh | 1x/2x Speed Sphere | 1x/2x Speed Sphere Sin (on Liki) | 1x/2x Mana Sphere | 1x/2x Mana Sphere Sin (humongous HP one) | 1x/2x Lv.3 Key Sphere | 1x/2x Lv.3 Key Sphere Sin's Core | 1x/2x MP Sphere | 1x/2x MP Sphere Sinscale (on Liki) | 1x/2x Power Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Sinscale (under Liki) | 1x/2x Mana Sphere | 1x/2x Mana Sphere Sinspawn: Echuilles | 2x/4x Ability Sphere | 2x/4x Ability Sphere Sinspawn: Genais | 1x/2x Return Sphere | 1x/2x Return Sphere Sinspawn: Geneaux | 2x/4x Power Sphere | 3x/6x Power Sphere Sinspawn: Gui (2nd fight)| 3x/6x Lv.1 Key Sphere | 3x/6x Lv.1 Key Sphere Skoll | 1x/2x Power Sphere | 1x/2x Power Sphere ----------------------------------------------------------------------------- Sleep Sprout | 1x/2x Teleport Sphere | 1x/2x Dark Matter Snow Flan | 1x/2x Mana Sphere | 1x/2x Mana Sphere Snow Wolf | 1x/2x Power Sphere | 1x/2x Power Sphere Spectral Keeper | 1x/2x Lv.4 Key Sphere | 1x/2x Lv.4 Key Sphere Spherimorph | 1x/2x Lv.2 Key Sphere | 1x/2x Lv.2 Key Sphere Spirit | 1x/2x Mana Sphere | 1x/2x Friend Sphere ----------------------------------------------------------------------------- Splasher (all packs) | 1x/2x Power Sphere | 1x/2x Power Sphere Stratoavis | 2x/4x Amulet | 1x/2x Dark Matter Swamp Mafdet | 1x/2x Power Sphere | 1x/2x Power Sphere Tanket | 1x/2x Defence Sphere | 1x/2x Dark Matter Thorn | 1x/2x Mana Sphere | 1x/2x Mana Sphere Th'uban | 1x/2x Underdog's Secret | 1x/2x Dark Matter ----------------------------------------------------------------------------- Thunder Flan | 1x/2x Mana Sphere | 1x/2x Mana Sphere Tonberry | 1x/2x Power Sphere | 1x/2x Lv.2 Key Sphere Tros | 2x/4x Power Sphere | 2x/4x Power Sphere Ultima Buster | 1x/2x Winning Formula | 1x/2x Dark Matter Ultima Weapon | 3x/6x Lv.3 Key Sphere | 3x/6x Lv.3 Key Sphere Valaha | 1x/2x Ability Sphere | 1x/2x Ability Sphere ----------------------------------------------------------------------------- Varuna | 1x/2x Mana Sphere | 1x/2x Lv.2 Key Sphere Vidatu | 1x/2x MP Sphere | 1x/2x Dark Matter Vorban | 1x/2x Friend Sphere | 1x/2x Dark Matter Vouivre (Luca stadium) | 1x/2x Power Sphere | 1x/2x Power Sphere Vouivre (Mi'ihen road) | 1x/2x Power Sphere | 1x/2x Power Sphere Warrior Monk (both types)| 1x/2x Ability Sphere | 1x/2x Ability Sphere ----------------------------------------------------------------------------- Wasp | 1x/2x Speed Sphere | 1x/2x Speed Sphere Water Flan | 1x/2x Mana Sphere | 1x/2x Mana Sphere Wendigo | 1x/2x Power Sphere | 2x/4x Power Sphere White Element | 1x/2x Mana Sphere | 1x/2x Mana Sphere Worker | 1x/2x Hi-Potion | 1x/2x X-Potion Wraith | 1x/2x Mana Sphere | 2x/4x Mana Sphere ----------------------------------------------------------------------------- Xiphos | 1x/2x Ability Sphere | 2x/4x Ability Sphere YAT-97 | 2x/4x Phoenix Down | 1x/2x Mega Phoenix YAT-99 | 1x/2x Phoenix Down | 1x/2x Mega-Phoenix Yellow Element | 1x/2x Mana Sphere | 1x/2x Mana Sphere Y. Ronso | 1x/2x Return Sphere | 1x/2x Friend Sphere YKT-11 | 2x/4x Hi-Potion | 1x/2x Mega-Potion ----------------------------------------------------------------------------- YKT-63 | 1x/2x Hi-Potion | 1x/2x Mega-Potion Yowie | 1x/2x Speed Sphere | 1x/2x Power Sphere Y. Woman | 1x/2x Lv.3 Key Sphere | 1x/2x Lv.3 Key Sphere Zaurus | 1x/2x Speed Sphere | 2x/4x Speed Sphere Zu (first Zu)[5] | 1x/2x Power Sphere[5] | 1x/2x Power Sphere[5] | 2x/4x Al Bhed Potion[5] | 2x/4x Al Bhed Potion[5] ----------------------------------------------------------------------------- Zu (any fought after)[6] | 1x/2x Power Sphere[6] | 2x/4x Power Sphere[6] | 2x/4x Al Bhed Potion[6] | 3x/6x Al Bhed Potion[6] ----------------------------------------------------------------------------- * - must be pushed off cliff ***************************************************************************** ALPHABETICAL ITEM LIST ***************************************************************************** NOTE: Listed will be name of the item, then all enemies in the game that drop the item when defeated. If this item is common drop of specific enemy, it will be marked with C. If it's a rare drop, then it will be marked with R. SD mark denotes rarely dropped item and quantity is the same as commonly. ITEM'S NAME ----------------------------------------------------------------------------- ENEMY'S NAME | COMMON DROP | RARE DROP ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Ability Sphere ----------------------------------------------------------------------------- ???? (dude which joins) | C: 2x/4x Ability Sphere | SD A. aeon (Macalania t.) | C: 1x/2x Ability Sphere | SD Basilisk | C: 1x/2x Ability Sphere | R: 2x/4x Ability Sphere Chimera (both types) | C: 1x/2x Ability Sphere | R: 2x/4x Ability Sphere Chimera Brain | C: 1x/2x Ability Sphere | R: 2x/4x Ability Sphere Dual Horn (all types) | C: 1x/2x Ability Sphere | SD Epaaj | C: 1x/2x Ability Sphere | R: 2x/4x Ability Sphere Fallen Monk (both types) | C: 1x/2x Ability Sphere | SD Geneaux's Tentacle (both)| C: 1x/2x Ability Sphere | SD Grendel | C: 1x/2x Ability Sphere | R: 2x/4x Ability Sphere Guado Guardian (all) | C: 1x/2x Ability Sphere | SD Klikk | C: 1x/2x Ability Sphere | R: 2x/4x Ability Sphere Larva | C: 1x/2x Ability Sphere | SD Maze Larva | C: 1x/2x Ability Sphere | SD Piranha (all packs) | | R: 1x/2x Ability Sphere Sand Worm | C: 2x/4x Ability Sphere | Sinspawn: Echuilles | C: 2x/4x Ability Sphere | SD Valaha | C: 1x/2x Ability Sphere | SD Warrior Monk (both types)| C: 1x/2x Ability Sphere | SD Xiphos | C: 1x/2x Ability Sphere | R: 2x/4x Ability Sphere ----------------------------------------------------------------------------- Accuracy Sphere ----------------------------------------------------------------------------- Hornet | C: 1x/2x Accuracy Sphere| ----------------------------------------------------------------------------- Agility Sphere ----------------------------------------------------------------------------- Fenrir | C: 1x/2x Agility Sphere | SD ----------------------------------------------------------------------------- Al Bhed Potion ----------------------------------------------------------------------------- Alcyone | C: 1x/2x Al Bhed Potion | SD Mushussu | C: 1x/2x Al Bhed Potion | SD Sand Wolf | C: 1x/2x Al Bhed Potion | SD Sandragora | C: 2x/4x Al Bhed Potion | SD Zu (first encounter) | C: 2x/4x Al Bhed Potion | SD Zu (any encounter after) | C: 2x/4x Al Bhed Potion | R: 3x/6x Al Bhed Potion ----------------------------------------------------------------------------- Amulet ----------------------------------------------------------------------------- Stratoavis | C: 2x/4x Amulet | ----------------------------------------------------------------------------- Black Magic Sphere ----------------------------------------------------------------------------- S. (Mac. temple) | C: 1x/2x Black Magic Sp.| Evrae | C: 1x/2x Black Magic Sp.| SD Evrae Altana | C: 1x/2x Black Magic Sp.| SD ----------------------------------------------------------------------------- Blessed Gem ----------------------------------------------------------------------------- Cactuar King | C: 3x/6x Blessed Gem | ----------------------------------------------------------------------------- Dark Matter ----------------------------------------------------------------------------- Abaddon | | R: 1x/2x Dark Matter Abyss Worm | | R: 1x/2x Dark Matter Bomb King | | R: 1x/2x Dark Matter Cactuar King | | R: 1x/2x Dark Matter Catastrophe | | R: 1x/2x Dark Matter Catoblepas | | R: 1x/2x Dark Matter Chimerageist | | R: 1x/2x Dark Matter Coeurlregina | | R: 1x/2x Dark Matter Dark Anima | C: 1x/2x Dark Matter | Dark Bahamut | C: 1x/2x Dark Matter | Dark Cindy | C: 1x/2x Dark Matter | Dark Ifrit | C: 1x/2x Dark Matter | Dark Ixion | C: 1x/2x Dark Matter | Dark Mindy | C: 1x/2x Dark Matter | Dark Sandy | C: 1x/2x Dark Matter | Dark Shiva | C: 1x/2x Dark Matter | Dark Valefor | C: 1x/2x Dark Matter | Dark Yojimbo | C: 1x/2x Dark Matter | Don Tonberry | | R: 1x/2x Dark Matter Earth Eater | | R: 1x/2x Dark Matter Espada | | R: 1x/2x Dark Matter Fafnir | | R: 1x/2x Dark Matter Fenrir | | R: 1x/2x Dark Matter Greater Sphere | | R: 1x/2x Dark Matter Hornet | | R: 1x/2x Dark Matter Ironclad | | R: 1x/2x Dark Matter Jormungand | | R: 1x/2x Dark Matter Juggernaut | | R: 1x/2x Dark Matter Jumbo Flan | | R: 1x/2x Dark Matter Kottos | | R: 1x/2x Dark Matter Left Arm (Penance's) | C: 1x Dark Matter | Malboro Menace | | R: 1x/2x Dark Matter Nega Elemental | | R: 1x/2x Dark Matter Nemesis | | R: 1x/2x Dark Matter Neslug | | R: 1x/2x Dark Matter One-Eye | | R: 1x/2x Dark Matter Ornitholestes | | R: 1x/2x Dark Matter Pteryx | | R: 1x/2x Dark Matter Right Arm (Penance's) | C: 1x Dark Matter | Shinryu | | R: 1x/2x Dark Matter Sleep Sprout | | R: 1x/2x Dark Matter Stratoavis | | R: 1x/2x Dark Matter Tanket | | R: 1x/2x Dark Matter Th'uban | | R: 1x/2x Dark Matter Ultima Buster | | R: 1x/2x Dark Matter Vidatu | | R: 1x/2x Dark Matter Vorban | | R: 1x/2x Dark Matter ----------------------------------------------------------------------------- Defence Sphere ----------------------------------------------------------------------------- Tanket | C: 1x/2x Defence Sphere | ----------------------------------------------------------------------------- Designer Wallet ----------------------------------------------------------------------------- Catastrophe | C: 1x/2x Designer Wallet| ----------------------------------------------------------------------------- Door to Tomorrow ----------------------------------------------------------------------------- Bomb King | C: 1x/2x Door to Tomor. | ----------------------------------------------------------------------------- Elixir ----------------------------------------------------------------------------- Crawler | C: 1x/2x Elixir | R: 2x/4x Elixir Oblitzerator | C: 1x/2x Elixir | R: 2x/4x Elixir ----------------------------------------------------------------------------- Evasion Sphere ----------------------------------------------------------------------------- Pteryx | C: 1x/2x Evasion Sphere | ----------------------------------------------------------------------------- Farplane Wind ----------------------------------------------------------------------------- Don Tonberry | C: 3x/6x Farplane Wind | ----------------------------------------------------------------------------- Fortune Sphere ----------------------------------------------------------------------------- Earth Eater | C: 1x/2x Fortune Sphere | ----------------------------------------------------------------------------- Friend Sphere ----------------------------------------------------------------------------- B. Ronso | | R: 1x/2x Friend Sphere Master Coeurl | | R: 1x/2x Friend Sphere Spirit | | R: 1x/2x Friend Sphere Vorban | C: 1x/2x Friend Sphere | Y. Ronso | R: 1x/2x Friend Sphere | ----------------------------------------------------------------------------- Gambler's Spirit ----------------------------------------------------------------------------- Ornitholestes | C: 1x/2x Gambler's Sp. | ----------------------------------------------------------------------------- Healing Spring ----------------------------------------------------------------------------- Kottos | C: 20x/40x Heal. Spring | ----------------------------------------------------------------------------- Hi-Potion ----------------------------------------------------------------------------- Mech Guard | C: 1x/2x Hi-Potion | SD Mech Gunner | C: 2x/4x Hi-Potion | SD Mech Leader | C: 1x/2x Hi-Potion | Mech Scouter (both) | C: 1x/2x Hi-Potion | Negator | | R: 1x/2x Hi-Potion Worker | C: 1x/2x Hi-Potion | YKT-11 | C: 2x/4x Hi-Potion | YKT-63 | C: 1x/2x Hi-Potion | ----------------------------------------------------------------------------- HP Sphere ----------------------------------------------------------------------------- Ironclad | C: 1x/2x HP Sphere | Left Fin (Sin's) | C: 1x/2x HP Sphere | SD Lord Ochu | | R: 1x/2x HP Sphere ----------------------------------------------------------------------------- Luck Sphere ----------------------------------------------------------------------------- Greater Sphere | C: 1x/2x Luck Sphere | ----------------------------------------------------------------------------- Lv.1 Key Sphere ----------------------------------------------------------------------------- Chocobo Eater | C: 2x Lv.1 Key Sphere* | SD Master Coeurl | C: 1x/2x Lv.1 Key Sphere| SD Puroboros | | R: 1x/2x Lv.1 Key Sphere Sand Worm | | R: 1x/2x Lv.1 Key Sphere Sinspawn: Gui (2nd fight)| C: 3x/6x Lv.1 Key Sphere| SD ----------------------------------------------------------------------------- Lv.2 Key Sphere ----------------------------------------------------------------------------- Defender X | C: 1x/2x Lv.2 Key Sphere| R: 2x/4x Lv.2 Key Sphere Defender Z | C: 1x/2x Lv.2 Key Sphere| S. Natus | C: 2x/4x Lv.2 Key Sphere| SD Spherimorph | C: 1x/2x Lv.2 Key Sphere| SD Tonberry | | R: 1x/2x Lv.2 Key Sphere Varuna | | R: 1x/2x Lv.2 Key Sphere ----------------------------------------------------------------------------- Lv.3 Key Sphere ----------------------------------------------------------------------------- Behemoth King | | R: 1x/2x Lv.3 Key Sphere Defender Z | | R: 1x/2x Lv.3 Key Sphere Demonolith | | R: 1x/2x Lv.3 Key Sphere Machea | | R: 1x/2x Lv.3 Key Sphere Right Fin (Sin's) | C: 1x/2x Lv.3 Key Sphere| SD S. Omnis | C: 1x/2x Lv.3 Key Sphere| SD Sin (big HP one) | C: 1x/2x Lv.3 Key Sphere| SD Ultima Weapon | C: 3x/6x Lv.3 Key Sphere| SD Y. Woman | C: 1x/2x Lv.3 Key Sphere| SD ----------------------------------------------------------------------------- Lv.4 Key Sphere ----------------------------------------------------------------------------- Land Worm | | R: 1x/2x Lv.4 Key Sphere Omega Weapon | C: 3x/6x Lv.4 Key Sphere| SD S. Flux | C: 1x/2x Lv.4 Key Sphere| SD Spectral Keeper | C: 1x/2x Lv.4 Key Sphere| SD ----------------------------------------------------------------------------- Light Curtain ----------------------------------------------------------------------------- Fafnir | C: 20x/40x Light Curtain| ----------------------------------------------------------------------------- Magic Defence Sphere ----------------------------------------------------------------------------- One-Eye | C: 1x/2x Magic Def. Sp. | ----------------------------------------------------------------------------- Magic Sphere ----------------------------------------------------------------------------- Jumbo Flan | C: 1x/2x Magic Sphere | ----------------------------------------------------------------------------- Mana Sphere ----------------------------------------------------------------------------- Aerouge | C: 1x/2x Mana Sphere | SD Aqua Flan | C: 1x/2x Mana Sphere | SD Black Element | C: 1x/2x Mana Sphere | Blue Element | C: 1x/2x Mana Sphere | SD Coeurl | C: 1x/2x Mana Sphere | R: 2x/4x Mana Sphere Dark Element | C: 1x/2x Mana Sphere | SD Dark Flan | C: 1x/2x Mana Sphere | SD Demonolith | C: 1x/2x Mana Sphere | Exoray | C: 1x/2x Mana Sphere | SD Flame Flan | C: 1x/2x Mana Sphere | SD Floating Death | C: 2x/4x Mana Sphere | R: 3x/6x Mana Sphere Funguar | C: 1x/2x Mana Sphere | SD Gandarewa | C: 1x/2x Mana Sphere | SD Ghost | C: 1x/2x Mana Sphere | SD Gold Element | C: 1x/2x Mana Sphere | SD Grat | C: 1x/2x Mana Sphere | SD Great Malboro | C: 1x/2x Mana Sphere | SD Ice Flan | C: 1x/2x Mana Sphere | SD Imp | C: 1x/2x Mana Sphere | SD Machea | C: 1x/2x Mana Sphere | Maelspike | C: 1x/2x Mana Sphere | SD Malboro | C: 2x/4x Mana Sphere | SD Mandragora | C: 1x/2x Mana Sphere | SD Nebiros | C: 1x/2x Mana Sphere | SD Ochu | | R: 2x/4x Mana Sphere Octopus | C: 1x/2x Mana Sphere | SD Piranha (2-pack) | C: 1x/2x Mana Sphere | Puroboros | C: 1x/2x Mana Sphere | Ragora | C: 1x/2x Mana Sphere | SD Red Element | C: 1x/2x Mana Sphere | SD Remora | C: 1x/2x Mana Sphere | SD Sandragora | C: 1x/2x Mana Sphere | SD Sin (on Hawaii cruise) | C: 1x/2x Mana Sphere | SD Sinscale (under Liki) | C: 1x/2x Mana Sphere | SD Snow Flan | C: 1x/2x Mana Sphere | SD Spirit | C: 1x/2x Mana Sphere | Thorn | C: 1x/2x Mana Sphere | SD Thunder Flan | C: 1x/2x Mana Sphere | SD Varuna | C: 1x/2x Mana Sphere | Water Flan | C: 1x/2x Mana Sphere | SD White Element | C: 1x/2x Mana Sphere | SD Wraith | C: 1x/2x Mana Sphere | R: 2x/4x Mana Sphere Yellow Element | C: 1x/2x Mana Sphere | SD ----------------------------------------------------------------------------- Mana Tablet ----------------------------------------------------------------------------- Abaddon | C: 1x/2x Mana Tablet | ----------------------------------------------------------------------------- Mana Tonic ----------------------------------------------------------------------------- Malboro Menace | C: 2x/4x Mana Tonic | ----------------------------------------------------------------------------- Master Sphere ----------------------------------------------------------------------------- Dark Anima | | R: 1x/2x Master Sphere Dark Bahamut | | R: 1x/2x Master Sphere Dark Cindy | | R: 1x/2x Master Sphere Dark Ifrit | | R: 1x/2x Master Sphere Dark Ixion | | R: 1x/2x Master Sphere Dark Mindy | | R: 1x/2x Master Sphere Dark Sandy | | R: 1x/2x Master Sphere Dark Shiva | | R: 1x/2x Master Sphere Dark Valefor | | R: 1x/2x Master Sphere Dark Yojimbo | | R: 1x/2x Master Sphere Left Arm (Penance's) | | R: 1x Master Sphere Penance | C: 3x Master Sphere | R: 6x Master Sphere Right Arm (Penance's) | | R: 1x Master Sphere ----------------------------------------------------------------------------- Mega-Potion ----------------------------------------------------------------------------- Mech Leader | | R: 1x/2x Mega-Potion Mech Scouter (both types)| | R: 1x/2x Mega-Potion YKT-11 | | R: 1x/2x Mega-Potion YKT-63 | | R: 1x/2x Mega-Potion ----------------------------------------------------------------------------- Mega Phoenix ----------------------------------------------------------------------------- Extractor | C: 1x/2x Mega Phoenix | R: 2x/4x Mega Phoenix Mech Defender | | R: 1x/2x Mega Phoenix Mech Hunter | | R: 1x/2x Mega Phoenix YAT-97 | | R: 1x/2x Mega Phoenix YAT-99 | | R: 1x/2x Mega Phoenix ----------------------------------------------------------------------------- MP Sphere ----------------------------------------------------------------------------- Lord Ochu | C: 1x/2x MP Sphere | Sin's Core | C: 1x/2x MP Sphere | SD Vidatu | C: 1x/2x MP Sphere | ----------------------------------------------------------------------------- Pendulum ----------------------------------------------------------------------------- Neslug | C: 1x/2x Pendulum | ----------------------------------------------------------------------------- Phoenix Down ----------------------------------------------------------------------------- Mech Defender | C: 1x/2x Phoenix Down | Mech Hunter | C: 1x/2x Phoenix Down | YAT-97 | C: 2x/4x Phoenix Down | YAT-99 | C: 1x/2x Phoenix Down | ----------------------------------------------------------------------------- Potion ----------------------------------------------------------------------------- Negator | C: 1x/2x Potion | ----------------------------------------------------------------------------- Power Sphere ----------------------------------------------------------------------------- Achelous | C: 1x/2x Power Sphere | SD Adamantoise | C: 2x/4x Power Sphere | R: 4x/8x Power Sphere Anacondaur | C: 1x/2x Power Sphere | SD Bandersnatch | C: 1x/2x Power Sphere | SD Barbatos | C: 1x/2x Power Sphere | Bashura | C: 1x/2x Power Sphere | R: 2x/4x Power Sphere Behemoth | C: 1x/2x Power Sphere | SD Behemoth King | C: 1x/2x Power Sphere | Bomb (Mi'ihen road) | C: 1x/2x Power Sphere | SD Bomb (Home) | C: 1x/2x Power Sphere | SD Bunyip | C: 1x/2x Power Sphere | SD Cave Iguion | | R: 1x/2x Power Sphere Defender | C: 2x/4x Power Sphere | SD Dingo | C: 1x/2x Power Sphere | SD Dinonix | | R: 1x/2x Power Sphere Garm | C: 1x/2x Power Sphere | SD Garuda (all types) | C: 1x/2x Power Sphere | SD Gemini (both of them) | C: 1x/2x Power Sphere | R: 2x/4x Power Sphere Geosgaeno (2nd fight) | C: 2x/4x Power Sphere | SD Grenade | C: 1x/2x Power Sphere | SD Halma | C: 1x/2x Power Sphere | R: 2x/4x Power Sphere Iguion | | R: 1x/2x Power Sphere Ipiria | | R: 1x/2x Power Sphere Iron Giant | C: 2x/4x Power Sphere | R: 3x/6x Power Sphere Kusariqqu | C: 1x/2x Power Sphere | SD Lamashtu | C: 1x/2x Power Sphere | SD Land Worm | C: 1x/2x Power Sphere | Mafdet | C: 1x/2x Power Sphere | SD Master Tonberry | C: 1x/2x Power Sphere | Melusine | | R: 1x/2x Power Sphere Mi'ihen Fang | C: 1x/2x Power Sphere | SD Murussu | C: 1x/2x Power Sphere | SD Mushussu | C: 1x/2x Power Sphere | SD Nidhogg | C: 1x/2x Power Sphere | SD Ochu | C: 1x/2x Power Sphere | Ogre | C: 1x/2x Power Sphere | SD Piranha (1-pack) | C: 1x/2x Power Sphere | Phlegyas | C: 1x/2x Power Sphere | SD Raldo | C: 1x/2x Power Sphere | SD Raptor | | R: 1x/2x Power Sphere Sahagin (both Pur. types)| C: 1x/2x Power Sphere | SD Sahagin Chief | C: 1x/2x Power Sphere | SD Sand Wolf | C: 1x/2x Power Sphere | SD Sinscale (aboard Liki) | C: 1x/2x Power Sphere | SD Sinspawn: Geneaux | C: 2x/4x Power Sphere | R: 3x/6x Power Sphere Skoll | C: 1x/2x Power Sphere | SD Snow Wolf | C: 1x/2x Power Sphere | SD Splasher (all packs) | C: 1x/2x Power Sphere | SD Swamp Mafdet | C: 1x/2x Power Sphere | SD Tonberry | C: 1x/2x Power Sphere | Tros | C: 2x/4x Power Sphere | SD Vouivre (both types) | C: 1x/2x Power Sphere | SD Wendigo | C: 1x/2x Power Sphere | R: 2x/4x Power Sphere Yowie | | R: 1x/2x Power Sphere Zu (first Zu) | C: 1x/2x Power Sphere | SD Zu (any Zu after) | C: 1x/2x Power Sphere | R: 2x/4x Power Sphere ----------------------------------------------------------------------------- Rename Card ----------------------------------------------------------------------------- Espada | C: 1x/2x Rename Card | ----------------------------------------------------------------------------- Return Sphere ----------------------------------------------------------------------------- Barbatos | | R: 1x/2x Return Sphere B. Ronso | C: 1x/2x Return Sphere | Black Element | | R: 1x/2x Return Sphere Chimerageist | C: 1x/2x Return Sphere | Sanctuary Keeper | C: 1x/2x Return Sphere | SD Sinspawn: Genais | C: 1x/2x Return Sphere | SD Y. Ronso | C: 1x/2x Return Sphere | ----------------------------------------------------------------------------- Shining Gem ----------------------------------------------------------------------------- Coeurlregina | C: 3x/6x Shining Gem | ----------------------------------------------------------------------------- Special Sphere ----------------------------------------------------------------------------- S. (Mac. temple) | | R: 1x/2x Special Sphere ----------------------------------------------------------------------------- Speed Sphere ----------------------------------------------------------------------------- Cave Iguion | C: 1x/2x Speed Sphere | Ahriman | C: 1x/2x Speed Sphere | SD Alcyone | C: 1x/2x Speed Sphere | SD Bat Eye | C: 1x/2x Speed Sphere | SD Bite Bug | C: 1x/2x Speed Sphere | SD Buer | C: 1x/2x Speed Sphere | SD Cactuar | C: 2x/4x Speed Sphere | R: 3x/6x Speed Sphere Condor | C: 1x/2x Speed Sphere | SD Dinonix | C: 1x/2x Speed Sphere | Evil Eye (both types) | C: 1x/2x Speed Sphere | SD Floating Eye | C: 1x/2x Speed Sphere | SD Iguion | C: 1x/2x Speed Sphere | Ipiria | C: 1x/2x Speed Sphere | Killer Bee | C: 1x/2x Speed Sphere | SD Melusine | C: 1x/2x Speed Sphere | Piranha (3-pack) | C: 1x/2x Speed Sphere | Qactuar | C: 1x/2x Speed Sphere | R: 2x/4x Speed Sphere Raptor | C: 1x/2x Speed Sphere | Shred | C: 1x/2x Speed Sphere | SD Simurgh | C: 1x/2x Speed Sphere | SD Wasp | C: 1x/2x Speed Sphere | SD Yowie | C: 1x/2x Speed Sphere | Zaurus | C: 1x/2x Speed Sphere | R: 2x/4x Speed Sphere ----------------------------------------------------------------------------- Stamina Tonic ----------------------------------------------------------------------------- Abyss Worm | C: 1x/2x Stamina Tonic | ----------------------------------------------------------------------------- Strength Sphere ----------------------------------------------------------------------------- Juggernaut | C: 1x/2x Strength Sphere| ----------------------------------------------------------------------------- Supreme Gem ----------------------------------------------------------------------------- Jormungand | C: 2x/4x Supreme Gem | ----------------------------------------------------------------------------- Teleport Sphere ----------------------------------------------------------------------------- Master Tonberry | | R: 1x/2x Teleport Sphere Sleep Sprout | C: 1x/2x Teleport Sphere| ----------------------------------------------------------------------------- Three Stars ----------------------------------------------------------------------------- Catoblepas | C: 1x/2x Three Stars | ----------------------------------------------------------------------------- Twin Stars ----------------------------------------------------------------------------- Nega Elemental | C: 2x/4x Twin Stars | ----------------------------------------------------------------------------- Underdog's Secret ----------------------------------------------------------------------------- Th'uban | C: 1x/2x Underdog's Sec.| ----------------------------------------------------------------------------- Warp Sphere ----------------------------------------------------------------------------- Nemesis | C: 1x/2x Warp Sphere | ----------------------------------------------------------------------------- Winning Formula ----------------------------------------------------------------------------- Ultima Buster | C: 1x/2x Winning Formula| ----------------------------------------------------------------------------- Wings to Discovery ----------------------------------------------------------------------------- Shinryu | C: 1x/2x Wings to Disc. | ----------------------------------------------------------------------------- X-Potion ----------------------------------------------------------------------------- Worker | | R: 1x/2x X-Potion ----------------------------------------------------------------------------- * - must be pushed off cliff ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 25.) ABOUT WEAPONS ---> A817 ============================================================================= ============================================================================= ***************************************************************************** PART A - LISTS OF CHARACTERS WEAPONS ***************************************************************************** Welcome to Weapons section. Listed here will be all of character's weapons and what abilities should be put on them in order to get that weapon. Weapons will be listed in alphabetical order for a specific character along with an example of abilities to be put on them. ----------------------------------------------------------------------------- 1A - TIDUS' WEAPONS ---> A818 ----------------------------------------------------------------------------- Ambitious (Overdrive->AP) | Apocalypse (four status strikes)* Arc Sword (Half MP Cost) | Ascalon (Double AP) A-Steel (Distil Ability) | Astral Sword (One MP Cost) Avenger (Counter-Attack or Evade&C.) | Balmung (Triple Over., Overdrive->AP) Baroque Sword (2 or 3 ability slots) | Basilisk Steel (Stonetouch) Brotherhood (special weapon) | Caladbolg (celestial weapon) Crystal Sword (four element strikes) | Dance Macabre (Deathstrike) Deathbringer (Deathtouch) | Double-Edge (two element strikes) Durandal (Triple AP) | Enchanted Sword (Mag+3%) Excalibur (Break Damage Limit) | Fencing Saber (Str+5%) Flametongue (Firestrike) | Force Saber (Mag+??% and Str+??%) Gilventure (Gillionare) | Gravestone (Stonestrike) Heartbreaker (Triple Overdrive) | Helter-Skelter(three status strikes)* Hrunting (SOS Overdrive) | Hunter's Sword (Sensor) Ice Brand (Icestrike) | Knight Sword (three Str+??%) Largamente (Slowstrike) | Lifesaver (Alchemy) Lightning Steel (Lightningstrike) | Lionheart (Double Overdrive) Liquid Steel (Waterstrike) | Longsword (starting weapon) Lullaby Steel (Sleeptouch) | Mage Masher (Silencestrike) Master Sword (four Str+??%) | Mirage Sword (Magic Booster) M-Steel (Distil Mana) | Muted Steel (Silencetouch) Nightbringer (Darkstrike) | Nightmare (Sleepstrike) Poison Steel (Poisontouch) | Prism Steel (Magic Counter) P-Steel (Distil Power) | Ragnarok(Triple Ov., Tr. AP, Ov.->AP) Razzmatazz (two status touches)* | Rune Steel (Mag+5%) Runemaster (four Mag+??%) | Save The Queen (Double Ov., Doub. AP) Sidewinder (Poisonstrike) | Slasher (Piercing) Soldier's Saber (Str+20% or Str+10%) | Sonic Steel (First Strike) Sorcery Sword (Mag+10% or Mag+10%) | S-Steel (Distil Speed) Stunning Steel (Slowtouch) | Taming Sword (Capture) Tri-Steel (three element strikes) | Twilight Steel (Darktouch) Variable Steel (empty 4-slot weapon) | Vendetta (Counter-At., Mag C. or E&C) Vigilante (Initiative) | Warlock (Magic B. + three Mag+??%) Warrior's Sword (Str+3%) | Wizard Sword (three Mag+??%) ----------------------------------------------------------------------------- 2A - YUNA'S WEAPONS ---> A819 ----------------------------------------------------------------------------- Abraxas (Break Damage Limit) | Arc Arcana (four element Strikes) A-Staff (Distil Ability) | Astral Rod (One MP Cost) Beladonna Wand (Poisontouch) | Bizarre Staff (Poisonstrike) Break Rod (Stonetouch) | Calcite Staff (Stonestrike) Chaos Rod (four status strikes)* | Conductor (Initiative) Darkness Staff (Darkstrike) | Death Wand (Deathtouch) Defender (Counter-Attack or Evade&C.) | Dual Rod (two element strikes) Ductile Rod (2 or 3 ability slots) | El Dorado (Gillionare) Enchanted Rod (Mag+3%) | Entangling Rod (Slowtouch) Faerie Staff (Magic B., three Mag+??%)| Force Rod (Mag+??% and Str+??%) Full Metal Rod (Str+20% or Str+10%) | Healing Rod (Alchemy) Heavenly Axis (3x Ov., 3x AP, Ov.->AP)| Herding Staff (Capture) Impasse (Slowstrike) | Judgement (Ov.->AP, Triple Overdrive) Laevatein (SOS Overdrive) | Lullaby Rod (Sleeptouch) Mage's Staff (three Mag+??%) | Magistral Rod (Half MP Cost) Malleable Staff (empty 4-slot weapon) | Mirage Rod (Magic Booster) Monk Staff (three Str+??%) | M-Staff (Distil Mana) Nemesis Rod (Magic C. and E&C or C-A) | Nimbus Rod (Double Overdrive) Nirvana (celestial weapon) | Ominous Rod (two status touches)* Power Staff (all Str+??%) | Prism Rod (Magic Counter) P-Staff (Distil Power) | Punisher (Deathstrike) Reticent Staff (Silencestrike) | Rod of Beating (Str+3%) Rod of Darkness (Darktouch) | Rod of Fire (Firestrike) Rod of Ice (Icestrike) | Rod of Lightning (Lightningstrike) Rod of Roses (Triple Overdrive) | Rod of Silence (Silencetouch) Rod of Striking (Str+5%) | Rod of Water (Waterstrike) Rod of Wisdom (Sensor) | Rune Rod (Mag+5%) Seraphim Rod (Double AP, 2x Overdrive)| Shining Staff (all Mag+??%) Sorcery Rod (Mag+20% or Mag+10%) | Spiked Rod (Piercing) S-Staff (Distil Speed) | Staff (starting weapon) Staff of Thorns (Sleepstrike) | Tri-Rod (three element strikes) Wicked Wand (three status strikes)* | Wind Rod (First Strike) Wing Wand (Double AP) | Wonder Wand (Overdrive->AP) Wonder Wing (Triple AP) | ----------------------------------------------------------------------------- 3A - LULU'S WEAPONS ---> A820 ----------------------------------------------------------------------------- Abaddon Cait Sith (3 status strikes)* | A-Mog (Distil Ability) Attack Mog (Str+3%) | Blinding Cait Sith (Darktouch) Booster Cactuar (Magic Booster) | Buster Mog (Str+5%) Cactuar Scope (Sensor) | Cactuar Spy (Initiative) Cactuar Wizard (Half MP Cost) | Chaotic Cait Sith (4 status strikes)* Chronos Cait Sith (Slowstrike) | Comet Cactuar (Triple AP) Dark Cait Sith (Darkstrike) | Dreamy Cait Sith (Sleepstrike) Fatal Cait Sith (Deathtouch) | Fire Moomba (Firestrike) Fossil Cait Sith (Stonetouch) | Ice Moomba (Icestrike) Late Cait Sith (Slowtouch) | Lord Cactuar (Overdrive->AP) Magical Cactuar (One MP Cost) | Magical Mog (Mag+3%) Magician Mog (three Mag+??%) | Mana Mog (Magic B. and three Mag+??%) Medical Mog (Alchemy) | M-Mog (Distil Mana) Moogle (starting weapon) | Moomba Duo (two element strikes) Moomba Force (Mag+??%, Str+??%) | Moomba Mage (Mag+20% or Mag+10%) Moomba Quartet (four element strikes) | Moomba Trio (three element strikes) Moomba Warrior (Str+20% or Str+10%) | Morphing Mog (empty 4-slot weapon) Mute Cait Sith (Silencestrike) | Noxious Cait Sith (Poisontouch) Ominous Cait Sith(two status touches)*| Onion Knight (celestial weapon) P-Mog (Distil Power) | Power Mog (three Str+??% Prism Cactuar (Magic Counter) | Quiet Cait Sith (Silencetouch) Raging Cactuar (Counter-Attack or E&C)| Rune Mog (Mag+5%) Sleepy Cait Sith (Sleeptouch) | S-Mog (Distil Speed) Soul of Mog (Break Damage Limit) | Space Bandit (Gillionare) Space Energy (Double Overdrive) | Space Force (Triple Overdrive) Space King (2x AP, Double Overdrive) | Space Mage (all Mag+??%) Space Master (3x Overdrive, Over.->AP)| Space Power (SOS Overdrive) Space Soul (3x Ov., 3x AP, Ov.->AP) | Space Warrior (all Str+??%) Star Cactuar (Double AP) | Stinger Mog (Piercing) Stone Cait Sith (Stonestrike) | Swift Cactuar (First Strike) Thunder Moomba (Lightningstrike) | Toxic Cait Sith (Poisonstrike) Trapper Mog (Capture) | Variable Mog (2 or 3 ability slots) Vengeful Cactuar(Magic C., C-A or E&C)| Water Moomba (Waterstrike) Wicked Cait Sith (Deathstrike) | ----------------------------------------------------------------------------- 4A - RIKKU'S WEAPONS ---> A821 ----------------------------------------------------------------------------- A-Claw (Distil Ability) | Barbed Knuckles (Piercing) Battle Freak (SOS Overdrive) | Break Knuckles (Stonetouch) Brunhilde (all Mag+??%) | Buster Claw (Str+5%) Buster Glove (Str+3%) | Buster Knuckles (Str+20% or Str+10%) Claw (starting weapon) | Clock Hand (Slowtouch) Clockwork (Slowstrike) | Colossus (Stonestrike) Daydreamer (Sleeptouch) | Deus Ex Machina (four elem. strikes) Devastator (2 or 3 ability slots) | Dual Claw (two eleemnt strikes) Executioner (Deathstrike) | Eye Poker (Darktouch) Flexible Arm (empty 4-slot weapon) | Force Knuckles (Str+??% and Mag+??%) Godhand (celestial weapon) | Golden Arm (Triple AP) Golden Hand (Double AP) | Hawkeye (Sensor) Hot Knuckles (Firestrike) | Hurricane Claw (two status touches)* Ice Claw (Icestrike) | Infinity (One MP Cost) Iron Claw (three Str+??%) | Iron Grip (Capture) Ironside (Overdrive->AP) | Jammer (Darkstrike) Kaiser Knuckles (Break Damage Limit) | Lights Out (Sleepstrike) Mage Husher (Silencestrike) | Magic Claw (Mag+5%) Magic Glove (Mag+3%) | Magic Knuckles (Mag+20% or Mag+10%) Magical Rave (Half MP Cost) | Manticore Claw (Poisonstrike) M-Claw (Distil Mana) | Mirage Claw (Magic Booster) Ninja Claw (Deathtouch) | Overload (Triple Overdrive) Override (Double Overdrive) | P-Claw (Distil Power) Poison Claw (Poisontouch) | Prism Claw (Magic Counter) Rising Sun (three element strikes) | S-Claw (Distil Speed) Shocking Fist (Lightningstrike) | Sonar (Initiative) Spartan (all Str+??%) | Stickyfingers (Gillionare) Survivor (Survivor) | Tempest Claw (four status strikes)* The Ogre (three Mag+??%) | Tidal Knuckles (Waterstrike) Tit-for-Tat (Counter-Attack or E&C) | Tongue Holder (Silencetouch) Typhoon Claw (three status strikes)* | Unlimited (3x Overdrive, Ov.->AP) Untouchable (Magic C., C-A or E&C) | Valkyrie (Magic B. and three Mag+??%) Vanguard (First Strike) | Victorix (3x Ov., 3x AP, Ov.->AP) Warmonger (Double Overdrive, 2x AP) | ----------------------------------------------------------------------------- 5A - WAKKA'S WEAPONS ---> A822 ----------------------------------------------------------------------------- A-Ball (Distil Ability) | Ace Striker (all Str+??%) Ace Wizard (all Mag+??%) | All-Rounder (empty 4-slot weapon) Blackout (Darkstrike) | Blind Pass (Darktouch) Blowout (3x Ov., 3x AP, Ov.->AP) | Breakaway (First Strike) Buzzerbeater (SOS Overdrive) | Catcher (Capture) Center Forward (Piercing) | Comeback (Alchemy) Delay of Game (Slowtouch) | Double Header (two element strikes) Double Penalty (two status touches)* | Double Score (Double AP) Dream Team (Sleeptouch) | Fire Ball (Firestrike) First Goal (Initiative) | Four-on-One (four element strikes) Free Agent (Gillionare) | Grand Slam (Break Damage Limit) Halftime (Half MP Cost) | Hyper Ball (Str+5%) Ice Ball (Icestrike) | Magic Ball (Mag+3%) M-Ball (Distil Mana) | Mirage Ball (Magic Booster) Muffler (Silencestrike) | Noisebreaker (Silencetouch) Official Ball (starting weapon) | Ovation (Str+??% and Mag+??%) Over the Top(Magic B. + three Mag+??%)| Overtime (One MP Cost) P-Ball (Distil Power) | Penalty Master (four status strikes)* Power Ball (Str+3%) | Power Play (three Str+??%) Prism Ball (Magic Counter) | Rematch (Counter-Attack or E&C) Rookie Star (Overdrive->AP) | Rough Play (Deathtouch) Rout (Triple Overdrive, Overdrive->AP)| Rulebreaker (Poisontouch) Rune Ball (Mag+5%) | S-Ball (Distil Speed) Scoring Spree (Double Overdrive) | Scout (Sensor) Sleeper (Sleepstrike) | Stone Cold (Stonestrike) Striker (Str+20% or Str+10%) | Sudden Death (Deathstrike) Switch Hitter (2 or 3 ability slots) | T.K.O. (Stonetouch) Thunder Ball (Lightningstrike) | Tie Breaker (2x AP, Double Overdrive) Timeout (Slowstrike) | Trickster (Mag+20% or Mag+10%) Tricolor (three element strikes) | Triple Penalty(three status strikes)* Triple Score (Triple AP) | Turnover (Magic C., C-A or E&C) Violation (Poisonstrike) | Virtuoso (three Mag+??%) Water Ball (Waterstrike) | Winning Streak (Triple Overdrive) World Champion (celestial weapon) | ----------------------------------------------------------------------------- 6A - AURON'S WEAPONS ---> A823 ----------------------------------------------------------------------------- A-Blade (Distil Ability) | Alkaid (3x Overdrive, Overdrive->AP) Ashura (Magic C., C-A or E&C) | Assassin Blade (Deathstrike) Basara Blade (Str+??% and Mag+??%) | Beastmaster (Capture) Blade (starting weapon) | Blockade (Slowstrike) Blurry Moon (Darktouch) | Chaos Blade (two status touches)* Conqueror (four element strikes) | Corruptor (three status strikes)* Critical Blade (Deathtouch) | Dark Blade (Darkstrike) Divider (Double AP) | Djinn Blade (three Mag+??%) Dozing Blade (Sleepstrike) | Dragonkiller (Double Overdrive) Dual Blade (two element strikes) | Fire Blade (Firestrike) Frost Blade (Icestrike) | Genji Blade (Triple Overdrive) Gilmonger (Gillionare) | Gorgon Gaze (Stonetouch) Heaven's Cloud (Break Damage Limit) | Hunter's Blade (Sensor) Ichimonji (three element strikes) | Inducer (Half MP Cost) Katana (Piercing) | Knight Blade (Str+3%) Kotetsu (Evade&Counter or C-A) | Lifegiver (Alchemy) Magic Blade (Mag+3%) | Masamune (celestial weapon) Master Djinn (all Mag+??%) | Master Ogre (all Str+??%) Matoya's Blade (MB + three Mag+??%) | M-Blade (Distil Mana) Mirage Blade (Magic Booster) | Muramasa (3x Ov., 3x AP, Ov.->AP) Murasame (One MP Cost) | Nodachi (Str+20% or Str+10%) Ogre Blade (three Mag+??%) | Ogrekiller (SOS Overdrive) Painkiller (Triple AP) | P-Blade (Distil Power) Peaceful Slumber (Sleeptouch) | Peacemaker (Double Overdrive, 2x AP) Prism Blade (Magic Counter) | Riot Blade (four status strikes)* Rune Blade (Mag+5%) | S-Blade (Distil Speed) Sentry (Initiative) | Shimmering Blade(2 or 3 abil. slots) Shiranui (empty 4-slot weapon) | Sonic Blade (First Strike) Soundless Scream (Silencetouch) | Spider's Kiss (Poisontouch) Spiritual Blade (Mag+20% or Mag+10%) | Stillblade (Stonestrike) Stunner (Slowtouch) | Tacit Blade (Silencestrike) The Nameless (Overdrive->AP) | Thunder Blade (Lightningstrike) Venomous Blade (Poisonstrike) | War Blade (Str+5%) Water Blade (Waterstrike) | ----------------------------------------------------------------------------- 7A - KIMAHRI'S WEAPONS ---> A824 ----------------------------------------------------------------------------- Astral Spear (One MP Cost) | Berserker (Double Overdrive) Break Lance (Stonetouch) | Calamity Spear (two status touches)* Chaos Lance (four status strikes)* | Chariot (Double AP) Darkbringer (Darkstrike) | Detector (Initiative) Dragoon Lance (Magic C., C-A or E&C) | Dream Lance (Sleeptouch) Dusk Lance (Darktouch) | Eldritch Lance (MB + three Mag+??%) Enchanted Lance (Mag+3%) | Force Lance (Str+??% and Mag+??%) Full Metal Spear (Str+20% or Str+10%) | Gae Balg (Overdrive->AP, 3x Ov.) Giant Spear (all Str+??%) | Gungnir (Break Damage Limit) Halberd (2 or 3 ability slots) | Harpoon (Piercing) Healer Spear (Alchemy) | Heat Lance (Firestrike) Heavy Spear (Str+3%) | Highwind (Triple Overdrive) Horn of the Ronso (Triple AP) | Hunter's Spear (Sensor) Hypnos' Spear (Sleepstrike) | Ice Lance (Icestrike) Kain's Lance (SOS Overdrive) | Knight Lance (three Str+??%) Luin (3x Ov., 3x AP, Ov.->AP) | Mage Hunter (Silencestrike) Magic Lance (Mag+20% or Mag+10%) | Matador Spear (Deathtouch) Mirage Lance (Magic Booster) | Net Spear (Slowstrike) Prism Spear (Magic Counter) | Prospector (Gillionare) Quadforce (four element strikes) | Rebel Lance (Evade&Counter or C-A) Rock Buster (Stonestrike) | Rune Lance (Mag+5%) Shamanic Spear (Half MP Cost) | Shapeshifter (empty 4-slot weapon) Silent Spear (Silencetouch) | Snakehead (Poisontouch) Sonic Lance (First Strike) | Spear (starting weapon) Spirit Lance (celestial weapon) | Striking Spear (Str+5%) Taming Spear (Capture) | Thanatos Lance (Deathstrike) Thunder Spear (Lightningstrike) | Tidal Spear (Waterstrike) Titan Lance (all Str+??%) | Transmuter (Overdrive->AP) Trident (three element strikes) | Twin Lance (two element strikes) Venom Spike (Poisonstrike) | Venus Gospel (Double AP, 2x Ov.) Vicious Lance (three status strikes)* | Web Lance (Slowtouch) Wizard Lance (three Mag+??%) | ----------------------------------------------------------------------------- ABBREVIATIONS AND NOTES: * - all status abilities except Zombietouch and Zombiestrike 2x AP - Double AP | 2x Ov. - Double Overdrive 3x AP - Triple AP | 3x Ov. - Triple Overdrive Ov.->AP - Overdrive->AP | MB or Magic B. - Magic Booster E&C - Evade&Counter | C-A - Counter-Attack Magic C. - Magic Counter | ----------------------------------------------------------------------------- ***************************************************************************** PART B - FORGET-ME-NOT-POT-SHOTS ***************************************************************************** In this section I'll list down cases, in which once a certain ability is added on a weapon, you won't be able to add some other abilities. If you try to do so, it'll say 'Superior ability already present'. It is possible to add lesser ability, and then superior one (for example, you can add Darktouch and then Darkstrike; but it isn't possible to do so in reverse). - if you add Darkstrike before Darktouch, latter can't be added - if you add Silencestrike before Silencetouch, latter can't be added - if you add Sleepstrike before Sleeptouch, latter can't be added - if you add Poisonstrike before Poisontouch, latter can't be added - if you add Stonestrike before Stonetouch, latter can't be added - if you add Deathstrike before Deathtouch, latter can't be added - if you add Zombiestrike before Zombietouch, latter can't be added - if you add Slowstrike before Slowtouch, latter can't be added - once you add Distil Power, Distil Mana/Speed/Ability can't be added - once you add Distil Mana, Distil Power/Speed/Ability can't be added - once you add Distil Speed, Distil Power/Mana/Ability can't be added - once you add Distil Ability, Distil Power/Mana/Speed can't be added - if you add Evade&Counter before Counter-Attack, latter can't be added - if you add One MP Cost before Half MP Cost, latter can't be added - if you add Triple AP before Double AP, latter can't be added - if you add Double/Triple Overdrive before SOS Overdrive, latter can't be added - if you add Triple Overdrive before Double Overdrive, latter can't be added ============================================================================= ============================================================================= 26.) ABOUT WEAPON ABILITIES ============================================================================= ============================================================================= Welcome to Weapon abilities section (readies Save the Queen and chops up Malboro trying to sneak up on someone). Listed first will be name of the ability, then amount of respective items you'll need to get this ability and finally a short description on what the ability does. ----------------------------------------------------------------------------- #1 - SENSOR ---> A477 - 2x Ability Sphere - view enemy's info when in battle - on top a quick tip appears and in top left corner you will view fiend's elemental affinities and/or any statuses fiend is currently affected with - Sensor wearer must be in frontline party and under your control ----------------------------------------------------------------------------- #2 - PIERCING ---> A420 - 1x Lv.2 Key Sphere - deal normal damage to armored enemies (by Attack or Skill commands) - Tidus' normal attack against Raldo would deal say 20 damage; however, with Piercing that damage would be 100 ----------------------------------------------------------------------------- #3 - FIRST STRIKE ---> A211 - 1x Return Sphere - allows chr to act first (must be in frontline party), even in case of being ambushed ----------------------------------------------------------------------------- #4 - INITIATIVE ---> A275 - 6x Chocobo Feather - increases chance of getting a surprise attack on the enemies (increases odds for 'Pre-emptive Strike!', decreases chances for 'Ambushed!') ----------------------------------------------------------------------------- #5 - FIRESTRIKE ---> A209 - 4x Bomb Fragment - physical attacks gain fire affinity (by Attack or Skill commands) - physical strike without Firestrike against say Ice Flan: 50 damage; physical strike with Firestrike against say Ice Flan: 75 damage - target's fire affinities may alter damage done (HALF, NULL, ABS, WKN) ----------------------------------------------------------------------------- #6 - LIGHTNINGSTRIKE ---> A308 - 4x Electro Marble - physical attacks gain lightning affinity (by Attack or Skill commands) - physical strike without Lightningst. against say Water Flan: 50 damage; physical strike with Lightningst. against say Water Flan: 75 damage - target's lightning affinities may alter damage done (HALF, NULL, ABS, WKN) ----------------------------------------------------------------------------- #7 - WATERSTRIKE ---> A630 - 4x Fish Scale - physical attacks gain water affinity (by Attack or Skill commands) - physical strike without Waterstrike against say Larva: 50 damage; physical strike with Waterstrike against say Larva: 75 damage - target's water affinities may alter damage done (HALF, NULL, ABS, WKN) ----------------------------------------------------------------------------- #8 - ICESTRIKE ---> A271 - 4x Antarctic Wind - physical attacks gain ice affinity (by Attack or Skill commands) - physical strike without Icestrike against say Flame Flan: 50 damage; physical strike with Icestrike against say Flame Flan: 75 damage - target's ice affinities may alter damage done (HALF, NULL, ABS, WKN) ----------------------------------------------------------------------------- #9 - DARKTOUCH ---> A133 - 60x Eye Drops - damage + 50% chance of inflicting Darkness on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #10 - DARKSTRIKE ---> A132 - 20x Smoke Bomb - damage + almost 100% chance of inflicting Darkness on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #11 - SILENCETOUCH ---> A495 - 60x Echo Screen - damage + 50% chance of inflicting Silence on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #12 - SILENCESTRIKE ---> A494 - 20x Silence Grenade - damage + almost 100% chance of inflicting Silence on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #13 - SLEEPTOUCH ---> A518 - 10x Sleeping Powder - damage + 50% chance of inflicting Sleep on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #14 - SLEEPSTRIKE ---> A517 - 16x Dream Powder - damage + almost 100% chance of inflicting Sleep on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #15 - POISONTOUCH ---> A427 - 99x Antidote - damage + 50% chance of inflicting Poison on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #16 - POISONSTRIKE ---> A426 - 24x Poison Fang - damage + almost 100% chance of inflicting Poison on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #17 - STONETOUCH ---> A569 - 10x Petrify Grenade - damage + 50% chance of inflicting Petrify on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #18 - STONESTRIKE ---> A568 - 60x Petrify Grenade - damage + almost 100% chance of inflicting Petrify on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #19 - DEATHTOUCH ---> A140 - 30x Farplane Shadow - damage + 50% chance of inflicting Death on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #20 - DEATHSTRIKE ---> A139 - 60x Farplane Wind - damage + almost 100% chance of inflicting Death on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #21 - ZOMBIETOUCH ---> A658 - 70x Holy Water - damage + 50% chance of inflicting Zombie on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #22 - ZOMBIESTRIKE ---> A657 - 30x Candle of Life - damage + almost 100% chance of inflicting Zombie on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #23 - SLOWTOUCH ---> A527 - 16x Silver Hourglass - damage + 50% chance of inflicting Slow on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #24 - SLOWSTRIKE ---> A526 - 30x Gold Hourglass - damage + almost 100% chance of inflicting Slow on one target (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #25 - DISTIL POWER ---> A160 - 2x Power Sphere - damages + makes one enemy drop Power Spheres (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #26 - DISTIL MANA ---> A159 - 2x Mana Sphere - damages + makes one enemy drop Mana Spheres (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #27 - DISTIL SPEED ---> A161 - 2x Speed Sphere - damages + makes one enemy drop Speed Spheres (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #28 - DISTIL ABILITY ---> A158 - 2x Ability Sphere - damages + makes one enemy drop Ability Spheres (by Attack or Skill commands) - if target is immune or has a certain % resistance to status/es listed, status change/s will not (if immune) or may not (if % resist.) succeed ----------------------------------------------------------------------------- #29 - STR+3% ---> A572 - 3x Power Sphere* - raises chr's physical attack power by 3% (by Attack or Skill commands) - chr's normal attack with a weapon does 100 damage; with weapon bearing this ability damage would increase to 103 ----------------------------------------------------------------------------- #30 - STR+5% ---> A573 - 2x Stamina Spring* - raises chr's physical attack power by 5% (by Attack or Skill commands) - chr's normal attack with a weapon does 100 damage; with weapon bearing this ability damage would increase to 105 ----------------------------------------------------------------------------- #31 - STR+10% ---> A574 - 1x Skill Sphere* - raises chr's physical attack power by 10% (by Attack or Skill commands) - chr's normal attack with a weapon does 100 damage; with weapon bearing this ability damage would increase to 110 ----------------------------------------------------------------------------- #32 - STR+20% ---> A575 - 4x Supreme Gem* - raises chr's physical attack power by 20% (by Attack or Skill commands) - chr's normal attack with a weapon does 100 damage; with weapon bearing this ability damage would increase to 120 ----------------------------------------------------------------------------- #33 - MAG+3% ---> A318 - 3x Mana Sphere** - raises chr's magical attack power by 3% - chr's magic attack does 100 damage; with weapon bearing this ability damage done by magic attack would increase to 103 ----------------------------------------------------------------------------- #34 - MAG+5% ---> A319 - 2x Mana Spring** - raises chr's magical attack power by 5% - chr's magic attack does 100 damage; with weapon bearing this ability damage done by magic attack would increase to 105 ----------------------------------------------------------------------------- #35 - MAG+10% ---> A320 - 1x Blk Magic Sphere** - raises chr's magical attack power by 10% - chr's magic attack does 100 damage; with weapon bearing this ability damage done by magic attack would increase to 110 ----------------------------------------------------------------------------- #36 - MAG+20% ---> A321 - 4x Supreme Gem** - raises chr's magical attack power by 20% - chr's magic attack does 100 damage; with weapon bearing this ability damage done by magic attack would increase to 120 ----------------------------------------------------------------------------- #37 - COUNTER-ATTACK ---> A108 - 1x Friend Sphere - makes chr counterattack each time he/she is physically attacked - chr is attacked by Dingo's 'Bite' -> chr just takes damage; but with a weapon bearing Counter-Attack chr also counterattacks Dingo physically - some physical attacks cannot be counter-attacked; you also can't counter- attack physical attacks that hit all chrs - you *cannot* counter-attack counter-attacks ----------------------------------------------------------------------------- #38 - EVADE & COUNTER ---> A185 - 1x Teleport Sphere - makes chr evade (if possible) and counterattack each time he/she is physically attacked - chr is attacked by Dingo's 'Bite' -> chr just takes damage; but with a weapon bearing Evade&Counter chr will attempt to evade the attack (it may fail), in which case he does or doesn't take damage and then counterattack Dingo physically - some physical attacks cannot be counter-attacked; you also can't counter- attack physical attacks that hit all chrs - you *cannot* counter-attack counter-attacks ----------------------------------------------------------------------------- #39 - MAGIC COUNTER ---> A325 - 16x Shining Gem - makes chr counterattack each time he/she is magically attacked - chr is attacked by Ice Flan's Blizzard -> chr just takes damage; but with a weapon bearing Magic Counter chr will take damage from magic attack and then counterattack Ice Flan physically - some magical attacks cannot be countered; you also can't Magic Counter magical attacks that hit all chrs ----------------------------------------------------------------------------- #40 - MAGIC BOOSTER ---> A322 - 30x Turbo Ether - doubles amount of MP used to cast white and black magic spells, but also raises their power for 50% ----------------------------------------------------------------------------- #41 - ALCHEMY ---> A016 - 4x Healing Water - doubles potency of healing items - chr with Alchemy will restore double amount of HP and/or MP whenever chr uses healing items, but MAX HP/MP restored can't exceed 9999/999 ----------------------------------------------------------------------------- #42 - HALF MP COST ---> A247 - 20x Twin Stars - chr's MP cost to use any MP consuming abilities is halved ----------------------------------------------------------------------------- #43 - ONE MP COST ---> A408 - 20x Three Stars - chr's MP cost to use any MP consuming abilities is 1 ----------------------------------------------------------------------------- #44 - DOUBLE AP ---> A166 - 20x Megalixir - chr gains double amount of AP at the end of battle ----------------------------------------------------------------------------- #45 - TRIPLE AP ---> A599 - 50x Wings to Discovery - chr gains triple amount of AP at the end of battle ----------------------------------------------------------------------------- #46 - OVERDRIVE -> AP ---> A412 - 10x Door to Tomorrow - chr's Overdrive gauge is frozen in exchange for more AP ----------------------------------------------------------------------------- #47 - SOS OVERDRIVE ---> A542 - 20x Gambler's Spirit - chr's Overdrive gauge charges at double speed when below 50% MAX HP - effect subsides once chr's HP rises over 50% again ----------------------------------------------------------------------------- #48 - DOUBLE OVERDRIVE ---> A168 - 30x Underdog's Secret - chr's Overdrive gauge charges at double speed - chr with say Slayer Overdrive mode must normally kill 5 fiends in order to fill his/her Overdrive gauge; if weapon with Double Overdrive ability is equipped, chr must kill only 3 fiends and Overdrive Gauge is full ----------------------------------------------------------------------------- #49 - TRIPLE OVERDRIVE ---> A601 - 30x Winning Formula - chr's Overdrive gauge charges at triple speed - chr with say Slayer Overdrive mode must normally kill 5 fiends in order to fill his/her Overdrive gauge; if weapon with Triple Overdrive ability is equipped, chr must kill only 2 fiends and Overdrive Gauge is full ----------------------------------------------------------------------------- #50 - GILLIONARE ---> A233 - 30x Designer's Wallet - doubles amount of Gil won after battle - chr with this ability *must* be in fighting party when battle ends ----------------------------------------------------------------------------- #51 - BREAK DAMAGE LIMIT ---> A070 - 60x Dark Matter - allows character to deal over 9999 damage up to maximum of 99999 damage ----------------------------------------------------------------------------- #52 - NO AP ---> A390 - cannot be customized, available on Celestial weapons - chr gains no AP at the end of battle - this ability disappears after Celestial weapon has been upgraded with both Crest and Sigil ----------------------------------------------------------------------------- #53 - CAPTURE ---> A084 - cannot be customized, available on weapons sold in Monster Arena - monster killed with Capture ability goes to Monster Arena total (must be killed by Attack or Skill commands) ----------------------------------------------------------------------------- * - Here's the explanation of cumulative effects for Str+??% - Str+3% increases damage done to your enemies by 3% - Str+3% + Str+5% increases damage done to your enemies by 8% - Str+3% + Str+10% increases damage done to your enemies by 13% - Str+3% + Str+20% increases damage done to your enemies by 23% - Str+3% + Str+5% + Str+10% increases damage done to your enemies by 18% - Str+3% + Str+5% + Str+20% increases damage done to your enemies by 28% - Str+3% + Str+5% + Str+10% + Str+20% increases damage done to your enemies by 38% - Str+5% increases damage done to your enemies by 5% - Str+5% + Str+10% increases damage done to your enemies by 15% - Str+5% + Str+20% increases damage done to your enemies by 25% - Str+5% + Str+10% + Str+20% physical damage done to your enemies by 35% - Str+10% increases damage done to your enemies by 10% - Str+10% + Str+20% increases damage done to your enemies by 30% - Str+20% increases damage done to your enemies by 20% ----------------------------------------------------------------------------- ** - Here's the explanation of cumulative effects for Mag+??% - Mag+3% increases damage done to your enemies by 3% - Mag+3% + Mag+5% increases damage done to your enemies by 8% - Mag+3% + Mag+10% increases damage done to your enemies by 13% - Mag+3% + Mag+20% increases damage done to your enemies by 23% - Mag+3% + Mag+5% + Mag+10% increases damage done to your enemies by 18% - Mag+3% + Mag+5% + Mag+20% increases damage done to your enemies by 28% - Mag+3% + Mag+5% + Mag+10% + Mag+20% increases damage done to your enemies by 38% - Mag+5% increases damage done to your enemies by 5% - Mag+5% + Mag+10% increases damage done to your enemies by 15% - Mag+5% + Mag+20% increases damage done to your enemies by 25% - Mag+5% + Mag+10% + Mag+20% increases damage done to your enemies by 35% - Mag+10% increases damage done to your enemies by 10% - Mag+10% + Mag+20% increases damage done to your enemies by 30% - Mag+20% increases damage done to your enemies by 20% ============================================================================= ============================================================================= 27.) ABOUT ARMORS ---> A825 ============================================================================= ============================================================================= ***************************************************************************** PART A - LISTS OF CHARACTERS ARMORS ***************************************************************************** Welcome to Armors section. Listed here will be all of character's armors and what abilities should be put on them in order to get that armor. Armors will be listed along with one example of abilities to be put on them (I won't bother with specifics as it's lot harder to include them than those for weapons). ----------------------------------------------------------------------------- 1B - TIDUS' ARMORS ---> A826 ----------------------------------------------------------------------------- Alert Shield (Sleepp.) | Blessed Shield (Zombiep.) Blue Shield (Waterp.) | Bright Shield (Darkp.) Buckler (empty 1-slot armor) | Cerulean Shield (Water E.) Collector's Shield (Master Thief) | Crimson Shield (Fire E.) Curative Shield (A-Med) | Defending Shield(Darkp., Deathp.) Echo Shield (Silencep.) | Elemental Shield (Firep., Icep.) Emblem (Break MP) | Emerald Shield (Mdef+10%, Mdef+20%) Endless Road (Break HP, Break MP) | Genji Shield (Break HP) Glorious Shield (empty 3-slot armor) | Gold Shield (Def+10%, Def+20%) Haste Shield (A-Haste) | Light Shield (Slowp.) Lucid Shield (Confusep.) | Mage's Shield (MP+20%, MP+30%) Magic Shield (MP+10%) | Medical Shield (Cursep.) Metal Shield (Def+5%) | Moon Shield (SOS Shell, SOS Regen) Mythril Shield (Def+20%, Mdef+20%) | NulBlaze Shield (SOS NulBlaze) NulFrost Shield (SOS NulFrost) | NulShock Shield (SOS NulShock) NulTide Shield (SOS NulTide) | Ochre Shield (Lightning E.) Onyx Shield (Mdef+20%) | Peaceful Shield (No Encounters) Pearl Shield (Mdef+5%) | Phoenix Shield (A-Phoenix) Protect Shield (A-Protect) | Recovery Shield (HP Stroll) Red Shield (Firep.) | Reflect Shield (A-Reflect) Regen Shield (A-Regen) | Rescue Shield (A-Potion, A-Med) Sanctuary (Ribbon) | Seeker's Shield (HP+10%) Serene Shield (Berserkp.) | Serum Shield (Poisonp.) Shaman Shield (A-Potion) | Shell Shield (A-Shell) Shield (empty 2-slot armor) | Shield of Hope (MP Stroll, HP Stroll) Silver Shield (Def+10%) | Snow Shield (Ice E.) Soft Shield (Stonep.) | Soldier's Shield (HP+20%, HP+30%) Sorcery Shield (MP+30%) | Soul Shield (Deathp.) Spiritual Shield (MP Stroll) | Tetra Shield (empty 4-slot armor) Treasure Shield (Pickpocket) | Warrior's Shield (HP+30%) White Shield (Icep.) | Wizard Shield(MP+10%, MP+20%, MP+30%) Yellow Shield (Lightningp.) | ----------------------------------------------------------------------------- Adept's Shield (HP+20%, HP+30%, MP+20%, MP+30%) Aegis Shield (Firep., Icep., Waterp., Lightningp.) Assault Shield (A-Shell, A-Protect, A-Regen) Barrier Shield (Firep., Icep., Waterp.) Crystal Shield (Fire E., Ice E., Water E., Lightning E.) Diamond Shield (Def+3%, Def+5%, Def+10%, Def+20%) Dynasty Shield (HP+5%, HP+10%, HP+20%, HP+30%) Faerie Shield (Deathp., Darkp., Sleep.) Golem Shield (A-Protect, A-Reflect, A-Regen, A-Shell) Knight's Shield (HP+10%, HP+20%, HP+30%) Magister Shield (MP+5%, MP+10%, MP+20%, MP+30%) Marching Shield (A-Protect, A-Reflect) Paladin Shield (Darkp., Deathp., Stonep., Slowp.) Phantom Shield (Fire E., Water E., Ice E.) Platinum Shield (Def+5%, Def+10%, Def+20%) Rainbow Shield (SOS Nultide, SOS NulShock, SOS NulBlaze, SOS NulFrost) Revive Shield (A-Potion, A-Med, A-Phoenix) Ruby Shield (Mdef+3%, Mdef+5%, Mdef+10%, Mdef+20%) Sapphire Shield (Mdef+5%, Mdef+10%, Mdef+20%) Shining Shield (SOS Shell, SOS Protect, SOS Haste, SOS Reflect) Star Shield (SOS Shell, SOS Regen, SOS Haste) ----------------------------------------------------------------------------- 2B - YUNA'S ARMORS ---> A827 ----------------------------------------------------------------------------- Alert Ring (Sleepp.) | Arcane Ring (Break HP) Barrier Ring (Firep., Icep., Waterp.) | Blessed Ring (Zombiep.) Blue Ring (Waterp.) | Bright Ring (Darkp.) Cerulean Ring (Water E.) | Collector Ring (Master Thief) Crimson Ring (Fire E.) | Curative Ring (A-Med) Defending Ring (Darkp., Deathp.) | Echo Ring (Silencep.) Elemental Ring (Firep., Icep.) | Emerald Ring (Mdef+10%, Mdef+20%) Faerie Ring (Deathp., Darkp., Sleep.) | Glorious Ring (empty 3-slot armor) Gold Ring (Def+10%, Def+20%) | Haste Ring (A-Haste) Healing Ring (A-Potion, A-Med) | Holy Ring (Ribbon) Light Ring (Slowp.) | Lucid Ring (Confusep.) Mage's Ring (MP+20%, MP+30%) | Magic Ring (MP+10%) Marching Ring (A-Protect, A-Reflect) | Medical Ring (Cursep.) Metal Ring (Def+5%) | Moon Ring (SOS Shell, SOS Regen) Mythical Ring (Break MP) | Mythril Ring (Def+20%, Mdef+20%) NulBlaze Ring (SOS NulBlaze) | NulFrost Ring (SOS NulFrost) NulShock Ring (SOS NulShock) | NulTide Ring (SOS NulTide) Ochre Ring (Lightning E.) | Onyx Ring (Mdef+20%) Peaceful Ring (No Encounters) | Pearl Ring (Mdef+5%) Phoenix Ring (A-Phoenix) | Power Ring (HP+10%, HP+20%, HP+30%) Protect Ring (A-Protect) | Recovery Ring (HP Stroll) Red Ring (Firep.) | Reflect Ring (A-Reflect) Regen Ring (A-Regen) | Ring (empty 1-slot armor) Ring of Hope (MP Stroll, HP Stroll) | Seeker's Ring (HP+10%) Serene Ring (Berserkp.) | Serum Ring (Poisonp.) Shaman Ring (A-Potion) | Shell Ring (A-Shell) Silver Ring (Def+10%) | Snow Ring (Ice E.) Soft Ring (Stonep.) | Soldier's Ring (HP+20%, HP+30%) Solomon Ring (Break HP, Break MP) | Sorcery Ring (MP+30%) Soul Ring (Deathp.) | Spiritual Ring (MP Stroll) Tetra Ring (empty 4-slot armor) | Tough Ring (HP+30%) Treasure Ring (Pickpocket) | White Ring (Icep.) Wide Ring (empty 2-slot armor) | Wizard Ring (MP+10%, MP+20%, MP+30%) Yellow Ring (Lightningp.) | ----------------------------------------------------------------------------- Adept's Ring (HP+20%, HP+30%, MP+20%, MP+30%) Aegis Ring (Firep., Icep., Waterp., Lightningp.) Assault Ring (A-Shell, A-Protect, A-Regen) Diamond Ring (Def+3%, Def+5%, Def+10%, Def+20%) Forbidding Ring (Darkp., Deathp., Stonep., Slowp.) Fortitude Ring (HP+5%, HP+10%, HP+20%, HP+30%) Magical Ring (MP+5%, MP+10%, MP+20%, MP+30%) Phantom Ring (Fire E., Water E., Ice E.) Platinum Ring (Def+5%, Def+10%, Def+20%) Rainbow Ring (SOS Nultide, SOS NulShock, SOS NulBlaze, SOS NulFrost) Ruby Ring (Mdef+3%, Mdef+5%, Mdef+10%, Mdef+20%) Sapphire Ring (Mdef+5%, Mdef+10%, Mdef+20%) Saviour Ring (A-Potion, A-Med, A-Phoenix) Sheltering Ring (A-Protect, A-Reflect, A-Regen, A-Shell) Shining Ring (SOS Shell, SOS Protect, SOS Haste, SOS Reflect) Sophia Ring (Fire E., Ice E., Water E., Lightning E.) Star Ring (SOS Shell, SOS Regen, SOS Haste) ----------------------------------------------------------------------------- 3B - LULU'S ARMORS ---> A828 ----------------------------------------------------------------------------- Alert Bangle (Sleepp.) | Auto Bangle (A-Potion, A-Med) Bangle (empty 1-slot armor) | Bangle of Hope (MP Stroll, HP Stroll) Barrier Bangle(Firep., Icep., Waterp.)| Blessed Bangle (Zombiep.) Blue Bangle (Waterp.) | Bright Bangle (Darkp.) Cerulean Bangle (Water E.) | Collector Bangle (Master Thief) Crimson Bangle (Fire E.) | Curative Bangle (A-Med) Echo Bangle (Silencep.) | Elemental Bangle (Firep., Icep.) Emerald Bangle (Mdef+10%, Mdef+20%) | Eternity (Ribbon) Faerie Bangle(Deathp., Darkp., Sleep.)| Glorious Bangle (empty 3-slot armor) Gold Bangle (Def+10%, Def+20%) | Guardian Bangle (empty 2-slot armor) Haste Bangle (A-Haste) | Light Bangle (Slowp.) Lucid Bangle (Confusep.) | Mage's Bangle (MP+20%, MP+30%) Magic Bangle (MP+10%) | Marching Bangle(A-Protect, A-Reflect) Medical Bangle (Cursep.) | Metal Bangle (Def+5%) Minerva Bangle (Break HP) | Moon Bangle (SOS Shell, SOS Regen) Mythical Bangle (Break MP) | Mythril Bangle (Def+20%, Mdef+20%) NulBlaze Bangle (SOS NulBlaze) | NulFrost Bangle (SOS NulFrost) NulShock Bangle (SOS NulShock) | NulTide Bangle (SOS NulTide) Ochre Bangle (Lightning E.) | Onyx Bangle (Mdef+20%) Peaceful Bangle (No Encounters) | Pearl Bangle (Mdef+5%) Phoenix Bangle (A-Phoenix) | Power Bangle (HP+10%, HP+20%, HP+30%) Protect Bangle (A-Protect) | Recovery Bangle (HP Stroll) Red Bangle (Firep.) | Reflect Bangle (A-Reflect) Regen Bangle (A-Regen) | Samantha Soul (Break HP, Break MP) Saviour Bangle (Darkp., Deathp.) | Seeker's Bangle (HP+10%) Serene Bangle (Berserkp.) | Serum Bangle (Poisonp.) Shaman Bangle (A-Potion) | Shell Bangle (A-Shell) Silver Bangle (Def+10%) | Snow Bangle (Ice E.) Soft Bangle (Stonep.) | Sorcery Bangle (MP+30%) Soul Bangle (Deathp.) | Spiritual Bangle (MP Stroll) Tetra Bangle (empty 4-slot armor) | Tough Bangle (HP+30%) Treasure Bangle (Pickpocket) | Vita Bangle (HP+20%, HP+30%) White Bangle (Icep.) | Wizard Bangle(MP+10%, MP+20%, MP+30%) Yellow Bangle (Lightningp.) ----------------------------------------------------------------------------- Adept's Bangle (HP+20%, HP+30%, MP+20%, MP+30%) Aegis Bangle (Firep., Icep., Waterp., Lightningp.) Assault Bangle (A-Shell, A-Protect, A-Regen) Black Ribbon (Darkp., Deathp., Stonep., Slowp.) Diamond Bangle (Def+3%, Def+5%, Def+10%, Def+20%) Draupnir (Fire E., Ice E., Water E., Lightning E.) Gorgeous Bangle (A-Protect, A-Reflect, A-Regen, A-Shell) Imperial Bangle (A-Potion, A-Med, A-Phoenix) Magister Bangle (MP+5%, MP+10%, MP+20%, MP+30%) Phantom Bangle (Fire E., Water E., Ice E.) Platinum Bangle (Def+5%, Def+10%, Def+20%) Precious Bangle (A-Shell, A-Protect, A-Reflect, A-Regen) Queen's Bangle (HP+5%, HP+10%, HP+20%, HP+30%) Rainbow Bangle (SOS Nultide, SOS NulShock, SOS NulBlaze, SOS NulFrost) Ruby Bangle (Mdef+3%, Mdef+5%, Mdef+10%, Mdef+20%) Sapphire Bangle (Mdef+5%, Mdef+10%, Mdef+20%) Shining Bangle (SOS Shell, SOS Protect, SOS Haste, SOS Reflect) Star Bangle (SOS Shell, SOS Regen, SOS Haste) ----------------------------------------------------------------------------- 4B - RIKKU'S ARMORS ---> A829 ----------------------------------------------------------------------------- Alert Targe (Sleepp.) | Atlas (Break HP) Blessed Targe (Zombiep.) | Blue Targe (Waterp.) Bright Targe (Darkp.) | Buccaneer (Master Thief) Celestial (Break MP) | Centurion (Def+5%, Def+10%, Def+20%) Cerulean Targe (Water E.) | Corsair (Pickpocket) Crimson Targe (Fire E.) | Curative Targe (A-Med) Dauntless (Berserkp.) | Dreadnought (Break HP, Break MP) Echelon (Mdef+5%, Mdef+10%, Mdef+20%) | Echo Targe (Silencep.) Elemental Targe (Firep., Icep.) | Emerald Targe (Mdef+10%, Mdef+20%) Glorious Targe (empty 3-slot armor) | Gold Targe (Def+10%, Def+20%) Goliath (A-Potion, A-Med) | Guardian Targe (empty 2-slot armor) Haste Targe (A-Haste) | Intrepid (A-Potion, A-Med, A-Phoenix) Impervious (Ribbon) |Knight's Targe(HP+10%, HP+20%, HP+30%) Light Targe (Slowp.) | Lucid Targe (Confusep.) Mage's Targe (MP+20%, MP+30%) | Magic Targe (MP+10%) Marching Targe (A-Protect, A-Reflect) | Medical Targe (Cursep.) Metal Targe (Def+5%) | Moon Targe (SOS Shell, SOS Regen) Mythril Targe (Def+20%, Mdef+20%) | NulBlaze Targe (SOS NulBlaze) NulFrost Targe (SOS NulFrost) | NulShock Targe (SOS NulShock) NulTide Targe (SOS NulTide) | Ochre Targe (Lightning E.) Onyx Targe (Mdef+20%) | Peaceful Targe (No Encounters) Pearl Targe (Mdef+5%) | Phoenix Targe (A-Phoenix) Protect Targe (A-Protect) | Recovery Targe (HP Stroll) Red Targe (Firep.) | Reflect Targe (A-Reflect) Regen Targe (A-Regen) | Reliant (Darkp., Deathp.) Seeker's Targe (HP+10%) | Serum Targe (Poisonp.) Shaman Targe (A-Potion) | Shell Targe (A-Shell) Silver Targe (Def+10%) | Snow Targe (Ice E.) Soft Targe (Stonep.) | Soldier's Targe (HP+20%, HP+30%) Sorcery Targe (MP+30%) | Soul Targe (Deathp.) Spiritual Targe (MP Stroll) | Talisman (Deathp., Darkp., Sleep.) Targe (empty 1-slot armor) | Targe of Hope (MP Stroll, HP Stroll) Tetra Targe (empty 4-slot armor) | Victorious (Firep., Icep., Waterp.) Warlord(HP+5%, HP+10%, HP+20%, HP+30%)| Warrior's Targe (HP+30%) White Targe (Icep.) | Wizard Targe (MP+10%, MP+20%, MP+30%) Yellow Targe (Lightningp.) | ----------------------------------------------------------------------------- Adept's Targe (HP+20%, HP+30%, MP+20%, MP+30%) Argonaut (Deathp., Stonep., Zombiep., Sleepp.) Armada (Firep., Icep., Waterp., Lightningp.) Assault Targe (A-Shell, A-Protect, A-Regen) Diamond Targe (Def+3%, Def+5%, Def+10%, Def+20%) Dominator (MP+5%, MP+10%, MP+20%, MP+30%) Invincible (Fire E., Ice E., Water E., Lightning E.) Phalanx (SOS Nultide, SOS NulShock, SOS NulBlaze, SOS NulFrost) Phantom Targe (Fire E., Water E., Ice E.) Ruby Targe (Mdef+3%, Mdef+5%, Mdef+10%, Mdef+20%) Star Targe (SOS Shell, SOS Regen, SOS Haste) Tercio (SOS Shell, SOS Protect, SOS Haste, SOS Reflect) Triumph (A-Protect, A-Reflect, A-Regen, A-Shell) ----------------------------------------------------------------------------- 5B - WAKKA'S ARMORS ---> A830 ----------------------------------------------------------------------------- Alert Armguard (Sleepp.) | Armsling (HP Stroll) Armguard (empty 1-slot armor) | Auto Armguard (A-Reflect, A-Protect) Automatic (A-Potion, A-Med, A-Phoenix)| Benchwarmer (MP Stroll, HP Stroll) Best Play (Master Thief) | Blessed Armguard (Zombiep.) Blue Armguard (Waterp.) | Bright Armguard (Darkp.) Cerulean Armguard (Water E.) | Crimson Armguard (Fire E.) Danger Armguard (SOS Haste, SOS Regen)| Echo Armguard (Silencep.) Elemental Armguard (Firep., Icep.) | Emerald Armguard (Mdef+3%, Mdef+5%) Fast Break (A-Haste) | First Aid (A-Potion, A-Med) Glorious Armguard(empty 3-slot weapon)| Gold Armguard (Def+3%, Def+5%) Great Play (Pickpocket) |Guardian Armguard(empty 2-slot weapon) Hat Trick (Firep., Icep., Waterp.) | High Spirits (Break MP) Indomitable (Break HP, Break MP) | Light Armguard (Slowp.) Low Risk (Deathp., Stonep.) | Lucid Armguard (Confusep.) Mage's Armguard (MP+20%, MP+30%) | Magic Armguard (MP+5%) Medical Armguard (Cursep.) | Metal Armguard (Def+5%) Miracle Comeback (A-Phoenix) | Mythril Armguard (Def+20%, Mdef+20%) NulBlaze Armguard (SOS NulBlaze) | NulFrost Armguard (SOS NulFrost) NulShock Armguard (SOS NulShock) | NulTide Armguard (SOS NulTide) Ochre Armguard (Lightning E.) | Off Season (No Encounters) Onyx Armguard (Mdef+20%) | Pearl Armguard (Mdef+5%) Power Armguard(HP+10%, HP+20%, HP+30%)| Protect Armguard (A-Protect) Red Armguard (Firep.) | Reflect Armguard (A-Reflect) Second Wind (A-Regen) | Seeker's Armguard (HP+10%) Serene Armguard (Berserkp.) | Serum Armguard (Poisonp.) Shaman Armguard (A-Potion) | Shell Armguard (A-Shell) Shutout (Ribbon) | Silver Armguard (Def+20%) Snow Armguard (Ice E.) | Soft Armguard (Stonep.) Soldier's Armguard (HP+20%, HP+30%) | Sorcery Armguard (MP+30%) Soul Armguard (Deathp.) | Spiritual Armguard (MP Stroll) Super Goalie (Break HP) | Tetra Armguard (empty 4-slot armor) Top Shape (A-Med) | Warrior's Armguard (HP+30%) White Armguard (Icep.) | Yellow Armguard (Lightningp.) ----------------------------------------------------------------------------- Adept's Armguard (HP+20%, HP+30%, MP+20%, MP+30%) Diamond Armguard (Def+3%, Def+5%, Def+10%, Def+20%) Element Save (Fire E., Ice E., Water E.) Energy Armguard (MP+10%, MP+20%, MP+30%) Final Four (Fire E., Ice E., Water E., Lightning E.) Great Four (Firep., Icep., Waterp., Lightningp.) Keeper (Darkp., Deathp., Stonep., Confusep.) Last Ditch (SOS Protect, SOS Shell, SOS Reflect, SOS Haste) Magic Ace (MP+5%, MP+10%, MP+20%, MP+30%) Miracle Save (SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide) Pep Talk (SOS NulBlaze, SOS NulFrost, SOS NulShock) Platinum Armguard (Def+5%, Def+10%, Def+20%) Power Ace (HP+5%, HP+10%, HP+20%, HP+30%) Ruby Armguard (Mdef+3%, Mdef+5%, Mdef+10%, Mdef+20%) Sapphire Armguard (Mdef+5%, Mdef+10%, Mdef+20%) The Guardian (A-Protect, A-Reflect, A-Regen, A-Shell) Triple Guard (Deathp., Stonep., Cursep.) Triple Save (A-Shell, A-Protect, A-Regen) ----------------------------------------------------------------------------- 6B - AURON'S ARMORS ---> A831 ----------------------------------------------------------------------------- Alert Bracer (Sleepp.) |Barrier Bracer(Firep., Icep., Waterp.) Blessed Bracer (Zombiep.) | Blue Bracer (Waterp.) Bracer (empty 1-slot armor) | Bracer of Hope (MP Stroll, HP Stroll) Bright Bracer (Darkp.) | Cerulean Bracer (Water E.) Collector Bracer (Master Thief) | Crimson Bracer (Fire E.) Curative Bracer (A-Med) | Defending Bracer (Darkp., Deathp.) Dragon Lord (Break MP) | Echo Bracer (Silencep.) Elemental Bracer (Firep., Icep.) | Emerald Bracer (Mdef+10%, Mdef+20%) Faerie Bracer(Deathp., Darkp., Sleep.)| Genji Bracer (Break HP) Glorious Bracer (empty 3-slot armor) | Gold Bracer (Def+10%, Def+20%) Guardian Bracer (empty 2-slot armor) | Haste Bracer (A-Haste) Healer (A-Potion, A-Med) | Immortal (A-Potion, A-Med, A-Phoenix) Light Bracer (Slowp.) | Lucid Bracer (Confusep.) Mage's Bracer (MP+20%, MP+30%) | Magic Bracer (MP+10%) Marching Bracer (A-Protect, A-Reflect)| Medical Bracer (Cursep.) Metal Bracer (Def+5%) | Moon Bracer (SOS Shell, SOS Regen) Mythril Bracer (Def+20%, Mdef+20%) | NulBlaze Bracer (SOS NulBlaze) NulFrost Bracer (SOS NulFrost) | NulShock Bracer (SOS NulShock) NulTide Bracer (SOS NulTide) | Ochre Bracer (Lightning E.) Onyx Bracer (Mdef+20%) | Overlord (Break HP, Break MP) Peaceful Bracer (No Encounters) | Pearl Bracer (Mdef+5%) Phoenix Bracer (A-Phoenix) | Protect Bracer (A-Protect) Recovery Bracer (HP Stroll) | Red Bracer (Firep.) Reflect Bracer (A-Reflect) | Regen Bracer (A-Regen) Seeker's Bracer (HP+10%) | Serene Bracer (Berserkp.) Serum Bracer (Poisonp.) | Shaman Bracer (A-Potion) Shell Bracer (A-Shell) | Silver Bracer (Def+10%) Snow Bracer (Ice E.) | Soft Bracer (Stonep.) Soldier's Bracer (HP+20%, HP+30%) | Solidity (Ribbon) Sorcery Bracer (MP+30%) | Soul Bracer (Deathp.) Spiritual Bracer (MP Stroll) | Tetra Bracer (empty 4-slot armor) Treasure Bracer (Pickpocket) | Warrior's Bracer (HP+30%) White Bracer (Icep.) | Wizard Bracer(MP+10%, MP+20%, MP+30%) Yellow Bracer (Lightningp.) | ----------------------------------------------------------------------------- Adept's Bracer (HP+20%, HP+30%, MP+20%, MP+30%) Assault Bracer (A-Shell, A-Protect, A-Regen) Battle Bracer (HP+5%, HP+10%, HP+20%, HP+30%) Diamond Bracer (Def+3%, Def+5%, Def+10%, Def+20%) Glutton (Fire E., Ice E., Water E., Lightning E.) Knight's Bracer (HP+10%, HP+20%, HP+30%) Magical Bracer (MP+5%, MP+10%, MP+20%, MP+30%) Phantom Bracer (Fire E., Water E., Ice E.) Platinum Bracer (Def+5%, Def+10%, Def+20%) Rainbow Bracer (SOS Nultide, SOS NulShock, SOS NulBlaze, SOS NulFrost) Resistant (Firep., Icep., Waterp., Lightningp.) Ruby Bracer (Mdef+3%, Mdef+5%, Mdef+10%, Mdef+20%) Sapphire Bracer (Mdef+5%, Mdef+10%, Mdef+20%) Shining Bracer (SOS Shell, SOS Protect, SOS Haste, SOS Reflect) Star Bracer (SOS Shell, SOS Regen, SOS Haste) Undefeated (Darkp., Deathp., Stonep., Slowp.) Warder (A-Protect, A-Reflect, A-Regen, A-Shell) ----------------------------------------------------------------------------- 7B - KIMAHRI'S ARMORS ---> A832 ----------------------------------------------------------------------------- Acropolis (Ribbon) | Alert Armlet (Sleepp.) Armlet (empty 1-slot armor) | Armlet of Hope (MP Stroll, HP Stroll) Barrier Armlet(Firep., Icep., Waterp.)| Blessed Armlet (Zombiep.) Blue Armlet (Waterp.) | Bright Armlet (Darkp.) Cerulean Armlet (Water E.) | Collector Armlet (Master Thief) Crimson Armlet (Fire E.) | Curative Armlet (A-Med) Defending Armlet (Darkp., Deathp.) | Echo Armlet (Silencep.) Elemental Armlet (Firep., Icep.) | Emerald Armlet (Mdef+10%, Mdef+20%) Faerie Armlet(Deathp., Darkp., Sleep.)| Genji Armlet (Break HP) Glorious Armlet (empty 3-slot armor) | Gold Armlet (Def+10%, Def+20%) Guardian Armlet (empty 2-slot armor) | Haste Armlet (A-Haste) Light Armlet (Slowp.) | Lucid Armlet (Confusep.) Mage's Armlet (MP+20%, MP+30%) | Magic Armlet (MP+10%) Marching Armlet (A-Protect, A-Reflect)| Medical Armlet (Cursep.) Metal Armlet (Def+5%) | Moon Armlet (SOS Shell, SOS Regen) Mythril Armlet (Def+20%, Mdef+20%) | NulBlaze Armlet (SOS NulBlaze) NulFrost Armlet (SOS NulFrost) | NulShock Armlet (SOS NulShock) NulTide Armlet (SOS NulTide) | Ochre Armlet (Lightning E.) Onyx Armlet (Mdef+20%) |Orichalcum(A-Potion, A-Med, A-Phoenix) Peaceful Armlet (No Encounters) | Pearl Armlet (Mdef+5%) Phoenix Armlet (A-Phoenix) |Pride of the Ronso(Break HP, Break MP) Protect Armlet (A-Protect) | Recovery Armlet (HP Stroll) Red Armlet (Firep.) | Reflect Armlet (A-Reflect) Regen Armlet (A-Regen) | Safe Passage (A-Potion, A-Med) Sage's Armlet (Break MP) | Seeker's Armlet (HP+10%) Serene Armlet (Berserkp.) | Serum Armlet (Poisonp.) Shaman Armlet (A-Potion) | Shell Armlet (A-Shell) Silver Armlet (Def+10%) | Snow Armlet (Ice E.) Soft Armlet (Stonep.) | Soldier's Armlet (HP+20%, HP+30%) Sorcery Armlet (MP+30%) | Soul Armlet (Deathp.) Spiritual Armlet (MP Stroll) | Tetra Armlet (empty 4-slot armor) Treasure Armlet (Pickpocket) | Warrior's Armlet (HP+30%) White Armlet (Icep.) | Wizard Armlet(MP+10%, MP+20%, MP+30%) Yellow Armlet (Lightningp.) | ----------------------------------------------------------------------------- Adamantite (A-Protect, A-Reflect, A-Regen, A-Shell) Adept's Armlet (HP+20%, HP+30%, MP+20%, MP+30%) Aegis Armlet (Firep., Icep., Waterp., Lightningp.) Assault Armlet (A-Shell, A-Protect, A-Regen) Crystal Armlet (Fire E., Ice E., Water E., Lightning E.) Diamond Armlet (Def+3%, Def+5%, Def+10%, Def+20%) Enhanced Armlet (HP+5%, HP+10%, HP+20%, HP+30%) Knight's Armlet (HP+10%, HP+20%, HP+30%) Magical Armlet (MP+5%, MP+10%, MP+20%, MP+30%) Phantom Armlet (Fire E., Water E., Ice E.) Platinum Armlet (Def+5%, Def+10%, Def+20%) Rainbow Armlet (SOS Nultide, SOS NulShock, SOS NulBlaze, SOS NulFrost) Ronso Armlet (Darkp., Deathp., Stonep., Slowp.) Ruby Armlet (Mdef+3%, Mdef+5%, Mdef+10%, Mdef+20%) Sapphire Armlet (Mdef+5%, Mdef+10%, Mdef+20%) Shining Armlet (SOS Shell, SOS Protect, SOS Haste, SOS Reflect) Star Armlet (SOS Shell, SOS Regen, SOS Haste) ----------------------------------------------------------------------------- ABBREVIATIONS: A-sth - Auto-Shell, Auto-Reflect etc. | Deathp. - Deathproof etc. ----------------------------------------------------------------------------- ***************************************************************************** PART B - FORGET-ME-NOT-POT-SHOTS ***************************************************************************** In this section I'll list down cases, in which once a certain ability is added on an armor, you won't be able to add some other abilities. If you try to do so, it'll say 'Superior ability already present'. It is possible to add lesser ability, and then superior one (for example, you can add Darkward and then Darkp.; but it isn't possible to do so in reverse). - if you add *p. before *ward, latter can't be added - if you add * E. before *p./*ward, latter can't be added - if you add Darkp. before Darkward, latter can't be added - if you add Silencep. before Silenceward, latter can't be added - if you add Sleepp. before Sleepward, latter can't be added - if you add Poisonp. before Poisonward, latter can't be added - if you add Stonep. before Stoneward, latter can't be added - if you add Deathp. before Deathward, latter can't be added - if you add Zombiep. before Zombieward, latter can't be added - if you add Slowp. before Slowward, latter can't be added - if you add Confusep. before Confuseward, latter can't be added - if you add Berserkp. before Berserkward, latter can't be added - if you add A-** before SOS **, latter can't be added - if you add Master Thief before Pickpocket, latter can't be added - if you add Ribbon, you can't add Darkward/p., Silenceward/p., Sleepward/p., Poisonward/p., Stoneward/p., Zombieward/p., Slowward/p., Confuseward/p., Berserkward/p. afterwards Legend: * - Fire, Lightning, Water, Ice ** - Shell, Protect, Reflect, Haste, Regen ============================================================================= ============================================================================= 28.) ABOUT ARMOR ABILITIES ============================================================================= ============================================================================= Welcome to Armor abilities section (puts up Flame Shield). Listed first will be name of the ability, then amount of respective items you'll need to get this ability and finally what the ability does. ----------------------------------------------------------------------------- #1 - FIRE WARD ---> A208 - 4x Bomb Fragment - fire-based damage is halved; chr receives say 100 damage from fire-based attack; bearing armor with this ability would reduce the damage to 50 ----------------------------------------------------------------------------- #2 - FIREPROOF ---> A207 - 8x Bomb Core - fire-based damage is nullified; chr receives say 100 damage from fire-based attack; bearing armor with this ability would reduce the damage to 0 ----------------------------------------------------------------------------- #3 - FIRE EATER ---> A206 - 20x Fire Gem - fire-based damage is absorbed; chr receives say 100 damage from fire-based attack; bearing armor with this ability would make chr absorb the damage, thus restoring 100 HP to his/her HP gauge ----------------------------------------------------------------------------- # 4 #4 - LIGHTNINGWARD ---> A309 - 4x Electro Marble - lightning-based damage is halved; chr receives say 100 damage from ligthning- based attack; bearing armor with this ability would reduce the damage to 50 ----------------------------------------------------------------------------- #5 - LIGHTNINGPROOF ---> A307 - 8x Lightning Marble - lightning-based damage is nullified; chr receives say 100 damage from lightning-based attack; bearing armor with this ability would reduce the damage to 0 ----------------------------------------------------------------------------- #6 - LIGHTNING EATER ---> A304 - 20x Lightning Gem - lightning-based damage is absorbed; chr receives say 100 damage from lightning-based attack; bearing armor with this ability would make chr absorb the damage, thus restoring 100 HP to his/her HP gauge ----------------------------------------------------------------------------- #7 - WATERWARD ---> A631 - 4x Fish Scale - water-based damage is halved; chr receives say 100 damage from water-based attack; bearing armor with this ability would reduce the damage to 50 ----------------------------------------------------------------------------- #8 - WATERPROOF ---> A629 - 8x Dragon Scale - water-based damage is nullified; chr receives say 100 damage from water-based attack; bearing armor with this ability would reduce the damage to 0 ----------------------------------------------------------------------------- #9 - WATER EATER ---> A625 - 20x Water Gem - water-based damage is absorbed; chr receives say 100 damage from water-based attack; bearing armor with this ability would make chr absorb the damage, thus restoring 100 HP to his/her HP gauge ----------------------------------------------------------------------------- #10 - ICE WARD ---> A272 - 4x Antarctic Wind - ice-based damage is halved; chr receives say 100 damage from ice-based attack; bearing armor with this ability would reduce the damage to 50 ----------------------------------------------------------------------------- #11 - ICEPROOF ---> A270 - 8x Arctic Wind - ice-based damage is nullified; chr receives say 100 damage from ice-based attack; bearing armor with this ability would reduce the damage to 0 ----------------------------------------------------------------------------- #12 - ICE EATER ---> A267 - 20x Ice Gem - ice-based damage is absorbed; chr receives say 100 damage from ice-based attack; bearing armor with this ability would make chr absorb the damage, thus restoring 100 HP to his/her HP gauge ----------------------------------------------------------------------------- #13 - DARK WARD ---> A136 - 40x Eye Drops - increases chr's chances to avoid Darkness by 50% - there may be attacks that inflict Darkness regardless of this ability ----------------------------------------------------------------------------- #14 - DARKPROOF ---> A131 - 10x Smoke Bomb - chr has almost 100% chance to avoid Darkness - there may be attacks that inflict Darkness regardless of this ability ----------------------------------------------------------------------------- #15 - SILENCE WARD ---> A496 - 30x Echo Screen - increases chr's chances to avoid Silence by 50% - there may be attacks that inflict Silence regardless of this ability ----------------------------------------------------------------------------- #16 - SILENCEPROOF ---> A493 - 10x Silence Grenade - chr has almost 100% chance to avoid Silence - there may be attacks that inflict Silence regardless of this ability ----------------------------------------------------------------------------- #17 - SLEEP WARD ---> A519 - 6x Sleeping Powder - increases chr's chances to avoid Sleep by 50% - there may be attacks that inflict Sleep regardless of this ability ----------------------------------------------------------------------------- #18 - SLEEPPROOF ---> A515 - 8x Dream Powder - chr has almost 100% chance to avoid Sleep - there may be attacks that inflict Sleep regardless of this ability ----------------------------------------------------------------------------- #19 - POISON WARD ---> A428 - 40x Antidote - increases chr's chances to avoid Poison by 50% - there may be attacks that inflict Poison regardless of this ability ----------------------------------------------------------------------------- #20 - POISONPROOF ---> A425 - 12x Poison Fang - chr has almost 100% chance to avoid Poison - there may be attacks that inflict Poison regardless of this ability ----------------------------------------------------------------------------- #21 - STONE WARD ---> A570 - 30x Soft - increases chr's chances to avoid Petrify by 50% - there may be attacks that inflict Petrify regardless of this ability ----------------------------------------------------------------------------- #22 - STONEPROOF ---> A567 - 20x Petrify Grenade - chr has almost 100% chance to avoid Petrify - there may be attacks that inflict Petrify regardless of this ability ----------------------------------------------------------------------------- #23 - DEATH WARD ---> A141 - 15x Farplane Shadow - increases chr's chances to avoid KO by 50% - there may be attacks that inflict KO regardless of this ability ----------------------------------------------------------------------------- #24 - DEATHPROOF ---> A138 - 60x Farplane Wind - chr has almost 100% chance to avoid KO - there may be attacks that inflict KO regardless of this ability ----------------------------------------------------------------------------- #25 - ZOMBIE WARD ---> A659 - 30x Holy Water - increases chr's chances to avoid Zombie by 50% - there may be attacks that inflict Zombie regardless of this ability ----------------------------------------------------------------------------- #26 - ZOMBIEPROOF ---> A656 - 10x Candle of Life - chr has almost 100% chance to avoid Zombie - there may be attacks that inflict Zombie regardless of this ability ----------------------------------------------------------------------------- #27 - SLOW WARD ---> A528 - 10x Silver Hourglass - increases chr's chances to avoid Slow by 50% - there may be attacks that inflict Slow regardless of this ability ----------------------------------------------------------------------------- #28 - SLOWPROOF ---> A525 - 20x Gold Hourglass - chr has almost 100% chance to avoid Slow - there may be attacks that inflict Slow regardless of this ability ----------------------------------------------------------------------------- #29 - CONFUSE WARD ---> A105 - 16x Musk - increases chr's chances to avoid Confusion by 50% - there may be attacks that inflict Confuse regardless of this ability ----------------------------------------------------------------------------- #30 - CONFUSEPROOF ---> A104 - 48x Musk - chr has almost 100% chance to avoid Confusion - there may be attacks that inflict Confuse regardless of this ability ----------------------------------------------------------------------------- #31 - BERSERK WARD ---> A054 - 8x Hypello Potion - increases chr's chances to avoid Berserk by 50% - there may be attacks that inflict Berserk regardless of this ability ----------------------------------------------------------------------------- #32 - BERSERKPROOF ---> A053 - 32x Hypello Potion - chr has almost 100% chance to avoid Berserk - there may be attacks that inflict Berserk regardless of this ability ----------------------------------------------------------------------------- #33 - CURSEPROOF ---> A116 - 12x Tetra Elemental - chr has almost 100% chance to avoid Curse - there may be attacks that inflict Curse regardless of this ability ----------------------------------------------------------------------------- #34 - SOS NULBLAZE ---> A538 - 1x Bomb Core - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, NulBlaze will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #35 - SOS NULSHOCK ---> A540 - 1x Lightning Marble - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, NulShock will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #36 - SOS NULTIDE ---> A541 - 1x Dragon Scale - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, NulTide will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #37 - SOS NULFROST ---> A539 - 1x Arctic Wind - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, NulFrost will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #38 - SOS SHELL ---> A546 - 8x Lunar Curtain - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, Shell will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #39 - SOS PROTECT ---> A543 - 8x Light Curtain - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, Protect will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #40 - SOS REFLECT ---> A544 - 8x Star Curtain - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, Reflect will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #41 - SOS HASTE ---> A537 - 20x Chocobo Feather - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, Haste will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #42 - SOS REGEN ---> A545 - 12x Healing Spring - when chr's HP drops below 50% of MAX HP while bearing armor with this ability, Regen will activate; will be in effect (*cannot* be dispeled) for as long as chr's HP is below 50% of chr's MAX HP ----------------------------------------------------------------------------- #43 - AUTO-SHELL ---> A040 - 80x Lunar Curtain - whenever you enter a battle with armor bearing this ability, chr will already be under Shell status; such Shell cannot be dispeled ----------------------------------------------------------------------------- #44 - AUTO-PROTECT ---> A037 - 70x Light Curtain - whenever you enter a battle with armor bearing this ability, chr will already be under Protect status; such Protect cannot be dispeled ----------------------------------------------------------------------------- #45 - AUTO-REFLECT ---> A038 - 40x Star Curtain - whenever you enter a battle with armor bearing this ability, chr will already be under Reflect status; such Reflect cannot be dispeled - if a chr bearing Auto-Reflect armor is KO-ed, you can only revive it back with help of Phoenix Down or Mega Phoenix; Life and Full-Life magics will be reflected! Funnily Auto-Reflect is still active even though chr is KO-ed ----------------------------------------------------------------------------- #46 - AUTO-HASTE ---> A031 - 80x Chocobo Wing - whenever you enter a battle with armor bearing this ability, chr will already be under Haste status; such Haste cannot be dispeled ----------------------------------------------------------------------------- #47 - AUTO-REGEN ---> A039 - 80x Healing Spring - whenever you enter a battle with armor bearing this ability, chr will already be under Regen status; such Regen cannot be dispeled ----------------------------------------------------------------------------- #48 - DEF+3% ---> A142 - 3x Power Sphere* - reduces damage from physical attacks by 3% - chr receives say 100 damage from enemy's physical attack; bearing armor with this ability would make chr reduce the damage taken to 97 ----------------------------------------------------------------------------- #49 - DEF+5% ---> A143 - 2x Stamina Spring* - reduces damage from physical attacks by 5% - chr receives say 100 damage from enemy's physical attack; bearing armor with this ability would make chr reduce the damage taken to 95 ----------------------------------------------------------------------------- #50 - DEF+10% ---> A144 - 1x Special Sphere* - reduces damage from physical attacks by 10% - chr receives say 100 damage from enemy's physical attack; bearing armor with this ability would make chr reduce the damage taken to 90 ----------------------------------------------------------------------------- #51 - DEF+20% ---> A145 - 4x Blessed Gem* - reduces damage from physical attacks by 20% - chr receives say 100 damage from enemy's physical attack; bearing armor with this ability would make chr reduce the damage taken to 80 ----------------------------------------------------------------------------- #52 - MDEF+3% ---> A326 - 3x Mana Sphere** - reduces damage from magical attacks by 3% - chr receives say 100 damage from enemy's magical attack; bearing armor with this ability would make chr reduce the damage taken to 97 ----------------------------------------------------------------------------- #53 - MDEF+5% ---> A327 - 2x Mana Spring** - reduces damage from magical attacks by 5% - chr receives say 100 damage from enemy's magical attack; bearing armor with this ability would make chr reduce the damage taken to 95 ----------------------------------------------------------------------------- #54 - MDEF+10% ---> A328 - 1x Wht Magic Sphere** - reduces damage from magical attacks by 10% - chr receives say 100 damage from enemy's magical attack; bearing armor with this ability would make chr reduce the damage taken to 90 ----------------------------------------------------------------------------- #55 - MDEF+20% ---> A329 - 4x Blessed Gem** - reduces damage from magical attacks by 20% - chr receives say 100 damage from enemy's magical attack; bearing armor with this ability would make chr reduce the damage taken to 80 ----------------------------------------------------------------------------- #56 - HP+5% ---> A260 - 1x X-Potion*** - raises chr's MAX HP by 5%; to raise HP beyond 9999 limit, chr must be wearing an armor with Break HP Limit ----------------------------------------------------------------------------- #57 - HP+10% ---> A261 - 3x Soul Spring*** - raises chr's MAX HP by 10%; to raise HP beyond 9999 limit, chr must be wearing an armor with Break HP Limit ----------------------------------------------------------------------------- #58 - HP+20% ---> A262 - 5x Elixir*** - raises chr's MAX HP by 20%; to raise HP beyond 9999 limit, chr must be wearing an armor with Break HP Limit ----------------------------------------------------------------------------- #59 - HP+30% ---> A263 - 1x Stamina Tonic*** - raises chr's MAX HP by 30%; to raise HP beyond 9999 limit, chr must be wearing an armor with Break HP Limit ----------------------------------------------------------------------------- #60 - MP+5% ---> A372 - 1x Ether**** - raises chr's MAX MP by 5%; to raise MP beyond 999 limit, chr must be wearing an armor with Break MP Limit ----------------------------------------------------------------------------- #61 - MP+10% ---> A373 - 3x Soul Spring**** - raises chr's MAX MP by 10%; to raise MP beyond 999 limit, chr must be wearing an armor with Break MP Limit ----------------------------------------------------------------------------- #62 - MP+20% ---> A374 - 5x Elixir**** - raises chr's MAX MP by 20%; to raise MP beyond 999 limit, chr must be wearing an armor with Break MP Limit ----------------------------------------------------------------------------- #63 - MP+30% ---> A375 - 1x Mana Tonic**** - raises chr's MAX MP by 30%; to raise MP beyond 999 limit, chr must be wearing an armor with Break MP Limit ----------------------------------------------------------------------------- #64 - AUTO-POTION ---> A036 - 4x Stamina Tablet - chr automatically recovers HP when hit with attack that brings chr's MAX HP below 50%, starting with lowest available potion: Potion, Hi-Potion, X-Potion - Auto-Potion doesn't activate if no potion-type items are available ----------------------------------------------------------------------------- #65 - AUTO-MED ---> A034 - 20x Remedy - chr automatically restores status when suffering from one: for Zombie and Curse Holy Water, for Poison Antidote/Remedy, for Silence Echo Screen/Remedy, for Darkness Eye Drops/Remedy - if no items are available, nothing happens - chr cannot cure Petrify, Slow, Sleep, Berserk, Confuse, Death and Doom ----------------------------------------------------------------------------- #66 - AUTO-PHOENIX ---> A035 - 20x Mega Phoenix - chr automatically revives fallen allies using Phoenix Downs from inventory - if no Phoenix Downs are available, nothing happens ----------------------------------------------------------------------------- #67 - PICKPOCKET ---> A419 - 30x Amulet - allows chr to steal rare items more often ----------------------------------------------------------------------------- #68 - MASTER THIEF ---> A347 - 30x Pendulum - allows chr to steal rare items *only* ----------------------------------------------------------------------------- #69 - HP STROLL ---> A265 - 2x Stamina Tablet - chr slowly restores HP when walking ----------------------------------------------------------------------------- #70 - MP STROLL ---> A377 - 2x Mana Tablet - chr slowly restores MP when walking ----------------------------------------------------------------------------- #71 - NO ENCOUNTERS ---> A391 - 30x Purifying Salt - no random encounters; chr with this ability needn't be in active party - if you wish to engage in further random battles, you must de-equip chr wearing No Encounters armor ----------------------------------------------------------------------------- #72 - BREAK MP LIMIT ---> A072 - 30x Three Stars - allows chr to have more than 999 MAX MP up to a maximum of 9999 MP ----------------------------------------------------------------------------- #73 - BREAK HP LIMIT ---> A071 - 30x Wings to Discovery - allows chr to have more than 9999 MAX HP up to a maximum of 99999 HP ----------------------------------------------------------------------------- #74 - RIBBON ---> A460 - 99x Dark Matter - chr has almost 100% chance to avoid Darkness, Silence, Sleep, Poison, Petrify, Zombie, Slow, Confuse, Berserk, Doom - doesn't protect against Death, Curse and any of the four Breaks - there may be attacks that inflict any of statuses Ribbon protects against ----------------------------------------------------------------------------- * - Here's the explanation of cumulative effects for Def+??% - Def+3% decreases damage from enemy attacks in battle by 3% - Def+3% + Def+5% decreases damage from enemy attacks in battle by 8% - Def+3% + Def+10% decreases damage from enemy attacks in battle by 13% - Def+3% + Def+20% decreases damage from enemy attacks in battle by 23% - Def+3% + Def+5% + Def+10% decreases damage from enemy attacks in battle by 18% - Def+3% + Def+5% + Def+20% decreases damage from enemy attacks in battle by 28% - Def+3% + Def+5% + Def+10% + Def+20% decreases damage from enemy attacks in battle by 38% - Def+5% decreases damage from enemy attacks in battle by 5% - Def+5% + Def+10% decreases damage from enemy attacks in battle by 15% - Def+5% + Def+20% decreases damage from enemy attacks in battle by 25% - Def+5% + Def+10% + Def+20% decreases damage from enemy attacks in battle by 35% - Def+10% decreases damage from enemy attacks in battle by 10% - Def+10% + Def+20% decreases damage from enemy attacks in battle by 30% - Def+20% decreases damage from enemy attacks in battle by 20% ----------------------------------------------------------------------------- ** - Here's the explanation of cumulative effects for Mdef+??% - Mdef+3% decreases damage from enemy attacks in battle by 3% - Mdef+3% + Mdef+5% decreases damage from enemy attacks in battle by 8% - Mdef+3% + Mdef+10% decreases damage from enemy attacks in battle by 13% - Mdef+3% + Mdef+20% decreases damage from enemy attacks in battle by 23% - Mdef+3% + Mdef+5% + Mdef+10% decreases damage from enemy attacks in battle by 18% - Mdef+3% + Mdef+5% + Mdef+20% decreases damage from enemy attacks in battle by 28% - Mdef+3% + Mdef+5% + Mdef+10% + Mdef+20% decreases damage from enemy attacks in battle by 38% - Mdef+5% decreases damage from enemy attacks in battle by 5% - Mdef+5% + Mdef+10% decreases damage from enemy attacks in battle by 15% - Mdef+5% + Mdef+20% decreases damage from enemy attacks in battle by 25% - Mdef+5% + Mdef+10% + Mdef+20% decreases damage from enemy attacks in battle by 35% - Mdef+10% decreases damage from enemy attacks in battle by 10% - Mdef+10% + Mdef+20% decreases damage from enemy attacks in battle by 30% - Mdef+20% decreases damage from enemy attacks in battle by 20% ----------------------------------------------------------------------------- *** - Here's the explanation of cumulative effects for HP+??% - HP+5% increases chr's MAX HP by 5% - HP+5% + HP+10% increases chr's MAX HP by 15% - HP+5% + HP+20% increases chr's MAX HP by 25% - HP+5% + HP+30% increases chr's MAX HP by 35% - HP+5% + HP+10% + HP+20% increases chr's MAX HP by 35% - HP+5% + HP+10% + HP+30% increases chr's MAX HP by 45% - HP+5% + HP+10% + HP+20% + HP+30% increases chr's MAX HP by 65% - HP+10% increases chr's MAX HP by 10% - HP+10% + HP+20% increases chr's MAX HP by 30% - HP+10% + HP+30% increases chr's MAX HP by 40% - HP+10% + HP+20% + HP+30% increases chr's MAX HP by 60% - HP+20% increases chr's MAX HP by 20% - HP+20% + HP+30% increases chr's MAX HP by 50% - HP+30% increases chr's MAX HP by 30% ----------------------------------------------------------------------------- **** - Here's the explanation of cumulative effects for MP+??% - MP+5% increases chr's MAX MP by 5% - MP+5% + MP+10% increases chr's MAX MP by 15% - MP+5% + MP+20% increases chr's MAX MP by 25% - MP+5% + MP+30% increases chr's MAX MP by 35% - MP+5% + MP+10% + MP+20% increases chr's MAX MP by 35% - MP+5% + MP+10% + MP+30% increases chr's MAX MP by 45% - MP+5% + MP+10% + MP+20% + MP+30% increases chr's MAX MP by 65% - MP+10% increases chr's MAX MP by 10% - MP+10% + MP+20% increases chr's MAX MP by 30% - MP+10% + MP+30% increases chr's MAX MP by 40% - MP+10% + MP+20% + MP+30% increases chr's MAX MP by 60% - MP+20% increases chr's MAX MP by 20% - MP+20% + MP+30% increases chr's MAX MP by 50% - MP+30% increases chr's MAX MP by 30% ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 29.) ABOUT STATUSES ============================================================================= ============================================================================= ***************************************************************************** POSITIVE STATUSES ***************************************************************************** I - PROTECT ---> A435 It does...? - almost any type of physical damage is halved; there are some attacks that ignore Protect status Feature? - blue shield appears once target is hit with physical attack Longevity? - until target is KO-ed, until Protect is dispeled, battle ends, Aerospark, Purifying Salt Bestowed by? - Protect white magic, Light Curtain, Mighty Guard, some Rikku's Mixes ----------------------------------------------------------------------------- II - SHELL ---> A482 It does...? - almost any type of magical damage is halved; there are some attacks that ignore Shell status Feature? - orange sphere appears once target is hit with magic attack Longevity? - until target is KO-ed, until Shell is dispeled, battle ends, Aerospark, Purifying Salt Bestowed by? - Shell white magic, Lunar Curtain, Mighty Guard, some Rikku's Mixes ----------------------------------------------------------------------------- III - REFLECT ---> A450 It does...? - target reflects most of magic spells at the opposing party; spells that cannot be reflected are Demi, Ultima, Auto-Life, Dispel and already reflected spells Feature? - white wall appears once target is hit with reflectable spell Longevity? - until target is KO-ed, until Reflect is dispeled, battle ends, Aerospark, Purifying Salt Bestowed by? - Reflect white magic, Star Curtain ----------------------------------------------------------------------------- IV - NULTIDE ---> A399 It does...? - target nullifies one water based attack Feature? - blue ball circles around target Longevity? - until target is KO-ed, until NulTide is dispeled, disappears after one water based attack, battle ends, Aerospark, Purifying Salt Bestowed by? - NulTide white magic, Mighty Guard, some Rikku's Mixes ----------------------------------------------------------------------------- V - NULFROST ---> A395 It does...? - target nullifies one ice based attack Feature? - white ball circles around target Longevity? - until target is KO-ed, until NulFrost is dispeled, disappears after one ice based attack, battle ends, Aerospark, Purifying Salt Bestowed by? - NulFrost white magic, Mighty Guard, some Rikku's Mixes ----------------------------------------------------------------------------- VI - NULSHOCK ---> A397 It does...? - target nullifies one lightning based attack Feature? - yellow ball circles around target Longevity? - until target is KO-ed, until NulShock is dispeled, disappears after one water based attack, battle ends, Aerospark, Purifying Salt Bestowed by? - NulShock white magic, Mighty Guard, some Rikku's Mixes ----------------------------------------------------------------------------- VII - NULBLAZE ---> A393 It does...? - target nullifies one fire based attack Feature? - red ball circles around target Longevity? - until target is KO-ed, until NulBlaze is dispeled, disappears after one water based attack, battle ends, Aerospark, Purifying Salt Bestowed by? - NulBlaze white magic, Mighty Guard, some Rikku's Mixes ----------------------------------------------------------------------------- VIII - HASTE ---> A249 It does...? - heightens target's Agility Feature? - faster movement Longevity? - until target is KO-ed, until Haste is dispeled, battle ends, chr is inflicted with Slow, target is Threatened or Provoked, Aerospark, Purifying Salt Bestowed by? - Haste white magic, Chocobo Feather, Chocobo Wing, some Rikku's Mixes ----------------------------------------------------------------------------- IX - REGEN ---> A453 It does...? - target regenerates a fraction of HP each time someone takes an action for 10 target's turns Feature? - stars appear around target's body Longevity? - until target is KO-ed, a certain amount of turns, until Regen is dispeled, battle ends, Aerospark, Purifying Salt Bestowed by? - Regen white magic, Healing Spring, some Rikku's Mixes ----------------------------------------------------------------------------- X - AUTO-LIFE ---> A032 It does...? - chr is automatically revived when KO-ed Feature? - halo above chr's head Longevity? - until chr is KO-ed, disappears after one KO, battle ends, removed by some special attacks Bestowed by? - Auto-Life white magic, some Rikku's Mixes ----------------------------------------------------------------------------- XI - ABILITY DISTILLER ---> A732 It does...? - target fiend will drop Ability Spheres after battle with 100% probability Feature? - Scan the target and this status will be displayed in sensor window in upper left corner of battle screen Longevity? - until fiend is KO-ed, use other Distil skills on fiend Bestowed by? - Extract Ability skill, Ability Distiller item ----------------------------------------------------------------------------- XII - SPEED DISTILLER ---> A733 It does...? - target fiend will drop Speed Spheres after battle with 100% probability Feature? - Scan the target and this status will be displayed in sensor window in upper left corner of battle screen Longevity? - until fiend is KO-ed, use other Distil skills on fiend Bestowed by? - Extract Speed skill, Speed Distiller item ----------------------------------------------------------------------------- XIII - MANA DISTILLER ---> A734 It does...? - target fiend will drop Mana Spheres after battle with 100% probability Feature? - Scan the target and this status will be displayed in sensor window in upper left corner of battle screen Longevity? - until fiend is KO-ed, use other Distil skills on fiend Bestowed by? - Extract Mana skill, Mana Distiller item ----------------------------------------------------------------------------- XIV - POWER DISTILLER ---> A735 It does...? - target fiend will drop Power Spheres after battle with 100% probability Feature? - Scan the target and this status will be displayed in sensor window in upper left corner of battle screen Longevity? - until fiend is KO-ed, use other Distil skills on fiend Bestowed by? - Extract Power skill, Power Distiller item ----------------------------------------------------------------------------- XV - DEFEND ---> A845 It does...? - makes character who executed Defend by pressing Triangle take a defensive stance; any type of physical damage received until chr's next turn is reduced by 50%, but doesn't reduce magical damage received Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen Longevity? - until chr's next turn Bestowed by? - push Triangle on chr's turn ----------------------------------------------------------------------------- XVI - GUARD ---> A843 It does...? - makes character who executed the skill take the damage instead of allies; triggered only by fiend's physical attacks, but cannot guard physical attacks which hit all characters Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen Longevity? - until chr's next turn Bestowed by? - Guard Special ability ----------------------------------------------------------------------------- XVII - SENTINEL ---> A844 It does...? - makes character who executed the skill take the damage instead of allies with 50% of damage reduced; triggered only by fiend's physical attacks, but cannot guard physical attacks which hit all characters Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen Longevity? - until chr's next turn Bestowed by? - Sentinel Special ability ----------------------------------------------------------------------------- XVIII - SCAN ---> A855 It does...? - absolutely nothing, it just denotes target has been scanned Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen; or Scan the fiend and this status will be displayed in sensor window in upper left corner of battle screen Longevity? - until fiend is KO-ed or until end of battle (chr was scanned) Bestowed by? - Scan white magic ----------------------------------------------------------------------------- ***************************************************************************** NEGATIVE STATUSES ***************************************************************************** I - BERSERK ---> A052 It does...? - chr's Str increases, control of him/her is lost, can only attack enemies Feature? - target's body turns red Countered by?- until chr is KO-ed, battle ends, use Esuna, use Remedy; Berserk is removed if target gets Provoked, Threatened or Confused Bestowed by? - some enemy attacks Special note - Berserk *cannot* be inflicted on enemies; certain enemies will cast Berserk on themselves ----------------------------------------------------------------------------- II - CONFUSION ---> A106 It does...? - control of chr is lost, will attack allies Feature? - two little stars circle around chr's head Countered by?- until chr is KO-ed, use Esuna, use Remedy, battle ends, hit the confused chr with physical attack; Confusion is removed is target gets Berserked, Provoked or Threatened Bestowed by? - some enemy attacks Special note - Confusion *cannot* be inflicted on enemies ----------------------------------------------------------------------------- III - CURSE ---> A115 It does...? - chr's Overdrive gauge freezes, chr cannot execute Overdrives Feature? - chr's body turns black and blinks every so often Countered by?- until chr is KO-ed, use Dispel, use Holy Water, battle ends Bestowed by? - some enemy attacks Special note - Curse *cannot* be inflicted on enemies ----------------------------------------------------------------------------- IV - DARKNESS ---> A130 It does...? - target's Acc is lowered, misses with physical attacks often, lasts few turns (depends on what was used to induce darkness: Dark Attack - 3 turns, Dark Buster - 1 turn, Triple Foul - 3 turns, Smoke Bomb - 8 turns, Rikku's status inducing mixes - depends on mix used) Feature? - target's head is surrounded by black mist Countered by?- until chr is KO-ed, use Esuna, use Remedy, use Eye Drops, target lets designated amount of turns pass, battle ends Bestowed by? - some enemy attacks, Dark Attack/Buster, Triple Foul, Darktouch/strike ----------------------------------------------------------------------------- V - DOOM ---> A164 It does...? - countdown appears above target's head; once it reaches zero, target is KO-ed Feature? - red countdown timer Countered by?- until target is KO-ed, battle ends, only Ribbon armor ability guards against Doom Bestowed by? - some enemy attacks, Doom, Candle of Life ----------------------------------------------------------------------------- VI - KO ---> A289 It does...? - chr cannot participate in battle Feature? - chr rests happily on the ground Countered by?- Life, Full-Life, Mega Phoenix, Phoenix Down Bestowed by? - some enemy attacks, Death black magic, Farplane Shadow, Farplane Wind, Deathtouch/strike ----------------------------------------------------------------------------- VII - PETRIFICATION ---> A415 It does...? - chr cannot participate in battle, petrified fiends are shattered instantly Feature? - chr's body turns grey Countered by?- chr is KO-ed, battle ends, Esuna, Soft, Remedy Bestowed by? - some enemy attacks, Stonetouch/strike, Petrify Grenade, some Rikku's Mixes Special note - if petrified chr receives amount of damage greater than his/her current HP, he/she will be shattered and unable to return to battle (this is so called shattering petrify) ----------------------------------------------------------------------------- VIII - POISON ---> A423 It does...? - each turn chr takes causes 25% his/her MAX HP to be lost, for most fiends there is a set % of MAX HP lost for each turn Feature? - green bubbles above target's head Countered by?- target is KO-ed, battle ends, Esuna, Antidote, Remedy Bestowed by? - some enemy attacks, Poisontouch/strike, Bio black magic, Poison Fang, some Rikku's Mixes ----------------------------------------------------------------------------- IX - SILENCE ---> A489 It does...? - target is unable to cast white and/or black magic spells for some turns (depends on what was used to induce silence: Silence Attack - 3 turns, Silence Buster - 1 turn, Triple Foul - 3 turns, Silence Grenade - 8 turns, Rikku's status inducing mixes - depends on mix used) Feature? - speech bubble with '...' above target's head Countered by?- target is KO-ed, battle ends, target takes designated amount of turns, Esuna, Echo Screen, Remedy Bestowed by? - some enemy attacks, Silence Attack/Buster, Triple Foul, Silencetouch/strike, Silence Grenade, some Rikku's Mixes ----------------------------------------------------------------------------- X - SLEEP ---> A511 It does...? - target falls asleep and is unable to act for some turns (depends on what was used to induce sleep: Sleep Attack - 3 turns, Sleep Buster - 1 turn, Triple Foul - 3 turns, Sleeping/Dream Powder - 8 turns, Rikku's status inducing mixes - depends on mix used) Feature? - ZZZ... above target's head Countered by?- target is KO-ed, battle ends, target sleeps for some turns, Esuna, Remedy, hit sleeping target with physical attack Bestowed by? - some enemy attacks, Sleep Attack/Buster, Triple Foul, Sleeptouch/strike, Sleeping Powder, Dream Powder, some Rikku's Mixes ----------------------------------------------------------------------------- XI - SLOW ---> A522 It does...? - lowers target's Agility Feature? - slower movement Countered by?- target is KO-ed, battle ends, Esuna, Remedy, Haste Bestowed by? - some enemy attacks, Slow white magic, Slowga white magic, Slowtouch/strike, Silver/Gold Hourglass, some Rikku's Mixes ----------------------------------------------------------------------------- XII - ZOMBIE ---> A654 It does...? - target takes damage from healing items and magic Feature? - target's body turns green and black mist surrounds the head Countered by?- target is KO-ed, battle ends, Holy Water Bestowed by? - some enemy attacks, Zombietouch/strike, Zombie Attack ----------------------------------------------------------------------------- XIII - POWER BREAK ---> A431 It does...? - target's Attack is halved Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen Countered by?- target is KO-ed, battle ends, Dispel Bestowed by? - some enemy attacks, Power/Full Break, some Rikku's Mixes ----------------------------------------------------------------------------- XIV - MAGIC BREAK ---> A324 It does...? - target's Magic is halved Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen Countered by?- target is KO-ed, battle ends, Dispel Bestowed by? - some enemy attacks, Magic/Full Break, some Rikku's Mixes ----------------------------------------------------------------------------- XV - ARMOR BREAK ---> A027 It does...? - target's Defence is halved Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen Countered by?- target is KO-ed, battle ends, Dispel Bestowed by? - some enemy attacks, Armor/Full Break, Frag Grenade, some Rikku's Mixes ----------------------------------------------------------------------------- XVI - MENTAL BREAK ---> A361 It does...? - target's Magic Defence is halved Feature? - only if targeted with say Esuna name of this status will be displayed in lower right corner of battle screen Countered by?- target is KO-ed, battle ends, Dispel Bestowed by? - some enemy attacks, Mental/Full Break, some Rikku's Mixes ----------------------------------------------------------------------------- XVII - THREATEN ---> A590 It does...? - target affected cannot move Feature? - target's movement freezes Countered by?- enemy affected can't move until chr who did Threaten gets next move, Threatener is killed or switched out; your chrs can't be Threatened; Threaten is removed if target gets Berserked or Provoked Bestowed by? - Threaten ability ----------------------------------------------------------------------------- XVIII - PROVOKE ---> A438 It does...? - prompts target to attack Provoker only Feature? - Scan the target and this status will be displayed in sensor window in upper left corner of battle screen Countered by?- battle ends, Provoker is killed or switched out; your chrs can't be Provoked; Provoke is removed if target gets Berserked or Threatened Bestowed by? - Provoke ability ----------------------------------------------------------------------------- XIX - EJECT ---> A765 It does...? - enemy/chr targeted is ejected from battle Feature? - target is no longer present in battle Countered by?