-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SPLIT INFINITY PRESENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- '''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, ' ';;;;f,,;;;;;,,,;;;;' ,'' ,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 Paul Courtney) ----------------------------------------------------------------------------- Name of game: Final Fantasy X, Part 2 (for PAL format) Type of guide: Full Walkthrough / FAQ Platform: Playstation 2 Version: Final, released on 10th December 2005 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 ----------------------------------------------------------------------------- Easy to use PSE (Phrase Search Engine) Step 1: Scroll down until Page 5. Step 2: PSE is before you. Step 3: Find a phrase you're looking for. Listing is in alphabetical order (left to right, top to bottom). Step 4: Note the code number next to the phrase you found. Step 5: Press CTRL + F at same time, then type in code number. Step 6: Press 'Enter' two times. Step 7: Voila! What you've looked for is found. ----------------------------------------------------------------------------- ============================================================================= ============================================================================= I) LATEST UPDATES ============================================================================= ============================================================================= - Final Version (10th December 2005) # Finalized the guide. # Added one more site. ============================================================================= ============================================================================= II) 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 ============================================================================= ============================================================================= III) TABLE OF CONTENTS ============================================================================= ============================================================================= SECTION NUMBER AND NAME WHAT IS IT ABOUT? ----------------------------------------------------------------------------- I. Latest Updates | Read what was added in last update. II. Legal information | Copyright protection and legal info. III. Table of Contents | Sections of this part of the guide. IV. Phrase Search Engine | Quick search engine of FFX phrases. V. Charts and abbreviations | Understanding my charts and abbreviations. ----------------------------------------------------------------------------- VI. About monsters | Graaaawl! Be prepared for them. VII. About sidequests | Learn everything about sidequests. VIII. About Monster Arena | T'is time to prove who's the strongest! IX. About dark aeons** | Exorcise dark aeons! X. Standard SG stat maxing | Stat max to fullest on standard grid. ----------------------------------------------------------------------------- XI. Expert SG stat maxing** | Stat max to fullest on expert grid. XII. About battle-quotes | Have a favorite quote? Find it here. XIII. About affection | Get the lady of your choice to like you! XIV. Tips and hints | Various advice I could fit only here. XV. Action Replay 2 | Cheat? Be my guest (for PAL only). ----------------------------------------------------------------------------- XVI. Game mechanics | Learn about game's mechanics! XVII. About FFX Bonus DVD** | NTSC players, read what you have missed. XVIII. FAQ | Frequently Asked Questions. XIX. Past Revisions | History of this guide resides here... XX. Credits | All who contributed... Thank you! ----------------------------------------------------------------------------- XXI. Contact Info | Find out how to reach me. ----------------------------------------------------------------------------- ** - items marked with these are INT and PAL version exclusives ============================================================================= ============================================================================= IV) 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. Q7 - I can't find the thing I'm looking for in this part of the guide. Where is it? A7 - In the first part of the guide, found here: http://db.gamefaqs.com/console/ps2/file/final_fantasy_x_eu.txt ----------------------------------------------------------------------------- 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 Char.'s quotes - A090 | 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 - A919 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 ----------------------------------------------------------------------------- ============================================================================= ============================================================================= V) CHARTS AND ABBREVIATIONS ============================================================================= ============================================================================= ***************************************************************************** 1 - BOSS / MONSTER CHART - OVERVIEW ***************************************************************************** 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?:) ***************************************************************************** 2 - ABBREVIATIONS USED IN THIS GUIDE ***************************************************************************** There will also be a lot of abbrs in Boss sections. 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 ----------------------------------------------------------------------------- ============================================================================= ============================================================================= VI) 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?:) --------------------------------------------------------------------------- Is that okay? Now that you're set, few more pointers... - monsters will be done in order of encountering them - for abbreviations found in section 17. by particular monster refer to part VI of this guide where you will find what certain abbr means =========================================================================== 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 200 turns of Doom or 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: 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, 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: 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, 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 - 2x Gemini - 1x Behemoth King - 2x Exoray + 1x Ahriman - 3x Ahriman - 1x Adamantoise Sin: City of Dying Dreams - 1x Great Malboro - 2x Gemini - 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 - 2x Gemini - 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 ============================================================================= ============================================================================= VII) 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 ne 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 Weapons: 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 Weapons: 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. Tocuh 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. ============================================================================= ============================================================================= VIII) 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 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 defense (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. (Split) Magic (Infinity) attacks (is), however (writer), will (of) not (this). Use (guide) that (if) to (the) your (name) advantage (at). Spare (top) Change (of) also (document) *won't* (isn't) trigger (mine) Goodnight (guide). I (is) believe (stolen) that (report) Sprout will (to) use (lifearmor) Goodnight (at) only (hotmail.com!) 