- only to kill enemy capable of Ejecting as soon as possible Bestowed by? - some enemies' Thrust Kick, Shooting Star Overdrive ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 30.) ABOUT SHOPS ---> A835 ============================================================================= ============================================================================= *puts out 'For Sale' sign* It's shopping time. In this section you'll find out what each and every shop in the game is selling and for what price. To make the section as accurate and helpful as possible, also included will be info on what are the abilities of weapons people are selling, therefore making your decision for purchasing even easier. Note: FS stands for Free Slot, ie 3 FS would mean that weapon you're buying has 3 free slots, into which you can later add an ability of your choice ----------------------------------------------------------------------------- - BESAID VILLAGE ITEM SHOP Potion - 50 | Phoenix Down - 100 | Antidote - 50 ----------------------------------------------------------------------------- - BESAID VILLAGE WEAPON SHOP Warrior's Sword | (Str+3%) - 150 Enchanted Rod | (Mag+3%) - 150 Power Ball | (Str+3%) - 150 Magical Mog | (Mag+3%) - 150 Seeker's Shield | (HP+5%) - 150 Seeker's Ring | (HP+5%) - 150 Seeker's Armguard | (HP+5%) - 150 Seeker's Bangle | (HP+5%) - 150 ----------------------------------------------------------------------------- - O'AKA WANNABE SHOP on S.S. Liki (1st chance to donate money to him) You can't buy anything from him yet. However, by donating certain amounts of money you will get either a discount or increase in prices - you have four chances to do so. How much to donate and how will this affect the prices in listed below. First time you'll see any effect on the prices is on the Mushroom Rock road. 0 - 100 gil -> all items/weapons will get 100% increase in prices 101 - 1000 gil -> all items/weapons will get 50% increase in prices 1001 - 10000 -> all items/weapons will get 20% increase in prices 10001+ -> items/weapons will get 30% discount on all prices ----------------------------------------------------------------------------- - WEAPON SHOP in Kilika Hunter's Sword | (Sensor) - 250 Rod of Wisdom | (Sensor) - 250 Scout | (Sensor) - 250 Cactuar Scope | (Sensor) - 250 Hunter's Spear | (Piercing, Sensor) - 375 Seeker's Shield | (HP+5%) - 150 Seeker's Ring | (HP+5%) - 150 Seeker's Armiguard | (HP+5%) - 150 Seeker's Bangle | (HP+5%) - 150 Seeker's Armlet | (HP+5%) - 150 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP on S.S. Winno (2nd chance to donate money to him) Potion - 50 | Phoenix Down - 100 | Antidote - 50 ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in Luca (3rd chance to donate money to him) Stunning Steel | (Slowtouch) - 3050 Rulebreaker | (Poisontouch) - 1550 Thunder Spear | (Piercing, Lightningstrike) - 1125 Magic Ring | (MP+5%) - 1250 Magic Bangle | (MP+5%) - 1250 Red Armlet | (Fireward) - 1550 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Luca (3rd chance to donate money to him) Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | ----------------------------------------------------------------------------- - WEAPON SHOP in Luca (open after Auron joins your party) Warrior's Sword | (Str+3%) - 150 Enchanted Rod | (Mag+3%) - 150 Power Ball | (Str+3%) - 150 Magical Mog | (Mag+3%) - 150 Halberd | (Piercing, Str+3%) - 225 Shimmering Blade | (Piercing, Str+3%) - 225 Metal Shield | (Def+3%) - 250 Metal Ring | (Def+3%) - 250 Metal Armguard | (Def+3%) - 250 Metal Bangle | (Def+3%) - 250 Metal Armlet | (Def+3%) - 250 Metal Bracer | (Def+3%) - 250 ----------------------------------------------------------------------------- - ITEM SHOP in Luca (open after Auron joins your party) Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | ----------------------------------------------------------------------------- - WEAPON SHOP in Luca Square (open after Auron joins your party) Warrior's Sword | (Str+3%) - 150 Enchanted Rod | (Mag+3%) - 150 Power Ball | (Str+3%) - 150 Magical Mog | (Mag+3%) - 150 Halberd | (Piercing, Str+3%) - 225 Metal Shield | (Def+3%) - 250 Metal Ring | (Def+3%) - 250 Metal Armguard | (Def+3%) - 250 Metal Bangle | (Def+3%) - 250 Metal Armlet | (Def+3%) - 250 ----------------------------------------------------------------------------- - ITEM SHOP in Luca Square (open after Auron joins your party) Potion - 50 | Phoenix Down - 100 | Antidote - 50 ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP on the Highroad Warrior's Sword | (Str+3%) - 150 Enchanted Rod | (Mag+3%) - 150 Power Ball | (Str+3%) - 150 Magical Mog | (Mag+3%) - 150 Halberd | (Piercing, Str+3%) - 225 Shimmering Blade | (Piercing, Str+3%)-225 Pearl Shield | (Mdef+3%) - 250 Pearl Ring | (Mdef+3%) - 250 Pearl Armguard | (Mdef+3%) - 250 Pearl Bangle | (Mdef+3%) - 250 Pearl Armlet | (Mdef+3%) - 250 Pearl Bracer | (Mdef+3%) - 250 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP on the Highroad Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | Grenade - 300 Map - 50 | | ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Oldroad (4th chance to donate money to him) Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in Mushroom Rock (near Clasko) Ice Brand | (Icestrike) - 325 Metal Shield | (HP+5%, Def+3%) - 367 Rod of Wisdom | (Mag+3%, Sensor) - 367 Magic Ring | (HP+5%, MP+5%) - 1417 NulFrost Armguard | (HP+5%, SOS NulFrost) - 682 Magic Bangle | (MP+5%, HP+5%) - 1417 Light Bracer | (Slowward, 1 FS) - 1102 Note: Prices you see here are prices O'aka will set you if you donated over 10000 gil to him on your earlier visits to him. ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Mushroom Rock (near Clasko) Potion - 35 | Phoenix Down - 70 | Antidote - 35 Eye drops - 35 | Echo Screen - 35 | Note: Prices you see here are prices O'aka will set you if you donated over 10000 gil to him on your earlier visits to him. ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in Mushroom Rock HQ Avenger | (Counter-Attack) - 2835 T.K.O. | (Stonetouch) - 3535 Sentry | (Piercing, Initiative) - 6352 Pearl Ring | (Mdef+3%) - 175 White Armlet | (Iceward) -1085 Alert Armlet | (Sleepward) - 175 Blue Bangle | (Mdef+3%, Waterward) - 1837 Red Ring | (Fireward, SOS NulTide, 1 FS)- 4305 Lucid Armguard | (Mdef+3%, Confuseward) - 1312 Note: Prices you see here are prices O'aka will set you if you donated over 10000 gil to him on your earlier visits to him. ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Mushroom Rock HQ Potion - 35 | Phoenix Down - 70 | Antidote - 35 Eye drops - 35 | Echo Screen - 35 | Soft - 35 Note: Prices you see here are prices O'aka will set you if you donated over 10000 gil to him on your earlier visits to him. ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Mushroom Rock: Aftermath Potion - 35 | Phoenix Down - 70 | Antidote - 35 Eye drops - 35 | Echo Screen - 35 | Soft - 35 Note: Prices you see here are prices O'aka will set you if you donated over 10000 gil to him on your earlier visits to him. ----------------------------------------------------------------------------- - DJOSE WEAPON SHOP near Djose Temple Fencing Sabre | (Str+5%) - 550 Rune Rod | (Mag+5%) - 550 Hyper Ball | (Str+5%) - 550 Rune Mog | (Mag+5%) - 550 Halberd | (Piercing, Str+5%) - 825 Shimmering Blade | (Piercing, Str+5%) - 825 Metal Shield | (Def+5%) - 550 Metal Ring | (Def+5%) - 550 Metal Armguard | (Def+5%) - 550 Metal Bangle | (Def+5%) - 550 Metal Armlet | (Def+5%) - 550 Metal Bracer | (Def+5%) - 550 ----------------------------------------------------------------------------- - DJOSE ITEM SHOP near Djose Temple Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | Soft - 50 ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in South Moonflow Double-Edge | (Firestrike, Icestrike) - 2175 Switch Hitter | (Str+5%, Str+3%) - 975 Snakehead | (Mag+5%, Poisontouch) - 3075 Mythril Ring | (Mdef+5%, Def+5%) - 1575 Emerald Bangle | (Mdef+5%, Mdef+3%) - 1125 Serum Bracer | (Poisonward, SOS NulShock) - 1425 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in South Moonflow Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | Soft - 50 ----------------------------------------------------------------------------- - MAN'S WEAPONS SHOP in South Moonflow Serum Shield | (Mdef+5, Poison Ward) - 2850 NulTide Ring | (Mdef+5%, SOS NulTide) - 3150 Soft Armguard | (Mdef+5%, Stone Ward) - 5250 Emerald Bangle | (Mdef+5%, Mdef+3%) - 2250 Bright Armlet | (Mdef+5%, Dark Ward) - 3150 White Bracer | (Mdef+5%, Ice Ward) - 6150 ----------------------------------------------------------------------------- - MAN'S ITEM SHOP in South Moonflow Potion - 100 | Phoenix Down - 200 | Antidote - 100 Eye drops - 100 | Echo Screen - 100 | Soft - 100 ----------------------------------------------------------------------------- - WOMAN'S WEAPON SHOP in South Moonflow Bright Shield | (Def+5%, Dark Ward) - 1968 Serum Ring | (Def+5%, Poison Ward) - 1781 Danger Armguard | (SOS NulShock, SOS NulBlaze) - 1968 Echo Bangle | (Def+5%, Silence Ward) - 1968 Soft Armlet | (Def+5%, Stone Ward) - 3281 Blue Bracer | (Def+5%, Water Ward) - 3843 ----------------------------------------------------------------------------- - WOMAN'S ITEM SHOP in South Moonflow Potion - 75 | Phoenix Down - 150 | Antidote - 75 Eye drops - 75 | Echo Screen - 75 | Soft - 75 ----------------------------------------------------------------------------- - MAN UNDER TENT'S WEAPON SHOP in South Moonflow Hunter's Sword | (Str+5%, Sensor) - 2250 Flametongue | (Str+5%, Firestrike) - 3750 Ice Ball | (Str+5%, Icestrike) - 3750 Twin Lance | (Piercing, Firestrike, Icestrike) - 8700 Blurry Moon | (Piercing, Darktouch) - 6150 ----------------------------------------------------------------------------- - MAN UNDER TENT'S ITEM SHOP in South Moonflow Potion - 100 | Phoenix Down - 200 | Antidote - 100 Eye drops - 100 | Echo Screen - 100 | Soft - 100 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in North Moonflow Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | Soft - 50 ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in Guadosalam Double-Edge | (Waterstrike, Lightningstrike) - 2175 Beladonna Wand | (Mag+5%, Poisontouch) - 3075 Blind Pass | (Darktouch, 1 FS) - 3075 Fatal Cait Sith | (Mag+5%, Deathtouch) - 12825 Shimmering Blade | (Piercing, Str+5%, 1 FS) - 1650 Devastator | (Str+5%, 1 FS) - 825 Yellow Shield | (Lightningward, 1 FS) - 2325 Yellow Ring | (Lightningward, 1 FS) - 2325 Yellow Armguard | (Lightningward, 1 FS) - 2325 Yellow Bangle | (Lightningward, 1 FS) - 2325 Yellow Armlet | (Lightningward, 1 FS) - 2325 Yellow Bracer | (Lightningward, 1 FS) - 2325 Yellow Targe | (Lightningward, 1 FS) - 2325 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Guadosalam Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | Soft - 50 ----------------------------------------------------------------------------- - GUADOSALAM WEAPON SHOP Baroque Sword | (Str+5%, 1 FS) - 1237 Ductile Rod | (Mag+5%, 1 FS) - 1237 Switch Hitter | (Str+5%, 1 FS) - 1237 Variable Mog | (Mag+5%, 1 FS) - 1237 Halberd | (Piercing, Str+5%, 1 FS) - 2475 Shimmering Blade | (Piercing, Str+5%, 1 FS) - 2475 Devastator | (Str+5%, 1 FS) - 1237 Yellow Shield | (Lightningward, 1 FS) - 3487 Yellow Ring | (Lightningward, 1 FS) - 3487 Yellow Armguard | (Lightningward, 1 FS) - 3487 Yellow Bangle | (Lightningward, 1 FS) - 3487 Yellow Armlet | (Lightningward, 1 FS) - 3487 Yellow Bracer | (Lightningward, 1 FS) - 3487 Yellow Targe | (Lightningward, 1 FS) - 3487 ----------------------------------------------------------------------------- - GUADOSALAM ITEM SHOP Potion - 75 | Phoenix Down - 150 | Antidote - 75 Eye drops - 75 | Echo Screen - 75 | Soft - 75 ----------------------------------------------------------------------------- - THUNDER PLAINS WEAPON SHOP Baroque Sword | (Str+5%, 1 FS) - 825 Ductile Rod | (Mag+5%, 1 FS) - 825 Switch Hitter | (Str+5%, 1 FS) - 825 Variable Mog | (Mag+5%, 1 FS) - 825 Halberd | (Piercing, Str+5%, 1 FS) - 1650 Shimmering Blade | (Piercing, Str+5%, 1 FS) - 1650 Devastator | (Str+5%, 1 FS) - 825 Yellow Shield | (Lightningward, HP+5%) - 2475 Yellow Ring | (Lightningward, HP+5%) - 2475 Yellow Armguard | (Lightningward, HP+5%) - 2475 Yellow Bangle | (Lightningward, HP+5%) - 2475 Yellow Armlet | (Lightningward, HP+5%) - 2475 Yellow Bracer | (Lightningward, HP+5%) - 2475 Yellow Targe | (Lightningward, HP+5%) - 2475 ----------------------------------------------------------------------------- - THUNDER PLAINS ITEM SHOP Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | Soft - 50 Grenade - 300 | Map - 50 | ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in Macalania Woods (when you enter his assortment for the first time, *don't buy anything*, exit instead. He'll ask you what you think of prices. Say they're too pricey and he'll lower the prices for 25%) Sonic Steel | (First Strike) - 9075 Rod of Darkness | (Mag+5%, Darktouch) - 5737 Ice Ball | (Str+5%, Icestrike) - 2812 Shimmering Blade | (Piercing, Str+5%, 1 FS) - 2475 Force Knuckles | (Str+5%. Mag+5%) - 2362 White Bangle | (Iceward, HP+5%) - 3712 Blue Armlet | (Waterward, HP+5%) - 3712 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Macalania Woods Potion - 75 | Hi-Potion - 750 | Phoenix Down - 150 Antidote - 75 | Eye drops - 75 | Echo Screen - 75 Soft - 75 | | ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in Macalania Lake Sonic Steel | (First Strike, Str+3%) - 13837 Halberd | (Mag+5%, Mag+3%, Piercing) - 2925 Force Knuckles | (Mag+5%, Str+3%) - 1462 Serum Ring | (HP+10%, Poisonward) - 3262 Echo Bangle | (HP+10%, Silenceward) - 3487 Echo Armlet | (Silenceward, 1 FS) - 1237 Soft Bracer | (Stoneward, 1 FS) - 2812 Soldier's Targe | (HP+10%, HP+5%) - 2587 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Macalania Lake Potion - 75 | Hi-Potion - 750 | Phoenix Down - 150 Antidote - 75 | Eye drops - 75 | Echo Screen - 75 Soft - 75 | | ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP in Macalania Lake Baroque Sword | (Str+5%, 1 FS) - 825 Ductile Rod | (Mag+5%, 1 FS) - 825 Switch Hitter | (Str+5%, 1 FS) - 825 Variable Mog | (Mag+5%, 1 FS) - 825 Halberd | (Piercing, Str+5%, 1 FS) - 1650 Shimmering Blade | (Piercing, Str+5%, 1 FS) - 1650 Devastator | (Str+5%, 1 FS) - 825 Seeker's Shield | (HP+10%, 1 FS) - 1575 Seeker's Ring | (HP+10%, 1 FS) - 1575 Seeker's Armguard | (HP+10%, 1 FS) - 1575 Seeker's Bangle | (HP+10%, 1 FS) - 1575 Seeker's Armlet | (HP+10%, 1 FS) - 1575 Seeker's Bracer | (HP+10%, 1 FS) - 1575 Seeker's Targe | (HP+10%, 1 FS) - 1575 Longsword | (no customization possible) - 50 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP in Macalania Lake Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Grenade - 300 | Map - 50 ----------------------------------------------------------------------------- - O'AKA WEAPON SHOP in Macalania Temple Sonic Steel | (First Strike, Str+3%) - 13837 Halberd | (Mag+5%, Mag+3%, Piercing) - 2925 Force Knuckles | (Mag+5%, Str+3%) - 1462 Serum Ring | (HP+10%, Poisonward) - 3262 Echo Bangle | (HP+10%, Silenceward) - 3487 Echo Armlet | (Silenceward, 1 FS) - 1237 Soft Bracer | (Stoneward, 1 FS) - 2812 Soldier's Targe | (HP+10%, HP+5%) - 2587 ----------------------------------------------------------------------------- - O'AKA ITEM SHOP in Macalania Temple Potion - 75 | Hi-Potion - 750 | Phoenix Down - 150 Antidote - 75 | Eye drops - 75 | Echo Screen - 75 Soft - 75 | | ----------------------------------------------------------------------------- - O'AKA ITEM SHOP on escape route from Macalania Temple Potion - 75 | Hi-Potion - 750 | Phoenix Down - 150 Antidote - 75 | Eye drops - 75 | Echo Screen - 75 Soft - 75 | | ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP on the Airship Baroque Sword | (Str+5%, 1 FS) - 907 Ductile Rod | (Mag+5%, 1 FS)- 907 Switch Hitter | (Str+5%, 1 FS) - 907 Variable Mog | (Mag+5%, 1 FS)- 907 Halberd | (Piercing, Str+5%, 1 FS) - 1815 Shimmering Blade | (Piercing, Str+5%, 1 FS) - 1815 Devastator | (Str+5%, 1 FS) - 907 Seeker's Shield | (HP+10%, 1 FS) - 1732 Seeker's Ring | (HP+10%, 1 FS) - 1732 Seeker's Armguard | (HP+10%, 1 FS) - 1732 Seeker's Bangle | (HP+10%, 1 FS) - 1732 Seeker's Armlet | (HP+10%, 1 FS) - 1732 Seeker's Bracer | (HP+10%, 1 FS) - 1732 Seeker's Targe | (HP+10%, 1 FS) - 1732 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP on the Airship Potion - 55 | Hi-Potion - 550 | Phoenix Down - 110 Antidote - 55 | Eye drops - 55 | Echo Screen - 55 Soft - 55 | Power Distiller - 110 | Mana Distiller - 110 Speed Distiller - 110 | Ability Distiller - 110 | Grenade - 330 Map - 55 | | ----------------------------------------------------------------------------- - CHEST'S ITEM SHOP in Via Purifico underwater Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - O'AKA ITEM SHOP on Highbridge Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - RIN'S TRAVEL WEAPON SHOP at edge of Calm Lands Malleable Staff | (Mag+10%, Mag+3%, 2 FS) - 38625 Shapeshifter | (Mag+5%, Mag+3%, Str+5%, Str+3%) - 6250 Buckler | (Magic Counter [glitch]) - 25050 White Armguard | (Ice Ward, Water Ward, HP+5%, 1 FS) - 15750 Savious Bangle | (Stoneproof, Silenceproof) - 6825 Wizard Bracer | (MP+20%, MP+10%, MP+5%, 1 FS) - 76250 Curative Targe | (Auto-Med) - 10050 ----------------------------------------------------------------------------- - RIN'S TRAVEL ITEM SHOP at edge of Calm Lands Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP in middle of Calm Lands Baroque Sword | (Str+10%, 1 FS) - 7575 Ductile Rod | (Mag+10%, 1 FS) - 7575 Switch Hitter | (Str+10%, 1 FS) - 7575 Variable Mog | (Mag+10%, 1 FS) - 7575 Halberd | (Piercing, Str+10%, 1 FS) - 15150 Shimmering Blade | (Piercing, Str+10%, 1 FS) - 15150 Devastator | (Str+10%, 1 FS) - 7575 Seeker's Shield | (HP+10%, 1 FS) - 1575 Seeker's Ring | (HP+10%, 1 FS) - 1575 Seeker's Armguard | (HP+10%, 1 FS) - 1575 Seeker's Bangle | (HP+10%, 1 FS) - 1575 Seeker's Armlet | (HP+10%, 1 FS) - 1575 Seeker's Bracer | (HP+10%, 1 FS) - 1575 Seeker's Targe | (HP+10%, 1 FS) - 1575 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP in middle of Calm Lands Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Holy Water - 300 | Antidote - 50 | Eye drops - 50 Echo Screen - 50 | Soft - 50 | Power Distiller - 100 Mana Distiller - 100 | Speed Distiller - 100 | Ability Distiller - 100 Grenade - 300 | Map - 50 | ----------------------------------------------------------------------------- - WEAPON SHOP of Monster Arena Taming Sword | (Capture, 1 FS) - 9075 Herding Staff | (Capture, 1 FS) - 9075 Catcher | (Capture, 1 FS) - 9075 Trapper Mog | (Capture, 1 FS) - 9075 Taming Spear | (Capture, 1 FS) - 9075 Beastmaster | (Capture, 1 FS) - 9075 Iron Grip | (Capture, 1 FS) - 9075 ----------------------------------------------------------------------------- - ITEM SHOP of Monster Arena Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Holy Water - 300 | Antidote - 50 | Eye drops - 50 Echo Screen - 50 | Soft - 50 | Power Distiller - 100 Mana Distiller - 100 | Speed Distiller - 100 | Ability Distiller - 100 Clear Sphere - 10000 | | ----------------------------------------------------------------------------- - RONSO WEAPON SHOP on Mt. Gagazet Baroque Sword | (Str+10%, 2 FS) - 22725 Ductile Rod | (Mag+10%, 2 FS) - 22725 Switch Hitter | (Str+10%, 2 FS) - 22725 Variable Mog | (Mag+10%, 2 FS) - 22725 Shapeshifter | (Piercing, Str+10%, 2 FS) - 37875 Shiranui | (Piercing, Str+10%, 2 FS) - 37875 Devastator | (Str+10%, 2 FS) - 22725 Glorious Shield | (HP+10%, 2 FS) - 4725 Glorious Ring | (HP+10%, 2 FS) - 4725 Glorious Armguard | (HP+10%, 2 FS) - 4725 Glorious Bangle | (HP+10%, 2 FS) - 4725 Glorious Armlet | (HP+10%, 2 FS) - 4725 Glorious Bracer | (HP+10%, 2 FS) - 4725 Glorious Targe | (HP+10%, 2 FS) - 4725 ----------------------------------------------------------------------------- - RONSO ITEM SHOP on Mt. Gagazet Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Holy Water - 300 | Antidote - 50 | Eye drops - 50 Echo Screen - 50 | Soft - 50 | Power Distiller - 100 Mana Distiller - 100 | Speed Distiller - 100 | Ability Distiller - 100 ----------------------------------------------------------------------------- - WANTZ'S WEAPON SHOP on Mt. Gagazet Double-Edge | (Firestrike, Icestrike, 1 FS) - 4350 Conductor | (Initiative, 3 FS) - 90750 Double Penalty | (Sleeptouch, Silencetouch, Darktouch) - 18150 Booster Cactuar | (Magic Booster, Mag+10%, Mag+5% 1 FS) - 112750 Trident | (Firestrike, Lightningstrike, Icestrike) - 6450 Shimmering Blade | (Piercing, Str+10%, Str+5%) - 16650 Survivor | (Alchemy, Str+10%, 2 FS) - 97875 Tetra Shield | (HP+10%, Def+10%, 2 FS) - 45375 Blessed Ring | (Mdef+10%, Mdef+5%, Zombie Ward, 1 FS) - 37750 Tetra Armguard | (HP+10%, MP+10%, 2 FS) - 52875 Shell Bangle | (SOS Shell, 2 FS) - 18225 Tatra Armlet | (HP+10%, Def+10%, 2 FS) - 45375 Blessed Bracer | (HP+10%, Zombie Ward, 2 FS) - 22875 Haste Targe | (SOS Haste, 2 FS) - 90225 ----------------------------------------------------------------------------- - WANTZ'S ITEM SHOP on Mt. Gagazet Potion - 50 | Hi-Potion - 500 | Holy Water - 300 Phoenix Down - 100 | Antidote - 50 | Eye drops - 50 Echo Screen - 50 | Soft - 50 | Power Distiller - 100 Mana Distiller - 100 | Speed Distiller - 100 | Ability Distiller - 100 ----------------------------------------------------------------------------- Note: After obtaining the airship for good, most shop's wares change. Below is list of shops and what they sell after you acquire the airship. ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP on the Airship Variable Steel | (Str+10%, 3 FS) - 75750 Malleable Staff | (Mag+10%, 3 FS) - 75750 All-Rounder | (Str+10%, 3 FS) - 75750 Morphing Mog | (Mag+10%, 3 FS) - 75750 Shapeshifter | (Piercing, Str+10%, 2 FS) - 37875 Shiranui | (Piercing, Str+10%, 2 FS) - 37875 Flexible Arm | (Str+10%, 3 FS) - 75750 Tetra Shield | (HP+10%, 3 FS) - 15750 Tetra Ring | (HP+10%, 3 FS) - 15750 Tetra Armguard | (HP+10%, 3 FS) - 15750 Tetra Bangle | (HP+10%, 3 FS) - 15750 Tetra Armlet | (HP+10%, 3 FS) - 15750 Tatra Bracer | (HP+10%, 3 FS) - 15750 Tetra Targe | (HP+10%, 3 FS) - 15750 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP on the Airship Potion - 50 | Hi-Potion - 500 | Al Bhed Potion - 1000 Holy Water - 300 | Phoenix Down - 100 | Remedy - 1500 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | Grenade - 300 ----------------------------------------------------------------------------- - BESAID VILLAGE WEAPON SHOP Baroque Sword | (3 FS) - 450 Ductile Rod | (3 FS) - 450 Switch Hitter | (3 FS) - 450 Variable Mog | (3 FS) - 450 Halberd | (3 FS) - 450 Shimmering Blade | (3 FS) - 450 Devastator | (3 FS) - 450 Glorious Shield | (3 FS) - 450 Glorious Ring | (3 FS) - 450 Glorious Armguard | (3 FS) - 450 Glorious Bangle | (3 FS) - 450 Glorious Armlet | (3 FS) - 450 Glorious Bracer | (3 FS) - 450 Glorious Targe | (3 FS) - 450 ----------------------------------------------------------------------------- - BESAID VILLAGE ITEM SHOP Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - KILIKA WEAPON SHOP Hunter's Sword | (Piercing, Sensor, 2 FS) - 1875 Rod of Wisdom | (Piercing, Sensor, 2 FS) - 1875 Scout | (Piercing, Sensor, 2 FS) - 1875 Cactuar Scope | (Piercing, Sensor, 2 FS) - 1875 Hunter's Spear | (Piercing, Sensor, 2 FS) - 1875 Hunter's Blade | (Piercing, Sensor, 2 FS) - 1875 Hawkeye | (Piercing, Sensor, 2 FS) - 1875 Tetra Shield | (HP+5%, 3 FS) - 2250 Tetra Ring | (HP+5%, 3 FS) - 2250 Tetra Armguard | (HP+5%, 3 FS) - 2250 Tetra Bangle | (HP+5%, 3 FS) - 2250 Tetra Armlet | (HP+5%, 3 FS) - 2250 Tatra Bracer | (HP+5%, 3 FS) - 2250 Tetra Targe | (HP+5%, 3 FS) - 2250 ----------------------------------------------------------------------------- - LUCA WEAPON SHOP Nightmare | (Sleepstrike, 1 FS) - 12075 Staff of Thorns | (Sleepstrike, 1 FS) - 12075 Sleeper | (Sleepstrike, 1 FS) - 12075 Dreamy Cait Sith | (Sleepstrike, 1 FS) - 12075 Hypnos Spear | (Sleepstrike, 1 FS) - 12075 Dozing Blade | (Sleepstrike, 1 FS) - 12075 Lights Out | (Sleepstrike, 1 FS) - 12075 Lucid Shield | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Lucid Ring | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Lucid Armguard | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Lucid Bangle | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Lucid Armlet | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Lucid Bracer | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Lucid Targe | (Berserk Ward, Confuse Ward, 1 FS) - 6150 ----------------------------------------------------------------------------- - LUCA ITEM SHOP Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - WEAPON SHOP in Luca Square Razzmatazz | (Sleeptouch, Silencetouch, Darktouch, 1 FS) - 30250 Ominous Rod | (Sleeptouch, Silencetouch, Darktouch, 1 FS) - 30250 Double Penalty | (Sleeptouch, Silencetouch, Darktouch, 1 FS) - 30250 Ominous Cait Sith | (Sleeptouch, Silencetouch, Darktouch, 1 FS) - 30250 Calamity Spear | (Sleeptouch, Silencetouch, Darktouch, 1 FS) - 30250 Chaos Blade | (Sleeptouch, Silencetouch, Darktouch, 1 FS) - 30250 Hurricane Claw | (Sleeptouch, Silencetouch, Darktouch, 1 FS) - 30250 White Shield | (Iceproof, 2 FS) - 13725 Red Ring | (Fireproof, 2 FS) - 13725 Yellow Armguard | (Lightningproof, 2 FS) - 13725 Blue Bangle | (Waterproof, 2 FS) - 13725 White Armlet | (Iceproof, 2 FS) - 13725 Red Bracer | (Fireproof, 2 FS) - 13725 Yellow Targe | (Ligthningproof, 2 FS) - 13725 ----------------------------------------------------------------------------- - ITEM SHOP in Luca Square Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP on Mi'ihen Highroad Nightbringer | (Darkstrike, 2 FS) - 18225 Darkness Staff | (Darkstrike, 2 FS) - 18225 Blackout | (Darkstrike, 2 FS) - 18225 Dark Cait Sith | (Darkstrike, 2 FS) - 18225 Darkbringer | (Darkstrike, 2 FS) - 18225 Dark Blade | (Darkstrike, 2 FS) - 18225 Jammer | (Darkstrike, 2 FS) - 18225 Glorious Shield | (HP+10%, 2 FS) - 4725 Glorious Ring | (HP+10%, 2 FS) - 4725 Glorious Armguard | (HP+10%, 2 FS) - 4725 Glorious Bangle | (HP+10%, 2 FS) - 4725 Glorious Armlet | (HP+10%, 2 FS) - 4725 Glorious Bracer | (HP+10%, 2 FS) - 4725 Glorious Targe | (HP+10%, 2 FS) - 4725 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP on Mi'ihen Highroad Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | Grenade - 300 Map - 50 | | ----------------------------------------------------------------------------- - DJOSE TEMPLE WEAPON SHOP Vigilante | (Initiative, 2 FS) - 27225 Mirage Rod | (Alchemy, Magic Booster, 2 FS) - 187875 First Goal | (Initiative, 2 FS) - 27225 Booster Cactuar | (Mag+10%, Magic Booster, 2 FS) - 165375 Mirage Lance | (Alchemy, Magic Booster, 2 FS) - 187875 Sentry | (Initiative, Piercing, 2 FS) - 18150 Mirage Claw | (Mag+10%, Magic Booster, 2 FS) - 165375 Shell Shield | (SOS Shell, 2 FS) - 18225 Shell Ring | (SOS Shell, 2 FS) - 18225 Shell Armguard | (SOS Shell, 2 FS) - 18225 Shell Bangle | (SOS Shell, 2 FS) - 18225 Shell Armlet | (SOS Shell, 2 FS) - 18225 Shell Bracer | (SOS Shell, 2 FS) - 18225 Shell Targe | (SOS Shell, 2 FS) - 18225 ----------------------------------------------------------------------------- - DJOSE TEMPLE ITEM SHOP Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - MAN'S WEAPONS SHOP in South Moonflow Serum Shield | (Mdef+5, Poison Ward) - 1710 NulTide Ring | (Mdef+5%, SOS NulTide) - 1890 Soft Armguard | (Mdef+5%, Stone Ward) - 3150 Emerald Bangle | (Mdef+5%, Mdef+3%) - 1350 Bright Armlet | (Mdef+5%, Dark Ward) - 1890 White Bracer | (Mdef+5%, Ice Ward) - 3690 ----------------------------------------------------------------------------- - MAN'S ITEM SHOP in South Moonflow Potion - 60 | Phoenix Down - 120 | Antidote - 60 Eye drops - 60 | Echo Screen - 60 | Soft - 60 ----------------------------------------------------------------------------- - WOMAN'S WEAPON SHOP in South Moonflow Bright Shield | (Def+5%, Dark Ward) - 1575 Serum Ring | (Def+5%, Poison Ward) - 1425 Danger Armguard | (SOS NulShock, SOS NulBlaze) - 1575 Echo Bangle | (Def+5%, Silence Ward) - 1575 Soft Armlet | (Def+5%, Stone Ward) - 2625 Blue Bracer | (Def+5%, Water Ward) - 3075 ----------------------------------------------------------------------------- - WOMAN'S ITEM SHOP in South Moonflow Potion - 50 | Phoenix Down - 100 | Antidote - 50 Eye drops - 50 | Echo Screen - 50 | Soft - 50 ----------------------------------------------------------------------------- - MAN UNDER TENT'S WEAPON SHOP in South Moonflow Hunter's Sword | (Str+5%, Sensor) - 1293 Flametongue | (Str+5%, Firestrike) - 2156 Ice Ball | (Str+5%, Icestrike) - 2156 Twin Lance | (Piercing, Firestrike, Icestrike) - 5002 Blurry Moon | (Piercing, Darktouch) - 3536 ----------------------------------------------------------------------------- - MAN UNDER TENT'S ITEM SHOP in South Moonflow Potion - 57 | Phoenix Down - 115 | Antidote - 57 Eye drops - 57 | Echo Screen - 57 | Soft - 57 ----------------------------------------------------------------------------- - GUADOSALAM WEAPON SHOP Prism Steel | (Magic Counter, Str+10%) - 67612 Prism Rod | (Magic Counter, Str+10%) - 67612 Prism Ball | (Magic Counter, Str+10%) - 67612 Prism Cactuar | (Magic Counter, Str+10%) - 67612 Prism Spear | (Magic Counter, Str+10%) - 67612 Prism Blade | (Magic Counter, Str+10%) - 67612 Prism Claw | (Magic Counter, Str+10%) - 67612 Glorious Shield | (MP+10%, 2 FS) - 40837 Glorious Ring | (MP+10%, 2 FS) - 40837 Glorious Armguard | (MP+10%, 2 FS) - 40837 Glorious Bangle | (MP+10%, 2 FS) - 40837 Glorious Armlet | (MP+10%, 2 FS) - 40837 Glorious Bracer | (MP+10%, 2 FS) - 40837 Glorious Targe | (MP+10%, 2 FS) - 40837 ----------------------------------------------------------------------------- - GUADOSALAM ITEM SHOP Potion - 75 | Hi-Potion - 750 | Phoenix Down - 150 Antidote - 75 | Eye drops - 75 | Echo Screen - 75 Soft - 75 | Power Distiller - 150 | Mana Distiller - 150 Speed Distiller - 150 | Ability Distiller - 150 | ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP in Thunder Plains Variable Steel | (Str+10%, Str+5%, 2 FS) - 41625 Malleable Staff | (Str+10%, Str+5%, 2 FS) - 41625 All-Rounder | (Str+10%, Str+5%, 2 FS) - 41625 Morphing Mog | (Str+10%, Str+5%, 2 FS) - 41625 Shapeshifter | (Str+10%, Str+5%, 2 FS) - 41625 Shiranui | (Str+10%, Str+5%, 2 FS) - 41625 Flexible Arm | (Str+10%, Str+5%, 2 FS) - 41625 Protect Shield | (SOS Protect, Lightningproof, 1 FS) - 21150 Protect Ring | (SOS Protect, Lightningproof, 1 FS) - 21150 Protect Armguard | (SOS Protect, Lightningproof, 1 FS) - 21150 Protect Bangle | (SOS Protect, Lightningproof, 1 FS) - 21150 Protect Armlet | (SOS Protect, Lightningproof, 1 FS) - 21150 Protect Bracer | (SOS Protect, Lightningproof, 1 FS) - 21150 Protect Targe | (SOS Protect, Lightningproof, 1 FS) - 21150 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP in Thunder Plains Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | Grenade - 300 Map - 50 | | ----------------------------------------------------------------------------- - WANTZ'S WEAPON SHOP in Macalania Woods Variable Steel | (4 FS) - 100000 Malleable Staff | (4 FS) - 100000 All-Rounder | (4 FS) - 100000 Morphing Mog | (4 FS) - 100000 Shapeshifter | (4 FS) - 100000 Shiranui | (4 FS) - 100000 Flexible Arm | (4 FS) - 100000 Tetra Shield | (4 FS) - 100000 Tetra Ring | (4 FS) - 100000 Tetra Armguard | (4 FS) - 100000 Tetra Bangle | (4 FS) - 100000 Tetra Armlet | (4 FS) - 100000 Tatra Bracer | (4 FS) - 100000 Tetra Targe | (4 FS) - 100000 ----------------------------------------------------------------------------- - WANTZ'S ITEM SHOP in Macalania Woods Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP near Macalania Lake Baroque Sword | (Mag+10%, Mag+5%, 1 FS) - 16650 Ductile Rod | (Str+10%, Str+5%, 1 FS) - 16650 Switch Hitter | (Mag+10%, Mag+5%, 1 FS) - 16650 Variable Mog | (Str+10%, Str+5%, 1 FS) - 16650 Halberd | (Mag+10%, Mag+5%, 1 FS) - 16650 Shimmering Blade | (Mag+10%, Mag+5%, 1 FS) - 16650 Devastator | (Mag+10%, Mag+5%, 1 FS) - 16650 Tetra Shield | (MP+10%, 3 FS) - 90750 Tetra Ring | (MP+10%, 3 FS) - 90750 Tetra Armguard | (MP+10%, 3 FS) - 90750 Tetra Bangle | (MP+10%, 3 FS) - 90750 Tetra Armlet | (MP+10%, 3 FS) - 90750 Tatra Bracer | (MP+10%, 3 FS) - 90750 Tetra Targe | (MP+10%, 3 FS) - 90750 ----------------------------------------------------------------------------- - RIN'S ITEM SHOP near Macalania Lake Potion - 50 | Hi-Potion - 500 | Phoenix Down - 100 Antidote - 50 | Eye drops - 50 | Echo Screen - 50 Soft - 50 | Power Distiller - 100 | Mana Distiller - 100 Speed Distiller - 100 | Ability Distiller - 100 | Grenade - 300 Map - 50 | | ----------------------------------------------------------------------------- - RIN'S WEAPON SHOP in Calm Lands Variable Steel | (Str+10%, 3 FS) - 75750 Malleable Staff | (Mag+10%, 3 FS) - 75750 All-Rounder | (Str+10%, 3 FS) - 75750 Morphing Mog | (Mag+10%, 3 FS) - 75750 Shapeshifter | (Piercing, Str+10%, 2 FS) - 37875 Shiranui | (Piercing, Str+10%, 2 FS) - 37875 Flexible Arm | (Str+10%, 3 FS) - 75750 Tetra Shield | (HP+10%, 3 FS) - 15750 Tetra Ring | (HP+10%, 3 FS) - 15750 Tetra Armguard | (HP+10%, 3 FS) - 15750 Tetra Bangle | (HP+10%, 3 FS) - 15750 Tetra Armlet | (HP+10%, 3 FS) - 15750 Tatra Bracer | (HP+10%, 3 FS) - 15750 Tetra Targe | (HP+10%, 3 FS) - 15750 ----------------------------------------------------------------------------- - RONSO WEAPON SHOP Mage Masher | (Silencestrike, Zombietouch, 2 FS) - 120375 Reticent Staff | (Silencestrike, Zombietouch, 2 FS) - 120375 Muffler | (Silencestrike, Zombietouch, 2 FS) - 120375 Mute Cait Sith | (Silencestrike, Zombietouch, 2 FS) - 120375 Mage Hunter | (Silencestrike, Zombietouch, 2 FS) - 120375 Tacit Blade | (Silencestrike, Zombietouch, 2 FS) - 120375 Mage Husher | (Silencestrike, Zombietouch, 2 FS) - 120375 Lucid Shield | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Medical Ring | (Berserk Ward, Curseproof, 1 FS) - 27150 Medical Armguard | (Curseproof, Confuse Ward, 1 FS) - 27150 Lucid Bangle | (Berserk Ward, Confuse Ward, 1 FS) - 6150 Medical Armlet | (Berserk Ward, Curseproof, 1 FS) - 27150 Medical Bracer | (Curseproof, Confuse Ward, 1 FS) - 27150 Lucid Targe | (Berserk Ward, Confuse Ward, 1 FS) - 6150 ----------------------------------------------------------------------------- ============================================================================= ============================================================================= 31.) ABOUT BLITZBALL ---> A833 ============================================================================= ============================================================================= ***************************************************************************** 1) BLITZBALL INTRODUCTION ***************************************************************************** A blitz team consists of five players and a goalie. Players are LF (left forward), RF (right forward), MF (midfielder), LD (left defence) and RD (right defence). Whenever you play blitz game, you will see an overhead map in lower right corner of the screen. It shows all players on the field and direction they're currently facing. Your team is represented with green arrows, the opposite with red arrows. Ball carrier is marked with a circled arrow. Note that goalies are not shown on the overhead map. One game of blitzball consists of two halftimes, each 5 minutes long, 10 minutes in total. League games can end in a tie, whilst tournament and exhibition games go into overtime/s (also last 5 minutes). If latter happens, team that scores first (so called golden goal rule) wins the game. Your objective is to win the game by getting the ball in opposing team's goal, which is always located on the *left* side of the pool, and to score more goals than opposing team by the end of the match. At the same time you must prevent the opposing team from winning. Your team's goal is always located on *right* side of the pool. Other 'items' that are to be found on screen whenever you play blitz game: - stats of player currently in possession of the ball in upper left - game score in lower right (beneath overhead map) - game commentary in lower left - action command in upper left ***************************************************************************** 2) BLITZBALL STATISTICS ***************************************************************************** Each player has eight attributes. There's a maximum of 9999 HP, while the other seven stats have a maximum of 99 value. ----------------------------------------------------------------------------- HP - Health Points The most important statistic (like usual, heh). HP drops when player has the ball. You also need specific amounts of HP for most of the moves, attacks and whatever there's left. If you don't have enough HP to perform a move, then you cannot use that move. Should player's HP be totally depleted, this causes a stat drop, making the player 9/10 less useful as before. HP regenerates when player doesn't have the ball. ----------------------------------------------------------------------------- SP - Speed Get this stat high and not even Sonic can catch you... oops, wrong game (too much Gamecube). High speed dictates the swimming speed of a player. The higher it is, faster you can escape your pursuers or catch up with opposing player. ----------------------------------------------------------------------------- AT - Attack This stat dictates how strong the player is in direct encounters. Attack stat comes into count when player tackles another player (usually one with the ball), should that player choose breaking. Tackling player's AT is compared to breaking player's EN. If AT is higher then EN, breaking player loses the ball. ----------------------------------------------------------------------------- EN - Endurance This stat dictates how well the player fares in direct encounters. Endurance stat comes into count when player with ball comes into encounter and chooses breaking, while other player tackles. Breaking's EN is compared to tackling's AT. If EN is higher, player breaks thru. ----------------------------------------------------------------------------- PA - Pass Stat determines how well a player can pass the ball to team players. High PA also takes care of ball not being caught or deflected by opposing players (they can still get a hand on it making PA drop a bit, but if PA is high as mentioned above, the decrease will be insignificant). PA slowly drops as ball travels thru water. If it reaches zero before it is caught... ooops. Better make passes from nearer positions. ----------------------------------------------------------------------------- BL - Block Countermeasure to PA and SH (described below). If ball player decides to pass or shoot in encounter, BL comes into picture. IF BL is higher than PA or SH, ball is caught. ----------------------------------------------------------------------------- SH - Shoot Determines player's ability to shoot the ball. Be aware that shot ball's SH will decrease as it travels thru water. If any defending players get their hand on the ball, SH drops even more. Last hazard is goalie's CA. If CA is higher than ball's SH when it's near the goal, the ball is caught or fumbled. If SH is still higher, you'll score a goal. ----------------------------------------------------------------------------- CA - Catch It means everything to a goalie. Take it away from him and you'll have no worries. Not true for your own goalie, heh. As written above, if CA is higher than ball's SH at the precisely right time, ball is caught and you'll spare yourself a goal. ----------------------------------------------------------------------------- ***************************************************************************** 3) MOVING AROUND ***************************************************************************** There are three modes of movement. Default mode is Auto, which means that players move around the pool automatically. This is not recommended mode. You'll be a lot more successful if you choose Manual A mode (you can access which movement mode you want to employ by pressing Triangle). Oh, and use left analog stick for moving around, it'll be much simpler then using D-pad. Only the ball carrier is moved by you, all others still remain in Auto mode. If at any time you feel like you don't know where a certain player is, check his/her position in an overhead map. Hah, even though the tutorial recommends manual A mode for veteran players, ignore that advice. As soon as you can, switch from Auto to Manual A. Then there's Manual B mode... which sucks too if you try to use D-pad. I highly recommend you stick to Manual A mode and use left analog stick. Remember this: Movement modes are only applicable if your team is on the offence, ie one of your players has the ball. If your team is on defence, movement mode automatically switches to Auto. ***************************************************************************** 4) ACTION MENU ***************************************************************************** Just swimming around the pool will not get you goals. You must select a command to tell your players to do so. You can access action menu by pressing Square anytime one of your players has the ball. When Square is pressed, action menu appears in upper left corner. It will usually have three commands you can choose from: - Pass: select this and you will then be presented with a list of your teammates you can pass the ball to (goalie can't be selected); select target player to receive the ball and confirm with X; ball carrier will then attempt to make a pass to the ball receiver - Shoot: select this and ball carrier will attempt to score a goal from his/her current position - Dribble: closes the action menu and allows ball carrier to resume swimming Don't forget that time is stopped while action menu is open! That means you don't have to rush making awkward decisions in the process, but have all the time to carefully consider what could your next move be. ***************************************************************************** 5) PASSING ***************************************************************************** As you swim around the pool, notice the stat bar of ball carrier. Stat bar is located in upper left corner. Tidus 100HP 9EN 10PA 10SH As you swim (ie dribbling), your HP slowly decreases. And you decide to make a pass. Press Square to open action menu. Once you do that, this window will appear... Action Commands Pass 10 HP Shoot 10 HP Dribble Notice HP costs to the right of commands 'Pass' and 'Shoot'? This denotes how much player's HP will be spent to make that action. As Tidus' PA stat is 10, 'Pass' command will require 10 HP. In short, HP cost for any player to make a pass is whatever value that player's PA is. Select Pass. 10 HP will be deducted from Tidus' HP... Tidus 90HP 9EN 10PA ...and new window appears... Pass to: Datto Letty Jassu Botta This window requires you to select target teammate to receive a pass. Help yourself with overhead map: ball carrier is marked with circled white arrow, and ball receiver will be marked by circled green arrow. Note that you cannot make passes to your team's goalie. Point the arrow to Jassu's name and upper right corner will show another stat bar, this one belonging to ball receiver: Tidus 90HP 9EN 10PA Jassu 75HP 10AT 10PA 1SH Press X to complete the pass. Tidus will now throw the ball with 10 PA. Notice how ball's PA will decrease as it travels thru the water. If ball's PA is still at least 1 as it reaches Jassu, pass will be successful. However, if ball's PA becomes zero, Jassu will fumble the ball. If latter happens, any other player can claim the ball. Enemy players are more likely to succeed. The higher PA stat, the longer passes you can make. ***************************************************************************** 6) SHOOTING ***************************************************************************** As you swim around, you decide to make a shot. Press Square to open action menu. Once you do that, this window will appear... Action Commands Pass 10 HP Shoot 10 HP Dribble Notice HP costs to the right of commands 'Pass' and 'Shoot'? This denotes how much player's HP will be spent to make that action. As Tidus' SH stat is 10, 'Shoot' command will require 10 HP. In short, HP cost for any player to make a shot is whatever value that player's SH is. Point the arrow at Shoot. Another stat bar will appear in upper right, this one belonging to opposing team's goalie. Tidus 100HP 9EN 10SH Raudy 80HP 8CA Note that Raudy's 8 CA will be compared to Tidus' 10 SH. Confirm the choice with X and Tidus will shoot the ball with 10 SH. Notice how ball's SH will decrease as it travels thru the water. If ball's SH is still at least 1 as it reaches the goalie, it still stands a chance to go in and score a goal. However, if ball's SH becomes zero, opposing goalie will either catch the ball or deflect it. If ball is caught, goalie will throw it back in to one of his teammates. If ball is deflected, it can be recovered by anyone. The higher SH stat, the longer shots you may attempt. One last note for this section. As you saw, Raudy's CA was 8. CA value is subtracted from whatever SH incoming ball has left when it reaches the goal. However, there's also a random factor to be considered. I'll explain it in the examples below... ----------------------------------------------------------------------------- RANDOM FACTOR EFFECT ----------------------------------------------------------------------------- I hated these things in FFIX, where the card game was set up so bad cos of random numbers, which were used each time two cards battled. And random effect is here to annoy you yet again. I'll list three examples representing how exactly does the random effect work. Note: All shots are made from as close to opposing goal as possible. --> Example 1: No random effect For starters let's assume that the game will not use any random effect when Tidus attempts to score using Shoot command. Tidus 100HP 9EN 10SH Raudy 80HP 8CA In upper stat bars you see that Tidus' SH is superior to Raudy's CA. Since no random effect is involved, this means shot will go in and score a goal. Tidus 100HP 9EN 10SH Raudy 80HP 15CA In upper stat bars you see that Tidus' SH is inferior to Raudy's CA. Since no random effect is involved, this means shot will NOT go in, but be caught or deflected. --> Example 2: Positive and negative random effect Now the game decides to play nasty with you. As Tidus attempts to shoot, a random number is added to goalie's CA, which can range from as low as 50% of goalie's current CA (negative random effect) and 150% of goalie's current CA (positive random effect). Which one will the game use? It cannot be predicted, therefore you'll need to rely on your luck. Tidus 100HP 9EN 10SH Raudy 80HP 8CA Let's say that when shot is attempted with these stats, positive random effect is used to full extent possible, meaning Raudy's CA gets 50% boost. Thus Tidus shoots a ball with 10 SH versus Raudy's 12 CA. The ball will not go in, since Raudy's CA is superior to Tidus' SH. Tidus 100HP 9EN 8SH Raudy 80HP 12CA Let's say that when shot is attempted with these stats, negative random effect is used to full extent possible, meaning Raudy's CA gets 50% cut. Thus Tidus shoots a ball with 8 SH versus Raudy's 6 CA. The ball will go in, since Raudy's CA is inferior to Tidus' SH. ***************************************************************************** 7) USING HP ***************************************************************************** Every action blitz players make expends HP. Whoever has the ball will steadily lose HP as he/she swims thru the pool. As you saw in parts IV and V of blitzball informator, passes and shots also expend HP. And so do tackles, evasiev maneuvers and more... but this types of actions are explained in later parts. If by any chance player's HP becomes too low or zero, that player isn't KO-ed or anything, he or she remains conscious. However, passes and shots become 50% less efective, meaning respective stats are halved. Whenever HP is too low, the commands are highlighted blue. Players with insufficient HP also can't perform any techs. Once a player is rid of ball, he or she will slowly regain HP (unless poisoned). ***************************************************************************** 8) ENCOUNTERS ***************************************************************************** Encounter happens when ball carrier come into contact with one or more (up to five) enemy players. Tidus will again serve for example. If he's ball carrier, action menu will open, but it will have different choices... Let's say Tidus has been intercepted by Bickson. When action menu opens (it does so automatically)... Breakthrough No Break Break to Bickson For now select 'No Break', as I will explain Breakthrough later. You also see Bickson's stat bar in upper right beneath Tidus'. Now your old friend appears, action command menu... Action Commands Pass 10 HP Shoot 10 HP Dribble Select 'Pass', and then choose who will receive the ball. Remember before when you made a pass, the ball was passed to target teammate. However, Bickson is in your way now... Tidus 80HP 9EN 10PA Bickson 72HP 1AT 2BL and will attempt to block Tidus' passes and shots. Bickson's BL will be compared to Tidus' PA. Once Tidus throws a pass, amount equal to Bickson's BL is deducted from ball's PA (exceptions are possible). If ball's PA becomes zero or less as Bickson tries to block the ball, ball is intercepted. If ball's PA remains at 1 or higher as Bickson tries to block, his block failed and the ball will continue its path toward ball receiver (note that is still applies that ball loses PA as it travels thru water). In the example above, ball's PA would remain at 8, thus Bickson would surely fail at an attempt to block the pass. --> If Bickson's stats were like this... Tidus 80HP 9EN 10PA Bickson 72HP 1AT 18BL Bickson would surely catch the ball (even with random factor in effect) if Tidus tried to make a pass to another teammate. --> How about encountering two guys at once? Tidus 80HP 9EN 10PA Bickson 72HP 3AT 4BL Abus 80HP 2AT 2BL This time BL values are added, making final result 6. But with random factor in effect, it may not always equal 6. It could be as high as 9 and as low as 3. Knowing that in mind, pass will go through regardless. --> Trying to score a goal When in enc., select 'No Break', then Shoot. Tidus 80HP 9EN 10SH Bickson 72HP 3AT 4BL Abus 80HP 2AT 2BL Raudy 80HP 8CA When attempting to shoot, goalie's stats also come into picture, resulting in one more opponent trying to block your shot. By subtracting both BL and CA values you see that your shot has almost no chances to score. If you take into account random factor, amount subtracted from SH could be as low as 7 and as high as 21. ***************************************************************************** 9) BREAKTHROUGHS ***************************************************************************** For this part we'll discuss Breakthroughs. For example we'll assume Tidus has encountered three enemy players. Tidus 80HP 11EN 11PA Bickson 72HP 6AT 12BL Abus 80HP 4AT 2BL Graav 80HP 2AT 3BL Note: Enemy player with highest AT will always be listed first below your player's stat bar, then the next highest AT etc. You may want to pass the ball, but Bickson has very high BL. Adding in BL of other two members assures almost no chance for pass to succeed. Thus you decide to break past few enemy players and reduce the amount of defenders blocking your passes/shots. Breakthrough No Break Break to Bickson Break to Abus Break to Graav In this example it's very good if we get rid or Bickson, so select 'Break to Bickson'. Bickson's AT is compared to Tidus' EN. After you chose breaking thru Bickson, you have to decide whether you'll want to pass the ball or shoot it. Dribble option WILL NOT be available (it is available only if you decide to break thru ALL enemy players you encountered). After you decide on pass or shot, HP costs are payed and Bickson tackles Tidus. As Bickson't AT even with random effect is not enough to reduce Tidus' EN to 0 (were that to happen, Tidus loses the ball and turnover occurs), Tidus remains in possession of the ball. He will now attempt to pass or shoot the ball, depending on what you chose earlier. PA stat is compared to remaining defenders' BL, in this case Abus and Graav. Bickson CAN'T block passes/shots anymore, since he already made a move - you chose to break thru him. SH stat is compared to remaining defenders' BL and goalie's CA. ***************************************************************************** 10) TECHCOPY ***************************************************************************** Techcopy occurs when a player attempts to learn a tech from enemy players. Let's use Tidus for example. You will need to have him *mark* (how to mark is explained later) an enemy player who knows a desirable tech, let's say Venom Shot from Bickson. Once Bickson is marked, you're set. Any time during the game Bickson attempts Venom Shot, word Techcopy! will appear in upper left. Word will flash white and blue. Press X button when the word is flashing WHITE to learn the tech. You may fail in following cases: - Tidus' level is too low... so you'll either need to raise Tidus' level or try to techcopy from someone else; in short, Tidus' level should be equal or greater from Bickson's for a successful techcopy - some techs can only be learned at specific moment, for example Sphere Shot, which can only be successfully techcopied right before ball is shot - you will fail to techcopy if you press X while the word is flashing blue Successful techcopy will be listed in lower left of the screen, where you read game's commentary otherwise. It will say who learned a tech. Game will also let you know again who learned what tech at halftimes or the end of game. Captured techs can be equipped at halftime or after the match. The chances of success depend on participant's level: - if your opponent's level is higher than your player's: 20% - your opponent's level is the same: 50% - your opponent's level is lower: 100% ***************************************************************************** 11) BLITZBALL TECHNIQUES ***************************************************************************** ----------------------------------------------------------------------------- Anti-Drain ---> A857 - 50% chance to avoid draining of HP - Cost: 10 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Drain tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Anti-Drain 2 ---> A858 - 100% chance to avoid draining of HP - Cost: 50 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Drain 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Anti-Nap ---> A859 - 50% chance to avoid nap status - Cost: 40 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Nap tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Anti-Nap 2 ---> A860 - 100% chance to avoid nap status - Cost: 210 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Nap 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Anti-Venom ---> A861 - 50% chance to avoid poison status - Cost: 5 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Venom tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Anti-Venom 2 ---> A862 - 100% chance to avoid poison status - Cost: 50 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Venom 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Anti-Wither ---> A863 - 50% chance to avoid wither status - Cost: 30 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Wither tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Anti-Wither 2 ---> A864 - 100% chance to avoid wither status - Cost: 200 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Anti-Wither 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Aurochs Spirit ---> A865 - +10 to Wakka's Shoot, adding the Shoot sum of remaining original Aurochs *still* playing for the team and which are in the current game - Cost: 600 HP, only Wakka can equip this tech - it appears as a tournament prize, but beware: Wakka must know all of his three key techs before he's able to add Aurochs Spirit to his tech list ----------------------------------------------------------------------------- Brawler ---> A866 - 60% chance of allowing a player equipped with this ability to get into encounters with ball carrier from further away - Cost: 10 HP per encounter - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Drain Tackle ---> A867 - 40% chance to absorb 30 of enemy player's HP during an encounter, if you have at least 30 HP remaining - Cost: 30 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Drain Tackle tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Drain Tackle 2 ---> A868 - 70% chance to absorb 150 of enemy player's HP during an encounter, if you have at least 150 HP remaining - Cost: 150 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Drain Tackle 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Drain Tackle 3 ---> A869 - 100% chance to absorb 500 of enemy player's HP during an encounter, if you have at least 500 HP remaining - Cost: 500 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Drain Tackle 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Elite Defence ---> A870 - Your defence's field of vision is increased for 30%, therefore defence can get into encounters with ball carrier from further away - Cost: 5 HP to equip - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Gamble ---> A871 - Should a player wake up from nap, a random number is added to all stats (except SPD and HP). Punch X button during the scene to select one number - Cost: 300 HP - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Golden Arm ---> A872 - As ball travels thru water either from a pass or shot tech, PA or SH stat decrease is slowed - Cost: 30 HP to equip - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Good Morning! ---> A873 - Should a player wake up from nap by being hit with a pass or shot, there is 50% chance of adding stat bonus, shooting stat value all the way up to 99 - if woken by Venom tech, EN and CA are increased - if woken by Nap tech, AT and PA are increased - if woken by Wither tech, BL and SH are increased - otherwise any stat can be increased (except HP and SPD) - Cost: 180 HP - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Grip Gloves ---> A874 - Goalie's probability of dropping the ball is reduced to 10% (normally 40%) - Cost: 30 HP - learn by successfully tech-copying it from opposing team's goalie who is equipped with Grip Gloves tech (mark that player before the halftime starts) as he or she is attempting to catch the ball ----------------------------------------------------------------------------- Hi-Risk ---> A875 - All stats (except HP and SPD) during the blitz game are halved in exchange for double EXP - Cost: 300 HP to equip - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from oppsoing team's players ----------------------------------------------------------------------------- Invisible Shot ---> A876 - +3 to player's Shoot, ball may become invisible on its way to goal (just before the ball reaches the goal and if SH value isn't 0, you have 60% chance to manually aim where do you want it to land in a five second minigame - bigger circle is goalie's catch area, smaller circle is ball's hit area - you can score frequently by aiming at lower left corner) - Cost: 220 HP - learn by tech-copying it from opposing team's player who is equipped with Invisible Shot tech (mark that player before the halftime starts), but you can only successfully tech-copy it *just* before the ball is shot ----------------------------------------------------------------------------- Jecht Shot ---> A877 - +5 to Tidus' Shoot, knocks away two enemy players - Cost: 120 HP, but only Tidus can equip this tech - learn it by successfully completing a minigame aboard S.S. Winno (go to Luca's harbor and board the boat for Kilika) ----------------------------------------------------------------------------- Jecht Shot 2 ---> A878 - +10 to Tidus' Shoot, knocks away three enemy players, ball becomes invisible on its way to goal - Cost: 999 HP, but only Tidus can equip this tech - it appears as a tournament prize, but beware: Tidus must know all of his three key techs before he's able to add Jecht Shot 2 to his tech list ----------------------------------------------------------------------------- Nap Pass ---> A879 - +3 to player's Pass, ball is passed to another team member, 30% chance of inflicting nap on enemy player during an encounter if that player gets a hand on passed ball - Cost: 40 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Pass tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Pass 2 ---> A880 - +5 to player's Pass, ball is passed to another team member, 60% chance of inflicting nap on enemy player during an encounter if that player gets a hand on passed ball - Cost: 200 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Pass 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Pass 3 ---> A881 - +7 to player's Pass, ball is passed to another team member, 100% chance of inflicting nap on enemy player during an encounter if that player gets a hand on passed ball - Cost: 510 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Pass 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Shot ---> A882 - +3 to player's Shoot, ball is shot at opposing team's goal, 40% chance of inflicting nap on goalie if ball's SH was reduced to 0 or keeper caught the ball - Cost: 45 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Shot tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Shot 2 ---> A883 - +5 to player's Shoot, ball is shot at opposing team's goal, 70% chance of inflicting nap on goalie if ball's SH was reduced to 0 or keeper caught the ball - Cost: 80 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Shot 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Shot 3 ---> A884 - +7 to player's Shoot, ball is shot at opposing team's goal, 100% chance of inflicting nap on goalie if ball's SH was reduced to 0 or keeper caught the ball - Cost: 350 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Shot 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Tackle ---> A885 - +3 to Attack, 40% chance of inflicting nap on enemy player during encounter, if that player's Endurance is reduced to 0 - Cost: 40 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Tackle tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Tackle 2 ---> A886 - +5 to Attack, 70% chance of inflicting nap on enemy player during encounter, if that player's Endurance is reduced to 0 - Cost: 90 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Tackle 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Nap Tackle 3 ---> A887 - +7 to Attack, 100% chance of inflicting nap on enemy player during encounter, if that player's Endurance is reduced to 0 - Cost: 180 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Nap Tackle 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Pass ---> A888 - Ball is passed to another team member - Cost: Variable, dependant on player's Pass ----------------------------------------------------------------------------- Pile Venom ---> A889 - Effects of poison on enemy player during encounter cummulates - Cost: 30 HP to equip - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Pile Wither ---> A890 - Effects of wither on enemy player during encounter cummulates - Cost: 70 HP to equip - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Regen ---> A895 - HP regenerates four times more quickly when player doesn't have the ball - Cost: 50 HP to equip - this tech appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Shot ---> A891 - Ball is shot towards opposing team's goal - Cost: Variable, dependant on player's Shoot ----------------------------------------------------------------------------- Sphere Shot ---> A892 - +3 and random number to player's Shoot, punch X button during animation to add random number yourself - player level (1 - 19) + (0 - 10) SH bonus points - player level (20 - 39) + (0 - 15) SH bonus points - player level (39 and up) + (0 - 20) SH bonus points - Cost: 90 HP - learn by tech-copying it from opposing team's player who is equipped with Sphere Shot tech (mark that player before the halftime starts), but you can only successfully tech-copy it *just* before the ball is shot ----------------------------------------------------------------------------- Spin Ball ---> A893 - if the goalie blocks the shot, there's 70% chance of dropping the ball (normally 40%) - Cost: 30 HP - learn by: there must be enemy players equipped with Spin Ball tech, and you can successfully tech-copy it during ball's spinning animation on its way to the goal ----------------------------------------------------------------------------- Super Goalie ---> A894 - if the ball reaches the goal, there's a 60% chance of random number being added to goalie's Catch ranging from 0-10, punch X button during animation to add random number yourself - Cost: 30 HP + bonus - learn by successfully tech-copying it from opposing team's goalie who is equipped with Super Goalie tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Tackle ---> A896 - Attack enemy player during encounter - Cost: Variable, dependant on player's Attack ----------------------------------------------------------------------------- Tackle Slip ---> A897 - 40% chance of evading enemy tackles, may be disoriented after (if a player becomes disoriented and there are still enemy players ready to tackle him / her, next tackle/s will connect 100% and may cause disoriented player to briefly lose one of equipped abilities) - Cost: 40 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Tackle Slip tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Tackle Slip 2 ---> A898 - 80% chance of evading enemy tackles, may be disoriented after (if a player becomes disoriented and there are still enemy players ready to tackle him / her, next tackle/s will connect 100% and may cause disoriented player to briefly lose one of equipped abilities) - Cost: 170 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Tackle Slip 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Tech Find ---> A899 - Select an empty slot in player's ability list and press X to confirm (now the player is able to learn this ability by successfully tech- copying it from a 'friendly' blitzer) - Cost: N/A - this 'tech' appears as a random prize in tournament or league, you *cannot* techcopy it from opposing team's players ----------------------------------------------------------------------------- Venom Pass ---> A900 - +3 to player's Pass, ball is passed to another team member, 30% chance of inflicting poison on enemy player during an encounter if that player gets a hand on passed ball - Cost: 40 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Pass tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Pass 2 ---> A901 - +5 to player's Pass, ball is passed to another team member, 60% chance of inflicting poison on enemy player during an encounter if that player gets a hand on passed ball - Cost: 120 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Pass 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Pass 3 ---> A902 - +7 to player's Pass, ball is passed to another team member, 100% chance of inflicting poison on enemy player during an encounter if that player gets a hand on passed ball - Cost: 350 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Pass 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Shot ---> A903 - +3 to player's Shoot, ball is shot at opposing team's goal, 40% chance of inflicting poison on goalie if ball's SH was reduced to 0 or keeper caught the ball - Cost: 20 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Shot tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Shot 2 ---> A904 - +5 to player's Shoot, ball is shot at opposing team's goal, 70% chance of inflicting poison on goalie if ball's SH was reduced to 0 or keeper caught the ball - Cost: 35 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Shot 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Shot 3 ---> A905 - +7 to player's Shoot, ball is shot at opposing team's goal, 100% chance of inflicting poison on goalie if ball's SH was reduced to 0 or keeper caught the ball - Cost: 100 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Shot 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Tackle ---> A906 - +3 to Attack, 40% chance of inflicting poison on enemy player during encounter - Cost: 30 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Tackle tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Tackle 2 ---> A907 - +5 to Attack, 70% chance of inflicting poison on enemy player during encounter - Cost: 70 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Tackle 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Venom Tackle 3 ---> A908 - +7 to Attack, 100% chance of inflicting poison on enemy player during encounter - Cost: 160 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Venom Tackle 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Volley Shot ---> A909 - 50% chance of player with this ability to attempt a shot at opposing team's goal (if he's close enough) using the fumbled ball (any player may have fumbled it, or goalie deflected it); only statistic that matters is goalie's CA - Cost: 10 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Volley Shot tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Volley Shot 2 ---> A910 - 75% chance of player with this ability to attempt a shot at opposing team's goal (if he's close enough) using the fumbled ball (any player may have fumbled it, or goalie deflected it); only statistic that matters is goalie's CA - Cost: 40 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Volley Shot 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Volley Shot 3 ---> A911 - 100% chance of player with this ability to attempt a shot at opposing team's goal (if he's close enough) using the fumbled ball (any player may have fumbled it, or goalie deflected it); only statistic that matters is goalie's CA - Cost: 250 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Volley Shot 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Pass ---> A912 - +3 to player's Pass, ball is passed to another team member, 30% chance of halving one of enemy player's statistics (you can affect AT, EN or BL) during encounter if that player gets a hand on passed ball - Cost: 40 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Pass tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Pass 2 ---> A913 - +5 to player's Pass, ball is passed to another team member, 60% chance of halving one of enemy player's statistics (you can affect AT, EN or BL) during encounter if that player gets a hand on passed ball - Cost: 180 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Pass 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Pass 3 ---> A914 - +7 to player's Pass, ball is passed to another team member, 100% chance of halving one of enemy player's statistics (you can affect AT, EN or BL) during encounter if that player gets a hand on passed ball - Cost: 440 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Pass 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Shot ---> A915 - +3 to player's Shoot, ball is shot at opposing team's goal, 40% chance of halving goalie's Block or Catch if ball's SH was reduced to 0 or keeper caught the ball - Cost: 30 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Shot tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Shot 2 ---> A916 - +5 to player's Shoot, ball is shot at opposing team's goal, 70% chance of halving goalie's Block or Catch if ball's SH was reduced to 0 or keeper caught the ball - Cost: 180 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Shot 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Shot 3 ---> A917 - +7 to player's Shoot, ball is shot at opposing team's goal, 100% chance of halving goalie's Block or Catch if ball's SH was reduced to 0 or keeper caught the ball - Cost: 390 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Shot 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Tackle ---> A918 - +3 to Attack, 40% chance of halving one enemy player's stat (you can affect EN, PA or SH) during encounter - Cost: 8 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Tackle tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Tackle 2 ---> A090 - +5 to Attack, 70% chance of halving one enemy player's stat (you can affect EN, PA or SH) during encounter - Cost: 80 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Tackle 2 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- Wither Tackle 3 ---> A633 - +7 to Attack, 100% chance of halving one enemy player's stat (you can affect EN, PA or SH) during encounter - Cost: 250 HP - learn by successfully tech-copying it from opposing team's player who is equipped with Wither Tackle 3 tech (mark that player before the halftime starts) ----------------------------------------------------------------------------- ***************************************************************************** 12) STATUSES DURING BLITZBALL GAME ***************************************************************************** There are three statuses you can toy around with during a game of Blitz. Or opposing team will toy around with you... a) Poison Affected player's HP drop fast when in possession of the ball, and doesn't rise at all when not in possession of the ball. Poison wears off after halftime or after certain amount of time (around 33 seconds). Beware, poisoned players also 'lose' their abilities temporarily. First their shooting techs are disabled. This is followed by tackling techs (second time) and passing techs (third time) if poison effects are stacked with ability called Pile Venom. HP loss due to Pile Venom effect: 1x poison - 4 HP every 0,6 seconds 2x poison - 16 HP every 0,6 seconds 3x poison - 64 HP every 0,6 seconds 4x poison - 256 HP every 0,6 seconds 5x poison - 1024 HP every 0,6 seconds b) Nap Otherwise known as sleep. Affected player can't do anything at all. If your goalie is put to sleep, well, you're quite screwed. Nap wears off if sleeping player is hit with a ball, goal is scored, after halftime or after certain amount of time (around 53 seconds). c) Wither Break status? Almost. Affected player's stats (one or more) is/are halved, thus making them less effective (halved stat is shown in blue). Wither wears off after halftime or after certain amount of time (around 33 seconds). Wither Shot reduces BL or CA, Wither Pass reduces PA, AT or BL, and Wither Tackle reduces EN, PA or SH. HP stat cannot be affected! ***************************************************************************** 13) SCOUT LEVEL ***************************************************************************** By talking to people all over Spira by pressing Square button in front of them you can view their Blitz stats. You may not know off the bat, but there are Scout levels, which can increase, thus allowing you to see more info. I'll reveal how you can accomplish that. A - Scout level 1 - Available from start of game - Allows you to see player's name, level, for which team he/she plays (if any), and gil fee per match B - Scout level 2 - Available once you accumulate 10 wins with Besaid Aurochs team - In addition to previous info you can now see player's stats as well C - Scout level 3 - Available once you accumulate 20 wins with Besaid Aurochs team - In addition to previous info you can now see techs player is currently equipped with and how many tech slots he/she has unlocked so far D - Scout level 4 (also the maximum scout level you can reach) - Available once you accumulate 30 wins with Besaid Aurochs team - In addition to previous info you can now see player's key techs and *all* techs player has learned so far ***************************************************************************** 14) TEAM LEVEL ***************************************************************************** By winning blitz games your team's level increases with every 5 wins. Besides bragging rights winning also allows your team to learn new formations. Here are the ones I obtained so far... A - Centre Attack - Players remain predominantly in field's centre - Available once you accumulate 5 wins with Besaid Aurochs team B - All-Out Defence - All players enter defence mode - Available once you accumulate 15 wins with Besaid Aurochs team C - Flat Line - Players form a straight line over the field - Available once you accumulate 25 wins with Besaid Aurochs team D - Counter - LF and MF move towards opposing goal - Available once you accumulate 35 wins with Besaid Aurochs team E - Double Sides - All members sans MF swim along the outer sides towards opposing goal - Available once you accumulate 45 wins with Besaid Aurochs team I've already accumulated over 100 victories with Besaid Aurochs, and no new formations have been learned, nor have I discovered anything else that might be of interest to me. ***************************************************************************** 15) PLAYER'S TECH SLOTS ***************************************************************************** Level 1 and 2 players are unable to use any techs, at least not until they reach level 3, at which point they may start equipping techs they've learned so far. As their level increases, so does the amount of tech slots. A - One slot - Available once player reaches level 3. B - Two slots - Available once player reaches level 7. C - Three slots - Available once player reaches level 12. D - Four slots - Available once player reaches level 20. E - Five slots - Available once player reaches level 30. ***************************************************************************** 16) PREPARATIONS FOR A GAME ***************************************************************************** Once you select your desired mode of play (league, tournament ot exhibition), you will be take to three pre-game setup screens, where you decide on three things. ----------------------------------------------------------------------------- ASSIGN POSITIONS Among the eight players (max number of players you can sign for Besaid Aurochs team) choose six of them who will play one game's halftime. Note that you don't have to select same players for same positions at start of another halftime. You need to select LF, RF, MF, LD, RD and GL. As you move the pointer over players' names, their stats are shown in the middle of the screen. Once every position is filled, you'll be asked to confirm. Select Yes to proceed to next screen. ----------------------------------------------------------------------------- ASSIGN TECHS Once a player is level 3 or higher, that player can set techs to be used in a game. On level 3 player can set one tech, as player has only one slot available. Slots multiply as player's level goes up, up to a maximum of five slots. I have a nasty trick for you.;) Select any of your players. List of available tech slots and any abilities equipped so far will appear in lower left corner. Press X by player's name and marker will move to equipped tech list in lower left. Press X at an equipped tech or empty tech slot to have another list pop up. This shows all techs player has learned so far. At the bottom of this list this player's key abilities are shown. If player doesn't have any key abilities learned, he or she can't learn many techs. But as player learns key techs, he or she gains access to wider range of techs that are available for learning. Once a player has learned all three key techs, that player can learn almost any tech. Tidus can only learn Jecht Shot 2 tech if he knows his three key techs. Similar applies for Wakka's Aurochs Spirit tech. Before you set any techs tho', select Done to be taken... ----------------------------------------------------------------------------- ASSIGN MARKS Your players are on left, enemy players on the right. Select one of your players (say Tidus), and press X. Marker will now move to enemy players' list, allowing you to choose an opponent you want to mark, ie learn techs from him/her (if any). Enemy player's stats are displayed in middle of the screen. Techs enemy player is currently equipped with are displayed in lower left - those that Tidus can learn are displayed in blue. You can mark any enemy player, but aim for those that have techs in blue displayed among equipped tech list, as blue techs are techs that you can attempt to techcopy during the game. Once you've decided on marks, select Done. You will asked for confirmation before proceeding to the actual match. Select Yes and game will begin for real. If you select No at this point, you'll be taken to first pre-match setup screen. ----------------------------------------------------------------------------- And now for the nasty trick! As Tidus is a forward, he needs shot techs and anti-techs. Forward's enemies are defenders, who are usually equipped with Nap, Wither, Venom or Drain Tackles. So, check out enemy players (let's say Balgerda and Kulukan) listed fourth and fifth in the enemy player list, as these two are defenders of the opposing team. Balgerda is equipped with Nap Pass 2, Nap Tackle, Wither Tackle and Volley Shot. Kulukan is equipped with Nap Tackle 2 and Wither Tackle 3. What does this tell you? As Tidus will most certainly be blocked by Balgerda and Kulukan as he attempts to make a shot, you know now what abilities those two will have equipped and can equip Tidus accordingly. So he'll need Anti-Nap and Anti-Wither techs. Repeat as needed for your other players to make a killer team, equipped with just the right techs for current game. Now select Done, but make sure you select No, when you're asked to proceed with the game. You will be returned to first pre-match setup screen. Reapply positions, and at Assign techs screen equip proper techs or anti-techs, which will help you win the game, for you know, what will the enemy use against you. ----------------------------------------------------------------------------- Another nasty trick! Select exhibition game. For your opponents choose a team you can easily and quickly score against. If you have Jecht Shot or Jecht Shot 2, this ain't a problem. Score ASAP. After second Blitzoff wrestle the ball from opposing players, then press Triangle to forfeit the game. You just got an easy victory.:) With this you can quickly and easily level up your team and scout levels. ***************************************************************************** 17) SEASON TYPES ***************************************************************************** ----------------------------------------------------------------------------- League 10 games are played. One team plays other five teams two times during whole season. Points are awarded based on outcome of games. If game ends in a tie, each team that participated gets 1 point. Otherwise winner gets 3 points and loser none. You can forfeit league games, but only when you're losing and in possession of the ball. After 10 league games are played, 1st, 2nd and 3rd teams are awarded prizes. Top scorer also gets a prize. If two or more people finish as top scorers, all of them get the prize. ----------------------------------------------------------------------------- Tournament Two teams are randomly seeded. Seeded teams need to play only two games. Remaining four are randomly paired up and play match 1. Two losers of match 1 are out. Winners or match 1 are paired up with seeded teams for match 2. Winners of match 2 square off against each other in championship match, whilst losers of match 2 are measured in consolation match. Winner and loser of championship match, along with winner of consolation match are awarded prizes at end of tournament. Top scorer(s) get(s) a prize as well. You can forfeit tournament games, but only when you're losing and in possession of the ball. ----------------------------------------------------------------------------- Exhibition If you select that, you're then prompted to select a team you'd like to play against. You can forfeit exhibition games, but only when you're in possession of the ball. No EXP are awarded at end of halftimes. Winner gets a small prize such as Potion, Hi-Potion, 2x Hi-Potion or Phoenix Down (these are all the prizes I personally received so far). ----------------------------------------------------------------------------- ***************************************************************************** 18) EXPERIENCE POINTS ***************************************************************************** Instead of gaining EXP in RPG itself, you deal with EXP in blitzball. EXP are awarded for pass techs, tackle techs etc. EXP are awarded after each league or tournament blitz halftime (no EXP are awarded after exhibition halftimes). ----------------------------------------------------------------------------- a) Alphabetical tech list with techs that award EXP ----------------------------------------------------------------------------- Anti-Drain - 1 EXP | Anti-Drain 2 - 1 EXP | Anti-Nap - 1 EXP Anti-Nap 2 - 1 EXP | Anti-Venom - 1 EXP | Anti-Venom 2 - 1 EXP Anti-Wither - 1 EXP | Anti-Wither 2 - 1 EXP | Aurochs Spirit - 6 EXP Drain Tackle - 1 EXP | Drain Tackle 2 - 2 EXP | Drain Tackle 3 - 3 EXP Gamble - 4 EXP | Good Morning! - 4 EXP | Invisible Shot - 3 EXP Jecht Shot - 3 EXP | Jecht Shot 2 - 6 EXP | Nap Pass - 2 EXP Nap Pass 2 - 3 EXP | Nap Pass 3 - 4 EXP | Nap Shot - 2 EXP Nap Shot 2 - 3 EXP | Nap Shot 3 - 4 EXP | Nap Tackle - 1 EXP Nap Tackle 2 - 2 EXP | Nap Tackle 3 - 3 EXP | Normal Pass - 1 EXP Normal Shot - 1 EXP | Sphere Shot - 2 EXP | Tackle Slip - 1 EXP Tackle Slip 2 - 1 EXP | Venom Pass - 2 EXP | Venom Pass 2 - 3 EXP Venom Pass 3 - 4 EXP | Venom Shot - 2 EXP | Venom Shot 2 - 3 EXP Venom Shot 3 - 4 EXP | Venom Tackle - 1 EXP | Venom Tackle 2 - 2 EXP Venom Tackle 3 - 3 EXP | Volley Shot - 3 EXP | Volley Shot 2 - 3 EXP Volley Shot 3 - 3 EXP | Wither Pass - 2 EXP | Wither Pass 2 - 3 EXP Wither Pass 3 - 4 EXP | Wither Shot - 2 EXP | Wither Shot 2 - 3 EXP Wither Shot 3 - 4 EXP | Wither Tackle - 1 EXP | Wither Tackle 2 - 2 EXP Wither Tackle 3 - 3 EXP | | ----------------------------------------------------------------------------- b) Goalie only actions that award EXP ----------------------------------------------------------------------------- Played in game - 2 EXP | Caught shot - 2 EXP | Caught Inv. shot - 4 EXP Deflected shot - 2 EXP | Super Goalie - 4 EXP | ----------------------------------------------------------------------------- c) Successful tech execution bonuses ----------------------------------------------------------------------------- Any caught block - 3 EXP | Any pass - 2 EXP | Any shot - 2 EXP Any tackle - 3 EXP | | ----------------------------------------------------------------------------- ***************************************************************************** 19) TECH CATEGORIES ***************************************************************************** Cat. 1: Manual techs Manual techs are techs for which you decide whether or not to use them when given a choice. Most appropriate example would be: Tidus is equipped with Jecht Shot. He is attempting a shot. One of the screens that'll pop up will ask you if you want to use Normal shot, or Jecht Shot. At this point you decided whether or not you will use Jecht Shot. Manual techs expend player's HP during the match each time they're used. Cat. 2: Trigger techs Trigger techs are techs which activate with a given % by themselves under right circumstances. Most appropriate example would be: Tidus is equipped with Tackle Slip. Bickson is equipped with Nap Tackle. Tidus is in encounter with Bickson and decides to Break to Bickson. As Bickson tries to tackle Tidus, Bickson misses cos of Tackle Slip kicking in. Trigger techs expend player's HP during the match each time they're used - as mentioned, you cannot actively select to use them. Cat. 3: Continuous techs Continuous techs are techs that are active during the whole match. You cannot actively select to use them, nor are they automaticaly activated. An example of cont. tech is Golden Arm or Brawler. Cont. techs do not expend player's HP. Instead they have HP equip cost: this means, that if you equip Golden Arm (equip cost 30 HP) on Tidus prior to the match, his HP will be reduced by 30 in exchange for Golden Arm effect to be active during whole match. ***************************************************************************** 20) TIPS FOR SUCCESSFUL BLITZ TEAM ***************************************************************************** TIP 1: WHEN TO START? I started playing actively after I got the airship permanently. I recommend that you wait until then also. One of the main reasons to wait that late in the game is: in case you win lot of early games, other teams will recruit players which may otherwise be unattainable to you in early parts of the game (Linna, Brother, and so on). But if you wait until you get the airship, you can recruit those players for yourself without other teams interfering. TIP 2: ASSIGNING To start a successful blitz team, you need to assign good players. You can assign new players by walking up to a blitz player and pressing square. Depending on scout level you will see info about that player. Once you cycle thru it, you'll be asked if you want to 'Sign player?', but only if the player you're examining is free agent. Select yes to be prompted for how many games. After that salary will be displayed and final confirmation will be displayed before signing a contract. If your team already consists of 8 players, you'll need to release someone before new player is accepted. Note that you never release Tidus. TIP 3: LEFT AND RIGHT FORWARD Forwards are team members that will attempt to score goals. Ideal LV30 forward should IMO have following stats and techs: - high HP for shot techs he/she will be using - high EN for attempting to break thru defenders - high SH for attempts to make shots past defenders and goalie (suitable for cases where you don't like breaking thru defenders) - Anti-Venom 2, Anti-Wither 2, Anti-Nap 2, Tackle Slip 2, Invisible Shot You can consider these augmentations: - Tidus doesn't need high EN, as his Jecht Shot techs remove two to three defenders... and you can't dismiss Tidus anyway, so you got yourself one forward already - if a player has enormous SH, you may not need EN, for you can attempt to shoot a goal from further away, this way not being anywhere near defenders - Sphere Shot or Nap Shot 3 are good choices for shot techs as well Why do I recommend above abilities? - Anti-Venom 2 is needed very much. As you know, poisoned player's shoot techs are disabled first, and forwards do you no good if they can't use shoot techs. - Anti-Wither 2 is recommended also as it successfully foils defenders' tries to halve forward's stats. Were they able to do that, your forward's SH stat could be reduced for up to 87,5%, just to name an example. - Anti-Nap 2? Sleeping forward is not useful at all, therefore having this tech ensures your forward will never go to sleep. - Tackle Slip 2 assures 80% chances of your forward successfully avoiding tackles. I say the risk is worth it in spite of chances being disoriented after. - Invisible Shot? Once the ball gets past all defenders, you've already won. You can always score by aiming at the lower left corner. Even though the small marker will point outside goal boundaries, ball will go in and score. Other recommended forward? - Oh, I recommend Linna so much! She starts with Nap Shot 3, Anti-Venom 2 and Volley Shot. TIP 4: MIDFIELDER Midfielder is team member that will see most of the action. MF also tries to catch the ball after blitzoff and takes care that most passes are made to your forwards. MF is also first line of defence against enemy forwards. Ideal LV30 MF should IMO have following stats and techs: - high AT for attempts to tackle enemy players trying to get to your side of the pool - high PA for making passes to your forwards - high SP for luring enemy players after him/her, thus allowing forwards to have less defenders to deal with - high BL for blocking passes/shots of enemy players - Nap Pass 3, Wither Tackle 3, Venom Tackle 3, Brawler, Golden Arm Why do I recommend above abilities? - Nap Pass 3 is very useful. MF with high PA and this tech could encounter all five of enemy players and put them all to sleep with one Nap Pass 3.:) - Wither Tackle 3 ensures that MF will halve one enemy player's stat whenever that player is tackled. If it's forwards you're trying to tackle, I recommend poisoning them first. Halving forward's stats may seem more efficient, but it's dangerous as forwards can still use shoot techs, whereas poisoned forwards can't use those. - Venom Tackle 3 ensures that MF will poison enemy player whenever that player is tackled and also disable that player's shoot techs. If it's forwards you're trying to tackle, I recommend poisoning them first. - Brawler will allow MF to get into encounters from further away. - Golden Arm assures that ball's PA will not drop as fast as it usually does. Recommended midfielder? - Get Brother! His skills as MF are unmatched and to top it off, he boasts an enormous speed stat for lure-enemy-away tactics. TIP 5: LEFT AND RIGHT DEFENCE LD and RD are team members, representing second defence line against incoming enemy forwards, who make it past your MF. Ideal LV30 defenceman should IMO have following stats and techs: - high AT for attempting to tackle enemy player, should he/she choose to break thru - high BL for blocking enemy player's shots or passes, should he/she choose to do so - high SP for catching up with enemy player - good PA for making successful passes to your MF once your defence wins the ball from enemy player - Venom Tackle 3, Wither Tackle 3, Anti-Nap 2, Golden Arm, Brawler Why do I recommend above abilities? - Wither Tackle 3 ensures that LD or RD will halve one enemy player's stat whenever that player is tackled. If it's forwards you're trying to tackle, I recommend poisoning them first. Halving forward's stats may seem more efficient, but it's dangerous as forwards can still use shoot techs, whereas poisoned forwards can't use those. - Venom Tackle 3 ensures that LD or RD will poison enemy player whenever that player is tackled and also disable that player's shoot techs. If it's forwards you're trying to tackle, I recommend poisoning them first. - Anti-Nap 2 assures that your defence will never fall asleep. Poisoned or withered defenceman is not half as bad as sleeping one. - Brawler will allow your defencemen to get into encounters from further away. - Golden Arm assures that ball's PA will not drop as fast as it usually does. Recommended LD and RD? - For one defence position I recommend Ropp. - For other Balgerda, but you'll need to wait for her contract with Luca Goers to run out. Until then Kyou will make a good replacement. TIP 6: GOALKEEPER Goalie is your final line of defence against incoming forwards. They try to catch or at least deflect shots enemy forwards make toward your goal. Ideal LV30 goalie should IMO have following stats and techs: - high CA to intercept incoming shots with ease - good amount of HP for techs we will equip on a goalie - Grip Gloves, Super Goalie, Anti-Nap 2, Anti-Wither 2, Regen Why do I recommend above abilities? - Grip Gloves increase goalies chances of catching the ball rather than deflecting it (in which case Volley Shot equipped enemy forwards may attempt to score a goal). - Super Goalie randomly activates during ball's approach to your goal and adds random number to goalie's CA. - Anti-Nap 2 is there to assure your goal is always defended by non-sleeping goalie. - Anti-Wither 2 assures your goalie's stats will never be halved, which would otherwise make your goalie only half as useful. - Regen will make sure that your goalie will rarely run out of HP. Recommended goalie? - Duren for starters. But as soon as Nimrook from Al Bhed Psyches team is free agent, sign a contract with Nimrook! TIP 7: WHICH SEASON TO START? Start with a tournament to gain first few EXP you need to reach level 3, at which point you can start equipping techs. Once you get that high, switch to few exhibition games which you should use as the opportunity to techcopy some techs from enemy players (esp key techs your players need to be able to copy wider range of techs - for starters I recommend learning at least one key tech for each of your players). Once you feel your players are at least properly equipped, you can try finishing a league. By the time you end it your players should be around levels 7 to 12, thus having two to three tech slots available. Now again switch to exhibition games for a while and attempt to learn second key tech for each of your players. Another league season should be enough to reach level 20 for your players, allowing fourth tech slot to open up. At this point of the game you should already have little to no problems winning a blitz game, esp with my strat I posted. Play whatever season you wish and experiment as you see fit. Oh, one last note... don't forget to evenly level up all players of your team or you will regret it later (use the free EXP trick). ***************************************************************************** 21) DETAILED PLAYERS OVERVIEW ***************************************************************************** I've taken this section out as it isn't needed. If you need info on who to recruit, the abilities learned etc., please refer to Blitzball FAQs that are up. ***************************************************************************** 21) ABOUT BEST TEAMS ***************************************************************************** Following info compiled by Evil R! Best team suggestions: I'll divide the BB game into 4 parts since most people won't play BB until level 99. I suggest that you should start Blitz Ball after Djose Temple since that is when the ferry will become available again and you can go back to recruit some good players. The best team early on right after Djose Temple is: LF: Tidus MF: Tatts/Kiyuri RF: Vilucha LD: Wedge RD: Zalitz/Ropp G: Jumal If you don't plan to play BB early on then you can consider the following teams. Level 1-29 LF: Tidus/Wakka MF: Tatts/Berrik (Al Behd Psyches)/Brother/Kiyuri/Naida/Svanda/Rin RF: Vilucha/Shammi/Mep/Linna LD: Zalitz/Judda (Al Bhed Psyches)/Kyou/Ropp RD: Wedge G: Nimrook/Miyu/Jumal/Kyou/Yuma Guado Level 30-59 LF: Tidus/Wakka MF: Brother/Berrik/Tatts/Kiyuri/Vuroja (Kilika Beasts)/Svanda RF: Basik, Argai Ronso (Ronso Fangs)/Vilucha/Linna/Shammi/Larbeight (Kilika Beasts) LD: Judda/Ropp/Irga/Kulukan RD: Wedge G: Nimrook/Miyu/Kyou/Jumal/Keppa/Yuma Guado Level 60-90 LF: Tidus/Nedus/Wakka MF: Kiyuri/Vuroja/Svanda/Naida/Mifurey/Brother/Nav Guado RF: Vilucha/Larbeight/Linna/Shammi/Besik, Argai Ronso LD: Ropp RD: Kulukan/Irga/Zev Ronso G: Nimrook Level 99 LF: Larbeight/Tidus/Wakka/Nedus MF: Vuroja/Kiyuri/Mifurey/Linna/Svanda/Ropp RF: Vilucha/Linna/Shammi/Isken LD: Ropp/Kiyuri RD: Kulukan/Irga/Zev Ronso G: Nimrook/Wedge ***************************************************************************** 22) FINAL WORDS ***************************************************************************** Personally I think that blitzball is extremely boring. Although I'm sure Square meant well and all when they were making it, it could be done better. I mean, just look at one blitz game... half the time you spend looking at your or enemy players swimming around, making passes or shots and so on, and the other half you spend pondering whether or not your shot will go thru. It also takes a very long time to build a good team. And awards you're receiving are most often pathetic... Hi-Potion for finishing first in league season? I'd rather go Overkill Nemesis 10 times instead. The only reason to even remotely bother with blitzball is to gain overdrives for Wakka and Jupiter Sigil for his World Champion. After you have all of these items, get the hell out of blitz world. ============================================================================= ============================================================================= 32.) ABOUT MONSTERS ============================================================================= ============================================================================= This will by far take the largest piece of this guide. I made a similar guide for FF8 about monsters, so I decided on doing another one for FFX as well. ************************* Now for actual example... ************************* 1. Name: Tidus 2. Monster's HP: 5000 / 8000 --> Second number means damage you must inflict in finishing blow in order to gain an Overkill 3. Monster's MP: 200 4. AP gained when monster is defeated: 2000 / 3000 --> So you would get 2000 AP should Tidus be killed without Overkill and 3000 AP should Tidus be killed with Overkill 5. Items stolen: Yuna / Lulu --> That means Yuna is usual steal, and Lulu is rare steal 6. Items dropped: 1x / 2x Power Sphere; 1x / 2x MP Sphere --> Usually you'd get 1x Power Sp., 2x if Overkilled. However, if you'd get a rare drop, then you'd get 1x MP Sp., 2x if Overkilled 7. Gil earned: 1 (Scrooge:)) 8. Items bribed: Dark Matter for 50000 gil --> What item would you receive if you bribed that enemy. Bribe cost for PAL version is monster's MAX HP x 10. 9. Monster's status info: - Slow, Reflect, Zombie - 30% Petrify, 60% Darkness - 10% Poison - 6 turns for Doom --> In this case Tidus would be immune to Slow, Reflect and Zombie; you'd have 30% chance to petrify him and 60% to darkness him; Poison would take 10% of Tidus' MAX HP away each time he'd take an action; he'd die after 6 turns of being Doomed; and lastly, you'd have almost 100% probability of inflicting *any* statuses not mentioned, for example Power Break, Silence etc. 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 10, 10, 10, 10, 10, 10, 10, 10 --> Pretty self-explanatory, eh? 11. Monster's el. info: Weak to fire, immune to ice, absorbs water --> Tidus takes extra damage from fire based attacks, is immune to ice based attacks, and absorbs water based attacks; finally, Tidus takes normal damage from element based attacks not mentioned, in this case lightning and holy 12. Monster's Sensor info: Main character of the game. 13. Monster's Scan info: Name this character and win the game by defeating last boss. 14. Monster's equip. dropped info: 2 - 4 slots, 1 - 3 abilities already present, 50% probability of equipment piece being dropped --> That means should Tidus be defeated, you'd get a piece of equipment with number of slots ranging from 2 to 4 slots, this weapon having 1 to 3 abilities already integrated into the weapon, and this weapon having 50% probability of being dropped by that enemy 15. Weapon abilities: Str+20% 16. Armor abilities: Ribbon 17. Monster's attacks: a) Blitz Ace - VS one chr - 9 consecutive hits + Darkness and Slow (former inflicted for five chr's turns) --> This means that Tidus' attack hit an enemy 9 times, inflicting Darkness and Slow at the same time. Darkness will be lifted after five turns, whereas Slow will remain permanently in effect. 18. Monster strategy: You want to defeat main hero of the game?:) --------------------------------------------------------------------------- Monsters will be done in order of encountering them. =========================================================================== 001 - SINSCALE (Zanarkand) ---> A500 1. Name: Sinscale 2. Monster's HP: 100/500 3. Monster's MP: 0 4. AP gained when monster is defeated: N/A 5. Items stolen: Nothing to steal. 6. Items dropped: N/A 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Provoke, Threaten - NS - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 5, 1, 1, 1, 8, 0, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: They just keep coming. 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Bash' - VS one chr - phd b) 'Wings start to flicker.' - signifies charge turn for Spines c) Spines - VS one chr - extreme phd - requires one turn to charge 18. Monster strategy: As this is very first monster you'll encounter, you can expect it not to be dangerous. In most cases it isn't, but in case its wings start to flicker, kill that Sinscale soon. You can't pull anything fancy off since the game has just begun, so only thing to do is to kill it fast and easy. --------------------------------------------------------------------------- 002 - SAHAGIN (before fighting Geosgaeno) ---> A466 1. Name: Sahagin 2. Monster's HP: 100/200 3. Monster's MP: 5 4. AP gained when monster is defeated: N/A 5. Items stolen: Nothing to steal. 6. Items dropped: N/A 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Doom, Poison - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 3, 1, 1, 1, 5, 0, 0, 25 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Bite' - VS one chr - phd 18. Monster strategy: Another of weak enemies. Hey, you're not that far in the game yet. You shouldn't need a strategy for this Sahagin, as it goes down in one hit. --------------------------------------------------------------------------- 003A - 1x PIRANHA (Submerged Ruins) ---> A422 1. Name: Piranha 2. Monster's HP: 50/225 3. Monster's MP: 1 4. AP gained when monster is defeated: 1/2 5. Items stolen: 1x Grenade/2x Grenade 6. Items dropped: 1x/2x Power Sp.; 1x/2x Ability Sp. 7. Gil earned: 2 8. Items bribed: Water Gem for 500 gil 9. Monster's status info: - Poison, Sleep - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 6, 1, 1, 1, 12, 15, 0, 0 11. Monster's el. info: Weak to lightning, strong to fire 12. Monster's Sensor info: Low attack and HP. 13. Monster's Scan info: Attacks by biting. Low HP and strength. It should be an easy enemy to handle. 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Bite' - VS one chr - phd 003B - 2x PIRANHA (Submerged Ruins) ---> A422 1. Name: Piranha 2. Monster's HP: 100/225 3. Monster's MP: 2 4. AP gained when monster is defeated: 1/2 5. Items stolen: 1x Grenade/2x Grenade 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Ability Sp. 7. Gil earned: 3 8. Items bribed: Water Gem for 1000 gil 9. Monster's status info: - Poison, Sleep - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 8, 1, 1, 1, 9, 15, 0, 0 11. Monster's el. info: Weak to lightning, strong to fire, immune to water 12. Monster's Sensor info: Attacks in packs of two. 13. Monster's Scan info: Attacks by biting. Both HP and attack power are higher when they appear in pairs. 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Bite' - VS one chr - phd 003C - 3x PIRANHA (Submerged Ruins) ---> A422 1. Name: Piranha 2. Monster's HP: 150/225 3. Monster's MP: 3 4. AP gained when monster is defeated: 1/2 5. Items stolen: 1x Grenade/2x Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Ability Sp. 7. Gil earned: 5 8. Items bribed: Water Gem for 1500 gil 9. Monster's status info: - Poison, Sleep - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 10, 1, 1, 1, 6, 15, 0, 0 11. Monster's el. info: Weak to lightning, strong to fire, immune to water 12. Monster's Sensor info: Attacks in packs of three. 13. Monster's Scan info: Attacks by biting. Both HP and attack power are higher when they appear in groups of three. 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Bite' - VS one chr - phd 18. Monster strategy: A bit of interesting enemy. Depending on amount of Piranhas found in a pack this enemy varies in Str and HP, with one-pack-Piranha being the weakest and three-pack being the strongest. So if you run into bunch of those, get rid of weakest ones first. --------------------------------------------------------------------------- 004 - CONDOR (Besaid island) ---> A103 1. Name: Condor 2. Monster's HP: 95/143 3. Monster's MP: 15 4. AP gained when monster is defeated: 2/4 5. Items stolen: 1x Phoenix Down/1x Smoke Bomb 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 12 8. Items bribed: Smoke Bomb for 950 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 9, 1, 1, 1, 11, 15, 10, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Aerial. Magic attacks are the way to go. 13. Monster's Scan info: Aerial and hard to hit. Use Wakka's attack to knock it down. It's vulnerable to fire, so you can also use Lulu's Fire spell. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Mag+3%, Sensor, Str+3%, Piercing 16. Armor abilities: Darkward, Mdef+3% 17. Monster's attacks: a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's turns) 18. Monster strategy: Things got bit more complicated. This monster can put Darkness on you should its attack connect. If you have only fighters in your party, this can be annoying. Also, its Eva is pretty high. It is recommended to use magic against it or members with high Acc, in this case Wakka. --------------------------------------------------------------------------- 005 - DINGO (Besaid island) ---> A155 1. Name: Dingo 2. Monster's HP: 125/188 3. Monster's MP: 10 4. AP gained when monster is defeated: 2/4 5. Items stolen: 1x Potion/1x Sleeping Powder 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 16 8. Items bribed: Sleeping Powder for 1250 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 13, 1, 1, 120,10, 15, 5, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Try to defeat it quickly to avoid damage. Attack swiftly with Tidus. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icestr., Lightningst., Piercing, Waterst. 16. Armor abilities: Mdef+3%, Silenceward, Sleepward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's turns) 18. Monster strategy: Fast, agile and high Mdef. Weak point? Low Def. Most suitable member is Tidus, as his specialty is hitting enemies with high Agi. Be vary of Dingo's Sleep and Silence it can and will inflict on you. --------------------------------------------------------------------------- 006 - GARUDA (Besaid island) ---> A229 1. Name: Garuda 2. Monster's HP: 1400/2100 3. Monster's MP: 50 4. AP gained when monster is defeated: 8/12 5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 30 8. Items bribed: Immune to Bribe 9. Monster's status info: - Confusion, Provoke, Sleep, Threaten, Zombie - 20% Silence - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 13, 1, 10, 1, 7, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Dodging its attacks is easier after inflicting darkness. 13. Monster's Scan info: It has high strength and tons of HP. Beware of Sonic Boom, which hits all characters. Dodge its attacks more easily by inflicting darkness. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Darktouch, Mag+3%, Piercing, Mag+3% 16. Armor abilities: Darkward 17. Monster's attacks: a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's turns) b) Sonic Boom - VS all chrs - phd 18. Monster strategy: What's this psycho doing here already? You don't have much choice but to use Valefor in this fight to toast Garuda. For second Garuda use Dark Attack to blind Garuda, greatly decreasing its Acc. Then proceed as planned before. Don't forget to heal if your HP gets too low. --------------------------------------------------------------------------- 007 - WATER FLAN ---> A626 1. Name: Water Flan 2. Monster's HP: 315/473 3. Monster's MP: 30 4. AP gained when monster is defeated: 2/4 5. Items stolen: 1x Fish Scale/2x Dragon Scale 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 18 8. Items bribed: Water Gem for 3150 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 3, 120, 15, 1, 5, 15, 0, 0 11. Monster's el. info: Weak to lightning, absorbs water, strong to fire and ice 12. Monster's Sensor info: Water elemental. Vulnerable to opposing element. Resistant to physical attacks. 13. Monster's Scan info: Water-based. So soft, it's hard to damage physically. Weak against lightning, so blast it with Lulu's Thunder spell. Don't use Water or it will recover HP. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Piercing, Waterst. 16. Armor abilities: Waterproof, Waterward 17. Monster's attacks: a) Water - VS one chr - water mgd - may also cast it on itself to regain HP 18. Monster strategy: High Mag and Def. However, low Mdef. Lulu to the rescue. Don't bother with physicals against Water Flan, as you'll just scratch it. Best thing to use is Lulu's Thunder. It can also be easily silenced, thus removing its only attack and letting it helplessly skip turns. Sometimes if low on HP, Water Flan will cast Water on itself to replenish HP. 19. Special note: Water Flan is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 008 - SINSCALE (S.S. Liki) ---> A500 1. Name: Sinscale 2. Monster's HP: 200/400 3. Monster's MP: 0 4. AP gained when monster is defeated: 2/3 5. Items stolen: 1x Potion/1x Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 22 8. Items bribed: Potion for 2000 gil 9. Monster's status info: - Doom, Threaten - NS - 25% Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 13, 1, 1, 1, 12, 0, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: They just keep coming. 13. Monster's Scan info: Launched from Sin's body. They unleash Spines once their wings flicker, so dispatch them quickly. 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Bash' - VS one chr - phd b) 'Wings start to flicker.' - signifies charge turn for Spines c) Spines - VS one chr - heavy phd - requires one turn to charge 18. Monster strategy: Very much the same as first Sinscale, except that stats are higher. --------------------------------------------------------------------------- 009 - SINSCALE (under S.S. Liki) ---> A500 1. Name: Sinscale 2. Monster's HP: 100/300 3. Monster's MP: 0 4. AP gained when monster is defeated: 2/3 5. Items stolen: 1x Potion/1x Potion 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 24 8. Items bribed: Immune to Bribe 9. Monster's status info: - Berserk, Confusion, Petrify, Sleep, Threaten - NS - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 11, 1, 1, 1, 1, 0, 0, 100 11. Monster's el. info: NS 12. Monster's Sensor info: They just keep coming. 13. Monster's Scan info: Disappears after each attack, but more keep coming with no end in sight. 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Charge' - Suicide VS one chr - phd 18. Monster strategy: Careful with these around. These are last Sinscales you'll see and also most annoying. Once a Sinscale charges you, it deals damage and is then killed. However, it'll soon be replaced with new one. Although it doesn't have much HP, it's not recommended to kill them. Concentrate on the big target instead. --------------------------------------------------------------------------- 010 - DINONIX (Kilika forest) ---> A156 1. Name: Dinonix 2. Monster's HP: 140/210 3. Monster's MP: 25 4. AP gained when monster is defeated: 9/18 5. Items stolen: 1x Soft/1x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp. 7. Gil earned: 27 8. Items bribed: Petrify Grenade for 1400 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 14, 1, 1, 120,13, 15, 5, 0 11. Monster's el. info: Weak to ice, strong to fire 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to ice. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Slowward, Def+3% 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Dingo-version, pure and simple. Agile, fast and high Mdef. As with Dingo, it lacks Def. So Tidus is the way to go. However, its 'Bite' has two annoying statuses: it can petrify a character or silence him/her. Keep Softs at hand. --------------------------------------------------------------------------- 011 - KILLER BEE (Kilika forest) ---> A287 1. Name: Killer Bee 2. Monster's HP: 110/165 3. Monster's MP: 5 4. AP gained when monster is defeated: 9/18 5. Items stolen: 1x Antidote/1x Poison Fang 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 23 8. Items bribed: Poison Fang for 1100 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 8, 1, 1, 1, 8, 15, 10, 0 11. Monster's el. info: Weak to ice 12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison. 13. Monster's Scan info: Aerial and hard to hit. Use Wakka's attack to knock it down. It's vulnerable to ice, so Blizzard is also effective. Attacks may inflict poison. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: MP+5%, Poisonward 17. Monster's attacks: a) 'Sting' - VS one chr - phd + Poison 18. Monster strategy: As a flying creature with high Eva, who is most appropriate? Wakka. One hit from his ball will send Killer Bee 6 feet under. Or use Lulu's Blizzard. Pay attention, tho'. Bee's regular attack can poison a chr. Keep Antidotes around. --------------------------------------------------------------------------- 012 - RAGORA (Kilika forest) ---> A446 1. Name: Ragora 2. Monster's HP: 780/1170 3. Monster's MP: 15 4. AP gained when monster is defeated: 20/40 5. Items stolen: 1x Antidote/1x Remedy 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 48 8. Items bribed: Remedy for 7800 gil 9. Monster's status info: - Darkness, Zombie - 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 18, 1, 1, 1, 15, 8, 0, 0 11. Monster's el. info: Weak to fire, immune to water 12. Monster's Sensor info: Vulnerable to fire. 13. Monster's Scan info: Watch out for its powerful Seed Cannon. One bad hit will knock characters out. Plants tend to be weak against fire, so have Lulu cast Fira. Kimahri can learn Seed Cannon. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 6% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Piercing, Poisontouch, Str+3% 16. Armor abilities: HP+5%, Poisonward 17. Monster's attacks: a) Seed Cannon - VS one chr - phd 18. Monster strategy: Let's do some weeding. Plant, eh? I wonder if it's vulnerable to fire. Use Lulu's fire spells to deal big damage to it. Putting it to sleep is a good idea. --------------------------------------------------------------------------- 013 - YELLOW ELEMENT (Kilika forest) ---> A647 1. Name: Yellow Element 2. Monster's HP: 300/450 3. Monster's MP: 100 4. AP gained when monster is defeated: 9/18 5. Items stolen: 1x Electro Marble/1x Lightning Marble 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 33 8. Items bribed: Lightning Marble for 3000 gil 9. Monster's status info: - Darkness, Petrify, Poison, Sleep, Zombie - 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 1, 120,18, 1, 5, 15, 0, 0 11. Monster's el. info: Weak to water, absorbs lightning, strong to fire and ice 12. Monster's Sensor info: Lightning elemental. Vulnerable to opposing element. 13. Monster's Scan info: Casts Thunder. Physical attacks hardly hurt it. Absorbs lightning, so Water is the way to go. 14. Monster's equip. dropped info: 1-2 slots, 0-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Piercing, Lightningst. 16. Armor abilities: Lightningward 17. Monster's attacks: a) Thunder - LATT VS one chr - lightning mgd 18. Monster strategy: One-element-only type of enemy. Uses certain magic only, has high Def and Mag, but low Mdef, so Lulu is chr to use. For this element Water will take care of it in no time. Remember, physicals are useless unless you have Armor Break ability to crush its armor. 19. Special note: White Element is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 014 - WORKER (Luca) ---> A639 1. Name: Worker 2. Monster's HP: 300/600 3. Monster's MP: 1 4. AP gained when monster is defeated: 7/10 5. Items stolen: 1x Potion/1x Potion 6. Items dropped: 1x/2x Hi-Potion; 1x/2x X-Potion 7. Gil earned: 85 8. Items bribed: Immune to Bribe 9. Monster's status info: - Berserk, Break skills, Confusion, Darkness, Death, Demi, Doom, Eject, Petrify, Poison, Provoke, Silence, Sleep, Silence, Threaten - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 12, 100,1, 1, 10, 15, 0, 15 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Vulnerable to lightning. 13. Monster's Scan info: Ancient machina restored by the Al Bhed. Not a war machine, but hits hard with its tool arm. Vulnerable to lightning, so Thunder is the way to go. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide 17. Monster's attacks: a) 'Arm stab' - VS one chr - phd 18. Monster strategy: What are robots weak against? Electricity. And this is exactly what you should have Lulu use against it. Worker itself is not very dangerous, as only attack it has is 'Arm stab', but it hurts. Unlike later robotic enemies, stealing from Worker does not automatically kill it. --------------------------------------------------------------------------- 015 - GARUDA (in Luca Stadium) ---> A229 1. Name: Garuda 2. Monster's HP: 1800/500 3. Monster's MP: 10 4. AP gained when monster is defeated: 28/42 5. Items stolen: 1x Potion/1x Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 0 8. Items bribed: Immune to Bribe 9. Monster's status info: - Berserk, Confusion, Petrify, Sleep - NS - 10% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 18, 1, 12, 1, 10, 15, 0, 20 11. Monster's el. info: NS 12. Monster's Sensor info: Dodging its attacks is easier after inflicting darkness. 13. Monster's Scan info: It has high strength and tons of HP. Beware of Sonic Boom, which hits all characters. Dodge its attacks more easily by inflicting darkness. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Darkward 17. Monster's attacks: a) 'Beak strike' - (sometimes CATT) VS one chr - phd + Darkness (inflicted for three chr's turns) b) Sonic Boom - VS all chrs - phd 18. Monster strategy: Remember this guy from Besaid? Again use Dark Attack / Buster on it and you're pretty much safe. However, this Garuda has pretty high counterattack rate, so beware. --------------------------------------------------------------------------- 016 - SAHAGIN CHIEF (in Luca Stadium) ---> A467 1. Name: Sahagin Chief 2. Monster's HP: 170/340 3. Monster's MP: 5 4. AP gained when monster is defeated: 2/3 5. Items stolen: 1x Potion/1x Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 20 8. Items bribed: Immune to Bribe 9. Monster's status info: - Doom, Petrify, Poison - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 12, 1, 1, 1, 8, 0, 0, 25 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Vulnerable to lightning. 13. Monster's Scan info: Nimble, but has low HP and strength. Just one is nothing to write home about. Vulnerable to lightning, darkness and sleep. 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Bite' - VS one chr - phd 18. Monster strategy: Chief version of Sahagin. Not very dangerous at all. One or two physical attacks and Sahagin Chief is gone. --------------------------------------------------------------------------- 017 - VOUIVRE (in Luca Stadium) ---> A618 1. Name: Vouivre 2. Monster's HP: 225/500 3. Monster's MP: 1 4. AP gained when monster is defeated: 14/21 5. Items stolen: 1x Potion/1x Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 50 8. Items bribed: Immune to Bribe 9. Monster's status info: - NS - NS - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 20, 1, 1, 1, 3, 0, 0, 25 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Icest., Piercing 16. Armor abilities: HP+5%, Slowward 17. Monster's attacks: a) 'Head bash' - VS one chr - phd + Slow (inflicted for three chr's turns) b) 'Fire breath' - FATT VS all chrs - fire mgd 18. Monster strategy: Hah. One physical attack and bye Vouivre. 19. Special note: Vouivre is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 018 - BOMB (Highroad) ---> A066 1. Name: Bomb 2. Monster's HP: 850/560 3. Monster's MP: 30 4. AP gained when monster is defeated: 22/44 5. Items stolen: 2x Bomb Fragment/3x Bomb Fragment 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 70 8. Items bribed: Bomb Core for 8500 gil 9. Monster's status info: - Eject, Sleep, Threaten - 20% Darkness, 20% Silence - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 19, 1, 20, 1, 11, 15, 0, 0 11. Monster's el. info: Weak to ice, absorbs fire 12. Monster's Sensor info: Retaliates with Self-Destruct when attacked three times. 13. Monster's Scan info: Retaliates with Self-Destruct against whoever attacks it a third time. Use NulBlaze if you can't defeat it before then. Vulnerable to ice, so use Blizzard. Kimahri can learn Self-Destruct. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 15% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Piercing 16. Armor abilities: Fireward 17. Monster's attacks: a) Fire - FATT VS one chr - fire mgd b) 'Grow' - CATT - if Bomb suffers damage or gains health, it'll grow two times c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Bomb suffers damage or gains health for third time, it'll use Self-Destruct vs chr that dealt third blow - requires two 'Grow'-s to charge d) 'Bash' - VS one chr - phd 18. Monster strategy: Another of memorable enemies from previous FF. Attack it three times and it'll Self-Destruct. Gotta love it. As countermeasure cast NulBlaze prior to that and you will suffer no damage. Otherwise Blizzard or preferably Blizzara are the way to go. --------------------------------------------------------------------------- 019 - DUAL HORN (Highroad) ---> A173 1. Name: Dual Horn 2. Monster's HP: 1875/560 3. Monster's MP: 18 4. AP gained when monster is defeated: 42/63 5. Items stolen: 1x Potion/1x Hi-Potion 6. Items dropped: 1x/2x Abiliy Sp.; 1x/2x Ability Sp. 7. Gil earned: 105 8. Items bribed: Hi-Potion for 18750 gil 9. Monster's status info: - NS - 20% Silence - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 22, 1, 3, 1, 12, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Inflict darkness to evade its attacks. 13. Monster's Scan info: Its Gore is powerful, but inflict darkness or use Sleep Attack to avoid it easily. Kimahri can learn Fire Breath. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch 16. Armor abilities: HP+5% 17. Monster's attacks: a) 'Bash' - VS one chr - phd b) Gore - VS one chr - extreme phd 18. Monster strategy: Absolutely a killer enemy when you start encountering it. Gore will usually KO a chr. Follow Scan's advice and inflict darkness or sleep. In later case continue to barrage it with spells. Also put it on slow status. --------------------------------------------------------------------------- 020 - FLOATING EYE (Highroad) ---> A217 1. Name: Floating Eye 2. Monster's HP: 140/210 3. Monster's MP: 200 4. AP gained when monster is defeated: 21/42 5. Items stolen: 1x Echo Screen/1x Musk 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 44 8. Items bribed: Musk for 1400 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 1, 1, 18, 120,10, 15, 11, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Aerial. Resistant to magic. 