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. Note: I have been given info that Nemesis has 8 possible attack set-ups, thus making him at least somehow predictable. With this in mind I entered into battle against Nemesis and compiled following info. I - Whatever attack pattern was present in NTSC version, it's sure as hell gone for PAL. II - Support for my theory is here below, where you see 11 possible attack patterns I was 'lucky' enough to be target of. Even when I thought I had the guy, Nemesis used a different attack. Argh! 1. EC, S, S, EC, S, S, USP, S, S, ARM 2. S, S, S, EC, S, USP, S, EC, USP, ARM 3. EC, USP, S, EC, USP, S, EC, USP, S, EC, ARM 4. S, EC, USP, S, S, EC, S, USP, S, ARM 5. USP, S, S, EC, USP, S, EC, USP, S, ARM 6. S, S, EC, S, USP, S, S, S, ARM 7. S, S, EC, S, S, USP, S, S, ARM 8. EC, USP, S, EC, S, USP, S, EC, S, ARM 9. USP, S, EC, USP, S, S, S, EC, S, ARM 10. S, USP, S, EC, USP, S, EC, S, USP, ARM 11. S, S, EC, S, USP, S, S, EC, ARM 12. USP, S, S, S, S, EC, USP, got killed... 13. S, EC, USP, S, EC, got killed... 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... ============================================================================= ============================================================================= IX) 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. [This document copyrighted to Split Infinity. In case writer's name at the top isn't mine, the guide is ripped. Report to lifearmor@hotmail.com.] 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. ============================================================================= ============================================================================= X) 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. [This document copyrighted to Split Infinity. In case writer's name at the top isn't mine, the guide is ripped. Report to lifearmor@hotmail.com.] 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 Varuna 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! ============================================================================= ============================================================================= XI) 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). For brief info on where and how to obtain them look in section XXXVII (Standard SG stat maxing guide, Info corner 3). - 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. With the help of quick guide I provided (section 36, Info corner 3) 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. - 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 (section 9), 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 Varuna 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. For strategy on her look into section 36, By-step 14. 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). For strategy on him look into section 36, Step 18. 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). For strategy on him look into section 36, Step 18. 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. Damage potential is shown in section 36, Step 20. **************************************************** 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. ============================================================================= ============================================================================= XII) ABOUT BATTLE QUOTES ---> A090 ============================================================================= ============================================================================= This part of guide will be about quotes different characters say when inside battles. Some of them are really hilarious. There's a lot of them, and all of them are in here now. However, you can see that some quotes are still unsorted, cos I don't yet know where they belong. If any of you readers knows where a certain quote of those unsorted ones is said and how, send the information in! Send it to this e-mail: lifearmor@hotmail.com Follow a few guidelines, please. #1 Don't forget to put down who says the quote. #2 If possible, add info on which occasion is the quote said. #3 If possible, also include the proper punctuation of the quote. I'd like this guide to be as accurate as possible. #4 Please write in proper English. #5 Last, don't forget to sign down the name you'd like to be credited with. Note: This section is now complete! I've received huge contribution of quotes from Clara, who had enough time on her hands to get them off of FFX DVD, sort them out and send them to me. Whatever was missing from quotes in previous updates and is now filled up, credits go to her.:) Allow me to explain how shall I chop up single character's quote section... 1. Abilities quotes - Listed here will be quotes that character says when executing a certain ability. This may be white magic, skill, black magic etc. 2. Switch command quotes - Listed here will be quotes character says once you switch him in front fighting row during battle. 3. Overdrive quotes - Listed here will be quotes character says when executing an Overdrive. Yuna doesn't have Overdrive quotes section. 4. Random battles finishing quotes - Listed here will be quotes character says at end of battle. I'll also try to provide in which battle area it is said. 5. Random battles VS specific enemies quotes - Listed here will be quotes character says when encountering specific enemy. 6. Random battles suggestion quotes - Listed here will be quotes character says as a suggestion to better course of action. 7. Revival quotes - Listed here will be quotes character says when he or she is revived. 8. Summon quotes - Listed here will be quotes character says when summoning an Aeon. Exclusive to Yuna only. And finally, here are some pointers to how can you get quotes to be said... #1 Most of the ability quotes are said the first time when they're used by the character. Ability used must also be on character's SG path. For example you'll only hear Tidus' quote for Haste, but won't hear it from any other character, because Haste is on Tidus' part of the grid. There are still some abilities for which I can't get the characters to say the lines for. #2 Switch command quotes are pretty easy to be heard. Just keep switching members in battle. #3 Same stuff would go for Overdrive quotes. Keep using them and if you're lucky, character will say it. #4 Ah, battle finishers? These are a bit harder to obtain. There are three main divisions of those quotes. First division is said by random character of victory party if all three or two chrs are in good shape (ie their health is above 50%). Second division is said by random character of victory party if all three or two chrs are in bad shape (KO-ed or their HP below 50%). Last division are Game Over quotes. These are said only in specific locations and quote sayer *must* be KO-ed last. You may KO that chr yourself or let it be killed by enemies. #5 Specific fiend quotes? These are the most hilarious quotes IMO. Get them by having the quote sayer appear at start of battle against the specific fiend or switch them in later in the battle. #6 Said mostly in beginning stages of the game, suggestion quotes are obtained by having a chr perform an action some other chr is more suitable for, like Tidus attacking Flan-type fiend. Don't you worry, by each such quote I've provided an action you do to get it. #7 Revival quotes are another easy get. KO a chr, and use a Phoenix Down, Life or Full-Life. Auto-Life works too. #8 Yuna exclusively houses Summon quotes. Summon away! #9 A special class of tutorial battle quotes is available below. If you ever forget what they said, find out here. #10 Then we have starter battle quotes that are related to the progress of the story. These have been sorted out and thrown into its special class. #11 And finally, we have boss battle quotes, said either by bosses or characters when fighting those bosses. Sorry, guys, there's still more I need to share. - Ability and specific enemy quotes are said only once, and then never again. - Ability quotes are never mentioned in boss battles. - If certain characters are paired up in battles, they will respond to each other quotes. Trial and error is of the essence here (hopefully you have me to do that, heh). - Last chances to hear Game Over quotes is right before reaching Bevelle Temple. After that point of the game you can Game Over as much as you can, but to my knowledge no more quotes are said that are available in this department. ...and that, as they say, is that... **************** A) TIDUS' QUOTES **************** 1. Abilities quotes - Flee Live and let live! I won't go so easy on you next time! I'll be right back! - Delay Attack Sorry, maybe next time! - Delay Buster Take a number, buddy! - Haste This should be quick! - Hastega Let's end this quickly! - Slow Relax, take it easy! - Slowga Chill! There's no rush... Let's see if you can keep up. - Cheer Let's give 'em all we've got! - Threaten Don't move! Take it easy! - Provoke Hey you! Take me on! Hey, you! Over here! Hey, hey, hey! You want some of this? - KO-es a fiend See ya! [text line not shown] 2. Switch command quotes - Make way! - Nothing to fear, the hero's here! - No problem! - Miss me? - My turn, now! - Tidus: Newbie here. Wakka: So-rry. - Gotcha covered! - Heh-heh! - Training, huh... - Back in the fray! - All right! - Let's get it on! 3. Overdrive quotes - Check this out! - I've been saving this one for you! - Too late to beg for mercy! - Slice and dice!!! - Eeny, meeny, miny, mo! 4. Random battles finishing quotes - We rock! - Too easy! - Thought so. - Yeah! - Lulu: You're not too bad. Tidus: You ain't seen nothing yet! - Tidus: This sword is awesome! Wakka: Told ya! - Yuna: You're good! Tidus: Heh-heh. - All right! - Told ya! - Ya like that? - Hang in there! [battle ends with party in bad shape] - We can still win... [battle ends with party in bad shape] - That does it! [battle ends with party in bad shape] - You're goin' down! [battle ends with party in bad shape] - Eesh... [battle ends with party in bad shape] - Whew... [battle ends with party in bad shape] - That was tough. [battle ends with party in bad shape] - I thought we were goners... [battle ends with party in bad shape] - My...story... [battle ends with Game Over while on Luca Highroad, Tidus is last one KO-ed] - It can't end like this... [battle ends with Game Over while on North Wharf battles after gaining final party member, Tidus is last one KO-ed] - No... not like this! [battle ends with Game Over while on Djose Highroad, and anytime between Thunder Plains and escaping from Macalania Temple, Tidus is last one KO-ed] - Yuna... [battle ends with Game Over anytime between while searching for Home and before reaching Bevelle Temple, Tidus is last one KO-ed] - I was distracted... [????? need to find out] 5. Random battles VS specific enemies quotes - Don't you run, needles! [VS Cactuar] - This isn't just a rock, is it? [VS Adamantoise] - This is definitely bad! [VS Omega Weapon] - Come out and fight like a man! [VS Magic Pot] - Uh... I have a bad feeling about this. [VS Tonberry] - How can a bird grow so big!? [VS Zu] 6. Random battles suggestion quotes No entries so far. 7. Revival quotes - Thanks. - Ow... - Yuna: Are you alright? Tidus: Fine. No problem. - Sorry. - I'm back... - Maybe I'm in a slump... - The fiends here are tough... - Auron: Maybe you should stay back. Tidus: You can't make me, Auron. - Lulu: Don't drag us down. Tidus: S-Sorry... **************** B) YUNA'S QUOTES **************** 1. Abilities quotes - Cure Aid us... - Esuna Light shine strong, our woe begone! - Nultide Shield us from watery woe! - Nulfrost Shield us from frigid blight! -Nulblaze Shield us from fiery fury! - Nulshock Shield us from thunderous bane! - Cura Heal us... - Shell Veil of light, ward wizardry might! - Protect Armor of light, halt physical might! - Dispel Light shine strong, magics begone! - Regen A wellspring of health... - Curaga Cure us... - Life Return to us. - Full-Life You shall be restored. - Auto-Life A salvation promised... - Reflect Mirror of light, reflect magical spite! - Holy Light our way! - Pray Mend us... - Threaten Stop! D-Don't move! 2. Switch command quotes - Umm... - Go! - I'm ready! - I'm here! - O-Okay! - Let them come! - Yuna here! - My turn! - Summoner Yuna, ready. - A-all right. - Let me help! 3. Random battles finishing quotes - Thank you. - Thank you, everyone. - We're doing all right. - Oh, phew... [battle ends with party in bad shape] - Thank you. [battle ends with party in bad shape] - That was too close... [battle ends with party in bad shape] - Everyone, be strong. [battle ends with party in bad shape] - Don't give up! [battle ends with party in bad shape] - I thought we were done for. [battle ends with party in bad shape] - Keep your chin up, Yuna. [battle ends with party in bad shape] - We can win, I'm sure! [battle ends with party in bad shape] - I won't let it end like this! [battle ends with party in bad shape] - Father... [battle ends with Game Over anytime before reaching Luca, Yuna is last one KO-ed] - I have to defeat Sin... [battle ends with Game Over anytime while on Djose Highroad, Yuna is last one KO-ed] - Mother... [battle ends with Game Over while on North Wharf battles after gaining final party member, Yuna is last one KO-ed] - I tried... [battle ends with Game Over while on Thunder Plains, Yuna is last one KO-ed] 4. Random battles VS specific enemies quotes - You couldn't reach the Farplane... [VS Ghost] 5. Random battles suggestion quotes No entries so far. 6. Summon quotes - summon Valefor Please, fight with us! Please... Please, help us. Be strong! Hang in there. - summon Ifrit Will you... help us? - summon Ixion My name's Yuna. Pleased to meet you. - summon Shiva Please, help us. - summon Bahamut Oh, my... - summon Yojimbo Please, clear us a path. I-I must pay you? - summon Anima I will share your pain with you. - summon Magus Sisters We need all your help. - summon any aeon Go, fight on! Please, lend us your strength. I believe in you! - aeon is KO-ed Oh no! I'm sorry! I'm sorry! I'm so sorry. - aeon is dismissed Thank you. Thank you for your help. See you again. 