13. Monster's Scan info: Aerial and hard to hit. Its weakness is lightning, but it has high magic defence. Use Wakka's attack to defeat it. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: Confuseward, MP+5% 17. Monster's attacks: a) 'Gaze' - NATT VS one chr - mgd + Confusion 18. Monster strategy: Get Wakka to knock it down fast! Floating Eye's 'Gaze' inflicts confusion, status you don't want to have. If Wakka is not strong enough, use Lulu's strongest Thunder spell. --------------------------------------------------------------------------- 021 - IPIRIA (Highroad) ---> A276 1. Name: Ipiria 2. Monster's HP: 180/270 3. Monster's MP: 35 4. AP gained when monster is defeated: 24/48 5. Items stolen: 1x Soft/1x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp. 7. Gil earned: 46 8. Items bribed: Petrify Grenade for 1800 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 15, 1, 1, 120,13, 15, 7, 0 11. Monster's el. info: Weak to ice, strong to fire 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Takes only half damage from fire, but vulnerable to ice. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Def+3%, Slowward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Repetitive version of the enemy. This raptor-wannabe should be dealt with exactly the same as Dinonix from Kilika Forest - use Tidus. Beware of Petrify status - use Esuna or Soft immediately. --------------------------------------------------------------------------- 022 - MI'IHEN FANG (Highroad) ---> A364 1. Name: Mi'ihen Fang 2. Monster's HP: 160/240 3. Monster's MP: 20 4. AP gained when monster is defeated: 20/40 5. Items stolen: 1x Potion/1x Sleeping Powder 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 33 8. Items bribed: Sleeping Powder for 1600 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 16, 1, 1, 120,13, 15, 5, 0 11. Monster's el. info: Weak to fire and water 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. It's vulnerable to fire- and water-based attacks, so use weapons with these elements to inflict greater damage. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Mdef+3%, Silenceward, Sleepward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's turns) 18. Monster strategy: Use Tidus for quick kill. By now he is strong enough to kill Mi'ihen Fang regardless of what elements are on the weapon. --------------------------------------------------------------------------- 023 - RALDO (Highroad) ---> A447 1. Name: Raldo 2. Monster's HP: 240/360 3. Monster's MP: 10 4. AP gained when monster is defeated: 20/40 5. Items stolen: 1x Potion/1x Hypello Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 42 8. Items bribed: Hypello Potion for 2400 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 19, 1, 1, 120,5, 15, 0, 0 11. Monster's el. info: Weak to ice 12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the way to go. 13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to ice. Falls easily to piercing weapons. Have Auron slice it down the middle. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Def+3%, Berserkward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: New type of enemy. Don't worry, you'll see many of its copies later. This one can put you on slow should its attack connect. Although it's slow, it has high Def. This time Auron is your friend. One simple attack against it and it's gone. 19. Special note: Raldo is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 024 - VOUIVRE (Highroad) ---> A618 1. Name: Vouivre 2. Monster's HP: 255/383 3. Monster's MP: 22 4. AP gained when monster is defeated: 24/48 5. Items stolen: 1x Potion/1x Silver Hourglass 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 60 8. Items bribed: Silver Hourglass for 2550 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 20, 1, 21, 120,6, 15, 0, 0 11. Monster's el. info: Weak to ice 12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the way to go. 13. Monster's Scan info: Covered with hard scales, but piercing weapons can easily defeat it. Physical and magic defence are high, but it's weak against ice. Watch out for its Breath, which hits all. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: HP+5%, Slowward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) b) 'Fire breath' - FATT VS all chrs - fire mgd 18. Monster strategy: Pretty much similar to Raldo, except that it has multiple-hit magic breath. Big deal, really. Cast NulBlaze prior to that. Vouivre's regular attack may inflict slow status. Auron to rescue again. 19. Special note: Vouivre is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 025 - WHITE ELEMENT (Highroad) ---> A634 1. Name: White Element 2. Monster's HP: 390/585 3. Monster's MP: 120 4. AP gained when monster is defeated: 20/40 5. Items stolen: 1x Antarctic Wind/2x Antarctic Wind 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 48 8. Items bribed: Arctic Wind for 3900 gil 9. Monster's status info: - Darkness, Petrify, Poison, Sleep, Zombie - 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 1, 120,22, 1, 5, 15, 0, 0 11. Monster's el. info: Weak to fire, absorbs ice, strong to lightning and water 12. Monster's Sensor info: Ice elemental. Vulnerable to opposing element. 13. Monster's Scan info: Casts Blizzard. Physical attacks hardly hurt it. Absorbs ice, so Fire is the way to go. 14. Monster's equip. dropped info: 1-2 slots, 0-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Icest., Piercing 16. Armor abilities: Iceproof, Iceward 17. Monster's attacks: a) Blizzard - IATT VS one chr - ice mgd 18. Monster strategy: Another element friend. This one is friendly with ice, but hates heat, so Fire will quickly toast it. 19. Special note: White Element is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 026 - FUNGUAR (Mushroom Rock) ---> A224 1. Name: Funguar 2. Monster's HP: 540/810 3. Monster's MP: 60 4. AP gained when monster is defeated: 44/88 5. Items stolen: 1x Silence Grenade/1x Ether 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 42 8. Items bribed: Turbo Ether for 5400 gil 9. Monster's status info: - Darkness, Zombie - 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 26, 1, 4, 15, 0, 0 11. Monster's el. info: Weak to fire, strong to lightning, water and ice 12. Monster's Sensor info: Occassionally counters with Pollen, which induces sleep. 13. Monster's Scan info: Casts Fire, so it's best to silence it. Occassionally retaliates with sleep-inducing Pollen. Putting it to sleep is effective. Vulnerable to fire. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Piercing, Sleeptouch, Str+3% 16. Armor abilities: MP+5%, Sleepward 17. Monster's attacks: a) Fire - FATT VS one chr - fire mgd b) Pollen - CATT VS all chrs - inflicts Sleep (inflicted for three chr's turns) 18. Monster strategy: This guy needs a bit of tactic. Any physical attack done on it may prompt it to shoot back with Pollen, which may put all chrs to sleep. And usually Funguar appears with magic users only, and magic doesn't wake up your chrs once they're asleep. So whatever you do, make sure that the attack you're about to use will subdue Funguar in that one hit. --------------------------------------------------------------------------- 027 - GANDAREWA (Mushroom Rock) ---> A227 1. Name: Gandarewa 2. Monster's HP: 148/220 3. Monster's MP: 160 4. AP gained when monster is defeated: 32/64 5. Items stolen: 1x Electro Marble/2x Electro Marble 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 62 8. Items bribed: Lightning Marble for 1480 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 23, 120,9, 15, 12, 0 11. Monster's el. info: Weak to water 12. Monster's Sensor info: Aerial. Resistant to magic. 13. Monster's Scan info: Aerial and hard to hit. Casts Thunder. It's vulnerable to water, but has high magic defence. Use Wakka to knock it out of the sky. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Lightningst., Piercing 16. Armor abilities: Lightningward, Mdef+3% 17. Monster's attacks: a) Thunder - LATT VS one chr - lightning mgd 18. Monster strategy: Wakka will take care of it fast. Or use water magic. --------------------------------------------------------------------------- 028 - GARUDA (Mushroom Rock) ---> A229 1. Name: Garuda 2. Monster's HP: 4000/560 3. Monster's MP: 50 4. AP gained when monster is defeated: 170/255 5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb 6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp. 7. Gil earned: 140 8. Items bribed: Smoke Bomb for 40000 gil 9. Monster's status info: - Confusion, Petrify, Provoke, Sleep - 20% Silence - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 21, 1, 40, 1, 14, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Dodging its attacks is easier after inflicting darkness. 13. Monster's Scan info: It has high strength and tons of HP. Beware of Sonic Boom, which hits all characters. Dodge its attacks more easily by inflicting darkness. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Darktouch, Mag+3%, Piercing, Str+3% 16. Armor abilities: Darkward 17. Monster's attacks: a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's turns) b) Sonic Boom - VS all chrs - phd 18. Monster strategy: Last Garuda version. By now you know how to handle Garudas. Dark Attack / Buster and it's goodnight, birdie. --------------------------------------------------------------------------- 029 - LAMASHTU (Mushroom Rock) ---> A293 1. Name: Lamashtu 2. Monster's HP: 275/413 3. Monster's MP: 21 4. AP gained when monster is defeated: 32/64 5. Items stolen: 1x Potion/1x Silver Hourglass 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 72 8. Items bribed: Silver Hourglass for 2750 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 23, 1, 20, 120,6, 15, 0, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the way to go. 13. Monster's Scan info: Covered with hard scales. Physical and magic defence are high, but it's weak against fire. Its attack may cause slow. Watch out for its ice-based Breath, which hits all. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: HP+5%, Slowward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) b) 'Ice breath' - IATT VS all chrs - ice mgd 18. Monster strategy: Vouivre's cousin. Auron will take care of Lamashtu quickly. If not, remember to cast NulFrost to nullify damage done by 'Ice breath'. 19. Special note: Lamashtu is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 030 - RAPTOR (Mushroom Rock) ---> A448 1. Name: Raptor 2. Monster's HP: 200/300 3. Monster's MP: 45 4. AP gained when monster is defeated: 32/64 5. Items stolen: 1x Soft/1x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp. 7. Gil earned: 48 8. Items bribed: Petrify Grenade for 2000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 18, 1, 1, 120,14, 15, 7, 0 11. Monster's el. info: Weak to ice, strong to fire and lightning 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Takes only half damage from fire and lightning, but is vulnerable to ice. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Def+3%, Slowward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Use Tidus for quick disposal. Esuna or Soft immediately if chr is petrified. --------------------------------------------------------------------------- 031 - RED ELEMENT (Mushroom Rock) ---> A449 1. Name: Red Element 2. Monster's HP: 450/675 3. Monster's MP: 130 4. AP gained when monster is defeated: 32/64 5. Items stolen: 1x Bomb Fragment/2x Bomb Fragment 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 55 8. Items bribed: Bomb Core for 4500 gil 9. Monster's status info: - Darkness, Petrify, Poison, Sleep, Zombie - 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 120,23, 1, 6, 15, 0, 0 11. Monster's el. info: Weak to ice, absorbs fire, strong to lightning and water 12. Monster's Sensor info: Fire elemental. Vulnerable to opposing element. 13. Monster's Scan info: Casts Fire. Physical attacks, hardly hurt it. Absorbs fire, so Blizzard is the way to go. 14. Monster's equip. dropped info: 1-2 slots, 0-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Firest., Piercing 16. Armor abilities: Fireproof, Fireward 17. Monster's attacks: a) Fire - FATT VS one chr - fire mgd 18. Monster strategy: Friend of fire, but hates ice. Use ice magic for quick kill. 19. Special note: Red Element is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 032 - THUNDER FLAN (Mushroom Rock) ---> A596 1. Name: Thunder Flan 2. Monster's HP: 450/675 3. Monster's MP: 50 4. AP gained when monster is defeated: 24/48 5. Items stolen: 1x Electro Marble/2x Electro Marble 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 50 8. Items bribed: Lightning Marble for 4500 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Md, Ag, Lu, Ev, Ac 1, 120,17, 1, 6, 15, 0, 0 11. Monster's el. info: Weak to water, absorbs lightning, strong to fire and ice 12. Monster's Sensor info: Lightning elemental. Vulnerable to opposing element. Resistant to physical attacks. 13. Monster's Scan info: Lightning-based. So soft, it's hard to damage physically. Weak against water, so blast it with Water. Don't use lightning, or it will recover HP. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Lightningst., Piercing 16. Armor abilities: Lightningproof, Lightningward 17. Monster's attacks: a) Thunder - LATT VS one chr - lightning mgd 18. Monster strategy: This guy likes shocking news, but hates sob stories. Use water magic. 19. Special note: Thunder Flan is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 033 - BASILISK (Djose Highroad) ---> A048 1. Name: Basilisk 2. Monster's HP: 2025/924 3. Monster's MP: 20 4. AP gained when monster is defeated: 140/210 5. Items stolen: 1x Petrify Grenade/1x Petrify Grenade 6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp. 7. Gil earned: 125 8. Items bribed: Petrify Grenade for 20250 gil 9. Monster's status info: - Confusion, Petrify - 20% Darkness, 20% Silence, 20% Sleep - 5% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 14, 1, 35, 1, 9, 15, 0, 0 11. Monster's el. info: Strong to lightning 12. Monster's Sensor info: Watch out for its Stone Gaze. 13. Monster's Scan info: Beware the third eye. Its Stone Gaze may cause petrification. If petrified, restore with Esuna or Soft. Kimahri can learn Stone Breath. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Piercing, Stonetouch, Str+3% 16. Armor abilities: MP+5%, Stoneward 17. Monster's attacks: a) Stone Gaze - VS one chr - inflicts Petrify b) 'Arm strike' - VS one chr - phd 18. Monster strategy: Esuna or Soft immediately if character is petrified. Trying to Provoke Basilisk will get you Stone Gazes only. --------------------------------------------------------------------------- 034 - BITE BUG (Djose Highroad) ---> A057 1. Name: Bite Bug 2. Monster's HP: 200/300 3. Monster's MP: 10 4. AP gained when monster is defeated: 40/80 5. Items stolen: 1x Antidote/1x Poison Fang 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 62 8. Items bribed: Poison Fang for 2000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 13, 1, 1, 1, 15, 15, 12, 0 11. Monster's el. info: Weak to ice 12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison. 13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to ice, so cast Blizzard to achieve Overkill. Attacks may inflict poison. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: MP+5%, Poisonward 17. Monster's attacks: a) 'Sting' - VS one chr - phd + Poison 18. Monster strategy: Use Wakka. If poisoned, use Esuna or Antidote. --------------------------------------------------------------------------- 035 - BUNYIP (Djose Highroad) ---> A076 1. Name: Bunyip 2. Monster's HP: 400/600 3. Monster's MP: 15 4. AP gained when monster is defeated: 48/96 5. Items stolen: 1x Hi-Potion/1x Hypello Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 97 8. Items bribed: Hypello Potion for 4000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 22, 1, 1, 120,6, 15, 0, 0 11. Monster's el. info: Weak to water and ice 12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the way to go. 13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to ice and water. Falls easily to piercing weapons. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Berserkward, Def+3% 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: Use Auron. Negate slow status with Esuna or Haste. 19. Special info: Bunyip is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 036 - GARM (Djose Highroad) ---> A228 1. Name: Garm 2. Monster's HP: 240/360 3. Monster's MP: 35 4. AP gained when monster is defeated: 48/96 5. Items stolen: 1x Hi-Potion/1x Sleeping Powder 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 88 8. Items bribed: Sleeping Powder for 2400 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 17, 1, 1, 120,16, 15, 7, 0 11. Monster's el. info: Weak to fire and lightning 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. It's vulnerable to lightning and fire. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Mdef+3%, Silenceward, Sleepward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's turns) 18. Monster strategy: Use Tidus. Wake sleeping chr up with Esuna. --------------------------------------------------------------------------- 037 - SIMURGH (Djose Highroad) ---> A498 1. Name: Simurgh 2. Monster's HP: 200/300 3. Monster's MP: 27 4. AP gained when monster is defeated: 48/96 5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 73 8. Items bribed: Smoke Bomb for 2000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 13, 1, 1, 1, 17, 15, 0, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Aerial. Magic attacks are the way to go. Watch out for darkness. 13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to fire, so use Fira to achieve Overkill. Attacks may inflict darkness. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Sensor, Piercing 16. Armor abilities: Darkward, Mdef+3% 17. Monster's attacks: a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's turns) 18. Monster strategy: Use Wakka. If he's darknessed, blast it away with Lulu's spells. --------------------------------------------------------------------------- 038 - SNOW FLAN (Djose Highroad) ---> A532 1. Name: Snow Flan 2. Monster's HP: 600/900 3. Monster's MP: 120 4. AP gained when monster is defeated: 48/96 5. Items stolen: 2x Antarctic Wind/2x Antarctic Wind 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 93 8. Items bribed: Arctic Wind for 6000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 120,19, 1, 7, 15, 0, 0 11. Monster's el. info: Weak to fire, absorbs ice, strong to lightning and water 12. Monster's Sensor info: Ice elemental. Vunerable to opposing element. Resistant to physical attacks. 13. Monster's Scan info: Ice-based. So soft, it's hard to damage physically. Weak against fire, but will absorb HP from ice. Casts Blizzard. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Icest., Piercing 16. Armor abilities: Iceproof, Iceward 17. Monster's attacks: a) Blizzard - IATT VS one chr - ice mgd 18. Monster strategy: Use Lulu's fire spells. 19. Special info: Snow Flan is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 039 - OCHU (Moonflow) ---> A402 1. Name: Ochu 2. Monster's HP: 7200/924 3. Monster's MP: 35 4. AP gained when monster is defeated: 180/270 5. Items stolen: 1x Remedy/2x Remedy 6. Items dropped: 1x/2x Power Sp.; 2x/4x Mana Sp. 7. Gil earned: 520 8. Items bribed: Remedy for 72000 gil 9. Monster's status info: - Berserk, Confusion, Darkness, Provoke, Zombie - 20% Silence, 20% Sleep - 5% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 22, 1, 14, 1, 6, 15, 0, 0 11. Monster's el. info: Weak to fire, absorbs water 12. Monster's Sensor info: Vulnerable to fire. 13. Monster's Scan info: When HP is low, it performs Ochu Dance, which inflicts darkness, silence, confusion and slow. Beware of its poison claws. Vulnerable to fire. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Poisontouch, Str+5% 16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward, Silenceward, Sleepward, Stoneward 17. Monster's attacks: a) Ochu Dance - VS all chrs - inflicts Darkness, Silence, Confusion and Slow (Darkness and Silence are lifted after three, Slow after five chr's turns) - starts using it once HP falls below 3599 HP b) 'Claw strike' - VS one chr - phd + Poison 18. Monster strategy: Don't joke around this enemy for too long. Once its HP is below 3599 HP (aka less than 50%), beware of Ochu Dance. If you get anything but confused, you'll be okay - Confusion is to be feared of. If you think you can't take it down, better escape. Or use Wakka's Sleep Attack / Buster, and then toast it with few fire spells. --------------------------------------------------------------------------- 040 - AEROUGE (Thunder Plains) ---> A009 1. Name: Aerouge 2. Monster's HP: 200/300 3. Monster's MP: 220 4. AP gained when monster is defeated: 92/184 5. Items stolen: 1x Electro Marble/1x Lightning Marble 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 144 8. Items bribed: Lightning Marble for 2000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 16, 120,11, 15, 13, 0 11. Monster's el. info: Weak to water 12. Monster's Sensor info: Aerial. Resistant to magic. 13. Monster's Scan info: Aerial and hard to hit. It's weak against water, but has high magic defence. The only attack it has is Thundara, so inflict silence to leave it powerless. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Lightningst., Piercing 16. Armor abilities: Lightningproof, Lightningward, Mdef+5% 17. Monster's attacks: a) Thundara - LATT VS one chr - lightning mgd 18. Monster strategy: Use Wakka. Use Lulu's water spells. --------------------------------------------------------------------------- 041 - BUER (Thunder Plains) ---> A075 1. Name: Buer 2. Monster's HP: 230/345 3. Monster's MP: 250 4. AP gained when monster is defeated: 92/184 5. Items stolen: 1x Hi-Potion/1x Musk 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 132 8. Items bribed: Musk for 2300 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 22, 120,12, 15, 12, 0 11. Monster's el. info: Weak to water 12. Monster's Sensor info: Aerial. Resistant to magic. Watch out for confusion. 13. Monster's Scan info: Aerial and hard to hit. Its weakness is water, but it has high magic defence. Its Gaze may cause confusion. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: MP+5%, Confuseward 17. Monster's attacks: a) 'Gaze' - NATT VS one chr - mgd + Confusion 18. Monster strategy: Use Wakka. Cure confusion with Esuna. --------------------------------------------------------------------------- 042 - GOLD ELEMENT (Thunder Plains) ---> A235 1. Name: Gold Element 2. Monster's HP: 1200/1800 3. Monster's MP: 180 4. AP gained when monster is defeated: 92/184 5. Items stolen: 1x Electro Marble/2x Electro Marble 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 107 8. Items bribed: Lightning Marble for 12000 gil 9. Monster's status info: - Darkness, Petrify, Poison, Sleep, Zombie - 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 120,32, 1, 7, 15, 0, 0 11. Monster's el. info: Weak to water, absorbs lightning, strong to fire and ice 12. Monster's Sensor info: Lightning elemental. Vulnerable to opposing element. 13. Monster's Scan info: Casts Thunder. Physical attacks hardly hurt it. Absorbs lightning, so use Watera for an Overkill. 14. Monster's equip. dropped info: 1-3 slots, 0-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Lightningst., Piercing 16. Armor abilities: Lightningproof, Lightningward 17. Monster's attacks: a) Thunder - LATT VS one chr - lightning mgd 18. Monster strategy: Sob stories, anyone? Use Lulu's water spells. 19. Special info: Gold Element is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 043 - IRON GIANT (Thunder Plains) ---> A278 1. Name: Iron Giant 2. Monster's HP: 3600/924 3. Monster's MP: 1 4. AP gained when monster is defeated: 800/1200 5. Items stolen: 1x Light Curtain/1x Light Curtain 6. Items dropped: 2x/4x Power Sp.; 3x/6x Power Sp. 7. Gil earned: 600 8. Items bribed: Stamina Tonic for 36000 gil 9. Monster's status info: - Berserk, Confusion, Silence, Threaten - 95% Blind, 50% Sleep - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 1, 1, 1, 7, 15, 0, 0 11. Monster's el. info: Strong to lightning 12. Monster's Sensor info: Dark Buster is effective, but beware its Reaper attack. 13. Monster's Scan info: Targets character with lowest HP. Beware its Reaper attack, whih hits all characters. No elemental weaknesses. Takes half damage from lightning. Use piercing weapons and Dark Buster. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 31% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Mag+10%, Piercing, Str+5%, Str+10% 16. Armor abilities: HP+5%, HP+10%, SOS Regen 17. Monster's attacks: a) 'Sword strike' - VS one chr - phd b) Reaper - VS all chrs - phd - used every fourth turn c) Leaping Swing - VS one chr - big phd (used when Provoked) 18. Monster strategy: Cast Protect over chr with least HP. Count rounds to Reaper (can't be evaded), then defend on that turn. Using Provoke will prompt Iron Giant to use only Leaping Swing... no more Reaper. 19. Special note: Iron Giant is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 044 - KUSARIQQU (Thunder Plains) ---> A291 1. Name: Kusariqqu 2. Monster's HP: 445/668 3. Monster's MP: 31 4. AP gained when monster is defeated: 92/184 5. Items stolen: 1x Hi-Potion/1x Silver Hourglass 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 112 8. Items bribed: Silver Hourglass for 4450 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 32, 1, 35, 120,7, 15, 0, 0 11. Monster's el. info: Weak to water 12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the way to go. Watch out for slow. 13. Monster's Scan info: Covered with hard scales. Physical and magic defence are high, but it's weak against water. Its attack may cause slow. Watch out for its lightning-based Breath, which hits all. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: HP+5%, Slowward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) b) 'Lightning breath' - LATT VS all chrs - lightning mgd 18. Monster strategy: Use Auron. Cast NulShock to nullify breath damage. 19. Special note: Kusariqqu is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 045 - LARVA (Thunder Plains) ---> A295 1. Name: Larva 2. Monster's HP: 1498/924 3. Monster's MP: 1000 4. AP gained when monster is defeated: 262/393 5. Items stolen: 1x Lunar Curtain/2x Lunar Curtain 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 330 8. Items bribed: Shining Thorn for 14980 gil 9. Monster's status info: - Berserk, Confusion, Darkness, Poison, Sleep, Slow - NS - Immune to Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 10, 40, 19, 45, 10, 15, 0, 0 11. Monster's el. info: Weak to water, absorbs lightning 12. Monster's Sensor info: Casts Thundara on itself to replenish HP and grow even more powerful. 13. Monster's Scan info: When HP is halved, it casts Thundara on itself to recover HP and increase magic power. Silence it with Silence Attack. It's vulnerable to water, so Watera is the way to go. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Piercing, Lightningst. 16. Armor abilities: Lightningward 17. Monster's attacks: a) Thundara - LATT VS one chr - lightning mgd - each time it casts Thundara on itself Magic is raised by 4 points - it can cast it 3 times max before Magic stat stops increasing b) Fire - FATT VS one chr - fire mgd 18. Monster strategy: Use Lulu's water spells, preferably Watera. Once Larva's HP is below half, hurry up and kill it. Else it'll use Thundara on itself to restore HP and to increase its Mag stat. Or Provoke it and it'll use a weak Fire spell.:) --------------------------------------------------------------------------- 046 - MELUSINE (Thunder Plains) ---> A359 1. Name: Melusine 2. Monster's HP: 265/405 3. Monster's MP: 65 4. AP gained when monster is defeated: 92/184 5. Items stolen: 1x Soft/1x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp. 7. Gil earned: 108 8. Items bribed: Petrify Grenade for 2650 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 20, 1, 1, 120,17, 15, 8, 0 11. Monster's el. info: Weak to ice, strong to fire and lightning 12. Monster's Sensor info: Very nimble. Resistant to magical attacks. Watch out for petrification and silence. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Takes only half damage from fire and lightning. Attacks may cause petrification and silence. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Def+3%, Slowward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Use Tidus. Esuna or Soft if chr gets petrified. --------------------------------------------------------------------------- 047 - QACTUAR (Thunder Plains) ---> A443 1. Name: Qactuar 2. Monster's HP: 500/750 3. Monster's MP: 1 4. AP gained when monster is defeated: 350/525 5. Items stolen: 1x Chocobo Feather/1x Chocobo Feather 6. Items dropped: 1x/2x Speed Sp.; 2x/4x Speed Sp. 7. Gil earned: 1500 8. Items bribed: Immune to Bribe 9. Monster's status info: - Berserk, Confusion, Break skills, Darkness, Delay skills, Silence, Zombie, Demi - 25% Death, 25% Petrify, 25% Poison, 80% Sleep - 1% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 19, 1, 1, 255,15, 15, 17, 0 11. Monster's el. info: NS 12. Monster's Sensor info: You'll get a treat if you can defeat it before it gets away. 13. Monster's Scan info: Beware of 1000 Needles, as it inflicts 1000 points of damage. Resistant to both physical and magical attacks. Runs away when HP is low. Threaten is recommended. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Initiative, Mag+5%, Piercing, Str+5% 16. Armor abilities: HP+5%, HP Stroll, MP Stroll 17. Monster's attacks: a) 'Kick' - VS one chr - phd b) 1000 Needles - STATT VS one chr - std c) Run away - just like the name implies 18. Monster strategy: Youngest one of the Force Trio. It may run away at *any* of its turns, not just when HP is low. If you Provoke it, Qactuar will be using 1000 Needles against Provoker until he/she is dead or Qactuar gets Threatened. Packs extreme Def, Mdef and Eva. On top of it it's immune to Break skills, Delay skills and Demi. Recommended is high powered Wakka with good Accuracy. 19. Special note: Qactuar is an armored enemy. There's no way to inflict any Breaks on Qactuar. --------------------------------------------------------------------------- 048 - BLUE ELEMENT (Macalania Forest) ---> A065 1. Name: Blue Element 2. Monster's HP: 1500/2250 3. Monster's MP: 220 4. AP gained when monster is defeated: 240/480 5. Items stolen: 2x Fish Scale/3x Fish Scale 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 180 8. Items bribed: Water Gem for 15000 gil 9. Monster's status info: - Darkness, Petrify, Poison, Sleep, Zombie - 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 120,27, 1, 9, 15, 0, 0 11. Monster's el. info: Weak to lightning, absorbs water, strong to fire and ice 12. Monster's Sensor info: Water elemental. Vulnerable to opposing element. 13. Monster's Scan info: Casts Watera. Physical attacks hardly hurt it. Absorbs water, so Thundara is the way to go. 14. Monster's equip. dropped info: 1-3 slots, 0-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Piercing, Waterst. 16. Armor abilities: Waterproof, Waterward 17. Monster's attacks: a) Watera - WATT VS one chr - water mgd 18. Monster strategy: Use Lulu's thunder spells. 19. Special info: Blue Element is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 049 - CHIMERA (Macalania Forest) ---> A092 1. Name: Chimera 2. Monster's HP: 5250/1432 3. Monster's MP: 130 4. AP gained when monster is defeated: 1220/1830 5. Items stolen: 1x Arctic Wind/1x Lightning Marble 6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp. 7. Gil earned: 970 8. Items bribed: Mana Tablet for 52500 gil 9. Monster's status info: - Confusion, Sleep - 20% Darkness, 20% Silence - 10% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 25, 1, 22, 1, 9, 15, 0, 0 11. Monster's el. info: Strong to fire and water 12. Monster's Sensor info: Darkness and silence work well. Vulnerable to Threaten. 13. Monster's Scan info: The snake casts Thundara, the bull Assaults, the hawk uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to Threaten, darkness, and silence. Kimahri can learn Aqua Breath. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing 16. Armor abilities: Mdef+10% 17. Monster's attacks: a) Thundara - LATT VS one chr - lightning mgd b) 'Assault' - GRATTP VS one chr - phd - tears off 25% current HP c) Aqua Breath - WATT & STATT VS all chrs - water std - ignores Mdef statistic d) Megiddo Flame - FATT VS one chr - fire mgd 18. Monster strategy: With right eq. this guy can't kill you. Reflect, Fireproof or better, Waterproof or better and you're set. If Provoked, Chimera will only use Thundara. --------------------------------------------------------------------------- 050 - IGUION (Macalania Forest) ---> A273 1. Name: Iguion 2. Monster's HP: 370/555 3. Monster's MP: 70 4. AP gained when monster is defeated: 240/480 5. Items stolen: 1x Soft/1x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp. 7. Gil earned: 138 8. Items bribed: Petrify Grenade for 3700 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 23, 1, 1, 120,19, 15, 8, 0 11. Monster's el. info: Weak to ice, strong to fire and water 12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for petrification and silence. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Takes only half damage from fire and water. Attacks may cause petrification and silence. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Def+5%, Slowward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Use Tidus. Esuna or Soft if chr is petrified. --------------------------------------------------------------------------- 051 - MURUSSU (Macalania Forest) ---> A379 1. Name: Murussu 2. Monster's HP: 580/870 3. Monster's MP: 20 4. AP gained when monster is defeated: 240/480 5. Items stolen: 1x Hi-Potion/1x Hypello Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 165 8. Items bribed: Hypello Potion for 5800 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 25, 1, 1, 120,7, 15, 0, 0 11. Monster's el. info: Weak to fire and lightning 12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. 13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to fire and lightning. Its Bash may inflict slow. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Berserkward, Def+5% 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: Use Auron. Negate Slow with Esuna or Haste. 19. Special info: Murussu is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 052 - XIPHOS (Macalania Forest) ---> A643 1. Name: Xiphos 2. Monster's HP: 2700/1432 3. Monster's MP: 5 4. AP gained when monster is defeated: 520/780 5. Items stolen: 1x Hi-Potion/1x Mega-Potion 6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp. 7. Gil earned: 220 8. Items bribed: Megalixir for 27000 gil 9. Monster's status info: - Poison, Sleep - 50% Darkness, 20% Silence - Immune to Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 20, 1, 1, 1, 17, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Occassionally succumbs to darkness. 13. Monster's Scan info: Very nimble. Darkness works, but Threaten is the way to go. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Piercing, SOS Overdrive, Str+3% 16. Armor abilities: Def+5 17. Monster's attacks: a) 'Swipe' - VS one chr - phd + Poison 18. Monster strategy: Beware of poison, otherwise hack away. --------------------------------------------------------------------------- 053 - WASP (Macalania Forest) ---> A622 1. Name: Wasp 2. Monster's HP: 360/540 3. Monster's MP: 30 4. AP gained when monster is defeated: 240/480 5. Items stolen: 1x Hi-Potion/1x Poison Fang 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 142 8. Items bribed: Poison Fang for 3600 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 17, 1, 1, 1, 18, 15, 13, 0 11. Monster's el. info: Weak to ice 12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison. 13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to ice, so cast Blizzara to achieve Overkill. Attacks may inflict poison. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: MP+10%, Poisonward 17. Monster's attacks: a) 'Sting' - VS one chr - phd + Poison 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 054 - EVIL EYE (Macalania Lake) ---> A187 1. Name: Evil Eye 2. Monster's HP: 310/465 3. Monster's MP: 300 4. AP gained when monster is defeated: 300/600 5. Items stolen: 1x Hi-Potion/1x Musk 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 205 8. Items bribed: Musk for 3100 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 26, 120,15, 15, 13, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Aerial. Resistant to magic. Watch out for confusion. 13. Monster's Scan info: Aerial and hard to hit. Its weakness is fire, but it has high magic defence. Its Gaze may cause confusion. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: Confuseward, MP+10% 17. Monster's attacks: a) 'Gaze' - NATT VS one chr - mgd + Confusion 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 055 - ICE FLAN (Macalania Lake) ---> A268 1. Name: Ice Flan 2. Monster's HP: 1350/2025 3. Monster's MP: 160 4. AP gained when monster is defeated: 300/600 5. Items stolen: 1x Arctic Wind/2x Arctic Wind 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 188 8. Items bribed: Ice Gem for 13500 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25 % Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 120,21, 1, 9, 15, 0, 0 11. Monster's el. info: Weak to fire, absorbs ice, strong to lightning and water 12. Monster's Sensor info: Ice elemental. Vulnerable to opposing element. Resistant to physical attacks. 13. Monster's Scan info: Ice-based. So soft, it's hard to damage physically. Weak against fire, but will absorb HP from ice. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Icest., Piercing 16. Armor abilities: Iceproof, Iceward 17. Monster's attacks: a) Blizzara - IATT VS one chr - ice mgd 18. Monster strategy: Use Lulu's fire spells. 19. Special info: Ice Flan is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 056 - MAFDET (Macalania Lake) ---> A317 1. Name: Mafdet 2. Monster's HP: 710/1065 3. Monster's MP: 25 4. AP gained when monster is defeated: 300/600 5. Items stolen: 1x Hi-Potion/1x Hypello Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 172 8. Items bribed: Hypello Potion for 7100 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 29, 1, 1, 120,9, 15, 0, 0 11. Monster's el. info: Weak to lightning and ice 12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. 13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high physical and magic defence. Vulnerable to lightning and ice. Its Bash may inflict slow. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Berserkward, Def+5% 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: Use Auron. 19. Special info: Mafdet is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 057 - SNOW WOLF (Macalania Lake) ---> A533 1. Name: Snow Wolf 2. Monster's HP: 400/600 3. Monster's MP: 50 4. AP gained when monster is defeated: 300/600 5. Items stolen: 1x Sleeping Powder/2x Sleeping Powder 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 192 8. Items bribed: Sleeping Powder for 4000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 20, 1, 1, 120,20, 15, 8, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Mdef+5%, Silenceward, Sleepward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's turns) 18. Monster strategy: Use Tidus. --------------------------------------------------------------------------- 058 - ALCYONE (Bikanel island) ---> A017 1. Name: Alcyone 2. Monster's HP: 430/645 3. Monster's MP: 42 4. AP gained when monster is defeated: 310/620 5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb 6. Items dropped: 1x/2x Speed Sp. & 1x/2x Al Bhed P.; 1x/2x Speed Sp. & 1x/2x Al Bhed P. 7. Gil earned: 240 8. Items bribed: Mega Phoenix for 4300 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 16, 1, 1, 1, 26, 15, 15, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Aerial. Magic attacks are the way to go. Watch out for darkness. 13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective. It's vulenrable to fire, so use Fira to achieve Overkill. Attacks may inflict darkness. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Piercing, Sensor 16. Armor abilities: Darkward, Mdef+5% 17. Monster's attacks: a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's turns) 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 059 - CACTUAR (Bikanel island) ---> A079 1. Name: Cactuar 2. Monster's HP: 800/1200 3. Monster's MP: 1 4. AP gained when monster is defeated: 8000/12000 5. Items stolen: 1x Chocobo Feather/1x Chocobo Wing 6. Items dropped: 2x/4x Speed Sp.; 3x/6x Speed Sp. 7. Gil earned: 1500 8. Items bribed: Immune to Bribe 9. Monster's status info: - Berserk, Break skills, Confusion, Darkness, Death, Delay skills, Demi, Petrify, Poison, Sleep, Silence, Threaten, Zombie - NS - Immune to Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 23, 1, 1, 255,24, 15, 20, 0 11. Monster's el. info: NS 12. Monster's Sensor info: You'll get a treat if you can defeat it before it gets away. 13. Monster's Scan info: Its 10000 Needles inflict 10000 points of damage. Resistant to both physical and magical attacks. Runs away when HP is low. Hard to defeat, but worth a lot of AP. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Initiative, Piercing 16. Armor abilities: HP+10%, HP Stroll, MP Stroll 17. Monster's attacks: a) 10000 Needles - STATT VS one chr - std b) 'Kick' - VS one chr - phd c) Run Away - just like the name implies 18. Monster strategy: Middle knight of the Force Trio. Extreme Def, Mdef, Eva, likes to run away and can't be threatened. But it can be provoked. In this case Provoker is sure to get KO-ed cos of 10000 Needles. Again Wakka with enough Str and Acc is recommended to kill it. 19. Special info: Cactuar is an armored enemy. You can't inflict any Break skills. --------------------------------------------------------------------------- 060 - MECH GUARD (Bikanel island) ---> A351 1. Name: Mech Guard 2. Monster's HP: 1280/1432 3. Monster's MP: 1 4. AP gained when monster is defeated: 310/465 5. Items stolen: 2x Grenade/3x Grenade 6. Items dropped: 1x/2x Hi-Potion; 1x/2x Hi-Potion 7. Gil earned: 600 8. Items bribed: Grenade for 12800 gil 9. Monster's status info: - Death, Poison, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 25, 1, 1, 1, 10, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Steal to inflict terminal malfunction. 13. Monster's Scan info: Same type of machina as the Workers in Luca. Stealing will cause a terminal malfunction, so leave it to Rikku. Vulnerable to lightning. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide 17. Monster's attacks: a) 'Stab' - VS one chr - phd 18. Monster strategy: Use Steal command. --------------------------------------------------------------------------- 061 - MECH GUNNER (Bikanel island) ---> A352 1. Name: Mach Gunner 2. Monster's HP: 2800/1432 3. Monster's MP: 1 4. AP gained when monster is defeated: 540/810 5. Items stolen: 1x Al Bhed Potion/2x Al Bhed Potion 6. Items dropped: 2x/4x Hi-Potion; 2x/4x Hi-Potion 7. Gil earned: 800 8. Items bribed: Al Bhed Potion for 28000 gil 9. Monster's status info: - Death, Poison, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 31, 10, 1, 10, 6, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Steal to inflict terminal malfunction. 13. Monster's Scan info: Ancient machina. Has higher HP than the Mech Guard, but Stealing parts will destroy it in one shot, so leave it to Rikku. Weak against lightning. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide, SOS Protect, SOS Reflect, SOS Shell 17. Monster's attacks: a) 'Punch' - VS one chr - phd 18. Monster strategy: Use Steal command. --------------------------------------------------------------------------- 062 - MUSHUSSU (Bikanel island) ---> A381 1. Name: Mushussu 2. Monster's HP: 680/1020 3. Monster's MP: 38 4. AP gained when monster is defeated: 310/620 5. Items stolen: 1x Hi-Potion/1x Silver Hourglass 6. Items dropped: 1x/2x Power Sp. & 1x/2x Al Bhed P.; 1x/2x Power Sp. & 1x/2x Al Bhed P. 7. Gil earned: 270 8. Items bribed: Gold Hourglass for 6800 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 36, 1, 42, 120,9, 15, 0, 0 11. Monster's el. info: Weak to ice, strong to fire 12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the way to go. Watch out for slow. 13. Monster's Scan info: Covered with hard scales. Physical and magic defence are high. It only takes half damage from fire, but it's weak against ice. Its attack may cause slow. Beware of its fire-based Breath, which hits all. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: HP+10%, Slowward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) b) 'Fire breath' - VS all chrs - fire mgd 18. Monster strategy: Use Auron. 19. Special info: Mushussu is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 063 - SANDRAGORA (Bikanel island) ---> A469 1. Name: Sandragora 2. Monster's HP: 12750/1432 3. Monster's MP: 3 4. AP gained when monster is defeated: 540/1080 5. Items stolen: 2x Remedy/10x Musk 6. Items dropped: 1x/2x Mana Sp. & 2x/4x Al Bhed P.; 1x/2x Mana Sp. & 2x/4x Al Bhed P. 7. Gil earned: 336 8. Items bribed: Remedy for 127500 gil 9. Monster's status info: - Confusion, Darkness, Power Break, Provoke, Silence, Slow, Threaten, Zombie - 25% Death, 25% Petrify, 25% Poison, 80% Sleep - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 25, 1, 1, 1, 12, 15, 0, 0 11. Monster's el. info: Weak to fire, absorbs water. 12. Monster's Sensor info: Absorbs water. 13. Monster's Scan info: Its Seed Burst doesn't hurt much, but may cause confusion. As a desert plant it absorbs water, but burns easily. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 6% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Piercing, Poisontouch, Str+3% 16. Armor abilities: HP+5%, HP+10%, Poisonward 17. Monster's attacks: a) Seed Burst - VS one chr - phd + Confusion 18. Monster strategy: Out with those Confuseward armors. Barrage the plant with fire spells. Only bring in chrs with low Str, that means Lulu, Rikku and whoever has low Str of the guys. --------------------------------------------------------------------------- 064 - SAND WOLF (Bikanel island) ---> A470 1. Name: Sand Wolf 2. Monster's HP: 450/675 3. Monster's MP: 55 4. AP gained when monster is defeated: 310/620 5. Items stolen: 2x Sleeping Powder/2x Sleeping Powder 6. Items dropped: 1x/2x Power Sp. & 1x/2x Al Bhed P.; 1x/2x Power Sp. & 1x/2x Al Bhed P. 7. Gil earned: 225 8. Items bribed: Sleeping Powder for 4500 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 23, 1, 1, 120,23, 15, 9, 0 11. Monster's el. info: Weak to fire and ice 12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for sleep and silence. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire and ice. Its attacks may cause sleep and silence. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Mdef+5%, Silenceward, Sleepward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's turns) 18. Monster strategy: Use Tidus. --------------------------------------------------------------------------- 065 - SAND WORM (Bikanel island) ---> A471 1. Name: Sand Worm 2. Monster's HP: 45000/1432 3. Monster's MP: 100 4. AP gained when monster is defeated: 2000/3000 5. Items stolen: 2x Shadow Gem/2x Stamina Spring 6. Items dropped: 2x/4x Ability Sp.; 1x/2x Lv1 Key Sp. 7. Gil earned: 1000 8. Items bribed: Winning Formula for 450000 gil 9. Monster's status info: - Berserk, Confusion, Death, Petrify, Provoke, Slow, Threaten, Zombie - 50% Darkness, 50% Power Break, 80% Sleep - 10% Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 5, 28, 5, 8, 15, 0, 0 11. Monster's el. info: Weak to water and ice, strong to fire 12. Monster's Sensor info: Watch out for Earthquake, which hits all. Inflict darkness to avoid its head butt. 13. Monster's Scan info: Watch out for its Eartquake, which hits all characters. If a character is Swallowed, he will be unavailable until the worm Regurtitates him back out. Try inflicting darkness and sleep. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Slowtouch, Str+5% 16. Armor abilities: Auto-Potion, HP+10% 17. Monster's attacks: a) 'Headbutt' - VS one chr - phd b) Swallow - CATT VS one chr - removes chr from battle for so long until Sand Worm is target of further five attacks - Swallow is used as counter after Sand Worm has been targeted for total of 10 times c) Regurgitate - removed chr is returned to battle - if removed chr was under any positive statuses, they are removed, even Auto-Life d) Readying Quake - signifies charge turn for Earthquake e) Earthquake - NATT VS all chrs - mgd - used every seventh turn 18. Monster strategy: Phew. Powerful in terms of HP, but slow. Go for darkness and sleep! Don't forget to poison it as well. 4500 HP lost can make a difference. Interesting side note: while Sand Worm is prepping for Earthquake, it's immune to Sleep. --------------------------------------------------------------------------- 066 - ZU (Bikanel island, this is first enemy Tidus encounters) ---> A660 1. Name: Zu 2. Monster's HP: 12000/12000 3. Monster's MP: 50 4. AP gained when monster is defeated: 1200/1800 5. Items stolen: 3x Smoke Bomb/4x Smoke Bomb 6. Items dropped: 1x/2x Power Sp. & 2x/4x Al Bhed P.; 1x/2x Power Sp. & 2x/4x Al Bhed P. 7. Gil earned: 1200 8. Items bribed: Immune to Bribe 9. Monster's status info: - Confusion, Death, Petrify, Provoke, Reflect, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence, 25% Poison - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 32, 20, 30, 20, 8, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Beware the Sonic Boom when its wings glow. 13. Monster's Scan info: High HP. Aerial, but so big that it's easy to hit. Its wings will start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and strong attacks, or else... 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Darktouch, Mag+3%, Piercing, Str+3% 16. Armor abilities: Darkward 17. Monster's attacks: a) 'Beak bash' - VS one chr - phd + Darkness (inflicted for three chr's turns) b) 'Wings start to glow' - signifies charge turn for Sonic Boom c) Sonic Boom - VS all chrs - phd - used every fifth turn d) 'Land' - once 66% of it HP is knocked off (Zu has 3999 HP or less), Zu will land - Sonic Boom can't be used anymore 18. Monster strategy: Use Dark Attack / Buster at all costs. This guy is powerful enough to knock out a chr with one strike if you haven't powered up enough. Otherwise think of it as beefed up Garuda. 19. Special info: If Zu, while still in the air, is hit with an attack that would kill it, it won't die straight away. First it'll fly down, and will have 1 HP of health restored. One more attack and it's gone. --------------------------------------------------------------------------- 067 - ZU (Bikanel island) ---> A660 1. Name: Zu 2. Monster's HP: 18000/1432 3. Monster's MP: 50 4. AP gained when monster is defeated: 1200/1800 5. Items stolen: 3x Smoke Bomb/4x Smoke Bomb 6. Items dropped: 1x/2x Power Sp. & 2x/4x Al Bhed P.; 2x/4x Power Sp. & 3x/6x Al Bhed P. 7. Gil earned: 1200 8. Items bribed: Skill Sphere for 180000 gil 9. Monster's status info: - Confusion, Death, Petrify, Provoke, Sleep, Threaten, Zombie - 95% Darkness, 20% Silence, 25% Poison - 25% Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 37, 20, 35, 20, 20, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Watch out for Sonic Boom when wings glow. 13. Monster's Scan info: High HP. Aerial, but so big that it's easy to hit. Its wings will start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and strong attacks, or else... 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Darktouch, Mag+3%, Piercing, Str+3% 16. Armor abilities: Darkward 17. Monster's attacks: a) 'Beak bash' - VS one chr - phd + Darkness (inflicted for three chr's turns) b) Charging - signifies charge turn for Sonic Boom c) Sonic Boom - VS all chrs - phd damage - used every fifth turn d) 'Land' - once 66% of its HP is knocked off (Zu has 5999 HP or less), Zu will land - Sonic Boom can't be used anymore 18. Monster strategy: Use Dark Attack / Buster at all costs. This guy is powerful enough to knock out a chr with one strike if you haven't powered up enough. Otherwise think of it as beefed up Garuda. 19. Special info: If Zu, while still in the air, is hit with an attack that would kill it, it won't die straight away. First it'll fly down, and will have 1 HP of health restored. One more attack and it's gone. --------------------------------------------------------------------------- 068 - ???, otherwise known as TREASURE CHEST (Bikanel island) ---> A666 1. Name: ??? 2. Monster's HP: 1/99999 3. Monster's MP: 1 4. AP gained when monster is defeated: N/A 5. Items stolen: Varies 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Just about every status - NS - Immune Poison - Immune to Doom 10. Monster's stats info: N/A 11. Monster's el. info: N/A 12. Monster's Sensor info: Steal to get the stuff inside. 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: N/A 18. Monster strategy: Just steal from it. --------------------------------------------------------------------------- 069 - BOMB (Al Bhed Home) ---> A066 1. Name: Bomb 2. Monster's HP: 2200/1432 3. Monster's MP: 45 4. AP gained when monster is defeated: 620/1240 5. Items stolen: 2x Bomb Core/3x Bomb Core 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 470 8. Items bribed: Fire Gem for 22000 gil 9. Monster's status info: - Eject, Sleep, Threaten - 20% Darkness, 20% Silence - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 20, 1, 17, 1, 11, 15, 0, 0 11. Monster's el. info: Weak to ice, absorbs fire 12. Monster's Sensor info: Retaliates with Self-Destruct when attacked three times. 13. Monster's Scan info: Retaliates with Self-Destruct against whoever attacks it a third time. Use NulBlaze if you can't defeat it before then. Vulnerable to ice, so use Blizzara. Kimahri can learn Self-Destruct. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Piercing 16. Armor abilities: Fireward 17. Monster's attacks: a) Fire - FATT VS one chr - fire mgd b) 'Grow' - CATT - if Bomb suffers damage or gains health, it'll grow two times c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Bomb suffers damage or gains health for third time, it'll use Self-Destruct vs chr that dealt third blow - requires two 'Grow'-s to charge d) 'Bash' VS one chr - phd 18. Monster strategy: Use ice magic. Cast NulBlaze if you can't kill it in three turns. --------------------------------------------------------------------------- 070 - CHIMERA (Al Bhed Home) ---> A092 1. Name: Chimera 2. Monster's HP: 9000/1432 3. Monster's MP: 200 4. AP gained when monster is defeated: 2000/3000 5. Items stolen: 3x Arctic Wind/3x Lightning Marble 6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp. 7. Gil earned: 980 8. Items bribed: Underdog's Secret for 90000 gil 9. Monster's status info: - Confusion, Poison, Sleep - 20% Darkness, 20% Silence - Immune to Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 1, 25, 1, 10, 15, 0, 0 11. Monster's el. info: Strong to fire and water 12. Monster's Sensor info: Darkness and silence work well. Vulnerable to Threaten. 13. Monster's Scan info: The snake casts Thundara, the bull Assaults, the hawk uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to Threaten, darkness, and silence. Kimahri can learn Aqua Breath. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing 16. Armor abilities: Mdef+10% 17. Monster's attacks: a) Thundara - LATT VS one chr - lightning mgd b) 'Assault' - GRATTP VS one chr - phd - tears off 25% current HP c) Aqua Breath - WATT & STATT VS all chrs - water std - ignores Mdef statistic d) Megiddo Flame - FATT VS one chr - fire mgd 18. Monster strategy: With right eq. this guy can't kill you. Reflect, Fireproof or better, Waterproof or better and you're set. --------------------------------------------------------------------------- 071 - DUAL HORN (Al Bhed Home) ---> A173 1. Name: Dual Horn 2. Monster's HP: 3795/1432 3. Monster's MP: 22 4. AP gained when monster is defeated: 820/1230 5. Items stolen: 1x Hi-Potion/1x Mega-Potion 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 520 8. Items bribed: Mega-Potion for 37950 gil 9. Monster's status info: - NS - 20% Silence - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 27, 1, 8, 1, 17, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Inflict darkness to evade its attacks. 13. Monster's Scan info: Its Gore is powerful, but inflict darkness or use Sleep Attack to avoid it easily. Kimahri can learn Fire Breath. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch 16. Armor abilities: HP+5%, HP+10% 17. Monster's attacks: a) 'Bash' - VS one chr - phd b) Gore - VS one chr - extreme phd 18. Monster strategy: Use Sleep or Darkness Attack. --------------------------------------------------------------------------- 072 - EVIL EYE (Al Bhed Home) ---> A187 1. Name: Evil Eye 2. Monster's HP: 430/645 3. Monster's MP: 310 4. AP gained when monster is defeated: 480/960 5. Items stolen: 1x Musk/2x Musk 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 280 8. Items bribed: Musk for 4300 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 25, 120,17, 15, 13, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Aerial creature with high magic defence. Beware of its confusion attack. 13. Monster's Scan info: Aerial and hard to hit. Vulnerable to fire, but has high magic defence. Its Gaze may cause confusion. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: Confuseward, MP+5% 17. Monster's attacks: a) 'Gaze' - NATT VS one chr - mgd + Confusion 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 073 - GUADO GUARDIAN (Al Bhed Home) ---> A245 1. Name: Guado Guardian 2. Monster's HP: 2600/1432 3. Monster's MP: 600 4. AP gained when monster is defeated: 540/1080 5. Items stolen: 1x Hi-Potion/2x X-Potion 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 380 8. Items bribed: X-Potion for 26000 gil 9. Monster's status info: - Berserk, Confusion, Magic Break, Sleep, Threaten - 25% Death, 20% Petrify, 25% Poison, 20% Silence - 25% Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 24, 1, 20, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Tries to nullify Lulu's magic. 13. Monster's Scan info: Controls fiends like Bombs and Chimeras. Tries to stop Lulu's magic with Silence and Confuse. Hit him with Silence Attack first to leave him helpless. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Mag+5%, Piercing, Sensor, Str+3%, Str+5% 16. Armor abilities: HP+5%, Mdef+3%, MP+5% 17. Monster's attacks: a) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns) b) Fira - FATT VS one chr - fire mgd c) Confuse - VS one chr - inflicts Confusion d) Reflect - casts it on one of fiends accompanying him in battle e) NulFrost - on himself and accompanying monsters - adds NulFrost f) Fire - FATT VS one chr - fire mgd 18. Monster strategy: Use Wakka to silence him, then dispatch him. --------------------------------------------------------------------------- 074 - WARRIOR MONK [with rifle] (Bevelle) ---> A619 1. Name: Warrior Monk 2. Monster's HP: 1400/2100 3. Monster's MP: 20 4. AP gained when monster is defeated: 420/840 5. Items stolen: 2x Hi-Potion/1x Purifying Salt 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 460 8. Items bribed: Immune to Bribe 9. Monster's status info: - Magic Break, Power Break, Provoke, Silence - 95% Darkness, 25% Petrify, 25% Poison, 50% Sleep, 25% Zombie - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 20, 1, 20, 1, 19, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Attacks single targets with Rifle. 13. Monster's Scan info: St. Bevelle sentry and soldier of Yevon. Attacks single targets with his rifle. Sleep attacks are the way to go. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Magic Counter, Piercing, Str+5% 16. Armor abilities: Deathward, Mdef+5% 17. Monster's attacks: a) 'Shot' - VS one chr - phd 18. Monster strategy: Use sleep attacks or Lulu's spells. --------------------------------------------------------------------------- 075 - WARRIOR MONK [with flamethrower] (Bevelle) ---> A619 1. Name: Warrior Monk 2. Monster's HP: 1400/2100 3. Monster's MP: 20 4. AP gained when monster is defeated: 420/840 5. Items stolen: 2x Hi-Potion/1x Purifying Salt 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 460 8. Items bribed: Immune to Bribe 9. Monster's status info: - Magic Break, Power Break, Provoke, Silence - 95% Darkness, 25% Petrify, 25% Poison, 50% Sleep, 25% Zombie - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 20, 1, 20, 1, 17, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Attacks multiple targets with flamethrower. 13. Monster's Scan info: St. Bevelle sentry and soldier of Yevon. Attacks multiple targets with his flamethrower for fire-based damage. Sleep attacks are the way to go. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Magic Counter, Piercing, Str+5% 16. Armor abilities: Deathward, Mdef+5% 17. Monster's attacks: a) 'Flame Shot' - FATT VS all chrs - fire mgd 18. Monster strategy: Equip fire-resistant equipment. --------------------------------------------------------------------------- 076 - YAT-99 (Bevelle) ---> A646 1. Name: YAT-99 2. Monster's HP: 2700/2108 3. Monster's MP: 1 4. AP gained when monster is defeated: 1870/2805 5. Items stolen: 1x Remedy/1x Ether 6. Items dropped: 1x/2x Phoenix Down; 1x/2x Mega Phoenix 7. Gil earned: 1300 8. Items bribed: Ether for 27000 gil 9. Monster's status info: - Berserk, Confusion, Death, Magic Break, Power Break, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 15 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 40, 1, 32, 120, 9, 15, 0, 0 11. Monster's el. info: Weak to fire and water 12. Monster's Sensor info: Close in to melee range by defeating front-line enemies first. 13. Monster's Scan info: Forbidden machina secretly used by Yevon. Hits multiple targtes when firing from a distance. 14. Monster's dropped info: 2-3 slots, 0-2 abilities already present, 11% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Mag+3%, Mag+5%, Piercing, Str+3%, Str+5%, Waterst. 16. Armor abilities: Fireward, Iceward, Lightningward, Waterward 17. Monster's attacks: a) 'Mortar' - VS one chr - phd b) 'Wild Mortar' - VS all chrs - phd - used only when your chrs are far from it 18. Monster strategy: Defeat enemies in front of it as soon as possible, so that you may engage in close combat. --------------------------------------------------------------------------- 077 - YKT-63 (Bevelle) ---> A649 1. Name: YKT-63 2. Monster's HP: 4200/2108 3. Monster's MP: 1 4. AP gained when monster is defeated: 1870/2805 5. Items stolen: 1x Remedy/1x Ether 6. Items dropped: 1x/2x Hi-Potion.; 1x/2x Mega-Potion 7. Gil earned: 1300 8. Items bribed: Elixir for 42000 gil 9. Monster's status info: - Berserk, Confusion, Death, Magic Break, Power Break, Petrify, Poison, Sleep, Slow, Threaten, Zombie - 95% Darkness - Immune to Poison - 15 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 1, 1, 60, 22, 15, 0, 0 11. Monster's el. info: Weak to fire and water 12. Monster's Sensor info: If it's the last enemy standing, it will unleash vicious Thrust Kick. 13. Monster's Scan info: Forbidden machina secretly used by Yevon. If it's the last enemy standing, it throws a mean Thrust Kick that ejects the target from battle. Kimahri can learn Thrust Kick. 14. Monster's equip. dropped info: 2-3 slots, 0-2 abilities already present, 11% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Mag+5%, Piercing, Str+3%, Str+5% 16. Armor abilities: Fireward, Iceward, Lightningward, Waterward 17. Monster's attacks: a) 'Dropkick' - VS one chr - phd b) Thrust Kick - VS one chr - Eject - chr attacked is gone from battle - used only if YKT-63 is last enemy standing 18. Monster strategy: Defeat this enemy first to avoid getting chrs to be knocked out. --------------------------------------------------------------------------- 078 - AQUA FLAN (Via Purifico) ---> A024 1. Name: Aqua Flan 2. Monster's HP: 2025/3038 3. Monster's MP: 1 4. AP gained when monster is defeated: 240/480 5. Items stolen: 2x Fish Scale/2x Dragon Scale 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 340 8. Items bribed: Water Gem for 20250 gil 9. Monster's status info: - Berserk, Confusion - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 100,22, 1, 9, 15, 0, 0 11. Monster's el. info: Weak to lightning, absorbs water 12. Monster's Sensor info: Water elemental. Vulnerable to opposing element. Resistant to physical attacks. 13. Monster's Scan info: Water-based. So soft, it's hard to damage physically. Weak against lightning, so blast it with Thunder. Water attacks heal it, so avoid using them. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Piercing, Waterst. 16. Armor abilities: Waterward 17. Monster's attacks: a) Watera - WATT VS one chr - water mgd 18. Monster strategy: Use Lulu's thunder spells. 19. Special info: Aqua Flan is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 079 - BAT EYE (Via Purifico) ---> A049 1. Name: Bat Eye 2. Monster's HP: 380/570 3. Monster's MP: 280 4. AP gained when monster is defeated: 240/480 5. Items stolen: 1x Hi-Potion/2x Silence Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 320 8. Items bribed: Silence Grenade for 3800 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 29, 120,16, 15, 13, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Aerial. Resistant to magic. 13. Monster's Scan info: Aerial and hard to hit. Vulnerable to fire, but has high magic defence. Its Gaze can inflict confusion. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Mag+3%, Mag+5%, Piercing, Str+3%, Str+5%, Waterst. 16. Armor abilities: Confuseward, MP+5% 17. Monster's attacks: a) 'Gaze' - NATT VS one chr - mgd + Confusion 18. Monster strategy: Use Lu's fire spells. --------------------------------------------------------------------------- 080 - CAVE IGUION (Via Purifico) ---> A087 1. Name: Cave Iguion 2. Monster's HP: 550/825 3. Monster's MP: 1 4. AP gained when monster is defeated: 240/480 5. Items stolen: 1x Soft/1x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp. 7. Gil earned: 300 8. Items bribed: Petrify Grenade for 5500 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 24, 1, 1, 120,21, 15, 9, 0 11. Monster's el. info: Weak to ice, strong to fire and water 12. Monster's Sensor info: Very nimble. Resistant to magic. 13. Monster's Scan info: Very nimble and hard to hit. It has high magic defence and takes half damage from fire and water. Sometimes inflicts petrification and silence. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Mag+3%, Mag+5%, Piercing, Str+3%, Str+5%, Waterst. 16. Armor abilities: Def+5%, Slowward 17. Monster's attacks: a) 'Bite' - VS one che - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Use magic, as Tidus is currently unavailable. --------------------------------------------------------------------------- 081 - MAZE LARVA (Via Purifico) ---> A349 1. Name: Maze Larva 2. Monster's HP: 2222/2108 3. Monster's MP: 1111 4. AP gained when monster is defeated: 1850/2775 5. Items stolen: 2x Fish Scale/2x Dragon Scale 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 620 8. Items bribed: Water Gem for 22220 gil 9. Monster's status info: - Berserk, Confusion, Death, Petrify, Poison, Sleep, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 11, 40, 24, 45, 14, 15, 0, 0 11. Monster's el. info: Weak to lightning, absorbs water 12. Monster's Sensor info: Casts Watera on itself to replenish HP and grow even more powerful. 13. Monster's Scan info: When HP is halved, it casts Watera on itself to recover HP and raise magic power. Use Silence Attack to silence it. Vulnerable to lightning, so Thundaga is the way to go. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Piercing, Sleeptouch 16. Armor abilities: Mdef+5%, Sleepward 17. Monster's attacks: a) Watera - WATT VS one chr - water mgd - may also cast it on itself to increase Magic and restore HP - each time it casts Watera on itself Magic is raised by 4 points - it can cast it 3 times max before Magic stat stops increasing b) Fire - FATT VS one chr - fire mgd 18. Monster strategy: Use Lulu's thunder spells. Provoke it to have it switch to Fire spells. --------------------------------------------------------------------------- 082 - SAHAGIN (Via Purifico) ---> A466 1. Name: Sahagin 2. Monster's HP: 1380/2070 3. Monster's MP: 20 4. AP gained when monster is defeated: 200/400 5. Items stolen: 2x Fish Scale/2x Dragon Scale 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 180 8. Items bribed: Water Gem for 13800 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 28, 15, 24, 1, 15, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Vulnerable to lightning. Slow on land. 13. Monster's Scan info: Although it's slow on land, watch out for its Water Spurt. Vulnerable to lightning. Cripple it early by inflicting darkness or sleep on it. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: HP+5%, Waterward 17. Monster's attacks: a) 'Water squirt' - WATT VS one chr - water mgd b) 'Swipe' - VS one chr - phd 18. Monster strategy: Use Lulu's thunder spells. --------------------------------------------------------------------------- 083 - SWAMP MAFDET (Via Purifico) ---> A581 1. Name: Swamp Mafdet 2. Monster's HP: 850/1275 3. Monster's MP: 1 4. AP gained when monster is defeated: 240/480 5. Items stolen: 1x Hi-Potion/1x Hypello Potion 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 290 8. Items bribed: Hypello Potion for 8500 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 1, 1, 120,6, 15, 0, 0 11. Monster's el. info: Weak to lightning and ice 12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. 13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high magic physical and magic defence. Vulnerable to lightning and ice. Its Bash sometimes inflicts slow. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Berserkward, Def+5% 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: Use Auron. 19. Special info: Swamp Mafdet is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 084 - OCTOPUS (Via Purifico) ---> A403 1. Name: Octopus 2. Monster's HP: 4500/2108 3. Monster's MP: 1 4. AP gained when monster is defeated: 750/1050 5. Items stolen: 2x Dragon Scale/2x Water Gem 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 220 8. Items bribed: Healing Spring for 45000 gil 9. Monster's status info: - Sleep, Threaten - NS - 25% Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 27, 1, 5, 1, 10, 15, 0, 0 11. Monster's el. info: Weak to lightning, absorbs water 12. Monster's Sensor info: Head is covered by a hard shell. 13. Monster's Scan info: Since it's covered by a hard shell, piercing weapons are the way to go. Magic defence is low, and it's also weak against lightning. Its attacks may inflict slow. 14. Monster's equip. dropped info: 1 slot, 0-1 ability already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst. 16. Armor abilities: HP+5%, Waterward 17. Monster's attacks: a) 'Tentacle bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: Use Rikku's attack items that deal thunder damage. 19. Special info: Octopus is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 085 - PHLEGYAS (Via Purifico) ---> A417 1. Name: Phlegyas 2. Monster's HP: 1680/2108 3. Monster's MP: 50 4. AP gained when monster is defeated: 650/975 5. Items stolen: 2x Dragon Scale/1x Water Gem 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 410 8. Items bribed: Healing Spring for 16800 gil 9. Monster's status info: - NS - 95% Silence, 95% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 26, 1, 33, 20, 12, 15, 0, 0 11. Monster's el. info: Weak to lightning, strong to fire and water 12. Monster's Sensor info: Watch out when it starts glowing. It releases Sonic Wave after the third pulse. 13. Monster's Scan info: It starts glowing when hit. After the 3rd pulse, it attacks with a Sonic Wave that hits all. Put it to sleep to prevent it from glowing. It takes only half damage from water. Weak against lightning. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5% 16. Armor abilities: Auto-Med, MP+10% 17. Monster's attacks: a) 'Slap' - VS one chr - phd b) Charging - CATT - signifies charge turns for Sonic Wave - appears when anything is done to Phlegyas c) Sonic Wave - NATT VS all chrs - mgd - requires three attacks on Phlegyas to charge 18. Monster strategy: Defeat it in less than three attacks to never see Sonic Wave. --------------------------------------------------------------------------- 086 - REMORA (Via Purifico) ---> A457 1. Name: Remora 2. Monster's HP: 3000/2108 3. Monster's MP: 22 4. AP gained when monster is defeated: 830/1245 5. Items stolen: 1x Dragon Scale/2x Dragon Scale 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 535 8. Items bribed: Water Gem for 30000 gil 9. Monster's status info: - Confusion, Sleep - 95% Darkness - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 30, 25, 1, 11, 15, 0, 0 11. Monster's el. info: Weak to lightning, strong to water 12. Monster's Sensor info: Watch out for Maelstrom. 13. Monster's Scan info: The more you attack it the sooner it casts Maelstrom. Takes half damage from water. Weak against lightning. Darkness and poison are the way to go. 14. Monster's equip. dropped info: 2-3 slots, 1-2 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Piercing, Str+3%, Str+5% 16. Armor abilities: Def+5%, Zombieward 17. Monster's attacks: a) 'Bite' - VS one chr - phd b) Maelstrom - NATT VS all chrs - mgd - used on first turn Remora gets with 999 HP or lower c) Rush - VS one chr - extreme phd 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 087 - SAHAGIN (Via Purifico) ---> A466 1. Name: Sahagin 2. Monster's HP: 380/570 3. Monster's MP: 20 4. AP gained when monster is defeated: 560/1120 5. Items stolen: 2x Fish Scale/1x Dragon Scale 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 200 8. Items bribed: Water Gem for 3800 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 13, 1, 1, 1, 18, 15, 0, 0 11. Monster's el. info: Weak to lightning, immune to water, strong to fire 12. Monster's Sensor info: Vulnerable to lightning. Slow on land. 13. Monster's Scan info: Very nimble, but attacks are weak. HP is also low, so it's no threat when it appears alone. Vulnerable to lightning. Cripple it early by inflicting darkness or sleep on it. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: HP+5%, Waterward 17. Monster's attacks: a) 'Bite' - VS one chr - phd 18. Monster strategy: This guy is a joke. --------------------------------------------------------------------------- 088 - ANACONDAUR (Calm Lands) ---> A020 1. Name: Anacondaur 2. Monster's HP: 5800/4060 3. Monster's MP: 70 4. AP gained when monster is defeated: 1380/2070 5. Items stolen: 1x Petrify Grenade/2x Petrify Grenade 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 750 8. Items bribed: Healing Water for 58000 gil 9. Monster's status info: - Confusion, Petrify, Slow - 25% Poison, 95% Sleep, 25% Zombie - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 27, 1, 48, 1, 16, 15, 0, 0 11. Monster's el. info: Absorbs lightning 12. Monster's Sensor info: Watch out for its Stone Gaze. 13. Monster's Scan info: The third eye's Stone Gaze often causes petrification. After taking multiple hits, it retaliates with Sonic Tail, which strikes all. Kimahri can learn Stone Breath. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Stonetouch, Str+5% 16. Armor abilities: Stoneward 17. Monster's attacks: a) 'Arm strike' - VS one chr - phd b) Stone Gaze - VS one chr - inflicts Petrification c) Sonic Tail - NATT VS all chrs - mgd 18. Monster strategy: Use Esuna or Soft if chr is petrified. If you Provoke it, get ready for Stone Gazes. --------------------------------------------------------------------------- 089 - CHIMERA BRAIN (Calm Lands) ---> A093 1. Name: Chimera Brain 2. Monster's HP: 9800/4060 3. Monster's MP: 250 4. AP gained when monster is defeated: 1200/1800 5. Items stolen: 1x Ice Gem/2x Lightning Gem 6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp. 7. Gil earned: 1000 8. Items bribed: Lv.4 Key Sp. for 98000 gil 9. Monster's status info: - Confusion, Death, Sleep - 20% Darkness, 25% Magic Break, 25% Poison, 95% Silence, 25% Zombie - 10% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 34, 10, 32, 10, 14, 15, 0, 0 11. Monster's el. info: Strong to fire and water 12. Monster's Sensor info: Darkness and silence work well. Vulnerable to Threaten. 13. Monster's Scan info: The snake casts lightning magic, the bull Assaults, the hawk uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to threaten, darkness and silence. Kimahri can learn Aqua Breath. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing 16. Armor abilities: Mdef+10% 17. Monster's attacks: a) Thundara - LATT VS one chr - lightning mgd b) 'Assault' - VS one chr - phd c) Aqua Breath - WATT & STATT VS all chrs - water std - ignores Mdef statistic d) Megiddo Flame - FATT VS one chr - fire mgd e) Thundaga - LATT VS one chr - lightning mgd 18. Monster strategy: Same stuff as regular Chimera with an exception of 'Assault' not being gravity based anymore. To disable multihit attacks, Provoke it. You'll now see Thundaga, but this be better than getting all three chrs hit, no? --------------------------------------------------------------------------- 090 - COEURL (Calm Lands) ---> A100 1. Name: Coeurl 2. Monster's HP: 6000/4060 3. Monster's MP: 480 4. AP gained when monster is defeated: 1300/1950 5. Items stolen: 1x Mana Spring/1x Mana Spring 6. Items dropped: 1x/2x Mana Sp.; 2x/4x Mana Sp. 7. Gil earned: 1100 8. Items bribed: Friend Sphere for 60000 gil 9. Monster's status info: - Petrify, Threaten - 25% Death, 25% Magic Break, 25% Poison, 95% Silence, 25% Sleep, 25% Zombie - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 38, 1, 26, 40, 18, 15, 0, 0 11. Monster's el. info: Strong to lightning and ice 12. Monster's Sensor info: Casts Drain and Blaster when low on HP. 13. Monster's Scan info: High magic attack and defence. Casts Thundara and Blizzara. Also casts Drain when HP is low. Beware of Blaster, since it's unblockable and causes petrification. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Deathtouch, Mag+5%, Mag+10%, Piercing, Str+5% 16. Armor abilities: Deathward, Def+10%, Mdef+10% 17. Monster's attacks: a) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns) b) Blizzara - IATT VS one chr - ice mgd c) Thundara - LATT VS one chr - lightning mgd d) Drain - VS one chr - mgd - amount of HP deducted is added to Coeurl - can be used once Coeurl has less than 33% HP e) Blaster - VS one chr - inflicts Petrify - can be used once Coeurl has less than 33% HP 18. Monster strategy: Stoneproof armors are must if you fight this guy. Once its HP is below 33%, it starts using Drain and Blaster. The latter petrifies your chr. Use Esuna or Soft. Do not use Provoke or you'll be sorry. --------------------------------------------------------------------------- 091 - FLAME FLAN (Calm Lands) ---> A213 1. Name: Flame Flan 2. Monster's HP: 1500/2250 3. Monster's MP: 200 4. AP gained when monster is defeated: 480/960 5. Items stolen: 1x Fire Gem/2x Fire Gem 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 448 8. Items bribed: Fire Gem for 15000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 180,20, 1, 6, 15, 0, 0 11. Monster's el. info: Weak to ice, absorbs fire, strong to lightning and ice 12. Monster's Sensor info: Fire elemental. Vulnerable to opposing element. Resistant to physical attacks. 13. Monster's Scan info: Fire-based. So soft, it's hard to damage physically. Weak against ice, but absorbs HP from fire. Casts Firaga. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Piercing, Firest. 16. Armor abilities: Fireproof, Fireward 17. Monster's attacks: a) Firaga - FATT VS one chr - fire mgd 18. Monster strategy: Use Lulu's ice spells. 19. Special note: Flame Flan is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 092 - MALBORO (Calm Lands) ---> A334 1. Name: Malboro 2. Monster's HP: 27000/4060 3. Monster's MP: 1 4. AP gained when monster is defeated: 2200/3300 5. Items stolen: 1x Remedy/1x Remedy 6. Items dropped: 2x/4x Mana Sp.; 2x/4x Mana Sp. 7. Gil earned: 1500 8. Items bribed: Wings to Discovery for 270000 gil 9. Monster's status info: - Confusion, Berserk, Darkness, Death, Haste, Petrify, Poison, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 32, 1, 32, 1, 10, 15, 0, 0 11. Monster's el. info: Weak to fire, immune to water and ice 12. Monster's Sensor info: Watch out for its Bad Breath, which causes multiple status effects. 13. Monster's Scan info: Its Bad Breath inflicts multiple status effects on all characters. Guard against the status effects with armor and attack with fire. Kimahri can learn Bad Breath. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Darktouch, Piercing, Poisontouch, Silencetouch, Sleeptouch 16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward, Silenceward, Sleepward, Stoneward 17. Monster's attacks: a) Bad Breath - VS all chrs - inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness (Silence, Darkness and Slow are lifted after three chr's turns) b) 'Squirt' - VS one chr - phd 18. Monster strategy: My most liked enemy.:) Unlike Great Malboro, Malboro doesn't use Bad Breath on first turn. Bad Breath is used after Malboro has been a target of seven attacks (healing it also counts as an attack). Therefore, after you hit it seven times, expect to see Bad Breath on first turn it gets. You *should* have a protection against Confuse and Berserk. All other statuses are manageable. --------------------------------------------------------------------------- 093 - MECH SCOUTER (Calm Lands) ---> A355 1. Name: Mech Scouter 2. Monster's HP: 2750/4125 3. Monster's MP: 1 4. AP gained when monster is defeated: 480/720 5. Items stolen: 3x Grenade/4x Grenade 6. Items dropped: 1x/2x Hi-Potion; 1x/2x Mega-Potion 7. Gil earned: 384 8. Items bribed: Door to Tomorrow for 27500 gil 9. Monster's status info: - Death, Poison, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 1, 1, 1, 14, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Steal to inflict terminal malfunction. 13. Monster's Scan info: Higher HP and strength than the ones in the Sanubia Desert. Steal to inflict terminal malfunction. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide 17. Monster's attacks: a) 'Arm slash' - VS one chr - phd 18. Monster strategy: Just steal from it. --------------------------------------------------------------------------- 094 - MECH SCOUTER [burning one] (Calm Lands) ---> A355 1. Name: Mech Scouter 2. Monster's HP: 2750/4125 3. Monster's MP: 1 4. AP gained when monster is defeated: 530/795 5. Items stolen: 3x Grenade/3x Grenade 6. Items dropped: 1x/2x Hi-Potion; 1x/2x Mega-Potion 7. Gil earned: 215 8. Items bribed: Door to Tomorrow for 27500 gil 9. Monster's status info: - Death, Poison, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 30, 1, 1, 1, 14, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Steal to inflict terminal malfunction. 13. Monster's Scan info: Higher HP and strength than the ones in the Sanubia Desert. Steal to inflict terminal malfunction. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide 17. Monster's attacks: a) 'Arm slash' - VS one chr - phd 18. Monster strategy: Just steal from it. --------------------------------------------------------------------------- 095 - NEBIROS (Calm Lands) ---> A384 1. Name: Nebiros 2. Monster's HP: 700/1050 3. Monster's MP: 65 4. AP gained when monster is defeated: 480/960 5. Items stolen: 1x Poison Fang/2x Poison Fang 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 320 8. Items bribed: Poison Fang for 7000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 22, 1, 1, 1, 22, 15, 16, 0 11. Monster's el. info: Weak to ice 12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison. 13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to ice, so cast Blizzaga to achieve Overkill. Attacks may inflict Poison. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Poisonward 17. Monster's attacks: a) 'Sting' - VS one chr - phd + Poison 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 096 - OGRE (Calm Lands) ---> A404 1. Name: Ogre 2. Monster's HP: 9400/4060 3. Monster's MP: 3 4. AP gained when monster is defeated: 1080/1620 5. Items stolen: 1x Stamina Spring/2x Stamina Spring 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 980 8. Items bribed: Stamina Spring for 94000 gil 9. Monster's status info: - Power Break, Slow - 95% Darkness, 25% Death, 25% Petrify, 25% Poison, 95% Sleep, 25% Zombie - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 28, 1, 1, 1, 17, 15, 0, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Be careful if it puts up its dukes. 13. Monster's Scan info: When it puts up its dukes, it will respond to physical attacks with mighty counter-attack. Fire-based attacks are the way to go. 14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Counter-attack, Mag+5%, Piercing, Str+5% 16. Armor abilities: HP+10%, SOS Haste 17. Monster's attacks: a) 'Punch' - VS one chr - phd b) 'Double Punch' - VS one chr - extreme phd c) 'Raise hands' - CATT - once Ogre has 4699 HP or lower, it'll raise its hands - any physical attack will prompt Ogre to counterattack with 'Punch' - will lower its hands after three turns 18. Monster strategy: Attack normally until it raises hands. Then blast it with spells. --------------------------------------------------------------------------- 097 - SHRED (Calm Lands) ---> A488 1. Name: Shred 2. Monster's HP: 1950/2925 3. Monster's MP: 30 4. AP gained when monster is defeated: 480/960 5. Items stolen: 1x Hypello Potion/2x Hypello Potion 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 368 8. Items bribed: Hypello Potion for 19500 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 35, 1, 1, 180,10, 15, 0, 0 11. Monster's el. info: Weak to fire, strong to lightning, water and ice 12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the way to go. Watch out for slow. 13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high magic physical and magic defence. Vulnerable to fire, but takes only half damage from other elements. Its Bash may inflict slow. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Berserkward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: Use Auron. 19. Special note: Shred is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 098 - SKOLL (Calm Lands) ---> A509 1. Name: Skoll 2. Monster's HP: 1000/1500 3. Monster's MP: 60 4. AP gained when monster is defeated: 480/960 5. Items stolen: 1x Dream Powder/2x Dream Powder 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 420 8. Items bribed: Dream Powder for 10000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 28, 1, 1, 180,28, 15, 10, 0 11. Monster's el. info: Weak to fire and lightning 12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for sleep and silence. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire and lightning. Its attacks may cause sleep and silence. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Silenceward, Sleepward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's turns) 18. Monster strategy: Use Tidus. --------------------------------------------------------------------------- 099 - DARK ELEMENT (Cave of St.F.) ---> A123 1. Name: Dark Element 2. Monster's HP: 1800/2700 3. Monster's MP: 280 4. AP gained when monster is defeated: 810/1620 5. Items stolen: 1x Shining Thorn/2x Shining Thorn 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 520 8. Items bribed: Return Sphere for 18000 gil 9. Monster's status info: - Darkness, Petrify, Poison, Sleep, Zombie - 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 190,30, 1, 11, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: No elemental weaknesses. Casts Reflect on itself. 13. Monster's Scan info: No elemental weaknesses and physical attacks hardly hurt it. Casts Reflect on itself. If its Reflect is dispeled, it retaliates with Bio, Osmose, and Drain. 14. Monster's equip. dropped info: 1 slot, 0-1 ability already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Fireward, Iceward, Lightningward, Lightningproof, Waterward 17. Monster's attacks: a) Reflect - on itself - adds Reflect b) Drain - VS one chr - mgd - amount of HP deducted is added to Dark Element c) Osmose - VS one chr - amount of MP deducted is added to Dark Element d) Bio - VS one chr - inflicts Poison e) Fira - FATT VS one chr - fire mgd f) Blizzara - IATT VS one chr - ice mgd g) Thundara - LATT VS one chr - lightning mgd h) Watera - WATT VS one chr - water mgd 18. Monster strategy: Dispelling Reflect is a bit risky cos of nasty spells it may cast afterwards. It doesn't have much HP anyway. So dispel Reflect, than attack with magic. Did you know that if you Provoke the guy, it'll no longer be able to use anything? It'll just float there, doing nothing. 19. Special note: Dark Element is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 100 - DEFENDER (Cavern of St.F.) ---> A147 1. Name: Defender 2. Monster's HP: 12000/4060 3. Monster's MP: 1 4. AP gained when monster is defeated: 2700/4050 5. Items stolen: 1x Lunar Curtain/2x Lunar Curtain 6. Items dropped: 2x/4x Power Sp.; 2x/4x Power Sp. 7. Gil earned: 1300 8. Items bribed: Stamina Tablet for 120000 gil 9. Monster's status info: - Confusion, Death, Petrify, Poison, Power Break, Sleep, Slow, Threaten, Zombie - 95% Darkness - Immune to Poison - 10 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 40, 1, 5, 1, 11, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Low magic defence. 13. Monster's Scan info: Strength and defence are high. There is a 1/2 chance of the monster using Haymaker, so be sure to raise your defence. Use magic often, since its magic defence is low. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Piercing, Str+3%, Str+5% 16. Armor abilities: Def+10%, SOS Protect 17. Monster's attacks: a) 'Punch' - VS one chr - phd b) Haymaker - VS one chr - extreme phd 18. Monster strategy: Defender X's younger bro. Darkness it, then hack away. Break its armor, too. 19. Special note: Defender is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 101 - EPAAJ (Cavern of St.F.) ---> A181 1. Name: Epaaj 2. Monster's HP: 8700/4060 3. Monster's MP: 25 4. AP gained when monster is defeated: 970/1455 5. Items stolen: 1x Hi-Potion/2x Hi-Potion 6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp. 7. Gil earned: 950 8. Items bribed: Farplane Wind for 87000 gil 9. Monster's status info: - Poison, Power Break, Sleep - 95% Darkness, 20% Silence - Immune to Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 28, 20, 1, 20, 28, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Watch out for poison. 13. Monster's Scan info: Very nimble. Its claws can inflict poison. Inflicting darkness or Threaten on it are the way to go. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5% 16. Armor abilities: Def+5% 17. Monster's attacks: a) 'Swipe' - VS one chr - phd + Poison b) Blades - VS one chr - extreme phd - used every eighth turn 18. Monster strategy: Put it to sleep. --------------------------------------------------------------------------- 102 - GHOST (Cavern of St.F.) ---> A232 1. Name: Ghost 2. Monster's HP: 9999/4060 3. Monster's MP: 350 4. AP gained when monster is defeated: 1450/2175 5. Items stolen: 2x Phoenix Down/1x Farplane Shadow 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 840 8. Items bribed: Mega Phoenix for 99990 gil 9. Monster's status info: - Armor Break, Berserk, Confusion, Darkness, Death, Mental Break, Petrify, Poison, Provoke, Sleep, Slow, Threaten, Zombie - 95% Silence - Immune to Poison - 7 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 120,33, 1, 14, 15, 0, 0 11. Monster's el. info: Weak to holy, the other affinities vary 12. Monster's Sensor info: Casts Doom at the beginning of battle. 13. Monster's Scan info: Casts Doom at the beginning of battle. Defeat it before the countdown runs out to avoid KO. Its elemental weaknesses change every battle. Kimahri can learn Doom. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Piercing, Mag+5%, Mag+10% 16. Armor abilities: Deathward, MP+10%, No Encounters 17. Monster's attacks: a) Doom - VS one chr - inflicts Doom b) Fira - FATT VS one chr - fire mgd c) Blizzara - IATT VS one chr - ice mgd d) Thundara - LATT VS one chr - lightning mgd e) Watera - WATT VS one chr - water mgd 18. Monster strategy: Not dangerous. First turn it's Doom (immune to it if chr is wearing Ribbon). You now have 5 turns to defeat it before affected chr dies. Use Piercing weapons to damage him normally (Armor Break its armor) and then kill it. Elemental affinities change from battle to battle. 19. Special note: Ghost is an armored enemy. Piercing and Banishing Blade are the way to go. --------------------------------------------------------------------------- 103 - IMP (Cavern of St.F.) ---> A274 1. Name: Imp 2. Monster's HP: 880/1320 3. Monster's MP: 300 4. AP gained when monster is defeated: 770/1540 5. Items stolen: 1x Lightning Gem/2x Lightning Gem 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 610 8. Items bribed: Lv.1 Key Sp. for 8800 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 25, 180,24, 15, 16, 0 11. Monster's el. info: Weak to water 12. Monster's Sensor info: Aerial. Resistant to magic. 13. Monster's Scan info: Aerial and hard to hit. It's weak against water, but has high magic defence. The only attack it has is Thundaga, so inflict silence to leave it powerless. 14. Monster's equip. dropped info: 1 slot, 1 ability already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Lightningst., Piercing 16. Armor abilities: Ligthningproof, Lightningward 17. Monster's attacks: a) Thundaga - LATT VS one chr - lightning mgd 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 104 - MAGIC URN (Cavern of St.F.) ---> A333 1. Name: Magic Urn 2. Monster's HP: 999999/N/A 3. Monster's MP: 9999 4. AP gained when monster is defeated: N/A 5. Items stolen: 1x Potion 6. Items dropped: N/A 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Break skills, Darkness, Death, Delay skills, Demi, Doom, Haste, Nul skills, Petrification, Poison, Protect, Provoke, Reflect, Regen, Shell, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 200 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 255,40, 255,0, 0, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Hit the correct eye for prizes! 13. Monster's Scan info: Hit the correct target to win items. The wrong target ends a battle with a bang. Damage is substantial, so be sure to heal. Seven fabulous prizes in all, while supplies last. 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) Bingo! - CATT - if you hit the right eye, you'll get an item b) Wrong! - CATT & NATT VS all chrs - mgd - hitting the wrong eye results in Magic Urn destroying itself, damaging your chrs as well c) Self-Destruct - CATT & NATT VS all chrs - mgd - if you steal from it, it'll Self-Destruct 18. Monster strategy: If you hit the right eye, you'll get a prize. If you hit the wrong eye, Magic Urn will explode. If you steal from it, it'll Self- Destruct. The only way to kill Magic Urn is thru Zanmato, but you don't receive anything. BTW, items you receive are Elixir, Phoenix Down, Soul Spring, Stamina Tablet, Silver Hourglass, Frag Grenade or Light Curtain. --------------------------------------------------------------------------- 105 - MECH HUNTER (Cavern of St.F.) ---> A353 1. Name: Mech Hunter 2. Monster's HP: 5500/4060 3. Monster's MP: 1 4. AP gained when monster is defeated: 820/1230 5. Items stolen: 1x Al Bhed Potion/2x Al Bhed Potion 6. Items dropped: 1x/2x Phoenix Down; 1x/2x Mega Phoenix 7. Gil earned: 673 8. Items bribed: Al Bhed Potion for 55000 gil 9. Monster's status info: - Death, Poison, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 36, 10, 1, 10, 8, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Steal to inflict terminal malfunction. 13. Monster's Scan info: Higher HP and strength than the ones in the Sanubia Desert. Steal to inflict terminal malfunction. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide, SOS Protect, SOS Reflect, SOS Shell 17. Monster's attacks: a) 'Punch' - VS one chr - phd 18. Monster strategy: Just steal from it. --------------------------------------------------------------------------- 106 - NIDHOGG (Cavern of St.F.) ---> A388 1. Name: Nidhogg 2. Monster's HP: 2000/3000 3. Monster's MP: 46 4. AP gained when monster is defeated: 810/1620 5. Items stolen: 1x Hi-Potion/1x Gold Hourglass 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 602 8. Items bribed: Gold Hourglass for 20000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 43, 1, 50, 180,10, 15, 0, 0 11. Monster's el. info: Weak to ice, strong to fire 12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the way to go. Watch out for slow. 13. Monster's Scan info: Covered with hard scales. Physical and magic defence are high. It only takes hald damage from fire, but it's weak against ice. Its attack may cause slow. Beware of its fire-based Breath, which hits all. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Slowward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) b) 'Fire breath' - FATT VS all chrs - fire mgd 18. Monster strategy: Use Auron. --------------------------------------------------------------------------- 107 - THORN (Cavern of St.F.) ---> A588 1. Name: Thorn 2. Monster's HP: 4080/4060 3. Monster's MP: 120 4. AP gained when monster is defeated: 830/1660 5. Items stolen: 2x Silence Grenade/1x Ether 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 530 8. Items bribed: Turbo Ether for 40800 gil 9. Monster's status info: - Berserk, Confusion, Darkness, Magic Break, Poison, Silence, Zombie - 25% Death, 25% Petrify, 95% Sleep - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 25, 1, 8, 15, 0, 0 11. Monster's el. info: Weak to fire, strong to lightning, water and ice 12. Monster's Sensor info: Counters physical attacks with Pollen, which induces sleep and darkness. 13. Monster's Scan info: Casts Fira. Putting it to sleep is effective. Releases sleep- and darkness- inducing Pollen when hit by a weapon. Vulnerable to fire. 14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+3%, Mag+5%, Piercing, Sleeptouch, Str+3%, Str+5% 16. Armor abilities: MP+5%, Sleepward 17. Monster's attacks: a) Fira - FATT VS one chr - fire mgd b) Pollen - CATT VS all chrs - inflicts Sleep and Darkness (inflicted for three chr's turns) 18. Monster strategy: Attack with magic. --------------------------------------------------------------------------- 108 - TONBERRY (Cavern of St.F.) ---> A597 1. Name: Tonberry 2. Monster's HP: 13500/4060 3. Monster's MP: 1 4. AP gained when monster is defeated: 6500/9750 5. Items stolen: 1x Hi-Potion/1x Farplane Shadow 6. Items dropped: 1x/2x Power Sp.; 1x/2x Lv.2 Key Sp. 7. Gil earned: 2000 8. Items bribed: Amulet for 135000 gil 9. Monster's status info: - Berserk, Break skills, Confusion, Darkness, Death, Delay skills, Eject, Petrify, Poison, Provoke, Silence, Slow, Threaten, Zombie - 20% Sleep - Immune to Poison - 25 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 40, 10, 43, 10, 14, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Advances closer four times. Defeat it before then or else... 13. Monster's Scan info: After four waddles, he stabs with his Chef's Knofe. His counter-attack Karma deals damage based on the number of enemies that character has defeated. 14. Monster's equip. dropped info: 2-3 slots, 0-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Deathtouch, Piercing, Slowtouch 16. Armor abilities: Deathward 17. Monster's attacks: a) Karma - CATT & STATT VS one chr - std - damage dealt is amount of enemies killed (by that particular character) x 10 - can not be used after Tonberry takes four 'Walk forward' - if chr killed no enemies, damage dealt is zero b) 'Walk forward' - will do so for 4 turns c) 'Chef's knife' - VS one chr - phd d) Voodoo - VS Aeon - if Aeon is Tonberry's opponent, it will use Voodoo 18. Monster strategy: Either you wait that Tonberry comes close four times and then you unload on it, or put it to sleep, then blast it with spells. If Tonberry is awake, anything you do to it may prompt Tonberry to use Karma. --------------------------------------------------------------------------- 109 - VALAHA (Cavern of St.F.) ---> A610 1. Name: Valaha 2. Monster's HP: 8700/4060 3. Monster's MP: 29 4. AP gained when monster is defeated: 1320/1980 5. Items stolen: 1x Hi-Potion/2x Hi-Potion 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 720 8. Items bribed: X-Potion for 87000 gil 9. Monster's status info: - Death, Magic Break, Slow - 95% Darkness, 25% Petrify, 25% Poison, 80% Sleep - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 36, 1, 21, 1, 23, 15, 0, 0 11. Monster's el. info: Strong to fire 12. Monster's Sensor info: Inflict darkness to evade its attacks. 13. Monster's Scan info: Inflict darkness to hinder its attacks. Its Flame Ball is a powerful fire attack that hits all, but it needs to Charge before it's released. Kimahri can learn Fire Breath. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch 16. Armor abilities: HP+10% 17. Monster's attacks: a) Charging - signifies charge turn for Flame Ball b) Flame Ball - FATT VS all chrs - fire mgd - requires one turn to charge c) 'Bash' - VS one chr - phd d) Gore - VS one chr - extreme phd 18. Monster strategy: Use Wakka. Cast NulBlaze before Flame Ball. --------------------------------------------------------------------------- 110 - YOWIE (Cavern of St.F.) ---> A650 1. Name: Yowie 2. Monster's HP: 900/1350 3. Monster's MP: 95 4. AP gained when monster is defeated: 810/1620 5. Items stolen: 1x Soft/1x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp. 7. Gil earned: 480 8. Items bribed: Petrify Grenade for 9000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 26, 1, 1, 180,29, 15, 10, 0 11. Monster's el. info: Weak to ice, strong to fire, lightning and water 12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for petrification and silence. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Takes only half damage from fire, lightning and water. Attacks may cause petrification and silence. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Slowward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Use Tidus. --------------------------------------------------------------------------- 111 - ACHELOUS (Gagazet) ---> A006 1. Name: Achelous 2. Monster's HP: 5100/7500 3. Monster's MP: 85 4. AP gained when monster is defeated: 730/1095 5. Items stolen: 2x Water Gem/1x Healing Spring 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 420 8. Items bribed: Healing Spring for 51000 gil 9. Monster's status info: - Slow, Threaten - 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 33, 10, 52, 20, 20, 15, 0, 0 11. Monster's el. info: Weak to lightning, immune to water, strong to fire 12. Monster's Sensor info: Watch out when it starts glowing. It releases Sonic Wave after the third pulse. 13. Monster's Scan info: It starts glowing when hit. After the 3rd pulse, it attacks with a Sonic Wave. Put it to sleep to prevent it from glowing. It takes no damage from water, but is weak against lightning. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Mag+10%, Piercing, Str+5% 16. Armor abilities: Auto-Med, MP+10% 17. Monster's attacks: a) 'Slap' - VS one chr - phd b) Charging - CATT - signifies charge turns for Sonic Wave - appears when anything is done to Achelous c) Sonic Wave - NATT VS all chrs - mgd - requires three attacks on Achelous to charge 18. Monster strategy: Defeat it with three attacks and no Sonic Wave for you. --------------------------------------------------------------------------- 112 - AHRIMAN (Gagazet) ---> A011 1. Name: Ahriman 2. Monster's HP: 2800/4200 3. Monster's MP: 400 4. AP gained when monster is defeated: 2200/4400 5. Items stolen: 2x Musk/3x Musk 6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp. 7. Gil earned: 650 8. Items bribed: Farplane Wind for 28000 gil 9. Monster's status info: - Darkness - 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 38, 180,24, 15, 18, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Aerial. Resistant to magic. Watch out for confusion. 13. Monster's Scan info: Aerial and hard to hit. It has high magic defence and no elemental weaknesses. Its Gaze may cause confusion. It also has Ultrasonics, which strikes all characters. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: Confuseward 17. Monster's attacks: a) 'Gaze' - NATT VS one chr - mgd + Confusion b) 'Ultrasonics' - NATT VS all chrs - mgd 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 113 - BANDERSNATCH (Gagazet) ---> A044 1. Name: Bandersnatch 2. Monster's HP: 1800/2700 3. Monster's MP: 75 4. AP gained when monster is defeated: 820/1640 5. Items stolen: 2x Dream Powder/3x Dream Powder 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 880 8. Items bribed: Dream Powder for 18000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 32, 1, 1, 180,32, 15, 11, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for sleep and silence. 13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also high. Defeat it quickly to avoid damage. Vulnerable to fire. Its attacks may cause sleep and silence. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Mag+3%, Piercing, Str+3%, Waterst. 16. Armor abilities: Silenceward, Sleepward 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's turns) 18. Monster strategy: Use Tidus. --------------------------------------------------------------------------- 114 - BASHURA (Gagazet) ---> A047 1. Name: Bashura 2. Monster's HP: 17000/6972 3. Monster's MP: 5 4. AP gained when monster is defeated: 1860/2790 5. Items stolen: 1x Soul Spring/2x Soul Spring 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 730 8. Items bribed: Stamina Spring for 170000 gil 9. Monster's status info: - Death, Power Break - 95% Darkness, 50% Petrify, 25% Poison, 80% Sleep, 20% Threaten, 25% Zombie - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 34, 45, 1, 1, 16, 15, 0, 0 11. Monster's el. info: Weak to fire 12. Monster's Sensor info: Be careful if it puts up its dukes. 13. Monster's Scan info: When it puts up its dukes, it will respond to physical attacks with a mighty counter. Use magic and poison to soften it up. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Counter-attack, Mag+5%, Piercing, Str+5% 16. Armor abilities: HP+10%, SOS Haste 17. Monster's attacks: a) 'Punch' - VS one chr - phd b) 'Double Punch' - VS one chr - extreme phd c) 'Raise hands' - CATT - once Bashura has 8499 HP or lower, it'll raise its hands - any physical attack will prompt Bashura to counterattack with 'Punch' - will lower them after three turns d) Psych Up - on itself - whenever used, raises Bashura's Str by 2 points 18. Monster strategy: Attack normally until it raises its hands. Then toast it with spells. --------------------------------------------------------------------------- 115 - BEHEMOTH (Gagazet) ---> A050 1. Name: Behemoth 2. Monster's HP: 23000/6972 3. Monster's MP: 480 4. AP gained when monster is defeated: 6540/9810 5. Items stolen: 1x Ether/1x Mana Tablet 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 1350 8. Items bribed: Lv.2 Key Sp. for 230000 gil 9. Monster's status info: - Armor Break, Berserk, Confusion, Darkness, Death, Delay Skills, Mental Break, Petrify, Silence, Slow, Threaten - 50% Poison, 80% Power Break, 80% Sleep, 25% Zombie - 25% Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 43, 1, 37, 1, 23, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Watch out for Heave. 13. Monster's Scan info: Its Thundara, Heave, and claw attacks are deadly. One good hit will knock you out. Kimahri can learn Mighty Guard. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, SOS Overdrive, Str+5%, Zombietouch 16. Armor abilities: SOS Protect, SOS Reflect, SOS Shell 17. Monster's attacks: a) Thundara - LATT VS one chr - lightning mgd b) Heave - VS one chr - extreme phd c) 'Claw swipe' - VS one chr - phd 18. Monster strategy: Ouch. Use Provoke and while that character is guarding, have other two hack away at Behemoth until it dies. Good thing it doesn't have a desperation move. --------------------------------------------------------------------------- 116 - DARK FLAN (Gagazet) ---> A124 1. Name: Dark Flan 2. Monster's HP: 12800/19200 3. Monster's MP: 250 4. AP gained when monster is defeated: 3750/7500 5. Items stolen: 1x Star Curtain/2x Star Curtain 6. Items dropped: 1x/2x Mana Sp.; 2x/4x Mana Sp. 7. Gil earned: 1080 8. Items bribed: White Magic Sp. for 128000 gil 9. Monster's status info: - Berserk, Confusion, Death, Delay Skills, Petrify, Poison, Provoke, Sleep - 20% Darkness, 80% Silence, 95% Slow - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 220,30, 200,11, 15, 0, 0 11. Monster's el. info: Strong to fire, lightning, water and ice 12. Monster's Sensor info: No elemental weaknesses. Resistant to physical attacks. 13. Monster's Scan info: Resistant to physical attacks and cuts all elemental damage by half. Casts non-elemental magic like Demi, Bio, Flare, Osmose and Drain. Kimahri can learn White Wind. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing 16. Armor abilities: MP+10%, MP+20% 17. Monster's attacks: a) Demi - GRATT VS all chrs - tears off 25% current HP b) Bio - VS one chr - inflicts Poison c) Flare - NATT VS one chr - mgd d) Drain - VS one chr - mgd - amount of HP deducted is added to Dark Flan e) Osmose - VS one chr - amount of MP deducted is added to Dark Flan f) White Wind - CATT - uses on itself as a counter to some of your party's attacks 18. Monster strategy: This guy is annoying. Likes to heal itself with White Wind after you attack it. Armor Break it, then proceed with physicals. 19. Special note: Dark Flan is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 117 - GRAT (Gagazet) ---> A238 1. Name: Grat 2. Monster's HP: 4000/6000 3. Monster's MP: 25 4. AP gained when monster is defeated: 980/1960 5. Items stolen: 4x Antidote/3x Remedy 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 520 8. Items bribed: Remedy for 40000 gil 9. Monster's status info: - Darkness, Delay Skills, Slow, Zombie - 50% Death, 25% Petrify, 25% Poison, 20% Silence, 80% Sleep - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 28, 50, 1, 50, 12, 15, 0, 0 11. Monster's el. info: Weak to fire, immune to water 12. Monster's Sensor info: Vulnerable to fire. 13. Monster's Scan info: Its Seed Cannon packs quite a punch. Seed Burst doesn't do much damage, but may inflict confusion on characters. Vulnerable to fire. Kimahri can learn Seed Cannon. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 6% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Poisontouch, Str+5% 16. Armor abilities: HP+5%, HP+10%, Poisonward 17. Monster's attacks: a) Seed Cannon - VS one chr - phd b) Seed Burst - VS one chr - phd + Confusion 18. Monster strategy: Grat alternates between Seed Cannon and Seed Burst. Wear Confuseproof armors, and use fire spells. --------------------------------------------------------------------------- 118 - GRENADE (Gagazet) ---> A241 1. Name: Grenade 2. Monster's HP: 7500/5384 3. Monster's MP: 63 4. AP gained when monster is defeated: 1350/2700 5. Items stolen: 2x Fire Gem/3x Fire Gem 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 540 8. Items bribed: Shining Gem for 75000 gil 9. Monster's status info: - Eject, Slow, Threaten, Zombie - 95% Darkness, 50% Death, 50% Petrify, 25% Poison, 95% Silence - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 26, 1, 24, 150,17, 15, 0, 0 11. Monster's el. info: Weak to ice, absorbs fire 12. Monster's Sensor info: Retaliates with Self-Destruct when attacked three times. 13. Monster's Scan info: Retaliates with Self-Destruct against whoever attacks it a third time. Weak against ice, but has high magic defence, so use Mental Break and your best ice magic. Kimahri can learn Self-Destruct. 14. Monster's equip. dropped info: 2-3 slots, 1-2 abilities already present, 15% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Piercing, Firest. 16. Armor abilities: Fireproof, Fireward 17. Monster's attacks: a) Firaga - FATT VS one chr - fire mgd b) 'Grow' - CATT - if Grenade suffers damage, it'll grow two times c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Grenade suffers damage for third time, it'll use Self-Destruct vs chr that dealt third blow - requires two 'Grow'-s to charge d) 'Bash' - VS one chr - phd 18. Monster strategy: Freeze away with Lulu's ice spells. --------------------------------------------------------------------------- 119 - GRENDEL (Gagazet) ---> A243 1. Name: Grendel 2. Monster's HP: 9500/6972 3. Monster's MP: 62 4. AP gained when monster is defeated: 2600/3900 5. Items stolen: 1x Hi-Potion/1x Mega-Potion 6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp. 7. Gil earned: 730 8. Items bribed: Mega-Potion for 95000 gil 9. Monster's status info: - Magic Break, Slow - 95% Darkness, 50% Death, 25% Petrify, 25% Poison, 80% Sleep, 25% Zombie - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 41, 50, 23, 1, 31, 15, 0, 0 11. Monster's el. info: Strong to fire 12. Monster's Sensor info: Inflict darkness to evade its attacks. Piercing weapons are the way to go. 13. Monster's Scan info: Inflict darkness to hinder its attacks. Its Flame Ball is a powerful fire attack that hits all, but it needs to Charge before it's released. Use poison and piercing weapons. Kimahri can learn Fire Breath. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch 16. Armor abilities: HP+10% 17. Monster's attacks: a) Charging - signifies charge turn for Flame Ball b) Flame Ball - FATT VS all chrs - fire mgd - requires one turn to charge c) 'Bash' - VS one chr - phd d) Gore - VS one chr - extreme phd 18. Monster strategy: Use Auron. Cast NulBlaze before Flame Ball. 19. Special note: Grendel is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 120 - MAELSPIKE (Gagazet) ---> A316 1. Name: Maelspike 2. Monster's HP: 10000/7500 3. Monster's MP: 35 4. AP gained when monster is defeated: 600/900 5. Items stolen: 2x Water Gem/3x Water Gem 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 330 8. Items bribed: Attribute Sphere for 100000 gil 9. Monster's status info: - Confusion, Sleep, Slow, Threaten - 20% Darkness - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 40, 50, 33, 1, 14, 15, 0, 0 11. Monster's el. info: Weak to lightning, immune to water 12. Monster's Sensor info: Watch out for Maelstrom. 13. Monster's Scan info: The more you attack it the sooner it casts Maelstrom. Immune to water and weak against lightning. Darkness and poison are the way to go. 14. Monster's equip. dropped info: 2-4 slots, 1-2 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Piercing, Str+3%, Str+5% 16. Armor abilities: Def+5%, Def+10%, Zombieward 17. Monster's attacks: a) 'Bite' - VS one chr - phd b) Maelstrom - NATT VS all chrs - mgd c) Rush - VS one chr - extreme phd 18. Monster strategy: Just use whatever. --------------------------------------------------------------------------- 121 - MANDRAGORA (Gagazet) ---> A340 1. Name: Mandragora 2. Monster's HP: 31000/5384 3. Monster's MP: 120 4. AP gained when monster is defeated: 6230/9345 5. Items stolen: 2x Remedy/3x Remedy 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 1200 8. Items bribed: Return Sphere for 310000 gil 9. Monster's status info: - Berserk, Confusion, Darkness, Provoke, Slow, Threaten, Zombie - 50% Death, 25% Petrify, 25% Poison, 95% Silence, 80% Sleep - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 34, 12, 40, 15, 13, 15, 0, 0 11. Monster's el. info: Weak to fire, absorbs water 12. Monster's Sensor info: Vulnerable to fire. 13. Monster's Scan info: The more damage it takes, the sooner it uses Earthquake. Its Ochu Dance inflicts darkness, silence, confusion and slow. Also beware of poison. Vulnerable to fire. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Poisontouch, Str+5% 16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward, Silenceward, Sleepward, Stoneward 17. Monster's attacks: a) Ochu Dance - VS all chrs - inflicts Darkness, Silence, Confuse and Slow - is used once Mandragora has 15499 or less HP remaining (Darkness and Silence are lifted after three, Slow after five chr's turns) b) 'Claw swipe' - VS one chr - phd + Poison c) Earthquake - VS all chrs - phd - used after Mandragora has been a target of ten attacks 18. Monster strategy: Wear Confuseproof armors. Use Sleep Buster and then toast it with fire spells. --------------------------------------------------------------------------- 122 - MECH DEFENDER (Gagazet) ---> A350 1. Name: Mech Defender 2. Monster's HP: 8700/5384 3. Monster's MP: 1 4. AP gained when monster is defeated: 950/1425 5. Items stolen: 2x Al Bhed Potion/3x Al Bhed Potion 6. Items dropped: 1x/2x Phoenix Down; 1x/2x Mega Phoenix 7. Gil earned: 880 8. Items bribed: Al Bhed Potion for 87000 gil 9. Monster's status info: - Death, Poison, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 40, 15, 1, 10, 7, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Steal to inflict terminal malfunction. 13. Monster's Scan info: Abandoned machina from ages past. Higher HP and defence than the Mech Leader. Steal to inflict terminal malfunction. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide, SOS Protect, SOS Reflect, SOS Shell 17. Monster's attacks: a) 'Punch' - VS one chr - phd 18. Monster strategy: Just steal from it. --------------------------------------------------------------------------- 123 - MECH LEADER (Gagazet) ---> A354 1. Name: Mech Leader 2. Monster's HP: 3700/5550 3. Monster's MP: 1 4. AP gained when monster is defeated: 830/1245 5. Items stolen: 2x Grenade/2x Frag Grenade 6. Items dropped: 1x/2x Hi-Potion; 1x/2x Mega-Potion 7. Gil earned: 530 8. Items bribed: Door to Tomorrow for 37000 gil 9. Monster's status info: - Death, Poison, Sleep, Threaten, Zombie - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 31, 5, 28, 5, 19, 15, 0, 0 11. Monster's el. info: Weak to lightning 12. Monster's Sensor info: Steal to inflict terminal malfunction. 13. Monster's Scan info: Abandoned machina from ages past. Its Electrocute attack inflicts severe lightning damage. Steal to terminate immediately. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide 17. Monster's attacks: a) Electrocute - LATT VS one chr - lightning mgd b) 'Punch' - VS one chr - phd 18. Monster strategy: Just steal from it. --------------------------------------------------------------------------- 124A - 1x SPLASHER (Gagazet) ---> A558 1. Name: Splasher 2. Monster's HP: 200/900 3. Monster's MP: 2 4. AP gained when monster is defeated: 140/280 5. Items stolen: 1x Grenade/1x Frag Grenade 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 100 8. Items bribed: Dragon Scale for 2000 gil 9. Monster's status info: - Poison, Sleep - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 14, 1, 1, 1, 20, 15, 10, 0 11. Monster's el. info: Weak to lightning, immune to water, strong to fire 12. Monster's Sensor info: Watch out for Self-Destruct. 13. Monster's Scan info: When defeated, it sometimes inflicts damage on its attacker with Self-Destruct. 14. Monster's equip. dropped info: 1 slot, 0-1 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst. 16. Armor abilities: Def+3%, HP+5% 17. Monster's attacks: a) 'Bite' - VS one chr - phd b) Self-Destruct - VS one chr - phd - used sometimes as a dying move 124B - 2x SPLASHER (Gagazet) ---> A558 1. Name: Splasher 2. Monster's HP: 400/900 3. Monster's MP: 4 4. AP gained when monster is defeated: 300/600 5. Items stolen: 1x Grenade/1x Frag Grenade 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 140 8. Items bribed: Dragon Scale for 4000 gil 9. Monster's status info: - Poison, Sleep - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 19, 1, 1, 1, 17, 15, 8, 0 11. Monster's el. info: Weak to lightning, immune to water, strong to fire 12. Monster's Sensor info: Watch out for poison. 13. Monster's Scan info: Acts in pairs. May inflict poison when it bites. 14. Monster's equip. dropped info: 1 slot, 0-1 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst. 16. Armor abilities: Def+3%, HP+5% 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Poison 124C - 3x SPLASHER (Gagazet) ---> A558 1. Name: Splasher 2. Monster's HP: 600/900 3. Monster's MP: 6 4. AP gained when monster is defeated: 440/880 5. Items stolen: 1x Grenade/1x Frag Grenade 6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp. 7. Gil earned: 200 8. Items bribed: Dragon Scale for 6000 gil 9. Monster's status info: - Poison, Sleep - 20% Darkness, 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 24, 1, 1, 1, 15, 15, 6, 0 11. Monster's el. info: Weak to lightning, immune to water, strong to fire 12. Monster's Sensor info: Watch out for poison. 13. Monster's Scan info: Acts in groups of three. May inflict poison when it bites. 14. Monster's equip. dropped info: 1 slot, 0-1 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst. 16. Armor abilities: Def+3%, HP+5% 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Poison 18. Monster strategy: If together with Achelous or Maelspike, defeat Splashers first. On their own Splashers are big laugh otherwise. --------------------------------------------------------------------------- 125 - DEFENDER Z (Z. Ruins) ---> A149 1. Name: Defender Z 2. Monster's HP: 42300/8848 3. Monster's MP: 1 4. AP gained when monster is defeated: 6000/9000 5. Items stolen: 2x Lunar Curtain/2x Lunar Curtain 6. Items dropped: 1x/2x Lv.2 Key Sp.; 1x/2x Lv.3 Key Sp. 7. Gil earned: 2400 8. Items bribed: Designer Wallet for 423000 gil 9. Monster's status info: - Confusion, Darkness, Death, Delay skills, Petrify, Poison, Power Break, Silence, Sleep, Slow, Zombie - 20% Darkness - Immune to Poison - 10 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 45, 70, 5, 70, 16, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Mental Break works well. 13. Monster's Scan info: Strength, physical, and magic defence are high. There is a 1/2 chance of the monster using Haymaker. When HP is low, it also releases Blast Punch, which delays turns. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Piercing, Str+5%, Str+10% 16. Armor abilities: Def+10%, SOS Protect 17. Monster's attacks: a) Blast Punch - GRATTP VS one chr - tears off 50% current HP and delays next turn - can be used after Defender's HP is 21149 or less b) Haymaker - VS one chr - extreme phd c) 'Punch' - VS one chr - phd 18. Monster strategy: Use Provoke. 19. Special note: Defender Z is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 126 - FALLEN MONK [with rifle] (Z. Ruins) ---> A198 1. Name: Fallen Monk 2. Monster's HP: 3300/4950 3. Monster's MP: 1 4. AP gained when monster is defeated: 1200/2400 5. Items stolen: 2x Candle of Life/1x Purifying Salt 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 540 8. Items bribed: Immune to Bribe 9. Monster's status info: - Berserk, Confusion, Death, Delay skills, Magic Break, Power Break, Provoke, Silence, Slow, Threaten, Zombie - 95% Darkness, 50% Petrify, 50% Poison, 80% Sleep - 25% Poison - 15 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 28, 40, 33, 40, 27, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Zombie. Vulnerable to healing magic and items. 13. Monster's Scan info: A soldier who continues to protect the Yevon Dome even after death. His rifle hits single targets. He can inflict zombie status, so watch out. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Magic Counter, Piercing, Str+5% 16. Armor abilities: Mdef+5%, Zombieward 17. Monster's attacks: a) 'Shot' - VS one chr - phd + Zombie 18. Monster strategy: Use Phoenix Down on it. --------------------------------------------------------------------------- 127 - FALLEN MONK [with flamethrower] (Z. Ruins) ---> A198 1. Name: Fallen Monk 2. Monster's HP: 3300/4950 3. Monster's MP: 1 4. AP gained when monster is defeated: 1200/2400 5. Items stolen: 2x Candle of Life/1x Purifying Salt 6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp. 7. Gil earned: 540 8. Items bribed: Immune to Bribe 9. Monster's status info: - Berserk, Confusion, Death, Delay skills, Magic Break, Power Break, Provoke, Silence, Slow, Threaten, Zombie - 95% Darkness, 50% Petrify, 50% Poison, 80% Sleep - 25% Poison - 15 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 28, 40, 33, 40, 22, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Zombie. Vulnerable to healing magic and items. 13. Monster's Scan info: A soldier who continues to protect the Yevon Dome even after death. Attacks all targets with his flamethrower for fire-based damage. 