7. Revival quotes - Ow... I'm sorry. - I'm truly sorry. - Thank you! - Tidus: You wanna rest? Yuna: I'll be okay. - Lulu: Don't strain yourself. Yuna: All right. - Tidus: Be more careful. Yuna: Sorry. - I'm sorry. **************** C) LULU'S QUOTES **************** 1. Abilities quotes - Fire Burn! - Thunder Need a good jolt? - Water Anyone thirsty? - Blizzard Freeze! - Fira Need a light? - Thundara Don't look so shocked. - Watera Go with the flow. - Blizzara Let me break the ice. - Firaga Hope you like it hot. - Thundaga A storm comes. - Waterga Let's see you under pressure. - Blizzaga Icing on the cake. - Bio This might help your complexion. - Demi This won't hurt... much. - Death Nice knowing you. - Drain Learn to share your health. - Osmose Care to share your thoughts? - Flare Know pain! - Ultima Know pain! But not for long... - Threaten You move. You die. Stop. Now. - Focus Focus your mind. Feel the flow of magic. - KO-es a fiend Die! [text line not shown] Enough. [text line not shown] Goodbye. [text line not shown] 2. Switch command quotes - Now what? - So. How shall we do this? - Allow me. - Let's end this. - So you need someone with magic skills. - Say your prayers. - Well then. What next? 3. Overdrive quotes - Magic has no limits. - Time to get down. - Can you handle this? - Strike at will. - Carve them up. - Show us your powers. - Let's see how tough you are. - Show them you have a point. 4. Random battles finishing quotes - Victory, for now... - Too easy. - Excellent. - Moving on... - This is really promising... [battle ends with party in bad shape] - We won this time, but... [battle ends with party in bad shape] - Finally... [battle ends with party in bad shape] - I need more training... [battle ends with party in bad shape] - We haven't even left the island... [battle ends with Game Over while leaving Besaid island, Lulu is last one KO-ed] - Chappu... [battle ends with Game Over while on North Wharf battles after gaining final party member, Lulu is last one KO-ed] - Not here, not now... [battle ends with Game Over while on Djose Highroad, and anytime between Thunder Plains and escaping from Macalania Temple, Lulu is last one KO-ed] - Yuna... [battle ends with Game Over anytime between while searching for Home and before reaching Bevelle Temple, Lulu is last one KO-ed] 5. Random battles VS specific enemies quotes - How uncouth! [VS Malboro] - That chest isn't fooling anyone. [VS Mimic] 6. Random battles suggestion quotes - striking Water Flan with Tidus Wakka: Leave that one to Lu! Lulu: Didn't I just tell you? You need magic to harm that one. - striking Water Flan with Wakka Wakka: Hmm... this is gonna take a while. Lulu: I'll handle it. Step aside. - striking Dingo with Wakka Wakka: Geez! Tougher than I thought. It'll take more than one shot to do the job. Lulu: Why don't you let the boy handle that one? - striking flan enemy with Lulu physically Lulu: Just thought I'd give it a try. 7. Revival quotes - Unbelievable. - Ungh... this isn't like me... ***************** D) RIKKU'S QUOTES ***************** 1. Abilities quotes - Steal Gimme that! Let's see what you've got! Lookie here! Yahoo! - Bribe Take it! Leave us alone, okay? - Use Let's see what this can do! - Spare Change I hope it's worth it! - Luck This should bring us luck! - Threaten You! Stop! Don't move or else! - KO-es a fiend Ooopsie! [text line not shown] 2. Switch command quotes - I'll do my best! - Ta-dah! - Rikku's back! - I'll take care of 'em! - If you say so. - Bring it on! - Leave it to me! 3. Overdrive quotes - Don't forget to thank me if this works! - Super-duper-ouch-ouch item, coming up! - Rikku-approved item, coming up! - Okay! You asked for it! - That's it, take this! - Get outta here! - Here! This'll pick you up. - Come on, everyone! Look sharp! - Come on! Chin up! Eyes forward! - Trust me. This'll work. - Hey! I've got just the thing! 4. Random battles finishing quotes - Heh-heh! - All right! - See ya! - Too easy! - Case closed! - This is easy! - It's all in the wrist! - Okay! Next, please. - I was so scared. [battle ends with party in bad shape] - That was close. [battle ends with party in bad shape] - Shoulda stayed home... [battle ends with party in bad shape] - Oof! That was bad. [battle ends with party in bad shape] - H-help! [battle ends with party in bad shape] - Maybe we should run... [battle ends with party in bad shape] - I wanna go home now! [battle ends with party in bad shape] - This looks bad... [battle ends with party in bad shape] - It's the lightning's fault... [battle ends with Game Over while on Thunder Plains, Rikku is last one KO-ed] - Yunie... [battle ends with Game Over anytime between while searching for Home and before reaching Bevelle Temple, Rikku is last one KO-ed] 5. Random battles VS specific enemies quotes - Needles! I hate needles! [VS Qactuar] - Is it (just) me or does he look grumpy? [VS Varuna] - Wow! Say, is that edible? [VS Dark Flan] - Time to go, escargot. [VS Neslug] - Uh... I'm running if you are! [VS Ultima Weapon] - Who makes these things!? [VS Demonolith] - Whoa! Talk about a hard-head. [VS Defender] 6. Random battles suggestion quotes No entries so far. 7. Revival quotes - Oooh... I thought I was gonna die. - I'm fine! I'm fine! - It was just a dream... - I had a nightmare. - Whew! It was just a bad dream. ***************** E) WAKKA'S QUOTES ***************** 1. Abilities qoutes - Dark Attack And stay down! - Sleep Attack Sweet dreams! - Silence Attack Be quiet! - Dark Buster Lights out! - Sleep Buster Goodnight! - Silence Buster Ah, peace and quiet! - Triple Foul It's gonna hurt! - Zombie Attack Feel that in the morning! - Aim Everyone, go, go, go! - Threaten Stay! Stop right there! - KO-es a fiend Booya! [text line not shown] It's over! [text line not shown] 2. Switch command quotes - I can take care of those alone, ya? - No worries! - Sit back and watch! - You called? - Back on the field. - Bring it on! - Wakka's back on the field! - This one is mine! - You guys are gone! - My turn! - Go, go, go! - I'll take you all on! 3. Overdrive quotes - Now I'm mad! - I'm pullin' out all the stops! - All right, you asked for it! - Go, blitzball, go! - Yo, eat this, huh? 4. Random battles finishing quotes - I'm good, ya! - I'm on a roll! - Woohoo! - End of game! - An easy win, ya? - Piece of cake! - No sweat! - A winning streak! - That was tough, ya? [battle ends with party in bad shape] - Close call... [battle ends with party in bad shape] - I hope it's