14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Magic Counter, Piercing, Str+5% 16. Armor abilities: Mdef+5%, Zombieward 17. Monster's attacks: a) 'Flame Shot' - FATT VS all chrs - fire mgd 18. Monster strategy: Use Phoenix Down on it. --------------------------------------------------------------------------- 128 - YAT-97 (Z. Ruins) ---> A645 1. Name: YAT-97 2. Monster's HP: 3700/5550 3. Monster's MP: 1 4. AP gained when monster is defeated: 3200/4800 5. Items stolen: 3x Holy Water/2x Ether 6. Items dropped: 2x/4x Phoenix Down; 1x/2x Mega Phoenix 7. Gil earned: 1080 8. Items bribed: Ether for 37000 gil 9. Monster's status info: - Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Magic Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Threaten, Zombie - NS - Immune to Poison - 15 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 41, 1, 38, 120,12, 15, 0, 0 11. Monster's el. info: Weak to fire and water 12. Monster's Sensor info: Close in to melee range by defeating front-line enemies first. 13. Monster's Scan info: Hits multiple targets when firing from a distance. Immune to delay skills. 14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present, 11% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5% 16. Armor abilities: Fireward, Iceward, Lightningward, Waterward 17. Monster's attacks: a) 'Mortar' - VS one chr - phd b) 'Wild mortar' - VS all chrs - phd - can only be used when fighting from distance 18. Monster strategy: Blast it with magic. Or defeat enemies before it quickly to disable it from firing 'Wild mortar'. --------------------------------------------------------------------------- 129 - YKT-11 (Z. Ruins) ---> A648 1. Name: YKT-11 2. Monster's HP: 6200/8848 3. Monster's MP: 1 4. AP gained when monster is defeated: 3200/4800 5. Items stolen: 3x Holy Water/2x Ether 6. Items dropped: 2x/4x Hi-Potion; 1x/2x Mega-Potion 7. Gil earned: 1080 8. Items bribed: Elixir for 62000 gil 9. Monster's status info: - Berserk, Break skills, Confusion, Death, Delay skills, Petrify, Poison, Silence, Sleep, Threaten, Zombie - 95% Darkness - Immune to Poison - 15 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 34, 1, 1, 60, 25, 15, 0, 0 11. Monster's el. info: Weak to fire and ice 12. Monster's Sensor info: If it's the last enemy standing, it will unleash a vicious Thrust Kick. 13. Monster's Scan info: If it's the last enemy standing, it throws a mean Thrust Kick that ejects the target from battle. Immune to delay techniques. Kimahri can learn Thrust Kick. 14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present, 11% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5% 16. Armor abilities: Fireward, Iceward, Lightningward, Waterward 17. Monster's attacks: a) 'Dropkick' - VS one chr - phd b) Thrust Kick - VS one chr - Ejects character attacked from battle 18. Monster strategy: Defeat it before any other enemies. --------------------------------------------------------------------------- 130 - ADAMANTOISE (Inside S.) ---> A008 1. Name: Adamantoise 2. Monster's HP: 54400/11036 3. Monster's MP: 40 4. AP gained when monster is defeated: 12500/18750 5. Items stolen: 1x Healing Water/1x Stamina Tablet 6. Items dropped: 2x/4x Power Sp.; 4x/8x Power Sp. 7. Gil earned: 2200 8. Items bribed: Special Sphere for 544000 gil 9. Monster's status info: - Death, Delay skills, Magic Break, Power Break, Slow, Threaten, Zombie - 20% Darkness, 80% Petrify, 75% Poison, 20% Silence, 20% Sleep - 5% Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 38, 90, 31, 90, 15, 15, 0, 0 11. Monster's el. info: Absorbs fire 12. Monster's Sensor info: Covered by a hard shell. 13. Monster's Scan info: Protected by a hard shell. Attacks multiple targets with its fire-based Breath. Armor Break and Mental Break are the way to go. 14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Half MP Cost, Piercing 16. Armor abilities: HP+20%, SOS Protect, SOS Shell 17. Monster's attacks: a) 'Bash' - VS one chr - phd b) Breath - FATT VS all chrs - fire mgd c) Earthquake - NATT VS all chrs - mgd 18. Monster strategy: Break its armor, then unload on it. Do not try using Provoke (Breath will be used). 19. Special note: Adamantoise is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 131 - BARBATOS (Inside S.) ---> A046 1. Name: Barbatos 2. Monster's HP: 95000/13560 3. Monster's MP: 480 4. AP gained when monster is defeated: 17500/26250 5. Items stolen: 1x Star Curtain/1x Blessed Gem 6. Items dropped: 1x/2x Power Sp.; 1x/2x Return Sp. 7. Gil earned: 1550 8. Items bribed: Teleport Sphere for 950000 gil 9. Monster's status info: - Berserk, Confusion, Darkness, Death, Delay skills, Magic Break, Mental Break, Petrify, Power Break, Poison, Silence, Sleep, Slow, Threaten - 50% Armor Break, 90% Zombie - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 42, 90, 38, 15, 28, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Protected by tough armor. Try Armor Break. 13. Monster's Scan info: Covered in thick armor. Armor Break works well, but watch out for a powerful counter-attack. All of its attacks deal great damage, so beware. 14. Monster's equip. dropped info: 2-4 slots, 1 ability already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Piercing 16. Armor abilities: HP+20% 17. Monster's attacks: a) Mortar - CATT & NATT VS all chrs - mgd - used as counter when Barbatos' armor is broken - can then be used on regular turns b) Body Splash - VS all chrs - phd c) 'Stomp' - VS one chr - phd 18. Monster strategy: Shell yourself first, then Armor Break. Heal, and then unload on it. Using Provoke on it, then breaking the armor will not trigger any Mortars, as long as Provoker remains alive and in party. 19. Special note: Barbatos is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 132 - BEHEMOTH KING (Inside S.) ---> A051 1. Name: Behemoth King 2. Monster's HP: 67500/13560 3. Monster's MP: 700 4. AP gained when monster is defeated: 16800/25200 5. Items stolen: 1x Healing Spring/2x Twin Stars 6. Items dropped: 1x/2x Power Sp.; 1x/2x Lv.3 Key Sp. 7. Gil earned: 1850 8. Items bribed: Three Stars for 675000 gil 9. Monster's status info: - Confusion, Berserk, Armor Break, Darkness, Death, Delay skills, Eject, Mental Break, Petrify, Poison, Silence, Sleep, Slow, Threaten, Zombie - 80% Armor Break, 80% Magic Break - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 46, 25, 44, 25, 27, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Retaliates with Meteor when defeated. 13. Monster's Scan info: Its claws, lightning and Heave attacks are deadly. Watch out for Meteor it casts before it dies. Cast Protect, or defend with the triangle button to survive. Kimahri can learn Mighty Guard. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Piercing, Zombietouch, SOS Overdrive 16. Armor abilities: SOS Protect, SOS Reflect, SOS Shell 17. Monster's attacks: a) 'Claw swipe' - VS one chr - phd b) Heave - VS one chr - extreme phd c) Meteor - VS all chrs - phd - used as desperation move d) Thundara - LATT VS one chr - lightning mgd e) Mighty Guard - on itself - adds Shell, Protect and NulAll f) Tail - VS all chrs - phd g) Flare - NATT VS one chr - mgd h) Thundaga - LATT VS one chr - lightning mgd 18. Monster strategy: After you knock off 2/3 of King's health, it'll cast Mighty Guard on itself first turn it gets. Cast Dispel on it to remove all helpful statuses it gained, but also beware: in addition to Heave and the rest of the gang King now uses Tail and Flare as well. Before B. King is defeated, cast Protect over your chrs. Meteor is, as weird as it may sound, a physical attack. If you slay King with a counterattack, Meteor is not triggered. --------------------------------------------------------------------------- 133 - DEMONOLITH (Inside S.) ---> A153 1. Name: Demonolith 2. Monster's HP: 45000/13560 3. Monster's MP: 9999 4. AP gained when monster is defeated: 11000/16500 5. Items stolen: 2x Petrify Grenade/2x Petrify Grenade 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.3 Key Sp. 7. Gil earned: 1470 8. Items bribed: Lv.3 Key Sp. for 450000 gil 9. Monster's status info: - Confusion, Berserk, Death, Petrify, Poison, Provoke, Sleep, Zombie - 50% Darkness, 50% Silence, 50% Power Break - Immune to Poison - 10 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 33, 1, 99, 1, 18, 15, 0, 0 11. Monster's el. info: Weak to holy, strong to fire, lightning, ice and water 12. Monster's Sensor info: Beware of its Breath, which can petrify you. 13. Monster's Scan info: Beware of its Pharaoh's Curse, which inflicts poison, silence, darkness and curse. If attacked when petrified, the party member will be unable to return to battle. Also watch out for zombie. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Piercing, Stonestrike, Stonetouch 16. Armor abilities: No Encounters, Stoneproof, Stoneward 17. Monster's attacks: a) Pharaoh's Curse - CATT VS one chr - inflicts Poison, Darkness, Silence and Curse b) 'Claw swipe' - VS one chr - phd + Zombie and Curse c) Breath - VS all chrs - inflicts Petrify - Breath is used after Demonolith has been a target of three attacks, ie on first turn Demonolith reaches after those three attacks 18. Monster strategy: Dangerous. Anything you do to Demonolith will prompt it to counter with Pharaoh's Curse. Remove Poison at least. Its regular attack puts Zombie and Curse on you. If that weren't enough, it has 'Stone breath', which can petrify all of your chrs. You must have Stoneproof armors if you are to stand a chance. Break its armor, then unload on it. Silencing Demonolith disables its Pharaoh's Curse. 19. Special note: Demonolith is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 134 - EXORAY (Inside S.) ---> A190 1. Name: Exoray 2. Monster's HP: 7400/11100 3. Monster's MP: 300 4. AP gained when monster is defeated: 2400/4800 5. Items stolen: 3x Silence Grenade/1x Ether 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 840 8. Items bribed: Turbo Ether for 74000 gil 9. Monster's status info: - Berserk, Confusion, Darkness, Zombie - 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 24, 1, 14, 15, 0, 0 11. Monster's el. info: Weak to fire, absorbs lightning, water and ice 12. Monster's Sensor info: Counters physical attacks with Pollen, which induces poison, silence and darkness. 13. Monster's Scan info: Casts Firaga. Silence is the way to go. Releases poison-, silence-, and darkness inducing Pollen when hit by a weapon. Vulnerable to fire. 14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Sleeptouch, Str+5% 16. Armor abilities: MP+10%, Sleepward 17. Monster's attacks: a) Firaga - FATT VS one chr - fire mgd b) Pollen - CATT VS all chrs - inflicts Silence, Poison and Darkness (Silence and Darkness are inflicted for three chr's turns) 18. Monster strategy: Toast it with fire spells. --------------------------------------------------------------------------- 135A - GEMINI [with club] (Inside S.) ---> A230 1. Name: Gemini 2. Monster's HP: 36000/13560 3. Monster's MP: 1 4. AP gained when monster is defeated: 7800/11700 5. Items stolen: 1x Light Curtain/2x Light Curtain 6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp. 7. Gil earned: 1111 8. Items bribed: Mana Tonic for 360000 gil 9. Monster's status info: - Berserk, Confusion, Death, Delay skills, Petrify, Power Break, Slow, Threaten, Zombie - 20% Darkness, 90% Poison, 20% Silence, 80% Sleep - 20% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 33, 50, 1, 30, 21, 0, 1, 9 11. Monster's el. info: Absorbs fire and lightning 12. Monster's Sensor info: Together they unleash Double Reaper. Focus your attacks to defeat one quickly. 13. Monster's Scan info: After receiving a certain amount of damage, they unleash a powerful synchronised attack, the Double Reaper. One absorbs lightning and fire, while the other absorbs water and ice. 14. Monster's equip. dropped info: 2-4 slots, 1-2 abilities already present, 31% probability of equipment piece being dropped 15. Weapon abilities: Mag+10%, Piercing, Str+10% 16. Armor abilities: HP+10%, SOS Regen 17. Monster's attacks: a) Reaper - VS all chrs - phd b) Leaping Swing - VS one chr - extreme phd c) 'Sword swipe' - VS one chr - phd 18. Monster strategy: Concentrate on one of them to defeat it. Or consider using Provoke to disable their Reaper attacks. 135B - GEMINI [with sword] (Inside S.) ---> A230 1. Name: Gemini 2. Monster's HP: 36000/13560 3. Monster's MP: 1 4. AP gained when monster is defeated: 7800/11700 5. Items stolen: 1x Light Curtain/2x Light Curtain 6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp. 7. Gil earned: 1111 8. Items bribed: Stamina Tonic for 360000 gil 9. Monster's status info: - Berserk, Confusion, Death, Delay skills, Petrify, Power Break, Slow, Threaten, Zombie - 20% Darkness, 90% Poison, 20% Silence, 80% Sleep - 20% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 33, 50, 1, 30, 21, 15, 0, 0 11. Monster's el. info: Absorbs water and ice 12. Monster's Sensor info: Together they unleash Double Reaper. Focus your attacks to defeat one quickly. 13. Monster's Scan info: After receiving a certain amount of damage, they unleash a powerful synchronised attack, the Double Reaper. One absorbs lightning and fire, while the other absorbs water and ice. 14. Monster's equip. dropped info: 2-4 slots, 1-2 abilities already present, 31% probability of equipment piece being dropped 15. Weapon abilities: Mag+10%, Piercing, Str+10% 16. Armor abilities: HP+10%, SOS Regen 17. Monster's attacks: a) Reaper - VS all chrs - phd b) Leaping Swing - VS one chr - extreme phd c) 'Sword swipe' - VS one chr - phd 18. Monster strategy: Concentrate on one of them to defeat it. Or consider using Provoke to disable their Reaper attacks. 19. Special note: Gemini is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 136 - GREAT MALBORO (Inside S.) ---> A240 1. Name: Great Malboro 2. Monster's HP: 64000/13560 3. Monster's MP: 1 4. AP gained when monster is defeated: 21000/31500 5. Items stolen: 1x Remedy/1x Mana Tonic 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp. 7. Gil earned: 1900 8. Items bribed: Wings to Discovery for 640000 gil 9. Monster's status info: - Berserk, Confusion, Darkness, Death, Haste, Petrify, Poison, Silence, Sleep, Slow, Threaten, Zombie - 50% Break skills - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 36, 1, 42, 1, 18, 15, 0, 0 11. Monster's el. info: Weak to fire, immune to water and ice 12. Monster's Sensor info: Breathes Bad Breath 1/3 of the time. Be ready for anything. 13. Monster's Scan info: Danger! There is a 1/3 chance of it attacking with Bad Breath. To avoid being wiped out, equip armor that guards against status effects and attack with fire. Kimahri can learn Bad Breath. 14. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Darktouch, Piercing, Poisontouch, Silencetouch, Sleeptouch 16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward, Silenceward, Sleepward, Stoneward 17. Monster's attacks: a) Bad Breath - VS all chrs - inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness (Silence, Darkness and Slow are lifted after three chr's turns) b) 'Squirt' - VS one chr - phd c) 'Chow' - CATT VS one chr - phd d) 'Multitarget squirt' - VS all chrs - phd 18. Monster strategy: First Strike weapons, Delay Buster and Provoke are your friends. --------------------------------------------------------------------------- 137 - LAND WORM (Inside S.) ---> A294 1. Name: Land Worm 2. Monster's HP: 80000/13560 3. Monster's MP: 160 4. AP gained when monster is defeated: 22000/33000 5. Items stolen: 1x Stamina Spring/1x Stamina Spring 6. Items dropped: 1x/2x Power Sp.; 1x/2x Lv.4 Key Sp. 7. Gil earned: 2200 8. Items bribed: Dark Matter for 800000 gil 9. Monster's status info: - Berserk, Confusion, Death, Eject, Petrify, Provoke, Slow, Threaten, Zombie - 20% Darkness, 50% Power Break, 50% Magic Break, 20% Silence, 80% Sleep - 2% Poison - 10 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 55, 10, 50, 10, 21, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Watch out for Earthquake, which hits all. It'll be a long battle, so keep an eye on your HP. 13. Monster's Scan info: Beware of its Earthquake, which hits all. Inflict sleep and darkness to hinder its attacks. Both its physical and magic defence are high, so use Armor Break and Mental Break. 14. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Slowtouch, Slowstrike, Str+5% 16. Armor abilities: Auto-Potion, HP+10% 17. Monster's attacks: a) 'Headbutt' - VS one chr - phd b) Swallow - VS one chr - removes chr from battle after Land Worm has been target of anything for ten times c) Regurgitate - removed chr is returned to battle after Land Worm has been target of anything for five times after doing Swallow - delays eaten chr's next turn d) Readying Quake - signifies charge turn for Earthquake e) Earthquake - NATT VS all chrs - mgd - used every seventh turn 18. Monster strategy: Slooow and easy. Darkness it and then start shooting. During Readying Quake turn Land Worm is immune to Sleep. --------------------------------------------------------------------------- 138 - WRAITH (Inside S.) ---> A641 1. Name: Wraith 2. Monster's HP: 22222/13560 3. Monster's MP: 3500 4. AP gained when monster is defeated: 3100/6200 5. Items stolen: 1x Farplane Shadow/1x Farplane Wind 6. Items dropped: 1x/2x Mana Sp.; 2x/4x Mana Sp. 7. Gil earned: 1070 8. Items bribed: Farplane Wind for 222220 gil 9. Monster's status info: - Berserk, Break skills, Confusion, Darkness, Death, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 150,24, 30, 25, 15, 0, 0 11. Monster's el. info: Weak to holy, the others vary 12. Monster's Sensor info: Casts Doom at the beginning of battle. 13. Monster's Scan info: Elemental strengths/weaknesses are different each encounter. Casts Doom in battle. If nobody is Doomed, it may unleash Death, so watch out. Kimahri can learn Doom. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 15% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Piercing, Mag+5%, Mag+10% 16. Armor abilities: MP+10%, No Encounters 17. Monster's attacks: a) Doom - VS one chr - inflicts Doom b) Death - VS one chr - inflicts Death 18. Monster strategy: Hastega, then check what it's weak against and blast it with that. 19. Special note: Wraith is an armored enemy. You can't inflict any Breaks on it. --------------------------------------------------------------------------- 139 - BLACK ELEMENT (O. Ruins) ---> A058 1. Name: Black Element 2. Monster's HP: 7600/11400 3. Monster's MP: 500 4. AP gained when monster is defeated: 3150/6300 5. Items stolen: 1x Hi-Potion/4x Shining Gem 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Return Sp. 7. Gil earned: 1040 8. Items bribed: Black Magic Sp. for 76000 gil 9. Monster's status info: - Darkness, Petrify, Poison, Sleep, Zombie - 20% Silence - Immune to Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 240,28, 1, 20, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Distil Mana, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Fireproof, Fireward, Iceproof, Iceward, Lightningproof, Lightningward, Waterproof 17. Monster's attacks: a) Berserk - VS one chr - inflicts Berserk b) Demi - GRATT VS all chrs - tears off 25% current HP c) Flare - NATT VS one chr - mgd 18. Monster strategy: Berserkproof armors! Berserk magic penetrates Reflect, so be careful. Or easily Provoke it and you'll disable all of its attacks.;) 19. Special note: Black Element is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 140 - FLOATING DEATH (O. Ruins) ---> A216 1. Name: Floating Death 2. Monster's HP: 6700/10050 3. Monster's MP: 520 4. AP gained when monster is defeated: 7100/14200 5. Items stolen: 4x Musk/5x Musk 6. Items dropped: 2x/4x Mana Sp.; 3x/6x Mana Sp. 7. Gil earned: 1265 8. Items bribed: Gambler's Spirit for 67000 gil 9. Monster's status info: - Darkness - 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 45, 120,33, 15, 18, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+5%, Piercing, Str+5%, Waterst. 16. Armor abilities: Confuseproof, Confuseward, MP+10% 17. Monster's attacks: a) 'Gaze' - NATT VS one chr - mgd + Confusion b) 'Ultrasonics' - NATT VS all chrs - mgd 18. Monster strategy: Use Wakka. --------------------------------------------------------------------------- 141 - HALMA (O. Ruins) ---> A248 1. Name: Halma 2. Monster's HP: 13000/13560 3. Monster's MP: 1 4. AP gained when monster is defeated: 5300/10600 5. Items stolen: 3x Hypello Potion/2x Shadow Gem 6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp. 7. Gil earned: 1030 8. Items bribed: Supreme Gem for 130000 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 46, 1, 1, 120,23, 15, 0, 0 11. Monster's el. info: Weak to fire, strong to lightning, water and ice 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Berserkproof, Berserkward 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns) 18. Monster strategy: Use Auron. 19. Special note: Halma is an armored enemy. Piercing and Armor Break are the way to go. --------------------------------------------------------------------------- 142 - MACHEA (O. Ruins) ---> A315 1. Name: Machea 2. Monster's HP: 18000/13560 3. Monster's MP: 59 4. AP gained when monster is defeated: 8300/12450 5. Items stolen: 2x Hi-Potion/1x Stamina Tonic 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.3 Key Sp. 7. Gil earned: 1450 8. Items bribed: Chocobo Wing for 180000 gil 9. Monster's status info: - Poison, Power Break, Sleep - 95% Darkness, 20% Silence - Immune to Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 35, 55, 1, 10, 39, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Mag+5%, Piercing, Str+5%, SOS Overdrive 16. Armor abilities: Def+10%, Def+20% 17. Monster's attacks: a) 'Swipe' - VS one chr - phd + Poison b) Blades - VS one chr - extreme phd - used every eighth turn 18. Monster strategy: Beware of poison. --------------------------------------------------------------------------- 143 - MASTER COEURL (O. Ruins) ---> A345 1. Name: Master Coeurl 2. Monster's HP: 13000/13560 3. Monster's MP: 540 4. AP gained when monster is defeated: 6500/9750 5. Items stolen: 2x Farplane Shadow/4x Farplane Shadow 6. Items dropped: 1x/2x Lv.1 Key Sp.; 1x/2x Friend Sp. 7. Gil earned: 2030 8. Items bribed: Warp Sphere for 130000 gil 9. Monster's status info: - Threaten - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 2 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 42, 1, 38, 40, 23, 15, 0, 0 11. Monster's el. info: Immune to lightning and ice 12. Monster's Sensor info: Casts Drain, Blaster and Confusion when low on HP. 13. Monster's Scan info: High magic attack and defence. Casts Thundaga and Blizzaga. Also casts Drain and Confuse when HP is low. Beware of Blaster, since it's unblockable and causes instant death. 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 23% probability of equipment piece being dropped 15. Weapon abilities: Deathtouch, Deathstrike, Mag+5%, Mag+10%, Piercing, Str+ 5% 16. Armor abilities:Curseproof, Deathward, Deathproof, Def+10%, Mdef+10% 17. Monster's attacks: a) Blizzaga - IATT VS one chr - ice mgd b) Thundaga - LATT VS one chr - lightning mgd c) Blaster - VS one chr - inflicts Death - can be used once M. Coeurl has less than 33% HP d) Drain - VS one chr - mgd - amount of HP deducted is added to Coeurl - can be used once Coeurl has less than 33% HP e) Confuse - VS one chr - inflicts Confusion 18. Monster strategy: Careful. Once you knock down 67% of its health, hurry and kill it quick. Blaster's death effect is unblockable. Do not use Provoke, or you'll be sorry. --------------------------------------------------------------------------- 144 - MASTER TONBERRY (O. Ruins) ---> A348 1. Name: Master Tonberry 2. Monster's HP: 48000/13560 3. Monster's MP: 1 4. AP gained when monster is defeated: 20000/30000 5. Items stolen: 1x Mana Spring/1x Tetra Elemental 6. Items dropped: 1x/2x Power Sp.; 1x/2x Teleport Sp. 7. Gil earned: 2400 8. Items bribed: Pendulum for 480000 gil 9. Monster's status info: - Berserk, Break skills, Confusion, Darkness, Death, Delay skills, Eject, Petrify, Poison, Provoke, Silence, Slow, Threaten, Zombie - 99% Sleep - Immune to Poison - 25 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 47, 10, 52, 1, 18, 15, 0, 0 11. Monster's el. info: Strong to fire, lightning, water, ice and holy 12. Monster's Sensor info: Advances closer four times. Defeat it before then, or else... 13. Monster's Scan info: After four waddles, he stabs with his Chef's Knife. His counter-attack Karma deals damage based on the number of enemies that character has defeated. 14. Monster's equip. dropped info: 3-4 slots, 0-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Deathstrike, Piercing, Slowstrike 16. Armor abilities: Deathward, Deathproof 17. Monster's attacks: a) Karma - CATT & STATT VS one chr - std - damage dealt is amount of enemies killed (by that particular character) x 10 - can not be used after Master Tonberry takes four 'Walk forward' - if chr killed no enemies, damage dealt is zero b) 'Walk forward' - will do so for 4 turns c) 'Chef's knife' - VS one chr - phd d) Voodoo - VS aeon - if aeon is Master Tonberry's opponent, it will use Voodoo 18. Monster strategy: Wait for it to take four waddles, then put it to sleep. Then unload on it with magic attacks. --------------------------------------------------------------------------- 145A - MIMIC [Basilisk resemblance] (O. Ruins) ---> A366 1. Name: Mimic All of them resemble an enemy you've met before. Mimic 1 shall be Basilisk, Mimic 2 Dual Horn, Mimic 3 Garuda, Mimic 4 Mech Sth. 2. Monster's HP: 40000/13560 3. Monster's MP: 10 4. AP gained when monster is defeated: N/A 5. Items stolen: Has nothing 6. Items dropped: N/A 7. Gil earned: 50000 8. Items bribed: Immune to Bribe 9. Monster's status info: - Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 42, 1, 58, 255,22, 15, 0, 0 11. Monster's el. info: Strong to fire, lightning, water, ice and holy 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Physical attack' - VS one chr - phd 145B - MIMIC [Dual Horn resemblance] (O. Ruins) ---> A366 1. Name: Mimic 2. Monster's HP: 60000/13560 3. Monster's MP: 10 4. AP gained when monster is defeated: N/A 5. Items stolen: Has nothing 6. Items dropped: N/A 7. Gil earned: 50000 8. Items bribed: Immune to Bribe 9. Monster's status info: - Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 54, 1, 26, 1, 25, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Physical attack' - VS one chr - phd 145C - MIMIC [Garuda resemblance] (O. Ruins) ---> A366 1. Name: Mimic 2. Monster's HP: 40000/13560 3. Monster's MP: 10 4. AP gained when monster is defeated: N/A 5. Items stolen: Has nothing 6. Items dropped: N/A 7. Gil earned: 50000 8. Items bribed: Immune to Bribe 9. Monster's status info: - Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 42, 255,12, 1, 22, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Physical attack' - VS one chr - phd 145D - MIMIC [Mech resemblance] (O. Ruins) ---> A366 1. Name: Mimic 2. Monster's HP: 40000/13560 3. Monster's MP: 10 4. AP gained when monster is defeated: N/A 5. Items stolen: Has nothing 6. Items dropped: N/A 7. Gil earned: 50000 8. Items bribed: Immune to Bribe 9. Monster's status info: - Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - NS - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 33, 150,38, 150,29, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) 'Physical attack' - VS one chr - phd 18. Monster strategy: Once you see a treasure chest (along with Zaurus), steal from it. Sometimes it'll be empty, in which case it'll turn into a Mimic. Defeat it and you'll get lots of Gil. Do not Mug from it. Even in case it would be empty, doing this will destroy Mimic and will not net you gil reward. Interestingly, you cannot use Copycat command during phase of battle where Mimic is present. Furthermore, for as long as you don't trigger Mimic to appear, you can flee the battle. Once Mimic enters, Flee and Escape commands are sealed. Once Mimic is defeated, Flee command is once again selectable. --------------------------------------------------------------------------- 146 - PUROBOROS (O. Ruins) ---> A442 1. Name: Puroboros 2. Monster's HP: 20000/13560 3. Monster's MP: 180 4. AP gained when monster is defeated: 3200/6400 5. Items stolen: 3x Fire Gem/4x Fire Gem 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.1 Key Sp. 7. Gil earned: 970 8. Items bribed: Shining Gem for 200000 gil 9. Monster's status info: - Eject, Sleep, Threaten - 20% Darkness, 20 Silence - 25% Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 40, 60, 32, 20, 28, 15, 0, 0 11. Monster's el. info: Absorbs fire 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Power, Firest., Piercing 16. Armor abilities: Fire Eater, Fireproof 17. Monster's attacks: a) Firaga - FATT VS one chr - fire mgd b) 'Grow' - CATT - if Puroboros suffers damage, it'll grow two times c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Puroboros suffers damage for third time, it'll use Self-Destruct vs chr that dealt third blow - requires two 'Grow'-s to charge d) 'Bash' - VS one chr - phd 18. Monster strategy: This one is not the usual. Ice magic is just as effective as lightning. Well, just use a couple of physical attacks and then launch them into oblivion. NulBlaze in case you can't kill them in time! 19. Special note: Kimahri can learn Self-Destruct. --------------------------------------------------------------------------- 147 - SPIRIT (O. Ruins) ---> A556 1. Name: Spirit 2. Monster's HP: 10000/13560 3. Monster's MP: 700 4. AP gained when monster is defeated: 4300/8600 5. Items stolen: 1x Stamina Spring/2x Stamina Spring 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Friend Sp. 7. Gil earned: 1300 8. Items bribed: Twin Stars for 100000 gil 9. Monster's status info: - Armor Break, Darkness, Death, Petrify, Poison, Silence, Sleep, Slow, Zombie - NS - Immune to Poison - 3 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 60, 42, 1, 24, 15, 0, 0 11. Monster's el. info: Absorbs lightning, strong to fire, water, ice and holy 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Piercing, Sleepstrike, Sleeptouch 16. Armor abilities: Mdef+20%, Sleepproof 17. Monster's attacks: a) Poison Mist - CATT & NATT VS all chrs - mgd + Poison and Confusion b) Blizzara - IATT VS one chr - ice mgd c) White Wind - VS all chrs - restores HP and removes Poison, Confusion and Berserk - used if Spirit is Provoked d) Fira - FATT VS one chr - fire mgd e) Watera - WATT VS one chr - water mgd f) Thundaga - VS one chr - lightning mgd - can use on itself to recover HP 18. Monster strategy: Use Provoke on Spirit to have it use White Wind on your party. Living bastard otherwise. It'll Thundaga itself, regain HP *and* release Poison Mist in same round. 19. Special note: Kimahri can learn White Wind. --------------------------------------------------------------------------- 148 - VARUNA (O. Ruins) ---> A611 1. Name: Varuna 2. Monster's HP: 56000/11036 3. Monster's MP: 999 4. AP gained when monster is defeated: 19500/29250 5. Items stolen: 1x Farplane Wind/1x Shining Gem 6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.2 Key Sp. 7. Gil earned: 1780 8. Items bribed: Megalixir for 560000 gil 9. Monster's status info: - Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Magic Break, Poison, Provoke, Reflect, Silence, Sleep, Slow, Threaten, Zombie - 80% Petrify - Immune to Poison - 7 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 13, 50, 38, 10, 26, 15, 0, 0 11. Monster's el. info: Weak to holy, strong to fire, lightning, water and ice 12. Monster's Sensor info: Resistant to all four elements. 13. Monster's Scan info: Casts Haste on himself and attacks with magic, so use Dispel on him. After his Mana Focus, he'll cast Emblem of Fate. You can reduce damage with Shell, but he can cast Dispel on you, too. 14. Monster's equip. dropped info: 3-4 slots, 0-2 abilities already present, 50% probability of equipment piece being dropped 15. Weapon abilities: Double Overdrive, Piercing, Mag+10% 16. Armor abilities: Mdef+10%, SOS Shell 17. Monster's attacks: a) Mana Focus - signifies charge turn for Emblem of Fate b) Emblem of Fate - NATT VS all chrs - mgd - requires one turn to charge c) Dispel - VS all chrs - negates positive statuses d) Haste - on himself - adds Haste e) Pharaoh's Curse - VS one chr - inflicts Poison, Darkness, Silence and Curse f) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns) g) Firaga - FATT VS one chr - fire mgd h) Thundaga - LATT VS one chr - lightning mgd i) Waterga - WATT VS one chr - water mgd j) Blizzaga - IATT VS one chr - ice mgd k) Death - VS one chr - inflicts KO 18. Monster strategy: Varuna will Haste himself on the first turn. Then he will begin pummeling you with all sorts of spells. If you see Mana Focus, Emblem of Fate is next attack it'll use. Shell yourself. His Dispel affects all chrs, not just one. Physical attacks are the way to go. --------------------------------------------------------------------------- 149 - ZAURUS (O. Ruins) ---> A653 1. Name: Zaurus 2. Monster's HP: 7850/11775 3. Monster's MP: 1 4. AP gained when monster is defeated: 5000/10000 5. Items stolen: 2x Petrify Grenade/3x Petrify Grenade 6. Items dropped: 1x/2x Speed Sp.; 2x/4x Speed Sp. 7. Gil earned: 950 8. Items bribed: Rename Card for 78500 gil 9. Monster's status info: - NS - 20% Darkness, 20% Silence, 20% Sleep - 25% Poison - 1 turn for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 38, 30, 1, 120,46, 15, 14, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 3% probability of equipment piece being dropped 15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing, Waterst. 16. Armor abilities: Slowward, Slowproof 17. Monster's attacks: a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three chr's turns) 18. Monster strategy: Use Tidus. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ================================== SUBSECTION - ABOUT MONSTER BATTLES ---> A834 ================================== Featuring yet another section on monsters, this one is dedicated to random battles, or more specifically, where can you find any and all fiends in the game. Without any further blabber (but that's exactly what I'm still doing, right?) here comes Monster Encounter informator. Boss fights (example: Crawler battle) and tutorial battles (example: two Garudas on Besaid island) will be left out. No longer will you need to search endlessly on where to find a certain fiend. Salvage Ship: Surface - 1-pack-Piranha + 2-pack-Piranha - 3-pack-Piranha Salvage Ship: Underwater - 1-pack-Piranha + 2-pack-Piranha - 3-pack-Piranha Besaid: Valley - 2-pack-Piranha + 3x 1-pack-Piranha - 2-pack-Piranha + 1-pack-Piranha + 3-pack-Piranha - 1-pack-Piranha + 2-pack-Piranha Besaid: Waterfall Way - 1x Dingo + 1x Water Flan - 1x Dingo + 1x Condor - 1x Condor + 1x Water Flan - 1x Condor + 1x Dingo + 1x Water Flan Besaid: Village Slope - 1x Dingo + 1x Water Flan - 1x Dingo + 1x Condor - 1x Condor + 1x Water Flan Kilika Woods - 1x Ragora - 2x Ragora - 1x Dinonix + 1x Yellow Element + 1x Killer Bee - 1x Dinonix + 1x Killer Bee - 1x Dinonix + 1x Yellow Element Highroad: South End - 2x Mi'ihen Fang - 1x Dual Horn - 1x Raldo + 1x White Element + 1x Floating Eye - 1x Floating Eye + 1x Mi'ihen Fang + 1x Raldo - 1x Mi'ihen Fang - 1x Dual Horn + 1x Mi'ihen Fang - 1x Bomb Highroad: South - 2x Mi'ihen Fang - 1x Dual Horn - 1x Raldo + 1x White Element + 1x Floating Eye - 1x Floating Eye + 1x Mi'ihen Fang + 1x Raldo - 1x Mi'ihen Fang - 1x Dual Horn + 1x Mi'ihen Fang - 1x Bomb Highroad: Central - 2x Floating Eye + 1x Bomb - 1x Mi'ihen Fang + 1x Floating Eye + 1x White Element - 1x Bomb - 3x Bomb - 2x Bomb + 1x Dual Horn - 1x Mi'ihen Fang + 1x White Element + 1x Raldo - 1x Mi'ihen Fang + 1x Floating Eye + 1x Raldo - 1x Floating Eye + 1x White Element + 1x Raldo Highroad: Newroad, South - 2x Bomb + 1x Dual Horn - 1x Mi'ihen Fang + 1x Floating Eye + 1x White Element - 3x Bomb - 2x Floating Eye + 1x Bomb - 1x Mi'ihen Fang + 1x White Element + 1x Raldo - 1x Mi'ihen Fang + 1x Raldo + 1x Floating Eye - 1x Raldo + 1x Dual Horn Highroad: Newroad, North - 2x Bomb + 1x Dual Horn - 1x Mi'ihen Fang + 1x Floating Eye + 1x White Element - 3x Bomb - 2x Floating Eye + 1x Bomb - 1x Mi'ihen Fang + 1x White Element + 1x Raldo - 1x Mi'ihen Fang + 1x Raldo + 1x Floating Eye - 1x Raldo + 1x Dual Horn Highroad: Oldroad, South - 2x Bomb + 1x Dual Horn - 1x Vouivre + 1x Thunder Flan - 1x Thunder Flan + 1x Vouivre + 1x Floating Eye - 1x Ipiria + 1x Vouivre + 1x Floating Eye - 2x Dual Horn + 1x Vouivre - 1x Vouivre + 1x Ipiria + 1x Thunder Flan - 2x Bomb + 1x Thunder Flan - 1x Thunder Flan + 1x Dual Horn Highroad: Oldroad, North - 2x Bomb + 1x Dual Horn - 1x Vouivre + 1x Thunder Flan - 1x Thunder Flan + 1x Vouivre + 1x Floating Eye - 1x Ipiria + 1x Vouivre + 1x Floating Eye - 2x Dual Horn + 1x Vouivre - 1x Vouivre + 1x Ipiria + 1x Thunder Flan - 2x Bomb + 1x Thunder Flan - 1x Thunder Flan + 1x Dual Horn Mushroom Rock - 2x Bomb + 1x Dual Horn - 2x Bomb + 1x Thunder Flan - 1x Thunder Flan + 1x Floating Eye + 1x Vouivre - 2x Dual Horn + 1x Vouivre - 1x Vouivre + 1x Thunder Flan + 1x Ipiria - 1x Vouivre + 1x Ipiria + 1x Floating Eye Mushroom Rock: Valley - 1x Raptor + 1x Red Element + 1x Gandarewa - 1x Garuda - 1x Lamashtu + 1x Red Element + 1x Gandarewa - 1x Raptor + 1x Red Element + 1x Funguar - 1x Red Element + 1x Lamashtu + 1x Raptor - 1x Raptor + 1x Funguar + 1x Red Element - 1x Funguar + 1x Red Element + 1x Gandarewa Mushroom Rock: Precipice - 2x Funguar + 1x Raptor - 1x Funguar + 1x Red Element + 1x Gandarewa - 1x Garuda - 1x Raptor + 1x Red Element + 1x Funguar Mushroom Rock: Aftermath - 2x Funguar + 1x Raptor - 1x Funguar + 1x Red Element + 1x Gandarewa - 1x Raptor + 1x Red Element + 1x Gandarewa - 1x Raptor + 1x Red Element + 1x Funguar - 1x Lamashtu + 1x Red Element + 1x Gandarewa - 1x Lamashtu + 1x Raptor + 1x Red Element Djose Highroad - 2x Bite Bug + 1x Basilisk - 2x Basilisk - 1x Garm + 1x Bunyip + 1x Simurgh - 1x Basilisk + 2x Funguar - 1x Garm + 1x Bunyip + 1x Snow Flan - 1x Lamashtu + 1x Raptor + 1x Funguar - 2x Bite Bug + 1x Funguar - 1x Snow Flan + 2x Gandarewa - 2x Bite Bug + 1x Simurgh Moonflow: South Bank Road - 1x Garm + 1x Bunyip + 1x Snow Flan - 1x Ochu - 1x Ochu + 1x Garm - 1x Ochu + 2x Bite Bug - 1x Bunyip + 1x Garm + 1x Bite Bug - 2x Gandarewa + 1x Funguar Moonflow: North Bank - 1x Garm + 1x Bunyip + 1x Snow Flan - 2x Bite Bug + 1x [chest] - 1x [chest] + 1x Bunyip + 2x Bite Bug - 1x Ochu + 1x Garm - 1x [chest] + 1x Garm + 1x Bunyip Note: From [chest] in this part of game you can steal 1x Mega-Potion or 1x Dragon Scale. Thunder Plains: South - 1x Gold Element + 1x Larva - 1x Qactuar - 2x Qactuar - 3x Qactuar - 1x Melusine + 1x Kusariqqu + 1x Aerouge - 1x Gold Element + 1x Melusine + 1x Buer - 1x Gold Element + 1x Buer + 1x Aerouge - 1x Larva + 2x Aerouge Thunder Plains: North - 1x Qactuar - 2x Qactuar - 3x Qactuar - 1x Iron Giant - 1x Melusine + 1x Kusariqqu + 1x Aerouge - 2x Larva - 1x Iron Giant + 2x Buer - 1x Gold Element + 1x Buer + 1x Melusine Macalania Woods: South - 1x Chimera - 1x Xiphos - 1x Xiphos + 2x Wasp - 1x Iguion + 1x Murussu + 1x Blue Element - 1x Iguion + 1x Murussu + 1x Wasp - 1x Wasp + 2x Blue Element Macalania Woods: Central - 1x Chimera - 1x Xiphos - 1x Xiphos + 2x Wasp - 1x Iguion + 1x Murussu + 1x Blue Element - 1x Iguion + 1x Murussu + 1x Wasp - 1x Wasp + 2x Blue Element Macalania Woods: North - 1x Chimera - 1x Xiphos - 1x Xiphos + 2x Wasp - 1x Iguion + 1x Murussu + 1x Blue Element - 1x Iguion + 1x Murussu + 1x Wasp - 1x Wasp + 2x Blue Element Lake Macalania: Agency Front - 2x Snow Wolf + 1x Ice Flan - 1x Snow Wolf + 1x Ice Flan + 1x Mafdet - 1x Evil Eye + 1x Mafdet + 1x Snow Wolf Lake Macalania: Crevasse - 1x Mafdet + 1x Snow Wolf + 1x Ice Flan - 1x Evil Eye + 1x Snow Wolf + 1x Ice Flan - 1x Mafdet + 2x Evil Eye Sanubia Desert: East - 2x Mech Guard - 2x Mech Guard + 1x Mech Gunner - 1x Cactuar - 1x Zu - 2x Alcyone + 1x Sand Wolf - 1x Sand Worm - 1x Sand Wolf + 1x Alcyone + 1x Mushussu Sanubia Desert: Central - 2x Mech Guard - 2x Mech Guard + 1x Mech Gunner - 1x Cactuar - 1x Zu - 2x Alcyone + 1x Sand Wolf - 1x Sand Worm - 1x Sand Wolf + 1x Alcyone + 1x Mushussu - 1x Zu + 2x [chest] (only in part of desert with ruins) - 1x Zu + 1x [chest] (only in part of desert with ruins) - 3x Sand Wolf + 1x [chest] (only in part of desert with ruins) Note: From [chest] in this part of game you can steal 1x X-Potion or 1x Ether. Sanubia Desert: West - 2x Mech Guard - 1x Mech Guard + 2x Mech Gunner - 1x Cactuar - 1x Zu - 2x Alcyone + 1x Sand Wolf - 1x Sand Worm - 1x Sand Wolf + 1x Alcyone + 1x Mushussu - 1x Mushussu + 2x Alcyone - 2x Cactuar (only in part of desert where sandstorms were) - 3x Cactuar (only in part of desert where sandstorms were) - 1x Zu + 2x Cactuar (only in part of desert where sandstorms were) Home - 1x Guado Guardian + 3x Bomb - 1x Guado Guardian + 2x Chimera - 1x Guado Guardian + 2x Dual Horn - 1x Guado Guardian + 2x Evil Eye Airship - 2x Dual Horn - 3x Bomb - 2x Evil Eye Via Purifico - 1x Aqua Flan + 2x Cave Iguion - 1x Aqua Flan + 2x Sahagin - 3x Sahagin - 2x Bat Eye - 1x Maze Larva - 2x Cave Iguion + 1x Sahagin - 1x Swamp Mafdet + 1x Bat Eye Via Purifico (underwater) - 2x Octopus - 2x Phlegyas - 1x Phlegyas + 2x Remora - 2x Remora + 2x Sahagin - 2x Sahagin + 1x Octopus Highbridge - 2x YAT-99 + 1x YKT-63 - 1x YAT-99 + 2x YKT-63 - 1x YKT-63 + 2x Warrior Monk (flamethrower) Calm Lands - 1x Malboro - 2x Coeurl - 1x Coeurl + 2x Mech Scouter (on fire) - 2x Chimera Brain - 2x Nebiros + 1x Skoll + 1x Mech Scouter - 1x Skoll + 1x Flame Flan + 1x Mech Scouter - 2x Anacondaur - 1x Nebiros + 1x Shred + 1x Flame Flan - 1x Ogre + 2x Skoll Gagazet: Mountain Trail - 1x Mech Leader + 2x Mech Defender - 2x Grat + 1x Grenade - 2x Grat + 1x Bashura - 2x Grenade + 1x Imp - 1x Bandersnatch + 1x Nidhogg + 1x Mech Leader Gagazet: Mountain Cave - 1x Behemoth - 1x Dark Flan - 1x Mandragora - 2x Bashura - 1x Grendel + 1x Ahriman - 1x Bandersnatch + 1x Nidhogg + 1x Mech Leader Gagazet: Submerged Passage - 2x 3-pack-Splasher + 1x 2-pack-Splasher + 1x 1-pack-Splasher - 1x Maelspike + 2x Achelous - 2x Achelous + 1x 2-pack-Splasher + 1x 3-pack-Splasher - 2x Maelspike + 1x 3-pack-Splasher Z. Ruins: Overpass - 1x Dark Flan - 1x Behemoth - 1x Mandragora - 1x Grendel + 1x Ahriman - 1x Ahriman + 1x Bashura Dome: Interior - 1x YAT-97 + 2x Fallen Monk (rifle) - 1x YKT-11 + 2x Fallen Monk (flamethrower) - 1x Defender Z - 2x YKT-97 + 1x YAT-97 - 1x YKT-97 + 2x YAT-97 - 2x Fallen Monk (rifle) + 1x Fallen Monk (flamethrower) Sin: Sea of Sorrow - 1x Gemini + 1x Gemini (they're two different foes) - 1x Behemoth King - 2x Exoray + 1x Ahriman - 3x Ahriman - 1x Adamantoise Sin: City of Dying Dreams - 1x Great Malboro - 1x Gemini + 1x Gemini (they're two different foes) - 1x Barbatos - 1x Behemoth King - 1x Adamantoise - 1x Wraith - 2x Exoray + 1x Ahriman - 1x Demonolith Sin: Nucleus - 1x Land Worm - 3x Demonolith - 1x Varuna - 1x Behemoth King - 1x Great Malboro - 1x Barbatos O. Ruins (lower part) - 1x Floating Death + 2x Master Coeurl - 1x Floating Death + 2x Zaurus - 1x Zaurus + 1x [chest] (latter may turn into a Mimic should chest be empty) - 1x Great Malboro - 1x Wraith - 1x Master Tonberry - 2x Defender Z - 1x Varuna - 1x Adamantoise - 1x Spirit + 2x Halma - 1x Spirit + 2x Black Element - 3x Puroboros - 2x Machea - 2x Demonolith O. Ruins (upper part) - 2x Demonolith - 1x Master Tonberry - 2x Defender Z - 1x Gemini + 1x Gemini (they're two different foes) - 1x Varuna - 2x Wraith + 1x [chest] - 1x Adamantoise - 1x Great Malboro Calm Lands: Gorge Bottom - 2x Epaaj - 1x Epaaj + 2x Mech Scouter - 1x Epaaj + 2x Mech Scouter (on fire) Cavern of S. F. - 1x Tonberry - 1x Ghost - 3x Yowie - 1x Magic Urn - 1x Defender - 3x Thorn - 1x Valaha + 1x Epaaj - 2x Coeurl - 1x Malboro - 1x Nidhogg + 2x Dark Element - 1x Imp + 1x Epaaj + 1x Mech Hunter ============================================================================= ============================================================================= 33.) ABOUT SIDEQUESTS ============================================================================= ============================================================================= In this enormous section I will list information on many sidequests you can undertake on in FFX. Some really big sidequests will gain section of their own. So far Monster Arena and Dark aeons have been granted their wish. --------------------- I - CELESTIAL WEAPONS ---> A089 --------------------- There's none among FFX players who didn't get frustrated over certain part of this humongous quest. Personally I got annoyed as hell over lightning dodging, chocobo racing and blitzball. But we all know, that anything can be accomplished if you try hard enough (or are forced to, like I was for blitzball... more on it later). I'd like to start sidequests section with never-before-seen feature among FFX guides (official ones don't count)... a complete and in-depth Celestial weapons guide. Yep, others have written it too, but they were only words... the thing that separates mine from the others is that I will *show* you what to do as well. Now, point me to a guide that has done that... Let's begin! STEP 1 - CLOUDY MIRROR Cloudy Mirror is the very first ingredient you need. Without it you cannot start Celestial weapon (CW for short from now on) hunt. You can collect crests and sigils, but you won't be able to open any chests/seals that hide CW. So where do you get Cloudy Mirror? Train a chocobo in Calm Lands... well, you don't even need to do that, just talk to chocobo lady and tell her you want to ride a chocobo. Go to extreme southeast of Calm Lands and find the feather... http://splitinfinity.50megs.com/images/primer24a.jpg Once chocobo has jumped over, dismount it and cross the bridge to reach Remiem temple. There are two chocobos near it, one on left, one on right. There's also a sphere near left one, which you must examine... http://splitinfinity.50megs.com/images/cloudym01.jpg ...before you're able to mount chocobo on the right... http://splitinfinity.50megs.com/images/cloudym02.jpg The other chocobo needs roughly 30 seconds to make it to the center ring, which is more than enough time for you to win... http://splitinfinity.50megs.com/images/cloudym03.jpg Congratulations! What? It lost its power and there 'seems' to be a way to restore it? Drat and double drat! STEP 2 - CELESTIAL MIRROR Okay, I'll power up the stupid thing... just don't think I'll do it for free. Grrrr. Head on over to Macalania Woods. Find and talk to this woman... http://splitinfinity.50megs.com/images/celestialm01.jpg Waaaah, her husband is missing. Why would we care? Well, we need that mirror, so you have no choice but to go here... http://splitinfinity.50megs.com/images/celestialm02.jpg Yay, family reunited forever... or is it...? http://splitinfinity.50megs.com/images/celestialm03.jpg Just a bit to the left of the couple is this shiny path... http://splitinfinity.50megs.com/images/celestialm04.jpg On next screen you'll see another part of path branching off and at the end you'll see the runaway kid. http://splitinfinity.50megs.com/images/celestialm05.jpg Talk to him and as sign of appreciation he'll let you obtain... http://splitinfinity.50megs.com/images/celestialm06.jpg http://splitinfinity.50megs.com/images/celestialm07.jpg Alright! This mirror opens ancient seals found throughout Spira... kind of. Now you have all the means of obtaining all the weapons, all the crests and all the sigils (well, for sigils I wouldn't be so sure as you'll surely get annoyed when doing it, but it *is* doable). STEP 3 - SAMPLE POWER-UP PROCESS CW are best (this could be debatable) weapons for your seven playable characters. They come in three parts: weapon itself, crest and sigil. When you obtain the weapon, it's pretty weak. It has four slots, three of which are empty and one being occupied with No AP ability (that means you will not get any AP at end of battle). When you want to customize it, it says you can't. WTF? http://splitinfinity.50megs.com/images/powerup001.jpg You need respective crest and sigil, silly. In the pictures I used Rikku as an example, so let's temporarily assume we got Godhand, Mercury Crest and Mercury Sigil. You haven't forgotten where you got Celestial Mirror, right? Return there and examine the big sphere... http://splitinfinity.50megs.com/images/powerup002.jpg You will be asked to present a certain chr's weapon. Choose Rikku... http://splitinfinity.50megs.com/images/powerup003.jpg For first upgrade you'll use Mercury Crest... http://splitinfinity.50megs.com/images/powerup004.jpg Let's see what happened with the weapon. No AP stayed, but Double Overdrive ability was added (this applies for all 7 CW). Graaah... Mildly useful. http://splitinfinity.50megs.com/images/powerup005.jpg 'Talk' to big sphere again, choose Rikku and offer Mercury Sigil... http://splitinfinity.50megs.com/images/powerup006.jpg After the second upgrade Godhand reaches its maximum! http://splitinfinity.50megs.com/images/powerup007.jpg Here are the results of fiddling around with Godhand... http://splitinfinity.50megs.com/images/godhandfinale.jpg And here are ending abilities on CW of other chrs... http://splitinfinity.50megs.com/images/masamunefinale.jpg http://splitinfinity.50megs.com/images/worldchampionfinale.jpg http://splitinfinity.50megs.com/images/nirvanafinale.jpg http://splitinfinity.50megs.com/images/caladbolgfinale.jpg http://splitinfinity.50megs.com/images/onionknightfinale.jpg http://splitinfinity.50megs.com/images/spiritlancefinale.jpg STEP 4 - IN-DEPTH GUIDE TO OBTAINING CELESTIAL WEAPONS #1A - TIDUS' CALADBOLG ---> A082 The weapon is found in Calm Lands. You may have seen a small path leading down on extreme north of Calm Lands, but path is blocked by some guard. http://splitinfinity.50megs.com/images/caladbolgpath.jpg So we need to get rid of him. Talk to the chocobo lady and pick 3rd option. http://splitinfinity.50megs.com/images/caladbolg01.jpg After you successfully complete the first game, you'll be asked... http://splitinfinity.50megs.com/images/caladbolg02.jpg Select this course... http://splitinfinity.50megs.com/images/caladbolg03.jpg Successfully complete second game, and then choose this course... http://splitinfinity.50megs.com/images/caladbolg04.jpg ...and finally this course... http://splitinfinity.50megs.com/images/caladbolg05.jpg Now you need to be *faster* than chocobo gal! It doesn't matter if she gets to goal first, what matters is amount of baloons you collected and amount of birds you hit. Once you have the faster time, choose to quit. Looksie... the guard got interested... http://splitinfinity.50megs.com/images/caladbolg06.jpg Go to extreme north again and now go down the path, which was shown in the first pic of this section. At the end you will notice a strange insignia on the wall. Examine it and select 'Yes'... http://splitinfinity.50megs.com/images/caladbolg07.jpg Caladbolg is ours! http://splitinfinity.50megs.com/images/caladbolg08.jpg #1B - SUN CREST ---> A578 It's in the room where you fought Y. woman... http://splitinfinity.50megs.com/images/caladbolg09.jpg ...and chest with Sun Crest will appear! http://splitinfinity.50megs.com/images/caladbolg10.jpg Note that you can return here later in the game, but there is just a small matter of defeating Dark Bahamut first. #1C - SUN SIGIL ---> A579 Again Calm Lands. Challenge chocobo lady to a race. You have to be *faster* than 0.0.0. No, I'm not kidding. Yes, it's hard, but not impossible. If your time is 0.0.0, you will not get Sun Sigil. You *have* to be faster than that. http://splitinfinity.50megs.com/images/caladbolg11.jpg A bit of explaining is necessary with two examples. Example 1: Let's assume your time is 33 seconds, 12 baloons and 1 bird. 12 baloons shaves off 36 seconds, which would end in minus 3 seconds. But since you were hit by 1 bird, this adds 3 seconds to your timer, thus ending at 0.0.0 exactly. If this would be the case, you WILL NOT get the sigil. Example 2: Let's assume your time is 33 seconds and 12 baloons. 12 baloons shaves off 36 seconds, which would end in minus 3 seconds. This means time faster than 0.0.0, also resulting in you obtaining Sun Sigil. #1D - FINAL RESULT - Abilities on Caladbolg: Triple Overdrive, Break Damage Limit, Magic Counter, Evade&Counter - More HP Tidus has, more damage Caladbolg does #2A - WAKKA'S WORLD CHAMPION ---> A640 Win a couple of Blitzball games (8 or so should be enough). When you have the airship, go to the bar where Kimahri picked a fight with Ronsos before. Talk to the bartender. If she says something like being even better, win some more blitz games. But if you're greeted like this... http://splitinfinity.50megs.com/images/worldchampion01.jpg World Champion can't elude you much longer... http://splitinfinity.50megs.com/images/worldchampion02.jpg #2B - JUPITER CREST ---> A284 In Aurochs' locker room examine the lockers. One of them is hiding the crest. http://splitinfinity.50megs.com/images/worldchampion03.jpg #2C - JUPITER SIGIL ---> A285 Sigil will appear as a league prize once you've obtained all overdrives for Wakka. http://splitinfinity.50megs.com/images/worldchampion04.jpg http://splitinfinity.50megs.com/images/worldchampion05.jpg #2D - FINAL RESULT - Abilities on World Champion: Triple Overdrive, Break Damage Limit, Double AP, Evade&Counter - More HP Wakka has, more damage World Champion does #3A - AURON'S MASAMUNE ---> A344 First item you'll need is Rusty Sword. Go to entrance of Cavern of the Stolen Fayth. On this screen go right and up. At the end of the path you'll find Rusty Sword. http://splitinfinity.50megs.com/images/rustysword.jpg Now return to airship and pick Djose Highroad destination. On this screen now go thru southwest exit and you'll appear in Mushroom Rock. Follow the path (you'll know you're going right if you'll run into 4x Soft chest on the way) and take first left you'll come across. Activate the stone lift by pressing X. Examine the statue and choose Yes when prompted. http://splitinfinity.50megs.com/images/rustyinsert.jpg Approach the sign that appeared and examine it... http://splitinfinity.50megs.com/images/masamune003.jpg ...to obtain Masamune! http://splitinfinity.50megs.com/images/masamune004.jpg #3B - MARS CREST ---> A342 Go to the place where S. convinced few guards to let you thru the barricade. There's a path leading down and right. http://splitinfinity.50megs.com/images/masamune001.jpg Enter it and you'll be on Oldroad. Go all the way to the end and you'll find Mars Crest in the chest. http://splitinfinity.50megs.com/images/masamune002.jpg #3C - MARS SIGIL ---> A343 Once you unlock combined total of 10 Species and/or Area Creations... http://splitinfinity.50megs.com/images/masamune005.jpg ...you'll receive Mars Sigil from Monster Arena manager. http://splitinfinity.50megs.com/images/masamune006.jpg #3D - FINAL RESULT - Abilities on Masamune: Triple Overdrive, Break Damage Limit, Counter-attack, First Strike - Less HP Auron has, more damage Masamune does #4A - KIMAHRI'S SPIRIT LANCE ---> A557 Go to Thunder Plains. See those strange stones that glow sometimes? Approach one of them (three in total) and press Square in front of it when it's glowing. Do this three times (locations provided in pics below) and Qactuars will now be fightable. http://splitinfinity.50megs.com/images/spiritlance002.jpg http://splitinfinity.50megs.com/images/spiritlance003.jpg http://splitinfinity.50megs.com/images/spiritlance004.jpg Now go to southern Thunder Plains. Hug the right until you see a broken pillar of sorts. http://splitinfinity.50megs.com/images/spiritlance005.jpg Examine this 'pillar' with Square and Spirit Lance is yours. http://splitinfinity.50megs.com/images/spiritlance006.jpg #4B - SATURN CREST ---> A472 Go to Mount Gagazet where you fought Flux for third time. Remember a bunch of pillars in the canyon not far from this battle point? Between one of them is a chest with crest inside. http://splitinfinity.50megs.com/images/spiritlance001.jpg #4C - SATURN SIGIL ---> A473 In Macalania woods you'll need to complete *both* butterly mini-games after you gain the airship. Do it successfully and sigil is yours. I stress again that you need to complete both games. Proof below... http://splitinfinity.50megs.com/images/spiritlance007.jpg http://splitinfinity.50megs.com/images/spiritlance008.jpg #4D - FINAL RESULT - Abilities on Spirit Lance: Triple Overdrive, Break Damage Limit, Evade&Counter, Double AP - More HP Kimahri has, more damage Spirit Lance does #5A - YUNA'S NIRVANA ---> A389 Capture at least one of every fiend in Calm Lands... http://splitinfinity.50megs.com/images/nirvana002.jpg He'll arrange a chest to appear. Examine it... http://splitinfinity.50megs.com/images/nirvana003.jpg As Tidus opens the chest, he's thinking: Yuna! Let's reach Nirvana together! http://splitinfinity.50megs.com/images/nirvana004.jpg #5B - MOON CREST ---> A369 At Besaid Beach there's a small beach with chest, that houses Moon Crest. http://splitinfinity.50megs.com/images/nirvana001.jpg #5C - MOON SIGIL ---> A370 After you acquire Magus Sisters, talk to Belgemine inside Remiem temple... http://splitinfinity.50megs.com/images/nirvana005.jpg When they're defeated, following choice will be presented to you... http://splitinfinity.50megs.com/images/nirvana006.jpg After the ritual... http://splitinfinity.50megs.com/images/nirvana007.jpg #5D - FINAL RESULT - Abilities on Nirvana: Triple Overdrive, Break Damage Limit, One MP Cost, Double AP - More MP Yuna has, more damage Nirvana does #6A - LULU'S ONION KNIGHT ---> A409 Go to Baaj Temple. For coordinates look below. http://splitinfinity.50megs.com/images/baajtemple.jpg After Geosgaeno is gone, examine the same room you fought in. Somewhere hardly accessible (it may be just me) is a chest with Onion Knight inside. http://splitinfinity.50megs.com/images/onionknight002.jpg http://splitinfinity.50megs.com/images/onionknight003.jpg #6B - VENUS CREST ---> A612 Enter the Farplane. Venus Crest can be found here. Note that it *isn't* there on your first visit to Farplane! http://splitinfinity.50megs.com/images/onionknight001.jpg #6C - VENUS SIGIL ---> A613 There's a book inside Thunder plains Agency that tells about lightning strikes... http://splitinfinity.50megs.com/images/onionknight004.jpg After you have the confirmation to have done so many of dodges... http://splitinfinity.50megs.com/images/onionknight005.jpg ...and... http://splitinfinity.50megs.com/images/onionknight006.jpg Remember! You cannot save inbetween, seek shelter beneath rod towers or travel to another screen. All that, plus getting struck by lightning will reset the counter to 0. #6D - FINAL RESULT - Abilities on Onion Knight: Triple Overdrive, Break Damage Limit, Magic Booster, One MP Cost - More MP Lulu has, more damage Onion Knight does #7A - RIKKU'S GODHAND ---> A234 Input GODHAND as a password when you have control of the airship. http://splitinfinity.50megs.com/images/godhand003.jpg Then go to that destination... http://splitinfinity.50megs.com/images/godhand004.jpg At the end of the path is chest... http://splitinfinity.50megs.com/images/godhand005.jpg #7B - MERCURY CREST ---> A362 Found in western part of Sanubia Desert in the chest in one of sandpits. http://splitinfinity.50megs.com/images/godhand002.jpg #7C - MERCURY SIGIL ---> A363 Complete Cactuar sidequest in Sanubia Desert. One of chests now accessible in the valley of the sandstorms houses the sigil. http://splitinfinity.50megs.com/images/godhand001.jpg #7D - FINAL RESULT - Abilities on Godhand: Triple Overdrive, Break Damage Limit, Double AP, Gillionare - More HP Rikku has, more damage Godhand does --> And lastly, once you collect CW, crest and sigil for one chr, return to the same big sphere-like thingey you used to get Celestial Mirror. Perform the ritual and the weapon will be powered up. Note: You *cannot* power up CW, if you have only the sigil for it. However, weapon can be powered up, if you have only the crest. You can return later and complete the upgrade with the sigil. All of celestial weapons hold the innate ability of Piercing (discovered by Terence). ---------------------- II - BUTTERFLY CATCHER ---> A078 ---------------------- In Macalania Woods there is this minigame involving butterflies. Besides being fairly useless and annoying there is one goal in this game - getting Saturn Sigil for Kimahri's Spirit Lance. There are three times you can compete for prizes: before defeating Spherimorph, after defeating Spherimorph and after you have the airship permanently. There's 2 butterfly minigames you can complete. First I'll list the prizes you get for completing the games before defeating Spherimorph. - Butterfly game 1: 'Macalania Woods: North' Time limit of 40 secs will lead you to 1x Ether. - Butterfly game 2: 'Macalania Woods: Central' Time limit of 40 secs will lead you to 1x MP Sphere. Then for completion of games after Spherimorph's descent to Farplane. - Butterfly game 1: 'Macalania Woods: North' Time limit of 30 secs will lead you to 2x Elixir. - Butterfly game 2: 'Macalania Woods: Central' Time limit of 40 secs will lead you to 2x Megalixir. And finally after you have the airship in your possession. - Butterfly game 1: 'Macalania Woods: North' Touch the multicolored butterfly and off we go. You have 30 seconds to find and touch 7 blue ones. Touch any of red ones and you'll have to fight few monsters. You can't afford to touch any of reds, otherwise you'll run out of time. Right at start head back a bit and nab first blue butterfly that appears. Prize for getting all seven blues is Teleport Sphere - in case 'north game' is the first game you completed. If you have already done the other one, you'll receive Saturn Sigil. - Butterfly game 2: 'Macalania Woods: Central' Near the bird-dude there's multicolored butterfly. Touch it and let the games begin. 30 seconds are yours for 7 blues. This is fairly easy except for the last part where you have to make a turn left - there's four reds cramped closely together and in 9/10 cases you'll bump into one of them. To top it off, last blue butterfly is very close to the exit from this part of forest, so be really careful how far you go. Prize for getting all seven blues is Saturn Sigil, but only in case you already completed 'north game' as well. If 'central game' is first one you accomplished, you'll receive Teleport Sphere. --------------------- III - CHOCOBO TRAINER ---> A097 --------------------- Calm Lands... there's a lot to be done here. For starters let's get our hands on the chocobo. On far north end of the Calm Lands there's a woman on chocobo. Talk to her, choose 'I wanna ride one' or something close to that and training shall begin. Course 1 is called Wobbly Chocobo. Your goal is to finish the race under the time limit by crossing the finish line between chocobo trainer and her chocobo. Time limit is 12.8 seconds. Besting it or getting the same time will net you 1x Elixir. Each subsequent time you best or tie your record you'll get 1x X- Potion. Soooo, even the chocobo lady lies thru her teeth. Difficulty here is that your chocobo will try swerving right and left at all times, so your job will be to try and keep it steady. Winning this race opens... Course 2 is called Dodger Chocobo. Your goal is to finish the race under the time limit by crossing the finish line between chocobo trainer and her chocobo. This time your chocobo will only be racing forward, but there'll be stuff flying your way, so you should avoid it by turning left/right when necessary. Time limit is 16.8 seconds. Besting it or getting the same time will net you 1x Lv.1 Key Sp. Each subsequent time you best or tie your record you'll get 1x Mega-Potion. Winning this race opens... Course 3 is called Hyper Dodger Chocobo. Your goal is to finish the race under the time limit by crossing the finish line between chocobo trainer and her chocobo. Again your chocobo will only be racing forward, but there'll be even more stuff flying your way, so you should avoid it by turning left/right when necessary. Time limit is 18.5 seconds. Besting it or getting the same time will net you 1x Lv.2 Key Sp. Each subsequent time you best or tie your record you'll get 1x Ether. Winning this race opens... Course 4 is called Catcher Chocobo. This time chocobo trainer herself challenges you to a race. You start the race by southern entrance in Calm Lands and finish the race close to northern exit of Calm Lands. There's a few augmentations on the way as well. Each balloon picked up by you shaves off 3 seconds from your timer. Each bird that hits you adds 3 seconds to your timer. What's bad and good about this is that same can also happen to your rival. To even further annoy you, controls are pretty messed up... Time limit is 45.0 seconds. Besting it or getting the same time will net you 1x Lv.3 Key Sp. Each subsequent time you best or tie your record you'll get 1x Turbo Ether. Ultimately, you should aim for time *faster* than 0.0.0. If you manage to do it, you'll receive Sun Sigil for Tidus' Caladbolg. I'd just like to put something down, so this won't happen to you as it did to me. Anyway, in my latest playthru I reached Calm Lands and decided to train a chocobo. As I got to Catcher Chocobo course, I managed to get time faster than 0.0.0 on my first try. I was thrilled, to say the least, but also worried about what I would get... Lv.3 Key Sp., or Sun Sigil, or both? Luckily for us you get both stuffs.:) From now on, whenever you'll need to ride a chocobo, talk to trainer and she'll provide a ride for you. ---------------- IV - BAAJ TEMPLE ---> A042 ---------------- Once you've discovered Baaj Temple with coordinates found a bit below this section, you're set. Main objective here is to obtain Anima. When you 'appear', save at nearby save sphere. Now equip Tidus, Wakka and Rikku with armors consisting of Deathproof, Stoneproof and Curseproof. Then proceed to the end of pathway, jump in the water and try swimming toward the green square. First obstacle will be your fishy friend from beginning of game: Geosgaeno. ********* GEOSGAENO ---> A231 ********* 1. Name: Geosgaeno 2. Monster's HP: 32767/32767 3. Monster's MP: 128 4. AP gained when monster is defeated: 4200/6300 5. Items stolen: 1x Water Gem/2x Water Gem 6. Items dropped: 2x/4x Power Sphere; 2x/4x Power Sphere 7. Gil earned: 1000 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to every negative status (except Poison), including Eject and Demi; however, you can turn tide of battle in your favour - 95% Poison - 10% Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 36, 50, 40, 50, 48, 15, 0, 50 11. Monster's el. info: Weak to all elements, holy included 12. Monster's Sensor info: Covered with thick scales. Vulnerable to magic. 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-3 slots, 1 ability already present, 99% probability of equipment piece being dropped 15. Weapon abilities: No Encounters (this is a glitch) 16. Armor abilities: Auto-Reflect 17. Monster's attacks: a) Stone Punch - VS one chr - phd + Petrify b) KO Punch - VS one chr - phd + Instant KO and Curse c) 'Swallow' - VS one chr - Geosgaeno can and will eat one of your chrs - if chr eaten is under any beneficial and/or negative status, that status will be copied onto Geosgaeno d) 'Regurtitate A' - first turn Geosgaeno gets after 'Swallow', it'll spit chr it ate back out onto remaining party members - damage dealt is calculated in strategy below e) 'Regurtitate B' - if chr eaten gets a turn before Geosgaeno does and you choose Struggle, that chr will attack G-guy from inside - however, Geosgaeno will counter by spitting that chr back out - damage dealt is calculated in strategy below f) 'Regurtitate C' - if chr eaten gets a turn before Geosgaeno does and you choose Struggle, that chr will attack G-guy from inside - if this Struggle kills Geosgaeno, it will counter by spitting that chr back out, dealing 9999 damage to all chrs 18. Monster strategy: This fat fish is a very interesting enemy. Requires a bit of strategy, too. Let's talk about it, then! Geosgaeno's KO and Stone Punch deal about 1300 damage, along with inflicting that annoying statuses which I assume you can't be afflicted with cos of necessary protections. On its third or fourth turn Geo loves to do 'swallow'. Now here's the big catch: Whatever status swallowed character in under, that status/es will be carried over to Geosgaeno! For example: Tidus has Protect, Shell, Haste and Regen. If he gets swallowed, all of those statuses will be carried over to Geosgaeno. Bad thing to happen! Positive statuses you may copy: Protect, Shell, Reflect, NulTide, NulFrost, NulShock, NulBlaze, Regen, Haste. Negative statuses you may copy: Poison, Silence, Slow, Zombie, Armor Break, Power Break, Mental Break, Magic Break. However, if Tidus has Slow, Poison, Zombie etc., all of those statuses will be carried over to Geosgaeno as well. Good thing to happen! I haven't managed to Doom Geos., cos when I thought it'd eat one of my chrs, all it pulled off were KO Punches. Guess you can't Doom it at all. Ultimately, you could do this: inflict all characters with Zombie, Poison, Regen. Then wait until someone gets eaten and voila! Geosgaeno successfully doomed itself, hehehe. All you have to do is defend and heal yourself (cast Curagas at zombied Geos. as well!) until Geosgaeno whittles down all of its HP cos of the actions it's taking. You win and the entrance to Baaj Temple is now wide open. In case you'd like to beat this guy fair and square, you'll need to know the following information: on first, second and possible third turn Geos. will use Stone or KO punch. You must have Stoneproof and Deathproof armors or you'll constantly be reviving. During this time attack or heal, doesn't matter. When Geos. does 'Swallow', stop doing whatever you were doing and take under close examination HP of the chr that got eaten. For this example I shall use Tidus. 'Regurtitate A' scenario: Tidus is swallowed with say 5000 HP. In case he gets a turn inside Geosgaeno, he has only two options: Defend, which will forfeit his turn, or Struggle, which will make Tidus attack Geosgaeno from inside. For this scenario you should choose Defend. So Tidus will skip his turn. Afterwards when Geosgaeno gets a turn, it'll spit Tidus back out and deal damage to all chrs based on following equation: ([Eaten chr's current HP] minus [1] equals [damage dealt to all chrs]) So damage dealt would be 4999 to all three characters. Result would be: Tidus left at 1 measly HP and other two chrs possibly killed. 'Regurtitate B' scenario: Scenery is exactly the same as in above example, but this time have Tidus use Struggle. Geosgaeno will take damage, but then answer with an attack, which spits Tidus back out, dealing damage based on following equation: ([Eaten chr's current HP] equals [damage dealt to eaten chr]) So whatever HP Tidus would have, he'd be KO-ed. 'Regurtitate C' scenario: Scenery is exactly the same as in above example, but this time have Tidus use Struggle. Also, this Struggle would have to kill Geosgaeno. It will take damage, but will then counter with an attack, which spits Tidus back out, dealing 9999 damage to all chrs. Everybody dies, and it's Game Over. So, if you have a feeling that Struggle might kill Geosgaeno, don't do it. Wait for chr to be available again, and *then* kill Geosgaeno for good. Max dagame dealt this way is 9999 damage. Now that Geosgaeno has been returned to the planet, proceed inside Baaj Temple. When you reach Antechamber, you'll see six statues (three on each side of the room) and a big 'poster'. Examine the poster and it will clue you in on Destruction Spheres. You must have used Des. Sp. in each temple you visited so far and opened the chest, which has been jinxed by Des. Sp. in each temple in order to light up the statues. There's two chests here - one with 4x Mega- Phoenix and other with 1x Megalixir. Top left belongs to Besaid, middle left Macalania, bottom left Zanarkand, top right Bevelle, middle right Djose and bottom right Kilika. By approaching the statue it will light up, meaning you broke the seal for respective temple. BTW, Bevelle statue will light up automatically, there's *no way* you could've missed that one. Picture support for this is here: http://splitinfinity.50megs.com/images/templebaaj01.jpg http://splitinfinity.50megs.com/images/templebaaj02.jpg http://splitinfinity.50megs.com/images/templebaaj03.jpg If you followed my guide, you should've broken five seals already. Hmmm, where's the sixth one? In Zanarkand Temple. Return there and again we deal with Tetris. Real easy, tho' - you have to step on all of square shapes found in both rooms. Once stepped on, Destruction Sp. will reveal itself. Nab it, then go to the monitor in that other room. Insert DS in one of the holes. Collect Magistral Rod and sixth seal is broken. Return to Baaj Temple and Anima is yours. Damn, I never knew that about S... Once she's finished rambling, return the way you came in here. When you're in the pool where you wasted Geo, swim to the surface and press Square to get out of the water. Examine save sphere and beam up to continue your adventures... ----------------- V - REMIEM TEMPLE ---> A456 ----------------- Once you can ride chocobos, nail one in Calm Lands. Go to southern entrance and go right from it. You'll see a yellow feather in the ground. While riding a chocobo, step over it and press X to jump the gap. Dismount, go right and you've reached Remiem Temple. Here there's six things to be done: - obtain Vol. XXIV *KEY ITEM* - obtain Magus Sisters - another chocobo race - obtain Flower Sceptre - obtain Moon Sigil - obtain Cloudy Mirror # Vol. XXIV *KEY ITEM* stuff-to-do Real simple. Proceed further down the path past left chocobo and pick up the Primer edition. # Chocobo race & Cloudy Mirror stuff-to-do You may have noticed weird shapes beneath R. Temple. This is a racing track for chocobos. There's a chocobo on the left and chocobo on the right. First examine the sphere which is located near chocobo on the left. Once you're told what to do, you should be interested in right chocobo. Examine it with X, choose to ride and prepare. Your goal is to reach the center of the circle first with as many chests you can open on the way and the least poles touched on the way. Prizes are as follows: - first win, doesn't matter what happened: Cloudy Mirror - win with one opened chest, no poles: 1x Elixir - win with two opened chests, no poles: 1x Megalixir - win with three opened chests, no poles: 30x Wings to Discovery - win with four opened chests, no poles: 30x Pendulum - win with five opened chests, no poles: 60x Three Stars - winning with whatever happens afterwards: 1x Potion # Flower Scepter & Moon Sigil stuff-to-do Inside the temple you'll meet Belgemine. Now she'll tell you who she really is and offer a challenge - if you manage to waste all of her Aeons, you'll receive Moon Sigil. You'll have to defeat Valefor, Ifrit, Ixion, Shiva, Bahamut, Anima, Yojimbo, Magus Sisters. First five you have to defeat in order listed, while Yojimbo and Anima appear as you get them. Magus Sisters will appear last, ie after you get them from Antechamber behind Belgemine. LEVEL 1 - VALEFOR BATTLE 1. Boss' HP / HP Overkill; MP 20000 / 20000; 500 2. Boss' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Boss' stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 20, 10, 18, 10, 21, 15, 0, 0 4. Boss' el. info; Sensor info; Scan info NS; Immune to Sensor; Immune to Scan 5. Boss' attacks: a) 'Strike' - VS one chr - phd b) Energy Ray - STATT VS one/all chr/s - std c) Energy Blast - STATT VS one/all chr/s - std d) Sonic Wings - VS one chr - phd + Delay effect 6. Boss strategy: As Valefor is first Belgemine's aeon you'll be fighting, she isn't too tough, but she ain't too easy either. Main point of being careful are her Sonic Wings, which beside dealing damage can also delay your aeon's next attack a bit. If she kept using Sonic Wings, you'd lose. She is also capable of using Energy Ray at any of her normal turns. When her Overdrive is full, Energy Blast is used. For fighting I recommend using currently your fastest aeon, which would be Shiva. In case you can teach your aeons abilities, teach Shiva Haste and Cura/ga. As she is summoned, use her normal attacks to strike Valefor down. If Valefor's gauge gets full, use Shield. And that's that. For advancing past level 1 for the first time you receive 4x Lightning Gem. In case you missed fighting Belgemine's Ixion on the road to Moonflow, you'll receive Summoner's Soul *KEY ITEM* first, and then 4x Lightning Gem. Beat Valefor any time afterwards as many times as you want and you'll receive 4x Power Sphere. LEVEL 2 - IFRIT BATTLE 1. Boss' HP / HP Overkill; MP 28000 / 28000; 800 2. Boss' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Boss' stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 23, 10, 21, 1, 18, 15, 0, 0 4. Boss' el. info; Sensor info; Scan info Absorbs fire; Immune to Sensor; Immune to Scan 5. Boss' attacks: a) 'Swipe' - VS one chr - phd b) Hell Fire - FATT VS one/all chr/s - fire mgd c) Meteor Strike - STATT VS one chr - std 6. Boss strategy: Just a bit stronger than Valefor, Ifrit is a manageable guy. Since you now possess Summoner's Soul regardless of what you did in your current game, teach Shiva Haste, Protect, Cura/ga, NulBlaze. Summon her for this battle as well. First cast Haste, followed by Protect, then proceed with normal attacks against Ifrit. If he wears Shiva's HP down, use Cura/ga to heal. Ice type spells will also do nice healing if you don't have Cura/ga. Prior to Ifrit's Hell Fire (ie, if he manages to pull one off) cast NulBlaze. Heheh. For advancing past level 2 for the first time you receive 30x X-Potion. In case you missed fighting Belgemine's Shiva in Calm Lands, you'll receive Aeon's Soul *KEY ITEM* first, and then 30x X-Potion. Beat Ifrit any time afterwards as many times as you want and you'll receive 5x Mana Sphere. LEVEL 3 - IXION BATTLE 1. Boss' HP / HP Overkill; MP 30000 / 30000; 720 2. Boss' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Boss' stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 22, 1, 23, 1, 17, 15, 0, 0 4. Boss' el. info; Sensor info; Scan info Absorbs lightning; Immune to Sensor; Immune to Scan 5. Boss' attacks: a) 'Swipe' - VS one chr - phd b) Thor's Hammer - LATT VS one/all chr/s - lightning mgd c) Aerospark - VS one chr - phd + Dispel effect d) 'Ixion evades!' - this note means that Ixion has now become hard to hit physically as he poured all his energy into evasive measures e) 'Ixion defends!' - this note means that Ixion used Shield command 6. Boss strategy: Use Shiva yet again. Ixion's Str is a cinch lower that Ifrit's, so you're looking at the roughly same guy with different attacks. At start of battle use Haste on Shiva. But Haste only, don't bother with Protect. Ixion can use Aerospark on his normal turn, which will dispel all positive statuses on Shiva - that's why it's better to bother with only Haste. On some of Ixion's normal turns you'll see one of two notes pop up on screen. If it's about evading, use magic attacks on Ixion or Heavenly Strike. If it's about defending, don't attack, instead check up on Shiva. If she needs to be healed, use cure spells or ice spells. Otherwise recast Haste if she isn't hasted already, or Haste was dispeled. If Ixion manages to get Overdrive, cast NulShock before it. For advancing past level 3 for the first time you receive 10x Chocobo Feather. Beat Ixion any time afterwards as many times as you want and you'll receive 8x Power Sphere. LEVEL 4 - SHIVA BATTLE 1. Boss' HP / HP Overkill; MP 20000 / 20000; 950 2. Boss' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Boss' stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 23, 180,20, 180,21, 15, 0, 0 4. Boss' el. info; Sensor info; Scan info Absorbs ice; Immune to Sensor; Immune to Scan 5. Boss' attacks: a) 'Kick' - VS one chr - phd b) Diamond Dust - IATT VS one/all chr/s - ice mgd c) Heavenly Strike - VS one chr - phd + Delay effect d) Blizzara - IATT VS one chr - ice mgd e) Blizzaga - IATT VS one chr - ice mgd 6. Boss strategy: You know, when you fight Shiva, she's a pretty smart girl (and that means both meanings:)). Since you can't use Shiva for this battle, I'd recommend using someone with good Def and HP - Bahamut. Prior battle teach him Haste, Shell, Cura/ga, NulFrost and Protect. As battle starts, cast Haste and Protect on Bahamut, Shell on *Shiva*. Then keep hacking away at Shiva. For most of the fight she'll try to hurt Bahamut with her 'kick' or casting Blizzara. Rarely she decides for Heavenly Strike. As her HP gets low, she tends to use Blizzaga on her, but it won't be as efficient, as you've put Shell on her. If Bahamut's HP gets low, don't forget to heal him. For advancing past level 4 for the first time you receive 60x Mega-Potion. Beat Shiva any time afterwards as many times as you want and you'll receive 6x Star Curtain. LEVEL 5 - BAHAMUT BATTLE 1. Boss' HP / HP Overkill; MP 35000 / 35000; 1500 2. Boss' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Boss' stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 31, 1, 38, 1, 20, 15, 0, 0 4. Boss' el. info; Sensor info; Scan info NS; Immune to Sensor; Immune to Scan 5. Boss' attacks: a) 'Swipe' - CATT VS one chr - phd b) Mega Flare - STATT VS one/all chr/s - std c) Countdown: 5, 4, 3, 2, 1 - countdown turn to Mega Flare 6. Boss strategy: Boring! This Bahamut is exactly the same as the one you fought in Purifico with one exception: every time you attack Bahamut, he'll counter with 'swipe'. On his normal turns he'll count down turns to Mega Flare. Summon Shiva for this battle, use Haste and Protect on her, then keep attacking. If Bahahut gets to the point where he can use Mega Flare, use Shield. And that's all there is to it. For advancing past level 5 for the first time you receive Flower Scepter *KEY ITEM*. Beat Bahamut any time afterwards as many times as you want and you'll receive 8x Mana Sphere. LEVEL 6 - YOJIMBO BATTLE 1. Boss' HP / HP Overkill; MP 32000 / 32000; 1200 2. Boss' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Boss' stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 34, 80, 35, 1, 32, 15, 0, 0 4. Boss' el. info; Sensor info; Scan info NS; Immune to Sensor; Immune to Scan 5. Boss' attacks: a) Daigoro - VS one chr - phd b) Kozuka - VS one chr - phd c) Wakizashi - VS one chr OR all chrs - phd d) Zanmato - STATT VS one/all chr/s - std (?) 6. Boss strategy: This also is boring, it's not even funny. If you have troubles seeing your Yojimbo do Zanmato, here's the chance for you to see it, but Yojimbo requires lots of turns before his Overdrive fills all the way up. Shiva yet again is recommended. Once summoned, Haste and Protect on her, then hacking away at Yojimbo. He'll fall sooner or later. For advancing past level 6 for the first time you receive 8x Shadow Gem. Beat Yojimbo any time afterwards as many times as you want and you'll receive 10x Power Sphere. LEVEL 7 - ANIMA BATTLE 1. Boss' HP / HP Overkill; MP 54000 / 54000; 3000 2. Boss' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Boss' stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 38, 1, 60, 1, 15, 15, 0, 0 4. Boss' el. info; Sensor info; Scan info NS; Immune to Sensor; Immune to Scan 5. Boss' attacks: a) 'Stare' - VS one chr - phd b) Oblivion - STATT VS one/all chr/s - 16 consecutive hits + Delay effect c) Pain - NATT VS one chr - mgd + KO d) Dispel - VS one chr - shatters most positive statuses e) Demi - GRATT VS one/all chr/s - tears off 25% current HP 6. Boss strategy: Last two fights are at least somewhat interesting. Besides lots of HP Anima boasts high Str and Mag, but she lacks speed. So once again Shiva to the rescue (I luv ya, my girl!). Since it is not necessary to beat Anima before you obtain Magus Sisters, you can also use them for your aid. Cos Anima knows Dispel, it is recommended you bestow Shiva with Haste only. Every time Shiva gets dispeled, recast Haste at her. 'Stare' and Pain should be nothing to worry about, along with Demi. As you attack Anima relentlessly, keep an eye on both Shiva's HP and Anima's overdrive gauge. At least two turns before Anima's gauge would get full, cease attacking. Heal Shiva first, then use Shield. Oblivion will deal crappy damage, but it will take a while before Shiva has another turn cos of enormous Delay effect. After Oblivion proceed with using the regular strategy. For advancing past level 7 for the first time you receive 60x Stamina Spring. Beat Anima any time afterwards as many times as you want and you'll receive 10x Mana Sphere. LEVEL 8 - MAGUS SISTERS BATTLE 1. Cindy's HP / HP Overkill; MP 48000 / 48000; 8000 Mindy's HP / HP Overkill; MP 20000 / 20000; 7000 Sandy's HP / HP Overkill; MP 35000 / 35000; 3000 2. All Sisters' status info: - Immune to every negative status, including Eject and Demi - NS - Immune to Poison - Immune to Doom 3. Cindy's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 48, 0, 38, 0, 15, 15, 0, 0 Mindy's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 21, 1, 28, 1, 20, 15, 0, 0 Sandy's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 35, 1, 18, 1, 24, 15, 0, 0 4. All Sisters' el. info; Sensor info; Scan info NS; Immune to Sensor; Immune to Scan 5. Sisters' attacks: Cindy's repertoire a) Shell - on one ally - bestows Shell b) Protect - on one ally - bestows Protect c) Mighty Guard - on allies - bestows Shell, Protect and NulAll d) Regen - on one ally - bestows Regen e) Dispel - VS one chr - shatters most positive statuses f) Camisade - VS one chr - phd g) Drain - VS one chr - mgd - amount of HP deducted is added to Cindy's HP h) Holy - HATT VS one chr - holy mgd i) Cura - on one ally - restores moderate amount of HP Sandy's repertoire a) 'Slash' - VS one chr - phd b) Razzia - VS one chr - phd Mindy's repertoire a) Fira - FATT VS one chr - fire mgd b) Thundara - LATT VS one chr - lightning mgd c) Watera - WATT VS one chr - water mgd d) Blizzara - IATT VS one chr - ice mgd e) Firaga - FATT VS one chr - fire mgd f) Thundaga - LATT VS one chr - lightning mgd g) Waterga - WATT VS one chr - water mgd h) Blizzaga - IATT VS one chr - ice mgd i) Flare - NATT VS one chr - mgd j) Ultima - NATT VS one/all chr/s - mgd k) Passado - VS one chr - phd - 15 consecutive hits When their overdrive gauges fill up and they're all still alive a) Delta Attack - STATT VS one/all chr/s - std - 6 consecutive hits 6. Boss strategy: Wide repertoire of spells, three enemies to deal with, decent AI... all of this combined promises a challenging battle. And indeed it is. You might actually have some problems beating this one. Let's see... for your side I recommend Bahamut, cos his Impulse hits every target on the field. As you summon him, cast Haste on him, but only that! Cindy knows Dispel, so it's pointless to recast multiple beneficial spells, only to have them negated. Use Impulse twice (meanwhile you'll get attacked of course, but just bear with it), then normal attack on Mindy. This just eliminated enemy party's magician, as well as danger of being Delta Attack-ed. After Mindy is eliminated, heal Bahamut (cure spells!). Now you should get rid of Sandy. But prior to that, cast Reflect on both Cindy and Sandy - this will net you all the good spells Cindy will try to cast upon them (Regen, Protect, Shell, Cura). Mighty Guard still gets thru Reflect, but bear with it. Once you get rid of Sandy, it's only Cindy remaining. She's not so hard, cos for the most of the battle she'll be using support spells. Do take care near end of battle (when Cindy is low on HP), as she can chuck Holy your way. Magus Sisters are defeated, and all of Belgemine's aeons as well. For advancing past level 8 for the first time you receive 40x Shining Gem. Beat Sisters any time afterwards as many times as you want and you'll receive 12x Power Sphere. If you choose to s... Belgemine any time after you defeat Sisters, you'll receive Moon Sigil, final upgrade for Yuna's Nirvana. You won't be able to fight Belgemine's aeons anymore... but who cares, really? Awards you're receiving are pathetic. # Magus Sisters stuff-to-do This is the big one why we've come here. There's a sealed door behind Belgemine. To unseal it, you need three things: Flower Scepter, Blossom Crown and a bit of patience. - to get Flower Scepter, you need to waste Belgemine's Bahamut - to get Blossom Crown, you need to capture at least one of every fiend from Mt Gagazet; then return to Monster Arena and manager will hand over B. Crown - you must obtain Anima and Yojimbo - once all of this is done, approach the sealed door, which will now unseal - Magus Sisters are yours ----------------------------------------------------------------------------- VI - CAVERN OF THE S. F. ---> A088 Enemies: Tonberry, Ghost, Yowie, Magic Urn, Defender, Thorn, Valaha, Epaaj, Coeurl, Malboro, Nidhogg, Dark Element, Imp, Mech Hunter, Yojimbo (BOSS) Items: 1x Megalixir, 1x Lv.2 Key Sp., 1x Fortune Sp., 2x Mega-Potion, 1x MP Sphere, 2x X-Potion Equipment: Flexible Arm Key Items: Primer XXV ----------------------------------------------------------------------------- Available once you dismantle Defender X, you can complete this dungeon to nail Yojimbo, another one of three optional Aeons you can find during the game. Oh yeah, you'll also need about 300 grans. So, once Defender X is defeated, don't go ahead, but instead take a right by following the path down. Here there will be a save sphere and a bit more left entrance to Cavern of S. F. The dungeon itself is pretty straightforward, with no big turns, but in here there are a few nice enemies to deal with. If you encounter Tonberries, put them to sleep and then unload on them. Flee from Magic Pots battles - trying to guess what eye is right *is* useless. Ghosts drop armor with No Encounters ability, if you're lucky. Enter the dungeon. You'll arrive in a big room (teleport pad in here is inactive yet), with path continuing on the right (according to mini-map). Follow the path (another path will branch to the right, leading to chest with 1x Megalixir). Return on the path and enter second big room. You'll see a scene. Further ahead will be next tunnel, with paths branching off forward, right and left. Forward one is an obvious dead end, right one leads to chest with Lv.2 Key Sp. Take left path to arrive an four-cross intersection. Forward path takes you to chest with 1x Fortune Sp., right one is dead end... left path again the right one? Yep. Yet *another* four-cross intersection. This time left one is dead end (here nail Al Bhed Primer XXV *KEY ITEM*), forward you'll see chest with 2x Mega-Potion, and right one leads to save sphere. Save your game, for there is boss ahead. ******* YOJIMBO ---> A644 ******* 1. Name: Yojimbo 2. Monster's HP: 33000/4060 3. Monster's MP: 2000 4. AP gained when monster is defeated: N/A 5. Items stolen: Nothing to steal 6. Items dropped: N/A 7. Gil earned: N/A 8. Items bribed: N/A 9. Monster's status info: - Immune to every negative status except Doom - NS - Immune to Poison - 5 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 34, 80, 35, 1, 32, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: N/A 15. Weapon abilities: N/A 16. Armor abilities: N/A 17. Monster's attacks: a) Daigoro - VS one chr - phd b) Kozuka - VS one chr - phd c) Zanmato - VS all chrs - deals 9999 damage regardless of protection 18. Monster strategy: Quite easy. Use Candle of Life on it, defend/heal for five Yojimbo's turns and then he's gone. Yawn. So much trouble yet I get nothing. I want a refund. Seriously, though, you need at least 300000 Gil as well. Once you 'talk' to Yojimbo, he'll offer three choices. Pick whichever you want, and then pay him 300000 gil you brought along. Yojimbo is yours. If at any time you pay him triple amount of his asking price, he'll throw in 2x Teleport Sphere. When teleported back, teleport to left room and nab chest for Flexible Arm. Right room has 1x MP Sphere and 2x X- Potion. Teleport back and then return to entrance. --------------------------------------- VII - AIRSHIP PASSWORDS AND COORDINATES --------------------------------------- # PASSWORDS ---> A014 WARNING: A contributor was playing the Italian version of the game, and since the passwords GODHAND and VICTORIOUS weren't working, he must've figured out the passwords the hard way. It was GOD HAND and VICTORIAS, so if you got a non- english version, you might need to find the passwords on the game, unless you have an FAQ for your language. There's three passwords you can input under the Password option when on your airship. These passwords are as follows (case sensitive): Password 1: GODHAND Opens up Mushroom Rock destination in NavMap, that will lead you to Rikku's best weapon Godhand. You'll need Celestial Mirror in order to open the chest. Picture support: http://splitinfinity.50megs.com/images/godhanddestiny.jpg http://splitinfinity.50megs.com/images/godhanddestination.jpg How can you work it out? On the Mi'ihen highroad ruins there is a sphere which tells you about the great thorn in the calm lands, visit here, and follow the directions it gives you. You'll have to do quite some walking, but eventually you will come to the password. Password 2: VICTORIOUS Opens up Besaid Ruins 1 destination in NavMap, that will lead you to armor Victorious (Lightningproof, Fireproof, Iceproof, 1 FS). Pretty useless. Picture support: http://splitinfinity.50megs.com/images/victoriousdestiny.jpg http://splitinfinity.50megs.com/images/victoriousdestination.jpg How can you work it out? The sphere in Besaid tells you how it's done. Just collect the letters from Kilika forest, and the ruins in Bikanel island, and then write them out, small letters first, then capitals for the last word. You take one letter from Kilika, then one from Bikanel etc, and you end up with 'the password is VICTORIOUS' (that is in the English version of the game anyway). Password 3: MURASAME Opens up Besaid Ruins 2 destination in NavMap, that will lead you to Auron's weapon Murasame (Piercing, One MP Cost, 2 FS). Picture support: http://splitinfinity.50megs.com/images/murasamedestiny.jpg http://splitinfinity.50megs.com/images/murasamedestination.jpg How can you work it out? To find the password, go to the Baaj Temple ruins and go outside, examine the sphere on the pillars to the right of this area, it will mention where the password can be found, and you don't have to be a brain surgeon to work it out. # COORDINATES ---> A013 There's six locations in total you can find in 'Free Search' whilst mashing X button rapidly and moving red marker around the map. Picture showing what you must do to access this feature at this URL: http://splitinfinity.50megs.com/images/picksearch.jpg Baaj Temple X between 11 and 16, Y between 57 and 63 Here you can find Celestial weapon for Lulu and obtain Anima. Picture showing this destination coordinates available at following URL: http://splitinfinity.50megs.com/images/baajtemple.jpg Black M denotes position of red marker on the NavMap. Battle Site X between 39 and 43, Y between 56 and 60 Here you obtain Phantom Bangle (Ice Eater, Fire Eater, Water Eater). Picture showing this destination coordinates available at following URL: http://splitinfinity.50megs.com/images/battlesite.jpg Black M denotes position of red marker on the NavMap. Besaid Falls X between 29 and 32, Y between 73 and 76 Here you obtain Dragoon Lance (Magic Counter, Evade & Counter, 2 FS). Picture showing this destination coordinates available at following URL: http://splitinfinity.50megs.com/images/besaidfalls.jpg Red M denotes position of red marker on the NavMap. Mi'ihen Ruins X between 33 and 36, Y between 55 and 60 Here you obtain Sonar (Initiative, Poisonstrike, 1 FS). Picture showing this destination coordinates available at following URL: http://splitinfinity.50megs.com/images/mi'ihenruins.jpg Red M denotes position of red marker on the NavMap. Omega Ruins X between 69 and 75, Y between 33 and 38 Picture showing this destination coordinates available at following URL: http://splitinfinity.50megs.com/images/omegaruins.jpg Red M denotes position of red marker on the NavMap. Sanubia Sands X between 12 and 16, Y between 41 and 45 Here you obtain Ascalon (Double AP). Picture showing this destination coordinates available at following URL: http://splitinfinity.50megs.com/images/sanubiasands.jpg Red M denotes position of red marker on the NavMap. ----------------------------------------------------------------------------- VIII - O. RUINS ---> A405 Enemies: Floating Death, Master Coeurl, Zaurus, treasure chest (latter may turn into Mimic), Great Malboro, Wraith, Master Tonberry, Defender Z, Varuna, Adamantoise, Spirit, Halma, Black Element, Puroboros, Machea, Demonolith, Gemini (there're two kinds) Items: 1x Teleport Sphere, 1x Magic Sphere, 1x Friend Sphere Equipment: None Key Items: Primer XXVI ----------------------------------------------------------------------------- Supposedly hardest dungeon in the game. Yeah right.:) Before you venture in the deepest depths of ruins, you *need* one ability. First Strike. Without it you're doomed before you even begin the descent. Why? Great Malboros found in O. Ruins will *always* ambush you, and they use Bad Breath on first turn. So unless you have Ribbon in your armor, your chrs will strike each other down. Now you can either use Flee with whoever has that command (and of course you equipped him/her with First Strike as well) or use Delay Buster against it, delaying its turn and then proceeding hacking away at it. On FFX message board over at Gamefaqs I've noticed that there's a subquest involving opening chests found in O. Ruins in certain order. At the end you'll receive 99x Warp Sphere. Want a friendly piece of advice? Don't bother with it. There are other ways to receive Warp Spheres or to find easier alternatives for it. Your ultimate goal in this dungeon are two wanna-be-hard bosses. I missed them in FF9, but they make a return in this FF. Yap, it's our Ultima Weapon and Omega Weapon, both of which have been beefed up a bit. Okay, Omega has been beefed a lot. Let us start by saving at the save point. This is the only one in whole dungeon, so make use of it while you're here. Mini-map will be useless, at least until you explore the whole dungeon. So let's start searching around. Up ahead you'll see a big crossroads. Forward path leads to a dead end. Right path will take you to a small round-shaped room with two chests. Open them... chances are you'll fight some monsters (Zaurus and possibly Mimic). This is a part of treasure hunting minigame I mentioned above. If you happen to open a treasure with monsters, you have to win that battle. You can't flee and for some strange reason Copycat command cannot be selected. There's a left turn right before this round room, but it leads to a forward path I mentioned before. So you need to go left on the big crossroads. You'll end up in another round room with three chests. Hm, no path forward? Not true! Just before this room there is path that leads to the right. Take it. At next intersection you will have a chance of going left or right. Left path takes you to another room with three chests. Take the right path. You'll see a glyph on the wall. Touch it, but nothing will happen. You have to power it up first. Across this glyph is a tiny slope, which leads to another chest, but it is currently off limits. Continue past the glyph. You'll end up in X-marks-the- spot room with four chests. In the back you'll see two blue lights. Near the base of left one is Vol. XXVI *KEY ITEM*, which completes your collection of Primers... finally, I might add. Going left or right will take you around for a spin. Go left first, and then take another left to reach a room with a glyph stone at the end. Touch this glyph and glyph you saw before is now operational. Return to it, touch it, and the missing part of tiny slope behind you will conveniently rise from the bowels... okay, from below. Go up the path, and have two more desserts served. I can already tell that reward for your troubles is a crappy one: 1x Teleport Sphere. Yay us... Return to X room, and this time, go right. You'll reach a square shaped stone in the floor. Step on it. Look, a green square will appear in minimap. Approach it... ************* ULTIMA WEAPON ---> A607 ************* 1. Name: Ultima Weapon 2. Monster's HP: 99999/13560 3. Monster's MP: 99 4. AP gained when monster is defeated: 40000/50000 5. Items stolen: 10x Door to Tomorrow/20x Door to Tomorrow 6. Items dropped: 3x/6x Lv.3 Key Sp.; 3x/6x Lv.3 Key Sp. 7. Gil earned: 20000 8. Items bribed: Pendulum for 999999 gil 9. Monster's status info: - Immune to every negative status (except Darkness, Doom and Silence), including Eject and Demi - 95% Darkness, 95% Silence - Immune to Poison - 99 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 55, 65, 50, 65, 29, 15, 0, 0 11. Monster's el. info: NS 12. Monster's Sensor info: Give it all you've got! 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-3 slots, 1 ability already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Double Overdrive 16. Armor abilities: Break MP Limit 17. Monster's attacks: a) 'Swipe' - VS one chr - phd b) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns) c) Break - VS one chr - inflicts Petrify d) Shimmering Rain - STATT VS all chrs - std - cannot be halved in any way e) Holy - HATT VS one chr - holy mgd f) Sleep - VS one chr - inflicts Sleep (inflicted for three chr's turns) g) Core Energy - NATT VS one chr - mgd h) Confuse - VS one chr - inflicts Confusion 18. Monster strategy: From the look of Ultima's attacks you'd think that he'll be a strong boss. But noooo... he has a set pattern of moves. And I'm here to disclose it in following strategy. Revealed first will be the pattern of how exactly does Ultima operate from commencing battle. 1st turn - 'Swipe' 2nd turn - Silence OR Break 3rd turn - Core Energy 4th turn - Holy OR Sleep OR Confusion 5th turn - 'Swipe' 6th turn - Shimmering Rain Then pattern repeats itself. 'Swipe' deals 3200 damage, Core Energy 4000, Holy 8000 - these are attacks that hit one chr. Shimmering Rain deals 2500 damage to all. Let's talk about actual strategy for this boss-wannabe. As battle starts, use Dark Buster (Smoke Bomb) and Silence Buster (Silence Grenade) against Ultima. Woohoo, suck on this, Ultima. Try to nail me now. You're safe until Ultima's 3rd turn, where he uses Core Energy. By Shelling you'll take measly 2000 damage. One Curaga and we're back in fighting shape. Re-Dark and re-Silence Ultima. You're again safe until 6th turn, where he will use Shimmering Rain. Note that damage done by this attack is of special type damage, falling in the category of attacks which cannot be halved in any way. Remember to heal up after Shimmering Rain is used. For players deciding to toy around with Ultima I'm suggesting Reflecting your chrs. Then Ultima will successfully Silence itself, hehe. And how about seeing holy stars? I'll leave it up to you to choose necessary course of action to take down this wussie. The quickest way to 'defeat' Ultima is by Bribing it for 1 million gil, in which case you'll get a bunch of Pendulums, enough for few Master Thief armors. Once Ultima is defeated, you can now use the teleport to be transported to other part of O. Ruins. If you go left first, you can get a goodie from chest found here - Friend Sphere. Note that in each stone circle there'll be a fight. You can flee from those anyway. Once you swerve right as long as you can... 'It seems we rate his personal attention now.' ************ OMEGA WEAPON ---> A406 ************ 1. Name: Omega Weapon 2. Monster's HP: 999999/13560 3. Monster's MP: 999 4. AP gained when monster is defeated: 40000/50000 5. Items stolen: 30x Gambler's Spirit/30x Gambler's Spirit 6. Items dropped: 3x/6x Lv.4 Key Sp.; 3x/6x Lv.4 Key Sp. 7. Gil earned: 30000 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to every negative status except Doom - NS - Immune to Poison - 222 turns for Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 64, 90, 57, 80, 38, 16, 0, 0 11. Monster's el. info: Absorbs all elements, including holy 12. Monster's Sensor info: Give it all you've got! 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 2-3 slots, 1 ability already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Triple Overdrive 16. Armor abilities: Break HP Limit 17. Monster's attacks: a) 'Swipe' - VS one chr - phd b) Confuse - VS one chr - inflicts Confuse c) Break - VS one chr - inflicts Petrify d) Shimmering Rain - STATT VS all chrs - std - cannot be halved in any way e) Nova - STATT VS all chrs - std f) Demi - NATT VS all chrs - tears off 25% of current HP g) Core Energy - NATT VS one chr - mgd h) Ultima - NATT VS all chrs - mgd 18. Monster strategy: Now this guy is THE tough optional boss you're looking for. Let's talk first about damage he can do to you. 'Swipe' strikes for about 4000, Core Energy for 6000 - this is for single target. Shimmering Rain does 3200 to all, and Nova does whopping 8000 damage to all chrs. Beware of Ultima - strikes for about 5000 to all. Unfortunately you can't afflict him with any status, so you'll have to duke it out close and personal. And his attacks do not follow a set attack pattern. For starters cast Hastega, Protect and lastly Shell. In your armor you should have melted Stoneproof and Confuseproof. This takes care of Omega's Confuse and Break. Protect will help against 'Swipe', Shell against Demi and Ultima. Nova and Shimmering Rain can't be halved damage-wise, so you'll have to bear it. Nova is Omega's strongest attack - it seems to me that it is used every 10th turn Omega got since last Nova it threw at you. BTW, remember to call in Kimahri to use Lancet on Omega to learn Nova (if you miss the chance, you can still learn Nova from Nemesis). Rely only on your chrs and their brute strength. If you'll be summoning, use your Aeons to their fullest. With that said, summon them in Overdrive and let it rip. 19. Special info: Kimahri can learn Nova. Once Omega is defeated as well, you'll be transported to the entrance of O. Ruins. Talk about instant wish... chest? What about it? Oh, the one in Omega room? Magic Sphere, if you must absolutely get it. --------------------- IX - LIGHTNING DODGER ---> A303 --------------------- This sidequest is available once you regain control of the airship. Return to Thunder Plains. You'll need a lot of patience and nerves of steel for this mini-game. Main quest of this so-called mini game is to obtain Venus Sigil for Lulu's Onion Knight. Once you've saved your game, equip somebody with No Encounters ability. I assure you don't want to be bothered by random battles while avoiding those sand-blasted grease monkeys... wait, that's wrong phrase... annoying thunders. The moment you see a flash, press X immediately to have Tidus jump out of the way. You *mustn't* seek shelter under the rods, save or leave the screen - doing so will reset the counter! You also mustn't mash X button rapidly, as you'll get hit. After you've dodged 200 bolts, return to front of Rin's agency, open the chest and Venus Sigil is yours. There's also a bit of crappy rewards for you to obtain, if you dodge following amounts of bolts: 5 bolts - 2x X-Potion 10 bolts - 2x Mega-Potion 20 bolts - 2x MP Sphere (not enough for one Holy s...) 50 bolts - 3x Strength Sphere (mildly useful) 100 bolts - 3x HP Sphere (oooh, 900 HP increase... sarcastic yay) 150 bolts - 4x Megalixir (we should've gotten some Master Spheres instead) 200 bolts - Venus Sigil Guess what else? You can receive prizes for letting bolts actually strike you. 30 bolt hits - 1x Ether 80 bolt hits - 1x Elixir --------------------------- X - VILLAGE OF THE CACTUARS ---> A080 --------------------------- Using spheres to control the sands, the Cactuars defend their village. They are the Gatekeepers. Present all 10 of the spheres they bear to the stone altar, and the way to the village will open. This sidequest is available once you regain control of the airship. Return to Bikanel Island. Remember part of desert with sandstorms and a big cactuar stone in front of it? Now you can start the sidequest involving those two. A picture showing the location of the stone available at following URL: http://splitinfinity.50megs.com/images/quest_start.jpg Way of the Gatekeepers I - It may look like fun and games, but the Gatekeepers are a proud race of warriors. - While they dislike combat, they will turn and face any enemy that takes their back. Way of the Gatekeepers II - Should you fail to sneak up on them they will realise they have over- estimated their enemy and depart in disgust. Way of the Gatekeepers III - Sneak up on the cactuars when their backs are turned to confront them. It's better that way, believe me. Spheres - Fail to catch the gatekeeper unaware, and you'll obtain the Sphere del Perdedor! - Best the gatekeeper and obtain his personalised sphere! - Collect lots of spheres to receive an award at the village (note: the awards suck IMO, so don't bother again if you fail). 'Song of the Gatekeeper' 10 little gatekeepers play in the sand. Tomay's gone. Gone to fetch the water. Be back soon. This is your clue to whereabouts of first Cactuar. Only water you've seen around here is at the Oasis. So that's where we're going. BTW, No Encounters ability will help immensely to avoid random battles. What's that green thing in the shadows to the right? Time to catch Tomay: 10 seconds. A picture showing Tomay's location available at following URL: http://splitinfinity.50megs.com/images/tomay.jpg If you manage to sneak up on Tomay, you will have to fight him as well.:) Defeat him to receive Tomay's sphere. If you fail to sneak up on him, you get Sphere del Perdedor. You don't have to beat the Cactuar once in battle with him. You can escape and you will still get personalised sphere. You must not lose to the Cactuar with all three chrs getting KO-ed, or you'll get Game Over. Whatever the outcome, return to stone altar and insert the sphere you got. 'Song of the Gatekeeper' 9 little gatekeepers play in the sand. Rovivea's gone walkabout. Be back soon. What a dumb clue. Rovivea can be found running around in east Sanubia desert in westernmost dead end. Time to catch Rovivea: 13 seconds. Get the sphere and put it in the altar. A picture showing Rovivea's location available at following URL: http://splitinfinity.50megs.com/images/rovivea.jpg 'Song of the Gatekeeper' 8 little gatekeepers play in the sand. Little Chava likes big numbers. Be back soon. This one's close. In this part of desert find the sign with '20% off' stuff on it and examine it. Time to catch Chava: 13 seconds. Get the sphere and put it in the altar. A picture showing Chava's location available at following URL: http://splitinfinity.50megs.com/images/chava.jpg 'Song of the Gatekeeper' 7 little gatekeepers play in the sand. Alek and Aloja play tag in the ruins of men. Be back soon. Pretty obvious. Return to Central Sanubia desert and go in the part of it where there are lots of ruins. Time to catch those two: 13 seconds. Get the sphere and put it in the altar. A picture showing Alek's and Aloja's location available at following URL: http://splitinfinity.50megs.com/images/alekaloja.jpg 'Song of the Gatekeeper' 5 little gatekeepers play in the sand. Vachella seeks the shining blue. Be back soon. Shining blue? This is the save sphere. You have to go to east Sanubia desert. Examine save sphere here and... Time to catch Vachella: 14 seconds. Get the sphere and put it in the altar. A picture showing Vachella's location available at following URL: http://splitinfinity.50megs.com/images/vachella.jpg 'Song of the Gatekeeper' 4 little gatekeepers play in the sand. O, Robeya's stuck inside. Be back soon. Vague clue again, grrr. Go to central desert and locate westernmost treasure chest. I thought we opened it already? Time to catch Robeya: 14 seconds. Hmm, more chests? If you manage, you can grab 2x Shadow Gem, 1x Shining Gem, 1x Blessed Gem. Get the sphere and put it in the altar. A picture showing Robeya's location available at following URL: http://splitinfinity.50megs.com/images/robeya.jpg 'Song of the Gatekeeper' 3 little gatekeepers play in the sand. A fiery inscription--The lord of the hole is gone. Isrra thinks. Be back soon. This has to do with sandholes in which you fought Sandragoras before. *Leave* this screen and come back. Isrra can now be found in one of the holes. Time to catch Isrra: 15 seconds. Lately I've discovered something neat. As you enter the screen where you have 15 seconds to capture Isrra, notice the sandhole to the left of your position. Also notice the minimap in upper left corner? Minimap ain't available during any other capture-the-Cactuar screens. Anyway, enter the sandhole and keep pushing down. You will travel all the way to the bottom of the screen thru an invisible passageway below the sand. You'll pop out in a sandhole a bit to the left of Isrra. As you'll see, you're very close to him. So just get near him and he's yours to fight. Get the sphere and put it in the altar. A picture showing Isrra's location available at following URL: http://splitinfinity.50megs.com/images/isrra.jpg 'Song of the Gatekeeper' 2 little gatekeepers play in the sand. Much-curious Elio has left on a journey. Be back soon. Why do they have to go all the way to the Oasis?:) Go there and you will see USS Enterprise 'event'. Hey! Go to your airship and head for the place where you fought Evrae for first time. Time to catch Elio: 11 seconds. Get the sphere and put it in the altar. Two pictures showing Elio's location available at following URL: http://splitinfinity.50megs.com/images/elio1.jpg http://splitinfinity.50megs.com/images/elio2.jpg 'Song of the Gatekeeper' 1 little gatekeeper plays in the sand. Flaile is always behind. Be back soon. Action straight away. Time to catch Flaile: 13 seconds. Get the sphere and put it in the altar. Sandstorms are gone! Two pictures showing Flaile's location available at following URL: http://splitinfinity.50megs.com/images/flaile1.jpg http://splitinfinity.50megs.com/images/flaile2.jpg Depending on how many Cactuar spheres you got, right chest will have following awards: for 1-2 spheres you get 1x Potion, for up to 5 spheres 1x Elixir, for up to 7 spheres 1x Megalixir, for up to 9 spheres 1x Friend Sphere. Major letdown, yet again. Pick the grand prize, Mercury Sigil in the other chest found here. -------------------------- XI - MUSIC & MOVIE SPHERES ---> A380 & A371 -------------------------- You know the theatre in Luca? Well, in this place you can buy Music and Movie Spheres. 1 Music Sphere costs 2 grans, while 1 Movie Sphere costs 5 grans. The longer you progress in the game, more Music and/or Movie Spheres will be available. There is a grand total of 71 Music and 50 Movie Spheres available at the end of game. Once you purchase first 68 Music Spheres, talk to the chap that sells them. He'll offer you to buy last three Music Spheres, thus completing your collection. The very last movie/s, ie ones you see after you finish the game by defeating last boss, cannot be bought no way whatsoever. ------------------------------------------ XII - RETURNING TO TEMPLE'S FAYTH CHAMBERS ------------------------------------------ I bet that some of you tried to return to the temples they've visited so far, but you couldn't enter cos path would be blocked by some bozos? Here's what you must do: After certain event Highbridge destination will become available on NavMap. You'll know when you see it. Go there, proceed to the end of 'driveway' and see the event that'll follow. Now you will no longer be stopped from entering the temples. You can revisit Besaid temple (Dark Valefor needs to be feathered first), Kilika temple, Djose temple, Macalania temple (Dark Shiva needs to be put on ice first), Cavern of S. F. (room where you got money eating machine), Baaj temple and Remiem temple. Most of those revisited will let you hear a part of the story and you'll be awarded some spheres most of the time. Besaid temple - Evasion Sp., 2x Potion, Hi-Potion, Elixir, Wht Magic Sp. Kilika temple - Luck Sp., Accuracy Sp., Defence Sp., Agility Sp. Djose temple - Luck Sp., Magic Defence Sp., Agility Sp. Macalania temple - Magic Sp., Magic Defence Sp., Accuracy Sp. Cavern of S. F. - Strength Sp. Baaj temple - nothing (damn!) Remiem temple - Defence Sp. --------------------------------------------------- XIII - AURON'S, BRASKA'S, JECHT'S SPHERES LOCATIONS ---> A667 --------------------------------------------------- These are special spheres that allow Auron to learn new Overdrives as well as reveal a bit of backstory about journey of the trio. In here you'll find info where you can find them. 1 - After defeating Spherimorph at Macalania Lake http://splitinfinity.50megs.com/images/jsphere01.jpg 2 - Besaid Village, steps near the Temple of Yevon (return here straight after defeating Spherimorph to collect this sphere, or else you'll need to defeat a tough boss later) http://splitinfinity.50megs.com/images/jsphere05.jpg 3 - On the S.S. Liki, bridge http://splitinfinity.50megs.com/images/jsphere04.jpg 4 - Luca Stadium, Basement A (near locker room) http://splitinfinity.50megs.com/images/jsphere03.jpg 5 - Mi'hen Highroad, Oldroad (near the chest with Mars Crest) http://splitinfinity.50megs.com/images/jsphere02.jpg 6 - Mushroom Rock Road, Precipice, south of the rising platform http://splitinfinity.50megs.com/images/asphere01.jpg 7 - Moonflow, South Wharf, near the Shoopuf dock http://splitinfinity.50megs.com/images/jsphere06.jpg 8 - Thunder Plains, south part, near a lightning rod on the right (from Rin's agency go down, until you find yourself in South Thunder plains; keep walking down until you get to second lightning tower; the sphere is very close to it) http://splitinfinity.50megs.com/images/jsphere07.jpg 9 - Macalania Forest, South, right at entrance http://splitinfinity.50megs.com/images/jsphere08.jpg 10 - Mt. Gagazet, Mountain Road, side road that dead-ends (remember three summoner 'graves' you can examine during your climbing?; sphere is located somewhere between first and second grave, in case you enter Gagazet from Calm Lands) http://splitinfinity.50megs.com/images/bsphere01.jpg ---------------------- XIV - AP GAINING TRICK ---> A840, A840A ---------------------- There are cases when your chrs need to gain a lot of AP to quickly cross lot of Sphere Grid. This trick is (a common knowledge on FFX gameplay board) just what you need, and it finally has a place in this guide as well. *crowd cheers* Let's see just what do you require for this wonderful AP gaining machina. I'll make it be as easy as possible. You'll need to capture at least one of every capturable fiend in Cavern of S. F. so that you unlock Don Tonberry in Monster Arena, make sure your chrs know Comrade overdrive mode, and a few empty three-slotted weapons. What I'll list first is with what weapon abilities you can work around with, slowly advancing to better ones until I'll finish at the best combination possible. The trick itself will be listed at the end. At very beginning I'll need you to check something. If you have already captured Tonberry or Master Tonberry, or have Don Tonberry unlocked, give them a shot, but do not try to kill them yet! This fight is just a test to see which three of your chrs have killed the most enemies. Have each chr do something simple to Tonberry or whatever Tonberry you're fighting, and this Tonberry will counter with Karma. Take note which three chrs took the highest damage from Karma, for these three chrs are the ones you should be using (make sure at least one knows Flee). A - STRIKE ONE If you're just starting with this trick, you'll need just one ability, which is Overdrive->AP. For one you'll need 10x Door to Tomorrow. There are several ways you can obtain Doors to Tomorrow, or the weapon with ability itself. - unlock six area creations, which will unlock Catastrophe; for this effort you'll be awarded 99x Door to Tomorrow from arena manager - if Ultima Weapon hasn't been defeated yet, steal from it; usual steal is 10x, and rare 20x Door to Tomorrow - once Bomb King is unlocked (by capturing 5 Bombs, Grenades and Puroboroses) you can defeat him for 1x Door to Tomorrow (drops 2x for an Overkill) - you can Bribe Mech Leader for few Doors to Tomorrow - only Ultima Buster drops weapons with Overdrive->AP ability already on it, but chances are you haven't unlocked him yet or he's too powerful for you to defeat B - STRIKE TWO So you've gained access to Overdrive->AP weapon? Cool. But wouldn't it be cooler if you'd gain double amount of AP? That's just what Double AP ability is for. For Double AP you need 20x Megalixir. - Bribe Xiphos for all Megalixirs you'll need C - STRIKE THREE What's better than Double AP? Triple AP of course. Uhhh, but you need 50x Wings to Discovery for it. True, but what if I tell you how you can get a weapon with Triple AP already on it? Interested? Read on.:) Enemies that drop Triple AP weapons are One-Eye, Ultima Buster, Th'uban and Neslug. Latter three can be way out of your league, but One-Eye can be manageable. To unlock One-Eye you need to capture at least 4 of each Floating Eye, Buer, Evil Eye, Ahriman, Floating Death. For One-Eye strategy look below in Monster Arena section, but know that when you defeat him you'll most often get three-sloted Triple AP weapons with two slots with nothing in it. D - STRIKE FOUR So, Overdrive->AP and Triple AP combo is yours. There is one more stuff that can be added onto that combo, making it complete. The lowest alternative of last bunch is SOS Overdrive. For one you need 20x Gambler's Spirit. It can be obtained in bunch of ways. - Bribe Floating Death - unlock Th'uban to receive 99x Gambler's Spirit - defeat Ornitholestes for 2x Gambler's Spirit (4x for Overkill) - Steal Gambler's Spirit in amounts of 30 from Omega Weapon - finally, all Original Creations but Nemesis offer Gambler's Spirit as common stuff to be stolen - Xiphos, Machea, Behemoth and Behemoth King may drop weapons with SOS Overdrive ability already on it E - STRIKE FIVE Better choice from SOS Overdrive is Double Overdrive. For one you need 30x Underdog's Secret. You can't get them so easily. - receive 99x Underdog's Secret from Rin when you speak to him on airship, but only if you possess all 26 Al Bhed Primers in your inventory - kill Th'uban for 1x Underdog's Secret (2x for Overkill) - Varuna, Ornitholestes and Ultima Weapon may drop Double Overdrive weapons I don't recommend Double Overdrive. Too much of a hassle trying to collect Underdog's Secrets. F - STRIKE SIX Ultimate combo you can wish for is Overdrive->AP, Triple AP and Triple Overdrive. You need 30x Winning Formula for one Triple Overdrive. - get 99x Winning Formula from arena manager once you unlock Neslug (unlock all area creations) - defeat Ultima Buster for 1x Winning Formula (2x for Overkill) - Bribe Sand Worm - defeat Th'uban, Earth Eater, Ultima Buster or Omega Weapon and you just may be one of the lucky winners with Triple Overdrive weapon on it G - STRIKE SEVEN Personally I'm more than satisfied with AP gaining weapon that has following abilities - Overdrive->AP, Triple AP, SOS Overdrive. In order to quickly get it, do the following: fight One-Eye for Triple AP weapon with two free slots left. Then go and Bribe Mech Leader for Doors to Tomorrow (to get Overdrive->AP). And finally Bribe Floating Death for Gambler's Spirits (to get SOS Overdrive). If you have other preferred weapon, feel free to choose your own favorite. I have provided you with as much info as I could so that you can find the ingredients for abilities with ease. H - STRIKE EIGHT Whaaat? Armor ability? Yep. To fully utilize this AP gaining, you'll need to spend as much turns attacking Don Tonberry as you can. Therefore you need Auto- Phoenix. To get one you need 20x Mega Phoenix. Let's see... - unlock Pteryx for 99x Mega Phoenix - Bribe Ghost for Mega Phoenixes - Greater Sphere may drop an armor with Auto-Phoenix I - STRIKE NINE Buy 99x Phoenix Down. Trust me, you'll need them. H - FINAL STRIKE Now the magic itself. Did you unlock Don Tonberry yet? If not, go to Cavern of S. F. and capture one of every fiend in there. This is fixed. Comrade Overdrive mode you must've obtained already, so no worries here (remember to switch to it before battle!). And you also have AP gaining weaponry. Now put three chrs you selected before (I told you what test to undertake... ahh, to heck with it - it doesn't matter which three you choose), and equip them with their AP gaining weapons and Auto-Phoenix armors. Pay the cash to fight the Don and let the AP hunt begin. Don will stand there, smoking his pipe. 'So, you've finally come for my AP? I ain't giving them away so easily. Not without a proper fight!!!' Any chr that gets a turn, attack the Don. Don counters with Karma. Whatever damage you just received, was converted in AP for other two chrs. Sweet, eh? Now Auto-Phoenix will kick in, reviving fallen chr, leaving it at critical HP (make place for SOS Overdrive). Repeat the process until Don gets close enough (requires four turns), at which point he'll switch to stabbing one chr (make sure you occassionally check how many Phoenix Downs you have left). He can't... no, shouldn't be faster than you. His Agi is 37, and I'm sure you have at least twice of that Agi, if not even thrice. Keep letting him kill you, until you almost run out of Phoenix Downs. Now it's a good time to escape using Flee command. If noone knows it or Tidus isn't part of the party, switch him in and have him execute Flee. Once the next screen pops up, your jaw will drop at the insane amounts of AP you have just received. SLVL number will also rise up to 99 for sure. J - WHAT NOW? Use SLVL to move quickly across the grid, of course. Reader Hugh has sent me an interesting e-mail: ... While the credits were rolling, I started reading all the side-quests and various things-to-do. The AP trick really caught my eye... because I traversed the sphere and maxed out my characters without having to get very high in SLV. Right before fighting the final boss I ran around getting my butt kicked, but winning, against the really hard random fiends collecting 99 teleport spheres at a time. The stuff you can win from those guys makes the game very simple. Then I teleported back to the ship to enjoy my god-like status. Being able to jump around the sphere one at a time means you can level up guys you are not even fighting with. I got so hooked on this process, by the time I finally fought the last battles, it was very anti-climatic... everyone deals 9999 in damage and all agility is over 100... Just thought you might want to know about this process, a lot easier than even collecting the things needed for the AP trick... Final note: This AP gaining will serve its purpose best when combined with stat maxing guide, also found in this guide. ------------------------------- XV - OMEGA RUINS TREASURES HUNT ---> A847 ------------------------------- The contents of successfully opening the chests will be: 1) 1x Lv.4 Sphere 2) Defending Bracer (2 slots) Silenceproof, Darkproof 3) Turnover (Magic Counter, Counter-Attack) 4) 2x Lv.3 Key Sphere 5) Defending Armlet (Stoneproof, Poisonproof, 2 FS) 6) 2x Friend Sphere 7) 1x Lv.4 Key Sphere 8) Phantom Ring (Ice Eater, Fire Eater, Lightning Eater, 1 FS) 9) Cactuar Wizard (Half MP Cost) 10) Warmonger (Double AP, Double Overdrive) 11) 2x Teleport Sphere 12) 99x WARP SPHERE! ---------------------------- XV - SEAGULLS COUNTING GAME ---------------------------- There's a person on uppermost deck of S.S.Winno. The soonest you can do this is after Djose temple trials, I believe. Talk to him and he'll ask you to count the seagulls around the ship. Since you're reading this, you already know the answer. It's 11 seagulls. You'll receive Ace Wizard for Wakka (Mag+3%, Mag+5%, Mag+10%, Mag+20%). --------------------------- XVI - CLASKO'S WAY OF LIFE --------------------------- In one of many encounters with Clasko talk to him just before fighting Crawler at Macalania lake. At his question of what does the future hold, answer that he's better suited as chocobo breeder. Later in the game when you have access to the airship, return to S.S. Liki and he'll give you 1x Friend Sphere as sign of gratitude. ============================================================================= ============================================================================= 34.) ABOUT MONSTER ARENA ---> A368 ============================================================================= ============================================================================= Largest and most rewarding sidequest in the world of FFX. Available once you gain access to Calm Lands, but advised to continue completing it later in the game when you have control of the airship. Q1 - Where is the Monster Arena? A1 - Monster Arena is located in Calm Lands, more specifically in eastern part. Q2 - Okay, I've found it, now what? A2 - Talk to the old geezer. Apparently all of his monsters have escaped. And it's *your* job to recapture them all. Q3 - Capture them? How do I do that? A3 - Talk to old geezer again. He sells just the weapons you need - with Capture ability. Q4 - Come again? A4 - Further explanation necessary, I see. Okay. Let's make an actual example. Buy Capture weapons for all seven characters. Now fly with airship over to Besaid island. Equip Auron with Beastmaster (this is how his weapon is called) and leave the other two front-line members with whatever they have for a weapon. Fall into a battle with let's say Dingo and Condor. Have Auron slice down Dingo. See? 'Dingo captured!' This means you successfully captured a Dingo and he now counts toward Monster arena's total. You *must kill* an enemy with a weapon with Capture ability on it. You can use Skills, but you cannot use Overdrives. Q5 - I've been capturing Dingos for a while and now I get this message 'Dingo limit reached!'. What's up with that? A5 - This means that you've reached that monster's limit. More specifically, you can capture 10 of each capturable monster. Any additional monster will not be added to the total number. Q6 - 'Capturable' monster? Aren't they all? A6 - No. Machine enemies, human enemies and some one-time-meet-me-only enemies cannot be captured. List of all capturable monsters will appear below. And now I've also provided pictures help that will show you what to find where. Q7 - So far I see nothing of interest for doing this quest... what's in it for me? A7 - Let me nail you a few reasons why you should bother... Reason 1: You get a bunch of hard-to-obtain-otherwise items. Reason 2: Regular monsters are not exactly challenging, are they? Well, by capturing them you may unlock special monster arena creations, which are yours to battle for a small fee. Reason 3: These bosses when fought and defeated yield a bunch of powerful weapons with great abilities already on them, thus saving you a waste of your hard earned items. Reason 4: Hardest boss in the game can be found here (if I don't count Dark Aeons). Reason 5: C'mon, I know you want that Mark of Conquest... Q8 - I'm having trouble encountering *insert monster*. Where can I find it? A8 - For some of more elusive chaps I'll provide few tips. If that still doesn't help, save your game, then reset your PS2. Reload your last save - with this you've just jumbled monster encounter rate... hopefully now you'll fight particular monster more often.:) Q9 - OK, you've convinced me! Lemme at them. A9 - Sure, go right ahead. Capturing the regulars ain't hard, what will be hard will be monsters created once you capture enough stuff.:) Questions have been answered, we now return to program. ****************************** EVERYTHING ABOUT MONSTER ARENA ****************************** # BASIC BASICS ON MONSTER ARENA Once you talk to old geezer, he will present you with five choices: - Chat This is useless. At most times he'll tell you about what kind of monsters he still needs to complete a monster cre(a)ti(o)n of his own. - Fight monsters This is the option you'll use the most. Screen that will follow is explained below. - Buy weapons You'll only want to use this once... in order to buy Capture weapons for your characters. - Buy items Another most used option. You'll return here often to buy Clear Spheres, which will be available once you unlock Ultima Buster. - Exit What the name says. ----------------------------------------------------------------------------- # FIGHT-ME-PLEASE-OH-PRETTY-PLEASE SCREEN Yap, this screen is where you will spend most of the time, pondering on which enemy to spend your hard earned gil. The screen is divided into 16 entries, 13 of which are representing world areas, and 3 of which are reserved for special monsters awaiting your ass-kicking. From top left to bottom right areas go as follows: A01 - Besaid A02 - Kilika A03 - Mi'ihen Highroad A04 - Mushroom Rock Road A05 - Djose Road A06 - Thunder Plains A07 - Macalania A08 - Bikanel A09 - Calm Lands A10 - Sunken Cave (or Cavern of the S. F.) A11 - Mt. Gagazet A12 - I. Sin A13 - O. Dungeon A14 - Area Conquest A15 - Species Conquest A16 - Original Note: Picture available at following URL: http://splitinfinity.50megs.com/images/monster_areas.jpg Entries from A01 to A13 fill up as you capture fiends in particular area. Entry A14 will fill up with monsters to fight once you've captured at least one of each monster in specific area (example: Chimerageist will be unlocked once you capture at least one of every monster in Calm Lands). Entry A15 will fill up once you've captured a minimum amount of each fiend type (example: Pteryx will be unlocked once you've captured few Condors, Simurghs and Alcyones). Entry A16 will fill up once you meet few special requirements. Do not worry, everything will be explained in detail. ----------------------------------------------------------------------------- # HOW DO I START? Press Start button... no wait, that pauses the game. Oh right. Anyway, when you first visit Monster Arena, manager (that's old geezer, by the way) will want you to first purify Calm Lands by capturing at least one of each monster found in Calm Lands... once you do that, Chimerageist will be unlocked in Area Conquest entry. Now fight it or not, it doesn't matter. What matters is that the hunting season is now open. A01 - BESAID ISLAND Capturable monsters found here are Dingos, Condors and Water Flans. You need to capture 1 of each in order to unlock Stratoavis. All of three fiends are very easy to encounter. Following is fiend's price to fight them at the arena: Dingo - 24 Condor - 18 Water Flan - 27 Note: Picture available at following URL: http://splitinfinity.50megs.com/images/besaid.jpg A02 - KILIKA ISLAND Capturable monsters found here are Dinonixes, Killer Bees, Yellow Elements and Ragoras. Capturing one of each will unlock Malboro Menace. All of four fiends are very easy to encounter. Following is fiend's price to fight them at the arena: Dinonix - 40 Killer Bee - 34 Yellow Element - 49 Ragora - 72 Note: Picture available at following URL: http://splitinfinity.50megs.com/images/kilika.jpg A03 - MI'IHEN HIGHROAD Capturable monsters found here are Mi'ihen Fangs, Ipirias, Floating Eyes, White Elements, Raldos, Vouivres, Bombs and Dual Horns. One of each plastered will greet Kottos for you. All of these fiends are fairly easy to encounter. Following is fiend's price to fight them at the arena: Mi'ihen Fang - 49 Ipiria - 69 Floating Eye - 66 White Element - 72 Raldo - 63 Vouivre - 90 Bomb - 105 Dual Horn - 157 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/miihen_sidea.jpg http://splitinfinity.50megs.com/images/miihen_sideb.jpg A04 - MUSHROOM ROCK ROAD Capturable monsters found here are Raptors, Gandarewas, Thunder Flans, Red Elements, Lamashtus, Funguars and Garudas. Garuda can be fought on screen called 'Mushroom Rock: Precipice' and 'Mushroom Rock: Valley'. One of each brings out Coeurlregina. Following is fiend's price to fight them at the arena: Raptor - 72 Gandarewa - 93 Thunder Flan - 75 Red Element - 82 Lamashtu - 108 Funguar - 63 Garuda - 210 Note: Picture available at following URL: http://splitinfinity.50megs.com/images/mushroom.jpg A05 - DJOSE HIGHROAD Capturable monsters found here are Garms, Simurghs, Bite Bugs, Snow Flans, Bunyips, Basilisks and Ochus. One of each unlocks Jormungand. Simurgh is most often found in the most northern part of Djose Highroad near the sign that shows up as worldmap when examined. Ochu can only be fought in the area S from Moonflow, called 'Moonflow: South Bank'. Following is fiend's price to fight them at the arena: Garm - 132 Simurgh - 109 Bite Bug - 93 Snow Flan - 139 Bunyip - 145 Basilisk - 187 Ochu - 780 Note: Picture available at following URL: http://splitinfinity.50megs.com/images/djose.jpg A06 - THUNDER PLAINS Capturable monsters found here are Melusines, Aerouges, Buers, Gold Elements, Kusariqqus, Larvas, Iron Giants and Qactuars. One of each presents Cactuar King. Qactuars can only be fought once you've prayed to three glowing Qactuar statues by pressing Square button in front of them. Iron Giants can be found in northern part of Thunder Plains. Melusine - 162 Aerouge - 216 Buer - 198 Gold Element - 160 Kusariqqu - 168 Larva - 495 Iron Giant - 900 Qactuar - 4000 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/thunder_sidea.jpg http://splitinfinity.50megs.com/images/thunder_sideb.jpg A07 - MACALANIA Capturable monsters found here are Snow Wolves, Iguions, Wasps, Evil Eyes, Ice Flans, Blue Elements, Murussus, Mafdets, Xiphoses and Chimeras. One of each gives Espada. Snow Wolf - 288 Iguion - 207 Wasp - 213 Evil Eye - 307 Ice Flan - 282 Blue Element - 270 Murussu - 247 Mafdet - 258 Xiphos - 330 Chimera - 1455 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/macalania_sidea.jpg http://splitinfinity.50megs.com/images/macalania_sideb.jpg A08 - BIKANEL Capturable monsters found here are Sand Wolves, Alcyones, Mushussus, Zus, Sand Worms and Cactuars. One of each gives birth to Abyss Worm. Sand Wolf - 337 Alcyone - 360 Mushussu - 405 Zu - 1800 Sand Worm - 1500 Cactuar - 4000 Note: Picture available at following URL: http://splitinfinity.50megs.com/images/bikanel.jpg A09 - CALM LANDS Capturable monsters found here are Skolls, Nebiroses, Flame Flans, Shreds, Anacondaurs, Ogres, Coeurls, Chimera Brains and Malboros. Stronger fiends are encountered more often in NW part of Calm Lands. One of each shall raise Chimerageist. Skoll - 630 Nebiros - 480 Flame Flan - 672 Shred - 552 Anacondaur - 1125 Ogre - 1470 Coeurl - 1650 Chimera Brain - 1500 Malboro - 1650 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/calm_sidea.jpg http://splitinfinity.50megs.com/images/calm_sideb.jpg A10 - SUNKEN CAVE Capturable monsters found here are Yowies, Imps, Dark Elements, Nidhoggs, Thorns, Valahas, Epaajs, Ghosts and Tonberries. One of each summons Don Tonberry. Yowie - 720 Imp - 915 Dark Element - 780 Nidhogg - 903 Thorn - 795 Valaha - 1080 Epaaj - 1425 Ghost - 1215 Tonberry - 3000 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/sunken_sidea.jpg http://splitinfinity.50megs.com/images/sunken_sideb.jpg A11 - MT. GAGAZET Capturable monsters found here are Bandersnatches, Ahrimans, Dark Flans, Grenades, Grats, Grendels, Bashuras, Mandragoras, Behemoths, Splashers, Achelouses and Maelspikes. Latter three are water monsters and can thus be only fought underwater. One of each drives by Catoblepas. Bandersnatch - 1320 Ahriman - 975 Dark Flan - 1620 Grenade - 810 Grat - 780 Grendel - 1095 Bashura - 1095 Mandragora - 1800 Behemoth - 2025 Splasher - 300 Achelous - 630 Maelspike - 495 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/gagazet_sidea.jpg http://splitinfinity.50megs.com/images/gagazet_sideb.jpg A12 - I. SIN Capturable monsters found here are Exorays, Wraiths, Geminis (there's two kinds!), Demonoliths, Great Malboros, Barbatoses, Adamantoises and King Behemoths. Barbatos can only be fought in deserted city part of final dungeon. One of each drops off Abaddon. Exoray - 1260 Wraith - 1605 Gemini - 1666 Gemini - 1666 Demonolith - 2205 Great Malboro - 2250 Barbatos - 2325 Adamantoise - 3300 King Behemoth - 2775 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/lastdungeon_sidea.jpg http://splitinfinity.50megs.com/images/lastdungeon_sideb.jpg A13 - O. RUINS Capturable monsters found here are Zauruses, Floating Deaths, Black Elements, Halmas, Puroboroses, Spirits, Macheas, Master Coeurls, Master Tonberries and Varunas. One of each parachutes in Vorban. Zaurus - 1425 Floating Death - 1897 Black Element - 1560 Halma - 1545 Puroboros - 1455 Spirit - 1950 Machea - 2175 Master Coeurl - 3045 Master Tonberry - 3600 Varuna - 2670 Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/omega_sidea.jpg http://splitinfinity.50megs.com/images/omega_sideb.jpg A14 - AREA CONQUEST Entries here fill up once you meet the criteria, which can be found next to fiend's name and the price required to fight it. -> Stratoavis - 6000 - capture at least one of each fiend from Besaid -> Malboro Menace - 6000 - capture at least one of each fiend from Kilika -> Kottos - 6000 - capture at least one of each fiend from Mi'ihen road -> Coeurlregina - 6000 - capture at least one of each fiend from Mushroom road -> Jormungand - 6000 - capture at least one of each fiend from Djose road and Moonflow -> Cactuar King - 6000 - capture at least one of each fiend from Thunder plains -> Espada - 6000 - capture at least one of each fiend from Macalania woods and lake's Crevasse -> Abyss Worm - 6000 - capture at least one of each fiend from Bikanel island -> Chimerageist - 6000 - capture at least one of each fiend from Calm Lands -> Don Tonberry - 8000 - capture at least one of each fiend from Sunken Cave -> Catoblepas - 6000 - capture at least one of each fiend from Mt. Gagazet -> Abaddon - 6000 - capture at least one of each fiend from I. Sin -> Vorban - 6000 - capture at least one of each fiend from O. Ruins Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/areascretin_sidea.jpg http://splitinfinity.50megs.com/images/areascretin_sideb.jpg A15 - SPECIES CONQUEST Entries here fill up once you meet the criteria, which can be found next to fiend's name and the price required to fight it. -> Fenrir - 8000 - capture at least 3 of each: Dingo, Mi'ihen Fang, Garm, Snow Wolf, Sand Wolf, Skoll, Bandersnatch. -> Ornitholestes - 8000 - capture at least 3 of each: Dinonix, Ipiria, Raptor, Melusine, Iguion, Yowie, Zaurus. -> Pteryx - 8000 - capture at least 4 of each: Condor, Simurgh, Alcyone. -> Hornet - 8000 - capture at least 4 of each: Killer Bee, Bite Bug, Wasp, Nebiros. -> Vidatu - 8000 - capture at least 4 of each: Gandarewa, Aerouge, Imp -> One-Eye - 8000 - capture at least 4 of each: Floating Eye, Buer, Evil Eye, Ahriman, Floating Death. -> Jumbo Flan - 8000 - capture at least 3 of each: Water Flan, Thunder Flan, Snow Flan, Ice Flan, Flame Flan, Dark Flan. -> Nega Elemental - 8000 - capture at least 3 of each: Yellow Element, White Element, Red Element, Gold Element, Blue Element, Dark Element, Black Element. -> Tanket - 8000 - capture at least 3 of each: Ralso, Bunyip, Murussu, Mafdet, Shred, Halma. -> Fafnir - 8000 - capture at least 4 of each: Vouivre, Lamashtu, Kusariqqu, Mushussu, Nidhogg. -> Sleep Sprout - 8000 - capture at least 5 of each: Funguar, Thorn, Exoray. -> Bomb King - 8000 - capture at least 5 of each: Bomb, Grenade, Puroboros. -> Juggernaut - 8000 - capture at least 5 of each: Dual Horn, Valaha, Grendel. -> Ironclad - 8000 - capture 10 of each: Iron Giant, Gemini A, Gemini B. Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/species_sidea.jpg http://splitinfinity.50megs.com/images/species_sideb.jpg A16 - ORIGINAL Entries here fill up once you meet the criteria, which can be found next to fiend's name and the price required to fight it. -> Earth Eater - 15000 - unlock any two area creations -> Greater Sphere - 15000 - unlock any two species creations -> Catastrophe - 15000 - unlock any six area creations -> Th'uban - 15000 - unlock any six species creations -> Neslug - 15000 - unlock all area creations -> Ultima Buster - 15000 - capture at least five of *each* fiend -> Shinryu - 15000 - capture at least two of each: Splasher, Achelous, Maelspike -> Nemesis - 25000 - capture 10 of *each* fiend, defeat all area creations, defeat all species creations and defeat all original creations Note: 2 pictures available at following URL: http://splitinfinity.50megs.com/images/original_sidea.jpg http://splitinfinity.50megs.com/images/original_sideb.jpg ----------------------------------------------------------------------------- # GOT THEM ALL! NOW WHAT? What is left is the big goal. Trash all of the monsters that manager created, receive Mark of Conquest, up your statistics, receive best armors (that is, make them) and then just have fun in the process. ----------------------------------------------------------------------------- # AREN'T YOU FORGETTING SOMETHING? What? OH YEAH! Of course if feels right to provide you with few general advices on engaging these guys. --> Get celestial weapons for the guys you'll be using. Easiest celestial weapons to be collected and fully powered up are Rikku's, Auron's and Yuna's. Also Tidus' isn't hard, but you have two problems - if you forgot to pick up Sun Crest, you have to trample Dark Bahamut, and for Sigil you have to win a small Chocobo race. --> Lots of preparations, some of which include: # An armor consisting of Auto-Potion, Auto-Haste, Auto-Protect, Auto-Phoenix. Instead of Auto-Potion you can have whatever you wish, but last three are crucial. Don't leave your home without them. # Another armor consisting of Deathproof, Confuseproof, Sleepproof and Auto- Med. This will help you out stand longer against guys who use status attacks. # And another armor with Berserkproof, Confuseproof, Sleepproof and Stoneproof. This is armor created specifically for two guys you'll be fighting. # A weapon consisting of Break Damage Limit, Triple Overdrive, Counter-attack, Magic Counter. Even better choice is Celestial weapon. # Your HP should be at 9999. # Learn just about every ability there is on Sphere Grid, most needed are Quick Hit, Auto-Life, Holy, Flare, Ultima. # Tidus should have Blitz Ace and Wakka his Attack Reels. I didn't bother with Wakka's Attack Reels, tho'... too much bad blitz memories... --> Area creations aren't so fun to deal with, cos they don't drop useful items. Species creations, however are entirely different story. --> I could suggest a line-up in order to fight these guys, but that's a hard option. What'll I do instead is provide as much feedback as possible on monster bosses so that you may choose for yourself which of them sounds easy enough for you to try your best on. --> For strategies for these guys I'll make a few changes for their info: Gil earned, scan and sensor infos got lost cos you can't view them or you can't earn them. In strategy part you'll find recommended armor to be used and recommended weapon to be used. Then the strategy for boss itself follows. ----------------------------------------------------------------------------- # IN-DEPTH INFO AND STRATEGIES FOR MONSTER CRETINS! *********************** Part A - Area Creations *********************** ---> STRATOAVIS <--- ---> A571 1. Name: Stratoavis 2. Monster's HP: 320000/10000 3. Monster's MP: 115 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 3x Smoke Bomb/2x Stamina Spring 6. Items dropped: 2x/4x Amulet; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power Break, 90% Slow - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 73, 41, 32, 82, 32, 15, 5, 100 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: HP+10%, HP+20%, HP+30% 13. Monster's attacks: a) 'Beak bash' - VS one chr - phd b) Charging - signifies charge turn for Paean of the Heavens c) Paean of the Heavens - GRATTP VS all chrs - tears off 93,5% MAX HP - phd + Darkness and delays next turn of all chrs - used every fourth turn d) 'Land' - once you knock off 66% of its HP, Stratoavis will have to land - Charging and Paean of the Heavens are no longer used 14. Monster strategy: RAA: Auto-Protect, Darkproof, Auto-Haste RWA: Slowstrike, Break Damage Limit, Evade & Counter First a representation of how boss moves: [While in air] -> 'Beak bash' -> 'Beak bash' -> Charging -> Paean of the Heavens -> repeat... -> 'Land' - after the attack that crossed 66% HP limit [While on foot] -> 'Beak bash' ad infinitum This is first one of few guys in the arena that has set pattern of attacks, thus making him ultra easy. Let's talk about strategy, then. On first and second turn Stratoavis will use 'Beak bash'. If Eva is high, he'll miss. Otherwise Protect will help you. He'll forfeit his third turn to charge for Paean. *Defend* before his fourth turn! Defending and Protect will lessen the damage by 3/4. You now need to cure Darkness (or not, if you equipped Darkproof). Then the guy repeats his daily routine... booooring. Meanwhile shell him into oblivion. He's vulnerable to all four Breaks and can also be slowed down. 15. Special note: For unlocking Stratoavis you'll get 99x Stamina Tonic. ----------------------------------------------------------------------------- ---> MALBORO MENACE <--- ---> A335 1. Name: Malboro Menace 2. Monster's HP: 640000/12000 3. Monster's MP: 200 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 4x Remedy/2x Mana Spring 6. Items dropped: 2x/4x Mana Tonic; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 60, 24, 53, 63, 34, 15, 0, 120 9. Monster's el. info: Weak to fire, absorbs water 10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike, Slowstrike, Stonestrike, Zombiestrike 12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Putrid Breath - NATT VS all chrs - mgd + Poison, Confusion, Darkness, Silence, Berserk and Slow (Darkness and Silence are lifted after eight chr's turns) b) Chow Time - VS one chr - phd c) Mega Gastric Juice - STATT VS one chr - std + Full Break d) Gastric Juice Blast - VS all chrs - phd + Petrify 14. Monster strategy: RAA: Auto-Protect, Ribbon (if unavailable, put on at least Stoneproof and Confuseproof), Auto-Haste RWA: First Strike, Break Damage Limit, Evade & Counter, Firestrike Another Malboro enemy. This guy will always ambush you on first turn and will use Putrid Breath. If you don't have Confuseproof, bye-bye. See you next time. Well, you're not out of the weeds yet. On his next turns you may get to see Mega Gastric Juice (which strangely can be avoided with high Eva, but I can't seem to reduce the damage done in any way, so that means damage done is fixed), Chow Time (big phd to one chr) and Gastric Juice Blast, which can petrify all chrs. Get that Stoneproof armor now! So survive first turn with Confuseproof. Cast Hastega. Then keep attacking (Overdrives!) Malboro until he bites the dust. After further testdrives I discovered that Malboro Menace will use Putrid Breath after he's been target of seven attacks - in other words, once you attack Malboro for seventh time, you'll receive Putrid Breath on next turn. Gastric Juice Blast seems to be used often after you knock off half of Malboro's health. 15. Special note: For unlocking Malboro Menace you'll get 99x Poison Fang. ----------------------------------------------------------------------------- ---> KOTTOS <--- ---> A290 1. Name: Kottos 2. Monster's HP: 440000/15000 3. Monster's MP: 20 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 4x Stamina Spring/2x Soul Spring 6. Items dropped: 20x/40x Healing Spring; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 88, 60, 12, 1, 36, 15, 0, 150 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Counter, Evade & Counter, Magic Counter 12. Armor abilities: HP+10%, HP+20%, HP+30% 13. Monster's attacks: a) 'Double punch' - VS one chr - phd b) 'Punch' - CATT VS one chr - phd 14. Monster strategy: RAA: Auto-Protect, Auto-Haste, Auto-Phoenix RWA: Break Damage Limit, Counter-attack, First Strike First a representation of how boss moves: -> 'Double punch' -> 'Double punch' ad infinitum -> 'Punch' - used as a counter This guy is hardly a challenge at all. His only real power lies in huge strength. When it's not his turn, he'll just stand there with his dukes put up and waving 'Come get some!'. Anything you do to him will prompt Kottos to counterattack with 'punch'. On his regular turns he'll attack with 'double punch'. Any of these two attacks may knock a character out if your Def stat is low. And that's all there is to it. As battle starts, cast Hastega, then Protect on all. After that, pummel away at Kottos until he's creamed. If someone gets KO-ed, revive, Haste, Protect. Box match finished! 15. Special note: For unlocking Kottos you'll get 99x Soul Spring. ----------------------------------------------------------------------------- ---> COEURLREGINA <--- ---> A101 1. Name: Coeurlregina 2. Monster's HP: 380000/10000 3. Monster's MP: 80 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 2x Farplane Wind/1x Blessed Gem 6. Items dropped: 3x/6x Shining Gem; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 40, 70, 40, 75, 15, 0, 100 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Deathstrike, Double AP 12. Armor abilities: Darkproof, Deathproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Chaos - VS one chr - inflicts Confusion, Curse and Doom b) Hyper Blaster - VS one chr - inflicts KO - Deathproof doesn't help c) Drain - VS one chr - amount of HP deducted from attacked chr is added to Coeurlregina's HP d) Thundaga - LATT VS one chr - lightning mgd 14. Monster strategy: RAA: Curseproof, Confuseproof and/or Ribbon (Ribbon nullifies Doom), Auto- Phoenix RWA: Break Damage Limit, First Strike Mostly used attack is Chaos. If you don't have any Ribbons, chr afflicted is gone on fifth turn. And if you also don't have Confuseproof, oops. Character/s that could do the reviving may get knocked out as well by the confused chr. Auto-Phoenix is nearly a must in this battle. Regina's Hyper Blaster is guaranteed KO. Revive immediately. When she decides to use Drain or Thundaga (I was finally able to see it, yay me [sarcastic smile]), praise be to Yevon. As for Menace, I haven't yet figured out her move pattern, if there even is one. After much fighting I stand to believe that there is no set pattern for her moves. Summoning aeons is *not* recommended, as even they get KO-ed by Hyper Blaster when Regina decides to use it. Battle starts, Hastega! Then hack away. On doomed chrs cast Auto-Life, and revive fallen ones ASAP. You win. 15. Special note: For unlocking Coeurlregina you'll get 99x Candle of Life. ----------------------------------------------------------------------------- ---> JORMUNGAND <--- ---> A280 1. Name: Jormungand 2. Monster's HP: 520000/10000 3. Monster's MP: 63 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 4x Petrify Grenade/1x Three Stars 6. Items dropped: 2/4x Supreme Gem; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Silence, Sleep, Threaten, Zombie - Susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power Break, no % resistance to Slow - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 77, 33, 80, 186,53, 15, 6, 130 9. Monster's el. info: NS 10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike, Slowstrike, Stonestrike, Zombiestrike 12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Cold Stare - STATT VS one chr - std + Petrify - ignores Shell and Protect b) Space-Time Vorpal - NATT VS all chrs - mgd c) 'Bash' - VS one chr - phd 14. Monster strategy: RAA: Auto-Protect, Auto-Haste, Stoneproof, Auto-Shell RWA: Break Damage Limit, Counter-attack, First Strike, Slowstrike Cold Stare is most dangerous. Use Esuna or Soft on chr affected immediately. 'Bash' can be avoided with high Eva, and Space-Time Vorpal halved with Shell. As battle starts, Hastega, then Shell, then Protect. Start hacking or Overdriving. Take care of Cold Stare. If you let Jormungand attack petrified chr, he/she'll be gone for rest of battle. Slow Jorm down a bit as well, then finally kill him. He doesn't have set movement pattern. 15. Special note: For unlocking Jormungand you'll get 99x Petrify Grenade. ----------------------------------------------------------------------------- ---> CACTUAR KING <--- ---> A081 1. Name: Cactuar King 2. Monster's HP: 100000/10000 3. Monster's MP: 0 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 2x Chocobo Wing/1x Designer Wallet 6. Items dropped: 3x/6x Blessed Gem; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 255,100,255,255,80, 15, 240,180 9. Monster's el. info: Immune to fire, lightning, water, ice and holy 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) 10000 Needles - (CATT) & STATT VS one chr - std - damage cannot be halved in any way b) 99999 Needles - STATT VS one chr - std - damage cannot be halved in any way c) Run away - just like the name implies 14. Monster strategy: RAA: Auto-Haste, Auto-Phoenix RWA: Break Damage Limit Senior knight of Force trio. Ugh, this is a definition of Evasion. Unless you bear monster Acc and a bit of Luck, forget about killing this guy. Return later... or not? Kingie counters everything with 10000 Needles. On regular turns he may use 10000 Needles, or 99999 Needles, or Run Away. He's also immune to all elemental skills you may decide to chuck at it and can't be bad-statused whatsoever. Summoning an aeon gets a no-no again. Even with Shield command in effect you cannot reduce damage received from Needle attacks. As battle starts, rely on Tidus' Blitz Ace to try killing King. Don't forget that for this battle it is better to have Auto-Haste in your armors, cos when chr is revived, he'll automatically be in Haste. If one Blitz Ace isn't enough, Entrust Tidus with Overdrive gauges from other peeps, then attack again and this time he should go down. He doesn't have set movement pattern. 15. Special note: For unlocking Cactuar King you'll get 99x Chocobo Wing. ----------------------------------------------------------------------------- ---> ESPADA <--- ---> A182 1. Name: Espada 2. Monster's HP: 280000/15000 3. Monster's MP: 120 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 4x Farplane Shadow/1x Farplane Wind 6. Items dropped: 1x/2x Rename Card; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Doom, Eject, Petrify, Poison, Provoke, Silence, Sleep, Threaten, Zombie - Susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power Break, 50% Slow - Immune to Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 44, 100,31, 160,51, 15, 12, 100 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Hades Claws - (CATT) VS one chr - phd + Poison and KO - restores big chunk of Espada's HP as well b) Blade Shower - VS one chr - phd - is used after four Hades Claws (including ones launched as counterattacks) 14. Monster strategy: RAA: Auto-Protect, Auto-Haste, Auto-Phoenix RWA: Break Damage Limit, Counter-attack, First Strike, Slowstrike First a representation of how Espada moves: -> Hades Claws - either normal attack or counter -> Hades Claws - either normal attack or counter -> Hades Claws - either normal attack or counter -> Hades Claws - either normal attack or counter -> Blade Shower - can only be used on regular turn -> Hades Claws... - pattern repeats This is second predictive guy you can fight. Count number of times he uses Hades Claws. After you counted four, on first regular turn Espada gets, he'll use Blade Shower. Even if there are more Hades Claws used (because of counterattacks), number resets to 0 after Blade Shower is used. Example 1: You don't attack Espada at all, instead he gets four turns in which he uses Hades Claws, then Blade Shower on fifth. Example 2: Don't attack Espada until he does three Hades Claws to your party. Then attack him three times. He'll counter with Hades Claws for each attack, thus adding the total to six Hades Claws. On first turn Espada gets he will use Blade Shower. The number of Hades Claws now resets to zero - Espada does not need two more Hades Claws, but four. I don't recommend fighting this guy unless you have very high Agi and Eva. Reason is this: connected Hades Claws restore insane amount of HP to Espada, thus nullifying your efforts to cripple his HP. Plus he has a constant Regen effect. When Agi and Eva are high, then engage in battle and laugh as he won't be able to hit you. What, you want to regen? Yeah right, I'll kill you first. 15. Special note: For unlocking Espada you'll get 60x Shining Gem. ----------------------------------------------------------------------------- ---> ABYSS WORM <--- ---> A004 1. Name: Abyss Worm 2. Monster's HP: 480000/12000 3. Monster's MP: 200 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 4x Shadow Gem/1x Stamina Tablet 6. Items dropped: 1x/2x Stamina Tonic; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 60, 24, 93, 63, 22, 15, 0, 120 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) 'Headbutt' - VS one chr - phd b) Swallow - after Abyss Worm has been target of an attack for fifth time, it'll Swallow whoever landed the fifth strike - eaten character is gone from battle until following happens c) Regurtitate - after Abyss Worm (with chr inside!) has been target of two further attacks, chr eaten is returned to battle - damage dealt is always 9999 - Protect halves the damage d) Readying Quake - signifies charge turn for Earthquake e) Earthquake - NATT VS all chrs - mgd - requires one turn to charge 14. Monster strategy: RAA: Auto-Protect, Auto-Haste, Auto-Phoenix RWA: Break Damage Limit, Counter-attack, First Strike I think this guy has a set pattern of movement too, but I need to figure it out first. What I was able to confirm is the following: After you attack Abyss Worm for five times, he'll Swallow that attacker. Now Abyss will automatically forfeit all turns he gets until you attack it for two more times. Abyss will now counter with Regurtitate, which will kill the chr Swallowed by dealing 9999 damage to him/her (halve it with Protect). On regular turns expect to see 'Headbutt'. After few more turns Worm will be Readying Quake. Earthquake that follows can be halved with Shell. As battle starts, Hastega. Then start hacking or Overdriving until you hit it four times. Wait until Worm starts Readying Quake. Then unload on him as attacks landed in this part of battle don't count toward Swallow.:) Abyss Worm is defeated. Additionally I've found out following: By not attacking Abyss Worm at all, he'll use two 'headbutts', then Readying Quake on third and Earthquake on fourth turn, after which he'll repeat the exercise. Furthermore, if you let him Swallow one chr, there's a way of preventing Worm launching new attacks. With your other two remaining characters cast Reflect on one of them, then continously Doublecast Flare with your reflected chr being target of the attack. Flares will bounce off onto Worm, damage him and most importantly, this *doesn't* trigger Regurtitate. AngelWing sent in this strat: Characters I use when fighting it all have Counter Attack or Evade&Counter ability in their weapons. When the battle starts, I cast Protect (or no need if you have Auto-Protect) to the party and slow them - I mean it..... I cast Slowga to my party. Cast Haste to the Abyss Worm and defend. When it's Abyss Worm's turn, it'll attack (headbutt) one of your characters and your character will counter it without being countered. When it is readying for Quake, attack it and the last character before Abyss Worm's turn should be switched to Yuna. Tell Yuna to Summon or Grand Summon Valefor then tell Valefor to attack or use Overdrive - but please be careful since using Overdrive can let Abyss Worm kill Valefor due to the movement delay. After Earthquake, dismiss Valefor and defend all your characters - remember to switch Yuna back to your previous character. This might be a slow and boring way to kill it but it is a safe way especially for someone with low attributes. PS: If your characters' Defend is low, the alternate way is to have *one* character that has preety high defence (in my case, I use Auron) to use Sentinel while the other two use Cheer and/or Luck. 15. Special note: For unlocking Abyss Worm you'll get 99x Shadow Gem. ----------------------------------------------------------------------------- ---> CHIMERAGEIST <--- ---> A094 1. Name: Chimerageist 2. Monster's HP: 120000/10000 3. Monster's MP: 30 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 2x Mana Spring/2x Stamina Spring 6. Items dropped: 1x/2x Return Sphere; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 50% Armor Break, 50% Magic Break, 50% Mental Break, 50% Power Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 66, 10, 68, 10, 29, 15, 0, 180 9. Monster's el. info: Immune to fire, lightning, water and ice 10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Firest., Icest., Waterst. 12. Armor abilities: Fire Eater, Ice Eater, Water Eater 13. Monster's attacks: a) Megiddo Flame - FATT VS one chr - fire mgd b) Blizzara - IATT VS one chr - ice mgd c) Thundara - LATT VS one chr - lightning mgd d) 'Assault' - VS one chr - phd e) Aqua Breath - WATT VS all chrs - water mgd 14. Monster strategy: RAA: Water Eater, Fire Eater, Auto-Haste, Auto-Protect RWA: Break Damage Limit, Counter-attack, First Strike, Magic Counter First a representation of how Chimerageist moves: -> Megiddo Flame -> Blizzara OR Thundara -> 'Assault' -> Aqua Breath First attack Geist will use is completely random and cannot be predicted. However, once you see what Geist has used, you're set for the remainder of battle. Megiddo Flame can be nullified by Fireproof or better, Blizzara and Thundara can be reflected, 'assault' can be halved by Protect, and Aqua Breath nullified by Waterproof or better. Hah hah. 15. Special note: For unlocking Chimerageist you'll get 60x Farplane Wind. ----------------------------------------------------------------------------- ---> DON TONBERRY <--- ---> A162 1. Name: Don Tonberry 2. Monster's HP: 480000/10000 3. Monster's MP: 120 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 2x Candle of Life/1x Designer Wallet 6. Items dropped: 3x/6x Farplane Wind; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 95, 100,75, 100,37, 15, 0, 80 9. Monster's el. info: NS 10. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Darkstrike, Deathstrike, Poisonstrike, Silencestrike, Sleepstrike, Slowstrike, Stonestrike, Zombiestrike 12. Armor abilities: Darkproof, Deathproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Karma - CATT & STATT VS one chr - std - damage dealt is amount of enemies killed (by that particular character) x 100 - can not be used after Don takes four 'Walk forward' - if chr killed no enemies, damage dealt is zero b) 'Walk forward' - will do so for 4 turns c) 'Chef's knife' - VS one chr - phd d) Voodoo - STATT VS aeon - if aeon is Don's opponent, Voodoo is used - std 14. Monster strategy: RAA: Auto-Haste, Auto-Phoenix RWA: Break Damage Limit First a representation of how Don Tonberry moves: -> 1st 'Walk forward' -> 2nd 'Walk forward' -> 3rd 'Walk forward' -> before 4th 'Walk forward' any attack against Don will prompt him to counter with Karma -> 4th 'Walk forward' -> 'Chef's Knife'... will always use 'Chef's Knife' from now on -> Voodoo will be used at any time in battle if an aeon is in Don's way Not hard, but boring. Anything you will do to Don will upset him. So he'll counter by counting your Karma and naturally killing character targeted. Either you kill him with aeons (he doesn't counter their attacks) or wait until he comes closer four times, then unload on him. 15. Special note: For unlocking Don Tonberry you'll get 40x Silver Hourglass. ----------------------------------------------------------------------------- ---> CATOBLEPAS <--- ---> A086 1. Name: Catoblepas 2. Monster's HP: 550000/10000 3. Monster's MP: 160 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 3x Healing Spring/1x Stamina Tonic 6. Items dropped: 1x/2x Three Stars; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 50% Armor Break, 50% Magic Break, 50% Mental Break, 50% Power Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 76, 33, 58, 27, 47, 15, 0, 180 9. Monster's el. info: NS 10. Monster's equip. dropped info: 3-4 slots, 2-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Darkstrike, Deathstrike, Poisonstrike, Silencestrike, Sleepstrike, Slowstrike, Stonestrike, Zombiestrike 12. Armor abilities: Darkproof, Deathproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Pop Fly - VS one chr - phd + delays next turn b) Flare - NATT VS one chr - mgd c) 'Swipe' - VS one chr - phd d) Ultima - NATT VS all chrs - mgd - used as a dying move 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Shell, Auto-Phoenix RWA: Break Damage Limit Pop Fly and 'Swipe' can be halved by Protect, Flare and Ultima by Shell. As battle starts, Hastega. Then Break whatever you wish on his backbone. Be careful of Pop Fly - along with phd it delays chr's next turn. Auto-Phoenix will take care of reviving your party members that will get taken out cos of Catoblepas' strong attacks. Take heed and be under Shell at all costs once you defeat Cato or his Ultima may take you out altogether. He doesn't have set movement pattern. 15. Special note: For unlocking Catoblepas you'll get Blossom Crown *KEY ITEM*. ----------------------------------------------------------------------------- ---> ABADDON <--- ---> A001 1. Name: Abaddon 2. Monster's HP: 380000/10000 3. Monster's MP: 780 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 3x Purifying Salt/1x Shining Gem 6. Items dropped: 1x/2x Mana Tablet; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 40, 180,95, 160,120,15, 0, 130 9. Monster's el. info: Immune to all elements 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Mag+5%, Mag+10%, Mag+20% 12. Armor abilities: Mdef+5%, Mdef+10%, Mdef+20% 13. Monster's attacks: a) Blizzaga - IATT VS one chr - ice d. b) Thundaga - LATT VS one chr - lightning d. c) Waterga - WATT VS one chr - water d. d) Firaga - FATT VS one chr - fire d. e) Pharaoh's Curse - VS one chr - inflicts Curse, Poison, Silence and Darkness f) Mana Focus - signifies charge turn for Emblem of the Cosmos g) Emblem of the Cosmos - VS all chrs - phd - requires one turn to charge h) Flare - NATT VS one chr - mgd i) Demi - GRATT VS all chrs - mgd - tears off 25% current HP 14. Monster strategy: RAA: Auto-Reflect, Auto-Haste, Curseproof, Ribbon (or Poisonproof), Auto-Shell RWA: Break Damage Limit, Magic Counter I'll get the move settlement for this guy as well. I know there's one. Anyway, keep up Shell status at all times. It'll be your lifesaver. For that annoying Pharaoh's Curse heal as soon as you can. You need your party to be in fighting shape at all times. Once you see Mana Focus, Protect if not already under it. Emblem of the Cosmos is Abaddon's strongest attack. If you think your chrs won't make it, summon an aeon. Once battle starts, Hastega then Shell. Using any elemental attacks against Abaddon is useless, as he has infinite NulAll and Reflect. If you're reflected, Doublecast Flare at his royal ass. Use Quick Hits or Overdrives (Banishing Blade!). Abaddon is defeated. Yahoo! Found a hole in his pattern - after you deal damage to Abaddon for sixth time, he'll use Mana Focus on first turn he gets after that. Which means I can provide new strategic information - if you can get at least six attacks in once Abaddon releases Emblem, all attacks you'll be seeing will be Mana Focus and Emblem of the Cosmos. 15. Special note: For unlocking Abaddon you'll get 99x Lunar Curtain. ----------------------------------------------------------------------------- ---> VORBAN <--- ---> A617 1. Name: Vorban 2. Monster's HP: 630000/10000 3. Monster's MP: 120 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 2x Healing Spring/1x Stamina Tablet 6. Items dropped: 1x/2x Friend Sphere; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 95, 100,75,100, 33, 15, 0, 80 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Mortar - CATT & NATT VS all chrs - mgd - used when either one, two or three attacks are launched against Vorban b) Body Splash - VS all chrs - phd c) 'Stomp' - VS one chr - phd 14. Monster strategy: RAA: Auto-Haste, Auto-Shell, Auto-Protect RWA: Break Damage Limit, Counter-attack Last bastard in area creations. Body Splash and 'stomp' can be halved with Protect, Mortar with Shell. Vorban counters with Mortar after he's been target of one attack, two or three attacks - with more experimentation I found out that he also counters if you try say Stealing... anyway, he counters anything. Longest I've been able to try to do something was three times before he Mortared me. As battle starts, Hastega, Protect and finally Shell. Attack with Quick Hits and Overdrives. Take note to heal if you think next Mortar counter may kill a chr. Banishing Blade (with successful input) will help you a lot in lowering Vorban's defence. He doesn't have set movement pattern. 15. Special note: For unlocking Vorban you'll get 60x Designer Wallet. ----------------------------------------------------------------------------- ************************** Part B - Species Creations ************************** ---> FENRIR <--- ---> A201 1. Name: Fenrir 2. Monster's HP: 850000/99999 3. Monster's MP: 300 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 2x Chocobo Feather/1x Chocobo Wing 6. Items dropped: 1x/2x Agility Sphere; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 99% Magic Break, 99% Mental Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 73, 40, 12, 165,200,30, 60, 200 9. Monster's el. info: Strong to fire, lightning, water, ice and holy 10. Monster's equip. dropped info: 3-4 slots, 2-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Darkstrike, Deathstrike, Poisonstrike, Silencestrike, Sleepstrike, Slowstrike, Stonestrike, Zombiestrike 12. Armor abilities: Confuseproof, Darkproof, Deathproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Fangs of Chaos - GRATTP VS one chr - phd + Confusion - tears off 93,75% current HP b) Fangs of Hell - VS one chr - 100% guaranteed KO c) Fangs of Ruin - VS one chr - extreme phd 14. Monster strategy: RAA: Auto-Haste, Auto-Phoenix, Auto-Protect, Ribbon, Confuseproof RWA: Break Damage Limit, Counter-attack, First Strike Yippee. Let's start slaughtering Fenrirs. For this guy you'll want to have Auto-Phoenix in yor armor - one worry is already off your back (Fangs of Hell inflict KO regardless of protection). The other thing you need to worry about is Confusion inflicted by Fangs of Chaos - also remember to heal chr that was attacked quickly. That's not much HP he/she has left. As battle starts, Hastega, then Protect. Proceed with attacking Fenrir with Blitz Aces or Attack Reels. Note, that you may need a high Acc in order to be able to hit Fenrir (not necessary if you'll be using Overdrives). Hell Fangs can be avoided with high Eva, but other two can't. He doesn't have set movement pattern. 15. Special note: For unlocking Fenrir you'll get 99x Chocobo Feather. ----------------------------------------------------------------------------- ---> ORNITHOLESTES <--- ---> A410 1. Name: Ornitholestes 2. Monster's HP: 800000/99999 3. Monster's MP: 300 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 1x Rename Card/1x Chocobo Wing 6. Items dropped: 2x/4x Gambler's Spirit; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 83, 55, 30, 170,130,20, 80, 200 9. Monster's el. info: Absorbs fire, immune to water 10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Double Overdrive 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Drain Touch - VS one chr - phd - HP deducted from attacked chr is added to Ornitholestes' HP b) Poison Touch - GRATTP VS one chr - phd + Poison - tears off 75% current HP 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Poisonproof RWA: Break Damage Limit, Counter-attack, First Strike Luckily for you, this guy can't petrify you like his other species buddies. He has two attacks, both of which are annoying. Drain Touch will steal your HP and add them to Orni's, while Poison Touch removes 75% of current HP and adds Poison. If you forget or don't heal Poisoned chr, he/she may die of an action he/she took. High Acc is also recommended, as Orni's Eva is quite high. He doesn't have set movement pattern. 15. Special note: For unlocking Ornitholestes you'll get 99x Stamina Spring. ----------------------------------------------------------------------------- ---> PTERYX <--- ---> A440 1. Name: Pteryx 2. Monster's HP: 100000/99999 3. Monster's MP: 0 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Smoke Bomb/1x Candle of Life 6. Items dropped: 1x/2x Evasion Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 90, 100,5, 100,60, 15, 60, 200 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Beak of Woe - VS one chr *or* VS all chrs - phd + Curse - ignores Protect b) Beak - VS one chr - phd + delays next turn 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Curseproof RWA: Break Damage Limit, Counter-attack, First Strike A low HP creation... but a nasty one at that. Most often he'll ambush you, in which case it'll use Beak of Woe on all chrs (phd + Curse). Don't bother healing Curse, as you'll just be re-Cursed. To compensate for lack of HP, he has two alternatives - constant Regen and high Eva. If you can't seem to pull off enough damage, call Anima or Magus Sisters. One or two Pains, Passado, Razzia... After more counting of Pteryx's feathers I've found out more: First turn it'll always be Beak of Woe vs all chrs. If you un-Curse one chr, on next turn Pteryx gets he will use Beak of Woe against that chr to Curse him/her again. With all chrs Cursed Pteryx otherwise uses Beak for moderate phd - beware, Beak will also delay chr's next turn. 15. Special note: For unlocking Pteryx you'll get 99x Mega Phoenix. ----------------------------------------------------------------------------- ---> HORNET <--- ---> A259 1. Name: Hornet 2. Monster's HP: 620000/50000 3. Monster's MP: 180 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Poison Fang/2x Purifying Salt 6. Items dropped: 1x/2x Accuracy Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Sleep, Slow, Threaten, Zombie - Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break, 95% Power Break, 95% Silence - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 63, 70, 88, 95, 102,33, 17, 160 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Bewitching Stab - VS one chr - phd + Confusion b) Venomous Stab - VS one chr - phd + Poison c) 'Stab' - VS one chr - phd + KO, Sleep, Silence and Darkness (Sleep, Silence and Darkness last for three chr's turns) d) Curaga - on itself - restores big amount of HP 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Confuseproof, Deathproof, Ribbon, Poisonproof RWA: Break Damage Limit, Counter-attack, First Strike A flying Fenrir? Seriously, tho', Hornet packs similar attacks. Bewitching Stab can be made useless with Confuseproof, and Venomous Stab with Poisonproof. Regular Hornet's attack can be made harmless with Deathproof. As battle starts, Hastega, then Protect. Heal status disorder soon and revive fallen allies. High Acc (use Aim few times) may be needed to be able to hit Hornet. He doesn't have set movement pattern. 15. Special note: For unlocking Hornet you'll get 60x Mana Tonic. ----------------------------------------------------------------------------- ---> VIDATU <--- ---> A616 1. Name: Vidatu 2. Monster's HP: 95000/10000 3. Monster's MP: 840 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Lightning Gem/1x Mana Tonic 6. Items dropped: 1x/2x MP Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 80% Armor Break, 99% Magic Break, 80% Mental Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 12, 230,77, 230,33, 15, 80, 110 9. Monster's el. info: Immune to fire, lightning, water and ice 10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Double AP 12. Armor abilities: MP+10%, MP+20%, MP+30% 13. Monster's attacks: a) Osmose - VS one chr - MP deducted from attacked chr is added to Vidatu's MP b) Ultima - NATT VS all chrs - mgd 14. Monster strategy: RAA: Auto-Haste, Auto-Shell, Auto-Phoenix RWA: Break Damage Limit, Magic Counter, First Strike Everything he chucked at me were Osmose and Ultima. Nothing else dangerous. Auto-Shell will make Ultima's damage laughable. So will you once you smite down his ugly ass. To pose at least an intermediate challenge, he has been granted infinite NulAll and Regen statuses. He doesn't have set movement pattern. 15. Special note: For unlocking Vidatu you'll get 99x Mana Spring. ----------------------------------------------------------------------------- ---> ONE-EYE <--- ---> A407 1. Name: One-Eye 2. Monster's HP: 150000/15000 3. Monster's MP: 270 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 3x Lunar Curtain/1x Blessed Gem 6. Items dropped: 1x/2x Mdef Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 0% Armor Break, 0% Power Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 55, 58, 77, 183,38, 15, 10, 85 9. Monster's el. info: Immune to fire, lightning, water and ice 10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Triple AP 12. Armor abilities: MP+10%, MP+20%, MP+30% 13. Monster's attacks: a) Shockwave - NATT VS all chrs - mgd + Confuse, Sleep, Silence, Darkness and Slow (Sleep, Silence and Darkness are lifted after ten chr's turns) b) Black Stare - VS one chr - phd + Curse 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Curseproof, Confuseproof, Ribbon RWA: Break Damage Limit, Counter-attack, First Strike Like Pteryx, he likes to get a jump on you, in which case Shockwave is unavoidable. You'll get Confused, Sleeped, Silenced, Darknessed and Slowed. Cure any way you can, then smack down its ugly face. Black Stare is nothing to be feared of - it's simple damage and Curse to one. About 30 One-Eyes later I can report on following: He alternates between Shockwave and Black Stare, no more than two Shockwaves in a row, and no more than five Black Stares in a row. 15. Special note: For unlocking One-Eye you'll get 60x Stamina Tablet. ----------------------------------------------------------------------------- ---> JUMBO FLAN <--- ---> A282 1. Name: Jumbo Flan 2. Monster's HP: 1300000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Lunar Curtain/1x Mana Tablet 6. Items dropped: 1x/2x Magic Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Threaten, Zombie - Susceptible: 20% Darkness, 0% Slow - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 3, 255,98, 80, 60, 15, 0, 0 9. Monster's el. info: Absorbs fire, lightning, water and ice 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Magic Booster 12. Armor abilities: Fire Eater, Ice Eater, Water Eater 13. Monster's attacks: a) Blizzaga - IATT VS one chr - ice d. b) Thundaga - LATT VS one chr - lightning d. c) Waterga - WATT VS one chr - water d. d) Firaga - FATT VS one chr - fire d. e) Flare - NATT VS one chr - mgd f) Ultima - NATT VS all chrs - mgd g) Regen - on one chr (only if that chr is under Reflect) - adds Regen h) Reflect - on one chr - adds Reflect i) Curaga - on one chr (only if that chr is under Reflect) - restores big amount of HP 14. Monster strategy: RAA: Auto-Haste, Auto-Shell, Auto-Phoenix RWA: Break Damage Limit, First Strike Long, boring and tiresome. Jumbo Flan is immune to any weapon-based attack, absorbs all elements sans holy, is under constant Reflect and packs a big HP. For starters cast Hastega, then Reflect on one of your chrs. Now Doublecast Flare, but make sure you target chr you just reflected. That way Flares will hit Jumbo Flan. Oh yeah, Jumbo can be Slowed as well - maybe this isn't going to take long, after all.:) Now repeatedly Copycat these two Flares you just casted and sooner or later Jumbo will subdue to missing HP. Sometimes if low on HP, Jumbo will attempt the following: he'll cast Reflect on one of your chrs, then *immediately* Curaga. On next turn/s he'll do Reflect/Curaga combo again (in case you dispeled Reflect), Regen (in case you don't dispel Reflect) or Ultima. Speaking of which, I believe that lower Jumbo is to defeat, more of Ultima you'll be seeing. Anima's Pain is the answer to your needs. It bypasses Reflect and is a magical attack. Spare Change deals damage to Jumbo as well. And physical Overdrives inflict damage as well, but don't bother as Jumbo's Def is high. Do not forget Ifrit's Meteor Strike! Otherwise he doesn't have set movement pattern. 15. Special note: For unlocking Jumbo Flan you'll get 60x Twin Stars. ----------------------------------------------------------------------------- ---> NEGA ELEMENTAL <--- ---> A385 1. Name: Nega Elemental 2. Monster's HP: 1300000/15000 3. Monster's MP: 20 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Star Curtain/1x Twin Stars 6. Items dropped: 2x/4x Twin Stars; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 140,80, 62, 44, 15, 0, 150 9. Monster's el. info: Absorbs all elements, holy included 10. Monster's equip. dropped info: 2-4 slots, 2-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Firest., Icest., Lightningst., Waterst. 12. Armor abilities: Fire Eater, Ice Eater, Lightning Eater, Water Eater 13. Monster's attacks: a) Reflect - on itself - adds Reflect b) Drain - VS one chr - HP deducted from attacked chr is added to Nega Elemental's HP c) Ultima - (CATT) & NATT VS all chrs - mgd d) Blizzaga - IATT VS one chr - ice d. e) Thundaga - LATT VS one chr - lightning d. f) Waterga - WATT VS one chr - water d. g) Firaga - FATT VS one chr - fire d. h) Flare - NATT VS one chr - mgd 14. Monster strategy: RAA: Auto-Haste, Auto-Shell, Auto-Phoenix RWA: Break Damage Limit, Magic-Counter, First Strike Nega counters any physical attack with Ultima. He doesn't counter magic attacks, which is what you should use against him. Reflect on yourself, then Doublecast Flare and Copycat it. Otherwise Nega is pretty boring creation with usual assortment of elemental spells and Flare. Yawn. He doesn't have set movement pattern. 15. Special note: For unlocking Nega Elemental you'll get 99x Star Curtain. ----------------------------------------------------------------------------- ---> TANKET <--- ---> A584 1. Name: Tanket 2. Monster's HP: 900000/10000 3. Monster's MP: 0 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Light Curtain/4x Lunar Curtain 6. Items dropped: 1x/2x Defence Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 90% Armor Break, 99% Mental Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 103,100,3, 250,41, 15, 0, 100 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Attack - VS one chr - phd + Berserk and delays chr's next turn b) Rush Attack - VS one chr - phd + Berserk and delays chr's next turn - this attack also 'speeds up' Tanket's next turn 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Berserkproof RWA: Break Damage Limit, Counter-attack, First Strike Danger! Although he appears slow, he has two nasty tricks. Both of his attacks Berserk the chr attacked and delay that chr's next turn, however, Rush Attack seems to have an added bonus of 'speeding up' Tanket's next turn. It may even happen that you won't get anymore attacks in cos Tanket will repeatedly Rush Attack you to death. As battle starts, Hastega, then Protect. Unload on the guy, curing Berserk as you go. Do NOT ignore Berserk or you'll be sorry. Once Tanket's HP is 449999 or lower, he switches to Rush Attack. If you can't get an attack in even with Hastega, you're too slow to keep up. You'll need more Agi. Oh, even aeons will get creamed by Rush Attack. Once he starts Rush Attacking, you're halfway done - don't give up. 15. Special note: For unlocking Tanket you'll get 99x Gold Hourglass. ----------------------------------------------------------------------------- ---> FAFNIR <--- ---> A197 1. Name: Fafnir 2. Monster's HP: 1100000/13000 3. Monster's MP: 30 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 2x Gold Hourglass/2x Stamina Spring 6. Items dropped: 20x/40x Light Curtain; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break, 95% Power Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 76, 30, 109,130,38, 15, 0, 160 9. Monster's el. info: Absorbs fire, lightning and ice 10. Monster's equip. dropped info: 2-4 slots, 1-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Firest., Icest., Lightningst., Waterst. 12. Armor abilities: Fire Eater, Ice Eater, Water Eater 13. Monster's attacks: a) 'Bash' - VS one chr - phd b) *Ice* Triple Attack - VS one chr -> VS all chrs -> VS one chr - phd to one, then ice mgd to all, then phd to one c) *Fire* Triple Attack - VS one chr -> VS all chrs -> VS one chr - phd to one, then fire mgd to all, then phd to one d) *Lightning* Triple Attack - VS one chr -> VS all chrs -> VS one chr - phd to one, then lightning mgd to all, then phd to one 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Auto-Shell RWA: Break Damage Limit, Counter-attack, First Strike First a representation of how Fafnir moves: -> 'Bash' -> Triple Attack *ice* -> Triple Attack *fire* -> Triple Attack *lightning* -> 'Bash'... ad infinitum Another set-move-pattern enemy. As battle starts, Hastega, Shell, Protect. Then it's only matter of predicting Fafnir's turns. First 'bash' is Protected. Then before he gets second turn in, cast NulFrost. Fafnir's Triple Attack targets one chr, then delivers ice damage to all (which will be nullified), and again targets one chr. Before third turn cast NulBlaze. Fire-based Triple Attack is bypassed. Before fourth turn cast NulShock. Lightning-based Triple Attack is after you. Take note that Triple Attack has same 'effect' than Tanket's Rush Attack - delays all chr's next turn (or speeds up Fafnir's, whichever sounds better to you). Now Fafnir will copycat his moves from beginning. All you need to do is to keep up with him, cast respective Nul spells and heal as necessary. 15. Special note: For unlocking Fafnir you'll get 99x Purifying Salt. ----------------------------------------------------------------------------- ---> SLEEP SPROUT <--- ---> A516 1. Name: Sleep Sprout 2. Monster's HP: 98000/10000 3. Monster's MP: 820 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Poison Fang/1x Farplane Wind 6. Items dropped: 1x/2x Teleport Sphere; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: no % resistance to Power Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 3, 167,112,203,26, 15, 0, 0 9. Monster's el. info: Weak to fire 10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike, Slowstrike, Stonestrike, Zombiestrike 12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Blizzaga - IATT VS one chr - ice d. b) Thundaga - LATT VS one chr - lightning d. c) Waterga - WATT VS one chr - water d. d) Firaga - FATT VS one chr - fire d. e) Flare - NATT VS one chr - mgd f) Ultima - NATT VS all chrs - mgd g) Goodnight - NATT VS all chrs - mgd + Sleep, Poison, Berserk, Armor Break and Power Break 14. Monster strategy: RAA: Auto-Haste, Auto-Shell, Auto-Phoenix, Ribbon, Berserkproof RWA: Break Damage Limit, Magic Counter, First Strike Yet another I-like-to-ambush-you enemy. If that happens, Goodnight. See you in next battle. When battle commences, Hastega, then Shell. You may also want to Reflect yourself to bounce back any spells Sprout may cast. Okay, all spells sans Ultima. What's really dangerous is Goodnight (first attack used). All statuses are manageable, except Berserk. D'you get Berserkproof? Any physicals launched against Sprout will trigger Goodnight counter. Magic attacks however will not. Use that to your advantage. Spare Change also won't trigger Goodnight. I believe that Sprout will use Goodnight on his first turn, during subsequent ones you'll be seeing an assortment of his magic attacks. Sprout otherwise has really low HP. That Regen status he has is supposed to be a trade-off for measly amount of HP? Nope. Die, fungus! 15. Special note: For unlocking Sleep Sprout you'll get 99x Healing Spring. ----------------------------------------------------------------------------- ---> BOMB KING <--- ---> A069 1. Name: Bomb King 2. Monster's HP: 480000/10000 3. Monster's MP: 780 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Fire Gem/1x Shining Gem 6. Items dropped: 1x/2x Door to Tomorrow; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 73, 200,71, 200,46, 15, 0, 150 9. Monster's el. info: Absorbs fire 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Fira - FATT VS one chr - fire d. b) Firaga - FATT VS one chr - fire d. c) 'Bash' - VS one chr - phd d) Ultima - NATT VS all chrs - mgd e) 'Grow' - CATT - after Bomb King is target of third attack, it'll grow - will do so three times, after which it doesn't grow anymore nor does it Self- Destruct 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Fire Eater RWA: Break Damage Limit, Counter-attack, Magic Counter, First Strike Inflate me or die! Baaam! Easy. Really. Okay, seriously. Each three attacks on King that do damage will trigger him to grow. He grows three times, and *doesn't* explode in last stage. In first stage he uses 'bash', in second Fira, in third Firaga, in last Ultima. So the motto is - the less attacks you get in, the faster King dies. That said, sooner you kill Bomb King, less damaging attacks you'll see. After having pyrotechnics party for too long, I've found out that if your chr Counter-Attacks or Magic Counters one of King's attacks, this will not make him grow. 15. Special note: For unlocking Bomb King you'll get 60x Turbo Ether. ----------------------------------------------------------------------------- ---> JUGGERNAUT <--- ---> A281 1. Name: Juggernaut 2. Monster's HP: 1200000/15000 3. Monster's MP: 20 4. AP gained when monster is defeated: 8000/8000 5. Items stolen: 4x Lunar Curtain/1x Shining Gem 6. Items dropped: 1x/2x Strength Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break, 95% Power Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 98, 140,70, 62, 42, 15, 0, 150 9. Monster's el. info: Immune to all elements, holy included 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: Def+5%, Def+10%, Def+20% 13. Monster's attacks: a) Charging - signifies charge turn for Salvo - used on first turn Juggernaut gets after four Crush Spikes b) Salvo - FATT VS all chrs - fire mgd - requires one turn to charge c) Attack - VS one chr - phd d) Crush Spike - VS one chr - phd + KO 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Fire Eater, Deathproof RWA: Break Damage Limit, Counter-attack, First Strike First a representation of how Juggernaut moves: -> Charging -> Salvo -> complement of moves consisting of either Attack or Crush Spike... after four Crush Spikes have been used... -> Charging -> Salvo... ad infinitum Second to last species cretin and thank god, a set-pattern-bozo as well. When battle starts, Hastega, then Protect. Jugi's first turn will be automatically wasted for Charging. Second turn is nothing to worry about as well - NulBlaze! Now it gets dangerous. You'll want to see four Crush Spikes ASAP. Why? As soon as you do, Jugi's next turn will be Charging, meaning you have two turns to deal damage to him, quite possibly defeating him as well. Only physical attacks count, as Juggernaut is impervious to any magical damage. 15. Special note: For unlocking Juggernaut you'll get 99x Light Curtain. ----------------------------------------------------------------------------- ---> IRONCLAD <--- ---> A277 1. Name: Ironclad 2. Monster's HP: 2000000/99999 3. Monster's MP: 0 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 4x Light Curtain/1x Stamina Tablet 6. Items dropped: 1x/2x HP Sp.; 1x/2x Dark Matter 7. Monster's status info: - Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break - 200 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 100,220,0, 180,65, 15, 0, 180 9. Monster's el. info: Immune to fire, lightning, water and ice 10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Str+5%, Str+10%, Str+20% 12. Armor abilities: HP+10%, HP+20%, HP+30% 13. Monster's attacks: a) Reppageki - (CATT) VS one chr - phd b) Bushinzan - VS all chrs - phd + Osmose effect c) Shinryudan - VS one chr - extreme phd 14. Monster strategy: RAA: Auto-Haste, Auto-Protect, Auto-Phoenix RWA: Break Damage Limit, Counter-attack, First Strike First a representation of how Ironclad moves: -> Reppageki -> Bushinzan -> Shinryudan -> Reppageki -> Bushinzan -> Shinryudan... ad infinitum Last species creation. Bearing biggest HP of the bunch you'll want to have high Eva and Str for this battle. When battle starts, Hastega and then Protect. Anything funny you try on Ironclad, he'll try something funny on you - Ironclad counters anything with Reppageki. Now if your Eva is thru the roof, he'll miss. Bushinzan and Shinryudan on the other hand always hit. Make sure you heal immediately after Bushinzan. Restore MP too, as Bushinzan has Osmose effect. Shinryudan will strike pretty hard, but nothing a quick Phoenix Down couldn't take care of. With that said, it's only a matter of patience to bring down huge amount of HP he has to offer. 15. Special note: For unlocking Ironclad you'll get 60x Mana Tablet. ----------------------------------------------------------------------------- ***************** Part C - Original ***************** ---> EARTH EATER <--- ---> A174 1. Name: Earth Eater 2. Monster's HP: 1300000/99999 3. Monster's MP: 30 4. AP gained when monster is defeated: 50000/50000 5. Items stolen: 1x Gambler's Spirit/1x Lv.1 Key Sp. 6. Items dropped: 1x/2x Fortune Sphere; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 255 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 117,200,186,210,47, 15, 0, 120 9. Monster's el. info: NS 10. Monster's equip. dropped info: 3-4 slots, 1 ability already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Triple Overdrive 12. Armor abilities: Auto-Potion 13. Monster's attacks: a) Flare - CATT & NATT VS one chr - mgd b) Megaton Punch - (CATT sometimes) VS one *or* two chrs - phd + KO c) 'Punch' - VS one chr - phd d) 'Fall back' - after inflicting over 100001 damage when EE is standing, he'll fall on his back e) 'Stand up' - after being struck down for two turns, he'll stand up on his third turn after he was struck down 14. Monster strategy: Ugh. I-counter-almost-everything arena fiend. For starters, this guy counters anything with Megaton Punch against random (one!) chr. If not Deathproofed, bye. One Phoenix Down later... On regular turns EE uses either 'Punch' or Megaton Punch against *two* chrs! He may strike same chr twice, but that's random. So first big warning: Megaton Punch counter attacks one chr, Megaton Punch used on regular turns attacks two chrs. There's more to it: By dealing exactly or over 100001, EE will fall on his back. He can't counter with MP anymore, but will now use Flare as a counter. This is much better than MP, don't you think? He will get back up on his third turn after being struck down and continue attacking regularly on fourth. And lastly, EE has constant Reflect. That's all of the tactical briefing I have, now let's strategize. I usually bring in Tidus, Yuna and Rikku, all with full Overdrive gauges, Tidus having either Caladbolg or weapon with Break Damage Limit and knowing Blitz Ace. Overdrive mode is set on Comrade. Battle starts! As you see, getting MP-ed until kingdom come is bad, really bad. But that 100001 damage seems manageable, no? So the very first turn we'll want to do in battle is knocking down EE. First turn cast Haste on everyone. First turn Tidus gets let him unleash Blitz Ace onto unsuspecting EE - hopefully Tidus' Str is high enough to deal over 100001 damage to EE. Make that Sphere Shot count in the end! Alternatively, you could also try Doublecasting reflected Flares or Ultimas onto EE's ass - the most important thing is to use as less turns as possible to knock down EE. Once he's decked, Shell everyone. If you have Auto- Shell already on armor, even better. Then Entrust Tidus with either Rikku's or Yuna's Ov. gauge. Now continue attacking him while taking care not to get KO-ed cos of EE's Flares - remember to heal! EE needs to 'waste' two turns now, before he gets back on his feet. This counts as his turn, hehehe. Now repeat the exercise from before - Tidus uses Blitz Ace, or Doublecast Flares and Ultimas, Entrust Tidus with remaining Ov. gauge (Yuna's or Rikku's), recast Shell in case someone got knocked out anyway and proceed hacking away until he gets back up ad infinitum. If you can pull all of this off, only thing you'll ever see from EE is Flare.:) Happy Fortune Sphere hunting. 15. Special note: For unlocking Earth Eater you'll get 60x Three Stars. ----------------------------------------------------------------------------- ---> GREATER SPHERE <--- ---> A239 1. Name: Greater Sphere 2. Monster's HP: 1500000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 50000/50000 5. Items stolen: 1x Gambler's Spirit/1x Return Sp. 6. Items dropped: 1x/2x Luck Sphere; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 255 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 87, 130,102,120,55, 15, 0, 200 9. Monster's el. info: Variable 10. Monster's equip. dropped info: 2-4 slots, 1 ability already present, 99% probability of equipment piece being dropped 11. Weapon abilities: One MP Cost 12. Armor abilities: Auto-Phoenix 13. Monster's attacks: a) Ultima - CATT & NATT VS all chrs - mgd b) Hydraulic Press - (CATT sometimes) & GRATTP VS all chrs - phd - tears off 93,75% MAX HP c) Elemental Shift - CATT - once you hit Greater Sphere with an element it's currently weak against, it'll use this to change element properties d) 'Bash' - VS one chr - phd e) Flare - CATT VS one chr - mgd f) Thundaga - CATT VS an aeon - lightning mgd g) Blizzaga - CATT VS an aeon - ice mgd h) Firaga - CATT VS an aeon - fire mgd i) Waterga - CATT VS an aeon - water mgd 14. Monster strategy: GS counters (nearly) everything - any magic cast at him or physical attack with Ultima, Overdrives with Hydraulic Press, if certain items are used on it you'll see Flare counter. On regular turns it may use 'Bash' or Hydraulic Press (which of the two you can't predict, it's random). If hit with element he's weak against, Elemental Shift. In case you're using aeons and you have one of them cast elemental magic on GS, it counters with level 3 element spell - with this you also get to know its current elemental weakness.:) That's all he has to offer. I bet you'd like to see only 'Bash' and Hydraulic Press, right? I have just the way for you. Bring in Yuna, Tidus, Rikku. Haste and Protect all characters. Finally cast Reflect on all of them. Now there's no rush! Slowly work the following out. Whoever goes first, have that chr use any level 1 el. spell, say Fire, on him/herself. Fire will be reflected to GS. Now it'll either heal him or damage him... but most importantly, GS *will not* counter with anything. If Fire dealt damage to him, you just found his weakness. If not, repeat with other three elements. When you know what he's weak against, simply use the following strategy: repeatedly Doublecast reflected level 3 GS-is-weak-against-it elemental magic at him. All attacks you'll ever see from GS are 'Bash' and Hydraulic Press.:) No Ultima whatsoever. Don't forget to heal after each Hydraulic Press! This is a gravity attack, yes, but it deals damage depending on MAX HP. Once GS has about 500000 HP left, finish it off with Blitz Ace or Attack Reels. Say hi to your Luck Spheres. Otherwise, whenever you attack GS directly, you'll see Ultima counter. I needn't mention this is extremely boring, having to sit thru 16 animations of Ultima before GS is defeated (assuming you hit for 99999 damage). I'm not saying it isn't good, it's just boring. If you feel you're up to the task, then certainly go for it. Absolutely the fastest way to defeat Greater Sphere: Tidus and two other members have full Overdrive gauges (these two members must also know Entrust). As battle starts, use Tidus' Blitz Ace. See Hydraulic Press counter. Have second person Entrust his/her gauge to Tidus, who uses Blitz Ace again. Repeat for third time and GS is gone. You can do the same with Wakka's Attack Reels, in which case you only need one other person with full Overdrive gauge. I've also figured out how come that GS can also start countering reflected magic. In the battle against it as soon as you attack it directly (physical/magical attack against it, or maybe a counterslice to its 'Bash'), you can't reflect magic off of your characters and not see Ultima anymore. Anytime after GS takes damage in one of the cases mentioned in parenthesis, you'll see Ultima after reflected magic hits GS. 15. Special note: For unlocking Greater Sphere you'll get 60x Supreme Gem. ----------------------------------------------------------------------------- ---> CATASTROPHE <--- ---> A085 1. Name: Catastrophe 2. Monster's HP: 2200000/99999 3. Monster's MP: 380 4. AP gained when monster is defeated: 50000/50000 5. Items stolen: 1x Gambler's Spirit/1x Lv.2 Key Sp. 6. Items dropped: 1x/2x Designer Wallet; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 255 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 120,80, 77, 80, 34, 15, 0, 150 9. Monster's el. info: NS 10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike, Slowstrike, Stonestrike, Zombiestrike 12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof 13. Monster's attacks: a) Toxic Cloud - NATT VS all chrs - mgd + Poison, Confusion and Curse b) 'Bust out' - after dealing over 450001 damage while Catastrophe is in shell, first attack that deal damage which will cross 450000 of total damage already done to it will force him to come out of the shell c) Toxic Spray - VS one chr - phd + Full Break - always used on chr with most current HP d) Demi - GRATT VS all chrs - mgd - tears off 25% current HP e) Hundred Thorns - VS all chrs - phd 14. Monster strategy: Yes. Set-pattern-bozo at last! Prepare any way you want, since this guy is so predictable. First a representation of how Catastrophe moves: -> Toxic Cloud -> C. skips a turn -> Toxic Cloud -> C. skips a turn... ad infinitum [first attack that goes over 450001 damage dealt] -> 'Bust out' used as a countermove to that attack -> Toxic Spray -> Demi -> Hundred Thorns... ad infinitum pattern goes repeating itself For first half of battle (until it comes out of the shell) C. will alternate between Toxic Cloud and skipping next turn. Make sure you wear Confusion protection! Don't let your chrs go wild. Keep attacking C. until you cross 450001 damage dealt limit, which is when it busts out of the shell. Yawn, so many repetitive guys. First turn C. gets in this form is Toxic Spray against one chr. Besides damage it includes Full Break on attacked chr, so beware. Use Dispel on affected chr to remove those Breaks. C.'s next turn is a laugh - I mean, Demi? Hah. However, his next turn is not a laugh... Hundred Thorns, big phd to all chrs - Armor Breaked chr, if still not healed, is gone for sure, and other two may barely make it - Protect yourself prior to this attack! After Hundred Thorns C. returns to basics - Toxic Spray, Demi, Hundred Thorns. Don't forget to Protect and Shell your chrs! Apart from this tips all I wish you is winning against this oversized whatever.:) 15. Special note: For unlocking Catastrophe you'll get 99x Door to Tomorrow. ----------------------------------------------------------------------------- ---> TH'UBAN <--- ---> A587 1. Name: Th'uban 2. Monster's HP: 3000000/99999 3. Monster's MP: 85 4. AP gained when monster is defeated: 50000/50000 5. Items stolen: 1x Gambler's Spirit/1x Teleport Sp. 6. Items dropped: 1x/2x Underdog's Secret; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 255 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 102,80, 212,80, 53, 15, 0, 180 9. Monster's el. info: NS 10. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Triple AP, Triple Overdrive 12. Armor abilities: HP+10%, HP+20%, HP+30% 13. Monster's attacks: a) 'Swipe' - VS one chr - phd b) Haste - CATT on himself - some status altering attacks/magic trigger Haste counter c) Protect - on itself - adds Protect d) Shell - on itself - adds Shell e) Regen - on itself - adds Regen f) Rainbow - VS all chrs - phd + Sleep, Silence, Darkness, Confusion and Curse (Sleep, Silence and Darkness last for three chr's turns) g) Convergence - NATT VS one chr - mgd h) Condemn - CATT VS all chrs - phd + removes ANY positive status (Auto-Life included) 14. Monster strategy: Yes. Another set-pattern-bozo! First a representation of how Th'uban moves: -> Swipe -> Rainbow -> Protect / Shell / Regen / skips a turn -> Convergence -> Haste anytime in-between this attacks as a counter to some status attacks -> Condemn anytime in-between this attacks as a counter to most attacks Rule 1: Condemn removes any beneficial status. This includes Auto-Life. Rule 2: Th'uban counters everything *except* reflected magic and some other special cases. So start Doublecasting reflected Flares on the triple. Rule 3: You must have Sleepproof and Confuseproof (or Ribbon) in your armor. Rule 4: On 3rd, 7th, 11th, 15th and so on turns Th'uban goes like this... - if not under Protect, Shell and Regen; if under Shell and Regen -> Protect - if under Protect; Protect and Regen -> Shell - if under Protect and Shell -> Regen - if under Protect, Shell and Regen -> skips a turn We've ruled out what to do, now let's discuss how to beat this guy. Cast Auto- Life on all your chrs. Then cast Haste/ga, Protect, and finally Reflect. Wear Sleepproof and Confuseproof armors! Now continuosly Doublecast Flares - make sure you reflect them off your chrs. Otherwise Th'uban will counter with Condemn and remove all statuses you worked hard to achieve. On first Th'uban's turn he'll 'Swipe' one chr. Nothing dangerous. When you get hit with Rainbow, this is nothing dangerous again as long as you have Sleepproof and Confuseproof armors. Whatever Th'uban uses on third turn, Dispel it! On fourth turn you will lose one chr - recently I discovered that Convergence deals 99999 damage regardless of Mdef stat; however, Shell status reduces damage done by Convergence to a mere 60000 or so. Th'uban then returns to regular program - 'Swipe', Rainbow, Shell/Protect/Reflect, Convergence. If you'll kill him with physical attacks, remember that any protections you casted will be removed after Th'uban's counter. The method I recommend the most is reflected magic. If however, you have 255 Def and Agi, then by all means proceed by the hacking corridor. I've also figured out how come that Th'uban can also start countering reflected magic. In the battle against him as soon as you attack him directly (physical/magical attack against him, or maybe a counterslice to his 'Swipe'), you can't reflect magic off of your characters and not see Condemn anymore. Anytime after Th'uban takes damage in one of the cases mentioned in parenthesis, you'll see Condemn after reflected magic hits Th'uban. You can Dispel his support magics without fear of Condemn, though. 15. Special note: For unlocking Th'uban you'll get 99x Gambler's Spirit. ----------------------------------------------------------------------------- ---> NESLUG <--- ---> A387 1. Name: Neslug 2. Monster's HP: 4000000/12000 3. Monster's MP: 999 4. AP gained when monster is defeated: 50000/50000 5. Items stolen: 1x Gambler's Spirit/1x Friend Sp. 6. Items dropped: 1x/2x Pendulum; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Doom, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Reflect, Sleep, Slow, Threaten, Zombie - Susceptible: no % resistance to Silence - Immune to Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 130,80, 130,80, 43, 20, 0, 0 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Piercing, Triple AP 12. Armor abilities: HP+10%, HP+20%, HP+30% 13. Monster's attacks: a) Megaton - STATT VS one chr - std + KO and Confusion - ignores any protection b) 'Lick' - VS one chr - phd c) Slime - STATT VS all chrs - std + Poison, Curse, Armor Break and Mental Break - ignores any protection d) 'Retreat in shell' - once you deal 2000000 to him, Neslug will retreat into his shell e) 'Come out' - once Neslug restores all HP to itself or you destroy his shell, it'll come back out f) Curaga - on oneself - restores big amount of HP - used only when in shell 14. Monster strategy: The only original *original* fiend. All other seven are I-saw-him-before bosses. Most dangerous attack by Neslug is Slime - attacks all chrs, does Poison, Curse and two Breaks. I lived too long in delusion, but it is a fact that you can't shut off Slime by Silencing Neslug - only use for Silence so far is that Neslug isn't able to use Curaga when he's inside the shell. When you get affected, heal Poison first, then Breaks (with Dispel!). Megaton will Confuse and possibly KO chr unless protected. 'Lick' is your standard physical attack. Neslug retreats into his shell once he has 1999999 HP remaining, whereas he gains Regen and will use Curaga on his turns, unless Silenced. You must bring his HP under 999999 now, which will break the shell. Attacks used from now on are Megaton, 'Lick' and Slime. BTW, I also noticed that Neslug becomes faster when the shell is gone, so beware. When battle starts, cast Hastega, then Protect. Silence Neslug as your first attack! Note also how much damage you did to him. If you can hit Neslug for 99999 with physicals, do so for exactly 20 times. The total damage done to Neslug is 1999980. A special chart: Round 1 (Neslug's HP is between 4000000 and 2000000): - attack Neslug for so long until total damage done is 2000000 or less - don't go over 2000000 yet or you'll screw up this strategy - Neslug attacks with Megaton, 'Lick' and Slime - for an attack crossing 2000000 mark use an Overdrive, Blitz Ace or Attack Reels Round 2 (Neslug's HP is between 1999999 and 1000000): - Neslug is impervious to any physical attack, however, Blitz Ace still deals damage... a glitch? - Neslug can restore somewhere between 65000 and 100 HP to himself for each turn someone gets - you must bring his total HP down below 1000000 so his shell breaks - immediately after you Blitz Aced (more recommended is Slice&Dice, as it has faster recovery rate) Neslug for first time, have someone else from active party Entrust Tidus with Ov. gauge - meanwhile the other character Doublecasts Flares/Ultimas in order to nullify Neslug's efforts to heal HP - as soon as Tidus' turn comes up, use Blitz Ace or Slice&Dice immediately - Bang! Neslug's shell is broken - if you manage to get perfect Attack Reels, ie 12 hits, damage done by this attack will be 1199988, which means you won't even see Round 2, cos Neslug's shell will be instantly broken Round 3 (Neslug's HP is between 999999 and 0): - defeat it 15. Special note: For unlocking Neslug you'll get 99x Winning Formula. ----------------------------------------------------------------------------- ---> ULTIMA BUSTER <--- ---> A606 1. Name: Ultima Buster 2. Monster's HP: 5000000/99999 3. Monster's MP: 140 4. AP gained when monster is defeated: 50000/50000 5. Items stolen: 1x Gambler's Spirit/1x Lv.3 Key Sp. 6. Items dropped: 1x/2x Winning Formula; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 255 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 168,60, 178,71, 72, 15, 0, 82 9. Monster's el. info: NS 10. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Overdrive->AP, Triple AP, Triple Overdrive 12. Armor abilities: Break MP Limit 13. Monster's attacks: a) Ultima - NATT VS all chrs - mgd b) 'Punch' - VS one chr - phd c) 'Head is moving suspiciously!' - signifies charge turn for Contamination d) 'The head stops moving!' - you hit the head with magic or distant weapon e) Contamination - STATT VS one chr - std + Poison, Zombie, Confuse, Slow and Full Break - requires one turn to charge - Poison and Zombie statuses are inflicted regardless of protections - statuses affect even aeons ---> HEAD <--- 1. Name: Head 2. Monster's HP: 80000/1 3. Monster's MP: 1 4. AP gained when monster is defeated: N/A 5. Items stolen: N/A 6. Items dropped: N/A 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 3 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 1, 1, 80, 15, 0, 0 9. Monster's el. info: NS 10. Monster's equip. dropped info: N/A 11. Weapon abilities: N/A 12. Armor abilities: N/A 13. Monster's attacks: Please check under Ultima Buster part. ---> ARM <--- 1. Name: Arm 2. Monster's HP: 80000/1 3. Monster's MP: 1 4. AP gained when monster is defeated: N/A 5. Items stolen: N/A 6. Items dropped: N/A 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 3 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 1, 1, 1, 1, 80, 15, 0, 0 9. Monster's el. info: NS 10. Monster's equip. dropped info: N/A 11. Weapon abilities: N/A 12. Armor abilities: N/A 13. Monster's attacks: a) 'Block' - any attack directed at the body will cause arm (or both if still alive) to move in the way to block and reduce the damage b) 'The arms regenerated!' - after Buster spends few turns without its arms, they'll regenerate 14. Monster strategy: First a description of how boss acts in battle. Head of the boss goes like this: it forfeits its first turn and grants it to torso of the boss, which unleashes 'Punch'. Second turn it'll 'start to move suspiciously'. Third turn it releases Contamination, which poisons, zombifies and full breaks one chr *regardless* of protections. In case you attack the head to stop it from moving, Contamination is forfeited. Instead head returns to step one, which would be forfeiting its turn and granting the attack to torso of the boss. Torso has a set pattern as well... kinda. It will alternate like this: one or two turns of 'Punch' (including a free attack it gets from the head), then either Ultima or Ultima+'Punch' combo. If head is killed, you will see this pattern: Ultima, Ultima+'Punch', Ultima, Ultima+'Punch' etc. No 'Punch' attack whatsoever. As it may appear, killing the head is bad idea. I agree and don't recommend killing the head. It's not that big of a deal to chuck a low class spell at head to disable Contamination. Did you know that Contamination can poison and zombify even aeons? Try it and you'll see. Enough tech blabber, let's talk fight strategy. Use Tidus, Yuna and Rikku. First have Rikku Mix Trio of 9999, Tidus use Hastega, and Yuna Protect and Shell on all chrs. When you're set, start using Quick Hits. If low on health, use Pray special. It'll restore 9999 HP to all three chrs cos of Mix we used before. Buster's first three attacks are almost guaranteed to be 'Punch', 'Punch', then Ultima. About now head would be moving suspiciously. Use Fire or something on it and it'll shut up until next time. In case you're too busy to do it, take heed that chr hit will get Poison, Zombie and Full Break. Heal Poison first, then Break, then Zombie. If you choose to kill the head - it has about 120000 HP. Buster doesn't have just the head, it also has two more sidekicks. They block any and all physical damage directed at the torso, thus lessening the damage greatly. Heh, if you have Celestial weapons, even these two sidekicks are powerless. When they're destroyed, it takes about three torso's turns for them to regenerate. Last pointers: I don't recommend killing the head, but if you have pretty high Mdef and Def, with which you can sustain enormous damage done by Ultima spell, then by all means make just one change: kill the head then Quick Hit Buster to death, healing when necessary. 15. Special note: For unlocking Ultima Buster you'll get 99x Dark Matter. ----------------------------------------------------------------------------- ---> SHINRYU <--- ---> A486 1. Name: Shinryu 2. Monster's HP: 2000000/99999 3. Monster's MP: 72 4. AP gained when monster is defeated: 50000/50000 5. Items stolen: 1x Gambler's Spirit/1x Three Stars 6. Items dropped: 1x/2x Wings to Discovery; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 255 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 92, 60, 86, 98, 70, 15, 0, 200 9. Monster's el. info: NS 10. Monster's equip. dropped info: 2-4 slots, 1 ability already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Double AP 12. Armor abilities: Auto-Med 13. Monster's attacks: a) 'Swipe' - (CATT) VS one chr - phd b) Eraser - VS one chr - inflicts Petrify - can't be avoided - cannot be used if only one chr is able to fight at any given time - I think it is never used sooner than third Shinryu's regular turn c) Shining - NATT VS all chrs - deals 8 hits between random targets - mgd 14. Monster strategy: Ruby Weapon strategy-copier! Heh. This guy has only three attacks, two of which make your life annoying. First is 'Swipe' - counters anything you do to him. The other is Eraser - petrifies one chr and shatters him/her, thus making it unavailable for rest of battle. Argh. And he can remove two chrs. Grrrr. IMO Shinryu is not hard as it seems. Preparations you need to take care of: armor with Auto-Potion, Auto-Protect, Auto-Shell, Auto-Haste. Have only X- Potions available for healing with Auto-Potion. Weapon with Counter-Attack and Break Damage Limit (Caladbolg for example). At least somewhat decent Def and Mdef. Once battle starts, Haste chr you'll use for the battle. Personally I used Tidus. Then KO Wakka and Rikku. With this you'll never see Eraser, as Tidus is only chr left that is able to fight. Strategy? You attack Shinryu, he attacks you. He 'Swipe'-s you, you attack him. This is all as counters. If hit by Shining, don't worry. Auto-Shell will lessen the damage. Even healing is taken care of cos of Auto-Potion. As soon as Tidus' HP falls below 50%, Auto-Potion kicks in with an X-Potion being used on Tidus. Now it's only matter of patience to beat Shinryu for good. 15. Special note: For unlocking Shinryu you'll get 30x Megalixir. ----------------------------------------------------------------------------- ---> NEMESIS <--- ---> A386 1. Name: Nemesis 2. Monster's HP: 10000000/99999 3. Monster's MP: 9999 4. AP gained when monster is defeated: 55000/55000 5. Items stolen: 1x Lv.4 Key Sp./1x Warp Sphere 6. Items dropped: 1x/2x Warp Sphere; 1x/2x Dark Matter 7. Monster's status info: - Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie - Susceptible: Nothing - 255 turns for Doom 8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 255,150,255,150,200,0, 0, 150 9. Monster's el. info: Absorbs all elements, including holy 10. Monster's equip. dropped info: 3-4 slots, 1 ability already present, 99% probability of equipment piece being dropped 11. Weapon abilities: Break Damage Limit 12. Armor abilities: Break HP Limit 13. Monster's attacks: a) Ethereal Cannon - NATT VS one chr - mgd b) 'Swipe' - VS one chr - phd c) Ultima - (CATT sometimes) & NATT VS all chrs - mgd d) Armageddon - STATT VS all chrs - std - always deals 99999 damage e) Ultra Spark - STATT VS all chrs - std + Slow, Curse, Poison and Power Break - damage done cannot be halved in any way 14. Monster strategy: RWA: Counter-Attack, Magic Counter, Break Damage Limit RAA: Auto-Haste, Auto-Protect, Auto-Shell, Poisonproof, Ribbon I have been able to decipher some of Nemesis' attack pattern: - Armageddon can be used on 9th, 10th or 11th regular turn Nemesis gets; which turn it cannot be predicted - on other regular turns he may either 'Swipe' you, use Ethereal Cannon or Ultra Spark - You'll never see two Ethereal Cannons consecutively (physical attacks in- between excluded); same applies for Ultra Spark; ie once you see Ultra Spark, one of next attacks may be Cannon (or Armageddon, if 10th turn is nearing close); or else once you see Cannon, one of next attacks may be Spark (or Armageddon, if 10th turn is nearing close) - Steal from him (if you want his spheres so badly, use Mug instead - this will not trigger Ultima), Overdrive him, or use Special ability on him... you'll see Ultima counter For the battle itself I can provide you with following strategic tips: - have your HP at least 35000 (or 18000, which you can double with Stamina Tonic when in battle) - 'Swipe' deals about 15000 damage, Ethereal Cannon 20000, Ultima 5000 to all, Ultra Spark 32000 to all, Armaggedon 99999 damage to all - everything but Ultra Spark and Armageddon can be reduced with Protect and Shell - before every 9th Nemesis' turn *make sure* you either Auto-Life all chrs or summon an aeon to take Armaggedon damage for you - use Quick Hits to attack Nemesis and Quick Pockets to heal Unfortunately it appears that Nemesis doesn't have 100% set attack pattern except for few discrepancies as outlined above. 15. Special note: For unlocking Nemesis you'll get 10x Master Sphere. ----------------------------------------------------------------------------- Thus you have conquered Monster Arena at last. All of the created bosses that poor geezer created have had their behinds handed to them. After you toast Nemesis, you'll be awarded Mark of Conquest (for those, who have surpassed mortal bounds). Yeah, right, I've surpassed even more. But toughest challenge awaits you yet... ============================================================================= ============================================================================= 35) ABOUT DARK AEONS ============================================================================= ============================================================================= IMPORTANT NOTE: Dark Aeons are only available in PAL and International versions of the game. They cannot be fought in NTSC version of the game! Dark Aeons are where the true challenge lies. Undeniably they're the hardest bosses in the game (along with Nemesis). There's eight Dark Aeons. Once all of them are defeated, a new boss, Penance, will be unlocked. Return to NavMap and pick new destination that showed up in the drop menu... Q1 - Where are these guys? A1 - As soon as you get the airship under your command, go to following places: Dark Valefor - in front of Besaid Village Dark Ifrit - in Sanubia Desert (go all the way into the desert until you reach the sand pit where you fought Sandragora for passage to Home; near the pit is a person standing looking for her daughter; say yes and you'll go on a search; when prompted, go up...) Dark Ixion - in Thunder Plains (when you select Thunder Plains in ship's navigator, you'll land in Rin's agency; exit it, then go up; you'll see a warrior standing below one of the pillars; talk to him...) Dark Shiva - in front of Macalania Temple (return to Macalania Temple; once you approach, a Guado summoner will spill the beans and then...) Dark Bahamut - in Zanarkand ruins, in the same room where you fought Y-woman Dark Yojimbo - in Cavern of the Stolen Fayth (go all the way into the back of the cavern; when you try to exit... (don't use the teleport pad!)) Dark Anima - in Mt. Gagazet (remember the first trial in Mt. Gagazet where you had Wakka and his ball hit a center of some circling thingey?; return to this spot and repeat the exercise; careful - if you miss, you'll have to fight some fiends [you can flee], then you can retry...) Dark Magus Sisters - in Mushroom Rock (return here and you'll see two females on the road; try going past them...) Penance - after all dark aeons are defeated, go to airship and choose NavMap; in fall down menu Penance entry will appear [Penance destination pic available at following URL: http://splitinfinity.50megs.com/images/penance_destiny.jpg] Q2 - I went to the exact location you wrote in Q1, yet no Dark aeon appeared! I have the airship already and the only boss still left standing is final boss. What am I doing wrong? A2 - Dark aeons can ONLY be fought in PAL (ie European countries) and International versions of FFX. You cannot fight Dark aeons, if you have NTSC version. Why? Simply because they're *not* in NTSC version. Q3 - Let me at them! A3 - *Not* so fast. They can and will wipe the floor with your party if you're not well prepared. Q4 - Okay, what do I need? A4 - Lots of preparations, some of which include: # An armor consisting of Auto-Phoenix, Ribbon, Auto-Haste, Auto-Protect. # A weapon consisting of Break Damage Limit, Triple Overdrive, Counter-attack, Magic Counter. Even better choice are Celestial weapons. However, with custom made weapons it is possible to defeat first four dark aeons with ease. At 255 Str and a bit of Luck you can deal 99999 damage to Valefor and Shiva. Ifrit and Ixion will take about 70000 damage per strike. # Your stats should be beefed up a lot. I suggest maxing out all statistics except Magic and Luck (but you do need your Luck to be at least 80 or so). # Don't bother maxing your HP over 9999 as each and every Dark aeon can be smoked off with 9999 HP... and right strategy of course. # Learn Quick Hit, Auto-Life and Quick Pockets. Q5 - Which characters do you recommend? A5 - Personally I used Tidus (Blitz Ace), Yuna (her aeons can block attacks), and Rikku (Mix). However, once you max the stats of certain character, none of them is better than the other. The only difference lies in their Overdrives. Q6 - Hey! Wakka's Attack Reels deal more damage than Blitz Ace. A6 - Of course. So you may want to switch Tidus for Wakka. I prefered Tidus only because of... well, him being the main character. Q7 - Got all that. Any last minute changes and notes? A7 - I suggest starting on Dark Valefor. It has the lowest HP of the bunch. Then eliminate them in order you got them thru the game (with few exceptions). Fighting Dark Aeons is useful cos they like to drop an armor piece with Ribbon already on it. For first four dark aeons you will do very well with weapons having Break Damage Limit, One MP Cost, Magic Counter, Counter-Attack. Now let's begin. In ship's NavMap choose Besaid Island as your next destination. Walk all the way up to Promontory and *save* your game. Walk to the entrance of village and let the battle begin. ********************** ROUND 1 - DARK VALEFOR ---> A134 ********************** 1. Name: Dark Valefor 2. Monster's HP: 800000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 10000/15000 5. Items stolen: 2x X-Potion/1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 148,120,186,220,105,48, 10, 250 11. Monster's el. info: Strong to all elements, including holy 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Firest., First Strike, Icest., Lightingst., Waterst. 16. Armor abilities: Auto-Regen, Break HP Limit, Ribbon 17. Monster's attacks: a) Energy Ray - NATT VS all chrs - mgd b) Energy Blast - STATT VS all chrs - std c) 'Swipe' - VS one chr - phd d) Sonic Wings - VS one chr - phd + delays next turn 18. Monster strategy: [Dark Valefor pic available at following URL: http://splitinfinity.50megs.com/images/dark_valefor.jpg] RAA: Auto-Haste, Auto-Shell, Auto-Protect RWA: Break Damage Limit, Magic Counter, Counter-Attack With Agi of 255 and Auto-Haste you will get at least two turns with each character before Valefor gets a kick in. Info about Valefor's attacks: - 'swipe' deals 3700 damage - Energy Ray deals about 1000 damage to all - Energy Blast deals 50000 damage to all (cannot be halved in any way) - Sonic Wings deals about 1200 damage - this is amount of damage dealt to chrs with 255 Def and Mdef As you can see, only danger lies in Energy Blast, which is only used when Valefor's Ovedrive gauge charges to the max. Among other turns Valefor will be using Energy Ray, 'swipe' and Sonic Wings, none of which are particularly dangerous. You'll also need to have high Accuracy, or else you'll keep missing Valefor when physically attacking. Don't bother with magic, unless you have 255 Mag and Doublecast. I suggest using only physical attacks. Valefor's Overdrive gauge will fill up after you attack it for 8 times. On first turn it gets after that, you'll be Energy Blasted. Unless your HP goes well over 60000, you'll die. Okay, let's discuss a bit how you should fight. First thing to be done is cast Auto-Life on all three chrs. Forget about Shell and Protect, they're useless. Have Rikku Mix Trio of 9999 and use Pray to heal all chrs when necessary. Then use Quick Hit ability to keep attacking Valefor, thus allowing you to get even more hits in. Once Valefor hits Overdrive, silently eat the punishment. As soon as you wake up thanks to Auto-Life, recast it! Then simply repeat what you were previously doing and Valefor goes down the potty. ******************** ROUND 2 - DARK IFRIT ---> A125 ******************** 1. Name: Dark Ifrit 2. Monster's HP: 1400000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 20000/30000 5. Items stolen: 2x Mega Phoenix/1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 220,173,177,163,124,27, 8, 230 11. Monster's el. info: Absorbs fire, immune to lightning and water, strong to ice 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Firest. 16. Armor abilities: Break HP Limit, Fire Eater, Ribbon 17. Monster's attacks: a) Hellfire - STATT VS all chrs - std b) Meteor Strike - NATT VS one chr - mgd + delays chr's next turn c) 'Swipe' - CATT VS one chr - phd 18. Monster strategy: [Dark Ifrit pic available at following URL: http://splitinfinity.50megs.com/images/dark_ifrit.jpg] RAA: Auto-Haste, Auto-Shell, Auto-Protect, Auto-Phoenix RWA: Break Damage Limit, Magic Counter Here's what you absolutely need if you want to have a chance against Ifrit. You don't need any status protection (for a change). You do need Auto-Haste in order to keep up with delay effect of Meteor Strike. Your HP doesn't need to exceed 9999. And lastly, high Agi, high Acc and about 50 Luck. Set Overdrive mode to Comrade. Let's talk a bit about Ifrit's attacks: - Meteor Strike does about 22000 damage to non-Shelled chr and delays that chr's next turn - 'Swipe' does about 10000 damage to non-protected chr; it is only used as counter - Hellfire does 33000 of non-element damage to all and can't be halved As battle starts, Protect everyone and then Shell. Auto-Life is not to be used except before Hellfire... which is when you may just as easily summon an aeon to take the shot. Have each chr use Quick Hit once, and as Ifrit will counter them, each will have a fraction of HP missing. So have first chr whose turn comes up, use Megalixir or Healing Water. Ifrit annoyingly counters everything you throw at him. If you have Protect on, you'll get his for about 5000 damage. You should always have Shell on as well, else you'll get 20000 HP taken aways when Meteor Strike comes. On regular turns Ifrit uses only Meteor Strike and 'Swipe' as a counter. Attack Ifrit with Quick Hits. If chr falls, revive him with Full-Life. When Ifrit's bar is filled, you'll see Hellfire on next turn. Auto-Life yourselves or summon an aeon instead. One dead aeon later continue with strategy of each chr taking one Quick Hit, then having one heal all members, again each chr takes one Quick Hit etc. Little girl has been found! Congratulations to Dark Ifrit. In case of lack of Luck, I have two alternate strategies: - You could try Doublecasting Flares or Ultimas at his ass. Will take longer, but at least you don't need to have high Luck. You do, however, need high Magic if you want to deal a good amount of damage. - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. ******************** ROUND 3 - DARK IXION ---> A126 ******************** 1. Name: Dark Ixion 2. Monster's HP: 1200000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 20000/30000 5. Items stolen: 2x Stamina Tablet/1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 176,220,133,188,180,36, 0, 250 11. Monster's el. info: Absorbs lightning, immune to fire and ice, strong to water 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Lightningst. 16. Armor abilities: Break HP Limit, Lightning Eater, Ribbon 17. Monster's attacks: a) Aerospark - VS one chr - phd + removes positive statuses, including Auto- Life b) Thundaja - NATT VS one chr - mgd + delays chr's next turn c) Thor's Hammer - STATT VS all chrs - std + Full Break d) 'Slash a' - CATT VS one chr - phd + Sleep, Armor Break and Mental Break e) 'Slash b' - VS one chr - phd + Confuse, Armor Break and Mental Break 18. Monster strategy: [Dark Ixion pic available at following URL: http://splitinfinity.50megs.com/images/dark_ixion.jpg] RAA: Auto-Haste, Auto-Shell, Ribbon, Auto-Phoenix RWA: Break Damage Limit, Magic Counter, Counter-Attack Here's what you absolutely need if you want to have a chance against Ixion. You'll need Sleepproof for first battle and Confuseproof for second. What two battles? Well, you need to defeat Ixion twice before he's considered dead. You do need Auto-Haste in order to keep up with delay effect of Thundaja. Your HP doesn't need to exceed 9999. And lastly, high Agi, high Acc and about 80 Luck. Set Overdrive mode to Comrade. If your Eva is enormous, Ixion's physical attacks will never hit you and inflict some nasty status changes on you. Let's talk a bit about Ixion's attacks: - Aerospark does about 8000 damage to non-Protected chr and removes any positive statuses on that chr; it is used only in first battle when Ixion's Overdrive is charged - 'Swipe a' does about 4800 damage to non-Protected chr; it is only used as counter in first battle and it can incur Sleep along with Mental and Armor Break - 'Swipe b' does about 4800 damage to non-Protected chr; it is only used as regular turn's move in second battle and it can incur Confuse along with Mental and Armor Break - Thundaja does about 5000 non-elemental damage to non-Shelled chr and delays that chr's next turn - Thor's Hammer does 12000 of non-element damage to all and can't be halved; it adds Full Break to surviving chrs As first battle starts, Protect everyone and then Shell. Auto-Life is not to be used in this battle. Have each chr use Quick Hit once, and as Ixion will counter them, each will have a fraction of HP missing. So have first chr whose turn comes up, use Megalixir or Healing Water. Ixion annoyingly counters everything you throw at him. If you have Protect on, you'll get hit for about 4000 damage and Sleep, Armor and Mental Break. If you pack high Evade, you'll be spared, tho'. On regular turns Ixion uses only Thundaja and 'Swipe a' as a counter. Attack Ixion with Quick Hits. If chr falls, revive him with Full-Life. When Ixion's bar is filled, you'll see Aerospark. If you die, you die. Don't bother with Auto-Life, as it gets removed, remember? One Aerospark later continue with strategy of each chr taking one Quick Hit, then having one heal all members, again each chr takes one Quick Hit etc. First match time finished. 1:0 for Tidus. In case of lack of Luck, I have two alternate strategies: - You could try Doublecasting Flares or Ultimas at his ass. Will take longer, but at least you don't need to have high Luck. You do, however, need high Magic if you want to deal a good amount of damage. - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. Now that big summoner is down, you need to spank the kid. He will randomly appear in North Thunder Plains along with Ixion. Run into them and second battle will issue. Note that you can run away from this one. This battle has few differences. Ixion doesn't counter anymore, on regular turns he uses 'Swipe b' (same as before, only instead of Sleep you get Confuse) or Aerospark, and in Overdrive he uses Thor's Hammer. 'Swipe b' can easily be avoided with high Agility, Auto-Life is still a waste (cos of Aerospark). Only Auto-Life yourselves prior to Thor's Hammer. Thor's Hammer may likely kill some of your chrs, but thanks to Auto-Life they'll be back before you know it. On chrs that survived Thor's Hammer use Dispel immediately to remove Breaks he/she received. All in all, I consider this battle easier than first one, as you receive less attacks. Subdue Ixion with Quick Hits as usual by now. Alternate strategy sent in by Fred K.: Your three characters are Wakka, Yuna, and Auron. Wakka and Auron have the Auto-phoenix ability. Have 99 Phoenix Downs. Whenever you attack and Ixion counterattacks either Wakka or Auron will revive. You need about 20 Phoenix Downs to win this battle. The first battle you don't have to worry about Thor's Hammer. When Ixion's gauge is full, he will only use Aerospark, and can only kill one character. In second battle Ixion uses Thor's Hammer so when his gauge is nearly full use Yuna and one of her aeons. When Ixion has used Thor's Hammer you can continue the fight. If you didn't use one of the Aeons Ixion would wipe out your entire party (can be rectified with Auto-Life). ******************** ROUND 4 - DARK SHIVA ---> A129 ******************** 1. Name: Dark Shiva 2. Monster's HP: 1100000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 20000/30000 5. Items stolen: 2x Mana Tablet/1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 173,163,244,255,255,73, 0, 250 11. Monster's el. info: Absorbs ice, immune to lightning and water, strong to fire 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Icest. 16. Armor abilities: Break HP Limit, Ice Eater, Ribbon 17. Monster's attacks: a) 'Kick' - VS one chr - phd + removes positive statuses, including Auto-Life b) Heavenly Strike - VS one chr - phd + instant KO, Berserk and Confuse c) Diamond Dust - STATT VS all chrs - std 18. Monster strategy: [Dark Shiva pic available at following URL: http://splitinfinity.50megs.com/images/dark_shiva.jpg] RAA: Auto-Haste, Auto-Protect, Deathproof, Berserkproof, Confuseproof, Ribbon RWA: Break Damage Limit, Magic Counter, Counter-Attack Here's what you absolutely need if you want to have a chance against Shiva. You must get Deathproof and either Berserkproof or Confuseproof (I suggest Confuseproof, for berserked chr will at least try to hit her). You need Auto- Haste in order to keep up with Shiva's crazy Agility. Your HP doesn't need to exceed 9999. And lastly, high Agi, high Acc and about 120 Luck. Set Overdrive mode to Comrade. Let's talk a bit about Shiva's attacks: - 'Kick' does 6000 damage to non-Protected chr and removes any positive statuses on that chr - Heavenly Strike does about 10000 damage to non-Protected chr and carries instant KO, Berserk and Confuse - Diamond Dust does 85000 of non-element damage to all and can't be halved - Finally, Shiva appears to have inherent ability of Quick Hit; you can easily see so in CTB window in upper right corner; when she uses 'Kick' or Heavenly Strike, see how fast she'll get next turn... after all of your chrs take one; and this is at 255 Agi and Auto-Haste! As battle starts, don't bother with casting protective statuses cos of Shiva's 'Kick', which has Dispel effect. Auto-Life is a waste to be used... cast it only before Shiva's Diamond Dust, which is used when she hits Overdrive. Have each chr use Quick Hits until Shiva gets an attack in. Heal or revive, depending on attack she used and your protection against it, then continue with Quick Hits. As Shiva's Overdrive gets full, eat Diamond Dust punishment. Cough cough. When woken up thanks to Auto-Life, immediately have one or two chrs Quick Pocket Megalixir or two. Fighting conditions restored, now kick Shiva into oblivion. In case of lack of Luck, I have two alternate strategies: - You could try Doublecasting Flares or Ultimas at her ass. Will take longer, but at least you don't need to have high Luck. You do, however, need high Magic if you want to deal a good amount of damage. - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. When you defeat Dark Shiva, a familiar scene occurs. Stream of Guado Guards. Run all the way back to 'Macalania: Crevasse'. You'll need to fight two or three times anyway, as those bozos are fast. Once on new screen, return to entrance of Macalania Temple and guards are gone. Note: From Dark Bahamut onward, it is strongly recommended to max out your statistics. Concentrate on all of them, except HP (build it up to 9999), Magic and MP. ********************** ROUND 5 - DARK BAHAMUT ---> A121 ********************** 1. Name: Dark Bahamut 2. Monster's HP: 4000000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 30000/40000 5. Items stolen: 2x Twin Stars/1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 245,234,222,233,255,102,0, 250 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Double AP, Double Overdrive, One MP Cost 16. Armor abilities: Auto-Protect, Break HP Limit, Ribbon 17. Monster's attacks: a) 'Bash' - VS one chr - phd b) Impulse - STATT & CATT VS all chrs - std + Full Break, Petrify and Slow - used as counter after every fifth attack you do on Bahamut c) Mega Flare - STATT VS all chrs - std + removes any positive statuses on your chrs (except Auto-Life) - is only used when Bahamut's Overdrive is full 18. Monster strategy: [Dark Bahamut pic available at following URL: http://splitinfinity.50megs.com/images/dark_bahamut.jpg] RAA: Stoneproof, Slowproof, Auto-Haste, Ribbon, Auto-Protect RWA: Break Damage Limit, Counter-Attack S***! What's he doing here? I want my Sun Crest. Sorry, first you have to defeat this 4 million HP jerk. In case you don't care for killer strategy below, here's what you absolutely need if you want to have a chance against Bahamut. You'll need Stoneproof (or Ribbon) to avoid being petrified, Slowproof or Auto-Haste to avoid being slowed and you may or may not want to get Auto- Protect. Your HP doesn't need to exceed 9999. And lastly, high Agi, high Acc and about 100 Luck. Yes, Bahamut is one of dark aeons with insanely high Evade (thanks solely to his Luck) and without your Luck you will do no good. Set Overdrive mode to Comrade. Damage Bahamut's attacks do are based on max stats of my chrs: - Mega Flare 42000 damage to all *regardless* of stats - Impulse 7000 damage to all - 'Bash' 8000 damage to one, but it loves to get criticals; that's why I suggested you may want to employ Auto-Protect Battle is commencing! Yahoo! Start by using Quick Hits, and most importantly, *keep count of how many times you attacked him!!!* After each fifth attack Bahamut counters with Impulse. It inflicts Full Break, Slow and Petrify. This Petrify shatters your chr regardless of HP. So wear that Stoneproof. You DO NOT want to be short of a chr. Slow side-effect will be made useless by Slowproof, or cast Haste on affected chrs. Remove Break effects with Dispel on affected chr. There, bad effects of Impulse have been negated, proceed with another five attacks on Bahamut until one of two things happen: a) Bahamut gets regular attack without Overdrive gauge being full In this case you'll see 'Bash'. If Bahamut gets a breaked character, revive that chr, cos he's sure to get KO-ed. If Bahamut gets non-breaked chr, heal or revive that chr. Protect status is good! b) Bahamut gets regular attack with Overdrive gauge being full Alert. Mega-Flare is imminent. If you pack less than 50000 HP, you *will* either need to cast Auto-Life on your chrs or summon an aeon to take the shot instead. Once the animation is finished, your chrs are back on their feet. Auto-Life IS NOT removed by Mega-Flare! We're back at beginning, so continue with attacks on Bahamut, taking note of how many attacks you launched against him, to cast Auto-Life prior to Mega- Flare and to use Dispel on Break-ed chrs. In case of lack of Luck, I have two alternate strategies: - You could try Doublecasting Flares or Ultimas at his ass. Will take longer, but at least you don't need to have high Luck. You do, however, need high Magic if you want to deal a good amount of damage. - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. KILLER STRATEGY!!! All you need is Auto-Life White Magic, Sentinel Special and a weapon with Counter-Attack ability for Sentinel character (if you have Sentinel and Counter-Attack weapons for all three, that's great). What do you do? Simply use Sentinel for all of the battle. Bahamut's regular turn is 'Bash'. One of Sentinel chrs will run in, take the damage and then counter with a physical attack immediately. The great thing about it is *that it doesn't count to Bahamut's Impulse counter*, ie you can deal damage to Bahamut in this way 30 times or more, and you still won't see any Impulses! The only danger you have left is Mega-Flare. Nothing quick Auto-Life couldn't solve (or 45000 HP, if you have that much - Mega Flare deals about 42000 damage to all chrs with whatever stats they have). You could also summon an Aeon to take the Flare. ********************** ROUND 6 - DARK YOJIMBO ---> A135 ********************** 1. Name: Dark Yojimbo 2. Monster's HP: 1600000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 8000/10000 5. Items stolen: 2x Stamina Tonic/1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 244,210,131,144,243,114,0, 255 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Counter-Attack, Magic Counter, Overdrive -> AP 16. Armor abilities: Break HP Limit, Curseproof, Ribbon 17. Monster's attacks: a) Daigoro - VS one chr - phd + Poison and Petrify - cannot be halved in any way b) Kozuka - VS one chr - phd + Slow and Full Break c) Wakizashi - VS all chrs - phd d) Zanmato - VS all chrs - inflicts instant KO - cannot be avoided - is used only when Yojimbo's Overdrive is full 18. Monster strategy: [Dark Yojimbo pic available at following URL: http://splitinfinity.50megs.com/images/dark_yojimbo.jpg] RAA: Stoneproof, Slowproof, Auto-Haste, Ribbon, Auto-Protect RWA: Break Damage Limit, Counter-Attack, First Strike Let's show this overgrown samurai how one should deal with it. Here's what you absolutely need if you want to have a chance against Yojimbo (you have to fight him 5 times before he is gone for good!). You'll need Stoneproof (or Ribbon) to avoid being petrified, Slowproof or Auto-Haste to avoid being slowed and you may or may not want to get Auto-Protect. Your HP doesn't need to exceed 9999. Yojimbo is a bit better at evading as he has slightly higher Luck. Set Overdrive mode to Comrade. Let's discuss Yojimbo's attacks a bit: - Wakizashi strikes all, and does about 24000 damage at max stats - Daigoro strikes one chr for about 7000 damage, inflicts Poison and Petrify (thankfully chr doesn't shatter if damage incurred is lower than current HP) - Kozuka strikes one chr for about 6000 damage and also does Slow and Full Break - Zanmato which is only used on Overdrive, strikes all chrs and means Game Over, as it removes Auto-Life as well; only way to evade it is having an aeon take the place Prior to first battle equip all three battling chrs with First Strike custom weapons. As battle commences in the very back of the cavern Yojimbo will ambush you 100% of the time. In 33% cases he may use Wakizashi on his first turn. With more than 25000 HP and Auto-Protect in place (Wakizashi may still score critical strike), you'll be just fine. If struck by Daigoro, you may go 'Aaaargh!' if chr attacked gets shattered. Equip Stoneproof armors to avoid that. Else cure Poison status you may also receive from same attack. If Kozuka- ed, use Dispel to remove Breaks. But as we have First Strike, do following: have Rikku Mix Ultra NulAll first. Don't go 'Huh? Why do I need this?0... if you couple this with Auto-Protect armors you equipped prior to battle together with 5x Cheer effect Ultra NulAll adds, your defence will be high enough to survive Yojimbo's Wakizashi. As general rule by now, start attacking with Quick Hits. Heal after each of Yojimbo's attacks! If you're unable to hit him because of low Luck, resort to Doublecasting Flares and Ultimas. Yojimbo doesn't counter anything, so you're safe in this field. Beware of Yojimbo's Overdrive - summon aeon to take Zanmato as you cannot survive it, not even with Auto-Life. Thankfully he packs only 1600000 HP - 17 hits each at 99999 and he's a goner. After you defeat him for first time, his summoner will flee toward entrance of the cavern. Go into pursuit and on the way you will engage in four more battles. You *will* have to make a slight detour on the way - that is, check all the rooms on the way to cavern's exit. Summoner 'hid' himself into one of those rooms. Repeat the strategy given above and you shall emerge victorious. Additional strategy in case you can't hit often with physical attacks: - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. TOP STRATEGIC TIP: As Yojimbo needs to be defeated five times in order to be legitimately dead, you can try this: Defeat him four and four times only, then return to back of the cavern and use save sphere found there to save your game, then reset. Load lastly saved game, proceed in the extreme back of the cavern and here we go again. Beat Yojimbo four times, load, reset, rinse and repeat. This is the fastest and somewhat 80% reliable way of getting 4-slotted Ribbon armors, if you're a lucky bastard and Yojimbo drops one. As an added bonus you will receive either Dark Matters or Master Spheres after battle. TOP STRATEGIC TIP: Next aeons to be buried are Magus Sisters. You may have already tried to fight them before, only to be mercilessly slaughtered by Delta Attack (like I did countless times). One thing I need to mention: Magus Sisters have painfully high Evade and enormous Luck to boost that. Even with 200 Luck and 255 Acc some of my attacks didn't connect with Mindy. Thankfully, there is a way to fight them one by one! First Sandy, then Mindy, and lastly Cindy. What do you need to do? [Dark Magus Sisters pic available at following URL: http://splitinfinity.50megs.com/images/dark_magus.jpg] Head to Mushroom Rock Road where there are a child and a woman talking. Walk past them and scene will occur. When given control of Tidus again, *run* to the exit on your left!!! Don't let them catch you, or you will face them in battle, all three with full Overdrives and Cindy releasing Delta Attack on her turn. There's no way in hell to survive that (except aeon sacrificing itself). Once on next screen, use the platform. When on the top, go up. Minigame will issue, cleverly called 'Getting Away'. Your goal is to reach the end of this path before the summoners running after you have a chance to capture you. Longer you'll get, better your odds in upcoming battle. Screen will flash to help you decipher how close pursuers are: - Not flashing -> you're safe - Yellow flash -> pursuers are getting close - Red flash -> capture imminent It may sound easy, but it's quite difficult, especially cos of dumb camera that has new angles (specifically for this minigame, I presume). You should at least try to make it past half of the path, at which point you lose one pursuer - Cindy. If you get caught from now on, you'll have to fight only Sandy and Mindy. 