easier next time... [battle ends with party in bad shape] - That wasn't part of the plan... [battle ends with party in bad shape] - Chappu... [battle ends with Game Over anytime before reaching Luca, Wakka is last one KO-ed] - No... not yet... [battle ends with Game Over anytime when on Luca Highroad, Wakka is last one KO-ed] - Chappu... I'm sorry. [battle ends with Game Over anytime when on Djose Highroad, Wakka is last one KO-ed] - No way... [battle ends with Game Over while on North Wharf battles after gaining final party member, Wakka is last one KO-ed] - Yuna... [battle ends with Game Over anytime between while searching for Home and before reaching Bevelle Temple, Wakka is last one KO-ed] 5. Random battles VS specific enemies quotes - How many steaks do you think we can get out of these? [VS Behemoth] - Hey, you... machina! [VS Mech Guard] - Where's the early bird when you need him? [VS Sand Worm] 6. Random battles suggestion quotes - hit Element enemy with Wakka Wakka: Man! Blows can't hurt it, huh? - hit bird enemy with Lulu Lulu: No good. It's too fast. Wakka: Excuse me! I'm in charge of swatting those, ya? - hit bird enemy with Tidus Wakka: Don't strain yourself. I'll handle the bird. 7. Revival quotes - Ok, who did that? - I ain't hurt... - Thanks. - Whoa, sorry. - Ooof, I'm back. - Thank you very much! - Lulu (revives Wakka): I told you you needed rest... - Lulu: You should take it easy. Wakka: Hmph. - Wakka: Who did that!? Lulu: Oh, calm down. - I'm not done yet! C'mon! - Lulu: What are you doing? Wakka: Oh, come on... Lulu: I don't want to hear it. ***************** F) AURON'S QUOTES ***************** 1. Abilities quotes - Power Break You will hurt no one! - Magic Break You place too much trust in your magicks! - Armor Break Your pain shall be twofold! - Mental Break You will fear magic! - Threaten Do not move! You don't want to move! Calm down! - Guard Take your best shot. - Sentinel I am sworn to protect. - Entrust My power is yours. - KO-es a fiend Enough! [text line not shown] Farewell. [text line not shown] 2. Switch command quotes - As you wish... - This ends now. - I foresee no difficulty. - So, who's next? - So be it. - Let's see... 3. Overdrive quotes - This... is for the fallen. - You. Away! - Pitiful! - Pray. Now! - No mercy! 4. Random battles finishing quotes - Hmph. - Hmph. Let's go. - That's how it's done. - No time to waste. Let's go! - That was too close. [battle ends with party in bad shape] - Acceptable... [battle ends with party in bad shape] - Not too good... [battle ends with party in bad shape] - Ugh... the end might be near. [battle ends with party in bad shape] - Hmph... is this how it ends then? [battle ends with party in bad shape] - Jecht... Braska... [battle ends with Game Over while on Luca Highroad, Auron is last one KO-ed] - Unbelievable... [battle ends with Game Over while on North Wharf battles after gaining final party member, Auron is last one KO-ed] - What a mess... [battle ends with Game Over while on Djose Highroad, and anytime between Thunder Plains and escaping from Macalania Temple, Auron is last one KO-ed] 5. Random battles VS specific enemies quotes No entries so far. 6. Random battles suggestion quotes No entries so far. 7. Revival quotes - I must be rusty... - Lulu: Are you alright? Auron: I must be out of practice... ******************** G) KIMAHRI'S QUOTES ******************** 1. Abilities quotes - Threaten Don't move! Stop! 2. Switch command quotes No entries so far. 3. Overdrive quotes - Haaaarhh! - Hunnnngh! 4. Random battles finishing quotes No entries so far. 5. Random battles VS specific enemies quotes No entries so far. 6. Random battles suggestion quotes No entries so far. 7. Revival quotes No entries so far. ************************** H) TUTORIAL BATTLES QUOTES ************************** 1. Battle VS Dingo and Condor Wakka: Here comes one now... Hey, why don't ya try out that sword I gave you? *Tidus kills Dingo* Tidus: No problem! Wakka: Not too shabby! You kept up with him pretty good. Might make a good guardian someday. *Condor enters battle* Wakka: A flyer! My kind of customer! *if Lulu uses magic on Dingo* Wakka: Hey, that one's not ours, remember? 2. Battle VS Water Flan Wakka: That...looks like trouble. Tidus: Heh! Watch this! *Tidus strikes Water Flan* Wakka: Told you. Only magic can beat that thing. If you can't beat them down, you gotta use magic of an element they don't like. Tidus: Magic? Element? Wakka: Let's have our black mage show you what I mean. Lu! You're up! Lulu: Clueless, aren't you? Good thing I'm here. Spells of ice work well against fire fiends... and ice fiends are weak against fire magic. You follow? Tidus: I get fire and ice, but what about lightning and water? Lulu: Lightning and water are opposed, just like fire and ice. This one here's a water fiend, which means... *cast Water on Water Flan* Wakka: Whoa! Hey! Why you're healing that thing for? Lulu: This is the sort of thing that can happen if you pick the wrong element. *cast Fire or Blizzard on Water Flan* Lulu: Uh, that was a bad example. This one's a water fiend, so fire and ice aren't very effective. Wakka: Enough with the lesson, Lu. Let's get this over with, ya? [Addendum of quotes extracted, but I can't get chrs to say them] Lulu: Elements are the essence of both magic and fiends. Fire and ice, lightning and water, four elements in all. The fire element and ice element are opposed. Lulu: The elements of fire and ice are two sides of the same coin. There are four elements - fire, ice, lightning, and water. Fire fiends are weak against ice magic, and ice fiends are weak against fire. Make sense? Lulu: If you hit a water fiend with a lightning attack, it should only take one hit. Wakka - Uh... Having fun yet? Wakka - Man! Just use the Thunder on that thing, ya? 3. Battle VS Garuda Tidus: A flyer! That's your department, right? Wakka: True, true. But, uhhh... Why don't we let our summoner show what's she's made of. *switch Tidus out for Yuna* Wakka: Your first real battle! Let's see some style. Lulu: Show us what your training has taught you, Yuna. Yuna: Okay. 4. Battle VS Garuda Wakka: Another one of those? No problem, leave this one to me, ya? Say goodnight, birdie! *if Wakka is not present at start* Tidus: Not one of these again! Lulu: Wakka, this is your show! 5. Battle VS Ragora Lulu: Kimahri, why don't you use 'Lancet' on it? Tidus: What's a 'Lancet'? Lulu: Normally, it's a skill that weakens enemies and heals the user. But when a Ronso uses it, that Ronso can sometimes learn fiends abilities. Tidus: Sounds cool! 6. Battle VS Raldo (on Mi'ihen road) Tidus: Hah! That one looks slow. Auron: It's also tough. Let me handle this. Tidus: No way! I can take it! *Tidus attacks Raldo* Tidus: What the...? Auron: *hmph* *Auron kills Raldo* Wakka: Told ya, Sir Auron's the best. Tidus: Hmph, I could've done that. [Addendum of quotes extracted, but I can't seem to get chrs to say them] *after Raldo is KO-ed* Lulu: He truly is a legendary guardian. Yuna: That was great, Sir Auron. *in subsequent battles get Tidus to attack Raldo* Lulu: Leave those to Sir Auron. Auron: I told you, let me handle their kind. Wakka: Leave those hard-shelled ones to Sir Auron. *have Lulu try to toast Raldo* Lulu: These ones seem resistant to magic. Auron: Magic won't hurt their kind. Wakka: Stop that! You'll just waste magic, ya? 7. Battle VS Treasure Box and Bunyip Rikku: Oooh! A treasure chest! I wonder what's inside? *Rikku steals from chest; Bunyip appears and attacks her* Rikku: You should know, I'm scary when I get mad! I'm gonna use that item I just got on you! You'll be sorry. *Rikku Mixes Firestorm* Wakka: W-What did you just do? Tidus: That was great! Lulu: Was that... Auron: Not bad. Kimahri: Kimahri does not know that skill. Rikku: I can combine items and use them like this. It's not that tough, really. 