2 aeons is still bad, but at least you won't see Delta Attack. If you're able to make it all the way to the second platform at end of the path, congratulate yourself. You made it! You may now fight sisters one by one, starting with Sandy. What is great about my strategy for these three is... you won't need Ribbon at all! **************************** ROUND 7 - DARK MAGUS SISTERS ---> A127 **************************** 1. Name: Dark Sandy 2. Monster's HP: 2500000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 10000/12000 5. Items stolen: 1x Friend Sp./1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 186,201,207,168,201,80, 100,255 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Evade & Counter, Magic Counter, Triple Overdrive 16. Armor abilities: Auto-Shell, Break HP Limit, Ribbon 17. Monster's attacks: a) Razzia - VS one chr - phd - removes Auto-Life b) 'Slash' - VS one chr - phd + Petrify c) Mega-Graviton - GRATT VS all chrs - mgd - tears off 43,75% MAX HP + Sleep, Doom, Silence, Darkness, Slow - can only be used when Sandy's Overdrive is full d) Delta Attack - NATT VS all chrs - 6 hits to all chrs - removes *any* positive statuses, Auto-Life included - can only be used if all three Sisters are present in battle and their Overdrives are full 18. Monster strategy: RAA: Stoneproof, Auto-Haste, Ribbon, Auto-Protect, Auto-Shell, Auto-Med RWA: Break Damage Limit, Counter-Attack, First Strike Here's what you absolutely need if you want to have a chance against Sandy. You'll need Stoneproof (or Ribbon) to avoid being petrified. Your HP doesn't need to exceed 9999 (in which case you'll need Auto-Protect). To negate Mega- Graviton's nasty side effects, you will need either Ribbon for complete protection or at least Sleepproof. Set Overdrive mode to Comrade. Let's discuss Sandy's attacks a bit: - Razzia deals about 97000 damage to one and removes Auto-Life; survive it only with 99999 HP and Auto-Protect - 'Slash' will smoke off about 12000 HP of one chr and petrify that chr, unless Stoneproofed; if damage done is greater than current HP, chr is lost - Mega-Graviton is used when Sandy's Ov. bar is full; you *must* have your HP over half or else you'll be killed, as damage done is based on MAX HP; you will also receive all sorts of bad stuff, Doom and Sleep being the worst; have at least Sleepproof in your armor - Delta Attack ain't used, as there's only one sis to deal with As battle starts (may get ambushed), first thing to do is Protect yourselves. Don't bother with Auto-Life except in one condition I'll mention later. Because of Stoneproof you won't lose any chrs. If Razzia-ed, revive the chr with Full- Life magic in case MAX HP exceeds 9999! Use Phoenix items in case MAX HP is 9999. Use Quick Hits or Doublecasted Flares and Ultimas if you can't hit Sandy efficiently. When her Ov. bar gets full, she'll use Mega-Graviton on her next turn, so prepare accordingly. Make sure your HP is below 33% MAX HP (Doublecast Demis on yourself or use Dark Matter on yourself, just make sure you knock everyone's health under that limit) or 20% MAX HP (this is in case you have Auto-Shell armor). Cast Auto-Life on all three. If you still have available turns, attack her. Once Mega-Graviton strikes, everyone dies, but will then be revived thanks to Auto-Life. Sandy may still get a turn before your first chr is able to act, but Sandy's attacks only target one, so this is the most you'll lose. Final result? One chr dead, two chrs alive and ready to act, *no* bad statuses whatsoever, Sandy waiting for her input. First chr that gets to act revives fallen one, the other Quick Pockets few Megalixirs and here we go. Fighting conditions restored to maximum and it's ass kicking time. Additional strategy in case you can't hit often with physical attacks: - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. Sandy has been subdued, Mindy is next! ----------------------------------------------------------------------------- 1. Name: Dark Mindy 2. Monster's HP: 2000000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 10000/12000 5. Items stolen: 1x Teleport Sp./1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 148,187,248,132,233,130,240,255 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Magic Booster, One MP Cost, Triple Overdrive 16. Armor abilities: Auto-Haste, Break HP Limit, Ribbon 17. Monster's attacks: a) Passado - VS one chr - phd + instant KO - cannot be halved in any way b) Calamity - VS one chr - inflicts Full Break, Curse, Silence, Darkness and Poison c) Mega-Graviton - GRATT VS all chrs - mgd - tears off 43,75% MAX HP + Sleep, Doom, Silence, Darkness, Slow - can only be used when Mindy's Overdrive is full d) Delta Attack - NATT VS all chrs - 6 hits to all chrs - removes *any* positive statuses, Auto-Life included - can only be used if all three Sisters are present in battle and their Overdrives are full 18. Monster strategy: RAA: Deathproof, Auto-Haste, Ribbon, Auto-Protect, Auto-Shell RWA: Break Damage Limit, First Strike Here's what you absolutely need if you want to have a chance against Mindy. You'll need Deathproof to avoid being KO-ed cos of Passado. Your HP doesn't need to exceed 9999. To negate Mega-Graviton's nasty side effects, you will need either Ribbon for complete protection or at least Sleepproof. Set Overdrive mode to Comrade. Let's discuss Mindy's attacks a bit: - Passado does about 12000 damage to one and incurs KO; unless Deathproofed, chr attacked is KO-ed; damage done cannot be halved in any way - Calamity incurs Full Break, Curse, Silence, Darkness and Poison; all of this is manageable, but cure *Poison* first, then Breaks (with Dispel, remember?); luckily it targets only one chr - Mega-Graviton is used when Mindy's Ov. bar is full; you *must* have your HP over half or else you'll be killed, as damage done is based on MAX HP; you will also receive all sorts of bad stuff, Doom and Sleep being the worst; have at least Sleepproof in your armor - Delta Attack ain't used, as there's only one sis to deal with As battle starts (may get ambushed), first thing to do is... nothing. Don't bother with Auto-Life except in one condition I'll mention later. Because of Deathproof you won't lose any chrs, unless the damage Passado is doing exceeds MAX HP of chr that got attacked. Revive fallen Passado-ed chrs with Full-Life magic in case MAX HP exceeds 9999! Use Phoenix items in case MAX HP is 9999. Use Quick Hits or Doublecasted Flares and Ultimas if you can't hit Mindy efficiently. When her Ov. bar gets full, she'll use Mega-Graviton on her next turn, so prepare accordingly. Make sure your HP is below 33% MAX HP (Doublecast Demis on yourself or use Dark Matter on yourself, just make sure you knock everyone's health under that limit) or 20% MAX HP (this is in case you have Auto-Shell armor). Cast Auto-Life on all three. If you still have available turns, attack her. Once Mega-Graviton strikes, everyone dies, but will then be revived thanks to Auto-Life. Mindy may still get a turn before your first chr is able to act, but Mindy's attacks only target one, so this is the most you'll lose. Final result? One chr dead (or none, if she used Calamity), two (or three) chrs alive and ready to act, *no* bad statuses whatsoever (except if Calamity was used), Mindy waiting for her input. First chr that gets to act revives fallen one (or heals the Calamity-ed chr of bad statuses), the other Quick Pockets few Megalixirs and here we go. Fighting conditions restored to maximum and it's ass kicking time. Additional strategy in case you can't hit often with physical attacks: - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. Mindy has been subdued, Cindy is next! ----------------------------------------------------------------------------- 1. Name: Dark Cindy 2. Monster's HP: 3000000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 10000/12000 5. Items stolen: 1x Return Sp./1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 175,223,171,105,185,40, 0, 255 11. Monster's el. info: NS 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Alchemy, Break Damage Limit, Gillionare, Triple Overdrive 16. Armor abilities: Auto-Phoenix, Break HP Limit, Ribbon 17. Monster's attacks: a) 'Bash' - VS one chr - phd - removes *any* positive status on chr hit (including Auto-Life) b) Camisade - VS one chr - phd + Osmose effect c) Mega-Graviton - GRATT VS all chrs - mgd - tears off 43,75% MAX HP + Sleep, Doom, Silence, Darkness, Slow - can only be used when Cindy's Overdrive is full d) Delta Attack - NATT VS all chrs - 6 hits to all chrs - removes *any* positive statuses, Auto-Life included - can only be used if all three Sisters are present in battle and their Overdrives are full 18. Monster strategy: RAA: Auto-Haste, Ribbon, Auto-Protect, Auto-Shell RWA: Break Damage Limit, Counter-Attack, First Strike Here's what you absolutely need if you want to have a chance against Cindy. Your HP doesn't need to exceed 9999 (in which case you'll need Auto-Protect). To negate Mega-Graviton's nasty side effects, you will need either Ribbon for complete protection or at least Sleepproof. Set Overdrive mode to Comrade. Let's discuss Cindy's attacks a bit: - 'Bash' deals about 12000 damage to one and removes *any* positive statuses, Auto-Life included; survive it with Auto-Protect - Camisade strikes one chr for about 60000 damage and has Osmose effect; halve the damage with Protect - Mega-Graviton is used when Cindy's Ov. bar is full; you *must* have your HP over half or else you'll be killed, as damage done is based on MAX HP; you will also receive all sorts of bad stuff, Doom and Sleep being the worst; have at least Sleepproof in your armor - Delta Attack ain't used, as there's only one sis to deal with As battle starts (may get ambushed), don't bother with positive statuses except those you have put in your armor. Also don't bother with Auto-Life except in one condition I'll mention later. If Camisade-d, revive the chr with Full-Life magic in case MAX HP exceeds 9999! Use Phoenix items in case MAX HP is 9999. Use Quick Hits or Doublecasted Flares and Ultimas if you can't hit Cindy efficiently. When her Ov. bar gets full, she'll use Mega-Graviton on her next turn, so prepare accordingly. Make sure your HP is below 33% MAX HP (Doublecast Demis on yourself or use Dark Matter on yourself, just make sure you knock everyone's health under that limit) or 20% MAX HP (this is in case you have Auto-Shell armor). Cast Auto-Life on all three. If you still have available turns, attack her. Once Mega-Graviton strikes, everyone dies, but will then be revived thanks to Auto-Life. Cindy may still get a turn before your first chr is able to act, but Cindy's attacks only target one, so this is the most you'll lose. Final result? One chr dead, two chrs alive and ready to act, *no* bad statuses whatsoever, Cindy waiting for her input. First chr that gets to act revives fallen one, the other Quick Pockets few Megalixirs and here we go. Fighting conditions restored to maximum and it's ass kicking time. Additional strategy in case you can't hit often with physical attacks: - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. Cindy has been subdued! Dark Magus Sisters are defeated! ******************** ROUND 8 - DARK ANIMA ---> A119 ******************** 1. Name: Dark Anima 2. Monster's HP: 8000000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 30000/40000 5. Items stolen: 2x Three Stars/1x Elixir 6. Items dropped: 1x/2x Dark Matter; 1x/2x Master Sphere 7. Gil earned: N/A 8. Items bribed: Immune to Bribe 9. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 155,230,255,255,183,85, 0, 255 11. Monster's el. info: Immune to all elements, including holy 12. Monster's Sensor info: Immune to Sensor 13. Monster's Scan info: Immune to Scan 14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 99% probability of equipment piece being dropped 15. Weapon abilities: Break Damage Limit, Deathstrike, One MP Cost, Triple AP 16. Armor abilities: Break HP Limit, Deathproof, Ribbon 17. Monster's attacks: a) 'Bash' - VS one chr - phd + Poison, Zombie, Curse and Petrify b) Pain - VS one chr - inflicts instant KO - cannot be protected against c) Mega-Graviton - GRATT VS all chrs - mgd - tears off 43,75% MAX HP + Sleep, Doom, Silence, Darkness, Slow d) Oblivion - STATT VS all chrs - 16 consecutive hits to all - std + Osmose effect - is only used when Anima's Overdrive is full - removes all positive statuses from your chrs (except Auto-Life) 18. Monster strategy: [Dark Anima pic available at following URL: http://splitinfinity.50megs.com/images/dark_anima.jpg] RAA: Stoneproof, Auto-Haste, Ribbon, Auto-Shell RWA: Break Damage Limit, Counter-Attack, First Strike Here's what you absolutely need if you want to have a chance against Anima. Your HP doesn't need to exceed 9999. To negate Mega-Graviton's nasty side effects, you will need either Ribbon for complete protection or at least Sleepproof. You also need Stoneproof (or Ribbon) to avoid being petrified. Set Overdrive mode to Comrade. Let's discuss Anima's attacks a bit: - Pain will 100% guaranteed KO one chr, nuffin you can do about that - 'Bash' deals about 4000 damage to one chr; its most dangerous side effect is Petrify, other three are manageable; if not Stoneproofed, chr is shattered regardless of HP; can be halved with Protect - Mega-Graviton is used on regular turns; you *must* have your HP over half or else you'll be killed, as damage done is based on MAX HP; you will also receive all sorts of bad stuff, Doom and Sleep being the worst; have at least Sleepproof in your armor; Auto-Shell will reduce damage done - Oblivion deals about 85000 damage to all, removes all positive statuses (sans Auto-Life) and has Osmose effect As battle starts (may get ambushed), don't bother with positive statuses except those you have put in your armor. Don't bother with Auto-Life except in one condition mentioned later. If Pain-ed, revive the chr with Full-Life magic in case MAX HP exceeds 9999! Use Phoenix items in case MAX HP is 9999. Use Quick Hits. If you can't hit Anima, you're screwed unless your Overdrives are powerful. What about magic? Anima is immune to all magic. When her Ov. bar gets full, she'll use Oblivion on her next turn, so prepare like this: summon aeon to take the cake, but most likely you will run out of aeons in case you aren't able to do at least 1000000 damage to it between each Oblivion. You stand a chance against Oblivion only in following cases: you have more than 93000 HP *or* your Agi is 255, you have Auto-Haste in the armor and you know Auto-Life. In first case resume the fighting normally. In second case you'll be out of MP for some Quick Pockets, but you *will* have a chr available to pull out Megalixir by Item command fast enough for others to have MP available for Quick Pockets. Then resume the fighting normally with Quick Hits or Overdrives. Additional strategy in case you can't hit often with physical attacks: - Blitz Ace and/or Attack Reels. Overdrive attacks do not miss, regardless of Luck and Evade of the enemy. Once Tidus or Wakka used their Overdrives, Entrust either one with Overdrive bars from fellow party members. Comrade Overdrive mode will take care of Overdrive gauges filling up quickly so that it won't take long before unleashing further Overdrives. ********************* FINAL ROUND - PENANCE ---> A413 ********************* 1. Name: Penance 2. Monster's HP: 12000000/99999 4. AP gained when monster is defeated: 60000/60000 5. Items stolen: 1x Elixir/2x Megalixir 6. Items dropped: 3x/6x Master Sphere 7. Gil earned: N/A 8. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 9. Monster's el. info: Absorbs all elements, including holy 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 255,240,255,200,255,10, 0, 255 11. Monster's equip. dropped info: 1-4 slots, 1 ability already present, 99% probability of equipment piece being dropped 12. Weapon abilities: Break Damage Limit 13. Armor abilities: Ribbon 14. Monster's attacks: a) Obliteration - VS all chrs - phd + Slow b) Immolation - VS one chr - phd, Osmose effect + Mental Break and Armor Break c) Judgement Day - STATT VS all chrs - std - deals 99999 universal damage, Osmose effect - used only in second battle half, both arms must be present 15. Special note: Until Penance's lower half falls off, it is under Auto- Protect. -------------- SUB-BOSS ENTRY -------------- 1. Name: Right Arm 2. Monster's HP: 500000/99999 3. Monster's MP 999 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 1x Elixir/1x Elixir 6. Items dropped: 1x Dark Matter; 1x Master Sphere 7. Gil earned: N/A 8. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 9. Monster's el. info: Absorbs all elements, including holy 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 200,200,150,200,150,10, 120,255 11. Monster's equip. dropped info: N/A 12. Weapon abilities: N/A 13. Armor abilities: N/A 14. Monster's attacks: a) Mighty Guard - on itself, Penance and Left Arm - adds Protect, Shell and Regen b) Calamity - VS one chr - inflicts Full Break, Curse, Silence, Darkness and Poison c) 'Bash' - VS one chr - phd + Petrify 15. Special note: Right Arm has an inherent ability of Quick Hit. -------------- SUB-BOSS ENTRY -------------- 1. Name: Left Arm 2. Monster's HP: 500000/99999 3. Monster's MP: 999 4. AP gained when monster is defeated: 10000/10000 5. Items stolen: 1x Elixir/1x Elixir 6. Items dropped: 1x Dark Matter; 1x Master Sphere 7. Gil earned: N/A 8. Monster's status info: - Immune to everything - NS - Immune to Poison - Immune to Doom 9. Monster's el. info: Absorbs all elements, including holy 10. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 200,200,150,200,150,10, 120,255 11. Monster's equip. dropped info: N/A 12. Weapon abilities: N/A 13. Armor abilities: N/A 14. Monster's attacks: a) Slowga - VS all chrs - inflicts Slow b) Mega-Graviton - GRATT VS all chrs - mgd - tears off 75% MAX HP + Sleep, Doom, Silence, Darkness, Slow c) 'Bash' - VS one chr - phd - removes *any* positive status on chr attacked, Auto-Life included 15. Special note: Left Arm has an inherent ability of Quick Hit. *********************** PENANCE BOSS STRATEGIES *********************** [Penance pic available at following URL: http://splitinfinity.50megs.com/images/penance_bastard.jpg] Kudos to Anothergamer for this extremely useful tip. There's one ability called Cheer. It is of utmost importance against Penance. By using Cheer five times from start of the battle not only does it increase party's Str, but it also increases party's Def, regardless of the fact that your chrs already have 255 Def. With this information whole new area of possibilities is opened. And also some new discoveries were made. A character at 255 Def and 5x Cheered takes about 7500-8000 damage from Obliteration and 9000-9800 damage from Immolation. Arm's physical attacks, sadly, may still kill you (unless defending), as they deal over 10000 damage. But with help of my detailed strategy above, you shouldn't worry about being killed by arms, as you'll never see an attack from them. Additionally this enables your chrs to drop Break HP Limit ability from armor and integrate something else of your choice. More... FFX gameplay board gave another big tip on this battle. In last empty slot in your armor integrate Def+20% armor ability. Surprisingly enough, it still adds defence value, even though your defence is already maxed! A - BOSS PREPARATIONS Presenting the easiest and the ultimate strategy you've ever seen on Penance. No longer does one need to suffer cos of Penance wiping the floor with his/her party... No, this time you *will* wipe the floor with his ass. a) For starters let's talk about what your stats should be: - HP of 9999 - MP doesn't matter - Str and Def at 255 - Mag doesn't matter - Mdef at 255 (but for my strategy it doesn't matter) - Agi and Acc at 255 - Luck at about 150 (trust me, you need high luck, else you'll hardly hit it) - Eva doesn't matter (even at 255 Luck and 255 Eva I still got hit) b) Next, what should your weapons be: - Celestial weapons for every character you'll be using - I recommend using weapons that are easiest to power up fully: Yuna, Auron and Rikku c) Next, what should your armor contain: For this strategy -> Auto-Protect, Auto-Haste, Auto-Potion, Def+20% d) Next, what abilities you must have: - Quick Hit, Quick Pockets, Dispel, Use e) Lastly, what items you will need: - Potion, Hi-Potion, X-Potion, Three Stars, Purifying Salt Once you have all that, talk to Cid on airship. Choose 'List' and Penance is now available as a destination. Pick it, watch the scene and the easiest (or most boring IMO) battle begins. Rule 1: You want to have Auto-Protect on, as Penance's attacks are physicals. Rule 2: About dying... you'll never even have to use any reviving at all. This strat is 100% dying free. Rule 3: Never let any of boss' parts get an attack in with any of your characters being under Break statuses. With this strategy all attacks you'll ever see are Obliteration and Immolation. Only rule to oblige by is to use Dispel immediately after Penance's Immolation. Rule 4: Only attack Penance if both arms are gone. Always give priority to destroying the arms and not letting them get an attack in. B - BOSS MOVES OVERVIEW - Penance will for first half of battle only use Obliteration (11000 of physical damage to all and Slow effect, which is negated cos of Auto-Haste), regardless of fact if he has zero, one or both arms; once 25% of his HP is knocked off, Penance loses lower half of body and also loses Auto-Protect status - in second part Penance switches to Immolation (15000 of physical damage to one with Armor and Mental Breaks); in case both arms are present, it may use Judgment Day (99999 damage to all, doesn't remove Auto-Life) - Right Arm uses Mighty Guard (Dispel Penance first!), Calamity (use Dispel on chr affected ASAP) or Bash (19000 of physical damage to one, Petrify effect) - Left Arm uses Mega-Graviton (takes off 75% of MAX HP (or 37,5% if under Shell)), and some nasty status side effects), Slowga (negated by Auto-Haste) or 'Bash' (18000 of physical damage to one, removes *any* positive status on character attacked, unless integrated in his/her armor) Note: Damage written is damage done to Protected and Shelled characters. C - RECOMMENDED CHARACTERS TO BE USED Rikku (Trio of 9999), any of the guys (all of their celestial weapons have either Counter-Attack or Evade&Counter - useful ability for second part of battle) D - FIRST HALF BATTLE STRATEGY These are the only commands you'll ever use in this battle: Cheer x5, Mix 1x, Quick Pockets 1x, Quick Hit most of the time and occassionally Dispel. I used Rikku, Tidus and Yuna, therefore what you're about to read is how the battle went using these three characters. As the battle starts, you will have 6 (most likely) or 7 (rarely) turns before Penance gets first attack in. Use Quick Hit (QH from now on) against Left Arm (LA from now on) until it dies. Then use three QH against RA until Penance uses Obliteration (OBL from now on). Don't waste time healing yet! You will survive OBL, as it will deal about 9000 damage to all. QH vs RA three more times until it dies - you'll kill it just before its turn. 5 turns still left before second OBL. Now let's take care of business for these five turns. Tidus and Yuna use Cheer, Rikku Mixes Trio of 9999, either Tidus and Yuna Quick Pocket Mega-Potion, and finally third Cheer before second OBL. It is possible you'll get in another turn cos of previous quickly pocketed Mega-Potion - use it for Cheer. OBL strikes for second time. This time you chrs will automatically heal themselves to full thanks to Auto-Potion and Trio combination. What else is left to be done? Use Cheer one or two more times (5 times is max - you can continue on using it, but it's useless, as it doesn't add anymore defence value), then Use Three Stars (nullifies need for MP) and from now on all you have to do in first part of battle is using Quick Hits and killing off arms as soon as they appear. If you followed my advice closely, you'll see that you'll never have both arms present in battle. This is to ensure that Penance will never have favorable conditions in second part of battle to be able to use Judgement Day. In no more than 12 OBL lower part of Penance will fall off. BTW, here's a brief info on damage you'll receive with 255 Def, Auto-Protected, 5x Cheered and Def+20% armor abilitied chr: Immolation deals from 8000 to 8500 damage to one (in addition to reducing MP to zero). Arm strikes for 9000 damage (just an useful piece of info, you'll never see arm attack anyway). Obliteration does 5900 damage to all. E - SECOND HALF BATTLE STRATEGY We arrive in second halftime. First character that gets to act Uses Purifying Salt on Penance to dispel his Haste status. Main thing is not to worry of getting killed by Immolation, simply cos you can't get killed by it. Keep using same strategy as you did for first part of battle except with one minor difference. You'll need to cast Dispel on chr that gets Immolated to remove Armor and Mental Breaks. Anything else is still the same. Characters will heal themselves thanks to Auto-Potion, Quick Hitting right targets and dispeling is *all* you'll have to do. Good-DIE, Penance!:) You simply cannot fail with this strategy. Once again this couldn't have been possible if Anothergamer didn't share the info on usefulness of Cheer. There. This is everything I compiled together about Penance. I'm absolutely sure it'll bring you victory without a single character dying once (in case you won't be playing roulettes with Immolation, anyway:)). ************************* STRATEGY FOR BHPL PLAYERS ************************* A - BOSS PREPARATIONS a) For starters let's talk about what your stats should be: - HP of at least 20000 (it is important you have at least that much HP for this strategy) Note: Personally I had 52000 HP for every chr I used, I had those HP from a previous battle, whose strategy you may read close to this one. I didn't need to heal once personally during whole battle, Auto-Potion took care of it. - MP doesn't matter:) - Str and Def at 255 - Mag doesn't matter - Mdef at 255 (but for my strategy it doesn't matter) - Agi and Acc at 255 - Luck at about 150 (trust me, you need high luck, else you'll hardly hit it) - Eva doesn't matter (even at 255 Luck and 255 Eva I still got hit) b) Next, what should your weapons be: - three custom made weapons for three starting characters, those weapons consisting of First Strike and Break Damage Limit abilities - Celestial weapons for every character you'll be using - I recommend using weapons that are easiest to power up fully: Yuna, Auron and Rikku c) Next, what should your armor contain: For this strategy -> Auto-Protect, Auto-Haste, Break HP Limit, Auto-Potion d) Next, what abilities you must have: - Quick Hit, Quick Pockets, Dispel, Use e) Lastly, what items you will need: - Potion, Hi-Potion, X-Potion, Three Stars, Megalixir, Purifying Salt Once you have all that, talk to Cid on airship. Choose 'List' and Penance is now available as a destination. Pick it, watch the scene and the easiest (or most boring IMO) battle begins. Rule 1: You want to have Auto-Protect on, as Penance's attacks are physicals. Rule 2: Never use Auto-Life or Auto-Phoenix armor ability... Hah, you'll never even have to use any reviving at all. This strat is 100% dying free. Rule 3: Never let any of boss' parts get an attack in with any of your characters being under Break statuses. With this strategy all attacks you'll ever see are Obliteration and Immolation. Only rule to oblige by is to use Dispel immediately after Penance's Immolation. Rule 4: First you'll need to get rid of Left Arm ASAP. Rule 5: Only attack Penance if both arms are gone. Always give priority to destroying the arms and not letting them get an attack in. Rule 6: When (mostly *if* it manages) Right Arm casts Mighty Guard, Dispel Penance *first*. Regen effect Mighty Guard carries may restore up to 200000 HP to Penance! Rule 7: Equip First Strike weapons prior to battle. At 255 Str and sufficient Luck these weapons can deal up to 99999 damage to both arms. Don't attack the body with those... you'll only tear off 25000 or so. B - RECOMMENDED CHARACTERS TO BE USED Rikku (Trio of 9999), any of the guys (all of their celestial weapons have either Counter-Attack or Evade&Counter - useful ability for second part of battle) C - FIRST HALF BATTLE STRATEGY First step to assured victory is to never let any of Penance's arms to get an attack. In this strategy you'll never see one except for Penance's. I used Rikku, Tidus and Yuna, therefore what you're about to read is how the battle went using these three characters. As the battle starts, check the CTB bar. Thanks to First Strike custom weapons you will have 9 turns (as you may know, the game counts turns as if every chr or fiend would choose Attack command next) before Penance gets first attack in. This is the big difference from a previous strategy - more turns available before Penance can even act. Tidus, Yuna and Rikku all had 3 turns (starting with Tidus). Use Quick Hit (QH from now on) two times against Left Arm (LA from now on). 7 turns left. Rikku is up next. Mix Trio of 9999 now! 5 turns left. Rikku'll get next turn right before first Penance's. Use QH four more times (2x Tidus and 2x Yuna) until LA is gone. This will get you still three more turns (each of those being QH) before first Penance's. QH Right Arm (RA from now on) three times. Penance uses Obliteration (OBL from now on). All chrs lose 11000 HP. If this brings them in yellow HP, Auto-Potion will kick in - Potion will be used and will restore 9999 damage to one (thanks to Trio we mixed before), raising his/her HP back into white range. Note that healing for the whole fight will mostly be taken care of by Auto-Potion. You yourself may need to heal only in following two situations: -> Danger 1: Any of your characters has 11500 or less HP before next OBL. Last chr that gets to act before Penance, Quick Pockets (QP from now on) Mega- Potion. -> Danger 2: In second part of battle if any of your chrs has 16000 or less HP before next Immolation. Last and second-to-last chr that get to act before Penance, QP X-Potion or Mega-Potion. Okay, first OBL is away and Penance is without LA. You now have three turns available before first RA's. Use QH three times against RA and it's gone. Three turns left before second Penance's. Tidus now Uses Three Stars. Yuna and Rikku switch to celestial weapons (in that order). Yuna, Rikku and Tidus will still get a turn before Penance. Yuna and Rikku use QH, and Tidus switches to Caladbolg (in case one chr packs less than 11500 HP, Quick Pocket Mega-Potion first!). Next is second OBL. Don't worry yet, as Auto-Potion will take care of negating the damage. Regardless of Tidus' previous input, he will get first turn after second OBL. Right now LA will regenerate. Check CTB bar. You have whole 9 moves before third OBL. And you're more or less set as well! Use QH against LA six times to re-kill it. As soon as that is done, RA regenerates. Three turns left before third OBL and ten turns before RA's move (according to CTB bar). QH vs RA three times, OBL is used. With my 50000+ HP this OBL was first that caused my chrs to use Auto-Potion. Check CTB bar again. Still nine attacks left before RA gets a move. QH vs RA three times, RA dies. Six attacks left before fourth OBL. Use all of these to launch QH vs Penance. Right before fourth OBL LA will regenerate, then follows OBL. Nine turns before both Penance's and LA's next move. More than enough. QH vs LA six times and it's killed. RA regenerates. Three turns left before Penance's turn and nine turns before RA's. QH vs RA three times. Fifth OBL. QK vs RA three more times to kill it again... Basically it's now like this: As you don't need to heal (except in two cases mentioned a little bit above), all of your job is Using QH against either arm as soon as it reappears. Once the arm is disposed off, QH Penance himself until the other arm regenerates. QH that arm until it re-dies, QH Penance, the other arm regenerates... ad infinitum. I guarantee you'll never see any of arms attack. Only thing to remember is that you need to throw a look at HP just before OBL. If HP of one chr is 11500 or less, QP Mega-Potion. Continue to use this strategy until 3000000 of Penance's HP are knocked off, at which point... Note: For my strategy I saw 11 Obliterations before lower half fell off. D - SECOND HALF BATTLE STRATEGY we arrive in second halftime. If my strategy was successful for you, Rikku will have just a turn left before Penance's next turn, which will be Immolation (IMM from now on). Have her QP Mega-Potion. Another turn available! LA regenerates. On Rikku's turn (last before Penance's) use Purifying Salt on Penance. Why? He's in Haste mode now (see CTB bar?), so we need to dispel it. Purifying Salt will take care of that, as well as dealing some damage to him. First IMM. One chr takes 15000 damage and Auto-Potions him/herself. First turn any character gets now he/she uses Dispel on chr that got IMM-ed (in my case Tidus was first one available). Seven turns left before LA's turn. It'll get a bit tricky now, but don't worry, I have it covered. QH vs LA three times. RA regenerates. Don't panic, we'll kill both of them soon enough. QH vs LA three more times. It's gone. Two turns left before second IMM and eight turns left before RA's. Tidus now uses Sentinel! Yep, Sentinel can intercept IMM. Tidus will in this case get 75% less damage, counter-attack and heal himself for 2500 HP more than IMM dealt damage to him. So, now we even start gaining health.:) QH vs RA once. Second IMM. Six turns left before RA's. First chr uses Dispel on Tidus (Yuna in my case). Now QH RA 5 more times. You'll kill it just before its turn. Phew. Three turns left before Penance's. QH vs Penance two times, Sentinel with Tidus. Third IMM. Tidus takes the cake, counters and heals for +2500 HP. LA regenerates. Six turns before Penance's. Yuna uses Dispel now. Use QH vs RA four times. Three turns left before fourth IMM. Tidus, Rikku and Yuna in that order. Tidus uses Sentinel, and Rikku and Yuna QH vs LA two more times to kill it. Fourth IMM. You know what happens already. Six turns before fifth IMM. RA regenerates. Tidus uses Dispel on himself. Six QH vs RA and it dies. Two turns left before Penance's. Tidus and Yuna are the ones still available. Tidus uses Sentinel, Yuna QH vs Penance once. Fifth IMM. Six turns left before sixth IMM. Rikku uses Dispel on Tidus, Yuna QH vs Penance once. And so on... The above is 100% sure way you'll never die, but also slow. You may want to employ different strategy for this battle as outlined below. The battle starts with Rikku and two guys. In first half hack away as outlined above in part D. When in second half of battle, switch Rikku out for a third guy, but only after 'Purifying Salt phase'. Strategy is pretty much the same, except that you don't use Sentinel as character attacked will counter anyway. Also damage dealt will be 15000, so you may need to issue a QP-ed Mega-Potion or Megalixir (in case QP-ing is done by lastly added guy). Don't forget to Use Twin Stars on last guy as well to nullify need for MP. This is a bit faster way, as QP are fast and reliable soruce of restoring HP. Only bit more time consuming action will be Dispel you'll need to use after each IMM immediately. ***************************************************************************** Justaplayer, a fellow gamer from FFX gameplay board, has allowed me to use the info he wrote down about beating Penance with base luck. ... I know this is not much of a big deal, but it might prove useful for those who would like to try to avoid the Greater Sphere battles and the Earth Eater battles, although there is still the Maelspike bribing way, but you need to get Fortune Spheres for the first activation. First, it is possible to defeat the dark aeons this way. As you know, there is no problem with the first four, and as long as you have 255 Accuracy you can handle Dark Anima and Dark Bahamut, as long as Dark Magus Sisters because Cindy has low luck and evasion stats. The same goes to Dark Yojimbo, because four Wakka's Reels should kill him. But I'm sure you knew all that already, it is nothing new. What you might not know is that via this method of overusing Tidus' Blitz Ace and Wakka's Attack Reels you can defeat Penance too. Well, let's take you have Auto-Potion, Auto-Haste, Def+20% and Auto-Protect. Also, you use Cheer five times, and Trio of 9999. That's what the strategy states. From there on, by just don't letting the arms attacks via Quick Hits you defeat Penance. But what if you don't have enough luck and therefore you can't hit the arms? Then this is the solution: one must use just Rikku, Wakka, and Tidus for this battle. Have in mind that this is how I did it the other day, so it's proven it can work. Wakka's Attack Reels hit an arm for 46000 damage or such, with 255 Strength. that makes a total of about 200000 on average if both arms are present and 300000 on average if only one is. Tidus' Blitz Ace makes eight hits of 12000 damage more or less and the final one of 99999. In the end this makes about 200000. Arms have 500000 HP, hardly beatable with just one Blitz Ace and one Attack Reels, which will be our goal. The way to surely do it is by increasing Tidus damage to 300000, which can be done via one of Rikkus overdrives, which causes every hit to be a critical hit. This is Miracle Drink. Secondly, overdrives must be in Comrade mode, and we must get sure that each Penance attack will fill them, even when they are 5x cheered. That can be done by using the overdrives Eccentric and Hot Spurs. I don't know if they're cumulative, so I used both in first part of the battle. Once the second part of the battle comes, things get a bit harder because just one character is attacked. However, the overdrive bars of the other two characters will get full with each Penance attack still. If the attacked character is Rikku, we just need to use Wakka's and Tidus' overdrives against the arm, and Dispel rikku, of course, because of the break statuses. And if the attacked character is Tidus or Wakka, he will get Rikku's bar that will be filled. However it is important to time things so that Penance doesn't attack in second part of the battle when one of the overdrive bars is still full, because we need almost all of the overdrives possible and wasting one is not what we want. I know all this is not much of a big deal, because it's just a variant of a strategy already known, but I thought I would share this with you because I read some times that it is needed to have high luck levels, and with this strategy it is not... Just be careful not to stop Tidus' and Wakka's overdrive wrong. If you would like to know, in my case Penance died after 39 arms died too, by being hit by Wakka's turbos and all the possible quick hits to Penance, since he has not so much luck levels as the arms do. ============================================================================= ============================================================================= 36.) STANDARD SG STAT MAXING ---> A839 ============================================================================= ============================================================================= ********************************** PREHISTORIC PART, AKA INTRODUCTION ********************************** Q - Why should I bother? A - Want to have a prolonged fun with your FFX? Then statistic maxing is one of the ways for you. By the end of the game your chrs' stats will be in ranges from 80-100. But the max value a certain stat can reach are: - for HP 99999 - for MP 9999 - for Str, Def, Mag, Mdef, Agi, Eva, Acc and Luck 255 Q - How to get that high stats, when there's not enough nodes on SG and you don't even get enough Spheres to fill up empty nodes? A - Your answer lies in Monster Arena, which serves this purpose. By meeting some requirements you can fight some strong enemies, which when defeated drop powerful equipment and spheres that can be used to fill up empty nodes. You can activate those nodes later and start increasing your stats. Q - How will you teach me to stat max? A - Unlike other stat maxing guides, I'll be taking different approach. I've counted number of empty nodes (including Lock nodes that become empty nodes when removed) on Standard SG in PAL version. The number is 268 empty nodes. I've also spent some time to activate any and all nodes on SG with Tidus as a test chr, noting down his stats at start and end of the process, calculating the difference. These two pieces of informations combined allowed me to come up with a stat maxing guide, that will in the end let your chrs have max stats without ever using Clear Spheres. Yep, you read correctly. You WILL NOT have to be bothered by capturing five of each fiend in order to be able to buy Clear Spheres. I have also taken into account you haven't captured anything yet, you don't have any celestial weapons, and what I think is most important - I have written stat maxing guide without Yuna's help. Why? It is a fact that her Nirvana, Moon Crest and Moon Sigil are easy to get, but what if you forgot Destruction Sp. in Besaid and Macalania temple? Or in both? Then you have a certain dark problem. And my guide helps you build max stats with that problem taken into account. Anything and everything you'll need to know has beed covered in first half of stat maxing guide, going all the way down to Step 21. Q - Will I even need Clear Spheres then? A - If you want neatly organized SG, then yes. But I start using them after I cover SG using the first half of guide. Stat maxing guide using the help of Clear Spheres will be done from Step 22 onward until the final step. Q - I have NTSC version of the game. Will this stat maxing guide be useful for me as well? A - There are few differences you need to be aware of. For first: according to few sources NTSC Sphere Grid has 828 nodes in total. For second: Following first difference it is entirely possible that the amount of specific nodes is different between NTSC and PAL (for example, while PAL has five STR +3 nodes on SG, NTSC might have seven STR +3 nodes; note that I'm only guessing the amount of STR nodes). Other than that, the rest of the information provided in this section will be useful in your efforts to stat max. Q - Shall we start? A - Patiently. In order to be able to fight monsters that drop aforementioned items, some preparations need to be done. With this, let us begin. ****************************************** PREPARATIONS FOR STAT MAXIMIZATION PROCESS ****************************************** ---> Info corner 1 <--- I'll assume you're using the ordinary Sphere Grid (SG in further notes). It is useful to know the following info about this SG... Total number of nodes - 860 Total number of ability nodes - 85 Total number of nodes we can mess around with - 775 Wheee, lots of work ahead? Your final dream is to have entire SG covered with +300 HP, +40 MP (these aren't so much needed) and +4 the-rest-of-the-stats nodes. ---> Info corner 2 <--- Chr's ultimate weapons, in this game known as Celestial weapons, will be mightily useful. Listed in Info corner 3 below are: - what to do first to obtain means of getting celestial weapons - chr's best weapons, where to get them and where to get upgrades for those weapons - finally, my evaluation of best weapons ---> Info corner 3 <--- *Obtaining the means* Go to extreme north end of Calm Lands. Find a lady on a chocobo there. Talk to her and tell her you would like to train a chocobo. Win at least first course. Then quit. Talk to chocobo lady again and say you want to ride one. Take this chocobo to southeastern part of Calm Lands and look for chocobo feather on the ground. Press X above it. Dismount and exit to your right. You're at Remiem temple. Mount the chocobo you'll see on the right. Win and you get Cloudy Mirror. Now go to Macalania Forest (enter it from Thunder Plains side). Look for a shiny path. Near it are a child and a woman. They're missing their father/husband. You can find him on the screen where your party used to rest once before. Talk to him and he'll go away. Return to happy family... or is it? Talk to them and they'll say that their child is missing. Now climb the shiny path and on your way you'll run into that kid. Talk to him and he'll go away. Approach the big sphere-like thingey behind him. You've got Celestial Mirror. *Obtaining the weapons* Caladbolg for Tidus You must complete all training courses chocobo lady offers you. Then challenge her to a race and win. Doing this will attract the guard that was 'guarding' a small path leading down on extreme north of Calm Lands. Go down that path and examine the insignia on the wall. Caladbolg is yours. Sun Crest can be found in the room where you fought Y. woman. If you didn't get chest straight after defeating her, Dark Bahamut stands in your way. For Sun Sigil you must win the race with time *faster* then 0.0.0. World Champion for Wakka Win a couple of Blitzball games (8 or so should be enough). When you have the airship, go to the bar where Kimahri picked a fight with Ronsos before. Talk to the bartender and you'll get this weapon. If she says something like being even better, win some more blitz games. After that you should get the weapon. You get Jupiter Crest in Aurochs' locker room. Examine the lockers. One of them is hiding the crest. Sigil will appear as a league prize once you've obtained all overdrives for Wakka and he has appeared in at least 450 battles against fiends. Masamune for Auron First item you'll need is Rusty Sword. Go to entrance of Cavern of the Stolen Fayth. On this screen go right and up. At the end of the path you'll find Rusty Sword. Now return to airship and pick Djose Highroad destination. On this screen now go thru southwest exit and you'll appear in Mushroom Rock. Follow the path (you'll know you're going right if you'll run into 4x Soft chest on the way) and take first left you'll come across. Activate the stone lift by pressing X. Examine the statue and choose Yes when prompted. Approach the sign that appeared and Masamune is yours. For Mars Crest go to the place where S. convinced few guards to let you thru the barricade. There's a path leading down and right. Enter it and you'll be on Oldroad. Go all the way to the end and you'll find Mars Crest in the chest. For Sigil you need to unlock combined total of 10 Species and/or Area Creations. Spirit Lance for Kimahri Go to Thunder Plains. See those strange stones that glow sometimes? Approach one of them (three in total) and press Square in front of it when it's glowing. Do this three times and Qactuars will now be fightable. Now go to southern Thunder Plains. Hug the right until you see a broken pillar of sorts. You'll see a ghost of Qactuar (it's been said that following this ghost is useless and I concur:)). Examine this 'pillar' with Square and Spirit Lance is yours. Saturn Crest you need to go to Mount Gagazet where you fought Flux for third time. Remember a bunch of pillars in the canyon not far from this battle point? Between one of them is a chest with crest inside. And for Sigil... In Macalania woods you'll need to complete both butterly mini-games. Do it successfully and when you open the chest of second butterfly game completed you'll obtain the sigil. Nirvana for Yuna Capture at least one of every fiend in Calm Lands. Open the chest that will appear in front of Manager once you talk to him after that point. Moon Crest is found at Besaid Beach - there's a small beach with chest. For Sigil you need to defeat all of Belgemine's aeons in Remiem Temple and then choose to 'defeat' her. Onion Knight for Lulu Go to Baaj Temple. After Geosgaeno is gone, examine the same room you fought in. Somewhere hardly accessible (it may be just me) is a chest with Onion Knight inside. For Venus Crest enter the Farplane. Venus Crest can be found here. Note that it *isn't* there on your first visit to Farplane! And for Sigil you have to dodge 200 lightning bolts consecutively. You cannot save inbetween or seek shelter beneath rod towers. After you dodged 200 of them, chest in front of Agency will contain the sigil. Godhand for Rikku Input GODHAND as a password when you have control of the airship. Then go to that destination. At the end of the path is chest with this weapon. For Mercury Crest you need to visit western part of Sanubia Desert - look in the chest on one of sandpits. And for Sigil you must complete Cactuar sidequest in Sanubia Desert. One of chests now accessible in the valley of the sandstorms houses the sigil. Quick reference: - Tomay is near the oasis - Rovivea can be found running around in east Sanubia desert in westernmost dead end - Chava? In same part of desert where Cactuar stone is find sign with '20% off' stuff on it and examine it - Alek and Aloja are in Central Sanubia desert in the part of it where there are lots of ruins - Vachella is in east Sanubia desert - examine save sphere here and... - Robeya is in central desert's westernmost treasure chest - Isrra? Make sure you *leave* this screen and come back - Isrra can now be found in one of the holes - Elio? Go to Oasis, then up on airship and then head for the place where you fought Evrae for first time - Flaile doesn't need to be found *Evaluation* - Tidus: weapon easy to get, but crest and sigil are entirely different story; for crest you need to waste Dark Bahamut, and for sigil you have to win the race with time faster than 0.0.0 - 6TH TOP PICK - Wakka: weapon moderately easy to get, crest easy to get, sigil extremely annoying and bothersome (especially when you keep resetting for n-teenth time to get sigil to appear as the prize) - 7TH TOP PICK - Auron: weapon easy to get, as is the crest... sigil needs a bit of work to be done, but nothing annoying (first 11 areas [I excluded Sunken Cave cos of hard- to-encounter Tonberry] with at least one of each fiend that appears there captured will give you the sigil) - 2ND TOP PICK - Kimahri: weapon and crest are easy to get, and sigil needs a bit of butterfly hunting to be done; after you try for about an hour, you'll memorize the path of little flying bastards so well that you'll surely succeed eventually (I'm talking from personal experience - I haven't layed hands on butterfly catching until I was collecting best weapons... after about hour or so I got my Saturn sigil) - 3RD TOP PICK - Rikku: weapon and crest are easy to get, and you don't have to do anything difficult to get sigil - 1ST TOP PICK - Yuna: weapon and crest are easy to get, and sigil can be obtained quite easily; remember that you can summon multiple aeons against you-know-who's in order to defeat them; there can be a stopper in getting Yuna's sigil in case you forget to get Destruction Sp. treasures in all temples you've visited on your journey; this stopper can appear in shapes of dark aeons, specifically Dark Valefor and Dark Shiva - 4TH TOP PICK - Lulu: weapon and crest are easy to get, but for sigil get ready with a lot of nerves of steel - 5TH TOP PICK *Your best party* PAL players: Party with which you're advised to undertake stat maxing quest is Rikku, Auron and Kimahri - you will get their fully powered best weapons the soonest (Kimahri's might take an hour or so). Use Yuna instead of Kimahri in case you are able to get Anima and Magus Sisters, which means you got all Destruction Sp. so far. Personally I used Auron, Rikku and Tidus (but Tidus only cos I got his sigil before I got Kimahri's). Anyway, this stat maxing guide is done with a thought that Yuna is unable to get Anima and Sisters. NTSC players: Definitely use Rikku, Auron and Yuna. Before you start, I recommend getting Rikku's best weapon. With the help of quick guide I provided it'll take you about an hour to get everything. Kimahri's stuff will take you somewhere up to two hours. We'll take care of Auron's on the way, but rest assured, you'll get your full-power Masamune before stat maxing process begins for real. I'll also take into the account the small chance in which you may have forgotten to get Destruction Sp. chests in Macalania and Besaid temples, in which case you have a certain tough boss in your way, also successfully nailing you out for getting Anima and Magus Sisters. And lastly, have the airship.:) Otherwise, almost all areas are accessible by foot, but with airship it goes much faster. And now, stat maxing begins... ********************************************************************* STEP 1 - LEARNING ABILITIES, GETTING DECENT STATS AND SOME GOOD ITEMS ********************************************************************* Buy Capture weapons from Monster Arena manager for every character, doesn't matter if you'll use them now, later or never. Customize those weapons with First Strike weapon ability. First Strike is IMO very useful for all the fights you're about to enter. You need Return Sp. for that. D'you have any left? If not, don't fret, we'll get them in a minute. Manager will start crying that he's missing all the monsters. Waaaah! Who wouldn't help the guy? Head into Calm lands and start capturing monsters. You need at least one monster of following: Skoll, Nebiros, Flame Flan, Shred, Anacondaur, Ogre, Coeurl, Chimera Brain and Malboro. Rarer monsters (Malboro and Ogre) can be found a bit more often in northwestern parts of Calm Lands. One of each shall raise Chimerageist. Now examine your items. If you still have any stat boosting spheres left from your journey, use them on the grid now. They're a helpful starting boost to your chrs. Don't bother with removing lock nodes if you don't have corresponding lock spheres in your possession. You can get them, but that costs money you don't currently have. Save at nearby save sphere and venture into Calm Lands... make a trip (without chocobo) to Rin's shop in Calm Lands. You're bound to capture few guys for the arena. Save at save sphere near Rin's shop and start looking around the shop itself. You'll encounter Malboro and Ogre sooner or later, just don't give up. I recommend not forgetting to save every so often. Okay, Chimerageist is opened. 1/10 of job for Auron's Mars sigil is done. Now you need to defeat Chimerageist at least 3 times to get few precious Return Sp. Quick copy and paste... Representation of Chimerageist's move order: Megiddo Flame, Blizzara OR Thundara, 'Assault', Aqua Breath, repeat. First attack Geist will use is completely random and cannot be predicted. However, once you see what Geist has used, you're set for the remainder of battle. Megiddo Flame can be nullified by Fireproof or better, Blizzara and Thundara can be reflected, 'assault' can be halved by Protect, and Aqua Breath nullified by Waterproof or better. In case Geist's too fast for you, (but he shouldn't really), use Yuna's help in shape of aeons, which you can use to soften him up and then kill him. Do so three times and you'll get 3 Return Sp. In case you get Dark Matter, reapply fighting Geist until you get 3 Return Sp. Waste them by integrating them into weapons for three chrs you'll be using. Right now it doesn't matter who you will use, just choose your three favorites. Done? Done! Board the airship and head for Besaid. Easy as pie! Capture one Dingo, Condor and Water Flan to unlock Stratoavis (2/10 of Auron's sigil). If you're going by this guide, right now you've also unlocked Earth Eater (which is unlocked once you unlock *any* two area creation fiends). Next destination is Kilika. Easy as pie again. Capture one Dinonix, Killer Bee, Yellow Element and Ragora to unlock Malboro Menace (3/10 of Auron's sigil). Now go to Mi'ihen Highroad... This is not hard, but will require bit more time as you need to capture 8 fiends. Mi'ihen Fang, Ipiria, Floating Eye, White Element, Raldo, Vouivre, Bomb and Dual Horn. One of each plastered unlocks Kottos (4/10 of Auron's sigil). Now for Mushroom Rock. One Raptor, Gandarewa, Thunder Flan, Red Element, Lamashtu, Funguar and Garuda unlocks Coeurlregina (1/2 of Auron's sigil). For Garuda you need to enter the screen called 'Mushroom Rock: Valley'. Garuda can only be fought here. Djose Highroad is next. Garm, Simurgh, Bite Bug, Snow Flan, Bunyip, Basilisk and Ochu await your arrival. One of each unlocks Jormungand (6/10 of Auron's sigil). Simurgh is most often found in the most northern part of Djose Highroad near the sign that shows up as worldmap when examined. Right now you've conquered 6 areas already. What does that mean? Catastrophe is unlocked at the arena. Thunder Plains are home of next fiends, one of each you need to capture: Melusine, Aerouge, Buer, Gold Element, Kusariqqu, Larva, Iron Giant and Qactuar. Combined they unlock Cactuar King (7/10 of Auron's sigil). Qactuars can only be fought once you've prayed to at least one glowing Qactuar statue by pressing Square button in front of it (three statues in total). Iron Giants can be found in northern part of Thunder Plains. Examine Macalania next. Find and capture one Snow Wolf, Iguion, Wasp, Evil Eye, Ice Flan, Blue Element, Murussu, Mafdet, Xiphos and Chimera to unlock Espada (8/10 of Auron's sigil). Bikanel proves a bit tougher. One Sand Wolf, Alcyone and Mushussu are easy to capture. Zu and Sand Worm on the other hand pack a huge amount of HP. Then there's Cactuar, who has insane evasion (use someone with high Acc try to kill it, also Provoke Cactuar so it doesn't run away). While you're here, I recommend doing the Village of the Cactuars sidequest (if not done already - for tips look a bit more up; alternatively, if you're bothered too much by random encounters, wait a bit until we cover next area). In the end Abyss Worm (9/10 of Auron's sigil) will be unlocked. We already did Calm Lands, so let's move on. Ah, Cavern of S. F. Yowie, Imp, Dark Element, Nidhogg, Thorn, Valaha, Epaaj, Ghost (make deadly sure you capture one of these!!!) and Tonberry will in the end unlock Don Tonberry (10/10 of Auron's sigil). We have three areas left, but before we do them, let's return to the arena to collect our prizes. Yes, yes, you can return to arena prior to that to collect the goodies, but why bother? I recommend not wasting time going to and from, but instead collect the stuff at once. Talk to manager and he'll start heading over goodies: - you've already received 60x Farplane Winds for unlocking Chimerageist - for unlocking Stratoavis you get 99x Stamina Tonic - for Earth Eater you get 60x Three Stars - for Malboro Menace 99x Poison Fang - for Kottos 99x Soul Spring - for Coeurlregina 99x Candle of Life - for Jormungand 99x Petrify Grenade - for Catastrophe 99x Door to Tomorrow - for Cactuar King 99x Chocobo Wing - for Espada 60x Shining Gem - for Abyss Worm 99x Shadow Gem - for Don Tonberry 40x Silver Hourglass - and Mars Sigil for Auron somewhere inbetween!!! Don't modify anything just yet. We'll use the items we got later to create a good armor. I forgot to mention that manager will let you take a first swing at the fiend he created free of charge. I encourage you to at least take a go at it, so you'll see what you will be up against. Total result right now is 10 areas covered with at least one monster captured (we left out Gagazet, I. Sin and O. Ruins), 2 Original cretins unlocked and 10 Area creations unlocked. If you don't have Rikku's Godhand fully powered up yet, or you're troubled too much by random encounters whilst looking for Cactuars, your next objective is to get hold of No Encounter armor. You have two options: either you collect 30x Purifying Salt, which is enough items to get one No Encounter armor, or you fight Ghost in the arena (remember what I said before about capturing one Ghost?). Purifying Salt is a rare steal from Fallen Monks in Z. Ruins, but I advise against it. Much more advised way is to continuosly fight Ghost until he spits out an armor with No Encounters. Saving beforehand is very good tip. If you're worried about cash, no worries. If you're able to Overkill Ghost, you'll get back as much gil as you payed in order to fight it. Sooner or later you'll get that No Encounter armor. Once you do, equip it on whoever you got it for. Wearer doesn't need to be in active party. Then get that sigil to maximise Godhand's potential. Second objective is to purchase weapons from Rin's shop in Thunder Plains. Pick three fighters with high Str and buy weapons for them (two must know Provoke). These weapons are four-slotted. They already come with Str+10% and Str+5% and have two free slots. One slot will be used for First Strike (fight Chimerageist for few of them). Leave the fourth slot empty for now. Go back to the arena. Third objective is Cactuar you've captured. He gives 8000 AP when defeated and 12000 for an Overkill! I have an easy solution for this guy.;) Cactuar's Doom count is set at 2 turns. And not long ago you received 99 Candles of Life. Equip those First Strike weapons and pay 4000 gil (you get 1500 gil back when Cactuar is defeated, or 3000 for Overkill, but fret not; Cactuar drops HP Stroll and MP Stroll equipment often which can be sold for cash). Once you enter the battle, you'll have three free turns, even if Cactuar ambushes you. For these three turns you have you should do this: Use Candle of Life on Cactuar, don't forget to Provoke Cactuar and try to slice it down with third chr, hopefully getting an Overkill. In case you won't succeed in killing Cactuar until its first turn, you've already won. Cactuar will most likely kill Provoker with 10000 Needles (1 more turn left for Doom effect) and will be killed on next turn it gets (you can kill it easily with second level element gems). Remember to revive fallen chr (you'd best switch out between chrs in order to get that big AP for as many chrs as possible). Once Cactuar bites the dust on second turn it gets, you get your much needed AP. Reapply as necessary until all chrs have finished their part of the grid. NOTE: If you get bored easily doing that, switch to AP gaining trick described way above (press CTRL + F, type in A840A, and press ENTER). - Tidus knows Quick Hit - Yuna knows Holy - Lulu knows Flare - Rikku knows Bribe - Kimahri knows... well, whatever path you sent him down, but I recommend you teach him Steal and Use - Wakka knows Triple Foul - Auron knows Sentinel - of course, don't forget to activate stat nodes on the way Okay, your chrs now know all of their skills that are located on their paths over Sphere Grid. They also have at least somewhat decent stats, which means you can now take onto last three areas. Another important achievement is that Yuna's aeons have been bettered as well, even though you weren't using them a lot - remember, as long as Yuna's stats rise (aeons' stats rise even if you fight battles without Yuna in your party), so will aeons' (there is stat growth limit tho'). Let's cover Gagazet next. Go to Gagazet and capture one Bandersnatch, Ahriman, Dark Flan, Grenade, Grat, Grendel, Bashura, Mandragora, Behemoth, Splasher, Achelous and Maelspike (latter three can be found in watery parts of Gagazet). One of each drives by Catoblepas. By capturing *two* of each water fiend you'll also unlock Shinryu. Moving onto I. Sin dungeon. Here wear First Strike weapons you've purchased before and customized when I advised you to. Capturable monsters found here are Exoray, Wraith, Geminis (there's two kinds!), Demonolith, Great Malboro, Barbatos, Adamantoise and King Behemoth. Words of advice are needed... - Exoray is easy - Wraith is a souped up Ghost, and likes to use Doom on first turn - until second turn it'll already be dead - Geminis are tough; Armor Break one and kill it ASAP to disable two Reaper attacks in a row - Demonolith is made harmless by using Silence Buster or Silence Grenade on it, which disables its Pharaoh's Curse counter; remember to wear Stoneproof armors! - Great Malboro is a pain; equip your Provoker with First Strike weapon and on Provoker's turn Provoke Great M. to 'disable' Bad Breath, then kill it - Barbatos can only be fought in 'city' area, which you can access once you defeat Omnis; I don't recommend Armor Breaking it, else it'll counter with Mortar lots of times, but it's your choice - Adamantoise, eh? Mental Break it, then put it to sleep, then use magic on it until it has little HP left at which point use a physical attack to capture it - Behemoth King is another pain; all attacks sans its desperation move target one chr, so you'll manage to stay alive till the end, when you can capture it (interesting note: according to NTSC owners, Kingie ends with Meteor even if you capture it in NTSC version; luckily for us, it doesn't do so in our version). After all of this stuff is yours, Abaddon is now accessible. And finally O. Ruins. Zaurus, Floating Death, Black Element, Halma, Puroboros, Spirit (make sure you Provoke it or you'll be sorry), Machea, Master Coeurl (capture one of these by all means!!!), Master Tonberry (wait until it gets close, then unload on it) and Varuna. Capture one of each for Vorban. Now that all area creations are unlocked, you also get access to Neslug. Return to arena and get these prizes: - for Catoblepas you get Blossom Crown (needed for Magus Sisters) - for Shinryu you get 30x Megalixir - for Abaddon you get 99x Lunar Curtain - for Vorban you get 60x Designer Wallet - for Neslug you get 99x Winning Formula With this Step 1 of this informator is complete. You're ready for step 2. ************************************************************ STEP 2 - THREE SELECTED CHARACTERS LEARN IMPORTANT ABILITIES ************************************************************ What now? I know you've tried fighting arena creations, only to be defeated. I did too. In order to survive you don't only need high stats, you need an assortment of skills as well. IMO getting right skills before maxing stats takes priority, therefore it is this what I'll discuss next: how to have all chrs learn important abilities... It is time to choose the party that will take care of those nasty overpowered enemies. As stated before, I suggest Rikku, Auron and Kimahri, all with their fully powered celestial weapons. If you have Anima and Magus Sisters, switch Kimahri out for Yuna. If you don't have Anima and Magus Sisters, Yuna will act as a backup in certain tough 'events'. Which abilities do I deem important? Esuna, Full-Life, Hastega, Slowga, Shell, Protect, Reflect, Dispel, Holy, Auto- Life, Steal, Use, Entrust, Copycat, Quick Pockets, Doublecast, Bribe, Triple Foul, Delay Buster, Full Break, Mug and Quick Hit. No, no, no, I won't have you walking all over SG just to activate those nodes. I'll provide you with an easy guide of how to obtain all of these nifty abilities with ease... Getting the cash - sell off all of the excessive weaponry and armor you might have collected on your journey and you don't need anymore - equip Rikku with her Godhand (this is her best weapon I'm sure you've gotten already) or in case you don't have one yet, customize any weapon with two free slots with Gillionare (use 30x Designer Wallet you got not long ago) and First Strike - go to O. Ruins and save at nearby save sphere - start circling around here and keep falling into random battles - make sure Rikku (and First Striker) is (are) in frontline party - most of fights are VS 1x Zaurus and 1x chest (it can be a Mimic) - make sure you have Rikku Steal from the chest; if it says 'Nothing to steal.', chest turns into one of four shapes of a Mimic - defeat this bastard and you'll get 100000 gil - Rikku must be in winning party or you won't get cash bonus - for starters you'll need around 4000000 gil Getting the hard-to-reach abilities for Rikku, Auron and Kimahri (Yuna) WAY 1: - head to monster arena - pay to fight Master Coeurl - Bribe it 130000+ gil for one Warp Sp. (you'll need about 15 of them) - now pay to fight Coeurl - Bribe it 60000+ gil for Friend Sp. (need about 45 of them) - get 99 Ability Spheres - now use Warp Sp. to warp to Full-Life node and use Ability Sp. to have Rikku learn Full-Life - now have Auron use Friend Sp. to teleport to Rikku's location and use Ability Sp. to learn Full-Life (do the same for Kimahri, Yuna, or both) - repeat the process of warpin' and stuff for these abilities: Auto-Life, Copycat, Quick Pockets, Doublecast and Full Break WAY 2: - slaughter heaps of Cactuars so that you gain large amounts of AP with which you can cross the grid - alternatively, you can kill lots of Great Malboros or Master Tonberries for two huge AP boosts - another alternative to get lots of AP is AP gaining trick described way above (press CTRL + F, type in A840A, and press ENTER) - to get lock spheres with which you remove the locks at SG, you need to do a bit of Bribing again: for Lv.1 Bribe Imp, for Lv.2 Bribe Behemoth, for Lv.3 Bribe Demonolith, for Lv.4 Bribe Chimera Brain - the rest of the stuff is accomplished much the same as previous way Learning the rest of important abilities - according to abilities left (Esuna, Hastega, Slowga, Shell, Protect, Reflect, Dispel, Holy, Steal, Use, Entrust, Bribe, Triple Foul, Delay Buster, Mug and Quick Hit) you'll need 24 Wht Mag Sp., 12 Special Sp., and 12 Skill Sp. - you can get Wht Mag Sp. by Bribing Dark Flan - Special Sp. will be yours when Adamantoise is Bribed - Skill Sp. are handed to you by Bribing Zu - finding all of these guys is not hard, since we already captured one of each when we were questing after area creations - if in need of more cash, return to O. Ruins and continue slaughtering Mimics Second step in accomplishing the task is complete. Although I've singled out three (four) chrs, the others will get their turn once the selected chrs finish their route across the SG. ************************************************* STEP 3 - GETTING READY TO FIGHT SPECIES CREATIONS ************************************************* Right. In step 3 I'll tell you how to access the chance itself to max the stats. We'll need to unlock species creations. To do so you'll now have to revisit each of the 13 areas and capture following amounts of stuff in order to have Species conquest entry in the end look like this: - Fenrir - capture at least 3 of each: Dingo, Mi'ihen Fang, Garm, Snow Wolf, Sand Wolf, Skoll, Bandersnatch. - Ornitholestes - capture at least 3 of each: Dinonix, Ipiria, Raptor, Melusine, Iguion, Yowie, Zaurus. - Pteryx - capture at least 4 of each: Condor, Simurgh, Alcyone. - Hornet - capture at least 4 of each: Killer Bee, Bite Bug, Wasp, Nebiros. - Vidatu - capture at least 4 of each: Gandarewa, Aerouge, Imp. - One-Eye - capture at least 4 of each: Floating Eye, Buer, Evil Eye, Ahriman, Floating Death. - Jumbo Flan - capture at least 3 of each: Water Flan, Thunder Flan, Snow Flan, Ice Flan, Flame Flan, Dark Flan. - Nega Elemental - capture at least 3 of each: Yellow Element, White Element, Red Element, Gold Element, Blue Element, Dark Element, Black Element. - Tanket - capture at least 3 of each: Raldo, Bunyip, Murussu, Mafdet, Shred, Halma. - Fafnir - capture at least 4 of each: Vouivre, Lamashtu, Kusariqqu, Mushussu, Nidhogg. - Sleep Sprout - capture at least 5 of each: Funguar, Thorn, Exoray. - Bomb King - capture at least 5 of each: Bomb, Grenade, Puroboros. - Juggernaut - capture at least 5 of each: Dual Horn, Valaha, Grendel. - Ironclad - capture 10 of each: Iron Giant, Gemini A, Gemini B. IMPORTANT: If not already mentioned, you need Clear Spheres to remove crappy nodes from SG. But in order to do so, you must capture at least 5 of every capturable fiend in order to unlock Ultima Buster as well as being able to buy Clear Spheres. Currently you DON'T need them yet. Additionally, by unlocking two species creations Greater Sphere is also unlocked. For six species creations open you get to fight Th'uban. After this feast is complete (I bet you'll never want to see another Tonberry, Master Tonberry, Simurgh, Ogre, Garuda and some other nice guys) return to the arena to collect your rewards, which are: - for unlocking Fenrir you get 99x Chocobo Feather - for unlocking Ornitholestes you get 99x Stamina Spring - for unlocking Pteryx you get 99x Mega Phoenix - for unlocking Hornet 60x Mana Tonic - for unlocking Vidatu 99x Mana Spring - for unlocking One-Eye 60x Stamina Tablet - for unlocking Jumbo Flan 60x Twin Stars - for unlocking Nega Elemental 99x Star Curtain - for unlocking Tanket 99x Gold Hourglass - for unlocking Fafnir 99x Purifying Salt - for unlocking Sleep Sprout 99x Healing Spring - for unlocking Bomb King 60x Turbo Ether - for unlocking Juggernaut 99x Light Curtain - for unlocking Ironclad 60x Mana Tablet - for unlocking Greater Sphere 60x Supreme Gem - for unlocking Th'uban 99x Gambler's Spirit - for unlocking Ultima Buster 99x Dark Matter Almost everything unlocked except Nemesis (and Ultima Buster, if you didn't bother capturing 5 of each fiend). Are you good or not? ********************************* STEP 4 - FINAL STATISTIC PREPPING ********************************* In this step I'll prep you up for upcoming battles against species creations. You should be using Rikku with fully powered up Godhand, Auron with fully powered up Masamune and Kimahri with fully powered up Spirit Lance (or Yuna, if her Nirvana is fully powered). What I'll write now may go against the common belief, but... Personally I think that it is MUCH better that you try to cover all existing stat booster nodes on SG *before* you take on any of newly created monsters in the arena. Sure, if you have Yuna and all her summons, job is easy in this case, but many first time FFX: PAL players forget to get Destruction Sp. treasures in the temples and are later unable to win it back cos of certain would-be-tough guys. I have had that experience. Also, I don't think that raising HP above 9999 HP is necessary. Forget about raising MP behind 999 MP - this value will more than suffice. I'll present a chart with starting stats of playable chrs: Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 520 360 380 475 618 644 1030 ------------------------------------------------------------ Str 15 10 5 5 14 16 20 ------------------------------------------------------------ Def 10 8 8 5 10 15 15 ------------------------------------------------------------ Mag 5 10 20 20 10 17 5 ------------------------------------------------------------ Mdef 5 8 30 20 5 5 5 ------------------------------------------------------------ MP 12 85 92 84 10 78 33 ------------------------------------------------------------ Agi 10 16 5 10 7 6 5 ------------------------------------------------------------ Luck 18 18 17 17 19 18 17 ------------------------------------------------------------ Eva 10 5 40 30 5 5 5 ------------------------------------------------------------ Acc 10 5 3 3 25 5 3 Looks crappy, doesn't it? But fear not, after all stat nodes are activated, picture drastically changes. This next chart shows how much does each stat improve. I used Tidus and when he covered all nodes, he had following stats: HP, St, Df, Mg, Mf, MP, Ag, Lu, Ev, Ac 9999 187 160 147 129 999 184 36 134 80 So, what are the exact increases in every stat? The answer is in the below chart. I'll list the after-stat, and subtract before-stat to get increase-stat. Complicated? Naah. Before-stat After-stat Increase-stat HP 520 9999 9479 -------------------------------------------------------------- Str 15 187 172 -------------------------------------------------------------- Def 10 160 150 -------------------------------------------------------------- Mag 5 147 142 -------------------------------------------------------------- Mdef 5 129 124 -------------------------------------------------------------- MP 12 999 987 -------------------------------------------------------------- Agi 10 184 174 -------------------------------------------------------------- Luck 18 36 18 -------------------------------------------------------------- Eva 10 134 124 -------------------------------------------------------------- Acc 10 80 70 Note: HP and MP are increased waaaay more cos of sea of HP and MP nodes that are on SG. But where are those additional HP and MP, you ask? You need Break HP Limit and Break MP Limit armor abilities for that. Don't worry tho', game remembers all HP and MP. When you get those two abilities I mentioned, HP and MP will be properly displayed. With all HP nodes on SG activated chrs' HP end up somewhere around 20000 (when Tidus reached 9999, I counted 51 more HP nodes before they were all activated). Now I'll provide the stats your chrs can have when all of the existing stat nodes have been activated, not counting the spheres you may have gotten and used already. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 9999 9999 9999 9999 9999 9999 9999 ------------------------------------------------------------ Str 187 182 177 177 186 188 192 ------------------------------------------------------------ Def 160 158 158 155 160 165 165 ------------------------------------------------------------ Mag 147 152 162 162 152 159 147 ------------------------------------------------------------ Mdef 129 132 154 144 129 129 129 ------------------------------------------------------------ MP 999 999 999 999 999 999 999 ------------------------------------------------------------ Agi 184 190 179 184 181 180 179 ------------------------------------------------------------ Luck 36 36 35 35 37 36 35 ------------------------------------------------------------ Eva 134 129 164 154 129 129 129 ------------------------------------------------------------ Acc 80 75 73 73 95 75 73 What do you say now, huh? Aren't your chrs strong or aren't they strong?:) Really, getting to activate all of the nodes on SG first is more fun to do then trying to nail some of species creations who may prove way too tough. But hey, you're nearly ready now, it's time we get you in the clothes you'll use for next battles (to raise Luck you're advised to use Attribute Sp., which you get by Bribing Maelspikes). After everything is covered, ie all abilities learned, all stat nodes activated and all Lock nodes removed, you will have 269 empty nodes available. Memorize this number and in the continuing lines you will see how to best employ them. First we'll want to max Strength. I'll tell what next once Str is covered. Note: In this note I'll add what stat spheres you may have received if you've been lucky enough... - 1x Magic Sp. from Cloister in Djose temple - 1x Magic Defence Sp. in Moonflow: South Bank Road - 1x Luck Sp. in Kilika Forest - 1x Luck Sp. in Macalania Temple - 1x Luck Sp. in Dome: Corridor - I may have been missing some, but it doesn't matter really. ***************************** STEP 5 - FIRST ARMOR PREPPING ***************************** What you need to do now is go to Macalania forest and find Wantz there. When you find him, purchase empty 4-slotted armors from him 100000 gil a piece. If by some strange coincidence Wantz isn't there, head into arena and fight Adamantoises or Varunas. So far these two are only fiends I know of that drop empty 4-slot armors. Last alternative for you is to go the airship and purchase armors from Rin. It'll already have HP+10% armor ability integrated, but will also have three free slots. We'll get more sets of armors in the long run, just so you know it. For first armor we'll be using you'll want to add Auto-Haste. 80x Chocobo Wing is enough for one, thus making a final total of 240x Chocobo Wings. You got 99 of them for unlocking Cactuar King, and you can get the rest by Bribing Machea from O. Ruins. Next add Auto-Protect. You'll need 210x Light Curtains. You got 99x of them from unlocking Juggernaut. Steal the rest from Iron Giant. Or engage against Tanket. You can steal 4x Light Curtain per one successful steal. Or in case you can win against Fafnir, he'll drop 20 of then when killed (40 for Overkill). For third slot you want to employ Auto-Phoenix. 60x Mega Phoenix for three. Bribe Ghost for Mega Phoenixes if you're running low on them. First armor is prepped and ready to use. So equip Rikku with Godhand, Auron with Masamune and Kimahri with Spirit Lance (Yuna with Nirvana) - all these weapons must be fully powered up. Don't forget to equip newly created armors! Also remember that Kimahri's and Rikku's best weapons deal more damage at full HP, whilst Auron's deals more damage, lower he is on HP. If you'll be running low on money, remember to return to O. Ruins and kill Mimics there for money. ************************ STEP 6 - MAXING STRENGTH ************************ First stat you'll want to increase and I strongly urge you to do so is strength... *activates Stat Scanner* ...Ah, our target is Juggernaut! So save at the save sphere behind arena manager, talk to him and pay the cash to engage... He has 1200000 HP and needs to be dealt a finishing blow over 15000 damage to get an Overkill. He drops 1x Strength Sp. (2x for Overkill). He can be status- inflicted will all four Breaks. Here are his stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 98, 140,70, 62, 42, 15, 0, 32 Although his Def may intimidate you, he is very slow when compared to Agi of your speedster chrs. Two to three chr's turns for one of Jugi's is a usual. Don't bother with magic against Jugi, as he's impervious to any magic. Juggernaut is an extremely easy species cretin - here's his move pattern: Charging, Salvo (fire-based attack), complement of moves consisting of either Attack or Crush Spike... after four Crush Spikes have been used..., Charging, Salvo... ad infinitum. As soon as battle starts, you're nearly set for him as you're already in Haste and Protect statuses. As you see in upper right corner, you will have many turns (eight or so) before Jugi gets his first turn. Use Full Break or Auron's Banishing Blade on him, then switch to Quick Hits. Jugi's first turn will be automatically wasted for Charging. Keep using Quick Hits to assault Juggernaut mercilessly. Sometime before Jugi's second turn remember to cast NulBlaze on your party. As Jugi's second turn approaches, you'll see three Immune appear on screen. Sometime now Juggernaut will go 'Aaaaaaaaargh!!! How could you do that to meeeeee???'. In case he's still not dead, you'll start seeing Crush Spike or Attack. Crush Spike will kill chr targetted, but that chr will be revived automatically by Auto-Phoenix in other chrs' armors. Attack on other hand will deal about 2800 to 3000 to one of your chrs. Nothing dangerous, as you will soon see. Wrestle that 1x Strength Sp. (or 2x, if you Overkilled him). Now enter Sphere Grid and place that Strength Sp. into one of the empty nodes. Activate it as well with Rikku, Auron and Kimahri (Yuna) to have their Str increase by four points for the next battle. Closer you get to 255 Str, faster Jugi will bite the dust, hehe. POST-JUGGERNAUT-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Str stat is 177 of Lulu and Yuna. This means you're gonna need 20 Strength Sp. in order to reach max Str stat for all seven chrs. Proceed in killing Jugi until you have that much. Lay waste upon SG using 20 Strength Sp. you've just received and Str stat for all chrs is at 255 finally. Yay us. To avoid traveling over too much of SG, I suggest fighting Sleep Sprout for Teleport Spheres he drops. Then use Teleport Spheres to move close to those empty nodes and fill them up with Str +4 nodes, that you later activate. If you need lots of Power Sp. fast, engage in battle against Kottos, feed him one Power Distiller and Overkill him to receive 40x Power Sp. - Empty nodes remaining: 248 empty nodes. - Next stat target: Defence - but uhhh, there is an obstacle in the way, as Tanket causes Berserk... before you nail him, we'll need another armor piece *************************** BY-STEP 6 - FAFNIR OVERKILL *************************** Fafnir is another creation that has set attack pattern, therefore this is why I recommend fighting it for Light Curtains (you need those for Auto-Protect). He has 1100000 HP and needs to be dealt finishing blow worth over 13000 in order to get Overkill. He drops 20x Light Curtain (40x for Overkill). Overkill is very much possible anyway since your chrs have max Str, therefore you'll need to fight it 6 times to receive all Light Curtains you need. He's also susceptible to all four Breaks. Here are his stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 76, 30, 109,130,38, 15, 0, 100 Even slower than Juggernaut. But he has a nasty trick, that'll be exploited below. Once the battle commences, you are already in top shape when it comes to Haste and Protect. If Auron has full Overdrive, Banishing Blade him or have him use Full Break. Then resort to Quick Hits and Fafnir goes down somewhere around his first attack, which would be simple 'Bash' for moderate (moderate cos of Auto-Protect on) damage to one chr. In case you're still not able to defeat it after his first and he gets around to second turn, remember to cast NulFrost prior to it (use following move pattern to help you further decipher his next attacks - 'Bash', Triple Attack *ice* [NulFrost], Triple Attack *fire* [NulBlaze], Triple Attack *lightning* [NulShock], 'Bash', repeat the pattern). Careful - Fafnir's triple-stage-attacks have Quick Hit properties... you'll know what I'm talking about once you view the top right corner of the screen. Nab him six times or more if he drops some Dark Matters. *************************** STEP 7 - SECOND ARMOR PIECE *************************** Purchase another three armors from Wantz / defeat Adamantoise to receive empty 4-slot armor. Buying from Rin on airship is not recommended anymore, so I urge you to resort to these two ways. What shall we integrate in this armor? This time we have four slots to work around with. In one integrate Auto-Haste (Bribe Machea for Chocobo Wings), in second Deathproof (Bribe Epaaj for Farplane Winds), in third Berserkproof (Bribe Floating Eye for Musks), in fourth Confuseproof (Bribe Raldo for Hypello Potions). This armor will help us in getting Defence and Agility to the max. IMPORTANT: Purchase additional armor piece for Auron! Extremely important! In first slot integrate Ribbon using 99x Dark Matters you got if you were bothered enough to unlock Ultima Buster. If you don't have them yet, or have insufficient amount of them, save them for later. *********************** STEP 8 - MAXING DEFENCE *********************** Strength alone isn't sufficient. Without high Defence you don't stand a chance against many of Original creations, as well as dark aeons. For Defence boosting we'll... *activates Stat Scanner* ...take on Tanket. Prior to battle make sure you equip armor which we lastly created, ie the one containing Deathproof, Berserkproof and Confuseproof. For this battle Berserkproof will take care of nasty things. Tanket is another slowpoke in species creation assortment. And yep, he has an attack 'pattern' as well. He has 900000 HP and needs to be dealt finishing blow worth over 10000 in order to get Overkill. He drops 1x Defence Sp. (2x for Overkill). Overkill is very much possible anyway since your chrs have max Str. He's also susceptible to Armor Break and Mental Break. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 103,100,3, 250,41, 15, 0, 100 Slow? Yes? Nasty trick? Yes. Easy anyway? With a little trick, yes. At start of battle have Auron execute Banishing Blade or Full Break on Tanket to soften him up. Important thing in this battle is to keep track of how much damage you did to Tanket. If you're hitting for 99999 (use Quick Hits!), stop at fourth attack. At this point *always* have Auron use Sentinel until Tanket's next attack. Auron will counter, dealing a blow, pushing Tanket's HP over 1/2 lost, thus forcing him in switching to Rush Attack... but you won't see any, as you will now have way more then five turns left in which you deal another five 99999-s to Tanket, successfully sending him to the Farplane. If you're worried by Berserk you were being inflicted with in earlier battles, no worries. That's why we have Berserkproof here - to never be Berserked. Also don't worry about having delayed turns - as Agi is pretty high, it won't matter.:) Bye, Tanket. POST-TANKET-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Def stat is 155 of Yuna. This means you're gonna need 25 Defence Sp. in order to reach max Def stat for all seven chrs. Proceed in killing Tanket until you have that much. Lay waste upon SG using 25 Defence Sp. you've just received and Def stat for all chrs is at 255 finally. Yay us. To avoid traveling over too much of SG, I suggest fighting Sleep Sprout for Teleport Spheres he drops. Then use Teleport Spheres to move close to those empty nodes and fill them up with Def +4 nodes, that you later activate. If you need lots of Power Sp. fast, engage in battle against Kottos, feed him one Power Distiller and Overkill him to receive 40x Power Sp. - Empty nodes remaining: 223 empty nodes. - Next stat target: Accuracy - Hornet has two status attacks he will annoy you with: Bewitching Stab inflicts Confusion (Confuseproof armor we already have) and regular 'Stab' inflicts KO (what a coincidence - we also have Deathproof armor) ************************ STEP 9 - MAXING ACCURACY ************************ Physical prowess of our chrs has been taken care of. Now let's make sure they have some means of (nearly) always hitting the enemies... *activates Stat Scanner* ...oh, gosh, it's Hornet! Prior to battle make sure you equip armor which we lastly created, ie the one containing Deathproof, Berserkproof and Confuseproof. For this battle Deathproof and Confuseproof will take care of nasty things. Hornet is *not* another slow bastard, so do not get too confident. He has 620000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Accuracy Sp. (2x for Overkill). Overkill *will* be possible anyway since your chrs have max Str. He's also susceptible to all Breaks. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 63, 70, 88, 95, 102,15, 17, 100 He's a lot faster than his previous buddies. He's also a bit more skilled at evading attacks, but you will miss maybe in one out of five tries. Nothing majorly worrying. What could be worrying, but isn't, are his attacks. Bewitching Stab's Confusion won't work, KO that 'Stab' carries won't work... you will be inflicted by Poison, Sleep and Darkness, however. Cure them with simple Esuna. As battle starts, just let it all out with Quick Hits (use Aim a few times if you think you miss too often - soon that will improve), only stopping if Hornet manages to put someone to sleep. Yes, I suggest ignoring Poison and the damage it does to you - concentrate on downing Hornet instead. With Auto-Haste in place each of your chrs will be getting two to three turns for one Hornet's. Not shabby, eh? POST-HORNET-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Acc stat is 73 of Lulu and Yuna. This means you're gonna need 46 Accuracy Sp. in order to reach max Acc stat for all seven chrs. Proceed in killing Hornet until you have that much. After each Hornet battle remember to visit SG to use Accuracy Sp. you've just won in order to improve Acc for next Hornet battle, eventually allowing you to hit him with no problem. Also remember laying waste upon SG until 46 Accuracy Sp. are used and Acc stat for all chrs is at 255 finally. Yay us. To avoid traveling over too much of SG, I suggest fighting Sleep Sprout for Teleport Spheres he drops. Then use Teleport Spheres to move close to those empty nodes and fill them up with Acc +4 nodes, that you later activate. If you need lots of Speed Sp. fast, engage in battle against Kottos, feed him one Speed Distiller and Overkill him to receive 40x Speed Sp. - Empty nodes remaining: 177 empty nodes. - Next stat target: Agility - Fenrir, like Hornet, has two status attacks he will annoy you with: Fangs of Chaos inflict Confusion (Confuseproof armor we already have) and Fangs of Hell inflict KO (what a coincidence - we also have Deathproof armor) ************************ STEP 10 - MAXING AGILITY ************************ Str, Def and Acc. What a glorious trio. How about adding another member to the clan? *activates Stat Scanner* ...Fenrir! Finally. I've been wanting to see what this wolf is capable of. Prior to battle make sure you equip armor which we lastly created, ie the one containing Deathproof, Berserkproof and Confuseproof. For this battle Deathproof and Confuseproof will take care of nasty things. Warning! Currently Fenrir is faster than all of your chrs... or is he? Thanks to Auto-Haste you're ensured that your chrs will be getting one or two turns for each of Fenrir's. He has 850000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Agility Sp. (2x for Overkill). Overkill *will* be possible anyway since your chrs have max Str. He's also susceptible to Magic Break and Mental Break, none of which interest us, since we won't be using magic against him. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 73, 40, 12, 165,200,15, 60, 50 Lot faster than Hornet, also having pretty high evasion. But what was the last thing we were collecting? Accuracy Sp.! Kiss your Evasion goodbye, Fenrir. Luckily for us Agility of your chrs is another stat that was pretty populated on SG, meaning you don't have to fight lots of Fenrirs... At start of battle... you already know what to do, yes? Quick Hits all the way... Fangs of Chaos is gravity attack, based on current HP, meaning it won't kill you, no matter how hard Fenrir can try. It is used the most among the three attacks Fenrir has to offer. Fangs of Hell can be avoided in maybe 2 out of 5 times, but we don't have that much Evasion yet to guarantee 100% evasion. Fangs of Ruin needs some further assessment to be done on my part (????? doublecheck what the heck Fangs of Ruin do?????). You'll get five or six turns for one Fenrir's (as we've only started collecting Agility Sp.), more if you're using Quick Hits (watch the number of turns skyrocket once you gain 255 Agi). As you cannot be inflicted with any dangeruos status except being KO-ed normally by Fangs of Hell, your only job is to use Quick Hit, or Quick Pocket a Phoenix Down to revive fallen ally. POST-FENRIR-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Agi stat is 179 of Lulu and Auron. This means you're gonna need 19 Agility Sp. in order to reach max Agi stat for all seven chrs. Proceed in killing Fenrir until you have that much. After each Fenrir battle remember to visit SG to use Agility Sp. you've just won in order to improve Agi for next Fenrir battle, eventually allowing you to hit him more times he can imagine. Also remember laying waste upon SG until 19 Agility Sp. are used and Agi stat for all chrs is at 255 finally. Yay us. To avoid traveling over too much of SG, I suggest fighting Sleep Sprout for Teleport Spheres he drops. Then use Teleport Spheres to move close to those empty nodes and fill them up with Agi + 4 nodes, that you later activate. If you need lots of Speed Sp. fast, engage in battle against Kottos, feed him one Speed Distiller and Overkill him to receive 40x Speed Sp. - Empty nodes remaining: 158 empty nodes. - Next stat target: Magic Defence - One-Eye has multi-target multi-status inflicting attack... news that you and I don't like. Maybe you're thinking that we'll create new armor for him. If you want to, go for it. I'll provide another section dedicated to creating armor piece just for One-Eye battles. For those that would like to skip making another armor, I have a little trick as well. ****************************** BY-STEP 10 - THIRD ARMOR PIECE ****************************** One-Eye's Shockwave inflicts magic type damage along with Confuse, Sleep, Silence, Darkness and Slow. Silence and Darkness are hardly of being dangerous, but we need to take care of other three. Head to Wantz's again and purchase another three armors with four empty slots. In the slots input Confuseproof (Bribe Floating Eyes for Musks), Sleepproof (Bribe Skoll for Dream Powders) and Slowproof (Bribe Mushussu for Gold Hourglasses). Leave fourth slot empty for now. Why not Auto-Haste instead of Slowproof? I think it's a waste. Your chrs have 255 Agi and when you compare this to One-Eye's Agi of 38, it makes you laugh. ****************************** STEP 11 - MAXING MAGIC DEFENCE ****************************** Physically your chrs are as tough as they can get, but what about magic toughness? *activates Stat Scanner* ...One-Eye? The name couldn't fit better... Prior to battle either make sure you equip armor which we lastly created, ie the one containing Slowproof, Sleepproof and Confuseproof, or make sure Auron is equipped with Masamune. Warning! One-Eye has extremely high probability of ambushing you, in which case you will get struck with Shockwave (injects Confuse, Sleep, Silence, Darkness and Slow). One-Eye has 150000 HP and needs to be dealt finishing blow worth over 15000 in order to get Overkill. He drops 1x Magic Defence Sp. (2x for Overkill). Overkill *will* be possible anyway since your chrs have max Str. He's also susceptible to Armor Break and Power Break, none of which interest us. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 55, 58, 77, 183,38, 15, 10, 18 Anyone needs speed? You chrs got it... and they've got it lots. If you listened to my advice before, this battle will become extremely easy. But let's discuss both ways anyway... If you went in skipping making third armor set, Auron will be first to act. If One-Eye ambushed you, choose to Flee the battle. If One-Eye is encountered normally, or you even gained Initiative on him, kill him before he gets his first turn. Doing so is 100% sure you'll never even get hurt, but it also costs money you'll waste paying to fight One-Eye, only to find out he ambushed you and having no option left but to flee. Spending a bit more time instead on gathering the ingredients for third armor I suggested putting together will be 100% sure way you'll always emerge victorious. One-Eye's Evasion and Darkness he can inflict with Shockwave won't help him one bit in evading any of your attacks... maybe one out of ten, by which he'll already be defeated, as he only packs 150000 HP (true, he has infinite Regen, but who cares about that when he can't make full use of it, right?). POST-ONE-EYE-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Mdef stat is 129. Strangely, all boys have that much. This means you're gonna need 32 Magic Defence Sp. in order to reach max Mdef stat for all seven chrs. Proceed in killing One-Eye until you have that much. After each One-Eye battle remember to visit SG to use Magic Defence Sp. you've just won in order to improve Mdef for next One-Eye battle, slowly but surely decreasing the damage he can do to you with Shockwave. Also remember laying waste upon SG until 32 Magic Defence Sp. are used and Mdef stat for all chrs is at 255 finally. Yay us. To avoid traveling over too much of SG, I suggest fighting Sleep Sprout for Teleport Spheres he drops. Then use Teleport Spheres to move close to those empty nodes and fill them up with Mdef +4 nodes, that you later activate. If you need lots of Mana Sp. fast, engage in battle against Kottos, feed him one Mana Distiller and Overkill him to receive 40x Mana Sp. - Empty nodes remaining: 126 empty nodes. - Next stat target: Evasion - Pteryx is much like One-Eye in few aspects... likes to ambush you and has little HP. Very luckily for us Pteryx doesn't have dangerous statuses throwing around - he can only Curse you or delay your next turn (which won't matter cos of high Agi stat). IMPORTANT: One-Eye can be your richest cash-cow so far. He frequently drops three slotted Triple AP weapons, which can be sold for 67000+ gil. Since you can dispose of him in two attacks, I'd recommend switching to this money earning, as I bet you're tired of seeing Mimics already. ************************ STEP 12 - MAXING EVASION ************************ Sixth stat we're about to max... *activates Stat Scanner* ...Pteryx? Another flying-o bastard-o. Prior to battle equip first armor we created, ie the one containing Auto- Phoenix, Auto-Haste and Auto-Protect. Pteryx also has extremely high probability of ambushing you, in which case you will get struck with Beak of Woe (Curses!). Pteryx has 100000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Evasion Sp. (2x for Overkill). Overkill *will* be possible anyway since your chrs have max Str. He's also susceptible to all Breaks. Not like I care. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 90, 100,5, 100,60, 15, 60, 100 Let's laugh a lot. Strategy is not even needed for this guy. Two Quick Hits and it is all over, doesn't matter if you got ambushed or not. POST-PTERYX-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Eva stat is 129. Rikku, Auron, Wakka and Kimahri are guilty. This means you're gonna need 32 Evasion Sp. in order to reach max Eva stat for all seven chrs. Proceed in killing Pteryx until you have that much. Remember laying waste upon SG until 32 Evasion Sp. are used and Eva stat for all chrs is at 255 finally. Yay us - we're almost at the end. To avoid traveling over too much of SG, I suggest fighting Sleep Sprout for Teleport Spheres he drops. Then use Teleport Spheres to move close to those empty nodes and fill them up with Eva + 4 nodes, that you later activate. If you need lots of Speed Sp. fast, engage in battle against Kottos, feed him one Speed Distiller and Overkill him to receive 40x Speed Sp. - Empty nodes remaining: 94 empty nodes. - Next stat target: Luck - Why Luck next and not Magic? Personally I think Magic is completely useless stat to max in FFX. You will fight toughest enemies of the game with pure strength and skills that involve raw power. Rare occassions that will force you to rely on magic power will be narrowed down to reviving with Life or Full- Life, curing status ailments with Esuna or Dispel, and maybe occassional Hastega or Slowga. But you know, there are other ways that do the job better, you just need time and will to know where to look for it. Casting attack magic is fairly useless for two things: it doesn't pay off as toughest enemies have high magic defence and I don't want to see Ultima for x-times, where x equals split infinity. I forgot to add that you need to fight Jumbo Flan in order to get Magic Sp. It's 'pure' coincidence he can only be damaged by magic (there are exceptions - Ifrit's Meteor Strike and some Overdrives deal damage to Jumbo as well). No thanks, I'll pass on that. That's why. ************************** STEP 13 - PART-MAXING LUCK ************************** Yep, you read correctly. After all 255 you've seen Luck will be raised only partly until further notice. There are two reasons to do this: You need to fight Greater Sp. for Luck Sp. and Earth Eater for Fortune Sp. Furthermore, you need one Fortune Sp. per one activation of Luck +4 node. Meaning? One Luck +4 node can only be fully activated with 7 Fortune Sp. Man, imagine the number of Earth Eaters you'll have to kill. Getting Luck Spheres You'll need to engage VS Greater Sphere. While I have an easy strat for him, you'll get bored easily, so make sure you're listening to some music. For starters I would like to aim for 100 Luck stat for three chrs (or four... you know, Yuna and Kimahri stuff, blah blah), just enough that you have little to no problems wasting first four dark aeons. Equip first armor we created prior to battle, ie the one containing Auto- Phoenix, Auto-Haste and Auto-Protect. Greater Sphere packs 1500000 HP, with 99999 worth of damage counting for an Overkill. He drops 1x Luck Sphere (2x for an Overkill). His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 87, 130,102,120,55, 15, 0, 72 Pretty slow, but dangerous anyway. To get all chrs' Luck to 100 and above, we'll need 17 Luck Spheres. Subtract three you received so far (hopefully you didn't use them for Mixes) and number decreases to 14 only. Let's calculate small probability of Greater Sphere dropping Dark Matters in 1 out 4 cases... I'd say you'll need to waste about 12 Greater Spheres. Let's do it. As battle starts, yawn at GS' poor choice of how he wants to be positioned during battle. After he's put together, Quick Hit him. For each attack you'll see Ultima counter. At full Mdef it deals 900 damage to all. You may need to heal once or twice during the process. For last chr that has a turn before GS, do not let that chr attack. Instead heal to full with Healing Water or Megalixir. GS regular turn can be Hydraulic Press, which hurts. 16 Ultimas later GS lays defeated and 2x Luck Sphere is yours. Getting Fortune Spheres...? I really really don't recommend doing this if you don't have Tidus or Wakka with their fully powered best weapons. Multi-hit overdrives are a must against Earth Eater. He can be killed with chrs I suggested to use throughout maxing- the-stats process, ie Rikku, Auron and Kimahri, but it'll take another millenia before you gather enough Fortune Spheres. Unfortunately, you will have to deck few Earth Eaters in order to get Fortune Sp., needed to activate Luck nodes. Getting Attribute Spheres Again we take shelter in Bribing. You will need 34 Attribute Sp. in case Yuna can already be part of battle party with fully powered Nirvana, or 51 Attribute Sp. in case Yuna can't be part of battle party yet. Enemy to look for is Maelspike, who can be Bribed for Attribute Sp. You will need about 8000000 gil for this small feast (kill One-Eye and then sell weapons he drops or fight Mimics in O. Ruins; additionally sell off all weapons and armors you got from fighting previous creations). Bribe Maelspike with 100001 gil and then keep giving it 1 gil until it goes away. Of course remember to save before any Bribes are made. POST-GREATER-SPHERE-AND-MAELSPIKE-BATTLE-SPHERE-GRID-INFORMATOR - We'll raise Yuna's, Kimahri's, Rikku's and Auron's Luck to 100 with 17 Luck Sp. we just got. Then have one of those chrs use one Fortune Sp. for each Luck node that was newly created, and have the rest of chrs use Attribute Sp. to activate the nodes. Luck is now 100, enough to waste Dark Valefor and Dark Shiva with a little to no difficulty. - Empty nodes remaining: 77 empty nodes. *************************************** STEP 14 - YUNA 'ALMOST' ENTERS THE FRAY *************************************** Before continuing I deem it is now time that Kimahri will be forced to step out of the field and let Yuna enter occassionally. All of her stats are now at 255 sans Luck and Magic (you don't need latter anyway). First thing to do is enter the airship. Input the coordinates for Baaj Temple: X between 11 and 16, Y between 57 and 63. Enter newly discovered destination. Go up the screen and fall into the water. Kill Geosgaeno who appears with one hit.:) If you killed him before, much better. While still in the water, swim north to reach the interior of Baaj temple. After climbing some steps you'll reach Antechamber with six statues. Top left belongs to Besaid, middle left Macalania, bottom left Zanarkand, top right Bevelle, middle right Djose and bottom right Kilika. By approaching the statue it will light up, meaning you broke the seal for respective temple. BTW, Bevelle statue will light up automatically, there's *no way* you could've missed that one. This means we can now get all of Destruction Sp. from all the temples (except Bevelle one, which we were forced to collect in order to be able to exit it). - Kilika temple, Djose temple and Zanarkand temple will let you extract Destruction Sp. with no problems - you will run into flying problem when trying to approach Besaid temple and you will run into speedy problem when trying to approach Macalania temple ************************************************ BY-STEP 14 - WASTING DARK VALEFOR AND DARK SHIVA ************************************************ Prior to Dark Valefor battle equip first armor we created, ie the one containing Auto-Phoenix, Auto-Haste and Auto-Protect. Valefor packs 800000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Dark Matter (2x for Overkill). Overkill *will* be possible anyway since your chrs have max Str. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 148,120,186,220,105,48, 10, 250 He's moderately fast in comparison to your chrs, but we have Auto-Haste in place and Auto-Protect. Following is info on damage estimates done to party at max stats without Shell and Protect in place: 'Swipe' deals 3700 damage, Energy Ray deals about 1000 damage to all, Energy Blast deals 50000 damage to all (cannot be halved in any way), Sonic Wings deals about 1200 damage. As you can see, only danger lies in Energy Blast, which is only used when Valefor's Ovedrive gauge charges to the max. Among other turns Valefor will be using Energy Ray, 'swipe' and Sonic Wings, none of which are particularly dangerous. Accuracy is at its max (supported by 100 Luck), therefore you will have little trouble hitting Valefor. If you just can't seem to hit it, use Aim few times (5 times is max before using it becomes obsolete). Don't bother with magic, unless you have 255 Mag and Doublecast. I suggest using only physical attacks. Valefor's Overdrive charges to max after he's been attacked for 8 times. Just before his next turn (at which he'll unleash Energy Blast), either cast Auto- Life on Kimahri, Rikku and Auron, or have last chr with a turn before Valefor's switch in Yuna, who summons an aeon to take the damage (I recommend doing the latter). Aeon will die, but you will not. Heal with Megalixirs or Healing Waters (you can steal them from Adamantoises) and switch Yuna back in reserve for whoever you traded before. Nine 99999 hits later Dark Valefor is defeated. Besaid temple can now be entered again. IMPORTANT: Remember before when I suggested of purchasing additional four- slotted armor piece for Auron? You must have 99x Dark Matters by now, cos I'm definitely sure you collected that much of them from killing monster arena creations. Auron's next armor will contain Ribbon (99x Dark Matter), Auto-Haste (Bribe Machea for Chocobo Wings), Auto-Protect (defeat Fafnir for Light Curtains) and Deathproof (Bribe Epaaj for Farplane Winds). Prior to Dark Shiva battle equip first armor piece we created, ie one containing Auto-Haste, Auto-Protect and Auto-Phoenix. Equip Auron with lastly created armor!!! Don't attempt to fight Dark Shiva without that armor. She's fast! That's why you need 255 Agility and Auto-Haste. Following is info on damage estimates done to party at max stats without Shell and Protect in place: 'kick' deals 6000 damage, Heavenly Strike deals about 10000 damage, and Diamond Dust 85000 damage to all (cannot be halved in any way). She's also dangerous cos of her Quick Hit ability, as you will see in CTB window when in battle against her. Her stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 173,163,244,255,255,73, 0, 250 As battle starts, resort to Quick Hits immediately. Your aim is to defeat her before she gains Overdrive. If you get ambushed, strategy changes a little. Thanks to Masamune's First Strike ability Auron will have a turn before Shiva does. Have Auron execute Sentinel! Regardless of Shiva using Heavenly Strike or 'Kick', Auron will run in to intercept the attack, take the damage and counterattack by dealing Shiva some damage. For whole battle keep having Auron execute Sentinel. Shiva has inherent ability of Quick Hit. You can easily see so in CTB window in upper right corner. When she uses 'Kick' or Heavenly Strike, see how fast she'll get next turn... after all of your chrs take one - and this is at 255 Agi and Auto-Haste! Meanwhile Kimahri and Rikku use Quick Hits to attack Shiva, successfully cycling her HP down to zero. As Shiva has higher Luck than Valefor, missed attacks are more often, but IMO still nothing to be worried about. Do not forget to heal Auron every now and then (at max Def he'll take 1500 damage from 'Kick' and 2500 damage from Heavenly Strike if Auron is under Auto-Protect and Sentinel), but use Quick Pockets! If you think Shiva will be able to pull off Overdrive, cease attacking. Do not give in into thinking that you may just be lucky enough to kill her before Diamond Dust - remember that you can miss in your attacks. Instead resort to following defence: on either Rikku's or Kimahri's last turn (*NOT* Auron's - he must remain in battle at all times!!!) before Shiva's Diamond Dust have one of them switch out and bring Yuna in, who will summon an aeon to take the damage for you. After aeon dies, switch Yuna out and bring either Rikku or Kimahri back into battle (depending on who you switched out) and then proceed using the strategy I wrote above and by the time Shiva would use Diamond Dust for second time you will defeat her. Guado attack! Run from these guys all the way to the right so that you enter screen called 'Lake Macalania: Crevasse'. Once here, return to Macalania temple entrance and you can now enter without problem. All of the Destruction Sp. have been collected! Now return to Baaj temple and grab your Anima. ****************************************** STEP 15 - YUNA ENTERS THE FRAY PERMANENTLY ****************************************** Now that temple fun is behind us, few things await us. For Yuna we still need to get two of her summons - Yojimbo (in case you don't have him already) and Magus Sisters. You have to get Yojimbo first. Getting Yojimbo We'll visit Cavern of S. F. again. Remember Tonberry and you'll know straight away where it is located. Go to very back of the cavern, where you'll meet someone from Lulu's past. This someone will summon Yojimbo, who will engage in battle against your party. Do I need to mention how pathetically easy he is when compared to your 255 stats? One strike from any member will send him on the floor (if only I could kill that annoying dog). After the battle you'll visit Antechamber where Yojimbo will ask you what do you wish from him. Answer something, then hand over 300000 gil and he's yours to command in future battles. Getting Magus Sisters For these gals you'll need to visit Remiem temple (east exit from Calm lands, accessible only with chocobo). Enter the temple and you'll find Belgemine. Talk to her. Her too...? Accept her challenge, which is besting her in eight levels of Tetris. You can't choose level eight right from the start, you'll have to work your way up gradually. After you defeat level five, you win Flower Scepter. If you got Anima, level six is now accessible. Best it. If you got Yojimbo, level seven is now accessible. Best it as well. This is it! Now approach the strange door behind Belgemine and you will be able to enter. When Yuna exits, Magus Sisters are yours. Talk to Belgemine again and level eight is now accessible. Best that as well, and finally say farewell to Belgemine who will go where she belongs. Moon sigil is yours at last, meaning Yuna's Nirvana is about to be at peak of its power! Kimahri is now at last forced to leave the party and make place for Yuna, who will make her glorious entrance. ************************************** STEP 16 - PRE-FINAL STATISTIC OVERVIEW ************************************** It's time I present you with another chart showing you stats of all seven chrs. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 9999 9999 9999 9999 9999 9999 9999 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 147 152 162 162 152 159 147 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 999 999 999 999 999 999 999 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 36 104 35 103 37 104 103 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 **************************************** STEP 17 - PRE-FINAL SPHERE GRID OVERVIEW **************************************** We haven't deleted single node up to now, yet already your chrs are able to kick ass left and right. Not to mention the behind, hehe.:) There's still 77 empty nodes remaining on SG that can be filled with something. One part of that something I suggest you pour into 38 Luck Sp. (but it isn't needed!), with which Luck stat will reach 255 value. Yes, I am aware that having 255 Luck, Evasion and Accuracy is not needed. Y'see, you can have one of the following: - either you have 150 Luck, 255 Eva and 255 Acc - or you have 255 Luck, 150 Eva and 150 Acc ... and you'll get roughly same results. But tell me, doesn't it fill you with feeling of completion when you take a look at status screen and you see nothing but 255? Well, in my stat maxing guide everything but Mag. Subtracting that will come into running total of 39 empty nodes still remaining on SG. You're left to do with them as you please, but many players go for HP nodes (get them from killing Ironclad in species creation list). If you absolutely must have Mag at 255, you'll need 27 Magic Sp. (get them from killing Jumbo Flan). ***************************************** STEP 18 - WASTING IRONCLAD AND JUMBO FLAN ***************************************** Prior to Ironclad battle equip first armor we created, ie the one containing Auto-Phoenix, Auto-Haste and Auto-Protect. If Yuna doesn't have it yet, make one for her. For Auron stick to his Ribbon armor we have made. Ironclad is a nice guy. He has a set attack pattern, 2000000 HP and counters anything. He needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x HP Sp. (2x for Overkill). He's also susceptible to all Breaks except Power Break. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 100,220,0, 180,65, 15, 0, 50 Strategy? If you insist. First a representation of how Ironclad moves: Reppageki (used also as counter), Bushinzan, Shinryudan, Reppageki, Bushinzan, Shinryudan, repeat as much times as needed. Bearing biggest HP of species creations you'll want to have high Eva and Str for this battle, both of which we already have. And way over as well. When battle starts, we're already in Haste and Protect. Anything funny you try on Ironclad, he'll try Reppageki on you. Now if your Eva is thru the roof, he'll miss. Bushinzan and Shinryudan on the other hand always hit. Make sure you heal immediately after Bushinzan. Restore MP too, as Bushinzan has Osmose effect. Other than that, it's just a matter of Quick Hitting him until he dies. Watching Yuna strike for 99999 changes one's view of her entirely. Now that we have a bunch of HP nodes, stick them into SG. For those that are aching in magic field, here's a brief entry for Jumbo Flan. For those that don't care about magic, skip to Step 19. Prior to Jumbo Flan battle equip first armor we created, ie the one containing Auto-Phoenix, Auto-Haste and Auto-Protect. If Yuna doesn't have it yet, make one for her. For Auron stick to his Ribbon armor we have made. Jumbo Flan is not a nice guy - he's immune to any physical attack (funnily Overdrives deal damage to him), and he can only be harmed by magic. He has 1300000 HP and needs to be dealt finishing blow worth 99999 to gain Overkill. He drops 1x Magic Sp. (2x for Overkill). He's susceptible to Darkness (what for I dunno) and Slow. His stats: St, Df, Mg, Mf, Ag, Lu, Ev, Ac 3, 255,98, 80, 60, 15, 0, 0 Strategy? Long, boring and tiresome. Jumbo Flan is immune to any weapon-based attack, absorbs all elements sans holy, is under constant Reflect and packs a big HP. For starters cast Reflect on one of your chrs, then Slow on that chr so it will bounce off and hit Jumbo (or use Silver/Gold Hourglass on Jumbo). Doublecast Flares the same way you just casted Slow. Now repeatedly Copycat these two Flares you just casted and sooner or later Jumbo will subdue to missing HP. Sometimes if low on HP, Jumbo will attempt the following: he'll cast Reflect on one of your chrs, then *immediately* Curaga. On next turn/s he'll do Reflect/Curaga combo again (in case you dispeled Reflect), Regen (in case you don't dispel Reflect) or Ultima. Speaking of which, I believe that lower Jumbo is to defeat, more of Ultima you'll be seeing. Anima's Pain bypasses Reflect and is a magical attack. Spare Change works, as do Overdrives and Ifrit's Meteor Strike. POST-IRONCLAD-AND-JUMBO-FLAN-BATTLE-SPHERE-GRID-INFORMATOR - You have 77 empty nodes remaining. - Personally I'm mostly leaning onto having all stats at 255 except Mag and Luck. Luck IMO is sufficient enough to be at 160. You will be able to kill everything in the game with that stats. Yes, all dark aeons and Penance. True, you may still miss with physical attacks against some of later dark aeons (Magus Sisters), but I've done my best to find out strategies which allow you to beat them very easily (for example, my Dark Bahamut, Dark Magus Sisters and Penance strategies). *********************************** STEP 19 - FINAL STATISTICS OVERVIEW *********************************** First chart is based on my preferred final stats: all stats at 255 except Mag and Luck. Leave Magic stat as it is (ie raised only with Mag +1, 2, 3 or 4 nodes already integrated into SG) and Luck being raised onto 160. As you have 77 empty nodes left remaining, this means you need to get 15 more Luck Sp. Subtracting that gives us 62 empty nodes still left. Fill them with 62 HP Sp. Lying below is chart with final statistics. Note: HP stats are rough estimates (ie give/take 1000 HP) Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 39000 38700 38700 38800 39200 39200 39600 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 147 152 162 162 152 159 147 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 999 999 999 999 999 999 999 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 164 164 163 163 165 164 163 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 Looks good, eh? I very highly recommend this ending chart! Second chart is meant for players who want to have 255 in every stat. Having so high stats they will, but at expense of lower HP. With 77 empty nodes remaining (and based on last stats of your chrs) you will need 38x Luck Sp., 27x Magic Sp. and 12x HP Sp. Lying below is a chart with final stats in this case. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 24000 23800 23800 23900 24100 24100 24500 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 255 255 255 255 255 255 255 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 999 999 999 999 999 999 999 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 255 255 255 255 255 255 255 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 With this chrs are now at their maximum efficiency. Any fiend pointed will become crushed under sheer power and speed. ******************************* STEP 20 - HALL OF MONSTER SHAME ******************************* Crappy name, but I couldn't think of anything more catchy. Anyway, what will you find here? Before reading on about stat maxing saga (naaah, we're far from finished) I'd like to renew a memento on something. Remember before we become so powerful, you tried to fight area, species and original creations, only to see few 99999 appear on your chrs who were KO-ed? Well, in here I'll show you the damage they can do to you with damage-dealing attacks (yep, I won't be mentioning status inflicting attacks) once your stats are all at 255. You will notice an *enormous* difference. Unless specified, attack mentioned targets one chr. A - Area Creations 1. Stratoavis 'Bash' - Miss Paean of the Heavens - 93,75% MAX HP lost for all, gravity attack 2. Malboro Menace Putrid Breath - 40 damage Chow Time - 600 damage Gastric Juice Blast - 6500 damage to all Mega Gastric Juice - Miss 3. Kottos 'Double Punch' - 900 damage 'Punch counter' - 600 damage 4. Coeurlregina Drain - 120 damage Flare - must get lucky enough still (???) 5. Jormungand Space-Time Vorpal - 320 damage to all 'Bash' - Miss Cold Stare - 170 damage 6. Cactuar King 10000 Needles - 10000 damage 99999 Needles - 99999 damage 7. Espada Hades Claws - Miss Blade Shower - 360 damage 8. Abyss Worm Regurtitate - 9999 damage Earthquake - 300 damage to all 'Head butt' - 200 damage 9. Chimerageist Aqua Breath - 3200 damage to all Megiddo Flame - 200 damage Blizzara - 150 damage Thundara - 150 damage 'Assault' - 270 damage 10. Don Tonberry Karma - amount of enemies chr has killed x 100 'Stab' - 1000 damage 11. Catoblepas Pop Fly - 1000 damage Flare - 270 damage 'Swipe' - 400 damage Ultima - 300 damage to all 12. Abaddon Firaga, Thundaga, Blizzaga, Waterga - 500 damage Emblem of the Cosmos - 800 damage to all Demi - 1/4 current HP lost for all chrs, gravity attack Flare - 800 damage 13. Vorban Mortar - 200 damage to all 'Stomp' - 800 damage Body Splash - 700 damage to all B - Species Creations 1. Fenrir Fangs of Hell - Miss Fangs of Chaos - 93,75% current HP lost for one chr, gravity attack Fangs of Ruin - ????? I just can't get attacked with this... 2. Ornitholestes Drain Touch - 500 damage Poison Touch - 75% current HP lost for one chr, gravity attack 3. Pteryx Beak of Woe - 600 damage to one chr / all chrs 4. Hornet Bewitching Stab, 'Stab', Venomous Stab - 300 damage 5. Vidatu Ultima - 500 damage to all 6. One-Eye Shockwave - 240 damage to all Black Stare - 500 damage 7. Jumbo Flan Firaga, Thundaga, Blizzaga, Waterga - 500 damage Flare - 750 damage Ultima - 800 damage to all 8. Nega Elemental Firaga, Thundaga, Blizzaga, Waterga - 500 damage Flare - 500 damage Ultima - 600 damage to all Drain - 100 damage 9. Tanket Attack, Rush Attack - 1000 damage 10. Fafnir 'Bash' - 400 damage Triple Attack - 400 damage to one chr, then 300 to all chrs, and 400 to one 11. Sleep Sprout Goodnight - 400 damage to all Firaga, Thundaga, Blizzaga, Waterga - 600 damage Flare - 900 damage Ultima - 1000 damage to all 12. Bomb King 'Bash' - 400 damage Fira - 150 damage Firaga - 300 damage Ultima - 450 damage to all 13. Juggernaut Salvo - 500 damage to all Attack - 800 damage Crush Spike - 1700 damage 14. Ironclad Reppageki - Miss Bushinzan - 500 damage to all Shinryudan - 1200 damage C - Original Creations 1. Earth Eater 'Punch' - 1500 damage Megaton Punch - 3000 damage Flare - 2500 damage 2. Greater Sphere Ultima - 900 damage to all Hydraulic Press - 93,75% MAX HP lost for all, gravity attack 'Bash' - 600 damage Flare - 800 damage Lv3 Element spells - 700 damage 3. Catastrophe Toxic Cloud - 300 damage to all Toxic Spray - 400 damage Hundred Thorns - 1600 damage to all 4. Th'uban 'Swipe' - 500 damage Condemn - 350 damage to all Rainbow - 800 damage to all Convergence - 99999 damage 5. Neslug Megaton - 4000 damage Slime - 1200 damage to all 'Lick' - 2000 damage 6. Ultima Buster Ultima - 3000 damage to all 'Punch' - 4000 damage Contamination - 2700 damage 7. Shinryu Shining - 80 damage per hit 'Swipe' - 700 damage 8. Nemesis 'Swipe' - 15000 damage Ethereal Cannon - 20000 damage Ultra Spark - 32000 damage to all Armageddon - 99999 damage to all Ultima - 5000 damage to all See? No more constant 99999, but instead you'll keep seeing that much damage being done to arena fiends. ********************************* STEP 21 - SOME BANTER FROM WRITER ********************************* There, another monstrous task is completed, albeit only half of it. I didn't think there is any other way possible than always buying those dange Clear Spheres, but after I took my time to study SG more closely and doing some math it became entirely possible to max chrs' stats without help of Clear Spheres. Now that first halftime is behind me, there is a second halftime. Yep, in next part of stat maxing guide I will specialize in restructuring SG entirely with help of Clear Spheres. Doing this will not cause some drastic changes, but your HP will gain an enormous boost in the end in case you're not satisfied yet with the amount of HP you already have. Let us undertake on the dirty job... **************************************************** STEP 22 - STAT MAXING CONTINUED (WITH CLEAR SPHERES) **************************************************** In case you fall into class of people that likes having neatly organized SG, you've come just to the right section. In here I shall guide you through tormenting way of buying Clear Spheres, clearing the crappy nodes, installing +4 nodes, buying more Clear Sphere, more clearing, more installing... sometime during this 1000 Don Tonberries will get killed... Anyway, it'll be boring for a while. There are few pre-steps you'll have to read thru. ************************************************* STEP 23 - EXTREMELY DETAILED SPHERE GRID OVERVIEW ************************************************* What shall be in this overview that is not already covered? Hah, exact number of any and all types of nodes before we make any remodelling on SG. Yep, I'll undertake the time to carefully study the SG and provide the most accurate numbers. And here they are... 1. HP nodes Amount of HP +200 nodes: 97 Amount of HP +300 nodes: none Total stat increase: + 19400 HP Total number of HP nodes: 97 2. MP nodes Amount of MP +20 nodes: 49 Amount of MP +40 nodes: 7 Total stat increase: + 1260 MP Total number of MP nodes: 56 3. STR nodes Amount of STR +1 nodes: 11 Amount of STR +2 nodes: 27 Amount of STR +3 nodes: 5 Amount of STR +4 nodes: 23 Total stat increase: + 172 STR Total number of STR nodes: 66 4. DEF nodes Amount of DEF +1 nodes: 1 Amount of DEF +2 nodes: 22 Amount of DEF +3 nodes: 19 Amount of DEF +4 nodes: 12 Total stat increase: + 150 DEF Total number of DEF nodes: 54 5. MAG nodes Amount of MAG +1 nodes: 2 Amount of MAG +2 nodes: 13 Amount of MAG +3 nodes: 14 Amount of MAG +4 nodes: 18 Total stat increase: + 142 MAG Total number of MAG nodes: 47 6. MDEF nodes Amount of MDEF +1 nodes: 6 Amount of MDEF +2 nodes: 18 Amount of MDEF +3 nodes: 6 Amount of MDEF +4 nodes: 16 Total stat increase: + 124 MDEF Total number of MDEF nodes: 46 7. AGI nodes Amount of AGI +1 nodes: 5 Amount of AGI +2 nodes: 20 Amount of AGI +3 nodes: 15 Amount of AGI +4 nodes: 21 Total stat increase: + 174 AGI Total number of AGI nodes: 61 8. LUCK nodes Amount of LUCK +1 nodes: 4 Amount of LUCK +2 nodes: 3 Amount of LUCK +3 nodes: none Amount of LUCK +4 nodes: 2 Total stat increase: + 18 LUCK Total number of LUCK nodes: 9 9. EVA nodes Amount of EVA +1 nodes: 2 Amount of EVA +2 nodes: 17 Amount of EVA +3 nodes: 4 Amount of EVA +4 nodes: 19 Total stat increase: + 124 EVA Total number of EVA nodes: 42 10. ACC nodes Amount of ACC +1 nodes: 4 Amount of ACC +2 nodes: 13 Amount of ACC +3 nodes: 8 Amount of ACC +4 nodes: 4 Total stat increase: + 70 ACC Total number of ACC nodes: 29 11. Lock nodes Amount of Lv.1 nodes: 12 Amount of Lv.2 nodes: 12 Amount of Lv.3 nodes: 20 Amount of Lv.4 nodes: 33 Total number of nodes: 77 12. Empty nodes Amount of empty nodes: 191 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 17. Total amount of all types of nodes There is grand total of 860 nodes existing on original SG in FFX: PAL. ********************************************** STEP 24 - POST-REMODELING SPHERE GRID OVERVIEW ********************************************** In here I'll list amount of nodes that exist all over SG after we're done remodeling it with spheres we wrestled from the arena fiends with NO Clear Spheres being used yet. There will be two overviews, one for each of recommended ways of stat maxing. ----------------------------------------------------------------------------- First SG overview with Luck of 160 and Mag not being changed at all. 1. HP nodes Amount of HP +200 nodes: 97 Amount of HP +300 nodes: 63 Total stat increase: + 19400 + 18900 = 38300 HP Total number of HP nodes: 97 + 63 = 160 2. MP nodes Amount of MP +20 nodes: 49 Amount of MP +40 nodes: 7 Total stat increase: + 1260 MP Total number of MP nodes: 56 3. STR nodes Amount of STR +1 nodes: 11 Amount of STR +2 nodes: 27 Amount of STR +3 nodes: 5 Amount of STR +4 nodes: 23 + 20 = 43 Total stat increase: + 172 + 80 = 252 STR Total number of STR nodes: 66 + 20 = 86 4. DEF nodes Amount of DEF +1 nodes: 1 Amount of DEF +2 nodes: 22 Amount of DEF +3 nodes: 19 Amount of DEF +4 nodes: 12 + 25 = 37 Total stat increase: + 150 + 100 = 250 DEF Total number of DEF nodes: 54 + 25 = 79 5. MAG nodes Amount of MAG +1 nodes: 2 Amount of MAG +2 nodes: 13 Amount of MAG +3 nodes: 14 Amount of MAG +4 nodes: 18 Total stat increase: + 142 MAG Total number of MAG nodes: 47 6. MDEF nodes Amount of MDEF +1 nodes: 6 Amount of MDEF +2 nodes: 18 Amount of MDEF +3 nodes: 6 Amount of MDEF +4 nodes: 16 + 32 = 48 Total stat increase: + 124 + 128 = 252 MDEF Total number of MDEF nodes: 46 + 32 = 78 7. AGI nodes Amount of AGI +1 nodes: 5 Amount of AGI +2 nodes: 20 Amount of AGI +3 nodes: 15 Amount of AGI +4 nodes: 21 + 19 = 40 Total stat increase: + 174 + 76 = 250 AGI Total number of AGI nodes: 61 + 19 = 80 8. LUCK nodes Amount of LUCK +1 nodes: 4 Amount of LUCK +2 nodes: 3 Amount of LUCK +3 nodes: none Amount of LUCK +4 nodes: 2 + 32 = 34 Total stat increase: + 18 + 128 = 146 LUCK Total number of LUCK nodes: 9 + 32 = 41 9. EVA nodes Amount of EVA +1 nodes: 2 Amount of EVA +2 nodes: 17 Amount of EVA +3 nodes: 4 Amount of EVA +4 nodes: 19 + 32 = 51 Total stat increase: + 124 + 128 = 252 EVA Total number of EVA nodes: 42 + 32 = 74 10. ACC nodes Amount of ACC +1 nodes: 4 Amount of ACC +2 nodes: 13 Amount of ACC +3 nodes: 8 Amount of ACC +4 nodes: 4 + 46 = 50 Total stat increase: + 70 + 184 = 254 ACC Total number of ACC nodes: 29 + 46 = 75 11. Lock nodes Amount of Lv.1 nodes: 12 - 12 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 20 - 20 = 0 Amount of Lv.4 nodes: 33 - 33 = 0 Total number of nodes: 77 - 77 = 0 12. Empty nodes Amount of empty nodes: 191 - 191 = 0 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 ----------------------------------------------------------------------------- Second SG overview with all stats at 255. 1. HP nodes Amount of HP +200 nodes: 97 Amount of HP +300 nodes: 13 Total stat increase: + 19400 + 3900 = 23300 Total number of HP nodes: 97 + 13 = 110 2. MP nodes Amount of MP +20 nodes: 49 Amount of MP +40 nodes: 7 Total stat increase: + 1260 MP Total number of MP nodes: 56 3. STR nodes Amount of STR +1 nodes: 11 Amount of STR +2 nodes: 27 Amount of STR +3 nodes: 5 Amount of STR +4 nodes: 23 + 20 = 43 Total stat increase: + 172 + 80 = 252 STR Total number of STR nodes: 66 + 20 = 86 4. DEF nodes Amount of DEF +1 nodes: 1 Amount of DEF +2 nodes: 22 Amount of DEF +3 nodes: 19 Amount of DEF +4 nodes: 12 + 25 = 37 Total stat increase: + 150 + 100 = 250 DEF Total number of DEF nodes: 54 + 25 = 79 5. MAG nodes Amount of MAG +1 nodes: 2 Amount of MAG +2 nodes: 13 Amount of MAG +3 nodes: 14 Amount of MAG +4 nodes: 18 + 27 = 45 Total stat increase: + 142 + 108 = 250 MAG Total number of MAG nodes: 47 + 27 = 74 6. MDEF nodes Amount of MDEF +1 nodes: 6 Amount of MDEF +2 nodes: 18 Amount of MDEF +3 nodes: 6 Amount of MDEF +4 nodes: 16 + 32 = 48 Total stat increase: + 124 + 128 = 252 MDEF Total number of MDEF nodes: 46 + 32 = 78 7. AGI nodes Amount of AGI +1 nodes: 5 Amount of AGI +2 nodes: 20 Amount of AGI +3 nodes: 15 Amount of AGI +4 nodes: 21 + 19 = 40 Total stat increase: + 174 + 76 = 250 AGI Total number of AGI nodes: 61 + 19 = 80 8. LUCK nodes Amount of LUCK +1 nodes: 4 Amount of LUCK +2 nodes: 3 Amount of LUCK +3 nodes: none Amount of LUCK +4 nodes: 2 + 55 = 57 Total stat increase: + 18 + 220 = 238 LUCK Total number of LUCK nodes: 9 + 55 = 64 9. EVA nodes Amount of EVA +1 nodes: 2 Amount of EVA +2 nodes: 17 Amount of EVA +3 nodes: 4 Amount of EVA +4 nodes: 19 + 32 = 51 Total stat increase: + 124 + 128 = 252 EVA Total number of EVA nodes: 42 + 32 = 74 10. ACC nodes Amount of ACC +1 nodes: 4 Amount of ACC +2 nodes: 13 Amount of ACC +3 nodes: 8 Amount of ACC +4 nodes: 4 + 46 = 50 Total stat increase: + 70 + 184 = 254 ACC Total number of ACC nodes: 29 + 46 = 75 11. Lock nodes Amount of Lv.1 nodes: 12 - 12 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 20 - 20 = 0 Amount of Lv.4 nodes: 33 - 33 = 0 Total number of nodes: 77 - 77 = 0 12. Empty nodes Amount of empty nodes: 191 - 191 = 0 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 **************************** STEP 25 - CLEAR SPHERES INFO **************************** Clear Spheres are items you'll now be buying like mad, since we need to delete many crappy nodes in order to organize the SG neatly. First step in getting Clear Spheres is capturing five of every fiend. Doing this will unlock Ultima Buster, as well as making Clear Spheres appear in Item shop of arena manager. One Clear Sphere will relieve you of 10000 gil. Clear Spheres can remove any node from SG except: Lock nodes, White and Black Magic nodes, Skill nodes and Special ability nodes. In next step I'll make another chart showing how many nodes from each stat category you'll need to delete exactly, making necessary adjustments. Do not attempt to delete anything yet! Take that chart only as an info corner to see what you'll need to do. ****************************************************** STEP 26 - SPHERE GRID OVERVIEW BEFORE CLEAR SPHERE-ING ****************************************************** Yet again I'll have to make two charts, one for each type of stat maxing I suggested. ----------------------------------------------------------------------------- First SG overview with Luck of 160 and Mag not being changed at all. 1. HP nodes Amount of HP +200 nodes: 97 - 97 = 0 Amount of HP +300 nodes: 63 Total stat increase left: + 18900 HP Total number of HP nodes left: 63 Amount of Clear Spheres needed: 97 2. MP nodes Amount of MP +20 nodes: 49 - 13 = 36 Amount of MP +40 nodes: 7 Total stat increase left: + 1000 MP Total number of MP nodes left: 43 Amount of Clear Spheres needed: 13 3. STR nodes Amount of STR +1 nodes: 11 - 11 = 0 Amount of STR +2 nodes: 27 - 27 = 0 Amount of STR +3 nodes: 5 - 5 = 0 Amount of STR +4 nodes: 23 + 20 = 43 Total stat increase left: + 172 STR Total number of STR nodes left: 43 Amount of Clear Spheres needed: 43 4. DEF nodes Amount of DEF +1 nodes: 1 - 1 = 0 Amount of DEF +2 nodes: 22 - 22 = 0 Amount of DEF +3 nodes: 19 - 19 = 0 Amount of DEF +4 nodes: 12 + 25 = 37 Total stat increase left: + 148 DEF Total number of DEF nodes left: 37 Amount of Clear Spheres needed: 42 5. MAG nodes Amount of MAG +1 nodes: 2 Amount of MAG +2 nodes: 13 Amount of MAG +3 nodes: 14 Amount of MAG +4 nodes: 18 Total stat increase left: + 142 MAG Total number of MAG nodes left: 47 Amount of Clear Spheres needed: none 6. MDEF nodes Amount of MDEF +1 nodes: 6 - 6 = 0 Amount of MDEF +2 nodes: 18 - 18 = 0 Amount of MDEF +3 nodes: 6 - 6 = 0 Amount of MDEF +4 nodes: 16 + 32 = 48 Total stat increase left: + 192 MDEF Total number of MDEF nodes left: 48 Amount of Clear Spheres needed: 30 7. AGI nodes Amount of AGI +1 nodes: 5 - 5 = 0 Amount of AGI +2 nodes: 20 - 20 = 0 Amount of AGI +3 nodes: 15 - 15 = 0 Amount of AGI +4 nodes: 21 + 19 = 40 Total stat increase left: + 160 AGI Total number of AGI nodes left: 40 Amount of Clear Spheres needed: 40 8. LUCK nodes Amount of LUCK +1 nodes: 4 Amount of LUCK +2 nodes: 3 Amount of LUCK +3 nodes: none Amount of LUCK +4 nodes: 2 + 32 = 34 Total stat increase left: + 18 + 128 = 146 LUCK Total number of LUCK nodes left: 9 + 32 = 41 Amount of Clear Spheres needed: none 9. EVA nodes Amount of EVA +1 nodes: 2 - 2 = 0 Amount of EVA +2 nodes: 17 - 17 = 0 Amount of EVA +3 nodes: 4 - 4 = 0 Amount of EVA +4 nodes: 19 + 32 = 51 Total stat increase left: + 204 EVA Total number of EVA nodes left: 51 Amount of Clear Spheres needed: 23 10. ACC nodes Amount of ACC +1 nodes: 4 - 4 = 0 Amount of ACC +2 nodes: 13 - 13 = 0 Amount of ACC +3 nodes: 8 - 8 = 0 Amount of ACC +4 nodes: 4 + 46 = 50 Total stat increase left: + 200 ACC Total number of ACC nodes left: 50 Amount of Clear Spheres needed: 25 11. Lock nodes Amount of Lv.1 nodes: 12 - 12 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 20 - 20 = 0 Amount of Lv.4 nodes: 33 - 33 = 0 Total number of nodes: 77 - 77 = 0 12. Empty nodes Amount of empty nodes: 312 (after Clear Spheres have been used on the nodes I suggested to erase) 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 For restructuring this SG you'll require 312 Clear Spheres. ----------------------------------------------------------------------------- Now for SG overview with all stats maxed at 255. 1. HP nodes Amount of HP +200 nodes: 97 - 97 = 0 Amount of HP +300 nodes: 13 Total stat increase left: + 3900 HP Total number of HP nodes left: 13 Amount of Clear Spheres needed: 97 2. MP nodes Amount of MP +20 nodes: 49 - 49 = 0 Amount of MP +40 nodes: 7 Total stat increase left: + 280 MP Total number of MP nodes left: 7 Amount of Clear Spheres needed: 49 3. STR nodes Amount of STR +1 nodes: 11 - 11 = 0 Amount of STR +2 nodes: 27 - 27 = 0 Amount of STR +3 nodes: 5 - 5 = 0 Amount of STR +4 nodes: 23 + 20 = 43 Total stat increase left: + 172 STR Total number of STR nodes left: 43 Amount of Clear Spheres needed: 43 4. DEF nodes Amount of DEF +1 nodes: 1 - 1 = 0 Amount of DEF +2 nodes: 22 - 22 = 0 Amount of DEF +3 nodes: 19 - 19 = 0 Amount of DEF +4 nodes: 12 + 25 = 37 Total stat increase left: + 148 DEF Total number of DEF nodes left: 37 Amount of Clear Spheres needed: 42 5. MAG nodes Amount of MAG +1 nodes: 2 - 2 = 0 Amount of MAG +2 nodes: 13 - 13 = 0 Amount of MAG +3 nodes: 14 - 14 = 0 Amount of MAG +4 nodes: 18 + 27 = 45 Total stat increase: + 180 MAG Total number of MAG nodes left: 45 Amount of Clear Spheres needed: 29 6. MDEF nodes Amount of MDEF +1 nodes: 6 - 6 = 0 Amount of MDEF +2 nodes: 18 - 18 = 0 Amount of MDEF +3 nodes: 6 - 6 = 0 Amount of MDEF +4 nodes: 16 + 32 = 48 Total stat increase left: + 192 MDEF Total number of MDEF nodes left: 48 Amount of Clear Spheres needed: 30 7. AGI nodes Amount of AGI +1 nodes: 5 - 5 = 0 Amount of AGI +2 nodes: 20 - 20 = 0 Amount of AGI +3 nodes: 15 - 15 = 0 Amount of AGI +4 nodes: 21 + 19 = 40 Total stat increase left: + 160 AGI Total number of AGI nodes left: 40 Amount of Clear Spheres needed: 40 8. LUCK nodes Amount of LUCK +1 nodes: 4 - 4 = 0 Amount of LUCK +2 nodes: 3 - 3 = 0 Amount of LUCK +3 nodes: none Amount of LUCK +4 nodes: 2 + 55 = 57 Total stat increase left: + 228 LUCK Total number of LUCK nodes left: 57 Amount of Clear Spheres needed: 7 9. EVA nodes Amount of EVA +1 nodes: 2 - 2 = 0 Amount of EVA +2 nodes: 17 - 17 = 0 Amount of EVA +3 nodes: 4 - 4 = 0 Amount of EVA +4 nodes: 19 + 32 = 51 Total stat increase left: + 204 EVA Total number of EVA nodes left: 51 Amount of Clear Spheres needed: 23 10. ACC nodes Amount of ACC +1 nodes: 4 - 4 = 0 Amount of ACC +2 nodes: 13 - 13 = 0 Amount of ACC +3 nodes: 8 - 8 = 0 Amount of ACC +4 nodes: 4 + 46 = 50 Total stat increase left: + 200 ACC Total number of ACC nodes left: 50 Amount of Clear Spheres needed: 25 11. Lock nodes Amount of Lv.1 nodes: 12 - 12 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 20 - 20 = 0 Amount of Lv.4 nodes: 33 - 33 = 0 Total number of nodes: 77 - 77 = 0 12. Empty nodes Amount of empty nodes: 384 (after Clear Spheres have been used on the nodes I suggested to erase) 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 For restructuring this SG you'll require 384 Clear Spheres. It is recommended you clear crappy Magic nodes last cos of Jumbo Flan's extremely annoying ability of not being harmed by physical attacks. ***************************************************************** STEP 27 - CHARACTER'S STATISTICS OVERVIEW BEFORE CLEAR SPHERE-ING ***************************************************************** This part is of informative type as well. I will list here the stats your characters would have in *case all of the crappy nodes would have been deleted*. Doing so will help you and me calculate just how much spheres of each type you'll need to get to install them into SG, thus making SG consist only of +4 nodes. Anyway, first are stats with Luck of 160 and Mag not being touched at all, while the rest are stats that are left only with +4 nodes, while the rest are deleted. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 19420 19260 19280 19375 19518 19544 19930 ------------------------------------------------------------ Str 187 182 177 177 186 188 192 ------------------------------------------------------------ Def 158 156 156 153 158 163 163 ------------------------------------------------------------ Mag 147 152 162 162 152 159 147 ------------------------------------------------------------ Mdef 197 200 222 212 197 197 197 ------------------------------------------------------------ MP 1012 1085 1092 1084 1010 1078 1033 ------------------------------------------------------------ Agi 170 176 165 170 167 166 165 ------------------------------------------------------------ Luck 164 164 163 163 165 164 163 ------------------------------------------------------------ Eva 214 209 244 234 209 209 209 ------------------------------------------------------------ Acc 210 205 203 203 225 205 203 ----------------------------------------------------------------------------- Next chart is the one with all core stats being at 255. It shows stats with all the low-class nodes being deleted, with only +4 nodes left on SG. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 4420 4260 4280 4375 4518 4544 4930 ------------------------------------------------------------ Str 187 182 177 177 186 188 192 ------------------------------------------------------------ Def 158 156 156 153 158 163 163 ------------------------------------------------------------ Mag 185 190 200 200 190 185 185 ------------------------------------------------------------ Mdef 197 200 222 212 197 197 197 ------------------------------------------------------------ MP 292 365 372 364 290 358 313 ------------------------------------------------------------ Agi 170 176 165 170 167 166 165 ------------------------------------------------------------ Luck 246 246 245 245 247 246 245 ------------------------------------------------------------ Eva 214 209 244 234 209 209 209 ------------------------------------------------------------ Acc 210 205 203 203 225 205 203 ************************************************************** STEP 28 - CALCULATING AMOUNT OF SPHERES YOU NEED FOR EACH STAT ************************************************************** Another two-part subpart, I'm afraid. Two calculations have been done, based on stats of each stat maxing process I suggested. First, as usual, will be stat maxing guide with Luck of 160 and Mag not being changed. - for HP you won't need any spheres, but you can accrue 203x HP Sp. if you wish to have an enormous HP - for MP you won't need any spheres - for STR you'll need 20x Strength Sp. - for DEF you'll need 26x Defence Sp. - for MAG you won't need any spheres - for MDEF you'll need 15x Magic Def Sp. - for AGI you'll need 23x Agility Sp. - for LUCK you won't need any spheres - for EVA you'll need 12x Evasion Sp. - for ACC you'll need 13x Accuracy Sp. ----------------------------------------------------------------------------- This line-up shows amount of spheres needed in case all core stats are 255. - for HP you can accrue up to 236x HP Sp. if you wish to have an enormous HP - for MP you'll need 18x MP Sp. - for STR you'll need 20x Strength Sp. - for DEF you'll need 26x Defence Sp. - for MAG you'll need 18x Magic Sp. - for MDEF you'll need 15x Magic Def Sp. - for AGI you'll need 23x Agility Sp. - for LUCK you'll need 3x Luck Sp. - for EVA you'll need 12x Evasion Sp. - for ACC you'll need 13x Accuracy Sp. ************************************************ STEP 29 - FIGHTING SPECIES CREATIONS FOR SPHERES ************************************************ This shouldn't take long... as long as you don't start collecting HP Sp. If only Ironclad wouldn't counter, battles against him would go so much faster. But, in the veeeery end, this... ********************************** STEP 30 - FINAL STATISTIC OVERVIEW ********************************** I'm almost at the end. Just a few more charts really. Stat maxing part with Luck 160 and Mag not being changed. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 80320 80160 80080 80275 80418 80444 80830 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 147 152 162 162 152 159 147 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 1012 1085 1092 1084 1010 1078 1033 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 164 164 163 163 165 164 163 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 ----------------------------------------------------------------------------- And now stat maxing part with all stats at 255. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 75220 75060 75080 75175 75318 75344 75730 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 255 255 255 255 255 255 255 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 1012 1085 1092 1084 1010 1078 1033 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 255 255 255 255 255 255 255 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 There! With this chart stat maxing guide is now at its end! ***************************************** SOME LAST TIPS FOR PLAYERS WITH HP GROOVE ***************************************** No, this isn't another chart or so, I just made yet another subpart for people who keep mailing me with stuff on how to achieve 99999 HP without having an armor with HP+??% abilities in it. It's quite simple actually. If you take a look at stat maxing guide - 160 Luck and Magic untamed - you prolly know what I'm saying from beginning... Magic sucks! So successfully get rid of all Magic nodes - 47 nodes in total. Replace them with 47x HP Sp. for another (calculates) 14100 HP added to current total, thus making chrs have around 95000 HP already. HP Tidus Rikku Lulu Yuna Wakka Kimahri Auron 94420 94260 94280 94375 94518 94544 94930 Soooo, we need 20x HP Sp. still. Poor Ironclad. But which 20 nodes to erase? I suggest getting rid of 20 MP +20 nodes which still lurk on SG. The rest of MP nodes remaining still give + 600 MP boost to chr's base MP value, which is more than enough for any and all MP needs. Once also those MP nodes have been erased, you will now have 99999 HP for every character. You can now throw away those HP+??% armors. ************************************ STATS GO IN HAND WITH GOOD EQUIPMENT ************************************ I see you're still around. *thinks* What the heck did I forget to put down? A good weapon and armor suggestion, you say? Why not. It's a common belief (at least I get that impression) that it's good to have enormous amounts of HP and MP as well as 255-ish stats. Well, personally I believe it is *not* a good thing to have over 9999 HP and 999 MP. Let me explain why... - Having huge amounts of HP is not good. You will need to spend many turns healing in prolonged battles (Nemesis and Penance, for example). - Amount of HP (MP in cases of Yuna and Lulu, but since they have One MP Cost ability on their ultimate weapons, this is hardly a thing to worry about) also directly relates to amount of damage celestial weapons can do (less HP means less damage) - now imagine your chrs all have 99999 MAX HP, but their current HP is 25000 or so; and compare to having your chrs have 9999 MAX HP, but their current HP is 2500 or so - how many turns does each scenario require you to heal? Latter only one. The only exception is Auron, who deals more damage lower his current HP is - and even for him it is *not* necessary to build his HP over 9999 (having 1 HP at 9999 MAX HP or 99999 MAX HP... which is better?). - Then there are gravity-type attacks which deal damage based on MAX HP. Quickest example that jumps to mind is Greater Sphere's Hydraulic Press, which tears off 93,75% of MAX HP. Were you to have over 50000 HP, how many turns would you need to heal back to top (disregard Rikku's mix of Ultra Potion for this scenario)? And how many turns would you need in case your MAX HP is only 9999? My point exactly. - Are you *really* willing to spend many hours wasting Ironclad in the arena for HP Spheres it drops? Your time could better be used elsewhere... - Then last requirement to actually have over 9999 MAX HP is Break HP Limit armor ability. Unless you get one on an armor Nemesis drops, you'll need Wings to Discovery, for which you need to kill Shinryu (your time is better off doing something else) or Bribe Malboro-type enemies (quite expensive and unreliable). Remiem temple race with three open chests is one-time deal only. - There are no 99999 damage dealing attacks in the game that cannot be predicted, bypassed, blocked by an aeon taking the damage or prevented by doing something (cast Auto-Life for example). Heck, even dark aeons overdrives are easily predicted, for there is a nice bar showing how close they are to unleashing the overdrive. If you can prevent or anticipate the attack, then why the hell bother building your HP up to 99999 MAX HP, if you're going to die anyway? - Few sections up I made a chart showing damage area, species and original creations can do to you once your stats have been maxed. With few exceptions most attacks deal way less than 9999 damage - which makes having HP over 9999 hardly a necessity. Even for dark aeons you will not need that much HP. I was able to defeat and devise a perfect foolproof strategy against Penance, toughest enemy in FFX. I did it with only 9999 HP, stats at 255, celestial weapons and armors having following abilities: Auto-Protect, Auto-Haste, Def+20% and Auto-Potion. I took time to study Penance's attacks and based on that info, I weighed my possibilities until I was able to write a very good Penance strategy... But, this section is not for gloating about Penance's demise, it's for armor information you have come looking for. - Let's discuss MP and magic stat for a bit now. Does Jumbo Flan haunt the very core of your existence? It sure does mine *laughs*. I grew tired of seeing Anima's Pain animation after fifth Jumbo Flan fight. Based on my FF8 experience (where magic attacks were completely useless IMO, physical attacks were the way to go) I tried the same with this FF as well. In FFX magic attacks are again useless (with few exceptions), and physical attacks are the way to go. - But it is a good thing to use magic against Greater Sphere, Th'uban etc. Please! Although they counter if you attack them physically, what do the counters matter if you can survive them? And which is faster - animation of chr doing physical attack or animation of chr casting Ultima? - There are items which help you MP-wise rather than having enormous MP... these are Twin Stars and Three Stars. Use them in battle and your MP cost has been nullified. Let's take a look first over armor abilities game has to offer. You can choose from 74 different armor abilities. I'll single out the ones worth having. Under each recommended ability you'll see amount of items you need for one such ability to be made and under the amount all of possible ways to obtain that item (I have excluded the chances that item might appear as blitzball prize). 1. Deathproof - need 60x Farplane Wind for one - defeat Don Tonberry - Bribe Epaaj, Ahriman, Wraith - rare Steal from A. aeon, Wraith, Espada, Sleep Sprout - Steal from Varuna, Coeurlregina - unlock Chimerageist - Master Coeurl, Master Tonberry, Coeurlregina, Don Tonberry, Catoblepas, Fenrir, Dark Anima all have a chance of dropping armor with this ability 2. Auto-Shell - need 80x Lunar Curtain for one - Steal from Crawler, Defender X, Larva, Defender, Defender Z, One-Eye, Jumbo Flan, Juggernaut - rare Steal from Tanket - unlock Abaddon - Dark Sandy has a chance of dropping armor with this ability 3. Auto-Protect - need 70x Light Curtain for one - defeat Fafnir - Steal from Iron Giant, both types of Gemini, Tanket, Ironclad - unlock Juggernaut - Dark Bahamut has a chance of dropping armor with this ability 4. Auto-Haste - need 80x Chocobo Wing for one - Bribe Machea - rare Steal from Cactuar, Fenrir, Ornitholestes - Steal from Cactuar King - unlock Cactuar King - Dark Mindy has a chance of dropping armor with this ability 5. Auto-Phoenix - need 20x Mega Phoenix for one - defeat Extractor, YAT-99, Mech Hunter, Mech Defender, YAT-97 - Steal from Dark Ifrit - Bribe Alcyone, Ghost - unlock Pteryx - Greater Sphere, Dark Cindy have a chance of dropping armor with this ability 6. Master Thief - need 30x Pendulum for one - defeat Neslug - Bribe Master Tonberry, Ultima Weapon - win Remiem temple chocobo race with four chests opened, no poles touched 7. No Encounters - need 30x Purifying Salt for one - rare Steal from both Warrior Monks, both Fallen Monks, Hornet - Steal from Abaddon - unlock Fafnir - Ghost, Demonolith, Wraith have a chance of dropping armor with this ability 8. Break HP Limit - need 30x Wings to Discovery for one - Bribe Malboro, Great Malboro - defeat Shinryu - win Remiem temple chocobo race with three chests opened, no poles touched - Omega Weapon, Nemesis, dark aeons (continuously fight Dark Yojimbo) have a chance of dropping armor with this ability 9. Ribbon - need 99x Dark Matter for one - Bribe Land Worm (impossible anyway cos you're past the point of no return) - rare drop of all area, species and original creations - unlock Ultima Buster - defeat dark aeons, Penance's arms - Penance, dark aeons (continuously fight Dark Yojimbo) have a chance of dropping armor with this ability Out of 74 we have 9 trustworthy abilites left. The remaining 65 do suck and you don't need them. And now you have the means to obtain items you need with ease. Good armor or best armor? A tough fact, but there is *no* best armor. We can make some good armors instead. Based on my experience in this game, you will stand awesome chances against anything with following three sets of armors. GOOD ARMOR SET 1 (meant for everyday battles) Auto-Protect, Auto-Haste, Ribbon, Auto-Phoenix GOOD ARMOR SET 2 (meant for prolonged battles) Auto-Protect, Auto-Haste, Ribbon, Break HP Limit ARMOR SET 3 (meant for anything status related, including attacks that bypass Deathproof armor ability) Deathproof, Ribbon, Auto-Phoenix, Auto-Haste WHATEVER ARMOR YOU WISH If none of these three armors I suggested suit you, feel free to make your own preferred armor. What I do recommend is that you use abilities mentioned above. - never put anything besides No Encounters; it's a waste of items and free slot... maybe MP Stroll or HP Stroll, as someone on GameFAQs FFX board suggested - never put Master Thief on armor if any of above 8 mentioned abilites is already present; it's a waste of items and free slot That's all I had to say for an armored section. Let's shift into expert gear now! ============================================================================= ============================================================================= 37.) EXPERT SG STAT MAXING ---> A846 ============================================================================= ============================================================================= ********************************** PREHISTORIC PART, AKA INTRODUCTION ********************************** Q - Expert Sphere Grid (ESG)? Wot dat? A - Expert Sphere Grid is one of two SGs PAL players can choose from when starting a new game of FFX. ESG is *not* available in NTSC version. Q - Why the heck a separate section for it? Aren't they the same? A - Nope. ESG has less nodes that standard SG to work with. And nodes that are available on ESG aren't in same amounts than on standard SG. Q - So, what *is* going to be different here? A - The charts and nodes overview parts will be totally changed (number-wise, not structure-wise). I'll also omit some of the stuff that I don't deem necessary to be in this part. Q - Will stat maxing process for ESG be different than that of standard SG? A - Like stat max guide for Standard SG, I'll stick to same requirements for this guide. I've counted number of empty nodes (including Lock nodes that become empty nodes when removed) on ESG. The number is 277 empty nodes. I've also spent some time to activate any and all nodes on ESG with Lulu as a test chr, noting down her stats at start and end of the process, calculating the difference. These two pieces of informations combined allowed me to come up with a stat maxing guide, that will in the end let your chrs have max stats without ever using Clear Spheres. I have also taken into account you haven't captured anything yet, you don't have any celestial weapons, and what I think is most important - I have written stat maxing guide without Yuna's help. Why? It is a fact that her Nirvana, Moon Crest and Moon Sigil are easy to get, but what if you forgot Destruction Sp. in Besaid and Macalania temple? Or in both? Then you have a certain dark problem. And my guide helps you build max stats with that problem taken into account. Q - Will I even need Clear Spheres then? A - If you want neatly organized SG, then yes. But I start using them after I cover ESG using the first half of guide. Stat maxing guide using the help of Clear Spheres will be done near the end. ********************************************** PREPARATIONS FOR ESG STAT MAXIMIZATION PROCESS ********************************************** This part will be short. - First you need to know brief info on amount of nodes on ESG: Total number of nodes - 805 Total number of ability nodes - 85 Total number of nodes we can mess around with - 720 - You should bother a bit to get best weapons for Rikku, Auron and Kimahri (or Yuna instead of Kimahri, if you can get her Moon sigil). - Your best party: Party with which you're advised to undertake stat maxing quest is Rikku, Auron and Kimahri - you will get their fully powered best weapons the soonest (Kimahri's might take an hour or so). Use Yuna instead of Kimahri in case you are able to get Anima and Magus Sisters, which means you got all Destruction Sp. so far. Anyway, this stat maxing guide is done with a thought, that Yuna is unable to get Anima and Sisters. Before you start, I recommend getting Rikku's best weapon. Kimahri's stuff will take you somewhere up to two hours. We'll take care of Auron's on the way, but rest assured, you'll get your full-power Masamune before stat maxing process begins for real. - And lastly, have the airship.:) Otherwise, almost all areas are accessible by foot, but with airship it goes much faster. And now, stat maxing begins... ********************************************************************* STEP 1 - LEARNING ABILITIES, GETTING DECENT STATS AND SOME GOOD ITEMS ********************************************************************* Buy Capture weapons from Monster Arena manager for every character, doesn't matter if you'll use them now, later or never. Customize those weapons with First Strike weapon ability. First Strike is IMO very useful for all the fights you're about to enter. You need Return Sp. for that. D'you have any left? If not, don't fret, we'll get them in a minute. Manager will start crying that he's missing all the monsters. Head into Calm lands and start capturing monsters. You need at least one monster of following: Skoll, Nebiros, Flame Flan, Shred, Anacondaur, Ogre, Coeurl, Chimera Brain and Malboro. Rarer monsters (Malboro and Ogre) can be found a bit more often in northwestern parts of Calm Lands. One of each shall raise Chimerageist. Now examine your items. If you still have any stat boosting spheres left from your journey, use them on the grid now. They're a helpful starting boost to your chrs. Don't bother with removing lock nodes if you don't have corresponding lock spheres in your possession. You can get them, but that costs money you don't currently have. Okay, Chimerageist is opened. 1/10 of job for Auron's Mars sigil is done. Now you need to defeat Chimerageist at least 3 times to get few precious Return Sp. For info on kicking his ass look above... but I think you already experience from before.:) In case Geist's too fast for you, (but he shouldn't really), use Yuna's help in shape of aeons, which you can use to soften him up and then kill him. Do so three times and you'll get 3 Return Sp. In case you get Dark Matter, reapply fighting Geist until you get 3 Return Sp. Waste them by integrating them into weapons for three chrs you'll be using. Right now it doesn't matter who you will use, just choose your three favorites. Done? Done! Board the airship and head for Besaid. Capture one Dingo, Condor and Water Flan to unlock Stratoavis (2/10 of Auron's sigil). If you're going by this guide, right now you've also unlocked Earth Eater (which is unlocked once you unlock *any* two area creation fiends). Next destination is Kilika. Capture one Dinonix, Killer Bee, Yellow Element and Ragora to unlock Malboro Menace (3/10 of Auron's sigil). Now go to Mi'ihen Highroad: Mi'ihen Fang, Ipiria, Floating Eye, White Element, Raldo, Vouivre, Bomb and Dual Horn. One of each plastered unlocks Kottos (4/10 of Auron's sigil). Now for Mushroom Rock. One Raptor, Gandarewa, Thunder Flan, Red Element, Lamashtu, Funguar and Garuda unlocks Coeurlregina (1/2 of Auron's sigil). For Garuda you need to enter the screen called 'Mushroom Rock: Valley'. Garuda can only be fought here. Djose Highroad is next. Garm, Simurgh, Bite Bug, Snow Flan, Bunyip, Basilisk and Ochu await your arrival. One of each unlocks Jormungand (6/10 of Auron's sigil). Simurgh is most often found in the most northern part of Djose Highroad near the sign that shows up as worldmap when examined. Right now you've conquered 6 areas already. What does that mean? Catastrophe is unlocked at the arena. Thunder Plains are home of next fiends, one of each you of course need to capture: Melusine, Aerouge, Buer, Gold Element, Kusariqqu, Larva, Iron Giant and Qactuar. Combined they unlock Cactuar King (7/10 of Auron's sigil). Qactuars can only be fought once you've prayed to at least one glowing Qactuar statue by pressing Square button in front of it (three statues in total). Iron Giants can be found in northern part of Thunder Plains. Examine Macalania next. Find and capture one Snow Wolf, Iguion, Wasp, Evil Eye, Ice Flan, Blue Element, Murussu, Mafdet, Xiphos and Chimera to unlock Espada (8/10 of Auron's sigil). Bikanel: Sand Wolf, Alcyone and Mushussu are easy to capture. Zu and Sand Worm on the other hand pack a huge amount of HP. Then there's Cactuar, who has insane evasion (use someone with high Acc try to kill it, also Provoke Cactuar so it doesn't run away). While you're here, I recommend doing the Village of the Cactuars sidequest (if you're bothered too much by random encounters, wait a bit until we cover next area). In the end Abyss Worm (9/10 of Auron's sigil) will be unlocked. We already did Calm Lands, so let's move on. Ah, Cavern of S. F. Yowie, Imp, Dark Element, Nidhogg, Thorn, Valaha, Epaaj, Ghost (make deadly sure you capture one of these!!!) and Tonberry will in the end unlock Don Tonberry (10/10 of Auron's sigil). We have three areas left, but before we do them, let's return to the arena to collect our prizes. Yes, yes, you can return to arena prior to that to collect the goodies, but why bother? I recommend not wasting time going to and from, but instead collect the stuff at once. Talk to manager and he'll start heading over goodies: - you've already received 60x Farplane Winds for unlocking Chimerageist - for unlocking Stratoavis you get 99x Stamina Tonic - for Earth Eater you get 60x Three Stars - for Malboro Menace 99x Poison Fang - for Kottos 99x Soul Spring - for Coeurlregina 99x Candle of Life - for Jormungand 99x Petrify Grenade - for Catastrophe 99x Door to Tomorrow - for Cactuar King 99x Chocobo Wing - for Espada 60x Shining Gem - for Abyss Worm 99x Shadow Gem - for Don Tonberry 40x Silver Hourglass - and Mars Sigil for Auron somewhere inbetween!!! Don't modify anything just yet. We'll use the items we got later to create a good armor. I forgot to mention that manager will let you take a first swing at the fiend he created free of charge. I encourage you to at least take a go at it, so you'll see what you will be up against. If you don't have Rikku's Godhand fully powered up yet, or you're troubled too much by random encounters whilst looking for Cactuars, your next objective is to get ahold of No Encounter armor (defeat Ghost). Sooner or later you'll get that No Encounter armor. Once you do, equip it on whoever you got it for. Wearer doesn't need to be in active party. Then get that sigil to maximise Godhand's potential. Second objective is to purchase weapons from Rin's shop in Thunder Plains. Pick three fighters with high Str and buy weapons for them (two must know Provoke). These weapons are four-slotted. They already come with Str+10% and Str+5% and have two free slots. One slot will be used for First Strike (need Return Spheres - fight Chimerageist for few of them). Leave the fourth slot empty for now. Go back to the arena. Third objective is Cactuar you've captured. Continuously Overkill it for 12000 AP. If you get bored easily doing that, switch to AP gaining trick described somewhere else in this guide (press CTRL + F, type in A840A, and press ENTER). What abilities to learn? For info on this look into Sphere Grid Guide, where I listed down the order of abilities your chrs can learn while traversing over SG. True, it applies for standard SG, but all of these abilities are accessible same way on ESG. Okay, your chrs now know all of their skills that are located on their paths over Sphere Grid. They also have at least somewhat decent stats (whose nodes they've activated while traveling over SG), which means you can now take onto last three areas. Another important achievement is that Yuna's aeons have been bettered as well, even though you weren't using them a lot - remember, as long as Yuna's stats rise (aeons' stats rise even if you fight battles without Yuna in your party), so will aeons' (there is stat growth limit tho'). Let's cover Gagazet next. Go to Gagazet and capture one Bandersnatch, Ahriman, Dark Flan, Grenade, Grat, Grendel, Bashura, Mandragora, Behemoth, Splasher, Achelouse and Maelspike (latter three can be found in watery parts of Gagazet). One of each drives by Catoblepas. By capturing *two* of each water fiend you'll also unlock Shinryu. Moving onto I. Sin dungeon. Here wear First Strike weapons you've purchased before and customized when I advised you to. Capturable monsters found here are Exoray, Wraith, Geminis (there's two kinds!), Demonolith, Great Malboro, Barbatos, Adamantoise and King Behemoth. After all of this stuff us yours, Abaddon is now accessible. And finally O. Ruins. Zaurus, Floating Death, Black Element, Halma, Puroboros, Spirit (make sure you Provoke it or you'll be sorry), Machea, Master Coeurl (capture one of these by all means!!!), Master Tonberry (wait until it gets close, then unload on it) and Varuna. Capture one of each for Vorban. Now that all area creations are unlocked, you also get access to Neslug. Return to arena and get these prizes: - for Catoblepas you get Blossom Crown (needed for Magus Sisters) - for Shinryu you get 30x Megalixir - for Abaddon you get 99x Lunar Curtain - for Vorban you get 60x Designer Wallet - for Neslug you get 99x Winning Formula With this Step 1 of this informator is complete. You're ready for step 2. ************************************************************ STEP 2 - THREE SELECTED CHARACTERS LEARN IMPORTANT ABILITIES ************************************************************ It is time to choose the party that will take care of those nasty overpowered enemies. As stated before, I suggest Rikku, Auron and Kimahri, all with their fully powered celestial weapons. If you have Anima and Magus Sisters, switch Kimahri out for Yuna. If you don't have Anima and Magus Sisters, Yuna will act as a backup in certain tough 'events'. Which abilities do I deem important? Esuna, Full-Life, Hastega, Slowga, Shell, Protect, Reflect, Dispel, Holy, Auto- Life, Steal, Use, Entrust, Copycat, Quick Pockets, Doublecast, Bribe, Triple Foul, Delay Buster, Full Break, Mug and Quick Hit. Getting the cash - sell off all of the excessive weaponry and armor you might have collected on your journey and you don't need anymore - equip Rikku with her Godhand (this is her best weapon I'm sure you've gotten already) or in case you don't have one yet, customize any weapon with two free slots with Gillionare (use 30x Designer Wallet you got not long ago) and First Strike - go to O. Ruins and save at nearby save sphere - start circling around here and keep falling into random battles - make sure Rikku (and First Striker) is (are) in frontline party - most of fights are VS 1x Zaurus and 1x chest (it can be a Mimic) - make sure you have Rikku Steal from the chest; if it says 'Nothing to steal.', chest turns into one of four shapes of a Mimic - defeat this bastard and you'll get 100000 gil - Rikku must be in winning party or you won't get cash bonus - for starters you'll need around 4000000 gil Getting the hard-to-reach abilities for Rikku, Auron and Kimahri (Yuna) WAY 1: - head to monster arena - pay to fight Master Coeurl - Bribe it 130000+ gil for one Warp Sp. (you'll need about 15 of them) - now pay to fight Coeurl - Bribe it 60000+ gil for Friend Sp. (need about 45 of them) - get 99 Ability Spheres - now use Warp Sp. to warp to Full-Life node and use Ability Sp. to have Rikku learn Full-Life - now have Auron use Friend Sp. to teleport to Rikku's location and use Ability Sp. to learn Full-Life (do the same for Kimahri, Yuna, or both) - repeat the process of warpin' and stuff for these abilities: Auto-Life, Copycat, Quick Pockets, Doublecast and Full Break WAY 2: - slaughter heaps of Cactuars so that you gain large amounts of AP with which you can cross the grid - alternatively, you can kill lots of Great Malboros or Master Tonberries for two huge AP boosts - another alternative to get lots of AP is AP gaining trick (press CTRL + F, type in A840A, and press ENTER) - to get lock spheres with which you remove the locks at SG, you need to do a bit of Bribing again: for Lv.1 Bribe Imp, for Lv.2 Bribe Behemoth, for Lv.3 Bribe Demonolith, for Lv.4 Bribe Chimera Brain - the rest of the stuff is accomplished much the same as previous way Learning the rest of important abilities - according to abilities left (Esuna, Hastega, Slowga, Shell, Protect, Reflect, Dispel, Holy, Steal, Use, Entrust, Bribe, Triple Foul, Delay Buster, Mug and Quick Hit) you'll need 24 Wht Mag Sp., 12 Special Sp., and 12 Skill Sp. - you can get Wht Mag Sp. by Bribing Dark Flan - Special Sp. will be yours when Adamantoise is Bribed - Skill Sp. are handed to you by Bribing Zu - finding all of these guys is not hard, since we already captured one of each when we were questing after area creations - if in need of more cash, return to O. Ruins and continue slaughtering Mimics Second step in accomplishing the task is complete. Although I've singled out three (four) chrs, the others will get their turn once the selected chrs finish their route across the SG. ************************************************* STEP 3 - GETTING READY TO FIGHT SPECIES CREATIONS ************************************************* Now you need to unlock species creations. To do so you'll now have to revisit each of the 13 areas and capture following amounts of stuff in order to have Species conquest entry in the end look like this: - Fenrir - capture at least 3 of each: Dingo, Mi'ihen Fang, Garm, Snow Wolf, Sand Wolf, Skoll, Bandersnatch. - Ornitholestes - capture at least 3 of each: Dinonix, Ipiria, Raptor, Melusine, Iguion, Yowie, Zaurus. - Pteryx - capture at least 4 of each: Condor, Simurgh, Alcyone. - Hornet - capture at least 4 of each: Killer Bee, Bite Bug, Wasp, Nebiros. - Vidatu - capture at least 4 of each: Gandarewa, Aerouge, Imp. - One-Eye - capture at least 4 of each: Floating Eye, Buer, Evil Eye, Ahriman, Floating Death. - Jumbo Flan - capture at least 3 of each: Water Flan, Thunder Flan, Snow Flan, Ice Flan, Flame Flan, Dark Flan. - Nega Elemental - capture at least 3 of each: Yellow Element, White Element, Red Element, Gold Element, Blue Element, Dark Element, Black Element. - Tanket - capture at least 3 of each: Raldo, Bunyip, Murussu, Mafdet, Shred, Halma. - Fafnir - capture at least 4 of each: Vouivre, Lamashtu, Kusariqqu, Mushussu, Nidhogg. - Sleep Sprout - capture at least 5 of each: Funguar, Thorn, Exoray. - Bomb King - capture at least 5 of each: Bomb, Grenade, Puroboros. - Juggernaut - capture at least 5 of each: Dual Horn, Valaha, Grendel. - Ironclad - capture 10 of each: Iron Giant, Gemini A, Gemini B. IMPORTANT: Remember, you currently DON'T need Clear Spheres yet. Additionally, by unlocking two species creations Greater Sphere is also unlocked. For six species creations open you get to fight Th'uban. After this feast is complete return to the arena to collect your rewards, which are: - for unlocking Fenrir you get 99x Chocobo Feather - for unlocking Ornitholestes you get 99x Stamina Spring - for unlocking Pteryx you get 99x Mega Phoenix - for unlocking Hornet 60x Mana Tonic - for unlocking Vidatu 99x Mana Spring - for unlocking One-Eye 60x Stamina Tablet - for unlocking Jumbo Flan 60x Twin Stars - for unlocking Nega Elemental 99x Star Curtain - for unlocking Tanket 99x Gold Hourglass - for unlocking Fafnir 99x Purifying Salt - for unlocking Sleep Sprout 99x Healing Spring - for unlocking Bomb King 60x Turbo Ether - for unlocking Juggernaut 99x Light Curtain - for unlocking Ironclad 60x Mana Tablet - for unlocking Greater Sphere 60x Supreme Gem - for unlocking Th'uban 99x Gambler's Spirit - for unlocking Ultima Buster 99x Dark Matter ********************************* STEP 4 - FINAL STATISTIC PREPPING ********************************* In this step I'll prep you up for upcoming battles against species creations. You should be using Rikku with fully powered up Godhand, Auron with fully powered up Masamune and Kimahri with fully powered up Spirit Lance (or Yuna, if her Nirvana is fully powered). What I'll write now may go against the common belief, but... Personally I think that it is MUCH better that you try to cover all existing stat booster nodes on SG *before* you take on any of newly created monsters in the arena. Sure, if you have Yuna and all her summons, job is easy in this case, but many first time FFX: PAL players forget to get Destruction Sp. treasures in the temples and are later unable to win it back cos of certain would-be-tough guys. I have had that experience. Also, I don't think that raising HP above 24000 HP is necessary. 20000 or so HP is more then enough until further notice. Forget about raising MP behind 999 MP - this value will more than suffice. The below chart took a little bit of work, but boy, if I didn't have time... I'll present a chart with starting stats of playable chrs: Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 520 360 380 475 618 644 1030 ------------------------------------------------------------ Str 15 10 5 5 14 16 20 ------------------------------------------------------------ Def 10 8 8 5 10 15 15 ------------------------------------------------------------ Mag 5 10 20 20 10 17 5 ------------------------------------------------------------ Mdef 5 8 30 20 5 5 5 ------------------------------------------------------------ MP 12 85 92 84 10 78 33 ------------------------------------------------------------ Agi 10 16 5 10 7 6 5 ------------------------------------------------------------ Luck 18 18 17 17 19 18 17 ------------------------------------------------------------ Eva 10 5 40 30 5 5 5 ------------------------------------------------------------ Acc 10 5 3 3 25 5 3 After all stat nodes on ESG are activated, this is how Lulu's stats looked like: HP, St, Df, Mg, Mf, MP, Ag, Lu, Ev, Ac 9999 161 139 160 147 999 151 31 152 70 So, what are the exact increases in every stat? The answer is in the below chart. I'll list the after-stat, and subtract before-stat to get increase-stat. Complicated? Naah. Before-stat After-stat Increase-stat HP 380 9999 9619 -------------------------------------------------------------- Str 5 161 156 -------------------------------------------------------------- Def 8 139 131 -------------------------------------------------------------- Mag 20 160 140 -------------------------------------------------------------- Mdef 30 147 117 -------------------------------------------------------------- MP 92 999 907 -------------------------------------------------------------- Agi 5 151 146 -------------------------------------------------------------- Luck 17 31 14 -------------------------------------------------------------- Eva 40 152 112 -------------------------------------------------------------- Acc 3 70 67 Note: HP and MP are increased waaaay more cos of sea of HP and MP nodes that are on SG. But where are those additional HP and MP, you ask? You need Break HP Limit and Break MP Limit armor abilities for that. Don't worry tho', game remembers all HP and MP. When you get those two abilities I mentioned, HP and MP will be properly displayed. With all HP nodes on SG activated chrs' HP end up somewhere around 20000 (when Tidus reached 9999, I counted 51 more HP nodes before they were all activated). Now I'll provide the stats your chrs can have when all of the existing stat nodes have been activated, not counting the spheres you may have gotten and used already. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 9999 9999 9999 9999 9999 9999 9999 ------------------------------------------------------------ Str 171 166 161 161 170 172 176 ------------------------------------------------------------ Def 141 139 139 136 141 146 146 ------------------------------------------------------------ Mag 145 150 160 160 150 157 145 ------------------------------------------------------------ Mdef 122 125 147 137 122 122 122 ------------------------------------------------------------ MP 999 999 999 999 999 999 999 ------------------------------------------------------------ Agi 156 162 151 156 153 152 151 ------------------------------------------------------------ Luck 32 32 31 31 33 32 31 ------------------------------------------------------------ Eva 122 117 152 142 117 117 117 ------------------------------------------------------------ Acc 77 72 70 70 92 72 70 This looks much better than before, but when comparing these stats to those of standard SG, you'll notice that stat increases are smaller. After everything is covered, ie all abilities learned, all stat nodes activated and all Lock nodes removed, you will have 277 empty nodes left. Memorize this number and in the continuing lines you will see how to best employ them. First we'll want to max Strength. ***************************** STEP 5 - FIRST ARMOR PREPPING ***************************** Make three armors (purchase them from Wantz in Macalania forest) for Auron, Rikku and Kimahri (or Yuna) with Auto-Haste (Bribe Machea for Chocobo Wings), Auto-Protect (defeat Fafnir, steal from Tanket for Light Curtains) and Auto- Phoenix (Bribe Ghost for Mega Phoenixes). First armor is prepped and ready to use. So equip Rikku with Godhand, Auron with Masamune and Kimahri with Spirit Lance (Yuna with Nirvana) - all these weapons must be fully powered up. Don't forget to equip newly created armors! Also remember that Kimahri's and Rikku's best weapons deal more damage at full HP, whilst Auron's deals more damage, lower he is on HP. ************************ STEP 6 - MAXING STRENGTH ************************ Increase Strength first. You'll need to waste Juggernaut. He has 1200000 HP and needs to be dealt a finishing blow over 15000 damage to get an Overkill. He drops 1x Strength Sp. (2x for Overkill). For strategy on him look into section 36, Step 6. POST-JUGGERNAUT-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Str stat is 161 of Lulu and Yuna. This means you're gonna need 24 Strength Sp. in order to reach max Str stat for all seven chrs. Proceed in killing Jugi until you have that much. Lay waste upon SG using 24 Strength Sp. you've just received and Str stat for all chrs is at 255 finally. If you need lots of Power Sp. fast, engage in battle against Kottos, feed him one Power Distiller and Overkill him to receive 40x Power Sp. - Empty nodes remaining: 253 empty nodes. - Next stat target: Defence - but uhhh, there is an obstacle in the way, as Tanket causes Berserk... before you nail him, we'll need another armor piece *************************** BY-STEP 6 - FAFNIR OVERKILL *************************** Fafnir is another creation that has set attack pattern, therefore this is why I recommend fighting it for Light Curtains (you need those for Auto-Protect). He has 1100000 HP and needs to be dealt finishing blow worth over 13000 in order to get Overkill. He drops 20x Light Curtain (40x for Overkill). For strategy on him look into section 36, By-step 6. *************************** STEP 7 - SECOND ARMOR PIECE *************************** Purchase another three armors from Wantz / defeat Adamantoise (or Varuna) to receive empty 4-slot armor. Buying from Rin on airship is not recommended anymore, so I urge you to resort to these two ways. What shall we integrate in this armor? This time we have four slots to work around with. In one integrate Auto-Haste (Bribe Machea for Chocobo Wings), in second Deathproof (Bribe Epaaj for Farplane Winds), in third Berserkproof (Bribe Raldo for Hypello Potions), in fourth Confuseproof (Bribe Floating Eye for Musks). This armor will help us in getting Defence and Agility to the max. IMPORTANT: Purchase additional armor piece for Auron! Extremely important! In first slot integrate Ribbon using 99x Dark Matters you got if you were bothered enough to unlock Ultima Buster. If you don't have them yet, or have insifficient amount of them, save them for later. *********************** STEP 8 - MAXING DEFENCE *********************** For Defence maxing make sure you equip armor which we lastly created, ie the one containing Deathproof, Berserkproof and Confuseproof, as you need to fight Berserk inflicting Tanket. He has 900000 HP and needs to be dealt finishing blow worth over 10000 in order to get Overkill. He drops 1x Defence Sp. (2x for Overkill). For strategy on him look into section 36, Step 8. POST-TANKET-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Def stat is 136 of Yuna. This means you're gonna need 30 Defence Sp. in order to reach max Def stat for all seven chrs. Proceed in killing Tanket until you have that much. Lay waste upon SG using 30 Defence Sp. you've just received and Def stat for all chrs is at 255 finally. If you need lots of Power Sp. fast, engage in battle against Kottos, feed him one Power Distiller and Overkill him to receive 40x Power Sp. - Empty nodes remaining: 223 empty nodes. - Next stat target: Accuracy ************************ STEP 9 - MAXING ACCURACY ************************ For Accuracy maxing make sure you equip armor which we lastly created, ie the one containing Deathproof, Berserkproof and Confuseproof. For this battle Deathproof and Confuseproof will be helpful. Hornet has 620000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Accuracy Sp. (2x for Overkill). For strategy on him look into section 36, Step 9. POST-HORNET-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Acc stat is 70 of Lulu and Yuna. This means you're gonna need 47 Accuracy Sp. in order to reach max Acc stat for all seven chrs. Proceed in killing Hornet until you have that much. After each Hornet battle remember to visit SG to use Accuracy Sp. you've just won in order to improve Acc for next Hornet battle, eventually allowing you to hit him with no problem. Also remember laying waste upon SG until 47 Accuracy Sp. are used and Acc stat for all chrs is at 255 finally. If you need lots of Speed Sp. fast, engage in battle against Kottos, feed him one Speed Distiller and Overkill him to receive 40x Speed Sp. - Empty nodes remaining: 176 empty nodes. - Next stat target: Agility ************************ STEP 10 - MAXING AGILITY ************************ For Agility maxing make sure you equip armor which we lastly created, ie the one containing Deathproof, Berserkproof and Confuseproof. Confuseproof will take care of nasty things. Warning! Currently Fenrir is faster than all of your chrs... or is he? Thanks to Auto-Haste you're ensured that your chrs will be getting one or two turns for each of Fenrir's. He has 850000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Agility Sp. (2x for Overkill). For strategy on him look into section 36, Step 10. POST-FENRIR-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Agi stat is 151 of Lulu and Auron. This means you're gonna need 26 Agility Sp. in order to reach max Agi stat for all seven chrs. Proceed in killing Fenrir until you have that much. After each Fenrir battle remember to visit SG to use Agility Sp. you've just won in order to improve Agi for next Fenrir battle, eventually allowing you to hit him more times he can imagine. Also remember laying waste upon SG until 26 Agility Sp. are used and Agi stat for all chrs is at 255 finally. If you need lots of Speed Sp. fast, engage in battle against Kottos, feed him one Speed Distiller and Overkill him to receive 40x Speed Sp. - Empty nodes remaining: 150 empty nodes. - Next stat target: Magic Defence - One-Eye has multi-target multi-status inflicting attack... news that you and I don't like. Maybe you're thinking that we'll create new armor for him. If you want to, go for it. I'll provide another section dedicated to creating armor piece just for One-Eye battles. For those that would like to skip making another armor, I have a little trick as well. ****************************** BY-STEP 10 - THIRD ARMOR PIECE ****************************** One-Eye's Shockwave inflicts magic type damage along with Confuse, Sleep, Silence, Darkness and Slow. Silence and Darkness are hardly of being dangerous, but we need to take care of other three. Head to Wantz's again and purchase another three armors with four empty slots. In the slots input Confuseproof (Bribe Floating Eyes for Musks), Sleepproof (Bribe Skoll for Dream Powders) and Slowproof (Bribe Mushussu for Gold Hourglasses). Leave fourth slot empty for now. Why not Auto-Haste instead of Slowproof? I think it's a waste. Your chrs have 255 Agi and when you compare this to One-Eye's Agi of 38, it makes you laugh. ****************************** STEP 11 - MAXING MAGIC DEFENCE ****************************** For Magic Defence maxing make sure you equip armor which we lastly created, ie the one containing Slowproof, Sleepproof and Confuseproof, or make sure Auron is equipped with Masamune. Warning! One-Eye has extremely high probability of ambushing you, in which case you will get struck with Shockwave (injects Confuse, Sleep, Silence, Darkness and Slow). One-Eye has 150000 HP and needs to be dealt finishing blow worth over 15000 in order to get Overkill. He drops 1x Magic Defence Sp. (2x for Overkill). For strategy on him look into section 36, Step 11. POST-ONE-EYE-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Mdef stat is 122. Strangely, all boys have that much. This means you're gonna need 34 Magic Defence Sp. in order to reach max Mdef stat for all seven chrs. Proceed in killing One-Eye until you have that much. After each One-Eye battle remember to visit SG to use Magic Defence Sp. you've just won in order to improve Mdef for next One-Eye battle, slowly but surely decreasing the damage he can do to you with Shockwave. Also remember laying waste upon SG until 32 Magic Defence Sp. are used and Mdef stat for all chrs is at 255 finally. If you need lots of Mana Sp. fast, engage in battle against Kottos, feed him one Mana Distiller and Overkill him to receive 40x Mana Sp. - Empty nodes remaining: 116 empty nodes. - Next stat target: Evasion IMPORTANT: One-Eye can be your richest cash-cow so far. He frequently drops three slotted Triple AP weapons, which can be sold for 67000+ gil. Since you can dispose of him in two attacks, I'd recommend switching to this money earning, as I bet you're tired of seeing Mimics already. ************************ STEP 12 - MAXING EVASION ************************ For Evasion maxing equip first armor we created, ie the one containing Auto- Phoenix, Auto-Haste and Auto-Protect. Pteryx also has extremely high probability of ambushing you, in which case you will get struck with Beak of Woe (Curses!). Pteryx has 100000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Evasion Sp. (2x for Overkill). For strategy on him look into section 36, Step 12. POST-PTERYX-BATTLE-SPHERE-GRID-INFORMATOR - Lowest Eva stat is 117. Rikku, Auron, Wakka and Kimahri are guilty. This means you're gonna need 35 Evasion Sp. in order to reach max Eva stat for all seven chrs. Proceed in killing Pteryx until you have that much. Remember laying waste upon SG until 32 Evasion Sp. are used and Eva stat for all chrs is at 255 finally. If you need lots of Speed Sp. fast, engage in battle against Kottos, feed him one Speed Distiller and Overkill him to receive 40x Speed Sp. - Empty nodes remaining: 81 empty nodes. - Next stat target: Luck - Why Luck next and not Magic? Personally I think Magic is completely useless stat to max in FFX. You will fight toughest enemies of the game with pure strength and skills that involve raw power. Rare occassions that will force you to rely on magic power will be narrowed down to reviving with Life or Full- Life, curing status ailments with Esuna or Dispel, and maybe occassional Hastega or Slowga. But you know, there are other ways that do the job better, you just need time and will to know where to look for it. Casting attack magic is fairly useless for two things: it doesn't pay off as toughest enemies have high magic defence and I don't want to see Ultima for x-times, where x equals split infinity. I forgot to add that you need to fight Jumbo Flan in order to get Magic Sp. It's 'pure' coincidence he can only be damaged by magic. No thanks, I'll pass on that. That's why. ************************** STEP 13 - PART-MAXING LUCK ************************** Yep, you read correctly. After all 255 you've seen Luck will be raised only partly until further notice. There are two reasons to do this: You need to fight Greater Sp. for Luck Sp. and Earth Eater for Fortune Sp. Furthermore, you need one Fortune Sp. per one activation of Luck +4 node. Meaning? One Luck +4 node can only be fully activated with 7 Fortune Sp. Man, imagine the number of Earth Eaters you'll have to kill. Getting Luck Spheres You'll need to engage VS Greater Sphere. While I have an easy strat for him, you'll get bored easily, so make sure you're listening to some music. For starters I would like to aim for 100 Luck stat for three chrs (or four... you know, Yuna and Kimahri stuff, blah blah), just enough that you have little to no problems wasting first four dark aeons. Equip first armor we created prior to battle, ie the one containing Auto- Phoenix, Auto-Haste and Auto-Protect. Greater Sphere packs 1500000 HP, with 99999 worth of damage counting for an Overkill. He drops 1x Luck Sphere (2x for an Overkill). For strategy on him look into section 36, Step 13. Getting Fortune Spheres...? I really really don't recommend doing this if you don't have Tidus or Wakka with their fully powered best weapons. Multi-hit overdrives are a must against Earth Eater. He can be killed with chrs I suggested to use throughout maxing- the-stats process, ie Rikku, Auron and Kimahri, but it'll take another millenia before you gather enough Fortune Spheres. Unfortunately, you will have to deck few Earth Eaters in order to get Fortune Sp., needed to activate Luck nodes. Getting Attribute Spheres Again we take shelter in Bribing. You will need 34 Attribute Sp. in case Yuna can already be part of battle party with fully powered Nirvana, or 51 Attribute Sp. in case Yuna can't be part of battle party yet. Enemy to look for is Maelspike, who can be Bribed for Attribute Sp. You will need about 8000000 gil for this small feast (kill One-Eye and then sell weapons he drops or fight Mimics in O. Ruins; additionally sell off all weapons and armors you got from fighting previous creations). Bribe Maelspike with 100001 gil and then keep giving it 1 gil until it goes away. Of course remember to save before any Bribes are made. POST-GREATER-SPHERE-AND-MAELSPIKE-BATTLE-SPHERE-GRID-INFORMATOR - We'll raise Yuna's, Kimahri's, Rikku's and Auron's Luck to 100 with 18 Luck Sp. you'll need to wrestle from Greater Sphere. Then have one of those chrs use one Fortune Sp. for each Luck node that was newly created, and have the rest of chrs use Attribute Sp. to activate the nodes. Luck is now 100, enough to waste Dark Valefor and Dark Shiva with a little to no difficulty. - Empty nodes remaining: 63 empty nodes. *************************************** STEP 14 - YUNA 'ALMOST' ENTERS THE FRAY *************************************** Before continuing I deem it is now time that Kimahri will be forced to step out of the field and let Yuna enter occassionally. All of her stats are now at 255 sans Luck and Magic (you don't need latter anyway). First thing to do is enter the airship. Input the coordinates for Baaj Temple: X between 11 and 16, Y between 57 and 63. Enter newly discovered destination. Go up the screen and fall into the water. Kill Gesgaeno who appears with one hit.:) If you killed him before, much better. While still in the water, swim north to reach the interior of Baaj temple. After climbing some steps you'll reach Antechamber with six statues. Top left belongs to Besaid, middle left Macalania, bottom left Zanarkand, top right Bevelle, middle right Djose and bottom right Kilika. By approaching the statue it will light up, meaning you broke the seal for respective temple. BTW, Bevelle statue will light up automatically, there's *no way* you could've missed that one. This means we can now get all of Destruction Sp. from all the temples (except Bevelle one, which we were forced to collect in order to be able to exit it). - Kilika temple, Djose temple and Zanarkand temple will let you extract Destruction Sp. with no problems - you will run into flying problem when trying to approach Besaid temple and you will run into speedy problem when trying to approach Macalania temple ************************************************ BY-STEP 14 - WASTING DARK VALEFOR AND DARK SHIVA ************************************************ Prior to Dark Valefor battle equip first armor we created, ie the one containing Auto-Phoenix, Auto-Haste and Auto-Protect. Valefor packs 800000 HP and needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x Dark Matter (2x for Overkill). For strategy on him look into section 36, By-step 14. IMPORTANT: Remember before when I suggested of purchasing additional four- slotted armor piece for Auron? You must have 99x Dark Matters by now, cos I'm definitely sure you collected that much of them from killing monster arena creations. Auron's next armor will contain Ribbon (99x Dark Matter), Auto-Haste (Bribe Machea for Chocobo Wings), Auto-Protect (defeat Fafnir for Light Curtains) and Deathproof (Bribe Epaaj for Farplane Winds). Prior to Dark Shiva battle equip first armor piece we created, ie one containing Auto-Haste, Auto-Protect and Auto-Phoenix. Equip Auron with lastly created armor!!! Don't attempt to fight Dark Shiva without that armor. She's fast! That's why you need 255 Agiliti and Auto-Haste. Following is info on damage estimates done to party at max stats without Shell and Protect in place: 'kick' deals 6000 damage, Heavenly Strike deals about 10000 damage, and Diamond Dust 85000 damage to all (cannot be halved in any way). She's also dangerous cos of her Quick Hit ability, as you will see in CTB window when in battle against her. Guado attack! Run from these guys all the way to the right so that you enter screen called 'Lake Macalania: Crevasse'. Once here, return to Macalania temple entrance and you can now enter without problem. All of the Destruction Sp. have been collected! Now return to Baaj temple and grab your Anima. ****************************************** STEP 15 - YUNA ENTERS THE FRAY PERMANENTLY ****************************************** Now that temple fun is behind us, few things await us. For Yuna we still need to get two of her summons - Yojimbo (in case you don't have him already) and Magus Sisters. You have to get Yojimbo first. Getting Yojimbo We'll visit Cavern of S. F. again. Remember Tonberry and you'll know straight away where it is located. Go to very back of the cavern, where you'll meet someone from Lulu's past. This someone will summon Yojimbo, who will engage in battle against your party. Do I need to mention how pathetically easy he is when compared to your 255 stats? One strike from any member will send him on the floor (if only I could kill that annoying dog). After the battle you'll visit Antechamber where Yojimbo will ask you what do you wish from him. Answer something, then hand over 300000 gil and he's yours to command in future battles. Getting Magus Sisters For these gals you'll need to visit Remiem temple (east exit from Calm lands, accessible only with chocobo). Enter the temple and you'll find Belgemine. Talk to her. Her too...? Accept her challenge, which is besting her in eight levels of Tetris. You can't choose level eight right from the start, you'll have to work your way up gradually. After you defeat level five, you win Flower Scepter. If you got Anima, level seven is now accessible. Best it. If you got Yojimbo, level six is now accessible. Best it as well. This is it! Now approach the strange door behind Belgemine and you will be able to enter. When Yuna exits, Magus Sisters are yours. Talk to Belgemine again and level eight is now accessible. Best that as well, and finally say farewell to Belgemine who will go where she belongs. Moon sigil is yours at last, meaning Yuna's Nirvana is about to be at peak of its power! ************************************** STEP 16 - PRE-FINAL STATISTIC OVERVIEW ************************************** It's time I present you with another chart showing you stats of all seven chrs. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 9999 9999 9999 9999 9999 9999 9999 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 145 150 160 160 150 157 145 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 999 999 999 999 999 999 999 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 32 104 31 103 33 104 103 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 **************************************** STEP 17 - PRE-FINAL SPHERE GRID OVERVIEW **************************************** There's still 63 empty nodes remaining on SG that can be filled with something. One part of that something I suggest you pour into 38 Luck Sp., with which Luck stat will reach 255 value (but it isn't needed!). Yes, I am aware that having 255 Luck, Evasion and Accuracy is not needed. Y'see, you can have one of the following: - either you have 150 Luck, 255 Eva and 255 Acc - or you have 255 Luck, 150 Eva and 150 Acc ... and you'll get roughly same results. But tell me, doesn't it fill you with feeling of completion when you take a look at status screen and you see nothing but 255? Well, in my stat maxing guide everything but Mag. Subtracting that will come into running total of 25 empty nodes still remaining on SG. You're left to do with them as you please, but many players go for HP nodes (get them from killing Ironclad in species creation list). If you absolutely must have Mag at 255, you'll need 28 Magic Sp. (get them from killing Jumbo Flan). Hm, it appears we ran out of space. ***************************************** STEP 18 - WASTING IRONCLAD AND JUMBO FLAN ***************************************** Prior to Ironclad battle equip first armor we created, ie the one containing Auto-Phoenix, Auto-Haste and Auto-Protect. If Yuna doesn't have it yet, make one for her. For Auron stick to his Ribbon armor we have made. Ironclad is a nice guy. He has a set attack pattern, 2000000 HP and counters anything. He needs to be dealt finishing blow worth 99999 in order to get Overkill. He drops 1x HP Sp. (2x for Overkill). Now that we have a bunch of HP nodes, stick them into remaining 25 empty nodes on ESG. For those that are aching in magic field, here's a brief entry for Jumbo Flan. For those that don't care about magic, skip to Step 19. Prior to Jumbo Flan battle equip first armor we created, ie the one containing Auto-Phoenix, Auto-Haste and Auto-Protect. If Yuna doesn't have it yet, make one for her. For Auron stick to his Ribbon armor we have made. Jumbo Flan is not a nice guy - he's immune to any physical attack (funnily Overdrives deal damage to him), and he can only be harmed by magic. He has 1300000 HP and needs to be dealt finishing blow worth 99999 to gain Overkill. He drops 1x Magic Sp. (2x for Overkill). POST-IRONCLAD-AND-JUMBO-FLAN-BATTLE-SPHERE-GRID-INFORMATOR - You have 63 empty nodes remaining. - Personally I'm mostly leaning onto having all stats at 255 except Mag and Luck. Luck IMO is sufficient enough to be at 160. You will be able to kill everything in the game with that stats. Yes, all dark aeons and Penance. True, you may still miss with physical attacks against some of later dark aeons (Magus Sisters), but I've done my best to find out strategies which allow you to beat them very easily (for example, my Dark Bahamut, Dark Magus Sisters and Penance strategies). *********************************** STEP 19 - FINAL STATISTICS OVERVIEW *********************************** First chart is based on my preferred final stats: all stats at 255 except Mag and Luck. Leave Magic stat as it is (ie raised only with Mag +1, 2, 3 or 4 nodes already integrated into SG) and Luck being raised onto 160. As you have 63 empty nodes left remaining, this means you need to get 15 more Luck Sp. Subtracting that gives us 48 empty nodes still left. Fill them with 48 HP Sp. Lying below is chart with final statistics in these cases. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 31120 30960 30980 31075 31218 31244 31630 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 145 150 160 160 150 157 145 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 1062 1135 1142 1134 1060 1128 1083 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 164 164 163 163 165 164 163 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 Looks good, eh? I very highly recommend this ending chart! HP and MP values can be achieved by wearing armor with Break HP Limit and Break MP Limit. Second chart is meant for players who want to have 255 in every stat. Having so high stats they will, but at expense of lower HP. With 63 empty nodes remaining (and based on last stats of your chrs) you will need 38x Luck Sp., 28x Magic Sp. (you'll run out of three slots). Lying below is a chart with final stats in this case. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 16720 16560 16580 16675 16816 16844 17230 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 245 250 255 255 250 255 245 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 1062 1135 1142 1134 1060 1128 1083 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 255 255 255 255 255 255 255 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 ******************************* STEP 20 - HALL OF MONSTER SHAME ******************************* Remember before we become so powerful, you tried to fight area, species and original creations, only to see few 99999 appear on your chrs who were KO-ed? You will now notice an *enormous* difference. **************************************************** STEP 21 - STAT MAXING CONTINUED (WITH CLEAR SPHERES) **************************************************** In case you fall into class of people that likes having neatly organized SG, you've come just to the right section. In here I shall guide you through tormenting way of buying Clear Spheres, clearing the crappy nodes, installing + 4 nodes, buying more Clear Sphere, more clearing, more installing... sometime during this 1000 Don Tonberries will get killed... Anyway, it'll be boring for a while. There are few pre-steps you'll have to read thru. ************************************************* STEP 22 - EXTREMELY DETAILED SPHERE GRID OVERVIEW ************************************************* What shall be in this overview that is not already covered? Hah, exact number of any and all types of nodes before we make any remodelling on SG. Yep, I'll undertake the time to carefully study the SG and provide the most accurate numbers. And here they are... 1. HP nodes Amount of HP +200 nodes: 81 Amount of HP +300 nodes: none Total stat increase: + 16200 HP Total number of HP nodes: 81 2. MP nodes Amount of MP +10 nodes: 3 Amount of MP +20 nodes: 39 Amount of MP +40 nodes: 6 Total stat increase: + 1050 MP Total number of MP nodes: 48 3. STR nodes Amount of STR +1 nodes: 11 Amount of STR +2 nodes: 15 Amount of STR +3 nodes: 9 Amount of STR +4 nodes: 22 Total stat increase: + 156 STR Total number of STR nodes: 57 4. DEF nodes Amount of DEF +1 nodes: 4 Amount of DEF +2 nodes: 18 Amount of DEF +3 nodes: 17 Amount of DEF +4 nodes: 10 Total stat increase: + 131 DEF Total number of DEF nodes: 49 5. MAG nodes Amount of MAG +1 nodes: 4 Amount of MAG +2 nodes: 8 Amount of MAG +3 nodes: 12 Amount of MAG +4 nodes: 21 Total stat increase: + 140 MAG Total number of MAG nodes: 45 6. MDEF nodes Amount of MDEF +1 nodes: 8 Amount of MDEF +2 nodes: 10 Amount of MDEF +3 nodes: 7 Amount of MDEF +4 nodes: 17 Total stat increase: + 117 MDEF Total number of MDEF nodes: 42 7. AGI nodes Amount of AGI +1 nodes: 4 Amount of AGI +2 nodes: 14 Amount of AGI +3 nodes: 14 Amount of AGI +4 nodes: 18 Total stat increase: + 146 AGI Total number of AGI nodes: 50 8. LUCK nodes Amount of LUCK +1 nodes: 3 Amount of LUCK +2 nodes: 2 Amount of LUCK +3 nodes: 1 Amount of LUCK +4 nodes: 1 Total stat increase: + 14 LUCK Total number of LUCK nodes: 7 9. EVA nodes Amount of EVA +1 nodes: 4 Amount of EVA +2 nodes: 10 Amount of EVA +3 nodes: 4 Amount of EVA +4 nodes: 19 Total stat increase: + 112 EVA Total number of EVA nodes: 37 10. ACC nodes Amount of ACC +1 nodes: 4 Amount of ACC +2 nodes: 10 Amount of ACC +3 nodes: 9 Amount of ACC +4 nodes: 4 Total stat increase: + 67 ACC Total number of ACC nodes: 27 11. Lock nodes Amount of Lv.1 nodes: 10 Amount of Lv.2 nodes: 12 Amount of Lv.3 nodes: 18 Amount of Lv.4 nodes: 12 Total number of nodes: 52 12. Empty nodes Amount of empty nodes: 225 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 17. Total amount of all types of nodes There is grand total of 805 nodes existing on Expert SG in FFX: PAL (56 nodes less than in standard SG). ********************************************** STEP 23 - POST-REMODELING SPHERE GRID OVERVIEW ********************************************** In here I'll list amount of nodes that exist all over SG after we're done remodeling it with spheres we wrestled from the arena fiends with NO Clear Spheres being used yet. There will be two overviews, one for each of recommended ways of stat maxing. ----------------------------------------------------------------------------- First ESG overview with Luck of 160 and Mag not being changed at all. 1. HP nodes Amount of HP +200 nodes: 81 Amount of HP +300 nodes: 48 Total stat increase: + 16200 + 14400 = 30600 HP Total number of HP nodes: 81 + 48 = 129 2. MP nodes Amount of MP +10 nodes: 3 Amount of MP +20 nodes: 39 Amount of MP +40 nodes: 6 Total stat increase: + 1050 MP Total number of MP nodes: 48 3. STR nodes Amount of STR +1 nodes: 11 Amount of STR +2 nodes: 15 Amount of STR +3 nodes: 9 Amount of STR +4 nodes: 22 + 24 = 46 Total stat increase: + 156 + 96 = 252 STR Total number of STR nodes: 57 + 24 = 81 4. DEF nodes Amount of DEF +1 nodes: 4 Amount of DEF +2 nodes: 18 Amount of DEF +3 nodes: 17 Amount of DEF +4 nodes: 10 + 30 Total stat increase: + 131 + 120 = 251 DEF Total number of DEF nodes: 49 + 30 = 79 5. MAG nodes Amount of MAG +1 nodes: 4 Amount of MAG +2 nodes: 8 Amount of MAG +3 nodes: 12 Amount of MAG +4 nodes: 21 Total stat increase: + 140 MAG Total number of MAG nodes: 45 6. MDEF nodes Amount of MDEF +1 nodes: 8 Amount of MDEF +2 nodes: 10 Amount of MDEF +3 nodes: 7 Amount of MDEF +4 nodes: 17 + 34 Total stat increase: + 117 + 136 = 253 MDEF Total number of MDEF nodes: 42 + 34 = 76 7. AGI nodes Amount of AGI +1 nodes: 4 Amount of AGI +2 nodes: 14 Amount of AGI +3 nodes: 14 Amount of AGI +4 nodes: 18 + 26 Total stat increase: + 146 + 104 = 250 AGI Total number of AGI nodes: 50 + 26 = 76 8. LUCK nodes Amount of LUCK +1 nodes: 3 Amount of LUCK +2 nodes: 2 Amount of LUCK +3 nodes: 1 Amount of LUCK +4 nodes: 1 + 33 Total stat increase: + 14 + 132 = 146 LUCK Total number of LUCK nodes: 7 + 33 = 40 9. EVA nodes Amount of EVA +1 nodes: 4 Amount of EVA +2 nodes: 10 Amount of EVA +3 nodes: 4 Amount of EVA +4 nodes: 19 + 35 Total stat increase: + 112 + 140 = 252 EVA Total number of EVA nodes: 37 + 35 = 72 10. ACC nodes Amount of ACC +1 nodes: 4 Amount of ACC +2 nodes: 10 Amount of ACC +3 nodes: 9 Amount of ACC +4 nodes: 4 + 47 Total stat increase: + 67 + 188 = 255 ACC Total number of ACC nodes: 27 + 47 = 74 11. Lock nodes Amount of Lv.1 nodes: 10 - 10 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 18 - 18 = 0 Amount of Lv.4 nodes: 12 - 12 = 0 Total number of nodes: 52 - 52 = 0 12. Empty nodes Amount of empty nodes: 225 - 225 = 0 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 ----------------------------------------------------------------------------- Second ESG overview with all stats at 255 (sans magic which we have 3 Magic Sp. left to install). 1. HP nodes Amount of HP +200 nodes: 81 Amount of HP +300 nodes: none added Total stat increase: + 16200 HP Total number of HP nodes: 81 2. MP nodes Amount of MP +10 nodes: 3 Amount of MP +20 nodes: 39 Amount of MP +40 nodes: 6 Total stat increase: + 1050 MP Total number of MP nodes: 48 3. STR nodes Amount of STR +1 nodes: 11 Amount of STR +2 nodes: 15 Amount of STR +3 nodes: 9 Amount of STR +4 nodes: 22 + 24 = 46 Total stat increase: + 156 + 96 = 252 STR Total number of STR nodes: 57 + 24 = 81 4. DEF nodes Amount of DEF +1 nodes: 4 Amount of DEF +2 nodes: 18 Amount of DEF +3 nodes: 17 Amount of DEF +4 nodes: 10 + 30 Total stat increase: + 131 + 120 = 251 DEF Total number of DEF nodes: 49 + 30 = 79 5. MAG nodes Amount of MAG +1 nodes: 4 Amount of MAG +2 nodes: 8 Amount of MAG +3 nodes: 12 Amount of MAG +4 nodes: 21 + 25 Total stat increase: + 140 + 100 = 240 MAG Total number of MAG nodes: 45 + 25 = 70 6. MDEF nodes Amount of MDEF +1 nodes: 8 Amount of MDEF +2 nodes: 10 Amount of MDEF +3 nodes: 7 Amount of MDEF +4 nodes: 17 + 34 Total stat increase: + 117 + 136 = 253 MDEF Total number of MDEF nodes: 42 + 34 = 76 7. AGI nodes Amount of AGI +1 nodes: 4 Amount of AGI +2 nodes: 14 Amount of AGI +3 nodes: 14 Amount of AGI +4 nodes: 18 + 26 Total stat increase: + 146 + 104 = 250 AGI Total number of AGI nodes: 50 + 26 = 76 8. LUCK nodes Amount of LUCK +1 nodes: 3 Amount of LUCK +2 nodes: 2 Amount of LUCK +3 nodes: 1 Amount of LUCK +4 nodes: 1 + 56 = 57 Total stat increase: + 14 + 224 = 238 LUCK Total number of LUCK nodes: 7 + 56 = 63 9. EVA nodes Amount of EVA +1 nodes: 4 Amount of EVA +2 nodes: 10 Amount of EVA +3 nodes: 4 Amount of EVA +4 nodes: 19 + 35 Total stat increase: + 112 + 140 = 252 EVA Total number of EVA nodes: 37 + 35 = 72 10. ACC nodes Amount of ACC +1 nodes: 4 Amount of ACC +2 nodes: 10 Amount of ACC +3 nodes: 9 Amount of ACC +4 nodes: 4 + 47 Total stat increase: + 67 + 188 = 255 ACC Total number of ACC nodes: 27 + 47 = 74 11. Lock nodes Amount of Lv.1 nodes: 10 - 10 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 18 - 18 = 0 Amount of Lv.4 nodes: 12 - 12 = 0 Total number of nodes: 52 - 52 = 0 12. Empty nodes Amount of empty nodes: 225 - 225 = 0 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 **************************** STEP 24 - CLEAR SPHERES INFO **************************** Clear Spheres are items you'll now be buying like mad, since we need to delete many crappy nodes in order to organize the SG neatly. First step in getting Clear Spheres is capturing five of every fiend. Doing this will unlock Ultima Buster, as well as making Clear Spheres appear in Item shop of arena manager. One Clear Sphere will relieve you of 10000 gil. Clear Spheres can remove any node from SG except: Lock nodes, White and Black Magic nodes, Skill nodes and Special ability nodes. In next step I'll make another chart showing how many nodes from each stat category you'll need to delete exactly, making necessary adjustments. Do not attempt to delete anything yet! Take that chart only as an info corner to see what you'll need to do. ****************************************************** STEP 25 - SPHERE GRID OVERVIEW BEFORE CLEAR SPHERE-ING ****************************************************** Yet again I'll have to make two charts, one for each type of stat maxing I suggested. ----------------------------------------------------------------------------- First SG overview with Luck of 160 and Mag not being changed at all. 1. HP nodes Amount of HP +200 nodes: 81 - 81 = 0 Amount of HP +300 nodes: 48 Total stat increase left: + 14400 HP Total number of HP nodes left: 48 Amount of Clear Spheres needed: 81 2. MP nodes Amount of MP +10 nodes: 3 Amount of MP +20 nodes: 39 - 3 = 36 Amount of MP +40 nodes: 6 Total stat increase left: + 990 MP Total number of MP nodes left: 45 Amount of Clear Spheres needed: 3 3. STR nodes Amount of STR +1 nodes: 11 - 11 = 0 Amount of STR +2 nodes: 15 - 15 = 0 Amount of STR +3 nodes: 9 - 9 = 0 Amount of STR +4 nodes: 22 + 24 = 46 Total stat increase left: + 184 STR Total number of STR nodes left: 46 Amount of Clear Spheres needed: 35 4. DEF nodes Amount of DEF +1 nodes: 4 - 4 = 0 Amount of DEF +2 nodes: 18 - 18 = 0 Amount of DEF +3 nodes: 17 - 17 = 0 Amount of DEF +4 nodes: 10 + 30 Total stat increase left: + 160 DEF Total number of DEF nodes left: 40 Amount of Clear Spheres needed: 39 5. MAG nodes Amount of MAG +1 nodes: 4 Amount of MAG +2 nodes: 8 Amount of MAG +3 nodes: 12 Amount of MAG +4 nodes: 21 Total stat increase left: + 140 MAG Total number of MAG nodes left: 45 Amount of Clear Spheres needed: none 6. MDEF nodes Amount of MDEF +1 nodes: 8 - 8 = 0 Amount of MDEF +2 nodes: 10 - 10 = 0 Amount of MDEF +3 nodes: 7 - 7 = 0 Amount of MDEF +4 nodes: 17 + 34 Total stat increase left: + 204 MDEF Total number of MDEF nodes left: 51 Amount of Clear Spheres needed: 25 7. AGI nodes Amount of AGI +1 nodes: 4 - 4 = 0 Amount of AGI +2 nodes: 14 - 14 = 0 Amount of AGI +3 nodes: 14 - 14 = 0 Amount of AGI +4 nodes: 18 + 26 Total stat increase left: + 176 AGI Total number of AGI nodes left: 44 Amount of Clear Spheres needed: 32 8. LUCK nodes Amount of LUCK +1 nodes: 4 Amount of LUCK +2 nodes: 3 Amount of LUCK +3 nodes: none Amount of LUCK +4 nodes: 2 + 32 = 34 Total stat increase left: + 18 + 128 = 146 LUCK Total number of LUCK nodes left: 9 + 32 = 41 Amount of Clear Spheres needed: none 9. EVA nodes Amount of EVA +1 nodes: 4 - 4 = 0 Amount of EVA +2 nodes: 10 - 10 = 0 Amount of EVA +3 nodes: 4 - 4 = 0 Amount of EVA +4 nodes: 19 + 35 Total stat increase left: + 216 EVA Total number of EVA nodes left: 54 Amount of Clear Spheres needed: 18 10. ACC nodes Amount of ACC +1 nodes: 4 - 4 = 0 Amount of ACC +2 nodes: 10 - 10 = 0 Amount of ACC +3 nodes: 9 - 9 = 0 Amount of ACC +4 nodes: 4 + 47 Total stat increase left: + 204 ACC Total number of ACC nodes left: 51 Amount of Clear Spheres needed: 23 11. Lock nodes Amount of Lv.1 nodes: 12 - 12 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 20 - 20 = 0 Amount of Lv.4 nodes: 33 - 33 = 0 Total number of nodes: 77 - 77 = 0 12. Empty nodes Amount of empty nodes: 256 (after Clear Spheres have been used on the nodes I suggested to erase) 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 For restructuring this SG you'll require 256 Clear Spheres. ----------------------------------------------------------------------------- Now for SG overview with all stats maxed at 255. 1. HP nodes Amount of HP +200 nodes: 81 - 81 = 0 Amount of HP +300 nodes: none Total stat increase left: none Total number of HP nodes left: none Amount of Clear Spheres needed: 81 2. MP nodes Amount of MP +10 nodes: 3 - 3 = 0 Amount of MP +20 nodes: 39 - 39 = 0 Amount of MP +40 nodes: 6 Total stat increase left: + 240 MP Total number of MP nodes left: 6 Amount of Clear Spheres needed: 42 3. STR nodes Amount of STR +1 nodes: 11 - 11 = 0 Amount of STR +2 nodes: 15 - 15 = 0 Amount of STR +3 nodes: 9 - 9 = 0 Amount of STR +4 nodes: 22 + 24 = 46 Total stat increase left: + 184 STR Total number of STR nodes left: 46 Amount of Clear Spheres needed: 35 4. DEF nodes Amount of DEF +1 nodes: 4 - 4 = 0 Amount of DEF +2 nodes: 18 - 18 = 0 Amount of DEF +3 nodes: 17 - 17 = 0 Amount of DEF +4 nodes: 10 + 30 Total stat increase left: + 160 DEF Total number of DEF nodes left: 40 Amount of Clear Spheres needed: 39 5. MAG nodes Amount of MAG +1 nodes: 4 - 4 = 0 Amount of MAG +2 nodes: 8 - 8 = 0 Amount of MAG +3 nodes: 12 - 12 = 0 Amount of MAG +4 nodes: 21 + 25 = 46 Total stat increase left: + 184 MAG Total number of MAG nodes left: 46 Amount of Clear Spheres needed: 24 6. MDEF nodes Amount of MDEF +1 nodes: 8 - 8 = 0 Amount of MDEF +2 nodes: 10 - 10 = 0 Amount of MDEF +3 nodes: 7 - 7 = 0 Amount of MDEF +4 nodes: 17 + 34 Total stat increase left: + 204 MDEF Total number of MDEF nodes left: 51 Amount of Clear Spheres needed: 25 7. AGI nodes Amount of AGI +1 nodes: 4 - 4 = 0 Amount of AGI +2 nodes: 14 - 14 = 0 Amount of AGI +3 nodes: 14 - 14 = 0 Amount of AGI +4 nodes: 18 + 26 Total stat increase left: + 176 AGI Total number of AGI nodes left: 44 Amount of Clear Spheres needed: 32 8. LUCK nodes Amount of LUCK +1 nodes: 3 - 3 = 0 Amount of LUCK +2 nodes: 2 - 2 = 0 Amount of LUCK +3 nodes: 1 - 1 = 0 Amount of LUCK +4 nodes: 1 + 56 = 57 Total stat increase left: + 228 LUCK Total number of LUCK nodes left: 57 Amount of Clear Spheres needed: 6 9. EVA nodes Amount of EVA +1 nodes: 4 - 4 = 0 Amount of EVA +2 nodes: 10 - 10 = 0 Amount of EVA +3 nodes: 4 - 4 = 0 Amount of EVA +4 nodes: 19 + 35 Total stat increase left: + 216 EVA Total number of EVA nodes left: 54 Amount of Clear Spheres needed: 18 10. ACC nodes Amount of ACC +1 nodes: 4 - 4 = 0 Amount of ACC +2 nodes: 10 - 10 = 0 Amount of ACC +3 nodes: 9 - 9 = 0 Amount of ACC +4 nodes: 4 + 47 Total stat increase left: + 204 ACC Total number of ACC nodes left: 51 Amount of Clear Spheres needed: 23 11. Lock nodes Amount of Lv.1 nodes: 12 - 12 = 0 Amount of Lv.2 nodes: 12 - 12 = 0 Amount of Lv.3 nodes: 20 - 20 = 0 Amount of Lv.4 nodes: 33 - 33 = 0 Total number of nodes: 77 - 77 = 0 12. Empty nodes Amount of empty nodes: 326 (after Clear Spheres have been used on the nodes I suggested to erase) 13. Black Magic nodes Amount of nodes: 19 14. White Magic nodes Amount of nodes: 22 15. Skill nodes Amount of nodes: 22 16. Special abilities nodes Amount of nodes: 22 For restructuring this SG you'll require 326 Clear Spheres. It is recommended you clear crappy Magic nodes last cos of Jumbo Flan's extremely annoying ability of not being harmed by physical attacks. ***************************************************************** STEP 26 - CHARACTER'S STATISTICS OVERVIEW BEFORE CLEAR SPHERE-ING ***************************************************************** This part is of informative type as well. I will list here the stats your characters would have in *case all of the crappy nodes would have been deleted*. Doing so will help you and me calculate just how much spheres of each type you'll need to get to install them into SG, thus making SG consist only of +4 nodes. Anyway, first are stats with Luck of 160 and Mag not being touched at all, the rest are stats that are left only with +4 nodes, and all that remained are deleted. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 14920 14760 14780 14875 15018 15044 15430 ------------------------------------------------------------ Str 199 194 189 189 198 200 204 ------------------------------------------------------------ Def 170 168 168 165 170 175 175 ------------------------------------------------------------ Mag 147 152 162 162 152 159 147 ------------------------------------------------------------ Mdef 209 212 232 222 209 209 209 ------------------------------------------------------------ MP 1002 1075 1082 1074 1000 1068 1023 ------------------------------------------------------------ Agi 186 192 181 186 183 182 181 ------------------------------------------------------------ Luck 164 164 163 163 165 164 163 ------------------------------------------------------------ Eva 226 221 255 246 221 221 221 ------------------------------------------------------------ Acc 214 209 207 207 229 209 207 ----------------------------------------------------------------------------- Next chart is the one with all core stats being at 255. It shows stats with all the low-class nodes being deleted, with only +4 nodes left on SG. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 520 360 380 475 618 644 1030 ------------------------------------------------------------ Str 199 194 189 189 198 200 204 ------------------------------------------------------------ Def 170 168 168 165 170 175 175 ------------------------------------------------------------ Mag 189 194 204 204 194 201 189 ------------------------------------------------------------ Mdef 209 212 232 222 209 209 209 ------------------------------------------------------------ MP 252 325 332 324 250 318 273 ------------------------------------------------------------ Agi 186 192 181 186 183 182 181 ------------------------------------------------------------ Luck 246 246 245 245 247 246 245 ------------------------------------------------------------ Eva 226 221 255 246 221 221 221 ------------------------------------------------------------ Acc 214 209 207 207 229 209 207 ************************************************************** STEP 27 - CALCULATING AMOUNT OF SPHERES YOU NEED FOR EACH STAT ************************************************************** Another two-part subpart, I'm afraid. Two calculations have been done, based on stats of each stat maxing process I suggested. First, as usual, will be stat maxing guide with Luck of 160 and Mag not being changed (256 empty nodes). - for HP you won't need any spheres, but you can accrue 164x HP Sp. if you wish to have an enormous HP - for MP you won't need any spheres - for STR you'll need 17x Strength Sp. - for DEF you'll need 23x Defence Sp. - for MAG you won't need any spheres - for MDEF you'll need 12x Magic Def Sp. - for AGI you'll need 19x Agility Sp. - for LUCK you won't need any spheres - for EVA you'll need 9x Evasion Sp. - for ACC you'll need 12x Accuracy Sp. ----------------------------------------------------------------------------- This line-up shows amount of spheres needed in case all core stats are 255 (326 empty nodes). - for HP you can accrue up to 195x HP Sp. if you wish to have an enormous HP - for MP you'll need 19x MP Sp. - for STR you'll need 17x Strength Sp. - for DEF you'll need 23x Defence Sp. - for MAG you'll need 17x Magic Sp. - for MDEF you'll need 12x Magic Def Sp. - for AGI you'll need 19x Agility Sp. - for LUCK you'll need 3x Luck Sp. - for EVA you'll need 9x Evasion Sp. - for ACC you'll need 12x Accuracy Sp. ************************************************ STEP 28 - FIGHTING SPECIES CREATIONS FOR SPHERES ************************************************ This shouldn't take long... as long as you don't start collecting HP Sp. If only Ironclad wouldn't counter, battles against him would go so much faster. ********************************** STEP 29 - FINAL STATISTIC OVERVIEW ********************************** I'm almost at the end. Just a few more charts really. Stat maxing part with Luck 160 and Mag not being changed. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 64120 63960 63980 64075 64218 64244 64630 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 147 152 162 162 152 159 147 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 1002 1075 1082 1074 1000 1068 1023 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 164 164 163 163 165 164 163 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 ----------------------------------------------------------------------------- And now stat maxing part with all stats at 255. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 59020 58860 58880 58975 59118 59144 59530 ------------------------------------------------------------ Str 255 255 255 255 255 255 255 ------------------------------------------------------------ Def 255 255 255 255 255 255 255 ------------------------------------------------------------ Mag 255 255 255 255 255 255 255 ------------------------------------------------------------ Mdef 255 255 255 255 255 255 255 ------------------------------------------------------------ MP 1002 1075 1082 1074 1000 1068 1023 ------------------------------------------------------------ Agi 255 255 255 255 255 255 255 ------------------------------------------------------------ Luck 255 255 255 255 255 255 255 ------------------------------------------------------------ Eva 255 255 255 255 255 255 255 ------------------------------------------------------------ Acc 255 255 255 255 255 255 255 There! With this chart stat maxing guide is now at its end! ***************************************** SOME LAST TIPS FOR PLAYERS WITH HP GROOVE ***************************************** Well, this section deserves HP shootout up to 99999 HP without having an armor with HP+??% abilities in it... however, on ESG achieving this much HP will take a lot of sacrifice. If you take a look at stat maxing guide - 160 Luck and Magic untamed - you prolly know what I'm saying from beginning... Magic sucks! So successfully get rid of all Magic nodes - 45 nodes in total. Replace them with 45x HP Sp. for another (calculates) 13500 HP added to current total, thus making chrs have around 80000 HP already. Tidus Rikku Lulu Yuna Wakka Kimahri Auron HP 77620 77460 77480 77575 77718 77744 78130 You're gonna need a huge resupply of 76 more HP Sp. in case you wish to have 99999 HP for all chrs... but just how the hell can you accomplish that? I don't have any easy solution for it. You will have to sacrifice some of +4 nodes if you wish to have 99999 HP without the need for HP+??% armors. Which nodes to erase I leave up to your discretion. ************************************ STATS GO IN HAND WITH GOOD EQUIPMENT ************************************ I see you're still around. *thinks* What the heck did I forget to put down? A good weapon and armor suggestion, you say? Why not. It's a common belief (at least I get that impression) that it's good to have enormous amounts of HP and MP as well as 255-ish stats. Well, personally I believe this is not so. Let me explain why... Having huge amounts of HP is not good. You will need to spend many turns healing in prolonged battles (Nemesis and Penance, for example). Amount of HP also directly relates to amount of damage celestial weapons can do (less HP means less damage) - now imagine your chrs all have 99999 MAX HP, but their current HP is 25000 or so; and compare to having your chrs have 9999 MAX HP, but their current HP is 2500 or so - how many turns does each scenario require you to heal? Latter only one. Few sections up I made a chart showing damage area, species and original creations can do to you once your stats have been maxed. With few exceptions most attacks deal way less than 9999 damage - which makes having HP over 9999 hardly a necessity. Even for dark aeons you will not need that much HP (strats I have for earlier dark aeons do recommend HP over 9999, but at the expense of not having 255 stats). Let's take a look first over armor abilities game has to offer. You can choose from 74 different armor abilities. I'll single out the ones worth having. Deathproof, Auto-Shell, Auto-Protect, Auto-Haste, Auto-Phoenix, Master Thief, No Encounters, Break HP Limit, Ribbon... Out of 74 we have 9 trustworthy abilites left. The remaining 65 do suck and you don't need them. Good armor or best armor? A tough fact, but there is *no* best armor. We can make some good armors instead. Based on my experience in this game, you will stand awesome chances against anything with following two sets of armors. GOOD ARMOR SET 1 (meant for everyday battles) Auto-Protect, Auto-Haste, Ribbon, Auto-Phoenix GOOD ARMOR SET 2 (meant for prolonged battles) Auto-Protect, Auto-Haste, Ribbon, Break HP Limit ARMOR SET 3 (meant for anything status related, including attacks that bypass Deathproof armor ability) Deathproof, Ribbon, Auto-Phoenix, Auto-Haste WHATEVER ARMOR YOU WISH If none of these three armors I suggested suit you, feel free to make your own preferred armor. What I do recommend is that you use abilities mentioned above. That's all I had to say for an armored section. Only final thought remains. ************* FINAL THOUGHT ************* Stat maxing... With 1st November (how odd) this section lays to rest as it is completed. Now on to other challenges still remaining. ============================================================================= ============================================================================= 38.) ABOUT AFFECTION ---> A837 ============================================================================= ============================================================================= Q1 - Lulu, dear, how about a date? Rikku, darling, care to go with me to the movies? Yuna, shall we have a romantic dinner? A1 - What's up with these, you ask? You may or may have not noticed, but in FFX some of Tidus' actions and responses directly affect which female character will like him the most and will reflect that in some sequences. Q2 - Tidus' responses and actions? Which sequences? A2 - I'll give one example for each. --> For response: Before Yuna joins your party, Wakka asks you: 'Cute, ya?'. If you answer affirmative, this will make Yuna's affection for Tidus rise. If you answer negative, Yuna's affection for Tidus will decrease. --> For action: In random battle have Tidus KO Yuna. This will decrease her affection a bit. If, however, you heal or revive Yuna, this will increase her affection a bit. --> For sequence: First one that jumps to mind is snowmobile sequence. You can have a ride with either Rikku or Lulu (that's the two I got so far). Q3 - Can you list more examples like these? A3 - Sure. --> Just before you're about to get Rikku in your party, get past her (don't get too close) and try going forward. Rikku will yell 'Wait up, you big meanie!'. Oops, affection level decreased a bit. --> Once you've visited the Farplane and Yuna is forced to choose from Seymour's... uh, choice, repeatedly talk to Lulu and she'll warn you not to fall in love wit Yuna. Answer that you already have for Yuna's affection to rise. Answer 'You're more my type, Lulu.' for hilarious response by Lulu: 'Interesting. I suppose I could add you to my list. I wish you good luck, little boy. You're going to need it.'... and increase in Lulu's affection. Picking middle choice decreases Yuna's affection. --> KO-ing Lulu will decrease her affection a bit. Healing or reviving Lulu will increase her affection a bit. --> KO-ing Rikku will decrease her affection a bit. Healing or reviving Rikku will increase her affection a bit. --> In Thunder Plains when Rikku is scared of lightning and moans about spending some time in Rin's Agency, the rest of the party is slowly getting off the screen. Longer you wait, lower will Rikku's affection be. Sooner you enter the Agency, better off you are with Rikku's affection. --> when in a position of talking to multiple party members, talk to female you want highest affection with first --> Tidus guarding (ie taking the hit instead of her) the woman of his dreams increases that female's affection a bit Q4 - I've read that depending on affection you can have one of females throw the ball to Tidus...? A4 - Yep. For Tidus' Overdrive Blitz Ace this is very true. Depending on which gal has highest affection with Tidus dictates who will throw the ball. If Tidus has highest affection with say Rikku, she'll be the one throwing the ball. Same applies for Lulu and Yuna. Q5 - I've heard that it is not always Lulu Tidus talks to when in Guadosalam (after Farplane's events). Dat true? A5 - Yep. I managed to get Rikku's affection be the highest at that point and indeed another convo occured.:) WARNING: SPOILEROOS AHEAD! Rikku: Yunie's not getting married, is she? Tidus: Seems that way. Rikku: It's your big chance, huh? *then you're offered three choices - select third one: I'd rather have you, Rikku.* Rikku (backs off a bit): Oh! H-Honest? (she then punches Tidus a bit) Tidus: Ouch! Rikku (jumps off to lower level): Syopa cusatyo! (translated: Maybe someday!) After this convo you can talk to her two more times. She'll reveal more about herself and her family, and how she dreams of having a big family herself with... tsk, tsk, find out for yourself. Added bonus: Just for an example I'll put down quote-by-quote of what Lulu or Rikku say when they're riding on snowmobile with Tidus. WARNING: SPOILEROOS AHEAD! Lulu snowmobile event: L: I hope that you're not too mad at Wakka. T: Hey, not at all. L: Thank you. T: Say, what do you think of Rikku? L: Me? She's... fun to be with. T: That all? L: Well, I can tell she's not a bad person. T: Yeah. You know what the problem is? She's just another Al Bhed to Wakka. Wakka's head is as hard as a rock. I bet it's because of Yevon. Or, you know, something like that. L: Well, there's more to it than that. T: Hmm? L: Wakka doesn't like the Al Bhed because of his brother Chappu. T: Oh... he used a machina weapon, right? And got killed by Sin. Killed by my old man. *thinking* Damn you, Jecht. L *catches on Tidus' last words*: What? T: Oh, nothing! *changes the subject* Hey... Can someone, like, a human become Sin ever? L: I can't say that I know, but why? T: Just a thought. L: Sin is the punishment for, and the incarnation of, crimes we have committed. T: So, no one really knows what it is? L: There's no need to know, so no one asks. You run or you fight. That is really all you can do. There's no sense brooding over it. T: What, that's all? I mean, you don't even wonder? L *smiling*: You really do come from a world where there is no Sin, like you say. Rikku snowmobile event: T: Sorry about Wakka. R *tries to smile*: He didn't have to be so mean, yeah? I almost cried. T: Uh... Rikku? R: Just kidding! It's okay. At least you're still nice. *GO TIDUS!!!