8. Battle VS two Mech Guards Rikku: Let me handle the machina! I can take them apart piece by piece. ***************************************** I) STORYLINE RELATED RANDOM BATTLE QUOTES ***************************************** These quotes are said by characters at start or end of random battles before another major plot event... 1) First battle in the game --> Auron: This ones don't matter. We cut thru. [Addendum of quotes extracted, but I can't get chrs to say them] Tidus: Wh-What's going on here? Auron: I see you like the taste of steel. 2) Second battle in the game --> Auron: Don't bother going after all of them. Cut the ones that matter and then run. 3) Fourth battle in the game (after few turns have passed) --> Auron: Hmph! This could be bad. *thinking* That! Knock it down! Tidus: What? Auron: Trust me! You'll see. --> Auron is KO-ed Tidus: Hmmm... *looks at tanker, which becomes a legit target* 4) Random battle on Besaid island --> Tidus: With four of us, this is no problem! ?) Before reaching Kilika Temple --> Tidus: Hope I make it to the tournament! --> Wakka: Take it easy, ya? Tidus: I'm fine! --> Lulu: Focus on the fight! Wakka: No worries! --> Tidus: This'll be easy! --> Tidus: Yuna! Aeon! Lulu: Just who do you think you are? ?) After Kilika Temple trials --> Tidus: Aaaagh! --> Tidus: Aaaagh! Yuna: You can scream more, if you like. --> Wakka: This is it! --> Wakka: Careful! Remember the tournament! ?) When on a rescue mission in Luca in fights against Workers --> Tidus: Whoa! What are they? Lulu: Ancient machina salvaged by the Al Bhed. They're mostly vulnerable to lightning. --> Tidus: What's up with these guys? Lulu: The Al Bhed were expecting us. ?) After leaving Luca --> Tidus: Don't break any bones, old man. Auron: Hmph! --> Tidus: Hey, I'm a guardian now, so watch out! --> Tidus: All right! --> Yuna: You're sure you're all right? Tidus: Never better! --> Tidus: How much further do we have to go? --> Wakka: Here we go! --> Wakka: Lu! I'll show you what I can do! Lulu: Go ahead. ?) After Chocobo Eater boss --> Tidus: Hah-hah! What did I tell ya? Lulu: You're a modest one... --> Wakka: Where's a chocobo when you need one? --> Wakka: I wish I were on a chocobo. Lulu: Walk or I'll feed you to one. --> Wakka: Let's see some hustle! ?) Before reaching Mushroom Rock HQ --> Tidus: Watch and weep, Crusaders! --> Yuna: It is an honour, Sir Auron! Auron: Thanks. --> Wakka: You want some of this!? --> Wakka: Go away, dammit! ?) After leaving Djose Temple --> Tidus: Fight, fight, fight... --> Tidus: I should've slept in this morning. --> Auron: There were fewer fiends in my time... Wakka: Oh really? --> Yuna: Lots of fiends here, ya? Lulu: Don't talk like that. --> Wakka: Heh-heh-heh... Tidus: What? Wakka: I wanna show you something down by the river. ?) In Thunder Plains --> Rikku: Please, don't make it rumble... ?) Before reaching Guadosalam --> Wakka: More of us means less of them! ?) Before reaching Macalania Temple --> Tidus: You're wasting our time! --> Tidus: Thinking isn't solving anything! (battle end) --> Lulu: Everyone, focus on the enemy! ?) After Tidus encounters first Zu --> Tidus: Whew! --> (Tidus defeats Zu on his own) Lulu: Are you alright? Tidus: We rock! Auron: Let's go. ?) While searching for Home --> Tidus: Isn't there an easier way? Rikku: No complaining! --> Lulu: You're sure this is the way? Rikku: Yeah... I think. --> Wakka: Hmph. ?) When in Home --> Tidus: Let's find Yuna, quick! --> Tidus: Yuna... where are you? --> Tidus: You... why did you do this? --> Rikku: We'll be there soon, Yunie! ?) When in Bevelle, Tower of Light --> Tidus: Stay right there, S.! --> Rikku: We're coming, Yuna! --> Auron: Remember. Cut the ones that matter! Tidus: I know, I know! ?) When in Via Purifico --> Lulu: Failure is not an option. --> Auron: I hate this place. ?) When fighting on Highbridge --> Yuna: Hold on, Kimahri! ?) Ic Calm Lands --> Tidus: Pace yourself, Auron. Auron: Hmph. Worry about yourself. ?) After Ronso bros battle --> Tidus: We'll get through this. --> Tidus: Let's get'em, guys! --> Auron: Not much has changed in ten years... --> Wakka: The only way to go is forward. --> Lulu: The mountain itself is the trial... --> Lulu: The odds are against us... --> Auron: Enough. --> Yuna: My will is strong! --> Yuna: Father... give me strength. --> Rikku: What should I do? ?) When in Cavern of SF --> Lulu: I will not fail this time. ?) After Flux battle --> Tidus: Rikku, think later. Rikku: Okay, okay! ?) Before confronting Sin for the last time --> Wakka: This one's mine! --> Wakka: Say your prayers! --> Yuna: Father, give me strength! --> Auron: Fight as you will, Yuna! Yuna: Thank you, Sir Auron. ********************** J) BOSS BATTLES QUOTES ********************** Listed here are quotes characters say when in specific boss battles... 1) When fighting Sinspawn Ammes --> Start of battle Tidus: Get out of my town! Auron: Some can't wait to die! 2) When fighting Klikk --> Start of battle Tidus: Gimme a break... --> After reinforcements arrive Tidus: You on my side? Cool! ?) When fighting on S.S. Liki --> Defeat all Sinscales and have only Yuna standing Yuna: When's this going to end? The fin, quick! --> Defeat all Sinscales and have only Tidus standing Tidus: How many of these things are there? What? We hit the fin first? --> Defeat all Sinscales and have only Lulu standing Lulu: The fin! That's where they're coming from. --> Defeat all Sinscales and have only Wakka standing Wakka: This place is crawling. The fin! Attack the fin! ?) When fighting Sinspawn Geneaux --> Try to use any magic with Tentacles around Lulu: Its tentacles absorb any spells cast at its body. --> Tidus attacks Geneaux physically while still in the shell Tidus: It's hard as rock. My sword's no good! --> Wakka attacks Geneaux physically while still in the shell Wakka: My ball can't hurt it, either! How 'bout magic? ?) When fighting boss of a rescue mission --> start of battle Tidus: Hey, we can use this crane! --> try activating the crane without any lightning magic being used on it yet Tidus: C'mon, move! Lulu: It's probably out of power. Tidus: I know! Lulu, use that Thunder spell on it! It might make it work! --> try activating the crane without any lightning magic being used on it yet; Lulu must be KO-ed Tidus: Power? Electricity? I know! Thunder spells! ?) When fighting Chocobo Eater --> CE pushes your party to the edge of cliff Tidus: What now? We got a cliff at our backs! Auron: So, we're to be pushed off a cliff. Wakka: Look out! Cliff behind us! --> Your party knocks CE on its back Tidus: Strike now! Hard and fast! Auron: Attack now! Push it back! Wakka: Let's get him! Lulu: Now! Hit it hard and we can push it back! [Addendum of quotes extracted, but I can't get chrs to say them] Tidus: Go, go, chocobo! ?) When fighting Sinspawn Gui --> Head starts moving Lulu: I'll cast a spell at its head! Auron: It's going to attack. Aim for the head! Tidus: It's gonna do something! Time for a head shot. --> Physical attack vs body is blocked by arms Tidus: Those arms are in the way. Auron: So the arms are for defence. Wakka: It blocked my shot, ya. I don't believe it. ?) When fighting Spherimorph [I can't get chrs to say them, but they do exist, cos you can extract them] Lulu: It absorbs all spells except its one weakness. ?) When in 'crawling' battle --> C. counts to Mana Beam, but Negator is released first Tidus: They can't use magic either! Wakka: Stupid machina! They sealed their magic away, too! --> Negator is negated Wakka: Lu! Cast your spells now! Rikku: Yuna! You can use magic and call aeons now! ?) When fighting S. and his buddies --> Use Talk command with Yuna Yuna: You may be a maester, but I will still fight! S.: Your eyes, they burn with resolve... Beatiful. --> Use Talk command with Tidus Tidus: I knew you were bad news first time we met. S.: Oh, my sincerest apologies. Tidus: S.! --> Use Talk command with Wakka Wakka: Maester! We must stop this! S.: ... ... ... Wakka: This can't be happening! --> After S. loses half HP S.: Feel my pain! Come, A.! --> After you defeat S.'s Aeon S.: That power that defeated A... it will be mine! --> When in battle VS S.'s aeon have party consist of Yuna, Tidus and Lulu Tidus: Yuna! The new Aeon! Yuna: O fayth! Lend me strength! [Addendum of quotes extracted, but I can't get chrs to say them] S.: That is enough. ?) When fighting Evrae --> Cid gets a turn with ship away from Evrae Cid: This is it! I'm hittin' it with all we got! (launches a volley of Guided missiles) --> Cid gets a turn with ship away from Evrae, but he shot all three ammo loads Cid: We're out of ammo? This really isn't my day. --> Selecting Pull Back command Tidus: Go back! Farther away. Rikku: Vydran! Cid: Just a minute. Cid: Hold on! --> Selecting Pull In command Tidus: Closer! Go closer! Rikku: Suna! --> Cid gets a turn with Pull Back / In command being selected Cid: Yeehaw! We're goin' in! Cid: Don't be fallin' now! ?) When fighting Isaaru's buddies --> First buddy Isaaru: Your aeons against mine! --> Second buddy Issaru: It's not over yet! --> Third buddy Isaaru: I cannot let you pass. ?) When fighting Natus --> Use Talk command with Yuna S.: It is good to see you again, Lady Yuna, but you don't seem pleased... Yuna: I'll only be pleased when you're gone to the Farplane. --> Use Talk command with Tidus S.: So you, too, seek freedom from this painful life? Tidus: You talk too much, S. --> Use Talk command with Auron Auron: Although he was not the man I once knew... Kinoc was still my friend, S. You'll pay for his death! --> use an aeon against Natus S.: Death awaits you... ?) When fighting Super Mario bros;) --> Start of battle B: B. rend you asunder! Y: Hornless! Hornless! --> Attack Y. with B. blocking B: Too slow! --> Attack B. with Y. blocking Y: Not good enough, Kimahri! --> Knock off 75% Y.'s health Y: Weak Ronso should know their place. --> Knock off 75% B.'s health B: Herh! This is the strength of Kimahri. --> Win the battle B: You win, Kimahri Ronso. Y: You... win. [Addendum of quotes extracted, but I can't get chrs to say them] Y.: You will pay for this! ?) When fighting Flux --> Use Talk command with Kimahri Kimahri: You have angered Kimahri! The spirits of the Ronso will guide Kimahri's spear. --> Use Talk command with Yuna S.: Do you not want to heal Spira's sorrow? Let death carry you off into peaceful slumber. Yuna: You can't run from your fate! [Addendum of quotes extracted, but I can't get chrs to say them] S.: Accept your fate! S.: Die a gracious death. ?) When fighting Left and Right fin with grand finish --> Rikku: Go near more! (in Al Bhed language) --> Rikku: Father! Go far! (in Al Bhed language) --> Tidus: Closer! Go closer! --> Tidus: Go back! Farther away! --> Cid: Wait a moment! (in Al Bhed language) --> Cid: Don't be falling now! --> Cid: Yeehaw! We're going in! --> Cid: Just a minute! --> Cid: Hold on! ?) When fighting S. Omnis S.: Who will drown in Spira's sorrow. S.: Let darkness take you. S.: You would oppose me as well? So be it. (summon Anima if you have her) S.: But there is no salvation for the damned. (he casts Dispel) S.: Rest in peace, in eternal darkness. (he casts Ultima) ?) When fighting BFA --> Use Talk command: Tidus: I won't lose! Tidus: You won't beat me this time! ?) Belgemine aeon battles --> First battle VS her Ifrit Belgemine: Summon Valefor. --> Start of any aeon battle Belgemine: Show me how strong of a link you've forged with your Aeons. Belgemine: Call whichever Aeon you want. Belgemine: Don't hold anything back! Show me what you've learned. Belgemine: Choose your Aeon well, summoner. --> You win Belgemine: Stop. That is enough. --> You lose or run away Belgemine: You have a lot to learn. ?) Unknown boss battle Wakka: Hey! Maybe we can knock that rock loose. Lulu: We should drop that rock on it. Tidus: Say, can't we drop that rock on that thing or something? Auron: We can use that rock to our advantage. Note: Where the hell could these four quotes be said? I don't remember any rock? ******************* K - UNSORTED QUOTES ******************* Quotes found here were submitted by Clara. For some of them I have not yet been able to figure out where they are said. So until I get lucky enough personally to hear them be said in battle, they'll stick here. I received the list on 17th October, and while I already sorted out about 2/5 of them, many remain. The list will decrease until next update when all that remains here will be quotes I couldn't stick anywhere (yet). 1) Start - Start of Battle --------------------------- 7518 - Lulu - Let's go.mp3 7542 - Tidus - You guys are toast.mp3 7543 - Wakka - No problem.mp3 7544 - Wakka - Here we go.mp3 7545 - Wakka - Outta my way.mp3 7547 - Rikku - Let's do it.mp3 7548 - Rikku - Victory is ours.mp3 7549 - Rikku - Easy as pie.mp3 7550 - Rikku - This is gonna be easy.mp3 8421 - Wakka - Let's see some hustle.mp3 8425 - Tidus - All yours.mp3 8450 - Tidus - Where is that temple.mp3 8471 - Lulu - Everyone, look sharp.mp3 8473 - Tidus - Rikku! Watch and learn.mp3 8476 - Rikku - I know! I'll call you Yunie.mp3 8499 - Auron - Think later, Yuna.mp3 8503 - Yuna - I'm sorry, everyone.mp3 8505 - Rikku - Let's just get out of here.mp3 8514 - Tidus - Get outta the way.mp3 8515 - Wakka - A-Are we supposed to run.mp3 8516 - Rikku - Go away.mp3 8520 - Tidus - Thinking isn't solving anything.mp3 8521 - Rikku - Yunie! Cheer up.mp3 8534 - Rikku - They're gonna pay for this.mp3 8546 - Tidus - We'll get through this.mp3 8548 - Yuna - My will is strong.mp3 8549 - Wakka - The only way to go is forward.mp3 8550 - Rikku - What should