* Hey, do I look like Yunie, you think? T *acts confused* R: Well, my dad's sister is Yunie's mother, you get it? T: I had no idea! If you say so. Okay! I guess you're guarding your family, then. R: Yuna's not the only on I want to protect. We Al Bhed want to protect all of the summoners, you know? Summoners are... Well, you could say that... they sacrifice themselves to, well... to bring happiness to Spira. T: What do you mean? Rikku? R: Yes? T: 'Sacrifice themselves'? R: You know, the pilgrimage... It takes a lot out of you. T: Oh, right. But you know, Yuna's real serious about being a summoner. For Yuna, well the pilgrimage kinda means everything to her. You are going to help her, too, aren't you, Rikku? So you shouldn't say that Yuna's sacrificing herself. R *hugs Tidus real tight* T: Rikku? R: I hope you're right. ============================================================================= ============================================================================= 39.) TIPS & HINTS ---> A665 ============================================================================= ============================================================================= I - WEAPONS There's many a weapon that can be customized in order to get the most out of your characters. #1 - STRAIGHT SHOOTER - First Strike - Evade&Counter - Magic Counter - Initiative #2 - OVERDRIVE KILLER - Triple Overdrive - First Strike - Break Damage Limit - Initiative #3 - BIG MEANIE - Deathstrike - Stonestrike - Zombiestrike - Slowstrike #4 - MAGIC SHOOTER - One MP Cost - Magic Booster - Triple Overdrive - Break Damage Limit #5 - AP COLLECTOR - Overdrive -> AP - Triple AP - Triple Overdrive #6 - CUSTOM CHOICE - Break Damage Limit - First Strike - Evade & Counter - Magic Counter ----------------------------------------------------------------------------- II - ARMORS Getting a good all around armor is impossible, but you can customize more of them. And cos you can switch them during battles to suit your needs, this is not a big deal at all. Let's talk shop then... #1 - STATUS PROTECTION - Ribbon - Deathproof - Curseproof With this setup you'll be almost completely protected against all status ailments except Breaks. Yep, there are few fiends that can put Break statuses on your members. #2 - ELEMENT PROTECTION - Fire Eater - Ice Eater - Lightning Eater - Water Eater With this you'll absorb any type of elemental damage done to you except holy, which is only used by Ultima Weapon and Belgemine's Cindy. #3 - HERO WANNABE - Break HP Limit - Break MP Limit - Ribbon - Deathproof Lots of HP, MP, hardly dies, hardly affected by statuses (except Curse). Beat that. #4 - PLAY SAFE, PLAY SOUND - Auto-Shell - Auto-Protect - Auto-Haste - Auto-Regen Takes half magic and half physical damage, fast as lightning, automatic healing. #5 - AUTOMATIC MODE - Auto-Potion - Auto-Phoenix - Auto-Med - Alchemy With this you'll almost always be in top shape when it comes to HP. #6 - CUSTOM CHOICE - Ribbon - Auto-Phoenix - Auto-Haste - Auto-Protect ----------------------------------------------------------------------------- III - QUICK CASH OPTIONS #1 - MIMICS IN OMEGA RUINS As you may know, sometimes in O. Ruins you get into a battle with Zaurus and a treasure chest. There's a 50% chance there'll be nothing in the chest when you try to steal from it. If that happens, chest turns into a Mimic. Kill it and you'll receive 50000 Gil. Coupled with Gillionare ability this sum can increase to 100000 Gil. #2 - ONE-EYE METHOD Repeatedly waste One-Eye. Most of the time it drops weapons with 4 slots, one of which is already stuck with Triple AP. Such weapon can be sold for roughly 67000+ Gil. If you're fast and strong enough to waste One-Eye in two blinks of one eye (hehe), this method is for you. #3 - KOTTOS METHOD (submitted by Anders B.) Go to Kilika, buy as many armor you can, but make sure you have 6000 gil left. Go to Calm Lands and fight Kottos for Healing Springs once. After the fight add SOS Regen to the armor, then sell it. You end up with more money then you gave for it. You can make 1 armor with SOS Regen this way. If you got Overkill you can make 3 armors with SOS Regen. In a nutshell: 37781 (price you get for selling it) - 6000 (price for fighting Kottos) - 2250 (armor price) = 29531 gil With overkill: 37781*3 - 6000 (For fighting Kottos) - 2250 *3 (armor price) = 100593 gil It takes less time then finding for money mimics. ----------------------------------------------------------------------------- IV - STEALING RARE ITEMS #1 - MASTER THIEF You need 30x Pendulum to get this. Bribing Master Tonberry costs money. Beating Neslug costs life. Winning with four open chests in Remiem temple chocobo race will annoy you. There is one of a time option to get many Pendulums. Ultima Weapon. When you get to fight it, Bribe Ultima Weapon for at least one million gil. You'll receive around 90 Pendulums, enough for three Master Thief armors. ----------------------------------------------------------------------------- V - WEEDING RIBBON ARMORS #1 - DARK YOJIMBO FARMER Dark Yojimbo is your man! As you may know, you have to defeat him five times before he's gone for real. But, if you defeat him four times only, then save your game, reset it and load it again, Yojimbo fights counter will be reset to zero. Thus you can kill him additional four times. Need I mention that this is a top-choice of obtaining 4-slotted Ribbon armors? True, true, other dark aeons also drop Ribbon armors, but you need to reload after each fight in case you didn't get what you were looking for. #2 - BASTARD'O PENANCE When Penance can be fought, equip chrs with First Strike weapons. Choose Penance destination in NavMap. When battle ensues, go wild on both arms. Each one killed will get you 1x Dark Matter (rarely 1x Master Sphere) and 10000 AP. You can wait for an arm to be regenerated and then kill it again for additional goodies. Once satisfied, *escape*! Don't let Penance kill you and your hard work for nothing. ----------------------------------------------------------------------------- VI - MONSTER FIGHTING TIPS AND TRICKS #1 - KING BEHEMOTH, CATOBLEPAS As you experienced, Kingie uses Meteor as desperation move when it dies (and Cato uses Ultima). And I was informed of a way to bypass it. How? Tidus or whoever has Counter-Attack weapon should know Provoke. Hack at King until its HP is merely a fraction of what it used to be. Use Provoke on Kingie. It will attack the Provoker. As Provoker takes damage (or evades the attack), Provoker will counter the attack and kill King. Great thing about it is that such kill doesn't trigger Meteor. For Cato have the person with Counter-Attack use Sentinel in order to guard one of Cato's attacks. Once guarded, counterattack will issue, killing Cato in the process and you'll never see Ultima. #2 - GREAT MALBORO These guys love to ambush you. But having a chr with First Strike weapon and Delay Buster skill is your saviour. When in battle against Great Malboro, use Delay Buster on it and you'll dropkick its turn faaaar down on CTB bar, more than enough for you to kill it. #3 - TONBERRY, MASTER TONBERRY, DON TONBERRY To avoid their Karma counter, either let them get close for four turns (at which point Karma is disabled) and then unload on them, or put them to sleep (except Don) and then use magical attacks. #4 - DEMONOLITH To avoid their Pharaoh's Curse counter, shut them up with Silence Buster. Once silenced, they can't use it anymore, hehe. So just unload on them. #5 - BOMB, GRENADE, PUROBOROS, BOMB KING To avoid their inflating and Self-Destructing, defeat them with counter- attacks, as these types of attacks won't cause them to inflate. Bomb King inflates as well, but doesn't explode in the end - instead he gains access to Ultima. Hacking at him with counters will bypass his inflating. #6 - SPIRIT Poison Mist is Spirit's countermove to almost anything you'll throw at it. To get around it, cast Provoke on Spirit and it'll start using White Wind on your party each subsequent turn it gets... until you kill it. ----------------------------------------------------------------------------- VII - FULL OVERDRIVE GAUGE FOR FRONTLINE PARTY IN JUST ONE BATTLE For this tip you'll need Rikku and any other two characters. Conditions that are to be met are that all chrs know Victor overdrive mode and have Triple Overdrive on their weapons. Start by having Rikku Mix Eccentrick, which doubles the charging of Overdrive gauges. After that just have remaining characters slaughter the enemies with Overdrives. Cos of Eccentrick and Triple Overdrive your gauges will be full at start of next battle. ----------------------------------------------------------------------------- VIII - LATE BOSSES GO AAARGH IN JUST TWO ACTIONS Here's a tip I've received from a contributor and which myself have forgot to include. You can pretty much kill any boss enemy in the game by using a Mix of 2x Wings to Discovery (Bribe Malboro or Great Malboro, beat up Shinryu or win Remiem temple race with 3 open chests to get some Wings) and then use the Fury skill by Lulu. You can reach similar results with Wakka's Attack Reels, Tidus' Slice & Dice and Blitz Ace. Another contributor: Alternatively cast Haste on Rikku beforehand and then have her Use element gems, which will deal 9999 damage five times - this method is faster than waiting for Lulu's, or anyone's overdrive for that matter (sent by cerial killer). ----------------------------------------------------------------------------- IX - AL BHED RANKS ---> A850 As you progress thru the game, you can obtain up to 26 Al Bhed Primers, whose purpose is to 'teach' you how to talk Al Bhed-ish. After certain amount of Primers is found, you're awarded a rank. But ranks have weird names... - 1 Primer found - Hujela - Novice - 4 Primers found - Pakehhan - Beginner - 7 Primers found - Typpman - Dabbler - 10 Primers found - Maynhan - Learner - 13 Primers found - Cbaygan - Speaker - 16 Primers found - Hydeja - Native - 19 Primers found - Unydun - Orator - 22 Primers found - Medanyde - Literati - 26 Primers found - Sycdan - Master ----------------------------------------------------------------------------- X - ONE-TIME ONLY PRIMERS OBTAINED AGAIN? ---> A851 Thanks to many sources it has been confirmed that you can obtain few of Primers, which are otherwise one time only chances, in Sanubia Desert. They're scattered all over it and in this part of the guide you'll find out where. So far two contributors were generous enough to send in the info for four Primers. More specific locations (also supported with pics) will be added in later updates once I get around to 'miss' them and find them again. Primer I - Found in northeastern area of the Oasis. Primer III - In the place where you found Wakka. Primer V - In the place where you found Kimahri. However, this Primer can still be obtained if you visit S.S. Winno's Bridge. Look in the lower right corner of the screen to obtain this Primer. Primer XIV - Found in Sanubia Desert - East near the chest with 4x Hi-Potion inside. Primers XIX, XX, XXI and XXII need to be relocated still. During my recent game I wasn't able to obtain them nowhere ever again. Until someone proves me wrong, I stand to believe that these four Primers are one-time-deal only and if they're missed, cannot be recovered in the same game. The only way to obtain them is thru compilation sphere. ----------------------------------------------------------------------------- XI - QUICKLY ATTAIN ATTACK REELS, STATUS REELS, AUROCHS REELS, JUPITER SIGIL Be warned. Quickly doesn't mean in five minutes or so, but in 30 blitz games or so. Let's assume you haven't played any blitz games yet, meaning that your team (or what's left of it) is still pretty basic. I'm talking from personal experience here. I'll put down who I used for the most of the matches and what did I do for the time to pass quicker. Also important is the fact that you'll never ever have to use Reset Team Data feature! First you'll obtain Attack Reels, which appear as Tournament prize. Second are Status Reels as League prize. Third are Aurochs Reels as Tournament prize. And finally Jupiter Sigil as League prize. I started to bother getting Jupiter Sigil and all of Wakka's Reels cos I was annoyed to see Wakka being the only one not powered up. With one testing day I got them all. Now I'm about to share my experience with you. You're welcome to try it yourself if you wish. For starters I waited until I had the airship permanently. I also didn't play any games except the story-important one. First I wanted to improve my team. I replaced all of the original members sans Tidus. ATTACKER: Tidus is an excellent attacker, so let him be. For the other attacker I chose Linna (found outside Macalania temple). PAL players might have problems cos of Dark Shiva, in which case Wedge (17 SH!) will also be a good choice. I really recommend Linna though, since she starts with Nap Shot 3, a shoot tech which puts goalie to sleep with 100% probability, unless goalie can resist nap. MIDFIELDER: I recruited Brother on the airship. IMO he developed in an excellent all-around player. His speed also proved invaluable in most of the games. DEFENDER: I needed two players. I chose Ropp (Mi'ihen Travel agency) and Balgerda (she's originally a member of Luca Goers, but her contract ran out and she didn't resign, so I recruited her). If you can't get Balgerda, then I recommend Kyou, one of the two guards on the bridge leading to Djose temple. GOALIE: I got lucky once again and was able to recruit Nimrook (Al Bhed Psyches), but Jumal will also be an excellent addendum. He can be found on Luca Square, sitting on the bench. You're not over yet... if you don't have Jecht Shot yet, return to S.S. Winno and learn it by examining the blitzball there. Now you're done. After I collected my blitz team, I closed in on nearest save point and chose 'Play Blitzball'... League was open, but Tournament was closed for now. You need to play 10 league games before season is over. For tournament you need to play either two (if you were seeded) or three games before season is over. League game can be tied, but tournament can't. If game is tied at the end of 2nd halftime, overtime issues. Team that scores first wins the game. Exhibition game can be forfeited at any time (you do need to have the ball in your possession), but league and tournament only when you're losing and you have possession of the ball. I had to use few tricks in order to obtain all Reels and sigil in shortest amount of games possible. I started by playing League season first. I *did not* intend to finish first yet, cos the award was a crappy one. Once league game issued, I let the opposing team score, then as soon as I got the ball from Blitzoff, pressed Triangle and forfeited the game. After the results were shown, EXP distributed etc. I was presented with two choices: 'Back' or 'Continue playing blitzball'. I chose 'Back', since Tournament may have opened. I wasn't sure and didn't want to risk having a crappy reward appear as first prize. Once I appeared at save point, I saved the game. Then I chose to play blitzball again. Tournament wasn't open yet, so I played round 2 in league. I let the opposing team score, then forfeited the game, chose 'Back', saved, chose 'Play blitzball'. Tournament was now open, but the prize for first place was Underdog's Secret. Ugh. Soft reset and loading of lastly saved game. I checked again. Tournament was open and the prize for first place were Attack Reels. Now we're talking. Engage in tournament battles! If you're seeded, you will need to win two games, otherwise three. Personally I was seeded. Set Tidus and Linna (or Wedge) as attackers, Brother as midfielder, Ropp and Balgerda (Kyou) as defenders, Nimrook (Jumal) as goalie. If Blitzoff's ball landed in Brother's possession, good. Otherwise I'd wrestle the ball from opposing player's ASAP and pass it to Brother. Why him? With 75 speed he's undeniably the fastest current blitzer. This means I used him to swim near opposing players, who (in attempt to try to get the ball) started chasing him, but since he was way faster I was able to keep the distance with ease. I did so for all five opposing players and lured them to my half of the field. After I felt it was safe enough, I made a pass to Tidus. Cos all of the opposition was after Brother, I had free way to the goal. Once I got as close as I could, I used Sphere Shot to add few extra points to SH. Goal! If one or two enemy defenders still manage to catch up with you or get in your way, use Jecht Shot to knock them away. Blitzoff will cause the ball to land in opposition's possession. Now I needed to keep enemy players away from my goal. After I wrestled the ball from the again, I passed it to Brother, who again served as bate and lured all enemy players behind him on the opposing half of the field. This time I passed the ball to either Ropp or Balgerda (Kyou). Whoever received the ball, I steered it behind Nimrook (Jumal). Opposing AI is so bad, that it won't come after you if you're in that position. Uhh, this is getting annoying...:) From now on, every time I write Balgerda and you don't have her, it means you should read Kyou. Similar for Nimrook. If you don't have him, then read Jumal. Now I used this chance to gain some free EXP by passing the ball back and forth between Ropp and Balgerda until the end of first halftime. In second halftime as soon as I got the ball, I repeated the exercise with Brother luring the enemy players away, passing the ball to Ropp and then gaining free EXP by passes between him and Balgerda. But to not let Tidus and Linna stay without EXP, I switched Balgerda with Tidus and Ropp with Linna. Second halftime was over, I was victorious and also gained heaps of EXP, whilst enemy players were sulking with 0 EXP.:) I repeated the same strategy for championship match and won without any difficulties. Attack Reels were mine! 'Back' and saved the game. Next target is Status Reels, which are league prize. I still had 8 more to go for current season to finish. Damn. Beware now... most suggest to use Reset Team Data until Status Reels appear as league prize. *I advise against it!!!* If you do that, you'll lose all EXP, techs and players you've acquired so far. Although you may consider that to be a quicker choice, I suggest playing current league up until round 9 is finished. You either let the opposing team score and then forfeit the game, or use my strategy I provided above for easy victory and then using the rest of the match for passes between your defenders for easy EXP. Before playing 10th league game of current season I saved my game. Engage in 10th game and do whatever. As it ends, make deadly sure you choose 'Back'. Save your game in DIFFERENT slot. Now is the time where game decided what next prize will be. I examined the save sphere and chose 'Play Blitzball'. Next league prize wasn't Status Reels, so I reset and reloaded. I kept trying until Status Reels were the prize for first place. This time I couldn't afford forfeiting too many matches. I needed to win 6 and tie 2 games, so that in the end I had enough points to be first place finisher. With the help of my game strategy that wasn't a problem at all and Status Reels were mine. After I cleared another 10 league games, it was time to start aiming fot Aurochs Reels, which appear as tournament prize. There was a tournament open at the time I finished second league season, so I started to play third league season. After third game of third league season current tournament got closed. In case you don't know yet, tournament opens/closes every 5 times you open the blitz menu, whether you play any games or not (unless of course you're already in a tournament). This is why I saved my game right after I completed fourth game of third league season. I wasn't sure if another tournament would be open with Aurochs Reels as award. Well, it wasn't. But after sixth game of third league season... Of course I saved after the game. After selecting 'Play Blitzball' new tournament was open with a crappy reward. Six tries later (ie reset and reload) Aurochs Reels were the prize for first place. I entered the tournament and with help of my still foolproof strategy walked away with Aurochs Reels. Now only Jupiter Sigil remained. I engaged in remaining four games of third league season. Do not forget to save after 10th game by selecting 'Back'. DO NOT choose 'Continue playing blitzball'!!! Once you select 'Play Blitzball' at the save sphere, check if Jupiter Sigil has appeared as league prize. If it hasn't, reset, reload and check again for so long until it shows up as prize for first place. Right now blitzball was growing way over my head, so I had to grit my teeth to get thru another ten games before I claimed Jupiter Sigil as my final reward. If I never see another blitzball, it'll be too soon. Besides borrowing this Duke quote both you and I know this is impossible, otherwise this guide would cease existing. ----------------------------------------------------------------------------- XII - WANTZ'S APPEARANCE IN MACALANIA WOODS Wantz, O'aka's brother, is a guy who appears in Macalania Woods late in the game, more specifically after Highbridge event. He sells empty four-slot equipment. Recently more and more people have troubles locating this guy, therefore I created this section in which I shall put my notes about how can Wantz appear and if possible, what triggers his appearance. In my most recent play thru the game I ignored O'aka on the whole line, except for one time when the game forces Tidus to talk to O'aka (on the boat from Kilika to Luca). I also skipped talking to Wantz on Gagazet when I ran past him. If you do that, Wantz WILL NOT appear in Macalania Woods. You also aren't able to find O'aka anymore, which is otherwise to be found in front of Luca's Theatre. ----------------------------------------------------------------------------- XIII - AP COMBO GUIDE (permission granted by Squall6Cloud) Squall6Cloud's Combo FAQ GameFAQS Screen-name: Squall6Cloud Square's PlayOnline Screen-name: Squall6Cloud Email: Squall6Cloud@aol.com, aroe_90291@yahoo.com Link to original FAQ: http://db.gamefaqs.com/console/ps2/file/final_fantasy_ap_combo.txt This document Copyright 2002 Ali-Reza Okhovat-Esfahani. This document is not to be used for commercial purposes. This document is not to be plagiarized, in any way, shape or form be it in part or as a whole. If you are a GAMING MAGAZINE, OR PUBLISHER, you may not use this guide in anyway, shape or form, not in part, not altered, and certainly not as a whole. If you like to put this guide up on your site, you need to contact me via email for permission to put it up. If permission is granted, you need to have the most updated version up at all times, and you may in no shape or form alter this FAQ. Failure to abide by the aforementioned guidelines will result in litigation. Final Fantasy X is a trademark of SquareSoft. Playstation 2 is a trademark of Sony Computer Entertainment America. Consider all Trademarks or Copyrights not mentioned, as acknowledged. **This FAQ is tested for the U.S. version of Final Fantasy X, and while many things in one form or another may be consistent in all versions, some may not be, and may differ from the U.S. version.** **All tests on SOS Overdrive were done with critical HP** Introduction ------------- It all started from a question that was posted simultaneously on the GameFAQs, and PlayOnline messageboards. The question was: "Can I add Double and Triple on the same weapon?? What would happen? Will I get 6x or 5x AP?" Content ------- First of all let's get some fundamentals down, because some people may have problems in the first step. I will list the abilities in order of strength with the weakest on the left, and the strongest on the right. Double AP -> Triple AP SOS Overdrive -> Double Overdrive -> Triple Overdrive If you want to make a weapon with a combination of the above abilities that are on the same line, two scenarios happen. If you make a weapon with an ability and want to add another ability to it, you CANNOT go left on the table. It will say Superior ability present. So if you have a weapon that already has Triple Overdrive on it, then you can't add Double overdrive or SOS Overdrive. However, if you have a weapon with Double overdrive on it, you can add Triple overdrive to that weapon with no problem, but cannot add SOS-Overdrive. The effects of combining these different abilities are discussed further down. Second I conducted some tests. The tests were done on a Dingo in the Monster Arena. Wakka was the character that would perform the attack. His overdrive mode was set to Warrior. The damage done by him was 9,999. And obviously he would Overkill the Dingo. AP for Killing Dingo = 2 ap AP for Overkilling Dingo= 4 ap AP you get for Overdrive charge: 220 ap Overdrive to ap: 220 + 4= 224 ap Overdrive to ap + Double OD: 220 x2 + 4 = 444 ap Overdrive to ap + Triple OD: 220 x 3 = 664 ap Overdrive to ap + Double OD + Triple OD: 220x3 + 4 = 664 ap Overdrive to ap + Double OD + Triple OD + Double AP: (220x3 + 4) x 2= 1328 ap Overdrive to ap + Double AP: (220 + 4) x 2= 448 ap Overdrive to ap + Triple AP: (220 + 4) x 3= 672 ap Overdrive to ap + Double AP + Triple AP: 672 ap Overdrive to ap + Triple OD + Triple AP: (220x3 + 4) x 3= 1992 AP Overdrive to ap + SOS Overdrive: 220 x 2 + 4 = 444 ap Overdrive to ap + SOS Overdrive + Double OD = 220 x 2 + 4 = 444 ap Overdrive to ap (Toss Hot Spurs): 224 ap (Strange, huh? NO CHANGE with Hot Spurs!! LOL) Overdrive to ap + SOS Overdrive (Toss Hot Spurs): 664 ap (Works fine here!) Overdrive to ap + Double OD (Toss Hot Spurs): 664 ap (Works fine here!) Overdrive to ap + Triple OD (Toss Hot Spurs): 884 ap ((Strange, huh? WRONG RESULT with Hot Spurs!! LOL) Overdrive to ap (Toss Eccentrick): 444 ap Overdrive to ap + Double OD (Toss Eccentrick): 884 ap Overdrive to ap + Triple OD (Toss Eccentrick): 1324 ap Overdrive to ap + Triple OD + Triple AP (Toss Hot Spurs): 2652 ap Overdrive to ap + Triple OD + Triple AP (Toss Eccentrick): 3972 ap Overdrive to ap + Triple OD + Triple AP (Toss Hot spurs AND Eccentric): 5292 We learn a couple of things from all this: 1- We learn that Eccentric will always Double the overdrive amount, however HOT SPURS DOES NOT WORK THE WAY IT IS SUPPOSED TO!!! When you cast Hot Spurs on someone, it says 1.5 x Overdrive. From examining the results we see that Hot Spurs does the following: No Overdrive enhancing weapons present: Hot Spurs does = 1 x Overdrive With Double OD or (SOS Overdrive on weapon and Critical HP): Hot Spurs does = 1.5 x Overdrive With Triple OD on weapon: Hot Spurs does = 4/3 x Overdrive I thought the above was interesting, since it was obviously a GLITCH WITH HOT SPURS, since the game itself SAYS 1.5 x Overdrive, when you cast it. :) 2- Superior ability trait takes over: Double AP + Triple AP = Triple AP SOS Overdrive + Double Overdrive = Double Overdrive SOS Overdrive + Triple Overdrive = Triple Overdrive Double Overdrive + Triple Overdrive = Triple Overdrive SOS Overdrive + Double Overdrive + Triple Overdrive = Triple Overdrive 3- Best AP combo involves Triple AP + Triple Overdrive, and having tossed Hot Spurs and Eccentrick beforehand, which results in: (24 x Overdrive amount) + (3 x m x Fiend AP) This is not really recommended unless you are super hungry for AP, because you will have to use items. 4- Most efficient AP combo is using a weapon with Triple Overdrive + Triple AP, and no Hot Spurs and Eccentric. To summarize everything, I will end this with a nice nifty formula: n=1 for Standard, n=2 for Double overdrive or (SOS Overdrive + Critical HP), n=3 for Triple overdrive m=1 for Standard, m=2 for Overkill h=1 standard, h=2 for Double AP, h=3 for Triple AP k=1 Standard, k=2 for Eccentrick j=1 if (no Hot Spurs tossed), OR (Hot Spurs tossed but no Double overdrive OR Triple overdrive on weapon) j= 4/3 if Hot Spurs tossed, AND Triple overdrive on weapon j= 1.5 if Hot Spurs tossed, AND Double overdrive on weapon OR (SOS Overdrive on weapon and Critical HP) Total AP= ((j x k x n x Overdrive amount) + m x Fiend AP) x h (Information permitted to be used by Squall6Cloud) ----------------------------------------------------------------------------- XIV - ULTIMATE ARMOR GUIDE Permission granted by Masamune3! Part 1: Introduction Much of this information is taken from my message board topic on the Final Fantasy X board, so kudos to all those who were a part of it. Special thanks should be given to good 'ol CB!. Part 2: What is an ultimate armor? An ultimate armor is the all-around best armor for every situation. Obviously, you can't expect one armor to get you through the entire game, so for certain battles (especially Dark Aeons and Penance) specialised armors need to be made. Part 3: Where do I start? First you need to get yourself empty 4-slotted armor's for each character. You can buy them from Wantz at Macalania Woods for 100000 each. If you like, you can try your luck Inside Sin and at the Omega Ruins to try to win them from various fiends. But your best bet is just to buy them. Part 4: Okay, so what do I put on them? Now, for the business end of your armors. It can take you 5 minutes to 5 hours to make them. It depends on two things. The amount of gil you have, and your characters stats. To make things easier, you should at least be able to dispose of Fafnir in the Monster Arena. Now, what to put on them? The following is a list of abilities and their effect, and lastly, my opinions of them. Ability: Break HP Limit Effect: Allows you to have more than 9999 HP, up to a max of 99999 HP. Opinion: This ability is too highly overrated. With max Defence, there is simply no need for your HP to exceed 9999. Not to mention the time it takes to obtain enough Wings to Discovery to put it on everyone's armor. A waste of a slot. Ability: Break MP Limit Effect: Allows you to have more than 999 MP, up to a max of 9,999 MP. Requires: Three Stars x30 Opinion: As useless as Break HP Limit. Especially considering your 2 main spell casters have One MP Cost on their Celestial Weapons. Use a Three Stars to reduce MP cost to 0 if you must, other than that, don't bother. Ability: Ribbon Effect: Protects against every single status ailment, except for Curse, Death, and the 4 breaks, all of the time. Opinion: A top ability, however it is not always needed. My personal preference is to have it on only one person's armor. Me, Tidus, cause he is the main character. Not necessary in every battle, because not every enemy uses status attacks. Ability: Auto-Haste Effect: Automatically puts the character in Haste status. Opinion: One of the best auto-abilities in the game. A must have. Ability: Auto-Protect Effect: Automatically puts the character in Protect status. Opinion: Another great ability, up there with Auto-Haste. Cuts down physicals by half. Also a must. Ability: Auto-Phoenix Effect: Automatically uses a phoenix down when a party member dies. Opinion: Useful against enemies who only attack one character at a time. Makes you pretty much invincible. A must. Ability: Auto-Regen Effect: Automatically puts the character in Regen status. Opinion: Worth considering, but it really works (only restores somewhere around 100 - 450 HP per turn) to be effective. Be careful if you are Zombied if you decide to use it. Better than most, it should be given consideration. Ability: Defence +20% Effect: Increases defence power by 20%. Opinion: Many people have argued to me about using this armor ability, so I will put it bluntly, you cannot beat Penance without this ability (unless of course you use Zanmato, exceed 9999 HP, or use Sentinel to protect against Immolation, none of which are recommended). Couple this with Auto-Protect and you will reduce damage taken from physical attacks by 60%. Ability: Auto Shell Effect: Automatically puts the character in Shell status. Opinion: Not as useful as you may think, as it not only cuts magical attacks by half, but also healing magic. Not to mention it is a time-consuming process to give it to more than 1 character. Ability: Auto Reflect Effect: Automatically puts the character in Reflect status. Opinion: Not great, because you will have to cast reflect on an enemy in order to use healing magic on the Auto-Reflected character. It wastes turns and is really not worth the effort. Ability: Auto Potion Effect: Automatically uses a potion when attacked. Opinion: A handy ability, but not one I would use too frequently, good against Penance and Nemesis, and is much better than Auto-Regen, but only if you can be bothered to stack up on Potions. Extraordinary when coupled with a Trio of 9999, (if your max HP is only 9999) will give you a full healing without even wasting a turn. Keep in mind a Potion is only used when your HP falls below 50%. Ability: Auto Med Effect: Automatically uses a status-restorative item when attacked. Opinion: Complete rubbish. Doesn't cure the status' that need curing. And can be deactivated in too many ways. Don't waste your time, or your Remedies. Ability: Master Thief Effect: Receive only rare items when stealing, despite however many common items the enemy may be carrying. Opinion: Potentially an excellent ability. It comes down to opinion on whether you want this or not. If you Steal/Mug a lot, then get it for at least one character. Ability: Pickpocket Effect: Steal or mug rare items more often. Opinion: Don't bother when you can have Master Thief, which assures a rare item steal 100% of the time. Ability: No Encounters Effect: Eliminates random monster encounters. Opinion: NEVER PUT THIS ON SOMEONE'S ULTIMATE ARMOR! That character does not have to be in your active party for it to take effect. Put this on a separate armor (or weapon, if you got one from the fiend outside Baaj Temple), and equip it when you need to. You really should have at least one person with this ability on a separate armor/weapon. Ability: Sleepproof Effect: Always protects against sleep. Ability: Poisonproof Effect: Always protects against poisoning. Ability: Stoneproof Effect: Always protects against petrification. Ability: Deathproof Effect: Always protects against instant death. Ability: Confuseproof Effect: Always protects against confusion. Ability: Berserkproof Effect: Always protects against berserk. Ability: Curseproof Effect: Always protects against curse. Opinion: I personally would not bother putting any of these abilities on *my* ultimate armor. The only one I may consider would be Confuseproof. Ability: SOS Shell Effect: Automatically puts the character in Shell status when in critical condition. Ability: SOS Protect Effect: Automatically puts the character in Protect status when in critical condition. Ability: SOS Reflect Effect: Automatically puts the character in Reflect status when in critical condition. Ability: SOS Haste Effect: Automatically puts the character in Haste status when in critical condition. Ability: SOS Regen Effect: Automatically puts the character in Regen status when in critical condition. Opinion: These abilities are not worth it. Their parent abilities are 100 times better. Ability: Fire Ward Effect: Halves fire damage; includes spells and regular attacks. Ability: Fireproof Effect: Nullifies fire damage; includes spells and regular attacks. Ability: Fire Eater Effect: Absorbs fire damage as HP; includes spells and regular attacks. Ability: Lightning Ward Effect: Halves thunder damage; includes spells and regular attacks. Ability: Lightningproof Effect: Nullifies thunder damage; includes spells and regular attacks. Ability: Lightning Eater Effect: Absorbs thunder damage as HP; includes spells and regular attacks. Ability: Water Ward Effect: Halves water damage; includes spells and regular attacks. Ability: Waterproof Effect: Nullifies water damage; includes spells and regular attacks. Ability: Water Eater Effect: Absorbs water damage as HP; includes spells and regular attacks. Ability: Ice Ward Effect: Halves ice damage; includes spells and regular attacks. Ability: Iceproof Effect: Nullifies ice damage; includes spells and regular attacks. Ability: Ice Eater Effect: Absorbs ice damage as HP; includes spells and regular attacks. Ability: Dark Ward Effect: Occasionally protects against blindness. Ability: Darkproof Effect: Always protects against blindness. Ability: Silence Ward Effect: Occasionally protects against silence. Ability: Silenceproof Effect: Always protects against silence. Ability: Sleep Ward Effect: Occasionally protects against sleep. Ability: Poison Ward Effect: Occasionally protects against poisoning. Ability: Stone Ward Effect: Occasionally protects against petrification. Ability: Death Ward Effect: Occasionally protects against instant death. Ability: Zombie Ward Effect: Occasionally protects against zombie. Ability: Zombieproof Effect: Always protects against zombie. Ability: Slow Ward Effect: Occasionally protects against slow. Ability: Slowproof Effect: Always protects against slow. Ability: Confuse Ward Effect: Occasionally protects against confusion. Ability: Berserk Ward Effect: Occasionally protects against berserk. Ability: SOS NulBlaze Effect: Automatically puts the character in NulBlaze status when in critical condition. Ability: SOS NulShock Effect: Automatically puts the character in NulShock status when in critical condition. Ability: SOS NulTide Effect: Automatically puts the character in NulTide status when in critical condition. Ability: SOS NulFrost Effect: Automatically puts the character in NulFrost status when in critical condition. Ability: Defence +3% Effect: Increases defence power by 3%. Ability: Defence +5% Effect: Increases defence power by 5%. Ability: Defence +10% Effect: Increases defence power by 10%. Ability: Magic Defence +3% Effect: Increases magic defence power by 3%. Ability: Magic Defence +5% Effect: Increases magic defence power by 5%. Ability: Magic Defence +10% Effect: Increases magic defence power by 10%. Ability: Magic Defence +20% Effect: Increases magic defence power by 20%. Ability: HP+5% Effect: Increases HP by 5%. Ability: HP+10% Effect: Increases HP by 10%. Ability: HP+20% Effect: Increases HP by 20%. Ability: HP+30% Effect: Increases HP by 30%. Ability: MP+5% Effect: Increases MP by 5%. Ability: MP+10% Effect: Increases MP by 10%. Ability: MP+20% Effect: Increases MP by 20%. Ability: MP+30% Effect: Increases MP by 30%. Ability: HP Stroll Effect: Regenerates HP when walking in the field. Ability: MP Stroll Effect: Regenerates MP when walking in the field. Opinion: What can I say? All complete crap. Never put any of these on an ultimate armor. Part 5: What about you Masamune3? What do you have on *your* ultimate armor? I opt for: -Auto-Phoenix -Auto-Haste -Auto-Protect -Ribbon (Tidus)/Master Thief (Rikku)/Auto-Regen (Rest) This concludes ultimate armor tutorial. ============================================================================= ============================================================================= 40.) ACTION REPLAY 2 ---> A007 ============================================================================= ============================================================================= Note: Courtesy of www.codejunkies.com This is a section for those that have Action Replay 2 Cheat cartridge. Codes found here work only and *only* on Action Replay 2! Also, they only work on PAL version of FFX. If you have any other version, these codes *don't* work on others, only on PAL version. When selecting codes you want to play with, don't select too much of them or the game will refuse to start. Limit the amount of codes to about 25 or so. # GENERAL CODES (M) - Must be on* | Infinite Gil | Infinite items** ----------------------------------------------------------------------------- F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 0E3C7DF2 1853E59E | DEAD2C96 C19E5541 | DE8FFFAE 529C9B83 EE842FEE BCD67D0A | | DE8FFFB6 E21C9B83 | | DE8FFFB2 629C9B85 | | DE8FFFBE 4B4B9B83 | | DE8FFF46 C4B2CD38 | | DE9A34C2 C4AC9A4F | | DE9A35CA E0BA9BE6 | | DE9A35DE 5E7A9B83 | | DEAD2312 DCAABB83 *: This code *must* be entered, or else other cheats won't be active. **: Every time you enter item menu from the Triangle menu, all items will appear in 99's amounts. # CHARACTER CODES - MAX HP / MAX MP code enables 9999 HP / 999 MP for that character. - Full HP / Full MP code will fill MAX HP / MAX MP after each battle. --> TIDUS MAX HP* | Full HP* | MAX MP* | Full MP* ----------------------------------------------------------------------------- F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 CEAD143E BCA9C292 | CEAD1436 BCA9C292 | CEAD143A BCA99E6A | CEAD1432 BCA99E6A ----------------------------------------------------------------------------- All skills | Max Stats* ----------------------------------------------------------------------------- F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 CEAD14D0 BCA99A82 | FEAD14C3 BCA99B82 DEAD14D2 BBA89A82 | DEAD14C2 BBA89A82 DEAD14DE BBA89A82 | CEAD14CE BCA99A82 FEAD14DA BCA99A82 | FEAD14C8 BCA99B82 *: With any of these active, *do not* change weapons and/or armor during battles. Doing so may reset HP/MP and character's statistics to their base value. --> YUNA MAX HP* | Full HP* | MAX MP* | Full MP* ----------------------------------------------------------------------------- F1FFFFFF BCA99B84 | F1FFFFFF BCA99B84 | F1FFFFFF BCA99B84 | F1FFFFFF BCA99B84 CEAD0B4A BCA9C292 | CEAD9B42 BCA9C292 | CEAD0B56 BCA99E6A | CEAD0B4E BCA99E6A ----------------------------------------------------------------------------- All skills | Max Stats* ----------------------------------------------------------------------------- F1FFFFFF BCA99B84 | F1FFFFFF BCA99B84 CEAD0B6C BCA99A82 | FEAD0B5F BCA99B82 DEAD0B6E BBA89A82 | DEAD0B5E BBA89A82 DEAD0B6A BBA89A82 | CEAD0B58 BCA99A82 CEAD0B76 BCA99A82 | FEAD0B5B BCA99B82 *: With any of these active, *do not* change weapons and/or armor during battles. Doing so may reset HP/MP and character's statistics to their base value. --> LULU MAX HP* | Full HP* | MAX MP* | Full MP* ----------------------------------------------------------------------------- F1FFFFFF BCA99B89 | F1FFFFFF BCA99B89 | F1FFFFFF BCA99B89 | F1FFFFFF BCA99B89 CEAD091A BCA9C292 | CEAD0912 BCA9C292 | CEAD0926 BCA99E6A | CEAD091E BCA99E6A ----------------------------------------------------------------------------- All skills | Max Stats* ----------------------------------------------------------------------------- F1FFFFFF BCA99B89 | F1FFFFFF BCA99B89 CEAD093C BCA99A82 | FEAD092F BCA99B82 DEAD093E BBA89A82 | DEAD092E BBA89A82 DEAD093A BBA89A82 | CEAD092A BCA99A82 CEAD09C6 BCA99A82 | FEAD0934 BCA99B82 *: With any of these active, *do not* change weapons and/or armor during battles. Doing so may reset HP/MP and character's statistics to their base value. --> RIKKU MAX HP* | Full HP* | MAX MP* | Full MP* ----------------------------------------------------------------------------- F1FFFFFF BCA99B8A | F1FFFFFF BCA99B8A | F1FFFFFF BCA99B8A | F1FFFFFF BCA99B8A CEAD08B6 BCA9C292 | CEAD08AE BCA9C292 | CEAD08B2 BCA99E6A | CEAD08AA BCA99E6A ----------------------------------------------------------------------------- All skills | Max Stats* ----------------------------------------------------------------------------- F1FFFFFF BCA99B8A | F1FFFFFF BCA99B8A CEAD0848 BCA99A82 | FEAD08BB BCA99B82 DEAD084A BBA89A82 | DEAD08BA BBA89A82 DEAD0856 BBA89A82 | CEAD0846 BCA99A82 CEAD0852 BCA99A82 | FEAD0840 BCA99B82 *: With any of these active, *do not* change weapons and/or armor during battles. Doing so may reset HP/MP and character's statistics to their base value. --> AURON MAX HP* | Full HP* | MAX MP* | Full MP* ----------------------------------------------------------------------------- F1FFFFFF BCA99B85 | F1FFFFFF BCA99B85 | F1FFFFFF BCA99B85 | F1FFFFFF BCA99B85 CEAD0BE6 BCA9C292 | CEAD0BDE BCA9C292 | CEAD0BE2 BCA99E6A | CEAD0BDA BCA99E6A ----------------------------------------------------------------------------- All skills | Max Stats* ----------------------------------------------------------------------------- F1FFFFFF BCA99B85 | F1FFFFFF BCA99B85 CEAD0AF8 BCA99A82 | FEAD0BEB BCA99B82 DEAD0AFA BBA89A82 | DEAD0BEA BBA89A82 DEAD0A86 BBA89A82 | CEAD0BF6 BCA99A82 CEAD0A80 BCA99A82 | FEAD0BF0 BCA99B82 *: With any of these active, *do not* change weapons and/or armor during battles. Doing so may reset HP/MP and character's statistics to their base value. --> KIMAHRI MAX HP* | Full HP* | MAX MP* | Full MP* ----------------------------------------------------------------------------- F1FFFFFF BCA99B87 | F1FFFFFF BCA99B87 | F1FFFFFF BCA99B87 | F1FFFFFF BCA99B87 CEAD0A72 BCA9C292 | CEAD0A6A BCA9C292 | CEAD0A7E BCA99E6A | CEAD0A76 BCA99E6A ----------------------------------------------------------------------------- All skills | Max Stats* ----------------------------------------------------------------------------- F1FFFFFF BCA99B87 | F1FFFFFF BCA99B87 CEAD0A14 BCA99A82 | FEAD0A07 BCA99B82 DEAD0A16 BBA89A82 | DEAD0A06 BBA89A82 DEAD0A12 BBA89A82 | CEAD0A02 BCA99A82 CEAD0A1E BCA99A82 | FEAD0A0C BCA99B82 *: With any of these active, *do not* change weapons and/or armor during battles. Doing so may reset HP/MP and character's statistics to their base value. --> WAKKA MAX HP* | Full HP* | MAX MP* | Full MP* ----------------------------------------------------------------------------- F1FFFFFF BCA99B88 | F1FFFFFF BCA99B88 | F1FFFFFF BCA99B88 | F1FFFFFF BCA99B88 CEAD098E BCA9C292 | CEAD0986 BCA9C292 | CEAD098A BCA99E6A | CEAD0982 BCA99E6A ----------------------------------------------------------------------------- All skills | Max Stats* ----------------------------------------------------------------------------- F1FFFFFF BCA99B88 | F1FFFFFF BCA99B88 CEAD09A0 BCA99A82 | FEAD0993 BCA99B82 DEAD09A2 BBA89A82 | DEAD0992 BBA89A82 DEAD09AE BBA89A82 | CEAD099E BCA99A82 CEAD09AA BCA99A82 | FEAD0998 BCA99B82 *: With any of these active, *do not* change weapons and/or armor during battles. Doing so may reset HP/MP and character's statistics to their base value. # BLITZBALL CODES Always win blitz* | Tidus 5-tech slot | Datto 5-tech slot | Letty 5-tech slot ----------------------------------------------------------------------------- F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 FEAD4B8C BCA99BE6 | FEAD544C BCA99B88 | FEAD544E BCA99B88 | FEAD5449 BCA99B88 FEAD4B69 BCA99BE6 | | | FEADRB8F BCA99B83 | | | ----------------------------------------------------------------------------- Jassu 5-tech slot | Botta 5-tech slot | Keepa 5-tech slot | ----------------------------------------------------------------------------- F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 | FEAD5448 BCA99B88 | FEAD544B BCA99B88 | FEAD544A BCA99B88 | ----------------------------------------------------------------------------- Tidus MAX blitz level** | Tidus MAX EXP level** ----------------------------------------------------------------------------- F1FFFFFF BCA99B83 | F1FFFFFF BCA99B83 FEAD5400 BCA99B82 | CEAD4A9A BCA9C292 *: As the match starts, result will be 99:0 for Besaid Aurochs. If anyone scores, no changes are made. **: Both cheats must be active in order to have Tidus at Lv55, 9999 HP and enormous other stats. ============================================================================= ============================================================================= 41.) GAME MECHANICS ---> A856 ============================================================================= ============================================================================= Information compiled & permission granted by Terence. ----------------------------------------- Battle Mechanics Topic #1: The CTB System ----------------------------------------- The CTB system works on a system of clock ticks, very similar to FFT. There are, of course, differences.... Each monster and party member have a counter. Every tick, this counter reduces by 1. At that point, anyone whose counter has dropped to 0 may take their next turn. It is not currently known exactly how the game resolves multiple characters reaching 0 at the same time. In addition to the counter, every battle object has a tick speed. This is an integer worked out from the character's Agility. Any action you take will be a multiple of this tick speed. When a turn is taken, it sets the counter to a value related to your tick speed and the ability used. Each ability has a Rank that designates exactly how fast the ability is. Lower ranked abilities take less time than higher ranked abilities, and the progression is linear: a Rank 8 ability will take eight times as long to recover from as opposed to a Rank 1 ability. The CTB window shows the next 16 turns that will be taken, in whatever order. It assumes that each character, when their next turn comes up, will select a Rank 3 move. Rank 3 is the default speed for any ability. Furthermore, the bar next to each character's 'turn' represents how many ticks away it is. With no bar showing, the turn is to be taken during the current tick. A full bright pink bar represents a turn 20 ticks away, and for each further color that is filled, another 20 ticks is added on. A full bar of the darkest color represents a turn that is 60 or more ticks away. Because of all this, there are very few formulas required to explain all this. We'll cover the most important one now: what the counter is set to when you take a turn. The exact value is: Counter = [Tick Speed*Rank*Haste Status] ...where Rank refers to the Rank of the ability used, and Haste Status is either 1/2 for Haste, 1 for Normal and 2 for Slow. Keep in mind that when under Haste status, your Counter will be rounded up if a fraction remains. This often results in abilities with odd-numbered Ranks used by characters with odd- numbered tick speeds being recovered from slightly faster than usual. Casting Haste and Slow also changes the current Counter. A successful casting of Haste on a character will halve their current Counter while rounding down, regardless of whether they were Slowed or not beforehand. The opposite happens with Slow; their Counter will be doubled regardless of whether they were in Haste or not. Also note that Dispelling either Haste or Slow will *NOT* change their Counter. Their Counter will continue to descend at the same high or low value until their next turn. Your tick speed is worked out via what appears to be a table. Your Agi is compared to the table, and depending on your Agi, you are allocated the appropriate tick speed: Agi = Tick Speed | Agi = Tick Speed | Agi = Tick Speed ----------------------------------------------------------------------------- 170 - 255 = 3 | 19 - 22 = 10 | 4 = 20 98 - 169 = 4 | 17 - 18 = 11 | 3 = 22 62 - 97 = 5 | 15 - 16 = 12 | 2 = 24 44 - 61 = 6 | 12 - 14 = 13 | 1 = 26 35 - 43 = 7 | 10 - 11 = 14 | 0 = 28 29 - 34 = 8 | 7 - 9 = 15 | 23 - 28 = 9 | 5 - 6 = 16 | (Note: As of this time, Agi 12 had to be worked out from Buers, 4 from Funguars and 0 from Magic Pots. The final three Agi scores (1 - 3) are extrapolated from points 4 and 0, and may not be correct.) From this, we can see that you will get your lowest (and best) tick speed of 3 at 170 Agi onwards. Higher Agi than that isn't necessarily wasted, but it won't make your turns come any faster. SPECIFICS ABOUT REGEN Regen is very heavily tied into the clock tick system, more than most. Unlike Poison, which acts independently every time the poisoned victim takes a turn, Regen activates whenever *ANYONE* takes a turn. However, it takes its strength from the tick counter. Regen activates just before the next turn is taken, and it heals proportionally according to the number of clock ticks that have passed between the turns. The exact amount of HP healed is: [Clock Ticks Passed * Max HP / 256] + 100 So, if you had 9999 Max HP and 21 clock ticks pass between your turn and the next character in line (an enemy, an ally or even yourself), you would be healed for 920 HP just before the start of that turn. Obviously, the more HP you have, the more you heal. Also of note is the more turns that are taken, the more you'll heal over the same amount of clock ticks, since you get an extra 100 for each turn that is taken. THE ABILITIES As stated, your average ability is considered to be Rank 3. Here is a listing of every ability the player can use in normal combat and their associated rank. A few notes before we begin. The Overdrive categories sometimes have their own rank that differs from the individual abilities inside. The ranks of the categories are included for completeness, and appear to have no bearing on the actual time taken to recover from an Overdrive. Also, Summoning pauses the counter for all three party members, and sets Yuna's next counter to Rank 3. When the summon is killed or dismissed, their counters resume as normal from the moment the Aeon vanished. [Main] ----------------------------------------------------------------------------- Attack: Rank 3 | Summon: Rank 3 | Item: Rank 2 Defend: Rank 2 | | [Sub] ----------------------------------------------------------------------------- Weapon: Rank 1 | Armor: Rank 1 | Escape: Rank 1 [Skill] ----------------------------------------------------------------------------- Sleep Attack: Rank 3 | Silence Attack: Rank 3 | Dark Attack: Rank 3 Sleep Buster: Rank 3 | Silence Buster: Rank 3 | Dark Buster: Rank 3 Zombie Attack: Rank 3 | Triple Foul: Rank 3 | Delay Attack: Rank 6 Delay Buster: Rank 8 | Power Break: Rank 4 | Magic Break: Rank 4 Armor Break: Rank 4 | Mental Break: Rank 4 | Extract Power: Rank 3 Extract Mana: Rank 3 | Extract Speed: Rank 3 | Extract Ability: Rank 3 Full Break: Rank 5 | Mug: Rank 3 | Nab Gil: Rank 3 Quick Hit: Rank 2 | | [Special] ----------------------------------------------------------------------------- Flee: Rank 2 | Steal: Rank 3 | Use: Rank 2 Pray: Rank 3 | Cheer: Rank 2 | Aim: Rank 2 Focus: Rank 2 | Reflex: Rank 2 | Luck: Rank 2 Jinx: Rank 2 | Lancet: Rank 2 | Guard: Rank 3 Sentinel: Rank 3 | Spare Change: Rank 3 | Threaten: Rank 3 Provoke: Rank 3 | Entrust: Rank 3 | Copycat: Rank 3 Pilfer Gil: Rank 3 | Quick Pockets: Rank 1 | Doublecast: Rank 3 Bribe: Rank 3 | | [Blk Magic] ----------------------------------------------------------------------------- Fire: Rank 3 | Thunder: Rank 3 | Water: Rank 3 Blizzard: Rank 3 | Fira: Rank 3 | Thundara: Rank 3 Watera: Rank 3 | Blizzara: Rank 3 | Firaga: Rank 3 Thundaga: Rank 3 | Waterga: Rank 3 | Blizzaga: Rank 3 Bio: Rank 3 | Demi: Rank 3 | Death: Rank 3 Drain: Rank 2 | Osmose: Rank 2 | Flare: Rank 5 Ultima: Rank 6 | | [Wht Magic] ----------------------------------------------------------------------------- Cure: Rank 3 | Cura: Rank 3 | Curaga: Rank 3 Scan: Rank 3 | NulBlaze: Rank 2 | NulShock: Rank 2 NulTide: Rank 2 | NulFrost: Rank 2 | Esuna: Rank 3 Life: Rank 3 | Full-Life: Rank 3 | Haste: Rank 4 Hastega: Rank 6 | Slow: Rank 3 | Slowga: Rank 4 Shell: Rank 3 | Protect: Rank 3 | Reflect: Rank 3 Dispel: Rank 3 | Regen: Rank 3 | Holy: Rank 4 Auto-Life: Rank 3 | | [Overdrive] ----------------------------------------------------------------------------- [Swordplay]: Rank 3 | Spiral Cut: Rank 3 | Slice & Dice: Rank 4 Energy Rain: Rank 5 | Blitz Ace: Rank 7 | [Grand Summon]: Rank 5 Actual GS: Rank 3 | [Bushido]: Rank 3 | Dragon Fang: Rank 5 Shooting Star: Rank 5 | Banishing Blade: Rank 6| Tornado: Rank 7 [Ronso Rage]: Rank 3 | Jump: Rank 3 | Fire Breath: Rank 3 Seed Cannon: Rank 3 | Self-Destruct: Rank 3 | Thrust Kick: Rank 3 Stone Breath: Rank 3 | Aqua Breath: Rank 3 | Doom: Rank 3 White Wind: Rank 3 | Bad Breath: Rank 4 | Mighty Guard: Rank 4 Nova: Rank 7 | [Slots]: Rank 5 | Element Reels: Rank 4 Attack Reels: Rank 4 | Status Reels: Rank 4 | Auroch Reels: Rank 4 [Fury]: Rank 3 | Fire Fury: Rank 5 | Thunder Fury: Rank 5 Water Fury: Rank 5 | Blizzard Fury: Rank 5 | Fira Fury: Rank 5 Thundara Fury: Rank 5 | Watera Fury: Rank 5 | Blizzara Fury: Rank 5 Firaga Fury: Rank 5 | Thundaga Fury: Rank 5 | Waterga Fury: Rank 5 Blizzaga Fury: Rank 5 | Bio Fury: Rank 5 | Demi Fury: Rank 6 Death Fury: Rank 5 | Drain Fury: Rank 4 | Osmose Fury: Rank 4 Flare Fury: Rank 7 | Ultima Fury: Rank 10 | [Mix]: Rank 5 Actual Mix: Rank 6* | | * Mix has currently only been tested with a couple of mixes; it is unknown for sure whether all of them are Rank 6 [Aeons] ----------------------------------------------------------------------------- Attack: Rank 3 | Shield: Rank 3 | Boost: Rank 3 Sonic Wings: Rank 2 | Energy Ray: Rank 8 | Energy Blast: Rank 9 Meteor Strike: Rank 4 | Hellfire: Rank 8 | Aerospark: Rank 4 Thor's Hammer: Rank 8 | Heavenly Strike: Rank 4| Diamond Dust: Rank 8 Impulse: Rank 6 | Mega Flare: Rank 8 | Pain: Rank 6 Oblivion: Rank 8 | Daigoro: Rank 3 | Kozuka: Rank 3 Wakizashi: Rank 3 | Zanmato: N/A | Taking a break: Rank 3 Camisade: Rank 5 | Razzia: Rank 5 | Passado: Rank 5 Delta Attack: ** | | **Resets counter for all three Sisters to Rank 5 ------------------------------------------- Battle Mechanics Topic #2: Equipment Prices ------------------------------------------- The prices allocated to the different weapons and armors you find in the game is very straightforward. The base price for the item is controlled by three factors: (1) the number of slots in the item, (2) the number of blank slots in the item, and (3) the abilities on the item. The latter of these is the most important, so we shall cover that first. Each ability that can be found a weapon or armor has a base cost to it. The base costs of every ability will be listed after the mechanics have be explained. The base cost of the weapon itself is equal to the sum of the individual ability base costs plus 5 and then multiplied by 5. In formulaic terms, it is expressed like so: Weapon Base = (Sum of Ability Base + 5) * 5 The number of slots on the weapon and the number of blank slots on the weapon each add a multiplier to this. This is done by the following two tables: 0 Slots: SltM = 2 1 Slot: SltM = 2 2 Slots: SltM = 3 3 Slots: SltM = 6 4 Slots: SltM = 10 0 Blanks: BlnkM = 1 1 Blank: BlnkM = 1 2 Blanks: BlnkM = 3/2 3 Blanks: BlnkM = 3 4 Blanks: BlnkM = 400 The final cost of the weapon is equal to: [Weapon Base * SltM * BlnkM] The selling cost of a weapon is equal to 25% of the final cost. In addition, various merchants throughout the game will apply their own discounts and surcharges to the buying cost of weapons and items. As an example and a fun exercise, we will look at the Caladbolg, and work out how much it would sell for if you could actually sell it. Caladbolg has the abilities Break Damage Limit, Triple Overdrive, Evade & Counter and Magic Counter. These have the base costs of 0, 4000, 2200 and 2500 respectively. This gives us a base cost for the weapon of: (0 + 4000 + 2200 + 2500 + 5) * 5 = 43525 Now, the weapon has 4 Slots in total for a Slot Multiplier of 10, and no blank slots, giving a Blank Multiplier of 1. So the end result is: [43525 * 10 * 1] = 435250 Finally, since we want the selling price, we divide this by 4 to get: [435250 / 4] = 108812 Now, for the abilities and how much they're worth. WEAPON ABILITIES Sensor: 20 | Piercing: 0 | First Strike: 600 Initiative: 600 | Firestrike: 70 | Lightningstrike: 70 Waterstrike: 70 | Icestrike: 70 | Darktouch: 200 Darkstrike: 400 | Silencetouch: 300 | Silencestrike: 800 Sleeptouch: 100 | Sleepstrike: 800 | Poisontouch: 150 Poisonstrike: 1000 | Stonetouch: 500 | Stonestrike: 1200 Deathtouch: 800 | Deathstrike: 2000 | Zombietouch: 800 Zombiestrike: 1200 | Slowtouch: 300 | Slowstrike: 700 Distil Power: 1 | Distil Mana: 1 | Distil Speed: 1 Distil Ability: 1 | Strength +3%: 10 | Strength +5%: 50 Strength +10%: 500 | Strength +20%: 1000 | Magic +3%: 10 Magic +5%: 50 | Magic +10%: 500 | Magic +20%: 1000 Counter-Attack: 400 | Evade & Counter: 2200 | Magic Counter: 2500 Magic Booster: 1700 | Alchemy: 800 | Half MP Cost: 2000 One MP Cost: 3000 | No AP: --- | Double AP: 4000 Triple AP: 6000 | Overdrive -> AP: 2500 | SOS Overdrive: 2000 Double Overdrive: 3000 | Triple Overdrive: 4000 | Gillionaire: 0 Break Damage Limit: 0 | Capture: 600 | ARMOR ABILITIES Fire Ward: 150 | Fireproof: 300 | Fire Eater: 1000 Lightning Ward: 150 | Lightningproof: 300 | Lightning Eater: 1000 Water Ward: 150 | Waterproof: 300 | Water Eater: 1000 Ice Ward: 150 | Iceproof: 300 | Ice Eater: 1000 Dark Ward: 50 | Darkproof: 200 | Silence Ward: 50 Silenceproof: 200 | Sleep Ward: 20 | Sleepproof: 80 Poison Ward: 40 | Poisonproof: 150 | Stone Ward: 120 Stoneproof: 250 | Death Ward: 200 | Deathproof: 400 Zombie Ward: 200 | Zombieproof: 400 | Slow Ward: 100 Slowproof: 300 | Confuse Ward: 100 | Confuseproof: 400 Berserk Ward: 100 | Berserkproof: 400 | Curseproof: 800 SOS NulBlaze: 50 | SOS NulShock: 50 | SOS NulTide: 50 SOS NulFrost: 50 | SOS Shell: 400 | SOS Protect: 400 SOS Reflect: 300 | SOS Haste: 2000 | SOS Regen: 2000 Auto-Shell: 2200 | Auto-Protect: 2200 | Auto-Reflect: 1400 Auto-Haste: 5000 | Auto-Regen: 6000 | Defence +3%: 20 Defence +5%: 50 | Defence +10%: 500 | Defence +20%: 1000 Magic Defence +3%: 20 | Magic Defence +5%: 50 | Magic Defence +10%: 500 Magic Defence +20%: 1000| HP+5%: 10 | HP+10%: 100 HP+20%: 600 | HP+30%: 1500 | MP+5%: 120 MP+10%: 600 | MP+20%: 800 | MP+30%: 1800 Auto-Potion: 1200 | Auto-Med: 1000 | Auto-Phoenix: 2000 Pickpocket: 4000 | Master Thief: 6000 | HP Stroll: 600 MP Stroll: 600 | No Encounters: 650 | Break HP Limit: 0 Break MP Limit: 0 | Ribbon: 5000 | ---------------------------------------- Battle Mechanics Topic #3: The AP System ---------------------------------------- There is a stat that we will call Total Sphere Level or TSLv for short. It starts at different levels for various characters: Tidus: 0 Wakka: 2 Yuna: 2 Lulu: 2 Kimahri: 6 Auron: 12 Rikku: 25 Every time you gain a Sphere Level, your TSLv increases by 1, to a practical maximum of 101. The amount of AP you require to reach your next Sphere Level is dictated by your Total Sphere Level. The formula for TSLvs 0-100 is: AP Req = 5*(TSL + 1) + [(TSL^3) / 50] If your TSLv is 101 (or more, but there's no proof that it ever increases past that), your AP Requirement will instead be 22000. AP GAINING During battle, each character has an AP pool. This pool begins at 0 when battle starts. Whenever an action occurs that merits an experience increase, it will immediately increment the pool. Everyone in the party earns AP from a defeated monster *immediately* which is applied to the pool. Double and Triple AP is applied here, not at the end of battle. To be able to use Double or Triple AP, however, the character must be in the current party and be active: a KOed character, for example, will not be able to receive Triple AP from a monster kill, even if he is raised before the battle is ended. Overdrive -> AP is also handled via the pool, and Triple AP is applied to it at the exact same time. Switching weapons to bring in a Triple AP *after* you have accumulated Overdrive -> AP points does not work. Once the battle has officially ended, either by killing all monsters in the field or successfully escaping, any character who completed a turn in battle and is still active is eligible to transfer all AP in their pool to themselves. Any character that never took a turn will gain no AP, even if their pool is not empty. Switching out to another character does not count as taking a turn. As stated, Double and Triple AP are applied as AP is added to the pool; they do not magically multiply the final result by 2 or 3. You must have the character in the active party and with the weapon equipped at all points where you earn the AP in order to benefit. OVERDRIVE -> AP Other than killing and overkilling fiends, Overdrive -> AP is the only other way to accumulate AP in battle. Your Overdrive meter is measured in percentage points, from 0 to 100. Fractions of a percentage point cannot be gained. Overdrive -> AP activates whenever you have a weapon equipped with it on it and your Overdrive charges. It converts Overdrive to AP based on your current AP requirement. The basic formula for this is: AP Earned = [Overdrive% * AP Requirement / 100] For example, if your Overdrive is charged by 3% and your current Total Sphere Level is 97 - giving you an AP Requirement of 18743 - then Overdrive -> AP would convert that to: [3 * 18743 / 100] = [562.29] = 562 However, Overdrive -> AP also has a penalty associated with it. In order to prevent you from continually charging your Overdrive to rake in the AP, each time your Overdrive is converted past the first time, a cumulative penalty will be applied to it. This occurs no matter what Overdrive Mode you are in. The only way to avoid it is to only have your Overdrive charge once per battle. The penalty is applied separately to each character; if two characters have weapons that have Overdrive -> AP on it, any one of them will only get penalised if their *own* Overdrive charges more than once. Only the number of times the individual character has charged *and* converted is looked at when working out the penalty. Charging your Overdrive on a weapon that does not have Overdrive -> AP is not counted towards the penalty. The penalty itself is a compounding 90% each time multiplied to the conversion rate. The exact formulas for each charge can be defined as follows: 1st Charge: AP = [Overdrive% * AP Requirement / 100] 2nd Charge: AP = [([Overdrive% * AP Requirement / 100] - 1) * 0.9] 3rd+ Charge: AP = [(Overdrive% * AP Requirement / 100) * (0.9^(Charge - 1))] Thus, the best way to get the most out of Overdrive -> AP is to choose Overdrive modes that can give you a large charge all in one go, not split up over several turns. In addition, there is no point in charging your Overdrive more than about 10 times; by that point, you've already collected 65% of the maximum amount of AP you could get out of this due to the compounding penalty. 22 charges are required to get 90% of the total amount out, by which point each charge will be giving you only 10% of what your first charge gave you. ============================================================================= ============================================================================= 42.) ABOUT FFX BONUS DVD ---> A841 ============================================================================= ============================================================================= PAL players of FFX have received additional DVD with few extra goodies on it. This section is dedicated to revealing the info contained on that DVD. I know that NTSC players would be especially interested in it. Once you pop in bonus DVD, a choice will prompt you to choose from one of five languages. Next screen will appear, titled 'Beyond Final Fantasy'. Below it there are five entries: TRAILERS, PREVIEWS, INTERVIEWS, GALLERY, FINAL FANTASY X THEME SONG Let's examine each of five entries more closely... ************ I - TRAILERS ************ Picking this option will present you with another submenu with five options, each of them outlined below, along with info on what they contain. Ia - Final Fantasy History As you pick this, a Hironobu Sakaguchi quote will appear: 'I don't think I have what it takes to make a good action game. I prefer telling stories.' Then you get to see a few scenew from FFV, FFVI, FFVII, FFVIII and FFIX. After that a bunch of scenes is shown from FFX, ending it with Copyright notice for Squaresoft. Ib - Final Fantasy X Trailer 1 This trailer shows a lot of scenes from first quarter of the game. I can't tell what is shown in this trailer as it could spoil the game. Ic - Final Fantasy X Trailer 2 Much like the previous trailer, most of the scenes are from first quarter of the game. And much like before, I can't really tell you what the scenes are about. Id - Final Fantasy - The Spirits Within (Original Theatrical Trailer) This is the trailer showing scenes from Squaresoft's movie The Spirits Within. I don't know whether or not you've seen it, so I'll refrain from talking too much. Ie - To Main Menu This option lets you return to main menu. ************* II - PREVIEWS ************* Picking this option will present you with another submenu with three options, each of them outlined below, along with info on what they contain. IIa - Kingdom Hearts Tokyo Game Show 2001 Preview The game I anticipate the most. It's said to arrive in Europe at the end of November. But as long as I have FFX, I'll keep going. As one of the quotes say: 'No matter how deep the darkness, the light shines within.' IIb - Kingdom Hearts ES 2002 Preview Another trailer showing the scenes from next Squaresoft game, made with combined efforts with Disney studios. IIc - To Main Menu This returns you to main menu. **************** III - INTERVIEWS **************** Here you can enjoy nine interviews. Two are from people who did voices for Tidus and Yuna, and seven are from game's creators. ----------------------------------------------------------------------------- INTERVIEW 1 - James Arnold Taylor (voice of Tidus) The character of Tidus is, he's a young aggressive, excited...young man. He wants to be right always, he wants to be the hero. When I prepared for that, I just drew from my own life, especially cos I can relate to the way he reacts to things, I tend to react and then go, 'This is what I should do in this situation,' so that's kind of how he takes life and takes...his life in this game. Tidus and Yuna, I think when they start off, they're at two completely separate ends of the world, and they find out throughout the story that they have a lot more in common than they think. She tends to be very calm and cool and Tidus is much more aggressive, much more excited, he's ready to go and she's more of a thinker. But she teaches him so much, it's really a love story between them. That's what the essential story is, his love for her and him discovering that love and vice versa. I think that Tidus is driven by her being so calm and collected. It makes him more aggressive and he seeks the truth even more and he seeks to pull that excitement out of her. He wants to see her excited about things and as energised as he is. And so, I really tried to give some... loving pushes to the character when they're together to say, 'Come on, let's go! Hey! You know, it's exciting!' and she said, 'Yeah, OK, I'll get excited but in my time.' There's like 9000 lines of dialogue, which is really amazing. There is a lot of dialogue, which is different from any other game that I've ever experienced. On average, there might be like, for a regular animation, there might be 300 lines total and 9000 lines... So many different paths to turn in the game and so many different ways to go, there's so much there. Well, there's some great memorable moments in this game for me personally. There's a scene where Yuna teaches Tidus to laugh. Because he's so serious and he's so set on his mission and he gets so caught up in his emotions. When he's laughing, it was fun to do and it was fun to watch because we did that to picture, I got to watch Tidus the character doing this and me adding to it. That was a lot of fun and very memorable. There's also some real emotional moments that are very memorable in it where Tidus finds out some information about Yuna that is shocking to him and he has to deal with it - he has no choice but to deal with it. And if he wants to be a hero, he has to take on responsibilities and emotions. They're new emotions for him but he handles them well and it's a breathtaking scene, too. The animation in this... when I first say it, we had to stop for a while where I was going, 'This is amazing animation!' I kept saying it over and over. I'd say to the people who play this game and all of the Final Fantasy games, that this is, in my opinion, the most exciting, the most visually stunning, and to take the time to go through and get every aspect of the game it could take hours and hours but it's gonna be a lot of fun and it's a learning experience, it's a growth. And, you know, not to sound corny, but you'll learn. You can become possibly a better person because this character, Tidus, he learns and becomes a better person. If you really get involved in the story, get wrapped up in it, like most of us do, you should grow from it as well. ----------------------------------------------------------------------------- INTERVIEW 2 - Hedy Burress (voice of Yuna) Basically, she is a summoner in a mythical land called Spira and is being aided by some friends on a mission to defeat Sin. This journey that she's on is one that her father did before her. I get the sense that it's a generational obligation, as well as an honour, and it gives her this sense of duty, that motives her through most of the story. Duty, respect, honour, these are the things that are important to her. These are the things that I try to translate to the voice of Yuna as well, but at the same time, retaining the gentleness and femininity that is so apparent in the way that she looks. So, it was an interesting dichotomy. I had to come to finding a way to balance those two aspects out. She's this... gentle yet forceful presence. I wouldn't say docile, because I don't get the sense she backseats anything.She's very direct, very forthcoming with her opinions and her ways but she doesn't have to be aggressive about it, abrasive. She does it in a way that leads others. She brings them to herself and to her journey and that's evident with the friends that she has...her companions. More so than lieutenants and sergeants and things, they're her friends. It's a very familial kind of energy that she exudes. Tidus' character provides her with a new dimension that we haven't seen to Yuna before, which is the romantic dimension. It fleshes her out in that extra part of het that we haven't seen. That's a little more humanising, too, because we've only seen her duty-bound, her goal to free the land from Sin. We see her with her friends being a little more human and a little more personable. But Tidus really provides that... womanly aspect to her, the romantic element that fleshes her out completely. I think you have to go into it with an actor head because these mikes and this whole system is so sensitive that every nuance to your voice will be heard and you can't make your voice sound like you're thinking, you have to think and your voice will just do it. It's a lot more organic, I think, than we would initially assume. It's even something that I've discovered as I do this. So I try to relate myself to the character that I'm portraying. In this case, I relate myself as best as I can to Yuna - I haven't save the world lately, so that dimension escapes me a tiny bit! But, what elements that are there, that are very specific and human and at the same time, general and identifiable, I try to tap into those elements, think about it from that perspective and then my voice reflects what I'm thinking, what I'm feeling without even trying. So, when you force it, it's obvious. When you just do it, it's gonna be a lot more enjoyable for you and for the listener. If I had one thing I'd like the gamers to take away in this movie's experience, would probable be that - an experience. I want them to get lost in the story and in these characters, to forget they're playing a game, to participate like they're there having it happen. I hope that through our voices, this animation, this story telling, we can transport them into a completely different world... right there in Spira. ----------------------------------------------------------------------------- INTERVIEW 3 - Yoshinori Kitase (Producer) For FFVIII and VIII, the setting was sci-fi and many players responded by saying that they preferred a simple fantasy world. [Fantasy] They seemed to have a fixed notion of what fantasy means to them, and to them, it consisted of a medieval European world. I wanted to change that idea. I wanted to expand the definition of what the players thought the word 'fantasy' implied. Going back to a medieval European fantasy didn't seem to help us advance, so while I was considering different world environments, Nojima proposed the idea of trying to create a fantasy world that incorporated Asian elements. [Voices] Having voices in the game this time was a major breakthrough and having live actors play a part in development made the characters even more lifelike. Before, the characters we created were just figments of our imagination - something completely unreal. But when a real person with acting skills contributes their talents to those characters, the dialogue, emotions and expressions become very lifelike. In this way, I think we were able to create very realistic characters. [The Theme] Journey is the main theme that runs throughout the story. In addition to journey there are many hidden themes so I'm sure that different players will feel more strongly about certain themes than about others. For me, the theme of family - more specifically, father and son, father and daughter - happen to stand out. I'm the father of two children, and so from that standpoint, I can relate to that theme. But others might relate more to the relationship between Yuna and Tidus. In this way, I feel that there are many hidden themes that could surface depending on the player and his or her experience. ----------------------------------------------------------------------------- INTERVIEW 4 - TETSUYA NOMURA (Character Designer) The main difference between this game and previous FF titles is how finally detailed the world setting is. [The FFX World] I made a conscious effort to not deviate too much and this is probably what turned out to be the most unique aspect of the game compared to the other FFs. When the world was first set, there was an overall Asian flavour to it and there were many elements that were inspired by Thailand and the South Pacific. These elements reflected the location of the southern islands, and the Asian flavour was prevalent throughout. Since Japan also exists within Asia, I wanted to incorporate Japanese touches as well. INTERVIEW 4 (continued) - FUMI NAKASHIMA (Sub-Character Chief Design) The aspect I concentrated on most was giving characters from differenet regions and cultures distinctive styles of clothing. For example, the Al Bhed are people who function in a machine-oriented society, so I wanted to make them stand out from other citizens of Spira. I purposely had them wear goggles and masks in order to make them appear strange and eccentric. The Ronso are a warrior tribe, so I gave them features that would allow them to engage in battle easily. [Favorite Character] If I had to pick one character, it would be Keepa, a blitzball player for the Besaid Aurochs. He is the only chubby player on the team, so he stands out. That makes him look cute and that's why I like him. INTERVIEW 4 (continued) - KOJI SUGIMOTO (Main Programmer - Character) We gave the designers a little more freedom with facial expression so they were able to include many bones in the faces. Any by doing this, we were able to create much more natural expressions. Even the eyes move and blink. [Playstation 2] It's been said that the PS2 is a very complicated piece of hardware and that development is complex. That's indeed true, and it's taken a long time to master it. But the harder you try to push the hardware, the more rewarding the results. This is where the machine shows its true potential, and it's fascinating. For example, the detail on Yuna's long sleeves and Tidus' hood, specular shine and shadows - elements which were different to program before can now be rendered more realistically, I think. ----------------------------------------------------------------------------- INTERVIEW 5 - YOSUKE NAORA (Art Director - World) At the beginning of the project, when the development staff was deciding on the concept and world and throwing around ideas, [Asia] I noticed that many people were interested in Asian-related themes. I was personally interested in Asian elements, and thought incorporating this into a fantasy world might be interesting. When I spoke to Nojima, the scenario writer, and Kitase, the director, they seemed to share the same thoughts, and this seemed like it was going to work. Like previous FF instalments where the visuals were a big selling point, this instalment would also have to maintain high visual detail, but also add new elements. To create these particular game visuals, our staff checked every single detail to ensure that the visuals didn't look unnatural or awkward. We also tried to make sure the controls were smooth to minimise inconvenience and stress. [Game Visuals] So I hope the player won't find anything unnatural about the game. We consider a project a success if the player doesn't experience any awkwardness or stress while playing the game. INTERVIEW 5 (continued) - TAKAYOSHI NAKAZATO (Director - Map) The world map appears in many games. I decided to abandon that notion [Reality] and try to depict map system more realistically. So, we threw out the concept of the world map in favour of a more realistic representation. In the past, we had pre-rendered backgrounds, which resemble 3D environments but are in reality just flat images. So to create the illusion of movement, we had to painstakingly create each image, frame by frame. [Modelling] This time, we were able to prepare a 3D model and apply motions to it, so our breadth of presentation expanded considerably, I think. The map seems ordinary, but if you stand still and look around, You'll find small details like grass along the roadside swaying in the wind, or the clouds moving. I hope you'll take the time to look around and enjoy these small details. I understand that you'll probably want to finish the game quickly but try looking around when you have the chance. It'll help us feel that adding all those little touches was worthwhile. ----------------------------------------------------------------------------- INTERVIEW 6 - TOSHIRO TSUCHIDA (Director - Battle) It wasn't that I wanted to completely reform the gamem but I wanted to incorporate elements that as a gamer playing FF I found to be interesting or entertaining. This resulted in the demise of the ATB system, replaced by a party interchange system. For example, there's a monster called Bomb that grows bigger when attacked and in the end, it explodes so the player must try to defeat it before it explodes. This has been a recurring element in the FF series, but instead of just progressing through the battles in real time, I thought it would be more enjoyable for players to take their time [The Thinking Battle] and analyse how best to defeat the Bomb before is self-destructs. We've adjusted the battles to offer a sense of satisfaction from taking a tactical approach. So I believe that those who've tended to fight without too much thought might now find a new way to enjoy battles by taking the time to strategise. INTERVIEW 6 (continued) - SHINTARO TAKAI (Art Director - Battle) Each time we've created an FF game, there has been a willingness to change some aspect or the other from its predecessors. For my part, I think I've changed the way aeons are handled in this instalment. The world setting for this game is highly developed, and the scenario and art consequently synchronize well. [Battles And Scenarios] In the same way, the battles are not independent elements of the game, and it was my intention from the beginning to create something that mirrored the scenario, too. Coming up with new aeons was easy and natural for me since I matched the aeons - part of the visual spectacle of the game - to fit the world. This time, since Yuna's unique ability to summon aeons was a key point, I knew from the start that I wanted to present scenes focusing on the connection between Yuna and the aeons. I'm very proud of the results and although the summoning sequences may seem long, they've been paced well, so I believe they're enjoyable to watch. ----------------------------------------------------------------------------- INTERVIEW 7 - MOTOMU TORIYAMA (Director - Event) Until now, I only had to give directorial instructions to the graphics staff, but this time, we had voiceovers and actors to act out the scenes. We then used this as a base to create everything else; so in a sense, I finally felt like I was able to do directorial work, in the real sense of the word. [Real Direction] Until now, I had done my work from my cubicle, but I had the chance to visit the studio often this time, where I came into contact with many more people. For me, finding a way to imbue - as much as possible - the game's characters with the realistic qualities of the actors was the main goal. INTERVIEW 7 (continued) - TAKASHI KATANO (Main Programmer - Event) As memory capacity increased, we tended to use it up. Since the PS2 has improved graphics, the amount of data used for presentation also increased and insufficient memory always seemed to be a problem. Planners' requests were very demanding, so keeping up with that was the most diificult task for me. Regarding the seamless transition between events and battles, since the controls are completely different, the transfer between the two was difficult to overcome. But the results should show the effort we put into it, so I hope everyone enjoys the game. INTERVIEW 7 (continued) - KAZUSHIGE NOJIMA (Scenario) I worked on the scenario for FF VII and VIII, and the relationship between the main character and the player [Tidus And The Player] is what I've always been concerned about. I've wanterd to transform that relationship into something new. In VII, the character was reserved, so I tried to find ways for the player to imagine what was going through his mind. The hero of VIII was also reticent, but I tried to get the player to feel more attached to him by having him disclose his feelings, although the other character couldn't hear his thoughts. This time, by having the character reflect on the past, we have two facets to him: a character who moves through the game as well as a character who reflects on the past. And then we have the player, who is in a completely different world. I wanted to do something contrary to what I'd been trying to do before, where I tried to bring the player and the character closer. 'What is Sin?' Whether Sin represents something... If I were to exaggerate, I would compare it to the obstacles encountered in life, and giving up without overcoming them when faced with them directly. This of course differs for each person, but it can be compared to something along those lines. When I explain Sin to people, they say it's easy to understand when it's compared to a typhoon. In a deeper sense, I'm sure this analogy also applies. ----------------------------------------------------------------------------- INTERVIEW 8 - CHIHARU MINEKAWA (Supervising Sound Editor) I shouldn't be one to praise this title's presentation but I think it's just fantastic. And keeping in line with this, I believe the same degree of quality is required for sound elements. Since the overall production has grown very elaborate, our job has become more detailed. We created even the most mundane sounds meticulously, [Streaming Sounds] so they would flow smoothly all the way through. The sounds I refer to are souns effects. For example, if you go to a seaside town and travel from the sea to a mountain path, we've designed the sounds to change naturally from one location to another. So it's possible that you won't even notice such subtle changes. For the player to be suddenly walking through the mountains or other new environments without realising it, this was out toughest task. It was our goal to provide continuous, uninterrupted sounds. If everything feels natural to you, we're satisfied that we've accomplished our task. INTERVIEW 8 (continued) - NOBUO UEMATSU (Sound Producer & Music) If I was being demanding, I'd like the players to listen to all of the music. I have confidence in my music [The Harmony] but I'd also like everyone to hear the harmony between the sound effects, dialogue and music. That's what I take the most pride in. The music is toned down and the dialogue is projected when needed, and sound effects take centre stage where necessary. When music is meant to be the main element, the dialogue and sound effects take the back seat. I believe that the three sound effects complement each other well. [The Theme Song] Regarding the theme song, my first concern was finding someone to sing it. The Asian-inspired theme had nothing to do with the choice, but since I was personally interested in Okinawan music, my staff and I looked at various CDs of that particular region. That's when one staff member found some CDs by Rikki. I had never heard a voice quite like hers and I contacted her immediately. After that, I had the chance to visit her hometown of Amami Ooshima and meet her several times. I had a certain image for the song in mind but it was difficult to complete. The deadline was fast approaching, so I tried changing my work environment to finish the song. I took the synthesizer from my office and brought it into the reception room. After the girls at the front desk left for the day, I sat there alone through the night, composing my songs. After this switch, I was able to compose nearly ten songs in an hour. Any of them could have been used but I took the one I considered best for the theme. I completed the melody first, so I had Nojima write the lyrics afterwards. We both celebrated the night it was completed. ----------------------------------------------------------------------------- INTERVIEW 9 - HIRONOBU SAKAGUCHI (Executive Producer) After switching over to the Famicom (NES), there was a time when I wasn't happy with anything I was creating. I thought of retiring from the game industry and I created Final Fantasy as my final project. That's why the title includes the word 'final' but for me, the title 'Final Fantasy' reflectes my emotional state at the time and the feeling that time had stopped. They say that technologically, it's good to keep going, and each time we give it our all and expend our skills and energy until we can go no further; this is what I consider to be the 'final fantasy'. The stories and characters change each time. This is because stories tend to limit a world and I think by changing these aspects and creating new material for each title, we try to show our full potential. In a way, you can say it serves us as a type of challenge for us. [The Production Of FF The Movie] While we were working on the movie, the eighth instalment was being developed simultaneously. From that time, I've been giving input on hair simulation, clothes, and so forth. We use a CG tool called MAYA - 3D CG software as well as original tools created in Honolulu, so I give input on these elements as well. One thing I noticed while working on the film - and this is something I've thought about while working on games, too - is the importance of the pre-production scenarios, concept art and world. It's vital to have several ideas for the concept and to select just one to shape into a game or movie. I believe it is important for you to take your time during this process and to remain focused in order to create something impressive. [The Future] For example, going from Final Fantasy VI to VII, everyone was uneasy about the transition. In making the jump to 3D, I had to ask myself whether this was indeed a Final Fantasy world as we progressed. This time, moving to the PS2, adding in voices and conducting everything in real time brought its own share of anxiety. But as I mentioned before, for me, the true definition of Final Fantasy is to continue challenging myself. So, I'd like to explore new frontiers and move in a direction yet to be uncovered. ----------------------------------------------------------------------------- That's it. These are all the interviews there are on the disc. ************ IV - GALLERY ************ Picking this option will present you with another submenu with four options, each of them outlined below, along with info on what they contain. IVa - Illustrations by Yoshitaka Amano Profile of Yoshitaka Amano Born in Shizouka, Japan, 1953. After working at Tatsunoko Productions in Tokyo, creating characters for cartoons, he became freelance, and received much attention from the publishing world when he did fantasy illustrations and cover art for magazines and graphic novels. In 1983, he received the Seiun Award for the first time at the 14th Japan SF Convention, going on to win it in each of the 3 subsequent years. From then on he broadened his creative scope by working on visual concepts for the game Final Fantasy, and theatrical costume designs. Fro 1995, he started making Lithographs in Paris and New York, and he had two large-scale personal exhibitions in New York in 1997 and 1999. There were also numerous exhibitions held inside Japan, including one at The Ueno Royal Museum. Now based in New York, he is currently developing on various ideas including games and published works, based on his original work 'HERO', shown during his 1999 New York exhibition. Also, the graphic novel 'The Sandman: The Dream Hunters', a collaboration with Neil Gaiman, was nominated for the 2000 Hugo award, and received the 2000 Eisner Award. Furthermore, he received the Dragon*Con Award and the Julie Award at the Dragon*Con Convention in 2000 as an artist. URL: http://www.amanosworld.com/ Showed after are 16 illustrations by Yoshitaka Amano. IVb - Story-boards When this is selected, you can choose among 15 different story boards to view what's inside them. IVc - Image boards When this is selected, you can choose from further three choices: - Original Character Design (14 pictures) - Original Background Design (15 pictures) - Concept Art (15 pictures) IVd - To Main Menu Need I explain? ****************************** V - FINAL FANTASY X THEME SONG ****************************** Picking this option will present you with another submenu with three options, each of them outlined below, along with info on what they contain. Va - Rikki (profile) Name: Rikki Nakano Born in Amami Oshima in 1975. Started to sing traditional folk music at the age of 4, and at the age of 15 she became the youngest 'Grand Prix' winner in the history of Japan Traditional Folk Music Awards. She started her career as a professional singer singer and released her first album 'Mucha ka na' in 1993. Rikk's talents allow her to combine elements of both traditional folk and pop music, winning her praise wvene from outside the folk genre. She has also appeared at international festivals such as the Nagaragawa International Jazz festival (1994), the Asian Pacific Festival 1996/Asian Now, the Cannes International Music Festival (1997) and the Japan Art & Culture festival (1999). Many musicians are inspired by the voice of Rikki. She was requested to perform at the opening ceremony of the 1998 Nagano Paraolympics for which Joe Hisaishi was musical producer, and she appeared in the same year as a spectacular sound and music event in Daigo temple in Kyoto, again produced by Joe Hisaishi. The singer Kazufumi Miyazawa of rock band 'The Boom' was inspired by her singing voice as well and Rikki appeared on one of their albums and on a solo album by Miyazawa. In 2001, she produced and 'image album' with Joe Hisaishi for the film 'Spirited Away' (directed by Hayao Miyazaki). The single 'Suteki da ne', featured in FINAL FANTASY X, was a collaboration with Nobuo Uematsu and was released in Japan on 18th July in the same year. It reached No10 on the Oricon, the Japanese singles chart, and continues to sell well. The mini album 'Kanaria', containing a version of the single of 'Suteki da ne' (autumn version), was released in Japan on 3rd Oct 2001. Vb - 'Suteki da ne' by Rikki When selected, this will show you a movie where Rikki sings 'Suteki da ne', accompanied with selected scenes from FFX. Vc - To Main Menu Y'know already what this does. ----------------------------------------------------------------------------- ******************* SUTEKI DA NE LYRICS ---> A923 ******************* Kaze ga yoseta kotobani Oyoida kokoro Kumo ga hakobu ashita ni Hazunda koe Tsuki ga yureru kagami ni Furueta kokoro Hoshi ga nagare koboreta Yawarakai namida Suteki da ne Futari te wo tori aruketanara Ikitaiyo KIMI no machi ie ude no naka Sono mune Karada azuke Yoini magire Yume miru Kaze wa tomari kotoba wa Yasashii maboroshi Kumo wa yabure ashita wa Tooku no koe Tsuki ga nijimu kagami wo Nagareta kokoro Hoshi ga yurete koboreta Kakusenai namida Suteki da ne Futari te wo tori aruketanara Ikitaiyo KIMI no machi ie ude no naka Sono kao Sotto furete Asa ni tokeru Yume miru ----------------------------------------------------------------------------- ******************** ANOTHER STORY SCRIPT ---> A465 ******************** The Final Fantasy X: Another Story Script; A complete lowdown to what happens. Written by and (c) 2002-2003 Andrew McKendry. (Mouse_Nightshirt or MouseNightshirt) Version 1.8 (10/01/03) E-mail: james@jmckendry.freeserve.co.uk *MAJOR SPOILERS INSIDE* ~~~~~ LEGAL ~~~~~ Firstly, must get this out of the way. This document and its entire contents are absolutely copyrighted to Andrew McKendry. Under no circumstances is this document, in ANY amount to be, including but not limited to: copied, published, displayed or edited without prior consent to the author, me (Andrew McKendry). If you disregard this, I will give you casual notice. If this is not heeded, I will send you written notice, giving 30 days to remove it. Once 30 days have expired, I will contact your host to get it removed, or your account deleted. If this is not done, it will be taken up in a court of law. I am not and will not be resposible for any damage, loss or injury caused by the reading and/or display of this document. This FAQ is currently only authorized to be shown on the following: GameFAQs.com Neoseeker.com geocities.com/ikarishinjieva01/ This FAQ must not be displayed anywhere else. If you wish to display this FAQ on your website, or report any infringements of the legal notice, please contact me. (Contact details later). Final Fantasy X is a registered trademark of Squaresoft. (Japan, Europe and America). All other trademarks acknowledged. ~~~~~ *Key* ~~~~~ Now, there is a delicate way of me scripting this, as it's hard to explain everything that's going on. So, a key was required. A few different symbols have been used to denote different scene situations, actions, thougths, and speech. Therefore, you should read this so you understand what they mean! |///////////////////////////////////| | KEY | |///////////////////////////////////| | | Denotes scene settings. | | ^ | IE: Camera changes, and | | | actions by other characters. | |////|//////////////////////////////| | | A thought. Only used by Yuna.| | * | IE: *YUNA*: I think blah... | | | | |////|//////////////////////////////| | | Character talk description. | | () | IE: YUNA: (thoughtfully) blah| | | blah blah. | |////|//////////////////////////////| | | My thoughts. | | <> | IE: | |////|//////////////////////////////| | | Denotes character actions. | | :: | IE: WAKKA: Hello! ::runs | | | towards Yuna, waving:: | |////|//////////////////////////////| ~~~~~~~~~~~~ *The Script* ~~~~~~~~~~~~ So here we be, the script! Read and enjoy, and remember to note that there are SPOILERS! ^Camera in Underwater, in the viewpoint of someone, looking up towards the sun. ^ *YUNA*: 37, 38, 39, 40, 41 ^Yuna bursts to the surface of the water. She can see that sky is cloudless, and sun glare covers half the screen. She takes deep breaths.^ YUNA: (happily) Two minutes, forty one seconds, a new high! ^A shout is heard from behind Yuna^ WAKKA: Yuna! C'mon! YUNA: Be right there! ^Wakka crosses his arms and looks out to Yuna. Yuna walks up the beach. It's Besaid Beach.^ WAKKA: (enthusiastically) Pretty good at holding your breath now, ya? YUNA: Not as good as you! WAKKA: (embarrisingly) Yeah, well, I haven't even practiced recently. YUNA: You sure look it. ^Yuna taps Wakka's stomach several times. A stereotypical "rubber ducky" (ie, when you squeeze a squeaky thing) sound is heard when she prods it. Wakka slaps his forehead.^ WAKKA: Eh... ah... YUNA: (exclaiming) It's not like you're the one having a baby! ^Wakka turns round and runs off towards Besaid. Yuna watches him run off, then turns and looks out towards sea.^ *YUNA*: It's been two years since then. I can hold my breath underwater for two whole minutes now. It takes more than just physical strength, there's a few tricks to it that you need to figure out. I didn't understand when it was explained in words, but after a lot of practise, I finally got it. I'd never thought there was any kind of trick to it. I couldn't afford to think about anything back then. ^Camera Zooms out, overlooking the bay. Yuna turns and walks towards Besaid.^ *YUNA*: The Eternal Calm. It's my two minutes and forty one seconds and Wakka's pudgy stomach. It's not much, just a quiet kind of happiness. ^FADE OUT^ ^A large creaking door is heard^ ^FADE into Yuna appears with a Yevon drape in the background. Camera zooms in behind Yuna; she is at the door the Besaid Temple. She walks in. Wakka and some man are talking to each other. They notice Yuna, and walk over to her.^ OLD MAN: (awestruck) I saw you from a distance at the stadium two years ago... but I never thought I'd get to see you in person. You're as beautiful as ever... ::sigh:: YUNA: Thank you. OLD MAN: (concerned) I have a favour to ask about my grandson. He's joined up with the Young Persons' Alliance. Now, not to say the Alliance is bad in and of itself... but me and the missus are both in New Yevon, my son and daughter-in- law too. My grandson used to come to our meetings, but one day he just... There's a lot of young folks in the Alliance, so I'm sure it's exciting for him, but still... ^Camera begins to circle the statue of High Summoner Braska.^ *YUNA*: A number of groups have formed across Spira since then. How should we build this new world? What should Spira be like in the future? Everyone is looking for their own path. ^Camera goes back to watch the conversation.^ OLD MAN: I feel that... my grandson and his companions are moving too quickly. *YUNA*: With so many different ways of thinking, at times conflict is inevitable. Some people are uncomfortable with the new way of things. Honestly, I am too, sometimes... But this is good enough for now. That's what I keep telling myself. YUNA: I understand your feelings. But try talking over with your grandson. His actions may appear reckless to you, but his feelings for Spira are the same as your own. OLD MAN: ::sigh:: ^Camera zooms out again. Yuna and the Old Man are talking, but cannot be heard. FADE OUT^ ^FADE into at a flyby shot of Rainbow Falls at Besaid. Yuna is walking towards the camera , as it zooms to the bridge. Wakka can be seen running towards Yuna from behind. Camera zooms to behind Wakka, near normal game camera position.^ WAKKA: (shouting) He-ey! YUNA: Who is it? A visitor? WAKKA: ::sounding tired:: Ya, you know how it is. The village geezers are shooting their mouths off about that again. YUNA: Who is it this time? WAKKA: The son of the head of New Yevon. YUNA: No way. I'd probably just end up being used by him. WAKKA: ::slaps forehead:: Man... sorry, Yuna. YUNA: I'll go turn them down WAKKA: No problem, I got it. I mean, you don't wanna hafta see their frowning faces, do ya? YUNA: ...Right. ^Camera goes to the path, to see a young man, dressed in what appears to be a Crusaders uniform, runs towards Yuna and Wakka.^ Young Man: Lady Yuna! ::does a Spira Salute:: Lady Yuna! I am Yeivel of the Young Persons' Alliance! I have come today to deliver a message from our leader Nurge! WAKKA: She's not joining the alliance. YEIVEL: But... YUNA: Is that why you came? YEIVEL: ...yes, it is. YUNA: I'm not going to join with any group. ^Yeivel runs towards Yuna, but is blocked by Wakka.^ YEIVEL: Are you perhaps going to form your own group? ^Camera goes to Yuna, and begins to circle her face.^ YUNA: Please leave. ^Camera zooms around the bend, and Rikku run round!^ RIKKU: Yuna! Wakka! ^FADE OUT^ ^Sea and seagulls can be heard.^ ^FADE into Rikku's Salvage ship.^ *YUNA*: Rikku sometimes comes to Besaid Island. She travels about Spira, teaching people how to use machina, excavating old machina from underground or underwater... She's awfully busy, but she seems to be enjoying herself. ^You can hear Rikku making strange noises. The camera zooms to Wakka's belly. Rikku is elbowing it cheekily. It makes that strange Squeezy Toy sound again every time she presses it.^ WAKKA: Stop that! RIKKU: Quite the tummy you've got now. So how's Lulu? WAKKA: She's in the village. Come say 'hi' later. RIKKU: Of course! ::Turns to Yuna:: And Yunie, same as always, huh? YUNA: That's right. Same as always. ^Yuna looks to the sky, shielding her eyes from the bright sunlight. The camera goes to an angled birds-eye view of the ship. Seagulls are seen squawking past. Camera changes to long side view of the ship.^ WAKKA: So Kimahri's still at Mt. Gagazet? RIKKU: You betcha! He's teaching the Ronso children tons of stuff. He's really quite the teacher! ::fumbles in her pouch:: Anyway, I got something from Kimahri for you. He said he found it up the mountain. YUNA: A sphere? WAKKA: Weird shape, huh? RIKKU: ::with a hint of concern:: Look closely, Yuna. ^Rikku turns the movie sphere on. The screen fades, and fades back into something which looks like what you see on a poorly tuned, but nearly there, TV. Strange rattling sounds can be heard. Suddenly, bars appear, and a rattling sound... And someone familiar is behind them... Sound quality is poor.^ Tidus: What the hell do I get arrested for? Let me go already! You hear me, don't you? What'd you think if she was your girl? Who cares if I used the enemy's machina? It was the only way to save the Summoner! What would you have done instead?! Let me out of here! Let me see her! ^The movie sphere finishes, and the screen goes white, then back to the ship.^ *YUNA*: A voice... a voice that had been close by for what seemed like forever... WAKKA: What's this about? What's he doing there? Is that really him? What's this all about? RIKKU: I don't really know... but you want to find out, don't you? WAKKA: Well, yeah! YUNA: Yes. RIKKU: Then let's go! YUNA: Where to? RIKKU: No idea! Let's go talk to Kimahri first and think about it then, okay? WAKKA: But we don't know anything! Shouldn't we look into it a little first? RIKKU: And just who's gonna find it out for us? ???: Leave it to us! ^Yeivel bursts onto the scene. As in the one from earlier. And just where did he get that RIDICULOUS hat?^ YEIVEL: Our leader Nurge should agree as well! I'll convince him myself! WAKKA: Get outta here! YEIVEL: Y-yessir! I'll return as soon as something has been learned! ::Bows and leaves:: RIKKU: I think that Yunie ought to go herself. WAKKA: That's impossible. RIKKU: Why's that? WAKKA: The next three months are completely booked. Everyone wants to meet Yuna. RIKKU: And what about what Yunie wants! WAKKA: Well, y'know... Someday, when the world's settled down and all... RIKKU: Whaddya mean, someday!? What's the matter with you, Wakka? Yunie always worked so hard, she should only have to worry about herself now, so why!? Everytime I come here, I always think about how everyone's busy finding their own happiness... except for Yuna. WAKKA: ::shrugs:: Well, that's... RIKKU: ::runs towards Wakka:: Has your head gone as soft as your belly!? Yunie! *YUNA*: I... I want to go. But if I leave, I may disappoint people. YUNA: I... ^YUNA has a memory of Tidus saying something from some time back...^ Tidus: Well, if acting grown up means not being able to say what I want, then screw it! Nothing'll change that way! YUNA:: ::nods, then turns to Wakka and Rikku:: I'll go. WAKKA: Yuna!!! RIKKU : ::sighs with relief:: YUNA: After all... this is my story. RIKKU: Ha! I knew you'd say that, so I went ahead and brought some stuff for you. ::runs to the door:: WAKKA: ::slaps forehead:: Oh, no... YUNA: First off, we gotta get you into some new clothes! You're famous after all, so you'd better go undercover! WAKKA: J--just a sec, ya? Lemme go get Lu. *YUNA*: The Eternal Calm. It's my two minutes and forty one seconds and Wakka's pudgy stomach. It's a small and quiet kind of happiness... But... ::holds fist to chest:: I guess I can ask for a little more, can't I? YUNA: Rikku, let's get going! ^Screen whites out, a ship horn is heard... and...^ THE END. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *Frequently Asked Questions* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This ever expanding list of Question and Answers should be read by you! I still get questions, which will go in here. Thankfully, I have received very few questions which are answered here. Let's try and keep it that way! If a * is beside a question or answer, it means it has recently been updated. Q: How big is the file? A: Thanks to Path2XTC for most of this info! There are three known variations of this file. There are two .avi format ones, which are approximately 104MB, or 106,900KB to be more precise and the much much much larger 174MB (178,542KB) one. The .mpg file is 143MB (145,903KB). Q: Which do you recommend, the .avi one, or the .mpg one? A: Thanks to Path2XTC for most of this info! "Believe it or not the smallest AVI at 104MB (106,900KB) is the best of the three at a resolution of 640 x 480. This is why DivX is ruling, it IS the best ever. [I'll add that you need the DivX codec for this one to run, more on that later -Mouse] The largest is another AVI at 174MB (178,542KB) that is only 512 x 368 and the subtitles aren't as good. The last, the MPG, is 143MB (145,903KB) with a pathetic resolution of about 350 x 200 (I'm not sure on the specific resolution, because it never finished downloading), but the same subtitles as the good AVI." Yet again, thanks to Path2XTC for that info! Q: Is it worth downloading? A: It depends on a number of factors. If you have broadband, the real thing is a lot better than this script. If you're on dial-up, like me, I would say only if you really really want to, as 104MB is no easy feat on a 56k. Q: Where can I get it? A: I reccommend that you use a P2P (Peer to Peer) program such as KaZaA or Morpheus. Failing that, you could look around on some FFX fansites, but I wouldn't be hopeful, and I don't know of any. It also comes bundled with FFX: International, but only in Japan, and there are no subtitles. Q: I have a P2P program, but can't find it amongst all the other FFX stuff! A: I suggest refining your search to movie files only, and searching for "Final Fantasy X". And if you're using KaZaA, check the description to see if it is the subtitled one. I've heard rumours that there is a non-subtitled one floating about. Q: I'm on a modem, how do you suggest I download it? A: I would then reccommend a P2P program, as it saves download progress. If you've found a website, I suggest using a program such as Download Accelerator Plus. You can get these at download.com. Q: I downloaded the .avi version, and it's saying I need a codec! A: To run most .avi versions, you need the DivX Codec, available at download.com again. Q: I'm looking for a Real Player version, as it's smaller. Do you know of any? A: Nope, sorry. Gimme a shout if you find one. Q: I'm on a Mac, so KaZaA and Morpheus don't work. What can I do? A: From what I've heard, the P2P system for the Mac is rather ****. I suggest you try and find a website. Q: What do you think happens after what we see? A: I can't really say, apart from the upcoming FFX spin-offs are based on after this, or so I've heard. *Q: What about this spin-off? *A: Well, in my latest edition of UK Official PlayStation 2 Mag, it gives info about the new spin off, Final Fantasy X-2. It's getting a preliminary release date in the UK as September/October, but you might as well stick another few months, so Q3 2003 - Q1 2004. This is the extract from the magazine (Along with a nice pic of Yuna!) "For the first time, Square is reviving the story and characters from one of its Final Fantasy Titles, rather than ditching everything and starting from scratch. Set two years after FFX, Final Fantasy X- 2 follows the continuing adventurs of Yuna the Summoner. The cheeky minx has now developed a bit of Lara Croft attitude sporting hotpants (!!!) and a pair of pistols: she even has a few action scenes, leaping across chasms and climbing rockfaces, usually Final Fantasy titles merely require characters to wander from one place to another. Exciting stuff for lovers of RPGs, not to mention lovers of girls in hotpants." So there you have it! *Q: Will we get it in the US? We didn't get the Dark Aeons! *A: To that, I have no idea, but I'm sure that you will. And probably before us Europeans too! Q: Why did Lulu and Kimahri not make appearances? A: Kimahri didn't make an appearance because he was on Mount Gagazet, and there really was no need to include him. Lulu didn't make an appearance because she was quite well into pregnancy, if you guess from Yuna's comments early on. It would be akward to alter her character model. Q: Wakka doesn't look fat! Why do they keep going on about it? A: As with Lulu, there's no point in altering the character model. Q: Is this a story-setter for the upcoming Yuna and Rikku spin-offs? A: The "spin-offs" are set just after this video. The added ending which came on the extra DVD on the Japanese International version is the prelude to the "spin-offs". No-one is sure at this point, but I would think that this is the scene-setter for the Yuna and Rikku versions. Q: Why was it never released in the English speaking world? A: Thanks to Angelus for the following answer! Well, since FFX: International wasn't released until after the NTSC (American Version), the voice actors who played the parts had no need to record this extra scene. Although over here in PAL territory we received the International version, we still had the American voice-overs, after-all it would be way to expensive and kinda pointless for Square-Europe to re-record all the voices. But, because the American production was already complete Square weren't willing to get back the voice actors to record a 10 minute scene, and is the main reason other territories did not receive the extra ending. It would have been possible for them to release it with the Japanese voice-overs and use subtitles, but this would have made it look a little cheap, especially as after several hours of gaming, you're used to hearing English voice-overs. Instead of making it look incomplete Square decided not to include the scene at all. Q: Will Final Fantasy X International work on my PAL PS2? A: No. The only difference between the PAL version and International version is the content of the extra DVD disc (And that you can play the game in Japanese). It is better for you to download it than to buy it. Q: Will Final Fantasy X International work on my American NTSC PS2? A: No. If you want to import it, you either need a Japanese PS2, or you will have to chip yours, which I severely do not recommend. Chipping is bad, and also runs a rather high risk of damaging your PS2. I know someone who chipped their PS2, and wrecked it. It was still under warranty, but it was voided. It cost him L125 pounds to get it fixed (Around $200). Don't do it. Q: I have Final Fantasy X International. I completed the game, and the extra ending didn't show! What's going on? A: I get this quite often. ;) The extra ending is on the extra DVD disc, it is NOT in the game. You do NOT need to play the game to view the ending. Also, It only comes with the Japaneese version of Final Fantasy X International, not the generic Asian version. Many imported version come from Hong Kong - this version does NOT include the extra ening. I'm pretty sure of this. Correct me if I'm wrong. ============================================================================= ============================================================================= 43.) FREQUENTLY ASKED QUESTIONS - FAQ ---> A842 ============================================================================= ============================================================================= Greetings! In this section most commonly asked questions will be answered. Q1 - I missed Destruction Sphere at Bevelle, but now I can't enter it again. What can I do? A1 - There is no way you can miss Destruction Sphere at Bevelle. You need to pick it up and use it in order to be able to leave the temple when you first visit it. Again I stress that there is no way in purgatory you could've missed that sphere. Q2 - I have PAL version of FFX and have beaten the game. I have also heard of extra ending that is on DVD, but I don't get to view it once I beat the game. After words The End appear, that's it. A2 - That bit of 'ending' can only be seen on Bonus DVD that came along with Japanese INT version. The movie you'd like to see sadly hasn't been put on bonus DVD that came along with PAL FFX. Q3 - How do I open that darn door in Remiem Temple? I want Magus Sisters! A3 - You need Flower Sceptre (get it by defeating Belgemine's Bahamut inside Remiem Temple), Blossom Crown (capture at least one of each fiend from Calm Lands and Gagazet, then arena manager hands it over). You'll also need to obtain Anima and Yojimbo. Only then will you be able to remove the seal barring the door and obtain final trio of aeons. Q4 - I've entered Baaj Temple in order to get Anima. There're six statues in there. Five of them lit up and one didn't. But I'm sure I got Destruction Sphere from all temples I've visited so far. What gives? A4 - You're missing Destruction Sphere from Zanarkand Temple. Return there. Monitor shows white squares. You now need to step on all seven white squares found in both parts of the temple. Once stepped on, pick up now revealed Destruction Sphere. Go to the monitor in that other room. Insert it in one of the holes. Collect Magistral Rod and sixth seal is broken. Return to Baaj Temple and Anima is yours. Q5 - Where is Tonberry in Cavern of S. F.? And what is the deal with Magic Urns I so often run into? A5 - Tonberry is one of rare fiends that's hard to encounter. As is common belief on Gamefaqs FFX board, Tonberry can be encountered the most in far green room. If even that doesn't work like it should, save your game and then reload. As odd as it sounds, this seems to reset game's random encounter order and frequency of which monsters you encounter, so this might help you find Tonberry more often. As for Magic Urns, no purpose has been found as of yet. Urns are only killable with Yojimbo's Zanmato or by Dooming them (200 turns), but don't bother as you get nothing in return. You may be interested in 'seven items' stuff you can find in Urn's scan. That too hasn't been deciphered yet. Either you can get seven different items from Urn or up to seven items in one battle, neither of which I've been able to do. So for now, don't bother. Q6 - There are some guys that won't let me enter the temples! What can I do? A6 - Have you been to Highbridge yet? When Kimahri suggests so in one of the scenes aboard the airship, Highbridge will become a destination on NavMap. Go there, see the scene and you will no longer be prohibited from entering the temples. BTW, recently I found out that you simply cannot miss talking to Kimahri and Yuna in order for Highbridge to appear as a destination - you HAVE to talk to both of them in order for the story to progress. Q7 - Where the purgatory is eighth Cactuar Isrra? It's pretty obvious from the clue he's supposed to be in the hole Sandragora was in before, but the bastard is nowhere to be found. A7 - You need to exit *Sanubia Desert - West* to *Sanubia Desert - Central* and then reenter the West Desert. Recheck the sand traps and Isrra will be found in one of them. Q8 - Nemesis is still locked! A8 - You need to capture 10 of every captureable fiend, you need to defeat all Area creations, you need to defeat all Species creations, and you need to defeat all seven Original creations (sans Nemesis, of course). Only after you've done all that, Nemesis will be unlocked. Lastly, Nemesis is found under Original creations, page two, which means you should press right once you enter that submenu. Q9 - I try to enter Besaid after I gain airship permanently, but I get my behind handed to me by some flying bastard. What can I do? And... um, there's an icy problem in front of Macalania temple. Tips? A9 - You *have* to defeat this flying annoyance or 'wooohooo!'. One option is boosting your stats a bit to stand better chances. The other is summoning Yojimbo in battle and paying him all your gil, also hoping that random factor is on your side and he'll do Zanmato. Q10 - Help! I can't find Garuda, Qactuar, Simurgh etc. Oh, and I also heard that this enemy most often pops up at this part. Can you take a pic of the area? A10 - I'm afraid I'll have to say no to this request. Based on my experience a certain enemy tends to pop up just as often on one part of the background as it does on the other. As it's often been said already, if you just can't seem to capture certain enemy, save your game, then reset, then load lastly saved game and try again. Monster encounter probability has changed with this, hopefully for the better. If I were to take a pic of the area and say: Simurgh pops up here for sure, you'd go try it... and 10 Basilisks later you'd still be left resultless. I can only provide you with two specific solutions: - Qactuar can be fought in Thunder Plains, but only after you've prayed to a Cactuar stone (you know, the ones that glow every so often) by pressing Square button. - Garuda can only be fought on Mushroom Rock: Precipice, and Mushroom Rock: Valley. You will know so if you enter Triangle menu and examine lower left corner where it says the name of the area. Q11 - I need help with this and that boss! A11 - Please! Use the strategies I wrote in the guide. I assure you that they will help you win against whatever it is you're up against. Strategies I wrote are result of lots of trial and error tests I ran when fighting those bosses. If you still can't win, then next reason you aren't able to do so is cos you're underpowered, in which case you should level up a bit. If you don't want to do that, then get all of your aeons in overdrives and use them on bosses. This alone should finally get you victory. ============================================================================= ============================================================================= 44.) PAST REVISIONS ============================================================================= ============================================================================= - Version 7.12 (26th April 2004) # One more site added to hosting list. ----------------------------------------------------------------------------- - Version 7.0 (26th May 2003) # Guide has been split into two parts. ----------------------------------------------------------------------------- - Version 6.0 (6th April 2003) # Fixes and tweaks done here and there. ----------------------------------------------------------------------------- - Version 5.5 (7th March 2003) # Rikku's Mix section is finished at last. # Two more sites that can host this guide. # Got some work on the quotes done. # 'Past revisions' section is on a compact route. ----------------------------------------------------------------------------- - Version 5.4 (28th February 2003) # Added characters information, making place for 51st section. # 'About battles', 'Basic controls' and 'About menus' sections are redone. # Beefed up 'About overdrives' section even more. Rikku's mixes keep rollin' in. Only few more to complete. # Still more info added to 'About blitzball' section. ----------------------------------------------------------------------------- - Version 5.3 (20th February 2003) # As suggested by fellow guide writer, I moved few sections before walkthru. TOC is done even more neatly. # Blitzball section updated for one final time. Thanks to Evil R you now have a choice of seeing who are the best players to choose from. # CB! allowed me to use her mix combo as a basis for my work. Thanks! All possible combinations added for first five entries. ============================================================================= ============================================================================= 45.) CREDITS ============================================================================= ============================================================================= 1. Companies - Squaresoft: they created this game - Sony: for making PS2 2. Internet sites - GameFAQs [www.gamefaqs.com]: for hosting my guide - www.neoseeker.com: for hosting my guide - www.codejunkies.com: for Action Replay 2 codes - www.cheats.de: for hosting my guide - www.cheats-corner.de: for hosting my guide - www.ign.com: for hosting my guide - SPOnG.com: for hosting my guide - www.angelfire.com/anime5/a-dimension: for hosting my guide - www.pregaming.com: for hosting my guide - www.ComputerUnderground.com: for hosting my guide - www.squareenix.com: for hosting my guide - www.boundkingdom.com: for hosting my guide - ffspirit.net: for hosting my guide - www.ffslo.tk: for hosting my guide - www.ffworlds.net: for hosting my guide - www.1up.com: for hosting my guide - www.ffcompendium.com: for hosting my guide 3. People - Johan B.: for telling me about the secret of suitcase aboard the first ship - DannRagnarok: for submitting two of Auron's Overdrive quotes - Special thanks to Paul F.: for allowing me to use some info from his 'Character/Aeon Overdrive In-Depth FAQ' - Hawkwarrior27: for submitting one Tidus' Overdrive quote - stevieuk: for submitting 5 summon and 3 Rikku's VS specific enemy quotes - MrVandal: for telling me that Y. Woman indeed uses Osmose and Drain when fighting her. I guess I was just unlucky... - FFX Gameplay Board for some useful tips on Penance and suggestions on Quick AP gain trick - Gestahl: for quite a few bits of useful tips in some boss fights and some corrections of mistakes I have made - Anothergamer: for excellent Cheer tip in Penance battle - Hyprophant: for great Def+??% tip - Twink: for submitting one Kimahri, one Auron, one Tidus and one Yuna quote - McDragon: for submitting info on Y. woman's rare steal and reconfirming that same gal uses Osmose - G.D.D.: for submitting info on blue butterfly being at start of the course and pressing Square in front of glowing Cactuar statues - Saturn: for submitting one Yuna summon quote, one Rikku (VS Demonolith) and one Tidus (VS Adamantoise) quote and one boss quote - P. Rizos: a tip for defeating late bosses in the game with ease - Markus L.: for submitting two Auron, one Wakka and one Tidus 'kill-enemy' quotes - Special thanks to Clara: for her huge contribution of battle quotes - Alp O.: for confirming one of Yuna and Lulu quotes, and for sending in S. Omnis quotes - Thomas B.: for confirming one of Yuna and Lulu quotes - Eduardo: for sending in two monster encounter parties - Joseph W.: for sending in info on rewards in Remiem and Baaj temples and for sending in info on some one-time-only Primers relocations - BIG thanks to Skylark I.: for helping me with some sections whose info is missing and for sending me an enormous enemy data chart - Special thanks to Darryl K.: for allowing me to use his O. Ruins Treasure Hunt info - Gr8_gobbo: for telling me that Omega Weapon uses Ultima - DarkxWingx2: for telling me that Silence doesn't stop Neslug's Slime - Special thanks to Azure Edge: for allowing me to use Yojimbo's mathematics info found in his guide - Ultimania guide: Yojimbo's math info originally came from that guide - Brady Games guide: Yojimbo's math info originally came from that guide - Olivier Hague: for posting Yojimbo's math info for PAL/Int. versions on GameFAQs FFX message board - enigmaopoeia: I used Al Bhed rank info found in her Al Bhed guide - Soraya O.: for information on where to obtain few one-time-chance Primers, in case you missed them first time around - Fred K.: for sending in Dark Ixion strategy - Guardian Auron: for his submission of few enemies weapon drops - Portable MK: for sending me an impressive ASCII title for my guide - Blueeyedguy: for pointing out I switched Sufferer and Victim info - Don Enterprises: for sending in info on 2x Potion at very start of game; for sending in additional way of obtaining Victim mode; for info addendum on Healer mode - Marcin H.: for pointing out a mistake in armor abilities part - Nash C.: for helping out with four quotes - C. Mann: for pointing out you can flee from Mimic battles as long as you don't make it appear - Hugh H.: an interesting alternative of AP gain trick - Bill: for info on Tough Bangle you receive on Mushroom Rock - justaplayer: for allowing me to share his experience on beating Penance with base luck - Special thanks to Squall6Cloud: for letting me use his AP-combo-guide - Special thanks to Terence: for his great input of game mechanics, and for having contributed much to creation of aeons' stat formula guide - Special thanks to Masamune3: for his ultimate armor guide, and for having a part in aeons' stat formula guide - Special thanks to Xharas: for having contributed much to creation of aeons' stat formula guide - Kylie T.: for reminding me of Yojimbo's head moves:) - Special thanks to MouseNightShirt: for submission of extra ending sequence script - Special thanks to Bio: for the item checklist - SinirothX: for info on 80-bolts-struck prize - nepence: for confirming summon-Anima-quote - Special thanks to CB!: for letting me use her mix combo guide as a basis to complete my own - Terminal Velocity: strategy on defeating Oblitzerator - Guillaume: for correct wording of 'coup de grace' - Anders B.: for info on another quick cash option - Rdysn5: for info on 2x Teleport Sphere you can receive from Yojimbo - piggyback official guide: for some excellent charts and other random tidbits, but most specifically for detailed fiend info - Mr Gamer: for letting me know Hornet uses Curaga, Mindy uses Drain and Lancet and that Cindy uses Curaga and Full-Life - Liam H.: for sending in AP tip for first Sin battle - A. Radianto: for sending in info on two chests in Baaj temple - cerial killer: for alternate tip on quickly killing the bosses - Shay W.: for sending in a quote from beginning of game - Mike P.: for correcting an error about weapon upgrade in Guadosalam - Kyle H.: for sending in a quote in late part of game - Duke: for informing me of typos and mistakes - AngelWing: for sending in strat on Abyss Worm - GamerZombie666: big tip about making Rikku mightily useful - Roy: for fixing mistake on Blues Bros fight and a tip on Yuna's sphere grid - J-e-w-e-l-s: for informing me of Provoke being suitable for Tactician mode - U Metal & Arbron: for pointing out that Armor Breaking Gui's arms doesn't make any difference in damage done to Gui's body ============================================================================= ============================================================================= 46.) CONTACT INFO ============================================================================= ============================================================================= 1. Send your comments, ideas for improvements, additional info, correction of mistakes I may have made, and anything else via e-mail at: lifearmor (at) gmail (dot) com I need to put down a few guidelines. - as a subject of e-mail please include Final Fantasy X, or FFX - please make your e-mail be readable, ie do not send me e-mails that are written badly or in some strange gibberish - don't ask me to send you updated versions of my guide, because I won't - *make sure* to check if your question is already answered within these pages; I may reply to one of your questions, but if you'll persevere in asking more questions which are answered in my guide, I'll simply direct you to my guide - I accept e-mails in English, German, Croatian and Slovenian language - I will answer the e-mails in English, Croatian or Slovenian language; I can read and understand German well, but my writing skills of German have rusted, therefore I will answer such e-mails in English - when crediting contributors, I won't disclose their e-mails - finally, treat me as you'd like me to treat you 2. Split Infinity's Contributor page http://www.gamefaqs.com/features/recognition/6434.html Yours truly, Split Infinity End of Document