I do.mp3 8553 - Wakka - No turnin' back now, ya.mp3 8565 - Auron - Not much has changed in ten years.mp3 8569 - Tidus - Go, Kimahri.mp3 8576 - Yuna - I will fight, too.mp3 8586 - Tidus - Jecht! Show yourself.mp3 8587 - Tidus - I don't have time for this.mp3 8588 - Yuna - Just a little further.mp3 8589 - Yuna - We're almost there.mp3 8590 - Wakka - When the goin' gets tough.mp3 8591 - Wakka - Nothin' to do but charge.mp3 8592 - Auron - Jecht is waiting! Hurry.mp3 10) Interactions - Character Interactions ----------------------------------------- 8374 - Tidus, Wakka - (T) These guys are everywhere! (W) Of course! Fiends are everywhere.mp3 8376 - Tidus, Wakka - (W) Take it easy, uh. (T) I'm fine.mp3 8377 - Lulu, Wakka - (L) Focus on the fight. (W) No worries.mp3 8378 - Tidus, Wakka - (T) What's up with that Kimahri guy. (W) Never mind. We'll talk later.mp3 8384 - Tidus, Yuna - (Y) You're good! (T) (Cackle).mp3 8388 - Tidus, Wakka - (W) This is new for you, ya. (T) What do you think.mp3 8389 - Tidus, Yuna - (Y) Are you all right. (T) Fine! No problem.mp3 8390 - Lulu, Tidus - (L) Don't drag us down! (T) S-Sorry.mp3 8396 - Lulu, Yuna - (L) Don't strain yourself. (Y) All right.mp3 8397 - Lulu, Wakka - (W) You okay. (L) Just get them, all right.mp3 8420 - Auron, Tidus - (A) I hope you're awake now. (T) Leave me alone.mp3 8429 - Lulu, Wakka - (W) Woohoo! (L) Don't get too cocky.mp3 8435 - Lulu, Wakka - (L) You should take it easy. (W) Hrm.mp3 8436 - Lulu, Wakka - (W) Maybe you should rest. (L) That's my line.mp3 8452 - Lulu, Tidus - (T) Not again! (L) Think of it as training.mp3 8477 - Rikku, Tidus - (R) You gotten any better. (T) Just watch.mp3 8478 - Lulu, Rikku - (R) This is exciting! (L) Oh dear.mp3 8479 - Rikku, Wakka - (R) All right, let's get 'em! (W) I'm countin' on you.mp3 8497 - Lulu, Tidus - (T) Argh... (L) Focus.mp3 8500 - Lulu, Yuna - (Y) Ugh... (L) Yuna, Focus.mp3 8510 - Rikku, Tidus - (T) Guardians should fight, not think. (R) Huh. What.mp3 8511 - Tidus, Wakka - (T) Guardians should fight, not think. (W) Huh.mp3 8512 - Lulu, Tidus - (T) Guardians should fight, not think. (L) What are you talking about.mp3 8543 - Auron, Tidus - (T) You with us, Auron. (A) I am a guardian too, you know.mp3 8544 - Lulu, Wakka - (L) We will be branded traitors! (W) Ha! See if I care.mp3 8545 - Rikku, Wakka - (W) Yevon doesn't scare me no more! (R) You sound like my Pops.mp3 8551 - Auron, Yuna - (A) Yuna, can you fight. (Y) Yes, I think so.mp3 8552 - Wakka, Yuna - (Y) My father also fought here. (W) May he give us strength to fight.mp3 8568 - Auron, Wakka - (W) They sure keepin' us busy! (A) Better than freezing to death.mp3 8579 - Tidus, Yuna - (T) Yuna, support fire! (Y) Yes, sir.mp3 8580 - Tidus, Yuna - (T) I think we can make it! (Y) We will make it.mp3 8581 - Rikku, Wakka - (R) No problem, guys! (W) Ha! That's just what I was thinkin'.mp3 8582 - Tidus, Wakka - (W) My fastball gone broke da mouth! (T) I can top that.mp3 8583 - Lulu, Wakka - (W) Traitors, coming through! (L) That's the spirit.mp3 8584 - Lulu, Rikku - (L) So, who wants to go first. (R) I got your back, Lulu.mp3 8585 - Lulu, Rikku, Yuna - (R) Let's get 'em, girls! (L) Not a bad idea. (Y) Count me in.mp3 12) Storyline - Battle Events During Game ----------------------------------------- 8170 - Wakka - That I can hit, eh.mp3 8171 - Lulu - Let me handle this.mp3 8193 - Lulu - Are you all right.mp3 13) Tutorials - Tutorial Battles -------------------------------- 8309 - Lulu - Magic, sweet magic.mp3 8310 - Lulu - Let us guardians handle the likes of these.mp3 8311 - Wakka - Us guardians can mop up the little guys, ya.mp3 8312 - Wakka - Yuna, could you heal him.mp3 8313 - Lulu - Could you heal the boy, please.mp3 8314 - Tidus - Whoa! Thanks.mp3 8315 - Wakka - You okay.mp3 8316 - Wakka - If you get hurt, get Yuna to fix you up.mp3 8317 - Lulu - Why not ask Yuna to heal you.mp3 8319 - Lulu - Everyone, look sharp.mp3 8320 - Yuna - Sorry! I can't summon yet.mp3 8324 - Yuna - Oh no! I still can't summon yet.mp3 8326 - Lulu - Stop! Only magic can hurt this one.mp3 8333 - Tidus - This guy won't give up.mp3 8334 - Wakka - Huh. That didn't do no good.mp3 8335 - Lulu - Plant fiends fear fire. Anyone knows that.mp3 ============================================================================= ============================================================================= XIII) 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. ============================================================================= ============================================================================= XIV) 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. ============================================================================= ============================================================================= XV) 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. ============================================================================= ============================================================================= XVI) 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. ============================================================================= ============================================================================= XVII) 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. ============================================================================= ============================================================================= XVIII) 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 wanna get 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 capturable 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. ============================================================================= ============================================================================= XIX) PAST REVISIONS ============================================================================= ============================================================================= - Version 7.12 (16th April 2004) # One more site added to hosting list. ----------------------------------------------------------------------------- - Version 7.11 (16th April 2004) # Updates here and there... ----------------------------------------------------------------------------- - 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. ============================================================================= ============================================================================= XX) 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 - nanapersonalsite.dot.nu: 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 - 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 - Paul Courtney: 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 - Jon L.: for sorting out one quote - TwilightAngel7: for sorting out Berserkproof/Confuseproof mix-up ============================================================================= ============================================================================= XXI) 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 3. Split Infinity's Homepage http://splitinfinity.50megs.com Yours truly, Split Infinity End of Document